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=Introduction= | =Introduction= | ||
The Good: | |||
* Easy to Learn | |||
* Specials for all situations | |||
* Varied Super Moves | |||
* Exceed can be cancelled into | |||
The Bad: | |||
* Maximum Mode Combos are only for corners | |||
* Exceed must have a strict timing | |||
* Crack Shot can whiff small hitbox character | |||
=Moves List= | =Moves List= | ||
Revision as of 23:43, 30 May 2016
Introduction
The Good:
- Easy to Learn
- Specials for all situations
- Varied Super Moves
- Exceed can be cancelled into
The Bad:
- Maximum Mode Combos are only for corners
- Exceed must have a strict timing
- Crack Shot can whiff small hitbox character
Moves List
Normal Moves
s.LP -
s.LK -
s.HP -
s.HK -
j.LP -
j.LK -
j.HP -
j.HK -
cr.LP -
cr.LK -
cr.HP -
cr.HK -
Throws
Grasping Upper
- Press AB when near
Buster Throw
- Press CD when near
Command Move
Rising Upper
- df + C
Special Moves
Power Wave
- qcf + A
Round Wave(MC)
- qcf + C
Burn Knuckle
- qcb + P
Crack Shoot(MC)
- qcb + K
Power Dunk(MC)
- f,d,df + K
Rising Tackle(MC)
- Charge d,u + P
Super Moves
Buster Wolf
- qcf,qcf + P
High Angle Geyser
- qcf,qcf + K
Power Geyser
- qcb,db,f + P
- Follow Up:
- Double Geyser
- qcf + P
- Triple Geyser
- qcf + P
- Double Geyser
- Follow Up:
Exceed Moves
Rising Beat
- qcb,f + BC
- Rising Beat Finish
- A,A,B,B,C,C,D,D,qcb+CD
- Rising Beat Finish
The Basics
COMBOS
Close C,df+A,qcb+A
cr.B,cr.A,Rising Tackle
Advanced Strategy
MAXIMUM