Subject: Last Blade/Gekka no Kenshi Combo FAQ 1.2 From: hissatsu@concentric.net (Pedro Colman-Arrellaga) Date: Wed, 01 Apr 1998 23:10:22 GMT Reply-To: hissatsu@concentric.net Newsgroups: rec.games.video.arcade Gekka no Kenshi "The Last Blade" Combo FAQ version 1.2 by Travis (Ukyo) Bayne, Pedro Colman-Arrellaga, Steve Kidwell ===================================================================== Key: A = weak slash B = heavy slash C = kick D = deflect u = up d = down b = back f = forward df = down-forward db = down-back qcf = quarter circle forward qcb = quarter circle back hcf = half circle forward hcb = half circle back dp = "dragon punch" motion (forward, down, down-forward) cd = charge down cb = charge back DM = Desperation move SDM = Super Desperation move (g) = move performed while opponent is on ground (a) = move performed while airborne * = combo must be performed in corner ! = requires maxed meter or low health ~ = requires maxed meter and low health # = non-interruptible normal move ===================================================================== Combo tips ---------- In most places jumping C or B can be substituted for each other in combos (although jumping C must usually be done deeper as the hit stun is shorter), as can a crouching B for most of the Standing B's. Of course you can usually tack on a Weak slash special instead of the B slash, but why? Use the B if it's available. Generally what is shown here is most hits and damage possible. Multiple hit normal moves (such as Zantetsu's d+B) can generally be interrupted on either hit, the tradeoff being that waiting for the second hit pushes you slightly farther away. Use the deflect (D) to open up combo opportunities. Running (f,f) after hitting an opponent with a special move often makes it possible to hit then again on the ground with a ground attack. It is also significantly easier to perform df+B and df+C ground attacks while running. Many moves can be made easier to combo by pre-buffering the move. An example of this is Jump B, A, hcb+C with Zantetsu. This is easier to perform if you do Jump B, hcb+A, C. hcb+A isn't a special move with Zantetsu, but the hcb registers and when C is hit, the hcb+C move comes out. Another example of this method is Jump B, B, SDM (qcb,hcf+B) with Kagami before he is powered up. It is more easily performed as Jump B, qcb+B, hcf+B. Since qcb+B isn't a special move, the motion gets registered and just a B comes out. When you perform the hcf+B you complete the SDM motion and it comes out. All qcb,hcf motions can be replaced with qcb,f. This is easier and it gives you that extra split second you may need when comboing many DM's and SDM's ===================================================================== Last Blade Chain Combo System in Speed mode --------------------------------------------------------------------- Basically all chain combos (with a few exceptions) are variations on this chain: b+A, A, A, B, f+B# All characters can perform this chain combo. The only rules that have to be followed are: 1. Chains must flow from A to B. No A, B, A chains. 2. Portions of the chains are chains on their own. Ex: A, B, f+B# A, f+B# b+A, B, f+B 3. b+A may only be performed at the beginning of a chain. 4. Every character has an uninterruptable f+B#. 5. Crouching normals may be done in place of standing moves, however once a crouching move has been done, that button may not be used again in the chain. No d+A, d+A. (With 3 exceptions) Ex: d+A, d+B, f+B# b+A, A, d+A, f+B# Character specific exceptions will be described in each character's combo guide. ===================================================================== d,d+AB in Speed mode -------------------- Pressing d,d+AB in Speed mode with a maxed meter and while low in health activates a "custom combo." While in this mode all your moves are faster, interruptible, and linkable. You cannot perform DM's while in this mode. The custom combo mode lasts as long as it takes for your meter to run out. Performing moves reduces the meter more quickly. (About enought time for 12 A's (11 Custom Combo A's chained into a 12th "normal" A); 8-9 B's.) ===================================================================== Boss code --------- At character select screen press C x 6, B x 3, C x 4 within three seconds. Arrows will appear to the left of Kaede and right of Moriya. Moving to the left or right of the top row of characters will select Musashi, moving to the left or right of the bottom row of characters will select Kagami. Note: Kagami is NOT selectable in the arcade (MVS) version of the game. ===================================================================== Character combo guides Combo totals in "Both modes" area are counted in Power mode. Totals may vary between mode used and (in some cases) screen position. Note on Character Names: Names are written in Japanese order - Family name first, proper name last. (As spoken by the announcer) ===================================================================== Kaede ----- Pressing BCD changes Kaede into a more powerful form. This requires a maxed meter or low health. In this form he is faster, does more damage and gets more hits, however he steadily loses health until it reaches almost zero. His 2nd DM (qcfx2+AB) and 2nd SDM (qcfx2+B) can only be done after BCD awakening. Unique normal moves ------------------- B can be followed up with A, b+A, or d+A after BCD awakening Ground attacks --------------- C df+B Finishers --------------- dp+B can be finished off with a dp+B dp+A can be finished off with a dp+B only in Speed mode Note: While dp+B adds one more hit to a combo, the tradeoff is that you no longer have time to do a ground attack unless if you've already done the BCD awakening. Combos ====== Both modes --------------- Before BCD awakening: Jump B, B, qcf+B (3 hits) Jump B, B, dp+B,dp+B (5 hits) Jump B, B, qcb+A x 3, df+B(g) (6 hits) Jump B, B, qcb+A x 2, dp+B,dp+B (7 hits) hcf+C, qcf+B (2 hits) hcf+C, dp+B,dp+B (7 hits) !hcf+C, DM (qcb,hcf+AB) (5 hits) After BCD awakening: Jump B, B, dp+B,dp+B, df+B(g) (7 hits) Jump B, B, A, qcb+A x 3, df+B(g) (7 hits) Jump B, B, A, qcb+A x 2, qcf+A (6 hits) Jump B, B, qcb+B, qcf+B (4 hits) hcf+C, dp+B,dp+B (7-9 hits) !hcf+C, DM (qcb,hcf+AB) (5 hits) !hcf+C, 2nd DM (qcfx2+AB) (5 hits) Power mode only --------------- Before BCD awakening: BC, dp+B,dp+B (4 hits) !Jump B, B, qcb+A x 2, DM (qcb,hcf+AB) (5 hits) After BCD awakening: BC, qcf+B (2 hits) BC, dp+B,dp+B (6 hits) !Jump B, B, qcb+B x 2, 2nd DM (qcfx2+AB) (6 hits) ~hcf+C, SDM (qcb,hcf+B) (8 hits) ~Jump B, B, A, qcb+A x 2, SDM (9 hits) ~Jump B, B, A, qcb+A, 2nd SDM (qcfx2+B) (12 hits) Speed mode only --------------- Before BCD awakening: Jump B, d+A, d+B, qcf+B (4 hits) Jump B, b+A, A, A, B, dp+B,dp+B (7 hits) Jump B, b+A, A, A, B, qcb+A x 3, df+B(g) (9 hits) Jump B, b+A, A, A, B, qcb+A x 2, qcf+B (8 hits) *Jump B, b+A, A, A, B, qcb+A x 2, dp+B,dp+B (10 hits) After BCD awakening: Note: If you remove the B after Jump B in these combos, they do not have to be performed in the corner, but of course they'll do one less hit. *Jump B, b+A, A, A, B, dp+b,dp+B, df+B(g) (10 hits) *Jump B, B, b+A, A, A, B, qcf+B (7 hits) *Jump B, B, b+A, A, A, B, qcb+A x 3, df+B (10 hits) *Jump B, B, b+A, A, A, B, qcb+A x 2, qcf+B (9 hits) *Jump B, B, b+A, A, A, B, qcb+A x 2, dp+B,dp+B, df+B(g) (14 hits) ===================================================================== Minakata Moriya --------------- Unique normal moves ------------------- b+B df+A# Ground attacks --------------- C df+B Finishers --------------- dp+A can be finished with a dp+B in Speed mode Combos ====== Both modes --------------- Jump B, B, qcb+B (4 hits) Jump B, B, dp+B, df+B(g) (5 hits) Jump B, B, qcf+A x 3, C(g) (6 hits) Jump B, B, qcf+A x 2, qcb+B (5 hits) Jump B, B, qcf+A x 2, dp+B, C(g) (7 hits) Jump B, B, qcf+A, qcb+B (5 hits) !Jump B, B, DM (f,hcf+AB) (17-18 hits) Power mode only --------------- *BC, dp+A, df+B (3 hits) !Jump B, B, qcf+A, DM (f,hcf+AB) (18-19 hits) !Jump B, B, qcf+A x 2, DM (f,hcf+AB) (6 hits) ~Jump B, B, SDM (f,hcf+B) (13 hits) Speed mode only --------------- Chain combo specifics: Chains can be ended with a b+B, but this can only be performed after an A slash. Chains can also be ended with a df+A#. (ex: d+A, df+A#) Jump B, b+A, A, A, B, dp+A,dp+B (7 hits) Jump B, b+A, A, A, B, qcf+A, qcb+C (7 hits) Jump B, b+A, A, A, B, qcf+A x 3, df+B(g) (9 hits) Jump B, b+A, A, A, B, qcf+A x 2, dp+B (8 hits) Jump B, b+A, A, A, B, qcf+A x 2, qcb+B, df+B(g) (9 hits) *Jump B, b+A, A, d+A, B, qcf+A,qcf+B, qcb+A, dp+A,dp+B, df+B (g) (11-12 hits) !Jump B, b+A, A, A, B, DM (f,hcf+AB) (14-15 hits) *~Jump B, b+A, A, A, B, d,d+AB, B, d+B, qcb+A, qcf+A, A, A, A, A, A, A, B, DM (f,hcf+AB) (24-25 hits) ===================================================================== Yuki --------------- Ground attacks --------------- C df+B (can be held... why?) Finishers --------------- DM can be finished with either a qcf+B or qcf+C Command throw (hcb+C) is interruptible by any special move Combos ======== Note that all combos that begin with qcf+A must be done point blank and are only truly effective vs. a dizzy or taunting character! Timing is VERY strict! Both modes --------------- qcf+A, qcb+B (3 hits) Jump B, B, dp+B (4 hits) Jump B, B, qcb+B (4 hits) Jump B, B, hcf+C (3 hits) qcf+A, A, dp+A (3 hits) qcf+A, A, qcb+B (3 hits) qcf+A, A, hcf+C (3 hits) hcb+C (close), dp+B (6 hits) hcb+C (close), qcf+B (6 hits) hcb+C (close), hcf+C (6 hits) !Jump B, B, DM (qcb,hcf+AB),qcf+C, df+B(g) (7 hits) Power mode --------------- !Jump B, B, qcb+A, DM (qcb,hcf+AB),qcf+C, df+B(g) (9 hits) !qcf+A, A, qcb+A, DM (qcb,hcf+AB),qcf+C, df+B(g) (9 hits) Speed mode --------------- Jump B, b+A, A, A, B, qcb+B (7 hits) Jump B, b+A, A, A, B, dp+B (6 hits) Jump B, b+A, A, A, B, qcf+C (6 hits) qcf+A, b+A, A, A, B, qcb+B (7 hits) qcf+A, b+A, A, A, B, qcb+B (6 hits) qcf+A, b+A, A, A, B, qcb+B (6 hits) !Jump B, b+A, A, A, B, DM (qcb,hcf+AB),qcf+C, df+B(g) (10 hits) !qcf+A, b+A, A, A, B, DM (qcb,hcf+AB),qcf+C, df+B(g) (10 hits) ~Jump B, b+A, A, A, B, d,d+AB, B, qcf+B, qcb+B, hcf+C, B, A, A, B, DM (qcb,hcf+AB),qcf+C, df+B(g) (18 hits) ===================================================================== Naoe Shigen ----------- Unique normal moves ------------------- b+B# (2 hits in Speed mode, 1 in Power mode. A punch with auto block. on first half of move) f+B (2 hits) Ground attacks --------------- C df+C Combos ====== Both modes --------------- Deep jump B, B, qcb+A (3 hits) Deep jump B, B, hcb,f+C (5 hits) !Deep jump B, B, DM (hcbx2+AB) (4 hits) Power mode only --------------- BC, dp+B (? hits) BC, qcb+B (2 hits) !Deep jump B, B, qcb+A, DM (hcbx2+AB) (5 hits) Speed mode only --------------- Chain combo specifics: d+B# does not chain from any other move. Chains can be ended with a b+B#. Jump B, A, B, dp+A (tap A repeatedly), df+C(g) (12 hits) Jump B, A, A, B, qcb+B (6 hits) *~Jump B, A, A, B, d,d+A, B, dp+A, qcb+B, d+B, BC, dp+B (tap B repeatedly) (10+ hits) ===================================================================== Genbu no Okina -------------- Unique normal moves ------------------- Okina's Jump A can hit twice, depending on height of opponent and timing. d+A (2 hits) f+B (2 hits) d+C (2 hits) Ground attacks --------------- C df+B qcf+A or qcf+B hcb+A or hcb+B Combos ====== Both modes --------------- Jump B, B, qcf+B (3 hits) Jump B, B, dp+A (3 hits) Jump B, B, hcb+A (5-6 hits) Jump B, B, hcb+C, C(g) (5 hits) Power mode only --------------- BC, qcf+B (2 hits) BC, hcb+C, hcb+A (3 hits) Note: You will be on the opposite side of your opponent from when you started the combo after juggling with the hcb+C. In order to get the hcb+A to come out you must do hcf+A. It's a bug. The game must still be recognizing where you started the combo and not where you are currently standing. !BC, DM (f,hcf+AB) (6 hits) !hcb+B, DM (f,hcf+AB), df+B(g) (12 hits) ~BC, SDM (f,hcf+B) (3 hits) Speed mode only --------------- Chain combo specifics: A, A - The second A in this chain hits twice Jump B, d+A, d+B, qcf+B (5 hits) Jump B, d+A, d+B, dp+A (5 hits) Jump B, A, A, B, hcb+A (6 hits) Jump B, b+A, A, A, B, qcf+B (7 hits) ~Jump B, b+A, A, A, B, d,d+AB, A, A, A, A, f+B, hcb+C, C(g) (17-19 hits) *~Jump B, b+A, A, A, B, d,d+AB, hcb+C, hcb+A, d+B, BC, DM (f,hcf+AB) ,C(g) (21-23 hits) Note: Timing on the d+B is EXTREMELY tight. ==================================================================== Washizuka Keiichirou -------------------- Ground attacks --------------- C df+B Finishers --------------- cb,f+C can be ended with qcf+C or qcb+C Combos ====== Both modes --------------- Jump B (cd), d+B, u+B, df+B(g) (3 hits) Jump B (cb), B, f+A (3 hits) Jump B (cb), B, f+C,qcf+C (4 hits) Jump B (cb), B, f+C,qcb+C (4 hits) Jump B, B, qcb+B (Tap B rapidly) (8 hits) !Jump B, B, DM (qcb,hcf+AB), df+B(g) (11 hits) Power mode --------------- BC (cd), u+B, df+B (3 hits) BC, qcb+A (2 hits) !Jump B (cb), B, f+C,qcf+C, DM (qcb,hcf+AB), df+B(g) (14 hits) Speed mode --------------- Jump B (cb), b+A, A, d+A, d+B, f+A (6 hits) Jump B (cb), b+A, A, d+A, d+B, f+C,qcb+C, df+B(g) (8 hits) Jump B, b+A, A, d+A, B, qcb+B (tap B rapidly) (10 hits) !Jump B, b+A, A, d+A, d+B, DM (qcb,hcf+AB), df+b(g) (14 hits) *~Jump B, b+A, A, d+A, d+B, d,d+AB, d+B (cd), u+B, B (cd), d+B, u+B, Jump B, df+B(g) (12 hits) ===================================================================== Shikyo ------ Unique Normal moves ------------------- b+A can be followed up with A, d+A, B, or d+C d+A, d+A# is a chain Ground attacks --------------- C u+B Finishers --------------- qcb+A or B can be finished with u+B, but it requires good timing Almost any attack will connect as opponent falls from DM. u+B after qcb+A or qcb+B is not the normal u+B ground attack. It can be done even if you miss your opponent entirely. It causes the blade to fall in mid flight and if you time it right it will fall on your opponent, hitting them on the ground after having been hit with the qcb+A or qcb+B. dp+A can be finished by tapping A rapidly. This extends range for the move but reduces the number of hits. Tapping B during dp+B has the same effect. Combos ====== Both modes --------------- Jump B, b+A, B, qcb+B,u+B(g) (4-5 hits) Jump B, b+A, B, dp+A (13-15 hits) Jump B, b+A, B, hcf+A, u+B(g) (5 hits) Jump B, B, hcb+C (2+ hits) !Jump B, b+A, B, DM (qcfx2+AB), (as opponent falls) f+C (21 hits) Power mode only --------------- BC, dp+B (3 hits) BC, qcb+B,u+B(g) (2-3 hits) !BC, DM (qcfx2+AB), (as opponent falls) f+C (up to 23 hits) ~Jump B, b+A, B, SDM (qcfx2+B) (12 hits) Speed mode only --------------- Jump B, b+A, A, B, hcf+A, u+B(g) (6 hits) Jump B, b+A, A, d+B, dp+A (13 hits) Jump B, A, d+B, qcb+B,u+B(g) (4-5 hits) ==================================================================== Kanzaki Juzou ------------- Ground attacks --------------- C u+B Hold A, B, or C then release. Running (f,f) over your opponent also hits them. dp+A or dp+B (does not have to make contact with opponent to hit; dp+A hits up to about half screen length, dp+B will hit from all the way across the screen) Finishers --------- DM (qcb,hcf+AB) is finished with qcf+B Combos ====== Both modes --------------- BC, dp+B (2 hits) Jump C, C, dp+B (4 hits) Hold A, Deep Jump B, B, release A (3 hits) Deep jump B, B, qcf+A, dp+B(g) (5 hits) hcb+B (close),qcf+B,qcf+B, dp+B(g) (3 hits) !DM (qcb,hcf+AB),qcf+B, hold B, release B(g) (9 hits) (timing is required so that your opponent winds up in the corner at the end of the DM) Power mode only --------------- !Deep jump B, B, qcf+A, DM (qcb,hcf+AB),qcf+B, hold B, release B(g) (12 hits) (Timing is as in DM combo in Both modes section) Speed mode only --------------- Chain combo specifics: d+B# chains but is to slow to combo Jump C, Hold C, b+A, A, A, B, release C (6 hits) Jump B, b+A, A, A, B, dp+A (6 hits) Jump B, b+A, A, A, B, qcf+A, dp+B(g) (8 hits) ~Jump B, A, A, B, qcf+B, hold B, dp+A, dp+A, dp+A, dp+A, release B(g) (12 hits) Note: The 3rd hit of the qcf+B must be interrupted by the dp+A. The following dp+A's juggle; they are not ground hits. ==================================================================== Ichijo Akari ------------ Unique normal moves ------------------- b+B can be performed 2 times in a row in the corner and be followed up with A, d+A, d+B, or d+C. d+B (2 hits) can only be interrupted on the first hit. Ground attacks --------------- C u+C df+B Finishers --------------- dp+A or dp+B can be finished with an A or B; this does not add hits, but instead makes you roll away after hitting. A rolls forward, B rolls back. dp+A or dp+B can be finished with a d+C if you miss and bounce off the ground; the d+C causes you to attack again. dp+C can be finished with a d+C. d,u+C can be interrupted with the DM on the 1st hit. (Power mode) Combos ====== Both modes --------------- Jump B, B, qcf+B (3 hits) Jump B, B, qcb+A, u+C(g) (3+ hits) Jump B, B, d,u+C, u+C(g) (8 hits) Jump B, b+B, d+B (4 hits) *Jump B, b+B, b+B, qcf+B (4 hits) !Jump B, b+B, d+B, DM (qcb,hcf+AB) (23 hits) Power mode only --------------- BC, d,u+C (2 hits) !Jump B, b+B, d,u+C, DM (qcb,hcf+AB) (23 hits) ~Jump B, b+B, SDM (hcb,f+B) (26 hits) ~Jump B, d+B, SDM (hcb,f+B) (26 hits) Note: You can add an A between the b+B and the SDM for one more hit in a corner The SDM combo with the d+B is mainly there for the difficulty - harder to do but more stylish. Speed mode only --------------- Chain combo specifics: Chains can be ended with a b+B *Jump B, b+B, d+B, d,u+C, u+C(g) (9 hits) Jump B, b+A, A, A, B, d,u+C, u+C(g) (11 hits) Jump B, b+A, A, A, B, qcf+A (6 hits) Jump B, b+A, A, A, B, qcb+A (5+ hits) !Jump B, b+A, A, A, B, DM (qcb,hcf+AB) (25 hits) ~Jump B, A, A, B, d,d+AB, d,u+C, d+B, qcf+B, qcf+B, qcf+B, u+C(g) (14 hits) ==================================================================== Amano Hyou ---------- A few things: DO NOT USE AMANO's JUMP B IN POWER MODE!! It is by far the worst jump B in the entire game, It has terrible lag if you miss, leaving you very vulnerable, and even if you connect with it, you still can't combo anything off of it. Use jump C instead. You can however combo after a jump B in speed mode. Use b+B instead of B. Unlike B, it has very little lag if you miss, and it is much more flexible in terms of combo possibilities. For Jump in comboing use d+B, as b+B is too slow. Amano's SDM can be done with either hcbx2+A or hcbx2+B. With A it travels diagonally upwards, while with B it goes straight forward. Amano's f,db,f+A or f,db,f+B move can be performed as f,b,f+A or f,b,f+B to make things easier. Note that the combo that opens with hcb+B (hold) requires you to hold the button until Amano "grunts" at least twice. The move can still be held until unblockable to get the DM combo. Unique normal moves ------------------- b+B can be followed by any of the following: A, d+A, f+B, d+B, C, f+C, d+C, or df+C d+B (2 hits) f+B (2 hits) Ground attacks --------------- C df+B (can be held) Finishers --------------- After starting the "tap A rapidly" attack, finish it with qcf+B. The attack may or may not combo. Combos ====== Both modes --------------- Jump C, A (tap A rapidly),qcf+B (9-10 hits) Deep jump C, d+B, f,db,f+B, df+B(g) (5 hits) Deep jump C, d+B, dp+C (7 hits) Deep jump C, d+B, df,df+C (6 hits) hcb+C, (after hit) A, dp+C (5 hits) hcb+C, (after hit) tap A rapidly,qcf+B (8-9 hits) hcb+C, (after hit) f,db,f+B, df+B(g) (3 hits) hcb+C, (after hit) hcb+B (2 hits) hcb+C, (after hit) df,df+C (4 hits) hcb+B, f,db,f+A (3 hits) hcb+B, df,df+C, df+B(g) (6 hits) hcb+B, dp+C, df+B(g) (7 hits) !hcb+B (hold B), DM (hcbx2+AB) (12-13 hits) Power mode only --------------- !hcb+C, (after hit), f,db,f+B, DM (hcbx2+AB) (12 hits) !Deep jump C, d+B, f,db,f+B, DM (hcbx2+AB) (12 hits) ~SDM (hcbx2+B), dp+C, df+B (up to 8 hits) Speed mode only --------------- Chain combo specifics: b+B, d+B, f+B is a chain Jump B, df,df+C (4 hits) Jump B, dp+C, df+B(g) (6 hits) Jump C, A, B, dp+C (6 hits) Jump C, A, d+B, tap A rapidly,qcf+B (9-10 hits) Jump C, d+A, d+B (after first hit) df,df+C (6 hits) Jump C, b+A, d+A, d+B, f,db,f+B, df+B(g) (7 hits) Crossup jump B, A, tap A rapidly,qcf+B (10-11 hits) Crossup jump B, d+A, d+B, dp+C (6 hits) Crossup jump B, A, d+A, d+B, f,db,f+B, df+B(g) (7 hits) *~Jump C, A, d+A, d+B, d,d+AB, B, d+B, C, dp+C, hcb+B (15 hits) ==================================================================== Zantetsu -------- Unique normal moves ------------------- d+A, d+A# is a chain d+B (2 hits) Ground attacks --------------- C df+B qcf+A(a) or qcf+B(a) (distance relative) Finishers --------------- d+C(a) can be finished with d+C qcf+A or B can be finished with another qcf+A or B DM (qcb,hcf+AB) can be finished in four ways: qcf+B (ends in move similar to qcb+B) qcf+B, qcf+B (ends in move similar to qcf+B,qcf+B; the final hit is unblockable) qcf+C (ends in move similar dp+C followed by a slam to the ground) qcf+C, qcf+C (ends in move similar dp+C followed by a downward kick similar to the first part of his d+C(a)) Combos ====== Both modes --------------- Dash A, hcb+C (2 hits) Jump B, hcb+C (2 hits) Crossup jump B, C, hcb+C (3 hits) Jump B, d+B, qcf+B,qcf+B (5 hits) Jump B, d+B, qcb+B (6 hits) Jump B, d+B, f,hcf+B (4 hits) Jump B, d+B, dp+C, df+B (6 hits) qcf+A(a) (very deep), A, hcb+C (3 hits) qcf+A(a) (very deep), A, qcb+B (6 hits) qcf+A(a) (very deep), A, dp+C (4 hits) qcf+A(a) (very deep), A, qcf+A,qcf+A (5 hits) !Jump B, d+B, DM (qcb,hcf+AB),(any finisher) (10-11 hits) Power Mode only --------------- Jump B, B, hcb+C (3 hits) !Jump B, d+B, qcb+B, DM (qcb,hcf+AB),(any finisher) (11-13 hits) ~qcf+A(a) (very deep), A, SDM (hcbx2+B) (7 hits) ~Jump B, C, SDM (hcbx2+B) (6 hits) Speed Mode only --------------- Crossup jump B, b+A, A, A, B, qcb+B (8 hits) Crossup jump B, b+A, A, A, B, qcf+B,qcf+B (7 hits) Crossup jump B, b+A, A, A, d+B, f,hcf+B (7 hits) Crossup jump B, A, A, B, dp+C, df+B (10 hits) qcf+A(a) (very deep), A, A, B, qcf+B,qcf+B (7 hits) qcf+A(a) (very deep), A, A, B, qcb+B (8 hits) !Crossup jump B, b+A, A, A, d+B, DM (qcb,hcf+AB),(any finisher) (13-14 hits) !qcf+A(a) (very deep), A, A, d+B, DM (qcb,hcf+AB),(any finisher) (12-13 hits) *~Jump B, b+A, A, A, B, d,d+AB, Hop B, d+C(a),(on 6th hit) d+C, B(a), dp+C,df+B(g) (19-21 hits) ==================================================================== Lee Rekka --------- Unique normal moves ------------------- B, f+C# (4 hits) Lee's Jump B can hit twice, depending on height of opponent and timing f+B (2 hits) Ground attacks --------------- C u+C Finishers --------------- dp+B can be finished with d+B AB can be finished with either A, B, or C (all 3 are the same), d+C x 3, or db,b+B hcb+B can be finished with a hcf+B, unfortunately it does not come out quickly enough to combo, except during a custom combo in Speed mode. It can however be performed on the other side of your opponent, requiring them to block in the opposite direction, so it does have the virtue of being slightly tricky Combos ====== Both modes --------------- Jump B, B, C, hcb+A (5 hits) Jump B, B, C, dp+B,d+B, u+C(g) (7 hits) Jump B, B, C, qcb+C x 3, C(g) (13 hits) AB, B, dp+B,d+B, u+C(g) (5 hits) AB, A, hcb+A (3 hits) AB, C, qcb+C x 3, C(g) (11 hits) AB, d+C x 2, hcb+A (4 hits) AB, d+C x 2, qcb+C x 3, C(g) (12 hits) AB, d+C x 2, dp+B,d+B, u+C(g) (5 hits) !Jumping B, B, C, DM (hcb,db,f+AB), C(g) (7 hits) Power mode only --------------- B, b+C (2 hits) BC, dp+B,d+B, u+C(g) (4-7 hits) !AB, B, DM (hcb,db,f+AB), C(g) (5 hits) !AB, d+C x 2, DM (hcb,db,f+AB), C(g) (6 hits) !AB, B, hcb+A, DM (hcb,db,f+AB), C(g) (7 hits) ~AB, B, SDM (qcb,hcf+B) (27 hits) Speed mode only --------------- Chain combo specifics: B, d+C x 3 and d+B, d+C x 2 and d+B, df+C are all chains. B, f+C# and d+B, f+C# and d+B, d+C, f+C# are all chains, but unfortunately the f+C# does not come out quickly enough to actually combo. B, f+C# can be followed by an A, B, C, or a special move. Jump B, b+A, A, A, B, d+C x 2, hcb+A (9 hits) Jump B, b+A, A, A, B, dp+b,d+B, u+C(g) (9 hits) Jump B, b+A, A, A, B, d+C x 2, dp+B, u+C(g) (9 hits) Jump B, b+A, A, A, B, d+C x 2, qcb+C x 3, C(g) (17 hits) !Jump B, A, B, DM (hcb,db,f+AB), C(g) (7 hits) ~Jump B, b+A, A, A, B, d+C x 2, d,d+AB, f+B, hcb+B,hcf+B, dp+B, u+C(g) (14-17 hits) Note: If this combo is performed in the corner you can juggle with another dp+B after the first and then follow it up with u+C for up to 20 hits *~Jump B, b+A, A, A, B, d,d+AB, Hop d+C(a), f+B, A, B, f+C, qcb+C x 3, C(g) (29 hits) ==================================================================== Hakazuki Musashi ---------------- Musashi can raise his power meter by holding down A Unique normal moves ------------------- b+B (2 hits - juggles) df+B# (2 hits) d+B is uninterruptable in Power mode Ground attacks --------------- df+B Combos ====== Both modes --------------- Jump B, B, dp+B (3 hits) Jump B, B, hcf+A (6 hits) b+B, dp+B (3 hits) b+B, qcf+B (5 hits) !Jump B, B, DM (qcb,hcf+AB) (8 hits) Power mode only --------------- !Jump B, B, qcf+A, DM (qcb,hcf+AB) (11 hits) ~b+B, SDM (3 hits) Not effective, but a combo all the same... Speed mode only --------------- Chain combo specifics: Chains can be ended with a b+B or df+B#. Jump B, b+A, A, A, B, dp+B (6 hits) Jump B, b+A, A, A, B, b+B, qcf+B (8 hits) Jump B, b+A, A, A, B, hcf+A (9 hits) *Jump B, b+A, A, A, B, b+B, dp+B, df+B(g) (9 hits) ==================================================================== Kagami Shinnosuke ----------------- Pressing BCD changes Kagami into his 2nd round form from the single player game. This requires a maxed meter or low health. In this form he does more damage, more hits, and has more moves. 2nd DM (f,hcf+AB) can only be done after BCD powerup; it is unblockable. Kagami's BCD powerup does not diminish health like Kaede's BCD awakening. After the BCD powerup, B can often be replaced with C for an extra hit in combos, but this does less damage. Unique normal moves ------------------- When powered up with BCD C (2 hits) A (2 hits) Ground attacks --------------- C (Only when powered up with BCD) df+B Combos ====== Both modes --------------- Before BCD powerup: Jump B, A, hcb+C, df+B (5 hits) Jump B, B, qcf+B (5 hits) Jump B, B, dp+B, df+B(g) (5 hits) d+C(a), hcb+C (2 hits) d+C(a), qcf+B (4 hits) d+C(a), dp+B, df+B(g) (3 hits) !Jump B, DM (qcf+AB)(a) (3 hits) After BCD powerup: Jump B, B, hcb+C, df+B (5 hits) Jump B, B, qcf+B, df+B(g) (4-5 hits) Jump B, B, dp+B, C(g) (9 hits) Jump B, B, hcf+C (3 hits) d+C(a), hcb+C (2 hits) d+C(a), qcf+B, df+B(g) (3-4 hits) d+C(a), dp+B, C(g) (8 hits) !Jump B, DM (qcf+AB)(a) (6 hits) Power mode only --------------- Before BCD powerup: !d+C(a), DM (qcf+AB) (3 hits) ~Jump B, B, SDM (qcb,hcf+B) (5 hits) After BCD powerup: *BC, dp+B, df+B(g) (5 hits) !d+C(a), DM (qcf+AB) (6 hits) Speed mode only --------------- Before BCD powerup: Jump B, b+A, A, A, B, qcb+B (8 hits) Jump B, b+A, A, A, B, dp+B, df+B(g) (6-8 hits) After BCD powerup: A, A - Both A's in this chain hit twice Jump B, b+A, A, A, B, qcb+A, df+B (9 hits, df+B hits in corner) Jump B, b+A, A, A, B, qcb+B, C (10 hits, C only hits in corner) Jump B, b+A, A, A, B, dp+B, C(g) (11-13 hits) *~Jump B, b+A, A, A, B, d,d+AB, A, B, qcf+B, qcb+A, hcf+C, dp+B (20 hits) ==================================================================== Credits: Travis (Ukyo) Bayne (ukyo@avana.net) Co-author Pedro Colman-Arrellaga (hissatsu@cris.com) Co-author Steve Kidwell (skidwell@rebel.ticz.com) Co-author Lots of thanks to Andrew Seyoon Park for some explanation of pre-buffering and general combo help. Thanks to Barry Newsome for help with combos. Thanks to SNK for making the game. ====================================================================