Adon
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Special Moves [XAV]
Adon leaps to the wall behind him and rebounds with a straight jumpkick at an angle.
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Super Moves [XA_]
Elbow autocombo followed by rising kicks. At level 3 (or in X-ism) can be followed up with rapid punches or repeated Rising Jaguars.
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Super Moves [XA_]
Ends the combo with a multi-hit Rising Jaguar. Level 3 or X-ism only.
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Birdie
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Command Moves [X__]
Assuming both hits of close @term=3punch@ connect, Birdie will automatically follow up with a jumping axehandle.
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Command Moves [XAV]
Formerly Birdie's regular standing @term=3kick@, his lazy overhead axe kick is now a command normal.
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Charlie Nash
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Super Moves [_A_]
Charlie launches a series of sonic booms, press @term=anypunch@ for more.
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Chun-Li
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Throw Moves
Chun's standard arm drag throw done in mid-air.
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Command Moves
Chun Li stomps with extended leg and rebounds, capable of doing any air attack afterwards (including more stomps).
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Special Moves [X]
Legs extended and hovering upside-down, Chun Li whirls at her opponent.
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Cody Travers
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Command Moves [__V]
In V-ism, Cody will automatically dodge into the background and avoid some attacks completely, instead of blocking normally.
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Special Moves [XAV]
A reversal after being knocked down, but not by "sweep" type moves (ie, any knockdown you could air recover from). Cody tosses sand towards the opponent, if hit they're knocked back and roll away.
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Special Moves [XAV]
Cody goes for the knife. All his punches become more powerful and do tick damage.
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Special Moves [XAV]
Cody throws some rocks at the opponent. You can hold Punch to delay the move.
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Super Moves [XA_]
In A-ism, a punch autocombo that makes reference to Cody's "infinite combo" glitch in Final Fight (attack twice, turn around to reset, repeat). In X-ism Cody briefly plays differently, able to mash punch to automatically execute his Final Fight combo.
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Fei Long
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Gen
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Throw Moves
Gen gets in low and blows the opponent away with multiple strikes.
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Super Moves [So-Style]
Gen lashes blows at his opponent, and when hit a timer appears over their head. Each tick deals more damage, and if they do not strike Gen before it decreases to zero, they are dizzied.
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Guy
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Special Moves
Guy runs forward and either stops, slides, or overhead jump kicks depending on which kick is pressed first.
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Special Moves
Guy flips forward, and delivers an elbow drop. With proper timing, becomes a ninja style power bomb.
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Super Moves
Guy rushes the opponent with punches and kicks.
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Super Moves
Guy rises with an aerial combo of successive blows.
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Ingrid
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Karin Kanzuki
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Special Moves
Catches and reverses a high (@term=anypunch@) or low (@term=anykick@) attack.
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Special Moves
Karin leaps at the opponent swinging her arms down.
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Special Moves
Advancing elbow strike, @term=anypunch@ follows up with another (Ressen Chuu)
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Super Moves
A rush of Gurenken punches with a Mujin Kyaku finish.
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Rolento
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Throw Moves [XAV]
A string of grenades around the opponent's neck (light fuse and get away).
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Command Moves [XAV]
Rod pogo attack. From A3 onwards, rebounds forward off the ground and can be repeated indefinitely.
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Special Moves [XAV]
@term=anypunch@ or @term=anykick@ throws a knife after the initial jump, angle determined by strength. The knife can be destroyed by normal attacks as well as other projectiles.
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Special Moves [XAV]
Rolento jumps to the wall behind him then springs off at the opponent. Rolento's speed can be controlled with @term=forward@ or @term=backward@.
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Special Moves [XAV]
A roll backwards, pressing @term=anypunch@ again causes Rolento to leap forwards with a strong rod attack.
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Special Moves [XAV]
A hop backwards, if @term=anypunch@ is pressed just before landing Rolento will quickly roll forwards to attack.
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Super Moves [_A_]
Rolento rolls backwards and drops multiple grenades, the ensuing explosions pull the enemy towards him.
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Super Moves [_A_]
Rolento launches multiple knives into the air, they come down on top of the opponent.
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Super Moves [XAV]
Rolento extends a tripwire across the floor. A caught opponent will be strung up with assistance from one of Rolento's goons.
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Rose
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Special Moves
Rose jumps up at the opponent and tosses them down to the floor.
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Special Moves
Rose absorbs or reflects (horizontally / vertically) an incoming projectile depending on button used.
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Special Moves
Rose wraps her arm in scarf and punches at the enemy.
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Super Moves
A more powerful Soul Spark, proceeded by a reflect (can even reflect super projectiles) when more super meter is involved.
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Super Moves
A more powerful Soul Throw, proceeded by some launching hits when more super meter is involved.
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Ryu
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Special Moves
Flaming red variant of the Hadoken, always knocks down.
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Sakura Kasugano
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Throw Moves
Sakura grabs onto the opponent and kicks them back as she launches herself away from them.
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Throw Moves
Sakura gets behind her opponent and wrenches their neck in a headlock and finishes by smashing her elbow into them.
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Basic Moves
Sakura laughs and points her finger. Collision with the finger damages.
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Super Moves [A]
Sakura slides forward with repeated leg sweeps, then finishes with a spinning back kick.
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Sodom
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Throw Moves [XAV]
Length of toss differs if @term=anypunch@ or @term=anykick@ is used.
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Throw Moves [XAV]
Air grab and powerbomb, essentially Busumetsu Buster skipping the first half.
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Special Moves [XAV]
Charge forward with jitte held out. If Sodom hits his opponent on the ground, he grabs and pushes them forward along the ground for flaming rugburn.
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Special Moves [XAV]
A counter that only works on overheads. Simply tosses countered opponent away.
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Special Moves [XAV]
A rushing attack with the jitte, particulars of the swing change with @term=anypunch@ strength.
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