Street fighter ex2 plus cover art
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If they block it, it will push them back a bit leaving you safe.
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If the opponent takes the hit, it will knock them down allowing you to close the gap between you. 5C: This attack hits at a nice upward angle making it a pretty good anti-air.It is best utilized if the opponent mistimes their meaty jump-in. It deals much greater damage but it is also a lot riskier to use since if it gets blocked or parried, you are left completely vulnerable on the way down. 22+B+C: This one can be used much like the one above.This allows you to land without taking damage and the situation ends neutral. eg: You do 22A but the opponent was expecting a 22B/C and ends up doing an extra parry. Mixing in the different versions can help throw off the opponent's parry timing. It will beat out a lot of attacks provided that you do not attempt it too early. 22A/B/C: This is perhaps the most obvious one since it acts like a Shoryuken.As usual, mixing them up will yield better results. This section lists his anti-airs and specific situations in which they may be used. However, due to the simplistic parrying system in the game, it isn't always wise to attempt an anti-air because not all of his anti-air options are parry-proof. Or block, you can cancel into a 236_(to create space) or a 214A to stay within close proximities.Īkatsuki has a nice variety of moves which can be used for anti-air. On hit you can turn them into a combo depending on your spacing. The B attacks are great for footsies because of their range and speed. The B attacks are best utilized with a little more space between you and the opponent. The A attacks are best utilized up-close because they are quick and have short range. Knowing how each move can be utilized in each of the many different situations is essential for success just like with any other character.Īkatsuki is equipped with very useful pokes. Every one of his moves have a specific application, some of which can be used in more than one situation. Since Akatsuki is a well-rounded character, he isn't all that confusing to use effectively. His moves allow him to punish mistakes on the fly with oftentimes devastating results. However, Akatsuki is a very flexible character with great normals, solid mixups, and powerful combos. The reflector system absolutely kills that style of play. He can not spam projectiles and wait for the opponent to jump at him so he can score an anti-air. In spite of having the movelist of a shoto, Akatsuki can not be played like one. Has potential to start 214A loops, though it's a bit tighter to finish with a Kamikaze. Frame data and overall utility remains the same, but it won't hit OTG, can't low crush, and has a more obvious startup animation.Īkatsuki performs his j.A, and does a pretty high juggle. None of these changes particularly affected Akatsuki.ĦB is now an overhead hammer punch.
#Street fighter ex2 plus cover art full#
With his combo potential, high damage, and a moveset that covers practically all the bases, Akatsuki poses a major threat to any character in the hands of a skilled player.Īll damage values below were tested on Akatsuki with 1.000 armor ratio and full life on both sides (remember about "Health difference" and "Guts" systems) Notes on Ausf. He can convert random pokes into big damage with the opponent in and away from the corner using his devastating 6C or his 6B overhead. Following the tradition of many shotos, Akatsuki is a well-rounded character with moves for practically every situation. Read the translation of his arcade mode! IntroductionĪkatsuki is the main character of the game so it's no surprise that he is one of the shotos with a special moveset consisting of a fireball, uppercut, and flying kick. Half a century later, he returned looking exactly the same and, having now superhuman abilities, he resumes his mission. Just before the end of the war, he was presumed dead in the Arctic Ocean while transporting a new weapon from an allied nation. A high-ranking technical officer of the Imperial Army.