SvC Chaos: SNK Vs Capcom/Akuma

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Revision as of 10:01, 29 April 2016 by Redarts (talk | contribs) (→‎Super Moves: Made Akuma/Gouki's Super Moves section.)
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Introduction

Akuma(Gouki, I don't know)... The "Shoush" guy that is known as the Fist of Destiny, and one of the Shotos in this game. He is a beast, as you know, and he is kind of an... Advanced Shoto, because of his Demon Flip(That DP+Kick move if you tried to use him on 3S). And I don't know why he has a blue gi(Black is better for him). Now that good and bad things.

The Fist of Destiny's Good and Bad Things

Good Things:

  • Easy and fun to play and learn(He is a Shoto);
  • He can be one of the most combo friendly characters in this game;
  • Has a good corner pressure;
  • His Demon Flip is pretty good here(That's what makes him unique compared to the other Shotos);
  • Has a safe dive kick(Unlike other characters in this game);
  • Some moves can juggle the opponent(Not only his tatsu);
  • His classic air projectile can help him on jump-ins(He has his Air Projectile Super too);
  • Has some 100% combos;
  • His fireball is fast compared to the other Shotos;
  • Unblockable Exceed(It's his Raging Demon/Shun Goku Satsu, and it's awesome when you finish the opponent with this move in this game).

Bad Things:

  • Low stamina;
  • His blue gi is strange(Really, blue?);
  • His classic Tatsu+Shoryu combo is possible only on the corner;
  • His DP only fills the Super Bar if it hits the opponent(Thanks SNK).

Moves List

Normal Moves

Well... If you know a Shoto, you'll most likely know a good part of their moves, but let's analyse them here.

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 is 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(Well... Actually, this move can combo... See the combos section later for more details). Cancel it into a fireball if you want meter, or to get that block pressure(If the sweep was blocked).

Command Moves

Now, his Command Moves... He is like Ryu and Ken, but with some more things(As you already know), now let's go ahead.

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 Hado Ken

  • QCF+P - The classic Shoto's projectile. You know how to use it. If you use this while the opponent is near you, he/she'll be knocked down. HP version is faster.

Shakunetsu Hado Ken

  • HCB+P - Akuma does his Shoush stance and throws a fireball. This is a standard projectile(It will be canceled if it connects with another projectile), but it has more damage than the projectile above. LP version does 1 hit, and HP version does 3 hits(Better for cheap finishers).

Zankuu Hado Ken

  • (In Air)QCF+P - Akuma's classic air projectile(He had since his first appearence). This is a nice defensive(Jump backwards and do this move) and offensive move to use(You can even do jump-ins with this). Akuma will gain meter only if the projectile hits the opponent(Thanks again, SNK). And if you use this air projectile, you cannot use the ground one.

Gou Shouryuu Ken

  • DP+P - The classic Shoto's DP. It hits 3 times, but, sadly, it has no startup invincibility(But this move comes out really fast, so you don't need to worry). Use the HP version on combos only(This version is part of an infinite combo too).

Tatsumaki Zankuu Kyaku

  • QCB+K - Akuma's classic tatsu that juggles the opponent. Extremely good for combos. HK version spins longer than the LK version, but the HK version can be hard to combo after the 2 hits(You'll need to hit the opponent with the last hits of the move). He can pass through some projectiles with this(And Choi standing too).

Kuuchuu Tatsumaki Zankuu Kyaku

  • (In air)QCB+K - Aerial version of the move above. You can juggle with this too, but for combos it can be hard to use.

Ashura Senkuu(Forward)

  • DP+PP/KK - Akuma's classic teleport is here guys! The LP+HP version makes Akuma goes further than the LK+HK version. He is fully invincible while he is teleporting, so you can use this to run away from the corner, and even bypass those Supers/Exceeds(Yeah, you can make your opponent use his Exceed IN VAIN). But in the end, Akuma is vulnerable, so don't use the wrong version.

Ashura Senkuu(Backwards)

  • RDP+PP/KK - Same as the above, but he moves backwards.(By: Captain Obvious)

Hyakki Shuu

  • DP+K - Important move(This 3S input is easier than the SFA version). Akuma just jumps, but depending of what you do after it, you can get some damage(Yeah, this move is like Cammy's Hooligan Combination). Watch out when you use it, because the followup can whiff the opponent if Akuma "tries to crossup" the opponent(Yeah, I'm talking about Choi, Zero, and those low crouching chars). Oh, and remember something... You can't cancel the followups(Sadly). HK version goes a little further than the LK version.
    • Follow-Ups:
      • Hakki Gouzan
        • Do nothing after Hyakki Shuu - A low kick that knocks down. Only that. Use on wakeup mixups.
      • Hyakki Goushou
        • Press Punch - A hard knock down. It can hit the opponent while he/she is in a jumping state.
      • Hyakki Goujin
        • Press Kick - Akuma's dive kick(From the Command Moves section). It has the same properties, and it's the only followup that you can combo after.
      • Hyakki Gousai
        • Press PP or KK when Akuma is above the opponent - A simple grab. I don't need to say it, but it's unblockable, and the opponent can't escape from it.

Super Moves

Messatsu Gou Shouryuu

  • QCF(2x)+P - A Shoryuken with 7 hits. Resembles Ken's Shoryu Reppa. The first animation can pass nuderneath projectiles, so don't forget this move when you need. It's good to use on combos too.

Messatsu Gou Hadou

  • HCB(2x)+P - Super projectile with 8 hits. LP verion is slower than HP version. The command may be a little hard to do sometimes, bua a nice thing about this Super is that you can juggle your opponent in the corner after the super hits the opponent, but you'll need to be quick with the followup.

Tenma Gou Zankuu

  • (In Air)QCF(2x)+P - Super version of the air projectile. LP version is slower. This move is not recommended for any situation other than the opponent's wakeup(You can stop those DP anti-airs with this), but it's not that hard to punish this move. It's Akuma's weakest Super in damage terms too.

Exceed

Shun Goku Satsu

  • LP, LP, f, LK, HP - Okay, Akuma's classic Raging Demon is here too, but you'll have only 1 chance to hit this move on your opponent, so watch out. Akuma has total invincibility at the beginning of the warp. And remember that this is a grab, not an unblockable(If the opponent jumps, you cannot do THAT damage to him/her, sadly, and Shin Akuma's Raging Demon is an unblockable move. To clarify, Shin Akuma's RD can be stoped with autoguard moves while Akuma's simply plows through for the complete damage).

The Basics

Advanced Strategy

Match-Ups