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BigDarsh Biquette The Poularde Ultra Low Tiers
Nombre de messages : 317 Date d'inscription : 23/09/2005
| Sujet: Gouki Sam 24 Juin à 11:10 | |
| Akuma His mysterious origin is unknown to people and his deadly fighting skills, widely known. While training with master Gouken he perfected every Shatoken move in a matter of a few years, but he was so power hungry that he wanted to learn more, but Master Goutetsu could not teach him anymore. Soon Akuma had searched the dojo to see if anybody would challenge him, but no one was daring enough. After serveral days Akuma had uncovered a book full of ancient deadly Shatoken techniques but could not understand it. The next day Akuma revealed the book to Master Goutetsu, but Goutetsu refused to teach the deadly style to Akuma, and Akuma thought him and his ancestors were fools for not teaching the deadly art, Shun Goku Satsu. Akuma would study the book endlessly until he finally revealed the killing secret, but it was also told that it would kill the person who used it. Akuma did not believed the fact and the next day Goutetsu had already knew what Akuma had discovered and told Akuma would become pure again if he can cleanse his mind, but Akuma's power hungry ignoranced was tired of babble and he decided to test it on Goutetsu. But Gouken had already dodged the attack and a long fight was about to start. Later after a long a battle Akuma's strength over powered his sensai and thus performing the move he did not connect with earlier, the Shun Goku Satsu. With that Akuma sealed his own evil destiny and his own fate by releasing the Shun Goku Satsu.
Character Quotes
"Fight for what you believe. Now die for it!" "I have nothing to say to you." "If you cannot learn to live, learn to kill." "Return when "evil intent" drives your soul." "There is no good or evil, only Akuma." "This world is starting to lose it's appeal." "You are unfit to survive." "Your lack of power disgusts me."
Gou Hadouken: D,DF,F+P The fireball that rivals Ryu's. Going at good speed it burns the opponent with purple flames but like all Shatoken's it has a recovery delay and opponents can easily jump over it, also the fact that it combos off of anything he has it.
Gou Shoryuken: F,D,DF+P This is an overall excellent and very damaging move. Its Akuma's basic anti-air attack with high priority and has good range for an anto-air attack. Also this chains off his launcher very easily and can be used in ground combos as well. But like most anti-air attack moves he will fall back unable to block.
Zankuu Hadouken: D,DF,F+P(air) Unlike his Alpha counterpart he will float in the air after he does this move instead of just dropping straight down. This can be used in effective air combos and when Akuma super jumps he can pelt away many of these in the air.
Tatsumaki Zankuu Kyaku: D,DB,B+K An excellent move overall because it has good priority and it chips good damage as well as do excellent regular damage. Think of this as Ryu's Tatsumaki Zankuu Kyaku except it hits multiple times and Akuma can OTG the opponent afterwards! Also practically no recovery time after he does this move!
Tenma Kujinkyakuu: D,DF,F+K(air) This move was ported from X-Men vs. Street Fighter and the Alpha series and it still has alot of priority. This move can only be done in the air and as Akuma comes down he dives with a kick going at a 60 degree angle, while it doesn't do much damage on its own, it can do alot of chipping damage and it has excellent recovery time, but Akuma cannot combo afterwards, but this move can be used in an effective air combo.
Ashura Senkuu: B,D,DB or F,D,DF+3P or 3K This is Akuma's teleport. He can only travel along the ground as mirror images appear behind him but he is invincible during the duration of the move, but when he comes out of it he has fair recovery time, but he is countered basically most of the time. Consider using this when your in corner traps or escaping supers, or teleporting beind the opponent into the Shun Goku Satsu! The punch goes full screen's distance while the kicks go half screen's distance.
Overhead Collarbone Slice Shop: F+SP This is Akuma's anti-crouch counter. Use this often against turtlers, and just as they get up. You can't block this low as you amy expect and also it does rather decent damage, but it has mean start up delay meaning that you cannot combo this, and it does tend to have bad recovery time if Akuma so happens to miss.
Supers
Messatsu Gou Shoryuu: D,DF,F+2P Just like Ken's it does good damage and is easily comboed. It can counter mistakes and also it is invincible during start up meaning that it will out prioritized practically anything, but on the later part of the super Akuma can be knocked out of it, but this super does alot of chipping damage, but then again it can be pushed blocked. Also don't bother using this on the bigger characters like Blackheart or Shuma Gorath because they will fall before Akuma does despite the fact that he did connect with the super, and that gives them and opportunity to counter. Also don't pull this out of nowhere because the recovery time is bad. Also this super can OTG but after a few hits the opponent will be able to block.
Messatsu Gou Hado: D,DB,B+2P Although it doesn't go as long as Ryu's Shinkuu Hadouken it still does the same amount of damage, hits, and chipping damage. However Akuma has a start up delay as he powers up for this move, but it is still comboable and is the prime mistake counter even from a distance. The recovery time is not bad at all, and the only thing I've seen counter this is a Shoryu Reppa, Berserker Barrage X, Hyper Stars n' Stripes, and yes the Messatsu Gou Shoryuu. Don't worry though, most of the characters in this game have alot of trouble countering this move.
Tenma Gou Zankuu: D,DF,F+2P(air) Well unlike in X-Men vs. Street Fighter Akuma can combo this in. He no longer has the start up delay he once had and it can be comboed rather easily when put in air combos. Also it does good damage as Akuma throws out 19 Zankuu Hadoukens(yes I counted, but you can count for yourself using the "hit anywhere" Gamshark code), not every Zankuu Hadouken chips though, but it still chips good damage. Also Akuma can counter people who tend to use ground beam supers from the air like against Ryu.
Shun Goku Satsu: JP, JP, F, SK, FP(level 3) Ouch! With an unblockable super at his disposal he can easily wipe out an opponent. The only problem with this move is that opponents can jump out of this in time, but the bigger characters like Hulk and Zangief have trouble getting away from this move. Also Akuma has no priority with this move what so ever and he can be thrown out of this or even tripped out of this. Also unlike in X-Men vs. Street Fighter once you use this you waste all your levels of super! Never use this unless you are positive it will connect.
Team Super
Akuma: Messatsu Gou Hado An excellent team super that can back up pretty much any super. It does good damage and it can go full screen's distance and also Akuma extends the time of the team super because he starts his team super pretty late, but early enough to connect.
Team Counter
Akuma: Gou Shoryuken An excellent team super, basically because its invincible once he comes out and it will knock anybody out of their move. It comes out quick and is the perfect counter against constant attacks.
Variable Assist
Akuma: Tatsumaki Zankuu Kyaku Possibly the best Variable Assist in the game. It does good damage, but also it stuns the opponent long enough for practically any super to come out! Use this to your advantage and save your levels of super, also this will not hit small opponents who are ducking like Spider-Man or Wolverine, it also doesn't hit other opponents who are ducking like Blackheart or Omega Red, so you may not want to use this against certain people.
Combos Combos: 81/100 Supers: 89/100 Overall: 80/100 Overall, Akuma is an excellent and avid combo character. He can move quick and makes combos damaging without all the hastle of dashing and OTGing. Any character using him should go all out on combos, but when your fighting against better combo characters its best that Akuma stays on defense. Also never trade hits with other opponents because Akuma does not take hits very well and his red bar can go down rather easily, but Akuma's quickness and combo ability more than makes up for his weak defense. | |
| | | BigDarsh Biquette The Poularde Ultra Low Tiers
Nombre de messages : 317 Date d'inscription : 23/09/2005
| Sujet: Re: Gouki Sam 24 Juin à 11:11 | |
| special: 236P / 214K / 623P Areal: 236P / 236K
super: 236PP / 214PP* / LPLP 6LK HP Areal: 236PP
Overhead Collarbone Slice Shop: 6MP (force crouch) Ground Magic Series: Stronger Jumping Magic Series: Stronger Super Jumping Magic Series: ZigZag Launcher: C.HP Strikes: none Small Launcher: none Air Launcher: none Knockdowns: C.HK Team Super: Messatsu Gou Hado Team Counter: Gou Shoryuken Variable Assist: Tatsumaki Zankuu Kyaku AC Finisher: Fierce, Roundhouse, Tenma Kujin Kyaku, Tatsumaki Zankuu Kayku, Zankuu Hadouken, Tenma Gou Zankuu
Gouki combo
1.S MP -> 623P 2.S LP, S HP -> 236P 3.J HK \/ 623P 4.C LK, C HK -> 236PP (otg) 5.C LK, C HP /\ SJ LP, SJ lK, SJ MP -> ACF 6.J HP -> air 236PP 7.J LP, J MP \/ D.C. LK, C.MK, C.HP/\SJ LP, SJ Lk, SJ MK->ACF 8.214K, c LK -> 214K 9.J LP, J MP \/ D.S.LP, S MP, S HP -> 236PP 10.S LP, S MP, S HP -> 214PP (ou team super) 11.J LP,J HP \/ D.S.LP,S MK, S HP -> 214K, C LK, C HP /\ SJ LP, SJ LK, SJ MP, SJ MK -> ACF(otg)
Ex Combo
1.214K->236PP (air) 2.J.LP,J.HP \/D.S LK,S MP, S HP->236PP 3.236K (air)->236PP (air) 4.J.LP,J.MP\/C LK,C MK->236P->236PP->Team super | |
| | | BigDarsh Biquette The Poularde Ultra Low Tiers
Nombre de messages : 317 Date d'inscription : 23/09/2005
| Sujet: Re: Gouki Sam 24 Juin à 11:13 | |
| Strategies
Akuma: Wait for him to come to you and then launch him. Akuma players will always look for the chance to use the Shun Goku Satsu, so don't be surprised if you see opponents building their meter and not using it. Always put a constant attack on him if the player using him is not expierienced, Akuma is liable to fall rather quickly and can ill-afford to trade hits. Also look for cheap Akuma players who do nothing but run away and keep throwing Zankuu Hadoukens or Gou Hadouken's from a distance, try to predict when they will throw a Gou Hadouken and hit the opponent with a Messatsu Gou Hado!
Apocalypse: This guy should be a piece of cake for Akuma, but a few hits from this over grown giant and your asking for it. Have Akuma gain his levels rather quickly and use that Tenma Kujin Kyakuu, you will get alot of hits because Apocalypse is rather big. Always use your Messatsu Gou Hado when you get the chance to do so. Or when your near Apocalypse's arm use the C.Short, C.Forward, C.Roundhouse --> Gou Hadouken combo, since Apocalypse can't block you can score easy damage this way.
Armored Spider-Man: Well Armored-Spider-Man does have high defense but his supers give him alot of recovery time, capitalize on a missed Maximum Spider with a Messatsu Gou Hado or a Team Super, and as for the Crawler Assult use the Messatsu Gou Shoryuu because it comes out faster. Watch out for constant combos and attacks from this guy, you can ill afford to eat much combos anyways, but wait for him to come to you and hit him with the C.Fierce launcher, it can out prioritize practically any of his attacks, try to stay away from Armored-Spider-Man also he is rather quick and will beat you to the first attack, and never jump in with jabs or shorts, always go for the Fierce or Roundhouse because he does have that super armor.
Blackheart: Not a very tough battle for Akuma. Watch for Blackheart to use his Time Stealer into the Inferno, its a very cheap tactic for Blackheart, but you can't blame him because he really doesn't have much priority or much strength and defense either. He will constantly use the Inferno or the Dark Thunder quite often, you will have a hard time countering the Dark Thunder, but the Inferno has really bad recovery time, so whenever you see an Inferno counter it with a Messatsu Gou Hado. Also always attack and be on the offensive, Blackheart really doesn't have much attacks to counter Akuma.
Captain America: A real tough battle for Akuma. Always look for the Final Justice, counter it with the Messatsu gou Shoryuu, but be quick because Captain America can recover quite quickly from it. Never use your Messatsu Gou Shoryu unless you are sure it will connect because a Final Justice will most likely come out. Try to keep Captain America away as well because with Cap's strength he can easily make Clam Chowder out of Akuma.
Chun-Li: Once again a rather tough fight. Try not to jump in on Chun-Li too often because of her dominating launcher, watch for the Kikousho when she starts it in the corner because you can't push block it while your in the corner. If she does a Kikousho from out of the corner push block it and use your Messatsu Gou Hado, expect most chun-Li players to use that Hyakuretsukayku(lighting kick) after a knockdown so roll and counter. Her Hazan Tenshou Kyaku can be countered with a combo or a Messatsu Gou Shoryuu, and counter her Senretsu Kyaku with a Messastu Gou Shoryuu or a combo and nothing else, well of course you are a beginner just trip her.
Cyber Akuma: A very, very, very tough fight for Akuma. First off keep this guy away from you. Expect alot of teleporting and alot of firepower from this guy. Never stay on the ground against him, when you see him teleporting use a Messatsu Gou Hado, don't bother using the Messastu Gou Shoryuu because it does rather weak damage against him, and don't trade hits because he is immensely powerful and can take Akuma's health and eat it for breakfast rather quickly. Stay in the air and build your levels with Zankuu Hadoukens, when you have a level of super use that Messatsu Gou Hado at any time, most likely you will connect with it.
Cyclops: Well try not to play keep away with him because he can nullify your projectile with his and still hit you. Jump in on him often, Cyclops really can't defend against Akuma's attacks because Cyclops' attacks have low priority when it comes to anti-air except for his Gene Splice, but he rarely uses it. Make a constant effort to super jump when you can expect a Mega Optic Blast. Also watch out when Cyclops does his Running Stun Drop, expect it quite often against the computer, but human players rarely use it. Try to get the drop on him with a Tenma Gou Zankuu.
Dan: Not a touch fight for Akuma, but never ever trade hits with Dan. Dan is very strong and can knock out Akuma rather easily. When you see Dan do his Shinkuu Gadouken you can easily counter it with a Messatsu Gou Hado or you can eat his Shinkuu Gadouken straight up! Also when you have alot of life left, let Dan use his Otoko Michi on you because Dan will be in a very poor condition and even if he blocks a single projectile from you he's gone. Also take note that Dan's supers always leave him open to attack so capitalize on it and counter it. You can play defense or offense against this guy, it doesn't mater.
Dark Sakura: Well you can call her Akuma's female counterpart but her attacks are weaker than Akuma's so Akuma can take and successfully trade hits as well. Watch for the C.Roundhouse --> Shinkuu Hadouken(OTG) combo, also her Shouken is quite damaging against you but it gives her alot of bad recovery time so capitalize on that. Always be on the offensive because frankly she has nothing to counter and her crouching Fierce launcher is just way too slow. You can play defense as well because she really can't overpower you in terms of jump-in attacks, also try to stay away from the Messatsu Gou Shoryuu because she will often use the Midare Zakura to counter.
Dhalsim: Although he may not look like it, he can give Akuma alot of problems. Dhalsim loves to teleport quite often, but you can counter with your Mesatsu Gou Hado as long as you know where he is going to appear. Always attack when jumping in because his Yoga Strike is very hazardous to Akuma. You can be on the offensive because Dhalsim really can't do much when jumping against Akuma, and on the offensive look for quick combos and supers to bail you out, and keep a constant eye on those long limb attacks, Akuma can hit the long limbs but never use a Messatsu Gou Shoryuu against them because Dhalsim will be able to block after the first few hits.
Hulk: Well this will be a rather tough fight for Akuma. Try to mix your defensive play along with your offensive game, Hulk will take Akuma's health rather quickly so do not trade hits! Watch out for the super armor, and never use your Messatsu gou Shoryuu even if you know it will connect because Hulk will land and counter with alot of damage. Always watch for the Gamma Crush because Hulk will pull it out often so try to avoid the comet if you can't then block, if Hulk misses use your Messatsu gou Hado to counter. This battle will take quite along time sometimes, but follow a few tactics and your on your way to victory!
Ken: Not a easy fight, but not a hard fight either. Constantly watch for the dashing crouching short into the crouching fierce and into the Shinryuken. Also playing offense on him is quite difficult because of his domintaing launcher and his low recovery time anti-air Shoryuken, but rather dash in on him with a C.Short, C.Fierce /\ Air Combo, Ken really can't do much about that except try to sweep you ahead of time. Also counter his Shinryuken and Shoryuu Reppa with a Messatsu Gou Hado and his Shippu Jinra Kyaku with a Messatsu Gou Shoryuu. | |
| | | BigDarsh Biquette The Poularde Ultra Low Tiers
Nombre de messages : 317 Date d'inscription : 23/09/2005
| Sujet: Re: Gouki Sam 24 Juin à 11:14 | |
| M.Bison: Not a very tough fight overall, but with M.Bison's strength and his teleporting capabilites he will give Akuma a rather tough time. Watch for the Psycho Crusher often, just block it and it will go through you at that time use your Messatsu Gou Hado to counter. Also he tends to use his Head Press often and then goes into his Somersault Skull Diver, first block that Head Press and counter with a Gou Shoryuken. Also watch for M.Bison's crouching roundhouse, he will use it often but it has bad recovery time so use a Messatsu Gou Shoryuu to counter or just plain trip him.
Mechanized Zangief: A very tough battle for Akuma if the opponent is an expert. Keep this guy away, Akuma's projectile will only do about one third the normal damage against this guy. But Akuma's supers besides his Messatsu Gou Shoryuu will do alot of damage against him. You can use your Tenma Kujin Kyaku if your feeling gutsy, but when Mech-Zangief goes for his Siberian Bear Crusher(Flying Power Bomb) you can either use your Messatsu Gou Shoryu or jump around him and continuously use your C.Short, C.Forward, C.Roundhouse combo until he stops. Basically hit and run, hit and run.
Mephisto: Not a very tough battle for Akuma. Watch for Mephisto to use his Time Stealer into the Inferno, its a very cheap tactic for Mephisto, but you can't blame him because he really doesn't have much priority or much strength and defense either. He will constantly use the Inferno or the Dark Thunder quite often, you will have a hard time countering the Dark Thunder, but the Inferno has really bad recovery time, so whenever you see an Inferno counter it with a Messatsu Gou Hado. Also always attack and be on the offensive, Mephisto really doesn't have much attacks to counter Akuma.
Norimaro: A rather easy battle for Akuma because Norimaro's attacks are quite weak including some of his supers. Norimaro has trouble launching Akuma because Akuma can easily overpower him and also the fact that Akuma can counter Norimaro's mistakes rather easily, quickly, and painfully. Always be on the offensive, don't worry about defense because Norimaro's offensive game really can't bother Akuma's offensive game or collapse his defensive play well either.
Omega Red: Not an easy battle for Akuma, but it is possible. Look for Omega Red to use his Omega Destroyer quite often, and there is realy not much Akuma can do about it, unless Akuma super jumps from it and performs his Tenma Gou Zankuu. Also Omega Red's combos hurt alot so Akuma will have to watch out for it, also Akuma can easily out prioritize Omega Red because Omega Red does not play a defensive game well, and that will be his downfall. However on defense have Akuma let Omega Red come to him and use his launcher. Watch for Omega strike combos as well and pull off Messatsu Gou Hado's often, never use your Messatsu Gou Shoryuu unless you are sure it will connect because Omega Red will counter with a Omega Destroyer.
Ryu: A fair fight, but Ryu's combos will drain Akuma's life rather quickly. Counter Ryu's Shinkuu Hadouken ahead of time by jumping up and performing his Tenma Gou Zankuu, I can't stress that enough, I have seen players just stand there and take chipping damage, and that is not the way to go! Always look to counter the Shin Shoryuken with a Messatsu Gou Hado, also push block the Shinkuu Tatsumaki Senpuu Kyaku and then use your Messatsu Gou Hado, or a regular Gou Hadouken, don't bother using a Messatsu Gou Shoryuu because you risk taking alot of damage. Also when Akuma misses with his air Shinkuu Hadouken he has a ton of recovery time so capitalize with a Messatsu Gou Hado or an air combo. Watch for constant fireball fights and try to predict a fireball ahead of time and use a Messatsu Gou Hado if you have one.
Sakura: Like Dark Sakura, but this battle is a little tougher. Her Shouken will absorb your projectile and hit you at the same time so try not to throw projectiles too often at her. She will constantly use her Shouken in many combos so block when she is close to you and counter with an air combo. Also she will frequently use her Shinkuu Hadouken, but that's not a problem for Akuma, have him counter that with a Messatsu Gou Hado. Always be on the offensive against her because she really can't counter much of Akuma's jumping attacks, and laying defense works well also because Sakura really can't overpower Akuma's standing attacks with her jumping attacks.
Shadow: A rather tough fight for Akuma. Watch for the Shadow Booms though because Shadow can follow in on them. Also his Shadow Slash Assult from above which will out prioritize most of Akuma's attacks. Be on a constant verge of defense because Shadow does have alot of weapons to counter Akuma's jumping attacks, whether it be his powerful and dominant launcher, his Shadow Kick, or his supers. Let Akuma play defense on this battle because Akuma can overpower Shadow's jumping attacks.
Shuma Gorath: A tough fight for Akuma, mainly the Chaos Dimension! Also Akuma can fall victim to his cheap tactics. When you jump in Shuma Gorath can easily counter with a crouching Roundhouse or when you play defense he comes in with a jumping Roundhouse which will both overpower Akuma's regular attacks. Watch out for his Mystic Smash, but Akuma can easily counter with a Messatsu Gou Hado, or he can quickly dash in with a crouching short into his launcher and then an air combo. Akuma can nullify all six of Shuma Gorath's eyes(Mystic Stare) with his Gou Hadouken as well. Shuma Gorath however rarely jumps in with a jumping Roundhouse and if he does jump in have Akuma use his Gou Shoryuken which will counter anythign Shuma Gorath tries to jump in with.
Spider-Man: Well Spider-Man does have high attack power but his supers give him alot of recovery time, capitalize on a missed Maximum Spider with a Messatsu Gou Hado or a Team Super, and as for the Crawler Assult use the Messatsu Gou Shoryuu because it comes out faster. Watch out for constant combos and attacks from this guy, you can ill afford to eat much combos anyways, but wait for him to come to you and hit him with the C.Fierce launcher, it can out prioritize practically any of his attacks, try to stay away from Spider-Man also he is rather quick and will beat you to the first attack.
U.S.Agent: A real tough battle for Akuma. Always look for the Final Justice, counter it with the Messatsu gou Shoryuu, but be quick because U.S. Agent can recover quite quickly from it. Never use your Messatsu Gou Shoryu unless you are sure it will connect because a Final Justice will most likely come out. Try to keep U.S. Agent away as well because with U.S. Agent's strength he can easily make Clam Chowder out of Akuma.
Wolverine: Well this battle will give Akuma a run for his money, but it can be won. Always look for Wlverine to start dashing in for some quick combos, but try to predict it before he comes at you with a crouching roundhouse or a Messatsu Gou Shoryuu. Also Wolverine doesn't have much priority with his jumping attacks when it comes to battling Akuma. Keep him away even if it means throwing out projectiles, but never throw them in a pattern otherwise he will use his Weapon X to dash right through it. Watch for his Fatal Claw combos, if he so happens to miss use your Tenma Gou Zankuu to counter quickly or you can use your Messatsu Gou Hado when he is about to land. Try to be play more defense than offense because Wolverine's launcher is a pain for Akuma and also capitalize on Wolverine's constant use of Drill Claws, because he has bad recovery time from it.
Zangief: This guy is rather tough, but Akuma should be more than a match for him. Akuma can play alot of defense and offense, which ever you prefer. Always have Akuma be on the offensive if you like because Zangief really can't do much about it. When Zangief does his Final Atomic Buster have Akuma use his Messatsu Gou Hado or his Messatsu Gou Shoryuu, but only when you are a good distance away. On defense have Akuma just launch him when he tries to attack, but his Siberian Splash is the only thing for Akuma to worry about. Also counter everything Zangief throws at you with a Gou Shoyuken because Zangief is not quick enough to try and counter your missed Gou Shoryuken, and never ever trade hits with this guy because he can punish you for it.
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