Akuma -- "Evil is what I am, Death is what I bring."
(The Akuma FAQ for MSH vs. SF v1.0)

	This FAQ is not written just for you to learn the moves and combos 
for Akuma, it is written to describe a playing style for you, my playing 
style.  This FAQ will not only tell you what the moves and combos are, 
it will also give you pointers on how to use them.  This FAQ will not 
contain all the combos for Akuma but all the combos that I use.  With 
that said here we go...

The Key : 
	u - Up
	d - Down
	l - Left
	r - Right
	f - Forward
	b - Back
	uf - Up and forward
	ub - Up and back
	df - Down and forward
	db - Down and back
	JP - Jab punch
	SP - Strong punch
	FP - Fierce punch
	SK - Short kick
	FK - Forward kick
	RK - Roundhouse kick
	
 

Regular Moves : The moves that you should know but that some FAQ's don't 
tell you.

Akuma's launcher (Uppercut) : d + FP
Thrust kick : f + FK
Downward punch : f + SP
Sweep kick : d + RK

Special Moves : The good stuff

Dragon Punch : f, d, df + punch
	This used to be the greatest move in the game along time ago, now 
if your not Ken it only has a little bit of uses.  Most of the time your 
better off launching them rather than doing this.  One use for this is 
if the opponent gets to close then use the jab Dragon Punch to knock 
them back.  Another use is if the opponent uses a special or super that 
leaves them open out of the range of your normal moves use the fierce 
Dragon Punch and light em up, just make sure you don't miss or else 
you're toast because you're left open for so long while you fall.  The 
final use for this is to use the jab Dragon Punch as a taunt against far 
away opponents since Akuma's taunt is not that noticeable.

Fireball : d, df, f + punch [air]
	This is an overall good move especially in the air.  On the ground 
it's a normal fireball just watch out for the Super Fireball / Beam that 
could come your way.  This is a good keep away move in the air because 
it comes down at a 45 degree angle.  Just super jump and start launching 
these.  In order for your opponent to super jump to get you they have to 
go through your line of fireballs which is very hard if you can't really 
see where your opponent is.  Warning : Don't do this against Cyclops 
though because his beam can go at a 45 degree angle and will eat yours 
up and toast you.

Electrified Hurricane Kick : d, db, b + kick [air]
	This is a really good move to use a lot.  This move is to Akuma 
what the fireball is to Ryu and the Dragon Punch is to Ken.  The short 
kick version deals more damage but only has a limited range while the 
roundhouse kick one has more range but deals less damage.  I normally 
use the roundhouse one though.  This move will hit ducking opponents.  
The air version of this hurricane kick will combo off of itself or you 
can use a ducking forward kick two-in-one into hurricane for more hits.  
Also, after this move hits and ends you can use the forward kick to 
knock your opponent back up and two-in-one hurricane to add more hits.  
Note : This can only be done once on the ground because of the "One off 
the ground combo" rule that has been added.  This move has great 
priority but watch out, if you miss then the opponent will decimate you 
on the spot with a throw.  You have been warned.

Teleport : Half screen forward : f, d, df + 3 punches
	    Full screen forward : f, d, df + 3 kicks
	    Half screen back : b, d, db + 3 punches
	    Full screen back : b, d, db + 3 kicks
	The teleport is a good move to get out of corners or if you see a 
super coming because while your teleporting your invincible, the bad 
news is that there is a delay after the move is complete and the 
opponent will hit you.  The bright side is if you do go through a 
supermove and land in safety you can really screw them up.  That is all 
this move is good for unless you just want to get cocky with your 
opponent and randomly teleport half screen and full screen both forward 
and back.  If you do it right your opponent may get mad but it is really 
hard to do and most opponents pick up on it fast but it's fun to do on 
occasion.

Demon Kick : d, df, f + kick [air only]
	This is another great move of Akuma's.  Akuma flies at the 
opponent at a 45 degree angle and will hit multiple times.  This move is 
very fast and cancels the fireball so use it to get down.  Also you can 
throw an air fireball at the opponent and if it looks like your going to 
hit their fireball use this to avoid it.  Another use for this is, if 
you decide to go on the offensive, to jump up and randomly switch 
between this and his fireball cancel demon kick.  This will work for a 
while and even though it doesn't take off a lot of damage it will give 
you time to think and slowly chip away damage.


Super Moves : The really good stuff..

Triple Dragon Punch : d, df, f + 2 punches
	Akuma unleashes the massive power of three dragon punches starting 
with the jab and going all the way to the fierce.  The drawback to this 
move is that only the first dragon is invincible but the good news is 
that it combos off of medium kick so add this in a combo and have some 
fun.  Don't use this against big characters though because since the 
opponent is not knocked down they will fall faster and since your 
vulnerable on your trip down, they will punish you for your lack of 
respect.

Super Fireball : d, db, b + 2 punches
	This is Akuma's massive fireball beam.  It comes out really slow, 
is really short in duration, and it will only rarely get over 20 hits.  
This is a super fireball so use it like one, to toast someone while 
their doing a regular fireball.  I would use this in an air combo but 
since it's a ground only, there's something better for ending air 
combos...

Air to Ground Fireballs : d, df, f + 2 punches [air only]
	This is Akuma's best super.  The delay time on this move has been 
diminished so much that you can actually use this move now.  Use it a 
lot because if they block it will take off a lot of block damage because 
each fireball will hit and take a little, and if they don't block, it 
will juggle them on the ground for nearly 20 hits.  Also use this as the 
ender to an air combo if you're really close to them because it will 
combo and will normally add another 20 hits to your combo.  Watch out 
though because occasionally only the first few will hit and the opponent 
will fall to the ground.  Remember also that you can use your demon kick 
to take you back to earth quickly.

The Raging Demon : JP, JP, F, SK, FP [Level 3]
	This is Akuma's defining move.  Akuma slides over to his opponent, 
grabs them, the screen goes white and he nails them for 16 hits.  When 
he reappears he has his back to you and stands over the beaten opponent.  
This used to be his best move but now it's almost worthless.  In X-Men 
vs. SF a raging demon could be used at level 1 and only used 1 level of 
power, now it needs level 3 and uses all three.  Another change is that 
you can no longer on the ground the opponent after it, a great loss.  
Use this move only if you know that it's going to connect (put it in a 
combo) and if it's going to kill the opponent, otherwise it's not worth 
doing.

Team Play : You have a team mate so help him out...

Counter : Dragon Punch
	It's a Dragon Punch counter so it works but I personally don't use 
them so I can't tell you how to use except if they throw a fireball or 
something with a massive delay.

Team Attack : Hurricane Kick
	This is an excellent team attack.  This will hit opponents that 
are jumping in on you.  Also if it hits them it will cause a 2 to 3 hit 
combo so add in a fireball or something and take the total to 3 or 4.


Team Super : Delayed Super Fireball
	Akuma's Super Fireball is delayed slightly as compared to that of 
other super beamers but this does have an advantage.  That advantage is 
that if Akuma is the one leaping in then his teammate's super will start 
hitting before Akuma even starts and lengthens the combo.  Also if the 
opponent is blocking then they may let up before Akuma starts his and 
they'll get hit.


General Combos and Combo Strategies : The combos and how they can be 
used...

	Here will be listed the combos that I use and how I use them.

RK Hurricane, d + FK, RK Hurricane
	This looks like a simple combo but it is actually a very 
devastating one to the opponent.  It has already been explained under 
the Hurricane Kick but just in case you missed it...  This combo works 
because of the "One on the ground per combo" rule.  It is also possible 
to start this combo with an air Hurricane Kick and then go directly into 
another one or use the ducking forward kick and then Hurricane Kick.

d + FP (Super Jump), JP, SK, SP, FP
	This is the basic air combo and works fairly well.  There is a 
better air combo though if you have a super bar of energy though...

d + FP  (Super Jump), JP, SK, Air to Ground Fireballs Super
	This is my favorite combo for Akuma because it is the one that no 
one expects.  In X-Men vs. Street Fighter this combo would have been 
impossible because of the long delay on the Super but now there is 
barely any delay and I don't think there is any delay when it is put in 
an air combo.  The reason that there is no strong punch listed is 
because in order for the Super to work Akuma has to be really close or 
else it will not connect with the opponent.  It is possible for the 
strong punch to be added if you're feeling lucky so try it out and see 
what you think.  Be careful though because on occasion this combo will 
stop early because the opponent will fall out of the raining fireballs 
leaving Akuma defenseless.  Also remember to use the Demon Kick to send 
Akuma back to the ground in a hurry.

	In case your wondering how to get the above combos to work in a 
game I'll tell you, there are three ways.  The first way is to wait 
until the opponent jumps in on Akuma and nail them with an uppercut but 
this is the least likely way to get them unless they really don't like 
to block or you manage to cancel their move.  The second way is to 
include this in a jumping in combo but this one can be countered with an 
uppercut and then you'll be the victim of an air combo.  The third way 
is to dash in with a strong punch and then chain into the uppercut.  
This is the most likely way that you'll be able to start the combo until 
they catch on and start to block.  A healthy mix of these three ways 
will have you air comboing your opponent to death.

FK, Triple Dragon Punch
	This is the way to combo the Triple Dragon Punch Super.  You can 
use the dash in technique listed above to start this combo.  It is a 
really cool looking combo.


JP, JP, f, SK, FP (Raging Demon)
	This is a combo in itself.  If the jabs hit then the combo will 
work and this is the sweetest way to end a match and if they try to 
block the Raging Demon will hit them anyway and you'll get to see that 
look of shock on their face that everyone loves to see.

Game Play Strategies : How I myself personally plays...
	
	I'll normally start the game off by super jumping and then firing 
tons of fireballs down at the opponent.  This is a great way to build up 
your super meter and once you think you're in line with them do a Demon 
Kick, hopefully it will surprise them, and then start over again.  While 
I'm doing this I'll normally try to see whether they're going to be an 
aggressive sort or a passive sort, if their aggressive I'll take more of 
a defensive and capitalize off of their mistakes and if their passive 
I'll go on a nice offensive.  My favorite offensive is to get them into 
a corner and then jump and throw an air fireball followed by a Demon 
Kick.  Occasionally while doing this I'll not throw the fireball and go 
straight to the Demon Kick.  Another thing to do is to add in a few 
ground moves just to let them know that they're not safe.

	With Akuma you have to be careful and play a keep away game with 
the opponent because Akuma takes damage worse than he can dish it out.  
I've seen times when Akuma has been obliterated by some powerful air 
combos.  Another thing to remember with Akuma is that when he is on the 
sidelines he is your best friend because his team attack, the Hurricane 
Kick, is a great defensive weapon.  If the opponent jumps in on you use 
this and it will catch them in the air 90% of the time and if they hit 
him he has served as a blocker for your man and you have the possibility 
to counter the opponent.  You can also use this move if the opponent has 
gotten in too close because most likely they will try and attack you 
when you do this and get nailed by the Hurricane Kick.  If they just 
block remember to throw a projectile and they won't be able to do 
anything to Akuma.

Conclusion : That's All Folks
	
	That is about all I can say about Akuma, I'll probably add more at 
a later date when I have learned more, but until then feel free to send 
me e-mail at nmercy@geocities.com if you have any comments, questions, 
or additions you would like to see added in a later edition of this FAQ.  
You can receive the latest copy of this FAQ at 
http://www.geocities.com/TimesSquare/Arena/9561/.

	Thank you for reading The Akuma FAQ, I've had fun writing it,

						John Meyer
						nmercy@geocities.com







Moves List : 

Fireball : d, df, f + punch
Hurricane Kick : d, db, b + kick
Dragon Punch : f, d, df + punch
Teleport  Half Screen Forward : f, d, df + 3 punches
                Full Screen Forward : f, d, df + 3 kicks
                Half Screen Back : b, d, db + 3 punches
                Full Screen Back : b, d, db + 3 kicks
Demon Kick : d, df, f + kick

Super Fireball : d, db, b + 2 punches
Air to Ground Fireballs : d, df, f + 2 punches [air only]
Triple Dragon Punch : d, df, d + 2 punches
Raging Demon : JP, JP, f, SK, FP