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_______________________________________________________________________________
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Copyright 1998 - 2012 `shouji´
The following FAQ you are looking The most updated issue of the FAQ
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NOT be the author`s fault. That`s the preceding info, then maybe it
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For no reason should this FAQ be used for profitable and/or promotional
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`Touki Denshou: Angel Eyes´ and its characters are copyright 1997 Tecmo, Ltd.
All rights reserved.
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--------------------------------------- Touki Denshou: Angel Eyes // MaxFAQ -
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that find that so difficult to do, then go forth and write your own FAQs.
.. Alright, I`m through ranting. Have a nice day. ^_^
===============================================================================
TABLE OF CONTENTS
===============================================================================
Angel 1 :: STORY
Angel 2 :: FAQ NOTATION
> Controller Notation
> Button Notation
> Abbreviations + Command Notation
> Arts Info Chart
Angel 3 :: GAME MODES EXPLANATION
> Arcade
> Vs. Battle
> Story
> Training
> Option
> CG Gallery
Angel 4 :: BASIC COMMANDS
Angel 5 :: THE ANGELS
> Akane Kasumi
> Binbou Chibiko (Poor Chibiko)
> Black Raiya
> Chibiko (Tomomi Yaoi)
> Highway Star (Michiko Hoshi)
> Hyper Mysterious Power
> Juushou Highway Star (Seriously Wounded Highway Star)
> Kiriko Kasumi
> LINA
> LINA2
> Marie Arisugawa & King Gorgonia Sansei (III)
> Marie Arisugawa & Panda
> Mysterious Power (Fujiko Tani)
> Raiya Mikazuchi
> Reika
> ROBO-Chibiko
Angel 6 :: ANGEL COMPARISONS
> Chibiko / Binbou Chibiko / ROBO-Chibiko
> Highway Star / Jyuushou Highway Star
> Kiriko Kasumi / Akane Kasumi
> LINA / LINA2
> Marie & King / Marie & Panda
> Mysterious Power / Hyper Mysterious Power
> Raiya Mikazuchi / Black Raiya
Angel 7 :: SYSTEM DISSECTION
> Movement: walking / dashing / jumping / air dashing / homing jump
> Attacking
> Attack Chance / Oiuchi Kougeki
> Guarding / Guard Cancels
> Throwing
> Deflections
> Air Suspension / Kuuchuu Teishi
> Life Gauge
> Emotion Gauge
> Burning & Electrocution
> Combos / Chains
> Tier Listing
Angel 8 :: MISCELLANEOUS INFO
> Special Thanks
> Secrets / Codes
> Translations
> Revision History
> Final Note
[ Angel 1 ] ==================================================================
STORY
===============================================================================
( to be added )
[ Angel 2 ] ==================================================================
FAQ NOTATION
===============================================================================
--------------------------------------------------------------------- ( 2.01 )
>> CONTROLLER NOTATION
-------------------------------------------------------------------------------
ub u uf Jump Up-Back Jump Up Jump Up-Forward
\ | /
b -- N -- f Retreat / Guard Neutral Advance
/ | \
db d df Crouch / Low Guard Crouch Offensive Crouch
- Reverse forward and back if you`re on the right side of screen.
- Directions that are capitalized indicate to hold that specific position.
--------------------------------------------------------------------- ( 2.02 )
>> BUTTON NOTATION
-------------------------------------------------------------------------------
L2 R2 n/a n/a
L1 R1 LP + HP LK + HK
Triangle Hard Punch (HP)
Square Circle Light Punch (LP) Hard Kick (HK)
X Light Kick (LK)
- Button notation can be changed at the Key Config menu in the Option Mode
screen. This FAQ utilizes the default setup shown above.
--------------------------------------------------------------------- ( 2.03 )
>> ABBREVIATIONS + COMMAND NOTATION
-------------------------------------------------------------------------------
P / K - Press any Punch / Kick button.
PP / KK - Press both Punch / Kick buttons simultaneously.
+ - Stands for "and".
/ - Stands for "or".
(air) - Stands for a move that can be performed both on the ground or
in the air. Most moves with this principle can be done off
the ground by adding ub~uf at the end of the command/motion
(qcf,uf), and pressing the button the moment you start to
ascend. (Note this is similar to Sagat`s original Tiger Knee
command from Super SFII.)
qcf / qcb - Motion (d,df,f) or (d,db,b) on the joystick.
hcf / hcb - Motion (b,db,d,df,f) or (f,df,d,db,b) on the joystick.
.. rapidly - Repeat the listed command(s) in a swift succession. ("Press
Punch rapidly" means to swiftly hit any Punch button over and
over.)
When close - Perform the following command(s) when player is near the
opponent.
x~x - Anything within that range of directions/buttons will work.
--------------------------------------------------------------------- ( 2.04 )
>> ARTS INFO CHART
-------------------------------------------------------------------------------
Each of the character`s Basic and Command Attack Techniques (ie - regular
attacks) are listed within a structure like the one below:
---------------------------------+--------+------+-------+---------------------
Attack Command | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
Standing LP / Standing Close LP | 10 | 1 | S C A |
Standing LK | 10 | 1 | S C A | [#1]
Crouching LK | 8 | 1 | C A |
Jumping LP | 12 | 1 | S A |
Dashing HK | 20 | 1 | S A | AC,KD,FS,[#2,3]
---------------------------------+--------+------+-------+---------------------
| | | | |
a b c d e
a - Attack Command
The position of the character, or the command input for the attack.
b - Damage
The amount of damage the attack does if all the hits connect in full.
(Damage is based on characters that take medium damage; see "SYSTEM
DISSECTION - Life Gauge" (7.08) section for more information.)
A plus sign between numbers show what each hit (of multi-hitting attacks)
do individually; used when the hits do not chain together.
A slash seperating two numbers (ie - 13/20) means that the attack will do
the first number in damage with the Light Attack (LP/LK) and the second
number in damage with the Hard Attack (HP/HK).
c - Hit Counter
The number of hits the attack will do in full. A plus sign indicates that
the hits do not combo (ie - 1+1).
A slash seperating two numbers (ie - 3/5) means that the attack will do
the first number in hits with the Light Attack (LP/LK) and the second
number in hits with the Hard Attack (HP/HK).
d - Guard Levels
The positions in which the attack can be guarded (S = Standing, C =
Crouching, A = Aerial). For example with the "Jumping LP" attack, it can
only be guarded by standing or in the air, not crouching.
e - Properties / Notes
Notable additions and details about the attack listed in shorthand:
AC (attack chance) - attack causes the "Attack Chance" extra attack.
FS (flying screen) - attack sends opponent across the screen.
KD (knockdown) - attack knocks opponent to the ground.
LN (launcher) - attack knocks opponent into the air to set up a
juggle combination for additional damage.
BN (burning) - attack sets the opponent on fire.
EL (electrocution) - attack electrocutes the opponent.
[#] (note number) - extra notes corresponding to the numbers listed
below the attack listings.
[ Angel 3 ] ==================================================================
GAME MODES EXPLANATION
===============================================================================
--------------------------------------------------------------------- ( 3.01 )
>> ARCADE
-------------------------------------------------------------------------------
Arcade mode. Select one of the eight characters to go through the game. (Only
the base characters are allowed to be used, not any of their counterparts.)
You must defeat nine opponents: the eight base characters selected in a random
order, followed by Angel who is the final boss. Once Angel is defeated, you
are treated with a series of still images and text for their ending.
Losing against an opponent will bring up a Continue screen. You will have ten
seconds to decide on whether or not you wish to continue. Pressing Start will
activate the continue, allowing you to start the stage over against the
opponent that defeated you. Pressing the buttons will speed up the counter.
Once the timer reaches 0, continuing is deactivated and the game is over.
Scores made here are added toward the Top 10 ranking screen. If you continue
from a loss, the score you last had will be retained. Even if you change your
character after continuing, you will keep you score.
--------------------------------------------------------------------- ( 3.02 )
>> VS BATTLE
-------------------------------------------------------------------------------
Vs. Battle is made for either 1- or 2-players. There are two modes to choose
from: "1P VS 2P" and "VS COM." In each mode, any of the 19 offered characters
(16 actually since three of them have 3D-model duplicates) can be selected.
After characters are chosen, you can to alter the player`s handicap and
select a stage.
--------------------------------------------------------------------- ( 3.03 )
>> STORY
-------------------------------------------------------------------------------
Story mode takes you through each character`s individual game plot. (Only the
base characters are allowed to be used.) Five opponents must be defeated in 2-
out-of-3 rounds. Depending on the character you select, they have a set order
in which they fight their opponents, and will always remain the same:
Chibi | H Star | Kiriko | LINA | Marie | M Pow | Raiya | Reika
-----------------------------------------------------------------------
1st Marie | Chibi | Raiya | LINA2 |*Kiriko | Kiriko | H Star | Marie
2nd H Star | Reika | LINA | Chibi | Raiya | Marie | Kiriko | LINA
3rd M Pow | M Pow | Akane | LINA2 | M Pow |*Reika | LINA |*Chibi
4th Angel |*Raiya | Reika | H Star | Chibi | H Star | Reika | Raiya
5th ROBO C | Angel | Akane | LINA2 | LINA | Angel | B.Raiya| Angel
Since Story mode is the way to unlock the secret characters in the game, some
characters will be switched with their counterpart during the course of the
story. For example, Marie will immediately be with Panda instead of King until
the last battle, whereas Mysterious Power will change into Hyper Mysterious
Power before her third battle against Reika. These types of character changes
are denoted with an asterisk (*) beside the opponent where it happens. Not
every character goes through this.
Losing against an opponent will bring up a Continue screen. You will have ten
seconds to decide on whether or not you wish to continue. Pressing Start will
activate the continue, allowing you to start the stage over against the
opponent that defeated you. Pressing the buttons will speed up the counter.
Once the timer reaches 0, continuing is deactivated and the game is over.
--------------------------------------------------------------------- ( 3.04 )
>> TRAINING
-------------------------------------------------------------------------------
Training is a free mode where you can familiarize yourself with the game`s
play mechanics and learn how to use the characters. Select any of the fifteen
characters, then select who you want to be your practice dummy. (To escape
Training, hold the Select button and press Start on the player select screen.)
During Training, you can press Start to bring up the Options panel and change
the configuration of the mode (listed from top to bottom):
- CANCEL
Leave the Options panel and return to the active Training mode.
- CHR SELECT
Return to the player select screen and choose a new charcaters and a stage.
- KEY CONFIG
Change the button configuration of the attack buttons.
- CPU ACTION
Select how you want the practice dummy to respond.
"Stand" : Dummy stands.
"Jump" : Dummy double jumps.
"COM" : Dummy is controlled by the CPU.
--------------------------------------------------------------------- ( 3.05 )
>> OPTION
-------------------------------------------------------------------------------
The Option screen allows you to change the settings of the game. The modes are
as follows (listed from top to bottom):
- DIFFICULTY
Select the difficulty of the CPU opponents: Easy, Normal, Hard, or Very
Hard. Normal is default.
(Effects: Arcade, VS Battle, Story, Training)
- TIME LIMIT
Select the amount of time for each round in seconds: 15, 30, 45, 60, 75, 90,
or Infinite. 60 is default.
(Effects: Arcade, VS Battle)
- BOUT
Select the number of rounds in a match: 1, 3, or 5. 3 is default.
(Effects: Arcade, VS Battle)
- WIN DISP ANIMATION
Select if you want the character`s victory screen after a match is animated
or not. Animations on take a moment to load.
- MEMORY CARD
Load and save your configuration onto the memory card.
- KEY CONFIG
Change the button configuration of the attack buttons.
- SOUND TEST
Play all the music and sound effects from the game, as well as set the sound
quality for the game between Stereo or Monaural.
- DEFAULT
Return all the settings to their factory default positions.
- EXIT
Return to the title screen.
--------------------------------------------------------------------- ( 3.06 )
>> CG GALLERY
-------------------------------------------------------------------------------
CG Gallery is an bonus area that is initially unlocked when you beat the game
in Arcade Mode with any character to open up their personal gallery. It shows
concept and final art for each of the characters. When you open all the
characters` individual galleries, a special "ANGEL EYES" group gallery will
open up in the middle.
[ Angel 4 ] ==================================================================
BASIC COMMANDS
===============================================================================
The following list are moves that most characters overall possess:
Standing Guard Hold b when attacked
Crouching Guard Hold db when attacked
Kuuchuu Guard (air defense) In air, hold ub~db when attacked
Forward Dash Press f,f
Backward Dash / Back Step Press b,b / b + R2
High Jump Press d,ub~uf
4 Dan Jump (quadruple jump) Press ub~uf, then press ub~uf (x3) in air
Homing Jump Press KK / R1-shoulder (air)
Quick Descent In air, press d,d
Nage (throw) When close, f + HP / HK
Kuuchuu Nage (air throw) When close in air, d + HP / HK
Ground Recovery Normally stand after knockdown
Guard Cancel Guard, input attack notation
Kuuchuu Teishi In air, press PP / L1-shoulder
[ Angel 5 ] ==================================================================
THE ANGELS
===============================================================================
--------------------------------------------------------------------- ( 5.01 )
>> AKANE KASUMI
-------------------------------------------------------------------------------
+-- [ PERSONAL INFORMATION ] -----------------------------------------------+
Name Meaning : AKANE = "madder"
KASUMI = "mist"
Age : 18 years
Height : 159 cm. (5`3")
Weight : 48 kg. (106 lbs.)
Measurements : B/92 W/56 H/90 cm. (36/22/35 in.)
Likes : Ninmu (duties), shigoto (work), imouto (younger sister)
Dislikes : Yuujyuufudan (indecisiveness)
Fighting Skill : Kasumi-ryuu Ninjutsu
+-- [ BASIC ATTACKS / COMMAND ARTS ] ---------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
Standing LP / Standing Close LP | 10 | 1 | S C A |
Standing LK / Standing Close LK | 10 | 1 | S C A |
Standing HP / Standing Close HP | 20 | 1 | S C A |
Standing HK | 20 | 1 | S C A |
Standing Close HK | 20 | 1 | S C A |
Crouching LP | 10 | 1 | C A |
Crouching LK | 10 | 1 | C A |
Crouching HP | 24 | 2 | S C A | AC,[#1]
Crouching HK | 8 | 1 | C A | AC,KD
Jumping LP | 14 | 1 | S A |
Jumping LK | 14 | 1 | S A |
Jumping HP | 20 | 1 | S A |
Jumping HK | 20 | 1 | S A |
Dashing LP | 10 | 1 | S C A |
Dashing LK | 10 | 1 | S C A |
Dashing HP | 18 | 1 | S C A | AC,KD,FS,[#2]
Dashing HK | 18 | 1 | S C A | AC
---------------------------------+--------+------+-------+---------------------
b / f + HP | 16 | 1 | S A |
b / f + HK | 16 | 1 | S A |
In air, d + P | 14/20 | 1 | S A |
In air, d + K | 14/20 | 1 | S A |
In air, f,f + LP / LK | 16 | 1 | S A |
In air, f,f + HP / HK | 18 | 1 | S A |
---------------------------------+--------+------+-------+---------------------
1 Attack Chance with second hit only.
2 Will only knockdown if the opponent hits the wall during the Flying Screen.
+-- [ CERTAIN KILL ARTS ] --------------------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command / Name | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
When close, f + HP / HK | 20 | 1 | -- | LN,KD
---------------------------------+--------+------+-------+---------------------
When close in air, d + HP / HK | 24 | 1 | -- | KD
---------------------------------+--------+------+-------+---------------------
d,d + P / K | 24 | 1 | S A | KD,BN,[#1,2]
Sen | | | |
---------------------------------+--------+------+-------+---------------------
qcf + P | 26/36 | 9/13 | S C A | KD,BN,[#2]
Sai | | | |
---------------------------------+--------+------+-------+---------------------
f,d,df + P | 20/28 | 2 | S C A | KD,BN,[#2,3]
Zan Kai | | | |
---------------------------------+--------+------+-------+---------------------
1 The Sen teleports Akane in four different positions, depending on what
button is used:
* LP: Appears above and in front of the opponent; high height.
* LK: Appears above and in front of the opponent; low height.
* HP: Appears above and in front of the opponent; mid height.
* HK: Appears above in Akane`s current location.
- Other than the HK-version, each teleport tracks the opponent`s location to
place Akane in a relative position. Even if the opponent in jumping or
dashing through the air, the Sen will teleport Akane to the position as
commanded. The HK-version does not track since it is relative to Akane`s
own position, rather than the opponent`s.
- The LP-, LK-, and HP-versions all cause Akane to appear at a different
elevation. The LK-version makes her appear right over the opponent`s head,
whereas the LP-version appears high in the sky to make Akane fall further.
2 Burns the opponent, surrounding them in red flames. Touching the opponent
while they are on fire will cause damage and a knockdown to Akane.
3 Will only hit twice if Akane is next to the opponent. The first hit comes
from her winding back before the forward strike.
+-- [ EMOTION SUPER CERTAIN KILL ART ] -------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command / Name | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
qcf,qcf + PP | 84 | 9 | S C A | AC,KD,BN,[#1,2]
Kurenai | | | |
---------------------------------+--------+------+-------+---------------------
1 The Kurenai deal damage depending on the distance Akane is away from the
opponent. The further away she is, the less damage it does. Since the
attack is basically a super-version of her Zan Kai, Akane has to be next to
the opponent for that initial winding back strike to hit.
- The last hit of the forward charge (right before Akane teleports to do the
final hit) causes an Attack Chance. You are able to interrupt the final hit
to do that, but will do -5 damage than what Akane`s teleport hit would do.
2 Burns the opponent, surrounding them in red flames. Touching the opponent
while they are on fire will cause damage and a knockdown to Akane.
--------------------------------------------------------------------- ( 5.02 )
>> BINBOU CHIBIKO (Poor Chibiko)
-------------------------------------------------------------------------------
+-- [ BASIC ATTACKS / COMMAND ARTS ] ---------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
Standing LP | 8 | 1 | S C A |
Standing LK | 8 | 1 | S C A |
Standing HP | 16 | 1 | S C A |
Standing HK | 18 | 1 | S C A |
Standing Close LP | 8 | 1 | S C A | [#1]
Standing Close LK | 8 | 1 | S C A |
Standing Close HP | 20 | 2 | S C A | AC,[#2]
Standing Close HK | 20 | 1 | S C A | AC
Crouching LP | 8 | 1 | C A |
Crouching LK | 8 | 1 | C A |
Crouching HP | 24 | 2 | S C A |
Crouching HK | 8 | 2 | C A | AC,KD,[#2]
Jumping LP | 12 | 2 | S A |
Jumping LK | 12 | 1 | S A |
Jumping HP | 20 | 2 | S A |
Jumping HK | 26 | 3 | S A |
Dashing LP | 12 | 1 | S C A |
Dashing LK | 12 | 1 | S C A |
Dashing HP | 20 | 2 | S A | AC,[#2]
Dashing HK | 20 | 1 | S C A | AC
---------------------------------+--------+------+-------+---------------------
b / f + HP | 16 | 4 | S A |
b / f + HK | 8 | 3 | S A |
In air, d + HP | 20 | 1 | S A | AC
In air, f,f + LK | 16 | 1 | S A |
In air, f,f + HP | 20 | 1 | S A |
---------------------------------+--------+------+-------+---------------------
1 Holding b / f while pressing LP when close to the opponent will instead
make Binbou Chibiko perform her normal Standing LP.
2 Attack Chance with second hit only.
+-- [ CERTAIN KILL ARTS ] --------------------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command / Name | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
When close, f + HP | 20 | 1 | -- | KD
---------------------------------+--------+------+-------+---------------------
When close, f + HK | 24 | 1 | -- | LN,KD
---------------------------------+--------+------+-------+---------------------
When close in air, d + HP | 22 | 1 | -- | KD
---------------------------------+--------+------+-------+---------------------
When close in air, d + HK | 20 | 1 | -- | KD
---------------------------------+--------+------+-------+---------------------
Press K rapidly | 33/37 | 7 | S C A | AC,[#1]
Nawa Chibi | | | |
---------------------------------+--------+------+-------+---------------------
qcf + P | 20 | 1 | S C A | AC,KD
Oodama Attack | | | |
---------------------------------+--------+------+-------+---------------------
f,d,df + P | 17/33 | 3/5 | S C A | AC,FS,KD,[#2,3]
Doka~n Punch | | | |
---------------------------------+--------+------+-------+---------------------
In air, press LP rapidly | 6-7/n | X | S A | [#4]
Patapata Punch | | | |
---------------------------------+--------+------+-------+---------------------
In air, press K rapidly | 35/37 | 7 | S A | [#1]
Kuuchuu Nawa Chibi | | | |
---------------------------------+--------+------+-------+---------------------
In air, d + LP | 16 | 1 | S A |
Kyuukouka Attack | | | |
---------------------------------+--------+------+-------+---------------------
In air, qcf + P | 16 | 1 | S A | KD,BN,[#5]
Honoo no Chibi Spike | | | |
---------------------------------+--------+------+-------+---------------------
In air, f,d,df + P | 26/42 | 4/6 | S A | AC,[#3]
Kuuchuu Doka~n Punch | | | |
---------------------------------+--------+------+-------+---------------------
1 Attack Chance with seventh hit only.
2 The LP-version can hit differently depending on where Binbou Chibiko is
from the opponent. If she is a character`s distance away, the attack will
hit them at an angle. This does slightly less damage, but causes Flying
Screen. If Binbou Chibiko is right next to the opponent, it will knock them
straight upward to be juggled.
3 Each hit will cause an Attack Chance, meaning you can cancel after any of
them for the extra attack.
4 Slows Binbou Chibiko`s descent as she is falling.
5 Burns the opponent, surrounding them in red flames. Touching the opponent
while they are on fire will cause damage and a knockdown to Binbou Chibiko.
+-- [ EMOTION SUPER CERTAIN KILL ART ] -------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command / Name | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
qcf,qcf + PP (hold to delay) | 7-8/n | X | S C A | AC,KD,[#1]
Super Chibiko Dama | | | |
---------------------------------+--------+------+-------+---------------------
1 After it is thrown, the Super Chibiko Dama "deflates" and shoots out dozens
of smaller balls. Although it looks random, the balls actually fly out of
the larger ball in five different angles. Two of the directions are aimed
at the ground, which won`t ever hit the opponent unless the ball is thrown
right on top of them. The other three angles are forward, 45º, and 70º. The
rate that the balls fly out is random, so the opponent can sometimes be hit
by some of the lower ones and be knocked into the higher angled ones. Or be
hit and then be able to recover and guard against the others.
- Holding any attack button will delay Binbou Chibiko throwing the Super
Chibiko Dama. It doesn`t increase the damage of the attack, just delays it
from being thrown. If you delay it longer than two seconds, the oodama will
flatten Binbou Chibiko and not explode. This causes no damage to Binbou
Chibiko.
- Each hit will cause an Attack Chance, meaning you can cancel after any of
them for the extra attack.
- The kanji painted on the balls that come out of the Super Chibiko Dama all
are have "bin" on them, meaning "poverty".
--------------------------------------------------------------------- ( 5.03 )
>> BLACK RAIYA
-------------------------------------------------------------------------------
+-- [ PERSONAL INFORMATION ] -----------------------------------------------+
Height : 163 cm. (5`4")
Weight : 0 kg. (because she can levitate)
Measurements : B/76 W/49 H/78 cm. (30/19/31 in.)
Likes : Hakai (destruction)
Dislikes : Souzou (creation), tenshi-tachi (angels)
+-- [ BASIC ATTACKS / COMMAND ARTS ] ---------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
Standing LP / Standing Close LP | 8 | 1 | S C A |
Standing LK / Standing Close LK | 10 | 1 | S C A |
Standing HP | 16 | 1 | S C A |
Standing HK / Standing Close HK | 16 | 2 | S C A | AC,KD,FS,[#1,2]
Standing Close HP | 16 | 1 | S C A |
Crouching LP | 8 | 1 | C A |
Crouching LK | 10 | 1 | C A |
Crouching HP | 15 | 3 | C A | AC,KD,[#3]
Crouching HK | 8 | 1 | C A | AC,KD
Jumping LP / Dashing LP | 10 | 1 | S A |
Jumping LK | 12 | 1 | S A |
Jumping HP | 16 | 1 | S A |
Jumping HK | 10 | 1 | S A |
Dashing LK | 10 | 1 | S A |
Dashing HP | 15 | 1 | S A |
Dashing HK | 14 | 2 | S A |
---------------------------------+--------+------+-------+---------------------
f + HK | 12 | 1 | S A |
In air, d + LK | 12 | 1 | S A |
In air, d + HK | 10 | 1 | S A |
In air, f,f + HK | 10 | 2 | S A |
---------------------------------+--------+------+-------+---------------------
1 Attack Chance with second hit only.
2 Knockdown attack with second hit only.
3 Attack Chance with second and third hit.
+-- [ CERTAIN KILL ARTS ] --------------------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command / Name | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
When close, f + HP | 22 | 1 | -- | KD
---------------------------------+--------+------+-------+---------------------
When close, f + HK | 20 | 1 | -- | LN,KD
---------------------------------+--------+------+-------+---------------------
When close in air, d + HP / HK | 24 | 1 | -- | KD
---------------------------------+--------+------+-------+---------------------
b + HK | 12 | 2 | S C A | AC,[#1,2]
Rising Cannon | | | |
---------------------------------+--------+------+-------+---------------------
df + HK after forward dash | 3 | 1 | C A | AC,KD,[#3]
Hell Flash | | | |
---------------------------------+--------+------+-------+---------------------
Press HK after Rising Cannon or | 15 | 3 | S C A | AC,LN,KD,FS,[#4,5,6]
or any aerial HK hit | | | |
Bloody Moon | | | |
---------------------------------+--------+------+-------+---------------------
qcf + P / K (air) | 16 x2 | 2 | S C A | KD,EL,[#7,8]
Plug Smash | | | |
---------------------------------+--------+------+-------+---------------------
f,d,df + P | 13/27 | 3/5 | S C A | AC,LN (w/HP),KD,FS
Bloody Cross | | | | (w/HP),EL (w/LP),
| | | | [#6,8,9]
---------------------------------+--------+------+-------+---------------------
In air, f,d,df + P | 36/46 | 2/3 | S A | AC,KD,FS,[#10,11]
Kuuchuu Bloody Cross | (20) | (1) | |
---------------------------------+--------+------+-------+---------------------
1 Attack Chance with second hit only.
2 Can follow with Bloody Moon.
3 Only works for a forward dash (f,f) on the ground. Will not work after an
Aerial Dash or Homing Jump.
4 The Bloody Moon is a follow-up attack Black Raiya can do after two types of
attacks: the Rising Cannon, or any aerial HK attack that hits. The button
press is almost like a 'just frame,' because you have to hit the HK in 1-3
frames after the hit it links off from registers. It is possible to rapidly
press HK and mash out the just frame, but sometimes it will not execute.
- The attack hits three times, but normally only two will register. To get
all three you have to be in really deep against the opponent.
- If you are linking the Bloody Moon from the Rising Cannon, you can do it
after either hit. It is a 1-frame input after the first hit, but also a
higher chance in scoring all three hits of the Bloody Moon as a reward.
Whereas you have a higher frame input after both hits of the Rising Cannon,
but normally only two hits of the Bloody Moon will connect.
- Can be used after any of the following air HK attacks: Jumping HK, Homing
Jump HK, and Jumping d + HK. Surprisingly you cannot do the Bloody Moon
after Black Raiya`s Dashing HK (which has the same animation as her Jumping
HK) or more interestingly her Aerial Dashing HK. I did find the latter one
more strange, but Black Raiya is technically in the air as well for her
Dashing HK.
- The Bloody Moon is also Black Raiya`s Attack Chance strike, meaning that
when her Attack Chance hits, it _reactivates_ the Attack Chance ad nauseam.
5 Each hit will cause an Attack Chance, meaning you can cancel after any of
them for the extra attack.
6 Unlike other attacks that cause Flying Screen, the Bloody Moon and Bloody
Cross causes it vertically. Meaning it can knock the opponent high enough
so that they hit the "ceiling" of the stage before falling back to the
ground. This normally only happens if you catch a jumping opponent with it
to send them higher.
7 The Plug Smash can be shot in three different directions, depending on what
button is used (this applies both on the ground and air):
* LP: Fires the Plug Smash forward.
* LK: Fires the Plug Smash forward.
* HP: Fires the Plug Smash up-forward at a 45º angle.
* HK: Fires the Plug Smash down-forward at a 45º angle.
- Fires two blasts, but only one will hit unless the opponent happens to land
on both blasts at the same time.
8 Electrocutes the opponent, surrounding them in blue sparks. Touching the
opponent while they are electrocuted will cause damage and a knockdown to
Black Raiya.
9 For the LP-version, the Attack Chance gets activated by any hit except the
last (which electrocutes the opponent). Each hit of the HP-version will
cause an Attack Chance.
10 Attack Chance with first hit only when you hit a grounded opponent.
11 If hitting an aerial opponent, will only hit once and cause Flying Screen
and a knockdown. The single hit will do 20 damage.
+-- [ EMOTION SUPER CERTAIN KILL ART ] -------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command / Name | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
qcf,qcf + PP | 86 | 14 | S C A | KD,EL,[#1]
Ragna Eraser | | | |
---------------------------------+--------+------+-------+---------------------
1 Electrocutes the opponent, surrounding them in blue sparks. Touching the
opponent while they are electrocuted will cause damage and a knockdown to
Raiya.
--------------------------------------------------------------------- ( 5.04 )
>> CHIBIKO (Tomomi Yaoi)
-------------------------------------------------------------------------------
Story
+-- [ PERSONAL INFORMATION ] -----------------------------------------------+
Name Meaning : CHIBIKO = "little child"
TOMOMI = "wisdom beauty"
YAOI = "arrow follow"
(The kanji for "Tomomi" can also be written togther as "chi
bi". Thus "Chibiko" with that kanji would mean "Child of
Wisdom and Beauty".)
Birthday : October 10
Age : 12 years
Height : 140 cm. (4`7")
Weight : 33 kg. (73 lbs.)
Measurements : B/55 W/55 H/55 cm. (22/22/22 in.)
Likes : Oto-san (her father), cake
Dislikes : "Chibiko, kiraina no nai yo." ("I don`t hate anything.")
Occupation : Chuugakusei (junior high school student), Freeter (one who
specializes in part-time jobs)
+-- [ BASIC ATTACKS / COMMAND ARTS ] ---------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
Standing LP | 8 | 1 | S C A |
Standing LK | 8 | 1 | S C A |
Standing HP | 16 | 1 | S C A |
Standing HK | 18 | 1 | S C A |
Standing Close LP | 8 | 1 | S C A | [#1]
Standing Close LK | 8 | 1 | S C A |
Standing Close HP | 20 | 2 | S C A | AC,[#2]
Standing Close HK | 20 | 1 | S C A | AC
Crouching LP | 8 | 1 | C A |
Crouching LK | 8 | 1 | C A |
Crouching HP | 24 | 2 | S C A |
Crouching HK | 8 | 2 | C A | AC,KD,[#2]
Jumping LP | 12 | 2 | S A |
Jumping LK | 12 | 1 | S A |
Jumping HP | 20 | 2 | S A |
Jumping HK | 26 | 3 | S A |
Dashing LP | 12 | 1 | S C A |
Dashing LK | 12 | 1 | S C A |
Dashing HP | 20 | 2 | S A | AC,[#2]
Dashing HK | 20 | 1 | S C A | AC
---------------------------------+--------+------+-------+---------------------
b / f + HP | 16 | 4 | S A |
b / f + HK | 8 | 3 | S A |
In air, d + HP | 20 | 1 | S A | AC
In air, f,f + LK | 16 | 1 | S A |
In air, f,f + HP | 20 | 1 | S A |
---------------------------------+--------+------+-------+---------------------
1 Holding b / f while pressing LP when close to the opponent will instead
make Chibiko perform her normal Standing LP.
2 Attack Chance with second hit only.
+-- [ CERTAIN KILL ARTS ] --------------------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command / Name | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
When close, f + HP | 20 | 1 | -- | KD
---------------------------------+--------+------+-------+---------------------
When close, f + HK | 24 | 1 | -- | LN,KD
---------------------------------+--------+------+-------+---------------------
When close in air, d + HP | 22 | 1 | -- | KD
---------------------------------+--------+------+-------+---------------------
When close in air, d + HK | 20 | 1 | -- | KD
---------------------------------+--------+------+-------+---------------------
Press K rapidly | 33/37 | 7 | S C A | AC,[#1]
Nawa Chibi | | | |
---------------------------------+--------+------+-------+---------------------
qcf + P | 20 | 1 | S C A | AC,KD
Oodama Attack | | | |
---------------------------------+--------+------+-------+---------------------
f,d,df + P | 17/33 | 3/5 | S C A | AC,FS,KD,[#2,3]
Doka~n Punch | | | |
---------------------------------+--------+------+-------+---------------------
In air, press LP rapidly | 6-7/n | X | S A | [#4]
Patapata Punch | | | |
---------------------------------+--------+------+-------+---------------------
In air, press K rapidly | 35/37 | 7 | S A | [#1]
Kuuchuu Nawa Chibi | | | |
---------------------------------+--------+------+-------+---------------------
In air, d + LP | 16 | 1 | S A |
Kyuukouka Attack | | | |
---------------------------------+--------+------+-------+---------------------
In air, qcf + P | 16 | 1 | S A | KD,BN,[#5]
Honoo no Chibi Spike | | | |
---------------------------------+--------+------+-------+---------------------
In air, f,d,df + P | 26/42 | 4/6 | S A | AC,[#3]
Kuuchuu Doka~n Punch | | | |
---------------------------------+--------+------+-------+---------------------
1 Attack Chance with seventh hit only.
2 The LP-version can hit differently depending on where Chibiko is from the</pre><pre id="faqspan-2">
opponent. If she is a character`s distance away, the attack will hit them
at an angle. This does slightly less damage, but causes Flying Screen. If
Chibiko is right next to the opponent, it will knock them straight upward
to be juggled.
3 Each hit will cause an Attack Chance, meaning you can cancel after any of
them for the extra attack.
4 Slows Chibiko`s descent as she is falling.
5 Burns the opponent, surrounding them in red flames. Touching the opponent
while they are on fire will cause damage and a knockdown to Chibiko.
+-- [ EMOTION SUPER CERTAIN KILL ART ] -------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command / Name | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
qcf,qcf + PP (hold to delay) | 7-8/n | X | S C A | AC,KD,[#1]
Super Chibiko Dama | | | |
---------------------------------+--------+------+-------+---------------------
1 After it is thrown, the Super Chibiko Dama "deflates" and shoots out dozens
of smaller balls. Although it looks random, the balls actually fly out of
the larger ball in five different angles. Two of the directions are aimed
at the ground, which won`t ever hit the opponent unless the ball is thrown
right on top of them. The other three angles are forward, 45º, and 70º. The
rate that the balls fly out is random, so the opponent can sometimes be hit
by some of the lower ones and be knocked into the higher angled ones. Or be
hit and then be able to recover and guard against the others.
- Holding any attack button will delay Chibiko throwing the Super Chibiko
Dama. It doesn`t increase the damage of the attack, just delays it from
being thrown. If you delay it longer than two seconds, the oodama will
flatten Chibiko and not explode. This causes no damage to Chibiko.
- Each hit will cause an Attack Chance, meaning you can cancel after any of
them for the extra attack.
--------------------------------------------------------------------- ( 5.05 )
>> HIGHWAY STAR (Michiko Hoshi)
-------------------------------------------------------------------------------
Story
+-- [ PERSONAL INFORMATION ] -----------------------------------------------+
Name Meaning : MICHIKO = "street child"
HOSHI = "star"
("Highway Star" is a play on words of her name`s meaning.)
Birthday : May 21
Age : 27 years
Height : 180 cm. (5`11")
Weight : 59.5 kg. (131.2 lbs.)
Measurements : B/89 W/60 H/92 cm. (35/24/36 in.)
Likes : Kaze (wind), motorcycles
Dislikes : Kousoku (school regulations), patrol cars
Occupation : Kyoushi (classroom teacher)
+-- [ BASIC ATTACKS / COMMAND ARTS ] ---------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
Standing LP / Standing Close LP | 10 | 1 | S C A |
Standing LK | 10 | 1 | S C A |
Standing HP | 20 | 2 | S C A |
Standing HK | 24 | 2 | S C A | AC,KD,FS,[#1]
Standing Close LK | 12 | 1 | C A | [#2]
Standing Close HP | 20 | 1 | S C A |
Standing Close HK | 20 | 2 | S C A |
Crouching LP | 10 | 1 | C A |
Crouching LK | 12 | 1 | C A |
Crouching HP | 20 | 1 | S C A | AC
Crouching HK | 8 | 1 | C A | AC,KD
Jumping LP | 12 | 1 | S A |
Jumping LK | 14 | 1 | S A |
Jumping HP / Dashing HP | 20 | 1 | S A |
Jumping HK / Dashing HK | 20 | 1 | S A |
Dashing LP | 10 | 1 | S A |
Dashing LK | 12 | 1 | S A |
---------------------------------+--------+------+-------+---------------------
b / f + HP | 16 | 1 | S A |
b / f + HK | 18 | 1 | S A |
---------------------------------+--------+------+-------+---------------------
1 Knockdown attack with second hit only.
2 Holding b / f while pressing LK when close to the opponent will instead
make Highway Star perform her high Standing LK.
+-- [ CERTAIN KILL ARTS ] --------------------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command / Name | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
When close, f + HP | 20 | 1 | -- | KD
---------------------------------+--------+------+-------+---------------------
When close, f + HK | 18 | 1 | -- | LN,KD
---------------------------------+--------+------+-------+---------------------
When close in air, d + HP | 22 | 1 | -- | KD
---------------------------------+--------+------+-------+---------------------
When close in air, d + HK | 18 | 1 | -- | KD
---------------------------------+--------+------+-------+---------------------
qcf + P | 16 | 1 | S C A | AC,KD
Wheel Breakin' | | | |
---------------------------------+--------+------+-------+---------------------
f,d,df + P | 25/37 | 3/5 | S C A | AC,KD (w/HP),[#1]
Spinning Gear | | | |
---------------------------------+--------+------+-------+---------------------
hcb + P | 16/20 | 1 | S C A | AC
Attack Transformer Field | 32 | 3 | S C A | AC,KD,[#2]
---------------------------------+--------+------+-------+---------------------
hcb + K (misses from afar) | 24/28 | 7/9 | -- | KD
Dancing Gear | | | |
---------------------------------+--------+------+-------+---------------------
In air, f,d,df + P | 34/58 | 3/5 | S A | AC,KD (w/HP),[#1]
Kuuchuu Spinning Gear | | | |
---------------------------------+--------+------+-------+---------------------
1 Each hit will cause an Attack Chance, meaning you can cancel after any of
them for the extra attack.
2 The Attack Transformer Field can hit on its own, and the burst will hit
once. It also can be used to reflect projectiles; by dissipating the blast
and sending back a unique projectile. The returned blast does twice as much
damage than the A.T.F. hitting on its own. Against some characters with
fast projectiles, or are stuck in attack animation very long (ie - Raiya),
the returning blast is so fast they will be unable to guard. However, using
it to reflect slower projectiles (ie - Highway Star`s Wheel Breakin') may
not be a guaranteed counterattack depending on how close they are.
+-- [ EMOTION SUPER CERTAIN KILL ART ] -------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command / Name | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
f,hcf + KK | 16~54 | 2 | S C A | AC,KD,FS,[#1]
Vanishing Exhaust | | | |
---------------------------------+--------+------+-------+---------------------
1 If guarded, will hit seven times.
- The Vanishing Exhaust deal damage depending on the distance Highway Star is
away from the opponent. The further away she is, the less damage it does.
- Strangely, each hit will cause an Attack Chance, but seems impossible to
hit. You are able to cancel the Vanishing Exhaust after the first hit to
fly at the opponent, but they will recover and be able to guard. Since the
last hit causes Flying Screen, you can`t hit with the Attack Chance, and
rather canceling into it will just negate Highway Star`s backflipping
animation off her bike.
- If you catch the opponent out the air with the Vanishing Exhaust, it will
juggle them for more hits and about +10 damage. The damage scaling still
applies where it does less damage the further away Highway Star is.
--------------------------------------------------------------------- ( 5.06 )
>> HYPER MYSTERIOUS POWER
-------------------------------------------------------------------------------
+-- [ BASIC ATTACKS / COMMAND ARTS ] ---------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
Standing LP / Standing Close LP | 10 | 1 | S C A |
Standing LK | 10 | 1 | S C A | [#1]
Standing HP / Standing Close HP | 24 | 2 | S C A | AC,[#2]
Standing HK | 20 | 1 | S C A | AC,KD,FS,[#3]
Standing Close LK | 10 | 1 | C A | [#4]
Standing Close HK | 22 | 2 | S C A |
Crouching LP | 10 | 1 | C A |
Crouching LK | 10 | 1 | C A |
Crouching HP | 20 | 2 | S C A | AC,[#5]
Crouching HK | 8 | 1 | C A | AC,KD
Jumping LP | 12 | 1 | S A |
Jumping LK | 12 | 1 | S A |
Jumping HP / Dashing HP | 20 | 1 | S A |
Jumping HK | 24 | 2 | S A |
Dashing LP | 10 | 1 | S A |
Dashing LK | 10 | 1 | S A |
Dashing HK | 20 | 1 | S A | AC,KD,FS,[#3,6]
---------------------------------+--------+------+-------+---------------------
b / f + HP | 16 | 1 | S A | AC
b / f + HK | 16 | 2 | S A | [#7]
In air, d + HK | 20 | 1 | S A | [#8]
In air, f,f + HK | 20 | 1 | S A | AC,KD,FS,[#9]
---------------------------------+--------+------+-------+---------------------
1 Has a much further hit range than it looks. The end of Hyper Mysterious
Power`s foot may not touch the opponent`s sprite but still will hit.
2 Attack Chance with second hit only.
3 Will only knockdown if the opponent hits the wall during the Flying Screen.
4 Holding b / f while pressing LK when close to the opponent will instead
make Hyper Mysterious Power perform her normal Standing LK.
5 Each hit will cause an Attack Chance, meaning you can cancel after any of
them for the extra attack.
6 If done close to the opponent, will cause Flying Screen. Afar it will just
pop them up a little. Both versions will activate an Attack Chance.
7 The attack looks very similar to her Standing Close HK, but Hyper
Mysterious Power kicks her leg lower and says `Fire!´ for her mid attack.
8 Like her Standing LK, the hit range of this attack is immensely large. She
can be over a character`s distance away and still it will connect. Her foot
doesn`t have to touch the opponent`s sprite in order to hit.
9 Depending on how the attack hits will determine if it causes Flying Screen.
That normally happens when you strike the opponent high or on top of their
heads. Normally the opponent will just get popped up a little.
+-- [ CERTAIN KILL ARTS ] --------------------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command / Name | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
When close, f + HP / HK | 26 | 1 | -- | KD
---------------------------------+--------+------+-------+---------------------
When close in air, d + HP / HK | 26 | 1 | -- | KD
---------------------------------+--------+------+-------+---------------------
qcf + LP (air) | 16 x3 | 3 | S C A | KD,EL,[#1,2]
Mysterious Cannon: | (52) | | |
Sandangamae | | | |
---------------------------------+--------+------+-------+---------------------
qcf + HP (air) | 24 | 8 | S C A | [#3]
Mysterious Cannon: Youshisen | | | |
---------------------------------+--------+------+-------+---------------------
f,d,df + P | 20/32 | 1/2 | S C A | AC,KD (w/HP),FS
Finger Snappers | | | | (w/HP),[#4]
---------------------------------+--------+------+-------+---------------------
hcb + P (misses from afar) | 28/32 | 1 | -- | KD
Mysterious Spin | | | |
---------------------------------+--------+------+-------+---------------------
1 Electrocutes the opponent, surrounding them in blue sparks. Touching the
opponent while they are electrocuted will cause damage and a knockdown to
Hyper Mysterious Power.
2 The Sandangamae fires a green orb in three different directions: forward,
45º up-forward, and 45º down-forward. Each orb on its own does 16 damage.
The only way I have gotten all three orbs to hit is if Hyper Mysterious
Power is a character`s distance away from the opponent. All three hitting
will do 52 damage, giving the blast a +4 damage bonus.
3 The Youshisen causes recoil, but only the aerial version has a negative
effect. It knocks Hyper Mysterious Power backward in a flying screen-type
manner, causing her back to crash into the wall. This causes an Attack
Chance for the opponent as well as a knockdown to Hyper Mysterious Power
herself. On the ground she will just get pushed back against the back wall.
4 Each hit of the HP-version will cause an Attack Chance, meaning you can
cancel after any of them. But it is very difficult to catch them with the
extra attack due to the Flying Screen and how long Hyper Mysterious Power
is in attack animation.
+-- [ EMOTION SUPER CERTAIN KILL ART ] -------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command / Name | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
f,hcf + PP | 8-10/n | X | S C A | AC,KD
Perfect Snappers | | | |
---------------------------------+--------+------+-------+---------------------
1 The Perfect Snappers is basically a series of Finger Snappers that travels
across the length of the screen. It`s impossible for every single hit to
connect since it juggles and pops the opponent into the air when they are
struck. The best I have been able to get is 6 hit/56 damage.
--------------------------------------------------------------------- ( 5.07 )
>> JUUSHOU HIGHWAY STAR (Seriously Wounded Highway Star)
-------------------------------------------------------------------------------
+-- [ BASIC ATTACKS / COMMAND ARTS ] ---------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
Standing LP / Standing Close LP | 10 | 1 | S C A |
Standing LK | 10 | 1 | S C A |
Standing HP | 20 | 2 | S C A |
Standing HK | 24 | 2 | S C A | AC,KD,FS,[#1]
Standing Close LK | 12 | 1 | C A | [#2]
Standing Close HP | 20 | 1 | S C A |
Standing Close HK | 20 | 2 | S C A |
Crouching LP | 10 | 1 | C A |
Crouching LK | 12 | 1 | C A |
Crouching HP | 20 | 1 | S C A | AC
Crouching HK | 8 | 1 | C A | AC,KD
Jumping LP | 12 | 1 | S A |
Jumping LK | 14 | 1 | S A |
Jumping HP / Dashing HP | 20 | 1 | S A |
Jumping HK / Dashing HK | 20 | 1 | S A |
Dashing LP | 10 | 1 | S A |
Dashing LK | 12 | 1 | S A |
---------------------------------+--------+------+-------+---------------------
b / f + HP | 16 | 1 | S A |
b / f + HK | 18 | 1 | S A |
---------------------------------+--------+------+-------+---------------------
1 Knockdown attack with second hit only.
2 Holding b / f while pressing LK when close to the opponent will instead
make Juushou Highway Star perform her high Standing LK.
+-- [ CERTAIN KILL ARTS ] --------------------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command / Name | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
When close, f + HP | 20 | 1 | -- | KD
---------------------------------+--------+------+-------+---------------------
When close, f + HK | 18 | 1 | -- | LN,KD
---------------------------------+--------+------+-------+---------------------
When close in air, d + HP | 22 | 1 | -- | KD
---------------------------------+--------+------+-------+---------------------
When close in air, d + HK | 18 | 1 | -- | KD
---------------------------------+--------+------+-------+---------------------
qcf + P | 30 | 1 | S C A | AC,KD
Mikanzen Wheel Breakin' | | | |
---------------------------------+--------+------+-------+---------------------
f,d,df + P | 25/37 | 3/5 | S C A | AC,FS,[#1,2,3]
Tobanai Spinning Gear | | | |
---------------------------------+--------+------+-------+---------------------
hcb + P | 16/20 | 1 | S C A | AC
Attack Transformer Field | 32 | 3 | S C A | AC,KD,[#4]
---------------------------------+--------+------+-------+---------------------
hcb + K (misses from afar) | 24/28 | 7/9 | -- | KD
Dancing Gear | | | |
---------------------------------+--------+------+-------+---------------------
In air, f,d,df + P | 34/58 | 3/5 | S A | AC,KD,FS,[#1]
Kuuchuu Spinning Gear | | | |
---------------------------------+--------+------+-------+---------------------
1 Attack Chance with last hit from each version only.
2 Performing the Tobanai Spinning Gear during a forward dash will cause it to
go high in the air (technically because she is also in the air).
3 Will cause Flying Screen if it hits an opponent who is in the air.
4 The Attack Transformer Field can hit on its own, and the burst will hit
once. It also can be used to reflect projectiles; by dissipating the blast
and sending back a unique projectile. The returned blast does twice as much
damage than the A.T.F. hitting on its own. Against some characters with
fast projectiles, or are stuck in attack animation very long (ie - Raiya),
the returning blast is so fast they will be unable to guard. However, using
it to reflect slower projectiles (ie - Highway Star`s Wheel Breakin') may
not be a guaranteed counterattack depending on how close they are.
+-- [ EMOTION SUPER CERTAIN KILL ART ] -------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command / Name | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
f,hcf + KK | 16~54 | 2 | S C A | AC,KD,FS,[#1]
Vanishing Exhaust | | | |
---------------------------------+--------+------+-------+---------------------
1 If guarded, will hit seven times.
- The Vanishing Exhaust deal damage depending on the distance Juushou Highway
Star is away from the opponent. The further away she is, the less damage it
does.
- Strangely, each hit will cause an Attack Chance, but seems impossible to
hit. You are able to cancel the Vanishing Exhaust after the first hit to
fly at the opponent, but they will recover and be able to guard. Since the
last hit causes Flying Screen, you can`t hit with the Attack Chance, and
rather canceling into it will just negate Juushou Highway Star`s
backflipping animation off her bike.
- If you catch the opponent out the air with the Vanishing Exhaust, it will
juggle them for more hits and about +10 damage. The damage scaling still
applies where it does less damage the further away Juushou Highway Star is.
--------------------------------------------------------------------- ( 5.08 )
>> KIRIKO KASUMI
-------------------------------------------------------------------------------
Story
+-- [ PERSONAL INFORMATION ] -----------------------------------------------+
Name Meaning : KIRIKO = "fog lake"
KASUMI = "mist"
Birthday : June 9
Age : 18 years
Height : 158 cm. (5`2")
Weight : 46 kg. (101 lbs.)
Measurements : B/90 W/55 H/87 cm. (35/22/34 in.)
Likes : Doubutsu-tachi (animals), okaimono (shopping)
Dislikes : Okite (rules), oniku (meat)
Occupation : Nukenin (runaway ninja), now is a maid
Fighting Skill : Teikaku Kanzai-ryuu Ninjutsu
+-- [ BASIC ATTACKS / COMMAND ARTS ] ---------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
Standing LP / Standing Close LP | 10 | 1 | S C A |
Standing LK / Standing Close LK | 10 | 1 | S C A |
Standing HP / Standing Close HP | 20 | 1 | S C A |
Standing HK | 20 | 1 | S C A |
Standing Close HK | 20 | 1 | S C A |
Crouching LP | 10 | 1 | C A |
Crouching LK | 10 | 1 | C A |
Crouching HP | 24 | 2 | S C A | AC,[#1]
Crouching HK | 8 | 1 | C A | AC,KD
Jumping LP | 14 | 1 | S A |
Jumping LK | 14 | 1 | S A |
Jumping HP | 20 | 1 | S A |
Jumping HK | 20 | 1 | S A |
Dashing LP | 10 | 1 | S C A |
Dashing LK | 10 | 1 | S C A |
Dashing HP | 18 | 1 | S C A | AC,KD,FS,[#2]
Dashing HK | 18 | 1 | S C A | AC
---------------------------------+--------+------+-------+---------------------
b / f + HP | 16 | 1 | S A |
b / f + HK | 16 | 1 | S A |
In air, d + P | 14/20 | 1 | S A |
In air, d + K | 14/20 | 1 | S A |
In air, f,f + LP / LK | 16 | 1 | S A |
In air, f,f + HP / HK | 18 | 1 | S A |
---------------------------------+--------+------+-------+---------------------
1 Attack Chance with second hit only.
2 Will only knockdown if the opponent hits the wall during the Flying Screen.
+-- [ CERTAIN KILL ARTS ] --------------------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command / Name | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
When close, f + HP / HK | 20 | 1 | -- | LN,KD
---------------------------------+--------+------+-------+---------------------
When close in air, d + HP / HK | 24 | 1 | -- | KD
---------------------------------+--------+------+-------+---------------------
d,d + P / K | 22 | 1 | S A | [#1]
You | | | |
---------------------------------+--------+------+-------+---------------------
qcf + P | 48 | 10 | S C A |
Retsu | | | |
---------------------------------+--------+------+-------+---------------------
f,d,df + P | 26/32 | 2 | S C A | AC,KD,[#2]
Zan | | | |
---------------------------------+--------+------+-------+---------------------
1 The You teleports Kiriko in four different positions, depending on what
button is used:
* LP: Appears in front of the opponent, about a character`s distance away.
* LK: Appears above and behind the opponent.
* HP: Appears above and in front of the opponent.
* HK: Appears above in Kiriko`s current location.
- Other than the HK-version, each teleport tracks the opponent`s location to
place Kiriko in a relative position. Even if the opponent in jumping or
dashing through the air, the You will teleport Kiriko to the position as
commanded. The HK-version does not track since it is relative to Kiriko`s
own position, rather than the opponent`s.
2 Will only hit twice if Kiriko is next to the opponent. The first hit comes
from her winding back before the forward strike.
+-- [ EMOTION SUPER CERTAIN KILL ART ] -------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command / Name | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
qcf,qcf + PP | 75 | 8 | S C A | AC,KD,[#1]
Akatsuki | | | |
---------------------------------+--------+------+-------+---------------------
1 The Akatsuki deal damage depending on the distance Kiriko is away from the
opponent. The further away she is, the less damage it does. Since the
attack is basically a super-version of her Zan, Kiriko has to be next to
the opponent for that initial winding back strike to hit.
--------------------------------------------------------------------- ( 5.09 )
>> LINA
-------------------------------------------------------------------------------
Story
+-- [ PERSONAL INFORMATION ] -----------------------------------------------+
Birthday : Fumei (unknown)
Age : Fumei (unknown)
Height : 200 cm. (6`7")
Weight : 100 kg. (220 lbs.)
Measurements : B/88 W/59 H/90 cm. (35/23/35 in.)
Likes : Kata-imono (cast metal models), polygons
Dislikes : Kaisui (ocean water)
Occupation : Sniper
+-- [ BASIC ATTACKS / COMMAND ARTS ] ---------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
Standing LP | 8 | 1 | S C A |
Standing LK | 8 | 1 | S C A |
Standing HP | 16 | 1 | S C A |
Standing HK | 18 | 1 | S C A |
Standing Close LP | 12 | 1 | S C A |
Standing Close LK | 12 | 1 | S C A |
Standing Close HP | 20 | 1 | S C A |
Standing Close HK | 20 | 2 | S C A |
Crouching LP | 10 | 1 | S C A |
Crouching LK | 10 | 1 | C A |
Crouching HP | 20 | 1 | S C A |
Crouching HK | 8 | 1 | C A | AC,KD
Jumping LP | 12 | 1 | S A |
Jumping LK | 12 | 1 | S A |
Jumping HP | 20 | 1 | S A |
Jumping HK | 20 | 1 | S A |
Dashing LP | 10 | 1 | S C A |
Dashing LK | 10 | 1 | S A | AC,[#1]
Dashing HP | 20 | 1 | S C A | AC,KD,FS,[#2]
Dashing HK | 20 | 1 | S C A | AC,KD,FS,[#2]
---------------------------------+--------+------+-------+---------------------
b / f + LP | 10 | 1 | S C A |
b / f + LK | 10 | 1 | S C A |
b / f + HP | 16 | 1 | S A |
b / f + HK | 16 | 1 | S A | AC,[#1]
In air, d + LP / f,f + LP | 12 | 1 | S A |
In air, f,f + LK | 12 | 1 | S A | AC,KD,FS,[#3]
In air, f,f + HK | 20 | 1 | S A | [#1]
---------------------------------+--------+------+-------+---------------------
1 All of LINA`s knee-based attacks have some of the worst hit detection in
the game. Almost as if sometimes the hit boxes do not exist. More times
than not the knee will literally be _inside_ of the opponent`s sprite, but
the hit will not register. This applies mainly to her Dashing LK and b / f
+ HK, but her aerial dashing HK is not completely exempt. To help make the
attack hit, make sure LINA is no more than 1/3 screen distance from the
opponent before doing it, else you run the higher risk of the attack
missing. Try doing b / f + HK against the 3D LINA and see it never hit.
2 Will only knockdown if the opponent hits the wall during the Flying Screen.
3 Normally the attack will just cause an Attack Chance. But if you manage to
hit the opponent with the end of LINA`s foot in the center of their sprite
when they are on the ground, it will 'shove' them and cause the Flying
Screen and knockdown. It can be difficult to position that, and not really
worth it as it provides no great advantage.
+-- [ CERTAIN KILL ARTS ] --------------------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command / Name | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
When close, f + HP / HK | 24 | 1 | -- | KD
---------------------------------+--------+------+-------+---------------------
When close in air, d + HP / HK | 26 | 1 | -- | KD
---------------------------------+--------+------+-------+---------------------
qcf + K | 16+10/ | 1+1 | S A |
Twin Fall | 20+16 | | |
---------------------------------+--------+------+-------+---------------------
f,d,df + P | 31/37 | 6/9 | S C A | AC,[#1,2]
Moon Breaker | | | |
---------------------------------+--------+------+-------+---------------------
b,d,db + K | 16/34 | 1/3 | S C A | AC,[#3]
Shooting Star | | | |
---------------------------------+--------+------+-------+---------------------
f,df,d,db + K | 8+16/ | 1+1/ | C A | AC,[#4]
Spiral Ring | 8+6+20 | 1+1+1| |
---------------------------------+--------+------+-------+---------------------
1 Each hit will cause an Attack Chance, meaning you can cancel after any of
them for the extra attack.
2 The Moon Breaker does not have the largest arc, and sometimes hits will
not register. The LP-version does a total of 6 hits, but against some
characters like Raiya, the only 5 hits will connect. Against Marie, only 1
hit connects, yet on Chibiko, who is smaller, all 6 hits will connect.
3 The headbutt finisher will not happen with the LK-version, just the rising
kick. However for the HK-version, the headbutt will hit only if the rising
kick connects. Both the kick and headbutt activate an Attack Chance.
4 The last hit from the Spiral Ring will activate the Attack Chance.
+-- [ EMOTION SUPER CERTAIN KILL ART ] -------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command / Name | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
f,hcf + KK | 96 | 19 | S C A | AC,[#1]
Stardust Rave | | | |
---------------------------------+--------+------+-------+---------------------
1 Each hit of the Moon Breaker at the end will cause an Attack Chance,
meaning you can cancel after any of them for the extra attack.
--------------------------------------------------------------------- ( 5.10 )
>> LINA2
-------------------------------------------------------------------------------
+-- [ BASIC ATTACKS / COMMAND ARTS ] ---------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
Standing LP | 8 | 1 | S C A |
Standing LK | 8 | 1 | S C A |
Standing HP | 16 | 1 | S C A |
Standing HK | 18 | 1 | S C A |
Standing Close LP | 12 | 1 | S C A |
Standing Close LK | 12 | 1 | S C A |
Standing Close HP | 20 | 1 | S C A |
Standing Close HK | 20 | 2 | S C A |
Crouching LP | 10 | 1 | S C A |
Crouching LK | 10 | 1 | C A |
Crouching HP | 20 | 1 | S C A |
Crouching HK | 8 | 1 | C A | AC,KD
Jumping LP | 12 | 1 | S A |
Jumping LK | 12 | 1 | S A |
Jumping HP | 20 | 1 | S A |
Jumping HK | 20 | 1 | S A |
Dashing LP | 10 | 1 | S C A |
Dashing LK | 10 | 1 | S A | AC
Dashing HP | 20 | 1 | S C A | AC,KD,FS,[#1]
Dashing HK | 20 | 1 | S C A | AC,KD,FS,[#1]
---------------------------------+--------+------+-------+---------------------
b / f + LP | 10 | 1 | S C A |
b / f + LK | 10 | 1 | S C A |
b / f + HP | 16 | 1 | S A |
b / f + HK | 16 | 1 | S A | AC
In air, d + LP / f,f + LP | 12 | 1 | S A |
In air, f,f + LK | 12 | 1 | S A | AC,KD,FS,[#2]
In air, f,f + HK | 20 | 1 | S A |
---------------------------------+--------+------+-------+---------------------
1 Will only knockdown if the opponent hits the wall during the Flying Screen.
2 Normally the attack will just cause an Attack Chance. But if you manage to
hit the opponent with the end of LINA`s foot in the center of their sprite
when they are on the ground, it will 'shove' them and cause the Flying
Screen and knockdown. It can be difficult to position that, and not really
worth it as it provides no great advantage.
+-- [ CERTAIN KILL ARTS ] --------------------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command / Name | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
When close, f + HP / HK | 24 | 1 | -- | KD
---------------------------------+--------+------+-------+---------------------
When close in air, d + HP / HK | 26 | 1 | -- | KD
---------------------------------+--------+------+-------+---------------------
qcf + K | 16+10/ | 1+1 | S A |
Twin Fall | 20+16 | | |
---------------------------------+--------+------+-------+---------------------
f,d,df + P | 31/37 | 6/9 | S C A | AC,[#1,2]
Moon Breaker | | | |
---------------------------------+--------+------+-------+---------------------
b,d,db + K | 16/34 | 1/3 | S C A | AC,[#3]
Shooting Star | | | |
---------------------------------+--------+------+-------+---------------------
f,df,d,db + K | 8+16/ | 1+1/ | C A | AC,[#4]
Spiral Ring | 8+6+20 | 1+1+1| |
---------------------------------+--------+------+-------+---------------------
1 Each hit will cause an Attack Chance, meaning you can cancel after any of
them for the extra attack.
2 The Moon Breaker does not have the largest arc, and sometimes hits will
not register. The LP-version does a total of 6 hits, but against some
characters like Raiya, the only 5 hits will connect. Against Marie, only 1
hit connects, yet on Chibiko, who is smaller, all 6 hits will connect.
3 The headbutt finisher will not happen with the LK-version, just the rising
kick. However for the HK-version, the headbutt will hit only if the rising
kick connects. Both the kick and headbutt activate an Attack Chance.
4 The last hit from the Spiral Ring will activate the Attack Chance.
+-- [ EMOTION SUPER CERTAIN KILL ART ] -------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command / Name | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
f,hcf + KK | 96 | 19 | S C A | AC,[#1]
Stardust Rave | | | |
---------------------------------+--------+------+-------+---------------------
1 Each hit of the Moon Breaker at the end will cause an Attack Chance,
meaning you can cancel after any of them for the extra attack.
- Unlike any other character`s Super attack, LINA2`s does not give off the
"wings" warning spark upon its initiation.
--------------------------------------------------------------------- ( 5.11 )
>> MARIE ARISUGAWA & KING GORGONIA SANSEI (III)
-------------------------------------------------------------------------------
Story
+-- [ PERSONAL INFORMATION (Marie) ] ---------------------------------------+
Name Meaning : ARISUGAWA = "possess nest river"
Birthday : January 1
Age : 12 years
Height : 146 cm. (4`10")
Weight : 33.5 kg. (73.7 lbs.)
Measurements : B/70 W/53 H/72 cm. (28/21/28 in.)
Likes : Kuma (bears), candy
Dislikes : Jibun no omoidoori ni naranai mono (Things that do not
satisfy her)
Occupation : Chuugakusei (junior high school student)
+-- [ PERSONAL INFORMATION (King) ] ----------------------------------------+
Birthday : Fumei (unknown)
Age : 5 years
Height : 103 cm. (3`5")
Weight : 3.5 kg. (7.7 lbs.)
Measurements : B/100 W/100 H/100 cm. (39/39/39 in.)
Occupation : Nuigurumi (stuffed toy)
+-- [ BASIC ATTACKS / COMMAND ARTS ] ---------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
Standing LP | 12 | 1 | S C A |
Standing LK | 12 | 2 | C A | [#1]
Standing HP | 28 | 2 | S C A | AC
Standing HK | 16+12 | 1+1 | S C A |
Standing Close LP | 10 | 1 | S C A |
Standing Close LK | 8 | 2 | C A | [#1,2]
Standing Close HP | 26 | 1 | S C A |
Standing Close HK | 24 | 1 | S C A | AC
Crouching LP | 10 | 1 | C A |
Crouching LK | 10 | 1 | C A |
Crouching HP | 8 | 1 | C A | AC,KD
Crouching HK | 8 | 1 | C A | AC,KD
Jumping LP | 12 | 1 | S A |
Jumping LK | 12 | 1 | S A |
Jumping HP | 22 | 1 | S A | [#3]
Jumping HK | 22 | 1 | S A | [#4]
Dashing LP | 13 | 3 | S C A |
Dashing LK | 13 | 3 | C A |
Dashing HP | 20 | 1 | C A | AC,KD
Dashing HK | 21 | 3 | C A |
---------------------------------+--------+------+-------+---------------------
b / f + HP | 20 | 1 | S A |
b / f + HK | 23 | 3 | S A |
In air, d + HK | 22 | 1 | S A | [#5]
In air, f,f + LP | 19 | 3 | S A |
In air, f,f + LK | 13 | 3 | S A |
In air, f,f + HP | 24 | 1 | S A |
In air, f,f + HK | 24 | 1 | S A |
---------------------------------+--------+------+-------+---------------------
1 The second hit of the Standing LK is low.
2 Holding b / f while pressing LK when close to the opponent will instead
make Marie & King perform her normal Standing LK.
3 Has a very strange hit box. You have to be high over the opponent for the
Jumping HP to hit. If you are next to them or angled, then it will swipe in
front of the opponent for no damage.
4 Marie & King has an alternate Jumping HK attack: King kicks his leg upward
that causes an Attack Chance (as opposed to the 'rocket blast' attack).
This attack happens only if the opponent is also in the air, and if they
are in the air higher than Marie & King. Since the normal Jumping HK is
angled downward, it seems like this attak was put in as a means to be anti-
air. This alternate HK does the same damage as the normal Jumping HK.
5 This attack looks exactly like her Jumping HK, but has an increaased chance
on hitting opponents as the attack angle is aimed downward.
+-- [ CERTAIN KILL ARTS ] --------------------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command / Name | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
When close, f + HP | 30 | 1 | -- | KD
---------------------------------+--------+------+-------+---------------------
When close, f + HK | 28 | 1 | -- | AC,LN,KD
---------------------------------+--------+------+-------+---------------------
When close in air, d + HP / HK | 28 | 1 | -- | KD
---------------------------------+--------+------+-------+---------------------
qcf + P | 16 | 1 | S C A | KD
Change Breath | | | |
---------------------------------+--------+------+-------+---------------------
hcf + P | 32/38 | 1 | S C A | KD,[#1]
Honey Rush | | | |
---------------------------------+--------+------+-------+---------------------
hcb + P (misses from afar) | 24/28 | 11 | -- | KD
Bolshoi Magic | | | |
---------------------------------+--------+------+-------+---------------------
1 The grab can catch anytime during Marie & King`s forward advance. At some
point King puts the honeypot away, but continues to move forward. Even then
the grab is able to connect.
+-- [ EMOTION SUPER CERTAIN KILL ART ] -------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command / Name | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
qcf + PP | 36 | 1 | S C A | KD
Allover Bear | | | |
---------------------------------+--------+------+-------+---------------------
--------------------------------------------------------------------- ( 5.12 )
>> MARIE ARISUGAWA & PANDA
-------------------------------------------------------------------------------
+-- [ BASIC ATTACKS / COMMAND ARTS ] ---------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
Standing LP | 12 | 1 | S C A |
Standing LK | 12 | 2 | C A | [#1]
Standing HP | 28 | 2 | S C A | AC
Standing HK | 16+12 | 1+1 | S C A |
Standing Close LP | 10 | 1 | S C A |
Standing Close LK | 8 | 2 | C A | [#1,2]
Standing Close HP | 26 | 1 | S C A | KD,BN,[#3]
Standing Close HK | 24 | 1 | S C A | AC
Crouching LP | 10 | 1 | C A |
Crouching LK | 10 | 1 | C A |
Crouching HP | 8 | 1 | C A | AC,KD
Crouching HK | 8 | 1 | C A | AC,KD
Jumping LP | 12 | 1 | S A |
Jumping LK | 12 | 1 | S A |
Jumping HP | 22 | 1 | S A | [#4]
Jumping HK | 22 | 1 | S A | [#5]
Dashing LP | 13 | 3 | S C A |
Dashing LK | 13 | 3 | C A |
Dashing HP | 20 | 1 | C A | AC,KD
Dashing HK | 21 | 3 | C A |
---------------------------------+--------+------+-------+---------------------
b / f + HP | 20 | 1 | S A |
b / f + HK | 23 | 3 | S A |
In air, d + HK | 22 | 1 | S A | [#5]
In air, f,f + LP | 19 | 3 | S A |
In air, f,f + LK | 13 | 3 | S A |
In air, f,f + HP | 24 | 1 | S A |
In air, f,f + HK | 24 | 1 | S A |
---------------------------------+--------+------+-------+---------------------
1 The second hit of the Standing LK is low.
2 Holding b / f while pressing LK when close to the opponent will instead
make Marie & King perform her normal Standing LK.
3 Burns the opponent, surrounding them in red flames. Touching the opponent
while they are on fire will cause damage and a knockdown to Marie & Panda.
4 Has a very strange hit box. You have to be high over the opponent for the
Jumping HP to hit. If you are next to them or angled, then it will swipe in
front of the opponent for no damage.
5 Marie & Panda has an alternate Jumping HK attack: Panda kicks his leg
upward that causes an Attack Chance (as opposed to the 'rocket blast'
attack). This attack happens only if the opponent is also in the air, and
if they are in the air higher than Marie & Panda. Since the normal Jumping
HK is angled downward, it seems like this attak was put in as a means to be
anti-air. This alternate HK does the same damage as the normal Jumping HK.
6 This attack looks exactly like her Jumping HK, but has an increaased chance
on hitting opponents as the attack angle is aimed downward.
+-- [ CERTAIN KILL ARTS ] --------------------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command / Name | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
When close, f + HP | 30 | 1 | -- | KD
---------------------------------+--------+------+-------+---------------------
When close, f + HK | 28 | 1 | -- | AC,LN,KD
---------------------------------+--------+------+-------+---------------------
When close in air, d + HP / HK | 28 | 1 | -- | KD
---------------------------------+--------+------+-------+---------------------
qcf + P | 16 | 1 | S C A | KD,BN,[#1]
Panda Beam | | | |
---------------------------------+--------+------+-------+---------------------
hcf + P | 32/38 | 1 | S C A | KD
Panda Rush | | | |</pre><pre id="faqspan-3">
---------------------------------+--------+------+-------+---------------------
hcb + P (misses from afar) | 24/28 | 11 | -- | KD
All Range Panda | | | |
---------------------------------+--------+------+-------+---------------------
1 Burns the opponent, surrounding them in red flames. Touching the opponent
while they are on fire will cause damage and a knockdown to Marie & Panda.
- If guarded, will hit three times.
+-- [ EMOTION SUPER CERTAIN KILL ART ] -------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command / Name | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
qcf + PP | 32 | 1 | S C A | KD,BN,[#1,2]
Panda Bakudan | | | |
---------------------------------+--------+------+-------+---------------------
1 Burns the opponent, surrounding them in red flames. Touching the opponent
while they are on fire will cause damage and a knockdown to Marie & Panda.
2 The panda bombs just fall in a small area around where Marie & Panda are.
- Unlike any other character`s Super attack, Marie & Panda`s does not give
off the "wings" warning spark upon its initiation.
--------------------------------------------------------------------- ( 5.13 )
>> MYSTERIOUS POWER (Fujiko Tani)
-------------------------------------------------------------------------------
Story
+-- [ PERSONAL INFORMATION ] -----------------------------------------------+
Name Meaning : TANI = "valley"
Birthday : March 27
Age : 26 years
Height : 177 cm. (5`10")
Weight : 64 kg. (141 lbs.)
Measurements : B/99 W/61 H/95 cm. (39/24/37 in.)
Likes : Chanel no kousui (Chanel perfume), gyuunyuu (milk)
Dislikes : Brassieres/bras
Occupation : Casino dealer
+-- [ BASIC ATTACKS / COMMAND ARTS ] ---------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
Standing LP / Standing Close LP | 10 | 1 | S C A |
Standing LK | 10 | 1 | S C A | [#1]
Standing HP / Standing Close HP | 24 | 2 | S C A | AC,[#2]
Standing HK | 20 | 1 | S C A | AC,KD,FS,[#3]
Standing Close LK | 10 | 1 | C A | [#4]
Standing Close HK | 22 | 2 | S C A |
Crouching LP | 10 | 1 | C A |
Crouching LK | 10 | 1 | C A |
Crouching HP | 20 | 2 | S C A | AC,[#5]
Crouching HK | 8 | 1 | C A | AC,KD
Jumping LP | 12 | 1 | S A |
Jumping LK | 12 | 1 | S A |
Jumping HP / Dashing HP | 20 | 1 | S A |
Jumping HK | 24 | 2 | S A |
Dashing LP | 10 | 1 | S A |
Dashing LK | 10 | 1 | S A |
Dashing HK | 20 | 1 | S A | AC,KD,FS,[#3,6]
---------------------------------+--------+------+-------+---------------------
b / f + HP | 16 | 1 | S A | AC
b / f + HK | 16 | 2 | S A | [#7]
In air, d + HK | 20 | 1 | S A | [#8]
In air, f,f + HK | 20 | 1 | S A | AC,KD,FS,[#9]
---------------------------------+--------+------+-------+---------------------
1 Has a much further hit range than it looks. The end of Mysterious Power`s
foot may not touch the opponent`s sprite but still will hit.
2 Attack Chance with second hit only.
3 Will only knockdown if the opponent hits the wall during the Flying Screen.
4 Holding b / f while pressing LK when close to the opponent will instead
make Mysterious Power perform her normal Standing LK.
5 Each hit will cause an Attack Chance, meaning you can cancel after any of
them for the extra attack.
6 If done close to the opponent, will cause Flying Screen. Afar it will just
pop them up a little. Both versions will activate an Attack Chance.
7 The attack looks very similar to her Standing Close HK, but Mysterious
Power kicks her leg lower and says `Fire!´ for her mid attack.
8 Like her Standing LK, the hit range of this attack is immensely large. She
can be over a character`s distance away and still it will connect. Her foot
doesn`t have to touch the opponent`s sprite in order to hit.
9 Depending on how the attack hits will determine if it causes Flying Screen.
That normally happens when you strike the opponent high or on top of their
heads. Normally the opponent will just get popped up a little.
+-- [ CERTAIN KILL ARTS ] --------------------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command / Name | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
When close, f + HP / HK | 26 | 1 | -- | KD
---------------------------------+--------+------+-------+---------------------
When close in air, d + HP / HK | 26 | 1 | -- | KD
---------------------------------+--------+------+-------+---------------------
qcf + LP (air) | 16 | 1 | S C A | KD,EL,[#1]
Mysterious Nova: Shibire | | | |
---------------------------------+--------+------+-------+---------------------
qcf + HP (air) | 4 | 1 | S C A | [#2]
Mysterious Nova: Hikitsuke | | | |
---------------------------------+--------+------+-------+---------------------
f,d,df + P | 20/32 | 1/2 | S C A | AC,KD (w/HP),FS
Finger Snappers | | | | (w/HP),[#3]
---------------------------------+--------+------+-------+---------------------
hcb + P (misses from afar) | 28/32 | 1 | -- | KD
Mysterious Spin | | | |
---------------------------------+--------+------+-------+---------------------
1 Electrocutes the opponent, surrounding them in blue sparks. Touching the
opponent while they are electrocuted will cause damage and a knockdown to
Mysterious Power.
2 The Hikitsuke captures the opponent for a second, leaving them vulnerable
to attacks. The stun only lasts for a second. The captured opponent is
'teleported' over to where Mysterious Power is, stunned in front of her.
- Mysterious Power can hit the stunned opponent with just about all of her
attacks, including throw them. However she can`t use her Mysterious Spin.
3 Each hit of the HP-version will cause an Attack Chance, meaning you can
cancel after any of them. But it is very difficult to catch them with the
extra attack due to the Flying Screen and how long Mysterious Power is in
attack animation.
+-- [ EMOTION SUPER CERTAIN KILL ART ] -------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command / Name | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
f,hcf + PP | 85 | 8 | S C A | AC,KD
Mysterious Fortune | | | |
---------------------------------+--------+------+-------+---------------------
--------------------------------------------------------------------- ( 5.14 )
>> RAIYA MIKAZUCHI
-------------------------------------------------------------------------------
Story
+-- [ PERSONAL INFORMATION ] -----------------------------------------------+
Name Meaning : RAIYA = "thunder increasingly"
MIKAZUCHI = "beautiful hammer"
Birthday : April 1
Age : 17 years
Height : 158 cm. (5`2")
Weight : 48 kg. (106 lbs.)
Measurements : B/86 W/56 H/86 cm. (34/22/34 in.)
Likes : Kakutou (fighting) goods, nikuman (steamed pork buns)
Dislikes : 0ten no touan (zeros on exams), Reika
Occupation : Koukousei (senior high school student)
+-- [ BASIC ATTACKS / COMMAND ARTS ] ---------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
Standing LP / Standing Close LP | 8 | 1 | S C A |
Standing LK / Standing Close LK | 10 | 1 | S C A |
Standing HP | 16 | 1 | S C A |
Standing HK / Standing Close HK | 16 | 2 | S C A | AC,KD,FS,[#1,2]
Standing Close HP | 16 | 1 | S C A |
Crouching LP | 8 | 1 | C A |
Crouching LK | 10 | 1 | C A |
Crouching HP | 15 | 3 | C A | AC,KD,[#3]
Crouching HK | 8 | 1 | C A | AC,KD
Jumping LP / Dashing LP | 10 | 1 | S A |
Jumping LK | 12 | 1 | S A |
Jumping HP | 16 | 1 | S A |
Jumping HK | 10 | 1 | S A |
Dashing LK | 10 | 1 | S A |
Dashing HP | 15 | 1 | S A |
Dashing HK | 14 | 2 | S A |
---------------------------------+--------+------+-------+---------------------
f + HK | 12 | 1 | S A |
In air, d + LK | 12 | 1 | S A |
In air, d + HK | 10 | 1 | S A |
In air, f,f + HK | 10 | 2 | S A |
---------------------------------+--------+------+-------+---------------------
1 Attack Chance with second hit only.
2 Knockdown attack with second hit only.
3 Attack Chance with second and third hit.
+-- [ CERTAIN KILL ARTS ] --------------------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command / Name | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
When close, f + HP | 22 | 1 | -- | KD
---------------------------------+--------+------+-------+---------------------
When close, f + HK | 20 | 1 | -- | LN,KD
---------------------------------+--------+------+-------+---------------------
When close in air, d + HP / HK | 24 | 1 | -- | KD
---------------------------------+--------+------+-------+---------------------
b + HK | 12 | 2 | S C A | AC,[#1,2]
Shou Rai Kyaku | | | |
---------------------------------+--------+------+-------+---------------------
df + HK after forward dash | 3 | 1 | C A | AC,KD,[#3]
Chi Retsu Sen | | | |
---------------------------------+--------+------+-------+---------------------
Press HK after Shou Rai Kyaku | 15 | 3 | S C A | AC,LN,KD,FS,[#4,5]
or any aerial HK hit | | | |
Mikazuchi Geri | | | |
---------------------------------+--------+------+-------+---------------------
qcf + P / K (air) | 16 | 1 | S C A | KD,EL,[#6,7]
Raikou Dan | | | |
---------------------------------+--------+------+-------+---------------------
f,d,df + P | 13/27 | 3/5 | S C A | AC,KD,EL,[#7,8]
Raijin Touryuu Nei Do | | | |
(Rising Tornado) | | | |
---------------------------------+--------+------+-------+---------------------
In air, f,d,df + P | 36/46 | 2/3 | S A | KD,EL,[#7]
Kuuchuu Raijin Touryuu Nei Do | | | |
---------------------------------+--------+------+-------+---------------------
1 Attack Chance with second hit only.
2 Can follow with Mikazuchi Geri.
3 Only works for a forward dash (f,f) on the ground. Will not work after an
Aerial Dash or Homing Jump.
4 The Mikazuchi Geri is a follow-up attack Raiya can do after two types of
attacks: the Shou Rai Kyaku, or any aerial HK attack that hits. The button
press is almost like a 'just frame,' because you have to hit the HK in 1-3
frames after the hit it links off from registers. It is possible to rapidly
press HK and mash out the just frame, but sometimes it will not execute.
- The attack hits three times, but normally only two will register. To get
all three you have to be in really deep against the opponent.
- If you are linking the Mikazuchi Geri from the Shou Rai Kyaku, you can do
it after either hit. It is a 1-frame input after the first hit, but also a
higher chance in scoring all three hits of the Mikazuchi Geri as a reward.
Whereas you have a higher frame input after both hits of the Shou Rai
Kyaku, but normally only two hits of the Mikazuchi Geri will connect.
- Can be used after any of the following air HK attacks: Jumping HK, Homing
Jump HK, and Jumping d + HK. Surprisingly you cannot do the Mikazuchi Geri
after Raiya`s Dashing HK (which has the same animation as her Jumping HK)
or more interestingly her Aerial Dashing HK. I did find the latter one more
strange, but Raiya is technically in the air as well for her Dashing HK.
- Unlike other attacks that cause Flying Screen, the Mikazuchi Geri causes it
vertically. Meaning it can knock the opponent high enough so that they hit
the "ceiling" of the stage before falling back to the ground. This normally
only happens if you catch a jumping opponent with it to send them higher.
5 Each hit will cause an Attack Chance, meaning you can cancel after any of
them for the extra attack.
6 The Raikou Dan can be shot in three different directions, depending on what
button is used (this applies both on the ground and air):
* LP: Fires the Raikou Dan forward.
* LK: Fires the Raikou Dan forward.
* HP: Fires the Raikou Dan up-forward at a 45º angle.
* HK: Fires the Raikou Dan down-forward at a 45º angle.
7 Electrocutes the opponent, surrounding them in blue sparks. Touching the
opponent while they are electrocuted will cause damage and a knockdown to
Raiya.
8 The Attack Chance gets activated by any hit except the last (which
electrocutes the opponent).
+-- [ EMOTION SUPER CERTAIN KILL ART ] -------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command / Name | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
qcf,qcf + PP | 86 | 14 | S C A | KD,EL,[#1]
Gou Retsu Senkou Ha | | | |
---------------------------------+--------+------+-------+---------------------
1 Electrocutes the opponent, surrounding them in blue sparks. Touching the
opponent while they are electrocuted will cause damage and a knockdown to
Raiya.
--------------------------------------------------------------------- ( 5.15 )
>> REIKA
-------------------------------------------------------------------------------
Story
+-- [ PERSONAL INFORMATION ] -----------------------------------------------+
Name Meaning : REIKA = "lovely flower"
Birthday : August 4
Age : 17 years
Height : 165 cm. (5`5")
Weight : Naisho (secret)
Measurements : B/86 W/57 H/88 cm. (34/22/35 in.)
Likes : Dokushou (reading), ryouri (cooking), majimena hito (honest
people)
Dislikes : Raiya Mikazuchi
Occupation : Koukousei (senior high school student)
+-- [ BASIC ATTACKS / COMMAND ARTS ] ---------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
Standing LP / Standing Close LP | 10 | 1 | S C A |
Standing LK | 10 | 1 | S C A |
Standing HP | 16 | 1 | S C A |
Standing HK | 16 | 1 | S C A |
Standing Close LK | 10 | 1 | C A | [#1]
Standing Close HP | 16 | 1 | S C A |
Standing Close HK | 16 | 2 | S C A |
Crouching LP | 12 | 1 | C A |
Crouching LK | 12 | 1 | C A |
Crouching HP | 16 | 1 | S C A | AC
Crouching HK | 8 | 1 | C A | AC,KD
Jumping LP | 12 | 1 | S A |
Jumping LK | 12 | 1 | S A |
Jumping HP | 16 | 1 | S A |
Jumping HK | 16 | 1 | S A |
Dashing LP | 10 | 1 | S A |
Dashing LK | 10 | 1 | S A |
Dashing HP | 16 | 1 | S A | AC,FS,[#2]
Dashing HK | 8+8 | 2 | S A | AC,[#3]
---------------------------------+--------+------+-------+---------------------
b / f + HP | 16 | 1 | S A | [#4]
b / f + HK | 16 | 2 | S A |
In air, d + K | 12/16 | 1 | S A |
In air, d + HP | 16 | 1 | S A |
In air, f,f + HP | 16 | 1 | S A | AC
In air, f,f + HK | 16 | 1 | S A | AC
---------------------------------+--------+------+-------+---------------------
1 Holding b / f while pressing LK when close to the opponent will instead
make Reika perform her high Standing LK.
2 Sometimes if just the end of Reika`s elbow hits, it will cause Flying
Screen.
3 Attack Chance with second hit only.
- This attack may come off as difficult to execute because of either the
spacing needed or the press of the button to execute the kick. Sometimes
Reika will only perform one kick and it won`t score an Attack Chance. I
found it best to press HK the moment Reika leaves the ground so she is
still in ascension animation.
4 Reika`s b / f + HP is indeed an overhead punch, but it has the exact same
animation as her Standing (Far) HP attack. Both attacks even do the same
amount of damage. The only difference is that Reika does an audible shout
when she performs the mid attack.
+-- [ CERTAIN KILL ARTS ] --------------------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command / Name | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
When close, f + HP / HK | 22 | 1 | -- | KD
---------------------------------+--------+------+-------+---------------------
When close in air, d + HP / HK | 20 | 1 | -- | KD
---------------------------------+--------+------+-------+---------------------
Press K rapidly | 32/52+ | 6+ | S C A | AC,KD,[#1]
Burning Tail | | | |
---------------------------------+--------+------+-------+---------------------
qcf + P | 21/25 | 3 | S C A | AC (w/LP),LN (w/LP),
Flame Fang | | | | KD,BN (w/HP),[#2,3]
---------------------------------+--------+------+-------+---------------------
qcf + K | 16 | 1 | S C A | KD,BN,[#2,4]
Flame Slash | (8/10) | 1 | S C A | AC (w/HK)
---------------------------------+--------+------+-------+---------------------
f,d,df + K | 16/28 | 2 | S C A | AC (w/LK),LN (w/LK),
Double Burst | | | | KD,BN (w/HK),[#2,5]
---------------------------------+--------+------+-------+---------------------
In air, qcb + K | 18 | 4/6 | S A | AC,[#6]
Praising Pot | | | |
---------------------------------+--------+------+-------+---------------------
1 The first kick from the Burning Tail will cause 8 damage, followed by each
additional kick causing 4-5 damage a hit.
- Once Reika starts kicking, you don`t have to press the kick buttons any
longer. She will continue to kick until it has finished its duration.
- Each version will execute an Attack Chance and a knockdown, but both are
triggered by the very last kick in each set. (Reika does an extra "ki-ya!"
shout with the last kick to show this.)
2 The HP Flame Fang, Flame Slash and HK Double Burst burns the opponent,
surrounding them in red flames. Touching the opponent while they are on
fire will cause damage and a knockdown to Reika.
3 Attack Chance with third hit only from LP-version.
4 The backflip that Reika performs to kick out the fireball also has the
ability to hit for 8/10 damage. On the ground, even when close to the
opponent, it will never hit since the fireball has more forward priority.
However, if the opponent is in the air over Reika, the backflip kick can be
used as an anti-air. The HK-version will cause an Attack Chance.
5 Attack Chance with second hit only from LK-version.
6 Both the LK- and HK-versions do the exact same damage, but only if all the
kicks connect. Meaning that the first hit from the LK-version does an
initial 12 damage, while the HK-version only does 8. Thus it is better to
use the LK-version.
+-- [ EMOTION SUPER CERTAIN KILL ART ] -------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command / Name | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
qcf,hcb + PP | 8~76 | 8 | S C A | KD,BN,[#1]
Eternal Flame | | | |
---------------------------------+--------+------+-------+---------------------
1 If guarded, will hit eleven times.
- The Eternal Flame deal damage depending on the distance Reika is away from
the opponent. The further away she is, the less damage it does. To get the
full amount of damage, stand a character`s distance away from the opponent.
- Burns the opponent, surrounding them in red flames. Touching the opponent
while they are on fire will cause damage and a knockdown to Reika.
--------------------------------------------------------------------- ( 5.16 )
>> ROBO-CHIBIKO
-------------------------------------------------------------------------------
+-- [ BASIC ATTACKS / COMMAND ARTS ] ---------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
Standing LP | 8 | 1 | S C A |
Standing LK | 8 | 1 | S C A |
Standing HP | 16 | 1 | S C A |
Standing HK | 18 | 1 | S C A |
Standing Close LP | 8 | 1 | S C A | [#1]
Standing Close LK | 8 | 1 | S C A |
Standing Close HP | 20 | 2 | S C A | AC,[#2]
Standing Close HK | 20 | 1 | S C A | AC
Crouching LP | 8 | 1 | C A |
Crouching LK | 8 | 1 | C A |
Crouching HP | 24 | 2 | S C A |
Crouching HK | 8 | 2 | C A | AC,KD,[#2]
Jumping LP | 12 | 2 | S A |
Jumping LK | 12 | 1 | S A |
Jumping HP | 20 | 2 | S A |
Jumping HK | 26 | 3 | S A |
Dashing LP | 12 | 1 | S C A |
Dashing LK | 12 | 1 | S C A |
Dashing HP | 20 | 2 | S A | AC,[#2]
Dashing HK | 20 | 1 | S C A | AC
---------------------------------+--------+------+-------+---------------------
b / f + HP | 16 | 4 | S A |
b / f + HK | 8 | 3 | S A |
In air, d + HP | 20 | 1 | S A | AC
In air, f,f + LK | 16 | 1 | S A |
In air, f,f + HP | 20 | 1 | S A |
---------------------------------+--------+------+-------+---------------------
1 Holding b / f while pressing LP when close to the opponent will instead
make ROBO-Chibiko perform her normal Standing LP.
2 Attack Chance with second hit only.
+-- [ CERTAIN KILL ARTS ] --------------------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command / Name | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
When close, f + HP | 20 | 1 | -- | KD
---------------------------------+--------+------+-------+---------------------
When close, f + HK | 24 | 1 | -- | LN,KD
---------------------------------+--------+------+-------+---------------------
When close in air, d + HP | 22 | 1 | -- | KD
---------------------------------+--------+------+-------+---------------------
When close in air, d + HK | 20 | 1 | -- | KD
---------------------------------+--------+------+-------+---------------------
Press K rapidly | 23/27 | 5 | S C A | KD,EL,[#1]
Beam Nawa Chibi | | | |
---------------------------------+--------+------+-------+---------------------
qcf + P | 20 | 1 | S C A | AC,KD
Tekkyuu Attack | | | |
---------------------------------+--------+------+-------+---------------------
f,d,df + P | 17/33 | 3/5 | S C A | AC,KD,EL,[#1,2,3]
Biribiri Doka-n | | | |
---------------------------------+--------+------+-------+---------------------
In air, press LP rapidly | 6-7/n | X | S A | [#4]
Patapata Punch | | | |
---------------------------------+--------+------+-------+---------------------
In air, press K rapidly | 25/27 | 5 | S A | KD,EL,[#1]
Kuuchuu Beam Nawa Chibi | | | |
---------------------------------+--------+------+-------+---------------------
In air, d + LP | 16 | 1 | S A |
Kyuukouka Attack | | | |
---------------------------------+--------+------+-------+---------------------
In air, qcf + P | 16 | 1 | S A | KD,BN,[#5]
Robo Chibi Spike | | | |
---------------------------------+--------+------+-------+---------------------
In air, f,d,df + P | 26/42 | 4/6 | S A | AC,KD,EL,[#1,2]
Kuuchuu Biribiri Doka-n | | | |
---------------------------------+--------+------+-------+---------------------
1 Electrocutes the opponent, surrounding them in blue sparks. Touching the
opponent while they are electrocuted will cause damage and a knockdown to
ROBO-Chibiko.
2 Attack Chance with first hit only.
3 The LP-version can hit differently depending on where ROBO-Chibiko is from
the opponent. If she is a character`s distance away, the attack will hit
them at an angle and will do slightly less damage. If ROBO-Chibiko is right
next to the opponent, it will knock them straight upward to be juggled.
4 Slows ROBO-Chibiko`s descent as she is falling.
5 Burns the opponent, surrounding them in red flames. Touching the opponent
while they are on fire will cause damage and a knockdown to ROBO-Chibiko.
+-- [ EMOTION SUPER CERTAIN KILL ART ] -------------------------------------+
---------------------------------+--------+------+-------+---------------------
Attack Command / Name | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
qcf,qcf + PP (hold to delay) | 7-8/n | X | S C A | AC,KD,[#1]
Super Robo Chibi Dama | | | |
---------------------------------+--------+------+-------+---------------------
1 After it is thrown, the Super Robo Chibi Dama "deflates" and shoots out
dozens of smaller balls. Although it looks random, the balls actually fly
out of the larger ball in five different angles. Two of the directions are
aimed at the ground, which won`t ever hit the opponent unless the ball is
thrown right on top of them. The other three angles are forward, 45º, and
70º. The rate that the balls fly out is random, so the opponent can
sometimes be hit by some of the lower ones and be knocked into the higher
angled ones. Or be hit and then be able to recover and guard against the
others.
- Holding any attack button will delay ROBO-Chibiko throwing the Super Robo
Chibi Dama. It doesn`t increase the damage of the attack, just delays it
from being thrown. If you delay it longer than two seconds, the oodama will
flatten ROBO-Chibiko and not explode. This causes no damage to ROBO-
Chibiko.
- Each hit will cause an Attack Chance, meaning you can cancel after any of
them for the extra attack.
[ Angel 6 ] ==================================================================
ANGEL COMPARISONS
===============================================================================
This section will provide information concerning the differences between the
characters who are 'copied' from one another (ie - Raiya & Black Raiya). While
the pairs of characters may outwardly just have graphical changes between
their sprites, many attacks also have different properties for one character
than from their counterpart. This area helps to give an overview between
characters in case you don`t want to go back and forth between sections.
--------------------------------------------------------------------- ( 6.01 )
>> CHIBIKO / BINBOU CHIBIKO / ROBO-CHIBIKO
-------------------------------------------------------------------------------
- Chibiko and Binbou Chibiko are the exact same character. Only cosmetic
differences seperate the two, both in animation and speech. (ie - Binbou
Chibiko holds a lollipop in her hand for her LP attacks, whereas Chibiko
does not, but the attacks do the same damage.)
- An important difference between the Chibikos is their Attack Chance strike.
Chibiko`s uses a Jumping HP, but ROBO-Chibiko does her multi-hitting Jumping
HK. This chains into a things like her Kyuukouka Attack and Jumping D + HP
attacks for high damaging juggle continuations.
- Because she is a robot, the 'Beam Nawa Chibi' and 'Biribiri Doka-n' that
ROBO-Chibiko does will electrocute the opponent. These attacks do the same
amount of damage as their counterparts, but less hits. Thus the damage
scales faster because there are less hits to account for.
- ROBO-Chibiko`s 'Tekkyuu Attack,' at least her HP-version, is more like a
fireball because she throws it forward without it bouncing. This allows for
it to be used in way more combos than the 'Oodama Attack' and be used for
rather deadly juggles.
--------------------------------------------------------------------- ( 6.02 )
>> HIGHWAY STAR / JUUSHOU HIGHWAY STAR
-------------------------------------------------------------------------------
- Juushou Highway Star`s 'Mikanzen Wheel Breakin'' does not travel the entire
length of the screen like Highway Star`s 'Wheel Breakin',' but to compensate
it deals nearly twice as much damage.
- Both versions of the Spinning Gear are virtually the same, since they do the
same hits and damage. But Juushou Highway Star`s does not ascend from the
ground. It also does not activate the Attack Chance after every hit, just on
the very last one.
- However, Juushou Highway Star`s 'Kuuchuu Spinning Gear' does cause Flying
Screen and a knockdown, whereas Highway Star`s just causes a knockdown with
the HP-version.
--------------------------------------------------------------------- ( 6.03 )
>> KIRIKO KASUMI / AKANE KASUMI
-------------------------------------------------------------------------------
- Kiriko`s Crouching HP is an uppercut with her 'kunai', a diamond-shaped hand
dagger. Akane punches upward at an angle with an extended 'shuko', which are
hand claws. Both do the same damage and have the same hit box.
- All of Akane`s special attacks set the opponent on fire. This can sometimes
backfire on Akane because she may be underneath the burning opponent as they
are flying in the air, causing her to have to guard against the flaming body
so to not get damaged in return.
- Akane`s 'Sen' tracks, but does not have the variable mix-up potential that
Kiriko`s 'You' has because Akane`s version will always appear in front of
the opponent. However Akane`s hits will always cause knockdowns. Akane`s
version does more damage.
- Akane`s 'Sai' moves her forward, allowing for all the hits to connect much
easier than Kiriko`s 'Retsu' which keeps her in one place. Kiriko`s version
does more damage, but only if all the hits connect.
- Akane`s 'Zan Kai' does not cause an Attack Chance as opposed to Kiriko`s
'Zan,' which is one of Kiriko`s more prolific juggle starters. Akane also
has a slightly longer start-up for her attack, but the actual dash across
the screen is faster than Kiriko`s. Kiriko`s version does more damage.
- Both Kiriko and Akane have some of the best juggles in the game, but just
have different methods to execute them. Kiriko causes lots of Attack Chances
which allows her to combo with usage of the Homing Jump. Akane`s strength
lies in the fact all of her specials set the opponent on fire, and it causes
an unrecoverable knockdown that she can use to do alternate juggle
combinations. Akane is more 'high risk/high return' in that respect because
she has to be more careful on how to keep juggling the opponent as they are
on fire. But she can be way more creative in how to link on another fire-
move and juggle the opponent back and forth across the screen. Akane doesn`t
fly around the screen as much as Kiriko does when she is doing her juggles.
--------------------------------------------------------------------- ( 6.04 )
>> LINA / LINA2
-------------------------------------------------------------------------------
- LINA and LINA2 are the exact same character. Only cosmetic differences
seperate the two, mainly in animation. All of LINA2`s attacks have been
changed to look like weapons, like maces and drills, but still have the same
hit boxes as LINA.
- One fantastic difference is that LINA2`s knee attacks all correctly hit the
opponent where the original LINA would miss all the time. The only exception
is against LINA herself as the attacks still go right through her body.
--------------------------------------------------------------------- ( 6.05 )
>> MARIE & KING / MARIE & PANDA
-------------------------------------------------------------------------------
- Marie & Panda`s Standing Close HP both sets the opponent on fire and causes
a knockdown, whereas Marie & King`s is just a normal hit. This basically
gives Marie & Panda a really effective fire juggle starter that is easy to
hit with and does good damage on its own.
- Marie & Panda`s 'Panda Beam' is the upgraded version of Marie & King`s
'Change Breath,' which initially just transformed the opponent into a teddy
bear. Marie & Panda`s version sets the opponet on fire. However since she
is in recovery animation a long time, she is unable to use this as a juggle
starter.
- The 'Panda Bakudan' just drops three panda bombs nearby where Marie & Panda
are standing, as opposed to the 'Allover Bear' Marie & King does which rains
teddies all over the stage. The latter version also does more damage.
--------------------------------------------------------------------- ( 6.06 )
>> MYSTERIOUS POWER / HYPER MYSTERIOUS POWER
-------------------------------------------------------------------------------
- The only change between each version of Mysterious Power is her blaster. The
different gun changes the way each is played so much, and it causes Hyper
Mysterious Power to be slightly behind the normal version. Mysterious Power
was more offensive because of her 'Hikitsuke,' which snares opponent and
pulls them right to her. Hyper Mysterious Power has all blaster attacks, and
each of them also have slightly longer start-up time. The 'Sandangamae' is
kind of useful in keeping the opponent away but not as deadly.
--------------------------------------------------------------------- ( 6.07 )
>> RAIYA MIKAZUCHI / BLACK RAIYA
-------------------------------------------------------------------------------
- The most important difference between the two is their Attack Chance strike.
Raiya`s uses a Jumping HP, but Black Raiya does her multi-hitting Bloody
Moon (Raiya`s Mikazuchi Geri). The attack retains its normal properties, so
the Bloody Moon will _reactivate_ the Attack Chance each time Black Raiya
hits with it. Over and over, ad nauseam. While this seems like an infinite
and can cause an almost pinball-like chain reaction, keep in mind the dash
during the Attack Chance input to fly your character toward the opponent is
not 100% accurate. So you have instances where Black Raiya will dash and fly
right past the opponent, who then ends up hitting the ground instead.
- Black Raiya`s 'Bloody Cross' causes an unrecoverable launcher when the HP-
version is used, leading to insane juggle opportunities. The HP-version also
does not electrocute the opponent, making juggles easier. Black Raiya also
ascends _much_ higher than Raiya`s 'Rising Tornado'.
- In the air, Raiya`s 'Rising Tornado' hits aerial opponents for more damage
than Black Raiya`s 'Bloody Cross,' but Black Raiya sends the opponent flying
across the screen. Black Raiya`s version also has a wider horizontal arc.
- Black Raiya fires two blasts for her 'Plug Smash,' as opposed to Raiya`s one
shot of her 'Raikou Dan'. But usually only one of the orbs will ever hit an
opponent, and that does the same damage as Raiya`s single shot.
[ Angel 7 ] ==================================================================
SYSTEM DISSECTION
===============================================================================
--------------------------------------------------------------------- ( 7.01 )
>> MOVEMENT: WALKING / DASHING / JUMPING / AERIAL DASHING / HOMING JUMP
-------------------------------------------------------------------------------
+-- [ Walking / Dashing ] --------------------------------------------------+
Each character can walk forward and backward on the playing field and jump in
any upward direction. Characters also are able to both dash (press f,f) and
backdash (press b,b), which increases the speed of movement in that direction.
Forward dashing also provides momentum, which will allow the character to get
in "deeper" against an opponent to attack. Allowing more hits to be scored
than what could be possible if the characters began standing next to each
other. Note that some characters leave the ground when they dash or backdash
(ie - Raiya), so attacks during that state will be considered air attacks. But
there are others who remain on the ground (ie - Kiriko) and can chain together
all of their basic attacks with the use of this momentum from the dash.
+-- [ Jumping ] ------------------------------------------------------------+
Along with the normal jump, there are also two forms of special jumping: dan
(pronounced "daun") jumping and high jumping.
- "Dan Jump" means "level jump". All characters have the ability to jump in
four levels, aka a quadruple jump. This is when a normal jump is done from
the ground, then repeated jumps while the character is in mid-air. Each jump
can be done in any upward direction and can differ. For example, the first
jump can be forward, while the second one can go backward, followed by a
third jump going forward again.
- High jumping is an extended normal jump. Tapping down then any of the upward
directions will cause the character to jump much higher in the air; twice as
high than what a normal jump would reach. After a high jump, you are allowed
to still quadruple jump.
You can make your character drop back toward the ground with the use of the
quick descent (in air, press d,d). This acts like a vertical dash to pull the
character back to the ground faster than a normal falling would. This descent
can also be canceled by tapping up on the joystick to jump out of it. It is
possible to alternate jumping and quick descents up to four times.
+-- [ Aerial Dashing ] -----------------------------------------------------+
Character can dash (press f,f) and backdash (press b,b) in the air the same
way they can while on the ground. It is possible to alternate between aerial
dashing and jumping as well. For example, after an forward aerial dash you can
jump and follow that with another forward aerial dash. Then jump _again_ and
instead use a backdash. You can alternate this procedure up to four times.
+-- [ Homing Jump ] --------------------------------------------------------+
The Homing Jump is actually an aerial dash that launches your character toward
where the opponent`s current location is. The homing ability it not completely
flawless; if your character is standing very close to the opponent, the Homing
Jump can instead send them over their heads and across the screen. This occurs
sometimes when the opponent is in the air over the opponent, and the Homing
Jump throws the character higher then where they are.
Homing Jumps can be performed on the ground or in the air by pressing both
Kick buttons together (or the R1-shoulder button by default). Even though the
Homing Jump can be performed in the air, you are unable to do it after the
character`s fourth aerial jump.
Homing Jumps can be canceled by pressing up on the joystick, or by dashing or
backdashing. After a cancel of this type you are able to perform the Homing
Jump a second time; however, you will not be able to cancel this next time.
--------------------------------------------------------------------- ( 7.02 )
>> ATTACKING
-------------------------------------------------------------------------------
`Touki Denshou: Angel Eyes´ utilizes four buttons: Weak and Hard Punch
(Square- and Triangle-button), and Weak and Hard Kick (X- and O-button).
Characters are allowed to attack while standing, crouching, jumping, dashing,
or during Homing Jumps.
During standing attacks, some characters possess different attacks when they
are right next to the opponent. For example, Reika`s Standing LK is a high
sidekick. However when she is right next to the opponent, her Standing LK
becomes a low kick that can only be guarded by crouching.
Some characters also have alternate forms of attacks when a direction is held
in conjunction with the button press. Chibiko`s Standing HP is a high punch,
but when you press back or forward while pressing HP, she will do a diving
tumble forward that doubles as an overhead attack.
--------------------------------------------------------------------- ( 7.03 )
>> ATTACK CHANCE / OIUCHI KOUGEKI
-------------------------------------------------------------------------------
The Oiuchi Kougeki ("Final Blow Attack," better known as an "Attack Chance")
is a pursuit attack that characters can perform whenever the words "Attack
Chance" flashes on their side of the screen. "Oiuchi" also translates "attack
while pursuing," which is exactly what happens whenever this is executed.
Every character has attacks and special moves that initiate an "Attack Chance"
to be performed. Most commonly, attacks that knock the opponent off their feet
(ie - a Crouching HK sweep) or ones that pop them into the air (ie - Reika`s
LP Flame Fang) will cause it. Whenever the words "Attack Chance" flashes under
your character`s life guage, pressing up and HP / HK will launch the character
toward the reeling opponent with a follow-up aerial attack. (It doesn`t matter
if you use HP or HK, both are the same.) This attack will knock the opponent
across the screen to smash into the back wall, dealing an extra 8-10 damage.
---------------------------+--------------+------+-------------------------
Character | Attack | Hits | Notes
---------------------------+--------------+------+-------------------------
Black Raiya | Bloody Moon | 3 | Reactivates Attack Chance
(Binbou) Chibiko | Jumping HP | 1 |
(Juushou) Highway Star | Jumping HP | 1 |
Kiriko / Akane | Jumping HK | 1 |
LINA / LINA2 | f,f + LK | 1 |
Marie & King | Jumping HP | 1 | Can sometimes not hit
Marie & Panda | Jumping LP | 1 |
(Hyper) Mysterious Power | Jumping HK | 1 |
Raiya | Jumping HP | 1 |
Reika | Jumping HP | 1 |
ROBO-Chibiko | Jumping HK | 3 | Can chain into attacks
---------------------------+--------------+------+-------------------------
--------------------------------------------------------------------- ( 7.04 )
>> GUARDING
-------------------------------------------------------------------------------
Ground-based attacks are able to be guarded in two ways. Holding back on the
joystick as your character is being attacked will have them take up a
defensive stance and guard high attacks. Low-level attacks are guarded by
holding down-back. Mid-ranged attacks and jumping attacks must also be guarded
as the character is standing, as they can`t be defended with a low guard.
In the air, you can guard by holding any of the back directions (b, ub, or db)
as you are being attacked.
Throwing attacks - normal throws (when close, f + HP / HK), air throws, and
command throws (ie - Mysterious Power`s Mysterious Spin) - can`t be guarded.
Guard damage isn`t taken away from defending against normal attacks. Guarding
special attacks and Super Arts, however, will tick away at the character`s
life bar. You lose 1 point of energy for every hit that is guarded.
While guarding against an opponent`s attack, you are able to counterattack by
inputting the command for your character`s special move. This technique is
called Guard Canceling, and your character will break the guard and counter
with the special move you used. For example, if Raiya is guarding and the
command of "f,d,df + P" is put in, she will Guard Cancel with her Rising
Tornado attack. This technique is helpful if the opponent is constantly using
attacks to pin you down and you need to gather an opening. Guard Canceling
has no cost to using.
--------------------------------------------------------------------- ( 7.05 )
>> THROWING
-------------------------------------------------------------------------------
Throws (Nage) are unblockable moves that each character possesses at least one
of. There are two types: ground throw and kuuchuu (air) throw.
- When close to an opponent on the ground, press forward + HP / HK.
- When close to an opponent in the air, press down + HP / HK.
Some characters possess two different throws with both the HP and HK button
(ie - Raiya), while others have the same throw regardless of what button used
(ie - Reika). This applies with kuuchuu throws too.
Throws cannot be escaped.
Highway Star, Mysterious Power, and Marie & King (and their counterparts) all
have command throws in addition their normal throws.
--------------------------------------------------------------------- ( 7.06 )
>> DEFLECTIONS
-------------------------------------------------------------------------------
Deflecting is the method of canceling or reflecting a projectile attack with a
normal attack. As the projectile is traveling, you can use a physical attack
to either shatter the projectile or send it back toward the opponent.
Using a Light Attack against against a projectile will cancel it, dissipating
it into nothing. It will thus cause no damage.
Using a Hard Attack against a projectile will send it back toward the opponent
as a reflect. They are able to attack it and send it back again if they want.
</pre><pre id="faqspan-4">
--------------------------------------------------------------------- ( 7.07 )
>> AIR SUSPENSION / KUUCHUU TEISHI
-------------------------------------------------------------------------------
The Kuuchuu Teisei (better known as an "Air Stop") is a way to instantly stop
the movement of your character "on a dime". By pressing both Punch buttons
while in the air, a green bubble flashes behind your character and they will
brake for about a second. After it is open, the character will fall towards
the ground.
The Air Stop can only be done in the air, as the name states. Characters who
fly through the air during their ground dashes are able to use the Air Stop.
After an Air Stop, you can jump, dash, or Homing Jump. However you can`t
perform a second Air Stop. Also you cannot do any attacks once the Air Stop
releases unless you reset your air movement with a jump, dash, or Homing Jump.
--------------------------------------------------------------------- ( 7.08 )
>> LIFE GAUGE
-------------------------------------------------------------------------------
The Tairyoku ("life") Gauge are both placed at the top of the screen on either
side of the round timer - Player 1`s is on the left side and Player 2`s is the
right. Each player`s life gauge bar begins with a full 139 units of health.
During battle, each attack takes away a certain amount of life units. The red
area is how much life has been lost thus far. Once the entire meter is red,
that means all the life points are gone and the character is defeated. The
round goes to the winner.
If the time expires, the character with the most life wins the round. If the
bars are equal, the match is considered a draw and another round will begin.
To maintain a sense of balance, some characters take a different amount of
damage than others. The archetype is that bulkier and heavier characters take
less damage, while the more smaller and fragile ones take the most. This type
of system more or less is present in `Angel Eyes´:
-------------------------+-----------------------+-------------------------
Take Least Damage | Take Average Damage | Take Most Damage
-------------------------+-----------------------+-------------------------
LINA Black Raiya Akane
LINA2 Highway Star Binbou Chibiko
Reika Juushou Highway Star Chibiko
Marie & King Hyper Mysterious Power
Marie & Panda Kiriko
Raiya Mikazuchi Mysterious Power
ROBO-Chibiko
--------------------------------------------------------------------- ( 7.09 )
>> EMOTION GAUGE
-------------------------------------------------------------------------------
The Kanjou ("emotion") Gauges are both located at the bottom of the screen,
parellel to the life bars - Player 1`s on the left side and Player 2`s on the
right side. Emotion Gauge energy is gained whenever a character performs an
attack that hits the opponent, is hit by an opponent`s attack, or blocks an
opponent`s attack.
Once the Emotion Gauge has been filled, the word "EMOTION" will appear within
the bar. The character will flash white repeated. That enables the character
to perform one Emotion Super Certain Kill Art attack. Once the Emotion Super
is used, the bar will drop back to 0%.
The Emotion Gauge lasts for twelve seconds before it dissipates.
Emotion Gauge energy does not transcend rounds, even when filled to 100%.
--------------------------------------------------------------------- ( 7.10 )
>> BURNING & ELECTROCUTION
-------------------------------------------------------------------------------
Burning and electrocution are both status ailments that inflict a damaged
opponent after they are hit with certain special attacks. Both are virtually
the same thing, just with graphical differences: burning surrounds the
opponent in red-orange flames, and electrocution covers them in blue sparks.
An opponent under either of these ailments are rendered "incapacitated," and
they fly through the air unable to recover from the knockdown. It is almost
like getting an Attack Chance, but slightly more trickier to manage.
While an opponent is on fire or electrocuted, they can still be hit by any
physical attack and be juggled. What sets this apart from Attack Chance-type
juggles is that burning and electrocution does not go away. The opponent is
left stunned until they hit the ground. If the first hit of a combo causes
this ailment, the attacks you do to them will not take them out of this state
and they are left to just sustain the full onslaught of the juggle. No matter
how fast or slow the hits come to juggle them, the opponent cannot get out of
the stun. Whereas with Attack Chance-type juggles, hits must come in a fluid
and precise flow of motions to keep the opponent locked in a combo.
Juggles using a burning or electrocuted body normally cannot go past 9 hit.
The double-edged sword to this is that a burning or electrocuted player can
damage you if you are hit by their body. While you are able to hit them with
attacks, if they are mistimed and your character`s body runs into them while
they are incapacitated, the body will deal damage to you and knock you back
to the ground.
--------------------------------------------------------------------- ( 7.11 )
>> COMBOS / CHAINS
-------------------------------------------------------------------------------
The `Angel Eyes´ chain combo engine tends follow the "Hunter Chain" archetype
(based from the `Vampire/Darkstalkers´ games), but with a (Light Alternating)
subtype. Meaning that characters may chain one of each ground attack together
from weakest to strongest (ie - LP > LK > HP > HK). However you are allowed to
go back and forth between Light Attacks, as well as repeat the same strength.
Highway Star, for example, may chain Standing LK, Standing LK, Crouching LP,
Crouching LK, Standing HP, Crouching HK. Do note that not every character has
the easiest time chaining together two Light Attacks, or even going from a
Kick back up to a Punch. Some may require precise timing on button input.
Characters like Kiriko and Marie & King who have a ground-based dash can link
together this string of attacks together while moving forward.
Juggles and air combos are the ability to combo the opponent while they are in
the air. There is a difference: a "juggle" is when the opponent is in the air,
but your character is on the ground, whereas an air combo is where both are in
the air.
The juggle system is streamlined, but also infinite. You are allowed to juggle
the opponent for infinity, just as long as you can keep them in the air. For
example, Black Raiya can keep juggling an opponent over and over again with
her HP Bloody Cross. As long as the opponent never hits the ground (or the
ceiling in this case), she can keep hitting with her HP Bloody Cross to knock
them back high into the air.
Because there are is only 139 points of energy in a character`s health pool,
advanced players will find out that they can defeat opponents with just one
juggle combo (even without an Emotion Super). For a look at some of the most
insane combos this game can offer, take a look at my `Touki Densetsu: Angel
Eyes ComboFAQ´ to learn just how deadly each Angel can be when they abuse the
game`s free-range combo system.
--------------------------------------------------------------------- ( 7.12 )
>> TIER LISTING
-------------------------------------------------------------------------------
[ ---- Tier A ---- ][ ---- Tier B ---- | ---- Tier C ---- ][ ---- Tier D ---- ]
Highway Star Raiya Mikazuchi (Binbou) Chibiko Marie & King
Juushou H. Star Kiriko Kasumi Mysterious Power LINA2
Reika ROBO-Chibiko Hyper Mys. Power LINA
Akane Kasumi Marie & Panda
Black Raiya
Popular fighting games sites like Shoryuken.com have, to my knowledge, not yet
gotten around to breaking apart this game. But there have been a couple of
Japanese sites who have taken the characters and broken them down into tier
listings. Out of the two I came across, only one had the alternate versions of
each character listed in as well. So that is the one included, with some of my
own unbiased input coaxed in.
[ Angel 8 ] ==================================================================
MISCELLANEOUS INFO
===============================================================================
--------------------------------------------------------------------- ( 8.01 )
>> SPECIAL THANKS
-------------------------------------------------------------------------------
- Tecmo ( tecmo.co.jp/ )
Personally I still prefer their `Dead Or Alive´ fighting games better (for
obvious reasons), but this is still a fun all-female fighter. I dunno why
they put in CG-versions of some characters though, that was a little odd.
And I wished the alternate versions of characters were a bit more diverse.
If anything, this was one of their precursors to DoA due to the amount of
bouncing boobs in it.
- Jeff "CJayC" Veasey + GameFAQs ( gamefaqs.com/ )
The man and his FAQ-emporium lives on as the best site out there for all-
game information.
(GameFAQs :
http://www.gamefaqs.com/features/recognition/300.html)
- AnimeCentral ( acen.org/ )
Working there is always the best, and it`s where I was able to get this game
in the Dealer`s Room. I forgot what specific booth, but oh well.
--------------------------------------------------------------------- ( 8.02 )
>> SECRETS / CODES
-------------------------------------------------------------------------------
- Unlock Akane Kasumi
Beat the game in Story Mode with Kiriko Kasumi (3D).
- Unlock Black Raiya
Beat the game in Story Mode with Raiya Mikazuchi.
- Unlock Hyper Mysterious Power
Beat the game in Story Mode with Mysterious Power.
- Unlock Juushou Highway Star
Beat the game in Story Mode with Highway Star.
- Unlock Kiriko Kasumi (2D)
Beat the game in Arcade Mode with Kiriko Kasumi (3D).
- Unlock LINA (2D)
Beat the game in Arcade Mode with LINA (3D).
- Unlock LINA2
Beat the game in Story Mode with LINA (3D).
- Unlock Marie Arisugawa & Panda
Beat the game in Story Mode with Marie Arisugawa & King.
- Unlock Reika (2D)
Beat the game in Story Mode with Reika (3D).
- Unlock ROBO-Chibiko
Beat the game in Story Mode with Chibiko.
- Unlock Binbou Chibiko
Unlock all the above secret characters.
- Unlock Daitenshi`s (Angel) Stage
Beat the game in Arcade Mode with any character.
- Unlock CG Gallery
Beat the game in Arcade Mode with any character to open up their personal
gallery. When you open all the characters` individual galleries, the special
"ANGEL EYES" group gallery will open up in the middle.
- Unlock Special Ending Picture
Beat the game in Story Mode with any character without using any continues.
A special picture will appear as the credits are scrolling.
- Decrease or Increase Damage Output
At the Player Select screen, hold the L1- or R1-shoulder button. Holding L1
will change the character`s name to blue font and their attack power will be
decreased. Holding R1 will change their name to yellow font and their attack
power will increase. During play, the life bars will also be an alternate
color depending on the selected (yellow for increased, blue for decreased).
- Unlock Sound Test and Sound Effects
Depending on which character you use and which mode will unlock their sound
gallery:
Sound Test Theme | Method
---------------------------+-------------------------------------------
"Akane Play" | Beat Story Mode with Kiriko Kasumi
"Angel Play" | Beat Angel in Arcade Mode
"Bin C Play" | Unlock all other Sound Test themes
"Black Raiya Play" | Beat Story Mode with Raiya Mikazuchi
"H Star 2 Play" | Beat Story Mode with Highway Star
"H Mysp Play" | Beat Story Mode with Mysterious Power
"LINA 2 Play" | Beat Story Mode with LINA
"LINA2 Play" | Beat Story Mode with LINA
"Panda Play" | Beat Story Mode with Marie Arisugawa & King
"Robo C Play" | Beat Story Mode with Chibiko
Angel Stage Music | Beat Angel in Arcade Mode
Black Raiya Stage Music | Beat Story Mode with Raiya Mikazuchi
Staff Roll 2 Music | Beat Story Mode without using a continue
- Game Shark Codes
Infinite Life (P1) 30097428 007F
Infinite Life (P2) 30097540 007F
Infinite Emotion Gauge (P1) 80097448 5F5F
Infinite Emotion Gauge (P2) 80097560 5F5F
Stop Character Select Timer D01FFF68 0013
801FFF68 0014
Enable All Secret Characters 80081A68 FFFF
for Vs. Mode 80081A6A 00FF
--------------------------------------------------------------------- ( 8.03 )
>> TRANSLATIONS
-------------------------------------------------------------------------------
[ CHIBIKO / BINBOU CHIBIKO / ROBO-CHIBIKO ]
Beam Nawa Chibi Beam Rope Chibi
Biribiri Doka-n (1) Rippling Boom
Doka~n Punch Boom Punch
Honoo no Chibi Spike Flaming Chibi Spike
Kyuukouka Attack Nose Dive Attack
Nawa Chibi (2) Rope Chibi
Oodama Attack (3) Giant Ball Attack
Patapata Punch Flap Punch
Robo Chibi Spike Robo Chibi Spike
Super Chibiko Dama Super Chibiko Ball
Tekkyuu Attack Iron Ball Attack
1 "Biribiri" is an onomatopoeic word which means "rippling" or "like an
electric spark".
2 This is a somewhat play on the word "nawatobi" which means "jumprope".
3 True to the name, 'oodama' are large colored balls used in Japanese schools
for certain sporting events.
[ JUUSHOU HIGHWAY STAR ]
Mikanzen Wheel Breakin' Imperfected Wheel Breakin'
Tobanai Spinning Gear Non-flying Spinning Gear
[ KIRIKO KASUMI / AKANE KASUMI ]
Akatsuki Dawn
Kurenai Crimson
Retsu Split
Sai Break
Sen Rotation
You (pronounced 'yoh') Calamity
Zan Kill
Zan Kai Kill Revision
[ MARIE ARISUGAWA & KING GORGONIA SANSEI / MARIE ARISUGAWA & PANDA ]
Bolshoi Magic (1) Grand Magic
Panda Bakudan Panda Bomb
Sansei 3rd generation; III
1 I`m not sure if there is any significant reason why the move is named this.
"Bolshoi" is a Russian word that means "big" or "grand". It`s also the name
of a popular ballet and theater in Moscow. But after doing some research, I
still haven`t been able to find any connections between that and Marie &
King. "Marie" is a popular German female name, and I would not doubt if she
is half, but still that brings no connection to the Russian word usage.
[ MYSTERIOUS POWER / HYPER MYSTERIOUS POWER ]
Hikitsuke Convulsions
Sandangamae Three-way
Shibire Numbness
Youshisen Proton Beam
[ RAIYA MIKAZUCHI / BLACK RAIYA ]
Chi Retsu Sen Earth Fissure Flash
Gou Retsu Senkou Ha Roaring Fissure Flash Wave
Mikazuchi Geri Mikazuchi Kick
Raijin Touryuu Nei Do (1) God Of Lightning Rather Angry Rising Dragon
Raikou Dan Lightning Bullet
Shou Rai Kyaku Rising Lightning Bolt Leg
1 The kanji for this attack actually reads 'Raijin Touryuu Nei Do,' meaning
'God Of Lightning Rather Angry Rising Dragon'. But when you sound it out,
it comes off as 'raijingu torune-do' (Rising Tornado). This is an example
of 'ateji', where Japanese artists use the phonetic value of a character
to allow the title/name to be written with kanji (often choosing those that
fit the description of the attack). For the attack, Raiya does a rising and
spinning uppercut, while her fist is electrocuted.
--------------------------------------------------------------------- ( 8.04 )
>> REVISION HISTORY
-------------------------------------------------------------------------------
v. 6.o )( Jan - o9 - 2012
- Game modes information added in this version. Edited a lot of the character
damage details to make it easier to read. Also fixed special move details
for LINA/LINA2 and Kiriko. Finally the system has been dissected and I made
corrections to the tier listing. Game story, character stories, and palette
colors will come in next version.
v. 5.o )( Dec - 28 - 2011
- How many years has it been? A lot. Now revamped into my new FAQ-style and
finished for the most part. All the character`s moves, damage, and notes are
listed in the most understandable manner I could think of. Still need to
dissect the system and add the story, but that shouldn`t take twelve years.
v. 4.o )( Oct - 25 - 1999
- Reformatted entire FAQ once more, so all the information is either edited or
modified. Missing character info and translations have also been included in
this version. Finally a bunch of Game Shark codes are in.
v. 3.7 )( Oct - o5 - 1998
- Editing.
v. 3.3 )( Aug - 31 - 1998
- Editing.
v. 3.o )( Jul - 24 - 1998
- FAQ seperated into three individual FAQs: MaxFAQ, MiniFAQ, and ComboFAQ. All
of the character`s moves and stats have been added and translated. Notes
included for detailed information on certain character moves.
v. 2.o )( Jun - o9 - 1998
- Entire FAQ presented in a totally new outline. A majority of the moves and
character information added too. Combos added for Black Raiya, Highway Star,
Raiya and Reika.
v. o.8 )( May - 11 - 1998
- Added damage information and combos for Chibiko, Kiriko, Raiya and Reika.
v. o.o )( May - o6 - 1998
- FAQ`s initial launch. Incomplete in data, and the combos aren`t guaranteed
to work on all characters yet.
--------------------------------------------------------------------- ( 8.05 )
>> FINAL NOTE
-------------------------------------------------------------------------------
Oss`!
Like `Asuka 120%: Burning Fest. Excellent,´ this was another game I picked up
at Anime Central. Back when I was still in my "Must have every all-female
fighter!" phase. I don`t remember where I first heard about this game either.
Not my favorite out of my weird fighting games, but it`s not horrible. The
characters were all pretty decent. Sadly there wasn`t a way to play as Dai-
Tenshi or fight on Black Raiya`s stage (since it has the best music).
Have something to say about the game or this FAQ you want me or others to
know? Find any of the above information wrong or misleading? Or maybe you
have info or extras to add onto what`s posted. Whatever the case is, feel
free to send it! Anything that is posted within the FAQ, you not only get
full credit. Oh no no! You also receive unauthorized bragging rights that
give you the Almighty-given gift of annoying the hell out of people with.
.. By the way, thanks for reading!
Sayounara, adios, ciao, xie xie, au revoir, and all that other crap. ^_^
- `shouji´ <
[email protected]>
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| `If a woman insists on being called 'Ms.,' ask her if it stands for |
| 'miserable'.´ - Russell Bell |
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