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
Fireball that travels along the ground.
A =slow, B =fast
- A version will be "destroyed" by:
- B Inazuma Cannon
- late A Inazuma Cannon
- late A 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)
- Bonus Kun's B Kou Shuu Tan;
- A version will mutually "destroy"
- A Inazuma Cannon released at the same time
- A Kou Shuu Tan from Bonus Kun released at the same time
- B version will be "destroyed" by
- late A/B Inazuma Cannon
- late A/B Kou Shuu Tan from Bonus Kun
- most of Tesse's Arekore Poi objects
- charged versions of Arina's Arina Beam (goes underneath the weaker versions)
- B version is mutually "destroyed" by
- B Inazuma Cannon released at the same time
- B 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
Fireball that travels to the ground at a 45 degree angle.
A =slow, B =fast
- A version will be "destroyed" by just about every projectile in the game
- B version will mutually "destroy" 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
Standard DP that can be turned into its own combo by mashing A/B up to 4 times after launching.
- Grounds opponents
- 6 + A/B or 2 +A /B on 4th hit will knock to the wall or the ground, respectively.
Inazuma Crash 214 + A/B
Rai slides along the ground with uhh energy or whatever in his hand
A=short, B=long;
- will pass through opponent on block if they're close enough
- down opponent on hit
Air Inazuma Crash
Done in the air wile in super mode. Same properties as regular Crash
Dai Kaiten Touge 214 + D close
Command grab.
- Throws opponent against the wall
- however the opponent cannot rebound or wall catch
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