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Akuma
Akuma

Tatsumaki Zanku-kyaku

↓↙←K
Tatsumaki Zanku-kyaku
Special Move

Unleash a series of roundhouse kicks while moving forward. Useful in combos as well as for sending opponents flying away.

Variants

MoveStartupOn HitOn BlockDMG
Tatsumaki Zanku-kyaku
H Tatsumaki Zanku-kyaku7D-591600
L Tatsumaki Zanku-kyaku12D-13600
M Tatsumaki Zanku-kyaku11D-131000
M Tatsumaki Zanku-kyaku
L Tatsumaki Zanku-kyaku
H Tatsumaki Zanku-kyaku
OD Tatsumaki Zanku-kyaku13D-171000
OD Tatsumaki Zanku-kyaku

Evaluation

Unleash a series of roundhouse kicks while moving forward. Useful in combos as well as for sending opponents flying away.

How to Use

Notes on how Akuma uses Tatsumaki Zanku-kyaku — combo routes, pressure, whiff punishes — to be added.

How to Counter

Recommended counters

214LK

  • Only connects against standing opponents
  • On hit, combo into 2HK
  • The follow-up situation is weak, so most informed Akuma players avoid it — you don't need to memorize it

214MK

  • Grounded hit leaves Akuma at +41F; a forward jump can be anti-aired by a 5F Shoryuken — keep that in mind
  • Only connects against standing opponents
  • Akuma can shimmy with forward dash + micro-walk on the ensuing oki

214HK

  • On hit it becomes a tech-mixup situation — memorize the options
  • Quick-rise: no walking shimmy if Akuma uses drive rush; without rush there is still oki
  • Back-rise: no oki at all if Akuma did not use drive rush