I Cryophoenix I
Member
These combo's represent a "base" of his basic combos of the list. I found his juggles quite easy and perfect to execute during a match.
(Some are pretty quite useful for online matches but not all of them are guaranteed).
(Note: We are still currently working on Akira, this Thread may be updated from time to time.)
(At the bottom of the thread here are some very IMPORTANT changes that you should know.)
These are just some of the moves that I LIKED during his combo challenge:
1),,,,,,.
This combo can be done in different ways.
2),,,,.
Great Punish for more frequent sidestepping opponents.
3),,,,.
First 2 Inputs have a VERY STRICT timing into .
It will NOT work on counter hit. It's only going to make the character bounce off the ground the first time it hits.
4) (At 50% Health, Power Launcher Combo)
(Hold it fully charged), ,,,,,.
Need to time it right or else the combo will drop.
5) Combo vs Featherweight Characters.
,,,,,,,,,.
Changes to Akira:
1). SS is now Akira's .
2). SS can now access low combo grab.
3). SS is now his new input for the back turn from SS .
4). . Cannot be done While Rising anymore. Must do the whole input While Crouching.
5) Nerfed Frame advantages. (Ex. ,: Rarely Works Now.)
6) Does not W! anymore. Only Launches and W!.
7) Reduced Stun States for on Counter it.
8) no longer frame traps. Turned into an unsafe move on block. (For what I can see) (Credit: DestructionBomb)
9) Buffed Frame Data. (Some moves are less frames to do now.)
10) Certain String combos do not work on block, unless the first or move hits.
11) Ignores standard launch for Heavyweights, cannot do knee 3x. (Credit: DestructionBomb)
12) Force Tech's have been removed. (Not sure if it's quite true because i've been connecting force tech sometimes and sometimes not.)
13) Increased movement speed.
14) no longer frame traps after SS . Also, SS puts the opponent in a tiny stun state on normal hit. On counter hit, the character falls to the ground, making a possible good follow up. Not sure if any move is guranteed after that.
15) • • Can be delayed. And • grants a possible guranteed only if the opponent holds. Giving you frame advantage. (Correct me if i'm wrong.)
16) Aquired a new GB with • • .
New Combos:
1),,,,,,. (Any Finisher Works. Except the Other input.)
2) ,,,.
(Counters High's.)
3) ,,,,,,,.
(Guaranteed CB if hits. No one has been able to counter my CB after this. on hit causes them to stagger in stun for a long time leaving them open and safe for CB to land.)
CB Combos Near a Wall:
1),,,,,,.
I will be posting combos tomorrow. Check back here tomorrow for an Update.
--------------------------------------------------------------------------------------------------------------------------
If you want to know more about Akira, just ask! ^_^ I'm glad to help!
You can also help this thread grow by spreading the word!
Let's help each other out! This is only the beginning!
(Some are pretty quite useful for online matches but not all of them are guaranteed).
(Note: We are still currently working on Akira, this Thread may be updated from time to time.)
(At the bottom of the thread here are some very IMPORTANT changes that you should know.)
These are just some of the moves that I LIKED during his combo challenge:
1),,,,,,.
This combo can be done in different ways.
2),,,,.
Great Punish for more frequent sidestepping opponents.
3),,,,.
First 2 Inputs have a VERY STRICT timing into .
It will NOT work on counter hit. It's only going to make the character bounce off the ground the first time it hits.
4) (At 50% Health, Power Launcher Combo)
(Hold it fully charged), ,,,,,.
Need to time it right or else the combo will drop.
5) Combo vs Featherweight Characters.
,,,,,,,,,.
Changes to Akira:
1). SS is now Akira's .
2). SS can now access low combo grab.
3). SS is now his new input for the back turn from SS .
4). . Cannot be done While Rising anymore. Must do the whole input While Crouching.
5) Nerfed Frame advantages. (Ex. ,: Rarely Works Now.)
6) Does not W! anymore. Only Launches and W!.
7) Reduced Stun States for on Counter it.
8) no longer frame traps. Turned into an unsafe move on block. (For what I can see) (Credit: DestructionBomb)
9) Buffed Frame Data. (Some moves are less frames to do now.)
10) Certain String combos do not work on block, unless the first or move hits.
11) Ignores standard launch for Heavyweights, cannot do knee 3x. (Credit: DestructionBomb)
12) Force Tech's have been removed. (Not sure if it's quite true because i've been connecting force tech sometimes and sometimes not.)
13) Increased movement speed.
14) no longer frame traps after SS . Also, SS puts the opponent in a tiny stun state on normal hit. On counter hit, the character falls to the ground, making a possible good follow up. Not sure if any move is guranteed after that.
15) • • Can be delayed. And • grants a possible guranteed only if the opponent holds. Giving you frame advantage. (Correct me if i'm wrong.)
16) Aquired a new GB with • • .
New Combos:
1),,,,,,. (Any Finisher Works. Except the Other input.)
2) ,,,.
(Counters High's.)
3) ,,,,,,,.
(Guaranteed CB if hits. No one has been able to counter my CB after this. on hit causes them to stagger in stun for a long time leaving them open and safe for CB to land.)
CB Combos Near a Wall:
1),,,,,,.
I will be posting combos tomorrow. Check back here tomorrow for an Update.
--------------------------------------------------------------------------------------------------------------------------
If you want to know more about Akira, just ask! ^_^ I'm glad to help!
You can also help this thread grow by spreading the word!
Let's help each other out! This is only the beginning!
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