
Super street fighter 2 move list series#
After this you can begin a series of mixups:ĭo nothing, if you suspect your opponent will wakeup and punish accordinglyīegin a series of block strings, beginning with cr.lkx2 It’s very damaging and can turn the tide of the match.Īkuma works best when the opponent is in the corner and when the opponent is knocked down. One of the objects of Akuma’s game is to land that custom combo. However, you want to establish a mid-range game early on with properly placed fireballs and air fireballs to kind of “feel” out the match. It’s fast and leaves you at an advantage when you add it at the end of your block strings. The best version to use is the lp version. Since Akuma has access to a roll type move it works in the same way Ken can use it. Option 3: cr.lkx2, do nothing momentarily then walk up to repeat with a different option.Option 2: cr.lkx2, fireball (if not blocked).From this, it can lead to a couple of options: A good opening to start off his offense on the ground is cr.lkx2. Due to the amount of normals he has though, Akuma is best played aggressively. He can zone with fireballs like Ryu or he can be in your face attacking like Ken. Light Blue: Projectile Hurtbox - hittable area of a projectile.ĭamage, stun, framedata, meter, and updated hitboxes collected by Veri7as, December 2021Īkuma plays like a mix of Ryu and Ken.Pink: Projectile Hitbox - attacking area of a projectile.White: Axis - core of a character from which all other boxes reference.Green: Pushbox - collidable area of a character.Yellow: Throwbox - throwing area of an action.Red: Hitbox - attacking area of an action.Blue: Hurtbox - hittable area of a character.Upper: Has frames that are invincible to mid/higher attacks (aka low profile).Īll framedata collected with the game speed set to normal, where the game tickrate and framerate are the same(60fps).Īll framedata collected with the game speed set to normal.Īll hitbox images have the character standing/jumping in the exact same position, so hitbox distances can be easily compared. Lower: Has frames that are invincible to lower attacks. 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. Projectile: Produces a projectile (i.g.Hard Knockdown: Will knockdown, opponent cannot quick rise or roll.Soft Knockdown: Will knockdown, but opponent can quick rise or roll.Throw/Air-Throw: A normal throw or command grab.Super Cancel: Can be canceled into a super attack.Special Cancel: Can be canceled into a special attack.Chain Cancel: Can be canceled into itself or another light attack.(48, 96, and 144 units of meter are required for 1, 2, and 3 bars of meter respectively) The units of meter gained on whiff/block/hit. (Add +1 frame to all OnBlockAdv values for the move's OnHitAdv value Ex: +2oB/+3oH, -4oB/-3oH) These are frame advantage values when the attack is blocked. ()=Inactive frames in-between active frames. How many frames a move remains active for. The frame the move hits on (1st active frame). Most moves have a damage range the number inside the square brackets indicates which Random Damage Table the move uses to look up any additional damage and the % chance of doing so. Units of base damage inflicted by the move (100% life bar = 144 units of health). Move List Normal Moves SFA2 Framedata Glossary
