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Victory Rush
Trunks (GT) Trunks teleports to the opponent and unleashes an auto-combo with occasional local teleports throughout.
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Dancing Parapara
Trunks (GT) Trunks performs a dance which lasts several seconds, quickly recovering his stamina if he does. If there is an opponent near enough to him, they will also be forced to dance, unable to do anything until the dance ends unless they use an Evasive Skill. If the opponent is trapped in the dance, they will lose a little bit of ki toward the end.
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Kamehameha
Trunks (GT) The ol' signature Kamesennin style power blast.
Can be charged to do more damage by holding the button; if this is done while Super Saiyan, he will also teleport to the opponent before unleashing.
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Beast Cannon
Dark Talbain Dark Gallon Talbain rushes right at his foe, or downwards at an angle if done in the air. Can change direction once with another direction+@term=anypunch@ (four redirects available when ES'd).
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Wave Dash
Rain For a brief time, Rain can slide on puddles, allowing his backward and forward dashes to be faster and longer.
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Hydro Boost
Rain Rain rises into the air on a jet of water, while a damaging water also appears on either side of him.
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Purple Pain
Rain Rain summons a stormcloud high in the air, which drifts slowly and fires off a lightning bolt.
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Quantum Rift
Rain Rain slices a hole in the space/time continuum that parries projectiles.
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Air Quantum Slice
Rain Rain uses his Quantum Slice to propel himself forward in the air, hitting the opponent if they're in his way; the slice itself also damages the opponent on contact. Holding Down when he does the move will send him diagonally downward instead of straight across.
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Quantum Slice
Rain Rain cuts a hole in the space/time fabric that damages the opponent.
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Tidal Wave
Rain Rain punches the ground and causes large waves of water to splash on each side of him.
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Evaporate
Rain Rain turns into water in his shape, becoming completely invincible while in this form. Can be extended for a few seconds by holding the button.
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Hydroplane
Rain Rain pivots back with his palms up and a short wall of water in front of him, then slides forward and delivers a palm strike. Can be delayed by holding the button, and the move can be canceled by pressing Down twice.
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Argus Plunge
Rain Rain turns into a big ball of water and floats forward. Catching the opponent with it will put them in the ball and tumble them a bit he turns back to normal and slams them into the ground.
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Geyser Palm
Rain Diagonal anti-air version of the Water Blast/Riptide that is unblockable, hits twice, and knocks the opponent to the other side of the screen.
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Misery Blade
Scorpion Scorpion starts slowly drawing his katana, during which he has several attack options.
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Demon Dash
Scorpion Scorpion becomes a flaming skeleton and glides forward. If he catches the opponent as his trajectory finishes, he'll grab the foe turn back to normal, with his hand turning back last with, with a firey detonation. If he reaches them before the end of the glide, he'll run through them first for additional damage, and grab them from the back.
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Death Spin
Scorpion Scorpion spins his spear around vertically three times and then throws it straight.
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Demon Slam
Scorpion Scorpion's hand catches on fire and he grabs the opponent, spinning them around and as they drop, he smashes their face into the ground, then follows up by stabbing their back with a katana.
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Hell Port
Scorpion Scorpion pops off the side of the screen behind him, leaving an after-image of himself that fades away into cinders while he appears from the other side with a high kunai strike.
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Big Bomb
Blues Blues places a large cartoon bomb on the battlefield. It takes some time to detonate, but if the opponent is in the vicinity when it does, it'll send them sky-high with massive damage. The bomb does not damage the player that set it, but can be knocked around the stage by either player.
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Dynamite Heaven
Blues Blues performs a short hop and creates a localized explosion.
Ultra Fight Da! Kyanta 2 |
super
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Z Attack
ZackyWild Zacky crosses his legs in the air and sends out afterimages to attack.
Ultra Fight Da! Kyanta 2 |
(in air)
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super
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Vanish
Mileena Mileena trades slightly decreased damage for brief invisibility, appearing only as an undefinable purple haze.
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Sai Slide
Mileena Mileena sends an energy sai across the ground, which will travel a short time, or until it gets to the opponent's position, and then shoot straight up into the air. Holding the Attack 1 button will cause it to travel the ground for as long as the button is held, for a maximum of 2.5 seconds.
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Kahnum Dash
Mileena Mileena runs toward the opponent for as long as the Attack 4 button is held, up to a maximum of 4 seconds, and then slides and trips up the opponent at the end of the move. The dash can be canceled for 1 bar of defensive meter by pressing Down twice.
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Stabyscotch
Mileena Mileena grabs her opponent by the face and pushes them to the ground behind her, then turns around and mounts them while she stabs them in the eyes rapidly seven times.
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Let Us Dance
Mileena Mileena performs three Tele-Kicks, then lands and jams her sai into the sides of the opponent's head, takes a bite out of their forehead, and then stabs them in the eyes.
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Fade Away
Mileena Mileena tosses her sai to the ground a distance behind her and disappears for a brief second, reappearing where the sai is. Holding Attack 2 will keep her disappeared for as long as it's held, for 4 seconds maximum.
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Fade Towards
Mileena Mileena tosses her sai to the ground a distance in front of her and disappears for a brief second, reappearing where the sai is. Holding Attack 2 will keep her disappeared for as long as it's held, for 4 seconds maximum.
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Fade
Mileena Mileena tosses her sai to the ground and disappears for a brief second. Holding Attack 2 will keep her disappeared for as long as it's held for 4 seconds maximum.
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Low Pounce
Mileena Against ducking opponent, Mileena will slap her hands on their shoulders and leapfrog over them. Can be followed up with additional attacks.
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High Pounce
Mileena Mileena performs a Frankensteiner to the foe and rolls away after they hit the dirt. Can be followed up with additional attacks.
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