AAA        KKKK   KKKK    UUUU      UUUU   MMMM         MMMM          AAA
      AAAAA       KKKK KKKKK     UUUU      UUUU   MMMMM       MMMMM         AAAAA
     AAA AAA      KKKKKKKKK      UUUU      UUUU   MMMMMM     MMMMMM        AAA AAA
    AAA   AAA     KKKKKKKK       UUUU      UUUU   MMMMMMMMMMMMMMMMM       AAA   AAA
   AAAAAAAAAAA    KKKK KKKK      UUUU      UUUU   MMMMMMMMMMMMMMMMM      AAAAAAAAAAA
  AAAA     AAAA   KKKK  KKKK     UUUUUUUUUUUUUU   MMMM  MMMMMM MMMM     AAAA     AAAA
 AAAA       AAAA  KKKK   KKKK     UUUUUUUUUUUU    MMMM   MMMM  MMMM    AAAA       AAAA

====================================================================================
CAPCOM VS SNK 2 Millionaire fighting 2001 (Arcade/DC versions)

AKUMA (GOUKI) FAQ  ver 6.3

by Steven R Wilson  -srwilson 2001 - email [email protected]

19/09/01
====================================================================================

As you should know by now  this work is my prorperty so if you want to use it for your
website
or whatever email me first and get my conscent.
Also if you have any comments or queries to do with anything on this FAQ email me.

====================================================================================
Contents
====================================================================================
I -Intro
II -Legend
III -Groove info
IV -Akuma's profile and story
V -Basic movemants
VI -Special moves
VII -Super combos
VIII -Combos
IX -A Groove combos
X - S Akuma move notes
XI -Akuma's Intros and Endings
XII - Akuma's costumes
XIII -Akuma move translations
XIV - Updates/ credits

=======================================================================================
I-Intro
=======================================================================================
Yet again I am writing a Akuma FAQ but this time its for Capcom vs SNK 2 the latest 2D
fighter
from Capcom and now in this game Akuma is a default character so you dont need to work
to
enable him (yaay) and in this game hes gained some extra moces thus enabling new combos
etc
which i will gradually add as i play the game more.
unfortunatly hes lost some of his jggling ability so some of his combos from Capcom vs
SNK 1 can
no longer be done but his new added moves make up for that.
anyway on with the FAQ.

========================================================================================
=
II-Legend
========================================================================================
=
Directions

       ub  u  uf
         \ | /
      b--  N  --f
         / | \
       db  d  df

u=up
d=down
b=back
f=forward
db=downback
df=down forward
qcf=quarter circle forward
qcb=quarter circle back
hcb=half a circle back
hcf=half a circle forward
f,d,df=forward down downforward
b,d,db=back down downback


Buttons

 lp mp hp
  O  O  O

  O  O  O
 lk mk  hk

lp -light punch
mp -medium punch
hp -hard punch
lk -light kick
mk - medium kick
hk -hard kick
p -any punch button
k -any kick button
pp -2 punch buttons
kk -2 kick buttons

========================================================================================
III-Groove info
========================================================================================
In Capcom vs SNK 2 now there are 6 grooves to choose from they dont really effect his
normal
moves but his super combos heres a quick list of the grooves and what they do.


Capcom

C-like CVS 1 capcom groove you have 3 levels on your super gauge and my personel
favorite when
 using Akuma.

A-this is like V-ism in Street Fighter Alpha 3 but as long as half full a level 1 only
super
 combo can be used.

P-this groove is only 1 level of power it goes up very slowly but when charged its the
power
 of a level 3 super combo.

SNK

S-Like the CVS 1 SNK groove you charge it manually and can do a Level 1 super combo but
can
 perform level 3s when you are on MAX and your life gauge is flashing low.

N-this groove is like advanced mode from KOF 97/98 this groove is charged in stocks when
 you have 1 stock you can perform a level 1 super level3 supers require at least 2
sotcks to
 perfom -1 stock to power up and 1 for the super.

K-this groove is very defensive and only charges up when you are been hit with attacks
when
 charged though you can unleash 1 Level 3 super combo that does huge damage.

symbols

at the side of each move i mention i will but these key letters at the side to show
which
grooves these moves work on.

C-C groove
A-A groove
P-P groove
S-S groove
N-N groove
K-K groove

Groove Abilities
Each groove has different abilites here is a list of each abilitie and the groove it is
enabeled on.

Dash - this can be done on C,A,P grooves

description
When dashing, your character takes a quick hop either forward or backwards.
For moving short distances, the dash is faster than both walking and running.
However, a dash cannot be cancelled, and your character is completely vulnerable during
the dash.
These are very similar to the dashes in the Street Fighter 3 series.

the command to Dash is  either f,f or b,b


Run -this is done on the S,N,K grooves

description
Introduced in King of Fighter '96, running is a method of quickly moving across the
screen.
Running is not quite as fast as dashing, but the ability to cancel the run at any time
makes it far more versatile.
The run can be canceled instantly into a special move, a super, or a roll.
When canceling into anything else there is a slight delay, where your character is
vulnerable.

the command for run is f,f then hold f

Air Guard - this can only be done on C groove

description
Street Fighter Alpha introduced the concept of blocking an attack in mid-air as well as
on the ground.
Like in Alpha 2, only certain attacks can be air-guarded.
In general, super moves and attacks originating from the ground cannot be blocked.
Still, air-blocking is a valuable skill to have. Like the run, this delay can be
canceled with specials, supers, and rolls.

command - hold b, or db in the air

Small Jump -this is done on  P,S,N,K grooves

description
A small jump is just what it sounds like.
Small jumps travel about 1/2 the height and length of normal jumps.
They're ideal for quickly hopping over fireballs, or surpising your opponent with an
overhead-style attack.
There is a small delay when the small jump lands, which can make them difficult to combo
after.

command - tap  ub, u ,uf

Counter movement - this can be done on N groove

description
Use counter movements after blocking an attack.
When you execute the command, your character will break his block and instantly roll
either forward or backwards.
Use this to gain the advantage after blocking long-lasting super-combos or "body-
projectiles" like Blanka's ball or Honda's headbutt.

command - f+lp+lk or b+lp+lk

Counter Attack - this can be done on C,A,S,N grooves

description
A counter attack is very similar to Alpha Counters, introduced in Street Fighter Alpha.
After blocking an attack, quickly execute the command.
Your character will cancel his block and attack with a pre-determined move (there is no
way to choose the attack).
When you counter attack, your guard meter will be temporarily depleated by a small
amount. Counter attacks don't do much damage, but can be useful for escaping a repeating
trap or changing the flow of the match.
Also, counter attacks will never kill, so don't even think about using them to KO an
opponent.

command - f+mk+mp


=======================================================================================
IV -Akuma's profile and story
=======================================================================================
Much mystery surrounds the origin of Akuma but this is the most popular story.

AKUMA
25 years ago a martial artist known as Gotetsu knew a fierce techniqque called the Shun
Goku satsu
this technique was feared by all other martial artists except for Gouki known as Akuma
in the west
,Akuma belived that his ancestors and hir training peers were fools to be scared of such
a great powerful
technique.
Knowing of its power Akuma sought out revenge on his brother Gouken (the trainer of Ryu
& Ken)
Akuma has always had a bad relationship with his brother Gouken through jealousy.
Akuma was beggining to feel superior to Gouken and his master Gotetsu with all this hate
and rage
consumed within him he was possesed by a power known as the dark hadou, this motivated
Akuma to his
destiny, he manipulated Gotetsu and tricked him into learning him the Shun Goku Satsu
after 2 years
of perfecting the technique Akuma went to battle Gotetsu it was a bloody battle but in
the end with
Gotetsu down pleading for his life realising Akuma had changed Akuma hit the Shun Goku
satsu on Gotetsu
and defeated and murdered his own master.
Akuma knew his his dark path -to beocme the strongest fighter had been laid out, Akuma
realsied his
journy had begun his next stepping stone in his dark path was revenge on his brother
Gouken and Ryu &
Kens master.
Gouken battled Akuma valliantly but could not handle the powers of the darkhadou he was
no match
for the Shun Goku satsu and Akuma's revenge was complete.
With both martial arts masters dead there was no one to stand in Akuma's way in becoming
the worlds
strongest fighter............Until now!!!!!
Goukens main student Ryu who had perfected the martial arts of shotokan on the light
side now
poses a potential threat to Akuma's onslaught.
All Akuma has in mind now is to defeat Ryu and complete his Evil Journy but what are his
Intentions for Ryu
does he just want to defeat Ryu or does he want Ryu to succumb to the Dark
hadou????????????


Profile

Name =Akuma

Age =????

Nationality =Japanese

Fighting style = Dark hadou shoto karate

Likes =Power and strength

Hates =Weakness in Fighters

His symbol on his back means TEN in Japan and means heavenly beyond earlthly form.


========================================================================================
V -Basic movements
========================================================================================

Standing lp - Not much use really in terms of canceling really just your standard Jab
punch
affair.

Standing mp -A little better than the standing lp but still not the greatest standard
Punch

Standing hp -This  Standing hp is definetly the best of the 3 punches in terms of
standard punches

Jumping lp - It doesnt have much air priority like most other moves it like the standing
lp is
           really just a standard jumping lp.

Jumping mp -this is a little better but not as good as the jumping hp by a long shot it
does
           have slightly better prioriy than the jumping lp.

Jumping hp -this move is quite descent its air priority is desecent and it can be
canceled
           good into a Messatsu gou hadou from a jump in.

Crouching lp -not the greatest poke move in the world it can be utilised descently in A-
groove though.

Crouching mp -hmmm nothing too special here really the crouching hp is definetly more
recommended for use.

Crouching hp -This  is pretty good  it can be used as a anti air manouver and to link
moves up during
             A groove combos, definetly the best of the 3 crouching Punches.

standing lk - this is cancellable but its not the best standard kick to cancel into a
tatsumaki zankuu kyaku
             for example a the crouching lk is wayyy better.

standing mk - again is cancelable but not the best kick to use to cancel.

standing hk - this kick can also be used as a anti air move to bring opponents down and
thiss too can be cancelled
             quite easily into a tatsumaki zankuu kyaku.

jumping lk - a nice standard jumping lk but it lacks priority to be a serious threat to
some chars air moves.

jumping mk -surprisingly this kick is pretty descent its a fast kick that can over come
certain attacks in the air and
           even from below.

jumping hk -again an strong and fairly solid air attack but should certainly not be
abused as it
           can be overcome quite easily by clever opponents.

========================================================================================
VI -Special Moves
========================================================================================

Seoi Nage  - f+hp  (C,A,P,S,N,K)

command
        --O+hp (close to opponent)

Akuma's basic over the shoulder throw quite powerful against Ratio 1s
probably the better of his 2 basic throws as the opponents land close so you can attack
and follow up easier and quicker.


Tomoe Nage - f+hk  (C,A,P,S,N,K)  (close to opponent)

command
        --O+hk

Akuma's other basic throw this throw sees Akuma send his opponent flying across the
screen but
this is not nescessarily a good thing as you will have put distence between you and your
opponent thus giving them time to recover.


Overhead Chop - f+mp (C,A,P,S,N,K)  (close to opponent)

command
        --O+mp

Akuma does a 2 hit chop in close at his opponent its not the greatest move in the world
but it can be used good against close players in the right situations.


Tenma kuujin kyaku - d+mk (mid jump) (C,A,P,S,N,K)

command
        |+mk  (mid jump)
        O

Akuma does a diagnol dive kick towards his opponent this move is a great starter for a
juggle
or super combo , but use it with caution as if parried or Blocked or countered you will
be at
your opponents mercy.


Gou Hadou - qcf+p  (C,A,P,S,N,K)

command
        | \ --O +p
        O  O

Akuma does his own version of the classic Ryu and ken Hadoken ,Akumas isnt much differnt
at all
they are good for getting your opponent moving when they are in a awkard situation and
can be used
to bait opponents for another move or combo.


Zankuu hadou ken -qcf+p (in the air) (C,A,P,S,N,K)

command
       | \ --O +P  (in the air)
       O  O

Akuma does a diagnal gou hadou ken, these can also be used effectivly for baiting a
opponent
also they can stunn oponents fast enough for a super combo ,and they can be good
protection
from anti air attacks that your opponent may be trying to hit you with it can combo good
too.


Shakunetsu hadou ken -hcb+p  (C,A,P,S,N,K)

command
        --O \  |  / O-- +P
             O O O

Akuma throws a flame fireball that momentry stuns the opponent but this attack comes out
slow
so the opponent can find lots of time to evade it use it in close as part of a combo.
or near the corner im pretty sure on the A-groove it can be juggled.


Gou Shoryu -f,d,df+p  (C,A,P,S,N,K)

command
       --O | \  +p
           O  O

Akuma's dragon punch is a good anti air and unlike Ryu and Kens Akuma's does 3 hits
which
is obviously a better factor ,the gou shoryu has fairly good priority and is good for
stopping jump happy players and its good for juggling esspecially in A -groove.


Tatsumaki zankuu kyaku  -qcb+p (C,A,P,S,N,K)  (can be done in the air)

command
        |  / O-- +K (can be done in the air)
        O O

Akuma has a hurricane kick too this version of Akuma's can be great for juggling with
gou shoryus
and super combos.
and its good in A groove too.
its also a descent anti air on certain characters air moves too ,the actual air version
of this move
is descent too with pretty good priority.


Hyakki Shuu -f,d,df+k  (C,A,P,S,N,K)

command
      --O | \  +k
          O  O

yes capcom thankyou for bringing this move back after this move is done do one of the
following
after executing the hyakki shuu.

Nothing -hyakki gouzan
k-hyakki goujin
p-hyakki gou shou
p-(right at the side of opponent) hyakki gousai
k-(right at the side of opponent) hyakki gousai -alternate


Ashura senkuu -(C,A,P,S,N,K)

f,d,df+pp -long distance forwards

command
       --O | \ +pp
           O  O

b,d,db+pp -long distance backwards

command
       O-- |  / +pp
           O O

f,d,df+kk -short distance forwards

command
       --O | \ +kk
           O  O

b,d,db+kk -short distance backwards

command
       O-- |  / +kk
           O O
========================================================================================
VII -Super combos
========================================================================================


Messatsu Gou Hadou - hcb,hcb+p  (C,A,P,S,N,K)

command
      --O \  |  / O--  --O \  |  / O--  +P
           O O O            O O O

|-Level1|------|------| capcom  /MAX SNK

Akuma,s super charged fireball does descent damage but isnt the most useful super of
Akuma's
where it may be powerful but it can be easily seen comming and evaded.
good for finishing or using as part of a combo though.



Tenma Gou Zankuu - qcf,qcf+p (C,A,P,S,N,K) (in the Air)

command
       | \ --O  | \ --O  +P (in the air)
       O  O     O  O

|-Level1|------|------| capcom /MAX SNK

Akuma,s super charged air fireball is blasted diagonally at his opponent this super can
be cancelled out of a air hp thats a sure way for it to hit provided the air hp connects
otherwise this super can be evaded or even countered quite badly so use this super
combos with
cautuion, its damage is descent though.



Messatsu Gou Shoryu - qcf,qcf+p (C,A,P,S,N,K)

command
       | \ --O  | \ --O +P
       O  O     O  O

|-Level1|------|------| capcom /MAX SNK

Akuma,s super dragon punch is definetly his best and best used most super, it does great
damage
and can be used as a great anti air attack to bring air happy players down ,it range is
descent
and it can be done in many situatuions and its good for comboing easily Akuma,s best
strategically
used Super combo overall.



Shun Goku Satsu - lp,lp,f,lk,hp (C,P,S,N,K)

|------|Level 3|------| capcom /MAX SNK grooves
        MAX

Akuma,s trademark super combo is a grab so it has to be executed cautiously as you are
sacrificing
all of your super combo gauge and if the move is countered or misses youve wasted your
power so be
carefull ,it can be used as a good anti air or to do when a opponent come out of their
roll manovere
of on a P-groove player to counter their parry.
if you hit the move the screen darkens orange sparks fly every where then Akuma's white
kanji TEN symbol
appears, this move does alot of damage its 15 hits but use it wisely.

========================================================================================
VIII -Combos
========================================================================================

1-zankuu hadou ken -> lk tatsumaki -> lp gou shoryu

2-d+lk -> lk tatsumaki -> lp gou shoryu

3-hyakki shuu -> hyakki gousai -> lp gou shoryu

4-tenma kuujin kyaku -> lk hurricane -> lp gou shoryu

5-jumping hp -> tenma gou zankuu

6-d+lk -> lk tatsumaki -> messatsu gou shoryu

7-zankuu hadou ken -> lk tatsumaki -> messatsu gou shoryu

8-hyakki shuu -> hyakki gousai -> messatsu gou shoryu

9-jumping hp -> Messatsu gou hadou

10-zankuu hadou ken -> Messatsu gou shoryu



========================================================================================
==
IX -A Groove combos
========================================================================================
==
all done after powering up the A groove gauge


1- f,d,df+k -> b+p -> crouching hp -> f,d,df+k -> b+p -> qcf qcf +P

2- (in mid air) d+mk -> qcb +k -> standing hp -> f,d,df+k -> b+p -> standing hp f,d,df+k
-> b+p -> f,d,df+mp -> hcb hcb+p

3- (in corner)  d+lk -> qcb+lk -> f,d,df+lp x5 -> qcf qcf+p

4- (in corner) hcb+p x2 -> hcb hcb+p

5- d+hk -> qcb+mk -> crouching hp -> f,d,df+k -> b+p -> crouching hp -> f,d,df+k -> b+k
-> qcf qcf+p

more to come soon


========================================================================================
==
X - S Akuma notes
========================================================================================
==
one of the secret chars is shin Akuma his moves are practically the same as normal Akuma
below are listings of the differences between Akuma and S Akuma in terms of moves and
any extra
moves that S Akuma has.

*S Akuma is twice as fast as Akuma
*S Akuma takes alot of damage
*S Akuma does 2 zankuu hadou kens in the air instead of one
*S Akuma cannot do Hyakki shuu or any of its combos
*S Akuma's Shun Goku Satsu does 33 hits
*S Akuma has a extra super the Kongou kokuretsu zan
heres the move

Level 3 MAX

hcb hcb + k

command
       --O \  |  / O-- --O \  |  / O-- + k
            O O O           O O O

S Akuma qucikly telports and appears above his opponent chopping them as he comes down
this move is very fast and extremely powerful you have to be fast to evade this move.

========================================================================================
==
XI -Akuma's Intros and Endings
========================================================================================
==
These are from all the scenes involving Akuma.

Osaka final stage vs Normal Akuma

Akuma is standing on the rooftop of suzaku castle looking down upon the tournament ,the
player then fights
Akuma as the final boss.
after defeating him  Akuma decides your a waste of his time and he goes on to fight
Rugal who appears
behind him -theres a big explosion -end of scene.

Osaka Final stage vs S Akuma

Akuma is standing Face to face with Rugal on top of suzaku castle roof Akuma says
something in Japanese (when i get the translation
i will put it on here) they both dash in and theres a big explosion and Akuma puts Rugal
down but Rugal gets one last shot at Akuma
in his dying breaths and injects the Orochi Power in Akuma's body ,Akuma wonders whats
happening and he starts to shake and hir Man of
God symbol appears and he becomes S Akuma, the player then fights S Akuma, after
defating him the orochi power leaves Akuma's body
leaving Akuma dying on the ground when he is blasted by a strike of lightening and then
he is revived and is swept up into a tornado of
of the darkhadou power sweeping him up into the thundery sky where you see Akuma's eyes
glow up again -the man from hell is here to stay.


========================================================================================
==
XII -Akuma's costumes
========================================================================================
==

lp -grey suit red hair
mp -white suit red hair
hp -light green suit brown hair
lk -blue suit brown hair
mk -dark green suit pink hair
hk -pink suit black hair

poses

Akuma has his stomp pose  and his pose where he turns his back and hhis kanji appears.

========================================================================================
=
XIII -Akuma's moves translations
========================================================================================
=

Japanese name                  English name

seoi nage  ------------------- over shoulder throw
tomoe nage --------------------- toss throw
Tenma kuujin kyaku ---------------- Dive kick
Gou Hadou ------------------------- fireball
Zankuu Hadou ken-------------------- Air fireball
Shakunetsu hadoken ------------------- Flame fireball
gou shoryu ---------------------------  dragon punch
tatsumaki zankku kyaku ------------------- hurricane kick
hyakki shuu ------------------------------- Demon flip
hyakki goujin---------------------------- kick slam
hyakki gou shou-------------------------- air punch
hyakki gousai ---------------------------- shoulder breaker
hyakki gousai alternate ------------------- spinning piledriver
ashura senkuu ------------------------------- teleport
messatsu gou hadou --------------------------- destructive fireball
tenma gou zankuu ------------------------------ great sky killer
messatsu gou shoryu --------------------------- destructive dragon punch
shun Goku satsu ------------------------------- Imprisoning death flash (AKA Raging
Demon)

========================================================================================
===
XIV -Updates and credits
========================================================================================
===
updates - more combos and basic strats to come and all the basic set up moves.

20-09-01 -added name at top added story and profile and added some A grove combos
basic set ups /movements endings and more combos to come.

1/10/01 -added some basic moves and intros and endings involving Akuma.
still got more move strats and groove info to add yet and more A combos a Beating and
using Akuma
strategy.

credits

myself and my Akuma knowledge

shoryuken for some move names

gamefaqs for showing this

capcom for making this

and you for reading this FAQ

by srwilson 2001

END OF FAQ!!!!