If no cc is available, used c.fp or s.mp (cancel into hurricane to move close or hadouken to push back). Tired of people jumping on you, well then just anti-air cc. How? Here’s How:Īctivating after any of these let to continue to combo in CC, starting with a c.rh. S.mk is a really good anti cross up, hitting instantly above his head.Ĭ.rh xx lk hurricane x2, lp dp, lp dp, hp dpĬ.rh xx lk hurricane x3, hp fireball x4, hp dp If they jump from afar, actiavte, s.fp xx hk hurricane into lk hurricanes, end with dp.Ĭ.fp is one of the best meaties and if it hits you can link a c.mk or sweep, if blocked walk forward and throw, or go for a counter hit. If they jump at you when you have meter, cc them with s.mp/c.mp xx lk hurricanes xN, end with hp dp. Repeat til j.lk and c.lk is blocked.įrom the blocked c.lk, go for throw, or c.mk xx fireball if you think they expected your throw attempt. Alot of times they try to throw which leads to c.lk x2 xx fireball another knockdown into the same situation. Its a safe jump in and if it hits go into c.lk x2 fireball. Well if within or a little outside sweep range go for his cc:Īfter a c.mk xx fireball knockdown, hold uf, j.lk at the last second. Nothing, let them AC and block, they just wasted some meter. Overhead, depend when you hit this you can sometimes combo after due to the fireballs hitting. Throw them, you can actually throw then in between fireball hits. Now this put you in a shield of Fireballs, the teleport instantly recovers in cc, and if your opponent is blocking this you can:
![street fighter alpha 2 gold rom street fighter alpha 2 gold rom](https://roms-download.com/imgs/roms_min/playstation/t/tomb-raider-3-adventures-of-lara-croft-slus-00691-usa.m.jpg)
Startup: Has frames at the start that are completely invincible. Absorb: Will absorb an opponent's projectile. Reflect: Will reflect an opponent's projectile back at them.
![street fighter alpha 2 gold rom street fighter alpha 2 gold rom](https://server.emulator.games/images/playstation/marvel-super-heroes-vs-street-fighter-slus-00793.jpg)
()=Inactive frames in-between active frames. How many frames a move remains active for. The frame the move hits on (1st active frame). Units of stun done to Ken (40 units of stun). Most moves have a damage range (unknown RNG formula).
![street fighter alpha 2 gold rom street fighter alpha 2 gold rom](https://iv1.lisimg.com/image/1390469/400full-street-fighter-alpha-2-gold-cover.jpg)
Units of damage done to Ken at 100% life (144 units of health). Move List Normal Moves SFA2 Framedata Glossary This is unique to Evil Ryu and results in a much wider range of CC usage and new ways to combo into CC.ĭefense Modifier: Has a lower defense modifier, which results in Evil Ryu taking more damage (similar to Akuma). Infinite CC Blowout Range: CC blowout has no range restriction, will hit full-screen and will blowout even active normals. Raging Demon: New move (similar to Akuma). Messatsu Goshoryu: New move (similar to Akuma/Ken). All versions do less damage(unless getting all hits) and stun. This results in new juggle abilities(similar to Akuma), but all versions do less damage and stun.Īir Tatsu: and versions are multi-hitting. Tatsu: and versions are multi-hitting and have an additional hitbox on the way up (similar to Akuma/Ken). This causes them to do less damage and stun as an anti-air, but more damage on the ground, and gives him new juggle abilities(similar to Akuma). Shoryuken: and versions are multi-hitting which may result in dropped combos if not done up close. Hadoken: All strengths are red fireballs and knockdown at close range.