Line 2: | Line 2: | ||
The Good: | The Good: | ||
* Easy to learn and faster than his counterpart | * Easy to learn and faster than his counterpart. | ||
* He had added a new teleport dash. | * He had added a new teleport dash. | ||
* His Exceed had a great range and a nice ending | * His Shinryuken its now a Super and can be connected after a Jinraikyaku | ||
* His Exceed had a great range and a nice ending. | |||
The Bad: | The Bad: | ||
* Lower Stamina than his counterpart | * He had Lower Stamina than his counterpart. | ||
* He is More dependant of MAXIMUM Mode and Stocks for main gameplan | * He is More dependant of MAXIMUM Mode and Stocks for main gameplan. | ||
* His | * His projectile its still bad as his counterpart. | ||
=Moves List= | =Moves List= |
Revision as of 14:12, 27 July 2016
Introduction
The Good:
- Easy to learn and faster than his counterpart.
- He had added a new teleport dash.
- His Shinryuken its now a Super and can be connected after a Jinraikyaku
- His Exceed had a great range and a nice ending.
The Bad:
- He had Lower Stamina than his counterpart.
- He is More dependant of MAXIMUM Mode and Stocks for main gameplan.
- His projectile its still bad as his counterpart.
Moves List
Normal Moves
s.LP -
s.LK -
s.HP -
s.HK -
j.LP -
j.LK -
j.HP -
j.HK -
cr.LP -
cr.LK -
cr.HP -
cr.HK -
Throws
Press AB when near Tsukami Hiza Geri
Press CD when near Jigoku Guruma
Press CD when near in air Jigoku Fuusha
Command Moves
Inazuma Kakato Wari
- f + B
Kurubushi Kick
- db + D
Special Moves
Hadou Ken
- qcf + P
Shouryuu Ken
- f,d,df + P
Rasetsu Kyaku
- f,d,df + K
Tatsumaki Senpuu Kyaku
- qcb + K
Kuuchuu Tatsumaki Senpuu Kyaku
- qcb + K in air
Kama Barai Geri
- hcf + B
Nata Otoshi Geri
- hcf + D
Oosoto Mawashi Geri
- hcf + BD
Inazuma Kakato Wari
- Hold K from any "Geri" move
Super Moves
Shinryuu Ken
- qcf,qcf + K
Kuzuryuu Reppa
- qcb,qcb + K
Exceed Move
Shinbu Messatsu
- qcf,hcb + AC
The Basics
Basic Combos
1.-[Jumping Attack],cl/cr.B,DP+P or any Super or Exceed
2.-[Jumping Attack],cr.B x2 , qcb,qcb+K,qcf,qcf+K
3.-cl.C,db+d,qcf+HP or any Super
Advanced Strategy
MAXIMUM COMBOS
1.-[Jumping Attack],cl.C,(Maximum Begins),qcf,qcf+K,[dp+C(1),cross up dp+B] when MAXIMUM Ends, EXCEED or dp+C