)
Having seen him a few times, here are some things to expect:
* triple hit red fireball. like ryu's SC. You'll know when he shoots
it because you can see him tense up before shooting it. However,
his fireball is released _faster_ than _any_ character. It also
engulfs you in flames if it hits. He is disabled by the fireball
long enough for most characters to get a hit in (except probably
Zangief, T-Hawk, & Honda). The damage done by this is heavy, about
30% or more. He will often attempt to catch you off guard by
doing a forward sweep - red fireball combo. If you don't
block the sweep, you probably won't block the fireballs.
* double air fireball, aimed down about 45 degrees. this is actually two
fireballs side by side. The graphics for this are new. You
can see the image of Akuma's left & right hands in the two fireballs.
The primary hazard of this attack is that it pins you down and
is hard to get past/jump over. The damage done by it is not
overwhelming, about the strength of a strong/fierce punch.
* two or three hit hurricane kick. It does tremendous damage and leaves
you knocked down after it's done. Akuma will often use this in his
jumps at you. He can also follow the hurricane kick with an uppercut
(this is a massive combo)
* two/three-hit dragon punch, which acts like a super combo move,
meaning he can hit you while you are in the air, AND that the
damage is massive.
* regular fireball that resembles Ryu's but is shot out _much_ faster.
* screen dash that has invulnerability. he switches sides very rapidly
with black (not blue) shadows trailing him. He is vulnerable after he
emerges from it for a brief while.
* ticks. he will tick you. standing short kick followed by leg throw seems
to be one of his favorites.
* this fight is all ranges. you have to fight him from mid-range to win.
too close is bad since he is so fast, too far and he will pummel you
with all of his fireballs. the ground fireballs are really fast! he
likes to jump.
* he is not big at all. just imagine ryu's black outfit, and a gnarly
looking head with red hair.
* he is fast. faster than ken or ryu, but not like vega or chun li. more
like fei long.
* he performed this combo: two-hit air hurricane, jab dp. the DP hit before
the guy landed like a super combo.
Attack Patterns and habits:
There are several offensive sets that Akuma will employ.
* Often, he will jump up, do the air fireball, land before
you're through blocking them, and launch a red fireball.
* He'll jump away shooting air fireballs and back them up
with a red fireball as soon as he lands.
* He will jump at you with a helicopter kick, and if it hits,
he'll follow through with a DP.
* At least half the time he'll soften a throw if you try to
toss him.
* He will mostly not DP the Blankaball and just block it.
In the second round, the odds of him DPing it increase.
* He will mostly DP any other attack that approaches him,
including any badly timed jumps, Bison attacks, Vega
punches/kicks, Dhalsim limbs, etc etc etc.
* Every now and then he will just jump at you with
a normal roundhouse kick. You must take advantave
of when he does this.
* Going offensive at him mostly won't work. Reacting to
his mistakes (warping at you, jumping at you, shooting
a fireball when you can see it coming a mile away, etc...)
is your best bet.
Known weaknesses:
* Will jump towards you. Easy target for any anti-air attacks.
he won't do this often, so take advantage if it when it happens.
* Will not block or retaliate after Vega's wall spike. He WILL once
in a while, but not often.
* Will _mostly_ just block blankaballs. Once in a while he may
dragon punch it, but mostly not.
* His multi-hit flaming fireball has a longer delay before launch and
after. Watch for when he tenses up and seems on fire, and attack.
5.1) ============How to USE Akuma/Gouki==================
That's right. You can play AS the hidden character.
Here's the safest method known so far:
- put your square on ryu. Say in your head
"thousand-1, thousand-2, thousand-3"
Don't be afraid to say it a bit fast.
- go to T-Hawk's square. Again, do the 3-count.
- go to Guile's square. Again, do the 3-count.
- go to Cammy's square. Again, do the 3-count.
- go to Ryu/Ken's square. Again, do the 3-count.
- Hit ALL punch buttons and the start button AT THE SAME TIME.
If you misfire, keep on mashing those buttons. The computer
gives you a half second to get it right.
*note: the pause on each character can be as short as
1 1/2 seconds. Just make sure that you keep the
delay consistent for every character. If you start
with a 3 second delay, stay with it for all squares.
*note2: AFTER you have finished moving to all the squares
and BEFORE you press all the buttons, there is one
precaution you may want to try. Move your square
to a character you want to play in case the
code does not work, and THEN press the buttons.
REMEMBER, do this AFTER you're done moving through
all the squares and BEFORE you hit the buttons.
===DIFFERENCES BETWEEN CPU GOUKI/AKUMA & HUMAN GOUKI/AKUMA===
Anyone who's played against Akuma/Goki would think that being
allowed to use A/G would be unfair. Not so. The playable
version of Akuma/Goki is toned down in two ways:
- more delay after fireballs, ESPECIALLY the red fireballs.
- fireballs do less damage.
This makes A/G much easier to fight against than the CPU
A/G. Still, he's a tough bastard. He has all the standard
moves of the classic ken/ryu, his uppercut has ryu-like
(or more) damage & range, but hits multiple times a la Ken
and is invulnerabe, or at least has the highest possible
priority, as it does beat Ken & Ryu's DP, Sagat's TU, and
just about anything else that is of a DP/FK nature.
His HK hits on the way up & can hit multiple times
like Ken's but is slightly invulnerable at the start
like Ryu's HK. His red fireball delay is as bad/worse than
Ken's fireball delay, his normal fireball travels fast
and it's delay is near/equal to Ryu's. Not faster, I think.
Basically, he's a Ryu/Ken blend with more tricks and better speed.
---------------------------------------------------------------------------
PART 6: MISC. DETAILS
---------------------------------------------------------------------------
Most Improved Characters: Blanka
Dee Jay
Least Improved Characters: T-Hawk
Sagat
Speed:
For the first couple of days that you play it, the speed will
overwhelm you, but after about 3 days, you'll be comfortable with
it again, and even maximum speed is easy. Just before you
play the CPU you'll be given a choice of speeds 1 through
3. In one-on-one situations, the winner of the last game
will choose speed. Speed 3 is ideal for the "fast" characters
such as Vega, Chun, and Blanka. Also, it certainly can't
hurt to boost up the speed if you are a tickfest-type player.
Introduction:
Just as in SSF2, there will be Ryu, pacing himself and getting
a fireball ready. The screen will flash to Cammy's scene,
a slightly different perspective, and Chun Li will appear with
her back turned away (they drew her neck & chin too think,
imho). Then it will flash back to Ryu, further into his fireball
shot, flash back to Cammy's place again, with Cammy now coming into
view, sticking her tongue out. Ryu's reeealy tensing up now
when the hidden boss is shown in profile black & white, his
back turned to you. It quickly flashes between him and
Ryu until Ryu finally lets his fireball go.
Selection screen:
Two rows of characters, much less crowded than the SSF2 selection
screen, with a redrawn map. The original characters occupy
the left 8 boxes, the 4 bosses occupy the far right boxes,
and the characters introduced from SSF2 are in the center area.
When you and an opponent are about to go at it,
the portraits of the opposing characters are shown,
with a blue frame and a moving background
(very nice, imho).
Overall:
The characters seem to have been modified for better close-range
fighting (and for some, at the cost of their long range strategy).
Some examples would be the improvement of Bison's Scissor Kick,
Sagat's ability to tack on a fireball if his opponent blocks (or
doesn't) a SHORT/FORWARD kick, Ryu's new rushing punch, and the
alteration of Vega since Super. Even Dhalsim's alterations may have
been an attempt to improve his close-range abilities, and his new
Teleport certainly has more offensive possibilities. The emphasis
on this one, definitely close range fighting.
---------------------------------------------------------------------------
Part 7: The Volleyball Effect (VE)
---------------------------------------------------------------------------
The Volleyball effect is a new feature in SSF2T that is somewhat akin to
the attack mode of MK. If you have an opponent in the air, and you've
already hit them, you can hit them again in their "reeling back" frames of
animation.
It's _guessed_ that the "Volleyball Effect" (VE) was a byproduct of the
installation of SuperCombos, as SuperCombos naturally have the VE, while
the normal moves may have acquired them by accident. HOWEVER,
it doesn't really matter if they were originally accidental because
Capcom has officially promoted it as a new feature and NOT a bug that
slipped by them (like Zangief's SSF2 magic throw).
The primary requirement SEEMS to be that your character must have a
multi-air hit capability. When struck by such an attack, the CPU places the
one who was hit into an alternate stun mode where they are reeling back but
still hittable, so that the multi-hit air attack can hit multiple times.
(note: non-throw super combos also place targets into alternate-stun
mode, so you can combine v-ball attacks with supercombos)
* All known non-SuperCombo VE attacks are multi-hitting attacks,
and are using attacks that are unique to SSF2T.
ALL SuperCombo's by their very nature retain the "Volleyball Effect" and
are capable of hitting opponents in the air for more than
three hits in a row.
As for _Regular_ moves:
The maximum number of hits you can get from exploiting the volleyball
effect is 3 so far. It is confirmed that Ryu, Bison, Fei Long, Vega,
and Dee Jay _cannot_ use the VE for more than 3 hits.
* Akuma: His VE moves are the most damaging of the non-SC volleyball
attacks. As usual, the limit is 3 hits. His hurricane kick
and uppercut tap into the VE, for a nice potential of combos.
In the corner, two jab uppercuts in a row will work, or
a HK & uppercut, or vice versa, etc etc etc. Fairly easy
to take advantage of Akuma's VE talent. Try to work in
the HK with combos.
* Ryu: is proven to be able to manipulate the volleyball effect.
He's the first one to be noticed for this trait. His
v-ball attack is very much similar to Bison's.
* Dee Jay: His Axe Jump is able to first use the Air Spin Kick on
an opponent, and then use another Axe Jump before
they land. Very easy to do.
* Fei Long: His axe jump can be repeated on an opponent
before they land for a maximum of 3 times.
Extremely difficult to pull off.
* Vega: His roundhouse forward flip hits twice. Immediately
follow with _another_ roundhouse forward flip and
you'll get the total 3 hit limit. Very tough
to pull off.
* Bison: His jumping strong punch taps into the "Volleyball effect"
as well. By repeated hitting the STRONG after the first
hit, Bison will then hit the opponent with his OTHER hand.
This will knock the opponent high enough in the air so that
Bison can land and jump one more time for the final jumping
STRONG punch. BUT you don't have to use the one-two
punch, but instead just go one punch at a time to maximize
time and push your opponent back. Bison's volleyball
attack is very easy to use. You can even tack it unto
the end of his SC for a total of 7 hits.
* Chun Li: Her jumping triple kick, while it is much like
Dee Jay's, cannot v-ball like Dee Jay. Instead, her best
shot at using it in a v-ball situation is to use the
triple kick AFTER her Super Combo connects and her opponent
is reeling.
* Sagat: it's been reported that it's possible to get a bounce
from his fierce uppercut, either after a Super Combo or
if you've nailed your opponent when the both of you are
packed in the corner. Probbably ridiculously hard to manipulate.
* it's likely that there are MORE moves which tap into the VE yet
to be discovered.
---------------------------------------------------------------------------
PART 8: NEW ENDINGS (SO FAR)
---------------------------------------------------------------------------
In addition to the endings, one frame pictures have been added to the
endings. In general, these new pics are (imho) very well done.
Akuma: After he wins, the screen narrows, just as Guile's &
Cammy's does. Then he does one of his winning poses.
The credits roll by while each character is shown in his
or her _loosing_ pose.
Bison: He sits on an Athena-in-the-Panthenon type throne holding a
suspended globe (earth?) in his right hand, his face wearing an
evil smile.
Chun: She's trying out a new dress before a mirror in some kind of store,
while her friend stands in the back, holding Chun's spiked bracers
(they seem to be very heavy) and her hair is down.
Dhalsim: Standing over a cliff by a raging river. A boy is in the
river and is about to be hit by a falling log. Dhalsim saves the
boy in one hand and pushes the log away with the other hand.
Balrog: Busy breaking a sandbag with a straight punch, while several
sandbag sits broken in the background and other boxers cling to
their sandbags in fright.
Ryu: Engaged in another street fight, blocking a straight punch from a
punk (might be Birdie, a character of SF1 fame), some people in the
background.
Guile: Down on one knee before Charlie's grave, wearing a
solemn expression on his face and holding his friend's dog tag.
Ken: He's in a department store, there's an escalator in the back.
Ken and Elisa are rushing off in a hurry with Eliza ahead and
Pulling Ken by the hand. Elisa is in a blue dress cut on the side,
Ken is in a suit (white?). He's carrying lots of boxes which are
about to topple over him. (See? marriage made him a wuss already.)
Zangief: He's flexing his muscles and leaning on a broken mirror, looks
like he's in a locker room or gym of some sort. A picture of Vega
that's been defaced by some pink colored ink is taped to the mirror.
Blanka: He's standing in a busy street, the people seem frightened or
horrified by him. He's holding a mask of some sort and blocking
traffic.
E. Honda: He's rampaging in his (dojo? school?), the ground trembling, the
walls kinda shaking, his students running for cover.
Cammy: She's on a sidewalk by a London street full of cars, wearing a
school uniform. She's kneeling down and extending a hand to a
kitten.
Dee Jay: Wearing headphones, a keyboard on his lap, lying out on
a hammockon the beach and (as usual) wearing that smile.
Fei Long: He's sitting in a movie star's chair, a blond lady wiping the
sweat from his brow.
T-Hawk: Background desert, a few ruins too. He's facing you with his head
turned away over his shoulder where a hawk is approaching.
Vega: He's in his mansion, decor being nice (tribal weapons, furs, etc),
He's standing sideways away from you, wearing a baggy blue outfit,
one hand in pocket, the other enjoying a nice drink. He's peering
over his shoulder looking at you.
Sagat: Doing one-fingered pushups at his place (say, have any of you ever
watched the Emmys when Billy Crystal first hosted them, and Jack
Palance put in an appearance?)
---------------------------------------------------------------------------
PART 9: QUICK REFERENCE GUIDE TO STICK MOVEMENT
---------------------------------------------------------------------------
(jump away) (jump towards)
O O O
\ | /
(away from opponent) O-- @ --O (towards opponent)
/ | \
O O O
(defensive crouch) (offensive crouch)
@: neutral stick position
---------------------------------------------------------------------------
---------------------------------------------------------------------------
yeah, I know, I know, last time was supposed to be the last faq.
so sue me ;)
===
RpM "some days are honest some days are not
=== Some days you're thankfull for what you've got
Some days you wake up in the army
And some days... it's the enemy"
- U2
---------------------------------------------------------------------------
** CREDITS **
---------------------------------------------------------------------------
A BIG "THANK YA!!!" TO....
In General:
ALT.GAMES.SF2
_and Specifically_
|Mark Maestas|Tom Cannon|John Nishinaga|Kenchiro Tanaka|Stiltman|
|Matt Kruse|Derek Liu|Brian Chan|Rasheed Rankins|Caine Schneider|
|Kelvin Cabrera|Julien Beasley|Mario Hernandez|Lewis Tu|J. Klein|
|Robert Morishige|Randy|Po-Han Lin|Ronald Ko|"I want a cookie" Ken|
|Milo D. Cooper|Eric Steffensen|Darren Rion Hall|Alex Werner|
|Dan|The U of H arcade bunch|
(and two dozen guys whose names escape me at the moment)
(Sorry about that, guys)
---------------------------------------------------------------------------
DISCLAIMER:
---------------------------------------------------------------------------
* any resemblance between this FAQ and any real-life FAQ is purely
coincidental.
* no animals were harmed during the testing of the FAQ
* the disk space it currently takes up is 100% recyclable
* proven perfectly safe to your health.
-------------------------------------------------------------
==TOP TEN THINGS PEOPLE THINK AKUMA IS SAYING==
-------------------------------------------------------------
10) HGRF!!!
9) HRRR!!!
8) UMMMMMM!!!
7) HG!!
6) narf!
5) GRRR!
4) BRRR!!!
3) HUH!!!
2) RUH!!!
1) UHHH!!!
-------------------------------------------------------------