Introduction
Move Analysis
Normal Moves
STANDING
- s.LP - I don't use it really, just seems like a normal LP to me.
- s.MP - This is a decent normal, mainly because it gives frame advantage. It doesn't have too many hit frames but, even if you mess the meaty up, you still have enough frame advantage to link cr.LK xx HP slash, meaty or not.
- s.HP - Stabs high with both weapons, good damage. Whiffs vs. most the cast, very helpful to zone characters that can't duck it. Use that shit vs. Gief and Sagat, good to hit fireballs too.
- s.LK - Gay ass looking kick to the shin, can walk up and repeatedly do these, but not too much if they have meter. Seems to give some frame advantage.
- s.MK - Straight kick that beats alot of shit, good poke, decent range, cancellable too. Best whiff punisher, s.MK xx HP slash. It is also his best meaty simply because it has a lot of hit frames, and if you mess up, you are safe. If hit super meaty, you can link a c.FP into combo finisher of choice. I would do qcf+LP, cause if you mess up you are safe. Other than that c.LK xx qcf+HP is your best bet.
- s.HK - Decent poke, good range, but slow. You gonna get that ass CC'd if you whiff. Kick straight out while moving forward slightly. It's a meaty, but you get pushed too far away to link anything.
CROUCHING
- cr.LP - Eh, don't use this much, cr.LK is better just because it hits low.
- cr.MP - A wierd attack. I've had alot of luck using this as a distance AA vs characters. Either that or everytime I used it they didn't attack.
- cr.HP - Uppercuts. Decent AA, but not the greatest, will get beat by early jump-ins or Chun (whore)
- cr.LK - Little kick to the foot, OK range. This is what I use to combo after a meaty.
- cr.MK - Slow, can't cancel. Decent meaty because it hits low, but all you can get off is c.LK xx HP slash. The link is so so, you have to be sorta precise
- cr.HK - Used wrong, this move will get you killed. Straight up free CC, sweep, etc. if not used right. This move is safe when use as anti-air, though a lot of times it gets blocked, but you are safe. Goes under fireballs, which is its best use. Use with caution, is a good move though.
JUMPING
- j.LP - This has good vertical range, but I haven't had much use for it, doesn't seem to have good priority either.
- j.MP - Same as j.LP but with more damage.
- j.HP - Slashes downward with both weapons. I love this move, good air-to-air, good to hit fireballers. I would love to see the hitbox on this thing. Jump back HP is dope.
- j.LK - I use this a bit, good vertical range and priority. I just don't use too much because people like to mash throw. BUT as a CROSSUP, it's awesome.
- j.MK - I believe same as j.LK, I don't use it.
- j.HK - Dropkick bitches. Good air-to-air and god priority, overall a good move, but had the same problem as Gief, if you use it to punish a fireball, you might get hit in the head with it.
Command Normals
Throws
Special Moves
Super Moves
The Basics
Advanced Strategy
Combos
Custom Combos
Match-ups
Adon
Akuma
Birdie
Charlie
Chun-Li
Dan
Dhalsim
Gen
Guy
Ken
M. Bison (dictator)
Rolento
Rose
Ryu
Sagat
Sakura
Sodom (self)
Zangief
Characters |
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Adon - Akuma - Birdie - Charlie - Chun-Li - Dan - Dhalsim - Evil Ryu - Gen - Guy - Ken - M.Bison - Rolento - Rose - Ryu - Sagat - Sakura - Sodom - Zangief |