Super Gem Fighter Mini-Mix
Akuma FAQ
By: Alex "Joker" Hall
Started on - 10/22/03
Completed on - 10/22/03
E-Mail at [email protected]

- It's been a long and grueling battle, but I'm still going strong for
 Round 8, this time it's time for the master of evil Akuma. Akuma's the
 other "secret" character of the game, but all you have to do to play
 as him is just move the cursor to the left of Ryu like there's
 something there. Akuma's picture should show up and then just chose
 him. This is one time that you'll see Akuma in a way you've never seen
 him, and that's all cartoony with cartoon moves. Just read on and you
 will see.....

- Oh yeah.......No copying my work onto your site without asking my
 permission. It's as simple as e-mailing me, asking me to use it. I'll
 say yes if you do ask, so lets save some hassle here by doing things
 right.


Table of Contents

1) Akuma's Story
2) Controls
3) Moves
4) Overall Stats
5) Ending
6) Credits



1) Akuma's Story

- Akuma has always just been about training to get stronger and fighting
 only the best of the best, which reluctantly seems to be Ryu. Is Akuma
 still as typical as ever in this most hilarious game? Nope....Akuma
 now has new mission in life, and here it is.....

- (Shows Akuma in a small boat with an oar and a pack on his back)
 Akuma trains endlessly day and night on his fortress island Gokuentou

 Unfortunately for Akuma, Gokuentou is gradually converted into an
 exclusive leisure resort...

 Mmm! This island has been overrun by tourists! It is no longer the
 ideal place for my training it once was!

 Thus Akuma journeyed forth from his island in search of new training
 grounds...

- So now Akuma is searching for a place to train once again. Ya know,
 for an evil guy that really doesn't care much for life, he's sure
 giving up his island pretty fast when he can just as easily kill all
 the tourists and destroy all the hotels and what not in no time flat.
 Oh well....not me to argue with the evil one....



2) Controls

- The Joystick controls your character (or if you got yourself an
 emulated version like me then you can use the D-Pad)

 up - jump
 down - duck
 left and right - move forward and backward

 double tap left and right - dash/run forward or backward

 P - Punch
 K - Kick
 S - Special

- Common Motions Used:

 qcf - d-df-f
 qcb - d-db-b
 fdf - f-d-df
 bdb - b-d-db
 hcf - b-db-d-df-f
 hcb - f-df-d-db-b
 360 - f-df-d-db-b-ub-u-uf-f



3) Moves

- After years of digilently training, and eventually offing his master,
 Akuma has become legendary within the Street Fighter ranks. His power
 is great and his speed is incredible, which makes him a fav for many.
 Akuma has spent a lifetime getting his style down right, and now you
 must do the same, except in a much shorter time.


- Throws -

- Everyone can do a throw in the air by pressing the p+k buttons in the
 air. Akuma grabs his opponent and does an Air Overhead Throw.

- p+k (The Overhead Throw.......Akuma does Ryu's Overhead Throw to the
      same letter of him. Akuma has been studying the Hadou style for
      much longer than Ryu, so it's only natural that they have the
      same throw. Besides....Akuma's pure evil.....you gonna tell him
      that that's Ryu's throw move? I thought not......)


- hcf p+k (Stone Cold Samurai Glare.....Akuma gives the opponent that
          would stop Satan in his tracks. Akuma dons a blue (or another
          color if you choses a different one other than his original)
          samurai outfit that looks like what Vic and Kenny wear from
          Most Extreme Challenge on Spike TV. He then speaks some
          japanese while in deep meditation, and then pulls out one arm
          from its sleeve giving the opponent the Stone Cold Glare,
          turning them to stone for a few seconds. Take this
          opportunity to get in a free hit.)

- hcb P+k (Judo Overhead Throw......Like I said with the Overhead Throw,
          same style as Ryu so expect it to be the same exact thing.
          Hey, if it works for Ryu, then you know it's working for
          Akuma. I mean, Akuma has so much more exprience over Ryu, so
          that's saying something there!)


- Combos -

- The combos that have descriptions with them are Akuma's most
 devestating combos in my eyes. So I suggest you stick with what I
 describe, or use the others that I didn't describe if you feel that
 they would serve you better.

- PPPP (Akuma Olympic Swimmer........After the initial punch Akuma dons
       some swim tights....NOT TRUNKS BUT TIGHTS! The second and third
       hits are him stretching and on the fourth hit he dives into his
       opponent and into a mysterious small puddle of water that
       magically appears from under the opponents feet. This combo is
       effective and funny as hell to do. You've never seen Akuma like
       this before.....I wonder if that's a good thing....)

- PKKK (Akuma the Barbarian.......On the second hit Akuma becomes...
       BARBARIAN AKUMA....and looks really stupid in the process. Akuma
       gets into a barbarian get up and starts with the massive kicks.
       From 2nd-4th hits this combo has some pretty decent range. It's
       hard to dodge it at first because he gets a tad bit taller than
       before. Use this combo to finish off matches when you need to)

- PPKK (Akuma the Lumberjack.......This of course is the combo that
       contains one of his S Attacks in it at the end. He couldn't of
       picked a better one, using his longest ranged attack. This is a
       very reliable combo to use, and if you miss with the first
       three attacks, the fourth attack is the one that's the most
       hardest attack to dodge. The combo though is easy to block even
       if you hit with the first punch. There's a bit of lag between
       hits that your opponent can block in between hits to stop your
       momentum. So use this combo wisely)

- PKPP (Stone Cold Samurai Combo........This combo is very useful since
       the 4th hit not only hurts the opponent, but freezes them up
       into stone for a few seconds. This leaves them open for an extra
       hit to make it a 5 hit combo if you're fast enough. This is a
       funny combo to watch and a great one to use, but remember that
       you have to be on top of the opponent to grab them. Use this
       combo to even the odds and use it every now and then, don't rely
       on it too much)


- PKPK
 PPKP
 PPPK
 PKKP


- Special -

- Time to learn how that S button works with Akuma. Remember now,
 each attack can be charged for extra amounts of damage, and each
 attack is designated to knocking out specific gem colors.

- S Alone (Overhead Japanese Sign Smash.......Akuma has the same motion
          attack as Ryu and Dan except he uses a japanese sign. The
          sign looks like it would be annoucing something important.
          In any case this attack is 3rd in range and 2nd in power, so
          it is reliable. All of his S Attacks are really. Use this to
          even things up in the pinch)

- f+S     (The Akuma Lumber Swing........Much like Ryu and Dan's No
          Defeating Me Attack except that he uses a long 2x4 to the
          job. His motion is faster than Ryu's and Dan's attack so that
          makes it much more better to use. This attack of his is of
          course 1st in range and 3rd in power. His attack may be less
          stronger than Ryu and Dan's but that doesn't mean it's any
          less lethal)

- d+S     (The Evil Uppercut........Akuma uses the same motion as Ryu
          and Dan's S Uppercuts, except Akuma uses a huge block with
          his sign on it. He gets in some much cooler clothes too. This
          attack is 2nd in range and 1st in power. I'd suggest using
          this attack more often if you want to end fights quickly.)

- Special Moves -

- qcf+P (The Hadoken.........Akuma's trademark move that needs no
        explanation to all the veteran gamers out there. This move
        does gain strength as you gather up Red gems. The power and
        combo ability behind it at LVL 3 is something to watch out
        for, as it begins to hold a candle to even his Super Moves.
        This move does combo the higher the levels go up, and even
        gives them a nice purple hue)

- qcb+K (The Hurricane Kick........Now we all know that those that
        study the Hadou Style of Martial Arts always had their own
        twist to this move in each SF game. Akuma always had some type
        of element to this move when he did it, though it never really
        came into play in earlier SF games. Now in this game as you
        gather up Blue Gems he gains a purple mist element that only
        just gives the opponent a purple hue when it hits. The power
        does go up on the attack as you level it up)

- fdf+P (The Shinryuken........this move was suppose to be the pinnacle
        of Ryu's and Ken's training in the Hadou Style. Akuma mastered
        this a long time ago and had to show Ryu and Ken how to use it
        by smacking them upside the head with it. Akuma levels this
        move up by gathering Yellow Gems. The higher the level, the
        more devestating the move gets. Using this move at anytime at
        higher levels is always a threat to opponents.)

- hcf+P (The True Hadoken........Akuma sends even more power behind this
        move than his regular Hadoken, but in this game it just holds
        it's fire properties like in all the other SF games he uses
        this in. This move really isn't needed if you have the regular
        Hadoken up to LVL 2. This move does lose all the potential and
        greatness it has in the other SF games he has it in. This move
        is supposidly the payoff to all the years of Ryu's hard work
        of trying to master the power of the Hadou.)



- Super Moves -

- Akuma's a true martial arts master, and he has the very moves to prove
 it too. Even Ryu and Ken get worried when they step around Akuma, and
 with good reasons too. Akuma hasn't been around for so long and
 training so hard for nothing ya know. This is the fruits of his labor,
 and by god.....watch out for them if you're on the receiving end of
 anyone of them!

- hcf+S (Metsu Hadoken.......The big powered-up version of his normal
        fireball that combos when it hits. This move does go from one
        side of the screen to the other, but it's easy to block and/or
        dodge if you fire it at a person that's at a long range. Not to
        say that it isn't useful or nothing, but use this move when you
        are in close to a person)

- hcf+S in AIR (Air Metsu Hadoken......Yep..Akuma's got the same attack
               in the air, but then not really. You see Akuma fires off
               one small fireball, then he follows it up with a huge
               one that does the comboing. That last one pushes him
               back up into the air again, and he dives back down to
               the ground literally! He dives with his swim tights on
               making an olympic worthy dive with minimal splash. A tad
               more useful than the standard Metsu Hadoken posted above
               and much more funnier. Use this move wisely though since
               the fireballs travel at an angle)

- fdf+S (ShinShoRyuKen......He takes a page out of one of Ken's most
        beloved Supers to use, with the exception that Akuma uses evil
        energy in his fist during the entire Super. It's exactly the
        same as Ken's though so if you're a Ken fan and you're using
        Akuma for the time, then you know what to expect from this
        move. Now for those that aren't Ken fans, this move does three
        rotations in all. It starts with a very small rotation and ends
        with Akuma jumping high into the air on the third rotation. It
        does well combo wise and he moves forward rapidly so it's very
        hard to dodge. The only prob with this move is that if you want
        to hit the opponent with the full force of it, then you must
        use it when you are in close to the opponent)

- hcb+S (Shun Goku Satsu (Raging Demon).......If you're playing this
        game then I know you're a Street Fighter fan, so there's no
        need to go into detail about the destructive power behind this
        move. It hasn't lost a step in this game, and is unblockable
        as always. Get 3 SUPER bars up and full and unleash Holy Hell
        upon your victim)


4) Overall Stats

- Time to tell you nice people my opinions on Akuma and what he says
 for victories......

- The victory phrases.....


- I am Akuma! But you may call me Master!

- You weren't even a warm up!

- Hm! You should go back to playing puzzle games!

- Even with my oversized head and stubby limbs, I'm unbeatable!


- Ok here's my opinion in a short simple phrase......He's Akuma, end of
 story. Now lets move on.


- Betcha you didn't expect him to fight against Hsien-Ko in his final
 fight did you? Well he did and here's the prefight showdown.

- (Hsien-Ko)
 Are you the one searching for a new training ground? I think I know of
 a suitable place for you.

- (Akuma)
 I need no help from a puny little girl such as yourself! Leave my
 sight at once!

- (Hsien-Ko)
 Of course, I do need to test your strength first to see if you're
 worthy enough...

- (Akuma)
 You? Test me?! Hahaha! Very well then; behold the might that is Akuma!


- So Hsien-Ko has a suitable place for Akuma to pick up his training
 once again, but she's gonna test him. I wonder if she has a death wish
 or something.


- Costumes -

- Now yes you do hve different costumes to use, but they're really just
 different colors like in the other Capcom games. Ah well, least wise
 they add some diversity to each character right? Here's Akuma's
 different colors.

- Punch Button = Normal Colors
- Kick Button = Karate suit is Dirty White
- S Button = Karate suit is Crimson Red



5) Ending

- Now again......if you want to earn the ending for Akuma yourself
 then don't look at this chapter. Now for those that do, here it is.

- (Shows Akuma standing and Hsien-Ko sitting down with spiral eyes)
 Ow... That hurt! Didn't anyone ever teach you how to pull your
 punches? That was mean!

 Well the dead tell no lies. Come with me and I'll take you there as
 promised

 (Screen goes black)
 And so Akuma was led by Hsien-Ko to an abandoned graveyard location
 deep within a forest...

 (Screen shows Akuma and Hsien-Ko standing in a graveyard. The
  background looks much like Raptor's background from Darkstalkers)
 How do you like it? At night you can practice your moves on the hordes
 of zombies that dwell here.

 Hmmm! It may prove interesting to brush up my sure killing techniques
 on these zombies....

 (Shows Akuma kicking a zombie in the head, and another behind him. The
  zombies look like cartoon versions of the Resident Evil zombies)
 Hyaaaaaahh!!!!

 Having found the perfect place to train, Akuma's quest to become this
 world's mightiest warrior continues.


- Seems Akuma's very happy in his new training grounds, though this is
 one ending that you should earn yourself just to see the cartoon
 Resident Evil zombies. I guess this one character that gets a happy
 ending!


6) Credits

- Now thanks goto Capcom for making this addictive little game. It's
 crazy as hell to play and really anybody should be able to get into
 the game no matter who it is.

- Creds go out to all my friends that support my walkthrough making
 ways. Hey....they're good for something....

- Lastly I thank all those who read this and my other FAQs I've made.
 I'm glad I've been of help to all of you, and I'll keep on making
 more walkthroughs.

- If I've screwed this thing up in any way, shape, form, or fashion,
 then e-mail me at [email protected] to correct my foolish
 mistakes. I'll correct them and give you the proper credit you deserve
 for catching something that I didn't see.

 Sees Yas Later

 Alex "Joker" Hall