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    Akuma by NostalgicX

    Version: 1.00 | Updated: 06/02/08 | Search Guide | Bookmark Guide

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    Marvel VS Capcom 2 : New Age of Heroes
      Playstation 1
      Akuma/Gouki Guide
    Document Version: 1.00
    By Topher Tweten [dragon_eye398@hotmail.com]
       NostalgicX, SuperNova, NOVA
    · 04. LEGEND
    · 05. MOVELIST
         (05A. Conventions)
         (05B. Specials)
         (05C. Hyper Combos)
    · 06. COMBOS
    · 09. CREDITS
    Note: If you want to get to a certain section very fast, copy the number
          and/or letter combination and hit Control+F then paste it. You'll
          be at the section you wanted in an instant.
    -                           01. LEGAL AGREEMENTS                              -
    This document may not be reproduced under any circumstances except for
    personal, private use. It may not be placed on any web site or otherwise
    distributed publicly without advance written permission. Use of this guide on
    any other web site or as a part of any public display is strictly prohibited,
    and a violation of copyright.
    Websites that are currently allowed to host this guide are:
    · http://www.gamefaqs.com
    · http://pwnguide.com/index.php
    The only website I will regularly upload the newest versions of my guide to
    is GameFAQs. If I decide that you are granted rights to use of this document,
    it is in your sole responsibility to keep up to date.
    -                           02. INTRODUCTION                                 -
    "Armour of Erosion" ... It should have been no more than a fairy tale.
    It should never have been awoken. However, the end has come.
    Wheel of fortune has resurrected the legendary evil from limbo.
    Hideous waves from the armour have turned fish into deformity, and
    the accursed wind from the sea has brought death to the inland.
    The fighters gather when the ominous shadow is about to cover the
    light of hope. They head to the abyss to bring everything back into
    the "Sea of Genesis."
    Basically, this guide is just to show you what Akuma can do in MvC2 on a
    competitive level, his strengths/weaknesses, and of course, his combos.
    For all you noobs out there, I'll also teach you some 'basic' techniques,
    which are just different methods of moving faster or efficiently or how
    to do your Hyper Combos, etc. If you're an advanced player, skip the
    section and head straight for the combos, but make sure you know what
    all the abbreviations mean (obvious).
    -                           03. HISTORY OF AKUMA                              -
    Gouki was a student of Shotokan Karate under Goutetsu, along with his brother
    Gouken. According to Shotokan teachings, a master can only take up two
    students. The two brothers were chosen by Goutetsu for their strong spirits.
    As the years went on, Goutetsu decided not to teach the dreaded Shun Goku Satsu
    technique, for he had sealed that dreadful thing away. 
    Gouki however, unlocked the technique on his own, by using it on Goutetsu. 
    In doing so, he unlocked his full potential in a twisted, darkned form, 
    empowering and changing his body. Gouki thus became Akuma. At this time, 
    Gouken had begun training Ken and Ryu in a non-lethal form of Shotokan, 
    for at the level he was at, any of the normal blows used in Shotokan could 
    kill, and the special techniques were nothing less than devastating. 
    Gouken wished not to ressurect the killing intent, and that was his reason
    for doing this. But Akuma showed up and challenged his brother, and Gouken
    too felt the power of the Shun Goku Satsu. Instant Hell Murder. 
    Ken and Ryu have sought vengeance on Akuma ever since. Akuma now lives only 
    for the fight. Against impossibility, Akuma has pushed the boundaries of his
    full potential to new heights, by training without cease, until he collapses,
    and by challenging powerful fighters all over the world. Akuma lives up to his
    name. He is murderous, remorseless. He is a soul-less killer who has no time
    for the weak and no mercy for those who fail to impress him in battle. He
    intended to unlock Ryu's true power by having Ryu kill Ken with the Shun Goku
    Satsu, but Masters beat Evil Ryu and brought him back to his senses, and Ryu
    expelled his evil intent into Akuma as a huge burst of Ki, ending the battle
    and removing Satsiu no Hado from his body. 
    Akuma's continued existence depends upon him facing new foes and undergoing
    new challenges. Akuma seemed close to immortality when he nearly birthed Evil
    Ryu into this world. With the hopes of that great battle dashed, it seemed
    as if Akuma would simply fade away, until.....One night, on Gokuentou, Akuma
    hears the name of Orochi. He opens his eyes, awakening from a deep sleep,
    and the world seems alive with new power, and new challenges. Just the
    expectation of what is to come revitalizes the Raging Demon. Akuma once again
    sets out into the night to stalk the halls of bared knuckles and pits of duel
    and to travel the fighting streets. 
    -                           04. LEGEND                                        -
    ub   u    uf
    db   d    df
    ^ Standard Joystick layout: Assuming that you're facing
      the opponent on the rightside of the screen
    S.: Standing
    J.: Jumping
    C.: Crouching
    D.: Dash in
    DJ: Jumping deep
    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
    -                           05. MOVELIST                                      -
    |  (05A) . Conventions  |
    Hyper Combo Gauge
    · It's basically just a bar that fills up as you land attacks. If you fill it
      up, you can perform a Hyper Combo or other 'Special Moves'. The maximum
      you can fill this thing up to is level 5.
    Hyper Combo
    · An attack that uses up a full Hyper Combo gauge. It is performed by
      pressing the correct directional command + PP or KK
    Delayed Hyper Combo
    · It is possible to perform multiple Hyper Combos in succession to a maximum
      of 3 Hyper Combos. It is performed by inputting your second/third
      character's Hyper Combo during the animation for the current one. This, of
      course, uses up more Hyper Combo gauges, still at 1 each.
    Snap Back
    · A technique that uses a single Hyper Combo gauge that forces your opponent
      to switch characters. It is performed in two ways:
         · QCF + Partner A Button
         · QCF + Partner B Button
    Variable Assist
    · Uses up a single gauge and allows a partner character to come out and
      counter your opponent's attack while you are blocking.
         · Partner A Button
         · Partner B Button
    |  (05B) . Specials  |
    Asura Warp > Forward
    DP + KK or PP
    Asura Warp > Back
    RDP + KK or PP
    Gou Hadouken
    QCF + P
    This is your basic projectile (fireball) attack. It's a great way to approach
    your opponent while dash jumping. You can fire one of these things, then
    rush at them, using the Hadouken as a shield of some sort. Basically, if they
    try to block your aerial standard attack, you can use the Hadouken as a combo
    starter. I strongly recommend you to avoid using this against characters who
    use beam attacks, since it gets canceled out. (Ice Man, Cable, etc) The only
    time you should be using it is if you sj at them and you use it midair.
    Gou Shouryuken
    QCB +P
    Use this against people who jump or sj in at you as a counter-attack.
    Tatsumaki Zankuu Kyaku
    QCB + K
    Tenma Kuujin Kyaku
    (Mid-Air) QCF + K
    Most use this every now and then as a surprise for enemies, but I usually
    open up with this as a way of approaching due to its high priority.
    Zankuu Hadouken
    (Mid-Air) QCF + P   
    Similarly to Gou Hadouken, don't even try to use this on the ground against
    someone who can use beams. The only perk here is that it comes out at a decent
    speed and like all Akuma's attacks, does a lot of damage.
    |  (05C) . Hyper Combos  |
    Messatsu Gou Hadou
    QCB + PP
    Akuma fires hiz lazerz in beam-fashion, completely horizontal.
    Watch out for sj dodges, you're pretty screwed if they do so.
    Messatsu Gou Shouryuu
    QCF + PP
    An attack comprised of 3 Shoryukens, it is an attack best used
    when chained into with standard attacks since if you miss, you
    become completely vulnerable.
    Messatsu Gou Rasen
    QCF + KK
    Akuma performs a powerful hurricane kick that travels upward,
    then slams down like a professional POG player with a kick.
    Tenma Zankuu Hadou
    (Mid-Air) QCF + PP
    Akuma fires a barrage of Hadoukens at a 45 degree angle downwards
    at the enemy. It cancelled from Tatsumaki Zankuu Kyaku. Very
    easy to land this on your way down from an sj.
    Shun Goku Satsu (Tian)
    - LP -> LP -> F -> LK -> HK
    Akuma's ultimate attack that drains your Hyper Combo bar 3 levels.
    -                           06. COMBOS                                        -
    L.LP > J.HP > (QCB + K)
    J.LK > HK > C.LP > C.LP > Tatsumaki Zankuukyaku (HK)
    LP > LP > Gou Hadouken
    DJ.HK > S.HP > Gou-Hadouken (HP)
    DJ.LP > S.LP > Zankuu Hadouken
    DJ.HK > C.HP > SJ > LP > LP > LK > Tatsumaki Zankuukayaku
    DJ.HK > C.HP > SJ > LP > LP > LK > Tenma-Kuujin Kyaku
    DJ.HK > C.HP > SJ > LP > LP > LK > Zankuu Hadouken
    DJ.HK > C.HP > SJ > LP > LP > LK > Tatsumaki Zankuukyaku > Tenma-Gou Zankuu
    Zankuu Hadouken > Tenma-Gou Zankuu
    DJ.HK > S.HP, Gou Hadouken > Messatsu Gou-Shoryu
    DJ.LK > S.HK > C.LP > C.LP > Tatsumaki Zankuukyaku > Tenma-Gou Zankuu
    DJ.LP > DJ.LP > Tenma Gou-Zankuu
    Hadouken > Messatsu Gou-Hadou
    -                           07. GENERAL STRATEGY                              -
    Akuma's one major flaw is his stamina. He takes damage very easily and this
    can obviously lead to your downfall. Back in the SF days, this was not the
    case and Capcom changed Akuma so he wouldn't be so unbalanced. Say goodbye
    to top tier, Akuma!
    The big thing that keeps Akuma from being a weak fighter because of the low
    stamina is the power behind his attacks and ability to dodge attacks at ease.
    You'll find that many of his attacks are so strong that the knockback makes
    yourself unable to combo out of them. The gap around this is that you open
    up with a Hadouken, chase it, and jump into the enemy. From here, you should
    memorize certain standard attack combos to get in those necessary easy hits
    before your stronger moves. I find that the best approach is jumping deep
    with a hard kick, oftentimes with the Hadouken to boot.
    Aside from these offensive strategies, you'll often have a hard time fighting
    certain players. The most obvious of which: Ice Man & Cable. Your Hadouken 
    approach is broken completely due to the fact that their beam attacks take
    priority of it and come out just a bit quicker. You'll want to master the
    Asura Warp, blocking, and techrolling in order to take the advantage over
    these types of characters. Teleporting has saved my ass numerous times
    dodging Hyper Combos, so you'll want to practice it a few times and hope
    you've got decent muscle memory.
    -                           08. VERSION HISTORY                               -
                                   - Version 1.00 -
    Version Updates:
      Version 1.00 - March 15, 2008
         First Draft
    -                            09. CREDITS                                      -
    Dream Cast Instruction Manual
      Storyline Description (Introduction)
      History of Akuma (Bio)
    Justony Rebal
      Contribution to Combos Section
      Teaching Me Notation of Attacks
      ASCII Conversion
    |                         (c) Christopher Tweten 2008                         |

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