Akuma

Originally from Super Street Fighter II Turbo, Akuma makes an appearance in this game as a hidden playable fighter. He has some powerful moves including some neat new tricks like his counter, but he also takes a lot more damage when hit, so playing offensively is key. Something you shouldn't have much trouble doing as Akuma is on Magneto levels of power and cheapness. In Japan, Akuma is called Gouki.

Color Select

Player 1
Player 2


Moves List


GOU HADOUKEN
(QCF+P)

Akuma's standard fireball. He can throw them out fast.


SHAKUNETSU GOU HADOUKEN
(HCF+P)

This version of the projectile will set the opponent on fire if it connects.


ZANKUU GOU HADOUKEN
(QCF+P during jump)

Akuma will throw out two fireballs towards his opponent in a diagonal direction. If you do this move when Akuma is close to the ground he will only throw one fireball.


GOU SHORYUKEN
(F, D, DF +P)

Akuma's anti-air attack is great, it can get in several hits (especially if done at point blank range) but if you miss with it you'll be left wide open.


TATSU MAKI ZANKU KYAKU
(QCB+K, air also)

The famous hurricane kick. Can hit the opponent multiple times but it isn't that good compared to his other moves.


TENMA KUJIN KYAKU
(QCF+K during jump)

A new diving kick attack which is extremely useful and does good damage.


X ABILITY MOVE
ASHURA SENKUU
(R, D, DF + PPP or KKK) (B, D, DB +PPP or KKK)

Akuma will teleport to either side of the screen. The forwards motion will have him warp forwards, backwards motion will make him go back. Using the punch buttons makes him travel further.


X ABILITY MOVE
GOU SHORYU COUNTER
(QCB+P)

Akuma will go into a stance for a couple of seconds. If the opponent hits him with a standard attack, he'll counter it with a dragon punch.


HYPER X MOVE
MESSATSU GOU HADOU
(QCF x2+P)

A super version of his fireball, which does much more damage and hits.


HYPER X MOVE
MESSATSU GOU SHORYU
(R, D, DF x2+P)

Akuma will do two of his dragon punches in a row, that do great amounts of damage and hits. Use at point blank range for the best results. You may find this move hard to pull off, I generally find it easier to do if you do four quarter circle forward motions in a row before hitting a punch button.