(Created page with "= Introduction = = Move List = == Throws == == Command Moves == == Special Moves == == Super Moves == = The Basics = == Combos == == EX Changes == == CVS Pro Changes ...") |
LadderMatch (talk | contribs) No edit summary |
||
(4 intermediate revisions by 2 users not shown) | |||
Line 2: | Line 2: | ||
= Move List = | = Move List = | ||
Tiger Flame Punch: n (^)QCF+P (x QCF+P) | |||
Koho: DP+P | |||
n Zanretsu Ken: F-B-F+P | |||
Lightning Legs Kick: CDB-F+K | |||
x Kyoku Gen Kick Dance: HCB+P | |||
x Crazy Tiger Thunder: RDP+P | |||
(overhead chop): F+1 | |||
HAOH SHO KOH KEN: F-HCF+P | |||
RYUKO RANBU: QCF-HCB+P | |||
x TENCHI HAOH KEN: DQCF+P++ | |||
== Throws == | == Throws == | ||
Line 14: | Line 23: | ||
== Combos == | == Combos == | ||
o1 :: 18 hit :: capcom / snk :: marvelous!!!! | |||
cu.Roundhouse \/ s.Jab > s.Fierce XX LV-3/MAX Ryuuko Ranbu | |||
(Cross-up HK \/ s.LP > s.HP XX qcf,hcb + PP) | |||
o2 :: 17 hit :: capcom / snk :: marvelous!!!! | |||
Opponent in corner. Ryou 1/2 screen away. Kuuchuu Jab Ko Ou Ken \/ | |||
s.Roundhouse XX LV-3/MAX Ryuuko Ranbu | |||
((uf) qcf + LP \/ s.HK XX qcf,hcb + PP) | |||
o3 :: 16 hit :: capcom / snk :: marvelous!!!! | |||
Full screen away. Jab Ko Ou Ken, LV-3/MAX Ryuuko Ranbu | |||
(qcf + LP, qcf,hcb + PP) | |||
o4 :: 16 hit :: capcom / snk :: marvelous!!!! | |||
j.Roundhouse \/ s.Short XX Fierce Zan Retsu Ken | |||
(Jump HK \/ s.LK XX f,b,f + HP) | |||
o5 :: 8 hit :: capcom / snk :: wonderful! | |||
cu.Roundhouse \/ c.Jab > s.Fierce XX LV-3/MAX Ha Ou Shou Kou Ken | |||
(Cross-up HK \/ c.LP > s.HP XX f,hcf + PP) | |||
o6 :: 8 hit :: capcom / snk :: wonderful! | |||
j.Fierce \/ s.Short > s.Jab XX LV-3/MAX Ha Ou Shou Kou Ken | |||
(Jump HP \/ s.LK > s.LP XX f,hcf + PP) | |||
o7 :: 7 hit :: capcom / snk :: very good!! | |||
Opponent in corner. Ryou 1/2 screen away. Kuuchuu LP Ko Ou Ken \/ | |||
s.Roundhouse XX LV-3/MAX Ha Ou Shou Kou Ken | |||
((uf) qcf + LP \/ s.HK XX f,hcf + PP) | |||
o8 :: 4 hit :: capcom / snk :: great! | |||
j.Roundhouse \/ s.Short > s.Jab XX Jab Ko Ou Ken | |||
(Jump HK \/ s.LK > s.LP XX qcf + LP) | |||
o9 :: 4 hit :: capcom / snk :: great! | |||
cu.Roundhouse \/ s.Jab > c.Fierce XX Ko Ou Ken | |||
(Cross-up HK \/ s.LP > c.HP XX qcf + P) | |||
1o :: 4 hit :: capcom / snk :: great! | |||
j.Fierce \/ c.Fierce XX Hien Shippuu Kyaku | |||
(Jump HP (charge db) \/ c.HP XX f + K) | |||
11 :: 3 hit :: capcom / snk :: good!! | |||
j.Fierce \/ s.Fierce XX Ko Ou Ken | |||
(Jump HP \/ s.HP XX qcf + P) | |||
===EX Combos=== | |||
o1 :: 18 hit :: capcom / snk :: marvelous!!!! | |||
cu.Roundhouse \/ s.Jab > s.Fierce XX LV-3/MAX Ryuuko Ranbu | |||
(Cross-up HK \/ s.LP > s.HP XX qcf,hcb + PP) | |||
o2 :: 8 hit :: capcom / snk :: wonderful! | |||
j.Fierce \/ s.Short > s.Jab XX LV-3/MAX Ha Ou Shou Kou Ken | |||
(Jump HP \/ s.LK > s.LP XX f,hcf + PP) | |||
o3 :: 4 hit :: capcom / snk :: great! | |||
cu.Roundhouse \/ c.Jab > s.Fierce XX Tenchi Ha Ou Ken | |||
(Cross-up HK \/ c.LP > s.HP XX qcf,qcf + P) | |||
o4 :: 4 hit :: capcom / snk :: great! | |||
j.Roundhouse \/ s.Short > s.Jab XX Jab Ko Ou Ken | |||
(Jump HK \/ s.LK > s.LP XX qcf + LP) | |||
o5 :: 4 hit :: capcom / snk :: great! | |||
cu.Roundhouse \/ s.Jab > c.Fierce XX Ko Ou Ken | |||
(Cross-up HK \/ s.LP > c.HP XX qcf + P) | |||
o6 :: 4 hit :: capcom / snk :: great! | |||
j.Fierce \/ c.Fierce XX Hien Shippuu Kyaku | |||
(Jump HP (charge db) \/ c.HP XX f + K) | |||
o7 :: 3 hit :: capcom / snk :: good!! | |||
j.Fierce \/ s.Fierce XX Ko Ou Ken | |||
(Jump HP \/ s.HP XX qcf + P) | |||
== EX Changes == | == EX Changes == | ||
== CVS Pro Changes == | == CVS Pro Changes == | ||
* Improved vertical priority on his dragon punch. | |||
* Can cancel into a regular fireball from any of his two standing fierces. | |||
* Lower Priority on his level 1 Ryoku Ranbu...even if done very close to the | |||
opponent if they have a roundhouse out it will likely trade hits instead of | |||
connect. | |||
* Improved Speed on the startup for the Haoshokoken, better as an anti air. | |||
* (EX mode) His special EX level 3/MAX super punch has nearly twice as much | |||
range as before...can hit from nearly a three character distance away! | |||
* (EX mode) Can no longer combo into his 3 hit auto combo special from the | |||
crouching LK (from Laicram at the shoryuken.com forums). | |||
* His Hienshippukyaku also goes fullscreen on HK, the second part of the kick | |||
no longer misses a lot after the first hit connects like it used to. (found by | |||
bellreisa at shoryuken.com forums). | |||
* The Haoshokoken increases in size as the level of super used increases. Much | |||
bigger and more effective as a level 3. (found by bellreisa at shoryuken.com | |||
forums). | |||
= Colors = | |||
[[File:Cvs1colorsryo.png|left|alt=*sprites ripped and compiled by @laddermatch]] | |||
[[Category: Capcom Vs. SNK]] | [[Category: Capcom Vs. SNK]] |
Latest revision as of 10:51, 25 March 2024
Introduction
Move List
Tiger Flame Punch: n (^)QCF+P (x QCF+P) Koho: DP+P
n Zanretsu Ken: F-B-F+P
Lightning Legs Kick: CDB-F+K
x Kyoku Gen Kick Dance: HCB+P x Crazy Tiger Thunder: RDP+P
(overhead chop): F+1 HAOH SHO KOH KEN: F-HCF+P RYUKO RANBU: QCF-HCB+P
x TENCHI HAOH KEN: DQCF+P++
Throws
Command Moves
Special Moves
Super Moves
The Basics
Combos
o1 :: 18 hit :: capcom / snk :: marvelous!!!! cu.Roundhouse \/ s.Jab > s.Fierce XX LV-3/MAX Ryuuko Ranbu (Cross-up HK \/ s.LP > s.HP XX qcf,hcb + PP)
o2 :: 17 hit :: capcom / snk :: marvelous!!!! Opponent in corner. Ryou 1/2 screen away. Kuuchuu Jab Ko Ou Ken \/ s.Roundhouse XX LV-3/MAX Ryuuko Ranbu ((uf) qcf + LP \/ s.HK XX qcf,hcb + PP)
o3 :: 16 hit :: capcom / snk :: marvelous!!!! Full screen away. Jab Ko Ou Ken, LV-3/MAX Ryuuko Ranbu (qcf + LP, qcf,hcb + PP)
o4 :: 16 hit :: capcom / snk :: marvelous!!!! j.Roundhouse \/ s.Short XX Fierce Zan Retsu Ken (Jump HK \/ s.LK XX f,b,f + HP)
o5 :: 8 hit :: capcom / snk :: wonderful! cu.Roundhouse \/ c.Jab > s.Fierce XX LV-3/MAX Ha Ou Shou Kou Ken (Cross-up HK \/ c.LP > s.HP XX f,hcf + PP)
o6 :: 8 hit :: capcom / snk :: wonderful! j.Fierce \/ s.Short > s.Jab XX LV-3/MAX Ha Ou Shou Kou Ken (Jump HP \/ s.LK > s.LP XX f,hcf + PP)
o7 :: 7 hit :: capcom / snk :: very good!! Opponent in corner. Ryou 1/2 screen away. Kuuchuu LP Ko Ou Ken \/ s.Roundhouse XX LV-3/MAX Ha Ou Shou Kou Ken ((uf) qcf + LP \/ s.HK XX f,hcf + PP)
o8 :: 4 hit :: capcom / snk :: great! j.Roundhouse \/ s.Short > s.Jab XX Jab Ko Ou Ken (Jump HK \/ s.LK > s.LP XX qcf + LP)
o9 :: 4 hit :: capcom / snk :: great! cu.Roundhouse \/ s.Jab > c.Fierce XX Ko Ou Ken (Cross-up HK \/ s.LP > c.HP XX qcf + P)
1o :: 4 hit :: capcom / snk :: great! j.Fierce \/ c.Fierce XX Hien Shippuu Kyaku (Jump HP (charge db) \/ c.HP XX f + K)
11 :: 3 hit :: capcom / snk :: good!! j.Fierce \/ s.Fierce XX Ko Ou Ken (Jump HP \/ s.HP XX qcf + P)
EX Combos
o1 :: 18 hit :: capcom / snk :: marvelous!!!!
cu.Roundhouse \/ s.Jab > s.Fierce XX LV-3/MAX Ryuuko Ranbu (Cross-up HK \/ s.LP > s.HP XX qcf,hcb + PP)
o2 :: 8 hit :: capcom / snk :: wonderful! j.Fierce \/ s.Short > s.Jab XX LV-3/MAX Ha Ou Shou Kou Ken (Jump HP \/ s.LK > s.LP XX f,hcf + PP)
o3 :: 4 hit :: capcom / snk :: great! cu.Roundhouse \/ c.Jab > s.Fierce XX Tenchi Ha Ou Ken (Cross-up HK \/ c.LP > s.HP XX qcf,qcf + P)
o4 :: 4 hit :: capcom / snk :: great! j.Roundhouse \/ s.Short > s.Jab XX Jab Ko Ou Ken (Jump HK \/ s.LK > s.LP XX qcf + LP)
o5 :: 4 hit :: capcom / snk :: great! cu.Roundhouse \/ s.Jab > c.Fierce XX Ko Ou Ken (Cross-up HK \/ s.LP > c.HP XX qcf + P)
o6 :: 4 hit :: capcom / snk :: great! j.Fierce \/ c.Fierce XX Hien Shippuu Kyaku (Jump HP (charge db) \/ c.HP XX f + K)
o7 :: 3 hit :: capcom / snk :: good!! j.Fierce \/ s.Fierce XX Ko Ou Ken (Jump HP \/ s.HP XX qcf + P)
EX Changes
CVS Pro Changes
- Improved vertical priority on his dragon punch.
- Can cancel into a regular fireball from any of his two standing fierces.
- Lower Priority on his level 1 Ryoku Ranbu...even if done very close to the
opponent if they have a roundhouse out it will likely trade hits instead of connect.
- Improved Speed on the startup for the Haoshokoken, better as an anti air.
- (EX mode) His special EX level 3/MAX super punch has nearly twice as much
range as before...can hit from nearly a three character distance away!
- (EX mode) Can no longer combo into his 3 hit auto combo special from the
crouching LK (from Laicram at the shoryuken.com forums).
- His Hienshippukyaku also goes fullscreen on HK, the second part of the kick
no longer misses a lot after the first hit connects like it used to. (found by bellreisa at shoryuken.com forums).
- The Haoshokoken increases in size as the level of super used increases. Much
bigger and more effective as a level 3. (found by bellreisa at shoryuken.com forums).