SvC Chaos: SNK Vs Capcom/Akuma: Difference between revisions

From SuperCombo Wiki
(Made Akuma/Gouki's introduction.)
(→‎Normal Moves: Made Akuma/Gouki's Normal Moves section.)
Line 24: Line 24:
=Moves List=
=Moves List=
==Normal Moves==
==Normal Moves==
Well... If you know a Shoto, you'll most likely know a good part of their moves, but let's analyse them here.
''s.LP -'' (Far)A simple, and quick punch. Can be cancelable. Whiffs on low crouching characters. (Close) Same properties that the far version has, but with less reach(obviously).<br>
''s.LK -'' (Far)It's a little slow, but can be used as an anti-air if you want. It's not cancelable outside of MAXIMUM mode. Whiffs on low crouching chars. (Close) This is a good move for combos with light attacks, because it can hit everyone in the cast, and you can cancel it. Good for doing those tick throws(Hit and grab after they recover from the stun) too.<br>
''s.HP -'' (Far)One of Akuma/Gouki's pokes. It's not cancelable, but the reach is good, and it doesn't whiff on the low crouching chars. (Close) The Shoto's cl.HP. Cancel it if you want damage on a combo/punish.<br>
''s.HK -'' (Far)Same properties as the far version of s.LK, but a little slower. (Close)A 2 hit kick that is good on MAXIMUM Mode combos. Can be used as an anti-air sometimes.
For the jumping attacks, remember: You '''CANNOT''' cancel air normals into his Air Fireball/Air Tatsu/Air Super(Sadly).<br>
''j.LP -'' (Diagonal)Simple punch, simple move. Stays until you land. (Neutral)A simple chop that ''totally'' whiffs on Choi(And those low crouching characters too). Not that useful, really.<br>
''j.LK -'' (Diagonal)Good jump-in, but not the best one. Stays until you land. (Neutral)Kick that aims up. If you need, use it when your opponent's char jumps higher than you(Choi,Vega and Chun-Li, for example).<br>
''j.HP -'' (Diagonal)Good air-to-air move, but it can be dangerous if you don't know the right timing to use it. (Neutral)His best neutral jump-in. Can be useful on mixups(But mixups with the neutral jump are dangerous against some characters in this game, so watch out).<br>
''j.HK -'' (Diagonal)This is the Akuma's best ''normal'' jump-in/air-to-air in this game. Be happy with this. (Neutral)Good for air-to-air, but it can be hard to land, so if you want, avoid it.
''cr.LP -'' Rapid punch. Do like two/three hits and cancel it on something.<br>
''cr.LK -'' Rapid kick. Nice for light attack combos, because it hits '''low''' and can be canceled too.<br>
''cr.HP -'' The classic Shoto upper. Cancelable, and it's an option for an anti-air.<br>
''cr.HK -'' The Shoto's sweep. You can use it as a low poke. It knocks down and it's cancelable, but it cannot combo(Well... Actually, this move can combo... See the combos section later for more details). Cancel it into a fireball if you want meter, or when this move is blocked, to get that block pressure.
==Special Moves==
==Special Moves==
'''Gou Hado Ken'''
'''Gou Hado Ken'''

Revision as of 12:45, 26 April 2016

Akumasvc.gif

Introduction

Akuma(Gouki, I don't know)... The "Shoush" guy that is known as the Fist of Destiny, and one of the Shotos in this game. He is a beast, as you know, and he is kind of an... Advanced Shoto, because of his Demon Flip(That DP+Kick move if you tried to use him on 3S). And I don't know why he has a blue gi(Black is better for him). Now that good and bad things.

The Fist of Destiny's Good and Bad Things

Good Things:

  • Easy and fun to play and learn(He is a Shoto);
  • He can be one of the most combo friendly characters in this game;
  • Has a good corner pressure;
  • His Demon Flip is pretty good here(That's what makes him unique compared to the other Shotos);
  • Has a safe dive kick(Unlike other characters in this game);
  • Some moves can juggle the opponent(Not only his tatsu);
  • His classic air projectile can help him on jump-ins(He has his Air Projectile Super too);
  • Has some 100% combos;
  • His fireball is fast compared to the other Shotos;
  • Unblockable Exceed(It's his Raging Demon/Shun Goku Satsu, and it's awesome when you finish the opponent with this move in this game).

Bad Things:

  • Low stamina;
  • His blue gi is strange(Really, blue?);
  • His classic Tatsu+Shoryu combo is possible only on the corner;
  • His DP only fills the Super Bar if it hits the opponent(Thanks SNK).

Moves List

Normal Moves

Well... If you know a Shoto, you'll most likely know a good part of their moves, but let's analyse them here.

s.LP - (Far)A simple, and quick punch. Can be cancelable. Whiffs on low crouching characters. (Close) Same properties that the far version has, but with less reach(obviously).
s.LK - (Far)It's a little slow, but can be used as an anti-air if you want. It's not cancelable outside of MAXIMUM mode. Whiffs on low crouching chars. (Close) This is a good move for combos with light attacks, because it can hit everyone in the cast, and you can cancel it. Good for doing those tick throws(Hit and grab after they recover from the stun) too.
s.HP - (Far)One of Akuma/Gouki's pokes. It's not cancelable, but the reach is good, and it doesn't whiff on the low crouching chars. (Close) The Shoto's cl.HP. Cancel it if you want damage on a combo/punish.
s.HK - (Far)Same properties as the far version of s.LK, but a little slower. (Close)A 2 hit kick that is good on MAXIMUM Mode combos. Can be used as an anti-air sometimes.

For the jumping attacks, remember: You CANNOT cancel air normals into his Air Fireball/Air Tatsu/Air Super(Sadly).
j.LP - (Diagonal)Simple punch, simple move. Stays until you land. (Neutral)A simple chop that totally whiffs on Choi(And those low crouching characters too). Not that useful, really.
j.LK - (Diagonal)Good jump-in, but not the best one. Stays until you land. (Neutral)Kick that aims up. If you need, use it when your opponent's char jumps higher than you(Choi,Vega and Chun-Li, for example).
j.HP - (Diagonal)Good air-to-air move, but it can be dangerous if you don't know the right timing to use it. (Neutral)His best neutral jump-in. Can be useful on mixups(But mixups with the neutral jump are dangerous against some characters in this game, so watch out).
j.HK - (Diagonal)This is the Akuma's best normal jump-in/air-to-air in this game. Be happy with this. (Neutral)Good for air-to-air, but it can be hard to land, so if you want, avoid it.

cr.LP - Rapid punch. Do like two/three hits and cancel it on something.
cr.LK - Rapid kick. Nice for light attack combos, because it hits low and can be canceled too.
cr.HP - The classic Shoto upper. Cancelable, and it's an option for an anti-air.
cr.HK - The Shoto's sweep. You can use it as a low poke. It knocks down and it's cancelable, but it cannot combo(Well... Actually, this move can combo... See the combos section later for more details). Cancel it into a fireball if you want meter, or when this move is blocked, to get that block pressure.

Special Moves

Gou Hado Ken

  • Quarter Circle Forward + Punch

Shakunetsu Hado Ken

  • Half Circle Back + Punch

Zankuu Hado Ken

  • (In Air)Quarter Circle Forward + Punch

Gou Shouryuu Ken

  • Forward, Down, Down-Forward + Punch

Tatsumaki Zankuu Kyaku

  • Quarter Circle Back + Kick

Ashura Senkuu(forward)

  • Forward, Down, Down-Forward + LP+SP or LK+SK

Ashura Senkuu(backwards)

  • Back, Down, Down-Forward + LP+SP or LK+SK

Hyakki Shuu

  • Forward, Down, Down-Forward + Kick
    • Follow-Ups:
      • Hakki Gouzan
        • Do nothing after Hyakki Shuu
      • Hyakki Goushou
        • Press Punch
      • Hyakki Goujin
        • Press Kick
      • Hyakki Gousai
        • Press LP+SP or LK+SK when above opponent

Super Moves

Messatsu Gou Shouryuu

  • Double Quarter Circle Forward + Punch

Messatsu Gou Hadou

  • Double Half Circle Back + Punch

Tenma Gou Zankuu

  • (In Air)Double Quarter Circle Forward + Punch

Exceed

Shun Goku Satsu

  • LP, LP, Forward, LK, SP

The Basics

Advanced Strategy

Match-Ups