Introduction
Move List
Quick Movelist
Normal Attack:
F+C
Special Attacks:
Crouching Bx2, Crouching A A x4
Advanced Attacks:
S.Moon Roll QCF+P Chaser QCB+Px2 Rotators QCF+K S.Kick F,QCF+K Meteorite HCB+K
Deadly Attacks:
G.Moon Roll QCFx2+P Butterfly Strike QCFx2+K
Shadow Moves
Shadow Moves
Pressure Leap Kicks qcf + LK+HP must connect (not blocked)
to perform entire maneuver; launches opponent
Chi Storm qcb + LK+HP a fireball will collide
with other projectiles as both will be "destroyed" in the process
Stagger Grab hcf + LP+LK connects close and is
unblockable; small window for free attack after landing maneuver
Throw Moves
Command Moves
Command Moves
Laugh And Point HP+HK can hit opponent for very
minor damage; taunt fills Super Meter considerably
Hopping Jump Kick d + LP+LK overhead Backroll and Jump b + LP+LK can follow with air attack Side Stance Palm f + HP Double Sweep d + HK both parts must be blocked
low
Double Foot Stomp d/u + LP/LK/HP/HK pursue attack
when opponent is on floor
Special Moves
Special Moves
Chi Blast qcf + P LP=slow, HP=fast; will
collide with other projectiles as both will be "destroyed" in the process
Trap Uppercut f, d, df + P first part must connect
(not blocked) to perform the entire maneuver
Pressure Elbow qcb + P LP=short, HP=far
Iron Palms qcb + P
Opening Fan qcf + K LK=short with last hit
being an overhead; far with last two hits being overheads
Leaping Double Kick f, d, df + K LK=short, HK=far; launches
opponent
Leap Frog hcb + K leap must touch opponent
to perform entire maneuver; unblockable; staggers opponent
Super Moves
Supers
Chi Bomb qcf, qcf + P LP=vertically up and down,
HP=far toss; absorbs projectiles
Swift Barrage qcf, qcf + K end parts of the Opening
Fan maneuvers are overheads; launches opponent
Combos
Crossups: j.B
Normals:
c.D - Launches. 6C
Specials:
214A/C -> 214P 236A/C - Projectile. 623P - Can always connect in a juggle. 236B/D - Last hit of B is High. Last 2 hits of D are High. 623B/D - Invincible startup. D version travels farther. 63214K - Command Grab. Can combo after.
Supers:
236236A/C - Projectile. A Travels vertically, C travels horizontally. Can always connect in a juggle. 236236K - Invincible startup. Launches.
Combos:
(2B) 2B 2A 6C 623D, 623K, 623P - Staple combo off a low. 2B 2A 5A 5C 6C ... - May work up close on some characters. 5C/5D 6C ...
... 6C 623D, c.D, 236236A, 623C - Corner. ... 6C 236236K, 623D, 623P or 236236P, 623P ... 6C 214C 214P - Works when 623D will not hit. ... 6C 214C 214P(1) 236B+C ... - Cancel into the shadow version quickly. ... 6C 214C 214P(1) 236B+C 236236K, c.D, (236236P)
- Kick Super will cause them to not launch after Shadow.
6C 236A, 6C ... - Corner only. Extremely character and distance specific.
Potentially more reps possible.
c.D, 623K ...
2D(1) 623D ... 2D(1) 214C ... 2D(2) 623C - May need to delay slightly on some characters. 2D(2) 623B, 6C 623C - Huang only.
... 623K, 623K, 623P - Staple strong combo finish. ... 623K, c.C 623C - Alternate finish, better for those you can't hit normally ... 623K, 623K, 236236A, 623C - Easy to hit, works anywhere. ... 623K, c.D, 236236A, 623C - Alternate setup, good for the corner. ... 623K, 236236K, 236236A, 623C - Near Corner Only, difficult timing.
236D, 236236A, 623P - Corner only.
63214K, pause, 66 5C 6C ... - Controls are reversed on hit so you must delay
before dashing.
... 236236A, 236236A, 236236A, ... - Super loop. Zzzzz.
... 236B+C, c.D, c.D, 2C 623D or 623C - Easy combo. Hold back to avoid crossup ... 236B+C, 214P, c.D, c.D, 2C, 623B, 623C ... 236B+C, 214P, c.D, c.D, 2C, 623B, 236236A, 623C - Extra damage.
... 236B+C, 214P, c.D 214A(wiff), c.D 214A(wiff), 623B, 2C, 623C or 236236A..
- Slightly better meter gain but basically the same.
... 236B+C, 214C, 66 c.D 214C(wiff), 623D, c.D 214C(wiff), 623D, 623C ... 236B+C, 214C, 66 c.D 214C(wiff), 623D, c.D 214C(wiff), 623B,236236A,66 623P
- Mid screen versions. Very stylish, lots of crossunders. Builds a lot of meter.
41236A+B, C 6C ...