Character Overview
Guide by Nyoronoru
The demon is back and he's powerful. He has a myriad of offensive and defensive options that can be incredibly daunting to any opponent. Akuma's mixups are some of the best in the game and he has quite a few safe approaches and escapes, not to mention the damage and stun on his combos are definitely above the SSF4 average.
However, Akuma has the second worst stamina and stun behind Seth, so a couple of big combos can take him out fast. The tradeoff to Akuma is that there is a much smaller margin of error when it comes to his techniques because you can lose rounds faster than almost everyone. Akuma's defensive options are so good however that you can almost nullify this weakness if you play with precision.
•
Strengths •
+ Power character. Big combos, big damage.
+ Air Fireballs.
+ Several safe approach moves.
+ Great anti-airs, including the Raging Demon.
+ A fast dash with very little recovery.
+ A diverse wakeup game.
+ Fastest walk speed in the game.
•
Weaknesses •
- Small room for error with low stamina and stun.
- Has very few reliable ground normals for poking.
- Ground fireball is not suited for zoning.
- Neutral jump normals are not good for air-to-ground counters.
- Requires extremely good spacing in order to maximize his approach options.
Notable Normal Moves
Standing Hard Kick (Double Kick, Roundhouse Loop)
Nasty move. Knocks characters out of focus attacks and you can combo after it with a variety of crouching normal attacks, all of which are special cancelable. See the Combos section for more details.
If both hits of the move land on a blocking opponent, it is completely safe and places both characters in a neutral frame state. Unfortunately, there are some characters who will be able to duck under the second hit of this attack and punish you. These characters are:
- Blanka, Cammy, Cody (Variable), C.Viper, Chun-Li, Dee Jay, Dhalsim, Evil Ryu, Juri, Ken, Rose, Rufus, Ryu, Yang, Yun
Akuma's standard anti-air punch if you don't want to buffer a dragon punch. The hitbox is good but Akuma is not invincible during its execution so you can still get knocked out of it, especially if you don't input it quickly enough.
A double-hitting overhead attack. Another Akuma mixup tool. Also, Akuma steps pretty far forward when doing this, so you can quickly cancel the Chop into your Super to give it some added range.
Performing this motion at the peak of Akuma's forward jump will cause him to change trajectories and do a dive kick attack. This dive kick doesn't have the same properties as Akuma's Demon Flip Dive Kick, but it's still a nice trick to throw off anti-airs from your opponent.
Both of these attacks are Akuma's crossup moves. Jumping Light Kick is more ambiguous and tougher to block than Jumping Medium Kick, but it's harder to combo afterwards with it.
Special Moves
Damage
Light
60
Medium
60
Hard
60
EX
120
Properties
A fairly standard projectile where the strength of the button pressed determines the speed it travels. Use it to pester defensive opponents at far range. In FADC combos, a fireball is necessary to stun the opponent while Akuma dashes in and continues his big damage. See the Combos section for more details.
EX Version: This version hits twice, knocks down and is safe to use at point blank range. Good for keeping up knockdown momentum or making a dropped combo safe. Also, if you land this in the corner, you can follow up with a Shoryuken for extra damage.
Damage
Light
40
Medium
40
Hard
40
EX
80
Properties
One of the best projectiles in the game for controlling both the ground and air. To maximize its effectiveness you must understand its properties. The Light version travels the slowest and travels at the steepest angle, and the Hard version travels the fastest at the shallowest angle. No matter the strength of the fireball thrown, Akuma has a small amount of ground recovery after each one so you must make sure your fireball makes contact with the opponent.
Akuma can throw these fireballs out very close to the ground, both right after he jumps and right before he lands. You don't want opponents jumping over them or slipping underneath them to attack you. Throwing air fireballs out raw against opponents who are not knocked down can be very risky, so you'll want to choose your angles carefully.
Merely jumping back and throwing fireballs can be effective in small doses, but there are quite a few strategies to put an end to runaway tactics. Using them as your opponent wakes up is very effective as it forces them to block, then you can apply a safe offensive mixup.
If the opponent starts using Focus Attacks to absorb your air fireballs, do a Demon Flip to attack them while they are dashing out of the animation. If you time it correctly the opponent will be forced to block your upcoming attack. Also note that if you manage to land your air fireballs against an airborne opponent then you can juggle the opponent with a Shoryuken or an EX Hurricane Kick before they land.
EX Version: This attack throws out two fireballs that are the Medium and Hard versions. These are very hard to avoid for any character and buys even more time for Akuma to attack the opponent as they are pinned down.
Damage
Light
50
Medium
70
Hard
99
EX
141
Properties
All red fireballs start up at the same speed, but the Light version recovers the fastest while only hitting once. The Hard version hits three times but recovers the slowest, Medium hits twice and is a mix of the two. If you're in a projectile war, then this projectile can force your opponent to respect Akuma since he can throw multi-hit projectiles without EX meter.
The bad news is that Akuma can't control the speed that the fireball travels, making it easy for any character to jump over and avoid. The startup is heavily telegraphed and easily punishable if not done from the right distance, so you'll rarely have a chance to fire off red fireballs unless you are performing FADC combos or trying to chip opponents while they are standing up.
EX Version: The EX Red fireball is a three-hit projectile with the Light version's recovery along with some extra damage. Not really worth using meter on unless you are very much in a particular situation where it is required.
Damage
Punch
110
Kick
70
Slide
100
Throw
150
Properties
When Akuma flips forward to attack, the Kick button pressed determines how far he travels before you can choose an option. As a reminder, the Demon Flip is a pretty heavily telegraphed move. If you just throw it out there as a full screen approach then most characters will either jump back or backdash to punish you. Lots of good Akuma players will throw an air fireball to cover the path of their Demon Flip or will cancel into their Demon Flip from a normal move.
- Kick (Dive Kick): Many characters have a lot of trouble defending against this move and to maximize your offense you'll want to be using the dive kick as the opponent is standing up from a knockdown. If you land this kick at any height you can combo immediately into a number of moves. It stays active the entire time until Akuma reaches the ground, and it is safe on block. Just an altogether great attack.
- Punch (Palm): An armor breaking attack that places the opponent in an untechable knockdown if it lands. Also safe on block. If you whiff with this attack Akuma lands instantaneously next to the opponent, perfect for a throw or a dragon punch FADC attack. This does not have as many active frames as the Dive Kick so it's easier to whiff. If you want to assuredly make contact with this move you must activate it late. It can be blocked high or low, but the real power of it is in its left-right mixup on the ground.
- Throw (Flip Grab): This is activated by pressing the throw buttons. Akuma's throw range on this attack is pretty small and you have to be precise. If you know your spacing then it should not be too difficult to land this. Akuma's throw whiff animation in this attack has more recovery than both his Dive Kick and Palm, so you can be punished.
- No Input (Slide): Pressing nothing will cause Akuma to perform a slide kick that hits low. Very unsafe if blocked, but it knocks down on hit.
EX Version: This has the same startup as the regular Demon Flip, but it auto-tracks towards wherever the opponent is standing. It also travels through the air much faster.
You can cancel this version of the Demon Flip into EX Air Fireballs, which is useful for getting instant-air fireballs that will lock your opponent down. It also helps for getting big damage combos on the ground since you'll land while the opponent is being hit.
Damage
Light
70
Medium
120
Hard
160
EX
180
Properties
Akuma spins forward and if this move lands he juggles the opponent for good damage. The strength of the button pressed determines the distance traveled, and only the Hard Kick version is safe on block. The Light Hurricane Kick cannot hit crouching opponents but the Medium and Hard versions can, offering you a high damage combo option if the opponent is being comboed while crouching.
The Light Kick version is by far the most important, as it allows you to juggle the opponent into a Shoryuken or sweep anywhere on the screen. Comboing into Akuma's Light Hurricane Kick is extremely important for damage, stun and knockdowns. Certain characters can not get hit with a sweep after a Light Hurricane Kick though. These characters are:
- Abel, Blanka, Dudley, Gen, Ibuki, Juri , Ken, M. Bison (Dictator), Makoto, Rufus, Ryu
Another use for the Aerial Hurricane Kick is a crossup attack. If you land this attack from air-to-ground, then Akuma can sweep the opponent as they are falling. Unlike the Light Hurricane Kick combo from the ground, nearly all characters can be swept after a crossup Aerial Hurricane Kick.
EX Version: Unlike the other Hurricane Kicks where you move forward, Akuma spins in place for big damage. It also places the opponent in a spinning knockdown where you can follow up with a Shoryuken in the corner. If you use it in the air, it will stop Akuma's trajectory and cause him to descend vertically. This is useful for avoiding ground attacks or traps.
Damage
Light
100
Medium
130
Hard
150
EX
190
Properties
Akuma's anti-air, and a very good one. The strength of the button pressed determines the amount of invincibility Akuma has when performing his dragon punch with the Hard version having the most invulnerability. Naturally, a whiffed or blocked dragon punch is extraordinarily unsafe.
If you are comboing after a Light Hurricane Kick and want the most meter the Hard Punch Shoryuken is the way to go. If you want to perform an FADC combo using the Shoryuken then you should always FADC after the second hit of the Hard Shoryuken. If you want to do a wakeup shoryuken and you are not sure when to FADC to safety, don't forget that you can FADC at any time up until the third hit of the Hard Shoryuken.
EX Version: Akuma is completely invincible until he reaches the peak of his Shoryuken when EX is used. It also does more damage and a lot more stun, making it applicable in combos where you need to finish off or stun the opponent.
Doing this causes Akuma to slip through opponents and move around the screen. He cannot be struck or thrown during this time but he does have a small bit of recovery at the end of the teleport. The teleport movement is dictated as followed:
- Punches, Forward DP: Almost full-screen towards the opponent.
- Punches, Backwards DP: Almost full-screen away from the opponent.
- Kicks, Forward DP: Half-screen towards the opponent.
- Kicks, Reverse DP: Half-screen away from the opponent.
Some characters have quite a few problems with this teleport, mainly grapplers and anyone that can't attack across the screen quickly.
Still, the teleport is such a popular wakeup option that there have been many strategies devised to counter it. Keep an eye on your opponent's placement before committing to the teleport. If you are in the corner, it would be a much better idea to just simply block and force your way out.
Super and Ultra Moves
Properties
Akuma poses and then moves forward very quickly to grab the opponent. The Super version of the Raging Demon is actually called a
zero-frame grab, meaning that if the opponent does not jump before the flash of the Super's activation they will always get grabbed as long as they are in range. The range on this Super is very good but the damage is pretty low as a trade-off for using all your EX bars.
There are several easy setups for this grab Super. Empty jumping is popular, along with intentionally whiffing a Demon Flip Palm attack. Remember that since it starts up in zero frames, there's no way for the opponent to counter it with any move after the flash of the activation.
Properties
At first glance this Ultra may appear to be the exact same as Akuma's Super, but there are some varying properties. The first example is that Wrath of the Raging Demon has some startup invincibility allowing you to go right through some attacks unlike the Super Demon. It moves slower than the Super Demon and it does not have zero-frame startup, meaning that the opponent can smack you out of it with a throw-invincible move or just jump away from you to escape it.
One of the most important facts that is overlooked about Akuma is that he can cancel all of his normals on whiff or contact into his Raging Demon. The reason why this is normally harmless is because the Ultra is a command grab meaning that you can't combo into it from any attack that causes hit or block stun. The reason why this isn't so harmless after all is because you can use normals to extend the range of your Ultra or to trick your opponent into counterattacking when they shouldn't. You'll want your opponent to commit to a move that has a decent amount of recovery, and slide straight through it with the invincibility frames of the Raging Demon.
The most popular use of the Ultra is as an anti-air. To do this properly, it's best to cancel the Ultra from a sweep as your opponent is descending from their jump since performing a sweep decreases the size of Akuma's hitbox considerably, making him harder to hit. The sweep also gives Akuma added range on his Raging Demon and the startup invincibility frames will help you blow through whatever aerial attack your opponent is using.
Properties
Akuma spins and throws his leg out in a very slow arc. At first glance this Ultra seems rather worthless. It can't be landed directly after a Focus Attack, it whiffs on crouching opponents and it has a large amount of startup. The input is also fairly annoying, making it difficult if not impossible to use as an anti-air.
However, Akuma can cancel into this Ultra from his Teleport. There are many normal moves that can be canceled into a Teleport and into Demon Armageddon thus making it a comboable Ultra for Akuma. Using this knowledge comboing from a Focus Attack is now possible. Lastly, the second input for this Ultra does not have to be directly upwards to work. Going in either the up-back or up-forward directions will work as well.
Another use for the Demon Armageddon is to counter people trying to chase down your Teleport Escape. There are quite a few characters such as Yun and Yang that can punish your Teleport on reaction with special moves, but you can counter their punish attempts with this Ultra.
The Raging Demon is such a good Ultra for controlling the pace of the match, and the Demon Armageddon is a tough Ultra to hit confirm into. These two facts make it difficult to choose Ultra 2 for Akuma, but if your playstyle is based around quick hit confirms then this Ultra is recommended.
Tips and Tricks
Akuma's air fireballs can cover almost all of his defensive openings, if you use them correctly. Since reversals are the name of the game in Super Street Fighter IV you may realize the value in the opponent never being able to do a reversal without getting punished for it. Light Air Fireballs give you the most approach time from the front after a knockdown. The same rule applies to Medium Air Fireballs, except that it's harder for the opponent to jump away from it.
If someone is trying to meet you air-to-air, simply throw out a Hard Air Fireball to interrupt them. Air fireballs can also cover the path of the Demon Flip, and the EX Air Fireball makes all of the previous options a whole lot easier.
Akuma's mixups are so varied and powerful that they are referred to as the "vortex" in discussion circles. Once you have a knockdown, Akuma has several options to get right back in the opponent's face safely over and over again. Never let up pressure with Akuma once you are on an offensive roll and keep knocking the opponent down with crossup Hurricane Kicks, Demon Flips, combos into your Shoryuken/Sweep, EX Fireballs and throws. All of these options are amplified in strength by Akuma's extremely fast walk speed.