Brocken
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Command Moves
Brocken flies forward, arms outstretched. Vertical movement can be controlled.
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Special Moves
Spark Thunder with extended arm. Only the hand's electricity hits, will whiff if too close.
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Special Moves
Slide forward with short, rapid shell-expending jabs from one arm.
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Special Moves
Series of rapid kicks with back to the ground, followed by a vaulting kick with both legs. The rapid kicks defeat projectiles.
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Captain Kidd
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Special Moves
Captain Kidd performs an uppercut. A watery shark-shaped projection enhances this move's hitbox and power.
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Dragon
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Throw Moves
Simply snatch opponent out of the air and throw them to the ground.
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Special Moves
Vertical jumping high kick followed by descending dive kick.
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Special Moves
Series of rapid kicks with back to the ground, followed by a vaulting kick with both legs. The rapid kicks defeat projectiles.
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Erick
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Special Moves
Erick grabs with his horns and spins into the sky, coming back down shortly after the opponent and impaling their belly.
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Special Moves
Aegir and Hevring are sea giants in Norse mythology.
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Fuuma
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Throw Moves
Fuuma grabs the opponent and spins in mid-air before tossing him to the ground. A tomoe is a traditional Japanese comma-swirl shape.
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Special Moves
Fuuma bursts into flame and leaps up before descending downwards at an angle.
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Special Moves
A rising uppercut accompanied by the image of a coiled dragon.
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Special Moves
Becomes a human pinwheel and flies forward horizontally. Fuuma's wild and undisciplined nature causes him to shake up and down as well.
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Special Moves
Two shurikens thrown at once for a larger projectile.
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Hanzou
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Special Moves
A flying uppercut, the image of a dragon coils around Hanzou's body.
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Special Moves
With this technique, Hanzou is capable of teleporting to almost any point on the screen.
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Special Moves
Hanzou becomes a human pinwheel and flies through the air horizontally.
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Special Moves
Two shurikens thrown together form one projectile for wider coverage.
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J. Carn
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Special Moves
In WH2J, Carn takes off at a 45 degree angle and rebounds off walls and floor at similar angles. In Perfect, travels in a stunted arc-shape and hits several times.
A pangolin is an anteater-like animal which curls into a ball.
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Special Moves
Leap forward in an arc and press down in a sitting position. Repurposed into an air command dive in Perfect.
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J. Maximum
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Special Moves
Punts opponent into the air then shoulder-charges them all the way to the opposite corner.
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Special Moves
Johnny leaps up and descends headfirst, range depending on strength pressed. With full HERO Meter, spins for more hits.
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Jack
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Special Moves
Jack drills into the ground and moves forward with only his knife-claw exposed.
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Special Moves
A forward diving attack with a hidden knee-blade. With full HERO meter Jack spins for more hits.
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Special Moves
A leap forward with claws extended downwards. On hit or block Jack will spin for several hits and then hop back.
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Special Moves
Jack drops prone, then crawls forward by wheeling his claws around.
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Janne
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Mudman
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Muscle Power
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Special Moves
A standard command throw in WH2, in 2J it becomes a formidable anti-air-only grab.
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Rasputin
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Special Moves
Differs from the fireball with slight windup lag in front, compensated by faster projectile.
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Special Moves
Standard fire projectile, air version travels down at an angle.
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Ryofu
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Special Moves
A descending combo of kick and spearhead in one blow. Executed from the ground in 2J but the air in Perfect.
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Ryoko
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Special Moves
Any attack after a triangle jump becomes a downwards flying cross chop.
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Special Moves
Ryoko bows, then dashes forward for a grab attempt.
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Shura Nai Khanomtom
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Special Moves
Shura knees off the top of the screen and stays gone for an inordinate amount of time, finally coming back several seconds later.
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Zeus
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