Shin Akuma FAQ
.-----------------------------.
| Copyright 2006 Steven Marr |
| By Steven Marr (aka Xenomic)|
| [email protected] |
| [email protected] |
| [email protected] |
| AIM: Xenomic |
| |
'-----------------------------'
---------------------------------
Legal Script
---------------------------------
All copyrights and trademarks are acknowledged where are not specifically
mentioned. If you wish to reproduce this document AS IS, you may do so after
asking my permission, and not for profit. If I see fit, I, however, will
revoke permission and ask for it to be taken down if necessary.
---------------------------------------------------
Table Of Contents
---------------------------------------------------
1. The Basis of this Guide
2. Keys
3. Shin Akuma's Profile
4. Shin Akuma's Moveset
5. Breakdown of Shin Akuma's Moves
6. Shin Akuma's Strengths and Weakness
7. Shin Akuma's Game
8. Credits
-----------------------------------------------------
1. The Basis of this Guide
This guide is to help those get acquainted w ith Shin Akuma, the secret boss
of Capcom Fighting Evolution, as there is no in-game movelist for this demon.
This FAQ will also attempt to breakdown Shin Akuma in terms of offense and
defense. Plus, there's not many FAQs for this game. So, without adieu, let us
begin!
------------------------------------------------------------
2. Keys
Use this Legend to help you understand the different definitions that I will
be using throughout this FAQ.
u=up
f=forward
d=down
df=down-forward
db=down-back
b=back
qcf=quarter-circle forward
qcb=quarter-circle back
hcf=half-circle forward
hcb=half-circle back
360=360 degree rotation of directional pad
720=720 degree rotation of directional pad
fdp=Forward Dragon Punch (forward, down, down-forward)
bdp=Back Dragon Punch (back, down, down-back)
LP=Light Punch
MP=Medium Punch
HP=Heavy Punch
LK=Light Kick
MK=Medium Kick\
HK=Heavy Kick
PPP=Three punches together
KKK=Three kicks together
Ch.=Charge move
(air)=Move can be done in air.
(AIR)=Must be performed in air
----------------------------------------------------------------
3. Shin Akuma's Profile
Nationality-Japanese
Fighting Style-Dark Shotokan karate
Age-Unknown
Height-5'8"
Weight-???
First Appearence-Super Street Fighter II Turbo
Additional Appearences-Capcom Vs. SNK, Capcom Vs. SNK 2,
SVC Chaos: SNK Vs. Capcom, Street Fighter Alpha 2, Street
Fighter Alpha 3
Akuma was a human but has always trained to become the most powerful fighter
in the world, no matter what the cost. He was eventually shun away by his
master because the evil within Akuma.
Akuma then continued to train in the techniques of Shotokan Karate. After
training many years, he finally mastered every technique of Shotokan Karate.
He felt empty inside and knew there must be more to Shotokan Karate, then
he was taught. After, he found the hidden part of the Shotokan Karate, also
known as the Dark Shotokan Karate.
Akuma began to train under the Dark Shotokan Karate and unleashing the
power, demons soon merged into Akuma's body. Akuma's power increased
greatly, but now he was nothing human.
(Taken from Street Fighter III)
Shin Akuma is just Akuma at his full power, utilizing the abilities and power
of the Dark Shotokan. He is known as the Martial Arts God to many.
----------------------------------------------------------------
4. Shin Akuma's Moveset
Normal Moves
Gou Hadoken...........................................QCF + LP, MP, or HP
-Normal Hadoken move.
Zanku Hadoken (AIR)............................QCF + LP, MP, or HP
-Air Hadoken move. Fires diagonally at opponents.
Shakenetsu Hadoken..............................HCB + LP, MP, or HP
-Fire version of Hadoken. A bit stronger than Gou Hadoken, but more
predictable to see.
Gou Shoryuken........................................FDP + LP, MP, or HP
-Version of Shoryuken that hits a max of 3 times.
Tatsumaki Zanku Kyaku........................QCB + LK, MK, or HK
-Version of Tatsumaki Senpu Kyaku, but can hit a max of 3 times.
Ashura Senku..........................................FDP (BDP) + PPP
(to go far) or KKK (to go short)
-Teleport move. Shin Akuma is invicible while teleporting.
Super Moves
Messatsu Gou Hado...............................HCB (x2) + LP, MP, or HP
-Same as Shinku Hadoken. Five Gou Hadokens in one.
Tenma Gou Zanku (AIR)........................QCF (x2) + LP, MP, or HP
-A Super version of Zanku Hadoken. Hits up to 5 times.
Messatsu Gou Shoryu.............................QCF (x2) + LP, MP, or HP
-A Super version of Gou Shoryuken. Hits a max of 9 times.
Shungokusatsu.........................................LP, LP, F, LK, HP
-Unblockable. Hits a max of 10 times. One of Shin Akuma's strongest moves
Misogi.............................................HCB (x2) + LP, MP, or HP
-Shin Akuma's ultimate attack. Can almost kill (takes about 90% of Health
bar).
---------------------------------------------------------------
5. Breakdown of Shin Akuma's Moves
Basic Moves
LP (Quick Jab)
-Great for speed, but horrible for damage. However, this can help in
raking up damage if you combo other attacks into this move.
MP (Standing Punch)
-Decent in both speed and damage. However, kinda hard to combo into...
HP (Fierce Punch)
-Somewhat slow, but does good damage. Hard to combo off of though.
LK (Quick Kick)
-As with the LP, fast and good combo starter, but not good damage at all.
MK (High Kick)
-As with the MP.
HK (Roundhouse Kick)
-Great for hitting airbourne opponents. However, it is rather slow, so be
cautious.
Gou Hadoken
-Speed depends on the P button you used. Try mixing up slow and fast
Gou Hadokens to confuse your opponent.
STRONG VS.
Shoryuken (Ryu)
Gou Shoryuken (Shin Akuma)
Demon Cradle (Demetri)
Somersault Kick (Guile)
Sunrize (Ingrid)
Sun Upper (Ingrid)
Sun Lower (Ingrid)
Cobra Blow (Anarkis)
Hole of Hell (Anarkis)
Midnight Bliss (Demetri)
Shungokusatsu (Shin Akuma)
Messatstu Gou Shoryu (Shin Akuma)
Midnight Pressure (Demetri)
Total Wipeout (Guile)
Somersault Strike (Guile)
Shin Shoryuken (Ryu)
Tatsumaki Senpukyaku (Ryu)
Tatsumaki Zanku Kyaku (Shin Akuma)
Ransetsu Jin (Kenji)
Rasen Kyaku (Kenji)
Soul Throw (Rose)
Aura Soul Throw (Rose)
Nero Fatica (Jedah)
Spreggio (Jedah)
Finale-Rosso (Jedah)
Psycho Crusher (M. Bison)
Double Knee Press (M. Bison)
Knee Press Nightmare (M. Bison)
Flash Chop (Alex)
Powerbomb (Alex)
Dashing Elbow (Alex)
Hyper Bomb (Alex)
Boomerang Raid (Alex)
Spinning Pile Driver (Zangief)
Atomic Suplex (Zangief)
Flying Powerbomb (Zangief)
Final Atomic Buster (Zangief)
Kobokushi (Yun)
Nisho Kyaku (Yun)
Zenpu Tenshin (Yun)
Sorai-Rengeki (When far away/Yun)
Guren Ken (Karin)
Hosho (Karin)
Mujin Kyaku (Karin)
Rasen Cho (Karin)
Yasha Gaeshi (Karin)
Arakuma Inashi (Karin)
Kanzuki-Ryu Shinbi Kaibyaku (Karin)
Kanzuki-Ryu KO'ou Ken (Karin)
Chariot Tackle (Urien)
Tyrant Slaughter (Urien)
Rolling Buckler (Felicia)
Hellcat (Felicia)
Dancing Flash (Felicia)
Chronos Rush (Leo)
Achilles Rush (Leo)
Mars Slash (Leo)
Gaia Driver (Leo)
Hercules Rush (Leo)
Gigas Driver (Leo)
Hoxanto (Guy)
Bushin Senpu Kyaku (Guy)
Hayakage (Guy)
Bushin Hasso Ken (Guy)
Bushin Gorai Kyaku (Guy)
The Chiller's Attack (Hydron)
Hydro Spin (Hydron)
Strangling Spark (Hydron)
Deluge Assault (Hauzer)
Tempest Fall (Hauzer)
Sakizakura Ken (Sakura)
Shunpu Kyaku (Sakura)
Midare Zakura (Sakura)
Haru Ichiban (Sakura)
Spinning Bird Kick (Chun-Li)
Hyakuretsu Kyaku (Chun-Li)
NO EFFECT VS.
Sunburst (Ingrid)
Coffin Drop (Anarkis)
Mummy Drop (Anarkis)
Chaos Flare (Demetri)
Negative Stolen (Demetri)
Sonic Boom (Guile)
Hadoken (Ryu)
Hadoken (Sakura)
Ichimonji (Kenji)
Bakuryusho (Kenji)
Enmazuki (Kenji)
Soul Spark (Rose)
Soul Spiral (Rose)
Dio-Cega (Jedah)
Psycho Vanish (M. Bison)
Teleport (M. Bison)
Air Knee Grapple (Alex)
Stun Gun Headbutt (Alex)
Double Lariat (Zangief)
Punishing Flat (Zangief)
Aerial Russian Slam (Zangief)
You-Hou (Yun)
Sunshot (Ingrid)
Sunarch (Ingrid)
Sunshine (Ingrid)
Sun Delta (Ingrid)
Metallic Sphere (Urien)
Dangerous Headbutt (Urien)
Cat Spike (Felicia)
Sand Splash (Felicia)
Delta Kick (Felicia)
Bushin Flip (Guy)
Tornado Mist (Hydron)
Tadpole Spawn (Hydron)
Venom Funnel (Hydron)
Lightning Mast (Hydron)
Volcano Breath (Hauzer)
Deluge Crisis (Hauzer)
Kikouken (Chun-Li)
WEAK VS.
Pharoah's Magic (Anarkis)
Bat Spin (Demetri)
Messatsu Gou Hado (Shin Akuma)
Demon Billion (Demetri)
Shinku Hadoken (Ryu)
Kagerou (Kenji)
Utsusemi (Kenji)
Jumonji (Kenji)
Soul Reflect (Rose)
Aura Soul Spark (Rose)
Ira Spinta (Jedah)
Prova-Dei-Cervo (Jedah)
Head Press (M. Bison)
Devil Reverse (M. Bison)
Mega Psycho Crusher (M. Bison)
Head Stomp (Alex)
Tetzuzankou (Yun)
Zessho Hohou (Yun)
Ressen Ha (Karin)
Sun Dive (Ingrid)
Violence Knee Drop (Urien)
Temporal Thunder (Urien)
Aegis Reflector (Urien)
Please Help Me! (Felicia)
Gust Flame (Hauzer)
Flower Kick (Sakura)
Shinku Hadoken (Sakura)
Hazen Shu (Chun-Li)
Hoyoku-Sen (Chun-Li)
Kikou-Sho (Chun-Li)
This is a great move to stall opponents and to play keep-away
games. You'll definentely want to use this the moment you see a
projectile, as this move will cancel them out (with the exceptions
of Super Art specials, in which the opposite occurs...)
Zanku Hadoken
-The speed of the fireballs depend on the P button
pressed.
STRONG VS.
Anti-Air attacks (if they miss) (Somersault Kick, Shoryuken, etc.)
Dash attack (Flash Chop, Achilles Rush, etc.)
Most projectiles (Hadoken, Kikoushen, etc.)
NO EFFECT VS.
Super Arts....
WEAK VS.
Nothing...
Shakunetsu Hadoken
-Does a bit more damage than Gou Hadoken, and is a
bit slower with start-up time, but you can throw this out
with Gou Hadoken. Plus, it can push opponents back away
if they get too close to Shin Akuma.
STRONG VS.
Same as Gou Hadoken.
NO EFFECT VS.
Same as Gou Hadoken
WEAK VS.
Same as Gou Hadoken
Gou Shoryuken
-How far up Shin Akuma goes up depends on what
P button you press.
STRONG VS.
Missed Anti-Air attacks (Shoryuken, Somersault
Kick, etc.)
Dash attacks just as they close in on Shin Akuma
(Flash Chop, Achilles Rush, etc.)
Air attacks (Flower Kick, Violence Knee Drop, etc.)
NO EFFECT VS.
None........
WEAK VS.
All projectiles
Any attacks if misses
Tatsumaki Zanku Kyaku
-Great for Rush attacks (Flash Chop, Achilles Rush, etc.), and
is great to punish missed or blocked Anti-Air attacks. Bad, however,
if the opponent ducks under it or is far away when used.
STRONG VS.
Blocked or missed Anti-Air attacks
Rush attacks
NO EFFECT VS.
Most Super Arts (Aegis Reflector, etc.)
WEAK VS.
Projectiles (Hadoken, Gou Hadoken, etc.)
Anti-Air (Shoryuken, Demon Cradle, etc.)
Ashura Senku
-Great in that it grants invulnerability to attacks while
teleporting, and the fact that it allows teleport. Great to get out
of corners. Easy to combo attacks off of this move as well.
STRONG VS.
All attacks
NO EFFECT VS.
None
WEAK VS.
None
Messatsu Gou Hadou
-Excellent in that it rips through all other projectiles (except Super Art
projectiles...) and it repels virtually any attack.
STRONG VS.
All Rush attacks
All projectiles (except Super Art projectiles)
All Anti-Air attacks
NO EFFECT VS.
None
WEAK VS.
None
Tenma Gou Zanku
-As with the Messatsu Gou Hadou, this move is great against all other
projectiles, AND is perfect against Anti-Air attacks. However, many
players will expect this move, so use it sparingly.
STRONG VS.
Most Anti-Air attacks
Most Projectile attacks
All Rush attacks
NO EFFECT VS.
None
WEAK VS.
None
Messatsu Gou Shoryu
-Great against Rush attacks, but not the best of choice against Projectile
users. However, it does make for a nasty counterattack as a Wakeup move.
STRONG VS.
Most Anti-Air (if blocked or miss)
All Rush attacks
NO EFFECT VS.
None
WEAK VS.
All Projectiles (unless timed correctly)
Shungokusatsu
-The infamous Raging Demon to some and Instant Hell Murder to others. Great
due to its speed and being an Unblockable. Unfortunently, everyone who has
fought Shin Akuma or Akuma knows about this move and know how to avoid it.
However, try using it as a Wakeup Counter. You might be able to surprise your
opponents.
STRONG VS.
Rush attacks only!
NO EFFECT VS.
None
WEAK VS.
Anti-Air attacks
Projectile attacks
Misogi
-Another infamous Shina Akuma attack. Shin Akuma disappears briefly and does
a massive karate chop, doing almost 80% of a health bar! However, as
with Shungokusatsu, people expect this. It's also easy to block too, if you
can spot it coming.
STRONG VS.
Everything
NO EFFECT VS.
None
WEAK VS.
None
---------------------------------------------------------------
6. Shin Akuma's Strengths and Weaknesses
To start off, note that Shin Akuma uses the Street Fighter II fighting system.
Therefore, it is worth noting that Shin Akuma has the strengths and weaknesses
of that system. However, he also has his own innate strengths and weaknesses,
as will be explained in the upcoming review.
STRENGTHS
-Note that Shin Akuma is the FASTEST character in the game. Try and use this
to your advantage.
-Use Shin Akuma's Ashura Senku to get out of traps and Super Specials.
-Zanku Hadoken fires TWO fireballs. Use this to your advantage when jumping
away or near an opponent. Try to floor sweep the opponent whenever you throw
that move out.
WEAKNESSES
-Note that Shin Akuma takes double damage compared to everyone else. In some
cases, a Super Special is enough to wipe him out. Too bad the CPU isn't like
this...
-Several of his moves are unsafe if blocked. Those being Gou Shoryuken,
Messatsu Gou Shoryu, Tatsumaki Zanku Kyaku.
-Be careful when using Shungokusatsu! If it doesn't connect, you WILL be
punished for it!
-Sometimes, Shin Akuma's speed can hinder you, especially when you try to do
moves off of other moves.
------------------------------------------------------------
7. Shin Akuma's Game
OFFENSE
This is where Shin Akuma should be on at most of the time. His offense is
outstanding, and his moves definently do their fair share of damage. Try
mixing in slow and fast Gou Hadokens with slow and fast Shakunetsu Hadokens,
then follow-up with a Tatsumaki Zanku Kyaku or Gou Shoryuken. Be careful when
using these though. They can be easily countered.
DEFENSE
Not one of Shin Akuma's best assets. In fact, it's his worse. Even when
blocking attacks, the chip damage he takes is still pretty high. One of your
best defensive moves is going to be Ashura Senku. This will teleport you away
from corners and attacks, AND it makes you partially invicible! Not bad
considering some of the specials that are close-ranged (that is, if you can
pull this move off at the time of the special!). Use Tatsumaki Zanku Kyaku and
Gou Shoryuken as counterattacks if you find yourself in a corner.
---------------------------------------------------------------------------
8. Credits
Thanks to Capcom, for making this game in the first place, and hoping that
they continue making fighting games!
Thanks to GameFAQs, for having a great site!