Akuma 101

Created by lordofultima
last edited by lordofultima 2 weeks, 6 days ago

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Character Overview

The power of the dark hadou is back with a vengeance, and it's up to you to harness it to its full potential. Akuma has appeared in several Street Fighter games, with varying levels of usefulness. From Super Street Fighter II (godlike/broken) to Street Fighter III: 3rd Strike (interesting balance of risk and reward), he's certainly gone through many iterations. He's generally known for his wide range of tools availible at any given time, supreme damage dealing, and also his uncanny ability to take damage like a b*tch. Street Fighter IV brings yet another side of akuma, similar to the 3rd Strike iteration, but now complete with EX moves.

Gouki more than anyone else has the ability to be played in almost any fashion, which is why you'll see a variety of Akuma's in the playing field, some who play a safer runaway game with zoning/fireballs and teleporting, and others who like to get into your face and overwhelm you with the barrage of offensive mix-up.

Strengths

  • Very damaging moves and combos.
  • Variety of tools to cater to many play-styles.
  • Free three-hit projectiles (i.e. no EX meter required)
  • Amazing combo potential
  • Controls a large range a space due to many fireballs.

Weaknesses

  • Horrible Stamina (can die very quickly)
  • Very low Stun rating (can be stunned very quickly)
  • A steep learning curve to success/mastery.
  • Some moves (i.e. Red Fireball) have very slow recovery time, and leave you wide open.

Normal Moves

Normal moves are widely considered to be the unsung heroes of fighting games, and for the Street Fighter series play a very integral part, one more important than any amount of fireballs.

More descriptive Normals coming soon.

Basic Normals


Jab


His number one hit-confirmer, best when crouching.

Strong


Stronger than a jab, both linkable and special-cancelable. Requires better timing to combo correctly.

Fierce


Best used when you know it's going to connect, great combo-starter, but leaves you wide open if it whiffs or is blocked.

Short


Similar to the jab, it's best used when crouching, but has slightly more range. Also the main proponent of the Hurricane Kick.

Forward


As with most shotos, his medium kick is a great special-cancelable move, with superior poking range and is pretty darn safe from the right ranges.

Roundhouse


People fear Akuma's roundhouse in any form. Standing from far range it comes out quick, moves him forward and hits twice. Close range hits twice and can hit out of the air in certain cases, and crouching is a devastating sweep that seems to be faster than other shotos.

Unique Normals


Overhead Chop


Akuma's classic overhead attack, hits twice and must be blocked high. A neutral-jump EX-Air Fireball is followed up by a walk-up Overhead Chop from time to time to catch someone blocking low or to otherwise be random. It comes out pretty slow, so use it sparingly.

Dive Kick

(in air)
Akuma's dive kick is a staple of his arsenal, although the basic one performed at the peak of his jump isn't nearly as useful as the one performed out of his Demon Flip. It's really only good for changing the trajectory of your jump and throwing your opponent for a loop, combo is not guaranteed unless it's hit very deep.

Focus Attack


Akuma's Focus Attack is one of the better ones in the game, because it has a fair amount of reach, and he takes a step back while he's charging it. This means that even armor-breaking moves can possibly whiff if you focus at the correct range, due to your hitbox moving backward for a moment. The focus attack remains the best way to hit your super or ultra, and is the only known way to combo it.

Experiment with well-timed FA's to counter jump-in attacks, or moves that would leave your opponent open to counterattack, i.e. Gouken's Demon Flip Dive Kick or Slide Kick.

Special Moves

Special moves are the moves that require a specific motion or input, and are the iconic representation of Street Fighter, i.e. projectile attacks such as the fireball/hadouken. They can be canceled into and used in combos, or by themselves to zone your opponent into submission.

Fireball (Gou Hadouken)


As is the case with all shoto characters, Akuma has a normal standing fireball. It's done with the classic quarter-circle forward+punch motion, and is likely the first thing anybody learns about Street Fighter. There's three varying speeds to the fireballs, LP being the slowest, and HP being the fastest.

While Akuma has some pretty fancy fireballs beyond this, you're still likely to use this a lot as it's great for spacing/zoing, and can pester opponents which will cause them to make a hastily decision that is more than likely profitable to you. A prime example of this is getting your opponent to jump over jab fireballs, which at the correct distance can lead into a free Dragon Punch, or even an anti-air Raging Demon if you have the meter available to you.

A lot of Akuma's normal moves can be canceled into a fireball, so use this to your advantage when trying to put needed space between you and the other fighter. A common string of attacks usually ending in c.MP or c.MK is a good example. Immediately after the c.MP or c.MK perform the fireball motion, and it should combo as well as push them away.

EX Fireball


The EX Fireball is a natural extension of the normal one, the key differences being that it removes one EX stock, comes out faster, hits twice, knocks the opponent down, and makes Akuma recover quickly. This is even more viable in a hit string than the normal Fireball, as it'll set up the wake-up game and force your opponent to guess.

If you combo into this or hit it raw when your opponent is in the corner, feel free to juggle them with an HP Dragon Punch.

Air Fireball (Zankuu Hadouken)

(in air)
This fireball in particular is a vital tool to Akuma's zoning ability, and also the main frustrator for your opponent. It can be performed at any time in the air, be it super-early (which will cause the trajectory to be very low), or super-late (which is handy when you jump over a projectile too early). The punch used determines both the angle and speed of the Fireball, LP shooting out almost vertically and going the slowest, and HP shooting out the fastest and going at a 45 degree angle. The MP version is somewhere inbetween.

When your opponent is cornered and waking up, a well-placed Air Fireball can set up a guessing game where when jyou land you can go for a low attack, or an overhead attack. You can also close the gap upon landing with a s.HK, which will propel your forward and if it hits will combo along with the fireball itself. The safest Air Fireball to use a late one, since when executing one it will actually suspend you in the air for a small period of time, and this will often help you in avoiding projectiles or other ground attacks.

Furthermore, don't always jump forward and backward, a lot of the time you'll find it a lot more useful to neutral jump in conjunction with the Air Fireball. The opponent has fewer ways to punish you if you do this, and is more likely to jump at you thinking they can score a hit, only to be met with a purple ball of fire in their face.

EX Air Fireball

(in air)
The Ex Air Fireball will suspend you in the air for a longer period of time, but more important is the fact that it shoots two separate fireballs one after the other. They will always be the MP and HP fireballs regardless of which combination of two punches you use.

The damage of each isn't so great, but it's a great tool to pressure your opponent. Throw one of these at a down and/or cornered opponent to set up an opportunity. If they hit, you can continue a combo of choice, if they're blocked you can walk up and throw them, or continue with a block string into tick throw.

Red Fireball (Shakunetsu Hadouken)


Akuma's difference maker: the Red Fireball. When waging the fireball war, some may be content with just throwing weak fireball after weak fireball, but you're Akuma and you don't have to settle for less anymore! Mixing up regular fireballs with these babies will likely trick your opponent into thinking they can focus the next fireball or go through it with hyper armor, but lucky for you the HP version of this hits 3 times. THREE TIMES. No EX meter required, it'll eat any projectile in the game with the exception of fireball super/ultras, and even those will be halted for enough time for you to escape them.

The cons? Well it takes almost twice as long to execute as the normal Fireball, and much longer to recover from them. Make sure you always have a rhyme and reason to be throwing one of these out, or you'll be likely to eat a jump-in attack or something even worse. The best school of thought for the Red Fireball = Full Screen. You at least take away most of their options when you throw one of these a full screen away, and plus, they're great for wake-ups because of the chip damage.

The LP and MP versions are also available, and the weaker of the two hits once, while the medium hits twice. Throwing out the LP one can be helpful as your opponent will almost always assume that it's the strongest 3-hitting version, and will likely jump over it to avoid it/attack you. The good part about that scenerio is that the LP version recovers much faster, so you can catch someone with an anti-air Raging Demon if you're buffered the inputs correctly, or otherwise do something you wouldn't normally be able to do with the slower version.

You can catch a juggled opponent off a LP Dragon Punch xx FADC with the HP Red Fireball to net you extra damage. Keep this in mind for favorable DP trades as well, you'll love it once you can pull off the motions consistently.

EX Red Fireball


This version of the Shakunetsu is more than likely a waste of meter, since the LP version of the normal Red Fireball takes the same amount of time to execute. The only advantage to this that I can see is getting that slight increase of damage if you're trying to put the round/match away and your opponent only has a sliver of health.

Hurricane Kick (Tatsumaki Zankuu Kyaku)


All versions of Akuma's Hurricane Kick knock down on impact, and the stronger the kick used the more rotations and hits the kick will do. If you could only use one type of this move, it would be the LK version. This is essental to Akuma's BnB's and since you can juggle your opponent if the Tatsu hits once, a common end to his combos are hitting your opponent with the LK Hurricane Kick, followed with a well-timed Dragon Punch, HP if you don't have 2 stocks of EX or don't feel like using them, and LP if you have the 2 bars available to cancel into an HP Red Fireball.

You can also perform the kick in the air, which has a few uses of its own. If you hit an opponent out of the air and only connect once, you can likely juggle them with a Dragon Punch for a quick combo. More than likely though, you're going to be using the HK version in the air to escape corners or to otherwise confuse the opponent. The quicker you perform the kick once leaving the ground, the faster and further you'll fly through the air. To ensure this, just roll the joystick from Up/Forward to Down/Forward, to Down/Back, to Back + Kick. It would look something like this:


EX Hurricane Kick


Much like Ryu's EX Hurricane, Akuma will turn yellow and spin in place relatively quickly, which will vaccuum your opponent towards you and if it connects, juggle them in the air back and forth, hitting them numerous times in the process. It's the only 100% counter-safe move even if blocked, and deals 10 points of damage more than an HP Dragon Punch.

It's good to finish a combo with, and is particularly useful in conjunction with c.MK. Just special-cancel right into the EX Tatsu for EASY damage, and if you do this with your back facing a corner, it'll throw your opponent into it, allowing you to juggle them with an HP Shoryu, and an FADC Shakunetsu afterward if you need the extra damage.

You can do it in the air if you're anticipating an empty jump-in, but more than anything it's just useful to puzzle your opponent, since it will greatly delay your landing and could possibly leave your opponent open to attack if they commit to something too early.

Dragon Punch (Shoryuken)


The Shoryuken is the shoto difference. It's a great anti-air move with a few invincibility frames on start-up, making it great for counters to pokes, and also for reversals during a hit/block string or on wake-up. The LP version hits once and does the least amount of damage, the MP version hits twice and is somewhere in the middle of damage, and the HP version hits three times and does the most amount of damage...it also juggles opponents the best since it hits more horizontally than the other two.

The key thing to remember is that the stronger the Dragon Punch, the longer the recovery time if you whiff it or it's blocked. The LP version is best suited for counters, and the HP version is best suited for the late anti-air, or in association with a combo. Keep in mind that your opponent doesn't leave the ground until the last hit of the Shoryu, so that means that not until the third hit of the HP version will it send your opponent flying, hence the reason to use the LP version if you're worried all three (or two) hits might not connect.

The main reason that this guide will tell you to use the LP SRK if you're planning to FADC into an HP Shakunetsu is: Damage Scaling. The more hits a combo does, the more percentage of damage a combo loses. Since the LP DP will get you the largest netted damage in one hit, that's the version that's preferred. If you're a newcomer, you'll find that FADC'ing off of the third hit of the HP Shoryuken to be easier, so I'd recommend easing your way into the LP version.

EX Dragon Punch


The EX Dragon Punch offers invincibility all the way up, which makes it more ideal for reversals or counters. Don't abuse it though, since it'll leave you just as open to punishment as any of the others. When your execution is a fairly low percentage (when you're first starting out) you may get this instead of a "mashed" Teleport, so be cautious and don't make any hasty decisions with this one.

Demon Flip (Hyakki Shuu)


The anatomy of the Demon Flip is relatively complicated to newcomers, but is essential to proper Akuma play. Akuma's strongest characteristic is his ridiculous mix-up potential, and the 'flip' is a crutial part of this. Dragon Punch motion + a kick will net you the move, and the distance you travel depends on which kick you use.

Light Kick travels the shortest distance and is best used to randomly inturrpt your hit/block strings up-close, and will likely grant you more damage if you don't abuse it. Likewise, the strongest kick makes you travel over 3/4 the screen, and is best used when successfully predicting a projectile.

To make matters more confusing, there are several things you can do once in the air, and a good Akuma player will use all of these options to his full advantage.

Here's a video of me explaining the various uses of the Demon Flip: 
 
  


EX Demon Flip


The EX version of the Demon Flip carries all the advantages and options of the normal flip, but comes out much, much faster than the normal version. This is more than likely going to be your main EX drainer (along with the tatsu) since it's the only version of the Flip you can be sure to punish with. Unless you're REALLY psychic, the normal Demon Flip won't work too well for traversing over projectiles.

To add to this moves greatness, it locks on to your opponents position.

Slide Kick (Gouzan)

If you hit no other buttons while the Demon Flip is executing, you'll land low to the ground, extend your leg, and slide toward your opponent. This is probably the least viable of all the options, because if blocked it is easily punished -- and if predictable, you'll likely find yourself on the receiving end of a focus attack into beefy combo. Still, it has limited use if you use it very seldom and random, and can work as a very long distance poke if it's done at the proper range. Doing this on an opponent waking up is strongly ill-advised.

Dive Kick (Gousho)


Hitting any kick during flight of the Demon Flip will grant you the ever-popular Dive Kick. The later you hit the kick, the smaller the gap between your opponent and your leg. It's best to hit it pretty late to ensure a nice combo if it connects, and even if it's blocked there's a good chance you can get in a block string, or just cancel a s.HP into another small Demon Flip for the crazy mix-up randomness. Regardless, if your kick connects you should ALWAYS have enough time to combo.

You can do a Dive Kick from a purposely short Demon Flip if you're playing the guessing game assuming your opponent will move forward, or just to get over an oddly-timed projectile, or maybe just to spark a reaction from your enemy. At certain ranges, you can even cross your opponent up with the Dive Kick, which is always a crowd-pleaser and will likely take the other fighter by surprise.

Hammer Fist (Goujin)


Probably the most under-appreciated of the options out of the Demon Flip, the Hammer Fist has plenty of uses that aren't immediately apparent. If executed at the right moment when descending towards an opponent, it's a deadly overhead strike that knocks down on contact, you can even hit someone out of the air with it if you're predicting a neutral jump.

Perhaps the more interesting aspect of the Hammer however, is the ability to execute it early (or VERY late) in the Demon Flip, which will cause Akuma to land normally, throwing out no attacks and recovering almost instantly. You can use this as an ambiguous cross-up to confuse lesser opponents, or you can trick them into expecting a dive kick, landing gently with the palm strike, and then going right into a c.MK, into your combo of choice.

Throw (Gousai)


If you space your Demon Flip appropriately, and are headed right for their head/shoulder area, the throw is an option that is simultaneously very cool and very annoying for your opponent. Akuma will grab your opponents shoulders and use his own forward momentum to flip them forward, and on top of all that it can't be Throw-Teched like a normal throw.

The timing and spacing is a bit tricky at first, but a general rule of thumb is not to throw until you're right in front/above the opponents head. If you throw too early it'll just whiff in the air and you'll land, giving your enemy the chance to punish you. But if you get it down, it's a knockdown to your opponent, one which can't be teched (i.e. quick get-up'd), which puts him back in the "Wake-up Game." I generally use it when punishing predicted fireballs.

Teleport (Ashura Senkuu)

The teleport has been greatly improved since the days of 3rd Strike, it's faster and the recovery has been lessened. Still, it's not really abusable unless you're fighting a complete scrub, so the most obvious use for it is to escape comboing-opportunities your opponent may be setting up, to get out of a corner, or on wake-up to prevent cross-ups (or the SPD, haha).

If you're having trouble timing the teleportation you might want to try "mashing" it out, especially in online environments. Just wiggle the joystick/dpad from down/forward to down/back while hitting all three punches or kicks, and that'll make it more likely to execute on the frame it's supposed to. In a situation where you want to mash a teleport in a specific direction, make sure you just go from whichever diagonal to down and back, instead of corner to corner.

There's four different versions if this move, a long and short version for both forward or backward movement.

Long Forward


You'll probably get the most mileage out of this one, especially when fighting characters like Balrog or Zangief. You'll want to stay as far away from them as humanly possible when they're on a rampage. When in doubt (i.e. waking up), just teleport.

Short Forward


Much more limited use than the long one, but it's useful in confusing your opponent and actually materializing in front of them when they were expecting you to go behind them. Can set up limited opportunities.

Long Backward


Much the same as the Long Forward Teleport, the ones with the punches you're generally going to get a lot more use out of. This one is pretty darn useful when you're ticking off your opponent by running away like a b*tch. Always gets them riled up.

Short Backward


The Short Backward Teleport has some use, when you're playing the runaway game and you've used a lot of Long Backward Teleports, you can use a shorter one to bait a jump-in, which you'll likely be able to punish. Also, when you're getting fireball-trapped (or focus trapped) in a corner and the opponent is trying to actually bait a forward teleport, you can teleport backwards INTO the corner, which will avoid the fireball and likely cause your enemy to make a rash decision.

Super & Revenge Arts

Super / Revenge Arts refer to the moves executed when either your super or ultra meter is filled. Your super meter is shared with your EX moves, when a super move is available it will be glowing blue and say "SUPER" over the top of it. When an ultra move is ready the circular gauge will start flaming, which happens at 50%. If you let your revenge meter fill to maximum capacity it will deal 1.5x the damage it normally would.
 




Super Raging Demon (Shun Goku Satsu)

       
Unfortunately, Akuma doesn't get his cool Fireball super from 3rd Strike, but at least he still has the Raging Demon (two of them even, gosh). The main problem with the Demon in this game is its limited use, you can't often get away with randomly using it, so the only high probability usage it has is with either a well-timed anti-air (which can be baited with a fireball or standard footsies), or the 100% guaranteed Focus Attack crumple.

The Super version of the Demon comes out slightly faster than the ultra, and at close range (i.e. Throw Distance) it can't be escaped unless your opponent had already committed to jumping before the animation begins. You can set up some opportunities for the super via landing with a Demon Flip wither directly in front or behind them, but more often than not you're going to want to save your meter for EX. But hey, if you have the super don't be afraid to find a place to use it!

Kara Demon

While the Kara Demon isn't nearly as useful in SFIV as it was in 3rd Strike, it's still just as easy to pull off as what I mentioned above. If you take the three-step process and modify it a bit with the use of an Overhead Chop, you can get your demon to come out without any time for a move to accidentally hit the opponent, and thus prevent you from messing up your Demoning opportunity:
  1.  
     
What you see here is me buffering the first jab in with the Overhead Chop at the same time, to save on time and keep it down to three inputs. This way if you're trying to psychically counter an opponents move that moves horizontally across the screen, you won't hit them by accident (i.e. Gouken's Rush Punch). There's still other ways to kara your Raging Demon, but this is by far the easiest.

Ultra Raging Demon (Shin Shun Goku Satsu)

       
This is the version of the Raging Demon you're going to use 95% of the time, and is one of the most damaging if not THE most damaging ultra in the game. Don't worry fellow opponents, they make this pretty annoying to actually pull off successfully at any time in a match (thanks Capcom). The good news, Akuma is more than likely to have ultra since he takes so much damage so quickly...you can offset this by focusing projectiles early on to build revenge meter.

Among the many advantages over his super, the ultra version of the Raging Demon has some start-up invincibility, so you're going to have an easier time catching people out of the air with it when they do the random jump kick/punch in your general direction. Often times if you perform the right motion (discussed later) you'll actually end up pulling off the demon with their leg inside your body, which is quite amusing and stirrs nerd rage when playing over the internet.

More than likely you'll start out by punishing whiffed Dragon Punches from your opponents, which is fine since usually when they land they are vunerable to attack. This is a great place to start on your road to success with the Raging Demon.

Since Akuma's Ultra is such a wildly different input than anyone elses in the game, he also has some interesting ways to execute it (thanks to the way SFIV inputs are registered). This ought to make things easier for you aspiring Akuma players. Let's break this sh*t down, son.

Three Inputs

For starters, you can better your reflexive Raging Demons by combining the last three inputs of the ultra into one. It will look like so:
This will help a lot initially by making your reversal demons (after blocking someones ultra for instance) easier. But eventually you're going to want to take it to the next level.


Buffering Inputs

If you take all we've learned so far here, we can apply similar technique and hide the inputs of the Raging Demon in a move like Crouching Medium Kick. Now why would that be useful? First let's look at the inputs:
What this does is it buffers the entire input of the Raging Demon and executes it before the animation on the c.MK has completed, thus creating a very low hitbox for your opponent to hit in the process. This is the best method for anti-air demons, and the way to grab people out of their jump kicks, dive kicks, or whatever else: WITHOUT GETTING HIT. And that's also what makes their kick appear inside of your body when the animation of the demon starts up.

To use a a simpler example of buffering, lets take the Firaball bait for instance. Throw a normal jab Fireball over and over again, and this may give your opponent incentive to jump forward over the projectile. But you outsmarted them, since you were hiding the inputs of the demon in EVERY single fireball you were throwing at them. Pretty sneaky, huh? After throwing fireballs, get into the habit of tapping out all of the Raging demon inputs except for the last one (HP). This way, if the opponent takes the bait all you have to to is hit HP and bam the Raging Demon will come out.

Demon Plinking

The final evolutionary step into becoming a Raging Demon master is the concept of plinking, and the "Tsuji" method. This will take a lot of trial and error, and just a ton of time in training basically. Rather than define exactly what Plinking is, I'm just going to tell you some of the interesting Raging Demon shortcuts that are possible because of it. I'll save the definition for somewhere else in this guide. Let's try to first reduce the inputs of the Demon from three to two:
Since you hit another button after the jab with such a short amount of time between the two, the game will for some reason register that as two jabs. The ~HP is also there just in case for some reason you hit LP and MP at the same time by accident, then in that case it would activate LP+MP twice, and there would be the two jabs. Now I know that's not exactly two inputs, but it's done in two fluid motions so it's basically just as fast. This demon you'll find is one of the best on the usefulness/difficulty ratio. You'll be reversing all those Blanka balls with ultra in NO TIME!

But still, there's a way to do the ultra in ONE proverbial input (read: not actually). You could for instance be walking forward casually (or so it would appear to your opponent) and then BAM, Raging Demon. That would look like this:
Even I the great loltima (yeah right) can't do this consistently at all. Shocking, I know. BUT someone out there can, and that probably pisses you off. So maybe this makes you approach Akuma from an entirely new direction, maybe this gives you hope of one day conquering Akuma, or maybe this scares you away from Street Fighter IV completely. I'm somewhere in the middle of this mess I suppose.


Combos

Combos are a series/combination of both normal and special moves, which usually require strict timing and reflexes to execute correctly. In this regard, Akuma is a beast, and he has a couple universal ways to end them all -- making him a very likable character if you're into this sort of thing. Keep in mind that these aren't ALL of the combos, only the important formulas for a good understanding of them. Often you'll be able to swap out punches or kicks for other ones.

Let's look at the anatomy of a combo real quick, they can start or end in a few different ways.

Combo Starters:

  • Jumping (MK, HK, Dive Kick etc.)
  • Punishing (Opponent whiffs SRK, free combo upon landing)
  • Poking (Far HK, c.MK etc.)

Combo Enders:

  • Knockdown (The combo ends with a knockdown, DP, EX FB, Sweep etc)
  • Pushback (Purpose of the combo may be to create space)

With this in mind, most of Akuma's combos will knock down, which is a major bonus to him, since knocking your opponent down sets them up for a guessing game, and possibly more damage. Lets set up a simple equation:

  • X+Y=Z

Where as X represents how you start the combo, Y is whatever is in between or added to it, and Z is how it's finished. The most common combo of his ends with an LK Hurricane Kick, followed by an HP Shoryuken as your opponent is falling. You can spice it up by using an LP Shoryuken instead, FADC'ing it and juggling them with an HP Shakunetsu Hadouken, but that's basically " Z" in a nutshell.

X, the start of a combo has a ton of variety, but a common example is the Standing Roundhouse (Far), which is a long two-hit poke that can set up some large damage-dealing opportunities. A cross-up MK would be another example of " X," but it's only limited by your imagination.

Y is sort of where the decisions come into play. After you jump-in with Roundhouse, do you want to take a chance, Standing Fierce into Z? No, probably not. Maybe you have a favorite hit/block string of yours, such as c.LP-c.LP, c.MP. Try that out and you'll likely find more success in your combos. That way, you have time to hit-confirm your combo, if they block the whole string you can just use a fireball to push them away, if they get hit by it then you can finish them off with your normal " Z."

With all that knowledge bestowed upon you, you should be able to piece together a combo on your own. Lets go over some of his better (note: not all) combos!
 

Punishing

Ah yes, your opponent does something dumb leaves themselves wide open for counterattack. This could be in the form of a missed Shoryuken, or big ol' dash punch that's blocked. Regardless of what it is, know that it's usually punishable by something (which is for you to find out, learn the match-ups!). They're called punishers because they deal big damage in the most efficient manner possible -- making it super easy on you, and really hard on them.

Standing Fierce

These start with an HP(c), but can be substituted for a c.MP, or c.MK, if they're more your style.

1) HP(c) -> LK Tatsu, HP Srk (5 hits, 322 damage, 0 ex)
2) HP(c) -> LK Tatsu, LP Srk -> FADC, HP Red (6 hits, 379 damage, 2 ex)
3) HP(c) -> FB -> FADC, HP(c) -> LK Tatsu, HP Srk (7 hits, 403 damage, 2 ex)
4) HP(c) -> FB -> FADC, HP(c) -> LK Tatsu, LP Srk -> FADC, HP Red (8 hits, ??? damage, 4 ex)


Crouching Forward

These start with c.MK because it can hit from the furthest, and pushes your opponent back to set up corner juggles.

1) c.MK -> EX Tatsu
2) c.MK -> EX Tatsu, HP Srk (back facing forner only)
3) c.MK -> EX Tatsu, HP Srk -> FADC, HP Red (back facing corner only)

Poking

Text here.

Far Roundhouse

These HK(f) links really can't be substituted for anything else, they're one of a kind with great range and speed. The move linking after the HK however you can use a variety of attacks, including c.LP, c.LK, c.MP, c.MK, or s.HP. My method involves pinking the c.LP~MP so that if the jab comes out early, the strong will connect, and if the strong is late, the jab will connect.

1) HK(f), c.LP~MP -> LK Tatsu, HP Srk (7 hits, 329-369 damage, 0 ex)
2) HK(f), c.LP~MP -> LK Tatsu, LP Srk -> FADC, HP Red (8 hits, 377-417 damage, 2ex)

For the next ones, you may have to substitute the HP(c) for something with slightly more range if you're not close enough, such as c.MK or the like. These are probably a bit less practical as a whole, however.

3) HK(f), c.MP -> FB -> FADC, HP(c) -> LK Tatsu, HP Srk (9 hits, ??? damage, 2ex)
4) HK(f), c.MP -> FB -> FADC, HP(c) -> LK Tatsu, LP Srk -> FADC, HP Red (11 hits, ??? damage, 4ex)


Crouching Forward

These are basic pokes turned into combos, you'll see a lot of use out of them, and can substitute c.MK for a variety of options, including entire strings such as c.LK-c.LP, c.MP.

These start with c.MK because it can hit from the furthest, and pushes your opponent back to set up corner juggles.

1) c.MK -> EX Tatsu
2) c.MK -> EX Tatsu, HP Srk (back facing corner only)
3) c.MK -> EX Tatsu, HP Srk -> FADC, HP Red (back facing corner only)
4) c.MK -> FB (create space)
5) c.MK -> EX FB (easy knockdown)

For these last ones, you can be a little further away with the c.MK and still make something out of it. The first two have c.MK after the FADC (which can be substituted for c.MP or HP(c), and the latter two use the HK(f) link, this is for when you are out of range of the normal options after the dash forward.

6) c.MK -> FB -> FADC, c.MK -> LK Tatsu, HP Srk (something out of nothing)
7) c.MK -> FB -> FADC, c.MK -> LK Tatsu, LP Srk -> FADC, HP Red
8) c.MK -> FB -> FADC, HK(f), c.LP~MP -> LK Tatsu, HP Srk (something out of nothing)
9) c.MK -> FB -> FADC, HK(f), c.LP~MP -> LK Tatsu, LP Srk -> FADC, HP Red


Jumping

There are TONS of options when jumping in regarding combos, so I'll just go over a couple of them and leave the rest to your imagination. Jumping Forward won't be covered simply for the fact that j.HK can always be used in its place for more damage. j.MK is more of a cross-up thing, which is in the next sub-section.

Jumping Roundhouse

These are all started with j.HK since it deals more damage, you can substitute for j.MK if you're in force of habit, or want to try these in a cross-up situation. The move after the j.HK can be substituted for HP(c), c.MK, entire strings (c.LK-c.LP, c.MP) and others.

1) j.HK, c.MP -> LK Tatsu, HP Srk (6 hits, 359 damage, 0ex)
2) j.HK, c.MP -> LK Tatsu, LP Srk -> FADC, HP Red (7 hits, 407 damage, 2ex)


Demon Flip Dive Kick

The Demon Flip Dive Kick will probably net you less damage on a whole than the j.HK, but is ideal for surprise attacks. The strings used can be substitued for similar ones, I only start with c.LK since it's a low-hitting attack, and end with c.MP because of increased damage.

The first two are for when you're not sure the Dive Kick will connect. This way, the three-hit string gives you enough time to hit confirm and either finish off the combo with the Tatsu (if they hit), or with a fireball to push them back (if they're blocked). Combo #3 and #4 are for when you know the dive kick will hit, then you'd obviously go for the bigger damage with HP(c).

1) Demon Flip Dive Kick, c.LK-c.LP, c.MP -> LK Tatsu, HP Srk (8 hits, 282 damage, 0ex)
2) Demon Flip Dive Kick, c.LK-c.LP, c.MP -> FB / EX FB (5-6 hits, ??? damage, 0-2ex)
3) Demon Flip Dive Kick, HP(c) -> LK Tatsu, HP Srk (6 hits, 359 damage, 0ex)
4) Demon Flip Dive Kick, HP(c) -> LK Tatsu, LP Srk -> FADC, HP Red (7 hits, 400+ damage, 2ex)


Air Fireball

These are best started with a neutral jump, and as you land you should take a step forward to get within comboing range of the far HK.

7) EX Air Fireball, HK(f), c.LP~MP -> LK Tatsu, HP Srk (8-9 hits, ??? damage, 2ex)
8) EX Air Fireball, HK(f), c.LP~MP -> LK Tatsu, LP Srk -> FADC, HP Red (9-10 hits, ??? damage, 4ex)


Cross-ups

j.MK is his go-to cross-up by default, so that's what this will be covering. The underlined sections can be replaced with other moves provided they fit correctly into the equasion: and that's all up to you to figure out.

Jumping Forward

The first four are with c.LP, HP(c). The close HP may be a bit difficult at first, but once you get it down you'll be able to hit-confirm off of it no problem. Keep in mind that the latter two of these four combos, the LK Tatsu will whiff if they're crouching.

1) crossup j.MK, c.LP, HP(c) -> HP Srk (313 damage)
2) crossup j.MK, c.LP, HP(c) -> LP Srk -> FADC, HP Red (361 damage)
3) crossup j.MK, c.LP, HP(c) -> LK Tatsu, HP Srk (343 damage)
4) crossup j.MK, c.LP, HP(c) -> LK Tatsu, LP Srk -> FADC, HP Red (382 damage)

In these two examples, try substituting the c.MP with a c.MK or s.HP(c).

5) crossup j.MK, c.MP -> FB -> FADC, HP(c) -> LK Tatsu, HP Srk (395 damage, 2ex)
6) crossup j.MK, c.MP -> FB -> FADC, HP(c) -> LK Tatsu, LP Srk -> FADC, HP Red (425 damage, 4ex)

These are good examples of what c.HP does. It'll stand your opponent up on hit, so that the LK Tatsu won't whiff!

7) crossup j.MK, c.HP -> LK Tatsu, HP Srk (359 damage)
8) crossup j.MK, c.HP -> LK Tatsu, LP Srk -> FADC, HP Red (407 damage, 2ex)

I use c.MP after the cross-up j.MK because if you're trying to juggle your opponent into a corner, a c.MK might push them too far back (because of the j.MK beforehand) and cause them to fly away from the corner.

9) crossup j.MK, c.MP -> EX Tatsu
10) crossup j.MP, c.MP -> EX Tatsu, HP Srk (if crossing into corner only)
11) crossup j.MP, c.MP -> EX Tatsu, HP Srk -> FADC, HP Red (if crossing into corner only)


Links

For strings, I'm not going to list the combo-enders because you can pretty much do any of his combo options from any of these chain/links. Use the "akuma formula" to figure out where to put these in the works of a combo! These are some of my favorites. ("-" indicates a chain, "," indicates a link)

1) c.LP-c.LP, c.LP
2) c.LP-c.LP, c.MP
3) c.LK-c.LP, c.MP
4) c.LK-s.LP, c.MK
5) c.MP, c.MP, c.MK
6) c.LK-c.LP-c.LP, c.MK

The Vortex

 "The Vortex" is another name for Akuma/Gouki's wake-up mixup metagame. While most characters have this as well, Akuma's is special in that he has a staggering amount of options, and most of them are relatively safe. I think that's reason enough for it to have its own name, and so did Arturo Sanchez, who is said to have coined the term itself.

Untechable knockdowns are what you're going to want to use to start up and continue the vortex, as it leaves your opponent in a large guessing game where percentages are not in their favor. The objective is to keep making your enemy guess wrong every time the get up off the ground, and then knocking them down to start it all over again.

I like to break "The Vortex" a.k.a. "Holy Shit, Batman" into three steps: Knockdown, Setup, and Mixup. With these three steps you can rinse and repeat steps 1 to 3 until your opponent can break free of the death vice the vortex has on them (or they're killed by it). Let's look at it a little more in-depth.
 
  

Step 1: The Knockdown


Sweep

  • Poke/Counter-poke Sweep
  • Jumping Attack -> Sweep
  • Focus Attack -> Sweep
  • Normal/Cross-up Air Tatsu -> Sweep
  • Fireball -> FADC -> Sweep
  • Bread n' Butter -> Sweep (character specific)
  • Standing Jab (far) -> Sweep

Throw

  • Forward Throw
  • Backward Throw
  • Demonflip Throw

Demonflip

  • Palm
  • Slide

Super/Ultra Combo


Step 2: The Setup


Empty/Safe Jump

 These are for getting close on your opponents wake-up, in a relatively safe manner. They set up tons of stuff, and can bait out reversal moves that you wouldn't be ready for if you did a normal jump-in attack.
  • Normal
  • Cross-up

Jump Attack

 I'm lumping in most jumping attacks with the exception of demonflips and tatsu here. These are your run-of-the-mill jumping attacks that hit either in front or behind your opponent. When a normal jump kick becomes a mixup you know you've gotten into the mind of your adversary.
  • Normal Jump Attack
  • Neutral Jump Attack
  • Cross-up Jump Attack
  • Normal/EX Air Fireball (norm/cross-up)

Air Tatsu

 The norm/x-up tatsu is the recurring theme in the vortex, allowing you to hit easy sweep knockdowns that work on all characters, and aids in starting as well as continuing the mixup as long as possible.
  • Normal Air Tatsu
  • Cross-up Air Tatsu

Demonflip

 The advantage of the demonflip is the unpredictable nature of it, since it has multiple options out of it, and three distinct distances to choose from.
  • Demonflip Throw
  • Demonflip Palm (whiff/connect)
  • Demonflip Divekick (norm/cross-up)

Walk-Up

 The walk-up allows for virtually any mixup out of it, it's a very gutsy move and can catch your opponent by surprise.

Step 3: The Mixup


Option Select

 This is a fantastic option select which allows you to simultaneously go in and hit-confirm with a low attack, as well as tech any wake-up throws, or bait a reversal/wake-up move (provided you perform it slightly late).

Air Tatsu

  • Sweep
  • Shoryuken (normal/FADC shaku)
  • HK Ground Tatsu (puts you beside your opponent as they wake up)
  • Reset

Ambiguous Jump-Ins

 These are jumping attacks that barely do/don't cross-up and can force your opponent to make guesses on which way to block. Sometimes these jumps are so ambiguous that even yourself doesn't know which way it will hit.
  • Jumping Short (can be done with MK and HK, but very difficult)
  • Cross-up Air Fireball (ambiguous or fake)
  • Cross-up Demonflip Dive Kick

Throws

 There are just as many ways to land throws just like any other normal attack. The idea is to condition your opponents to expect attacks. The Demonflip Throw followed by one forward dash puts you in great position for mixup, and forward throw into two dashes puts you in an even better position. Will elaborate on EHT when I get around to it.
  • Tick Throw
  • FADC -> Throw
  • Demonflip Throw
  • Backward Throw (weird positioning)
  • Forward Throw (a.k.a. Exploding Heart Technique)

Evasive Maneuvers

 These are applicable in almost all instances of the vortex, whenever you feel trouble you can save yourself some health and sneak in one of these moves.
  • Teleport (avoids everything)
  • Jump back attack
  • Jump Back Air Fireball
  • Backdash (avoids wake-up throws)
  • Demonflip Palm (to whiff and bait reversals)

Gimmicks

 Not all of these options fall under the exact definition of gimmicks, but I needed a category for these miscellaneous options in the vortex mixup. Throw these out when intuition tells you it's a good idea.
  • Shoryuken (random/hit-cofirmable)
  • Air EX Fireballs (sets up sweep, overhead, or combo)
  • Overhead Chop
  • Kara Demon
  • Tick Demon
  • Basement Demon (didn't elaborate in video, basically a jump toward/over demon buffered into a whiffed normal)
  • Resets

BNB -> Tatsu

Here's a list of who it does/doesn't work on:

YES:
  • Dan
  • Rose
  • Sakura
  • C. Viper
  • Balrog (Boxer)
  • Vega (Claw)
  • Sagat
  • Seth
  • E. Honda
  • Zangief
  • Guile
  • Chun-Li
  • Dhalsim
  • Fei Long
  • Cammy
  • Akuma
  • Gouken

NO:
  • Gen
  • Abel
  • Rufus
  • El Fuerte
  • M. Bison (Dictator)
  • Ken
  • Ryu
  • Blanka

Frame Data

Move

Startup

Active

Recover

ADV.
Block

ADV.
Hit

Block
Stun

Hit
Stun

Damage

Stun

Meter
Gain

Block

Cancel

LP(c)

4

2

6

+3

+6

10

13

30

50

20

H/L

C*Sp*Su

MP(c)

3

2

13

-1

+4

13

18

70

100

40

H/L

Sp*Su

HP(c)

4

2

26

-10

-6

17

21

100

200

60

H/L

Sp*Su

LK(c)

5

2

7

+2

+5

10

13

40

50

20

H/L

C

MK(c)

5

2

14

-2

+1

13

16

70

100

40

H/L

Su

HK(c)

6

2 (4) 4

17

-3

+2

17

21*22

40*70

125*75

60*20

H/L

Su*-

LP(f)

3

2

5

+4

+7

10

13

30

50

20

H/L

C*Sp*Su

MP(f)

4

2

13

-1

+2

13

16

80

100

40

H/L

Su

HP(f)

6

3

16

-1

+3

17

22

120

200

60

H/L

-

LK(f)

3

2

8

+1

+4

10

13

40

50

20

H/L

-

MK(f)

9

2

13

-1

+2

13

16

80

100

40

H/L

-

HK(f)

7

2 (8) 2

16

0

+5

17

22

50*60

125*75

60*20

H/L

-

c.LP

3

2

7

+2

+5

10

13

30

50

20

H/L

C*Sp*Su

c.MP

4

3

9

+2

+5

13

16

70

100

40

H/L

Sp*Su

c.HP

6

4

23

-9

-4

17

22

100

200

60

H/L

Sp*Su

c.LK

4

2

9

0

+3

10

13

20

50

20

L

C*Sp*Su

c.MK

5

3

13

-2

+1

13

16

70

100

40

L

Sp*Su

c.HK

6

3

24

-9

-

17

-

110

200

60

L

-

nj.LP

4

7

-

-

-

8

11

50

50

20

H

-

nj.MP

5

3

-

-

-

11

15

80

100

40

H

-

nj.HP

6

3

-

-

-

15

18

100

200

60

H

-

nj.LK

5

6

-

-

-

8

11

40

50

20

H

-

nj.MK

6

4

-

-

-

11

15

80

100

40

H

-

nj.HK

5

3

-

-

-

15

18

100

200

60

H

-

j.LP

4

7

-

-

-

8

11

50

50

20

H

-

j.MP

5

3

-

-

-

11

15

80

100

40

H

-

j.HP

6

3

-

-

-

15

18

100

200

60

H

-

j.LK

4

6

-

-

-

8

11

40

50

20

H

-

j.MK

6

3

-

-

-

11

15

70

100

40

H

-

j.HK

7

3

-

-

-

15

18

100

200

60

H

-

F+MP

17

2*2

17

-5

0

13

18

30*50

50*50

40*20

H

-

D+MK

12

???

-

-

-

10

13

60

100

40

H

-

L1 Focus

21

2

35

-21

-21

15

15

60

100

20

H/L

-

L2 Focus

17+12

2

35

-15

-

21

-

80

150

40

H/L

-

L3 Focus

65

2

40

-

-

-

-

140

200

60

-

-

Throw

3

2

20

-

-

-

-

130

120

40

-

-

Fireball

14

-

44

-4

0

18

22

60

100

10/20

H/L

Su

EX Fireball

14

-

44

-1

-

13

-

60*60

100*100

0/0

H/L

Su

LP
Red FB

25

-

50

-4

-

13

-

50

100

20/30

H/L

Su

MP
Red FB

25

-

57

-3

-

13

-

50*50

100*100

20/16x2

H/L

Su

HP
Red FB

25

-

63

-1

-

13

-

50x3

50*50*100

20/16x3

H/L

Su

EX
Red FB

25

-

50

+12

-

13

-

60x3

100x3

0/0

H/L

Su

Air FB

14

-

7

-

-

20

24

40

50

10/20

H/L

-

EX
Air FB

8

-

7

-

-

20

24

40*40

50

0/0

H/L

-

LP
SRK

3

14

17+18

-28

-

20

-

130(70)

200

30/40

HL

Su

MP
SRK

3

2*12

25+18

-34

-

20

24*-

80*80

100*100

30/16x2

H/L

Su

HP
SRK

3

2*2*12

28+18

-37

-

20

24*-*-

80*60*50

100*50*50

30/30*10*10

H/L

Su

EX
SRK

3

2*2*12

28+18

-37

-

20

-

80*60*50

100*50*50

0/0

H/L

Su

LK
Tatsu

11

2 (6) 2

12+8

-9

-

20

-

70

100

20/20

H/L

-

MK
Tatsu

5

2(5)2(5)
2(5)1

16+12

-8

-

20

24*-*-

80*40*40

100*50*50

20/20*10*10

H/L

Su*-*-

HK
Tatsu

5

???

13+8

-1

-

20

24*-x3

80*40x3

100*50x3

20/20*10x3

H/L

Su*-x3

EX
Tatsu

11

???

18+3

-1

-

20

-

40x5

50

0/0

H/L

-

Air
Tatsu

9

2(6)
2(6)2

10

-

-

20

-

???

50

10/30

H/L

-

EX Air
Tatsu

7

???

4

-

-

20

-

40x5

50

0/0

H/L

-

DemonFlip

-

-

-

-

-

-

-

-

-

20

-

-

DemonFlip
Slide

39+7

15

14

-11

-

17

-

100

200

-/40

L

-

DemonFlip
Dive Kick

27+8

2

4

-

-

17

-

110

200

-/30

H

-

DemonFlip
Palm

27+11

???

4

-

-

17

21

70

100

-/30

H/L

-

DemonFlip
Throw

27+3

2

4

-

-

-

-

150

200

-/60

-

-

Long
Teleports

-

-

57

-

-

-

-

-

-

-

-

-

Short
Teleports

-

-

49

-

-

-

-

-

-

-

-

-

Super

1+0

35

13

-

-

-

-

330

0

0/0

-

-

Ultra

1+4

33

19

-

-

-

-

456-596

0

0/0

-

-

Move

Startup

Active

Recover

ADV.
Block

ADV.
Hit

Block
Stun

Hit
Stun

Damage

Strun

Meter
Gain

Block

Cancel


Glossary

There's a variety of shorthand terms or abbreviations that a lot of newcomers probably won't understand. In the interest of knowledge and the ability to write this guide quicker, I will disclose them here.

Inputs


LP


The abbreviation of the normal move "Light Punch," which is otherwise known as "Jab" or the weakest of the three punches.

MP


The abbreviation of the normal move "Medium Punch," which is otherwise known as "Strong" or the second of three punches.

HP


The abbreviation of the normal move "Hard Punch," which is otherwise known as "Fierce" or the strongest of the three punches.

LK


The abbreviation of the normal move "Light Kick," which is otherwise known as "Short" or the weakest of the three kicks.

MK


The abbreviation of the normal move "Medium Kick," which is otherwise known as "Forward" or the second of three kicks.

HK


The abbreviation of the normal move "Hard Kick," which is otherwise known as "Roundhouse" or the strongest of the three kicks.

PP


Two punches simultaneously. Commonly referenced in EX moves.

PPP


Three punches simultaneously. Commonly referenced in teleportation moves or ultras.

KK


Two kicks simultaneously. Commonly referenced in EX moves.

KKK


Three kicks simultaneously.Commonly referenced in teleportation moves or ultras.

F


The abbreviation of the input "Forward," which by default is a right-facing arrow, if you're on the other side of the screen you have to take this into consideration.

B


The abbreviation of the input "Backward," which by default is a left-facing arrow, if you're on the other side of the screen you have to take this into consideration.

U


The abbreviation of the input "Up," makes you jump when executed.

D


The abbreviation of the input "Down," makes you crouch when executed.

D/F


The abbreviation of the input "Down/Forward," which by default is a a diagonal down/right-facing arrow, and is one of the four diagonal inputs.

D/B


The abbreviation of the input "Down/Back," which by default is a a diagonal down/left-facing arrow, and is one of the four diagonal inputs.

U/F


The abbreviation of the input "Up/Forward," which by default is a a diagonal up/right-facing arrow, and is one of the four diagonal inputs.

U/B


The abbreviation of the input "Up/Back," which by default is a a diagonal up/left-facing arrow, and is one of the four diagonal inputs.

Modifiers


c.


Crouching. Indicates that whatever move this is modifying is meant to be in the crouching state, done by holding "down" on the joystick/dpad.

(c)

Indicates that the input associated should be done at close range.

(f)

Indicates that the input associated should be done at far range.

j.


Jumping. Indicates that whatever move this is modifying is meant to be during a jumping motion, done by holding "up"  "up/forward"  or "up/backward"  on the joystick/dpad.

n.

Neutral. Indicates that the joystick/dpad should be in the default state, i.e. not being moved in any direction at all. In most instances "Standing" or "s." will likely be used instead.

s.

Standing. Indicates that whatever move this is modifying is meant to be in the standing state, done by having the joystick/dpad in a "neutral" state.

+

Placed between multiple inputs to signify that they should be executed simultaneously.

-

When between two inputs, it indicates that they can be chained together, which is basically just mashing them out.

,

When between two inputs, it indicates that they must be linked together, which requires you to hit the execute the next attack at a specific time.

~

Placed between multiple inputs to signify that they should be executed one after the other, VERY FAST.

Terms

Terms are very specific and refer to things not specifically related to the inputs.

Buffering

Buffing is to put it simply, queuing up your next attack ahead of time, or hiding the motion/input of a move while another animation is taking place. A scrubby Zangief may buffer the SPD during his jump-forward so that when he lands all he does is hit a punch or kick and grab you. Akuma has many uses for buffering, such as hiding the Raging Demon input in one of his normal special moves, such as a c.MK or Fireball.

EX

An EX move refers to any action that takes a portion of your Super Meter (but not the entire thing, since that's a super). Typical EX moves such as an EX Fireball or Dragon Punch are done by doing their respective motion, but hitting two attack buttons instead (i.e. QCF+2x Punch for a fireball). Advanced moves such as the Focus Attack Dash Cancel (FADC) require two stocks of of EX as opposed to the normal one.

FADC

The abbreviation of a "Focus Attack Dash Cancel." It requires two EX stock and is done by executing a focus attack (MP+MK) during a special-cancelable move, and then dashing (F,F) during the focus attack to reset your position, setting up further comboing/juggling opportunities. A good example is FADC'ing a LP Shoryuken, and then juggling the opponent with an HP Red Fireball afterward.

HCB


Half-Circle Backward, this motion is associated with moves such as Akuma's Shakunetsu Hadouken.

HCF


Half-Circle Forward, this motion is associated with moves such as Rose's Soul Spark.

Kara

Kara simply means using one move just for the purpose of canceling into another. The term is generally associated with techniques such as throw, focus, or linking. Taking a look at a Kara Throw for instance, as Akuma you can use s.HP to get extra range on his throw. You just hit LP+LK within a couple frames (read: super fast) of the s.HP, so that the actual punch doesn't come out, and Akuma will nudge forward slightly and grab your opponent.

QCF


Quarter-Circle Forward, the typical motion associated with a fireball.

QCB


Quarter-Circle Backward, the typical motion associated with a hurricane kick.

SPD


Refers to a Spinning Piledriver motion, which is also regarded as a 360, despite it only taking 270 degrees to execute. Annoying characters such as Zangief use this to deplete all of Akuma's health in one go. What an ass.

TKM


Tiger Knee Motion. Refers to the old-school motion of a Tiger Knee, before it was revised to be easier. While only a few characters still have moves that use this input (Fei Long & Cammy for instance), this motion is still beneficial in buffering attacks while in the process of jumping, such as Akuma's Air Fireball or Air Hurricane Kick.

It can be looked at as a Diagonal Half-Circle Motion, since it's one half a rotation. With the aid of a square restrictor on an arcade stick, this becomes much easier. The interesting think about the TKM is that now people use this term to refer to motions that are not specifically this.

References

EventHubs.com for:
  • Guide Inspiration
  • Input Images
  • General Information

Shoryuken.com for:
  • Wiki Info
  • User help/support

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