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CAPCOM VERSUS SNK: GEESE HOWARD FAQ (EX-tra version)
-= SAL's guide to the original 'king of fighters' =-

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NORMAL ATTACKS:
(Note: His Light Punch and Light Kick moves are all pretty basic, and I 
don't think really need any explaining, so I'm leaving them out of this 
list)

HARD PUNCH (far)
A long straight punch striking out in front of him. It can be used to tag 
some characters outside of the range of their normal attacks, but often 
misses crouching characters completely because it's so high. It's generally 
better to use his standing Hard Kick or the F + Hard Punch when you're far 
away instead of this.

HARD PUNCH (close)
A quick palm strike. This can be cancelled into special moves, and has 
excellent priority, making it one of his best combo starters on the ground.

F + HARD PUNCH
A hammer punch that looks like it should be an overhead, but it isn't. Good 
range though, the best among his punches at least. It does a lot of damage 
but also knocks the opponent down, so comboing other moves off of it isn't 
really possible. You can still cancel it into a special move after they 
block it if you want to though, in the hopes they'll mess up and not block 
the second attack.

D + HARD PUNCH
A quick anti-air move, pretty much like just about everyone else's crouching 
Hard Punch in this game. Use it to swat jumpers whenever you want. Not the 
best air counter he's got, but it's definately the easiest one of them to 
perform. You can also chain special moves off of this on the ground, just 
like with the standing Hard Punch. And since it has about the same range and 
priority, the two are pretty much interchangable as a good reliable combo 
starter.

HARD PUNCH (while jumping)
A double flying punch. When coming down on some of the larger characters 

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Capcom vs. SNK

Publisher
Capcom
Entwickler
Capcom
Genre
Beat'em Up