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Special Attacks:<br> | Special Attacks:<br> | ||
Crouching Bx2, Crouching A<br> | Crouching Bx2, Crouching A<br> | ||
A x4<br><br> | |||
Advanced Attacks:<br> | Advanced Attacks:<br> | ||
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G.Moon Roll QCFx2+P<br> | G.Moon Roll QCFx2+P<br> | ||
Butterfly Strike QCFx2+K<br> | Butterfly Strike QCFx2+K<br> | ||
==Shadow Moves== | ==Shadow Moves== | ||
Revision as of 20:46, 26 December 2015
Introduction
Move List
Quick Movelist
Normal Attack:
F+C
Special Attacks:
Crouching Bx2, Crouching A
A x4
Advanced Attacks:
S.Moon Roll QCF+P
Chaser QCB+Px2
Rotators QCF+K
S.Kick F,QCF+K
Meteorite HCB+K
Deadly Attacks:
G.Moon Roll QCFx2+P
Butterfly Strike QCFx2+K
Shadow Moves
Pressure Leap Kicks qcf + LK+HP must connect (not blocked)
to perform entire maneuver; launches opponent
Chi Storm qcb + LK+HP a fireball will collide
with other projectiles as both will be "destroyed" in the process
Stagger Grab hcf + LP+LK connects close and is
unblockable; small window for free attack after landing maneuver
Throw Moves
Command Moves
Laugh And Point HP+HK can hit opponent for very
minor damage; taunt fills Super Meter considerably
Hopping Jump Kick d + LP+LK overhead
Backroll and Jump b + LP+LK can follow with air attack
Side Stance Palm f + HP
Double Sweep d + HK both parts must be blocked low
Double Foot Stomp d/u + LP/LK/HP/HK pursue attack
when opponent is on floor
Special Moves
Special Moves
Chi Blast qcf + P LP=slow, HP=fast; will
collide with other projectiles as both will be "destroyed" in the process
Trap Uppercut f, d, df + P first part must connect
(not blocked) to perform the entire maneuver
Pressure Elbow qcb + P LP=short, HP=far
-Iron Palms qcb + P
Opening Fan qcf + K LK=short with last hit being an overhead; far with last two hits being overheads
Leaping Double Kick f, d, df + K LK=short, HK=far; launches opponent
Leap Frog hcb + K leap must touch opponent to perform entire maneuver; unblockable; staggers opponent
Super Moves
Chi Bomb qcf, qcf + P LP=vertically up and down, HP=far toss; absorbs projectiles
Swift Barrage qcf, qcf + K end parts of the Opening Fan maneuvers are overheads; launches opponent
Combos
Crossups: j.B
Combos:
(2B) 2B 2A 6C 623D, 623K, 623P - Staple combo off a low.
2B 2A 5A 5C 6C ... - May work up close on some characters.
5C/5D 6C ...
... 6C 623D, c.D, 236236A, 623C - Corner.
... 6C 236236K, 623D, 623P or 236236P, 623P
... 6C 214C 214P - Works when 623D will not hit.
... 6C 214C 214P(1) 236B+C ... - Cancel into the shadow version quickly.
... 6C 214C 214P(1) 236B+C 236236K, c.D, (236236P) - Kick Super will cause them to not launch after Shadow.
6C 236A, 6C ... - Corner only. Extremely character and distance specific.
Potentially more reps possible.
c.D, 623K ...
2D(1) 623D ...
2D(1) 214C ...
2D(2) 623C - May need to delay slightly on some characters.
2D(2) 623B, 6C 623C - Huang only.
... 623K, 623K, 623P - Staple strong combo finish.
... 623K, c.C 623C - Alternate finish, better for those you can't hit normally
... 623K, 623K, 236236A, 623C - Easy to hit, works anywhere.
... 623K, c.D, 236236A, 623C - Alternate setup, good for the corner.
... 623K, 236236K, 236236A, 623C - Near Corner Only, difficult timing.
236D, 236236A, 623P - Corner only.
63214K, pause, 66 5C 6C ... - Controls are reversed on hit so you must delay before dashing.
... 236236A, 236236A, 236236A, ... - Super loop. Zzzzz.
... 236B+C, c.D, c.D, 2C 623D or 623C - Easy combo. Hold back to avoid crossup
... 236B+C, 214P, c.D, c.D, 2C, 623B, 623C
... 236B+C, 214P, c.D, c.D, 2C, 623B, 236236A, 623C - Extra damage.
... 236B+C, 214P, c.D 214A(wiff), c.D 214A(wiff), 623B, 2C, 623C or 236236A.. - Slightly better meter gain but basically the same.
... 236B+C, 214C, 66 c.D 214C(wiff), 623D, c.D 214C(wiff), 623D, 623C
... 236B+C, 214C, 66 c.D 214C(wiff), 623D, c.D 214C(wiff), 623B,236236A,66 623P - Mid screen versions. Very stylish, lots of crossunders. Builds a lot of meter.
41236A+B, C 6C ...