Ninja Masters/Unzen: Difference between revisions

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(Created page with "=Introduction= =Move list= =Normal Moves= =Command Moves= =Special Moves= =EX moves= =Combos= =Deadly Move= =Super Deadly Move=")
 
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=Command Moves=
=Command Moves=
=Special Moves=
=Special Moves=
down, down-back, back, up-back, up + P:
A counter move.
Unzen shakes his fist in an angry manner; if he is hit, he punches the opponent away.
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hcb + P:
Unzen leaps in to the air and slams his fists down on the ground, creating a small patch of fire where he lands.
He leaps a tiny distance for the weak version, and about three quarters of the screen for the fierce and powered versions.
The powered version results in a larger patch of fire.
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qcb, hcb + P:
Command throw.
Unzen grabs the opponent and leaps in to the air, slamming them on the ground.
He leaps particularly high for the powered version.
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hcf + B:
Command throw. Unzen slams the opponent on the ground hard.
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qcf + K three times:
Unzen slides forward and punches the opponent, spins at them, then punches yet again, knocking them down.
He slides further forward for the powered version.
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B + D:
Unzen spins with his fists clenched together.
Works as anti-air; you can slide forward or backwards while doing it simply by hitting forward or back ( of course. )
Unzen can avoid fireballs with this move.
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charge back, forward + AC:
Unzen charges up, filling his super meter.
He then rushes forward, and if he grabs the opponent, he gives them a bear hug, causing quite a bit of damage.
Note: If you get knocked out of this while charging, you retain the energy you charged in your super meter.
If this move is done when your super meter is full, he only charges for a split second.
Obviously, this move empties your super meter.
=EX moves=
=EX moves=
=Combos=
=Combos=
=Deadly Move=
=Deadly Move=
=Super Deadly Move=
=Super Deadly Move=

Revision as of 19:11, 2 June 2015

Introduction

Move list

Normal Moves

Command Moves

Special Moves

down, down-back, back, up-back, up + P:

A counter move.

Unzen shakes his fist in an angry manner; if he is hit, he punches the opponent away.


hcb + P:

Unzen leaps in to the air and slams his fists down on the ground, creating a small patch of fire where he lands.

He leaps a tiny distance for the weak version, and about three quarters of the screen for the fierce and powered versions.

The powered version results in a larger patch of fire.


qcb, hcb + P:

Command throw.

Unzen grabs the opponent and leaps in to the air, slamming them on the ground.

He leaps particularly high for the powered version.


hcf + B: Command throw. Unzen slams the opponent on the ground hard.


qcf + K three times:

Unzen slides forward and punches the opponent, spins at them, then punches yet again, knocking them down.

He slides further forward for the powered version.


B + D:

Unzen spins with his fists clenched together. Works as anti-air; you can slide forward or backwards while doing it simply by hitting forward or back ( of course. )

Unzen can avoid fireballs with this move.


charge back, forward + AC:

Unzen charges up, filling his super meter.

He then rushes forward, and if he grabs the opponent, he gives them a bear hug, causing quite a bit of damage.

Note: If you get knocked out of this while charging, you retain the energy you charged in your super meter.

If this move is done when your super meter is full, he only charges for a split second.

Obviously, this move empties your super meter.

EX moves

Combos

Deadly Move

Super Deadly Move