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=Introduction= | =Introduction= | ||
=Move List= | =Move List= | ||
[Hissatsu Waza] | |||
Kick Turn Throw When close, b/f + D | |||
Air Kick Turn Throw When close in air, b/f/d + D | |||
Slash Shot qcf + P | |||
Slash Barrier qcb + P | |||
Slash Dynamic f,d,df + P | |||
Slash Teleport b,d,db | |||
Air back + C | |||
Air above + D | |||
Air forward + A | |||
Ground forward + B | |||
Air Slash Teleport Jump, b,d,db | |||
Ground back + C | |||
Ground below + D | |||
Ground forward + A | |||
Air forward + B | |||
[Powered Up Hissatsu Waza] | |||
ES Slash Shot qcf + 2P | |||
ES Slash Dynamic f,d,df + 2P | |||
ES Slash Barrier qcb + 2P | |||
[Miscellaneous Attacks] | |||
Sankaku Tobi Jump on wall, tap opposite direction | |||
Tsuki f + C | |||
Renzoku Zanri f + D | |||
Gedan Tsuki f + A | |||
Hizageri f + B | |||
Zanri Jouge Jump, d + C | |||
Zanri Geroshi Jump, d + D | |||
Kabuto Wari Jump, d + A | |||
High Kick Jump, d + B | |||
Slash Strike Press HP + HK | |||
[WakuWaku] | |||
Slash Corridor When close, hcb + B | |||
[HaraHara] | |||
Darkness Wind d,d + 2P/2K | |||
[DokiDoki] | |||
Darkness Rush f,hcf + 2K | |||
== Special Moves == | == Special Moves == | ||
Special Moves | |||
------------- | |||
Slash Shot qcf + P LP=short, HP=long; will | |||
ground opponent if the | |||
sword stab (not the vortex | |||
wall) connects (not | |||
blocked); vortex wall | |||
absorbs projectiles | |||
Slash Dynamic f, d, df + P LP=short, HP=further with an | |||
extra strike; grounds | |||
opponent | |||
Slash Barrier qcb + P LP=two swipes, HP=four | |||
swipes; grounds | |||
opponent | |||
Slash Teleport b, d, db + any LP=in air backwards, LK=in | |||
air forwards, HP=in air | |||
above, HK=on ground | |||
forward | |||
Air Slash Teleport b, d, db + any LP=on ground backwards, | |||
LK=on ground forwards, | |||
HP=on ground below, HK=in | |||
air forward | |||
Slash Corridor hcb + HK close unblockable; grounds opponent | |||
== Super Special Moves == | == Super Special Moves == | ||
EX Moves | |||
-------- | |||
EX Slash Shot qcf + LP+HP absorbs projectiles; grounds | |||
opponent | |||
EX Slash Dynamic f, d, df + LP+HP grounds opponent | |||
EX Slash Barrier qcb + LP+HP grounds opponent | |||
== WakuWaku == | == WakuWaku == | ||
== DokiDoki == | == DokiDoki == | ||
Super | |||
----- | |||
Darkness Rush f, hcf + LK+HK dash in must touch opponent | |||
to perform the first part | |||
of the super; one of the | |||
attacks from the first part | |||
must connect (not blocked) | |||
to perform the rest of the | |||
super; grounds opponent | |||
== HaraHara == | == HaraHara == | ||
Hara Hara | |||
--------- | |||
Darkness Wind d, d + LK+HK/LP+HP unblockable; knocks opponent | |||
against the wall if it | |||
connects; absorbs | |||
projectiles | |||
=Combos= | =Combos= |
Revision as of 11:47, 8 December 2015
Introduction
Move List
[Hissatsu Waza]
Kick Turn Throw When close, b/f + D Air Kick Turn Throw When close in air, b/f/d + D Slash Shot qcf + P Slash Barrier qcb + P Slash Dynamic f,d,df + P Slash Teleport b,d,db
Air back + C Air above + D Air forward + A Ground forward + B
Air Slash Teleport Jump, b,d,db
Ground back + C Ground below + D Ground forward + A Air forward + B
[Powered Up Hissatsu Waza]
ES Slash Shot qcf + 2P ES Slash Dynamic f,d,df + 2P ES Slash Barrier qcb + 2P
[Miscellaneous Attacks]
Sankaku Tobi Jump on wall, tap opposite direction Tsuki f + C Renzoku Zanri f + D Gedan Tsuki f + A Hizageri f + B Zanri Jouge Jump, d + C Zanri Geroshi Jump, d + D Kabuto Wari Jump, d + A High Kick Jump, d + B Slash Strike Press HP + HK
[WakuWaku]
Slash Corridor When close, hcb + B
[HaraHara]
Darkness Wind d,d + 2P/2K
[DokiDoki]
Darkness Rush f,hcf + 2K
Special Moves
Special Moves
Slash Shot qcf + P LP=short, HP=long; will
ground opponent if the sword stab (not the vortex wall) connects (not blocked); vortex wall absorbs projectiles
Slash Dynamic f, d, df + P LP=short, HP=further with an
extra strike; grounds opponent
Slash Barrier qcb + P LP=two swipes, HP=four
swipes; grounds opponent
Slash Teleport b, d, db + any LP=in air backwards, LK=in
air forwards, HP=in air above, HK=on ground forward
Air Slash Teleport b, d, db + any LP=on ground backwards,
LK=on ground forwards, HP=on ground below, HK=in air forward
Slash Corridor hcb + HK close unblockable; grounds opponent
Super Special Moves
EX Moves
EX Slash Shot qcf + LP+HP absorbs projectiles; grounds
opponent
EX Slash Dynamic f, d, df + LP+HP grounds opponent EX Slash Barrier qcb + LP+HP grounds opponent
WakuWaku
DokiDoki
Super
Darkness Rush f, hcf + LK+HK dash in must touch opponent
to perform the first part of the super; one of the attacks from the first part must connect (not blocked) to perform the rest of the super; grounds opponent
HaraHara
Hara Hara
Darkness Wind d, d + LK+HK/LP+HP unblockable; knocks opponent
against the wall if it connects; absorbs projectiles