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 version is slower and shorter
B version is faster and travels further
- 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 version is slower and shorter
B version is faster and travels further
- 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
Super Special Moves
ES Moves
ES Inazuma Cannon 236 + AB
Big fireball that travels straight across the screen
- absorbs projectiles
- grounds opponents
ES Air Cannon
It's the same as the regular air cannon, but bigger
- absorbs projectiles
- grounds opponent
ES Inazuma Upper 623 + AB
Super DP that can be extended just like it's regular counterpart.
- grounds opponent
- looks cool
EX Inazuma Crash 214 + AB
- Moves further and faster than either regular version
- can "destroy" more projectiles reliably then the regular version (ie. Tesse's Arekore Poi robot dog)
- grounds opponent
ES Air Inazuma Crash
It's in the air now
WakuWaku
Dai Kaiten Touge 63214 + D close
Universal command grab.
- Throws opponent against the wall
- however the opponent cannot rebound or wall catch
DokiDoki
Supers
Gourai Tempest 463214 + CD
Rai punches the ground, making pillars of energy emerge and move around the screen.
- Absorbs projectiles
- Grounds opponent
Gourai Dengeki Ken 641236 + CD
Dashes in and just smacks the shit out of em. Move is divided into three parts:
- Initial Dash
- If opponent is too far away, the whole super will fail
- First 4 hits
- If the 4th strike of the initial volley is blocked, the super will cancel
- Interestingly, if the opponent blocks the first 3 hits, but not the 4th, the move continues
- Final Volley
- Launches into the air and continues to just beat the crap out of em
HaraHara
Hara Hara
Bakurai Hurricane 22 + AB/CD,
Rai goes Crash Bandicoot and spins around covered in electricity
- Unblockable
- After start, you can drift in any direction
- Eats projectiles