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* '''Super Jump''': You may jump higher than average by quickly pressing {{cade|Down}}, then {{cade|UL}}, {{cade|Up}}, or {{cade|UR}}. | * '''Super Jump''': You may jump higher than average by quickly pressing {{cade|Down}}, then {{cade|UL}}, {{cade|Up}}, or {{cade|UR}}. | ||
* '''Parry''': To parry an attack, you must press forward the moment before the attack connects (or press down before a low attack connects.) This may be used in mid-air, to compensate for the lack of a mid-air block. A successful parry will prevent all damage from an attack, push the opponent away, and allow you to immediately counter attack. | * '''Parry''': To parry an attack, you must press forward the moment before the attack connects (or press down before a low attack connects.) This may be used in mid-air, to compensate for the lack of a mid-air block. A successful parry will prevent all damage from an attack, push the opponent away, and allow you to immediately counter attack. | ||
* '''Chain Combos''': Shin Akuma can attack swiftly by chaining normal attacks together according to the following rules; attacks must occur from weakest to strongest, and kicks may follow same strength punch, but punches may not follow the same | * '''Chain Combos''': Shin Akuma can attack swiftly by chaining normal attacks together according to the following rules; attacks must occur from weakest to strongest, and kicks may follow same strength punch, but punches may not follow the same stregth kick. The largest chain may be LP → LK → MP → MK → HP → HK. | ||
* '''Super Cancel''': Akuma may perform Super Cancels to interrupt a Special Move into a Super Combo. | * '''Super Cancel''': Akuma may perform Super Cancels to interrupt a Special Move into a Super Combo. | ||
* '''Tactical Recovery''': Shin Akuma may control and delay the time at which he rises off the ground by holding {{cade|2xPunch}} while lying down from a previous attack. | * '''Tactical Recovery''': Shin Akuma may control and delay the time at which he rises off the ground by holding {{cade|2xPunch}} while lying down from a previous attack. | ||
* '''Rolling''': Press {{cade|MPunch}}{{plus}}{{cade|MKick}} to roll | * '''Rolling''': Press {{cade|MPunch}}{{plus}}{{cade|MKick}} to roll foward at any time, with a period of limited invulnerability. | ||
* '''Quick Standing''': Tap {{cade|Down}} just before you are about to hit the floor after being knocked down to quickly rise back up again. | * '''Quick Standing''': Tap {{cade|Down}} just before you are about to hit the floor after being knocked down to quickly rise back up again. | ||