(Created page with "= Introduction = = Move List = == Throws == == Command Moves == == Special Moves == == Super Moves == = The Basics = == Combos == == EX Changes == == CVS Pro Changes ...") |
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= 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 == | ||
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== 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) | |||
== 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)