Street Fighter II/Akuma: Difference between revisions

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== HD Remix alterations ==
== HD Remix alterations ==
'''Control Motion Changes'''
'''Control Motion Changes'''
* Super meter added and new super move: Raging Demon. Command is {{cade|LPunch}}, {{cade|LPunch}}, {{cade|Right}}, {{cade|LKick}}, {{cade|HPunch}}.
* Super meter added and new super move: Shun Goku Satsu (Raging Demon). Command is {{cade|LPunch}}, {{cade|LPunch}}, {{cade|Right}}, {{cade|LKick}}, {{cade|HPunch}}.
* Red fireball command is now {{cade|Qcb}}{{plus}}{{cade|Punch}} rather than {{cade|Hcf}}{{plus}}{{cade|Punch}}
* Shakunetsu Hadouken command is now {{cade|Qcb}}{{plus}}{{cade|Punch}} rather than {{cade|Hcf}}{{plus}}{{cade|Punch}}
* Teleport command requires only {{cade|2xPunch}} or {{cade|2xKick}} rather than 3.
* Teleport command requires only {{cade|2xPunch}} or {{cade|2xKick}} rather than 3.
'''Buffs'''
'''Buffs'''
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* Akuma can now be dizzied.
* Akuma can now be dizzied.
* Akuma's leg is no longer invulnerable during his ducking kicks.
* Akuma's leg is no longer invulnerable during his ducking kicks.
* Red fireballs have more startup.
* Shakunetsu Hadoukens have more startup.
* Blue fireballs have more startup and recovery. Now same startup as Ryu's fireball and slightly better recovery than Ryu's. Akuma's jab/strong/fierce blue fireball recovery times are 40,40,40 compared to Ryu's 41,42,43, frames.
* Gou Hadoukens have more startup and recovery. Now same startup as Ryu's fireball and slightly better recovery than Ryu's. Akuma's jab/strong/fierce blue fireball recovery times are 40,40,40 compared to Ryu's 41,42,43, frames.
* Fierce blue fireball only has the huge knockback effect from very close range.
* Fierce Hadouken only has the huge knockback effect from very close range.
* Hurricane kick has much less invulnerability.
* Tatsumaki Zankuukyaku has much less invulnerability.
* Air fireball has new downward angle and causes Akuma to hang in the air slightly when thrown.
* Air fireball has new downward angle and causes Akuma to hang in the air slightly when thrown.
* Super travels slower and farther than the secret version of Akuma in Dreamcast. Also, it has additional startup frames and cannot grab opponents during their "pre-jump" frames.
* Super travels slower and farther than the secret version of Akuma in Dreamcast. Also, it has additional startup frames and cannot grab opponents during their "pre-jump" frames.
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