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| Lightning K - K (rapidly) | | Lightning K - K (rapidly) |
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| Chipping off decent damage is what this move does best. Also
| | Same as Chun Li |
| a good combo ender mainly because of the ease with which you can link
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| it from almost ANY move and secondarily because it gives the most number
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| of hits.
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| Splits K - F,DF,D,DB,B+K | | Splits K - F,DF,D,DB,B+K |
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| One of the many reasons people should think thrice before throwing
| | Same as Chun Li |
| a fireball. The LK version can also be used as an instrument for confusing
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| those who block all day. A good strategy would be to hit him with a
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| double D+LK/D+MK and connect with this move. It won't register as a
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| combo, you're guaranteed at least one hit if you don't do it often.
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| Added note: the lower the K strength used, the higher the jump before
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| striking while the higher the K strength used, the farther the move
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| will go.
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| Electric Shock - F,D,DF+P | | Electric Shock - F,D,DF+P |
| | | |
| Don't think Shoryuken with this move simply because of the directional
| | Use it as a defensive move |
| motion with which you execute it. This is a very different move and
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| is not any better than the shoto's version. Not high in priority at
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| all and hard to connect because of its very limited range so use it
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| for defense against dashers and nothing else.
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| | | |
| Drill - D,DF,F+P | | Drill - D,DF,F+P |
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| Reaches across the screen, I think, and chips so well while keeping
| | A Kikoken with a Rushing Dril instead of a fireball |
| you on the safe side during recovery that you should ALWAYS use this
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| move as a combo ender either when your combo is blocked or when you
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| end up too far for a launcher.
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| | | |
| Rainbow Missiles - D,DF,F+K | | Rainbow Missiles - D,DF,F+K |
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| One of the many reasons people should think thrice before even
| | Use it we you are too far to your opponent |
| trying to jump. Practice making this move second nature whenever an
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| opponent jumps for any reason at all. It's homing, so you're guaranteed
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| at least a nice chip.
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|
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| ==Hyper Combos== | | ==Hyper Combos== |
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| 1) Big Bang Laser - D,DF,F+2P | | 1) Big Bang Laser - D,DF,F+2P |
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|
| Shadow Lady summons all her chi and pours it all out on her opponent
| | Like a Shinkuu Hadouken, Mash P for more hits |
| in the form of a beam of pure energy. It does a minimum of 20+ hits
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| (as far as I've seen) and that can be increased to 30+ if you mash the
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| buttons while she's at it (that I'm not sure of). You can also do this
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| in mid-air. See anyone who can't move for the moment? DO IT NOW!!!
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| | | |
| 2) Galaxy Missile - D,DF,F+2K | | 2) Galaxy Missile - D,DF,F+2K |
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| As the Rainbow Missile can chip well, so can its super version. Use
| | An upgraded ersion of the Rainbow Missiles |
| this move mainly as a combo ender though it WON't combo. Utilizing its
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| chipping prowess whenever the opponent's in a corner is also acceptable.
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| Not the best super to finish what a ramming helper started but at least
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| it's the easiest to execute when you're a mile away from a jumping
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| opponent
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| | | |
| 3) Final Mission - Hold B...F,B,F+2K | | 3) Final Mission - Hold B...F,B,F+2K |
| (must be charged at level 3) | | (must be charged at level 3) |
| | | |
| WOW! Definitely one of the coolest moves in town! I said cool
| | Don't combo but can be a nice surprise attack as a Aerial Shun Goku Satsu |
| because, in case you haven't seen it yet, it's a move wherein Shadow
| | |
| Lady kicks the opponent once (with a launcher), the whole scene comes
| |
| to a pause, like Akuma's Shun Goku Satsu, a multitude of hits reveal
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| themselves on the screen, and when everything's back to normal your
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| opponent finds his life bar cut to half---yeah! On the down side, besides
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| eating up ALL three super bars, it's very hard to connect with this
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| super even on average players. Don't use this super even if your opponent
| |
| is wide open because there's always that chance you might miss so if I
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| were you, I'd do a team work super and make him/her pay for his/her
| |
| mistake.
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| = Combos = | | = Combos = |
| 1. cr. JP, cr. SK, cr. FK, Drill<br> | | 1. cr. JP, cr. SK, cr. FK, Drill<br> |
Introduction
Basic Tips
Launchers:
RK
AC Finisher:
FP, RK,Lightning Legs
Magic Series:
Ground Magic Series: Hunter Series
Jump Magic Series: Hunter Series
Super Jump Magic Series: Hunter Series
Move List
Special Moves
Lightning K - K (rapidly)
Same as Chun Li
Splits K - F,DF,D,DB,B+K
Same as Chun Li
Electric Shock - F,D,DF+P
Use it as a defensive move
Drill - D,DF,F+P
A Kikoken with a Rushing Dril instead of a fireball
Rainbow Missiles - D,DF,F+K
Use it we you are too far to your opponent
Hyper Combos
1) Big Bang Laser - D,DF,F+2P
Like a Shinkuu Hadouken, Mash P for more hits
2) Galaxy Missile - D,DF,F+2K
An upgraded ersion of the Rainbow Missiles
3) Final Mission - Hold B...F,B,F+2K
(must be charged at level 3)
Don't combo but can be a nice surprise attack as a Aerial Shun Goku Satsu
Combos
1. cr. JP, cr. SK, cr. FK, Drill
2. JP, SK, FK, Dril
3. c. SK , c. RK , Lightning Kick (otg)
4. j. RK , Lightning Kick
5. Corner d.s. JP , s. SP , s. FP , Drill
6. j. FP , d.s. JP , s. RK SJ s.j. JP , s.j. SK , s.j. SP , s.j. FK , Lightning Legs, s.j. FP or RK
7. jump towards corner: j. d + FK , j. d + FK , j. d + FK , FP, RK or Lightning Legs
8. j. RK , s. RK , SJ , s.j. JP , s.j. SK , s.j. d + FK , s.j. d + FK , Lightning Legs