ONI AKUMA
- Seems like he has normal or slightly less than average vitality, Zangief's full ultra 1 does 55% dmg from full health
- Far standing MP and HP cancellable into specials, combos into QCF+LK
- LP -> far HP cancelable
- st.HK or F+MK Kara cancel to throw, slightly shorter range than Ken's Kara throw
- cr.HK slower and more recovery than Akuma, doesn't combo from LK Tatsu
- QCF+P; Fireball that travels about 75% of screen, then disappears. Can be held like Gouken's, then it does 2 hits and goes full screen. EX acts like a fast 2 hit fireball, can be combo'd from c.MK
- HCB+P; Electric fireball, has same properties as Akuma's HCB+P fireball. EX is faster, more damage?
- DP+P; Standard Akuma DP. Close standing 3 hits, FADC is best on the 2nd hit.
- QCF+K; Rushing spinning punch; Cannot combo after knockdown in corner?
LK - Automatically does attack, no dash. No knockdown, Only combos from clHP
MK - Quarter screen dash, then performs attack. Knocks down
HK - Half screen dash, then attacks. Crosses through opponent up close
EX - Goes through fireballs, HK distance, knocks down.
- QCB+K; Hurricane kick identical to Akuma's. Knocks opponent farther away, cannot DP or trip follow ups
- DP+K; Jumping attack, hits high, large hitbox. EX version counts as overhead.
- j.QCB+P; LP air dashes forward, MP performs downward attack, HP air dashes backward. Air dashes have minimum height and perform damaging attack on startup frames. No follow up attacks available.
- Ultra 1; Standard fireball ultra, does good damage.
- Ultra 2 HCFx2 PPP; Full animation deals 50% dmg t Zangief at full health. Non-animation deals 20% to full health Zangief and works as anti-air. Invincibility?
EVIL RYU
- Seems like he has less life than Oni, but unsure.
- far MP cancel into fireball
- far HP no cancel, like akuma's
- f+MK goes over lows, moves forward a bunch.
- standing FP kara throw, good distance
- Akuma's j.down+MK dive kick at top of jump
- f+MP : akuma's chop
- QCF+P ; normal fireball like Ryu
- HCB+P ; akuma fireball
- QCF+K ; Cool axe kick onto opponents head, only overheads on EX, relatively safe.
- DP+3P ; Teleport is just like akuma's
- Ultra 1 ; Just like Ryu's Ultra 1
- Ultra 2 ; Uppercut super Akuma used to have, has cinematic if you get the first hit, otherwise does okay damage.
- DP -> FADC -> Fireball ultra works
- EX Upper travels far forward, like Ken's FP Upper
- c.MK -> QCF+LK does good damage, can't combo after FADC