SvC Chaos: SNK Vs Capcom/Akuma

From SuperCombo Wiki
豪鬼, Gouki
Akumasvc.gif
Difficulty Average
Max Mode Needed? Up to you, but very helpful
Tier Placement Very Strong (A), Maybe S Tier
Standing Hitbox ?
Crouching Hitbox Short
Wall Jump No

Introduction

Akumafacesvc.png

Akuma, known as Gouki in Japan, is one of many shotos in SVC, and a popular antagonist character in the Street Fighter series, power hungry for the Satsui no Hado and made infamous thanks to his overpowered, yet secret, boss form in Super Turbo. There are many examples of shotos in SVC, so it's fairly easy to overlook Akuma in this game, especially when Shin Akuma exists. To narrow it down, Ryu's a simple, basics focused shoto with decent zoning, Ken is the more aggressive shoto, and Akuma is the glass cannon shoto with tons of offense focused tools. It'd be unwise to sleep on Akuma, however, because even if he isn't as good as Shin Akuma, his mixups, speed, air fireball pressure, phenomenal Exceed, and plentiful variety in his approach makes mastering him incredibly rewarding. The best part? Almost everyone knows the Shin Akuma matchup, but they very likely don't have a clue on normal Akuma.

Strengths Weaknesses
  • Very combo friendly and 100% combos: Akuma has so many different combo options, especially with Max Mode, and they're all incredibly rewarding and even sick to watch unfold. There's plenty of combo creativity to be had.
  • Great mobility: Demon flips, teleports, good movement speed, an air fireball to cover his jump approach, Akuma can move around better than most of the characters in the cast.
  • Great corner pressure: On top of his strong combo game, Akuma's mixups become even harder to avoid and with air fireball locking opponents down, getting opened up by him is only an inevitability without spending meter carefully.
  • Fast fireballs: Zoning becomes a cinch thanks to Akuma having readily available fireballs to throw out. Combine that with the variety of fireballs he has, grounded, flaming, air fireballs, super grounded fireballs and super air fireballs, Akuma is always ready to play the zoning game.
  • Safe divekick: Akuma's divekick is already great for pressuring the opponent and complementing his rushdown, but even with front step, it's safe to throw out on block thanks to its fast speed. Interrupting it at all is easier said than done and will probably result in Akuma winning the exchange instead.
  • Demon Flip mixups: Akuma's Demon Flip, one of the advantages he has over Shin Akuma, gives him several more options to work with, all of which have their uses. It can become very difficult to predict what Akuma does when he flips and hard to interrupt, also.
  • Air projectile gives him deadly air game in general: Now sure, it's only one air fireball, but Akuma's air fireball, combined with its generous hitbox and the lack of movement tools like roll, makes his aerial approach very dangerous and can lock opponents to the ground. In some matchups, just avoiding the air fireball, let alone approaching Akuma without him throwing one out, is its own problem when facing him.
  • Shun Goku Satsu Exceed is very threatening: As arguably one of the best Exceeds in the game, it's a highly damaging command grab super that moves Akuma forward and doesn't even require you combo into it, just setting up unblockable setups. Even when you do combo into it, it's pretty easy to do thanks to the flow of Akuma's normals. If you're on the ground when Akuma has access to his Exceed, be very careful playing footsies with him. The best part: Akuma can bait GCFS attempts and then punish said attempts with an unavoidable Exceed.
  • No one knows the matchup because everyone plays Shin Akuma instead: Everyone knows what to expect with Shin Akuma, but normal Akuma? You'll find a couple players who play him but even though some knowledge checks from Shin Akuma transfer over to normal Akuma, the overall matchup and major differences between the two will more than likely give most players a ton of trouble. Put simply, everyone sleeps on normal Akuma, even though he's his own monster in the right hands.
  • Low health: Akuma has potentially the lowest health in the game, or at the very least dangerously low health. He can't afford very many mistakes, and with mechanics like Front Step, it makes those few mistakes hurt even more when Akuma takes a hit.
  • Although possible, tatsu into DP midscreen is much harder: Akuma needs to dash up to the opponent in order to combo DP off of tatsu, a staple combo he has in the SF series. And if the starter he uses pushes the opponent too far back, he cannot combo the DP midscreen. In the corner, this isn't a requirement, however.
  • DP only fills the Super Bar if it hits the opponent: A minor but weird quirk for Akuma, he can't build meter with DP by just using it unlike other characters. This slows down his meter build, even if just a little.
  • Doesn't own the air game as well as Shin Akuma: One air fireball isn't as powerful as two air fireballs, after all.
  • Teleport can be fairly unsafe: While definitely useful, using his teleport also means having to make sure the opponent doesn't punish Akuma's teleport recovery, particularly in a game centered around zoning and punishes.
  • Glass cannon: Akuma is a pure rushdown demon. He has very few defensive tools to work with and playing him defensively is playing him wrong when he's designed around pressuring up close and scoring big damage.
  • Nothing he has is super broken: Great mixups but nothing he has makes you look at him and think "that's insane they'd allow that in this game." This doesn't stop him from being arguably top tier, but in a broken game, not having broken tools puts Akuma behind a little, especially when Shin Akuma is too good to pass up.
SVC Chaos: SNK VS Capcom Frame Data Glossary
Damage

How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier.

  • Note: Damage is a little inconsistent. Example: Geese cl.A deals 5 damage. Against Zero, sometimes it does 5 pixels of damage to his life bar, other times it does 4 pixels. Against Ryu, cl.A does 4 pixels of damage, other times it does 3 pixels of damage. This info comes from the Enterbrain Mook, but most likely this is the cause of damage modifiers skewing the damage slightly, thus making it a bit inconsistent.
  • Damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. It is listed because it's an official source for this info, just keep in mind damage is not 1-to-1 due to varying health values and screwy ways the game calculates damage anyways.
  • There will be a question mark next to the four mentioned characters because it's only a guess as to what the actual damage values are (until health and damage are better understood), since they were never gathered in the Mook.
Counter Damage

How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma.

Guard

Where the attack hits, and thus where it must be blocked.

  • Mids can be blocked standing and crouching
  • Overheads must be blocked standing
  • Lows must be blocked crouching
  • Unblockable cannot be blocked
  • Throws break through block up-close
Guard Crush

How much guard meter damage the attack does to the green Guard Gauge.

Stun

How many points of stun the attack adds to the opponent's invisible Stun Gauge.

Meter

How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it.

Cancel

The type of cancel the attack can perform.

  • Any - All cancel types work
  • Ch - Chain cancel; it can chain into other attacks (mostly just lights)
  • Self - Can chain only into itself
  • Cmd - Command cancel; can cancel into command normals
  • Sp - Special cancel; can cancel into special moves, and almost always this means super cancels are possible too
  • Su - Super cancel; can cancel into super moves
  • Free - Free cancel; can be cancelled in Max Mode by other special moves or super moves
  • Written only for special moves as all normals can be Free Cancelled, so writing it in for every move would be redundant
  • X - Cannot be cancelled, either outside of Max Mode or that it cannot be cancelled at all
Startup

How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.

  • The startup will not take into account the frames of the flash animation itself where time freezes and the opponent player cannot act.
  • Super flashes last 28 frames, whereas Exceed flashes last 27 frames.
  • Because there is currently no way to view throw boxes, it is assumed that throws/command grabs are at most 0-1 frames of startup. Truthfully, we don't actually know though.
Active

How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)

  • If there is a gap between sets of active frames, the gap is denoted by a number in parentheses. (Example: 3, (2), 4 - The attack is active for 3 frames, then is not active for the next two frames, followed by being active again for 4 frames.)
  • Throw boxes are not visible either through dipswitches or the hitbox viewer so it's only a guess how active throws and command grabs are, but it's probably one active frame at most.
  • This also applies to hitbox images - they will still show the push and hurtboxes of characters but outside of that, unfortunately there is no way to depict the throw boxes at the moment.
Recovery

How many frames it takes for a move to finish after it's been active.

Total

The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number.

Hit/Block Adv

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.

  • SKD refers to a soft knockdown, or a knockdown you can tech roll out of.
  • HKD refers to a hard knockdown, one that you cannot tech roll out of.
  • All frame advantages assume Ryu as the opponent. If there are variable wakeup times, it is currently unknown info.
  • Frame advantages of projectiles assumes the opponent is point blank range. Any farther and this obviously changes and/or doesn't matter.
  • Block advantage assumes no use of Guard Cancel Front Step.
  • For one, it obviously decreases the attacker's frame advantage significantly.
  • When the defender uses GCFS is also a variable factor so you cannot provide a hard answer as to what the frame advantage is after GCFS, as well as how soon they cancel GCFS into an attack.
  • Generally speaking, just assume the block advantage minus the active frames of GCFS, and that's a rough estimate of the frame advantage when GCFS is performed.
  • This doesn't really matter in most cases, since the attacker will automatically be quite minus after most attacks.
Invulnerability

Indicates whether there's any frames of invulnerability during the attack.

Move List

Normal Moves

Close Normals

cl.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 3 5 5 13 +2 +0 -
  • Same properties that the far version has, but with less reach(obviously).

cl.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 4 4 8 16 +0 -2 -
  • This is a good move for combos with light attacks, because it can hit everyone in the cast, and you can cancel it. Good for doing those tick throws(Hit and grab after they recover from the stun) too.

cl.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 4 2, 5 14 25 -1 -3 -
  • The Shoto's cl.C. Cancel it if you want damage on a combo/punish.

cl.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 9 5, (2), 2 15 33 2nd= +3 2nd= +1 -
  • A 2 hit kick that is good on Max Mode combos. Can be used as an anti-air sometimes.

Far Normals

st.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 5 4 4 13 +4 +2 -
  • A simple, and quick punch. Can be cancelable. Whiffs on low crouching characters.

st.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 7 6 7 20 -1 -3 -
  • It's a little slow, but can be used as an anti-air if you want. It's not cancelable outside of Max mode. Whiffs on low crouching chars.

st.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 7 6 19 32 -5 -7 -
  • One of Akuma/Gouki's pokes. It's not cancelable, but the reach is good, and it doesn't whiff on the low crouching chars.

st.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 9 3 17 29 +0 -2 -
  • Same properties as the far version of st.B, but a little slower.

Crouch Normals

cr.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 4 4 8 16 +0 -2 -
  • Rapid punch. Do like two/three hits and cancel it on something.

cr.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 3 4 8 15 +0 -2 -
  • Rapid kick. Nice for light attack combos, because it hits low and can be canceled too.

cr.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 5 1, 1, 6 20 33 -8 -10 -
  • The classic Shoto upper. Cancelable, and it's an option for an anti-air.

cr.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 11 2 22 35 SKD -6 -
  • The Shoto's sweep. You can use it as a low poke. It knocks down and it's cancelable, but it cannot combo(Well... Actually, this move can combo... See the combos section later for more details). Cancel it into a fireball if you want meter, or to get that block pressure(If the sweep was blocked).

Jumping Normals

For the jumping attacks, remember: You CANNOT cancel air normals into his Air Fireball/Air Tatsu/Air Super.

nj.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 5 23 - - - - -
  • Neutral Jumping Attack
  • A simple chop that whiffs on Choi and low crouchers unless you delay the button. Not too useful.

j.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 4 22 - - - - -
  • Diagonal Jumping Attack
  • Simple punch, simple move. Stays until you land.

nj.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 4 22 - - - - -
  • Neutral Jumping Attack
  • Kick that aims up. If you need, use it when your opponent's char jumps higher than you(Choi,Vega, EQ and Chun-Li, for example).

j.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 5 20 - - - - -
  • Diagonal Jumping Attack
  • Good jump-in, but not the best one. Stays until you land.

nj.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 5 3 - - - - -
  • Neutral Jumping Attack
  • His best neutral jump-in. Can be useful on mixups(But mixups with the neutral jump are dangerous against some characters in this game, so watch out).

j.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 7 4 - - - - -
  • Diagonal Jumping Attack
  • Good air-to-air move, but it can be dangerous if you don't know the right timing to use it.

nj.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 4 5 - - - - -
  • Neutral Jumping Attack
  • Good for air-to-air, but it can be hard to land, so if you want, avoid it.

j.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 5 3 - - - - -
  • Diagonal Jumping Attack
  • This is the Akuma's best normal jump-in/air-to-air in this game. Be happy with this.

Command Normals

Zugai Hasatsu
f.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • A 2-hit overhead that Akuma had since the SFA series. Good to use on the opponent's wakeup(For short, use it like Ryu's), but don't try to abuse of it. Cancel this into something when you're on Max Mode. And sadly, this is the only Command Move on this list that cannot be normal canceled.

Hiza Geri
f.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Decent cancelable kick. Use it only on combos. Oh, and this move is part of a Max Mode loop too.

Kurubushi Kick
db.D (cr.MK)
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • The Shoto's cr.MK, a very useful move. You can use this as a poke too, because it's faster than the cr.D(But the cr.D has better range, so it's up to you now). If you're already used to the Shotos in the SF games, you'll know how to use this. But remember: It's a command move, so you can cancel a normal move into this(Yeah, you can get more damage on combos with this move).

Tenma Kuujin Kyaku'
(Close to apex of jump) fj.2B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Can be done by either pressing down, downback, or downforward.
  • Akuma's classic dive kick. It still is a nice Command Move to start combos, because you'll go to the ground a little faster than normal, and the damage is good. This move is very important for his offensive game.

Throws

Kof.lp.pngKof.lk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Kof.sp.pngKof.sk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Guard Cancel Blowback
Kof.sp.pngKof.sk.png on Block
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
0 0 Mid 0 0 0 X - - - - - - -

Special Moves

Gou Hadou Ken
qcf P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • The classic Shoto's projectile. You know how to use it. If you use this while the opponent is near you, he/she'll be knocked down. C version is faster.

Shakunetsu Hadou Ken
hcb P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Akuma does his Shoush stance and throws a fireball. This is a standard projectile(It will be canceled if it connects with another projectile), but it has more damage than the projectile above. A version does 1 hit, and C version does 3 hits(Better for cheap finishers).

Zankuu Hadou Ken
j.qcf P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Akuma's classic air projectile(He had since his first appearence). This is a nice defensive(Jump backwards and do this move) and offensive move to use(You can even do jump-ins with this). Akuma will gain meter only if the projectile hits the opponent(Thanks again, SNK). And if you use this air projectile, you cannot use the ground one.

Gou Shouryuu Ken
dp P
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
dp A - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
dp C - - Mid - - - - - - - - - - -
  • The classic Shoto's DP. It hits 3 times, but, sadly, it has no startup invincibility(But this move comes out really fast, so you don't need to worry). Use the C version on combos only(This version is part of a loop too).

Tatsumaki Zankuu Kyaku
qcb K
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcb B - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcb D - - Mid - - - - - - - - - - -
  • Akuma's classic tatsu that juggles the opponent. Extremely good for combos. D version spins longer than the B version, but the D version can be hard to combo after the 2 hits(You'll need to hit the opponent with the last hits of the move). He can pass through some projectiles with this(And Choi standing too).

Kuuchuu Tatsumaki Zankuu Kyaku
j.qcb K
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
j.qcb B - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
j.qcb D - - Mid - - - - - - - - - - -
  • Aerial version of the move above. You can juggle with this too, but for combos it can be hard to use.

Ashura Senkuu
dp or rdp AC/BD
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • DP inputs teleports Akuma forwards, whereas RDP input teleports Akuma backwards.
  • Akuma's classic teleport is here guys! The A+C version makes Akuma goes further than the B+D version. He is fully invincible while he is teleporting, so you can use this to run away from the corner, and even bypass those Supers/Exceeds(Yeah, you can make your opponent use his Exceed IN VAIN). But in the end, Akuma is vulnerable, so don't use the wrong version.

Hyakki Shuu
dp K
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • More commonly referred to as Demon Flip
  • Important move. Akuma just jumps, but depending of what you do after it, you can get some damage(Yeah, this move is like Cammy's Hooligan Combination). Watch out when you use it, because the followup can whiff the opponent if Akuma "tries to crossup" the opponent(Yeah, I'm talking about Choi, Zero, and those low crouching chars). Oh, and remember something... You can't cancel the followups(Sadly). D version goes a little further than the B version.

Hakki Gouzan
No follow-up after Hyakki Shuu
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • A low kick that knocks down. Only that. Use on wakeup mixups.

Hyakki Goushou
P after Hyakki Shuu
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • A hard knock down. It can hit the opponent while he/she is in a jumping state.

Hyakki Goujin
K after Hyakki Shuu
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Akuma's dive kick(From the Command Moves section). It has the same properties, and it's the only followup that you can combo after.

Hyakki Gousai
AC or BD near opponent after Hyakki Shuu
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • A simple grab. I don't need to say it, but it's unblockable, and the opponent can't escape from it.

Super Moves

Messatsu Gou Shouryuu
qcf x2 P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
(14x4)+(23x3) 15 (DP 1-2), 24 (DP 3) Mid (2x4)+(2x3) 0 - - - - - - - - -
  • A Shoryuken with 7 hits. Resembles Ken's Shoryu Reppa. The first animation can pass nuderneath projectiles, so don't forget this move when you need. It's good to use on combos too.

Messatsu Gou Hadou
hcb x2 P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
30x8 32 Mid 0 0 0 X - - - - - - -
  • Super projectile with 8 hits. A verion is slower than C version. The command may be a little hard to do sometimes, bua a nice thing about this Super is that you can juggle your opponent in the corner after the super hits the opponent, but you'll need to be quick with the followup.

Tenma Gou Zankuu
j.qcf x2 P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
30x8 32 Mid (Low on feet) 0 0 0 X - - - - - - -
  • Super version of the air projectile. A version is slower. This move is not recommended for any situation other than the opponent's wakeup(You can stop those DP anti-airs with this), but it's not that hard to punish this move. It's Akuma's weakest Super in damage terms too.

Exceed

Shun Goku Satsu
Kof.lp.pngKof.lp.pngF.pngKof.lk.pngKof.sp.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
136 136 Throw 0 0 0 X - - - - - - -
  • Okay, Akuma's classic Raging Demon is here too, but you'll have only 1 chance to hit this move on your opponent, so watch out. Akuma has total invincibility at the beginning of the warp. And remember that this is a grab, not an unblockable(If the opponent jumps, you cannot do THAT damage to him/her, sadly, and Shin Akuma's Raging Demon is an unblockable move. To clarify, Shin Akuma's RD can be stoped with autoguard moves while Akuma's simply plows through for the complete damage).

Strategy

Basic Strategy

Akuma's gameplan

Akuma's gameplan is simple. Just try to be offensive almost every time with his combos, mixups and his dangerous Exceed(Don't make it whiff, please). You can use the Shoto's classic gameplan too(Something like throw projectiles, and when your opponent tries to do a jump-in, DP on him, but don't try to do that every time, okay?).

Advanced Strategy

Well, this is the good part. Now you'll see what Akuma can do in the intermediate/pro levels. Prepare yourself.

Akuma's Resets

Akuma's resets are a little strange, but important to continue on the offensive. Generally they are made on the corner, and it's not that hard. Try this: Do any combo finishing with a QCB+B and hit the opponent with a normal move while he/she is on that juggle state. The opponent will be standing when he/she lands, and if you want, continue your mixups and you can even land your unblockable Exceed with this. There is a possible setup in midscreen too, but that's harder.

Canceling jumping normals into the Air fireball

You actually can cancel jumping normals into the Air fireball, but only in Max Mode. And remember that combo with 2 Air projectiles? You can do while canceling air normals too. Try this: Jump uf(Neutral is better if you want to do corner combos), j.D/C, Air Fireball, Jump again, j.D/C, Air fireball, Any combo. Oh, and remember that the same applies with the Air Super too, but this doesn't work very vell with the Air Hurricane Kick(You can cancel, but it's harder to combo because it knocks down).

Quick Air Fireball/Super

This is not that hard. A quick Air fireball can help you almost every time. The input is like Sagat's Tiger Knee, and here it is, if you don't know:

For the normal Air fireball: QCF, uf/ub(You'll do a High Jump after this), P(You need to time well)
For the Super Air fireball: QCF(2x), uf/ub, P(The same applies here)

The normal Air fireball is better when used with this strategy, because Akuma will crossup the opponent depending of your opponent's position(The projectile will hit the opponent normally, and Akuma will land on the opponent's back, and, if you want, you can grab him/her or you can do some blockstrings). The Super Air fireball is better to use only on the opponent's wakeup, because it's a little slow, and you can get hit by those wakeup anti-airs too, but you can hit the wakeup anti-air with this move, so use at your risk.

Match-Ups

Combos

SVC Chaos: SNK VS Capcom Quick Combo Notation Guide
  • cl. = close normal
  • st. = standing/far normal
  • cr. = crouching normal
  • f.; etc. = forward direction (NOT far)
  • X = any button
  • CH = counter hit
  • , = Used to separate attacks in the combo
  • / = Separates different options for the combo (mainly different starters or enders that are possible)
  • Unless otherwise stated (such as it's a link or you need to delay the attack), assume this is a chain/cancel.
  • Example: cr.B, cr.A, dp A ; cr.B chains into cr.A, then cr.A cancels into dp A
  • [b]~f = Indicates to charge back (or downback), then press forwards for the given special move
  • ( ) = Parentheses used to indicate the attack(s) within the parentheses are optional to add to the combo
  • (C) = Indicates a free cancel, aka a cancel only possible in Max Mode
  • (SC) = Indicates a super cancel via free canceling in Max Mode
  • (1) = Used to indicate how many hits of the attack should connect (or less than) before continuing with the combo
  • Example: cl.C(1), hcb P means that only one hit of cl.C should be performed before moving on to do hcb P, not more than one hit
  • [ ] = Used to distinguish combo loops or combo starters/etc. in case a certain attack is only possible after specific options
  • xN = Repeat the given loop for as many times as either possible or as many times as you wish

May change to numpad notation much later down the road.

Akuma has a lot of Max Mode combos, but even without that his combo potential is quite high.

BnB Combos

BnB Combos
Combo Position Damage Stun Difficulty Notes
(j.X / j.qcf P,) cl./cr.C, db.D, qcf P TBA TBA TBA TBA Use the QCF+P if you don't have meter.
Starter, (db.D,) qcb B, dash into dp P TBA TBA TBA TBA Either DP works here, it is possible to combo the tatsu after db.D, but only if Akuma is at point blank range when doing cl.C and if you cancel db.D immediately. That said, it's easier to just omit the db.D entirely or reserve this combo for punishes. This combo only works due to how close Akuma is to the opponent that gives him just enough time to run up and do a DP midscreen after tatsu, without needing to do a corner combo for it. Not an essential combo but a cool one nonetheless, and one to dispell the misbelief that tatsu into DP isn't possible midscreen.
(j.X / j.qcf P,) cr.D, dp K > P TBA TBA TBA TBA Remember the combo from the cr.D? It's here. The only possible combo from the cr.D. The opponent can't recovery roll from this too.
(Corner only) (j.X / j.qcf P,) cl.C, f.D, qcb B, dp P TBA TBA TBA TBA Akuma's well-known combo. Very simple but only consistent in the corner.
(Corner only) (j.X / j.qcf P,) cl.C, f.D, qcb B, qcf x2 P TBA TBA TBA TBA Akuma's well-known combo. Very simple but only consistent in the corner.
(j.X / j.qcf P,) cl./cr.C, db.D, qcf x2 P TBA TBA TBA TBA Practical combo. It does nice damage too, and with the Super, it does more than 50% of one bar without an attack in the air.
(j.X / j.qcf P,) cr.B x2-3, db.D, qcb B, hcb x2 C TBA TBA TBA TBA Good combo starting with a low hit to use on midscreen. The HCB(2x)+C part can be hard to do, but it's possible. If you do this combo in the corner, you can do the follow-up below:
(Corner only) (j.X / j.qcf P,) cr.B x2-3, db.D, qcb B, hcb x2 C, qcb B, dp P TBA TBA TBA TBA Yeah, you can get more damage on that combo. Remember to time well too if you want to do this followup. The speed of the Air Projectile can help you sometimes. Assume you corner someone and then jump back to fire an Air Fireball before jumping forward for another Air Fireball. If the first one hits, the second one will combo from it, and you can combo from there. You can get more damage from the first combo.
(Corner only) (j.X / j.qcf P,) cr.B x2-3, db.D, qcb B, hcb x2 C, qcb B, qcf x2 P TBA TBA TBA TBA

Max Mode Combos

Max Mode Combos
Combo Position Damage Stun Difficulty Notes
(j.X / j.qcf P,) cl.C, dp C(2), (SC)qcf x2 P TBA TBA TBA TBA This is an easy one. If you're having problems on canceling, after the DP hits the opponent just do a QCF+P and the Super will come out.
(Corner only) (j.X / j.qcf P,) db.D, f.D, qcb B, follow-up TBA TBA TBA TBA Combo starting with a low. A nice mixup combo. If you're in midscreen, just cancel the db+D on a QCB+B/QCF+C.
(j.qcf P,) f.C, dp C(2), (SC)qcf x2 P TBA TBA TBA TBA A variation of the first combo, starting with an overhead. Nice for wakeup mixups with the combo above.
(Anywhere) [dp C(2), (C)f.D,]xN, dp C(2), (SC)qcf x2 P TBA TBA TBA TBA Better when used as a punish combo (Don't try to do jump attacks/normals to get more damage). The game might sometimes do a Super, due to the many DP inputs.
(Midscreen to corner), cr./cl.C, dp C(2), (C)qcb B, dash, dp C(2), (C)qcb B, [(in corner) dp C(2), (C)dp K > K,]x1-2, hcb x2 P, qcf x2 P TBA TBA TBA TBA This is a punish combo that isn't too hard. You don't need to be in midscreen to do the first part. You don't even need to dash if you're already in the corner. Great damage. If you need damage on the QCF(2x)+P part, try to hit the opponent with the third Shoryuken.
(Anywhere) [dp C(2), (C)f.D,]xN, dp C(2), (SC)Exceed TBA TBA TBA TBA Better when used as a punish combo (Don't try to do jump attacks/normals to get more damage). The game might sometimes do a Super, due to the many DP inputs.

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