~B
Marvel Super Heroes vs. Street Fighter
Cyber-Akuma FAQ 1.0
Dingo Jellybean bellybutton21@hotmail.com
3/5/99
Intro
Moves
Combos
Aquiring C.Akuma
My Other fAQs
Credits
Well I'm proud to say that this is my 5th FAQ and fourth submitted one. Well as
we all know that Cyber Akuma is a very powerful character and is alot tougher to
beat than Apocalypse. And first off this game is not as bad as you think it is.
The only reason why people think this game is so bad is due to the fact that you
can't switch out like normal, and don't blame Capcom! Blame the PSX for being so
cheap! 2MB, I mean come on, the Saturn has 4MB so more information can be
carried and switch out can be arcade perfect. I mean Crossover Mode isn't that
bad, infact I think its a great idea now that no code has to be put in this
time. Let's hope that Marvel Vs. Capcom is coming for the PSX and hope that it
comes with a another Backup RAM like it did when X-Men vs. Street Fighter came
out for the Saturn. The graphics, combos, music, sound, hidden characters, and
even the chance to play as bosses are all here, in fact the crossover mode isn't
even that bad, which substitutes for the missing Tag-Team right? The game is
fast, even faster than the arcade and many options were added. Well for those of
you who just aquired him I'm here to help to master him. Well I hope you make
this FAQ to good use and if you have any questions email me.
Bolt Hadouken: D,DF,F+P
This is probably tied with Dan's Gadouken in terms of power. This is a very fast
projectile an Akuma can dash after his opponent he has launched it. He can also
follow up with his Booster Rocket making him a very hard to beat keep away
character. This is just as big as Ryu's Hadouken but with less recovery time, he
can't recovery like Shadow can but can still chase after it.
Zankuu Bolt Hadouken: D,DF,F+P (air)
Well I consider this a different move even though its the same because he fires
two in a row for one motion in the air. He can chain up to 12 of these in a row
which will most likely kill an opponent. If you see Sakura doing her Shinkuu
Hadouken, Cyber Akuma can easily counter her Hodoukens with his since he can
throw so many with low recovery lag.
Booster Rocket: HP
Well this is an extremely fast projectile that does good damage and can easily
set up the opponent for his Scramble Gou Punch or his High Mega Gou Beam. Even
if the opponent is jumping from a distance it's a good idea to use this because
it'll sorta follow them. This combined with his S.Fierce or C.Fierce will result
in a nasty two hit combo. This can be incorporated with his launcher, but you
have no choice anyways. Over all he can immediately throw this after he has
thrown his Bolt Hadouken.
Shining Circuit Shoryuken: F,D,DF+P
Well you thought Ken has the best Dragon Punch, think again! This dragon punch
can easily match the damage of some supers. This Dragon Punch hits up to 10
times and jumping in on him while blocking is not a good idea, simply because
you can lose a block of recoverable chipping damage so don't jump in too much.
Use this whenever you see anybody coming in.
Thunder Shock Zankukyaku: D,DB,B+K
A very fast hurricane kick with almost no recovery lag that's even better than
Akuma's. It does twice as much damage as Ryu's and chips a ton even if they
block low. Use whenever you get the chance.
Diving Rocket Kujinkyaku: D,DF,F+K(air)
Another very low recovery move with alot of damage and chipping priority. Can be
used to set up powerful combos. Use this whenever you jump in.
Lighting Senku: B,D,DB or F,D,DF+3K or 3P
Basically his teleport but he can only do this on the ground. The punch goes
full screen and Kick goes half screen. Use this alot when your in corner trap
situations. Useful for moving out of or through supers.
Overhead Knuckle: F+SP
This is basically his crouch counter, use it against turtles that like to stay
in their shells. It hits four times and is very damaging, much like Ryu's and
Akuma's it has a bit of a start up delay so use it wisely, like doing a combo
substitute one of the hits with this and it should psych them out serveral
times.
Hop Kick: F+FK
The same as Ryu's but is damaging and can be used to set up either the High Mega
Gou Beam or Scramble Gou Punch. This is a very fast attack and will catch
opponents by surprise.
SUPERS
Scramble Gou Shock: D,DF,F+2P
This is basically the same as Akuma's Messatsu Gou-Shoryu but almost three times
as powerful. This combo very easily and chips the same as Akuma's which is alot.
Use this whenever you get the chance.
High Mega Gou Beam: D,DB,B+2P
Well your basic Ryu Shinkuu Hadouken but twice as powerful and can even put some
characters in the danger zone with one blast. Even the Hulk will fall to this
move! Mech Zangief will probably die if he eats this! It chips the same as Ryu's
but last half as long.
Thunder Gou Shower: D,DF,F+2P (air)
As Cyber Akuma veers up he throws about 35 Zankuu Bolt Hadouken's doing twice as
much damage and chipping damage as Akuma's. Can be used as a deadly AC finisher
can can chip a ton. Whenever your in the air use this when possible.
Shining Gou Shock: JP, JP, F, SK, HP
His raging demon move that does 80% damage guaranteed! To some characters like
Hulk or Ryu it'll do about 62%-64% damage. Very fast and even Spider-Man and
Wolverine have trouble getting away from it. It's goes twice the distance as
Akuma's with twice the speed. Now this would give Shin-Akuma a run for his
money! Did I mention this can be used as an AC Finisher! Well believe it! This
only takes one level of super!
COMBOS
If your looking to win in a short amount of time then just combo your opponent
to death not only does he take damage almost twice as better than Hulk but he
can cause more damage than Hulk in return! His only supers he's weak against are
Weapon X, Final Justice, Maximum Spider and Final Atomic Buster. All these will
do at least 40% damage on him!
EASY
1. Booster Rocket --> High Mega Gou Beam
Well its best if you do this from 2/3 screen distance you must cancel
immediately so that the Booster Rocket doesn't bounce the opponent taking off
half the damage, cancel as soon as you can.
2. Booster Rocket --> Scramble Gou Punch
Just be close to your opponent when you fired the rocket and let loose!
3. Diving Rocket Kujinkyaku --> Thunder Gou Shower
Just wait after the third hit connects then cancel!
4. D.C.Short, C.Foward, C.Roundhouse --> Scramble Gou Punch
Don't do this to often because they'll only get 3 hits from the Scramble
Gou Punch making it useless. But hard to roll from.
Harder
1. J.Roundhouse \/ C.Fierce /\ SJ.Jab, SJ.Short, SJ.UP.Foward --> Lightning Gou
Shock
Ouch, he can do the raging demon in the air, while it doesn't count as a
combo the opponent will be left in the air unable to block and leaving you to
pummel the opponent. A real cround pleaser!
2. Zankuu Bolt Hadouken, Zankuu Bolt Hadoken, Zankuu Bolt, Hadouken, Zankuu
Bolt Hadouken, Zankuu Bolt Hadouken --> Thunder Gou Shower
Ouch! Just do the air fireball motion 5 times in the air but do this while
coming down from a super jump and cancel immediately.
3. D.C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong --> Thunder Gou Shower
4. Zankuu Bolt Hadouken, Zankuu Bolt Hadouken, Zankuu Bolt Hadouken, Zankuu
Bolt Hadouken, Zankuu Bolt Hadouken, Zankuu Bolt Hadouken --> Thunder Gou Shower
\/ Scramble Gou Punch(OTG)
Basically the same as number 2 except you do the Zankuu Bolt Hadouken 6
times and cancel. Be sure when Cyber Akuma does his Thunder Gou Shower that his
feet are a millimeter off the ground so when you land you can cancel into the
Scramble Gou Punch.
5. Zankuu Bolt Hadouken \/ Bolt Hadouken, Booster Rocket --> High Mega Gou Beam
Try to cancel immediately so the opponent doesn't bounce from the rocket.
It's better to do this from a distance.
6. Bolt Hadouken --> D.Scamble Gou Punch
This is often hard to connect due to the fact his recovery time from the
fireball.
7. Jab Bolt Hadouken --> High Mega Gou Beam
Just cancel immediately. But its too hard to connect because it's so slow.
8. Diving Rocket Kujinkyaku \/ D.C.Short, C.Foward --> Scramble Gou Punch
9. J.Jab, J.Strong, Zankuu Bolt Hadouken --> Thunder Gou Shower
10. Diving Rocket Kujinkyaku \/ C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, -->
Thunder Shock Zankukyaku
11. J.Jab, J.Strong \/ C.Short, C.Foward, Bolt Hadouken --> Scramble Gou Punch
On larger characters like Blackheart or Zangief, you can do a J.Fierce
after the J.Strong if your quick enough.
12. Diving Rocket Kujinkyaku \/ C.Short, S.Fierce --> High Mega Gou Beam
Cancel immediately for the best effect.
Aquiring Cyber Akuma
Beat the game on level 8 with no continues or rounds lost. Go to either Versus
or Battle Mode and highlight Akuma, then press Select 5 times and hold on the
fifth and hit any attack button. This won't work in crossover mode though, and
if you press select six times and hold it on the six then you'll get Apocalypse,
so remember to count.
<------------------------------------------------------------------------->
Credits:
Me and Capcom and GameFAQs
Well you can't play as Cyber Akuma on the arcades as far as I know, but if you
have one dollar your in luck. Beat the game without losing then insert another
50 cents and go to Akuma and hit start 5 times while holding on Start the fifth
time and hit any attack button. I'm not sure if this would work, but its worth a
try. He is definately in the PSX version cause if he wasn't you wouldn't be
seeing this FAQ. Also thank GameFAQs for keeping my FAQ alot and I appreciated
alot, so thanks GameFAQs. Well if you have any questions or comments then send
them to me and you'll most likely get my response th next day. Thanks and take
care.
US Version: All bonus characters and gallery unlocked. Highlight Akuma and press 5x Select to play as Cyber-Akuma. Highlight Akuma and press 6x Select to play as Apocalypse.