Introduction
Move List
Move | Command |
---|---|
[Hissatsu Waza] | |
Punch Smash | When close, 4/6 + B |
Inazuma Cannon | 236 + A/B (air) |
Inazuma Upper | 623 + A/B |
Inazuma Upper Renda | 623 + A/B, tap A/B rapidly |
Inazuma Upper Renda w/down blast | 623 + A/B, tap A/B rapidly, 2 + A/B |
Inazuma Upper Renda w/side blast | 423 + A/B, tap A/B rapidly, 6 + A/B |
Inazuma Crash | 214 + A/B |
Air Inazuma Crash | 8, 214 + A/B after Super Mode |
[Powered Up Hissatsu Waza] | |
ES Inazuma Cannon | 236 + AB (air) |
ES Inazuma Upper | 623 + AB |
ES Inazuma Upper Renda | 623 + AB, tap D rapidly |
ES Inazuma Upper Renda w/down blast | 623 + AB, tap A/B rapidly, 2 + A/B |
ES Inazuma Upper Renda w/side blast | 623 + AB, tap A/B rapidly, 6 + A/B |
ES Inazuma Crash | 214 + AB |
ES Air Inazuma Crash | 8, 214 + AB after Super Mode |
[Miscellaneous Moves] | |
Shagami Hoki | Hold 3 |
High Jump Tame | Press CD |
Sui Jiku High Jump | CD, 8 |
Zen Naname High Jump | CD, 9 |
Ato Naname High Jump | CD, 7 |
Sankaku Tobi | Jump on wall, tap opposite direction |
Renzoku Punch | Tap C rapidly |
Futtobe Ken | 6 + D |
Futtobe Kyaku | 6 + B |
Rolling Knuckle | 66 + D |
Kaminari da! Kick | 66 + B |
Nouten Kick | 8, 2 + D |
Kawashi Kick | While standing, 4/6 + B |
Smash Hammerfist | Press BD |
[WakuWaku] | |
Dai Kaiten High Jump Touge | When close, 214 + D |
[HaraHara] | |
Bakurai Hurricane | 22 + 2P/2K |
[DokiDoki] | |
Gourai Tempest | 463214 + CD |
Chou Chikara Gourai Dengeki Ken | 641236 + CD |
Special Moves
Special Moves
Inazuma Cannon 236 + A/B LP=slow, HP=fast; LP version
will be "destroyed" by a HP Inazuma Cannon, a late LP Inazuma Cannon, a late LP Kou Shuu Tan from Bonus Kun, most of Tesse's Arekore Poi objects, the empowered versions of Arina's Arina Beam (goes underneath the weaker versions), and Bonus Kun's HP Kou Shuu Tan; LP version will mutually "destroy" with a LP Inazuma Cannon released at the same time or with a LP Kou Shuu Tan from Bonus Kun released at the same time; HP version will be "destroyed" by a late LP/HP Inazuma Cannon, a late LP/HP Kou Shuu Tan from Bonus Kun, most of Tesse's Arekore Poi objects, and the empowered versions of Arina's Arina Beam (goes underneath the weaker versions); HP version is mutually "destroyed" by a HP Inazuma Cannon released at the same time or with a HP Kou Shuu Tan from Bonus Kun released at the same time; Note that this projectile can also be completely "destroyed" by a well timed normal/special move/etc.
Air Cannon 236 + A/B in air LP=slow, HP=fast; LP version
will be "destroyed" by just about every projectile in the game, while the HP will mutually "destroy" with Arina's Arina Beam; Note that this projectile can also be completely "destroyed" by a well timed normal/special move/etc.
Inazuma Upper 623 + A/B grounds opponent
Inazuma Renda A/B grounds opponent Renda Finish A/B grounds opponent Down Blast 2 + A/B grounds opponent Side Blast 6 + A/B knocks opponent against the wall if it connects (not blocked)
Inazuma Crash 214 + A/B LP=short, HP=long; if
opponent blocks this, it is possible to fly past them if you are close enough; grounds opponent
Air Inazuma Crash 214 + P in air during LP=short, HP=long; if
opponent blocks this, it is possible to fly past them if you are close enough; grounds opponent
Dai Kaiten Touge 214 + D close unblockable; throws opponent
against the wall however the opponent cannot rebound or wall catch from this
Super Special Moves
EX Moves
EX Inazuma Cannon qcf + LP+HP absorbs projectiles; grounds
opponent
EX Air Cannon qcf + LP+HP absorbs projectiles; grounds
opponent
EX Inazuma Upper f, d, df + LP+HP grounds opponent
EX Inazuma Renda P grounds opponent Renda Finish P grounds opponent Down Blast d + P grounds opponent Side Blast f + P knocks opponent against the wall if it connects (not blocked)
EX Inazuma Crash qcb + LP+HP can "destroy" more
projectiles reliably then the regular version (ie. Tesse's Arekore Poi robot dog); grounds opponent
EX Air Inazuma Crash qcb + LP+HP in air absorbs projectiles; grounds
during super mode opponent
WakuWaku
DokiDoki
Supers
Gourai Tempest b, hcb + LK+HK lightning absorbs
projectiles; grounds opponent
Gourai Dengeki Ken f, hcf + LK+HK dash in must touch opponent
to perform the first part of the super; one of the attacks from the first part must connect (not blocked) to perform the rest of the super; grounds opponent
HaraHara
Hara Hara
Bakurai Hurricane d, d + LK+HK/LP+HP, unblockable; you can guide
then guide with the move with b/ub/u/uf/f, b/ub/u/uf/f with the ub/u/uf motions allowing Rai to float upwards into the air; grounds opponent