Invictus Maneo/Akuma

**“**You will feel my wrath!**”**
— Invictus Maneo selection quip
**Akuma** is among the strongest warriors ever conceived, remorseless and apathetic to all those he meets while following a strict moral code. He takes his training very seriously and only wishes to challenge those he perceives as being at his level or higher, rarely challenging others to gauge their abilities. He does uphold some standards however, only using his full strength on those he deems worthy of it, and views those less-than-honorable in low esteem. Still, as a self-proclaimed “denizen of hell”, there's plenty to fear about Akuma.

Akuma originates from the 1994 game Super Street Fighter II Turbo, and his home stage is Kousyu Street.

## Basics

Akuma is a middleweight footsie character, having great agility for as long as he's grounded and attacking his opponents. His defensive game on the ground is really difficult to punish, especially with his aforementioned Ashura Senku dash. Combined with his raw power, his attributes make him a force to be reckoned with.

Akuma's main attribute is his raw power, using his trained muscles and amazing reflexes to take down anyone in his way with little trouble. By dashing, his Ashura Senku dash is activated, which lets him pass by the target for slightly under a second in an invincible state, and he can even use a surprise backstab as his dash attack (although it can be blocked). His heavy forward tilt is his Tatsumaki Zankukyaku, which has Akuma kick his target four times up towards the air before sending them back down. His heavy down tilt is a weaker variant of his Kongou Kokuretsuzan, which creates a powerful impact on the ground that sends foes near him upward into the air. A notable attribute of Akuma's is that many of his attacks, though having noticeable lag, stun the enemy long enough so he can make combos against them- although his combos eventually force the foe away.

However, any mistake on his behalf can be aptly punished considering the amount of start-up or ending lag on some of his attacks. He is also terrible in the air, having really poor vertical recovery and air speed.

## Specials

* **Special A: Gohadoken**
Akuma generates a surging violet ball of energy and thrusts it straight forward. It will move across half the screen in slow motion, dealing moderate damage on contact. If the player inputs a quarter-circle forward motion beforehand, his Gohadoken will cross the whole screen, deal more damage, and move way faster.
* **Special B: Hyakki Gosai**
Akuma leaps and flips forward in the air, with his arms held to his sides as he descends. If he grabs a target, he will flip over again while swinging them overhead into the ground. If used in the air, it counts as an Akumacide. Inputting a Shoryuken motion beforehand results in Akuma leaping much further.
* **Special C: Messatsu Gorasen**
Akuma will slightly rise vertically into the air with a spinning kick, creating a vacuum that keeps any hit opponents trapped until the move's complete. If the player inputs a quarter-circle forward motion, the Messatu Gorasen's height is improved but it removes his trapping vortex. Hits hard; unreliable recovery.
* **Special D: Rakan**
Akuma will assume a defensive stance for a few frames, open to punishment if he isn't almost immediately attacked. If an attack hits him, Akuma will take slight damage but retaliate with either a high or low kick, his frame data temporarily becoming much better until the foe recovers, allowing for intense combos.
* **Showstopper: Shun Goku Satsu**
Akuma flashes his eyes bright red. If anyone doesn't immediately move out of the way, they will be stunned and watch in horror as Akuma slowly glides over to them, the screen turning black as he beats them up with his fists, the kanji “天” flashing red in the background as it does on Akuma's back as the move ends.