Capcom vs SNK/Akuma: Difference between revisions

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= Introduction =
= Introduction =


= Move List =
== Throws ==
Gou Hadoken: QCF+P
4/6+HP
4/6+HK


Gou Shoryuken: DP+P
== Command Moves ==
Zugai Husatsu: 6+LP


Zanku Hadoken: ^QCF+P
Tenma Mujin Kyaku: Forward Jump 2+HK


Shakunetsu Hadoken: HCB+P
== Special Moves ==
Gou Hadoken: 236+LP/HP


Tatsimaki Senpuukyaku: (^)QCB+K
Gou Shoryuken: 623+LP/HP


Ashura Warp: DP/RDP + PP/KK
Zanku Hadoken: Jump 236+LP/HP


Zugai Husatsu: F+1
Shakunetsu Hadoken: 41236+HLP/HP


Tenma Mujin Kyaku: jump UF,D+4
Tatsimaki Senpuukyaku: 214+LK/HK (Also in the air)


MESSATSU GO HADOU: DHCB+P
Ashura Warp: 623/421+LPHP/LKHK


TENMA GO ZANKU: ^DQCF+P
SHUN GOKU SATSU: LP LP 6 LK HP


MESSATSU GO SHORYU: DQCF+P
== Super Moves ==
 
MESSATSU GO HADOU: 63214x2+LP/HP
SHUN GOKU SATSU: 11F32++
== Throws ==
 
== Command Moves ==


== Special Moves ==
TENMA GO ZANKU: Jump 236x2+LP/HP


== Super Moves ==
MESSATSU GO SHORYU: 236x2+LP/HP


= The Basics =
= The Basics =
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Only juggles as a level 2 or 3 (move can still be juggled after low hitting knockdowns, such as after a crouching HK)
Only juggles as a level 2 or 3 (move can still be juggled after low hitting knockdowns, such as after a crouching HK)
= Colors =
[[File:Cvs1colorsakuma.png|left|alt=*sprites ripped and compiled by @laddermatch]]


[[Category: Capcom Vs. SNK]]
[[Category: Capcom Vs. SNK]]
[[Category:Akuma]]

Latest revision as of 07:27, 5 September 2024

Introduction

Throws

4/6+HP 4/6+HK

Command Moves

Zugai Husatsu: 6+LP

Tenma Mujin Kyaku: Forward Jump 2+HK

Special Moves

Gou Hadoken: 236+LP/HP

Gou Shoryuken: 623+LP/HP

Zanku Hadoken: Jump 236+LP/HP

Shakunetsu Hadoken: 41236+HLP/HP

Tatsimaki Senpuukyaku: 214+LK/HK (Also in the air)

Ashura Warp: 623/421+LPHP/LKHK

SHUN GOKU SATSU: LP LP 6 LK HP

Super Moves

MESSATSU GO HADOU: 63214x2+LP/HP

TENMA GO ZANKU: Jump 236x2+LP/HP

MESSATSU GO SHORYU: 236x2+LP/HP

The Basics

Combos

    (Jump HP \/ c.LP > c.HK XX qcf,d,df + HP)
    (Jump HK \/ c.LP > c.LK XX qcf,d,df + LP)
    (Jump HK \/ c.LP > c.LK XX qcb + LK \/ f,d,df + HP)
    (Jump HP \/ s.HP XX hcb + HP)
    (Jump HP \/ s.LP XX f,d,df + HP)
    (Jump HK \/ c.LK > db + HK XX qcf + P)
    (Jump HK \/ c.LP > c.LK XX qcf + P)
    (Jump HP \/ c.LK > c.HP XX qcf + P)
    (Jump HP \/ c.HK XX f,d,df + P)
    (Jump HP \/ c.HP XX qcf + P)


    (Jump HK XX qcf,qcf + PP)
    (j.LK XX qcb + K \/ (uf) /\ qcb + K \/ qcf,d,df + HP)
    (hcb,hcb + LP XX qcf,d,df + HP)
    (Jump HK \/ c.LP > c.LK XX qcb + LK \/ qcf,d,df + HP)
    (Cross-up HK \/ c.LK > c.LK > c.HK XX qcf,d,df + HP)


    (Jump HP \/ s.HP XX hcb,hcb + P, f,d,df + LP \/ qcf,d,df + P)
    (Cross-up HK \/ c.LK > c.LP > c.LK > db + HK XX qcf,d,df + PP)
    (Cross-up HK \/ c.LK > c.LP > c.LK > c.HK XX qcb + LK \/ qcb + LK \/ qcf,d,df + HP)
    (Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + HP)


CVS Pro Changes

  • Can combo into his reverse "charge" fireball off of a ducking fierce, it takes off more life.
  • Can cancel his jumping forward FP or FK in mid air into his level 3 air fireball! Not sure if he could do that in the first CvS?
  • He no longer has his hop kick. Not a bad thing! It makes it much easier to perform Raging Demon.
  • Timing on his dragon punch super juggle has changed. You now have to hit your opponent while they are very high onscreen for the juggle to connect.

Only juggles as a level 2 or 3 (move can still be juggled after low hitting knockdowns, such as after a crouching HK)

Colors

*sprites ripped and compiled by @laddermatch