Street Fighter X Tekken/Akuma

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Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Akuma

Sfxt akuma face.jpg

Ideal Team Position: Point


The Master of the Fist enters Street Fighter x Tekken as the game’s final boss for the Namco side of the cast in Arcade Mode, and as a capable point character in competitive play. Like all who practice the art of Ansatsuken, he possesses projectiles, a DP, and a hurricane kick. His air fireball game continues to remain a potent tool on both offense and defense, either using it to cover his retreat or to mask his oncoming assault. If the opponent tries to jump over his volley, Akuma can use the unique invincibility properties of his DP to trade with the opponent, giving him access to juggles that he would have difficulty pulling off otherwise. His okizeme, while different from what it was in Street Fighter IV, is still very strong and still covers a multitude of wakeup options even when accounting for rolls. He does this by taking advantage of the v2013 nerf to rolling where they are vulnerable to throws which also nuke red health. This puts opponents in a very difficult situation on knockdown: should they roll forward and risk getting thrown, or should they stay put and endure Akuma’s next assault? That, combined with all of the privileges that come with having a true reversal, an array of projectiles that cover multiple purposes, and his Shun Goku Satsu Super Art that adds a terrifying advancing command throw to punish whiffing opponents, makes Akuma worthy of being placed on your team if you desire it.


Strengths Weaknesses

+Extremely strong on hard knockdown, especially off of throws. He is able to maintain pressure in a variety of positions and situations thanks to Demon Flip and Air Fireballs to control positioning during an opponent's wakeup

+Has a true DP to help him call out opponents

+DP can trade and lead to full combos thanks to the juggle system

+Overhead can be tag canceled into a combo

+Can set up counter hit charges on okizeme for solo overhead combos

+Can be played offensively or defensively

+Strong corner carry

+Possesses a 0-frame throw with the Shun Goku Satsu Super Art

-Very low health total at 850

-Limited combo ability outside of the corner and trade situations

-Teleport is somewhat easy to chase down


Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
Lp.png
Rpdfire.png
Speccancel.png
Standing Medium Punch
Mp.png
Speccancel.png
Standing Hard Punch
Hp.png
Standing Light Kick
Lk.png
Standing Medium Kick
Mk.png
Standing Hard Kick
Hk.png
2 hits
Close Light Punch
(near opponent) Lp.png
Rpdfire.png
Speccancel.png
Close Medium Punch
(near opponent) Mp.png
Speccancel.png
Close Hard Punch
(near opponent) Hp.png
Speccancel.png
Close Light Kick
(near opponent) Lk.png
Close Medium Kick
(near opponent) Mk.png
Speccancel.png
Close Hard Kick
(near opponent) Hk.png
Speccancel.png only 1st hit
Crouching Light Punch
D.png + Lp.png
Rpdfire.png
Speccancel.png
Crouching Medium Punch
D.png + Mp.png
Speccancel.png
Crouching Hard Punch
D.png + Hp.png
Speccancel.png
Crouching Light Kick
D.png + Lk.png
Low.png Rpdfire.png
Speccancel.png
Crouching Medium Kick
D.png + Mk.png
Low.png Speccancel.png
Crouching Hard Kick
D.png + Hk.png
Low.png Hardknockdown.png
Neutral Jump Light Punch
U.png + Lp.png
High.png
Neutral Jump Medium Punch
U.png + Mp.png
High.png
Neutral Jump Hard Punch
U.png + Hp.png
High.png
Neutral Jump Light Kick
U.png + Lk.png
High.png
Neutral Jump Medium Kick
U.png + Mk.png
High.png
Neutral Jump Hard Kick
U.png + Hk.png
High.png
Angled Jump Light Punch
Ub.png / Uf.png + Lp.png
High.png
Angled Jump Medium Punch
Ub.png / Uf.png + Mp.png
High.png
Angled Jump Hard Punch
Ub.png / Uf.png + Hp.png
High.png
crossup
Angled Jump Light Kick
Ub.png / Uf.png + Lk.png
High.png
crossup
Angled Jump Medium Kick
Ub.png / Uf.png + Mk.png
High.png crossup
Angled Jump Hard Kick
Ub.png / Uf.png + Hk.png
High.png

Unique Attacks

Name
Command
Notes
Zugaihasatsu
F.png + Mp.png
High.png
Tenmakujinkyaku
(at peak of forward jump) D.png + Mk.png
Knockdown.png vs airborne

Throws

Name
Command
Notes
Goshoha
F.png or N.png + Lp.png + Lk.png
Throw.png
Syuretto
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Gohadoken
Qcf.png + P.png
Ex.png
Knockdown.png on Ex.png
Knockdown.png vs airborne
Shakunetsu Hadoken
Hcb.png + P.png
Ex.png
Knockdown.png
Zanku Hadoken
air Qcf.png + P.png
Ex.png
Knockdown.png vs airborne
Goshoryuken
Dp.png + P.png
Ex.png
Knockdown.png
Tatsumaki Zankukyaku
Qcb.png + K.png
Ex.png
Knockdown.png
Airborne Tatsumaki Zankukyaku
air Qcb.png + K.png
Ex.png
Knockdown.png
Ashura Senku
Dp.png or Rdp.png + 3p.png or 3k.png
Hyakkishu
Dp.png + K.png
Ex.png Chrg.png
   Hyakki Gozan
Hyakkishu ---.png no input
Low.png
Hardknockdown.png
   Hyakki Gosho
Hyakkishu ---.png P.png
High.png
Hardknockdown.png
Groundbounce.png vs airborne
Groundbounce.png on Counterhit.png
   Hyakki Gojin
Hyakkishu ---.png K.png
Knockdown.png vs airborne
   Hyakki Gosai
Hyakkishu ---.png Lp.png + Lk.png
Throw.png

Super Combo

Name
Command
Notes
Raging Demon
Lp.png , Lp.png , F.png + Lk.png , Hp.png
Throw.png
Misogi
D.png , D.png , D.png + 3k.png
High.png

Frame Data (Updated for v2013)

Move Command Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS "Notes
"
Far LP H 30 3 2 9 +6 +2 SM,EX,SA,CA 1 1 1 Rapid fire cancelable into light normal attacks
Far MP H 60 5 2 16 +3 -1 SM,EX,SA,CA 2 1 1 -
Far HP H 90 7 3 20 +2 -3 SM,EX,SA,CA 3 1 1 -
Far LK H 30 4 2 13 +2 -2 - 1 1 1 -
Far MK H 60 9 2 18 +1 -3 - 2 1 1 -
Far HK H 50,40 8 2(8)2 18 +6 -2 - 3,3 0,1 1,1 1st hit: Forces standing, 2nd hit: Whiffs on crouching opponent
Close LP H 30 4 2 10 +5 +1 SM,EX,SA,CA 1 1 1 Rapid fire cancelable into light normal attacks
Close MP H 60 3 2 14 +5 +1 SM,EX,SA,CA 2 1 1 -
Close HP H 90 4 2 30 -7 -12 SM,EX,SA,CA 3 1 1 -
Close LK H 30 5 2 9 +6 +2 - 1 1 1 -
Close MK H 60 5 2 19 0 -4 SM,EX,SA,CA 2 1 1 -
Close HK H 50,40 6 2(3)4 21 +1 -4 SM,EX,SA,CA 3,3 0,2 1,1 2nd hit: Ground bounce on airborne opponent
Crouch LP H 30 3 2 10 +5 +1 SM,EX,SA,CA 1 1 1 Rapid fire cancel into light normal attacks
Crouch MP H 60 4 3 12 +6 +2 SM,EX,SA,CA 2 1 1 -
Crouch HP H 90(60) 6 4 26 -4 -10 SM,EX,SA,CA 3 1 1 Forces standing
Crouch LK L 30 5 2 11 +4 0 SM,EX,SA,CA 1 1 1 Rapid fire cancel into light normal attacks
Crouch MK L 60 6 3 16 +2 -2 SM,EX,SA,CA 1 1 1 -
Crouch HK **LC L 90 5 3 29 hard knockdown -12 - 1 1 - -
Jump Up LP M 40 4 7 until ground+4 +12 +4 - 1 1 1 -
Jump Up MP M 70 5 3 until ground+4 +16 +5 - 2 1 1 -
Jump Up HP M 100 6 3 until ground+4 +20 +8 - 3 1 1 -
Jump Up LK M 40 5 6 until ground+4 +12 +4 - 1 1 1 -
Jump Up MK M 70 6 4 until ground+4 +16 +5 - 2 1 1 -
Jump Up HK M 100 6 3 until ground+4 +20 +8 - 3 1 1 -
Jump Diagonal LP M 40 4 7 until ground+4 +12 +4 - 1 1 1 -
Jump Diagonal MP M 70 5 3 until ground+4 +16 +5 - 2 1 1 -
Jump Diagonal HP M 100 6 3 until ground+4 +20 +8 - 3 1 1 -
Jump Diagonal LK M 40 4 6 until ground+4 +12 +4 - 1 1 1 -
Jump Diagonal MK M 70 6 3 until ground+4 +16 +5 - 2 1 1 -
Jump Diagonal HK M 100 7 3 until ground+4 +20 +8 - 3 1 1 -
Launcher **LC HP+HK H 100 13 2 54 switch -34 - 3 - - Crushes crouching attacks frames 1-14, Launches opponent while switching characters
Cross Cancel f+HP+HK (while blocking) H 40x3 5 14 46 hard knockdown -38 - - - - Invulnerability frames 1-18, Airborne from frame 9, Resembles EX Goshoryuken
Goshoha LP+LK throw 130 5 2 20 hard knockdown - - - - - -
Syuretto b+LP+LK throw 130 5 2 20 hard knockdown - - - - - -
Zugaihasatsu f+MP M 40,30 17 4 17 +4 -2 - 2,2 1,1 1,1 1st hit: Hard knockdown on crouching counter hit, On Hit: +2 on crouching opponent
Tenmakujinkyaku d+MK during 17-22F of forward jump M 70 13 until ground 4 +16 +5 - 2 1 1 Knockdown on airborne opponent
Gohadoken qcf+P H 60 15 - 30 0 -5 - 3 4 0 -
Gohadoken EX qcf+PP H 60x2 15 - 30 knockdown +3 - 3,3 0,0 0 -
Shakunetsu Hadoken LP hcb+LP H 50 26 - 25 knockdown 0 - 3 3 0 -
Shakunetsu Hadoken MP hcb+MP H 35x2 26 - 32 knockdown +1 - 4,4 0,0 0 -
Shakunetsu Hadoken HP hcb+HP H 33x3 26 - 38 knockdown +3 - 4,4,4 0,0,0 0 -
Shakunetsu Hadoken EX hcb+EX H 47x3 26 - 25 knockdown +16 - 4,4,4 0,0,0 0 -
Zanku Hadoken qcf+P (air) H 40 15 - until ground+16 +12 +7 - 3 4 0 Button strength determines angle, Momentum halted during start up, Knockdown on airborne opponent, +5f Recovery during backjump
Zanku Hadoken EX qcf+PP (air) (Can be done during Hyakkishu) H 40 9 - until ground+9 +20 +14 - 3,3 4,4 0 10 frames between projectiles, Momentum halted during start up, Knockdown on airborne opponent, +5f Recovery during backjump
Goshoryuken LP f,d,df+LP H 100 3 14 35 knockdown -27 - 1 1 0 Invulnerability frames 1-2, Airborne from frame 6
Goshoryuken MP f,d,df+MP H 90,50 3 14 43 knockdown -33 - 1,2 1,2 0 Invulnerability frames 1-4, Airborne from frame 6, 2nd hit: Whiffs on crouching opponent
Goshoryuken HP f,d,df+HP H 60,40,30 3 16 36 knockdown -36 - 2,3,4 1,1,4 0 Invulnerability frames 1-6, Airborne from frame 8, 2nd hit: Whiffs on crouching opponent
Goshoryuken EX f,d,df+PP H 90,50,40 3 16 46 knockdown -36 - 4,5,6 1,1,6 0 Invulnerability frames 1-18, Airborne from frame 8
Tatsumaki Zankukyaku LK qcb+LK H 50 12 2(6)2 20 float -8 - 3 1 0 Airborne from frame 7, Lower body projectile invulnerability frames 7-33
Tatsumaki Zankukyaku MK qcb+MK H 40x3 6 2(5)2(5)2(5)1 28 float -7 - 3,3,3 1,1,1 0 Airborne from frame 8, Lower body projectile invulnerability frames 8-43
Tatsumaki Zankukyaku HK qcb+HK H 40,20x3 6 2(5)1(5)1(5)1(5)1(5)1 24 float -3 - 3,3,3,3 1,1,1,1 0 Airborne from frame 8, Lower body projectile invulnerability frames 8-50
Tatsumaki Zankukyaku EX qcb+KK H 30x5 12 1(3)1(3)1(3)1(3)1 21 float -8 - 3,3,3,3,3 1,1,1,1,1 0 Airborne from frame 7, Lower body projectile invulnerability frames 7-46
Tatsumaki Zankukyaku (air) **LC qcb+K (air) H 50 10 2(6)2(6)2 until ground+10 float +6 - 3 1 0 -
Tatsumaki Zankukyaku EX (air) qcb+KK (air) H 40x5 8 1(3)1(3)1(3)1(3)1 until ground+4 float -16 - 5,5,5,5,5 1,1,1,1,1 0 -
Hyakkishu f,d,df+K - - - - 40 - - - - - - Chargeable: 51F for EX Version and 100F for Super Art, Button strength determines distance, Airborne from frame 6
Hyakkishu EX f,d,df+KK - - - - 40 - - - - - - Chargeable: 51F for Super Art, Tracks opponent, Airborne from frame 6
Hyakkishu > Hyakki Gozan no input during Hyakkishu L 80 10 15 15 hard knockdown -13 - 3 3 - -
Hyakkishu EX > Hyakki Gozan no input during EX Hyakkishu L 80 10 15 15 hard knockdown -13 - 3 3 - -
Hyakkishu > Hyakki Gosho P during Hyakkishu M 100 9 2 until ground+4 hard knockdown +12 - 3 3 - Ground bounce on counter hit or on airborne opponent
Hyakkishu EX > Hyakki Gosho P during EX Hyakkishu M 100 9 2 until ground+4 ground bounce +12 - 3 3 - Ground bounce on counter hit or on airborne opponent
Hyakkishu > Hyakki Gojin K during Hyakkishu H 70 12 until ground 4 +16 +12 - 3 3 0 Knockdown on airborne opponent
Hyakkishu EX > Hyakki Gojin K during EX Hyakkishu H 70 12 until ground 4 +11 +4 - 3 3 0 Knockdown on airborne opponent
Hyakkishu > Hyakki Gosai **LC LP+LK during Hyakkishu throw 150 4 2 until ground+17 hard knockdown - - - - - -
Ashura Senku P f,d,df or b,d,db+PPP - - - - 62 - - - - - - Invulnerability frames 1-32
Ashura Senku K f,d,df or b,d,db+KKK - - - - 56 - - - - - - Invulnerability frames 1-26
Raging Demon LP,LP,f,LK,HP throw 300 0 35 14 hard knockdown - - - - - 68 frames cinematic freeze before attack begins
Misogi d,d,d+KKK M,H 300/200 22 36(12)35 49 hard knockdown -43 - 3 4 - 88 frames cinematic freeze before attack begins, Tracks opponent, Invulnerability frames 1-85, If 1st hit whiffs Akuma creates two columns
Cross Art **LC qcf+MP+MK H 150+ 9 2 45 switch -25 - 3 - - 63 frames cinematic freeze before attack begins, Invulnerability frames 1-10

Boost Chain Frame Data

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel "Notes
"
Far LP H 30 3 2 9 +6 +2 - Rapid fire cancelable into light normal attacks
Far MP H 42 5 2 21 -2 -6 EX,SA,CA -
Far HP H 63 7 3 30 -8 -13 EX,SA,CA -
Far LK H 30 4 2 13 +2 -2 - -
Far MK H 42 9 2 23 -4 -8 - -
Far HK H 35,28 8 2(8)2 27 -3 -11 - 1st hit: Forces standing, 2nd hit: Whiffs on crouching opponent
Close LP H 30 4 2 10 +5 +1 - Rapid fire cancelable into light normal attacks
Close MP H 42 3 2 18 +1 -3 EX,SA,CA -
Close HP H 63 4 2 39 -16 -21 EX,SA,CA -
Close LK H 30 5 2 9 +6 +2 - -
Close MK H 42 5 2 24 -5 -9 EX,SA,CA -
Close HK H 35,28 6 2(3)4 32 -10 -15 EX,SA,CA 2nd hit: Ground bounce on airborne opponent
Crouch LP H 30 3 2 10 +5 +1 - Rapid fire cancel into light normal attacks
Crouch MP H 42 4 3 17 +1 -3 EX,SA,CA -
Crouch HP H 63(42) 6 4 35 -13 -19 EX,SA,CA Forces standing
Crouch LK L 30 5 2 11 +4 0 - Rapid fire cancel into light normal attacks
Crouch MK L 42 6 3 21 -3 -7 EX,SA,CA -
Crouch HK **LC L 63 5 3 38 hard knockdown -21 - -

Move Analysis

Normal Moves

N/A


Unique Attacks

N/A


Normal Throws

N/A


Special Moves

N/A


Super Combos

N/A


The Basics

N/A


Advanced Strategy

N/A


Combos

Bread and Butters

  • cr.MP, cr.HP xx qcb+LK, cl.LK, st.HK, cl.HP xx dp+HP (338)

(0bar, medium)

Hit Confirm Combos

  • cr.LK, cl.LK, cr.MP/st.MP~HP+HK

(0bar, low, close, xrush, easy)

  • cr.LP, cr.LP, cr.MP/st.MP~HP+HK

(0bar, xrush, easy)

  • cr.LK, cl.LK, cr.MP/st.MP xx qcf+P (150)

(0bar, low, close, easy)

  • cr.LP, cr.LP, cr.MP/st.MP xx qcb+LK, cl.LK, st.HK, cl.HP xx dp+HP (263)

(0bar, standing, medium)

  • st.HK, cr.MK xx qcb+LK, cl.LK, st.HK, cl.HP xx dp+HP (338)

(0bar, medium)

Post-Launch combos

  • cl.MP, st.HK, cl.HP xx dp+HP

(0bar, easy)

  • cl.HK xx CADC, cl.HK xx hcb+HP

(0bar, medium)

  • cl.MP, cl.HP xx hcb+HP, cl.MP, cl.HP xx dp+HP

(0bar, corner, medium)

Advanced Combos

  • qcb+KK, st.HK, cl.HP xx hcb+HP, cl.MP, cr.HP xx dp+HP (474)

(1bar, corner, hard)

Combos Into Supers

  • N/A

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