Special Move
Unleash a series of roundhouse kicks while moving forward. Useful in combos as well as for sending opponents flying away.
Variants
| Move | Startup | On Hit | On Block | DMG |
|---|---|---|---|---|
| Tatsumaki Zanku-kyaku | — | — | — | — |
| H Tatsumaki Zanku-kyaku | 7 | D | -59 | 1600 |
| L Tatsumaki Zanku-kyaku | 12 | D | -13 | 600 |
| M Tatsumaki Zanku-kyaku | 11 | D | -13 | 1000 |
| M Tatsumaki Zanku-kyaku | — | — | — | — |
| L Tatsumaki Zanku-kyaku | — | — | — | — |
| H Tatsumaki Zanku-kyaku | — | — | — | — |
| OD Tatsumaki Zanku-kyaku | 13 | D | -17 | 1000 |
| 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

