Fight with style when Outfit 3 hits the clothing rack for all Year 1 Characters, including Rashid, A.K.I., Ed, and Akuma. Year 1 Ultimate Pass owners will automatically receive these including their colors 1-10 on May 22.
The moves they are a-changin’ as the highly anticipated battle balance updates for all characters hit the streets. We’ll have more details to share about this in the upcoming weeks.
Check out the new digs with the newest stage in Street Fighter 6, Enma’s Hollow, where Akuma resides to continue his hellbent training. Year 1 Ultimate Pass owners will automatically receive this stage on May 22.
Akuma drops straight into the action across all three Street Fighter 6 game modes, including World Tour where you can learn more about his story, Battle Hub where you can apply his moves to your own avatar, as well as the classic Fighting Ground experience. Check out his throwback Outfit 2 style as well, inspired by his debut look in Super Street Fighter™ II Turbo.
Now on to a sample of some of his exhilarating and demonic moves:
- Gou Hadoken: Akuma’s infamous fireball is back and can be charged up to blast a “red fireball” that gives him more options on hit or block.
- Ashura Senku: Like his previous iterations, Akuma uses Ashura Senku to glide on the battlefield cloaked in shadows.
- Adamant Flame: One of Akuma’s new moves, where he performs a forward thrust engulfed in flames. This move is useful in combos and for exploiting vulnerable opponents due to its long reach.
- Messatsu Gohado: Akuma’s Level 1 Super Art where he fires a highly concentrated ball of Satsui no Hado.
- Empyrean’s End: Akuma’s Level 2 Super Art where he turns the Satsui no Hado into a powerful flame and ignites it within the opponent.
- Sip of Calamity: Akuma’s first Level 3 Super Art where he throws opponents on the ground face-first and follows up with a single devastating blow.
- Shun Goku Satsu or “Raging Demon”: This second Level 3 Super Art can only be performed when his Vitality is low enough for a Critical Art and can be used to end combos. This time, he allows you to see what happens during the one second worth of nightmares.
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