4/30/99 Marvel Super Heroes Vs. Street Fighter Akuma FAQ V. 1.4 Last Updated 4/30/99 *Updates -Minor Changes -Changed Cyber Akuma Section -Added a Strategies Vs. Other Characters Section -More Minor Changes -Added to The Why to Pick Akuma Section -Fixed a Few Errors, Changed Strategy Section -Added Accessing Cyber Akuma Section -Few Minor Changes -Added a New Hyper Combo Contents: 1.) Why to pick Akuma 2.) Special Moves 3.) Hyper Combos 4.) Strategies 5.) Combos 6.) Comboing Hyper Combos 7.) Best Helpers 8.) Strategies Vs. Other Characters 9.) Cyber Akuma 10.) Credits Key: B= Back F= Forward C= Crouch QCF= Quater Circle Forward QCB= Quater Circle Backwards HCF= Half Circle Forward HCB= Half Circle Backwards SJ= Super Jump WP= Weak Punch MP= Medium Punch FP= Fierce Punch WK= Weak Kick MK= Medium Kick FK= Fierce Kick DP= Dragon Punch Motion (Towards-to-down-to-towards.) 1.) Why to Pick Akuma? First off, Akuma is a mix between Ryu and Ken. While Ryu and Ken can take hits better than Akuma, they can't inflict damage the way he can. Akuma is the quickest of the three, but he is not the fastest. He also has the best hyper combos. Another attribute is that Akuma can combo all of his hyper combos, except for Shun-Goku-Satsu (Raging Demon). His Team-Up Hyper can also be comboed. Akuma, if used properly which is pretty rare, can be a tremendous force in this game. This FAQ will try to help you get familiar with comboing the hypers, learning the basic techniques to win, and to improve your knowledge on how to use Akuma effectively. 2.) Special Moves F + Medium Punch Collar Bone Chop- This is a move that should be done very rarely, and only against players that stay in the corner, ducking and blocking. It has startup time and can't be comboed or used to start a combo. Akuma also has a bit of recovery time if this is blocked. However, this move can not be blocked by crouching and blocking. F + Medium Kick Half-Spin Kick- This is a decieving move. Akuma does the motion for a hurricane kick but only spins halfway around. Most opponents won't see it coming and will get hit by it if used at the correct time. If you trap an opponent in the corner, throw one of these out after a blocked combo. Chances are it'll get them off guard. The only drawback is that it can not be comboed and can't be used to startup a combo. QCF + Any Punch Gou Hadoken- This is a very useful move. It comes out moderately fast and can be thrown in a 45 degree angle in the air. Akuma can also throw many fireballs out at a time while floating to safety. The stronger the punch, the faster Akuma will throw the fireball. Watch that you don't keep throwing out fireballs or a smart player will make you pay by a well placed counter. DP + Any Punch Gou Shoryuken- This is Akuma's main air defender. He charges his fist with a purple lightning and jumps up in the air. He jumps slightly up by using a weak, a medium sends him a little higher, and a fierce launches him a little higher than a medium. Use this move to defend against opponnents that like to jump in a lot. This is not as useful as Ken's because it can't be done in the air. QCB + Any Kick (Can be done in the air.) Tatsumaki Zankukyaku (Air Demon)- This is a very useful move. Akuma does an electrified hurricane kick. This move has much more priority than Ken and Ryu's. It can be used as an AC finisher. You can also use it against a big character to give them chipping damage and to allow yourself to plan for another attack. Be careful not to use this move carelessly against Spider Man and Wolverine. They may duck it, and you will soar over them while they get you into an air combo or hyper combo. DP or DP Backwards + All Three Punches or Kicks Ashura Senku- This move is Akuma's teleport. The punches make Akuma teleport almost the full screen. The kicks allow him to teleport half of the screen. This move seems basically useless, but it does have its uses. If at any point you are cornered or in trouble, you can teleport to the other side of the screen. Also, use the half-screen teleport to get behind an opponent and quickly counter a misplaced move. Note, that Akuma is invisible during the duration. Be careful not to throw teleports out at random. Akuma has a slight delay after the move comes off and can be countered easily. QCF + Any Kick (Must be done in the air.) Tenma Kujinkyaku- Akuma comes down with a penetrating jump kick in a 45 degree angle at the opponnent. This move sets up hyper combos perfectly and has very little, if any, recovery time. It also can be done as a safe landing after throwing multiple fireballs in the air. Builds the Hyper Guage nicely and applies chipping damage in tight matches. 3.) Hyper Combos QCB + 2 Punches Messatsu Gou-Hadou- Akuma shoots a long, streaming fire ball at his opponent. Although this has some start up time and it isn't as long as Ryu's Shinkuu Hadoken, it still is very useful. This is a very good mistake punisher and can be comboed. Remember after this hits, press buttons to get as many as possible. 21 hits is about the most you can get. QCF + 2 Punches Messatsu Gou-Shoryuu- Akuma charges his fist with lightning and does a triple dragon punch. With very little start up time, this is defienately Akuma's best hyper combo. Although it has dragon punch recovery time, it is so easy to combo that you shouldn't be missing with it. Remember, like with the teleport, do not throw this off at random. A smart player will block it and counter easily. Also, use this after poorly placed moves or hyper combos. QCF + 2 Punches (Must be done in the air.) Tenma Gou-Zankuu- Akuma floats in the air while hurling many fireballs at his opponnent. This is another great hyper combo Akuma has. It is an effective chipper and can be comboed very easily with the hurricane kick, and the air demon kick. The reason why this isn't Akuma's best hyper combo is that he can't use it as an effective mistake punisher. Like all of Akuma's hyper combos, don't throw this out at random. Wait for an opportunity and make your opponent pay by putting this into a combo. WP, WP, Forward, WK, FP (Must have 3 levels of Hyper Gauge.) Shun-Goku-Satsu- Akuma slides to his opponnent and grabs them. The screen turns black, flashes and gun shots are fired. When the screen returns, Akuma is standing over his wounded opponent. This move comes out very slow and it takes Akuma forever to grab his opponent. This is the only hyper combo that can't be comboed. Against a smart player, this is basically useless and shouldn't even be attempted. 4.) Strategies There are basically two ways to play with Akuma. (1) Against a slow character, you basically want to smuther your opponent with constant jump-ins, (Air demon kick or a 2-hit jump-in (MP, FP) combo to set up your opponent with a hyper combo.) Remember to take advantage of Akuma's speed and quickness along with his devestating hyper combos. (2) Against a quick character, play a match of keep-away. Jump in the air and throw streaks of 2-3 fireballs to confuse your opponent. Then, safe land with an air demon kick. This will prevent your opponent to counter the fireballs. Remember to mix up the number of fireballs you throw and to safe land with the air demon kick. This will get the opponent frustrated and they will make dumb mistakes allowing you to combo your hyper combos. (Note: If playing against a friend, you may be called "cheap". If so, refer to the other stratagies.) Also, if at any time an opponent throws more than 2 fireballs blast them with a Messatsu Gou-Hadou. By now, you should know that your ticket to victory is to combo Akuma's hypers. 5.) Combos Like most characters, Akuma's air combo motion is a zig-zag. (WP, WK, MP, MK, Air Combo Finisher.) To start an air combo, you need to find out the character's air launcher. Akuma's is C.FP. This move should be set up by a crouching weak attack, or off a super jump MP, FP. An air combo finisher is a move to finish Akuma's air combos off with. Akuma's best are basically the SJ. FP, weak fireball, or the hurricane kick. The first 2 combos are basic for most characters. Both have very important priority to use when an opponent isn't paying attention, or off a misplaced move. 1. WP, MP, FP 2. C.WK, C.MK, C.FK 3. SJ. MP, SJ. FP, C.FP, SJ. WP, SJ. WK, SJ. MP, SJ. MK, AC Finisher. 4. C.WP or C.WK, C.MP, C.FP, SJ. WP, SJ. WK, SJ. MP, SJ. MK, AC Finisher. 5. Hurricane Kick, C.WK, Hurricane Kick. 6. WP, C.FP, SJ. WP, SJ. WK, SJ. MP, SJ. MK, AC Finisher. 6.) Comboing The Hyper Combos Akuma can combo hyper combos very easily. After the FP connects, it should become second nature to go into a Messatsu Gou-Hadou or a Messatsu Gou-Shoryuu. Akuma can combo the Messatsu Gou-Shoryuu practically off any of his normal moves. Also, use the air demon kick and the hurricane kick to setup the Tenma Gou-Zankuu. This is extremely effective to catch an opponent off guard. Remember that Akuma's Tenma Gou-Zankuu hyper can be used as an AC Finisher. Note, that if you try to go for the zig-zag motion and finish the combo off with it, the timing has to be almost perfect for it to connect or it will miss altogether. I suggest you stick with just the SJ. WP and then the Tenma Gou-Zankuu to finish off the air combo. 1. WP, MP, FP, Messatsu Gou-Hadou, or Messatsu Gou-Shoryuu, or Double Team-up Hyper. 2. C.WK, C.MK, Messatsu Gou-Shoryuu. 3. SJ. MP, SJ. FP, WP, MP, FP, Messatsu Gou-Hadou, or Messatsu Gou-Shoryuu, or Double Team-up Hyper. 4. Air demon kick, Tenma Gou-Zankuu. 5. C.WK, C.MK, Hurricane kick, Tenma Gou-Zankuu. 6. SJ. MP, SJ. FP, C.FP, SJ. WP, Tenma Gou-Zankuu. 7.) Best Helpers I rated the helpers with their team-up hyper as the first priority, their counter as a second priority, and third, their attack when you summon them. The helpers that I usually pick with Akuma are: 1. Ryu 2. Captain America 3. Shuma Gorath 4. Hulk 5. Cyclops 8.) Strategies Vs. Other Characters These strategies are assuming that you are Akuma, and that you are playing a good opponent. Next to the charatcer there is a number. That is there ranking according to how much potential they have. (5) Akuma- There is really no strategies you can do in a mirror match. The best advice I can give you is to combo your hypers and do what you feel is working. If Akuma starts to use the air demon kick, push block it or use a cross-over counter. Watch out for his hyper combos. (12) Bison- Bison is very quick for his size. He can take hits well and deal them fairly well, too. What Bison lacks is an effective air launcher and air combo. Use this to your advantage. If Bison starts to fly, blast him with a Tenma Gou-Zankuu. To sum it up, he shouldn't cause a problem. (15) Blackheart- Blackheart is very slow. He is tall and lacks speed and quickness. He doesn't have effective hyper combos and shouldn't be a problem at all. Watch out for his dash. He sinks in the ground and can come up and surprise you. You can either play keep away or smuther him. Either strategy should work fine and leave you with an easy win. (2) Captain America- Despite his lack of speed, his agility sure makes up for this loss. Captain America is a major force in this game. If used by an expert, he has the tools to beat anyone with ease. He can take hits increadibly well and can deal them, too. Watch out for his standing FP. This move comes out very quickly. It will put your dash-in game to a halt. He has a double jump, so watch out when shooting fireballs and doing the air demon kick. Basically, use your quick speed to smuther him in the corner. Then just combo your hypers and you should be fine. Watch out for the cartwheel. This move can catch you off guard and leave you trapped in the corner. A smart player will combo his double team hyper off a sweep and leave you in a world of hurt. Learn to roll out of it. This could be one of the hardest characters you face. To sum it up, get in his face and make him frustrated by your quickness. (6) Chun Li- Chun Li is quick and agile. She has an air dash and a triple jump. Although she can combo her hyper combos, she can't take hits well or deal them out. Try to inflict as much damage as possible and to catch her on misplaced moves. Watch out for combos ending with Senretsu Kyaku. A master Chun Li player can make this match tough, but if you stay calm and counter, you should come out winning. (7) Cyclops- Cyclops has an effective projectile. Watch for a mistake and place a Messatsu Gou-Hadou. You might want to think twice about launching fireballs. His optic blast can penetrate your keep away game. My advice is to smuther him. He can't deal hits well and has a problem comboing his two hypers. Don't be repetitive with the fireballs or you're asking for a Mega Optic Blast. To sum it up, he shouldn't be tough if you're comboing your hypers. (17) Dan- Dan is very easy. He has no ground combo series. Watch for the premium sign move. As soon as you see him write the autograph make him pay. He has one effective move. The Dankukyaku move (QCB + Any Kick.) This move comes out quick and does chipping damage. Wait for it, and then do cross-over counters. A smart Dan player will confuse you with taunts. Then do his super taunt and hope you'll start watching it. Don't watch this move. Dan can cancel out of this and blast you with a hyper. To sum it up, this match should be a "Walk in the park". (11) Dhalsim- Dhalsim lacks speed, quickness, and an effective combo. He does have range though. He might surprise you with his long limbs and quick teleports. Both strategies work well against him and he shouldn't cause a big problem. His Yoga Inferno hyper comes out quickly and chips. Be carefull and don't make many mistakes. (8) Hulk- Hulk in a masters hands can be tough. He can combo his hypers surprisingly well and can take and deal hits well. He lacks speed and quickness, but has penetrative armor. Play keep-away. If done so, he shouldn't be able to get near you to cause damage. Be carefull of his Fierce Punch. This may be a long match, but keep hurling fireballs and you should come out on top. (4) Ken- Ken can be tough. He is faster than Akuma and can combo his hypers just as good as you can. He can't deal hits well, so use this to your advantage. Watch that you don't throw many fireballs down, or a smart Ken player will get under you and blast a Shinryuu-Ken hyper at you. He can combo his double team hyper easier than you can, so don't make many mistakes. Use a smart strategy by hyper comboing and you should win. (16) Omega Red- Omega Red is slow, but can take hits well. What he lacks potential. He can pull off some big combos, but his speed should allow you time to see it coming. He also does not have a hyper combo. Counter off mistakes and use your hypers wisely. (3) Ryu- Ryu is very hard to play against. He can take hits better than you can, but is slower. Smuther him and don't let him do anything. Watch for his air combo ending with a Shinkuu-Hadoken. He can combo all 3 of his hypers without much effort. Be careful not to play keep-away much or he will jump and blast you with a Shinkuu-Hadoken. Prepare for a close match. (13) Sakura- Sakura is pretty quick. She has trouble comboing her hypers and shouldn't cause much of a threat. She is slower than you, so smuther her and get your opponent frustrated. If you are getting pushed blocked constantly, use the Half-Spin Kick and the Collar Bone Chop to throw her off guard. Counter her misplaced moves and this shouldn't be a difficult win. (10) Shuma Gorath- Shuma Gorath is slow and has useless hypers besides Chaos Demension. This is difficult to dodge, but you should be winning the match before he can get this level three hyper to connect. Watch out for the Mystic Stare move. If this connects, explosive eyes will attach to you and explode in about 10 seconds. Make sure you hit him to get them off you and to prevent taking damage. Smuther him and perform hyper combos and you should win easily. (1) Spider-Man- Spider-Man has the quickness and strength to beat anyone with little effort. He uses exceptional quickness to set up his deadly air combo. With high prioritized moves to set up his double team up hyper and his Crawler Assault, there is little you can do verses a master except for learning how to roll out of a sweep which sets these combos up. Keep-away works fairly well. Try to get him frustrated and to make him make dumb mistakes allowing you to combo your hypers. Smuthering doesn't work because his moves are quicker than yours. Basically, this is a very hard fight to win and you might have problems beating a master. (9) Wolverine- It is extremely rare to find a Wolverine player that is not cheap and that doesn't throw. He has blinding quickness and speed, and possibly the best hyper in the game (Beserker Barrage X), but he can't take or deal a hit. He can combo his hypers the easiest in the game. To beat a Wolverine player, simply counter misplaced Berserker Barrages and Tornado Claws. Most players button mash and these moves will leave him wide open for a hyper or combo. If a player goes into Beserker Rage, they become even more careless. Watch for an opening and counter. To sum it up, a very easy battle, but watch for his hyper combos. (14) Zangief- Zangief is big and slow. He can take and deal hits well though. Keep-away works great and it will easily chip him to death. Don't get to close, he has the Final Atomic Buster hyper that loses the most in the game. A master may find a way to penetrate your fireballs and cause problems by throwing. Be calm and continue playing keep-away until the match is over. 9.) Cyber Akuma (1) Accessing Cyber Akuma Go to Akuma, then press select 5 times and hold it down and hit a button after the 5th time. Note: I'm not too sure about this, but you need to beat the game either without losing a round, or you need to beat Cyber Akuma perfect. I beat Cyber Akuma perfect by beating every character with Akuma, then switching to Dan at the end and keep using his Dankukyaku move (QCB + Any Kick.) To chip him to death. I did it with a 1 star difficulty level, and with one round. I also have beaten him on a 4 star difficulty without losing a round throughout the whole game. Again, I'm not sure which method works, but I do know that you don't have to beat the game on an 8 star difficulty level without losing a round. (2) Playing Against Cyber Akuma Cyber Akuma is an exact replicate of Akuma. The only difference is that Cyber Akuma has more potential, is quicker, and stronger. His Shining Gou Shock hyper loses 3/4 of your power, can be done in the air, only takes 1 level of hyper away, and travels faster and across the screen. His Scramble Gou Punch can be comboed and loses a ton. What your going to have to do is to out think your opponent. This is very hard to do, because Cyber Akuma has basically no recovery time on anything, but you can catch him off guard. Wait for fireball repetition and blast a Messatsu Gou-Hadou. Also, off a missed dragon punch or missle shot, combo a hyper. If you manage to beat a good opponent using Cyber Akuma, you're making a statement. 10.) Credits This FAQ was designed for the (American) Playstation version. It is also assuming that you're not using your second character as a tag-team partner (Cross-Over Mode in Playstation). All combos, special moves included in this FAQ were done and tested by me. Thanks to Capcom for making another great game, Marvel for their great characters, and to GameFAQs. Any questions, comments? Contact me at CMEYERS752@aol.com The Street Fighter game series is (C) Capcom of Japan and (C) Capcom of America. The Marvel characters are (C) Marvel Company. This FAQ should not be reproduced, sold, or published in anyway, shape, or form. (C) CMEYERS752