Akuma's page


Name: Akuma


Ocupation: Wandering Fighter


Martial art: Shotokan karate



NOTE: The original japanese names for each special move are very long, so I didn't include them in the description tables, but if some purists (like me!) want to know them, please check my SFZ Official japanese names list.

Character's techniques

Akuma has one main advantage: his air fireball. Otherwise, he plays as a good Ryu. Don't use his rolls too much, exept if you can mix both enough to confuse your oponent, which is dificult.
The main paterns to use with him are quite simple: just jump back and forth throwing air fireballs. When you see the FB is going to be blocked and you land early enough, strike with a crouching move. With good timing, he can't block both! ^-^
Don't try to combo the flaming FB; it's to slow. But some may occasionaly eat it because they were thinking a standard FB was coming in the combo and stopped blocking.
Chain combo a lot. His chains are easy and very damaging.


Comboable Move lists.

O means able, X means unable.

Chainables moves: the normal moves that can be interupted by another one with greater strength.

LP LK MP MK
Standing O O X X
Crouching O O X O

Interuptables moves: the normal moves that can be interupted by a special move.

LP MP HP LK MK HK
Standing O O O O O O
Crouching O O O O O O

Typical combos:

Crouch LK, Crouch LK, Crouch MK, Crouch HK.
Jump HP, Crouch MK, FB.
The ultimate combo: very tricky timing, but great visual effect!
Slow air FB (high in the jump), fast air FB (right when 1st one connects), Crouch MK, Stand HK, Whirlwind kick.

Complex comand moves

Common moves

Zero counter B DB D + k A crouching roundhouse kick.
Good range, but bad against jumpers.
Taunt Start Akuma slams his feet on the floor, shaking the screen.

Simple moves

Overhead chop F + MP A diving punch that hits twice. Overhead hit.
Spin kick F + MK A hoping spin kick. Touches at end of spin.
Blade kick (apex of jump)
D + MK
Akuma stops in his jump and does a falling kick.

Special moves

Hopping roll D DB B + p Akuma leaps forward and rolls on the floor.
Invulnerable during hop.
Fireball D DF F + p Projectile. VERY good recovery time.
Air FB (jump) D DF F + p Air projectile.
Flaming FB B DB D DF F + p Projectile. Bad recovery time, but hits 1, 2 or 3 times,
flames oponent and knocks down.
Dragon punch F D DF + p Upward attack. Very good priority. Hits up to 3 times in air.
Whirlwind kick D DB B + k A series of spining kick. Goes over projectiles.
Can be done in air.
Hopping attack D DF F UF + k Akuma takes a leap forward. 4 things can be done then:
- (close) F / B + p: Akuma throws the oponent.
- (rather far) p: Akuma punches.
- k: Akuma lies and falls in the air, hitting on the way down.
- nothing: when arriving on the ground, Akuma does a slide.
Teleport B D DB / F D DF
+ P or K
Akuma starts focusing as if doing a fireball,
and then disapears leaving a blue trail behind him:
reapears: with P=close, with K=far. Joystick gives direction.

Super combos

S. Hadoken (D DF F)*2 + p A much stronger FB. Each FB it cancels eats 1 hit. 4, 6 or 8 hits.
Air S. Hadoken (jump)
(D DF F)*2 + p
Same as Ryu's Shinkuu Hadoken, but in air,
and an be blocked in air ! 3, 4 or 5 hits.
ShoRyuReppa (D DB B)*2 + p Same as ken's Shoryureppa. 4, 6 or 8 hits.
Raging demon LP LP F LK Slow forward teleport and... grab. Level 3 only. 15 hits.




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