L - LIGHT
St. L (53k)
Akuma’s best antiair normal. Use this when dashing in to apply pressure if the opponent is in the air. If it hits you can confirm with another St. L and then launch. Best used on people who are chicken guarding or are about to do an air projectile.
A good pressure starter when the opponent is grounded. Use this to start an offense and to confirm into ground chains.
J. L (53k)
A quick knee attack that can cross up, but really has no use outside that (check if instant overhead )
M - MEDIUM
St. M (72k)
This is really only used for its ability to hit twice. Use this as a meaty on armored characters to beat their armor and start a combo. Otherwise you should really avoid using this normal.
Cr. M (75k)
A really solid poke that can be used to start pressure from farther away and it has super priority. Dash in Cr. M is a really solid way to start pressure and should be used when the opponent is grounded.
A decent air-to-air attack that juggles nicely. Use this at regular jump height so you can confirm into a combo easily.
H - HARD
St. H (88k)
This move has a solid hitbox, but it is a little on the slow side. Should mainly be reserved for combos.
A very good sweep attack, akumas longest range low and is a good footsie tool. Use this at max range to counter poke other chars since akuma gains a low profile whilst doing the sweep.
J. H (88k)
Primary air normal due to option selecting air throws. This can be used to cross up as well as it has a big hitbox. If you whiff it and fear being counter air thrown just cancel into hiyakissu to escape or tatsu to continue pressure.
S - EXCHANGE
St. S (90k)
This is akumas best anti-air due to its great hitbox. Plus it causes a lot of block stun so it’s virtually safe on block, It can be thrown if they are prepared. It is best not to end the string with this since it causes no chip, but don’t be afraid to use this as a powerful tool in the neutral.
J. S (90k)
Has a good down forward hitbox but is mainly used in combos.
FORWARD + M (81k)
This is Akumas overhead attack and makes him a huge threat whilst on the ground. Mixing this attack in your blockstrings will keep your opponent on your toes, and on block you can cancel into L Tatsu to remain safe. On hit it is easily hit confirmable since it is two hits and you can cancel straight into launch for a full combo. Also if they are airborne it causes a ground bounce so you always get the confirm on hit.
FORWARD + H (100k)
A very slow spinning back kick. Mainly used in combos but if you use this you can special cancel it into Hiyakkisu or tatsu to continue pressure. It is plus on block but if they pushblock the previous move in a string you will be heavily vulnerable.
(IN AIR) DOWN + M (80k)
This is Akumas regular divekick, it is a great tool to apply pressure and to check opponents trying to cross under or attempting to air grab you. Off an air-to-air you don’t get much unless they are close to the ground, but using this to set up ambiguous cross up situations will net you easy combos.