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Tuesday
Feb082011

SPECIAL MOVES

Gohadouken

GOHADOUKEN (AIR OK) - QCF+ATK (90k)

This is Akumas main zoning tool, his fireballs are actually surprisingly durable and cover a decent amount of screen space. You mainly use these on the ground to zone in a traditional sense and you use them in the air for safe approaches and to fill the screen with attacks to get in easier.

GOSHORYUKEN - F/D/DF+ATK (90k/118k/132k)

This is mainly used as a reversal since each version has invincibility. The H version should be the one you always use for a reversal since it does the most damage, starts up the fastest, 3 frames, and is the most invincible, 10 frames of invincibility. Experiment with this to see what supers you can beat with it on reaction and take note because this can win you games alone.

TATSUMAKI ZANKUKYAKU (AIR OK) - QCB+ATK (110k/132k/166k)

This is Akumas primary ground pressure tool. Although the M and H version are plus on block if they are correctly push blocked they can be punished easily. Ending ground series with the L version is generally preferred since it is only -1 so you remain safe. In the air it is generally favorable to use the H version at reg jump height to juggle easily into a combo.

HYAKKISHU - B/D/DB+ATK

Akuma's Demon Flip attack. In itself it doesn't inflict any damage, but it has three follow-ups which you can check out below.

 

HYAKKI GOSHO - L DURING HYAKKISHU (100k)

This is an overhead that also ground bounces. This is great in combos and also the easiest way to convert at super jump height. Mainly used in combos otherwise.

HYAKKI GOJIN - M DURING HYAKKISHU (90k)

This is a very good mixup tool to use when the opponent is below you. Since this is an overhead and can cross up, when  combined with an assist this can become very ambigious. This also will cross up in the corner meaning you can get some solid incoming mixups and convert into a kill easily.

HYAKKI GOHO - H DURING HYAKKISHU (90k)

This is basically an air fireball. It is useful to use this to alter your projectile path and get in easier.

ASHURA SENKU - F/D/DF+S or B/D/DB+S

This is only invincible after startup, so when using this beware of its slow startup. Mainly used as a mixup tool since you can cross through opponents combined with an assist to create a deadly mixup. Otherwise its long startup limits its use.

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