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Ninja Masters
FAQ By: Goh_Billy (
[email protected]) &
Dag0nauta (
http://www.youtube.com/user/Dag0nauta)
Version #: 3.0
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Sections
--------
1. Legend
1.1 Basic Game Legend
1.2 Chain Attack Legend
2. System
3. Characters
3.1 Sasuke
3.2 Karasu
3.3 Unzen
3.4 Natsume
3.5 Kamui
3.6 Raiga
3.7 Kasumi
3.8 Goemon
3.9 Houoh
3.10 Tenho
--------------------------
3.11 Ranmaru
3.12 Nobunaga
4. Misc. And Easter Eggs
5. Conclusion
5.1 What's Missing/Needed
5.2 Credits
===============================================================================
1. Legend
===============================================================================
1.1 Basic Game Legend
---------------------
ub u uf f - Forward HP - Heavy Punch P - Any Punch
\ | / b - Back LP - Light Punch K - Any Kick
b-- --f u - Up HK - Heavy Kick + - And
/ | \ d - Down LK - Light Kick / - Or
db d df , - Then
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)
1.2 Chain Attack Legend
-----------------------
* - can perform special/super right after if connected
E - ends string
O - overhead
_ - must be blocked low
L - launches opponent into the air (can be juggled with many attacks,
including air throws if your character possesses one)
T - notes that this is a Throw maneuver (throws in chains CAN be blocked)
W - Weapon is drawn
U - Weapon is put away
SE - is your character's Super Combo Ender (must be in Hyper Mode or have a
full super meter for this to come out)
===============================================================================
2. System
===============================================================================
Throw f + HP close
Dash Forward f, f can attack out of dash
Dash Backward b, b
Block High b
Block Low db will not block overheads
Dizzy Recovery shake joystick and tap note that if you are dizzied
P and K rapidly when when you have your weapon
dizzied drawn, you will lose it
and have to recover it
Negative Edge allows you to perform an example would be
maneuvers by holding performing a qcf + P
the attack button maneuver by instead holding
down, performing P, qcf, releasing P; this
the motion, then works for most specials,
releasing the attack supers, and desperations
button
Draw Weapon/Put Away LK+HP
Retrieve Weapon d + LK+HP when over
your weapon
NOTE: Characters begin the match either with their weapon already drawn or put
away. The only characters to start the match with their weapon already
out are Karasu, Kamui, Houoh, and Ranmaru.
Hyper Mode Activation LP+LK+HP when super blast can knock opponent
meter is full back; bar turns to Hyper
meter and will deplete
slowly, and once empty you
will no longer be in Hyper
Mode; in Hyper Mode you
can use EX moves, can
perform your Super Move,
Desperation, Super Combo
Ender, or your Finisher
(using the Super Move,
Desperation, Super Combo
Ender or Finisher will end
Hyper Mode)
EX Moves: Can be done any number of times when super bar is full or
during the time limit of Hyper Mode.
Supers: Can be performed when super meter is full OR when in Hyper
Mode.
Desperations: When your second lifebar (the yellow one) is depleted past
50 percent, it will begin to flash red. During this time
you can perform any number of Desperations. A
Desperation can also be performed ONCE during Hyper Mode.
Finisher: Can be performed when your opponent's lifebar is flashing
red and you have a full super meter. A Finisher can also
be performed in Hyper Mode.
Super Combo Ender: Marked with a "SE" in the Chain Attack section, these are
performed when you have a full super meter or when in
Hyper Mode.
===============================================================================
3. Characters
===============================================================================
*******************************************************************************
* 3.1 Sasuke *
*******************************************************************************
Colors
------
LP - Yellow wraps w/ Blue pants
HP - Red wraps w/ Black pants
`````````````````````````````````````
While Armed
`````````````````````````````````````
Throws
------
Shoulder Toss f + HP close throws opponent behind him
The Reaper f + HK close
Basic Moves
-----------
Blade Uppercut u, HP overhead; will knock opponent
out of the air
Fierce Blades ub/uf, HP overhead; will knock opponent
out of the air
Command Moves
-------------
Triangle Jump jump towards the wall,
then away
Rolling Heel Dash Forward, df + HK
Handle Strike f + LP overhead; staggers opponent
if it connects as an
overhead
Forward Slice f + HP far overhead
Crouch Snap db, db + HK overhead
Put Weapon Away LK+HP refer to unarmed movelist
Ducking Put Away W. d + LK+HP refer to unarmed movelist
Hyper Mode Activation LP+LK+HP when super blast can knock opponent
meter is full back; bar turns to Hyper
meter and will deplete
slowly, and once empty you
will no longer be in Hyper
Mode; in Hyper Mode you
can use EX moves, can
perform your Super Move,
Desperation, Super Combo
Ender, or your Finisher
(using the Super Move,
Desperation, Super Combo
Ender or Finisher will end
Hyper Mode)
Special Moves
-------------
Hishou Getsu qcf + P LP=slow, HP=fast; will
collide with other
projectiles as both
will be "destroyed" in
the process
Hi Shouken f, d, df + P LP=short and 1 hit,
HP=further and 2 hits with
follow ups possible
Reverse Hi Shouken qcf + HP follow up for HP Hi Shouken
only
Finish qcf + HP
Shin Geki Ha f, hcf + LP+HP energy blast absorbs
projectiles
Shou Kuu Kyaku Sen qcb + K LK=short, HK=long
Shoukuu Kyaku Retsu qcb + K in air LK=slow, HK=fast
Shoulder Breaker hcb + HK close unblockable
EX Moves
--------
EX Hishou Getsu qcf + LP+HP when super will collide with other
meter is full or projectiles as both
when in Hyper Mode will be "destroyed" in
the process; larger
projectile than non-EX
versions
EX Hi Shouken f, d, df + LP+HP when further and 3 hits compared
super meter is full to the HP non-EX version
or when in Hyper Mode
EX Reverse Hi Shouken qcf + LP+HP
EX Finish qcf + LP+HP
EX Shoukuu Kyaku Sen qcb + LK+HK when super much longer than the HK
meter is full or non-EX version
when in Hyper Mode
EX Shoukuu Kyaku Retsu qcb + LK+HK in air much faster than the HK
when super meter is non-EX version
full or when in Hyper
Mode
Super Move
----------
Super Shin Geku Ha f, hcf + LP+HP (hold energy blast absorbs
LP+HP to allow a projectiles
dash in, release to
perform the move)
Desperation
-----------
Shipuuret Shin Geki hcb, hcf + LP+LK dash in must connect (not
blocked) for the entire
Desperation to come out
Weapon Chain Attacks
--------------------
Punch Starters
``````````````
LP far (*) ---> HP ----> HP (*) ----> HP (O) -----> f + HP (SE)
LP close (*) f + LP (*) | f + LP (E) | f + LP (E) HK (E)
HK (E) | d + HP (*, E)| d + HP (*, E)
d + HK (O, E)| HK (E) | HK (E)
| d + HK (O, E)| d + HK (_, E)
| |
| |
| --> f + HP (O)----> HP (E)
| HK (E)
|
|
--> LK ----> HP (O) -----> HP (E)
LP (E) HK (E)
d + HP (*, E)
HK (E)
d + HK (_, E)
HP close (*)--> HP -----> HP (O) ----> f + HP (SE)
LK | f + LP (E) HK (E)
LP (*) | d + HP (*, E)
f + LP (E) | HK (E)
d + HP (*, E)| d + HK (_, E)
HK (E) |
d + HK (O, E)|
--> f + HP (O) ----> HP (E)
HK (E)
Kick Starters
``````````````
LK close (*)--> HP -----> HP (*) ----> HP (O) -----> f + HP (SE)
HK close f + LP (*) | f + LP (E) | f + LP (E) HK (E)
HK (E) | d + HP (*, E)| d + HP (*, E)
d + HK (O, E)| HK (E) | HK (E)
| d + HK (O, E)| d + HK (_, E)
| |
| |
| --> f + HP (O)----> HP (E)
| HK (E)
|
|
--> LK ----> HP (O) -----> HP (E)
LP (E) HK (E)
d + HP (*, E)
HK (E)
d + HK (_, E)
`````````````````````````````````````
While Unarmed
`````````````````````````````````````
Throws
------
Shoulder Toss f + HP close throws opponent behind him
The Reaper f + HK close
Basic Move
----------
N/A
Command Moves
-------------
Triangle Jump jump towards the wall,
then away
Rolling Heel Dash Forward, df + HK
Forward Palm f + LP overhead; staggers opponent
if it connects as an
overhead
Falling Elbow f + HP overhead; staggers opponent
if it connects as an
overhead
Crouch Snap db, db + HK overhead
Draw Weapon LK+HP he is able to hit his
opponent when his weapon
is drawn; refer to armed
movelist
Ducking Draw Weapon d + LK+HP he is able to hit his
opponent when his weapon
is drawn (must be blocked
low); refer to armed
movelist
Hyper Mode Activation LP+LK+HP when super blast can knock opponent
meter is full back; bar turns to Hyper
meter and will deplete
slowly, and once empty you
will no longer be in Hyper
Mode; in Hyper Mode you
can use EX moves, can
perform your Super Move,
Desperation, Super Combo
Ender, or your Finisher
(using the Super Move,
Desperation, Super Combo
Ender or Finisher will end
Hyper Mode)
Special Moves
-------------
Hishou Getsu qcf + P LP=slow, HP=fast; will
collide with other
projectiles as both
will be "destroyed" in
the process
Hi Shouken f, d, df + P LP=short and 1 hit,
HP=further and 2 hits with
follow ups possible
Reverse Hi Shouken qcf + HP follow up for HP Hi Shouken
only
Finish qcf + HP
Shin Geki Ha f, hcf + LP+HP energy blast absorbs
projectiles
Shou Kuu Kyaku Sen qcb + K LK=short, HK=long
Shoukuu Kyaku Retsu qcb + K in air LK=slow, HK=fast
Shoulder Breaker hcb + HK close unblockable
EX Moves
--------
EX Hishou Getsu qcf + LP+HP when super will collide with other
meter is full or projectiles as both
when in Hyper Mode will be "destroyed" in
the process; larger
projectile than non-EX
versions
EX Hi Shouken f, d, df + LP+HP when further and 3 hits compared
super meter is full to the HP non-EX version
or when in Hyper Mode
EX Reverse Hi Shouken qcf + LP+HP
EX Finish qcf + LP+HP
EX Shoukuu Kyaku Sen qcb + LK+HK when super much longer than the HK
meter is full or non-EX version
when in Hyper Mode
EX Shoukuu Kyaku Retsu qcb + LK+HK in air much faster than the HK
when super meter is non-EX version
full or when in Hyper
Mode
Super Move
----------
Super Shin Geku Ha f, hcf + LP+HP (hold energy blast absorbs
LP+HP to allow a projectiles
dash in, release to
perform the move)
Desperation
-----------
Shipuuret Shin Geki hcb, hcf + LP+LK dash in must connect (not
blocked) for the entire
Desperation to come out
Finisher
--------
Shou Shin Kohuubaku d, qcb, f + LP+HP the blast absorbs projectiles
Chain Attacks
-------------
Punch Starters
``````````````
LP far (*) ---> HP -----> HP (*) ----> HP (O) -----> f + HP (SE)
LP close(*) f + LP | f + LP (E) | f + LP (E) HK (E)
HK (E) | d + HP (*, E)| d + HP (*, E)
d + HK (O, E)| HK (E) | HK (E)
| d + HK (O, E)| d + HK (_, E)
| |
| |
| --> f + HP (O)----> HP (E)
| HK (E)
|
|
--> LK ----> HP (O) -----> HP (E)
| LP (E) HK (E)
| d + HP (*, E)
| HK (E)
| d + HK (_, E)
|
|
--> LK+HP (W) ----> HP (O) -----> HP (E)
LP (E) HK (E)
d + HP (*, E)
HK (E)
d + HK (_, E)
HP close (*)--> HP -----> HP (O) ----> f + HP (SE)
LK | f + LP (E) HK (E)
LP (*) | d + HP (*, E)
f + LP (E) | HK (E)
d + HP (*, E)| d + HK (_, E)
HK (E) |
d + HK (O, E)|
--> f + HP (O) ----> HP (E)
HK (E)
Kick Starters
`````````````
LK close (*)--> HP -----> HP (*) ----> HP (O) -----> f + HP (SE)
HK close f + LP | f + LP (E) | f + LP (E) HK (E)
HK (E) | d + HP (*, E)| d + HP (*, E)
d + HK (O, E)| HK (E) | HK (E)
| d + HK (O, E)| d + HK (_, E)
| |
| |
| --> f + HP (O)----> HP (E)
| HK (E)
|
|
--> LK ----> HP (O) -----> HP (E)
| LP (E) HK (E)
| d + HP (*, E)
| HK (E)
| d + HK (_, E)
|
|
--> LK+HP (W) ----> HP (O) -----> HP (E)
LP (E) HK (E)
d + HP (*, E)
HK (E)
d + HK (_, E)
Weapon Starter
``````````````
LK+HP (W) ---> HP (O) -----> HP (E)
LP (E) HK (E)
d + HP (*, E)
HK (E)
d + HK (_, E)
*******************************************************************************
* 3.2 Karasu *
*******************************************************************************
Colors
------
LP - Light Purple pants w/ Blue belt
HP - White pants w/ Red belt
`````````````````````````````````````
While Armed
`````````````````````````````````````
Throw
-----
Final Stab f + HP close
Basic Moves
-----------
Shin Kick LK close must be blocked low
Arc Blade ub/u/uf, HP overhead; knocks opponent out
of the air
Command Moves
-------------
Arc Swipe f + LP far overhead; staggers opponent
if it connects as an
overhead
Waist Slice f + LP close overhead; staggers opponent
if it connects as an
overhead
Double Slash f + HP far
Put Weapon Away LK+HP he is able to hit his
opponent when his weapon
is put away; refer to
unarmed movelist
Ducking Put Away W. d + LK+HP he is able to hit his
opponent when his weapon
is put away; refer to
unarmed movelist
Crow Weapon f + LK+HP when weapon weapon will turn into a crow
is on the ground and drop to where Karasu
is located
Catch Weapon LK+HP just as the sword
is falling above your
head
Hyper Mode Activation LP+LK+HP when super blast can knock opponent
meter is full back; bar turns to Hyper
meter and will deplete
slowly, and once empty you
will no longer be in Hyper
Mode; in Hyper Mode you
can use EX moves, can
perform your Super Move,
Desperation, Super Combo
Ender, or your Finisher
(using the Super Move,
Desperation, Super Combo
Ender or Finisher will end
Hyper Mode)
Special Moves
-------------
Yami Karasu qcf + P LP=slow, HP=fast; will
collide with other
projectiles as both
will be "destroyed" in
the process
Second Crow f + P make sure this as well as
the finishing follow up
is pressed immediately
after the qcf + P motion;
will collide with other
projectiles as both
will be "destroyed" in
the process; most likely
the first crow will
collide with the
opponent's projectile and
be "destroyed" as this
will continue it's path
Third Crow f + P will collide with other
projectiles as both
will be "destroyed" in
the process; most likely
the first crow will
collide with the
opponent's projectile and
be "destroyed" as this
will continue it's path
Karasu Yaiba f, d, df + P LP=short, HP=long
Ridare Bane qcb + P HP=more strikes than LP
version
Mid Finish tap LP rapidly overhead
Low Finish tap HP rapidly must be blocked low
Hane Yaiba qcf + P in air will toss weapon and become
unarmed; must retrieve
weapon (otherwise refer to
unarmed movelist); tossed
weapon will absorb
projectiles
Hop Hane Yaiba qcf, uf + P will toss weapon and become
unarmed; must retrieve
weapon (otherwise refer to
unarmed movelist); tossed
weapon will absorb
projectiles
Kikyo Shoheki f, hcf + LP+LK absorbs projectiles
Set Up Slash f, b, db + HP close unblockable
EX Moves
--------
EX Yami Karasu qcf + LP+HP when super will collide with other
meter is full or when projectiles as both
in Hyper Mode will be "destroyed" in
the process; slightly
larger projectile than
non-EX versions
Second Crow f + LP+HP make sure this as well as
the finishing follow up
is pressed immediately
after the qcf + LP+HP
motion; will collide with
other projectiles as both
will be "destroyed" in
the process; most likely
the first crow will
collide with the
opponent's projectile and
be "destroyed" as this
will continue its path;
slightly larger projectile
than non-EX versions
Third Crow f + LP+HP will collide with other
projectiles as both
will be "destroyed" in
the process; most likely
the first crow will
collide with the
opponent's projectile and
be "destroyed" as this
will continue its path;
slightly larger projectile
than non-EX versions
EX Karasu Yaiba f, d, df + LP+HP further than HP non-EX
when super meter is version
full or when in Hyper
Mode
EX Ridare Bane qcb + LP+HP when super more strikes compared to HP
meter is full or when non-EX version
in Hyper Mode
Mid Finish tap LP rapidly overhead
Low Finish tap HP rapidly must be blocked low
EX Hane Yaiba qcf + LP+HP in air when will toss weapon and become
super meter is full unarmed; must retrieve
or when in Hyper Mode weapon (otherwise refer to
unarmed movelist); tossed
weapon will absorb
projectiles; hits multiple
times compared to non-EX
version
EX Hop Hane Yaiba qcf, uf + LP+HP when will toss weapon and become
super meter is full unarmed; must retrieve
or when in Hyper Mode weapon (otherwise refer to
unarmed movelist); tossed
weapon will absorb
projectiles; hits multiple
times compared to non-EX
version
Super Move
----------
Super Kikyo Shoheki f, hcf + LP+LK absorbs projectiles
Desperation
-----------
Onmyo Karasu hcb, f + LP+HP absorbs projectiles
Finisher
--------
Rising Crows b, hcb + LP+HP the pillar of crows absorb
(hold LP+HP to glide projectiles; after the
the shadow across Finisher your sword will
the floor, and not only be away from your
release to perform possession, but it will
the crow pillar) also turn to stone for 7
seconds (you cannot pick
it up until it turns back
to normal)
Weapon Chain Attacks
--------------------
Punch Starter
`````````````
LP close (*)--> HP -----> HP ----> HP (*) -----> HP (E)
| f + LP (O, E)
|
|
-> f + HP -----> HK (*) ----> HP (*) -----> f + HP (SE)
LK | b + HP (E) f + LP (O, E) HP (E)
| f + LP (O, E) HK (E)
|
|
--> LK+HP (U) ----> HP (*) -----> f + HP (SE)
| | f + LP (O, E) HP (E)
| | HK (E)
| |
| |
| --> LK+HP (W)-----> f + HP (SE)
| HP (E)
|
|
--> LP ----> HP (*) -----> f + HP (SE)
| f + LP (O, E) HP (E)
| HK (E)
|
|
--> LK+HP (U)-----> f + HP (SE)
HP (E)
Kick Starter
````````````
LK close (_)--> HP -----> HP ----> HP (*) -----> HP (E)
| f + LP (O, E)
|
|
-> f + HP -----> HK (*) ----> HP (*) -----> f + HP (SE)
| LK | b + HP (E) f + LP (O, E) HP (E)
| | f + LP (O, E) HK (E)
| |
| |
| --> LK+HP (U) ----> HP (*) -----> f + HP (SE)
| | | f + LP (O, E) HP (E)
| | | HK (E)
| | |
| | |
| | --> LK+HP (W)-----> f + HP (SE)
| | HP (E)
| |
| |
| --> LP ----> HP (*) -----> f + HP (SE)
| | f + LP (O, E) HP (E)
| | HK (E)
| |
| |
| --> LK+HP (U)-----> f + HP (SE)
| HP (E)
|
|
-> LK+HP (U) -----> HK (*) ----> HP (E)
| b + HP (E)
| f + LP (O, E)
|
|
--> LK+HP (W) ----> HP (*) -----> f + HP (SE)
| | f + LP (O, E) HP (E)
| | HK (E)
| |
| |
| --> LK+HP (U)-----> f + HP (SE)
| HP (E)
|
|
--> LP ----> HP (*) -----> f + HP (SE)
| f + LP (O, E) HP (E)
| HK (E)
|
|
--> LK+HP (W)-----> f + HP (SE)
HP (E)
`````````````````````````````````````
While Unarmed
`````````````````````````````````````
Throw
-----
Crow Break f + HP close
Basic Move
----------
Shin Kick LK close must be blocked low
Command Moves
-------------
Low Beak f + LP overhead; staggers opponent
if it connects as an
overhead
Draw Weapon LK+HP he is able to hit his
opponent when his weapon
is drawn; refer to armed
movelist
Ducking Draw Weapon d + LK+HP he is able to hit his
opponent when his weapon
is drawn; refer to armed
movelist
Crow Weapon f + LK+HP when weapon weapon will turn into a crow
is on the ground and drop to where Karasu
is located
Catch Weapon LK+HP just as the sword
is falling above your
head
Hyper Mode Activation LP+LK+HP when super blast can knock opponent
meter is full back; bar turns to Hyper
meter and will deplete
slowly, and once empty you
will no longer be in Hyper
Mode; in Hyper Mode you
can use EX moves, can
perform your Super Move,
Desperation, Super Combo
Ender, or your Finisher
(using the Super Move,
Desperation, Super Combo
Ender or Finisher will end
Hyper Mode)
Special Moves
-------------
Yami Karasu qcf + P LP=slow, HP=fast; will
collide with other
projectiles as both
will be "destroyed" in
the process
Second Crow f + P make sure this as well as
the finishing follow up
is pressed immediately
after the qcf + P motion;
will collide with other
projectiles as both
will be "destroyed" in
the process; most likely
the first crow will
collide with the
opponent's projectile and
be "destroyed" as this
will continue its path
Third Crow f + P will collide with other
projectiles as both
will be "destroyed" in
the process; most likely
the first crow will
collide with the
opponent's projectile and
be "destroyed" as this
will continue its path
Hayate Bane f, d, df + P LP=short, HP=long
Kikyo Shoheki f, hcf + LP+LK absorbs projectiles
Set Up Uppercut f, b, db + HP close unblockable
EX Moves
--------
EX Yami Karasu qcf + LP+HP when super will collide with other
meter is full or when projectiles as both
in Hyper Mode will be "destroyed" in
the process; slightly
larger projectile than
non-EX versions
Second Crow f + LP+HP make sure this as well as
the finishing follow up
is pressed immediately
after the qcf + LP+HP
motion; will collide with
other projectiles as both
will be "destroyed" in
the process; most likely
the first crow will
collide with the
opponent's projectile and
be "destroyed" as this
will continue its path;
slightly larger projectile
than non-EX versions
Third Crow f + LP+HP will collide with other
projectiles as both
will be "destroyed" in
the process; most likely
the first crow will
collide with the
opponent's projectile and
be "destroyed" as this
will continue its path;
slightly larger projectile
than non-EX versions
EX Hayate Bane f, d, df + LP+HP further than HP non-EX
when super meter is version
full or when in Hyper
Mode
Super Move
----------
Super Kikyo Shoheki f, hcf + LP+LK absorbs projectiles
Desperation
-----------
Onmyo Karasu hcb, f + LP+HP absorbs projectiles
Chain Attacks
-------------
Punch Starter
`````````````
LP close ---> HK (*) -----> HP ----> HP (E)
|
|
-> HP -----> HK (*) ----> HP (E)
LK | f + LP (O, E)
| b + HP (E)
|
|
--> LP ----> HP (*) -----> f + HP (SE)
| | f + LP (O, E) HP (E)
| | HK (E)
| |
| |
| --> LK+HP (W)-----> f + HP (SE)
| HP (E)
|
|
--> LK+HP (W) ----> HP (*) -----> f + HP (SE)
| f + LP (O, E) HP (E)
| HK (E)
|
|
--> LK+HP (U)-----> f + HP (SE)
HP (E)
Kick Starter
````````````
LK close (_)--> HK (*) -----> HP ----> HP (E)
|
|
-> HP -----> HK (*) ----> f + LP (O, E)
| LK | HP (E)
| | b + HP (E)
| |
| |
| --> LP ----> HP (*) -----> f + HP (SE)
| | | f + LP (O, E) HP (E)
| | | HK (E)
| | |
| | |
| | --> LK+HP (W)-----> f + HP (SE)
| | HP (E)
| |
| |
| --> LK+HP (W) ----> HP (*) -----> f + HP (SE)
| | f + LP (O, E) HP (E)
| | HK (E)
| |
| |
| --> LK+HP (U)-----> f + HP (SE)
| HP (E)
|
|</pre><pre id="faqspan-2">
-> LK+HP (W) -----> HK (*) ----> HP (*) -----> f + HP (SE)
| b + HP (E) f + LP (O, E) HP (E)
| f + LP (O, E) HK (E)
|
|
--> LK+HP (U) ----> HP (*) -----> f + HP (SE)
| | f + LP (O, E) HP (E)
| | HK (E)
| |
| |
| --> LK+HP (W)-----> f + HP (SE)
| HP (E)
|
|
--> LP ----> HP (*) -----> f + HP (SE)
| f + LP (O, E) HP (E)
| HK (E)
|
|
--> LK+HP (U)-----> f + HP (SE)
HP (E)
*******************************************************************************
* 3.3 Unzen *
*******************************************************************************
Colors
------
LP - Gray costume w/ Red beads
HP - Brown costume w/ Blue beads
`````````````````````````````````````
While Armed
`````````````````````````````````````
Throws
------
Baseball Swing f + HP close
Power Toss df + HP close on throws opponent behind him
crouching opponent
Basic Moves
-----------
Shin Kick LK must be blocked low
Heavy Hammer ub/u/uf, HP overhead; knocks opponent out
of the air
Command Moves
-------------
Hammering f + LP overhead; staggers opponent
if it connects as an
overhead
Put Weapon Away LK+HP refer to unarmed movelist
Ducking Put Away W. d + LK+HP refer to unarmed movelist
Hyper Mode Activation LP+LK+HP when super blast can knock opponent
meter is full back; bar turns to Hyper
meter and will deplete
slowly, and once empty you
will no longer be in Hyper
Mode; in Hyper Mode you
can use EX moves, can
perform your Super Move,
Desperation, Super Combo
Ender, or your Finisher
(using the Super Move,
Desperation, Super Combo
Ender or Finisher will end
Hyper Mode)
Special Moves
-------------
Dai Funsai Geki HP+HK guide with b and f; dodges
high projectiles
Zainin Sabaki f, d, df + P
Dai Chi Meido hcb + P LP=short, HP=long; flame
produced will stay for
a split second, so even
if move misses, the
opponent can still run
into the flame
Inga Oho qcb, ub + P high counter attack; if he
connects the counter
attack the opponent will
be dizzy
Dai Gokusatu Geki d, db, hcb + P LP=low slam; HP=high slam;
connects close; unblockable
Zange Kakugo qcf + K LK=short dash, HK=long dash;
follow ups must use the
same kick that the
initiating Zange Kakugo
used
Dai Funsai Geki qcf + K
Forearm Smash Finish qcf + K
Meimyaku Mizin Charge b for 2 seconds, Unzen will charge his super
f + LP+LK (hold LP+LK meter; if hit while
throughout his power charging, he will retain
up and after to stock what was charged into his
his throw; release meter; after charging his
LP+LK to perform dash meter completely he will
throw) have the ability to
perform a charging throw;
if LP+LK is held after
Unzen's charge, he can
delay when he will use
the throw; you can thus
release LP+LK anytime
(even after performing
other moves a long as you
held LP+LK while
performing them); the dash
in is unblockable
Face Slam hcf + HP close unblockable
EX Moves
--------
EX Dai Chi Meido hcb + LP+HP when super longer and larger flame
meter is full or compared to HP non-EX
when in Hyper Mode version
EX Dai Gokusatu Geki db, hcb + LP+HP when much higher slam than HP
super meter is full non-EX version; connects
or when in Hyper Mode close; unblockable
EX Zange Kakugo qcf + LK+HK when super further dash than HK non-EX
meter is full or version
when in Hyper Mode
Dai Funsai Geki qcf + LK+HK
Forearm Smash Finish qcf + LK+HK
Super Move
----------
Super Meimyaku Mizin Charge b for 2 seconds, Unzen will stand and grunt,
f + LP+LK (hold LP+LK than begin to charge for
throughout the super a throw; if you just
to stock his throw; press LP+LK after charging
release LP+LK to b and pressing f, Unzen
perform dash throw) will simply charge forward
for the throw; if LP+LK
is held during Unzen's
super, he can delay when
he will use the throw you
can thus release LP+LK
anytime (even after
performing other moves as
long as you held LP+LK
while performing them); the
dash in is unblockable
Desperation
-----------
Yomi Okuri b, hcb, f + LP+LK small dash in must connect
for entire Desperation to
come out; small dash in is
unblockable
Weapon Chain Attacks
--------------------
Punch Starters
``````````````
LP far ---> LP -----> HP ----> HP -----> HP (E)
LP close HP f + LP f + HP (SE, U)
LK HK d + HP (E)
f + HP (T, E) d + HK (_, E)
LP (E)
f + LP (O) ---> HP (*) -----> HP ----> HP -----> HP (E)
f + LP f + HP (SE, U)
HK d + HP (E)
f + HP (T, E) d + HK (_, E)
LP (E)
Kick Starters
`````````````
LK far (_) ---> LP -----> HP ----> HP -----> HP (E)
LK close (_) HP f + LP f + HP (SE, U)
LK HK d + HP (E)
f + HP (T, E) d + HK (_, E)
LP (E)
`````````````````````````````````````
While Unarmed
`````````````````````````````````````
Throws
------
Overhead Slam f + HP close
Power Toss df + HP close on throws opponent behind him
crouching opponent
Basic Move
----------
Shin Kick LK close must be blocked low
Command Moves
-------------
Strong Slap f + LP overhead; staggers opponent
if it connects as an
overhead
Draw Weapon LK+HP refer to armed movelist
Ducking Draw Weapon d + LK+HP refer to armed movelist
Hyper Mode Activation LP+LK+HP when super blast can knock opponent
meter is full back; bar turns to Hyper
meter and will deplete
slowly, and once empty you
will no longer be in Hyper
Mode; in Hyper Mode you
can use EX moves, can
perform your Super Move,
Desperation, Super Combo
Ender, or your Finisher
(using the Super Move,
Desperation, Super Combo
Ender or Finisher will end
Hyper Mode)
Special Moves
-------------
Dai Funsai Geki HP+HK guide with b and f; dodges
high projectiles
Dai Chi Meido hcb + P LP=short, HP=long; flame
produced will stay for
a split second, so even
if move misses, the
opponent can still run
into the flame
Inga Oho qcb, ub + P high counter attack; if he
connects the counter
attack the opponent will
be dizzy
Dai Gokusatu Geki d, db, hcb + P LP=low slam; HP=high slam;
connects close; unblockable
Zange Kakugo qcf + K LK=short dash, HK=long dash;
follow ups must use the
same kick that the
initiating Zange Kakugo
used
Dai Funsai Geki qcf + K
Forearm Smash Finish qcf + K
Meimyaku Mizin Charge b for 2 seconds, Unzen will charge his super
f + LP+LK (hold LP+LK meter; if hit while
throughout his power charging, he will retain
up and after to stock what was charged into his
his throw; release meter; after charging his
LP+LK to perform dash meter completely he will
throw) have the ability to
perform a charging throw;
if LP+LK is held after
Unzen's charge, he can
delay when he will use
the throw; you can thus
release LP+LK anytime
(even after performing
other moves a long as you
held LP+LK while
performing them); the dash
in is unblockable
Face Slam hcf + HP close unblockable
EX Moves
--------
EX Dai Chi Meido hcb + LP+HP when super longer and larger flame
meter is full or compared to HP non-EX
when in Hyper Mode version
EX Dai Gokusatu Geki db, hcb + LP+HP when much high slam than HP
super meter is full non-EX version; connects
or when in Hyper Mode close; unblockable
EX Zange Kakugo qcf + LK+HK when super further dash than HK non-EX
meter is full or version
when in Hyper Mode
Dai Funsai Geki qcf + LK+HK
Forearm Smash Finish qcf + LK+HK
Super Move
----------
Super Meimyaku Mizin Charge b for 2 seconds, Unzen will stand and grunt,
f + LP+LK (hold LP+LK than begin to charge for
throughout the super a throw; if you just
to stock his throw; press LP+LK after charging
release LP+LK to b and pressing f, Unzen
perform dash throw) will simply charge forward
for the throw; if LP+LK
is held during Unzen's
super, he can delay when
he will use the throw you
can thus release LP+LK
anytime (even after
performing other moves as
long as you held LP+LK
while performing them); the
dash in is unblockable
Desperation
-----------
Yomi Okuri b, hcb, f + LP+LK small dash in must connect
for entire Desperation to
come out; small dash in is
unblockable
Finisher
--------
Rampage qcb, hcf + LP+LK short back fist must connect
to perform the entire super
Chain Attacks
-------------
Punch Starters
``````````````
LP far ---> HP -----> HP ----> f + LP (O)----> HP (E)
LP close LK HK f + HP (SE)
f + HP (T, E) d + HK (_, E)
HP far ---> HP (*) -----> HP ----> f + LP (O)----> HP (E)
f + HP (T, E) HK f + HP (SE)
f + HP (T, E) d + HK (_, E)
Kick Starters
`````````````
LK far (_) ---> HP -----> HP ----> f + LP (O)----> HP (E)
LK close (_) LK HK f + HP (SE)
f + HP (T, E) d + HK (_, E)
*******************************************************************************
* 3.4 Natsume *
*******************************************************************************
Colors
------
LP - Orange costume
HP - Purple costume
`````````````````````````````````````
While Armed
`````````````````````````````````````
Throws
------
Shoulder Roll f + HP close throws opponent behind her
DDT f + HK close throws opponent behind her
Snap Shoulder Roll df + HP close on throws opponent behind her
crouching opponent
Air Spike any direction except
u + HP close in air
Basic Moves
-----------
Rage Slice HP close 2 hits
Reaching Blade HP far 2 hits
One Two Slice LP close 2 hits
Shin Kick LK close must be blocked low
Flip Kick u, HK overhead; knocks opponent
down
Air Slash ub/u/uf, HP overhead; knocks opponent out
of the air
Command Moves
-------------
Falling Elbow f + LP overhead; staggers opponent
if it connects as an
overhead
Charge Punch df + LP
Launch Kick f + HK can juggle afterwards with
some maneuvers and can
even jump after and air
throw
Low Flip Kick u + HK
Put Weapon Away LK+HP refer to unarmed movelist
Ducking Put Away W. d + LK+HP refer to unarmed movelist
Hyper Mode Activation LP+LK+HP when super blast can knock opponent
meter is full back; bar turns to Hyper
meter and will deplete
slowly, and once empty you
will no longer be in Hyper
Mode; in Hyper Mode you
can use EX moves, can
perform your Super Move,
Desperation, Super Combo
Ender, or your Finisher
(using the Super Move,
Desperation, Super Combo
Ender or Finisher will end
Hyper Mode)
Special Moves
-------------
Jinku Zan f, d, df + P LP=short, HP=far
Asuka hcf + P this will toss her weapon at
the opponent; absorbs
projectiles; if you fail
to catch the weapon when
it bounces back, refer to
the unarmed movelist
Catch Weapon LK+HP just as the blade
is falling above your
head
Air Catch Weapon after the blade comes
flying back, jump
toward it and press
LK+HP when near it
in air
Hyakki Rensai qcb + P (tap P must use the same punch that
rapidly to that the initiating Hyakki
continue move) Rensai used
Tohasen Geki qcf + K LK=low, HK=high; second hit
is an overhead; all follow
ups must use the same kick
that the initiating Tohasen
Geki used
Viper Kick qcf + K first part must touch the
opponent for this follow
up to come out
Side Kick Finish qcf + K
Gozanpu qcb + K LK=short, HK=long
Tenha Rekkyaku f, hcf + LK+HK
Tower Side Slam b, d, db + HK close unblockable
EX Moves
--------
EX Jinku Zan f, d, df + LP+HP when performs two Jinku Zans
super meter is full
or when in Hyper
Mode
EX Asuka hcf + LP+HP when super this will toss her weapon at
meter is full or the opponent; absorbs
when in Hyper mode projectiles; if you fail
to catch the weapon when
it bounces back, refer to
the unarmed movelist;
travels faster than HP
non-EX version
Catch Weapon LK+HP just as the blade
is falling above your
head
Air Catch Weapon after the blade comes
flying back, jump
toward it and press
LK+HP when near it
in air
EX Hyakki Rensai qcb + LP+HP (tap LP+HP has a slightly bigger hitbox,
rapidly to continue but hardly even noticeable
move) when super
meter is full or
when in Hyper Mode
EX Tohasen Geki qcf + LK+HK when super only marginally different as
meter is full or it flies slightly higher
when in Hyper Mode and longer (barely) than
the LK non-EX version;
second hit is an overhead
Viper Kick qcf + LK+HK first part must touch the
opponent for this follow
up to come out
Side Kick Finish qcf + LK+HK
EX Gozanpu qcb + LK+HK when super longer compared to the HK
meter is full or non-EX version
when in Hyper Mode
Super Move
----------
Super Tenha Rekkyaku f, hcf + LK+HK
Desperation
-----------
Satsu Genmuryoran hcb, qcf + LP+LK she will perform a string of
attacks, but at least one
of them must connect for
her to attempt the
finishing throw; the first
part is an overhead; she
will switched to unarmed
mode when performing the
Desperation
Weapon Chain Attacks
--------------------
Punch Starters
``````````````
LP far ---> HP -----> HK (E)
f + LP (O) | HK (E) u + HK (E)
|
|
-> f + LP -----> LP ----> f + HP (SE, U)
| HP (L, E) HK (E)
| qcf + HP (E) d + HK (_, E)
| b, f + HP (O, E) u + HK (E)
|
|
-> f + HP (*)-----> HP (L, E)
qcf + HP (E)
b, f + HP (O, E)
LP close ---> HP -----> HK (E)
HP close (*) | u + HK (E)
|
|
-> f + HP (O)-----> u + HK (E)
|
|
-> HK -----> f + LP (O) ----> HP (L, E)
| HP (L, E)
| HK (O, E)
|
|
--> u + HK ----> u + HK (E)
df + LP ---> LP -----> HP ----> HK (E)
| HK (E) | u + HK (E)
| |
| |
| --> f + HP (O) ----> u + HK (E)
| |
| |
| --> HK ----> f + LP (O)----> HP (L, E)
| | HP (L, E)
| | HK (O, E)
| |
| |
| --> u + HK -----> u + HK (E)
|
|
-> f + LP -----> f + LP ----> LP -----> f + HP (SE)
| | HK (E) HP (L, E) HK (E)
| | qcf + HP (E) d + HK (_, E)
| | b, f + HP u + HK (E)
| | (O, E)
| |
| |
| --> HP ----> HK (E)
| | u + HK (E)
| |
| |
| --> f + HP (*) ----> HP (L, E)
| qcf + HP (E)
| b, f + HP (O, E)
|
|
-> HP -----> HK (E)
f + HP (*) u + HK (E)
Kick Starter
````````````
HK close ---> f + LP (O)-----> HP (L, E)
| HP (L, E)
| HK (O, E)
|
|
-> u + HK -----> u + HK (E)
`````````````````````````````````````
While Unarmed
`````````````````````````````````````
Throws
------
Shoulder Roll f + HP close throws opponent behind her
DDT f + HK close throws opponent behind her
Snap Shoulder Roll df + HP close on throws opponent behind her
crouching opponent
Air Spike any direction except
u + HP close in air
Basic Moves
-----------
Shin Kick LK close must be blocked low
Flip Kick u, HK overhead; knocks opponent
down
Command Moves
-------------
Falling Elbow f + LP overhead; staggers opponent
if it connects as an
overhead
Charge Punch df + LP
Launch Kick f + HK can juggle afterwards with
some maneuvers and can
even jump after and air
throw
Low Flip Kick u + HK
Draw Weapon LK+HP she is able to hit her
opponent when her weapon
is drawn; refer to armed
movelist
Ducking Draw Weapon d + LK+HP refer to armed movelist
Hyper Mode Activation LP+LK+HP when super blast can knock opponent
meter is full back; bar turns to Hyper
meter and will deplete
slowly, and once empty you
will no longer be in Hyper
Mode; in Hyper Mode you
can use EX moves, can
perform your Super Move,
Desperation, Super Combo
Ender, or your Finisher
(using the Super Move,
Desperation, Super Combo
Ender or Finisher will end
Hyper Mode)
Special Moves
-------------
Jinku Zan f, d, df + P LP=short, HP=far
Hyakki Rensai qcb + P (tap P must use the same punch that
rapidly to that the initiating Hyakki
continue move) Rensai used
Rush Palm qcf, b, f + HP overhead
Tohasen Geki qcf + K LK=low, HK=high; second hit
is an overhead; all follow
ups must use the same kick
that the initiating Tohasen
Geki used
Viper Kick qcf + K first part must touch the
opponent for this follow
up to come out
Side Kick Finish qcf + K
Gozanpu qcb + K LK=short, HK=long
Tenha Rekkyaku f, hcf + LK+HK
Tower Side Slam b, d, db + HK close unblockable
EX Moves
--------
EX Jinku Zan f, d, df + LP+HP when performs two Jinku Zans
super meter is full
or when in Hyper
Mode
EX Hyakki Rensai qcb + LP+HP (tap LP+HP has a slightly bigger hitbox,
rapidly to continue but hardly even noticeable
move) when super
meter is full or
when in Hyper Mode
EX Tohasen Geki qcf + LK+HK when super only marginally different as
meter is full or it flies slightly higher
when in Hyper Mode and longer (barely) than
the LK non-EX version;
second hit is an overhead
Viper Kick qcf + LK+HK first part must touch the
opponent for this follow
up to come out
Side Kick Finish qcf + LK+HK
EX Gozanpu qcb + LK+HK when super longer compared to the HK
meter is full or non-EX version
when in Hyper Mode
Super Move
----------
Super Tenha Rekkyaku f, hcf + LK+HK
Desperation
-----------
Satsu Genmuryoran hcb, qcf + LP+LK she will perform a string of
attacks, but at least one
of them must connect for
her to attempt the
finishing throw; the first
part is an overhead
Finisher
--------
Concentrated Blast f, df, d, f, df, the short backfist must
d + LP+HP connect to perform the
entire maneuver
Chain Attacks
-------------
Punch Starters
``````````````
LP far ---> HP -----> HK (E)
f + LP (O) | u + HK (E)
|
|
-> f + LP -----> LP ----> f + HP (SE)
| HP (L, E) HK (E)
| qcf + HP (E) d + HK (_, E)
| b, f + HP (O, E) u + HK (E)
|
|
-> f + HP (*)-----> HP (L, E)
qcf + HP (E)
b, f + HP (O, E)
LP close ---> HP -----> HK (E)
| u + HK (E)
|
|
-> f + HP (O)-----> u + HK (E)
|
|
-> HK -----> f + LP (O) ----> HP (L, E)
| HP (L, E)
| HK (O, E)
|
|
--> u + HK ----> u + HK (E)
df + LP ---> LP -----> HP ----> HK (E)
| HK (E) | u + HK (E)
| |
| |
| --> f + HP (O) ----> u + HK (E)
| |
| |
| --> HK ----> f + LP (O)----> HP (L, E)
| | HP (L, E)
| | HK (O, E)
| |
| |
| --> u + HK -----> u + HK (E)
|
|
-> f + LP -----> f + LP ----> LP -----> f + HP (SE)
| | HK (E) HP (L, E) HK (E)
| | qcf + HP (E) d + HK (_, E)
| | b, f + HP u + HK (E)
| | (O, E)
| |
| |
| --> HP ----> HK (E)
| | u + HK (E)
| |
| |
| --> f + HP (*) ----> HP (L, E)
| qcf + HP (E)
| b, f + HP (O, E)
|
|
-> HP -----> HK (E)
| u + HK (E)
|
|
-> f + HP (*)-----> HK (E)
u + HK (E)
HP close (*)--> HP -----> HK (E)
| u + HK (E)
|
|
-> f + HP (O)-----> u + HK (E)
|
|
-> HK -----> f + LP (O) ----> HP (L, E)
| | HP (L, E)
| | HK (O, E)
| |
| |
| --> u + HK ----> u + HK (E)
|
|
-> LK+HP (W) -----> u + HK (E)
Kick Starter
````````````
HK close ---> f + LP (O)-----> HP (L, E)
| HP (L, E)
| HK (O, E)
|
|
-> u + HK -----> u + HK (E)
Weapon Starter
``````````````
LK+HP (W) ---> u + HK (E)
*******************************************************************************
* 3.5 Kamui *
*******************************************************************************
Colors
------
LP - Purple costume w/ Red trim
HP - Black costume w/ Blue trim
`````````````````````````````````````
While Armed
`````````````````````````````````````
Throw
-----
Body Slam f + HP close throws opponent behind him
Basic Moves
-----------
Axe Kick HK close 2 hits
Shin Kick LK far must be blocked low
Air Slash ub/u/uf, HP overhead; knocks opponent out
of the air
Command Moves
-------------
Triangle Jump jump towards the wall,
then away
Wall Hold jumps towards the wall,
then press b
Crawl Up Wall u
Crawl Down Wall d
Jump Off Wall f can NOT perform any attacks
while coming off the wall
Quick Chop LP
Spiral Dive HP will dive off the wall
Quick Kick LK overhead
Flying Kick HK will dive off the wall;
overhead
Low Stab f + LP overhead; staggers opponent
if it connects as an
overhead
Step Palm df + LP overhead
Side Kick f + LK overhead; staggers opponent
if it connects as an
overhead
Put Weapon Away LK+HP refer to unarmed movelist
Ducking Put Away W. d + LK+HP refer to unarmed movelist
Hyper Mode Activation LP+LK+HP when super blast can knock opponent
meter is full back; bar turns to Hyper
meter and will deplete
slowly, and once empty you
will no longer be in Hyper
Mode; in Hyper Mode you
can use EX moves, can
perform your Super Move,
Desperation, Super Combo
Ender, or your Finisher
(using the Super Move,
Desperation, Super Combo
Ender or Finisher will end
Hyper Mode)
Special Moves
-------------
Fu Ga qcf + P LP=slow, HP=fast; will
collide with other
projectiles as both
will be "destroyed" in
the process
Ryutoh Ga f, d, df + P LP=short with 1 hit;
HP=further with 2 hits
Sakki qcb + K LK=slow, HK=fast; Sakki must
touch opponent for follow
ups to be possible; follow
ups must use the same kick
that the initiating Sakki
used
Kick Two qcb + K
Drill Finish qcb + K
Kaen Jin Onezame hcb + LP+HP in air the actual flame that is
thrown cannot hit the
opponent, but the fire
blast on the ground will;
ground fire blast must be
blocked low
Head Spike f, b, db, d + HK close unblockable
EX Moves
--------
EX Fu Ga qcf + LP+HP when will collide with other
super meter is full projectiles as both will
or when in Hyper Mode be "destroyed" in the
process; more hits than
non-EX versions
EX Ryutoh Ga f, d, df + LP+HP when further compared to the HP
super meter is full non-EX version
or when in Hyper Mode
EX Sakki qcb + LK+HK when super has full screen distance
meter is full or compared to the HK non-EX
when in Hyper Mode version; EX Sakki must
touch opponent for follow
ups to be possible
Kick Two qcb + LK+HK
Drill Finish qcb + LK+HK
Super Move
----------
Super Kaen Jin Onezame hcb + LP+HP in air the actual flame that is
thrown cannot hit the
opponent, but the fire
blast on the ground will;
ground fire blast must be
blocked low
Desperation
-----------
Kiretsuzan Chikemuri hcb, qcf + LP+LK dash in must connect for
entire Desperation to come
out; will put weapon away
afterwards, so refer to
unarmed movelist
Finisher
--------
Fire Pillars d, qcb, f + LP+HP the fire pillars absorb
projectiles
Weapon Chain Attacks
--------------------
Punch Starters
``````````````
LP far ---> HP -----> HP (O) ----> f + HP (SE)
d + HP (*, E)| HK (E)
HK (E) | b + HK (E)
b + HK (E) | d + HK (_, E)
d + HK (_, E)|
|
--> f + HP (O) ----> K (E)
LP close (*)--> HP -----> LP ----> b + HK (E)
df + LP (O) | LK HK f + HK (O, E)
| d + HP (*, E) d + HP (*, E)
| HK (E) b + HK (E)
| b + HK (E) f + HK (O, E)
| d + HK (_, E)
|
|
-> LP -----> HP ----> HP (O) -----> f + HP (SE)
d + HP (*, E) | HK (E)
HK (E) | b + HK (E)
b + HK (E) | d + HK (_, E)
d + HK (_, E) |
|
|
-> f + HP (O)----> K (E)
f + LP (O) ---> HP -----> LP ----> b + HK (E)
HK (E) HK f + HK (O, E)
b + HK (E) d + HP (*, E)
b + HK (E)
f + HK (O, E)
d + HK (_, E)
HP close (*)--> LP (*) -----> HP ----> LP -----> b + HK (E)
LK (*) | LK HK f + HK (O, E)
| d + HP (*, E) d + HP (*, E)
| HK (E) b + HK (E)
| b + HK (E) f + HK (O, E)
| d + HK (_, E)
|
|
--> LP ----> HP ------> HP (O) ----+
d + HP (*, E)| HK (E) |
HK (E) | b + HK (E) |
b + HK (E) | d + HK (E) |
d + HK (_, E)| +--+
| |
| V
| f + HP (SE)
|
|
-> f + HP (O)-+
|
|
K (E) <---+
Kick Starters
`````````````
LK close (*)--> HP -----> LP ----> b + HK (E)
| LK HK f + HK (O, E)
| d + HP (*, E) d + HP (*, E)
| HK (E) b + HK (E)
| b + HK (E) f + HK (O, E)
| d + HK (_, E)
|
|
-> LP -----> HP ----> HP (O) -----> f + HP (SE)
d + HP (*, E) | HK (E)
HK (E) | b + HK (E)</pre><pre id="faqspan-3">
b + HK (E) | d + HK (_, E)
d + HK (_, E) |
|
|
-> f + HP (O)----> K (E)
f + LK (O) ---> HP -----> LP ----> b + HK (E)
HK (E) HK f + HK (O, E)
b + HK (E) d + HP (*, E)
b + HK (E)
f + HK (O, E)
d + HK (_, E)
HK close ---> HP -----> HP (O) ----> f + HP (SE)
d + HP (*, E)| HK (E)
HK (E) | b + HK (E)
b + HK (E) | d + HK (_, E)
d + HK (_, E)|
|
--> f + HP (O) ----> K (E)
`````````````````````````````````````
While Unarmed
`````````````````````````````````````
Throw
-----
Body Slam f + HP close throws opponent behind him
Basic Moves
-----------
Axe Kick HK close 2 hits
Shin Kick LK far must be blocked low
Command Moves
-------------
Triangle Jump jump towards the wall,
then away
Wall Hold jumps towards the wall,
then press b
Crawl Up Wall u
Crawl Down Wall d
Jump Off Wall f can NOT perform any attacks
while coming off the wall
Quick Chop LP
Spiral Dive HP will dive off the wall
Quick Kick LK overhead
Flying Kick HK will dive off the wall;
overhead
Backfist f + HP
Forward Palm f + LP overhead; staggers opponent
if it connects as an
overhead
Step Palm df + LP overhead
Side Kick f + LK overhead; staggers opponent
if it connects as an
overhead
Draw Weapon LK+HP refer to armed movelist
Ducking Draw Weapon d + LK+HP refer to armed movelist
Hyper Mode Activation LP+LK+HP when super blast can knock opponent
meter is full back; bar turns to Hyper
meter and will deplete
slowly, and once empty you
will no longer be in Hyper
Mode; in Hyper Mode you
can use EX moves, can
perform your Super Move,
Desperation, Super Combo
Ender, or your Finisher
(using the Super Move,
Desperation, Super Combo
Ender or Finisher will end
Hyper Mode)
Special Moves
-------------
Fu Ga qcf + P LP=slow, HP=fast; will
collide with other
projectiles as both
will be "destroyed" in
the process
Ryutoh Ga f, d, df + P LP=short with 1 hit;
HP=further with 2 hits
Sakki qcb + K LK=slow, HK=fast; Sakki must
touch opponent for follow
ups to be possible; follow
ups must use the same kick
that the initiating Sakki
used
Kick Two qcb + K
Drill Finish qcb + K
Kaen Jin Onezame hcb + LP+HP in air the actual flame that is
thrown cannot hit the
opponent, but the fire
blast on the ground will;
ground fire blast must be
blocked low
Head Spike f, b, db, d + HK close unblockable
EX Moves
--------
EX Fu Ga qcf + LP+HP when will collide with other
super meter is full projectiles as both will
or when in Hyper Mode be "destroyed" in the
process; more hits than
non-EX versions
EX Ryutoh Ga f, d, df + LP+HP when further compared to the HP
super meter is full non-EX version
or when in Hyper Mode
EX Sakki qcb + LK+HK when super has full screen distance
meter is full or compared to the HK non-EX
when in Hyper Mode version; EX Sakki must
touch opponent for follow
ups to be possible
Kick Two qcb + LK+HK
Drill Finish qcb + LK+HK
Super Move
----------
Super Kaen Jin Onezame hcb + LP+HP in air the actual flame that is
thrown cannot hit the
opponent, but the fire
blast on the ground will;
ground fire blast must be
blocked low
Desperation
-----------
Kiretsuzan Chikemuri hcb, qcf + LP+LK dash in must connect for
entire Desperation to come
out
Chain Attacks
-------------
Punch Starters
``````````````
LP far ---> HP -----> HP (O) ----> f + HP (SE)
d + HP (*, E)| HK (E)
HK (E) | b + HK (E)
b + HK (E) | d + HK (_, E)
d + HK (_, E)|
|
--> f + HP (O) ----> K (E)
LP close (*)--> HP -----> LP ----> b + HK (E)
df + LP (O) | LK HK f + HK (O, E)
| d + HP (*, E) d + HP (*, E)
| HK (E) b + HK (E)
| b + HK (E) f + HK (O, E)
| d + HK (_, E)
|
|
-> LP -----> HP ----> HP (O) -----> f + HP (SE)
d + HP (*, E) | HK (E)
HK (E) | b + HK (E)
b + HK (E) | d + HK (_, E)
d + HK (_, E) |
|
|
-> f + HP (O)----> K (E)
f + LP (O) ---> HP -----> LP ----> b + HK (E)
HK (E) HK f + HK (O, E)
b + HK (E) d + HP (*, E)
b + HK (E)
f + HK (O, E)
d + HK (_, E)
HP close (*)--> LP (*) -----> HP ----> LP -----> b + HK (E)
LK (*) | LK HK f + HK (O, E)
| d + HP (*, E) d + HP (*, E)
| HK (E) b + HK (E)
| b + HK (E) f + HK (O, E)
| d + HK (_, E)
|
|
--> LP ----> HP ------> HP (O) ----+
d + HP (*, E)| HK (E) |
HK (E) | b + HK (E) |
b + HK (E) | d + HK (E) |
d + HK (_, E)| +--+
| |
| V
| f + HP (SE)
|
|
-> f + HP (O)-+
|
|
K (E) <---+
f + HP ---> LP -----> b + HK (E)
HK f + HK (O, E)
d + HP (*, E)
b + HK (E)
f + HK (O, E)
d + HK (_, E)
Kick Starters
`````````````
LK close (*)--> HP -----> LP ----> b + HK (E)
| LK HK f + HK (O, E)
| d + HP (*, E) d + HP (*, E)
| HK (E) b + HK (E)
| b + HK (E) f + HK (O, E)
| d + HK (_, E)
|
|
-> LP -----> HP ----> HP (O) -----> f + HP (SE)
d + HP (*, E) | HK (E)
HK (E) | b + HK (E)
b + HK (E) | d + HK (_, E)
d + HK (_, E) |
|
|
-> f + HP (O)----> K (E)
f + LK (O) ---> HP -----> LP ----> b + HK (E)
HK (E) HK f + HK (O, E)
b + HK (E) d + HP (*, E)
b + HK (E)
f + HK (O, E)
d + HK (_, E)
HK close ---> HP -----> HP (O) ----> f + HP (SE)
d + HP (*, E)| HK (E)
HK (E) | b + HK (E)
b + HK (E) | d + HK (_, E)
d + HK (_, E)|
|
--> f + HP (O) ----> K (E)
*******************************************************************************
* 3.6 Raiga *
*******************************************************************************
Colors
------
LP - Orange hair and pants
HP - Slate Gray hair and pants
`````````````````````````````````````
While Armed
`````````````````````````````````````
Throws
------
Dangerous Suplex f + HP close throws opponent behind him
Enzuigiri f + HK close
Basic Moves
-----------
Shin Kick LK far must be blocked low
Shin Tap LK close must be blocked low
High Slice u, HP overhead; knocks opponent out
of the air
Butchering ub/uf, HP overhead; knocks opponent out
of the air
Command Moves
-------------
Upper Dash Forward, df + HP
Slide Kick Dash Forward, df + HK must be blocked low
Knee Hop Dash Forward, df + LK
Rough Shoulder f + LP overhead; staggers opponent
if it connects as an
overhead
Short Dropkick f + LK overhead
Falling Back d + HP in air overhead
Butt Drop d + LK in air overhead
Put Weapon Away LK+HP refer to unarmed movelist
Ducking Put Away W. d + LK+HP refer to unarmed movelist
Hyper Mode Activation LP+LK+HP when super blast can knock opponent
meter is full back; bar turns to Hyper
meter and will deplete
slowly, and once empty you
will no longer be in Hyper
Mode; in Hyper Mode you
can use EX moves, can
perform your Super Move,
Desperation, Super Combo
Ender, or your Finisher
(using the Super Move,
Desperation, Super Combo
Ender or Finisher will end
Hyper Mode)
Special Moves
-------------
Raigeki Satsu qcb + P LP=short, HP=long; will
collide with other
projectiles (low) as both
will be "destroyed" in
the process; must be
blocked low
Chirairyu hcf + P Raigeki Satsu must touch the
opponent for this follow up
to be possible; dash in
must connect (not blocked)
to perform entire maneuver
Bakurai Geki Charge b for 2 seconds, LP=short, HP=very long; all
f + P follow ups must use the
same punch that the
initiating Bakurai Geki
used
Rough Shoulder b, f + P
Upper Finish b, f + P
Ikazuchi Chiryu Charge b for 2 seconds, LK=short with 1 throw,
f + K HK=long with 2 throws; grab
must connect to perform
entire maneuver; the grab
is unblockable
Ikazuchi Tenryu Charge d for 2 seconds, LK=short with 1 throw,
u + K HK=far with 2 throws; grab
must connect to perform
entire maneuver; the grab
is unblockable
Raishinsho Charge d for 2 seconds, Raiga will charge his super
u + HP+HK meter; if hit while
charging, he will retain
what was charged into his
meter; after charging his
meter he will have 3
sparks follow him; the
sparks can collide and
destroy projectiles (while
being destroyed themselves)
but they must be hit
directly; you can move
around with these sparks
and perform any of your
other maneuvers (they will
strike the opponent when
close); if you don't use
the sparks in 8 seconds,
they will disappear
Mega Tiger Bomb 360 + HP close unblockable
EX Moves
--------
EX Raigeki Satsu qcb + LP+HP when further compared to the HP
super meter is full non-EX version; will
or when in Hyper Mode collide with other
projectiles (low) as both
will be "destroyed" in
the process; must be
blocked low
Chirairyu hcf + P EX Raigeki Satsu must touch
the opponent for this
follow up to be possible;
dash in must connect (not
blocked) to perform entire
maneuver
EX Chirairyu hcf + LP+HP EX Raigeki Satsu must touch
the opponent for this
follow up to be possible;
dash in must connect (not
blocked) to perform entire
maneuver; is a higher slam
and deals more damage than
the regular Chirairyu
follow up
EX Bakurai Geki Charge b for 2 seconds, has full screen distance
f + LP+HP when super
meter is full or when
in Hyper Mode
Rough Shoulder b, f + LP+HP
Upper Finish b, f + LP+HP
EX Ikazuchi Chiryu Charge b for 2 seconds, faster than the HK non-EX
f + LK+HK when super version and has 3 throws;
meter is full or when grab must connect to
in Hyper Mode perform entire maneuver;
the grab is unblockable
EX Ikazuchi Tenryu Charge d for 2 seconds, faster than the HK non-EX
u + LK+HK when super version and has 3 throws;
meter is full or when grab must connect to
in Hyper Mode perform entire maneuver;
the grab is unblockable
Super Move
----------
Super Raishinsho Charge d for 2 seconds, Raiga will have 3 sparks
u + HP+HK follow him; the sparks can
collide and destroy
projectiles (while being
destroyed themselves) but
they must be hit directly;
you can move around with
these sparks and perform
any of your other maneuvers
(they will strike the
opponent when close); if
you don't use the sparks in
8 seconds, they will
disappear
Desperation
-----------
Senco Raizin qcf, hcf + LP+HP absorbs projectiles; Raiga
tosses his weapon so it
must be retrieved (refer
to unarmed movelist)
Finisher
--------
Lightning Cage b, f, b, db, d + LK+HK lightning absorbs
projectiles; Raiga tosses
his weapon so it must be
retrieved (refer to
unarmed movelist)
Weapon Chain Attacks
--------------------
Punch Starters
``````````````
LP far ---> HP (*) -----> HP ----> HP -----> f + HP (SE)
LP close (*) | LK LK (_) | d + HK (_, E) HP (T, E)
| HK (*) |
| f + LK (O, E) |
| -> HK -----> LK ----+
| HP (E) |
| HK (_, E) |
| |
| |
| HP (E) <---+
|
|
-> HK -----> LK ----> HP (E)
HP (E)
HK (_, E)
f + LP (O) ---> f + HK -----> HK (E)
f + LK (O, E)
HP close (*)--> HP -----> HP ----> f + HP (SE)
LK (_) | d + HK (_, E) HP (T, E)
HK |
f + LK (O, E)|
--> HK ----> LK -----> HP (E)
HP (E)
HK (_, E)
Kick Starters
`````````````
LK close ---> HP -----> HP ----> f + HP (SE)
HK close (*) LK (_) | d + HK (_, E) HP (T, E)
HK |
f + LK (O, E)|
--> HK ----> LK -----> HP (E)
HP (E)
HK (_, E)
`````````````````````````````````````
While Unarmed
`````````````````````````````````````
Throws
------
Dangerous Suplex f + HP close throws opponent behind him
Enzuigiri f + HK close
Basic Moves
-----------
Shin Kick LK far must be blocked low
Shin Tap LK close must be blocked low
Command Moves
-------------
Upper Dash Forward, df + HP
Slide Kick Dash Forward, df + HK must be blocked low
Knee Hop Dash Forward, df + LK
Low Punch d + HP must be blocked low
Rough Shoulder f + LP overhead; staggers opponent
if it connects as an
overhead
Short Dropkick f + LK overhead
Falling Back d + HP in air overhead
Butt Drop d + LK in air overhead
Draw Weapon LK+HP refer to armed movelist
Ducking Draw Weapon d + LK+HP refer to armed movelist
Hyper Mode Activation LP+LK+HP when super blast can knock opponent
meter is full back; bar turns to Hyper
meter and will deplete
slowly, and once empty you
will no longer be in Hyper
Mode; in Hyper Mode you
can use EX moves, can
perform your Super Move,
Desperation, Super Combo
Ender, or your Finisher
(using the Super Move,
Desperation, Super Combo
Ender or Finisher will end
Hyper Mode)
Special Moves
-------------
Raigeki Satsu qcb + P LP=short, HP=long; will
collide with other
projectiles (low) as both
will be "destroyed" in
the process; must be
blocked low
Chirairyu hcf + P Raigeki Satsu must touch the
opponent for this follow up
to be possible; dash in
must connect (not blocked)
to perform entire maneuver
Bakurai Geki Charge b for 2 seconds, LP=short, HP=very long; all
f + P follow ups must use the
same punch that the
initiating Bakurai Geki
used
Rough Shoulder b, f + P
Upper Finish b, f + P
Ikazuchi Chiryu Charge b for 2 seconds, LK=short with 1 throw,
f + K HK=long with 2 throws; grab
must connect to perform
entire maneuver; the grab
is unblockable
Ikazuchi Tenryu Charge d for 2 seconds, LK=short with 1 throw,
u + K HK=far with 2 throws; grab
must connect to perform
entire maneuver; the grab
is unblockable
Raishinsho Charge d for 2 seconds, Raiga will charge his super
u + HP+HK meter; if hit while
charging, he will retain
what was charged into his
meter; after charging his
meter he will have 3
sparks follow him; the
sparks can collide and
destroy projectiles (while
being destroyed themselves)
but they must be hit
directly; you can move
around with these sparks
and perform any of your
other maneuvers (they will
strike the opponent when
close); if you don't use
the sparks in 8 seconds,
they will disappear
Mega Tiger Bomb 360 + HP close unblockable
EX Moves
--------
EX Raigeki Satsu qcb + LP+HP when further compared to the HP
super meter is full non-EX version; will
or when in Hyper Mode collide with other
projectiles (low) as both
will be "destroyed" in
the process; must be
blocked low
Chirairyu hcf + P EX Raigeki Satsu must touch
the opponent for this
follow up to be possible;
dash in must connect (not
blocked) to perform entire
maneuver
EX Chirairyu hcf + LP+HP EX Raigeki Satsu must touch
the opponent for this
follow up to be possible;
dash in must connect (not
blocked) to perform entire
maneuver; is a higher slam
and deals more damage than
the regular Chirairyu
follow up
EX Bakurai Geki Charge b for 2 seconds, has full screen distance
f + LP+HP when super
meter is full or when
in Hyper Mode
Rough Shoulder b, f + LP+HP
Upper Finish b, f + LP+HP
EX Ikazuchi Chiryu Charge b for 2 seconds, faster than the HK non-EX
f + LK+HK when super version and has 3 throws;
meter is full or when grab must connect to
in Hyper Mode perform entire maneuver;
the grab is unblockable
EX Ikazuchi Tenryu Charge d for 2 seconds, faster than the HK non-EX
u + LK+HK when super version and has 3 throws;
meter is full or when grab must connect to
in Hyper Mode perform entire maneuver;
the grab is unblockable
Super Move
----------
Super Raishinsho Charge d for 2 seconds, Raiga will have 3 sparks
u + HP+HK follow him; the sparks can
collide and destroy
projectiles (while being
destroyed themselves) but
they must be hit directly;
you can move around with
these sparks and perform
any of your other maneuvers
(they will strike the
opponent when close); if
you don't use the sparks in
8 seconds, they will
disappear
Desperation
-----------
Senco Raizin qcf, hcf + LP+HP absorbs projectiles; Raiga
tosses his weapon so it
must be retrieved
Chain Attacks
-------------
Punch Starters
``````````````
LP far (*) ---> HP (*) -----> HP ----> HP -----> f + HP (SE)
LP close (*) | LK LK (_) | d + HK (_, E) HP (T, E)
| HK (*) |
| f + LK (O, E) |
| -> HK -----> LK ----+
| HP (E) |
| HK (_, E) |
| |
| |
| HP (E) <---+
|
|
-> HK -----> LK ----> HP (E)
HP (E)
HK (_, E)
f + LP (O) ---> f + HK -----> HK (E)
f + LK (O, E)
HP close (*)--> HP -----> HP ----> f + HP (SE)
LK (_) | d + HK (_, E) HP (T, E)
HK |
f + LK (O, E)|
--> HK ----> LK -----> HP (E)
HP (E)
HK (_, E)
Kick Starters
`````````````
LK close ---> HP -----> HP ----> f + HP (SE)
HK close (*) LK (_) | d + HK (_, E) HP (T, E)
HK |
f + LK (O, E)|
--> HK ----> LK -----> HP (E)
HP (E)
HK (_, E)
*******************************************************************************
* 3.7 Kasumi *
*******************************************************************************
Colors
------
LP - Red costume w/ Purple trim
HP - Blue costume w/ Green-Blue trim
`````````````````````````````````````
While Armed
`````````````````````````````````````
Throws
------
Riding Plant f + HP close
Crunch Dropkick any direction except
u + HP close in air
Basic Moves
-----------
Rope Snap LP far must be blocked low
Heavy Low Kick HK close must be blocked low
Air Whip ub/u/uf, HP overhead; knocks opponent out
of the air
Command Moves
-------------
Triangle Jump jump towards the wall,
then away
Spiral Whip df + HP
Quick Stand Slice df + LP
Blind Kick f + LK overhead; staggers opponent
if it connects as an
overhead
Put Weapon Away LK+HP refer to unarmed movelist
Ducking Put Away W. d + LK+HP refer to unarmed movelist
Hyper Mode Activation LP+LK+HP when super blast can knock opponent
meter is full back; bar turns to Hyper
meter and will deplete
slowly, and once empty you
will no longer be in Hyper
Mode; in Hyper Mode you
can use EX moves, can
perform your Super Move,
Desperation, Super Combo
Ender, or your Finisher
(using the Super Move,
Desperation, Super Combo
Ender or Finisher will end
Hyper Mode)
Special Moves
-------------
Hizangeki qcf + P LP=short, HP=long; follow ups
must use the same punch
that the initiating
Hizangeki used
Slide Kick qcf + P
Launch Kick qcf + P can juggle afterwards with
some maneuvers and can
even jump after and air
throw
Kakyaku Ensensyu qcf + K LK=short, HK=long
Hisensyu hcb + K LK=short, HK=far
Hiryusen u, d + K in air LK=slow, HK=fast
Hop Hiryusen u, d + K LK=slow, HK=fast
Hesen Tyugeki Charge b for 2 seconds, holding onto LP+HP will delay
f + LP+HP (hold LP+HP the move (can delay for up
to delay) to 5 seconds)
Reverse Ride qcb, f + HP close unblockable
EX Moves
--------
EX Hizangeki qcf + LP+HP when super even further than the HP
meter is full or non-EX version
when in Hyper Mode
Slide Kick qcf + LP+HP
Launch Kick qcf + LP+HP can juggle afterwards with
some maneuvers and can
even jump after and air
throw
EX Kakyaku Ensensyu qcf + LK+HK when super performs 2 Kakyaku Ensenyus
meter is full or
when in Hyper Mode
EX Hisensyu hcb + LK+HK when much farther than the HK
super meter is full non-EX version
or when in Hyper Mode
Hiryusen u, d + LK+HK in air faster than the HK non-EX
when super meter is version
full or when in
Hyper Mode
Hop Hiryusen u, d + LK+HK when super faster than the HK non-EX
meter is full or version
when in Hyper Mode
Super Move
----------
Super Hesen Tyugeki Charge b for 2 seconds, holding onto LP+HP will delay
f + LP+HP (hold LP+HP the move (can delay for up
to delay) to 5 seconds)
Desperation
-----------
Hesen hcb, f + LP+HP
Finisher
--------
Butterfly Shield d, qcb, f + LP+LK
Weapon Chain Attacks
--------------------
Punch Starters
``````````````
LP close ---> HP -----> HP ----> HP (_, E)
HP close | f + LP | HK (E)
df + LP | | d + HK (_, E)
| |
| |
| --> LP ----> HP -----> f + LP (SE)
| | f + HP (O) f + LP+LK(SE)
| | HP (L, E)
| | f + HP (T, E)
| | HK (E)
| | f + HK (O, E)
| |
| |
| --> f + HP (O) ----> HP (L, E)
| HK (E)
| f + HK (O, E)
|
|
-> HK -----> HP ----> HP (_, E)
| HK (E)
| d + HK (_, E)
|
|
--> d + HK (_) ----> d + HK (_)----> d + HK (_, E)
HK (E) HK (E)
Kick Starters
`````````````
LK close ---> HP -----> HP ----> HP (_, E)
f + LK (O) | f + LP | HK (E)
| | d + HK (_, E)
| |
| |
| --> LP ----> HP -----> f + LP (SE)
| | f + HP (O) f + LP+LK(SE)
| | HP (L, E)
| | f + HP (T, E)
| | HK (E)
| | f + HK (O, E)
| |
| |
| --> f + HP (O) ----> HP (L, E)
| HK (E)
| f + HK (O, E)
|
|
-> HK -----> HP ----> HP (_, E)
| HK (E)
| d + HK (_, E)
|
|
--> d + HK (_) ----> d + HK (_)----> d + HK (_, E)
HK (E) HK (E)
HK far ---> HP -----> HP (_, E)
| HK (E)
| d + HK (_, E)
|
|
-> d + HK (_)-----> d + HK (_) ----> d + HK (_, E)
HK (E) HK (E)
`````````````````````````````````````
While Unarmed
`````````````````````````````````````
Throws
------
Riding Plant f + HP close
Crunch Dropkick any direction except
u + HP close in air
Basic Move
----------
Heavy Low Kick HK close must be blocked low
Command Moves
-------------
Triangle Jump jump towards the wall,
then away
Step Punch df + LP
Blind Kick f + LK overhead; staggers opponent
if it connects as an
overhead
Draw Weapon LK+HP she is able to hit her
opponent when her weapon
is drawn; refer to armed
movelist
Ducking Draw Weapon d + LK+HP she is able to hit her
opponent when her weapon
is drawn (must be blocked
low); refer to armed
movelist
Hyper Mode Activation LP+LK+HP when super blast can knock opponent
meter is full back; bar turns to Hyper
meter and will deplete
slowly, and once empty you
will no longer be in Hyper
Mode; in Hyper Mode you
can use EX moves, can
perform your Super Move,
Desperation, Super Combo
Ender, or your Finisher
(using the Super Move,
Desperation, Super Combo
Ender or Finisher will end
Hyper Mode)
Special Moves
-------------
Hizangeki qcf + P LP=short, HP=long; follow ups
must use the same punch
that the initiating
Hizangeki used
Slide Kick qcf + P
Launch Kick qcf + P can juggle afterwards with
some maneuvers and can
even jump after and air
throw
Kakyaku Ensensyu qcf + K LK=short, HK=long
Hisensyu hcb + K LK=short, HK=far
Hiryusen u, d + K in air LK=slow, HK=fast
Hop Hiryusen u, d + K LK=slow, HK=fast
Wall Jump Charge d for 2 seconds, using ub/u will have her jump
ub/u/uf + K off the wall behind her,
while using uf will have
her jump off the wall in
front of her
Tensin Senpu P
Hiten Kyaku K overhead
Flip Bulldog any direction except can catch opponent in air or
u + LK/HK close to on the ground; unblockable
opponent
Hesen Tyugeki Charge b for 2 seconds, holding onto LP+HP will delay
f + LP+HP (hold LP+HP the move (can delay for up
to delay) to 5 seconds)
Reverse Ride qcb, f + HP close unblockable
EX Moves
--------
EX Hizangeki qcf + LP+HP when super even further than the HP</pre><pre id="faqspan-4">
meter is full or non-EX version
when in Hyper Mode
Slide Kick qcf + LP+HP
Launch Kick qcf + LP+HP can juggle afterwards with
some maneuvers and can
even jump after and air
throw
EX Kakyaku Ensensyu qcf + LK+HK when super performs 2 Kakyaku Ensenyus
meter is full or
when in Hyper Mode
EX Hisensyu hcb + LK+HK when much farther than the HK
super meter is full non-EX version
or when in Hyper Mode
Hiryusen u, d + LK+HK in air faster than the HK non-EX
when super meter is version
full or when in
Hyper Mode
Hop Hiryusen u, d + LK+HK when super faster than the HK non-EX
meter is full or version
when in Hyper Mode
Super Move
----------
Super Hesen Tyugeki Charge b for 2 seconds, holding onto LP+HP will delay
f + LP+HP (hold LP+HP the move (can delay for up
to delay) to 5 seconds)
Desperation
-----------
Hesen hcb, f + LP+HP
Chain Attacks
-------------
Punch Starters
``````````````
LP close (*)--> HP -----> HP ----> HP (_, E)
HP close (*) | f + LP | HK (E)
df + LP | | d + HK (_, E)
| |
| |
| --> LP ----> HP -----> f + LP (SE)
| | f + HP (O) f + LP+LK(SE)
| | HP (L, E)
| | f + HP (T, E)
| | HK (E)
| | f + HK (O, E)
| |
| |
| --> f + HP (O) ----> HP (L, E)
| HK (E)
| f + HK (O, E)
|
|
-> HK -----> HP ----> HP (_, E)
| HK (E)
| d + HK (_, E)
|
|
--> d + HK (_) ----> d + HK (_)----> d + HK (_, E)
HK (E) HK (E)
Kick Starters
`````````````
LK close ---> HP -----> HP ----> HP (_, E)
f + LK (O) | f + LP | HK (E)
| | d + HK (_, E)
| |
| |
| --> LP ----> HP -----> f + LP (SE)
| | f + HP (O) f + LP+LK(SE)
| | HP (L, E)
| | f + HP (T, E)
| | HK (E)
| | f + HK (O, E)
| |
| |
| --> f + HP (O) ----> HP (L, E)
| HK (E)
| f + HK (O, E)
|
|
-> HK -----> HP ----> HP (_, E)
| HK (E)
| d + HK (_, E)
|
|
--> d + HK (_) ----> d + HK (_)----> d + HK (_, E)
HK (E) HK (E)
HK far ---> HP -----> HP (_, E)
| HK (E)
| d + HK (_, E)
|
|
-> d + HK (_)-----> d + HK (_) ----> d + HK (_, E)
HK (E) HK (E)
*******************************************************************************
* 3.8 Goemon *
*******************************************************************************
Colors
------
LP - Blue costume w/ Red trim
HP - Red costume w/ Yellow trim
`````````````````````````````````````
While Armed
`````````````````````````````````````
Throws
------
Throw Away f + HP close throws opponent behind him;
can juggle afterwards with
some maneuvers and can
even jump after and air
throw
Earth Direct any direction except
u + HP close in air
Basic Moves
-----------
Shin Kick LK far must be blocked low
Shin Tap LK close must be blocked low
Metal Charge ub/uf, HP overhead; knocks opponent out
of the air
Metal Chop u, HP overhead; knocks opponent out
of the air
Command Moves
-------------
Flying Kick Dash Forward, df + HK overhead
Long Palm Strike f + LP overhead; staggers opponent
if it connects as an
overhead
Charging df + LP overhead; staggers opponent
if it connects as an
overhead
Put Weapon Away LK+HP refer to unarmed movelist
Ducking Put Away W. d + LK+HP refer to unarmed movelist
Chain Claw f + LK+HP when weapon claw can hit opponent for
is on the ground damage; claw can also
"grab" your dropped
weapon and toss it back
toward you
Catch Weapon LK+HP just as your
weapon is in front
of you
Hyper Mode Activation LP+LK+HP when super blast can knock opponent
meter is full back; bar turns to Hyper
meter and will deplete
slowly, and once empty you
will no longer be in Hyper
Mode; in Hyper Mode you
can use EX moves, can
perform your Super Move,
Desperation, Super Combo
Ender, or your Finisher
(using the Super Move,
Desperation, Super Combo
Ender or Finisher will end
Hyper Mode)
Special Moves
-------------
Gogekiho qcf + P LP=slow, HP=fast; will
collide with other
projectiles as both
will be "destroyed" in
the process
Bakuensho f, d, df + P (hold P the motion is not as loose as
to delay) other "dragon punch"
inputs, so if you over
rotate you'll get the
Gogekiho accidentally;
HP version is thrown only
slightly further; holding P
will delay him in throwing
the bomb; the opponent can
run into Goemon's bomb
while he is holding
(delaying) it
Tenchu Baku qcf + K LK=short, HK=long; follow ups
must use the same kick that
the initiating Tenchu Baku
used
Forward Palm qcf + K
Sweeping Fist Finish qcf + K
Tekkyu Kaengoku qcb, f + LP+HP
Point Blank b, d, db + HK close unblockable
EX Moves
--------
EX Gogekiho qcf + LP+HP when super will collide with other
meter is full or projectiles as both
when in Hyper Mode will be "destroyed" in
the process; slightly
faster than HP non-EX
version
EX Bakuensho f, d, df + LP+HP (hold the motion is not as loose as
LP+HP to delay) when other "dragon punch"
super meter is full inputs, so if you over
or when in Hyper rotate you'll get the
Mode Gogekiho accidentally;
the blast is larger than
the non-EX versions;
holding LP+HP will delay
him in throwing the bomb;
the opponent can run into
Goemon's bomb while he is
holding (delaying) it
EX Tenchu Baku qcf + LK+HK when super travels further than HK
meter is full or non-EX version
when in Hyper Mode
Forward Palm qcf + LK+HK
Sweeping Fist Finish qcf + LK+HK
Super Move
----------
Super Tekkyu Kaengoku qcb, f + LP+HP
Desperation
-----------
Rekka Messtusyo b, d, db, f + LP+LK
Weapon Chain Attacks
--------------------
Punch Starters
``````````````
LP far ---> HP (*) -----> HP ----> qcf + HP (E)
LP close | LK | f + HP (O, E)
| | d + HK (_, E)
| |
| |
| --> LK ----> HP -----> qcf + HP (E)
| | | f + LP (O, E) f + HP (O, E)
| | | d + HK (_, E) d + HK (_, E)
| | |
| | |
| | -> HK -----> HK (O, L, E)
| |
| |
| --> HK ----> HK (O, L, E)
|
|
|
-> HK -----> HK (O, L, E)
f + LP (O) ---> f + HP (O, E)
df + LP (O)---> HP -----> HP ----> HP -----> qcf + HP (E)
f + LP (O, E) f + HP (SE) f + HP (O, E)
qcf + HP (E) d + HK (_, E)
HP close (*)--> HP -----> qcf + HP (E)
| f + HP (O, E)
| d + HK (_, E)
|
|
-> LK -----> HP ----> qcf + HP (E)
| | f + LP (O, E) f + HP (O, E)
| | d + HK (_, E) d + HK (_, E)
| |
| |
| --> HK ----> HK (O, L, E)
|
|
-> HK -----> HK (O, L, E)
Kick Starters
`````````````
LK close (_)--> HP -----> qcf + HP (E)
| f + HP (O, E)
| d + HK (_, E)
|
|
-> LK -----> HP ----> qcf + HP (E)
| | f + LP (O, E) f + HP (O, E)
| | d + HK (_, E) d + HK (_, E)
| |
| |
| -> HK ----> HK (O, L, E)
|
|
-> HK -----> HK (O, L, E)
HK close (*)--> HP (*) -----> HP ----> qcf + HP (E)
| LK | f + HP (O, E)
| | d + HK (_, E)
| |
| |
| --> LK ----> HP -----> qcf + HP (E)
| | | f + LP (O, E) f + HP (O, E)
| | | d + HK (_, E) d + HK (_, E)
| | |
| | |
| | -> HK -----> HK (O, L, E)
| |
| |
| --> HK ----> HK (O, L, E)
|
|
|
-> HK -----> HK (O, L, E)
`````````````````````````````````````
While Unarmed
`````````````````````````````````````
Throws
------
Throw Away f + HP close throws opponent behind him;
can juggle afterwards with
some maneuvers and can
even jump after and air
throw
Earth Direct any direction except
u + HP close in air
Basic Moves
-----------
Sweeping Fist HP far knocks opponent down
Shin Kick LK far must be blocked low
Shin Tap LK close must be blocked low
Command Moves
-------------
Flying Kick Dash Forward, df + HK overhead
Chained Weight d + HP in air overhead
Ball And Chain d + HP both hits must be blocked low
Hidden Chains b + HP
Long Palm Strike f + LP overhead; staggers opponent
if it connects as an
overhead
Charging df + LP overhead; staggers opponent
if it connects as an
overhead
Draw Weapon LK+HP refer to armed movelist
Ducking Draw Weapon d + LK+HP refer to armed movelist
Chain Claw f + LK+HP when weapon claw can hit opponent for
is on the ground damage; claw can also
"grab" your dropped
weapon and toss it back
toward you
Catch Weapon LK+HP just as your
weapon is in front
of you
Hyper Mode Activation LP+LK+HP when super blast can knock opponent
meter is full back; bar turns to Hyper
meter and will deplete
slowly, and once empty you
will no longer be in Hyper
Mode; in Hyper Mode you
can use EX moves, can
perform your Super Move,
Desperation, Super Combo
Ender, or your Finisher
(using the Super Move,
Desperation, Super Combo
Ender or Finisher will end
Hyper Mode)
Special Moves
-------------
Jitekkyu qcf + P LP=slow, HP=fast; will
collide with other
projectiles (low) as both
will be "destroyed" in
the process; must be
blocked low
Bakuensho f, d, df + P (hold P the motion is not as loose as
to delay) other "dragon punch"
inputs, so if you over
rotate you'll get the
Jitekkyu accidentally;
HP version is thrown only
slightly further; holding P
will delay him in throwing
the bomb; the opponent can
run into Goemon's bomb
while he is holding
(delaying) it
Kaensho qcb + P absorbs projectiles
Tenchu Baku qcf + K LK=short, HK=long; follow ups
must use the same kick that
the initiating Tenchu Baku
used
Forward Palm qcf + K
Sweeping Fist Finish qcf + K
Tekkyu Kaengoku qcb, f + LP+HP
Savage Beating b, d, db + HK close unblockable
EX Moves
--------
EX Jitekkyu qcf + LP+HP when super will collide with other
meter is full or projectiles (low) as both
when in Hyper mode will be "destroyed" in
the process; must be
blocked low; slightly
faster than the HP non-EX
version
EX Bakuensho f, d, df + LP+HP (hold the motion is not as loose as
LP+HP to delay) when other "dragon punch"
super meter is full inputs, so if you over
or when in Hyper rotate you'll get the
Mode Jitekkyu accidentally;
the blast is larger than
the non-EX versions;
holding LP+HP will delay
him in throwing the bomb;
the opponent can run into
Goemon's bomb while he is
holding (delaying) it
EX Kaensho qcb + LP+HP when super absorbs projectiles; slightly
meter is full or larger than non-EX versions
when in Hyper Mode
EX Tenchu Baku qcf + LK+HK when super travels further than HK
meter is full or non-EX version
when in Hyper Mode
Forward Palm qcf + LK+HK
Sweeping Fist Finish qcf + LK+HK
Super Move
----------
Super Tekkyu Kaengoku qcb, f + LP+HP
Desperation
-----------
Rekka Messtusyo b, d, db, f + LP+LK
Finisher
--------
Secret Arsenal b, f, d, df + LP+LK
Chain Attacks
-------------
Punch Starters
``````````````
LP far ---> HP (*) -----> HP ----> f + HP (O, E)
LP close | LK | d + HK (_, E)
| |
| |
| --> LK ----> HP -----> f + HP (O, E)
| | | b + HP (E) d + HK (_, E)
| | | f + LP (O, E)
| | | d + HK (_, E)
| | |
| | |
| | -> HK -----> HK (O, L, E)
| |
| |
| --> HK ----> HK (O, L, E)
|
|
|
-> HK -----> HK (O, L, E)
f + LP (O) ---> f + HP (O, E)
df + LP (O)---> HP -----> HP ----> HP -----> f + HP (O, E)
f + LP (O, E) f + HP (SE) d + HK (_, E)
HP close (*)--> HP -----> f + HP (O, E)
| d + HK (_, E)
|
|
-> LK -----> HP ----> f + HP (O, E)
| | b + HP (E) d + HK (_, E)
| | f + LP (O, E)
| | d + HK (_, E)
| |
| |
| --> HK ----> HK (O, L, E)
|
|
-> HK -----> HK (O, L, E)
Kick Starters
`````````````
LK close (_)--> HP -----> f + HP (O, E)
| d + HK (_, E)
|
|
-> LK -----> HP ----> f + HP (O, E)
| | b + HP (E) d + HK (_, E)
| | f + LP (O, E)
| | d + HK (_, E)
| |
| |
| -> HK ----> HK (O, L, E)
|
|
-> HK -----> HK (O, L, E)
HK close (*)--> HP (*) -----> HP ----> f + HP (O, E)
| LK | d + HK (_, E)
| |
| |
| --> LK ----> HP -----> f + HP (O, E)
| | | b + HP (E) d + HK (_, E)
| | | f + LP (O, E)
| | | d + HK (_, E)
| | |
| | |
| | -> HK -----> HK (O, L, E)
| |
| |
| --> HK ----> HK (O, L, E)
|
|
|
-> HK -----> HK (O, L, E)
*******************************************************************************
* 3.9 Houoh *
*******************************************************************************
Colors
------
LP - Purple costume
HP - Carmine costume
`````````````````````````````````````
While Armed
`````````````````````````````````````
Throws
------
Rough Dump f + HP close throws opponent behind him
Layback Launch f + HK close throws opponent behind him;
can juggle afterwards with
some maneuvers and can
even jump after and air
throw
Neckringer Slam any direction except
u + HP close in air
Basic Moves
-----------
High Snap HK far 2 hits
Air Slash ub/u/uf, HP overhead; knocks opponent out
of the air
Command Moves
-------------
Backfist f + HP
Back Swipe f + LP overhead; staggers opponent
if it connects as an
overhead
Backflip b + HK
Side Kick f + LK overhead; staggers opponent
if it connects as an
overhead
Hop Knee b + LK
Put Weapon Away LK+HP refer to unarmed movelist
Ducking Put Away W. d + LK+HP refer to unarmed movelist
Hyper Mode Activation LP+LK+HP when super blast can knock opponent
meter is full back; bar turns to Hyper
meter and will deplete
slowly, and once empty you
will no longer be in Hyper
Mode; in Hyper Mode you
can use EX moves, can
perform your Super Move,
Desperation, Super Combo
Ender, or your Finisher
(using the Super Move,
Desperation, Super Combo
Ender or Finisher will end
Hyper Mode)
Special Moves
-------------
Kishinzan hcf + P LP=short, HP=far; follow ups
must use the same punch
that the initiating
Kishinzan used
Side Kick qcf + P
Backflip Finish qcf + P
Kusenkoh Charge b for 2 seconds, LP=slow, HP=fast; will
f + P collide with other
projectiles as both will
be "destroyed" in the
process
Chiretsusen Charge b for 2 seconds, LK=slow, HK=fast; will
f + K collide with other
projectiles (low) as both
will be "destroyed" in the
process
Houoh Tenbu Charge d for 2 seconds, LK=short, HK=far
u + K
Haja Reihadoh qcb, f + LP+HP (hold blast absorbs projectiles;
LP+HP to delay move holding LP+HP will charge
and charge your your meter while at the
meter) same time, delaying the
move; once the super meter
is filled, you can no
longer delay and Houoh
will create the blast
Deadly Palm b, f, df, d + HP close unblockable
EX Moves
--------
EX Kishinzan hcf + LP+HP when super travels farther than the HP
meter is full or non-EX version
when in Hyper Mode
Side Kick qcf + LP+HP
Backflip Finish qcf + LP+HP
EX Kusenkoh Charge b for 2 seconds, will collide with other
f + LP+HP when super projectiles as both will
meter is full or when be "destroyed" in the
in Hyper Mode process; larger projectile
than non-EX versions
EX Chiretsusen Charge b for 2 seconds, will collide with other
f + LK+HK when super projectiles (low) as both
meter is full or when will be "destroyed" in the
in Hyper Mode process; larger projectile
than non-EX versions
EX Houoh Tenbu Charge d for 2 seconds, farther than the HK non-EX
u + LK+HK when super version
meter is full or when
in Hyper Mode
Super Move
----------
Super Haja Reihadoh qcb, f + LP+HP blast absorbs projectiles
Desperation
-----------
Dainichi Syanasyorai b, db, d, u + LP+LK
Finisher
--------
Musoutaiyoken hcb, f, df, d + LP+LK fire can absorb projectiles
Weapon Chain Attacks
--------------------
Punch Starters
``````````````
LP far ---> HP (*) -----> LP -----> f + HP (SE)
LP close HK | f + LK (O, E)
b + HK (E) |
|
--> HP (*) -----> d + HK -----> d + HK (_, E)
| f + HP (_, L) HK (E)
| HK (E)
|
|
--> HK (O) -----> HP (E)
HK (E)
b + HK (E)
HP close (*)--> LP -----> HP (*) -----> d + HK -----> d + HK (_, E)
| b + HK (E) | f + HP (_, L) HK (E)
| | HK (E)
| |
| |
| --> HK (O) -----> HP (E)
| HK (E)
| b + HK (E)
|
|
-> HK -----> LP -----> f + HP (SE)
| f + LK (O, E)
|
|
--> HP (*) -----> d + HK -----> d + HK (_, E)
| f + HP (_, L) HK (E)
| HK (E)
|
|
--> HK (O) -----> HP (E)
HK (E)
b + HK (E)
Kick Starters
`````````````
LK close ---> HP (*) -----> LP -----> f + HP (SE)
HK | f + LK (O, E)
b + HK (E) |
|
--> HP (*) -----> d + HK -----> d + HK (_, E)
| f + HP (_, L) HK (E)
| HK (E)
|
|
--> HK (O) -----> HP (E)
HK (E)
b + HK (E)
HK close ---> HK -----> LP -----> f + HP (SE)
| b + HK (E) | f + LK (O, E)
| |
| |
| --> HP (*) -----> d + HK -----> d + HK (_, E)
| | f + HP (_, L) HK (E)
| | HK (E)
| |
| |
| --> HK (O) -----> HP (E)
| HK (E)
| b + HK (E)
|
|
-> LP -----> HP (*) -----> d + HK -----> d + HK (_, E)
| f + HP (_, L) HK (E)
| HK (E)
|
|
--> HK (O) -----> HP (E)
HK (E)
b + HK (E)
`````````````````````````````````````
While Unarmed
`````````````````````````````````````
Throws
------
Rough Dump f + HP close throws opponent behind him
Layback Launch f + HK close throws opponent behind him;
can juggle afterwards with
some maneuvers and can
even jump after and air
throw
Neckringer Slam any direction except
u + HP close in air
Basic Move
----------
High Snap HK far 2 hits
Command Moves
-------------
Downward Palm f + LP overhead; staggers opponent
if it connects as an
overhead
Backflip b + HK
Side Kick f + LK overhead; staggers opponent
if it connects as an
overhead
Hop Knee b + LK
Draw Weapon LK+HP refer to armed movelist
Ducking Draw Weapon d + LK+HP refer to armed movelist
Hyper Mode Activation LP+LK+HP when super blast can knock opponent
meter is full back; bar turns to Hyper
meter and will deplete
slowly, and once empty you
will no longer be in Hyper
Mode; in Hyper Mode you
can use EX moves, can
perform your Super Move,
Desperation, Super Combo
Ender, or your Finisher
(using the Super Move,
Desperation, Super Combo
Ender or Finisher will end
Hyper Mode)
Special Moves
-------------
Kishinzan hcf + P LP=short, HP=far; follow ups
must use the same punch
that the initiating
Kishinzan used
Side Kick qcf + P
Backflip Finish qcf + P
Kusenkoh Charge b for 2 seconds, LP=slow, HP=fast; will
f + P collide with other
projectiles as both will
be "destroyed" in the
process
Chiretsusen Charge b for 2 seconds, LK=slow, HK=fast; will
f + K collide with other
projectiles (low) as both
will be "destroyed" in the
process
Houoh Tenbu Charge d for 2 seconds, LK=short, HK=far
u + K
Haja Reihadoh qcb, f + LP+HP (hold blast absorbs projectiles;
LP+HP to delay move holding LP+HP will charge
and charge your your meter while at the
meter) same time, delaying the
move; once the super meter
is filled, you can no
longer delay and Houoh
will create the blast
Deadly Palm b, f, df, d + HP close unblockable
EX Moves
--------
EX Kishinzan hcf + LP+HP when super travels farther than the HP
meter is full or non-EX version
when in Hyper Mode
Side Kick qcf + LP+HP
Backflip Finish qcf + LP+HP
EX Kusenkoh Charge b for 2 seconds, will collide with other
f + LP+HP when super projectiles as both will
meter is full or when be "destroyed" in the
in Hyper Mode process; larger projectile
than non-EX versions
EX Chiretsusen Charge b for 2 seconds, will collide with other
f + LK+HK when super projectiles (low) as both
meter is full or when will be "destroyed" in the
in Hyper Mode process; larger projectile
than non-EX versions
EX Houoh Tenbu Charge d for 2 seconds, farther than the HK non-EX
u + LK+HK when super version
meter is full or when
in Hyper Mode
Super Move
----------
Super Haja Reihadoh qcb, f + LP+HP blast absorbs projectiles
Desperation
-----------
Dainichi Syanasyorai b, db, d, u + LP+LK
Chain Attacks
-------------
Punch Starters
``````````````
LP far ---> HP (*) -----> LP (*) -----> f + HP (SE)
LP close HK | f + LK (O, E)
b + HK (E) |
|
--> HP (*) -----> d + HK -----> d + HK (_, E)
| f + HP (_, L) HK (E)
| HK (E)
|
|
--> HK (O) -----> HP (E)
HK (E)
b + HK (E)
HP close (*)--> LP -----> HP (*) -----> d + HK -----> d + HK (_, E)
| b + HK (E) | f + HP (_, L) HK (E)
| | HK (E)
| |
| |
| --> HK (O) -----> HP (E)
| HK (E)
| b + HK (E)
|
|
-> HK -----> LP (*) -----> f + HP (SE)
| f + LK (O, E)
|
|
--> HP (*) -----> d + HK -----> d + HK (_, E)
| f + HP (_, L) HK (E)
| HK (E)
|
|
--> HK (O) -----> HP (E)
HK (E)
b + HK (E)
Kick Starters
`````````````
LK close ---> HP (*) -----> LP (*) -----> f + HP (SE)
HK | f + LK (O, E)
b + HK (E) |
|
--> HP (*) -----> d + HK -----> d + HK (_, E)
| f + HP (_, L) HK (E)
| HK (E)
|
|
--> HK (O) -----> HP (E)
HK (E)
b + HK (E)
HK close ---> HK -----> LP (*) -----> f + HP (SE)
| b + HK (E) | f + LK (O, E)
| |
| |
| --> HP (*) -----> d + HK -----> d + HK (_, E)
| | f + HP (_, L) HK (E)
| | HK (E)
| |
| |
| --> HK (O) -----> HP (E)
| HK (E)
| b + HK (E)
|
|
-> LP (*) -----> HP (*) -----> d + HK -----> d + HK (_, E)
| f + HP (_, L) HK (E)
| HK (E)
|
|
--> HK (O) -----> HP (E)
HK (E)
b + HK (E)
*******************************************************************************
* 3.10 Tenho *
*******************************************************************************
Colors
------
LP - Yellow top w/ Green bottoms
HP - Buff top w/ Black bottoms
`````````````````````````````````````
While Armed
`````````````````````````````````````
Throws
------
Bullseye Blast f + HP close
Air Bullseye Blast any direction except
u + HP close in air
Basic Moves
-----------
Slash Storm HP far 2 hits
Switch Punishment ub/uf, HP overhead; will knock opponent
out of the air
Uppercut Swing u, HP overhead; will knock opponent
out of the air
Frog Hop u, HK overhead; knocks opponent
down
Command Moves
-------------
Triangle Jump jump towards the wall,
then away
Wall Hold jumps towards the wall,
then press b
Crawl Up Wall u
Crawl Down Wall d
Jump Off Wall f can NOT perform any attacks
while coming off the wall
Shoulder Dive P will dive off the wall;
overhead
Foot Plant K will dive off the wall;
overhead
Frog Leap b + HK will jump to the opposite
wall and hold onto it
Double Stomp d + LK in air overhead
Slash Storm f + HP close 2 hits
Nimble Swipe b + HP far
Slide d + HK must be blocked low
High Kick f + LK overhead; staggers opponent
if it connects as an
overhead
Put Weapon Away LK+HP refer to unarmed movelist
Ducking Put Away W. d + LK+HP refer to unarmed movelist
Hyper Mode Activation LP+LK+HP when super blast can knock opponent
meter is full back; bar turns to Hyper
meter and will deplete
slowly, and once empty you
will no longer be in Hyper
Mode; in Hyper Mode you
can use EX moves, can
perform your Super Move,
Desperation, Super Combo
Ender, or your Finisher
(using the Super Move,
Desperation, Super Combo</pre><pre id="faqspan-5">
Ender or Finisher will end
Hyper Mode)
Special Moves
-------------
Jubaku Fu qcf + P LP=short, HP=far; will
collide with other
projectiles as both will
be "destroyed" in the
process; if this connects
(not blocked), the opponent
will be stunned for a short
time
Senkuken f, d, df + P LP=short, HP=far; follow ups
must use the same punch
that the initiating
Senkuken used
Second Senkuken qcf + P
Senkuken Finish qcf + P
Senkudan qcf + K LK=short, HK=very long
Shugoju Retsudan Charge HK (for at least the longer the charge, the
3 seconds), release more damage and range when
released; Charge for:
3-10 seconds = Level 1
11-20 seconds = Level 2
21+ seconds = Final
Taikyokuha qcb, hcf + LP+HP
Powered Spirit b, d, db + HP close unblockable
EX Moves
--------
EX Jubaku Fu qcf + LP+HP when super full screen distance compared
meter is full or to the HP non-EX version;
when in Hyper Mode will collide with other
projectiles as both will
be "destroyed" in the
process; if this connects
(not blocked), the opponent
will be stunned for a short
time
EX Senkuken f, d, df + LP+HP when farther than the HP non-EX
super meter is full version
or when in Hyper
Mode
Second Senkuken qcf + LP+HP
Senkuken Finish qcf + LP+HP
EX Senkudan qcf + LK+HK when super travels only a tad bit longer
meter is full or than the HK non-EX version
when in Hyper Mode
Super Move
----------
Super Taikyokuha qcb, hcf + LP+HP
Desperation
-----------
Senjin Fuja hcb, f, df, d + LP+LK
Weapon Chain Attacks
--------------------
Punch Starters
``````````````
LP close (*)--> HP -----> LP (*) ----> HP -----> HP (E)
LK (*) LK | b + HP (E) HK (E)
f + HP (E) | f + LK (O, E)
d + HP (*, E) |
HP (E) |
-> HK -----> f + LK (O)-+
| HP (E) |
| |
| |
| HP (O, E) <---+
|
|
-> f + HK -----> f + HP (SE)
HP (E)
f + HK (E)
HP close ---> HP (E)
HK (E)
Kick Starters
`````````````
LK close (*)--> HP -----> LP (*) ----> HP -----> HP (E)
LK (*) LK | b + HP (E) HK (E)
f + HP (E) | f + LK (O, E)
d + HP (*, E) |
HP (E) |
-> HK -----> f + LK (O)-+
| HP (E) |
| |
| |
| HP (O, E) <---+
|
|
-> f + HK -----> f + HP (SE)
HP (E)
f + HK (E)
HK close ---> f + LK (O)-----> HP (O, E)
HP (E)
`````````````````````````````````````
While Unarmed
`````````````````````````````````````
Throws
------
Bullseye Blast f + HP close
Air Bullseye Blast any direction except
u + HP close in air
Basic Moves
-----------
Frog Hop u, HK overhead; knocks opponent
down
Command Moves
-------------
Triangle Jump jump towards the wall,
then away
Wall Hold jumps towards the wall,
then press b
Crawl Up Wall u
Crawl Down Wall d
Jump Off Wall f can NOT perform any attacks
while coming off the wall
Shoulder Dive P will dive off the wall;
overhead
Foot Plant K will dive off the wall;
overhead
Double Stomp d + LK in air overhead
One Two Poke d + LP 2 hits
Slide d + HK must be blocked low
High Kick f + LK overhead; staggers opponent
if it connects as an
overhead
Draw Weapon LK+HP refer to armed movelist
Ducking Draw Weapon d + LK+HP refer to armed movelist
Hyper Mode Activation LP+LK+HP when super blast can knock opponent
meter is full back; bar turns to Hyper
meter and will deplete
slowly, and once empty you
will no longer be in Hyper
Mode; in Hyper Mode you
can use EX moves, can
perform your Super Move,
Desperation, Super Combo
Ender, or your Finisher
(using the Super Move,
Desperation, Super Combo
Ender or Finisher will end
Hyper Mode)
Special Moves
-------------
Jubaku Fu qcf + P LP=short, HP=far; will
collide with other
projectiles as both will
be "destroyed" in the
process; if this connects
(not blocked), the opponent
will be stunned for a short
time
Senkuken f, d, df + P LP=short, HP=far; follow ups
must use the same punch
that the initiating
Senkuken used
Second Senkuken qcf + P
Senkuken Finish qcf + P
Tenmaen Satsujin hcb + P
Senkudan qcf + K LK=short, HK=very long
Senmetsu Sho tap P rapidly LP version can be tapped out
longer
Shugoju Retsudan Charge HK (for at least the longer the charge, the
3 seconds), release more damage and range when
released; Charge for:
3-10 seconds = Level 1
11-20 seconds = Level 2
21+ seconds = Final
Taikyokuha qcb, hcf + LP+HP
Powered Spirit b, d, db + HP close unblockable
EX Moves
--------
EX Jubaku Fu qcf + LP+HP when super full screen distance compared
meter is full or to the HP non-EX version;
when in Hyper Mode will collide with other
projectiles as both will
be "destroyed" in the
process; if this connects
(not blocked), the opponent
will be stunned for a short
time
EX Senkuken f, d, df + LP+HP when farther than the HP non-EX
super meter is full version
or when in Hyper
Mode
Second Senkuken qcf + LP+HP
Senkuken Finish qcf + LP+HP
EX Tenmaen Satsujin hcb + LP+HP when super performs two Tenmaen Satsujins
meter is full or
when in Hyper Mode
EX Senkudan qcf + LK+HK when super travels only a tad bit longer
meter is full or than the HK non-EX version
when in Hyper Mode
EX Senmetsu Sho tap LP+HP rapidly can be tapped out longer than
when super meter is LP non-EX version
full or when in
Hyper Mode
Super Move
----------
Super Taikyokuha qcb, hcf + LP+HP
Desperation
-----------
Senjin Fuja hcb, f, df, d + LP+LK
Finisher
--------
Ofuda Engulf Charge LP for up to 3
seconds, qcb, release
LP
Chain Attacks
-------------
Punch Starters
``````````````
LP close (*)--> HP -----> HP ----> HP -----> f + LP (O)-+
LK (*) | LK | f + LK (O, E) |
| d + HP (*, E) | |
| | HP (E) <---+
| |
| |
| -> f + HK -----> f + HP (SE)
| f + HK (E)
|
|
-> f + HP (*) ----> LK (L, E)
HK (E)
HP close (*)--> LK (L, E)
HK (E)
Kick Starters
`````````````
LK close (*)--> HP -----> HP ----> HP -----> f + LP (O)-+
LK (*) | LK | f + LK (O, E) |
| d + HP (*, E) | |
| | HP (E) <---+
| |
| |
| -> f + HK -----> f + HP (SE)
| f + HK (E)
|
|
-> f + HP (*) ----> LK (L, E)
HK (E)
HK close ---> f + LP (O)-----> HP (E)
-------------------------------------------------------------------------------
| To select the following two bosses, you must first enter a code at the |
| character select screen. If you are 1 player, highlight Kamui and enter: |
| |
| Left, Down, Left, Up, Left, Down, Left, Up, Right, Down, Right, Up, LK+HK |
| |
| If you are second player, then you must highlight Sasuke and enter: |
| |
| Right, Down, Right, Up, Right, Down, Right, Up, Left, Down, Left Up, LK+HK |
-------------------------------------------------------------------------------
*******************************************************************************
* 3.11 Ranmaru *
*******************************************************************************
Colors
------
LP - Purple costume w/ Alizarin trim
HP - Violet costume w/ Orange trim
`````````````````````````````````````
While Armed
`````````````````````````````````````
Throw
-----
Push Over f + HP close
Basic Moves
-----------
Heel Drop HK far 2 hits
Large Slash ub/u/uf, HP overhead; will knock opponent
out of the air
Command Moves
-------------
Spiral Kick f + LK overhead; staggers opponent
if it connects as an
overhead
Put Weapon Away LK+HP is able to hit the opponent
when the weapon is put
away; refer to unarmed
movelist
Ducking Put Away W. d + LK+HP is able to hit the opponent
when the weapon is put
away; must be blocked low;
refer to unarmed movelist
Hyper Mode Activation LP+LK+HP when super blast can knock opponent
meter is full back; bar turns to Hyper
meter and will deplete
slowly, and once empty you
will no longer be in Hyper
Mode; in Hyper Mode you
can use EX moves, can
perform your Super Move,
Desperation, Super Combo
Ender, or your Finisher
(using the Super Move,
Desperation, Super Combo
Ender or Finisher will end
Hyper Mode)
Special Moves
-------------
Vortex Blast qcf + P LP=slow, HP=fast; will
collide with other
projectiles as both will
be "destroyed" in the
process
Floating Slice hcb + P in air
Slicing Wind qcb + K launches opponent; can juggle
afterwards with some
maneuvers if you don't want
to use the follow ups;
follow ups must use the
same punch that the
initiating Slicing Wind
used
Floating Slice qcb + K
Spin Slice Finish qcb + K
Crash Kicks f, hcf + K LK=short, HK=long
Ribbon Bite hcb, f + LP+HP
Blast Palm hcb + HK close unblockable
EX Moves
--------
EX Vortex Blast qcf + LP+HP when super larger than the non-EX
meter is full or versions; will collide with
when in Hyper Mode other projectiles as both
will be "destroyed" in the
process
EX Floating Slice hcb + LP+HP in air larger hitbox than the non-EX
when super meter is versions
full or when in Hyper
Mode
EX Slicing Wind qcb + LK+HK when super launches opponent; can juggle
meter is full or afterwards with some
when in Hyper Mode maneuvers if you don't want
to use the follow ups; the
follow ups have larger
hitboxes than the non-EX
versions
Floating Slice qcb + LK+HK
Spin Slice Finish qcb + LK+HK
EX Crash Kicks f, hcf + LK+HK when slightly faster than the HK
super meter is full non-EX version (not by
or when in Hyper much, however)
Mode
Super Move
----------
Super Ribbon Bite hcb, f + LP+HP
Desperation
-----------
Angle Break b, hcb + LP+HP absorbs projectiles
Finisher
--------
Sacrifice qcf, b, db, d + LP+HP the energy hand absorbs
(hold LP+HP to delay projectiles; hold LP+HP
super) to have the hand crawl
along the ground, and
release to activate the
super
Weapon Chain Attacks
--------------------
Punch Starters
``````````````
LP far (*) ---> HP (*) -----> LP (*, U) ----> HP (T) -----> f + HP (SE)
LP close (*) LK | HP (E) | f + LP (O) HK (E)
| HK (E) | d + HK (_, E)
| d + HK (_, E) |
| |
| -> f + LK (O)----> d + HK (_, E)
|
|
--> f + LP (*) ----> HP (T) -----> f + HP (SE)
| d + HP (L, E) HP (E)
| d + HK (_, E)
|
|
-> f + LK (O)----> d + HK (_, E)
HP close ---> LP (*) -----> LP (*, U) ----> HP (T) -----> f + HP (SE)
HP (E) | d + HK (_, E) | f + LP (O) HK (E)
d + HK (E) | | d + HK (_, E)
| |
| |
| -> f + LK (O)----> d + HK (_, E)
|
|
--> HP ----> HP (T) -----> f + HP (SE)
| d + HP (L, E) HP (E)
| d + HK (_, E)
|
|
-> f + LK (O)----> d + HK (_, E)
Kick Starters
`````````````
LK close (*)--> HP (*) -----> LP (*, U) ----> HP (T) -----> f + HP (SE)
LK | HP (E) | f + LP (O) HK (E)
| HK (E) | d + HK (_, E)
| d + HK (_, E) |
| |
| -> f + LK (O)----> d + HK (_, E)
|
|
--> f + LP (*) ----> HP (T) -----> f + HP (SE)
| d + HP (L, E) HP (E)
| d + HK (_, E)
|
|
-> f + LK (O)----> d + HK (_, E)
HK close ---> LP (*) -----> LP (*, U) ----> HP (T) -----> f + HP (SE)
HP (E) | d + HK (_, E) | f + LP (O) HK (E)
d + HK (E) | | d + HK (_, E)
| |
| |
| -> f + LK (O)----> d + HK (_, E)
|
|
--> HP ----> HP (T) -----> f + HP (SE)
| d + HP (L, E) HP (E)
| d + HK (_, E)
|
|
-> f + LK (O)----> d + HK (_, E)
Unarming Starter
````````````````
LK+HP (*, U)--> HP (T) -----> f + HP (SE)
f + LP (O) HK (E)
d + HK (_, E)
`````````````````````````````````````
While Unarmed
`````````````````````````````````````
Throw
-----
Push Over f + HP close
Basic Moves
-----------
Chop Spin HP close 2 hits
Heel Drop HK far 2 hits
Command Moves
-------------
Hand Flick f + LP overhead; staggers opponent
if it connects as an
overhead
Spiral Kick f + LK overhead; staggers opponent
if it connects as an
overhead
Draw Weapon LK+HP is able to hit the opponent
when the weapon is drawn;
refer to armed movelist
Ducking Draw Weapon d + LK+HP is able to hit the opponent
when the weapon is drawn;
must be blocked low; refer
to armed movelist
Hyper Mode Activation LP+LK+HP when super blast can knock opponent
meter is full back; bar turns to Hyper
meter and will deplete
slowly, and once empty you
will no longer be in Hyper
Mode; in Hyper Mode you
can use EX moves, can
perform your Super Move,
Desperation, Super Combo
Ender, or your Finisher
(using the Super Move,
Desperation, Super Combo
Ender or Finisher will end
Hyper Mode)
Special Moves
-------------
Vortex Blast qcf + P LP=slow, HP=fast; will
collide with other
projectiles as both will
be "destroyed" in the
process
Spin Slice f, d, df + P
Floating Slice hcb + P in air
Slicing Wind qcb + K launches opponent; can juggle
afterwards with some
maneuvers if you don't want
to use the follow ups;
follow ups must use the
same punch that the
initiating Slicing Wind
used
Floating Slice qcb + K
Spin Slice Finish qcb + K
Crash Kicks f, hcf + K LK=short, HK=long
Ribbon Bite hcb, f + LP+HP
Blast Palm hcb + HK close unblockable
EX Moves
--------
EX Vortex Blast qcf + LP+HP when super larger than the non-EX
meter is full or versions; will collide with
when in Hyper Mode other projectiles as both
will be "destroyed" in the
process
EX Spin Slice f, d, df + LP+HP when larger hitbox than the non-EX
super meter is full versions
or when in Hyper
Mode
EX Floating Slice hcb + LP+HP in air larger hitbox than the non-EX
when super meter is versions
full or when in Hyper
Mode
EX Slicing Wind qcb + LK+HK when super launches opponent; can juggle
meter is full or afterwards with some
when in Hyper Mode maneuvers if you don't want
to use the follow ups; the
follow ups have larger
hitboxes than the non-EX
versions
Floating Slice qcb + LK+HK
Spin Slice Finish qcb + LK+HK
EX Crash Kicks f, hcf + LK+HK when slightly faster than the HK
super meter is full non-EX version (not by
or when in Hyper much, however)
Mode
Super Move
----------
Super Ribbon Bite hcb, f + LP+HP
Desperation
-----------
Angle Break b, hcb + LP+HP absorbs projectiles
Chain Attacks
-------------
Punch Starters
``````````````
LP far (*) ---> HP (*) -----> LP (*, W) ----> HP (T) -----> f + HP (SE)
LP close (*) LK | HK (E) | d + HP (L, E) HP (E)
| d + HK (_, E) | d + HK (_, E)
| |
| -> f + LK (O)----> d + HK (_, E)
|
|
--> HP ----> LP -----> HK (E)
d + HK (_, E)
HP close (*)--> LP (*) -----> LP (*, W) ----> HP (T) -----> f + HP (SE)
| d + HK (E) | d + HK (_, E) | d + HP (L, E) HP (E)
| | | d + HK (_, E)
| | |
| | |
| | -> f + LK (O)----> d + HK (_, E)
| |
| |
| --> HP ----> HP (T) -----> f + HP (SE)
| | f + LP (O) HK (E)
| | d + HK (_, E)
| |
| |
| -> f + LK (O)----> d + HK (_, E)
|
|
-> HP -----> LP (*, W) ----> HP (T) -----> f + HP (SE)
| HK (E) | d + HP (L, E) HP (E)
| d + HK (_, E) | d + HK (_, E)
| |
| |
| -> f + LK (O)----> d + HK (_, E)
|
|
--> HP ----> LP -----> HK (E)
d + HK (_, E)
Kick Starters
`````````````
LK close (*)--> HP (*) -----> LP (*, W) ----> HP (T) -----> f + HP (SE)
LK | HK (E) | d + HP (L, E) HP (E)
| d + HK (_, E) | d + HK (_, E)
| |
| -> f + LK (O)----> d + HK (_, E)
|
|
--> HP ----> LP -----> HK (E)
d + HK (_, E)
HK close ---> LP (*) -----> LP (*, W) ----> HP (T) -----> f + HP (SE)
| d + HK (E) | d + HK (_, E) | d + HP (L, E) HP (E)
| | | d + HK (_, E)
| | |
| | |
| | -> f + LK (O)----> d + HK (_, E)
| |
| |
| --> HP ----> HP (T) -----> f + HP (SE)
| | f + LP (O) HK (E)
| | d + HK (_, E)
| |
| |
| -> f + LK (O)----> d + HK (_, E)
|
|
-> HP -----> LP (*, W) ----> HP (T) -----> f + HP (SE)
| HK (E) | d + HP (L, E) HP (E)
| d + HK (_, E) | d + HK (_, E)
| |
| |
| -> f + LK (O)----> d + HK (_, E)
|
|
--> HP ----> LP -----> HK (E)
d + HK (_, E)
Weapon Starter
``````````````
LK+HP (*, W)--> HP (T) -----> f + HP (SE)
d + HP (L, E) HP (E)
d + HK (_, E)
*******************************************************************************
* 3.12 Nobunaga *
*******************************************************************************
Colors
------
LP - Red cape trim w/ Yellow costume trim
HP - Purple cape trim w/ Pink costume trim
`````````````````````````````````````
Two Swords
`````````````````````````````````````
Throw
-----
Earth Grind f + HP close tosses opponent behind him
Basic Moves
-----------
Steel And Fire HP 2 hits
Flame Blade ub/u/uf, HP overhead; will knock opponent
out of the air
Command Moves
-------------
Scorging Stab f + HP overhead; staggers opponent
if it connects as an
overhead
Inferno Stab f + LP overhead; staggers opponent
if it connects as an
overhead
Quick Stab Slice df + LP
Piercing Blade f + LK overhead; staggers opponent
if it connects as an
overhead
Put Fire Sword Away LK+HP refer to one sword movelist
Ducking Put Away F. S. d + LK+HP refer to one sword movelist
Hyper Mode Activation LP+LK+HP when super blast can knock opponent
meter is full back; bar turns to Hyper
meter and will deplete
slowly, and once empty you
will no longer be in Hyper
Mode; in Hyper Mode you
can use EX moves, can
perform your Super Move,
Desperation, Super Combo
Ender, or your Finisher
(using the Super Move,
Desperation, Super Combo
Ender or Finisher will end
Hyper Mode)
Special Moves
-------------
Cape Flick qcf + P absorbs projectiles
Hell Rising f, d, df + P LP=hits once, HP=hits twice
Cape Charge Charge b for 2 seconds, LP=short, HP=long; must touch
f + P opponent for follow ups to
be possible; follow ups
must use the same punch
that the initiating Cape
Charge used
Knee Drop b, f + P overhead
Hell Rising Finish b, f + P
Demon Stalking qcf + K LK=short, HK=long
Cape Drop Charge d for 2 seconds, HK version travels lower to
u + K ground
Knee Drop K Cape Drop must touch opponent
for this follow up to be
possible; overhead
Soul Torment qcb, hcf + LP+HP
Gut Crunch f, b, db + HK close unblockable
EX Moves
--------
EX Hell Rising f, d, df + LP+HP when deals slightly more damage
super meter is full than the HP non-EX version
or when in Hyper Mode
EX Cape Charge Charge b for 2 seconds, must touch opponent for
f + LP+HP when super follow ups to be possible;
meter is full or further than the HP non-EX
when in Hyper Mode version
Knee Drop b, f + LP+HP overhead
Hell Rising Finish b, f + LP+HP
EX Demon Stalking qcf + LK+HK when super slightly further than the HK
meter is full or non-EX version
when in Hyper Mode
EX Cape Drop Charge d for 2 seconds, travels high like the LK
u + LK+HK when super non-EX version, but
meter is full or slightly faster
when in Hyper Mode
Knee Drop K Cape Drop must touch opponent
for this follow up to be
possible; overhead
Super Move
----------
Super Soul Torment qcb, hcf + LP+HP
Desperation
-----------
Flame Sword Massacre b, hcb + LP+HP sword must connect (not
blocked) to perform the
entire Desperation;
Nobunaga tosses his weapon
so it must be retrieved
afterwards; if sword is
blocked, it will turn to
stone for 10 seconds and
not be able to be retrieved
in that time period
Darkness Attack String
----------------------
A combo move unique to Nobunaga. This can be done when your super meter is
full or when in Hyper Mode. Think of this like a Deadly Rave type maneuver.
The combination is 10 parts and is as follows:
1) Charge b for 2 seconds, f + LP+HP
2) b, f + LP+HP
3) wait a split second to land then b, f + LK+HP
4) b, f + LP+HP
5) b, f + LK+HK
6) b, f + LP+HP
7) b, f + LK+HK
8) b, f + LP+HP
9) b, f + LP+HP
10) b, f + LP+ HP
Dual Weapon Chain Attacks
-------------------------
Punch Starters
``````````````
LP far (*) ---> HP -----> LP (E)
LP close (*) | HK (E) LK (E)
HP far | HK (E)
HP close | d + HK (_, E)
|
|
-> f + LP (*)-----> LP (O, E)
|
|
-> f + LK (O)-----> LP (O, E)
HP (E)
HK (E)
f + LP (O) ---> LP (*) -----> HP ----> LP (E)
| HK (E) LK (E)
| HK (E)
| d + HK (E)
|
|
--> f + LP (*) ----> LP (O, E)
|
|
--> f + LK (O) ----> LP (O, E)
HP (E)
HK (E)
df + LP ---> HP -----> HP ----> LP (E)
| HK | HK (E) LK (E)
| | HK (E)
| | d + HK (_, E)
| |
| |
| --> f + LP (*) ----> LP (O, E)
| |
| |
| --> f + LK (O) ----> LP (O, E)
| HP (E)
| HK (E)
|
|
-> f + HK -----> HP ----> HK -----> f + HP (SE)
P (T, E)
Kick Starters
`````````````
HK far ---> HP -----> LP (E)
HK close | HK (E) LK (E)
| HK (E)
| d + HK (_, E)
|
|
-> f + LP (*)-----> LP (O, E)
|
|
-> f + LK (O)-----> LP (O, E)
HP (E)
HK (E)
`````````````````````````````````````
One Sword
`````````````````````````````````````
Throw
-----
Earth Grind f + HP close tosses opponent behind him
Basic Move
----------
N/A
Command Moves
-------------
Deadly Stab f + LP overhead; staggers opponent
if it connects as an
overhead
Quick Stab Slice df + LP
Piercing Blade f + LK overhead; staggers opponent
if it connects as an
overhead
Draw Fire Sword LK+HP refer to two swords movelist
Ducking Draw Fire Sword d + LK+HP refer to two swords movelist
Hyper Mode Activation LP+LK+HP when super blast can knock opponent
meter is full back; bar turns to Hyper
meter and will deplete
slowly, and once empty you
will no longer be in Hyper
Mode; in Hyper Mode you
can use EX moves, can
perform your Super Move,
Desperation, Super Combo
Ender, or your Finisher
(using the Super Move,
Desperation, Super Combo
Ender or Finisher will end
Hyper Mode)
Special Moves
-------------
Cape Flick qcf + P absorbs projectiles
Hell Rising f, d, df + P LP=hits once, HP=hits twice
Cape Charge Charge b for 2 seconds, LP=short, HP=long; must touch
f + P opponent for follow ups to
be possible; follow ups
must use the same punch
that the initiating Cape
Charge used
Knee Drop b, f + P overhead
Hell Rising Finish b, f + P
Demon Hunting qcf + K LK=short, HK=long; last hit
launches the opponent where
they can be juggled
Cape Drop Charge d for 2 seconds, HK version travels lower to
u + K ground
Knee Drop K Cape Drop must touch opponent
for this follow up to be
possible; overhead
Soul Torment qcb, hcf + LP+HP
Gut Crunch f, b, db + HK close unblockable
EX Moves
--------
EX Hell Rising f, d, df + LP+HP when deals slightly more damage
super meter is full than the HP non-EX version
or when in Hyper Mode
EX Cape Charge Charge b for 2 seconds, must touch opponent for
f + LP+HP when super follow ups to be possible;
meter is full or further than the HP non-EX
when in Hyper Mode version
Knee Drop b, f + LP+HP overhead
Hell Rising Finish b, f + LP+HP
EX Demon Hunting qcf + LK+HK when super slightly further than the HK
meter is full or non-EX version; last hit
when in Hyper Mode launches the opponent where
they can be juggled
EX Cape Drop Charge d for 2 seconds, travels high like the LK
u + LK+HK when super non-EX version, but
meter is full or slightly faster
when in Hyper Mode
Knee Drop K Cape Drop must touch opponent
for this follow up to be
possible; overhead
Super Move
----------
Super Soul Torment qcb, hcf + LP+HP
Desperation
-----------
Flame Sword Massacre b, hcb + LP+HP sword must connect (not
blocked) to perform the
entire Desperation;
Nobunaga tosses his weapon
so it must be retrieved
afterwards; if sword is
blocked, it will turn to
stone for 10 seconds and
not be able to be retrieved
in that time period
Finisher
--------
Bloody Capture qcb, hcb + LP+LK cape must connect (not
blocked) to perform entire
super
Darkness Attack String
----------------------
A combo move unique to Nobunaga. This can be done when your super meter is
full or when in Hyper Mode. Think of this like a Deadly Rave type maneuver.</pre><pre id="faqspan-6">
The combination is 10 parts and is as follows:
1) Charge b for 2 seconds, f + LP+HP
2) b, f + LP+HP
3) wait a split second to land then b, f + LK+HP
4) b, f + LP+HP
5) b, f + LK+HK
6) b, f + LP+HP
7) b, f + LK+HK
8) b, f + LP+HP
9) b, f + LP+HP
10) b, f + LP+ HP
One Weapon Chain Attacks
------------------------
Punch Starters
``````````````
LP far (*) ---> HP -----> LP (E)
LP close (*) | HK (E) LK (E)
HP far | HK (E)
HP close | d + HK (_, E)
|
|
-> f + LP (*)-----> LP (O, E)
|
|
-> f + LK (O)-----> LP (O, E)
HP (E)
HK (E)
f + LP (O) ---> LP (*) -----> HP ----> LP (E)
| HK (E) LK (E)
| HK (E)
| d + HK (E)
|
|
--> f + LP (*) ----> LP (O, E)
|
|
--> f + LK (O) ----> LP (O, E)
HP (E)
HK (E)
df + LP ---> HP -----> HP ----> LP (E)
| HK | HK (E) LK (E)
| | HK (E)
| | d + HK (_, E)
| |
| |
| --> f + LP (*) ----> LP (O, E)
| |
| |
| --> f + LK (O) ----> LP (O, E)
| HP (E)
| HK (E)
|
|
-> f + HK -----> HP ----> HK -----> f + HP (SE)
P (T, E)
Kick Starters
`````````````
HK far ---> HP -----> LP (E)
HK close | HK (E) LK (E)
| HK (E)
| d + HK (_, E)
|
|
-> f + LP (*)-----> LP (O, E)
|
|
-> f + LK (O)-----> LP (O, E)
HP (E)
HK (E)
===============================================================================
4. Misc. And Easter Eggs
===============================================================================
Boss Select
-----------
To select the bosses, you must first enter a code at the character select
screen. If you are 1 player, highlight Kamui and enter:
Left, Down, Left, Up, Left, Down, Left, Up, Right, Down, Right, Up, LK+HK
If you are second player, then you must highlight Sasuke and enter:
Right, Down, Right, Up, Right, Down, Right, Up, Left, Down, Left Up, LK+HK
Time Attack Mode
----------------
In a one player game, highlight Kamui and enter the following:
Down, Left, Up, Left, Down, Left, Up, Left, Down, Right, Right, Right, Right,
Up, LK+HK
Now select your character.
===============================================================================
5. Conclusion
===============================================================================
5.1 What's Missing/Needed
-Cleanup and corrections
-If you have anything to add, any corrections I need to make, please email me
at
[email protected]. Credit will be given for your contribution.
5.2 Credits
-ADK
-SNK
-Gamefaqs
-ThePatrick for translation and clarification on Nobunaga's Darkness Attack
String
-Dag0nauta and myself for compiling and writing this guide
*******************************************************************************
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