Street Fighter 6’s Season 1 has concluded with a seismic impact, unleashing the iconic Akuma into the fray. Capcom has truly saved a powerhouse for last, not only dropping this fan-favorite character but also shaking up the game with significant gameplay adjustments and engaging Battle Hub enhancements. The arrival of Akuma, known as Gouki in Japan, is more than just another DLC character; it’s a strategic shift. As a darker, amplified reflection of Ryu and Ken, Akuma’s inclusion always presents a delicate balancing act for Capcom. He needs to be distinct and powerful enough to be desirable, yet not so overpowering that he overshadows the core characters. So, has Capcom achieved this balance with Akuma in Street Fighter 6? Let’s delve into his gameplay and find out.
Initial impressions of Akuma’s updated design are mixed. While his Street Fighter 5 “lion-esque” aesthetic was a departure, the Street Fighter 6 iteration refines it, though a preference for his classic, more traditional appearance persists for many. However, the increased muscularity in this rendition is undeniably fitting. In a world where Ryu is already a formidable figure, Akuma’s physique screams devotion to raw power and the Satsui no Hado – perhaps with a side of metaphorical (or literal) HGH. This hulking form visually reinforces his strength-obsessed persona. The design effectively communicates his character, even if the “bodybuilder’s gut” is a questionable aesthetic choice for some.
Alt text: Close-up of Akuma’s muscular physique in Street Fighter 6, highlighting his powerful build and intense gaze, emphasizing his strength and Satsui no Hado.
Beyond his imposing appearance, Akuma’s true terror lies in his damage output. Even from initial playtests, his normal attacks are exceptionally potent and synergize remarkably well for players with a tactical approach. For instance, his crouching light punch boasts a +5 frame advantage on hit, creating a seamless link into his standing light kick, which is special cancelable. A standout normal is his crouching medium punch. Unbelievably, it’s one of the rare normal attacks capable of linking into itself. Despite a 6-frame startup, it’s already a solid poke and, crucially, is cancelable. This allows for aggressive button mashing that can convert into a combo on hit, rewarding proactive play.
This strength extends to many of his heavy attacks and command normals. His standing heavy kick is a phenomenal tool, propelling Akuma forward while being +3 on block for the second hit, and a significant +7 on hit. This hit advantage allows for a direct link into his crouching medium punch. While the second hit can be ducked under, this vulnerability can be mitigated by utilizing a crouching heavy punch into Drive Rush. Connecting with a Drive Rush standing heavy kick then opens up another link into crouching heavy punch – a cancellable normal once again! The potential for pressure and combo routes stemming from crouching medium punch, crouching heavy punch, and Drive Rush standing heavy kick is immense. Akuma also boasts an exceptional command normal: the Rago High Kick (back + heavy kick). This launcher serves as an excellent combo initiator, capitalizing on Akuma’s impressive juggle capabilities with his special moves.
Alt text: Akuma executing his Rago High Kick command normal in Street Fighter 6, showing the launch animation and highlighting its combo starting potential for juggles.
Akuma’s special moves are as diverse as they are deadly, retaining the core Ryu and Ken moveset but infused with his unique, aggressive style. His Gou Hadoken, a chargeable fireball, presents a double-edged sword. Charging it can lead to powerful projectiles but leaves him vulnerable to Overdrive projectiles from opponents. His aerial fireball adds an extra layer to his zoning game, though these projectiles dissipate if Akuma is hit, even after their release. The Gou Shoryuken remains a quintessential anti-air and combo ender, as effective as ever. What elevates it further is its synergy with his grounded light and medium Tatsumaki Zankuu Kyaku specials, enabling easy combo extensions and damage stacking that Akuma players will readily exploit.
The Demon Raid, a leaping attack with multiple descent options, offers significant mix-up potential. However, predictable use can be easily punished by seasoned players with anti-airs. Its true strength emerges when canceled from the Rago High Kick, unlocking a suite of juggle combos and corner carry potential. The Ashura Senku, Akuma’s signature teleport, has been toned down, losing its invincibility and allowing opponents to interrupt it. Despite this, a new dimension is added: a command throw executable during the Ashura Senku animation. This provides a surprise attack or a potent, untechable meaty throw option.
Alt text: Akuma performing his Demon Raid special move in Street Fighter 6, illustrating his aerial stance and the mix-up potential of this versatile attack.
However, the true centerpiece of Akuma’s arsenal is the Adamant Flame. This horizontal punch, with an optional follow-up punch, is devastating. The medium and heavy versions of the initial hit are safe on block, allowing for strategic pressure without immediate risk. The follow-up attack, while significantly unsafe if blocked, deals substantial damage on hit. The heavy version launches opponents into the air, setting up further juggle opportunities. The Overdrive version sends opponents careening into the wall, enabling combo extensions.
Uniquely, Akuma boasts five Super Arts in Street Fighter 6. He effectively has two Level 1 Super Arts: the grounded Messatsu Gohadou and the aerial Tenma Gozanku, providing versatile fireball options. Empryrean’s End, his Level 2 Super Art, is fully invincible, inflicts massive damage, and causes a wall splat in corner scenarios, allowing for even more combo extensions post-Super Art. His first Level 3 Super Art, Sip of Calamity, serves as a classic, high-damage finisher. Finally, the Shun Goku Satsu, or Raging Demon, is arguably one of the most impactful Level 3 Critical Arts. This unblockable grab deals a staggering 4,700 unscaled damage. While the input motion might be initially intimidating for newcomers, practice makes it executionally viable even within combos.
Alt text: Akuma unleashing his iconic Shun Goku Satsu (Raging Demon) Level 3 Critical Art in Street Fighter 6, emphasizing the dramatic pose and devastating power of this unblockable attack.
Despite his overwhelming offensive capabilities, Akuma is not without vulnerabilities. Capcom has consistently maintained his “glass cannon” archetype, and Street Fighter 6 is no exception. He possesses the lowest health pool in the game, at 9,000 HP, 1,000 less than most of the cast. This seemingly small difference translates to needing approximately two fewer medium attacks to KO him compared to characters like Ryu or Ken. While his combo potential is extensive, the game’s combo scaling mechanics serve as a balancing factor. While capable of immense damage, Akuma players must manage their Overdrive and Drive Rush usage to avoid resource depletion in pursuit of longer combos.
So, is Akuma a well-designed character in Street Fighter 6? The answer leans heavily towards yes. His terrifying damage potential is appropriately tempered by his low health, creating a compelling risk-reward dynamic. Even in early matches against Akuma players of comparable skill, holding ground is achievable, even with limited character knowledge. After hands-on experience, understanding how to counter his pressure becomes clearer. While he can unleash devastating offense, Akuma feels fundamentally fair to fight against. While top-tier players like Tokido might gravitate towards him, adaptation and strategic play can still yield victories against Akuma.
Byee!
Have you tested out Akuma in Street Fighter 6? What are your thoughts on Season 1’s final character? Share your opinions in the comments below!