Capcom vs SNK/Ken

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Introduction

Move List

 Hadoken: QCF+P
 Shoryuken: DP+P

n Front Roll: QCB+P

 Tatsimaki Senpuukyaku: (^)QCB+K

n Ryusenkyaku: DP+K

x Natatoshi Kick: F-DF-D+K

x Oosotomawashi Kick: HCF+K

x Kamabarai Kick: QCF+K

x Overhead Kick: hold K after QCF+K/HCF+K/F-DF-D+K

 Inazuna Kakato Wari: F+3
 SHORYU REPPA: DQCF+P

n SHINRYUKEN: DQCF+K(*K)

n SHIPPU JINRAI KYAKU: DQCB+K++

Throws

Command Moves

Special Moves

Super Moves

The Basics

Combos

    (j.HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + P \/ (hold HP + HK) qcf,d,df + K)
    (Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + KK)
    (Cross-up HK \/ c.LK > c.HK XX qcf,d,df + KK)
    (Jump LK XX qcb + HK \/ c.LK > c.HK XX qcf,d,df + LP \/ qcf,d,df + HK)
    (Cross-up HK \/ c.LK > c.LP > c.LK > db + HK XX qcb,qcb + K)
    (Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + LP \/ qcf,d,df + HK)
    (Cross-up HK \/ c.LK > c.LK > c.HK XX qcb,qcb + K)
    (Jump LK XX qcb + HK \/ s.HP XX qcf,d,df + PP)
    (Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + HP \/ qcf,d,df + LK)


    (Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + LP \/ qcf,d,df + LK)
    (Jump HK \/ s.HP XX qcb + HK)
    (Jump HK \/ c.LP > c.LK XX qcf,d,df + LP)
    (Jump HK \/ s.LP XX f,d,df + HP)
    (Jump HK \/ c.LK > db + HK XX qcf + P)
    (Jump HK \/ c.LP > c.LK XX qcf + P)
    (Jump HP \/ c.LK > c.HP XX qcf + P)
    (Jump HP \/ c.HP XX qcf + P)

EX Combos

    (Cross-up HK \/ c.LK > c.LP > c.LK > db + HK XX qcf,d,df + PP)
    (Jump LK XX qcb + HK \/ s.HP XX qcf,d,df + PP)
    (Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + LP \/ qcf,d,df + HP)
    (Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + HP)
    (Jump HK \/ s.HP XX qcb + HK)
    (Jump HK \/ c.LP > c.LK XX qcf,d,df + LP)
    (Jump HK \/ s.LP XX f,d,df + HP)
    (Jump HK \/ c.LK > db + HK XX qcf + P)
    (Jump HK \/ c.LP > c.LK XX qcf + P)
    (Jump HP \/ c.LK > c.HP XX qcf + P)
    (Jump HP \/ c.HP XX qcf + P)

EX Changes

CVS Pro Changes

  • New motion for his Ryusenkaku, it is now performed by B, D, DB, LK or HK. He

jumps higher in the air with this move than before and it only hits once, but it now knocks down making it REALLY useful (the delay afterwards isn't as bad as if was before when blocked on the ground, but you are vulnerable in the air for much longer).

  • The first hit of his thee hit FP Dragon Punch knocks down, meaning that even

if the next hits whiff you aren't left vulnerable as you are in CvS and the Alphas.

  • All three hits of his FP Dragon Punch connect in the air if used as an air

counter. (found by Laicram at shoryuken.com forums).

  • Timing on his juggle combo in the corner has changes somewhat, after juggling

with the level 1 shoryureppa, you have to do the vaccum dp super earlier to juggle (the bottom portion whiffs), but it still hits for decent life.