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Super Street Fighter II Turbo HD Remix/Akuma
Akuma (also known as Gouki) is a more powerful version of Ryu and Ken, and was a secret character in ST. He is somewhat of a secret character in HDR as well, however there is no code to choose him in Remix mode. Simply move the stick up from Honda's character select image, and Akuma will be available. He has the weakest stamina in the game, and is much weaker in HDR than he was in ST, but has been given a Super Attack (Raging Demon). Akuma is banned in almost all HDR tournaments due to his overpowering Air Hadoken, Normal Attacks and Super Attack. He is a fun character to play with though, and does not win easily if the opponent knows what he is doing. Though he has a severe health handicap (he can be almost KO'd from perfect with one Super combo), he can dish out a lot of damage with his juggles, meaty Air Hadoken setups that can lead to mixups and an almost inescapable Raging Demon setup.
It is widely considered that Akuma is still the strongest character in the game, and that he may be barely broken.
|ANY BUTTON||HOLD KICK|
--Colors captured by Jizzon.
--Blitzfu 02:29, 24 July 2010 (UTC)
Changes From Super Turbo To HD Remix
Health handicap and dizzy
Akuma now has the lowest stamina in the game and can be dizzied, where in ST he could not be dizzied. A regular 3-hit BnB combo from any character that would usually do about 25% damage on average against other characters, will do about 50% damage on average against Akuma. He can also be KO'd from perfect by Super combos such as Ryu's 9-hit Super combo (cross-up RH on a crouching Akuma, Rushing Fierce, cr Fierce, Super).
Akuma no longer has invincibility on his cr Roundhouse and cr Forward. He also no longer has a stray hitbox on his Medium Kick.
Akuma's Hadoken has slightly more startup time than ST Akuma, about the same as Ryu, but has slightly faster recovery than Ryu. Fierce Hadoken now knocks down only from close range, where in ST it could knock down from full screen.
Flame Hadokens also have more startup than they did in ST, and the motion has been changed from HCF Punch to QCB Punch. The recovery is also much slower; he can’t do his corner lockdowns anymore!
It now has a slightly more vertical angle than it did in ST, and also causes Akuma to "bounce up" in the air when he releases it. This bounce allows Akuma to cross-up a knocked down opponent. Akuma can also perform the motion as a TK motion: QCF, UF Punch. This allows him to perform an Air Hadoken very close to the ground, just as he jumps into the air, similar to a Juice Tatsu.
It no longer has any invincibility whatsoever.
It can now be done with PP/KK instead of PPP/KKK. It also has some vulnerability in the upper body area now, though it is still invincible-on-startup and during recovery.
It is completely invincible for almost its entire duration, except during recovery which is a small window to punish. It is immune to throws, but cannot throw airborne or invincible opponents or opponents who are in their pre-jump frames. Some players believe that it can randomly throw pre-jump frames about 25% of the time, though this has not been concretely proven with empirical evidence. But there are some times when his RD setups are inescapable, especially when executed after a meaty Air Hadoken.
It's pretty good for stopping Blanka's Horizontal Rolls and even Bison's Scissor Kicks. Very fast recovery and can be rapid-fired into a chain combo, as well as cancelled into Specials or Supers.
Has a slightly more vertical range than far Jab, but has less horizontal range. It can be cancelled into Specials or Supers.
A standing poke with a good, low offensive hitbox, but has slower start-up than a cr Short or a st Strong. It cannot be cancelled into Specials or Supers.
Same animation as far Short but has a bigger offensive hitbox and less vulnerability, but also starts up slowly. It can be linked into cr Short or cr Jab, but cannot be cancelled into Specials or Supers.
A great, high poke that is very fast and can be cancelled into Specials or Supers. It's a decent anti-air vs far jump-ins such as Blanka's j RH as it has pretty good horizontal range and priority.
Slower startup than far Strong, but it can also be cancelled into Specials or Supers.
A very good anti-air for jump-ins due to its large hitbox (much bigger than Ryu or Ken's hitbox). It cannot be cancelled into Specials or Supers.
A decent close range poke that can be cancelled into Specials or Supers. Can be used in an option select by doing DP motion ending in F, and then inputting Forward followed quickly by any punch. This allows Akuma to execute a Kick Throw if the opponent is throwable, but if the opponent is unthrowable (invincible or airborne), the close Forward will be kara-whiffed into a Shoryuken. So Akuma will either get a throw or a Shoryuken, depending on the opponent's reaction.
Not used for much of anything. Cannot be cancelled into Special or Super Attacks and has same range as far Strong and does more damage, but is slower to startup and recover.
Decent anti-air for close jump-ins and against certain angles of Wall Dives. Good for combos as it does good damage and can be cancelled into Special or Super Attacks. Akuma's offensive hitbox is larger than both Ryu and Ken's close Fierce.
A great anti-air for jump-ins due to its large hitbox (much bigger than Ryu or Ken's hitbox). It can be cancelled into Specials or Supers.
It hits twice up close and is a decent meaty but cannot be cancelled into Specials or Supers, though it can be linked into cr RH if done as an early meaty.
Also good for stopping Rolls but not much else. Can be rapid chained and linked into other crouching light Normals and can be cancelled into Specials and Supers.
A great, all-purpose crouching attack that can be used as a chain link into another cr Short or st Short and can be cancelled into Specials and Supers. Also good for tick-throws.
One of the best Normal attacks, it's quick, has great priority and gives frame advantage on block for tick-throws and other mixups. It's so quick, it can be hit-confirmed into Special and Super combos without needing to be cancelled. It can also be linked into cr Strong x 2, cr Forward, cr Fierce or cr RH. Very useful against Balrog's Rushes, Honda's Slaps, Blanka's slides and other footsies. When in doubt, use this Normal.
A good Normal for mid-range footsies. It's best used for keeping grapplers out while having faster recovery than the cr RH so that you can follow up with a Shoryuken if the opponent jumped-in instead. It's great as a meaty into tick-throws or Shoryuken mixups, as well as for combos as it can be cancelled into Specials and Supers. Cancel with caution if the opponent has meter though, as it doesn't combo into Hadoken from max range and can be countered with a reversal Super by most characters in the game.
An okay anti-air, it's mostly useful for combos as it can be cancelled into Specials and Supers. It also has a limited use vs close range Wall Dives.
Roundhouse (also known as the sweep)
One of the best Normals, it can knock down the opponent. It's mostly used to cancel into Hadokens to push opponents away. It's one of the only sweeps in the game that can be cancelled into Specials and Supers. Cancel with caution if the opponent has meter though, as it doesn't combo into Hadoken from max range and can be countered with a reversal Super by most characters in the game.
Has the most vertical range of all the jump punches. The neutral and diagonal jump versions can be cancelled into Air Tatsu and Air Hadoken, though they do not combo.
Best used for safe-jumps as it hits lower than jump Jab and has plenty of active hitting frames. Only the neutral jump version can be cancelled into Air Tatsu and Air Hadoken, not the diagonal jump version, though they do not combo.
Has a higher offensive hitbox than jump Fierce. The neutral and diagonal jump versions can be cancelled into Air Tatsu and Air Hadoken, though they do not combo.
It can cross-up and is also a good safe-jump attack, plus it has decent horizontal range. Only the neutral jump version can be cancelled into Air Tatsu and Air Hadoken, not the diagonal jump version, though they do not combo.
It hits the lowest of all the jump punches. It can be cancelled into Air Tatsu and Air Hadoken, though they do not combo.
The diagonal jump version has the most horizontal range of all Akuma's jumping normals, and it can cross-up all opponents. It has a much bigger hitbox than Ryu or Ken's jumping RH. Only the neutral jump version can be cancelled into Air Tatsu and Air Hadoken, not the diagonal jump version, though they do not combo.
F or B Strong/Fierce
F or B Forward/Roundhouse
All throws have the same range and do the same damage. The Kick version recovers slightly slower than the Punch version.
HADOKEN (also known as Fireball, Blue FB)
Jab travels the slowest but recovers the fastest and Fierce travels the fastest but recovers the slowest. Strong is in between the two. Fierce Hadoken knocks down from close range, but Jab and Strong do not. Fireball trap on a cornered, knocked down opponent: meaty Jab Hadoken followed by another Jab Hadoken and a Fierce Hadoken from about mid-screen range. It is a very tight blockstring and cannot be jumped out of. From 3/4 screen range, another fireball trap is a meaty Jab Hadoken followed by a Fierce Hadoken, which is a 2-hit blockstring and cannot be escaped by any character if blocked. All Hadokens are invincible-on-startup for 4 frames, and are also partially invincible for a short amount of time after that. The vulnerable hitbox is only on the back-half of Akuma's "horse stance" sprite, which causes some attacks to whiff even at point blank range.
FLAME HADOKEN (also known as Shakunetsu Hadoken, Red FB)
Fierce and Strong Flame Hadokens knock down from any range, Fierce hits 3 times, Strong twice and Jab once. Though the Flame Hadoken hits multiple times, it can still be countered by a single fireball. Fierce and Strong can beat Honda's Jab Torpedo, Super Attack and Dee Jay's MGU, but are beaten by Ryu and Dhalsim's Super Attack. All Flame Hadokens have complete invincibility-on-startup for 4 frames as well, and are also partially invincible for a short amount of time after that. The vulnerable hitbox is only on the back-half of Akuma's "horse stance" sprite, which causes some attacks to whiff even at point blank range.
AIR HADOKEN (also known as Air Fireball, AFB, Zankuu Hadoken)
Jump, QCF Punch
This is a powerful tool that can be used to destroy other fireballs, keep an opponent from advancing, keep Akuma safe from long range pokes and projectiles and has many other uses. One of its most potent uses is as a cross-up meaty. Perform a Jab Air Hadoken on a knocked down opponent from about cr Short range, and Akuma will cross-up the opponent and land just as the Air Hadoken strikes the opponent. If the opponent is standing, Akuma can follow up with a low Kick cancelled into Tatsu, Shoryuken juggles. Or Akuma can tick-throw or do just about anything he wants to do since he has a lot of frame advantage. Akuma can also perform the motion as a TK motion: QCF, UF Punch. This allows him to perform an Air Hadoken very close to the ground, just as he jumps into the air, similar to a Juice Tatsu.
SHORYUKEN (also known as Rising Dragon Punch, DP, Uppercut, SRK)
All Shoryukens are invincible for all of their hitting frames (all the way up), and all of them can juggle for 3 hits. They also hit on the 2nd frame, making it risky to safe-jump on Akuma. The Fierce does the most damage but is the most easily punished due to its long air-recovery time. If Akuma is knocked down and crossed up, you can perform a backwards DP motion (F,DF,D,DB Punch). The last input, DB, will become DF as the opponent has crossed over, and a Shoryuken will activate.
TATSU MAKI ZANKUU KYAKU (also known as Tatsu, Hurricane Kick, HK, Helicopter Kick)
The Roundhouse travels the furthest and the Short travels the shortest distance. The Forward Tatsu is in between the two. None of Akuma's Tatsus have any invincibility, but they are still good for passing through Sonic Booms, Yoga Fires and Low Tiger Shots. All Tatsus knock the opponent down, but only the Forward and Roundhouse can juggle for up to 3 hits. The Short Tatsu cannot juggle.
AIR TATSU MAKI ZANKUU KYAKU (also known as Air Tatsu, Air HK)
Jump, QCB Kick
Akuma's Air Tatsu has a bigger hitbox than Ryu and is the same size as Ken, and it can knock down grounded opponents as well as juggle them for up to 3 hits, including the Short version. Air Tatsus are not overheads, they can be blocked while crouching or standing. All Air Tatsus can be performed during diagonal and neutral jumps. There are many different variations of Air Tatsus depending on when in the jump arc that the Tatsu is executed. The strength of Kick used can also affect the duration in the air, due to stronger Kicks causing more spins. But as a rough guide, there are about 5 versions of the Air Tatsu, with different trajectories and uses:
Juice Air Tatsu (also known as Juice Kick, TK Tatsu, Top Spin Tatsu, Rainbow Tatsu)
This Air Tatsu is executed as soon as Akuma jumps, sometimes even during the pre-jump frames. The Juice Tatsu has the fastest take-off and landing and travels in a rainbow arc. It's horizontal range is almost twice that of a normal jump-in and it can also be used as a cross-up. Most players simply jump and input QCB Kick as quickly as possible, but some players input the QCB motion first, then jump and then input Kick after (TK motion). Either way, the motions must be done very, very quickly to execute this Air Tatsu, and it's one of the most difficult maneuvers to perform in the game.
High Air Tatsu
It is executed as Akuma is rising into the air but before he reaches the peak of his jump arc. This Air Tatsu has the highest and farthest range of all the Air Tatsus, about full screen distance. But it is slow and easily punishable as it has a long air recovery time. Mainly used to escape the corner, or to catch up to a knocked down opponent from full screen or to beat certain Wall Dives or other aerial attacks.
Diagonal Air Tatsu
It is executed at the peak of the jump arc. It descends in a roughly straight, diagonal line and is good for crossing up the opponent or hitting other anti-air attacks from the back such as Vega's Flipkick or Dee Jay's Upkicks, or even Shoryukens. It has pretty good horizontal range, over half screen distance, and can even hit some crouching opponents as it descends. The neutral jump version does not descend in a diagonal line, but is still very useful to alter Akuma's jump trajectory to avoid projectiles or to throw off the opponent's timing.
Cross-up Air Tatsu (also known as the Ambiguous Air Tatsu)
It is executed slightly after the peak of the jump and as Akuma has begun to descend. It has almost the same horizontal range as a jump-in but descends slightly farther. It is this tiny change of trajectory that makes this Air Tatsu the most deadly to cross-up with. After knocking down the opponent, it is best performed from just outside cross-up range (about max cr Short range). As Akuma jumps, it seems that he will not be able to cross-up with a j Roundhouse. But executing this Air Tatsu will alter Akuma's jump trajectory, and he will cross-up the opponent and strike from behind. If blocked, in most situations (not all), it will give enough frame advantage to follow up with a sweep combo, a juggle, a throw or a Shoryuken mixup. This Air Tatsu is very deadly, and is very effective in getting repeated knockdowns, but the range and timing can be a little tricky to perform. The best example of this was performed by Daigo's Ryu vs Afrolegend's Balrog.
Late Air Tatsu
It is executed at the last moment before Akuma reaches the ground. This is the only Air Tatsu that does not alter Akuma's jump trajectory significantly. It can be used to knock down an unguarded opponent such as after jumping over a fireball, to juggle, or to build meter. It can also hit crouching opponents sometimes. To use it as a crossup, execute it in the opposite direction after crossing up the opponent (QCF Kick).
TELEPORT (also known as Ashura Warp, Ashura Senkuu)
F,D,DF or B,D,DB PP/KK or PPP/KKK
The F,D,DF PP version moves Akuma very far towards the opponent (even crossing up) and the KK version moves Akuma towards the opponent (about half-screen distance). The B,D,DB PP version moves Akuma very far away from the opponent (full-screen distance) and the KK version moves Akuma away from the opponent (about half-screen distance). Akuma is invincible during start-up and recovery, but has a small vulnerability at his head area while in mid-Teleport. A great evasion tactic, it can also be used offensively as a surprise tactic and to cross-up the opponent.
(also known as Raging Demon, Shun Goku Satsu, SGS)
It can throw opponents who are vulnerable and grounded, but not airborne or invincible opponents. The Raging Demon has a range just over half-screen distance and is completely invincible until its recovery.
--Blitzfu 21:51, 16 June 2010 (UTC)