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Akuma aka Gouki from Street Fighters

Akuma

(aka Gouki) (Sean's profile)


Power Level:
Game system: DC Heroes Role-Playing Game

Context

This is our older, 1990s writeup for this classic Street Fighter video game character.

The main goal of this writeups series was to experiment with DCH game mechanics for SF-style signature combat techniques.

Due to reasons, this character — called Gouki in Japan — was renamed Akuma in the US release.


Background

  • Marital Status: Single.
  • Known Relatives: None.
  • Group Affiliation: None.
  • Base Of Operations: Mobile.
  • Height: Unrevealed Weight: Unrevealed.
  • Eyes: Red Hair: Reddish brown


History

Not much is known about this secret contender in the Street Fighter tournament. All that is known is that he possesses the same fighting style of Ryu and Ken, which is the Shotokan Karate. Not just that, his skills and moves surpasses even that of Ryu and Ken. History believes that Akuma is responsible of killing Ryu and Ken’s master.

Akuma fighting stance

In this, Akuma returns to do battle with whoever qualifies to fight. He has set his eyes on Ryu, as he sees that Ryu has potential to be a great challenge to him when Ryu finally attains his peak. Akuma remains mostly in the shadows of the fights, appearing only to do battle with potential fighters.


Quotes

“Shoushi !” (“Worthless !”)


DC Universe History

The entire Street Fighter story could easily be transported into the DCU with little difficulty. However, it seems unlikely that only the Street Fighters would oppose M. Bison’s tyranny, but that’s typical of comics in which only the protagonist can save the day.


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Game Stats — DC Heroes RPG Print Friendly

Tell me more about the game stats

Akuma

Dex: 08 Str: 05 Bod: 05 Motivation: Nihilist
Int: 06 Wil: 09 Min: 09 Occupation: Supervillain
Inf: 06 Aur: 09 Spi: 09 Resources {or Wealth}: 0
Init: 024 HP: 125

Powers:
Energy Project: 06, Flight: 05, Jumping: 02, Teleport: 04, Super Power Reserve: 05

Bonuses and Limitations:

  • Super Power Reserve may only be applied to Energy Project (later versions of Akuma may also apply it to Combat Scholar (Dragon Punch) or a grapple (Instant Hell Murder)).
  • Teleport leaves a trail of after-images behind, and does not have +7 to Range.
  • Flight may be added to EV (5 + STR 5 = 6), but may not be used to travel far above the ground.
  • Flight also may not be used continuously – Akuma must land every round (this represents his Hurricane Kick).

Skills:
Martial Artist: 12

Advantages:
Lightning Reflexes, Combat Scholar (Dragon Punch).


New rules

Combat Scholar is a new advantage meant to simulate Dragon Punches and other video game maneuvers that translate poorly into DCH. When the advantage is chosen, a specific flashy combat maneuver must be chosen to go with it. When this maneuver is then used, the character must Critical or Devastate.

However, the Combat Scholar gives a +1 column to AV. However, all opponents gain a +1 column to their AV when attacking this character this round.

For example, when Ryu performs a Dragon Punch, he might Critical, thereby gaining -1/+3 with his Combat Scholar. However, anyone attacking him this round (whether their actions occur before or after his) will get a +1 to hit him.

Typically, Combat Scholar maneuvers are only done when one has initiative and expects to knock down/out one’s opponent. Note that this combines well with Laying Back or Pressing the Attack.

Super Power Reserve is really just a variation on Power Reserve. It represents the Super moves that Street Fighters have, which can only be done after fighting for a while. That is, after a character with SPR has done a total of 15 RAPs of damage to opponents in a fight (these RAPs may have been bought off with Last Ditch Defense), he may then use his SPR.

When he uses the SPR, it then resets; that is, to use it again, he must score another 15 RAPs of damage. RAPs may not be saved up; that is, after doing 18 RAPs, one can not “spend” 15 and have 3 left over.

In later versions of SF, however, these RAPs may be saved up, up to 45 at a time. When SPR is purchased, the character must choose one maneuver to which it applies; often this choice is a Combat Scholar maneuver. It may be purchased multiple times if it is to be applied to several different maneuvers.

Also, many Street Fighters have movement powers which add to their EV. For example, Blanka’s Flight: 5 which may add to his STR: 4 for a total of 6. This may seem pointless, since he can have an EV of 8 with Martial Artist. However, when spending HPs to increase Martial Artist EV, one may only spend as many HPs as one’s STR.

These movement power additions are considered to add to STR for these purposes. Thus, Blanka could spend 6 Hero Points on his 8 Martial Artist EV when performing his flying ball attack, instead of the normal 4.

By Sean MacDonald.

Source of Character: Street Fighter 2 videos games (including SF2: CE, SF2T, SSF2, and SSF2T.).

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