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Akuma by Reu

Version: 0.2 | Updated: 05/24/00

Marvel vs Capcom 2: New age of Heroes 

Akuma/Gouki Guide Ver 0.2

Author:Reu (Negativedge)

Log: 24-5-00

This FAQ is not to be used for profitable/promotional purposes; this 
includes being used by publishers of magazines, guides, books, etc. or 
being incorporated into magazines, etc. in ANY way without my 
permission. This FAQ was created and is owned by me, Reuben Kee 
<Negativedge@ignmail.com>. All copyrights and trademarks are acknowledged 
that are not specifically mentioned in this FAQ. Please give credit 
where it is due.                 


TABLE OF CONTENTS                                                                                                                             
1.0 Updates  
2.0 Author Info
3.0 Character Info
4.0 Conventions
5.0 Moves list
5.1 Combos
6.0 Credits

     NOTES:    If anyone has a way to successfully connect his Shun Goku Satsu, 
please let me know! 


Initial Release, um.. lots of work to be done.

Need more combos! Don't be shy to send them in!

Thanks to LordWyndia and twelvs teckneo, some more combos have been added!
Again please send more combos in!

I've been playing VS games for quite some time now, (ever since I got my PS), 
and I've always admired how Capcom managed
to make such great titles all the time. If you guys are ever in Bishan area, 
come down to the Home United Fan Club and 
maybe you'll see me there!

Ever since his first appearance in Super Street fighter II turbo, Akuma (or 
Gouki in Japan) promised to be more than just
your average character, and he did, that is, until the street fighters went 
against the xmen, or marvel or etc, He seemed 
to have just become an average all rounder.
Thanks goodness Capcom decided to upgrade him a little in Marvel VS Capcom 2, 
not only has his speed increased, but his
power as well.


ub   u    uf
db   d    df

Joystick layout with opponent facing from right

lp=light punch
hp=heavy punch
A=assist A
lk=light kick
hk=heavy kick
B= Assist B

qcf=quarter circle forward, down to forward
qcb=quarter circle back, down to back
scf=semi circle forward, back to forwad
scb=semi circle back, forward to back
dash=tap direction then direction again quickly
sj=super jump, tap down followed by up.
kk=two kick buttons pressed together
pp=two punch buttons pressed together
XX=Cancel into


Special moves

Asura warp Forward
F, D, DF + KK or PP
It is possible to warp past hyper combos but where you stop is another thing.
Asura warp Back
B, D, DB + KK or PP

Gou Hadouken
D, DF, F + P   
Your basic projectile attack, don't bother using it against iceman, cable or etc

Gou Shouryuken
F, D, DF + P
Great anti-air attack for those jump-ins

Tatsumaki Zankuu Kyaku (can be done in air)
D, DB, B + K
Can be cancelled into his Messatsu Zankuu Hadou on ground or in air.
Can go into an OTG with the hk.

Tenma Kuujin Kyaku
In Mid-Air, D, DF, F + K
Use this once in a while to suprise your opponent.

Zankuu Hadouken
In Mid-Air, D, DF, F + P   
Once again, don't use this too often against beamers, it is quite useful, 

Hyper combos

Messatsu Gou Hadou
D, DB, B + PP
Akuma fires a massive flow of energy in a horizontal thrust.

Messatsu Gou Shouryuu
D, DF, F + PP
Three Shoryukens, sending the victim in flames into the sky.
If you miss, you are totally vulnerable in your way down.

Messatsu Gou Rasen
D, DF, F + KK
Connection into this is a little tricky, 
Akuma does a hurricane kick vertically ending in a slamming kick.

Tenma Zankuu Hadou
In Mid-Air, D, DF, F + PP
Akuma fires massive numbers of fireballs in a diagonal fashion.
can be cancelled from his hurricane kick.

Shun Goku Satsu (Tian)
- LP -> LP -> F -> LK -> HK
Requires and uses 3 Hyper Combo levels 
(If anyone has a method of connecting this move please let me know!)

Assist Type

Alpha: Shooting Attack - Gou Hadouken / Messatsu Gou Hadou
Beta:  Air Attack - Gou Shouryuken / Messatsu Gou Shouryuu
Gamma: Movement Attack - Tatsumaki Zankuu Kyaku / Messatsu Gou Rasen
use this, while his hurricane kick is hitting, you can land a couple of hits of 
your own 
as well as start an air combo.

Aerial Rave Launchers



Akuma was never really good at combos, making him rely on his powerful special 
Perhaps this is a weakness, but it can be counteracted by stringing 
punches/kicks into special moves.
As a result, his combos are simple yet effective.

Please send in any combos that aren't here to Negativedge@ignmail.com

D+LK => D, DF, F + PP

D+LK => D, DB, B + HK => XX D, DF, F + PP

D+HP => Messatsu Gou Rasen

Dash forward, D + LK => D + HP => SJ => LP => D, DB, B + HK XX  D, DF, F + PP
You should wait for the hurricane kick to connect at least 3 times before 

Dash forward, D + LK => D + LK => D, DB, B + HK => OTG D+LK =>  D, DB, B + HK XX 
D, DF, F + PP

Dash forward, D + LK => D + LK => D + HP => SJ => LP => LK => LP => D, DB, B + 
HK XX  D, DF, F + PP

Dash forward, D + LK => D + LK => D, DB, B + HK => OTG D+LK => D + HP => SJ => 
LP => LK => LP => D, DB, B + HK XX  D, DF, F + PP

Dash forward, D + LK => D + LK => D, DB, B + HK => OTG D+LK => D + HP => 
Messatsu Gou Rasen


CJAYC! For being so devoted to the site, and his faq from which I extracted the 
names for Akuma's moves.

Care to input to this faq or chat about mvc2, E-mail me at 
or, you can contact me via ICQ, my  UIN is 28726882

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