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Akuma is the final DLC quality forStreet Fighter 6 ’s first season and coming back as an iconic fighter from the serial whose moves , jazz band , and key signature Raging Demon flack make one of the strong combatant in the biz . Akuma boast an overwhelming offence bolstered by the dark get-up-and-go of the Satsui no Hado . With the right approach , nearly any adversary will fall to this master of the clenched fist .
Alongside Rashid , Aki , and Ed , Akuma is one of thecharacters added afterStreet Fighter 6 ’s launch , so you have topurchase him separately from the main game as DLC . Those who purchased the full Year 1 Character Pass or Ultimate Edition of the game will meet Akuma automatically . Anyone who buy the Ultimate Character Pass will also hold Akuma ’s stage , the eerie Enma ’s Hollow .
Every member of Street Fighter 6 ’s roll has an unlockable outfit that actor can get by increase their chemical bond with the Masters in World Tour mode .
Every Akuma Move (& How To Use Them)
Overwhelm Opponents With Deadly Shotokan Techniques
Akuma is classified as a"Shoto"archetype inStreet Fighter 6alongside Ryu and Ken . This pertain to a character with moves standardized to theStreet Fightermainstays , such as a Hadouken ball of fire or Tatsumaki Senpu - kyaku wind kick . Akuma has edition of these extra relocation empower by the Satsui no Hado , or"Surge of shoot down Intent,“a drear energy that the reclusive warrior has honed over many years of vivid fighting .
Akuma has more flak than most graphic symbol , which can be performed with classic motion stimulation or through a simplifiedModern control scheme inStreet Fighter 6 . Like all characters , Akuma has regular attacks tied to punches and kicking , each with light , medium , and heavy variation . Some unique attacks require a directive comment before squeeze a button to start a unlike strike than usual .
Unique Attack
Custom Image by Katarina Cimbaljevic
Command Input ( Classic Only )
Description
Skull Splitter
Forward + Medium Punch
An overhead attack that can not be embarrass while crouch .
Resso Snap Kick
Forward + Medium Kick
A quick , long - reaching snap squawk .
Rago High Kick
Back + Heavy Kick
A launch bitch that can be delete into particular relocation .
Viscera Piercer
Medium Punch → Medium Punch
A quick series of attacks that can be canceled by a particular move to create jazz band , or egest gaps that would leave you undefended to counterstrike .
off-white Crusher Axe Kick
Medium beef → Heavy Kick
A two - hit series of attack , the second of which can not be blocked scrunch .
Kikoku Combination
Forward + Heavy Punch → Forward + Heavy Punch → Heavy Kick
A multi - hit attack with a lenient stimulant windowpane for follow - ups .
Tenmaku Blade Kick
Down + Medium Kick ( during a advancing jump )
A downward flak that does n’t result you loose , and allows you to change the trajectory of your forward-moving leap .
exceptional Move
Command Input ( Classic )
Command Input ( Modern )
Gou Hadouken
Down , Down + Forward aslant , Forward + Any Punch
Neutral + SP
Fire a ki gust directly frontwards . utile for attacking opponents at range .
Zanku Hadouken
Down , Down + Forward diagonal , Forward + Any Punch ( during a forward-moving jump )
SP ( during a forward jump )
Fire a ki blast from the atmosphere to the ground below . This attack is effective as a tool to shield your approach . The Overdrive version can also be perform from a impersonal leap .
Gou Shoryuken
Forward , Down , Down + Forward slanting + Any Punch
Forward + SP
Leap into the air and perform a herculean uppercut . A Gou Shoryuken is invincible to an opposition ’s jump attacks , making it a great anti - air putz .
Tatsumaki Zanku - kyaku
Down , Down + Back diagonal , Back + Any Kick
N / A
loose a series of roundhouse kicks while moving forward . Useful in combos as well as for send off opponents fly off .
Aerial Tatsumaki Zanku - kyaku
Down , Down + Back sloped , Back + Any Kick ( during a forward jump )
Back + SP ( during a forward-moving leap )
A Tatsumaki Zanku - kyaku performed during a jump . Useful to transfer jump flight or to finish up combos .
intransigent Flame
Down , Down + Back diagonal , Back + Any Punch → Forward + Any Punch
Back + SP → Forward + Any Attack
A quick thrust engulfed in flames . utilitarian for exploiting an opponent ’s opening , or in jazz band .
Capcom has find out from preceding mistake to make Street Fighter 6 an accessible and definitive 2D champion experience that ’s welcoming for all player .
Demon Raid
Down , Down + Forward sloping , Forward + Any Kick
Down + SP
A straightaway leap towards the opponent that allows you to transition into various techniques . canny use of goods and services of these technique will avail strengthen your offense .
Demon Low Slash
No input ( during Demon Raid )
do a low sweep the moment Demon Raid lands back on the undercoat . The kick has a foresightful reach , and allows you to pretend before an opponent even if blocked .
Demon Guillotine
Any Punch ( during Demon Raid )
SP ( during Demon Raid )
A vicious down chop performed from Demon Raid . This is an overhead attempt , and give up you to do before an opposite even if deflect .
Demon Blade Kick
Any Kick ( during Demon Raid )
Any Attack ( during Demon Raid )
A quick downward kick performed from Demon Raid . The button used regulate your angle of line of descent .
Demon Swoop
Hold Down ( during Demon Raid )
A sudden drop to the land perform from Demon Raid that eliminates any openings . Mix this in with other Demon Raid finishers to keep your opponent dead reckoning .
Demon Gou Zanku
Down , Down + Forward diagonal , Forward + Any Punch ( during Overdrive Demon Raid )
Auto + SP
An attack only uncommitted from Overdrive Demon Raid . Useful in jazz group or for a surprise attack , it does n’t run through any additional Drive .
Demon Gou Rasen
Down , Down + Back diagonal , Back + Any Kick ( during Overdrive Demon Raid )
Auto + Any Attack
An attack only available from Overdrive Demon Raid . Useful in combos against an airborne opponent , it does n’t deplete any additional Drive .
Ashura Senku
Forward or Back + Three Kicks
A proficiency that grants the user fleet movement while cloaking them in illusions . Input forward or back together with the other buttons to move in that focusing .
Oboro throw off
Forward + Three Kicks → Light Punch + Light Kick
A throw usable during Ashura Senku . utilitarian at mid - range against opponents with a inclination to block .
How To Perform Akuma’s Raging Demon
End Rounds With Stylish Super Arts
Unlike other character likeJP inStreet Fighter 6,Akuma has admittance to five Super Art movesthat consume various bars of Super Meter to let loose mighty attacks . The most notorious of these motility is the Shun Goku Satsu or Raging Demon , which rupture through an antagonist ’s health if it manages to land . Some Super Arts can terminate combos or limit up situation where Akuma is secure during a battle .
devil Demoncan only be performed in Classic Mode , as there is no way to simplify the movement want for Akuma ’s ultimate proficiency on New or dynamical input controls .
The Raging Demon is classify as a Critical Art , or a Level 3 topnotch thatcan only be used when you are at 25 % Vitality or below . Along with the more powerful version of Akuma ’s usual Level 3 Super Art , Sip of Calamity , theRaging Demon is categorized as a command grab . This means thatRaging Demon can hit close up opponentsbutcan also be well jumped away from if your opponent anticipates it .
Super Art
Cost
Messatsu Gohado
1 Super saloon
( Down , Down + Forward diagonal , Forward ) x2 + Any Punch
Neutral or → + SP + Heavy Attack
Fires a high - hurrying , saturated ball of the Satsui no Hado forward . Has high attack business leader for a projectile - based Super Art .
Tenma Gozanku
( Down , Down + Forward diagonal , Forward ) x2 + Any Kick ( during a neutral or forward jump )
SP + Heavy Attack ( during a neutral or forward jump )
Fire a muscular ki blast from the air to the ground below . Useful for finishing jazz band from parachuting attacks that can be cancel .
Empyrean ’s End
2 Super Bars
( Down , Down + Back aslant , Back ) x2 + Any Punch
Back + SP + Heavy Attack
Turns the Satsui no Hado into a powerful flaming before piercing the opponent . Opponents are open to follow - up attacks if they reach the end of the stage after being set in motion .
Sip of Calamity
3 Super Bars
( Down , Down + Forward diagonal , Forward ) x2 + Any Kick
Down + SP + Heavy Attack
Knocks down an opposition with overwhelming strength before unleash a single , devastating blow . It can be canceled into from a special move , make it especially useful in combos .
Shun Goku Satsu
Light Punch → Light Punch → Forward → Light Kick → Heavy Punch
A hush-hush proficiency that overwhelms an antagonist with 10000 of attacks made in a single minute . Can not be avoided if performed at close range while the opponent is standing on the ground .
There are presently eighteen masters in Street Fighter 6 ’s World Tour way . To learn from each , player will need to track them across the globe .
Sample Combos For Akuma
Chain Attacks And Special Moves Together
What sets Akuma aside from other characters inStreet Fighter 6is his wide variety of combo options from his long lean of attacks and exceptional moves . Akuma can chain his attacks together into gamy - damage sequence from even a stray strike on his opposite . As you could see in the above video by YouTube creatorVesperArcade , a wide variety of proficiency using the Drive system also complement Akuma ’s combo potential difference .
Some sample combos to get you protrude with Akuma include :
taste touse Drive Rush to make jazz band longerorDrive Impact to start themwith Akuma to open up new possibleness , such as higher hurt to defeat your opponent . Be careful not to rely on theDrive system inStreet Fighter 6too much though , as Akuma ’s lower health makes them specially vulnerable in a burnout state . Being in burnout could well result in a lost round from make stunned or losing health to chip harm .
How To Win Games As Akuma
Be Disciplined And Aggressive
Akuma has lower health than the rest of the characters in the game , making it challenging to acquire round unless you have a sound grasp of Akuma ’s strength . Akuma should always be look for opportunity to establish offenseagainst his antagonist with his stiff moves . Using Demon Raid or the aerial Zanku Hadouken can help you draw near a rival fighter all of a sudden , throwing off their defense temporarily .
you may alsouse Hadouken projectiles to control outer space , forcing antagonist to try out jumping into the air where you may easily practice the Rago High Kick or Gou Shoryuken to counter their coming . Each of Akuma ’s projectilescan be charge to bring down multiple smash , which can help the fireballs consume other projectile let loose by your enemies . Keep in judgement that every human dynamo also has a different speed wed to what punch you habituate .
One of Akuma ’s best tricks is touse the advantage frames on block from the first strike of Adamant Flameto coerce your opponent into making a mistake . If you do not use the follow - up punch for Adamant Flame , Akuma stay very tight to his opposition . you may follow up this scheme with a quick stroke or simply step back and allow your antagonist to do an approach you may easily punish with a normal strike .
Your finish should always be toadd change to your offenseso no one you face will be able to foretell what you do next . This process should be controlled and precise rather than wild , with enough forbearance to know when you should start press your advantage . By utilize the right moves , combos , and maybe even the Raging Demon , you will rapidly find out how Akuma can be one of the strongest character inStreet Fighter 6 .
Source : VesperArcade / YouTube