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* * AKUMA!!!!!!!!!!!
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(GOUKI)
CAPCOM VS SNK MILLENIUM FIGHT 2000!
Capcom vs SNK Arcade and Dreamcast versions
Akuma (Gouki) FAQ vers 4.0
By Steven .R.Wilson (srwilson) email
[email protected]
19/07/01
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Contents
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I-Intro
II-Legend
III-Basic info
IV -Akuma profile
V-Moves
VI-Super Combos
VII-Combos
VIII-How to play as Akuma
IX-Fighting against Akuma
X-Move translations
XI-Akuma Quotes/Costumes/Poses/words of wisdom
XII-Which Groove is best for Akuma
XIII-Fighting against Geese
XIV-Using Akuma in battle
XV- Version info & credits
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I.Intro
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Well here we go another Street fighter game in the name of Capcom vs SNK which
to me is one of the best looking 2D fighting games ever and is so well
presented
and once again Akuma Is back and brimming with menace ready to cause hell and
destruction once again and also as usual to look for Ryu to settle their
rivalry.
This FAQ covers Akuma’s moves and it has combos for him and a load of other
useful things for him.
please excuse me if I call Akuma Gouki at any point in this FAQ as im playing
the Japanese version Akuma is called Gouki in that game.
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II.Legend
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Controls
B=Back UB U UF
F=Forward \ | /
U=Up
D=Down B -- N -- F
UB=Up back
UF=Up forwards / | \
DB=Down back DB D DF
DF=Down forward
QCF=Quarter of a circle forward
QCB=Quarter of a circle back
HCF=Half a circle forward
HCB=Half a circle back
Buttons
LP-Light punch LP HP
HP-Hard punch O O
LK-Light kick
HK-Hard kick O O
P -Any punch button LK HK
K -Any kick button
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III. Basic info
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Grooves
The grooves don’t really effect your general fighting they only effect your
super combos here are the advantages and disadvantages of the two grooves.
Capcom
+The meter fills up as you fight
+You can do all your super combos anytime during a bout.
+You can pull off level 3s at anytime in a match provided your gauge is at
level 3.
+This bar is good for Akuma’s Juggles.
-Its combo ability isnt as good as the SNK groove
-If you miss a Super combo you have to fight to build all your power up again.
SNK
+You have unlimited super combos when nearly dead.
+This bar is charged manually but holding HP+HK.
+The super combos do more damage when on desperation
+This bar is good for doing big combos
-All the super moves are only level 1 when you life bar is not flashing red.
-It can be hard to get a good break to charge the bar up.
-Akuma can only do his Shun Goku satsu on the SNK groove when his energy is low
and flashing red and when the SNK bar is charged to MAX.
Super combos
Each of Akuma’s super combos requires at least Level1 on the Capcom groove or
MAX on the SNK groove his Shun Goku Satsu can only be done on Level3 on the
capcom groove and on Desperation MAX on the SNK groove.
Akuma is a Ratio 4 character so he can’t be teamed with anyone except in pair
match mode where everyone is a ratio 2.
A few basic things
Charge SNK groove -Hold HP+HK
Roll press LP+LK
Dash forward F,F quickly
Dash Backwards B,B Quickly
Throws 1 F+HP
2 F+HK
High jump D,UF quickly
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IV.Akuma profile
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Name -Akuma -Gouki in Japan and Asia
Age -???
Nationality -Japanese
Fighting style -Dark hadou (Shotokan karate)
Height -???
Weight -???
Likes -Power ,strength
Dislikes -Weakness in fighters
Ambition -to become the strongest fighter in the world but he has chosen the
Dark path to his
goal rather than the light path.
Also to try and Make Ryu show his full potentiol and awaken the
Darkhadou in him so
Akuma can fight Ryu at his strongest and claim his destiny!
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V. Moves
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Basic moves
Standing LP
A fairly standard standing punch with not much priority it doesn’t really have
any significant uses but its there I guess if you want to beat someone with a
cheap Jab (lol).
Crouching LP
This is much better and more useful than the standing LP and this can be used
for chipping an opponent into a special move ,E.G. a Gou hadou for example.
Jumping LP
Not too many uses but it can be good to Jab and stop moves and Super combos
like
Geese’s Raising storm or Ryu’s Shinkuu Hadoken moves like that that have a
momentary pause before executing.
Standing HP
Again not too many uses just a good solid HP to the opponent really, though
it can take out some moves.
Crouching HP
This can come in handy for knocking the opponent out of the air and into a
nasty
juggle combo and it has a fair amount of quick priority over alot of air
attacks, and it can easily be followed into a Gou hadou.
Jumping HP
This can be very useful for stopping some air attacks from coming out and it
can
be a good move for coming down on the opponent and capitalising on them.
Standing LK
A pretty standard affair really a High diagonal Jab kick It doesn’t really have
that many uses for it really.
Crouching LK
This crouching jab kick has excellent priority for chipping an opponent in to a
combo and its a very quick jab kick as well so it can be done repeatedly fast
when chipping into a combo but don’t abuse it.
Jumping LK
This jumping LK may be fast but most air or ground attacks will win it out and
will be able to capitalise on it which could be a match deciding combo.
Standing HK
This standing HK can come in handy for kicking someone who jumps alot out of
the
air bringing them down, when done when Akuma and his opponent are both on the
ground its not amazingly useful and isn’t really fast enough to combo on.
Jumping HK
This can have some priority over certain air attacks but alot of good players
may see this coming a mile off and they will be ready to capitalise on it.
Crouching HK
Ahhhh yes the good old classic sweep good if you want to take your opponents
down a peg or two but be cautious if blocked it can leave you vunerable to
certain faster characters.
Special moves
Over head chop -F+LP
A simple double chop on the opponent it doesn’t really have much priority in
this game but its a move so it has to be mentioned.
Seoi nage -F+HP (At the very side of the opponent) -Akuma Does a shoulder throw
to slam the opponent to the floor.
Tomoe nage -F+HK (at the very side of the opponent) -Akuma launches his
opponent
across the screen with his foot.
Tenma kuujin kyaku (Dive kick) in the air at the top of Akumas jump press D+HK
Akuma will do a dive kick diagonally towards his opponent it has fairly good
priority but could be evaded by a Dragon punch for example but it dies come at
them fast so they will have to react quickly but it is pretty useful as it can
connect with a LK Tatsumaki zankuu kyaku.
Gou Hadou -QCF + P
Command | \ --F + P
D DF
Akuma throws a purple fireball the very common move known to many people as the
Hadoken this Gou Hadou of Akuma’s can have good priority over some attacks but
it’s not all that practical in battle its best used as a distance baiter
preferably to bait in turtlers or to get close whilst they are blocking or
rolling or jumping over the fireball its not bad for catching someone out of a
roll and hitting them as they stop provided your positioning is right, use them
when needed but don’t abuse them as good players will catch on and be able to
evade round them and counter on you in the process.
Zankuu Hadou ken -In the air -QCF + P
| \ --F + P
Command jump in air D DF
Akuma throws a diagonal fireball down wards this can be useful against other
shoto players to evade their dragon punches or it can just briefly protect you
in the air whilst you are moving into a attack position one simple but
effective
move in involving this is Jump in air wait pause for a second and throw a
zankuu
hadou ken then as you land quickly do a Crouching HK (Sweep) or you can hit
with
a crouching LK and combo theres more about combos further down this FAQ.
Gou Shoryu -F,D,DF+P
F -- | \ +P
Command D DF
Akuma’s version of Ryu and Kens Patented Dragon Punch Akuma’s version does 3
hits and is probably the best Dragon punch of the 3 shotos ,Evil Ryu’s dragon
punch is the same as Akuma’s but thats not relavent so we wont go into that.
Akuma’s Gou shoryu has many uses it can be used to bring down airborne
opponents
and it can come in very useful for combos and juggle combos too, it has alot of
priority over alot of other characters ground moves too.
Shakunetsu hadou -HCB + P
F -- \ | / -- B + P
Command DF D DB
Akuma throws a slower flame version of his Gou hadou which can stun the
opponent
for a brief moment This moment when timed perfectly can be used to execute a
combo onto your opponent the problem with this move is that the Flame
Shakunetsu
hadou goes slower than the gou hadou so an opponent may be able to evade it
pretty easily, try and use when in close to your opponent and toy with them a
bit if up close throw 2 gou hadous then suprise them with the Shakunetsu hadou
and if it hits you will be up close so it makes it easier to get into your
opponent and get a good combo going.
Tatsumaki zankuu kyaku -QCB + K (Can also be done in the air)
| / --B + K
Command D DB
Akuma Jumps into the air and does a spinning style kick like a helicopter rotar
blade this also is very good for air juggles and has pretty good priority over
a
fair amount of moves the air version is perfect for dealing with jump happy
players who will pretty easily get caught in this not always but most of the
time chipping into it is a pretty good way of successfully hitting this move or
you can even pretty easily hit them with it after a roll straight into the
Tatasumaki zankuu kyaku thats a pretty useful way of using it.
Ashura senkuu -F,D,DF + PP -long distance forward
B,D,DB + PP -Long distance Backwards
F,D,DF + KK -Short distance Forward
B,D,DB + KK -Short distance Backwards
Akuma Teleports across the screen to evade attacks and goes the way and
distance
you decide him you want him to go by the command you put in.
Obviously this move does no damage but it can get you out of some bad
situations
but dont abuse it and use it too much as a good player will catch on and will
get into a position to counter you as soon as the Ashura senkuu stops.
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VI. Super Combos
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All of Akuma’s Super Combos require a Level 1 at least on the capcom groove and
the SNK groove needs to be charged to MAX.
Messatsu Gou Hadou -HCB,HCB,+ P
F -- \ | / -- B , F -- \ | / --B + P
command DF D DB DF D DB
Groove <-LV1-|----|----> required
Akuma throws a super charged flame fireball that is devastating this super
combo
can be good for part of a combo it doesn’t have the best priority out of all
Akuma’s Super combos but it can be affective nevertheless.
It can be used to catch opponents out of a roll and as part of a small combo a
typical one is a Jumping HP -Metsassu gou hadou as soon as you hit the ground
the HP stuns them back so the Super will hit but thats just a simple method
there are other ones experiment with it thats what I did all in all a good
Super
combo but not Akuma’s best one.
Tenma Gou Zankuu -In the air -QCF,QCF,+ P
Jump in air - | \ --F , | \ --F + P
Command D DF D DF
Groove <-LV1-|----|----> required
Akuma jumps in the air and throws a charged super air fireball at his opponent,
this super combo can be pretty useful for sorting certain jump happy players
out, another trick with it is to jump in with a Deep HK then motion straight
into a Tenma gou Zankuu.
this super is also useful for countering through other shotos moves such as
Dragon punches and even Hurricane kicks etc.
Again a pretty good Super Combo but its not got the best attack priority.
Messatsu Gou Shoryu -QCF,QCF,+ P
| \ --F , | \ --F + P
Command D DF D DF
Groove <-LV1-|----|----> required
Akuma does a super dragon punch style combo that has alot of priority it can be
used in alot of situations and is brilliant for juggling/comboing see the
combos
section for more on that, it can take out jump happy players and airborne
opponents it can be used as a great roll through move to counter someone who
uses roll confusion tactics really this super combo can be used in almost any
situation and is the most useful super combo of all Akumas super combos.
Its also a great anti air attack too.
Shun Goku Satsu - LP,LP,F,LK,HP -level 3 only on capcom and MAX Super
desperation on SNK Groove.
MAX
Groove <----|LEVEL--3|---->
This is Akumas trademark move Akuma grabs his opponent and the screen darkens
and some orange sparks appear ,Akuma hits the opponent 15 times doing alot of
damage and if you win the match with it you get a very demonic pose -a black
background with Akuma’s TEN Kanji symbol lit up in white and Akuma stood posing
over his fallen foe with his Kanji lit up on his back.
This is his most powerful Super Combo but its a grab so it can take alot of
skill to successfully land it and it can leave you wide open if you you screw
up.
The most common way of doing it is a Sweep (D+HK) -Shun Goku Satsu that can
work
but good players can escape one of my personal favorite ways of doing it is to
Roll them into it it takes practice but is a tactic worth learning here is a
typical example of how it works its simple really.
You are fighting against Ryu for example and you are charged then he goes of a
Hadoken or Shinkuu hadoken then at the immediate second you roll LK+LP -motion
straight into the Shun Goku satsu it takes speed but when the Shun Goku Satsu
is
powered and as Akuma goes to grab them Ryu will still be in his Hadoken
animation frame so he cant’t do anything to stop the inevitable.
You can get your opponent in it out of their roll pretty easily too you just
have to bait them into rolling.
Another way is to counter through supers with the Shun Goku satsu You can
counter Bisons psycho crusher super combo or Rugals Gigantic pressure Super
combo or Kyos final showndown super combo too there are others but these are
the
ones im used to countering with the Shun Goku satsu when im playing
Bison/Rugal/Kyo players at the arcade.
Another easy way is to get it is say a character like Ryu or Ken or Chun li or
anyone who has a super combo or move that goes in the air it can be hit by the
Shun goku satsu as they come down with perfect timing.
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VII. Combos
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Here are some Akuma combos .
1. Simple one here Jumping HK ->Tenma gou zankuu
2.Capcom groove level 3 ->Level 1 Messatsu gou hadou ->level 2
messatsu gou hadou. -near corner
3.Tenma kuujin kyaku -> Crouching LK -> Crouching LK -> Messatsu gou
Shoryu
4.Zankuu hadou ken -> Crouching LK -> Crouching LK -> Messatsu gou
shoryu
5.Zankuu hadou ken -> Crouching LK -> LK-Tatsumaki zankuu kyaku - >LP-Gou
shoryu
6.Zankuu hadou ken -> Crouching LK -> Crouching LK -> LK-Tatsumaki zankuu
kyaku -> LP-Gou shoryu -> Messatsu gou Shoryu
7.SNK groove MAX on super desperation Jumping deep HP - >Metsassu gou
hadou -> LK-Hurricane kick -> LP-Gou shoryu -> Messatsu gou Shoryu
8.Jumping HK -> Crouching LK -> Crouching LK -> Gou hadou (simple really)
9.Jumping HK -> Messatsu gou hadou -> LK-hurricane kick -> LP-gou shoryu ->
Messatsu
gou shoryu. -SNK groove MAX on super desperation
10.Zankuu hadou -> Crouching LK -> crouching LK -> Standing HP -> Messatsu
gou Shoryu.
Shun Goku Satsu combo -Level 3 Capcom or SNK MAX on super desperation
Jump in HK -> Crouching LK -> Crouching LK -> LK+HP -> Shun Goku Satsu (has
to be done fast) its not guaranteed but alot of the time you should
get it on your opponent as it’s quite likely they wont expect it.
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VIII. How to play as Akuma
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Arcade
First of all you need to get the machines config up so ask a member
of staff nicely to put the machines options up then go to password
and get them to put this code in...
0=number Zero
heres the code -0H2DK0EI once entered play the game and get to the
final stage with 85gpts and fight and defeat Akuma then after you
beat him play the game again and Akuma will be on the character
select on the Ratio 4 row with Evil Ryu and Orochi Iori.
Dreamcast
Quite a task you have to buy all the EX versions of all the other
characters first then buy the Akuma ,Morrigan and Nakoruru shadows
in the secret shop then get Morrigan and Nakoruru available to buy
in the secret shop do that by beating them in arcade mode after
buying all the EX characters then buy both Morrigan and Nakoruru
then after that go through the game again and get to the final stage
with 85gpts then defeat Akuma then after finishing the game go to
the secret shop and he will be there to buy under item 76 for $9,500
so get playing.
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IX.Fighting against Akuma
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If you have the black Akuma shadow bought in the secret shop on DC or the
Arcade Akuma code then
if you get 85gpts before your match against Geese or Vega (M.Bison) you will
fight Akuma instead
of your relavent boss.
If you are using SNK characters you fight Akuma in his own swamp stage but if
you are using
capcom characters you fight Akuma in vega's stage and you get treated to a
little intro where
Akuma jumps down and chops Vega in half (classic Street fighter moment) then
you are ready to
fight.
Unfortunatly Akuma isnt all that hard he's a Ratio 4 here when you fight him
and you only have 1
Round with him so you only have to KO him once.
Akuma will often teleport and throw gou hadou's these are quite predicatable
just roll staright
through them and attack with a combo or whatever depending who you are playing
as, using crossups
is also a good idea too however quite often when you jump Akuma will throw a
air Zankuu hadou ken
so look out for those, in terms of super combos dont always stay too close to
him IF he is on Level
3 or MAX as he will possibly go for a Shun Goku Satsu through a clever player
can evade this if fast
enough, in terms of his grooves Hes pretty easy on both but he does to me play
slightly better on the
Capcom groove but thats just my oppinion.
He may ofthen use the Tenma gou zankuu Super combo too again just roll through
it if you are on the
groud and attack from below.
He doesnt really use the Messatsu gou Shoryu and Messatsu gou hadou all that
much anyway so dont
worry about them , lastly hes quite docile at blocking so he can be quite
easily caught in a super combo
remeber that and thats al there is to it really the rest is up to you!
then 1 KO later its all over!
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X. Move translations
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Japanese name English translation
Seoi Nage ------------ Over shoulder throw
Tamoe nage ------------ Leg flip throw
Tenma kuujin kyaku ----------- Dive kick
Gou hadou ------------------- hell fireball
Zankuu hadou ken ---------------- Air fireball
Gou Shoryu ---------------------- hell dragon punch
Shakunetsu Hadou ---------------- Flame Fireball
Tatsumaki zankuu kyaku ---------- Spinning hurricane kick
Ashura senkuu ------------------- Spirit teleport
Metsassu gou hadou ---------------- great fireball
Tenma Gou zankuu ------------------ great sky killer
Metsassu gou shoryu ---------------- great dragon punch
Shun Goku Satsu -------------------- Imprisoning death flash
This is also known as Instant hell strike and most popularly
the Raging Demon.
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XI. Akuma quotes/costumes/poses/words of wisdom
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here are Akuma’s winning quotes...........
--I will ignite the sky in a blaze of glory!
--Listen to the screams of all those that have fallen before me!
--Your moves are nothing!
-- ................................
--Im the one who has mastered the style perfectly!
--Were you afraid to fight the one and only true master?
--Do you want to look into the pit of darkness?
--You must know and Kneel before the law of the underworld!
Akuma’s costumes
X -Grey with Red hair
A -Green with Red hair
Y -White with Red hair
B -Darkish blue with Orange hair
Secret costumes buy these in the Secret shop
X+A Light blue/grey colour -White hair
A+B Pink with Black hair
B+Y Pinkish Red with Beige hair
X+Y Darkish grey/black with white hair.
Akuma’s poses
Intro pose
Akuma stands there with his back to you whilst in a ghostly
pose with his body all blurring.
End poses
1.Akuma stamps the ground and red flames light up round him
and he ghosts at the same time.
2.Akuma stands with his back to you with his Japanese kanji
T,E,N symbol lit up in red and his body is ghosting at
the same time.
Taunt Hold LP+Start -Akuma stamps the ground once!
Words of wisdom -when using Akuma try to keep the opponent under
pressure and try and confuse them a bit keeping them on their toes
will definatly cause a mistake in their gameplay at some point take
that mistake and capitalise and if you get them in the air juggle
them into submission.
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XII.Which Groove is best for Akuma
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This is quite tough to say because both grooves can be benficial to Akuma but
overall I would say
that the Capcom Groove is best for Akuma as it fills up itself so you dont have
to stop and charge
it like you do with the SNK ,so you can keep the offensive pressure on your
opponent in battle
without having to worry about charging your groove up first and really with
Akuma being a ratio 4
character you need to keep on good offence with a bit of defence too but you
cant really do any of
that on the SNK groove if you are busy charging the bar up now can you?
So the verdict is the Capcom groove is the best groove to use when using Akuma.
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XIII.Fighting against Geese
*************************************************************************************************
If you play as Akuma in arcade mode you will fight Geese howard as your final
boss ,he can be very
annoying if you dont have a plan but his attacks are patterned so use this to
defeat him.
Alot of the time Geese will jump and throw a Gale slash roll through that and
attack him from below
he regularly uses his reversals which are a bit of a hit and miss affair but
dont worry about those
too much.
Interms of his Wind fist/double wind fist he doesnt use them too often just
roll through them and
throw him, in respects to his super combos dont worry about the Deadly Rave hes
never done it on
my game against me and ive had the game since release so dont worry about that.
The super combo you need to be weary of is his Raising Storm super combo that
move is often used by
him ,if you are going to do a Shun Goku satsu on him dont do ti when hes
charged as sometimes he will
do the Raising storm as you are gliding towards him and that can be disastrous.
he will often go for a raising storm as a last resort when his power is low
esspecially on the SNK
groove where if he hits you on MAX you will lose a good 42% damage.
he will also do it from a one of your jump ins so dont jump too often like i
said or he will most likely
do this move.
when you beat him on Round 1 he will come back for another go hes exactly the
same just follow his pattern
of jumping air Gale slashes roll thorugh them and combo and super combo him
from below witha
Messatsu gou shoryu.
2 rounds later its all over then rejoice and watch Geese fall off his
skyscraper.
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XIV.Using Akuma in battle
*************************************************************************************************
Here are some pointers for using Akuma in battle.
-Akuma is a more offensive character so play him more offensive than defencive!
-Try to keep the opponent under consecutive pressure as this can often cause a
screw up in their
gameplay tactics.
-All of his super combos are useful in their own ways but the best used one in
battle is ther Messatsu
gou shoryu as it is a great anti air attack and is sure to sort out jump happy
players too.
-Mix up your style a bit so you dont become too predictable to your opponent.
-DONT abuse the Ashura senkuu alot of people do this and the opponents catch on
and set you up for a nasty
combo so dont teleport too often just use in the instance of escaping from the
corner.
-Akuma is a Juggle master so take advantage of these ,these juggles have
brought me many victories
over alot of teams of 3 and 4 characters.
-If you must try doing the Shun Goku Satsu and you are powered up I recommend
you only try it if you
have alot of energy on your life bar as its quite a risky move to attempt.
-Akuma is a Ratio 4 so he gives out alot of damage esspecially on ratio 1
characters but as i have
said before he cant be teamed up in normal arcade play so you could end up in
a 4 on 1 situation
so the best thing when facing human competiton is to see who they choose
before decididng if you want
to use Akuma.
These are really the main things you need to take into account when playing as
Akuma but at the end
of the day its your fighting style that determines your sucess with Akuma but
you should take some
of these guidelines into account.
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XV. Version info and credits
*************************************************************************************************
version info this is my first FAQ I will possibly update it soon
add more combos etc. 3,1
I have added how to beat Akuma and some more strats and move direction diagrams
(12/07/2001)
ver 3.2.
still to add more strats in battle yet and tips on beating the bosses in arcade
mode.
Ver 3.6 -13/07/2001 -added some Akuma in battle guidlines and Akuma's profile.
still more info to come.
made move corrections and added pic at top. 3.7 19/07/2001
Added vs Geese strats (22/07/2001)
moe boss strats to come yet.
credits
Shoryuken .com -for some of the move names
gamingmatrix online for the arcade codes
Twin turbo off gamefaqs for the Akuma quote translations
as i didnt know them as my game is Japanese