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Akuma is the final DLC character forStreet Fighter 6’s first season and returns as an iconic fighter from the series whose moves, combos, and signature Raging Demon attack create one of the strongest combatants in the game. Akuma boasts an overwhelming offense bolstered by the dark energies of the Satsui no Hado. With the right approach, nearly any opponent will fall to this master of the fist.
Alongside Rashid, Aki, and Ed, Akuma is one of thecharacters added afterStreet Fighter 6’s launch, so you have topurchase him separately from the main game as DLC. Those who purchased the entire Year 1 Character Pass or Ultimate Edition of the game will receive Akuma automatically. Anyone who bought the Ultimate Character Pass will also obtain Akuma’s stage, the eerie Enma’s Hollow.

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Every Akuma Move (& How To Use Them)
Overwhelm Opponents With Deadly Shotokan Techniques
Akuma is classified as a"Shoto"archetype inStreet Fighter 6alongside Ryu and Ken. This refers to a character with moves similar to theStreet Fightermainstays, such as a Hadouken fireball or Tatsumaki Senpu-kyaku wind kick. Akuma has versions of these special moves empowered by the Satsui no Hado, or"Surge of Killing Intent,“a dark energy that the reclusive warrior has honed over many years of intense fighting.
Akuma has more attacks than most characters, which can be performed with classic motion inputs or through a simplifiedModern control scheme inStreet Fighter 6. Like all characters,Akuma has regular attacks tied to punches and kicks, each with light, medium, and heavy versions. Some unique attacks require a directional input before pressing a button to initiate a different strike than usual.

Viscera Piercer
Medium Punch → Medium Punch
A quick series of attacks that can be canceled by a special move to create combos, or eliminate gaps that would leave you open to counterattack.
Bone Crusher Axe Kick
Medium Kick → Heavy Kick
A two-hit series of attacks, the second of which cannot be blocked crouching.
Kikoku Combination
Forward + Heavy Punch → Forward + Heavy Punch → Heavy Kick
Tenmaku Blade Kick
Down + Medium Kick (during a forward jump)
A downward attack that doesn’t leave you open, and allows you to change the trajectory of your forward jump.

Down, Down + Forward diagonal, Forward + Any Punch
Neutral + SP
Fire a ki blast directly forward. Useful for attacking opponents at range.
Zanku Hadouken
Down, Down + Forward diagonal, Forward + Any Punch (during a forward jump)
SP (during a forward jump)

Fire a ki blast from the air to the ground below. This attack is effective as a tool to shield your approach. The Overdrive version can also be performed from a neutral jump.
Punch
Forward + SP
Leap into the air and perform a powerful uppercut. A Gou Shoryuken is invincible to an opponent’s jumping attacks, making it a great anti-air tool.
Down, Down + Back diagonal, Back + Any Kick
N/A
Unleash a series of roundhouse kicks while moving forward. Useful in combos as well as for sending opponents flying away.
Aerial Tatsumaki Zanku-kyaku
Down, Down + Back diagonal, Back + Any Kick (during a forward jump)
Back + SP (during a forward jump)

A Tatsumaki Zanku-kyaku performed during a jump. Useful to change jump trajectory or to finish up combos.
Adamant Flame
Down, Down + Back diagonal, Back + Any Punch → Forward + Any Punch
Back + SP → Forward + Any Attack
A quick thrust engulfed in flames. Useful for exploiting an opponent’s opening, or in combos.
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Down, Down + Forward diagonal, Forward + Any Kick
Down + SP
A quick leap towards the opponent that allows you to transition into various techniques. Clever use of these techniques will help strengthen your offense.
No input (during Demon Raid)
Performs a low sweep the moment Demon Raid lands back on the ground. The kick has a long reach, and allows you to act before an opponent even if blocked.
Any Punch (during Demon Raid)
SP (during Demon Raid)
A vicious downward chop performed from Demon Raid. This is an overhead attack, and allows you to act before an opponent even if blocked.
Any Kick (during Demon Raid)
Any Attack (during Demon Raid)
A quick downward kick performed from Demon Raid. The button used determines your angle of descent.
Hold Down (during Demon Raid)
A sudden drop to the ground performed from Demon Raid that eliminates any openings. Mix this in with other Demon Raid finishers to keep your opponent guessing.
Demon Gou Zanku
Down, Down + Forward diagonal, Forward + Any Punch (during Overdrive Demon Raid)
Auto + SP
An attack only available from Overdrive Demon Raid. Useful in combos or for a surprise attack, it doesn’t consume any additional Drive.
Demon Gou Rasen
Down, Down + Back diagonal, Back + Any Kick (during Overdrive Demon Raid)
Auto + Any Attack
An attack only available from Overdrive Demon Raid. Useful in combos against an airborne opponent, it doesn’t consume any additional Drive.
Forward or Back + Three Kicks

A technique that grants the user swift movement while cloaking them in illusions. Input forward or back together with the other buttons to move in that direction.
Forward + Three Kicks → Light Punch + Light Kick
A throw available during Ashura Senku. Useful at mid-range against opponents with a tendency to block.
How To Perform Akuma’s Raging Demon
End Rounds With Stylish Super Arts
Unlike other characters likeJP inStreet Fighter 6,Akuma has access to five Super Art movesthat consume various bars of Super Meter to unleash mighty attacks. The most infamous of these moves is the Shun Goku Satsu or Raging Demon, which tears through an opponent’s health if it manages to land. Some Super Arts can end combos or set up situations where Akuma is strongest during a battle.
Raging Demoncan only be performed in Classic Mode, as there is no way to simplify the motion needed for Akuma’s ultimate technique on Modern or Dynamic input controls.

The Raging Demon is classified as a Critical Art, or a Level 3 super thatcan only be used when you are at 25% Vitality or below. Along with the more powerful version of Akuma’s usual Level 3 Super Art, Sip of Calamity, theRaging Demon is categorized as a command grab. This means thatRaging Demon can hit blocking opponentsbutcan also be easily jumped away from if your opponent anticipates it.
(Down, Down + Forward diagonal, Forward) x2 + Any Punch

Neutral or → + SP + Heavy Attack
Fires a high-speed, concentrated ball of the Satsui no Hado forward. Has high attack power for a projectile-based Super Art.

Tenma Gozanku
1 Super Bar
(Down, Down + Forward diagonal, Forward) x2 + Any Kick (during a neutral or forward jump)
SP + Heavy Attack (during a neutral or forward jump)

Fire a powerful ki blast from the air to the ground below. Useful for finishing combos from jump attacks that can be canceled.
(Down, Down + Back diagonal, Back) x2 + Any Punch
Back + SP + Heavy Attack
Turns the Satsui no Hado into a powerful flame before piercing the opponent. Opponents are open to follow-up attacks if they reach the end of the stage after being launched.
(Down, Down + Forward diagonal, Forward) x2 + Any Kick
Down + SP + Heavy Attack
Knocks down an opponent with overwhelming strength before unleashing a single, devastating blow. It can be canceled into from a special move, making it particularly useful in combos.
Shun Goku Satsu
3 Super Bars
Light Punch → Light Punch → Forward → Light Kick → Heavy Punch
A secret technique that overwhelms an opponent with myriad of attacks made in a single second. Cannot be avoided if performed at close range while the opponent is standing on the ground.
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Sample Combos For Akuma
Chain Attacks And Special Moves Together
What sets Akuma apart from other characters inStreet Fighter 6is his wide variety of combo options from his long list of attacks and special moves. Akuma can chain his attacks together into high-damage sequences from even a stray strike on his opponent. As you can see in the above video by YouTube creatorVesperArcade, a wide variety of techniques using the Drive system also complement Akuma’s combo potential.
Some sample combos to get you started with Akuma include:
Try touse Drive Rush to make combos longerorDrive Impact to start themwith Akuma to open up new possibilities, such as higher damage to defeat your opponent. Be careful not to rely on theDrive system inStreet Fighter 6too much though, as Akuma’s lower health makes them particularly vulnerable in a burnout state. Being in burnout could easily result in a lost round from getting stunned or losing health to chip damage.
How To Win Games As Akuma
Be Disciplined And Aggressive
Akuma has lower health than the rest of the characters in the game, making it challenging to win rounds unless you have a good grasp of Akuma’s strengths.Akuma should always be looking for opportunities to establish offenseagainst his opponent with his strong moves. Using Demon Raid or the aerial Zanku Hadouken can help you approach a rival fighter suddenly, throwing off their defense temporarily.
You can alsouse Hadouken projectiles to control space, forcing opponents to try jumping into the air where you can easily use the Rago High Kick or Gou Shoryuken to counter their approach. Each of Akuma’s projectilescan be charged to inflict multiple hits, which can help the fireballs consume other projectiles unleashed by your enemies. Keep in mind that every fireball also has a different speed tied to what punch you use.
One of Akuma’s best tricks is touse the advantage frames on block from the first hit of Adamant Flameto coerce your opponent into making a mistake. If you do not use the follow-up punch for Adamant Flame, Akuma remains very close to his opponent. you may follow up this strategy with a quick throw or simply step back and allow your opponent to do an attack you can easily punish with a normal strike.
Your goal should always be toadd variety to your offenseso no one you face will be able to predict what you do next. This process should be controlled and precise rather than wild, with enough patience to know when you should start pressing your advantage. By utilizing the right moves, combos, and maybe even the Raging Demon, you will quickly find out how Akuma can be one of the strongest characters inStreet Fighter 6.