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

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(→‎Normal Moves: Made(With a simple Copy and Paste) Shin Akuma's Normal Moves section.)
(→‎Command Moves: Made (Another Copy and paste) Shin Akuma's Command Moves section.)
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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.
'''''Zugai Hasatsu'''''
'''''Zugai Hasatsu'''''
*f + C                         
* f+HP - 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 MAXIMUM Mode. And sadly, this is the only Command Move on this list that cannot be normal canceled.


'''''Hiza Geri'''''
'''''Hiza Geri'''''
*f + D                       
* f+HK - Decent cancelable kick. Use it only on combos. Oh, and this move is part of a MAXIMUM Mode infinite too.


'''''Kurubushi Kick'''''
'''''Kurubushi Kick'''''
*db + D                       
* db+HK - The Shoto's cr.MK, a very useful move. You can use this as a poke too, because it's faster than the cr.HK(But the cr.HK 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'''''
'''''Tenma Kuujin Kyaku'''''
*Jump uf, db~df + B at apex    
* Jump uf, db+LK 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.
 
==Special Moves==
==Special Moves==
'''''Gou Hadou Ken'''''
'''''Gou Hadou Ken'''''

Revision as of 13:22, 11 July 2016

"My wave... Destroys all!" By:Shin Akuma

Introduction

ShinAkumafacesvc.png

This is Akuma/Gouki(I'll use Akuma) in his true form(Shin means true). He is clearly better than the normal Akuma, because the Shin one can do(Almost) the same things as the normal one, but better. His gameplay isn't very different from the normal Akuma(Sadly, this isn't the same thing with Mr. Karate and his "Shin" form), but his strategies are a little different. Now for his pros and cons(Do he have bad things? Yeah, he has some).

The True Fist of Destiny's Good and Bad Things

Good Things:

  • Very easy to use, and fun to play(He isn't that broken too... It's just Akuma, but a little stronger);
  • Has good walking speed(He is faster, and jumps higher than the normal Akuma);
  • Has great damage in his normals and combos(He has some more infinites than the normal one too);
  • His projectiles are bigger and faster than the normal Akuma's;
  • Can throw 2 air projectiles(The normal one could throw only one);
  • Has the Shoto's cr.MK, like any other shoto in this game;
  • In the Ashura Senkou, he has a faster recovery than the normal one;
  • Some of the normal counterpart's Supers are now Special Moves(Well... You can use them, and you'll see the flash animation, but they will cost no power to use, except for the normal's Exceed);
  • The Shun Goku Satsu can hit your opponent while he/she is jumping(And can be used on combos);
  • Has an unblockable(And very fast) Exceed.

Bad Things:

  • His arsenal is a little smaller than the normal Akuma(He doesn't have the DP+K);
  • Has no different/faster normals/Command Moves compared to the normal Akuma;
  • His Supers won't do that damage(I mean, the moves with flash animations) compared to the normal Akuma;
  • Unlike the normal Akuma, he can't cancel(Can't even MAX cancel air normals);
  • His Shun Goku Satsu won't do any damage if it hits a move in its autoguard frames.

Moves List

Normal Moves

In this section, we'll have a simple copy and paste from the Akuma's Normal Moves section, but with some things removed, because they are exacly the same thing, but with more damage.

s.LP - (Far)A simple, and quick punch. Can be cancelable. Whiffs on low crouching characters. (Close) Same properties that the far version has, but with less reach(obviously).
s.LK - (Far)It's a little slow, but can be used as an anti-air if you want. It's not cancelable outside of MAXIMUM mode. Whiffs on low crouching chars. (Close) 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(Hit and grab after they recover from the stun) too.
s.HP - (Far)One of Akuma/Gouki's pokes. It's not cancelable, but the reach is good, and it doesn't whiff on the low crouching chars. (Close) The Shoto's cl.HP. Cancel it if you want damage on a combo/punish.
s.HK - (Far)Same properties as the far version of s.LK, but a little slower. (Close)A 2 hit kick that can be good on MAXIMUM Mode combos. Can be used as an anti-air sometimes.

For the jumping attacks, remember: You CANNOT cancel air normals into his Air Fireball/Air Tatsu/Air "Super"(Sadly).
j.LP - (Diagonal)Simple punch, simple move. Stays until you land. (Neutral)A simple chop that totally whiffs on Choi(And those low crouching characters too). Not that useful, really.
j.LK - (Diagonal)Good jump-in, but not the best one. Stays until you land. (Neutral)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.HP - (Diagonal)Good air-to-air move, but it can be dangerous if you don't know the right timing to use it. (Neutral)His best neutral jump-in. Can be useful on mixups(But mixups with the neutral jump are dangerous against some characters in this game, so watch out).
j.HK - (Diagonal)This is the Akuma's best normal jump-in/air-to-air in this game. Be happy with this. (Neutral)Good for air-to-air, but it can be hard to land, so if you want, avoid it.

cr.LP - Rapid punch. Do like two/three hits and cancel it on something.
cr.LK - Rapid kick. Nice for light attack combos, because it hits low and can be canceled too.
cr.HP - The classic Shoto upper. Cancelable, and it's an option for an anti-air.
cr.HK - The Shoto's sweep. You can use it as a low poke. It knocks down and it's cancelable, but it cannot combo. Cancel it into a fireball/DP if you want meter, or to get that block pressure(If the sweep was blocked).

Command Moves

Those guys below are exactly the same as the normal Akuma, so... Yeah... Another Copy and Paste.

Zugai Hasatsu

  • f+HP - 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 MAXIMUM Mode. And sadly, this is the only Command Move on this list that cannot be normal canceled.

Hiza Geri

  • f+HK - Decent cancelable kick. Use it only on combos. Oh, and this move is part of a MAXIMUM Mode infinite too.

Kurubushi Kick

  • db+HK - The Shoto's cr.MK, a very useful move. You can use this as a poke too, because it's faster than the cr.HK(But the cr.HK 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

  • Jump uf, db+LK 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.

Special Moves

Gou Hadou Ken

  • qcf + P

Zankuu Hadou Ken

  • qcf + P in air

Shakunetsu Hadou Ken

  • hcb + P

Tatsumaki Zankuu Kyaku

  • qcb + K (air)

Gou Shouryuu Ken

  • f,d,df + P

Ashura Senkuu (Forward)

  • f,d,df + AC / BD

Ashura Senkuu (Backward)

  • b,d,db + AC / BD

Tenma Gou Zankuu

  • qcf,qcf + P in air

Messatsu Gou Shouryuu

  • qcf,qcf + P

Messatsu Gou Hadou

  • hcb,hcb + P


Super Move

Shungoku Satsu

  • A,A,f,B,C

Exceed Move

Misogi

  • hcb,hcb + BD

The Basics

Advanced Strategy

Match-Ups