``````` ````` ` ````..``.......` ````` ````...--.-------` ````````````..--:::-::syso/.`````` ``````......-::://++shNMMMMy.`.....``` `` `..------::/oshdNMMNNMNdh+.--:::---...`` `.-//++symNMMMMMNyoso+//:odmmdyo/::-..` ``````` .oNMMMMNmmMMMMm+//+osdNMMMMMMMMm:.``` ``````` ```-ohhysyNMMMNhydmMMMMMMMNNmhyo:.``````` ```````````...--:/+smMMMMMMMNmdhso+//:::----.......``` ``````....---::/oyhmNMMMMMNhyo//:------::::::::----...``` `````..--:+yhyyhdmNMMMMMMMMMMMMy+/::::-----::::////::--....``` `````..--:/hMMMMMMNdysoyMMMMmNMMy//::::::::::::::/:::--....``` ````````...--ohhyo/:::/hMMMNhshMMMh+/:-:://///::::----.....``` ``````````...---:/+sNMMMdsysyhMMMmo///+//////:::---....```` `````....---:/odMMMNyo+ossohMMMNhooosoo+//::---....```` ```.......-:/sNMMNds+//:/+oymMMMMNyssso++/::--...```` `````````.-:+mMMNhys+//:::/+symMMMMMdso+/:::--....``` ````` ``.-/hMMNy+oo+//::-::/+oomMMMMMMh+:--......``` ``.-:yNMms::///:::::-:::://+dMMMMMMMdo-....````` ``.:sNMd+-.---:------.----::-/mMMMMMMMMNdo-.````` `.-sNms-.......---..........-../NMMMMMMMMMMMds+-.` `.:oyo-``...........```.`...``....oMMMMMMMMMMMMMMMNdyo+-` `-::.`````.`````....````````````````sMMMMMMMMMMMMMNmdy/-.` ```` ```````````....`````````` `/ydNMMMNdso+/::----...` ```````````...````````` `--::::::---.......````` ````` ` ```````````` ` ``.........````` ```````````` ``````` `````````` _______________________________________________________________________________ ------------------------------------------------------------------------------- Marvel VS Capcom 2 : New Age of Heroes Playstation 1 Akuma/Gouki Guide Document Version: 1.00 By Topher Tweten [dragon_eye398@hotmail.com] AKA NostalgicX, SuperNova, NOVA _______________________________________________________________________________ ------------------------------------------------------------------------------- ----------------------- - TABLE OF CONTENTS - ----------------------- · 01. LEGAL AGREEMENTS · 02. INTRODUCTION · 03. HISTORY OF AKUMA · 04. LEGEND · 05. MOVELIST (05A. Conventions) (05B. Specials) (05C. Hyper Combos) · 06. COMBOS · 07. GENERAL STRATEGY · 08. VERSION HISTORY · 09. CREDITS Note: If you want to get to a certain section very fast, copy the number and/or letter combination and hit Control+F then paste it. You'll be at the section you wanted in an instant. ------------------------------------------------------------------------------- - 01. LEGAL AGREEMENTS - ------------------------------------------------------------------------------- This document may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. Websites that are currently allowed to host this guide are: GameFAQs · http://www.gamefaqs.com PwnGuide · http://pwnguide.com/index.php The only website I will regularly upload the newest versions of my guide to is GameFAQs. If I decide that you are granted rights to use of this document, it is in your sole responsibility to keep up to date. ------------------------------------------------------------------------------- - 02. INTRODUCTION - ------------------------------------------------------------------------------- "Armour of Erosion" ... It should have been no more than a fairy tale. It should never have been awoken. However, the end has come. Wheel of fortune has resurrected the legendary evil from limbo. Hideous waves from the armour have turned fish into deformity, and the accursed wind from the sea has brought death to the inland. The fighters gather when the ominous shadow is about to cover the light of hope. They head to the abyss to bring everything back into the "Sea of Genesis." Basically, this guide is just to show you what Akuma can do in MvC2 on a competitive level, his strengths/weaknesses, and of course, his combos. For all you noobs out there, I'll also teach you some 'basic' techniques, which are just different methods of moving faster or efficiently or how to do your Hyper Combos, etc. If you're an advanced player, skip the section and head straight for the combos, but make sure you know what all the abbreviations mean (obvious). ------------------------------------------------------------------------------- - 03. HISTORY OF AKUMA - ------------------------------------------------------------------------------- Gouki was a student of Shotokan Karate under Goutetsu, along with his brother Gouken. According to Shotokan teachings, a master can only take up two students. The two brothers were chosen by Goutetsu for their strong spirits. As the years went on, Goutetsu decided not to teach the dreaded Shun Goku Satsu technique, for he had sealed that dreadful thing away. Gouki however, unlocked the technique on his own, by using it on Goutetsu. In doing so, he unlocked his full potential in a twisted, darkned form, empowering and changing his body. Gouki thus became Akuma. At this time, Gouken had begun training Ken and Ryu in a non-lethal form of Shotokan, for at the level he was at, any of the normal blows used in Shotokan could kill, and the special techniques were nothing less than devastating. Gouken wished not to ressurect the killing intent, and that was his reason for doing this. But Akuma showed up and challenged his brother, and Gouken too felt the power of the Shun Goku Satsu. Instant Hell Murder. Ken and Ryu have sought vengeance on Akuma ever since. Akuma now lives only for the fight. Against impossibility, Akuma has pushed the boundaries of his full potential to new heights, by training without cease, until he collapses, and by challenging powerful fighters all over the world. Akuma lives up to his name. He is murderous, remorseless. He is a soul-less killer who has no time for the weak and no mercy for those who fail to impress him in battle. He intended to unlock Ryu's true power by having Ryu kill Ken with the Shun Goku Satsu, but Masters beat Evil Ryu and brought him back to his senses, and Ryu expelled his evil intent into Akuma as a huge burst of Ki, ending the battle and removing Satsiu no Hado from his body. Akuma's continued existence depends upon him facing new foes and undergoing new challenges. Akuma seemed close to immortality when he nearly birthed Evil Ryu into this world. With the hopes of that great battle dashed, it seemed as if Akuma would simply fade away, until.....One night, on Gokuentou, Akuma hears the name of Orochi. He opens his eyes, awakening from a deep sleep, and the world seems alive with new power, and new challenges. Just the expectation of what is to come revitalizes the Raging Demon. Akuma once again sets out into the night to stalk the halls of bared knuckles and pits of duel and to travel the fighting streets. ------------------------------------------------------------------------------- - 04. LEGEND - ------------------------------------------------------------------------------- ub u uf | d----+-----f | db d df ^ Standard Joystick layout: Assuming that you're facing the opponent on the rightside of the screen S.: Standing J.: Jumping C.: Crouching D.: Dash in DJ: Jumping deep SJ: Superjump QCF: Down, Down-Forward, Forward QCB: Down, Down-Back, Back HCF: Back, Down-Back, Down, Down-Forward, Forward HCB: Forward, Down-Forward, Down, Down-Back, Back DP: Forward, Down, Down-Forward RDP: Back, Down, Back-Down LP: Low Punch HP: High Punch LK: Low Kick HK: High Kick XX: Cancel P: Punch 2P: 2 Punches K: Kick 2K: 2 Kicks A1: Assist 1 A2: Assist 2 DHC: Dual Hyper Combo THC: Triple Hyper Combo ------------------------------------------------------------------------------- - 05. MOVELIST - ------------------------------------------------------------------------------- +-----------------------+ | (05A) . Conventions | +-----------------------+ Hyper Combo Gauge · It's basically just a bar that fills up as you land attacks. If you fill it up, you can perform a Hyper Combo or other 'Special Moves'. The maximum you can fill this thing up to is level 5. Hyper Combo · An attack that uses up a full Hyper Combo gauge. It is performed by pressing the correct directional command + PP or KK Delayed Hyper Combo · It is possible to perform multiple Hyper Combos in succession to a maximum of 3 Hyper Combos. It is performed by inputting your second/third character's Hyper Combo during the animation for the current one. This, of course, uses up more Hyper Combo gauges, still at 1 each. Snap Back · A technique that uses a single Hyper Combo gauge that forces your opponent to switch characters. It is performed in two ways: · QCF + Partner A Button · QCF + Partner B Button Variable Assist · Uses up a single gauge and allows a partner character to come out and counter your opponent's attack while you are blocking. · Partner A Button · Partner B Button +--------------------+ | (05B) . Specials | +--------------------+ Asura Warp > Forward DP + KK or PP Asura Warp > Back RDP + KK or PP Gou Hadouken QCF + P This is your basic projectile (fireball) attack. It's a great way to approach your opponent while dash jumping. You can fire one of these things, then rush at them, using the Hadouken as a shield of some sort. Basically, if they try to block your aerial standard attack, you can use the Hadouken as a combo starter. I strongly recommend you to avoid using this against characters who use beam attacks, since it gets canceled out. (Ice Man, Cable, etc) The only time you should be using it is if you sj at them and you use it midair. Gou Shouryuken QCB +P Use this against people who jump or sj in at you as a counter-attack. Tatsumaki Zankuu Kyaku QCB + K Tenma Kuujin Kyaku (Mid-Air) QCF + K Most use this every now and then as a surprise for enemies, but I usually open up with this as a way of approaching due to its high priority. Zankuu Hadouken (Mid-Air) QCF + P Similarly to Gou Hadouken, don't even try to use this on the ground against someone who can use beams. The only perk here is that it comes out at a decent speed and like all Akuma's attacks, does a lot of damage. +------------------------+ | (05C) . Hyper Combos | +------------------------+ Messatsu Gou Hadou QCB + PP Akuma fires hiz lazerz in beam-fashion, completely horizontal. Watch out for sj dodges, you're pretty screwed if they do so. Messatsu Gou Shouryuu QCF + PP An attack comprised of 3 Shoryukens, it is an attack best used when chained into with standard attacks since if you miss, you become completely vulnerable. Messatsu Gou Rasen QCF + KK Akuma performs a powerful hurricane kick that travels upward, then slams down like a professional POG player with a kick. Tenma Zankuu Hadou (Mid-Air) QCF + PP Akuma fires a barrage of Hadoukens at a 45 degree angle downwards at the enemy. It cancelled from Tatsumaki Zankuu Kyaku. Very easy to land this on your way down from an sj. Shun Goku Satsu (Tian) - LP -> LP -> F -> LK -> HK Akuma's ultimate attack that drains your Hyper Combo bar 3 levels. ------------------------------------------------------------------------------- - 06. COMBOS - ------------------------------------------------------------------------------- L.LP > J.HP > (QCB + K) J.LK > HK > C.LP > C.LP > Tatsumaki Zankuukyaku (HK) LP > LP > Gou Hadouken DJ.HK > S.HP > Gou-Hadouken (HP) DJ.LP > S.LP > Zankuu Hadouken DJ.HK > C.HP > SJ > LP > LP > LK > Tatsumaki Zankuukayaku DJ.HK > C.HP > SJ > LP > LP > LK > Tenma-Kuujin Kyaku DJ.HK > C.HP > SJ > LP > LP > LK > Zankuu Hadouken DJ.HK > C.HP > SJ > LP > LP > LK > Tatsumaki Zankuukyaku > Tenma-Gou Zankuu Zankuu Hadouken > Tenma-Gou Zankuu DJ.HK > S.HP, Gou Hadouken > Messatsu Gou-Shoryu DJ.LK > S.HK > C.LP > C.LP > Tatsumaki Zankuukyaku > Tenma-Gou Zankuu DJ.LP > DJ.LP > Tenma Gou-Zankuu Hadouken > Messatsu Gou-Hadou ------------------------------------------------------------------------------- - 07. GENERAL STRATEGY - ------------------------------------------------------------------------------- Akuma's one major flaw is his stamina. He takes damage very easily and this can obviously lead to your downfall. Back in the SF days, this was not the case and Capcom changed Akuma so he wouldn't be so unbalanced. Say goodbye to top tier, Akuma! The big thing that keeps Akuma from being a weak fighter because of the low stamina is the power behind his attacks and ability to dodge attacks at ease. You'll find that many of his attacks are so strong that the knockback makes yourself unable to combo out of them. The gap around this is that you open up with a Hadouken, chase it, and jump into the enemy. From here, you should memorize certain standard attack combos to get in those necessary easy hits before your stronger moves. I find that the best approach is jumping deep with a hard kick, oftentimes with the Hadouken to boot. Aside from these offensive strategies, you'll often have a hard time fighting certain players. The most obvious of which: Ice Man & Cable. Your Hadouken approach is broken completely due to the fact that their beam attacks take priority of it and come out just a bit quicker. You'll want to master the Asura Warp, blocking, and techrolling in order to take the advantage over these types of characters. Teleporting has saved my ass numerous times dodging Hyper Combos, so you'll want to practice it a few times and hope you've got decent muscle memory. ------------------------------------------------------------------------------- - 08. VERSION HISTORY - ------------------------------------------------------------------------------- ---------------- - Version 1.00 - ---------------- Version Updates: Version 1.00 - March 15, 2008 First Draft ------------------------------------------------------------------------------- - 09. CREDITS - ------------------------------------------------------------------------------- Dream Cast Instruction Manual Storyline Description (Introduction) spawnyboy72 History of Akuma (Bio) Justony Rebal Contribution to Combos Section Teaching Me Notation of Attacks Text-Image ASCII Conversion http://www.text-image.com/convert/ascii.html +-----------------------------------------------------------------------------+ | (c) Christopher Tweten 2008 | +-----------------------------------------------------------------------------+