SuperCombo Wiki

SuperCombo is for the FGC, by GBL. We don't run ads or sell user data. If you enjoy the site, consider supporting our work.

Capcom vs SNK 2/Akuma

From SuperCombo Wiki

Introduction

CVS2 Akuma CAPCOM Art.jpg
Health (at Ratio 2)
12800 Very Low
Stun
60 Low
Dash Length
15 Frames Short
Dash Type
Slide Corpse Hop=No, Proj. Hop=No
Run Speed
8.5 Slightly Above Average
Roll Distance
140 pixels Far
Roll Duration
27f Long
Wakeup Speed compared to Ryu
0f Average

Story

Akuma, called Gouki in Japan, is one of the most powerful warriors in the Street Fighter universe. He is emotionless, and trains hard to master the dark power known as the Satsui no Hado. In his younger years, he trained together with his brother Gouken under a master named Goutetsu who taught them a nameless fighting style made for killing. They also learned the Shun Goku Satsu, usually called Raging Demon, which is a life-threatening move with notable strength. As Akuma and Gouken learned, they began to dispute over the true nature of their learnings, with Gouken unable to accept the Satsui no Hado and the violent nature of what they learned. Gouken left to create his own dojo with what he learned, while Akuma continued to train under Goutetsu and accepted the emotionless nature of Satsui no Hado into himself. Akuma left to train on an island alone to learn the Shun Goku Satsu, and while there, gave in fully to the Satsui no Hado. He became inhuman, obsessed with fighting to the death. When he returned, he challenged his master to a death match, which he won. His master died happily knowing he had trained such a powerful pupil, and Akuma still wears his masters prayer beads around his neck to this day.

Gameplay

In CvS2, Akuma is a glass cannon rushdown character. Akuma has powerful rushdown and mixup capabilities, especially in Grooves where he has a run and hop. While he possesses the same basic kit as the other shotos, Ken and Ryu, most of his tools are more geared towards high damage combos and great ability to maintain knockdowns. His normal fireball can knock down when close, and his red fireball knocks down at any range. His air fireballs don't stall or change his air momentum, and have very little landing lag allowing him to combo after them. He also has great neutral, with a powerful DP anti-air and useful normals for close range poking. All of these tools give Akuma a very simple gameplan that he can apply in many ways: get a knockdown, maintain your pressure, and loop mixups until they die.

Akuma has one massive issue however, which is what makes him such a glass cannon. His health is the lowest base health value, only beaten by Claw without a mask, and his stun is the absolute lowest in the game. This means that if the opponent escapes his onslaught long enough to put him on the backfoot, it can very quickly spiral into a loss. While he does have two reversals in his DP and his teleport, these can be baited and punished for huge damage. Just like a few wrong guesses gets Akuma the win, a few right guesses from the opponent means Akuma will always lose. His matches will almost always be heavily one-sided because of this, but when Akuma wins he wins convincingly.

Groove Choice

Best - N: Akuma has one Groove clearly above the rest with N-Groove. N-Akuma has everything he needs, from run and hop to easy access to roll cancel specials, and a way to store his level 3 Raging Demon and hide the input for scarier mixups using the animation for activating Max Mode. Max Mode in general makes him scary, as his damage gets much higher, and the threat of a Raging Demon command grab mixup means the opponent will be scared into getting hit more often. Akuma also benefits from rolls, and guard cancel roll is a very powerful defensive mechanic that can help turn the tides back in Akuma's favor.

Useful - K/P/C/A: K-Groove Akuma is slightly behind N-Groove. K-Akuma maintains the scary mixup and mobility of N-Akuma, and Rage makes for a similar situation to Max Mode where he has the threat of a Demon to let him land more hits. Rage also increases the damage more than Max Mode, making it a bit more powerful. K-Akuma gives up rolls and the defensive guard cancel roll or offensive roll cancel specials however, and K-Groove meter only builds when getting hit or performing a JD, making it harder for K-Akuma to build enough meter without risking his life. P-Akuma makes a pretty large mobility sacrifice, but in exchange gets parries. With one good parrry, P-Akuma can turn the tide in his favor using a tatsu combo, and while he won't always have a super and will basically never have Raging Demon, he doesn't entirely need them to succeed in P-Groove. Lack of run and any defensive escape hurts however. C-Akuma and A-Akuma are both right behind K-Akuma, with both making a major sacrifice with no run or hop in exchange for high damage level 2 combos in C-Groove or powerful Custom Combos in A-Groove. Lacking run or hop really hurts C-Akuma and A-Akuma however.

Worst: S-Groove is the worst Akuma, as S-Akuma has to actively give up space and aggression in neutral to build any meter. S-Akuma also only gets access to a Demon at low health, which is a massive risk for him, and the infinite level 1 supers don't exactly give him much more than damage increases in combos.


Akuma is a scary glass cannon with great offense and mixup, but massive risk in his low health. Akuma is best in N-Groove.
Pros Cons
  • Shoto: Versatile toolset allows him to zone, play footsies, and especially rush opponents down
  • Amazing Mix: Great mixups with TK Air Fireball, crossups, divekicks, solid low confirms, dead body crossups, and probably the scariest command grab in the game
  • Combos: Has a lot of different routes to combo with, and a lot of places to get pickups other characters don't get
  • Okizeme: 623LP is his main combo ender, and gives an amazing knowckdown. He can loop okizeme from this and quickly end a round with hard to see mixups
  • Low Health: The biggest glass cannon in the game, with the lowest health of the cast and in the lowest stun bracket. While he does have good reversals, two or three solid hits will kill Akuma quick
  • Optimal Combos Require Standing: His best combos require the opponent to be standing, since tatsus will whiff on crouchers
  • N-Groove Preference: Since his best Groove is N-Groove by a wide margin, he doesn't get to abuse the powerful mechanics of C/A/K Groove without making a major sacrifice that isn't always worth it



Normal Moves

Far Normals

5LP

Far Jab
Light Punch
5LP / Far LP
CVS2 Akuma 5LP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lp.png 300 3 RF/SP/SU Mid High 2 4 6 12 +7 +7 None

A basic far jab, 2 frame startup makes it slightly faster than your average jab and it's plus enough to link into more stuff but since it's crouchable you'll usually stick to 2LP.

5MP

Far Strong
Medium Punch
5MP / Far MP
CVS2 Akuma 5MP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mp.png 900 9 SU Mid High 5 6 17 28 -1 -1 None

A palm strike. Similar to 5LP, this is usually not used in favor of the crouching version. Has a bit more range than 2MP but it can be crouched which harshly lowers its utility.

5HP

Far Fierce
Far Heavy Punch
5HP / Far HP
CVS2 Akuma 5HP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hp.png 1300 13 None Mid High 8 8 23 39 -5 -5 None

A beefy punch. Another button you won't use often. Notable whiff lag and lack of any possible cancels make it a risky move for basically no reward. Even if it's blocked, Akuma is left -5, meaning you get no pressure afterwards.

5LK

Far Short
Far Light Kick
5LK / Far LK
CVS2 Akuma 5LK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lk.png 400 4 SP/SU Mid Mid 4 8 7 19 +2 +2 None

A quick low kick. Not a standing low sadly, but reaches pretty far quite fast and can be cancelled into specials. This makes it a nice button to check your opponent in neutral, as you likely won't be punished for it and if it hits you can cancel into a tatsu or fireball to score a knockdown.

5MK

Far Forward
Far Medium Kick
5MK / Far MK
CVS2 Akuma 5MK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mk.png 800 8 None Mid High 8 8 12 28 +2 +2 None

An upwards kick that retracts Akuma's lower hurtbox. Hits high but not very far, looks to be a useful anti-air but is more used to evade lows. Mostly, Akuma has better options for anti-air, so you don't use this often.

5HK

Far Roundhouse
Far Heavy Kick
5HK / Far HK
CVS2 Akuma 5HK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hk.png 1200/1100 12/11 SU Mid High 4 12 18 34 -6 -6 None

A high reaching anti-air kick similar to 5MK. Much more useful for this purpose, as it starts faster and is more active. It also has a lot more horizontal reach, making it a better far anti-air. Not really used otherwise however, as Akuma has better grounded options.

Close Normals

clLP

Close Jab
Close Light Punch
cl.LP / Close LP
CVS2 Akuma clLP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lp.png 400 4 RF/SP/SU Mid High 2 4 6 12 +7 +7 None

A close elbow. Mostly identical to 5LP with a damage increase, which means it falls victim to the same issues like being crouchable.

clMP

Close Strong
Close Medium Punch
cl.MP / Close MP
CVS2 Akuma clMP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mp.png 700 7 SP/SU Mid High 3 10 11 24 +1 +1 None

A quick gut punch. Useful normal for meaties and blockstrings, and a useful combo normal due to the low pushback allowing 214LK to connect easier.

clHP

Close Fierce
Close Heavy Punch
cl.HP / Close HP
CVS2 Akuma clHP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hp.png 1100/800 11/8 SP/SU Mid High 3 8 24 35 -8 -8 None

Akuma's highest damage cancel, making it great for punishes. Fast startup makes linking it possible but since it's a close normal you usually can't.

clLK

Close Short
Close Light Kick
cl.LK / Close LK
CVS2 Akuma 5LK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lk.png 400 4 SP/SU Mid Mid 4 8 7 19 +2 +2 None

Identical to 5LK. Has similar uses, but more for blockstrings or stopping mashing.

clMK

Close Forward
Close Medium Kick
cl.MK / Close MK
CVS2 Akuma clMK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mk.png 800 8 SP/SU Mid High 3 8 16 27 +1 +1 None

Akuma knees the opponent in the chest. Generally your preferred medium for damage, though cl.MP does make a slightly better meaty since it has 2 extra active frames.

clHK

Close Roundhouse
Close Heavy Kick
cl.HK / Close HK
CVS2 Akuma clHK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hk.png 800+500 8+5 SU Mid High 7 12 18 37 +2 +2 None

Akuma kicks once on the way up before dropping an axe kick. Not an overhead despite appearances, and even if it was it wouldn't be super useful. Does less damage than cl.HP and only cancels to supers, which does make it usable as a one button hitconfirm, but not much else.

Crouching Normals

2LP

Crouch Jab
Crouching Light Punch
2LP / cr.LP
CVS2 Akuma 2LP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lp.png 300 3 RF/SP/SU Mid Mid 3 4 6 13 +7 +7 None

A standard crouching jab. While it doesn't hit low like 2LK, it makes up for that by having 2 extra plus frames, making it so using 2LP for links is much more rewarding.

2MP

Crouch Strong
Crouching Medium Punch
2MP / cr.MP
CVS2 Akuma 2MP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mp.png 800 8 SP/SU Mid Mid 4 7 11 22 +4 +4 None

A solid 2MP for pressure and close range. On counterhit, this can link into itself for a damage increase. Nice for meaties since even if it gets blocked you can safely start pressure.

2HP

Crouch Fierce
Crouching Heavy Punch
2HP / cr.HP
CVS2 Akuma 2HP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hp.png 1100/800 11/8 SP/SU Mid High 3 11 28 42 -13 -13 None

A classic shoto crouch fierce. Solid anti-air if you don't have the reactions to DP, and can be used in place of cl.HP in combos for no damage loss and slightly more forgiving range. Don't whiff this and always cancel it, since it has massive endlag

2LK

Crouch Short
Crouching Light Kick
2LK / cr.LK
CVS2 Akuma 2LK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lk.png 200 2 RF/SP/SU Low Low 3 4 8 15 +5 +5 None

Akuma's main light for offense, as it hits low and easily confirms into 214LK. Not as plus as 2LP, so you can't really link out of it, but just doing light strings into cancels makes up for it.

2MK

Crouch Forward
Crouching Medium Kick
2MK / cr.MK
CVS2 Akuma 2MK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mk.png 700 7 SP/SU Low Low 4 6 17 27 -1 -1 None

A simple low poke with good reach. Useful for Akuma in neutral, as he can use it to secure a knockdown without putting himself at much risk. Can also be used at the end of a blockstring to sneak in a low, and even be cancelled into a fireball for some chip.

2HK

Crouch Roundhouse
Crouching Heavy Kick
2HK / cr.HK
CVS2 Akuma 2HK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hk.png 1200 12 SP/SU Low Low 6 6 35 47 -DWN -15 None

A high risk high reward option for Akuma. Sweep gives Akuma a great knockdown from which he can pressure safely, allowing him to immediately start his deadly mixups on oki. On the downside, this has massive endlag, so whiffing it means you will likely get hit. Use for far away punishes or if you know it'll hit or be blocked so you can cancel into fireball.

Jumping Normals

8LP

Jump Jab
Jumping Light Punch
j.LP / 8LP
CVS2 Akuma jLP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png,U.png,Uf.png+Lp.png 500 5 SP/SU High High 3 22 0 25 Varies Varies None

A highly active, fast jab. Useful as an air interrupt, and can be cancelled into air tatsu or air fireball for some mixup/utility.

8MP

Jump Strong
Jumping Medium Punch
j.MP / 8MP
CVS2 Akuma jMP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png,U.png,Uf.png+Mp.png 700 7 SP/SU High High 4 10 0 14 Varies Varies None

A simple punch. Not much purpose, but is a high damage cancel into air tatsu/fireball, so it does see some use for jump mixups.

8HP

Jump Fierce
Jumping Heavy Punch
j.HP / 8HP
CVS2 Akuma jMP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png,U.png,Uf.png+Hp.png 1100 11 SU High High 5 8 0 13 Varies Varies None

Highest damage jump in. Useful for when you jump a fireball, or for starting stun combos for max damage. Less range than j.HK makes it harder to land, so stick to j.HK in situations you aren't 100% sure this will hit in.

8LK

Jump Short
Jumping Light Kick
j.LK / 8LK
CVS2 Akuma njLK.PNG
Neutral Jump
CVS2 Akuma jLK.PNG
Diagonal Jump
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
U.png+Lk.png 400 4 SP/SU High High 4 22 0 26 Varies Varies None
Ub.png/Uf.png+Lk.png 400 4 SP/SU High High 3 22 0 25 Varies Varies None

Diagonal j.LK is a quick knee. Useful for overhead mixups but generally very low reward, and sees little use elsewhere. nj.LK has some use as an air-to-air, especially against opponents above you.

8MK

Jump Forward
Jumping Medium Kick
j.MK / 8MK
CVS2 Akuma njLK.PNG
Neutral Jump
CVS2 Akuma jMK.PNG
Diagonal Jump
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
U.png+Mk.png 700 7 SU High High 5 10 0 15 Varies Varies None
Ub.png/Uf.png+Mk.png 700 7 SU High High 5 12 0 17 Varies Varies None

Diagonal j.MK is Akuma's main crossup, and therefore very useful for him as it layers his mixups even more. nj.MK looks exactly like nj.LK, but loses the cancel and a ton of active frames for some more damage.

8HK

Jump Roundhouse
Jumping Heavy Kick
j.HK / 8HK
CVS2 Akuma jHK.PNG
Neutral Jump
CVS2 Akuma jMK.PNG
Diagonal Jump
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
U.png+Hk.png 1000,1000 10 SP/SU High High 3 1~8 0 11 Varies Varies None
Ub.png/Uf.png+Hk.png 1000 10 SU High High 6 7 0 13 Varies Varies None

Akuma's j.HK is his main jump normal for a mix of range and damage. While it does less damage than j.HP, it's much more likely to hit. nj.HK is your main air-to-air, and if you hit it early on in the active frames it can actually special cancel.

Throws

Seoi Nage

Seoi Nage
Punch Throw
Near Opponent, 4/6HP
CVS2 Akuma PThrow.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hp.png 1700 0 None Grab Grab 3 1 13 17 -DWN Grab -

Akuma tosses the opponent over his shoulder. Both of his grabs give mediocre okizeme, so the only difference is the damage and startup. Punch throw is 3 frames of startup but does 300 less damage, making it better for situations where speed is preferable like punishes or tic throws.

Tomoe Nage

Tomoe Nage
Kick Throw
Near Opponent, 4/6HK
CVS2 Akuma KThrow.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hk.png 2000 0 None Grab Grab 5 1 13 19 -DWN Grab None

Akuma rolls on his back and kicks the opponent far away. Better for damage but has 2 frames slower startup, so this is more preferrable for mixups.

Command Normals

6MP

Zugai Hasatsu
Overhead
6MP
CVS2 Akuma 6MP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
F.png+Mp.png 300+500 3+5 None High High 25 2, 8 17 52 -3 -3 None

A slow overhead chop. Akuma is usually played in N-Groove and shorthop acts as a better overhead mixup, but this can make them scared to block low in other grooves. Pretty low reward, but if done meaty there isn't much risk outside of getting hit by a reversal.

j2MK

Tenma Kujin Kyaku
Divekick
j.2MK
CVS2 Akuma j2MK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Uf.png,D.png+Mk.png 800 8 None High High 7 Till Landing 1 (Landing) 8+ +10 +15 None

A divekick. On paper, this is a very good divekick that recovers very fast. Sadly, it barely stalls Akuma at all, and has very strict height limitations. Mostly you'll use this to mix between crossup j.MK and same side divekick.

Special Moves

Gouhadouken

Gouhadouken
Fireball
236P
CVS2 Akuma 236P.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.png+Lp.png 800/700 8/7 None Mid High 12 Traveling 45 57 -DWN -12 None
Qcf.png+Mp.png 900/800 9/8 None Mid High 12 Traveling 46 58 -DWN -13 None
Qcf.png+Hp.png 1000/900 10/9 None Mid High 12 Traveling 47 59 -DWN -14 None

Akuma's fireballs. Up close, these do more damage and give a knockdown, making them very scary cancels. Akuma is unsafe but is usually pushed far enough back that you won't be punished. Useful combo enders for when opponents are standing, but Akuma's other two fireballs are better for neutral.

Zanku Hadouken

Zanku Hadouken
Air Fireball
j.236P
CVS2 Akuma j236P.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
In Air, Qcf.png+Lp.png 600 6 None Mid High 16 Traveling 12 28 +20 +20 None
In Air, Qcf.png+Mp.png 700 7 None Mid High 16 Traveling 12 28 +20 +20 None
In Air, Qcf.png+Hp.png 800 8 None Mid High 16 Traveling 12 28 +20 +20 None

Akuma's powerful air fireballs. The only difference in versions is the damage, so stick to the HP version. Incredibly useful specials in his mixup game, especially when input as a Tiger Knee or 2369. Akuma will jump, and throw a fireball on the soonest possible frame. This is very hard to beat in neutral, and when done on someones wakeup the fireball can be a very ambiguous crossup that Akuma can combo from. These are also strong neutral and zoning tools, as they can't be beaten in the same ways that normal fireballs can. Very useful specials overall.

Shakunetsu Hadouken

Shakunetsu Hadouken
Red Fireballs
63214P
CVS2 Akuma 63214P First.PNG
Charging
CVS2 Akuma 63214P Second.PNG
Release
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Hcb.png+Lp.png 900 9 None Mid High 18 Traveling 47 65 -DWN -14 None
Hcb.png+Mp.png 500x2 5x2 None Mid High 16 Traveling 48 64 -DWN -12 None
Hcb.png+Hp.png 400x2+300 4x2+3 None Mid High 16 Traveling 49 65 -DWN -10 None

Akuma's powerful red fireballs. Arguably a bit better than his normal fireballs, as they knockdown from any range and are safer on block. The LP version only hits once, the MP version hits twice, and the HP version hits three times. These are good zoning tools, useful combo enders off of cl.HP, and can be used to mix up P/K groove players parry/JD timings.

Goushoryuken

Goushoryuken
Uppercut, DP
623P
CVS2 Akuma 623P.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Dp.png+Lp.png 1000+400+300 10+4+3 None Mid High 2 2, 4, 10 28 46 -DWN -18 2 (Full), 16 (Lower)
Dp.png+Mp.png 1100+400+300 11+4+3 None Mid High 2 2, 4, 12 37 57 -DWN -29 2 (Full), 16 (Lower)
Dp.png+Hp.png 1200+400+300 12+4+3 None Mid High 2 2, 4, 14 46 68 -DWN -40 6 (Full), 14 (Lower)

Akuma's shoryuken series. Powerful combo enders and anti-airs, and the HP version is a useful but massively risky reversal. Akuma would usually rather use teleports for reversal purposes however. As anti-airs, the LP version shines most for its speed and fast recovery. As combo enders, LP is the one you use for okizeme and HP is the version you use for damage, though the damage increase is minimal and Akuma prefers the oki anyway.

Tatsumaki Zankukyaku

Tatsumaki Zankukyaku
Tatsu
214K
CVS2 Akuma 214K.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcb.png+Lk.png 500+400x2 5+4x2 None Mid High 2 1(7)2(4)2 17 35 -DWN -9 None
Qcb.png+Mk.png 500+400x6 5+4x6 None Mid High 2 1(7)2(4)2(4)2(4)2(4)2(4)2 17 59 -DWN -33 None
Qcb.png+Hk.png 500+400x8 5+4x8 None Mid High 2 1(7)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2 17 67 -DWN -45 None

Akuma's tatsus combine properties of both Ryu and Ken, and upgrade on both. They hit multiple times like Ken, and where Ryu's would knock down, these actually allow for juggles! The LK version is especially useful for this, and is the most useful tatsu in general. 214LK, 623LP is Akuma's signature powerful combo. In neutral, aside from whiffing the LK version, these don't see much use since they can be crouched under and punished.

Air Tatsu

Air Tatsumaki Zankukyaku
Air Tatsu
j.214K
CVS2 Akuma 214K.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
In Air, Qcb.png+K.png 400 4 None Mid High 5 2(4)2(4)2(4)2 Till Landing +6 31+ -DWN +17 None

Useful air mobility tools, and good for ambiguous crossup shenanigans. These launch on normal hit like grounded tatsus, allowing you to follow up with another special, usually 623LP.

Hyakkishu

Hyakkishu
Demon Flip
623K
CVS2 Akuma 623K.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Dp.png+K.png None None Into Followups None None 0 43 0 43 None None None

Akuma's Demon Flip. Cancels into a bunch of useful followups for mixup purposes. Generally, this won't be a real mixup, and the opponent can mash out of it. However, done on oki or against an opponent that's scared to press buttons, this can be very useful.

Hyakki Gozan

Hyakki Gozan
Demon Flip Low
After Hyakkishu, do nothing
CVS2 Akuma 2MK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
After Dp.png+K.png, N.png 1000 10 None Low Low 4 10/7/5 17 31/28/26 -DWN -7/-4/-2 None

Akuma slides on the ground, hitting low. Probably the least useful flip followup, as they have to respect the entire Demon Flip and then try to block high. Still, when using Demon Flip on oki, letting this rock isn't too bad. Depending on the version used, the frame data varies. The LK version is the most active but the most unsafe, with the HK version being the opposite.

Hyakki Gosho

Hyakki Gosho
Demon Flip Punch Followup
After Hyakkishu, P
CVS2 Akuma PFollowup.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
After Dp.png+K.png, P.png 1100 11 None High High 6 10 Till Landing +15 31 -DWN +4 None

Akuma strikes downwards with a palm. Likely the most useful followup, as it leaves you plus and allows you to continue offense if blocked. Hits overhead as well, which opens your opponent up for the low followup.

Hyakki Godan

Hyakki Godan
Demon Flip Kick Followup
After Hyakkishu, K
CVS2 Akuma KFollowup.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
After Dp.png+K.png,K.png 1200 12 None High High 4 Till Landing 29 33 -DWN -10 None

More unsafe overhead ender for Demon Flip. Not much use since the reward of a little extra damage isn't worth the risk of how punishable this is, but it is notably faster so it can beat people mashing more consistently.

Hyakki Gosai

Hyakki Gosai
Demon Flip Punch Throw
After Hyakkishu, 4/6P
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
After Dp.png+K.png, Near Opponent B.png/F.png+P.png 1100 0 None Grab Grab 0 1 0 1 -DWN Grab None

A fast flipping grab. Less damage than the other throw, but you can combo this into a 214LK and a DP juggle, or even into a Custom Combo. Very strange timing to hit, try to aim for the opponents head as you input this.

Hyakki Gotsui

Hyakki Gotsui
Demon Flip Kick Throw
After Hyakkishu, 4/6K
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
After Dp.png+K.png, Near Opponent B.png/F.png+K.png 1400 0 None Grab Grab 0 1 0 1 -DWN Grab None

A hard knockdown throw. More useful than the Punch Throw followup in most grooves, as it does more damage and sacrifices nothing else. Similarly weird timing however.

Ashura Senku

Ashura Senku
Teleport
623/421 PP/KK
CVS2 Akuma Teleport.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Dp.png/Rdp.png+P.pngP.png None None None None None 20 1~46 11 77 None None 21~56 (Full)
Dp.png/Rdp.png+K.pngK.png None None None None None 20 1~31 11 - None None 21~51 (Full)

Akumas teleport series. Doing the input as 623 makes him teleport forward, while doing the input as 421 makes him teleport backward. PP teleport travels far and slow, while KK is short and fast. Very useful reversal and mixup tools, as it can be hard to tell where Akuma will be at the end of the teleport. These will cancel when in the corner, and sideswap with the opponent, allowing Akuma to quickly steal the corner for a surprise crossup mix where the opponent won't expect one.

Zenpou Tenshin

Zenpou Tenshin
Roll
214P
CVS2 Akuma 214P.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcb.png+Lp.png None None None None None 7 18 10 35 None None Low Profile (Active Frames)
Qcb.png+Mp.png None None None None None 8 24 10 42 None None Low Profile (Active Frames)
Qcb.png+Hp.png None None None None None 9 30 10 49 None None Low Profile (Active Frames)

A command roll. Somewhat useful as pressure resets, but carry far too much risk to be useful in neutral. As pressure resets, stick to the LP version as it recovers fastest.

Supers

Messatsu Gouhadouken

Messatsu Gohadouken
Fireball Super
6321463214P
CVS2 Akuma 6321463214P.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Hcb.pngHcb.png+Lp.png 2400 0 None Mid High 4:4 Traveling 45 53 -DWN -3 7 (Full)
Hcb.pngHcb.png+Mp.png 3600 0 SP/SU Mid High 4:4 Traveling 45 53 -DWN +3 12 (Full)
Hcb.pngHcb.png+Hp.png 5000 0 None Mid High 4:4 Traveling 45 53 -DWN +9 18 (Full)

Fireball supers. The level 1 version is essentially a very expensive fireball, while the level 3 version is a very safe but VERY expensive reversal. Not as good at anti-zoning as you might want them to be, and while they do have uses in combos, they're usually not optimal.

Messatsu Goushoryuken

Messatsu Goushoryuken
Uppercut Super
23623P
CVS2 Akuma 23623P.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.pngD.pngDf.png+Lp.png 2500 0 None Mid High 4:4 4,4(17)5(26)26 0 90 -DWN -28 8 (Full), 18 (Lower)
Qcf.pngD.pngDf.png+Mp.png 3700 0 SP/SU Mid High 4:4 4,4,4(14)3,5,26 37 105 -DWN -39 14 (Full) 16 (Lower)
Qcf.pngD.pngDf.png+Hp.png 5500 0 None Mid High 4:4 4,4(17)4,4(14)3,5,28 37 128 -DWN -39 22 (Full), 8 (Lower), 18 (Full)

A shoryureppa-style super. Your main super combo ender, since Akuma can confirm into this relatively easily and the level 1 version does fair damage. Having a good level 1 to spend is important in N-Groove. Outside of supers, it is possible to use these as reversals but it isn't recommended, and they don't make great anti-airs. Stick to using these as combo enders and not much else.

Tenma Gouzanku

Tenma Gouzanku
Air Fireball Super
j.236236P
CVS2 Akuma j236236P.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.pngQcf.png+Lp.png 2000 0 None Mid High 4:12 Traveling Till Landing +12 28+ -DWN -26 7 (Full)
Qcf.pngQcf.png+Mp.png 3000 0 SP/SU Mid High 4:12 Traveling Till Landing +12 28+ -DWN -20 12 (Full)
Qcf.pngQcf.png+Hp.png 4300 0 None Mid High 4:12 Traveling Till Landing +12 28+ -DWN -14 19 (Full)

Air fireball supers. Useful for baiting anti-airs, as they beat out pretty much any anti-air the opponent would do, but tend to not be worth the cost in this regard. You can cancel every jump normal Akuma has besides divekick into this for easy damage increases.

Shun Goku Satsu

Shun Goku Satsu
Raging Demon
LP, LP, 6, LK, HP
CVS2 Akuma Demon.PNG
Pure dopamine shot straight to the brain
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Lp.pngLp.pngF.pngLk.pngHp.png 7000 0 None Grab Grab 4:5 43 9 61 -DWN Grab 22 (Full)

The infamous Raging Demon, and one of the absolute coolest moves. This is a command grab/unblockable, and is one of the highest single damage moves in the game. If Akuma has a level 3 stored, he can whip this out on an opponent nearby and absolutely ruin their health bar. The unique input however can spoil the mixup, since you'll naturally whiff 2 jabs while doing it. Because of this, you have to hide the input. You can do this by whiffing a special in their face, by rolling, by doing it as a reversal or as a bait to punish something, or by quickly hiding it during the animation of a Max Mode activate. This is one of the reasons N-Akuma is so strong, as he can store his Raging Demon to make the most of it as a threat, and hide it behind the fast animation of Max Mode activation.

The Basics

Akuma has a lot of juggles possible, but these are the most basic and realistic. With his 214LK, 623P ender, you should always do 623LP since even though it does less damage, it gives much better okizeme. The damage loss is minimal anyway. ALL TATSU COMBOS WHIFF ON CROUCHING CHARACTERS so you should be able to recognize when an opponent is standing or not.

All combos were recorded using a Ratio 2 C-Groove Akuma vs a full health Ratio 2 C-Groove Ryu. All combos are written in Numpad Notation, refer to this visual aide if you need help reading it.

Bread and Butter Combos

Meterless Combos
Combo Position Damage Stun Difficulty Notes
2LK > 2LK > 214LK, 623LP Anywhere 1890 18 Easy Simple low confirm into tatsu, dp. Very easy and makes his basic low mixup scary.
2LK > 2LK > 236HP Anywhere 1470 14 Very Easy Low confirm on crouching opponents. Sacrifices damage and is a worse knockdown, but it's better than whiffing a light tatsu over someones head.
2MK > 236HP Anywhere 1785 17 Very Easy Classic low forward fireball string. Pretty important to learn with Akuma, since up close this will cause a knockdown. At the very tip range of 2MK this won't combo, and from farther ranges it won't knock down and will only do 1680 damage.
(j.HK) cl.HP > 63214HP Anywhere 3360 33 Very Easy Simple heavy combo that doesn't need to confirm standing. Doesn't do much damage sadly, but it is very consistent.
j.HK, cl.HP > 214MK, 623LP Anywhere 4095 40 Easy Your main jump-in confirm. Since cl.HP pushes so far out after a jump-in, 214MK recovers fast enough to juggle. If you do this starting with cl.HP and not a jump, do 214LK as usual.
2LP, 2HP > 214MK, 623LP Anywhere 3360 32 Medium Link from 2LP. Has to be done pretty close, but is nice as a fast punish combo.
2LP, 2HK > 214MK, 623LP Anywhere 3108 23 Medium Link from 2LP into sweep. Possible on normal hit but is difficult, instead use this as a counterhit combo. If done close enough that the knee part of tatsu hits, you can't juggle into DP.
Super Combos
Combo Position Damage Stun Difficulty Notes
2LK > 2LK > 236236P Anywhere 3045/4305/6195 4 Easy Your easy light confirm into super. Basic way to spend meter on consistent damage.
(j.HK) cl.HP > 236236P Anywhere 4305/5775/7980 22 Medium Damaging heavy into super combo. The level 3 version is especially potent, but even the level 1 version is worth the bar.
2MK > 236236P Anywhere 3360/4620/6510 7 Very Easy Basic poke into super combo. Requires a bit of close range, especially on standing, but can be a useful whiff punish.

Getting Close

Akuma sometimes has a hard time getting close to opponents with good pokes. There are a variety of different ways to earn your position, but he doesn't have any of the "One button" strategies like the top tiers have. In other words, there is no magical crouching fierce or standing roundhouse to get the job done. It requires a bit of work, and a bit of luck.

  • Crouching MK

Poking wise, his basic nice mid-range poke is crouching mk. This can link to a fireball if it connects. To capitalize on this, throw out the c.mk and immediately do a fireball. If it hits, it will cancel to the fireball. Be warned if they block the c.mk and the fireball comes it, they can roll on reaction from the fireball.

  • Crouching HK

Not quite as much range as a MK, but this one knocks down. Use for punishment and whiffs. Much like the buffer into fireball trick above, buffer this move into a lk hurricane kick. The RH -> Hurricane Kick can be followed up by a dragon punch.

  • Mid-Screen Red Fireball

Not good if they are expecting it, but good for punishment and whiffs. Scores a knockdown if it hits. Good chip/Guard Crush damage if it is blocked. Don't throw these out predictably unless you want to eat an RC or a Jump in combo.

  • Standing RH

Nice distance, good for punishing low jumps and jump ins. Will beat out a handful of low pokes.

  • Tiger Knee Fireball

This is one move you MUST learn in order to play Akuma. In A groove and C groove, this is possibly the most important aspect of his footsies game due to his lack of mobility. The concept of "Tiger Kneeing" a move basically means that you do a special move as close to off the ground as possible. It comes from the fact that in SF:Championship Edition, Sagats "Tiger Knee" move was d df f fu + kick. This is the same motion you need to do for his fireball. Input D, DF, F, FU + Punch. Akuma will leap off the ground and throw an air fireball instantly. For best results, use MP or LP fireballs, as the FP fireball is generally too fast.

The goal here is to have the fireball come out, and then akuma flies over his opponent, crossing them up. The fireball hits them in the back as Akuma hits them in the front. Even if they block the fireball, it allows Akuma to move in close for free (Except for Alpha counters, or S groove dodge attacks through the fireball). If it hits, it allows Akuma to follow up with a bnb combo, setting up another knockdown and putting him into prime position above them.

Advanced Strategy

Basic Match Strategy

With Akuma, you really need to get close and deal some damage. Luckily, he is provided with a lot of mixup options to help you get the job done. You need to think Rushdown with Akuma. Rushdown implies the fact that you are constantly keeping the pressure on your opponent, forcing them to make quick decisions and take big damage if they guess wrong. It is basically the opposite of turtling.

1) Step one in a basic match is to score a knockdown. How can he do this? Well, he has a few options

  • Red Fireball (3 hits) Knocks down
  • c.lk, lk hurricane kick, juggle with dragon punch (lp)
  • c.RH (sweep)
  • c.mk, fireball (FP) knocks down up close
  • dragon punch any jump in

The goal is to score the knock down, then run in close over the opponents body, and set up stage two.

2) Step two, now that you're standing over the opponents body, throw in some mix ups. Again, he has a few options.

  • c.lk (as they wake up), lk hurricane kick, dragon punch (lp) juggle
  • lk hurricane kick(over their body) into cross up, c.lk, lk hurricane kick, dragon punch (lp) juggle
  • lk hurricane kick(over their body) for fake cross up, c.lk, lk hurricane kick, dragon punch (lp) juggle
  • low jump mk (cross up), c.lk, lk hurricane kick, dragon punch (lp) juggle
  • Punch throw, Teleport (F D DF + PPP) to their body. You recover before they do
  • Raging Demon setup (See Raging Demon setup section
  • low jump empty jump (Cross up), c.lk, lk hurricane kick, dragon punch (lp) juggle
  • (corner only) Teleport (F D DF + PPP) into corner. Akuma will glitch, and you will cross them up and come out of the teleport instantly. Follow up with c.lk (as they wake up), lk hurricane kick, dragon punch (lp) juggle
  • (corner only) Teleport (F D DF + PPP) into corner. Akuma will glitch, and you will cross them up and come out of the teleport instantly. Follow up with lk hurricane kick (Cross up) c.lk, lk hurricane kick, dragon punch (lp) juggle
  • Block. Used if expecting a wake up uppercut/super, though a late teleport also cures this (usually)

From here, if you succeed, then step 2 loops back around to itself. You should still be over their grounded body. If not, go back to step 1 and score another knockdown.

Dealing with Quick Recover

When you work so hard to set up your opponent after a knockdown, the last thing you want is to have them quick roll your way out of the setup. Luckily, every setup listed gives you ample time to recover before your opponent. The answer to this is simple if you are in a run groove: Simply run up to your opponent after every knockdown. If you see them quick roll, just do c.lk -> Punishment of your choice. If they don't quick roll, then go into your mixups (c.lk, lk hurricane kick, stop -> throw, etc). You should be able to control the flow of the match very effectively with this tactic. Because of this, you should WANT the opponent to quick roll, as it results in free damage for you.

Note on Dragon Punch juggle

Akuma thrives on juggling with his dragon punch. Every version hits 3 times. However, the damage of the 3 hits is greatly different. On the LP uppercut, the damage is 1000 for the first hit, 400 for the second, and 300 for the last. Therefore, when juggling, it is in your best interest to juggle with the FIRST hit. Thus, the later the juggle, the better.

As well, it is best to juggle with the lp version, since it only does 200 damage less than the FP version, but leaves you in a major advantage standing over their grounded body.

C-Groove Combos

Firstly I'm gonna exclude dizzy comboes as they aren't really practical IMO, as well as comboes that start with 'jump straight up qcf+lp, then tigerknee qcf+hp' and the like for the same reason.

Also, although these all start with 'j.hp, c.hp', that's not the only way to land them. That's the best way to land them as you get the most damage out of it, but you won't get a free jump in that often. When they're dizzy though go for it ;). More practically though you can replace the 'j.hp, c.hp' with 'c.lk, c.lk' or 'c.mk' to start any of these.

Here are some of C-Groove Akuma's most damaging combos in a variety of situations.

  • Level 2, Anywhere on Screen

j.hp, c.hp, qcfx2+mp xx (last hit, but you still on ground) qcb+lk, dp+hp (2 hits) Damage:7902

  • Level 3, Anywhere on Screen

j.hp, c.hp, qcfx2+mp xx (last hit, but you still on ground) hcbx2+lp Damage:8715

  • Level 2, Opponent In or Near Corner

j.hp, c.hp, qcfx2+mp xx (2nd last hit) hcb+hp, dp+hp (2 hits) Damage:8086

  • Level 3, Opponent In or Near Corner

j.hp, c.hp, qcfx2+mp xx (2nd last hit) hcbx2+lp, dp+hp (2 hits) Damage:9571

  • Level 2, Mid-Screen, Pseudo Combo

Most damage with lvl2, does not work in corner, DOES NOT COMBO: j.hp, c.hp, qcfx2+mp xx (2nd last hit) dp+lk, f+hp xx dp+hp (2 hits) Damage:8715

  • Level 3, Mid-Screen, Pseudo Combo

Most damage with lvl3, does not work in corner, DOES NOT COMBO: j.hp, c.hp, qcfx2+mp xx (2nd last hit) dp+lk, f+hp xx qcfx2+lp (4hits) Damage:8925

NOTE: Those last two have a hole in the combo between the lvl2 super cancel and the grab off the demon flip. Each of them is actually two comboes. The point of listing this is that 9.99993% of players getting hit with the traditional lvl2 combo will either:

  • sit back and do nothing.
  • hold on block in case you're too slow on a cancel and miss it.

This means that if you cancel the lvl2 into demon kick and command grab them, they will NOT react in time to you doing so. Hence they will get grabbed and you can continue the combo as listed.

These two do more damage than the traditional lvl2 cancels, but are risky. They are to only be used extremely scarcely as gimmicks in casual, or if you know that you only need 100 more damage to kill off a character. In which case they can be used. Generally though do the first 4, as the more consistent you are with them, the less they will expect the mixup ones.


Custom Combos

  • Mid Screen (Hit confirmable)

C.lk, C.lk, lk hurricane kick, lk hurricane kick (juggle), activate, lk hurricane kick (juggle) x N (repeat until they are in the corner), Red Fireball (FP) x N (Time these to keep them juggled in the air), end with HCB HCB + P (Fireball Super)

  • Corner (hit confirmable)

C.lk, C.lk, lk hurricane kick, activate, FP (juggle), Red Fireball (FP) x N, end with HCB HCB + P (Fireball Super)

  • Mid Screen (Hit Confirmable)

Demon Flip + P Near opponents head (to throw), lk hurricane kick (juggle), activate, lk hurricane kick x N (juggle) until opponent is in corner, Red Fireball (FP) X N, HCB HCB + P (Fireball Super)

  • Guard Crush String (Corner)

Activate, Red Fireball (FP) X N, once guard is crushed, follow up with HCB HCB + P (Fireball Super)

  • Guard Crush String (Mid Screen)

Activate, Dragon Punch (FP) X N until crushed, follow up with QCF QCF + P (Uppercut super)


Insanely Hard Combos

  • choi special (corner only)

c/s.mk, hp red fireball, lp dp (1 hit), hp dp (1 hit).

  • Osiris:

J.Hp,land S.Lp,S.Hp into HCBX2(lV.1), QCB.Lk, QCF.Mp(LV.2) and while akuma is coming down QCB.HK and finish with DP.HP

  • Air Juggle

j.mp -> j.hk hurricane, land, lk hurricane (juggle), Dragon Punch any strength(Juggle)

  • Fireball Juggle (Corner Only) All grooves except A

C.mk, HCB HCB + FP (Level 3 super fireball), juggle afterwards with lk hurricane kick, juggle with Dragon Punch (LP) for one hit

  • Double DP Juggle

Anti-Air a move with a Dragon punch that only hits with one hit (i.e. you hit them high). When you land, run forward a little and do another dragon punch, this will allow you to land 2 more hits. Only works in run grooves, though sometimes they are "Deep" enough to not need to run forward a bit.

  • Triple DP Juggle

This is more for show than for damage. Get the opponent into the corner, and on their wakeup, do a Raging Demon. If they jump straight up to get away (like most do), do a Dragon Punch (lp) for one hit, follow up with a Dragon Punch (lp) for a second hit, and then finally throw out a Deep Dragon Punch (lp) for the third hit. It does more damage to just do the first Dragon Punch (lp), followed by a Deep 2 hit Dragon Punch (lp).

Raging Demon Setups

A lot of Akumas power comes from the fact that one mistake the opponent makes can lead to big damage from his Raging Demon. Akuma luckily has a lot of way to set up these guessing games, and land his raging demons for huge damage.

  • [blocked] crossup MK, land, s.lp, s.fp, whiff lk hurricane, land, demon
  • [after BnB], small pause, TK mp FB crossup (whiffs), land, demon.
  • [blocked] c.lp, c.lp, dash > demon
  • Knockdown your opponent in the corner. From here, DP + PPP teleport into the corner. This will cross them up, and also give Akuma a nice glitch where he instantly comes out of the teleport. From here, pull the Raging Demon (by buffering the command within the teleport). Mix this up with Teleport -> Hurricane Kick -> Dragon Punch so that if/when they try to jump the demon, they get caught with this instead. Because of this, it sets up a 50/50 mind game with the opponent. Also, teleport -> Fireball super works when they jump, expecting a Raging Demon, but instead eat a level 3 fireball super.
  • Back to corner, RDP + PPP Telport in place, Demon. Most people don't expect it, but don't get used to using this.
  • C.lk, lk hurricane kick (all blocked), demon as you land. Not 100% safe, but with perfect timing, you can catch a lot of punishment attempts.
  • While opponent is knocked down, throw out S.mp. This is Akumas 2 hit overhead. From here, cancel into the Raging Demon BEFORE it connects with the opponent. At point blank range, if they are crouching, this is un-escapable.
  • [N-Groove Only] Walk up, break stock/pop (HP + HK), into Raging Demon. This is the ultimate in quick Demon inputs. For tips, Pop with your pinky+thumb, start the LP quickly with your index finder, and then practice doing F (joystick hand) -> LK (thumb) -> HP (Ring finger/Pinky).

Color List

Akuma CvS2 colors.png

CvS2 Wiki Navigation

General
Controls
Notation
HUD
Glossary
System
Combo
CvS2 Versions
Netplay/ Training
FAQ
Grooves
Groove Overview
Groove Subsystems
C-Groove
A-Groove
P-Groove
S-Groove
N-Groove
K-Groove
Capcom Characters
Akuma (Gouki)
Balrog (Boxer)
Blanka
Cammy
Chun-Li
Dan
Dhalsim
Eagle
E.Honda
Guile
Ken
Kyosuke
Maki
M. Bison (Dictator)
Morrigan
Rolento
Ryu
Sagat
Sakura
Vega (Claw)
Yun
Zangief
SNK Characters
Athena
Benimaru
Chang
Geese
Haohmaru
Hibiki
Iori
Joe
Kim
King
Kyo
Mai
Nakoruru
Raiden
Rock
Rugal
Ryo
Terry
Todo
Vice
Yamazaki
Yuri
Boss Characters
Shin Akuma
Ultimate Rugal
Evil Ryu
Orochi Iori