真・豪鬼, Shin Gouki | |
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Difficulty | Easy |
Max Mode Needed? | Up to you |
Tier Placement | Demigod Tier (S+) |
Standing Hitbox | Average |
Crouching Hitbox | Short |
Introduction
A much stronger form of normal Akuma and acting as his true form, Shin Akuma does nearly everything normal Akuma can do but much better, really only missing the Demon Flip. One of several characters in SVC infamous for making the game as hated as it is, Shin Akuma has god tier fireball pressure in the air, incredibly spammable specials that act like supers, and one of the best Exceeds in the game that make dealing with him a nightmare as he always has something to do. If no one else does it, Shin Akuma will make players up their front step game in order to stand a chance against his suffocating pressure.
Pros | Cons |
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How to select Shin Akuma (Outside of Super Plus)
- You wish to play as Shin Akuma? Do these inputs below, before the timer reaches 10 (AES Only):
- (While holding start) Left, Up(2x), Right, Up, Down(2x), Right, Left(2x), Up, Down, and press a button to select him
- Console Method: Hold R1/RT above Balrog
Moves List
Normal Moves
This section is a simple copy and paste from Akuma's Normal Moves section, but with some stuff removed, because they're identical moves aside from dealing more damage.
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 3 | 5 | 5 | 13 | +2 | +0 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 4 | 8 | 16 | +0 | -2 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 2, 2, 3 | 14 | 25 | -1 | -3 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 9 | 5, (2), 2 | 15 | 33 | 2nd= +3 | 2nd= +1 | - | |
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Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 3 | 6 | 4 | 13 | +2 | +0 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 7 | 6 | 7 | 20 | -1 | -3 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 7 | 6 | 19 | 32 | -5 | -7 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 9 | 3 | 17 | 29 | +0 | -2 | - | |
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Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 3 | 4 | 8 | 15 | +0 | -2 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Low | - | - | - | - | 3 | 4 | 8 | 15 | +0 | -2 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 1, (2), 5 | 20 | 33 | -8 | -10 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Low | - | - | - | - | 11 | 2 | 22 | 35 | SKD | -6 | - | |
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Jumping Normals
For the jumping attacks, remember: You CANNOT cancel air normals into his Air Fireball/Air Tatsu/Air "Super" (Sadly).
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 23 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 4 | 22 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 4 | 22 | - | - | - | - | - | |
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 20 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 3 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 7 | 4 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 4 | 5 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 3 | - | - | - | - | - | |
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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 loop 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
Now we don't have (exactly) the same moves in Akuma's arsenal. Some of them are better, and some of them are different.
Gou Hadou Ken (I think it's "Gou Hadouken", but it's okay)
- QCF+P - The classic Shoto's projectile. It is bigger, but have the same speed, when compared with the normal Akuma's Gou Hadouken. The HP version is faster than the LP version. If this move hits your opponent while he/she is near from Shin Akuma, he will get a knockdown, but if he/she's far away, he won't be(He has some possible combos thanks to this feature).
Zankuu Hadou Ken
- QCF+P (In the air) - Shin Akuma will throw two projectiles aiming down. This move is classic(He had this move with two projectiles in his secret boss version in ST), I can say. This move is great, it even has a possible loop by only using it(Won't work on some characters), and only because he fires two projectiles(Unlike the normal Akuma, he will fire only one when he performs this move). If you don't like Jump Attacks on combos, you can use this, your combos can be easier, but remember: This move won't hit as an overhead, unlike the jumping attacks.
Shakunetsu Hadou Ken
- HCB+P - Shin Akuma will do his "Shoush" stance, and he will launch a fire projectile with the same speed as the normal Akuma's, but bigger(Like the normal Hadouken). The LP version is slower and will do only one hit, and the HP version is faster and will do 3 hits(Good as a chip finisher). Unlike the normal projectile, it will knock your opponent down no matter where he is.
Tatsumaki Zankuu Kyaku
- QCB+K (In the ground or in the air) - The classic tatsu with juggle properties(But like the normal Akuma, the Tatsu+Shoryu combo will work only on the corner). Here, it can be used to control Shin Akuma's air game(It can make him land further than in this jump arc, while being offensive or defensive), or in the ground to do combos(It even has some possible loops involving it). Learn how to use it, you'll need.
Gou Shouryuu Ken (I think it's "Gou Shoryuken")
- DP+P - The classic and simple DP. Like the normal Akuma, it doesn't have invincibility frames, but has fast startup. The first and the second hits of any version can be MAX canceled into almost any move, leading to some great loops. The LP version will make him land faster, and the HP version is more damaging, but will make him go further than in the LP version. Learn how to use this move too.
Ashura Senkuu (Forward)
- DP+PP/KK - The classic teleport. Shin Akuma will recover faster than the normal Akuma in this move. Oh, and he will be invincible until he stops moving, so use it well(You can make your opponent waste his/her Exceed with this move, like Dictador and his Exceed without good startup). The buttons pressed will determine the distance of the teleport.
Ashura Senkuu (Backward)
- RDP+PP/KK - Same properties as the move above, but he will move backwards. Simple like that. Use it if you need to run away.
Tenma Gou Zankuu
- QCF(2x)+P (In the air only) - This is one of the normal Akuma's Supers. The projectile is bigger, but not faster than the normal Akuma's. It's just a Super version of the air projectile. You can use it on the opponent's wakeup(To stop those anti-airs with invincibilty frames), and you won't even lose meter, so... Use it, but don't abuse of it.
Messatsu Gou Shouryuu
- QCF(2x)+P (In the ground this time) - This is that move that resembles Ken's Shoryu Reppa. The first animation can pass under floating projectiles(Like the normal Akuma's version of this move), but unlike the normal version, the hits can be MAX canceled(You can MAX cancel it until the second hit of the last uppercut, which can lead to some loops). Remember: You won't lose meter when you use it.
Messatsu Gou Hadou
- HCB(2x)+P - This move is good. It's a Super projectile with 8 hits(Like the normal version), but it's very fast, I can say(Faster than the normal Akuma's version of this move, and I was shocked when I saw the HP version of the move with Shin Akuma). You won't lose meter with it, and it can help you on some combos too.
Super Moves
Shungoku Satsu
- LP, LP, f, LK, HP - The classic Raging Demon. It's unblockable, but it isn't a grab, meaning that it can be connected after the light normals(The game will recognize as a combo), or even while your opponent is jumping(Unlike the normal Akuma). Can be used in resets too, only because it's unblockable. Oh, and this move won't hit your opponent if his/her character does a move with autoguard frames. (Interesting note: When you use this move, and Akuma's Exceed, one against the other, Shin Akuma will win.)
Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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The Basics
Shin Akuma's gameplan
If you played with the normal Akuma, you'll know what to do. But if not, I would say anyway. Just be offensive everytime(By using your combos and resets), or if you want, play like a normal Shoto(By spamming projectiles and go for a DP when they try to jump on you). His combo options are great, and he can do more than half of one bar with some of his simple combos and loops. Good luck in your matches.
Quick Air Fireball/Super (Another Copy and paste ;p)
This isn't that hard. A quick Air fireball can help you almost every time. The input is like Sagat's Tiger Knee(On SF2CE, I mean), and here it is, if you don't know:
For the normal Air fireball: QCF, uf/ub(You'll do a High Jump after this), P(You need to time well)
For the Super Air fireball: QCF(2x), uf/ub, P(The same applies here)
The normal Air fireball is better when used with this strategy, because Akuma will crossup the opponent depending of your opponent's position(The projectile will hit the opponent normally, and Akuma will land on the opponent's back, and, if you want, you can grab him/her or you can do some blockstrings). The Super Air fireball is better to use only on the opponent's wakeup, because it's a little slow, and you can get hit by those wakeup anti-airs too, so use at your risk.
Advanced Strategy
Shin Akuma's Resets
Resets are important in this game, beucase they are made, mainly, of mind games. If you're good on that, you can do good damage on your opponent. You already know that Shin Akuma's tatsu has the juggle property, right? If you think that the best to do after it are only the DP, or even some of his "Supers", you're wrong. Shin Akuma can do better damage than that(I mean, his "Supers" won't do THAT damage on your opponent). Well... Let's try to add a normal after the QCB+LK hits(The LK version is the best for resets, because it has faster recovery):
(Corner only, but I think you can do a variation in midscreen by doing a dash after the QCB+LK) [Jump Attack/Air Fireball] cr.LK, QCB+LK, dash, any normal(You can do a s.LP/HP here, one is faster, and the other does better damage), Raging Demon/Exceed(Do the easier in your opinion)
This reset combo is a little good. There are some variations of that, but this can be one of the easier to do(It even has a High/Low mixup). The Exceed can be harder to hit, due to the speed of it, so... Time well.
Match-Ups
Combos
Remember that some of the normal Akuma's combos won't work that well with this Akuma, and that's why some of them cannot be here.
(Without Max Mode) | |||||
Combo | Damage | Notes | |||
[Jump Attack/Air fireball(Works better if you crossup)] cl.HP, df+HK, QCF+HP [Optional Meaty Exceed after the knockdown] | Good combo to begin. The Meaty Exceed could be better on more damaging combos, but you still can use it if you're with trouble on the other combos. | ||||
[Jump Attack/Air fireball] cl.HP, QCB+LK, HCB(2x)+P [Meaty Exceed] | This could be used as a BnB for him. You won't lose meter with it, so... The normal Akuma could juggle his opponents with that super in the corner, so you can add a little more damage on the combo if done on the corner. | ||||
[Jump Attack/Air fireball(Better if you crossup)] s./cr.LP(2x), f+HK(While pressing forward, LK, and HP for the Raging Demon) [Meaty Exceed] | Simple combo. You'll lose one level with it, remember that. You can do it while your opponent is blocking too. It should be good if you learned it. He has a simplified, but less damaging version. Just do the input for the move, while attacking your opponent with the Light Attacks. | ||||
(With Max Mode) | |||||
(Corner only) [Jump Attack/Air Fireball] cl.HP, QCB+LK, DP+P, (MAX cancel the first/second hit, and hit your opponent while he is almost landing) QCB+LK, DP+P (Same goes here), QCB+LK ..(When you want).. QCB+LK, hit your opponent with any normal (Reset), Raging Demon/Exceed | This combo can do 100% easily, but it can be done only in the corner. You can do a QCB+LK, dash, DP, and MAX cancel the first/second hit to repeat the combo. Might be possible midscreen? | ||||
[Jump Attack/Air Fireball] cl.HP, DP+HP, (MAX cancel the first/second hit into) QCF(2x)+P, wait for the 3rd uppercut, (MAX cancel the second hit of the 3rd uppercut into) f+HK, (DP+HP), (MAX cancel the first/second hit) QCF(2x)+P, wait again to cancel that uppercut, ..(When your MAXIMUM Mode ends).. Let any attack knock the opponent down, and do a Meaty Raging Demon/Exceed | Easier than the loop above, because you can do it everywhere. Good to practice too, you can need it. | ||||
[Jump Attack/Air Fireball] loop number two, (When you're on the corner, MAX cancel any move into) QCB+LK, and do the loop number one | A kind of hit-confirm for the combo number one. If you learned the combo number two, you can use the inputs above to practice the combo number one. | ||||
(Anywhere) DP+HP (MAX cancel the first/second hit), f+HK, DP+HP (Same here), f+HK... (When you want, MAX cancel any move into a QCF(2x)+P) | Better when used as a punish combo (Don't do jump attacks/normals). The game can sometimes do a Super, do to the many DP, f, inputs. |