Super Street Fighter 2 Turbo/Akuma: Difference between revisions

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*<b>Tatsumaki Zankuu Kyaku:</b>
*<b>Tatsumaki Zankuu Kyaku:</b>


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).
Akuma becomes completely invulnerable up until he attacks with spinning kicks. All versions cause a full knockdown on hit. The forward and roundhouse versions have active frames on the way up, hit multiple times, 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). It will also evade any normal attack if done as a meaty, possible hitting them up to three times. This can also be used to evade any cross-up attempt.


*<b>Kuuchuu Tatsumaki Zankuu Kyaku:</b> (In air, ↓↙← + K)
*<b>Kuuchuu Tatsumaki Zankuu Kyaku:</b> (In air, ↓↙← + K)


Akuma instantly attacks with spinning kicks that combo into themselves, knock down and juggle.
Akuma instantly attacks with spinning kicks that combo into themselves, knock down and juggle. If this attack connects on the first active frame, it will have a 50% chance of being unblockable.


*<b>Ashura Senkuu a.k.a. Teleport:</b> (→↓↘ or ←↓↙ + PPP or KKK)
*<b>Ashura Senkuu a.k.a. Teleport:</b> (→↓↘ 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.
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 that the punch version gives a longer distance.


==The Basics==
==The Basics==

Revision as of 00:07, 19 June 2016

ST Main Page
The Characters

Akuma's portrait in Super Turbo

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.

Picking 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
Akuma-01.png Akuma-02.png

--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)

Moves Analysis

Disclaimer: To better understand the diagrams, read this.

Normal Moves

Ground Normals

  • Close Standing Jab:
Damage 4[0] Akuma stcljab1&3 stclstrng1&5 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&8 stfarfrwrd1 stclrh1&6.png Akuma stcljab2.png Akuma stcljab1&3 stclstrng1&5 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&8 stfarfrwrd1 stclrh1&6.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Super Cancel Yes*
Frame Advantage +4
Frame Count 2 4 5
Simplified 1 + 2 4 5

Akuma performs an elbow smash in front and above his head. Fast start-up anti-air up close, with just OK priority.

  • Far Standing Jab:
Damage 4[0] Akuma stfarjab1&3.png Akuma stfarjab2.png Akuma stfarjab1&3.png Akuma stfarjab4 stfarstrng6 stfarfrc6.png
Stun 0~5
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes*
Frame Advantage +4
Frame Count 2 4 4 1
Simplified 1 + 2 4 5

Rapid-fire Jab that has very good priority (Akuma's arm is completely invulnerable) but just acceptable reach and very low damage. The hitbox is fat like the Old shotos and also has a little more range.

  • Crouching Jab:
Damage 4[0] Akuma crjab1&3.png Akuma crjab2.png Akuma crjab1&3.png Akuma crjab4 crstrng6 crshrt4 crfrwrd6.png
Stun 0~5
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes*
Frame Advantage +4
Frame Count 2 4 4 1
Simplified 1 + 2 4 5

Rapid-fire ducking Jab with average reach and very good priority. Akuma's arm is completely invincible.

  • Close Standing Strong:
Damage 22[0] Akuma stcljab1&3 stclstrng1&5 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&8 stfarfrwrd1 stclrh1&6.png Akuma stclstrng2.png Akuma stclstrng3.png Akuma stclstrng4.png Akuma stcljab1&3 stclstrng1&5 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&8 stfarfrwrd1 stclrh1&6.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Super Cancel Yes*
Frame Advantage +0
Frame Count 3 2 6 4 6
Simplified 1 + 3 2 16

Akuma performs a hook. This move has a not very good recovery, so try canceling it into some special such as the hadouken to avoid punishment. This also recovers 1f faster than with the other shotos.

  • Far Standing Strong:
Damage 22[0] Akuma stcljab1&3 stclstrng1&5 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&8 stfarfrwrd1 stclrh1&6.png Akuma stfarstrng2&4 stfarfrc2&4 stfarshrt2&7.png Akuma stfarstrng3.png Akuma stfarstrng2&4 stfarfrc2&4 stfarshrt2&7.png Akuma stfarstrng5 stfarfrc5.png Akuma stfarjab4 stfarstrng6 stfarfrc6.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Super Cancel Yes*
Frame Advantage +7
Frame Count 1 2 4 3 3 1
Simplified 1 + 3 4 7

Akuma performs a straight punch. This move has very good recovery, reach and priority. Works as anti-air against moves whose extended limbs are vulnerable, but notice Akuma's body moves forward a bit, so you need some room to use it correctly. Akuma's whole arm is invincible in this attack.

  • Crouching Strong:
Damage 22[0] Akuma crstrng1&5.png Akuma crstrng2&4.png Akuma crstrng3.png Akuma crstrng2&4.png Akuma crstrng1&5.png Akuma crjab4 crstrng6 crshrt4 crfrwrd6.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Super Cancel Yes*
Frame Advantage +7
Frame Count 1 2 4 3 3 1
Simplified 1 + 3 4 7

Akuma does a crouching straight. Good damage, stun, recovery and priority. Akuma's whole arm is completely invincible. This move can be used as a safe meaty against several invulnerable special attacks from the correct distance. However, this can be countered by standing still (which shrinks the hurtbox horizontally) and then either attacking or walking up and throwing. It is also unsafe against most supers, which is yet another reason to (always) have an eye on the enemy's super bar.

  • Close Standing Fierce:
Damage 28[1] Akuma stclfrc1.png Akuma stclfrc2.png Akuma stclfrc3.png Akuma stclfrc4.png Akuma stclfrc5.png
Stun 3~9 / 10~16
Stun Timer 40 / 80
Chain Cancel No
Special Cancel Yes / No
Super Cancel Yes* / Yes
Frame Advantage -9 / -7
Frame Count 3 2 6 10 13
Simplified 1 + 3 8 23

Akuma does a close upper. Good priority anti-air if the enemy is on top of you, and if he is close it can be canceled into any special attack for a basic but damaging combo. Bad recovery.

  • Far Standing Fierce:
Damage 28[1] Akuma stcljab1&3 stclstrng1&5 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&8 stfarfrwrd1 stclrh1&6.png Akuma stfarstrng2&4 stfarfrc2&4 stfarshrt2&7.png Akuma stfarfrc3.png Akuma stfarstrng2&4 stfarfrc2&4 stfarshrt2&7.png Akuma stfarstrng5 stfarfrc5.png Akuma stfarjab4 stfarstrng6 stfarfrc6.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel No
Super Cancel Yes*
Frame Advantage -7
Frame Count 3 2 6 10 12 1
Simplified 1 + 5 6 23

Similar to far.strong, but with higher damage and longer reach, but the head hitbox moves forward just as much and the recovery is hideous. This move can not be canceled into specials, so make sure it hits or you will pay the price.

  • Crouching Fierce:
Damage 28[1] / 22[1] Akuma crfrc1&5.png Akuma crfrc2.png Akuma crfrc3.png Akuma crfrc4.png Akuma crfrc1&5.png Akuma crfrc6.png
Stun 3~9 / 10~16
Stun Timer 40 / 80
Chain Cancel No
Special Cancel Yes / No
Super Cancel Yes* / No
Frame Advantage -12 / -9
Frame Count 3 3 8 10 12 1
Simplified 1 + 3 11 23

Uppercut from crouching position. It does good damage and has a deceptively long horizontal reach, but just average to low priority and quite long recovery. This move is unsafe on block or hit and is mainly used in combos or as close-up anti-air. Favor standing Fierce if you can for the latter.

  • Close Standing Short:
Damage 12[0] Akuma stcljab1&3 stclstrng1&5 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&8 stfarfrwrd1 stclrh1&6.png Akuma stclshrt2&5 stclrh5.png Akuma stclshrt3.png Akuma stclshrt4.png Akuma stclshrt2&5 stclrh5.png Akuma stcljab1&3 stclstrng1&5 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&8 stfarfrwrd1 stclrh1&6.png
Stun 0~5
Stun Timer 40
Chain Cancel Yes
Special Cancel No
Super Cancel Yes*
Frame Advantage +3
Frame Count 2 3 2 4 3 1
Simplified 1 + 5 2 8

Akuma performs a low kick that can be canceled into a far Short or crouching Short. This move must be blocked low.

  • Far Standing Short:
Damage 14[0] Akuma stcljab1&3 stclstrng1&5 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&8 stfarfrwrd1 stclrh1&6.png Akuma stfarstrng2&4 stfarfrc2&4 stfarshrt2&7.png Akuma stfarshrt3&6.png Akuma stfarshrt4.png Akuma stfarshrt5.png Akuma stfarshrt3&6.png Akuma stfarstrng2&4 stfarfrc2&4 stfarshrt2&7.png Akuma stcljab1&3 stclstrng1&5 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&8 stfarfrwrd1 stclrh1&6.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Advantage +3
Frame Count 3 2 2 2 2 2 3 1
Simplified 1 + 7 2 8

Like the Close version, but without cancels and worse priority. Hits low as well. Unlinke N.Ken's version, this move has 1f faster recovery.

  • Crouching Short:
Damage 4[0] Akuma crshrt1&3 crfrwrd1&5.png Akuma crshrt2.png Akuma crshrt1&3 crfrwrd1&5.png Akuma crjab4 crstrng6 crshrt4 crfrwrd6.png
Stun 0~5
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes*
Frame Advantage +4
Frame Count 3 4 4 1
Simplified 1 + 3 4 5

Rapid fire crouching low kick. Has awesome priority like Old Shotos.

  • Close Standing Forward:
Damage 24[0] Akuma stclfrwrd1&5.png Akuma stclfrwrd2&4.png Akuma stclfrwrd3.png Akuma stclfrwrd2&4.png Akuma stclfrwrd1&5.png Akuma stclfrwrd6.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Super Cancel Yes*
Frame Advantage +3
Frame Count 2 1 6 4 4 1
Simplified 1 + 3 6 9

Knee bash with a good recovery.

  • Far Standing Forward:
Damage 24[0] Akuma stcljab1&3 stclstrng1&5 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&8 stfarfrwrd1 stclrh1&6.png Akuma stfarfrwrd2&4.png Akuma stfarfrwrd3.png Akuma stfarfrwrd2&4.png Akuma stfarfrwrd5.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Advantage +3
Frame Count 3 4 8 6 1
Simplified 1 + 7 8 7

High side kick with good priority, but very slow start-up. Very good anti-air if you can hit the button early enough. The priority is better than Old Shotos (similar to HF's at front, but more extended backwards).

  • Crouching Forward:
Damage 22[0] Akuma crshrt1&3 crfrwrd1&5.png Akuma crfrwrd2&4.png Akuma crfrwrd3.png Akuma crfrwrd2&4.png Akuma crshrt1&3 crfrwrd1&5.png Akuma crjab4 crstrng6 crshrt4 crfrwrd6.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Super Cancel Yes*
Frame Advantage +3
Frame Count 1 2 6 4 4 1
Simplified 1 + 3 6 9

Crouching side kick. This move has good reach and recovery, but is has projected vulnerable hitboxes before and after it becomes active. It is an important tool when closing the gap on the enemy and trying to push him into the corner as it can be canceled into Hadoukens. It is also used in bread and butter combos. It has good priority like Old Shotos.

  • Close Standing Roundhouse:
Damage 30[1] + 4[1] Akuma stcljab1&3 stclstrng1&5 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&8 stfarfrwrd1 stclrh1&6.png Akuma stclrh2.png Akuma stclrh3.png Akuma stclrh4.png Akuma stclshrt2&5 stclrh5.png Akuma stcljab1&3 stclstrng1&5 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&8 stfarfrwrd1 stclrh1&6.png
Stun 10~16 + 1~7
Stun Timer 80 + 70
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Advantage -1 / +7(+6)
Frame Count 3 2 8 4 10 1
Simplified 1 + 5 8 4 11

Akuma performs an axe kick that hits twice if the enemy is close enough. This is not a very useful move, but it is safe on block from point-blank range and often trades with aerial attacks. If you use it as a meaty, you can combo a crouching kick for two or three hits. you often have better options, though. Unlike other shotos, this move starts 2f faster, has the head hurtbox projected on his back and the hitbox on the second active part is bigger.

  • Far Standing Roundhouse:
Damage 30[1] Akuma stfarrh1.png Akuma stfarrh2.png Akuma stfarrh3.png Akuma stfarrh4.png Akuma stfarrh5.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel Yes / No
Super Cancel Yes* / No
Frame Advantage -5 / -1
Frame Count 2 2 8 10 7
Simplified 1 + 2 10 17

Akuma's staple Roundhouse kick. Akuma's version of this move is actually a good anti air since the priority is a lot better and the move is also 2 frames faster, in comparison to the other shotos. It can be canceled in the odd event that it hits during the first active part. This move can not be canceled into specials if it hits while the leg is fully extended.

  • Crouching Roundhouse:
Damage 30[1] Akuma crrh1.png Akuma crrh2.png Akuma crrh3.png Akuma crrh4.png Akuma crrh5.png
Stun 5~11
Stun Timer 130
Chain Cancel No
Special Cancel Yes
Super Cancel Yes*
Frame Advantage -9
Frame Count 3 6 6 8 11
Simplified 1 + 3 6 25

Akuma's sweep kick. This move generates a fast knockdown if it hits. It has good range and the priority is such that it beats or trades with a number of moves. The recovery, however, is very long, so good players will try to bait this move so as to punish it afterward. This can be canceled into Hadoukens so you can push the enemy towards his corner or Shoryukens and Short tatsus for super meter. Knowing the timing for walking up cr.Rounhouse xx Hadouken is an important skill for shoto players. It has the damage and priority of Old Shotos.

Aerial Normals

Special Moves

  • Gou 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.

  • Zankuu Hadouken a.k.a. Air 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.

  • Gou 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. All versions cause a full knockdown on hit. The forward and roundhouse versions have active frames on the way up, hit multiple times, 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). It will also evade any normal attack if done as a meaty, possible hitting them up to three times. This can also be used to evade any cross-up attempt.

  • Kuuchuu Tatsumaki Zankuu Kyaku: (In air, ↓↙← + K)

Akuma instantly attacks with spinning kicks that combo into themselves, knock down and juggle. If this attack connects on the first active frame, it will have a 50% chance of being unblockable.

  • Ashura Senkuu a.k.a. 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 that the punch version gives 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 forum)

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 forum) Template:Super Turbo