Super Gem Fighter Mini-Mix Akuma FAQ By: Alex "Joker" Hall Started on - 10/22/03 Completed on - 10/22/03 E-Mail at SanctuaryRemix@AOL.com - It's been a long and grueling battle, but I'm still going strong for Round 8, this time it's time for the master of evil Akuma. Akuma's the other "secret" character of the game, but all you have to do to play as him is just move the cursor to the left of Ryu like there's something there. Akuma's picture should show up and then just chose him. This is one time that you'll see Akuma in a way you've never seen him, and that's all cartoony with cartoon moves. Just read on and you will see..... - Oh yeah.......No copying my work onto your site without asking my permission. It's as simple as e-mailing me, asking me to use it. I'll say yes if you do ask, so lets save some hassle here by doing things right. Table of Contents 1) Akuma's Story 2) Controls 3) Moves 4) Overall Stats 5) Ending 6) Credits 1) Akuma's Story - Akuma has always just been about training to get stronger and fighting only the best of the best, which reluctantly seems to be Ryu. Is Akuma still as typical as ever in this most hilarious game? Nope....Akuma now has new mission in life, and here it is..... - (Shows Akuma in a small boat with an oar and a pack on his back) Akuma trains endlessly day and night on his fortress island Gokuentou Unfortunately for Akuma, Gokuentou is gradually converted into an exclusive leisure resort... Mmm! This island has been overrun by tourists! It is no longer the ideal place for my training it once was! Thus Akuma journeyed forth from his island in search of new training grounds... - So now Akuma is searching for a place to train once again. Ya know, for an evil guy that really doesn't care much for life, he's sure giving up his island pretty fast when he can just as easily kill all the tourists and destroy all the hotels and what not in no time flat. Oh well....not me to argue with the evil one.... 2) Controls - The Joystick controls your character (or if you got yourself an emulated version like me then you can use the D-Pad) up - jump down - duck left and right - move forward and backward double tap left and right - dash/run forward or backward P - Punch K - Kick S - Special - Common Motions Used: qcf - d-df-f qcb - d-db-b fdf - f-d-df bdb - b-d-db hcf - b-db-d-df-f hcb - f-df-d-db-b 360 - f-df-d-db-b-ub-u-uf-f 3) Moves - After years of digilently training, and eventually offing his master, Akuma has become legendary within the Street Fighter ranks. His power is great and his speed is incredible, which makes him a fav for many. Akuma has spent a lifetime getting his style down right, and now you must do the same, except in a much shorter time. - Throws - - Everyone can do a throw in the air by pressing the p+k buttons in the air. Akuma grabs his opponent and does an Air Overhead Throw. - p+k (The Overhead Throw.......Akuma does Ryu's Overhead Throw to the same letter of him. Akuma has been studying the Hadou style for much longer than Ryu, so it's only natural that they have the same throw. Besides....Akuma's pure evil.....you gonna tell him that that's Ryu's throw move? I thought not......) - hcf p+k (Stone Cold Samurai Glare.....Akuma gives the opponent that would stop Satan in his tracks. Akuma dons a blue (or another color if you choses a different one other than his original) samurai outfit that looks like what Vic and Kenny wear from Most Extreme Challenge on Spike TV. He then speaks some japanese while in deep meditation, and then pulls out one arm from its sleeve giving the opponent the Stone Cold Glare, turning them to stone for a few seconds. Take this opportunity to get in a free hit.) - hcb P+k (Judo Overhead Throw......Like I said with the Overhead Throw, same style as Ryu so expect it to be the same exact thing. Hey, if it works for Ryu, then you know it's working for Akuma. I mean, Akuma has so much more exprience over Ryu, so that's saying something there!) - Combos - - The combos that have descriptions with them are Akuma's most devestating combos in my eyes. So I suggest you stick with what I describe, or use the others that I didn't describe if you feel that they would serve you better. - PPPP (Akuma Olympic Swimmer........After the initial punch Akuma dons some swim tights....NOT TRUNKS BUT TIGHTS! The second and third hits are him stretching and on the fourth hit he dives into his opponent and into a mysterious small puddle of water that magically appears from under the opponents feet. This combo is effective and funny as hell to do. You've never seen Akuma like this before.....I wonder if that's a good thing....) - PKKK (Akuma the Barbarian.......On the second hit Akuma becomes... BARBARIAN AKUMA....and looks really stupid in the process. Akuma gets into a barbarian get up and starts with the massive kicks. From 2nd-4th hits this combo has some pretty decent range. It's hard to dodge it at first because he gets a tad bit taller than before. Use this combo to finish off matches when you need to) - PPKK (Akuma the Lumberjack.......This of course is the combo that contains one of his S Attacks in it at the end. He couldn't of picked a better one, using his longest ranged attack. This is a very reliable combo to use, and if you miss with the first three attacks, the fourth attack is the one that's the most hardest attack to dodge. The combo though is easy to block even if you hit with the first punch. There's a bit of lag between hits that your opponent can block in between hits to stop your momentum. So use this combo wisely) - PKPP (Stone Cold Samurai Combo........This combo is very useful since the 4th hit not only hurts the opponent, but freezes them up into stone for a few seconds. This leaves them open for an extra hit to make it a 5 hit combo if you're fast enough. This is a funny combo to watch and a great one to use, but remember that you have to be on top of the opponent to grab them. Use this combo to even the odds and use it every now and then, don't rely on it too much) - PKPK PPKP PPPK PKKP - Special - - Time to learn how that S button works with Akuma. Remember now, each attack can be charged for extra amounts of damage, and each attack is designated to knocking out specific gem colors. - S Alone (Overhead Japanese Sign Smash.......Akuma has the same motion attack as Ryu and Dan except he uses a japanese sign. The sign looks like it would be annoucing something important. In any case this attack is 3rd in range and 2nd in power, so it is reliable. All of his S Attacks are really. Use this to even things up in the pinch) - f+S (The Akuma Lumber Swing........Much like Ryu and Dan's No Defeating Me Attack except that he uses a long 2x4 to the job. His motion is faster than Ryu's and Dan's attack so that makes it much more better to use. This attack of his is of course 1st in range and 3rd in power. His attack may be less stronger than Ryu and Dan's but that doesn't mean it's any less lethal) - d+S (The Evil Uppercut........Akuma uses the same motion as Ryu and Dan's S Uppercuts, except Akuma uses a huge block with his sign on it. He gets in some much cooler clothes too. This attack is 2nd in range and 1st in power. I'd suggest using this attack more often if you want to end fights quickly.) - Special Moves - - qcf+P (The Hadoken.........Akuma's trademark move that needs no explanation to all the veteran gamers out there. This move does gain strength as you gather up Red gems. The power and combo ability behind it at LVL 3 is something to watch out for, as it begins to hold a candle to even his Super Moves. This move does combo the higher the levels go up, and even gives them a nice purple hue) - qcb+K (The Hurricane Kick........Now we all know that those that study the Hadou Style of Martial Arts always had their own twist to this move in each SF game. Akuma always had some type of element to this move when he did it, though it never really came into play in earlier SF games. Now in this game as you gather up Blue Gems he gains a purple mist element that only just gives the opponent a purple hue when it hits. The power does go up on the attack as you level it up) - fdf+P (The Shinryuken........this move was suppose to be the pinnacle of Ryu's and Ken's training in the Hadou Style. Akuma mastered this a long time ago and had to show Ryu and Ken how to use it by smacking them upside the head with it. Akuma levels this move up by gathering Yellow Gems. The higher the level, the more devestating the move gets. Using this move at anytime at higher levels is always a threat to opponents.) - hcf+P (The True Hadoken........Akuma sends even more power behind this move than his regular Hadoken, but in this game it just holds it's fire properties like in all the other SF games he uses this in. This move really isn't needed if you have the regular Hadoken up to LVL 2. This move does lose all the potential and greatness it has in the other SF games he has it in. This move is supposidly the payoff to all the years of Ryu's hard work of trying to master the power of the Hadou.) - Super Moves - - Akuma's a true martial arts master, and he has the very moves to prove it too. Even Ryu and Ken get worried when they step around Akuma, and with good reasons too. Akuma hasn't been around for so long and training so hard for nothing ya know. This is the fruits of his labor, and by god.....watch out for them if you're on the receiving end of anyone of them! - hcf+S (Metsu Hadoken.......The big powered-up version of his normal fireball that combos when it hits. This move does go from one side of the screen to the other, but it's easy to block and/or dodge if you fire it at a person that's at a long range. Not to say that it isn't useful or nothing, but use this move when you are in close to a person) - hcf+S in AIR (Air Metsu Hadoken......Yep..Akuma's got the same attack in the air, but then not really. You see Akuma fires off one small fireball, then he follows it up with a huge one that does the comboing. That last one pushes him back up into the air again, and he dives back down to the ground literally! He dives with his swim tights on making an olympic worthy dive with minimal splash. A tad more useful than the standard Metsu Hadoken posted above and much more funnier. Use this move wisely though since the fireballs travel at an angle) - fdf+S (ShinShoRyuKen......He takes a page out of one of Ken's most beloved Supers to use, with the exception that Akuma uses evil energy in his fist during the entire Super. It's exactly the same as Ken's though so if you're a Ken fan and you're using Akuma for the time, then you know what to expect from this move. Now for those that aren't Ken fans, this move does three rotations in all. It starts with a very small rotation and ends with Akuma jumping high into the air on the third rotation. It does well combo wise and he moves forward rapidly so it's very hard to dodge. The only prob with this move is that if you want to hit the opponent with the full force of it, then you must use it when you are in close to the opponent) - hcb+S (Shun Goku Satsu (Raging Demon).......If you're playing this game then I know you're a Street Fighter fan, so there's no need to go into detail about the destructive power behind this move. It hasn't lost a step in this game, and is unblockable as always. Get 3 SUPER bars up and full and unleash Holy Hell upon your victim) 4) Overall Stats - Time to tell you nice people my opinions on Akuma and what he says for victories...... - The victory phrases..... - I am Akuma! But you may call me Master! - You weren't even a warm up! - Hm! You should go back to playing puzzle games! - Even with my oversized head and stubby limbs, I'm unbeatable! - Ok here's my opinion in a short simple phrase......He's Akuma, end of story. Now lets move on. - Betcha you didn't expect him to fight against Hsien-Ko in his final fight did you? Well he did and here's the prefight showdown. - (Hsien-Ko) Are you the one searching for a new training ground? I think I know of a suitable place for you. - (Akuma) I need no help from a puny little girl such as yourself! Leave my sight at once! - (Hsien-Ko) Of course, I do need to test your strength first to see if you're worthy enough... - (Akuma) You? Test me?! Hahaha! Very well then; behold the might that is Akuma! - So Hsien-Ko has a suitable place for Akuma to pick up his training once again, but she's gonna test him. I wonder if she has a death wish or something. - Costumes - - Now yes you do hve different costumes to use, but they're really just different colors like in the other Capcom games. Ah well, least wise they add some diversity to each character right? Here's Akuma's different colors. - Punch Button = Normal Colors - Kick Button = Karate suit is Dirty White - S Button = Karate suit is Crimson Red 5) Ending - Now again......if you want to earn the ending for Akuma yourself then don't look at this chapter. Now for those that do, here it is. - (Shows Akuma standing and Hsien-Ko sitting down with spiral eyes) Ow... That hurt! Didn't anyone ever teach you how to pull your punches? That was mean! Well the dead tell no lies. Come with me and I'll take you there as promised (Screen goes black) And so Akuma was led by Hsien-Ko to an abandoned graveyard location deep within a forest... (Screen shows Akuma and Hsien-Ko standing in a graveyard. The background looks much like Raptor's background from Darkstalkers) How do you like it? At night you can practice your moves on the hordes of zombies that dwell here. Hmmm! It may prove interesting to brush up my sure killing techniques on these zombies.... (Shows Akuma kicking a zombie in the head, and another behind him. The zombies look like cartoon versions of the Resident Evil zombies) Hyaaaaaahh!!!! Having found the perfect place to train, Akuma's quest to become this world's mightiest warrior continues. - Seems Akuma's very happy in his new training grounds, though this is one ending that you should earn yourself just to see the cartoon Resident Evil zombies. I guess this one character that gets a happy ending! 6) Credits - Now thanks goto Capcom for making this addictive little game. It's crazy as hell to play and really anybody should be able to get into the game no matter who it is. - Creds go out to all my friends that support my walkthrough making ways. Hey....they're good for something.... - Lastly I thank all those who read this and my other FAQs I've made. I'm glad I've been of help to all of you, and I'll keep on making more walkthroughs. - If I've screwed this thing up in any way, shape, form, or fashion, then e-mail me at SanctuaryRemix@AOL.com to correct my foolish mistakes. I'll correct them and give you the proper credit you deserve for catching something that I didn't see. Sees Yas Later Alex "Joker" Hall