Mobility: Akuma has Teleport, Wavedash, and Flips to move around, in addition to Tatsus and a Divekick. He’s very mobile, but each mobility aspect comes with strings.
Walking: Not really a big mobility tool, but with his fast walkspeed and + frames, Akuma can stay right in your face really, REALLY well.
Wavedashing: A good Wavedash. Most basic of basic things that people need to learn. Note that it can be used in a fashion similar to walking over greater distance.
Teleport: If this thing acted like it’s SF4 counterpart, it would be so amazing(Invincible on frame 1). Teleport may be one of the few things in this game whose input will never, ever, EVER be mixed up. Either you will enter the input and head towards your destination, or you will be crossed up and instead back teleport to the same location. Sadly, it’s never good to just throw out there, as it’s vulnerable until frame 13. Recovery is only -4, but of course you need to protect it, as with any teleport. More of a mixup tool than about navigating through projectiles, Teleport will cross up, even in the corner. Most notable is that it’s a slow teleport, which means it CAN be confusing if combined with assists.
Tatsu: Meant to keep in your opponent’s face if you get close, Tatsu is fast and rips through everything. However, Tatsus are more vulnerable than they apper. Tatsu L is grab bait, though most people don’t know about it, and M and H are vulnerable to pushblock and punish. They’re decent, but use them more for the priority than the movement
Divekick(Normal): I find the most useful aspect of the Divekick is either in conjunction with assists and using it like Helm breaker or Wolverine’s Dive Kick to apply pressure. Past that, it’s also a good tool for getting you out of the air after throwing a fireball, like a Wesker Gun/Teleport if you will.
Flip: Main Mobility tool and corner stone of Akuma play. Each of the three actual Flips move Akuma a certain distance, but the mobility comes more from the move extensions
-Palm. Due to it’s terribly short recovery time, Akuma can actually block/attack after it’s finished while still moving from the inertia of the flip. A very underutilized tactic, but it’s starting to show up more and more. This mostly applies to the air Flips, since M and L ground Flips will not have enough time to input anything before Akuma lands. H will on the other hand.
-Kick. Pretty much the above mentioned DiveKick except you can use the Flip’s inertia to choose where to descend. Has more priority, so that’s cool.
-Fireball. Advancing under the cover of a Fireball. Nice, eh? Most commonly used Flip input. Be warned you cannot block until you land.