Introduction
Move List
Quick Movelist
Normal Attack: F+C (good for comboing into a QCF+C)
Special Attack: Crouching A or B x3
Advanced Attacks:
Lotus Spell (Straight) QCF+P Lotus Spell (Upward) QCF+K Dancing Hawk HCF+K Phantom Wind B,QCB+P,QCB+P,QCF+P,A Guillotine In the Air QCF+P
Deadly Attacks:
Hawk QCFx2+P (Light P jumps close, HP jumps Far) Lotus Secrets QCFx2+K Burning Lotus QCB+P (Catches opponent in air)
Shadow Moves
Lotus Rush qcf + LK+HP must connect (not blocked)
to perform entire maneuver; wall bounces opponent
Swallowing Lotus qcb + LK+HP absorbs projectiles; has
a vacuum effect; can have two on the screen at the same time
Stagger Grab hcf + LP+LK connects close and is
unblockable; small window for free attack after landing maneuver
Supers
Throw Moves
Command Moves
Flame Toss HP+HK can hit opponent for very
minor damage; taunt fills Super Meter considerably
Hopping Double Slash d + LP+LK overhead Backroll and Jump b + LP+LK can follow with air attack Dead Claw f + HP 2 hits and must be blocked
low; launches opponent
Short Dual Slide Kick db + HK must be blocked low Medium Dual Slide Kick d + HK must be blocked low Far Dual Slide Kick df + HK must be blocked low Pouncing Claw d/u + LP/LK/HP/HK pursue attack
when opponent is on floor
Special Moves
Bloom qcf + P LP=appears stationary
close, HP=appears stationary far; will collide with other projectiles as both will be "destroyed" in the process
Pouncing Claw b, d, db + P LP=short, HP=far; overhead
Reaping Claw qcb + P Pouncing Claw must touch opponent for this follow up to come out Sky Slash qcf + P Air Double Claw P
Lotus Catch hcf + P in air must touch opponent to
perform the entire maneuver; unblockable; can catch both airborne and grounded opponents
Raising Bloom qcf + K LK=short and upwards,
HK=far and upwards; will collide with other projectiles as both will be "destroyed" in the process
Thunderous Strikes hcb + K LK=4 hits, HK=9 hits; must
touch opponent to perform the entire maneuver; unblockable
Super Moves
Death Touch qcf, qcf + P LP=short, HP=far; must
touch opponent to perform the entire maneuver; unblockable
Tower Of Flames hcb + P LP=short, HP=far; catches
airborne opponent
Giant Bloom qcf, qcf + K absorbs projectiles
Combos
Crossups: j.A, j.C
Normals:
6C - Launches 1D/2D/3D - Controls the distance of his slide.
Specials:
236A/C - Projectile. Stays in place at a distance. 236B/D - Projectile. Moves forwards and up. 63214B/D - Unblockable rush attack. 421A/C 214P 236P P - First hit is High. j.41236A/C - Diving Throw. Can be TKed. Grabs in the air or on the ground.
Supers:
63214A/C - Anti-Air grab. A version jumps vertical, C jumps diagonal. 236236A/C - Unblockable strike. A version jumps short, C jumps far. 236236K - Projectile. Untechrollable?
Taunt:
Can hit people in the air or if they are standing still. But otherwise, passes through without hitting.
214B+C Shadow Special:
Has Vacuum. Can have up to 2 on the screen at a time. Vacuum effect will stack with more than one on the screen.
Unblockable Setup:
214B+C, 63214D or 236236P Escapable via Guard Cancel.
Combos:
2A 2B 6C ... (2B) 2B 6C ... 2B 2B 2B 6C 236236C
c.C/c.D/2C 6C ...
... 6C f.D ... 6C 236C, Taunt - Builds decent meter. ... 6C 63214C
... 6C 236236K - Corner only. ... 6C 214B+C, f.D, c.D, j.D - Deep Corner only. ... 6C 214B+C, f.D, c.D 63214C - Deep Corner only. ... 6C 214B+C, 236236K, 63214P - Deep Corner only.
... 6C(1) 421A 214P 236P, f.C - Distance specific, might miss from far. ... 6C(1) 421A 214P 236P, 66 c.C 6C or 236236K 2P/K - Works mid, but difficult.
... 6C(1) 421A 214P 236P, c.C/2C 6C 214B+C, f.D, c.D, j.D - Near Corner. ... 6C(1) 421A 214P 236P, c.C/2C 6C 214B+C, f.D, c.D 63214P - Near Corner. ... 6C(1) 421A 236B+C ...
... 236B+C, f.D, f.D, 66 c.D, 236D or 63214C
41236A+B c.D 6C ...