>>> Part 2 of 4...
"Messatsu!" is what he says when he goes into a super
move. It means to kill with fire, or fire genocide.
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. :(
>>>What that damn symbol means<<<
I've gotten about a billion responses concerning Akuma's symbol.
What I originally said, and what most people confirmed, was this:
"Sky", "Heaven" and my favorite, "Invincibility."
HOWEVER, Paul J. Casiero wrote me a lengthy explanation, which to
my mind, is the best interpretation by far, and it has academic backing.
Kudos to Paul:
"It can be interpreted to mean "10" My source of this information is
"The Grandmasters book of Ninja training" by Dr. Masaaki Hatsumi. Page
47: 'Now in Japanese Buddhism, the figure 9 was the highest of all, in
gambling too, the strongest. The combinations kuppin (9 and 1) and
shippin (4 and 1) however, were stronger. If 9 and 1 are added, you
get 10 of course, and this sum was considered the highest number of
all. There was also a saying related to this, "Even after a 9, never
a 10," which had several interpretations, including ideas like,
"Don't go to far," "Do not teach the most extreme methods," and
"Even in victory, do not kill or maim an opponent.'
This sounds like the perfect insperation for the symbol to be put on
Akuma's back by Capcom."
I heartily agree. Yay, Paul! ;)
>>>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.
This is not good. :(
2. To 'grind' your opponent. If he/she has very little health
left you can use this move to repeatedly hit your opponent so they're
forced to take damage as they block. But it's probably safer to pull one
of the fireball supers.
Ryu's shinkuu fireball is also a great move to use if you know
what you're doing. There are several situations for which this move is
best suited:
1. Your opponent stupidly switched characters while you were
standing on the ground. This means that you can pull a super while the
new character is helplessly introducing himself to his adoring fans.
(There's nothing like blasting Ken during his "yat adde" hair pose.) :D
2. Your opponent missed a move/super that leaves them very open.
3. Your opponent is on his/her death throes, and needs a little
more encouragement. :D
4. You're locked in a fireball war with another fireball throwing
character. If you think your opponent is going to throw another fireball
to cancel the one he thinks you're going to throw, pull the super instead.
Watch your opponent's face disintegra te as your shinkuu fireball blasts
through his petty technique and lights him up like a Christmas tree. :D
But be warned: DON'T pull this technique against characters whose super
moves instantly traverse the screen. (ie. Sabertooth, Gambit) A skilled
opponent who blocks your super can nail you while you're still in
recovery. Don't try the fireball into super trap against Charlie, either.
His recovery is way too fast; you'll just waste your energy.
Akuma's air super isn't as useful as you may think, due to it's
insanely long initiation time. :( But, it still has a few good points:
1. Any Xmen vs. Street Fighter player worth his salt will never
intentionally switch characters while their opponent has a super charged
up, and is standing on the ground. Why? Because they'll unleash it and
your new character will take major damage b efore they've even thrown a
punch. Consequently, many of them will wait until your character is in
the air before they switch. But guess what? Akuma has an air super.
This puts your opponent under massive pressure. If their current
character is getti ng low on life, stay on the ground and wait for them.
If they switch, nail them with a super. But, if they won't, jump into the
air in such a way that you're in an ideal position that you can nail them
with a billion fireballs. Once you're in the air, keep an eye on your
opponents lifebars. The moment your opponent switches characters, their
meters will change their highlighting. Instantly do the super, and
they're toast. While this move has a massive initation time, the time it
takes for them to co me out of their vulnerable introductory pose is
longer. :D But you still must be fast.
2. This super takes off more energy when blocked than any other
super of his. Do a normal jump towards your opponent and perform this
move if they're moribund. (What a great word.) :D
>>> Continued to next message...
___ Blue Wave/DOS v2.30 [NR]
--- Maximus 3.01
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