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Basic Combos | Basic Combos | ||
1.-[Jumping Attack],cl.B,DP+P or any Super or Exceed | |||
2.-cl.C,db+d,qcf+HP or any Super | |||
=Advanced Strategy= | =Advanced Strategy= |
Revision as of 13:20, 27 July 2016
Introduction
The Good:
- Easy to learn and faster than his counterpart
- He had added a new teleport dash.
- His Exceed had a great range and a nice ending
The Bad:
- Lower Stamina than his counterpart
- He is More dependant of MAXIMUM Mode and Stocks for main gameplan
- His projectil its still bad
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
Press AB when near Tsukami Hiza Geri
Press CD when near Jigoku Guruma
Press CD when near in air Jigoku Fuusha
Command Moves
Inazuma Kakato Wari
- f + B
Kurubushi Kick
- db + D
Special Moves
Hadou Ken
- qcf + P
Shouryuu Ken
- f,d,df + P
Rasetsu Kyaku
- f,d,df + K
Tatsumaki Senpuu Kyaku
- qcb + K
Kuuchuu Tatsumaki Senpuu Kyaku
- qcb + K in air
Kama Barai Geri
- hcf + B
Nata Otoshi Geri
- hcf + D
Oosoto Mawashi Geri
- hcf + BD
Inazuma Kakato Wari
- Hold K from any "Geri" move
Super Moves
Shinryuu Ken
- qcf,qcf + K
Kuzuryuu Reppa
- qcb,qcb + K
Exceed Move
Shinbu Messatsu
- qcf,hcb + AC
The Basics
Basic Combos
1.-[Jumping Attack],cl.B,DP+P or any Super or Exceed
2.-cl.C,db+d,qcf+HP or any Super
Advanced Strategy
MAXIMUM COMBOS