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 -theevilone84@hotmail.com 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!!!!