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    Akuma by SpawnTheEternal

    Version: 1.1 | Updated: 03/06/09 | Printable Version | Search Guide | Bookmark Guide

    Akuma / Gouki Character Faq
    Version 1.1
    Updated March 4th, 2009
    Faq by Christopher Olson
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    Version History -
    1.1 March 6th, 2998. Updated some Overhead move descriptions. Added a user
    contribution to Raging Demon section. Updated Copyright section and 
    Faq permissions.
    1.0 March 4th, 2009. Initial Guide Completed and Submitted
    Table of Contents -
    1) Intro -
           1a - Intro to Akuma
           1b - Basic Terms and Controls
           1c - Street Fighter 4 New Concepts
           1d - Akuma Backstory
           1e - Unlocking the Demon
    2) Moves -
           2a - Normal & Command Moves
           2b - Special Moves
           2c - EX Moves
           2d - Ultra & Super Move
    3) In-Depth -
           3a - General Approaches to Akuma
           3b - Combos and Links
           3c - Challenge Mode Trails
           3d - Colors, Outfits, & Personal Actions
           3e - Proper Usage of the Raging Demon
    4) Matchups -
           4a - Tough Fights
           4b - Specific Fights
    5) Resources & Further Education
    6) Copyrights and Credits
     In February 2009 Capcom released Street Fighter IV for Playstation 3 and
    the Xbox 360. The game contains 25 characters, 16 initially, 9 that must 
    be unlocked. Among these characters is the fighter Akuma, also known by his
    Japanese name Gouki. He is, by far, my favorite character in SF4 (Street 
    Fighter 4), and my favorite person in the Steet Fighter universe both on a
    gameplay and a story level. I am, by no means, the best Akuma player in the
    world, however this guide is intended to be a good jumping point for the 
    aspiring Akuma player to dig into, and maybe learn some new things, or some
    of my own insights into the character.
    *1) Intro*
     1a. Intro to Akuma -
     Akuma is a unique character in Street Fighter IV for a number of reasons. He
    has the second lowest Stamina of anyone in the cast (Lowest being Seth), along
    with the second lowest Stun rating in the game (Again, Seth is lowest). So he 
    cannot take a beating for long. To compensate for this, Akuma has many high
    damage attacks and combos, a variety of moves for almost any situation, and
    the highest dealing Ultra in the game. Along with this, Akuma is quite fast,
    and can be both a Rushdown and a Defensive character, if there was a word to
    describe his playstyle, it would be Flexible. His stamina leaves little room 
    for error, but therre is a big reward for those who take the time to master
    his high damage output to offset it.
     1b. Basic Terms and Controls
     Street Fighter IV is a 2D Fighting video game. The characters move on a 2D 
    plane, able to move left and right, but cannot move into the background. 
    Each character begins a round with a set amount of stamina, and depletes their
    opponents by attacking with a variety of attacks, as to be the last one 
    standing. When describing directions in this guide, I will refer to things 
    as either Forward of your facing, or Backwards. So if you are the character 
    on the Left side of the screen, Forward to you would be pressing Right on 
    the control stick, and Left on the stick if your on the Right side. Same 
    applies for Backwards, it is relative to your position on the screen.
    F - Forward
    B - Backward
    D - Down
    U - Up
    Cr - Crouch
    J - Jump
    C - Close
    When describing movement of the stick, if it's for instance a movement of
    Quarter-Circle Forward (QCF from here), that would denote to press on the 
    D, D/F (Down Forward), Forward. You would press those in sequence to
    accomplish a QCF movement of the stick. QCB (Quarter-Circle Backward) is 
    the converse of that,
    D, D/B (Down Backwards), Backward. 
    Another frequent stick movement is reffered to as a Dragon Punch movement, 
    so named after the popular move it performs. It means to move the stick 
    F, D, D/F in a sort of zig-zag motion. This movement will be reffered to as 
    a DP movement further in the guide.So :
    QCF - Quarter-Circle Forward
    QCB - Quarter-Circle Backward
    DP  - Dragon Punch Motion
    HCF - Half-Circle Forward
    HCB - Half-Circle Backward
    These are the basic movements of the control stick. Street Fighter 4 in 
    addition has 6 attack buttons. 3 Punches and 3 Kicks. Each kick and punch has 
    a light, medium, and heavy version of it. Generaly the Light attacks are fast, 
    but deal little damage, the heavy attacks deal more damage but are slower, 
    and mediums are in between the two. These are referred to as such :
    LP   - Light Punch
    MP   - Medium Punch
    HP   - Heavy Punch
    LK   - Light Kick
    MK   - Medium Kick
    HK   - Heavy Kick
    P    - Any Punch
    K    - Any Kick
    PPP  - All 3 Punches
    KKK  - All 3 Kicks
    Blocking - In SF4 when you are attacked, if you are pressing backwards in the 
    proper place the attack will, generally, be blocked and you wont take it's 
    damage. This corrosponds to whether the attack is low, medium, or high, and 
    whether you are blocking low or high. Attacks come either low, medium, or 
    high levels. If you are doind a standing block, you will block Medium and 
    High attacks, but be vulnerable to low attacks. If you are doing a low 
    crouched block you are vulnerable to High or Overhead attacks. If a special 
    move hits you while you are blocking, you will take what is called chip 
    damage, this is a very small amount of damage, not the full amount, but still 
    Jumping - By pressing Up on the control stick you will jump into the air, 
    either straight up, or backwards or forwards dependant upon which direction 
    you press with it. So if you press up and forward that is the direction you 
    will jump in. Moves that are done while jumping are written with a "J" in 
    front. So a Jumping Low Kick would be written : "J.LK" .
    Crouching - By pressing down on the control stick you will enter into a 
    crouched position. Any attacks done while doing this are different from 
    standing attacks. It is represented as a "Cr" during notation. So a Crouched 
    Low Kick is written "Cr.LK".
    Close Range - If you are very near your opponent some moves take on different 
    properties, and become close attacks. This is noted with a "C", so a Close 
    High Punch will be notes as "C.HP" .
    Teching or Quick Recoveries - When you are knocked down by something other 
    than a throw, if you press down on the stick you will get back up
    much faster than if you do not. This is usefull to get back up faster, but 
    sometimes you don't want to in order to not become predictable, and for 
    tactical reasons.
    Dash - By pressing either Forward Twice or Backwards Twice (FF, BB) you 
    will do a quick dashing motion dependant on direction. This allows rapid 
    movement without jumping.
    Stun - If you are attacked a number of times in a row you will become stunned. 
    This causes an animation of stars to circle your head, and you will be unable 
    to move or act for a few seconds until either your opponent attacks you, or 
    you break out of it. Rapidly pressing the stick and buttons will get you out 
    sooner. Akuma has the 2nd lowest Stun rating in the game, and as such becomes 
    Stunned quickly if attacked too many times in sequence.
    Throws and Throw Escapes - If you are directly next to your opponent, and 
    press LP and LK together you will throw your opponent. By pressing forward or 
    keeping the stick neutral you will throw them forward, and backwards if that 
    is the direction you press with the throw. If you press Throw at the time 
    when your opponent does, it becomes a Throw Escape, and it will prevent the 
    throw from taking place.
    Personal Action / Taunt - If you press HK and HP together you will do a 
    Personal Action, a taunt that has no effect on gameplay. It is merely a means 
    of antagonizing your opponent, it leaves you open to attack, so do so at your 
    own risk.
    Wakeup - When you are knocked down, and get back up, this is referred to as 
    Whiff - When you attack someone and miss it is called a whiff, generally you 
    are vulnerable to counterattack during a whiff, unless it is a more "safe" 
    attack, or an attack that is hard to punish with a counter. It is important 
    to know what moves are easily punishable, and not to use them without thought 
    to leaving yourself open. For example, a Fierce Shoryuken whiffed is
    very easy to punish, and doing it repeatedly is a very bad idea.
    Cancel - A cancel is done by performing a move action while one is currently 
    happening. For instance, Akuma can do a standing HP, and Cancel it into a 
    Hurricane Kick by doing the Hurricane Kick input while the HP is attacking. 
    This must be done fast.
    Link - Links are moves that must be done to an exact timing. While cancels 
    can be done at any point during a move, Links have a much tighter window of 
    combo. Usually you must execute the linked move at the exact moment the first 
    one finished, this takes a good deal of practice to do consitantly.
    Recovery Move - This is a move that is performes as you Wakeup. So if you do 
    Akuma's Shoryuken as your Wakeup it will be a Recovery move. 
    Super Meter - As your perform Special Moves, deal damage, and are dealt 
    damage, your Super Meter will begin to fill. It is split up into 4 sections. 
    Each filled block will allow you to do 1 EX attack, and when all 4 are filled 
    you can do your Super Attack.
    Revenge Meter - As you take damage in the game, your Revenge Meter will begin 
    to fill. Once it passes the halfway point you can perform your Ultra Move. 
    The more full the meter past the halfway point, the more damage the Ultra 
    will deal.
      1c. Street Fighter 4 New Concepts
    SF4 has a few new concepts that are added to the series from past itterations.
     *EX Moves* - When doing a special move, if instead of pressing one attack you 
    press 2 and have an available Super Meter block it will become an EX attack. 
    EX attacks have special properties that make them different from their normal 
    counterparts. For instance, Akuma's normal, Tatsumaki Zankuu Kyaku (Hurricane 
    Kick). Normaly the move is performed by:
    D, D/B, B  + K 
     It does an aerial spinning kick that travels over a horizontal space. 
    However if you instead press 2 Kicks with the motion instead, it becomes an 
    EX Hurricane Kick. The EX version is now stationary, and has a vacuum effect 
    of pulling your opponent in, then spitting them back out.
    Each EX Move depletes 1 Bar on your Super Meter.
    *Focus Attacks / Saving Attacks*
     Focus Attacks (Saving Attacks in Japan), are performed by holding MK and MP 
    together. By holding the buttons down longer the FA (Focus Attack) will 
    become stronger as it goes, upto 3 levels of strength. While doing a Focus 
    Attack you can absorb 1 attack and continue your attack approach. This is 
    referred to as Super Armor. Some moves break Armor, and will breakthrough FA. 
    If you are hit a second time it will break you out of the FA. 
     Any damage incurred while performing the FA will not be dealt, but will be 
    represented by a gray amount taken off of your Stamina bar. This will slowly 
    regenerate the life in it, however if you are hit before that has come back, 
    you will lose that amount of life permanently.
     There are three levels of charging for a Focus Attack depending on how long 
    you hold the MK and MP buttons down. 
    Level 1 - Only does regular damage, Crumples opponent if it's a counter hit
    Level 2 - Crumples opponent if hits, allows easy followup
    Level 3 - Becomes unblockable, Ha Armor Break properties, Crumples Opponent 
    allowing followup
    *Focus Cancelling*
     Some special moves can be cancelled by performing a FA as it is being 
    performmed. For instance, if Akuma is doing a Shoryuken, if you press FA 
    during the attack he will Cancel into it, not finishing the Special Move. 
    This consumes 2 Super Meter segments. 
    You can Cancel a FA by dashing either Forward or Backwards. So you do 
    MP + MK, then do FF or BB to cancel out of it. This is referred to as a FADC.
    *Portions pulled from the SF4 Game Manual
       1d. Akuma Backstory
     Akuma and his brother Gouken were students of Goutetsu. Goutetsu taught a 
    nameless life-threatening martial art, which incorporates elements of karate, 
    judo, and kempo. He also taught Shun Goku Satsu (literally Instant Hell 
    Murder or The Raging Demon), a death technique which, although incredibly 
    powerful, puts the user in considerable danger. As the brothers progressed 
    under Goutetsu's tutelage, a dispute arose on the true nature of their 
    fighting style and the path to master it. Gouken, unable to accept the 
    violent nature of his fighting style, left Goutetsu to begin his own dojo. 
    Akuma continued Goutetsu's teachings and vowed to use their fighting style as 
    it was intended. In order to learn Shun Goku Satsu, Akuma embraced the 
    principle of Satsui no Hado or (The Surge of the Intent to Murder/Murderous 
    Intent). Through Satsui no Hado, Akuma was forced to give up any compassion 
    he held towards other human beings. In addition, Akuma realized his limits as 
    a martial artist could be expanded, and left Goutetsu's guidance to train 
     His return marked the end for Goutetsu - Akuma demonstrated his strength by 
    killing his former master 
    with Shun Goku Satsu. Goutetsu fell with an inner joy, realizing his pupil 
    was attempting to master the nameless art. Akuma removed the beaded necklace 
    from Goutetsu's neck and placed it around his own. Sometime later, Akuma 
    challenged and fought his brother. With Gouken gaining the upper hand, Akuma 
    was eventually struck down. Akuma requested death in defeat, however his 
    brother had no intention of killing him. Akuma, vowing to return, left 
    Gouken. Years later, he returned; they fought again, and this time Gouken was 
    killed (or so Akuma thought). Ken saw the battle as he was returning from the 
    U.S. Martial Arts tournament. Rushing to the dojo to find it in shambles and 
    his master dead, an enraged Ken ran into the surrounding woods searching for 
    the killer. Akuma easily defeated Ken and disappeared. Gouken's other student 
    Ryu soon learned of his master's death and began to search for Akuma.
     In Street Fighter IV it is revealed that Gouken is not dead, but was in fact 
    merely sleeping. Akuma will only fight those who he deems worthy of fighting 
    him, and will not kill those who are unable to defend themselves, or are weak 
    (as seen when he spares Gen's life upon learning that he is terminally ill). 
    * Taken from the Street Fighter Wiki
       1e. Unlocking the Demon
     There is alot of misinformation and false facts floating around about how to 
    unlock Akuma in SF4. The following is a direct explanation of how to unlock 
    him directly from Capcom on Seth's blog, taken on February 24th, 2009. 
    To unlock Akuma as a playable character:
    1. Unlock Cammy, Fei Long, Dan, Sakura, Rose, and Gen.
    2. Pick a character you have already used to beat Arcade Mode.
    3. Win all your matches without continuing and without losing any rounds 
    before fighting with Seth.
    4. You need to get at least one "perfect" win in a round, and more than one 
    depending on how many rounds per match you are playing.   
    - 1 round match: 1 perfect round or more
    - 3 round match: 2 perfect rounds or more
    - 5 round match: 3 perfect rounds or more
    - 7 round match: 4 perfect rounds or more
    (including the last battle against Seth)
    5. If you meet these conditions, Akuma will appear.  Defeat him to unlock 
    Akuma as a selectable character.
    That's it, if anyone adds or takes away from this then it runs counter to 
    Capcom's official statement on Akuma.
    *2) Moves*
     2a. Normal Moves
    Standing -
       LP - Fast High Elbow Attack
       MP - Open Palm Punch to midsection
       HP - Straight forward fisted punch, this move cancels into alot of moves, 
    including Hurricane Kick and Shuryuken.
       Forward + MP - Overhead Chop, Hits 2 Times, Will hit a Crouched Opponent. 
    This should be a primary attack for hitting an opponent who crouches and 
    block alot.
       LK - Fast kick to midsection
       MK - Knee to Face
       HK - This is one of Akuma's best normal attacks. He does two forward 
    roundhouse kicks in a row, if the first connects then both will hit for a 
    good amount of damage. It has very good range on it, and the it moves him 
    forward as well. Overall a very good normal.
       C.HK - Done closely Akuma does an overhead Axe Kick that hits twice. 
    Crouching -
      LP - Quick low Jab
      MP - Low Straight Punch
      HP - Akuma does an Uppercut straight up. This is a good anti-air move, 
    beats Hurricane Kicks.
      LK - Fast Low Kick, Combos into Hurrican Kick
      MK - Low fast slide kick. A good safe low attack for Akuma
      HK - Akuma stretches out a Foot to sweep his opponent. This move has a good 
    deal of range on it, and it is deceptive how far it can reach. Due to his 
    fast foot speed, you can play footsies alot with this to trip your opponent. 
    I use this frequently on Zangeifs that spam Lariet, as it's range is greater 
    than the Lariet.
    Jumping - 
    sJ indicates a Stationary Jump
      J.LP - Fast downward Fist
      J.MP - Same as LP, Stronger
      J.HP - Stronger than MP
      J.LK - Akuma comes down with a fast Knee
      J.MK - This and HK have similar properties, however MK is better suited as 
    an anti-air Kick due to it's angle.
      J.HK - Akuma's strong Jump in Kick attack
      J. D + MK - Akuma's Dive Kick. If D + MK is inputed at the peak of his jump 
    Akuma will do a fast downward kick into the ground. This is a fantastic move, 
    and combo's into alot of followups. Using demon flip this is a fantastic jump 
      sJ. LP - A downward elbow
      sJ. MP - Forward open palm attack
      sJ. HP - Forward Fist attack
      sJ. LK - Akuma jumps and kicks high fast
      sJ. MK - Akuma kicks straight out
      sJ. HK - Akuma does a fast roundhouse in the air
     2b. Special Moves 
      QCF + P = Gou Hadouken (Fireball), Similar to Ryu and Ken's Standard 
    Hadouken. The punch pressed determines the speed. Shoots a purplish fireball 
    straight in front of Akuma.
      QCF + P (In the Air) = Zankuu Hadouken (Air Fireball), Akuma performs his 
    Hadouken in the air. The punch pressed determines the velocity and angle. Low 
    Fires more downward and slow, High fires the furthest and fastest, and medium 
    is between those. The light version is fantastic for approaching from the air.
      HCB + P = Shakunetsu Hadoken (Red Fireball), This is a Red Fireball that 
    hits upto 3 times. It has a longer startup than Akuma's standard fireballs. 
    However it can meet other projectiles midair, and continue going past them. 
    Punch pressed determines the amount of hits (1, 2, and 3 hits). If someone 
    wants to get into a fireball war with you, bring this out and force them out 
    of it.
      QCB + K = Tatsumaki Zankuu Kyaku (Hurricane Kick) , Knocks down if hits, 
    Medium and Hard versions hit multiple times. Akuma travels horizontally 
    spinning and kicking. Can be done in the air, the direction of the jump 
    determines trajectory. The light version of this can be juggles by fast 
    followups. For instance you can juggle the light version with a Shoryuken.
      DP (F, D, D/F) + P = Shoryuken (Dragon Punch), Akuma does a spinning 
    uppercut. High Priority on the ground, very good anti-air attack. The punch 
    pressed determines how high it hits, as well as how many times it hits, as 
    well as how quickly you recover. Medium hits twice, Hard hits 3 times. Hard 
    version leave you VERY open to attack if not used wisely. Light is the safest 
    and least open to attack (but is still vulnerable). This is your primary 
    anti-air attack for jump ins.
      DP / Reverse DP (B, D, D/B) + KKK / PPP = Ashura Senkuu (Teleport), The 
    joystick motion may be reversed with either 3x punch or kick to teleport 
    backwards. The punch version of this move will take you forward a 
    full-screen's distance away, and the kick takes you about halfway. When 
    you've been backed into a corner, or are about to take a nasty hit 
    (Zangeif SPD), this is your ticket out.
      DP + K = Hyakki Shuu (Demon Flip), Akuma leaps forward into the air, K 
    pressed determines how far he goes. From the flip in the air several options 
    are available :
    - Pressing Punch does a forward hammer punch, it is armor breaking and 
    knocks down.
    - Kick will initiate Akuma's Dive Kick, and is a great Combo starter.
    - Kick + Punch when close will do a throw
    - Pressing Nothing will result in Akuma doing a fast slide kick on the ground
    Demon flip is a fantastic part of Akuma's arsenal. 
     2c. EX Moves
     QCF + PP = Hadouken now hits twice. Limited use considering Akuma's 
    Red Fireball.
     QCF + PP (In Air) = Akuma will fire 2 seperate Air Fireballs. The 2 Punches 
    pressed determines their trajectory. This is a great use of his EX bar.
     HCB + PP = Again, this is redundant because the Fireball already hits 
    multiple times
     QCB + KK = The Hurricane Kick no longer moves horizontaly. It will spin in 
    place, vaccuming in the opponent, and sends them across the room, hitting 
    multiple times. This move is very nice. It can be combod into, and it gives 
    Akuma some space when he needs it. Another very good use of his EX meter.
     DP + PP = EX Shoryuken
     DP + KK = This is fantastic, basically it speeds the Demon flip up 
    considerably. In addition no matter your distance it will bring you directly 
    to your opponent. I like this EX alot, if done in response to a projectile 
    you can do a Dive kick jump in, and proceed with your favorite combo. Very 
    usefull EX.
     2d. Ultra & Super Move
     Super Move -
     LP, LP, F, LK, HP = Shun Goku Satsu (Raging Demon), This and Akuma's Ultra 
    behave similar, however there are differences. I tend to use his EX bar 
    often, and I believe his Super Bar is better spent on EX, and not on the 
     Ultra Move -
     LP, LP, B, LK, HP = Shun Goku Satsu (Wrath of the Raging Demon), This is 
    Akuma's Ultimate Technique. Akuma brefly pauses, then glides along the ground 
    towards his opponent, if he connects the screen goes black, alot of terrible 
    things happen to your opponent, and a huge chunk of their health  is gone 
    when the lights come back on. This is the most damaging Ultra in the game, 
    and is also one of the trickier ones to actually land. Like Akuma the move is 
    High Risk, High Reward. Difficult to do, however does a great deal of damage 
    if it does. I have devoted a section to this move below.
    *3) In-Depth*
      3a. General Approaches to Akuma
     Akuma is an amazing character to understand and learn how to play. He has a 
    large variety of moves, the largest, and likely best, variety of fireballs in 
    the game. A teleport that is very usefull, and helps him decide where and 
    when to fight. Akuma is a combo machine, able to bring out high damage output 
    combos and attacks. He is very fast on the ground, has the most damaging 
    Ultra in the game, has both an amazing keep away game, but also can bring the 
    pain up close in the right situations. Akuma is a high damage output 
    character that is also fast, to compensate for this, he has a very low 
    stamina and stun rating, second only to Seth. What this means is that Akuma 
    cannot take the type of beating most of the other Characters can for very long.
     This turns Akuma into a high risk character, when you get hit your going to 
    feel it, and your not going to be able to stand many high impact moves like 
    Zangeif's Lariet. Doing lots of high vulnerability moves will get you beaten 
    very quickly, and Akuma has a bit of a learning curve, mainly  because you 
    die fast and wont have much time to learn during player matches. It is very 
    advisable to take him to Training Mode and work for an extensive period of 
    time on his combos and attacks.
     Akuma can be played both as a Defensive keep away character using his 
    various Fireballs, but is also very good at Offense, and you can change your 
    approach depending on the situation. If Akuma had a word to describe his 
    playstyle, I would say "Verstile" is the word to best put things. An 
    effective Akuma can switch between Rushdown and Keep Away constantly in a 
    match depending on what's happening and who your matched up against. Akuma is 
    exceptional at punishing mistakes with a high damage Bread and Butter combo. 
    My favorite and primary combos revolve around something canceling into a 
    Light Hurricane Kick, Followed by a Heavy Shoryuken. You can link many things 
    into those two, and Dive Kicks are a good way to get into those as well. 
     Akuma has both a great ground and aerial game using different tools. In the 
    Air, his Air Fireball helps him to control the sky. A common and effective 
    technique is to use a Light Air Fireball to approach, and when you hit the 
    ground attempt to mix up against the opponent depending on how they are 
    blocking the Fireball. You can do alot of things with this approach, if they 
    block, sometimes you can approach and throw as well. There is alot of 
    variation and experimenting to be done with the Air Fireball.
     On the ground Akuma has the standard Fireballs and Dragon Punches to control 
    the vertical and horizontal spaces around him. His footspeed is very good, 
    and his leg sweeps have long range comparative to his size.  Due to these 
    factors he has a very good "footsie" game, where he can move quickly in and 
    away from an opponent using dash, and poke using his crouching or standing HK 
    pokes. The standing Roundhouse kick has  a deceptivly large range, and also 
    moves forward as it attacks, and is a pretty safe move to come in with.
     If you find yourself against someone who is spamming Fireballs, you have a 
    number of options against them. One is to use his Red Fireball to bypass 
    their own Fireballs, and maybe hit them. You can jump, and fire back with your 
    Air Fireballs, again possibly hitting them. Or you can do my favorite response, 
    which is to do a Heavy Demon Flip over the fireball, and into either a Dive 
    Kick combo, or a Sliding Leg Sweep. If youget yourself into close range with 
    one of these, you then have 2 options from it. You can continue the closeup 
    attack, or teleport back to long range and reassess yourself.
     Playing Akuma is about being smart, picking where and how you fight using 
    things like his teleport andair fireballs, and exploiting mistakes that you 
    can punish with his combos. Take the time with Training, and see what suits 
    you for playing his styles. Due to his versatility different people play him 
    in different ways, be it keep away, defensive, rushdown, or combinations of 
       3b. Combos and Links
    A good deal of the following is from the SRK Forums, and Credit goes 
    specifically to "Trag" on the Akuma Character Forum.
    Normal Combos -
    Cr.LK-Cr.LP, Cr.LK -> QCB+LK, DP+HP (vs standing only)
    Cr.LK-Cr.LP, Cr.MP -> QCB+LK, DP+LP -> FADC, HCB+HP (vs standing only)
    C.HP , QCB+LK, DP+HP (can also use Cr.HP to start)
    C.HP -> QCF+HP -> FADC, C.HP -> QCB+LK, DP+HP
    J.HK, C.HP -> QCB+LK, DP+HP
    J.HK, C.HP -> QCF+HP -> FADC, C.HP -> QCB+LK, DP+HP
    crossup MK, Cr.HP -> QCB+LK, DP+HP
    crossup MK, Cr.HP -> QCB+LK, DP+LP -> FADC, HCB+HP
    HK, Cr.MP -> QCB+LK, DP+HP
    HK, Cr.MP -> QCB+LK, DP+LP -> FADC, HCB+HP
    Focus Attack Combos -
    MP+MK (full), dash, HP(c) -> QCB+LK, DP+HP
    MP+MK (full), dash, HP(c) -> QCB+LK, DP+LP -> FADC, HCB+HP 
    Links -
    C.LP, C.LP (note: slight pause to link and not 'chain')
    C.LP, C.LK
    C.LP, C.MP
    C.LP, C.LP, C.MP
    C.LP, C.LP, MP
    C.LP, C.LP, Cr.MP
    C.LP, C.LP, Cr.MK
    C.LP, C.LP, HP
    C.LP, C.LP, Cr.HK
    C.LP, C.MK
    C.LP, C.HK
    LP , HK
    LP , Cr.HK
    Cr.LP, Cr.MP
    Cr.LP, Cr.MK
    Cr.LP, Cr.MP, Cr.MK
    Cr.LP, C.HP
    C.LK, LP, Cr.MK
    C.LK, LP, HK
    C.LK, Cr.MP
    C.LK, Cr.MK
    Cr.LK-Cr.LP, Cr.MP
    Cr.LK-Cr.LP, C.HP
    Cr.LK-Cr.LP-Cr.LP, Cr.MK
    Cr.LK-Cr.LP, C.LP, Cr.MK
    Cr.MP, C.LK, Cr.MK
    Cr.MP, C.MP
    Cr.MP, c.MP, Cr.MK
    Cr.MP, C.MK
    Cr.MP, C.HP
    HK , C.LP, Cr.MK
    HK , Cr.MP
    HK , Cr.MK
    HK , C.HP (depends on starting position of far HK)
       3c. Challenge Mode Trials
     Some of the following is information from Event Hubs SF4 Akuma Character 
    page. This is more the actions that are expected to pass the trials. If you 
    would like some visuals to help you, this is a video showing all of Akumas 
    Trials being completed :
    Descriptions along with Titles Awarded :
    Normal 1-
    1 Jumping Hard Kick.
    2 Towards + Hard Kick.
    3 Towards + Light Punch and Light Kick (Throw).
    4 Backwards + Light Punch and Light Kick (Throw).
    5 Towards + Medium Punch.
    6 Dive Kick (Down + Medium Kick in the air while jumping forward).
    Awards : Ultimate Demon Title
    Normal 2-
    1 Fireball.
    2 Red Fireball.
    3 Air Fireball.
    4 Shoryuken (Dragon Punch).
    5 Hurricane Kick.
    6 Air Hurricane Kick.
    7 Demon Flip, Air Throw.
    8 Teleport.
    9 Raging Demon [Super] (Light Punch 2x, Towards, Light Kick, Hard Punch).
    10 Nightmare Demon [Ultra] (Light Punch 2x, Backwards, Light Kick, Hard Punch).
    Awards : Ready for Pain? Title
    Normal 3-
    1 Standing Hard Punch, Cancel into Fireball.
    2 Crouching Medium Kick, Cancel into Hurricane Kick.
    3 Crouching Hard Punch, Cancel into Shoryuken.
    4 Towards + Hard Kick, Cancel into Focus Attack.
    Awards : Instant Death Title
    Normal 4-
    1 Jumping Hard Kick, Standing Hard Punch, Cancel into Light Kick Hurricane 
    Kick, juggle with Shoryuken.
    2 Focus Attack, Dash, Standing Hard Punch, Cancel into EX-Hurricane Kick, 
    juggle with Shoryuken.
    3 Demon Flip, press Kick while flipping, Standing Hard Punch, Cancel into 
    4 EX-Air Fireball, Red Fireball, juggle with Shoryuken.
    5 Focus Attack, Dash, Cancel into Raging Demon [Ultra] (You have to do this 
    very quickly).
    Awards : Fool Title
    Normal 5-
    1 Crouching Light Kick, Link into Crouching Light Punch, Link into Standing 
    Hard Punch.
    2 (Just outside of Close Range) Standing Hard Kick, Link into Crouching Light 
    3 (Just outside of Close Range) Standing Light Punch, Link into Standing 
    Kick. Awards : Satsui No Hado Title
    Hard 1-
    1 Crouching Medium Kick, Cancel into Fireball, Focus Attack Dash Cancel, 
    Standing Hard Punch, Cancel into Shoryuken.
    Awards : Messatsu! Title
    Hard 2-
    1 Crouching Light Kick, Link into Crouching Light Punch, Link into Standing 
    Hard Punch, Cancel into Light Kick Hurricane Kick, juggle with Shoryuken.
    Awards : Evil Eye Title
    Hard 3-
    1 (Just outside of Close Range) Standing Hard Kick, Link into Crouching Light 
    Kick, Cancel into Light Kick Hurricane Kick, juggle with Shoryuken.
    Awards : I Am Supreme Title
    Hard 4-
    1 Demon Flip, press Kick while flipping, Standing Light Punch, Link into 
    Standing Hard Punch, Cancel into Light Kick Hurricane Kick, juggle with 
    Awards : Shin Akuma Title
    Hard 5-
    1 Jumping Hard Kick, Standing Hard Kick, Link into Crouching Light Kick, 
    EX-Hurricane Kick, juggle with EX-Shoryuken.
    Awards : Heavenly Sky Title
       3d. Colors, Outfits, and Personal Actions
      In Street Fighter IV there are 10 colors, and 10 Personal Actions (Or 
    Taunts) available to each character. In addition Capcom has released in 
    stages Alternate Costumes, 1 for each fighter. Akuma is much the same, his 
    Alternate Costume has him shirtless wearing torn pants. In addition he is 
    wrapped in large corded ropes twisted behind his back.
    To Unlock the various Colors and Personal Actions, simply complete the Time 
    Trials and the Survival Trials available (Normals). If you go and finish all 
    of them you will end up with all the Actions and Colors. Akuma has:
    Color 1 - Blue Gi, Red Hair
    Color 2 - Red Gi, Red Hair
    Color 3 - Blue Gi, Blue Hair
    Color 4 - Purple Gi, Purple Hair, Golden Rope around waist
    Color 5 - Green Gi, Red Hair
    Color 6 - White Gi, Red Hair
    Color 7 - Purple Gi, Red Hair
    Color 8 - Greenish/Blue Gi, Red Hair
    Color 9 - Black Gi, Black Hair
    Color 10 - Purple Gi, Golden DBZ Style Hair
    Personal Action 1 - "Die!"
    Personal Action 2 - "You Don't Stand a Chance!"
    Personal Action 3 - "Can you Withstand my Power?"
    Personal Action 4 - "Go on, Stike Me"
    Personal Action 5 - "You are not long for this world"
    Personal Action 6 - "Such Ineptitude"
    Personal Action 7 - "Die!" Similar to PA 1, However in this a fire 
    aura flares around Akuma
    Personal Action 8 - "Do Demons frighten you?"
    Personal Action 9 - "Absurd"
    Personal Action 10 - "You are but a child"
       3e. Proper Usage of the Raging Demon
     Akuma's Ultra and Super attack, the Raging Demon, is the most damaging Ultra 
    in the game. It is also one of the hardest ones to consistantly land and make 
    stick. The reason for this, is that no matter how close someone is on the 
    ground in relation to you, if they hold up on the stick when you start the 
    Demon, no matter the closeness they will jump over it. Anyone who sees the 
    screen freeze and Akuma dash forward, and has an idea what they are doing, is 
    going to immediatly jump and avoid it, likely punishing you badly for your 
     Knowing that a straightforward ground attack with it is unlikely to work, 
    his Ultra is much less of an offensive tool, and much more of a reactive one. 
    Use it as a tool to punish mistakes, because unless a good player makes a 
    mistake your not going to hit them with it. It's important to note that Akuma 
    does not need his Ultra to win a match, and actively trying to land the Ultra 
    should not be your goal in a match, but a tool you keep in your pocket for 
    the time when it's appropriate.
     You can setup his ultra in a couple of different ways. The only know way to 
    Combo into it is by doing a FADC into it. In this you would do a Focus Attack 
    that crumples your opponent, immediatly Dash Cancel it by Dashing Forward or 
    Backward, and quickly input the Demon attack to catch the crumpled opponent. 
    This is obviously something you need to practice, as there are alot of 
    buttons to press in a short amount of time. This is however the only true 
    combo that leads into his Ultra.
     Catching a jumping opponent with it is also an option available. To be able 
    to do it, you need to time it to catch someone before they hit the ground. In 
    other words Akuma needs to be moving towards his opponent and touching them 
    before they hit the ground, otherwise they can still hold up on the stick and 
    avoid the Demon. Getting the timing on this takes time, but is clearly worth 
     Another method is to catch them during their own FA. Sometimes an opponent 
    not being careful will start a FA over me as I wakeup, I'll get up, and 
    instead they get a Raging Demon attack in their face. The Demon is armor 
    breaking so it will go through someones FA and grab them.
     If Blanka rolls at you, after you block it if you immediatly input the Demon 
    you can catch him before he lands. The timing on this is very tight, but it 
    is possible to do.
     I'll add more methods in the future, but these are good routes to hit someone 
    with Akuma's Ultra. Do not randomly throw the Ultra out there without thought, 
    that's not the correct way to apply it, and is easily punishable. Similarly, 
    you need to learn how to input it almost instantly. If your opponent sees you 
    across the screen jabbing at the air, it's pretty clear what your going to
    be doing, and they will almost certainly avoid it. Always keep it concealed, 
    and a surprise. Popping off the Ultra as a surprise will always be one of 
    your greatest tools.
     Also important, is to note the psychological impact of having Akuma's Ultra 
    charged up. Often you can just hold it, and never activate the Demon, but it 
    will effect the way your opponent reacts and fights you. If they know you are 
    charged up they will be more careful normally, and you can use this to your 
    advantage. Simply keep that Ultra up your sleeve and they will act differently 
    to you, even if you have no intent on using it at that time. In this way not 
    using it is also a weapon in addition to using it.
    The following was a contribution to me from a user named DevilKnight 
    in regards to Akuma's ultra
    Some data on how the Ultra and Super differ, the super is much better to 
    actually hit and use offensively. Both have a 1 frame startup, after that 
    flash the super will grab in 0 frames plus the amount of time it takes to 
    travel the distance to them. This means when done at point blank range, it 
    grabs instantly and cannot be jumped. 
    The Ultra, while also having a 1 frame startup, instead takes 4 frames at point 
    blank range before being able to grab, hence the reason that without blockstun, 
    it can never be set up to hit offensively while the super can.
    Was gonna leave some nice setups for the Super here, but then I figured I 
    should hold onto them rather than entrust them with a guide available to 
    the masses where they can be exhausted and get very old or predictable. 
    But basicly, try some testing that involves being able to get a buffered 
    (or otherwise) super in the opponents face without them having any block 
    or hit stun, hopefully you can get some that you'll be able to integrate 
    smoothly alongside some of your usual game strats. 
    Now for the Ultra, it makes a great punisher as you have mentioned Blanka's 
    rolls already. 
    The Ultra punishes any blocked Shoryuken and the timing is very lenient so you 
    don't really have to think about switching your timing for which punch version 
    they used. 
    Punishes a lot of the blocked Ultra's/supers in the game, in case you don't 
    have time to teleport away from them.
    Punishes any blocked Focus attack that the opponent doesn't dash cancel.
    Punishes Zangief's blocked Lariat and any version of his blocked Green burning 
    hand attack.
    Punishes each of Sagat's Tiger Knees on block, unless it's the EX version which 
    is safe.
    Punishes Bison's Scissor Kicks, except for the LK version. All Psycho Crushers. 
    (positioning varies cos he can land the other side on block)
    Ken's Target combo (the MP,HP two hitter) eats a Raging Demon when blocked too, 
    he'll often cancel it into something else, in which case, you'll auto block the 
    next option while slamming your LP's and LK's. If his cancelled option happens 
    to be a Shoryu, that's Raging Demon anyway. Same deal with Ryu's crouched HP, 
    not that it's so simple to react to these in a game, but it's possible.
    *4) Matchups*
      4a. Tough Fights
     In this section I'm going to note some Character Matchups that I think are 
    more challenging for Akuma than other fights. This will likely be updated 
    over time as I find some fights that take some particular approaches to try 
    and defeat.
    Blanka - Blanka is pretty nasty towards Akuma. Important to learn is to use 
    the Ultra to punish his blocked balls. This is difficult timing to learn, but 
    it is a great way to make Blanka afraid of using his roll attacks. Otherwise 
    play conservativley. 
    Cammy - If your not careful she will catch you on your way down from an Air 
    Fireball with an Ultra. Your best bet against her is to use your teleport to 
    your advantage.  Keep away with Fireballs.
    Balrog - This is a hard fight, Balrog hits hard on you when you already have 
    limited Stamina to spare. In addition he stuns quickly against your low stun 
    rating. Do not jump in on this guy, he has too many anti-airs, and can combo 
    into his Ultra fairly easily. This fight seems to be about Footsies very 
    often, and keeping away from him. Do not allow him to be on top of you 
    keeping pressure, you will not survive that very long.
    More will be added here in the future, but those are 3 fights that come up 
    frequently via Online play that can cause Akuma some problems.
     4b. Specific Fights
     While some of these are not what I would consider tough fights, they do need 
    to be handled in a specific way. Or just general strategies against the 
    characters. Insights and strategies via submission are welcome, and I'll post 
    ones I think are good and valid.
      Zangeif - This is, through my own experience and of I think alot of Akuma 
    players, the easiest matchup for Akuma if you know what your doing. If he is 
    spamming Lariet you have a couple of very good options. First, your HK Sweep 
    has greater range than the Lariet, so as he is spinning around you get close, 
    sweep in, and just in general play alot of footsie games while he's doing so. 
    Do  not let him get on top of you, teleport out of incoming SPD attacks. You 
    cannot stand more than a handful of big attacks from him, and even a few 
    mistakes will result in you rapidly losing. Abuse Air Fireballs against him, 
    keep away, and get in fast, do some attacks, and get right back
    out. Generally just keep away.
    Again, more will come, and suggestions are welcome for different Fighters.
    *5) Resources and Further Education*
     I am certainly not the greatest Akuma player in the world, although I like 
    to think I'm not  completely terrible, and can hold my own. However there 
    are better players out there to goto for help and insights. Also there is a 
    wealth of good information and strategies available. 
    www.Shoryuken.com is a fantastic forum resource for Akuma, and any 
    character you want to learn about. 
    The Shoryuken Wiki is also a fantastic resource, use it.
    EventHubs is another great source of information in regards to the game.
    Available on YouTube are a series of fights between 2 Japanese players. One 
    is Momochi, who is playing Akuma, -vs- Daigo, a well known and highly skilled 
    player, using Ryu. This series of fights is highly entertaining, and you can 
    learn alot by watching it, and studying the videos.
    Always keep learning and strategizing. This game has an incredible depth to 
    it, and there are always new thoughts to aquire, and ways to think about the 
    game and your Character.
    *6) Copyright and Credits*
     This Faq is available at different sites, however I only update on Gamefaqs. 
    It is unlikely ones elsewhere will be upto date.
     I give a great deal of credit and acknowledgement to the Shoryuken forums as 
    a source material for my guide. The discussions and insight there have helped 
    me be a much better player, and helped form this guide.
     Trag on the Akuma Character Forum wrote much of the Combos and Links, which 
    I retooled to be read in the language of this guide. I hope I translated and 
    reproduced them to a high degree of fidelity.
     Street Fighter, all it's characters, and it's Intelectual Properties are 
    owned by Capcom. I want to thank them for an amazing game, and cannot wait 
    to see what direction they take the series in.
     Thanks to GameFaqs for being a consistant source of Game help to me for 
    going on 14 years now.
    At current this Faq should ONLY be found at :
    Copyright 2009 Christopher M. Olson