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Akuma/Gouki by GenesisGamma6

Version: 1.0 | Updated: 01/21/07

SNK vs Capcom Chaos
Akuma/Gouki FAQ for Beginners
Version 1.0
By GenesisGamma6 (AKA Epsilon of Blood-sports.net and G3 Evolution)
Started and completed on: January 21, 2007

Formal Stuff
This FAQ may not be reproduced under any circumstances except for personal, 
private use. It may not be placed on any website or otherwise distributed 
publicly without advance written permission. Use of this guide on any other
website or as a part of any public display is strictly prohibited, and a 
violation of copyright.

(1) Introduction to the Fist of Destiny
(2) Quick bio and story information 
(3) Legend
(4) Game basics
(5) Special Moves of the Fist Master
(6) The Powerful Techniques of the Dark Hadou
(7) Basic Combos
(8) Miscellaneous Information
(9) Credits and Contact Info

Introduction to the Fist of Destiny
A late happy new year to all of you readers! I promised that when I started
writing FAQs that I would get out an FAQ for Shin Akuma/Gouki but before I can
do that, there may as well be a basic tutorial on using his original version.
There are some minor differences between the SNK version and the Capcom 
version so I'll try and highlight those as we go along.

The purpose of this FAQ is to give a brief guide for beginners to Akuma in the
SNK vs. Capcom game and will by no means provide insane amounts of combos.

Quick bio and story information
This is taken from Street Fighter Eternal Challenge, the official resource 
direct from Capcom Japan.

Height: 178 cm
Weight: 80 kg
3 Size: B118-W84-H86
Blood Type: Unknown
Nationality: Unknown
Likes: Unknown
Dislikes: Unknown
Fighting Style: Shotokan Karate

Akuma's lust for absolute power corrupted his mind, slowly transforming him
into the murderous fighting demon he is today. Once he was able to obtain the
Dark Hadou and slay his master, he saw the power he was capable of and 
relinquished any intention of turning back.

Following a path of pure evil, Akuma traveled to a small island south of Japan
filled with active volcanoes, known as the Island of Flame. He spent many 
weeks training there before heading out across the world in search of worthy
opponents who could prove their worth in the face of the death he represented.
Finding Ryu, and seeing in him the potential to harness the powers of the Dark
Hadou, Akuma wonders what his destiny will bring and whether he will continue
onwards as the Fist of Destiny.

Primary Colour: Dark skin, red hair, blue karate gi (blue??)
Secondary Colour: Lighter skin, purplish red hair and violet gi

u = Up
uf = Up-Forward
f = Forward
df = Down-Forward
d = Down
db = Down-Back
b = Back
ub = Up-Back
qcf = Quarter-Circle Forward
qcb = Quarter-Circle Back
hcf = Half-Circle Forward
hcb = Half-Circle Backward
P = Punch
LP = Light Punch
HP = Hard Punch
K = Kick
LK = Light Kick
HK = Hard Kick

Neo-Geo System Button Configuration
A = LP
B = LK
C = HP
D = HK

Game Basics
Dash: Tap f twice
Character will perform a quick dash forward. You are vulnerable to attack
during this dash.

Backwards dash: Tap b twice
Character will hop backwards. Once again, you are vulnerable to attack 
during the hop.

Guard Cancel Frontstep: Tap f twice while blocking or press BC while blocking
Character cancels block and dashes forward with a brief moment of 
invincibility. This is a key concept to master so get used to it quickly. 
This technique consumes some power gauge energy. According to Kao Megura's
general FAQ, tapping F twice consumes less power gauge energy than pressing BC
while blocking. 

Guard Cancel Attack: Press CD at same time while blocking
Character cancels block and performs a small counter attack to knock opponent
back. This costs you one level of your power gauge and deals no damage so use
this to get the enemy off your back if they're pressuring you too much.

Throwing: Press AB or CD when near opponent
This is probably one of the elements that turns normal fighting game fans away
from this game. Throwing is a bit of a hassle here (even more so than Street 
Fighter Alpha 3's PPP or KKK throw input). If you miss a throw, there will
be a miss animation for your character and you will be punished for a missed
throw by losing some power gauge energy. Obviously a successful throw 
doesn't cost any power guage. The AB throw will keep your opponent in front
of you while the CD throw causes your character to switch sides so keep that
in mind.

Throw escape: Press AB or CD as soon as you are being thrown by the opponent
Your character will perform an action to avoid being thrown by the opponent.
Note that you must use the same input as the opponent did. So if the opponent 
tries an AB throw, you have to press AB as well to escape the throw.

Recovery Roll: Press AB when landing
A standard feature in King of Fighters, this allows your character to recover 
on their feet quickly instead of being knocked down.

Special Moves of the Fist Master
Seoi Nage: Press AB when near
Standard shoulder throw grab move that shotos have. A nice quick toss.

Tomoe Nage: Press CD when near
Standard back roll grab move that shotos have. Moving along.

Zugai Hasatsu: f + C
His two hit overhead attack that has been with him since the Street Fighter
Alpha series. Can cancel this move into other moves when in Maximum Mode. This
is the only command move that CANNOT be canceled into from a normal attack.

Hiza Geri: f + D
Akuma will ram his knee forward to hit the enemy. A decent cancelable attack
which is not so great in this version but is a staple in one of Shin Akuma's 
Max Mode combos. 

Kurubushi Kick: db + D
The shoto crouching MK from the Capcom games appears here. I'm certain you all
remember how this could be canceled into another special back in the Street 
Fighter II days and it still remains a steady cancelable move.

Tenma Kuujin Kyaku: Jump uf, db~df + B at apex
Akuma's diving kick that has been with him from the Alpha series. A decent
opener to start combos with.

Gou Hadou Ken: qcf + P
The standard shoto fireball that we've all seen and remembered from Street
Fighter. This projectile knocks down an enemy if they get hit shortly with 
this after it is thrown.

Zankuu Hadou Ken: qcf + P in air
A signature move of Akuma's since Super Street Fighter II Turbo. It doesn't
pin down an enemy as much nowadays but this is a decent move to use if you're
backing off. This also works nicely as a way to open combos since the enemy
takes a bit of time to recover after being hit with this.

Shakunetsu Hadou Ken: hcb + P
Akuma tenses up before firing a three hit fireball which causes someone to
light up if they are hit with it. During the charge-up, Akuma has mid-level
invincibility. Unfortunately, this is still a standard projectile which can
be easily nullified. Best used to go for chip damage finishes to get to Red
Arremer in the arcade mode.

Gou Shoryu Ken: f, d, df + P
Both versions hit three times and unlike Ryu and Ken, Akuma has no startup
invincibility. However, his Gou Shouryuu Ken comes out pretty fast and lets
him recover fairly quickly when he lands. A good move that can be inserted
into combos as well.

Tatsumaki Zankuu Kyaku: qcb + K
A key move for many of Akuma's simple combos as I will note later. The D
version has him spinning longer but you can still juggle your opponent if
the first few rotations miss. Considering how it takes him longer to recover,
I stick with the B version as there are many great followups one can perform.
This also allows him to pass through some projectiles.

Kuuchuu Tatsumaki Zankuu Kyaku: qcb + K in air
An aerial version of the move previously mentioned. Like in previous Street
Fighter games, you can juggle the opponent from this move if you hit them 
with it. I haven't found a totally practical use for it in here in terms of
combos but it's still a good option for Akuma to have.

Hyakki Shuu: f, d, df + K
It's a good thing that SNK used the new input for this instead of the old 
Alpha input since I never really got used to that. Basically, Akuma will flip
into the air and do one move depending on what followup input is used.

Hyakki Gouzan: Do nothing after Hyakki Shuu
Akuma will attack with his inner leg that must be blocked low upon his 

Hyakki Goushou: Press P after Hyakki Shuu
Akuma will strike the opponent with his outer palm and knock them down. The
strike will come out as soon as you press P.

Hyakki Goujin: Press K after Hyakki Shuu
Akuma will dive down and kick the opponent with his outer leg as soon as you
press K.

Hyakki Gousai: Press AB/CD when near
Akuma will grab the opponent and spin them once in the air before slamming
them on the ground.

Ashura Senkuu (Forward): f, d, df + AC / BD
The teleport move that has been with him since Super Street Fighter II Turbo.
The AC version moves you further than the BD version. Unlike the crappy SFIII
teleport, Akuma can use this and safely bypass anybody that throws a super or
Exceed at him while he's in the main duration of the move. At the end is 
another story unfortunately since he is vulnerable when reappearing.

Ashura Senkuu (Backward): b, d, db + AC / BD
Comments from above can be applied here. Only difference is that he moves
backward instead of forward.

The Powerful Techniques of the Dark Hadou
Tenma Gou Zankuu: qcf x 2 + P in air
Akuma fires a super version of his air fireball which goes for 8 hits. The LP
version goes a bit slower than the HP version. This move is not recommended
for any situation other than a wakeup for one who is abusing their projectiles
since there are many vulnerabilities with this move. For one, it takes about a
second for the super flash to occur after the input and if he's hit during
that time, you still lose the super bar. Damage wise, this is probably one of
his weaker supers. And it's fairly easy to avoid the super if you play smart
and after that, he's open for a combo as he needs time to land.

Messatsu Gou Hadou: hcb x 2 + P
A super fireball which goes for 8 hits. LP version is fired a bit slower than
the HP version. The nice thing about this move is that if you hit the opponent
in the corner with this, you can juggle them but you'll have to be quick with
a followup input to get the juggle. Recovery is decent assuming the enemy does
not use Guard Cancel Dash.

Messatsu Gou Shoryu: qcf x 2 + P
A seven hit dragon punch super which is more or less the same in design as 
Ken's Shoryu Reppa. The initial animation can duck underneath projectiles
as Shin Akuma has done to me many times when I first started playing. If this
is blocked, prepare to get punished. This move is combo friendly so keep that
in mind.

ShunGokuSatsu: A, A, f, B, C [EXCEED]
Seriously, who didn't see this coming? As Akuma's most powerful trademark move
in the Alpha series and in other titles, the Raging Demon is restricted to a 
one time use in a battle in SVC. Akuma's warp is pretty quick although not as 
fast as Shin Akuma's. He also has total invincibility at the beginning of the
warp. The interesting thing is that this move is classified as a pure grab 
move while Shin Akuma's version is classified as unblockable but not a grab.
To clarify, Shin Akuma's move can be stoped with autoguard moves while Akuma
simply plows through for the complete damage. A friend of mine named AcidGlow 
has recorded footage which examines both versions of the ShunGokuSatsu on 
YouTube. The vids are near the last pages of his profile so you'll have to do
some digging.

It would have been cool to get Messatsu Gou Senpuu and Kongou Kokuretsuzan in
here but sadly that's not the case.

Basic Combos
I swear, he has got to be one of the most combo friendly characters in this 

1. Zankuu Hadouken (or another jump in) => Close/Crouching C => Messatsu Gou
Shoryu/Gou Hadouken/Gou Shoryu Ken

2. Zankuu Hadouken (or another jump in) => Crouching A/B x 2 (3 if you're 
lucky. Can alternate between A and B) => B Tatsumaki Zankuu Kyaku => Messatsu
Gou Hadou

If you do the above combo in the corner, you can use alternate followups after
Tatsumaki Zankuu Kyaku such as Messatsu Gou Shoryu or Gou Shoryu Ken. You can
also add on an extra followup after Messatsu Gou Hadou like so...

B Tatsumaki Zankuu Kyaku => Gou Shoryu Ken 

Mind you that you'll have to properly time the Messatsu Gou Hadou so that the
followup input juggles the opponent properly.

On an interesting note, the slowness of the Zankuu Hadouken can be an asset.
Assume you corner someone and then jump back to fire a Zankuu Hadouken before
jumping forward for another Zankuu Hadouken. If the first one hits, the second
one will combo from it and you can combo from there.

Some Max Mode Combos...

3. Zankuu Hadouken (or another jump in) => Close/Crouching C => Gou Shoryu Ken
=> (Super Cancel on second hit) Messatsu Gou Shoryu

4. Zugai Hasatsu => Gou Shoryu Ken => (Super Cancel on second hit) Messatsu 
Gou Shoryu

A few final words
Unlike previous Capcom games, the Hurricane Kick => Dragon Punch combo only
works in the corner since Akuma's uppercut is just out of range if you do it
while in the middle of the stage or something. At least SNK compensated for
allowing you to juggle the enemy with Messatsu Gou Hadou instead.

Akuma gains super energy at a turtle's pace. If you do his Gou Shoryu Ken, you
only get super energy if it makes contact with the enemy. Try to conserve your
super bar for emergency situations or for a combo that can guarantee a KO.

Akuma's stamina is also an issue so keep on the offensive with this character.

Also, the old trick of getting the CPU to fall for the ShunGokuSatsu isn't as
reliable here. You'll need to open them up with something like Zankuu Hadouken
to ensure they are stunned enough for you to enter the input and get the 
Exceed out.

Speaking of the CPU, a majority of opponents are dumb enough not to block
an incoming Zankuu Hadouken if you corner them. Talk about a great way to
breeze through the game and get used to some of Akuma's combos.

Last note... the ShunGokuSatsu finish here is the most awesome, second to the
finish in the SFIII series.

Some CPU End Boss Tips for those having trouble getting to Akuma's ending

Shin Akuma: He falls under the CPU majority that was mentioned earlier. He
will usually get hit by the Zankuu Hadouken if he's cornered (and he won't
teleport out of it) so just keep him there. If he blocks, just back off until
you have another opportunity to combo him again.

Violent Ken: Time your jumps carefully so that he can whiff his HP Shoryuuken
and then nail him with a combo. Violent Ken also falls under the CPU majority.

Orochi Iori: Use your dashes as ways to feint so that he will whiff his 100
Shiki: Oniyaki in front of you. He's a turtler here so the Zankuu Hadouken
freebie won't apply here.

Serious Mr. Karate: Learn to master Guard Cancel Frontstep so that you can
punish him when he does Chou Haoh Shikou Ken. He will occasionally leave 
himself wide open when he does his HP Built Upper and Kyokugen Kohou so be
ready to combo him there. He does fall under the majority for the most part.

Red Arremer: Falls under CPU majority as well. If he does block, keep on him
by doing LP Gou Shoryu Ken since he won't GCD if he's in the corner (as I 
wrote earlier in my Dan and Hugo FAQs). Once you guard crush him and knock
him down, try for the freebie again.

Athena: Easy for anyone in general. All you need to do is be aware of her move
properties and their openings for a counterattack.

Miscellaneous Information
Win pose 1: Goes into his horse stance and shakes.
Win pose 2 (ShunGokuSatsu Finish): Remains standing and shows you the Ten 
symbol on his back.

Win quote 1: To you defeated in battle, regret your folly in Hades!
Win quote 2: Oh, can you hear it...? The dogs of war await you!
Win quote 3: Be gone with you! You lack conviction to follow the way!
Win quote 4: Defeating you takes less effort than smacking a baby. Not that
I'd ever do that! (AN: Seriously... what the hell?)

Special win quote against Bison: Destroy!
Special win quote against Ryu: Just try to defeat my murder wave, ponce!

Credits and Contact Info
Thanks to Kao Megura's FAQ for some additional notes on move properties for
this version of Akuma.

Kudos for Capcom and SNK teaming up together on these projects. Hope to see
another one in the works soon.

Additional extra FAQs not featured on GameFAQs can be found at


AIM: GenesisGamma6
Yahoo: nemesisalpha1@yahoo.ca
MSN/Hotmail: deadalpha@hotmail.com

Copyright 2007 Isaac Tong

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