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Nombre de messages : 317
Date d'inscription : 23/09/2005

Gouki Empty
MessageSujet: Gouki   Gouki EmptySam 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.
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Nombre de messages : 317
Date d'inscription : 23/09/2005

Gouki Empty
MessageSujet: Re: Gouki   Gouki EmptySam 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
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Nombre de messages : 317
Date d'inscription : 23/09/2005

Gouki Empty
MessageSujet: Re: Gouki   Gouki EmptySam 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.
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Nombre de messages : 317
Date d'inscription : 23/09/2005

Gouki Empty
MessageSujet: Re: Gouki   Gouki EmptySam 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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