|
|
Line 12: |
Line 12: |
| <br/> | | <br/> |
| '''<big>Pros/Strengths:</big>''' | | '''<big>Pros/Strengths:</big>''' |
| *Placeholder<br/> | | *Very powerful offensive game with command throws<br/> |
| *Placeholder<br/> | | *High Damage conversion with resources<br/> |
| *Placeholder<br/> | | *Long reaching normals and persona normals allows for exceptional space control<br/> |
| <br/> | | <br/> |
| '''<big>Cons/Weaknesses:</big>''' | | '''<big>Cons/Weaknesses:</big>''' |
| *Placeholder<br/> | | *Low damage without resources<br/> |
| *Placeholder<br/> | | *Longer combos involve DP and super cancels, leaving a lot of temporary health<br/> |
| *Placeholder<br/>
| |
| <br/> | | <br/> |
| '''<big>External References:</big>''' | | '''<big>External References:</big>''' |
Overview
Sho MINAZUKI is another personality within this body which originates from a Plume of Dusk and is able to use a Persona. Sho is very composed person who doesn't believe in the concept of "friendship". He aims to create a new, perfect world where no one is chained to things called "bonds"... and he's ready to kill anyone who stands in his way.
Health: 9000
Play-style: Placeholder
Movement Options: 1 Double Jump/Airdash, Dash-type: Run
Persona: Tsukiyomi
Pros/Strengths:
- Very powerful offensive game with command throws
- High Damage conversion with resources
- Long reaching normals and persona normals allows for exceptional space control
Cons/Weaknesses:
- Low damage without resources
- Longer combos involve DP and super cancels, leaving a lot of temporary health
External References:
Move List
- See also: Sho (Tsukiyomi) Full Frame Data
Normal Moves
5A
Amazing range for a 5A Huge hitbox SHO throws the opponent to the ground, which makes connecting Flash Fang possible.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
5A
|
200
|
Any
|
9
|
5
|
9
|
+1
|
Body
|
Small slash. Same as the other Sho. Cancelable with backstep. Has a longer start-up than a typical 5A move, due to it being 9F, but it has a much longer range than a typical 5A and it is +1 on guard. Very good for stagger pressure.
|
5AA
|
400
|
Any
|
14
|
3
|
15
|
-1
|
Body
|
Wide slash. Same motion as the other Sho's 5C. Has quite good horizontal hitbox, so the move can be used as an anti-air if the opponent jumps after blocking 5A.
|
5AAA
|
500
|
Any
|
17
|
2
|
9+18
|
-10
|
Head
|
Sho jumps to the air and does a cross slash. Same as the other Sho's 2C. It's pretty safe to continue into this move if you happen to anti-air someone with 5AA. Can only be cancelled with Furious Action, Tsukiyomi and Wings of Purgatory.
Auto Combo continues with A Flash > A Soaring > A Destroying.
|
|
2A
Good range. Combo extender after Tsukiyomi.
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
180
|
Low
|
7
|
3
|
9
|
-1
|
Leg
|
Typical sweep kick. Same as the other Sho. Can be used three times in a row.It can be also comboed from Tsukiyomi and combo into 5B.
|
|
5B
Perfect for closing gaps!
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
300,150
|
Any
|
10
|
2(8)3
|
20
|
-8
|
Body
|
Two-part slash move that slams the opponent to the ground. Same as the other Sho. Can be canceled after first hit. Jump cancelable even on block. Low damage for a typical 5B move. Useful when closing the gap between your opponent and acts like a pseudo-5A.
|
|
2B
This move also knocks the opponent down to the ground!
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
300,150
|
AUB
|
10
|
4(10)2,3
|
18
|
-6
|
Body
|
Two-part slash move. First launches the opponent into air and the second slams them down. Same as the other Sho. Just like 5B, this one can also be canceled after the first hit. There's a pretty long time between the two strikes, so you should always jump cancel if you get guarded.
|
|
j.A
Great range for a j.A
|
|
j.B
Good carrier to the ground
|
|
All Out Attack A+B
Covers amazing range, but shouldn't used randomly
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
300
|
High
|
31*2
|
3
|
38
|
-22
|
Body
|
Dashes towards the opponent and strikes with two wide slashes with his swords. Overhead. It has a slow start-up but it covers a very long distance.
|
|
Sweep 2A+B
Longer than a usual Sweep, so be careful while using it
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
200,500
|
Low
|
10
|
3(12)3
|
15
|
-3
|
Leg
|
2 low kicks with both legs. Same move as the other Sho, but the start-up is slightly different. It can be also used in a combo in the corner or on most Fatal Counter combos
|
|
Persona Moves
5C
Has a small range
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
700
|
Any
|
15
|
3
|
35
|
-19
|
Body
|
Tsukiyomi takes its weapon and slashes towards the ground. Has good reach. Can be linked to 5B and 2B, but the move pushes the opponent away, so the combo might drop on the center of screen. Long Recovery, so it shouldn't be used randomly.
|
|
2C
Tsukiyomi appears behind the opponent
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
900
|
Any
|
30
|
3
|
31
|
-16
|
Body
|
Tsukiyomi appear pretty far away from Sho and slashes the opponent. Doesn't appear outside of the corner. Fatal Counter. Tsukiyomi's action is identical to 5C, but has slower start-up. Pretty much no way to follow-up on an aerial hit, but can be followed by an AoA on a ground hit.
|
|
5D
It's range can be extended by holding D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
1000
|
Any
|
21[38]
|
3
|
37[21]
|
-22
|
Body
|
Tsukiyomi swings its weapon to rise the opponent into midair. Untechable time is long enough for even his Skill "Tsukiyomi" to connect. You can hold the D button to increase its range. Move pushes the opponent so it can also be used to drive the opponent towards the corner.
|
|
2D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
1000
|
Any
|
27
|
3
|
34
|
-19
|
Body
|
Tsukiyomi appears even more far away than 5D. Tsukiyomi swings its weapon down. While it might have Fatal Counter properties, it is hard to combo from it. It also has a long recovery and can only be cancelled to a few moves. Can be used to surprise the opponent, but this move is giving one of your Persona Cards for free.
|
|
j.C
Tsukiyomi launches the opponent downwards
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
700
|
Any
|
15
|
3
|
35
|
-
|
Body
|
Aerial version of 5C. Tsukiyomi moves horizontally and slashes the opponent. Sho floats in the air until Tsukiyomi finishes its attack. It is most used during a combo, due to it having a long recovery.
|
|
j.D
Same as 5D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
1000
|
Any
|
23[32]
|
3
|
42[33]
|
-
|
Body
|
Aerial version of 5D. Tsukiyomi slashes the ground. Sho floats in the air until Tsukiyomi finishes its attack. Holding down the D button will extend the attacks range. This version also moves horizontally.
|
|
j.2D
Same as 2D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
1000
|
Any
|
27
|
3
|
38
|
-
|
Body
|
Aerial version of 2D. Tsukiyomi appears on the ground, some distance away from Sho and slashes the opponent back to air. You have to be pretty high for the move to connect in a combo.
|
|
Throw C+D
Can only be canceled with OMC, OMB or 236236D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
0,500*3
|
Throw
|
5
|
3
|
25
|
-
|
Throw
|
Sho grabs the opponent, slices their stomach and the opponent falls to the ground. Same as the other Sho. Following is possible with a One More Cancel, One More Burst or D Version of Wings of Purgatory. It can be cancelled anytime with OMC, OMB or 236236D during the move, but the deals more damage than the other hits, so it's better to wait for the last move to hit before canceling it.
|
|
Air Throw j.C+D
Same as ground throw
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
0,700,800
|
Throw
|
4
|
3
|
18
|
-
|
Throw
|
Sho grabs the opponent, slashes them and then slashes them away. Same as the other Sho. Can be followed on the center of the screen with enough meter.
|
|
Izayoi B+D
Izayoi raises SHO to the air
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
700,350
|
Any
|
10
|
3(3)3
|
39+15 Landing Recovery
|
-40
|
Body
|
Very good anti-air move with invincibility. Same as the other Sho. Move can be cancelled from Flash Fang and Soaring Fang. It can be followed with Back Izayoi only on hit. Same as the other Sho, but if you get blocked, you can use Wings of Purgatory to put yourself in a safer position.
|
|
Back Izayoi j.B+D
Air unblockable!
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
600
|
Any
|
11
|
4
|
15
|
-13 during each attack
|
Head
|
Moves a bit towards the ground during the move. Deals a large amount of blue health, so don't spam it too much. Aerial unblockable. Can be cancelled from Izayoi and Soaring Fang. Same as the other Sho, but if you get blocked, you can use Wings of Purgatory to put yourself in a safer position.
|
|
Survival Knife 236A/B
Best used after a 2D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A
|
400
|
Any
|
25
|
-
|
Total of 43
|
-6
|
Projectile
|
B
|
400
|
Any
|
25
|
-
|
Total of 46
|
-9
|
Projectile
|
SB
|
400*2
|
Any
|
17
|
-
|
Total of 36
|
-7
|
Projectile
|
Throws a horizontally advancing knife. Doesn't deal too much damage, but it's a useful tool for approaching. It also works for okizeme. Command is easier than the other Sho's, but it now only has two version (+ Skill Boost). This one also has a slower start-up than the other Sho's version (execpt for the SB version), so it isn't that useful as an actual projectile. Mostly used after a Burst.
A: Throws a really slowly moving knife that hits the opponent around their chest. Doesn't hit crouchers. Faster recovery than B-version.
B: Throws a faster moving knife that hits the opponent around their legs. Longer recovery.
SB: Throws A and B knife at the same time. Faster start-up and a useful move to restrain the opponent.
|
|
Moon Crushing Slash: Flash Fang 214A/B
Usually used when you want to end a combo
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A
|
400
|
Any
|
12
|
3
|
24
|
-12
|
Body
|
B
|
500
|
Any
|
16
|
3
|
24
|
-12
|
Body
|
SB
|
700
|
Any
|
10
|
3
|
18
|
0
|
Body
|
Sho rushes forward and slashes. This one has additional follow-ups, unlike the other Sho's version. It can also be cancelled into Furious Action. The SB has a very loose damage proparation which makes it possible to build combos from this move.
A: Fast start-up and doesn't leave you too much open. Used when you need a faster version.
B: 4F slower than the A version but covers longer distance during the move. That's also the reason why this version is used in most combos. Long recovery on block, so don't use it randomly.
SB: Fast start-up and quick recovery. Can be used as a one-shot move and then followed with 5B. Not too useful as a combo part.
|
|
Moon Crushing Slash: Soaring Fang 4A/B during Flash Fang
Follow up for Flash Fang
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A
|
500
|
Any
|
11
|
3
|
28
|
-14
|
Body
|
B
|
100,500
|
Any
|
13
|
4,2,3
|
15
|
-1
|
Body
|
SB
|
50*6,500
|
Any
|
6
|
1*6,3
|
7
|
+7
|
Body
|
Follow-up move where Sho does a heavy slash and launches himself and the opponent to the air. It can be cancelled into Izayoi.
A: Doesn't jump that high which makes it impossible to follow-up. It's only used in some combos to connect SB Destruction Fang.
B: Slower start-up. Deals 3 hits. After the attack, you can move in the air.
SB: Deals even more hits than B-version. You can continue into an aerial combo.
|
|
Moon Crushing Slash: Destruction Fang 4A/B during Soaring Fang
The ender for most combos
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A
|
600
|
Overhead
|
16
|
6
|
11 Landing Recovery
|
-
|
Head
|
B
|
500,200
|
Overhead
|
22
|
3,3
|
11 Landing Recovery
|
-
|
Head
|
SB
|
800
|
Overhead
|
17
|
3
|
Landing Recovery only
|
7 during each attack
|
Head
|
Sho slashes the opponent back to the ground. Overhead. B and SB versions are Fatal Counters.
A: Fast start-up. Easy to connect from Soaring Fang. If you have no meter, use this version.
B: Much slower and deals a Fatal Counter. Unlike A-version, this deals two hits. Use only in combos that you know it will connect for sure.
SB: Fast start-up and falling speed. Fatal Counter. Very useful move. Can combo from it afterwards.
|
|
Tsukiyomi 236C/D (air OK)
Useful tool when you want to come near your opponent
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
C/D
|
800
|
Overhead
|
40
|
3
|
4+6 Landing Recovery
|
+4
|
Head
|
SB
|
-
|
-
|
-
|
-
|
28 Total Recovery
|
-
|
-
|
Sho uses Tsukiyomi to warp and then reappears in midair either from before or behind the opponent and slashes them. Overhead. Always locks to the opponent and appears a certain distance away from them. Advantageous if the slash is blocked, but it can be countered before the move hits. Fatal Recovery. It isn't practical to use when the opponent is in the air, since the move will miss.
C: Appears from before the opponent.
D: Appears from behind the opponent.
SB: Ground version appears before the opponent. Aerial version appears behind the opponent. This version only teleports you near the opponent. 2nd jump and air dash are possible after this version.
|
|
Spiritsucking/Bloodsucking 214C/D
Mixup tool
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
C/D
|
0,200,100*9,350
|
Throw
|
8
|
2
|
35
|
-
|
Throw
|
214CD
|
0,200,100*9,350
|
Throw
|
5
|
2
|
35
|
-
|
Throw
|
Command throw which deals damage and steals either life or meter from the opponent. It has a shorter reach than his normal throw. This move has a Fatal Recovery, so pretty risky if it happens to miss.
C: Steals 10 SP and gives them to Sho. If the opponent has less than 10 SP, the move then takes everything.
D: Steals some health. Exact amount hasn't been confirmed.
SB: Steals both health and 10 SP.
|
|
Wings of Purgatory 236236C/D (air OK)
Useful when you want the opponent to get away from you.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
C
|
2200
|
Any
|
4+27
|
-
|
76 Total (Ground), Landing Recovery Only (Air)
|
-23(Ground),-(Air)
|
Projectile
|
D
|
2200
|
Any
|
4+6
|
-
|
63 Total (Ground), Landing Recovery Only (Air)
|
-30 (Ground),-(Air)
|
Projectile
|
SB
|
2500
|
Any
|
4+3
|
-
|
66 Total (Ground), Landing Recovery Only (Air)
|
-37
|
Projectile
|
Sho swings his swords and launches a huge energy wave forward. It has a huge vertical hitbox so the move is mainly used as a combo ender. It also has some invincibility and can be used to cover yourself if you couldn't with Izayoi. Long recovery on the ground, but the opponent can't tech for a while if the move successfully hits. One More Cancel is also possible on hit.
C: Slower version. Difficult to use standalone, but it works in combos.
D: Faster version. Used to end aerial combos. Works also to cover the recovery of his Furious Action and to punish projectile spamming.
SB: Increased speed and damage compared to D-version.
|
|
Awakened SP Skill Attacks
Moon Smasher 214214A/B
Huge damage output
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A
|
500,2500
|
Any
|
4+2
|
6(28)11
|
32
|
-24
|
Body
|
B
|
500,2500
|
Any
|
4+7
|
12(30)11
|
40
|
-32
|
Body
|
SB
|
500,3000
|
Any
|
4+2
|
12(30)11
|
40
|
-32
|
Body
|
Sho jumps into air and then comes down smashing his sword into ground. The second hit creates a powerful shockwave. High damage, good amount of invincibility and works well to interrupt the opponent. Still, this one has lower damage than the other Sho's version. This version is also aerial blockable, unlike the other Sho's version.
A: Jumps lower than other versions which also makes it possible to continue the combo from this move on counter hit.
B: Jumps higher and reaches better, but takes longer and is easier to react.
SB: Higher damage. Possible to follow on Counter Hit. Definitely not worth to use in a combo, but works as a one-shot move.
|
|
Fantasy Fog 214214C/D
Your classic block-counter attack
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
C
|
-
|
-
|
4
|
-
|
44
|
-
|
-
|
D
|
-
|
-
|
4
|
-
|
32
|
-
|
-
|
SB
|
-
|
-
|
1
|
-
|
40
|
-
|
-
|
Counter move. Sho takes a stance which accepts everything except projectiles. After the opponent is caught in the move, Sho becomes fully invincibile and a screen-wide unblockable move hits and "breaks" the screen like on Shadow Labrys's "Challenge Authority". After that, the whole screen (except for the opponent) turns dark for short while. Sho can be seen now and then, but basicly you're free to throw in all kinds of mix-ups. Only down side is that summoning Tsukiyomi makes Sho visible and reveals his position. Even after getting caught in the move, opponent can evade the unblockable hit with some tricks, like One More Cancel+Furious Action, but the visual effect activates even without getting a hit confirm.
C: Longer duration than D-version and bigger overall amount of frames.
D: Shorter duration which makes it more difficult to get the move hit, but it's also safer if the move fails.
SB: Deals the same amount of damage as others.
|
|
Instant Kill 222C+D
Sho Time: The World
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
K.O.
|
Any
|
23+57
|
5
|
71
|
-57
|
Body
|
Your classic Instant Kill. His IK has a really small hit box, slow start-up and it is blockable... So, the only good thing is the invincibility. You shouldn't really use this at all.
|
|
Strategy
General Tactics
In this part, you can talk about anything you feel like beginner players should know.
Split up your topics like this
- And even further split it up
- Like this.
Add more asterisks to further indent your text as necessary.
Tips and Tricks
Combos
Midscreen
- 5AAAA > B-Soaring > A-Destroying
- 5AA/2Ax2 > 5B > 2B > 5C B-Flash > B-Soaring > B-Destroying/Furious Action
- 5AA > 5B > 2B > 5C > 5D > Tsukiyomi(>D-Purgatory) (From hitting crouching)
- 5AA(Aerial hit) > 5D > Tsukiyomi > (Slide Input゙)2A > 5B(1) > 2B > Sweep > A-Flash > B-Soaring > A-Destroying/Furious Action
- 2B(1) > j.A > j.B(1) > Jump Cancel > j.B > j.C > Aerial Furious Action(>D-Purgatory)
- Tsukiyomi > 5AA > 5B > 2B > 5C > B-Flash > B-Soaring > A-Destroying/Furious Action
- All-Out Attack > C-Finish(Fatal) > j.A > j.B(1) > Jump Cancel > j.B > j.C > j.2D > Tsukiyomi(>D-Purgatory)
25 SP Required
- 5AA > 5B > 2B > 5C > B-Flash > SB-Soaring > j.A > j.B(1) > Jump Cancel > j.B > j.C > Aerial Furious Action(>D-Purgatory)
- 5AA > 5B > 2B > 5C > 5D > SB-Tsukiyomi > j.B(1) > Jump Cancel > j.A > j.B > j.C > j.2D > Tsukiyomi(>D-Purgatory)
(Works only when hitting a crouching opponent)
- 5AA/2B > 5B > Sweep > Flash > Soaring > Delay > SB-Destroying > 2A > 5B(1) > 2B > Sweep > B-Flash > B-Soaring>A-Destroying/Furious Action
(Doesn't work on Yukiko, Kanji or either Sho)
50 SP Required
- 5AA > 5B > 5C > B-Flash > B-Soaring > OMC > 5D > Tsukiyomi > 5AA > 2B > 5B(1) > A-Flash > Furious Action > Aerial Furious Action
- 5AA > 5B > 5C > B-Flash > B-Soaring > OMC > 5D > Tsukiyomi > Slide Input > 2A > 5B(1) > 2B > Sweep > B-Flash > B-Soaring > A-Destroying/Furious Action
- 2D/j.2D > Tsukiyomi > OMC > j.B(1) > 5AA > 5D > Tsukiyomi > 2A > 5B > A-Flash > A-Soaring > A-Destroying/Furious Action
- Throw > OMC > 5AA > 5B(1) > 2B > Sweep > B-Flash > B-Soaring > A-Destroying/Furious Action
- Throw > OMC > j.B > Dash > 5B(1) > 2B > Sweep > B-Flash > B-Soaring > A-Destroying/Furious Action
One More Burst Required
- 5AA > 5B > 2B > 5C > B-Flash > B-Soaring > OMB > Charged j.D > Tsukiyomi > (Slide゙ Input) 2A > 5B(1) > 2B > Sweep > B-Flash > B-Soaring > A-Destroying/Furious Action
Counter Hit Only
Counter
- 2B(1)(Counter Hit) > 5D > Tsukiyomi > 5AA > 2B > 5B(1) > A-Flash > B-Soaring > A-Destroying/Furious Action
- 2B(1)(Counter Hit) > 5D > Tsukiyomi > 2A > 5B(1) > 2B > Sweep > A-Flash > B-Soaring > A-Destroying/Furious Action
- 5C(Counter Hit) > All-out Attack > C Finish(Fatal) > j.A > j.B(1) > Jump Cancel > j.B > j.C > j.2D > Tsukiyomi(>D-Purgatory)
- 5C(Counter Hit) > 2C > 5B > Sweep > Flash > Soaring > Delay > SB-Destroying > 2A > 5B(1) > 2B > Sweep > B-Flash > B-Soaring > A-Destroying/Furious Action
- j.2D(Counter Hit) > Aerial Furious Action > Dash > 5AA > 2B > 5B(1) > A-Flash > B-Soaring > A-Destroying/Furious Action
- j.2D(Counter Hit) > Aerial Furious Action > Dash > 5D > Tsukiyomi > (Slide Input)2A > 5B(1) > 2B > Sweep > A-Flash > B-Soaring > A-Destroying/Furious Action
- A/SB Moon Smasher(Counter Hit) > Dash > 5AA > 2B > 5B(1) > A-Flash > B-Soaring > A-Destroying/Furious Action
Fatal
- ~B-Soaring (Fatal) > (While descending) j.A > 2B(1) > 5D > Tsukiyomi >5AA > 2B > 5B(1) > A-Flash > B-Soaring > A-Destroying/Furious Action
- ~B-Soaring (Fatal) > (While descending) j.A > 2B(1) > 5D > Tsukiyomi >Slide > 2A > 5B(1) > 2B > Sweep > B-Flash > B-Soaring > A-Destroying/Furious Action
- 2D(Fatal) > A-Knife > Charged j.D > C-Tsukiyomi > 5AA > 5D > SB-Tsukiyomi > j.B(1) > Jump Cancel > j.A > j.B > j.C > j.2D > Tsukiyomi(>D-Purgatory)
50 SP and One More Burst Required
- SB-Flash(Fatal) > 5B > 5C > B-Flash > B-Soaring > OMB > Charged j.D > C-Tsukiyomi > Sweep > Flash > Soaring > SB-Destroying > 2A > 5B(1) > 2B > Sweep > A-Flash > B-Soaring > A-Destroying/Furious Action (Deals a bit over 7000 damage)
Corner Only
- 5AA/2A > 5B > 2B > 5C > Sweep > B-Flash > B-Soaring > A-Destroying/Furious Action
- 5AA > 5C > 5B > 2B > 5C > Sweep > B-Flash > B-Soaring > A-Destroying/Furious Action
- Air Throw > (While descending) j.B(1) > 5A > 2B > 5B(1)/Sweep > A-Flash > B-Soaring > A-Destroying/Furious Action
25 SP Required
- 5AA > 5B > 2B > 5C > Sweep > Flash > Soaring > Delay > SB-Destroying > 2A > 5B(1) > 2B > Sweep > B-Flash > B-Soaring > A-Destroying/Furious Action
50 SP Required
- Bloodsucking/Spiritsucking > OMC > 5AA > 5B(1) > 2B > Sweep > B-Flash > B-Soaring > A-Destroying/Furious Action
- ~B-Soaring > Furious Action > C-Purgatory > Furious Action > Aerial Furious Action(>D-Purgatory)
100 SP Required
- ~B-Soaring > Furious Action > C-Purgatory > Moon Smasher
150 SP Required
- ~B-Soaring > Furious Action > C-Purgatory > D-Purgatory > Moon Smasher
One More Burst Required
- ~OMB > Micro Dash > 2C > Sweep > Flash > Soaring > Delay > SB-Destroying > 2A > 5B(1) > 2B > Sweep > B-Flash > B-Soaring > A-Destroying/Furious Action
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