Akuma Moves and Hitboxes

Akuma moves, stats and hitboxes

How to play Akuma in Street Fighter 5

Akuma has a large pool of offensive and defensive options. Some of these options include a Shoryuken, Tatsu, Fireball and demon flip with a lot of follow ups.

He also has a great combo game, it’s all about maximizing your damage output. Combining these factors makes him perfect for players that like to adapt to their opponent.

The downsides to Akuma are his low health and stun bar.

Stats:

Vitality: 875
Stun: 900
V-Gauge: 
Forward Walk Speed: 
Backward Walk Speed (Pixels Per Frame): 
Dash Duration (Total Frames): 
Dash Distance (Total Pixels): 
Backdash Duration (Total Frames): 
Backdash Distance (Total Pixels): 
Pre-Jump Frames: 
Jump Duration (Total Frames): 
Forward Jump Distance (Total Pixels): 
Backward Jump Distance (Total Pixels): 

Normal Moves

Akuma Light Punch Hitbox - Normal Move

Light Punch

  • Go to punish combo starter.
  • Startup: 3
  • Active: 2
  • Recovery: 7
  • On hit: 4
  • On block: 2
  • Damage: 30
  • Cancels into: CH/CA/SP/VT
Akuma Medium Punch Hitbox - Normal Move


Medium Punch

  • Close range spacing tool.
  • Startup: 7
  • Active: 3
  • Recovery: 14
  • On hit: 3
  • On block: 1
  • Damage: 60
  • Cancels into: CA/SP/VT
Akuma Hard/Heavy Punch Hitbox - Normal Move


Hard Punch

  • Great range.
  • Crush Counter properties (hard to combo after).
  • Startup: 8
  • Active: 3
  • Recovery: 19
  • On hit: 2
  • On block: -5
  • Damage: 80
  • Cancels into: VT
Akuma Light Kick Hitbox - Normal Move


Light Kick

  • A little bit more range than lp, most of the time lk is the worse option.
  • Startup: 4
  • Active: 3
  • Recovery: 10
  • On hit: 2
  • On block: 1
  • Damage: 30
  • Cancels into: VT
Akuma Medium Kick Hitbox - Normal Move


Medium Kick

  • Forces standing on hit.
  • Startup: 5
  • Active: 2
  • Recovery: 16
  • On hit: 4
  • On block: -2
  • Damage: 60
  • Cancels into: SP/CA/VT
Akuma Hard/Heavy Kick Hitbox - Normal Move


Hard Kick

  • Crush counter properties.
  • Can be low profiled so bad as a meaty.
  • Startup: 12
  • Active: 2
  • Recovery: 22
  • On hit: 3
  • On block: -2
  • Damage: 80
  • Cancels into: VT
Akuma Crouching Light Punch Hitbox - Normal Move


Crouching Light Punch

  • Combo starter.
  • Startup: 4
  • Active: 2
  • Recovery: 6
  • On hit: 4
  • On block: 2
  • Damage: 30
  • Cancels into: CH/CA/SP/VT
Akuma Crouching Medium Punch Hitbox - Normal Move


Crouching Medium Punch

  • Very safe and a good combo starter if followed by s.mk.
  • Startup: 6
  • Active: 3
  • Recovery: 12
  • On hit: 5
  • On block: 3
  • Damage: 60
  • Cancels into: VT
Akuma Crouching Hard/Heavy Punch Hitbox - Normal Move


Crouching Hard Punch

  • Great range.
  • Good for frametraps and combos in medium kick.
  • Crush counter properties.
  • Go to meaty attack.
  • Startup: 10
  • Active: 4
  • Recovery: 16
  • On hit: 8
  • On block: 3
  • Damage: 80
  • Cancels into: SP/CA/VS
Akuma Crouching Light Kick Hitbox - Normal Move


Crouching Light Kick

  • Low combo starter as it combos in s.lp.
  • Startup: 4
  • Active: 2
  • Recovery: 7
  • On hit: 2
  • On block: 1
  • Damage: 20
  • Cancels into: VT
Akuma Crouching Medium Kick Hitbox - Normal Move


Crouching Medium Kick

  • C.mk > fireball is not a true blockstring.
  • Startup: 6
  • Active: 2
  • Recovery: 14
  • On hit: 3
  • On block: -1
  • Damage: 50
  • Cancels into: CA/SP/VT
Akuma Crouching Hard/Heavy Kick Hitbox - Normal Move


Crouching Hard Kick

  • Decent range.
  • Causes knockdown.
  • Don’t throw it out in neutral, way to unsafe.
  • Startup: 7
  • Active: 2
  • Recovery: 24
  • On hit: KD
  • On block: -15
  • Damage: 90
  • Cancels into: VT
Akuma Jumping Light Punch Hitbox - Normal Move


Jumping Light Punch

  • Decent air interupt.
  • Startup: 3
  • Active: 6
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 40
  • Cancels into: ~
Akuma Jumping Medium Punch Hitbox - Normal Move


Jumping Medium Punch

  • Decent air to air.
  • Startup: 5
  • Active: 5
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 60
  • Cancels into: SP
Akuma Jumping Hard/Heavy Punch Hitbox - Normal Move


Jumping Hard Punch

  • Highest damage so best punish jump in.
  • Startup: 8
  • Active: 5
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 90
  • Cancels into: ~
Akuma Jumping Light Kick Hitbox - Normal Move


Jumping Light Kick

  • Cross up.
  • Tick throw tool.
  • Startup: 4
  • Active: 6
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 40
  • Cancels into: ~
Akuma Jumping Medium Kick Hitbox - Normal Move


Jumping Medium Kick

  • Cross up (easier to hit than lk).
  • Startup: 7
  • Active: 4
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 60
  • Cancels into: ~
Akuma Jumping Hard/Heavy Kick Hitbox - Normal Move


Jumping Hard Kick

  • Can be used to cover your landing against jump ins.
  • Startup: 8
  • Active: 4
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 90
  • Cancels into: ~
Akuma Goshoha Hitbox - Throw

(Neutral or Forward)

Goshoha

  • Startup: 5
  • Active: 2
  • Recovery: 18
  • On hit: KD
  • On block: KD
  • Damage: 110
  • Cancels into: ~
Akuma Shuretsuzan Hitbox - Throw


Shuretsuzan

  • Startup: 5
  • Active: 2
  • Recovery: 18
  • On hit: KD
  • On block: KD
  • Damage: 120
  • Cancels into: ~

Unique Moves

Akuma Tenmakujinkyaku Hitbox - Unique Move

(During Forward Jump)

Tenmakujinkyaku

  • Can start combos with proper spacing(shin or lower).
  • Startup: 16
  • Active: 16
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 60
  • Cancels into: ~


Zugaihasatsu

  • Overhead.
  • Hits twice.
  • Startup: 23
  • Active: 3
  • Recovery: 21
  • On hit: 0
  • On block: -6
  • Damage: 70
  • Cancels into: VT


Tenha

  • hits twice.
  • Decent anti air (can start a combo).
  • Startup: 8
  • Active: 3(3)4
  • Recovery: 16
  • On hit: 4
  • On block: -2
  • Damage: 40*40
  • Cancels into: SP/CA/VT


Sekiseiken

  • Decent range.
  • NOT an overhead.
  • Safe on block though.
  • High profiles fireballs.
  • Startup: 33
  • Active: 7
  • Recovery: 21
  • On hit: KD
  • On block: -10
  • Damage: 90
  • Cancels into: SP/CA/VT


Kongoken

  • Combo filler.
  • Startup: 8
  • Active: 3
  • Recovery: ?
  • On hit: KD
  • On block: -12
  • Damage: 134
  • Cancels into: ~


Kikokurenzan

  • Combo filler for v-trigger combos.
  • Startup: 12
  • Active: 2
  • Recovery: ?
  • On hit: 7
  • On block: 0
  • Damage: 125
  • Cancels into: ~

Special Moves



Gohadoken

  • Stronger version means more damage but less range.
  • Unsafe on block at close range except for EX.
  • Startup: 14/14/14/11
  • Active: 1/1/1/1
  • Recovery: 34/34/34/35
  • On hit: KD/KD/KD/KD
  • On block: -6/-6/-6/1
  • Damage: 60/60/60/100
  • Cancels into: CA
    (EX does not cancel in CA)



Sekia Goshoha

  • Travels fullscreen
  • long startup.
  • Ex version travels the fastest.
  • Startup: 21/23/25/21
  • Active: 1/1/1/1
  • Recovery: 34/38/42/48
  • On hit: KD/KD/KD/KD
  • On block: –6/-7/-8/8
  • Damage: 70/80/100/120
  • Cancels into: CA
    (EX does not cancel in CA)

(During Forward Jump)

Zanku Hadoken

  • Covers your jump ins.
  • Combo starter.
  • Startup: ?
  • Active: ?
  • Recovery: ?
  • On hit: ?
  • On block: ?
  • Damage: ?
  • Cancels into: ~



Goshoryuken

  • it’s a dragon punch.
  • EX is fully invincible on startup.
  • Startup: 3/4/4/3
  • Active: 12/11/11/12(26)20
  • Recovery: 34/41/44/47
  • On hit: KD/KD/KD/KD
  • On block: -28/-30/-17/-44
  • Damage: 100/110/120/
    160
  • Cancels into: ~



Tatsumaki Zankukyaku

  • Airborne.
  • Light version is meterless combo filler.
  • Medium version is for when you want to spend bar in your combo.
  • Heavy version is a combo ender.
  • Ex is safe on block and throw invul.
  • Startup: 11/4/4/10
  • Active: 2/21/34/26
  • Recovery: 24/23/30/26
  • On hit: KD/KD/KD/KD
  • On block: -11/-8/-39/-19
  • Damage: 50/70/100/120
  • Cancels into: ~


(During Forward Jump)

Airborne Tatsumaki Zankukyaku

  • Startup: ?
  • Active: ?
  • Recovery: ?
  • On hit: ?
  • On block: ?
  • Damage: ?
  • Cancels into: ~




Ashura Senku

  • Great for escaping pressure.
  • Startup: 1
  • Active: 50
  • Recovery: 11
  • On hit: ~
  • On block: ~
  • Damage: ~
  • Cancels into: ~



Hyakkishu

  • EX version has hits on startup and can be followed up by ex tatsu or airfireball for free.
  • The low slide auto corrects if you cross up.

  • Startup: 47/48/49/6
  • Active: 8/8/8/10(28)8
  • Recovery: 14/14/14/12
  • On hit: KD/KD/KD/KD
  • On block: -2/-2/-2/2
  • Damage: 100/100/100/
    120
  • Cancels into: ~



Hyakki Gosho

  • Overhead.
  • Startup: 31/31/31/6
  • Active: 4/4/4/10(12)8
  • Recovery: 16/17/19/13
  • On hit: KD/KD/KD/KD
  • On block: -3/?/?/0
  • Damage: 100/100/100/120
  • Cancels into: ~



Hyakki Gozan

  • Combo extender and pressure tool.
  • Startup: 47/48/49/6
  • Active: 8/8/8/10(28)8
  • Recovery: 14/14/14/12
  • On hit: KD/KD/KD/KD
  • On block: -2/-2/-2/2
  • Damage: 100/100/100/
    120
  • Cancels into: ~



Hyakki Gosai

  • Will whiff on crouching opponents.
  • Startup: 47/48/49/6
  • Active: 8/8/8/10(28)8
  • Recovery: 14/14/14/12
  • On hit: KD/KD/KD/KD
  • On block: -2/-2/-2/2
  • Damage: 100/100/100/
    120
  • Cancels into: ~

V-Skills

  
Rakan

  • It’s a parry.
  • Can be followed up with punch or mk.
  • Punch launched backward and mk upward.
  • So v-skill > mk can be used to extend and start combos.
  • Startup: 3
  • Active: 12
  • Recovery: 29
  • On hit: ~
  • On block: ~
  • Damage: ~
  • Cancels into: ~

(During Guard)

Gosenkyaku

  • Good pushback.
  • Startup: 16
  • Active: 2
  • Recovery: 24
  • On hit: KD
  • On block: ?
  • Damage: 60
  • Cancels into: ~
Akuma Dohatsu Shoten - V-Trigger


Dohatsu Shoten

  • 2 air fireballs instead of 1.
  • Dragonpunch increased damage.
  • Qcf Fireballs travel farther
  • Demonflip can be canceled in air fireball
  • Gains access to raging demon.
  • Zanku Hadoken can als be fired during neutral or backward jump.
  • Startup: 1
  • Active: 6
  • Recovery: 0
  • On hit: ~
  • On block: ~
  • Damage: ~
  • Cancels into: ~

Critical Art

  
Sekia Kuretsuha

  • Only 1 hit so barely scales in combos.
  • Nice anti air.
  • Startup: 8
  • Active: 21
  • Recovery: 46
  • On hit: KD
  • On block: -30
  • Damage: 320
  • Cancels into: ~

(During V-Trigger)

Shun Goku Satsu

  • Unblockable.
  • Invincible on startup.
  • Can be done off a forward dash(buffer it during the dash).
  • Startup: –
  • Active: –
  • Recovery: –
  • On hit: –
  • On block: –
  • Damage: –
  • Cancels into: –

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