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from: MARC BIGRAS
date: 1996-11-20 00:17:00
subject: XMENvsSF Akuma FAQ [1/3]

 >>> Part 1 of 3...
In its entirety.
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Article 258414 of rec.games.video.arcade:
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From: dmtruema@acs2.acs.ucalgary.ca (Douglas Mark Trueman)
Newsgroups: rec.games.video.arcade,alt.games.sf2
Subject: [XmenSF] Akuma FAQ ver1.0
Date: 14 Nov 1996 19:41:47 GMT
Organization: The University of Calgary
Lines: 324
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alt.games.sf2:70492
 Akuma FAQ v1.0 (Xmen vs Street Fighter)
 By Doug "Raging Doogie" Trueman (dmtruema@acs.ucalgary.ca)
 Seeing how my Rogue FAQ went over pretty well, I've decided to
make a second FAQ for my best character, Akuma.  This time I'll stick to
the more traditional way of writing move lists, and add commentary to the
effectiveness of the moves later.
 
 >>>Introduction<<<
 Who is Akuma?  Well, he's connected to the Shotoboys, Ryu and Ken. 
I'm not exactly sure how his mythology goes, but I think it's something
like this (if I get it wrong, someone correct me please): 
 Akuma was taught by Gouki, a Japanese Shotokan master.  Gouki
taught him the secrets of Shotokan, including the nefarious 'raging
demon.' Gouki advised him not to use the technique, warning that it might
destroy the person who employs it.  Akuma disrega rded the warning, and in
a sparring match with Gouki, used the technique.  Gouki was killed, with
"his blood spraying off the dojo walls."  Akuma then left to travel the
world and perfect his skills.  (In SFA2, Ryu is Akuma's mid-boss.  Ryu
challenges Aku ma saying he's come 'to avenge the death of his master'. 
Does this mean that Ryu was taught be Gouki as well?  I thought his
teacher was Sheng Long...)
 >>>Move List<<<
 (Legend: qcf/b - quarter circle forward/back)
 Fireball: qct and any punch
 Dragon Punch: f, d, d/f and any punch
 Hurricane kick: qcb and any kick (can be done in air)
 Air Fireball: qcf and any punch
 Diving kick: qcf and any kick (done in air)
 Teleport: dragon punch or reverse dragon punch and all kicks or
 punches (which determine distance)
 Overhead chop: forward and stong punch
 Throw: forward and strong or fierce (can be done in air)
 Taunt: Start (Flexes and goes black)
 Launcher move: down and fierce punch
 >>>Super Moves<<<
 Ken's shoryureppa: qcf and all punches
 Ryu's shinkuu fireball: qcb and all punches
 Super air fireball: qcf and all punches
 Raging demon (shun-goku-satsu) jab, jab, foward (on joystick),
 short, fierce
 >>>Selecting Akuma<<<
 To select Akuma move the cursor to the top of the character select
screen and press up twice.  Awe your friends with your accuracy in
inputing this code.  :D
 
 >>>Miscellaneous Akuma Stuff<<<
 Punch colour: usual Akuma outfit (flaming red hair)
 Kick colour: darker outfit, brown hair
 Entering/Exiting quotes: "Shoushi"  He occasionally says this
after killing someone.  It's pronouced, "shosh" (long o sound, and I'm
told it means "worthless."  Gotta love Akuma.  What an ego.  :D
 The symbol that appears on his back is the same one that appears
when you kill the second character with the raging demon.  I've heard
three translations: "Sky", "Heaven" and my favorite, "Invincibility."
 Victory quotes:
 "Just another example of pathetic, carbon-waste garbage."
 "Instant hell murder.  I think I've heard of that."
 "This realm is a joke."
 "This grows boring."  (I know I'm missing a few.  Anyone?)
 Akuma's ending: He smashes Apocalypse (yeah, sure), then takes a
trip to China where he runs into Wolverine.  Wolverine asks him if he
knows anything about his past.  Akuma basically tells Wolvie that he'll
have to beat it out of him, and "a mighty battle ensues which both will
enjoy..."  That's it.  Pretty weak, actually.  :(
 >>>Using Akuma<<<
 
 The first thing anyone who wants to use Akuma should know is that
Akuma takes MORE damage from attacks than any other character in the game. 
Capcom probably put this in to compensate for the fact that he has four
super moves, and, if played properly, ca n be one hell of an S.O.B.  :D
 Akuma is an enhanced version of the Shotokan club.  By having four
super moves many options are open to Akuma while playing.  Akuma can not
trade hits with the Ken or Ryu, so you must play carefully and not get in
the habit of taking senseless hits.  Ak uma can play the range/keepaway
game as well as Ken and Ryu, but keep in mind the fact that for the first
time in Capcom history, dragon punches can are COMPLETELY blockable.  This
is different from SFA2 where they could be blocked in the later stages of
the move, but couldn't be blocked at their inception.  So be wary of
pulling too many dragon punches.  A skilled opponent will block them and
retaliate.  This, however, could also be you.  Jump in without attacking,
block the uppercut, then do the shinkuu fireball.  Bye-bye... 
 As for playing Akuma, just play him as you would with Ken or Ryu,
but keep in mind it's his super moves that make him so powerful.  So on
with the supers...
 
 >>>Using the Supers<<<
 Ken's Shoryureppa is a very devastating move IF USED CORRECTLY. 
Many Ken/Akuma players throw out this move seemingly at random, as if
desperately hoping that their opponent will fall for it.  You should only
use this move in a few situations (if there a re more, someone let me
know, okay?): 
 1.  If your opponent misses a move that leaves them wildly open,
like a missed super, a jumped fireball, or a missed sweep.  The problem
with this move is that ALL three dragon punches must connect for your
opponent to be knocked to the ground.  If only the first one does, or the
first two, or just the last one, (etc.) your opponent will land on their
feet and can counter attack with a super as you come back down to earth. 
 >>> Continued to next message...
___ Blue Wave/DOS v2.30 [NR]
--- Maximus 3.01
---------------
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