Introduction
Move List
Quick Movelist
Normal Attack:
F+C
Special Attack:
A,A,B,C
Advanced Attacks:
Punch & Fist QCF+P The Lady QCF+K Sudden Strike QCB+P The Dance Dn,F,FDn+K Nonsense F,QCF+P
Deadly Attacks:
The Glory QCFx2+P Heart Breaker QCB,QCB+P
Shadow Moves
Shadow Moves
Blast Strikes qcf + LK+HP must connect (not blocked)
to perform entire maneuver; launches opponent
Curtain Call qcb + LK+HP Stagger Grab hcf + LP+LK connects close and is
unblockable; small window for free attack after landing maneuver
Throw Moves
Command Moves
Command Moves
Reading HP+HK can hit opponent for very
minor damage; taunt fills Super Meter considerably
Hopping Double Knees d + LP+LK overhead Retreat and Jump b + LP+LK can follow with air attack Drilling Punch f + HP 2 hits Double Bash d/u + LP/LK/HP/HK pursue attack
when opponent is on floor
Special Moves
Special Moves
Windmill Punch qcf + LP overhead; Saojin is
knocked down afer use
Punch Flurry qcf + HP can cancel into any other
special move; if not cancelled, Saojin will be stunned for a bit after maneuver
Chaos Flurry f, d, df + P LP=short, HP=far Piercing Umbrella qcb + P LP=short, HP=far Dust Slide qcf + K LK=short, HK=far; must
be blocked low
Crafty Slide hcf + HK must connect (not
blocked) to perform entire maneuver; must be blocked low
Blast Palm f, d, df + LK launches opponent Double Blast f, d, df + HK last part is an overhead
Super Moves
Supers
Photo Op qcf, qcf + P strike must connect (not
blocked) to perform entire maneuver
Umbrella Rush qcb, qcb + P first part must connect
(not blocked) to perform the entire maneuver; wall bounce
Combos
Crossups: j.B, j.D
Normals:
j8.A, j8.B, j8.C, j8.D - Neutral Jump normals. 6C 2A+B - In addition to being a normal overhead, it can crossup some characters who are crouching and on a few (like Reika) who are standing!
Specials:
236A - Overhead. Knocks down on hit. Saojin becomes knocked down when used. 236C - Can be canceled into any other special at any time. 623A/C 214A/C 623B - Launches. 623D - 3rd hit is High. First hit has Body, Head, and Air Guard Point. 236B/D - D version slides farther. Can slide under many things. 41236D - Grabs on hit. Builds a lot of meter.
Supers:
236236P - Invincible startup. 214214P - Invincible startup.
214B+C - This shadow attack will actually remain active long after it leaves
the screen. Because of this, it takes a while before you can use it again, and a very strong glitched loop is possible off it (see below and in the Advanced Gameplay section).
Combos:
A B C 6C 236C 623B 214D 2B C 6C 236C 623D(2) 236B+C ... 2B 2B 5D 236B+C ... - Might miss some characters
... 236C 41236D - Low damage, but gives a ton of meter. Good after 214B+C
... 5C 6C 236C 214B+C, j.D, A B C 6C 236C 41236D
- Builds more meter than it uses. Hard to use at mid screen.
... 236B+C, D, 623B, 623B, j.D, 214D or 236236P
... 236B+C, D, 623B, 623B, j.D, 623B 214B+C, (623B, j.D)*3, 214P ... 236B+C, D, 623B, 623B, j.D, 623B 214B+C, ( (623B, j.D)*3 623B 214B+C )*n
- Glitched loops? Very strong damage. 100% with 3 stocks.
41236A+B, 6, A B C 6C 236C 41236D 41236A+B, 6, A B C 6C 236C 623B/D ...