By Tim Newark
Книга описывает завоевательские войныот эпохи фараонов и вплоть до 19-го столетия
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Her HP Thunder Knuckle works decently well, but unless you execute it while the opponent is relatively high in the air, there’s a moderate chance C. Viper will trade hits with the opponent. However, if she does connect with an antiair HP Thunder Knuckle, she can follow it up with a variety of attacks, including a Super Combo, an Ultra Combo, or another HP Thunder Knuckle if neither are available. She can also jump back and use an aerial Burning Kick while very low to the ground. This takes practice, but works well as an antiair attack if you have quick reflexes.
His Crouching LK and MK are two of his best pokes and work well in almost any situation. Blanka’s Crouching MP is also a good poke, but you cannot follow it with a combo. A normal LP from a slight distance is great for keeping pressure on an opponent and can be used multiple times in rapid succession. An LP or MP are good alternatives to Blanka’s crouching options, and an LP can be used to 2-in-1 into a Surprise Forward or Surprise Back, allowing for additional pressure or a quick escape. Jungle Wheel + Light or + Medium Amazon River Run + Heavy Surprise Forward + Surprise Back + Coward Crouch Against an opponent who excels at poking, use an HP from a slight distance to punish whiffed low attacks.
The HP version of the Shakunetsu Hadoken hits three times, making it one of the most powerful and versatile projectile attacks in the game. It goes through most normal and EX projectile attacks (taking away one or two hits, respectively), forcing most opponents to jump over it or take the chip damage from blocking. This is a great addition to Akuma’s zoning game. The Tatsumaki Zankukyaku, or Hurricane Kick, has changed since the days of Street Fighter II. All versions of the Hurricane Kick knock down an opponent, but the MK and HK versions hit multiple times before knocking down.