Shin Akuma (also known as Shin Gouki) is an alternate version of Akuma that has almost become one with the Satsui no Hado, although not enough to lose his humanity. Akuma will only go into his Shin form against opponents he finds to be equal, as he will hold back against weaker fighters. In this form, Akuma is far more competitive and violent, willing to kill his opponents without question. In most games, Shin Akuma is only fightable as a hidden boss, and CVS2 is no exception. He is the secret final boss on the Capcom side, where a dying Rugal infuses him with the power of Orochi.
Shin Akuma is only playable in the console releases of CVS2, and as such, he is banned from almost all tournaments. Even disregarding his console only status, his legality is still questionable. While Shin Akuma has absolutely pathetic health, many of his moves are absurdley strong, his mobility is amazing, and he even has access to a somewhat practical infinite. A properly optimized Shin Akuma would likely be too strong for tournament play even on console tournaments.
Normal Moves
Far Normals
5LP
Far Jab Far Light Punch 5LP / Far LP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Far
300
3
RF/SP/SU
Mid
High
2
4
8
14
+7
+7
None
Placeholder
5MP
Far Strong Far Medium Punch 5MP / Far MP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Far
900
9
SU
Mid
High
5
6
17
28
-1
-1
None
Placeholder
5HP
Far Fierce Far Heavy Punch 5HP / Far HP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Far
1300
13
None
Mid
High
8
8
23
39
-5
-5
None
Placeholder
5LK
Far Short Far Light Kick 5LK / Far LK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Far
400
4
SP/SU
Mid
Mid
4
8
7
19
+2
+2
None
Placeholder
5MK
Far Forward Far Medium Kick 5MK / Far MK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Far
800
8
SU
Mid
High
8
8
12
28
+2
+2
None
Placeholder
5HK
Far Roundhouse Far Heavy Kick 5HK / Far HK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Far
1200, 1100
12, 11
SP/SU
Mid
High
4
12
18
34
-6
-6
None
Placeholder
Close Standing Normals
clLP
Close Jab Close Light Punch cl.LP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close
400
4
RF/SP/SU
Mid
High
2
4
6
12
+7
+7
None
Placeholder
clMP
Close Strong cl.MP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close
700
7
SP/SU
Mid
High
3
10
10
23
+2
+2
None
Placeholder
clHP
Close Fierce Close Heavy Punch cl.HP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close
1100, 800
11, 8
SP/SU
Mid
High
3
8
24
35
-8
-8
None
Placeholder
clLK
Close Short Close Light Kick cl.LK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close
400
4
SP/SU
Mid
Mid
4
8
7
19
+2
+2
None
Placeholder
clMK
Close Forward Close Medium Kick cl.MK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close
800
8
SP/SU
Mid
High
3
8
16
27
+1
+1
None
Placeholder
clHK
Close Roundhouse Close Heavy Kick cl.HK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close
800+500
8+5
SU
Mid
High
7
12
18
37
+2
+2
None
Placeholder
Crouching Normals
2LP
Crouch Jab Crouching Light Punch 2LP / cr.LP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
300
3
RF/SP/SU
Mid
Mid
3
4
6
13
+7
+7
None
Placeholder
2MP
Crouch Strong Crouching Medium Punch 2MP / cr.MP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
800
8
SP/SU
Mid
Mid
4
7
9
20
+6
+6
None
Placeholder
2HP
Crouch Fierce Crouching Heavy Punch 2HP / cr.HP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
1100, 800
11, 8
SP/SU
Mid
High
3
11
26
40
-13
-13
None
Placeholder
2LK
Crouch Short Crouching Light Kick 2LK / cr.LK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
200
2
RF/SP/SU
Low
Low
3
4
6
13
+5
+5
None
Placeholder
2MK
Crouch Forward Crouching Medium Kick 2MK / cr.MK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
700
7
SP/SU
Low
Low
4
6
17
27
-1
-1
None
Placeholder
2HK
Crouch Roundhouse Crouching Heavy Kick 2HK / cr.HK