THIS FAQ AND/OR GUIDE IS PROPERTY OF TRUNG BUI AND MAY NOT BE
DISTRIBUTED WITHOUT MY PERMISSION OR CONSENT. DOING SO WOULD BE A MAJOR
COPYRIGHT INFRINGEMENT AND WOULD HURT MY FEELINGS. THIS IS MY WORK AND
YOU SHOULD NOT TAKE IT, PERIOD. THANKS FOR AGREEING AND ENJOY THE FAQ!
Akuma is a Shotokan Karate fighter. He's the strongest of all the
Shotokan characters and he's also the most un-defensive of all of them.
Akuma is fast, precise, and has awesome attacks, excellent for Blitzing
and keep away. Using Akuma effectively is relatively hard, most people
using for his Raging Demon special and his super easy, super powerful
air combo.
This is Akuma's version of the fireball. The best way to describe it is
that it looks like a comet, that's purple, sun yellow, and black. It
can be cancelled out by beams, but are excellent for shields for
jumping in. When firing it in the air, Akuma fires it with one hand and
it goes down at an angle.
Gou Shoryuken: DP + P
This Akuma's version of the Dragon Punch, but unlike Ken, Akuma's
surrounded in purple energy. One note to notice is that he ISN'T
invincible when going up; a beam or another fireball can knock him out.
Like any other Dragon Punch, it's an excellent anti air attack and it's
great to end ground combos.
Tatsumaki Senpuu Kyaku: QCB + K Air or Ground
This is Akuma's Hurricane Kick. Unlike Ken's, Akuma travels forward,
wrapped in electric energy. The LK version on it travels 3 hits and the
HK version hits 5 times. Very useful to start a juggle and the glitch
are really great.
NOTE: The 'glitch' applies to both Ken and Akuma. Perform a Hurricane
Kick in the air and you will perform a super's amount of damage :)
Ashura Warp (Forward): DP + 2P or 2K
This move will make Akuma do a small, dash like move forward; I don't
use this move too much, because I really don't know the uses for it.
Ashura Warp (Backward): RDP + 2P or 2K
Same as the forward version, but you go backward instead.
Tenma Kuujin Kyaku: QCF + K In the air only
This is basically a diving kick in the air; it's very useful for
blitzing and for setting up a juggle.
HYPER COMBOS:
Messatsu Gou Shoryuu: QCF + 2P
This is Akuma's Dragon Punch super; he performs 3 Shoryukens in a row
from the LP version to HP version. It's easy to combo into from the HP
and it's very good. I use this to end air combos in style to get funny
faces :)
Messatsu Gou Hadou: QCB + 2P
This is similar to Ryu's Shinkuu Hadouken. The differences are that
it's a bit shorter than Ryu's and it's purple. Really good for dash ins
and good for punishing assistors.
Messatsu Gourasen: QCB + 2P
This is Akuma's Hurricane Kick super; it's really very horrible. You
have to be really close to use this effectively. If you connect, you
launch your opponent in the air and at the end you do a slamming kick.
Think of it of a vertical version of Ken's Hurricane Kick.
Tenma Gou Zankuu: QCF + 2P IN THE AIR
This is Akuma's air Fireball super. He launches a flurry of Gou
Hadoukens at the ground causing massive damage. Really nice to end air
combos, makes peoples jaws drop.
Raging Demon: LP, LP, Forward, LK, HP
This is one of the best moves that ever existed! In simplicity, Akuma
does an Ashura Warp forward and, if he grabs the opponent, will start
an auto-combo so powerful, you can't see it. It's a great, powerful,
damaging move. Use it carefully, since IT TAKES 3 SUPER METERS.
This is Akuma's projectile assist; he performs a HP Hadouken, and
performs Messatsu Gou Hadou for the THC or DHC. This assist is great
for dash ins.
BETA: Gou Shoryuken/Messatsu Gou Shoryuu
This is one of Akuma's better assists; he performs a HP Shoryuken, and
performs Messatsu Gou Shoryuu for the DHC or THC. This assist is great
for countering jump ins.
GAMMA: Tatsumaki Senpuu Kyaku/Messatsu Gou Rasen
This is Akuma's Hurricane Kick assist. He performs a HK Hurricane Kick
and Messatsu Gou Rasen in a THC or DHC. Not that great of an assist.
First things, first, Akuma takes a lot of damage, the worst in the
whole game, but he inflicts a lot of damage in a short time. When
attacking, you should fire a LP Hadouken and jump in to attack; the
Hadouken will serve as a shield as you start to attack. Another thing
to remember is that Akuma is not invincible when he starts a Shoryuken;
he's still wide open to other beams and fireballs. His Hurricane Kick
has a little bit of lag after he lands, so be careful, or you'll be
open to attack. When attacking, try to be defensive as well as
offensive; this way your opponent won't think you won't abuse his
powerful supers and his Hadouken.
VS. ABYSS:
1st form: Just jump in, combo, and jump out.
2nd form: SJ up and fire Hadoukens. You will hit Abyss AND hit the
bubble.
3rd: THC or DHC him to death, but when he comes out, perform a Messatsu
Gou Hadou.