(→Combos) |
No edit summary |
||
Line 2: | Line 2: | ||
=Move List= | =Move List= | ||
==Quick Movelist== | |||
Normal Attack: | |||
F+C (good for comboing into a QCF+C) | |||
Special Attack: | |||
Crouching A or B x3 | |||
Advanced Attacks: | |||
Lotus Spell (Straight) QCF+P | |||
Lotus Spell (Upward) QCF+K | |||
Dancing Hawk HCF+K | |||
Phantom Wind B,QCB+P,QCB+P,QCF+P,A | |||
Guillotine In the Air QCF+P | |||
Deadly Attacks: | |||
Hawk QCFx2+P (Light P jumps close, HP jumps Far) | |||
Lotus Secrets QCFx2+K | |||
Burning Lotus QCB+P (Catches opponent in air) | |||
==Shadow Moves== | |||
Lotus Rush qcf + LK+HP must connect (not blocked) | |||
to perform entire | |||
maneuver; wall bounces | |||
opponent | |||
Swallowing Lotus qcb + LK+HP absorbs projectiles; has | |||
a vacuum effect; can | |||
have two on the screen | |||
at the same time | |||
Stagger Grab hcf + LP+LK connects close and is | |||
unblockable; small | |||
window for free attack | |||
after landing maneuver | |||
Supers | |||
------ | |||
==Throw Moves== | ==Throw Moves== | ||
==Command Moves== | ==Command Moves== | ||
Flame Toss HP+HK can hit opponent for very | |||
minor damage; taunt | |||
fills Super Meter | |||
considerably | |||
Hopping Double Slash d + LP+LK overhead | |||
Backroll and Jump b + LP+LK can follow with air attack | |||
Dead Claw f + HP 2 hits and must be blocked | |||
low; launches opponent | |||
Short Dual Slide Kick db + HK must be blocked low | |||
Medium Dual Slide Kick d + HK must be blocked low | |||
Far Dual Slide Kick df + HK must be blocked low | |||
Pouncing Claw d/u + LP/LK/HP/HK pursue attack | |||
when opponent is | |||
on floor | |||
==Special Moves== | ==Special Moves== | ||
Bloom qcf + P LP=appears stationary | |||
close, HP=appears | |||
stationary far; will | |||
collide with other | |||
projectiles as both | |||
will be "destroyed" in | |||
the process | |||
Pouncing Claw b, d, db + P LP=short, HP=far; overhead | |||
Reaping Claw qcb + P Pouncing Claw must touch | |||
opponent for this follow | |||
up to come out | |||
Sky Slash qcf + P | |||
Air Double Claw P | |||
Lotus Catch hcf + P in air must touch opponent to | |||
perform the entire | |||
maneuver; unblockable; | |||
can catch both airborne | |||
and grounded opponents | |||
Raising Bloom qcf + K LK=short and upwards, | |||
HK=far and upwards; will | |||
collide with other | |||
projectiles as both | |||
will be "destroyed" in | |||
the process | |||
Thunderous Strikes hcb + K LK=4 hits, HK=9 hits; must | |||
touch opponent to | |||
perform the entire | |||
maneuver; unblockable | |||
==Super Moves== | ==Super Moves== | ||
Death Touch qcf, qcf + P LP=short, HP=far; must | |||
touch opponent to | |||
perform the entire | |||
maneuver; unblockable | |||
Tower Of Flames hcb + P LP=short, HP=far; catches | |||
airborne opponent | |||
Giant Bloom qcf, qcf + K absorbs projectiles | |||
=Combos= | =Combos= | ||
Crossups: j.A, j.C | Crossups: j.A, j.C |
Revision as of 12:04, 9 December 2015
Introduction
Move List
Quick Movelist
Normal Attack: F+C (good for comboing into a QCF+C)
Special Attack: Crouching A or B x3
Advanced Attacks:
Lotus Spell (Straight) QCF+P Lotus Spell (Upward) QCF+K Dancing Hawk HCF+K Phantom Wind B,QCB+P,QCB+P,QCF+P,A Guillotine In the Air QCF+P
Deadly Attacks:
Hawk QCFx2+P (Light P jumps close, HP jumps Far) Lotus Secrets QCFx2+K Burning Lotus QCB+P (Catches opponent in air)
Shadow Moves
Lotus Rush qcf + LK+HP must connect (not blocked)
to perform entire maneuver; wall bounces opponent
Swallowing Lotus qcb + LK+HP absorbs projectiles; has
a vacuum effect; can have two on the screen at the same time
Stagger Grab hcf + LP+LK connects close and is
unblockable; small window for free attack after landing maneuver
Supers
Throw Moves
Command Moves
Flame Toss HP+HK can hit opponent for very
minor damage; taunt fills Super Meter considerably
Hopping Double Slash d + LP+LK overhead Backroll and Jump b + LP+LK can follow with air attack Dead Claw f + HP 2 hits and must be blocked
low; launches opponent
Short Dual Slide Kick db + HK must be blocked low Medium Dual Slide Kick d + HK must be blocked low Far Dual Slide Kick df + HK must be blocked low Pouncing Claw d/u + LP/LK/HP/HK pursue attack
when opponent is on floor
Special Moves
Bloom qcf + P LP=appears stationary
close, HP=appears stationary far; will collide with other projectiles as both will be "destroyed" in the process
Pouncing Claw b, d, db + P LP=short, HP=far; overhead
Reaping Claw qcb + P Pouncing Claw must touch opponent for this follow up to come out Sky Slash qcf + P Air Double Claw P
Lotus Catch hcf + P in air must touch opponent to
perform the entire maneuver; unblockable; can catch both airborne and grounded opponents
Raising Bloom qcf + K LK=short and upwards,
HK=far and upwards; will collide with other projectiles as both will be "destroyed" in the process
Thunderous Strikes hcb + K LK=4 hits, HK=9 hits; must
touch opponent to perform the entire maneuver; unblockable
Super Moves
Death Touch qcf, qcf + P LP=short, HP=far; must
touch opponent to perform the entire maneuver; unblockable
Tower Of Flames hcb + P LP=short, HP=far; catches
airborne opponent
Giant Bloom qcf, qcf + K absorbs projectiles
Combos
Crossups: j.A, j.C
Normals:
6C - Launches 1D/2D/3D - Controls the distance of his slide.
Specials:
236A/C - Projectile. Stays in place at a distance. 236B/D - Projectile. Moves forwards and up. 63214B/D - Unblockable rush attack. 421A/C 214P 236P P - First hit is High. j.41236A/C - Diving Throw. Can be TKed. Grabs in the air or on the ground.
Supers:
63214A/C - Anti-Air grab. A version jumps vertical, C jumps diagonal. 236236A/C - Unblockable strike. A version jumps short, C jumps far. 236236K - Projectile. Untechrollable?
Taunt:
Can hit people in the air or if they are standing still. But otherwise, passes through without hitting.
214B+C Shadow Special:
Has Vacuum. Can have up to 2 on the screen at a time. Vacuum effect will stack with more than one on the screen.
Unblockable Setup:
214B+C, 63214D or 236236P Escapable via Guard Cancel.
Combos:
2A 2B 6C ... (2B) 2B 6C ... 2B 2B 2B 6C 236236C
c.C/c.D/2C 6C ...
... 6C f.D ... 6C 236C, Taunt - Builds decent meter. ... 6C 63214C
... 6C 236236K - Corner only. ... 6C 214B+C, f.D, c.D, j.D - Deep Corner only. ... 6C 214B+C, f.D, c.D 63214C - Deep Corner only. ... 6C 214B+C, 236236K, 63214P - Deep Corner only.
... 6C(1) 421A 214P 236P, f.C - Distance specific, might miss from far. ... 6C(1) 421A 214P 236P, 66 c.C 6C or 236236K 2P/K - Works mid, but difficult.
... 6C(1) 421A 214P 236P, c.C/2C 6C 214B+C, f.D, c.D, j.D - Near Corner. ... 6C(1) 421A 214P 236P, c.C/2C 6C 214B+C, f.D, c.D 63214P - Near Corner. ... 6C(1) 421A 236B+C ...
... 236B+C, f.D, f.D, 66 c.D, 236D or 63214C
41236A+B c.D 6C ...