Amakusa(SS6): Unterschied zwischen den Versionen

Aus Hardedge Wiki
Zur Navigation springen Zur Suche springen
Keine Bearbeitungszusammenfassung
Zeile 1: Zeile 1:
== Notable Normals ==
== Notable Normals ==
:'''5D:''' hop kick, hits mid.
:'''6D:''' low, special cancel. combos into eg. c236A.
:'''2D:''' low, special cancel.


===Far Distance Mode===
===Far Range Mode===
:'''5A(f):''' delayed mid-range poke.
:'''5A(f):''' delayed mid-range poke.
:'''2A(f):''' low hit.
:'''2A(f):''' low hit.
Zeile 13: Zeile 16:
:'''2C(c):''' close-range anti-air, whiffs against standing opponents.
:'''2C(c):''' close-range anti-air, whiffs against standing opponents.
:'''2C(f):''' full screen low hit, soft knockdown.
:'''2C(f):''' full screen low hit, soft knockdown.
===Close Range Mode===
:'''2C(c):''' mid hit, special cancel, combos into eg. 236A.
:'''2C(f):''' low hit, soft knockdown.


== Specials ==
== Specials ==
Zeile 28: Zeile 36:
:'''236S:''' hadoken.
:'''236S:''' hadoken.


:'''214A:''' projectile.
:'''214A:''' mid projectile, hard knockdown.
:'''214B:''' overhead projectile, hard knockdown. If spaced correctly, bounces opponent towards Amakusa.
:'''214B:''' overhead projectile, hard knockdown. If spaced correctly, bounces opponent towards Amakusa.
:'''214C:''' low projectile, hard knockdown. If spaced correctly, bounces opponent towards Amakusa.
:'''214C:''' low projectile, hard knockdown. If spaced correctly, bounces opponent towards Amakusa.

Version vom 31. Dezember 2022, 12:58 Uhr

Notable Normals

5D: hop kick, hits mid.
6D: low, special cancel. combos into eg. c236A.
2D: low, special cancel.

Far Range Mode

5A(f): delayed mid-range poke.
2A(f): low hit.
5B(c): special cancel. Combos into eg. 214A.
5B(f): long range orb poke from above.
2B(f): anti-air from far away.
5C(c): 2-hit, second launches, soft knockdown.
5C(f): long range orb poke.
2C(c): close-range anti-air, whiffs against standing opponents.
2C(f): full screen low hit, soft knockdown.

Close Range Mode

2C(c): mid hit, special cancel, combos into eg. 236A.
2C(f): low hit, soft knockdown.


Specials

Wall 3/9: Triangle Jump.
214/236D: Teleports with invul. Longer distance travelled in far range mode.
CE: Stance chance.
6412364E (SS2): SD Transformation.

Far Range Mode

Slower and shorter jump in this mode.

236S: hadoken.
214A: mid projectile, hard knockdown.
214B: overhead projectile, hard knockdown. If spaced correctly, bounces opponent towards Amakusa.
214C: low projectile, hard knockdown. If spaced correctly, bounces opponent towards Amakusa.
623D: orb spin move, close range, many hits, good chip damage.

Close Range Mode

Faster and longer jump in this mode.

236S:
421D:
623S:
>S:
>D:

Supers

X: 236AB:
X: far range 236BC / 4623BC (SS2):
X: close range 236BC / 4623BC (SS2):


stuff

Roter Orb kurze Reichweite (& kurzer Teleport).
grüner Orb: Lange Reichweite (& langer Teleport).
Amakusas Teleport ist unverwundbar gegen Schläge, kann aber geworfen werden.


Combos

  • Rot Orb crossup j.B, back-turned 2B? > teleport > 2A?> slaps, Quelle: Mikado


Back home!