FIGHTER GUIDE IORI'S STRATEGY

AKUMA
豪鬼

Use this hub to reach practical combos, move data, matchup notes, frame data, and Iori's published videos for AKUMA.

Health
9000
Published data
4 sections
AKUMAAKUMA character artwork
Home›Fighter Guides›AKUMA›Combos & Okizeme
COMBO ROUTES

AKUMA Combos & Okizeme

Practical routes organized by starter, resources, corner position, and knockdown.

YEAR 4 COMBO & OKIZEME GUIDE

Classic-control routes are grouped by practical situation. Commands, frame values, and route order are preserved from the current Japanese source guide.

2026-08-31 updatedYear 4 / 2026-08-03 battle balance update

Move names use CAPCOM's official English Frame Data terminology. Route order and numerical values are shared with the Japanese guide.

Jump to a section (22)CONTENTS
ESSENTIAL ROUTES01

Notation

DR = raw Drive Rush CDR = Cancel Drive Rush PC = Punish Counter CH = Counter Hit

Gou Hadoken = 236P Gou Shoryuken = 623P Tatsumaki Zanku-kyaku = 214K Adamant Flame = 214P Demon Raid = 236K Ashura Senku = 6KKK / 4KKK Oboro Throw = P+K during Ashura Senku

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ESSENTIAL ROUTES02

Key changes in the 2026-8-3 version

OD Tatsumaki Zanku-kyaku

The first hit's lower hitbox was expanded. It now hits crouching opponents, making combos easier without checking whether the opponent is standing or crouching.

6HP Kikoku Combination

Punish Counter pushback was reduced, making 6HP PC > cr.MK easier to connect.

fully charged Gou Hadoken

Both regular and OD versions give a better situation on block. Fully charged Gou Hadoken is more valuable as a meaty after knockdown. At close range, a blocked shot can allow a forward dash while retaining +2F or more.

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COMBO ROUTES03

10 essential starter combos

1. Reliable light-attack route

cr.LP > cr.LP > st.LK > H Gou Shoryuken

No standing/crouching confirmation needed. H Gou Shoryuken leaves approximately +30F.

2. Light attacks into wake-up pressure

cr.LP > cr.LP > st.LK > L Tatsumaki Zanku-kyaku > cr.HK

Standing opponents only. This now leaves approximately +37F; watch for older guides that list +42F.

3. Light attacks into OD Tatsumaki Zanku-kyaku

cr.LP > cr.LP > st.LK > OD Tatsumaki Zanku-kyaku > M Gou Shoryuken

Works against crouching opponents in Year 4. Leaves approximately +32F.

4 Basic cr.MP route

cr.MP > cr.MP > H Gou Shoryuken

5. cr.MP: confirm a standing hit

cr.MP > cr.MP > L Tatsumaki Zanku-kyaku > cr.HK

6 cr.MPDrive Rush

cr.MP > CDR > 6HP > cr.HP > ender

Ender options: H Adamant Flame, Tatsumaki Zanku-kyaku, OD Adamant Flame, or a Super Art.

7 cr.MK Drive Rush

cr.MK > CDR > st.HP > st.MK > ender

Ender options: H Gou Shoryuken, L Tatsumaki Zanku-kyaku > cr.HK, or OD Tatsumaki Zanku-kyaku.

8 st.HK starter

st.HK > st.MP > st.MP > H Tatsumaki Zanku-kyaku

This uses st.HK's ability to force the opponent to stand.

9. st.HK: prioritize the resulting situation

st.HK > cr.MP > L Tatsumaki Zanku-kyaku > cr.HK

10. Basic st.HP route

st.HP > H Adamant Flame

Easy to confirm, with strong pressure after knockdown.

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COMBO ROUTES04

Choosing a light-attack combo

stable route

cr.LPx2 > st.LK > H Gou Shoryuken

Reliable against both standing and crouching opponents. Gives +30F wake-up pressure.

Confirm a standing hit

cr.LPx2 > st.LK > L Tatsumaki Zanku-kyaku > cr.HK

Now leaves +37F. Do not reuse older +42F setups without adjustment.

Meter-spending option

cr.LPx2 > st.LK > OD Tatsumaki Zanku-kyaku > M Gou Shoryuken

Also works against crouching opponents in Year 4.

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ESSENTIAL ROUTES05

cr.MK Drive Rush

cr.MK > CDR > st.HP > st.MK > special move

st.MK forces the opponent to stand, making Tatsumaki Zanku-kyaku follow-ups easier.

On block

cr.MK > CDR > cr.LP

Follow this with:

• throw • shimmy • strike

Continue into these options.

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ESSENTIAL ROUTES06

Year4: 6HP PC

6HP PC > cr.MK > CDR > cr.MP > cr.HP > ender

The August 3 adjustments reduced Punish Counter pushback, improving the reward from midrange 6HP.

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COMBO ROUTES07

Invincible-Reversal Punishes

stable route

st.HK PC > cr.HP > H Adamant Flame

High-damage option

H Adamant Flame PC > 4HK > L Gou Hadoken > DR st.HP > M Tatsumaki Zanku-kyaku

To finish the round, extend with CDR or SA3.

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ESSENTIAL ROUTES08

4 F / 6F punish

4F

cr.LP PC > st.HP > H Adamant Flame

6F

cr.MP PC > st.HP > H Adamant Flame

Use after blocking Drive Reversal, for example.

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ESSENTIAL ROUTES09

Drive Impact wall splat

DI wall splat > cr.HP > briefly charged L Gou Hadoken > H Tatsumaki Zanku-kyaku

> +31F

Meter-spending option

DI wall splat > cr.HP > OD Adamant Flame > H Tatsumaki Zanku-kyaku

> +35F approximately

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ESSENTIAL ROUTES10

Corner OD Adamant Flame

basic Example

cr.HP > OD Adamant Flame > cr.HP > L Gou Hadoken > H Tatsumaki Zanku-kyaku

When using Super meter:

Options include 4HK, OD Demon Raid, fully charged OD Gou Hadoken, OD Tatsumaki Zanku-kyaku, and SA3.

into follow-ups.

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SETPLAY11

Key Frame Advantage by Ender

forward throw > +28F

H Gou Shoryuken > +30F

DI wall combos > approximately +31F

OD Tatsumaki Zanku-kyaku > M Gou Shoryuken > approximately +32F

H Tatsumaki Zanku-kyaku grounded hit > +34F

L Tatsumaki Zanku-kyaku > cr.HK > +37F

corner H Adamant Flame > L Gou Shoryuken > +37F

corner L Tatsumaki Zanku-kyaku > L Gou Shoryuken > +39F

M Tatsumaki Zanku-kyaku > +41F

H Adamant Flame > +47F

OD Adamant Flame Midscreen > +63F

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SETPLAY12

Setplay

1 H Gou Shoryuken +30F: basic

H Gou Shoryuken > +30F

st.MK whiff > +4F

From there:

• cr.LP • cr.MP • throw • walk-back shimmy

Alternative option

H Gou Shoryuken > st.LK whiff > st.HP active-frame meaty

Approximate values hit: +7F block: +1F

2 +31F > st.MK whiff

+31F > st.MK whiff > +5F

From there: / strike / throw / shimmy

3 +32F

For example, after OD Tatsumaki Zanku-kyaku > M Gou Shoryuken.

+32F > 6MK whiff > +2F

Alternatively:

+32F > st.MP whiff > st.HP active frames

Approximate values hit: +7F block: +1F

4 H Tatsumaki Zanku-kyaku +34F

H Tatsumaki Zanku-kyaku > +34F

6MK whiff > +4F

Alternatively:

cr.MP whiff > st.HP active frames

Approximate values hit: +7F block: +1F

5 L Tatsumaki Zanku-kyaku > cr.HK +37F

L Tatsumaki Zanku-kyaku > cr.HK > +37F

This is not the +42F shown in older guides.

corner Option

Whiff cr.LP > L Gou Hadoken

block > +4F

Alternative option

cr.LP whiff > 6MPactive frames

Approximate values hit: +5F block: +1F

Alternatively:

cr.LP whiff > st.LK

At approximately +5F, choose a strike or throw.

6 M Tatsumaki Zanku-kyaku +41F

M Tatsumaki Zanku-kyaku > +41F

two forward dashes > +3F

From there: a 4F light attack or throw.

Alternative option

M Tatsumaki Zanku-kyaku > Demon Raid > Demon Low Slashactive frames

Approximate values hit: +8F block: +3F

7 H Adamant Flame +47F

H Adamant Flame > +47F

H Demon Raid > land without a follow-up > approximately +2F

From there:

• cr.LP • throw • delayed throw • after shimmy

In Year 4, meaty fully charged Gou Hadoken is also a strong option.

8 OD Adamant Flame +63F

OD Adamant Flame > +63F

Ashura Senku > +12F

From there:

st.HP active-frame meaty

Approximate values hit: +7F block: +1F

From Ashura Senku:

Options: Oboro Throw, a strike, delayed strike, or shimmy.

Vary these options.

9 Corner / forward throw +28F

forward throw > +28F

forward dash 19F > +9F

From there:

• cr.MP • throw • shimmy

Important Year 4 option

forward throw > forward dash > cr.HP > OD Gou Hadoken

On block > point-blank +2F

From there: / cr.MP / throw

easy route

forward throw > forward dash > OD Gou Hadoken

> +2F

Alternative option

Forward throw > Ashura Senku > Oboro Throw

Hits meaty on wake-up. It can beat a 4F interrupt or throw in some situations.

10 forward throw > DRLP

forward throw > DR st.LP > +4F

From there: / throw / strike / shimmy

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ESSENTIAL ROUTES13

5 MP active-frame meaty

st.MP on block: +1F.

A late-active meaty can increase the advantage to approximately +5F in some situations.

From there:

Options: walk-up throw, another st.MP, or shimmy.

If the opponent jumps:

st.MP > MP (Viscera Piercer)

Use this to catch the jump.

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ESSENTIAL ROUTES14

After st.HK is blocked

st.HK > block +3F

From there:

• cr.LP • cr.MP • throw

Be careful: the 2nd hit whiffs against crouching opponents.

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SETPLAY15

Demon Raid Setplay

From Demon Raid:

Choose Demon Guillotine, Demon Blade Kick, Demon Low Slash, or land without an attack and throw.

Choose among these options to match the opponent's response.

Demon Guillotine gives substantial advantage when blocked low to the ground.

Approximate values > block +4…+7F approx.

Normally, time it after a knockdown rather than using raw Demon Raid.

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ESSENTIAL ROUTES16

Year4 / fully charged Gou Hadoken meaty

Knock down > fully charged Gou Hadoken > make the opponent block > forward dash > retain +2F or more in suitable situations.

From there:

• cr.MP • throw

If you expect a Perfect Parry:

Vary the charge time, throw, or use Demon Raid.

Vary these options.

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ESSENTIAL ROUTES17

Shun Goku Satsu

Available only in the CA state.

Representative combo

cr.LP > cr.LP > st.LK > L Adamant Flame > Shun Goku Satsu

For setplay:

+4…+5F approx. point-blank situation > Shun Goku Satsu

Look for these opportunities.

Options

Options: Demon Guillotine into delayed Shun Goku Satsu, or approach after L Tatsumaki Zanku-kyaku > cr.HK and threaten Shun Goku Satsu.

This is not guaranteed: jumps, invincible moves, and pre-buffered actions can beat it.

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COMBO ROUTES18

SA3 Combo

basic

cr.HP > M Tatsumaki Zanku-kyaku > L Gou Shoryuken > SA3

easy

cr.HP > H Adamant Flame > SA3

For higher damage:

Use OD Adamant Flame, 4HK, OD Demon Raid, OD Gou Hadoken, or OD Tatsumaki Zanku-kyaku.

Incorporate these options into the route.

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ESSENTIAL ROUTES19

10 Practical Starter Routes

1. cr.LPx2 > st.LK > H Gou Shoryuken

2. cr.LPx2 > st.LK > L Tatsumaki Zanku-kyaku > cr.HK

3. cr.MPx2 > H Gou Shoryuken

4. cr.MP > CDR > 6HP > cr.HP

5. cr.MK > CDR > st.HP > st.MK

6. st.HK > st.MPx2 > H Tatsumaki Zanku-kyaku

7. 6HP PC > cr.MK > CDR

8. H Gou Shoryuken +30F > st.MK whiff > +4F

9. Corner forward throw > forward dash > cr.HP > OD Gou Hadoken > +2F

10. H Adamant Flame at +47F > H Demon Raid, then land > mix-up at +2F

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ESSENTIAL ROUTES20

Current Game Plan

Make contact with cr.MK, MP, or Gou Hadoken > carry to the corner with a combo > knock down with H Gou Shoryuken or sweep > use a timing move > strike / throw / shimmy > corner forward throw plus OD Gou Hadoken > against a defensive opponent, use Demon Raid, Oboro Throw, or Shun Goku Satsu.

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ESSENTIAL ROUTES21

Notes for Older Guides

Use the following current-version replacements.

L Tatsumaki Zanku-kyaku > cr.HK now leaves +37F, not +42F.

OD Tatsumaki Zanku-kyaku also hits crouching opponents from Year 4 onward.

6HP PC > cr.MK is easier to connect.

Fully charged Gou Hadoken gives a better situation on block.

UFD lists st.HK at +3F on block for this version.

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ESSENTIAL ROUTES22

References

Sources: official Street Fighter 6 battle adjustments; Ultimate Frame Data; Akuma combo material updated 2026-8-25; wake-up pressure material updated 2026-8-23; research updated 2026-8-22; 2026-8-3 adjustment testing.

Combo and setplay conditions vary with spacing, standing versus crouching hits, late-active timing, and position relative to the corner.

Recheck in Training Mode before using these routes in matches.

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Frame advantage may vary with spacing, airborne hits, recovery options, and corner position. Verify important routes in Training Mode.