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    Akuma by TBui

    Updated: 11/13/00 | Printable Version | Search Guide | Bookmark Guide

    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