Akuma
"........"


Akuma is back for more fun in MVC 2. He took a short hiatus from the crossover games during MVC. Though Ryu had access to his moves in Akuma mode, it just wasn't the same without our evil Shotokan master, running around and causing havoc. 

Move Commands

Collarbone Slice Chop +HP
Akuma lunges forward and karate chops downward. This move is unblockable from a crouching position making it extremely useful to pull off on turtles that love to crouch block all day. Be sure to be slightly away from your opponent if you want to pull this move off. If you're too close, then you'll end up doing a throw.

Demon Spin Kick +HK
Akuma takes a hop forward while spinning his leg around. This is a great move to use in his ground combos because it will help him get close to his opponents while hitting them at the same time.

Gou Hadoken +P [air]
Akuma's fireball is very fast. While in the air, he hurls it diagonally downward at his opponent. Akuma is able to throw several of them in a row, making it an ok keep away move. Good speed, good damage, range and versatility make this one of Akuma's most effective attacks, both offensively and defensively.

Gou Shoryuken +P
Akuma's Dragon Punch hits multiple times and sets the opponent on fire just like the Ken's. It's a great move against jumpers since Akuma is virtually invincible in the middle of the attack. It also chains into a lot of his ground comboes, so you can use it as a cool combo finisher. Be careful if they block it because there's a small window of opportunity when they can counter attack while he's on the way down.

Gou Tatsumaki-Senpuukyaku +K [air]
Akuma has the best Hurricane kick of all the Shotokans in my opinion. It's quick, comboable and hits multiple times while electrifying the opponent. This move has almost no recovery lag. It also has extremely high priority allowing it to beat out certain supers. Use this move very often in the ground and in the air.

Diving Demon Kick +K [air only]
While in the air, Akuma changes direction and comes down at a sixty degree angle while kicking the opponent. It hits multiple times and has almost no recovery lag, making it an extremely difficult move to counter. Make sure that he makes contact with his opponent though cause he'll be vulnerable to beam supers and all kinds of other nasty stuff if it misses. Mix it up with air fireballs to keep em guessing

Teleport or +2P or 2K
A useful tactic for confusing your opponent or getting out of tight situations, such as corners. Akuma slides along the ground in a funky stance rendering him totally invincible for a short time. However, he pauses quickly while recovering, leaving him vulnerable for a split second. The direction of the motion determines which direction he slides and the punch versions go farther than the kicks.

Supermove Commands

Messatsu Gou Shoryu +2P(Level One)
The evil version of the Shoryu Reppa. This triple Dragon Punch attack is extremely quick making it a great super for punishing mistakes and for countering. It's speed also makes this move very easy to combo. Akuma is completely invincible during the first attack, allowing him to beat any other move, as long as he's close to his opponent. It's also great for setting up a devastating Delayed Hyper Combo with his teammates.

Tenma Gou Zankyu +2P(Level One) [air only]
Akuma releases 30+ air fireballs at his opponent. A good surprise move to pull off and it's even possible to use this as an AC finisher. It's his best chipping super because of the fact that each fireball that is blocked does it's own share of block damage. It's also rather quick, so Akuma can use it to take advantage of mistakes made by his opponents. 

Messatsu Gou Hado +2P(Level One)
Akuma rears back and releases a beam of death at his opponent. It's very similar to Ryu's Shinkuu Hadoken except for the fact that it doesn't do as many hits and it doesn't last as long. The damage that it does is roughly the same as a Shinkuu Hadoken, so it's just as useful if used in a combo. It's useless as a chipping super though so I don't recommend using it for that. I've gotta admit though that the chi gathering for the Messatsu Gou Hado looks a lot cooler than the Shinkuu Hadoken.

Messatsu Gou Rasen +2K(Level One)
Straight out of SF3 is Akuma's Rising Hurricane Kick super. A word of warning about this attack, it has almost no horizontal range. Also, there's a short pause when it starts, making it almost impossible to combo on the ground. The only way that I've found to combo this attack is after Akuma's launcher. However, even after a launcher, the timing is quite tricky and the opponent will sometimes be able to block. The best way to use this is probably as an anti air attack or in a Delayed Hyper Combo. 

Shun Goku Satsu (The Raging Demon!) LP, LP, , LK, HP (Level Three)
One of my all time favorite Supers. You gotta love it. After a burst of light, Akuma slides along the floor and grabs his opponent. The screen goes black as the sound of flesh being pummeled is heard. They reappear with the mangled opponent lying on the floor as Akuma triumphantly stands above his victim. It's unblockable so the only escape is to jump out of the way or to throw Akuma out of it. A definite crowd pleaser and the mark of a master. Save up your super meter to do it, but only if you wanna show off. It does good damage, but it's not exactly worth three levels of super meter in a close fight. For extra crowd points, it's best to save up five levels of super meter and use this to finish off an opponent in a DHC. Very impressive looking. 

 

Assist Type Attacks

 

Assist Type Assist Attack Variable Counter Team Super
Alpha Type Gou Hadoken Gou Hadoken Messatsu Gou Hado
Beta Type Gou Shoryuken Gou Shoryuken Messatsu Gou Shoryu
Gamma Type Gou Tatsumaki Senpuukyaku Gou Tatsumaki Senpuukyaku Messatsu Gou Rasen

My favorite assist type for Akuma is Gamma because the Hurricane Kick is so useful as a helper attack. It has great priority and it locks your opponent in place, setting them up for a devastating attack from your on screen character. Keep in mind though that the Messatsu Gou Rasen is nearly useless as a team super, so unless you're teamed with other characters that use vertical supers, don't waste your precious super meter on team supers. The best counter would probably be Beta type because of the dragon punch's speed and priority. It's also a pretty good assist attack, but keep in mind that the Dragon Punch will knock the opponent away, limiting its combo ability. His Team Super in Beta mode is great since it's easily comboable. His Alpha type assist is useful since his fireball is quite fast and in MVC 2, keep away is a huge strategy. The Alpha team super is great because it complements almost any other attack. 

� 2000 Migs Rustia: [email protected]
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