His mysterious origin is unknown to people and his deadly fighting skills, widely known. While training with master Gouken he perfected every Shatoken move in a matter of a few years, but he was so power hungry that he wanted to learn more, but Master Goutetsu could not teach him anymore. Soon Akuma had searched the dojo to see if anybody would challenge him, but no one was daring enough. After serveral days Akuma had uncovered a book full of ancient deadly Shatoken techniques but could not understand it. The next day Akuma revealed the book to Master Goutetsu, but Goutetsu refused to teach the deadly style to Akuma, and Akuma thought him and his ancestors were fools for not teaching the deadly art, Shun Goku Satsu. Akuma would study the book endlessly until he finally revealed the killing secret, but it was also told that it would kill the person who used it. Akuma did not believed the fact and the next day Goutetsu had already knew what Akuma had discovered and told Akuma would become pure again if he can cleanse his mind, but Akuma's power hungry ignoranced was tired of babble and he decided to test it on Goutetsu. But Gouken had already dodged the attack and a long fight was about to start. Later after a long a battle Akuma's strength over powered his sensai and thus performing the move he did not connect with earlier, the Shun Goku Satsu. With that Akuma sealed his own evil destiny and his own fate by releasing the Shun Goku Satsu.


Special Moves
Hadouken*- QCF+P
Gou Shoryuken- DP+P
Tatsumaki Sempukyaku*- QCB+K
Overhead Punch- F+SP
Diving Demon Kick (air only)- QCF+K
Teleport- DP or RDP+3P or 3K

Hyper Combos

Messatsu Gou-Hadou- QCB+PP
Messatsu Gou-Shoryu- QCF+PP Tenma Gou Zankuu (air only)- QCF+PP Shun-Goku-Satsu- JP, JP, F, SK, FP



Combos
 Ground Magic:Stonger
 Air Magic:Stronger
 Super Jump Magic:Zigzag
 Air Launchers:C.FP
 AC Finishers:Gou Hadouken, 
 Tatsumaki-Sempukyaku, Diving
 Demon Kick,Tenma Gou Zankuu

1)J.Roundhouse \/ D.S.Jab, S.Strong, S.Fierce XXGou Hadouken

2)J.Short, J.Forward \/ D.S. Jab, S.Forward XX Messatsu Gou-Shoryu

3)In the corner:J.Short, J.Strong, J.Roundhouse \/ D.S.Jab,S.Strong, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong XXTenma Gou-Zankuu

4)Diving Demon Kick XX Tenma Gou Zankuu

5)In the corner:J.Short, J.Strong, S.Roundhouse \/ D.S.Jab,S.Strong, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ. UP Forward XX Short Diving Demon Kick

This combo only works against the larger characters,but you will have to take out some hits for the smaller characters.

6)J.Short, J.Forward \/ D.C. Short, C.Fierce /\ SJ.Jab,SJ.Short, SJ.UP Forward XX Air Throw

A trick to finishing off this combo with the air throw is to pause for a split second after the SJ.Forward and then hold back on the D-Pad and press Strong Punch.

7)In the corner:J.Short,J.Forward,J.Roundhouse \/ D.S. Jab,S.Forward,XX Roundhouse Hurricane XX Tenma Gou Zankuu

This combo is not hard as it seems! You only have to cancel into the Tenma Gou Zankuu immediately after the Hurricane Kick connects.

8)New!!
In the corner vs. large opponents(Zangief/Omega Red/Hulk): J.LK XX Roundhouse Hurricane \/ D.S.Jab, S.Strong, S.Fierce XX Roundhouse Hurricane Kick, C.Short XX Roundhouse Hurricane Kick XX Tenma Gou Zankuu

Ok, this combo is a little bit tough to pull off the first time! But with practice you'll get the hang of it. Now the key to this whole thing is the Hurricane Kick and yes, you should use the Roundhouse version because it goes farther. Now when you jump in, do a J.Short and cancel into the Roundhouse Hurricane Kick and then land. Once you've landed on the ground, immediately do a S.Jab, S.Strong, S.Fierce into another Roundhouse Hurricane Kick so that the combo meter doesn't stop counting. After the second Roundhouse Hurricane Kick, you can otg with a C.Short into one more Roundhouse Hurricane Kick and hyper cancel into the Tenma Gou Zankuu for a max of 23-28 hits!!

9)New!!
In the corner: J.Short, J.Strong/Roundhouse Hurricane Kick \/ S.Jab, S.Strong, S.Fierce XX Roundhouse Hurricane Kick, C.Short (OTG) XX Messatsu Gou Hadou XX Team Super w/Ryu/Cyclops!

Ok, the same concept applies here! You otg with a C.Short after the ground Roundhouse Hurricane Kick, but instead of cancelling that C.Short into another Roundhouse Hurricane Kick, you just cancel it into his Messatsu Gou Hadou beam super and hope it connects! I say that you better hope it connects before it misses the opponent sometimes. Also if you have 3 levels of super energy available, cancel the Messatsu Gou Hadou into a Team Super for max hits and damage!!



STRATEGIES

- Akuma is a very good character when it comes to playing that old game we like to call the "Keep Away!" Both his ground and air fire balls along with his Temma Gou Zankuu are his best weapons to keep an opponent away from you if you're in danger.

- His Hurricane Kick is also good because unlike Ryu and Ken's, this one hits multiple times and you may cancel it into his Temma Gou Zankuu for a Hyper Cancel OTG combo!

- Don't use the Diving Demon kick unless you know that it will make contact with the enemy because this move has severe recovery time if its blocked or if it misses. This move can also be cancelled into the Temma Gou Zankuu for a double air special move combo. Also, you can chain this move in an air combo but only against characters that are as tall as Omega Red or Black Heart.

- If you're planning to chain the Temma Gou Zankuu to an air combo, make sure that you do it right after his SJ.Strong because his SJ.Forward will make the opponent fall faster to the ground.

-As far as the rest of Akuma's combos go, you normally want to keep in mind that he has a Stronger Magic Series for both air and ground, but not for a super jump. Akuma's super jump magic is the Zigzag Chain!



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