
(Can also be done in the air)
• Fireball (Gou Hadouken) •
Your typical fireball attack, strength of the button determines the speed with Hard Punch traveling faster.
When done in the air, Akuma stops the momentum of his jump to perform the move and then drops straight down.
• Dragon Punch (Gou Shoryuken) •
Your Light Punch Shoryuken hits one time, but has a shorter recovery time. Hard Punch hits three times and does more damage, but if it's blocked it leads you very open to being punished.
(Can also be done in the air)
• Hurricane Kick (Tatsumaki Zankuu Kyaku) •
This move will hit multiple times to juggle your opponent, with Hard Kick juggling more times for heavier damage.
(In the air)
• Dive Kick (Tenma Kuujin Kyaku ) •
Akuma does a dive kick at a diagonally down-towards angle, hits multiple times but doesn't knock your opponent down, and you'll land right next to them.
or
• Forward Teleport (Ashura Senkuu) •
Teleports Akuma towards his enemy. Punch travels near full-screen's distance, Kick goes about half-way.
or
• Backwards Teleport (Ashura Senkuu) •
Teleports Akuma away from the other fighter. Punch travels near full-screen's distance, Kick goes about half-way.
• Multi-Flip Throw (Jigoku Guruma) •
Instead of a regular throw, Akuma flips around multiple times before tossing his opponent, and... that's it. Move doesn't do any more damage or seem to extend his throw range, but it does overlap with his Hurricane Kick which you may accidentally pull off when trying to do this — not that you ever really *should* try to do it.
or
(Mash Punches or Kicks)
• Hyper Fireball Beam (Messatsu Gou Hadou) •
Shoots a continuous beam of fireballs at your opponent, mashing the attack buttons will score you more damage and hits.
(In the air)
• Hyper Air Fireballs (Tenma Gou Zankuu) •
Fires off a ton of projectiles in a very short period of time. Can be used in Air Combos.
• Hyper Dragon Punch (Messatsu Gou Shouryuu) •
A beefed up version of Akuma's Shoryuken that repeats and hits multiple times.
• Hyper Hurricane Kick (Messatsu Gou Rasen) •
Has a bit of start up and then doesn't hit until it's fairly high off the ground. Makes Akuma spins straight up in the air.
• Raging Demon (Shun Goku Satsu) •
Requires 3 Hyper bars to execute. This has a bit of start up time, and Akuma flies kind of slow when he's trying to grab his opponent, but it takes off a lot of power when he lands this.
• Overhead Chop •
Must be blocked high.
• Hop Kick (Senpuu Kyaku) •
• Straight Kick (Air Senpuu Kyaku) •
(In the air)
• Knee into High Kick •
Instead of Ryu's usual follow up after pressing Light Kick, holding Up and pressing Light Kick after the initial hit causes him to do a High Kick.
| Type | Partner Assist | Variable Counter | Variable Combination | |
| A | Projectile Type | (H) Fireball | (H) Fireball | Hyper Fireball |
| B | Anti-air Type | (H) Dragon Punch | (H) Dragon Punch | Hyper Dragon Punch |
| Y | Expansion Type | (H) Hurricane Kick | (H) Hurricane Kick | Hyper Hurricane Kick |
| Name | Viewers |
| EG|fLoE | 352 |
| Cross Counter TV | 316 |
| Finest K.O. | 227 |
| PJS Winning | 156 |
| CafeID Korea | 98 |
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