Marvel Super Heroes Vs. Street Fighter
Akuma FAQ V. 1.4
Last Updated 4/30/99
-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
1.) Why to pick Akuma
2.) Special Moves
3.) Hyper Combos
6.) Comboing Hyper Combos
7.) Best Helpers
8.) Strategies Vs. Other Characters
9.) Cyber Akuma
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
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
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.
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.
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,
4. C.WP or C.WK, C.MP, C.FP, SJ. WP, SJ. WK, SJ. MP, SJ. MK,
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:
2. Captain America
3. Shuma Gorath
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
(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
(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.
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,