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FAQ/Move List by Kao Megura

Version: v0.1b | Updated: 04/27/2004

 for the Neo*Geo / Arcade
 by Chris MacDonald

 Unpublished work Copyright (c) 2004 Chris MacDonald

 The guidelines for using this faq are simple; don't sell it or give it
 away, don't reprint it without obtaining permission, and don't bother
 posting it on a website (I'm only releasing it for www.GameFAQs.com to
 host).  You may not incorporate any part of this FAQ into your own guide
 without obtaining my express written permission.

 Game magazine/guide/site authors are not allowed to use this FAQ, the
 following in particular: Ziff-Davis Video Game Group (publishers of
 Expert Gamer), Game 13th Magazine, IDG Media, Future Publishing, Ltd.
 (publishers of PlayStation Power, Official UK Play Station Magazine),
 Brady Games, Prima Games and Eric Pratte, CheatCC.com, Shoryuken.com,
 Guardcrush.com, Kibagami, and IGN.
 Samurai Spirits and all characters are (c) SNK-Playmore.  SSZ is (c)
 Yuki Enterprises.


      - Author's Note
      - Revision History
      - Special Thanks

      - FAQ Notation
      - Changes from SSZ/SS5
      - Basic Commands

      - Basara Kubikiri
      - Charlotte
      - Enja
      - Gaira Kafuin
      - Galford
      - Gaoh Hinowanokami Kyougoku
      - Genjuro Kibagami
      - Hanzo Hattori
      - Haohmaru
      - Jubei Yagyu
      - Kazuki Kazama
      - Kusaregedo Youkai
      - Kyoshiro Senryo
      - Liu Yunfei
      - Mina Majikina
      - Mizuki Rashoujin
      - Nakoruru
      - Rasetsumaru
      - Rera
      - Rimururu
      - Shizumaru Hisame
      - Sogetsu Kazama
      - Suija
      - Tam Tam
      - Tokisada Shiro Amakusa
      - Ukyo Tachibana
      - Yoshitora Tokugawa
      - Zankuro Minazuki

      - Cancels / Block Cancels
      - Counter Hits
      - Damage Chart
      - Guard Destroyer
      - Instant Jump
      - Issen
      - Kenki Gauge
      - Life Gauge
      - Losing Your Weapon
      - Meditation
      - Mid-Air Moves
      - Mu no Kyouchi
      - Rage Explosion
      - Rage Gauge
      - Stored Input
      - Suicide Moves
      - Sword Clash
      - Triangle Fall

      - Translations


 Hi, welcome to my SSZS FAQ.  This is just a simple guide for those who
 want to know the basics.  I'm sure someone will write a more detailed
 guide at some point.  If you'd like to contribute something, you can
 reach me at: <k.megura (at) eudoramail (dot) com>.

 Please don't write in about ROM or emulator related questions because
 I don't know the first thing about either topic.  Thanks.  Also, I've
 put a lot of time into this, so please be respectful and not reprint
 or borrow information from this FAQ without permission.  It's happened
 before and is not something I enjoy dealing with.

 On that note, DJ Tigresa, leave my FAQs alone.  You obviously didn't
 get your movelists from <www.samurai-zero.jp> as you stated, because
 you copied the same mistakes that were in v0.7 of my SS5 FAQ and use
 my names for moves instead of theirs.  Stop "referencing" my guides
 without even asking and do your own work.


 Version 0.1b  (April 26, 2004)
  - The first release.  Basically v0.8 of my SSZ/SS5 FAQ with the
    moveslists and translations for the new characters and moves added
    in, as well as some corrections.  Notes on the new characters are
    from previous games (SS2, SS4, SS5, etc.)  Obviously, some of the
    info. may no longer apply.  Once  I've played the game, I can start
    weeding out the differences.

 Version 0.1  (April 22, 2004)
  - Pre-release version; movelists only.


 Special thanks goes to the following for providing the information found
 in this guide:

  - For lots and lots of information on the characters, gameplay notes,
    etc.  He noticed that you could avoid throws using the Lay Down and
    sent in all of the new Kenki Gauge-related information, too.

  - Explained how the Rikudou Rekka really works.
 Basel Al-Shehab
  - Explained how you can use the Rage Explosion while getting hit.

 A S
  - Notes on the Senpuu Retsu Zan: Setsu.

  - Mentioned that sword clashes were still in the game.
 Charles MacDonald
  - As always.  For letting me hog his computer for hours at a time.
  - For some location test report info. posted in the forums.  MMCafe
    is a great site for gaming news (even if updates are sporadic,
    there's always new news in the BBS).

  - Info. on most character's movenames and movelists.
  - For a LOT of info.  Advanced gameplay tactics (like instant jumps
    and cancel block), bug. info, tactics for landing the Rakuin Oshi,
    etc.  A very impressive page.

  - For moveslist information (spellings and commands) for all
  - For system and gameplay info, and notes on character moves.
  - For assistance with translations.

  - For assitance with translations.

  - For their excellent Japanese word processor.


 [ CONTROLS ]  ----------------------------------------------------------

 All commands are entered assumed you are facing towards the right.  If
 on the 2P side, reverse your controls.

 ub   u   uf            Up-Back         Up         Up-Forward
   \  |  /
 b -- n -- f            Back          Neutral         Forward
   /  |  \
 db   d   df            Down-Back      Down      Down-Forward

 The button layout has changed since SS4.  A / B / AB are the Slash
 buttons, where AB is the Strong Slash (much like SS2).  C is used for
 kicks, and D is mainly used for a variety of dodge moves.
     B   C   D                       Medium Slash   Kick   Special
 A                      Weak Slash

 [ NOTATION ]  ----------------------------------------------------------

 Here's a list of some of the notation used in this moveslist:

 S                              Press any Slash (A / B / AB)
 any                            Press A / B / C / D
 ub~uf                          Can use ub / u / uf
 db~df                          Can use db / d / df
 uf~df                          Can use uf / f / df
 a-u                            Any direction but directly up
 a-d-u                          Any direction but directly down or up
 n                              neutral (return joystick to default pos.)
 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)
 360                            Spin joystick in a full circle (360 deg.)
  _                             Indicates follow-up command
 x#                             Perform # of times (N=infinite)
 (hold)                         Can hold the button or direction used
 (air)                          Can perform while airborne
 in air                         Must perform while airborne
 when down                      When knocked down onto the ground
 when hit                       When hit by an enemy's attack
 when near                      Perform when near your opponent
 when near in air               Both players are airborne and nearby
 apex of jump                   At the height of a jump; before you fall
 Charge                         Hold in 1st direction for 2 seconds
 R^                             Full Rage Gauge or Rage Explosion needed
 Z^                             R^ requirements + foe's life is blue
 WFT                            Weapon-Flipping Technique
 <name>                         Not the official name used
 Kenki (Sword Spirit)           Thin green bar below the Life Gauge
 Raged                          When your Rage Gauge is full, or
                                once you've used the Rage Explosion

 Cancel chart info:

 c                      Cancelable
 b                      Animation is cancelable prior to actual hit
 -                      Not cancelable
 /                      Divides hits


 - Amakusa, Mizuki, Zankuro, and Gaoh (all the previous SS bosses) have
   been added as playable characters.  Mizuki has been re-animated.

 - Unfortunately, Poppy, Sankuro, and Yumeji seem to have been removed.

 - Every character has gained a Zetsumei Ougi (Near-Death Secret) move.
   These can be used to kill your opponent outright, but can only be
   used in special situations (you must be Raged and your opponent's
   Life Gauge has to have turned blue).

 - The command for the Guard Destroyer throws has changed (you perform it
   as "b / f + CD" instead of "b / f + C."

 - The Mu no Kyouchi command is now "press BCD" instead of "qcb + CD"
   (which is now the Zetsumei Ougi command).

 - Characters have some minor changes, but most seem to have no new moves
   or abilities (and some characters have lost moves, like Galford and
   Hanzo's teleports, or Yunfei's triangle jump).


 These are the basic moves any character can use.  For more details on
 these moves, take a look at the "Gameplay Notes" section.  The column
 to the right indicates whether you must have a weapon equipped (E), or
 be unarmed (U), or if it doesn't matter either way (-).

 Some moves are more well-known by their Japanese name (i.e. the Issen
 and Mu no Kyouchi), so those names are kept with the translations
 listed next to them.

 Hold b when attacked           Standing Block                          -
 Hold db when attacked          Crouching Block                         -
 Press u when knocked down      Quick Getting Up                        -
 Press f when knocked down      Getting Up Forward Roll                 -
 Press b when knocked down      Getting Up Backward Roll                -
 Press ub~uf                    Jump                                    -
 Tap b,b                        Backstep                                -
 Tap f,f (hold f to run)        Dash                                    -
  _press b                      Emergency Stop                          -
  _press ub~uf                  Dash Jump                               -
  _press S                      Dashing Slash                           E
  _press C                      Dashing Kick                            -
 Press A                        Weak Slash                              E
 Press B                        Medium Slash                            E
 Press AB                       Strong Slash                            E
 Press S when unarmed           Unarmed Attack                          U
 Press C while standing         Upper Kick                              -
 f + C                          Low-Aimed Attack                        -
 d + C                          Crouching Kick                          -
 df + C                         Leg Sweep                               -
 Hold D while standing          Meditation                              -
 b + D                          Lower Evade                             -
 f + D                          Hopping                                 -
 d + D                          Lay Down                                -
 df + D                         Forward Roll                            -
 db + D                         Backward Roll                           -
 qcb,f + D                      Deflecting                              E
 qcb,f + D                      Serious Swordblade Catch                U
 Press BC                       Surprise Attack                         -
 db~df + BC near w/ foe down    Small Pursuit                           -
 ub~uf + BC when foe is down    Big Pursuit                             -
 f + CD when near               Guard Destroyer: Pushing Away           -
  _press S                      Destroyer Slash                         -
 b + CD when near               Guard Destroyer: Pulling Towards        -
  _press S                      Destroyer Slash                         -
 qcf + CD                       Weapon-Flipping Technique               ?
 qcb + CD                       Zetsumei Ougi (Near-Death Secret)       ?
 Press ABC                      Rage Explosion                          E
 Press BCD                      Mu no Kyouchi (State of Nothingness)    -
  _press BCD                    Issen (Flash)                           -
 b,f,df,d + Start               Jiketsu (Suicide)                       E
 Press Start x3                 Weapon Discarding Taunt                 E
 Press A / AB near your weapon  Weapon Pick-Up                          U
 Tap any x10 if weapons clash   Sword Clash Competition                 E
 - The Dash and Running are cancelable (although you cannot cancel
   them into the Low Aimed Kick, Foot Sweep, Meditation, Lay Down,
   Surprise Attack, either (qcb,f+D) move, Mu no Kyouchi, Weapon
   Discarding Taunt, or Suicide).
 - The Lower Evade makes you hop upward, while the Hopping makes you
   hop forward.
 - You can evade high attacks using the Lower Evade, Hopping, or Lay
 - The Lay Down can be used to evade ANY throw with a miss animation
   (so this excludes Gedo's throws and the Yami Yashiro).  Otherwise,
   if it's a throw (even ones like Tam Tam's qcf + C throw, or the
   Shin Mozu Otoshi, you can dodge it, providing you Lay Down before
   the throw comes out.  This includes the "Guard Destroyer" throws
   that most characters have.
 - The Deflecting will momentarily stun your opponent.  It only works
   against an opponent's weapon (not unarmed attacks or kick attacks).
   This includes special moves, however.
 - The Serious Swordblade Catch will disarm your opponent.  It only works
   against an opponent's weapon (not unarmed attacks or kick attacks).
   This includes special moves, however.
 - The Surprise Attack is an overhead move.  You must block high in order
   to avoid getting hit.
 - You must be near your opponent in order to use the Small Pursuit,
   although you can use the Big Pursuit from anywhere on screen (though
   it won't hit from too far away).  You can hit an opponent with a
   pursuit attack more than once, if they don't bother to roll out of
   the way (and if you are quick about it).
 - You can use the Destroyer Slash even if unarmed, despite the name.
 - You have to have a full Rage Gauge (or a draining one, if you've
   just used the Rage Explosion) in order to use the Weapon Flipping
 - Your Life Gauge must be flashing blue before you can use the Mu
   no Kyouchi.  This occurs when you've lost a round and your life
   has dropped below the triangle mark above your Life Gauge.
 - To use the Zetsumei Ougi, you must have a full Rage Gauge or have
   used the Rage Explosion.  However, your opponent must also be able
   to (or have already used) the Mu no Kyouchi.  This state occurs
   when they have lost a round and their life has fallen below a
   certain point indicated by the triangle marker above their Life
   Gauge, which causes their Life Gauge to turn blue.


 Characters are listed in alphabetical order, with the first names
 first instead of family names first.  Moves are listed in this order:
 special moves, Weapon Flipping Technique, Zetsumei Ougi (aka the
 "Near-Death Secret").  The column to the right indicates whether you
 must have a weapon equipped (E), or be unarmed (U), or if it doesn't
 matter either way (-).

 After the moveslist is a chart of cancelable attacks, and then some
 notes on that character, if applicable.

 uf~df near a wall in air       Sankaku Tobi                            -
 qcf + S                        Chisashi                                E
 qcf + S in air                 Sorasashi                               E
 qcf + C                        Nue Dama                                E
 qcb + C (hold)                 Kage Sui                                -
  _move b / f                   Zengo Idou                              -
 f,d,df + S                     Kage Ide                                E
 f,d,df + C when near           Tomobiki                                E
 b,d,db + A                     Kage Damashi: Zenpou Jump               -
 b,d,db + B                     Kage Damashi: Suichoku Jump             -
 b,d,db + C                     Kage Damashi: Kouhou Jump               -
 b,d,db + AB                    Kage Damashi: Zenshin                   -
 b,d,db + AC                    Kage Damashi: Zenten                    -
 b,d,db + BC                    Kage Damashi: Fumikomi                  -
 b,d,db + BD                    Kage Damashi: Enbu                      -
 d + C in air                   Sashi Ashi                              -
 db / df + C in air             Toukotsu Wari                           -
 qcf + CD                    R^ Kagemai: Yumebiki                       E
 qcb + CD                    Z^ Gokumon                                 E

        Cancel chart       A       B       AB      C
        Stand near         -       c       -       -
        Stand far          -     -/-/-     -       -
        Crouch near        -       c      -/-      -
        Crouch far         -      c/c      -       -
        Dashing           -/-      -       -       -

 - The Chisashi and Sorasashi can hit an opponent as long as Basara's
   weapon is glowing.  This means they can even hit on the way back
   to Basara, but you can still block them normally even though they're
   coming in from behind you.
 - The Sorasashi can only be used around the time of the apex of your
   jump, or during a backstep.  It is an overhead attack.
 - You can attack an opponent while they are getting hit with the Nue
   Dama.  The Kage Ide is a simple follow-up, though it may not get
   full hits based on range and location.
 - You can use the Kage Sui to avoid attacks, although Basara can be hit
   while beginning or ending this move.
 - The Tomobiki is an unblockable throw.
 - When the Kage Damashi is used, a "clone" of Basara will perform the
   appropriate action while he vanishes.  You can control Basara upon
   reappearing, even if your clone is still on-screen (this includes
   performing another Kagemai).  Unlike previous games, you do not
   control the clone during the Suichoku Jump.
 - Basara will rebound after the Sashi Ashi hits or is blocked.  You can
   cancel the rebound with an attack (even another Sashi Ashi).  This
   is an overhead attack.
 - The Toukatsu Wari is an overhead attack that must be blocked standing.
 - Basara's near crouching AB hits twice, but the hits won't combo.
   It hits once on the way out, then again on the way back.
 - Basara's (f+C) kick is an overhead attack, while his (df+C) hits low.
 - Basara can avoid attacks during his dash or run (although in the
   case of the run, keep in mind that he reappears halfway through,
   then vanishes again).


 qcf + S (hold)                 Tri-Slash                               E
 qcf + C                        Lion Lance                              -
 qcb + S                        Bayonette Lunge                         E
 f,d,df + S                     Power Gradiation                        E
 f + tap S rapidly              Splash Fount                            E
 qcf + CD                    R^ Crystal Rose                            E
 qcb + CD                    Z^ Splash Gradation                        E

        Cancel chart       A       B       AB      C
        Stand near         c       c       -       -
        Stand far          -       -       -       -
        Crouch near        c       c       -       -
        Crouch far         -       -       -       -
        Dashing            -       -       -       -
 - The Tri-Slash can't hit anything while it is being delayed.  After
   delaying it long enough, it will fire.
 - The Lion Lance is a low attack.
 - The Splash Fount does a high amount of block damage.
 - Charlotte's (f+C) and (df+C) attacks are cancelable.  Both are low,
   knockdown attacks.
 - Charlotte's unarmed standing and crouching Slash attacks are
 - Charlotte takes a dramatic increase in damage when she is injured
   while unarmed.


 uf~df near a wall in air       Sankaku Tobi                            -
 qcf + A                        Rikudou Rekka: Jigoku-dou               E
  _qcf + B                      Rikudou Rekka: Gakidou                  E
    _qcf + C                    Rikudou Rekka: Tendou                   E
 b,d,db + A / B / C             Enmetsu                                 E
 f,d,df + S                     Guren Kyaku                             -
  _b + any, f + any (xN)        Tsuika Kougeki                          -
 qcf + CD                    R^ Enja Bakunetsu                          E
  _press ABCD                   Kakusei Chuushi                         E
 qcb + CD                    Z^ Sanzendaisen-sekai Zen Shoudo           E

        Cancel chart       A       B       AB      C
        Stand near         -       c       -       c
        Stand far          -       c       -       c
        Crouch near        -       c       c       -
        Crouch far         -       c       c       -
        Dashing            -       -       -       -

 - The Jigoku-dou is a low attack.  If it hits, you can follow with the
   Gakidou and Tendou.  If you don't time the Tendou properly, you won't
   get all the hits (the last kicks knocks them away and the uppercut
   will miss).
 - harleyquin sent in some neat info. for the Rikudou Rekka.  First of
   all, the Tendou hits more times if your Rage Gauge is full (he does
   several uppercuts after the kicks, instead of just one).
 - Secondly, if you mistime the Tendou, Enja slumps to the floor after
   he lands.  However, if you have really precise timing and hit your
   opponent when they are directly over you, Enja does a downwards chop
   at the end that knocks his opponent to the floor for lots of damage,
   about half a life gauge.  Enja then lands without collapsing.  This
   can be combined with the Rage Gauge trick above for even more damage
   (like, 5/6ths of a gauge).
 - However, I should stress that the "non-slump" ending is very difficult
   to time correctly.  Even if you get all the hits from the Tendou (3
   hits for 5 total, or 7 hits if Raged), the "true" ending with the
   downward attack may not come out.  You have to make sure your opponent
   is getting hit when they are vertically above you, and not slightly
   in front of or behind you.  However, you have to take into account
   that your opponent is still traveling overhead when you input the
   Tendou, meaning you have to do it _just_ before they are directly
   above you.
 - Enja is invincible during the start of the Enmetsu.  This move
   causes you to explode (which can hit for damage), then re-appear
   a few steps back from where you were.  If blocked, the Enmetsu
   hits multiple times and can be used to chip at an opponent's life.
 - After the Guren Kyaku is used, tap b,f rapidly while tapping any
   button.  This will make Enja kick his opponent repeatedly while
 - Enja's (f+C) and (df+C) are low attacks.  The (df+C) version will
   also knock down a hit opponent.

 GAIRA KAFUIN                                          ("Caffeine" Gaira)

 qcf + S                        Katsu!                                  -
 b,d,db + A                     Tsukamuzo~ Kumi-tenjou                  -
 b,d,db + B                     Tsukamuzo~ Ishi-atama                   -
 b,d,db + C                     Tsukamuzo~ Shiri-mekuri                 -
 d,d + A / B / C                Jishin Gan                              E
 b,uf,u,uf,f + AB when near     Enshin Satsu                            E
  _spin 360 rapidly xN          Damage Zouka                            E
 u + AB in air                  Hyakkan Otoshi                          -
 qcf + CD                    R^ Niou Bakushin Satsu                     E
 qcb + CD                    Z^ Kachiwaruzo-koraa!                      E

        Cancel chart       A       B       AB      C
        Stand near         -       c      -/-      -
        Stand far          -       -       -       -
        Crouch near        -       c       c       -
        Crouch far         -       c       c       -
        Dashing            -       -       -       -

 - The Katsu! will reflect projectiles.
 - The Kumi-tenjou is an anti-air throw.
 - The Ishi-atama is an overhead attack, so you must block high to avoid
   getting grabbed.
 - The Shiri-mekuri is a low attack (so you must block low to avoid it).
 - The Hyakkan Otoshi is an overhead attack that must be blocked while
 - The Jishin Gan is a low attack that hits any character who is
   standing.  They have to crouch-block to defend against the attack.
 - The Enshin Satsu is an unblockable throw.  You must perform this
   move from up close or it will miss.
 - Spinning the joystick in a circle repeatedly during the Enshin Satsu
   will dramatically inrease the amount of damage it does.
 - Gaira's (f+C) and (df+C) are low attacks.  The (df+C) version will
   also knock down a hit opponent.
 - Gaira's unarmed standing and crouching attacks are cancelable.
 - Gaira's walking and dashing speed increase when he is unarmed.  His
   jump also increases in range slightly.


 uf~df near a wall in air       Sankaku Tobi                            -
 qcf + S                        Plasma Blade                            -
 f,d,df + S when near           Strike Heads                            -
 qcb + A                        Rush Dog                                -
 qcb + B                        Machine Gun Dog                         -
 qcb + AB                       Replica Dog                             -
 qcb + C                        Overhead Crash                          -
 hcb + AC                       Replica Attack: Head                    -
 hcb + BC                       Replica Attack: Rear                    -
 f,b,f,b,f,b,d + AC when hit    Imitate Replica: Head                   -
 f,b,f,b,f,b,d + BC when hit    Imitate Replica: Rear                   -
 a-u + C when near in air       Stardust Drop                           -
 qcf + CD                    R^ Double Mega Strike Heads: Head          E
 qcf + BC                    R^ Double Mega Strike Heads: Rear          E
 qcb + CD                    Z^ Zetsu - Heaven's Wolf - Bad Fang        ?

        Cancel chart       A       B       AB      C
        Stand near         c       c       -       c
        Stand far          c       -       -       c
        Crouch near        c       c       -       -
        Crouch far         c       c       -       -
        Dashing            -       -       -       -

 - The Strike Heads is unblockable.
 - You can hit your opponent while Poppy is mangling them during the
   Machine Gun Dog (though doing this ends the move).
 - The Replica Dog is not an overhead attack (unlike Poppy's Replica
 - Poppy will bounce off the wall during the Overhead Crash.
 - The Replica Attacks are overhead attacks.  The Rear version must be
   blocked in the opposite direction, as Galford drops down just behind
 - The Imitate Replica command is really long, but you can always do the
   motion beforehand so that you are pressing d + AC / BC as your foe's
   attack hits you.  Only Slash attacks and similar moves will trigger
   this move (i.e. Haohmaru's close standing A doesn't work, as he hits
   you with his hilt and doesn't actually slash you).  You can use this
   move during a multi-hit attack, but you can only trigger the move on
   the last hit (you couldn't use it to escape from the midst of a
   multi-hit move, in other words).
 - To perform the Stardust Drop, your opponent must be in air, and you
   have to jump after they do (so that you are coming up from underneath
 - The D.M.S.H. is an overhead attack.  Like the Replica Attacks, the
   BC version hits in front of you and the CD version hits from behind
   (so you must block forward to guard the CD version).
 - Galford lost his "Shadow Copy" move (the f,hcf + A / B teleport).
 - Galford's dashing AB slash is an overhead.  He stops and spins his
   sword, then does a jumping slash.
 - Galford's dashing (B) and (C) attacks hit low, as do his (f+C) and
   (df+C) attacks (all four are knockdown attacks).
 - Galford's unarmed standing and crouching attacks are cancelable.


 qcf + S                        Imi Kagura                              E
 qcb + C                        Ibushi Miyabe                           -
 f,d,df + S                     Kabuto Goma                             E
 f,d,df + C                     Kurogane Kudaki                         -
 f + tap S rapidly              Oboro Bayashi                           E
 qcf + CD                    R^ Naraku Boe                              E
 qcb + CD                    Z^ Yomi Yashiro                            E

        Cancel chart       A       B       AB      C
        Stand near         c      -/c      -       -
        Stand far          c       c       -       -
        Crouch near        ?       ?       ?       ?
        Crouch far         ?       ?       ?       ?
        Dashing            ?       ?       ?       ?

 - The Ibushi Miyabe will reflect projectiles.
 - The Kurogane Kudaki is a command throw in which Gaoh headbutts his
   opponent.  It will miss from afar (and doesn't do much damage), but
   it has a really good range.
 - Gaoh turns into Ankiou (the old "real" last boss from SS5) during
   the Yomi Yashiro.  If it's anything like the original Yomi Yashiro,
   then you need to be close to your opponent when you use this move.


 qcf + S                        Sanren Satsu: Kiba                      E
  _qcf / qcb + S                Sanren Satsu: Tsuno                     E
    _qcf / qcb + S              Sanren Stasu: Rin                       E
 qcb + S (hold if blocked)      Ura Ouka: Ayame                         E
 f,d,df + S                     Touha Kouyoku Jin                       E
 f,d,df + C when near           Shizuku Jin                             E
 b,d,db + S                     Hyakki Satsu                            E
 qcf + CD                    R^ Gokou Zan                               E
 qcb + CD                    Z^ Fudajimai                               E

        Cancel chart       A       B       AB      C
        Stand near         c       c       -     -/c/-     
        Stand far          c       -       b     -/c/-     
        Crouch near        c       c       -       c       
        Crouch far         c       -       b       c       
        Dashing            c      -/-      -       -
 - Genjuro will not cross up his opponent during the (A) Sanren Satsu.
   However, the B and AB version can cross up even on the first hit,
   forcing you to block backward.  In general, if Genjuro does this
   move when you are close by, reverse your block.  From far away,
   these hits cannot cross up, since Genjuro cannot slide past his
 - You can no longer perform five hits during the Sanren Satsu (you
   used to be able to press the button again after the first two inputs
   for five total).
 - This move does the same amount of damage on the first input (which
   is next to nothing), with the damage changing on subsquent inputs
   depending on what button you used.  You can change the buttons you
   use (i.e. A for Kiba, AB for Tsuno, B for Rin) to affect the damage,
   range, and cross-up potential.
 - The last input of the Sanren Satsu hits twice, but the 2nd hit does
   no damage (though it does knock down).
 - If you hold the button used to perform the Ayame, the projectile
   Genjuro throws will bounce up and come back down if it is blocked.
   In this case, it acts as an overhead attack.  You can move around
   freely once the card begins to rebound.
 - You can use this to set up traps by using a df+C kick or a dashing
   B right as the card comes down (since those are low attacks and
   the card must be blocked high, basically foricng your opponent to
   take the hit).
 - The (AB) Touha Kouyoku Jin has the odd property of hitting higher
   than it used to.  This means that it will miss completely against the
   smaller characters and even some normal sized ones (like Haohmaru).
 - You can also see a face in the "slashmark" of any strength Touha
   Kouyoku Jin.
 - The Shizuku Jin is unblockable.
 - The Hyakki Satsu can be used to chip at an opponent's life if they
   are blocking.  Surprisingly, the damage done if the move hits does
   not vary that much between button strengths.
 - Genjuro's (df+C) kick is cancelable.  His (f+C) kick is a low
   knockdown attack.
 - The 1st hit of Genjuro's dashing (B) hits low.


 uf~df near a wall in air       Sankaku Tobi                            -
 qcb + S                        Ninpou Baku'en Ryuu                     -
 qcf + S in air                 Reppuu Shuriken                         -
 d,d + S                        Ninpou Shizune                          -
 b,d,db + any                   Ninpou Enbu                             -
 f,d,df + S when near           Mozu Otoshi                             -
 Mozu Otoshi while dashing      Mozu Otoshi -Hayate-                    -
 hcb + AC                       Ninpou Utsusemi Tenbu                   -
 hcb + BC                       Ninpou Utsusemi Chizan                  -
 f,b,f,b,f,b,d + AC when hit    Migawari no Jutsu: Hotoke               -
 f,b,f,b,f,b,d + BC when hit    Migawari no Jutsu: Oni                  -
 a-u + C when near in air       Kuuten Geki                             -
 qcf + CD when near          R^ Shin Mozu Otoshi                        -
 qcb + CD                    Z^ Kinki: Mozu Kudaki                      -

        Cancel chart       A       B       AB      C
        Stand near         c       c      c/-      c
        Stand far          c       -      -/-      c
        Crouch near        c       c       -       -
        Crouch far         c       c       -       -
        Dashing            -       -       b       -

 - The (A) Baku'en Ryuu will explode after travelling for a little
   while, and the explosion cannot hit an opponent, even if they
   walk into it.
 - You recover control of Hanzo before the smoke from the Shizune
   vanishes.  You can use this move to avoid attacks, but only during
   the brief moment that Hanzo is vanishing.
 - When you use the Enbu, (A) makes you appear in the upper-left corner,
   (B) in the bottom left, (C) in the upper right, and (D) in the
   bottom left.  After the A or C version, you can use the Reppuu
   Shuriken or make an attack while falling.
 - The Mozu Otoshi and Shin Mozu Otoshi are unblockable.
 - The Tenbu is an overhead attack, while the Chizan is a low attack.
   Note that Hanzo now appears low in the air for the Tenbu, instead
   of falling down from overhead.  The same distinction applies to
   his "Hotoke" (overhead) and "Oni" (low attack) moves.
 - When you use either "Utsusemi" move, Hanzo will remain invisible (and
   unusable) until his opponent is in a position to be attacked.  For
   instance, because the Tenbu falls low to the ground (and the Chizan
   is a ground-based attack), Hanzo will remain invisible while your
   opponent is airborne (try this during Suija's Tenshou: Suichuu Ha
   to see what I mean).
 - The Migawari no Jutsu command is really long, but you can always do
   the motion beforehand so that you are pressing d + AC / BC as your
   foe's attack hits you.  Only Slash attacks and similar moves will
   trigger this move (i.e. Haohmaru's close standing A doesn't work, as
   he hits you with his hilt and doesn't actually slash you).  You can
   use this move during a multi-hit attack, but you can only trigger the
   move on the last hit (you couldn't use it to escape from the midst of
   a multi-hit move, in other words).
 - To perform the Kuuten Geki, your opponent must be in air, and you
   have to jump after they do (so that you are coming up from underneath
 - Hanzo lost his "Kage Bunshin" move (the f,hcf + A / B teleport).
 - You can cancel Hanzo's dashing AB into the Reppuu Shuriken before he
   slashes.  His dashing AB can make him go behind an opponent, in which
   case the slash must be blocked backwards.
 - Hanzo's dashing (B) and (C) attacks hit low, as do his (f+C) and
   (df+C) attacks.  All are knockdown attacks.
 - Hanzo's (df+C) kick is cancelable.
 - Hanzo's unarmed standing and crouching attacks are cancelable.


 qcf + S                        Ougi Senpuu Retsu Zan                   E
 qcf + C                        Ougi Senpuu Retsu Zan (Fake)            E
 b,d,db + S                     Ougi Resshin Zan                        E
 f,d,df + S                     Ougi Kogetsu Zan                        E
 f,d,df + S while dashing       Ougi Shippuu Kogetsu Zan                E
 hcb,f + AB                     Zankousen                               E
 qcb + C                        Sake Kougeki                            -
 qcf + CD                    R^ Hiougi Tenha Fuujin Zan                 E
 qcb + CD                    Z^ Tenha Seiou Zan                         E

        Cancel chart       A       B       AB      C
        Stand near         c       c       -       -
        Stand far          c       -       -       -
        Crouch near        c       c       c       -
        Crouch far         c       c       c       -
        Dashing            -       c       -       -

 - The Kogetsu Zan has invincibility on the first swing, before
   Haohmaru rises.  You can use it to beat out incoming attacks with
   proper timing.
 - The Shippuu Kogetsu Zan seems difficult to perform.  Tel wrote in and
   explained that it hits more times than the normal Kogetsu Zan (3,4,5
   instead of 1,3,4), and of course you'll know if you did it, since
   Haohmaru moves forward while flying up instead of just going mostly
 - The Resshin Zan is an overhead attack.
 - The Zankousen does a ridiculously high amount of damage.
 - The Sake Kougeki is a knockdown attack.  It can reflect projectiles.
 - The intial swing of the Tenha Fuujin Zan has invincibility.
 - Only the last hit of the Tenha Fuujin Zan will disarm a hit opponent.
   This can cause trouble, because some hits may miss against a jumping
   opponent (including the last one).
 - Haohmaru's (f+C) and (df+C) are both low attacks.  (df+C) will also
   knock down.
 - Haohmaru's standing and crouching unarmed slashes are cancelable.


 qcf + A / B                    Kattotsu Suigetsu Tou                   E
 qcf + AB                       Retsu Suigetsu Tou                      E
 f,d,df + S                     Nikkaku Ratou                           E
 f + tap S rapidly              Hassou Happa                            E
 qcb + A                        Yagyu Shingan Tou: Suigetsu             E
 qcb + B                        Yagyu Shingan Tou: Souha                E
 qcb + C                        Yagyu Shingan Tou: Tenra                E
 qcf + CD                    R^ Zetsu Suigetsu Tou                      E
 qcb + CD                    Z^ Yagyu Shin'in-ryuu Hiden: Muni Raten    E

        Cancel chart       A       B       AB      C
        Stand near         c       c       -       -
        Stand far          c       c       -       -
        Crouch near        c       c      -/-      -
        Crouch far         c       c       -       -
        Dashing            c       c       -       -

 - The Retsu Suigetsu Tou works like Geese's Double Reppuu Ken.  Jubei
   creates a projectile, then sends it forward with another swing of
   his sword, causing it to grow in size.
 - The Yagyu Shingan Tou: Suigetsu will reverse crouching attacks.  Jubei
   will counter with a Suigetsu Tou.
 - The Yagyu Shingan Tou: Souha will reverse standing attacks.  Jubei
   counters with a standing AB slash.
 - The Yagyu Shingan Tou: Tenra will reverse jumping attacks, and make
   Jubei counter with a mini Nikkaku Ratou.
 - It seems as if only the (A) and (C) Shingan Tou can reverse special
   moves (and they do so regardless of whether the attack is high,
   standing, or low).
 - Jubei's (f+C), (df+C) and dashing C all hit low, and all are knockdown
   attacks (though the df+C knocks down only on the 2nd hit).  The (f+C)
   and (df+C) are cancelable.


 uf~df near a wall in air       Sankaku Tobi                            -
 qcf + A                        Shounetsu Kon: Saien Nashi              E
 qcf + B                        Shounetsu Kon: Saien Ittsu              E
 qcf + C                        Shounetsu Kon: Saien Futatsu            E
 qcf + AB                       Shounetsu Kon: Saien Mittsu             E
 f,d,df + A                     Dai Bakusatsu: Saien Nashi              E
 f,d,df + B                     Dai Bakusatsu: Saien Ittsu              E
 f,d,df + C                     Dai Bakusatsu: Saien Futatsu            E
 f,d,df + AB                    Dai Bakusatsu: Saien Mittsu             E
 b,d,db + A / B / C             Enmetsu                                 E
 qcb + C (x3)                   Saien                                   E
  _press AC when knocked down   Homura Gaeshi                           -
 qcf + CD                    R^ Boubaku: Kaen Geki                      E
 qcb + CD                    Z^ Kyougeki, Hidaruma Dai Tosshin          E

        Cancel chart       A       B       AB      C
        Stand near         -       c       -       c
        Stand far          -       c       -       c
        Crouch near        -       c       c       -
        Crouch far         -       c       c       -
        Dashing            -       c       -       -
 - During the Dai Bakusatsu, Kazuki is invincible during the "orange
   glow" part of the move (when he is sticking his arm out).  This
   move has an interesting property in that if an opponent's attack
   hits him while he in this invicible phase, they are "sucked in"
   and grabbed by him automatically, even if they hit him with a
   long-ranged slash.  So, you can use this move not only to avoid
   attacks, but to punish your opponent.
 - Kazuki is invincible during the start of the Enmetsu.  This move
   causes you to explode (which can hit for damage), then re-appear
   a few steps back from where you were.  If blocked, the Enmetsu
   hits multiple times and can be used to chip at an opponent's life.
 - The Saien creates a ball of flame that hovers next to Kazuki.  You
   can repeat the command to add fireballs to the original ball, making
   it grow in size (performing the move three times makes it into a
   really big fireball).  The ball of flame can be carried over to
   future rounds.
 - Afterwards, you can use the Saien as part of your Shounetsu Kon or
   Dai Bakusatsu attacks.  Performing the moves with (A) uses up no
   fireballs, (B) uses one fireball, (C) uses two fireballs, and
   (AB) uses three fireballs.  This means if you use the Saien three
   times (largest size), then perform a (C) Shounetsu Kon, the Saien
   will shrink to it's smallest size (as 3 - 2 = 1).
 - If you perform a move without enough Saien energy (such as inputting
   f,d,df + C when you only used Saien once), it will come out as the
   appropriate move (in this case, same as the f,d,df + B version).
 - It's worth noting that if the Dai Bakusatsu misses, no Saien energy
   is used up.
 - Also, if you do an AB Shounetsu Kon, Kazuki will be knocked backwards
   as a result (same as when you use his Weapon Flipping Technique).
 - The Homura Gaeshi only works if you have used the Saien.  However,
   it seems to do the same amount of damage (and uses up all your Saien
   energy) regardless of the size of the Saien fireball.
 - Kazuki's jumping AB is an upward-aimed attack, so it will not hit a
   standing or crouching character unless done very late and low to
   the ground.  It cannot hit a crouching Rimururu.
 - Kazuki's (f+C), (df+C) and dashing (C) are low knockdown attacks.
 - Also, his (f+C) is cancelable.


 qcf + A                                Akuryou Yobi                    -
 qcb + A / B                            Ieki Haki                       E
 b,d,db + C                             Niku Mochiage                   E
 f,b,d,n,u + C when near                Gedo no Rakuin Oshi             E
 df,hcb,b,d,db + BC                     Doro Nage                       E
 qcf + CD                            R^ Tobi Zutsuki                    -
 f,uf,u,ub,b,db,d,n,u + CD when near R^ Gedo no Emono Gari              E
 qcb + CD                            Z^ Gedo no Banzan                  E

        Cancel chart       A       B       AB      C
        Stand near         -       -       -       -
        Stand far          -       -     -/-/-     -
        Crouch near        -       -       -       -
        Crouch far         -       -       -       -
        Dashing            -       -       -       -
 - The Akuryou Yobi is an unblockable attack.  It makes limbs rise out
   of the ground and grab your opponent, stunning them momentarily.
   Gedo's expression during this move is just hideous :)
 - The Ieki Haki makes Gedo vomit onto the floor.  This move can
   hit an opponent who is lying on the ground, and it can be repeated
   before the vomit disappears, resulting in multiple hits.
 - The Niku Mochiage makes Gedo lift up his gut.  You can avoid most
   attacks this way, except for those that are high enough to hit Gedo's
 - The Rakuin Oshi makes Gedo leap into the air with his opponent, then
   scrape them across the ground while they are pinned under his knee.
   It is an unblockable throw that must be performed when next to your
 - Here are two methods to perform the Rakuin Oshi that may prove
   useful to you.  One is to perform the Forward Roll (df+D), then
   input f,b,d and return the joystick to neutral.  Then press up and
   tap C. Timed properly, Gedo will perform the throw as he recovers,
   if you're close enough.
 - Another method can be used if you've been knocked down and your
   opponent is nearby.  You already know that you can use the Quick
   Get-Up to rise to your feet faster than normal, right?  Well, you
   can combine the command with the Rakuin Oshi by inputting the
   same command (f,b,d,joystick to neutral), then press up and tap K.
   This should be timed so that you're inputting u + K as soon as
   Kusaregedo is lying on his back with his stomach pointing up.
   As a result, he should instantly (and I do mean instantly) grab
   the opponent, even though he was lying down.
 - In either case, remember that you must enter the command very
   quickly, and allow for the brief pause as you move to neutral.
 - The Doro Nage makes Gedo throw "something" at his opponent, then
   say, "Kimochii, ne?"  "Doro" means "mud", but I don't think that's
   what it is ;)
 - The Tobi Zutsuki makes Gedo's head fly diagonally downward across
   the screen.  It cannot hit once the head begins flying back to Gedo's
 - The Emono Gari makes Gedo perform two Rakuin Oshi attacks, then his
   head comes from one direction while the body comes from the other, the
   two colliding together as they hit you.  Afterward, Gedo catches his
   head before it flies past him.  It is an unblockable throw that must
   be performed when next to your opponent.
 - If you have trouble performing the Rakuin Oshi and Emono Gari,
   remember that you can always input the command while doing something
   else, such as a close Niku Mochiage.  One reliable method I found for
   inputting the Emono Gari is to use the Hopping to cross up your foe,
   then perform it normally (as if you were still on the same side), and
   Gedo will perform the move anyway.
 - Gedo's (f+C) kick will miss if you are crouching.
 - Yes, Gedo seems to have no cancelable normal attacks.  Hmph.
 - Kusaregedo is a Japanese ghost, by the way.  Specifically, he seems
   to be modeled after a "gaki" or "hungry ghost."


 qcf + S                        Oo Tsunami                              -
 qcb + A / B                    Choubi Jishi                            E
 qcb + AB                       Choubi Jishi: Ranshin                   E
 qcb + C                        Gama Jigoku                             -
 b,d,db + S                     Kaen Kyokubu                            -
 f,d,df + S                     Kaiten Kyokubu                          E
 d + S in air                   Chikemuri Kuruwa                        E
 qcf + CD                    R^ Aragotoshi Kyoshiro "Ketsuniku no Mai"  E
 qcb + CD                    Z^ Dokudanjou "Oni no Mai"                 E

        Cancel chart       A       B       AB      C
        Stand near         c       -       -       -
        Stand far          c       -      -/-      -
        Crouch near        c       -       -       -
        Crouch far         -       -       -       -
        Dashing            -       -       -       -

 - Despite the energy surrounding Kyoshiro during the Choubi Jishi moves,
   he can be hit out of them while attacking.
 - The Gama Jigoku is a low attack.  GalFord noted that this move can
   hit an opponent who is lying on the floor.
 - The Chikemuri Kuruwa is an overhead attack.  It can only be used
   around the time of the apex of your jump.
 - Kyoshiro seems to be the king of block damage.  His Kaen Kyokubu and
   Choubi Jishi are bad enough, but the Ketsuniku no Mai does lots of
   block damage and can be reused repeatedly (since you don't lose your
   Rage Gauge if your WFT is blocked).
 - Kyoshiro's (f+C) and (df+C) are both low attacks.  In addition, the
   (df+C) kick is a knockdown attack and is cancelable.
 - Kyoshiro's dashing C hits low, but it has a pathetic range.
 - Kyoshiro's unarmed crouching Slash attacks are cancelable.


 qcf + A / B                    Ten'i Daihou                            E
 qcb + A                        Tenki Shichiyou: Tsuki                  -
 qcb + B                        Tenki Shichiyou: Hi                     -
 qcf / qcb + A in air           Tenki Shichiyou: Mizu                   -
 qcf / qcb + B in air           Tenki Shichiyou: Ki                     -
 qcf / qcb + C in air           Tenki Shichiyou: Kon                    -
 qcf / qcb + D in air           Tenki Shichiyou: Do                     -
 Press AC in air                Tenki Shichiyou: Nichi                  -
 qcf / qcb + AB in air          Tenmou Konji: Zenpou                    E
 qcf / qcb + CD in air          Tenmou Konji: Kouhou                    E
 f,d,df + C when near           Tenkoku Houra                           E
  _qcf + AB anytime afterward   Tensatsu Daisai                         E
 a-u + C when near in air       Tensui Choukan                          -
 qcf + CD                    R^ Tenkai Unri                             E
 qcb + CD                    Z^ Tenbatsu Soumon                         E

        Cancel chart       A       B       AB      C
        Stand near         b       -      c/-     -/c
        Stand far          b       -      c/-     -/c
        Crouch near        -       -       c       -
        Crouch far         -       -       c       -
        Dashing            -       -       -       c
        Jumping            c       c       c       c

 - When you use the Ten'i Daihou, Yunfei fires a small whirlwind of green
   energy from his palm.  This move will negate projectiles.
 - Yunfei's major asset is the "Tenki Shichiyou" moves, which allow him
   to move around in the air.  All of these moves can be canceled into
   each other, but not themselves.  They can also be canceled into other
   mid-air moves (like the Tenmou Konji), or plain mid-air Slashes or
 - What's more, because Yunfei's jumping attacks are cancelable, you can
   use a Shichiyou move, perform a mid-air attack, then cancel that into
   a Shichiyou move again.
 - The direction you use for these move is immaterial; you get the same
   result whether you use qcf or qcb.  Here's a chart of each move's

     Name     Command                   Effect
     Tsuki    qcb + A                   Flies f and then uf into air
     Hi       qcb + B                   Flies ub into air
     Mizu     qcf / qcb + A in air      Flies uf into air, then db
     Ki       qcf / qcb + B in air      Flies ub into air, then df
     Kin      qcf / qcb + C in air      Flies f in air
     Do       qcf / qcb + D in air      Flies b in air
     Nichi    press AC in air           Falls down w/ a stomp kick

 - Whether intential or accidental (see the "Stored Input" entry in
   Section 4), you can tap a different button immediately after
   performing the first six "Shichiyou" moves to perform another one.
   In the case of the Tsuki and Hi, you can tap the same button, since
   you'll get the Mizu or Ki when airborne.  This only works for the
   first input you make (so you couldn't tap buttons all day to
   constantly switch between the moves), though if you tried inputting
   (qcb + A, tap A, qcf/qcb + B, tap D), that would work (in this
   case, resulting in four moves).
 - However, you can simply cancel a "Shichiyou" move into another one
   as you normally would in order to remain in air indefinitely.
 - When the Nichi is used, Yunfei performs a diving stomp.  It is an
   overhead attack, and you can control the direction Yunfei leaps in
   as he rebounds.  While rebounding from this attack, you can make
   your own attack, cancel into a "Shichiyou" move, or even repeat the
 - The Tenmou Konji makes Yunfei dive either diagonally down-forward
   (if AB is used), or diagonally down-back (if CD is used) while
   slashing with his sword.
 - The Tenkoku Houra is an unblockable throw.  It does no damage, but a
   hit opponent will have their Rage Gauge completely drained, even if
   it is full.  If they have used the Rage Explosion, then that move will
   end (and they are stuck without a Rage Gauge for the rest of the
 - After connecting with the Tenkoku Houra, you can input (qcf + AB) at
   any point during the rest of the battle (not just that round) to use
   the Tensatsu Daisai, which is a much larger and more damaging version
   of the Ten'i Daihou.
 - However, you can only use the Tensatsu Daisai once, after which you
   have to grab your opponent with the Tenkoku Houra before you can use
   it again.  Although, if you get hit out of the Tensatsu Daisai before
   it is performed, you still perform it again.
 - Tel points out an easy way to abuse the Tensatsu Daisai: since you
   recover after using it while your opponent is still blocking, you
   can dash up and throw them with the Tenkoku Houra as the Daisai
   ends, and repeat this (Houra > dash > Daisai > dash > Houra, etc.)
   to chip an opponent to death, as long as they keep blocking.
 - The Tenkai Unri causes a column of green wind to rise around Yunfei's
   body.  However, if the move misses (or is blocked), Yunfei will not
   perform the entire move, only the beginning of it.
 - Like Suija's crouching AB, this move is cancelable into a mid-air
   move only once Yunfei has risen into the air.  It is cancelable even
   if it misses.
 - Yunfei's (f+C) and (df+C) are both low, knockdown attacks.  The (df+C)
   is also cancelable.
 - Yunfei's unarmed dashing and jumping attacks are cancelable.


 uf~df near a wall in air       Sankaku Tobi                            -
 Charge b,f + S                 Jikyuu Shin                             E
 Charge b,f + C                 Tenkyuu Shin                            E
 f,d,df + S                     Shinimabui no Nageki                    E
 b,d,db + A (x3)                Sungan no Sasoi                         E
  _b,d,db + B (x3)              Sungan no Mukae                         E
 qcb + B                        Chanpuru, kocchi-oide                   E
 qcb + C                        Chanpuru, oyasumi-nasai                 E
 d + C in air                   Kajifuchi                               -
 qcf + CD                    R^ Umichimun no Ikari                      E
 qcb + CD                    Z^ Niruya-Kanaya no Jubaku                 E

        Cancel chart       A       B       AB      C
        Stand near         -       -       -       -
        Stand far          -       -       -       -
        Crouch near        -       -       -       -
        Crouch far         -       -       -       -
        Dashing            -      -/-      -       -

 - Most of Mina's Slash attacks make her fire a projectile from her bow.
   This may seem to be an overpowering feature, but she has no cancelable
   attacks, either.
 - Mina's projectile attacks only drain Kenki gauge energy if they hit.
   Her normal physical attacks (such as kicks or a close slash) still
   drain Kenki energy if they are blocked.
 - Regarding her projectiles, her crouching far (B) is a low attack, and
   her jumping B and AB are overhead attacks.  With proper timing, any
   of her projectiles can cancel an opponent's projectile (i.e. the
   Senpuu Retsu Zan).
 - Mina pauses, then fires a volley of arrows at her opponent during the
   Jikyuu Shin.  If used from up close, you can combo off of this move.
 - For the Tenkyuu Shin, Mina leaps forward and then falls back while
   firing several arrows diagonally downward.
 - During the Shinimabui no Nageki, Mina does a spinning jump forward,
   and fires an arrow behind her while falling.  The AB version makes
   her fire the arrow while still high in the air.  This move is
   designed to cross-up an opponent and hit them from behind, obviously.
 - The Sungan no Sasoi makes Mina fire an arrow into the air.  You can
   fire up to three arrows this way; any more and the new ones will
   just fall down from the sky broken (and unable to hit anything).
   Note that you can hit an opponent with an upward flying arrow, if
   they jump over you.
 - Then, you can use the Sungan no Mukae to make the arrows you fired
   into the ceiling fall back down one at at time.  This move has no
   effect (aside from Mina posing), if you didn't use the Sungan no
   Sasoi first.
 - Mina's (qcb + B) move makes Chanpuru (her little pet), run over to
   her and hide underneath her dress.  He shows up again when you
   repeat the command.  You can't use her (qcb + C) move while Chanpuru
   is missing.
 - Her (qcb + C) move makes Chanpuru go to bed, using a leaf as a
   blanket.  He wakes up when you repeat the command.  You can't use
   her (qcb + B) move while Chanpuru is asleep.
 - The Kajifuchi isn't a 2-hit combo (you can block the 1st hit and
   react before the 2nd one strikes), but because there is such a
   short delay between hits, the 2nd one is likely to counter hit
 - The Umichimun no Ikari makes Mina fire herself (!) into the air.
   She then dives down a few spaces in front of her with a stomp attack.
 - On one hand, this move cannot hit on the way up, does no damage if
   blocked, and has a fixed range (it won't home in on the opponent).
   Also, Mina is left without her weapon for a few moments afterwards.
   However, it does a ton of damage (60%), and can cross up an opponent
   from the proper distance (requiring them to block backwards or take
   the hit).
 - Tel suggests that this move may work well against jumping opponents,
   who wouldn't be able to block it as it comes in, although this
   requires that you know the exact range of the move and use it
   fairly early.
 - Chanpuru seems to have no tactical use in the game.  Then again,
   his annoying and continuous stream of quotes is enough to make any
   opponent go insane. ;)
 - Mina's dashing (C), (f+C) and (df+C) are all low, knockdown attacks.
   The (f+C) has an interesting property, as Mina rolls backward after
   using it.
 - Yes, Mina has no cancelable attacks.


 uf~df near a wall in air       Sankaku Tobi                            -
 qcf + S                        Juka Soudan                             E
 qcf + AB                       Magauta Tsumabiki                       E
 qcb + S                        Haki Inmetsu Jin                        E
 qcb + C                        Jashin Kyoumei                          -
 f,d,df + S                     Gashin Kyoumei Kon                      E
 f,d,df + C                     Shinma Messatsu Jin                     E
 b,d,db + S                     Makai Tensei                            E
 qcf + CD                    R^ Tenchi Makyou Jin                       E
 qcb + CD                    Z^ Kyoumashi Engoku                        E

        Cancel chart       A       B       AB      C
        Stand near         ?       ?       ?       ?
        Stand far          ?       ?       ?       ?
        Crouch near        ?       ?       ?       ?
        Crouch far         ?       ?       ?       ?
        Dashing            ?       ?       ?       ?

 - The Haki Inmetsu Jin is a low attack.
 - An opponent hit by the Jashin Kyoumei has their controls reversed
 - The Gashin Kyoumei Kon makes Mizuki's pet beast attack you.
 - The Shinma Messatsu Jin is an unblockable throw.
 - The Makai Tensei is a teleport move.
 - After the Tenchi Makyou Jin flies forward a certain distance, it
   will then return to Mizuki in a straight line, possibly hitting
   her opponent from behind if they aren't careful.


 uf~df near a wall in air       Sankaku Tobi                            -
 qcf + S                        Rera Mutsube                            E
 b,db,d + S                     Annu Mutsube                            E
 b,d,db + S,S                   Kamui Rimse                             -
 qcb + S                        Amube Yatoro                            -
 qcb + C, move freely           Taka ni tsukamaru                       -
  _press S                      Taka tsukamari kougeki                  -
  _press C or dir. + C          Taka ni oriru                           -
  _press BC                     Kamui Mutsube                           -
  _qcf + S                      Yatoro Pok                              -
 a-u + C when near in air       Rera Kishima Tek                        -
 d + C in air                   Kamui Fumu Kesupu                       -
 df,qcb,f,d,df + BC             Apehuchi Kamui Rimse                    U
 qcf + CD                    R^ Elerush Kamui Rimse                     -
 qcb + CD                    Z^ Turuse Sanpe Kiku Mutsube               E

        Cancel chart       A       B       AB      C
        Stand near         c       c      -/-      c
        Stand far          -       c       b       c
        Crouch near        c     b/-/-    b/-      -
        Crouch far         c       b       b       -
        Dashing            -       -       -       -
 - The Rera Mutsube is a low attack.
 - You can use the (qcb+C) move to ride on Mamahaha, if it is close
   enough.  You will fall off after enough time has passed, or if you
   are hit.  You can use the Oriru to fall in the desired direction at
   any time, as well.
 - The Kamui Rimse can reflect projectiles.  Oddly enough, the 2nd
   input for the Kamui Rimse and the Apefuchi Kamui Rimse cannot.
 - The Taka Tsukamari Kougeki and Kamui Fumu Kesupu are overhead attacks.
 - No matter how low it hits, the Kamui Mutsube is an overhead attack.
 - You must be unarmed in order to use the Apefuchi Kamui Rimse.
 - Nakoruru's dashing (C) and (df+C) are low knockdown attacks.
 - Her (f+C) can hit up to three times from up close.
 - Nakoruru's standing and crouching unarmed slashes are cancelable.


 qcf + S                        Senpuu Retsu Zan: Setsu                 E
 qcf + C                        Senpuu Ha                               E
 f,d,df + S                     Nagi Yaiba                              E
 f,d,df + C                     Gouha                                   -
 qcb + C                        Shitatari                               E
 qcf + CD                    R^ Tenha Dankuu Retsu Zan                  E
 qcb + CD                    Z^ Zoubu Eguri                             E

        Cancel chart       A       B       AB      C
        Stand near         c       c       -       -
        Stand far          c       c       -       -
        Crouch near        c       c       -       -
        Crouch far         c       c       c       -
        Dashing            -       -       -       -
 - The Senpuu Retsu Zan: Setsu travels upward as it moves forward.
 - "A S" notes that you can juggle a hit opponent while they are trapped
   in the whirlwind, unlike Haohmaru's Senpuu Retsu Zan.  Easy juggles
   include the Nagi Yaiba, a jumping attack, or the Tenha Dankuu
 - The Senpuu Ha is a knockdown attack.  You can no longer combo off of
   it, though it will hit an opponent who is lying on the floor (although
   it will only hit once in that case).
 - The Nagi Yaiba will counter standing and crouching attacks.  It is
   also triggered if Rasetsumaru is close enough to his opponent.
 - The Gouha is a knockdown attack.
 - When you use the Shitatari, Rasetsumaru will cut himself and lose
   quite a bit of life.  However, doing this will fill your Rage Gauge
   to max.  You can't kill yourself with this move, so if your life
   is low you can use it repeatedly to keep your Rage Gauge full all
   the time.
 - Rasetsumaru's (f+C) and (df+C) are both low attacks.  (df+C) will also
   knock down.
 - Rasetsumaru's standing and crouching unarmed slashes are cancelable.


 uf~df near a wall in air       Sankaku Tobi                            -
 qcb + C, move freely           Ookami ni noru                          -
  _press S (air)                Ookami nori kougeki                     -
  _press C or dir. + C (air)    Ookami ni oriru                         -
  _b,db,d + S                 * Mer Shikite                             -
  _f,d,df + S                 * Kanto Shikite                           -
  _qcf + S in air             * Imer Shikite                            -
 a-d-u + C from * move (air)    Bunshin Kougeki                         -
 a-u + C when near in air       Rera Kishima Tek                        -
 d + C in air                   Kamui Fumu Kesupu                       -
 qcf + CD                    R^ Nubeki Kamui Shikite                    E
 qcb + CD                    Z^ Irusuka Emush Newa Shikite              E

        Cancel chart       A       B       AB      C
        Stand near         c       c      -/-      c
        Stand far          c       c       -       c
        Crouch near        c     b/-/-    b/-      -
        Crouch far         c       b       -       -
        Dashing            -       -       -       -

 - When qcb + C is inputted, Rera will ride upon her wolf (if the wolf
   is close enough).  During this time, you can move, crouch, jump
   around, and even dash forward or backstep (the dash can pass through
   your opponent).  You can slash while standing or crouching, and
   perform dashing slashes and the Surprise Attack (BC).
 - Beyond that, however, most of the "basic moves" (like rolls and
   pursuit attacks, are unavailable to you).
 - You cannot earn back Kenki Gauge energy while riding the wolf, but
   Rera's attacks will only drain Kenki Gauge energy if they hit or
   are blocked.
 - One interesting thing is that normal standing and crouching attacks
   can be canceled into a dash or backstep while on the wolf.  And the
   dash itself can be canceled into a backstep or a backward dash (if
   you cross up your opponent).
 - You will fall off your wolf if you are hit while riding it.
 - The Oriru makes you jump off your wolf.  You can hold back or forward
   to make Lela jump in the desired direction.  You can also dismount
   from the wolf in mid-air.
 - The Bunshin Kougeki can be used during the Mer, Kanto, or Imeru
   Shikite.  It will make Rera perform a flying slash attack in the
   desired direction, although she cannot fly directly up or down.
 - The Kamui Fumu Kesupu is an overhead attack.
 - If not already riding your wolf when the Nubeki Kamui Shikite is
   used, Rera will attempt to jump onto it before attacking.  It is
   possible to miss and land on the ground if your wolf is not nearby.
 - Rera no longer has the Epunkine Shikite (AC when knocked off the
 - Rera's dashing (C) and (df+C) are low knockdown attacks.
 - Her (f+C) can hit up to three times from up close.
 - Rera's standing and crouching unarmed slashes are cancelable.


 uf~df near a wall in air    Sankaku Tobi                               -
 qcf + A / B                 Rupush Kuare (Nishi)                       -
 qcf + AB                    Rupush Kuare (Toitoi)                      -
 qcb + S                     Konru Mem                                  -
 f,d,df + S                  Konru Nonno                                -
 b,d,db + S                  Kamui Shituki                              -
 f + tap S rapidly           Upun Op                                    -
 d + S at apex of jump       Konru Shirar                               -
  _press ub~uf               Nidan Jump                                 -
 AC while dashing            Rupush Kamui Waysan-Pekoru (Atama)         U
 BC while dashing            Rupush Kamui Waysan-Pekoru (Ashi)          U
 AC while dashing         R^ Rupush Kamui Waysan-Pekoru Ruyanpe (Atama) U
 BC while dashing         R^ Rupush Kamui Waysan-Pekoru Ruyanpe (Ashi)  U
 qcf + CD                 R^ Rupush Kamui Emush (Toitoi)                -
 qcb + CD                 Z^ Konru Sutu Poro                            -

        Cancel chart       A       B       AB      C
        Stand near         -       c       -       -
        Stand far          -       c       -       -
        Crouch near        -       c       -       -
        Crouch far         -       c       -       -
        Dashing            -       -       -      -/-

 - The Rupush Kuare (Toitoi) can hit low if travels forward far enough.
 - The Konru Mem is a low attack.  A hit opponent is stunned momentarily.
 - The Kamui Shituki will negate projectiles (odd that it wouldn't
   reflect them, as she says, "Kagami da!" (mirror!) during the move).
 - When the Konru Shirar is used, Rimururu sits on a platform of ice.
   If you jump away, the platform will fall and can hit your opponent.
   The same thing happens if you wait long enough, but Rimururu will
   fall with the ice and crash into the ground, leaving her open to
   attack.  While this move is on screen, the only other special move
   you can use is the Upun Op.
 - The Konruru Shirar not only acts as an overhead attack, but there
   is now a lag between Rimururu jumping off of it and it falling down.
   You can use this to switch up your opponent by doing the Shirar
   on top of them, then jumping over them.  They'll switch sides and
   will be left open to the falling ice platform if they're not quick
 - The "Rupush Kamui Weisan Pekoru" moves can only be used if you are
   unarmed.  The "Ruyanpe" versions only work when your Rage Gauge is
   at MAX.  They cause Rimururu to tumble forward for multiple hits
   after she stumbles.
 - Oddly enough, the Rupush Kamui Weisan Pekoru moves act as overhead
   attacks, but the "Ruyanpe" versions do not.
 - Although the first hit of Rimmy's WFT does no damage, the move will
   do less damage overall if it misses.  If Rimmy is hit before she
   gets to "push" the iceberg forward, it will just crumble away.
 - Rimururu's Weapon Discarding Taunt can hit an opponent who is lying
   on the ground.
 - Rimururu's (f+C) and (df+C) are low, cancelable attacks.  The (df+C)
   is also a knockdown attack.
 - Rimururu's dashing C is a low attack on either hit, and it can be
   canceled into the Konru Shirar when you're in the air.  The
   unarmed version only hits once, but is still a low attack.


 uf~df near a wall in air       Sankaku Tobi                            -
 qcf + S                        Hitou-ryuu: Kirisame Jin                E
 qcf + C                        Hitou-ryuu: Hisame Gaeshi               E
 qcb + S                        Hitou-ryuu: Samidare Giri               E
 f,d,df + S                     Hitou-ryuu: Baiu Ensatsu Jin            E
 d + C in air                   Hitou-ryuu: Shigure                     E
 u + S at apex of jump          Hitou-ryuu: Kosame                      E
  _press A / B                  Hitou-ryuu: Raiu                        E
  _move b / f / d               Zengo Idou / Chakuchi                   E
 Hold any for 1.5 sec.          Ichidan: Kyouraku Zan                   E
 Hold any for 3.5 sec.          Nidan: Amanagare Kyouraku Zan           E
 Hold any for 6.5 sec.          Sandan: Amanagare Kyouraku Zan          E
 Hold any for 20.5 sec.         Yondan: Shin Amanagare Kyouraku Zan     E
 Hold any, release when hit     Hitou-ryuu Amanagare Ressatsu Jin       E
 qcf + CD                    R^ Hitou-ryuu Kinjite: Bouu Kyoufuu Zan    E
 qcb + CD                    Z^ Oni no Kioku: Mugen Hou                 E

        Cancel chart       A       B       AB      C
        Stand near         -       c       -       c
        Stand far          -       -       -       c
        Crouch near        -       c     c/c/-     -
        Crouch far         -       c     c/c/-     -
        Dashing            -       -       -       c
 - The Kirisame Jin can destroy projectiles, but only those that are on
   the same "level" as Shiz's umbrella (like the Baku'en Ryuu).  A
   projectile that is particularly low or high (like the Suigetsu Tou
   or Tam Tam's skulls) will not be affected.
 - The Hisame Gaeshi will reflect projectiles.
 - When the Shigure is use, Shizumaru will "pogo jump" off of his
   opponent's head indefinitely (or until he misses and hits the ground).
   You can control your rebound by holding left or right after striking.
 - The Kosame will only work if performed just after the apex of a jump.
   Shizumaru will open his umbrella and begin floating down.  You can
   move left or right during this time, or press down to fall.  While
   holding onto the umbrella, you can follow with the Raiu or Shigure.
   While falling, you can cancel this move with an attack, the Shigure,
   or another Kosame.
 - GalFord notes that the command for the "Kyouraku Zan" moves does
   indeed overlap the Meditation command.  You can get around this by
   doing something else while charging the move (i.e. hold D while in
   air or making an attack, or when your Rage Gauge is empty).
 - Also, Shizumaru can be hit while dashing during the "Kyouraku Zan"
   moves.  However, you can begin charging this move even before the
   round starts.
 - Shizumaru's close crouching (A) isn't cancelable, but you can link
   it into an (A) Baiu Ensatsu Jin.
 - Shizumaru's (f+C) and (df+C) are both cancelable, low attacks.  The
   (df+C) kick is also a knockdown attack.


 uf~df near a wall in air       Sankaku Tobi                            -
 qcf + A / B / C                Fuzuki                                  E
  _hold button, press dir.      Fuzuki Sousui                           E
 f,d,df + S                     Gekkou                                  E
 qcb + S                        Tsuki-gakure                            E
 qcf + CD                    R^ Shouha: Fuugetsu Zan                    E
 qcb + CD                    Z^ Kotsuki: Suikyou no Jin                 E

        Cancel chart       A       B       AB      C
        Stand near         c       c       -       -
        Stand far          c       -       -       -
        Crouch near        c       -       -       c
        Crouch far         c       -       -       c
        Dashing            -       -       -       -

 - When the Fuzuki is used, Sogetsu creates a sphere of water.  (A)
   keeps it near you, while (C) is furthest away.  If you hold down
   the button used, you can move the ball around in any direction for
   a few moments (although you're left open to attack during this time).
 - If you perform the Fuzuki while a water sphere is already on screen,
   it will burst as the new one is created.  An opponent hit by this
   move will be stunned momentarily.
 - The Gekkou is a column of water that appears in one of three
   locations.  (A) is closest to you, (AB) is furthest away.
 - The Tsuki-gakure makes you warp to a new location.  (A) is towards
   the left edge of the screen, (B) towards the right, and (AB) makes
   you appear behind your opponent, if that is possible.
 - The Fuugetsu Zan only disarms your foe on the last hit, so against
   a jumping opponent, only one slash may connect while the rest miss,
   leaving your opponent with their weapon intact, to boot.
 - Sogetsu's Weapon Discarding Taunt can hit an opponent who is lying
   on the ground.
 - Sogetsu's dashing (C), (f+C) and (df+C) are low attacks.  The (df+C)
   kick and dash (C) will also knock down a hit opponent.


 uf~df near a wall in air       Sankaku Tobi                            -
 db,qcf + S in air              Shougetsu                               E
 f,d,df + S in air              Engetsu                                 E
  _press in any dir.            Kuuchuu Idou                            E
 b,d,db + S in air              Getsurin Ha                             E
 qcb + S in air                 Shizuki                                 -
 qcf + CD in air             R^ Tenshou: Suichuu Ha                     E
 qcb + CD                    Z^ Byoudou-katsu Shinseinaru Sabaki        E

        Cancel chart       A       B       AB      C
        Stand near         -       -       -       b
        Stand far          -       -       b       b
        Crouch near        -       -       c       -
        Crouch far         -       -       c       -
        Dashing            -       b       -       -

 - Even though all of Suija's moves are performed in air, some of his
   normal attacks take him off the ground, and so are cancelable for
   the brief moments that he is airborne.  With the exception of his
   crouching AB, though, you have to perform the move so early that
   his normal attack will not hit.  For the crouching AB, it's only
   cancelable after Suija has leaped into the air.
 - In addition to the moves listed above, you can also cancel his
   Surprise Attack (BC) and Lower Evade (b+D) into a mid-air move.
 - When unarmed, only his standing C and Lower Evade can be canceled
   into into the Shizuki.
 - The Shougetsu is an overhead attack.  If you input this move as
   (db,qcf,uf + S), he will arc up in the air while performing it.
   Although he stops spinning as he nears the ground in this case,
   it can still hit a standing opponent with proper placement.
 - Also, the Shougetsu seems to be unaffected by what button you use.
   The A version and the AB version have the same properties.
 - When the Engetsu is used, Suija surrounds himself with a water bubble
   that can negate projectiles.  After the bubble pops, you can use the
   joystick to fall back or forward, or jump in any upward direction.
 - When the Getsurin Ha is used, Suija fires some water orbs diagonally
   downward.  (A) fires one orb, while (AB) fires three.
 - The Shizuki is an overhead attack.  Note that this move can throw
   an opponent who is standing or crouching, but will only "hit" someone
   who is in mid-air.  If done low off the ground (i.e. qcb,ub + S or
   from a canceled attack), it may miss.  Try to make sure you are
   at least a little ways into the air before using it.
 - Also, the Shizuki doesn't lose Kenki energy when it hits, and it's
   damage potential is not affected by your current Kenki level.
 - Suija's far standing AB and crouching AB will knock down a hit foe.
 - Suija's (f+C) and (df+C) are low knockdown attacks.  Surprisingly,
   his dashing C is a low attack but does not knock down.


 qcf + A / B                    Moora Moora                             -
 qcf + C                        Gaburu Gaburu                           -
 f,d,df + S                     Ahau Gaburu                             -
 b,d,db + S                     Paguna Dios                             -
 f + tap S rapidly              Paguna Paguna                           E
 qcf + CD                    R^ Magnas Dios Zarl                        E
 qcb + CD                    Z^ Ahau Casteegar                          E

        Cancel chart       A       B       AB      C
        Stand near         c       c      -/-      c
        Stand far          -       c      -/-      c
        Crouch near        c       c       -       c
        Crouch far         c       c       -       c
        Dashing            c     -/-/-     -       -

 - The (A) Moora Moora makes Tam Tam throw a skull across the screen,
   while (B) makes it roll across the ground.  You can perform either
   move three times or interchange the two for up to three skull tosses
   in a row.  The (A) version travels so high that it may miss some
   standing characters, but the (B) version is a low attack.
 - The Gaburu Gaburu is an unblockable throw.
 - There is a delay before the (B) Paguna Dios, and Tam Tam will
   actually backstep before attacking during the (AB) version.
 - The Magunas Dios Zarl only hits once if blocked, so you are able
   to attack Tam Tam before he recovers in such a situation.
 - Tam Tam's (f+C) and (df+C) kicks are low knockdown attacks, and
   both are cancelable.
 - Tam Tam's dashing C is a low, knockdown attack.


 uf~df near a wall in air       Sankaku Tobi                            -
 qcf + S                        Shiryou Ha                              E
 qcb + S                        Tenshou Fuu'ou Jin                      E
 qcf + C                        Oumagatoki (Mae)                        -
 qcb + C                        Oumagatoki (Ushiro)                     -
 f,d,df + C                     Kairetsu Shou                           -
 f,d,df + S                     Nanji, anten nyuumetsu seyo             E
  _press S                      Ankoku Otoshi                           E
  _press C                      Chuushi                                 E
 qcf + CD                    R^ Kyoumei Jussatsu Jin                    E
 qcb + CD                    Z^ Nanji, sange seyo.  Ware, metsuzai sen. E

        Cancel chart       A       B       AB      C
        Stand near         c       c       -       -
        Stand far          -       -       -       -
        Crouch near        c       c       -       c
        Crouch far         -       -       -       c
        Dashing            -    -/-/-/-    -       -

 - The button used for the Tenshou Fuu'ou Jin determines where Amakusa's
   weapon will appear (A is closest, AB is furthest away).
 - The Oumagatoki is a warp move.  (qcf + C) carries you forward, while
   (qcb + C) moves you backward.
 - Using the Nanji, anten nyuumetsu seyo makes you leap into the air.
   You can then press S to attack your opponent, or C to fall down to
   the ground.
 - Amakusa's (f+C) and (df+C) hit low.  (f+C) is cancelable and (df+C)
   will also knock down.
 - Amakusa's dashing (C) hits low.
 - All of Amakusa's unarmed Slashes hit twice and are cancelable on
   either hit (except for his dashing attacks).


 qcb + S                        Hiken Sasameyuki                        E
 qcb + C                        Hiken Sasameyuki (Fake)                 -
 db,qcf + S in air              Hiken Tsubame Gaeshi                    E
 qcf + S                        Zanzou Fumikomi Giri                    E
 qcf + CD                    R^ Tsubame Rokuren                         E
 qcb + CD                    Z^ Musou Zankou-ka                         E

        Cancel chart       A       B       AB      C
        Stand near         c       c      -/-      c
        Stand far          c       -       -       c
        Crouch near        c       c      -/-      -
        Crouch far         c       -       -       -
        Dashing            -       -       -       -

 - The Tsubame Gaeshi is an overhead attack, no matter how close you
   are to the ground when it hits.
 - Ukyo can perform the Tsubame Gaeshi off the ground by inputting
   (db,qcf > ub~uf to jump > press Slash).  You can actually wait for
   a bit between inputting the motion and jumping, which makes it
   easier to jump backwards or straight up, if you want.  You can
   also use this method to perform the Tsubame Gaeshi immediately
   upon leaving the ground, as opposed to waiting until you are in
   the air.
 - Ukyo's dashing B makes him warp behind his opponent and attack.  If
   he's not close enough to get behind them, he still ends up attacking
   behind himself, leaving you open to attack.
 - Ukyo's (f+C) is a low, knockdown attack.  His (df+C) is not a low
   attack, but does knock down a hit opponent.
 - Ukyo's dashing C is a low, knockdown attack.
 - Ukyo's jumping C hits twice, though the hits won't combo.


 qcf + S                      * Ichi no Tachi: Nadeshiko                E
 f,d,df + S                   * Ni no Tachi: Shirayuri                  E
 qcf + S in air               * San no Tachi: Botan                     E
 b,d,db + S                   * Yon no Tachi: Tsubaki                   E
 qcb + S                      * Go no Tachi: Asagao                     E
 f,d,df + C when near         * Roku no Tachi: Yuugao                   E
 use all * moves, hcb,f + BC    Yuchouka                                E
 qcf + CD                    R^ Aoi                                     E
 qcb + CD                    Z^ Hyakka-ryouran                          E

        Cancel chart       A       B       AB      C
        Stand near         c      c/c    c/c/c/-   -
        Stand far          -     c/c/c    -x5      -
        Crouch near        c      c/-     -/-      -
        Crouch far         -      c/-     -/-      -
        Dashing            -      c/-      -       -

 - The (A) Nadeshiko is a low attack.  The (AB) version hits high and
   so will miss some standing opponents.
 - Yoshitora does not attack during the (A) Tsubaki.  All versions of
   this move have autoguard while Yoshitora is leaping forward.
 - The Yuugao seems like a throw move, but it is blockable.
 - If you hit your opponent with all of the six "Tachi" moves, you can
   use the Yuchouka, which causes Yoshitora to send a wave of energy
   across the screen.  What's more, you can use it as often as you'd
   like.  Otherwise, inputting (hcb,f + BC) before connecting with all
   six moves simply makes Yoshitora grasp at his sword and put it back.
 - One thing to remember is that while you don't have to connect with
   all six moves in one round, you can only use the Yuchouka on the
   round that you finish using all six.  So, if you use all six in the
   first round, you can't use the Yuchouka in the second.  And if you
   do four moves in the first round and two in the second, you can
   use the Yuchouka on the second round, but not on the third.
 - If you are hit out of one of the "Tachi" moves, it will not count
   towards the total needed to use the Yuchouka, even if it hits.
   So, make sure your moves hit squarely and that you are not counter-
   hit while performing one.
 - Finally, remember that the (A) Tsubaki doesn't count towards the
   total (since it can't hit), and the Asagao doesn't count if only
   the last hit connects (the rapid stabs must hit as well).
 - The Aoi is a low attack.  This move can still hit an opponent while
   Yoshitora is finishing his "circle" slash in the beginning (i.e. if
   they dash towards you thinking the move will not hit).
 - After losing his weapon, Yoshitora can hit an opponent while picking
   his weapons up (the hit occurs when he picks up his long sword).
 - Yoshitora's dashing C, (f+C) and (df+C) are all low, knockdown


 qcf + S                        Mugen-ryuu Shippuu Zan                  E
 qcf + C                        Mugen-ryuu Muhou Ken                    -
 f,d,df + S                     Mugen-ryuu Tenhou Zan                   E
 qcb + C                        Mugen-ryuu Fudou                        E
  _if it reverses an attack     Mugen-ryuu Tenchuu                      E
 qcf + CD                    R^ Mugen-ryuu Mugen Hou                    E
 qcb + CD                    Z^ Mugen-ryuu Gokui, Musou Ken             E

        Cancel chart       A       B       AB      C
        Stand near         c      c/c      -       c
        Stand far          -       c       -       c
        Crouch near        -      c/c      -       -
        Crouch far         -       c       -       -
        Dashing            -       c      -/-      -

 - The Shippuu Ken is a low projectile attack.
 - The Muhou Ken is a knockdown attack.
 - Zankuro only does the finishing Tenhou Zan slash if the initial
   rushing hit either connects or is blocked.
 - The Fudou is a reversal move that can stop an enemy's standing or
   crouching Slash attacks, though they must hit you during the early
   animations and not once the Fudou is fully underway.
 - Zankuro's dashing A stuns an opponent, leaving them open to attack.
 - His dashing AB hits twice, with the first hit knocking an opponent
   out of the way of the second hit.
 - His dashing C is a knockdown attack.
 - None of Zankuro's unarmed Slashes are cancelable.



 Unlike most fighting games, if a character's basic Slash or Kick attack
 is cancelable (including the f+C and df+C kicks), it can be canceled
 even if it misses entirely.

 You will note that if your opponent blocks your attack, you experience
 a "recoil" effect.  In fact, the recoil is cancelable, but you have to
 be very quick about it.  An easy example is Hanzo's blocked crouching
 (B) into Baku'en Ryuu.  If done correctly, Hanzo will not go into the
 recoil animation at all--you will hear the sound of his weapon being
 blocked but he will do the fireball move instead.

 However, this only works for attacks that are already cancelable.  Non-
 cancelable attacks cannot have their recoil canceled out of.  What's
 more, you can only cancel a blocked attack into a special move, Weapon
 Flipping Technique, Deflecting, or Suicide.


 If you hit an opponent while they are making an attack (or some other
 action, such as running), you will get a counter hit.  This may make
 your attack inflicted added damage (the amount of which is listed when
 the "Counter" message appears).


 Below is a list of each character's defensive power (in this case,
 determined by Haohmaru's close standing B).  "A" is for an armed
 character, "U" is unarmed, and "A/U" means either armed or unarmed:

 Hit #  Type    Name
   9     U      Charlotte.
  11     A      Mina.
         U      Basara.
  12     A      Basara.
         U      Nakoruru, Rera, Rimururu.
  13     A      Kazuki, Nakoruru, Rera, Rimururu.
         U      Gaira, Genjuro, Hanzo, Haohmaru, Jubei, Kazuki, Kyoshiro,
                Rasetsumaru, Sogetsu, Yoshitora.
        U/A     Galford, Shizumaru, Ukyo, Yunfei, Tam Tam.
  16     A      Gaoh, Genjuro, Hanzo, Haohmaru, Jubei, Kyoshiro,
                Rasetsumaru, Sogetsu, Yoshitora.
         U      Kusaregedo.
        U/A     Enja, Suija.
  18     A      Charlotte, Gaira, Kusaregedo.

 Going by the chart, an unarmed Charlotte takes the most damage, while
 an armed Charlotte, Gaira, or Kusaregedo take the least.


 Each character can use the "Guard Destroyer" moves, which are
 unblockable attacks that leave an opponent open to attack.  Just get
 next to your opponent and input (b / f + CD) to either push them
 behind you or in front of you.  It's worth noting that you can dodge
 this attack with the Lower Evade, Hopping, or Lay Down, but not with
 either roll.

 In SS5, pressing any Slash button after using the Guard Destroyer will
 make you perform an attack.  However, it's still possible to follow
 the Guard Destroyer with the attack of your choice if you're quick
 enough.  An example would be any character's Issen or Gaira's
 Enshin Satsu.  However, you have to be very precise with the timing,
 or you'll just perform the follow-up attack as usual.


 Press ub~uf as you land from the air, just as you touch the ground.
 Instead of pausing after landing from a jump, you will immediately jump

 ISSEN                                                            (Flash)

 You can only use this move after using the Mu no Kyouchi (when your
 opponent has been slowed down).  Before the Mu no Kyouchi wears off,
 press BCD to perform the Issen.

 This move is blockable, but you can combo into it.  The amount of
 damage it inflicts is determined by how full the Kenki Gauge, although
 it still does a lot of damage even when the Kenki Gauge is empty.  This
 move can be used to juggle an opponent who is falling in mid-air (an
 example might be to use Rasetsumaru's Senpuu Retsu Zan: Setsu, then
 trigger the Mu no Kyouchi, then juggle with the Issen).

 KENKI GAUGE                                         (Sword Spirit Gauge)

 This is the thin green gauge beneath your Life Gauge.  The lower the
 Kenki Gauge gets, the lower your damage potential becomes.  This applies
 to Kick attacks, too.  Not doing anything will cause the gauge to refill
 on it's own, although it takes longer to refill as it approaches 100%.
 The gauge will decrease when you make a Slash attack (even if it should
 miss), or an attack that hits (even if it is an unarmed or kick attack).
 Oddly enough, the factors are not cumulative, so a standing (A) Slash
 drains the same amount whether it hits or misses.

 Unarmed attacks and kicks do not drain the Kenki Gauge unless they hit.
 Special moves do not drain the gauge unless they hit or are blocked.
 In all of the above cases, the Kenki Gauge will simply stop refilling
 while you are making your attack.  Similarily, performing the Forward
 Roll, Backward Roll, Lay Down, Surprise Attack, or Guard Destroyer
 will make the Kenki Gauge pause momentarily.

 Some moves do not drain Kenki Gauge energy even if they hit, and some
 moves do the same amount of damage regardless of your current Kenki
 level.  Examples include:

   Damage unaffected                    No energy drained if hit
   Strike Heads                         Strike Heads
   Shizuki                              Shizuki
   Mozu Otoshi, Shin Mozu Otoshi        

 Your Kenki Gauge can increase in length if your Rage Gauge is filled
 to max (though it goes back down once the gauge empties).  If you
 use the Rage Explosion, it will increase even further.  Obviously,
 in either case, your damage potential increases (since the gauge
 will be able to fill up beyond 100%).

 When you use a Weapon Flipping Technique, the damage is affected by
 the Kenki Gauge, but it is based on any amount _below_ the normal
 gauge length.  This is because although the Kenki Gauge increases
 after a Rage Explosion or full Rage Gauge, it returns to it's normal
 length when the WFT connects.  This is also why you will get the same
 amount of damage from a WFT done at max Kenki from both a full Rage
 Gauge or a Rage Explosion.

 It's also worth mentioning that some characters lose no Kenki Gauge
 energy if their WFT hits (like Rimruru), while others do lose energy
 (like Kyoshiro).


 The Life Gauge starts off yellow, though a portion at the end of it
 will be colored orange.  This orange portion can be increased by using
 the Meditation.  After you've lost a round, the portion is red and
 will turn blue if your life drops down to that level.  See the section
 on "Mu no Kyouchi" for more information.


 There are three main ways to lose your weapon.  One is to get hit by a
 Weapon-Flipping Technique.  Another is to use your Weapon-Discarding
 Taunt.  You can also lose your weapon if you are in a sword clash.

 When you are disarmed, your character's Slash attacks become punches,
 and they may lose the ability to use some or all of their moves
 (depending on which ones are weapon-based).  Also, you take block
 damage from an opponent's attacks when unarmed (you can't really block
 a sword with your arm, now can you?)
 One major advantage to being unarmed is that you can now use the
 Serious Swordblade Catch in place of the Deflecting (input qcb,f + D).
 This allows you to counter your opponent's weapon attack, and you will
 then disarm them, leveling the playing field somewhat.

 You can retrieve your weapon by getting next to it and pressing A or AB.


 This can only be used if there is some energy in the Rage Gauge, but
 not if it is full (from getting damaged), or draining (from using the
 Rage Explosion).  To use the Meditation, hold D while standing (doing
 it from other circumstances will not work, even if you then enter a
 neutral, standing state).  It will quickly drain your Rage Gauge for
 as long as you hold the button down, and in return, the small white
 marker above your Life Gauge will move towards the front end of the
 gauge (it normally starts off near the end).

 What does this mean?  Well, since you can use the Mu no Kyouchi when
 your Life Gauge turns blue (which occurs when you're on your last
 round and your life has gone past the marker), meditating allows you
 to use this move when you have more life left than usual.

 Tel made the interesting observation that a character earns less
 "blue gauge" from meditation if they are the kind of character whose
 Rage Gauge charges up quickly.  For example, if Enja tries to use the
 Meditation, his Rage Gauge will drain very quickly, without much gain
 to the "blue" part of the bar. On the other hand, a character like
 Suija (who earns Rage Gauge power very slowly), can Meditate for some
 time before his gauge empties, resulting in a higher "blue gauge"
 allowing for an earlier use of the Mu no Kyouchi.


 SSZ has very lax timing on performing mid-air moves from the ground.
 For example, with Hanzo, you can input qcf, then press ub~uf and press
 Slash upon leaving the ground to do his Reppuu Shuriken.  Here is a
 list of moves that can be used in this way:

   Hanzo's Reppuu Shuriken              qcf,ub~uf + S
   Shizumaru's Shigure                  ub~uf,d + S
   Suija's Getsurin Ha                  b,d,ub~uf,db + S
   Suija's Shougetsu                    db,qcf,ub~uf + S
   Suija's Shizuki                      qcb,ub~uf + S
   Suija's Engetsu                      f,d,df,ub~uf + S
   Suija's Tenshou: Suichuu Ha          qcf,ub~uf + CD
   Ukyo's Tsubame Gaeshi                db,qcf,ub~uf + S
   Yoshitora's San no Tachi: Botan      qcf,ub~uf + S
   Yunfei's Tenki Shichiyou: Mizu       qcf,ub~uf / qcb,ub~uf + A
   Yunfei's Tenki Shichiyou: Ki         qcf,ub~uf / qcb,ub~uf + B
   Yunfei's Tenki Shichiyou: Kin        qcf,ub~uf / qcb,ub~uf + C
   Yunfei's Tenki Shichiyou: Do         qcf,ub~uf / qcb,ub~uf + D
   Yunfei's Tenki Shichiyou: Nichi      ub~uf + AC
   Yunfei's Tenmou Konji                qcf,ub~uf / qcb,ub~uf + AB / CD

 This is particularly useful for Suija's Suichuu Ha, which has no
 downward range.

 Also, the following moves can be done during a backstep:

  - Hanzo's Reppuu Shuriken, Kyoshiro's Chikemuri Kuruwa, Rimururu's
    Konru Shirar, Shizumaru's Kosame or Shigure, any of Suija's moves,
    Ukyo's Tsubame Gaeshi, Yoshitora's San no Tachi: Botan.

 MU NO KYOUCHI                                     (State of Nothingness)

 This is used by pressing BCD.  However, it only works under these

   - You've already lost a round.
   - Your life has become so low that the gauge has turned blue.

 You can increase the point at which your Life Gauge turns blue by
 using the Mediation feature (see above).  This causes the triangle
 indicator to move "up" the gauge, allowing you to have more life when
 your gauge finally turns blue.

 Once you've met the requirements and press BCD, your Rage Gauge is
 replaced by a "nothing gauge" (it looks like a blue, draining Rage
 Gauge).  Until it empties, your opponent will move incredibly slowly,
 and they will remain in hit stun for a longer period of time when hit.
 This allows you to perform long strings of attacks that will all combo.
 You are also able to juggle your opponent basically indefinitely if
 they are airborne, due to the increased hit stun and slowdown.

 If your opponent was performing an attack when you used the Mu no
 Kyouchi, they will continue to perform it at a very slow rate.
 However, if they hit you, the Mu no Kyouchi will automatically end.

 Once the blue gauge empties, the Mu no Kyouchi ends.  This also causes
 your Rage Gauge to disappear, as if you'd used up the Rage Explosion.
 Note that amount of energy in the blue gauge is determined by how far
 the white marker has travelled up your Life Gauge (this occurs when
 you Meditate more often).  So if you haven't meditated much, the
 marker will be nearer to the end of your gauge, and using the Mu no
 Kyouchi will cause the blue gauge to not be very full as a result.

 In fact, if you haven't Mediated at all, you will really only have
 enough time to use the Issen before the Mu no Kyouchi stops.  Everyone's
 "nothing gauge" drains at the same rate (i.e., Suija would not outlast
 Enja during a Mu no Kyouchi, even though he would for most other gauge-
 related comparisons).

 Remember, that this move can ONLY be used if you have already lost one
 round.  Nothing will happen if your life gets too low and you haven't
 lost a round yet.  If both players have lost a round (or after a round
 ending in a draw), it's possible for both characters to use the Mu no
 Kyouchi.  In this case, if you perform your Mu no Kyouchi after your
 opponent does his, both characters will be slowed down (although
 depending on your nothing gauge length, your Mu no Kyouchi may outlast
 his or vice versa).


 To use this, press ABC at any time (even when lying down).  A reader
 also pointed out that you can use this while getting hit, which allows
 you to interrupt your opponent's attack (even if it hits multiple

 When used, you perform an unblockable attack, although it does no damage
 and doesn't knock your opponent down (in fact, they are only pushed away
 a short distance).  After using the Rage Explosion, your Rage Gauge is
 filled to max and your Kenki Gauge increases in length (moreso than if
 you fill your Rage Gauge normally) and is completely refilled.  What's
 more, the game timer will remain frozen until your Rage Gauge drains.
 However, the marker above your Life Gauge will vanish, meaning that you
 cannot use the "Mu no Kyouchi" for the rest of the battle.

 When you use the Rage Explosion, the Rage Gauge does not remain full
 and will immediately begin to drain.  It will empty completely if you
 perform a Weapon Flipping Technique, but only if it hits.  If the WFT
 is blocked or misses, the gauge continues to drain.  Once the Rage
 Gauge has emptied, it will vanish for the remainder of the battle (not
 just that round).  So use this move with caution.

 One neat touch added to the Rage Explosion is that it changes the
 background when used, like those "near death" scenery changes that
 occured in SS3.  The background stays changed even after the Rage
 Explosion ends.


 This is the gauge located at the bottom of the screen (it reads "Ikari"
 in Japanese and "POW" under other language settings).  It fills up only
 when you are damaged.  When it is full, you can use your character's
 Weapon Flipping Techniques, and your Kenki Gauge increases in length.

 Below is a list of how quickly a character's Rage Gauge will fill (in
 this case, determined by Haohmaru's close standing B).  "A" is for an
 armed character, "U" is unarmed, and "A/U" means either armed or
 Hit #  Type    Name
   3     A      Enja.
   .     U      Enja.
   4     U      Charlotte.
   .     U      Rimururu.
   6     A      Kazuki, Rimururu.
   .     U      Gaira, Genjuro, Kazuki, Kyoshiro, Rasetsumaru.
   7     A      Basara, Galford, Gaoh, Genjuro, Mina, Tam Tam.
   .     U      Basara, Galford, Mina, Tam Tam.
   8     A      Gaira, Kyoshiro, Rasetsumaru.
   .     U      Haohmaru.
   9     A      Charlotte, Shizumaru.
   .     U      Nakoruru, Shizumaru, Yoshitora.
  10     A      Nakoruru, Yoshitora.
  11     A      Rera.
   .     U      Jubei, Rera, Sogetsu.
  12     U      Kusaregedo.
  14     A      Jubei, Kusaregedo, Sogetsu.
   .     U      Ukyo.
  15     A      Ukyo.
   .     U      Hanzo.
  18     A      Hanzo.
  20    A/U     Suija.
  24    A/U     Yunfei.

 So, Enja's gauge fills the quickest (3 hits to max out), while Yunfei's
 takes the most (24 hits).

 It's also worth mentioning that this gauge reflects how quickly a
 character's Rage Gauge drains during Meditation (going by the chart,
 Enja's drains the fastest, and Yunfei's drains the slowest).  See
 the entry on "Meditation" for more information.

 Once your Rage Gauge is full, it remains that way for a set period of
 time, depending on the character.  It can even carry over between
 rounds if time allows.  Here is a list of times ranked by timer counts:

 Time           Character
   6            Kazuki.
   7            Nakoruru, Rimururu.
   8            Enja, Genjuro, Mina, Rasetsumaru, Shizumaru.
   9            Gaira, Hanzo, Kusaregedo, Sogetsu.
  10            Galford, Gaoh, Haohmaru, Rera.
  11            Yoshitora.
  12            Charlotte, Tam Tam.
  18            Jubei.
  20            Basara, Ukyo.
  30            Suija.
  60            Yunfei.

 Going by the chart, Kazuki retains a full Rage Gauge for the shortest
 amount of time (six counts), while Yunfei retains it for the longest
 (60 counts).  Though I should mention that your Gauge empties on the
 count listed, so Yunfei really gets 59 counts' worth out of his full
 Rage Gauge, while Kazuki gets 5).


 When unable to attack (such as when lying on the ground or getting hit),
 press the button used for a special move rapidly after entering the
 command (i.e. qcf + tap P).  This will cause you to perform the move as
 soon as available without needing precise timing.  You can't do this too
 early, though, or the move will not come out.  An example would be
 entering f,d,df + P in air with Mina.  If you keep tapping P, she will
 do the Shinimabui no Nageki upon landing.


 If both characters perform weapon attacks at the same time, there is
 the possibility that both weapons will hit each other before or instead
 of striking a character.  In this case, both characters will move
 towards each other and a Sword Clash will occur.

 During this time, you are instructed to tap any button.  Doing so
 raises the counter above your character's head.  Whoever has the
 highest button count in 10 seconds will "win" the clash, resulting
 in their opponent's weapon being flung away.  If both people have
 the same count, they will both lose their weapons.


 The Suicide move returns from SS4.  You must be armed to perform it,
 but it can be done at any time by entering (b,f,df,d + Start).

 When you perform a Suicide move, you will automatically forfeit the
 round, giving your opponent a win.  In SS4, doing this would fill up
 your Rage Gauge in the next round.  In SS5, the amount seems to vary
 by character.  Some characters get a full gauge, while others may get
 only half or a third.

 Below is a list of how much energy is earned by each character,
 determined by Haohmaru's close standing (B).  Obviously it will take
 less hits if you are disarmed in the next round (see the "Rage Gauge"
 entry for details).

 Hit #          Name
   0            Charlotte, Enja, Gaira, Galford, Gaoh, Genjuro, Kazuki,
   .            Kyoshiro, Rasetsumaru, Rimururu, Tam Tam.
   1            Basara.
   2            Mina, Haohmaru.
   3            Shizumaru, Yoshitora.
   5            Nakoruru.
   6            Kusaregedo.
   7            Rera.
   8            Sogetsu, Jubei.
   14           Ukyo.
   16           Hanzo.
   19           Suija.
   27           Yunfei.

 As you can see, Charlotte and quite a few other characters are fully
 maxed out after using the suicide move (meaning they start the next
 round with it completely full), while Yunfei earns the least amount
 of Rage Gauge power from comitting suicide.

 If you perform a suicide move on the final round, you will, of course,
 lose the game to your opponent.  If you're losing pretty badly, you
 can always go out with honor (or at least spare a humiliating
 defeat). ;)


 Anyone with a Triangle Hop can fall instead of hop off the wall, but
 only under the condition that you are jumping over your opponent's head
 into the wall opposite you (you can't just jump back into the wall
 behind you).

 While doing this, hold in the appropriate direction (ub~db) and you will
 Triangle Jump.  Immediately press Slash or Kick at the same time, and
 your character will fall diagonally downward while attacking.



 Secret Win Pose
  - If you get a Perfect win in the second round with Galford, one of
    Poppy's puppies will show up and run forward, only to stumble and
    land on it's stomach.

 Costume Color Select
  - Everyone has four outfit colors chosen by A / B / C / D.  The (D)
    button ones seem to be the oddest ones (try Ukyo or Kusaregedo to
    see what I mean).


 Translations are provided for amusement purposes only--they probably
 have a lot of errors, since my Japanese is very poor.

 BASIC TERMS  -----------------------------------------------------------
 Tachi Guard                    Standing Guard
 Shagami Guard                  Crouching Guard
 Quick Okiagari                 Quick Getting Up
 Zenten Okiagari                Getting Up Forward Roll
 Kouten Okiagari                Getting Up Backward Roll
 Hikikomi                       Retreat
 Fumikomi                       Rushing
 Kinkyuu Teishi                 Emergency Stop
 Jaku / Chuu / Kyou Giri        Weak / Medium / Strong Slash
 Sude Kougeki                   Unarmed Attack
 Joudan Geri                    Upper Kick
 Gedan Nerai Kougeki            Low-Aimed Attack
 Kensei Kougeki                 Feint Attack (odd name for a low kick...)
 Ashibarai                      Foot Sweep
 Meisou                         Meditation
 Gedan Yoke                     Lower Evade
 Tobikomi                       Hopping
 Fuse                           Lay Down
 Zenten                         Forward Roll
 Kouten                         Backward Roll
 Hijiki Gaeshi                  Deflecting
 Shinken Shiraha Tori           Serious Swordblade Catch
 Fuiuchi                        Surprise Attack
 Shou / Dai Oiuchi              Small / Big Pursuit Attack
 Bougyo Kuzushi                 Guard Destroyer
 Tsukitobashi / Hippari         Pushing Away / Pulling Towards
 Kuzushi Giri                   Destroyer Slash
 Buki Tobashi Hissatsu Waza     Weapon Flipping Deadly Technique
 Zetsumei Ougi                  Near-Death Secret
 Ikari Bakuhatsu                Rage Explosion
 Mu no Kyouchi                  State of Nothingness
 Issen                          Flash
 Jiketsu                        Suicide
 Buki Sute Chouhatsu            Weapon Discarding Taunt
 Buki Hiroi                     Weapon Pick-Up
 Tsubazeriai                    Sword Clash Competition
 Sankaku Tobi                   Triangle Hop

 BASARA  ----------------------------------------------------------------

 Chisashi                       Ground Stab
 Sorasashi                      Sky Stab
 Nue Dama                       Chimera Soul
 Kage Sui                       Shadow Suck
 Zengo Idou                     Back / Forward Movement
 Kage Ide                       Shadow Exit
 Tomobiki                       Trial Day
 Kage Damashi                   Shadow Trick
 Zenpou / Suichoku / Kouhou     Forward / Vertical / Backward
 Zenshin / Zenten               Forward / Forward Roll / Backward Roll
 Fumikomi / Enbu                Rushing / Abyss Dance
 Sashi Ashi                     Stabbing Foot
 Toukotsu Wari                  Skull Splitter
 Kagemai: Yumebiki              Shadow Dance: Dream Shot
 Gokumon                        Prison Gates

 ENJA  ------------------------------------------------------------------

 Rikudou Rekka                  Six Posthumous Worlds Raging Fire
 Jigoku-dou                     Hell Path
 Gakidou                        Hungry Ghost World
 Tendou                         Heaven
 Enmetsu                        Destroyer Flame
 Guren Kyaku                    Foolish Rapid Kick
 Tsuika Kougeki                 Additional Attack
 Enja Bakunetsu                 Evil Flame (Enja's) Heat Bomb
 Kakusei Chuushi                Awakening Interrupt
 Sanzendaisen-sekai Zen Shoudo  A Billion Worlds, All Scorched Earth

 GAIRA  -----------------------------------------------------------------

 Katsu!                       Scold
 Tsukamuzo~                   "Grappling--!"
 Kumi-tenjou                  Latticework Ceiling
 Ishi-atama                   Stone Head (Inflexible Person)
 Shiri-mekuri                 Butt Check
 Jishin Gan                   Earthquake Radius
 Enshin Satsu                 Circle's Center Kill
 Damage Zouka                 Damage Increase
 Hyakkan Otoshi               Hundredweight Drop
 Niou Bakushin Satsu          Guardian Deva King's Exploding Quake Death
 Kachiwaruzo-koraa!           "Hey, splitting--!"

 GALFORD  ---------------------------------------------------------------

 Zetsu - Heaven's Wolf - Bad Fang
 Die! - Heaven's Wolf - Bad Fang
 GAOH  ------------------------------------------------------------------

 Imi Kagura                     Detestable Music Dance
 Ibushi Miyabe                  Elegant Smoulder
 Kabuto Goma                    Helmet "Spin Like a Top"
 Kurogane Kudaki                Iron Smasher
 Oboro Bayashi                  Gloom Orchestra
 Naraku Boe                     Hades Howling
 Yomi Yashiro                   Hades Shrine

 GENJURO  ---------------------------------------------------------------

 Sanren Satsu                   Triple Rapid Slash
 Kiba / Tsuno / Rin             Fang / Horn / Phosphorous
 Ura Ouka: Ayame                Reverse Cherry Blossom: Iris
 Touha Kouyoku Jin              Paulowina Supreme Light Wing Formation
 Shizuku Jin                    Droplet Blade
 Hyakki Satsu                   Hundred Demons Slash
 Gokou Zan                      Five Lights Slash
 Fudajimai                      Death Certificate Dance

 HANZO  -----------------------------------------------------------------

 Ninpou                         Ninja Arts
 Bakuen Ryuu                    Blazing Dragon Bomb
 Reppuu Shuriken                Gale Throwing Star
 Shizune                        Sound of Silence
 Enbu                           Monkey Dance
 Mozu Otoshi                    Shrike Drop
 Mozu Otoshi -Hayate-           Shrike Drop -Smoothe-
 Utsusemi                       "Leave a Dummy"
 Tenbu / Chizan                 Heaven Dance / Earth Slash
 Migawari no Jutsu              Technique of Substitution
 Hotoke / Oni                   Buddha / Devil
 Kuuten Geki                    Sky Turn Attack
 Shin Mozu Otoshi               True Shrike Drop
 Kinki: Mozu Kudaki             Taboo: Shrike Crusher

 HAOHMARU  --------------------------------------------------------------

 Ougi Senpuu Retsu Zan          Secret Whirlwind Rip Slash
 Ougi Senpuu Retsu Zan (Fake)   Fake Whirlwind Rip Slash
 Ougi Resshin Zan               Secret Disasterous Earthquake Slash
 Ougi Kogetsu Zan               Secret Crescent Moon Slash
 Ougi Shippuu Kogetsu Zan       Secret Gale Crescent Moon Slash
 Zankousen                      Steel Slashing Flash
 Sake Kougeki                   Sake Bottle Attack
 Hiougi                         Concealed Secret
 Tenha Fuujin Zan               Supreme Heaven Sealed God Slash
 Tenha Seiou Zan                Supreme Horrible Gleam Slash
 JUBEI  -----------------------------------------------------------------

 Kattotsu                       Scolding
 Retsu                          Violence
 Suigetsu Tou                   Reflection of Moon Over The Water Blade
 Nikkaku Ratou                  Double-Bladed Net Sword
 Hassou Happa                   Eight Aspects Explosive Blast
 Yagyu Shingan Tou              Yagyu Mind's Eye Blade
 Suigetsu                       Reflection of Moon Over The Water
 Souha / Tenra                  Phase Break / Heaven Net
 Zetsu                          Die!

 Yagyu Shin'in-ryuu Hiden: Muni Raten
 Yagyu New Shadow Style Secret: Unmatched Heaven Net
 KAZUKI  ----------------------------------------------------------------

 Shounetsu Kon                  Scorching Hot Soul
 Saien                          Disaster Blaze
 Nashi / Hitotsu                None / One
 Futatsu / Mittsu               Two / Three
 Dai Bakusatsu                  Great Self-Explode
 Enmetsu                        Destroyer Flame
 Homura Gaeshi                  Flame Return
 Boubaku: Kaen Geki             Violent Bomb: Blaze Attack

 Kyougeki, Hidaruma Dai Tosshin
 Pincer Attack, "Engulfed in Flame" Great Charge
 KUSAREGEDO  ------------------------------------------------------------

 Akuryou Yobi                   Evil Spirit Summon
 Ieki Haki                      Gastric Juice Spit
 Niku Mochiage                  Meat Lifter
 Gedo no Rakuin Oshi            Gedo's Branding Iron Press
 Doro Nage                      Mud Throw
 Tobi Zutsuki                   Flying Headbutt
 Gedo no Emono Gari             Gedo's Trophy Hunt
 Gedo no Banzan                 Gedo's Dinner

 KYOSHIRO  --------------------------------------------------------------

 Oo Tsunami                     Big Tsunami
 Choubi Jishi                   Prancing Lion's Tail
 Choubi Jishi: Ranshin          Prancing Lion's Tail: Lunatic
 Gama Jigoku                    Hell Toad
 Kaen Kyokubu                   Blazing Recicitative Dance
 Kaiten Kyokubu                 Monumental Task Recicitative Dance
 Chikemuri Kuruwa               Spurt of Blood Melodic Wheel
 Aragotoshi Kyoshiro            Ruffian Role-Playing Kyoshiro's
 "Chiniku no Mai"               "Blood and Flesh Dance"

 Dokudanjou "Oni no Mai"
 Field In Which One Acts Unchallenged "Dance of the Demon"

 LIU YUNFEI  ------------------------------------------------------------

 Ten'i Daihou                   Imperial Majesty Great Protection
 Tenki Shichiyou                Profound Secret Weekdays
 Tsuki / Hi / Mizu              Monday / Tuesday / Wednesday
 Ki / Kin / Do / Nichi          Thursday / Friday / Saturday / Sunday
 Tenmou Konji                   Sky Fierce Gold Fly
 Zenpou / Kouhou                Forward / Backward
 Tenkoku Houra                  Sky Wail Seal Net
 Tensatsu Daisai                Sky Slash Great Age
 Tensui Choukon                 Sky Comet Leap Fall
 Tenkai Unri                    Sky Charge Cloud Reverse
 Tenbatsu Soumon                Sky Crime Mourning Gate

 MINA  ------------------------------------------------------------------

 Jikyuu Shin                    Earth Bow Heart
 Tenkyuu Shin                   Celestial Bow Heart
 Shinimabui no Nageki           Shinimabui's Lament
 Sungan no Sasoi                Sungan's Invitation
 Sungan no Mukae                Sungan's Meeting
 Chanpuru, kocchi-oide          "You come here, Chanpuru"
 Chanpuru, oyasumi-nasai        "Good night, Chanpuru"
 Kajifuchi                      ?
 Umichimun no Ikari             Umichimun's Rage
 Niruya-Kanaya no Jubaku        Curse of Niruya-Kanaya

 MIZUKI  ----------------------------------------------------------------

 Juka Soudan                    Curse Song String Pluck
 Magauta Tsumabiki              Charm Song Strumming
 Haki Inmetsu Jin               Ambitious Shadow Destroying Formation
 Jashin Kyoumei                 Evil Spirit Resonance
 Gashin Kyoumei Kon             My God Resonance Soul
 Shinma Messatsu Jin            Evil God Annihilation Formation
 Makai Tensei                   Hell Reincarnate
 Kyoumashi Engoku               Insane Demon Festival Hell Grudge

 Tenchi Makyou Jin
 Heaven and Hell "Haunts of Wicked Men" Formation
 NAKORURU  --------------------------------------------------------------

 Taka ni tsukamaru              Hold onto eagle
 Taka tsukamari kougeki         Eagle holding attack
 Taka ni oriru                  Falling off an eagle

 RASETSUMARU  -----------------------------------------------------------

 Senpuu Retsu Zan: Setsu        Whirlwind Rip Slash: Temple
 Senpuu Ha                      Whirlwind Wave
 Nagi Yaiba                     Calm Blade
 Gouha                          Strength Break
 Shitatari                      Death Curse
 Tenha Dankuu Retsu Zan         Heaven Supreme Sky Sever Rip Slash
 Zoubu Eguri                    Gouging Out Entrails

 RERA  ------------------------------------------------------------------

 Ookami ni noru                 Ride a wolf
 Ookami nori kougeki            Wolf-riding attack
 Ookami ni oriru                Falling off a wolf
 Bunshin Kougeki                Separation Attack

 RIMURURU  --------------------------------------------------------------

 Nidan Jump                     Two-Part Jump
 Atama / Ashi                   Heat / Foot
 SHIZUMARU  -------------------------------------------------------------

 Hitou-ryuu                     Scarlet Sword Style
 Kirisame Jin                   Drizzle Blade
 Hisame Gaeshi                  Hail Return
 Samidare Giri                  Early Summer Rain Slash
 Baiu Ensatsu Jin               Rainy Season Circle Slash Formation
 Shigure                        Shower In Late Autumn
 Kosame                         "a light rain"
 Raiu                           Thunder Storm
 Zengo Idou                     Forward / Backward Movement
 Chakuchi                       Alight (to ground)
 Ichidan / Nidan                Level 1 / Level 2
 Sandan / Yondan                Level 3 / Level 4
 Kyouraku Zan                   Insane Drop Slash
 Amanagare Kyouraku Zan         Pouring Rain Insane Drop Slash
 Shin Amanagare Kyouraku Zan    True Pouring Rain Insane Drop Slash
 Amanagare Ressatsu Jin         Pouring Rain Violent Slash Formation
 Kinjite                        Forbidden Hand
 Bouu Kyoufuu Zan               Exploding Rain Raging Wind Slash

 Oni no Kioku: Mugen Hou
 Recollection of the Demon: Infinite Cannon

 SOGETSU  ---------------------------------------------------------------

 Fuzuki                         Floating Moon
 Fuzuki Sousui                  Floating Moon - Water Manipulation
 Gekkou                         Moonlight
 Tsuki-gakure                   Hiding Moon
 Shouha: Fuugetsu Zan           Erasing Wave: Nature's Beauty Slash

 Kotsuki: Suikyou no Jin
 Moon Over The Lake: Water Mirror's Formation

 SUIJA  -----------------------------------------------------------------

 Shougetsu                      Flying Moon
 Engetsu                        Crescent Moon
 Kuuchuu Idou                   Mid-air Movement
 Getsurin Ha                    Moon Wave
 Shizuki                        Death Moon
 Tenshou: Suichuu Ha            Ascension: Water Pillar Wave

 Byoudou-katsu Shinseinaru Sabaki
 Impartial and Divine Judgment

 TOKISADA SHIRO AMAKUSA  ------------------------------------------------

 Shiryou Ha                     Ghost Blade
 Tenshou Fuu'ou Jin             Light Goddess Phoenix Capture Formation
 Oumagatoki                     Demonic Meeting Time
 Mae / Ushiro                   Forward / Backward
 Kairetsu Shou                  Violent Command Palm
 Nanji, anten nyuumetsu seyo    "You, as the lights lower, die!"
 Ankoku Otoshi                  Dark Descent
 Chuushi                        Attack / Interrupt
 Kyoumei Jussatsu Jin           Dark Disaster Ten Deadly Formations
 Nanji, sange seyo.             "You, repent."
 Ware, metsuzai sen.            "I, undo my crimes." (?)

 - "metsuzai" means, "to erase the karmic seeds of one's crimes."  I'm
   sure someone can do a better translation of Amakusa's Zetsumei Ougi
   than I can ;)

 UKYO  ------------------------------------------------------------------

 Hiken Sasameyuki               Concealed Sword: Small Snowflakes
 Hiken Sasameyuki (Fake)        Unconcealed Sword: Small Snowflakes
 Hiken Tsubame Gaeshi           Concealed Sword: Swallow Return
 Zanzou Fumikomi Giri           Afterimage Dashing Slash
 Tsubame Rokuren                Six Continuous Swallows
 Musou Zankou-ka                Dream Afterglow Mist

 YOSHITORA  -------------------------------------------------------------

 Ichi no Tachi: Nadeshiko       1st Long Sword: Pink (Flower)
 Ni no Tachi: Shirayuri         2nd Long Sword: White Lily
 San no Tachi: Botan            3rd Long Sword: Tree Peony
 Yon no Tachi: Tsubaki          4th Long Sword: Camellia
 Go no Tachi: Asagao            5th Long Sword: Morning Glory
 Roku no Tachi: Yuugao          6th Long Sword: Moonflower
 Yuchouka                       Floating Butterfly Flower
 Aoi                            Hollyhock
 Hyakka-ryouran                 Profusion of Flowers

 - "hyakkaryouran" is also defined as, "many flowers blooming in
   profusion" or "a gathering of many beautiful women" or "simultaneous
   emergence of many talents and achievements," all of which probably
   apply to Yoshitora :)

 ZANKURO  ---------------------------------------------------------------
 Mugen-ryuu                     Infinite Style
 Shippuu Zan                    Gale Slash
 Muhou Ken                      Technique-less Fist
 Tenhou Zan                     Sky Collapse Slash
 Fudou                          Motionless
 Tenchuu                        Divine Punishment
 Mugen Hou                      Infinity Cannon
 Gokui, Musou Ken               Essential Point, Unparalleled Sword

 Thanks for reading.

 SSZS / SS5S FAQ v0.1b                     Copyright 2004 Chris MacDonald

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