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= Move List = | = Move List = | ||
Hadoken: QCF+P | Hadoken: QCF+P | ||
Shoryuken: DP+P | Shoryuken: DP+P | ||
n Front Roll: QCB+P | n Front Roll: QCB+P | ||
Tatsimaki Senpuukyaku: (^)QCB+K | Tatsimaki Senpuukyaku: (^)QCB+K | ||
n Ryusenkyaku: DP+K | n Ryusenkyaku: DP+K | ||
x Natatoshi Kick: F-DF-D+K | x Natatoshi Kick: F-DF-D+K | ||
x Oosotomawashi Kick: HCF+K | x Oosotomawashi Kick: HCF+K | ||
x Kamabarai Kick: QCF+K | x Kamabarai Kick: QCF+K | ||
x Overhead Kick: hold K after QCF+K/HCF+K/F-DF-D+K | x Overhead Kick: hold K after QCF+K/HCF+K/F-DF-D+K | ||
Inazuna Kakato Wari: F+3 | Inazuna Kakato Wari: F+3 | ||
SHORYU REPPA: DQCF+P | SHORYU REPPA: DQCF+P | ||
n SHINRYUKEN: DQCF+K(*K) | n SHINRYUKEN: DQCF+K(*K) | ||
n SHIPPU JINRAI KYAKU: DQCB+K++ | n SHIPPU JINRAI KYAKU: DQCB+K++ | ||
== Throws == | == Throws == | ||
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== Combos == | == Combos == | ||
(j.HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + P \/ (hold HP + HK) qcf,d,df + K) | |||
(Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + KK) | (Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + KK) | ||
(Cross-up HK \/ c.LK > c.HK XX qcf,d,df + KK) | (Cross-up HK \/ c.LK > c.HK XX qcf,d,df + KK) | ||
(Jump LK XX qcb + HK \/ c.LK > c.HK XX qcf,d,df + LP \/ qcf,d,df + HK) | (Jump LK XX qcb + HK \/ c.LK > c.HK XX qcf,d,df + LP \/ qcf,d,df + HK) | ||
(Cross-up HK \/ c.LK > c.LP > c.LK > db + HK XX qcb,qcb + K) | (Cross-up HK \/ c.LK > c.LP > c.LK > db + HK XX qcb,qcb + K) | ||
(Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + LP \/ qcf,d,df + HK) | (Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + LP \/ qcf,d,df + HK) | ||
(Cross-up HK \/ c.LK > c.LK > c.HK XX qcb,qcb + K) | (Cross-up HK \/ c.LK > c.LK > c.HK XX qcb,qcb + K) | ||
(Jump LK XX qcb + HK \/ s.HP XX qcf,d,df + PP) | (Jump LK XX qcb + HK \/ s.HP XX qcf,d,df + PP) | ||
(Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + HP \/ qcf,d,df + LK) | (Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + HP \/ qcf,d,df + LK) | ||
(Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + LP \/ qcf,d,df + LK) | (Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + LP \/ qcf,d,df + LK) | ||
(Jump HK \/ s.HP XX qcb + HK) | (Jump HK \/ s.HP XX qcb + HK) | ||
(Jump HK \/ c.LP > c.LK XX qcf,d,df + LP) | (Jump HK \/ c.LP > c.LK XX qcf,d,df + LP) | ||
(Jump HK \/ s.LP XX f,d,df + HP) | (Jump HK \/ s.LP XX f,d,df + HP) | ||
(Jump HK \/ c.LK > db + HK XX qcf + P) | (Jump HK \/ c.LK > db + HK XX qcf + P) | ||
(Jump HK \/ c.LP > c.LK XX qcf + P) | (Jump HK \/ c.LP > c.LK XX qcf + P) | ||
(Jump HP \/ c.LK > c.HP XX qcf + P) | (Jump HP \/ c.LK > c.HP XX qcf + P) | ||
(Jump HP \/ c.HP XX qcf + P) | (Jump HP \/ c.HP XX qcf + P) | ||
=== EX Combos === | |||
(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 > db + HK XX qcf,d,df + PP) | ||
(Jump LK XX qcb + HK \/ s.HP XX qcf,d,df + PP) | (Jump LK XX qcb + HK \/ s.HP XX qcf,d,df + PP) | ||
(Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + LP \/ qcf,d,df + HP) | (Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + LP \/ qcf,d,df + HP) | ||
(Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + HP) | (Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + HP) | ||
(Jump HK \/ s.HP XX qcb + HK) | (Jump HK \/ s.HP XX qcb + HK) | ||
(Jump HK \/ c.LP > c.LK XX qcf,d,df + LP) | (Jump HK \/ c.LP > c.LK XX qcf,d,df + LP) | ||
(Jump HK \/ s.LP XX f,d,df + HP) | (Jump HK \/ s.LP XX f,d,df + HP) | ||
(Jump HK \/ c.LK > db + HK XX qcf + P) | (Jump HK \/ c.LK > db + HK XX qcf + P) | ||
(Jump HK \/ c.LP > c.LK XX qcf + P) | (Jump HK \/ c.LP > c.LK XX qcf + P) | ||
(Jump HP \/ c.LK > c.HP XX qcf + P) | (Jump HP \/ c.LK > c.HP XX qcf + P) | ||
(Jump HP \/ c.HP XX qcf + P) | |||
(Jump HP \/ c.HP XX qcf + P | |||
== EX Changes == | == EX Changes == | ||
== CVS Pro Changes == | == CVS Pro Changes == | ||
* New motion for his Ryusenkaku, it is now performed by B, D, DB, LK or HK. He | |||
jumps higher in the air with this move than before and it only hits once, but | |||
it now knocks down making it REALLY useful (the delay afterwards isn't as bad | |||
as if was before when blocked on the ground, but you are vulnerable in the air | |||
for much longer). | |||
* The first hit of his thee hit FP Dragon Punch knocks down, meaning that even | |||
if the next hits whiff you aren't left vulnerable as you are in CvS and the | |||
Alphas. | |||
* All three hits of his FP Dragon Punch connect in the air if used as an air | |||
counter. (found by Laicram at shoryuken.com forums). | |||
* Timing on his juggle combo in the corner has changes somewhat, after juggling | |||
with the level 1 shoryureppa, you have to do the vaccum dp super earlier to | |||
juggle (the bottom portion whiffs), but it still hits for decent life. | |||
= Colors = | |||
[[File:Cvs1colorsken.png|left|alt=*sprites ripped and compiled by @laddermatch]] | |||
[[Category: Capcom Vs. SNK]] | [[Category: Capcom Vs. SNK]] | ||
[[Category:Ken]] |
Latest revision as of 09:48, 25 March 2024
Introduction
Move List
Hadoken: QCF+P
Shoryuken: DP+P
n Front Roll: QCB+P
Tatsimaki Senpuukyaku: (^)QCB+K
n Ryusenkyaku: DP+K
x Natatoshi Kick: F-DF-D+K
x Oosotomawashi Kick: HCF+K
x Kamabarai Kick: QCF+K
x Overhead Kick: hold K after QCF+K/HCF+K/F-DF-D+K
Inazuna Kakato Wari: F+3
SHORYU REPPA: DQCF+P
n SHINRYUKEN: DQCF+K(*K)
n SHIPPU JINRAI KYAKU: DQCB+K++
Throws
Command Moves
Special Moves
Super Moves
The Basics
Combos
(j.HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + P \/ (hold HP + HK) qcf,d,df + K)
(Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + KK)
(Cross-up HK \/ c.LK > c.HK XX qcf,d,df + KK)
(Jump LK XX qcb + HK \/ c.LK > c.HK XX qcf,d,df + LP \/ qcf,d,df + HK)
(Cross-up HK \/ c.LK > c.LP > c.LK > db + HK XX qcb,qcb + K)
(Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + LP \/ qcf,d,df + HK)
(Cross-up HK \/ c.LK > c.LK > c.HK XX qcb,qcb + K)
(Jump LK XX qcb + HK \/ s.HP XX qcf,d,df + PP)
(Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + HP \/ qcf,d,df + LK)
(Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + LP \/ qcf,d,df + LK)
(Jump HK \/ s.HP XX qcb + HK)
(Jump HK \/ c.LP > c.LK XX qcf,d,df + LP)
(Jump HK \/ 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.HP XX qcf + P)
EX Combos
(Cross-up HK \/ c.LK > c.LP > c.LK > db + HK XX qcf,d,df + PP)
(Jump LK XX qcb + HK \/ s.HP XX qcf,d,df + PP)
(Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + LP \/ qcf,d,df + HP)
(Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + HP)
(Jump HK \/ s.HP XX qcb + HK)
(Jump HK \/ c.LP > c.LK XX qcf,d,df + LP)
(Jump HK \/ 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.HP XX qcf + P)
EX Changes
CVS Pro Changes
- New motion for his Ryusenkaku, it is now performed by B, D, DB, LK or HK. He
jumps higher in the air with this move than before and it only hits once, but it now knocks down making it REALLY useful (the delay afterwards isn't as bad as if was before when blocked on the ground, but you are vulnerable in the air for much longer).
- The first hit of his thee hit FP Dragon Punch knocks down, meaning that even
if the next hits whiff you aren't left vulnerable as you are in CvS and the Alphas.
- All three hits of his FP Dragon Punch connect in the air if used as an air
counter. (found by Laicram at shoryuken.com forums).
- Timing on his juggle combo in the corner has changes somewhat, after juggling
with the level 1 shoryureppa, you have to do the vaccum dp super earlier to juggle (the bottom portion whiffs), but it still hits for decent life.