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 . 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! ----- =========== 1.0 UPDATES =========== 16-4-00: Initial Release, um.. lots of work to be done. 9-5-00: Need more combos! Don't be shy to send them in! 24-5-00: Thanks to LordWyndia and twelvs teckneo, some more combos have been added! Again please send more combos in! =============== 2.0 AUTHOR INFO =============== 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! ================== 3.0 CHARACTER INFO ================== 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. =============== 4.0 CONVENTIONS =============== ub u uf | d----+-----f | 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 ============== 5.0 MOVES LIST ============== 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, though. 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 --------------------- d+hp ========== 5.1 COMBOS ========== Akuma was never really good at combos, making him rely on his powerful special moves. 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 cancelling 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 =========== 6.0 CREDITS =========== 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 Negativedge@ignmail.com or, you can contact me via ICQ, my UIN is 28726882 Ciao!