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Snk vs.capcom 2
Snk vs.capcom 2








snk vs.capcom 2

During the attack in fast motion, Zero performs his crouching LP, LK, standing LP, standing HK, HP, first two Triple Saber inputs, first two Triple Saber inputs followed up by his crouching HP, then ending with a Z Saber slash (uncharged), racking up to 13 hits. Zero dashes forward and performs a combo involving teleporting. Ultimate Saber = QCB, HCF or 2141236 + Kick You can hold punch to charge this attack. Zero shoots a large shot from the Buster Shot. Super Attacks Spiral Shot = QCFx2 or 236236 + Punch Button used depends on location of where the bomb is placed. Summons a blow fish that explodes if the opponent touches it. Cyber Elf Bakudan Secchi/Cyber Elf Bomb Setup = Hold D, then U or Hold 2, then 8 + Punch or Kick You cannot have more than one elf on the screen if you get hit, they will disappear. Zero can only summon three Elves per battle. LP version restores some health, LK version absorbs a projectile to give Zero energy, HP version periodically shoots arrows and HK version will turn the opponent into a Met with limited abilities. Cyber Elf Support = Hold B, then F or Hold 4, then 6 + Punch or Kick The shots from the Buster cannot hit the opponent. Zero shoots the Buster shot diagonally upward, causing a random Maverick ( Pantheon Hunter, Cannon Hopper, Top Gabyoall, Hoppider, Contrainer, Securipider, Gli-Eye, Seal Cannon, Raven, or Ray Blade) to fall from above the screen. Irregular Hunt ( Maverick Hunt) = F, HCF or 641236 + Punch This requires strict rhythm or the opponent will fall past and you will miss. If you managed to juggle the opponent in the corner, you can jump, perform the move per jump then repeat this over and over to get an infinite combo. The HK version of this move has to be charged like the Buster Shot and Z Saber. Zero spins the Triple Rod either above his head or in front of him (if used in the air). Can hit the opponent if they walk or jump into it.

snk vs.capcom 2

Zero holds up the Shield Boomerang to reflect projectiles. Which is an outward slash, an inward slash, then an overhead swipe. If you repeat the motion three times Zero will do his traditional three hit saber combo. Also Zero has autoguard on the attack and the charged version only hits with the wave, not the slash itself. This applies to all other moves that can be charged like the Z Saber, counting the Buster shot and Triple Rod.

#Snk vs.capcom 2 plus#

No specials, supers, or exceeds, plus the charge will end if hit. Like the Buster Shot you have to charge the HK version of this move to make it the charged saber slash from Mega Man Zero, and Zero must charge it fully to execute the charged slash or nothing will happen, and while doing so you can only use command normals. If fully charged the shot can pass through any projectile, even supers. A normal shot, oddly unlike other special moves will inflict no chip damage(damage on block) if blocked. This move can also be used while jumping. Zero either shoots a single shot from his Buster Shot for the LP version or begins charging a larger shot for the HP version (if you hold the buttton). Special Attacks Buster Shot = QCF or 236 + Punch Based off of the wall scaling in previous Megaman games. Zero jumps off of the corner of the screen. Sankaku Tobi/Triple Angle Jump or Triangle Jump = in the air and against the corner of the screen, press diagonally up and forward Can pass under mid-level attacks such as projectiles. Zero does a low hitting slide kick which sweeps the opponent. Zero stabs low with the Triple Rod while standing. Naname Shitazuki/Diagonal Lower Stab = DF or 3 + LK Zero thrusts forward with the Triple Rod up to three times. Hits OTG/off the ground (when opponent is knocked down). Zero drops down stabbing with the Triple Rod single-legged pogo stick style, and if it hits he bounces off to the other side of the screen. Extra Normal Attacks/Command Normals Jump or Jumping Kahouzuki / Jump or Jumping Downward Stab = D or 2 + LK in the air Zero teleports behind the opponent then shoots them with the Buster Shot. Tensou Buster Shot / Transfer Buster Shot = (when close) - B/F or 4/6 + HP+HK Zero grabs his opponent and uppercuts them away. Throws Upper = (when close) - B/F or 4/6 + LP+LK 2.2 Extra Normal Attacks/Command Normals.










Snk vs.capcom 2