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Characters debuting in Street Fighter II's various updated versions.
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Characters debuting in Super Street Fighter II: The New Challengers

    Cammy 
https://static.tvtropes.org/pmwiki/pub/images/cammy6_78.png
Street Fighter V 
Street Fighter Alpha 
Super Street Fighter II 
For those I wish to protect, I will fight you.

Origin: England
Fighting style: Special Forces Training
Appears in: SSFII, SFA2, SFIV, SFV, SF6
Voiced by: note 
Portrayed by: note 

Full name Cammy White. This British bombshell is an agent of the Delta Red commando task force, operating within Britain's Secret Intelligence Service (MI6). A Super-Soldier based on M. Bison's genome, she once worked as a teenaged assassin for Shadaloo under the codename of "Killer Bee" (as seen in X-Men vs. Street Fighter and Alpha 3). At the end of Alpha 3, she rebelled against Bison, lost her memories, and was taken to Britain (by Vega); it was there that she joined the special forces unit known as Delta Red. Cammy participated in the Super Street Fighter II tournament to learn about her past; she learned the shocking truth from Bison himself, but managed to cope with the revelation thanks to the support of her Delta Red comrades.

In IV, she is sent to investigate S.I.N.'s connection to Shadaloo and to acquire data on the BLECE Project. She's also there for a personal reason: Juri Han, a member of S.I.N, gave a brutal beatdown to the Shadaloo Dolls, whom she considers her younger sisters.

Cammy returns in V still in her Delta Red incarnation but sporting an updated look, reminiscent of her appearance in the spin-off Cannon Spike. During the interim between IV and V, she has continued investigating Shadaloo while also tending to her fellow Doll Juni, who is now amnesic and getting accustomed once more to a normal life.

Returning in 6, Cammy is finally free of her pursuit against Bison, the dictator having been killed in the previous game. Still working with Delta Red and now based at HQ, she spends her time pursuing missions in her home country of England, sporting a new attire that lets her blend in as a civilian.

Cammy is the series' definitive rushdown fighter, a Glass Cannon who oppresses her opponent with quick and powerful mid-range options to blitz her way through their defenses. Her Spiral Arrow drills her way through opponent's options and makes for an easy combo tool, her Cannon Spike is a powerful Anti-Air and combo ender, her Quick Spin Knuckle lets her slip through projectiles to counter zoning, and her Hooligan Combination grants her various mixup options to surprise her opponents.

  • Affirmative Action Girl: She is the second female character of note introduced in the franchise and remained so for quite some time. Of course, she has the skills to back it up as well, being an agent of the UK's esteemed Secret Intelligence Service.
  • All Girls Like Ponies: Cammy divulges in 6 that she is an expert horseback rider, and views horses as "noble, strong, and beautiful." However, she's quick to state that she still likes cats more — it's just that she finds horses appealing for different reasons.
  • Amazonian Beauty: Cammy is a porcelain-skinned beauty, with huge blue eyes and pouting lips. Despite her doll-like face, she is typically depicted with absolutely ripped muscles, with special emphasis often placed on her abs.
  • Amnesiac Dissonance: Following the events of Alpha, she joined the Delta Red anti-terrorist faction, after all of her memories of being M. Bison's servant (and potential host body) were erased.
  • And This Is for...: Yells this in IV, when using Ultra against Juri in their rival battle.
    This is for my sisters!
  • Badass Longcoat: She sports a distinctive long, red coat which she flings off in her intro in the Alpha series, and in the animated movie whilst undercover. The coat appears frequently throughout the series and crossovers for brief moments, finally making an appearance as part of a selectable outfit for Cammy’s third costume in 6. She also wears it in a memory spot in World Tour, when she is investigating the SiRN building.
  • Big Fancy Castle: Her home-stage in both II and V is set on the battlements of an ancient castle in the county of Northumberland,note  northern England. The Northern Lights twinkle in the sky (which is why the stage is set in the very far north, as this is typically the only place in England that they are likely to be seen, and even then it's rare) and a lake, another castle, and an Idyllic English Village nestled at the base of distant hills feature in the background.
  • Big Sister Instinct: Cammy does NOT take the brutal beatdown of the Dolls at Juri's hands well. And then she is willing to sacrifice herself to save Decapre, her own brainwashed insane deteriorating clone, despite the latter wanting to kill her.
  • Boarding School: Prestigious, private schools are commonly associated with the UK, so for her school uniform costume in V, Cammy is dressed as an English boarding school student, complete with a blazer featuring her school crest, a cardigan over a button-up shirt, a school tie, a plaid school skirt, dark grey tights, and Mary Jane shoes. Her long blonde hair is neatly tied back into a ponytail.
  • Body Paint: Sports camo-paint on her legs in II and IV. Her appearance in Fortnite fully covers her legs in camo.
  • Braids of Action: Cammy wears her hair in two braids that cascade down past her waist. At least until 6, where she cuts her hair into a cool blunt bob, though in a smart design move, her biker jacket features very long belt straps that hang loose either side, which lend the appearance of her previous braids and help to retain her classic silhouette.
  • Brainwashed and Crazy: In the Alpha series, she works as one of Bison's assassins. In Alpha 3, however, she begins to shake off his control.
  • Breakout Character: Cammy became one of the most iconic characters in the series despite not appearing in the original game, or the early versions of II. She even stars in the game Cannon Spike.
  • Britain Is Only London: Her stage in 6, “King Street”, is set in Westminster and features a multitude of London iconography, including a red double-decker bus, a red phone box, an elegant tea room, mounted British Coppers, a Quintessential British Gentleman enjoying a cup of tea, and of course, Big Ben, with the Westminster Chimes bonging away as each round draws to a close.
  • Brits Love Tea: Naturally, as a Brit, tea is often on her mind.
    • Exemplified in her win quote to Guile in IV:
      Is it true that in the U.S military, they don't allow breaks for tea-time?
    • In her arcade ending in 6, she and Juni enjoy a classic afternoon tea together, complete with a tiered cake-stand full of treats.
  • The Cameo: Makes a few non-speaking background appearances in Wreck-It Ralph.
  • Canon Immigrant: Shadaloo Cammy first appears in X-Men vs. Street Fighter as an Evil Counterpart that works for the organization. This version of the character became the foundation for her backstory as one of Bison's Dolls. Details from her backstory, like her Killer Bee Code Name, were also based on Masaomi Kanzaki's Cammy Gaiden manga.
  • Cat Girl: One of her downloadable alternate costumes in IV is a full kitty cosplay, complete with a tail.
  • Character Tics: Cammy is very often depicted with a steely gaze, pouting her rosebud lips.
  • Close-Range Combatant: She has some of the best gap-closers in the series, including her far-reaching Spiral Arrow and slippery Quick Spin Knuckle. And her normals up-close let her bully most opponents thanks to their speed and safety.
  • Code Name: During her time with Shadaloo, she goes by “Killer Bee“.
  • Confusion Fu: "Hooligan Combination" allows Cammy to convert into a variety of actions from a somersault, including a Diving Kick, submission hold, a sliding low or just dropping down and cancelling her momentum. This makes her an oppressive fighter when the opponent is knocked down and needs to quickly react to her options. 6 adds an overhead.
  • The Comically Serious: She takes everything she does dead seriously, even things that don't warrant it like finding cute photos of cats.
  • Counter-Attack: Her CQC (Cammy Quick Combination) Ultra in SSFIV counters simple attacks by snapping the opponent's neck, right arm, and finally their neck again.
  • Criss-Cross Attack: Her "Killer Bee Assault" and "Cross Stinger Assault" has her pulling a Meteor Move Variant as she launches her opponent in the air and proceeds to kick them from multiple angles before finishing them with a Cross Scissors Pressure/Spiral Arrow respectively. Her Level 3 Super the "Delta Red Assault" in 6 is the most brutal example yet, as she staggers and collapses the opponent to their knees with an onslaught of Spiral Arrows before practically kicking their head off, execution style, to finish the move.
  • Cute Bruiser: Cammy is a wide-eyed beauty, and yet her fighting style is amongst the most oppressively aggressive in the series, with her throws including some absolutely brutal neck-snaps and body slams. As she says in IV:
    So, how does it feel to be beaten by a tiny girl like me?
  • Cuteness Proximity: Cammy is very easily distracted by cute animals, especially cats. Some dialogue even indicates that she can outright sense when a cat is nearby.
    That feeling again... Is there a... cat nearby?
    You haven't seen a cat around here, have you?
    (Vs. Sagat) I sense a large cat... Willa Maiu? note 
  • Defusing The Tykebomb: Part of her character development; she grows to be more of a person than a Doll after the Alpha series.
  • Demoted to Extra: In Street Fighter II: The Animated Movie, where she appears only in the opening five minutes, but memorably assassinates a British government agent with a horrifying neck-snap, which returns as her Level 2 Super in 6.
  • Dismissing a Compliment: In 6, she reacts with a sharp, embarrassed gasp if the player calls her "beautiful" and tells them not to say that again.
  • Diving Kick: "Cannon Strike" sends her flying down with a kick from above. She has many supers that start with a dive kick too like her Critical Art in V.
  • Don't You Dare Pity Me!: Hates to be pitied in the Alpha games when opponents express concern for her welfare — primarily due to her being both brainwashed and only sixteen at the time.
  • Early-Bird Cameo: Her Alpha 2 Gold bonus appearance is derived from her appearance in X-Men vs. Street Fighter (a light blue leotard with sleeves and matching garrison cap instead of her green leotard and red beret), which wouldn't make its canonical appearance in the series until Alpha 3, where it became known as her "Killer Bee"/Shadaloo design.
  • Earn Your Happy Ending: Cammy's story establishes that despite Delta Red adopting her as one of their own, she still felt a strong connection to the Shadaloo Dolls, who were the comrades and sisters she was practically raised with for most of her life. It isn't until V where, after Bison is finally killed forever, she is able to save her fellow Dolls and be part of a real family. Her Arcade Mode ending finally has her opening up her heart when the now-freed Dolls and Delta Red throw a surprise birthday party for her.
  • Emotionless Girl: In Alpha. She slowly breaks out of it after Dhalsim’s powers begin to de-program her in Alpha 3.
  • English Rose: Cammy shows what happens to an English Rose when you mix her with an Action Girl and Ms. Fanservice. You'd never think of it if you judged her only by her VERY fanservicy looks, but her serious personality and her devotion to her True Companions have more than a whiff of this. She even has the RP accent. Additionally, her full name "Cammy White" (Camilla = "priestess", White = the colour of purity) is an archetypal English rose name.
  • Fashionable Asymmetry:
    • Her V outfit has a holster with pouches on her right leg, but not on her left.
    • Her gauntlets in her "Killer Bee" costume have an elbow guard only on one side. Her V outfit retains this as well.
    • In 6, she sports a full gauntlet on her right side, and only a glove on her left.
  • Flung Clothing: In Alpha 3, as well as in Marvel crossovers, she conceals herself in a Badass Longcoat that she tosses away right before she starts a fight — a direct Shout-Out from her opening scenes in Street Fighter II: The Animated Movie.
  • A Foggy Day in London Town: Cammy's stage in 6, “King Street”, is set on a foggy, cobbled street running alongside a railway viaduct in London — the first time she's fought in the UK capital. Big Ben and the Palace of Westminster loom in the distance through the fog, which starts to clear as the rounds progress.
  • Foil: To Guile, as playstyle-wise they couldn't be more different. Guile is a big bruising Stone Wall with Boring, but Practical moves, a projectile, and is a charge-character. Cammy is designed to be a petite, in-your-face offensive Fragile Speedster with speedy moves, no projectiles, and is a motion-character overall. When Cammy wins against him in V, she compares her mobility with Guile's counter-based style.
  • Forced into Evil: A minor case in V, where she’s forced into beating up a group of Brazilian cops and joins up with Juri so she can save Decapre.
  • Foreign Curse Word: In 6, if Cammy misses a standard throw, she mutters “bollocks!” in frustration, and when she finishes her Hooligan Combination grapple, she yells “sod off!” (a more serious profanity in England).
  • Fragile Speedster: In V, she has the highest agility along with Vega, her strength is decent/average, but her health is low. Even in gameplay, her primary style is to focus on rushdown-into-knockdown combos for looping offense, despite lacking mixup.
  • Gendered Outfit: She wears a gendered version of Bison and King's outfit in IV and Street Fighter X Tekken as a DLC unlockable, respectively.
  • Glass Cannon: Cammy is one of the fastest characters in the franchise, and her attacks still pack a wallop behind them. From IV onward, she's consistently one of the best rushdown fighters, while not suffering in the defense department, which can be classified as average at worst. What offsets this though is her lack of health, being amongst the lowest in any of her appearances. She also lacks projectiles and in some cases, proper mixup.
  • Good Is Not Soft: She's undoubtedly a hero and always there to oppose the antagonist of any game. But she was trained as an assassin first and foremost, and her fighting style is loaded with attacks that would kill any regular human such as neck snaps, pressure-point strikes, and a Critical Art that resembles decapitation.
  • Good Scars, Evil Scars: Bears a knife (or rather claw) scar on her cheek. It’s an “evil” scar during the Alpha series, and “good” once she lost her memories and stays that way when she finds out who she is.
  • Gorgeous Gaijin: As an Englishwoman, she was the first non-Asian woman in the series, and possesses the prerequisite blonde hair, blue eyes, and suggestive costuming.
  • Government Agency of Fiction: Cammy is a member of the British special forces unit Delta Red, a fictitious group operating within MI6. By the time of 6, she has risen up the ranks due to distinguishing herself in the operation to take down Shadaloo, and is based at the London HQ.
  • Healing Factor: Cammy can heal from broken bones in just 3 days, due to the genetic enhancements administered by Shadaloo.
  • Heel–Face Turn: Shadaloo's brainwashing causes her villainous behaviour in the Alpha series. Once her brainwashing is undone after Alpha 3, she joins the heroes in an attempt to make up for her past actions.
  • Home Stage: "Fraserburgh Castle" / "English Manor" in II and remade for V, an ancient castle situated above a picturesque valley, located in northern England. In 6 her stage is set on a cobbled street in Westminster, London, and dubbed "King Street".
  • I Am Very British: From IV onwards, Cammy has been voiced with an appropriate London RP accent, which justifiably suits her no-nonsense, stoic personality and her role as an agent of the prestigious MI6.
  • Iconic Sequel Character: Cammy is one of the most recognisable Street Fighter characters yet didn't appear until the Updated Re-release of II.
  • Intimate Hair Brushing: One piece of official art shows Chun-Li brushing Cammy's hair for her. Cammy and Chun-Li are friends who often work together as part of the same plot, as they're both law enforcers in different national groups.
  • It's Personal: She's got a score to settle with Juri for hurting the Dolls.
  • Kick Chick: She has more kick-based attacks than punches and some of the most acrobatic standard kicks in the series, with a couple of handstand-kicks in the mix.
  • Kindhearted Cat Lover: Cammy loves cats. Her SSFII Turbo ending shows her kindly holding her hand out to pet a cat while she's out and about in London. In IV, her prologue shows her playing with an adorable kitten, which she apparently has been "friends" with for a while. Said kitty returns in her ending when she brings it as a gift for the hospitalized Juni. In 6, her pet cat even appears in her (90% health but not perfect) victory pose, sweetly pulling her usually-serious focus. She also uses both a cat-themed profile pic and stickers in her text messages to the player in World Tour.
  • Laser-Guided Amnesia: She can't remember any of her life before she was 16.
  • Leg Focus: Cammy's muscular, proportionately-long legs receive special attention due to her high-cut thong leotard and athletic, kick-based moveset.
  • Leotard of Power: Her main outfit includes a green one-piece bodysuit.
  • Lovely Angels: With Chun-Li, the two being good friends and allies throughout the series and constantly battling evil forces.
  • Male Gaze: Most of her iconic victory poses, as well as her starting pose in IV, involve her turning her back (and shapely bottom) to the camera.
  • Meaningful Name: Her last name "White" implies emptiness or void, which describes her lack of recollection. It's also amongst the most common British surnames.
  • Morally Superior Copy: She is a partial clone of Bison, and has much better morals than the original.
  • Ms. Fanservice: Whilst her behaviour isn’t at all provocative, her costumes are another matter entirely...
    • Her thong leotard combines numerous, gratuitous opportunities to show off her ass, which is incredibly well-toned. Her alternate costumes in both IV and V continue the trend, and in almost all of them, from the waist down, a thong is all she’s wearing.
    • Cammy's reveal trailer for 6 immediately went viral due to the fact that a supercut of her moves is momentarily interrupted to present a brilliantly gratuitous shot of her performing her taunt, which sees her bend over, stick out her butt, and arch her back in a very deep, cat-like stretch. Capcom even acknowledged the explosive fan reaction via their Twitter account:
      Y'all really like Cammy.
  • Murderous Thighs: Her Fatal Leg Twister technique and several of her throws involve her throttling and slamming the opponent between her muscular legs.
  • Neck Snap: Cammy's Level 2 Super Art in 6 is taken straight from Street Fighter II: The Animated Movie, referencing the scene where she assassinates politician Albert Sellers by vaulting onto his shoulders, snapping his neck, breaking his knees, and bending him over backwards into a horrific backward crab lock.
    Going somewhere, Mr Sellers?!
  • Not So Above It All: Overlapping with The Comically Serious, Cammy always presents herself as a trained and professional spy taking everything seriously, yet she has a lot of habits and interests that break that illusion, like her immense love for cats or her tendency to mother hen her subordinates. If you gift her a cute kitty keychain in World Tour, she briefly breaks her composure in sheer glee only to awkwardly recollect herself and revert to her usually stoic attitude.
  • Off with His Head!: Invoked with her Critical Art in 6; the final blow of the super has Cammy roundhouse kick straight through the opponent's neck, making it look like she just decapitated them (though for obvious reasons, it's only symbolic).
  • Opposite-Sex Clone: The Alpha series reveals that she is based on M. Bison’s genome.
  • Painted-On Pants: For her default outfit in 6, Cammy sports a pair of figure-hugging leggings.
  • Pintsized Powerhouse: Capcom seemingly had pit bulls in mind when they created her; Cammy is small, but once she gets up close and personal she'll relentlessly stay on you and tear you to shreds.
  • Pretty in Mink: Her Capcom Pro outfit in V is a cocktail dress with a white fur bolero jacket.
  • Professional Killer: She was a Brainwashed and Crazy assassin while working for Shadaloo. While no longer her profession, she still uses assassination techniques when fighting.
  • Red/Green Contrast: Cammy wears a green Leotard of Power with a red military beret, socks and gauntlets.
  • Scars Are Forever: She sports a large vertical scar on her cheek, which by the time of V has already noticeably faded.
  • Secret Character: In Alpha 2 Gold (an Updated Re-release of the game included in Street Fighter Collection), she's unlocked by beating the game with M. Bison and entering the initials "CAM", then pressing start twice on M. Bison to select her. In Alpha Anthology, she's selectable from the start (press start twice on Bison) and has her own Arcade mode path complete with secret sub-boss, boss, and ending.
  • Sexily Modest: Reaction to Cammy’s 6 trailer was positively explosive, with the vast majority of the fanbase heaping praise on her bold new look precisely because she appears hotter than ever despite being far more covered up than in any previous game.
  • Sexy Backless Outfit: Her Shadaloo uniform has a large section cut out from the top of her shoulders to the base of her back.
  • She-Fu: A kick-based fighting style combined with insane acrobatics, though Cammy is also willing to add some brutal cracking submission holds into the mix.
  • Shoryuken: "Cannon Spike" is her mainstay Anti-Air, being a rising thrust kick — which is the alternative name for the move in some territories.
  • Signature Headgear: She wears a red beret in her Delta Red uniform, which are traditionally worn by Britain's Royal Military Police, or a blue garrison cap in her Shadaloo outfit.
  • Significant Wardrobe Shift: Cammy's default outfit in 6 is a big shift from her classic Delta Red uniform; she now sports a street-wear and biker jacket combo that has little (if any) militaristic flair. Most shockingly of all, her signature waist-length braided hair has been cut into a blunt chin-length bob — denoting that She's All Grown Up and lending her a cool Badass Biker look overall. It's justified given that by the point of World Tour, Shadaloo has been gone for years, meaning her hunt for Bison has been long completed.
  • Socially Awkward Hero: Her spy mindset is basically her default state of mind, meaning she has little clue how to interact with anyone outside of duty, making her come off as hilariously awkward. Her World Tour interactions are chock-full of her taking things WAY too seriously, and getting really bashful trying to express affection.
    If I don't see a read receipt on my messages within ten minutes, I'll only assume the worst.
  • Spin Attack: Half her special attacks involve spinning — from her Spin Knuckle, Cannon Drill, and her Spin Drive Breaker. But her victory pose in SSFIV cranks this right up, to the point where she's practically break dancing. Her first V-Trigger, Delta Drive augments her moves with some extra spins.
  • Stripperiffic:
    • Her classic outfit is a binding Leotard of Power, which constantly exposes her butt, and she never wears pants, except for some select cameo appearances.
    • Many of Cammy's alt costumes in both IV and V are leotards or bikinis, with her story costume in V being of particular note. On the upper body, standard military; on the lower body, black boots and black panties, with the game taking almost every opportunity to show how little she is wearing.
  • Superhero Sobriquets: Often described as the "British bombshell" or even better, the "blonde British bombshell".
  • Super Mode: The "Delta Drive" V-Trigger from V, powers up her Spiral Arrow, Cannon Spike, and Cannon Strike attacks. Using one will cut V-Trigger time in half, though.
  • Take It to the Bridge: As seen in her SSFII and V stage — an ancient castle in northern England, with the fight taking place across a narrow stone cat-walk spanning a deep chasm.
  • Tarot Motifs: Cammy represents The Empress in the 30th Anniversary Tarot Deck. The Empress often represents motherhood, and Cammy acts as something of a Team Mum towards the Dolls, who she fights to free from Bison's control.
  • Teeth-Clenched Teamwork: She has to accept Juri's help in V in order to save Decapre, even though Cammy personally hates Juri for brutalizing her fellow Dolls.
  • Thong of Shielding: Her default outfit in all games up to 6, and her deluxe costume in V, incorporate either a binding thong leotard or underwear.
  • Trademark Favorite Food: Cake, as per her bio.
  • True Companions: With Delta Red and the other main heroes, with whom she fights to take down Shadaloo. Even more so with The Dolls, whom Cammy refers to as her sisters by the time of IV.
  • Tyke-Bomb: She's only sixteen when she's Shadaloo's Killer Bee, meaning she's been trained to fight since she was even younger.
  • V-Sign: As seen in one of her victory poses in SSFII, along with a wink and a grin.
  • Wearing a Flag on Your Head: In 6, she sports a completely new default look, including a blue biker jacket that's emblazoned with the Union Jack across the back.
  • When She Smiles:
    • Her Arcade Mode ending in V, where Delta Red and the now-freed Shadaloo Dolls throw a surprise birthday party for her.
    • One of her victory poses in SSFII has her doffing her hat, winking at the camera and giving a V-Sign along with a wry grin.
  • Workaholic: Juni notes that Cammy can get a little too wrapped up in her work, even forgetting to eat sometimes. The habits get worse whenever she suspects Shadaloo is involved.
  • Wrestler in All of Us: Frankensteiners, suplexes — often accompanied by sickening neck-snaps in her later iterations from IV onwards.

    Dee Jay 
https://static.tvtropes.org/pmwiki/pub/images/deejay_alt_pic.png
Super Street Fighter IV 
Super Street Fighter II 
Capcom Fighters Network 
Good dancers make good fighters, mon! Move to the beat!

Origin: Jamaica
Fighting style: Kickboxing
Appears in: SSFII, SFA3, SSFIV, SF6
Voiced by: note 
Portrayed by: note 

A Jamaican kickboxing musician known as the "Southern Comet", who enters the Street Fighter II tournament seeking inspiration for his next hit song. He reappears in Super Street Fighter IV, joining the tournament looking for some excitement to spice up his life. Interestingly, Dee Jay is the only mainline Street Fighter character to have been designed by an American — namely James Goddard of Capcom's US division.

In his original appearances, Dee Jay is a purely charged-based character, relying mostly on defense-based options including a far-reaching projectile with "Air Slasher", "Machine Gun Upper" and "Jackknife Maximum" specials offering effective anti-air capabilities, and "Double Rolling Sobat" as an advancing melee punisher. He is often seen as a more "stylish" alternative to Guile.

Returning to 6 after being absent for a whole game, Dee Jay's moveset has gone through a significant revamp. Two of his specials (Rolling Sobat and Machine Gun Upper) are now quarter-circle inputs, and he also gains a new special, "Jus Cool", that lets him go for hit-and-run tactics. More significantly, every light version of his special moves is now a feint maneuver, allowing Dee Jay to misdirect his opponent and then cancel into a different attack. This turns him from a very defensive fighter to a groovy all-rounder that can disguise his approach to throw off the opponent's guard.

  • '80s Hair: He has a combination low-fade/mullet with two long braided ponytails with an M cut into the side of his head. As of SSFIV, the M is gone, except for the anime cutscenes. In 6, he switches his style up to a dreadlock afro.
  • Adaptational Villainy: The Street Fighter movie strangely makes him one of Bison's top subordinates, seemingly taking the place of Balrog who was hit with the opposite trope.
  • All-Loving Hero: Dee Jay is relentlessly cheerful and friendly to everyone. In 6, the closest he comes to a mean statement is against Juri, and even that's got the edge taken off by a positive suggestion afterward, anyway.
  • Ambidextrous Sprite: There’s a clever workaround in his initial appearance with his "MAXIMUM" pants, as all the letters in it are perfectly symmetrical, therefore still legible when his sprite flips. The word was chosen for this specific reason; originally, it was supposed to be "MANTIS", but the letters N and S aren't vertically symmetric, so...
  • Awesome, but Impractical: 6 adds a special taunt, "Speedy Maracas", that builds Dee Jay's super meter so long as it's active. Actually pulling it off without getting smacked in the middle of his dance is another matter, however.
  • Big "NO!": His Death Cry Echo in SSFII, Street Fighter: The Movie (the game), and Alpha 3.
  • Boisterous Bruiser: He goes into every battle with an exuberant attitude, never without a smile and a beat in his step.
  • Brainwashed and Crazy: When he first appears in the UDON comic, Dee Jay has been brainwashed into a mindless fighting machine by M. Bison, but Cammy and Delta Red quickly snap him out of it.
  • Breaking the Fourth Wall:
    • He and Rufus seem to be in a competition of who can appeal to their fans the best during their SSFIV rival battle.
    • For his outro winning animation in 6, he autographs the camera lens with a graffiti tag.
  • Bunny-Ears Lawyer: He's passionate and always smiling and dancing. He also unleashes a beatdown on Bison in Alpha 3 so powerful that Bison is disintegrated. A feat also performed by Akuma.
  • The Bus Came Back: After being absent for the entirety of V, Dee Jay makes his return in 6, sporting a new look and an expanded moveset to boot.
  • Charge-Input Special: The majority of his specials, including Air Slasher, Jackknife Maximum and Double Rolling Sobat, require a charge to use, providing him a decent defensive game. 6 actually removes the charge input on two of his specials, Machine Gun Upper and Rolling Sobat, making those moves more readily available while still retaining the charge for his more space-oriented tools.
  • Cheshire Cat Grin: Dee Jay almost always sports a wide, toothy grin. Taken to exaggerated levels in SSFIV, where it looks rather unsettling and Slasher Smile-like. He's not evil or arrogant, however, just passionate and really damn happy.
  • Confusion Fu: 6 introduces a mechanic for him called "Jus Cool", a swaying stance which has a number of different follow-up attacks. He can use this to then bait opponents into thinking he'll go for one attack only to strike them with another, enhancing his defensive game and dance influences. His other specials besides Machinegun Upper each have feint variants for movement or to trick opponents into making mistakes he can capitalize on.
  • Dance Battler: Dee Jay incorporates his natural rhythmic movement into his Kickboxing style. 6 expands on the concept through mechanics like a sway cancel, a rhythm-game based super, and a Critical Art that concludes with him striking a triumphant "Staying Alive" Dance Pose; overall he's a lot more energetic and rhythmic to reinforce the music theme.
  • Demoted to Extra: In Street Fighter II: The Animated Movie, he has the second least screen time of any character in the series, getting just a tiny bit more screentime than Akuma and his blink-and-you'll-miss-it- cameo.
  • Difficult, but Awesome: His Sunrise Festival supers in 6 all have follow-ups that require extremely tight button presses to pull them off, roughly when the previous hit connects. Get it right though and you're rewarded with an extremely damaging combo, and better yet, even if you stop mid super it creates unique combo opportunities.
  • Dreadlock Warrior: For his return to the series in 6, he switches out his classic low-fade for a mop of mid-length dreads that he ties back with a headband.
  • Flash Step: He has one of the fastest drive rushes in 6.
  • Fun Personified: Almost always smiling and cheerful, even when kicking ass in combat. He's also the only character in the series who's apparently not horrified to be riding Hakan's humiliating Oil Coaster super, grinning his head off as he speeds across the arena floor covered in oil.
  • Home Stage: "The Lemony" in II (a beach club), and "Port Antonio" in Alpha 3, both set in Jamaica. His beach club stage, now dubbed “Bathers Beach” makes its glorious return in 6, and has graduated to full on Coolest Club Ever status.
  • Horrible Judge of Character: 6 reveals that Dee Jay was never really aware of the full scope of Shadaloo's actions. When he talks about them in World Tour, he seems to be under the impression that the Four Kings of Shadaloo were a band, and that their disappearance after the events of V was just them breaking up. He also never learns or realizes that JP, Juri, and A.K.I. are villains.
  • Iconic Item: Dee Jay's maracas, which he always has ready to celebrate after a victory, or even when unleashing his super.
  • Inconsistent Spelling: Dee Jay, DeeJay, Deejay, DJ...
  • Jack of All Stats: He comes packing a very versatile move-set in 6, including a far-reaching projectile for zoning, a powerful Anti-Air, a very flexible leaping kick, an evasive back-way, and a huge arsenal of normals that let him react to many situations.
  • Jive Turkey: Since IV, he’s been voiced with a thick Jamaican accent.
    YEAAH! This is gonna be the bomb, boy!
  • Ki Manipulation: Air Slasher/Max Out utilizes wind energy.
  • Nice Guy: A chill, fun-loving dude who treats everyone he meets like a fellow partygoer.
  • No Brows: Oddly lacks any kind of eyebrows. In certain portraits like IV, it can make him seem a tad unhinged.
  • Noodle Incident: On a meta level. The person who prototyped Dee Jay says that the original sketch of the character is "Too racist to be viewed by humans". According to him, it's still locked in a Capcom vault somewhere.
  • Not-So-Innocent Whistle: His win pose; once the fight is on, he hits hard.
  • O.O.C. Is Serious Business: In 6's World Tour, giving him beer that's anything but ice cold will cause him to actually drop his cheerful demeanor and give you a stern lecture. Amusingly, the Lukewarm Beer also increases his Bond level the most, so you have to keep giving it to him to quickly max out his Bond.
  • Perpetual Smiler: You almost never see him frowning or upset, even as he's getting pummeled by an opponent, he’s just having that much of a good time in a fight. Exceptions include his burnout state in 6 in which he frowns, and when he is caught in a Super Art or Critical Art in which he knows he's screwed.
  • Practical Taunt: He has a unique taunt in 6 in which he busts out a pair of maracas and dances, steadily filling his super meter all the while. While usually far too punishable to ever be useful except to mock someone, you have just enough time to get a bit of meter if you can stun your opponent first. The taunt can also be used to lure opponents looking to stop his meter re-fill back into range, setting them up for an attack.
  • Progressively Prettier: His facial features, traditionally, are very exaggerated to sell him as a light-hearted character, with bulging, dilated eyes and a big, manic grin. 6, which features the most semi-real art style to date, tones down Dee Jay's cartoonish looks and even gives him a more conventionally handsome face to better suit the new art direction.
  • Rapid-Fire Fisticuffs: "Machine Gun Upper", in which Dee Jay vibrates his arm at such high speeds that it registers as multiple punches. The Climax Beat Ultra in SSFIV amps it up even further.
  • Razor Wind: "Air Slasher" is framed as Dee Jay actually cutting through the air with his projectile, landing with a hefty cutting sound. Apparently, he ended up destroying a speaker the first time he did it.
  • Red Baron: 'The Southern Comet'.
  • Shoryuken: "Jackknife Maximum" has Dee Jay leap up with three spinning kicks, serving as his go-to Anti-Air.
  • Signature Move: His Sobat Kick or the Machine Gun Upper are mainstay attacks, the former of which he's pulling in his artwork for 6.
  • Significant Wardrobe Shift: Prior to 6, Dee Jay mostly wears standard kickboxing attire, battling with just baggy sports pants and protective gloves. His redesigned look in 6 emphasizes more of his role as a musician, with headphones, cool sunglasses, and a groovy floral shirt.
  • Slide Attack: His crouching heavy kick is a full-body slide.
  • "Staying Alive" Dance Pose: His Level 3 Super Art in 6, "Weekend Pleasure", transparently named "Saturday Night" in Japan, has him strike (and freeze on, if it's the finishing blow) the pose at its conclusion.
  • Sunglasses at Night: His default costume in 6 includes sunglasses that he wears even in night stages such as King Street and Tian Hong Yuan.
  • Techno Wizard: He serves as the team's computer expert and helicopter pilot in the American Street Fighter animated series.
  • Walking Shirtless Scene: He's shirtless in his default costumes in SSFII and IV.
  • Wearing a Flag on Your Head: Or rather, trousers; in 6, he sports a pair of baggy martial arts pants boldly patterned after the flag of his native Jamaica.
  • You No Take Candle: Dee Jay deliberately invokes this in some of his Ultra Street Fighter II: The Final Challengers win quotes, in fitting with his Jamaican accent.
    Don't worry, mon. Me sing at ya funeral!
    What you sleepin' there for? Me ready for Round Two!
    Me heart is ready for more passionate dance fightin'! Who next?

    Fei Long 
https://static.tvtropes.org/pmwiki/pub/images/feilong_4.png
Super Street Fighter II 
Capcom Fighters Network 
You have trained to be a great loser. Now you must learn to fight.

Origin: Hong Kong
Fighting style: Kung Fu
Appears in: SSFII, SFA3, SFIV
Voiced by: note 

A Hong Kong action film star who began his Kung Fu training at the age of 6. After being involved in numerous street fights, he was spotted by several movie directors and began his filmmaking career. Following the Street Fighter II tournament, he turned down a role for a movie in Hollywood, deciding to focus more on developing his unique style of Kung Fu dubbed Hiten Ryuu or the "Flying Heaven style." He decides to take up new movie roles in IV, but finds that mysterious accidents have occurred on the set of the movie, causing many staff members to be critically injured. The accidents were caused by S.I.N due to the writers changing the terrorist organization depicted in the movie to a multinational corporation — fitting S.I.N's bill exactly. He enters the Street Fighter IV tournament to confront Seth.

As befitting of an homage to Bruce Lee, Fei Long's fighting style embodies the spirit of Jeet Kune Do in terms of "absorbing what is useful". He is a well-rounded melee oriented character with very practical attacks for many different situations. His signature move is the Rekka Ken, a Three-Strike Combo which pushes Fei Long towards his opponents with a series of rushing punches, being not only a powerful combo ender but also a strong poking tool at mid-range to punish careless opponents. His Shien Kyaku is a spinning, rising kick on fire that functions as an anti-air. Lastly is his Rekkukyaku, cooloquially referred to by players as the "Chicken Wing", which sails over low attacks and projectiles and sets Fei Long's opponent's up for further pressure.

  • Inconsistent Spelling: His name should be hyphenated like Chun-Li's is (as it's just his first name) though it's often written as "Fei Long" (inaccurate) or (more accurately) as "Feilong".
  • Kiai: Comes with being a Bruce Lee Clone. Juri complains in IV that his screams are "like nails on a chalkboard".
  • Meaningful Name: The name Fei Long (飛龍) is Chinese for "Flying Dragon." Incidentally, the name is spelled with the same characters as the Japanese name "Hiryu."
  • Mood-Swinger: Seems to be one at times. In the rival fight against Abel he goes from calmly taking up Abel's challenge to loudly yelling "I won't repeat myself!!" when Abel asks him if he really means it.
  • Mr. Fanservice: Has an alternate costume that pays homage to Bruce Lee's skimpy briefs he sports at the beginning of Enter the Dragon.
  • Ornamental Weapon: The only time we see Fei Long use his signature nunchaku is during his win pose. Meanwhile, Vega uses his claw, Sodom uses his jitte/katanas, and Rolento uses a combination of his quarterstaff, throwing knives, garrotte wire, and FREAKING GRENADES during a fight, but Fei Long never uses his nunchaku. Tellingly, in his winning quote against Viper he chides her for using gadgets in their fight, evidencing his disapproval of using weapons in combat.
  • Out of Focus: Thus far he has yet to have made an appearance in the franchise since the IV era, the longest gap in appearances of any of the II cast.
  • Perpetual Frowner: Seeing him smile is very, very rare.
  • Playing with Fire: His Shienkyaku move is a rising kick Shoryuken-style attack in which he spins around with his kicking leg fully engulfed in flame.
  • Rapid-Fire Fisticuffs: Parts of both of his Ultras in IV. R.F.F. has a real life counterpart known as "Straight Blast", which is a Jeet Kune Do technique. Jeet Kune Do is a martial art developed by... Guess who?
  • "The Reason You Suck" Speech: Gives one of these to Ken in the cartoon, admonishing him for abandoning his training and losing his edge while becoming self-absorbed in the fame of showbiz. Ken's comeback is... quite lame.
    Ken: And you... you're a LOSER!
  • Self-Made Man: According to the fan books. He began training in Kung Fu as a 6-year-old child, as a teenager he became a stuntman for HK movies, and from then on he worked hard in minor roles and training to reach the top. After an assistant director asked him to show his skills in a single scene take, the rest his history.
  • Tender Tears: According to his original bio, he's easily moved to tears over beautiful things.
  • Walking Shirtless Scene: For obvious reasons.

    T. Hawk 
https://static.tvtropes.org/pmwiki/pub/images/hawk_alt_pic.png
Super Street Fighter II 
Capcom Fighters Network 
Fighting with conviction leads to victory.

Origin: Mexico
Fighting style: Thunderfoot Martial Arts
Appears in: SSFII, SFA3, SSFIV
Voiced by: note 
Portrayed by: note 

Full name Thunder Hawk. An indigenous Mexican warrior whose ancestral homeland was taken over by Shadaloo, following the murder of his father Arroyo at the hands of Bison. In Alpha 3, T. Hawk looks for the members of his tribe to return them to their homeland. He finds Juli(a), a member of his tribe, but she doesn’t remember him. They fight, but it is unknown if she returned with him afterwards. In Street Fighter II he enters Bison's tournament to get revenge on him for taking his homeland. When Bison is defeated, T. Hawk regains his people's homeland and promises to make it what it once was. He shows up in Super Street Fighter IV, still searching for Julia. He eventually finds her, but it is shown that she has been reduced to a catatonic, unresponsive state. Thankfully, Juli is saved in V after Shadaloo's fall, and the two have finally gotten together by the time of 6, and he is succeeded as the playable representative of his tribe by Lily.

T. Hawk was introduced in Super Street Fighter II as another grappler-type character, similar to Zangief. However while Zangief is more focused around slowly making his way towards the opponent and stuffing out their keep-out attempts, T. Hawk is instead the one doing the keeping out, with a much more defensive fighting style that cuts off the opponent's approach with the sheer sweeping breadth of his attacks. In addition, he has significantly more mobility than Zangief, with tools such as the Condor Dive, Condor Spire, and Tomahawk Buster, the latter of which is a Shoryuken equivalent unique to T. Hawk that makes him the only grappler in the entire history of the series to have a fully-functional DP (as in, one that isn't specifically designed for anti-air purposes). On the flip side, his increased aerial mobility and wider range of attacks means he is much slower on the ground compared to Zangief, and his height also makes him a big target, leaving him susceptible to more combos and setups that take advantage of his unique frame.

  • Animal Motifs: His spirit animal is the hawk, which he physically resembles (aquiline nose, large upper body size), and most of his special moves are aerial in nature, holding his arms out like wings. His animal-themed alternate costume in IV is, of course, a hawk.
  • Badass Native: He's of indigenous Mexican heritage and is a amongst the strongest, most enormous characters in the series.
  • Braids, Beads and Buckskins: Downplayed. He sports warpaint and feathers in his hair, but he's really just wearing a denim vest and jeans. His alternate costumes in SSFIV and IVAE play up his heritage further, with one consisting of literal braids, beads, and buckskins, and the other an ornamental Aztec ensemble.
  • Captain Ethnic: Hawk’s design is often noted to have aged less well than that of his contemporaries, as he’s an indigenous Mexican warrior with a Braids, Beads and Buckskins outfit, sports warpaint and a feather in his hair, is In Harmony with Nature, and makes a stereotypical “how” gesture for his win-pose.
  • David Versus Goliath: Hawk is always Goliath in the games he's appeared in, being as he’s amongst the most massive World Warriors to date. In IV, Hugo is definitely taller, and Zangief is more muscular, but Hawk is both tall and muscular.
  • Facepalm Of Doom: He holds his hands out flat in his idle stance and most of his punches involved smashing or knifing the opponent with his enormous open palms.
  • Facial Markings: Sports classic Native North American war-paint on his forehead, cheeks and chin.
  • Forgotten Friend, New Foe: In the UDON comics, he only remembers his childhood friendship with El Fuerte after an insult-sparked brawl.
  • Friend to All Living Things: For one of his win-poses, he whistles and an eagle swoops down and perches itself on his arm.
  • Gentle Giant: Very much so — despite his enormous size, out of all the giant characters in the series, he's easily the most peaceful and good-hearted.
  • The Grappler: He's a more mobile alternative to Zangief, with equally-devastating throws, but also a number of abilities which allow him to dash in quickly, such as his Condor Dive attack.
  • Home Stage: "Hospicio Cabañas" in II and "Monte Alban Plains" in Alpha 3, both set in Mexico.
  • Humble Hero: In IV, his inner narration says that he has refused to become the Thunderfoot Tribe's chieftain since he feels he's still not ready for such a responsibility.
  • In Harmony with Nature: Befitting his Native North American heritage.
  • Magical Native American: Downplayed, though his leaping attacks and ability to hurtle through the air like an eagle do probably count.
  • Metronomic Man Mashing: As his second Ultra (Raging Slash) in IV.
  • Remember the New Guy?: In SSFIV, he and El Fuerte know each other on a personal basis and apparently fought at least once in the past.
  • Revenge: Most notably, Bison killed his father, Arroyo Hawk, and stole the Thunderfoot Tribe's ancestral lands. In his ending in II, he regains his land. It's in rough shape, though he doesn't lose his hope to make it blossom again.
  • There's No Place Like Home: His motivation to fight is to regain his people's homeland.
  • Vocal Dissonance: In the English dub in IV, you wouldn't expect a Native American man that's built like a mountain to have the voice that sounds like a teenager.
  • Walking Shirtless Scene: He hails from Mexico, so it probably has to do with the climate.
  • You Killed My Father: He holds Bison responsible for the near decimation of his tribe, and the death of his father, Arroyo Hawk.

Characters debuting in Super Street Fighter II Turbo: Grand Master Challenge

    Akuma 

https://static.tvtropes.org/pmwiki/pub/images/akuma_alt_pic_9.png
Master of the Fist
(SF4 design)

Street Fighter V 

Street Fighter Alpha 
Super Street Fighter II Turbo 

I am Akuma, and I will teach you the meaning of PAIN!

Origin: Japan
Fighting style: Ansatsuken
Appears in: All mainline games from SSFII Turbo (DLC in SFV and SF6)
Voiced by: note 
Portrayed by: note 

Akuma is the self-proclaimed "Master of the Fist" who wields the Satsui no Hado ("surge of murderous intent"; also translated as the "Evil Intent", the "Killing Intent", "Dark Hado", or the "Murder Wave"). The Satsui no Hado forces unto its wielder the urge to win every battle at any cost, even if it means the death of their opponent. When he was still training under Goutetsu, Akuma delved further and further into the Satsui no Hado; he eventually mastered its ultimate technique — the Shun Goku Satsu ("Instant Hell Murder", but popularly known as the "Raging Demon") — and killed Goutetsu with it to prove his mastery. He challenged his brother Gouken sometime afterward and killed him as well.note  Despite his arrogance, Akuma will not fight anybody who is not equal to or more powerful than himself, feeling that they present no challenge. Akuma views Ryu as a worthy adversary, and he constantly seeks to convince Ryu to follow the Satsui no Hado as well. In III, he works on creating new techniques to bolster the Satsui no Hado style and further his fighting prowess.

Was part of the second wave of DLC characters for Street Fighter V. His signature ten (heaven) sigil is gone, having been replaced with the sigil that appears in Capcom vs. SNK 2 in his Shin Akuma form: kami-hito (demigod). In addition, his iconic flame-esque hairstyle has been changed to resemble a lion's mane.

Akuma once again returns as DLC as the last character of Street Fighter 6's first season, sporting an even wilder design compared to his SFV look, with his gi slung off his shoulders and his formerly red hair a ghostly white.

If Ryu represents efficiency and defense, and Ken represents flashiness and offense, then Akuma represents a mixture of both of their philosophies - mastery and all-out domination. Akuma is the Glass Cannon of the Shoto archetype, boasting aspects of both Ryu and Ken, but taken to their logical extreme. He has a more powerful version of the traditional Shoto moveset alongside his own bag of unique tricks. The price Akuma pays for all of this power, however, is that he has the lowest defense rating of the entire cast of any given entry. Any mistake can cost Akuma dearly, as it's very easy to not only deplete his life, but also to stun him. Thus, playing him effectively requires considerable amounts of practice in order to avoid such situations while also leaving the opponent no openings to put Akuma in them.

  • Above Good and Evil: Though people who know him might call him "evil" (such as Ryu or Gouken), when you get down to it he's only acting on his code as a warrior. If surrendering yourself to the Satsui no Hado is necessary to find one's innermost strength, then it's acceptable to him, even if it's looked down on by some of the more straight-minded characters of the series.
  • Adaptational Badass:
  • Air-Dashing: Akuma's Ashura Senkunote  lets him dash forward in the air, giving him greater mobility than many other fighters. He's also completely intangible during the duration of the move (except in Marvel vs. Capcom 2, where he can't bypass Supers), though he does need to be careful about where he lands so his opponents can't attack him once it ends. Evil Ryu and his successor Kage can also use this ability.
  • Ambiguously Brown: He is depicted with reddish-brown skin, most likely due to the Satsui no Hado if Evil Ryu's appearance is to be taken into account.
  • Ambiguously Evil: Particularly in Alpha: The Animation and Alpha: Generations, but with his rather alien honor code as a warrior, it rings true for the series in general.
  • Animal Motif: His hairstyle in V and 6 resembles a lion's mane.
  • Anime Hair: His iconic flame-shaped topknot. Exaggerated in V where his hair has grown considerably to resemble a lion's mane (or a sunflower).
  • Arch-Enemy: To Ryu, Gouken and M. Bison.
  • Archnemesis Dad: In the non-canon Generations anime, he is implied to be Ryu's biological father, making him even more similar to Yujiro Hanma.
  • Arrogant Kung-Fu Guy: He only challenges people he believes are worthy of fighting.
  • Badass Back: Upon either using the Shun Goku Satsu or winning, he'll turn his back to the camera, and the kanji for "heaven" will flash on his body.
  • Badass Boast: Several, as both regular Akuma and Shin Akuma:
    Akuma: Evil is what I am. Death is what I bring.
    Shin Akuma: I am power made flesh! Feel how weak you truly are!
  • Bad Guys Do the Dirty Work: He often murders various world conquerors with his Shun Goku Satsu, but the victims often do not stay dead. He first does this against M. Bison in SSFII Turbo, and then does it to Gill in III: 2nd Impact. They both manage to survive. M. Bison used his Body Backup Drive again. Gill used his Resurrection super art to survive the attack. In Street Fighter vs. Darkstalkers, he is the one who kills Jedah.
  • Barbarian Longhair: Symbolizing his increasing detachment from humanity, his default look in V gives him a glorious leonine mane that stretches around his entire head.
  • Baritone of Strength: As one of the strongest fighters in the series, he tends to have the deepest voice as well, oftentimes with a very guttural nature (Especially Taketora and Dave Mallow's takes on his voice).
  • Battle Aura: He radiates an aura of dark ki that usually forms the kanji for "ten" (天). In Alpha 3, it can set you on fire. Also doubles as Badass Back at some points.
  • Black Eyes of Crazy: Whenever he's not depicted as having straight-up Monochromatic Eyes, he has red irises and black sclera.
  • Black Screen of Death: As seen when Akuma uses his Shun Goku Satsu. Is sometimes replaced with Blank White Void.
  • Blood Knight: The exemplification in the series; a man who lives purely for battle and finding his next Worthy Opponent.
  • Blue-and-Orange Morality: He does have a strong, but alien and not easily understood, code of honor.
    • If you beat someone in a fair fight, it is only honourable that you give them death. When he defeats Dan with ease however, he does not kill him because it's obvious he is not a threat.
    • He refuses to kill Gen after a fight, because Gen is dying of a terminal illness and wants to die in battle, thus the fight was "impure" by Akuma's reckoning. Interestingly in the comic the opposite happens, and Akuma kills Gen as a Mercy Kill.
    • Akuma flat-out kills M. Bison without a fight, because according to his moral standards, he really is as evil as you can get. If you murder someone in cold blood without giving them a chance, that's a sin in his eyes. Using power for evil purposes is fine, as long as you strove and earned that power yourself— getting by with false power you stole from another source, or trying to claim power you don't actually have, are also sins. Therefore, Bison has to die, rules of fair combat be damned. The fact Bison is also as evil as you can get by the standards of normal people is a happy coincidence.
    • Explored in the (non-canon) Ryu Final manga where it is revealed that Akuma precisely and deliberately became what he is so Ryu would know what became of people who lost themselves to the Dark Hadou and the lust of combat, and thus would strive to become a "purer" warrior who would nurture younger generations of fighters. As teaching methods go, this is... quite extreme.
  • Breakout Villain: He became a consistent mainstay in subsequent Street Fighter entries (with the New Generation and the EX sequels being the only games not to grace his presence), even going as far as to appear in other Capcom fighting games. Sometimes he even appears as the sole representative of the series, such as in Tekken 7 or Monster Hunter: Rise.
  • Brought to You by the Letter "S": His pose after the Shun Goku Satsu usually has the "ten" kanji appearing on the back of his gi. In Capcom vs. SNK 2, Shin Akuma has a different symbol; this time, the "shin" character ("kami" [神, "god"] superimposed over "hito" [人, "person"]) means "divine/god" instead of "true." It can also be interpreted as "shinjin" (神人, "lesser god"). The "god" symbol becomes his default symbol instead of "heaven" in V, reflecting how he "surpasses heaven" in his Story Mode.
  • Brutal Honesty: He's particularly relentless in his quotes against Fighting Clowns like Rufus, El Fuerte and Dan. Though other characters make sarcastic remarks, Akuma seems to outright hate them and call them on their flaws with extreme severity. It's a trait that Oni inherits.
  • Cain and Abel: He is the Cain to Gouken's Abel, even paralleling the myth by attempting to kill his brother.
  • Call-Back: Many of Akuma's greatest feats only happen during his ending sequences in the various games he has been in; apparently Shin Akuma has the ability to fly (and breathe in space...) as in Capcom Fighting Evolution he leaves earth to shoryuken an asteroid; in SSFIV Arcade Edition, Oni can actually fly in game during his winning animations and taunts as well as perform an air dash and aerial version of the Shun Goku Satsu (similar to Cyber Akuma).
  • Calling Your Attacks: Normally he just grunts when performing special moves but in III and some of the Vs. titles, Akuma can be heard calling out "Gou Zanku!" (for his Zanku Hadouken) and "Tenma!" (when performing Tenma Gou Zanku; he does the same in MSHvSF and MvC2), making this a truncated example, while he fully name drops his Tenma Gou Zanku in MvC3.
  • Canon Immigrant:
    • Shin Akuma's design - originally this form was just Akuma merely going all out against a Worthy Opponent with no visible changes in his body. When Akuma absorbed Rugal's Orochi power in Capcom vs. SNK 2 his hair turned white, his skin turned red, and his aura changed too, but this new form was also named Shin Akuma. Subsequently all future portrayals of Shin Akuma, except in IV, would be that of the white-haired demon, with no mention of the Orochi influence on him as if implying that Akuma can naturally achieve this Shin form, or rather, always could. In V, the white hair is the default look to separate normal Akuma from Shin Akuma, then came Championship Edition where Shin Akuma's secret boss battle in V has been revised, with him back as the original white-haired, red skinned, ki aura-enveloped beast from Capcom vs. SNK 2.
    • Initially believed to simply be a guest in the 7th iteration of Tekken, it actually turns out he actually played a somewhat substantial role in the game's main story, repaying a debt to Kazumi Mishima, thus making him this for the Tekken series.
  • Card-Carrying Villain: Though mostly in crossovers and as Oni, Akuma himself oddly zigzags between proclaiming himself evil and condemning other villains for their evilness. This is shown in SSFIV in two of his win quotes:
    (Vs. Ibuki) Ninja tradition is no match for pure and everlasting evil!
    (Vs. M. Bison) And now, evil one, you reap what you have sown!
  • Character Development: V marks the point where Akuma starts to respect Ryu’s potential as a fighter beyond the Satsui no Hadou. Before that, Akuma wanted Ryu to embrace the same path he took, seeing that as the only way Ryu could ever grow to become a satisfying challenger. However, by V Akuma changes his mind after witnessing what Ryu has achieved after attaining the Fist of Nothingness, thinking that Ryu growing stronger outside the Satsui no Hadou can actually make him into a formidable opponent one day.
  • Character Exaggeration:
    • Back in the days when the translated script for the series was sketchy at best, some cases were thrown in for western releases of the series, with Akuma on the receiving end. The biggest change was Akuma losing his humanity by succumbing to the Dark Hado - in canon, he controls it just fine like his master Goutetsu did, and only in IV the possibility of him losing control over it was conceived as Oni.
    • The crossovers tend to heavily simplify Akuma's character quirks, reducing his basic vocabulary to little more than "Kill", "Die", and "Death" and presenting him as the Obviously Evil mass murderer much of the fandom believes Akuma to be, as opposed to the morally indecipherable character he actually is. SNK vs. Capcom: SVC Chaos, humorously enough, sends Akuma hurtling right into Card-Carrying Villain Land (SVC Chaos had widely inaccurate character portrayals across the board; ironically, Oni in SSFIV:AE would go on to play all of these exaggerations painfully straight).
  • The Corrupter: More than once, Akuma has urged Ryu into embracing the Satsui no Hado as he did so that Ryu can become his most powerful and most dangerous; the ideal Worthy Opponent.
  • Counter-Attack: Akuma's V-Skill in V, the Rakan, will intercept an attack (similar to Ryu's Mind's Eye V-Skill) but you can input another command after and Akuma will automatically retaliate (so it works closer to an Alpha Counter than a straight Parry).
  • Criss-Cross Attack: The Shun Goku Satsu in V, where he strikes his opponent from various angles.
  • Curbstomp Battle: If one manages to complete the requirements to face him in SSFII Turbo, Akuma will suddenly teleport in and effortlessly take out M. Bison with his Shin Goku Satsu. This is also reflected upon in the UDON comic where he breaks up the fight between Ryu and Bison near the climax. Akuma proceeds to No-Sell all of Bison’s attempts to defeat him before systematically kicking his ass and finishing him with his Shin Goku Satsu.
  • Curtains Match the Window: For almost all of his appearances, he has crimson hair and eyes.
  • Cutscene Power to the Max: He can Shoryuken sunken ships and split Ayers Rock with a single punch, but in cutscenes only. Justified in that Akuma explicitly holds back unless he's either training or facing a Worthy Opponent against whom he can use his hundred percent.
  • Dangerous Forbidden Technique: The Shun Goku Satsu. It's the reason why Akuma is such a badass. It's dangerous because anyone who gets hit by it and is unable to withstand its immense power dies, and it's forbidden because the user can also die if they aren't capable enough of channeling the power effectively. Akuma teleports towards the enemy and grabs them. If it connects, the screen will suddenly darken or go completely white depending on the game as Akuma attacks the opponent with anywhere from 15 to 33 very fast strikes, indicated by a series of Hit Sparks flashing rapidly on the screen. If you defeat the opponent in IV with any variations of this technique, there is no KO message. The opponent doesn't even do a Death Cry Echo. All you get are the unnerving sounds of children laughing distantly. In V, what happens is finally shown for the first time; Akuma imbues his fists with the Satsui no Hado and begins striking his opponent in their vital areas, hitting pressure points and areas containing internal organs while moving around rapidly, leaving the opponent unable to defend themselves from his barrage of fatal attacks.
  • Dark Is Evil: He uses the power of the Satsui no Hado, and has become a master of it. Akuma utilizes this power against his opponents, performing incredible feats of with this Dark Hado. The drawback is that by using this power, he loses his humanity and compassion, developing a cold outlook on life as well as an obsessive, dark, murderous desire to battle.
  • Death from Above: Misogi. To drive it home, the attack (already a cross-up with tracking properties that requires a warping technique like the Ashura Senkuu or Bison Warp to avoid without fail or, if you're daring, a well-timed counter) is usually a One-Hit Kill if it connects. If that wasn't bad enough, it inflicts massive amounts of chip damage, is unparryable/un-Just Defendable in CvS2, and is downright unblockable in SVC Chaos. Shin Akuma also possesses a weaker version of the Misogi in the form of the Tenma Shuretto, which became his normal form's Cross Art in SFxT.
  • Defeat Means Playable: In IV.
  • Demoted to Extra: In Street Fighter II: The Animated Movie, his appearance is a brief, last-minute "blink and you'll miss it" cameo.
  • Difficult, but Awesome: Akuma is a real crowd-pleaser in tournament and online play, but he requires A LOT of practice to be good with him because of his extremely flexible play style. Akuma is easily one of the most difficult characters to learn in IV, but he can also be the most fun character.
  • Dub Name Change: In the games and most supplemental media, he is named Gouki in the original Japanese material and Akuma in localizations. Interestingly, there are a few works that use both names localized, portraying Gouki as his original name and Akuma as the identity he took on after embracing the Satsui no Hado and killing Goutetsu.
  • Duel to the Death: What he is ultimately looking for.
  • Dynamic Entry: He effortlessly ANNIHILATES Bison in his first appearance (although this possibly didn't happen according to IV), and repeats in III: 2nd Impact to your Friendly Rival and/or Gill. No worries though, Gill revived himself, as always. However, if your character's final boss is that character's Friendly Rival, you now have to avenge said rival's murder.
  • Enemy Within: Applies to Akuma once Oni's on the scene. Becoming a prisoner in his own body who can only try to limit Oni's power in the hope of being killed, Akuma has met a grisly fate. In the case of Shin Oni, the result for Akuma is straight-up Death of Personality. Even worse is that Rose, a fortune teller, is shocked to see Oni emerge now, implying that Akuma's attempts to master the Satsui no Hado will inevitably doom him.
  • Establishing Character Moment: He kills Bison, the Final Boss, with the Shun Goku Satsu before challenging you, establishing just how inhumanly strong he is.
  • Even Evil Has Standards:
    • One consistent trait from his very first appearance onwards is his opposition to the series' Card-Carrying Villain Big Bads, especially Bison. Although considering that their interactions throughout the series are surprisingly sparse, we still don't know Akuma's exact opinions other than that he views Bison as evil.
    • Akuma's warrior philosophy has elements of Social Darwinism in that he believes one must rely on their own strength to succeed and holding back or using other means to strengthen yourself greatly offends him. This is shown clearly when he will not fight someone who isn't at their best, cannot fight, or refuses to fight as he believes there is no honor or meaning in defeating a foe who isn't at their peak. Likewise, he hates opponents that would use outside means as a crutch to bolster themselves like Bison using his psycho drive or Seth using his ability to copy his opponent's skills without having to spend the time and effort to create and master those skills for himself. Despite his disposition, he's a firm believer in hard work and pushing limits while also believing that only cowards prey on the weak.
    • Akuma has also shown that he isn't willing give in to the full power of the Satsui no Hado, the character of Oni showing what would happen if he ever did. And even in that what-if state, Akuma's own soul would do everything it can to fight back against his Oni persona.
  • Evil Counterpart: As a practitioner of the Ansatsuken martial art who has succumbed to the Satsui no Hado, he is one to Ryu, Ken and Gouken.
  • Evil Versus Evil: With M. Bison for the majority of the franchise.
  • Fangs Are Evil: His use of the Satsui no Hado has started to turn him into a monster, giving him pointed teeth.
  • Final Boss: Has so far only twice been an example in the main series with Evil Ryu's storyline in Alpha 3, serving as this instead of M. Bison, who is instead Evil Ryu's penultimate opponent. Akuma would later, via Oni, be the true final boss of SFIV.
  • Giant Space Flea from Nowhere:
    • The original space flea. In SSFII Turbo, lose no matches and use no continues, and as M. Bison throws off his cape, Akuma ambushes him, kills him and challenges you. And you only get one chance. There's a reason why people say they "discovered" Akuma. Finish the II arcade ladder in V without losing a match, and you get an "Another Fight is Coming Your Way!", revealing Shin Akuma as your post-Bison bonus match.
    • Alpha 2 simply has Shin Akuma appear out of nowhere to replace each character's respective "boss", EX and Second Impact have Akuma, as a nod to his debut, specifically use the Shun Goku Satsu to put the initial opponent (Bison—yet again—in the former, your character's rival or Gill if your character does not have a Friendly Rival in the latter) out of commission and challenge you in their place. As an extra added bonus, if you manage to win a match against Akuma in Second Impact using a Super Art at any point, he'll get back up, do a Badass Boast, and transform into Shin Akuma.
  • Glass Cannon: If he's balanced, he's a fast Fighter who can dish out damage but can't take it. For example, Akuma in V has 900 health. For reference, the next row of lowest health tier is set to 925. This is meant to balance his outrageous offensive potential.
  • A God Am I: Akuma considers himself "superior to all men" because of his mastery of the Satsui no Hado. Gen calls this into question in Akuma's story mode in V.
  • Gory Discretion Shot: Presumably why the screen goes black when the Shun Goku Satsu is executed in the II, III and Alpha games; all you see are hit sparks and the opponent's scream of agony.
  • Ground Punch:
    • His Kongou Kokuretsu Zan, which isn't so much punching the ground as palm-striking it.
    • Akuma's regular Critical Art in V, the Sekia Kuretsuha, sees him channel his ki into a large column of fire by slamming his palm into the ground. His taunt consists of a single ground punch. It does minimal damage.
  • Guest Fighter: Akuma has had a lot of extracurricular appearances outside of his home franchise, probably more so than any other character including series poster-boy Ryu.
  • Hijacking Cthulhu: Akuma is one of the first, if not the first martial artist to hold some degree of control over the Satsui no Hado after immersing himself in it to such an extent.
  • Holding Back the Phlebotinum: Akuma will only fight at full power if you're of an admirable fighting aptitude. See I Am Not Left-Handed for more info.
  • Home Stage: Shares "Suzaku Castle" with Ryu in II and he has the DLC stage "Temple of Ascension" in V.
  • Hurricane Kick: Like all Shotos, though his is a multi-hit. Then there's the super move version with his Demon Armageddon Ultra.
  • I Am Not Left-Handed: Shin Akuma. This is what happens when Akuma fights you with all of his power. The only way you get to face this version of Akuma is usually accomplished by beating your opponents with a certain amount of perfects and super finishes, and without continuing. Have fun. It's heavily implied that both of his V-Triggers have him restrain himself less to achieve a similar effect to Shin Akuma. To compound this further, Shin Akuma in V is him permanently stuck in his Dohatsu Shoten V-Trigger with additional buffs.
  • Iconic Item: Akuma's prayer beads, which he pilfered from the corpse of his dead master, Goutetsu.
  • Iconic Sequel Character: Easily one of the most iconic characters in the franchise, but didn't debut until II Turbo.
  • I Need You Stronger:
    • Shows signs of this towards Ryu. The two have battled in the past and Ryu is not a challenge for Akuma in actual practice but Akuma chooses to walk away rather than strike the killing blow. It is through this that he believes that he can nurture Ryu's killing potential and get him to embrace the Satsui no Hado as the only true path to strength. Ryu entirely rejects Akuma's fighting philosophy to follow Gouken's path.
    • V brings an end to their enmity as Akuma comes to respect Ryu's progress, despite never embracing the Satsui no Hado, instead finding strength through the Mu no ken (Power of Nothingness). Akuma is satisfied so long as Ryu can give him a challenge so he drops his antagonism towards Ryu's lack of strength.
    • Kage's Character Story further cements this. When confronted by Kage, Akuma sees him as nothing more than a mere shadow of Ryu, and he does not mince words when telling him that without Ryu, Kage is nothing.
      To go from being human... to beyond human... to beyond demon... to reach heaven! A mere silhouette like you would never understand. You speak of strength and winning. The true fist is not created from the strength of the body. Nor can it be created from the Satsui.
  • Informed Ability: The Shun Goku Satsu actually being able to kill someone. Gameplay and Story Segregation aside, its success rate is jarring. Gen blocked it by emptying his heart of all emotions and thoughts. Akuma's jump on Bison, thought to be for a long time the reason behind his disappearance after II, turned out to be only temporary as of IV. Gill revived himself in 2nd Impact. Gouken has been revealed to have simply been in a comatose state thanks to something that sounds similar to what Gen did. Alternatively, he may hold the Shun Goku Satsu back in the same way he reserves his Shin form for only the strongest of foes.
  • In the Hood: One of his alternate costumes in IV has him wearing a ripped-up hooded cloak.
  • Involuntary Shapeshifter: It bears emphasis just how much Akuma does not want to become Oni. Oni is the one depth of the Satsui no Hado he dares not tap into. Oni, on the other hand, as implied in Akuma's SF2 Turbo Revival ending, is constantly trying to overtake and consume Akuma.
  • Jerkass Has a Point: Sure, he's a stringent asshole to everyone, but his harsh advice can actually be pretty useful. An example of this is when he tells Chun-Li that she's too preoccupied with her father's death that she can't live her own life properly. He is proven right when she recklessly challenges M. Bison to a fight in V, only to get her ass handed to her because he was empowered by the Black Moons.
  • Karma Houdini: While his actions are pretty mild compared to other villains', until IV there was never any indication that he got any comeuppance for trying to kill Gouken. Due to the Retcon, that might have changed.
  • King of Beasts: Has a very leonine hairstyle in V and 6.
  • Knight of Cerebus: While not exactly evil, Akuma when fighting is a bloodthirsty engine of destruction. He shows no quarter and expects none. To him, everything is legal in a true fight, up to and including pulling off moves that will almost, if not, certainly kill the opponent. Moreover, unlike some of the other characters who have quirks or are hammy to a ridiculous degree, his only desire is fighting and violence with no humor involved at all.
  • Large Ham: Gives a Bison a run for his money in this area.
  • Leitmotif: Notably, his theme is so well known that it was the only theme to get both an update and a remix in Capcom vs. SNK 2, which had no character specific themes outside of bosses (conversely, God/Ultimate Rugal received an original theme as opposed any of his other five or so themes in KOF).
  • Lightning Bruiser: As a boss (Shin Akuma) where his offense, speed, and especially defense increase.
  • Limit Break: His Shun Goku Satsu, Kongou Kokuretsuzan, and Misogi.
  • Luke, I Am Your Father: In the non-canon Street Fighter Alpha: Generations it's implied that Akuma is Ryu's biological father, a result of him knocking up his and Gouken's friend Sayaka (the caretaker of Goutetsu's Japanese complex home) sometime before his deathmatch with Goutetsu and Gouken. In series canon, Akuma is merely Ryu's adoptive uncle.
  • Meaningful Name: His Japanese name, Gouki (豪鬼), means "Strong Demon." His overseas name, Akuma, is derived from the Japanese word for "devil" (悪魔).
  • Mechanically Unusual Fighter: Perhaps as his way of fighting Willfully Weak (and thus being Gameplay and Story Integration), Akuma cannot use EX moves in his Street Fighter III appearances. Conversely, he also has access to certain Super Arts regardless of which he chose at the start (both requiring maximum meter): the Shun Goku Satsu and the Kongou Kokoretsu Zan (3rd Strike only).
  • Monochromatic Eyes: Akuma is frequently depicted with solid red eyes, and glowing red irises.
  • Multi-Slot Character: In SSFIV: Arcade Edition and Ultra Edition, Akuma shares the character selection screen with Oni, an even more powerful version of himself. In the Alpha series there's also Shin Akuma, another even more powerful version that has no relationship with Oni. This version is also the Capcom side boss in SNK vs. Capcom: SVC Chaos. Shin Akuma (or "Orochi Akuma") also makes an appearance alongside the regular Akuma in Capcom vs. SNK 2: Mark Of The Millennium.
  • Needle in a Stack of Needles: In Street Fighter II V, Akuma makes cameos on a regular basis, Hidden in Plain Sight. In one instance, he's a part of a gang of Mooks! Here.
  • No-Holds-Barred Beatdown: His appearance in V for the first time in the series' history finally shows us what happens to the victim of his Raging Demon attack. Akuma brutally beats the victim to death, striking each of their vital areas with blazing speed.
  • No Name Given: During his original appearance in SSFII Turbo (and then later in X-Men: Children of the Atom), the lifebar would not display a name under it, adding to his mystique. His character portrait was merely a silhouette as well (Super Street Fighter II Turbo HD Remix instead gives him a very dark character portrait but his features remain visible).
  • Noble Demon: He will never fight an unfair match or against an opponent who's not in perfect shape and will never harm someone who's incapable of fighting. Despite all of the dickish things he has done, he is not evil like Bison or Seth. His story mode in V heavily revolves around this aspect of his character.
  • Non-Lethal K.O.:
    • Inverted in IV and all of its incarnations. When finishing off an enemy with a Super or Ultra, the screen flashes in the background are black instead of orange and the KO sign doesn't appear. This implies that he killed his opponent instead of simply knocking them out. This also applies for Evil Ryu's Super and Oni's Super and Ultras.
    • V plays with it, keeping the black flashes in the background, but also maintaining the KO sign.
  • Not So Above It All: To name one example, Akuma of all people has enough culinary sense to deem El Fuerte a terrible cook.
  • Nothing Is Scarier: Whenever he performs the Shun Goku Satsu, we never see what happens to the victim as the screen goes completely black and the only sounds we hear are the victim's screams and a flurry of fast punches.
  • Obviously Evil: If judged by his appearance and the fact that he likes to play with dark forces and is rather cruel in battle, though his story suggests he believes himself to be beyond tags like "good" or "evil" and simply trains himself to be the best humanity can possibly offer in a warrior.
  • Odd Friendship: As revealed in an Ultra arcade ending, he has one with Elena, of all people.
  • One-Winged Angel:
    • Oni represents what Akuma would become if he fully succumbed to the Satsui no Hado and lost what's left of his humanity, transforming him into a blue-skinned, white-haired demon who hungers only for death and destruction.
    • Shin Akuma represents Akuma tapping into the full power of the Satsui no Hado without losing his humanity.
  • Perpetual Frowner: Akuma seems to only know rage.
  • Person of Mass Destruction: He Shoryukens a sunken ship out of the ocean, sinks an island with a well placed strike, splits Ayers Rock in two with a single punch, turns a forest into a crater by punching it, and his fight with Asura resulted in them nearly destroying the moon. Stuff like this is probably why he trains in the middle of nowhere.
  • Pet the Dog:
    • His Shin Akuma ending in Capcom Fighting Evolution/Jam. The Earth is about to be hit by a meteor that will kill everyone, but Akuma JUMPS UP INTO SPACE AND DESTROYS IT WITH ONE PUNCH. Doubles as a CMOA.
    • According to artwork and translations, Akuma once spared time out of his training to rescue a child lost in his cave to safety. The story also tells that, when a fire-fighter found the child who claimed to be rescued by the "samurai man", lightning struck a tree and both were to be crushed, but Akuma appears out of nowhere, hoists the tree with a single hand, and promptly demands they be gone.
    • The end of his story mode in V may be his biggest moment yet. For the first time in the series, he actually calls Ryu by name and decides to spare him after defeating him, agreeing with Ryu's newfound outlook after the end of the events of A Shadow Falls. Akuma considers Ryu a true Worthy Opponent for him, without succumbing to the Satsui no Hado.
  • Purple Is Powerful:
    • Shin Akuma, more often than not, swaps out his trademark black gi for dark shades of purple. Several effects from his special moves are also purple, and purple is in general the color used to mark the Satsui no Hado that Akuma draws power from. Most obviously, while every other practitioner of the Ansatsuken in canon fires blue Hadokens (except for Ryu's Metsu Hadoken, which is infused with the same Hado as Akuma's, albeit to lower levels), every Hadoken move from Akuma is purple.
    • The Shun Goku Satsu, as shown in IV and V, also includes a barrage of purple explosions.
  • Rage Against the Heavens: In just another one of Akuma's astonishing displays of power that he saves for Cutscene Power to the Max moments, in his SNK vs. Capcom: SVC Chaos ending where yet again Akuma leaves the tournament unsatisfied filled with such weak opponents according to him, Akuma simply jumps into heaven to face against Kami-sama, God Himself from the classic Athena arcade game by SNK.
  • Red and Black and Evil All Over: He has red hair and eyes and wears a dark outfit, though he's more in the gray zone than outright evil. He is definitely dangerous though.
  • Red Baron: The (Supreme) Master of the Fist. Suffice to say, he lives up to that moniker.
  • Red Eyes, Take Warning: He has red eyes and is definitely a powerful character in the franchise.
  • Red Sky, Take Warning: When he reaches the power of the Dangerous Forbidden Technique and Shin Akuma, the sky turns red. It is never a good thing.
  • Shotoclone: The first of many, but to be fair at least he easily differentiates himself from the other Ryu/Ken-types.
  • The Rival:
  • Secret Character: Every instance of him being playable up until Alpha 2, and a few times afterwards.
  • Shirtless Scene: His alternate outfit is also shirtless.
    • His win portrait in Alpha 3 is shirtless. Too bad you only see him from the back.
    • His portrait in X-Men vs. Street Fighter is shirtless.
    • During the transition before a round in V, if the person playing Akuma holds all three Punch buttons and Light Kick, he will start the next round with his gi jacket down. This only works with his Nostalgia costume.
    • His redesign in 6 has the top portion of his gi hanging from his waist.
  • Signature Move: The Shun Goku Satsu/Raging Demon.
  • Slasher Smile: Gives off a terrifying one in his Arcade Mode ending in V. Unlike most, it's described in a manner that makes it seem as though he is regaining his humanity. For context, he's smiling with anticipation of his next encounter with Ryu after the events of his Story Mode.
  • Smug Super: Akuma is arrogant about his power, but he can, without any doubt, back up his words.
  • SNK Boss: In some games he is brutally difficult to defeat. Both his normal incarnation in SSFII Turbo and his Shin incarnation in Alpha and Capcom Fighting Evolution are True Final Bosses as a result of how difficult they are. His Shin Akuma appearances in the arcade ladders of SFV see him set to AI level 8 (even if you were playing on Easy difficulty) with permanent V-Trigger.
  • Soundtrack Dissonance: Completing SSFII Turbo as Akuma will earn you a special credit roll sequence in which the battered and beaten faces of all his defeated opponents are displayed one after another as the usual uplifting credit roll tune plays.
  • Spirited Competitor: A less moral version. Akuma seeks a worthy challenger, and will attack any fighter he thinks is up to the task. If they prove worthy but fail to beat him with all potential exhausted, he will brutally and mercilessly murder them (although canonically he's only got one confirmed kill: his master, Goutetsu).
  • Stop Motion Lighting: In V, his Shun Goku Satsu cuts the screen to black as usual, but occasionally the light comes back and shows how thoroughly he is beating his opponent.
  • Super Boss:
    • In his first appearance; you have to reach M. Bison without losing or continuing, and Akuma will effortlessly flatten him and take his place as the Final Boss. In subsequent appearances, he usually serves as this, or as the True Final Boss.
    • SFIV features a handful of secret boss battles all harder than Seth. Among them is Shin Akuma, and the true final boss of the game, Oni.
  • Surpassed the Teacher: Killed his master Goutetsu in a fair fight to prove he had surpassed his teacher.
  • Tarot Motifs: Akuma represents The Devil in the 30th Anniversary Tarot Deck. The Devil represents dark impulses and temptation, which Akuma has given into by embracing the Satsui no Hado.
  • This Loser Is You: In Pocket Fighter, he is evicted off his island because it got turned into an amusement park. Even he is no match for big business.
  • Too Spicy for Yog-Sothoth: Necalli absorbs Akuma, only to get one hell of a bellyache.
  • True Final Boss:
    • In Super Turbo, meeting the correct conditions causes him to replace M. Bison as the final boss.
    • In III: 2nd Impact, he replaces your character's final boss if you meet the requirements to fight him and finishing that match with a Super Art will give you a chance to fight Shin Akuma immediately after.
    • Capcom vs. SNK 2, where he shares the spot with God/Ultimate Rugal, where he can be fought in his normal form or in his ultimate Shin form depending on the conditions.
  • Villainous Virtues: Calling him a villain is a stretch but he is violent, dark, and antagonistic while fully capable of killing people without remorse. However, unlike Bison or Gill, Akuma is a warrior who only seeks to push his limits and face a Worthy Opponent. As such, he has way more virtues than many of the other bad guys of the series.
  • Villains Out Shopping: Almost literally in this case, as although it is difficult to imagine Akuma doing anything outside of combat or training, one official artwork shows that, yes, even reclusive Satsui no Hado demon-men need to fund their international travels somehow. In it, he's shown delicately selling hand-picked fruit to a young boy.
  • Warrior Therapist: Intentionally or not, Akuma often hits close to the truth of his foes' personal failings as people when he criticizes them as fighters.
  • Was Once a Man: Zigzagged. Formerly he was stated to have become a true demon and lost himself to the Satsui no Hado. In canon, however, Akuma keeps the Hado in check just fine (with Oni representing what would happen if he were to truly lose control), although the whole deal with his humanity is pretty murky. His story mode in V would seem to indicate that he's still human, at least in part, as Gen's words regarding his willingness to discard his humanity have him pondering the issue for quite a while, and at the end he finally admits that Ryu might be a worthy opponent without using the Satsui no Hado. Street Fighter Origins: Akuma from Udon features Akuma as a young man before he was transformed by the Satsui no Hado.
  • We Will Meet Again: In V, He tells Ryu after their fight that he will meet him at his journey's end, which Ryu agrees to. True to form, Ryu's Arcade ending in the V route has him find Akuma once more, and they clash to an unknown result.
  • White Hair, Black Heart:
    • As Shin Akuma and Oni his hair turns white to illustrate how powerful he has become.
    • In his V artwork he is depicted with white hair, though whether this is simply due to old age or him approaching his maximum level of power is unknown. In-game, however, he still has red hair.
    • In his design for 6, his hair is a shade of brilliant, ghostly white. Whether this is due to aging as his 3rd Strike design implies, or due to ascending to a new level of power, is unknown.
  • The Worf Effect: Back in the days of his debut, Akuma and Evil Ryu were outright stated to be the strongest characters in the series, disregarding Gen. Then Alpha came along and brought in both S-ISM M. Bison (who while not even at his full power holds his own against Shin Akuma) and Cody, who flat out calls Akuma disappointing. And then IV makes things even worse by bringing in Akuma's brother Gouken, who not only absolutely humiliated him in their first real battle (but to be fair, Akuma paid him right back), but can even nullify Akuma's most powerful technique, the Raging Demon.
  • World's Strongest Man:
    • In terms of scale, M. Bison possesses so much power he's considered a threat to the world and Akuma killed him effortlessly. He sunk an entire island by PUNCHING IT, walked around on the ocean floor without need of oxygen or protection from the crushing pressure and punched a submarine from there to the surface, split Ayers Rock in half (also by punching it), raised a sunken ship out of the ocean using his Demon Armageddon/Tenshou Kaireki Jin Ultra, and the numerous cast members he has demolished in his quest to find someone who could match him. His alternate outfit from SSFIV has become finally befitting, looking like some kind of dark warlord. And if you want more, in his Capcom Fighting Evolution ending, as Shin Akuma, he SHORYUKENS AN ASTEROID.
    • In Marvel vs. Capcom 3, he comments that Thor and Shuma-Gorath would not be the first gods he has killed with his bare fists. In Street Fighter X Tekken, he is considered the only worthy opponent by Ogre, a monstrous god of combat. In Super Smash Bros. Ultimate, his spirit is the fourth strongest in the entire game, only behind those of the game's two final bosses and Galacta Knight.
  • Worthy Opponent:
    • Considers Wolverine as such in the Marvel vs. Capcom series, though the only thing that makes him stand out as a fighter is that he has claws and regenerative abilities. Wolverine only fought him to find out about his past, though the ending text implies he considers Akuma a worthy opponent as well.
    • Gen and Ryu graduate to full-fledged worthy foes in V. First, Gen finally gets the Duel to the Death he wanted from Akuma, during which he uses his last words to taunt Akuma that he will never reach the path of the divine—and this actually rents space in Akuma's head for awhile. Then, Ryu approaches him after achieving the Mu no Ken instead of succumbing to the Satsui no Hado. The two find an even ground, and Akuma decides to spare Ryu's life, stating that he looks forward to a rematch on the day Ryu reaches his zenith and, for the first time in the series' history, addressing him by name.
    • According to his winquotes in V, Sagat has finally become this after the events of his Story Mode where he experiences the Satsui no Hado for the first time and staves it off with his own willpower.
  • Wrestler in All of Us: Hyakki Gosai and Hyakki Gotsui have Akuma performing throws, one of which is a spinning pile driver similar to Zangief's.
  • Your Soul Is Mine!: In the Street Fighter cartoon, though he says "Your chi is mine!" (starts laughing)

Oni

https://static.tvtropes.org/pmwiki/pub/images/oni_sf4_6.jpg
Destroyer of Heaven

Capcom Fighters Network 

"I alone have mastered the art of combat! My murderous intent shall never fade!"

Origin: Japan
Fighting style: Ansatsuken
Voiced by: note 

Fully named Kuruoshiki Oni ("Mad Demon"). He is a non-canon What If? character that explores the question "What if Akuma fully mastered the Satsui no Hado?" The answer is Oni: an even more demonic version of Akuma with blue skin, completely red eyes, and glowing light-blue hair. Upon completely mastering it, the Satsui no Hado within Akuma consumes him, body and soul, transforming him into a divine monster. Akuma's consciousness, and with it his code as a warrior, are now locked away inside his own psyche as the evil energy takes over. Now, as Oni, he only craves destruction, and utilizes virtually godlike power in order to fulfill the Satsui no Hado's will.

As Oni, Akuma's status as the Glass Cannon of the Shoto archetype disappears completely. Having been completely consumed by the Satsui no Hado, he becomes a Lightning Bruiser of immense power, being granted insane capabilities that would make him very broken in gameplay. There is, however, a small sliver of the man Akuma used to be present inside Oni, trying his hardest to keep as much control over it as he can. It is this small presence of Akuma lingering within that frames the playable version of Oni. With Akuma having some modicum of control, he goes from being a potentially game-breaking Lightning Bruiser to a Mighty Glacier, holding back so he won't outright kill his opponents and to prevent the evil energy from going completely haywire. The playable version of Oni is built more like a tank, remaining true to Akuma's principles of having access to a wide variety of tools while being slower and dishing out slightly less damage but also being more resilient to it.


  • A God Am I: He's a demonic, divinely powerful version of Akuma in full control of the Satsui no Hado.
  • All Myths Are True: Akuma's transformation into Oni strongly suggests that the Satsui no Hado is what causes its users to transform into literal demons — the kind that darker folklore describes eating human beings and dwelling in foreboding areas outside of civilization for unsuspecting victims. Oni drawing his power from the Satsui no Hado, a force associated with death, decline, and destruction, is a warning that shows how tainting and malignant the Satsui no Hado is if one goes into its depths long enough.
  • Amazing Technicolor Population: His skin and hair is blue.
  • Badass Boast: His intro quote, and a large majority of the things he says to those he is about to do battle with certainly qualify, but his Ultra 2 activation quote stands out.
    My power... MOVES WORLDS!
  • Barbarian Long Hair: Oni has longer and wilder hair than Akuma.
  • Battle Aura: Oni has a purple one. Interestingly, instead of Akuma's Ten kanji (which is burned into Oni's back) it forms an amalgamation of the kanji 'Kami' and 'Oni', which can mean demon god. Alternatively, it can be read as 'Kon', meaning "Soul".
  • Beating A Dead Player: The only character in IV to directly interact with the opponent during their win screen pose, Oni grabs his defeated challenger by the head/neck and slams them face-first into the screen, presumably killing them. That last part happens just off-screen, of course.
  • Blood Knight: Both more and less so than Akuma. On the one hand, Oni actually admits to enjoying battles with a much wider variety of fighters than Akuma. On the other hand, he isn't particular about fighting actual fighters and will murder anybody he comes across if the whim strikes him.
  • Brought to You by the Letter "S": Oni has both the Ten kanji, which is burned into his back, and a personal kanji of his own; Kishin, meaning Demon God.
  • The Bus Came Back: Makes an appearance in Kage's Arcade Mode ending in V, and is referenced when Kage mocks Akuma for fearing what he would become if he truly embraced the Satsui no Hado.
  • Card-Carrying Villain: He flat-out says that he's evil in his intro in English.
  • Charged Attack: His Gohadoken. The more it's charged, the farther it goes.
  • Chunky Salsa Rule: One of Oni's alternate costumes has cracks running throughout his body. As he is hit with progressively more damage, his body slowly crumbles away, revealing a swirling mass of dark Ki.
  • Dark Reprise: Oni's theme is a darker, more chilling version of Akuma's theme that retains only a few chords of the original song.
  • Deadpan Snarker: With heavy emphasis on the "dead" as his pre-fight quote against Adon shows.
    Time to skin this jaguar...
  • Demonic Possession: Or Superpowered Evil Side, depending on how you interpret a person's consciousness when they become consumed by the Satsui no Hado (were they taken over by the real essence of the Satsui no Hado or did they surrender themselves to it?). Either way Akuma is barely in there anymore.
  • Drunk on the Dark Side: He's essentially Akuma's "Evil Ryu" but since Akuma was much further down the path than Ryu ever was, his tipping point is also much further along.
  • Early-Bird Cameo: In one of Akuma's II endings, he speaks to what identifies itself as the shadow of his soul, that will eventually overwhelm him and drag him into darkness. This is the first hint of Oni's existence. Akuma also had a color palette that resembled Oni cut from III, which also had a stage presumably meant for Oninote  removed very late in development.
  • Enemy Within: Oni to Akuma. In several endings of various games, it turns into Enemy Without.
  • Evil Sounds Deep: His voice is the same as Akuma's, but distorted even more by Power Echoes, though only in the Japanese dub.
  • Fighting from the Inside: The playable version of Oni is being held back by what remains of Akuma in hopes of somebody killing him. Shin Oni manages to shrug off this restraint.
  • Flash Step: An offensive variant; his Rakan Dantojin (Arhat Severing Tower Blade, or Demon Slash) involves Oni suddenly rushing forward and passing through attacks while delivering a strike to his opponents midsection that sends them flying.
  • Flaming Hair: His hair appears to be made of organic flame.
  • Flat Character: From what little he says of himself, he seems to simply be malevolent intent made manifest, and has little in the way of personal motivations, goals or personalities. Either that, or he now operates under such a degree of Blue-and-Orange Morality that his purpose is now inscrutable, making him flat to our eyes.
  • God of Evil: Outright declares himself to be such in the original Japanese, where he's implying that he has ascended to become a demonic being (kind of a malevolent Physical God), whose essence is malevolent.
  • Guest Fighter: Oni appears as the adversary in the second of Asura's Wrath Downloadable Content chapters.
  • Glowing Eyes of Doom: Like Akuma.
  • Ground Pound: This happens at the beginning of his Ultra II and his Sekisei Jiraiken special move.
  • Kamehame Hadoken: His first Ultra Combo, the Meido Gohado ("Dark Painful Great Surge"), which can be thrown forwards, straight up, or in the air diagonally downward. If thrown forwards and at point blank, the blast will pin the opponent to the far "wall" and then he throws another one that rips through them to finish them off.
  • Kneel Before Zod: His taunt orders the opponent to do so.
  • Obviously Evil: Blue skin, what look like horns emerging out of his forehead, zero humanity, and a pretty mean Battle Aura. Heck, Akuma is Fighting from the Inside to reclaim control of his body because even he thinks he went too far this time.
    I am evil incarnate!
  • Omnicidal Maniac: One of his intro quotes, in some English versions of the games.
    I shall grind beneath my heel... all that exists.
  • Made of Evil: Oni is the pure physical manifestation of the Satsui no Hado, and as such is literally nothing but malevolent energy (Along with some dry wit) massed into a corporeal being.
  • Names to Run Away from Really Fast: The fact that his name literally means "Demon" should be enough to get you worried.
  • Person of Mass Destruction: Several of Oni's quotes would imply he sees himself as such, as well as how utterly powerful he is.
    Oni shall usher in unimaginable calamity.
  • Physical God: Easily among the top five most powerful characters in the Street Fighter universe, considering normal Akuma pales in comparison to him.
  • Power Echoes: Oni's voice is heavily distorted.
  • Power Floats: Shin Oni does not walk towards his opponents like the playable version. He glides across the air, levitating slightly off the ground.
  • Power Limiter: Capcom have confirmed that the playable version of Oni is being held back by remnants of Akuma's will, and that the True Final Boss‎ version of him, "Shin Oni", is not.
  • Power Incontinence: The tiny Soul Fragment of Akuma left inside Oni is wasting and reallocating power in order to allow somebody to kill him. This is presumably why he cannot throw a normal fireball in the air, but can throw airborne Ultra fireballs, and why he cannot perform a true Ashura Senku nor the Kongou Kokuretsuzan.
  • Pre-Asskicking One-Liner: Like Evil Ryu, Oni as a boss character has for each character an individual pre-fight quote.
  • Red Eyes, Take Warning: Like Akuma, he has glowing red eyes.
  • The Rival: His rivalry with Ryu carries over from whatever little part of Akuma is left in him. Oni even seems pleased that Ryu's finally given into the Satsui no Hado if you face him with Evil Ryu. Oni is also intrigued by the power/potential of certain characters and seeks to test them in a Worthy Opponent-like manner; most notably, Oni remarks that if Cody were to stop voluntarily holding himself back by wearing those handcuffs, he'd prove to be quite the challenge.
  • Say My Name: His Ultra activation quote in his Rival Battle against Gouken has Oni furiously roaring out the name of his nemesis at the top of his lungs. Nothing more would probably suffice.
    GOOOOUUUUUUKEEEEEEEEEEN!!!!!
  • Shotoclone: He hits all the important points (Shoryuken, Hadoken, and Hurricane Kick) but gains some nifty extras for some as well (his Hadokens can be charged like Gouken's in order to travel farther and his Shoryuken becomes a Shin Shoryuken-like move if done at close range; he also replaces the Shakunetsu Hadoken with the Gorai Hadoken). He also has some unique attacks (a Misogi-like jumping chop, a sliding palm slash crossup, and a mid-air ki burst that can send him forward or back) but lacks regular Akuma's mid-air Zankuu Hadoken (although he has an Ultra Combo equivalent) and Ashura Senkuu teleport. He retains the Shun Goku Satsu as a Super Combo but can also perform it while jumping.
  • Shock and Awe: Electricity surrounds his entrance as Shin Oni, and to prove it's not just for show, he's uniquely able to throw the Gorai Hadoken, an electric take on a Shakunetsu Hadoken.
  • Shows Damage: In his second alternate costume, bits and pieces of his body crack and break like old plaster as he takes damage, revealing pure energy underneath.
  • Sliding Scale of Villain Threat: Oni is a much larger threat than Akuma ever could, or might desire to be. Whereas Akuma only ever sought strong, individual opponents, Oni seeks murder and destruction on a planetary scale, and, judging from how powerful he is, it's very feasible that he could accomplish just that.
  • Super Boss: Oni appears as a secret boss by completing Arcade Mode under certain conditions: not losing a round, getting two Perfects, five Super or Ultra combo finishes, ten first attacks, and defeating Seth with a Super or Ultra combo.
  • Super Mode: During several of his Supers, Oni turns jet black with glowing eyes and hair and Volcanic Veins on his fists and arms. In a lore sense, Oni himself is a Super Mode Akuma. The transformation from Akuma to Oni isn't a voluntary one, but Oni is several magnitudes more powerful than Akuma.
  • Superpowered Evil Side: Akuma's not exactly good, but he does have a code of honor he abides by that keeps him A Lighter Shade of Black in the grand scheme of Street Fighter's universe. Oni however completely disregards any principles Akuma has and becomes a nigh-unstoppable force of nature.
  • SNK Boss: Oni as a boss has a couple of notable gimmicks. He has more vitality and stun than the playable version and his moves are altered (for example, all of his chargeable moves are fully charged when he uses them).
  • Third-Person Person: He refers to himself as "Oni" in some of his win-quotes.
  • Walking Shirtless Scene: The upper part of his gi is ripped apart from the transformation.
  • Worthy Opponent:
    • Cody, one of the few people Oni implies can actually stand up to him and stand a good chance of winning.
    • Evil Ryu as well, Who even Oni admits was an obstacle in his path.
    • Sagat, for Oni says that he would "enjoy matching wits with him".

Characters debuting in Ultra Street Fighter II: The Final Challengers

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