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==== Target Combos ==== | ==== Target Combos ==== | ||
===Special Moves=== | |||
{| border=" | * close LK -> MK | ||
=== Special Moves === | |||
{| border="1em" cellspacing="0" width="55%" style="border: 1px solid #999; background: #F2F2F2;" | |||
|- | |||
| '''Move Name''' || '''Motion''' | |||
|- | |||
| Nichiirin Shyou || (B)F+P | |||
|- | |- | ||
| | | Oni Yanma || (D)U+P | ||
|- | |- | ||
| | | Niou Riki || HCB+P | ||
|- | |- | ||
| | | Jinchuu Watari || QCF+K | ||
|- | |- | ||
| | | Hitobashira Nobiri || '''(Air)''' QCF+K (Tap K rapidly) | ||
|} | |} | ||
=== | === EX Moves === | ||
{| border="0" | {| border="1em" cellspacing="0" width="55%" style="border: 1px solid #999; background: #F2F2F2;" | ||
|- | |||
| '''Move Name''' || '''Motion''' | |||
|- | |||
| Nichiirin Shyou || (B)F+PP | |||
|- | |||
| Oni Yanma || (D)U+PP | |||
|- | |||
| Jinchuu Watari || QCF+KK | |||
|- | |||
| Hitobashira Nobiri || '''(Air)''' QCF+KK (Tap K rapidly) | |||
|} | |||
=== Super Arts === | |||
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;" | |||
|- | |||
| '''Num.''' || '''Super Art Name''' || '''Motion''' || '''Super Bars''' | |||
|- | |- | ||
| I || Kishin Riki || QCF | | I || Kishin-Riki || QCF QCF+P (Aproach opponent, then P) || 1 stock | ||
|- | |- | ||
| I || Kishin Tsui || QCF | | I || Kishin-Tsui || QCF QCF+PP || 1 stock | ||
|- | |- | ||
| II || Yagyou-Dama || QCF | | II || Yagyou-Dama || QCF QCF+P || 3 stocks | ||
|- | |- | ||
| II || Yagyou- | | II || Yagyou-Oodama || QCF QCF+PP || MAX required | ||
|- | |- | ||
| III || Tengu-Stone || QCF | | III || Tengu-Stone || QCF QCF+P || 1 stock | ||
|- | |- | ||
| III || Tengu Midareishi || QCF | | III || Tengu-Midareishi || QCF QCF+PP || 1 stock | ||
|} | |} | ||
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==Combos== | ==Combos== | ||
Crouch >R1> QCF x 2 + 2 Punches (EX Kishin Riki) ...........2 rd hit | |||
Stand MP (hit rd 1) >Jinchu Nobori MK stand MP (2 rd hit) While the opponent in air you should make>QCF x 2 + Punch (Kishin Riki) ............ | |||
==Frame Data== | ==Frame Data== |
Revision as of 08:09, 16 October 2008
Introduction
Specific Character Information
- Stamina: 1120
- Stun Bar Length (in pixels): 72 (Long)
- Stun Bar Recovery (frames it takes to recover 1 pixel): 24
- Taunt: Recovers stun by 600-800% as the taunt is held longer.
- Best Kara-Throw: Far S. MK
Character Colors
Moves List
Basic Moves
Move | Convention |
Forward | F |
Back | B |
Crouch | C / D |
Up | U |
Jump | J |
Jump Forward | JF |
Jump Backwards | JB |
Super Jump | D-U |
Super Jump Forward | D-UF |
Super Jump Backwards | D-UB |
Dash Forward | FF |
Dash Backwards | BB |
Quarter Circle Forward | QCF |
Half Circle Backwards | HCB |
Charge Back, then Forward | (B)F |
Charge Down, then Up | (D)U |
Guard (High) | B when enemy is attacking |
Guard (Low) | DB when enemy is attacking |
Parry (High) | Tap F when about to take a hit |
Parry (Low) | Tap D when about to take a hit |
Parry (Air) | Tap F in air when about to take a hit |
Red Parry | Execute parry after blocking a hit in a combo |
Punch (Any) | P |
Kick (Any) | K |
2 Punches | PP |
2 Kicks | KK |
3 Punches | PPP |
3 Kicks | KKK |
Jab | LP |
Strong | MP |
Fierce | HP |
Short | LK |
Forward | MK |
Roundhouse | HK |
Universal Overhead | UOH |
Normal Moves
Move | Motion |
Jab | LP |
Strong | MP |
Fierce | HP |
Close Jab | (Close to opponent) LP |
Close Strong | (Close to opponent) MP |
Short | LK |
Forward | MK |
Roundhouse | HK |
Close Short | (Close to opponent) LK |
Close Forward | (Close to opponent) MK |
Jumping Jab | (Air) LP |
Jumping Strong | (Air) MP |
Jumping Fierce | (Air) HP |
Neutral Jumping Jab | (Air) LP |
Neutral Jumping Strong | (Air) MP |
Neutral Jumping Fierce | (Air) HP |
Jumping Short | (Air) LK |
Jumping Forward | (Air) MK |
Jumping Roundhouse | (Air) HK |
Neutral Jumping Short | (Air) LK |
Neutral Jumping Forward | (Air) MK |
Neutral Jumping Roundhouse | (Air) HK |
Overhead | MP+MK |
Taunt | HP+HK |
Throws
Move Name | Motion |
Kubi-jime Kataguruma | LP+LK or F+LP+LK |
Tomoe Nage | B+LP+LK |
Kuuchuu Jigoku Guruma | (Air) LP+LK |
Command Normals
Move Name | Motion |
Mawashi Hiji | F+MP |
Crouching Jab | D+LP |
Crouching Strong | D+MP |
Crouching Fierce | D+HP |
Crouching Short | D+LK |
Crouching Forward | D+MK |
Crouching Roundhouse | D+HK |
2 Dan Tobi | Up Up / Up Up-Forward / Up Up-Backwards |
Target Combos
- close LK -> MK
Special Moves
Move Name | Motion |
Nichiirin Shyou | (B)F+P |
Oni Yanma | (D)U+P |
Niou Riki | HCB+P |
Jinchuu Watari | QCF+K |
Hitobashira Nobiri | (Air) QCF+K (Tap K rapidly) |
EX Moves
Move Name | Motion |
Nichiirin Shyou | (B)F+PP |
Oni Yanma | (D)U+PP |
Jinchuu Watari | QCF+KK |
Hitobashira Nobiri | (Air) QCF+KK (Tap K rapidly) |
Super Arts
Num. | Super Art Name | Motion | Super Bars |
I | Kishin-Riki | QCF QCF+P (Aproach opponent, then P) | 1 stock |
I | Kishin-Tsui | QCF QCF+PP | 1 stock |
II | Yagyou-Dama | QCF QCF+P | 3 stocks |
II | Yagyou-Oodama | QCF QCF+PP | MAX required |
III | Tengu-Stone | QCF QCF+P | 1 stock |
III | Tengu-Midareishi | QCF QCF+PP | 1 stock |
Move Analysis
Combos
Crouch >R1> QCF x 2 + 2 Punches (EX Kishin Riki) ...........2 rd hit
Stand MP (hit rd 1) >Jinchu Nobori MK stand MP (2 rd hit) While the opponent in air you should make>QCF x 2 + Punch (Kishin Riki) ............
Frame Data
Normals
Throws
Command Normals
Special Moves
Super Arts
Additional Frame Data
Strategies
Overview
Basics
Super Art Selection
Kara-Techniques
Zoning
Mixups
Additional Notes
- Personal Action: Recovers stun meter.