I’ll answer this in two ‘states’ as I would like to call them simply because we are in the process of nearing a patch. Obviously these states are pre and post patch.
PRE-PATCH!
I’d say he is better as a point character because of his solid footsies and lack of reliance on meter. He can start the match zoning and form his attack plan from there. You can also use him to gauge the habits of your opponents through him being as a point character.
Do they like to jump a lot? Do they want to roll at you? Do they want to rush at your face all day long to kill you off quickly? Just some basic questions you can ask yourself whilst playing on point.
Plus he has a great set-up in the form of his :hp: SRK and his overhead whilst he has one bar so you can somewhat put the pressure on them whilst you have one bar, if they are blocked, they are both safe tags bar to alpha counters.
Alpha Counter > Switch is also pretty strong with two bars stocked provided that all hits connect.
That said, putting him as an anchor character is not a bad idea as he can be pretty versatile in this spot as well. He can keep away to peserve a life lead if you have one or he can use the meter for his Raging Demon to finish someone off quickly.
However, the only thing that I think which holds him back from being a good anchor is his damage out-put in comparison to other anchor based characters. I’ll admit that his damage is good for a SF Character but when stacked up against the Tekken Cast’s juggles, you’ll find that his standard, ground juggles aren’t as great.
Hence he will need someone who also sets him up well for things such as Ground-Bounce Demon Flip > Palm or jumping normals to boost up his damage out-put and characters like these are very specific in my opinion.
However you don’t face the crippling weakness of putting him as a point character. This weakness being that his low health is what opponents will be aiming for. Considering that you die in two solid combos flat, it can be really rough should you not be in control of the match from the get go if you were to put him as a point character.
POST PATCH!
Point: I believe that he may be somewhat weaker in this position because of the nerf to ‘DP’ switch cancel, air fireballs and his teleport and the removal of Alpha Counter > Switch. One of the main reasons why people should consider putting Akuma on point on a team is his versatility which is supported by his different methods of tagging out safely.
Two of these have been nerfed and when he is on the ropes in 2013, getting away might just be that little bit harder than before. Hence I think that he will be somewhat weaker as a point character. Then again, he will still have good methods of tagging out e.g.
:hp: Red Fireball (Close-ish Range)
Cl St.:hk:
Air Fireball
Anchor: I think that overall, he will be stronger as an anchor character because his buffs direct him to be played in an offensive style.
Demon Flip > Palm set-up damage levels will increase because his palm was upped to a massive 100 damage on hit and this is without the EX Version which did a little bit more pre patch (kind of like a counter hit version of his demon flip move(s) but without the ‘counter’ sign turning up)
His Cl St.:hk: buff should allow him to combo into Misogi Mid-screen a lot easier which I think was one of his weaknesses with him being an anchor pre-patch as he just doesn’t have that ‘OMG MASSIVE FINISHING POWER’ kind of move apart from like EX SRK.Even then, there are better alternatives.
It should also allow him to do some mid-screen CADC Juggles provided that the juggle limit on the Cl St.:hk: is pretty small.
Also other stuff like :mk: and :hk: tatsu damage increases could increase the amount of damage that he could do off of a launcher as well as leave him in the opponents’ face.
As well as stuff like EX Fireball being eliminated from the aerial combo limit. Right now, all that you can do after an EX Fireball in the corner is EX SRK for measly damage, now he should be able to do a bit more damage thus making his corner juggles somewhat easier to perform in theory.
The nerf to rolls benefits him in both positions as his knockdowns will be more deadly this time around.
So it all depends on what you are after:
If you want a solid but high-risk, high-reward character with decent AAs and decent footsie game and you run a team where your secondary begs for meter, then put him as a point character. Although his methods of tagging out will be nerfed, he will still have good ways to tag out post patch.
If you run a character who doesn’t rely on meter as much to get their rewards as well as having good set-ups for Akuma, then it would be best to put him as an anchor character. Your play will be rewarded heavily in 2013 where his buffs will contribute, in my opinion at least, to him being played in a more aggressive manner.
But TL : DR if you want my honest opinion, I’d say point is the best way to go but that’s just me. I tend to be more of a:
‘GO FOR BROKE!’ kind of player.
But I won’t stop you from using him as an anchor as well if you so choose.