Does the most damage out of all of his supers, but has the worst recovery and chip damage by far. Not a bad super, but SAI is preferrable.Īkuma's hurricane kick super, goes straight up. Also has less chip potential, since the last 3 hits are easily parried.
On the other hand, this super is much more than SAI unsafe if missed, and basically gives the opponent a free combo. Does better damage than SAI, and has many of the same confirms and cancels as SAI. The main thing going against it is its fairly low damage, but it's still respectable, especially against the weaker characters.Īkuma's uppercut super, similar to Ken's SAI. It also does good chip damage, especially when preceded by a fireball or red fireball. It can be confirmed or cancelled out of a variety of moves, including cr. It's easily the safest of his supers, which makes it hard to punish unless it's blocked at close range. All this was done to counter balance his incredible offense and mixups.Īkuma's fireball super, and his super art of choice, for a variety of reasons. One should also note that Akuma's supers are all the same length, and that he has no EX moves. It is very important to note that Akuma has the absolute worst defense rating of all the characters in 3S, and is tied with Remy for having the smallest stun bar. When playing Akuma, the basic goal is either to use his zoning ability to control your opponent’s options, minimizing the risk of getting hit yourself, or to simply go on total offense and decimate the opponent as quickly as possible, as they can take him out just about as quickly. His first appearance was in Super Street Fighter II Turbo as a secret boss. He believes only another practitioner of the Satsui no Hado will ever be able to contest his power. Medium punch, medium punch with medium kick, any punchĭon’t forget the detail that Akuma has little life. Attack, yes, but you need to know when to retreat or defend. It is necessary to have patience to fit some combos.Akuma(or Gouki) is an extremely powerful warrior obsessed with mastery of the Satsui no Hado, a dark energy-based force, the antithesis of the Kyosui no Hado(Power of Nothingness) that Ryu employs.Lowered, weak kick, raised, weak punch, weak punch and Shoryuken.When the opponent attacks in the air, Shoryuken with medium punch and medium kick then.When the opponent attacks in the air go back, strong punch, fireball and strong punch.Here are some combos that work well with the character: The only problem is that Akuma doesn’t have as much life as the other characters. He can fall with a few strokes, but this is offset by his versatility. Another tip to approach the opponent effectively is to use the aerial fireball, which is activated in the jump. This puts extra pressure on those trying to defend themselves and makes it easier to push into the corner – which can be deadly.