The Ashura Senku (阿修羅閃空 Ashura Senkū?, "Asura Flashing Air") is one of Akuma's, Evil Ryu's, Dark Sakura's, Kage's, and Cyber-Akuma's special attack, introduced in Super Street Fighter II Turbo.
Other appearances (Akuma, Dark Sakura and Evil Ryu) |
+ (long distance forward) + (medium-short distance forward) + (long distance backward) + (medium-short distance backward) |
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Street Fighter: The Movie Street Fighter III: 3rd Strike |
+ (long distance forward) + (medium-short distance forward) + (long distance backward) + (medium-short distance backward) |
Street Fighter V (Kage) |
+ (During V-Trigger I) |
Street Fighter 6 | or + (Classic) or + (Modern) |
Description[]
Executed by performing either a "Shoryuken" (forward, down, then down-forward) or "Reverse Shoryuken" (backward, down, then down-backward) motion and then pressing either all three punches or all three kicks, the user widens their stance, glows red, then lifts one knee and "glides" along the ground to another location with their eyes aglow. They cannot be hit while gliding, essentially making the move a teleport (and implying it to be a form of projection that causes the body to act similar to a phantasm). The distance and direction glided depends on whether the player uses the forward or backward motions and presses the three punches or the three kicks, as seen above.
The teleport can be used to get away from an opponent bearing down on him, to suddenly launch an attack (often from behind), or perhaps to simply psych out the opponent and keep them guessing. It also serves to help fill the Super Combo Gauge. However, most later games tend to have a weakness in this ability in that other kinds of teleports tend to be faster and less visible, while the user of the Ashura Senku can be seen clearly along with a notable startup and possible vulnerability at the end of the move.
In X-Men: Children of the Atom, this is Akuma's X-Ability. In later Marvel crossovers, the animation for this becomes Akuma's normal dash.
In the Street Fighter EX series, the move is shown as a glide that literally circles around the opponent (along with other similar moves). Evil Ryu in Street Fighter EX3 uses this ability in the more normal "phantom-phase" fashion.
Akuma's most famous attack, the Shun Goku Satsu, begins with an Ashura Senku, though its properties differ in that Akuma is vulnerable during the teleport.
In Super Street Fighter IV: Arcade Edition, Evil Ryu (as a boss only) can cancel an Ashura Senku into most of his normals, as well as his throws, remaining intangible until the follow-up move begins.
Kage's Ashura Senku acts differently from previous incarnations of the attack as part of his Taigyaku Mudo V-Trigger. Rather than being a defensive technique, Ashura Senku instead cancels from various normals and special moves, working as a combo extender as well. It can also be used in the air similar to Oni's Zanku Hadosho, granting Kage air mobility and potential cross-ups.
Outside of the Street Fighter series, Rugal Bernstein gains the ability to use this move when he absorbs the Satsui no Hadou in Capcom vs. SNK 2: Mark of the Millennium 2001 and becomes God Rugal. In his moveset, it is called the "God Lane". All characters who can use the move can do so by only pressing two punches or kicks in this game as opposed to three in its other appearances.
In SNK vs. Capcom: SvC Chaos, Akuma's Ashura Senku functions as usual. However, Shin Akuma's Ashura Senku is unique in that it is flawless; it is completely invincible, has no recovery, builds meter, and allows Shin Akuma to dictate the pace of the match.
Shura Rengoku[]
Ultra Street Fighter IV (OMEGA Mode) | +>+ |
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The Shura Rengoku (修羅煉獄, Shura Rengoku?, "Shura/Carnage Purgatory") is a follow-up attack for the Ashura Senku added to Akuma's moveset in OMEGA Mode for Ultra Street Fighter IV. The move requires two sections of the Super Combo Gauge, and is executed by performing the throw input (Light Punch + Light Kick) during the forward short Ashura Senku. Akuma flashes yellow (indication of an EX Special being used) during the Ashura Senku. If he comes into contact with the target, he will set his fists ablaze with purple flames and punch the target in their midsection, before attacking with a mass of flames from his other fist, scorching the opponent and causing a knock down. The attack is functionally a weaker Shun Goku Satsu due to the need of making contact at close range with the target. Shura Rengoku shatters Super Armor and is unblockable.
Overall, the attack seems similar to his brother's Senkugoshoha.
Oboro Throw[]
- "A throw available during Ashura Senku. Useful at mid-range against opponents with a tendency to block."
- —Street Fighter 6
Street Fighter 6 | +>+ (Classic) +>+ (Modern) |
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The Oboro Throw (朧 Oboro?, Mist) is a follow-up attack for Ashura Senku added to Akuma's moveset in Street Fighter 6 as a successor to Shura Rengoku. Executed by pressing Light Punch and Light Kick, (or the Light Attack and Medium Attack for Modern Control) near an opponent during a forward teleportation, Akuma utilizes the blinding speed of Ashura Senku to phase through the opponent as they put their guard up. When he appears behind the opponent, Akuma attacks the opponent's blindside twice: a punch to the back and an elbow strike to the back of the head. He then dashes through the opponent and into the air as they face the direction he originally attacked from. As the opponent turns back around, Akuma delivers a powerful airborne punch that knocks the opponent away. On Punish Counter, Akuma adds a stomach punch to the start of the attack.
Oboro Throw can only be performed while moving forward with Ashura Senku. This move gives Akuma a follow-up attack while teleporting. The throw itself inflicts considerable damage, on par with his Messatsu Gohado. While it does not cost resources, Ashura Senku's vulnerability renders it considerably riskier to attempt, especially on whiff. Even though it has an 8-frame startup, the initial teleport adds an additional 23 frames for a total of 31 frames of startup, on top of the 50 frames of recovery should Akuma miss the attack. Additionally, Akuma is not invincible during the teleport. If his opponent has fast reactions, they can intercept Akuma before he approaches or reappears on the other side. However, it can be useful when closing the distance between opponents that Drive Parry anticipating a Gou Hadoken.
Gallery[]
Sprites[]
Sakura's Move List | |
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Throws | Sakura-jime • Sailor Shot • Sailor Fly • Choba Throw • Hanakaze • Sakura Shoulder Throw • Sailor Hop |
Unique Attacks | Flower Kick • Pendulum Upper • Floral Kick • Furiko Upper • Chin Buster Kick |
V-Skills | Haru Kaze • Haru Hayate |
V-Reversal | Floral Spin |
V-Shift Break | Floral Side-Kick |
V-Triggers | Haru Arashi • Sakura Senpu |
Special Attacks | Hadoken • Shouoken • Shunpukyaku • Sakura Otoshi• Hadosho • Okakyaku • Tengyo Hadoken • Zanku Hadoken • Ashura Senku • Shunka Shuutou |
Super Combos | Shinku Hadoken • Midare Zakura • Haru Ichiban • Sakura Fubuki • Shun Goku Satsu |
Super Arts | Haru Ranman |
Ultra Combos | Haru Ranman • Shinku Hadoken |
Critical Arts | Sakura Rain |
Hyper Combos | Shinku Hadoken • Midare Zakura • Haru Ichiban • Shun Goku Satsu |
Meteor Combos | Nekketsu Hadoken • Genki Ichiban |
Mighty Combos | Shinku Hadoken • Midare Zakura |