m (Scanman moved page Akuma (CVS) to Capcom vs SNK/Akuma: moving CVS Akuma page to be a subpage) |
No edit summary |
||
Line 86: | Line 86: | ||
[[Category: Capcom Vs. SNK]] | [[Category: Capcom Vs. SNK]] | ||
[[Category:Akuma]] |
Revision as of 22:19, 30 January 2021
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)