
		  <Shin Akuma (Shin Gouki)>
                      ^From the twisted^
		          ^Mind of^
			 ^Khrishach^


			 Version 0.01




Well, legal stuff, you can't sell this, make money off this, use this, 
	or qoute from this without writen permision from me. Nuff BS.

Also, if I am wrong, you think I'm wrong, etc. Or simply have an opinion, email
	me at khrishach@netzero.net. Text only please, and game fact contensions
	only. I express my opinions in this FAQ. You want to tell me yours, write
	your own FAQ. So tell me if a name or something is wrong, but lets not make 
	this personnal,	OK? I am only going off of my own experiences, and don't 
	claim to be a great player. Just semi-good. This is just stuff I figured
	out on my own.

Lastly, I don't know the "official" names of most of these moves, so for now I am 
	substituting my own. If you know the names, please share! I prefere to know
	the original Japanese names in Romaji as well as the English ones. Thanks!
	khrishach@netzero.net 

Now I know I am going to forget something, as this is 0.01, so bear with me here.
 

Straight to the meat....

Terms of the trade: this assumes you know what th basic buttons of (basically)
	all 2d fighters out there. For this faq I will use the old old button names.

For this FAQ.... (I will use just "Akuma" in this FAQ when referring to this character.)

	LP = light punch
	LK = light kick
	MP = medium punch
	MK = medium kick
	HP = fierce (hard) punch
	HK = fierce kick
	P = Any punch
	K = Any kick
	PP = any two punchs simulatinously
	KK = any two kicks simulatinously

	U = up
	D = Down
	B = back (away from the opponent)
	F = forward (toward your opponent)

	combinations of these will be used, i.e UF = up forward diagonally

	, = used to sperate different parts of move execution
	+ = to be done simultaniously
	^ = denotates a move is to be done while in the air
	* = is to be held for 2 game seconds approx. 
	~ = cancel
		Timing of a cancel is critical. To "cancel" one thing into another, 
		complete the execution of the second move at the same time the first
		strikes. Success is when the ending animation of the first move is
		replaced completely by the second move. Combo heaven.
	
	combinations of these will be used, i.e UF = up forward diagonally

	QCF = quarter circle forward
	QCB = quarter ciccle back
	HCF = half circle forward
	HCB = half circle back
	DPF = Dragon Punch
	DPB = reversed Dragon Punch

<<<<<A word on Shin Akuma>>>>>:
	From what I understand of the storyline, he has gained Dark Power, as a gift
	from the defeated Rugal. 

	Shin Akuma is not a random character for a random player. If you like to just
	throw out stuff, pick someone else. Shin Akuma is for a fast thinking yet 
	coldly calculating player.
	
	This new form has extreme power, speed, and I will argue, easily the highest 
	priority in the game. He walks as fast as half the characters in the game run,
	I believe he is the fasted character in the game, though with Orouchi Iori and 
	Vega(Balrog) close behind, though not in jump speed. He also easily has the 
	highest priority. This, coupled with his blinding speed, give him immense 
	counter ability. If played correctly, you should be able to come out on top of
	anything done to you. His downside: Lowest health in the game. He is extremely 
	easy to kill, and if you can't do everything he does on command, forsake any 
	idea of becoming proficient with him. He, above all characters, showed me my 
	skills were not enough. 
	(All opinions based on a 4-point Shin Akuma)

	All in all, he is easily a huge defensive porcupine, and the most aggressive
	offensive character in the game. The trick is to not get hit or trapped! :}-



<<GROOVES>>: I assume you know the siz grooves for this game, and what they do. Here I 
	 discuss their basic relevance to Shin Akuma.

	C-GROOVE = Great Groove for Akuma, due solely to the AIR BLOCK! This eliminates
		   A whole word of punishment from Akuma's dread list. The implications
		   of this I think are immediately obvious. Special to super cancel is
		   just ugly, especially considering Akuma's two level 3 supers, 
		   discussed later. Super to super cancel is pretty pointeless, though.

	A-GROOVE = How Disgusting!! As if this monster couldn't combo enough already!
		   This is not a groove I use much, but done correctly, a full string
		   could easily finish an opponent. And pokes when activated become
		   almost unstopable with there speed.

	P-GROOVE = I believe this to be the most powerful Groove of all, and with Shin
		   Akuma, its demonic to the point of redundacy. Parry, powercombo,
		   Parry, powercombo. A near perfect parrier would be unstoppable. And
		   a level three in no time! Just don't EVER miss! :}-

	S-GROOVE = I believe this to be Shin Akuma's weakest groove. He takes damage so
		   poorly that if you are red, you will likely lose next time your hit.
		   So discount level 3's. Infinite super fireballs aren't great either,
		   as his are slow and easy to dodge, not to mention punish. Not worth
		   glance.

	N-GROOVE = This is my Groove of choice, and one of Akuma's best. The added 
		   manuverability just add to the terror, and the counter rool is fast
		   enough to roll and then punish most things beyound a jab. Super 
		   counter is worthless, because with him, you could just counter in the
		   first place. Rolling adds to the fear, and the mini jump is a good 
		   poke/combo starter. Finally, and best of all, the ease of quickly 
		   building and executing a level 3 for 2 bars due to th fact that you
		   are (should be!) always pressuring, and the stat change during charge 
		   do make a difference with his counters.

	K-GROOVE = I am torn on this one. Yes, you can easily build a level 3, which 
		   with this guy crush an opponent, but your talking about trying to
		   actively turtle a pressure bad*ss. And with the way he eats it if
		   you miss, it simply seems self defeating. If you are determined,
		   make sure to NOT TURTLE. Pressure and use traps to trick your 
		   opponent into attacking, and then use Just Defense. Also, abuse the
		   teleport, as this done right will make up for the lack of rolling.
		   Do not count on getting a super bar by damage, as you will be mostly
		   dead by then.

<<RATIO POINTS>>:

	FOR THE SAKE OF ALL THATS HOLY, DO NOT EVER PLAY A 1 POINT SHIN AKUMA!!!!
		He does little damage. And can die in one hit, depending on what hits him. 

	I highly recommend you DO NOT use a 2 point Akuma either, for the same reasons. 
		One good combo and your toast.

	3 point is better. This is a higher Akuma that might live to do some of his massive
		damage I talked about. 

	BEST CHOICE is a 4-point Shin Akuma, as this will give you the life bar of a ratio 2
		to work with, and enough damage to obliterate opponents, if your good enough.

    SIDE NOTE ON GROOVE POINTS:
	I built more groove points with a 4-point Shin Akuma than with anything else, topping
	out with an ending score of 1986 Groove points. I think I could have topped 2500 if I
	had defeated God Rugal first time out. But I got hit three times, which was death. 


<<<<<Now that we done got 'dat out 'da way....>>>>>

    I am also assuming you know what the regular buttons do, like D+FK. If you don't, 
	take some time to experiment. It will be better for you than if I told you.
	I am only going to mention the ones I feel are special for Shin Akuma.

	^MK and ^LK = this is special because it crosses over, though the MK does a 
			job than the LK. Great pressure and good combo starter.
	
	DIVING KICK = ^D+MK = Akuma dives DF from the air. Great priority, but tough,
		maybe impossible, to combo after. I can't, anyway. Great priority.
		Use to quickly decend to stop what might be waiting for you if you 
		landed normally.

	OVERHEAD = F+MP = Good to punish those with no wake up stuff, but throws are 
			  always better, as Akumas are fast and very damaging.


<<SPECIAL SECTION>>
	FIREBALL = QCF+P = the basic Akuma fireball, at double the size. Three different
			   speeds. Be careful not to get predictable with it.

	POWER FIREBALL = HCB+P = A bigger, stronger, multihit fireball, with a slight 
				 startup time. Be careful not to be predicatable.

	AIR DOUBLE FIREBALL ^QCF+P = Akuma chucks two full size fireballs as he arcs. This
				     is a core move folks. ABUSE THIS!!!

	HURRICANE KICK = QCB+K = a spinning kick which helicopters and juggles. essential to
				 all the big combos I know. Goes over fireballs. Has quite 
				 nice priority as far as the spin kicks go, and can be used
				 as a counter, but it can be punished easily if you miss. 
				 Can be done on a wake up.

	AIR HURRICANE KICK = ^QCB+K = extends his air time and does multiple hits. I don't 
				      have much luck with its priority though. Delay this if
				      you want to hit someone on the ground, and do early for
				      air hits.

	DRAGON PUNCH = DP+P = The infamous. His best move, as you can counter almost anything.
			      Does decent damage, ahs invincible startup. Can be done on wake 
			      up.

	HIGH COUNTER = D,D+PP = counters a high/mid/special attack, as he teleports and drops 
				on the opponent, hitting as he lands. Does quite a bit of 
				damage, though its not perfect, as it can miss, and can be 
				blocked if the move it countered was fast enough. Typically
				counters anything slower than a linking LP/LK though. I use
				this sparingly, just because I think Dragon Punch first, but
				I am trying to work this into my thinking.
	
	LOW COUTNER = D,D+KK = Same as above, only for low attacks. 

	TELEPORT = DPF/DPB+PP/KK = a teleport. It has no ending delay, and can be buffered
				   out of. What more could you ask for? Kicks go half screen,
				   punchs full, and DPF goes toward the guy, and DPB away. 
				   One note worth mentioning, the teleport now stops 
				   IMMEDIATELY when it hits a game wall. Don't get caught 
				   with your pants down out of that one, instead see if your
				   opponent knows this interesting fact...
				   

<<SUPER MOVES>>
	He's got five. Ouch

	SHORYOREPPA = QCF,QCF+P = Akuma equivelent. I beleieve this to be fairly useless. 
				  You can combo into it or juggle with it, but it does
				  little to less damage, especially compared with his 
				  level 3's. Your better off using a dragon punch instead
				  and saving the level.

	SHINKU HADOKEN = HCB,HCB+P = A reallllyyy big fireball. Level 1 is quite slow, where
				     as the level 3 is about normal fireball speed. More 
				     levels is more hits and damage, of course. Useful at
				     times when you need a good projectile to counter or 
				     pressure, but a waste for a poke. Nice chip though, at
				     8 hits on level 3.

	AIR SUPER FIREBALL = ^QCF,^QCF+P = Diagonal super fireball from the air. The
					   recovery is horrid, as he jumps salmost traight 
					   up after releasing it. Nasty Surprise with good
					   timing, though.

	RAGING DEMON = LP,LP,F,LK,HP = The nastiest of its type. It has the speed of his 
				       full screen teleport, goes full screen, and does 
				       33 hits, coupled with insane damage. Even with the
				       general loss of power of all raging demon types,
				       this is still gross. Just remember it doesn't go 
				       through fireballs anymore. Still, this out of 
				       nowhere, or better still, a teleport, can turn a 
				       game. Beware though, as it no longer has air priority, 
				       or hits people after they are staggered, so don't 
				       actually hit with the 2 LP, or your opponent will have 
				       time to jump. Level 3 only.

	SUPER TELEPORT = HCB,HCB+K = Very fast, doing almost as much damage as the Raging
				     Demon. Can hurt anyone who's trying to actually do 
				     something, like a fireball. Will nail people in a 
				     jump too. Just make sure you don't use this randomly
				     either, as the recovery, if blocked, is enough for
				     anything.

<<COMBOS>>
	In this section I will go a little into the combo SYSTEM as I understand it and as
	it relates to Shin Akuma.
	
	Combos amount to a series of consecutive tricks with good timing. Heres how the 
	theory goes.

	Push: When hit with different attacks, opponents are typpically pushed back a 
	      little. I'm sure you've seen it. This limits the amount of ground attacks 
	      that can be done to an opponent before they are out of range. This maximum
	      range is Dubbed by me in this FAQ the Push Limit. This will refer to the 
	      number of hits that can be done typically before you must do your next move 
	      in the combo sequence, or lose the combo entirely. This assumes you started
	      toe to toe.
	
	Juggle: Refers of course to keeping a body in the air after knocking it around.
		Juggle works on a point system. Everything in the game is assigned a 
		juggle "factor," a certain amount of points toward juggling. In order to
		juggle, you must connect with a higher juggle factor move than the one 
		before. Some even have more than one juggle factor assigned depending on
		which hit connects. 

	Cancel: To cancel the last frames of animation of a currect move, instead
		substituting a new move.

	Buffer: Start the motion of a special/super during another move for much faster 
		execution of the second move.

	Chain: Some people have a Light something that will strike continuosly to create a
	       small combo. Shin Akuma has two, his LP and LK. You can typically get in 
	       two before Push Limit is reached.

	Jump in attacks are a good way to get more hits and lead into a chain. I prefer MK
	for the cross over, or the double air fireball for nice damage and extra hits. The
	fireballs also help assure that you wont eat as many anti-air attacks for the jump
	in.

	What it amounts to is that you only get a certain number of hits after the first 
	juggle move, no matter what you do.

	Using Akuma's core combo for an example, here are several possibilities for the 
	same combo. Also I think it worthy of note that the initial hit of Akuma's 
	hurricane kick, with the knee on the rise up, has lower juggle priority than the
	rest of the move, no matter what strength you use. A "#" will signal when the 
	opponent leaves the ground into the juggle. L = Light.

	1)	LK, L-Hurricane#(2 hit), Dragon Punch (1 hit)
	2)	LK, LK, L-Hurricane#(1 hit), Dragon Punch (2 hit)
	3)	LK, LK-Hurricane#(2 hit), L-Hurricane (1 hit)
	4)	LK, LK, LK~L-Hurricane#(1 hit), Dragon Punch (2 hit)
	5)	MK~L-Hurricane#(2 hit), Dragon Punch (1 hit)
	6)	LK, L-Hurricane#(2 hit), Shoryoreppa LV1(2 hit)
	7)	LK, L-Hurricane#(2 hit), Shoryoreppa LV3(3 hit)

	By the way, the juggle by super for this combo is an example. Don't do it in 
	practice unless you really need to show off, as it is a complete waste of super.

	The limit on the first three combos for air hits is the same, at 3 hits, because 
	of the decreasing juggle priority. There is no way to get more air hits than 
	three, because of the high juggle priority to begin with of Akuma's moves. Thats 
	life. Only way to get more is with a super, and like I said, its a waste. 

	The reason 2) has one more hit is because when the opponent is standing, the Push
	Limit is 2, other wise its one. However, if they are standing, and you are fast 
	enough to cancel the LK, you can do 3, as in combo 4). Combo 5) is harder than 
	combo 3), but does more damage. 

<<EXAMPLE COMBOS>> Just a few in case you just decided not to read that. Though you should.

Jump in Double Fireball, MK~L-Hurricane, F-Dragon Punch - 6 hits
Jump in (Cross over) MK, MK~L-Hurricane, F-Dragon Punch - 5 hits
Jump in Double Fireball, LK, LK~L-Hurricane, F-Dragon Punch - 7 hits
Jump in (Cross over) MK, LK, LK~L-Hurricane, F-Dragon Punch - 6 hits
LK, LK, F-fireball - 3 hits
LK, F-Dragon Punch - 4 hits
LK, LK, FK - 3 hits

Still in the experimental state combos:::

Jump in Double Fireball, LK, LK~L-Hurricane, LV 3 Shinku Hadoken - 14 hits
Jump in Double Fireball, LK, LK~L-Hurricane, L-Dragon Punch, LV 3 Shinku Hadoken - 15 hits
Jump in Double Fireball, LK, LK~L-Hurricane, Super Teleport- 7 hits (HIGHEST DAMAGE)
Jump in Double Fireball, LK, LK~L-Hurricane, L-Dragon Punch, Super Teleport - 8 hits 
	(This last is the least likely, but its an idea

