STREET FIGHTER ZERO 3 : AKUMA's INFINITE COMBO GUIDE v1.0
-----------------------------------------------------------
By Steven Peh, Iax_Ikurachi@hotmail.com, 2/3/99

Unpublished work Copyright 1998 Steven Peh

This guide is for private and personal use only.  It can only 
be reproduced electronically, and if placed on a web page or site, 
may be altered as long as this disclaimer and the above 
copyright notice appears in full. This guide is not to be used 
for any commercial/profitable/promotional purposes; this includes 
being used by publishers of magazines, guides, books, etc. or 
being incorporated into magazines, etc. in ANY way. This guide was 
created and is owned by me, Steven Peh <Iax_ikurachi@hotmail.com>.
Any and all copyrights and trademarks are acknowledged that are 
not specifically mentioned in this FAQ. Please give credit where 
it is due.

The Street Fighter game series are (c) Capcom of Japan and (c) 
Capcom of America.



Credits
-------
Keo Megura    -    kmegura@yahoo.com
Game Faqs     -    www.gamefaqs.com


Contents
--------
1) Akuma/Gouki moves list
2) Akuma/Gouki super moves list
3) Akuma/Gouki combo list (Highlights: INFINITE Combo!)


Introduction
------------
The combos in this guide are all original (especially
Akuma/Gouki's infinite combo), in that I learned and 
discovered them by my own at home.  Any similarities 
are purely coincidental. Any duplication without proper 
credits is prohibited. However, the names for the basic 
moves are not mine and was "taken" from Kao Megura's faq 
from www.gamefaqs.com And now, on to the moves and combos..



Legends:
--------
  Common Terms-
    ,    -   used to seperate moves in succession
    +    -   used to group moves in concurrence
    (air)-   can be done in the air
    X    -   X-ism Mode
    Z    -   Z-ism Mode ( or A-ism Mode for some )
    V    -   V-ism Mode

  Buttons-
    P    -   Any Punch
    K    -   Any Kick
    LP   -   Light Punch
    MP   -   Medium Punch
    HP   -   Heavy Punch
    LK   -   Light Kick
    MK   -   Medium Kick
    HK   -   Heavy Kick

  Direction Pad/Stick-
  
    ub  u  uf
      \ | /
    b --c-- f
      / | \
    db  d  df

  Frequent moves-
    QCF  -   d,df,f
    QCB  -   d,db,b
    HCF  -   b,db,d,df,f
    HCB  -   f,df,d,db,b
  


Basic Moves List
----------------

  Gou Hadouken (XZV)                      QCF + P
    This is the shotokan's famed fireball move.

  Zankuu Hadouken (XZV)                QCF + Start
    Air Hadouken (fireball). This move has been
    toned down since SFZ 1. It looks as if Akuma
    is aiming at his own foot! =)

  Shakunetsu Hadouken (XZV)           HCB + P
    This is Akuma's Red Fireball.  The Heavy Punch version 
    hits multiple times.

  Gou Shouryuuken (XZV)                   f,d,df + P
    The move that started it all in Street Fighter. The
    infamous Dragon Punch that left a scare on Sagat's
    chest and on my brain =P. Anyway, this hits 3 times.

  Tatsumaki Zankuu Kyaku (XZV) (air)  QCB + K
    Better known as the Hurricane/Cyclone Kick. 
    LK version hits 2 times, MK hits 3 times and HK hit 5
    times.

  Zenpou Tenshin (ZV)                  QCB + P
    Heh and a rollin' we go! Akuma turns into a meat ball
    and starts rollin' =P.
 
  Ashura Senkuu (XZV)            f, d, df / b, d, db + PPP/KKK
    This is his teleporting move. Punch version travels further.
    Direction is based on joystick movement.

  Hyakki Shuu (ZV)               QCF, uf + P
     I believe this is his move from SFZ 1 where he (again)
     turns into a meat ball and rolls but this time in an
     upward motion. (still have to confirm this, didn't even
     bother to try this move when I was combo hunting)

  Hyakki Gou Zan (ZV)	         Do nothing after Hyakki Shuu
     He rolls and rolls and rolls and does a kick which looks
     a lot like his d + HK

  Hyakki Gou Shou (ZV)           P after Hyakki Shuu
     Rolls over opponents head and punches

  Hyakki Gou Sen (ZV)		   K after Hyakki Shuu
     Rolls on top of opponent and slams his whole body down.

  Hyakki Gou Sai (ZV)            When close, P after Hyakki Shuu
     Rolls over opponent and catches him and does a slam. Looks
     like Guy's similar move.
  
  Hyakki Gou Tsui (ZV)           When close, K after Hyakki Shuu
     Rolls over opponent and catches him then does a rolling
     Throw.. boy he likes to roll don't he?

  Tenma Kuujinkyaku (XZV)        uf, d + MK
     Super stabbing smelly feet of fury! What more can I say? =)

  Zugai Hasatsu (XZV)            f + MP
     Overhead move like Ryu's.  Chops down with his huge arm.

  Senpuu Kyaku (XZV)             f + MK
     Kinda like a hoping kick. same as Ryu's.


Super Move List
---------------

  Messatsu Gou hadou (Z)               HCB, HCB + P
    Super fireball. HP version has 8 hits. 

  Messatsu Gou Shouryuu (Z)            QCF, d, df + P
    Super Dragon Punch. Like Ken's Super.

  Tenma Gou Zankuu (Z)                 Jump, QCF, d, df + P
    Super Air fireball. Once again, he tries to aim for his foot =P

  Shun Goku Satsu (XZ)			   LP, LP, f, LK,HP
    His infamous Raging Demon A.K.A Turn off the lights and
    lets Boogie!!


Z-ism Akuma/Gouki Combo List
----------------------------

  3-hit - uf + HK/HP, d + MK/HP, Gou Hadouken
    This is the standard combo for Ken, Ryu and Gouki.

  8-hit (corner only, JUGGLE!) - uf + HK/HP, f + LP, 
			         Gou Shouryuuken + LP,
			 	 Gou Shouryuuken + HP 
    Unlike Ryu's Shouryuuken juggle, this is very easy to do =P.
    Note: I use a second shouryuuken to juggle, you can use anything
          as you'll see in akuma's 30+hit combo below.
				
  30+ hit - 
    Conditions: You are in the corner (opponent has you trapped in
                corner).
    Why? : Cause once you execute this combo, you will be juggling
           your opponent from one end of the screen to the other and
           ending at the other end with a Super!!! ... and your
           opponent will piss in his pants and grovel at your feet =P.
    Note:  Why we end with a Super and not continue to juggle forever?
           Because for some reason you can never juggle more than 
           twice in the corner. So might as well end it with a Super. 
           But don't frown cause there IS an INFINITE combo and you
           can do it without being in the corner!!
    Directions:
           d + MK, Tatsumaki Zankuu Kyaku + MK, 
	   Tatsumaki Zankuu Kyaku + MK, Tatsumaki Zankuu Kyaku + MK,
           Tatsumaki Zankuu Kyaku + MK,.....(repeat until you reach
           the corner on the other end of the screen), 
           Messatsu Gou Hadou (LV3). (30-hit)

    Note:  This will give you exactly 30-hit. To get more you can 
           start every Tatsumaki Zankuu Kyaku with a c + MK, (c means 
           centre on joystick, see joystick legend above), like this,
           c + MK, Tatsumaki Zankuu Kyaku + MK, c + MK,
	   Tatsumaki Zankuu Kyaku + MK, etc.
           This is very hard because you have to do it very fast or
           the Tatsumaki Zankuu Kyaku will miss! but it is doable
           and I've gotten like 32-hits before.
           Alternatively you can use whatever Kick level for the
           Tatsumaki Zankuu Kyaku, but I recommend MK.

   Infinite Combo -
           This is for all 3 X,Z,V -ism so I listed it in a seperate
           section below.


X-ism Akuma/Gouki Combo List
----------------------------

  3-hit - uf + HK/HP, d + MK/HP, Gou Hadouken
    This is the standard combo for Ken, Ryu and Gouki.

  8-hit (corner only, JUGGLE!) - uf + HK/HP, f + LP, 
					   Gou Shouryuuken + LP,
					   Gou Shouryuuken + HP 
    Unlike Ryu's Shouryuuken juggle, this is very easy to do =P.
    Note: I use a second shouryuuken to juggle, you can use anything
          as you'll see in akuma's 25+hit combo below.

  25+ hit -
    This is the same as Z-ism's 30+ hit above, only thing is
    because X-ism Akuma only have the Shun Goku Satsu (
    Raging demon) as a Super wihch doesn't combo you can't
    end the juggle with a Super so you can't hit the 30 mark
    like Z-ism Akuma can. So you can end it with either a
    Gou Shouryuuken (3 hits) or a Tatsumaki Zankuu Kyaku + HK
    (4 hits).... or a taunt! =P 
 


INFINITE Combo! (X,Z,V -ism)
----------------------------
    Conditions: Will not work if opponent is hiding in the 
                corner. As before this is because you can't
                juggle too much in the corner.
                Will not work on fat arse opponents like Zangief.
                I'll have to figure an alternative for fat opponents
                

    Description: Well this combo is a repetition of a set of moves.
                 I have personally repeated this set of moves like
                 5-times (for like 31+ hit) before I slipped. But
                 as I said you can repeat it forever (well till
                 your opponent dies anyway) once you master it.
                 This is a very very hard move to master. But I'm
                 sure that there will be kids out there who live and
                 breath SFZ that will master it and beat my ass one
                 day (Yeah like getting beaten by 10 year old kids
                 in the arcade is UNcommon nowadays). So here it 
                 goes..

    Directions:
          uf + HK, d + MK, Tatsumaki Zankuu Kyaku + MK (3 hit),
          Tatsumaki Zankuu Kyaku + HK (3 hit!! will explain below),
          (After the 3 hit you will land on the other side of the 
	    opponent, so you have to reverse your Tatsumaki zankuu 
	    Kyaku),
--->      Tatsumaku Zankuu Kyaku + MK,
          Tatsumaki Zankuu Kyaku + HK (3 hit again), (again will
          switch sides), repeat from arrow point.

          Actual movement of joystick (from 1st player perspective):
             uf + HK, d + MK, QCB + MK, QCB + HK, 
--->         QCF + MK, QCF + HK, QCB + MK, QCB + HK,
             repeat arrow point.
                 
    Explanation:  You MUST time the Tatsumaki Zankuu Kyaku + HK so
                  that it hits 3 times instead of 4! This is so
                  that once you miss the 4th hit you will land 
                  on the opposite side of the screen and you can
                  then repeat the combo!! Most of the time you
                  will hit 4 times IF you execute it too slow, and
                  will hit 1/2 times IF you execute it too fast.
                  So you must get the timing right or it won't
                  work. Some tips about the timing, try to do it 
                  when the opponent's body is like 1 1/2 centimeters
                  from the ground.



Juggle Notes
------------

Once again, tis INFINITE combo is a juggle, so your opponent have
a very very slight chance of breaking away and throw your
timing all off, unless he doesn't have that option (X-ism comes 
to mind). BUT if you're really the expert, the real stuff, 
the meat in the filling, the numero uno, then you should be 
able to adjust and juggle your opponent again after he breaks! 
All that said, I ain't and can't =P.
Like I pointed out earlier the INFINITE combo above doesn't work
on fat characters like Zangief, does work on Sagat though. Anyway
i'll figure another alternative for fat characters.



V-ism Notes
-----------
Heh, what can I say, V-ism sucks! =P. Don't think i'll be covering any 
V-ism
guides at all. Maybe when I discover an insane combo then i'll add in a 
section.



Credits
-------

Keo Megura    -    kmegura@yahoo.com
Game Faqs     -    www.gamefaqs.com






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