From:
[email protected] (DEREK)
Newsgroups: alt.games.sf2
Subject: AKUMA FAQ Ver. 2.0 (New!!)
Date: 19 Feb 96 19:49:24 -0500
The Unofficial
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Mini-FAQ
Version 2.0
Written by: Derek Bryant
(February 19, 1996)
-SFA-
...................................
Table of Contents
~~~~~~~~~~~~~~~~~
1) HOW DO I CHOOSE AKUMA? <----IMPORTANT---[
2) Who Is This Akuma Anyway?
3) Why Should I Even Use Akuma?
4) What Do The Abbreviations Mean?
5) What Are Akuma's moves?
-Regular
-Special
-Super
6) What Are His Moves Called In Japanese?
7) What Are Akuma's Chains and Interruptables?
8) What Combos Can I Perform With Akuma?
9) What Are Some Techniques I Can Use With Akuma?
-Effective
-Pretty
-Various Other
a) Corner Trap
b) Drop and Mob
c) Fireball Offensive
d) Hide and Seek
e) Short Death
f) Cheap as Sin
g) Spontaneous and Unpredictable
10) Last Minute Tips
11) Akuma's Top 10 Pet Peeves
12) Acknowledgements
.................................
This was originally intended to be a short moves list for Akuma but
it is slowly turning into a multi-page faq. I don't plan on doing any more
revisions so I'm going to attempt to answer all questions concerning Akuma
in this version.
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HOW DO I CHOOSE AKUMA?
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NOTE: Perform these motions slowly. I usually perform them while counting
aloud and I succeed 95% of the time.
1) Go down to the random select box "?" and stop.
2) Press and hold START button and tap joystick:
-If you're on the PLAYER1 side: down, down, down, left, left, left.
-If you're on the PLAYER2 side: down, down, down, right, right, right.
3) While still holding START, press:
-Jab and Fierce simultaneously (Black Akuma)
-Short and Roundhouse " (Red Akuma)
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Who Is This Akuma Anyway?
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Excerpt from Allen Kim's SFA faq:
Question: Who is Akuma/Gouki? In that case, who are Gouken and Goutetsu?
They are the masters of Shotokan Karate, the martial arts style that Ryu, Ken,
and Dan practice. Shotokan Karate was once a killing art for assassins. This
art lets you concentrate your chi and channel it into one murderous blow.
Master Goutetsu took the killing part out of the art and made it the way to
live better, more freely.
Gouken and Gouki (also known as Akuma in English) are his students. Gouken
grew up and taught Ryu, Ken, and Dan. Gouki, always craving the power, found
out about the killing part of Shotokan Karate. The killing aspect is like the
Darkside of the force; It'll give you more power, but the power consumes you.
Thus, Gouki (Akuma) ahs changed into a demonic state, craving only blood. With
his new power, he killed Goutetsu and Gouken.
Gouki is called Akuma outside of Japan. Gou means "great" and Ki means
"demon". Akuma means "devil". The symbol on Akuma's back is a Kanji, Japanese
letter pronounced "Ten". It means "heaven, "sky", "destiny", and "fate". In
Akuma's context, it means "rest in peace".
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Why Should I Even Use Akuma?
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Akuma is undoubtedly the strongest character in SFA. His Teleport makes him
a hard target to catch, and his Air-Fireball makes him a hard target to hit.
His Shotokan style moves give him a nice balance of offensive and
defensive attacks. Throw in his invulnerable Uppercut and you've got a nasty
little demon on your hands. Even though he is a strong character, he is not
unbeatable. Your own personal skill determines whether you win or lose.
If you're using Akuma, you have a "programming related" advantage over your
opponent, not a skill advantage. Speaking truthfully, you will have some
of your best matches when using someone other than Akuma since fights tend
to be one-side once you've mastered Akuma's techniques. If anything, use
Akuma against those smart-a$$e$ who only know how to throw, and throw,
and throw, and throw!
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What Do The Abbreviations Mean?
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[Joystick] [Buttons]
U
UB O UF
O | O jab strong fierce (punches)
\ / O O O
B o_ . _o F
/ \ O O O
O | O short forward roundhouse (kicks)
DB O DF
D
Other
~~~~~
j.roundhouse.......Jumping Roundhouse Kick
j.fierce...........Jumping Fierce Punch
c.jab..............Crouching Jab
s.jab..............Standing Jab
c.short............Crouching Short
etc..
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What are Akuma's moves?
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Regular Moves
~~~~~~~~~~~~~
Regular moves are simply Akuma's basic attacks. To perform them, simply
stand, crouch, or jump and press the appropriate button.
| Standing | Crouching| Vertical Jump | For./Back. Jump
------------------------------------------------------------------------------.
P | Jab | high | low | extends fist forward for entire jump |
U | | punch | punch | |
N |-------------.----------.----------.---------------------------------------|
C | | punches | low | punches forward and slightly downward|
H | Strong | forward | straight | |
E | | & up | punch | |
S |-------------.----------.----------.---------------------------------------|
| Fierce | straight | punches | punches forward and slightly downward|
| | punch | upward | |
--.-------------.----------.----------.---------------------------------------|
| Short | quick | low | kicks | knee attack |
K | | kick | kick | upward | |
I |-------------.----------.----------.-----------------.---------------------|
C | | raises | low | kicks | kicks outward and |
K | Forward | leg up & | kick | upward | slightly down |
S | | drops it | waaay out| | |
| | forward | | | |
|-------------.----------.----------.-----------------.---------------------|
| Roundhouse | swings | trips | kicks straight | kicks outward and |
| | foot | opponent | ahead | slightly down |
| | around | | | |
| | high | | | |
------------------------------------------------------------------------------
Special Moves
~~~~~~~~~~~~~
This is a list of Akuma's special moves. Each time one is performed, Akuma
gains more Super energy.
-----------------------------------------------------------------------------
| Name Motion Description |
-----------------------------------------------------------------------------|
| Throws a blue fireball horizontally |
| Fireball . -O + any across the screen. Three speeds. |
| | \ punch |
| O O |
-----------------------------------------------------------------------------|
| |
| Flaming O- . -O + any Throws a red fireball horizontally |
| Fireball / | \ punch across the screen. Three speeds. |
| O O O |
-----------------------------------------------------------------------------|
| . -O + any Throws a blue fireball at a 45 degree |
| Air Fireball | \ punch angle downward at opponent. Three |
|(perform in air) O O speeds |
-----------------------------------------------------------------------------|
| Jumps vertically with fist extended. |
| Dragon Punch -O | \ + any Variable height. High priority. |
| O O punch |
-----------------------------------------------------------------------------|
| |
| Overhead Chop -O + strong Rushes in and chops opponent over |
| punch the head. |
-----------------------------------------------------------------------------|
| Hops toward opponent with one leg |
| Hop Kick -O + forward extended. |
| kick |
-----------------------------------------------------------------------------|
| Spins toward the opponent with one leg |
| Whirlwind Kick | / O- + any extended. Variable distance and hits. |
| O O kick |
-----------------------------------------------------------------------------|
| Drops from the air sharply toward |
| Diving Kick \ + forward opponent with foot extended. |
|(apex of forward jump) O kick |
-----------------------------------------------------------------------------|
| all 3 Glides toward opponent with shadows |
| Teleport Forward -O | \ + punches trailing him. Invulnerable. |
| O O or kicks Variable distance. |
---------------------------------------------------------------------------- |
| all 3 Glides away from opponent with shadows |
| Teleport Backward O- | / + punches trailing him. Invulnerable. |
| O O or kicks Variable distance. |
-----------------------------------------------------------------------------|
| O |
| / |
| Leap Attack . -O + any Leaps into the air and does one of |
| | \ punch the following: * |
| O O |
| |
|*Demon Punch any Delivers a punch that knocks opponent |
| punch down. |
| |
|*Crazy Kick any Dives into the opponent feet first |
| kick and then lays on the ground. |
| |
|*Slide nothing Rolls from the air and slides along |
| the ground with foot extended. |
| |
|*Shoulder Throw -O + fierce Grabs opponent's shoulders, flips them,|
| (close) punch and slams them. |
| |
|*Powerbomb -O + round- Grabs opponent in the air and power- |
| (close) house bombs them to the ground. |
| kick |
-----------------------------------------------------------------------------|
| Takes a short hop and rolls along the |
| Ground Roll | / O- + any ground. The roll is invulnerable to |
| O O punch fireballs. The hop is not. |
-----------------------------------------------------------------------------|
| Performs a roundhouse trip move |
| Alpha Counter -O \ | + any after blocking an attack. |
| O O kick |
-----------------------------------------------------------------------------|
| Akuma stomps on the ground while |
| Taunt press start shaking fiercely. Shakes the screen. |
| |
------------------------------------------------------------------------------
Super Moves
~~~~~~~~~~~
While all the other characters have 3 super combos, Akuma has 4. Super Combos
have 3 different levels....................
-----------------------------------------------------------------------------
| Name Motion Description |
-----------------------------------------------------------------------------|
| Throws a fireball that hits the |
| Double Vacuum -O \ | / -O x 2 opponent multiple times. |
| Fireball O O O |
-----------------------------------------------------------------------------|
| -O Throws an air-fireball that hits |
| Air Vacuum | \ x 2 the opponent multiple times. |
| Fireball O O |
-----------------------------------------------------------------------------|
| Does multiple Dragon Punches which |
| Violent Dragon -O | \ x 2 hit several times. |
| O O |
-----------------------------------------------------------------------------|
| The entire screen flashes white and |
| Raging Demon jab,jab, -O , short Akuma hits the opponent 15 times. |
| Can only be done at level 3. |
-----------------------------------------------------------------------------
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What Are His Moves Called In Japanese
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For those of you who want to know the Japanese names and translations for these
moves, here they are:
Japanese Common Name Japanese Translation
-----------------------------------------------------------------------------
Gou Ha Dou Ken..............Fireball..........Great Wave Motion Punch
Shaku Netsu Ha Dou Ken......Flaming Fireball..Miracle Fever Wave Motion Punch
Zan Kuu Ha Dou Ken..........Air Fireball......Slicing Air Wave Motion Punch
Gou Shou Ryuu Ken...........Dragon Punch......Great Rising Dragon Punch
TatsuMaki Zan Kuu Kyaku.....Whirlwind Kick....Whirlwind Slicing Air Leg
AshuRa SenKuu...............Teleport..........Ashura Flash Air
Hyaku Ki Shuu...............Leap Attack.......Hundred Demon Attack
Tou Gai Ha Satsu............Overhead Chop.....Head Over Finishing Killer
Ten Ma Kuu Jin Kyaku........Diving Kick.......Skys Evil Air Blade Kick
Zen Hou Ten Shin............Ground Roll.......Forward Direction Body Roll
Metsu Satsu Gou Ha Dou......Double Vacuum.....Annihilating Killer Great Wave
Fireball Motion
Ten Ma Gou Zan Kuu..........Air Vacuum........Skys Evil Great Slicing Air
Fireball
Metsu Satsu Gou ShoRyuu.....Violent Dragon....Annihilate Killer Great Rising
Dragon
Shun Goku Satsu.............Raging Demon......Instant Hellish Death
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What Are Akuma's Chains and Interruptables?
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Any of Akuma's regular moves can be interrupted by any special or super move.
For example: If you strike your opponent with a crouching strong punch, you
can interrupt the remaining half of the punch animation with an uppercut.
Akuma has a few regular moves which can be interrupted by another regular
move. They are:
s.jab > s.strong > c.roundhouse
c.short > c.forward > c.roundhouse
These chains and any derivative of them are possible with Akuma. For example:
s.jab > c.roundhouse is a chain.
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What combos can I perform with Akuma?
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The question SHOULD be "What combos CAN'T I perform with Akuma?". I don't
suggest using all of Akuma's combos. Select a few good ones and practice them
until you become comfortable with them. Here are some of the best:
Chains
~~~~~~
s.jab, s.strong, c.roundhouse
c.short, c.forward, c.roundhouse
Basic
~~~~~
J.fierce, s.jab, fireball
J.roundhouse, s.strong, fireball
J.roundhouse, c.fierce, hurricane kick
(you get the picture)
Meat and Potatoes
~~~~~~~~~~~~~~~~~
J.roundhouse, c.fierce, uppercut
J.roundhouse, s.strong, uppercut
C.Fierce, uppercut (Simple yet effective)
Jugglers
~~~~~~~~
J.fierce, c.roundhouse, hurricane kick
J.roundhouse, c.forward, little hurricane, big hurricane
J.roundhouse, c.roundhouse, red fireball
Sneaky
~~~~~~
J.roundhouse (behind the neck), c.fierce, uppercut
J.roundhouse, c.short, overhead chop (not a "traditional" combo)
Elite (The good stuff!)
~~~~~
J.fierce, c.jab, c.forward, little hurricane, super uppercut
J.roundhouse, c.jab, c.short, c.forward, little hurricane, super fireball
J.roundhouse, s.jab, s.strong, c.roundhouse, super fireball
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What Are Some Techniques I Can Use With Akuma?
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An Effective Akuma
~~~~~~~~~~~~~~~~~~
To play an effective Akuma means using several different strategies against
your opponent to drain their energy as quickly as possible. Each of these
strategies must make use of one or more of Akuma's "bogard" moves (moves that
do maximum damage or are very hard to avoid). Even though the following moves
have their downfalls, I find them to be the best at draining precious energy.
----------------------------------------------------------------------------
|Move | Pros | Cons |
------------------------.-----------------------.---------------------------
|Throws | easy and versatile | open for combo |
|Uppercut | easy and versatile | punished if blocked |
|Overhead Chop | usually connects | slow |
|Fireballs | easy and versatile | weak |
|Hurricane Kick | good setup move | punished if blocked |
|Super Fireball (ground) | deadly | hard to do |
|Super Fireball (air) | deadly | weak if it hits a jumper |
|Super Uppercut | deadly | combo'd if blocked |
|Raging Demon | It's Gotta Hurt! | easily countered,hard todo|
----------------------------------------------------------------------------
A Pretty Akuma
~~~~~~~~~~~~~~
Playing a "pretty" Akuma basically means showing off. You are simply
performing those combos which require MUCH skill and coordination to do.
Those combos usually involve a great number of hits and require precise timing.
I find the following moves to be very useful when playing "pretty";
-----------------------------------------------------------------------------
| Move | Uses
-----------------------------------------------------------------------------
| Jabs Use these to start BIG combos! Mix 'em up
| separately or in chains.
|
| Shorts Same as jabs except better range.
|
| Short Whirlwinds Use these to juggle your opponent after
| a chain combo. Hurricane then uppercut.
|
| Air Fireballs Use these to start GRUESOME combos in the
| corner.
|
| Air Shoulder Toss Use these on sleeping opponents.
|
| Air Powerbomb Trick your opponent into jumping and then
| Bomb 'em!
|
| Crazy Kick/Leap Akuma's funniest move! Throw an air-fireball
| and follow with one of these.
|...............................................................................
| Double Vacuum Place either of these at the end of any chain
| Fireball (level 3) combo for an additional 8 hits. When playing
| "pretty" do not use these on jumping opponents.
| Violent Dragon (Level 3) Very few of the hits will connect.
|
------------------------------------------------------------------------------
Various Techniques
~~~~~~~~~~~~~~~~~~
There are many different ways to use Akuma. His air-fireball along with
his Ken/Ryu type moves make him a nasty foe. Akuma is extremely hard to
beat when you incorporate several of the following techniques into each
match:
1. Corner Trap
-Push your opponent into the corner with ground and air fireballs
or any other method.
-Once opponent is cornered, stand about 1/3 screen away and
mix up air-fireballs, ground-fireballs, low attacks, throws,
and overhead chops. I find this to be Akuma's best strategy
when used carefully. If used correctly, your opponent's reaction
time will be put to the test.
2. Drop and Mob
-Knock your opponent down.
-Jump in at your opponent and have a behind-the-neck kick (using
Forward kick) waiting for them when they arise.
-If opponent blocks, do a couple of crouching Short kicks
and then: a)overhead chop
b)throw
c)jump back and throw a fierce air fireball
-If opponent doesn't block, do the combo of your choice.
3. Fireball Offensive
-Use ground and air fireballs to force your opponent to change their
position. Anticipate which way they will dodge, and then punish
them appropriately.
4. Hide and Seek
-This technique has only one instruction: Hide behind your
air fireballs!! Jump backwards and forward while throwing
air fireballs like there's no tomorrow. Anytime your opponent
closes in, keep executing air fireballs in an attempt to push
them back. If your opponent gets around your fireballs, teleport
across the screen or jump and hurricane kick your way to safety.
Then start the whole process over again. Mix in an occasional
Air Hurricane for good measure.
5. Short Death
-In this technique, concentrate on confusing your opponent with
a barrage of short kicks, jabs, short hurricanes, jab uppercuts.
When an opportunity becomes available, overhead chop, trip, or
throw.
6. Cheap as Sin
-This technique revolves around the throw. Simply throw your opponent
every chance you get. Throw a slow air fireball, then throw.
Strike with a couple of short kicks, then throw. Jump in with
a Roundhouse kick, then throw. Occasionally mix in a couple
of Overhead Chops and trips to keep them guessing. In most arcades,
this is not an honorable technique. I suggest only using this
technique against loud mouths, and overconfident, egotistical
opponents.
7. Spontaneous and Unpredictable
-The name says it all. To use this technique, you must know your own
limitations and your opponent's style. Don't use any set patterns.
Vary your attacks to keep your opponent guessing.
Experiment with these techniques and use some of Akuma's "bogard" moves
to come up with some strategies of your own.
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HELPFUL HINTS
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Here are just a couple of last minute tips to use when playing with Akuma:
-DO NOT trade blows with anyone. Capcom obviously gave Akuma a severe
damage handicap since he's so versatile. Ryu has been known to take
80% of Akuma's energy with one level 3 fireball.
-Use the flaming fireball sparingly. Akuma's flaming fireball has a HUGE
delay which will get you killed in a hurry.
-Use the Super Air Fireball!!!! A couple of these will end a round quickly.
-Master Akuma's teleport so you can easily escape corner traps, or use it
to merely confuse your opponent.
-Use lots of fakes. When your opponent is expecting a fireball, hit JAB
and trick them into jumping.
-Hit the ground rolling when possible. I can't count the number of
times I've used this move and rolled up behind a sleeping opponent.
-Overhead chop blockers. Keep attempting to trip your opponent. When they
finally decide to block low, chop em'.
-MOST IMPORTANTLY: Study your opponent. If you pay attention to their style
and become accustomed to it, you WILL win more battles.
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Akuma's Top 10 Pet Peeves
@@@@@@@@@@@@@@@@@@@@@@@@@
1. ARGH!
2. Rrrr.
3. HUA!
4. rrRRRrrrr..
5. YAH!
6. Hrm?
7. AAAAAH!
8. Hrmph.
9. rrryeeeRAAAAGH!!!
10. <can't speak English>
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ACKNOWLEDGEMENTS
@@@@@@@@@@@@@@@@
FIRST AND FOREMOST I've got to acknowledge all of you out
there on alt.games.sf2 and the rest of the Internet community.
Thanks for everything.
Andy
[email protected]
Dave 'Zoid'
[email protected]
Greg
[email protected]
UNKNOWN (Thanks for all your help!)
[email protected]
Chris Finney (Nice combo!)
[email protected]
XtropiAte..................................umdodds@cc.umanitoba.ca
Shinichi
[email protected]
Mei-Ling L.
[email protected]
Allen Kim(Thanks alot!)
[email protected]
Opium......................................Opium@.chop.isca.uiowa.edu
GIMME SOME FEEDBACK!!!! If you would like to link this FAQ to your
page, go ahead!!! Just e-mail me and let me know!!
Send comments to:
[email protected]