Introduction
Move List
Quick Movelist
Normal Attacks: f+A In Air d+C
Special Attack: Crouching B, Crouching A
Advanced attacks:
Sky Travel (QCF+P)x3 Crane's Wing F, QCF+P, Dn+P Crane's Needle QCB+P In Air QCB+P or B Crane's Strike HCB+P Crane's Shadow F,QCF+K
Deadly Attacks:
Holy Needle QCBx2+P Holy Phantom QCFx2+P
Shadow Moves
Shadow Moves
Majestic Thrust qcf + LK+HP must connect (not blocked) to perform entire maneuver; small launch of opponent at end of maneuver Dart Rain qcb + LK+HP Stagger Grab hcf + LP+LK connects close and is unblockable; small window for free attack after landing maneuver
Throw Moves
Command Moves
Command Moves
Hair Groom HP+HK can hit opponent for very minor damage; taunt fills Super Meter considerably Hopping Bladed Hand d + LP+LK overhead Backroll and Jump b + LP+LK can follow with air attack Heavenly Spin d + HP in air up to 5 hits Crescent Swipe f + LP 2 hits with second hit being an overhead Double Uppercut d + HP 2 hits Double Stomp d/u + LP/LK/HP/HK pursue attack when opponent is on floor
Special Moves
Special Moves
Spread Wing qcf + P LP=short, HP=far
Closing Wing qcf + P LP=short, HP=far Final Wing qcf + P LP=short, HP=far
Majestic Flight f, d, df + P LP=short and 2 hits,
HP=far and 2 hits Landing d + P second part must touch opponent to allow for this follow up
Sneaky Dart qcb + P projectile can be
destroyed by a well timed physical attack
Air Sneaky Dart qcb + P/LK in air LP=far, LK=medium,
HP= short and steepest angle; projectile can be destroyed by a well timed physical attack
Flapping Thrust hcb + P LP=short, HP=far;
unblockable
Shouting Crane f, d, df + K LK=short and 5 hits,
HK=far and 6 hits
Super Moves
Supers
Take Flight qcf, qcf + P Deadly Darts qcb, qcb + P
Combos
Crossups: j.B, j.2C
Normals:
6A - Second hit is High. j.2C
Specials:
236A/C, 236A/C, 236A/C 623A/C - Invincible Startup. Launches. -> 2P - Knocks down. 214A/C - Projectile. Can be stopped by physical hits. 63214A/C - Unblockable Strike. 623B/D - D version knocks down, but launches airborne enemies. j.214A/B/C - Air projectile. A = Most Horizontal, C = Most Vertical. Always connects.
Supers:
236236P - Invincible startup. 214214P - Projectile super. Always connects.
Note: Can cancel jumping normals into air pins.
Combos:
2B 2A 6A 236A 236C 236C - Weak, but easy. 2B 2A 6A 236A 236C 236B+C ... 2B 2A 6A(2) 623A 2P 2B 2A 6A(1) 623C, 623C 2P - Near the corner you can land both hits of 6A. 2B 2A 6A 623C, 236236P 2B 2A 6A 623C, 623C, 214214P
c.C 6A ... 2C 6A ...
2D 236B+C, j.2C, 623C 2C
j.2C (crossup), c.C 623B, B A 6A(1) 623C, 623C 2P
- Weird crossup combo, very hard to do.
j.2C (crossup), c.C 623B, B A 6A 623C, 236236P - Obvious stronger finish. j.B (crossup), A 6A(1) 623B ... - Same combo from j.B instead.
... 623C, 623C, 214214P - Might not work at mid screen on some.
63214P, 214214P - Big damage off the unblockable. 214B+C (blocked), 63214P, 623C 2P - Basic combo off unblockable setup.
... 236B+C, 66 C 623D, j.2C, 623D, 623C 2P or 623C, 214214P - Works anywhere. ... 236B+C, 66 c.D, 623D, j.2C, 4, 623D, 623C 2P or 623C, 214214P - Corner ... 236B+C, 66 c.D, 623D, j.2C, j.2C, 623C 2P or 236236P - Easier Corner combo ... 236B+C, 6, j.C, c.C 6A ... - Delaunch, only works on Reika.
41236A+B, c.C 6A ... 41236A+B, c.C 6A(1) 623B, B A 6A(1) 623C, 623C 2P
- Crossup combo, very hard to do.
... 6A(1) 214B+C, (j.C, c.C, 6A(1) 214B+C)*n
- Infinite, won't work on Reika or against some crouchers?
... 236B+C, (j.2C), 623D, j7.214B, ( 623D, j7.214B )*n - Infinite
... 6A(1) 623B, A 6A(1) 623B, ...
- Infinite. Must be deep in the corner. Only works on Reika reliably. Can randomly work on Scorpion/Huang. Extremely hard to do.
... 6A(1) 623B, A 6A(1) 623B, B A 6A ...
- Deep corner. Unreliable. Can work on Scorpion, Ghost Kick, ?