SvC Chaos: SNK Vs Capcom/Earthquake: Difference between revisions

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(→‎Special Moves: Made EQ's special moves.)
(→‎Super Moves: Made EQ's super moves.)
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==Super Moves==
==Super Moves==
:''qcf,qcf + P'':                '''S^ Earth Got 'Em 2003'''
'''Earth Got 'Em 2003'''
:''qcf,qcf + K'':                '''S^ Fat Guilty'''
* QCF(2x)+P - Strange name, but nice move. It works like an anti-air, so you can try to use this when the opponent jumps in. This move can hit crouching opponents too, but it don't hits low, obviously. You can combo this move after a s.HK(Needs to be a little close).
 
'''Fat Guilty'''
* QCF(2x)+K - His best Super. You can use this on characters with a slow jump(like Dhalsim). EQ is invincible to anything(Except throws) until the chain comes back. Use this to counter some super/normal projectiles, but can be hard depending of the character. Use if you're sure that you will land the attack, but it's safe if blocked, depending on where EQ is.


===Exceed===
===Exceed===
:''qcf,hcb + AC'':                '''X^ Fat Carnival'''
'''Fat Carnival'''
* QCF,HCB+PP - Nice Exceed. The animation is the same as EQ's DP, so you can use as an anti-air. I'll try to explain more on the Advanced Strategy(Because EQ makes a little "poof" after the Exceed screen). You can do some buffering with this move too.


=The Basics=
=The Basics=

Revision as of 18:42, 13 January 2016

Earthquakesvc.gif

Introduction

Earthquake(let's call him EQ here) is (without doubt) the fattest character of the Samurai Shodown series(and probably one of the tallest characters from the SNK games). He is nice to play here, so if you like those "strong" characters, you can pick him. Now let's see his pros and cons.

EQ's Good and Bad Things

Good Things:

  • Easy and fun to play;
  • Has a nice arsenal of Normal/Special/Super Moves(They can act offensively and defensively depending on the situation);
  • Nice damage, reach and recovery on some of his normal moves;
  • Has a quick dash and a nice backdash;
  • He is faster than his old versions(Well, he is kind of a fat ninja);
  • If you learn on how to use him, he can be a hard target for the opponent;
  • He can stop/punish Normal/Super projectiles(Yes, you can stop the Shinkuu Hadouken with him);
  • He can connect his cl.HP with his s.HK;
  • He has a nice... Projectile?(I dont know what is it, really);
  • He can jump off walls.(Incredible, right?)

Bad Things:

  • Is an easy target(Captain Obvious strikes again);
  • Has some problems if he is stuck in the corner(See the line above for more details);
  • He is easy to do some crossups, due to his hitbox;
  • The opponent can crossup EQ with ease, due to his HUGE hitbox(I -Redarts- tried with Ken and I could crossup with j.LP, wasn't hard, really. I don't know if all of the characters can crossup him);
  • He don't have reliable jump-ins(They are good to use, but the priority is bad);
  • Even he can jump off walls, his jumps are not that good(But his wall jump is a little better than his normal jump).

Moves List

Normal Moves

s.LP/A button - The close and far versions are the same. It's a fast attack that cannot combo in itself. It's cancelable, and the damage is nice for a light attack. You can use this to push the opponent if you want.
s.LK/B button - The close and far versions are the same. Fast kick that cannot combo in itself. The startup is almost the same than the move above (I think), but this move is not cancelable, so you can avoid it if you want.
s.HP/C button - (Close) Nice move, really. This is a fast move(A little faster than the moves above) that is cancelable and combos into EQ's s.HK. The damage is nice, so make sure to cancel if it hits the opponent. This move is safe if blocked, so you can abuse of it to push the opponent. (Far) One of his long range pokes. The reach, the damage and the speed of this move are nice, and that makes this move a nice poke for him. It's not cancelable.
s.HK/D button - The close and far versions are the same. Fast and cancelable kick that can be used as a poke and as a followup for the cl.HP(Just time well and you'll be fine with this simple combo). The damage of this move is nice(EQ's normals are incredibly good, really), so this move is good for punishing combos.

j.LP - The neutral and diagonal versions are the same. This can work as a surprise move, due to its reach, but as an air-to-air move, forget it. As a jump-in, forget it. EQ has better options, so avoid if you want. Sadly, EQ's air attacks are not cancelable.
j.LK - The neutral and diagonal versions are the same. His best air-to-air move, really. Can be used as an jum-in, but he have better options. Only that, I think.
j.HP - The neutral and diagonal versions are the same. His best jump-in attack. EQ performs an attack with his big belly. Nice damage, easy to combo after the attack, can crossup the opponent, but bad as an air-to-air.
j.HK - You'll know what will be written here. It's a jump-in attack that can crossup the opponent. The damage is good, but it's hard to combo with it. Just practice if you want to use.

cr.LP - The same info that is in the s.LP you can put here, but it hits low. You can use this as a low poke too.
cr.LK - Kick that is similar to the s.LK. Don't hits low and it's not cancelable. Avoid if you want.
cr.HP - Strange anti-air. Cancelable, and a little fast. Use if you want.
cr.HK - That's your low long range poke. It's a fast move that knocks down and the damage is incredibly good, but isn't cancelable, sadly. Use it only as a low long range poke. I know a nice setup for this move, it will be on the Advanced Strategy section.

Command Moves

Fat Bound

  • (In air) d+K - Nice offensive and defensive move. It can be used to chip on the corner, and the LK version is better in my opinion(The HK version does more chip damage, but can be unsafe). LK version will make EQ bounce 2 times and the HK version will make him bounce 3 times. Can be hard to counter, but it's not impossible. Can be used to run away or to fill your Super Meter after a backdash(He have better options to fill his Super Meter, and I'm saying this because if you backdash with this move, you can go to the corner, but use if you're sure that you will not go to the corner).

Special Moves

Fat Burst

  • QCF+P - A strange, but interesting... Projectile... The LP and the HP versions have the same startup(Which is bad) and the same recovery after he... Farts(Which is nice, I don't know why). The projectile will disappear after a while, or if EQ use certain moves. The HP version travels further, so use this instead of the LP version. Due to the recovery, EQ can walk with the projectile under him, or even jump/dash over it. Nice to use on the opponent's wakeup, due to its speed. Can be hard to jump over(I don't know why).

Chainsaw Dive

  • (In air) QCF+P - Nice and fast move. The LP version is faster, and can be safe sometimes, so use this version. You can use after a backdash to build meter too(It's better than using b+K). EQ don't have air cancelable moves(Unlike some characters), so this move is hard to combo, sadly.

Fat Chainsaw

  • DP+P - LP version is a nice anti-air that knocks down. I'll try to explain the HP version in the Advanced Strategy, so use more the LP version for now. This version is nice for combos too(Can be comboed after a cl.HP or a s.HK). You have time to use the QCF+P as a meaty "fireball" after this move.

Fat Breath

  • QCB+P - Can be his best Special move. Why? You can almost EAT every projectile/Super projectile(I think) in the game. I(Redarts) could EAT Ryu's Shinkuu Hadouken with this(I won the battle because of this move). You can direct this move with u/d, so this can work as an anti-air sometimes. Can be useful as a chipping move too. HP version stays longer.

Fat Fake

  • HCB+LK - I'll explain this on the Advanced Strategy, so you can avoid for now. All I can say is that this move doesn't fill the Super Bar.

Fat Replica Attack(aka Fat Copy)

  • HCB+HK - This move is an overhead. You can control which side EQ will bounce after the disappear thig(Just hold left or right after he vanish). You can use any of the air moves(QCF+P or b+K) after the bounce, which is nice. This move can even trade hits with some DP-like moves, so watch out when you use. I'll try to explain more of this move on the Advanced Strategy too.

Super Moves

Earth Got 'Em 2003

  • QCF(2x)+P - Strange name, but nice move. It works like an anti-air, so you can try to use this when the opponent jumps in. This move can hit crouching opponents too, but it don't hits low, obviously. You can combo this move after a s.HK(Needs to be a little close).

Fat Guilty

  • QCF(2x)+K - His best Super. You can use this on characters with a slow jump(like Dhalsim). EQ is invincible to anything(Except throws) until the chain comes back. Use this to counter some super/normal projectiles, but can be hard depending of the character. Use if you're sure that you will land the attack, but it's safe if blocked, depending on where EQ is.

Exceed

Fat Carnival

  • QCF,HCB+PP - Nice Exceed. The animation is the same as EQ's DP, so you can use as an anti-air. I'll try to explain more on the Advanced Strategy(Because EQ makes a little "poof" after the Exceed screen). You can do some buffering with this move too.

The Basics

Advanced Strategy

Match-Ups