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Akuma

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Street Fighter/Akuma
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Akuma (悪魔 Akuma?, "Devil"), known in Japan as Gouki (ゴウキ(豪鬼) Gōki?, "Fortitude", "Great Demon", "Great Devil" or "Great Ogre"), is a recurring antagonist of the Street Fighter series, first appearing in Super Street Fighter II Turbo as a hidden boss. He is an emotionless and powerful warrior fixated on mastering the Satsui no Hado, and the younger brother of Gouken.


Akuma

My name is Akuma! The supreme master of the fist!
~ Akuma

Ready yourself.
~ Akuma in Street Fighter 6
I am satiated.
~ Akuma after eating a rice ball.

Now stay down!

I am the Master of the Fist. Feel how weak you are with your body!

I am Akuma. And I will teach you the meaning of pain!

To go from being human... to beyond human... to beyond demon... to reach heaven! ...A mere silhouette like you would never understand.
~ Akuma to Kage

My fist knows no equal!

I am the one and only master of the fist!

Origin
Origin Street Fighter
Creator Takashi Nishiyama, Hiroshi Matsumoto
First Appearance Street Fighter Alpha: Warrior Dreams (chronologically), Street Fighter 2 (Release order)
Voiced by Japanese
Tomomichi Nishimura, Taketora

English
David Kaye, Dale Wilson, Keith Burgess, Daisuke Gori, Dave Mallow, Richard Epcar, Christopher Guerrero

Characteristics
Species Human
Gender Male
Pronouns He/Him
Sexuality Asexual
Age Unknown
Birthday Unknown
Height 178 cm
Weight 90 kg
Ethnicity Japanese
Status Alive
Alignment True Neutral
Archetype Power House / Unstoppable Force
Occupation N/A
Time Period Modern
Language Japanese/English
Combat Style Ansatsuken
Homeworld Earth
Relationships
Affiliations Elena, Goutetsu
Enemies Gouken, Ryu, Ken, Adon, Gen, M. Bison, Oro, Gill, Necalli, Luke Sullivan

Background

This dropdown contains the synopsis of Akuma's story. Read at your own risk as you may be spoiled otherwise!

Pre-Alpha
Akuma and his brother Gouken trained under Goutetsu, who taught them a dangerous, assassins martial art blending Karate, Judo, and Kempo, being Ansatsuken. Goutetsu also passed down the Shun Goku Satsu, a devastating but hazardous technique that put both its target and its user at great risk.

As their training continued, the brothers disagreed on the fundamental nature of their art. Gouken rejected the violent mindset and the Satsui no Hado tied to their style, eventually leaving to open his own dojo with Goutetsu’s approval. Akuma remained, dedicating himself to mastering the art exactly as it was originally intended.

To learn the Shun Goku Satsu, Akuma fully embraced the Satsui no Hado, abandoning all compassion. Believing that he could grow stronger beyond Goutetsu’s teachings, he left to train alone. Unlike Goutetsu—who could use the Satsui no Hado without succumbing to its darker impulses—Akuma became consumed by a desire for life-and-death combat.

After returning from his training, Akuma challenged Goutetsu to a lethal duel to prove his superiority. He killed his master with the Shun Goku Satsu. Goutetsu died satisfied, proud that his student had surpassed him. Akuma claimed Goutetsu’s prayer beads as a symbol of victory. When Gouken came to visit, he found his mentor dead and Akuma transformed by the Satsui no Hado. Shocked and furious, Gouken confronted Akuma, who silently walked away into the woods.

Years later, Akuma fought Gouken as the young Ryu and Ken watched. Akuma insisted that Gouken could not defeat him without embracing killing intent. Gouken rejected that belief, arguing that their art was more than violence and that Akuma had twisted their master’s teachings. Gouken ultimately won the fight. Akuma demanded death, but Gouken refused, prompting Akuma to call him weak and vow to return for revenge.

Akuma eventually came back to the dojo and struck Gouken with the Shun Goku Satsu. Believing his brother dead, he departed, unaware that Gouken survived by expelling his spirit and falling into a coma. Ken, arriving moments too late, found his master unconscious and gravely wounded. Realizing Akuma was responsible, Ken confronted him in the forest but was decisively defeated. Afterward, Akuma vanished once more.


Street Fighter Alpha Series

Akuma. The supreme master of the fist. This lone warrior is a wanderer possessed by 'evil intent'. He roams the world in search of challengers capable of killing him.
~ Akuma’s profile in Street Fighter Alpha 3

Akuma appears as a hidden fighter who can only be used through the random select option on the character screen, with the exception of Alpha 2, where he is directly selectable. He uses a moveset similar to Ryu and Ken. One piece of artwork even depicts him briefly helping a lost child who wandered into his cave. In his revised ending, he defeats M. Bison and claims his mission is finished, though he feels no satisfaction from the victory. Gouken is shown in the background of this ending as someone who views Akuma with fear and opposition.

Determined to find opponents worthy of challenging him, Akuma begins traveling the world and observing small fights and minor tournaments from the shadows. Eventually, he is confronted by an aging martial artist named Gen. Their fight is brutal, and Gen even survives the Shun Goku Satsu by emptying his soul. Depending on the player’s arcade route, the outcome varies. In Akuma’s non-canon ending, he becomes suspicious when Gen begins bleeding from the mouth and realizes the match is unfair due to Gen’s illness. After knocking Gen down, he refuses to continue the fight, which enrages the old warrior. In Gen’s canonical ending, Gen narrowly wins. Despite Akuma’s demand to be killed, Gen decides he enjoyed the battle too much to finish him off, sparing Akuma in hopes of fighting him again. From that point on, Akuma becomes fixated on Ryu, wanting to draw out the Satsui no Hado within him.

Ryu eventually discovers Akuma’s island—called Onigami Isle or Gokuentou—and challenges him. Their clash ends with Ryu seemingly taking the advantage, but Akuma reveals he never fought seriously and was only testing him. He instructs Ryu to return once he fully accepts the Satsui no Hado, then shatters the island with a single blow before disappearing. As the island collapses, Ryu is left floating in the ocean, reflecting on Akuma’s words. After abandoning his destroyed home, Akuma thinks back on the strong fighters he has encountered and eagerly wonders if one day someone will be powerful enough to kill him. He finds a remote cave—sometimes called Kiga Cave—where he resumes training and waits for Ryu’s growth. At some point, he kills a Muay Thai fighter preparing to face Adon, prompting Adon to seek Akuma out to prove his superiority.

In Akuma’s ending, he acknowledges that he has met several worthy challengers on his journey. He decides to remain on Earth to further refine his lethal power, knowing opponents still exist who can push him. Images of Gen, M. Bison, and Ryu appear on the moon as he thinks about these rivals, and he remarks that his own death will eventually come next.

While waiting for Ryu to fully embrace the Satsui no Hado, Akuma continues traveling in pursuit of strong foes. He encounters Adon again, who wants to prove his fighting style is the greatest. Akuma defeats him effortlessly and walks away, deeming Adon unworthy of death.

Later, Guy confronts Akuma to stop him from reaching M. Bison. Akuma ignores Guy’s warnings, and the two fight until they realize they share the same goal—to bring down Bison—and decide to end their clash.

Akuma then confronts Bison, who boasts that he cannot be defeated as long as the Psycho Drive exists. Akuma criticizes him for relying on anything other than his own strength. They battle, and Akuma kills Bison outright with the Shun Goku Satsu, causing the dictator immense suffering as the technique ends his life.

In Akuma’s ending, Gen challenges him again, and the two engage in another fight, though the result is not revealed. Meanwhile, without Akuma’s knowledge, Ryu rejects the Satsui no Hado during his own battle with Bison, declaring that true warriors do not depend on murderous intent.

Street Fighter II
Akuma did not take part in the second World Warrior tournament as an official entrant, but he observed the matches closely, hoping someone might prove to be a worthwhile opponent. During this period, he confronted and defeated M. Bison before departing, leaving the other fighters to deal with Bison afterward.

Akuma ambushes M. Bison, eliminating him instantly with the Shun Goku Satsu. He then battles the tournament’s runner-up, though both the fighter’s identity and the outcome of that clash are left unspecified.

In the original Super Street Fighter II Turbo and its HD remake, Akuma has two separate endings based on the final battle. If M. Bison is his last opponent, Akuma reflects on how Bison never truly controlled the Psycho Power, instead allowing it to dominate him. If the final opponent is Shin Akuma, he contemplates overcoming his own darker nature and treats death as something beneath his concern. The Game Boy Advance version merges these outcomes into a single ending, while Ultra Street Fighter II removes the second ending entirely, resulting in the first ending playing regardless of whether Akuma defeats Bison or his empowered self.

Street Fighter IV: The Ties That Bind
Akuma appears at the start of the film, intruding into Ryu’s mind and taunting him. He questions how long Ryu plans to reject the Satsui no Hado, calling his resolve meaningless when Ryu claims he will resist it “until his last breath” and pursue something beyond raw strength. Akuma dismisses this as pointless idealism, arguing that Ryu doesn’t even understand what he’s seeking. He insists that Ryu’s very blood calls out to him, demanding a life-or-death answer.

Ryu refuses him again, prompting Akuma to declare that he will personally kill him and that the ordinary world means nothing to beings like them, who grow stronger by taking lives. Pushed to his limit, Ryu instinctively taps into the Satsui no Hado, causing Akuma to laugh before fading away.

Street Fighter IV
Before the third World Warrior Tournament, Ryu and Akuma clash once more. Akuma overwhelms him early on and scolds Ryu for rejecting the Dark Hado, but Ryu manages to push through and counterattack. The fight is ultimately cut short when Ken intervenes, prompting Akuma to withdraw.

During the period covered by Seth’s tournament, Akuma continues honing his abilities and senses the Satsui no Hado stirring again within Ryu. He immediately begins searching for him, hoping to drive that power to its fullest so he can face Ryu in a decisive battle. As with previous events, Akuma does not formally join the tournament and instead watches from the shadows.

Eventually, he discovers Ryu unconscious and being tended to by Gouken. Realizing his brother has mastered the Power of Nothingness, Akuma challenges him. They battle over Ryu’s fate, both surviving the clash, with Gouken ultimately protecting his student. Akuma resumes his solitary training afterward, destroying an entire forest through the sheer force of his power. In Elena’s ending in Ultra Street Fighter IV, a brief flashback shows that she once formed a friendly bond with him.

Street Fighter V
Akuma is introduced as the first character in Street Fighter V’s second wave of DLC. His initial teaser appears briefly in the Capcom Cup 2016 trailer on November 7, 2016, showing him executing the Raging Demon. The usual “heaven” kanji on his back is replaced with a symbol meaning “godlike person.” His full reveal trailer, released on December 4, 2016, shows him battling Ryu, and he became playable on December 20. His appearance is updated in this title, with longer, mane-like hair.

Prologue – ‘Mudo Tensho’

In his character story, Akuma and Gen fight yet again, with Akuma emerging victorious. Gen criticizes him for abandoning humanity, and Akuma appears to end his life shortly after. Akuma then witnesses a vision of Ryu turning away from the Satsui no Hado, which leaves him irritated. Soon after, Necalli confronts him. Akuma defeats him decisively and escapes being consumed by using the Mudo Tensho technique. He later locates Ryu, leading to a clash between the Satsui no Hado and the Mu no Ken. Akuma wins but chooses not to kill him. He instead questions whether any fighter can truly challenge him. Ryu, smiling from the ground, tells him that their fists will continue to speak across their opposing paths. Akuma departs, leaving their next encounter to fate.

Akuma also appears in Kage’s story, set before Akuma’s encounter with Necalli following the events of A Shadow Falls. After Kage confronts Sagat, he targets Akuma next, intending to prove that Ryu is powerless without him. Akuma sees Kage only as an empty shadow of Ryu. When Kage jeers that Ryu restrained him out of belief in heavenly law, Akuma, beaten but unshaken, mocks him in return for understanding nothing beyond brute strength. Akuma finishes the fight by striking him with a Houten Seikengeki, causing Kage to vanish, and briefly wonders if this shadow is the direction Ryu has chosen.

Street Fighter III: 2nd Impact
Akuma does not formally join the fourth World Warrior tournament, remaining hidden as he observes events unfold. Sean approaches him by mistake, believing he is Ryu, but Akuma defeats him without difficulty. He later uses the Shun Goku Satsu on Gill, the tournament’s sponsor, and leaves unaware that Gill has revived himself. Akuma eventually confronts Ryu and demands that he fight with complete strength, though Ryu rejects the idea of relying on destructive intent. In this title, Akuma appears as a secret boss; if he uses the Raging Demon on the opponent the player is facing, he challenges the player afterward. Defeating him triggers a second battle, as the environment darkens and Akuma rises again, tapping into his full power.

During this period, Akuma continues to escalate his training and develops several new abilities. Some techniques are described as capable of generating massive waves, splitting Uluru (Ayers Rock) apart, or killing an opponent with a single blow. One technique he creates himself, the Kongou Kokuretsuzan, involves focusing his energy into one hand and striking the ground to release a spiraling burst of power. This move is credited with destroying his former training site, the Onigami Isle Gokuentou, and is said to be powerful enough to make the earth collapse beneath him.

Street Fighter III: 3rd Strike
Akuma continues refining his already formidable abilities and eventually encounters Oro. The two engage in a brief, unresolved clash, recognizing the overwhelming energy each possesses while testing one another’s strength. Although they acknowledge the other’s skill, both show a degree of disdain on a personal level.

It is also shown that Akuma can now withstand extreme underwater pressure for long durations. His Tenshou Kaireki Jin has grown so destructive that he is able to obliterate the enormous submerged remains of a modern passenger liner.

Street Fighter 6 Akuma: The Sound of Chiseling
A combat demon who has fully embraced the Satsui no Hado in his pursuit of becoming the ultimate master of martial arts.

Deep within Enma's Hollow, Akuma is shown meditating while carving a wooden idol. The narrator reflects on how Akuma’s essence has been shaped by each battle, much like each stroke of the chisel gradually forms the idol. He then recalls a recent “fight to the death” with Ryu.

In a flashback, Ryu visits Akuma in Enma's Hollow. Akuma brings up their previous battle, questioning whether Ryu is still dwelling on it. Ryu quietly smiles, which angers Akuma, interpreting it as dismissive of his desire for a lethal confrontation. Ryu counters, explaining that he gave his entire being to the fight and sensed that Akuma, too, had found the clash enjoyable, implying a shared bond despite their differing paths. Akuma perceives this as mockery and challenges Ryu once more.

Returning to the present, Akuma resumes his carving and reflects on the past fight. By the story’s conclusion, the wooden idol bears a smile, hinting that Ryu’s words may have resonated with him after all.

Street Fighter 6 World Tour

True strength comes from surpassing your limits!
~ Akuma, upon completing his training and achieving mastery

Master of the Fist. Relentless Force. Incarnation of a Fighting God. (拳を極めし者、無容赦粉砕、鬼神権化 Ken o kiwameshi-mono. Muyo-sha funsai. Kishin gonge.)

Akuma can be found in Enma's Hollow, where he is first seen honing his fists by smashing a falling ceiling rock and decapitating a giant ogre statue with a Goshoryuken. The fallen statue almost crushes the player Avatar upon their arrival. Noticing the Avatar, Akuma vanishes into the fog, leaving the player initially intimidated by his immense presence.

To train under Akuma, the Avatar must first overcome their fears by sparring with Ryu and Luke, who reveal their weaknesses. After several encounters with Akuma, he ends a decisive battle with a powerful Metsu Shoryuken, defeating the Avatar, who laughs even in the face of defeat. Recognizing a similarity to Ryu, Akuma strikes the ground and accepts the Avatar as his pupil.

Appearance

General Description: Akuma is a muscular man with tanned skin and crimson eyes. He typically wears a dark-colored gi with the sleeves removed, commonly in shades of blue, black, or gray, though this varies by series or artwork. He is often barefoot, but some appearances show him wearing brown sandals. Around his neck, he wears large prayer beads, sometimes featuring a black kanji on the center bead.

Facial Features: He has red hair usually tied in a topknot, sharp pointed teeth, and in some depictions, eyebrows. In later appearances, his hair may appear white or gray, with longer styles resembling a lion’s mane.

Clothing/Outfit: Akuma wears a gi or, in certain designs, gray karate pants paired with a dark yellow loincloth and sashes. Over his hands, he either wears brown training gauntlets or wraps them with rope. His black belt or a length of rope is tied at his waist, depending on the version. Some alternate costumes include tattered pants or gi, a pelt in place of the gi top, or modified hand coverings.

Special Features: Kanji symbols such as 天 (ten) or 神人 (shin) are featured on his clothing in certain attacks. His prayer beads are a consistent accessory in nearly all appearances. Hair color and style vary between appearances, ranging from red to gray to white, and from short topknots to long, flowing mane-like styles.

Alternate Forms/Disguises: Akuma’s alternate costumes across games include variations of his gi, pants, hand coverings, and sashes. Some designs show him shirtless with sashes and prayer beads, while others depict tattered or patched clothing and changes in hair length and color.

Personality

  • Temperament: Akuma is cold, serious, and highly focused on martial arts. He rarely shows emotion and maintains composure in most situations.
  • Motivations: His primary goal is to hone his fighting skills by challenging and defeating strong opponents.
  • Combat Philosophy: Akuma engages only with fighters he deems worthy and avoids attacking defenseless or unprepared opponents without cause. He occasionally tests himself against strong rivals to assess their abilities.
  • Discipline and Training: He lives a minimalist lifestyle, subsisting off the land and dedicating nearly all of his time to training and improving his martial arts.
  • Morality: Akuma follows a personal code of honor. He is not inherently evil and does not kill defenseless or unworthy opponents in cold blood. He fights to improve his skills and defeat powerful foes, sometimes using lethal force only against those he considers dishonorable. He has killed in combat, such as his teacher and believed he did so with Gouken, but does so in accordance with his principles. Akuma rarely uses his full strength unless testing a worthy opponent and maintains standards of fairness in most fights. He can show acts of kindness, such as giving fruit to a child, and considers truly evil individuals, like M. Bison, more abhorrent than himself.
  • Social Interaction: He rarely interacts with society and maintains isolation, focusing on training and survival.
  • Relationships: He has a complex relationship with his older brother Gouken and shows respect toward certain individuals, such as Ryu and Oro.
  • Personal Traits: Akuma also practices skills outside of combat, such as woodcraft and sewing his own clothing.
  • Philosophy: He accepts the dangers of the Satsui no Hado and pursues strength even at personal risk, valuing strength, skill, and challenge above all else.

Goals

  • Find a worthy opponent that will kill him (Ongoing).

General Information

Name: Akuma

Nicknames: Shin Akuma

Origin: Street Fighter 2

Overall Series: Street Fighter

Greater Franchise: Capcom

First Appearance: Street Fighter Alpha: Warrior Dreams (chronologically), Street Fighter 2 (Release order)

Company: Capcom

Creator: Takashi Nishiyama, Hiroshi Matsumoto

Actor

  • Japanese Voice Actor: Tomomichi Nishimura (Street Fighter Alpha: Warriors Dream, Street Fighter Alpha 2, Super Puzzle Fighter II Turbo, X-Men VS Street Fighter, Street Fighter EX, Marvel Super Heroes VS Street Fighter, Pocket Fighter, Street Fighter III: Second Impact, Street Fighter Alpha 3, Street Fighter III: Third Strike, Marvel vs. Capcom 2: New Age of Heroes, Capcom vs. SNK: Millennium Fight, Street Fighter Alpha: The Movie, Capcom vs. SNK 2: Mark of the Millennium, SNK vs. Capcom: SVC Chaos, Capcom Fighting Evolution, Namco X Capcom), Taketora (Street Fighter IV: The Ties That Bind, Street Fighter IV, Super Street Fighter IV, Marvel vs Capcom 3: Fate of Two Worlds, Ultimate Marvel vs. Capcom 3, Asura's Wrath, Street Fighter X Tekken, Ultra Street Fighter IV, Street Fighter V, Tekken 7, Teppen, Street Fighter 6)
  • English Voice Actor: David Kaye (Street Fighter 1995 TV Show), Dale Wilson (Street Fighter 1995 TV Show), Keith Burgess (Street Fighter Alpha: The Movie, Street Fighter Alpha Generations), Daisuke Gori (Street FIghter Alpha Generations), Dave Mallow (Street Fighter IV: The Ties That Bound, Street Fighter IV, Super Street Fighter IV, Marvel vs. Capcom 3: Fate of Two Worlds Ultimate Marvel vs. Capcom 3, Street Fighter X Tekken, Ultra Street Fighter IV), Richard Epcar (Street Fighter V, Teppen), Christopher Guerrero (Street Fighter VI)

Gender: Male

Sexuality: Asexual

Pronouns: He/Him

Handedness: Ambidextrous

Age: Unknown

Blood Type: Unknown[1]

3 Sizes: B118/W84/H86[2]

Birthday: Unknown[3]

Birth Place: Japan[4]

Time Period

Timeline: Main Timeline

Homeworld: Earth

Residence: N/A (Akuma travels the world, though he originates from Japan)

Story Role: Antagonist, Playable Fighter, Fighter

Legacy: Global Legacy (Akuma is one of the several legendary fighters that are known across the world that the player becomes a disciple of in Street Fighter VI[8])

Influence: Event Influence

Language: Japanese

Ethnicity: Japanese[9]

Religion: Buddhism

Classification: Demonic Martial Artist, Alpha Warriors, The World Warriors[10], Legendary Fighter[11]

Species: Human

State of Being: Regular

Physiology: Humanoid Physiology

In-Universe Creator: Unknown

Occupation: N/A

Combat Style: Ansatsuken (Akuma's collection of moves are known as the "Assassin's Fist"[12])

Affiliations: Elena, Goutetsu

Enemies: Gouken, Ryu, Ken, Adon, Gen, M. Bison, Oro, Gill, Necalli, Luke Sullivan

Height: 5'10

Weight: 198 lbs

Status: Alive

Alignment: True Neutral (Akuma only cares for the battle to the deat and finding a warrior that will surpass and kill him)

Threat Level: Street Threat (If Akuma finds a warrior worth fighting to the death he will repeatedly face them until they have granted him a truly satisfying battle)

Potential

Archetypal Tiering: Power House/Unstoppable Force

Codex Statistics

Key: Street Fighter Alpha-Street Fighter 2 | Street Fighter 4-Street Fighter 5 | Street Fighter 3-Street Fighter 6

Key Information

  • Street Fighter Alpha-Street Fighter 2: This key covers all events of Akuma prior to Street Fighter IV.
  • Street Fighter 4-Street Fighter 5: This key covers all events of Akuma prior to Street Fighter III.
  • Street Fighter 3-Street Fighter 6: This key covers all events of Akuma from Street Fighter III to Street Fighter VI.

Grade: S | S | S

Tier: At least 9-B while Holding Back. 7-B going all out, Far Higher as Shin Akuma | At least 9-A while Holding Back. 7-B going all out, Far Higher as Shin Akuma | At least 9-A while Holding Back. 7-B going all out, Far Higher as Shin Akuma

Cardinality: Finite

Dimensionality: 3-D

Power Source: Ki (All Fighters utilize "Ki" as their primary energy source[17]. The training of "Chi" involves 3 layers and 9 steps, solidifying their trained energy into chi, realizing divinity through their trained chi, and restoring health to a void through their trained divinity, in the art of battle, fighters must cultivate and store their "chi" using the nine kou's rear gate point, in other words, a fighter is focusing all of their determination into one point of their body[18])

Attack Potency: At least Wall level (Buster) while Holding Back (Akuma doesn't fight seriously against an opponent unless he believes it to be a truly powerful warrior[19], showcased that he will only enter Shin Akuma when he finds a worthy opponent[20]. superior to Street Fighter 1 Ryu, who broke multiple stone tiles[21], and broke three cinderblocks with one attack[22]. Should be comparable to Adon[23], who broke a chunk off a statue's head[24]. Should be comparable to characters like Birdie, who bent a large piece of metal[25]. The Street Fighter cast can break[26] apart cars overtime with various hits[27]. They can also destroy metal barrels[28]. Along with destroy stone walls overtime[29]. Superior to Sagat, who broke a large rock in half[30]. Can destroy barrels in a single hit[31], superior to Zangief, who overpowered a large bear[32]). City level (Potency) ( Could destroy Gotenkou island overtime, which is of this size[33]. No matter the time period of Akuma, Oni bares no threat to him[34] as his fist can destroy even the gods[35], in Oni Akuma's ending, with a punch he caused an entire volcanic eruption[36], with it having similairites to a VEI4 volcanic eruption, which is around where volcanoes release 24 megatons of thermal energy. Despite being all the way in Alpha Series to 2, he should not be far off from his strength in III: 2nd Impact), Far Higher as Shin Akuma (Akuma takes this form when he faces a worthy opponent and needs to employ his full power, being far above his regular strength, even the one he used to destroy Gotenkou island. Should be able to replicate a feat he did in Capcom Fighting Evolution, where he completely destroyed a meteorite[37]. Shown in the Street Fighter X Tekken series that he views Oni Akuma as nothing more then a shadow raging against that which casts it and defeats him[38]) | At least Room level (Potency) while Holding Back (Superior to Chun-Li, who can[39] fight against[40], Juri Han, who can blow up the inside of a building[41] and cause a jet plane to explode[42]. Can destroy barrels in a single hit[43]). City level (Potency) going all out (Akuma through flaring up his power, destroyed a forest[44]. Reached a state where he became power that surpassed heaven itself[45]), Far Higher as Shin Akuma | At least Room level (Potency) while Holding Back (Legendary Fighter's masters actions make their student able to destroy objects they couldn't prior such as wooden boxes and barrels[46]). City level (Potency) going all out (Used his ultimate technique, the "Kongou-kokuretsuzan" in order to split ayers rock[47] which resulted in this levels of energy. Unleashing his attack caused the entire cave he was in to start collapsing[48]), Far Higher as Shin Akuma

Durability: City level, Far Higher as Shin Akuma | City level, Far Higher as Shin Akuma | City level, Far Higher as Shin Akuma

Striking Strength: At least Wall Class (Buster) while Holding Back. City Class (Potency), Far Higher as Shin Akuma | At least Room Class (Potency) while Holding Back. City Class (Potency) going all out, Far Higher as Shin Akuma | At least Room Class (Potency) while Holding Back. City Class (Potency) going all out, Far Higher as Shin Akuma

Lifting Strength: Class 50 (Superior to Hugo, who can lift a semi-truck[49]) | Class 50 | At least Class 100 (Punched a collapsing gigantic cave statue upwards[50]. Superior to Ryu, who is able to lift giant boulders during his training[51])

Travel Speed: At least Superhuman (All fighters create afterimages when using their super combos[52]. Faster than Dan, who can outrun a wall of flames[53]. Comparable to Sagat, who was able to get down from a large statue and appear behind the man watching him, before the man even noticed[54]), Far Higher as Shin Akuma | At least Superhuman, Far Higher as Shin Akuma | At least Superhuman, Far Higher as Shin Akuma

Attack Speed: Transonic, Far Higher as Shin Akuma | Transonic, Far Higher as Shin Akuma | Transonic, Far Higher as Shin Akuma

Reaction Speed: Transonic (The Street Fighter cast can react to a sonic boom attack from Guile[55], even during the Alpha series[56]), Far Higher as Shin Akuma | Transonic, Far Higher as Shin Akuma | Transonic, Far Higher as Shin Akuma

Stamina: Superhuman (Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments and earn the title of Grand Master[57]. Can go through intense battles and long periods of training. Akuma's life is that of a vagabond, he journeys through the mountains and lay in the fields, with the moon being his companion and the grass his nightly refuge[58], with each day of his journey he only consumes what he needs, in order to sustain himself he lives off the land whether it be wild beasts, roots, fruits, etcetera[59]. Akuma trains with a single strike a thousand, ten thousand times until he can no longer stand[60])

Range: Standard Melee, Tens of Meters with Projectiles (Can spread shockwaves through the ground with his physical blows[61]. Through mere punches he can cause an entire area to have vibrations[62]. Shoots out a powerful fireball attack that reaches this far[63]), Tens of Kilometers with shockwaves (Could destroy Gotenkou island overtime, which is of this size[64]. Should be able to replicate a feat he did in Capcom Fighting Evolution, where he completely destroyed a meteorite of this size[65]) & Aura (His aura can reach this far into the sky[66])

Intelligence: Genius Intelligence (Akuma is able to use the raging demon, which is noted to be a technique that could kill the person who executed it[67])

Knowledge:


Grandmaster level (Akuma has felled hundreds of opponents[70], with every moment and every fight accumulating over time into his very being[71]. Has entered many tournaments in search of strong opponents and felt no satisifaction from them[72], where both the strong and arrogant proved to be nothing before his fists[73]. Hasn't been[74], satisfied by a fight from Ryu[75], until Street Fighter VI[76]. Even after the Custom Fighter has cultivated a number of techniques during their travels and trained under multiple masters, Akuma is still dissatisfied, stating either they are using a poor imitation of styles or their masters were fools[77]. Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments and earn the title of Grand Master[78]. Fighters are able to fight against Rose whose visions show her from where a fighter will attack before they even move[79])


Tabber Information: This tabber is based off a character that is essentially a what-if scenario in the Street Fighter series, and has not actually appeared in canon.

Grade: S

Tier: 7-B

Cardinality: Finite

Dimensionality: 3-D

Power Source: Ki (All Fighters utilize "Ki" as their primary energy source[81]. The training of "Chi" involves 3 layers and 9 steps, solidifying their trained energy into chi, realizing divinity through their trained chi, and restoring health to a void through their trained divinity, in the art of battle, fighters must cultivate and store their "chi" using the nine kou's rear gate point, in other words, a fighter is focusing all of their determination into one point of their body[82])

Attack Potency: City level (Potency) (In his ending, with a punch he caused an entire volcanic eruption[83], with it having similairites to a VEI4 volcanic eruption, which is around where volcanoes release 24 megatons of thermal energy)

Durability: City level

Striking Strength: City Class (Potency)

Lifting Strength: At least Class 100 (Superior to his base self, who punched a collapsing gigantic cave statue upwards[84]. Superior to Ryu, who is able to lift giant boulders during his training[85])

Travel Speed: At least Superhuman (All fighters create afterimages when using their super combos[86]. Faster than Dan, who can outrun a wall of flames[87]. Comparable to Sagat, who was able to get down from a large statue and appear behind the man watching him, before the man even noticed[88])

Attack Speed: Transonic

Reaction Speed: Transonic (The Street Fighter cast can react to a sonic boom attack from Guile[89], even during the Alpha series[90])

Stamina: Superhuman (Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments and earn the title of Grand Master[91]. Can go through intense battles and long periods of training. Akuma's life is that of a vagabond, he journeys through the mountains and lay in the fields, with the moon being his companion and the grass his nightly refuge[92], with each day of his journey he only consumes what he needs, in order to sustain himself he lives off the land whether it be wild beasts, roots, fruits, etcetera[93]. Akuma trains with a single strike a thousand, ten thousand times until he can no longer stand[94])

Range: Standard Melee, Tens of Meters with Projectiles (Can spread shockwaves through the ground with his physical blows[95]. Through mere punches he can cause an entire area to have vibrations[96]. Shoots out a powerful fireball attack that reaches this far[97]), Tens of Kilometers with shockwaves (Could destroy Gotenkou island overtime, which is of this size[98]. Should be able to replicate a feat he did in Capcom Fighting Evolution, where he completely destroyed a meteorite of this size[99]) & Aura (His aura can reach this far into the sky[100])

Intelligence: Genius Intelligence (Akuma is able to use the raging demon, which is noted to be a technique that could kill the person who executed it[101])

Knowledge: Grandmaster level (Akuma has felled hundreds of opponents[102], with every moment and every fight accumulating over time into his very being[103]. Has entered many tournaments in search of strong opponents and felt no satisifaction from them[104], where both the strong and arrogant proved to be nothing before his fists[105]. Hasn't been[106], satisfied by a fight from Ryu[107], until Street Fighter VI[108]. Even after the Custom Fighter has cultivated a number of techniques during their travels and trained under multiple masters, Akuma is still dissatisfied, stating either they are using a poor imitation of styles or their masters were fools[109]. Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments and earn the title of Grand Master[110]. Fighters are able to fight against Rose whose visions show her from where a fighter will attack before they even move[111])


Powers and Techniques









Equipment

Onigiri

Akuma will sometimes eat an Onigiri while idling, restoring some of his stmaina and transforming him into Shin Akuma[272].


Notable Techniques

Super Combo Level Gauge

Each time a fighter executes normal moves and special moves, their Super Combo Gauge will build up. Their level will increase when the gauge reaches certain points, and then they will be able to perform Super Combos and Alpha Counter moves.

When performing Super Combos, the amount of damage inflicted by a successful combo can be controlled depending on the buttons pressed. With the Super Combo Level Gauge at full power (Level 3) fighters can perform the Super Combo, using 1, 2 or 3 attack buttons simultaneously to increase or decrease the number of hits inflicted. The more buttons fighters press simultaneously, the more damage will be inflicted but more power will be consumed from the fighter's gauge.

Alpha Counter

←↙↓ + any Punch button

When fighters block their opponent's attack, press the Directional Buttons, ←↙↓, in a smooth motion, then press a punch or kick button (depending on the character). This performs an Alpha Counter attack, which is a quick counter move against their vulnerable opponent. Alpha Counters consume 1 level on the Super Combo gauge.

Block/Air Block

Press Directional Button away from opponent. Fighters can even block in mid-air.

Grab/Throw

Press Directional Button toward opponent, then press either Medium or Hard Punch or Kick button. Some characters may be able to execute a grab or throw move automatically.

Recovery/Escape

Fighters can recover from dizziness more quickly by pressing back and forth on the control pad and by pressing the attack buttons rapidly. Fighters can escape grab moves in this manner as well.

Defensive Fall

Through using the above throw command to reduce damage from throws where the character safely falls to the ground.

Avoid Being Floored

When a fighter is hit by a knock-down move (Dragon Punch, Leg Throw, etc.), press the Directional Buttons, ←↙↓, in a smooth motion, then press any punch button. The character will roll forward and avoid being floored by the opponent's move.

Taunt

Fighters can taunt their opponent through pressing the SELECT button.

Avoid Being Floored

Fighters can avoid falling down from certain attacks, such as a Dragon Punch. By pressing the above command buttons, the fighter will roll forward and avoid being floored by their opponent's move.

Block/Air Block

When the opponent is attacking, press ← on the Control Pad instead of fighting back to avoid taking damage. Blocking also works while the fighter is in the air.

Alpha Counter

When the fighter blocks their opponent's attack, press the above command. This will perform an Alpha Counter attack, which is a quick counter move against the vulnerable opponent. Alpha Counters consume one level on the Super Combo Gauge.

Defensive Fall

When the fighter is being thrown, if they try to throw back at the right time, the amount of damage they receive will be reduced and they will fall safely to the ground.

Throwing/Gripping

Move toward the opponents and press either a Medium or Strong Punch or Kick button. Depending on the character, they may be able to execute a throw or grab move automatically.

Taunting

To do some serious trash talking, press SELECT.

Recovering/Breaking Free

If the opponent attacks the fighter continuously, the fighter may temporarily pass out. The recover quickly, press the Control Pad or any button rapidly. If the fighter does the same inputs while grabbed, they can break free from a grapple.

Super Combo

The Super Combo Level Gauge builds up as they perform moves. When it reaches a certain length, its level increases allowing the fighter to perform Super Combos, Alpha Counters, and Custom Combos.

  • X-Ism: The fighter can perform a Super Combo only when the Super Combo Level Gauge is full. Super Combos use the entire gauge.
  • A-Ism: Fighters have three levels of Super Combos, corresponding to the three levels of punches/kicks (light, medium, and heavy). The Punch or Kick button pressed determines the power of the Super Combo, and uses a similar amount of the gauge. The higher the gauge level when the fighter starts, the more powerful their Super Combo will be.

Custom Combo

Custom Combos are available with V-Ism characters only.

When a V-Ism character's Super Combo Level Gauge builds up to 50% or more, they can perform a Custom Combo by pressing Punch and Kick buttons of the same strength simultaneously.

  • During a Custom Combo, shadow images follow the fighter and attack in the same way.
  • Fighters can continue on a Custom Combo until the Super Combo Level Gauge runs out.
  • Fighters cannot block during a Custom Combo.
  • If the fighter takes damage, the Custom Combo ends.

Alpha Counter

When blocking an attack, press → or ← (toward opponent) + Punch and Kick buttons of the same strength

This counterattack moves uses 1 Super Combo level and shortens the Guard Power Gauge.

Block

  • Standing Block: Press → or ← away from opponent
  • Air Block: Press → or ← away from opponents (A and V Isms only)
  • Croucing Block: Press ↙ or ↘ away from opponent.

Block an opponent's attack by pressing a Directional Button away from it. Use a standing air or crouching block according to the attack. (Air blocks are not available with X Ism).

Defensive Fall

When knocked up in the air, press 2 Punch buttons simultaneously (not avilable with X Ism).

Use a defense fall to avoid an opponent's additional attacks.

Defensive Roll

When knocked up in the air, press 2 Kick buttons simultaneously (not avilable with X Ism).

Throw, Escape

→ or ← + 2 Punch or Kick buttons simultaneously.

This move works as a throw when the fighter is attacking, or an escape when an opponent grabs the fighter.

Damage Reduction

Press the Directional buttons, Punch or Kick buttons rapidly.

This counter move reduces the damage when the fighter is under attack or blocking.

Guard Crash

The Guard Power Gauge shortens while blocking, or if the fighter is hit with a Guard Crush. If the fighter refrains from blocking, the gauge will gradually recover. If the gauge drains out, they won't be able to block until they recover power.

Punch

There are three basic punches:

Light Punch (JAB)

Press the Y button. The jab is very quick, but does little damage.

Medium Punch (STRONG)

Press the X button. The strong punch does a fair amount of damage.

Hard Punch (FIERCE)

Press the L button. The fierce punch does a large amount of damage, but is slow.

Kick

There are three basic kicks:

Light Kick (SHORT)

Press the B button. The short kick is very quick, but does very little damage.

Medium Kick (FORWARD)

Press the A button. The forward kick is strong and is fairly quick.

Hard Kick (ROUNDHOUSE)

Press the R button. This roundhouse kick is powerful, but very slow.

Close Attacks

Close Attacks are special techniques which can only be used when two fighters are right next to each other. These techniques fall into two basic categories: THROWS and HOLDS.

Throws

Throws allow fighters to grab an opponent and toss them across the room. Some fighters can even do thorws in mid-air.

  • Example: It is possible for Ryu to grab Ken and throw him over his shoulder. To do the Shoulder Throw, Ryu must push forward against Ken and then he must push the Hard Punch (Fierce) button.

Holds

Holds allow fighters to grab an opponent and then hit or bite them again and again.

  • Example: It is possible for Blanka to bite Guile on the head. To do the Head Bite, Blanka must push forward against Guile and then he must push the Hard Punch (Fierce) button.

Special Moves

Each character has developed his or her own special moves for use in combat.

Regular Moves

Press a Punch (P) or Kick (K) button.

Special Moves

Combo moves made up of a D-Button/Joystick command and a Punch or Kick button press.

Block

  • Upper block: ←
  • Lower block: ↙

Fighters can perform either a standing or crouching block. Use a right block to ward off an opponent's attack.

High Jump

↓↑ Jump higher than a regular jump.

Dash

→→ or ←←

Parrying

  • Standing parry: → (toward opponent)
  • Crouching blocking parry: ↓

Press toward opponent for an upper attack or ↓ for a lower attack the moment the opponent's attack hits. If successful, the fighter moves first and takes the advantage.

Quick Standing

↓ The moment an opponent knocks or throws a fighter up into the air, this technique allows them to recover.

Dizzy Recovery

All buttons Recovery from dizziness more quickly by rapidly pressing the Directional Buttons, punch buttons and kick buttons in any random order.

Throw & Grapple

LP + LK simultaneously When close to an opponent, press the Light Punch + Light Kick buttons simultaneously to throw the opponent. Some characters have grab moves instead of throws. Also, input the command the moment the opponent grabs the fighter to escape from the opponent's throw move.

Leap Attack

MP + MK simultaneously Jump lower than a regular jump and attack. Effective against an opponenet who is doing a crouching block.

Personal Action

HP + HK simultaneously Each character has an individual Personal Action with a unique effect.

Super Art

Directional Button/Joystick + Punch or Kick Button A Super Art move is a super powerful special move. As the fighter attacks, their Super Art Gauge gradually fills up. When the gauge is full, the fighter can perform a Super Art move. Each fighter has three Super Arts.

EX Special Move

2P or 2K buttons

When the Super Arts Gauge is blinking light blue, press two P or K buttons while inputting a Special Move command to perform a more powerful version of the Special Move. An EX Special Move requires a certain amount of Super Art Gauge.

Normal Moves

Press the punch or kick buttons to perform normal moves. The actual attack performed depends on the position of the fighter and the button pressed.

Special Moves

Inputting a specific combination of directional and attack buttons allows the fighter to perform a special move. Even if the opponent blocks a special move, they will still take a small amount of damage. Inputting the command for a special move during certain normal moves allows the fighter to cut short, or "cancel", the normal move and quickly go straight into performing the special move. Using cancelling skillfully is one way to create damaging combinations.

Block

Pushing the directional button away from the opponent allows the fighter to block their attacks. They can block high (Standing) and low (crouching) attacks. High and low blocks can block specific attacks, but not every attack. The fighter will need to carefully and quickly swap between them to block all incoming attacks.

Dash

Press the forward directional button twice to perform a forward dash, or the backward directional button twice to perform a backward dash. Dashing allows the fighter to quickly close the distance between them and their opponent, or to fall back and reassess the situation.

Stun Recovery

If the fighter keeps getting pummeled, they will eventually become stunned. While stunned, they cannot do anything. Their only hope is to press the directional buttons and other buttons as fast as they can to recover from the stun faster.

Throws and Throw Escapes

When standing close to the opponent, pressing the light punch button and light kick buttons simultaneously allows the fighter to throw their opponent. Theyh can change the direction they throw the opponent by pressing the left or right directional buttons. They can prevent themself from being thrown by pressing light punch and light kick together when their opponent begins to throw them. This is called "throw escape".

Some characters can also perform a throw when jumping (aerial throw), or special move throws (command throws). Throw escapes cannot be performed against aerial or command throws.

Recovery

When the opponent's attacks have knocked their character to the ground, they can press the down directional button twice or any two attack buttons simultaneously the instant that they hit the dirt to perform a quick recovery. A successful recovery will reduce the amount of time spent prone on the ground and make it easier to respond to the next incoming attack.

Some attacks, such as throws, do not allow a recovery to be performed after them.

Personal Action

While standing, the fighter can press the heavy punch and heavy kick buttons together to make sure they perform a personal action and taunt their opponent. This action in and of itself has no special properties.

Focus Attack

Performing

Press and hold the Medium Punch and Medium Kick buttons together to charge up a Focus Attack. To perform a full strength Focus Attack, hold the buttons until the attack is unleashed automatically. If the fighter releases the button while charging, the Focus Attack will come out sooner, but weaker.

Hyper Armor

The fighter can absorb up to one enemy attack in the time between pressing the Medium Punch / Medium Kick buttons and the Focus Attack being peformed. They can then go on to counter by performing the attack.

Absorb an opponent's attack and, rather than take direct damage, a section of the fighter's vitality gauge will change color, and will regenerate over time. This damage will recover as time passes, but if they are hit again before it finishes recovering, the remaining section will vanish and can no longer be recovered.

Levels

There are three levels of charging for a Focus Attack. The levels depend on how long the fighter holds the Medium Punch and Medium Kick. The fighter will flash white each time the Focus Attack level increases.

Levels
Attack Level Main Benefits of Focus Attack performed
Level 1
  • Only does regular damage
  • Crumples opponent if a counter hit
Level 2
  • Crumples opponent if hits, allowing easier follow up
Level 3 (Keep holding until performed)
  • Becomes unblockable
  • Has Armor Break properties
  • Crumples opponent if hits, allowing easier to follow up.

When an opponent crumples, they are rendered totally defenseless as they fall to the floor. Follow up with extra attacks or throw to take advantage of a crumpled opponent and do further damage.

The fighter cannot move or jump during a Focus Attack, but they can perform either a forward or backward dash to cancel the Focus Attack quickly.

Super Combo

Hitting the opponent or performing special moves will increase the Super Combo Gauge. The gauge is divided into four segments and, when completely full, a special command can be inpute to perform an all-powerful Super Combo. Doing so will use up all of the Super Combo Gauge.

Super Cancel

Input the Super Combo command while performing a normal move or special move and the fighter can cancel and move directly into the Super Combo. This is called a "Super Cancel". Using Super Cancels strategically allows the fighter to chain a normal move into a special move, and then into a Super Combo for massive amounts of damage.

EX Special Moves

The fighter can also perform an EX special move by pressing two or more of the required buttons (punch or kick) when inputting a special move command. This will consume one segment of the Super Combo Gauge. EX special moves are further powered up versions of the normal special moves.

EX Focus

When performing certain regular or special moves it is possible to press Medium Punch and Medium Kick together and cancel into a Focus Attack. This is called "EX Focus." (It will consume two segments of the Super Combo Gauge.) EX Focus has the same properties as a regular Focus Attack, aside from having no Hyper Armor effect.

The EX Focus can also be used when the fighter's special moves are blocked to protect themself from the opponent's counterattack.

Ultra Combo

The Revenge Gauge fills up as the opponent damages the fighter. Once it is over 50% full, the fighter can input a character-specific command to perform an "Ultra Combo," a devastating special move.

Performing an Ultra Combo will consume the entire Revenge Gauge. The higher the gauge is charged upon performing the attack, the more damage the ultra combo will do.

Normal Attacks

Press the punch or kick buttons to perform a normal attack. The precise attack varires depending on the fighter's position and the button pressed.

Special Moves

Pressing the directional and attack buttons in specific combinations will perform special moves. Special moves will take off a small amount of damage even when blocked. By performing a special move during certain normal attacks, the fighter can cancel the normal attack and move swiftly into doing a special move.

EX Special moves

These are special moves that are more powerful or have a stronger effect than normal. Fighters can perform an EX Special Move by pressing a punch or kick button (depending on the move) at the same time as the fighter inputs a special move command. This will use one stock of the fighter's Critical Gauge.

Guarding

Fighters can block an opponent's attack by pressing the directional button away from them. There are two types of guard: standing and crouching. Each can be used to block different types of attacks, so they'll need to know which type of guard is best for each situation.

V-Skill

Pressing the medium punch and medium kick buttons simultaneously will trigger a special action with a unique effect specific to that fighter.

V-Trigger

When a fighters V-Gauge is at MAX, press the hard punch and hard kick buttons simultaneously to trigger a special action specific to that character, consuming the entire V-Gauge. With effects like temporary power ups and teleportation, the V-Trigger can turn the tide of battle and give a fighter the upper hand.

V-Reversal

When guarding, press all kick or punch buttons at the same time while simultaneously pressing the directional button towards the opponent to consume one V-Gauge stock and perform a counter-move.

  • Whether the fighter need to press punch or kick button depends on the fighter.

V-Shift

Press Hard Punch and Medium Kick at the same time to spend 1 stock of V-Gauge and perform a backward evasive action.

V-Shift Break

If a fighter successfully parries their opponent's attack with a V-Shift, they will trigger slow motion. While in this state, press Hard Punch and Medium Kick together to perform a fighter-specific counterattack called a V-Shift Break.

Throws and Throw Escapes

When standing close to the opponent, the fighter can perform a throw by pressing the light punch and light kick buttons simultaneously. If their opponent tries to throw them, they can execute a throw escape by pressing the light punch and light kick buttons together at just the right moment.

Recovery

When an opponent knocks the fighter down with an attack, they can perform a quick recovery by either pressing a directional button, or pressing two or more punch or two or more kick buttons simultaneously at just the right moment.

Movement[273]

Walking

Pressing left and right on the control pad/left control stick will let the fighter move in that direction. The fighter can move forwards or backwards with no difficulty, not losing balance even while moving backwards while fighting against an opponent.

Dashing

Through double tapping the left control stick in the same direction, the fighter will perform a dash. Dashing lets the fighter cover more ground than regular advancing or retreating.

Jumping

Through inputting the control pad/left joystick upwards, the fighter will perform a jump. The fighter can either jump straight up or to either side. Jump are utilized for moving while avoiding opponent attacks, though jumping around too much will make the fighter look predictable.

Normal Attacks[274]

Normal Attacks are performed through the fighter using the punch or kick inputs, allowing them to perform attacks of different strengths depending on the input done. There are weak versions of normal attacks known as light attacks, while weak they come out quick. There are medium attacks which are well balanced and easy to use. There are heavy attacks that leave the fighter open to counter attacks, but to make up for it they deal good damage.

Through inputting the control pad/left joystick downwards, the fighter will crouch, if attacking in this state the fighter will perform a crouch attack.


Through inputting the jumping action, the fighter can also attack while jumping, performing jumping attacks.

Blocking[275]

There are two kinds of blocks: Standing Blocks and Crouching Blocks.

  • Standing Block: Press the left joy stick in the opposite direction of the opponent while standing to perform a standing block. Standing blocks can guard against any attacks that aren't aimed at the fighters feet.
  • Crouching Block: For attacks standing blocks can't defend against, crouching blocks are instead viable. While facing right, input diagonally down and left with the control pad/left joy stick to block. Crouching Blocks can't defend against Overhead or Jumping Attacks, but they can deal with a lot of other attacks.

Throws[276]

When a fighter cannot break through an opponent's block, they can use throws to deal damage instead. At close range press the light attack inputs at the same time for a normal throw. Throws are a great option for close-ranged offense.

Throw Escape

If the fighter is about to get thrown, they can answer back with a throw escape, by pressing the light attack inputs at the same time.

Special Moves[277]

Through a fighter doing their correct inputs, they will be able to fire off their special move. Different special moves work better in different situations for a fighter.

Super Arts[278]

Super Arts depend on the Super Art gauge. The Super Art gauge can be filled up to 3 levels, if a fighter has at least one level in the bar, they can perform a Super Art.

The Level 3 Super Art is every fighter's trump card. The Super Art gauge fills up whenever the fighter's attack hits or if they're attacked.

The Drive Gauge[279]

All fighter's have a Drive Gauge which indicates a fighter's concentration and energy level. Utilizing this gauge lets a fighter perform unique actions.

Drive Impact

The fighter presses the right two shoulder buttons at the same time to perform a powerful attack. Drive Impacts can absorb two attacks from the opponent, but there are some exceptions. When in trouble, a fighter's Drive Impact can break through any attack. Drive Impacts have a unique characteristic: They can break a cornered opponent's block.

Drive Parry

This is performed by holding down the medium attack inputs at the same time, for a powerful defensive tool.

Drive Parries are effective against both standing and crouching attacks, and a successfull Drive Parry will replenish the drive gauge.

While Drive Parries are powerful, they can't defend against throws.

Perfect Parry

A Perfect Parry is the result of performing a Drive Parry the moment an opponent's attacks hits them. This is an invaluable tool for their counterattack game.


Unique Attacks

Zugaihasatsu ("Cranium Crush Killer")

Akuma strikes downward with an open-palm chop aimed at the opponent’s head, delivering a quick and decisive blow.

Tenmakujinkyaku ("Sky Demon Air Blade Leg")

Akuma leaps upward and descends at an angle, driving his foot into the opponent with a powerful diving kick.

Kikokurenzan

Akuma opens with a high roundhouse kick, then rotates his body and completes the sequence with a spinning heel kick.

Kongoken

Akuma throws a heavy punch, and once it connects, he pivots forward and slams his opposite fist down onto the opponent to finish the combo.

Sekiseiken

Akuma springs into the air and comes down with a forceful chopping strike aimed at the ground.

Tenha

Akuma thrusts an upward palm strike that hits almost directly above him, catching airborne or jumping opponents.

Throws

Goshoha

Akuma seizes the opponent and drives a palm strike into their midsection, sending them crashing onto their back.

Syuretto

Akuma pulls the opponent in close and delivers a sharp chop to their back.

Shuretzuzan

Akuma takes hold of the opponent, shifts behind them, and lands a kick to their face.

Special Attacks

Gohadoken

Akuma releases a Hadoken empowered by the Satsui no Hado.

Zanku Hadoken

Akuma fires a single-handed Hadoken while airborne.

Sekia Goshoha

Akuma unleashes a Hadoken wreathed in flames.

Goshoryuken

A more forceful variant of the Shoryuken, striking with greater impact than the standard version.

Tatsumaki Zankukyaku

Akuma performs a strengthened spinning kick that hits multiple times.

Ashura Senku

Akuma lowers his stance, glows red, raises a knee, and phases across the ground in a sliding movement. He becomes untouchable while moving.

Hyakkishu

Akuma vaults forward into the air. This leap can transition into several different follow-ups, with the default being Hyakki Gozan, a sliding kick designed to sweep the opponent off their feet.

Hyakki Gosho

A Hyakkishu finisher where Akuma drives a flying palm strike toward the opponent’s head.

Hyakki Gojin

A Hyakkishu finisher in which Akuma adjusts his trajectory and drops downward with a steep, forceful kick.

Hyakki Gosai

A Hyakkishu finisher where Akuma grabs the opponent by the shoulders and flips them overhead.

Hyakki Goho

A Hyakkishu finisher where Akuma fires a Zanku Hadoken immediately after the forward flip.

Hyakki Gorasen

A Hyakkishu finisher where Akuma executes a midair Tatsumaki Zankukyaku.

Kimonkai

Akuma strikes with a Goshoryuken. If the first hit connects, he interrupts the uppercut with a downward punch that produces a shockwave, damaging the opponent as it erupts.

Focus Attack

A heavy, armor-enhanced blow that allows Akuma to absorb an incoming hit and, if successful, causes the opponent to collapse in a crumple state.

Super Attacks

Messatsu Gohado

Akuma releases a greatly intensified version of the Gohadoken.

Messatsu Goshoryu

Akuma unleashes a sequence of two or three enhanced Goshoryukens, each hitting with far more force than usual.

Messatsu Gorasen

Akuma performs a stronger Tatsumaki Zankukyaku that rises straight upward, finishing with a sharp spinning kick at the peak of the ascent.

Kongou Kokuretsuzan

Akuma raises his hand, gathers tremendous energy, and smashes his fist into the ground. The impact produces a lightning-like eruption that expands into a rising shockwave, blasting upward like a geyser of concentrated power.

Demon Armageddon

Akuma turns his back to the opponent, then launches a high roundhouse kick that sends them skyward. He pursues with a powerful Tatsumaki Zankukyaku that surrounds him in a whirlwind, causing a large red "heaven" (天) kanji to manifest behind the impact. Akuma tears through the symbol during the assault, crashing the opponent back to the ground.

Sekia Kuretsuha

Akuma focuses a massive surge of ki into his palm and drives it into the floor, unleashing an explosive pillar of blazing energy that erupts beneath the opponent.

Shun Goku Satsu (Raging Demon)

Akuma glides forward and seizes the opponent. The screen cuts to black as a barrage of teleporting strikes ravages their body, each blow aimed at vital points. As the assault accelerates, the screen fades fully again, emphasizing the brutality of the technique. According to lore, this move is tied to karmic retribution, delivering a supernatural punishment in which the victim’s past evils condemn them to a devastating end. The punches are shown to be targeting vital weak spots located throughout the body, solidifying that the technique utterly destroys the opponent's body.

V-Techniques

Gosenkyaku

After defending against an attack, Akuma leaps upward and counters with a spinning kick aimed at the opponent.

Rakan

Akuma adopts a guarded stance capable of parrying a single strike. From this stance, he can transition into Rakan Gosho, a forceful palm thrust, or Rakan Gokyaku, an upward kick delivered immediately after the parry.

Kiai

Akuma strikes the ground and sets his stance as red energy erupts from his body. This aura nullifies projectiles, restores his meter, and can blast a nearby opponent into the air. He can sustain this powered state for an extended duration and launch a strengthened version of the Sekia Goshoha while it is active.

Dohatsu Shoten

Akuma surrounds himself in intense ki, channeling his fury to amplify his techniques. His Gohadokens gain greater power and improved reach, and he can fire additional Zanku Hadokens. A successful Goshoryuken during this state allows him to continue the attack by slamming the opponent back down with extra force.

Shiretsu Hasshi

Akuma augments his special moves, granting him the ability to transition from one special technique into a more powerful follow-up version.

Others

Kongou-Kokuretsuzan

A powerful strike Akuma regards as his ultimate technique. When used atop Ayers Rock, the impact sent shockwaves across the area and split the entire formation in half.

Mudo Tensho

A defensive technique Akuma used to resist Necalli’s attempt to absorb him. Instead of being pulled in, Akuma’s energy repelled the attack and shredded Necalli’s body, seemingly destroying him.

Houten Seikengeki

A straight, focused punch Akuma used to force Kage out. This strike appears capable of expelling or disrupting incorporeal or spiritual entities.

Gou Hadoken

↓↘→ + P (also usable in air)

Gou Shoryuken

→↓↘ + P

Tatsumaki Zankukyaku

↓↙← + K (also usable in air)

Hyakkishu

↓↘→↗ + P then (in air) P or K [A][V]

Ashura Senku

→↓↘ + PPP or KKK
←↓↙ + PPP or KKK

Shungokusatsu

LP, LP, →, LK, HP [X][A]

Messatsi Gou Hado

→↘↓↙←→↘↓↙← + P [A]

Tenma Gou Zanku

↓↘→↓↘ + P (in air) [A]

Messatsu Gou Shoryu

↓↘→↓↘ + P [A]

Gou Hadoken

↓↘→ + P (Usable in air)

Shakunetsu Hadoken

→↘↓↙← + P

Gou Shoryuken

→↓↘ + P

Tatsumaki Zankukyaku

↓↙← + K (Usable in air)

Ashura Senku

→↓↘ or ←↓↙ + PP or KK

Hyakkishu

→↓↘ + K then P or K or LP + LK (Near opponent)

Messatsu Gou Hado

↓↘→↓↘→ + P (Usable in air)

Messatsu Gou Shoryu

↓↘→↓↘→ + P

Messatsu Gou Rasen

↓↘→↓↘→ + K (Usable in air)

Shungokusatsu

When Super Art Gauge is at max. LP LP → LK HP

KongouKokuretsuzan

When Super Art Gauge is at max.

↓↓↓ + PPP


Other

Standard Tactics: Akuma will lead with Ashura Senku and the Raging Demon to instantly kill his opponent. Otherwise, he will fight with hand to hand combat, either incinerating them with Sekia Goshoha or Sekia Kuretsuha, create shockwaves with Kongou Kokuretsuzan, or causing them to crumble with his focus attack while nullifying his opponents' attacks with Rakan. He will use techniques such as Gohadoken Kongou and Tatsumaki Zankukyaku as long ranged options. If he considers his opponent worthy of fighting him at his true power, Akuma will transform into Shin Akuma.

Weaknesses

Note

Explanations

The following is an explanation of the abbrevations used for tehcniques in Street Fighter, an example can be found here[286]

Abbreviations
Abbreviation Full word
P Punch
K Kick
LP Light Punch
LK Light Kick
HP Heavy Punch
HK Heavy Kick
EX EX Special version of the move is available

The following messages will appear on screen when certain conditions are fufilled, an example can be found here[287] and here[288]

Bonus Messages
Term Explanation
Technical Displayed after performing a successful quick standing recovery or throw escape.
Reversal Displayed after performing a special move, Super Combo or Ultra Combo in specific situations described below. Perform a reversal with a beat down attack and it will take on Armor Break properties, nullfying Hyper Armor.
  • In the instant the fighter can move again after recovering from taking damage, blocking or being stunned.
  • In the instant after performing a recovery org etting up from being knocked over.
  • In the instant the fighter lands after being sent flying backward but not actually knocked to the ground.
Counter A coutner hit occurs when the fighter interrupts an opponent's attack with one of their own. The opponent will take longer to recover fromt he damage caused by a Counter Hit, making it possible to perform combinations that are otherwise impossible.
FIRST ATTACK Displays when the first hit of the round lands.
COUNTER HIT Displays when an attack lands as a counter.
THROW ESCAPE Displays when a throw is escaped.
REVERSAL Displays when someone attacks after recovering from taking damage.

Profiles

Street Fighter Alpha 2

Profiles
Akuma

He believed his ancestors to be fools for sealing the Raging Demon. So what if the technique could kill the person who executed it? Akuma will do everything he can to win. By releasing the Raging Demon, he sealed his evil destiny and destroyed his own master.

Original Translation on left. Street Fighter Alpha 2

Street Fighter III 3rd Strike

The Master of the Fist

"The Master of the Fist", Akuma... As ominous as he appears, what guides him is complete dedication to the art of fighting. On his back he carries countless dead people¹, and he wanders on the edge between the underworld and life in search for the next mighty warrior to challenge. "This fist of mine... none can defeat!" The demon trembles in his sorrow for yet another night.

In the previous game, Akuma claimed the top tier spot, along with Ibuki and Yun. Of course in 3rd strike his overwhelming abilities were tweaked, but not in the sense that they were weakened. This time the Hyakkishu from the Zero series was added in, and he became a more aggressive character. As always he has the weaknesses of low endurance and being easy to stun, but his potential in combat is extremely high[289]. Special Moves

  • Gou Hadoken ↓↘→ + P (Usable in air)
  • Shakunetsu Hadoken →↘↓↙← + p
  • Gou Shoryuken →↓↘ + P
  • Tatsumaki Zankukyaku ↓↙← + K (Usable in air)
  • Ashura Senku →↓↘ or ←↓↙ + PP or KK
  • Hyakkishu →↓↘ + K then P or K or LP + LK (Near Opponent)

Super Arts (Choose One)

  • I Messatsu Gou Hado ↓↘→↓↘→ + P (Usable in air)
  • II Messatsu Gou Shoryu ↓↘→↓↘→ + P
  • III Messatsu Gou Raasen ↓↘→↓↘→ + K (Usable in air)
  • Shungokusatsu* LP LP → LK HP
  • Kongoukokuretsuzan* ↓↓↓ + PPP

*When super art gauge is at max

豪用

拳を極めし者 「拳を極めし者」 ・・・・・・豪鬼。 凶凶しくも純 粋な「闘い」への執念。その背に幾万もの 亡者を背負い、次の強者を求め黄泉と うつしよ 現世の狭間をさまよう。 「我が拳・・・・・・誰ぞ 破らん!」 今宵もまた、哀しく鬼が戦慄く 3rd STRIKE STREET FIGHTER I 前作でいぶき、ユンの二人ととも に最強の名を欲しいままにした豪 鬼。 当然 『3rd 』 ではその「行き過 ぎた性能」に調整が入ったが、 これ は弱体化を意味するものではない。 今回は 『ZERO』シリーズでおなじ みの百鬼襲が加わり、 より攻撃的 なキャラとなっている。 相変わら ず耐久値が低く、スタンしやすい といった短所はあるが、 実戦時の 潜在能力は非常に高い。

Street Fighter III: Third Strike

Trivia

  • Akuma notes how in the past he captured wild animals and collected fruit in exchange for coin[290].
  • In the gameboy version of Street Fighter Alpha 3, if Evil Ryu loses to Shin Akuma, there is a gameboy exclusive ending where Akuma notes to him that he fought well but no one is any match for his power[291].
  • Akuma's English name is derived from the Japanese word Akuma(悪魔), which means "devil."
  • In Street Fighter Alpha: Generations and the live-action series Street Fighter: Assassin's Fist, it is suggested that Akuma may be Ryu's biological father.
  • He is usually the only Ansatsuken practitioner (excluding Sakura) to wear footwear, though in Street Fighter 6, his design omits sandals while Ryu and Ken now wear shoes.
  • Akuma makes numerous cameo appearances in the anime Street Fighter. Multiple of them being listed here.
  • In the Street Fighter IV games, he is the only character with an Ultra Combo that does not require all three kicks or punches.
  • Street Fighter and the Alpha series are the only titles where he can appear in Arcade mode without being a Boss or secret Boss.
  • Akuma and Fei Long are the only Street Fighter II characters absent from the live-action Street Fighter movie, though Akuma appears in the video game adaptation, portrayed by Ernie Reyes Sr..
  • Asura's Wrath character Augus shares a similar combat philosophy with Akuma, fighting purely for challenge and never holding back.
  • In Street Fighter Alpha: The Animation, Akuma is visually depicted as gigantic, though officially he is only slightly taller than Ryu.
  • Some artworks from Street Fighter: Alpha show Akuma helping a lost child or offering fruit, suggesting he maintains a sense of moral standards.
  • His second alternate costume color 10 resembles Shin Akuma from Capcom vs. SNK 2.
  • An April Fool's joke once suggested Akuma would appear in Resident Evil 2 as a playable character, with challenging requirements similar to the 1992 Sheng Long hoax.
  • Akuma’s main battle theme is reminiscent of Biddu Orchestra's "Dance of Shiva" (1985).
  • In Street Fighter Origins: Akuma, his father is named Gyūki ("Ox Oni"), and it is implied he may have killed Ryu's family while avenging his own.
  • In the original Super Street Fighter II Turbo, Akuma had four win quotes, more than any other character, and his theme plays during his introduction in Arcade mode, sometimes blending with M. Bison’s theme in Hyper Street Fighter II.
  • Many of Akuma’s endings introduce new techniques before they appear in gameplay:
    • Street Fighter III: 2nd Impact ending features Kongou Kokuretsuzan, usable in 3rd Strike.
    • 3rd Strike ending shows "Tenshou Kaireki Jin", later appearing in Super Street Fighter IV as Demon Armageddon.
    • Super Street Fighter IV ending has Sekia Kuretsuha, later used as his Critical Art in Street Fighter V.
    • He uses Mudo Tensho and Houten Seikengeki in story sequences but they have yet to appear as playable moves.
    • Capcom Fighting Evolution shows him using Daisekien to destroy an asteroid, and SNK vs. Capcom: SVC Chaos has Shin Akuma use Tenha Tousaizan to split the ocean.
  • Richard Epcar voices Akuma in Street Fighter V, having previously voiced E. Honda in Street Fighter II: The Animated Movie. He replaces Dave Mallow, making Akuma the only returning character in V not to retain their IV English voice. Akuma has different English voice actors across Street Fighter IV, V, and 6, with Christopher Guerrero replacing Epcar.
  • His Street Fighter V design is said to resemble a lion, leading fans to jokingly call him "Lion King Akuma" or "Akuma Matata" in reference to Disney’s 1994 film. His mane also draws comparisons to Ganondorf, Ganon, |Nosferatu Zodd, and Demise.
  • Akuma shares visual and thematic similarities with Yujiro Hanma from Baki the Grappler, including red hair, black attire, tanned skin, immense strength, and a demonic persona, though Akuma is less sadistic and arrogant.
  • In the CPS II Street Fighter II games, Akuma may be the "Ancient One" referenced in M. Bison’s ending, despite being younger than Gouken.
  • One of his Street Fighter V concept arts resembled Necalli but was not used to avoid confusion.
  • Leaked Street Fighter 6 art shows Akuma with red hair streaked with white, and a reddish-brown pelt, later used as Color 2.
  • Akuma (as Gouki) was planned for the PS2 MMA game Pride GP 2003 but was removed late in development[292].
  • He is one of two DLC characters in Street Fighter 6 without an Avatar in the World Tour teaser.
  • Akuma is one of six characters in Street Fighter 6 who interact with their opponent in their victory screen, lifting and dropping their opponent’s head before walking away, along with Marisa, JP, Juri Han, A.K.I., and Sagat.

Codex Statistics Questions

Q: Shouldn't characters comparable to Akuma be around Tier 6 (6-C) for him sinking an island in one punch[293]?

A: Akuma's punch causes the island to start collapsing[294], and specifically causes an explosion of this size in comparisson to the island[295], there is also no direct timeframe for how long this took, making it hard to factor. On top of this, the size of the island is not that large. Playing Devil's Advocate and assuming this was to be Tier 6, this would not be consistent, as Akuma using his ultimate technique, the "Kongou-kokuretsuzan" only split Ayers Rock in half[296]. Which it should be noted as Akuma is training constantly and getting stronger, the Island feat was all the way back in Alpha 2, which is before most of the games, while III: 2nd Impact is pretty late into the timeline.

Q: Shouldn't the cast be comparable to Chun-Li's kikosho, which caused this massive crater[297], which was calculated to be 8-B?

A: While the scene is cut weirdly, a couple of things to note is for one, the consistency of kikosho. In Chun-Li's opening in Street Fighter IV, her kikosho pushes back a speeding car but does no serious damage to it[298]. Another thing is that the crater is inconsistently sized between scenes. Finally, Chun-Li is weaker then Juri where while amped had powers that can blow up the inside of a building[299] and cause a jet plane to explode[300], greatly injuring Guile, who she's comparable too in the process. Thus it does not make sense for 8-B when far lower feats affect them, and the calculation itself has issues.

Q: Shouldn't the cast be comparable to E. Honda, who destroyed a meteor[301]?

A: In the feat, it's directly noted that the two wrestlers (Hakan and E. Honda) worked together, with E. Honda being thrown at high speeds into the meteor and being greatly damaged from said feat, having bandages all over his body. Thus the feat is not usable for scaling to anyone other then throwing speed.

Q: Shouldn't the cast be comparable to Haggar, who causes an explosion seen from space[302]?

A: Haggar's attack is modeled weird as it's heavily likely for partly comedic effect, asides from this, despite said explosions, the actual stage is largely unaffected by this attack, which furthers that this is just an over the top comedic effect attack rather then being a literal explosions from Earth.

Q: Shouldn't M. Bison be comparable to Akuma and by proxy any characters comparable to M. Bison are comparable to Akuma?

A: When Akuma first appears in Street Fighter II, he easily one-shots M. Bison[303], his ending in Alpha 3 has him easily kill M. Bison[304]. The only two cases of M. Bison looking stronger is in his arcade mode he has Akuma as a rival fight[305], and ends up winning[306], and him calling the Raging Demon a pitifully weak move[307]. However there are issues with both of these, the first one being this is simply a non-canon arcade mode from M. Bison, any other showing of M. Bison and Akuma shows Akuma as the superior one (Examples include Street Fighter V M. Bison getting one-shot by Ryu while Akuma easily beat Ryu in Street Fighter 5, THe Alpha 3 Akuma Ending and Street Fighter II Secret Akuma Boss Fight), on top of this M. Bison wants the satsui no hado's power, which is weaker then Akuma's during the events of Alpha 3. For Adon's part, Bison is merely attempting to convince him to take Psycho Power so that he can control him, this is doubly clear as any time M. Bison has been depicted on screen being hit by the Raging Demon he instantly dies. Also as a last point, for the rival fight, Feel the Cool played against M. Bison[308], while Groan only plays when he's fighting Gen or Evil Ryu[309], thus meaning Akuma even in M. Bison's arcade mode wasn't taking the fight seriously.

Q: Shouldn't Evil Ryu and thus the Statsui no Hado have 7-B due to it powering M. Bison's laser to destroy Bangkok?

A: This is not a solely Evil Ryu power, every fighter in the game has this, including Dan Hibiki[310]. This also is a machine that saps all of their energy, where a persons total body energy is not comparable to the energy they produce regularly.

Q: Shouldn't all Street Fighter 6 charcters get 7-B for fighting SiRN Akuma?

A: While some statements[311] suggest it to be equal[312] in power to[313] Akuma, several[314] characters[315] note[316] that[317] it isn't[318], as strong[319] as the[320] real Akuma[321]. The real Akuma even considers SiRN Akuma a mockery[322]. C. Viper notes the simulation is only passable as a simulation[323].

Q: Isn't Menat's statement of fighters always fighting against their destiny[324] usable?

A: Menat still can't see the future well[325], having a hard time seeing fighter's futures like F.A.N.G.[326], and can't properly see into the future[327]. This is more due to her being a rookie then the fighters resistances.

Battle Records


  • Random Fighter - Fight[334]
    • Conditions: None
    • Location: Randomized
  • Random Fighter - Fight[335]
    • Conditions: None
    • Location: Randomized

Make A Scrap Heap - Challenge[336]

    • Conditions: None
    • Location: The Macho Ring, USA
  • Random Fighter - Fight[337]
    • Conditions: None
    • Location: Randomized
  • Random Fighter - Fight[338]
    • Conditions: None
    • Location: Randomized


  • Gen - Fight[342]
    • Conditions: None.
    • Location: China
    • Note: Gen was planning to hit Akuma with an off-guard attack but Akuma quickly teleproted away, likely anticipating with Gen was trying to do.

References

  1. Ultra Street Fighter IV
  2. Ultra Street Fighter IV
  3. Ultra Street Fighter IV
  4. Ultra Street Fighter IV
  5. Street Fighter Memorial Archives Beyond the World
  6. Final Fight Arcade Intro
  7. Street Fighter Memorial Archives Beyond the World
  8. Street Fighter VI Online Manual
  9. Ultra Street Fighter IV
  10. Street Fighter II Game Manual Page 14
  11. Street Fighter VI Online Manual
  12. Street Fighter 6 World Tour Akuma Dialogue
  13. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  14. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
  15. Street Fighter Alpha 3 Game Manual Page 8
  16. Street Fighter VI Trainng Tutorial
  17. Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
  18. Sakura Ganbaru!, Volume 1, Chapter 1
  19. Street Fighter Alpha 2 Ryu vs Akuma Ending
  20. Street Fighter III: 2nd Impact Shin Akuma Boss
  21. Street Fighter 1987
  22. Street Fighter 1987
  23. Street Fighter Alpha 2 Ryu Arcade Mode Playthrough
  24. Street Fighter Alpha 2 Adon Arcade Mode Playthrough
  25. Street Fighter Alpha 2 Birdie Arace Mode Playthrough
  26. Street Fighter II: The World Warrior Car Minigame
  27. Street Fighter IV: Arcade Edition Car Minigame
  28. Street Fighter II
  29. Street Fighter II Turbo 16-Bit
  30. Ultra Street Fighter II: The Final Challengers Sagat Arcade Ending
  31. Street Fighter II
  32. Ultra Street Fighter II: The Final Challengers Zangief Arcade Ending
  33. Street Fighter Alpha 2
  34. Ultra Street Fighter 4 Akuma Arcade Akuma vs. Oni
  35. Ultra Street Fighter 4 Akuma Arcade Akuma vs. Oni Akuma Winquote
  36. Ultra Street Fighter 4 Oni Akuma Arcade Ending
  37. Capcom Fighting Evolution Shin Akuma Arcade Ending
  38. Street Fighter X Tekken Akuma Story Mode
  39. Ultra Street Fighter IV - Chun-Li vs. Juri (Rival Fight)
  40. Super Street Fighter IV - Juri VS Chun Li Cinematic
  41. Super Street Fighter 4 Juri OVA
  42. Super Street Fighter 4 Juri OVA
  43. Street Fighter IV: Arcade Edition
  44. Ultra Street Fighter IV Akuma Ending
  45. Street Fighter V Akuma Story
  46. Street Fighter VI Online Manual
  47. Street Fighter III: 2nd Impact - Giant Attack - Akuma Ending
  48. Street Fighter 6 World Tour Meet Akuma
  49. Ultra Street Fighter IV Hugo Cutscenes
  50. Street Fighter 6 World Tour Meet Akuma
  51. Street Fighter III 3rd Strike Oro Ending
  52. Street Fighter Alpha Super Combos
  53. Street Fighter IV Dan Ending
  54. Street Fighter Alpha 3 - Sagat Story
  55. Street Fighter 2: Champion Edition
  56. Street Fighter Alpha 3 Guile's Sonic Boom
  57. Street Fighter 2: Turbo Game Manual Page 10
  58. Street Fighter 6 World Tour Akuma Dialogue
  59. Street Fighter 6 World Tour Akuma Dialogue
  60. Street Fighter 6 World Tour Akuma Dialogue
  61. Street Fighter III: 3rd Strike Akuma Move List
  62. Street Fighter 6 World Tour Meeting Akuma
  63. Street Fighter V Akuma Move List
  64. Street Fighter Alpha 2
  65. Capcom Fighting Evolution Shin Akuma Arcade Ending
  66. Ultra Street Fighter IV Ryu Ending
  67. Street Fighter Alpha 2 Game Manual Page 20
  68. Street Fighter 6 World Tour Akuma Dialogue
  69. Street Fighter 6 World Tour Akuma Dialogue
  70. Street Fighter 6 Akuma Arcade Mode
  71. Street Fighter 6 Akuma Arcade Mode
  72. Street Fighter 6 Akuma Arcade Mode
  73. Street Fighter 6 Akuma Arcade Mode
  74. Street Fighter Alpha 2
  75. Street Fighter V Akuma Story
  76. Street Fighter VI Akuma Cutscenes
  77. Street Fighter 6 World Tour Akuma Dialogue
  78. Street Fighter 2: Turbo Game Manual Page 10
  79. Ultra Street Fighter 4 Rose Arcade Mode Rose vs. Dhalsim Rose Win Quote
  80. Street Fighter 6 World Tour Akuma Dialogue
  81. Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
  82. Sakura Ganbaru!, Volume 1, Chapter 1
  83. Ultra Street Fighter 4 Oni Akuma Arcade Ending
  84. Street Fighter 6 World Tour Meet Akuma
  85. Street Fighter III 3rd Strike Oro Ending
  86. Street Fighter Alpha Super Combos
  87. Street Fighter IV Dan Ending
  88. Street Fighter Alpha 3 - Sagat Story
  89. Street Fighter 2: Champion Edition
  90. Street Fighter Alpha 3 Guile's Sonic Boom
  91. Street Fighter 2: Turbo Game Manual Page 10
  92. Street Fighter 6 World Tour Akuma Dialogue
  93. Street Fighter 6 World Tour Akuma Dialogue
  94. Street Fighter 6 World Tour Akuma Dialogue
  95. Street Fighter III: 3rd Strike Akuma Move List
  96. Street Fighter 6 World Tour Meeting Akuma
  97. Street Fighter V Akuma Move List
  98. Street Fighter Alpha 2
  99. Capcom Fighting Evolution Shin Akuma Arcade Ending
  100. Ultra Street Fighter IV Ryu Ending
  101. Street Fighter Alpha 2 Game Manual Page 20
  102. Street Fighter 6 Akuma Arcade Mode
  103. Street Fighter 6 Akuma Arcade Mode
  104. Street Fighter 6 Akuma Arcade Mode
  105. Street Fighter 6 Akuma Arcade Mode
  106. Street Fighter Alpha 2
  107. Street Fighter V Akuma Story
  108. Street Fighter VI Akuma Cutscenes
  109. Street Fighter 6 World Tour Akuma Dialogue
  110. Street Fighter 2: Turbo Game Manual Page 10
  111. Ultra Street Fighter 4 Rose Arcade Mode Rose vs. Dhalsim Rose Win Quote
  112. Street Fighter 1 Fighter Defeated Cutscene
  113. Street Fighter 1 Ending
  114. Street Fighter 1 Minigame
  115. Street Fighter 1 Minigame
  116. Street Fighter VI Karate Minigame
  117. Street Fighter VI Karate Minigame
  118. Street Fighter VI Karate Minigame
  119. Street Fighter VI Scrap Heap Minigame
  120. Street Fighter VI Scrap Heap 2 Minigame
  121. Street Fighter 6 All Jump Animations
  122. Street Fighter III 3rd Strike Game Manual Page 14
  123. Street Fighter 2: Turbo Game Manual Page 10
  124. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  125. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
  126. Street Fighter Alpha 3 Game Manual Page 8
  127. Street Fighter VI Training Tutorial
  128. Street Fighter III: Second Impact Ryu vs Necro Ryu Winquote
  129. Street Figher V Perfect Parry
  130. Street Fighter 6 Perfect Parry
  131. Street Fighter V Stun Animation
  132. Street Fighter Series
  133. Street Fighter III 3rd Impact Game Manual Page 15
  134. Street Fighter VI Ball Block Blitz
  135. Street Fighter Alpha Game Manual page 4
  136. Street Fighter III 3rd Impact Game Manual Page 14
  137. Street Fighter IV Game Manual Page 12
  138. Street Fighter 6 Perfect Parry
  139. Street Fighter Alpha Game Manual page 4
  140. Street Fighter III 3rd Strike Game Manual Page 15
  141. Street Fighter III Official Evo Moment #37, Daigo vs Justin Evo 2004 in HD
  142. Street Fighter VI Training Tutorial
  143. Street Fighter Alpha Game Manual page 7
  144. Street Fighter Alpha 3 Game Manual Page 12
  145. Street Fighter Alpha 3 Game Manual Page 12
  146. Street Fighter VI Training Tutorial
  147. Street Fighter VI Training Tutorial
  148. Street Fighter V F.A.N.G. Gameplay
  149. Street Fighter V F.A.N.G. Gameplay
  150. Street Fighter 6 World Tour Kimberly Cutscenes
  151. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  152. Street Fighter 6 World Tour Akuma Mastery
  153. Street Fighter IV Game Manual Page 12
  154. Street Fighter Alpha Super Combos
  155. Ultra Street Fighter IV Rose vs Abel Rose Winquote
  156. Ultra Street Fighter IV Rose vs Cammy Rose Winquote
  157. Street Fighter IV Game Manual Page 16
  158. Street Fighter 6 World Tour Lily Hawk Cutscenes
  159. Street Fighter 6 World Tour Lily Hawk Cutscenes
  160. Street Fighter VI Training Tutorial
  161. Street Fighter V Movie: A Shadow Falls
  162. Street Fighter Alpha 3 Game Over/Bad Ending
  163. Street Fighter V Karin Story
  164. Street Fighter V Karin Story
  165. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  166. Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
  167. Super Street Fighter IV - Juri OVA
  168. Super Street Fighter IV - Juri OVA
  169. Super Street Fighter IV - Juri OVA
  170. Super Street Fighter IV - Juri OVA
  171. Street Fighter IV Game Manual Page 15
  172. Street Fighter IV Game Manual Page 16
  173. Ultra Street Fighter IV Ryu Move List
  174. Street Fighter IV Game Manual Page 15
  175. Ultra Street Fighter IV Ryu Move List
  176. Street Fighter IV Game Manual Pages 15-16
  177. Street Fighter IV Game Manual Page 16
  178. Street Fighter IV Game Manual Page 16
  179. Sakura Ganbaru!, Volume 1, Chapter 1
  180. Street Fighter V Official Online Manual
  181. Street Fighters V: Champion Edition Rose vs Menat Rose's Win Quote
  182. Ultra Street Fighter IV Rose vs Guile Rose Winquote
  183. Ultra Street Fighter IV Rose vs Seth Rose Winquote
  184. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  185. Street Fighter V Menat Story Ending
  186. Winter Street, U.S.A. | Street Fighter III: New Generation
  187. Graffiti Alley, U.S.A. | Street Fighter III: New Generation
  188. Frosty Boulevard | Street Fighter V
  189. Holly Jolly Beatdown | Street Fighter V
  190. Secret Society Headquarters, Mediterranean Sea | Street Fighter III: New Generation
  191. Volcanic Rim | Street Fighter IV
  192. Street Fighter III: 2nd Impact Akuma Move List
  193. Street Fighter V Kolin's Crtical Art
  194. Street Fighter Blanka Electricity
  195. Ultra Street Fighter IV C. Viper vs Dan
  196. Street Fighter V: A Shadow Falls
  197. Street Fighter V: A Shadow Falls
  198. Street Fighter V: A Shadow Falls
  199. Street Fighter V Movie: A Shadow Falls
  200. Street Fighter V Movie: A Shadow Falls
  201. Street Fighter V F.A.N.G. Gameplay
  202. Street Fighter V F.A.N.G. Gameplay
  203. Street Fighter V F.A.N.G. vs. Laura F.A.N.G. Winquote
  204. Street Fighter V Necalli Story Mode
  205. Street Fighter Shadloo Base: The Character Guides Character Guide 115: Necalli
  206. Street Fighter VI Akuma Moveset
  207. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  208. Ultra Street Fighter IV Rose vs Guile Rose Winquote
  209. Ultra Street Fighter IV Rose vs Seth Rose Winquote
  210. Street Fighter V Menat Story Ending
  211. Street Fighter 6 World Tour Akuma Dialogue
  212. Street Fighter 6 World Tour Akuma Dialogue
  213. Street Fighter 6 World Tour Akuma Dialogue
  214. Street Fighter III: 2nd Impact Akuma Move List
  215. Street Figther 6 World Tour Meet Akuma
  216. Street Figther 6 World Tour Akuma Dialogue
  217. Ultra Street Fighter IV Akuma Ending
  218. Street Fighter 6 Akuma Moveset
  219. Street Fighter V Kage Story Mode
  220. Street Figher IV Akuma Ending
  221. Street Fighter V Akuma Story
  222. Street Fighter Alpha 2 Akuma Ending
  223. Street Fighter IV Demon Armageddon
  224. Street Fighter V Akuma Move List
  225. Street Fighter V Akuma Move List
  226. Street Fighter V Kage Story Mode Kage vs Akuma
  227. Asura's Wrath "Lost Episode 2"
  228. Street Fighter Alpha 2 Akuma Ending
  229. Street Fighter 6 World Tour Akuma Introduction
  230. Street Fighter Alpha 2 Akuma Profile
  231. Street Fighter V Akuma Move List
  232. Street Fighter V Akuma Move List
  233. Street Fighter 6 World Tour Meet Akuma
  234. Ultra Street Fighter IV Evil Ryu Winquote
  235. Marvel vs. Capcom Infinite Ending
  236. Marvel vs. Capcom Infinite Ending
  237. Street Fighter Alpha 2 Akuma
  238. Street Fighter III: 2nd Impact Akuma Move List
  239. Street Fighter IV: The Ties That Bind
  240. Street Fighter 6 Website Akuma Move List Ashura Senku
  241. Street Fighter 6 Character Guide | Akuma
  242. Musings on a Still Night (Part 2) "Even if he and his guest, so tragically deceived by the Satsui no Hado, must kill each other in the same instant.
    The decision sharpened his awareness, marshalling all his senses.
    In the stifling presence of certain death, Oro drew closer to Dhalsim with only one thing on his mind.
    Even the tiniest move would mean the difference between life and death.
    Dhalsim's nerves tingled with agonizing dread.
    His consciousness transcended flesh.
    He was one with the world.
    Utter silence.
    The wind had died.
    Only the thick smell of Jasmine remained.
    A trickle of sweat rolled down Dhalsim's cheek.
    Time.
    Sto--
    --pped.
    The old hermit released his fist with a casual chuckle. The dark Hado that had drawn such ultimate malice to Dhalsim's doorstep vanished without a trace.
    "That was the Satsui no Hado. Well, an imitation."
    Dhalsim gasped in relief, and wiped the sweat from his brow.
    "Old man, please don't surprise me like that again."
  243. Street Fighter III: 3rd Strike Akuma Move List
  244. Street Fighter 6 World Tour Meeting Akuma
  245. Street Fighter 6 World Tour Akuma Fight
  246. Street Fighter 6 World Tour Akuma Fight
  247. Street Fighter V Akuma Move List
  248. Street Fighter V Akuma Move List
  249. Street Fighter III: 2nd Impact Akuma Move List
  250. Street Fighter Alpha 3 Akuma Ending
  251. Street Fighter Alpha 3 Akuma Ending
  252. Street Fighter Alpha 3 Akuma Ending
  253. Mega Man x Street Fighter Akuma Boss
  254. Street Fighter 6 Akuma Raging Demon
  255. Street Fighter Alpha 3 Dhalsim vs Akuma Dhalsim Winquote Japanese
  256. Ultra Street Fighter IV Rose vs. Akuma Rose Winquote
  257. Ultimate Marvel vs. Capcom 3 Akuma vs Sentinel
  258. Street Fighetr V Akuma Story Mode
  259. Street Fighter V - Necalli Story Mode
  260. Street Fighetr V Akuma Story Mode
  261. Ultra Street Fighter IV Rose vs Oni Akuma Rose Winquote
  262. Street Fighter V Kage Story Mode Kage vs Akuma
  263. Street Fighter Alpha 2 Akuma Profile
  264. Street Fighter Alpha 2 Game Manual Page 20
  265. Ultimate Marvel vs. Capcom 3 Akuma vs Amatarasu Quotes
  266. Ultimate Marvel vs. Capcom 3 Amaterasu Profile
  267. Ultra Street Fighter 4 Oni Gameplay
  268. Ultra Street Fighter 4 Oni Gameplay
  269. Ultra Street Fighter 4 Oni Gameplay
  270. Ultra Street Fighter 4 Oni Gameplay
  271. Ultra Street Fighter 4 Oni Akuma Arcade Ending
  272. Street Fighter 6 How to Activate Shin Akuma
  273. Street Fighter VI Training Tutorial
  274. Street Fighter VI Training Tutorial
  275. Street Fighter VI Training Tutorial
  276. Street Fighter VI Training Tutorial
  277. Street Fighter VI Training Tutorial
  278. Street Fighter VI Training Tutorial
  279. Street Fighter VI Training Tutorial
  280. Street Fighter Alpha Game Manual page 4
  281. Street Fighter IV Game Manual Page 15
  282. Street Fighter IV Game Manual Page 16
  283. Street Fighter 6 Online Manual
  284. Street Fighter V Kage Story Mode
  285. Street Fighter V Kage Story Mode
  286. Street Fighter III Third Strike Game Manual Page 18
  287. Street Fighter IV Game Manual Page 12
  288. Street Fighter VI Online Manual
  289. [1]
  290. Street Fighter 6 World Tour Akuma Dialogue
  291. Street Fighter Alpha 3 Evil Ryu Arcade Gameboy Exclusive Lose Ending
  292. Pride GP 2003 - The Cutting Room Floor
  293. Street Fighter Alpha 2 Ryu Arcade Ending
  294. Street Fighter Alpha 2 Ryu Arcade Ending
  295. Street Fighter Alpha 2 Ryu Arcade Ending
  296. Street Fighter III: 2nd Impact - Giant Attack - Akuma Ending
  297. Street Fighter IV Aftermath
  298. Street Fighter 4 - Intro: Chun Li
  299. Super Street Fighter 4 Juri OVA
  300. Super Street Fighter 4 Juri OVA
  301. Street Fighter V - E. Honda Arcade Mode Ending
  302. Final Fight Revenge Haggar Super Attack
  303. Super Street Fighter II Turbo - Shin Akuma Boss Fight
  304. Street Fighter Alpha 3 Akuma Ending
  305. Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
  306. Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
  307. Street Fighter Alpha 3 Adon Arcade Adon vs M. Bison
  308. Street Fighter Alpha 3 OST Feel the Cool
  309. Street Fighter Alpha 3 OST Groan
  310. Street Fighter Alpha 3 Game Over
  311. Street Fighter 6 Ryu vs SiRN Akuma Ryu Winquote
  312. Street Fighter 6 Dhalsim vs SiRN Akuma Dhalsim Winquote
  313. Street Fighter 6 Mai Shiranui vs SiRN Akuma Mai Shiranui Winquote
  314. Street Fighter 6 Jamie vs. SiRN Akuma Jamie Winquote
  315. Street Fighter 6 Manon vs. SiRN Akuma Manon Winquote
  316. Street Fighter 6 Cammy vs. SiRN Akuma Cammy Winquote
  317. Street Fighter 6 Guile vs. SiRN Akuma Guile Winquote
  318. Street Fighter 6 Ken vs SiRN Akuma Ken Winquote
  319. Street Fighter 6 Chun-Li vs SiRN Akuma Chun-Li Winquote
  320. Street Fighter 6 Terry Bogard vs SiRN Akuma Terry Bogard Winquote
  321. Street Fighter 6 Elena vs SiRN Akuma Elena Winquote
  322. Street Fighter 6 Akuma vs SiRN Akuma Akuma Winquote
  323. Street Fighter 6 C. Viper vs SiRN Akuma C. Viper Winquote
  324. Street Fighter V Menat vs. Alex Menat Winquote
  325. Street Fighter V Menat Arcade SFV Menat Ending
  326. Street Fighter V Menat vs F.A.N.G. Menat Winquote
  327. Street Fighter V Menat vs. Ed Menat Winquote
  328. Street Fighter IV Gouken Bio
  329. Street Fighter VI Ryu Dialogue
  330. Ultra Street Fighter IV Akuma Story
  331. Street Fighter V Akuma Story
  332. Street Fighter V Akuma Story
  333. Street Fighter V Akuma Story
  334. Street Fighter VI Akuma Story
  335. Street Fighter VI Akuma Story
  336. Street Fighter VI Akuma Story
  337. Street Fighter VI Akuma Story
  338. Street Fighter VI Akuma Story
  339. Street Fighter 6 Akuma Story
  340. Street Fighter V Akuma Story
  341. Street Fighter III: 3rd Strike Oro Arcade
  342. Street Fighter Alpha 2 Akuma Arcade