        AAA        KKKK   KKKK    UUUU      UUUU   MMMM         MMMM          AAA
       AAAAA       KKKK KKKKK     UUUU      UUUU   MMMMM       MMMMM         AAAAA
      AAA AAA      KKKKKKKKK      UUUU      UUUU   MMMMMM     MMMMMM        AAA AAA
     AAA   AAA     KKKKKKKK       UUUU      UUUU   MMMMMMMMMMMMMMMMM       AAA   AAA
    AAAAAAAAAAA    KKKK KKKK      UUUU      UUUU   MMMMMMMMMMMMMMMMM      AAAAAAAAAAA
   AAAA     AAAA   KKKK  KKKK     UUUUUUUUUUUUUU   MMMM  MMMMMM MMMM     AAAA     AAAA
  AAAA       AAAA  KKKK   KKKK     UUUUUUUUUUUU    MMMM   MMMM  MMMM    AAAA       AAAA

====================================================================================
CAPCOM VS SNK 2 Millionaire fighting 2001 (Arcade/DC versions)

AKUMA (GOUKI) FAQ  ver 6.2

by Steven R Wilson  -srwilson 2001 - email -theevilone84@hotmail.com

19/09/01
====================================================================================

As you should know by now  this work is my prorperty so if you want to use it for your website
or whatever email me first and get my conscent.
Also if you have any comments or queries to do with anything on this FAQ email me.

====================================================================================
Contents
====================================================================================
I -Intro
II -Legend
III -Groove info
IV -Akuma's profile and story
V -Basic movemants
VI -Special moves
VII -Super combos
VIII -Combos
IX -A Groove combos
X - S Akuma move notes
XI - Akuma's costumes
XII -Akuma move translations
XIII - Updates/ credits

=======================================================================================
I-Intro
=======================================================================================
Yet again I am writing a Akuma FAQ but this time its for Capcom vs SNK 2 the latest 2D fighter
from Capcom and now in this game Akuma is a default character so you dont need to work to
enable him (yaay) and in this game hes gained some extra moces thus enabling new combos etc
which i will gradually add as i play the game more.
unfortunatly hes lost some of his jggling ability so some of his combos from Capcom vs SNK 1 can
no longer be done but his new added moves make up for that.
anyway on with the FAQ.

=========================================================================================
II-Legend
=========================================================================================
Directions

        ub  u  uf
          \ | /
       b--  N  --f
          / | \
        db  d  df

u=up
d=down
b=back
f=forward
db=downback
df=down forward
qcf=quarter circle forward
qcb=quarter circle back
hcb=half a circle back
hcf=half a circle forward
f,d,df=forward down downforward
b,d,db=back down downback


Buttons

  lp mp hp
   O  O  O

   O  O  O
  lk mk  hk

lp -light punch
mp -medium punch
hp -hard punch
lk -light kick
mk - medium kick
hk -hard kick
p -any punch button
k -any kick button
pp -2 punch buttons
kk -2 kick buttons

========================================================================================
III-Groove info
========================================================================================
In Capcom vs SNK 2 now there are 6 grooves to choose from they dont really effect his normal
moves but his super combos heres a quick list of the grooves and what they do.


Capcom

C-like CVS 1 capcom groove you have 3 levels on your super gauge and my personel favorite when
  using Akuma.

A-this is like V-ism in Street Fighter Alpha 3 but as long as half full a level 1 only super
  combo can be used.

P-this groove is only 1 level of power it goes up very slowly but when charged its the power
  of a level 3 super combo.

SNK

S-Like the CVS 1 SNK groove you charge it manually and can do a Level 1 super combo but can
  perform level 3s when you are on MAX and your life gauge is flashing low.

N-this groove is like advanced mode from KOF 97/98 this groove is charged in stocks when
  you have 1 stock you can perform a level 1 super level3 supers require at least 2 sotcks to
  perfom -1 stock to power up and 1 for the super.

K-this groove is very defensive and only charges up when you are been hit with attacks  when
  charged though you can unleash 1 Level 3 super combo that does huge damage.

symbols

at the side of each move i mention i will but these key letters at the side to show which
grooves these moves work on.

C-C groove
A-A groove
P-P groove
S-S groove
N-N groove
K-K groove

=======================================================================================
IV -Akuma's profile and story
=======================================================================================
Much mystery surrounds the origin of Akuma but this is the most popular story.

AKUMA
25 years ago a martial artist known as Gotetsu knew a fierce techniqque called the Shun Goku satsu
this technique was feared by all other martial artists except for Gouki known as Akuma in the west
,Akuma belived that his ancestors and hir training peers were fools to be scared of such a great powerful
technique.
Knowing of its power Akuma sought out revenge on his brother Gouken (the trainer of Ryu & Ken)
Akuma has always had a bad relationship with his brother Gouken through jealousy.
Akuma was beggining to feel superior to Gouken and his master Gotetsu with all this hate and rage
consumed within him he was possesed by a power known as the dark hadou, this motivated Akuma to his
destiny, he manipulated Gotetsu and tricked him into learning him the Shun Goku Satsu after 2 years
of perfecting the technique Akuma went to battle Gotetsu it was a bloody battle but in the end with
Gotetsu down pleading for his life realising Akuma had changed Akuma hit the Shun Goku satsu on Gotetsu
and defeated and murdered his own master.
Akuma knew his his dark path -to beocme the strongest fighter had been laid out, Akuma realsied his
journy had begun his next stepping stone in his dark path was revenge on his brother Gouken and Ryu &
Kens master.
Gouken battled Akuma valliantly but could not handle the powers of the darkhadou he was no match
for the Shun Goku satsu and Akuma's revenge was complete.
With both martial arts masters dead there was no one to stand in Akuma's way in becoming the worlds
strongest fighter............Until now!!!!!
Goukens main student Ryu who had perfected the martial arts of shotokan on the light side now
poses a potential threat to Akuma's onslaught.
All Akuma has in mind now is to defeat Ryu and complete his Evil Journy but what are his Intentions for Ryu
does he just want to defeat Ryu or does he want Ryu to succumb to the Dark hadou????????????


Profile

Name =Akuma

Age =????

Nationality =Japanese

Fighting style = Dark hadou shoto karate

Likes =Power and strength

Hates =Weakness in Fighters

His symbol on his back means TEN in Japan and means heavenly beyond earlthly form.


========================================================================================
V -Basic movements
========================================================================================
still checking them out and studying them
be added next week

========================================================================================
VI -Special Moves
========================================================================================

Seoi Nage  - f+hp  (C,A,P,S,N,K)

command
         --O+hp (close to opponent)

Akuma's basic over the shoulder throw quite powerful against Ratio 1s
probably the better used of his 2 basic throws.


Tomoe Nage - f+hk  (C,A,P,S,N,K)  (close to opponent)

command
         --O+hk

Akuma's other basic throw this throw sees Akuma send his opponent flying across the screen but
this is not nescessarily a good thing as you will have put distence between you and your
opponent thus giving them time to recover.


Overhead Chop - f+mp (C,A,P,S,N,K)  (close to opponent)

command
         --O+mp

Akuma does a 2 hit chop in close at his opponent its not the greatest move in the world
but it can be used good against close players in the right situations.


Tenma kuujin kyaku - d+mk (mid jump) (C,A,P,S,N,K)

command
         |+mk  (mid jump)
         O

Akuma does a diagnol dive kick towards his opponent this move is a great starter for a juggle
or super combo , but use it with caution as if parried or Blocked or countered you will be at
your opponents mercy.


Gou Hadou - qcf+p  (C,A,P,S,N,K)

command
         | \ --O +p
         O  O

Akuma does his own version of the classic Ryu and ken Hadoken ,Akumas isnt much differnt at all
they are good for getting your opponent moving when they are in a awkard situation and can be used
to bait opponents for another move or combo.


Zankuu hadou ken -qcf+p (in the air) (C,A,P,S,N,K)

command
        | \ --O +P  (in the air)
        O  O

Akuma does a diagnal gou hadou ken, these can also be used effectivly for baiting a opponent
also they can stunn oponents fast enough for a super combo ,and they can be good protection
from anti air attacks that your opponent may be trying to hit you with it can combo good too.


Shakunetsu hadou ken -hcb+p  (C,A,P,S,N,K)

command
         --O \  |  / O-- +P
              O O O

Akuma throws a flame fireball that momentry stuns the opponent but this attack comes out slow
so the opponent can find lots of time to evade it use it in close as part of a combo.
or near the corner im pretty sure on the A-groove it can be juggled.


Gou Shoryu -f,d,df+p  (C,A,P,S,N,K)

command
        --O | \  +p
            O  O

Akuma's dragon punch is a good anti air and unlike Ryu and Kens Akuma's does 3 hits which
is obviously a better factor ,the gou shoryu has fairly good priority and is good for
stopping jump happy players and its good for juggling esspecially in A -groove.


Tatsumaki zankuu kyaku  -qcb+p (C,A,P,S,N,K)  (can be done in the air)

command
         |  / O-- +K (can be done in the air)
         O O

Akuma has a hurricane kick too this version of Akuma's can be great for juggling with gou shoryus
and super combos.
and its good in A groove too.
its also a descent anti air on certain characters air moves too ,the actual air version of this move
is descent too with pretty good priority.


Hyakki Shuu -f,d,df+k  (C,A,P,S,N,K)

command
       --O | \  +k
           O  O

yes capcom thankyou for bringing this move back after this move is done do one of the following
after executing the hyakki shuu.

Nothing -hyakki gouzan
k-hyakki goujin
p-hyakki gou shou
p-(right at the side of opponent) hyakki gousai
k-(right at the side of opponent) hyakki gousai -alternate


Ashura senkuu -(C,A,P,S,N,K)

f,d,df+pp -long distance forwards

command
        --O | \ +pp
            O  O

b,d,db+pp -long distance backwards

command
        O-- |  / +pp
            O O

f,d,df+kk -short distance forwards

command
        --O | \ +kk
            O  O

b,d,db+kk -short distance backwards

command
        O-- |  / +kk
            O O
========================================================================================
VII -Super combos
========================================================================================


Messatsu Gou Hadou - hcb,hcb+p  (C,A,P,S,N,K)

command
       --O \  |  / O--  --O \  |  / O--  +P
            O O O            O O O

 |-Level1|------|------| capcom  /MAX SNK

Akuma,s super charged fireball does descent damage but isnt the most useful super of Akuma's
where it may be powerful but it can be easily seen comming and evaded.
good for finishing or using as part of a combo though.



Tenma Gou Zankuu - qcf,qcf+p (C,A,P,S,N,K) (in the Air)

command
        | \ --O  | \ --O  +P (in the air)
        O  O     O  O

|-Level1|------|------| capcom /MAX SNK

Akuma,s super charged air fireball is blasted diagonally at his opponent this super can
be cancelled out of a air hp thats a sure way for it to hit provided the air hp connects
otherwise this super can be evaded or even countered quite badly so use this super combos with
cautuion, its damage is descent though.



Messatsu Gou Shoryu - qcf,qcf+p (C,A,P,S,N,K)

command
        | \ --O  | \ --O +P
        O  O     O  O

|-Level1|------|------| capcom /MAX SNK

Akuma,s super dragon punch is definetly his best and best used most super, it does great damage
and can be used as a great anti air attack to bring air happy players down ,it range is descent
and it can be done in many situatuions and its good for comboing easily Akuma,s best strategically
used Super combo overall.



Shun Goku Satsu - lp,lp,f,lk,hp (C,P,S,N,K)

|------|Level 3|------| capcom /MAX SNK grooves
         MAX

Akuma,s trademark super combo is a grab so it has to be executed cautiously as you are sacrificing
all of your super combo gauge and if the move is countered or misses youve wasted your power so be
carefull ,it can be used as a good anti air or to do when a opponent come out of their roll manovere
of on a P-groove player to counter their parry.
if you hit the move the screen darkens orange sparks fly every where then Akuma's white kanji TEN symbol
appears, this move does alot of damage its 15 hits but use it wisely.

========================================================================================
VIII -Combos
========================================================================================

1-zankuu hadou ken -> lk tatsumaki -> lp gou shoryu

2-d+lk -> lk tatsumaki -> lp gou shoryu

3-hyakki shuu -> hyakki gousai -> lp gou shoryu

4-tenma kuujin kyaku -> lk hurricane -> lp gou shoryu

5-jumping hp -> tenma gou zankuu

6-d+lk -> lk tatsumaki -> messatsu gou shoryu

7-zankuu hadou ken -> lk tatsumaki -> messatsu gou shoryu

8-hyakki shuu -> hyakki gousai -> messatsu gou shoryu

9-jumping hp -> Messatsu gou hadou

10-zankuu hadou ken -> Messatsu gou shoryu



==========================================================================================
IX -A Groove combos
==========================================================================================
all done after powering up the A groove gauge


1- f,d,df+k -> b+p -> crouching hp -> f,d,df+k -> b+p -> qcf qcf +P

2- (in mid air) d+mk -> qcb +k -> standing hp -> f,d,df+k -> b+p -> standing hp f,d,df+k -> b+p -> f,d,df+mp -> hcb hcb+p

3- (in corner)  d+lk -> qcb+lk -> f,d,df+lp x5 -> qcf qcf+p

4- (in corner) hcb+p x2 -> hcb hcb+p

5- d+hk -> qcb+mk -> crouching hp -> f,d,df+k -> b+p -> crouching hp -> f,d,df+k -> b+k -> qcf qcf+p

more to come soon


==========================================================================================
X - S Akuma notes
==========================================================================================
one of the secret chars is shin Akuma his moves are practically the same as normal Akuma
below are listings of the differences between Akuma and S Akuma in terms of moves and any extra
moves that S Akuma has.

*S Akuma is twice as fast as Akuma
*S Akuma takes alot of damage
*S Akuma does 2 zankuu hadou kens in the air instead of one
*S Akuma cannot do Hyakki shuu or any of its combos
*S Akuma's Shun Goku Satsu does 33 hits
*S Akuma has a extra super the Kongou kokuretsu zan
heres the move

Level 3 MAX

hcb hcb + k

command
        --O \  |  / O-- --O \  |  / O-- + k
             O O O           O O O

S Akuma qucikly telports and appears above his opponent chopping them as he comes down
this move is very fast and extremely powerful you have to be fast to evade this move.

==========================================================================================
XI -Akuma's costumes
==========================================================================================

 lp -grey suit red hair
 mp -white suit red hair
 hp -light green suit brown hair
 lk -blue suit brown hair
 mk -dark green suit pink hair
 hk -pink suit black hair

poses

Akuma has his stomp pose  and his pose where he turns his back and hhis kanji appears.

=========================================================================================
XII -Akuma's moves translations
=========================================================================================

Japanese name                  English name

seoi nage  ------------------- over shoulder throw
tomoe nage --------------------- toss throw
Tenma kuujin kyaku ---------------- Dive kick
Gou Hadou ------------------------- fireball
Zankuu Hadou ken-------------------- Air fireball
Shakunetsu hadoken ------------------- Flame fireball
gou shoryu ---------------------------  dragon punch
tatsumaki zankku kyaku ------------------- hurricane kick
hyakki shuu ------------------------------- Demon flip
hyakki goujin---------------------------- kick slam
hyakki gou shou-------------------------- air punch
hyakki gousai ---------------------------- shoulder breaker
hyakki gousai alternate ------------------- spinning piledriver
ashura senkuu ------------------------------- teleport
messatsu gou hadou --------------------------- destructive fireball
tenma gou zankuu ------------------------------ great sky killer
messatsu gou shoryu --------------------------- destructive dragon punch
shun Goku satsu ------------------------------- Imprisoning death flash (AKA Raging Demon)

===========================================================================================
XIII -Updates and credits
===========================================================================================
updates - more combos and basic strats to come and all the basic set up moves.

20-09-01 -added name at top added story and profile and added some A grove combos
basic set ups /movements endings and more combos to come.

credits

myself and my Akuma knowledge

shoryuken for some move names

gamefaqs for showing this

capcom for making this

and you for reading this FAQ

by srwilson 2001

END OF FAQ!!!!
