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= Introduction = | = 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 | |||
MESSATSU GO | == Super Moves == | ||
MESSATSU GO HADOU: 63214x2+LP/HP | |||
TENMA GO ZANKU: Jump 236x2+LP/HP | |||
MESSATSU GO SHORYU: 236x2+LP/HP | |||
= The Basics = | = The Basics = | ||
Line 86: | Line 85: | ||
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) | ||
[[File:Cvs1colorsakuma.png| | = Colors = | ||
[[File:Cvs1colorsakuma.png|left|alt=*sprites ripped and compiled by @laddermatch]] | |||
[[Category: Capcom Vs. SNK]] | [[Category: Capcom Vs. SNK]] | ||
[[Category:Akuma]] | [[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)