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    Akuma by Sanctuary Remix

    Version: Final | Updated: 11/08/04 | Search Guide | Bookmark Guide

    Super Gem Fighter Mini-Mix
    Akuma FAQ
    By: Alex "Joker" Hall
    Started on - 10/22/03
    Completed on - 10/22/03
    E-Mail at SanctuaryRemix@AOL.com
    - It's been a long and grueling battle, but I'm still going strong for
      Round 8, this time it's time for the master of evil Akuma. Akuma's the
      other "secret" character of the game, but all you have to do to play
      as him is just move the cursor to the left of Ryu like there's
      something there. Akuma's picture should show up and then just chose
      him. This is one time that you'll see Akuma in a way you've never seen
      him, and that's all cartoony with cartoon moves. Just read on and you
      will see.....
    - Oh yeah.......No copying my work onto your site without asking my
      permission. It's as simple as e-mailing me, asking me to use it. I'll
      say yes if you do ask, so lets save some hassle here by doing things
    Table of Contents
    1) Akuma's Story
    2) Controls
    3) Moves
    4) Overall Stats
    5) Ending
    6) Credits
    1) Akuma's Story
    - Akuma has always just been about training to get stronger and fighting
      only the best of the best, which reluctantly seems to be Ryu. Is Akuma
      still as typical as ever in this most hilarious game? Nope....Akuma
      now has new mission in life, and here it is.....
    - (Shows Akuma in a small boat with an oar and a pack on his back)
      Akuma trains endlessly day and night on his fortress island Gokuentou
      Unfortunately for Akuma, Gokuentou is gradually converted into an
      exclusive leisure resort...
      Mmm! This island has been overrun by tourists! It is no longer the
      ideal place for my training it once was!
      Thus Akuma journeyed forth from his island in search of new training
    - So now Akuma is searching for a place to train once again. Ya know,
      for an evil guy that really doesn't care much for life, he's sure
      giving up his island pretty fast when he can just as easily kill all
      the tourists and destroy all the hotels and what not in no time flat.
      Oh well....not me to argue with the evil one....
    2) Controls
    - The Joystick controls your character (or if you got yourself an
      emulated version like me then you can use the D-Pad)
      up - jump
      down - duck
      left and right - move forward and backward
      double tap left and right - dash/run forward or backward
      P - Punch
      K - Kick
      S - Special
    - Common Motions Used:
      qcf - d-df-f
      qcb - d-db-b
      fdf - f-d-df
      bdb - b-d-db
      hcf - b-db-d-df-f
      hcb - f-df-d-db-b
      360 - f-df-d-db-b-ub-u-uf-f
    3) Moves
    - After years of digilently training, and eventually offing his master,
      Akuma has become legendary within the Street Fighter ranks. His power
      is great and his speed is incredible, which makes him a fav for many.
      Akuma has spent a lifetime getting his style down right, and now you
      must do the same, except in a much shorter time.
    - Throws -
    - Everyone can do a throw in the air by pressing the p+k buttons in the
      air. Akuma grabs his opponent and does an Air Overhead Throw.
    - p+k (The Overhead Throw.......Akuma does Ryu's Overhead Throw to the
           same letter of him. Akuma has been studying the Hadou style for
           much longer than Ryu, so it's only natural that they have the
           same throw. Besides....Akuma's pure evil.....you gonna tell him
           that that's Ryu's throw move? I thought not......)
    - hcf p+k (Stone Cold Samurai Glare.....Akuma gives the opponent that
               would stop Satan in his tracks. Akuma dons a blue (or another
               color if you choses a different one other than his original)
               samurai outfit that looks like what Vic and Kenny wear from
               Most Extreme Challenge on Spike TV. He then speaks some
               japanese while in deep meditation, and then pulls out one arm
               from its sleeve giving the opponent the Stone Cold Glare,
               turning them to stone for a few seconds. Take this
               opportunity to get in a free hit.)
    - hcb P+k (Judo Overhead Throw......Like I said with the Overhead Throw,
               same style as Ryu so expect it to be the same exact thing.
               Hey, if it works for Ryu, then you know it's working for
               Akuma. I mean, Akuma has so much more exprience over Ryu, so
               that's saying something there!)
    - Combos -
    - The combos that have descriptions with them are Akuma's most
      devestating combos in my eyes. So I suggest you stick with what I
      describe, or use the others that I didn't describe if you feel that
      they would serve you better.
    - PPPP (Akuma Olympic Swimmer........After the initial punch Akuma dons
            some swim tights....NOT TRUNKS BUT TIGHTS! The second and third
            hits are him stretching and on the fourth hit he dives into his
            opponent and into a mysterious small puddle of water that
            magically appears from under the opponents feet. This combo is
            effective and funny as hell to do. You've never seen Akuma like
            this before.....I wonder if that's a good thing....)
    - PKKK (Akuma the Barbarian.......On the second hit Akuma becomes...
            BARBARIAN AKUMA....and looks really stupid in the process. Akuma
            gets into a barbarian get up and starts with the massive kicks.
            From 2nd-4th hits this combo has some pretty decent range. It's
            hard to dodge it at first because he gets a tad bit taller than
            before. Use this combo to finish off matches when you need to)
    - PPKK (Akuma the Lumberjack.......This of course is the combo that
            contains one of his S Attacks in it at the end. He couldn't of
            picked a better one, using his longest ranged attack. This is a
            very reliable combo to use, and if you miss with the first
            three attacks, the fourth attack is the one that's the most
            hardest attack to dodge. The combo though is easy to block even
            if you hit with the first punch. There's a bit of lag between
            hits that your opponent can block in between hits to stop your
            momentum. So use this combo wisely)
    - PKPP (Stone Cold Samurai Combo........This combo is very useful since
            the 4th hit not only hurts the opponent, but freezes them up
            into stone for a few seconds. This leaves them open for an extra
            hit to make it a 5 hit combo if you're fast enough. This is a
            funny combo to watch and a great one to use, but remember that
            you have to be on top of the opponent to grab them. Use this
            combo to even the odds and use it every now and then, don't rely
            on it too much)
    - PKPK
    - Special -
    - Time to learn how that S button works with Akuma. Remember now,
      each attack can be charged for extra amounts of damage, and each
      attack is designated to knocking out specific gem colors.
    - S Alone (Overhead Japanese Sign Smash.......Akuma has the same motion
               attack as Ryu and Dan except he uses a japanese sign. The
               sign looks like it would be annoucing something important.
               In any case this attack is 3rd in range and 2nd in power, so
               it is reliable. All of his S Attacks are really. Use this to
               even things up in the pinch)
    - f+S     (The Akuma Lumber Swing........Much like Ryu and Dan's No
               Defeating Me Attack except that he uses a long 2x4 to the
               job. His motion is faster than Ryu's and Dan's attack so that
               makes it much more better to use. This attack of his is of
               course 1st in range and 3rd in power. His attack may be less
               stronger than Ryu and Dan's but that doesn't mean it's any
               less lethal)
    - d+S     (The Evil Uppercut........Akuma uses the same motion as Ryu
               and Dan's S Uppercuts, except Akuma uses a huge block with
               his sign on it. He gets in some much cooler clothes too. This
               attack is 2nd in range and 1st in power. I'd suggest using
               this attack more often if you want to end fights quickly.)
    - Special Moves -
    - qcf+P (The Hadoken.........Akuma's trademark move that needs no
             explanation to all the veteran gamers out there. This move
             does gain strength as you gather up Red gems. The power and
             combo ability behind it at LVL 3 is something to watch out
             for, as it begins to hold a candle to even his Super Moves.
             This move does combo the higher the levels go up, and even
             gives them a nice purple hue)
    - qcb+K (The Hurricane Kick........Now we all know that those that
             study the Hadou Style of Martial Arts always had their own
             twist to this move in each SF game. Akuma always had some type
             of element to this move when he did it, though it never really
             came into play in earlier SF games. Now in this game as you
             gather up Blue Gems he gains a purple mist element that only
             just gives the opponent a purple hue when it hits. The power
             does go up on the attack as you level it up)
    - fdf+P (The Shinryuken........this move was suppose to be the pinnacle
             of Ryu's and Ken's training in the Hadou Style. Akuma mastered
             this a long time ago and had to show Ryu and Ken how to use it
             by smacking them upside the head with it. Akuma levels this
             move up by gathering Yellow Gems. The higher the level, the
             more devestating the move gets. Using this move at anytime at
             higher levels is always a threat to opponents.)
    - hcf+P (The True Hadoken........Akuma sends even more power behind this
             move than his regular Hadoken, but in this game it just holds
             it's fire properties like in all the other SF games he uses
             this in. This move really isn't needed if you have the regular
             Hadoken up to LVL 2. This move does lose all the potential and
             greatness it has in the other SF games he has it in. This move
             is supposidly the payoff to all the years of Ryu's hard work
             of trying to master the power of the Hadou.)
    - Super Moves -
    - Akuma's a true martial arts master, and he has the very moves to prove
      it too. Even Ryu and Ken get worried when they step around Akuma, and
      with good reasons too. Akuma hasn't been around for so long and
      training so hard for nothing ya know. This is the fruits of his labor,
      and by god.....watch out for them if you're on the receiving end of
      anyone of them!
    - hcf+S (Metsu Hadoken.......The big powered-up version of his normal
             fireball that combos when it hits. This move does go from one
             side of the screen to the other, but it's easy to block and/or
             dodge if you fire it at a person that's at a long range. Not to
             say that it isn't useful or nothing, but use this move when you
             are in close to a person)
    - hcf+S in AIR (Air Metsu Hadoken......Yep..Akuma's got the same attack
                    in the air, but then not really. You see Akuma fires off
                    one small fireball, then he follows it up with a huge
                    one that does the comboing. That last one pushes him
                    back up into the air again, and he dives back down to
                    the ground literally! He dives with his swim tights on
                    making an olympic worthy dive with minimal splash. A tad
                    more useful than the standard Metsu Hadoken posted above
                    and much more funnier. Use this move wisely though since
                    the fireballs travel at an angle)
    - fdf+S (ShinShoRyuKen......He takes a page out of one of Ken's most
             beloved Supers to use, with the exception that Akuma uses evil
             energy in his fist during the entire Super. It's exactly the
             same as Ken's though so if you're a Ken fan and you're using
             Akuma for the time, then you know what to expect from this
             move. Now for those that aren't Ken fans, this move does three
             rotations in all. It starts with a very small rotation and ends
             with Akuma jumping high into the air on the third rotation. It
             does well combo wise and he moves forward rapidly so it's very
             hard to dodge. The only prob with this move is that if you want
             to hit the opponent with the full force of it, then you must
             use it when you are in close to the opponent)
    - hcb+S (Shun Goku Satsu (Raging Demon).......If you're playing this
             game then I know you're a Street Fighter fan, so there's no
             need to go into detail about the destructive power behind this
             move. It hasn't lost a step in this game, and is unblockable
             as always. Get 3 SUPER bars up and full and unleash Holy Hell
             upon your victim)
    4) Overall Stats
    - Time to tell you nice people my opinions on Akuma and what he says
      for victories......
    - The victory phrases.....
    - I am Akuma! But you may call me Master!
    - You weren't even a warm up!
    - Hm! You should go back to playing puzzle games!
    - Even with my oversized head and stubby limbs, I'm unbeatable!
    - Ok here's my opinion in a short simple phrase......He's Akuma, end of
      story. Now lets move on.
    - Betcha you didn't expect him to fight against Hsien-Ko in his final
      fight did you? Well he did and here's the prefight showdown.
    - (Hsien-Ko)
      Are you the one searching for a new training ground? I think I know of
      a suitable place for you.
    - (Akuma)
      I need no help from a puny little girl such as yourself! Leave my
      sight at once!
    - (Hsien-Ko)
      Of course, I do need to test your strength first to see if you're
      worthy enough...
    - (Akuma)
      You? Test me?! Hahaha! Very well then; behold the might that is Akuma!
    - So Hsien-Ko has a suitable place for Akuma to pick up his training
      once again, but she's gonna test him. I wonder if she has a death wish
      or something.
    - Costumes -
    - Now yes you do hve different costumes to use, but they're really just
      different colors like in the other Capcom games. Ah well, least wise
      they add some diversity to each character right? Here's Akuma's
      different colors.
    - Punch Button = Normal Colors
    - Kick Button = Karate suit is Dirty White
    - S Button = Karate suit is Crimson Red
    5) Ending
    - Now again......if you want to earn the ending for Akuma yourself
      then don't look at this chapter. Now for those that do, here it is.
    - (Shows Akuma standing and Hsien-Ko sitting down with spiral eyes)
      Ow... That hurt! Didn't anyone ever teach you how to pull your
      punches? That was mean!
      Well the dead tell no lies. Come with me and I'll take you there as
      (Screen goes black)
      And so Akuma was led by Hsien-Ko to an abandoned graveyard location
      deep within a forest...
      (Screen shows Akuma and Hsien-Ko standing in a graveyard. The
       background looks much like Raptor's background from Darkstalkers)
      How do you like it? At night you can practice your moves on the hordes
      of zombies that dwell here.
      Hmmm! It may prove interesting to brush up my sure killing techniques
      on these zombies....
      (Shows Akuma kicking a zombie in the head, and another behind him. The
       zombies look like cartoon versions of the Resident Evil zombies)
      Having found the perfect place to train, Akuma's quest to become this
      world's mightiest warrior continues.
    - Seems Akuma's very happy in his new training grounds, though this is
      one ending that you should earn yourself just to see the cartoon
      Resident Evil zombies. I guess this one character that gets a happy
    6) Credits
    - Now thanks goto Capcom for making this addictive little game. It's
      crazy as hell to play and really anybody should be able to get into
      the game no matter who it is.
    - Creds go out to all my friends that support my walkthrough making
      ways. Hey....they're good for something....
    - Lastly I thank all those who read this and my other FAQs I've made.
      I'm glad I've been of help to all of you, and I'll keep on making
      more walkthroughs.
    - If I've screwed this thing up in any way, shape, form, or fashion,
      then e-mail me at SanctuaryRemix@AOL.com to correct my foolish 
      mistakes. I'll correct them and give you the proper credit you deserve
      for catching something that I didn't see.
      Sees Yas Later
      Alex "Joker" Hall

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