Street Fighter 6/Akuma/Introduction

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Introduction

A demon of combat that has welcomed the Satsui no Hado into his being in his quest to become the ultimate master of the fist.

Akuma has a range of powerful, easy to use moves, but his low vitality makes him a character that demands the ability to read and react to situations rapidly. Along with projectiles, anti-air techniques, and close-range strikes that make up your basic arsenal, Akuma also has corner-carry options and an additional throw to keep your attack options varied. His fast walking speed and long-reaching attacks are also powerful tools for controlling space and the flow of a fight.

While Akuma has the traditional shoto toolkit (fireball, DP, tatsu, shoto normals), he puts his own dark spin on them, encouraging peerless aggression. His Gou Hadoken has three vastly different speeds it can be fired at, and can be charged for additional hits. His fireball also has a unique air version called Zanku Hadoken, which can be used to counter DP attempts or set up for continued pressure. His DP acts as a great combo ender and anti-air, with an OD version that leaves opponents close on hit. His tatsu goes through fireballs like Ryu's, but the heavy version goes into the air, allowing him to cruelly punish bad jumpins. What really sets Akuma apart from the other shotos is his signature Demon Raid. Upon pressing this special, Akuma leaps into the air and can perform a series of followups. He has an overhead, a low, and a divekick, and each option can leave Akuma plus. If opponents try to parry through the followups, Akuma can always call this out by landing and throwing them for a Punish Counter Throw. Demon Raid is an incredible special for allowing Akuma to get his gameplan started, and the OD version even allows Akuma to throw a fireball and counter attempts to stuff his approach. While Demon Raid is strong, it can be easily anti-aired on reaction, requiring Akuma to be very considerate with where he unleashes it.

In the neutral, Akuma leverages his shoto normals of 2MK, 5HP and 5LP/5LK to control space. His fast walkspeed and strong pokes give him a dominating neutral presence. He also has some strong command normals for counterpoking, including the powerful 6MK snap kick and 6HP lunging punch. While his anti-air 2HP is a bit slow, his DP is more than enough to subdue anyone who takes to the air. Akuma's basic combos have good corner carry and deal great damage, allowing him to punish any attempts to usurp his screen space. Once he's gotten you in the corner, Akuma excels at a diverse and threatening offense. He has many ways to be plus, including his 5MP and 5HK, though the latter can be ducked and punished. Akuma can use his new Adamant Flame special to set up shimmys and crush your opponent's Drive Gauge. If your opponent makes the odious mistake of trying to abare, Adamant Flame is also Akuma's best starter, leading into devastating combos. In general, Akuma's combo game is very strong with excellent juggle points and many places to extend with OD specials. His devastating Empyrean's End Level 2 super leads to lengthy and damaging combos, allowing Akuma to squeeze out every drop of damage he can muster. On top of all of this, Akuma also has an alternate CA called Shun Goku Satsu, a 0f comboable command grab that deals incredible damage when it connects. Truly, Akuma is the master of violence.

He's also the master of dying. Akuma's low vitality is a genuine concern in this game, as he has 9000 health compared to the standard 10,000. This might not seem like a lot, but it really is, as Akuma can be two-touched by most of the cast. While opponents may fear his rewarding and dominating offense, Akuma carries a ton of risk in basic play. Opponents who find a opening or make a specific read can punish Akuma harder than anyone else in the cast, especially if they have a Level 3 charged up. Akuma lives and dies by the mastery of the person playing him. If you can pilot him well, he will reward your efforts tenfold. If you like offense-oriented characters and can stay calm on the razor's edge, then embrace the demon with Akuma.

Pick if you like: Avoid if you dislike:
  • Strong pressure options, with many ways to be plus
  • Controlling neutral with long-reaching strikes and fast walkspeed
  • Being able to both zone and quickly approach
  • A diverse but still accessible kit, with good options for every situation
  • Being much more fragile than other characters
  • Needing to make risky and confident plays, with the threat of devastating punishment if you mess up


Classic & Modern Versions Comparison

List of differences with Modern Akuma
Missing Normals
  • Crouching Medium Punch (2MP)
  • Jumping Light Punch (j.LP)
  • Jumping Medium Kick (j.MK)
  • Jumping Heavy Kick (j.HK)
Missing Command Normals
  • Skull Splitter (6MP)
Shortcut-Only Specials
  • Adamant Flame (4S)
    • Medium/OD Only
    • Adamant Flame Follow-Up is (4S~6S or 6X)
  • Demon Raid (2S)
    • Medium/OD Only
    • Demon Low Slash is (2S~No Input)
    • Demon Guillotine is (2S~S)
    • Demon Blade Kick is (2S~X)
    • Demon Swoop is (2S~[2])
    • Demon Gou Zanku is (2A[S]~A[S])
    • Demon Gou Rasen is (2A[S]~A[X])
Assist Combos
  • A[L~L]: 5LK ~ HP Gou Hadoken
  • A[M~M~M~M~M]: Viscera Piercer (5MP~MP) ~ OD Adamant Flame ~ Level 2 Super
    • On burnout it will use Viscera Piercer (5MP~MP) ~ M Adamant Flame
  • A[H~H~H~H~H]: 5HK ~ 5MK ~ OD Tatsumaki Zanku-kyaku ~ M Gou Shoryuken ~ Level 3 Super
    • On burnout it will use 5HK ~ 5MK ~ H Gou Shoryuken ~ Level 3 Super
Miscellaneous Changes
  • 2L is 2LK but switches to 2LP if chained into
    • 2LP is unavailable outside of chains

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