SvC Chaos: SNK Vs Capcom/Shin Akuma: Difference between revisions

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===Command Moves===
===Command Moves===
Those guys below are exactly the same as the normal Akuma, so... Yeah... Another Copy and Paste.
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=f.C
|caption=
|name=Zugai Hasatsu
|data=
{{AttackData-SVC
|Damage=
|Counter Dmg=
|Guard=Mid
|G. Crush=
|Stun=
|Meter=
|Cancel=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Invulnerability=
|description=* A 2-hit overhead that Akuma had since the SFA series. Good to use on the opponent's wakeup(For short, use it like Ryu's), but don't try to abuse of it. Cancel this into something when you're on Max Mode. And sadly, this is the only Command Move on this list that cannot be normal canceled.
}}
}}


'''''Zugai Hasatsu'''''
===== <span class="invisible-header"></span> =====
* f+C - A 2-hit overhead that Akuma had since the SFA series. Good to use on the opponent's wakeup(Like Ryu), but don't try to abuse of it. Cancel this on something when you're on Max Mode. And sadly, this is the only Command Move on this list that cannot be normal canceled.
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=f.D
|caption=
|name=Hiza Geri
|data=
{{AttackData-SVC
|Damage=
|Counter Dmg=
|Guard=Mid
|G. Crush=
|Stun=
|Meter=
|Cancel=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Invulnerability=
|description=* Decent cancelable kick. Use it only on combos. Oh, and this move is part of a Max Mode loop too.
}}
}}


'''''Hiza Geri'''''
===== <span class="invisible-header"></span> =====
* f+D - Decent cancelable kick. Use it only on combos. Oh, and this move is part of a Max Mode loop too.
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=db.D (cr.MK)
|caption=
|name=Kurubushi Kick
|data=
{{AttackData-SVC
|Damage=
|Counter Dmg=
|Guard=Mid
|G. Crush=
|Stun=
|Meter=
|Cancel=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Invulnerability=
|description=* The Shoto's cr.MK, a very useful move. You can use this as a poke too, because it's faster than the cr.D(But the cr.D has better range, so it's up to you now). If you're already used to the Shotos in the SF games, you'll know how to use this. But remember: It's a command move, so you can cancel a normal move into this(Yeah, you can get more damage on combos with this move).
}}
}}


'''''Kurubushi Kick'''''
===== <span class="invisible-header"></span> =====
* db+D - The Shoto's cr.MK, a very useful move. You can use this as a poke too, because it's faster than the cr.D(But the cr.D has better range, so it's up to you now). If you're already used to the Shotos in the SF games, you'll know how to use this. But remember: It's a command move, so you can cancel a normal move into this(Yeah, you can get more damage on combos with this move).
<font style="visibility:hidden" size="0"></font>
 
{{MoveData
'''''Tenma Kuujin Kyaku'''''
|image=
* Jump uf, db+B at apex - Akuma's diving kick. A nice opener to start combos too, because you'll go to the ground a little faster than normal, and the damage is good.
|subtitle=(Close to apex of jump) fj.2B
|caption=
|name=Tenma Kuujin Kyaku'
|data=
{{AttackData-SVC
|Damage=
|Counter Dmg=
|Guard=Mid
|G. Crush=
|Stun=
|Meter=
|Cancel=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Invulnerability=
|description=* Can be done by either pressing down, downback, or downforward.
* Akuma's classic dive kick. It still is a nice Command Move to start combos, because you'll go to the ground a little faster than normal, and the damage is good. This move is very important for his offensive game.
}}
}}


===Special Moves===
===Special Moves===

Revision as of 19:39, 24 September 2022

真・豪鬼, Shin Gouki
"My wave... Destroys all!"
Difficulty Easy
Max Mode Needed? Up to you
Tier Placement Demigod Tier (S+)
Standing Hitbox Average
Crouching Hitbox Short

Introduction

ShinAkumafacesvc.png

A much stronger form of normal Akuma and acting as his true form, Shin Akuma does nearly everything normal Akuma can do but much better, really only missing the Demon Flip. One of several characters in SVC infamous for making the game as hated as it is, Shin Akuma has god tier fireball pressure in the air, incredibly spammable specials that act like supers, and one of the best Exceeds in the game that make dealing with him a nightmare as he always has something to do. If no one else does it, Shin Akuma will make players up their front step game in order to stand a chance against his suffocating pressure.

How to select Shin Akuma (Outside of Super Plus)

  • You wish to play as Shin Akuma? Do these inputs below, before the timer reaches 10 (AES Only):
  • (While holding start) Left, Up(2x), Right, Up, Down(2x), Right, Left(2x), Up, Down, and press a button to select him
  • Console Method: Hold R1/RT above Balrog
Strengths Weaknesses
  • Very easy to use, and fun to play
  • Faster than Vanilla Akuma
  • Much more health than Vanilla Akuma
  • Great combo damage
  • Bigger and faster projectiles
  • Double air fireballs
  • Faster recovery Ashura Senkou
  • Akuma's supers are now Shin Akuma's specials
  • Shun Goku Satsu can hit airborne enemies
  • Unblockable, fast, and deadly Exceed
  • Damage outside of combos is mediocre, especially the supers
  • Less tools than Vanilla Akuma; more linear overall
  • Teleport is punishable
  • Rushdown specialists will outclass his rushdown pressure
  • Shun Goku Satsu will deal zero damage if it connects with Auto-guard frames
  • Shun Goku Satsu is also an unblockable, not a grab so it can be parried
  • Shun Goku Satsu is just not as threatening unlike Vanilla Akuma
  • Is still just as susceptible to GCFS as anyone else; no, he is not impossible to beat
  • You will lose friends
SVC Chaos: SNK VS Capcom Frame Data Glossary
Damage

How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.

  • Note: Damage is a little inconsistent. Example: Geese cl.A deals 5 damage. Against Zero, sometimes it does 5 pixels of damage to his life bar, other times it does 4 pixels. Against Ryu, cl.A does 4 pixels of damage, other times it does 3 pixels of damage. This info comes from the Enterbrain Mook, but most likely this is the cause of damage modifiers skewing the damage slightly, thus making it a bit inconsistent.
  • Damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. It is listed because it's an official source for this info, just keep in mind damage is not 1-to-1 due to varying health values and screwy ways the game calculates damage anyways.
  • There will be a question mark next to the four mentioned characters because it's only a guess as to what the actual damage values are (until health and damage are better understood), since they were never gathered in the Mook.
  • Unfortunately, when doing attacks, the numbers dealt in damage do not match up with the mook. As an example, Geese's cl.C does 16 damage according to the mook, but against characters like Zero, it only does 14-15 damage, and very rarely it does 16 damage. Against Ryu, it does 12-13 damage at most. But against Orochi Iori, it also does 14-15 damage, and very rarely it does 16 damage. The mook does not explain how the numbers are obtained either, or against who they're tested against, if anyone. In other words, how these numbers were obtained if not through data mining is a mystery in itself, but it can be best assumed it was against 255 defense modifier characters, and at the max damage possible.
  • Lastly, moves like Geese cl.D, though it says 10x2 for the damage, which is true, damage scaling reduces total damage on the second hit. Max Mode also reduces damage dealt by roughly half at most.
Counter Damage

How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma.

Guard

Where the attack hits, and thus where it must be blocked.

  • Mids can be blocked standing and crouching
  • Overheads must be blocked standing
  • Lows must be blocked crouching
  • Unblockable cannot be blocked
  • Throws break through block up-close
Guard Crush

How much guard meter damage the attack does to the green Guard Gauge.

Stun

How many points of stun the attack adds to the opponent's invisible Stun Gauge.

Meter

How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it.

Cancel

The type of cancel the attack can perform.

  • Any - All cancel types work
  • Ch - Chain cancel; it can chain into other attacks (mostly just lights)
  • Self - Can chain only into itself
  • Cmd - Command cancel; can cancel into command normals
  • Sp - Special cancel; can cancel into special moves, and almost always this means super cancels are possible too
  • Su - Super cancel; can cancel into super moves
  • Free - Free cancel; can be cancelled in Max Mode by other special moves or super moves
  • Written only for special moves as all normals can be Free Cancelled, so writing it in for every move would be redundant
  • X - Cannot be cancelled, either outside of Max Mode or that it cannot be cancelled at all
Startup

How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.

  • The startup will not take into account the frames of the flash animation itself where time freezes and the opponent player cannot act.
  • Super flashes last 28 frames, whereas Exceed flashes last 27 frames.
  • Because there is currently no way to view throw boxes, it is assumed that throws/command grabs are at most 0-1 frames of startup. Truthfully, we don't actually know though.
Active

How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)

  • If there is a gap between sets of active frames, the gap is denoted by a number in parentheses. (Example: 3, (2), 4 - The attack is active for 3 frames, then is not active for the next two frames, followed by being active again for 4 frames.)
  • Throw boxes are not visible either through dipswitches or the hitbox viewer so it's only a guess how active throws and command grabs are, but it's probably one active frame at most.
  • This also applies to hitbox images - they will still show the push and hurtboxes of characters but outside of that, unfortunately there is no way to depict the throw boxes at the moment.
Recovery

How many frames it takes for a move to finish after it's been active.

Total

The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number.

Hit/Block Adv

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.

  • SKD refers to a soft knockdown, or a knockdown you can tech roll out of.
  • HKD refers to a hard knockdown, one that you cannot tech roll out of.
  • All frame advantages assume Ryu as the opponent. Each character has variable wakeup times, with Ryu having a 28 frame wakeup animation. Thus, on soft knockdowns and hard knockdowns, the frame advantage will be put in parentheses as it is different per character. It is only meant to give you a general idea of your exact frame advantage. Refer to each character's data at the top of the page for wakeup variables, however slight.
  • Also assume that on soft knockdowns, the frame advantage is when the opponent does not tech roll. If needed, a second frame advantage will be added next to it for when they do tech roll.
  • Frame advantages of projectiles assumes the opponent is point blank range. Any farther and this obviously changes and/or doesn't matter.
  • Block advantage assumes no use of Guard Cancel Front Step.
  • For one, it obviously decreases the attacker's frame advantage significantly.
  • When the defender uses GCFS is also a variable factor so you cannot provide a hard answer as to what the frame advantage is after GCFS, as well as how soon they cancel GCFS into an attack.
  • Generally speaking, just assume the block advantage minus the active frames of GCFS (18 frames), and that's a rough estimate of the frame advantage when GCFS is performed. Do keep in mind that GCFS technically has a slight delay when the dash is performed even if you register the input as early as possible.
  • This doesn't really matter in most cases, since the attacker will automatically be quite minus after most attacks.
  • It would only matter in situations where the attacker can punish GCFS attempts like with throws or multi-hit attacks, but even then, that's because the attacker canceled the blocked attack into another attack that the frame advantage of the blocked attack after GCFS no longer matters in that situation. All that matters, then, is the attack is cancelable at all.
Invulnerability

Indicates whether there's any frames of invulnerability during the attack.

Moves List

Normal Moves

This section is a simple copy and paste from Akuma's Normal Moves section, but with some stuff removed, because they're identical moves aside from dealing more damage.

Close Normals

cl.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 3 5 5 13 +2 +0 -
  • Same properties that the far version has, but with less reach.

cl.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 4 4 8 16 +0 -2 -
  • This is a good move for combos with light attacks, because it can hit everyone in the cast, and you can cancel it. Good for doing those tick throws, too. Hit and grab them after they recover from the stun to set up the tick throw.

cl.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 4 2, 2, 3 14 25 -1 -3 -
  • The Shoto's cl.C. Cancel it for damage in a combo or as a punish.

cl.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 9 5, (2), 2 15 33 2nd= +3 2nd= +1 -
  • A 2 hit kick that can be good in Max Mode combos. Can be used as an anti-air sometimes.

Far Normals

st.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 3 6 4 13 +2 +0 -
  • A simple, and quick punch. Can be cancelable. Whiffs on low crouching characters.

st.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 7 6 7 20 -1 -3 -
  • It's a little slow, but can be used as an anti-air. It's not cancelable outside of Max Mode. Whiffs on low crouching chars.

st.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 7 6 19 32 -5 -7 -
  • One of Akuma's pokes. It's not cancelable, but the reach is good, and it doesn't whiff on the low crouching chars.

st.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 9 3 17 29 +0 -2 -
  • Same properties as the far version of st.B, but a little slower.

Crouch Normals

cr.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 3 4 8 15 +0 -2 -
  • Rapid punch. Typical 2-3 hits chain move to use in combos, but it does not hit low so starting those combos with cr.B is often better.

cr.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Low - - - - 3 4 8 15 +0 -2 -
  • Rapid kick. Nice for light attack combos, because it hits low and can be canceled too.

cr.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 5 1, (2), 5 20 33 -8 -10 -
  • The classic Shoto upper. Cancelable, and it's an option for an anti-air.

cr.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Low - - - - 11 2 22 35 SKD -6 -
  • The Shoto's sweep. You can use it as a low poke. It knocks down and is cancelable, but it cannot combo. Cancel it into a fireball/DP if you want meter, or to get some block pressure if blocked.
  • Sweep's hitbox is quite long, and hits farther than Ryu or Ken's sweep.

Jumping Normals

For the jumping attacks, remember: You CANNOT cancel air normals into his Air Fireball/Air Tatsu/Air "Super" (Sadly).

nj.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 5 23 - - - - -
  • Neutral Jumping Attack
  • A simple chop that whiffs on Choi and other low crouching characters. Not that useful, really.

j.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 4 22 - - - - -
  • Diagonal Jumping Attack
  • Simple punch, simple move. Stays until you land.

nj.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 4 22 - - - - -
  • Neutral Jumping Attack
  • Kick that aims up. If you need, use it when your opponent's char jumps higher than you (Choi, Vega, EQ and Chun-Li, for example).

j.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 5 20 - - - - -
  • Diagonal Jumping Attack
  • Good jump-in, but not his best one. Stays until you land.

nj.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 5 3 - - - - -
  • Neutral Jumping Attack
  • His best neutral jump-in. Can be useful in mixups.

j.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 7 4 - - - - -
  • Diagonal Jumping Attack
  • Good air-to-air move, but it can be dangerous if you don't know the right timing to use it.

nj.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 4 5 - - - - -
  • Neutral Jumping Attack
  • Good for air-to-air, but it can be hard to land consistently.

j.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 5 3 - - - - -
  • Diagonal Jumping Attack
  • This is the Akuma's best normal jump-in/air-to-air in this game.

Command Moves

Zugai Hasatsu
f.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • A 2-hit overhead that Akuma had since the SFA series. Good to use on the opponent's wakeup(For short, use it like Ryu's), but don't try to abuse of it. Cancel this into something when you're on Max Mode. And sadly, this is the only Command Move on this list that cannot be normal canceled.

Hiza Geri
f.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Decent cancelable kick. Use it only on combos. Oh, and this move is part of a Max Mode loop too.

Kurubushi Kick
db.D (cr.MK)
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • The Shoto's cr.MK, a very useful move. You can use this as a poke too, because it's faster than the cr.D(But the cr.D has better range, so it's up to you now). If you're already used to the Shotos in the SF games, you'll know how to use this. But remember: It's a command move, so you can cancel a normal move into this(Yeah, you can get more damage on combos with this move).

Tenma Kuujin Kyaku'
(Close to apex of jump) fj.2B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Can be done by either pressing down, downback, or downforward.
  • Akuma's classic dive kick. It still is a nice Command Move to start combos, because you'll go to the ground a little faster than normal, and the damage is good. This move is very important for his offensive game.

Special Moves

Now we don't have (exactly) the same moves in Akuma's arsenal. Some of them are better, and some of them are different.

Gou Hadou Ken (I think it's "Gou Hadouken", but it's okay)

  • QCF+P - The classic Shoto's projectile. It is bigger, but have the same speed, when compared with the normal Akuma's Gou Hadouken. The C version is faster than the A version. If this move hits your opponent while he/she is near from Shin Akuma, he will get a knockdown, but if he/she's far away, he won't be(He has some possible combos thanks to this feature).

Zankuu Hadou Ken

  • QCF+P (In the air) - Shin Akuma will throw two projectiles aiming down. This move is classic(He had this move with two projectiles in his secret boss version in ST), I can say. This move is great, it even has a possible loop by only using it(Won't work on some characters), and only because he fires two projectiles(Unlike the normal Akuma, he will fire only one when he performs this move). If you don't like Jump Attacks on combos, you can use this, your combos can be easier, but remember: This move won't hit as an overhead, unlike the jumping attacks.

Shakunetsu Hadou Ken

  • HCB+P - Shin Akuma will do his "Shoush" stance, and he will launch a fire projectile with the same speed as the normal Akuma's, but bigger(Like the normal Hadouken). The A version is slower and will do only one hit, and the C version is faster and will do 3 hits(Good as a chip finisher). Unlike the normal projectile, it will knock your opponent down no matter where he is.

Tatsumaki Zankuu Kyaku

  • QCB+K (In the ground or in the air) - The classic tatsu with juggle properties(But like the normal Akuma, the Tatsu+Shoryu combo will work only on the corner). Here, it can be used to control Shin Akuma's air game(It can make him land further than in this jump arc, while being offensive or defensive), or in the ground to do combos(It even has some possible loops involving it). Learn how to use it, you'll need.

Gou Shouryuu Ken (I think it's "Gou Shoryuken")

  • DP+P - The classic and simple DP. Like the normal Akuma, it doesn't have invincibility frames, but has fast startup. The first and the second hits of any version can be max canceled into almost any move, leading to some great loops. The A version will make him land faster, and the C version is more damaging, but will make him go further than in the A version. Learn how to use this move too.

Ashura Senkuu (Forward)

  • DP+PP/KK - The classic teleport. Shin Akuma will recover faster than the normal Akuma in this move. Oh, and he will be invincible until he stops moving, so use it well(You can make your opponent waste his/her Exceed with this move, like Dictador and his Exceed without good startup). The buttons pressed will determine the distance of the teleport.

Ashura Senkuu (Backward)

  • RDP+PP/KK - Same properties as the move above, but he will move backwards. Simple like that. Use it if you need to run away.

Tenma Gou Zankuu

  • QCF(2x)+P (In the air only) - This is one of the normal Akuma's Supers. The projectile is bigger, but not faster than the normal Akuma's. It's just a Super version of the air projectile. You can use it on the opponent's wakeup(To stop those anti-airs with invincibilty frames), and you won't even lose meter, so... Use it, but don't abuse of it.

Messatsu Gou Shouryuu

  • QCF(2x)+P (In the ground this time) - This is that move that resembles Ken's Shoryu Reppa. The first animation can pass under floating projectiles(Like the normal Akuma's version of this move), but unlike the normal version, the hits can be max canceled(You can max cancel it until the second hit of the last uppercut, which can lead to some loops). Remember: You won't lose meter when you use it.

Messatsu Gou Hadou

  • HCB(2x)+P - This move is good. It's a Super projectile with 8 hits(Like the normal version), but it's very fast, I can say(Faster than the normal Akuma's version of this move, and I was shocked when I saw the C version of the move with Shin Akuma). You won't lose meter with it, and it can help you on some combos too.

Super Moves

Shungoku Satsu

  • A, A, f, B, C - The classic Raging Demon. It's unblockable, but it isn't a grab, meaning that it can be connected after the light normals(The game will recognize as a combo), or even while your opponent is jumping(Unlike the normal Akuma). Can be used in resets too, only because it's unblockable. Oh, and this move won't hit your opponent if his/her character does a move with autoguard frames. (Interesting note: When you use this move, and Akuma's Exceed, one against the other, Shin Akuma will win.)

Exceed

Misogi
hcbx2+BD
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • This move is interesting, and it's the only move that the normal Akuma don't have in his arsenal. It's very fast, unblockable, and will attack where your opponent is. It's very hard to react to it. Can be used as a meaty on the wakeup too, or even after a reset combo. This move can be hard to miss, but your opponent can autoguard the move, and punish you after it(Like Ryo Sakazaki).

The Basics

Shin Akuma's gameplan

If you played with the normal Akuma, you'll know what to do. But if not, I would say anyway. Just be offensive everytime(By using your combos and resets), or if you want, play like a normal Shoto(By spamming projectiles and go for a DP when they try to jump on you). His combo options are great, and he can do more than half of one bar with some of his simple combos and loops. Good luck in your matches.

Quick Air Fireball/Super (Another Copy and paste ;p)

This isn't that hard. A quick Air fireball can help you almost every time. The input is like Sagat's Tiger Knee(On SF2CE, I mean), and here it is, if you don't know:

For the normal Air fireball: QCF, uf/ub(You'll do a High Jump after this), P(You need to time well)
For the Super Air fireball: QCF(2x), uf/ub, P(The same applies here)

The normal Air fireball is better when used with this strategy, because Akuma will crossup the opponent depending of your opponent's position(The projectile will hit the opponent normally, and Akuma will land on the opponent's back, and, if you want, you can grab him/her or you can do some blockstrings). The Super Air fireball is better to use only on the opponent's wakeup, because it's a little slow, and you can get hit by those wakeup anti-airs too, so use at your risk.

Advanced Strategy

Shin Akuma's Resets

Resets are important in this game, beucase they are made, mainly, of mind games. If you're good on that, you can do good damage on your opponent. You already know that Shin Akuma's tatsu has the juggle property, right? If you think that the best to do after it are only the DP, or even some of his "Supers", you're wrong. Shin Akuma can do better damage than that(I mean, his "Supers" won't do THAT damage on your opponent). Well... Let's try to add a normal after the QCB+B hits(The B version is the best for resets, because it has faster recovery):

(Corner only, but I think you can do a variation in midscreen by doing a dash after the QCB+B) [Jump Attack/Air Fireball] cr.B, QCB+B, dash, any normal(You can do a s.A/C here, one is faster, and the other does better damage), Raging Demon/Exceed(Do the easier in your opinion)

This reset combo is a little good. There are some variations of that, but this can be one of the easier to do(It even has a High/Low mixup). The Exceed can be harder to hit, due to the speed of it, so... Time well.

Match-Ups

Combos

Remember that some of the normal Akuma's combos won't work that well with this Akuma, and that's why some of them cannot be here.

(Without Max Mode)
Combo Damage Notes
[Jump Attack/Air fireball(Works better if you crossup)] cl.C, df+D, QCF+C [Optional Meaty Exceed after the knockdown] Good combo to begin. The Meaty Exceed could be better on more damaging combos, but you still can use it if you're with trouble on the other combos.
[Jump Attack/Air fireball] cl.C, QCB+B, HCB(2x)+P [Meaty Exceed] This could be used as a BnB for him. You won't lose meter with it, so... The normal Akuma could juggle his opponents with that super in the corner, so you can add a little more damage on the combo if done on the corner.
[Jump Attack/Air fireball(Better if you crossup)] s./cr.A(2x), f+D(While pressing forward, B, and C for the Raging Demon) [Meaty Exceed] Simple combo. You'll lose one level with it, remember that. You can do it while your opponent is blocking too. It should be good if you learned it. He has a simplified, but less damaging version. Just do the input for the move, while attacking your opponent with the Light Attacks.
(With Max Mode)
(Corner only) [Jump Attack/Air Fireball] cl.C, QCB+B, DP+P, (max cancel the first/second hit, and hit your opponent while he is almost landing) QCB+B, DP+P (Same goes here), QCB+B ..(When you want).. QCB+B, hit your opponent with any normal (Reset), Raging Demon/Exceed This combo can do 100% easily, but it can be done only in the corner. You can do a QCB+B, dash, DP, and max cancel the first/second hit to repeat the combo. Might be possible midscreen?
[Jump Attack/Air Fireball] cl.C, DP+C, (max cancel the first/second hit into) QCF(2x)+P, wait for the 3rd uppercut, (max cancel the second hit of the 3rd uppercut into) f+D, (DP+C), (max cancel the first/second hit) QCF(2x)+P, wait again to cancel that uppercut, ..(When your Max Mode ends).. Let any attack knock the opponent down, and do a Meaty Raging Demon/Exceed Easier than the loop above, because you can do it everywhere. Good to practice too, you can need it.
[Jump Attack/Air Fireball] loop number two, (When you're on the corner, max cancel any move into) QCB+B, and do the loop number one A kind of hit-confirm for the combo number one. If you learned the combo number two, you can use the inputs above to practice the combo number one.
(Anywhere) DP+C (max cancel the first/second hit), f+D, DP+C (Same here), f+D... (When you want, max cancel any move into a QCF(2x)+P) Better when used as a punish combo (Don't do jump attacks/normals). The game can sometimes do a Super, do to the many DP, f, inputs.

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