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Fighting EX Layer
FAQ By: Goh_Billy (
[email protected])
Version #: 7.0
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Sections
--------
1. Legend
2. System
2.1 Basics
2.2 Progressive Vs. Classic
3. Gougi Decks
3.1 Aggro
3.2 Juggernaut
3.3 Shinobi
3.4 Infinity
3.5 Miracle
3.6 Stealth Raptor
3.7 Berserker
3.8 Double Face
3.9 Sky Dancer
3.10 Nightmare
3.11 Babel
3.12 Thunderbolt
3.13 Fantasista
3.14 Supernova
3.15 Grab Master
4. Characters
4.1 Vulcano Rosso
4.2 Darun Mister
4.3 Garuda
4.4 Kairi
4.5 Shirase
4.6 Doctrine Dark
4.7 Allen Snider
4.8 Pullum Purna
4.9 Sharon
4.10 Shadowgeist
4.11 Cracker Jack
4.12 Sanane
4.13 Hokuto (Available In Standard Edition)
4.14 Hayate
4.15 Blair Dame
4.16 Skullomania
4.17 Area
4.18 Terry Bogard (DLC)
5. Conclusion
5.1 What's Missing/Needed
5.2 Credits
===============================================================================
1. Legend
===============================================================================
ub u uf f - Forward HP - Heavy Punch 3P - 3 Punch Buttons
\ | / b - Back LP - Light Punch 3K - 3 Kick Buttons
b-- --f u - Up HK - Heavy Kick P - Any Punch
/ | \ d - Down LK - Light Kick K - Any Kick
db d df Any - Any Button + - And
2P - 2 Punch Buttons / - Or
2K - 2 Kick Buttons , - Then
| - Separation of Progressive motion from Classic motion
DLC - Downloadable content that must be purchased from the online store
qcf - quarter circle forward (d, df, f)
qcb - quarter circle back (d, db, b)
hcf - half circle forward (b, db, d, df, f)
hcb - half circle back (f, df, d, db, b)
===============================================================================
2. System
===============================================================================
**************
* 2.1 Basics *
**************
Throw LP+LK/f + LP+LK/b + LP+LK connects close; refer to
character movelist for
specific motion and details
Throw Escape LP/LK just as you are
being thrown
Block High b
Block Low db does not block overheads
Dash Forward f, f (hold f to continue can attack out of dash with
to dash) normals
Rush To Super 1 LP, LP, LP, LP some characters require 5
taps instead of 4; last
button press will become a
super if you have at least
1 super stock
Rush To Super 2 LK, LK, LK, LK some characters require 5
taps instead of 4; last
button press will become a
super if you have at least
1 super stock
Quick Crouch Slide d can use crouch normals; can
use d + LP/LK after a dash
and begin a Rush To Super
(as long as the d + LP/LK
combos into the beginning
of the Rush To Super)
Backdash b, b
Hard Attack MP+MK overhead; will stagger
opponent if they try to
block this crouching; can
Super Cancel on contact
Tech Recovery P after getting knocked
down before touching
the floor
Super refer to character's each super costs one stock
movelist
Launcher - Some characters possess a maneuver that can launch the opponent
into the air and allow for a juggle (the ability to hit the
opponent again while they are in the air). These maneuvers are
marked as launchers in the movelist details.
Chain Combos - Every character has chainable attacks. For the most part,
characters are able to chain from one normal attack to another
normal attack by following the flow of increased strength. For
example, you can connect with LP --> d + MK --> HP. Another
example would be LP --> HP. You cannot chain two attacks
together that have the same strength (ie LK and LP or LP and
LP).
Super Cancel - Perform a super motion during or immediately after performing
another normal/special move/super that connects on the opponent
(blocked or not).
Negative Edge - Allows you to perform maneuvers by holding the attack button
down, performing the motion, then releasing the attack button.
An example would be performing a qcf + P maneuver by instead
holding P, qcf, releasing P. This works for special moves and
supers. This ONLY works in Classic Mode.
*******************************
* 2.2 Progressive Vs. Classic *
*******************************
Classic Mode allows you to play with traditional fighting game commands for
your special moves and supers. These commands are the run of the mill qcf,
360, qcb, etc. Classic Mode also allows you to use Negative Edge techniques.
Choosing Progressive Mode shortens the commands for special moves and supers.
A fireball command (qcf) will typically be shortened to f + P. This allows
for easier commands but you cannot use Negative Edge in this mode. Since you
can have either set of commands depending on your mode, both will be listed in
the guide for all characters. It is displayed in the movelist section with
the Progressive Mode commands first and the Classic Mode commands second.
These commands are separated with "|" to help differentiate them. For example:
Move Name f + P | qcf + P Movelist Details
^ ^
Progressive command----' '----Classic command
===============================================================================
3. Gougi Decks
===============================================================================
Gougi Decks are groups of 5 powerups that can be used during the match. Each
powerup in the deck have a specific trigger that activates them. Once
activated the powerup will last until the end of the match. Each powerup from
the deck is shown at the bottom of the screen during the match. The powerup
icons will fill up as you continue to meet the activation requirements. Once
activated, the powerup icon will shine. The game currently has 15 Gougi Decks.
The first five Gougi Decks (Aggro, Juggernaut, Shinobi, Infinity, and
Miracle) are available with the Light version of the game. However, 2 trial
Gougi Decks will be available to Light version users as a weekly rotation. All
15 Gougi Decks are available with the Standard version of the game. The rest
of this section will detail each deck, the powerups, and the means to trigger
them in game. Find the best deck that suits your characters playstyle.
*************
* 3.1 Aggro *
*************
Rampage
-------
Trigger: Deal over 40 damage in a single combo.
Effect: Damage increases the more you attack.
Illusion
--------
Trigger: Receive over 300 points of damage.
Effect: Become able to escape combos once per round.
Chip Up
-------
Trigger: Deal 40 points of chip damage.
Effect: Increase chip damage by 1.
Grab Up
-------
Trigger: Land 2 normal throws.
Effect: Increase normal throw range by 20%.
Erase Blow
----------
Trigger: Attack your opponent with heavy attacks 3 times.
Effect: Gain the ability to negate projectiles with heavy attacks.
******************
* 3.2 Juggernaut *
******************
Hades
------
Trigger: Get knocked down 12 times.
Effect: Gain super armor.
Guard Break
-----------
Trigger: Attack your opponent with 4 Hard Attacks.
Effect: Hard attacks become guard breaks.
Meter Up
--------
Trigger: Attack your opponent 10 times.
Effect: Increase super meter gain by 10%.
Speed Up
--------
Trigger: Allow 10 seconds to pass in game.
Effect: Increase movement speed by 10%.
Attack Up
---------
Trigger: Build 1 bar of super meter.
Effect: Increase damage by 5%.
***************
* 3.3 Shinobi *
***************
Ghost
-----
Trigger: Avoid your opponent for 12 seconds.
Effect: Turn invisible during forward dashes.
Guard Cancel
------------
Trigger: Guard 30 attacks.
Effect: Become able to cancel guards into special attacks/super combos.
Guard Break
-----------
Trigger: Attack your opponent with 4 Hard Attacks.
Effect: Hard attacks become guard breaks.
Speed Up
--------
Trigger: Allow 10 seconds to pass in game.
Effect: Increase movement speed by 10%.
Attack Up
---------
Trigger: Build 1 bar of super meter.
Effect: Increase damage by 5%.
****************
* 3.4 Infinity *
****************
Rage
----
Trigger: Spend 10 blocks of super meter.
Effect: Gain the ability to recover super meter.
Guard Cancel
------------
Trigger: Guard 30 attacks.
Effect: Become able to cancel guards into special attacks/super combos.
Meter Up
--------
Trigger: Attack your opponent 10 times.
Effect: Increase super meter gain by 10%.
Meter Up
--------
Trigger: Attack your opponent 10 times.
Effect: Increase super meter gain by 10%.
Meter Up
--------
Trigger: Attack your opponent 10 times.
Effect: Increase super meter gain by 10%.
***************
* 3.5 Miracle *
***************
Overload
--------
Trigger: While having max super meter, attack with 25 special attacks.
Effect: Activate all other Gougi.
Hades
------
Trigger: Get knocked down 12 times.
Effect: Gain super armor.
Soul Drain
----------
Trigger: Drain a total of 99 super meter from your opponent.
Effect: Drain super meter and health by getting near your opponent.
Utsusemi
--------
Trigger: Perform a recovery 5 times.
Effect: Turn invisible during recoveries.
Mammoth
-------
Trigger: Spend 20 blocks of super meter.
Effect: Increase damage by 35%.
**********************
* 3.6 Stealth Raptor *
**********************
Hunting Dash
------------
Trigger: Attack your opponent with an attack out of a dash 15 times.
Effect: Input d, u to perform a short hop (this uses meter).
Utsusemi
--------
Trigger: Perform a recovery 5 times.
Effect: Turn invisible during recoveries.
Grab Up
-------
Trigger: Land 2 normal throws.
Effect: Increase normal throw range by 20%.
Speed Up
--------
Trigger: Allow 10 seconds to pass in game.
Effect: Increase movement speed by 10%.
Speed Up
--------
Trigger: Allow 10 seconds to pass in game.
Effect: Increase movement speed by 10%.
*****************
* 3.7 Berserker *
*****************
6 Chain
-------
Trigger: Perform 15 chain combos.
Effect: Chain combos become 6 chains (6 chain means you can now cancel LP
into LK, LK into LP, MP into MK, MK into MP, HP into HK, and HP into
HK. This creates chain opportunities such as LP-->LK-->MP-->HK, etc.)
Pierce
------
Trigger: Attack your opponent 30 times.
Effect: Normal attacks deal chip damage.
Grab Up
-------
Trigger: Land 2 normal throws.
Effect: Increase normal throw range by 20%.
Meter Up
--------
Trigger: Attack your opponent 10 times.
Effect: Increase super meter gain by 10%.
Erase Blow
----------
Trigger: Attack your opponent with heavy attacks 3 times.
Effect: Gain the ability to negate projectiles with heavy attacks.
*******************
* 3.8 Double Face *
*******************
Heads or Tails
--------------
Trigger: Complete 1 round.
Effect: Win to activate 6 Chain, lose to activate Hades.
Guard Cancel
------------
Trigger: Guard 30 attacks.
Effect: Become able to cancel guards into special attacks/super combos.
Illusion
--------
Trigger: Receive over 300 points of damage.
Effect: Become able to escape combos once per round.
Grab Up
-------
Trigger: Land 2 normal throws.
Effect: Increase normal throw range by 20%.
Speed Up
--------
Trigger: Allow 10 seconds to pass in game.
Effect: Increase movement speed by 10%.
******************
* 3.9 Sky Dancer *
******************
EX Arrow
--------
Trigger: Block an aerial attack 4 times.
Effect: By inputting d, u you can jump directly to your opponent.
Guard Break
-----------
Trigger: Attack your opponent with 4 Hard Attacks.
Effect: Hard attacks become guard breaks.
Illusion
--------
Trigger: Receive over 300 points of damage.
Effect: Become able to escape combos once per round.
Chip Up
-------
Trigger: Deal 40 points of chip damage.
Effect: Increase chip damage by 1.
Frenzy
------
Trigger: Remain below 50 health for 6 seconds.
Effect: Increase damage as your health is lowered.
******************
* 3.10 Nightmare *
******************
Energy Drain
------------
Trigger: Knock your opponent down 4 times.
Effect: Drain super meter from a downed opponent.
Soul Drain
----------
Trigger: Drain a total of 99 super meter from your opponent.
Effect: Drain super meter and health by getting near your opponent.
Ghost
-----
Trigger: Avoid your opponent for 12 seconds.
Effect: Turn invisible during forward dashes.
Speed Up
--------
Trigger: Allow 10 seconds to pass in game.
Effect: Increase movement speed by 10%.
Speed Up
--------
Trigger: Allow 10 seconds to pass in game.
Effect: Increase movement speed by 10%.
**************
* 3.11 Babel *
**************
Desperation
-----------
Trigger: Perform special attacks or super combos 8 times.
Effect: Damage increases the more you land special attacks/super combos.
Guard Cancel
------------
Trigger: Guard 30 attacks.
Effect: Become able to cancel guards into special attacks/super combos.
Attack Up
---------
Trigger: Build 1 bar of super meter.
Effect: Increase damage by 5%.
Speed Up
--------
Trigger: Allow 10 seconds to pass in game.
Effect: Increase movement speed by 10%.
Meter Up
--------
Trigger: Attack your opponent 10 times.
Effect: Increase super meter gain by 10%.
********************
* 3.12 Thunderbolt *
********************
Teleport
--------
Trigger: Dash for a total of 4 seconds.
Effect: Input d, u to teleport in front of your opponent.
Critical
--------
Trigger: Avoid your opponent for 12 seconds.
Effect: Gain a large damage boost for a limited time.
Attack Up
---------
Trigger: Build 1 bar of super meter.
Effect: Increase damage by 5%.
Meter Up
--------
Trigger: Attack your opponent 10 times.
Effect: Increase super meter gain by 10%.
Frenzy
------
Trigger: Remain below 50 health for 6 seconds.
Effect: Increase damage as your health is lowered.
*******************
* 3.13 Fantasista *
*******************
Meter Gross
-----------
Trigger: Perform 2 reversals.
Effect: Gain meter when performing reversals.
Power Reversal
--------------
Trigger: Attack 5 reversals.
Effect: Reversals gain a damage boost.
Disrupt
-------
Trigger: Perform a super cancel from a super combo 2 times.
Effect: Spend all super meter to perform a powerful super combo.
Attack Up
---------
Trigger: Build 1 bar of super meter.
Effect: Increase damage by 5%.
Meter Up
--------
Trigger: Attack your opponent 10 times.
Effect: Increase super meter gain by 10%.
******************
* 3.14 Supernova *
******************
Overload
--------
Trigger: While having max super meter, attack with 25 special attacks.
Effect: Activate all other Gougi.
Rage
----
Trigger: Spend 10 blocks of super meter.
Effect: Gain the ability to recover super meter.
Guard Break
-----------
Trigger: Attack your opponent with 4 Hard Attacks.
Effect: Hard attacks become guard breaks.
Disrupt
-------
Trigger: Perform a super cancel from a super combo 2 times.
Effect: Spend all super meter to perform a powerful super combo.
Meter Power
-----------
Trigger: Build 5 bars of super meter.
Effect: Gain a damage boost depending on how much super meter you have.
********************
* 3.15 Grab Master *
********************
Kraken Power
------------
Trigger: Perform a special throw or throw super combo 5 times.
Effect: Increase special throw and throw super combo damage by 20%.
Kraken Grab
-----------
Trigger: Spend a total of 10 seconds close to your opponent.
Effect: Special/super throw range 30% up (some exceptions).
Grab Up
-------
Trigger: Land 2 normal throws.
Effect: Increase normal throw range by 20%.
Speed Up
--------
Trigger: Allow 10 seconds to pass in game.
Effect: Increase movement speed by 10%.
Erase Blow
----------
Trigger: Attack your opponent with heavy attacks 3 times.
Effect: Gain the ability to negate projectiles with heavy attacks.
===============================================================================
4. Characters
===============================================================================
*******************************************************************************
* 4.1 Vulcano Rosso *
*******************************************************************************
Colors
------
1 - Red, Orange, and Green trim costume
2 - Purple, Green, and Red trim costume
3 (DLC) - Black, Gold, and Gold trim costume
4 (DLC) - Black, Silver, and Silver trim costume
5 (DLC) - Red, Red, and Green trim costume
6 (DLC) - Black, Blue, and Orange trim costume
7 (DLC) - Black, Light Gray, and Light Gray costume
8 (DLC) - Black, Black, and Black trim costume
9 (DLC) - Blue, Purple, and Lavender trim costume
10(DLC) - Lilac, Bubble Gum, and Lavender trim costume
Throws
------
Digestivo LP+LK / f + LP+LK connects close; opponent ends
up in front
Arrivederci b + LP+LK connects close; opponent ends
up behind
Command Move
------------
Tornado MP+MK overhead; will stagger
opponent if they try to
block this crouching; can
Super Cancel on contact
Rush Combos
-----------
Pisa Rush f, f, LP, LP, LP, (LP) will execute the Pisa No
Shatou on the fourth LP if
you have a super stock;
after the third LP you can
continue the rush combo
into his Vesuvio No Ikari
maneuver follow ups
(however avoid using LP
when you have a super stock
to keep from performing the
Pisa No Shatou); pressing
LP after any of the follow
up parts will still
activate the super (this
allows you an even bigger
super rush chain)
Tameiki Rush f, f, LK, LK, LK, (LK) 2nd LK must be blocked low;
will execute the Tameiki No
Hashi on the fourth LK if
you have a super stock
Special Moves
-------------
Vesuvio No Ikari f + P | qcf + P LP=short, MP=medium, HP=far;
| can Super Cancel on contact
Quick Kutsujoku b + K | b + K LK=jumping attack reversal
| that produces a quick swipe
| attack, MK=mid/high attack
| reversal that produces a
| charging knee kick, HK=low
| attack reversal that
| produces a grab and throw
| behind you; MK and HK
| versions can be Super
| Canceled on contact
Chuugeki P | P can Super Cancel on contact
Quick Kutsujoku b + K | b + K LK=jumping attack reversal
| that produces a quick swipe
| attack, MK=mid/high attack
| reversal that produces a
| charging knee kick, HK=low
| attack reversal that
| produces a grab and throw
| behind you; MK and HK
| versions can be Super
| Canceled on contact
L'espresso K | K knocks opponent very far
| away; can Super Cancel
| after contact just as you
| are landing from the flying
| kick
Vulcanus b + P | qcb + P LP=quick and short, MP=medium
| and medium blast, HP=slow
| and long blast; will
| recover after MP and HP
| versions and be able to
| attack while Vulcanus is
| still active; absorbs
| projectiles; can Super
| Cancel on contact when
| close
Aeol No Tsubasa 2P / | 2P / f + 2P using f with the 2P will make
f + 2P | Rosso hop forward; hops
| over low attacks
Etna No Ikari K | K overhead; can Super Cancel on
| contact as soon as you
| touch the ground
Hibashiri f + K | qcf + K LK=very short, MK=medium,
| HK=far; MK and HK versions
| can dash past opponent
Canossa No Kutsujoku b + K | qcb + K LK=jumping attack reversal
| that produces a quick swipe
| attack, MK=mid/high attack
| reversal that produces a
| charging knee kick, HK=low
| attack reversal that
| produces a grab and throw
| behind you; MK and HK
| versions can be Super
| Canceled on contact
Regalo 2K | 2K will absorb projectiles
| (including super
| projectiles and projectile
| like maneuvers like Doctrine
| Dark's Dark Wire) and
| produce a counter attack;
| can Super Cancel after
| counter attack makes
| contact however it must be
| done very quickly as the
| window is tight
Supers
------
Tameiki No Hashi b, f + P | qcf, qcf + P any part of the initial rush
| must connect (not blocked)
| to perform the entire
| maneuver; can Super Cancel
| on contact but only the
| parts before the climb up
| and stomp portion
Pisa No Shatou f, b + P | qcb, qcb + P blast absorbs projectiles;
| can Super Cancel on contact
| when close
Accelerando f, b + K | qcb, qcb + K initial rush must touch
| opponent to perform the
| entire maneuver; can Super
| Cancel on contact
*******************************************************************************
* 4.2 Darun Mister *
*******************************************************************************
Colors
------
1 - Black costume
2 - Red costume
3 (DLC) - Black costume (Gold skin)
4 (DLC) - Black costume (Silver skin)
5 (DLC) - White costume
6 (DLC) - Pink costume
7 (DLC) - Green costume
8 (DLC) - Lime costume
9 (DLC) - Blue costume
10(DLC) - Turquoise costume
Throws
------
Backdrop LP+LK / f + LP+LK connects close; opponent ends
up in front
German Suplex b + LP+LK connects close; opponent ends
up behind
Fall Ganges DDT LP+LK in air connects close in air;
opponent ends up in front
Command Moves
-------------
Chopping Leg d + HK must be blocked low
Ganges Chop MP+MK overhead; will stagger
opponent if they try to
block this crouching; can
Super Cancel on contact
Rush Combos
-----------
Twilight Rush f, f, LP, LP, LP, (LP) will execute the Twilight
Lariat on the fourth LP if
you have a super stock
Indra Rush f, f, LK, LK, LK, (LK) will execute the Indra Bashi
on the fourth LK if you
have a super stock
Special Moves
-------------
Lariat f + P | qcf + P LP=short with 1 lariat (this
| lariat can absorb
| projectiles with proper
| timing), MP=medium with 2
| lariats, HP=far with 2
| lariats; can Super Cancel
| on contact
Darun Catch db + P | b, d, db + P LP has Darun put his arms up
| the shortest amount of time
| while HP is the longest;
| this is an anti-air grab
| that will catch if the
| airborne opponent touches
| Darun's hands
Brahma Bomb u + P | 360 + P connects close; unblockable
Daikaku 2P | 2P absorbs attacks including
| projectiles and multiple
| hitting maneuvers
Jouju 2P | 2P Daikaku must absorb an attack
| for this follow up to be
| possible; can Super Cancel
| on contact
Ganges DDT df + K | f, d, df + K LK=short hop, MK=medium hop,
| HK=far hop; hop in must
| touch opponent for throw;
| unblockable
Indra Bridge u + K | 360 + K connects close; unblockable
Supers
------
Twilight Lariat b, f + P | qcf, qcf + P can Super Cancel on contact
Chouzetsu Kishin Bomb u, d + P | 720 + P connects close; unblockable
Indra Bashi f, b + K | qcb, qcb + K launcher; can Super Cancel
on contact before you leave
the ground
*******************************************************************************
* 4.3 Garuda *
*******************************************************************************
Colors
------
1 - Red armor and Blue pants w/ Orange hair
2 - Blue armor and Purple pants w/ Turquoise hair
3 (DLC) - Gold armor and Green pants w/ Orange hair
4 (DLC) - Silver armor and Purple pants w/ Turquoise hair
5 (DLC) - Orange armor and Blue pants w/ Orange hair
6 (DLC) - Turquoise armor and Purple pants w/ Turquoise hair
7 (DLC) - Green armor and Blue pants w/ Orange hair
8 (DLC) - Lime armor and Purple pants w/ Turquoise hair
9 (DLC) - White armor and Blue pants w/ Orange hair
10(DLC) - Dark Gray armor and Purple pants w/ Turquoise hair
Throws
------
Shouki LP+LK / f + LP+LK connects close; opponent ends
up in front
Satsuga b + LP+LK connects close; opponent ends
up behind
Shuki LP+LK in air connects close in air;
opponent ends up behind
Command Moves
-------------
Zanki b + HP 2 hits; first part can absorb
projectiles with proper
timing; can cancel into from
normals
Kyoja b + HK 3 hits; can cancel into from
normals
Saiga MP+MK overhead; will stagger
opponent if they try to
block this crouching; can
Super Cancel on contact
Rush Combos
-----------
Kiensho Rush f, f, LP, LP, LP, (LP) will execute the Kiensho on
the fourth LP if you have a
super stock
Soukondan Rush f, f, LK, LK, LK, (LK) 2nd LK must be blocked low;
will execute the Soukondan
on the fourth LK if you
have a super stock
Special Moves
-------------
Shuga f + P | qcf + P LP=4 hits, MP=6 hits, HP=8
| hits; blades will absorb
| projectiles; can Super
| Cancel on contact
Kizan df + P | f, d, df + P LP=short, MP=medium, HP=far;
| can Super Cancel into air
| super on contact
Jazan db + P | b, d, db + P LP=short, MP=medium, HP=far;
| can Super Cancel into air
| super on contact
Gouga f + K | hcf + K LK=short, MK=medium, HK=far;
| can Super Cancel on contact
| after you hit the floor
| when the maneuver ends
Supers
------
Kiensho b, f + P | qcf, qcf + P can Super Cancel on contact
| before you leave the ground
| or Super Cancel into air
| super while in air after
| contact
Kienbu f, b + P | qcb, qcb + P can Super Cancel on contact
Houkou Tenkan b/f | b/f holding b/f will steer the
| Kienbu super; can still
| Super Cancel on contact
Air Kienbu f, b + P | qcb, qcb + P can Super Cancel on contact
in air | in air as soon as you touch the
| ground
Soukondan f, b + K | qcb, qcb + K Hold K to delay super; energy
| absorbs projectiles; can
| Super Cancel on contact
*******************************************************************************
* 4.4 Kairi *
*******************************************************************************
Colors
------
1 - Gray pants and Red belt w/ Silver hair
2 - Fern Green pants and Blue belt w/ Black hair
3 (DLC) - Gold pants and Silver belt w/ Silver hair
4 (DLC) - Silver pants and Gold belt w/ Black hair
5 (DLC) - Red pants and Black belt w/ Silver hair
6 (DLC) - Pink pants and Gray belt w/ Black hair
7 (DLC) - Green pants and Orange belt w/ Silver hair
8 (DLC) - Yellow pants and Steel Blue belt w/ Black hair
9 (DLC) - Blue pants and Dark Gray belt w/ Silver hair
10(DLC) - Turquoise pants and Gray belt w/ Black hair
Throws
------
Gyakuseoi LP+LK / f + LP+LK connects close; opponent ends
up in front
Kuteikaku b + LP+LK connects close; opponent ends
up behind
Command Moves
-------------
Ryobu f + MK can cancel into from normals;
can Super Cancel into air
super on contact
Ryujin-Kyaku d + MK in air can Super Cancel into air
super on contact
Bukyaku MP+MK overhead; will stagger
opponent if they try to
block this crouching; can
Super Cancel on contact
Rush Combos
-----------
Sairou Rush f, f, LP, LP, LP, (LP) will execute the
Sairou-Kyoushu on the
fourth LP if you have a
super stock
Shinki Rush f, f, LK, LK, LK, LK, (LK) 2nd LK must be blocked low;
will execute the
Shinki-Hatsudou-Kai on the
fifth LK if you have a
super stock
Special Moves
-------------
Shinki-Hatsudou f + P | qcf + P LP=slow, MP=medium, HP=fast;
| will collide with other
| projectiles as both will be
| "destroyed" in the process;
| can Super Cancel on contact
| when close
Maryu-Rekkou df + P | f, d, df + P LP=short, MP=medium, HP=far;
| can Super Cancel on contact
| before leaving the ground
| or Super Cancel into air
| super while in air after
| contact
Mouryo-Kasen b + K | qcb + K LK=short with 2 hits,
| MP=medium with 3 hits,
| HP=far with 4 hits; can
| Super Cancel into air super
| on contact
Air Mouryo-Kasen b + K in | qcb + K in air LK version has fewest spins
air | while HK version has the
| most spins; can cancel into
| Air Mouryo-Kasen from an
| air normal that makes
| contact; can Super Cancel
| into air super on contact
Supers
------
Shinki-Hatsudou-Kai b, f + P | qcf, qcf + P absorbs projectiles; can
in air | in air Super Cancel into air super
| on contact when close
Sairou-Kyoushu f, b + P | qcb, qcb + P second uppercut must connect
| (not blocked) to perform
| entire maneuver; can Super
| Cancel into air super once
| you leave the ground
Garyu-Messhu b, f + K | qcf, qcf + K can Super Cancel into air
in air | in air super on contact or Super
| Cancel into ground super
| on contact when you touch
| the ground; last part of
| this super is a launcher
*******************************************************************************
* 4.5 Shirase *
*******************************************************************************
Colors
------
1 - Black costume and Light Gray trim w/ Black waist cloth
2 - Gray costume and Maya Blue trim w/ Medium Blue waist cloth
3 (DLC) - Gold costume and Gold trim w/ Gold waist cloth
4 (DLC) - Silver costume and Silver trim w/ Silver waist cloth
5 (DLC) - Black costume and Black trim w/ Light Gray waist cloth
6 (DLC) - Black costume and Blue trim w/ Dark Blue waist cloth
7 (DLC) - Black costume and Red trim w/ Black waist cloth
8 (DLC) - Pink costume and Light Gray trim w/ Fuschia waist cloth
9 (DLC) - Dark Gray costume and Green trim w/ Black waist cloth
10(DLC) - Yellow costume and Yellow trim w/ Flax waist cloth
Throws
------
Kyaku LP+LK / f + LP+LK connects close; opponent ends
up in front
Keishukou b + LP+LK connects close; opponent ends
up behind
Command Moves
-------------
Gai-Shu f + HK can cancel into from normals;
can Super Cancel on contact
Pushing Sweep d + HK must be blocked low
Bukyakuzan MP+MK overhead; will stagger
opponent if they try to
block this crouching; can
Super Cancel on contact
Rush Combos
-----------
Rensho Rush f, f, LP, LP, LP, (LP) will execute the Rensho-Geki
on the fourth LP if you
have a super stock; after
the third LP you can
continue the rush combo
into her Chugeki-Hoh
maneuver follow ups
(however avoid using LP
when you have a super stock
to keep from performing the
Rensho-Geki); pressing LP
after any of the follow up
parts will still activate
the super (this allows you
an even bigger super rush
chain)
Kyakuhougi Rush f, f, LK, LK, LK, (LK) 2nd LK must be blocked low;
will execute the Kyakuhougi
on the fourth LK if you
have a super stock; after
the third LK you can
continue the rush combo
into her Chugeki-Hoh
maneuver follow ups
(however avoid using LK
when you have a super stock
to keep from performing the
Kyakuhougi); pressing LP
after any of the follow up
parts will still activate
the super (this allows you
an even bigger super rush
chain)
Special Moves
-------------
Chugeki-Hoh f + P | qcf + P LP=short, MP=medium, HP=far;
| can Super Cancel on contact
Shogekiha P | P can Super Cancel on contact
Chu-Hoh f + P | f + P overhead; can Super Cancel on
| contact
Shingai-Kyaku K | K must be blocked low; goes
| under many projectiles; HK
| version knocks opponent
| down; can Super Cancel on
| contact
Shorin-Geki df + P | f, d, df + P can Super Cancel on contact
Katachi db + 2P | b, d, db + 2P low/high attack reversal;
| reversing a ground attack
| produces a quick
| Shinkyaku-Geki while
| reversing an air attack
| produces an elbow attack;
| can Super Cancel on
| reversal contact
Ryusui u + P | 360 + P connects close; unblockable;
| throw inflicts no damage,
| however it switches the
| opponent to the other side
| while leaving them
| vulnerable
Shinkyaku-Geki b + LK/MK| qcb + LK/MK LK=short and must be blocked
| low, MK=medium and must be
| blocked low; goes under
| many projectiles; can Super
| Cancel on contact
Shin K | K must be performed quickly
| before Shinkyaku-Geki comes
| out; if timed correctly
| Shin can pass through
| projectiles
Shinkuu-Geki b + HK | qcb + HK far; can Super Cancel on
| contact
Shin K | K must be performed quickly
| before Shinkuu-Geki comes
| out; if timed correctly
| Shin can pass through
| projectiles
Supers
------
Rensho-Geki b, f + P | qcf, qcf + P launcher; can Super Cancel on
| contact
Kiren-Eki f, b + P | qcb, qcb + P hold P to delay and empower
| super; absorbs projectiles;</pre><pre id="faqspan-2">
| can Super Cancel on contact
| when close
Renbu f, b + 2P| LP, LP, f, LK, dash in must touch opponent
| HP to perform the entire
| maneuver; dash in is
| unblockable
Kyakuhougi f, b + K | qcb, qcb + K can Super Cancel on contact
*******************************************************************************
* 4.6 Doctrine Dark *
*******************************************************************************
Colors
------
1 - Blue costume w/ Dark Blue trim
2 - Green costume w/ Brown trim
3 (DLC) - Gold costume w/ Brown trim
4 (DLC) - Silver costume w/ Dark Blue trim
5 (DLC) - Celeste costume w/ Dark Blue trim
6 (DLC) - Lime costume w/ Brown trim
7 (DLC) - Amaranth Red w/ Brown trim
8 (DLC) - Yellow costume w/ Brown trim
9 (DLC) - Purple costume w/ Dark Blue trim
10(DLC) - Pink costume w/ Dark Blue trim
Throws
------
Death Moment LP+LK / f + LP+LK connects close; opponent ends
up in front
Dark Throw b + LP+LK connects close; opponent ends
up behind
Command Moves
-------------
Knife Nightmare b + MP overhead; can cancel into
from normals however
maneuver is slow so it will
not combo
Death Spinkick b + MK can cancel into from normals;
can Super Cancel on contact
Shudder Blade MP+MK overhead; will stagger
opponent if they try to
block this crouching; can
Super Cancel on contact
Rush Combos
-----------
Knife Rush f, f, LP, LP, LP, (LP) will execute the Dark Knife
on the fourth LP if you
have a super stock; after
the third LP you can
continue the rush combo
into his Dark Wire maneuver
follow ups (however avoid
using LP when you have a
super stock to keep from
performing the Dark Knife);
pressing LP after any of
the follow up parts will
still activate the super
(this allows you an even
bigger super rush chain)
Shackle Rush f, f, LK, LK, LK, (LK) 2nd LK must be blocked low;
will execute the Dark
Shackle on the fourth LK if
you have a super stock
Special Moves
-------------
Dark Wire f + P | qcf + P LP=short wire, MP=medium
| wire, HP=long wire; wire
| will absorb projectiles;
| wire must connect (not
| blocked) to allow for
| follow ups; can Super
| Cancel on contact or when
| opponent is being held with
| wire
Dark Spark wait | wait can Super Cancel after Dark
| Spark explosion
Dark Hold b + P | b + P can attack opponent after
| pulling them toward you;
| can Super Cancel after pull
Dark Defender df + P | f, d, df + P LP=short wire, MP=medium
| wire, HP=long wire;
| anti-air maneuver that will
| descend opponent slowly
| leaving them vulnerable if
| maneuver is successful; can
| Super Cancel on contact
Ex-Plosive f + K | qcf + K LK=mine stays out for 1
| second before exploding on
| its own, MK=mine stays out
| for 1.5 seconds before
| exploding on its own,
| HK=mine stays out for 2
| seconds before exploding on
| its own; mine will explode
| on its own or if it comes
| in contact with opponent;
| as mine is being set it can
| collide with other
| projectiles as both will be
| "destroyed" in the process;
| can Super Cancel on contact
| when close
Supers
------
Dark Knife b, f + P | qcf, qcf + P can Super Cancel on contact
| when on ground during super
Dark Shackle b, f + K | qcf, qcf + K last few hits must connect
| (not blocked) to perform
| the entire super; can Super
| Cancel from hits on contact
| but only the parts before
| the catch and explosion
EX-Prominence f, b + K | qcb, qcb + K explosion absorbs
| projectiles; can Super
| Cancel on contact (doesn't
| appear to combo however)
*******************************************************************************
* 4.7 Allen Snider *
*******************************************************************************
Colors
------
1 - Blue and Red pants w/ Black gloves
2 - Green and Orange pants w/ Black gloves
3 (DLC) - Gold costume w/ Black gloves
4 (DLC) - Silver costume w/ Black gloves
5 (DLC) - Gray costume w/ Flame Red gloves
6 (DLC) - Black costume w/ Flame Red gloves
7 (DLC) - Red costume w/ Black gloves
8 (DLC) - Pink costume w/ Black gloves
9 (DLC) - Blue costume w/ Orange gloves
10(DLC) - Turquoise costume w/ Black gloves
Throws
------
Judo Combo LP+LK / f + LP+LK connects close; opponent ends
up in front
Nagete Kiwameru Waza b + LP+LK connects close; opponent ends
up behind
Command Moves
-------------
Smash Kick f + MK can cancel into from normals
Jumping Knuckle MP+MK overhead; will stagger
opponent if they try to
block this crouching; can
Super Cancel on contact
Rush Combos
-----------
Fire Rush f, f, LP, LP, LP, (LP) will execute the Fire Force
on the fourth LP if you
have a super stock
Break Rush f, f, LK, LK, LK, (LK) will execute the Triple Break
on the fourth LK if you
have a super stock
Special Moves
-------------
Soul Force f + P | qcf + P LP=slow, MP=medium, HP=fast;
| will collide with other
| projectiles as both will be
| "destroyed" in the process;
| can Super Cancel on contact
| when close
Rising Dragon df + P | f, d, df + P LP=short, MP=medium, HP=far
| with 3 hits up close; can
| Super Cancel on contact up
| close before you leave the
| ground
Justice Fist b + P | b, d, db + P LP=short, MP=medium, HP=far;
| can Super Cancel on
| contact
Vaulting Kick u + K | hcb + K connects close; unblockable
Supers
------
Fire Force b, f + P | qcf, qcf + P can Super Cancel on contact
| when close
Triple Break b, f + K | qcf, qcf + K launcher; can Super Cancel on
| contact before you leave
| the ground
*******************************************************************************
* 4.8 Pullum Purna *
*******************************************************************************
Colors
------
1 - Turquoise pants and White top w/ Magenta shoes
2 - Rose Pink pants and White top w/ Orange shoes
3 (DLC) - Gold pants and Gold top w/ Gold shoes
4 (DLC) - Silver pants and Silver top w/ Silver shoes
5 (DLC) - Blue pants and Blue top w/ Light Blue shoes
6 (DLC) - Yellow pants and Orange top w/ Green shoes
7 (DLC) - Purple pants and Red top w/ Red shoes
8 (DLC) - Green pants and Green top w/ Cream shoes
9 (DLC) - Silver (with Black design) pants and Black top w/ Black shoes
10(DLC) - Black pants and Black top w/ Black shoes
Throws
------
Ordence Foot LP+LK / f + LP+LK connects close; opponent ends
up in front
Neck Factor b + LP+LK connects close; opponent ends
up behind; Note the mini
Darun Mister after her
tambourine strike
Dance Wind LP+LK in air connects close in air;
opponent ends up behind
Command Moves
-------------
Femina Wind ub/u/uf in air this is a double jump
Alacer Wrist f + MP overhead; can cancel into
from normals however
maneuver is slow so it will
not combo; if this connects
to a crouching opponent
Pullum will hop over them
Aerial Alacer Wrist d + MP in air overhead; if this touches the
opponent Pullum will hop
forward in the air and she
can perform another air
attack; can Super Cancel
into air super on contact
Reverse Ankle b + MK in air overhead; used as a crossup
attack; if opponent is hit
with this they will be
"pulled" toward Pullum as
she lands allowing a combo
Alacer Ankle MP+MK overhead; will stagger
opponent if they try to
block this crouching; can
Super Cancel on contact
Rush Combos
-----------
Wind Rush f, f, LP, LP, LP, LP, (LP) will execute the Kind Wind
on the fifth LP if you have
a super stock
Praec Rush f, f, LK, LK, LK, LK, (LK) will execute the Praec Larum
on the fifth LK if you have
a super stock
Special Moves
-------------
Drill Purus f + K | qcf + K LK=short, MK=medium, HK=far;
| can Super Cancel on contact
Aerial Drill Purus f + K in | qcf + K in air LK=least steep angle dive,
air | MK=medium angle dive,
| HK=steepest angle dive; can
| cancel into Aerial Drill
| Purus from an air normal
| that makes contact; can
| Super Cancel into air super
| on contact
Prim Kick df + K | f, d, df + K LK=very short and low,
| MK=short and medium,
| HK=medium and high; can
| Super Cancel into air super
| on contact
Ten'el Kick b + K | qcb + K LK=short and 1 hit, MK=medium
| and 2 hits, HK=far and 3
| hits; can Super Cancel into
| air super on contact or
| Super Cancel into ground
| supers just as she lands
| from maneuver
Supers
------
Kind Wind b, f + P | qcf, qcf + P wind absorbs projectiles
in air | in air
Res Arcana b, f + K | qcf, qcf + K can Super Cancel into air
| super on contact when she
| is in the air or Super
| Cancel into ground supers
| on contact when she is on
| the ground
Praec Larum f, b + K | qcb, qcb + K can Super Cancel into air
| super on contact
*******************************************************************************
* 4.9 Sharon *
*******************************************************************************
Colors
------
1 - Red skirt and Dark Gray jacket w/ Black boots
2 - Green skirt and Steel Blue jacket w/ Black boots
3 (DLC) - Gold skirt and Gold jacket w/ Gold boots
4 (DLC) - Silver skirt and Silver jacket w/ Silver boots
5 (DLC) - Pink skirt and Purple jacket w/ Black boots
6 (DLC) - Lime Green skirt and Moss Green jacket w/ Black boots
7 (DLC) - Black skirt and Red jacket w/ Red boots
8 (DLC) - Off White skirt and Off White jacket w/ Red boots
9 (DLC) - Blue skirt and Royal Blue jacket w/ Black boots
10(DLC) - Baby Blue skirt and Olympic Blue jacket w/ Blue boots
Throws
------
Bloody Mount LP+LK / f + LP+LK connects close; opponent ends
up in front
Blade Kick b + LP+LK connects close; opponent ends
up behind
Flying Neck Drop LP+LK in air connects close in air;
opponent ends up behind
Command Moves
-------------
Step Combo Kick f + MK 2 hits; can cancel into from
normals
Crush Kick f + HK overhead; can cancel into
from normals however
maneuver is slow so it will
not combo
Sliding Sweeper df + HK must be blocked low; can
cancel into from normals;
can Super Cancel on contact
Guns Fist MP+MK overhead; will stagger
opponent if they try to
block this crouching; can
Super Cancel on contact
Rush Combos
-----------
Shuttle Rush f, f, LP, LP, LP, LP, (LP) will execute the Shuttle
Combination on the fifth LP
if you have a super stock;
after the fourth LP you can
continue the rush combo
into her Gale Hammer Punch
maneuver follow ups
(however avoid using LP
when you have a super stock
to keep from performing the
Shuttle Combination);
pressing LP after the
Double Hammer Punch or
Half Moon Kick follow up
will still activate the
super (this allows you an
even bigger super rush
chain)
Sharon Rush f, f, LK, LK, LK, LK, (LK) 2nd LK must be blocked low;
will execute the Sharon
Special on the fifth LK if
you have a super stock
Special Moves
-------------
Dark Fire f + P | qcf + P (tap requires 1 bullet from your
(tap P | P for rapid bullet meter for each shot
for | fire) (bullet meter resets after
rapid | each round); LP=straight
fire) | shot, MP=upward shot,
| HP=hopping shot; absorbs
| projectiles; can Super
| Cancel on contact when
| close
Aerial Dark Fire f + P in | qcf + P in air requires 1 bullet from your
air | bullet meter (bullet meter
| resets after each round);
| LP=far with least steep
| angle, MP=medium with
| medium angle, HP=short with
| steepest angle; absorbs
| projectiles; can Super
| Cancel on contact when close
| just as you land from the
| maneuver
Gale Hammer Punch b + P | qcb + P LP=short, MP=medium, HP=far;
| can Super Cancel on contact
Double Hammer Punch P | P can Super Cancel on contact
Half Moon Kick K | K can Super Cancel on contact
| just as you land from the
| maneuver
Bermuda Symphony df + K | df + K doesn't combo; dash in must
| touch opponent to perform
| throw; unblockable;
| launcher
Half Moon Kick b + K | qcb + K LK=short and knocks down,
| MK=medium, HK=far; can
| Super Cancel on contact
| just as you land from the
| maneuver
Prison Scissors K just | K just before timing is tight; this acts as
before | Half Moon a throw (thus you must be
Half | Kick close to opponent); press K
Moon | connects during the Half Moon Kick
Kick | while you are rising (not
connects| falling); unblockable
Bermuda Symphony u + K | hcf + K LK=short dash, MK=medium
| dash, HK=far dash; dash in
| must touch opponent to
| perform throw; unblockable;
| launcher
Supers
------
Hellfire b, f + P | qcf, qcf + P requires 1 bullet from your
| bullet meter (bullet meter
| resets after each round);
| absorbs projectiles; can
| Super Cancel on contact
| when close
Shuttle Combination f, b + P | qcb, qcb + P one of the rush hits must
| connect (not blocked) to
| perform the finishing throw
| maneuver; can Super Cancel
| from hits on contact but
| only the parts before the
| finishing throw
Sharon Special b, f + K | qcf, qcf + K can Super Cancel on contact
| (last part can be Super
| Canceled on contact but
| only just as you land from
| the maneuver)
*******************************************************************************
* 4.10 Shadowgeist *
*******************************************************************************
Colors
------
1 - Dark Gray costume w/ Gray trim and Red cape
2 - Purple costume w/ Green trim and Purple cape
3 (DLC) - Black costume w/ Black trim and Gold cape
4 (DLC) - Black costume w/ Black trim and Silver cape
5 (DLC) - Gray costume w/ Black trim and Dark Blue cape
6 (DLC) - Dark Green costume w/ Green trim and Red cape
7 (DLC) - Black costume w/ Gray trim and Blue cape
8 (DLC) - Orange costume w/ Gray trim and Green cape
9 (DLC) - Dark Blue costume w/ Turquoise trim and Blue cape
10(DLC) - Turquoise costume w/ Gray trim and Yellow cape
Throws
------
Shadow Stunt LP+LK / f + LP+LK connects close; opponent ends
up in front
Shadow Throw b + LP+LK connects close; opponent ends
up behind
Shadow Space LP+LK in air connects close in air;
opponent ends up behind
Command Moves
-------------
Shadow Escape b, b
Shadow Upper b + MP can absorb projectiles with
proper timing;can cancel
into from normals; can
Super Cancel on contact
Shadow Heel b + MK overhead; can cancel into
from normals however
maneuver is slow so it will
not combo
Shadow Crash MP+MK overhead; will stagger
opponent if they try to
block this crouching; can
Super Cancel on contact
Rush Combos
-----------
Beta Rush f, f, LP, LP, LP, LP, (LP) will execute the Beta
Government on the fifth LP
if you have a super stock
Omega Rush f, f, LK, LK, LK, (LK) will execute the Omega End on
the fourth LK if you have a
super stock
Special Moves
-------------
Shadow Aegis f + P | qcf + P LP=short with 3 hits,
| MP=medium with 4 hits,
| HP=far with 5 hits; can
| Super Cancel on contact
Shadow Break f + K | qcf + K LK=small blast, MK=medium
| blast, HK=large blast;
| blast will absorb
| projectiles; can Super
| Cancel on contact when
| close
Shadow Sword Kick f + K in | qcf + K in air LK is the steepest angled
air | dive while HK is the
| furthest; can cancel into
| Shadow Sword Kick from an
| air normal that makes
| contact; can Super Cancel
| into air super on contact
Shadow Summer b + K in | qcb + K in air LK is the shortest flip while
air | HK is the furthest; can
| cancel into Shadow Summer
| from an air normal that
| makes contact; can Super
| Cancel into air super on
| contact
Shadow Press u + K | b, d, db + K LK=short leap, MK=medium
| leap, HK=far leap; can
| Super Cancel into air super
| on contact
Death Shock u, d + 2P| hcb, ub, u + 2P taunt; after 1.5 seconds you
| can exit the taunt manually
| by attacking
Supers
------
Beta Government b, f + P | qcf, qcf + P goes under most projectiles;
| can Super Cancel on contact
| when close
Air Epsilon Nightmare u, d + P | 720 in air connects when close to an
in air | opponent in air
Epsilon Nightmare f, b + 2P| LP, LP, f, LK, dash in must touch opponent
| HP to perform the entire
| maneuver; dash in is
| unblockable
Shin Nightmare f, b + 2P| LP, LP, f, LK, dash in must touch opponent
(hold | HP (hold to perform the entire
LP+MK | LP+MK before maneuver; dash in is
before | contact) unblockable
contact)|
Alpha Rising b, f + K | qcf, qcf + K can Super Cancel on contact
| during part when you lay on
| the ground
Air Alpha Rising b, f + K | qcf, qcf + K can Super Cancel into air
in air | in air super on contact (however
| it doesn't appear to combo)
Omega End f, b + K | qcb, qcb + K energy shield absorbs
| projectiles; maneuver has
| vacuum effect; can Super
| Cancel on contact
*******************************************************************************
* 4.11 Cracker Jack *
*******************************************************************************
Colors
------
1 - Brown chaps and White jeans w/ White top
2 - Wheat chaps and Blue jeans w/ Red top
3 (DLC) - Gold chaps and Golden Brown jeans w/ Gold top
4 (DLC) - Silver chaps and Sonic Silver jeans w/ Silver top
5 (DLC) - White chaps and Gray jeans w/ Black top
6 (DLC) - Pink chaps and French Rose jeans w/ Pink top
7 (DLC) - Blue chaps and Red jeans w/ Blue top
8 (DLC) - Turquoise chaps and Blue jeans w/ Turquoise top
9 (DLC) - Green chaps and Brown jeans w/ Green top
10(DLC) - Yellow chaps and Black jeans w/ Yellow top
Throws
------
Power Hunter LP+LK / f + LP+LK connects close; opponent ends
up in front
Power Lift Throw b + LP+LK connects close; opponent ends
up behind
Command Moves
-------------
Angry Fist b + MP overhead; can cancel into
from normals however
maneuver is slow so it will
not combo
Double Arm Punch MP+MK overhead; will stagger
opponent if they try to
block this crouching; can
Super Cancel on contact
Rush Combos
-----------
Crazy Rush f, f, LP, LP, LP, LP, (LP) will execute the Crazy Jack
on the fifth LP if you have
a super stock
Grandslam Rush f, f, LK, LK, LK, (LK) will execute the Grandslam
Crusher on the fourth LK if
you have a super stock
Special Moves
-------------
Batting Hero db + P | hcf + P LP=short, MP=medium, HP=far;
| if timed correctly the bat
| swing will absorb
| projectiles; can Super
| Cancel on contact
Feint Dash df + P | f, d, df + P LP=short, MP=medium, HP=far
Jack Hammer u + P | 360 + P connects close; unblockable
Dash Straight Charge b | Charge b for LP=short, MP=medium, HP=far;
for 1 | 1 second, can Super Cancel on contact
second,| f + P
f + P |
Dash Upper Charge b | Charge b for LK=short, MK=medium, HK=far;
for 1 | 1 second, can Super Cancel on contact
second,| f + K
f + K |
Soccer Ball Kick df + K | hcf + K LK=short, MK=medium, HK=far;
| if timed correctly the kick
| will absorb projectiles;
| can Super Cancel on contact
Ultimate Punch Charge | Charge 3P/3K, the longer the charge the
3P/3K, | release more empowered the
release| maneuver; can Super Cancel
| on contact
Supers
------
Crazy Jack b, f + P | qcf, qcf + P super begins with Crazy
| Straight by default,
| however the hits can be
| changed (or changed back
| and forth) by pressing P/K
| during the actual super
| maneuver; can Super Cancel
| on contact
Crazy Upper press K | can Super Cancel on contact
Crazy Straight press P | can Super Cancel on contact
Jack Upper f, b + P | qcb, qcb + P launcher; can Super Cancel on
| contact
Raging Buffalo b, f + K | qcf, qcf + K dash in must touch opponent
| to perform the entire
| maneuver; unblockable
Grandslam Crusher f, b + K | qcb, qcb + K bat swings absorb
| projectiles; can Super
| Cancel on contact
*******************************************************************************
* 4.12 Sanane *
*******************************************************************************
Colors
------
1 - Pink costume and Green Blue gloves w/ Green scarf
2 - Blue costume and Yellow gloves w/ Cream scarf
3 (DLC) - Gold costume and Gold gloves w/ Gold scarf
4 (DLC) - Silver costume and Silver gloves w/ Silver scarf
5 (DLC) - Red costume and Cream gloves w/ Cream scarf
6 (DLC) - Turquoise costume and Blue gloves w/ Blue scarf
7 (DLC) - Green costume and Cream gloves w/ Cream scarf
8 (DLC) - Lime costume and Red gloves w/ Red scarf
9 (DLC) - Gray costume and White gloves w/ White scarf
10(DLC) - Black costume and White gloves w/ White scarf
Throws
------
Kyaku LP+LK / f + LP+LK connects close; opponent ends
up in front
Keishu Kou b + LP+LK connects close; opponent ends
up behind
Command Moves
-------------
Touchuhoh b + MP overhead; can cancel into
from normals however
maneuver is slow so it will
not combo
Rakushichigeki d + MK in air overhead; can Super Cancel on
contact
Slide Kick d + HK must be blocked low
Suikazura MP+MK overhead; will stagger
opponent if they try to
block this crouching; can
Super Cancel on contact
Rush Combos
-----------
Yayoitoukongi Rush f, f, LP, LP, LP, (LP) will execute the
Yayoitoukongi on the fourth
LP if you have a super
stock
Izayoirekkon Rush f, f, LK, LK, LK, (LK) will execute the Izayoirekkon
on the fourth LK if you
have a super stock; after
the third LK you can
continue the rush combo
into her Sanrenkon maneuver
follow ups (however avoid
using LK when you have a
super stock to keep from
performing the
Izayoirekkon); pressing LK
after any of the follow up
parts will still activate
the super (this allows you
an even bigger super rush
chain)
Special Moves
-------------
Sanrenkon f + P | qcf + P LP=short, MP=medium, HP=far;
| blade absorbs projectiles;
| can Super Cancel on contact
Advancing P | P LP=short, MP=medium, HP=far;
| blade absorbs projectiles;
| can Super Cancel on contact
Finish P | P LP=short, MP=medium, HP=far;
| blade absorbs projectiles;
| can Super Cancel on contact
Tenshoukon u + P | u + P LP=short and blade can absorb
| projectiles, MP=medium,
| HP=far; can Super Cancel on
| contact
Kasumioroshi K | K LK=forward strike,
| MK=downward strike,
| HK=backward strike; can
| Super Cancel into air super
| on contact
Second Attempt K | K Kasumioroshi must touch
| opponent to allow for
| follow up; LK=forward
| strike, MK=downward strike,
| HK=backward strike; can
| Super Cancel into air super
| on contact
Final Attempt K | K Second Attempt must touch
| opponent to allow for
| follow up; LK=forward
| strike, MK=downward strike,
| HK=backward strike; can
| Super Cancel into air super
| on contact
Tenshoukon u + P | u + P LP=short and blade can absorb
| projectiles, MP=medium,
| HP=far; can Super Cancel on
| contact
Kasumioroshi K | K LK=forward strike,
| MK=downward strike,
| HK=backward strike; can
| Super Cancel into air super
| on contact
Second Attempt K | K Kasumioroshi must touch
| opponent to allow for
| follow up; LK=forward
| strike, MK=downward strike,
| HK=backward strike; can
| Super Cancel into air super
| on contact
Final Attempt K | K Second Attempt must touch
| opponent to allow for
| follow up; LK=forward
| strike, MK=downward strike,
| HK=backward strike; can
| Super Cancel into air super
| on contact
Tenshoukon df + P | f, d, df + P LP=short and blade can absorb
| projectiles, MP=medium,
| HP=far; can Super Cancel on
| contact
Gekkyoubotan db + 2P | b, d, db + 2P high attack reversal; hold P
| with motion to reverse and
| strike the opponent into
| the air; tapping P instead
| of holding it will produce
| a quick swatting hit; can
| Super Cancel on reversal
| contact
Ryusui u + P | 360 + P connects close; unblockable;
| throw inflicts no damage,
| however it switches the
| opponent to the other side
| while leaving them
| vulnerable
Kasumioroshi b + K | qcb + K LK=forward strike,
| MK=downward strike,
| HK=backward strike; can
| Super Cancel into air super
| on contact
Second Attempt K | K Kasumioroshi must touch
| opponent to allow for
| follow up; LK=forward
| strike, MK=downward strike,
| HK=backward strike; can
| Super Cancel into air super
| on contact
Final Attempt K | K Second Attempt must touch
| opponent to allow for
| follow up; LK=forward
| strike, MK=downward strike,
| HK=backward strike; can
| Super Cancel into air super
| on contact
Supers
------
Izayoirekkon b, f + P | qcf, qcf + P blade can absorb projectiles
| but it must be timed
| correctly; last part must
| connect (not blocked) for
| the entire maneuver to come
| out; can Super Cancel on
| contact when on ground or
| Super Cancel into air super
| when in the air
Yayoitoukongi f, b + P | qcb, qcb + P can control spinning staff
| with u/d; absorbs
| projectiles; can Super
| Cancel on contact when
| close
Meigetsu 2P | 2P causes spinning staff to stop
| and remain stationary; can
| still absorb projectiles;
| can Super Cancel on contact
| when close
Ariake (Set) 2K | 2K must be performed before
| staff touches the opponent;
| causes staff to "drop";
| dropped staff will only </pre><pre id="faqspan-3">
| remain on screen for 3
| seconds
Ariake (Return) 2K | 2K must have dropped staff on
| screen for this follow up;
| this returns the staff to
| Sanane as it spins around
| her
Air Yayoitoukongi f, b + P | qcb, qcb + P can control spinning staff
in air | in air with u/d; absorbs
| projectiles
Meigetsu 2P | 2P causes spinning staff to stop
| and remain stationary; can
| still absorb projectiles;
| can Super Cancel on contact
| when close and on the
| ground
Ariake (Set) 2K | 2K must be performed before
| staff touches the opponent;
| causes staff to "drop";
| dropped staff will only
| remain on screen for 3
| seconds
Ariake (Return) 2K | 2K must have dropped staff on
| screen for this follow up;
| this returns the staff to
| Sanane as it spins around
| her
*******************************************************************************
* 4.13 Hokuto (Available In Standard Edition) *
*******************************************************************************
Colors
------
1 - Blue pants and White top
2 - Red pants and Black top
3 (DLC) - Gold pants and Gold top
4 (DLC) - Silver pants and Silver top
5 (DLC) - Maya Blue pants and Gray top
6 (DLC) - Pink pants and Gray top
7 (DLC) - Green pants and Black top
8 (DLC) - Lime pants and Gray top
9 (DLC) - Orange pants and Gray top
10(DLC) - Yellow pants and Gray top
Throws
------
Kyaku LP+LK / f + LP+LK connects close; opponent ends
up in front
Keishu Kou b + LP+LK connects close; opponent ends
up behind
Command Moves
-------------
Chu-Hoh b + HP overhead; can cancel into
from normals however
maneuver is slow so it will
not combo
Gai-Shu f + HK can cancel into from normals;
can Super Cancel on contact
Pushing Sweep d + HK must be blocked low
Bukyakuzan MP+MK overhead; will stagger
opponent if they try to
block this crouching; can
Super Cancel on contact
Rush Combos
-----------
Rensho Rush f, f, LP, LP, LP, (LP) will execute the Rensho-Geki
on the fourth LP if you
have a super stock; after
the third LP you can
continue the rush combo
into her Chugeki-Hoh
maneuver follow ups
(however avoid using LP
when you have a super stock
to keep from performing the
Rensho-Geki); pressing LP
after any of the follow up
parts will still activate
the super (this allows you
an even bigger super rush
chain)
Kyakuhougi Rush f, f, LK, LK, LK, (LK) 2nd LK must be blocked low;
will execute the Kyakuhougi
on the fourth LK if you
have a super stock; after
the third LK you can
continue the rush combo
into her Chugeki-Hoh
maneuver follow ups
(however avoid using LK
when you have a super stock
to keep from performing the
Kyakuhougi); pressing LP
after any of the follow up
parts will still activate
the super (this allows you
an even bigger super rush
chain)
Special Moves
-------------
Chugeki-Hoh f + P | qcf + P LP=short, MP=medium, HP=far;
| can Super Cancel on contact
Shogekiha P | P can Super Cancel on contact
Shinkyaku-Geki LK/MK | LK/MK must be blocked low; goes
| under many projectiles; can
| Super Cancel on contact
Shin K | K must be performed quickly
| before Shinkyaku-Geki comes
| out; if timed correctly
| Shin can pass through
| projectiles
Shinkuu-Geki HK | HK can Super Cancel on contact
Shin K | K must be performed quickly
| before Shinkuu-Geki comes
| out; if timed correctly
| Shin can pass through
| projectiles
Katachi db + 2P | b, d, db + 2P low/high attack reversal;
| reversing a ground attack
| produces a quick
| Shinkyaku-Geki while
| reversing an air attack
| produces an elbow attack;
| can Super Cancel on
| reversal contact
Ryusui u + P | 360 + P connects close; unblockable;
| throw inflicts no damage,
| however it switches the
| opponent to the other side
| while leaving them
| vulnerable
Shinkyaku-Geki b + LK/MK| qcb + LK/MK LK=short and must be blocked
| low, MK=medium and must be
| blocked low; goes under
| many projectiles; can Super
| Cancel on contact
Shin K | K must be performed quickly
| before Shinkyaku-Geki comes
| out; if timed correctly
| Shin can pass through
| projectiles
Shinkuu-Geki b + HK | qcb + HK far; can Super Cancel on
| contact
Shin K | K must be performed quickly
| before Shinkuu-Geki comes
| out; if timed correctly
| Shin can pass through
| projectiles
Supers
------
Rensho-Geki b, f + P | qcf, qcf + P launcher; can Super Cancel on
| contact
Kiren-Eki f, b + P | qcb, qcb + P hold P to delay and empower
| super; absorbs projectiles;
| can Super Cancel on contact
| when close
Renbu f, b + 2P| LP, LP, f, LK, dash in must touch opponent
| HP to perform the entire
| maneuver; dash in is
| unblockable
Kyakuhougi f, b + K | qcb, qcb + K can Super Cancel on contact
*******************************************************************************
* 4.14 Hayate *
*******************************************************************************
Colors
------
1 - Blue jeans w/ White trim and Pink shirt
2 - Black jeans w/ Red trim and Purple shirt
3 (DLC) - Dark Gray jeans w/ Gold trim and Red shirt
4 (DLC) - Dark Gray jeans w/ Silver trim and Blue shirt
5 (DLC) - Gray jeans w/ White trim and Black shirt
6 (DLC) - Blue jeans w/ Orange trim and Red shirt
7 (DLC) - Black jeans w/ Green trim and Blue shirt
8 (DLC) - Gray jeans w/ Yellow trim and Green shirt
9 (DLC) - Black jeans w/ Blue trim and Red shirt
10(DLC) - Blue jeans w/ Turquoise trim and Blue shirt
Throws
------
Enkitou LP+LK / f + LP+LK connects close; opponent ends
up in front
Mukuushin b + LP+LK connects close; opponent ends
up behind
Utsusemiotoshi LP+LK in air connects close in air;
opponent ends up in front
Command Moves
-------------
Enrakushisho b + HP overhead; can cancel into
from normals however
maneuver is slow so it will
not combo
Jyoudanraiha MP+MK overhead; will stagger
opponent if they try to
block this crouching; can
Super Cancel on contact
Rush Combos
-----------
Resshin Rush f, f, LP, LP, LP, LP, (LP) will execute the
Resshinkamaitachi on the
fifth LP if you have a
super stock
Raizanshou Rush f, f, LK, LK, LK, (LK) 2nd LK must be blocked low;
will execute the Raizanshou
on the fourth LK if you
have a super stock; after
the third LK you can
continue the rush combo
into his Oborozuki maneuver
follow up; pressing LP
after the follow up will
still activate the super
(this allows you an even
bigger super rush chain)
Special Moves
-------------
Kamaitachi f + P | qcf + P LP=short, MP=medium, HP=very
| far and must be blocked
| low; blade absorbs
| projectiles; can Super
| Cancel on contact
Hisenzan df + P | f, d, df + P LP=low and far, MP=medium and
| medium, HP=high and short;
| can Super Cancel into air
| super on contact
Jyouwankei/Bakuraiha db + 2P | b, d, db + 2P high attack reversal; can
| Super Cancel on reversal
| contact
Oborozuki f + K | qcf + K LK=short and 1 hit, MK=medium
| and 2 hits, HK=far and 3
| hits; can Super Cancel on
| contact
Sorasen P | P can Super Cancel on contact
Supers
------
Resshinkamaitachi b, f + P | qcf, qcf + P can Super Cancel on contact
Tsumujikagerou-Kyoku f, b + P | qcb, qcb + P can Super Cancel on contact
in air | in air when you reach the ground
Raizanshou b, f + K | qcf, qcf + K can Super Cancel on contact
while still on ground or
Super Cancel into air super
while in air after contact
*******************************************************************************
* 4.15 Blair Dame *
*******************************************************************************
Colors
------
1 - Dark Blue costume w/ Steel Blue trim and Gray armor
2 - Red costume w/ Maroon trim and Black armor
3 (DLC) - Gold costume w/ Gold trim and Purple armor
4 (DLC) - Silver costume w/ Sonic Silver trim and Silver armor
5 (DLC) - Turquoise costume w/ Cerulean Blue trim and Sky Blue armor
6 (DLC) - Blush costume w/ Hot Pink trim and Fuschia armor
7 (DLC) - Dark Green costume w/ Green trim and Black armor
8 (DLC) - Yellow costume w/ Green trim and Gold armor
9 (DLC) - White costume w Black trim and Gray armor
10(DLC) - Black costume w/ Gray trim and Black armor
Throws
------
Tsukami Hiza Kick LP+LK / f + LP+LK connects close; opponent ends
up in front
Neck Throw b + LP+LK connects close; opponent ends
up behind
Command Moves
-------------
Tegatana f + MP can cancel into from normals;
can Super Cancel on contact
Lighting Sword b + HP can cancel into from normals
Sweet Trap MP+MK overhead; will stagger
opponent if they try to
block this crouching; can
Super Cancel on contact
Rush Combos
-----------
Mirage Rush f, f, LP, LP, LP, (LP) will execute the Mirage Combo
Kick on the fourth LP if
you have a super stock
Shoot Rush f, f, LK, LK, LK, (LK) 2nd LK must be blocked low;
will execute the Spin Side
Shoot on the fourth LK if
you have a super stock
Special Moves
-------------
Shoot Upper df + P | f, d, df + P LP=1 uppercut and short,
| MP=2 uppercuts and medium,
| HP=2 uppercuts and far; can
| Super Cancel on contact
Sliding Arrow f + K | qcf + K LK=short, MK=medium, HK=far;
| must be blocked low; must
| connect slide (not blocked)
| for entire maneuver to come
| out; can Super Cancel on
| contact but only during
| initial slide
Lightning Knee df + K | f, d, df + K LK=short, MK=medium, HK=far;
| can Super Cancel into air
| super on contact
Crescent Kick K | K Lightning Knee must touch
| the opponent for this
| follow up to be possible;
| can Super Cancel into air
| super on contact
Shoot Kick b + K | qcb + K LK=short, MK=medium, HK=far;
| can Super Cancel on
| contact
Turn Kick K | K can Super Cancel on contact
Mid Kick LK/MK | LK/MK can Super Cancel on Contact
Shoot Spike Kick HK | HK launcher; can Super Cancel on
contact
Supers
------
Mirage Combo Kick b, f + P | qcf, qcf + P can Super Cancel on contact
Spin Side Shoot b, f + K | qcf, qcf + K last part must connect (not
| blocked) to perform the
| entire maneuver; can Super
| Cancel on contact but only
| the parts before the catch
| and leg break
Fairy Spear b, f + K | qcf, qcf + K can Super Cancel on contact
in air | in air but it must be done as
| soon as you touch the
| ground
*******************************************************************************
* 4.16 Skullomania *
*******************************************************************************
Colors
------
1 - Black costume w/ Red scarf
2 - Red costume w/ Yellow scarf
3 (DLC) - Black costume w/ Gold scarf (Gold skeleton print)
4 (DLC) - Black costume w/ Silver scarf (Silver skeleton print)
5 (DLC) - Gray costume w/ Black scarf
6 (DLC) - Pink costume w/ Red scarf
7 (DLC) - Green costume w/ Yellow scarf
8 (DLC) - Yellow costume w/ Orange scarf
9 (DLC) - Blue costume w/ Turquoise scarf
10(DLC) - Turquoise costume w/ Green scarf
Throws
------
Skullo Stunt LP+LK / f + LP+LK connects close; opponent ends
up in front
Skullo Steiner b + LP+LK connects close; opponent ends
behind
Skullo Space LP+LK in air connects close in air;
opponent ends behind
Command Moves
-------------
Skullo Back Flip b, b
Step In Upper b + MP can absorb projectiles with
proper timing; can cancel
into from normals; can
Super Cancel on contact
Dangerous Heel b + MK overhead; can cancel into
from normals however
maneuver is slow so it will
not combo
Great Hero Punch MP+MK overhead; will stagger
opponent if they try to
block this crouching; can
Super Cancel on contact
Rush Combos
-----------
Crusher Rush f, f, LP, LP, LP, (LP) will execute the Super Skullo
Crusher on the fourth LP if
you have a super stock;
after the third LP you can
continue the rush combo
into his Skullo Head
maneuver follow up (however
avoid using LP when you
have a super stock to keep
from performing the Super
Skullo Crusher); pressing
LP after the follow up will
still activate the super
(this allows you an even
bigger super rush chain)
Slider Rush f, f, LK, LK, LK, (LK) will execute the Super Skullo
Slider on the fourth LK if
you have a super stock;
after the third LK you can
continue the rush combo
into his Skullo Head
maneuver follow up;
pressing LP after the
follow up will still
activate the super (this
allows you an even bigger
super rush chain)
Special Moves
-------------
Skullo Crusher f + P | qcf + P can Super Cancel into air
| super on contact
Skullo Head df + P | f, d, df + P LP=low, MP=medium, HP=high;
| can Super Cancel on contact
| when still on the ground or
| Super Cancel into air super
| while in air after contact
Skullo Dive P | P can Super Cancel into air
| super on contact
Skullo Save dive onto| dive onto must touch floor first before
floor | floor opponent for this follow up
| to come out; must be
| blocked low
Skullo Slider f + K | qcf + K LK=short, MK=medium, HK=far;
| must be blocked low; can
| Super Cancel on contact
Skullo Tkachyov u + K | b, d, db + K LK=short hop, MK=medium hop,
| HK=far hop; must land on
| opponent for this maneuver
| to come out; landing on the
| opponent is unblockable;
| hold LP+MK+HP during a
| fully connected Skullo
| Tkachyov to have
| Skullomania say an added
| voice line
Skullo Shock u, d + 2P| hcb, ub, u + 2P taunt; after 1.5 seconds you
| can exit the taunt manually
| by attacking
Supers
------
Super Skullo Crusher b, f + P | qcf, qcf + P can Super Cancel on contact
| when landing from super
Air Super Crusher b, f + P | qcf, qcf + P can Super Cancel on contact
in air | in air when landing from super
Skullo Ball d, u + P | qcb, qcb + P can throw out multiple balls
| at once; LP version stays
| up above opponents head the
| shortest amount of time
| while HP version stays up
| the longest
Super Skullo Slider b, f + K | qcf, qcf + K slide portion of super must
| be blocked low; can Super
| Cancel on contact
Skullo Barrier f, b + K | qcb, qcb + K energy shield absorbs
| projectiles; can Super
| Cancel on contact when
| close
Neo Skullo Dream f, b + 2P| LP, LP, f, LK, dash in must touch opponent
| HP to perform the entire
| maneuver; dash in is
| unblockable
Shin Skullo Dream f, b + 2P| LP, LP, f, LK, dash in must touch opponent
(hold | HP (hold to perform the entire
LP+MK | LP+MK before maneuver; dash in is
before | contact) unblockable
contact)|
*******************************************************************************
* 4.17 Area *
*******************************************************************************
Colors
------
1 - Off White boots and Purple shorts
2 - Blush Pink boots and Cloud Gray shorts
3 (DLC) - Gold costume
4 (DLC) - Silver costume
5 (DLC) - Purple boots and Blue shorts
6 (DLC) - Hot Pink boots and Purple shorts
7 (DLC) - Harlequin Green boots and Jade Green shorts
8 (DLC) - Lime boots and Ecru shorts
9 (DLC) - Light Gray boots and Gray shorts
10(DLC) - Medium Gray boots and Black shorts
Throws
------
OCR LP+LK / f + LP+LK connects close; opponent ends
up in front
Transmission b + LP+LK (Cancer Armed) connects close; opponent ends
up behind; becomes the OCR
throw if Cancer is not
equipped
Command Moves
-------------
Shift Stamp Punch df + MP (Cancer Armed) must be blocked low; can
cancel into from normals;
can cancel into HP/HK
normals as well as special
moves on contact; can
cancel into Shift Club
Straight, Shift Club Upper,
Job Step, Pull Down Leg,
and Slide Kick on contact;
can Super Cancel on
contact; cannot perform if
Cancer is not equipped
Shift Club Straight f + HP (Cancer Armed) can cancel into from
LP/MP/LK/MK normals; can
cancel into Job Step and
Pull Down Leg on contact;
can Super Cancel on
contact; cannot perform if
Cancer is not equipped
Shift Club Upper df + HP (Cancer Armed) can cancel into from
LP/MP/LK/MK normals; can
cancel into special moves
on contact; can cancel into
Job Step and Pull Down Leg
on contact; can Super
Cancel on contact; cannot
perform if Cancer is not
equipped
Head Crush d + HP in air (Cancer NOT an overhead; can Super
Armed) Cancel on contact or before
maneuver comes out; cannot
perform if Cancer is not
equipped
Job Step b + MK can cancel into from normals;
can Super Cancel on contact
or before maneuver comes
out
Pull Down Leg b + HK overhead; can cancel into
from normals
Slide Kick d + HK must be blocked low
Hard Crash MP+MK (Cancer Armed) overhead; will stagger
opponent if they try to
block this crouching; can
Super Cancel on contact;
maneuver will not work if
Cancer is not equiped;
cannot perform if Cancer is
not equipped
Rush Combos
-----------
Cancer Rush f, f, LP, LP, LP, LP, (LP) 2nd LP must be blocked low;
(Cancer Armed) will execute the Great
Cancer on the fifth LP if
you have a super stock;
cannot perform if Cancer is
not equipped
Raid Rush f, f, LK, LK, LK, (LK) 2nd LK must be blocked low;
will execute the Fivestar
Raid on the fourth LK if
you have a super stock;
after the third LK you can
continue the rush combo
into her Jackson Kick
maneuver follow ups
(however avoid using LK
when you have a super stock
to keep from performing the
Fivestar Raid); pressing LK
after the follow up will
still activate the super
(this allows you an even
bigger super rush chain)
Special Moves
-------------
Humming Rush f + P | qcf + P LP=far, MP=medium, HP=short
(Cancer| (Cancer with many hits; can Super
Armed) | Armed) Cancel on contact; cannot
| perform if Cancer is not
| equipped
Thunder Break 3P | 3P directly can Super Cancel on contact
directly| after last
after | hit of
last hit| Humming Rush
of |
Humming |
Rush |
Upload 3P, then | 3P, then hold Cancer will absorb
hold P | P to have projectiles; if you release
to have| Cancer move P or don't use P to extend
Cancer | forward maneuver Cancer will fly up
move | (Cancer into the air and then
forward| Armed) return to Area in a few
(Cancer| seconds; this move
Armed) | effectively disarms Area
| from using Cancer until it
| flies back to her; you can
| hold P and follow behind
| Cancer as it moves forward
| (you can even attack while
| it is out); cannot perform
| if Cancer is not equipped
Download d + 3P, | d + 3P, then holding P will have Cancer
then | hold P to move forward underground
hold P | have Cancer (release to have Cancer
to have| move forward surface and allow it to
Cancer | (Cancer hit the opponent); the
move | Armed) surfaced Cancer can absorb
forward| projectiles; after Cancer
(Cancer| surfaces for a bit it will
Armed) | fly up into the air and
| then return to Area in a
| few seconds; this move
| effectively disarms Area
| from using Cancer until it
| flies back to her; you can
| hold P and follow behind
| Cancer as it moves forward
| (you can even attack while
| it is out); cannot perform
| if Cancer is not equipped
Emulator db + 2P | b, d, db + 2P can hit if close; absorbs
(Cancer| (Cancer projectiles (which by doing
Armed) | Armed) so allows the follow up);
| can Super Cancel on
| contact; cannot perform if
| Cancer is not equipped
Reverse Gear b + P | qcb + P after must absorb a projectile
after | previous part using the Emulator maneuver
previous| is a success for this special move to
part is | work; this will give Area
a | the ability to send the
success | absorbed projectile back
| toward the opponent
Jackson Kick f + K | qcf + K LK=short, MK=medium, HK=far;
| can Super Cancel on contact
Pop Up Knee LK | LK launcher; can cancel into air
| Super if off the ground
| after contact or cancel
| into ground Super if still
| on the ground after contact
Partition Break MK | MK can Super Cancel on contact
Pull Down Heel HK | HK overhead; can Super Cancel on
| contact
Alternative Catch u + K | qcb + K LK=short hop, MK=medium hop,
| HK=far hop; hop in must
| touch opponent for throw;
| unblockable; can cancel
| into air Super immediately
| after maneuver finishes on
| the jump backwards
Rear hold b | hold b perform this after a
| successful Alternative
| Catch; opponent ends up
| behind Area
Front hold f or| hold f or perform this after a
remain | remain successful Alternative
neutral| neutral Catch; opponent ends up
| in front of Area
Shrug u, | LP, LP, f, LK, taunt
d+LK+HK| HP
Display Unit u, | LP, LP, f, LK, taunt; cannot perform if
d+MK+HK| HK (Cancer Cancer is not equipped
(Cancer| Armed)
Armed) |
Supers
------
Great Cancer b, f + P,| qcf, qcf + P, holding P down will increase
then | then hold P the distance and damage of
hold P | to empower the maneuver when released;
to | (Cancer can Super Cancel on
empower| Armed) contact; absorbs
(Cancer| projectiles; cannot perform
Armed) | if Cancer is not equipped
Air Great Cancer b, f + P | qcf, qcf + P absorbs projectiles; cannot
in air | in air perform if Cancer is not
(Cancer| (Cancer equipped
Armed) | Armed)
Fivestar Raid b, f + K | qcf, qcf + K initial kick must connect
| (not blocked) to perform
| the entire maneuver; can
| cancel into air Super
| on hit while Area is in the
| air or you can cancel into
| the ground Super while Area
| is on the ground before her
| hop upwards
*******************************************************************************
* 4.18 Terry Bogard (DLC) *
*******************************************************************************
Colors
------
1 - Red jacket and hat w/ Yale Blue pants
2 - Blue jacket and hat w/ Yale Blue pants
3 (DLC) - Gold jacket and hat w/ Gold pants
4 (DLC) - Silver jacket and hat w/ Silver pants
5 (DLC) - Purple jacket and hat w/ Gray pants
6 (DLC) - Baby Blue jacket and hat w/ Carolina Blue pants
7 (DLC) - Black jacket and hat w/ Red pants
8 (DLC) - Off White jacket and hat w/ Gray pants
9 (DLC) - Green jacket and hat w/ Medium Gray pants
10(DLC) - Yellow jacket and hat w/ Steel Blue pants
Throws
------
Grasping Upper LP+LK / f + LP+LK connects close; opponent ends
up in front
Buster Throw b + LP+LK connects close; opponent ends
up behind
Command Moves
-------------
Back Knuckle f + HP can cancel into from normals;
can Super Cancel on contact
Hop Kick MP+MK overhead; will stagger
opponent if they try to
block this crouching; can
Super Cancel on contact
Rush Combos
-----------
Geyser Rush f, f, LP, LP, LP, LP, (LP) will execute the Power Geyser
on the fifth LP if you have
a super stock
Buster Rush f, f, LK, LK, LK, LK, (LK) will execute the Buster Wolf
on the fifth LK if you have
a super stock
Special Moves
-------------
Power Wave f + P | qcf + P LP=slow, MP=medium, HP=fast;
| will collide with other
| projectiles as both will be
| "destroyed" in the process;
| can Super Cancel on contact
| when close; Note that Terry
| says "Power Wave" when he
| is on the left side of the
| screen and "Rock you" when
| he is on the right side of
| the screen
Burning Knuckle b + P | qcb + P LP=short, MP=medium, HP=far;
| can Super Cancel on contact
Rising Tackle Charge d | Charge d for LP=low with 3 hits, MP=medium
for 1.5 | 1.5 seconds, with 4 hits, HP=high with 5
seconds,| u + P hits; can Super Cancel on
| contact before leaving the
| ground (tight window)
Come On! u, d + 2P| u, d + 2P taunt
Power Charge f + K | hcf + K LK=short, MK=medium and
| knocks down, HK=far and
| knocks down; it is possible
| to go under some
| projectiles during the
| later portion of the
| maneuver; can Super Cancel
| on contact
Crack Shoot b + K | qcb + K LK=short, MK=medium, HK=far;
| can Super Cancel on contact
| after landing from maneuver
Back Spin Kick u + K | hcb + K connects close; unblockable
Supers
------
Power Geyser b, f + P | qcb, db, f + P launcher; absorbs
| projectiles; can Super
| Cancel on contact
Triple Geyser f, b + 2P| qcf, qcf + 2P requires 3 super stocks;
| launcher; absorbs
| projectiles
Buster Wolf b, f + K | qcf, qcf + K first part must connect (not
| blocked) to perform the
| entire super; initial part
| has some high
| invulnerability and thus
| can pass through some of
| the projectiles in the
| game; can Super Cancel on
| contact from the knuckle
| hit or you can Super Cancel
| immediately after the
| follow up blast
Star Dunk Volcano f, b + 2K| hcb, hcb + 2K requires 3 super stocks;
| rising knee must connect
| (not blocked) to perform
| the cinematic powerful
| version of this super
===============================================================================
5. Conclusion
===============================================================================
5.1 What's Missing/Needed
-Corrections and clean up
-If you have anything to add, any corrections I need to make, please email me</pre><pre id="faqspan-4">
at
[email protected]. Credit will be given for your contribution.
5.2 Credits
-Arika
-Gamefaqs
-@CharlesPlaine on Twitter, for the hidden command to perform Skullomania's
and Shadowgeist's alternate "Raging Demon" supers
-Vulji on Reddit for Skullomania's Skullo Tkachyov voice line easter egg and
info on exiting Skullomania's and Shadowgeist's special taunts
-XXXCheckmate on Reddit for Terry's Power Wave voice sample easter egg
-And me for writing this faq