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=Introduction= | =Introduction= | ||
[[image:ShinAkumafacesvc.png|right]] | [[image:ShinAkumafacesvc.png|right]] | ||
This is Akuma/Gouki(I'll use Akuma) in his true form(Shin means true). He is clearly better than the [[Akuma (SvC)|normal Akuma]], because the Shin one can do(Almost) the same things as the normal one, but better. His gameplay isn't very different from the normal Akuma(Sadly, this isn't the same thing with [[Mr. Karate (Takuma Sakazaki) (SvC)|Mr. Karate]] and his "Shin" form), but his strategies are a little different. Now for his pros and cons(Do he have bad things? Yeah, he has some). | |||
'''''The True Fist of Destiny's Good and Bad Things''''' | |||
''Good Things:'' | |||
* Very easy to use, and fun to play(He isn't that broken too... It's just Akuma, but a little stronger); | |||
* Has good walking speed(He is faster, and jumps higher than the normal Akuma); | |||
* Has great damage in his normals and combos(He has some more infinites than the normal one too); | |||
* His projectiles are bigger and faster than the normal Akuma's; | |||
* Can throw 2 air projectiles(The normal one could throw only one); | |||
* Has the Shoto's cr.MK, like any other shoto in this game; | |||
* In the Ashura Senkou, he has a faster recovery than the normal one; | |||
* Some of the normal counterpart's Supers are now Special Moves(Well... You can use them, and you'll see the flash animation, but they will cost no power to use, except for the normal's Exceed); | |||
* The Shun Goku Satsu can hit your opponent while he/she is jumping(And can be used on combos); | |||
* Has an unblockable(And very fast) Exceed. | |||
''Bad Things:'' | |||
* His arsenal is a little smaller than the normal Akuma(He doesn't have the DP+K); | |||
* Has no different/faster normals/Command Moves compared to the normal Akuma; | |||
* His Supers won't do that damage(I mean, the moves with flash animations) compared to the normal Akuma; | |||
* Unlike the normal Akuma, he can't cancel(Can't even MAX cancel air normals); | |||
* His Shun Goku Satsu won't do any damage if it hits a move in its autoguard frames. | |||
=Moves List= | =Moves List= | ||
==Normal Moves== | ==Normal Moves== |
Revision as of 12:35, 10 July 2016
Introduction
This is Akuma/Gouki(I'll use Akuma) in his true form(Shin means true). He is clearly better than the normal Akuma, because the Shin one can do(Almost) the same things as the normal one, but better. His gameplay isn't very different from the normal Akuma(Sadly, this isn't the same thing with Mr. Karate and his "Shin" form), but his strategies are a little different. Now for his pros and cons(Do he have bad things? Yeah, he has some).
The True Fist of Destiny's Good and Bad Things
Good Things:
- Very easy to use, and fun to play(He isn't that broken too... It's just Akuma, but a little stronger);
- Has good walking speed(He is faster, and jumps higher than the normal Akuma);
- Has great damage in his normals and combos(He has some more infinites than the normal one too);
- His projectiles are bigger and faster than the normal Akuma's;
- Can throw 2 air projectiles(The normal one could throw only one);
- Has the Shoto's cr.MK, like any other shoto in this game;
- In the Ashura Senkou, he has a faster recovery than the normal one;
- Some of the normal counterpart's Supers are now Special Moves(Well... You can use them, and you'll see the flash animation, but they will cost no power to use, except for the normal's Exceed);
- The Shun Goku Satsu can hit your opponent while he/she is jumping(And can be used on combos);
- Has an unblockable(And very fast) Exceed.
Bad Things:
- His arsenal is a little smaller than the normal Akuma(He doesn't have the DP+K);
- Has no different/faster normals/Command Moves compared to the normal Akuma;
- His Supers won't do that damage(I mean, the moves with flash animations) compared to the normal Akuma;
- Unlike the normal Akuma, he can't cancel(Can't even MAX cancel air normals);
- His Shun Goku Satsu won't do any damage if it hits a move in its autoguard frames.
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 -
Command Moves
Zugai Hasatsu
- f + C
Hiza Geri
- f + D
Kurubushi Kick
- db + D
Tenma Kuujin Kyaku
- Jump uf, db~df + B at apex
Special Moves
Gou Hadou Ken
- qcf + P
Zankuu Hadou Ken
- qcf + P in air
Shakunetsu Hadou Ken
- hcb + P
Tatsumaki Zankuu Kyaku
- qcb + K (air)
Gou Shouryuu Ken
- f,d,df + P
Ashura Senkuu (Forward)
- f,d,df + AC / BD
Ashura Senkuu (Backward)
- b,d,db + AC / BD
Tenma Gou Zankuu
- qcf,qcf + P in air
Messatsu Gou Shouryuu
- qcf,qcf + P
Messatsu Gou Hadou
- hcb,hcb + P
Super Move
Shungoku Satsu
- A,A,f,B,C
Exceed Move
Misogi
- hcb,hcb + BD