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Dan Hibiki
Capcom vs. SNK 2

Dan Hibiki

Capcom vs. SNK 2 Akuma movelist including Special Normals, Specials, and Super Specials like the Shungokusatsu.

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Capcom vs. SNK 2 Akuma movelist including Special Normals, Specials, and Super Specials like the Shungokusatsu.

Movelist:

Special Normals

  • Dive Kick (AIR): D-F + K (at the top of Akuma's jump)

Specials

  • Gou Hadoken: QCF + P
  • Shakunetsu Hadoken: HCB + P
  • Zanku Hadoken (AIR): QCF + P
  • Gou Shoryuken: DPF + P
  • Tatsumaki Zanku Kyaku (air): QCB + K
  • Hyakkisu: DPF + K
  • Hyakki Gouzan (during Hyakkisu): (No button pressed during Hyakkisu)
  • Hyakki Goushou (during Hyakkisu): P
  • Hyakki Gousai (during Hyakkisu): F or B + P near head
  • Hyakki Goudan (during Hyakkisu): K
  • Hyakki Goutsui (during Hyakkisu): F or B + K near head
  • Zenpou Tenshin: QCB + P
  • Ashura Senku: D, F, D-F or D, B, D-B + Px3 or Kx3

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

Movelist Breakdown

Normal Attacks

STANDING

  • LP (Quick Jab): Great for speed, but horrible for damage. Can help in racking up damage if you combo other attacks into this move. Can be used to knock certain fighters out of attacks, like Akuma's Shungokusatsu, but not recommended. Distance: Far: X, Mid: X, Close: O
  • LP Close (Quick Elbow): Very fast, and excellent to chain into other normal moves. Works well with comboing into Super Specials and Specials. Distance: Far: X, Mid: X, Close: O
  • MP (Palm Thrust): Decent in both speed and damage. Kinda hard to combo into. Distance: Far: X, Mid: X, Close: O
  • MP Close (Mid Punch): Pretty fast and efficient, and also works well as a combo starter. Distance: Far: X, Mid: X, Close: O
  • SP (Fierce Punch): Somewhat slow, but does good damage. Hard to combo off of. Distance: Far: X, Mid: X, Close: O
  • SP Close (Fierce Uppercut): Great for damage, and the speed of the move is pretty fast. Kind of hard to combo off of. Distance: Far: X, Mid: X, Close: O
  • LK (Shin Kick): Fast and good combo starter, but not good damage at all. Distance: Far: X, Mid: X, Close: O
  • MK (High Kick): Same as with the MP. Distance: Far: X, Mid: X, Close: O
  • MK Close (High Knee): Decently fast and strong, can combo into a HP or HK, depending on where Akuma is after this move. Distance: Far: X, Mid: X, Close: O
  • SK (Roundhouse Kick): Great for hitting airbourne opponents. Rather slow, so be cautious. Distance: Far: X, Mid: X, Close: O
  • SK Close (High Scissor Kick): Hits twice: One high, and one low. Cannot combo off of this move. Distance: Far: X, Mid: X, Close: O

CROUCHING

  • LP (Low Quick Jab): Fast and good to combo into, but low in damage. Great combo starter, can lead directly into a Shungokusatsu or other Super Special move. Distance: Far: X, Mid: X, Close: O
  • MP (Low Palm Thrust): Nice in terms of speed and damage, and a decent combo starter, but lacks the range to do any real good to players unless they're close to the opponent. Best to use some other attack other than this move. Distance: Far: X, Mid: X, Close: O
  • SP (Uppercut): Great for Anti-Air purposes, and does pretty decent damage. Distance: Far: X, Mid: X, Close: O
  • LK (Quick Low Kick): Practically the same as the Standing LK, except that it hits low. Distance: Far: X, Mid: X, Close: O
  • MK (Long Reach Kick): A tiny fragment slower than the Crouching LK, but still great to combo off of. Distance: Far: X, Mid: X, Close: O
  • SK (Sweep): Excellent when it comes to corner battles. If the opponent blocks this move, you can combo a Gou Shoryuken, Gou Hadoken, Tatsumaki Zanku Kyaku, or a Super Special off of it. However, this strategy won't work the majority of the time against human players. Distance: Far: X, Mid: X, Close: O

JUMPING

  • LP (Quick Punch): Has the same property as the Standing and Crouching LP. Cannot abuse this constantly like those two, as in the air you can only use one attack at a time. Lasts the whole time that Akuma is in the air, and can be used either jumping straight up or back or towards an opponent. Distance: Far: X, Mid: X, Close: O
  • MP (Left-Handed Diagonal Punch): Has the same property as the Standing and Crouching MP. Works wonder against some attacks. Not always the best move to use, as it can lead into trouble. Great when you want to go on the offensive against someone who uses attacks similar to Tatsumaki Senpukyaku. Distance: Far: X, Mid: X, Close: O
  • SP (Fast Left-Handed Diagonal Punch): One of the better moves, and an excellent combo starter. Should take priority (only second to the Jumping LK and Jumping MK), as it tends to knock opponents out of moves rather easily. Distance: Far: X, Mid: X, Close: O
  • LK Straight Up (Heel Kick): Lasts the whole time that Akuma is in the air. Nice to start a combo, and also good when you don't want to jump into a move but still want to hit. Distance: Far: X, Mid: X, Close: O
  • LK (Knee Punch): Has the highest priority (up there with Jumping MK) with knocking opponents out of moves.
Tips
  • Akuma's LP (Quick Jab) is great for speed but low on damage, useful for starting combos.
  • Akuma's LP Close (Quick Elbow) is very fast and excellent for chaining into other moves.
  • Akuma's SP Close (Fierce Uppercut) is great for damage and relatively fast.
  • Akuma's LK (Shin Kick) is fast and a good combo starter, but lacks damage.
  • Akuma's SK Close (High Scissor Kick) hits twice, once high and once low.
  • Akuma's Crouching LP (Low Quick Jab) is a great combo starter that can lead into Super Specials.
  • Akuma's Crouching SP (Uppercut) is great for anti-air attacks.
  • Akuma's Crouching SK (Sweep) is excellent in corner battles and can lead to combos if blocked.
  • Akuma's Jumping SP (Fast Left-Handed Diagonal Punch) is an excellent combo starter that can knock opponents out of moves easily.
  • Akuma's Jumping LK (Knee Punch) has high priority for knocking opponents out of moves.

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