Notation = Light Punch
= Light Kick
= Strong Punch
= Strong Kick
ThrowsOni Harite:
/
+
close
Silent Nage:
/
+
close
Tsubame Otoshi:
/
/
+
/
close in air
Command MovesEn Yoku:
+
Special AttacksSaiha:
+
/
Raiouken:
+
/
on air
Ko Ou Ken:
+
/
Hyakuretsu Binta:
+
/
Desperation MovesHaoh Shou Kou Ken:
+
/
Hien Hou'ou Kyaku:
+
/
Shin! Chou Upper:
+
/
* En Yoku works as an overhead. Can't be cancelled after a normal
* Saiha reflects projectiles and also could be used as an anti air. It could be used also in combos, the A version after light or heavy attacks and the C version only after heavy attacks
* Raiouken now only works on air, and could hit OTG
* Ko Ou Ken speed varies according to the button used, A version is slower while c version is faster. IBoth version only could be comboed after heavy attacks
* Hyakuretsu Binta is a running command grab
* A version of Hao Sho Ko Ken is slower than C version, but can be comboed, even though the timing is a little tricky, it will be a better option to use the other 2 DM
* After the SDM version of the Hien Hou'ou Kyaku, you can add a Raiouken
* If your opponent is a little too far while you execute the Shin! Chou Upper while a combo, there is the risk that only the first or second hit connect, doing little damage.
All yuri normals except crouching B and crouching D could be cancelled into a super or a DM. Even though after crouching B you can connect crouching A, Standing A, Standing B and Crocuhing C, this last one requires a very good timing