Capcom vs SNK 2/Akuma: Difference between revisions

From SuperCombo Wiki
Line 3: Line 3:
== Normal Moves ==
== Normal Moves ==
== Special Moves ==
== Special Moves ==
Fireball[Normal Version - 1 HIT] - Down, Down-Forward, Forward+any punch
Fireball[Normal Version - 1 HIT] - Down, Down-Forward, Forward+any punch.
Dragon punch[3 HITS] - Forward, Down, Down-Forward+any punch
 
Red Fireball[3 HITS] - Forward, Down-Forward, Down, Down-Back, Back+any punch[Jab does 1 hit, strong punch does 2 hits, and fierce punch does 3 hits].
Dragon punch[3 HITS] - Forward, Down, Down-Forward+any punch.
Hurricane Kick[Up to 3 hits] - Down, Down-Back, Back+any kick
 
Daemon Flip - Forward, Down, Down-Forward+punch[There are variations for this move. If you hit punch, you will perform an overhead knockdown punch dead on. If you hit a kick, then you will perform an overhead kick that is good for landing from above. If you hold forward while in the air and performing this move, a punch will do a flip grab, and a kick will do a grab that will take your opponent in the air and land him/her on their neck].
Red Fireball[3 HITS] - Forward, Down-Forward, Down, Down-Back, Back+any punch.
[Jab does 1 hit, strong punch does 2 hits, and fierce punch does 3 hits].
 
Hurricane Kick[Up to 3 hits] - Down, Down-Back, Back+any kick.
 
Daemon Flip - Forward, Down, Down-Forward+punch
[There are variations for this move. If you hit punch, you will perform an overhead knockdown punch dead on. If you hit a kick, then you will perform an overhead kick that is good for landing from above. If you hold forward while in the air and performing this move, a punch will do a flip grab, and a kick will do a grab that will take your opponent in the air and land him/her on their neck].
 
Forward Teleport - Forward, Down, Down-Forward + All 3 punches or kicks
[Kick teleports Akuma to a short distance forward, punches teleports Akuma to a long distance forward]
 
Backwards Teleport - Back, Down, Down-Back + All 3 punches or kicks
[Kick teleports Akuma to a short distance backwards, punches teleports Akuma to a long distance backwards]


= The Basics =
= The Basics =

Revision as of 04:03, 9 February 2006

Introduction

Moves List

Normal Moves

Special Moves

Fireball[Normal Version - 1 HIT] - Down, Down-Forward, Forward+any punch.

Dragon punch[3 HITS] - Forward, Down, Down-Forward+any punch.

Red Fireball[3 HITS] - Forward, Down-Forward, Down, Down-Back, Back+any punch. [Jab does 1 hit, strong punch does 2 hits, and fierce punch does 3 hits].

Hurricane Kick[Up to 3 hits] - Down, Down-Back, Back+any kick.

Daemon Flip - Forward, Down, Down-Forward+punch [There are variations for this move. If you hit punch, you will perform an overhead knockdown punch dead on. If you hit a kick, then you will perform an overhead kick that is good for landing from above. If you hold forward while in the air and performing this move, a punch will do a flip grab, and a kick will do a grab that will take your opponent in the air and land him/her on their neck].

Forward Teleport - Forward, Down, Down-Forward + All 3 punches or kicks [Kick teleports Akuma to a short distance forward, punches teleports Akuma to a long distance forward]

Backwards Teleport - Back, Down, Down-Back + All 3 punches or kicks [Kick teleports Akuma to a short distance backwards, punches teleports Akuma to a long distance backwards]

The Basics

Target Combo: standing opponent (jump in anything) c.lp, c.hp, mk hurricane, dp

Bread and Butter Combos

(opp standing)

  • c.lk(or c.lp) x2, lk hurricane, dp (or lk hurricane again)

(opp crouching) note: all these combos also work on standing opponents too

  • c.lk x2, hp fireball
  • c.mk, hp fireball
  • c.lk, lk hurricane, dp
  • (c.lk/c.lp), c.lp, c.hk, lk hurricane, dp (or lk hurricane) Note: The d.LP, d.HK link is only for when you're fishing for counter hits with d.LP anyway. It's just as easy to hit confirm a counter hit crouching jab and link it into sweep xx qcb+LK
  • c.lp, c.hp, hp fireball

Note: all of these combos can be done after a crossup fireball setup. If the fireball hits you can do the standing combos because the fireball will cause your opponent to stand.

for all intents and purposes these are all the NON meter b&b combos. there are many variations of these that you can use but its just personal style from here.

Super Combos

  • c.lk x2 or 3, qcfx2 + p
  • c.lp, c.hp, qcfx2 + p
  • c.lk, c.lp, c.mk, qcb x2 + p

and as usual you can add jump ins and modify these combos slightly for different situations.

Advanced Strategy

C-Groove Combos

Firstly I'm gonna exclude dizzy comboes as they aren't really practical IMO, as well as comboes that start with 'jump straight up qcf+lp, then tigerknee qcf+hp' and the like for the same reason.

Also, although these all start with 'j.hp, c.hp', that's not the only way to land them. That's the best way to land them as you get the most damage out of it, but you won't get a free jump in that often. When they're dizzy though go for it ;). More practically though you can replace the 'j.hp, c.hp' with 'c.lk, c.lk' or 'c.mk' to start any of these.

Here are some of C-Groove Akuma's most damaging combos in a variety of situations.

Level 2, Anywhere on Screen

j.hp, c.hp, qcfx2+mp xx (last hit, but you still on ground) qcb+lk, dp+hp (2 hits) Damage:7902

Level 3, Anywhere on Screen

j.hp, c.hp, qcfx2+mp xx (last hit, but you still on ground) hcbx2+lp Damage:8715

Level 2, Opponent In or Near Corner

j.hp, c.hp, qcfx2+mp xx (2nd last hit) hcb+hp, dp+hp (2 hits) Damage:8086

Level 3, Opponent In or Near Corner

j.hp, c.hp, qcfx2+mp xx (2nd last hit) hcbx2+lp, dp+hp (2 hits) Damage:9571

Level 2, Mid-Screen, Pseudo Combo

Most damage with lvl2, does not work in corner, DOES NOT COMBO: j.hp, c.hp, qcfx2+mp xx (2nd last hit) dp+lk, f+hp xx dp+hp (2 hits) Damage:8715

Level 3, Mid-Screen, Pseudo Combo

Most damage with lvl3, does not work in corner, DOES NOT COMBO: j.hp, c.hp, qcfx2+mp xx (2nd last hit) dp+lk, f+hp xx qcfx2+lp (4hits) Damage:8925

NOTE: Those last two have a hole in the combo between the lvl2 super cancel and the grab off the demon flip. Each of them is actually two comboes. The point of listing this is that 9.99993% of players getting hit with the traditional lvl2 combo will either:

  • sit back and do nothing.
  • hold on block in case you're too slow on a cancel and miss it.

This means that if you cancel the lvl2 into demon kick and command grab them, they will NOT react in time to you doing so. Hence they will get grabbed and you can continue the combo as listed.

These two do more damage than the traditional lvl2 cancels, but are risky. They are to only be used extremely scarcely as gimmicks in casual, or if you know that you only need 100 more damage to kill off a character. In which case they can be used. Generally though do the first 4, as the more consistent you are with them, the less they will expect the mixup ones.

Insanely Hard Combos

choi special: corner only, c/s.mk, hp red fireball, lp dp (1 hit), hp dp (1 hit). Osiris: J.Hp,land S.Lp,S.Hp into HCBX2(lV.1), QCB.Lk, QCF.Mp(LV.2) and while akuma is coming down QCB.HK and finish with DP.HP cr short, short, fierce into lvl3 super fireball (not really sex but all combos with fireball are hard) j.mp, j.hk hurricane, lk hurricane, dp

Demon Setups:

  • [blocked] crossup MK, land, s.lp, s.fp, whiff lk hurricane, land, demon
  • [after BnB], small pause, TK mp FB crossup (whiffs), land, demon.
  • [blocked] c.lp, c.lp, dash > demon

Knockdown in the corner, DP + PPP teleport into the corner (cross up), Raging Demon. Mix up with Hurricane Kick -> Dragon Punch so that when they try to jump the demon, they get caught with this instead. Back to corner, RDP + PPP Telport in place, Demon. Most people don't expect it, but don't get used to using this. C.lk, lk hurricane kick (all blocked), demon as you land. Requires near perfect timing.