GOU HADOUKEN (FIREBALL)
QUARTER CIRCLE FORWARD + PUNCH
This is Akuma's primary zoning tool, allowing him to pressure the opponent into making mistakes. Not only that, it is also useful in combos and block strings where you don't want to commit to a hurricane kick.
Akuma also has an air Gou Hadouken which is a key element of his zoning and wake up game. By making the opponent wake up into an Air Gou Hadouken will not only allow Akuma to keep the pressure on, but can also create ambiguous cross up situations as well.
When spaced correctly, this air Gou Hadouken can be useful for running away, controlling the space in front of Akuma though some characters can punish you with an Ultra if they see it coming.
The EX version of the air Gou Hadou is effective for applying pressure in that if it hits the opponent, you will have enough time to follow up with Far Standing Heavy Kick or any other normal attack that is in range to hit the opponent.
SHAKUNETSU HADOUKEN (MULTI-HIT FIREBALL)
HALF CIRCLE BACK + PUNCH
Although Akuma Shakunetsu Hadouken looks similar to his regular Hadouken, it's application is a little different. Not only is it useful in fireball wars, considering it is multi-hit, allowing it blow through the opponents projectile giving them more fireballs to deal with, it can also be used in FADC combos for extra damage.
It's best to use this attack from full screen for the most part. It has a slow start up so from mid screen it's easier for opponent to see it coming and counter attack with a jump in attack.
GOU SHORYUKEN (DRAGON PUNCH)
FORWARD, DOWN, DOWN-FORWARD + PUNCH
Akuma's Gou Shoryuken is his primary tool to stop jump ins and also deal out damage in juggle combos. The Heavy version is three hits, which will allow you to see if it is hitting or not, and FADC to saftey if it is being blocked.
TATSUMAKI ZANKUKYAKU (HURRICANE KICK)
QUARTER CIRCLE BACK + KICK
Akuma's Tatsumaki Zankukyaku is not only critical in juggle combos, but is also a big part of his wake up game. The Light version is typically used mid combo to put the opponent into a juggle state, allowing him to follow up with more damage and even resets. The Light version will wiff on crouching opponents through, so make sure they are standing before attempting to combo into it.
On Wake up, he can cross up the opponent, hitting them from behind to land another knockdown, which is a technique all Akuma players should learn to master.
HYAKKI SHU (DEMON FLIP)
FORWARD, DOWN, DOWN-FORWARD + KICK
Akuma's Hyakki Shu, or otherwise known as his Demon Flip, is an essential part of his overall game, allowing him to not only close the gap between him and his opponent, but to also start a mean wake up game. The normal versions each travel different ranges depending on which one you use, while the EX version will track the opponent and has the ability to go full screen.
There are four different follow ups after the initial input, each one useful depending on the situation.
- Grab: Above opponent LP + LK
- Punch: Above opponent any punch -- will armor break.
- Slide sweep: No input -- best used from max range and opponents blocking high.
- Dive kick: Any kick -- will beat many wake up attacks and gives Akuma the ability to follow up with a combo.
COMMUNITY VIDEOS
Akuma101: The Demon Flip by LordofUltima gives a lot of specifics about the Demon Flip as it is an essential move in Akuma's arsenal. This video was originally made for Street Fighter 4 (so some small details may have changed) but is still relevant to Super SF4.
AHURA SENKU (TELEPORT)
Akuma's Ahura Senku, or Teleport, is primarly used for positioning and to get out of wake up pressure. It's an extremley important part of his game considering he has such low health, but dont get too predictable with it in that many characters can punish you on the recovery if they are expecting it.
There are four different direcitons and distances Akuma can travel with the Teleport:
APPROACH (FAR)
APPROACH (SHORT)
RETREAT (FAR)
RETREAT (SHORT)
SUPER - SHUN GOKU SATSU (RAGING DEMON)
LIGHT PUNCH, LIGHT PUNCH, TOWARD, LIGHT KICK, HARD PUNCH
Akuma's Super is one of the more useful ones in the game in that it inflicts a good amount of damage and has a very fast start up. Although Akuma's EX moves are also useful, when you have a full Super meter you might want to look for an opportunity to land this, especially if it is near the end of the round.
ULTRA 1 - SHIN SHUN GOKU SATSU (WRATH OF THE RAGING DEMON)
LIGHT PUNCH, LIGHT PUNCH, BACK, LIGHT KICK, HARD PUNCH
The Raging Demon is similar to his Super, but has slower start up. In turn, it does a lot more damage at full Revenge Meter and like the Super, has many different set ups to catch the opponent. Learning the different set ups such as catching opponents as they jump over Hadoukens, is essential for any Akuma player.
Raging Demon Set Ups:
COMMUNITY VIDEOS:
Raging Demon Setups (Vol.1) by RajmanGamingHD: This video shows some setups for Raging Demon. What's better, the video captured is from actual matches so you know it's legit.
ULTRA 2 - DEMON ARMAGEDDON
UP, UP + THREE KICKS
Most players will find Akuma's new Ultra fairly unintuitive and end up going with the Raging Demon, but it does have it's own unique applications and the ability to combo from certain moves. You have to tap Up on the joystick twice and press three kicks to execute it which can make it easily telegraphed unless you know the proper set ups.
The main thing to understand is that you can cancel a Teleport with this Ultra which will allow you to not only create some interesting mix ups, but will also give you the ability to combo into it. One example is Using a Crouching Heavy Punch, cancel into a teleport and then canceling that into Ultra 2 for the combo.
COMMUNITY VIDEOS
Akuma101: Demon Armageddon by LordofUltima goes into a lot of setups for this Ultra.