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== Command Normals == | == Command Normals == | ||
''Mukiryoku Otoshi'' / '''Lassitude Drop''' - j.D+HK | ''Mukiryoku Otoshi'' / '''Lassitude Drop''' - j.D + HK | ||
Lingering overhead attack. Makes for a good ambiguous cross-up option. | Lingering overhead attack. Makes for a good ambiguous cross-up option. | ||
''Kaeru Rekishi-tai'' / '''Run Over Frog''' - LP + LK / HP + HK | |||
Has upper-body invincibility on startup. A bit too slow to use as a reliable anti-air, so it's mostly used as a way to reliably avoid projectiles. | |||
== Special Moves == | |||
''Xiongmao Mou Hon Geki'' / '''Panda Attacking with a Fierce Run''' - Hold B -> F + K | |||
Quick horizontal ramming attack. HK version travels farther, moves faster, and does more damage. Can be used to punish some moves at a distance, but this move is unsafe on block. Good combo ender. | |||
---- | '''Panda Brainstorm''' - Hold D -> U + P | ||
Invincible anti-air move. Will beat most attacks cleanly, but is very punishable if you miss or block. If the HP version hits a grounded opponent at point-blank range, it will hit twice and get a guaranteed dizzy. | |||
== Strategies == | == Strategies == |
Revision as of 15:11, 7 August 2024
Introduction
Moves List
Normal Moves
s.LP | |
s.HP | |
s.LK | |
s.HK | |
c.LP | |
c.HP | |
c.LK | |
c.HK | |
j.LP | |
j.HP | |
j.LK | |
j.HK |
Throws
Panda Suplex - B / F + HP
Command Normals
Mukiryoku Otoshi / Lassitude Drop - j.D + HK Lingering overhead attack. Makes for a good ambiguous cross-up option.
Kaeru Rekishi-tai / Run Over Frog - LP + LK / HP + HK
Has upper-body invincibility on startup. A bit too slow to use as a reliable anti-air, so it's mostly used as a way to reliably avoid projectiles.
Special Moves
Xiongmao Mou Hon Geki / Panda Attacking with a Fierce Run - Hold B -> F + K Quick horizontal ramming attack. HK version travels farther, moves faster, and does more damage. Can be used to punish some moves at a distance, but this move is unsafe on block. Good combo ender.
Panda Brainstorm - Hold D -> U + P Invincible anti-air move. Will beat most attacks cleanly, but is very punishable if you miss or block. If the HP version hits a grounded opponent at point-blank range, it will hit twice and get a guaranteed dizzy.