Introduction
Move List
[Hissatsu Waza] | ||
---|---|---|
Kick Turn Throw | When close, b/f + D | |
Air Kick Turn Throw | When close in air, b/f/d + D | |
Slash Shot | qcf + P | |
Slash Barrier | qcb + P | |
Slash Dynamic | f,d,df + P | |
Slash Teleport | b,d,db | |
Air back + C | ||
Air above + D | ||
Air forward + A | ||
Ground forward + B | ||
Air Slash Teleport Jump, b,d,db | ||
Ground back + C | ||
Ground below + D | ||
Ground forward + A | ||
Air forward + B | ||
[Powered Up Hissatsu Waza] | ES Slash Shot | qcf + 2P |
ES Slash Dynamic | f,d,df + 2P | |
ES Slash Barrier | qcb + 2P | |
[Miscellaneous Attacks] | Sankaku Tobi | Jump on wall, tap opposite direction |
Tsuki | f + C | |
Renzoku Zanri | f + D | |
Gedan Tsuki | f + A | |
Hizageri | f + B | |
Zanri Jouge | Jump, d + C | |
Zanri Geroshi | Jump, d + D | |
Kabuto Wari | Jump, d + A | |
High Kick | Jump, d + B | |
Slash Strike | Press HP + HK | |
[WakuWaku] | ||
Slash Corridor | When close, hcb + B | |
Darkness Wind | d,d + 2P/2K | |
Darkness Rush | f,hcf + 2K |
Special Moves
Special Moves
Slash Shot qcf + P LP=short, HP=long; will
ground opponent if the sword stab (not the vortex wall) connects (not blocked); vortex wall absorbs projectiles
Slash Dynamic f, d, df + P LP=short, HP=further with an
extra strike; grounds opponent
Slash Barrier qcb + P LP=two swipes, HP=four
swipes; grounds opponent
Slash Teleport b, d, db + any LP=in air backwards, LK=in
air forwards, HP=in air above, HK=on ground forward
Air Slash Teleport b, d, db + any LP=on ground backwards,
LK=on ground forwards, HP=on ground below, HK=in air forward
Slash Corridor hcb + HK close unblockable; grounds opponent
Super Special Moves
EX Moves
EX Slash Shot qcf + LP+HP absorbs projectiles; grounds
opponent
EX Slash Dynamic f, d, df + LP+HP grounds opponent EX Slash Barrier qcb + LP+HP grounds opponent
WakuWaku
DokiDoki
Super
Darkness Rush f, hcf + LK+HK dash in must touch opponent
to perform the first part of the super; one of the attacks from the first part must connect (not blocked) to perform the rest of the super; grounds opponent
HaraHara
Hara Hara
Darkness Wind d, d + LK+HK/LP+HP unblockable; knocks opponent
against the wall if it connects; absorbs projectiles