Introduction
Move List
Quick Movelist
Normal Attacks:
f+C
b+B
Special Attacks: n Close C+D Crouching B, Crouching A
Advanced Attacks:
Hard Punch QCF+P Consequence Kick QCB+K,QCF+K,QCB+K,B Ascending Dragon F,QCF+K,Dn+K Straight Kick QCF+K,Dn+K Swap Kick B,QCB+K,HCF+K Zen Kick HCB+C Shadowless Kick In Air HCF+K
Deadly Attacks:
Buddha Strike QCFx2+P Wind Strike QCFx2+K
Shadow Moves
Shadow Moves
Nimble Whirlwind qcf + LK+HP must connect (not blocked) to perform entire maneuver; launches opponent
Double Drill Kick qcb + LK+HP
Stagger Grab hcf + LP+LK connects close and isunblockable; small window for free attack after landing maneuver
Throw Moves
Command Moves
Command Moves
Fan Wave HP+HK can hit opponent for very
minor damage; taunt fills Super Meter considerably
Hopping Fist d + LP+LK overhead Backroll and Jump b + LP+LK can follow with air attack Step In Elbow f + HP Snap Kick b + LK Leg Drop d/u + LP/LK/HP/HK pursue attack
when opponent is on floor
Special Moves
Special Moves
Surge Fist qcf + P LP=short, HP=far Swift Push hcb + LP after landing a close HP/HK that connects (not blocked) Turnover hcb + HP connects close and is unblockable; small window for free attack after landing maneuver Grasshopper qcf + K LK=short, HK=far; must be blocked low --Air Axe Kick d + K Grasshopper must connect to perform this follow up; overhead Drill Kick hcf + K in air LK=short, HK=far and overhead Nimble Knee f, d, df + K LK=short, HK=far --Air Axe Kick d + K Nimble Knee must connect to perform this follow up; overhead Whirlwind Kick qcb + K Heavy Axe qcf + K axe kick portion is an overhead --High Kicks qcb + K Heavy Axe portion must connect (not blocked) to perform this follow up ---Final Kick LK Dragon Kick b, d, db + K LK=short, HK=far; overhead --Drill Kick hcf + K Dragon Kick must connect
to perform this follow up
Super Moves
Supers
Awakening Spirit qcf, qcf + P Dragon Rave qcf, qcf + K first part must connect
(not blocked) to perform entire maneuver
Combos
Crossups: j.B, j.C
Normals:
j8.A, j8.B, j8.C, j8.D - Neutral Jump normals. c.D - Second hit is High. 4B 6C
Specials:
236A/C 63214C - Command Grab. Does no damage but can be comboed off of. Can't combo into. 63214A - Must be comboed into from c.C or c.D. Normally crosses up. Staggers on back hit, knocks down on front hit. 214K 236K 214K B 236B/D - Hits Low. -> 2K - Hits High. 623B/D - Invincible Startup. -> 2K - Hits High. 421B/D - Hits High. -> 41236K - 2nd hit and onward launches. j.41236K
Supers:
236236P - Very fast startup. Not invincible. Not techrollable? 214214K - Not invincible?
Combos:
(2B) 2B 2A 236P or 623D 2K
(2B) 2B 2A 214K 236K 236B+C ...
2B 2A 4B 623D, 2K - Strongest without bar, when possible.
2B 2A 4B 214K 236K 236B+C ...
5B 4B ...
c.C(1) c.D 6C ... - Basic combo starter
c.C(1) c.D 63214A, 66 c.C(1) c.D 6C ... - Advanced version, changes sides.
c.C(1) c.D 63214A, 66 c.C(1) c.D, 63214A, ... - Extra Advanced version
.
Must delay 63214A very late. Can be looped until the corner.
63214C, 6, c.C(1) c.D 6C ... - Can do all normal combos off the back throw.
63214C, 6, c.C(1) c.D 6C 214K 236K 236B+C, j.D, c.C 6C 214K 236K 214K B
- Delaunch off command throw. Very small meter usage, can be looped.
421K 41236K(2+), 236236P
421K 41236K(1), 4B ... - Must only hit once with the dive.
... 236B+C, (66) f.D, 421D, 4B, j.D, 623K 2K or 236236P
... 236B+C, f.D, 66 j.D, 4B, j.D, 623K 2K or 236236P - More damage.
... 236B+C, f.D, (66) f.D, 66 f.D, 66 2C, 623D 2K or 236236P - Near Corner.
... 236B+C, f.D, 66 j.D, j.D, 4B 623B 2K (wiff), 236P or 236236P/K
- Fancy version. Hard to do. 2K must wiff to be able to follow up.
236236P super does less damage but is easier to land.
41236A+B, c.C(1) c.D 6C ...
41236A+B, c.C(1) c.D 6C 214K 236K 236B+C, j.D, c.C 6C ...
- Same as off command throw but a lot more damage.
... ( c.C(1) c.D 6C 214K 236K 236B+C, crossup j.C, c.C(1) c.D 63214A, 66 )*n
- Infinite Delaunch combo. Must have them facing into the corner.