SvC Chaos: SNK Vs Capcom/Shin Akuma

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真・豪鬼, Shin Gouki
"My wave... Destroys all!"
Difficulty Easy
Max Mode Needed? Up to you
Tier Placement Demigod Tier (S+), Almost God
Standing Hitbox Average
Crouching Hitbox Short

Introduction

ShinAkumafacesvc.png

One of the two potential final bosses, Shin Akuma appears at the end of an arcade run, facing off with the player at a secluded shrine and packing a glowing aura. 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 THE best Exceed in the game that make dealing with him a nightmare as he always has something to do. If no one other character does it, Shin Akuma will make players up their front step game in order to stand a chance against his suffocating pressure.

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
Strengths Weaknesses
  • Very easy to use: Easily one of the easiest characters to play in the game, outside of learning his Max Mode combos and adjusting to his speed.
  • Faster than Vanilla Akuma: Faster movement allows Shin Akuma to play zoning, rushdown, hit and run in general a lot easier.
  • Much more health than Vanilla Akuma: You can remain a glass cannon and still survive for longer, affording more mistakes than normal Akuma can.
  • Great combo damage: They take some time to learn, but Shin Akuma's overall combo damage is pretty big.
  • Bigger and faster projectiles: Shin Akuma packs some of the fastest fireballs in the game and they cover a lot of space on screen, too.
  • Double air fireballs: One air fireball wasn't enough, two will ensure your opponent doesn't dare try to approach you - at least, if they don't know how to handle it.
  • Faster recovery teleport: Self-explanatory, Shin Akuma's teleport is less risky than normal Akuma's so you can use it more freely.
  • Akuma's supers are now Shin Akuma's specials: The only use for meter Shin Akuma has in this game is universal mechanics and Shun Goku Satsu, since all his old supers cost zero meter to use. Big fireballs all for free.
  • Shun Goku Satsu can hit airborne enemies: It's an unblockable hit as opposed to a command grab so Shin Akuma can anti-air with this super.
  • Shun Goku Satsu oki loops: If you wanna burn your meter on SGS, Shin Akuma can loop it into itself on wakeup since he's not restricted to using it only one time. As a result, this gives him access to (potentially) unescapable damage. This is easier done than said when he's probably not using the meter for anything else.
  • Best Exceed in the game: It hurts, homes in on the opponent, has insanely fast startup, is unblockable, the only negative it has is that it has recovery to it. If Shin Akuma uses his Exceed, the only way you're avoiding it is if you read him doing it and can escape immediately. Even escaping it is hard, however, even for the smallest characters in the game. He can punish just about everything in the game with this Exceed, especially when it's hell to react to.
  • You will always have something to do: For the vast majority of matchups, it's in Shin Akuma's favor and he can very easily dictate how the match plays out on his own. Even just throwing out his variety of fireballs gives him something to do in neutral and force players to act when facing him, or simply pin them down.
  • Damage outside of combos is mediocre, especially the supers: If you're not doing combos as Shin Akuma, then his overall damage output throughout the match is nothing to write home about since he's overall weaker than average when poking or zoning. Even his super attacks are scaled back in damage.
  • Less tools than Vanilla Akuma; more linear overall: Shin Akuma lacks as many mixups and is more predictable, on top of requiring little thinking power to play. Several Shin Akuma players go as far as only spamming fireballs as their means of playing him, so opponents can quickly adapt.
  • Teleport is still punishable: He's still fast, but using teleport can leave Shin Akuma vulnerable to being punished when teleport is used carelessly.
  • Rushdown specialists will outclass his rushdown pressure: Shin Akuma is less of a rushdown demon than normal Akuma is and is much more zoning friendly thanks to free fireball supers and double air fireball. And even though he's fast, characters like Orochi Iori exist who do a much better job of pressuring players.
  • Shun Goku Satsu will deal zero damage if it connects with Auto-guard frames: Self-explanatory, it essentially becomes wasted meter if it connects with armored moves.
  • Shun Goku Satsu is also an unblockable, not a grab: It can be parried for one, but also being an unblockable it loses its ability to punish front step.
  • Shun Goku Satsu is just not as threatening unlike Vanilla Akuma: The only serious worry with this super is the fact Akuma can loop it into itself, and that he can use it multiple times per match, but beyond that, it's more of an annoyance than a game changer in his move list even though it remains a good super. Plus, people will adjust to countering it much easier than normal Akuma whose Exceed can only be used once per match.
  • Is still just as susceptible to GCFS as anyone else: A lot of new players will assume his crazy zoning pressure is insurmountable to overcome, but in reality, experienced players will still find opportunities to punish gaps in Shin Akuma's playstyle and front step gives them such chances.
  • Perhaps the worst part of SVC and is boring to watch: People play him all the time and he's a beginner trap where new players don't actually learn much by playing him, only to then lose interest in the game when they either get bored, lose to experienced players who know how to put up with Shin Akuma, or both.
  • You will lose friends: Messatsu.
SVC Chaos: SNK VS Capcom Frame Data Glossary
Damage

How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier.

  • Note: Damage is a little inconsistent. Example: Geese cl.A deals 5 damage. Against Zero, sometimes it does 5 pixels of damage to his life bar, other times it does 4 pixels. Against Ryu, cl.A does 4 pixels of damage, other times it does 3 pixels of damage. This info comes from the Enterbrain Mook, but most likely this is the cause of damage modifiers skewing the damage slightly, thus making it a bit inconsistent.
  • Damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. It is listed because it's an official source for this info, just keep in mind damage is not 1-to-1 due to varying health values and screwy ways the game calculates damage anyways.
  • There will be a question mark next to the four mentioned characters because it's only a guess as to what the actual damage values are (until health and damage are better understood), since they were never gathered in the Mook.
Counter Damage

How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma.

Guard

Where the attack hits, and thus where it must be blocked.

  • Mids can be blocked standing and crouching
  • Overheads must be blocked standing
  • Lows must be blocked crouching
  • Unblockable cannot be blocked
  • Throws break through block up-close
Guard Crush

How much guard meter damage the attack does to the green Guard Gauge.

Stun

How many points of stun the attack adds to the opponent's invisible Stun Gauge.

Meter

How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it.

Cancel

The type of cancel the attack can perform.

  • Any - All cancel types work
  • Ch - Chain cancel; it can chain into other attacks (mostly just lights)
  • Self - Can chain only into itself
  • Cmd - Command cancel; can cancel into command normals
  • Sp - Special cancel; can cancel into special moves, and almost always this means super cancels are possible too
  • Su - Super cancel; can cancel into super moves
  • Free - Free cancel; can be cancelled in Max Mode by other special moves or super moves
  • Written only for special moves as all normals can be Free Cancelled, so writing it in for every move would be redundant
  • X - Cannot be cancelled, either outside of Max Mode or that it cannot be cancelled at all
Startup

How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.

  • The startup will not take into account the frames of the flash animation itself where time freezes and the opponent player cannot act.
  • Super flashes last 28 frames, whereas Exceed flashes last 27 frames.
  • Because there is currently no way to view throw boxes, it is assumed that throws/command grabs are at most 0-1 frames of startup. Truthfully, we don't actually know though.
Active

How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)

  • If there is a gap between sets of active frames, the gap is denoted by a number in parentheses. (Example: 3, (2), 4 - The attack is active for 3 frames, then is not active for the next two frames, followed by being active again for 4 frames.)
  • Throw boxes are not visible either through dipswitches or the hitbox viewer so it's only a guess how active throws and command grabs are, but it's probably one active frame at most.
  • This also applies to hitbox images - they will still show the push and hurtboxes of characters but outside of that, unfortunately there is no way to depict the throw boxes at the moment.
Recovery

How many frames it takes for a move to finish after it's been active.

Total

The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number.

Hit/Block Adv

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.

  • SKD refers to a soft knockdown, or a knockdown you can tech roll out of.
  • HKD refers to a hard knockdown, one that you cannot tech roll out of.
  • All frame advantages assume Ryu as the opponent. If there are variable wakeup times, it is currently unknown info.
  • Frame advantages of projectiles assumes the opponent is point blank range. Any farther and this obviously changes and/or doesn't matter.
  • Block advantage assumes no use of Guard Cancel Front Step.
  • For one, it obviously decreases the attacker's frame advantage significantly.
  • When the defender uses GCFS is also a variable factor so you cannot provide a hard answer as to what the frame advantage is after GCFS, as well as how soon they cancel GCFS into an attack.
  • Generally speaking, just assume the block advantage minus the active frames of GCFS, and that's a rough estimate of the frame advantage when GCFS is performed.
  • This doesn't really matter in most cases, since the attacker will automatically be quite minus after most attacks.
Invulnerability

Indicates whether there's any frames of invulnerability during the attack.

Move List

Normal Moves

This section is a simple copy and paste from Akuma's Normal Moves section, but with some adjustments, as they're otherwise identical normals.

Close Normals

cl.A
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 -
  • Same properties that the far version has, but with less reach.

cl.B
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 -
  • 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, too. Hit and grab them after they recover from the stun to set up the tick throw.

cl.C
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 -
  • The Shoto's cl.C. Cancel it for damage in a combo or as a punish.

cl.D
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 -
  • A 2 hit kick that can be good in Max Mode combos. Can be used as an anti-air sometimes.

Far Normals

st.A
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 -
  • A simple, and quick punch. Can be cancelable. Whiffs on low crouching characters.

st.B
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 -
  • It's a little slow, but can be used as an anti-air. It's not cancelable outside of Max Mode. Whiffs on low crouching chars.

st.C
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 -
  • One of Akuma's pokes. It's not cancelable, but the reach is good, and it doesn't whiff on the low crouching chars.

st.D
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 -
  • Same properties as the far version of st.B, but a little slower.

Crouch Normals

cr.A
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 -
  • Rapid punch. Typical 2-3 hits chain move to use in combos, but it does not hit low so starting those combos with cr.B is often better.

cr.B
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 -
  • Rapid kick. Nice for light attack combos, because it hits low and can be canceled too.

cr.C
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 -
  • The classic Shoto upper. Cancelable, and it's an option for an anti-air.

cr.D
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 -
  • The Shoto's sweep. You can use it as a low poke. It knocks down and is cancelable, but it cannot combo. Cancel it into a fireball/DP if you want meter, or to get some block pressure if blocked.
  • Sweep's hitbox is quite long, and hits farther than Ryu or Ken's sweep.

Jumping Normals

For the jumping attacks, remember: You CANNOT cancel air normals into his Air Fireball/Air Tatsu/Air "Super" (Sadly).

nj.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 5 23 - - - - -
  • Neutral Jumping Attack
  • A simple chop that whiffs on Choi and other low crouching characters. Not that useful, really.

j.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 4 22 - - - - -
  • Diagonal Jumping Attack
  • Simple punch, simple move. Stays until you land.

nj.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 4 22 - - - - -
  • Neutral Jumping Attack
  • 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.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 5 20 - - - - -
  • Diagonal Jumping Attack
  • Good jump-in, but not his best one. Stays until you land.

nj.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 5 3 - - - - -
  • Neutral Jumping Attack
  • His best neutral jump-in. Can be useful in mixups.

j.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 7 4 - - - - -
  • Diagonal Jumping Attack
  • Good air-to-air move, but it can be dangerous if you don't know the right timing to use it.

nj.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 4 5 - - - - -
  • Neutral Jumping Attack
  • Good for air-to-air, but it can be hard to land consistently.

j.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 5 3 - - - - -
  • Diagonal Jumping Attack
  • This is the Akuma's best normal jump-in/air-to-air in this game.

Command Normals

Zugai Hasatsu
f.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • A 2-hit overhead that Akuma had since the SFA series. Good to use on the opponent's wakeup(For short, use it like Ryu's), but don't try to abuse of it. Cancel this into something when you're on Max Mode. And sadly, this is the only Command Move on this list that cannot be normal canceled.

Hiza Geri
f.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Decent cancelable kick. Use it only on combos. Oh, and this move is part of a Max Mode loop too.

Kurubushi Kick
db.D (cr.MK)
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • The Shoto's cr.MK, a very useful move. You can use this as a poke too, because it's faster than the cr.D(But the cr.D 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'
(Close to apex of jump) fj.2B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Can be done by either pressing down, downback, or downforward.
  • Akuma's classic dive kick. It still is a nice Command Move to start combos, because you'll go to the ground a little faster than normal, and the damage is good. This move is very important for his offensive game.

Throws

Kof.lp.pngKof.lk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Kof.sp.pngKof.sk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Guard Cancel Blowback
Kof.sp.pngKof.sk.png on Block
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
0 0 Mid 0 0 0 X - - - - - - -

Special Moves

Gou Hadou Ken
qcf P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • The classic Shoto's projectile. It is bigger, but have the same speed, when compared with the normal Akuma's Gou Hadouken. The C version is faster than the A 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
j.qcf P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • 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
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • 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 A version is slower and will do only one hit, and the C 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
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcb B - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcb D - - Mid - - - - - - - - - - -
  • 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.

Kuuchuu Tatsumaki Zankuu Kyaku
j.qcb K
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
j.qcb B - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
j.qcb D - - Mid - - - - - - - - - - -

Gou Shouryuu Ken
dp P
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
dp A - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
dp C - - Mid - - - - - - - - - - -
  • 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 A version will make him land faster, and the C version is more damaging, but will make him go further than in the A version. Learn how to use this move too.

Ashura Senkuu
dp or rdp AC/BD
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • DP teleports Shin Akuma forwards, whereas RDP teleports Shin Akuma backwards
  • 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.

Tenma Gou Zankuu
j.qcf x2 P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • 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 x2 P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • 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 x2 P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • 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 C 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

Shun Goku Satsu
Kof.lp.pngKof.lp.pngF.pngKof.lk.pngKof.sp.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Unblockable - - - - - - - - - - -
  • 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

Misogi
Hcb.pngHcb.pngKof.lk.pngKof.sk.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
98? 98? Unblockable (High) 0 0 0 X 1+4 18 77 100 HKD (+9 grounded opponent) X 1F-23F (Full invul during startup and active)
  • Best Exceed in the game, bar none.
  • The only move that normal Akuma doesn't have in his arsenal.
  • It's very fast, unblockable, and will home in on where your opponent is after the start up. More importantly, it's extremely difficult to react to, if at all.
  • Can be used as a meaty on wakeup too, or even after a reset combo.
  • It's possible to autoguard the move and punish it afterwards, but few characters like Ryo have such a luxury.
  • It's also possible to dash out of the way or escape with moves like teleports to escape being hit by Shin Akuma's Exceed, but that more often than not requires knowing when the opponent will throw out Exceed to escape safely.
  • The very fast startup of the attack plus the speed at which Shin Akuma travels downwards makes it possible for Shin Akuma to punish so many attacks in the game with this one super alone. It only takes one flinch from the opponent.
  • While thankfully, he doesn't get much oki from it and can only use it one time, it's a huge reason Shin Akuma has earned his infamous reputation.
  • Even worse, he cannot be interrupted during the attack due to i-frames, making Exceed very low risk.
  • No downsides other than he doesn't have i-frames during the recovery.

Strategy

Basic Strategy

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+B hits(The B 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+B) [Jump Attack/Air Fireball] cr.B, QCB+B, dash, any normal(You can do a s.A/C 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

M. Bison

Usually, Shin Akuma cannot punish M. Bison's exceed with his own exceed Misogi. The only way he could is if Shin Akuma was able to block M. Bison's exceed up-close, and while M. Bison is in the middle of his Psycho Crusher animation, Shin Akuma does Exceed and hits him after teleporting back in. Such an example would be if M. Bison is in the corner and does exceed while Shin Akuma is already close to him. Shin Akuma would need to buffer exceed immediately after blocking the attack, or front step into doing exceed in order to punish M. Bison's exceed. M. Bison being punishable for only 17 frames makes it difficult to judge exactly when and where Shin Akuma can punish with Misogi, so practice it yourself, even if you need to frame skip, to know exactly when Shin Akuma can punish back with it. Even if Shin Akuma does it as soon as possible after blocking M. Bison's Exceed, M. Bison can buffer teleport and make Shin Akuma waste his exceed. Assuming M. Bison does dp AC, then he'll appear right behind Shin Akuma and can do a full combo punish. Shin Akuma either has to wait for the M. Bison to do teleport pre-emptively or punish with something else instead. If M. Bison is farther away, the only punish Shin Akuma can do is front step into fireball super. For simplicity's sake, it's better to save Misogi to punish something else, instead and not risk wasting it.

Otherwise, Shin Akuma wins the matchup by a huge margin. There's hardly anything M. Bison can do about air fireballs and Shin Akuma's suffocating pressure.

Combos

SVC Chaos: SNK VS Capcom Quick Combo Notation Guide
  • cl. = close normal
  • st. = standing/far normal
  • cr. = crouching normal
  • f.; etc. = forward direction (NOT far)
  • X = any button
  • CH = counter hit
  • , = Used to separate attacks in the combo
  • / = Separates different options for the combo (mainly different starters or enders that are possible)
  • Unless otherwise stated (such as it's a link or you need to delay the attack), assume this is a chain/cancel.
  • Example: cr.B, cr.A, dp A ; cr.B chains into cr.A, then cr.A cancels into dp A
  • [b]~f = Indicates to charge back (or downback), then press forwards for the given special move
  • ( ) = Parentheses used to indicate the attack(s) within the parentheses are optional to add to the combo
  • (C) = Indicates a free cancel, aka a cancel only possible in Max Mode
  • (SC) = Indicates a super cancel via free canceling in Max Mode
  • (1) = Used to indicate how many hits of the attack should connect (or less than) before continuing with the combo
  • Example: cl.C(1), hcb P means that only one hit of cl.C should be performed before moving on to do hcb P, not more than one hit
  • [ ] = Used to distinguish combo loops or combo starters/etc. in case a certain attack is only possible after specific options
  • xN = Repeat the given loop for as many times as either possible or as many times as you wish

May change to numpad notation much later down the road.

BnB Combos

BnB Combos
Combo Position Damage Stun Difficulty Notes
(j.X - crossup preferred,) cl.C, db.D, qcf C, (meaty Exceed on KD) TBA TBA TBA TBA 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.
(j.X / j.qcf P,) cl.C, qcb B, hcb x2 P, (meaty Exceed on KD) TBA TBA TBA TBA 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.
(j.X / j.qcf P,) cr.B, cl./cr.A x2, f.D, AA~f~BC, (meaty Exceed on KD) TBA TBA TBA TBA 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.

Max Mode Combos

Max Mode Combos
Combo Position Damage Stun Difficulty Notes
(Corner only) (j.X / j.qcf P,) cl.C, qcb B, [dp C(2), (C)qcb B,]xN, any normal into reset, AA~f~BC / Exceed TBA TBA TBA TBA This combo can do 100% easily, but it can be done only in the corner. You can do a qcb B, dash, DP, and max cancel the first/second hit to repeat the combo. Might be possible midscreen?
(j.X / j.qcf P,) cl.C, [dp C(2), (SC)qcf x2 P(2nd hit of 3rd dp), f.D,]xN, attack into KD, meaty AA~f~BC / Exceed TBA TBA TBA TBA Easier than the loop above, because you can do it everywhere. Good to practice too. dp C is not necessary to add to the combo after the first dp C, it's optional after f.D, though you may as well add it to the combo.
(j.X / j.qcf P,) Max Mode loop 2, (in corner) qcb B, move into loop 1 TBA TBA TBA TBA 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 C(2), f.D,]xN, qcf x2 P TBA TBA TBA TBA Better when used as a punish combo. Don't do jump attacks/normals. The game might sometimes do a Super, due to the many DP inputs.

Game Navigation

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