Street Fighter: The Movie/Akuma

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SFTM-Akuma-Portrait.png

Introduction

This character is named Akuma in the American and Japanese versions of the game. He is named Khyber in the Korean version.

Playstyle

Because he has a low skill ceiling and is the closest thing to a traditional Street Fighter character that this game has, Akuma is a fantastic character for newcomers. While most players will probably get bored of him and move onto other characters once they become comfortable with the game and want to stretch their legs a bit, he's still a very strong character who excels at runaway. He's blessed with a short stagger animation that can help him slip out of a lot of things, a really easy infinite that's absolutely tourney legal, and quite a few dirty tricks up his sleeve to open people up.

Play Akuma if:

  • You are new to the game, or don't want to work very hard
  • You like jumping backwards and throwing fireballs until the clock runs down
  • You want a character who most closely resembles traditional Street Fighter

Do not play Akuma if:

  • You get bored easily
  • You want to see what this game really has to offer

Normals

Standing

s.LP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - -
s.MP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - -
s.HP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - -
s.LK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - -
s.MK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - -
s.HK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - -

Crouching

cr.LP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Low - - - - - - - -
cr.MP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - -
cr.HP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - -

A good anti-air if you can't bust out a Shoryuken in time.

cr.LK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Low - - - - - - - -
cr.MK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Low - - - - - - - -
cr.HK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Low - - - - - - - Knockdown

Air

j.LP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- High - - - - - - - -
j.MP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- High - - - - - - - -
j.HP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- High - - - - - - - -
j.LK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- High - - - - - - - -
j.MK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- High - - - - - - - -
j.HK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- High - - - - - - - -

Universal Mechanics

Throw

Seoi Nage
Close
b/f+MP or HP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- - - - - - - - - Escapable, Counterable

Throw Counters

Throw Counter/Reversal
u+MK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
13 - - - - - - - - -

This input and data are for Akuma's opponent after he lands a throw. See Throws for more information.

Slammaster
d+MP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
13 - - - - - - - - -

This input and data are for Akuma's opponent after he reverses a countered throw. See Throws for more information.

Interrupts

Shoryuken
During blockstun
u+MP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - Knockdown

you can do an air fireball after this interrupt. It looks weird.

Lunging Kick
During blockstun
f+MK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - Knockdown

Regeneration

Regeneration
Hold LP+MK, release
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- - - - - - - - - -

Recovers 17 health over 34 frames. See Regeneration for more information.

Danger Move

Super Tatsumaki Zankuukyaku
10 health or less
QCBx2+MK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - -

Special Moves

Gou Hadouken
QCF+P
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - Stagger
Zankuu Hadouken
In air
QCF+P
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid/Low - - - - - - - Stagger

If an air Hadouken is reflected, it will angle downward 90 degrees before hitting the floor.

Shakunetsu Hadouken
HCF+P
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - Stagger
Gou Shoryuken
DP+P
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - Knockdown
Tatsumaki Zankuukyaku
QCB+K
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - -

This move does not push Akuma back, and he does not have a pushbox while in the air, allowing for an easy infinite against the corner. See the Tips for setups.

Kuuchuu Tatsumaki Zankuukyaku
In air
QCB+K
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - -
Ashura Senkuu Forward
DP+3K
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- - - - - - - - - Fully Invincible

Akuma does not have a pushbox until after recovery, putting him at risk of intersection in the corner.

Ashura Senkuu Backward
RDP+3K
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- - - - - - - - - Fully Invincible

Akuma does not have a pushbox until after recovery, putting him at risk of intersection in the corner.

Shadow Kicks
Hold HK, release
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - -

Super Moves

Messatsu Gou Hadou
QCFx2+P
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - -

Five Gou Hadouken are fired in tight succession. Akuma can walk forward almost immediately after the last one is fired, using them as cover Camera movement resulting from pushback on each Hadouken landing can cause them to separate, potentially making at least one of them unblockable if Akuma can move in and break guard quickly enough.

Shun Goku Satsu
Hold HP, QCFx2, release HP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - -

This is not the traditional Raging Demon. Akuma does not slide across the screen and grab the opponent. He simply throws out a bunch of punches and kicks.

Combos

Matchups

Tips

  • Akuma's Tatsumaki Zankuukyaku does not push him back, making it notoriously easy to use in a corner infinite. Setups for this include:
    • Juggle: cl.MK > HK Tatsu until opponent reaches the corner depending on stage > Tatsu infinite
      Original with reference images by Rockforge: [1]
    • TK Tatsu corner setup by Rockforge: [2]
  • Tatsumaki Zankuukyaku can be done with TK motion: QCB > Neutral > Up + K
  • Repeated air Hadoukens against characters with long stagger animations: [3]
  • Akuma can throw an air Hadouken immediately after performing an interrupt Shoryuken (Up + MP during blockstun).


General
HUD
Characters
Akuma
Arkane
Balrog (Boxer)
Bison (Dictator)
Blade
Cammy
Chun Li
F7
Guile
Honda
Ken
Khyber
Ryu
Sagat
Sawada
Vega (Claw)
Zangief