Unlock the ultimate fighter, Shin Akuma, in Capcom vs. SNK 2. Explore his powerful moves, specials, supers, and detailed normal attack breakdowns for devastating combos.
Shin Akuma is one of the ultimate fighters in Capcom vs. SNK 2, powerful in every aspect except defense. Even beginners can find success with practice, though Shin Akuma is banned in tournament play.
Movelist
Specials
- Gou Hadoken: QCF + P
- Shakunetsu Hadoken: HCB + P
- Zanku Hadoken (AIR): QCF + P
- Gou Shoryuken: DPF + P
- Tatsumaki Zanku Kyaku (air): QCB + K
- Tenma Shurettou: D, D + P or K (x3)
- Ashura Senku: D, F, D-F or D, B, D-B + P or K (x3)
Super Specials
- Messatsu Gou Hado: HCBx2 + P
- Tenma Gou Zanku (AIR): QCFx2 + P
- Messatsu Gou Shoryu: QCFx2 + P
- Shungokusatsu (Level 3 & MAX): LP, LP, F, LK, SP
- Misogi (Level 3 & MAX): HCBx2 + P
Movelist Breakdown
Normal Attacks
Standing
- LP (Quick Jab): Great for speed, horrible for damage. Can be used to combo other attacks into it or to knock certain fighters out of attacks. Distance: Far X, Mid X, Close O.
- LP Close (Quick Elbow): Very fast, excellent to chain into other normal moves and combo into Specials and Supers. .
- MP (Palm Thrust): Decent speed and damage, but hard to combo into. .
- MP Close (Mid Punch): Pretty fast and efficient, works well as a combo starter. .
- SP (Fierce Punch): Somewhat slow, but does good damage. Hard to combo off of. .
- SP Close (Fierce Uppercut): Great damage and pretty fast. Hard to combo off of. .
- LK (Shin Kick): Fast and a good combo starter, but not good damage. .
- MK (High Kick): Similar to MP in speed and damage. .
- MK Close (High Knee): Decently fast and strong, can combo into HP or HK depending on spacing. .
- SK (Roundhouse Kick): Great for hitting airborne opponents, but rather slow. .
- SK Close (High Scissor Kick): Hits twice (high then low). Cannot be comboed off of. .
Crouching
- LP (Low Quick Jab): Fast and good to combo into, low damage. Great combo starter, can lead into Shungokusatsu or other Supers. .
- MP (Low Palm Thrust): Nice speed and damage, decent combo starter, but lacks range. Best used only when very close. .
- SP (Uppercut): Great for anti-air, decent damage. .
- LK (Quick Low Kick): Similar to Standing LK, but hits low. .
- MK (Long Reach Kick): Slightly slower than Crouching LK, but still great to combo off of. .
- SK (Sweep): Excellent for corner battles. If blocked, can combo into Gou Shoryuken, Gou Hadoken, Tatsumaki Zanku Kyaku, or a Super Special. This strategy is often ineffective against human players. .
Jumping
- LP (Quick Punch): Same properties as Standing and Crouching LP. Cannot be abused like grounded versions due to air attack limitations. Usable while jumping straight, back, or forward. .
- MP (Left-Handed Diagonal Punch): Same properties as Standing and Crouching MP. Works well against some attacks, but can be risky. Good for offensive pressure against opponents using moves like Tatsumaki Senpukyaku. .
- SP (Fast Left-Handed Diagonal Punch): Excellent combo starter. Should be prioritized (after Jumping LK and MK) for its ability to knock opponents out of moves. .
- LK Straight Up (Heel Kick): Lasts the whole time Akuma is airborne. Nice combo starter, good for hitting without jumping directly into an attack. .
- LK (Knee Punch): High priority for knocking opponents out of moves (especially Shungokusatsu). Low damage, but a great combo starter. .
- MK Straight Up (Quick Heel Kick): Similar to LK Straight Up, but lasts only a second or two. .
- MK (Straight Kick Punch): Great for canceling out opponent's moves, even from below. Can combo directly into Super Specials like Messatsu Gou Hado and Shungokusatsu. .
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