(→Throws) |
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===Normal Moves=== | ===Normal Moves=== | ||
====Throws==== | ====Throws==== | ||
{| border="0" cellpadding="5" cellspacing="0" width="70%" | |||
|- | |||
| Throw || LP + LK | |||
|- | |||
| Back Throw || B + LP + LK | |||
|- | |||
| Air Throw || j.LP + j.LK | |||
|} | |||
====Command Normals==== | ====Command Normals==== |
Revision as of 18:10, 24 December 2006
Introduction
Moves List
Normal Moves
Throws
Throw | LP + LK |
Back Throw | B + LP + LK |
Air Throw | j.LP + j.LK |
Command Normals
Target Combos
Special Moves
Human Pillar Driver HCB + P
Oniyama Hold D...U + P
Sun Disk Palm Hold B...F + P
Jinchu Nobori QCF + K Air Jinchu Nobori QCF + j.K
Super Arts
l Kishin Riki QCF x 2 + Punch 1 Stok
Ground Grab punch Air Grab Punch (Air) EX Kishin Riki QCF x 2 + 2 Punches
II Yagyou Dama QCF x 2 + Punch 3 Stoks EX Yagyou Dama QCF x 2 + 2 Punches
lll Tengu Stones (Both Versions) QCF x 2 + Punch (2) 1 Stoks
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.