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Akuma moves and strategies: Marvel vs. Capcom 2

Last updated on July 31, 2009

11 Comments

Akuma moves and strategies: Marvel vs. Capcom 2

Special Moves

Joystick Joystick Joystick Joystick Joystick (Can also be done in the air)
Fireball (Gou Hadouken)
Your typical fireball attack, strength of the button determines the speed with Hard Punch traveling faster.

When done in the air, Akuma stops the momentum of his jump to perform the move and then drops straight down.

Joystick Joystick Joystick Joystick Joystick
Dragon Punch (Gou Shoryuken)
Your Light Punch Shoryuken hits one time, but has a shorter recovery time. Hard Punch hits three times and does more damage, but if it's blocked it leads you very open to being punished.

Joystick Joystick Joystick Joystick Joystick (Can also be done in the air)
Hurricane Kick (Tatsumaki Zankuu Kyaku)
This move will hit multiple times to juggle your opponent, with Hard Kick juggling more times for heavier damage.

Joystick Joystick Joystick Joystick Joystick (In the air)
Dive Kick (Tenma Kuujin Kyaku )
Akuma does a dive kick at a diagonally down-towards angle, hits multiple times but doesn't knock your opponent down, and you'll land right next to them.

Joystick Joystick Joystick Joystick Joystick or Joystick
Forward Teleport (Ashura Senkuu)
Teleports Akuma towards his enemy. Punch travels near full-screen's distance, Kick goes about half-way.

Joystick Joystick Joystick Joystick Joystick or Joystick
Backwards Teleport (Ashura Senkuu)
Teleports Akuma away from the other fighter. Punch travels near full-screen's distance, Kick goes about half-way.

Joystick Joystick Joystick Joystick Joystick Joystick Joystick
Multi-Flip Throw (Jigoku Guruma)
Instead of a regular throw, Akuma flips around multiple times before tossing his opponent, and... that's it. Move doesn't do any more damage or seem to extend his throw range, but it does overlap with his Hurricane Kick which you may accidentally pull off when trying to do this — not that you ever really *should* try to do it.

Hyper (Super) Moves

Joystick Joystick Joystick Joystick Joystick      Joystick or Joystick (Mash Punches or Kicks)
Hyper Fireball Beam (Messatsu Gou Hadou)
Shoots a continuous beam of fireballs at your opponent, mashing the attack buttons will score you more damage and hits.

Joystick Joystick Joystick Joystick Joystick (In the air)
Hyper Air Fireballs (Tenma Gou Zankuu)
Fires off a ton of projectiles in a very short period of time. Can be used in Air Combos.

Joystick Joystick Joystick Joystick Joystick
Hyper Dragon Punch (Messatsu Gou Shouryuu)
A beefed up version of Akuma's Shoryuken that repeats and hits multiple times.

Joystick Joystick Joystick Joystick Joystick
Hyper Hurricane Kick (Messatsu Gou Rasen)
Has a bit of start up and then doesn't hit until it's fairly high off the ground. Makes Akuma spins straight up in the air.

Joystick Joystick Joystick Joystick Joystick
Raging Demon (Shun Goku Satsu)
Requires 3 Hyper bars to execute. This has a bit of start up time, and Akuma flies kind of slow when he's trying to grab his opponent, but it takes off a lot of power when he lands this.

Command Normals

Joystick Joystick Joystick
Overhead Chop
Must be blocked high.

Joystick Joystick Joystick
Hop Kick (Senpuu Kyaku)

Joystick Joystick Joystick
Straight Kick (Air Senpuu Kyaku)

Joystick      Joystick Joystick Joystick (In the air)
Knee into High Kick
Instead of Ryu's usual follow up after pressing Light Kick, holding Up and pressing Light Kick after the initial hit causes him to do a High Kick.

Assists


     Type Partner Assist Variable Counter Variable Combination
A Projectile Type (H) Fireball (H) Fireball Hyper Fireball
B Anti-air Type (H) Dragon Punch (H) Dragon Punch Hyper Dragon Punch
Y Expansion Type (H) Hurricane Kick (H) Hurricane Kick Hyper Hurricane Kick
Move strengths for assists:
• (L) next to the move stands for Light.
• (H) next to the move stands for Hard.

Posted by Bloody Boogers on August 1, 2009 at 2:41 p.m. #1

Nobody takes more damage than Auma! Nobody!...

- Hurricane kick + Tenma Gou Zankuu = Sweetness!

 

Posted by me on August 2, 2009 at 11:11 a.m. #2

this one is better....
tetsumaki<c.lk<c.hp<tetsumaki<tenma gou zankuu for the finish...

 

Posted by Preston on August 3, 2009 at 1:07 p.m. #3

He's more of an offensive type fighter rather than a defense, its almost like every time I use him he's finished after just a few moves I'd only advise pro Akuma players to use him.

 

Posted by KenMasters#1Fan on August 6, 2009 at 4:32 p.m. #4

Also, a easy way to hit the SGS is to DHC it off of a super that sucks your opponent in like Guile's Sonic Hurricane. It's a fun way to end a match.

 

Posted by ITS ME AGAIN!!! on August 17, 2009 at 10:11 a.m. #5

heres a little bit more complex one:
dash in lp,lp,c.hp,super jump,lp,lk,lp,hurricane kick(lk),hyper air fireballs(durring hurricane kick)

 

Posted by Advanced Move on August 17, 2009 at 2:32 p.m. #6

Remember to Forward Teleport into Hyper Hurricane Kick for wake-up damage.

 

Posted by Roch on August 29, 2009 at 10:02 a.m. #7

Fix "Ryu" to "Akuma" in this text.. //• Knee into High Kick •
Instead of (((Ryu's))) usual follow up after pressing Light Kick, holding Up and pressing Light Kick after the initial hit causes him to do a High Kick.

 

Posted by ExF MaRiNe on September 5, 2009 at 1:16 p.m. #8

l.kick(crouch)then assit with juggernaught with his dash. Then into raging demon.

 

Posted by no name on September 5, 2009 at 5:54 p.m. #9

you can cancel dive kick into hyper air fires.

 

Posted by ExF MaRiNe (gamertag) on September 21, 2009 at 7:54 a.m. #10

Akuma can go very well into combos off right when he comes out. For instance he cna use his hurricane kick to set up cables hyper. Plus raging demon is fun to use agisnt mageneto whores.

 

Posted by cuttyb87 on September 30, 2009 at 7:55 a.m. #11

@ maine i will try hat but i like akuma over ryu and ken

 

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