MARVEL VS CAPCOM 2: NEW AGE OF HEROES
CHARACTER GUIDE: AKUMA
11/13/00



By Trung Bui

Copyright  2000
THIS FAQ IS THE PROPERTY OF ONE TRUNG BUI AND MAY NOT BE USED WITHOUT 
SAID AUTHOR'S CONSENT.


Version History:
Ver. 1.0: First history
Ver. 1.1: A few more additions



TABLE OF CONTENTS:

1) COPYRIGHT

2) AKUMA EXPLAINED

3) MOVE LIST

4) STRATEGIES

5) ASSISTS

6) COMBOS

7) THANKS



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1) COPYRIGHT 

THIS FAQ AND/OR GUIDE IS PROPERTY OF TRUNG BUI AND MAY NOT BE 
DISTRIBUTED WITHOUT MY PERMISSION OR CONSENT. DOING SO WOULD BE A MAJOR 
COPYRIGHT INFRINGEMENT AND WOULD HURT MY FEELINGS. THIS IS MY WORK AND 
YOU SHOULD NOT TAKE IT, PERIOD. THANKS FOR AGREEING AND ENJOY THE FAQ!

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2) AKUMA EXPLAINED

Akuma is a Shotokan Karate fighter. He's the strongest of all the 
Shotokan characters and he's also the most un-defensive of all of them. 
Akuma is fast, precise, and has awesome attacks, excellent for Blitzing 
and keep away. Using Akuma effectively is relatively hard, most people 
using for his Raging Demon special and his super easy, super powerful 
air combo.

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3) MOVE LIST

Launcher: c. HP 
S.: Standing
J.: Jumping
C.: Crouching
D.: Dash in
SJ: Superjump
QCF: Down, Down-Forward, Forward
QCB: Down, Down-Back, Back
HCF: Back, Down-Back, Down, Down-Forward, Forward
HCB: Forward, Down-Forward, Down, Down-Back, Back
DP: Forward, Down, Down-Forward
RDP: Back, Down, Back-Down
LP: Low Punch
HP: High Punch
LK: Low Kick
HK: High Kick
XX: Cancel
P: Punch
2P: 2 Punches
K: Kick
2K: 2 Kicks
A1: Assist 1
A2: Assist 2
DHC: Dual Hyper Combo
THC: Triple Hyper Combo

SPECIAL MOVES:

Gou Hadouken: QCF + P	Air or Ground

This is Akuma's version of the fireball. The best way to describe it is 
that it looks like a comet, that's purple, sun yellow, and black. It 
can be cancelled out by beams, but are excellent for shields for 
jumping in. When firing it in the air, Akuma fires it with one hand and 
it goes down at an angle. 

Gou Shoryuken: DP + P	

This Akuma's version of the Dragon Punch, but unlike Ken, Akuma's 
surrounded in purple energy. One note to notice is that he ISN'T 
invincible when going up; a beam or another fireball can knock him out. 
Like any other Dragon Punch, it's an excellent anti air attack and it's 
great to end ground combos. 

Tatsumaki Senpuu Kyaku: QCB + K	Air or Ground

This is Akuma's Hurricane Kick. Unlike Ken's, Akuma travels forward, 
wrapped in electric energy. The LK version on it travels 3 hits and the 
HK version hits 5 times. Very useful to start a juggle and the glitch 
are really great.
NOTE: The 'glitch' applies to both Ken and Akuma. Perform a Hurricane 
Kick in the air and you will perform a super's amount of damage :)

Ashura Warp (Forward): DP + 2P or 2K

This move will make Akuma do a small, dash like move forward; I don't 
use this move too much, because I really don't know the uses for it. 

Ashura Warp (Backward): RDP + 2P or 2K

Same as the forward version, but you go backward instead. 

Tenma Kuujin Kyaku: QCF + K	In the air only

This is basically a diving kick in the air; it's very useful for 
blitzing and for setting up a juggle.

HYPER COMBOS:

Messatsu Gou Shoryuu: QCF + 2P	

This is Akuma's Dragon Punch super; he performs 3 Shoryukens in a row 
from the LP version to HP version. It's easy to combo into from the HP 
and it's very good. I use this to end air combos in style to get funny 
faces :)

Messatsu Gou Hadou: QCB + 2P

This is similar to Ryu's Shinkuu Hadouken. The differences are that 
it's a bit shorter than Ryu's and it's purple. Really good for dash ins 
and good for punishing assistors.

Messatsu Gourasen: QCB + 2P

This is Akuma's Hurricane Kick super; it's really very horrible. You 
have to be really close to use this effectively. If you connect, you 
launch your opponent in the air and at the end you do a slamming kick. 
Think of it of a vertical version of Ken's Hurricane Kick.

Tenma Gou Zankuu: QCF + 2P 	IN THE AIR

This is Akuma's air Fireball super. He launches a flurry of Gou 
Hadoukens at the ground causing massive damage. Really nice to end air 
combos, makes peoples jaws drop.

Raging Demon: LP, LP, Forward, LK, HP

This is one of the best moves that ever existed! In simplicity, Akuma 
does an Ashura Warp forward and, if he grabs the opponent, will start 
an auto-combo so powerful, you can't see it. It's a great, powerful, 
damaging move. Use it carefully, since IT TAKES 3 SUPER METERS.

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4) ASSISTS

This is a list of Akuma's available assists.

ALPHA: Gou Hadouken/Messatsu Gou Hadou

This is Akuma's projectile assist; he performs a HP Hadouken, and 
performs Messatsu Gou Hadou for the THC or DHC. This assist is great 
for dash ins.

BETA: Gou Shoryuken/Messatsu Gou Shoryuu

This is one of Akuma's better assists; he performs a HP Shoryuken, and 
performs Messatsu Gou Shoryuu for the DHC or THC. This assist is great 
for countering jump ins.

GAMMA: Tatsumaki Senpuu Kyaku/Messatsu Gou Rasen

This is Akuma's Hurricane Kick assist. He performs a HK Hurricane Kick 
and Messatsu Gou Rasen in a THC or DHC. Not that great of an assist.

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5) STRATEGIES

First things, first, Akuma takes a lot of damage, the worst in the 
whole game, but he inflicts a lot of damage in a short time. When 
attacking, you should fire a LP Hadouken and jump in to attack; the 
Hadouken will serve as a shield as you start to attack. Another thing 
to remember is that Akuma is not invincible when he starts a Shoryuken; 
he's still wide open to other beams and fireballs. His Hurricane Kick 
has a little bit of lag after he lands, so be careful, or you'll be 
open to attack. When attacking, try to be defensive as well as 
offensive; this way your opponent won't think you won't abuse his 
powerful supers and his Hadouken. 

VS. ABYSS:

1st form: Just jump in, combo, and jump out.

2nd form: SJ up and fire Hadoukens. You will hit Abyss AND hit the 
bubble. 

3rd: THC or DHC him to death, but when he comes out, perform a Messatsu 
Gou Hadou. 

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6) COMBOS

1. Jump in, LP, LP, LAND, C.LK, C.LK, C.HK.

2. Jump in, LP, LP, LAND, C.LK, C.HP, SJ, LP, LK, LP, LK, HP.

3. Jump in, LP, LP, LAND, C.LK, C.HP, SJ, LP, LK, LP, LK, HK.

4. Jump in, LP, LP, LAND, C.LK, C.HP, SJ, LP, LK, LP, LK, Hurricane 
Kick.

5. HK Hurricane Kick XX Tenma Gou Zankuu.

More to come.

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7) THANKS

CjayC: For putting up my FAQ

GameFAQs: For hosting my FAQs

Family: You know why

Friends: You know who you are

Life, Liberty, and the Pursuit of Justice: Yup

God: Duh


Copyright  2000 Trung Bui