=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Ragnagard aka Shin-Oh-Ken FAQ By: Goh_Billy (billy_kane_32@hotmail.com) Version #: 3.0 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Sections -------- 1. Legend 2. System 2.1 Basics 2.2 Elemental Meter 3. Characters 3.1 Susano 3.2 Benten 3.3 Chichi and Nene 3.4 Son Gokuu 3.5 Binten 3.6 Syuten-Dozi 3.7 Seena 3.8 Igret ------------------------------ 3.9 Behemoth 3.10 Eelis 3.11 Lucifer 4. Misc. And Easter Eggs 5. Conclusion 5.1 What's Missing/Needed 5.2 Credits =============================================================================== 1. Legend =============================================================================== ub u uf f - Forward HP - Heavy Punch P - Any Punch \ | / b - Back LP - Light Punch K - Any Kick b-- --f u - Up HK - Heavy Kick + - And / | \ d - Down LK - Light Kick / - Or db d df , - Then qcf - quarter circle forward (d, df, f) qcb - quarter circle back (d, db, b) hcf - half circle forward (b, db, d, df, f) hcb - half circle back (f, df, d, db, b) =============================================================================== 2. System =============================================================================== ************** * 2.1 Basics * ************** Throw f/b + HP/HK close f and b determine where opponent is thrown Throw Recovery f, uf, u + LP/LK / can attack or air dash after b, ub, u + LP/LK Throw Recovery Dash Forward f, f Dash Backward b, b Air Dash f, f in air Air Block ub/u/uf, b Block High b Block Low db will not block overheads Diving Attack u + LP+LK overhead; will bounce off of opponent (blocked or not) and allow you to perform another air attack (but not another Diving Attack) Flying Attack u + LP+LK can perform another air attack after move (but not an Air Flying Attack); can cancel from close normals Air Flying Uppercut u + LP+LK in air can perform another air attack after move (but not another Air Flying Attack) Strong Attack f + LK+HP *********************** * 2.2 Elemental Meter * *********************** The meter at the bottom is your character's Elemental Meter. It can be charged up in two ways. One way is by holding LP+LK+HP and the other way is by holding LK+HP+HK. The combination you hold determines which element is active on your bar. When the bar is filled, the selected element becomes the focal point as to what you are able to do. Every character has 2 elements. Once the meter is charged, two things will happen. The meter will begin to deplete. While the meter is still active, you have some of your moves upgraded (they deal more damage). The element attached to your bar is what determines which moves will be upgraded. The movelist details show which elements upgrade which specials. The second thing that will occur when the meter is filled is that the specific element will start appearing on the screen. Whether it be a wind tunnel, a fire blast, a water bubble, etc. If your character gets near these, they will be awarded with a Symbol of that element above their bar. You are allowed to hold 3 Symbols at a time. The Symbols collected are used for each character's Super Moves. You need a specific Symbol to perform a Super. Think of the Symbols as stocks. The Symbols are as follows: F = Fire B = Breeze (Wind) T = Thunder (Lightning) W = Water To perform a Super Desperation, you need either 3 Symbols (of any combination), or you need to have very low life. Your bar will flash red when you meet the lifebar requirements. Element 1 Meter Charge hold LP+LK+HP Element 2 Meter Charge hold LK+HP+HK Upgrades perform a special move Upgrades listed in movelist before full meter details depletes Super : requires specific Element Symbol Super Desperation: requires 3 Symbols or low life (red flashing life bar) =============================================================================== 3. Characters =============================================================================== ******************************************************************************* * 3.1 Susano * ******************************************************************************* Colors ------ LP - Blue costume w/ Yellow trim and Steel Blue hair HK - Purple costume w/ Red trim and Purple hair Throw ----- Overhead Toss f/b + HP/HK close f and b determine where opponent is thrown Basic Moves ----------- Jump Kick LK in air can perform another air attack after move; overhead Air Straight LP in air can perform another air attack after move; overhead Double Swing HP close 2 hits Charging Elbow Drop f + HP Tap To High Kick f + HK Tap To High Kick HK close 2 hits Command Moves ------------- Thunder Meter Charge hold LP+LK+HP Fire Meter Charge hold LK+HP+HK Dive Kick d + LP+LK overhead; will bounce off of opponent (blocked or not) and allow you to perform another air attack (but not another Dive Kick) Flying Uppercut u + LP+LK can perform another air attack after move (but not an Air Flying Uppercut); can cancel from close normals Air Flying Uppercut u + LP+LK in air can perform another air attack after move (but not another Air Flying Uppercut) Blow Back Palms f + LK+HP Charging Elbow Drop f + HP Low Uppercut d + HP will knock opponent off their feet where you have a small window to add an extra hit (ala Koku Ryuu Sai, Ryuu Ga Raku Kyaku, Charging Elbow Drop, etc.) Special Moves ------------- Ryuu Ga Hou qcf + P LP=slow, HP=fast; will collide with other projectiles as both will be "destroyed" in the process; Thunder Upgrade Koku Ryuu Sai f, d, df + P LP=short, HP=far; Fire Upgrade Air Koku Ryuu Sai f, d, df + P in air LP=short, HP=far; Fire Upgrade Ryuu Hare Ba qcf, qcf + P LP=far, HP=further; absorbs projectiles; Thunder Upgrade Ryuu Ga Raku Kyaku b, d, db + K Thunder Upgrade Air Ryuu Ga Raku Kyaku b, d, db + K in air Thunder Upgrade Slam Strike hcb + HP/HK close unblockable Supers ------ Rai Geki Rin qcf, d + LP+LK requires Thunder Symbol; absorbs projectiles; the motion can also be performed in the air, but Susano will drop down first and then perform the maneuver Nana Garera Orochi Nagi LP+LK+HP, hcb + LP, requires Fire Symbol; absorbs LK, HP, HK, LP, LK, projectiles HP Super Desperation ----------------- Sou Mei Fuu Rai Ken qcf, qcb, HP+HK dash in must connect (not blocked) for entire maneuver to come out; the motion can also be performed in the air, but Susano will drop down first and then dash in for the maneuver ******************************************************************************* * 3.2 Benten * ******************************************************************************* Colors ------ LP - Red costume HK - Purple costume Throw ----- Frankensteiner f/b + HP/HK close f and b determine where opponent is thrown Basic Moves ----------- Horizontal Kick LK in air can perform another air attack after move; overhead Rising Double Boot HK in air overhead; can hit an opponent twice in air or from a forward dash Straight Stab LP in air can perform another air attack after move; overhead Double Sword HP in air overhead; can hit an opponent twice in air or from a forward dash Slice And Dice HP close 2 hits Twirl Slice f + HP Cartwheel f + HK Prop Kick HK Cartwheel HK close 4 hits Twirl Slice f + HP Cartwheel f + HK Prop Kick HK Prop Kick HK far low dodge Command Moves ------------- Thunder Meter Charge hold LP+LK+HP Breeze Meter Charge hold LK+HP+HK Dive Kick d + LP+LK overhead; will bounce off of opponent (blocked or not) and allow you to perform another air attack (but not another Dive Kick) Rising Slice u + LP+LK can perform another air attack after move (but not an Air Rising Slice); can cancel from close normals Air Rising Uppercut u + LP+LK in air can perform another air attack after move (but not another Air Rising Slice) Blow Back Prop Kick f + LK+HP low dodge Twirl Slice f + HP Special Moves ------------- Ryuu Sei Zan f, d, df + P LP=short, HP=far; Breeze Upgrade Air Ryuu Sei Zan f, d, df + P in air LP=low, HP=high; Breeze Upgrade Air Sou Rai Raku hcb + LK close in air unblockable; Thunder Upgrade Sou Rai Geki hcf + K close in air unblockable; Thunder Upgrade Sou Rai Raku hcb + HP/HK close unblockable Supers ------ Seki Ryuu Sou Ken qcb, qcf + LP+LK requires Thunder Symbol; the motion can also be performed in the air, but Benten will drop down first and then perform the maneuver Sen Kuu Hou Ou Yoku qcf, b, f + LK+HP requires Breeze Symbol; absorbs projectiles; the motion can also be performed in the air, but Benten will drop down first and then perform the maneuver Super Desperation ----------------- Shin Kuu Ren Zan f, b, hcb + LP+LK tornado must connect (not blocked) for the entire maneuver to come out; the tornado absorbs projectiles; the motion can also be performed in the air, but Benten will drop down first and then perform the maneuver ******************************************************************************* * 3.3 Chichi and Nene * ******************************************************************************* Colors ------ Chichi: LP - Orange w/ Blue trim HK - Green w/ Red trim Nene: LP - Blue w/ Red trim HK - Purple w/ Pink trim Throw ----- Human Catapult f/b + HP/HK close f and b determine where opponent is thrown Basic Moves ----------- Punt Kick LK in air can perform another air attack after move; overhead Down Fist LP in air can perform another air attack after move; overhead Double Punch LP 2 hits Spin Top HP close 2 hits Spin Top f + HP Cancel f + HK Assisted Knees HK close 2 hits Spin Top f + HP Cancel f + HK Command Moves ------------- Breeze Meter Charge hold LP+LK+HP Thunder Meter Charge hold LK+HP+HK Diving Double Boot d + LP+LK overhead; will bounce off of opponent (blocked or not) and allow you to perform another air attack (but not another Diving Double Boot) Flying Shoulder u + LP+LK can perform another air attack after move (but not an Air Flying Shoulder); can cancel from close normals Air Flying Shoulder u + LP+LK in air can perform another air attack after move (but not another Air Flying Shoulder) Blow Back Fists f + LK+HP Low Double Punch d + LP 2 hits Low Double Kick d + LK 2 hits; both parts must be blocked low Charging Dropkick f + HK Special Moves ------------- Switch LP+LK+HP+HK switches between Chichi and Nene Air Switch LP+LK+HP+HK in air switches between Chichi and Nene Rai Jin Ken f, d, df + P works for Chichi only; HP=more hits ending with a shoulder charge; Thunder Upgrade Ton De Ke Punch Charge b for 1.5 LP=short, HP=long; Breeze seconds, f + P Upgrade Fuu Jin Kyaku qcb + K works for Nene only; HK=more hits; Breeze Upgrade Air Fuu Jin Kyaku qcb + K in air works for Nene only; HK=more hits; Breeze Upgrade Mane Mane Attack f, b, f + P both Chichi and Nene will stand together allowing more hits to their attacks; ends after 3 attacks or when you are hit Kururin Ko qcb, qcf + HP close unblockable; Breeze Upgrade Double Team hcb + HP close unblockable Supers ------ Biri Biri Cannon f, qcf, d, df + LP+LK requires Thunder Symbol; absorbs projectiles Boko Boko Drop qcf, qcf + HK requires Breeze Symbol; dash in must connect (not blocked) to perform the entire maneuver Super Desperation ----------------- Ten Sei Fuu Rai Jin b, f, db, invulnerable for a second df + LP+LK+HP+HK Lightning Wave hold df + P/K absorbs projectiles ******************************************************************************* * 3.4 Son Gokuu * ******************************************************************************* Colors ------ LP - Red costume HK - Purple costume Throw ----- Staff Carry f/b + HP/HK close f and b determine where opponent is thrown Basic Moves ----------- Jump Kick LK in air can perform another air attack after move; overhead Cartwheel Cutter HK in air overhead; can hit an opponent twice in air or from a forward dash Staff Poke LP in air can perform another air attack after move; overhead Double Knocker HP far 2 hits Shin Shatter HP close Jawing Kick f + HK Jawing Kick HK close will knock opponent off their feet where you have a small window to add an extra hit (ala the En Satsu Kon) Jawing Kick f + HK Command Moves ------------- Breeze Meter Charge hold LP+LK+HP Fire Meter Charge hold LK+HP+HK Dive Kick d + LP+LK overhead; will bounce off of opponent (blocked or not) and allow you to perform another air attack (but not another Dive Kick) Flying Staff u + LP+LK can perform another air attack after move (but not an Air Flying Staff); can cancel from close normals Air Flying Staff u + LP+LK in air can perform another air attack after move (but not another Air Flying Staff) Blow Back Kick f + LK+HP Tricky Extend f + HP Staff Trip d + HP must be blocked low Slide d + HK must be blocked low Special Moves ------------- San Ren Kon qcf + P Fire Upgrade En Satsu Kon qcb, f + P Fire Upgrade Sou Shin Ni Ki Kyaku f, d, df + K LK=short, HK=far; Breeze Upgrade Bop Toss hcb + HP/HK close unblockable Supers ------ Ren Sen Kon b, db, d, b, db, requires Breeze Symbol; move d + LP+LK must connect (not blocked) for entire maneuver to come out En Jin no Kei qcf, qcf + LK+HP requires Fire Symbol; absorbs projectiles; the blue fireballs are overheads and the orange fireballs must be blocked low Super Desperation ----------------- En Bou Jutsu f, b, f, b, one of the illusions must f + LP+LK+HP connect (not blocked) for the entire maneuver to come out; the illusions absorb projectiles; the motion can also be performed in the air, but Gokuu will drop down first and then perform the maneuver ******************************************************************************* * 3.5 Binten * ******************************************************************************* Colors ------ LP - Green costume HK - Purple costume Throw ----- Takeoff f/b + HP/HK close f and b determine where opponent is thrown Basic Moves ----------- Back Kick LK in air can perform another air attack after move; overhead Air Tumble HK in air overhead; can hit an opponent twice in air or from a forward dash Bladed Palm LP in air can perform another air attack after move; overhead Ring Slap HP far 2 hits Heavy Thrust HP close Gust Strike f + HP Head Spin f + HK Ring Slap HP Cancel HK Rolling Kicks HK far 2 hits Head Spin HK close 2 hits Head Spin f + HK Ring Slap HP Cancel HK Command Moves ------------- Water Meter Charge hold LP+LK+HP Breeze Meter Charge hold LK+HP+HK Diving Knee d + LP+LK overhead; will bounce off of opponent (blocked or not) and allow you to perform another air attack (but not another Diving Knee) Flying Cannonball u + LP+LK can perform another air attack after move (but not an Air Flying Cannonball); can cancel from close normals Air Flying Cannonball u + LP+LK in air can perform another air attack after move (but not another Air Flying Cannonball) Command Ring Slap f + LK+HP 2 hits Gust Strike f + HP Collapse Blow d + HP 2 hits Slide d + HK must be blocked low Special Moves ------------- Downward Sai Nen Dan qcf + LP in air will collide with other projectiles as both will be "destroyed" in the process; Breeze Upgrade Straight Sai Nen Dan qcf + LK in air will collide with other projectiles as both will be "destroyed" in the process; Breeze Upgrade Upward Sai Nen Dad qcf + HP in air will collide with other projectiles as both will be "destroyed" in the process; Breeze Upgrade Juu Baku Kin hcb + LP must be blocked low; cloth must connect (not blocked) for entire maneuver to come out; Water Upgrade You Sen Nen Ja qcb + HK Water Upgrade Gorilla Slam hcb + HP close unblockable Supers ------ Juu Baku Kin Setup hcb + LP does not use a stock, but merely is the setup for the actual Super Juu Baku Ten Hyou qcf, qcf + HP+HK requires Water Symbol Pun Jin Otoshi Charge d for 2.5 requires Breeze Symbol; you seconds, b, f + LK+HP can actually perform the charge motion, jump, and then perform the b, f + LK+HP input (the super will activate when he lands); tornado must connect (not blocked) for entire maneuver to come out; tornado absorbs projectiles Super Desperation ----------------- Hachi Mon Nen Ki Jin b, f, b, must be blocked low; cloth qcf + LP+LK+HP+HK must connect (not blocked) for entire maneuver to come out; the motion can also be performed in the air, but Binten will drop down first and then perform the maneuver ******************************************************************************* * 3.6 Syuten-Dozi * ******************************************************************************* Colors ------ LP - Green costume HK - Blue costume Throw ----- Volcano Eruption f/b + HP/HK close f and b determine where opponent is thrown Basic Moves ----------- Stretch Kick LK in air can perform another air attack after move; overhead Air Axe HK in air overhead; can hit an opponent twice in air or from a forward dash Diagonal Punch LP in air can perform another air attack after move; overhead Driving Headbutt HP in air overhead; can hit an opponent twice in air or from a forward dash Earthquake Palms HP far grounds opponent Crunch Elbow HP close 2 hits Spinning Forearm f + HP Heavy Axe f + HK Heavy Axe HK close 2 hits; grounds opponent Command Moves ------------- Fire Meter Charge hold LP+LK+HP Water Meter Charge hold LK+HP+HK Dive Kick d + LP+LK overhead; will bounce off of opponent (blocked or not) and allow you to perform another air attack (but not another Dive Kick) Flying Elbow u + LP+LK can perform another air attack after move (but not an Air Flying Elbow); can cancel from close normals Air Flying Elbow u + LP+LK in air can perform another air attack after move (but not another Air Flying Elbow) Blow Back Side Kick f + LK+HP Spinning Forearm f + HP Special Moves ------------- Oni Kobushi f, d, df + P Fire Upgrade Daku Ryuu Nada qcb, f + P close unblockable; Water Upgrade Kon Gou Haji Ki Charge f for 2 Fire Upgrade seconds, u + P Oni Hone Kuda Ki qcf + K Fire Upgrade Punching Bag hcb + HP/HK close unblockable Supers ------ Gou En Shu b, db, d, b, db, requires Fire Symbol; absorbs d + LP+LK projectiles Ji Goku Naga Shi b, f + HP close requires Water Symbol; unblockable Backbreaker d, d + HP Second Backbreaker d, d + LK+HP Super Desperation ----------------- Rei Shuu Ki Jin Yado Ri f, d, df, f, d, uppercut must connect (not df + LP+LK (then blocked) for entire tap HP for more hits) maneuver to come out; the motion can also be performed in the air, but Syuten will drop down first and then dash in for the maneuver ******************************************************************************* * 3.7 Seena * ******************************************************************************* Colors ------ LP - Blue costume and hair HK - Green costume and hair Throw ----- Staff Toss f/b + HP/HK close f and b determine where opponent is thrown Basic Moves ----------- Punt Kick LK in air can perform another air attack after move; overhead Dolphin Stab LP in air can perform another air attack after move; overhead Water Crab HP far 2 hits Water Dragon HP close Whale Dive f + HP Pressure Knee f + HK Pressure Knee HK close grounds opponent Pressure Knee f + HK Command Moves ------------- Breeze Meter Charge hold LP+LK+HP Water Meter Charge hold LK+HP+HK Dive Kick d + LP+LK overhead; will bounce off of opponent (blocked or not) and allow you to perform another air attack (but not another Dive Kick) Flying Staff u + LP+LK can perform another air attack after move (but not an Air Flying Staff); can cancel from close normals Air Flying Staff u + LP+LK in air can perform another air attack after move (but not another Air Flying Staff) Blow Back Knee f + LK+HP Whale Dive f + HP Crouching Water Crab d + HP 2 hits Special Moves ------------- Two Launcher Charge b for 1.5 LP=short, HP=long; not a full seconds, f + P screen projectile; will collide with other projectiles as both will be "destroyed" in the process; Water Upgrade Tail Whip Charge b for 1.5 HK=more hits; Breeze Upgrade seconds, f + K Air Tail Whip Charge b for 1.5 HK=more hits; Breeze Upgrade seconds, f + K in air Dolphin Roll Charge d for 1.5 LK=short, HK=far; Breeze seconds, u + K Upgrade Aqua Bell qcf, qcf + LK reflects the opponent's attacks, including projectiles; Water Upgrade Wave Spike hcb + HP/HK close unblockable Supers ------ Bubble Spike hcf + LP+LK requires Breeze Symbol; staff strike must connect (not blocked) for entire maneuver to come out; the motion can also be performed in the air, but Seena will drop down first and then perform the maneuver Crystal Splash d, d, d + LP+LK+HP requires Water Symbol; first water geyser must connect (note blocked) for entire maneuver to come out; water geyser absorbs projectiles; the motion can also be performed in the air, but Seena will drop down first and then perform the maneuver Super Desperation ----------------- Two Mind Storm Charge d for 1.5 you can actually perform the seconds, b, f + LK+HP charge motion, jump, and then perform the b, f + LK+HP input (the maneuver will activate when she lands); tornado must connect (not blocked) for entire maneuver to come out; tornado absorbs projectiles ******************************************************************************* * 3.8 Igret * ******************************************************************************* Colors ------ LP - Blue costume HK - Black costume Throw ----- Sharp Edge f/b + HP/HK close f and b determine where opponent is thrown Basic Moves ----------- Jump Kick LK in air can perform another air attack after move; overhead Diagonal Blade LP in air can perform another air attack after move; overhead Blade Digger HP far 2 hits with second hit grounding the opponent Charging Slice HP close 2 hits Finishing Blow f + HP Bladed High Kick f + HK Roundhouse Cutter HK Finishing Blow f + HP Roundhouse Cutter HK far grounds opponent Bladed High Kick HK close Finishing Blow f + HP Bladed High Kick f + HK Roundhouse Cutter HK Finishing Blow f + HP Command Moves ------------- Thunder Meter Charge hold LP+LK+HP Fire Meter Charge hold LK+HP+HK Blade Kick d + LP+LK overhead; will bounce off of opponent (blocked or not) and allow you to perform another air attack (but not another Blade Kick) Flying Slice u + LP+LK can perform another air attack after move (but not an Air Flying Slice); can cancel from close normals Air Flying Slice u + LP+LK in air can perform another air attack after move (but not another Air Flying Slice) Blow Back Roundhouse f + LK+HP Finishing Blow f + HP Detatch d + HP 2 hits Special Moves ------------- Soul Slash Charge b for 1.5 if move connects (not seconds, qcf + P blocked), the opponent will fall leaving their shadow; you can strike the shadow for a free hit; the shadow will disappear after striking it or after 3 seconds if nothing is done; Thunder Upgrade Ripper Haaken Charge b for 1.5 LK=close ground blade, seconds, f + K HK=long ground blade; ground blade can absorb projectiles; Fire Upgrade Bramble Ring Charge d for 1.5 LK=short, HK=far; Fire seconds, u + K Upgrade Air Bramble Ring Charge d for 1.5 LK=short, HK=far; Fire seconds, u, K Upgrade Blade Fury hcb + HP/HK close unblockable Supers ------ Trap Edge Charge b for 1.5 requires Thunder Symbol; the seconds, hcb + LP+LK motion can also be performed in the air, but Igret will drop down first and then perform the maneuver Vigor Remove Charge b for 1.5 requires Fire Symbol; seconds, f, overhead; claw must connect qcf + LP+HK (not blocked) for entire maneuver to come out; the motion can also be performed in the air, but Igret will drop down first and then perform the maneuver Super Desperation ----------------- Hell Inhabitant 360 + LP+LK in air must be blocked low; must connect (not blocked) to perform entire maneuver ------------------------------------------------------------------------------- ******************************************************************************* * 3.9 Behemoth * ******************************************************************************* *********************************************************** * To select Behemoth, highlight Syuten-Dozi and press: * * LK, HP, LK, HP, LK, LK, HP, then press either LP or HK * *********************************************************** Colors ------ LP - Orange w/ Blue costume HK - Magenta w/ Bistre costume Throw ----- One Handed Toss f/b + HP/HK close f and b determine where opponent is thrown Basic Moves ----------- Punt Kick LK in air can perform another air attack after move; overhead Down Claw LP in air can perform another air attack after move; overhead Clawing Uppercut HP in air overhead; can hit an opponent twice in air or from a forward dash Rough Uppercut HP close 2 hits Gut Smash f + HP Long Strike HP Beastly Axe HK High Punt f + HK Long Strike HP Beastly Axe HK Beastly Axe HK far 3 hits High Punt HK close Gut Smash f + HP Long Strike HP Beastly Axe HK High Punt f + HK Long Strike HP Beastly Axe HK Command Moves ------------- Thunder Meter Charge hold LP+LK+HP Fire Meter Charge hold LK+HP+HK Dive Kick d + LP+LK overhead; will bounce off of opponent (blocked or not) and allow you to perform another air attack (but not another Dive Kick)
Flying Knee u + LP+LK can perform another air
attack after move (but
not an Air Flying Knee);
can cancel from close
normals
Air Flying Knee u + LP+LK in air can perform another air
attack after move (but
not another Air Flying
Knee)
Blow Back Strike f + LK+HP
Gut Smash f + HP
Swipe Away d + HP 2 hits
Slide d + HK must be blocked low
Special Moves
-------------
Wild Snap qcf + P Fire Upgrade
Deadly Press qcb + LP Fire Upgrade
Air Deadly Press qcb + LP in air Fire Upgrade
Nitro Break f, d, df + HP Thunder Upgrade
Corrupt Slam hcb + HP/HK close unblockable
Supers
------
Howling Beast f, hcf + LP+LK close requires Fire Symbol;
unblockable
Murder Fang qcf, qcf + LK+HP requires Thunder Symbol;
one of the dash attacks
must connect (not blocked)
for the entire maneuver to
come out; the motion can
also be performed in the
air, but Behemoth will drop
down first and then dash in
for the maneuver
Super Desperation
-----------------
Grand Explosion qcb, qcf + HP+HK one of the dash attacks must
connect (not blocked) for
the entire maneuver to
come out; the motion can
also be performed in the
air, but Behemoth will drop
down first and then dash in
for the maneuver
*******************************************************************************
* 3.10 Eelis *
*******************************************************************************
***********************************************************
* To select Eelis, highlight Benten and press: *
* HP, HP, LK, LK, HP, LK, HP, then press either LP or HK *
***********************************************************
Colors
------
LP - Purple skin w/ Blonde hair
HK - Green skin w/ Blue hair
Throw
-----
Choke Swing f/b + HP/HK close f and b determine where
opponent is thrown
Basic Moves
-----------
Punt Kick LK in air can perform another air
attack after move;
overhead
Air Bat Roll HK in air overhead; can hit an
opponent twice in air
or from a forward dash
Air Claw LP in air can perform another air
attack after move;
overhead
Wild Swing HP far 2 hits
To The Heavens HP close 2 hits
Rising Forearm f + HP
Wild Swing HP
Blind Kick HK
Bat Roll f + HK
Wild Swing HP
Blind Kick HK
Bat Roll HK close
Rising Forearm f + HP
Wild Swing HP
Blind Kick HK
Bat Roll f + HK
Wild Swing HP
Blind Kick HK
Command Moves
-------------
Thunder Meter Charge hold LP+LK+HP
Breeze Meter Charge hold LK+HP+HK
Dive Kick d + LP+LK overhead; will bounce off of
opponent (blocked or not)
and allow you to perform
another air attack (but
not another Dive Kick)
Flying Forearm u + LP+LK can perform another air
attack after move (but
not an Air Flying Forearm);
can cancel from close
normals
Air Flying Forearm u + LP+LK in air can perform another air
attack after move (but
not another Air Flying
Forearm)
Blow Back Kick f + LK+HP
Rising Forearm f + HP 3 hits
Special Moves
-------------
Nightmare Wing qcf, uf + P LP=short, HP=far; Breeze
Upgrade
Air Nightmare Wing qcf, uf + P in air LP=short, HP=far; Breeze
Upgrade
Bat Illusion d, u + LP will strike a stance and if
you are hit during it
you will take a reduced
amount of damage and be
able to perform the
follow ups
Stationary Teleport do nothing after being
stuck during Bat
Illusion
Right Side Teleport LP after being struck
during Bat Illusion
Air Teleport (Right) LK after being struck
during Bat Illusion
Air Teleport (Left) HP after being struck
during Bat Illusion
Left Side Teleport HK after being stuck
during Bat Illusion
Phantom Kuroishi f, b, f + K flip kick must connect (not
blocked) to entire maneuver
to come out; Breeze Upgrade
Dancing Needle b, d, db + K in air HK=does more damage; move
must connect (not blocked)
to perform entire maneuver;
Thunder Upgrade
Abandoned Cave hcb + HP/HK close unblockable
Supers
------
Lunatic Jail qcb, qcf, qcb + LP+LK requires Thunder Symbol;
fireball absorbs
projectiles; fireball must
connect (not blocked) for
entire maneuver to come
out; unlike the air version
which immediately shoots
the fireball, the ground
version has her jump up
first
Air Lunatic Jail qcb, qcf, qcb + LP+LK requires Thunder Symbol;
in air fireball absorbs
projectiles; fireball must
connect (not blocked) for
entire maneuver to come out
Killing Chariot f, qcf, d, df + HP+HK requires Breeze Symbol; dash
must connect (not blocked)
to perform the entire
maneuver; the motion can
also be performed in the
air, but Eelis will drop
down first and then dash in
for the maneuver
Super Desperation
-----------------
Midnight Fire hcb, qcf + LK+HP the first hit is tricky as
it comes from behind the
opponent; the first hit
must connect (not blocked)
for the entire maneuver
to come out; the downward
flying strikes are
overheads
*******************************************************************************
* 3.11 Lucifer *
*******************************************************************************
***************************************************************
* To select Lucifer, highlight Susano and press: *
* LK, HP, HP, HP, LK, LK, LK, HP, then press either LP or HK *
***************************************************************
Colors
------
LP - Purple skin w/ Gray pants and Yellow trim
HK - Brown skin w/ Purple pants and Orange trim
Throw
-----
Throw Away f/b + HP/HK close f and b determine where
opponent is thrown
Basic Moves
-----------
Fireball Aura LK in air can perform another air
attack after move;
overhead; fireball can
absorb projectiles
Knee Blast HK in air overhead; can hit an
opponent twice in air
or from a forward dash;
blast can absorb
projectiles
Laser Shot LP in air can perform another air
attack after move;
overhead; laser can absorb
projectiles
Air Devil Blast HP in air overhead; can hit an
opponent twice in air
or from a forward dash;
blast can absorb
projectiles
Laser LP laser can absorb projectiles
Devil Blast HP far 2 hits; blast can absorb
projectiles
Flame Uppercut HP close 2 hits
Downward Laser LK laser can absorb projectiles
Ground Eruption HK far 3 hits; eruption can absorb
projectiles
Downward Flame HK close 2 hits
Command Moves
-------------
Thunder Meter Charge hold LP+LK+HP
Fire Meter Charge hold LK+HP+HK
Diving Knee d + LP+LK overhead; will bounce off of
opponent (blocked or not)
and allow you to perform
another air attack (but
not another Diving Knee)
Flying Knee u + LP+LK can perform another air
attack after move (but
not an Air Flying Knee);
can cancel from close
normals
Air Flying Knee u + LP+LK in air can perform another air
attack after move (but
not another Air Flying
Knee)
Far Devil Blast f + HP/LK+HP blast can absorb projectiles
Ducking Laser d + LP laser can absorb projectiles
Concentrated Blast d + HP 2 hits; blast can absorb
projectiles
Ducking Eruption d + HK 2 hits; first hit must be
blocked low
Special Moves
-------------
Pentagram Dune Charge b for 1.5 absorbs projectiles;
seconds, f + P Thunder Upgrade
Pentagram Ruin Charge b for 2 absorbs projectiles; must
seconds, f + K be blocked low; Thunder
Upgrade
Mind Wave Charge d for 1.5 blasts absorb projectiles;
seconds, u + LP+LK Fire Upgrade
Electric Crunch hcb + HP/HK close unblockable
Supers
------
Anger Body Sonic b, f, b, f + LP+LK requires Fire Symbol; will
absorb projectiles; the
motion can also be
performed in the air, but
Lucifer will drop down
first and then perform the
maneuver
Dark Side Gate Charge b for 2.5 requires Thunder Symbol;
seconds, f + LP+LK+HP ground portal must connect
(not blocked) to perform
the entire maneuver; the
motion can also be
performed in the air, but
Lucifer will drop down
first and then perform the
maneuver
Super Desperation
-----------------
Flare Burst hold LP+LK+HP+HK for absorbs projectiles; charging
at least 2 seconds, for 2 seconds produces a
release small fireball, while
charging for 3 seconds or
more produces a large
fireball; the buttons can
be released in air; but
Lucifer will drop down
first and then perform the
maneuver
===============================================================================
4. Misc. And Easter Eggs
===============================================================================
Play as Behemoth
----------------
Highlight Syuten-Dozi and press: LK, HP, LK, HP, LK, LK, HP, then press
either LP or HK.
Play as Eelis
-------------
Highlight Benten and press: HP, HP, LK, LK, HP, LK, HP, then press either
LP or HK.
Play as Lucifer
---------------
Highlight Susano and press: LK, HP, HP, HP, LK, LK, LK, HP, then press
either LP or HK.
===============================================================================
5. Conclusion
===============================================================================
5.1 What's Missing/Needed
-Cleanup and corrections
-If you have anything to add, any corrections I need to make, please email me
at billy_kane_32@hotmail.com. Credit will be given for your contribution.
5.2 Credits
-Saurus
-System Vision
-Stray_Zero for the follow up command on Chichi and Nene's Super Desperation
-VC Viper for help with the guide
-Gamefaqs
-And me for writing this faq