Street-Fighter-X-Tekken-Artwork-Akuma

MoveCommandHitDamageStartupActiveRecoveryHit AdvBlock AdvCancelNotes
Far LPH30329+6+2SM,EX,SA,CARapid fire cancelable into light normal attacks
Far MPH605216+3-1SM,EX,SA,CA-
Far HPH907320+2-3SM,EX,SA,CA-
Far LKH304213+2-2--
Far MKH609218+1-3--
Far HKH50,4082(8)218+6-2-1st hit: Forces standing, 2nd hit: Whiffs on crouching opponent
Close LPH304210+5+1SM,EX,SA,CARapid fire cancelable into light normal attacks
Close MPH603214+5+1SM,EX,SA,CA-
Close HPH904230-7-12SM,EX,SA,CA-
Close LKH30529+6+2--
Close MKH6052190-4SM,EX,SA,CA-
Close HKH50,4062(4)321+1-4SM,EX,SA,CA2nd hit: Ground bounce on airborne opponent
Crouch LPH303210+5+1SM,EX,SA,CARapid fire cancel into light normal attacks
Crouch MPH604312+6+2SM,EX,SA,CA-
Crouch HPH906426-4-10SM,EX,SA,CAForces standing
Crouch LKL305211+40SM,EX,SA,CARapid fire cancel into light normal attacks
Crouch MKL606316+2-2SM,EX,SA,CA-
Crouch HKL905329hard knockdown-12--
Jump Up LPM4047until ground+4f+12+4--
Jump Up MPM7053until ground+4f+16+5--
Jump Up HPM10063until ground+4f+20+8--
Jump Up LKM4056until ground+4f+12+4--
Jump Up MKM7064until ground+4f+16+5--
Jump Up HKM10063until ground+4f+20+8--
Jump Diagonal LPM4047until ground+4f+12+4--
Jump Diagonal MPM7053until ground+4f+16+5--
Jump Diagonal HPM10063until ground+4f+20+8--
Jump Diagonal LKM4046until ground+4f+12+4--
Jump Diagonal MKM7063until ground+4f+16+5--
Jump Diagonal HKM10073until ground+4f+20+8--
LauncherHP+HKH10013254switch-34-Crushes crouching attacks, Launches opponent while switching characters
Cross Cancelf+HP+HK (while blocking)H40x341946hard knockdown-38-Full body invulnerability frames 1-19, Airborne from frame 9, Resembles EX Goshoryuken
GoshohaLP+LKthrow1305220hard knockdown---
Syurettob+LP+LKthrow1305220hard knockdown---
Zugaihasatsuf+MPM40,3017417+4-2-1st hit: Hard knockdown on crouching counter hit, On Hit: +2 on crouching opponent
Tenmakujinkyakud+MK during 17-22F of forward jumpM7013until ground4+16+5-Float on airborne opponent
Gohadokenqcf+PH6015-310-5--
Gohadoken EXqcf+PPH60x215-31knockdown+3--
Shakunetsu Hadoken LPhcb+LPH5026-26knockdown0--
Shakunetsu Hadoken MPhcb+MPH35x226-32knockdown+1--
Shakunetsu Hadoken HPhcb+HPH33x326-39knockdown+3--
Shakunetsu Hadoken EXhcb+EXH47x326-26knockdown+16--
Zanku Hadokenqcf+P (air)H4015-until ground+16f+12+7-Button strength determines angle, Momentum halted during start up, Knockdown on airborne opponent, +5f Recovery during backjump
Zanku Hadoken EXqcf+PP (air) (Can be done during Hyakkishu)H409-until ground+9f+20+14-10 frames between projectiles, Momentum halted during start up, Knockdown on airborne opponent, +5f Recovery during backjump
Goshoryuken LPf,d,df+LPH10031435knockdown-27-Full body invulnerability frames 1-2, Airborne from frame 6
Goshoryuken MPf,d,df+MPH90,5031443knockdown-33-Full body invulnerability frames 1-4, Airborne from frame 6, 2nd hit: Whiffs on crouching opponent
Goshoryuken HPf,d,df+HPH60,40,3031636knockdown-36-Full body invulnerability frames 1-6, Airborne from frame 8, 2nd hit: Whiffs on crouching opponent
Goshoryuken EXf,d,df+PPH90,50,4031646knockdown-36-Full body invulnerability frames 1-18, Airborne from frame 9
Tatsumaki Zankukyaku LKqcb+LKH50122(6)220float-8-Airborne from frame 7, Lower body projectile invulnerability frames 7-33
Tatsumaki Zankukyaku MKqcb+MKH40x362(5)2(5)2(5)128float-7-Airborne from frame 8, Lower body projectile invulnerability frames 8-43
Tatsumaki Zankukyaku HKqcb+HKH40,20x362(5)1(5)1(5)1(5)1(5)124float-3-Airborne from frame 8, Lower body projectile invulnerability frames 8-50
Tatsumaki Zankukyaku EXqcb+KKH30x5121(3)1(3)1(3)1(3)121float-8-Airborne from frame 8, Lower body projectile invulnerability frames 8-47
Tatsumaki Zankukyaku (air)qcb+K (air)H50102(6)2(6)2until ground+10ffloat+6--
Tatsumaki Zankukyaku EX (air)qcb+KK (air)H40x581(3)1(3)1(3)1(3)1until ground+4ffloat-16--
Hyakkishuf,d,df+K----40---Chargeable: 51F for EX Version and 100F for Super Art, Button strength determines distance, Airborne from frame 6
Hyakkishu EXf,d,df+KK----40---Chargeable: 51F for Super Art, Tracks opponent, Airborne from frame 6
Hyakkishu > Hyakki Gozanno input during HyakkishuL80101515hard knockdown-13--
Hyakkishu EX > Hyakki Gozanno input during Hyakkishu EXL80101515hard knockdown-13--
Hyakkishu > Hyakki GoshoP during HyakkishuM10092until ground+4fhard knockdown+12-Ground bounce on counter hit
Hyakkishu EX > Hyakki GoshoP during Hyakkishu EXM10092until ground+4fground bounce+12-Ground bounce on counter hit
Hyakkishu > Hyakki GojinK during HyakkishuH7012until ground4+16+12-Knockdown on airborne opponent
Hyakkishu EX > Hyakki GojinK during Hyakkishu EXH7012until ground4+11+4-Knockdown on airborne opponent
Hyakkishu > Hyakki GosaiLP+LK during Hyakkishuthrow15042until ground+17fhard knockdown---
Ashura Senku Pf,d,df or b,d,db+PPP----63---Full body invulnerability frames 1-34
Ashura Senku Kf,d,df or b,d,db+KKK----59---Full body invulnerability frames 1-28
Raging DemonLP,LP,f,LK,HPthrow30003514hard knockdown--68 frames cinematic freeze before attack begins
Misogid,d,d+KKKM,H300/2002236(12)3549hard knockdown-43-88 frames cinematic freeze before attack begins, Tracks opponent, Invulnerability frames 1-85, If 1st hit whiffs Akuma creates two columns
Cross Artqcf+MP+MKH150+9245switch-25-63 frames cinematic freeze before attack begins, Invulnerability frames 1-10