168澳洲幸运5开奖网:Street Fighter 6's final DLC character for Season One has finally entered the roster, bringing the fan-favorite Akuma back into t💯he mix, who is more than ready to utilize his Ansatsuken & Satsui no Hado fighting styles to showcase his dark and demonic abilities.

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Whether you love him or hate him, there's no denying the presence of Akuma in any game he appears ✱in, as he typically dominates the competition in a vicious and calculated style. And, as you likely assumed, that remains the case in Street Fighter 6, so be prepared to face an onslaꦛught of Akuma when you dive into the online!

Akuma Overview

Street-Fighter-6-Akuma-Sip-Of-Calamity

Being a Shotokan character, Akuma has a very similar toolkit to Ryu and Ken, with the added bonus of being an absolute powerhouse that can deal tremendous amounts of damage in short bursts and with a relatively faster movement and pacing.

He has a deceivingly fast walk speed and many far-reaching options, making his neutral game exceptional. Akuma can easily control the match's pacing and force his opposition into poor situations, enabling him to capitꦏalize on the moment and unleash his suffocating offense.

However, with all that said, Akuma also has much less health than most of the other cast, making him a glass cannon of sorts. Moreover, his defensive options aren't great, so you must rely on his aggressive nature to excel in combat, which can be challenging for many.

Overall, Akuma is relatively beginner-friendly and shouldn't be too hard to pick up and play if you already know the🌠 b👍asic fundamentals from the entire first season of Street Fighter 6. Akuma is a sick character and should be played if you're curious about giving him a shot!

Akuma's Command List

Street-Fighter-6-Akuma-Drive-Impact

Before we dive into the good stuff (combos), we should touch upon Akuma's Command List first, as it will give you a better understanding of everything he's capable of and will make ascertaining the combos much easie🦄r in the long r꧋un!

INPUT NOTATION LEGEND:

Light Punch = LP

Medium Punch = MP

Heavy Punch = HP

Any Punch Action = P

Light Kick = LK

Medium Kick = MK

Heavy Kick = HK

Any Kick Action = K

Neutral = N

Crouch = c.

Standing = s.

Jumping = j.

Overdrive = OD

Drive Rush = DR

Drive Impact = DI (Modern)

Drive Parry = DP (Modern)

Throw = T (Modern)

Light Attack = L (Modern)

Medium Attack = M (Modern)

Heavy Attack = H (Modern)

Any Attack = A (Modern)

Special Attack = SP (Modern)

Assist = Auto (Modern)

Common Moves

Common Move

Classic Input

Modern Input

Drive Impact: Oni Goroshi

HP+HK

DI

Drive Reversal: Souha Double Palm

⭢ HP+HK

⭢ DI

Drive Parry


Parry Drive Rush

MP+MK


⭢⭢ (During Drive Parry)

DP


⭢⭢ (During Drive Parry)

Cancel Drive Rush

⭢⭢ or N+⭢ or MP+MK


After landing a Special-Cancelable Move

⭢⭢ or N or ⭢ or DP


After landing a Special-Cancelable Move

Throws

Throw

Classic Input

Modern Input

Goshoha

N or ⭢ LP+LK

N or ⭢ L+M or T

Shuretto

⭠ LP+LK

⭠ L+M or T

Unique Attacks

Unique Attack

Classic Input

Modern Input

Skull Splitter

⭢ MP

Unavailable

Resso Snap Kick

⭢ MK

⭢ M

Rago High Kick

⭠ HK

⭠ H

Low Cutter

Unavailable

⭨ H

Viscera Piercer

MP > MP

Unavailable

Bone Crusher Axe Kick

MK > HK

M > H

Kikoku Combination

⭢ HP > ⭢ HP > HK

⭢ H > H > H

Tenmaku Blade Kick

⭣ MK


During Forward Jump

⭣ M


During Forward Jump

Special Attacks

Special Attack

Classic Input

Modern Input

Gou Hadoken

⭣⭨⭢ P

N SP

Zanku Hadoken

⭣⭨⭢ P


During Forward Jump

Unavailable

Gou Shoryuken

⭢⭣⭨ P

⭢ SP

Tatsumaki Zanku-kyaku

⭣⭩⭠ K

Unavailable

Aerial Tatsumaki Zanku-kyaku

⭣⭩⭠ K


During Forward Jump

Unavailable

Adamant Flame

⭣⭩⭠ P > ⭢ P

⭠ SP > ⭢ A

Demon Raid

⭣⭨⭢ K

⭣ SP

N (During Demon Raid)


Demon Low Slash

N (During Demon Raid)


Demon Low Slash

P (During Demon Raid)


Demon Guillotine

SP (During Demon Raid)


Demon Guillotine

K (During Demon Raid)


Demon Blade Kick

A (During Demon Raid)


Demon Blade Kick

Hold ⭣ (During Demon Raid)


Demon Swoop

Hold ⭣ (During Demon Raid)


Demon Swoop

⭣⭨⭢ P (During OD Demon Raid)


Demon Gou Zanku

Auto+SP (OD Demon Raid)


Demon Gou Zanku

⭣⭩⭠ K (During OD Demon Raid)


Demon Gou Rasen

Auto+A (OD Demon Raid)


Demon Gou Rasen

Ashura Senku

⭠ or ⭢ LK+MK+HK

SP


During Forward Jump

Oboro Throw

⭢ LK+MK+HK > LP+LK

⭠ SP


During Forward Jump

Super Arts

Super Art

Classic Input

Modern Input

Messatsu Gohado


x1 Super Art Stock

⭣⭨⭢, ⭣⭨⭢ P

N or ⭢ SP+H

Tenma Gozanku


x1 Super Art Stock

⭣⭨⭢, ⭣⭨⭢ K


During Neutral or Forward Jump

SP+H


During Neutral or Forward Jump

Empyrean's End


x2 Super Art Stock

⭣⭩⭠, ⭣⭩⭠ P

⭠ SP+H

Sip of Calamity


x3 Super Art Stock

Stronger when HP is at 25 Percent or Lower

⭣⭨⭢, ⭣⭨⭢ K

⭣ SP+H

Shun Goku Satsu


x3 Super Art Stock

Must be at 25 Percent HP or Lower

LP, LP > ⭢ > LK, HK

Unavailable

Akuma Combos

Street-Fighter-6-Akuma-Shun-Goku-Satsu

Now that Akuma's massive Command List is out of the way, we can focus on his combos. As touched on above, Akuma has many offensive tools at his disposal, making it easy for him to ꧑get in and deal tremendous amounts of damage with burst combos or more extensive ones.

Below are examples of combos available for Akuma ranging from Punish Counter Combos to Anti-Air Combos to Corner Combos and much more. Utilizing these combos in key situations will help you get the most out🎃 of Akuma and become an 🍰unstoppable force of nature!

Light Attack Starter Combos

  • c.LK > c.LP > s.LK > DR, s.LP > c.HP > ⭣⭩⭠ LK > c.HK
  • s.LP > c.LP > s.LK > ⭢⭣⭨ HP
  • c.LP (Counter Hit) > s.MP, MP > ⭣⭩⭠ LK > c.HK

Medium Attack Starter Combos

  • c.MP > s.MP, MP > ⭣⭩⭠ LK > ⭢⭣⭨ HP
  • c.MK > DR, s.HP > s.MK > ⭣⭩⭠ LK > c.HK
  • s.MP, MP > DR, s.HK > s.HP, ⭣⭩⭠ HK > DR, ⭢ MP > s.HP > ⭣⭩⭠ HP, ⭢ MP > ⭢⭣⭨ HP

Heavy Attack Starter Combos

  • s.HK, s.MK > ⭣⭩⭠ LK > ⭢⭣⭨ HP
  • (Corner Carry) s.HK, s.MK > DR, s.HK > s.HP > ⭣⭩⭠ HK > DR, ⭢ P > s.HP > ⭣⭩⭠ LP+MP > ⭢ P > ⭣⭨⭢, ⭣⭨⭢ P

Punish Counter Combos

  • s.HK (Punish Counter) > c.HP > DR, s.HK > s.HP > DR, s.HK > s.HP > ⭣⭩⭠ HP, ⭢ P > ⭣⭨⭢, ⭣⭨⭢ K
  • ⭣⭩⭠ HP (Punish Counter) > c.HP > DR, s.HK > s.HP > DR, s.HK > s.HP > ⭣⭩⭠ HP, ⭢ > ⭣⭨⭢, ⭣⭨⭢ K

Corner Combos

  • DI (Punish Counter) > s.HP > ⭣⭩⭠ LP+MP, ⭢ P > ⭠ HK > ⭣⭨⭢ LP+MP (Charged) > DR, c.HP > ⭣⭩⭠ MK > ⭢⭣⭨ LP > ⭣⭨⭢, ⭣⭨⭢ K

Anti-Air Combos

  • s.HK > ⭣⭨⭢, ⭣⭨⭢ P
  • ⭠ HK > ⭣⭨⭢ LK+MK, ⭣⭨⭢ P > DR, ⭠ HK > ⭣⭨⭢ HK, K > ⭣⭨⭢, ⭣⭨⭢ K

Akuma Tips And Tricks

Street-Fighter-6-Akuma-Secret-Technique

Before we wrap things up, we wanted to offer a few more tips and tricks that can help you elevate your play with Akuma. As mentioned at the top of the guide, Akuma has excellent options that enable him to control the space in front of him and swift movement speed, making him a monster a🔯t controlling the neutral game.

As you likely noticed in the Combo portion of this guide, Akuma has tremendous potential when it comes to Punish Counters, which can be achieved in many ways. Primarily, his Standing Medium Kick (s.MK) will be an excellent move to toss out, as it is incredibly fast and very deceptive, making it the perfect move to use to interrupt incoming attacks or hard punish whiffs.

Furthermore, Akuma has many aerial-based attacks, enabling him to skip neutral and get in on his opponent or keep them at bay with odd-angled fireballs that he can send downward while airborne. Using these actions will help keep your opposition guessing and put the match's tempo in your hands!

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