Capcom vs SNK/Akuma: Difference between revisions

From SuperCombo Wiki
(Created page with "= Introduction = = Move List = == Throws == == Command Moves == == Special Moves == == Super Moves == = The Basics = == Combos == == EX Changes == == CVS Pro Changes ...")
 
No edit summary
Line 2: Line 2:


= Move List =
= Move List =
Gou Hadoken: QCF+P


Gou Shoryuken: DP+P
Zanku Hadoken: ^QCF+P
Shakunetsu Hadoken: HCB+P
Tatsimaki Senpuukyaku: (^)QCB+K
Ashura Warp: DP/RDP + PP/KK
Zugai Husatsu: F+1
Tenma Mujin Kyaku: jump UF,D+4
MESSATSU GO HADOU: DHCB+P
TENMA GO ZANKU: ^DQCF+P
MESSATSU GO SHORYU: DQCF+P
SHUN GOKU SATSU: 11F32++
== Throws ==
== Throws ==


Line 14: Line 36:


== Combos ==
== 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)


== EX Changes ==


== CVS Pro Changes ==
== 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)


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

Revision as of 21:58, 27 January 2016

Introduction

Move List

Gou Hadoken: QCF+P

Gou Shoryuken: DP+P

Zanku Hadoken: ^QCF+P

Shakunetsu Hadoken: HCB+P

Tatsimaki Senpuukyaku: (^)QCB+K

Ashura Warp: DP/RDP + PP/KK

Zugai Husatsu: F+1

Tenma Mujin Kyaku: jump UF,D+4

MESSATSU GO HADOU: DHCB+P

TENMA GO ZANKU: ^DQCF+P

MESSATSU GO SHORYU: DQCF+P

SHUN GOKU SATSU: 11F32++

Throws

Command Moves

Special Moves

Super Moves

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)