SvC Chaos: SNK Vs Capcom/Shin Akuma

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"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

s.LP -
s.LK -
s.HP -
s.HK -

j.LP -
j.LK -
j.HP -
j.HK -

cr.LP -
cr.LK -
cr.HP -
cr.HK -

Command Moves

Zugai Hasatsu

  • f + C

Hiza Geri

  • f + D

Kurubushi Kick

  • db + D

Tenma Kuujin Kyaku

  • Jump uf, db~df + B at apex

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