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Rival battle: Ryu
Final battle: Gill
|
Akuma (Gouki)
|
Akuma
Move list (Special moves)
Name
|
Command
|
Description
|
Gou Hadouken
|
P
|
Akuma channels his ki into his hands, then thrusts it from his palms in the form of a fireball.
|
Zankuu Hadouken
|
P
|
Akuma shoots a single-handed Hadouken at a diagonal angle downward in midair.
|
Shakunetsu Hadouken
|
P
|
Akuma shoots a flaming variant of the Hadouken, which hits multiple times and knocks opponents down on impact.
|
Gou Shouryuuken
|
P
|
Akuma jumps into the air with a flying uppercut, which knocks his opponent over on impact.
|
Tatsumaki Zankuukyaku
|
K
|
Akuma spins on an axis while gliding forward through the air and kicking. This move juggles his opponent into the air, hitting multiple times before the opponent hits the ground.
|
Hyakki Shuu
|
P
|
Akuma somersaults forward. He performs a sliding sweep when he lands. Alternatively, the move can be followed up with P for a palm strike or K for a falling kick. Or when Akuma is near his opponent, he can throw them with LP + LK .
|
Ashura Senkuu Forward
|
+ all three P or K simultaneously
|
Akuma glides forward. He is invulnerable in this state. He moves across the entire screen with P or half the screen with K.
|
Ashura Senkuu Backward
|
+ all three P or K simultaneously
|
Akuma glides backward. He is invulnerable in this state. He moves across the entire screen with P or half the screen with K.
|
Move list (Command normals)
Name
|
Command
|
Description
|
Personal Action
|
HP + HK
|
Akuma adopts a more aggressive stance, which increases the attack power for all moves except throws and increases the stun damage inflicted by his attacks. The Shun Goku Satsu is not affected by this.
|
Straight
|
MP + MK
|
Akuma leaps forward with a downward punch. This is an overhead strike that can hit characters who are crouch blocking.
|
Zugai Hasatsu
|
+ MP
|
Akuma performs an open-handed chop, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.
|
Tenma Kuujin Kyaku
|
+ MK before the apex of the jump while flipping forward in the air
|
Akuma dive kicks diagonally downward.
|
Move list (Super Arts)
Name
|
Command
|
Description
|
I. Messatsu Gou Hadou (2-level meter)
|
P
|
Akuma fires a more powerful version of the Gou Hadouken that can hit his opponent multiple times.
|
I. Tenma Gou Zankuu (2-level meter)
|
P in midair
|
Akuma fires a larger, more powerful Zankuu Hadouken at his opponent.
|
II. Messatsu Gou Shouryuu (2-level meter)
|
P
|
Akuma performs two low Gou Shouryuukens, followed by a high Gou Shouryuuken.
|
III. Messatsu Gou Rasen (2-level meter)
|
K
|
Akuma ascends high into the air while performing a Tatsumaki Zankuukyaku. This move can be performed in midair.
|
Shun Goku Satsu
|
LP LP LK HP (at max level)
|
Akuma glides to his opponent, then performs a series of attacks that cannot be seen as the screen flashes white. The Super meter must be completely filled at level 2 to perform this move. This move is treated as a grab and cannot be blocked. Akuma can perform this move regardless of which Super Art is selected.
|
Kongou Kokuretsuzan
|
+ two P simultaneously (at max level)
|
Akuma holds his palm into the air and charges it with dark energy, then slams his fist into the ground, causing an explosion of dark energy to gush from the ground in a circle around him. The Super meter must be completely filled at level 2 to perform this move. This move is treated as a grab and cannot be blocked. Akuma can perform this move regardless of which Super Art is selected.
|
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Rival battle: Ryu
Final battle: Gill
|
Alex
|
Alex
Move list (Special moves)
Name
|
Command
|
Description
|
Flash Chop
|
P
|
Alex chops his hand laterally.
EX Special: Alex performs a variant of the move that has longer range, hits more times, and knocks his opponent over.
|
Slash Elbow
|
Hold for 2 seconds, then +K
|
Alex dashes forward and performs an elbow strike.
EX Special: Alex performs a variant of the move that dashes faster, hits twice, and knocks his opponent over.
|
Power Bomb
|
P (close)
|
Alex tries to grab his opponent. If successful, he jumps into the air, then slams them against the ground. If the opponent is back-turned, Alex performs a suplex instead.
|
Spiral DDT
|
K (close)
|
Alex tries to grab his opponent. If successful, he swings around the opponent, then pulls them down to the ground.
|
Air Knee Smash
|
K
|
Alex leaps diagonally into the air with a knee smash that can hit airborne opponents.
EX Special: Alex performs a variant of the move that can hit standing opponents or grab airborne opponents.
|
Air Stampede
|
Hold for 2 seconds, then +K
|
Alex jumps into the air, then lands on the ground feet first, stomping his opponent if he lands on them.
EX Special: Alex performs a variant of the move that lands wherever the opponent is rather than a set distance.
|
Move list (Command normals)
Name
|
Command
|
Description
|
Personal Action
|
HP + HK
|
Alex swings his arm around, which increases his attack power. Holding HP + HK for longer increases his attack power more, up to a certain limit.
|
Knee Attack
|
MP + MK
|
Alex leaps forward with a downward knee strike. This is an overhead strike that can hit characters who are crouch blocking.
|
Hand Chop
|
+ MP
|
Alex strikes downward with an open-handed chop. This is an overhead strike that can hit characters who are crouch blocking.
|
Lariat
|
+ HP
|
Alex swings his arm around like a hook.
|
Headbutt
|
+ HP (close)
|
Alex holds his hand out to grab and then headbutt his opponent.
|
Sleeper Hold
|
+ HP on back-turned opponent (close)
|
Alex puts his opponent in a sleeper hold.
|
Flying Cross Chop
|
+ HP in midair
|
Alex dives downward with his hands crossed. If he hits the ground, he rolls forward.
|
Move list (Super Arts)
Name
|
Command
|
Description
|
I. Hyper Bomb (1-level meter)
|
D-Pad in a 360° rotation, then P (close)
|
Alex performs two rolling suplexes, followed by a powerbomb.
|
II. Boomerang Raid (2-level meter)
|
P
|
Alex advances with a series of punches and chops, then attempts to grab his opponent for a release suplex.
|
III. Stun Gun Headbutt (1-level meter)
|
P
|
Alex somersaults into the air, then tries to grab his opponent when he lands for multiple rapid headbutts.
|
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Rival battle: Urien
Final battle: Gill
|
Chun-Li
|
Chun-Li
Move list (Command normals)
Name
|
Command
|
Description
|
Personal Action
|
HP + HK
|
Chun-Li yawns, which increases the rate at which her stun meter recovers. This effect can be stacked up to three times by performing the move again. She may randomly perform one of three actions afterwards, each with different effects. If she cracks her neck, her attack power increases for all moves except throws. If she rubs her shoulder, her defense increases. If she arches her back and stretches, both her attack power and defense increase.
|
Kakushi Ken
|
MP + MK
|
Chun-Li leaps forward with a downward punch. This is an overhead strike that can hit characters who are crouch blocking.
|
Sankaku Tobi
|
D-Pad in the opposite direction when jumping onto the edge of the screen
|
Chun-Li can jump off the edges of the screen.
|
Souren Shou
|
+ MP
|
Chun-Li performs two quick, alternating hand slaps.
|
Hakkei
|
+ HP
|
Chun-Li shoves her opponent with two open palms.
|
Senjou Shuu
|
+ MK
|
Chun-Li steps forward with a side kick.
|
Yoku Sen Kyaku
|
+ HK (close)
|
Chun-Li spins in the air with a kick.
|
Tenshin Shuu Kyaku
|
+ HK
|
Chun-Li flips forward high into the air, then kicks in the opposite direction before she lands. This move can be used to jump over her opponent and hit them from the opposite side.
|
Yosokyaku
|
+ MK in midair
|
Chun-Li holds a straight leg in a head stomp.
|
Kakushu Raku Kyaku
|
Hold MK (close)
|
Chun-Li kicks high, then drops her heel and stomps into her opponent's face, hitting up to three times.
|
Suitotsu Da
|
+ HP while flipping forward in the air
|
Chun-Li hooks her arm and uses it to bash her opponent in the head.
|
Move list (Super Arts)
Name
|
Command
|
Description
|
I. Kikoushou (1-level meter)
|
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.
|
II. Houyoku Sen (2-level meter)
|
K
|
Chun-Li steps forward and performs a Hyakuretsu Kyaku with one leg, then takes another step forward and performs a Hyakuretsu Kyaku with her other leg, then finishes with a high kick that knocks her opponent into the air.
|
III. Tensei Ranka (3-level meter)
|
K
|
Chun-Li jumps high with rolling kicks, juggling her opponent into the air with her, then drops to the ground with a split kick.
|
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Rival battle: Ryu
Final battle: Gill
|
Dudley
|
Dudley
Move list (Special moves)
Name
|
Command
|
Description
|
Jet Upper
|
P
|
Dudley jumps into the air with an uppercut.
EX Special: Dudley performs a variant of the move that is faster and does more damage.
|
Machine Gun Blow
|
P
|
Dudley dashes forward, then performs a series of speed punches. The distance of the dash depends on the strength of the button used ( LP for no dash, MP for half of the screen, and HP for the entire screen), but he always stops dashing to attack when he reaches his opponent.
EX Special: Dudley performs a variant of the move that travels further and includes additional hits, with the final uppercut knocking the opponent into the air.
|
Duck
|
K
|
Dudley dashes a short distance forward while ducking his head, which can pass under high projectiles. The distance of the dash depends on the strength of the button used. This move can be followed up with P for a straight punch or K for an uppercut.
|
Cross Counter
|
P
|
Dudley drops his fists and taunts his opponent. If he is hit in this state, he takes damage but follows up with a fast, unblockable straight punch. The duration of the taunt depends on the strength of the button used ( LP for longest and HP for shortest). This move can be chained from a straight punch by pressing P instead.
EX Special: Dudley performs a variant of the move where he takes double damage but reacts with two fast, unblockable straight punches.
|
Short Swing Blow
|
K
|
Dudley draws back, then steps forward again with a body blow. The distance he moves depends on the strength of the button used.
EX Special: Dudley performs a variant of the move that throws three punches instead of one.
|
Move list (Command normals)
Name
|
Command
|
Description
|
Personal Action
|
HP + HK
|
Dudley turns around and tosses a rose behind him, which increases the attack power for all moves except throws. He can hit his opponent with the rose.
|
Jumping Elbow
|
MP + MK
|
Dudley leaps forward with a downward elbow strike. This is an overhead strike that can hit characters who are crouch blocking.
|
Slipping Jab
|
+ LP
|
Dudley throws a low jab.
|
Stomach Blow
|
+ MP
|
Dudley delivers a body blow.
|
Step Straight
|
+ HP
|
Dudley slides forward with a straight punch.
|
Kidney Blow
|
+ MK
|
Dudley delivers a body blow.
|
Dart Shot
|
+ HK
|
Dudley punches downward. This is an overhead strike that can hit characters who are crouch blocking.
|
Move list (Super Arts)
Name
|
Command
|
Description
|
I. Rocket Uppercut (2-level meter)
|
P
|
Dudley performs two jumping uppercuts, then flies into the air with a spiraling uppercut.
|
II. Rolling Thunder (1-level meter)
|
P
|
Dudley assaults his opponent with a series of rolling punches, ending with an uppercut that knocks the opponent over.
|
III. Corkscrew Blow (3-level meter)
|
P
|
Dudley performs a straight punch that hits multiple times.
|
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Rival battle: Makoto
Final battle: Gill
|
Elena
|
Elena
Move list (Command normals)
Name
|
Command
|
Description
|
Personal Action
|
HP + HK
|
Elena does a sweep kick and then a handstand, which increases the stun damage inflicted by her attacks. This effect can be stacked up to four times by performing the move again. She can attack opponents up to two times with this move (once with the sweep kick and again with the handstand).
|
Knee Attack
|
MP + MK
|
Elena leaps forward with a downward knee strike. This is an overhead strike that can hit characters who are crouch blocking.
|
Handstand Kick
|
+ MP
|
Elena does a handstand and kicks with the heel of one foot.
|
Handstand Whip
|
+ MK
|
Elena does a handstand and kicks with the front of one foot.
|
Round Arch
|
+ HK
|
Elena kicks downward with her heel.
|
Slide
|
+ HK
|
Elena does a sliding sweep.
|
Move list (Super Arts)
Name
|
Command
|
Description
|
I. Spinning Beat (3-level meter)
|
K
|
Elena performs three successive rolling kicks, the last of which knocks her opponent over.
|
II. Brave Dance (2-level meter)
|
K
|
Elena hits her opponent with a series of alternating high and low kicks, the last of which knocks her opponent over.
|
III. Healing (1-level meter)
|
P
|
Elena crouches, then glows and recovers lost health. She can heal herself for up to a quarter of her maximum vitality, but the healing ends if she is hit. The move also ends if she reaches full health or if the player presses all three P simultaneously.
|
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Rival battle: Ryu
Final battle: Gill
|
Hugo
|
Hugo
Move list (Special moves)
Name
|
Command
|
Description
|
Giant Palm Breaker
|
P
|
Hugo claps his hands together in front of him.
EX Special: Hugo performs a variant of the move that knocks over his opponent.
|
Monster Lariat
|
K
|
Hugo runs forward with a clothesline attack.
EX Special: Hugo performs a variant of the move that is faster and does more damage.
|
Ultra Throw
|
K (close)
|
Hugo tries to grab his opponent. If successful, he throws them, bouncing them off the side of the screen.
|
Moonsault Press
|
D-Pad in a 360° rotation, then P (close)
|
Hugo tries to grab his opponent. If successful, he spins high into the air with them, moonsaulting at the top and falling on top of the opponent when they hit the ground.
|
Meat Squasher
|
D-Pad in a 360° rotation, then K
|
Hugo runs across the screen and tries to grab his opponent. If successful, he turns and around and jumps, smashing the opponent in between his body and the edge of the screen.
|
Shootdown Backbreaker
|
K
|
Hugo leaps into the air to grab an airborne opponent. If successful, he breaks their back on his shoulders, then tosses them aside.
|
Move list (Command normals)
Name
|
Command
|
Description
|
Personal Action
|
HP + HK
|
Hugo flexes his arm muscles, which increases the attack power for all moves except throws. Holding HP + HK does a longer taunt that also increases throw damage. Each time either move is performed, his defense power increases, up to four times.
|
Knee Attack
|
MP + MK
|
Hugo leaps forward with a downward knee strike. This is an overhead strike that can hit characters who are crouch blocking.
|
Body Press
|
+ HP in midair
|
Hugo holds his arms out in a body press.
|
Dropkick
|
+ HK or + HK
|
Hugo jumps into the air and falls with a dropkick.
|
Move list (Super Arts)
Name
|
Command
|
Description
|
I. Gigas Breaker (1-level meter)
|
D-Pad in a 360° rotation twice, then P (close)
|
Hugo tries to grab his opponent. If successful, he spins into the air with them and performs a Shootdown Backbreaker, then repeats the maneuver a second time, then finishes by performing a Moonsault Press.
|
II. Megaton Press (2-level meter)
|
K
|
Hugo leaps into the air to grab an airborne opponent. If successful, he moonsaults high into the air with them, then drops them in midair and falls on top of them when he hits the ground.
|
III. Hammer Frenzy (2-level meter)
|
P
|
Hugo runs forward and hits his opponent with a punch with each hand, an elbow drop, a chest bump, and a Giant Palm Bomber.
|
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Rival battle: Oro
Final battle: Gill
|
Ibuki
|
Ibuki
Move list (Command normals)
Name
|
Command
|
Description
|
Personal Action
|
HP + HK
|
Ibuki hops forward. If she lands on her opponent, she hops off their shoulders with her arms, which increases her attack power. She does not receive the attack power benefit if the move does not connect.
|
Souken
|
MP + MK
|
Ibuki leaps forward with a downward punch. This is an overhead strike that can hit characters who are crouch blocking.
|
You Men
|
+ MP
|
Ibuki does an upward palm strike.
|
Maki Geri
|
+ LK
|
Ibuki does a standing low kick.
|
Ura Maki Geri
|
+ MK
|
Ibuki does a reverse roundhouse kick.
|
Koube Kudaki
|
+ MK
|
Ibuki hops forward and comes down with an axe kick. This is an overhead strike that can hit characters who are crouch blocking.
|
Sazan
|
+ MK
|
Ibuki slides along the ground with a kick.
|
Bonshou Geri
|
+ HK
|
Ibuki jumps into the air with a split-leg kick.
|
Move list (Super Arts)
Name
|
Command
|
Description
|
I. Kasumi Suzaku (3-level meter)
|
PPPPP in midair
|
Ibuki throws multiple spinning kunai diagonally downward from the air. The angle of the throw depends on the strength of the button used. Pressing P repeatedly throws more kunai.
|
II. Yoroi Doushi (1-level meter)
|
P
|
Ibuki steps forward and tries to grab her opponent, then blasts the opponent with an explosion of ki from her fist. This move does more damage than the Raida. If she fails to grab her opponent, she instead fires a projectile about half the width of the screen that can hit multiple times and knock over her opponent.
|
III. Yami Shigure (1-level meter)
|
P
|
Ibuki throws a trio of kunai at the feet of her opponent. If they connect, she dashes back and forth at high speed, striking the opponent each time she passes.
|
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Rival battle: Urien
Final battle: Gill
|
Ken
|
Ken
Move list (Command normals)
Name
|
Command
|
Description
|
Personal Action
|
HP + HK
|
Ken taunts his opponent to attack him, which increases the attack power for all moves except throws.
|
Straight
|
MP + MK
|
Ken leaps forward with a downward punch. This is an overhead strike that can hit characters who are crouch blocking.
|
Inazuma Kakato Wari
|
+ MK or Hold MK when standing
|
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.
|
Fumikomi Mae Geri
|
+ MK
|
Ken steps forward with a front kick.
|
Shiden Kakato Otoshi
|
+ HK
|
Ken raises his leg high into the air for an axe kick. Holding HK causes him to raise his knee but stop in order to fake-out opponents.
|
Move list (Super Arts)
Name
|
Command
|
Description
|
I. Shouryuu Reppa (2-level meter)
|
P
|
Ken performs two low Shouryuukens, then a high, flaming Shouryuuken.
|
II. Shinryuuken (1-level meter)
|
KKKKK
|
Ken ascends high into the air with multiple spinning Shouryuukens that draw opponents inward. Pressing K repeatedly increases the amount of hits.
|
III. Shippuujinrai Kyaku (3-level meter)
|
K
|
Ken moves forward while delivering a series of fast kicks before launching his opponent into the air with a rising Tatsumaki Senpuukyaku.
|
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Rival battle: Ryu
Final battle: Gill
|
Makoto
|
Makoto
Move list (Command normals)
Name
|
Command
|
Description
|
Personal Action
|
HP + HK
|
Makoto adopts a more aggressive stance, which increases the rate at which her stun meter recovers and increases the attack power for all moves except throws. Holding HP + HK extends the duration of the move and the amount that the effects increase. She can hit her opponent in close range with this move.
|
Tobi Ken "Chigusa"
|
MP + MK
|
Makoto leaps forward with a downward punch. This is an overhead strike that can hit characters who are crouch blocking.
|
Kote Tsuki "Kazami"
|
+ LP
|
Makoto throws a straight punch.
|
Gezuki "Kaoruna"
|
+ MP
|
Makoto slides forward with an upward punch.
|
Fumikomi Seiken-zuki "Shimaki"
|
+ HP HP HP HP HP
|
Makoto takes a step, then hits with a jab. She can follow it up with a cross and another jab by pressing HP additional times. She steps back to her starting position after finishing the move.
|
Mae Geri "Shibuki"
|
+ LK
|
Makoto does a front kick.
|
Fumikomi Joudan Mawashi Geri "Naruto"
|
+ MK
|
Makoto steps forward with a reverse turning kick.
|
Fumikomi Soku Barai "Kuroshio"
|
+ HK
|
Makoto steps forward with a foot sweep. Holding HK causes her to step forward but stop in order to fake-out opponents.
|
Move list (Super Arts)
Name
|
Command
|
Description
|
I. Seichuusen Godan-zuki (1-level meter)
|
P
|
Makoto punches downward. If it connects, she follows up with a flurry of quick punches, then finishes with an upward punch that sends her opponent flying away.
|
II. Abare Tosanami Kudaki (2-level meter)
|
K
|
Makoto leaps to the edge of the screen behind her, then falls with a dive kick. If it connects, she follows up with a knee strike, a side kick, and finally an upward punch that sends her opponent flying away.
|
III. Tanden Renki: Seme no Kata (1-level meter)
|
P
|
Makoto enters a blind rage and turns red, increasing the damage inflicted by all of her attacks for a duration. She cannot block while this effect is active but can still parry.
|
|
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Rival battle: Twelve
Final battle: Gill
|
Necro
|
Necro
Move list (Command normals)
Name
|
Command
|
Description
|
Personal Action
|
HP + HK
|
Necro stretches his mouth open and flails his tongue out, which increases the attack power for all moves except throws. Holding HP + HK extends the duration of the move, and he can hit opponents with his tongue.
|
Finger Attack
|
MP + MK
|
Necro leaps forward with a downward, open-handed poke. This is an overhead strike that can hit characters who are crouch blocking.
|
Drill Kick
|
+K
|
Necro dives downward with a kick while spinning on an axis. The angle of the dive depends on the strength of the button used ( LP for closest to 0° and HP for closest to 270°).
|
Elbow
|
+ LP or MP
|
Necro performs an elbow strike.
|
Necro Upper
|
+ HP
|
Necro stretches his arm into a long uppercut that knocks his opponent over on impact.
|
Elbow Cannon
|
+ HP
|
Necro performs an upward elbow strike.
|
Knee Dagger
|
+ LK
|
Necro performs a low knee strike.
|
Knee Attack
|
+ MK
|
Necro performs a mid-level knee strike.
|
Knee Missile
|
+ HK
|
Necro stretches his knee high into the air.
|
Move list (Super Arts)
Name
|
Command
|
Description
|
I. Magnetic Storm (1-level meter)
|
PPPPP
|
Necro steps forward and holds his arms out as his entire body courses with electricity, electrifying his opponent on impact. This move has better damage and range than the Denji Blast. Pressing P repeatedly extends the duration of the move.
|
II. Slam Dance (1-level meter)
|
P (close)
|
Necro tries to grab his opponent. If successful, he performs two successive suplexes, followed by a headscissors takedown.
|
III. Electric Snake (2-level meter)
|
P
|
Necro pulls his arms back, then touches the ground in front of him, electrifying the ground and any opponent standing on it.
|
|
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Rival battle: Akuma
Final battle: Gill
|
Oro
|
Oro
Move list (Command normals)
Name
|
Command
|
Description
|
Personal Action
|
HP + HK
|
Oro falls asleep, which decreases his stun meter. Holding HP + HK extends the duration of the move.
|
Tobi Hiza
|
MP + MK
|
Oro leaps forward with a downward knee strike. This is an overhead strike that can hit characters who are crouch blocking.
|
Double Jump
|
in midair
|
Oro can jump a second time in midair.
|
Mawashi Hiji
|
+ MP
|
Oro turns sideways and throws a backfist.
|
Move list (Super Arts)
Name
|
Command
|
Description
|
I. Kishin Riki (1-level meter)
|
P
|
Oro glows for a duration. While the effect lasts, he can grab his opponent with P in close range. If he grabs his opponent on the ground, he slams them back and forth on the ground rapidly eight times, then tosses them aside. If he grabs his opponent in the air, he bashes his opponent into the ground with repeated knee strikes, then rolls back into the air with them and knees them into the ground again.
|
II. Yagyou Dama (3-level meter)
|
P
|
Oro shoots an energy orb that travels across the screen in a zigzag pattern. It can hit opponents multiple times.
|
III. Tengu Stone (1-level meter)
|
P
|
Oro summons large stones that follow him and augment his attacks with additional hits for a duration.
|
|
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Rival battle: Akuma
Final battle: Gill
|
Q
|
Q
Move list (Command normals)
Name
|
Command
|
Description
|
Personal Action
|
HP + HK
|
Q holds his arms up, which increases his attack power. This effect can be stacked up to three times by performing the move again.
|
Shippu ni yoru Ko-Chouyaku Kougeki (Kari)
|
MP + MK
|
Q leaps forward with a downward knee strike. This is an overhead strike that can hit characters who are crouch blocking.
|
Toubu ni yoru Jouhou Kougeki (Kari)
|
+ MP
|
Q performs an uppercut.
|
Tentou kara no Toubu Tsuugeki (Kari)
|
+ HK
|
Q performs a roundhouse kick, falling over in the process.
|
Move list (Super Arts)
Name
|
Command
|
Description
|
I. Critical Combo Attack (2-level meter)
|
P
|
Q charges across the screen, performing several punches along the way, the last of which bounces the opponent off the side of the screen.
|
II. Deadly Double Combination (1-level meter)
|
P
|
Q hits his opponent with a gut punch. If this connects, he follows up with a clasped hand bash, which bounces his opponent off the ground and high into the air.
|
III. Total Destruction (1-level meter)
|
P, then P or K (close)
|
Q glows with explosive energy for a duration. While this effect is active, he can perform one of two moves to grab his opponent and then explode with P or K. The P version has longer reach, while the K version does more damage but only works in close range. After Q explodes, he is knocked a distance away from his opponent and the effect ends.
|
|
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Rival battle: Alex
Final battle: Gill
|
Remy
|
Remy
Move list (Command normals)
Name
|
Command
|
Description
|
Personal Action
|
HP + HK
|
Remy holds his hand up his face, which increases the stun damage inflicted by his attacks. This effect can be stacked up to four times by performing the move again.
|
Izanai no Vague
|
MP + MK
|
Remy leaps forward with a downward knee strike. This is an overhead strike that can hit characters who are crouch blocking.
|
Excessive Pure Needle
|
+ MK
|
Remy kicks downward.
|
Move list (Super Arts)
Name
|
Command
|
Description
|
I. Light of Justice (2-level meter)
|
P
|
Remy throws a barrage of ring-shaped projectiles across the screen.
|
II. Supreme Rising Rage Flash (2-level meter)
|
K
|
Remy performs two Rising Rage Flash attacks that hit three times each, then performs a Rising Rage Flash that hits four times and rises high into the air.
|
III. Blue Nocturne (1-level meter)
|
K
|
Remy lifts his knee in a defensive posture. If his opponent attacks him while he is holding this stance, he immediately counters with a series of punches and kicks, finishing with a Rising Rage Flash.
|
|
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Rival battle: Akuma
Final battle: Gill
|
Ryu
|
Ryu
Move list (Command normals)
Name
|
Command
|
Description
|
Personal Action
|
HP + HK
|
Ryu adopts a more aggressive stance, which increases the rate at which his stun meter recovers. This effect can be stacked up to three times by performing the move again.
|
Straight
|
MP + MK
|
Ryu leaps forward with a downward punch. This is an overhead strike that can hit characters who are crouch blocking.
|
Sakotsu Wari
|
+ MP
|
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.
|
Kyuubi Kudaki
|
+ HP
|
Ryu steps forward and punches his opponent in the stomach, potentially hitting twice.
|
Move list (Super Arts)
Name
|
Command
|
Description
|
I. Shinkuu Hadouken (2-level meter)
|
P
|
Ryu shoots a Hadouken across the screen that can hit his opponent multiple times.
|
II. Shin Shouryuuken (1-level meter)
|
P
|
Ryu performs an uppercut with each hand (if his opponent is in close range), then follows it up with a powerful Shouryuuken.
|
III. Denjin Hadouken (1-level meter)
|
, then hold P to charge
|
Ryu charges then throws an electrified Hadouken that cannot be blocked. Charging the move for longer increases the hits, damage, and stun it inflicts. Rotating the D-Pad in a 360° motion charges the move faster.
|
|
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Rival battle: Ken
Final battle: Gill
|
Sean
|
Sean
Move list (Command normals)
Name
|
Command
|
Description
|
Personal Action
|
HP + HK
|
Sean throws a basketball, which increases the stun damage inflicted by his attacks. This effect can be stacked up to three times by performing the move again. He can hit his opponent with the basketball.
|
Straight
|
MP + MK
|
Sean leaps forward with a downward punch. This is an overhead strike that can hit characters who are crouch blocking.
|
Sean Pachiki
|
+ HP
|
Sean steps forward and performs a headbutt that can hit two times. This is an overhead strike that can hit characters who are crouch blocking.
|
Rolling Sobat
|
+ HK
|
Sean hops toward his opponent with a turning kick.
|
Move list (Super Arts)
Name
|
Command
|
Description
|
I. Hadou Burst (3-level meter)
|
P
|
Sean launches a fireball from his hands that knocks over his opponent on impact.
|
II. Shouryuu Cannon (3-level meter)
|
PPPPP
|
Sean performs a low Shouryuuken, followed by a high Shouryuuken. Pressing P repeatedly increases the amount of hits.
|
III. Hyper Tornado (2-level meter)
|
P
|
Sean dashes at his opponent with a shoulder tackle, followed by multiple punches and kicks. He then launches his opponent upward with a rising Tornado and finishes off in midair with a Ryuubi Kyaku.
|
|
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Rival battle: Necro
Final battle: Gill
|
Twelve
|
Twelve
Move list (Command normals)
Name
|
Command
|
Description
|
Personal Action
|
HP + HK
|
Twelve becomes invisible. The effect lasts until it is hit, blocks (but not parries), performs a grab, performs a Super Art (but not EX Specials), or the player cancels it by pressing HP + HK again.
|
J.S.P.
|
MP + MK
|
Twelve leaps forward with a downward punch. This is an overhead strike that can hit characters who are crouch blocking.
|
Glide
|
or in midair
|
Twelve can glide through the air. It can jump off the side of the screen after gliding into it by holding the D-Pad toward it, which causes it to glide in the opposite direction.
|
B.M.K.
|
+ MK
|
Twelve leans back and kicks into the air.
|
Move list (Super Arts)
Name
|
Command
|
Description
|
I. X.N.D.L. (2-level meter)
|
P
|
Twelve stabs its arms into the ground, which pop out of the ground as a wave of spikes that move across the screen.
|
II. X.F.L.A.T. (1-level meter)
|
K in midair
|
Twelve transforms into a plane and dives diagonally downward head first. If it hits its opponent, it follows up by flying into its opponent from multiple angles.
|
III. X.C.O.P.Y. (1-level meter)
|
P
|
Twelve hovers in the air and transforms into its opponent. It can perform any of its opponent's moves except EX Specials and Super Arts. Twelve takes reduced damage and its opponent takes increased damage while this effect is active. The effect lasts until the Super meter is drained.
|
|
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Rival battle: Necro
Final battle: Gill
|
Urien
|
Urien
Move list (Command normals)
Name
|
Command
|
Description
|
Personal Action
|
HP + HK
|
Urien pounds the ground with his fist, which increases the attack power for all moves except throws. He can hit his opponent with this move, which knocks them over, but he does not receive the attack power bonus if this happens.
|
Elbow Attack
|
MP + MK
|
Urien leaps forward with a downward elbow strike. This is an overhead strike that can hit characters who are crouch blocking.
|
Quarrel Punch
|
+ MP
|
Urien swings his fist in the air like a club.
|
Terrible Smash
|
+ HP
|
Urien punches downward.
|
Quarrel Kick
|
+ MK
|
Urien steps forward with a front kick.
|
Move list (Super Arts)
Name
|
Command
|
Description
|
I. Tyrant Slaughter (2-level meter)
|
P
|
Urien charges at his opponent with alternating shoulder strikes, followed by a takedown.
|
II. Temporal Thunder (2-level meter)
|
P
|
Urien fires a large metallic sphere from his fists. The sphere is tall but grows smaller as it travels across the screen. It hits multiple times and electrifies the opponent.
|
III. Aegis Reflector (2-level meter)
|
P
|
Urien generates a rectangular energy barrier in front of him, resembling a plate of glass, which lasts for a duration before shattering. The distance from Urien that the barrier is generated depends on the strength of the button used ( LP is closest and HP is farthest), or it can be generated diagonally upwards from Urien by pressing all three P buttons simultaneously. The barrier moves forward a short distance before coming to a stop. Multiple barriers can be out at a time if Urien has enough Super meter. The barrier damages and electrifies opponents on contact, so it can be used to corner opponents and setup juggle combos. It also reflects most projectiles, but some projectiles (such as Ryu's Denjin Hadouken or Gill's Pyrokinesis or Cryokinesis) can destroy it. Urien can pass harmlessly through the barrier.
|
|
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Rival battle: Yun
Final battle: Gill
|
Yang
|
Yang
Move list (Command normals)
Name
|
Command
|
Description
|
Personal Action
|
HP + HK
|
Yang runs his hand through his hair, which increases the attack power for all moves except throws.
|
Toukuu Koushu
|
MP + MK
|
Yang leaps forward with a downward, open-handed poke. This is an overhead strike that can hit characters who are crouch blocking.
|
Raigeki Shuu
|
+K in midair
|
Yang falls with a stomping kick.
|
Senpuu Kyaku
|
+ MK
|
Yang hops forward with a crescent kick.
|
Koushu
|
+ HP (close)
|
Yang performs a straight punch.
|
Move list (Super Arts)
Name
|
Command
|
Description
|
I. Raishin Mahha Ken (2-level meter)
|
P
|
Yang does a hand thrust. If it connects, he walks through his opponent with a single hand thrust that does multiple hits.
|
II. Tenshin Senkyuutai (2-level meter)
|
K
|
Yang rolls along the ground until he reaches his opponent, then he flies into the air with an upward kick and follows up with additional kicks in midair. This move can pass under projectiles.
|
III. Sei'ei Enbu (1-level meter)
|
P
|
Yang gathers his ki, then he is followed by afterimages for a limited amount of time that echo his attacks with a short delay and can damage his opponent.
|
|
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Rival battle: Yang
Final battle: Gill
|
Yun
|
Yun
Move list (Command normals)
Name
|
Command
|
Description
|
Personal Action
|
HP + HK
|
Yun spins his hat on his finger, which increases the attack power of his special moves. Holding HP + HK increases the attack power for all of his moves, including throws. He can hit opponents with his hat.
|
Gekihou Sui
|
MP + MK
|
Yun leaps forward with a downward punch. This is an overhead strike that can hit characters who are crouch blocking.
|
Raigeki Shuu
|
+K in midair
|
Yun falls with a stomping kick.
|
Senpuu Kyaku
|
+ MK
|
Yun hops forward with a crescent kick.
|
Koushu
|
+ HP (close)
|
Yun performs a straight punch.
|
Move list (Super Arts)
Name
|
Command
|
Description
|
I. Youhou (1-level meter)
|
P
|
Yun lashes his arms outward, then performs a Tetsuzan Kou, knocking the opponent into the air. He uppercuts them as they land.
|
II. Sourai Rengeki (3-level meter)
|
P
|
Yun performs a series of palm and elbow strikes, then kicks his opponent into the air and finishes with a midair kick.
|
III. Gen'ei Jin (1-level meter)
|
P
|
Yun gathers his ki, then he is followed by afterimages for a limited amount of time and can chain attacks together with much less recovery time. His special moves also hit more times while the effect is active.
|
|