Line 8: | Line 8: | ||
|- | |- | ||
|Kick Turn Throw | |Kick Turn Throw | ||
|When close, b/f + D | |||
|- | |- | ||
|Air Kick Turn Throw | |Air Kick Turn Throw | ||
|When close in air, b/f/d + D | |||
|- | |- | ||
|Slash Shot | |Slash Shot | ||
|qcf + P | |||
|- | |- | ||
|Slash Barrier | |Slash Barrier | ||
|qcb + P | |||
|- | |- | ||
|Slash Dynamic | |Slash Dynamic | ||
|f,d,df + P | |||
|- | |- | ||
|Slash Teleport | |Slash Teleport | ||
|b,d,db | |||
|- | |- | ||
|Air back + C | |Air back + C | ||
|- | |- | ||
|Air above + D | |Air above + D | ||
|- | |- | ||
|Air forward + A | |Air forward + A | ||
|- | |- | ||
|Ground forward + B | |Ground forward + B | ||
|- | |- | ||
|Air Slash Teleport Jump, b,d,db | |Air Slash Teleport Jump, b,d,db | ||
|- | |- | ||
| | |||
|Ground back + C | |Ground back + C | ||
|- | |- | ||
|Ground below + D | |Ground below + D | ||
|- | |- | ||
|Ground forward + A | |Ground forward + A | ||
|- | |- | ||
|Air forward + B | |Air forward + B | ||
|- | |- | ||
![Powered Up Hissatsu Waza] | ![Powered Up Hissatsu Waza] | ||
|- | |||
|ES Slash Shot | |ES Slash Shot | ||
|qcf + 2P | |qcf + 2P | ||
Line 62: | Line 56: | ||
|- | |- | ||
![Miscellaneous Attacks] | ![Miscellaneous Attacks] | ||
|- | |||
|Sankaku Tobi | |Sankaku Tobi | ||
|Jump on wall, tap opposite direction | |||
|- | |- | ||
|Tsuki | |Tsuki | ||
|f + C | |||
|- | |- | ||
|Renzoku Zanri | |Renzoku Zanri | ||
|f + D | |||
|- | |- | ||
|Gedan Tsuki | |Gedan Tsuki | ||
|f + A | |||
|- | |- | ||
|Hizageri | |Hizageri | ||
|f + B | |||
|- | |- | ||
|Zanri Jouge | |Zanri Jouge | ||
|Jump, d + C | |||
|- | |- | ||
|Zanri Geroshi | |Zanri Geroshi | ||
|Jump, d + D | |||
|- | |- | ||
|Kabuto Wari | |Kabuto Wari | ||
|Jump, d + A | |||
|- | |- | ||
|High Kick | |High Kick | ||
|Jump, d + B | |||
|- | |- | ||
|Slash Strike | |Slash Strike | ||
Line 96: | Line 90: | ||
|- | |- | ||
|Slash Corridor | |Slash Corridor | ||
|When close, hcb + B | |||
|- | |- | ||
![HaraHara] | |||
|- | |- | ||
|Darkness Wind | |Darkness Wind | ||
|d,d + 2P/2K | |||
|- | |- | ||
![DokiDoki] | |||
|- | |- | ||
|Darkness Rush | |Darkness Rush | ||
|f,hcf + 2K | |||
|} | |} | ||
== Special Moves == | == Special Moves == |
Revision as of 14:03, 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