Season 2 Balance Changes

Postby Angelus » December 22nd, 2016, 1:17 pm

all Akuma hitboxes (specials) : http://boxdox-sf.dantarion.com/viewer/G ... GOSHORYU_M
Akuma frame data and setup calculator: https://toolassisted.github.io/OKI/#GOK ... /1,0,0,0,/
compare normals with others: https://toolassisted.github.io/LOL/
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Angelus
 
Joined: 5 Jan '13
Location: Belgium
Gamertag: steam: Angeluso
PSN ID: Ralenzo

Postby Angelus » January 15th, 2017, 7:34 pm

Some more Akuma shit I found out:

cHK CC

meaty throw: (works vs 3f even when 1f delayed)
- HK demon flip + kick > meaty throw
- fdash > hadoken or LP shoryuken > meaty throw
- fdash x4 > meaty throw

Meaty Normals:
- fdash > fdash > sMP > cHP (+11 on hit, +6 on block)
- MP Shoryuken > cHP (+11 on hit, +6 on block)
- fHP > cHP (+11 on hit, +6 on block)
- fjump attack > cLP > cHP (+10 on hit, +5 on block)
- LK Tatsu > cMP > cHP (+10 on hit, +5 on block)

- sHP or cHP > fHP (+10 on hit, +7 on block)

Safejump:
- fdash > cLP or sLP > forward jump (4f safejump) neutral jump is 5f
- sLK > cLP or sLP > forward jump (4f safejump)
- sHP or cHP > forward jump (6f safejump and stuffs non invinc 3framers)

Meaty specials:
- fdash > LK Demon Flip (+3 on block)
- cLK > HK demon flip (+5 on block)



cHK CC xx VT

- fdash > cHK > fHP (+10 on hit, +7 on block)

- backjump or neutraljump > forwardjump (4f safejump)
- forward jump > neutral jump (4f safejump)
- sHP or cHP > dash > neutral jump (4f safejump)
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Angelus
 
Joined: 5 Jan '13
Location: Belgium
Gamertag: steam: Angeluso
PSN ID: Ralenzo

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