=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Ragnagard
aka
Shin-Oh-Ken
FAQ By: Goh_Billy (
[email protected])
Version #: 3.0
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Sections
--------
1. Legend
2. System
2.1 Basics
2.2 Elemental Meter
3. Characters
3.1 Susano
3.2 Benten
3.3 Chichi and Nene
3.4 Son Gokuu
3.5 Binten
3.6 Syuten-Dozi
3.7 Seena
3.8 Igret
------------------------------
3.9 Behemoth
3.10 Eelis
3.11 Lucifer
4. Misc. And Easter Eggs
5. Conclusion
5.1 What's Missing/Needed
5.2 Credits
===============================================================================
1. Legend
===============================================================================
ub u uf f - Forward HP - Heavy Punch P - Any Punch
\ | / b - Back LP - Light Punch K - Any Kick
b-- --f u - Up HK - Heavy Kick + - And
/ | \ d - Down LK - Light Kick / - Or
db d df , - Then
qcf - quarter circle forward (d, df, f)
qcb - quarter circle back (d, db, b)
hcf - half circle forward (b, db, d, df, f)
hcb - half circle back (f, df, d, db, b)
===============================================================================
2. System
===============================================================================
**************
* 2.1 Basics *
**************
Throw f/b + HP/HK close f and b determine where
opponent is thrown
Throw Recovery f, uf, u + LP/LK / can attack or air dash after
b, ub, u + LP/LK Throw Recovery
Dash Forward f, f
Dash Backward b, b
Air Dash f, f in air
Air Block ub/u/uf, b
Block High b
Block Low db will not block overheads
Diving Attack u + LP+LK overhead; will bounce off of
opponent (blocked or not)
and allow you to perform
another air attack (but
not another Diving Attack)
Flying Attack u + LP+LK can perform another air
attack after move (but
not an Air Flying Attack);
can cancel from close
normals
Air Flying Uppercut u + LP+LK in air can perform another air
attack after move (but
not another Air Flying
Attack)
Strong Attack f + LK+HP
***********************
* 2.2 Elemental Meter *
***********************
The meter at the bottom is your character's Elemental Meter. It can be
charged up in two ways. One way is by holding LP+LK+HP and the other way is
by holding LK+HP+HK. The combination you hold determines which element is
active on your bar. When the bar is filled, the selected element becomes the
focal point as to what you are able to do. Every character has 2 elements.
Once the meter is charged, two things will happen. The meter will begin
to deplete. While the meter is still active, you have some of your moves
upgraded (they deal more damage). The element attached to your bar is what
determines which moves will be upgraded. The movelist details show which
elements upgrade which specials. The second thing that will occur when the
meter is filled is that the specific element will start appearing on the
screen. Whether it be a wind tunnel, a fire blast, a water bubble, etc. If
your character gets near these, they will be awarded with a Symbol of that
element above their bar. You are allowed to hold 3 Symbols at a time.
The Symbols collected are used for each character's Super Moves. You need
a specific Symbol to perform a Super. Think of the Symbols as stocks. The
Symbols are as follows:
F = Fire
B = Breeze (Wind)
T = Thunder (Lightning)
W = Water
To perform a Super Desperation, you need either 3 Symbols (of any
combination), or you need to have very low life. Your bar will flash red when
you meet the lifebar requirements.
Element 1 Meter Charge hold LP+LK+HP
Element 2 Meter Charge hold LK+HP+HK
Upgrades perform a special move Upgrades listed in movelist
before full meter details
depletes
Super : requires specific Element Symbol
Super Desperation: requires 3 Symbols or low life (red flashing life bar)
===============================================================================
3. Characters
===============================================================================
*******************************************************************************
* 3.1 Susano *
*******************************************************************************
Colors
------
LP - Blue costume w/ Yellow trim and Steel Blue hair
HK - Purple costume w/ Red trim and Purple hair
Throw
-----
Overhead Toss f/b + HP/HK close f and b determine where
opponent is thrown
Basic Moves
-----------
Jump Kick LK in air can perform another air
attack after move;
overhead
Air Straight LP in air can perform another air
attack after move;
overhead
Double Swing HP close 2 hits
Charging Elbow Drop f + HP
Tap To High Kick f + HK
Tap To High Kick HK close 2 hits
Command Moves
-------------
Thunder Meter Charge hold LP+LK+HP
Fire Meter Charge hold LK+HP+HK
Dive Kick d + LP+LK overhead; will bounce off of
opponent (blocked or not)
and allow you to perform
another air attack (but
not another Dive Kick)
Flying Uppercut u + LP+LK can perform another air
attack after move (but
not an Air Flying
Uppercut); can cancel from
close normals
Air Flying Uppercut u + LP+LK in air can perform another air
attack after move (but
not another Air Flying
Uppercut)
Blow Back Palms f + LK+HP
Charging Elbow Drop f + HP
Low Uppercut d + HP will knock opponent off their
feet where you have a small
window to add an extra hit
(ala Koku Ryuu Sai, Ryuu Ga
Raku Kyaku, Charging Elbow
Drop, etc.)
Special Moves
-------------
Ryuu Ga Hou qcf + P LP=slow, HP=fast; will
collide with other
projectiles as both will
be "destroyed" in the
process; Thunder Upgrade
Koku Ryuu Sai f, d, df + P LP=short, HP=far; Fire
Upgrade
Air Koku Ryuu Sai f, d, df + P in air LP=short, HP=far; Fire
Upgrade
Ryuu Hare Ba qcf, qcf + P LP=far, HP=further; absorbs
projectiles; Thunder
Upgrade
Ryuu Ga Raku Kyaku b, d, db + K Thunder Upgrade
Air Ryuu Ga Raku Kyaku b, d, db + K in air Thunder Upgrade
Slam Strike hcb + HP/HK close unblockable
Supers
------
Rai Geki Rin qcf, d + LP+LK requires Thunder Symbol;
absorbs projectiles; the
motion can also be
performed in the air, but
Susano will drop down
first and then perform the
maneuver
Nana Garera Orochi Nagi LP+LK+HP, hcb + LP, requires Fire Symbol; absorbs
LK, HP, HK, LP, LK, projectiles
HP
Super Desperation
-----------------
Sou Mei Fuu Rai Ken qcf, qcb, HP+HK dash in must connect (not
blocked) for entire
maneuver to come out; the
motion can also be
performed in the air, but
Susano will drop down
first and then dash in for
the maneuver
*******************************************************************************
* 3.2 Benten *
*******************************************************************************
Colors
------
LP - Red costume
HK - Purple costume
Throw
-----
Frankensteiner f/b + HP/HK close f and b determine where
opponent is thrown
Basic Moves
-----------
Horizontal Kick LK in air can perform another air
attack after move;
overhead
Rising Double Boot HK in air overhead; can hit an
opponent twice in air
or from a forward dash
Straight Stab LP in air can perform another air
attack after move;
overhead
Double Sword HP in air overhead; can hit an
opponent twice in air
or from a forward dash
Slice And Dice HP close 2 hits
Twirl Slice f + HP
Cartwheel f + HK
Prop Kick HK
Cartwheel HK close 4 hits
Twirl Slice f + HP
Cartwheel f + HK
Prop Kick HK
Prop Kick HK far low dodge
Command Moves
-------------
Thunder Meter Charge hold LP+LK+HP
Breeze Meter Charge hold LK+HP+HK
Dive Kick d + LP+LK overhead; will bounce off of
opponent (blocked or not)
and allow you to perform
another air attack (but
not another Dive Kick)
Rising Slice u + LP+LK can perform another air
attack after move (but
not an Air Rising Slice);
can cancel from close
normals
Air Rising Uppercut u + LP+LK in air can perform another air
attack after move (but
not another Air Rising
Slice)
Blow Back Prop Kick f + LK+HP low dodge
Twirl Slice f + HP
Special Moves
-------------
Ryuu Sei Zan f, d, df + P LP=short, HP=far; Breeze
Upgrade
Air Ryuu Sei Zan f, d, df + P in air LP=low, HP=high; Breeze
Upgrade
Air Sou Rai Raku hcb + LK close in air unblockable; Thunder
Upgrade
Sou Rai Geki hcf + K close in air unblockable; Thunder
Upgrade
Sou Rai Raku hcb + HP/HK close unblockable
Supers
------
Seki Ryuu Sou Ken qcb, qcf + LP+LK requires Thunder Symbol; the
motion can also be
performed in the air, but
Benten will drop down
first and then perform the
maneuver
Sen Kuu Hou Ou Yoku qcf, b, f + LK+HP requires Breeze Symbol;
absorbs projectiles; the
motion can also be
performed in the air, but
Benten will drop down first
and then perform the
maneuver
Super Desperation
-----------------
Shin Kuu Ren Zan f, b, hcb + LP+LK tornado must connect (not
blocked) for the entire
maneuver to come out; the
tornado absorbs
projectiles; the motion can
also be performed in the
air, but Benten will drop
down first and then perform
the maneuver
*******************************************************************************
* 3.3 Chichi and Nene *
*******************************************************************************
Colors
------
Chichi:
LP - Orange w/ Blue trim
HK - Green w/ Red trim
Nene:
LP - Blue w/ Red trim
HK - Purple w/ Pink trim
Throw
-----
Human Catapult f/b + HP/HK close f and b determine where
opponent is thrown
Basic Moves
-----------
Punt Kick LK in air can perform another air
attack after move;
overhead
Down Fist LP in air can perform another air
attack after move;
overhead
Double Punch LP 2 hits
Spin Top HP close 2 hits
Spin Top f + HP
Cancel f + HK
Assisted Knees HK close 2 hits
Spin Top f + HP
Cancel f + HK
Command Moves
-------------
Breeze Meter Charge hold LP+LK+HP
Thunder Meter Charge hold LK+HP+HK
Diving Double Boot d + LP+LK overhead; will bounce off of
opponent (blocked or not)
and allow you to perform
another air attack (but
not another Diving Double
Boot)
Flying Shoulder u + LP+LK can perform another air
attack after move (but
not an Air Flying
Shoulder); can cancel
from close normals
Air Flying Shoulder u + LP+LK in air can perform another air
attack after move (but
not another Air Flying
Shoulder)
Blow Back Fists f + LK+HP
Low Double Punch d + LP 2 hits
Low Double Kick d + LK 2 hits; both parts must be
blocked low
Charging Dropkick f + HK
Special Moves
-------------
Switch LP+LK+HP+HK switches between Chichi and
Nene
Air Switch LP+LK+HP+HK in air switches between Chichi and
Nene
Rai Jin Ken f, d, df + P works for Chichi only;
HP=more hits ending with a
shoulder charge; Thunder
Upgrade
Ton De Ke Punch Charge b for 1.5 LP=short, HP=long; Breeze
seconds, f + P Upgrade
Fuu Jin Kyaku qcb + K works for Nene only; HK=more
hits; Breeze Upgrade
Air Fuu Jin Kyaku qcb + K in air works for Nene only; HK=more
hits; Breeze Upgrade
Mane Mane Attack f, b, f + P both Chichi and Nene will
stand together allowing
more hits to their attacks;
ends after 3 attacks or
when you are hit
Kururin Ko qcb, qcf + HP close unblockable; Breeze Upgrade
Double Team hcb + HP close unblockable
Supers
------
Biri Biri Cannon f, qcf, d, df + LP+LK requires Thunder Symbol;
absorbs projectiles
Boko Boko Drop qcf, qcf + HK requires Breeze Symbol; dash
in must connect (not
blocked) to perform the
entire maneuver
Super Desperation
-----------------
Ten Sei Fuu Rai Jin b, f, db, invulnerable for a second
df + LP+LK+HP+HK
Lightning Wave hold df + P/K absorbs projectiles
*******************************************************************************
* 3.4 Son Gokuu *
*******************************************************************************
Colors
------
LP - Red costume
HK - Purple costume
Throw
-----
Staff Carry f/b + HP/HK close f and b determine where
opponent is thrown
Basic Moves
-----------
Jump Kick LK in air can perform another air
attack after move;
overhead
Cartwheel Cutter HK in air overhead; can hit an
opponent twice in air
or from a forward dash
Staff Poke LP in air can perform another air
attack after move;
overhead
Double Knocker HP far 2 hits
Shin Shatter HP close
Jawing Kick f + HK
Jawing Kick HK close will knock opponent off their
feet where you have a small
window to add an extra hit
(ala the En Satsu Kon)
Jawing Kick f + HK
Command Moves
-------------
Breeze Meter Charge hold LP+LK+HP
Fire Meter Charge hold LK+HP+HK
Dive Kick d + LP+LK overhead; will bounce off of
opponent (blocked or not)
and allow you to perform
another air attack (but
not another Dive Kick)
Flying Staff u + LP+LK can perform another air
attack after move (but
not an Air Flying Staff);
can cancel from close
normals
Air Flying Staff u + LP+LK in air can perform another air
attack after move (but
not another Air Flying
Staff)
Blow Back Kick f + LK+HP
Tricky Extend f + HP
Staff Trip d + HP must be blocked low
Slide d + HK must be blocked low
Special Moves
-------------
San Ren Kon qcf + P Fire Upgrade
En Satsu Kon qcb, f + P Fire Upgrade
Sou Shin Ni Ki Kyaku f, d, df + K LK=short, HK=far; Breeze
Upgrade
Bop Toss hcb + HP/HK close unblockable
Supers
------
Ren Sen Kon b, db, d, b, db, requires Breeze Symbol; move
d + LP+LK must connect (not blocked)
for entire maneuver to
come out
En Jin no Kei qcf, qcf + LK+HP requires Fire Symbol;
absorbs projectiles; the
blue fireballs are
overheads and the orange
fireballs must be blocked
low
Super Desperation
-----------------
En Bou Jutsu f, b, f, b, one of the illusions must
f + LP+LK+HP connect (not blocked) for
the entire maneuver to
come out; the illusions
absorb projectiles; the
motion can also be
performed in the air, but
Gokuu will drop down first
and then perform the
maneuver
*******************************************************************************
* 3.5 Binten *
*******************************************************************************
Colors
------
LP - Green costume
HK - Purple costume
Throw
-----
Takeoff f/b + HP/HK close f and b determine where
opponent is thrown
Basic Moves
-----------
Back Kick LK in air can perform another air
attack after move;
overhead
Air Tumble HK in air overhead; can hit an
opponent twice in air
or from a forward dash
Bladed Palm LP in air can perform another air
attack after move;
overhead
Ring Slap HP far 2 hits
Heavy Thrust HP close
Gust Strike f + HP
Head Spin f + HK
Ring Slap HP
Cancel HK
Rolling Kicks HK far 2 hits
Head Spin HK close 2 hits
Head Spin f + HK
Ring Slap HP
Cancel HK
Command Moves
-------------
Water Meter Charge hold LP+LK+HP
Breeze Meter Charge hold LK+HP+HK
Diving Knee d + LP+LK overhead; will bounce off of
opponent (blocked or not)
and allow you to perform
another air attack (but
not another Diving Knee)
Flying Cannonball u + LP+LK can perform another air
attack after move (but
not an Air Flying
Cannonball); can cancel
from close normals
Air Flying Cannonball u + LP+LK in air can perform another air
attack after move (but
not another Air Flying
Cannonball)
Command Ring Slap f + LK+HP 2 hits
Gust Strike f + HP
Collapse Blow d + HP 2 hits
Slide d + HK must be blocked low
Special Moves
-------------
Downward Sai Nen Dan qcf + LP in air will collide with other
projectiles as both will
be "destroyed" in the
process; Breeze Upgrade
Straight Sai Nen Dan qcf + LK in air will collide with other
projectiles as both will
be "destroyed" in the
process; Breeze Upgrade
Upward Sai Nen Dad qcf + HP in air will collide with other
projectiles as both will
be "destroyed" in the
process; Breeze Upgrade
Juu Baku Kin hcb + LP must be blocked low; cloth
must connect (not blocked)
for entire maneuver to
come out; Water Upgrade
You Sen Nen Ja qcb + HK Water Upgrade
Gorilla Slam hcb + HP close unblockable
Supers
------
Juu Baku Kin Setup hcb + LP does not use a stock, but
merely is the setup for
the actual Super
Juu Baku Ten Hyou qcf, qcf + HP+HK requires Water Symbol
Pun Jin Otoshi Charge d for 2.5 requires Breeze Symbol; you
seconds, b, f + LK+HP can actually perform the
charge motion, jump, and
then perform the b,
f + LK+HP input (the super
will activate when he
lands); tornado must
connect (not blocked) for
entire maneuver to come
out; tornado absorbs
projectiles
Super Desperation
-----------------
Hachi Mon Nen Ki Jin b, f, b, must be blocked low; cloth
qcf + LP+LK+HP+HK must connect (not blocked)
for entire maneuver to
come out; the motion can
also be performed in the
air, but Binten will drop
down first and then perform
the maneuver
*******************************************************************************
* 3.6 Syuten-Dozi *
*******************************************************************************
Colors
------
LP - Green costume
HK - Blue costume
Throw
-----
Volcano Eruption f/b + HP/HK close f and b determine where
opponent is thrown
Basic Moves
-----------
Stretch Kick LK in air can perform another air
attack after move;
overhead
Air Axe HK in air overhead; can hit an
opponent twice in air
or from a forward dash
Diagonal Punch LP in air can perform another air
attack after move;
overhead
Driving Headbutt HP in air overhead; can hit an
opponent twice in air
or from a forward dash
Earthquake Palms HP far grounds opponent
Crunch Elbow HP close 2 hits
Spinning Forearm f + HP
Heavy Axe f + HK
Heavy Axe HK close 2 hits; grounds opponent
Command Moves
-------------
Fire Meter Charge hold LP+LK+HP
Water Meter Charge hold LK+HP+HK
Dive Kick d + LP+LK overhead; will bounce off of
opponent (blocked or not)
and allow you to perform
another air attack (but
not another Dive Kick)
Flying Elbow u + LP+LK can perform another air
attack after move (but
not an Air Flying Elbow);
can cancel from close
normals
Air Flying Elbow u + LP+LK in air can perform another air
attack after move (but
not another Air Flying
Elbow)
Blow Back Side Kick f + LK+HP
Spinning Forearm f + HP
Special Moves
-------------
Oni Kobushi f, d, df + P Fire Upgrade
Daku Ryuu Nada qcb, f + P close unblockable; Water Upgrade
Kon Gou Haji Ki Charge f for 2 Fire Upgrade
seconds, u + P
Oni Hone Kuda Ki qcf + K Fire Upgrade
Punching Bag hcb + HP/HK close unblockable
Supers
------
Gou En Shu b, db, d, b, db, requires Fire Symbol; absorbs
d + LP+LK projectiles
Ji Goku Naga Shi b, f + HP close requires Water Symbol;
unblockable
Backbreaker d, d + HP
Second Backbreaker d, d + LK+HP
Super Desperation
-----------------
Rei Shuu Ki Jin Yado Ri f, d, df, f, d, uppercut must connect (not
df + LP+LK (then blocked) for entire
tap HP for more hits) maneuver to come out; the
motion can also be
performed in the air, but
Syuten will drop down
first and then dash in for
the maneuver
*******************************************************************************
* 3.7 Seena *
*******************************************************************************
Colors
------
LP - Blue costume and hair
HK - Green costume and hair
Throw
-----
Staff Toss f/b + HP/HK close f and b determine where
opponent is thrown
Basic Moves
-----------
Punt Kick LK in air can perform another air
attack after move;
overhead
Dolphin Stab LP in air can perform another air
attack after move;
overhead
Water Crab HP far 2 hits
Water Dragon HP close
Whale Dive f + HP
Pressure Knee f + HK
Pressure Knee HK close grounds opponent
Pressure Knee f + HK
Command Moves
-------------
Breeze Meter Charge hold LP+LK+HP
Water Meter Charge hold LK+HP+HK
Dive Kick d + LP+LK overhead; will bounce off of
opponent (blocked or not)
and allow you to perform
another air attack (but
not another Dive Kick)
Flying Staff u + LP+LK can perform another air
attack after move (but
not an Air Flying Staff);
can cancel from close
normals
Air Flying Staff u + LP+LK in air can perform another air
attack after move (but
not another Air Flying
Staff)
Blow Back Knee f + LK+HP
Whale Dive f + HP
Crouching Water Crab d + HP 2 hits
Special Moves
-------------
Two Launcher Charge b for 1.5 LP=short, HP=long; not a full
seconds, f + P screen projectile; will
collide with other
projectiles as both will
be "destroyed" in the
process; Water Upgrade
Tail Whip Charge b for 1.5 HK=more hits; Breeze Upgrade
seconds, f + K
Air Tail Whip Charge b for 1.5 HK=more hits; Breeze Upgrade
seconds, f + K in air
Dolphin Roll Charge d for 1.5 LK=short, HK=far; Breeze
seconds, u + K Upgrade
Aqua Bell qcf, qcf + LK reflects the opponent's
attacks, including
projectiles; Water Upgrade
Wave Spike hcb + HP/HK close unblockable
Supers
------
Bubble Spike hcf + LP+LK requires Breeze Symbol; staff
strike must connect (not
blocked) for entire
maneuver to come out; the
motion can also be
performed in the air, but
Seena will drop down
first and then perform the
maneuver
Crystal Splash d, d, d + LP+LK+HP requires Water Symbol; first
water geyser must connect
(note blocked) for entire
maneuver to come out; water
geyser absorbs projectiles;
the motion can also be
performed in the air, but
Seena will drop down
first and then perform the
maneuver
Super Desperation
-----------------
Two Mind Storm Charge d for 1.5 you can actually perform the
seconds, b, f + LK+HP charge motion, jump, and
then perform the b,
f + LK+HP input (the
maneuver will activate when
she lands); tornado must
connect (not blocked) for
entire maneuver to come
out; tornado absorbs
projectiles
*******************************************************************************
* 3.8 Igret *
*******************************************************************************
Colors
------
LP - Blue costume
HK - Black costume
Throw
-----
Sharp Edge f/b + HP/HK close f and b determine where
opponent is thrown
Basic Moves
-----------
Jump Kick LK in air can perform another air
attack after move;
overhead
Diagonal Blade LP in air can perform another air
attack after move;
overhead
Blade Digger HP far 2 hits with second hit
grounding the opponent
Charging Slice HP close 2 hits
Finishing Blow f + HP
Bladed High Kick f + HK
Roundhouse Cutter HK
Finishing Blow f + HP
Roundhouse Cutter HK far grounds opponent
Bladed High Kick HK close
Finishing Blow f + HP
Bladed High Kick f + HK
Roundhouse Cutter HK
Finishing Blow f + HP
Command Moves
-------------
Thunder Meter Charge hold LP+LK+HP
Fire Meter Charge hold LK+HP+HK
Blade Kick d + LP+LK overhead; will bounce off of
opponent (blocked or not)
and allow you to perform
another air attack (but
not another Blade Kick)
Flying Slice u + LP+LK can perform another air
attack after move (but
not an Air Flying Slice);
can cancel from close
normals
Air Flying Slice u + LP+LK in air can perform another air
attack after move (but
not another Air Flying
Slice)
Blow Back Roundhouse f + LK+HP
Finishing Blow f + HP
Detatch d + HP 2 hits
Special Moves
-------------
Soul Slash Charge b for 1.5 if move connects (not
seconds, qcf + P blocked), the opponent will
fall leaving their shadow;
you can strike the shadow
for a free hit; the shadow
will disappear after
striking it or after 3
seconds if nothing is done;
Thunder Upgrade
Ripper Haaken Charge b for 1.5 LK=close ground blade,
seconds, f + K HK=long ground blade;
ground blade can absorb
projectiles; Fire Upgrade
Bramble Ring Charge d for 1.5 LK=short, HK=far; Fire
seconds, u + K Upgrade
Air Bramble Ring Charge d for 1.5 LK=short, HK=far; Fire
seconds, u, K Upgrade
Blade Fury hcb + HP/HK close unblockable
Supers
------
Trap Edge Charge b for 1.5 requires Thunder Symbol; the
seconds, hcb + LP+LK motion can also be
performed in the air, but
Igret will drop down
first and then perform the
maneuver
Vigor Remove Charge b for 1.5 requires Fire Symbol;
seconds, f, overhead; claw must connect
qcf + LP+HK (not blocked) for entire
maneuver to come out; the
motion can also be
performed in the air, but
Igret will drop down
first and then perform the
maneuver
Super Desperation
-----------------
Hell Inhabitant 360 + LP+LK in air must be blocked low; must
connect (not blocked) to
perform entire maneuver
-------------------------------------------------------------------------------
*******************************************************************************
* 3.9 Behemoth *
*******************************************************************************
***********************************************************
* To select Behemoth, highlight Syuten-Dozi and press: *
* LK, HP, LK, HP, LK, LK, HP, then press either LP or HK *
***********************************************************
Colors
------
LP - Orange w/ Blue costume
HK - Magenta w/ Bistre costume
Throw
-----
One Handed Toss f/b + HP/HK close f and b determine where
opponent is thrown
Basic Moves
-----------
Punt Kick LK in air can perform another air
attack after move;
overhead
Down Claw LP in air can perform another air
attack after move;
overhead
Clawing Uppercut HP in air overhead; can hit an
opponent twice in air
or from a forward dash
Rough Uppercut HP close 2 hits
Gut Smash f + HP
Long Strike HP
Beastly Axe HK
High Punt f + HK
Long Strike HP
Beastly Axe HK
Beastly Axe HK far 3 hits
High Punt HK close
Gut Smash f + HP
Long Strike HP
Beastly Axe HK
High Punt f + HK
Long Strike HP
Beastly Axe HK
Command Moves
-------------
Thunder Meter Charge hold LP+LK+HP
Fire Meter Charge hold LK+HP+HK
Dive Kick d + LP+LK overhead; will bounce off of
opponent (blocked or not)
and allow you to perform
another air attack (but
not another Dive Kick)</pre><pre id="faqspan-2">
Flying Knee u + LP+LK can perform another air
attack after move (but
not an Air Flying Knee);
can cancel from close
normals
Air Flying Knee u + LP+LK in air can perform another air
attack after move (but
not another Air Flying
Knee)
Blow Back Strike f + LK+HP
Gut Smash f + HP
Swipe Away d + HP 2 hits
Slide d + HK must be blocked low
Special Moves
-------------
Wild Snap qcf + P Fire Upgrade
Deadly Press qcb + LP Fire Upgrade
Air Deadly Press qcb + LP in air Fire Upgrade
Nitro Break f, d, df + HP Thunder Upgrade
Corrupt Slam hcb + HP/HK close unblockable
Supers
------
Howling Beast f, hcf + LP+LK close requires Fire Symbol;
unblockable
Murder Fang qcf, qcf + LK+HP requires Thunder Symbol;
one of the dash attacks
must connect (not blocked)
for the entire maneuver to
come out; the motion can
also be performed in the
air, but Behemoth will drop
down first and then dash in
for the maneuver
Super Desperation
-----------------
Grand Explosion qcb, qcf + HP+HK one of the dash attacks must
connect (not blocked) for
the entire maneuver to
come out; the motion can
also be performed in the
air, but Behemoth will drop
down first and then dash in
for the maneuver
*******************************************************************************
* 3.10 Eelis *
*******************************************************************************
***********************************************************
* To select Eelis, highlight Benten and press: *
* HP, HP, LK, LK, HP, LK, HP, then press either LP or HK *
***********************************************************
Colors
------
LP - Purple skin w/ Blonde hair
HK - Green skin w/ Blue hair
Throw
-----
Choke Swing f/b + HP/HK close f and b determine where
opponent is thrown
Basic Moves
-----------
Punt Kick LK in air can perform another air
attack after move;
overhead
Air Bat Roll HK in air overhead; can hit an
opponent twice in air
or from a forward dash
Air Claw LP in air can perform another air
attack after move;
overhead
Wild Swing HP far 2 hits
To The Heavens HP close 2 hits
Rising Forearm f + HP
Wild Swing HP
Blind Kick HK
Bat Roll f + HK
Wild Swing HP
Blind Kick HK
Bat Roll HK close
Rising Forearm f + HP
Wild Swing HP
Blind Kick HK
Bat Roll f + HK
Wild Swing HP
Blind Kick HK
Command Moves
-------------
Thunder Meter Charge hold LP+LK+HP
Breeze Meter Charge hold LK+HP+HK
Dive Kick d + LP+LK overhead; will bounce off of
opponent (blocked or not)
and allow you to perform
another air attack (but
not another Dive Kick)
Flying Forearm u + LP+LK can perform another air
attack after move (but
not an Air Flying Forearm);
can cancel from close
normals
Air Flying Forearm u + LP+LK in air can perform another air
attack after move (but
not another Air Flying
Forearm)
Blow Back Kick f + LK+HP
Rising Forearm f + HP 3 hits
Special Moves
-------------
Nightmare Wing qcf, uf + P LP=short, HP=far; Breeze
Upgrade
Air Nightmare Wing qcf, uf + P in air LP=short, HP=far; Breeze
Upgrade
Bat Illusion d, u + LP will strike a stance and if
you are hit during it
you will take a reduced
amount of damage and be
able to perform the
follow ups
Stationary Teleport do nothing after being
stuck during Bat
Illusion
Right Side Teleport LP after being struck
during Bat Illusion
Air Teleport (Right) LK after being struck
during Bat Illusion
Air Teleport (Left) HP after being struck
during Bat Illusion
Left Side Teleport HK after being stuck
during Bat Illusion
Phantom Kuroishi f, b, f + K flip kick must connect (not
blocked) to entire maneuver
to come out; Breeze Upgrade
Dancing Needle b, d, db + K in air HK=does more damage; move
must connect (not blocked)
to perform entire maneuver;
Thunder Upgrade
Abandoned Cave hcb + HP/HK close unblockable
Supers
------
Lunatic Jail qcb, qcf, qcb + LP+LK requires Thunder Symbol;
fireball absorbs
projectiles; fireball must
connect (not blocked) for
entire maneuver to come
out; unlike the air version
which immediately shoots
the fireball, the ground
version has her jump up
first
Air Lunatic Jail qcb, qcf, qcb + LP+LK requires Thunder Symbol;
in air fireball absorbs
projectiles; fireball must
connect (not blocked) for
entire maneuver to come out
Killing Chariot f, qcf, d, df + HP+HK requires Breeze Symbol; dash
must connect (not blocked)
to perform the entire
maneuver; the motion can
also be performed in the
air, but Eelis will drop
down first and then dash in
for the maneuver
Super Desperation
-----------------
Midnight Fire hcb, qcf + LK+HP the first hit is tricky as
it comes from behind the
opponent; the first hit
must connect (not blocked)
for the entire maneuver
to come out; the downward
flying strikes are
overheads
*******************************************************************************
* 3.11 Lucifer *
*******************************************************************************
***************************************************************
* To select Lucifer, highlight Susano and press: *
* LK, HP, HP, HP, LK, LK, LK, HP, then press either LP or HK *
***************************************************************
Colors
------
LP - Purple skin w/ Gray pants and Yellow trim
HK - Brown skin w/ Purple pants and Orange trim
Throw
-----
Throw Away f/b + HP/HK close f and b determine where
opponent is thrown
Basic Moves
-----------
Fireball Aura LK in air can perform another air
attack after move;
overhead; fireball can
absorb projectiles
Knee Blast HK in air overhead; can hit an
opponent twice in air
or from a forward dash;
blast can absorb
projectiles
Laser Shot LP in air can perform another air
attack after move;
overhead; laser can absorb
projectiles
Air Devil Blast HP in air overhead; can hit an
opponent twice in air
or from a forward dash;
blast can absorb
projectiles
Laser LP laser can absorb projectiles
Devil Blast HP far 2 hits; blast can absorb
projectiles
Flame Uppercut HP close 2 hits
Downward Laser LK laser can absorb projectiles
Ground Eruption HK far 3 hits; eruption can absorb
projectiles
Downward Flame HK close 2 hits
Command Moves
-------------
Thunder Meter Charge hold LP+LK+HP
Fire Meter Charge hold LK+HP+HK
Diving Knee d + LP+LK overhead; will bounce off of
opponent (blocked or not)
and allow you to perform
another air attack (but
not another Diving Knee)
Flying Knee u + LP+LK can perform another air
attack after move (but
not an Air Flying Knee);
can cancel from close
normals
Air Flying Knee u + LP+LK in air can perform another air
attack after move (but
not another Air Flying
Knee)
Far Devil Blast f + HP/LK+HP blast can absorb projectiles
Ducking Laser d + LP laser can absorb projectiles
Concentrated Blast d + HP 2 hits; blast can absorb
projectiles
Ducking Eruption d + HK 2 hits; first hit must be
blocked low
Special Moves
-------------
Pentagram Dune Charge b for 1.5 absorbs projectiles;
seconds, f + P Thunder Upgrade
Pentagram Ruin Charge b for 2 absorbs projectiles; must
seconds, f + K be blocked low; Thunder
Upgrade
Mind Wave Charge d for 1.5 blasts absorb projectiles;
seconds, u + LP+LK Fire Upgrade
Electric Crunch hcb + HP/HK close unblockable
Supers
------
Anger Body Sonic b, f, b, f + LP+LK requires Fire Symbol; will
absorb projectiles; the
motion can also be
performed in the air, but
Lucifer will drop down
first and then perform the
maneuver
Dark Side Gate Charge b for 2.5 requires Thunder Symbol;
seconds, f + LP+LK+HP ground portal must connect
(not blocked) to perform
the entire maneuver; the
motion can also be
performed in the air, but
Lucifer will drop down
first and then perform the
maneuver
Super Desperation
-----------------
Flare Burst hold LP+LK+HP+HK for absorbs projectiles; charging
at least 2 seconds, for 2 seconds produces a
release small fireball, while
charging for 3 seconds or
more produces a large
fireball; the buttons can
be released in air; but
Lucifer will drop down
first and then perform the
maneuver
===============================================================================
4. Misc. And Easter Eggs
===============================================================================
Play as Behemoth
----------------
Highlight Syuten-Dozi and press: LK, HP, LK, HP, LK, LK, HP, then press
either LP or HK.
Play as Eelis
-------------
Highlight Benten and press: HP, HP, LK, LK, HP, LK, HP, then press either
LP or HK.
Play as Lucifer
---------------
Highlight Susano and press: LK, HP, HP, HP, LK, LK, LK, HP, then press
either LP or HK.
===============================================================================
5. Conclusion
===============================================================================
5.1 What's Missing/Needed
-Cleanup and corrections
-If you have anything to add, any corrections I need to make, please email me
at
[email protected]. Credit will be given for your contribution.
5.2 Credits
-Saurus
-System Vision
-Stray_Zero for the follow up command on Chichi and Nene's Super Desperation
-VC Viper for help with the guide
-Gamefaqs
-And me for writing this faq