FAQ/Movelist for Project Justice (Moero! Justice Gakuen) for Dreamcast/Arcade
Version 1.07 by Peter Tsai
=== COPYRIGHT AND LEGAL STUFF ========================================
Unpublished work Copyright 2003 Peter Tsai
This document is for private and personal use only - it
cannot be reproduced in part or whole in any way without my
consent. In other words, please do not put this FAQ on your
website or magazine without asking me first. More importantly,
do not try to pass this FAQ off as your own - not only is
plagiarism a crime, it is just downright despicable.
This FAQ is written exclusively for GameFAQs.com;
Currently I have no intention of allowing it to appear anywhere else.
"Project Justice" and "Moero! Justice Gakuen" is (c) Capcom.
All copyrights and trademarks are acknowledged and respected
that are not specifically mentioned herein.
=== UPDATES ==========================================================
2002-07-17: Version 1.00 written.
2002-08-11: Updated to version 1.01. A few minor changes and additions.
2002-08-15: Fixed the Japanese names. The kana "a" and the kanji "ura"
weren't showing up properly.
2002-08-18: Updated to version 1.02. Corrected some move descriptions
and condensed the combo listings.
2002-08-20: Updated to version 1.03. Corrected Boman's combos. Included
new section "Frequently Asked Questions". Not a lot of questions
right now, but hopefully more will be asked over time.
2002-08-31: Updated to version 1.04. Few more minor changes and additions.
Corrected Natsu's combos.
2002-09-06: Updated to version 1.05. Added "Combo Chain".
2002-09-07: Added "Contacting Me". Finally got myself a new email account.
2002-09-09: Minor corrections. Added "Recommended Tardy Counters" under
each characters' notes.
2002-09-14: Updated to version 1.06. Added "Character Quotes".
2002-09-29: Added "Bugs and Glitches".
2003-03-13: Updated to version 1.07. Minor additional info on some characters'
combos, name corrections, etc. This will probably be my final update
for this FAQ, as the arcade machine is unfortunately no longer
available in my area - apparently it hasn't been making much
money because of abuse of the "Free Play" glitch (um, I'm
partly responsible for that) and as a result, the game has now
been replaced by some crusty old third-rate side-scrolling
beat'em up. Oh well, guess it's back to playing Marvel...
=== TABLE OF CONTENTS ================================================
1. ABOUT THIS FAQ
- Introduction
- Contacting Me
- Notation
2. GAME MECHANICS
- Dash and Run
- Throw
- Sidestep
- Fall Recovery/Safe Fall and Rolling
- Super Armor and Invincibility
- Textbook Combo
- Vigor Starters
- Overhead Attack
- Burning Vigor Attack
- Launchers
- Air Combo
- Air Combo Finishers
- Knockback and Sweep
- OTG (Off The Ground)
- Tardy Counter
- Attack Cancel and Projectile Rebound
- Team-Up Technique
- Party-Up Technique
3. FREQUENTLY ASKED QUESTIONS
4. CHARACTERS
- Taiyo HS
- Batsu
- Burning Batsu
- "Vatsu"
- Hinata
- Kyosuke
- Iincyo (Chairperson)
- Ran
- Hayato
- Gorin HS and U
- Shoma
- Natsu
- Roberto
- Nagare
- Momo
- Pacific HS
- Boman
- Roy
- Tiffany
- Gedo HS
- Daigo
- Wild Daigo
- Edge
- Gan
- Powered Akira
- Justice HS
- Hideo
- Kyoko
- Hyo
- Demon Hyo
- Seijyun HS
- Akira
- Zaki
- Yurika
- Darkside SC
- Kurow
5. MISCELLANEOUS STUFF
- Character Quotes
- Bugs and Glitches
6. CREDITS
=== 1. ABOUT THIS FAQ ==================================================
Introduction
------------
Hello! You're probably wondering why I'm writing this FAQ, when there
are already some good ones here on GameFAQs.com. Well, to tell you
the truth, I'm just writing this in an effort to encourage my friends
at the arcades to get into Project Justice. "The game looks cool but
it's too hard", "I don't know any moves", "Nah, I'll play Marvel vs
Capcom 2 instead" - those are just some of the silly excuses they
come up with when I try to persuade them to play this game. Hopefully
this FAQ should put some of those whinings to rest.
The intended target readers of this FAQ are the arcade players trying
this game for the first time. Although most of the information provided
here also applies to the Dreamcast version of Project Justice, I have
left out specific sections of the game which I believe would not interest
the casual player, i.e. Nekketsu Nikki board game, game story,
dialogue translation, detailed character profiles, etc. Also, please
note that this is not a combos FAQ. I have only listed combos that
I frequently use, they are not necessarily the best, or the most damaging.
All those other stuff are covered by other FAQs on GameFAQs.com.
In this FAQ, the names of the characters' special moves are displayed
in Shift-JIS encoding. To view them, you will need to toggle your
browser's settings or if you're using Internet Explorer, download a
Japanese language pack from Microsoft's site. I have tried to keep the
pronounciation of the names as accurate as I can; if you spot any
mistakes then please forgive my ignorance, I am not Japanese nor do
I claim to have any proficiency in the language.
Before we move on, there is one thing I would like to say to the
absolute newbies: DON'T BUTTON-MASH! Although it might be okay in
other fighting games where you can win by just pounding on any button
repeatedly, Project Justice is not so forgiving. Not only does
it make you look like a scrub, it's very likely that you won't make it
past the second stage (especially if the CPU is set on max
difficulty). Take some time to practice real combos - trust me,
they're really not that hard to do.
Contacting Me
-------------
There are two ways to contact me regarding this FAQ:
[a] The Project Justice (Dreamcast) board at GameFAQs.com. If you have
game-specific questions, I prefer that you post them on the board
instead of emailing me, as the experienced players over there are
better at answering them than I alone can.
[b] My email address (
[email protected]). Please keep the following
guidelines in mind before you email me -
* Have the words "Project Justice" somewhere in your subject header,
just so that I know it's not spam.
* Use English - it's the only language I'm relatively fluent at.
* Don't ask questions which are already answered in the FAQ.
* I welcome criticisms, but only constructive ones. Just saying
the FAQ "sucks" won't benefit either of us. If you disagree with
something in this FAQ, explain yourself. Put together a strong
argument and give me a reason to change or fix whatever you
believe is wrong.
* Don't ask for permission to put this FAQ in your magazine or
website - the answer is no. As I've mentioned in the copyright,
this document is written only for GameFAQs.com.
* I don't check email daily, so it may take days or even weeks
before I get around to reading them. Please don't take offence
if my reply is belated.
Notation
--------
Joystick motions
n = neutral (don't hold the joystick in any direction)
f = forward
b = back
u = up
d = down
ff = dash
fF = run (keep holding forward while dashing)
bb = backstep
(Diagonal motions are combinations of two letters, e.g. df = down-forward)
qcf = quarter-circle forward (d, df, f)
qcb = quarter-circle back (d, db, b)
dp = dragon punch motion (f, d, df)
hcb = half-circle back (f, df, d, db, b)
Buttons
LP = Light Punch
LK = Light Kick
HP = Heavy Punch
HK = Heavy Kick
P = Either punch
K = Either kick
PP = Both punch buttons together (LP+HP)
KK = Both kick buttons together (LK+HK)
PPK = Both punch buttons and one kick button all together
(e.g. LP+HP+LK)
Symbols
, = Push in sequence (e.g. "LP, HP" means push LP and then HP)
+ = Push together at the same time (e.g. f+HP, LP+LK)
x = Perform some action a number of times
(e.g. LPx3 = three light punches,
qcfx2 = two quarter-circle motions)
^ = Jump into the air
v = Land on the ground
[] = Any move performed in the air is listed between square brackets
/ = "or" (e.g. (LP/HP/HK) means "push LP or HP or HK")
-> = Cancel into special attack or Burning Vigor
=== 2. GAME MECHANICS ==================================================
[Dash and Run]
As with most fighting games, dash is performed by tapping the
joystick forward twice. If the joystick is held forward,
the dash becomes a run. While running, you can do one of the
following actions:
(a) Tackle (overhead attack):
press any punch button,
(b) Flying kick (overhead attack):
press HK,
(c) Sliding kick (must be blocked low):
press LK.
You should only use these moves when your opponent's super
gauge stock is at one or zero (when he/she can't use Team-Up
or Party-Up Techniques).
[Throw]
There are four types of basic throws in this game -
(a) Standing throw:
press PP while facing opponent who is standing,
(b) Back throw:
press PP while opponent's back is towards you,
(c) Crouch throw:
press d+PP while opponent is crouching,
(d) Air throw:
press PP while opponent is at the same height
in the air.
You can tech/escape out of an opponent's throw by pressing
PP at the same time as they do. Although throws cannot be
used in combos, there are some moves that will leave you in
a position where you can easily throw your opponent before he/she
can react.
[Sidestep]
Push KK to sidestep away from the screen, d+KK to
sidestep towards the screen. This manoeuvre is extremely useful
for dodging projectiles, jump-in attacks, and overheads.
At close range, you can get behind your opponent if you sidestep
just before his/her attack connects.
[Fall Recovery/Safe Fall and Rolling]
To recover from a fall, just push any attack button. If you
hold forward or back, you will flip towards that direction.
When you're lying flat on the ground, you can roll by holding
the joystick in a certain direction. Holding forwards/backwards
rolls you in that direction while holding down rolls you towards
the screen. If you prefer not to roll, hold up and you will just
stand up where you fell.
[Super Armor and Invincibility]
When characters have super armor, this means that
(a) they cannot be sweeped, launched or knocked back, and
(b) their attacks will still follow through even when they are
struck by the opponent.
However, having super armor is not the same as invincibility.
Super armor only reduces damage - it doesn't eliminate it, and it
doesn't protect against throws, Team-Up and Party-Up Techniques.
Most Burning Vigors (and all Team-Up Techniques) grant the character
super armor during the startup animation.
Invincibility is different to super armor - when a character is
invincible, the opponent's attack will go right through him/her.
An invincible character is invulnerable to everything except throws.
In this game, there are only three circumstances where a character
gains temporary invincibility. These are
(a) during fall recovery (ground, not air)
(b) during rolling, and
(c) during startup attack of Party-Up Technique.
[Textbook Combo]
This is the standard ground combo used by all characters in Project Justice.
Basically there are four steps to it -
(1) two light attacks, followed by
(2) one heavy attack, followed by
(3) Vigor Starter, then cancel into
(4) special move/Burning Vigor.
Some characters can include more attacks into their Textbook Combos.
For example, in step (2), Daigo can chain a HK after his HP, Iincyo
can chain another HP from her HP.
A Textbook Combo does not have to be performed in its entirety -
once you get to step (2) you have four options:
(a) continue to step (3),
(b) skip straight to step (4),
(c) end the combo with a knockback,
(d) launch the opponent and follow-up with an air combo.
Obviously, most players go for option (d), but there are a few
characters who can actually inflict far more damage if they finish
their Textbook Combos.
[Vigor Starters]
A Vigor Starter is any ground move that
(a) is chainable from a normal heavy attack,
(b) is performed by direction + heavy attack,
(c) can be used as a Tardy Counter, and
(d) can be cancelled into a Burning Vigor
or special attack.
As far as I know there is no official name for it - if anyone
has a better name I am open for suggestions.
[Overhead Attack]
An attack that cannot be blocked while in the crouching position.
Cannot be used in a Textbook Combo, though some special moves
are also overheads. They also make pretty good anti-air attacks.
[Burning Vigor Attack]
Project Justice's name for super moves. Some players who
are weaned on Capcom's Marvel crossover series might have a hard
time with the qcfx2 moves in this game. My advice: just get used
to it. Note that unlike the crossover series, most super attacks
cannot cancel from launchers, knockbacks, sweeps and overheads.
[Launchers]
Usually df+HP or df+HK, this move knocks the opponent into the air,
allowing you to jump up and perform an air combo on them. There are
actually two kinds of launchers - High Launchers and Mini Launchers.
Most High Launchers cannot be used in a Textbook Combo, but they
knock the opponent to a ridiculously high altitude, where you can
perform some very long air combos. Mini Launchers are the exact
opposite of High Launchers; they don't hit the opponent as high,
but they can usually be used after step (2) of a Textbook Combo.
[Air Combo]
An air combo is a combo you perform in the air (no-brainer definition
there...). As with launchers, there are two types of air combos,
High Air Combos and Mini Air Combos. According to the Japanese game
manual, the official names for these are Air Bursts and Short Air Bursts,
or AB and SA for short. For the sake of clarity, we'll just call them
air combos, since most English-speaking people call them that.
Mini Air Combos (or Short Air Bursts) are done after the opponent has
been launched with a Mini Launcher. They are similar to Textbook Combos,
but less restrictive. For example, while a lot of characters cannot
chain LP after LK (or HK after HP) in their Textbook Combos, most of
them can do so in their air combos.
There are three steps to a Mini Air Combo -
(1) Two light attacks, followed by
(2) One (or two) heavy attacks, then finished with
(3) Air Combo Finisher.
A good example is LP, LK, HP, HK->(Special Attack/Burning Vigor).
This combo works for almost every character except those who can't
chain same strength kicks after same strength punches, e.g. Hayato,
Boman.
High Air Combos (or Air Bursts), which are done after a High Launcher,
are more complicated to perform than Mini Air Combos. There is no
particular set of rules to follow for these, but generally it is a long
succession of alternating light and heavy attacks, and has a slightly
irregular button-pressing tempo compared to Mini Air Combos. It takes
some practising to get them right, but they're definitely worth the
effort.
[Air Combo Finishers]
An Air Combo Finisher is the last possible move you can execute in
your air combo. It can be an air knockback (usually performed by
forward+heavy attack) which can knock the opponent far away or
straight down. It can also be a Special Attack or Burning Vigor, the
latter being the most preferred finisher.
[Knockback and Sweep]
A knockback is just what its name implies - it knocks the opponent
back, away from where they're standing. A sweep trips the
opponent down on the same spot where they're standing. Knockbacks
can be used after step (2) of a Textbook Combo; for sweeps you can
only do them after step (1), with the exception of certain characters,
e.g. Daigo, Kyosuke and anyone else who can chain a HK after their HP.
[OTG (Off The Ground)]
A term used a lot by Marvel crossover players, I prefer to call it
"kick 'em when they're down". In short, an OTG is when you attack
your opponent when they're lying/bouncing on the ground, just before
they can get up or roll. Some overheads and sweeps make good OTG attacks.
In Project Justice, OTG attacks cannot knockout (KO) the opponent,
even when his/her health is at zero. Also, OTG attacks cannot be cancelled
into other moves. The only exception to this rule is Roy's b+HK -> Triple
Twister combo.
[Tardy Counter]
While you're blocking an opponent's attack, you can counterattack
immediately by inputting any command that involves any kind of
joystick movement (except d+P/K).
The following are the only moves (with few exceptions) that can be
used as a Tardy Counter -
(a) Vigor Starter
(b) Knockback
(c) Overhead Attack
(d) Mini Launcher
(e) High Launcher
(f) Special Attack (not command throws)
(g) Burning Vigor (not super throws)
(h) Air Combo Finisher (in the air)
It is not always a good idea to counter with Burning Vigors straight
away, because some of them have a long startup delay. A good Tardy
Counter is one that has a fast startup.
[Attack Cancel and Projectile Rebound]
If both you and your opponent happen to attack at the exact same time,
sometimes a flash of lightning will appear where the two attacks made
contact. This just means both attacks cancelled each other out, no
damage was inflicted at all. With good timing, it is possible to cancel
out your opponent's projectiles with just one light punch.
Characters with stick-type weapons (e.g. bat, sword, violin bow,
racquet, shinai, etc.) can reflect certain projectiles (not Burning
Vigor) thrown at them. Simply make any attack that involves swinging
the weapon.
[Team-Up Technique]
The easily abused feature of the game, the Team-Up Technique is
performed by pressing LP+LK (for teammate A) or HP+HK (for teammate
B). This consumes 2 stocks of your super gauge. If it hits the
opponent, this will call out one of your teammates to do one of the
following four things -
(a) A united attack against the opponent,
(b) Restore a portion of your health gauge "LIFE UP",
(c) Add stocks to your super gauge "GUTS UP", or
(d) Both (b) and (c).
The startup super armor for Team-Ups is instantaneous, and has higher
priority over most Burning Vigor attacks. However, it is possible to
throw your opponents before their Team-Ups are activated. Another
thing you should be familiar with is the range of your Team-Up
startup attack, as some of them have very short reach.
If you are caught in an opponent's Team-Up, you can interrupt it by
pressing LP+LK or HP+HK. This will bring out a teammate from both
sides and you will have about five seconds to land a single hit on your
opponent (special moves/burning vigors are disabled, but throws are
allowed). If you manage to do it, you succeed in stopping the Team-Up.
If you get hit, or the time runs out, the Team-Up continues.
[Party-Up Technique]
Performed by pressing any three attack buttons together,
this can only be used when your super gauge is on maximum level.
If it hits, this will call out both your teammates and the three
of you will execute an extremely damaging attack on the opponent.
The type of attack is dependent on which school your active
character belongs to. Unlike Team-Ups, Party-Up Techniques cannot
be interrupted.
=== 3. FREQUENTLY ASKED QUESTIONS ======================================
Q: What is this?
A: Well, it just wouldn't be a FAQ without a question and answer section,
would it?
Q: If both my opponent and I activated our Team-Up or Party-Up at the
same time, who would succeed?
A: In the case of Team-Up vs Team-Up, generally it's the person who activated
his/hers first. This is because Team-Ups negate the super armor startup
effect of the other person's. On the other hand, if both sides simultaneously
used Party-Ups on each other, neither side will hit each other because of
the invincibility startup effect.
Q: This lamer has used the floating Kyosuke glitch and is playing keep-away
with Cross Cutters. How do I get him down?
A: Sidestep the Cross Cutters, get right under him and do a throw. Otherwise
you can knock him down by super jumping and using air special moves.
Q: Hey! How come I can't chip my opponent to death?
A: Like its prequel, this game doesn't allow KO by chipping or OTG. As to
why, don't ask me, I didn't make the game.
Q: Why can't I block when I jump over my opponent?
A: Unlike other Capcom fighting games, your character will not automatically
turn around in the air when you jump to the other side of the opponent -
this means you can't air block any attacks during this short period of time.
A popular strategy among skilled players is to dash under the opponent
when he/she jumps and then attack from behind before he/she lands.
=== 4. CHARACTERS ======================================================
>> Taiyo HS <<
Party-Up Technique:
ファイナルシンフォニー (Final Symphony)
Startup attack's maximum range is approximately 1 step.
A trio version of Kyosuke's Last Symphony. All three
members of your party gang up on the opponent. This
Party-Up is used by Kyosuke, Hinata, Batsu, Burning
Batsu and Vatsu. Has good recovery time if blocked.
騎馬落とし (Kiba Otoshi)
Startup attack's maximum range is approximately 1 step.
The rest of Taiyo's members (Iincyo, Ran and Hayato) use
this as their Party-Up. The three members of your party
carry the opponent on their backs and spin high into the
air, with the opponent landing head-first on the ground.
Good as an anti-air, but not very damaging.
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Batsu
-----
/Basic Moves/
Vigor Starters:
f+HP
Overheads:
b+HP
b+HK (knocks opponent down)
Knockbacks:
f+HK
High Launchers:
df+HP
qcbx2+P
Mini Launchers:
df+HK
Sweeps:
d+HK
Air Combo Finishers:
f+HP
f+HK
qcf+P
qcf+K
qcfx2+P
qcfx2+K
/Special Moves/
気合弾 (Kiaidan)
qcf+P (usable in the air)
Just your average projectile attack. Comes out fast, easy to
use and abuse. Strength of P determines distance.
ガッツアッパー (Guts Upper)
dp+P
Batsu charges forward with an uppercut. Good for finishing
Textbook Combos, but not recommend as an anti-air attack.
三日月キック (Mikazuki Kick)
qcb+K
Crescent kick knockdown attack. Although it has short recovery delay
and can be used in a Textbook Combo, this move's not particularly
powerful.
流星キック (Ryuusei Kick)
(in the air) qcf+K
Very fast dive kick. Excellent surprise move, but the downside
is its steep trajectory and the long recovery delay if blocked.
If it hits the opponent, he/she will be knocked back.
/Burning Vigors/
全開気合弾 (Zenkai Kiaidan)
qcfx2+P (usable in the air)
Powered version of Kiaidan. Good damage, almost impossible
to Tardy Counter and very easy to combo into. The air version
is best used as a counterattack move when jumping over an
opponent's projectile attack.
全開ガッツアッパー (Zenkai Guts Upper)
qcbx2+P
Super uppercut/launcher. Extremely slow startup,
cannot connect inside combos. Don't even bother using
this against (smart) human opponents.
全開流星キック (Zenkai Ryuusei Kick)
(in the air) qcfx2+K
Powered version of Ryuusei Kick. No recovery delay even if
blocked. Won't knock opponent back. Against a Kyosuke player,
this move is best used immediately after you recover from his
Double Gen'ei Kick air combo (after he does the additional
Gen'ei Kick, he won't be able to block until he lands on the
ground).
/Team-Up Technique/
W気合弾 (Double Kiaidan)
Startup attack's maximum range is approximately 3 steps. Your
character and Batsu both fire a Zenkai Kiaidan at your opponent.
Long range, but also long recovery delay if blocked.
/Combo Chain/
Ground:
[1] LPx2 or LK or (LP, LK)
[2] HP/HK
[3] f+HK Knockback or df+HK Mini Launcher or (f+HP -> Special Move/BV)
Air:
[1] LPx2/LKx2 or (LP, LK) or (LK, LP)
[2] HP/HK or (HP, HK)
[3] Air Combo Finisher
/Fundamental Combos/
<1> d+LP, LP, HK, f+HP -> (dp+HP/qcfx2+P)
Batsu's basic Textbook Combo. You can use HP instead of HK,
but it is more susceptible to an opponent's Tardy Counter.
Also, you can leave out f+HP if you think it will leave you too
open for a Tardy Counter.
<2> d+LK, d+HP, df+HK ^ [LKx2, HP, HK, (f+HP/f+HK/qcf+P)]
A simple Mini Air Combo. You can also finish with Zenkai Kiaidan
but personally I would save my super stocks for something else.
<3> (df+HP/qcbx2+P) ^ [HP, (LPx2,HP)x2 -> qcfx2+P]
A rather easy High Air Combo to perform. Perhaps the only difficulty
is getting either one of the high launchers to connect - Batsu's
df+HP has a pathetically short range (hard to use as Tardy Counter),
and only a fool or newbie would get hit by Zenkai Guts Upper.
<4> (df+HP/qcbx2+P) ^ [HP, (LPx2,HP)x2, LK, LP, HP, f+HK]
An alternative to the previous combo. Use this if you have trouble
getting the Zenkai Kiaidan to connect.
/Notes and Strategies/
* Recommended Tardy Counters -
Ground: df+HK
Air: f+HK
* Batsu does his df+HK launcher from a crouching position. This makes
it a pretty good Tardy Counter as he can go under most standing attacks.
* In the air, f+HP knocks opponents down to the ground. f+HK only
knocks them across a short distance, but it does more damage than
f+HP.
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Burning Batsu
-------------
/Basic Moves/
Vigor Starters:
f+HP
Overheads:
b+HP
b+HK (knocks opponent down)
Knockbacks:
f+HK
High Launchers:
df+HP
qcbx2+P
Mini Launchers:
df+HK
Sweeps:
d+HK
Air Combo Finishers:
f+HP
f+HK
qcf+P
qcb+K
qcfx2+P
qcbx2+K
/Special Moves/
気合弾 (Kiaidan)
qcf+P (usable in the air)
Has a longer range than original Batsu's Kiaidan.
バーニングエルボー (Burning Elbow)
dp+P
Batsu leaps upwards with a burning punch. More damaging
than Guts Upper, and decent as an anti-air move. Recovery
delay is slower than Guts Upper though. Batsu has super armor
during the startup animation.
三日月キック (Mikazuki Kick)
qcb+K
Almost the same as original Batsu's, except that if blocked
Batsu will be able to attack before the opponent can. If it
hits it won't knock the opponent back.
彗星キック (Suisei Kick)
(in the air) qcb+K
Does a bit more damage than Ryuusei Kick. Note that the
joystick motion is qcb, not qcf. Like Ryuusei Kick, there
is a long recovery delay if blocked. But unlike Ryuusei Kick,
if this move hits, it will not knock the opponent back.
/Burning Vigors/
熱血全開気合弾 (Nekketsu Zenkai Kiaidan)
qcfx2+P (usable in the air)
Same as original Batsu's Zenkai Kiaidan, only this one sets the
opponent on fire.
全開ガッツアッパー (Zenkai Guts Upper)
qcbx2+P
Exactly the same as Batsu's, no improvements whatsoever.
全開彗星キック (Zenkai Suisei Kick)
(in the air) qcbx2+K
Same as Zenkai Ryuusei Kick.
忌野流 モズ落とし (Imawano-ryuu Mozu Otoshi)
qcfx2+K (usable in the air)
Unblockable super throw. Good damage and excellent as a
surprise move. Unfortunately it can't be used in a Textbook
Combo, and the range is short.
/Team-Up Technique/
W気合ビーム (Double Kiai Beam)
Startup attack's maximum range is approximately 3 steps.
Double beam attack. Surprisingly it does less damage than
Double Kiaidan.
/Combo Chain/
Ground:
[1] LPx2 or LK
Note: Burning Batsu can't chain (LP, LK)
[2] HP/HK
[3] f+HK Knockback or df+HK Mini Launcher or (f+HP -> Special Move/BV)
Air:
[1] LPx2/LKx2 or (LP, LK) or (LK, LP)
[2] HP/HK or (HP, HK)
[3] Air Combo Finisher
/Fundamental Combos/
<1> d+LP, LP, HK, f+HP -> (dp+HP/qcfx2+P)
<2> d+LK, d+HP, df+HK ^ [LKx2, HP, HK, (f+HP/f+HK/qcf+P)]
<3> (df+HP/qcbx2+P) ^ [HP, (LPx2,HP)x2 -> qcfx2+P]
<4> (df+HP/qcbx2+P) ^ [HP, (LPx2,HP)x2, LK, LP, HP, f+HK]
Same as original Batsu's combos.
/Notes and Strategies/
* Recommended Tardy Counters -
Ground: df+HK
Air: f+HK
* A better choice over original Batsu, though I can't say I like his
new look... When fighting against human opponents, use this Batsu.
* To unlock Burning Batsu in Free Mode, first you have to play the
Taiyo HS storyline in Story Mode and in the second episode, lose the
first round to Akira. After that just finish the story (without losing)
and he will become available in Free Mode.
* Here's a useless but interesting game bug: if you want Burning Batsu
to have super armor for his standing throw, do the joystick motion for
Burning Elbow and then quickly push both punch buttons.
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"Vatsu"
-------
/Basic Moves/
Vigor Starters:
None
Overheads:
b+HP
b+HK (knocks opponent down)
Knockbacks:
f+HP
f+HK
High Launchers:
df+HP
Mini Launchers:
df+HK
Sweeps:
None
Air Combo Finishers:
f+HP
f+HK
qcf+P
qcf+K
qcfx2+P
/Special Moves/
気合弾 (Kiaidan)
qcf+P (usable in the air)
The only special move that Kurow imitated from Batsu. No particular
difference to the real Kiaidan.
闇神楽 (Yamikagura)
qcb+P,P,P
Fast swiping attack. The third hit knocks down the opponent, which
gives you an opportunity for an OTG.
六腑突き (Roppu-Zuki)
dp+P (HP version is chargable)
Vatsu dashes forward with a disembowelling strike. Only LP Roppu-Zuki
can be used in a combo, and it can only cancel after HP or d+HP.
For HP Roppu-Zuki, hold down HP to charge for more hits.
Not recommended because of its slow startup and recovery delay if
blocked.
夜叉車 (Yasha-Guruma)
qcf+K (usable in the air)
Identical to Kurow's Yasha-Guruma.
/Burning Vigors/
暗黒気合弾 (Ankoku Kiaidan)
qcfx2+P (usable in the air)
Identical to Batsu's Zenkai Kiaidan.
暗黒闇神楽 (Ankoku Yamikagura)
qcbx2+P
Powered version of Yamikagura. Has a fast startup, deceptively long
range, and only the last hit can be successfully Tardy Countered.
Doesn't deal a lot of damage, though.
/Team-Up Technique/
暗黒W気合弾 (Ankoku Double Kiaidan)
Startup attack's maximum range is approximately 3 steps. Exactly
the same as Batsu's Double Kiaidan.
/Combo Chain/
Ground:
[1] LPx2 or LK or (LP, LK)
[2] HP/HK
[3] f+HP/f+HK Knockback or df+HK Mini Launcher or Special Move/BV
Air:
[1] LPx2/LKx2 or (LP, LK) or (LK, LP)
[2] HP/HK or (HP, HK)
[3] Air Combo Finisher
/Fundamental Combos/
<1> LP, LK, HK -> qcbx2+P, qcf+HP
Because Vatsu doesn't have a Vigor Starter, he follows a
different combo chain to Batsu. The HP Kiaidan at the end of the
combo will hit your opponent in the legs when he/she recoils from
Ankoku Yamikagura.
<2> d+LP, LP, HP, qcb+(Px3), b+HP (OTG)
You can use other attacks to OTG the opponent, but personally
I prefer the b+HP overhead because of its lifting effect.
<3> d+LK, d+HK, df+HK ^ [LKx2, HP, HK -> qcf+K]
A Mini Air Combo. Hold u+K during Yasha-Guruma for more hits.
<4> df+HP ^ [HP, (LPx2,HP)x2, LK, LP, HP -> qcf+K]
A High Air Combo. Almost the same as Batsu's, except Vatsu
can finish with a Yasha-Guruma.
/Notes and Strategies/
* Recommended Tardy Counters -
Ground: df+HK
qcbx2+P
Air: f+HK
* To unlock Vatsu in Free Mode, just finish the Gorin HS storyline
in Story Mode.
* Vatsu's standing HP has a longer reach than Batsu's, and very difficult
to Tardy Counter if used on its own. Use it to hit aggresive
opponents who are constantly dashing in with LPx2.
* Unlike Batsu, Vatsu's jumping f+HK comes out faster and it doesn't knock
the opponent back. It's pretty good as an air Tardy Counter, and you
can also use it as a jump-in attack for your Textbook Combo.
* Vatsu's d+HK is not a sweep, which means you can cancel it into any
special move or Burning Vigor.
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Hinata
------
/Basic Moves/
Vigor Starters:
f+HP
Overheads:
b+HK
Knockbacks:
f+HK
High Launchers:
df+HK
Mini Launchers:
df+HP
Sweeps:
None
Air Combo Finishers:
f+HP
f+HK
qcb+K
qcf+K,K,K
qcbx2+K
/Special Moves/
気功掌底 (Kikou-Shoutei)
qcf+P
Hinata produces a short-ranged energy burst from her outstretched
palm. Not really an anti-air move, but it's good for keeping
jumping opponents back. For HP Kikou-Shoutei, tap HP repeatedly for
more hits.
昇陽拳 (Shouyouken)
dp+P
Standard anti-air attack. Hinata jumps and does a twirl in the
air. Only LP Shouyouken can be used in a Textbook Combo.
HP Shouyouken includes a sidestep. Extremely fast recovery if
attack whiffs (does not come in contact with the opponent).
炎舞脚 (Enbukyaku)
qcb+K (usable in the air)
LK Enbukyaku has her doing a helicopter kick (similar to Sakura's
Shunpuukyaku from the Street Fighter games) while HK Enbukyaku
has her doing three flying kicks (like Dan's Dankuukyaku). LK
Enbukyaku has slow startup delay, but very good recovery time if
blocked. HK Enbukyaku has fast startup, and pushes the opponent away
if blocked. Use HK Enbukyaku for Tardy Counter.
連脚弾 (Renkyakudan)
(in the air) qcf+K,K,K
Hinata kicks her shoes at the opponent. How she can kick an
extra shoe (when technically she's only wearing two) is a
complete mystery. Though you can use it in an Air Combo, don't
expect it to connect. Best used immediately after you recover
from an opponent's air combo.
/Burning Vigors/
必勝連撃拳 (Hisshou Rengekken)
qcfx2+P
Hinata rushes forward and does a series of quick punches, then
finishes with a Shouyouken. A good Tardy Counter move.
螺旋炎舞脚 (Rasen Enbukyaku)
qcbx2+K (usable in the air)
Powered version of the Enbukyaku. Though it's a decent anti-air
move, it's best used as an Air Combo Finisher.
/Team-Up Technique/
ガッツ百倍 (Guts Hyakubai)
Startup attack's maximum range is approximately 2 steps. Hinata
comes in and fills up your super gauge to maximum level.
/Combo Chain/
Ground:
[1] LPx2 or LK
[2] HP/HK
Note: HP only chains from LP;
HK only chains from LK
[3] f+HK Knockback or df+HP Mini Launcher or (f+HP -> Special Move/BV)
Air:
[1] LPx2/LKx2 or (LP, LK) or (LK, LP)
[2] HP/HK or (HP, HK)
[3] Air Combo Finisher
/Fundamental Combos/
<1> d+LP, LP, HP, f+HP -> qcfx2+P
A standard Textbook Combo.
<2> d+LK, d+HK, df+HP ^ [LKx2, HP, HK -> qcbx2+K]
A Mini Air Combo. Nothing else to mention here.
<3> [qcb+HK] v df+HK ^ [HP, LP, HP, LK, LP, HP, HK -> qcbx2+K]
High Air Combo. The jump-in Enbukyaku must make two hits or else
the df+HK won't launch the opponent.
/Notes and Strategies/
* Recommended Tardy Counters -
Ground: df+HK
qcb+HK
qcfx2+P
Air: f+HK
* To get an alternative version of Hinata in Free Mode, hold down the Start
button while selecting her.
* Hinata's df+HK is excellent as a Tardy Counter, as it has decent range and
comes out really fast. However, it can't counter everything (e.g. Kurow's
Yasha-Guruma). If df+HK doesn't work, try HK Enbukyaku instead.
* After an air throw, Hinata can OTG the opponent with df+HP.
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Kyosuke
-------
/Basic Moves/
Vigor Starters:
f+HK
Overheads:
b+HK
qcb+P
Knockbacks:
f+HP
b+HP
High Launchers:
df+HK
qcbx2+P
Mini Launchers:
dp+P
Sweeps:
d+HK
Air Combo Finishers:
f+HP
f+HK (can chain after f+HP)
qcf+P
qcf+K
qcfx2+K
/Special Moves/
クロスカッター (Cross Cutter)
qcf+P
Kyosuke fires two converging projectiles. A very annoying
zoning move as it is difficult to jump over. Can easily
be avoided by sidestepping, though.
幻影キック (Gen'ei Kick)
qcf+K (usable in the air;
ground version can chain after dp+P;
air version can chain after qcf+P and qcfx2+K)
A quick somersault kick. A good Tardy Counter move, but it
has poor recovery delay if blocked.
雷神アッパー (Raijin Upper)
dp+P
Kyosuke's Mini Launcher. A bolt of lightning rises from the
ground. If blocked, quickly cancel into Gen'ei Kick.
幻影ブレーカー (Gen'ei Breaker)
qcb+P
Overhead leap attack. This move has no recovery delay, and
if blocked Kyosuke will be able to attack before the
opponent can.
幻影ウエーブ (Gen'ei Wave)
(in the air) qcf+P
A small wave slash. Chain a Gen'ei Kick afterwards.
空中浮き (Kuuchuu Uki)
(in the air) qcf+KK (game bug)
Since this bug is well known and frequently used, it might
as well be considered a special move. This move makes Kyosuke
literally float in the air. He can float higher by jumping
up and inputting the command again. While up there, he can fire
Cross Cutters (which would come from the ground) or perform
invisible throws (which the opponent can also do). While it's
amusing to watch, this bug doesn't really have any practical
application against human opponents.
Air Team-Up Technique
(in the air) qcf+LP+LK or qcf+HP+HK (game bug)
Air Final Symphony
(in the air) qcf+PP+K or qcf+KK+P (game bug)
Another closely related bug. Unless you want to be branded a
cheap bastard I don't recommend using these moves against human
opponents.
/Burning Vigors/
拡散クロスカッター (Kakusan Cross Cutter)
qcfx2+P
Kyosuke fires five converging projectiles. The further the
opponent, the more damage inflicted. Has a long recovery delay.
スーパー雷神アッパー (Super Raijin Upper)
qcbx2+P
High Launcher. As its name implies, it's a powered version
of Raijin Upper. Compared to Batsu's Zenkai Guts Upper,
this move has a way faster startup time. The startup is
very fast, it can be used as Tardy Counter.
ダブル幻影キック (Double Gen'ei Kick)
qcfx2+K (usable in the air)
Actually he does two Gen'ei Kicks and then a Gen'ei Wave.
This move is most often used in air combos.
/Team-Up Technique/
ラストシンフォニー (Last Symphony)
Startup attack's maximum range is approximately 2 steps.
Your character and Kyosuke beat the living daylights out of your
opponent. Long recovery delay if blocked.
/Combo Chain/
Ground:
[1] LPx2 or LK or (LP, LK)
[2] HP/HK or (HP, HK)
[3] f+HP/b+HP Knockback or dp+P Mini Launcher or (f+HK -> Special Move/BV)
Air:
[1] LPx2/LKx2 or (LP, LK) or (LK, LP)
[2] HP/HK or (HP, HK)
[3] Air Combo Finisher
/Fundamental Combos/
<1> d+LP, LK, HP, HK, f+HK, dp+P ^ [LP, LK, HP, HK -> (qcf+P/qcfx2+K) -> qcf+K]
Mini Air Combo. This is the one that everyone uses.
<2> d+LP, LK, HP, HK -> qcf+P (blocked), (run), (repeat / tackle / sliding kick / air throw)
Kyosuke's Cross Cutter trap. Not really a combo, this is used against
defensive opponents who like to "turtle" (players who are constantly
blocking). After you fire the Cross Cutter, run towards your opponent.
If he/she is crouch blocking or attempting a Tardy Counter, do a tackle.
If he/she is blocking standing up, do a sliding kick or standing throw.
If he/she is jumping, do an air throw.
If you are playing against a skilled Kyosuke player and you're caught in the
trap, good luck getting out of it. As far as I know, the only way against it
is by using Team-Up/Party-Up or sidestepping if he tries the tackle or sliding
kick.
<3> d+LP, LK -> qcbx2+P ^ [HP, LPx2, HP, LP, HP, LP, LK, HP -> (qcf+P/qcfx2+K) -> qcf+K]
High Air Combo. You have to be pretty quick when cancelling the
Super Raijin Upper from LK.
<4> df+HK ^ [qcf+PP+K]
Mega-cheap combo. As I've warned before, unless you want
to be called a cheapass don't use air Team-Ups or Final Symphony
against human opponents.
/Notes and Strategies/
* Recommended Tardy Counters -
Ground: f+HP
df+HK
qcf+K
dp+P
qcfx2+K
qcbx2+P
Air: f+HK
qcf+K
* Kyosuke's f+HP knockback comes out so fast, it can even be used to
Tardy Counter fast recovering attacks like Edge's Jigoku Team-Up.
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Iincyo (Chairperson)
--------------------
/Basic Moves/
Vigor Starters:
f+HP
Overheads:
b+HP (knocks opponent down)
Knockbacks:
f+HK
b+HK
High Launchers:
None
Mini Launchers:
df+HP
df+HK
Sweeps:
None
Air Combo Finishers:
f+HP
/Special Moves/
疾風の型 (Shippuu no Kata)
qcf+P
Knockback strike. LP Shippuu no Kata must be blocked low.
Be careful with this move as it can be easily Tardy Countered
by the opponent.
昇龍の型 (Shouryuu no Kata)
dp+P (chargable)
Rising uppercut. If used uncharged, it will only hit once and
the opponent will not be knocked down, leaving Iincyo in a very
vulnerable position for a counterattack. Don't bother using this
move in a Textbook Combo.
紫電の型 (Shiden no Kata)
qcf+K (chargable)
Flying kick. Like Shouryuu no Kata, the uncharged version will
not knock the opponent down. However, if blocked (uncharged)
Iincyo will be able to attack before the opponent can.
破岩の型 (Hagan no Kata)
qcb+P
Iincyo sidesteps and does a chop that knocks the opponent down.
Won't connect in a combo and can be easily Tardy Countered by
the opponent.
前方転身の型 (Zenpou-Tenshin no Kata)
qcb+K
Iincyo does a roll and ends up behind the opponent. Since there
is a very long delay for her to get up from the roll, this move
is not particularly useful.
/Burning Vigors/
演舞披露 (Enbu Hirou)
qcfx2+P
Iincyo demonstrates her martial arts prowess with a long series
of kicks and punches. Despite the number of hits, it doesn't
inflict a lot of damage. Also, if blocked the opponent can easily
counterattack after the third hit.
説教攻撃 (Sekkyou Kougeki)
qcfx2+K
Iincyo forces the opponent to kneel and then proceeds to tell them
off. Can't be used in a Textbook Combo, though it is very good as
a Tardy Counter. Must be blocked low.
/Team-Up Technique/
委員長のワンポイントアドバイス (Iincyo no One Point Advice)
Startup attack's maximum range is approximately 2 steps. Iincyo
restores a bit of your character's health as well as providing
four stocks to your super gauge.
/Combo Chain/
Ground:
[1] LPx2 or LK or (LP, d+LP, LK)
[2] HP/HK or HPx2 or (HP, HK)
[3] f+HK/b+HK Knockback or df+HP/df+HK Mini Launcher or (f+HP -> Special Move/BV)
Air:
[1] LPx2/LKx2 or (LP, LK) or (LK, LP)
[2] HP/HK or (HP, HK)
[3] Air Combo Finisher
/Fundamental Combos/
<1> LP, d+LP, LK, HPx2, f+HP -> qcfx2+P
Standard Textbook Combo. Not very damaging.
<2> [HP] v qcfx2+K
Sekkyou Kougeki will only combo after a jump-in attack with HP.
<3> LP, d+LP, LK, HPx2, df+HK ^ [LKx2, HP, HK, f+HP]
Mini Air Combo. Not very damaging.
/Notes and Strategies/
* Recommended Tardy Counters -
Ground: df+HP
qcfx2+K
Air: f+HP
* With weak moves and short reach, Iincyo makes a rather poor fighter.
Probably the only redeeming quality she has is her unique Team-Up
which has both LIFE UP and GUTS UP effect. If you're going to use her,
just have her as a partner.
* Iincyo's df+HK launcher cannot hit crouching opponents.
* After an air throw, Iincyo can OTG the opponent with d+HK, b+HP, df+HP,
or LP Shippuu no Kata. Sekkyou Kougeki also works, but it won't do any
damage.
* Iincyo is the only character without a High Launcher, thus she has
no High Air Combos.
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Ran
---
/Basic Moves/
Vigor Starters:
f+HP
Overheads:
b+HK
Knockbacks:
b+HP
f+HK
High Launchers:
df+HK
Mini Launchers:
df+HP
Sweeps:
None
Air Combo Finishers:
f+HP
b+HP
f+HK (can chain after f+HP)
qcf+P
qcb+P
qcfx2+P
/Special Moves/
フラッシュ攻撃 (Flash Kougeki)
qcf+P (usable in the air)
Flash photography attack. HP Flash Kougeki includes a sidestep.
This is the move that Ran relies on the most. Can be used
six times before needing to change films. If you try to use
it again, she will automatically do Film Koukan.
号外! (Gougai!)
qcb+P (usable in the air)
Ran tosses the latest edition in the air. Fast recovery
time and okay as an anti-air, but reach is quite poor.
フィルム交換 (Film Koukan)
qcb+K (usable in the air)
Ran changes films for Flash Kougeki. You can also sidestep
while you change by inputting qcb+KK (though the animation
will not be shown).
/Burning Vigors/
スーパーフラッシュ攻撃 (Super Flash Kougeki)
qcfx2+P (usable in the air)
Multi-hit version of Flash Kougeki. Her main Air Combo Finisher.
Ground version can only cancel from HP or d+HP.
突撃インタビュー (Totsugeki Interview)
qcbx2+P
Ran harasses the opponent with questions and snapshots. Very
damaging, but the startup delay is worse than Batsu's Zenkai
Guts Upper. Good luck getting it to connect!
/Team-Up Technique/
いただきスクープ (Itadaki Scoop)
Startup attack has no range at all. Ran, your character and the
opponent all pose for the camera. Though it's not damaging,
it is very funny to watch. Also, if you're fast enough, you can
follow up afterwards with an Air Combo.
/Combo Chain/
Ground:
[1] LPx2 or LK
[2] HP/HK
[3] b+HP/f+HK Knockback or df+HP Mini Launcher or (f+HP -> Special Move)
Air:
[1] LPx2/LKx2 or (LP, LK) or (LK, LP)
[2] HP/HK or (HP, HK)
[3] Air Combo Finisher
/Fundamental Combos/
<1> d+LK, d+HP -> qcfx2+P
If you want to combo Super Flash Kougeki on the ground, this is it.
<2> d+LP, LP, HP, f+HP -> qcb+LP, (throw / Party-Up)
The throw/Party-Up at the end is not really part of the combo,
it's more like a surprise move. If your opponent is blocking,
throw him/her. If he/she tries to attack, use Party-Up.
<3> d+LP, LP, HP, df+HP ^ [LKx2, HP, HK, f+HP, f+HK]
Mini Air Combo. If the opponent safe falls backwards, quickly dash
forward, jump straight up and do [LKx2, HP, HK -> qcfx2+P].
The opponent won't be able to block this combo since his/her
back will be towards you.
<4> df+HK ^ [(LKx2)x3, HP, HK -> qcfx2+P]
High Air Combo. Nothing else to mention here.
<5> d+LK, d+HK, df+HP, df+HK ^ [LKx2, HP, HK -> qcfx2+P]
Another High Air Combo. You may have to dash slightly forwards
after df+HP for the df+HK launcher to connect.
/Notes and Strategies/
* Recommended Tardy Counters -
Ground: df+HK
Air: (f+HP, f+HK)
b+HP
* If blocked, Ran's df+HP launcher will push opponents away, making
it difficult for them to counterattack.
* Ran's df+HK launcher comes out very fast and is perfect as a Tardy
Counter.
* After an air throw, Ran can OTG the opponent with b+HP.
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Hayato
------
/Basic Moves/
Vigor Starters:
b+HP
f+HK
Overheads:
b+HK
Knockbacks:
f+HP
High Launchers:
df+HP
Mini Launchers:
df+HK
Sweeps:
d+HP
Air Combo Finishers:
f+HP
qcf+P
/Special Moves/
熱血竹刀 (Nekketsu Shinai)
qcf+P (usable in the air;
air version can chain after dp+LK)
Hayato swings his shinai three times (four in the air). High damage
and can be used in a Textbook Combo. The air version has very little
recovery time.
気合キック (Kiai Kick)
dp+K
Rising kick attack. LK Kiai Kick is recommended for Textbook Combos
while HK Kiai Kick should be used against opponents who try to jump
behind you.
回転竹刀落とし (Kaiten Shinai Otoshi)
(in the air) qcf+K
Blockable air throw. Can't be used in a combo, and the opponent
can tech/escape out of it. The only advantage it has over
a normal air throw is that it can also hit opponents on the
ground.
ダブル指導キック (Double Shidou Kick)
qcb+K
Hayato does a fast drop kick which has him landing face-down on
the ground. Long range, but recovery delay is horrible. He has
super armor while he's flat on the ground, but not while he is
getting up.
気合ナックル (Kiai Knuckle)
qcb+P
Hayato draws back and does a flaming downwards punch. The good
news is that he has super armor throughout the entire animation.
The bad news is that the move is still vulnerable to throws and
Party-Ups, and it has recovery delay if blocked.
/Burning Vigors/
熱血腕立て伏せ (Nekketsu Udetatefuse)
qcfx2+P
Hayato forces the opponent to do push-ups. Used primarily in
Textbook Combos.
熱血ヤセ我慢 (Nekketsu Yase Gaman)
qcbx2+K
Hayato gains super armor for about six seconds. He can perform
the command again and again for more time (the effect is cumulative).
The only problem with this move is that it has an incredibly long
startup delay.
熱血クロスカウンター (Nekketsu Cross Counter)
qcbx2+P (chargable)
Hayato does a straight punch. He has super armor throughout the
entire animation. Excellent Tardy Counter attack, it is effective
even against moves which normally can't be countered. The charged
version cannot be avoided by sidestepping.
熱血風車 (Nekketsu Fuusha)
qcfx2+K
Hayato propels himself towards the opponent. Good as a medium
range Tardy Counter.
/Team-Up Technique/
熱血気合砲 (Nekketsu Kiaihou)
Startup attack's maximum range is approximately 1 step. Hayato
brings out your character's hidden potential, which is then
unleashed as a projectile. Interesting to watch, but not very</pre><pre id="faqspan-2">
damaging.
/Combo Chain/
Ground:
[1] LPx2 or LK or (LK, d+LK)
Note: Hayato can chain LP after (LK, d+LK)
[2] HP/HK
[3] f+HP Knockback or df+HK Mini Launcher or (b+HP/f+HK -> Special Move/BV)
Air:
[1] LPx2/LKx2
[2] HP/HK
[3] Air Combo Finisher
/Fundamental Combos/
<1> LK, d+LK, LP, HP, b+HP -> dp+LK ^ [qcf+P]
Hayato's Textbook Combo. For Nekketsu Shinai to connect, you have
to input the command immediately after the first hit of Kiai Kick.
If the opponent does a Tardy Counter after d+LK, quickly cancel
into Nekketsu Cross Counter.
<2> d+LK, d+HK, df+HK ^ [LPx2, HP -> qcf+P]
Mini Air Combo. Not a lot of hits, but it does do decent damage.
<3> df+HP ^ [HK, LPx2, HK, LKx2, HP -> qcf+P]
High Air Combo. Does a hell of a lot of damage. Remember to push
LKx2 immediately after HK or you will miss.
/Notes and Strategies/
* Recommended Tardy Counters -
Ground: df+HK
df+HP
qcbx2+P
qcfx2+K
Air: f+HP
* Hayato's standing HP has a very long range and good recovery. It's also
rather good at reflecting projectile attacks.
* Hayato's df+HK launcher is similar to Batsu's, it can go under most
standing attacks.
* Hayato's df+HP launcher has a slow startup, but it covers quite a
distance and has fast recovery time.
* Here's a useless but interesting game bug: if you want Hayato to have
super armor for his standing throw, do the joystick motion for Kiai
Knuckle and then quickly push both punch buttons.
------------------------------------------------------------------------
>> Gorin HS and U <<
Party-Up Technique:
熱血大車輪 (Nekketsu Daisharin)
Startup attack's maximum range is approximately 1 step. All three
members of your party form a giant wheel which tramples the
opponent. Short reach, but good as an anti-air.
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Shoma
-----
/Basic Moves/
Vigor Starters:
f+HK
f+HP (also a knockback)
Overheads:
b+HP
Knockbacks:
f+HP
df+HK
High Launchers:
df+HP
Mini Launchers:
HPx2
Sweeps:
None
Air Combo Finishers:
f+HP
qcf+P
qcfx2+P
/Special Moves/
超剛速球 (Kyougou Sokkyuu)
qcf+P (usable in the air)
Shoma throws a baseball at the opponent. Very long range, but
horrible recovery delay and is easily avoided by sidestepping.
Air version is good for stopping dashing opponents.
大回転打法 (Daikaiten Dappou)
dp+P
Spinning bat attack. Fast startup, but long recovery delay.
Use it for Tardy Counters.
一本釣り打法 (Ippon-Zuri Dappou)
qcb+P
Blockable command throw. Long range, but slow startup and
recovery.
ナイアガラドロップ (Niagara Drop)
qcb+K
Shoma leaps in the air and does a downwards stomp. Difficult
to block, especially if Shoma is right above the opponent.
豪快リード (Goukai Lead)
b+KK
Shoma taunts the opponent while sidestepping. This action can
be cancelled by moving the joystick.
豪快スライディング (Goukai Sliding)
(during Goukai Lead) LK
Slide kick. Must be blocked low. Can also be used as an
anti-air move.
豪快キック (Goukai Kick)
(during Goukai Lead) HK
Flying kick. Overhead attack.
/Burning Vigors/
分身魔球 (Bunshin Makyuu)
qcfx2+P (usable in the air)
Powered version of Kyougou Sokkyuu. Pretty good recovery
delay.
ホームラン打法 (Home Run Dappou)
qcbx2+P
Shoma swings his bat for a home run. Massive damage if
it hits the opponent at the right distance.
超殺人スライディング (Chou-Satsujin Sliding)
qcfx2+K
Super killer slide attack. Must be blocked low. A good
Tardy Counter. However, Shoma is extremely vulnerable
to knockback attacks during the startup (when he leaps
into the air).
/Team-Up Technique/
グランドスラム (Grand Slam)
Startup attack's maximum range is approximately 1 step.
Your character knocks the opponent towards Shoma, who
then bats a home run for an incredible amount of damage.
Okay as an anti-air.
/Combo Chain/
Ground:
[1] LPx2 or LK or (LP, LK)
[2] HP/HK or HPx2 Mini Launcher
[3] f+HP/df+HK Knockback or (f+HP/f+HK -> Special Move/BV)
Air:
[1] LPx2/LKx2 or (LP, LK) or (LK, LP)
[2] HP/HK or (HP, HK)
[3] Air Combo Finisher
/Fundamental Combos/
<1> d+LK, d+HK, f+HK -> (qcfx2+LK/qcfx2+P)
Shoma's ground combo. Nothing else to mention here.
<2> b+HP, d+LP, LK, HPx2 ^ [LK, LP, HP, HK -> qcfx2+P]
Mini Air Combo. Nothing else to mention here.
<3> df+HP ^ [LKx2, HP, (LPx2,HP)x2, f+HP]
High Air Combo. Nothing else to mention here.
<4> df+HP ^ [HP, LPx2, HP, LP, LK, HP, HK -> qcfx2+P]
High Air Combo. Nothing else to mention here.
/Notes and Strategies/
* Recommended Tardy Counters -
Ground: b+HP
df+HP
dp+P
qcfx2+P
qcfx2+K
Air: f+HP
* To get an alternative version of Shoma in Free Mode, hold down the Start
button while selecting him.
* Shoma's f+HP knockback can be cancelled into a special move or Burning Vigor.
This can be used to catch out opponents who try to Tardy Counter it.
* Shoma's b+HP is a unique overhead attack. It stuns the opponent long
enough to follow up with a Textbook Combo.
* After a standing or air throw, Shoma can OTG the opponent with
Goukai Sliding.
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Natsu
-----
/Basic Moves/
Vigor Starters:
None
Overheads:
b+HP
Knockbacks:
f+HP
High Launchers:
df+HP
qcb+P
Mini Launchers:
dp+P
Sweeps:
None
Air Combo Finishers:
f+HP
f+HK
qcf+P
qcb+P
qcfx2+P
/Special Moves/
入魂サーブ (Jikkon Serve)
qcf+P (usable in the air)
Natsu serves a volleyball. The ball travels at a downwards angle,
then rebounds off the ground. Will miss if opponent is at very
close range.
スライディングレシーブ (Sliding Receive)
dp+P
Natsu's Mini Launcher. Must be blocked low. Fast startup, but
horrible delay if blocked. When fighting against CPU-controlled
Natsu, just keeping doing a crouching throw after blocking her
Sliding Receive.
回転レシーブ (Kaiten Receive)
qcb+P
Natsu's High Launcher. Only LP Kaiten Receive can be used in a combo.
完全ブロック (Kanzen Block)
(in the air) dp+P
Air counter move. I can't see any practical use for this. If you're
going to counterattack in the air, forget about his move and just
Tardy Counter with f+HP or f+HK.
特訓スパイク (Tokkun Spike)
(in the air) qcb+P
Great Air Combo Finisher. Has a better chance of hitting the opponent
than Fire Serve.
/Burning Vigors/
ファイヤーサーブ (Fire Serve)
qcfx2+P (usable in the air)
Powered version of Jikkon Serve. Both startup and recovery are
fast, so it can be used in a combo or as a Tardy Counter.
魔球・天井サーブ (Makyuu Tenjou Serve)
qcbx2+P
Natsu tosses a vollyball high into the air, which then splits
into three and bombards the opponent. This move can easily be
seen a mile away, and what's worse is that it can be sidestepped.
Waste of a super gauge if you ask me...
/Team-Up Technique/
ファイト100倍 (Fight Hyakubai)
Startup attack's maximum range is approximately 2 steps. Like Hinata,
Natsu comes in and gives some words of encouragement to your character,
filling the super gauge to maximum level.
/Combo Chain/
Ground:
[1] LPx2 or LK or (LP, LK)
[2] HP/HK
[3] f+HP Knockback or dp+P Mini Launcher or qcb+LP High Launcher or Special Move/BV
Air:
[1] LPx2/LKx2 or (LP, LK) or (LK, LP)
[2] HP/HK or (HP, HK)
[3] Air Combo Finisher
/Fundamental Combos/
<1> d+LK, d+HK -> dp+HP ^ [LPx2, HP -> qcfx2+LP]
Mini Air Combo. Nothing else to mention here.
<2> d+LP, LK, HK -> dp+HP ^ [LPx2, HP, HK -> qcb+P]
Mini Air Combo. Use this if your super gauge is empty. After the
combo you can catch your opponent off guard by hitting them
with Sliding Receive again before they land.
<3> d+LP, LK, HK -> qcb+LP ^ [LKx2, (LPx2,HP)x2, HK -> qcb+P]
High Air Combo. Nothing else to mention here.
/Notes and Strategies/
* Recommended Tardy Counters -
Ground: f+HP
dp+P
qcfx2+P
Air: f+HP
f+HK
* When fighting against human opponents, you can be almost certain that
they will be crouching most of the time, in anticipation for Sliding
Receive. Just hit them with your b+HP overhead until they stand up,
then quickly launch them with d+HK -> HP Sliding Receive.
* After an air throw, Natsu can OTG the opponent with LP Kaiten Receive.
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Roberto
-------
/Basic Moves/
Vigor Starters:
None
Overheads:
b+HK
Knockbacks:
f+HP
f+HK
High Launchers:
df+HK
Mini Launchers:
db+HK
Sweeps:
None
Air Combo Finishers:
f+HP
f+HK
qcf+P
qcf+K
qcfx2+K
Other Basic Moves:
b+LK,LK,LK,LK
Not really a combo, since the third LK can be blocked.
/Special Moves/
ロングシュート (Long Shoot)
qcf+K
Roberto kicks a soccerball. HK Long Shoot has the ball travelling
at a slightly upwards angle.
シャイニングセーブ (Shining Save)
qcf+P (usable in the air)
LP Shining Save is Roberto's main Air Combo Finisher. Ground
version knocks standing opponents down. Air version has Roberto
slamming the opponent into the ground and kicking his/her head.
After the air version, you can OTG your opponent with LK Long Shoot,
Sliding Kick or LK Bakuretsu V-Goal.
パーフェクトキャッチ (Perfect Catch)
qcb+P
Roberto produces a glowing vacuum that can cancel out almost any
projectile attack, including Burning Vigors. It can't catch
Kyosuke's Kakusan Cross Cutter at close range, though.
オーバーヘッドキック (Overhead Kick)
dp+K
Somersault kick. Best used as anti-air or Tardy Counter. If blocked,
HK Overhead Kick will have Roberto landing behind the opponent.
バイシクルキック (Bicycle Kick)
(in the air) qcf+K
Air version of Overhead Kick. Fast and easy to cancel into,
but Shining Save is a much better Air Combo Finisher.
スライディングキック (Sliding Kick)
qcb+K
Roberto sidesteps and then does a sliding kick. Must be blocked
low.
フェイント (Feint)
b+KK or
f+KK
Roberto, uh, feints. He can't attack while feinting, but the
opponent will have a hard time hitting him, as he is constantly
sidestepping. Use this to infuriate human opponents.
/Burning Vigors/
爆裂Vゴール (Bakuretsu V-Goal)
qcfx2+K (usable in the air)
Powered version of Long Shoot. Air version has faster recovery
than ground version.
爆裂リフティング (Bakuretsu Lifting)
qcbx2+K
Roberto knees the opponent into the air and then knocks him/her
down with a Bicycle Kick. Startup is extremely fast, perfect as a
Tardy Counter.
/Team-Up Technique/
トラップWシュート (Trap Double Shoot)
Startup attack's maximum range is approximately 3 steps. Roberto
and your character kick the opponent around. Long range, average
damage.
/Combo Chain/
Ground:
[1] LPx2 or LK
[2] HP/HK or (HP, d+HK) or (d+HP, HK)
[3] f+HP/f+HK Knockback or db+HK Mini Launcher or Special Move/BV
Air:
[1] LPx2/LKx2 or (LP, LK) or (LK, LP)
[2] HP/HK or (HP, HK)
[3] Air Combo Finisher
/Fundamental Combos/
<1> (LPx2/d+LK), (HP/d+HP), d+HK, db+HK ^ [LPx2, HP, HK -> qcf+LP] v (qcb+K/qcfx2+LK) (OTG)
Mini Air Combo. Probably the only Roberto combo you'll be using.
<2> df+HK ^ [LK, LP, (LKx2)x3, HP, HK -> qcf+LP] v (qcb+K/qcfx2+LK) (OTG)
High Air Combo. Nothing else to mention here.
<3> df+HK ^ [LKx2, LK, LP, LPx2 -> qcfx2+LK -> qcf+LP] v (qcb+K/qcfx2+LK) (OTG)
Another High Air Combo. You will have to cancel Shining Save
immediately after Bakuretsu V-Goal, otherwise the opponent will
recover quickly and be able to block it.
/Notes and Strategies/
* Recommended Tardy Counters -
Ground: df+HK
qcbx2+K
Air: f+HP
* Shining Save, Shining Save, Shining Save. Just three good reasons why
everyone uses Roberto. Shame that most of the Roberto players I know
never bother to learn how to use his other moves effectively, which is
probably why they always get their asses kicked when I play Kurow.
* If blocked, Roberto's db+HK launcher will push opponents away, making
it difficult for them to counterattack.
* Roberto's df+HK launcher comes out very fast and is perfect as a Tardy
Counter.
* Roberto's f+HK knockback is a sidestepping attack which can avoid most projectile
attacks at close range (not Burning Vigor). This means that if he successfully
hits an opponent who is about to fire, the projectile will actually go past him.
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Nagare
------
/Basic Moves/
Vigor Starters:
f+HP
b+HK
Overheads:
b+HP (knocks opponent back)
Knockbacks:
f+HK
High Launchers:
df+HK
Mini Launchers:
df+HP
qcfx2+K
Sweeps:
None
Air Combo Finishers:
f+HP
f+HK
qcf+P
qcfx2+P
/Special Moves/
飛び込み (Tobikomi)
qcf+P (usable in the air)
Nagare does an aerial dive that travels in a wide arc. Good Air
Combo Finisher and useful for keeping jumping opponents back.
平泳ぎキック (Hira-Oyogi Kick)
qcf+K
A low frog-style kick. HK Hira-Oyogi Kick can be chained twice.
Must be blocked low.
人工呼吸 (Jinkou Kokyuu)
qcb+P
Nagare performs CPR on the opponent. Can only be cancelled
from standing HK.
/Burning Vigors/
個人メドレー (Kojin Medley)
qcfx2+P (usable in the air)
Nagare swims in mid-air. Strength of P determines which
direction he will be heading.
Ground LP - Horizontal, parallel to ground.
Ground HP - 45 degrees upwards from ground.
Air LP - Horizontal in the air, parallel to ground.
Air HP - 45 degrees downwards towards the ground.
超バタ足 (Chou Butterfly Ashi)
qcfx2+K
Nagare's Mini Launcher. Works well as an anti-air move.
/Team-Up Technique/
シンクロナイズドアタック (Synchronized Attack)
Startup attack's maximum range is approximately 2 steps.
It's so ridiculous you've got to see it to believe it...
Does little damage, though.
/Combo Chain/
Ground:
[1] LPx2 or LK
[2] HP/HK
[3] f+HK Knockback or df+HP Mini Launcher or (f+HP/b+HK -> Special Move/BV)
Air:
[1] LPx2/LKx2 or (LP, LK) or (LK, LP)
[2] HP/HK or (HP, HK)
[3] Air Combo Finisher
/Fundamental Combos/
<1> LPx2, d+HK, (b+HK/f+HP) -> qcfx2+K ^ [LPx2, HP, HK -> qcfx2+HP]
Nagare's bread and butter combo, so to speak. Although you can
finish with qcfx2+LP which does more hits, it would leave you
in a vulnerable position when you land.
<2> df+HK ^ [(LKx2)x3, LPx2, HP -> qcf+HP]
High Air Combo. You'd be pretty lucky if you can get the launcher
to connect.
/Notes and Strategies/
* Recommended Tardy Counters -
Ground: qcfx2+K
Air: f+HP
f+HK
* Nagare's d+HK is one cheap irritating move. It has long range, must be
blocked low, hits multiple times, and pushes the opponent away if blocked.
It will also hit opponents who try to make a jump-in attack. When fighting
against Nagare players you can be certain that they will be using this move
all the time. If you think you're about to be on the receiving end
of d+HK, quickly use a Burning Vigor, activate your Team-Up/Party-Up,
or use any special move that has super armor startup.
* Nagare's f+HP hits twice and will push the opponent away if blocked,
making it very difficult to counterattack.
* Nagare's standing throw has a long reach (he leaps forward), but it also
puts him in a very vulnerable position if he misses.
* After an air throw, Nagare can OTG the opponent by doing air HP Tobikomi
before touching the ground.
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Momo
----
/Basic Moves/
Vigor Starters:
f+HP
Overheads:
b+HP (knocks opponent down)
Knockbacks:
d+HK
High Launchers:
df+HP
Mini Launchers:
f+HK
Sweeps:
d+HP
Air Combo Finishers:
f+HP
qcf+P
qcbx2+P
/Special Moves/
ほえーる・サーブ (Whale Serve)
qcf+P
Momo serves a tennis ball. It travels at an angle
like Natsu's Jikkon Serve, except the ball bounces
straight up. Will not hit opponents at close range.
サーブ・あんど・ボレー (Serve and Volley)
(after Whale Serve) qcf+P
Momo runs after the ball and swings her racquet.
Don't bother using this as it puts her in a very
vulnerable position if blocked. If you want a
follow-up move after Whale Serve, use her b+HP
overhead instead.
スピン・スマッシュ (Spin Smash)
qcf+K
Momo spins in the air. LK Spin Smash has her landing
on her feet while HK Spin Smash has her face-down on the
ground. Good distance, recommended as medium range
Tardy Counter.
バタバタ・ラケット (Bata-Bata Racquet)
(in the air) qcf+P (push P repeatedly)
Momo whacks the opponent with her racquet repeatedly.
If you want damage over number of hits, you're better
off using f+HP instead.
ロケット・ラケット (Rocket Racquet)
dp+P
Rising racquet attack. High damage, fast startup.
ジャイアント・スイング (Giant Swing)
hcb+P
Unblockable command throw. Has higher priority over
Team-Ups and Party-Ups. Even works against Demon Hyo's
Shunsatsu Muon.
/Burning Vigors/
だだっこあたっく (Dadakko Attack)
qcfx2+P
Ground version of Bata-Bata Racquet. Should only be
used in Textbook Combos.
もも・クラッシュ (Momo Crush)
qcbx2+P (usable in the air)
Powered version of Rocket Racquet. The startup for
this move is extremely fast, perfect as close range
Tardy Counter.
/Team-Up Technique/
人間壁打ち (Ningen Kabeuchi)
Startup attack's maximum range is approximately 3 steps.
Your character grabs the opponent's ankles while Momo
lobs tennis balls. Fast startup, massive damage.
/Combo Chain/
Ground:
[1] LPx2 or LK or (LP, d+LP)
Note: (LP, d+LP) can be chained up to three times
[2] HP/HK
Note : HP only chains from LP;
HK only chains from LK
[3] f+HK Mini Launcher or (f+HP -> Special Move/BV)
Air:
[1] LPx2/LKx2 or (LP, LK) or (LK, LP)
[2] HP/HK or (HP, HK)
[3] Air Combo Finisher
/Fundamental Combos/
<1> (LP,d+LP)x2, LPx2, HP, f+HP -> qcbx2+P
Momo's Textbook Combo. If you're really close, you can add
an extra LP, d+LP.
<2> (LP,d+LP)x2, LPx2, HP, f+HK ^ [LKx2, HP, HK -> (qcf+P/qcbx2+P)]
Mini Air Combo. Nothing else to mention here.
<3> (LP,d+LP)x2, LPx2, HP, (f+HK)x2, df+HP ^ [(LKx2,HP,HK)x2 -> (f+HP/qcf+P)]
High Air Combo. The hardest part is timing the second f+HK, it has to be done
right before the opponent makes a recovery flip. Just keep practising until
it becomes second nature.
<4> (LP,d+LP)x2, LPx2, HP, (f+HK)x2 -> Party-Up
Momo's most powerful combo. The Nekketsu Daisharin at the end
of the combo actually does less damage than usual... but what other
character do you know has the ability to combo a Party-Up Technique
so easily?
/Notes and Strategies/
* Recommended Tardy Counters -
Ground: f+HK
qcf+K
qcbx2+P
Air: f+HP
qcbx2+P
* Momo is one of my favorite characters. She may not be particularly strong,
but she makes up for that with her speed and very long combo chains. Plus,
her taunt's quite funny.
* Momo's f+HK is very fast and is good as a close-range Tardy Counter.
------------------------------------------------------------------------
>> Pacific HS <<
Party-Up Technique:
トリプルヘブンズクロス (Triple Heaven's Cross)
Startup attack's maximum range is approximately 2 steps. Trio
version of Boman's Heaven's Cross. Quite damaging.
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Boman
-----
/Basic Moves/
Vigor Starters:
None
Overheads:
b+HP (knocks opponent down)
f+HK
Knockbacks:
f+HP
High Launchers:
df+HP
Mini Launchers:
df+LP
Sweeps:
df+HK
Air Combo Finishers:
f+HP
qcb+P
qcbx2+P
/Special Moves/
ゴッドラッシュ (God Rush)
qcf+P
Boman does rushing punches. HP God Rush is an anti-air attack.
Fast recovery time. If blocked, quickly knock the opponent back
with f+HP.
ゴッドディフェンス (God Defence)
qcf+K (to move forward) or
qcb+K (to move backward)
Boman shifts forwards or backwards. During God Defence, Boman's
upper body is invincible, it will even go past Batsu's Zenkai
Kiaidan. Perfect as a Tardy Counter move, or for getting close
to the opponent.
ゴッドストレート (God Straight)
(during God Defence) LP
Straight punch which knocks the opponent back.
ゴッドアッパー (God Upper)
(during God Defence) HP
Uppercut. Does less damage than God Straight, but you can
OTG the opponent afterwards with a dashing d+HK.
ゴッドフック (God Hook)
qcb+P
Knockback attack. LP God Hook hits once, HP God Hook hits
twice. Use LP God Hook for Tardy Counter, and HP God Hook
for Textbook Combo.
ゴッドラリアット (God Lariat)
(in the air) qcb+P
Boman does a lariat in the air. Good damage and easy
to combo into.
/Burning Vigors/
ヘヴンズラッシュ (Heaven's Rush)
qcfx2+P
Boman crucifies the opponent on a burning cross. Can only
cancel from d+HP.
ヘヴンズクロス (Heaven's Cross)
qcbx2+P (usable in the air)
Powered version of God Lariat. Slower startup than God
Lariat and only a bit more damage, but it is possible to combo
this move from the ground.
/Team-Up Technique/
Wパワーバスター (Double Power Buster)
Startup attack's maximum range is approximately 1 step.
Backbreaking move.
/Combo Chain/
Ground:
[1] LPx2 or LKx2 or (LPx2, df+LP Mini Launcher)
[2] HP/HK
Note: HP only chains from LP;
HK only chains from LK;
d+HP cannot be chained from LP/LK at all
[3] df+HK Sweep or f+HP Knockback or Special Move/BV
Note: df+HK only chains from HK/d+HK
f+HP only chains from HP/d+HP
Air:
[1] LPx2/LKx2
[2] HP/HK
[3] Air Combo Finisher
/Fundamental Combos/
<1> d+HP -> qcfx2+P
If you want to combo Heaven's Rush, this is the only
way...
<2> LKx2, d+HK -> qcbx2+P
This is the combo often used by the CPU.
<3> LKx2, HK, df+HK, d+HK (OTG) -> qcb+LP
The God Hook at the end won't combo, but it
does push the opponent away if blocked.
<4> LPx2, df+LP ^ [LPx2, HP -> (qcb+P/qcbx2+P)]
Mini Air Combo. Nothing else to mention here.
<5> df+HP ^ [LKx2, HP, LPx2, HP -> (qcb+P/qcbx2+P)]
High Air Combo. Nothing else to mention here.
<6> df+LP (hit jump-in opponent), (dash) LP, df+LP -> Party-Up
Requires very good timing and the right distance to connect
the Triple Heaven's Cross.
<7> LPx2, df+LP, qcf+K -> (opponent safe falls backwards) HP (blocked), LP (unblockable), df+LP -> Party-Up
Not really a combo, but it's a very well-known trap that deserves mention here.
It is easy to catch your opponent in it, since most people have a habit of
safe falling backwards in the air. If you don't have enough super stocks for
Triple Heaven's Cross, then try (dash) df+HP ^ [High Air Combo] instead.
/Notes and Strategies/
* Recommended Tardy Counters -
Ground: df+HP
qcf+P
qcb+LP
(qcf/qcb)+K
Air: f+HP
* To get an alternative version of Boman in Free Mode, hold down the Start
button while selecting him.
* Though Boman's df+HK sweep can be used as a Tardy Counter, it's too
slow to be used on its own. Always chain it after his HK or d+HK.
* Boman's b+HP and d+HK are rather fast and have a very long range.
Play mind games with your opponent by mixing the two attacks, force
them to decide between standing or crouching.
* Boman's df+LP launcher can't be used as a Tardy Counter, but it has
very fast startup and recovery. If df+LP hits an opponent jumping in,
Boman can juggle him/her repeatedly with dashing df+LP. If you're lucky,
you can even connect Triple Heaven's Cross from it.
* After a standing throw, Boman can OTG the opponent with d+HK or df+HK.
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Roy
---
/Basic Moves/
Vigor Starters:
f+HP
b+HK
Overheads:
b+HP (knocks opponent down)
Knockbacks:
f+HK
b+HP (after f+HP)
f+HP (after f+HP)
High Launchers:
df+HP
Mini Launchers:
d+HP (must be blocked low)
Sweeps:
None
Air Combo Finishers:
f+HP
f+HK
qcf+P
/Special Moves/
ダイナマイトストレート (Dynamite Straight)
qcf+P
Roy's main attack. Fast straight punch with knockback effect.
Recovery delay is almost non-existent.
ツイスターアッパー (Twister Upper)
dp+P
Spinning uppercut. Use it for Tardy Counters.
タッチダウンウェーブ (Touchdown Wave)
qcb+P
Roy produces a column of energy from the ground. Fast recovery,
use this for anti-air instead of Twister Upper.
エアダイナマイト (Air Dynamite)
(in the air) qcf+P
Roy's Air Combo Finisher. LP Air Dynamite is weaker than HP Air
Dynamite, but it knocks the opponent down. Use LP Air Dynamite if
you want to land safely.
/Burning Vigors/
トリプルツイスター (Triple Twister)
qcfx2+P
Three Twister Uppers. Tap P repeatedly for more hits. Used
primarily as an OTG attack after b+HK.
スーパータッチダウン (Super Touchdown)
qcbx2+P
Powered version of Touchdown Wave. Slow startup and can
be easily Tardy Countered by the opponent. Save your
super stocks for something better.
ダイナマイトジャスティス (Dynamite Justice)
qcfx2+K
Powered version of Dynamite Straight. Extremely fast startup
and heavy damage. Excellent Tardy Counter move.
/Team-Up Technique/
Wライジングトルネード (Double Rising Tornado)
Startup attack's maximum range is approximately 1 step.
Roy and your character both do a vertical Twister Upper
on the opponent. Has the fastest startup attack among all the
Team-Ups, but can be Tardy Countered if blocked. Follow up
afterwards with an OTG attack.
/Combo Chain/
Ground:
[1] LPx2 or LK or (LP, LK)
[2] HP/HK or d+HP Mini Launcher
[3] f+HK/(f+HP, f+HP/b+HP) Knockback or (f+HP/b+HK -> Special Move/BV)
Air:
[1] LPx2/LKx2 or (LP, LK) or (LK, LP)
[2] HP/HK or (HP, HK)
[3] Air Combo Finisher
/Fundamental Combos/
<1> d+LP, LK, HP, f+HP -> qcfx2+K
Textbook Combo. Nothing else to mention here.
<2> d+LP, LK, HP, b+HK, (dash) LP, d+HP, (dash) b+HK (OTG) -> qcfx2+P
Very damaging ground combo. Wait until the opponent has
fallen flat on the ground before you OTG with b+HK.
<3> d+LP, LK, d+HP ^ [LPx2, HP, HK -> qcf+P]
Heavy damage for a Mini Air Combo.
<4> df+HP ^ [(LPx2,HP)x3 -> qcf+P]
High Air Combo. If you're having trouble doing it, tap the
joystick forwards during LP and back during HP.
/Notes and Strategies/
* Recommended Tardy Counters -
Ground: dp+P
qcfx2+K
Air: f+HK
qcf+LP
* To unlock him in Free Mode, just finish the Pacific HS storyline in
Story Mode.
* Roy's d+HP launcher must be blocked low. This usually catches most
beginners unaware.
* When used as an OTG attack, Roy's b+HK will lift the opponent from the
ground. Unlike other OTG attacks, you can cancel any special move or
Burning Vigor from b+HK.
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Tiffany
-------
/Basic Moves/
Vigor Starters:
f+HP
Overheads:
b+HK (knocks opponent down)
Knockbacks:
b+HP
f+HK
High Launchers:
df+HP
Mini Launchers:
df+HK
Sweeps:
db+HP
Air Combo Finishers:
f+HP
f+HK (can be chained after f+HP, but won't connect)
qcb+K
Other Basic Moves:
f+LP (can only be chained after one LP/LK)
Short elbow attack. You can cancel into special
moves, but they won't connect.
df+LP (can only be chained after one LP/LK)
Straight punch. Does more damage than normal
LP and can be used in a Textbook Combo.
(in the air) d+K (repeatedly)
Tiffany does a head stomp. LK version stomps directly
below her while HK version stomps at an angle. If
you plan on using this, use HK version.
/Special Moves/
グルービーナックル (Groovy Knuckle)
qcf+P (chargable)
Backhand punch. Low damage, but fast recovery. Charged
version has her spinning low on the ground.
ビューティフルスピン (Beautiful Spin)
dp+K
Anti-air kick similar to Hayato's Kiai Kick. This has a slow
startup, but regardless of whether it is blocked or not
Tiffany will recover quickly in the air. This means you can
do a LP/LK, a f+HP, an Exciting Kick or her d+HK head stomp
before she touches the ground.
グルービーパンチ (Groovy Punch)
qcb+P (chargable)
Tiffany spins her arm and delivers a punch. It can't be used
in a combo, but if you manage to fully charge it (when her
glove starts to glitter), the move becomes unblockable. Still,
this move is not recommended because the opponent will most
likely hit you with a Party-Up when they see you charging up.
グルービーホエール (Groovy Wheel)
qcf+K
Cartwheel attack with knockback effect. Decent startup speed,
but bad recovery time if blocked.
エキサイティングキック (Exciting Kick)
qcb+K (usable in the air)
Tiffany leaps back and does a quick dive kick at the opponent.
Strength of K determines distance. As with the other dive kick
moves in this game, it has long recovery delay if blocked.
/Burning Vigors/
グルービースペシャル (Groovy Special)
qcfx2+P
Four Groovy Knuckles followed by a Groovy Punch. Fast startup,
decent damage. Can be used in Textbook Combo and is a pretty
good Tardy Counter. If this move is blocked, the opponent can
easily counterattack while she is charging up her Groovy Punch.
グルービースクリュー (Groovy Screw)
qcbx2+K
Tiffany puts her thighs between the opponent's head and does a
spin. Can't be used in a combo. She has super armor during the
entire animation, but is still vulnerable to Party-Up attacks.
ワンダフルキック (Wonderful Kick)
qcfx2+K
Powered version of Beautiful Spin.
/Team-Up Technique/
ラブ&ピース (Love & Peace)
Startup attack's maximum range is approximately 2 steps. Tiffany
gives your character a kiss, restoring a significant portion of
health.
/Combo Chain/
Ground:
[1] LPx2 or LK or (LP, LK) or (LP/LK, df+LP)
[2] HP/HK or (HP, HK)
[3] db+HP Sweep or b+HP/f+HK Knockback or df+HK Mini Launcher or (f+HP -> Special Move/BV)
Air:
[1] LPx2/LKx2 or (LP, LK) or (LK, LP)
[2] HP/HK or (HP, HK)
[3] Air Combo Finisher
/Fundamental Combos/
<1> d+LK, df+LP, HP, HK, f+HP -> qcfx2+P
Textbook Combo. Nothing else to mention here.
<2> d+LP, LP, HP, HK, df+HK ^ [LK, LP, HP, HK, (f+HP/f+HK)]
Mini Air Combo. Nothing else to mention here.
<3> df+HP ^ [LKx2, HP, LP, LK, HP, LKx2, HP, f+HK]
High Air Combo. Nothing else to mention here.
/Notes and Strategies/
* Recommended Tardy Counters -
Ground: df+LP
b+HP
df+HK
df+HP
qcfx2+P
qcbx2+LK (use with caution)
Air: f+HK
* To unlock her in Free Mode, just finish the Pacific HS storyline in
Story Mode.
* Tiffany's b+HK overhead knocks the opponent down long enough for her to
follow up with an OTG attack.
* Tiffany's df+LP can be used as a Tardy Counter. If hit is successful,
you can follow up with her Textbook Combo.
* Tiffany's db+HP sweep can be used as a Tardy Counter.
* Tiffany's d+K can be used as an air Tardy Counter, though it's not
recommended.
------------------------------------------------------------------------
>> Gedo HS <<
Party-Up Technique:
外道独楽 (Gedou Koma)
Startup attack's maximum range is approximately 1 step. Recommended
as an anti-air attack. Heavy damage.
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Daigo
-----
/Basic Moves/
Vigor Starters:
f+HP
Overheads:
b+HP (knocks opponent down)
Knockbacks:
f+HK
High Launchers:
df+HP
Mini Launchers:
b+HK
Sweeps:
d+HK
Air Combo Finishers:
f+HP
qcf+P
qcfx2+P
/Special Moves/
無双突き (Musou-Zuki)
qcf+P
Straight punch attack. Slow startup, should only be used in
combos. LP Musou-Zuki is a knockback, while HP Musou-Zuki can
be chained three times.
無双裏拳 (Musou Riken)
dp+P
Anti-air attack. Can be used to hit jump-in opponents.
気功塊 (Kikoukai)
(in the air) qcf+P
Daigo produces a burst of energy from his palm. LP Kikoukai
should be used against ground opponents while HP Kikoukai is
for opponents in the air.
無双蹴り (Musou-Geri)
qcb+K
Spinning kick attack. LK Musou-Geri kicks twice, HP Musou-Geri
kicks three times. When fighting against human opponents, keep them
guessing by alternating between LK and HK versions. This makes
it harder for you to get Tardy Countered.
大地突き (Daichi-Zuki)
qcb+P
Daigo pounds his fist into the ground, generating a quake that
will knock the opponent down, even from a distance.
/Burning Vigors/
真・無双正拳突き (Shin Musou Seiken-Zuki)
qcfx2+P
Powerful punch combo. Fast startup, but if blocked expect a
swift counterattack from the opponent.
真・漢の背中 (Shin Kan no Senaka)
qcfx2+K
Daigo turns his back towards the opponent and a ring of fire
comes up from the ground. Tap K repeatedly for more hits.
硬気功塊 (Kou-Kikoukai)
(in the air) qcfx2+P
Powered version of Kikoukai.
/Team-Up Technique/
漢の中の漢 (Kan no naka no Kan)
Startup attack's maximum range is approximately 1 step. Daigo
blocks all of the opponent's attacks and then Tardy Counters
with an uppercut. Good damage, but poor recovery time if blocked.
/Combo Chain/
Ground:
[1] LPx2 or LK or (LP, LK)
[2] HP/HK or (HP, HK)
[3] f+HK Knockback or b+HK Mini Launcher or (f+HP -> Special Move/BV)
Air:
[1] LPx2/LKx2
[2] HP/HK
[3] Air Combo Finisher
/Fundamental Combos/
<1> d+LK, HP, HK, f+HP -> qcfx2+P, (dash two steps) qcb+LP (OTG)
Textbook Combo. You can start the combo with LPx2, but d+LK
is faster and has longer range.
<2> LP, LK, HP, HK, b+HK ^ [LPx2, HP -> qcfx2+HP]
Mini Air Combo. Nothing else to mention here.
<3> df+HP ^ [(LPx2,HP)x3 -> qcfx2+HP] v b+HK (OTG)
High Air Combo. You can just use Kikoukai instead of
Kou-Kikoukai, the damage difference is miniscule.
/Notes and Strategies/
* Recommended Tardy Counters -
Ground: df+HP
qcfx2+P
Air: f+HP
qcfx2+HP
* Daigo is strong, but his combos are slow. Watch out for Tardy Counters.
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Wild Daigo
----------
/Basic Moves/
Vigor Starters:
f+HP
Overheads:
b+HP
Knockbacks:
f+HK
High Launchers:
df+HP
Mini Launchers:
b+HK
Sweeps:
d+HK
Air Combo Finishers:
f+HP
qcf+P
qcfx2+P
/Special Moves/
無双突き (Musou-Zuki)
qcf+P
無双裏拳 (Musou Riken)
dp+P
気功塊 (Kikoukai)
(in the air) qcf+P
無双蹴り (Musou-Geri)
qcb+K
大地突き (Daichi-Zuki)
qcb+P
Wild Daigo has identical special moves as normal Daigo.
/Burning Vigors/
暴走・無双正拳突き (Bousou Musou Seiken-Zuki)
qcfx2+P
Startup attack is the same as normal Daigo's, except Wild Daigo has
a faster recovery delay if blocked.
暴走・漢の背中 (Bousou Kan no Senaka)
qcfx2+K
A giant burst of energy explodes from the ground surrounding
Wild Daigo. He has super armor throughout the entire animation.
Very slow startup and horrible recovery.
暴走・硬気功塊 (Bousou Kou-Kikoukai)
(in the air) qcfx2+P
Does only one hit, but it deals far more damage than the normal
Kou-Kikoukai.
/Team-Up Technique/
男の中の狂気 (Otoko no naka no Kyouki)
Startup attack's maximum range is approximately 1 step. Wild Daigo
beats the stuffing out of both you and your opponent, inflicting
a lot of damage to both sides. Not recommended at all.
/Combo Chain/
Ground:
[1] LPx2 or LK
[2] HP/HK
[3] f+HK Knockback or b+HK Mini Launcher or (f+HP -> Special Move/BV)
Air:
[1] LPx2/LKx2 or (LP, LK) or (LK, LP)
[2] HP/HK or (HP, HK)
[3] Air Combo Finisher
/Fundamental Combos/
<1> d+LK, HK, f+HP -> qcfx2+P, (dash two steps) qcb+LP (OTG)
Textbook Combo. The big difference between Daigo and his wild
counterpart is that they follow a different combo chain. Wild
Daigo cannot chain same strength attacks on the ground, but
he can do so in the air. Vice versa for normal Daigo.
<2> d+LK, HK, b+HK ^ [LP, LK, HP, HK -> qcfx2+HP]
Mini Air Combo. Nothing else to mention here.
<3> df+HP ^ [(LPx2,HP)x3, HK -> qcfx2+HP]
High Air Combo. Just like normal Daigo's, except the HK
near the end.
/Notes and Strategies/
* Recommended Tardy Counters -
Ground: df+HP
qcfx2+P
Air: f+HP
qcfx2+HP
* To unlock him in Free Mode, play the Gedo HS storyline in Story Mode
and get the good ending. In order to do so, when you get to the fourth
episode where you have to fight Wild Daigo, finish one round with
a Party-Up Technique (otherwise the story would end prematurely).
* Wild Daigo plays almost the same as Daigo - the major difference
is that Wild Daigo has better air combos, whereas regular Daigo has
better ground combos.
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Edge
----
/Basic Moves/
Vigor Starters:
None
Overheads:
f+HK (knocks opponent down)
Knockbacks:
f+HP
High Launchers:
df+HP
Mini Launchers:
df+HK
Sweeps:
None
Air Combo Finishers:
f+HK
qcf+P
qcb+K
qcfx2+P
Other Basic Moves:
b+HK,f+HK (overhead)
b+HK,b+HK,b+HK (knockback)
b+HK,b+HK,f+HK,b+HK (overhead)
b+HK,b+HK,f+HK,f+HK (knockback)
Edge's unique kick combos. Can be used in his
Textbook Combo.
/Special Moves/
裏斬り (Uragiri)
qcf+P (usable in the air)
HP (while back is turned towards opponent)
Knife throw. LP Uragiri can be chained twice. HP Uragiri can
chain right after LP Uragiri, but it will leave Edge with his
back towards the opponent.
He can also throw a knife while his back is turned, by just
pressing HP. This can be done after Hakai, HP Uragiri or
HK Batou.
対空裏斬り (Taikuu Uragiri)
qcb+P
Anti-air version of Uragiri. HP Taikuu Uragiri can chain after
LP Uragiri or LP Taikuu Uragiri.
罵倒 (Batou)
qcf+K
Edge kicks some sand into the opponent's face. LK Batou has
a very fast startup and is good as a Tardy Counter, or for
stopping dash-in opponents. HK Batou is slower and leaves
Edge with his back turned, but it is possible to cancel
into Chimatsuri from it.
破壊 (Hakai)
qcb+K (usable in the air)
Edge sidesteps and then dives towards the opponent. LK Hakai
is a knockdown move and must be blocked low. Recovery delay
is poor so use with caution.
/Burning Vigors/
壮絶な裏斬り (Souzetsu na Uragiri)
qcfx2+P (usable in the air)
Powered version of Uragiri. Edge makes a pincushion out of the
opponent. Does only one hit, but if blocked the opponent will
have to block all the knives. Because of its slow startup,
this move can't be used in a Textbook Combo.
血祭り (Chimatsuri)
qcbx2+P
Edge sidesteps, then rushes forwards and performs a fast knockdown
combo on the opponent. The startup is almost instantaneous, perfect
for use as a Tardy Counter.
/Team-Up Technique/
血゛獄 (Jigoku) (it's a pun of 地獄 "Hell")
Startup attack's maximum range is approximately 3 steps. Edge and
your character dashes and slashes the opponent. Long range, fast
startup and recovery. Even if blocked, your character will get
to attack first. Too bad it doesn't deal a lot of damage.
/Combo Chain/
Ground:
[1] LPx2 or LK or (LP, LK)
[2] HP/HK
[3] f+HP Knockback or df+HK Mini Launcher or b+HK Kick Combo or Special Move/BV
Air:
[1] LPx2/LKx2 or (LP, LK) or (LK, LP)
[2] HP/HK or (HP, HK)
[3] Air Combo Finisher
/Fundamental Combos/
<1> LP, LK, HK, (b+HK)x2, (f+HK)x2
Edge's kick combo. If opponent is crouch blocking end the combo
with b+HK instead.
<2> (qcf+LP)x2, qcf+HP, HP
Uragiri combo. Not really a combo, since the final Uragiri won't
connect. This is best done from a distance.
<3> d+LP, LK, HP -> qcf+HK -> qcfx2+P
Edge's legendary Chimatsuri combo. Since Edge's back is turned
after HK Batou, the command for Chimatsuri is reversed - qcfx2+P,
not qcbx2+P. Don't cancel it during Batou; just wait until his feet
touch the ground and then do it.
<4> d+LK, HK, df+HK ^ [LPx2 -> qcfx2+P]
Mini Air Combo. Unfortunately Souzetsu na Uragiri will only combo
after LP and nothing else.
<5> df+HP ^ [(LKx2)x3, LPx2 -> qcfx2+P]
High Air Combo. Hold the joystick up throughout the whole combo.
/Notes and Strategies/
* Recommended Tardy Counters -
Ground: f+HP
df+HP
qcf+LK
qcbx2+P
Air: f+HK
qcf+LP
* Don't use Edge's df+HK as a Tardy Counter because it has short range and
cannot hit crouching opponents. Use df+HP or f+HP instead.
* Edge's df+HP launcher is a sidestepping attack which can avoid most projectile
attacks at close range (not Burning Vigor). This means that if he successfully
hits an opponent who is about to fire, the projectile will actually go past him.
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Gan
---
/Basic Moves/
Vigor Starters:
None
Overheads:
b+HK (knocks opponent down)
qcf+K
Knockbacks:
f+HP
High Launchers:
df+HP
qcb+HK
Mini Launchers:
df+LP (can only chain after LP)
Sweeps:
None
Air Combo Finishers:
f+HP
d+HK
qcf+K
/Special Moves/
鉄砲突き (Teppou-Zuki)
qcf+P
Sumo shove. LP Teppou-Zuki has a fast startup, and is Gan's main
Tardy Counter. HP Teppou-Zuki can be chained twice.
柏手破り (Kashiwade Yaburi)
dp+P
Gan claps the opponent's head. LP Kashiwade Yaburi is a knockback,
HP Kashiwade Yaburi stuns the opponent for a short moment.
大嵐 (Ooran)
hcb+P
Gan's unblockable command throw. Unfortunately it doesn't work on
crouching opponents.
大旋風 (Oosenpuu)
(in the air) qcf+P
Gan's air command throw. Can't be used in a combo. Use this only
as a surprise move.
岩石砕き (Ganseki Kudaki)
(in the air) qcf+K
Gan falls straight down on the opponent. HK Ganseki Kudaki dizzies
the opponent, but he/she will recover about one second after Gan gets
up. This will only give you enough time for one of the following
moves - Teppou-Zuki, Ooran, Midare Teppou-Zuki or Funkazan.
As an Air Combo Finisher, you're better off just using d+HK.
荒波四股 (Aranami Shiko)
qcf+K
Overhead stomp. LK Aranami Shiko is very damaging as an OTG attack.
For HK Aranami Shiko you can chain another one by just pressing HK.
ぶちかまし (Buchikamashi)
qcb+K
Gan tackles head-first into the opponent. LK Buchikamashi is a short
knockback move, you can follow up with any OTG attacks like dashing df+HP.
HK Buchikamashi is Gan's High Launcher. It can only combo from d+HP.
/Burning Vigors/
乱れ鉄砲突き (Midare Teppou-Zuki)
qcfx2+P
Powered version of Teppou-Zuki. If you can spare a super stock, you can
use this instead of normal Teppou-Zuki as your Tardy Counter.
噴火山 (Funkazan)
qcbx2+P
Unblockable super throw.
雪崩落とし (Setsuhou Otoshi)
(in the air) qcfx2+P
Unblockable super air throw. This is great against jump-in opponents.
/Team-Up Technique/
活火山 (Kakkazan)
Startup attack's maximum range is approximately 1 step. Grabbing
his/her arms and legs, Gan and your character slam the opponent into
the ground. Good damage, but slow startup and bad recovery.
/Combo Chain/
Ground:
[1] LPx2 or LKx2 or (LP, df+LP Mini Launcher)
[2] HP/HK
[3] f+HP Knockback or qcb+HK High Launcher or Special Move/BV
Note: qcb+HK can only chain from d+HP
Air:
[1] LPx2/LKx2
Note: In actual battle LKx2 should be used instead of LPx2
[2] HP/HK
[3] Air Combo Finisher
/Fundamental Combos/
<1> (d+LK)x2, d+HP -> qcfx2+P
Gan's ground combo. You can also use d+LP instead of d+LK for the
combo. d+LP is not as fast as d+LK, but it has a longer reach.
<2> d+LP, df+LP ^ [LKx2, HP, d+HK]
Mini Air Combo. Don't use this one, the next combo's better.
<3> (d+LK)x2, d+HP -> qcb+HK ^ [LKx2, HP, d+HK]
High Air Combo. Unfortunately for Gan, he can't get more than
four hits in his air combo, regardless of whether it's Mini or
High.
/Notes and Strategies/
* Recommended Tardy Counters -
Ground: df+HP
qcf+LP
qcfx2+P
Air: f+HP
* Gan's weaknesses are obvious - he's as slow as molasses and his stout
body makes him a huge target. He is, however, one of the strongest
characters in the game. While he can't do as much hits as others
can, the damage he inflicts is massive.
* Gan is the only character who can chain a heavy punch after LKx2.
* After a standing throw, Gan can OTG the opponent with LK Aranami Shiko.
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Powered Akira
-------------
/Basic Moves/
Vigor Starters:
f+HP
Overheads:
f+HK (follow-up with HK or d+HK)
Knockbacks:
HK (after f+HK)
High Launchers:
df+HP
qcb+P,HK
Mini Launchers:
b+HP
qcb+K
Sweeps:
d+HK (can be done after f+HK)
Air Combo Finishers:
f+HK
qcfx2+P
/Special Moves/
裏裡門 (Urarimon)
qcf+P
Knockback elbow thrust. LP Urarimon can be used in Textbook Combo,
HP Urarimon includes a sidestep. Use LP Urarimon for Tardy Counter.
鷂子栽肩 (Yousu Saiken)
dp+P
Two-hit headbutt/shoulder strike. Heavy damage. Use this to finish
your Textbook Combo if your super gauge is empty.
旋蹴舞 (Senshuubu)
qcf+K (can be chained three times)
Same as normal Akira's.
放舞 (Houbu)
qcb+K
Same as normal Akira's.
破天の構 (Haten no Kamae)
qcb+P
Akira stands on one leg. Not really an attack move, this is used to
initiate one of the following four combos.
龍牙裂斬 (Ryuuge Rezzan)
(during Haten no Kamae) LP,HP,HK,LK,LK,LK
Use this combo against jump-in opponents.
旋燕嵐舞 (Sen'en Ranbu)
(during Haten no Kamae) HP,LP,LK,HK
Actually, it is better to leave out the HK at the end. After LK
you can follow up with Houbu, df+HP, or f+HP -> Ha no Sougeki.
羅漢進撃 (Rakan Shingeki)
(during Haten no Kamae) LK,LK,LK,LP,HP,HK
Same as doing Akira's Ha no Renbu.
鳳翼天蹴 (Houyoku Tenshuu)
(during Haten no Kamae) HK,LK,LK,LK,LP,HP
Leave out the HP at the end if you want to continue your air combo.
See her combo section for more details.
/Burning Vigors/
破の双撃 (Ha no Sougeki)
qcbx2+P
Combo attack. The startup is fast, okay as a Tardy Counter.
天の連舞 (Ten no Renbu)
qcbx2+K
Same as normal Akira's.
剛気功塊 (Gou-Kikoukai)
qcfx2+P (usable in the air)
Like Wild Daigo's Bousou Kou-Kikoukai, it only does one hit but the
damage is massive. Always try to finish your Air Combos with this.
/Team-Up Technique/
連撃連武 (Rengeki Renbu)
Startup attack's maximum range is approximately 2 steps. Your character
grabs the opponent as Akira comes in and pummels him/her. Good range,
decent damage.
/Combo Chain/
Ground:
[1] LPx2 or LK
[2] HP/HK
[3] b+HP Mini Launcher or (f+HP -> Special Move/BV)
Air:
[1] LPx2/LKx2 or (LP, LK) or (LK, LP)
[2] HP/HK or (HP, HK)
[3] Air Combo Finisher
/Fundamental Combos/
<1> d+LK, HK, f+HP -> (dp+P/qcbx2+P)
Textbook Combo. d+LK is used because the range of her LP is too short.
<2> d+LK, HK, b+HP ^ [LPx2, HP, HK -> qcfx2+P]
Mini Air Combo. Nothing else to mention here.
<3> qcb+P, HP, LP, LK, df+HP ^ [HP, (LKx2,HP)x2 -> qcfx2+P]
High Air Combo. Nothing else to mention here.
<4> qcb+P, HP, LP, LK, qcb+K, qcb+P, HK ^ [LKx3, LP, LKx2, HP, HK -> qcfx2+P]
A very tricky High Air Combo to perform. After you launch the opponent
with Houbu, you only have a short moment before he/she can recover. Push
HK the instant you finish inputting the command for Haten no Kamae.
In the air combo, after LP, hold the joystick up as you press LK.
When you cancel the Gou-Kikoukai, don't do it immediately or you will
miss. Good luck mastering this... it took me an entire week to get it
right.
/Notes and Strategies/
* Recommended Tardy Counters -
Ground: b+HP
df+HP
qcf+LP
qcb+K
Air: f+HK
* To unlock her in Free Mode, finish the Seijyun HS storyline in Story
Mode. When you get to the fourth episode where you have to fight Wild
Daigo, do not use any Team-Up or Party-Up Techniques.
* Trivial piece of info: if you hold down LP+HK before the start of a match,
Akira will have her helmet visor lifted up.
------------------------------------------------------------------------
>> Justice HS <<
Party-Up Technique:
粛清の嵐 (Shukusei no Arashi)
Startup attack's maximum range is approximately 2 steps. Your
character stuns the opponent, then a party member launches him/her
and the other member knocks him/her down. Good reach and damage.
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Hideo
-----
/Basic Moves/
Vigor Starters:
None
Overheads:
b+HP
b+HK
Knockbacks:
f+HP
High Launchers:
df+HP
Mini Launchers:
d+HP (must be blocked low)
Sweeps:
d+HK
Air Combo Finishers:
f+HP
qcf+P
qcf+K
qcfx2+K
/Special Moves/
正波拳 (Seihaken)
qcf+P (usable in the air)
Hadouken clone. Larger than Batsu's Kiaidan, but the
ground version doesn't have as much range. In the air,
HP Seihaken can be fired again by pressing HP.
対空正波拳 (Taikuu Seihaken)
qcb+P
Anti-air version of Seihaken.
実直拳 (Jicchoken)
dp+P
Shouryuuken clone. LP Jicchoken has fast recovery.
雷鋭蹴 (Raieishuu)
(in the air) qcf+K
Aerial dive kick. Like Batsu's Ryuusei Kick, it has horrible
delay if blocked. Use this move to distance yourself away from</pre><pre id="faqspan-3">
the opponent if they are getting too close.
真円脚 (Shin'en-Kyaku)
qcb+K
Tatsumaki Senpuu-Kyaku clone. LK Shin'en-Kyaku does one hit,
HK Shin'en-Kyaku does three hits.
/Burning Vigors/
島津流 真・実直拳 (Shimazu-ryuu Shin Jicchoken)
qcfx2+P
Shin Shouryuuken clone. Extremely high damage if used on its
own, but damage is reduced if used in a combo. For maximum
effect, use this as a Tardy Counter.
島津流 正波拳 (Shimazu-ryuu Seihaken)
qcbx2+P
Shinkuu Hadouken clone. Use this to keep the opponent from
dashing or jumping in. This won't stop Team-Ups or Party-Ups
though.
島津流 雷鋭蹴 (Shimazu-ryuu Raieishuu)
(in the air) qcfx2+K
Hideo does three Raieishuu. Can be used as an Air Combo
Finisher, but difficult to connect.
/Team-Up Technique/
島津流 双龍正波拳 (Shimazu-ryuu Souryuu Seihaken)
Startup attack's maximum range is approximately 2 steps.
Hideo launches the opponent with a Jicchoken and both
your character and Hideo fire a Seihaken. You can follow
up with an OTG attack afterwards.
/Combo Chain/
Ground:
[1] LPx2 or LK or (LP, LK)
[2] HP/HK or d+HP Mini Launcher
[3] f+HP Knockback or Special Move/BV
Air:
[1] LPx2/LKx2 or (LP, LK) or (LK, LP)
[2] HP/HK or (HP, HK)
[3] Air Combo Finisher
/Fundamental Combos/
<1> [qcf+HP, HP] v (dash) LP, LK, HP -> qcfx2+P
Textbook Combo. Both Seihaken shots must hit before
you can dash in.
<2> d+LP, LP, d+HP ^ [LKx2, HP, HK -> qcfx2+K]
Mini Air Combo. You have to be level with your opponent
before cancelling into Shimazu-ryuu Raieishuu.
<3> df+HP ^ [LKx2, (LPx2,HP)x2 -> qcfx2+K]
High Air Combo. Pause for a microsecond before cancelling
the Shimazu-ryuu Raieishuu.
/Notes and Strategies/
* Recommended Tardy Counters -
Ground: f+HP
df+HP
qcb+LK
qcfx2+P
Air: f+HP
qcf+LP
qcf+K
* One of my friends joked that Hideo is what Ryu (from the Street
Fighter games) would probably look like twenty years from now.
An easy character for beginners to get to grips with. Oh, and
his Shin Jicchoken owns.
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Kyoko
-----
/Basic Moves/
Vigor Starters:
None
Overheads:
b+HK
Knockbacks:
f+HP
f+HK
High Launchers:
df+HK
Mini Launchers:
dp+LK
Sweeps:
d+HK
Air Combo Finishers:
f+HK
dp+K
qcb+K
/Special Moves/
触診 (Shokushin)
qcf+P (push K repeatedly)
Fast unblockable command throw. LP Shokushin grabs crouching
opponents, HP Shokushin targets standing opponents. You can
kick for a maximum of six hits, but it's likely the opponent
will mash out before you do.
出席確認 (Shusseki Kakunin)
qcb+P
Kyoko sidesteps and does a swipe with her clipboard.
LP Shusseki Kakunin is a sweep attack and must blocked low.
HP Shusseki Kakunin knocks the opponent into the air, but it
is not a Mini Launcher as the opponent can recover almost
immediately. HP Shusseki Kakunin works well as anti-air
because it is difficult to air block.
昇天切開 (Shouten Sekkai)
dp+K (usable in the air)
Rising knee attack. LK Shouten Sekkai is Kyoko's Mini Launcher.
HK Shouten Sekkai can be followed up by another HK, which is
almost impossible to Tardy Counter.
片翼の構 (Katayoku no Kamae)
qcf+K
Kyoko's counterattack stance. Can't counter projectiles and
crouching attacks.
回診 (Kaishin)
qcb+K (usable in the air)
Spin kick. Can be chained three times. Strength of K determines
the angle of flight.
伸身 (Shinshin)
b+KK
Kyoko flips to the back of the opponent. Also a knockdown move.
Has very fast recovery if blocked.
/Burning Vigors/
死の介護 (Shi no Kaigo)
qcfx2+P
Unblockable super throw. More useful than other super throws
because of its range.
奈落への補導 (Naraku e no Hodou)
qcbx2+K
Powerful backbreaker move. Can be used in Textbook Combos. Won't
hit crouching opponents.
天獄への階段 (Tengoku e no Kaidan)
qcfx2+K
Powered version of Shouten Sekkai. Extremely fast recovery.
/Team-Up Technique/
究極の矯正術 (Kyuukyoku no Kyouseijutsu)
Startup attack's maximum range is approximately 2 steps. Kyoko
applies some acupressure to your character's back, restoring
a significant portion of health.
/Combo Chain/
Ground:
[1] LPx2 or LK or (LP, LK)
[2] HP/HK or (HP, HK)
[3] f+HP/f+HK Knockback or dp+LK Mini Launcher or Special Move/BV
Air:
[1] LPx2/LKx2 or (LP, LK) or (LK, LP)
[2] HP/HK or (HP, HK)
[3] Air Combo Finisher
/Fundamental Combos/
<1> d+LP, LK, HP, HK -> (qcbx2+K/qcfx2+K)
Textbook Combo. Nothing else to mention here.
<2> d+LP, LK, HP, HK -> dp+LK ^ [LKx2, HP, HK -> (qcb+K)x3]
Mini Air Combo. Nothing else to mention here.
<3> df+HK ^ [(LKx2)x3, HP, HK -> dp+HK, HK]
High Air Combo. Nothing else to mention here.
/Notes and Strategies/
* Recommended Tardy Counters -
Ground: df+HK
dp+LK
qcfx2+K
Air: f+HK
(dp+HK, HK)
* After an air throw, Kyoko can OTG the opponent with LP Shusseki Kakunin.
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Hyo
---
/Basic Moves/
Vigor Starters:
f+HP (can chain after f+LP)
Overheads:
b+HK
Knockbacks:
f+HK
High Launchers:
df+HP
Mini Launchers:
df+HK
Sweeps:
d+HP
d+HK
Air Combo Finishers:
f+HP
qcf+P
qcb+K
Other Basic Moves:
f+LP (can chain after HP/HK)
Quick slash. Can be used in a Textbook Combo.
/Special Moves/
十文字斬り (Juumonji Kiri)
qcf+P,P
One horizontal slash, followed by a vertical slash. Used
for ending combos.
桜竜斬 (Ouryuuzan)
dp+P
Rising slash attack. Not a great anti-air move.
天雷斬 (Tenraizan)
(in the air) qcf+P
Hyo brings his sword straight down on the opponent. It looks
cool, but if you want more damage use Gen'ei-shuu instead.
幻影蹴 (Gen'ei-shuu)
qcb+K (usable in the air)
Identical to Kyosuke's Gen'ei Kick.
居合斬り (Iai-Giri)
qcb+P,P
Hyo sidesteps and does two slashes. After the second P
you can cancel into any special move or Burning Vigor.
/Burning Vigors/
暗黒疾風斬 (Ankoku Shippuuzan)
qcfx2+P
With a single strike, Hyo sets the opponent on fire. The
great thing about this move is that Hyo will end up quite
a distance away from the opponent, making it impossible
for a counterattack.
暗黒幻影蹴 (Ankoku Gen'ei-shuu)
qcbx2+K
Similar to Kyosuke's Double Gen'ei Kick, except Hyo ends
with a Tenraizan. An okay Tardy Counter.
暗黒幻影陣 (Ankoku Gen'ei-jin)
qcfx2+K
Mirror image attack. Very fast startup. Can be used as
anti-air or Tardy Counter.
/Team-Up Technique/
残酷斬 (Zankokuzan)
Startup attack's maximum range is approximately 2 steps.
Your character grabs the opponent while Hyo slashes him/her.
The final slash will also inflict damage to your character.
Don't use this Team-Up unless you have to.
/Combo Chain/
Ground:
[1] LPx2 or LK or (LP, LK)
[2] HP/HK or (HP, HK)
[3] f+HK Knockback or df+HK Mini Launcher or (f+LP, f+HP -> Special Move/BV)
Air:
[1] LPx2/LKx2 or (LP, LK) or (LK, LP)
[2] HP/HK or (HP, HK)
[3] Air Combo Finisher
/Fundamental Combos/
<1> d+LP, LK, HP, HK, f+LP, f+HP -> qcfx2+P
Textbook Combo. Nothing else to mention here.
<2> d+LP, LK, HP, HK, df+HK ^ [LKx2, HP, HK -> (qcf+P/qcb+K)]
Mini Air Combo. Nothing else to mention here.
<3> df+HP ^ [LP, LK, (LKx2)x3, HP -> (qcf+P/qcb+K)]
High Air Combo. Nothing else to mention here.
<4> qcb+P, LP -> qcf+P, P
Iai-Giri Combo. If opponent is blocking, cancel LP into
Ankoku Shippuuzan.
/Notes and Strategies/
* Recommended Tardy Counters -
Ground: (f+LP, f+HP)
df+HP
(qcb+P, LP)
qcb+K
qcbx2+K
qcfx2+K
Air: f+HP
qcb+K
* To unlock him in Free Mode, just finish the Justice HS storyline in
Story Mode.
* Hyo's f+LP can be used as a Tardy Counter. If hit is successful,
you can follow up with f+HP -> Special Attack/Burning Vigor.
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Demon Hyo
---------
/Basic Moves/
Vigor Starters:
f+HPx2
Overheads:
b+HK
Knockbacks:
b+HP
f+HK
f+HP (after f+HPx2)
High Launchers:
df+HP
Mini Launchers:
df+HK
Sweeps:
d+HK
Air Combo Finishers:
f+HP
qcf+P
qcb+K
qcfx2+K
/Special Moves/
殺刃 (Satsujin)
qcf+P (usable in the air)
Fast cross-slash. Has knockback effect. A better anti-air
move than Shouzan.
昇斬 (Shouzan)
dp+P
Anti-air attack. Use LP Shouzan as it comes out faster.
幻影蹴 (Gen'ei-shuu)
qcb+K (usable in the air)
Same as normal Hyo's.
疾駆 (Shikku)
qcb+P,P,P
Demon Hyo rushes back and forth across the screen. Extremely
fast startup, but if blocked it leaves him in a very vulnerable
position for a counterattack.
/Burning Vigors/
霧幻流 暗黒衝撃斬 (Mugen-ryuu Ankoku Shougekizan)
qcfx2+P
A blaze of fire streaks across the ground. Comes out almost
instantaneously, but it only does one hit and the damage isn't
that great compared to his other moves.
霧幻流 瞬殺無音 (Mugen-ryuu Shunsatsu Muon)
qcbx2+P,P
Demon Hyo charges forward and does a spinning slice. If you press
the second P at the right time (just before the swords make contact
with the opponent), the attack becomes an unblockable impalement.
When fighting against human opponents, don't use this move, ever.
The startup is so slow that anyone can just interrupt with a standing
throw or a Party-Up, or they can simply avoid it by sidestepping or
jumping.
霧幻流 闇吹雪 (Mugen-ryuu Anfubuki)
qcfx2+K (usable in the air)
A sphere of energy surrounds Demon Hyo. Tap K repeatedly for more
hits. Has good recovery.
/Team-Up Technique/
霧幻流 残酷斬 (Mugen-ryuu Zankokuzan)
Startup attack's maximum range is approximately 2 steps. Same as
normal Hyo's.
/Combo Chain/
Ground:
[1] LPx2 or LK
[2] HP/HK
[3] b+HP/f+HK/f+HPx3 Knockback or df+HK Mini Launcher or (f+HPx2 -> Special Move/BV)
Air:
[1] LPx2/LKx2 or (LP, LK) or (LK, LP)
[2] HP/HK or (HP, HK)
[3] Air Combo Finisher
/Fundamental Combos/
<1> LPx2, d+HP, f+HP, HP -> (qcf+P/qcfx2+K)
Demon Hyo's ground combo.
<2> LPx2, d+HP, df+HK ^ [LKx2, HP, HK -> qcfx2+K]
Mini Air Combo. Nothing else to mention here.
<3> df+HP ^ [LPx2, (LKx2)x3, HP, HK -> qcfx2+K]
High Air Combo. Nothing else to mention here.
/Notes and Strategies/
* Recommended Tardy Counters -
Ground: df+HP
dp+LP
(qcb+P, P, P)
qcb+K
Air: f+HP
qcb+K
qcfx2+K
* To unlock him in Free Mode, you have to finish all eleven storylines in
Story Mode. In other words, unlock everyone else first.
* Despite being the final boss in the game, Demon Hyo is not that great
to use. Sure he has fast moves, but most of them have poor recovery delay
and are easy to counter. Oh, and his Shunsatsu Muon is grossly overrated,
it's absolutely useless against (smart) human opponents.
------------------------------------------------------------------------
>> Seijyun HS <<
Party-Up Technique:
聖女の鉄槌 (Seijo no Tettsui)
Startup attack's maximum range is approximately 1 step. Your
two partners grab the opponent's arms and legs, then they leap
into the air and slam him/her down on your character's fist.
Good anti-air attack.
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Akira
-----
/Basic Moves/
Vigor Starters:
f+HP
Overheads:
f+HK (follow-up with HK or d+HK)
Knockbacks:
HK (after f+HK)
High Launchers:
df+HP
b+LP,LP,LK
Mini Launchers:
d+HP (must be blocked low)
Sweeps:
d+HK (can be done after f+HK)
Air Combo Finishers:
f+HK
qcfx2+P
/Special Moves/
骸裡門 (Gairimon)
qcf+P
Akira charges forward and knocks the opponent into the air. HP Gairimon
includes a sidestep. It may look like a Mini Launcher, but it's not
because the opponent will be able to recover immediately.
風撃襲 (Fuugekishuu)
qcb+P,K
Akira does a flip in the air. Push K for a knockdown kick.
旋蹴舞 (Senshuubu)
qcf+K (can be chained three times)
Sweeping/flying kick combination. LK Senshuubu is a low kick
and must be blocked low.
放舞 (Houbu)
qcb+K
Akira's Mini Launcher. Can't be used in a Textbook Combo, but because
of its fast startup, it does make a good Tardy Counter.
破天連撃 (Haten Rengeki)
b+LP (initiates combo)
A watered-down version of Powered Akira's Haten no Kamae. You can
execute one of the following four combos:
b+LP, LP, LP, LP
Four quick punches. The last punch is a knockback.
b+LP, LP, LK
The LK at the end is a High Launcher.
b+LP, LK, LK, HK
The second LK is an overhead, and the HK is a sweep.
b+LP, LK, HK, HK
The first HK is a low attack, and it must be blocked low. You should
leave out the second HK because it's too slow to connect.
/Burning Vigors/
気功塊 (Kikoukai)
qcfx2+P (usable in the air)
Different from Daigo's or Powered Akira's, this Kikoukai looks
more like a ball of energy. Can't connect in a Textbook Combo,
this move is more useful in the air than on the ground.
破の連舞 (Ha no Renbu)
qcbx2+P
Combo attack. The startup is fast, okay as a Tardy Counter.
天の連舞 (Ten no Renbu)
qcbx2+K
Akira launches the opponent and does a quick air combo attack.
Slow startup and recovery. Can't connect in a Textbook Combo.
Not a very useful move.
破天無影蹴 (Haten Mueishuu)
qcfx2+K
Akira launches herself leg-first at the opponent. Slow startup
and horrible recovery.
/Team-Up Technique/
協奏連撃蹴 (Kyousou Rengekishuu)
Startup attack's maximum range is approximately 1 step. Your
character and Akira kick the opponent to each other. Average
damage.
/Combo Chain/
Ground:
[1] LPx2 or LK or b+LP Haten Rengeki Combo
[2] HP/HK or d+HP Mini Launcher
[3] (f+HP -> Special Move/BV)
Air:
[1] LPx2/LKx2 or (LP, LK) or (LK, LP)
[2] HP/HK or (HP, HK)
[3] Air Combo Finisher
/Fundamental Combos/
<1> d+LK, HP, f+HP -> (qcf+LP/qcf+LK/qcbx2+P)
Textbook Combo. d+LK is used because the range of her LP is too short.
<2> d+LK, d+HP ^ [LK, LP, HP, HK -> qcfx2+P]
Mini Air Combo. Nothing else to mention here.
<3> b+LP, LP, LK ^ [(LKx2,HP)x3, HK, f+HK]
High Air Combo. Nothing else to mention here.
/Notes and Strategies/
* Recommended Tardy Counters -
Ground: df+HP
qcb+K
Air: f+HK
* Akira's df+HP launcher comes out fast and is great as both Tardy Counter
and anti-air.
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Zaki
----
/Basic Moves/
Vigor Starters:
f+HP
Overheads:
b+HP
b+HK (knocks opponent down)
qcb+K
Knockbacks:
f+HK
High Launchers:
df+HP
Mini Launchers:
df+HK
Sweeps:
d+HK
Air Combo Finishers:
f+HP
f+HK
qcf+P
qcfx2+P
/Special Moves/
破戒の鉄鎖 (Hakai no Tessa)
qcf+P (usable in the air;
HP version is chargable)
Zaki swings her chain parallel to the ground. For HP Hakai no Tessa
she can charge her attack by holding down HP (and cancel anytime by
pushing any kick). In the air LP Hakai no Tessa goes in a 45 degree
angle towards the ground, while HP Hakai no Tessa goes parallel to
the ground.
毒蛇の鉄鎖 (Dokuja no Tessa)
qcb+P (HP version is chargable)
Zaki swings her chain into the ground. Must be blocked low.
空覇の鉄鎖 (Kuuha no Tessa)
dp+P (HP version is chargable)
Anti-air version of Hakai no Tessa. Chain goes up in a 45 degree
angle from the ground.
孤高のプライド (Kokou no Pride)
qcf+K
Zaki squats down. You can perform one of the following four special
kicks.
天下掃腿 (Tenka Soutai)
(during Kokou no Pride) LK
Slide kick. Must be blocked low.
天井足刀 (Tenjou Sokutou)
(during Kokou no Pride) HK
Flying kick. Not an overhead attack, surprisingly.
本気蹴り (Maji-Geri)
(during Kokou no Pride) u+LK
Stomp kick. Slow startup, but if it hits you can go straight
into a Textbook Combo.
裏・本気蹴り (Ura Maji-Geri)
(during Kokou no Pride) u+HK
Stomp kick on the back of the opponent's head.
眼光蹴り (Kenkou-Geri)
qcb+K
Overhead kick. LK Kenkou-Geri hits once, HK Kenkou-Geri
hits twice.
/Burning Vigors/
必殺電光鉄鎖 (Hissatsu Denkou Tessa)
qcfx2+P (usable in the air)
Powered version of Hakai no Tessa. Ground version can only
be cancelled after LK. Can also hit jump-in opponents, but
they won't take full damage. Air version is okay as an
Air Combo Finisher, though damage isn't that great compared
to ground version.
必殺稲妻眼光蹴り (Hissatsu Inazuma Kenkou-Geri)
qcbx2+K
Powered version of Kenkou-Geri. Not an overhead attack, which
means it can be crouch blocked.
/Team-Up Technique/
ガンつけ120% (Gantsuke Hyakunijuu Percent)
Startup attack's maximum range is approximately 1 step. A staring
contest which ends badly for the opponent. Average damage.
/Combo Chain/
Ground:
[1] LPx2 or LK or (LP, LK)
[2] HP/HK or (HP, HK)
[3] f+HK Knockback or df+HK Mini Launcher or (f+HP -> Special Move/BV)
Air:
[1] LPx2/LKx2 or (LP, LK) or (LK, LP)
[2] HP/HK or (HP, HK)
[3] Air Combo Finisher
/Fundamental Combos/
<1> d+LP, LK, HP, HK, f+HP -> (qcb+HK/qcbx2+K)
Textbook Combo. Nothing else to mention here.
<2> LK -> qcfx2+P
If you want to combo Hissatsu Denkou Tessa on the ground, this
is the only way...
<3> d+LP, LK, HP, HK, df+HK ^ [LPx2, HP, HK -> qcfx2+HP]
Mini Air Combo. This is one everyone uses again and again.
<4> df+HP ^ [LK, LP, (LKx2)x3, HP, HK, f+HK]
High Air Combo. Nothing else to mention here.
/Notes and Strategies/
* Recommended Tardy Counters -
Ground: df+HK
qcb+K
Air: f+HP
f+HK
* Zaki's standing HP and jumping HP have an incredibly long range and
priority. In most cases you can just start your combos with HP, without
needing to dash in with LP/LK.
* Zaki's df+HP launcher cannot hit crouching opponents.
* After an air throw, Zaki can OTG the opponent with Tenka Soutai.
* From y3kman:
"If I'm not mistaken, Zaki is the only character that has a dash+HP move.
Zaki will perform a 2-hit punch against an enemy. Zaki's tackle is dash+LP."
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Yurika
------
/Basic Moves/
Vigor Starters:
b+HP (can chain after heavy attack, but won't combo)
Overheads:
b+HK (knocks opponent down)
Knockbacks:
f+HP
f+HK
High Launchers:
df+HP
qcbx2+P
Mini Launchers:
qcf+HP
Sweeps:
d+HK
Air Combo Finishers:
f+HP
f+HK (can chain after f+HP)
qcb+P
qcfx2+K
/Special Moves/
魅惑のワルツ (Miwaku no Waltz)
qcf+P
Yurika sidesteps and swings her violin bow. LP Miwaku no Waltz is
a sweep, while HP Miwaku no Waltz is her Mini Launcher. Slow startup,
cannot be used in Textbook Combo.
悲恋のセレナーデ (Hiren no Serenade)
qcb+P (usable in the air)
Yurika produces a ring of musical notes from her violin. Useful against
opponents who try to dash or jump in.
深淵のメヌエット (Shin'en no Minuet)
dp+P
Yurika pokes with her violin bow. LP Shin'en no Minuet hits twice
and second hit must be blocked low, HP Shin'en no Minuet hits three
times. Used in her Textbook Combo.
落日のララバイ (Rakujitsu no Lullaby)
qcb+K
A column of musical notes surrounds Yurika. Can be used as anti-air,
but because the range of this move is so short, I don't recommend
using it at all.
/Burning Vigors/
冥府のノクターン (Meifu no Nocturne)
qcfx2+P
Yurika streaks across the screen followed by a string of musical
notes. If blocked it will leave Yurika some distance away from
the opponent, safe from an immediate counterattack. Can only
cancel from b+HP, standing LK, or LPx2.
慈愛のレクイエム (Jiai no Requiem)
qcbx2+P
Yurika's High Launcher. There are two ways to combo this move:
either after b+HP, or after LPx2. Both are hard to execute -
b+HP has a slow startup (which means the opponent can easily
spot it a mile away), and it is very difficult to cancel
from LPx2 without doing Hiren no Serenade by accident.
My advice? Practise makes perfect.
死呼ぶロンド (Shiyobu no Rondo)
qcfx2+K (usable in the air)
Powered version of Rakujitsu no Lullaby. Short range, best used
as an Air Combo Finisher.
/Team-Up Technique/
激励のコンチェルト (Gekirei no Concerto)
Startup attack's maximum range is approximately 2 steps. Yurika
plays a tune that fills your super gauge to maximum level.
/Combo Chain/
Ground:
[*] b+HP
[1] LPx2 or LK or (LP, LK)
[2] HP/HK
[3] f+HP/f+HK Knockback or Special Move/BV
[1] b+HP
[2] df+HP/qcbx2+P High Launcher
Air:
[1] LPx2/LKx2 or (LP, LK) or (LK, LP)
[2] HP/HK or (HP, HK)
[3] Air Combo Finisher
/Fundamental Combos/
<1> LPx2, d+HP -> (dp+P/qcfx2+K)
Yurika's Textbook Combo. As you can see, ground combos are not
her forte...
<2> d+LP, LK -> qcfx2+P
One way to combo Meifu no Nocturne.
<3> d+LP, LK, d+HK, qcf+LP (OTG)
The qcf+LP must be done immediately after the sweep, or else
the opponent can roll away from it.
<4> qcf+HP ^ [LK, LP, HP, HK, f+HP, f+HK]
Mini Air Combo. Her Mini Launcher isn't that good, so don't
expect frequent use of this combo.
<5> b+HP, d+LP, LP -> qcbx2+P ^ [(LKx2)x2, LK, LP, HP, HK -> qcfx2+K]
High Air Combo. You can try to land more LKx2 in the air combo, but
I believe three is the maximum.
/Notes and Strategies/
* Recommended Tardy Counters -
Ground: df+HP
qcfx2+P
qcbx2+P
Air: (f+HP, f+HK)
* Yurika is one of my personal favorites. True, she isn't a powerful
character, but she's got one of the best air combos in the game.
* Yurika's df+HP has a longer range than most launchers, and has good
recovery time. This is her main Tardy Counter move.
* If both hits of Yurika's b+HP are successful, she can follow up
immediately with df+HP or Textbook Combo.
------------------------------------------------------------------------
>> Darkside SC <<
Party-Up Technique:
霧嶋流 一文字連殺 (Kirishima-ryuu Ichimonji Rensatsu)
Startup attack's maximum range is approximately 1 step. Kurow
makes a shish-kebab out of his partners and the opponent.
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Kurow
-----
/Basic Moves/
Vigor Starters:
df+HP (can chain after heavy attack, but won't combo)
Overheads:
b+HP
b+HK
Knockbacks:
f+HP
f+HK
d+HK
High Launchers:
df+HK
Mini Launchers:
d+HP (must be blocked low)
qcbx2+P
Sweeps:
None
Air Combo Finishers:
f+HK
qcf+K
/Special Moves/
闇神楽 (Yamikagura)
qcf+P (can be chained three times)
Fast claw swipe. You can chain this three times, and the type
of swipe is different depending on whether it's done with LP
or HP. But really, the only useful chain is probably (qcf+LP)x3
as the third hit will knock the opponent down, good for an OTG.
六腑突き (Roppu-Zuki)
dp+P (HP version can be charged)
Disembowelling strike. LP Roppu-Zuki can only be cancelled from
df+HP. HP Roppu-Zuki is chargable, but it can't connect in a combo.
This move should be used solely for the purpose of cancelling into
Kinki Chikarasui.
夜叉車 (Yasha-Guruma)
qcf+K (usable in the air)
Kurow encases himself in a black orb and flies towards the opponent.
You can change his flight path by holding the joystick
u/uf/f/df/d and pressing any K button. Undeniably the best
(or cheapest, depending on your perspective) special move in the
game. After HK Yasha-Guruma, hold df+K. This is almost impossible
to counter, and it has virtually no recovery delay. Watch out
for Party-Ups and Hayato's Nekketsu Cross Counter, though.
闇駆け (Yamikake)
qcb+K
Kurow stands on one leg. If he is attacked while he's in this stance, he
will teleport behind the opponent. This is even effective against Party-Ups.
However, it can't counter fast multihit attacks or crouching attacks. This
means that although it can counter a normal Kiaidan, it won't work against
Zenkai Kiaidan.
空間裂き (Kuukan Saki)
qcb+P
Kurow slashes the air, leaving a large claw mark. LP Kuukan Saki is recommended
against dashing opponents, HP Kuukan Saki makes an excellent anti-air.
/Burning Vigors/
霧嶋流 狂獣裂破 (Kirishima-ryuu Kyoujuu Reppa)
qcfx2+P
Kurow zips across the screen, followed by a long trail of claw marks. Can only
cancel after HP or df+HP. Horrendous damage, difficult to air block, and an
excellent OTG move. The only drawback is that if blocked Kurow will end up right
next to the opponent, with his back turned. When that happens, quickly sidestep to
avoid the opponent's counterattack.
霧嶋流 真空闇嵐 (Kirishima-ryuu Shinkuu Anran)
qcbx2+P (can be chained two times)
A pillar of wind appears in front of Kurow. Can only cancel after HP or df+HP.
Kurow's Mini Launcher. Use this against jump-in opponents.
禁忌 力吸い (Kinki Chikarasui)
(during successful hit of Roppu-Zuki) qcfx2+P
Kurow siphons a large chuck of the opponent's health into his own. Use this if
you want to get a perfect finish.
/Team-Up Technique/
霧嶋流 十文字殺法 (Kirishima-ryuu Juumonji Sappou)
Startup attack's maximum range is approximately 1 step. Kurow and your character
carve a large X on your opponent. Fast startup, average damage.
/Combo Chain/
Ground:
[1] LPx2 or LK or (LP, LK)
[2] HP/HK or (HP, HK) or d+HP Mini Launcher
[3] f+HP/f+HK Knockback or Special Move/BV
Note: Burning Vigors will only cancel from HP
[1] df+HP
[2] Special Move/BV
Air:
[1] LPx2/LKx2 or (LP, LK) or (LK, LP)
[2] HP/HK or (HP, HK)
Note: Skip HK if you wish to use Yasha-Guruma as your Air Combo
Finisher
[3] Air Combo Finisher
/Fundamental Combos/
<1> d+LP, LK, HP -> qcfx2+P
Kurow's Textbook Combo. You can cancel into Shinkuu Anran instead, but Kyoujuu
Reppa does far more damage than any Air Combo that Kurow can dish out.
<2> d+LP, LK, HP, HK -> (qcf+LP)x3, qcfx2+P (OTG)
If you want an OTG combo, here's one. Afterwards, if opponent rolls towards
you, keep him/her off guard with LP Kuukan Saki.
<3> [HK] v df+HP -> dp+LP -> qcfx2+P
As far as I know, this is the only combo possible for Kinki Chikarasui.
<4> d+LP, LK, d+HP ^ [LKx2, HP -> qcf+HK]
Mini Air Combo. Hold u+K during Yasha-Guruma for more hits.
<5> df+HK ^ [LK, LP, (LKx2)x3, HP -> qcf+HK]
High Air Combo. Hold u+K during Yasha-Guruma for more hits.
/Notes and Strategies/
* Recommended Tardy Counters -
Ground: f+HK
df+HK
qcb+LP
Air: f+HK
* Kurow is THE best character in the game. His speed, power and technique
are unrivalled and his Burning Vigors absolutely kill. This is the only
character I use when fighting against expert opponents, and so far I have
never lost a single game with him - he's that good.
* To unlock him in Free Mode, just finish the Darkside SC storyline in
Story Mode. The Darkside SC will only become available after you have
completed at least one storyline from each HS.
* Kurow's d+HP and df+HP must be blocked low. It will usually catch most
beginners unaware.
* Kurow's df+HK launcher has good range and comes out almost instantaneously.
This is his main Tardy Counter.
* Kurow's jumping HK hits twice and is excellent as a jump-in attack. If
opponent air blocks it, push him/her away with f+HK.
* After a standing or crouching throw, Kurow can OTG the opponent with
Kyoujuu Reppa.
=== 5. MISCELLANEOUS STUFF =============================================
Character Quotes
----------------
For those interested, this is a just a list of selected character quotes
taken from the game. If you spot any major mistakes or have something to
add to the list, let me know. In case you haven't read the introduction,
all Japanese text in this FAQ are displayed in Shift-JIS encoding.
No translations have been provided, since I neither have the skill nor
patience to do so. If you want to know what the quotes mean, go ask your
Japanese teacher or your anime otaku friends.
[Batsu]
おおお〜!
(Start of match)
すべてをぶつけてやるぜ!
(Start of match, versus Hayato)
握た!
(During Mikazuki Kick)
よっしゃぁぁ!
(As partner, when active character does 8+ hit combo)
そんな拳じゃ、誰も守りゃしないぜ!
(End of match)
へっ、いいパンチだったぜ!
(End of match)
随分なまってるじゃねえか、ロイ?
(End of match, versus Roy)
おい、こんな所でくたばっちまって、どうすんだよ!
(During continue screen, as partner)
[Burning Batsu]
てめぇだけは許さねぇ!!
(Start of match, versus Vatsu/Kurow)
ファイヤー!
(As partner, when active character does 8+ hit combo)
俺はもう、一歩も退かねえ!
(End of match)
お前の本気、確かに受け取ったぜ!
(End of match)
見苦しいぜ、大人しく消えちまえ!
(End of match, versus Demon Hyo)
負ける事は恥じゃねえ、さあ、もう一度立ち上がろうぜ!
(During continue screen, as partner)
[Vatsu]
目障りなんだよ
(Start of match)
どちらが本物か決めようぜ!
(Start of match, versus Batsu/Burning Batsu)
覚悟しろ!
(Startup attack of Ankoku Yamikagura)
当然だぜ
(As partner, when active character does 8+ hit combo)
フフフ、順調だぜ
(End of match)
どうした! 俺の名前を言ってみろ
(End of match)
まだだ! 気力尽きるまで闘ってもらう!
(During continue screen, as partner)
[Hinata]
遊びじゃないよ!
(Start of match)
いくよ、委員長!
(Start of match, versus Iincyo/Chairperson)
イチ、ニ、サ〜ン!
(During HK Enbukyaku)
燃えてぇ!
(During Shouyouken/Hisshou Rengekken)
決まったね!
(As partner, when active character does 8+ hit combo)
何回やっても必勝だよ
(End of match)
へへん、今回は私の勝ちだね
(End of match)
もぉ、これからど〜すんのよ!
(During continue screen, as partner)
[Kyosuke]
僕には勝てないよ
(Start of match)
兄さん、僕は・・・
(Start of match, versus Hyo/Demon Hyo)
甘い!
(During Raijin Upper)
遅い!
(During Gen'ei Kick)
計算通りだな
(As partner, when active character does 8+ hit combo)
フッ、話にならないな
(End of match)
馬鹿のひとつ覚えってヤツだな
(End of match)
しっかりしろ! 今ならまだ間に合う
(During continue screen, as partner)
[Iincyo (Chairperson)]
よぉし、頑張らなくちゃ!
(Start of match)
ひなたさん、私、頑張るから
(Start of match, versus Hinata)
そこに坐りなさい!
(Startup attack of Sekkyou Kougeki)
もう〜 貴方って人は! 解ってないわね、まったく・・・ 反省!
(During Sekkyou Kougeki)
さすがね!
(As partner, when active character does 8+ hit combo)
やったわあ! あ、イタタタ
(End of match)
やったあ! あ、コホコホ、嬉しくなんかないわよ
(End of match)
お願い、助けて 貴方がいないと私・・・
(During continue screen, as partner)
[Ran]
今日こそ真相を聞かせてもらうわよ
(Start of match)
うん、フィルムもっと
(During Film Koukan)
ナイスショット!
(As partner, when active character does 8+ hit combo)
「勝利の感想は?」「最高です!」
(End of match)
取材協力、感謝しまぁす
(End of match)
これが黒幕“霧嶋九郎”、大スクープよ!
(End of match, versus Kurow)
ちょっと、起きなさいよ! まだスクープとれてないんだから
(During continue screen, as partner)
[Hayato]
自分が眩しいぜ!
(Start of match)
いいか! 真剣勝負だぜ!
(Start of match, versus Batsu)
バカヤローー!
(During Nekketsu Cross Counter)
やりゃぁできる!
(As partner, when active character does 8+ hit combo)
負けから何かをつかみとれ! いいな!
(End of match)
足りねえ足りねえ、気が足りねえ!
(End of match)
今日やらないで、いつやるつもりだ! あぁ?
(During continue screen, as partner)
[Shoma]
プレイボールといきますか!
(Start of match)
夏には悪りィが、ここは譲らねえ!
(Start of match, versus Natsu)
ジャストミート!
(As partner, when active character does 8+ hit combo)
ふ〜ぅ、危ねえ、もう退場はしねえぜ!
(End of match)
見ていろ兄貴、オイラはやるぜ!
(End of match)
オイラが行くまで、待ってろよ甲子園!
(End of match)
チャンスはまだある、簡単に諦めんじゃねーよ!
(During continue screen, as partner)
[Natsu]
いつでもおいで!
(Start of match)
この、石頭!
(Start of match, versus Shoma)
相手をよく見て、一本決めよ!
(During her Team-Up)
ナイス!
(As partner, when active character does 8+ hit combo)
ハァ、ハァブイ!
(End of match)
いい汗かいたよ!
(End of match)
しっかりしなさい、貴方ならできるはずよ!
(During continue screen, as partner)
[Roberto]
キックオフ! へへっ
(Start of match)
いい判断だ
(As partner, when active character does 8+ hit combo)
俺に取れないボールはない、分かったか!
(End of match)
まったく、世話をやかせるなよ!
(End of match, versus Shoma/Natsu)
ロスタイムで決勝ゴールってとこだな
(End of match)
大丈夫か? 傷は浅い、まだいける!
(During continue screen, as partner)
[Nagare]
『第1のコース、流クン』
(Start of match)
その調子だ
(As partner, when active character does 8+ hit combo)
ハァ、ハァ
(End of match)
フゥ〜
(End of match)
来年は、ハタチだな・・・
(End of match, versus Daigo)
まだ息はある! しっかりしろ!
(During continue screen, as partner)
[Momo]
ルンルン、ララランラン
(Start of match)
先輩、遊ぼっ
(Start of match, versus Shoma)
弱い、弱い!
(During taunt)
ガンバレ!
(As partner, when active character does 8+ hit combo)
わーいわーい、勝った勝ったぁ
(End of match)
強い、可愛い、ももちゃんで〜す
(End of match)
もう、なにやってんですか!
(During continue screen, as partner)
[Boman]
これも試練なのか
(Start of match)
神の成せる技だ
(As partner, when active character does 8+ hit combo)
神よ、お許し下さい
(End of match)
神罰です!
(End of match)
罪を償え、不届き者め!
(End of match, versus Vatsu)
気を確かに、神は我々を見捨ててないぞ、立つんだ!
(During continue screen, as partner)
[Roy]
棺桶は用意したか?
(Start of match)
認めたくないものだな
(Start of match)
ジャパニーズとは違うぜ
(At the end of his Party-Up Technique)
女の子はおしとやかな方が可愛いぜ
(End of match, versus female character)
無様だな、負け犬ってヤツは
(End of match)
そのザマじゃ、次の太P戦はもらったな
(End of match, versus Batsu/Burning Batsu)
しっかりしろ! ここで終わって満足なのか!
(During continue screen, as partner)
[Tiffany]
用意は、いいですか?
(Start of match)
準備オッケーネ!
(As partner, when active character activates Party-Up Technique)
コレガ友情ネ!
(At the end of her Party-Up Technique)
ユーたち、負け犬でしょ?
(End of match)
きゃっほ〜、みんな、アリガトね!
(End of match)
ど〜ぉ、ロイ? ミーの事、見直した?
(End of match, versus Roy)
ねえ起きてよ、ワタシひとりでどしたらイイのよ?
(During continue screen, as partner)
[Daigo]
拳で語ってみろ
(Start of match)
馬鹿野郎! (To active character) 後は任せて
(During his Team-Up)
見せてもらったぜ!
(As partner, when active character does 8+ hit combo)
自分に恥じる所はないか、よく考えろ
(End of match)
拳で語る仁義もある
(End of match)
アキラ、いい友人をもったな
(End of match, versus Akira/Powered Akira)
ここですべてを諦めて、それで満足だというのか
(During continue screen, as partner)
[Wild Daigo]
グヌゥゥゥ
(Start of match)
アキラウワァァァ!
(Start of match, versus Akira/Powered Akira)
クラエ!
(During Musou-Geri)
グハハハハ・・・
(As partner, when active character does 8+ hit combo)
フヌヌア、頭ガァ!
(End of match)
グァアァァ!
(End of match)
グァ、ハァ 任務続行中ダ、倒レル事ハ許サレナイ
(During continue screen, as partner)
[Edge]
逃げんなよぉ
(Start of match)
今日こそ決着つけようぜ
(Start of match, versus Gan)
ヤリィッ!
(As partner, when active character does 8+ hit combo)
なんか文句あんのか? ア? ア?
(End of match)
へへへ、い〜い格好だぜ
(End of match)
なんてザマだよまったく、つぎ、本気出さねえと承知しねえぞ
(During continue screen, as partner)
[Gan]
ワシの相手がつとまるかのぉ
(Start of match)
次期番長の座はワシじゃあ!
(Start of match, versus Edge)
ごっつぁん!
(As partner, when active character does 8+ hit combo)
ぎゃっはっは、我ながらアッパレじゃのぅ
(End of match)
腹が減っては戦はできんぞい
(End of match)
ほら、おにぎりじゃ 目を覚まさんかい
(During continue screen, as partner)
[Powered Akira]
おおお〜、ハイ!
(Start of match)
思い出せ、兄貴!
(Start of match, versus Wild Daigo)
できるっ!
(As partner, when active character does 8+ hit combo)
ハッ、ハイッ!
(End of match)
負けられない、みんなの為にも!
(End of match)
立て! お前の力はそんなものか!
(During continue screen, as partner)
[Hideo]
言葉で分からぬのなら!
(Start of match)
貴方を倒さねばならないとは!
(Start of match, versus Kyoko)
もうやめたまえ!
(As partner, when active character does 8+ hit combo)
大丈夫だ、手加減はしておいた!
(End of match)
アタタタ、もう無茶はできませんなあ
(End of match)
悔いはないのか! まだ闘えるはずだ!
(During continue screen, as partner)
[Kyoko]
診察してあげるわ
(Start of match)
強くなければ生きていけませんわ
(Start of match, versus Hideo)
いらっしゃい
(During Katayoku no Kamae)
やるじゃない
(As partner, when active character does 8+ hit combo)
ちょっと、大丈夫なの?
(End of match)
全治三ヶ月ってとこかしら?
(End of match)
立ちなさい、まだ力尽きる時ではないわ
(During continue screen, as partner)
[Hyo]
死に急ぐか?
(Start of match)
恭介、私を越えて行け!
(Start of match, versus Kyosuke)
物足りんな
(As partner, when active character does 8+ hit combo)
くだらん余興だ
(End of match)
見るべき所もない、時間の無駄だ
(End of match)
貴様に残された時間は僅かだ、ゆっくり休んでいる暇などない
(During continue screen, as partner)
[Demon Hyo]
目障リダ・・・死ネ
(Start of match)
雷蔵ノ小倅、滅セヨ!
(Start of match, versus Batsu/Burning Batsu)
コロセ!
(As partner, when active character does 8+ hit combo)
コノ程度デハ満タサレヌワ!
(End of match)
フハハハハ、アハハハハハ
(End of match)
起ンカ、マダ終ワッテハイナイ
(During continue screen, as partner)
[Akira]
しっかりしなきゃいくよ!
(Start of match)
兄さん、必ず助けてみせる!
(Start of match, versus Wild Daigo)
そのタイミング!
(As partner, when active character does 8+ hit combo)
ちょっとやりすぎたかも
(End of match)
ごめんなさい、今は時間がないの
(End of match)
兄さん相手だと、つい本気になっちゃうな
(End of match, versus Daigo)
ねえ、目を覚まして! 力を合わせれば、きっと大丈夫だから
(During continue screen, as partner)
[Zaki]
フン、アタイとやろうってのかい?
(Start of match)
先公に話す事なんか、ない、ね
(Start of match, versus teacher)
意外とやるねぇ
(As partner, when active character does 8+ hit combo)
アタイの鎖、そんなに気に入ったのかい?
(End of match)
ったく、怪我する前に帰りな!
(End of match)
起きなあ、こんな半端な真似、アタイが許さないよ
(During continue screen, as partner)
[Yurika]
一曲、御所望かしら?
(Start of match)
九郎、この身に代えても、貴方を止める!
(Start of match, versus Kurow)
眠りなさい
(During Rakujitsu no Lullaby)
お静かに
(During Hiren no Serenade)
いい響きですわ
(As partner, when active character does 8+ hit combo)
音は“心”で聴くものですわ、お分かり?
(End of match)
これが、貴方に贈る、レクイエムですわ
(End of match)
私はもう迷いません、だから貴方の力が必要なのです
(During continue screen, as partner)
[Kurow]
苦しむ暇など与えるか!
(Start of match)
へっへっへっへっ、忌野一族がどれ程のものか!
(Start of match, versus Batsu/Burning Batsu/Kyosuke/Hyo)
ゆりかよ、従わぬなら朽ち果てろ!
(Start of match, versus Yurika)
貴様の力、貰った!
(During Kinki Chikarasui)
無様だな
(As partner, when active character does 8+ hit combo)
フフフフ、それが貴様にはお似合いだ!
(End of match)
この力、我ながらに恐ろしい!
(End of match)
お前を信じた、この私の失策だ。死にたくなければ、死ぬ気で起きろ!
(During continue screen, as partner)
------------------------------------------------------------------------
Bugs and Glitches
-----------------
[Kyosuke's Magical Floating Shoes]
See Kyosuke's section. Even newbies know this one. You can also
make your opponent float if they tech/escape Kyosuke's invisible
throw. I've been told that this bug doesn't work in the American
version for the Dreamcast, but I can assure you that it does
indeed work for both the Japanese and American arcade machines.
[Kyosuke's Air Team-Up/Final Symphony]
See Kyosuke's section.
[Kyosuke's Super-Cheap Throw]
Can only be done when Burning Vigor gauge is at one or zero. At
close range, jump towards your opponent and in the air do qcf+PPK.
The opponent will be thrown regardless of whether they jump or
stay on the ground.
[Burning Batsu's/Hayato's Super Armor Throw]
See Burning Batsu's and Hayato's section.
[Yurika's Burning Vigor Cancel]
After launching the opponent with Yurika's df+HP, quickly do Jiai no
Requiem (qcbx2+P). As soon as you see its startup animation, hold
the joystick up. This will stop the Burning Vigor and cancel into
her super jump.
[Hyo's Unblockable Slash]
After finishing Hyo's air combo with Tenraizan (qcf+P), do Ankoku
Shippuuzan (qcfx2+P). If your opponent had safe fallen from Tenraizan,
they won't be able to block the Shippuuzan.
[Roberto's Not-So-Perfect Catch]
This only works if your opponent has a Burning Vigor projectile that
has fire/electricity effect. Stand within kicking distance to the
opponent (about the length of Roberto's standing HK) - the glitch
won't work if you're too close or too far. Now get your opponent
to do their Burning Vigor, while at the same time you perform
Roberto's Perfect Catch (qcb+P). The Catch will stop the attack,
but Roberto's body will be on fire/electrified. In this frozen state,
Roberto cannot move or attack. He cannot be thrown, but any other
attack from the opponent will still hit him (it will also knock him
out of the stance).
["Free Play" for only three credits]
This bug works for both Dreamcast and arcade versions, but if you're
going to try this on an arcade machine, first make sure the owner's
not around, and most important of all, don't overuse it...
(1) Put three credits into the machine.
(2) Press P1 Start and go into Story Mode. Select Taiyo HS.
(3) When you reach Episode 2, lose to Akira in the first round
(in order to take the Burning Batsu route) and then continue
through the story as usual.
(4) In Episode 4, after you lose to Vatsu, you'll see this scene
where Batsu comes back as Burning Batsu. During this scene,
push P2 Start.
(5) Switch over to the 2P side and beat 1P.
(6) As 2P go into Free Mode and lose to the CPU. It doesn't have to
be the first round; if you wish to make the most of your second
credit you can play all the way to Demon Hyo and then lose there.
(7) During the continue screen, press 1P Start.
(8) Go into Story Mode and select Gorin, Pacific or Seijyun HS.
(9) The game is now stuck in an endless loop - it doesn't matter
whether you win or lose the match, the game will replay Episode 1
over and over again.
Note: Your opponent will have unbelievably high attack strength
and defense. If you can manage to win two rounds in a row (not
by Time Over), consider yourself the Grand Master of
Project Justice.
=== 6. CREDITS =========================================================
This FAQ would not have been made possible without the following
people/group/things:
- My friends at the Quad and Yifan's, my inspiration and motivation for
writing this.
- GameFAQs.com, the best place for FAQs.
- The individuals who have contributed to this FAQ with suggestions,
additions and corrections.
- Capcom, for making this wonderful game. Shame that it never caught on
outside Japan.
- You, for taking the time to read this. Hope you've found something
useful out of it.