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{{SVC Character Subnav|name=Shin Akuma}} | |||
{| class="wikitable" style="float:right; margin-left: 10px;" | {| class="wikitable" style="float:right; margin-left: 10px;" | ||
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|- | |- | ||
! align="center" colspan="2" | [[image:Shinakumasvc.gif|"My wave... Destroys all!"|center]] | ! align="center" colspan="2" | [[image:Shinakumasvc.gif|"My wave... Destroys all!"|center]] | ||
|- | |||
| '''Category''' || Final Boss | |||
|- | |||
| '''Playstyle''' || Rushdown shoto | |||
|- | |- | ||
| '''Difficulty''' || Easy | | '''Difficulty''' || Easy | ||
Line 11: | Line 16: | ||
| '''Max Mode Needed?''' || Up to you | | '''Max Mode Needed?''' || Up to you | ||
|- | |- | ||
| '''Tier Placement''' || Demigod Tier (S+) | | '''Tier Placement''' || Demigod Tier (S+), Almost God | ||
|- | |- | ||
| '''Standing Hitbox''' || Average | | '''Standing Hitbox''' || Average | ||
Line 17: | Line 22: | ||
| '''Crouching Hitbox''' || Short | | '''Crouching Hitbox''' || Short | ||
|- | |- | ||
| '''Defense Modifier''' || 208? (Player) / 208 (CPU) | |||
|- | |||
| '''Wall Jump''' || No | |||
|} | |} | ||
==Introduction== | ==Introduction== | ||
[[image:ShinAkumafacesvc.png|right]] | [[image:ShinAkumafacesvc.png|right]] | ||
A much stronger form of normal [[Akuma | One of the two potential final bosses, Shin Akuma appears at the end of an arcade run, facing off with the player at a secluded shrine and packing a glowing aura. A much stronger form of normal [[SvC Chaos: SNK Vs Capcom/Akuma|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 THE best Exceed in the game that make dealing with him a nightmare as he always has something to do. If no one other character 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)''' | '''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):''' | * 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 | :* (While holding start) Left, Up(2x), Right, Up, Down(2x), Right, Left(2x), Up, Down, and press a button to select him | ||
::*'''Numpad notation:''' 488682264482 | |||
* Console Method: Hold R1/RT above Balrog | * Console Method: Hold R1/RT above Balrog | ||
{{ ProConTable | {{ ProConTable | ||
| pros= | | pros= | ||
* Very easy to use, and | * '''Very easy to use:''' Easily one of the easiest characters to play in the game, outside of learning his Max Mode combos and adjusting to his speed. | ||
* Faster than Vanilla Akuma | * '''Faster than Vanilla Akuma:''' Faster movement allows Shin Akuma to play zoning, rushdown, hit and run in general a lot easier. | ||
* Much more health than Vanilla Akuma | * '''Much more health than Vanilla Akuma and tied highest health in the game:''' You can remain a glass cannon and still survive for longer, affording more mistakes than normal Akuma can. With a defense modifier of 208, Shin Akuma is among the tankiest characters in the game, rivaled only by Hugo and Serious Mr. Karate. | ||
* Great combo damage | * '''Great combo damage:''' They take some time to learn, but Shin Akuma's overall combo damage is pretty big. | ||
* Bigger and faster projectiles | * '''Bigger and faster projectiles:''' Shin Akuma packs some of the fastest fireballs in the game and they cover a lot of space on screen, too. | ||
* Double air fireballs | * '''Double air fireballs:''' One air fireball wasn't enough, two will ensure your opponent doesn't dare try to approach you - at least, if they don't know how to handle it. | ||
* Faster recovery | * '''Faster recovery teleport:''' Self-explanatory, Shin Akuma's teleport is less risky than normal Akuma's so you can use it more freely. | ||
* Akuma's supers are now Shin Akuma's specials | * '''Akuma's supers are now Shin Akuma's specials:''' The only use for meter Shin Akuma has in this game is universal mechanics and Shun Goku Satsu, since all his old supers cost zero meter to use. Big fireballs all for free. | ||
* Shun Goku Satsu can hit airborne enemies | * '''Shun Goku Satsu can hit airborne enemies:''' It's an unblockable hit as opposed to a command grab so Shin Akuma can anti-air with this super. | ||
* | * '''Shun Goku Satsu oki loops:''' If you wanna burn your meter on SGS, Shin Akuma can loop it into itself on wakeup since he's not restricted to using it only one time. As a result, this gives him access to (potentially) unescapable damage. This is easier done than said when he's probably not using the meter for anything else. | ||
* '''Best Exceed in the game:''' It hurts, homes in on the opponent, has insanely fast startup, is unblockable, the only negative it has is that it has recovery to it. If Shin Akuma uses his Exceed, the only way you're avoiding it is if you read him doing it and can escape immediately. Even escaping it is hard, however, even for the smallest characters in the game. He can punish just about everything in the game with this Exceed, especially when it's hell to react to. Most notably, he can setup checkmate scenarios with it combined with his other supers. | |||
* '''You will always have something to do:''' For the vast majority of matchups, it's in Shin Akuma's favor and he can very easily dictate how the match plays out on his own. Even just throwing out his variety of fireballs gives him something to do in neutral and force players to act when facing him, or simply pin them down. | |||
| cons= | | cons= | ||
* Damage outside of combos is mediocre, especially the supers | * '''Damage outside of combos is mediocre, especially the supers:''' If you're not doing combos as Shin Akuma, then his overall damage output throughout the match is nothing to write home about since he's overall weaker than average when poking or zoning. Even his super attacks are scaled back in damage. | ||
* Less tools than Vanilla Akuma; more linear overall | * '''Less tools than Vanilla Akuma; more linear overall:''' Shin Akuma lacks as many mixups and is more predictable, on top of requiring little thinking power to play. Several Shin Akuma players go as far as only spamming fireballs as their means of playing him, so opponents can quickly adapt. | ||
* Teleport is punishable | * '''Teleport is still punishable:''' He's still fast, but using teleport can leave Shin Akuma vulnerable to being punished when teleport is used carelessly. | ||
* Rushdown specialists will outclass his rushdown pressure | * '''Rushdown specialists will outclass his rushdown pressure:''' Shin Akuma is less of a rushdown demon than normal Akuma is and is much more zoning friendly thanks to free fireball supers and double air fireball. And even though he's fast, characters like Orochi Iori exist who do a much better job of pressuring players. | ||
* Shun Goku Satsu will deal zero damage if it connects with Auto-guard frames | * '''Shun Goku Satsu will deal zero damage if it connects with Auto-guard frames:''' Self-explanatory, it essentially becomes wasted meter if it connects with armored moves. | ||
* Shun Goku Satsu is also an unblockable, not a grab | * '''Shun Goku Satsu is also an unblockable, not a grab:''' It can be parried for one, but also being an unblockable it loses its ability to punish front step. | ||
* Shun Goku Satsu is just not as threatening unlike Vanilla Akuma | * '''Shun Goku Satsu is just not as threatening unlike Vanilla Akuma:''' The only serious worry with this super is the fact Akuma can loop it into itself, and that he can use it multiple times per match, but beyond that, it's more of an annoyance than a game changer in his move list even though it remains a good super. Plus, people will adjust to countering it much easier than normal Akuma whose Exceed can only be used once per match. | ||
* Is still just as susceptible to GCFS as anyone else | * '''Is still just as susceptible to GCFS as anyone else:''' A lot of new players will assume his crazy zoning pressure is insurmountable to overcome, but in reality, experienced players will still find opportunities to punish gaps in Shin Akuma's playstyle and front step gives them such chances. | ||
* You will lose friends | * '''Perhaps the worst part of SVC and is boring to watch:''' People play him all the time and he's a beginner trap where new players don't actually learn much by playing him, only to then lose interest in the game when they either get bored, lose to experienced players who know how to put up with Shin Akuma, or both. | ||
* '''You will lose friends:''' Messatsu. | |||
}} | }} | ||
<center>{{FrameDataKey-SVC}}</center> | <center>{{FrameDataKey-SVC}}</center> | ||
== | ==Move List== | ||
===Normal Moves=== | ===Normal Moves=== | ||
This section is a simple copy and paste from Akuma's Normal Moves section, but with some | This section is a simple copy and paste from Akuma's Normal Moves section, but with some adjustments, as they're otherwise identical normals. | ||
====Close Normals==== | ====Close Normals==== | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header"></span> ===== | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=3 | |Startup=3 | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=4 | |Startup=4 | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=4 | |Startup=4 | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=9 | |Startup=9 | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=3 | |Startup=3 | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=7 | |Startup=7 | ||
Line 207: | Line 243: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=7 | |Startup=7 | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=9 | |Startup=9 | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=3 | |Startup=3 | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Low | |Guard=Low | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=3 | |Startup=3 | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=5 | |Startup=5 | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Low | |Guard=Low | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=11 | |Startup=11 | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=5 | |Startup=5 | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=4 | |Startup=4 | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=4 | |Startup=4 | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=5 | |Startup=5 | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=5 | |Startup=5 | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=7 | |Startup=7 | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=4 | |Startup=4 | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=5 | |Startup=5 | ||
Line 531: | Line 623: | ||
}} | }} | ||
===Command | ===Command Normals=== | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
Line 681: | Line 773: | ||
|Counter Dmg=24 | |Counter Dmg=24 | ||
|Guard=Throw | |Guard=Throw | ||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle={{Icon-SNK|C}}{{Icon-SNK|D}} on Block | |||
|caption= | |||
|name=Guard Cancel Blowback | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=0 | |||
|Counter Dmg=0 | |||
|Guard=Mid | |||
|G. Crush=0 | |G. Crush=0 | ||
|Stun=0 | |Stun=0 | ||
Line 1,030: | Line 1,149: | ||
|subtitle={{Icon-SNK|A}}{{Icon-SNK|A}}{{Motion|6}}{{Icon-SNK|B}}{{Icon-SNK|C}} | |subtitle={{Icon-SNK|A}}{{Icon-SNK|A}}{{Motion|6}}{{Icon-SNK|B}}{{Icon-SNK|C}} | ||
|caption= | |caption= | ||
|name= | |name=Shun Goku Satsu | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |Counter Dmg= | ||
|Guard= | |Guard=Unblockable | ||
|G. Crush= | |G. Crush= | ||
|Stun= | |Stun= | ||
Line 1,047: | Line 1,166: | ||
|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description= | |description= | ||
The classic Raging Demon but more insane. It's different from regular Akuma's Demon in that it's a ''fully unblockable strike'' instead of a grab, meaning that it can be combo'd into from attacks both on hit or ''even if the opponent is already in blockstun from an attack''. The opponent also can't jump over a point blank demon on reaction either, the only escape is to not get hit at all or use an attack with invincibility/autoguard/counter frames (this includes GC Front Step). Shin Akuma's main strategy includes forcing the opponent to block his oppressive air fireballs to then attempt to land a guaranteed demon once they block them, or repeatedly meaty the opponent's wakeup with demon which can also be guaranteed in certain matchups. | |||
Interesting note: When you use this move against Akuma's Exceed, Shin Akuma will win. | |||
}} | }} | ||
}} | }} | ||
Line 1,059: | Line 1,181: | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=98? | ||
|Counter Dmg= | |Counter Dmg=98? | ||
|Guard= | |Guard=Unblockable (High) | ||
|G. Crush= | |G. Crush=0 | ||
|Stun= | |Stun=0 | ||
|Meter= | |Meter=0 | ||
|Cancel= | |Cancel=X | ||
|Startup= | |Startup=1+4 | ||
|Active= | |Active=18 | ||
|Recovery= | |Recovery=77 | ||
|Total= | |Total=100 | ||
|Hit Adv= | |Hit Adv=HKD (+9 grounded opponent) | ||
|Block Adv= | |Block Adv=X | ||
|Invulnerability= | |Invulnerability=1F-23F (Full invul during startup and active) | ||
|description=* | |description=* Best Exceed in the game, bar none. | ||
* The only move that normal Akuma doesn't have in his arsenal. | |||
* It's very fast, unblockable, and will home in on where your opponent is after the start up. More importantly, it's extremely difficult to react to, if at all. | |||
* Can be used as a meaty on wakeup too, or even after a reset combo. | |||
* It's possible to autoguard the move and punish it afterwards, but few characters like Ryo have such a luxury. | |||
* It's also possible to dash out of the way or escape with moves like teleports to escape being hit by Shin Akuma's Exceed, but that more often than not requires knowing when the opponent will throw out Exceed to escape safely. | |||
* The very fast startup of the attack plus the speed at which Shin Akuma travels downwards makes it possible for Shin Akuma to punish so many attacks in the game with this one super alone. It only takes one flinch from the opponent. | |||
* While thankfully, he doesn't get much oki from it and can only use it one time, it's a huge reason Shin Akuma has earned his infamous reputation. | |||
* Even worse, he cannot be interrupted during the attack due to i-frames, making Exceed very low risk. | |||
* No downsides other than he doesn't have i-frames during the recovery. | |||
}} | }} | ||
}} | }} | ||
== | ==Strategy== | ||
===Basic Strategy=== | |||
'''''Shin Akuma's gameplan''''' | '''''Shin Akuma's gameplan''''' | ||
Line 1,091: | Line 1,223: | ||
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. | 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== | ===Advanced Strategy=== | ||
'''''Shin Akuma's Resets''''' | '''''Shin Akuma's Resets''''' | ||
Line 1,100: | Line 1,232: | ||
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. | 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=== | ====Match-Ups==== | ||
=====M. Bison===== | |||
Usually, Shin Akuma cannot punish M. Bison's exceed with his own exceed Misogi. The only way he could is if Shin Akuma was able to block M. Bison's exceed up-close, and while M. Bison is in the middle of his Psycho Crusher animation, Shin Akuma does Exceed and hits him after teleporting back in. Such an example would be if M. Bison is in the corner and does exceed while Shin Akuma is already close to him. Shin Akuma would need to buffer exceed immediately after blocking the attack, or front step into doing exceed in order to punish M. Bison's exceed. M. Bison being punishable for only 17 frames makes it difficult to judge exactly when and where Shin Akuma can punish with Misogi, so practice it yourself, even if you need to frame skip, to know exactly when Shin Akuma can punish back with it. Even if Shin Akuma does it as soon as possible after blocking M. Bison's Exceed, M. Bison can buffer teleport and make Shin Akuma waste his exceed. Assuming M. Bison does dp AC, then he'll appear right behind Shin Akuma and can do a full combo punish. Shin Akuma either has to wait for the M. Bison to do teleport pre-emptively or punish with something else instead. If M. Bison is farther away, the only punish Shin Akuma can do is front step into fireball super. For simplicity's sake, it's better to save Misogi to punish something else, instead and not risk wasting it. | |||
Otherwise, Shin Akuma wins the matchup by a huge margin. There's hardly anything M. Bison can do about air fireballs and Shin Akuma's suffocating pressure. | |||
==Combos== | ==Combos== | ||
<center>{{Template:ComboNotationKey-SVC}}</center> | |||
{| | ===BnB Combos=== | ||
| | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | ||
|+ BnB Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |- | ||
| | |(j.X - crossup preferred,) cl.C, db.D, qcf C, (meaty Exceed on KD) || TBA || TBA || TBA || TBA || 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. | ||
| | |||
| | |||
|- | |- | ||
| | |(j.X / j.qcf P,) cl.C, qcb B, hcb x2 P, (meaty Exceed on KD) || TBA || TBA || TBA || TBA || 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. | ||
| | |||
| | |||
|- | |- | ||
| | |(j.X / j.qcf P,) cr.B, cl./cr.A x2, f.D, AA~f~BC, (meaty Exceed on KD) || TBA || TBA || TBA || TBA || 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. | ||
| | |||
| | |||
|- | |- | ||
| | |} | ||
| | |||
| | ===Max Mode Combos=== | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ Max Mode Combos | |||
|- | |- | ||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |- | ||
|(Corner only) | |(Corner only) (j.X / j.qcf P,) cl.C, qcb B, [dp C(2), (C)qcb B,]xN, any normal into reset, AA~f~BC / Exceed || TBA || TBA || TBA || TBA || 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? | ||
| | |||
|This combo can do 100% easily, but it can be done only in the corner. You can do a | |||
|- | |- | ||
| | |(j.X / j.qcf P,) cl.C, [dp C(2), (SC)qcf x2 P(2nd hit of 3rd dp), f.D,]xN, attack into KD, meaty AA~f~BC / Exceed || TBA || TBA || TBA || TBA || Easier than the loop above, because you can do it everywhere. Good to practice too. dp C is not necessary to add to the combo after the first dp C, it's optional after f.D, though you may as well add it to the combo. | ||
| | |||
|Easier than the loop above, because you can do it everywhere. Good to practice too, you | |||
|- | |- | ||
| | |(j.X / j.qcf P,) Max Mode loop 2, (in corner) qcb B, move into loop 1 || TBA || TBA || TBA || TBA || 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. | ||
| | |||
|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) | |(Anywhere) [dp C(2), f.D,]xN, qcf x2 P || TBA || TBA || TBA || TBA || Better when used as a punish combo. Don't do jump attacks/normals. The game might sometimes do a Super, due to the many DP inputs. | ||
| | |||
|Better when used as a punish combo | |||
|- | |- | ||
|} | |} |
Latest revision as of 05:35, 10 May 2025
真・豪鬼, Shin Gouki | |
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Category | Final Boss |
Playstyle | Rushdown shoto |
Difficulty | Easy |
Max Mode Needed? | Up to you |
Tier Placement | Demigod Tier (S+), Almost God |
Standing Hitbox | Average |
Crouching Hitbox | Short |
Defense Modifier | 208? (Player) / 208 (CPU) |
Wall Jump | No |
Introduction
One of the two potential final bosses, Shin Akuma appears at the end of an arcade run, facing off with the player at a secluded shrine and packing a glowing aura. 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 THE best Exceed in the game that make dealing with him a nightmare as he always has something to do. If no one other character 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
- Numpad notation: 488682264482
- Console Method: Hold R1/RT above Balrog
Strengths | Weaknesses |
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SVC Chaos: SNK VS Capcom Frame Data Glossary | |
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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.
|
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.
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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.
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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.
|
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)
|
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.
|
Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Move List
Normal Moves
This section is a simple copy and paste from Akuma's Normal Moves section, but with some adjustments, as they're otherwise identical normals.
Close Normals
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 | - | |
|
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 | - | |
|
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 | - | |
|
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 | - | |
|
Far Normals
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 | - | |
|
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 | - | |
|
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 | - | |
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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 | - | |
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Crouch Normals
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 | - | |
|
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 | - | |
|
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 | - | |
|
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 | - | |
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Jumping Normals
For the jumping attacks, remember: You CANNOT cancel air normals into his Air Fireball/Air Tatsu/Air "Super" (Sadly).
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 23 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 4 | 22 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 4 | 22 | - | - | - | - | - | |
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 20 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 3 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 7 | 4 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 4 | 5 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 3 | - | - | - | - | - | |
|
Command Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Throws
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Special Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
qcb B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcb D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.qcb B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
j.qcb D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
dp A | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
dp C | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Super Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Unblockable | - | - | - | - | - | - | - | - | - | - | - | |
The classic Raging Demon but more insane. It's different from regular Akuma's Demon in that it's a fully unblockable strike instead of a grab, meaning that it can be combo'd into from attacks both on hit or even if the opponent is already in blockstun from an attack. The opponent also can't jump over a point blank demon on reaction either, the only escape is to not get hit at all or use an attack with invincibility/autoguard/counter frames (this includes GC Front Step). Shin Akuma's main strategy includes forcing the opponent to block his oppressive air fireballs to then attempt to land a guaranteed demon once they block them, or repeatedly meaty the opponent's wakeup with demon which can also be guaranteed in certain matchups. Interesting note: When you use this move against Akuma's Exceed, Shin Akuma will win. |
Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
98? | 98? | Unblockable (High) | 0 | 0 | 0 | X | 1+4 | 18 | 77 | 100 | HKD (+9 grounded opponent) | X | 1F-23F (Full invul during startup and active) | |
|
Strategy
Basic Strategy
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
M. Bison
Usually, Shin Akuma cannot punish M. Bison's exceed with his own exceed Misogi. The only way he could is if Shin Akuma was able to block M. Bison's exceed up-close, and while M. Bison is in the middle of his Psycho Crusher animation, Shin Akuma does Exceed and hits him after teleporting back in. Such an example would be if M. Bison is in the corner and does exceed while Shin Akuma is already close to him. Shin Akuma would need to buffer exceed immediately after blocking the attack, or front step into doing exceed in order to punish M. Bison's exceed. M. Bison being punishable for only 17 frames makes it difficult to judge exactly when and where Shin Akuma can punish with Misogi, so practice it yourself, even if you need to frame skip, to know exactly when Shin Akuma can punish back with it. Even if Shin Akuma does it as soon as possible after blocking M. Bison's Exceed, M. Bison can buffer teleport and make Shin Akuma waste his exceed. Assuming M. Bison does dp AC, then he'll appear right behind Shin Akuma and can do a full combo punish. Shin Akuma either has to wait for the M. Bison to do teleport pre-emptively or punish with something else instead. If M. Bison is farther away, the only punish Shin Akuma can do is front step into fireball super. For simplicity's sake, it's better to save Misogi to punish something else, instead and not risk wasting it.
Otherwise, Shin Akuma wins the matchup by a huge margin. There's hardly anything M. Bison can do about air fireballs and Shin Akuma's suffocating pressure.
Combos
SVC Chaos: SNK VS Capcom Quick Combo Notation Guide | |
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May change to numpad notation much later down the road. |
BnB Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X - crossup preferred,) cl.C, db.D, qcf C, (meaty Exceed on KD) | TBA | TBA | TBA | TBA | 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. |
(j.X / j.qcf P,) cl.C, qcb B, hcb x2 P, (meaty Exceed on KD) | TBA | TBA | TBA | TBA | 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. |
(j.X / j.qcf P,) cr.B, cl./cr.A x2, f.D, AA~f~BC, (meaty Exceed on KD) | TBA | TBA | TBA | TBA | 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. |
Max Mode Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(Corner only) (j.X / j.qcf P,) cl.C, qcb B, [dp C(2), (C)qcb B,]xN, any normal into reset, AA~f~BC / Exceed | TBA | TBA | TBA | TBA | 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? |
(j.X / j.qcf P,) cl.C, [dp C(2), (SC)qcf x2 P(2nd hit of 3rd dp), f.D,]xN, attack into KD, meaty AA~f~BC / Exceed | TBA | TBA | TBA | TBA | Easier than the loop above, because you can do it everywhere. Good to practice too. dp C is not necessary to add to the combo after the first dp C, it's optional after f.D, though you may as well add it to the combo. |
(j.X / j.qcf P,) Max Mode loop 2, (in corner) qcb B, move into loop 1 | TBA | TBA | TBA | TBA | 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(2), f.D,]xN, qcf x2 P | TBA | TBA | TBA | TBA | Better when used as a punish combo. Don't do jump attacks/normals. The game might sometimes do a Super, due to the many DP inputs. |