#258 SNK vs Capcom SVC Chaos Bosses (4/12): Player Shin Akuma playthrough
A playthrough of the playable version of the boss Shin Akuma in SNK's SVC Chaos.
Shin Akuma's moves:
http://strategywiki.org/wiki/SVC_Chaos:_SNK_vs._Capcom/Shin_Akuma
There are two versions of Serious Mr. Karate and Shin Akuma in this game; a playable, toned down version usable by the player, and the boss version the player fights which has significantly more power. Unlike the player version of Serious Mr. Karate however the playable version of Shin Akuma isn't toned down too much, still able to use super moves at will, and though these do reduced damage they do make him much more capable in matches.
Player Shin Akuma still isn't particularly good however. Most of his moves don't seem to connect, some are difficult to pull off (I've only ever been able to use his Shun Goku Satsu once in this game) he seems to deal reduced damage, and well and usually being countered by that horribly obnoxious AI. As a result, I just result to spamming supers a lot of the time, because unlike my other Shin Akuma playthroughs I know I'm just not able to effectively play with this version of him. With playing with any characters apart from Athena and Red Arremer, you begin to notices things about this game. One is that the characters seem to have to much weight to them. Combos are simply too tight, and combos you would have been able to use in KOF or Street Fighter don't work here because the connection is so sloppy, and the timing simply too precise. I've never been able to get used to it, and in this game it leads to a horribly awkward pace of fighting. That, coupled with too little time on the clock, almost makes it feel as if the game is being artificially sped up, and it makes it a chore to play because you never feel as if you're really in control.
Shin Akuma is the same as before, just with unlimited supers and reduced power. His saving grace is his damn good exceed move Misogi, which I put to work numerous times. It seems to be unblockable and accurate, making it one of the most useful moves in the game, and the only other particularly redeeming part of this version of Shin Akuma.
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