In traditional Capcom fashion, Akuma’s character guide is already here just a week or so before his release to Street Fighter VI. Get your brushes, pens, and paper because there’s a bit to unpack. The Master of the Supreme Fist gets some new tricks to use in his Street Fighter VI iteration. Some of them we’re all too familiar with from either himself, Oni, or Shin Akuma. Doesn’t mean they’re not giving Akuma mains any fantastic ideas.
Gou Hadouken now has a charging for more hits. Getting his red hadouken is now easier than ever before because of his charging moretimes than doing the half-circle motion. His usual uppercut Gou Shoryuken with the EX ground finish, from V, also returns to his kit. His Tatsumaki Zanku-Kyaku’s Heavy takes a bit of page out of Ken’s Street Fighter V version. The Overdrive version gets air-time better than V’s, but Capcom notes it’ll not hit crouching targets. Air wise, not much has changed. Gone is the terrible disappearing fireball of V. The Air Fireball of his can be used on neutral with Overdrive.
Adamant Flame feels brand new. Right when you thought that EX Donkey Kick was a problem if you get caught, Adamant Flame’s Overdrive edition can cause a push to wall splat from anywhere for good setups such as a move to add a Messatsu Gohadou to the end to catch the opponent off hand.
The Demon Raid removes the somersault on the cosmetics end, but does a bunch and takes away a bunch. The Demon Swoop is a cancelation of the Demon Raid(… or Flip for everyone who remembers it). A decent feint for what it’s worth. The fireball from demon flip, the Demon Gou Zanku returns. The punch is a plus after defense.
The Ashura Senku must be the proof that Akuma’s getting weaker lore wise. In the guide, Ryu is able to hit Akuma even though he’s in the teleportation state with Ashura Senku. This feels new since usually Akuma is not vulnerable anymore. Though, surprisingly, Akuma can grab his opponent for the Oboro Throw from the Ashura Senku state. According to Rooflemonger, the inputs for Ashura leave the DP motions out.
Two New Super Arts
Sip of Calamity and Empryean’s End allow Akuma invunerability to execute these Super Arts moves. Both are comboed into with ease. Shun Goku Satsu isn’t safe against a physical attack if the range is in the opponent’s favor. Projectiles will be ignored. Akuma gets a few of his normals from V such as a target combo or two.
Capcom has invited several FGC Content Creators such as Maximiliam Dood, Justin Wong, and Rooflemonger, to get the first crack at Akuma, at their headquarters, last month. Their thoughts are also in their links along with actual UI and gameplay of Akuma interacting with other characters and stages.
We’ll see where Akuma lands on the spectrum when he comes to Street Fighter VI on May 22nd.
Street Fighter VI is available on PlayStation 4 | 5, Xbox Series X | S, and Steam.