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Akuma
by Lyrica
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Custom version of Akuma, for MUGEN 1.0+.
Based (mostly) on his Capcom vs SNK 2 appearance.
Customizable options, including alternate hitsparks and choosing between Custom Combo or MAX Mode. Check "config.txt" for info.
Two modes: Normal and Shin.
Many Hyper Portraits, Big Portraits and Win Portraits.
Special Intro vs Ryu by PotS (including edits by Mwryly, varo_hades, Beterhans and RagingRowen).
Special Intro vs Vega by PotS.
Special Intro vs Vega by Froz.
Special Intro vs Evil Ryu by Victorys.
Special Intro vs Gen by Mwryly & varo_hades.
Special Intro vs Haohmaru.
Special Intro vs Ryu and Evil Ryu by KarmaCharmeleon.
Special Intro vs my Sakura and Dark Sakura.
Special Winpose using Shun Goku Satsu and Misogi.


Index


Modes

This character has two different modes:

Normal Akuma
  • Does normal damage
  • Can perform EX moves
  • Has low defense
Shin Akuma
  • Moves faster and has less recovery time
  • Does more damage than Normal Akuma
  • Can not perform EX moves
  • Has even lower defense
If controlled by the AI, defense levels have no effect. This means that he has normal defense, much like in official Capcom games. He also does slightly more damage.

Akuma.def:
Both chars in one file. Hold start to choose Shin Akuma (palettes 7 ~ 12).

NormalAkuma.def:
Only Normal Akuma.

ShinAkuma.def:
Only Shin Akuma.


Move List

(EX): move has an EX version, performed by pressing 2 punch/kick buttons (costs 1/2 bar).
(MAX): use 2 punch/kick buttons when performing a Super Move to power it up (costs 2 bars).
(Lv.3): move costs 3 bars.

Normal Akuma
Normal
Seoi Nage or +
Tomoe Nage or +
Zugai Hasatsu +
Tenma Kujin Kyaku + (Air)
Special
Gohadoken (EX) +
Shakunetsu Hadoken (EX) +
Zanku Hadoken (EX) + (Air)
Goshoyuken (EX) +
Tatsumaki Zankukyaku (EX) + (Air also)
Hyakkishu (EX) +
 └ Hyakki Gouzan Do nothing
 └ Hyakki Goushou
 └ Hyakki Goudan
 └ Hyakki Gousai or + (Near Opponent)
 └ Hyakki Goutsui or + (Near Opponent)
Ashura Senku or + or
Zenpou Tenshin +
Super
Messatsu Gohado (MAX) +
Messatsu Goshoyu (MAX) +
Tenma Gozanku (MAX) + (Air)
Shun Goku Satsu (Lv.3)
Kongou Kokuretsuzan (Lv.3) +

Shin Akuma
Normal
Seoi Nage or +
Tomoe Nage or +
Zugai Hasatsu +
Tenma Kujin Kyaku + (Air)
Kikoku Tsuki (close) ,
Special
Gohadoken +
Shakunetsu Hadoken +
Zanku Hadoken + (Air)
Goshoyuken +
Tatsumaki Zankukyaku + (Air also)
Ashura Senku or + or
Tenma Shurettou + or
Super
Messatsu Gohado (MAX) +
Messatsu Goshoyu (MAX) +
Tenma Gozanku (MAX) + (Air)
Shun Goku Satsu (Lv.3)
Misogi (Lv.3) +

System

Forward Dash
Run (hold )
Backward Dash
Low Jump tap
High Jump tap
Long Low Jump tap tap
Dodge +
Dodge Attack or (during dodge)
Forward Roll + +
Backward Roll + +
Parry tap
Parry Low tap
Air Parry tap (Air)
Power Charge hold +
Zero Counter + or (during guard)
Custom Combo + (Air also)
MAX Mode +
Fall Recovery or +

Move Details

  • Zugai Hasatsu is an overhead.
  • Gohadoken will make the opponent fall if used in a short distance.
  • EX Hyakki Goudan and Kongou Kokuretsu Zan can hit lying down opponents.
  • Ashura Senku and Zenpou Tenshin can be canceled into a Super without reducing damage.
  • You can cancel some close normal attacks into Zugai Hasatsu.

Combo System

  • Some Normal attacks can be canceled into Command Normal, Special and Super moves.
  • Some Special moves can be canceled into Super moves.
  • Some Lv1 Super moves can be canceled into MAX Super moves.
  • Cancelling a Special, Super move or Custom Combo into a Super move resets the juggle points but also reduces its damage.

Custom Combo

  • Removes cancellable attack restrictions and gives you a lot of freedom to combo them.
  • Juggle limite is lifted.
  • You can only use EX Special or Super moves from the point the character starts flashing faster and brighter, and doing so ends Custom Combo.
  • Gives you a short invulnerability window at the start.

MAX Mode

  • Attack and Defense are increased while in MAX Mode.
  • EX moves can be performed at no power cost, though take away from time sustained in MAX mode.
  • All Lv1 Supers can be performed at no power cost, though immediately uses up all time in MAX mode.
  • All Lv2 and higher Supers will cost 1 power bar, along with using up all time in MAX mode.
  • Even without a power bar, as long as you have time left in MAX mode, you can perform Lv1 Supers/EX moves.
  • You can not Power Charge/gain power while in MAX mode.
  • You can not perform a Zero Counter/Counter Movement while in MAX Mode.

Screenshots

TBA...


Version History

Click to show/hide

04/August/2019
  • Added envshake to Hyakkishu variants
  • Reduced damage for EX Zanku Hadoken and Shin Zanku Hadoken
  • Fixed Zanku Hadoken landing
  • Added reversal spark + guard sound for Tenma Shurettou
  • Added optional afterimage on EX moves
  • Fixed juggle problem on some projectiles that could cause an infinite
24/July/2019
  • Added Explodsive Buffering System by Just No Point & Jmorphman
  • Added Kikoku Tsuki
  • Added Kongou KokuretsuZan
  • Added intro vs Haohmaru
  • Added intro vs Beterhans' Ryu (he updated his Ryu with the intro, go to his site to get it :D)
  • Fixed Hyper Finish not triggering on the last hit of Messatsu Gohado and Tenma Gozanku
  • Fixed additional hit and damage on Tenma Gozanku
  • Fixed timing on throws
  • Changed target velocity when hit by EX Tatsumaki so now you almost always connect all 5 hits
  • Changed juggles and dampener for some moves to make it more balanced
  • Added AfterImage on second winpose (stomp)
  • Added Max Mode for AI
  • Changed AI behavior in Custom Combo
  • Fixed AI using Custom Combo even if you select to use Max Mode
  • Fixed AI using EX Moves during Custom Combo
  • EX Moves consumes 1/3 of the bar in Max Mode, like DW updated chars
  • Fixed using Zero Counter during Max Mode, which should not be possible
  • Fixed hitpauses
  • Fixed pushbacks and corner push
  • Changed velocities here and there
  • Added Palettes
  • Added Palette Guide
  • Fixed wrong changestate on Misogi
  • Fixed missaligned hitsparks on Tatsumaki Zankukyaku
  • Fixed both intros with Bison (Normal (SGS) and Shin (Misogi))
  • Fixed Kikoku Tsuki
  • Changed dampening for when canceling a special into Misogi
10/June/2019
  • Bug fixes
  • Added character specific winquotes \o/
09/June/2019
  • Centered Kanji (Shun Goku Satsu finishing)
  • Removed unused sprites (I always forget :rage:)
  • Fixed issue with Ashura Senku near edges
  • Some tweaks in the AI
  • Some tweaks on velocities and juggles for better combos
  • Fixed wrong statetype on MAX Tenma Gozanku
  • Projectiles now appear in front of the players when hit, not behind like before
  • Fixed some weird stuff happening on MUGEN 1.0
  • Added command with 2p or 2k for Ashura Senku in Shin Mode
  • Some minor aesthetic changes
08/June/2019
  • First Beta Released

What is missing

  • Messatsu Gorasen / Messatsu GoSenpu
  • Accurate CvS2 frame data

Special Thanks

  • Everyone from MugenGuild and MFFA always helping and treating me super nice
  • PotS, for custom sprites and style
  • Jmorphman and DivineWolf, for reference I used to make my template
  • Jmorphman (again) and Just No Point for the Explodsive Buffering System
  • KarmaCharmeleon for teaching me how to use the CE tables and a lot of good general feedback
  • Warusaki3 for reference on coding and some sounds that I borrowed
  • Froz for the Color Separation
  • Beterhans for adding the intro for Ryu
  • Sabockee for some sick pals
  • PeXXeR, SolidZone26 and Trololo, for testings and suggestions
  • gui007 for promoting my (and other creators) chars
  • Mysticus, Sabockee, and some others, for palettes
  • TheFightersGeneration for artworks I used for the portraits
  • streetfighter.fandom.com for artworks, victory quotes and many other useful stuff
  • wiki.supercombo.gg, for the icons in the move list
  • Everyone on MFG, for feedback and suggestions
  • VirtuallTek, for creating Fighter Factory
  • Elecbyte, for creating MUGEN
  • Capcom, for creating Akuma
  • You, for downloading my char :D

Disclaimer

Street Fighter, Capcom Fighting Jam and Capcom VS SNK 2 are property of Capcom.
This MUGEN character is a non-profit fan work, it cannot be used for any commercial purposes.