capcom vs snk 2, move list

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capcom vs snk 2 millennium fighter full move list and instruction on game features

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Capcom vs. SNK 2/CapcomContents 1 Akuma 2 Akuma, Shin 3 Balrog 4 Blanka 5 Cammy White 6 Chun-Li 7 Dan Hibiki 8 Dhalsim 9 Eagle 10 E. Honda 11 Guile 12 Ken Masters 13 Kyosuke 14 M. Bison 15 Maki 16 Morrigan 17 Rolento 18 Ryu 19 Ryu, Evil 20 Sagat 21 Sakura 22 Vega 23 Yun 24 Zangief

AkumaNameInput

Seoi Nageor +, close

Tomoe Nageor +, close

Zugai Hasatsu+

Tenma Kuujin Kyaku, at apex +

Gou Hadouken+

Zankuu Hadouken+

Shakunetsu Hadouken+

Gou Shoryuken+

Tatsumaki Zankuukyaku+

Hyakki Shuu+

__Hyakki Gou Zando nothing and land

__Hyakki Gou Shouduring Hyakki Shuu

__Hyakki Gou Senduring Hyakku Shuu

__Hyakki Gou Saior +, close, during Hyakki Shuu

__Hyakki Gou Tsuior +, close, during Hyakki Shuu

Ashura Senkuuor +or

Messatsu Gou Hadou+

Messatsu Gou Shouryuu+

Tenma Gou Zankuu+

Shun Goku Satsu

Akuma, ShinNameInput

Seoi Nageor +, close

Tomoe Nageor +, close

Zugai Hasatsu+

Tenma Kuujin Kyaku, at apex +

Gou Hadouken+

Zankuu Hadouken+

Shakunetsu Hadouken+

Gou Shoryuken+

Tatsumaki Zankuukyaku+

High Tenma Shurettou+

Low Tenma Shurettou+

Ashura Senkuuor +or

Messatsu Gou Hadou+

Messatsu Gou Shouryuu+

Tenma Gou Zankuu+

Shun Goku Satsu

Misogi+

BalrogNameInput

Overhead Chopor +

Dash Straight+

Dash Uppercut+

Dash Ground Straight+

Dash Ground Uppercut+

Turn PunchHold orand release.

Buffalo Head Butt+

Crazy Buffalo+, then hold or release

Gigaton Blow+

BlankaNameInput

Rock Crush+

Amazon River Run+

Electric Thunder

Rolling Attack+

Back Step Rolling+

Vertical Rolling+

Surprise Forward

Surprise Back+

Direct Lightning+

Ground Shave Rolling+(hold )

Shout of Earth+,

Cammy WhiteNameInput

Spiral Arrow+

Cannon Spike+

Axel Spinning Knuckle+

Hooligan Combination+, then...

__Razor Edge Slicer...do nothing

__Fatal Leg Twister...or + near head

__Cross Scissors Pressure...or + near waist

__Cannon Strike...

Cannon Strike+

Spin Drive Smasher+

Reverse Shaft Breaker+,

Chun-LiNameInput

Sankaku TobiJump against a wall,press in opposite direction

Kaku Kyaku Raku+

Yousou Kyaku+

Senjou Shuu+

Yoku Sen Kyaku+

Hyakuretsukyaku

Kikouken+

Spinning Bird Kick+

Kikoushou+

Houyoku Sen+

Dan HibikiNameInput

Kuuchuu Chouhatsu

Shagami Chouhatsu+

Gadouken+

Kouryuken+

Dankukyaku+

Zenten Chouhatsu+

Kouten Chouhatsu+

Shinku Gadouken+

Kouryurekka+

Hissyo Buraiken+

Chohatsu Densetsu*+

* The Chohatsu Densetsu requires one level of super meter to perform. However, once you execute it, it will empty your super meter entirely. If Dan can successfully perform the Chohatsu Densetsu uninterrupted, he will be awarded with a completely full super meter.

DhalsimNameInput

Drill Zutsuki+

Drill Kick+

Yoga Fire+

Yoga Flame+

Yoga Blast+

Yoga Teleport Forward+Or

Yoga Teleport Backward+Or

Yoga Stream+

Yoga Volcano+

Yoga Tempest+

EagleNameInput

Manchester Black+

Canterbury Blue+(hold to charge)

Oxford Red+

Liverpool White+

Saint Andrews Green+

Manchester Gold+

Union Jack Platinum+

E. HondaNameInput

Flying Sumo Press+

Harai Gerior +

Hiza Geri+

Hyakuretsu Harite

Super Zutsuki+

Super Hyakkan Otoshi+

Ooichou Nage+

Onimusou+

Orochi Kudaki+

GuileNameInput

Spin Back Knuckle+

Knee Bazookaor +

Rolling Sobator +

Sonic Boom+

Somersault Kick+

Total Wipeout+

Somersault Strike+

Sonic Hurricane+

Ken MastersNameInput

Inazuma Kakato Wari+

Ushiro Mawashi Geri+

Hadouken+

Shouryuken+

Tatsumaki Senpukyaku+

Ryusenkyaku+

Nataotoshi Kick+

Kamabarai Kick+

Oosotomawashi Kick+

__Inazuma Kakato WariHoldduring any Geri move.

Zempou Tenshin+

Shouryu Reppa+

Shinryuken+,

Shippu Jinraikyaku+

KyosukeNameInput

Launch Kick+

Cross Cutter+

Gen'ei Wave+

Gen'ei Breaker+

Raijin Upper+(follow with Gen'ei Kick)

Gen'ei Kick+

Kakusan Cross Cutter+

Super Raijin Upper+

Double Gen'ei Kick+(follow with Gen'ei Kick)

Final Symphony Remix+

M. BisonNameInput

Psycho Vanish+

Psycho Crusher+

Double Knee Press+

Head Press+, then or

__Skull Diverpressafter Head Press

Somersault Skull Diver+, or ,

Bison Warp Forward+or

Bison Warp Backward+or

Knee Press Nightmare+

Mega Psycho Crusher+

MakiNameInput

Bushin Gokusaken, , ,

Hiji Otoshi+

Genko+

Hayagake+

__Kyuuteishiduring Hayagake

__Kage Sukuiduring Hayagake

__Kubikariduring Hayagake

Saka Hayagake+

__Kyuuteishiduring Saka Hayagake

__Zenpou Tobiduring Saka Hayagake

__Kouhou Tobiduring Saka Hayagake

Kabe Tobi+against a wall

Izuna Otoshi+or against a wall

Kabe Kaijou+against a wall

Hassoukyaku+or against a wall

Tengu Daoshi+

Bushin Senpu Kyaku(consumes health)

Bushin Gou Raiha+

Tesshin Hou+(press for attack)

Ajara Tengu+

MorriganNameInput

Shell Kick+

Soul Fist+

Shadow Blade+

Vector Drain+

ES Soul Fist+

Cardinal Blade+

Valkyrie Turn+,

Darkness Illusion

RolentoNameInput

Fake Rod+

Spike Rod+

Patriot Circle+(repeat x3)

Stinger+(press or for knife)

Mekong Delta Air Raid+(press for attack)

Mekong Delta Escape+

__Controlsmove with or , attack with or

Mekong Delta Attack(press for attack)

Scouter Jump( or +)

Take No Prisoner+

Steel Rain+

Mine Sweeper+

RyuNameInput

Sakotsu Wari+

Senpuu Kyaku+

Kyuubi Kudaki+

Hadouken+

Shakunetsu Hadouken+

Shouryuuken+

Tatsumaki Senpuukyaku+

Shinkuu Hadouken+

Shinkuu Tatsumaki Senpuukyaku+

Shin Shouryuuken+

Ryu, EvilNameInput

Sakotsu Wari+

Senpuu Kyaku+

Kyuubi Kudaki+

Hadouken+

Shakunetsu Hadouken+

Shouryuken+

Tatsumaki Senpukyaku+

Ashura Senkuu Forward+or

Ashura Senkuu Backward+or

Shinkuu Hadouken+

Messatsu Goushouryu+

Metsu Hadouken+

Shun Goku Satsu

SagatNameInput

Tiger Shot+

Ground Tiger Shot+

Tiger Uppercut+

Tiger Crush+

Tiger Genocide+

Tiger Raid+

Tiger Cannon+

Ground Tiger Cannon+

SakuraNameInput

Flower Kick+

Hadou Shou+

Shou'ou Ken (Shken)+

Shunpuu Kyaku+

__Shunpuu Renkyaku+during Shunpuu Kyaku in ground

Ouka Kyaku+

Sakura Otoshi+, (then x3, to cancel)

Shinku Hadouken+

Haru Ichiban+

Midare Zakura+

VegaNameInput

Sankaku TobiJump against a wall,press in opposite direction

Cosmic Smart+

Overhead Kick+

Rolling Crystal Flash+

Scarlet Terror+

Sky High Claw+, then

Flying Barcelona Attack+, then

Izuna Drop+, then or +

Back Slash

Short Back Slash

Flying Barcelona Special+, then

Rolling Izuna Drop+, then or +

Scarlet Mirage+

Red Impact+

YunNameInput

Senpuu Kyaku+

Raigeki Shuu+after vertical jump or forward jump

Zesshou Hohou+

Kobokushi+(press for feint)

Tetsuzan Kou+

Senkyuutai+

Zenpou Tenshin+

Sourai Rengeki+

Raishin Mahhaken+

You Hou+

Hiten Souryujin+

ZangiefNameInput

Body Press+

Double Knee Drop+

Kuuchuu Headbutt+

Russian Kick+

Dynamite Kick+

Banishing Flat+

Double Lariat(move or)

Quick Double Lariat(move or)

Screw Pile Driver+

Flying Power Bomb+

Atomic Suplexclose, +

Final Atomic Buster+

Aerial Russian Slam+

GroovesThere are a total of six different Grooves for you to choose from, identified by the letters C, A, P, S, N, and K. The table below will summarize the differences between the Grooves, and the differences will be discussed in greater detail below.CAPSNK

Based onStreet Fighter Alpha 3 A-ISMStreet Fighter Alpha 3 V-ISMStreet Fighter IIIThe King of Fighters '98 Extra modeThe King of Fighters '98 Advance modeSamurai Shodown

MeterThree-tiered meterTwo-tiered meterOne tier meter (Level 3)Charge upSingle tiered timed meter3 TieredPower Stock Super MeterRage Meter

Sub-SystemSuper Combo Cancel (Level 2 Only)Custom ComboParryCharge-UpUnlimited Low-health Level 1 SupersPower StocksPower ActivationJust Defend

DashYesYesYesNoNoNo

RunNoNoNoYesYesYes

RollYesYesNoNoYesNo

Air GuardYesNoNoNoNoNo

Counter AttackYesYesNoYesYesNo

Tactical RecoveryYesNoYesYesNoNo

Safe FallNoYesNoNoYesYes

Small JumpNoNoYesYesYesYes

DodgeNoNoNoYesNoNo

Counter MovementNoNoNoNoYesNo

C GrooveThis groove is most similar to the A-ISM mode of Street Fighter Alpha 3. You have a three tiered-meter that fills up rather quickly as you attack and take damage. In order to perform a Super Combo, you must have at least one tier of the meter filled. For every tier filled, you can perform that level of Super Combo. To execute a Level 1 super, use the or buttons. To execute a Level 2 super, use or . And to execute a Level 3 or MAX super, use or . Also for every tier filled you get a small power bonus(Level 1 - 1%, Level 2 - 2% and Level 3 - 5%). C Groove also has two exclusive abilities. Only C Groove players can block attacks in mid-air. And you may also cancel a Level 2 super move into a Level 1 super, or a special move. This is a very good groove for beginners.A GrooveThis groove is most similar to Street Fighter Alpha 3 and the V-ISM mode. You get a two tiered-meter, and you are restricted to Level 1 Super Combos only (but you can store up to two of them at a time.) However, once the meter is full, you also gain access to Custom Combos. Press + to activate a Custom Combo. Your meter will slowly deplete until it is empty. During this time, you may cancel any attack into any other, until the meter is completely empty. You may also perform a Level 1 Super Combos at any time during your activation phase, afterwards which will end the Custom Combo. You will be unable to perform MAX or Level 3 Super Combos. This groove is a good groove for people who are experts of the V-ISM mode of SFA3.P GrooveThis groove is most similar to the Street Fighter III series. You get a single meter, which fills up slowly in comparison to the other Grooves, and when it is full you must use the entire meter on a single Level 3/MAX Super Combo. However, this Groove also has the ability that many players consider to be the most advantageous ability in the whole game: Parrying. In order to parry an attack, you must press forward just as an attack is about to hit you, or press down if the attack is going to connect low. If you successfully parry, the attack will be prevented, and you will have the opportunity to immediately counter attack. Expert SF3 players will have an advantage using this groove, but any player can learn to become good at parrying with enough foresight.S GrooveThis groove is most similar to the early KOF games, and the Extra mode of The King of Fighters '98 in particular. In this Groove, you have single meter that fills up very slowly as you are attacked. However, in this Groove, you also have the ability to manually charge the meter up quickly by pressing and holding +. Note that you are vulnerable to attack while you are charging, but you can stop at any time and come out with an attack. Once your meter is full it begins to deplete, and you become 15% stronger offensively until it empties. You may also execute a Level 1 Super Combo, which will instantly empty the meter. In S Groove, if your health drops down to the point where your health meter is flashing you may perform an unlimited number of Level 1 Super Combos as well as having an innate 5% offensive increase. Also during this time, if you fill up your super meter, you can perform Level 3/MAX Super Combos. At the end of every match, the meter empties and you start with an empty gauge every round. S Groove also has the unique ability to Dodge attacks by pressing +. By doing a Dodge, you have the ability to counter by either pressing a punch or kick button of any strength. Your character will then stick out a predetermined attack and either knock back the opponent down, or be able to combo off of the Dodge Attack. If you can anticipate when your opponent will strike, a Dodge along with a Dodge attack can be very strong for beginners and experts alike.N GrooveThis groove is most similar to the Advance mode of The King of Fighters '98. In this Groove, you get a single meter which, upon becoming full, provides you with one Power Stock, and immediately empties to be filled again. You can store up to three Power Stocks. With these stocks, you may do one of a few things. You may perform a Level 1 Super Combo. You may perform a Counter Movement, which allows you to roll away or behind your enemy immediately after blocking an attack. To do a Counter Movement, press forward or backward and +. And finally, at the cost of one stock, you may power up by pressing +. Powering up increases your offensive powers by 20%. While powered up, at the cost of an additional stock, you may perform a Level 3/MAX Super Combo, making this the only Groove in which you can perform Level 3 Super Combos with only two full meters. (Note that while Powered Up, your super meter will not grow.) With the ability to string Power-Ups back to back, and the greatest array of movement options, the N Groove is a very offensive groove, and good for beginners and experts alike.K GrooveThis groove is most similar to the system found in the Samurai Shodown series. In this groove, you have one meter (referred to as the Rage Gauge) which fills up as you get attacked. Once it fills completely, you will turn red and experience a 35% offensive bonus and 12.5% defensive bonus. During this time, the meter will slowly start to drain, and you will return to normal when it empties. You may also execute a Level 3/MAX Super Combo and drain the meter instantly. The K-Groove also features an exclusive ability known as "Just Defend," taken from Garou: Mark of the Wolves. To perform a Just Defend, you must not block an attack until a moment before the attack occurs. If you Just Defend successfully, you will not only block the attack, but you will gain a minuscule amount of life back, your Rage Gauge will also fill a tiny bit, and you will also return out from block stun faster making you able to punish slower moves that otherwise are safe upon block. This Groove is good for expert Samurai Shodown and Garou players and beginners alike due to the huge offensive bonus from getting hit.

Groove Edit SystemThe Groove Edit System is unique to the home console versions. It allows you to create your own custom mix of groove features and abilities. You must select a gauge, a system, and sub-systems. When you first unlock it, you will be limited to spending 4000 Groove Edit Points. You can further unlock the ability to use an unlimited number of Groove Edit Points.You have the ability to edit and tailor two EX-Grooves; EX1 and EX2. You may edit and name them. Then you may spend your alloted Groove Points however you like. Use the following tables to see the available options and determine which selections you would like to make.GaugesGaugePointsDescription

C-Gauge1800The three-tiered super meter from the Street Fighter Alpha series. The only gauge that gives players access to Level 2 Super Combos.

A-Gauge2200The two-tiered super meter from the V-ISM mode of Street Fighter Alpha 3. You may only perform Level 1 Super Combos, but you may also activate Custom Combos by pressing + once the meter is full.

P-Gauge800One single meter that fills up slowly, and only allows for the execution of Level 3/MAX Super Combos. Its low price can afford you many other abilities to compensate.

S-Gauge1600The single meter which fills up slowly, but you may charge manually by holding +. It also permits the unlimited execution of Level 1 Super Combos when your health is low. Level 3/MAX Super Combos are only available when health is low and the meter is full.

N-Gauge1200A single meter which fills up and store Stocks of power, which may be used to Power-Up your fighter by pressing +, or execute Super Combos. Powered-Up fighters can execute Level 3/MAX Super Combos at the cost of two meters.

K-Gauge1000Also known as the Rage Gauge, the meter only fills up as you take damage. Once full, you turn red, and increase in strength until the meter empties. You may perform Level 3/MAX Super Combos during this time. Another low cost option.

No gauge0It is possible to create an EX-Groove where you reserve you Groove Edit Points for the sake of more sub-system selections later. Only expert players who can live without Super Combos should consider doing this.

SystemsSystemPointsDescription

Parrying1600One of the most useful, and most expensive systems. Parrying allows you to cancel your opponent's attack and immediately counter-attack, but the timing is difficult. Press forward to parry a high attack or down to parry a low attack. Forward also works to parry in mid-air.

Just Defend1400Just Defend is a little like parrying, only instead of canceling your opponents attack, you gain a small bit of health back and come out of block stun faster. To Just Defend, you must not block until the moment before an attack hits you.

Chain Combo800Chain Combos allow you to perform quick, devastating combos on the ground with normal attacks. Very similar in effect to the Marvel vs. Capcom series. You must follow a weak attack with a strong attack, and you may follow a punch with the same strength kick.

Air Chain700This system allows you to execute a Special Move immediately following a normal attack in mid-air (provided that you have special moves which may be performed in mid-air).

Super Combo Cancel1000Using a Super Combo Cancel, you may immediately cancel out of Super Combos into Special Moves or normal attacks. Useful for surprising your opponent and extending long combos.

Cancel Any Move1000By selecting Cancel any move, you may cancel any normal attack or into a special move.

Sub-SystemsSub-SystemPointsDescription

Dash200Tap or to move your fighter quickly through a short distance.

Run300Tap and hold to instruct your fighter to run through any distance, and to initiate long jumps and rolls.

Roll400Press + to instruct your fighter to roll forward, during which time they are invulnerable to attack.

Dodge600Press + to instruct your fighter to dodge an attack while standing in place. You may also perform a dodge attack move during the dodge.

Counter Attack400Press + to instruct your fighter to perform a counter attacks immediately after blocking an attack.

Counter Movement300Press or and + while your fighter is blocking an attack, to roll forward or back step away from the opponent.

Air Guard500Allows your fighter to block attacks while off the ground. Simply hold back while in mid-air.

Small Jump600Allows your fighter to perform a small jump by tapping the joystick , , or . Good for avoiding low attacks.

Tactical Recovery200Press to instruct your fighter to remain the ground a short while longer instead of instantly rising to his or her feet.

Safe Fall300Press to enable your fighter to repel away from the opponent after they have been knocked down or thrown.

Capcom vs. SNK 2/CapcomContents 1 Athena 2 Benimaru 3 Chang 4 Geese Howard 5 Haohmaru 6 Hibiki 7 Iori 8 Iori, Orochi 9 Joe Higashi 10 Kim Kaphwan 11 King 12 Kyo Kusanagi 13 Mai Shiranui 14 Nakoruru 15 Raiden 16 Rock Howard 17 Rugal 18 Rugal, Ultimate 19 Ryo Sakazaki 20 Terry Bogard 21 Todo 22 Vice 23 Yamazaki 24 Yuri Sakazaki

AthenaNameInput

Phoenix Bomb, at apex +

Renkan Tai+

Psycho Ball Attack+

Pheonix Arrow+

Psychic Teleport+

Psycho Sword+

Psycho Reflector+

Super Psychic Throw+

Shining Crystal Bit+

__Crystal Shoot+(hold to delay) during Shining Crystal Bit

__Cancelduring Shining Crystal Bit

Pheonix Fang Arrow+

BenimaruNameInput

Spin Kickor +

Foot Drill+

Jackknife Kick+

Raijin Ken+

Taikuu Raijin Ken+

Iai Geri+

__Handou Sandan Geri+after Iai Geri

Shinkuu Katategoma+

__Cancel

Benimaru Corridor Crunchclose +

Super Inazuma Kick+

Raikou Ken+

Denei Spark+

Elec-Trigger+

ChangNameInput

Hiki Nige+

Tekkyuu Dai Kaiten

__Cancel

Tekkyuu Funsai Geki+

Dai Hakai Nage+

Hishou Kuuretsu Zan+

Tatsumaki Shippuu Zan+

Hishou Shissou Zan+

Tekkyuu Dai Bousou+

Shin! Chouzetsu Tatsumaki Shinkuu Zan+

Geese HowardNameInput

Forehead Blow+

Reppu Ken+or

Double Reppu Ken+

Shippu Ken+

Atemi Nage-Joudan+

Atemi Nage-Chuudan+

Atemi Nage-Gedan+

Jaei Ken+

Raising Storm+

Deadly Rave+, , +

HaohmaruNameInput

Ougi Senpu Retsu Zan+

Fake Senpu Retsu Zan+

Ougi Kogetsu Zan+

Ougi Resshin Zan+

Hiougi Tenha Fujin Zan+

Tenha Danku Retsu Zan+

HibikiNameInput

Touma ni te Kiru Nari+

Suigetsu O Tsuku Nari+(hold to dash)

Chikayori te Kiru Nari+

I o Awasu Nari+, counter

Kami Hitoe nite kawasu nari

Ma o tsumeru koto kanyou nari+(hold) after Kami Hitoe nite kawasu nari

Ma o oku koto kanyou nari+after Kami Hitoe nite kawasu nari

Hasshou Suru Shinki Nari+

Shi o Osorenu Kokoro Nari+

Shikabane o koete iku nari+, follow up with Root

__Root 1...+

__Root 2...+

__Root 3...

IoriNameInput

Ge Shiki: Yuri Ori+

Ge Shiki: Goufu In "Shinigame"+

Ge Shiki: Yumebiki+

108 Shiki: Yami Barai+

100 Shiki: Oniyaki+

127 Shiki: Aoi Hana+(perform 3)

212 Shiki: Kototsuki In+

Kuzukazeclose +

Kin 1211 Shiki: Ya Otome+

Ura 108 Shiki: Ya Sakazuki+(hold to charge)

Iori, OrochiNameInput

Ge Shiki: Yuri Ori+

Ge Shiki: Goufu In "Shinigame"+

Ge Shiki: Yumebiki+

108 Shiki: Yami Barai+

100 Shiki: Oniyaki+

127 Shiki: Aoi Hana+(perform 3)

212 Shiki: Kototsuki In+

Kin 1211 Shiki: Ya Otome+

Ura 100 Shiki: Oni Honou+

Joe HigashiNameInput

Tiger Upper+

Bakuretsu Ken

Tiger Kick+

Slash Kick+

Ougon no Kakato+

Screw Upper+

Bakuretsu Hurricane Tiger Kakato+

Double Cyclone+

Kim KaphwanNameInput

Neri Chagi+(hold for Stance Change)

Hangetsu Zan+

Haki Kyaku+(hold for Stance Change)

Hishou Kyaku+

Hien Zan+

__Tenshou Zan+during Hien Zan

Ryuusei Raku+

Kuu Sajin+

Stance Changehold or Neri Chagi or Haki Kyaku

__Side Kickduring Stance Change

__Roundhouse High Kickduring Stance Change

__Reverse Neri Chagiduring Stance Change

__Spin Side Kickduring Stance Change

__Roundhouse Low Kickduring Stance Change

__Cancelrelease during Stance Change

Hou'ou Tenbu Kyaku+

Hou'ou Kyaku+

Hou'ou Hiten Kyaku+

KingNameInput

Sliding Kick+

Venom Strike+

Double Strike+

Surprise Rose+

Trap Shot+

Tornado Kick+

Mirage Kick+

Illusion Dance+

Silent Flash+

Kyo KusanagiNameInput

Ge Shiki: Naraku Otoshi+

Ge Shiki: Goufu You+

88 Shiki+

Shoulder Charge+

114 Shiki: Aragami+or

__128 Shiki: Kuno Kizu+during Aragami

____127 Shiki: Yano Sabiduring Kuno Kizu

____125 Shiki: Nanaseduring Kuno Kizu

__127 Shiki: Yano Sabi+during Aragami

____Ge Shiki: Migiri Ugachiduring Yano Sabi

____125 Shiki: Nanaseduring Yano Sabi

115 Shiki: Dokugami+

__401 Shiki: Tsumi Yomi+during Dokugami

____402 Shiki: Batsu Yomi+during Tsumi Yomi

100 Shiki: Oniyaki+

R.E.D. Kick+

202 Shiki: Kototsuki You+

75 Shiki Kai+, then

Oboro Guruma+

Ura 108 Shiki:Orochi Nagi+(hold to charge)

Saishuu Kessen Ougi "Mu Shiki"+,

Mai ShiranuiNameInput

Sankaku TobiJump against a wall,press in opposite direction

Kacho Sen+

Ryu Enbu+

Hissatsu Shinobi Bachi+

Musasabi no Mai+

Kuuchuu Musasabi no Mai+

Kagero no Mai+

Chou Hissatsu Shinobi Bachi+

Beni Suzaku+

Mizutori no Mai+

NakoruruNameInput

Sankaku TobiJump against a wall,press in opposite direction

Rolling Slash+

Annu Mutsube+

Lela Mutsube+

Kamui Rimse+(press for another hit)

Amube Yatoro+

Mamahaha Nitsukamaru+

___Mamahaha Tsukamaki Kougeki, , , or after Mamahaha Nitsukamaru

___Yatoro Pokku( or +)after Mamahaha Nitsukamaru

___Mamahaha Kara Okiruafter Mamahaha Nitsukamaru

___Shichikapu Ai+after Mamahaha Nitsukamaru

___Kamui Mutsube+after Mamahaha Nitsukamaru

Shichikapu Kamui Irushika+

Elerush Kamui Rimse+

Shirikoro Kamui Nomi+(cancel with )

RaidenNameInput

Bear Stompclose +

Body Press+

Poison Spray+

Giant Bomb+

Super Drop KickHoldthen release

Thunder Crush Bomb+

Raiden Combination-Body Blow+

___Head Butt+

___Front Suplex+

Jumping Lariat Drop+

Destruction Drop+

Flame Breath+

Crazy Train+

Rock HowardNameInput

Overhead Kick+

Reppuken+or

Double Reppuken+

Rising Tackle+

Hard Edge+

Crack Counter (Joudan)+

Crack Counter (Chuudan)+

Crack Counter (Gedan)+

Shinkuu Nage+(press for breaking)

___Rasetsuhold until being released

Rage Run Type Dunk+

Rage Run Type Save+

Rage Run Type Shift+

Shining Knuckles+

Raising Storm+(hold to charge at Level 3)

Neo Deadly Rave+

__Attacks

___Finisher+

RugalNameInput

Reppu Ken+

Kaiser Wave+(hold to charge)

Dark Brarrier+

Genocide Cutter+

God Press+

Dark Smash+

Gigantic Pressure+

Total Annihilation+

Rugal, UltimateNameInput

Reppu Ken+

Kaiser Wave+(hold to charge)

Dark Barrier+

Genocide Cutter+

God Press+

Dark Smash+

Rugal Execution+

Ultimate Lane Forward+or

Ultimate Lane Backward+or

Gigantic Pressure+

Total Annihilation+

God End+

Last Judgement

Ryo SakazakiNameInput

Hyouchuu Wari+

Ko'ou Ken+

Hien Shippuu Kyaku+

Kohou+

Zan Retsu Ken+

Mouko Raijin Setsu+

Kyokugenryu Renbuken+

Ryuuko Ranbu+

Haou Shoukou Ken+

Tenchi Haou Ken+

Terry BogardNameInput

Rising Upper+

Power Wave+

Burning Knuckles+

Rising Tackle+

Crack Shot+

Power Dunk+

Power Geyser+

Buster Wolf+

TodoNameInput

Low Kick+

Kasane Ate+

Kasane Ate (Taikuu)+

Stunning Grab+, close

Chou Kasane Ate+

Shingan: Kuzu Otoshi+, counter

ViceNameInput

Nail Bomb+, close

Gore Fest+

__Tranquility+after Gore Fest

Outrage+

Ravenous+

Da Cide+

Mayhem+(follow with Da Cide (Taikuu))

Da Cide (Taikuu)+

Negative Gain+, close

Withering Force+

YamazakiNameInput

Bussashi+

Hebi Tsukai+(hold to delay)

__Hebi Damashiwhile delaying Hebi Tsukai

Sadomaso+

Sabaki no Aikuchi+

Bai Gaeshi+

Suna Kake+

Yakiire+

Bakudan Pachiki+, close

Guillotine+

Drill+, then

Yuri SakazakiNameInput

En Yoku+

Ko'ou Ken+

Raiou Ken+

Yuri Chou Upper+

__Double Yuri Chou Upper+during Yuri Chou Upper

Hyakuretsu Binta+

Saiha+

Haou Shoukou Ken+

Hien Rekkou+

Hien Hou'ou Kyaku+

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