Introduction
Moves List
Normal Moves
Throws
LP+LK: Kuteikaku'
- Damage: 36
- Keeps same side
- Easier confirms for tag cancels
- Preferred throw if you want them right next to you
4LP+LK: Uraji Goku Guruma
- Damage: 32
- Keeps same side
- Can combo after with a Tag Cancel but it's a little awkward due to the height of the launch and that they end up on the opposite side after the camera switch
Command Moves
MP+MK: Bukyaku
- Surprise Blow
- Too slow to combo off of Heavy Normals or Tag Cancels
6+MK: Ryoubu Damage: 17
- Forward advancing Knee Strike
- Cancelable into j. 236236+P
J. 2MK/HK: Ryuujin Kyaku
- J. 2+MK on hit behaves like a standard dive kick landing on the ground
- J. 2+HK bounces off of the opponent on hit or block
Special Moves
Mekku Zangeki
- Back, Down, Down-Back + Punch
Maryuu Rekkou
- Forward, Down, Down-Forward + Punch
Shinki Hatsudou
- Quarter Circle Forward + Punch
Mouryou Kasen
- Quarter Circle Back + Kick
- Can be followed up with: Back + Kick
Super Move
Shinki Hatsudou Kai
- (In Air)Double Quarter Circle Forward + Punch
Sairou Kyoushu
- Double Quarter Circle Back + Punch
Garyuu Messhuu
- (In Air)Double Quarter Circle Forward + Kick
Meteor Combos
Kyouja Renbu
- LP, LP, Forward, LK, HP
Shouki Hatsudou
- Double Quarter Circle Forward + All three Punches