No edit summary |
|||
Line 71: | Line 71: | ||
Akuma basically has all option selects from the old shotos, plus other advantages from the CPS-1 Ryu (invulnerable Tatsu in CE and HF) and inescapable projectile traps with air Hadouken and Fierce Shakunetsu Hadouken. | Akuma basically has all option selects from the old shotos, plus other advantages from the CPS-1 Ryu (invulnerable Tatsu in CE and HF) and inescapable projectile traps with air Hadouken and Fierce Shakunetsu Hadouken. | ||
== | ==Additional Info== | ||
==Differences with Shin Akuma (only selectable on Dreamcast version)== | ===Differences with Shin Akuma (only selectable on Dreamcast version)=== | ||
*Close s.HK has smaller head hurtbox on first active part. (Regular Akuma's head hurtbox is clearly glitched here, it's way back behind him. I'm guessing it was probably supposed to be the same as Ryu's.) | *Close s.HK has smaller head hurtbox on first active part. (Regular Akuma's head hurtbox is clearly glitched here, it's way back behind him. I'm guessing it was probably supposed to be the same as Ryu's.) | ||
*Far s.HP has a fatter/taller hitbox. | *Far s.HP has a fatter/taller hitbox. | ||
Line 89: | Line 89: | ||
--[[User:Ernest|Ernest]] ([[User talk:Ernest|talk]]) 17:13, 22 February 2014 (UTC) (Content from Felineki on SRK) | --[[User:Ernest|Ernest]] ([[User talk:Ernest|talk]]) 17:13, 22 February 2014 (UTC) (Content from Felineki on SRK) | ||
===Exact requirements to fight CPU Akuma=== | |||
The exact requirements to fight against Gouki at the end are to not continue AND: | |||
1. Upon beating Sagat, game time is lower than 1500 seconds | |||
OR | |||
2. Upon beating Sagat, game score is higher than 1.2 million | |||
It's usually a lot easier to satisfy the first requirement. | |||
There's also a 3rd option: win against 12 human opponents in a row and then hold down any button except Start for 2 seconds at the win quote screen. This rarely mentioned option has an even less mentioned caveat, which is that dictator's stage must be next in 1-player mode. That means all 11 AI characters in 1-player mode before dictator must have been defeated and greyed out. In other words, Shin Gouki can only be fought in dictator's stage. | |||
--[[User:Ernest|Ernest]] ([[User talk:Ernest|talk]]) 17:13, 22 February 2014 (UTC) (Content from Ganelon on SRK) | |||
{{Super Turbo}} | {{Super Turbo}} | ||
Revision as of 14:10, 8 May 2014
Introduction
Akuma, or Gouki, in Japan, is a secret boss which has been introduced in Super Street Fighter II Turbo/X. In order to face him, you have to either obtain a high score, reach the last stage quick or defeat many human opponents without losing a single credit. Akuma would appear on the screen, attack Dictator and face you in his place. A toned down version was made available for players to use, but it is still a too powerful character for competitive play. It featured a single air Hadouken instead of two and longer recovery on his projectiles.
How to Choose Akuma
Unlike his counterparts, Akuma is a secret character that requires a special input code. To choose him, do the following at the character selection screen:
- Start with the character selection cursor over Ryu or Ken. Wait a small period of time. (Three seconds should be plenty.)
- Move the cursor to T.Hawk. Wait in the same way.
- Then move the cursor to Guile. Wait a short while again.
- After that, move to Cammy. Wait.
- Finally, move the cursor back to Ryu or Ken. Wait one last time.
- At this point, you may optionally move the cursor to any character. There's no real reason to take this unnecessary step unless you're afraid you might get the code wrong and want to choose a specific backup character in such a case.
- Now press start, and then very quickly after pressing start, press all 3 punch buttons simultaneously. Mash the three punches to increase your chance of success.
Normal | Secondary |
![]() |
![]() |
--Born2SPD
Tournament Illegality and Etiquette
Since Akuma is considered an overwhelmingly-strong character, he's banned in virtually every tournament. Choosing him outside of tournaments may also be frowned upon if the games are being played with any kind of seriousness. Playing as him should be done for entertainment value only. He was previously considered balanced in HD Remix, but due to Damdai entering and WINNING every tournament with Akuma, as well as inescapable super setups coming to light, he is now considered overpowered and banned from all sanctioned tournaments.
--Murderbydeath 02:26, 30 November 2009 (UTC)
Move Analysis
Special Moves
- Hadouken a.k.a. Fireball: (↓↘→ + P)
Akuma throws a blue ball of energy at his opponent. The strength of the punch determines its speed: Jab flies the slowest, while Fierce flies the fastest. Akuma's Hadouken has noticeably better recovery than the other shotos', and it also causes a full knockdown that throws the enemy across the screen if it hits early. Only Akuma's Hadoukens and Ken's command roundhouse kick have this property.
- Shakunetsu Hadouken a.k.a. Red Fireball: (←↙↓↘→ + P)
Akuma glows with some red energy, then throws a flaming ball of energy at his opponent. The strength of the punch determines its speed and number of hits: Jab flies the slowest and hits once, while Fierce flies the fastest and hits three times. The Fierce version can be used to lock the enemy forever in the corner and chip them to death while they are locked in blockstun.
- Air Hadouken a.k.a. Fireball: (In air, ↓↘→ + P)
Akuma throws a small blue ball of energy that descends diagonally to the ground. This does less damage than his other projectiles, but has the advantage of allowing Akuma to recover as he lands, being quite spammable, and hitting moves that otherwise would go through projectiles, such as Zangief's Lariats and O.Dee Jay's Machine Gun Upper.
- Shouryuken a.k.a. Dragon Punch: (→↓↘ + P)
Akuma becomes completely invulnerable and performs a rising punch that hits up to three times, knocks down and juggles, then falls defenseless to the ground.
- Tatsumaki Zankuu kyaku:
Akuma becomes completely invulnerable up until he attacks with spinning kicks that combo into themselves, knock down and juggle. This can be used to go through projectiles, punishing the enemy before he can recover (with the exception of Sagat's low Tiger shot).
- Air Tatsumaki Senpuu Kiaku: (In air, ↓↙← + K)
Akuma instantly attacks with spinning kicks that combo into themselves, knock down and juggle.
- Teleport: (→↓↘ or ←↓↙ + PPP or KKK)
Akuma becomes invulnerable while glowing, then teleports to other location on the screen. The direction of the SRK motion determines the direction he teleports to, and punches or kicks determine how far he moves, being punch giving a longer distance.
The Basics
Akuma has better projectiles than the rest of the cast, goes through other characters projectiles with his Tatsus and Teleports, controls distance better with his air Hadouken, is completely invulnerable to cross-ups due to invulnerable Tatsus and never dizzies (it looks like he gets dizzy, but Akuma recovers instantly, effectively saving him from longer comboes and juggles and that's it). He is much stronger than other characters and should not be used for competitive play.
Advanced Strategy
Akuma basically has all option selects from the old shotos, plus other advantages from the CPS-1 Ryu (invulnerable Tatsu in CE and HF) and inescapable projectile traps with air Hadouken and Fierce Shakunetsu Hadouken.
Additional Info
Differences with Shin Akuma (only selectable on Dreamcast version)
- Close s.HK has smaller head hurtbox on first active part. (Regular Akuma's head hurtbox is clearly glitched here, it's way back behind him. I'm guessing it was probably supposed to be the same as Ryu's.)
- Far s.HP has a fatter/taller hitbox.
- c.HP has smaller head hurtbox on first active part.
- All jumping punches, as well as neutral j.LK and j.MK have no leg hurtboxes for the entire duration of the moves, including recovery time spent falling.
- Neutral j.HK, and diagonal j.MK and j.HK only have a leg hurtbox during the active phase. It's missing during startup and recovery.
- Hadoukens have shorter startup (7 frames VS 10), 2 frames of startup invincibility, and hurtboxes don't move forward during startup (they stay the same as the idle pose)
- Shakunetsu Hadoukens have 4 frames of startup invincibility, hurtboxes don't move forward during startup, and the medium and hard versions do much more damage (over double that of normal Akuma's).
- Air Hadouken hurtbox is extended for a shorter time, it's only extended on the animation frames where his arms are actually extended. He throws two projectiles at once rather than just one, and the medium and hard versions do more damage.
- Medium and hard Tatsumakis have more spins (4 and 5 respectively, same as N. Ryu). They also do more damage than normal Akuma's, albeit only the spin part (startup knee does the same).
- Air Tatsumakis do less damage. Go figure.
- Medium and hard Shoryukens do more damage.
- Ashura Senku is invincible for the entire duration, no vulnerability on recovery.
--Ernest (talk) 17:13, 22 February 2014 (UTC) (Content from Felineki on SRK)
Exact requirements to fight CPU Akuma
The exact requirements to fight against Gouki at the end are to not continue AND:
1. Upon beating Sagat, game time is lower than 1500 seconds
OR
2. Upon beating Sagat, game score is higher than 1.2 million
It's usually a lot easier to satisfy the first requirement.
There's also a 3rd option: win against 12 human opponents in a row and then hold down any button except Start for 2 seconds at the win quote screen. This rarely mentioned option has an even less mentioned caveat, which is that dictator's stage must be next in 1-player mode. That means all 11 AI characters in 1-player mode before dictator must have been defeated and greyed out. In other words, Shin Gouki can only be fought in dictator's stage.
--Ernest (talk) 17:13, 22 February 2014 (UTC) (Content from Ganelon on SRK) Template:Super Turbo