Introduction
Moves List
Normal Moves
Throws
LP+LK: Kuteikaku'
- Damage: 36
- Keeps same side
- Easier confirms for tag cancels
- Preferred throw if you want them right next to you
4LP+LK: Uraji Goku Guruma
- Damage: 32
- Keeps same side
- Can combo after with a Tag Cancel but it's a little awkward due to the height of the launch and that they end up on the opposite side after the camera switch
Command Moves
MP+MK: Bukyaku
- Surprise Blow
- Too slow to combo off of Heavy Normals or Tag Cancels
6+MK: Ryoubu Damage: 17
- Forward advancing Knee Strike
- Cancelable into j. 236236+P
J. 2MK/HK: Ryuujin Kyaku
- J. 2+MK on hit behaves like a standard dive kick landing on the ground
- J. 2+HK bounces off of the opponent on hit or block
Special Moves
421+P: Mekku Zangeki
- Teleport
- LP puts you back towards fullscreen, MP the middle, and HP closer to 2P side
- Puts you EXTREMELY high up in the air making this move dubious use wise
236+P: Shinki-Hatsudou
- Unique projectile outside of Install that strikes at a specific location instantly
- Each strength does 16 damage
- LP hits directly in front, MP a character space away, and HP two character spaces away
- P Momentary option so it can keep you relatively safe if DP is blocked
236+P: Shinki-Hatsudou (Install)
- Becomes a more traditional fireball that travels fullscreen after 236236+PPP
- Extremely advantageous on hit and block, can very easily loop 2MKx236LP easily on hit
- Button strength determines speed with LP being the slowest and HP the fastest
623+P: Maryuu Rekkou
- Traditional invincible DP
- A fully invincible reversal, all strengths hit once
- On air hit all of them do 19 damage, stick with LP for anti-air
- LP damage on grounded: 21, MP damage 25, HP damage 28
623+P: Maryuu Rekkou (Install)
- Traditional invincible DP but stronger
- A fully invincible reversal, multiple hits on all strengths
- LP damage on grounded: 39, MP damage 46, HP damage 55
- On air hit all of them do LP typically hits for 39 damage damage, Medium for 46, and HP for only 19. stick with MP for anti-air
214+K: Mouryou Kasen
- Press Back + Kick up to three times
- Kick Momentary option
- A modified version of Ryu's classic Tatsu. Rather than being a single hitting spinning kick, he performs an airborn series of Kick Rekkas. You can do the ender at anytime by pressing 5K
- LK launches and starts at a higher angle, MK starts slightly lower and keeps them grounded, HK is just above ground level and also keeps them grounded on hit
- LK/MK versions can cancel into J. 2MK before the final hit, letting you link back into 2MKx214MK for big damage
Super Move
236236+P: Sairou Kyoushu
- Damage: 53
- Grounded autocombo super
- Confirms from a decent distance so your go to metered ender
- Typically aim to cancel the super around the 5th hit if you want to do a Super Cancel into Garyuu Messhuu for max damage
J. 236236+P: Shinki Hatsudou Kai
- Damage: 31
- Big Shinki-Hatsudou that hits right in front of Kairi
- Mainly used to tack on damage after 623+P with a Super cancel
J. 236236+K" Garyuu Messhuu
- Damage: 44
- Air Dive Kick Super
- Damage is ultimately dependent on when it starts hitting, the Higherup the better the damage
Meteor Combos
LP LP 6 LK KHP: Kyouja Renbu
- Damage: 140
- Raging Demon Super
- Unblockable but by himself he doesn't have many tick setups into it like Akuma or Hokuto
236236+PPP: Shouki Hatsudou Damage: 109
- Giant Fullscreen laser
- Drains a large portion of his life and has lengthy recovery even on hit
- Puts Kairi into his install form for a limited time and increasing his walk speed, the performance of Shinki-Hatsudou, and Maryuu Rekkou