The Hurricane Scythe Kick (竜巻斬空波脚, Tatsumaki Zankuukyaku, lit. "Tornado Slashing Air Leg") is Akuma's version of the Hurricane Kick. Though his movement is similar to Ryu and Ken, in some games lightning may be created by his feet during his Tatsumaki. Like most of his techniques, they are much stronger and faster than the Ryu and Ken's. It can hit muiltiple times, and is considerably faster and harder to control than Ryu and Ken's. It can combo well into his other moves, and it can be used in the air. The traits of the move itself are a mix of Ryu and Ken's; it has the power of Ryu's and the multi-hitting property of Ken's.
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| - Tatsumaki Senpukyaku/Akuma
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| - The Hurricane Scythe Kick (竜巻斬空波脚, Tatsumaki Zankuukyaku, lit. "Tornado Slashing Air Leg") is Akuma's version of the Hurricane Kick. Though his movement is similar to Ryu and Ken, in some games lightning may be created by his feet during his Tatsumaki. Like most of his techniques, they are much stronger and faster than the Ryu and Ken's. It can hit muiltiple times, and is considerably faster and harder to control than Ryu and Ken's. It can combo well into his other moves, and it can be used in the air. The traits of the move itself are a mix of Ryu and Ken's; it has the power of Ryu's and the multi-hitting property of Ken's.
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| - Dan
- Ken
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- Tatsumaki Senpukyaku
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| - The Hurricane Scythe Kick (竜巻斬空波脚, Tatsumaki Zankuukyaku, lit. "Tornado Slashing Air Leg") is Akuma's version of the Hurricane Kick. Though his movement is similar to Ryu and Ken, in some games lightning may be created by his feet during his Tatsumaki. Like most of his techniques, they are much stronger and faster than the Ryu and Ken's. It can hit muiltiple times, and is considerably faster and harder to control than Ryu and Ken's. It can combo well into his other moves, and it can be used in the air. The traits of the move itself are a mix of Ryu and Ken's; it has the power of Ryu's and the multi-hitting property of Ken's. It's often common used in a typical link in most games where Akuma/Gouki links into a Gou Shouryuuken right after a Tatsumaki Zankuukyaku, but its often more effective if the opponent is juggled high enough and sometimes in the corner. In MVC3, a midair Zankuukyaku no longer knocks down a grounded opponent.
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