Street Fighter Zero 1 [PS1] - play as Akuma

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  • čas přidán 7. 07. 2024
  • This is a playthrough using Akuma/Gouki in the PS1 version of Street Fighter Zero 1. Read on below for more information...
    Akuma is a hidden boss in the game, and he is an unlockable playable character.
    ===== HOW TO SELECT AKUMA =====
    There are two ways to select him, the easiest/quickest way is as follows:
    FOR PLAYER 1:
    1) On the character select screen, highlight the left random [?] box.
    2) Hold the L2 button, and press Left, Left, Left, Down, Down, Down, and press LP + MP or LK + MK.
    FOR PLAYER 2:
    1) On the character select screen, highlight the right random [?] box.
    2) Hold the L2 button, and press Right, Right, Right, Down, Down, Down, and press LP + MP or LK + MK.
    (LP + MP gives you the default colour palette, and LK + MK gives you the alternate colour palette)
    ===== AKUMA MOVES =====
    Key: P = any Punch; K = any Kick; 2P = any 2 punches together; 3P = all 3 punches; 2K = any 2 Kicks together; 3K = all 3 kicks; QCF = Quarter Circle Forward; QCB = Quarter Circle Back; HCF = Half Circle Forward; HCB = Half Circle Back; DP = Dragon Punch motion; RDP = Reverse Dragon Punch
    COMMAND NORMALS
    - Overhead Chopper: F + MP
    - Hop Kick: F + MK
    - Diving Kick: at the apex of Forward jump, D + MK
    SPECIAL MOVES
    - Cyclone Punch: QCF + P
    - Air Cyclone Punch: during jump, QCF + P
    - Flaming Cyclone Punch: HCF + P
    - Whirlwind Kick: QCB + K
    - Air Whirlwind Kick: during jump, QCB + K
    - Star Dragon Fist: DP + P
    - Roll: QCB + P
    - Warp: DP or RDP + 3P or 3K
    - Somersault: QCF, UF + P, and then:
    ...... Landing Trip: during Somersault, don't press any button
    ...... Palm Strike: during Somersault, P
    ...... Body Drop: during Somersault, K
    ...... Overhead Throw: during Somersault, when directly above opponent, P
    ...... Drop Throw: during Somersault, when directly next to opponent, K
    SUPER COMBOS (all require gauge: P = Level 1; 2P = Level 2; 3P = Level 3)
    - Super Star Dragon: QCF, QCF + P or 2P or 3P
    - Super Cyclone Punch: HCB, HCB + P or 2P or 3P
    - Super Air Cyclone Punch: during jump, QCF, QCF + P or 2P or 3P
    - Rage of the Demon: LP, LP, F, LK, HP (requires level 3 gauge)
    ===== ABOUT AKUMA =====
    Probably the most famous fighting game secret/hidden boss character, and the staple Street Fighter antagonist of Ryu. He is essentially a head-swap character in the 2D games, but there is no doubt that he has developed his own unique persona and style as the SF series progressed - the way he performed his moves became more and more different to Ryu/Ken.
    Alpha 1 Akuma is certainly a very strong character to use... if I were to describe this version of him, then I would say that he is basically like an "in-between" of SFA2's regular Akuma and Shin Akuma. Basically stronger than regular Akuma, but not quite on Shin Akuma's level.
    ===== ADDITIONAL INFORMATION & TRIVIA =====
    ---- Obviously, he can only be fought against as a hidden boss in the game.
    ---- His personal boss in the game is M.Bison.
    ---- Regarding the Alpha/Zero games, SFA1 is the only game where Akuma has some unique voices and grunts. They were changed for SFA2 and beyond.
    ---- His brother Gouken, and his master Goutetsu, appear in his ending.
    ---- Akuma is known as Gouki in Japan.
    ---- The game is known as Street Fighter Alpha outside of Japan.
    --- In the Saturn version of the game, when the characters perform super combos, the shadow trails of the character are coloured differently. If you switch the music to Original, the shadow trails will be like the arcade version.
    ---- In the Saturn version of the game, some of the hit sound effects are different when compared to the PS1 version.
    ---- In the Saturn version of the game, in the character endings, the style of text in the dialogue box is different to the PS1 and Arcade versions.
    ---- In the Saturn version of the game, the character name text under the lifebars are shifted inwards a little.
    ---- In the Saturn version of the game, when you win a round with a throw, the win icon shows a baseball. This is different to the PS1 and Arcade versions where it showed a rope instead.
    ---- In the Saturn version of the game, when fighting on Charlie's background, when you win a round there is no crowd noise (when they throw the money). On the PS1 and Arcade versions, the crowd makes a noise.
    ===== CHAPTERS =====
    00:00 - Intro, Title, Character Select
    00:51 - Regular fights
    20:01 - vs. M.Bison (personal boss)
    22:41 - Ending
    23:10 - Staff/credits
    24:41 - Special picture 2 (Rose and Chun-Li)
    24:53 - You have mastered Gouki, statistics & Score Ranking
  • Hry

Komentáře • 11

  • @SaikyoKoutei
    @SaikyoKoutei Před 5 měsíci +5

    Akuma and Dan made sense being unlockables but why Bison? I guess he not having alpha chains maybe he wasn't finished...

    • @Giraux
      @Giraux Před 5 měsíci +4

      I think Bison being locked was out of respect to his status as being the final boss in the SFII series, even if he wasn’t intimidating as a playable character.

    • @SaikyoKoutei
      @SaikyoKoutei Před 5 měsíci +2

      At the time I was thinking it was because they wanted to be a surprise he was in the game but he is right there in the opening lol.

    • @sdlock83
      @sdlock83 Před 5 měsíci +3

      I was certainly surprised that he was in the game when SFA was first announced for the arcade. The magazine preview article for Street Fighter Legend (as it was originally going to be retitled in the West) said the story takes place during SF1. So naturally seeing Sagat on the character select screen, and knowing him as the final boss in SF1, I thought Sagat was the final boss for everyone.
      And then I finally viewed the opening on motion, 0:15 I thought Rose was a bad guy trying to PROTECT M.Bison that Ryu & Ken are shooting at him.

    • @Giraux
      @Giraux Před 5 měsíci +2

      @@sdlock83 That’s a very interesting take on Rose’s role in the game. I just rewatched the intro and it does seem like she is his guardian, firing back at Ryu and Ken.

  • @Rangaisia
    @Rangaisia Před 5 měsíci +2

    The arranged soundtrack of the console ports of SFA were so damn good. Too bad they couldn't be arsed to do something similar with Alpha 2. Both were pretty barebones ports overall compared to the EX games.
    Akuma was still very much in transition in this game. He was seemingly still intended to have all the perks of the regular shotos, so he had a roll just like Ken, but with an added pointless dive at the start that looked cool but also made the move functionally useless. They made it identical to Ken's from that point forward. He actually got to keep it bit longer than Ken, finally losing it in 3rd Strike.
    His demon flip here is pretty much just Cammy's Hooligan Combination right down its two throw followups having different required angles of contact. It had added options with the palm and the hilarious Senton Splash looking thing that's functionally the same thing as the palm. He lost it in 2nd Impact, but would get it back in 3rd Strike, which had only one throw followup and the largely pointless splash replaced with dive kick.

    • @Krizalid99v2
      @Krizalid99v2  Před 5 měsíci

      Well, in the PS1 and Saturn ports of Alpha 2, the music are remixes/arranged of the Arcade ones (which I'm sure you know)... but it's nowhere near as good as the Alpha 1's style of remixes.

  • @christophermarshall2362
    @christophermarshall2362 Před 3 měsíci

    The music here is way better than the arcade version!

  • @GamerGee
    @GamerGee Před 5 měsíci

    2:08 that loud death cry

  • @puttanesca621
    @puttanesca621 Před 5 měsíci

    So many attempted Raging Demons. Was it not triggering or were you waiting for an opening? Finally @11:07

    • @Krizalid99v2
      @Krizalid99v2  Před 5 měsíci +3

      In SFA1, the input timing windows for Akuma's Raging Demon are more strict... so in answer to your question, it wasn't triggering.