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  1. Akuma (known as Gouki in Japan) is an extremely powerful warrior obsessed with mastery of the Satsui no Hado, a dark energy-based force, the antithesis of the Kyosui no Hado (Power of Nothingness) that Ryu employs.

    • SA1: Messatsu Gouhadou
    • SA2: Messatsu Goushoryu
    • SA3: Messatsu Gourasen
    • Shun Goku Satsu/Raging Demon
    • Kongou Kokuretsu Zan

    Akuma's fireball super, and by far the most practical choice. SA1 offers Akuma the most opportunities to land a super. It's the safest of the three, and is hard to punish unless it's blocked at close range. Because it's a projectile, Akuma can move freely if the opponent chooses to parry it, giving him time to mix up the opponent with high/low sequ...

    Akuma's uppercut super, similar to Ken's SA1. Does better damage than SA1, and has many of the same confirms and cancels. On the other hand, this super is much more unsafe if missed, and basically gives the opponent a free combo. Also has less chip potential, since the last 3 hits are easily parried. Not a bad super, but SA1 is preferable.

    Akuma's Hurricane Kick super, goes straight up. Does the most damage out of all of his supers, but has the worst recovery and chip damage by far. Also lacks range and confirm routes, making it hard to easily integrate into his ground pressure/offense. Almost certainly his worst super.

    Akuma's signature special art, requires 2 full meters regardless of which super is selected. An unblockable throw super that does tons of damage. It is ordinarily hard to connect since the range is very short if not done from a kara, allowing the opponent to jump away after the super flash. Techniques such as f.MP kara-Demon or hiding the jabs with...

    Akuma channels his energy into a shockwave, requiring 2 full meters. Even more damaging than the Raging Demon (and is the most damaging Super Art in the game, provided all of the hits connect). Good for countering early jump-ins and cross-ups, but is somewhat slow to come out and does severely reduced damage if the first hit misses. His most common...

  2. Dec 16, 2021 · Akuma vs Final Boss Gill (Hardest AI) & Ending - Street Fighter III: 3rd Strike. EFISH TV. 124K subscribers. Subscribed. 52. 3.4K views 2 years ago. Join this channel to get access to...

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  3. Jan 5, 2024 · 2 Street Fighter III: 2nd Impact. 2.1 Fight Rival; 2.2 Fight Akuma; 2.3 Fight Shin Akuma; 2.4 Secret outfit color; 2.5 Choose the Parry Bonus round difficulty; 2.6 Select Akuma; 2.7 Enable Akuma on the selection screen always; 2.8 Select sequences of CPU opponent appearances; 2.9 Hugo's final battle selection; 2.10 Sean's controllable ...

  4. Aug 30, 2023 · 1 Personal Action. 2 Moves. 2.1 Street Fighter III: 2nd Impact. 2.2 Street Fighter III: 3rd Strike. Personal Action. When you perform Akuma's personal action (+) his attack power increases for all of his moves except throws. Additionally, all of his attacks (even throws) do more stun damage.

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  6. Apr 23, 2000 · F,F or B,B (Dash) Pressing Forward or Backward twice in rapid succession will make the character (from this point forward listed as "Akuma") do a quick dash in that direction. D, UF or D, UB...

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