Date: Mon, 17 Mar 1997 16:55:00 -0600
From: Pete Funnell <raze@mindless.com>

X-Men vs. Street Fighter
Akuma FAQ
Version 1.02

Table of Contents
=================
I.     Version History
II.    Intro
III.   Background
IV.    Description
V.     Normal Moves
VI.    Throws
VII.   Special Moves
VIII.  Super Moves
IX.    General Combo Information
X.     Beginner Combos
XI.    Intermediate Combos
XII.   Expert Combos
XIII.  Infinite Combos
XIV.   Credits
XV.    Outro

I. Version History
==================
Version 1.0  -- Basic info.
Version 1.01 -- Added some left out credits.
Version 1.02 -- Made a table of contents, corrected some moves, added new
                infinite combo, fixed the credits section, added several
                new sections, added some info on his throws and U + FK.

II. Intro
=========
Akuma is similar to Ken and Ryu in many of his special moves, combos, and overall
fighting style, but has several extra moves and Supers that give him an edge,
allowing him to become a "deeper", more strategic fighter than Ken and Ryu. His
varied collection of special moves is rivaled in number only by M.Bison, and
his powerful Super moves can quickly destroy your opponent's life bar if used
wisely.

III. Background
===============
Akuma, also known as Gouki, is a master of Shotokan-Karate, the martial art
originally used by Japanese assassins. This art allows one to concentrate his chi
and channel it into a single murderous blow, but Akuma's master Goutetsu removed
the killing power from the art and taught Akuma and his brother Gouken a less
deadly version which is practiced by Ken Masters and Hoshi Ryu. Akuma
rediscovered the dark side of Shotokan-Karate, and killed his master and his
brother to assure that the knowledge was his alone. Soon he became entirely evil
and was possesed by a powerful demon from another realm, and now only seeks
worthy opponents to destroy with his newly increased powers.

IV. Description
===============
Akuma wears a torn up uniform similar to Ryu and Ken's with a Japanese Kanji
character on the back meaning "heaven", "sky", "destiny", and "fate". In Akuma's
context, it means "rest in peace." He also wears a huge necklace made up of huge
bronze beads with the front bead also having the "heaven" character on it. He
wears his hair in a ponytail that sticks straight up, like the Japanese warriors
of old, and his entire body has the ability to emanate flames as in his Raging
Horse stance at the beginning of a match.

V. Normal Moves
===============
Quick Punch  [QP]          Minimal range, good speed.

Medium Punch [MP]          The overhead [F + MP] can be effective if used mixed
                           up with low attacks.

Fierce Punch [FP]          Good speed and recovery with his launcher [D + FP].

Quick Kick   [QP]          Very fast; crouching QK can be used to hit your
                           opponent off the ground after a combo. [OTG]

Medium Kick  [MK]          The overhead [F + MK] hits crouching opponents, and
                           goes over most low attacks like sweeps. Crouching MK
                           also hits your opponent off the ground. [OTG]

Fierce Kick  [FK]          Can hit your opponents off the ground, but cannot be
                           used to continue the combo. U + FK in the air can
                           be done more than once in an air combo, and hits your
                           opponent higher in the air. [see section XIII.]
                           

VI. Throws
==========
His FP, FK, and MK all are throws, just hold fowards or backwards and tap the
button. Performing a throw in the air or in an air combo requires you to tap
down and the button instead. His FP throw the enemy far away, the FK throw kicks
the opponent across the screen, and the MK throw is similar to Ken's in that he
rolls with the enemy and then releases them... very impressive if done from the
air! Also, if you throw an enemy into the corner, you can hit him off the ground
and continue with a combo if you are close enough.

VII. Special Moves
==================
Gouhaduken [Fireball]                            D, DF, F + any P [air or ground]
          Do not ignore this move or overuse it; while it is the most generic of
          all Street Fighter moves, using it every once in a while will catch
          most opponents off guard. Air version angles down, very useful for
          going over an opponent's fireball and catching them still stuck in the
          fireball animation; also doesn't leave you as open as a ground
fireball.
          Also used as an ender for air or ground combos.

Goushouryuken [Dragon Punch]                                     F, D, DF + any P
          This move has lost almost all of its usefullness since the introduction
          of air-blocking. Most of the times this will be blocked and leave you
          wide open, but it can still be used to knock vulnerable oponents out of
          the air, and the QP dragon punch used at close range can knock
          opponents out of most attacks without leaving you open. In the FP
          dragon punch the first hit of the animation [the low crouching hit]
          takes off more power than the other two hits combined.

Goutatsumakisenpuukyaku [Hurricane Kick]         D, DB, B + any K [air or ground]
          This is one of Akuma's most useful moves, not only is it extremely easy
          to chain into any combo, it lets you hit the opponent off the ground
          after it connects for an easy air combo. This is covered more in depth
          in the air combo section, and also talks about how you can use it to
          set up the Raging Demon. Tap K repeatedly to add hits if it conects,
          and if blocked you can follow it up with a throw by tapping F + FP.

Diving Kick                                           D, DF, F + any K [air only]
          This move is not limited to a certain amount of hits; as long as there
          is something for it to connect to, it will keep on hitting. This makes
          it very useful against the larger characters such as Juggernaut and
          Bison. If blocked, he recovers faster than it looks so don't hesitate
          attack as you are getting up with a hurricane kick or sweep; most
          opponents will be caught dead in the middle of a move.

Ashura Warp                                       B, D, DB or F, D, DF + 3P or 3K
          The backwards dragon punch motion teleports you away from your
          opponent, and the forwards motion teleports you towards them. Using 3K
          teleports you a short distance, and the 3K teleports you a long
          distance. Akuma is COMPLETELY invulnerable while he is teleporting,
          ALL projectiles, punches, kicks, and Supers [!] pass right through him.
          The drawback is that he is defenseless immediately before and after he
          teleports, so you have to time this carefully. A good use for this,
          other than simply dodging through moves, is using it to get close to
          your opponent when he is keeping you at bay with a lot of projectiles,
          etc. If you are close enough and use the 3P warp, you can actually go
          right through him and attack him in the back. Be warned that your
          opponent can attack you before you recover if you do this incorrectly.

VIII. Super Moves
=================
Mesatsu Gouhaduken [Super Fireball]                                 D, DB, B + 2P
          This moves is identical to Ryu's super fireball, with the exception
          that it cannot be done in the air. It has and fairly fast startup and
          almost instant recovery, and is best used when your opponent is
          recovering from their own super or when your opponent is in the middle
          of a move. This is Akuma's team up super, and if he is your inactive
          fighter when you do the team super motion, he will wait until the other
          character finishes their attack and THEN do his super fireball. Lots of
          times your opponent will block the first fighter's super and walk right
          Akuma's.

Mesatsu Gouhaduken Rain [Super Air Fireballs]            D, DF, F + 2P [air only]
          This move shoots a volley of fireballs at a downward angle, and can hit
          your opponent even if you are way up and they aren't even on the
          screen. This does not leave you vulnerable but is often blocked because
          the startup speed is not too great. Use the same strategy as the ground
          super fireball and try to catch your opponent in the middle of an
          attack. It can also be connected in the middle of an air combo.

Mesatsu Goushouryuken [Super Rising Dragon Punch]                    D, DF, F +
2P
          This series of rising uppercuts is best when connected to a ground
          combo. Otherwise the first couple of hits will connect, but the rest
          will be blocked. Instantaneous startup, but if blocked will leave you
          wide open.

Raging Demon                                              QP, QP, Towards, QK, FP
          This move is Akuma's most powerful and versatile super, and since it is
          UNBLOCKABLE, if you set it up correctly it is almost guaranteed to
          connect The easiest way to get the Raging Demon to connect is to do
          it while you are on the ground and you opponent is in the air in front
          of you coming down from a super jump, uppercut, or your air combo like
          some of the ones I've listed below. You can also do a jump-in hurricane
          kick that your opponent will usually block and perform the Raging Demon
          motion in the air while you are still in the Hurricane Kick motion and
          it will come out as soon as you hit the ground if you time it
correctly.
          Also simply dashing in with a QP and doing the rest of the motion
          quickly can catch your opponent off guard. These methods still give
your
          opponent a very small window where they can hit you out of the move,
but
          if you use these tactics correctly they will usually get grabbed before
          they have time to react. Don't forget that after every Raging Demon you
          can hit your opponent off the ground for an easy super or air combo.
          Examples of this in the combo list below.

IX. General Combo Information
=============================
Like Ken and Ryu, his timing on the air combos is slow and unsteady, and takes
some practice so you get all the hits to connect. Both his air combos and ground
combos follow the Qx, Qx, Mx, Mx, Fx, Fx pattern [x = P or K] so as long as you
follow this you can do pretty much whatever you want. You can skip foward in the
pattern but not backward. Also, you can only hit your opponent off the ground
once per combo. [Catching someone out of the air with the Raging Demon after you
air combo them does not "legally" continue the combo, so you can still hit them
off the ground after the Raging Demon even if you hit them off the ground for the
air combo in the first place.] Dashing in for a close combo not only catches your
opponent off guard but allows you to connect more hits than you usually would.
You can cancel out of all puches and kicks into special moves or supers -- this
makes sure the moves connect.

X. Beginner Combos
==================
          Jumping FK [land], FP, cancel into FP Fireball

          Dash-in QP, MP, FP Dragon Punch

          D + QK, D + MK, D + MP, cancel into FP Fireball

          Jumping FK, [land] D + MK, cancel into FK Hurricane Kick, D + FK.

XI. Intermediate Combos
=======================
          Jumping FK, D + QK, D + FP, [launch] QP, MK, MP, cancel into Super Air
          Fireballs.

          Jumping MP, jumping FP, [land] D + QK, D + MK, cancel into Super Rising
          Dragon Punch.

          Jumping MK, jumping FK, [land] D + QK, D + FP [launch], QP, QK, MP, MK,
          cancel into air Fireball.

          Raging Demon, D + QK [OTG], D + FP [launch], QP, MK, MP, cancel into
Air
          Super Fireballs.

XII. Expert Combos
==================
          Jumping MK, jumping FK, [land] D + MK, cancel into FK Hurricane Kick,
          D + QK [OTG], D + FP [launch], F + Air Hurricane Kick, [land]
          Raging Demon [catches opponent falling out of air], D + QK [OTG],
          D + FP [launch], QP, MP, MK, cancel into Super Air Fireballs.

XIII. Infinite Combos
=====================
          DF + MP, F + MK, DF + MP, F + MK, DF + MP, F + MK, again and again ...
          [infinite]

          D + FP [launch], QP, QK, MP, MK, U + FK, U + FK again [knocks opponent
          higher into the air], superjump, QP, QK, MP, MK, U + FK, U + FK again,
          superjump, again and again... [infinite]

XIV. Credits
===========
Adam Tennant
          Juggernaut FAQ that convinced me I could write my own...

Don Carter's All Star Lanes
          Best arcade in the Crescent City...

Fritz!
          Major source of tokens, unbelievable stories [27 wins?], and lots of
          tactics and info.

The Mighty Rose and Honorary Members
          For the occasional DC tournament and general beatdowns...

James Chen
          Excellent XSF FAQ, source of good combos.

Michael Chen
          Primary source of moves + pics.

Warrior's Dreams
          Source of background info.

Leung
          Gave the incredible air infinite...

XV. Outro
==========
Please feel free to send any comments, critisism, combos, info or anything at all
to me at dfunnell@neosoft.com -- email me to get the latest version or to be
added to my mailing list.

MIGHTY ROSE!
-- Pete.