Marvel vs Capcom 2: New age of Heroes
Akuma/Gouki Guide Ver 0.2
Author:Reu (Negativedge)
Log: 24-5-00
This FAQ is not to be used for profitable/promotional purposes; this
includes being used by publishers of magazines, guides, books, etc. or
being incorporated into magazines, etc. in ANY way without my
permission. This FAQ was created and is owned by me, Reuben Kee
<
[email protected]>. All copyrights and trademarks are acknowledged
that are not specifically mentioned in this FAQ. Please give credit
where it is due.
=================
TABLE OF CONTENTS
=================
1.0 Updates
2.0 Author Info
3.0 Character Info
4.0 Conventions
5.0 Moves list
5.1 Combos
6.0 Credits
-----
NOTES: If anyone has a way to successfully connect his Shun Goku Satsu,
please let me know!
-----
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1.0 UPDATES
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16-4-00:
Initial Release, um.. lots of work to be done.
9-5-00:
Need more combos! Don't be shy to send them in!
24-5-00:
Thanks to LordWyndia and twelvs teckneo, some more combos have been added!
Again please send more combos in!
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2.0 AUTHOR INFO
===============
I've been playing VS games for quite some time now, (ever since I got my PS),
and I've always admired how Capcom managed
to make such great titles all the time. If you guys are ever in Bishan area,
come down to the Home United Fan Club and
maybe you'll see me there!
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3.0 CHARACTER INFO
==================
Ever since his first appearance in Super Street fighter II turbo, Akuma (or
Gouki in Japan) promised to be more than just
your average character, and he did, that is, until the street fighters went
against the xmen, or marvel or etc, He seemed
to have just become an average all rounder.
Thanks goodness Capcom decided to upgrade him a little in Marvel VS Capcom 2,
not only has his speed increased, but his
power as well.
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4.0 CONVENTIONS
===============
ub u uf
|
d----+-----f
|
db d df
Joystick layout with opponent facing from right
lp=light punch
hp=heavy punch
A=assist A
lk=light kick
hk=heavy kick
B= Assist B
qcf=quarter circle forward, down to forward
qcb=quarter circle back, down to back
scf=semi circle forward, back to forwad
scb=semi circle back, forward to back
dash=tap direction then direction again quickly
sj=super jump, tap down followed by up.
kk=two kick buttons pressed together
pp=two punch buttons pressed together
XX=Cancel into
==============
5.0 MOVES LIST
==============
Special moves
-------------
Asura warp Forward
F, D, DF + KK or PP
It is possible to warp past hyper combos but where you stop is another thing.
Asura warp Back
B, D, DB + KK or PP
Gou Hadouken
D, DF, F + P
Your basic projectile attack, don't bother using it against iceman, cable or etc
Gou Shouryuken
F, D, DF + P
Great anti-air attack for those jump-ins
Tatsumaki Zankuu Kyaku (can be done in air)
D, DB, B + K
Can be cancelled into his Messatsu Zankuu Hadou on ground or in air.
Can go into an OTG with the hk.
Tenma Kuujin Kyaku
In Mid-Air, D, DF, F + K
Use this once in a while to suprise your opponent.
Zankuu Hadouken
In Mid-Air, D, DF, F + P
Once again, don't use this too often against beamers, it is quite useful,
though.
Hyper combos
------------
Messatsu Gou Hadou
D, DB, B + PP
Akuma fires a massive flow of energy in a horizontal thrust.
Messatsu Gou Shouryuu
D, DF, F + PP
Three Shoryukens, sending the victim in flames into the sky.
If you miss, you are totally vulnerable in your way down.
Messatsu Gou Rasen
D, DF, F + KK
Connection into this is a little tricky,
Akuma does a hurricane kick vertically ending in a slamming kick.
Tenma Zankuu Hadou
In Mid-Air, D, DF, F + PP
Akuma fires massive numbers of fireballs in a diagonal fashion.
can be cancelled from his hurricane kick.
Shun Goku Satsu (Tian)
- LP -> LP -> F -> LK -> HK
Requires and uses 3 Hyper Combo levels
(If anyone has a method of connecting this move please let me know!)
Assist Type
-----------
Alpha: Shooting Attack - Gou Hadouken / Messatsu Gou Hadou
Beta: Air Attack - Gou Shouryuken / Messatsu Gou Shouryuu
Gamma: Movement Attack - Tatsumaki Zankuu Kyaku / Messatsu Gou Rasen
use this, while his hurricane kick is hitting, you can land a couple of hits of
your own
as well as start an air combo.
Aerial Rave Launchers
---------------------
d+hp
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5.1 COMBOS
==========
Akuma was never really good at combos, making him rely on his powerful special
moves.
Perhaps this is a weakness, but it can be counteracted by stringing
punches/kicks into special moves.
As a result, his combos are simple yet effective.
Please send in any combos that aren't here to
[email protected]
D+LK => D, DF, F + PP
D+LK => D, DB, B + HK => XX D, DF, F + PP
D+HP => Messatsu Gou Rasen
Dash forward, D + LK => D + HP => SJ => LP => D, DB, B + HK XX D, DF, F + PP
You should wait for the hurricane kick to connect at least 3 times before
cancelling
Dash forward, D + LK => D + LK => D, DB, B + HK => OTG D+LK => D, DB, B + HK XX
D, DF, F + PP
Dash forward, D + LK => D + LK => D + HP => SJ => LP => LK => LP => D, DB, B +
HK XX D, DF, F + PP
Dash forward, D + LK => D + LK => D, DB, B + HK => OTG D+LK => D + HP => SJ =>
LP => LK => LP => D, DB, B + HK XX D, DF, F + PP
Dash forward, D + LK => D + LK => D, DB, B + HK => OTG D+LK => D + HP =>
Messatsu Gou Rasen
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6.0 CREDITS
===========
CJAYC! For being so devoted to the site, and his faq from which I extracted the
names for Akuma's moves.
Care to input to this faq or chat about mvc2, E-mail me at
[email protected]
or, you can contact me via ICQ, my UIN is 28726882
Ciao!