- "The ultimate technique. "Kongou-kokuretsuzan". The might of the heavens resides in my fist.... Humans.... All walks of life!! It begins with the power of my savage attack!"
- —Akuma in his ending, Street Fighter III: 2nd Impact
|Street Fighter III: 3rd Strike||+|
|SNK vs. Capcom||+|
Executed by pressing down three times and pressing two punch buttons with a completely filled Super Art Gauge, Akuma puts his hand up and charges it with energy, violently slamming his fist on the ground; the resulting explosion of pure energy first takes the form of a lightning bolt, and then emanates outwards in a shock wave of energy that rises from the ground as a geyser formation.
Like the Raging Demon, the attack is a 'secret' Super Art, and can be used no matter which Super Art was chosen at the character select screen. This means that in 3rd Strike, in any given match, Akuma has access to three Super Arts, making him extremely dangerous. In addition, the Satsui no Hado taunt can also increase its power.
While the attack can be blocked, the initial lighting bolt cannot be parried. The vortex of energy that is generated afterwards however, can be 'red parried' after blocking the initial bolt. Finally, even when Akuma's own fist does not hit the foe, the pure energy shock wave will still inflict a great amount of damage if they are within its vicinity.
If Akuma misses the Misogi in Street Fighter X Tekken, the move becomes something similar to the Kongou Kokuretsuzan, and can still inflict a decent amount of damage if the opponent is close enough. His Oni form has the Tenchi Sokaigen as an Ultra Combo in Super Street Fighter IV, which can be considered a precursor of sorts to the Kongou Kokuretsuzan.
Akuma developed the move over many years, and mastered it only by the end of Street Fighter III: 2nd Impact. After fighting Ryu on his tiny island, he uses the technique to crush it into pieces.
Since Akuma has no EX Specials, it is easy for Akuma to build up two stocks of Super Gauge. By itself, this move can be used as an anti-air; it can also be used a counter to specific attacks due to its extremely high amount of invinciblity frames. Unfortunately, this move is virtually useless in combos due to its startup time. However, this move can be used as a reset (e.g., after a short Tatsumaki Zankuukyaku into a standing jab).
One of its most useful applications is as a compliment to the Raging Demon. The player can create ambiguous setups where the opponent is led to believe he is using the Raging Demon i.e. dashing in, etc., prepping the opponent to counter-attack with either weak punches, throws, special moves or neutral or forward jumps; these can instead can be countered with the Kongou Kokuretsuzan. If the opponent jumps back, the player can proceed with the Raging Demon instead.
Provided the entire move of the initial bolt and following aftershocks connect, it can deplete around 60% of the opponent's health (compared to 40% for the Raging Demon), and almost rivals Gill's 65-70% on his Super Arts. This move is also very useful against the CPU-controlled Gill, provided the player is quick to react; if used properly, it can knock him out of the Meteor Strike and Seraphic Wing. The initial bolt is also one of the rare energy attacks that breaks right through Gill's force field during Resurrection, and is guaranteed to stop the move and instantly K.O. him out of it by nullifying his recovered health.
- Captain Commando has a similar special attack called "Captain Corridor" in the Marvel vs. Capcom series.
- Kongou Kokuretsuzan is very similar to SNK villain Geese Howard's "Raging Storm" technique, particularly the "cage" variation seen in games such as The King of Fighters '96 and Capcom vs. SNK 2. Perhaps in reference to this similarity, SNK vs. Capcom: The Match of the Millennium changes Kongou Kokuretsuzan's input to match Raging Storm's infamous "pretzel" motion.
- Akuma's match win pose in Street Fighter IV mimics the motions of the Kongou Kokuretsuzan.