Originally appeared in: Street Fighter
|
Ryu
|
Ryu is a student of Shotokan karate who is highly focused on his training and becoming the strongest that he can. He enters the tournament in hopes of facing a legendary new competitor he has heard about, Kyo Kusanagi.
Move list (Special moves (Normal))
Name
|
Command
|
Description
|
Hadouken
|
P
|
Ryu channels his ki into his hands, then thrusts it from his palms in the form of a fireball. The projectile moves faster when the move is performed with HP .
|
Shakunetsu Hadouken
|
P
|
Ryu shoots a flaming variant of the Hadouken, which can knock over opponents in close range. The projectile moves faster when the move is performed with HP .
|
Shouryuuken
|
P
|
Ryu jumps into the air with a flying uppercut, knocking down his opponent on impact. He ascends higher when the move is performed with HP .
|
Tatsumaki Senpuukyaku
|
K
|
Ryu spins on an axis while gliding forward through the air and kicking, knocking down his opponent on impact. If performed in midair, he follows the trajectory of the jump. The move covers more horizontal distance when it is performed with HK .
|
Move list (Command normals (Normal))
Name
|
Command
|
Description
|
Sakotsu Wari
|
+ LP
|
Ryu pulls his fist back and strikes forward and down, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.
|
Senpuu Kyaku
|
+ LK
|
Ryu hops forward, doing a single spinning kick similar to a Tatsumaki Senpuukyaku.
|
Stretch Kick
|
+ HK
|
Ryu does a long-reaching crouching kick.
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Move list (Super moves (Normal))
Name
|
Command
|
Description
|
Shinkuu Hadouken
|
P
|
Ryu fires a version of the Hadouken that can hit his opponent multiple times.
|
Shinkuu Tatsumaki Senpuukyaku
|
K
|
Ryu hovers in place while spinning around an axis with his leg extended, drawing his opponent in and potentially hitting multiple times. The distance of the vacuum effect is larger at higher levels.
|
Shin Shouryuuken
|
K (at max level)
|
Ryu hits his opponent with a standing uppercut with each arm, then performs a Shouryuuken that ascends high into the air. The power gauge must be at level 3 to perform this move.
|
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Originally appeared in: Street Fighter
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Ken Masters
|
Ken is a student of Shotokan karate and the best friend and training partner of Ryu. His family's Masters Foundation is co-hosting the tournament with the Garcia Financial Clique.
Move list (Special moves (Normal))
Name
|
Command
|
Description
|
Hadouken
|
P
|
Ken channels his ki into his hands, then thrusts it from his palms in the form of a fireball. The projectile moves faster when the move is performed with HP .
|
Shouryuuken
|
P
|
Ken jumps into the air with a flying uppercut. He has a flaming fist and can hit his opponent multiple times when the move is performed with HP .
|
Tatsumaki Senpuukyaku
|
K
|
Ken spins on an axis while gliding forward through the air and kicking, which can hit his opponent multiple times. If performed in midair, he follows the trajectory of the jump. The move covers more horizontal distance when it is performed with HK .
|
Zenpou Tenshin
|
P
|
Ken rolls forward. He rolls farther when the move is performed with HP . This move can pass through opponents (if close enough) but not attacks.
|
Ryusen Kyaku
|
K
|
Ken rolls through the air with a wheel kick, which knocks down his opponent on impact.
|
Move list (Command normals (Normal))
Name
|
Command
|
Description
|
Inazuma Kakato Wari
|
+ LK
|
Ken kicks high into the air, then brings his leg down like an axe chop, hitting up to two times. This is an overhead strike that can hit characters who are crouch blocking.
|
Stretch Kick
|
+ HK
|
Ken does a long-reaching crouching kick.
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Move list (Super moves (Normal))
Name
|
Command
|
Description
|
Shouryuu Reppa
|
P
|
Ken performs a series of low Shouryuukens while moving across the screen, culminating in a high Shouryuuken. The move covers more horizontal distance at higher levels. Ken has a flaming fist at level 3.
|
Shinryuuken
|
K
|
Ken spirals upward with a spinning uppercut, drawing in nearby opponents. The distance of the vacuum effect is larger at higher levels.
|
Shippuujinrai Kyaku
|
K (at max level)
|
Ken moves forward while delivering a series of fast kicks before launching his opponent into the air with a rising Tatsumaki Senpuukyaku. The power gauge must be at level 3 to perform this move.
|
His Extra form is based on his appearance in Super Street Fighter II X. He loses the Zenpou Tenshin and Ryusen Kyaku but gains back his "crazy kicks."
Move list (Special moves (Extra))
Name
|
Command
|
Description
|
Hadouken
|
P
|
Ken channels his ki into his hands, then thrusts it from his palms in the form of a fireball. The projectile moves faster when the move is performed with HP .
|
Shouryuuken
|
P
|
Ken jumps into the air with a flying uppercut. He has a flaming fist and can hit his opponent multiple times when the move is performed with HP .
|
Tatsumaki Senpuukyaku
|
K
|
Ken spins on an axis while gliding forward through the air and kicking, which can hit his opponent multiple times. If performed in midair, he follows the trajectory of the jump. The move covers more horizontal distance when it is performed with HK .
|
Kama Barai Geri
|
K
|
Ken does a high roundhouse kick that can hit up to two times. Continuing to hold K performs a high axe kick right afterwards.
|
Nata Otoshi Geri
|
K
|
Ken does a reverse roundhouse kick that can hit up to two times. Continuing to hold K performs a high axe kick right afterwards.
|
Oosoto Mawashi Geri
|
K
|
Ken does a knockdown kick. Continuing to hold K performs a high axe kick right afterwards.
|
Move list (Command normals (Extra))
Name
|
Command
|
Description
|
Inazuma Kakato Wari
|
+ LK
|
Ken kicks high into the air, then brings his leg down like an axe chop, hitting up to two times. This is an overhead strike that can hit characters who are crouch blocking.
|
Stretch Kick
|
+ HK
|
Ken does a long-reaching crouching kick.
|
Move list (Super moves (Extra))
Name
|
Command
|
Description
|
Shouryuu Reppa
|
P
|
Ken performs a series of low Shouryuukens while moving across the screen, culminating in a high Shouryuuken. The move covers more horizontal distance at higher levels. Ken has a flaming fist at level 3.
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Originally appeared in: Street Fighter II
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Chun-Li
|
Chun-Li is a Chinese wushu expert known for her quick motions and powerful kicks.
Move list (Special moves (Normal))
Name
|
Command
|
Description
|
Hyakuretsu Kyaku
|
KKKKK
|
Chun-Li unleashes a flurry of rapid kicks. She kicks faster when the move is performed with HK .
|
Kikouken
|
P
|
Chun-Li thrusts a ki blast from her palms. The projectile moves faster when the move is performed with HP .
|
Tenshou Kyaku
|
Hold for 2 seconds, then +K
|
Chun-Li jumps high into the air while spinning her legs around in kicks, which knocks her opponent down on impact. The move hits an additional time when it is performed with HK .
|
Spinning Bird Kick
|
Hold for 2 seconds, then +K
|
Chun-Li flips upside down and spins her legs while moving forward, which knocks her opponent down on impact. She moves further when the move is performed with HK .
|
Move list (Command normals (Normal))
Name
|
Command
|
Description
|
Sankaku Tobi
|
when jumping onto the edge of the screen
|
Chun-Li can jump off the edges of the screen.
|
Yousou Kyaku
|
+ HK in midair
|
Chun-Li holds a straight leg in a head stomp.
|
Kaku Kyaku Raku
|
+ LK
|
Chun-Li flips forwards high into the air, coming down with a kick.
|
Move list (Super moves (Normal))
Name
|
Command
|
Description
|
Senretsu Kyaku
|
Hold for 2 seconds, then +K
|
Chun-Li moves forward quickly while performing a series of Hyakuretsu Kyakus. She has a brief period of invulnerability at the beginning of the move (allowing her to pass through projectiles). The move covers more horizontal distance at higher levels.
|
Kikoushou
|
P
|
Chun-Li gathers a large ball of ki in front of her using both palms, which hits multiple times and knocks her opponent over.
|
Hazan Tenshou Kyaku
|
Hold for 2 seconds, then +K
|
Chun-Li performs a more powerful version of her Tenshou Kyaku that can hit more times.
|
Her Extra form reduces her moveset to her two special moves from Street Fighter II: Champion Edition and introduces a new super move, the Spinning Hornet Kick, which resembles Ryu's Shinkuu Tatsumaki Senpuukyaku.
Move list (Special moves (Extra))
Name
|
Command
|
Description
|
Hyakuretsu Kyaku
|
KKKKK
|
Chun-Li unleashes a flurry of rapid kicks. She kicks faster when the move is performed with HK .
|
Spinning Bird Kick
|
Hold for 2 seconds, then +K
|
Chun-Li flips upside down and spins her legs while moving forward, which knocks her opponent down on impact. This move can also be performed in midair. She moves further when the move is performed with HK . Pressing K can be delayed slightly, which causes Chun-Li to flip upside down and spin her legs while falling in a tall arc rather than moving forward.
|
Move list (Command normals (Extra))
Name
|
Command
|
Description
|
Sankaku Tobi
|
when jumping onto the edge of the screen
|
Chun-Li can jump off the edges of the screen.
|
Yousou Kyaku
|
+ HK in midair
|
Chun-Li holds a straight leg in a head stomp.
|
Kaku Kyaku Raku
|
+ LK
|
Chun-Li flips forwards high into the air, coming down with a kick.
|
Move list (Super moves (Extra))
Name
|
Command
|
Description
|
Senretsu Kyaku
|
Hold for 2 seconds, then +K
|
Chun-Li moves forward quickly while performing a series of Hyakuretsu Kyakus. She has a brief period of invulnerability at the beginning of the move (allowing her to pass through projectiles). The move covers more horizontal distance at higher levels.
|
Spinning Hornet Kick
|
Hold for 2 seconds, then +K
|
Chun-Li flips upside down and spins her legs while hovering in place, drawing in nearby opponents. The distance of the vacuum effect is larger at higher levels.
|
|
Originally appeared in: Street Fighter II
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Guile
|
Guile is an officer in the United States Air Force who uses a mixed martial arts form combining elements of boxing, kickboxing, and wrestling.
Move list (Special moves (Normal))
Name
|
Command
|
Description
|
Sonic Boom
|
Hold for 2 seconds, then +P
|
Guile shoots a spinning blade-like projectile across the screen. The projectile moves faster when the move is performed with HP .
|
Somersault Kick
|
Hold for 2 seconds, then +K
|
Guile jumps high into the air while performing a backflip kick, which knocks his opponent over on impact. He jumps higher when the move is performed with HK .
|
Move list (Command normals (Normal))
Name
|
Command
|
Description
|
Spin Back Knuckle
|
+ HP
|
Guile rotates around and swings his fist like a club.
|
Rolling Sobat
|
+ LK or + LK
|
Guile hops with a turning kick.
|
Move list (Super moves (Normal))
Name
|
Command
|
Description
|
Total Wipeout
|
Hold for 2 seconds, then +P
|
Guile advances forward with a jab, a cross, an uppercut, a Rolling Sobat, then a Spin Back Knuckle. The move covers more horizontal distance at higher levels.
|
Somersault Strike
|
Hold for 2 seconds, then +K
|
Guile performs two Somersault Kicks in a row at level 1 and 2 or three Somersault Kicks in a row at level 3.
|
His Extra form is nearly the same but trades the Rolling Sobat for the Reverse Spin Kick and only has one super move.
Move list (Special moves (Extra))
Name
|
Command
|
Description
|
Sonic Boom
|
Hold for 2 seconds, then +P
|
Guile shoots a spinning blade-like projectile across the screen. The projectile moves faster when the move is performed with HP .
|
Somersault Kick
|
Hold for 2 seconds, then +K
|
Guile jumps high into the air while performing a backflip kick, which knocks his opponent over on impact. He jumps higher when the move is performed with HK .
|
Move list (Command normals (Extra))
Name
|
Command
|
Description
|
Spin Back Knuckle
|
+ HP
|
Guile rotates around and swings his fist like a club.
|
Reverse Spin Kick
|
+ HK or + HK (close)
|
Guile does an upside-down kick.
|
Move list (Super moves (Extra))
Name
|
Command
|
Description
|
Somersault Strike
|
Hold for 2 seconds, then +K
|
Guile performs two Somersault Kicks in a row at level 1 and 2 or three Somersault Kicks in a row at level 3.
|
|
Originally appeared in: Street Fighter II
|
Edmond Honda
|
E. Honda is a sumo wrestler who wants to prove to the world the strength of his technique.
Move list (Special moves (Normal))
Name
|
Command
|
Description
|
Hyakuretsu Harite
|
PPPPP
|
E. Honda unleashes a flurry of hand slaps. He slaps faster when the move is performed with HP .
|
Super Zutsuki
|
Hold for 2 seconds, then +P
|
E. Honda propels himself forward head first like a torpedo, which knocks his opponent over on impact. He shoots himself further when the move is performed with HP .
|
Super Hyakkan Otoshi
|
Hold for 2 seconds, then +K
|
E. Honda leaps high into the air and drops himself down like a cannonball, which knocks his opponent over on impact. He leaps higher when the move is performed with HK .
|
Ooichou Nage
|
D-Pad in a 360° rotation, then P (close)
|
E. Honda grabs and slams his opponent against the ground, then flattens his opponent with a Super Hyakkan Otoshi.
|
Move list (Command normals (Normal))
Name
|
Command
|
Description
|
Flying Sumo Press
|
+ HK in midair
|
E. Honda drops with a body press.
|
Harai Geri
|
+ HK or + HK
|
E. Honda does a low kick that trips his opponent.
|
Move list (Super moves (Normal))
Name
|
Command
|
Description
|
Oni Musou
|
Hold for 2 seconds, then +P
|
E. Honda performs two consecutive Super Zutsukis. He performs a third Super Zutsuki at level 2 or an advancing Hyakuretsu Harite at level 3.
|
Orochi Kudaki
|
D-Pad in a 360° rotation twice, then P (close, at max level)
|
E. Honda throws his opponent into the ground twice, followed by a Super Hyakkan Otoshi. The power gauge must be at level 3 to perform this move.
|
His Extra form reduces his moveset to his special moves from Street Fighter II: Champion Edition (with his super move from Super Street Fighter II X).
Move list (Special moves (Extra))
Name
|
Command
|
Description
|
Hyakuretsu Harite
|
PPPPP
|
E. Honda unleashes a flurry of hand slaps. He slaps faster when the move is performed with HP .
|
Super Zutsuki
|
Hold for 2 seconds, then +P
|
E. Honda propels himself forward head first like a torpedo, which knocks his opponent over on impact. He shoots himself further when the move is performed with HP .
|
Super Hyakkan Otoshi
|
Hold for 2 seconds, then +K
|
E. Honda leaps high into the air and drops himself down like a cannonball, which knocks his opponent over on impact. He leaps higher when the move is performed with HK .
|
Move list (Command normals (Extra))
Name
|
Command
|
Description
|
Flying Sumo Press
|
+ HK in midair
|
E. Honda drops with a body press.
|
Palm Slap
|
+ HP or + HP
|
E. Honda does a palm thrust.
|
Harai Geri
|
+ HK or + HK
|
E. Honda does a low kick that trips his opponent.
|
Move list (Super moves (Extra))
Name
|
Command
|
Description
|
Oni Musou
|
Hold for 2 seconds, then +P
|
E. Honda performs two consecutive Super Zutsukis. He performs a third Super Zutsuki at level 2 or an advancing Hyakuretsu Harite at level 3.
|
|
Originally appeared in: Street Fighter II
|
Zangief
|
Zangief is a massive Soviet wrestler who trains by wrestling bears.
Move list (Special moves (Normal))
Name
|
Command
|
Description
|
Double Lariat
|
LP + HP
|
Zangief spins around with his arms outstretched, knocking over opponents on impact. He is invulnerable above the waist while performing this move, allowing most projectiles to pass through him. He can move with and while spinning.
|
Quick Double Lariat
|
LK + HK
|
Zangief performs a Double Lariat that is faster but has a shorter duration. He can move with and while spinning.
|
Screw Piledriver
|
D-Pad in a 360° rotation, then P (close)
|
Zangief grabs his opponent, jumps high into the air, then drives them head first into the ground while spinning. He ascends higher when the move is performed with HP .
|
Flying Powerbomb
|
D-Pad in a 360° rotation, then K (far away)
|
Zangief creeps forward and tries to grab his opponent. If he succeeds, he jumps and slams the opponent into the ground.
|
Atomic Suplex
|
D-Pad in a 360° rotation, then K (close)
|
Zangief grabs his opponent and performs a grounded suplex followed by an aerial suplex.
|
Banishing Flat
|
P
|
Zangief takes a step forward and does a low back hand slap. This move can neutralize projectiles.
|
Move list (Command normals (Normal))
Name
|
Command
|
Description
|
Body Press
|
+ HP while jumping diagonally
|
Zangief drops with a body press.
|
Double Knee Drop
|
+ LK in midair
|
Zangief falls with his knees forward.
|
Move list (Super moves (Normal))
Name
|
Command
|
Description
|
Final Atomic Buster
|
D-Pad in a 360° rotation twice, then P (close)
|
Zangief grabs his opponent and performs a rolling suplex followed by a Screw Piledriver. He performs an additional rolling suplex at levels 2 and 3 and an additional Screw Piledriver at level 3.
|
Aerial Russian Slam
|
K
|
Zangief jumps in front of him and tries to grab his opponent (if airborne) to slam them into the ground. He performs a throw at level 1, a piledriver at level 2, and a powerbomb at level 3.
|
His Extra form reduces his moveset to his special moves from Street Fighter II: Champion Edition (with his super move from Super Street Fighter II X).
Move list (Special moves (Extra))
Name
|
Command
|
Description
|
Double Lariat
|
LP + HP
|
Zangief spins around with his arms outstretched, knocking over opponents on impact. He is invulnerable above the waist while performing this move, allowing most projectiles to pass through him. He can move with and while spinning.
|
Quick Double Lariat
|
LK + HK
|
Zangief performs a Double Lariat that is faster but has a shorter duration. He can move with and while spinning.
|
Screw Piledriver
|
D-Pad in a 360° rotation, then P (close)
|
Zangief grabs his opponent, jumps high into the air, then drives them head first into the ground while spinning. He ascends higher when the move is performed with HP .
|
Move list (Command normals (Extra))
Name
|
Command
|
Description
|
Body Press
|
+ HP while jumping diagonally
|
Zangief drops with a body press.
|
Double Knee Drop
|
+ LK in midair
|
Zangief falls with his knees forward.
|
Kuuchuu Headbutt
|
+ HP during neutral jump
|
Zangief performs a headbutt in midair.
|
Move list (Super moves (Extra))
Name
|
Command
|
Description
|
Final Atomic Buster
|
D-Pad in a 360° rotation twice, then P (close)
|
Zangief grabs his opponent and performs a rolling suplex followed by a Screw Piledriver. He performs an additional rolling suplex at levels 2 and 3 and an additional Screw Piledriver at level 3.
|
|
Originally appeared in: Street Fighter II
|
M. Bison (Balrog)
|
M. Bison is a former heavyweight boxing champion who now works for Vega as an enforcer. He appears as a sub-boss in the Arcade Mode and Pair Match Mode before fighting Vega.
Move list (Special moves (Normal))
Name
|
Command
|
Description
|
Dash Straight or Upper
|
Hold for 2 seconds, then +P or K
|
M. Bison dashes forward while standing and smashes his opponent with a straight punch if performed with P or an uppercut if performed with K. He dashes farther when the move is performed with HP or HK .
|
Dash Ground Straight or Upper
|
Hold for 2 seconds, then +P or K
|
M. Bison dashes forward low to the ground and smashes his opponent with a straight punch if performed with P or an uppercut if performed with K. He dashes farther when the move is performed with HP or HK .
|
Buffalo Headbutt
|
Hold for 2 seconds, then +P
|
M. Bison jumps up with a flying headbutt, which knocks his opponent over on impact.
|
Turn Punch
|
Hold LP + HP or LK + HK , then release
|
M. Bison turns around and delivers a powerful punch. The longer the attack buttons are held down, the greater the punch's power.
|
Move list (Super moves (Normal))
Name
|
Command
|
Description
|
Crazy Buffalo
|
Hold for 2 seconds, then +P
|
M. Bison performs a series of five dashes and punches. He performs uppercuts if the player holds K. The move covers more horizontal distance at higher levels.
|
Gigaton Blow
|
Hold for 2 seconds, then +K (at max level)
|
M. Bison performs a single powerful Turn Punch that hits multiple times and knocks his opponent over. The power gauge must be at level 3 to perform this move.
|
His Extra form reduces his moveset to his two special moves from Street Fighter II: Champion Edition (with his super move from Super Street Fighter II X).
Move list (Special moves (Extra))
Name
|
Command
|
Description
|
Dash Straight or Upper
|
Hold for 2 seconds, then +P or K
|
M. Bison dashes forward while standing and smashes his opponent with a straight punch if performed with P or an uppercut if performed with K. He dashes farther when the move is performed with HP or HK .
|
Turn Punch
|
Hold LP + HP or LK + HK , then release
|
M. Bison turns around and delivers a powerful punch. The longer the attack buttons are held down, the greater the punch's power.
|
Move list (Super moves (Extra))
Name
|
Command
|
Description
|
Crazy Buffalo
|
Hold for 2 seconds, then +P
|
M. Bison performs a series of five dashes and punches. He performs uppercuts if the player holds K. The move covers more horizontal distance at higher levels.
|
|
Originally appeared in: Garou Densetsu
|
Raiden
|
Raiden is a heel pro wrestler known for his ruthlessness in the ring.
Move list (Special moves (Normal))
Name
|
Command
|
Description
|
Poison Spray
|
P
|
Raiden blows a poisonous mist in front of him, which knocks his opponent over on impact. He blows for longer when the move is performed with HP .
|
Giant Bomb
|
Hold for 2 seconds, then +P
|
Raiden charges forward with a shoulder tackle, which knocks his opponent over on impact. He charges further when the move is performed with HP .
|
Super Drop Kick
|
Hold K, then release
|
Raiden jumps forward with a dropkick, which knocks his opponent over on impact.
|
Thunder Crush Bomb
|
D-Pad in a 360° rotation, then K (close)
|
Raiden grabs his opponent, drops them to the ground with a powerbomb, then jumps up in the air and throws them to the ground. He jumps higher when the move is performed with HK .
|
Raiden Combination/Body Blow
|
P
|
Raiden steps forward with a body blow. He steps slightly further when the move is performed with HP . It can be followed up with a headbutt by pressing P or a front suplex by pressing K.
|
Move list (Command normals (Normal))
Name
|
Command
|
Description
|
Body Press
|
+ HP while jumping diagonally
|
Raiden drops with a body press.
|
Bear Stomp
|
+ HK (close)
|
Raiden stomps his opponent's feet.
|
Move list (Super moves (Normal))
Name
|
Command
|
Description
|
Destruction Drop
|
D-Pad in a 360° rotation twice, then P (close)
|
Raiden grabs his opponent, drops them to the ground with a powerbomb, then jumps up in the air and throws them to the ground, finishing by doing a diving drop on top of them. He does two powerbombs at level 2 and three powerbombs at level 3.
|
Flame Breath
|
P
|
Raiden blows an inferno in front of him. He blows for longer at higher levels.
|
Both forms are inspired by his appearance in Garou Densetsu Special (as Big Bear). His Extra form swaps the Raiden Combination/Body Blow move for the Jumping Lariat Drop and the Flame Breath super move for Crazy Train.
Move list (Special moves (Extra))
Name
|
Command
|
Description
|
Poison Spray
|
P
|
Raiden blows a poisonous mist in front of him, which knocks his opponent over on impact. He blows for longer when the move is performed with HP .
|
Giant Bomb
|
Hold for 2 seconds, then +P
|
Raiden charges forward with a shoulder tackle, which knocks his opponent over on impact. He charges further when the move is performed with HP .
|
Super Drop Kick
|
Hold K, then release
|
Raiden jumps forward with a dropkick, which knocks his opponent over on impact.
|
Thunder Crush Bomb
|
D-Pad in a 360° rotation, then K (close)
|
Raiden grabs his opponent, drops them to the ground with a powerbomb, then jumps up in the air and throws them to the ground.
|
Jumping Lariat Drop
|
P
|
Raiden leaps forward with crooked arm lariat that takes his opponent down if it connects. He leaps farther if the move is performed with HP .
|
Move list (Command normals (Extra))
Name
|
Command
|
Description
|
Body Press
|
+ HP while jumping diagonally
|
Raiden drops with a body press.
|
Bear Stomp
|
+ HK (close)
|
Raiden stomps his opponent's feet.
|
Move list (Super moves (Extra))
Name
|
Command
|
Description
|
Destruction Drop
|
D-Pad in a 360° rotation twice, then P (close)
|
Raiden grabs his opponent, drops them to the ground with a powerbomb, then jumps up in the air and throws them to the ground, finishing by doing a diving drop on top of them. He does two powerbombs at level 2 and three powerbombs at level 3.
|
Crazy Train
|
P
|
Raiden performs a combination of moves, ending with a shoulder ram.
|
|
Originally appeared in: Garou Densetsu 2
|
Kim Kaphwan
|
Kim is a Korean taekwondo master with a strong sense of justice.
Move list (Special moves (Normal))
Name
|
Command
|
Description
|
Han Getsu Zan
|
K
|
Kim flips forward with a semicircular split-leg kick, which can hit with the heel of each leg. The move covers a wider arc when it is performed with HK .
|
Hien Zan
|
Hold for 2 seconds, then +K
|
Kim flips backward, slicing through the air with a circular kick, which knocks down his opponent on impact. When the move is performed with HK , he ascends higher, and it can be followed up with another kick (Tenshou Zan) by pressing + HK .
|
Hishou Kyaku
|
K in midair
|
Kim dives diagonally downward while stomping repeatedly.
|
Haki Kyaku
|
K
|
Kim stomps the ground, hitting opponents in front of him. This move can neutralize ground projectiles.
|
Stance Change
|
Hold HK after HK or Neri Chagi
|
Kim changes his stance to face the background. He cannot move while in this stance, and releasing HK returns him to his normal stance. While holding this stance, he can perform a jumping side kick with + LP , LP , or + LP , an axe kick that can hit opponents who are crouch blocking with HP , or a side kick that knocks his opponent over with LK .
|
Move list (Command normals (Normal))
Name
|
Command
|
Description
|
Neri Chagi
|
+ LK
|
Kim lifts his leg high and comes down with an axe kick, which hits up to two times. This is an overhead strike that can hit characters who are crouch blocking.
|
Move list (Super moves (Normal))
Name
|
Command
|
Description
|
Hou'ou Kyaku
|
K
|
Kim performs a series of rapid kicks, then kicks the opponent into the air and finishes with a backflip kick (or multiple backflip kicks at higher levels).
|
Hou'ou Tenbu Kyaku
|
K in midair
|
Kim dives diagonally downward with a stomp, then flips in circles while kicking, ending with a side kick in midair.
|
His Extra form exchanges the Hien Zan and Stance Change abilities for the Kuusa Jin (first seen in Real Bout Garou Densetsu) and the Hou'ou Tenbu Kyaku super move for the Hou'ou Hiten Kyaku.
Move list (Special moves (Extra))
Name
|
Command
|
Description
|
Han Getsu Zan
|
K
|
Kim flips forward with a semicircular split-leg kick, which can hit with the heel of each leg. The move covers a wider arc when it is performed with HK .
|
Kuusa Jin
|
Hold for 2 seconds, then +P
|
Kim spins diagonally upward while kicking, knocking his opponent into the air. He ascends higher and hits an additional time when the move is performed with HP .
|
Hishou Kyaku
|
K in midair
|
Kim dives diagonally downward while stomping repeatedly.
|
Haki Kyaku
|
K
|
Kim stomps the ground, hitting opponents in front of him. This move can neutralize ground projectiles.
|
Move list (Command normals (Extra))
Name
|
Command
|
Description
|
Neri Chagi
|
+ LK
|
Kim lifts his leg high and comes down with an axe kick, which hits up to two times. This is an overhead strike that can hit characters who are crouch blocking.
|
Move list (Super moves (Extra))
Name
|
Command
|
Description
|
Hou'ou Kyaku
|
K
|
Kim performs a series of rapid kicks, then kicks the opponent into the air and finishes with a backflip kick (or multiple backflip kicks at higher levels).
|
Hou'ou Hiten Kyaku
|
K
|
Kim hits with a high roundhouse kick that knocks his opponent into the air.
|
|
Originally appeared in: Ryuuko no Ken
|
Ryo Sakazaki
|
Ryo is a practitioner of Kyokugen-ryuu, a style of karate created by his father.
Move list (Special moves (Normal))
Name
|
Command
|
Description
|
Ko'ou Ken
|
P
|
Ryo hurls a fireball from his palm. The projectile moves faster and knocks the opponent over when the move is performed with HP . If performed in midair, he shoots the projectile diagonally downward.
|
Kohou
|
P
|
Ryo jumps into the air while performing an uppercut, which knocks down his opponent on impact. He ascends higher when the move is performed with HP .
|
Zanransetsu
|
P
|
Ryo pummels his opponent with a blur of rapid punches, then uppercuts the opponent away.
|
Hien Shippu Kyaku
|
Hold for 2 seconds, then +K
|
Ryo leaps ahead with a flying kick followed by a spinning heel kick, which knocks down his opponent on impact. He leaps further when the move is performed with HK .
|
Move list (Command normals (Normal))
Name
|
Command
|
Description
|
Hyouchuu Wari
|
+ LP
|
Ryo draws his arm back, then chops his hand down to the ground. This is an overhead strike that can hit characters who are crouch blocking.
|
Move list (Super moves (Normal))
Name
|
Command
|
Description
|
Haoh Shoukou Ken
|
P
|
Ryo channels and throws a large fireball from both hands. The projectile is larger at higher levels.
|
Ryuuko Ranbu
|
P
|
Ryo rushes forward and unleashes a flurry of punches and kicks, then finishes with a Kohou. He rushes further at higher levels, and he performs a second Kohou in midair at levels 2 and 3.
|
His Normal form is based on his original appearance in Ryuuko no Ken, while his Extra form adopts a moveset more closely inspired by his moves in The King of Fighters '97. He loses the Zanransetsu but gains the Mouko Raijin Setsu and Kyokugen Ryu Ranbu Ken abilities and the Tenchi Haoh Ken super move.
Move list (Special moves (Extra))
Name
|
Command
|
Description
|
Ko'ou Ken
|
P
|
Ryo hurls a fireball from his palm. The projectile moves faster when the move is performed with HP .
|
Kohou
|
P
|
Ryo jumps into the air while performing an uppercut, which knocks down his opponent on impact. He ascends higher when the move is performed with HP .
|
Mouko Raijin Setsu
|
P
|
Ryo leaps forward with a hand chop that knocks down his opponent on impact. He leaps further when the move is performed with HP .
|
Hien Shippu Kyaku
|
Hold for 2 seconds, then +K
|
Ryo leaps ahead with a flying kick followed by a spinning heel kick, which knocks down his opponent on impact. He leaps further when the move is performed with HK .
|
Kyokugen Ryu Ranbu Ken
|
P (close)
|
Ryo swings a punch with each hand, then knocks his opponent over with a rising uppercut.
|
Move list (Command normals (Extra))
Name
|
Command
|
Description
|
Hyouchuu Wari
|
+ LP
|
Ryo draws his arm back, then chops his hand down to the ground. This is an overhead strike that can hit characters who are crouch blocking.
|
Move list (Super moves (Extra))
Name
|
Command
|
Description
|
Haoh Shoukou Ken
|
P
|
Ryo channels and throws a large fireball from both hands. The projectile is larger and moves faster at higher levels.
|
Ryuuko Ranbu
|
P
|
Ryo rushes forward and unleashes a flurry of punches and kicks, then finishes with a Kohou. He rushes further at higher levels, and he performs a second Kohou in midair at levels 2 and 3.
|
Tenchi Haoh Ken
|
P (at max level)
|
Ryo performs a straight punch that sends his opponent flying away. The power gauge must be at level 3 to perform this move.
|
|
Originally appeared in: Garou Densetsu
|
Terry Bogard
|
Terry is a young American fighter who learned various fighting techniques from his father.
Move list (Special moves (Normal))
Name
|
Command
|
Description
|
Burn Knuckle
|
P
|
Terry leaps forward with a burning fist, which knocks down his opponent on impact. He leaps farther when the move is performed with HP .
|
Power Wave
|
P
|
Terry punches the ground, causing a wave of energy to roll across the floor. The projectile moves faster when the move is performed with HP .
|
Rising Tackle
|
Hold for 2 seconds, then +P
|
Terry spins into the air while upside down and holding an arm out, which knocks his opponent over on impact. He ascends higher and hits multiple times when the move is performed with HP .
|
Crack Shoot
|
K
|
Terry jumps forward while kicking in a circle. The move covers a wider arc when it is performed with HK .
|
Move list (Command normals (Normal))
Name
|
Command
|
Description
|
Rising Upper
|
+ HP
|
Terry does an uppercut.
|
Move list (Super moves (Normal))
Name
|
Command
|
Description
|
Power Geyser
|
P
|
Terry punches the ground, causing a geyser of energy to erupt from the ground in front of him. He punches the ground again to create a second geyser at level 2 and a third time for a third geyser at level 3.
|
Buster Wolf
|
K
|
Terry leaps forward with a burning fist. If it connects, he punches ahead, causing a large explosion around him. He rushes further at higher levels.
|
Both forms are nearly identical, but the Extra form removes the Rising Tackle and replaces it with the Power Dunk.
Move list (Special moves (Extra))
Name
|
Command
|
Description
|
Burn Knuckle
|
P
|
Terry leaps forward with a burning fist, which knocks down his opponent on impact. He leaps farther when the move is performed with HP .
|
Power Wave
|
P
|
Terry punches the ground, causing a wave of energy to roll across the floor. The projectile moves faster when the move is performed with HP .
|
Power Dunk
|
K
|
Terry rises into the air with a knee strike, then smashes downward with a burning fist at the peak of the jump that knocks his opponent to the ground. He launches higher into the air when the move performed is with HK .
|
Crack Shot
|
K
|
Terry jumps forward while kicking in a circle. The move covers a wider arc when it is performed with HK .
|
Move list (Command normals (Extra))
Name
|
Command
|
Description
|
Rising Upper
|
+ HP
|
Terry does an uppercut.
|
Move list (Super moves (Extra))
Name
|
Command
|
Description
|
Power Geyser
|
P
|
Terry punches the ground, causing a geyser of energy to erupt from the ground in front of him. He punches the ground again to create a second geyser at level 2 and a third time for a third geyser at level 3.
|
Buster Wolf
|
K
|
Terry leaps forward with a burning fist. If it connects, he punches ahead, causing a large explosion around him. He rushes further at higher levels.
|
|
Originally appeared in: Garou Densetsu 2
|
Mai Shiranui
|
Mai is a kunoichi who was trained in her family's ninjutsu arts.
Move list (Special moves (Normal))
Name
|
Command
|
Description
|
Ka Chou Sen
|
P
|
Mai throws her folding fan at her opponent. The projectile moves faster when the move is performed with HP .
|
Ryuu En Bu
|
P
|
Mai twirls around, whipping her opponent with the sash around her waist, which is set alight and knocks her opponent over on impact. This move can neutralize projectiles. The move can hit two times when it is performed with HP .
|
Hissatsu Shinobi Bachi
|
K
|
Mai performs a cartwheel, then drops to the ground with an elbow strike that knocks her opponent over. The move travels more distance when it is performed with HK .
|
Musasabi no Mai (Chijou)
|
Hold for 2 seconds, then +P
|
Mai jumps to the back edge of the screen, then dives diagonally downward with her arms spread out, knocking her opponent over on impact. The move covers more horizontal distance when it is performed with HP .
|
Musasabi no Mai (Kuuchuu)
|
P in midair
|
Mai dives diagonally downward with her arms spread out, knocking her opponent over on impact. The move covers more horizontal distance when it is performed with HP .
|
Move list (Command normals (Normal))
Name
|
Command
|
Description
|
Sankaku Tobi
|
when jumping onto the edge of the screen
|
Mai can jump off the edges of the screen.
|
Fan Strike
|
+ HP
|
Mai stabs her folded fan upward into the air.
|
Move list (Super moves (Normal))
Name
|
Command
|
Description
|
Chou Hissatu Shinobibachi
|
K
|
Mai does a cartwheel kick, then flies through the air with an elbow strike while flames radiate from her body.
|
Beni Suzaku
|
P in midair
|
Mai dives diagonally downward while her body is engulfed in flames.
|
Her Extra form switches the Hissatsu Shinobi Bachi special move for the Kagero no Mai (first seen in Real Bout Garou Densetsu) and the Beni Suzaku super move for the Mizutori no Mai (from The King of Fighters '97).
Move list (Special moves (Extra))
Name
|
Command
|
Description
|
Ka Chou Sen
|
P
|
Mai throws her folding fan at her opponent. The projectile moves faster when the move is performed with HP .
|
Ryuu En Bu
|
P
|
Mai twirls around, whipping her opponent with the sash around her waist, which is set alight and knocks her opponent over on impact. This move can neutralize projectiles. The move can hit two times when it is performed with HP .
|
Musasabi no Mai (Chijou)
|
Hold for 2 seconds, then +P
|
Mai jumps to the back edge of the screen, then dives diagonally downward with her arms spread out, knocking her opponent over on impact. The move covers more horizontal distance when it is performed with HP .
|
Musasabi no Mai (Kuuchuu)
|
P in midair
|
Mai dives diagonally downward with her arms spread out, knocking her opponent over on impact. The move covers more horizontal distance when it is performed with HP .
|
Kagero no Mai
|
Hold for 2 seconds, then +K
|
Mai clasps her hands, then she is enveloped in a tall cone of flame.
|
Move list (Command normals (Extra))
Name
|
Command
|
Description
|
Sankaku Tobi
|
when jumping onto the edge of the screen
|
Mai can jump off the edges of the screen.
|
Fan Strike
|
+ HP
|
Mai stabs her folded fan upward into the air.
|
Move list (Super moves (Extra))
Name
|
Command
|
Description
|
Chou Hissatu Shinobibachi
|
K
|
Mai does a cartwheel kick, then flies through the air with an elbow strike while flames radiate from her body.
|
Mizutori no Mai
|
P
|
Mai throws three folding fans at her opponent. The fans are flaming at levels 2 and 3.
|
|
Originally appeared in: The King of Fighters '95
|
Iori Yagami
|
Iori is the heir to the Yagami clan, which sealed away the snake demon Orochi along with the Kusanagi and Yata clans. He can create fire, which is purple because of the blood pact his clan made with Orochi hundreds of years ago. He has an intense dislike of Kyo because of the longstanding feud between their clans.
Move list (Special moves (Normal))
Name
|
Command
|
Description
|
108 Shiki: Yami Barai
|
P
|
Iori throws fiery purple sparks across the ground. The projectile moves faster when the move is performed with HP .
|
127 Shiki: Aoi Hana
|
P (up to 3 times)
|
Iori advances with an uppercut. The motion can be repeated up to three times, in which case he follows up with an additional uppercut that knocks his opponent into the air, then jumps and comes down with a double axe-handle punch on the falling opponent. He advances slightly further when a stronger button is used.
|
100 Shiki: Oniyaki
|
P
|
Iori twirls into the air while surrounded in a streak of purple fire, which knocks down his opponent on impact. He ascends higher when the move is performed with HP .
|
212 Shiki: Kototsuki In
|
K
|
Iori runs forward and tries to grab his opponent by the head. If he succeeds, he takes the opponent down, then causes an explosion of purple fire. He runs further when the move is performed with HK .
|
Kuzukaze
|
P (close)
|
Iori grabs and shoves his opponent away.
|
Move list (Command normals (Normal))
Name
|
Command
|
Description
|
Ge Shiki: Gou Fu In Shinigami
|
+ LK
|
Iori pulls his leg up high, then does axe kick that can hit twice. The second hit is an overhead strike that can hit characters who are crouch blocking.
|
Ge Shiki: Yuri Ori
|
+ LK in midair
|
Iori kicks behind him.
|
Move list (Super moves (Normal))
Name
|
Command
|
Description
|
Kin 1211 Shiki: Ya Otome
|
P
|
Iori dashes forward and performs a series of hand strikes, ending by grabbing the opponent and creating an explosion of purple fire. He dashes further at higher levels. He grabs and takes down the opponent at levels 2 and 3.
|
Ura 108 Shiki: Ya Sakazuki
|
P
|
Iori throws fiery purple sparks that slide along the ground, then explode in a pillar of purple fire. If it hits, the opponent is trapped in a stasis effect until knocked out of it. The projectile explodes into four successive pillars at level 2 and eight successive pillars at level 3.
|
|
Originally appeared in: The King of Fighters '94
|
Kyo Kusanagi
|
Kyo is the heir to the Kusanagi clan, which sealed away the snake demon Orochi along with the Yagami and Yata clans. He is one of the last members of his clan who can still create fire.
Move list (Special moves (Normal))
Name
|
Command
|
Description
|
114 Shiki: Aragami
|
LP
|
Kyo lunges forward with an explosive hook punch using his following arm. This move can neutralize projectiles. While the move is being performed, it can be followed up by a fiery uppercut (128 Shiki: Kono Kizu) with P or an elbow smash (127 Shiki: Yano Sabi) with P. The follow-up move can be followed up with an elbow smash (127 Shiki: Yano Sabi, after 128 Shiki: Kono Kizu) or a downward punch (Ge Shiki: Migiri Ugachi, after 127 Shiki: Yano Sabi) with P or a side kick (125 Shiki: Nanase) with K.
|
100 Shiki: Oni Yaki
|
P
|
Kyo twirls into the air while surrounded in a streak of red fire, which knocks down his opponent on impact. He ascends higher when the move is performed with HP .
|
202 Shiki: Koto Tsuki You
|
K
|
Kyo runs into his opponent with an elbow strike, then lifts the opponent into the air with his hand and causes an explosion of red fire. He runs further when the move is performed with HK .
|
R.E.D. Kick
|
K
|
Kyo rolls through the air with a kick that knocks his opponent to the ground on impact. He jumps higher when the move is performed with HK .
|
Move list (Command normals (Normal))
Name
|
Command
|
Description
|
Ge Shiki: Naraku Otoshi
|
+ HP in midair
|
Kyo clasps his hands together and swings them down like a hammer, which knocks down opponents on impact.
|
Ge Shiki: Gou Fu You
|
+ LK
|
Kyo pulls his leg up high, then does axe kick that can hit twice. The second hit is an overhead strike that can hit characters who are crouch blocking.
|
88 Shiki
|
+ HK
|
Kyo kicks twice while crouched.
|
Move list (Super moves (Normal))
Name
|
Command
|
Description
|
Ura 108 Shiki: Orochi Nagi
|
P
|
Kyo holds a hand into the air and foments a flame while P is held. When the button is released, he swipes his hand down, igniting the air around him, and slides forward while surrounded in flames.
|
Saishuu Kessen Ougi "Mu Shiki"
|
P
|
Kyo ignites his hand and throws a burst of fire onto the ground. He steps through the fire, setting himself ablaze, and performs several rapid punches. He finishes by twirling into the air while surrounded in a streak of red fire at higher levels.
|
His Normal form is based on his reworked moveset in The King of Fighters '96, while his Extra form is based on his original moveset from The King of Fighters '94 and The King of Fighters '95.
Move list (Special moves (Extra))
Name
|
Command
|
Description
|
108 Shiki: Yami Barai
|
P
|
Kyo throws fiery red sparks across the ground. The projectile moves faster when the move is performed with HP .
|
100 Shiki: Oni Yaki
|
P
|
Kyo twirls into the air while surrounded in a streak of red fire, which knocks down his opponent on impact. He ascends higher when the move is performed with HP .
|
101 Shiki: Oboro Guruma
|
K
|
Kyo flies through the air with a spinning back kick, which knocks down his opponent on impact. He kicks once when the move is performed with LK and three times when the move is performed with HK .
|
75 Shiki: Kai
|
K
|
Kyo hops forward with a front kick that knocks his opponent over. He hops further when the move is performed with HK . The move can be followed up with an additional kick by pressing K again after kicking the opponent into the air.
|
202 Shiki: Koto Tsuki You
|
K
|
Kyo runs into his opponent with an elbow strike, then lifts the opponent into the air with his hand and causes an explosion of red fire. He runs further when the move is performed with HK .
|
Move list (Command normals (Extra))
Name
|
Command
|
Description
|
Ge Shiki: Naraku Otoshi
|
+ HP in midair
|
Kyo clasps his hands together and swings them down like a hammer, which knocks down opponents on impact.
|
Ge Shiki: Gou Fu You
|
+ LK
|
Kyo pulls his leg up high, then does axe kick that can hit twice. The second hit is an overhead strike that can hit characters who are crouch blocking.
|
88 Shiki
|
+ HK
|
Kyo kicks twice while crouched.
|
Move list (Super moves (Extra))
Name
|
Command
|
Description
|
Ura 108 Shiki: Orochi Nagi
|
P
|
Kyo holds a hand into the air and foments a flame while P is held. When the button is released, he swipes his hand down, igniting the air around him, and slides forward while surrounded in flames.
|
|
Originally appeared in: Darkstalkers
|
Morrigan Aensland
|
Morrigan is a succubus who is obsessed with the human world. She can be fought as a secret challenger in the Arcade Mode and Pair Match Mode if the player earns between 60 and 70 Groove Points before the fourth opponent when playing on the Capcom groove.
Move list (Special moves (Normal))
Name
|
Command
|
Description
|
Soul Fist
|
P
|
Morrigan shoots a flying bat projectile across the screen. If performed in midair, she shoots the projectile diagonally downward. The projectile moves faster when the move is performed with HP .
|
Shadow Blade
|
P
|
Morrigan rises into the air while uppercutting her opponent by using one of her wings as a blade, knocking down her opponent on impact. She ascends higher when the move is performed with HP .
|
Vector Drain
|
P (close)
|
Morrigan transforms her wings into a jetpack and flies into the air with her opponent before driving them into the ground.
|
Move list (Command normals (Normal))
Name
|
Command
|
Description
|
Shell Kick
|
+ LK in midair
|
Morrigan falls prone while her wings wrap around her legs in a pointed cone.
|
Spear Thrust
|
+ HP
|
Morrigan transforms her wings into many spears and thrusts them forward.
|
Rising Kick
|
+ HK
|
Morrigan kicks high into the air.
|
Mysterious Arc
|
+ HP
|
Morrigan spins and whips her wings around while crouched.
|
Sweep Kick
|
+ HK
|
Morrigan hovers prone while spinning her legs around in a circle.
|
Move list (Super moves (Normal))
Name
|
Command
|
Description
|
Cardinal Blade
|
P
|
Morrigan rises into the air while uppercutting her opponent by using one of her wings as a blade, which can hit her opponent multiple times.
|
Valkyrie Turn
|
K
|
Morrigan flies off the screen, then flies back in. If the player presses K, she attacks with her Shell Kick move. This move can be performed in midair.
|
Darkness Illusion
|
LP LP LK HP (half screen away or closer, at max level)
|
Morrigan transforms her wings into a jetpack and flies toward her opponent, then performs a series of attacks with a duplicate of herself. This move can be performed in midair. The power gauge must be at level 3 to perform this move.
|
|
Originally appeared in: Samurai Spirits
|
Nakoruru
|
Nakoruru is a young girl who is a guardian of nature. She can be fought as a secret challenger in the Arcade Mode and Pair Match Mode if the player earns between 60 and 70 Groove Points before the fourth opponent when playing on the SNK groove.
Move list (Special moves (Normal))
Name
|
Command
|
Description
|
Annu Mutsube
|
P
|
Nakoruru flies along the ground while holding her kodachi in front of her, which knocks over and slides to the other side of her opponent. She flies further when the move is performed with HP . This attack must be blocked crouching. It can pass under many projectiles.
|
Lela Mutsube
|
P
|
Nakoruru flies diagonally upwards while holding her kodachi in front of her, which knocks her opponent over on impact. She flies further forward when the move is performed with HP .
|
Amube Yatoro
|
P
|
Nakoruru calls her hawk Mamahaha to strike her opponent from above with a dive attack, which knocks her opponent over on impact. Mamahaha dives downward at a wider angle when the move is performed with HP .
|
Shichikapu Etu Brute
|
K
|
Nakoruru calls her hawk Mamahaha to strike her opponent from above with a pecking attack. Mamahaha pecks twice when the move is performed with HK .
|
Mamahaha ni Tsukamaru
|
K
|
Nakoruru leaps into the air to be carried by her hawk Mamahaha for a limited duration. While in flight, Nakoruru can move in any direction using the D-Pad, attack with P or LK , or fall to the ground with HK .
|
Kamui Mutsube
|
P while carried by Mamahaha
|
Nakoruru dives diagonally downwards while holding her kodachi out, which knocks her opponent over on impact. Nakoruru dives downward at a wider angle when the move is performed with HP .
|
Shichikapu Ai
|
P while carried by Mamahaha
|
Mamahaha charges downward and stabs the opponent with her beak while engulfed in flames, which knocks the opponent over on impact. Mamahaha dives downward at a wider angle when the move is performed with HP .
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Move list (Command normals (Normal))
Name
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Command
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Description
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Sankaku Tobi
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when jumping onto the edge of the screen
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Nakoruru can jump off the edges of the screen.
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Rolling Slash
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+ HP
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Nakoruru rolls along the ground in a ball while slashing her kodachi around her.
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Move list (Super moves (Normal))
Name
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Command
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Description
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Shichikapu Kamui Irushika
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P
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Nakoruru calls Mamahaha to charge across the screen.
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Shirikoro Kamui Nomi
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K (at max level)
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Nakoruru is surrounded by a pillar of light and restores lost vitality. The move can be canceled by pressing LP + HP or LK + HK , and it can also be interrupted by the opponent by attacking Nakoruru. The power gauge must be at level 3 to perform this move.
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