Post by arainbowoftomboys on Nov 1, 2022 0:08:47 GMT -5
HypnolordX vs. Street Fighter: Thralls In The Brawl
An Ikemen game created by Nyotengu.
Legend
B: Backward
F: Forward
U: Up
UB: Up-Back
UF: Up-Forward
D: Down
DB: Down-Back
DF: Down-Forward
LP: Light Punch
MP: Medium Punch
HP: Heavy Punch
LK: Light Kick
MK: Medium Kick
HK: Heavy Kick
P: Any punch button
K: Any kick button
QCB: Quarter-Circle Backward (D,DB,B)
QCF: Quarter-Circle Forward (D,DF,F)
HCB: Half-Circle Backward (F,DF,D,DB,B)
HCF: Half-Circle Forward (B,DB,D,DF,F)
360: Rotate joystick/d-pad in a full circle
+: and
,: then
/: or
HR: Special moves that are performed with F,D,DF can also be done as Hypnotic Reversal. Perform designated move while blocking and the Hypnotic Reversal version of the move will come out. Successful hit of Hypnotic Reversal stuns opponent. Hypnotic Reversal versions of F,D,DF moves are not available when using VB-ism.
HS: Special moves (excluding those performed with F,D,DF) have a Hypnotic Skill version. Perform designated move with two punch or two kick buttons instead of one. Successful hit of Hypnotic Skill stuns opponent.
Every character has a Super Thrall move, which not only inflicts extreme damage on opponents, it can also inflict a greater amount of stun time than a Hypnotic Skill or Hypnotic Reversal could.
Select your thralling style!
There are 6 playing styles to choose from, each one with a different Super Thrall Gauge. The first four can only be used outside of Tag/Royal mode, so likewise the last two are mode-based exclusives.
MR-ism: Three-sectioned Super Thrall Gauge which fills by attacking enemy and performing special moves. 1/3 of your Super Thrall Gauge is required to perform Hypnotic Skill or Hypnotic Reversal versions of select special moves. All three filled sections of your Super Thrall Gauge will be the requirement to perform your character's Super Thrall. You can also execute a MesmeRage, which sacrifices whatever Super Thrall energy you have over time in favor of increased damage in your attacks (unlike a Subliminal Combo which can only wear off by either getting hit let its limited duration expire, a MesmeRage can be turned on or off by pressing MP+MK).
VB-ism: Two-sectioned Super Thrall Gauge that fills by attacking enemy and performing special moves. 1/2 of your Super Thrall Gauge is required to perform Valor Break (by pressing MP+MK), which resembles an unblockable stun-inflicting variation of one of your basic heavy attacks. Performing Hypnotic Skill versions of special moves will consume 1/5 of your lifebar. Whenever your lifebar reaches 1/5 or less (red zone), you'll be able to perform your character's Super Thrall (at the additional cost of 1/2 of your Super Thrall Gauge).
SC-ism: Simple no-sectioned Super Thrall Gauge which fills by taking damage. A Red Charge (flashing red dot that attaches to your Super Thrall Gauge) will be stocked every 27 seconds (however, you can carry only one Red Charge at a time). A Red Charge is required to perform Hypnotic Skill or Hypnotic Reversal versions of select special moves. A full Super Thrall Gauge is required to activate the Subliminal Combo (by pressing MP+MK), which is basically a typical custom combo ability. To perform your character's Super Thrall, you must have a Red Charge AND a full Subliminal Combo Gauge. You can also perform Everlasting Charge moves.
TS-ism: Four-sectioned Super Thrall Gauge which usually fills over time (however, landing a first attack in a round will give you 1/4 of your TS-ism Gauge. Pressing MP+MK results in a Trance Strike, which resembles one of your basic heavy attacks, starts up slow, has super armor, and inflicts stun if connected (if blocked, 1/4 of your Super Thrall Gauge is consumed. Trance Strikes cannot be performed if your Super Thrall Gauge is at less than 1/4). Hypnotic Skill versions of special moves cost 2/4 of your Super Thrall Gauge while Hypnotic Reversal versions of special moves cost 3/4 (Hypnotic Reversals in TS-ism inflict more damage, possibly nearly as twice the damage, than any other -ism could), and Super Thralls cost all 4 bars.
HC-ism (Tag mode only): All fights in Tag mode will be one-round and both players will each have a three-person team. Pressing LP+MK or MP+LK results in assists while MP+HK or HP+MK will result in tagging out and LP+HK or HP+LK will result in a Snapback (LP+MK and MP+HK for partner A, MP+LK and HP+MK for partner B, LP+HK for enemy's partner A, and HP+LK for enemy's partner B). In Tag mode, players are forced to have a four-sectioned Super Thrall Gauge in which one bar is required for Hypnotic Skill/Hypnotic Reversal versions of special moves (or Snapbacks as well as HS Pursuits), two bars are required for Super Thralls, and all four bars are required for Hypnotic Cross (by pressing MP+MK, which allows you to control all three of your characters at once as well as use unlimited Hypnotic Skills for a limited time; when Hypnotic Cross ends, your Super Thrall Gauge will restart empty and one of your characters will be "hypnotized" and left open to attack). The HC-ism Super Thrall Gauge will fill by attacking enemies and performing special moves. Also, when playing HC-ism, your charcater's Super Thrall move will be performed as F,D,DF+PP/KK, depending on the character you're using based on his/her button that matches his/her Hypnotic Reversal-compatible special move (for example; Alexa's Super Thrall in HC-ism will be performed as F,D,DF+PP instead of QCF,QCF+P as her Shoryuken, her HR-compatible move, was F,D,DF+P).
BR-ism (Royal mode only): All fights in Royal mode will be one-round and there will be a "battle royal" type fight between two to four players (in which the last fighter remaining in the match claims victory). Pressing MP+MK will cause your character to Reverse (turn around). All Super Thralls in this -ism will be performed with the F,D,DF variety (a trait also shared with HC-ism). You will not have a Super Thrall Gauge, but you can have a stock of five Red Charges maximum. Every 27 seconds, players will receive a Red Charge. Hypnotic Skill versions of special moves as well as HR Pursuits cost one Red Charge each while Super Thralls as well as Hypnotic Reversal versions of select special moves cost two Red Charges each. Performing a Super Thrall while blocking will result in a Super Reversal at the cost of three Red Charges instead of two (inflicting more damage than usual).
Everlasting Charges (for exclusive use when playing SC-ism)
Each character has an already-existing special move that is given the ability to be Everlasting Charged. Everlasting Charges (or ECs) are performed by holding down the button during input (for example; holding P during Ryu's Hadoken). Naturally, charging cause the attack to do more damage, and may even change properties if charged long enough (the maximum being 3 levels), though this leaves the user vulnerable.
Level 1 - The move is performed as normal. If an attack is cancelled into a HS version special that allows EC and held then the HS/HR Everlasting Charge bypasses this step.
Level 2 - The move becomes a HS/HR special though it does not consume your stored Red Charge. HS version special moves can also be performed normally and then charged. This portion also makes the next attack the user performs a counter hit though the property is lost if said attack whiffs or is blocked.
Level 3 - The move becomes the character's Super Thrall, though it still does not take up a stored Red Charge nor any portion of the Super Thrall Gauge.
Due to how the level mechanics work, only the "basic" versions of Super Thralls are chargeable (for example; Alexa's Hadoken can be EC'd into Saimin Hadoken, and then Shinku Hashogeki). All moves with an EC property are colored in purple.
Basic moves
B: move backward
F: move forward
U: jump up
UB: jump backward
UF: jump forward
D: crouch down
Hold B when attacked: standing block
Hold DB when attacked: crouching block
Hold B in air when attacked: air block
Block at the exact moment of enemy attack's impact: Parry (VB-ism)
Block at the exact moment of projectile's impact: Reflect Guard (SC-ism/BR-ism; reflects opponent's projectile)
Block at the exact moment of physical attack's impact: Repel (SC-ism/BR-ism; leaves attacking opponent staggered)
B,B: run backward (SC-ism/TS-ism/HC-ism; hold B to continue running) / dash backward (MR-ism/VB-ism/BR-ism)
F,F: run forward (VB-ism/SC-ism/HC-ism; hold F to continue running) / dash forward (MR-ism/TS-ism/BR-ism)
D,U: Super Jump up
D,UB: Super Jump backward
D,UF: Super Jump forward
B/F+LP+LK near opponent: Throw
Jump near airborne opponent, LP+LK: Air Throw (only works with certain characters)
LP+LK when grabbed: Throw Escape
MP+MK: MesmeRage (MR-ism) / Valor Break (VB-ism) / Subliminal Combo (SC-ism) / Trance Strike (TS-ism) / Hypnotic Cross (HC-ism) / Reverse (BR-ism)
HP+HK: Taunt
Any two punch buttons when knocked down: Tactical Recovery (when facing up) / Safe Fall (when facing down)
U+K when opponent is knocked down: Pursuit Attack (U+any two kick buttons for HS Pursuit which costs either a Red Charge or one bar from your MR-ism/TS-ism Super Thrall Gauge; HS Pursuits performed in VB-ism will cost you 1/5 of your lifebar)
The story mode in this game features two routes: HLX Route and SF Route, each respectively focusing on Alexa and Ryu during the majority of matches. There will also be matches in which the player will fight as certain other characters to cope with Alexa's or Ryu's story (a la the main story mode, A Shadow Falls, from Street Fighter V). The final match in the story mode will shift regular Alexa into True Alexa (for her fight against Gill) or regular Ryu into Shadow Ryu (for his fight against Zelo), in case certain conditions are met.
HypnolordX move lists (alternate Super Thrall inputs which exclusively used in HC-ism are highlighted in pink and in brackets)
1. Alexa Choi
Command moves
F+MP, HP: Nidan Nichijo Ken - Basically Sakotsu Wari (which hits twice) followed by a left uppercut that knocks opponent into the air.
F+MK: Senpukyaku
F+HK: Chudan Sokutogeri - Looks like Ken's Ushiro Mawashigeri but with added blowback property.
DF+HK: Gedan Sokutogeri - Basically her crouching MK, but moves forward some distance along the ground with added knockdown property.
Special moves
QCF+P: Hadoken (also in air) - HS version's projectile is Saimin Hadoken, which moves forward in a wavy up-and-down path.
F,D,DF+P: Shoryu Otoshi - Alexa leaps into the air leading with her open right hand as would a Shoryuken. However, this only connects with airborne opponents, so it's basically Shoryuken as an anti-air throw. Upon successfully grabbing an aerial opponent, Alexa will slam them down in a seated jawbreaker drop, then tosses them to the ground in the opposite direction. The HR version is a left-fisted Shoryuken (which can possibly hit standing or crouching opponents), hitting twice on the way up, followed by an air grab at the peak going into a seated jawbreaker drop.
QCB+K: Tatsumaki Senpukyaku (also in air) - HS version is Tatsumaki Senpunage, a "shifted throw" in which the connected move will cause Alexa's kicking leg to spin her enemy around several times before she ejects them towards an edge of the screen, causing wallbounce.
QCF+K: Ryusokyaku - HS version causes ground pound within 1/3-screen distance (must be blocked low).
HCB+P: Gotsui Gansobomb - Alexa grabs her opponent, uplifts them, and slams them into the ground through a powerbomb. Then, as she ducks down during the powerbomb part, she executes a standing punt kick that knocks them into the air. The HS version knocks the opponent vertically upward rather than up-backward.
U,U,F,D+K in air: Bicycle Slash - Alexa turns around and executes an overhead backflip kick that leaves pink energy trailing behind her kicking foot, knocking down her foe on contact. HS version knocks back.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Shinku Hashogeki - Alexa sticks her finger inside her navel for a moment, then as she quickly pulls her finger out of her navel, a beam Hadoken is fired straight-forward from her navel. This inflicts 10 hits.
2. Cathryn Nappet
Command moves
F+HP+HK: Forward Flip - Cat Nap cartwheels forward. This can pass through projectiles and opponents.
U+HK in air: High-Middle Jump Kick
D+HK in air: Down-Right Jump Kick
Special moves
QCF+P/K: Cat's Eye (also in air) - Cat Nap fires an energy bullet from the lenses of her glasses straight-forward while standing (P) or crouching (K). In the air, she will fire the same projectile either straight-forward (P) or downward at an angle (K). The HS versions are a beam variation that knocks down.
F,D,DF+P: Nappet Strike - Cat Nap leaps upward leading with her right forearm, hitting once (LP), twice (MP), or 3 times (HP/HR). HR version adds a 4th hit in the form of an Oniyaki-like backfist.
QCB+P: Nappet Charge - Cat Nap dashes forward leading with both forearms. A parody of Captain America's Charging Star. It hits once (LP), twice (MP), 3 times (HP), or 4 times (HS).
HCB+K: Nap Breaker - Cat Nap grabs her opponent and launches them vertically upward with both feet, then catches her falling opponent with both hands and tosses them backward. In the HS version, after Cat Nap tosses her opponent upwards with both feet, she will then instead emit a vertical upward beam from the lenses of her glasses.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: No More Sleeping! - Cat Nap executes a Nappet Charge. If this connects, she will execute a series of attacks, followed by knocking her opponent into the air with a double-handed uppercut, and catching her falling opponent with both feet while standing on her hands prior to tossing them backwards.
3. Elizabeth Briggington
Command moves
Jump D+HP: Geki Momochi Otoshi - Elizabeth dives vertically downward leading with Pink Blood (which is her kubikiribocho weapon).
F in air near wall: Triangle Jump
Special moves
QCF+P: Kaiten Momochi Dan (also in air)- Elizabeth tosses Pink Blood across the screen. The HS version's projectile will inflict multiple hits if it connects.
F,D,DF+P: Hissatsu Momochi Totsugeki - Elizabeth dashes forward leading with her shoulder. The MP and HP versions respectively add a horizontal slash of Pink Blood (MP for standing, HP for crouching). The HR version hits multiple times on the way forward.
QCB+P: Nanairo Momochi Giri (also in air) - Elizabeth executes an overhead slash of Pink Blood, forming rainbow-colored energy trailing behind the blade. This can absorb projectiles to add power to Subliminal Combo/Super Thrall Gauge (LP/HS) or reflect projectiles (MP for horizontal reflect, HP on ground for upward angle reflect, or HP in air for downward angle reflect). If the HS version absorbs a projectile, the rainbow-colored energy arc will be immediately used as a knockdown projectile that travels forward.
QCF+K in air: Musasabi Momochi Tsuki - Elizabeth backflips in place mid-air and dives down-right at an angle leading with Pink Blood. The HS version hits multiple times instead of once.
HCB+K: Sora to Daichi Bakusatsu - Elizabeth grabs and tosses her opponent upwards, then stabs Pink Blood at the ground, surrounding herself in an energy geyser that rises from the ground, striking her falling opponent who they will land on. The HS version has the energy geyser hit several times instead of once.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Nekketsu Momochi Totsugeki - Elizabeth dashes forward. If she connects, she will execute a series of Pink Blood slashes, ending with Nanairo Momochi Giri.
4. Aoi Hikari
Command moves
F+MK: Knee Knock - Aoi leaps forward leading with her right knee.
F in air near wall: Triangle Jump
Special moves
QCF+P: Ao Mutekiken - Aoi dashes forward with a right cross punch. This move has autoguard at startup. The HS version adds a left cross punch followed by a blowback right roundhouse kick.
F,D,DF+P (repeat three times): Ao Retsuken - Aoi spins forward with a left backfist, followed by two cross punches (right then left). HR version triggers the second and third punches of this move automatically (no need to repeat F,D,DF+P if performing it while blocking). The first input of this move can also two-in-one from Knee Knock.
QCB+P (repeat three times): Ao Gekiken - Aoi dashes forward with two mini-uppercuts, followed by a left uppercut. The third input in the HS version preceeds the third uppercut with an added rapid series of four punches at various forward angles. The first input of this move can also be done after a (non-HS ver.) Ao Mutekiken.
QCB+P, QCB+P, QCF+P: Ao Shin Gekiken - Aoi follows two mini-uppercuts with a ducking left fist sweep followed by a downward-swing punch with her right fist. When executed if the first QCB+P was QCB+any 2 punches (HS Ao Gekiken first part), the last two punches become an Ao Mutekiken followed by a left overhead punch that knocks down.
QCF+K: Ao Zentenkyaku (also in air) - Aoi throws a right overhead punch that causes her to roll forward through the air. The MK, HK and HS versions involve a rolling kick right after the overhead punch start. The HS version has the rolling kick part "shifted" into a leg throw if connected.
HCB+K: Ao Nekketsu Otoshi (also in air) - Aoi grabs her opponent, leaps into the air along with them and comes down in a vertical-spiralling cross-chop type slam. The HS version has Aoi continue to spin as a way to inflict multiple hits on her opponent upon slamming them into the ground.
Super Thrall
QCF,QCF+K [F,D,DF+PP]: Ao Ranbuken - Aoi executes all three punches of her Ao Gekiken move. If the third punch connects, the opponent gets knocked into the air, so Aoi will jump up and execute an aerial autocombo there, finishing it off with a vertical cross-chop that hits several times on the way down.
5. Aki Aikawa
Command moves
B+HP: Akai Karyuzan (feint)
B+hold HP: Akai Karyuzan - Aki concentrates for a moment. If fully concentrated, she will dash forward with an unblockable blowback body check.
F+MK: Akai Hakurokyaku - Aki flies forward through the air with two turning kicks.
B+HK: Akai Shiranami - Aki backflips along the ground towards opponent with an overhead kick.
F+HK: Akai Kyaku Otoshi - Aki flies forward with a butterfly kick.
Akai Shiranami / Akai Kyaku Otoshi, HP: Akai Hiji - An elbow tackle.
Special moves
QCF+P: Akai Rekku - Aki executes a turnaround right-shoulder tackle. HP version has blowback property, HS version has wallbounce property.
F,D,DF+P: Akai Hoshin - Aki dashes forward with afterimages trailing behind her (though this cannot pass through opponents unless the move is an HR version). HR is an "attacking" variant in which the opponent will be knocked down if she dashes through them. The HR version does not have any follow-ups.
Akai Hoshin, P: Akai Tenjin - Aki leaps into the air (and slightly forward) with a left backhand.
Akai Hoshin, K: Akai Getsusai - Aki leaps vertically into the air in a backflip kick.
QCB+K: Akai Rishu (also in air) - Aki spins herself around with one leg out while standing on her other leg. The LK version cannot be moved B/F as other versions can do, the HS version has a vacuum effect.
QCF+K: Akai Kyoshu - A crouching variant of Akai Rishu. The LK version cannot be moved B/F as other versions can do, the HS version has a vacuum effect.
HCB+P: Akai Zukiyo (also in air) - Aki grabs her opponent, climbs on top of them, propels herself backward into the air, and dive kicks down-right at an angle, striking through them. In the HS version, upon propelling herself backward into the air after grabbing her opponent, she will dive kick down-right at an angle, this time dragging them towards the edge of the stage where an explosion pops up on the opponent the same time Aki flips away.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Akai Oboro - Aki runs forward. If she connects, she executes a body check that strikes through them, also leaving them getting hit several more times as would Zanei (a move from Street Fighter's Gen, NOT HypnolordX's Gen which was Aki's dad) can do.
6. Gen Aikawa
Command moves
F+HP: Flying Headbutt
D+LK in air: Double Knee Drop
D+HP in air: Flying Body Attack
Special moves
QCF+P: Turnabout Knuckle (also in air) - Basically Double Lariat. You can move B/F during the MP or HP version. The HS version will propel Gen vertically into the air, hitting 4 times on the way up.
QCF+K: Grumble Shot - Gen kneels down and shoots a large yellow energy sphere that flies across the screen right-handed. The HS version fires three projectiles consecutively instead of once.
F,D,DF+K: Rising Powerbomb - Gen leaps into the air leading with his open left hand against a jumping enemy. If successful, he will grab and slam them into the ground. The HR version adds a crouching uppercut that knocks his enemy into the air, prior to the rising grab part.
HCB+P: Dynamic Spindriver (also in air) - Gen grabs his opponent, forward flips along with them, and slams them down in a piledriver. If this move is used against a crouching opponent, he will instead vertically leap into the air along with them through a continuous backward somersault prior to slamming them into the ground with a piledriver. HS version adds a second piledriver (this time a Screw Piledriver) afterward.
HCB+K: Upside-Down Charge - Gen walks forward some distance with an unblockable grab. If successful, he will turn his opponent's back for a German suplex. The HS version adds a jumping suplex right after the German suplex part.
Close HCB+K: Gravity Press - Gen grabs his opponent, and flies across the screen into the air along with them in the opposite direction (using Flying Power Bomb animation), slamming them at an edge of the screen. The HS version adds a diving suplex right after the wall press.
Super Thrall
360+P [F,D,DF+KK]: Triple Dynamic Spindriver - Gen grabs his opponent for a front-flip piledriver, followed by a Screw Piledriver, and finally a backward-somersault piledriver.
7. Luna Graves
Command moves
F+MK: Falling Arc
Special moves
QCB+P: Dodge Upper - Basically Cammy's Quick Spin Knuckle, but with an uppercut instead of a backfist. HS version knocks the opponent higher into the air with the uppercut part.
QCF+P: Mach Slide (also in air) - HS version is a "damaging" variant of the move that knocks down.
QCF+K: Sniping Arrow (also in air) - HS hits multiple times.
F,D,DF+K: Cannon Revenge - Usually a standing/jumping physical attack counter. If used as HR, the Cannon Spike part hits 4 times.
HCB+K: Earth Direct (also in air) - HS version is an alternate variation based on Jin Saotome's Saotome Crush from Marvel vs. Capcom, ending with a Cross Scissor Pressure-like wall slam.
Super Thrall
360+K [F,D,DF+KK]: Dancing On Your Grave - Luna grabs her foe and slam them back-and-forth with four suplexes, with the last one launching them into the air, so she will execute a Cannon Spike at them to finish it off.
8. May Nappet
Command moves
B+HK: Backflip Kick
F+HK: Frontflip Kick
Special moves
QCF+P: Torozan (also in air) - Projectile travels downward at a steep angle if performed in the air. HS version's projectile hits 3 times.
F,D,DF+P: Hakkaku Sobiken - MP hits twice while HP hits 3 times. HR version repeats the attack twice, hitting 5 times total.
B,F,D,DF+P: Kakko Hakkaku Sobiken - Starts with a forward dash prior to attack. HS version adds a downward Torozan projectile if attack reaches the peak (4 hits total with the last hit being a downward Torozan).
Charge K, release: Lickety-Split Kick - HS version can be unblockable if 2 kick buttons used is charged for at least 8 seconds before release.
HCB+P: Destiny Beam - Ms. May grabs and tosses her foe into the air, then emits a vertical-upward beam from the lenses of her glasses to strike them. HS version involves letting her foe falling right in front of her face so she will emit a straight-forward beam on them instead, hitting 4 times.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Destiny Impulse - Ms. May emits a beam from the lenses of her glasses straight-forward, hitting 8 times.
9. Gretel Grimsby
Command moves
F+HP: Twisted Broom - Gretel hops forward along with a spinning swipe of her broom.
F+MK: Dual Smash - Gretel hops forward and simultaneously brings her elbow down and knee up.
F+HK: Trouble Kick - Gretel steps forward then executes a side kick.
Special moves
Charge B,F+P: Sonic Broom - Gretel tosses her broom forward like a boomerang. HS version will be a shorter-range variant that hits multiple times (like a vertical-looking Sonic Hurricane).
Charge D,U+P: Striking Hex - Gretel grabs her opponent, jumps high along with them, and comes down in a suplex. HS version is a spinning variant.
Charge D,U+K: Somersault Smash - Gretel hangs onto her broom and rolls herself forward into the air. HS version is a double revolution of the attack.
Charge U,D+P in air: Moonsault Smash - Gretel swings her broom in a lower half-circle motion, leaving some energy trailing behind it. HS version shoots an large arc of energy downward at a steep angle.
F,D,DF+K: Sonic Move - Gretel teleports either to the center of the screen (MK) or close to either side (LK for left side, HK for right side). HR version is a forward teleport dash that knocks down her enemy just by going through them.
Super Thrall
Charge B,F,B,F+P [F,D,DF+KK]: Start To Death - Gretel rushes forward with a series of attacks, ending with a Twisted Broom.
10. Layla, queen of The Forgotten Kingdom
Command moves
F+MK: Forbidden Elegance (a.k.a. Elegant Kick)
Special moves
QCF+P: Forbidden Strike (a.k.a. Gurenken)
Forbidden Strike, P: Forbidden Double - Becomes True Forbidden Double if performed after an HS ver. Forbidden Strike.
B,D,DB+P (or F. Strike/F. Double, P): Forbidden Break (a.k.a. Hosho) - Becomes Forbidden Peak (a.k.a. Ressencho), which hits twice, if performed after an HS ver. Forbidden Strike or True Forbidden Strike. HS version of B,D,DB+P will also trigger Forbidden Peak.
F,D,DF+P (or F. Strike/F. Double, D+P): Forbidden Massacre (a.k.a. Reseenha) - HR version of the F,D,DF+P variant (or D+P follow-up after HS ver. Forbidden Strike/ True Forbidden Double) will be Forbidden Empress (a.k.a. Kououken) which hits 3 times on the way up.
B,D,DB+K (or F. Strike/F. Double, K): Forbidden Restlessness (a.k.a. Mujinkyaku) - HS version of B,D,DB+K (or K follow-up from HS Forbidden Strike/True Forbidden Double) will knock opponent higher.
F. Strike/F. Double, D+K: Forbidden Wedge (a.k.a. Daisokubarai) - If performed after HS Forbidden Strike or True Forbidden Double, this hits 3 times instead of once.
QCB+P/K (or F. Strike/F. Double, B+P/K): Forbidden Return (a.k.a. Yashagaeshi) (P version of QCB+P can also be done in the air) - P ver. counters standing/jumping physical attacks while K ver. counters crouching ones. HS version of QCB+P/K (or B+P/K follow-up from HS Forbidden Strike or True Forbidden Double) will be a non-counter direct-attack variant of this move.
HCF+K: Forbidden Savage (a.k.a. Arakuma Inashi) - HS version adds more knee bashes prior to throwing her enemy.
Super Thrall
QCF,QCF+K [F,D,DF+PP]: Divine Forbidden Genesis (a.k.a. Shinpikaibyaku)
11. Yukina Aikawa
Command moves
D+hold HP+HK: Spirit Charge - Yukina has a Spirit Meter located above her Super Thrall Gauge. The Spirit Meter usually regenerates slow over time, but you can recharge it faster with this command move. However, whenever your enemy performs a taunt, your Spirit Meter will be drained in a small amount, so be careful.
Special moves
QCF+P/K: Hien Tenguken (also in air) - Looks like the Art of Fighting 2 version of Takuma Sakazaki's Kououken. The P versions' projectile aim straight-forward while the K versions' projectile will aim either upward angle while on the ground or downward angle while in the air. The HS versions' projectile is bigger and can knockdown (also, Yukina will say "Hien Shikoken" instead of "Hien Tenguken"). The projectile will travel at a full-screen distance at the cost of 25% Spirit Meter, otherwise it will degrade into a short-range blast.
F,D,DF+P: Hyakuren Ippatsuken - Yukina rapidly punches 3 (LP), 5 (MP), 7 (HP), or 12 (HR) times with her left fist. If this move connects, an extra hit in the form of a right uppercut finish is added in at the cost of 25% Spirit Meter.
QCB+K: Hiryu Shiko Kyaku (also in air) - A left flying kick that (when it connects if you have at least 1/4 of your Spirit Meter stored) will be followed by a left rolling sobat. In the HS version, the flying kick will (when it connects if you have at least 25% of your Spirit Meter stored) turns into a 5-hit rapid left kick.
HCB+P: Ran Chou Kyaku (also in air) - Yukina grabs her enemy so she will rapidly knee her enemy 6 times, followed by a left low-angle kick that knocks them down. The HS version will instead result in a mid-air series of low-angled forward kicks, hitting 10 times, followed by a double-foot kick that rebounds her backwards into the air upon knocking down her enemy. This move itself costs 25% of your Spirit Meter to use, so unlike her other three special moves, you won't be able to perform that when you have less than 25% of your Spirit Meter.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Yukina Ranbuken - Yukina executes a right uppercut that, when it connects, she will execute a series of attacks ending with a grab going into a Ran Chou Kyaku. If this is performed when you have at least 75% of your Spirit Meter filled, a mirror image of Yukina appears behind the enemy and both Yukinas will perform a series of attacks that will end with a HS ver. Hyakuren Ippatsuken that ends with a point-blank variant of K ver. Hien Tenguken.
12. Hinata Hikari
Command moves
F+MK: Overhead Kick - An axe kick.
Special moves
QCF+K: Hinokakato Otoshi (also in air) - Hinata executes a turning right axe kick that leaves flames trailing behind her kicking foot. If this absorbs an enemy projectile, she will execute a right roundhouse kick that shoots a fireball straight-forward. The HS version takes the form of a full-screen distancing projectile on its own (but this time, the projectile takes the form of the flaming arc she forms from the axe kick).
QCB+K in air: Missile Toe - Hinata shoots a fireball down-right at an angle with her right foot. The HS version has her shoot a second fireball with her left foot.
QCB+K: Hinogeki Otoshi - Hinata pivots forward through the air with a downward swing of her left arm, leaving a trail of flames behind her attacking fist. The HS version adds an upward left backfist (that knocks her enemy into the air) upon landing on the ground from the actual attack.
F,D,DF+P: Shoyoken - Hinata spins herself into the air with her arms outstretched. This hits once (LP), twice (MP) 3 times (HP), or 4 times (HR).
HCB+P: Danretsuken - Same as Dan Hibiki's command grab, which will still end with a cross punch right after the 13-hit rapid punch part. The HS version of Hinata's iteration ends with a roundhouse kick (rather than uppercut in Dan's iteration of the HS special).
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Geki Shoyoken - Hinata executes a Hinogeki Otoshi, followed by a 4-hit Shoyoken, and at the peak, a double Missile Toe.
13. Magnolia Moonstone
Command moves
F+HK: Mystic Wheel - Mystic Maggie kicks forward while standing on one hand.
Special moves
QCF+P/K: Mystic Hole (also in air) - Mystic Maggie executes an overhead wand swipe that generates some sparkles directly in front of her (P) or thrusts her wand forward to generate them at 1/2-screen distance (K). The sparkles absorb (LP/LK/HS) or reflect (MP/MK for horizontal reflect, HP/HK for diagonal reflect) enemy projectiles. If either HS version connects, the sparkles teleport the enemy, causing them to fall from the top of the screen for damage, landing on same spot the HS move was connected.
F,D,DF+P: Mystic Clutch - Mystic Maggie leaps into the air to catch an airborne enemy. If successful, she executes a lariat drop on them. HR version starts with a wand uppercut that knocks enemy into the air prior to actual move.
QCB+P: Mystic Strike (also in air) - Mystic Maggie dashes forward leading with her wand, hitting 3 (LP), 4 (MP), 5 (HP), or 6 (HS) times.
HCB+K: Mystic Trigger - Mystic Maggie grabs and leaps into the air along with her foe in a spinning lariat drop-like formation, slamming them down. HS version involves a multi-hit Keppujin (The Great Oni’s special throw) on the way up, prior to neckbreaker followed by a falling lariat drop.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Mystic Dynamic - Mystic Maggie forms a large energy wave with an overhead wand swipe (which can also reflect Super Thrall projectiles on impact) and thrusts her wand forward to shoot the wave across the screen. It hits 12 times (the latter 7 being the projectile part).
14. Ninja Girl
Command moves
LP, MP, LP: Shinten
LP, MP, LK: Yagura Kuzushi
MP, F+MK: Sasanaki
B+MP: Agemen
D+MP, F+HP: Shakunage - Second part is Kubiori which is a blockable slide grab going into a neckbreaker.
MK, D+HK, HK: Gogasha
F+MK: Kobekudaki
DF+MK: Sazan
F+HK: Bonshogeri - Can two-in-one into Iaigeri if fast enough.
D+HK in air: Hien (hits twice)
Jump against an edge of the screen, F: Triangle Jump
Special moves
QCB+P/K: Hayato Kakure (also in air) - Ninja Girl dashes backward (P) or forward (K) in a blur. On ground, LP/LK for straight ahead, MP/MK/HS for slight upward angle, or HP/HK for diagonal upward. In air, MP/MK/HS for straight ahead, LP/LK for slight downward angle, or HP/HK for slight upward angle. HS versions teleport Ninja Girl to the opposite edge of the screen, prior to Triangle Jump.
QCF+P: Makibishi - Ninja Girl tosses a caltrop at a set distance (LP for 1/4-screen, MP for 1/2-screen, HP for 3/4-screen). HS is basically all three regular versions at once.
QCF+P in air: Rokushaku Horokudama - Ninja Girl tosses a bomb downward at a forward angle (LP with steepest angle opposed to HP’s widest angle). HS is LP and MP versions combined.
F,D,DF+K: Iaigeri - Ninja Girl executes a ducking sweep (LK), standing roundhouse (MK), or jumping upward kick (HK/HR) with her right leg, leaving energy trailing behind her kicking foot. HR version hits 3 times followed by a right axe kick at the peak, knocking her foe downward.
HCF+K: Hanagasumi - Ninja Girl grabs her enemy and disappears along with them. Coming from the top of the screen, she slams them into the ground one-handed. HS version has her slamming her for to the ground using both feet.
Super Thrall
QCF,QCF+K [F,D,DF+KK]: Butchigire - Starts like Yami Shigure, but when it connects, it acts like Ukyo Tachibana’s Flashback Flash Blast from Samurai Shodown III.
15. Rex Malice
Rex is armed with a melee weapon called a "malice", which is a spiked ball on a stick.
Command moves
none
Special moves
QCB+P: Malice Strike (repeat three times) - Rex rushes forward with three swings of his Malice (high, middle, and low in that order). You can repeat this move four times instead of three if you use the HS version (the fourth hit is standing up with a horizontal Malice swing).
F,D,DF+P: Malice Dawn - Rex moonsaults towards his enemy and executes a downward swing of his Malice to knock them down. In the HR version, he will instead spiral himself diagonally into the air, ending with moonsault and downward Malice swing at the peak (hitting 6 times total).
QCF+P: Deadly Malice - Rex executes an overhead swing of his Malice that can reflect projectiles via energy trailing behind the tip of the Malice. The HS version lacks the overhead and reflect properties in favor of using the energy trail as a projectile that travels forward at full-screen distance.
HCF+K: Malice Trigger - Rex executes a ducking sweep of his Malice. If this connects, he will push his enemy behind him or, in case of the HS version, spin them around through the tip of the Malice several times before tossing them across the screen.
HCB+K: Hyper Press - Rex grabs his enemy one-handed, drags them towards the opposite end of the stage, and slams them there. In the HS version, he will add a second wall press in the opposite direction.
Super Thrall
QCF,QCF+K [F,D,DF+PP]: Tyrannosaurus Rex - Rex turns into a dinosaur (you guessed it) and tackles forward for five hits, followed by swinging his head up to knock his enemy into the air over him.
16. Lena Lustrous
Command moves
F+MP, HP: Lustrous Punch - Basically Quarrel Punch followed by Terrible Smash.
F+MK: Lustrous Kick - Basically Quarrel Kick, a dash kick.
Special moves
Charge B,F+P: Tornado Sphere - Lena shoots a black-colored sphere that is surrounded by swirling white-colored wind currents. The LP and MP versions' projectiles travel upward at an angle (LP with steep angle) while the HP and HS versions' projectiles travel straight-forward (HS resembles a non-electric variant of the Temportal Thunder projectile). The projectile itself hits 3 times (6 in the HS version) and travels at a full-screen distance (or 1/2-screen in case of the HS version).
Charge B,F+K: Lustrous Tackle - HS version adds a second Lustrous Tackle that comes with a clothesline, totalling three hits.
Charge D,U+K: Lustrous Execution - Lena grabs her enemy left-handed, uplifts them, and absorbs some of their Subliminal Combo/Super Thrall Gauge power until an explosion pops up on the enemy. HS version absorbs some more of her enemy's Super Thrall Gauge energy.
Charge D,U+P: Lustrous Headbutt - Basically Dangerous Headbutt. HS version hits twice.
Charge U,D+K in air: Lustrous Knee Drop - Basically Violence Knee Drop but performed in the air, due to its charge input being inverted. HS version auto-tracks enemy.
F,D,DF+P: Riria's Mirror - Basically Aegis Reflector, except that it can hit the enemy once (HR version will hit 6 times), the barrier will however still appear for only a few seconds. LP/HR version places the reflector close to her, while MP version places it slightly upward and the HP version places it farther forward (same height as LP version).
Super Thrall
Charge B,F,B,F+P [F,D,DF+PP]: Lust of Destruction - Lena dashes forward with an unblockable grab. If successful, she will activate a self-destruction mechanism that's hidden inside her busts, causing herself to explode on her enemy. (evidenced here - www.deviantart.com/hypnolordx/status-update/Oh-yes-we-re-doing-the-970334738)
17. Noir
Command moves
Jump on top of opponent: Head Ride
Hold B in air near wall: Wall Cling
F in air near wall: Triangle Jump
Special moves
Charge B,F+P: Potion Drop - Noir tosses a potion forward in a descending arc. If on contact with her enemy or the ground, the potion shatters into gas cloud (LP for blue with ice element, MP for red with fire element, HP for yellow with thunder element, and HS for green with poison element).
Charge B,F+K: Spiral Drive - Noir rolls forward along the ground and upon coming close to her enemy, she places a sliding crouch kick at the end (HK version knocks down). In the HS version, upon coming close to her enemy with the forward roll, she will instead execute a vertical flying kick that hits several times on the way up, ending up with a (non-striking) roll at the peak.
Charge U,D+K in air: Cat Power - Noir kicks forward at a low angle, shooting a wave of red energy that travels across the screen in that direction with her left foot. In the HS version, she instead dives forward at a low angle leading with her left leg and, if connected, strikes through her enemy with a diagonal-upward cat slash, forming a red-colored "V" which briefly appears on the enemy before they will collapse.
Charge D,U+P: Cruel Wrecker - Noir grabs her enemy right-handed, hoists them over her head, and rises vertically into the air, wiggling her right arm back-and-forth to inflict several hits on them. Upon grabbing her foe in the HS version, she will instead leap vertically into the air, slamming her foe to the top of the stage and whilst midair, she wiggles her right arm back-and-forth to inflict more hits on her enemy, this time finishing it off with a vertical thrust of her left arm.
F,D,DF+P: Cruel Barrier - Noir briefly surrounds herself in a spherical barrier of energy, hitting 3 (LP), 5 (MP), 7 (HP), and 10 (HR) times.
Super Thrall
Charge B,F,B,F+P [F,D,DF+PP]: Love Potion - A pink-colored variation of her Potion Drop projectile. Upon hitting the foe or the ground, the potion shatters into a six floating hearts that have slight homing ability and they each can sap a small amount of the enemy's lifebar on Noir's Super Thrall Gauge if connected.
18. Sophie Reyes
Command moves
F+HK: High Roundhouse (knocks back)
Special moves
Charge B,F+P: Jungle Strike - Sophie rushes forward with a right hook, left backfist (MP/HP/HS 2nd hit), and spinning right uppercut (HP/HS 3rd hit). The third part of the HS version leaps into the air and hits twice instead of once, making it a 4-hit version total.
Charge B,F+K: Treasure Tackle - Sophie runs forward and mount-tackles her foe upon approaching them. If connected, she will immediately force them to stand up (LK), do a DDT (MK), roll backward along with her grappled foe some distance for multiple hits (HK), or execute a 12-hit repeating punch attack on her downed enemy (HS). The connected LK version can give you a chance to follow up the force-standing part with anything.
Charge B,F+K on crouching opponent: Shining Pharoah - Sophie runs forward, this time upon coming close to her enemy, she lands a Shining Wizard. The HS version inflicts a harder knockdown.
Charge D,U+K: Zoo Keeper - Sophie grabs her foe for a frankensteiner then gestures upon slamming them to the ground. In the HS version, she will execute a flying elbow smash on her slammed opponent instead of doing a brief insult on them.
Charge D,U+P: Poacher Breaker - Sophie grabs her foes, tosses them vertically upward, catches them while they're falling for a backbreaker, and executes a forward press slam (or backward fireman's carry drop if HS is used).
F,D,DF+P: Temple Buster - Sophie leaps into the air to grab her airborne enemy. If successful, she will roll down along with them to slam them on the ground. In the HR version, she executes a front kick that knocks her foe into the air, jumps up to and grabs them, resulting in a Clark Spark-like downward slam she calls "Satellite Buster".
Super Thrall
Charge B,F,B,F+K [F,D,DF+PP]: Museum Raid - Sophie runs forward with an unblockable grab. Upon grabbing her foe, she runs along with them in the opposite direction to slam them into one end of the stage, then repeats in the other direction to slam them to the other wall, and turning around one more time, she runs forward some distance prior to executing a jumping powerbomb.
19. Kayla Meadows
Command moves
F+MK: Gut Knuckle
F+HK: Overhead Knuckle
Special moves
HCF+P: Gatling Upper - Kayla grabs her enemy and rapidly throws seven punches, alternating between her fists, in a rotating aim from straight-forward to vertically upward. The HS version ends with a double-fisted vertical-upward punch instead of single-fisted one.
F,D,DF+P: Gatling Jab (also in air) - Kayla rapidly punches 3 (LP), 5 (MP), or 7 (HP) times leading with her left fist. The HR version is basically the HP version with a right mini-uppercut added.
QCF+K: Hook Lariat - Kayla drops her fists and sticks her chin out. If she gets by an enemy's standing/jumping physical attack, she will dash through them with a right hook punch. The HS version adds a second dashing hook punch in the opposite direction.
QCB+P: Quick Back - Kayla crouch-dashes backward.
Quick Back, P: Quick Straight - Kayla dashes forward with a right cross punch. If used after a HS version Quick Back, she will execute a multi-hitting variant in which she will use her left fist (and her left arm will be surrounded in wind currents).
Quick Back, K: Quick Front - Kayla crouch-dashes forward.
QCB+K: Quick Front - Kayla crouch-dashes forward.
Quick Front, P: Quick Straight - Kayla throws a right cross punch. If used after a HS version Quick Front, she will execute a multihit variant using her left fist (and her left arm will be surrounded in wind currents).
Quick Front, K: Jet Upper - Kayla leaps into the air with a left uppercut. If used after a HS version Quick Front, there will be corkscrew variant of the attack.
QCB+K in air: Aerial Jet Upper - HS version is a corkscrew variant of the attack.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Rolling Dynamite - Kayla rushes forward with six body hook punches followed by a Jet Upper.
20. Ethel the Succubus
Command moves
none
Special moves
QCF+P: Big Tornado (also in air) - HS version's projectile hits 4 times.
F,D,DF+P: Head Shocker - Ethel sings a brown note, generating a circular wave that briefly surrounds her head and can reflect projectiles. HR version knocks back her foe.
QCB+P: Dynamite Tackle (also in air) - HS version is an electric version that hits several times on the way forward.
QCB+K: Wheel Kick (also in air) - HS version is a double Wheel Kick.
HCF+K: Drill Powerslam (also in air) - Ethel grabs her foe and flies backwards along with them towards one end of the stage to slam them. HS version adds a DDT rebounding from the wall which she slams her opponent there.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Face The Music! - Basically a multi-hitting Head Shocker with a bigger shock wave.
21. Venus
Command moves
None
Special moves
QCF+P: Venus Shot (also in air) - Venus shoots a small electric ball from one of her arm cannons. In the HS version, she uses both of her arm cannons to shoot out a pulse beam.
F,D,DF+P, tap P rapidly: Mop Attack - Venus rushes forward leading with her broom aimed towards the ground. HR inflicts more damage.
QCB+P: Broom Slasher (also in air) - Venus executes an upward (or downward while in the air) swing of her broom, leaving teal energy trailing behind it. This can reflect projectiles. HS version has wallbounce property.
QCF+K: Bucket Bomb - Venus throws a bucket forward, spilling some oil at a set distance (LK for 1/4-screen distance, MK for 1/2-screen distance, and HK for 3/4-screen distance). If the opponent steps on a puddle of oil, they will get tripped. The HS version spills oil that reaches a full-screen distance, hitting several times.
QCF+K in air: Spiral Broom - Venus dives downward at an angle, spinning her broom in front of her in that direction, hitting multiple times on the way down. HS version inflicts more damage.
HCB+K: Overdrive Floor Press - Venus clutches her opponent with her broom, slamming them backwards, and dragging them towards an edge of the stage. HS version has added flaming property.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: The Thrall of Venus - Venus uses both her arm cannons to emit a twin beam across the screen. It hits 12 times.
22. Mad Cupid
Command moves
D+HP+HK: After You - Briefly dodges enemy attacks.
Special moves
QCF+P: Lovely Spin (also in air) - Psycho Crusher that hits 3 (LP), 4 (MP), or 5 (HP) times. HS version is 6 hits with Mad Cupid attacking with her arrow in hand (rather than unarmed).
QCB+P (repeat three times): Lovely Arrow - Mad Cupid rushes forward with an elbow jab, a palm strike, and a thrust of her arrow-like melee weapon. Third input of the HS version will hit multiple times instead of once.
QCB+K: Lovely Axle
Lovely Axle, P: Lovely Cutter - Mad Cupid takes a big downward swing of her arrow. Hits twice if used after HS ver. Lovely Axle.
Lovely Axle, K: Lovely Shooter - Mad Cupid tosses her arrow downward at an angle. Knocks standing/crouching opponent if used after HS ver. Lovely Axle.
Lovely Axle, LP+LK near enemy: Lovely Press - Mad Cupid grabs her opponent's head with her legs and flips forward to toss them across the screen. If used after HS ver. Lovely Axle, wallbounce added upon tossing enemy.
F,D,DF+K: Lovely Mixer - Mad Cupid spins her arrow in front of her head-level while she's looking away from her foe. LK is 3 hits, MK is 4 hits, and HK/HR is 5 hits. HR version possibly knocks her enemy into the air.
HCF+K: Lovely Toss - Mad Cupid grabs her opponent and spins them around several times before launching them into the air in the opposite direction. Parody of Cattydox's Dancing Throw from Superior Soldiers. HS version has the word "CUPID" briefly flashing onscreen when her thrown enemy hits the floor (cue Ring of Destruction reference).
Super Thrall
QCF,QCF+P [F,D,DF+KK]: Lovely Slash - Mad Cupid slashes her arrow eight times (the last two will come out if the first six connect).
23. Hypno Lord
The default final boss for Street Fighter characters. His final battle will be taking place at the Legion of Hypnosis headquarters.
Command moves
B+HP: Hypno Upper - Looks like Akuma's Tenha.
F+HP: Hypno Dunk - Looks like Akuma's Sekiseiken... as an overhead attack!
F+HK: Hypno Heel - A turning right axe kick.
Special moves
QCF+P/K: Sublimiflash (also in air) - Hypno Lord fires his Mesmerizer to shoot the projectile straight-forward (P versions both on ground or in air), upward at an angle (K version on ground), or downward at an angle (K version on ground). The HS versions' projectiles have (you guessed it) added stun property which all other attack-based HS version special moves in the game have.
F,D,DF+K: Vertigo Cutter - Looks like Genocide Cutter. MK hits twice while HK and HR hit 3 times. The 3rd hit in the HK and HR versions take respective forms of an upward kick and a rolling kick at the peak of the rising kick.
QCB+P (repeat three times): Hypno Headbutt - Hypno Lord rushes forward, swinging his head inward then outward, followed by rearing his head back prior to doing an overhead headbutt. The third input in the HS version hits several times instead of once.
B,D,DB+P/K: Illusion Rush - Hypno Lord spins himself around to teleport in place (MP), to the left side of the screen (LP/LK, with LK teleporting him between the left side and center), to the right side of the screen (HP/HK, with HK teleporting him between the right side and center), or to the center of the screen (MK). The HS versions are random teleports.
HCB+K: Hypnotic Trigger - Hypno Lord thrusts his Mesmerizer right into his opponent's chest and uplifts them, firing a blast that knocks them away. HS version blasts his grappled foe three times instead of once.
Super Thrall
360+K [F,D,DF+KK]: Vertigo Illusion - Hypno Lord grabs his opponent and executes a series of attacks that will end with a HR version Vertigo Cutter.
24. True Alexa
Basically Alexa Choi in her 2015-2019 "muscle shirt and shorts" look.
Command moves
F+MP: Shin Nidan Nichijo Ken - Sakotsu Wari followed by a left hook punch (her standing HP becomes a left uppercut, since regular Alexa's was a left hook).
F+HP: Mizochi Kudaki
F+MK: Senpukyaku
F+HK: Chudan Sokutogeri
DF+HK: Gedan Sokutogeri
Special moves
QCF+P: Hadoken (also in air) - HS version is Saimin Hadoken.
F,D,DF+P: Shoryuken - Can be left-fisted (which knocks enemy higher into the air than normal) if used as an HR.
F+MP/HP, D,DF+P: Bofu Shoryuken - Looks like the HR version of her Shoryuken. Since this doesn't have an HR version, it essentially counted as a F,D,DF move getting two-in-one from either preceding command move.
QCB+K: Tatsumaki Senpukyaku - HS version is Tatsumaki Senpunage.
QCF+K: Ryusokyaku
QCF+K in air: Bicycle Smash
HCB+P: Gotsui Gansobomb
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Shinku Hadosho - Alexa uses her hands to emit a close-proximity variant of Shinku Hadoken that hits 10 times.
25. Kenjiro Hikari
Command moves
none
Special moves
QCF+P: Obarokendoku (also in air) - LP/HS (and all versions in the air) aims straight-forward (HS electrocutes upon impact), MP/HP aims upward at an angle (MP is more forward, HP is more upward).
QCF+K: Capture Bulldog - Counter attack to standing physical attacks. HS version is non-counter variation involving an unblockable grab.
F,D,DF+K: Kizan - Successful hit of the HR version will cause Kenjiro to slide forward, generating a shadow clone of himself that will last for a limited time.
QCB+K: Senbukyaku (also in air) - MK and HK versions move forward through the air, whereas LK and HS versions do not.
HCB+P: Keppujin (also in air) - HS version hits three times on the way up going into a falling lariat drop that will slam enemy towards the ground.
Super Thrall
QCF,QCF+P [F,D,DF+KK]: Unfortunate Happenstance - Kenjiro executes a LP ver. Obarokendoku. If this connects, he will immediately transform himself into a Soul Calibur series character, Cassandra Alexandra, who will gradually speed up her idle animation to the point it's going too fast, causing herself to self-destruct which blows the enemy away. Afterwards, Kenjiro teleports back to the same spot he had transformed into Cassandra on.
26. Zev
Command moves
D+MK in air: Striking Alpha - A downward-angled dive kick.
D+HK in air: Piercing Alpha - A vertical-diving footstomp.
Special moves
Charge B,F+P: Alpha Drilling - Basically Drill Claw which travels straight-forward.
Charge U,D+P in air: Alpha Sky Drilling - Midair version of Alpha Drilling which travels downward (LP for vertical, MP for digaonal) or straight-forward (HP).
Alpha Drilling / Alpha Sky Drilling, any direction+P: Second Drilling - A multi-directional second Alpha Drilling. If used after HS version Alpha Drilling / Alpha Sky Drilling, this can be done twice instead of once.
Charge D,U+P: Alpha Slashing - Zev slashes twice (LP), 4 times (MP), or 6 times (HP/HS). HS version moves him forward rather than standing still while performing the attack.
Charge D,U+K: Alpha Pressure - Zev grabs and pins his enemy into the ground and slashes his claws at them for 8 times (or 12 times in HS version).
F,D,DF+P: Alpha Rising -Zev leaps into the air headfirst, hitting once (LP), twice (MP), or 3 times (HP). HR version is Tornado Claw (which hits up to 6 times).
Super Thrall
Charge B,F,B,F+P [F,D,DF+PP]: Alpha Assault - Zev dashes forward. If he connects, he will execute a series of attacks, ending with a handstand upward kick that knocks his foe into the air, followed by a jump up towards his air-suspended enemy, prior to executing an outward claw slash that briefly turns the screen negative-colored.
27. Ethel the Cupid
Basically Ethel the Succubus with stolen powers from Mad Cupid. (also Ethel dressed as Mad Cupid)
Command moves
D+HP+HK: After You
Special moves
QCF+P: Big Tornado (also in air) - HS version's projectile hits 4 times. If done in the air, the projectile now travels down-right at an angle instead of straight-forward.
F,D,DF+P (repeat 3 times): Lovely Shocker - Ethel rushes forward with an elbow jab, palm thrust, and Head Shocker in this order. HR version has all three parts of the move executed automatically.
QCB+P: Dynamite Tackle (also in air) - HS version is Mad Cupid's Lovely Spin which hits several times on the way forward.
QCF+K: Wheel Kick (also in air) - HS version is a double Wheel Kick.
B,D,DB+K: Lovely Press - Starts with a forward spinning jump which, when it connects, turns into a forward-flip leg throw.
HCB+K: Drill Powerslam (also in air) - Ethel grabs her foe and flies backwards along with them towards one end of the stage to slam them. HS version adds a DDT rebounding from the wall which she slams her opponent there.
Super Thrall
360+K [F,D,DF+PP]: Super Lovely Toss - Basically Mad Cupid's Lovely Toss, except that it's playing the SNES Capcom logo jingle in the background when Mad Ethel successfully grabs her enemy. When the thrown enemy hits the floor, the word "ETHEL" briefly flashes on-screen.
28. Sir Shadow
Command moves
F+HP: Roundhouse Punch (spinning backfist)
D+LK in air: Shadow Leg Drop (leg drop)
F+MK: Aerial Standstill Kick (left rolling sobat)
Special moves
QCF+P: Bottle Grenade (also in air) - Basically Flash Nuts but the projectile is a single-hit glass bottle that explodes on contact (in purple flames) with anything. The projectile aims upward (LP), up-forward (MP), or forward (HP) in a descending arc. HS version combines the MP and HP versions' projectiles.
F,D,DF+P: Shadow Hide - Sir Shadow teleports backward (LP) or forward (HP) some paces away, or teleports in place (MP). HR version teleports directly underneath enemy with added "attacking" property that knocks them into the air.
QCB+P: Carnage Shadow - Basically Carnage Saber but with cello thrusts instead of shovel stabs. LP is slowest as opposed to HP being fastest. HS version is 5 hits instead of 3.
QCF+K: Shadow Run - HS version adds stun property to any of its follow-ups (save Shadow Stop).
Shadow Run, LP: Shadow Poke (midsection attack with cello)
Shadow Run, MP: Rising Elbow
Shadow Run, HP: Shadow Punch - Basically TNT Punch (Rip Saber's dashing punch, NOT Joe Higashi's rapid punches), but with purple flames.
Shadow Run, LK: Shadow Stop
Shadow Run, MK: Stealth Knee (flying knee)
Shadow Run, HK: Shadow Heel Smash (front-flip kick)
HCB+K: Shadow Air Raid - Sir Shadow "grapples" his enemy by thrusting his cello at them, then executes a jumping slam with it. This is basically Fatal Air Raid. HS version sets his slammed foe in purple flames.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Shadow Melody - Sir Shadow takes out a baton to play his cello, causing seven musical notes that home in on the enemy to appear.
29. Skull Girl
Command moves
none
Special moves
QCF+P: Skull Surge - Skull Girl swings her bat diagonally downward and a red wave of energy travels forward along the ground. On contact with the enemy, the projectile erupts into a skull column. HS version's projectile is purple-colored and will erupt into a skull column whether on contact with the enemy or they will jump directly above it.
QCF+K: Skull Flash - Counter attack to standing and crouching physical attacks. If successfully countering the enemy's attack, Skull Girl will dash through them with her bat out. HS version is a non-counter variant in which she will simply dash-attack forward.
QCF+K in air: Skull Gale - Skull Girl swings her bat and shoots a red energy projectile down-right at an angle. HS version's projectile is purple-colored and will erupt into a skull column when it hits the ground.
QCB+K: Skull Dodge - Skull Girl sways briefly to dodge attacks in place (MK) or slide-dashes backward (LK)/forward (HK). The HK version can pass through projectiles and enemies. The HS version follows the sway immediately with a stunning bat swing that knocks enemy across the screen.
F,D,DF+P: Skull Strike - Skull Girl executes two upward bat swings, with the latter being a jumping one. HR version is four upward bat swings with the last one ascending into the air.
HCB+P: Skull Throw - Skull Girl "grapples" her enemy with her bat and spins them around several times before tossing them across the screen. HS version tosses enemy into the air instead of horizontally.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Five Crossbone Combination - Skull Girl executes an upward bat swing. When it connects, she will leap into the air and execute a series of four bat swings on her air-suspended enemy (with the last one knocking them to the ground).
30. Colossa
Command moves
D+HP+HK: Cho Ukemi
Special moves
QCF+P: Stump Throw - HS version is unblockable.
F,D,DF+P: Minelayer - LP is a feint, HR knocks enemy into the air (rather than down).
HCB+K: Reverse Drop - HS version starts faster.
Close HCB+K: Super Leg Sweep - HS version doubles damage.
B,D,DB+K: Return Throw - Counters standing and crouching physical attacks. HS version doubles damage.
B,D,DB+P: Cloud Tosser - HS version doubles damage.
HCB+P: Earth Mover - HS version is Heaven-to-Hell Drop.
Super Thrall
360+K, HCF+K, F,D,DF+K [F,D,DF+PP three times]: Typhoon Mountain
31. Tori Sage
Command moves
B+MP in air: Backward Chop - backhand chop that can only be used as cross-up.
D+HP in air: Doublehanded Smash
U+HK in air: Backflip Kick
Special moves
QCF+P: Mind's Eye (also in air) - Tori shoots a hypnotic spiral from her glasses forward in a wavy up-and-down path. The same direction of the projectile also occured if this move is done in the air. HS version is a close-proximity multi-hitting variant that shoots a larger hypnotic spiral.
QCF+K: Dawn's Eye (also in air) - Tori shoots a hypnotic spiral from her glasses forward in a straight path while crouching (rather than standing). If done in the air, the projectile is aimed downward at an angle. HS version is a close-proximity multi-hitting variant that shoots a larger hypnotic spiral.
F,D,DF+P: Flagstaff Upper - Tori leaps into the air with one (LP/MP), two (HP), or three (HR) jumping uppercuts, one on top of another. The first uppercut hits twice with MP/HP/HR, though the third uppercut from the HR version hits 3 times (making the HR version hit 6 times total).
QCB+K: Sweep Caroline - Tori hops forward with a middle kick. In the MK and HK versions, upon landing on the ground, she adds 1 (MK) or 2 (HK) ducking sweep kicks forward. The HS version has her rush forward with 3 ducking sweep kicks.
HCB+P: Atomic Dunk - Tori grabs her enemy then performs a leaping slam into the ground, causing a mushroom cloud to briefly rise from the ground. The HS version adds a second slam in the opposite direction.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Massive Destruction - Tori rushes forward with a series of five attacks. If any of those attacks connect, she will add a grab to Atomic Dunk after the fifth attack of this move.
32. Gem The Genie
Command moves
none
Special moves
QCF+P: Yurusu Magic (also in air) - Gem shoots a red energy projectile straight-forward. HS version's projectile is bigger.
QCF+K in air: Down-Right Yurusu Magic - A diagonally-downward variant of the Yurusu Magic projectile. HS version's projectile is bigger.
F,D,DF+K: Arabian Moon - Gem leaps into the air in a backflip kick. MK hits twice while HK hits 3 times. HR version is a double revolution of the attack (first flipkick hits twice, second hits 3 times).
QCB+K: Con-genie-ality - Gem flies upward at an angle (LK for 1/4-screen, MK for 1/2-screen, HK for 3/4-screen, HS for homing), then comes vertically down in a continuous flipkick that knocks down on contact.
HCB+P: Pon de Replay - Gem grabs her enemy, flies vertically upward, and spins vertically downward to slam them. The HS version has her inflicting multiple hits upon slamming her foe into the ground.
Super Thrall
QCF,QCF+P [F,D,DF+KK]: Loyal Flash - Gem charges up some energy in both hands and flails her arms wildly in front of her, shooting 20 red-energy projectiles forward in random angles.
33. High Card Spade
Command moves
B+MP: Angry Fist
B+hold MP: Double Arm Punch
Special moves
QCF+P: Wicked Wand - High Card Spade swings her wand inward, forming an arc of flames in front of her. This can knock her enemy across the screen. LP absorbs projectiles while MP/HS reflects projectiles horizontally and HP reflects projectiles diagonally upward. HS adds wallbounce.
QCB+P: Dash Cross - HS version immolates the enemy on contact.
QCB+K: Dash Upper - HS version immolates the enemy on contact.
F,D,DF+K: Fire Kick - An upward kick that leaves flames trailing behind High Card Spade's kicking foot, can also absorb projectiles. MK/HK starts with a forward hop prior to attack. HR version knocks the enemy vertically (rather than backward) into the air.
HCF+K: Spade Burner - High Card Spade knocks her enemy down with a right hook punch that sets them ablaze, then kneels on top of them and punches them down several times. The HS version adds a walking footstomp for an extra hit afterward when she's standing up.
Super Thrall
QCF,QCF+P [F,D,DF+KK]: The Thrall of High Card - High Card Spade executes a Dash Cross. If she connects, the other three members of High Card (Diamond, Club, and Heart) jump in and gangbang on the enemy for 27 hits total. The last hit involves Spade lighting a stick of dynamite while walking away, tossing it at the enemy, causing the other three High Card members to jump out prior to a dynamic explosion.
34. Princess Serene Celeste
Command moves
F+LK: Blasting Front Kick - Looks like Oni Front Kick.
F+MK: Magic Headbutt - Steps forward with a headbutt that leaves sparkles trailing behind the attacking head.
LP, LP, MP: Princess Punch - Basically Flash Punch Combo.
LP, LP, MK: Princess Rage A - Basically Agony Spear.
LP, MP, MK, LK: Princess Rage B - Basically Twin Fang Double Kick.
LP, MP, MK, MP: Princess Rage C - Basically Twin Fang Stature Smash.
B+MP, MK, LP: Princess Rage D - Basically Rampaging Demon.
Special moves
QCF+P: Sparkling Knuckle (also in air) - Right cross punch surrounded in sparkles. LP hits once, MP hits twice, HP hits 3 times, and HS hits 5 times. If done in the air, the fist is aimed downward at an angle.
QCF+K: Princess Punisher - Dashes forward with a left gut punch. HK knocks the enemy into the air. HS adds a right overhead punch that knocks down the enemy, causing them to bounce into the air from the ground.
QCB+K: Fairy's Uprising - Starts with a flying spin kick, followed by one (MK), two (HK), or three (HS) ducking sweep kicks. LK is just a flying spin kick.
QCB+K in air: Take Flight - Temporary floats in the air for several seconds, prior to coming vertically down in a butt splash. Can move B/F while floating.
F, wait split-second, D,DF: Mist Trot - A forward crouch dash. The HR version of this move can be performed as F,D,DF (the HP and HK follow-ups from the HR version will each get added stun property).
Mist Trot, P: Sparkling Upper - Uppercut the leaves sparkles trailing behind the fist. LP is a standing right uppercut, MP/HP is a jumping left uppercut (HP hits twice instead of once).
Mist Trot, K: Fairy Punisher - One (LK/HK) or two (MK) ducking sweep kicks. The HK version adds a standing right hook punch after the sweep kick.
HCB+P: Celestial Headbutt - Grabs and knocks away enemy with a headbutt in which sparkles are briefly trailing behind the hit enemy. HS version adds wallbounce.
Super Thrall
QCB,QCB+P [F,D,DF+PP/KK]: Princess Finisher - Fires a straight-forward beam from her forehead. If this connects, a wormhole appears on the enemy for only a few seconds until it explodes.
35. Sapphire Tome
Command moves
F+HP: Sapphire Strike - Sapphire leaps forward through the air with a staff spin to left rolling sobat.
Special moves
QCF+P: Stretch Staff - Sapphire elongates her staff straight-forward (LP for crouching, MP/HS for standing) or upward at an angle (HP) to attack. If performed while in the air, the attack aims straight-forward (MP/HS) or diagonally (LP for downward, HP for upward). The HS versions involve her rapidly thrusting her elongated staff up to 6 times.
F,D,DF+P: Thunder Spin - Sapphire spins her staff around her for 2 (LP), 4 (MP), or 6 (HP/HR) hits, leaving two trails of electricity beneath either end of her staff. The HR version has her jumping into the air (instead of standing still) while performing the attack.
QCB+P: Tyranny Drop - Sapphire springs herself into the air using her staff, going off-screen briefly. Afterwards, she will come down with a spinning staff strike that hits several times. LP has her descent on the same spot she jumps high from, while MP and HP respectively place her 1/2-screen and 3/4-screen distances. The HS version auto-tracks the enemy.
QCF+K: Counter Bolt - Sapphire counters an incoming physical attack with her staff (LK against crouching, MK against standing, and HP against jumping). If successful, she will thrust her staff straight-forward (LK for crouching, MK/HS for standing) or upward at an angle (HK/HS), electrocuting them on contact. The HS version counters the attack with a single-hit Thunder Spin.
HCB+K: Skyward Spin - Sapphire grabs and uplifts her enemy with her staff, then she spins her staff near head-level, striking the enemy 6 times. The HS version has her leap into the air (rather than standing tall) while spinning her staff.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Lightning Wheel - Sapphire executes a five-hit Thunder Spin, then if missed, launches the lightning wheel straight-forward (the projectile part will hit 5 times). However, if all 5 hits connect close, she will instead go into a series of four attacks, followed by transformating into the golden statue of Francine "Blade" Castillo [who debuted in "Noir and the Midas Curse (Part 1)"] who will spin forward (hitting 5 times along the way), then transforms back into her normal self, executing a (non-HS) Skyward Spin. This hits 20 times total!
36. Zelo
Command moves
none
Special moves
QCF+P (also in air): Tamerawazu Fear - Zelo sends out an energy clone of himself that travels straight-forward (LP), upward at an angle (MP), or vertically upward (HP). If done in the air, he sends out the clone straight-forward (LP), downward at an angle (MP), or vertically downward (HP). This is the only projectile in the game that cannot be negated (however, it CAN be reflected). HS has him send out three clones in a 3-way spread (one straight-forward and two upward while on the ground, or one straight-forward and two downward while in the air).
F,D,DF+P/K: Tamerawazu Warp - Zelo teleports into the air (P) or near the ground (K). LP/LK teleports to the left side of the screen, HP/HK teleports to the right side, MP/MK teleports to the center. The HR version teleports directly above his enemy, coming down from the top of the screen in a vertical-downward tackle covered in energy, knocking down on contact.
HCB+K: Tamerawazu Grind - Zelo grabs and slams his enemy into the ground then circles his foot on his downed enemy in a grinding motion, inflicting several hits. HS hits more times.
Super Thrall
QCF,QCF+K [F,D,DF+PP/KK]: You Are Already Dead! - Zelo dashes forward to strike through the enemy. If he connects, the enemy's lifebar will be drained over time for only a matter of seconds.
37. Classic Aki
This is basically Aki Aikawa in her very first outfit (which sourced from "A Love Spell For Aki"). Her moveset will also be changed to that of the character A.K.I. from Street Fighter 6.
Command moves
D+HP+HK: Sinister Slide (press U to cancel)
Sinister Slide, P: Venomous Fang
Sinister Slide, K: Heel Strike
Sinister Slide, LP+LK: Entrapment
Special moves
QCB+P: Nightshade Pulse (also in air) - Projectile still travels forward if done in the air.
Nightshade Pulse, QCF+LP: Nightshade Chaser
QCF+P: Serpent Lash - LP/HS aims straight forward, MP aims upward at a slight angle, HP aims vertically upward. HS hooks onto enemies prior to hopping towards them.
F,D,DF+P: Cruel Fate - HR version becomes a "shift throw" if connected.
QCF+K: Snake Step - HS version is an attacking variant based off Deadly Implication.
HCB+K near enemy: Toxic Wreath - HS version is Orchid Spring.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Tainted Talons
38. Cherry Brightlee
Note: All of his punch attacks sound like random dog barking. Also, all of his special moves (and Super Thrall) come from Iori Yagami, albeit name changes. His theme music is "Jaw Breaking News" from Teenage Mutant Ninja Turtles: Shredder's Revenge.
Command moves
F+MP, MP: Pink Dual - Basically Yumebiki.
F+HP: Pink Headbutt - A reaching headbutt that knocks back.
B+LK in air: Pink Back Kick - Basically Yuriori.
B+MK: Pink Horizontal Kick - A left outward kick.
B+HK: Pink Vertical Kick - An upward left kick.
Special moves
QCF+P: Pink Bomb - Basically Yamibarai. HS version is a "homing" variant of Ya Sakazuki.
QCF+K: Pink Smasher - Basically Tsumakushi. HS version will shift into Oniyaki-like spin throw if connected.
F,D,DF+P: Pink Crusher (also in air) - Basically Oniyaki. LP hits once, MP hits twice, and HP/HR hits 3 times. HR version grants Cherry 6 seconds of super armor at the peak of the attack.
QCB+P (repeat 3 times): Pink Knuckle - Basically Aoi Hana. The third hit of the HS version takes the form of Kototsuki In, a two-hit shift throw.
HCB+K: Pink Trigger - Basically Kuzukaze. HS version is a "damaging" variant in which the enemy will be tripped on the floor.
Super Art
QCF,QCF+P [F,D,DF+PP]: Captain Pink - Looks like a flameless "punching" version of Yaotome. Cherry transforms into his superhero self, dashes forward and, if connected, goes into a series of 7 punches followed by a three-hit flameless Saika.
39. Shaya of the Dark Serpent Tribe
Command moves
B+HP+HK: Fake Shaya Kick
Special moves
QCF+P/K: Shaya Shot (also in air) - P is standing while K is crouching. In air, the projectile will travel straight-forward with P or downward-angled with K. The HS versions are multi-hit projectiles.
F,D,DF+P: Shaya Crash - LP and MP are jumping uppercuts (LP is vertical-up Tiger Uppercut and hits once, MP is diagonal-up Tiger Blow and hits twice) while HP and HR are flying knees that travel mostly forward (HP is 3 hits, HR is 4 hits).
QCB+K: Shaya Raid (also in air) - Flying kick that travels forward. LK hits once, MK hits twice, HK hits 3 times, and HS hits 4 times with added immolation effect.
B,D,DB+P: Angry Charge - Shaya looks backwards and raises the Eye of Truth in her right hand for a brief moment. This causes her next use of the Shaya Crash to inflict stun damage on successful hit. This buff will last only 5 seconds (or 10 if HS ver. is used). HS version affects the next three Shaya Crash uses instead of one.
HCB+P near enemy: Winding Shaya - Shaya grabs her enemy left-handed, winds up her left arm to spin them around several times counter-clockwise, and tosses them into the air in the opposite direction. HS version results in tossing the enemy horizontally instead of diagonally upward, because of added wallbounce.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Shaya Genocide - Shaya executes two Shaya Crashes (4-hit HP/HR ver. then 7-hit LP ver.) in a row.
40. Vi
Command moves
D+HP in air: Viral Drop - Vi dives down at an angle shoulder-first. This knocks down. She will rebounce backwards into the air if blocked.
Special moves
QCF+P: Spam Smasher (also in air) - Vi shoots a purple wireframed sphere from both hands. The projectile will travel straight-forward (LP/ground HS), upward curve (MP for more forward, HP for more upward), or downward curve (MP for more downward, HP/HS for more downward). The HS version on the ground will have the projectile will hit six times while HS version in the air produces a six-hit energy pillar that rises from the ground.
F,D,DF+P: Viral Death (also in air) - Vi charges forward headfirst. This hits 3 (LP), 4 (MP), 5 (HP), or 6 (HR) times.
QCB+K in air: Viral Meme - Vi dives forward at a descending angle leading with her left leg, hitting 3 (LK), 4 (MK), 5 (HK), or 6 (HS) times along the way.
HCB+P: Critical Alert - Vi grabs her enemy, so both will be encased in a large solid white sphere with purple wireframes around it. The sphere will bounce up and quickly hit the ground, causing the enemy to be knocked away into the air. HS version bounces up-and-down three times to make it a 3-hit variant of the command throw.
B,D,DB+P/K: Viral Transport - Vi surrounds herself in a white wireframed sphere. Next, there are six wireframe spheres appearing onscreen (three at the top, three at the bottom) determining where Vi will teleport depending on which button you press. HS version teleports directly behind (PP) or on top of (KK) enemy coming in with a flying tackle where she attacks with the wireframed sphere she's encased in.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Coating Hoax - Vi generates a large orange wireframed sphere (with the word "COAX" in yellow letters on it; though there sphere itself spins while the COAX lettering is not) forward at a set distance (LP directly in front of her, MP almost 1/2-screen, HP 3/4-screen). The sphere will hit up to 12 times.
Street Fighter move lists
1. Ryu
Command moves
F+MP: Sakotsu Wari
F+HP: Mizochi Kudaki
B+HK: Kakato Otoshi
Special moves
QCF+P: Hadoken (also in air) - HS version is Gorai Hadoken.
F,D,DF+P: Shoryuken - HR version is Shin Shoryuken.
QCB+K: Tatsumaki Senpukyaku (also in air) - HS version is Shinku Tatsumaki Senpukyaku.
QCF+K: Jodan Sokutogeri - HS version adds a hopping right kick prior to actual attack, making it a homage to Dee Jay's Dread Kick.
HCB+P: Power Bomb (also in air) - Ryu grabs his enemy, jumps forward along with them, and slams them into the ground through a powerbomb. HS version adds an electric effect.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Shinku Hadoken (also in air)
2. Ken
Command moves
B+LK: Nataotoshi Geri
B+MK: Kamabarai Geri
B+HK: Oosotomawashi Geri
F+HK: Inazuma Kakato Wari
D+HP+HK: Zenpo Tenshin
D+hold HP+HK: Zento
Special moves
QCF+P: Seichu Nidan Tsuki - Ken dashes forward leading with his left elbow.
Seichu Nidan Tsuki, QCF+P: Mizochi Kudaki - A right gut punch.
Mizochi Kudaki, P: Chudan Senpuken - Ken dashes forward with a left hook punch that strikes through his enemy, knocking them down as a result. If used after the HS ver. Seichu Nidan Tsuki-Mizochi Kudaki chain, this follow-up will have an added immolating property.
Mizochi Kudaki, K: Shiden Kakato Otoshi - Left axe kick that hits twice. If used after the HS ver. Seichu Nidan Tsuki-Mizochi Kudaki chain, this follow-up will have an added immolating property.
Seichu Nidan Tsuki, QCF+K: Gedan Nataotoshi - Ken ducks down with a right outward sweep kick.
Gedan Nataotoshi, P: Shoryuken - LP hits once, MP hits twice, and HP hits 3 times. If used after the HS ver. Seichu Nidan Tsuki-Gedan Nataotoshi chain, this follow-up will have an added immolating property.
Gedan Nataotoshi, K: Hijihiza Kudaki - Ken stands up and clamps his right elbow and right knee together, knocking his enemy away. If used after the HS ver. Seichu Nidan Tsuki-Gedan Nataotoshi chain, this follow-up will have an added immolating property.
QCF+K: Reppu Hadoshu (also in air) - Projectile will travel straight-forward (LK/HS), upward at an angle (MK/HK while on ground), or downward at an angle (MK/HK while in air). The HK version projectiles have steeper angle than MK version ones. The HS version projectiles have an immolating "Shakunetsu" effect.
F,D,DF+K: Ryusenkyaku - LK has the lowest upward but shortest forward arc, as opposed to HK having the highest upward but longest forward arc. HR version rolls forward along the ground, hits twice instead of once, immolates enemy on contact, and no longer knocks down.
QCB+K: Tatsumaki Enjinkyaku (also in air) - Basically Tatsumaki Senpukyaku, but upside-down. HS version auto-tracks enemy while it's travelling forward.
HCB+P: Jigoku Guruma (also in air) - HS version hits multiple times with the rolling part. This move can also be used after a Seichu Nidan Tsuki.
Super Thrall
QCF,QCF+P [F,D,DF+KK]: Shoryureppa - It’s three Shoryukens, anyway.
3. Chun-Li
Command moves
B+HP: Hakkei
B+MK: Tenkukyaku
B+HK: Yokusenkyaku
DF+HK: Kakukyakuraku
D+MK in air: Yosokyaku
Jump against an edge of the screen, F: Triangle Jump
Special moves
QCF+P: Kaiten Hakkei (also in air) - Chun-Li ducks down and spins herself forward with her arms outstretched. It hits twice (LP), 4 times (MP/HS), and 6 times (HP). The HS version spins in places.
QCF+K: Kikokyaku (also in air) - Chun-Li executes a Tenkukyaku (LK), standing jaw kick (MK), or Yokusenkyaku (HK) that shoots a blue energy projectile straight-forward (HK) or upward at an angle (MK for wider angle, LK for steeper angle). The HS version is a stationary two-kick Tenshokyaku that shoots two upward steep-angle projectiles. If performed in the air, she will kick the projectile downward-angled (LK for steep angle, MK for wider angle) or straight-forward (HK) using her Yokusenkyaku animation. HS version in the air is Yosokyaku firing two downward projectiles as opposing steep angles.
F,D,DF+K: Hyakuretsukyaku (also in air) - Chun-Li rapidly kicks 3 (LK), 5 (MK), or 7 (HK) times. The HR version takes the form of an 11-hit Hoyokusen (two 5-hit Hyakuretsukyakus to Tenkukyaku).
QCB+K: Hazanshu - LK has the highest upward arc and shortest forward arc, as opposed to HK having the lowest upward arc and longest forward arc. The HS version auto-tracks and generates an energy geyser that surrounds her (a la Tensei Ranka).
HCB+P: Tenshin Enbu - Chun-Li grabs her enemy and flips over them with no damage inflicted. The HS version adds a suplex upon going behind the enemy, inflicting some damage.
Super Thrall
QCF,QCF+P [F,D,DF+KK]: Kikosho (also in air)
4. Dan Hibiki
Command moves
B+HP+HK: Backward Roll Taunt
F+HP+HK: Forward Roll Taunt
D+HP+HK: Crouching Taunt
HP+HK in air: Aerial Taunt
Special moves
QCF+P: Gadoken - HS version is Gado Shokoken.
QCF+P in air: Senku Gadoken - Gadoken aimed down-right at an angle. HS version is two projectiles instead of one.
QCF+K: Bakuretsu Gadoken - Formerly known as Premium Sign from Marvel Super Heroes vs. Street Fighter. Projectile now always travels straight forward and sets enemy ablaze. HS version's projectile knocks down.
F,D,DF+P: Koryuken - HR version is Koryurekka.
QCB+K: Dankukyaku (also in air) - LK is 1 hit, MK is 2 hits, HK is 3 hits, and HS is 4 hits.
HCB+P: Danretsuken - Now starts with a grab, followed by 13 rapid punches and a straight punch finish. HS version has an uppercut finish.
Super Thrall
QCF,QCF+K [F,D,DF+PP]: Mythical Taunt - Within 12 seconds after executing this Super Thrall, each button becomes a different taunt. The following three follow-ups can end the Mythical Taunt buff early anytime.
Mythical Taunt, LP+LK: Otoko Michi (reduces Dan's life meter to %1 if connected)
Mythical Taunt, MP+MK: Hisho Buraiken
Mythical Taunt, HP+HK: Legendary Taunt
5. Sakura Kasugano
Command moves
F+MK: Flower Kick
F+HK: Chin Buster Kick
Special moves
QCF+P: Hadosho (also in air) - LP/HS is straight forward, MP is upward-angled, HP is vertical-upward. HS version hits 3 times. If done in the air, LP/HS is downward angle, MP is straight forward, and HP is upward angle.
F,D,DF+P: Kououken - Running move that hits once (LP), 3 times (MP), or 5 times (HP) on the way forward, followed by a cross punch at the end. HR version is Shououken which hits 6 times.
QCF+K, P, P, P: Sakura Otoshi - HS version gives its three follow-up parts homing property.
QCB+K in air: Shunpukyaku - HS version travels forward in a descending angle, hitting several times on the way down.
HCB+K: Shunpu Renkyaku - Shunpukyaku as a command throw where Sakura spins her foe around several times with her leg before kicking them to the ground. HS version had Sakura kicking her for horizontally across the screen in the opposite direction (with possible wallbounce) at the end of the throw.
Super Thrall
QCB,QCB+K [F,D,DF+PP]: Haruissen - Hits up to 5 times.
Haruissen, F,D,DF+K: Haru Tsurugi - Travels vertically-upward with a Shunpukyaku.
Haru Oroshi, QCF+K: Haru Oroshi - Okakyaku that hits several times on the way down.
6. E. Honda
Command moves
F+MK: Hizageri
F+HK: Haraigeri
D+MK in air: Flying Sumo Press
Special moves
QCF+P: Colt 45 (also in air) - E. Honda takes out a gun and fires a shot straight-forward (LP for crouching, MP for standing) or upward at an angle (HP). If done in the air, he will fire the shot straight-forward (LP) or downward (MP for wider angle, HP for steeper angle). HS version on the ground fires three shots straight-forward while that in the air fires the same shots, but one after another while rotating his aim (HP, MP, and LP versions in that order).
QCB+P: Hyakuretsu Harite (also in air) - LP is 3 hits, MP is 5 hits, and HP/HS is 7 hits. HS version can be controlled B/F while on the ground or will travel straight-forward through the air while in the air.
QCF+K: Sumo Reversal - E. Honda gets into a blocking position while standing (LK against jumping, MK against standing) or crouching (HK against crouching). If he gets hit by a physical attack, he will counter it with a Super Hyakkan Otoshi (LK), Super Zutsuki (MK), or a grab into an upward toss (HK). The HS version is a non-counter variation in which E. Honda will execute his Fuji Oroshi (forward-hop headbutt to grab and upward toss).
F,D,DF+K: Super Shiko - E. Honda pounds the ground with his left foot, causing a shockwave that must be blocked low. The shockwave reaches 1/3-screen distance. LK version is a feint, HK version knocks the enemy down, and HR version knocks enemy into the air.
HCB+K: Oicho Throw - HS version is Orochi Kudaki.
Super Thrall
QCF,QCF+P [F,D,DF+KK]: Super Oni Muso - Connected move now ends with Haraigeri.
7. Cammy White
Command move
B+MP: Lift Upper
Special moves
QCF+P: Axle Spin Knuckle - LP spins backward, MP spins in place, HP/HS spins foward. HS version hits twice.
QCF+K: Spiral Arrow (also in air) - HS version on the ground is Spin Drive Smasher (which hits 6 times anyway). HS version in the air hits up to 6 times.
F,D,DF+K: Cannon Spike - HR version is a Reverse Shaft Breaker that slightly moves forward (still, her feet aims vertically upward) and hits 8 times.
QCB+K: Hooligan Combination - HS version causes Razor Edge Slicer and Cannon Strike follow-ups to hit 3 times instead of once, as well as replacing Fatal Leg Twister follow-up with Cross Scissor Pressure.
Hooligan Combination, wait until landing: Razor Edge Slicer
Hooligan Combination, P: Abort
Hooligan Combination, LP+LK near enemy: Fatal Leg Twister (or Cross Scissor Pressure after HS ver. Hooligan Combination)
QCB+K in air (or Hooligan Combination, K): Cannon Strike - HS version can only be done with air QCB+K version, and will hit three times on the way down.
HCB+P: Hooligan Suplex - This was used to be her forward throw, now a special move (her new forward throw, in turn, was Cross Scissor Pressure). HS version is adds a second suplex, going in the opposite direction.
Super Thrall
QCF,QCF+P/K [F,D,DF+KK]: Killer Bee Assault - P starts at left wall, K starts at right wall (if Hooligan Combination fully Everlasting Charged while in SC-ism or using the HC-ism variant of this Super Thrall, the P version is used while facing right or the K version is used while facing left).
8. Blanka
Command moves
F+MP: Rock Crusher
DF+HP: Amazon River Run
Special moves
QCF+P: Rolling Attack (also in air) - If performed in the air, travels down-right at an angle instead of straight-forward. HS version on the ground is Ground Shave Rolling (up to 6 hits), HS version in the air is Beast Hurricane (which he will continue rolling, bouncing along the ground and hitting up to 6 times on the way forward)
QCB+P: Electric Thunder - HS version hits multiple times.
F,D,DF+K: Vertical Rolling - HR version hits 6 times on the way up.
B,D,DB+K: Backstep Rolling - If HS version connects, Blanka will executes a midair series of five attacks that ends with a backflip kick.
HCB+K: Rolling Blast Kick - Parody of King Rasta’s Hurricane Stomp from Saturday Night Slam Masters. HS version adds electric effect.
Super Thrall
QCF,QCF+K, tap P/K rapidly [F,D,DF+KK]: Tropical Hazard
9. Guile
Command moves
B+MP: Back Upper
B+HP: Front Upper
F+HP: Spinning Backfist
F+LK: Knee Bazooka
B+MK: Left Roundhouse
F+MK: Rolling Sobat
F+HK: Heavy Stab Kick
B+HK: Reverse Spin Kick
Special moves
Charge B,F+P: Sonic Boom - LP’s projectile curves upward, HP’s projectile curves downward, MP travels straight forward and HS auto-tracks enemy as the projectile travels forward.
Charge D,U+P: Rising Buster Drop - Guile grabs his opponent, tosses them vertically upward with his right arm, jumps up, and grabs them midair for a backbreaker. In the HS version, upon grabbing his foe in the air, he will instead use a different backbreaker method where he will still remain on the ground and catch his falling enemy by raising his left fist into the air, prior to tossing them across the screen.
Charge U,D+P in air: Dive Sonic - Downward-angled Sonic Boom. HS version's projectile knocks down.
Charge D,U+K: Flash Kick - HS version hits 3 times on the way up, followed by an axe kick at the peak.
Charge B,F+K: Booster Kick - Guile flies straight forward leading with his left leg, leaving red afterimages trailing behind him. HS version hits 3 times instead of once.
F,D,DF+P: Nut Punch - Guile dashes forward with a right gut punch aimed below the belt. In the HR version, he instead ducks down in splits and punches upward-angled with his left fist.
Super Thrall
Charge B,F,B,F+P [F,D,DF+PP]: Sonic Hurricane
10. Dhalsim
Command moves
B+MP: Yoga Upper
D+HP in air: Yoga Mummy
D+K in air: Yoga Spear
HP+HK in air: Levitate
Special moves
QCF+P: Yoga Fire (also in air) - HS version's projectile hits twice. The flames in the HS version are purple instead of usually orange (the same also happens to HR ver. Yoga Blast, and HS ver. Yoga Flame).
F,D,DF+P: Yoga Blast - HR version is Yoga Stream which aims downwards instead of upwards and hits 5 times.
QCB+P: Yoga Flame (also in air) - Aims downward-angle if performed in the air. HS version hits 5 times.
HCB+K: Yoga Strike - Now starts with a handstand forward leg grab instead of an upward leap, set as a command throw. HS version is two leg slams instead of one.
B,D,DB+P/K: Yoga Teleport - LP/LK teleports him near the left side of the screen, HP/HK teleports him near the right side, MP/MK teleports him to the center. K versions teleport him closer to the ground whereas P versions teleport him into the air. HS versions teleport him directly behind the opponent.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Yoga Invitation - Dhalsim rushes forward with a parody of Chin Gentsai's Gou'en Shourai from The King of Fighters series. This hits multiple times.
11. Eagle
Command moves
none
Special moves
QCF+P: Canterbury Blue - HS version is a triple low-high-middle variant of the attack.
F,D,DF+P: Oxford Red (also in air) - No longer moves forward prior to attack. It will still hit 3 (LP), 5 (MP), or 7 (HP) times. HR version is Union Jack Platinum which hits 11 times.
QCB+P: Manchester Black (also in air) - The MP and HP versions move forward along with the attack. Normally, this move knocks down in one hit unless you're using the HS ver. (which hits four times with a vacuum effect).
QCF+K: St. Andrews Green (also in air) - HS version uses the yellow arc of energy the attack creates as a projectile that travels forward at a full-screen distance.
HCB+K: Liverpool White - Now a command throw in which Eagle grabs his enemy with one of his botans, prior to tossing them behind him, causing his thrown enemy to bounce off the ground into the air. The HS version results in a jumping version of the command throw.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Manchester Gold
12. Kyosuke Kagami
Command moves
none
Special moves
QCF+P: Cross Cutter - HS version is Super Cross Cutter which either directly hits five times or split into five projectiles.
QCF+P in air: Shadow Wave - HS version hits three times.
F,D,DF+P: Lightning Upper - HR version hits several times.
QCB+P: Shadow Breaker - HS version lacks knockdown property, but can be chained into any other special move (or Super Thrall).
QCF+K: Shadow Cut Kick (also in air) - HS version is Double Shadow Cut Kick.
HCB+K: Shadow Suplex - A German suplex. Upon slamming his enemy during the HS version, he will press them into the ground twice to make a 3-hit version of this special throw.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Super Shadow Breaker - Kyosuke executes a Shadow Breaker. If he connects, he will execute his Shadow Cut Kick five times in a row on his air-suspended enemy, followed by a Shadow Wave.
13. Fei Long
Command moves
F+MK: Chokka Rakusho
F+HK: Engekishu
Special moves
QCF+P: Rekkaken (repeat 3 times) - All 3 inputs of the HS version each strike through and burn the enemy (do QCB instead of QCF for the 2nd input).
QCF+K: Bakuhatsuken (also in air) - Fei Long shoots a fireball straight-forward while crouching (or forward at a descending angle while in the air). HS version’s projectile immolates and knocks down.
F,D,DF+K: Shienkyaku - Hits twice with HK or 6 times with HR.
QCB+K: Rekkukyaku (also in air) - HS version is the classic flying axe kick variant (instead of the high-angle side kick one) that will auto-track the enemy.
HCB+P: Ryuyassai - Fei Long grabs and tosses his foe into the air left-handed, followed by a hopping high-angle spin kick that knocks them across the screen. HS version follows the grab with a 7-hit auto combo based on his Ryu Shinyassai move from Street Fighter Alpha 3.
Super Thrall
QCF,QCF+P [F,D,DF+KK]: Rekka Shinken
14. Guy
Command moves
DF+HK: Kamaitachi
D+HP in air: Hiji Otoshi
Special moves
QCF+P: Shuriken (also in air) - Projectile usually aims straight-forward. If performed in the air, LP version is straight-forward while MP and HP versions are downward angle (HP is steeper than MP). HS version on the ground is three shurikens one after another while HS version in the air tosses three shurikens downward at the same time in a spread formation.
QCF+K: Shira Hadori - Guy will counter an incoming standing physical attack. If successful, he will execute his Kamaitachi. In the HS version, he will instead execute his Bushin Goraikyaku upon counter his enemy's attack.
F,D,DF+K: Bushin Senpukyaku (also in air) - HR version not only combines the LK version startup with HK version damage, Guy will execute his Bushin Hassoken if the 3rd hit connects.
QCB+K: Hayagake - HS version will add stun property to the Kubi Kudaki, Hozanto, Kage Sukui, and Kubikari followups.
Hayagake, LP, MP, HP, HK: Bushin Gokusanken - If used during HS version Hayagake, it becomes Bushin Gokusanage where the fourth part, a throw, stuns the enemy.
Hayagake, MP: Kubi Kudaki
Hayagake, HP: Hozanto
Hayagake, LK: Kyuteishi
Hayagake, MK: Kage Sukui
Hayagake, HK: Kubikari
HCB+P: Bushin Izuna Drop - Now a command grab (rather than a forward somersault with throw follow-up) in which Guy just grabs his foe prior to a forward-flip powerbomb. HS version takes the form of a Kaiten Izuna Drop where he leaps into the air along with his foe prior to slamming them down. If this move is performed while his Super Thrall, Shippu, is active, the command grab shifts to Bushin Musorenge.
Super Thrall
QCF,QCF+P [F,D,DF+KK]: Shippu - Guy turns invisible for a limited time. During his invisibility, he becomes faster at the cost of losing his ability to block, plus he also has access to Bushin Musourenge (his shadow can still be seen on the ground).
15. Cody Travers
Command moves
F+HP: Strike Fist - Cody steps forward with a right cross punch that knocks down.
B+HP+HK: Crime Sway - Dodges standing and jumping attacks as well as projectiles.
DB+HP+HK: Ducking Crime Sway - Dodges crouching attacks as well as projectiles.
D+HP+HK when standing over knife: Knife Pickup (note that blocking an enemy's attack will NOT disarm Cody, but either getting hit by the enemy or performing a basic throw/Bad Spray/Final Destruction will)
F+HP+HK: Alternate Taunt
Special moves
QCF+P: Bad Stone (also in air) - HS version tosses the rock in a straight-forward path.
QCF+P while wielding knife: Knife Toss (also in air) - HS version inflicts double damage.
QCF+K: Ruffian Kick - HS version acts the same as LK version with two hits.
F,D,DF+K: Ruffian Punch - Cody leaps into the air with a left uppercut. MK hits twice while HK hits 3 times. HR version is basically the HK version with an added Crack Kick at the peak at the 4th hit.
F,D,DF+K while wielding knife: Ruffian Slash - Basically Ruffian Punch with a knife slash. MK hits twice, HK hits 3 times, and HR hits 4 times.
QCB+K: Sobat Combo (also in air) - Basically Crack Kick as a special move. The MK and HK versions are double and triple Crack Kicks respectively. The HS version on the ground is Dead End Irony while HS version in the air is four Crack Kicks.
HCB+P: Bad Spray - Cody grabs his enemy for a shoulder throw first BEFORE he executes the actual attack. In the HS version, the Bad Spray portion of this command throw will be replaced with a Criminal Upper that hits 4 times, knocking his foe into the air.
Super Thrall
QCF,QCF+P [F,D,DF+KK]: Final Destruction
16. Yun Lee
Command moves
none
Special moves
QCF+P: Zessho Hoho (also in air) - HS version adds second hit which applied to his leading leg (the “striking” kicking leg must be blocked low).
F,D,DF+P: Tetsuzanko - HR version is Yoho.
QCB+P: Kobukushi - LP is a feint, HS emits a power blast that knocks opponent across the screen.
B,D,DB+K: Nishokyaku
QCF+K in air: Raigekishu - HS version auto-tracks enemy and adds knockdown Senpukyaku upon touching enemy.
HCB+K: Zenpotenshin - HS version adds Choshinko, a dash-through elbow attack.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Sorai Rengeki
17. Adon
Command moves
F+MP: Jaguar Crunch
F in air near wall: Jaguar Escape (wall jump)
Special moves
QCF+P: Shooting Jaguar (also in air) - Adon throws a right uppercut (or downward-swing punch) that shoots a purple energy bullet across the screen (the projectile will travel downward at an angle instead of straight-forward if done in the air). The HS version takes the form of two elbow hooks, shooting two projectiles straight-forward (the projectiles will also travel straight-forward if done in the air).
F,D,DF+K: Rising Jaguar - LK/HR hits once, MK/HK hits twice. The HR version takes the form of lower-elbow-higher-knee pincer formation attack (in place of the rising knee) upon leaping into the air.
QCB+K: Jaguar Kick (also in air) - LK has the highest upward but shortest forward arc, as opposed to HK having the lowest upward but longest forward arc. The HS version is basically Jaguar Revolver consisting of 3 Jaguar Kicks in a row.
QCF+K in air: Jaguar Tooth - LK has the steepest downward angle as opposed to HK with the widest forward angle. HS version is basically the MK version but hits twice.
HCB+P: Jaguar Avalanche - Adon grabs his foe from behind, climbs on top of them, and punches them several times until he rebounds himself into the air with a double-foot stomp that ends the special throw. The HS version replaces the rebound stomp with a backflip leg toss at the end.
Super Thrall
QCF,QCF+P [F,D,DF+KK]: Jaguar Varied Assault
Jaguar Varied Assault, tap P rapidly: Jaguar Thousand
Jaguar Varied Assault, tap K rapidly: Jaguar Assassin
18. Sodom
Command moves
D+HP+HK: Yagura Reverse
B+HP+HK: Koten Escape - Backward roll.
Special moves
QCF+P: Jigoku Scrape - HS version is basically the MP version striking through his foe like a clothesline.
QCF+P when knocked down: Tengu Walking - Hits twice (LP), 4 times (MP), or 6 (HP) times. HS version is basically the HP version that knocks down in one hit with added fire property.
QCF+K: Shinku Slash - Sodom executes a stationary variant of HP version Jigoku Scrape that shoots out a green-energy arc across the screen. HS version fires two projectiles (the first executed from a standing jitte uppercut).
F,D,DF+K: Shiraha Catch - HR version starts with a short hop forward prior to unblockable grab (can also work on crouching foes) prior to actual throw.
HCB+K: Daikyo Burning - HS version adds unblockable property to the dashing start.
HCB+P: Butsumetsu Buster - HS version is Tenchusatsu.
Super Thrall
QCF,QCF+P [F,D,DF+KK]: Meido no Miyage
19. Balrog
He can now do literal kicks thanks to his new animations for his basic K attacks. His old K basic moves (which are punches) became some of his command moves. He now has an air throw (which is an aerial variant of his backward throw).
Command moves
B+LP: Elbow Jab
B+MP: Gut Punch
DB+LP: Low Left
DB+MP: Low Right
Front Step, B: Quick Backstep I
LK, MK, B: Quick Backstep II - The first two moves are a shin kick and low stomp.
Special moves
QCF+P: Blurring Wind (also in air) - A right hook punch that shoots a tornado forward across the screen. HS version’s projectile hits 3 times. Projectile will descend while traveling forward if done in the air.
F,D,DF+P: Buffalo Headbutt - HR version hits twice and has the Killer Instinct announcer shouting “C-C-C-Combo Breaker!”
QCB+P: Turn Punch - LP is a feint. HS hits 3 times instead of once.
QCF+K: Quick Dash - Dashes forward. HS version allows use of its P follow-ups three times (mixing up different P follow-ups is possible).
Quick Dash, LP: Straight
Quick Dash, MP: Uppercut
Quick Dash, HP: Ground Straight
Quick Dash, LK: Backstep
Quick Dash, MK: Quick Stomp
Quick Dash, HK: Quick Boot - Side kick, which was in turn his new standing HK.
HCB+K: Wild Smash - Now a command grab. Balrog tosses his foe into the air in the opposite direction one-handed, surrounding them in horizontal wind currents. HS version adds wallbounce.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Gigaton Blow - Based on the SFV version.
20. Vega
Command moves
F+HP: Buster Claw
F+MK: Mercury Shard
F+HK: Cosmic Heel
B+HP+HK: Backslash
Jump against an edge of the screen, F: Triangle Jump
Special moves
QCB+P: Rolling Crystal Flash - HS version has the forward roll part travel along the ground, rather than bouncing.
HCB+K: Splendid Claw - Vega grabs his foe, knocks them into the air with his Scarlet Terror backflip, and strikes directly below them with a claw uppercut, swatting them in the opposite direction. HS version is Red Impact.
F,D,DF+P/K: Sky High Claw - P starts at the left wall, K starts at the right wall. HR version auto-tracks opponent with added knock down property.
QCF+P in air: Sky High Drop - Basically Sky High Claw minus the wall jump part. Vega will immediately dive forward with the attack (LP and MP versions descend while HS auto-tracks opponent).
B,D,DB+P/K: Flying Barcelona - P starts at the left wall, K starts at the right wall. HS version turns both follow-ups (Flying Barcelona Attack and Izuna Drop) into Flying Barcelona Special and Rolling Izuna Drop respectively.
Flying Barcelona, P: Flying Barcelona Attack
Flying Barcelona, LP+LK near opponent: Izuna Drop
Super Thrall
QCF,QCF+P/K [F,D,DF+PP/KK]: Bloody High Claw
21. Lee
Command moves
DF+LK: Satsujin
F+HK, MK in air: Uken
Special moves
QCF+P: Hyakurenko (also in air) - LP is 3 hits, MP is 5 hits, HP is 7 hits, and HS is Shi Tenshu which hits 10 times.
QCF+K: Kiro (also in air) - Basically Gen's Ki-style crouching HP but fires an energy projectile straight-forward (the projectile will also go straight forward if done in the air). HS version's projectile knocks down.
F,D,DF+K: Gekiro - Pressing K with right timing (during non-HR versions) is a good way to rack up more hits. HR version is basically 3 hits on the way up followed by an air leg grab to Jakoha.
QCB+K: Jyasen - LK is 3 hits, MK is 4 hits, HK is 5 hits, and HS is 7 hits.
QCB+K in air: Oga - HS version is Koga, allowing up to two follow-ups.
Ouga (HS ver.), B/F: Wall Jump Kick
Ouga (HS ver.), U: Roof Jump Kick
HCB+P: Shakunetsu - Lee grabs his enemy, uplifts them while facing the opposite direction using Zanei-like animation, and tosses them one-handed in the opposite direction towards the wall, causing them to bounce into the air off the wall. HS version adds immolation (along with the 9-second aftereffect from HS version Hyakurenko).
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Zanei
22. M. Bison
Command moves
MP twice in air: Hell Attack
Special moves
QCB+P: Psycho Crusher (also in air) - HS version is Heartbreak Despair in which the connected attack shifts into a backward throw.
QCB+K: Head Press (also in air) - HS version teleports directly above enemy prior to attack.
Head Press (before impact), P: Devil Reverse
Head Press (after impact), P: Somersault Skull Diver
QCF+K: Double Knee Press (also in air) - HS version adds triple-kick finish if connected.
F,D,DF+P: Psycho Vanish (also in air) - Hits 3 (LP), 4 (MP), or 5 (HP) times. HR version adds knockdown property on 5th hit.
HCF+P: Psycho Impact - Starts with an unblockable upward grab followed by a left cross punch. HS version adds wallbounce.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Psycho Bazooka (also in air) - M. Bison spins himself sideways in a Psycho Crusher-like position (this time not moving forward), slowly firing five consecutive projectiles of Psycho Power at his foe. He can be moved U/D during this move.
23. Akuma
The default final boss for HypnolordX characters. His final battle will be taking place on the moon (with his Alpha 1/Alpha 2 theme intact).
Command moves
F+HP: Zugaihasatsu
F+MK: Senpukyaku
D+MK in air: Tenma Kujinkyaku
Special moves
QCF+P: Gohadoken - HS version is Shakunetsu Hadoken which hits 3 times.
QCF+P in air: Zanku Hadoken - HS version fires two projectiles.
F,D,DF+P: Goshoryuken - HR version adds a Misogi (which strikes through the enemy downward, knocking them upward) at the peak if connected.
QCB+K: Tatsumaki Zankukyaku (also in air) - HS version is Messatsu Gorasen.
HCB+P: Shakunetsu Seoi Nage - Akuma grabs his enemy and performs a shoulder throw that will set them ablaze. The HS version instead results in a shoulder throw in which there will be a wallbounce that sets his foe ablaze.
B,D,DB+P/K: Ashura Senku - LP and LK versions are feint. P versions move backward, K versions move forward. HS versions involve Akuma splitting into two teleporting close to opposite edges of the screen (with the punches variant indicating the real Akuma being on the left side and the kicks variant indiciating the real Akuma being on the right side).
QCF+K: Hyakishu
Hyakishu, wait until landing: Hyakigozan
Hyakishu, P: Hyakigosho
Hyakishu, K: Hyakigojin
Hyakishu, LP+LK near standing/crouching opponent: Hyakigosai
Hyakishu, LP+LK near airborne opponent: Hyakigotsui
Hyakishu, QCF+P: Hyakigoho
Hyakishu (HS ver.), QCB+K: Hyakigorasen
Super Thrall
QCF,HCB+P [F,D,DF+PP]: Shungokusatsu
24. Shadow Ryu
Basically Ryu after he absorbed Hypno Lord's right-hand man, Sir Shadow.
Command moves
F+MP: Sakotsu Wari
F+HP: Mizochi Kudaki
B+HK: Kakato Otoshi
F+HK: Ura Senpukyaku
Special moves
QCF+P: Hadoken (also in air) - HS version is Shinku Hadoken, which hits 5 times.
QCF+K in air: Soku Hadoken - Aims downward at an angle. HS version is the 5-hit Shinku variant.
F,D,DF+P: Shoryuken - HR is Shinku Shoryuken which hits 5 times.
B,F,D,DF+P: Metsu Shoryken - Starts with a forward elbow dash like in Street Fighter Alpha 3. The Shoryuken part of the HS version becomes Shin Shoryuken.
QCB+K: Tatsumaki Senpukyaku (also in air) - HS is Shinku Tatsumaki Senpukyaku.
QCF+K: Sokutogeri - LK/HS is a high back kick, MK is a Ushiro Mawashigeri-like attack, and HK is a sliding version of his crouching MK. HS adds wallbounce.
HCB+P: Powerbomb - HS version adds an electric effect.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Bofu Hadoken - A thundercloud appears above Ryu, channeling a couple bolts onto his hands so he will unleash an electric variant of Shinku Hadoken.
25. Dee Jay
Command moves
D+LK in air: Knee Shot
Special moves
QCF+P: Air Slasher - HS version involves a Machinegun Upper that shoots seven straight-forward projectiles consecutively.
QCF+K: Double Rolling Sobat - HS version is Sobat Carnival, which is 4 kicks instead of 2.
F,D,DF+K: Jackknife Maximum - LK hits once, MK hits twice, HK hits 3 times, and HR hits 7 times.
HCB+K: Multi-Slam - Basically Jax's Quadruple Slam from the Mortal Kombat series. HS version has the fourth slam replaced with a high-lift to backbreaker.
HCB+P: Trigger Beat - Dee Jay grabs his foe left-handed and punches them with his right fist three times. HS version has the 3rd punch being an uppercut.
Super Thrall
QCF,QCF+P [F,D,DF+KK]: Climax Beat
26. Eliza Masters
Command moves
F+MK: Fumikomi Maegeri
F+HK: Inazuma Kakatowari
Special moves
Charge B,F+P: Hadoken - HS version's projectile immolates.
Charge D,U+P: Shoryuken - LP hits once, MP hits twice, HP hits 3 times, and HS hits 10 times (the latter is Shinryuken).
Charge D,U+K: Shiden Kakato Otoshi - Eliza grabs her enemy with her left foot, hoists them over her head, and tosses them forward. HS version immolates her thrown enemy when they hit the floor.
Charge B,F+K: Tatsumaki Senpukyaku (can be controlled U/D) - HS version places a mid-air axe kick at the end.
F,D,DF+P: Chin Buster - Eliza dashes forward with a right gut punch. MP and HP versions add a left uppercut afterward while HR version follows the gut punch with a grab going into a tomoe throw.
Super Thrall
Charge B,F,B,F+K [F,D,DF+PP]: Kuzuryuken - Basically Shippujinraikyaku, but with a Shinryuken in place of the rising Tatsumaki Senpukyaku.
27. E. Hawk
Basically E. Honda dressed as T. Hawk. The former also has some of the latter's moves.
Command moves
F+MK: Hizageri
F+HK: Haraigeri
D+MK in air: Flying Sumo Press
Special moves
QCF+P: Hyakuretsu Harite (also in air) - LP is 3 hits, MP is 5 hits, and HP/HR is 7 hits. Only the HS version moves him forward, even while in the air.
QCF+K in air: Shin Hyakkan Otoshi - E. Hawk flies forward in a body splash. LK/HS travels straight-forward while MK/HK travels forward and descending (MK is slightly descending). HS version causes a butt drop in case the body splash reaches directly above the enemy.
F,D,DF+K: Shin Zutsuki - Basically Super Zutsuki (non-counter variation), except that it comes in three directions; straight-forward (LP/HR) or upward at an angle (MP for wider angle, HP for steeper angle). HR version is basically Oni Muso (two headbutt dives).
HCB+K: Fuji Oroshi - Now an unblockable grab to vertical upward toss (or over-the-back toss with wallbounce in case of HS version).
HCB+P: Mexican Typhoon - HS version is Double Typhoon.
Super Thrall
360+P [F,D,DF+KK]: Shin Orochi Kudaki - Basically Mexican Typhoon with a twist; whilst midair, E. Hawk tosses his foe vertically downward followed by a butt splash.
28. Rolento Schugerg
Command moves
F in air near wall: Trick Escape
HK in air right before landing: Trick Landing - Note that Rolento's jumping HK is a Spike Rod.
F+LP: Patriot Slash - Originally the 1st input of Patriot Circle.
F+MP: Patriot Strike - Originally the 2nd input of Patriot Circle.
F+HP (or release HP during Patriot Stance): Patriot Upper - Originally the 3rd input of Patriot Circle.
F+hold HP: Patriot Stance
Patriot Stance, LP: Quick Jab
Patriot Stance, MP: Back Knuckle
Patriot Stance, LK: Left Knee
Patriot Stance, MK: Side Kick
Patriot Stance, HK: Power Kick (ends Patriot Stance when performed) - Basically his standing MK.
F+HK: Fake Rod
Special moves
HCF+P: Patriot Sweeper - Set as a command throw where Rolento lands a Spike Rod on top of his foe to spring himself into the air, and backflips at the peak to toss a grenade at his downed foe. HS version tosses two greandes to make the command throw 3 hits total instead of 2.
F,D,DF+P: Mekong Delta Strike - Basically Mekong Delta Air Raid with a different name. LP/HR is just a backward roll (the HR version adds a forward greande toss during the backward roll) while MP/HP adds a forward-jumping attack that follows the backward roll.
QCB+P: Mekong Delta Attack - LP version is just a backflip, HS is just a forward-rolling attack (since MP and HP versions combine both parts).
QCB+K: Scouter Jump - LK is backward, MK/HS is vertical, and HK is forward.
Scouter Jump (HS ver.), P/K: Sky Diver - Rolento rolls diagonally downward, hitting several times. LP/LK have the steepest angle, opposite HP/HK with widest angle. K versions add a crouching right kick upon landing on the ground.
QCF+P/K in air: Stinger - LP/LK projectiles have the steepest angle opposite HP/HK projectiles having the widest angle. K projectiles are faster. HS versions combine the LP/LK and MP/MK projectiles.
Super Thrall
QCF,QCF+K [F,D,DF+PP]: Take No Prisoners
29. Decapre
Command moves
DF+MK: Fox Tail
Special moves
Charge B,F+P: Rapid Daggers - HS version is Strafe Dagger.
Charge B,F+K: Scramble - HS version adds stun property to its follow-ups.
Scramble, P: Break
Scramble (LK/HS ver.), K: Razor Edge Slicer - If performed after HS ver. Scramble, a Cross Scissor Pressure-like stomp is added.
Scarmble (MK/HK ver.), K: Cannon Strike
Charge U,D+K in air: Sniping Arrow - LK travels straight-forward while MK/HK/HS goes forward but descending. The HS version takes the form of a multi-hitting Spiral Arrow.
Charge D,U+P: Psycho Suplex - Decapre grabs her enemy and performs a German suplex that slams them forward, then she slams them backward with a jumping suplex. HS version is three suplexes in a back-and-forth manner (the last one will still be a jumping suplex).
F,D,DF+P: Psycho Sting - HR version follows the attack with a jump towards enemy going into a diving suplex.
Super Thrall
Charge B,F,B,F+P [F,D,DF+PP]: Psycho Stream
30. Birdie
Command moves
D+HP in air: Bull Splash
F+HK: Bull Drop
B/F+HP+HK: Alternate Taunt
Special moves
QCB+P: Bull Head - HS adds knockback.
F,D,DF+P: Bull Horn - LP is feint, MP hits once, HP hits twice, and HR hits 3 times. Unlike Bull Head, it travels diagonally upward rather than straight forward.
QCF+P: Pepper Pot (also in air) - Sneezes a fireball across the screen. HS version's projectile knocks down.
QCF+K: Break Time - LK is a donut, MK is a banana, HK is a soda can, and HS is a ghost pepper (the first one just gains a sliver of Subliminal Combo/Super Thrall Gauge energy, the last one temporary increases Birdie's speed).
HCB+K: Bandit Chain - LK hits once, MK hits twice, HK hits 3 times, and HS hits 5 times (in the latter, the last two slams are Murderer Chain)
Super Thrall
QCF,QCF+P [F,D,DF+PP]: The Birdie
31. Poison
Command moves
F+MP: Elbow Drop
B+LK: Short Low Kick
B+MK: Knee
B+HK: Uppercut Kick
Special moves
QCF+P: Handcuffs (also in air) - HS version's projectile moves forward in a straight path instead of a wavy one.
QCF+K: Love Me Tender - HS version shifts into a leg throw if connected.
F,D,DF+K: Prison Breaker - Slashing backflip kick that hits once (LK/MK) or twice (HK/HR). The LK and HR versions don't leave the ground.
B,D,DB+K: Poison Bomb - Poison backflips some distance away, leaving behind a doll that's modeled after herself on the ground. The doll will explode in a few seconds and the explosion can harm either Poison or the enemy. The doll from the HS version can only harm the enemy and it can also explode if the enemy touches it.
QCB+P (repeat 3 times): Whip of Love - HS version of the 3rd input adds a high back kick.
HCB+K: Rolling Whip - Poison wraps her whip around her enemy. If successful, she will spin them around several times prior to launching them across the screen. HS version adds wallbounce upon ejecting her foe across the screen.
Super Thrall
QCF,QCF+K [F,D,DF+KK]: Poison Nightmare - Poison executes her Love Me Tender twice, followed by a Prison Breaker, and a triple midair kick.
32. Hugo
Command moves
F+HP: Hammer Hook
D+HP in air: Body Splash
B/F+HK: Moving Dropkick
Special moves
QCF+P: Giant Palm Bomber - If HS version connects, it shifts into a grab going into a Meat Squasher.
QCF+K: Monster Lariat - HS version is Hammer Mountain.
F,D,DF+K: Shootdown Backbreaker - HR version takes the form of a right-hand slap that shifts into a spinning variant of Shootdown Backbreaker on successful hit.
HCB+K: Ultra Throw
HCB+P: Moonsault Press - HS version is a Megaton Press.
Super Thrall
360+P [F,D,DF+KK]: Gigas Breaker
33. Maki Genryusai
Command moves
F in air near wall: Triangle Jump
B+MP: Hook Tonfa
B+HP: Upward Tonfa
B+MK: Knee
B+HK: Upward Kick
LP, MP, HP, HK: Bushin Gokusaken
LP, MP, HP, D+HK: Bushin Seoinage
Special moves
F,D,DF+P: Genko - HR version adds Upward Tonfa to make it a 2-hit attack.
QCF+K (or HS ver. Saka Hayagake, P): Hayagake
Hayagake (non-HS), LK: Jyaku De Wazaga Hassei
Hayagake (non-HS), MK: Chu De Wazaga Hassei
Hayagake (non-HS), HK: Kyo De Wazaga Hassei
Hayagake (HS ver.), K: Tesshinho
QCB+K: Saka Hayagake
Saka Hayagake, LK: Saka Jyaku De Wazaga Hassei
Saka Hayagake, MK: Saka Chu De Wazaga Hassei
Saka Hayagake, HK: Saka Kyo De Wazaga Hassei
QCB+P/K in air: Hassokyaku
HCB+P: Reppukyaku - Now a command throw in which Maki spins her enemy around with her foot prior to launching them across the screen. HS adds wallbounce.
HCF+P in air: Tengudaoshi - HS version is Ajaratengu.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Bushin Goraiha
34. Rose
Note: This version of Rose takes the form of a little girl piloting a mini-mecha that's modeled after the dress of her original adult-aged self.
Command moves
DF+MK: Robot Slide
Special moves
QCF+P: Rocket Punch (also in air) - HS version's projectile knocks enemy backwards into the air on contact. The projectile will still travel straight-forward if done in the air.
F,D,DF+P: Rising Piledriver - Basically Soul Throw with a piledriver instead of diagonal air toss. The HR version starts with an uppercut that knocks the enemy into the air prior to actual move.
QCB+P: Vertical Saber - Basically Soul Reflect used with the mini-mecha's armblade, can absorb (LP) or reflect (MP/HS for horizontal, HP for vertical-up) projectiles. Only the HS version can reflect HS version/Super Thrall projectiles.
QCB+K: Horizontal Saber (also in air) - Basically Soul Spiral used with the mini-mecha's armblade, hits 3 (LK), 4 (MK), 5 (HK), or 6 (HS) times. When done in the air, the attack travels downward at an angle instead of straight-forward.
HCF+K: Stun Switch - Rose's mini-mecha grabs and pushes the enemy behind, inflicting a sliver of damage on them as well. HS version will inflict 4 hits (one per second) instead of 1.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Intense Rising Piledriver - Starts with a cross punch, followed by an uppercut and Rising Piledriver.
35. Necro
Command moves
B+MP: Elbow
B+HP: Necro Upper
B+MK: Knee Attack
B+HK: Knee Missile
DF+HP: Elbow Cannon - Turns enemy's back on successful hit.
Elbow Cannon, B/F+LP+LK: German Suplex
D+K in air: Drill Kick
Special moves
HCF+P: Snake Fang - If used after Elbow Cannon, it becomes Atomic Suplex. HS version is Slam Dance (or Final Atomic Buster if used after Elbow Cannon).
F,D,DF+P: Electric Blaster - HR version is Magnetic Storm, which hits more times.
B,D,DB+P: Flying Viper
HCB+P: Screw Pile Driver - HS version is a double Screw Pile Driver.
QCF+K: Banishing Flat - Uses his Tornado Hook animation in which his right fist will be covered in electricity. HS version his him spinning in place similar to a Double Lariat, hitting up to 4 times and can be controlled B/F. All versions negate projectiles anyway.
QCB+K: Rising Cobra
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Electric Snake
36. Gill
Command moves
B+MP: Palm Upper
F+HK: Step Kick
F+HP+HK: Leap Attack
Special moves
QCF+P: Pyrokinesis (when facing right) / Cryokinesis (when facing left) - HS version’s projectile auto-tracks.
F,D,DF+P: Cyber Lariat - HR version precedes the clothesline with a multi-hitting shoulder tackle.
QCB+K: Psycho Headbutt - HS version adds fire (when facing right) or ice (when facing left) property.
QCB+K in air: Moonsault Knee Drop - HS version adds ice (when facing right) or fire (when facing left) property.
HCB+P: Meteor Strike - Gill grabs and uplifts his enemy one-handed, then waits for a meteor to fall from the sky and come in contact with the enemy. HS version results in four meteors, one after another, to fall towards the enemy.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Seraphic Wing - Now starts with an elbow uppercut prior to actual attack. The actual attack will only come out if the elbow uppercut connects.
37. Ninja Chun-Li
This version of Chun-Li uses sprites from her Street Fighter Alpha self, albeit her costume change to a ninja-based one, which was originally worn by the unnamed ninja from "Misadventures in Cosplay 2".
Command moves
DF+HK: Kakukyakuraku
D+MK in air: Yosokyaku
F in air near wall: Triangle Jump
Special moves
QCF+P: Kikoken (also in air) - HS version shoots three projectiles in a 3-way spread (one straight forward, two forward in slight downward and upward angles).
QCF+K: Hyakuretsukyaku (also in air) - LK is 3 hits, MK is 5 hits, HK is 7 hits, and HS is 10 hits (the latter in the form of Senretsukyaku).
QCB+K: Spinning Bird Kick (also in air) - LK hits twice, MK/HS hits 4 times, HK hits 6 times. HS is stationary rather than straight-forward.
QCB+hold K: Senenshu - Based on the Marvel vs. Capcom iteration of the move. HS auto-tracks enemy.
B,D,DB+P: Mach Dash - A forward teleport dash that passes through enemies and projectiles. HS version will be an attacking variation in which if connected, Chun-Li will grab her enemy from behind and execute a German suplex on them.
F,D,DF+P: Tenshokyaku - LP hits twice, MP hits 4 times, HP hits 6 times, and HR hits 8 times.
HCB+P: Mind-Lock Jutsu - Chun-Li grabs her enemy and pushes them behind with no damage inflicted. The HS version is a damaging variation in which she adds a Zeroshiki Kikosho that knocks down her enemy.
Super Thrall
QCF,QCF+K [F,D,DF+PP]: Shichisei Senkukyaku (also in air) - Travels forward in a slight upward angle if done on the ground. Will travel straight forward while in the air.
38. Luke
Command moves
B+HP: Suppressor - Back step to forward gut punch (or in a 20% chance, an overhead punch that knocks down).
Special moves
QCF+P: Sand Blaster - HS version is 3 projectiles.
F,D,DF+P: Rising Rocket - LP hits once, MP hits twice, and HP/HR hits 3 times. HR version adds a 4th hit at the peak where Joe punches his foe towards the ground.
QCB+P: Flash Knuckle - Joe pivots forward and executes an uppercut (LP), cross (MP), or overhead punch (HP). Holding the punch button used will delay the forward spin (up to three full spins) prior to attack. HS version is a three-hit combo consisting of the MP, HP, and LP versions in this order. The non-HS versions of this move would have a 20% chance of knocking the enemy into the air (LP), across the screen (MP), or down (HP), whether delayed or not.
QCF+K: Avenger - A forward slide dash.
Avenger, LP: No Chaser - A shoulder tackle. Will hit 3 times if used after HS Quickening Joe.
Avenger, MP: Rawhide - If used after HS Avenger, it becomes Snapback Combo which is four punches.
Avenger, HP: Heavy Impact - If used after HS Avenger, it becomes Double Impact.
Avenger, LK: Outlaw Kick If used after HS Avenger, it can knock enemy into the air.
Avenger, MK: Impaler - If used after HS Avenger, attack shifts into a throw if connected.
Avenger, HK: Ejector - If used after HS Avenger, wallbounce is added.
HCB+K: Spiral Breaker - Command grab that looks like John Crawley's Flying Cutter from Art of Fighting. HS version adds a DDT at the end.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Annihilator
39. Sean
Command moves
B+HP: Sean Headbutt
F+HK: Rolling Sobat
Special moves
Charge B,F+hold P: Sean Tackle - HS version's connected move will result in 7 punches instead of 3.
Charge B,F+P (without holding P), P: Sean Punch - Sean stands up with a right gut punch. If used after HS ver. Charge B,F+P dash, he will follow the gut punch with a left swing punch.
Charge B,F+P (without holding P), K: Sean Kick - Sean stands up with a left high kick. If used after HS ver. Charge B,F+P dash, the high kick will knock the enemy backwards into the air with possible wallbounce effect.
Charge B,F+K: Wave Shot - It's basically Sean's taunt from the Street Fighter III series turned into a special move. An overhead projectile that comes in variable distances (LK for 1/4-screen, MK for 1/2-screen, HK for 3/4-screen, HS for auto-tracking).
Charge D,U+K: Tornado Kick - HS version is a stationary variant of his Hyper Tornado move (minus the starting dash and Ryubikyaku finish).
Charge D,U+P: Dragon Toss - Sean executes an unblockable upward right-hand grab that, if successful, takes his enemy along with him into the air in a Shoryuken-like move prior to tossing them diagonally at the ground. The HS version is a modified Shoryu Cannon consisting of a Dragon Smash that (can be blocked, but) knocks his enemy into the air, followed by Alexa's Shoryu Otoshi which will catch his air-suspended foe.
F,D,DF+K: Ryubikyaku - HR hits twice instead of once.
Super Thrall
Charge B,F,B,F+P [F,D,DF+KK]: Hado Burst
40. Retsu
Command moves
F+MP: Step Upper - Retsu steps forward with a right uppercut.
F+HP: Step Feint - Retsu steps forward but fakes out the uppercut.
F+LK: Overhead Crash - A right axe kick
F+MK: Airspin Kick - A left rolling sobat.
F+HK: Savage Shoulder - A shoulder tackle that knocks back.
Special moves
QCB+P: Tamerawazu Knuckle (repeat three times) - Retsu pivots forward with a left hook, followed by a left backhand, and a rising right shoulder tackle. The HS version has the 3rd input follow the rising shoulder tackle with a spinning left backfist.
QCF+P: Turbulent Knuckle (can also be done after the 1st input of HS ver. Tamerawazu Knuckle) - Retsu dashes forward with a right hook. The HS version of this move will give all of its follow-ups purple-colored electric properties.
Turbulent Knuckle, QCF+LP: Turbulent Upper - A left uppercut.
Turbulent Upper, P: Turbulent Elbow - An overhead left elbow that knocks down.
Turbulent Upper, K: Turbulent Kick - A dashing left kick that knocks away.
Turbulent Knuckle, QCF+MP: Turbulent Strike - Basically Turbulent Elbow, except that it has two follow-ups that Turbulent Elbow does not have."
Turbulent Strike, P: Turbulent Pounder - Retsu ducks down and throws a downward-angled right punch.
Turbulent Knuckle, QCF+HP: Turbulent Sweep - Retsu ducks down with a left fist sweep.
Turbulent Sweep, P: Turbulent Bopper - A leaping double-handed smash.
Turbulent Sweep, K: Turbulent Crash - A standing left uppercut that knocks enemy into the air.
F,D,DF+K: Rising Retsu Kick - Retsu leaps into the air with 1 (LK), 2 (MK), 3 (HK), or 4 (HR) upward kicks.
QCB+K: Retsu's Extreme Down Kick (also in air) - LK has highest upward but shortest forward arc as opposed to HK with lowest upward but longest forward arc. HS auto-tracks. All versions knock down.
HCF+K: Turbulent Trigger (can also be done after Turbulent Strike) - Retsu executes an unblockable right-hand upward grab. If successful, he will uplift his enemy and blow them away in a burst of electricity (usually blue, unless HS version used will be purple). The HS version (or the HS ver. Turbulent Knuckle-to-Turbulent Strike variant) will shock the enemy three times instead of once.
Super Thrall
QCF,QCF+P [F,D,DF+KK]: Tamerawazu Finish - Retsu pivots forward with a left hook that stuns his enemy in purple electricity. If this connects, he will charge some electricity onto his left hand and draws back his left arm to produce an electric arc in front of him that hits 3 times.
An Ikemen game created by Nyotengu.
Legend
B: Backward
F: Forward
U: Up
UB: Up-Back
UF: Up-Forward
D: Down
DB: Down-Back
DF: Down-Forward
LP: Light Punch
MP: Medium Punch
HP: Heavy Punch
LK: Light Kick
MK: Medium Kick
HK: Heavy Kick
P: Any punch button
K: Any kick button
QCB: Quarter-Circle Backward (D,DB,B)
QCF: Quarter-Circle Forward (D,DF,F)
HCB: Half-Circle Backward (F,DF,D,DB,B)
HCF: Half-Circle Forward (B,DB,D,DF,F)
360: Rotate joystick/d-pad in a full circle
+: and
,: then
/: or
HR: Special moves that are performed with F,D,DF can also be done as Hypnotic Reversal. Perform designated move while blocking and the Hypnotic Reversal version of the move will come out. Successful hit of Hypnotic Reversal stuns opponent. Hypnotic Reversal versions of F,D,DF moves are not available when using VB-ism.
HS: Special moves (excluding those performed with F,D,DF) have a Hypnotic Skill version. Perform designated move with two punch or two kick buttons instead of one. Successful hit of Hypnotic Skill stuns opponent.
Every character has a Super Thrall move, which not only inflicts extreme damage on opponents, it can also inflict a greater amount of stun time than a Hypnotic Skill or Hypnotic Reversal could.
Select your thralling style!
There are 6 playing styles to choose from, each one with a different Super Thrall Gauge. The first four can only be used outside of Tag/Royal mode, so likewise the last two are mode-based exclusives.
MR-ism: Three-sectioned Super Thrall Gauge which fills by attacking enemy and performing special moves. 1/3 of your Super Thrall Gauge is required to perform Hypnotic Skill or Hypnotic Reversal versions of select special moves. All three filled sections of your Super Thrall Gauge will be the requirement to perform your character's Super Thrall. You can also execute a MesmeRage, which sacrifices whatever Super Thrall energy you have over time in favor of increased damage in your attacks (unlike a Subliminal Combo which can only wear off by either getting hit let its limited duration expire, a MesmeRage can be turned on or off by pressing MP+MK).
VB-ism: Two-sectioned Super Thrall Gauge that fills by attacking enemy and performing special moves. 1/2 of your Super Thrall Gauge is required to perform Valor Break (by pressing MP+MK), which resembles an unblockable stun-inflicting variation of one of your basic heavy attacks. Performing Hypnotic Skill versions of special moves will consume 1/5 of your lifebar. Whenever your lifebar reaches 1/5 or less (red zone), you'll be able to perform your character's Super Thrall (at the additional cost of 1/2 of your Super Thrall Gauge).
SC-ism: Simple no-sectioned Super Thrall Gauge which fills by taking damage. A Red Charge (flashing red dot that attaches to your Super Thrall Gauge) will be stocked every 27 seconds (however, you can carry only one Red Charge at a time). A Red Charge is required to perform Hypnotic Skill or Hypnotic Reversal versions of select special moves. A full Super Thrall Gauge is required to activate the Subliminal Combo (by pressing MP+MK), which is basically a typical custom combo ability. To perform your character's Super Thrall, you must have a Red Charge AND a full Subliminal Combo Gauge. You can also perform Everlasting Charge moves.
TS-ism: Four-sectioned Super Thrall Gauge which usually fills over time (however, landing a first attack in a round will give you 1/4 of your TS-ism Gauge. Pressing MP+MK results in a Trance Strike, which resembles one of your basic heavy attacks, starts up slow, has super armor, and inflicts stun if connected (if blocked, 1/4 of your Super Thrall Gauge is consumed. Trance Strikes cannot be performed if your Super Thrall Gauge is at less than 1/4). Hypnotic Skill versions of special moves cost 2/4 of your Super Thrall Gauge while Hypnotic Reversal versions of special moves cost 3/4 (Hypnotic Reversals in TS-ism inflict more damage, possibly nearly as twice the damage, than any other -ism could), and Super Thralls cost all 4 bars.
HC-ism (Tag mode only): All fights in Tag mode will be one-round and both players will each have a three-person team. Pressing LP+MK or MP+LK results in assists while MP+HK or HP+MK will result in tagging out and LP+HK or HP+LK will result in a Snapback (LP+MK and MP+HK for partner A, MP+LK and HP+MK for partner B, LP+HK for enemy's partner A, and HP+LK for enemy's partner B). In Tag mode, players are forced to have a four-sectioned Super Thrall Gauge in which one bar is required for Hypnotic Skill/Hypnotic Reversal versions of special moves (or Snapbacks as well as HS Pursuits), two bars are required for Super Thralls, and all four bars are required for Hypnotic Cross (by pressing MP+MK, which allows you to control all three of your characters at once as well as use unlimited Hypnotic Skills for a limited time; when Hypnotic Cross ends, your Super Thrall Gauge will restart empty and one of your characters will be "hypnotized" and left open to attack). The HC-ism Super Thrall Gauge will fill by attacking enemies and performing special moves. Also, when playing HC-ism, your charcater's Super Thrall move will be performed as F,D,DF+PP/KK, depending on the character you're using based on his/her button that matches his/her Hypnotic Reversal-compatible special move (for example; Alexa's Super Thrall in HC-ism will be performed as F,D,DF+PP instead of QCF,QCF+P as her Shoryuken, her HR-compatible move, was F,D,DF+P).
BR-ism (Royal mode only): All fights in Royal mode will be one-round and there will be a "battle royal" type fight between two to four players (in which the last fighter remaining in the match claims victory). Pressing MP+MK will cause your character to Reverse (turn around). All Super Thralls in this -ism will be performed with the F,D,DF variety (a trait also shared with HC-ism). You will not have a Super Thrall Gauge, but you can have a stock of five Red Charges maximum. Every 27 seconds, players will receive a Red Charge. Hypnotic Skill versions of special moves as well as HR Pursuits cost one Red Charge each while Super Thralls as well as Hypnotic Reversal versions of select special moves cost two Red Charges each. Performing a Super Thrall while blocking will result in a Super Reversal at the cost of three Red Charges instead of two (inflicting more damage than usual).
Everlasting Charges (for exclusive use when playing SC-ism)
Each character has an already-existing special move that is given the ability to be Everlasting Charged. Everlasting Charges (or ECs) are performed by holding down the button during input (for example; holding P during Ryu's Hadoken). Naturally, charging cause the attack to do more damage, and may even change properties if charged long enough (the maximum being 3 levels), though this leaves the user vulnerable.
Level 1 - The move is performed as normal. If an attack is cancelled into a HS version special that allows EC and held then the HS/HR Everlasting Charge bypasses this step.
Level 2 - The move becomes a HS/HR special though it does not consume your stored Red Charge. HS version special moves can also be performed normally and then charged. This portion also makes the next attack the user performs a counter hit though the property is lost if said attack whiffs or is blocked.
Level 3 - The move becomes the character's Super Thrall, though it still does not take up a stored Red Charge nor any portion of the Super Thrall Gauge.
Due to how the level mechanics work, only the "basic" versions of Super Thralls are chargeable (for example; Alexa's Hadoken can be EC'd into Saimin Hadoken, and then Shinku Hashogeki). All moves with an EC property are colored in purple.
Basic moves
B: move backward
F: move forward
U: jump up
UB: jump backward
UF: jump forward
D: crouch down
Hold B when attacked: standing block
Hold DB when attacked: crouching block
Hold B in air when attacked: air block
Block at the exact moment of enemy attack's impact: Parry (VB-ism)
Block at the exact moment of projectile's impact: Reflect Guard (SC-ism/BR-ism; reflects opponent's projectile)
Block at the exact moment of physical attack's impact: Repel (SC-ism/BR-ism; leaves attacking opponent staggered)
B,B: run backward (SC-ism/TS-ism/HC-ism; hold B to continue running) / dash backward (MR-ism/VB-ism/BR-ism)
F,F: run forward (VB-ism/SC-ism/HC-ism; hold F to continue running) / dash forward (MR-ism/TS-ism/BR-ism)
D,U: Super Jump up
D,UB: Super Jump backward
D,UF: Super Jump forward
B/F+LP+LK near opponent: Throw
Jump near airborne opponent, LP+LK: Air Throw (only works with certain characters)
LP+LK when grabbed: Throw Escape
MP+MK: MesmeRage (MR-ism) / Valor Break (VB-ism) / Subliminal Combo (SC-ism) / Trance Strike (TS-ism) / Hypnotic Cross (HC-ism) / Reverse (BR-ism)
HP+HK: Taunt
Any two punch buttons when knocked down: Tactical Recovery (when facing up) / Safe Fall (when facing down)
U+K when opponent is knocked down: Pursuit Attack (U+any two kick buttons for HS Pursuit which costs either a Red Charge or one bar from your MR-ism/TS-ism Super Thrall Gauge; HS Pursuits performed in VB-ism will cost you 1/5 of your lifebar)
The story mode in this game features two routes: HLX Route and SF Route, each respectively focusing on Alexa and Ryu during the majority of matches. There will also be matches in which the player will fight as certain other characters to cope with Alexa's or Ryu's story (a la the main story mode, A Shadow Falls, from Street Fighter V). The final match in the story mode will shift regular Alexa into True Alexa (for her fight against Gill) or regular Ryu into Shadow Ryu (for his fight against Zelo), in case certain conditions are met.
Official teams in case of 3-on-3 turns mode
HypnolordX teams
Affectionate Waifus - Alexa, Elizabeth, Mad Cupid
Free Tech Investigators - Cathryn, Tori, Kayla
Aikawa Family - Aki, Yukina, Gen
Hikari Family - Aoi, Hinata, Kenjiro
Valiant Guild - Ninja Girl, Venus, Colossa
Spiral Town Investigators - Sophie, Ms. May, Noir
Loyal Royals - Princess Serene, Layla, Gem
Revenge Friends - Rex, Luna, Lena
Triuumvirate of Magic - Mystic Maggie, Sapphire, Gretel
Reinforcements from the Dark - Skull Girl, Vi, Ethel
HLX Alter Egoes - True Alexa, Ethel the Cupid, Classic Aki
HLX Dream Team - Cherry, High Card Spade, Zev
Legion of Hypnosis - Hypno Lord, Sir Shadow, Shaya
Street Fighter teams
Living Legends - Ryu, Dhalsim, Rose
Masters Foundation - Ken, Eliza, Guile
Interpol Enforcers - Chun-Li, Fei Long, Cammy
Saikyo Soldiers - Dan, Blanka, Sakura
Fight of '87 - Lee, Adon, Eagle
Japan’s Finest - Retsu, E. Honda, Kyosuke
Metro City Defenders - Guy, Cody, Maki
Metro City Riot Control - Rolento, Poison, Hugo
SF Dream Team - Birdie, Sodom, Vega
Fists of Frenzy - Luke, Dee Jay, Balrog
New Generation - Sean, Yun, Necro
SF Alter Egoes - Shadow Ryu, E. Hawk, Ninja Chun-Li
Shadaloo X - M. Bison, Decapre, Akuma
HypnolordX teams
Affectionate Waifus - Alexa, Elizabeth, Mad Cupid
Free Tech Investigators - Cathryn, Tori, Kayla
Aikawa Family - Aki, Yukina, Gen
Hikari Family - Aoi, Hinata, Kenjiro
Valiant Guild - Ninja Girl, Venus, Colossa
Spiral Town Investigators - Sophie, Ms. May, Noir
Loyal Royals - Princess Serene, Layla, Gem
Revenge Friends - Rex, Luna, Lena
Triuumvirate of Magic - Mystic Maggie, Sapphire, Gretel
Reinforcements from the Dark - Skull Girl, Vi, Ethel
HLX Alter Egoes - True Alexa, Ethel the Cupid, Classic Aki
HLX Dream Team - Cherry, High Card Spade, Zev
Legion of Hypnosis - Hypno Lord, Sir Shadow, Shaya
Street Fighter teams
Living Legends - Ryu, Dhalsim, Rose
Masters Foundation - Ken, Eliza, Guile
Interpol Enforcers - Chun-Li, Fei Long, Cammy
Saikyo Soldiers - Dan, Blanka, Sakura
Fight of '87 - Lee, Adon, Eagle
Japan’s Finest - Retsu, E. Honda, Kyosuke
Metro City Defenders - Guy, Cody, Maki
Metro City Riot Control - Rolento, Poison, Hugo
SF Dream Team - Birdie, Sodom, Vega
Fists of Frenzy - Luke, Dee Jay, Balrog
New Generation - Sean, Yun, Necro
SF Alter Egoes - Shadow Ryu, E. Hawk, Ninja Chun-Li
Shadaloo X - M. Bison, Decapre, Akuma
HypnolordX move lists (alternate Super Thrall inputs which exclusively used in HC-ism are highlighted in pink and in brackets)
1. Alexa Choi
Command moves
F+MP, HP: Nidan Nichijo Ken - Basically Sakotsu Wari (which hits twice) followed by a left uppercut that knocks opponent into the air.
F+MK: Senpukyaku
F+HK: Chudan Sokutogeri - Looks like Ken's Ushiro Mawashigeri but with added blowback property.
DF+HK: Gedan Sokutogeri - Basically her crouching MK, but moves forward some distance along the ground with added knockdown property.
Special moves
QCF+P: Hadoken (also in air) - HS version's projectile is Saimin Hadoken, which moves forward in a wavy up-and-down path.
F,D,DF+P: Shoryu Otoshi - Alexa leaps into the air leading with her open right hand as would a Shoryuken. However, this only connects with airborne opponents, so it's basically Shoryuken as an anti-air throw. Upon successfully grabbing an aerial opponent, Alexa will slam them down in a seated jawbreaker drop, then tosses them to the ground in the opposite direction. The HR version is a left-fisted Shoryuken (which can possibly hit standing or crouching opponents), hitting twice on the way up, followed by an air grab at the peak going into a seated jawbreaker drop.
QCB+K: Tatsumaki Senpukyaku (also in air) - HS version is Tatsumaki Senpunage, a "shifted throw" in which the connected move will cause Alexa's kicking leg to spin her enemy around several times before she ejects them towards an edge of the screen, causing wallbounce.
QCF+K: Ryusokyaku - HS version causes ground pound within 1/3-screen distance (must be blocked low).
HCB+P: Gotsui Gansobomb - Alexa grabs her opponent, uplifts them, and slams them into the ground through a powerbomb. Then, as she ducks down during the powerbomb part, she executes a standing punt kick that knocks them into the air. The HS version knocks the opponent vertically upward rather than up-backward.
U,U,F,D+K in air: Bicycle Slash - Alexa turns around and executes an overhead backflip kick that leaves pink energy trailing behind her kicking foot, knocking down her foe on contact. HS version knocks back.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Shinku Hashogeki - Alexa sticks her finger inside her navel for a moment, then as she quickly pulls her finger out of her navel, a beam Hadoken is fired straight-forward from her navel. This inflicts 10 hits.
2. Cathryn Nappet
Command moves
F+HP+HK: Forward Flip - Cat Nap cartwheels forward. This can pass through projectiles and opponents.
U+HK in air: High-Middle Jump Kick
D+HK in air: Down-Right Jump Kick
Special moves
QCF+P/K: Cat's Eye (also in air) - Cat Nap fires an energy bullet from the lenses of her glasses straight-forward while standing (P) or crouching (K). In the air, she will fire the same projectile either straight-forward (P) or downward at an angle (K). The HS versions are a beam variation that knocks down.
F,D,DF+P: Nappet Strike - Cat Nap leaps upward leading with her right forearm, hitting once (LP), twice (MP), or 3 times (HP/HR). HR version adds a 4th hit in the form of an Oniyaki-like backfist.
QCB+P: Nappet Charge - Cat Nap dashes forward leading with both forearms. A parody of Captain America's Charging Star. It hits once (LP), twice (MP), 3 times (HP), or 4 times (HS).
HCB+K: Nap Breaker - Cat Nap grabs her opponent and launches them vertically upward with both feet, then catches her falling opponent with both hands and tosses them backward. In the HS version, after Cat Nap tosses her opponent upwards with both feet, she will then instead emit a vertical upward beam from the lenses of her glasses.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: No More Sleeping! - Cat Nap executes a Nappet Charge. If this connects, she will execute a series of attacks, followed by knocking her opponent into the air with a double-handed uppercut, and catching her falling opponent with both feet while standing on her hands prior to tossing them backwards.
3. Elizabeth Briggington
Command moves
Jump D+HP: Geki Momochi Otoshi - Elizabeth dives vertically downward leading with Pink Blood (which is her kubikiribocho weapon).
F in air near wall: Triangle Jump
Special moves
QCF+P: Kaiten Momochi Dan (also in air)- Elizabeth tosses Pink Blood across the screen. The HS version's projectile will inflict multiple hits if it connects.
F,D,DF+P: Hissatsu Momochi Totsugeki - Elizabeth dashes forward leading with her shoulder. The MP and HP versions respectively add a horizontal slash of Pink Blood (MP for standing, HP for crouching). The HR version hits multiple times on the way forward.
QCB+P: Nanairo Momochi Giri (also in air) - Elizabeth executes an overhead slash of Pink Blood, forming rainbow-colored energy trailing behind the blade. This can absorb projectiles to add power to Subliminal Combo/Super Thrall Gauge (LP/HS) or reflect projectiles (MP for horizontal reflect, HP on ground for upward angle reflect, or HP in air for downward angle reflect). If the HS version absorbs a projectile, the rainbow-colored energy arc will be immediately used as a knockdown projectile that travels forward.
QCF+K in air: Musasabi Momochi Tsuki - Elizabeth backflips in place mid-air and dives down-right at an angle leading with Pink Blood. The HS version hits multiple times instead of once.
HCB+K: Sora to Daichi Bakusatsu - Elizabeth grabs and tosses her opponent upwards, then stabs Pink Blood at the ground, surrounding herself in an energy geyser that rises from the ground, striking her falling opponent who they will land on. The HS version has the energy geyser hit several times instead of once.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Nekketsu Momochi Totsugeki - Elizabeth dashes forward. If she connects, she will execute a series of Pink Blood slashes, ending with Nanairo Momochi Giri.
4. Aoi Hikari
Command moves
F+MK: Knee Knock - Aoi leaps forward leading with her right knee.
F in air near wall: Triangle Jump
Special moves
QCF+P: Ao Mutekiken - Aoi dashes forward with a right cross punch. This move has autoguard at startup. The HS version adds a left cross punch followed by a blowback right roundhouse kick.
F,D,DF+P (repeat three times): Ao Retsuken - Aoi spins forward with a left backfist, followed by two cross punches (right then left). HR version triggers the second and third punches of this move automatically (no need to repeat F,D,DF+P if performing it while blocking). The first input of this move can also two-in-one from Knee Knock.
QCB+P (repeat three times): Ao Gekiken - Aoi dashes forward with two mini-uppercuts, followed by a left uppercut. The third input in the HS version preceeds the third uppercut with an added rapid series of four punches at various forward angles. The first input of this move can also be done after a (non-HS ver.) Ao Mutekiken.
QCB+P, QCB+P, QCF+P: Ao Shin Gekiken - Aoi follows two mini-uppercuts with a ducking left fist sweep followed by a downward-swing punch with her right fist. When executed if the first QCB+P was QCB+any 2 punches (HS Ao Gekiken first part), the last two punches become an Ao Mutekiken followed by a left overhead punch that knocks down.
QCF+K: Ao Zentenkyaku (also in air) - Aoi throws a right overhead punch that causes her to roll forward through the air. The MK, HK and HS versions involve a rolling kick right after the overhead punch start. The HS version has the rolling kick part "shifted" into a leg throw if connected.
HCB+K: Ao Nekketsu Otoshi (also in air) - Aoi grabs her opponent, leaps into the air along with them and comes down in a vertical-spiralling cross-chop type slam. The HS version has Aoi continue to spin as a way to inflict multiple hits on her opponent upon slamming them into the ground.
Super Thrall
QCF,QCF+K [F,D,DF+PP]: Ao Ranbuken - Aoi executes all three punches of her Ao Gekiken move. If the third punch connects, the opponent gets knocked into the air, so Aoi will jump up and execute an aerial autocombo there, finishing it off with a vertical cross-chop that hits several times on the way down.
5. Aki Aikawa
Command moves
B+HP: Akai Karyuzan (feint)
B+hold HP: Akai Karyuzan - Aki concentrates for a moment. If fully concentrated, she will dash forward with an unblockable blowback body check.
F+MK: Akai Hakurokyaku - Aki flies forward through the air with two turning kicks.
B+HK: Akai Shiranami - Aki backflips along the ground towards opponent with an overhead kick.
F+HK: Akai Kyaku Otoshi - Aki flies forward with a butterfly kick.
Akai Shiranami / Akai Kyaku Otoshi, HP: Akai Hiji - An elbow tackle.
Special moves
QCF+P: Akai Rekku - Aki executes a turnaround right-shoulder tackle. HP version has blowback property, HS version has wallbounce property.
F,D,DF+P: Akai Hoshin - Aki dashes forward with afterimages trailing behind her (though this cannot pass through opponents unless the move is an HR version). HR is an "attacking" variant in which the opponent will be knocked down if she dashes through them. The HR version does not have any follow-ups.
Akai Hoshin, P: Akai Tenjin - Aki leaps into the air (and slightly forward) with a left backhand.
Akai Hoshin, K: Akai Getsusai - Aki leaps vertically into the air in a backflip kick.
QCB+K: Akai Rishu (also in air) - Aki spins herself around with one leg out while standing on her other leg. The LK version cannot be moved B/F as other versions can do, the HS version has a vacuum effect.
QCF+K: Akai Kyoshu - A crouching variant of Akai Rishu. The LK version cannot be moved B/F as other versions can do, the HS version has a vacuum effect.
HCB+P: Akai Zukiyo (also in air) - Aki grabs her opponent, climbs on top of them, propels herself backward into the air, and dive kicks down-right at an angle, striking through them. In the HS version, upon propelling herself backward into the air after grabbing her opponent, she will dive kick down-right at an angle, this time dragging them towards the edge of the stage where an explosion pops up on the opponent the same time Aki flips away.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Akai Oboro - Aki runs forward. If she connects, she executes a body check that strikes through them, also leaving them getting hit several more times as would Zanei (a move from Street Fighter's Gen, NOT HypnolordX's Gen which was Aki's dad) can do.
6. Gen Aikawa
Command moves
F+HP: Flying Headbutt
D+LK in air: Double Knee Drop
D+HP in air: Flying Body Attack
Special moves
QCF+P: Turnabout Knuckle (also in air) - Basically Double Lariat. You can move B/F during the MP or HP version. The HS version will propel Gen vertically into the air, hitting 4 times on the way up.
QCF+K: Grumble Shot - Gen kneels down and shoots a large yellow energy sphere that flies across the screen right-handed. The HS version fires three projectiles consecutively instead of once.
F,D,DF+K: Rising Powerbomb - Gen leaps into the air leading with his open left hand against a jumping enemy. If successful, he will grab and slam them into the ground. The HR version adds a crouching uppercut that knocks his enemy into the air, prior to the rising grab part.
HCB+P: Dynamic Spindriver (also in air) - Gen grabs his opponent, forward flips along with them, and slams them down in a piledriver. If this move is used against a crouching opponent, he will instead vertically leap into the air along with them through a continuous backward somersault prior to slamming them into the ground with a piledriver. HS version adds a second piledriver (this time a Screw Piledriver) afterward.
HCB+K: Upside-Down Charge - Gen walks forward some distance with an unblockable grab. If successful, he will turn his opponent's back for a German suplex. The HS version adds a jumping suplex right after the German suplex part.
Close HCB+K: Gravity Press - Gen grabs his opponent, and flies across the screen into the air along with them in the opposite direction (using Flying Power Bomb animation), slamming them at an edge of the screen. The HS version adds a diving suplex right after the wall press.
Super Thrall
360+P [F,D,DF+KK]: Triple Dynamic Spindriver - Gen grabs his opponent for a front-flip piledriver, followed by a Screw Piledriver, and finally a backward-somersault piledriver.
7. Luna Graves
Command moves
F+MK: Falling Arc
Special moves
QCB+P: Dodge Upper - Basically Cammy's Quick Spin Knuckle, but with an uppercut instead of a backfist. HS version knocks the opponent higher into the air with the uppercut part.
QCF+P: Mach Slide (also in air) - HS version is a "damaging" variant of the move that knocks down.
QCF+K: Sniping Arrow (also in air) - HS hits multiple times.
F,D,DF+K: Cannon Revenge - Usually a standing/jumping physical attack counter. If used as HR, the Cannon Spike part hits 4 times.
HCB+K: Earth Direct (also in air) - HS version is an alternate variation based on Jin Saotome's Saotome Crush from Marvel vs. Capcom, ending with a Cross Scissor Pressure-like wall slam.
Super Thrall
360+K [F,D,DF+KK]: Dancing On Your Grave - Luna grabs her foe and slam them back-and-forth with four suplexes, with the last one launching them into the air, so she will execute a Cannon Spike at them to finish it off.
8. May Nappet
Command moves
B+HK: Backflip Kick
F+HK: Frontflip Kick
Special moves
QCF+P: Torozan (also in air) - Projectile travels downward at a steep angle if performed in the air. HS version's projectile hits 3 times.
F,D,DF+P: Hakkaku Sobiken - MP hits twice while HP hits 3 times. HR version repeats the attack twice, hitting 5 times total.
B,F,D,DF+P: Kakko Hakkaku Sobiken - Starts with a forward dash prior to attack. HS version adds a downward Torozan projectile if attack reaches the peak (4 hits total with the last hit being a downward Torozan).
Charge K, release: Lickety-Split Kick - HS version can be unblockable if 2 kick buttons used is charged for at least 8 seconds before release.
HCB+P: Destiny Beam - Ms. May grabs and tosses her foe into the air, then emits a vertical-upward beam from the lenses of her glasses to strike them. HS version involves letting her foe falling right in front of her face so she will emit a straight-forward beam on them instead, hitting 4 times.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Destiny Impulse - Ms. May emits a beam from the lenses of her glasses straight-forward, hitting 8 times.
9. Gretel Grimsby
Command moves
F+HP: Twisted Broom - Gretel hops forward along with a spinning swipe of her broom.
F+MK: Dual Smash - Gretel hops forward and simultaneously brings her elbow down and knee up.
F+HK: Trouble Kick - Gretel steps forward then executes a side kick.
Special moves
Charge B,F+P: Sonic Broom - Gretel tosses her broom forward like a boomerang. HS version will be a shorter-range variant that hits multiple times (like a vertical-looking Sonic Hurricane).
Charge D,U+P: Striking Hex - Gretel grabs her opponent, jumps high along with them, and comes down in a suplex. HS version is a spinning variant.
Charge D,U+K: Somersault Smash - Gretel hangs onto her broom and rolls herself forward into the air. HS version is a double revolution of the attack.
Charge U,D+P in air: Moonsault Smash - Gretel swings her broom in a lower half-circle motion, leaving some energy trailing behind it. HS version shoots an large arc of energy downward at a steep angle.
F,D,DF+K: Sonic Move - Gretel teleports either to the center of the screen (MK) or close to either side (LK for left side, HK for right side). HR version is a forward teleport dash that knocks down her enemy just by going through them.
Super Thrall
Charge B,F,B,F+P [F,D,DF+KK]: Start To Death - Gretel rushes forward with a series of attacks, ending with a Twisted Broom.
10. Layla, queen of The Forgotten Kingdom
Command moves
F+MK: Forbidden Elegance (a.k.a. Elegant Kick)
Special moves
QCF+P: Forbidden Strike (a.k.a. Gurenken)
Forbidden Strike, P: Forbidden Double - Becomes True Forbidden Double if performed after an HS ver. Forbidden Strike.
B,D,DB+P (or F. Strike/F. Double, P): Forbidden Break (a.k.a. Hosho) - Becomes Forbidden Peak (a.k.a. Ressencho), which hits twice, if performed after an HS ver. Forbidden Strike or True Forbidden Strike. HS version of B,D,DB+P will also trigger Forbidden Peak.
F,D,DF+P (or F. Strike/F. Double, D+P): Forbidden Massacre (a.k.a. Reseenha) - HR version of the F,D,DF+P variant (or D+P follow-up after HS ver. Forbidden Strike/ True Forbidden Double) will be Forbidden Empress (a.k.a. Kououken) which hits 3 times on the way up.
B,D,DB+K (or F. Strike/F. Double, K): Forbidden Restlessness (a.k.a. Mujinkyaku) - HS version of B,D,DB+K (or K follow-up from HS Forbidden Strike/True Forbidden Double) will knock opponent higher.
F. Strike/F. Double, D+K: Forbidden Wedge (a.k.a. Daisokubarai) - If performed after HS Forbidden Strike or True Forbidden Double, this hits 3 times instead of once.
QCB+P/K (or F. Strike/F. Double, B+P/K): Forbidden Return (a.k.a. Yashagaeshi) (P version of QCB+P can also be done in the air) - P ver. counters standing/jumping physical attacks while K ver. counters crouching ones. HS version of QCB+P/K (or B+P/K follow-up from HS Forbidden Strike or True Forbidden Double) will be a non-counter direct-attack variant of this move.
HCF+K: Forbidden Savage (a.k.a. Arakuma Inashi) - HS version adds more knee bashes prior to throwing her enemy.
Super Thrall
QCF,QCF+K [F,D,DF+PP]: Divine Forbidden Genesis (a.k.a. Shinpikaibyaku)
11. Yukina Aikawa
Command moves
D+hold HP+HK: Spirit Charge - Yukina has a Spirit Meter located above her Super Thrall Gauge. The Spirit Meter usually regenerates slow over time, but you can recharge it faster with this command move. However, whenever your enemy performs a taunt, your Spirit Meter will be drained in a small amount, so be careful.
Special moves
QCF+P/K: Hien Tenguken (also in air) - Looks like the Art of Fighting 2 version of Takuma Sakazaki's Kououken. The P versions' projectile aim straight-forward while the K versions' projectile will aim either upward angle while on the ground or downward angle while in the air. The HS versions' projectile is bigger and can knockdown (also, Yukina will say "Hien Shikoken" instead of "Hien Tenguken"). The projectile will travel at a full-screen distance at the cost of 25% Spirit Meter, otherwise it will degrade into a short-range blast.
F,D,DF+P: Hyakuren Ippatsuken - Yukina rapidly punches 3 (LP), 5 (MP), 7 (HP), or 12 (HR) times with her left fist. If this move connects, an extra hit in the form of a right uppercut finish is added in at the cost of 25% Spirit Meter.
QCB+K: Hiryu Shiko Kyaku (also in air) - A left flying kick that (when it connects if you have at least 1/4 of your Spirit Meter stored) will be followed by a left rolling sobat. In the HS version, the flying kick will (when it connects if you have at least 25% of your Spirit Meter stored) turns into a 5-hit rapid left kick.
HCB+P: Ran Chou Kyaku (also in air) - Yukina grabs her enemy so she will rapidly knee her enemy 6 times, followed by a left low-angle kick that knocks them down. The HS version will instead result in a mid-air series of low-angled forward kicks, hitting 10 times, followed by a double-foot kick that rebounds her backwards into the air upon knocking down her enemy. This move itself costs 25% of your Spirit Meter to use, so unlike her other three special moves, you won't be able to perform that when you have less than 25% of your Spirit Meter.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Yukina Ranbuken - Yukina executes a right uppercut that, when it connects, she will execute a series of attacks ending with a grab going into a Ran Chou Kyaku. If this is performed when you have at least 75% of your Spirit Meter filled, a mirror image of Yukina appears behind the enemy and both Yukinas will perform a series of attacks that will end with a HS ver. Hyakuren Ippatsuken that ends with a point-blank variant of K ver. Hien Tenguken.
12. Hinata Hikari
Command moves
F+MK: Overhead Kick - An axe kick.
Special moves
QCF+K: Hinokakato Otoshi (also in air) - Hinata executes a turning right axe kick that leaves flames trailing behind her kicking foot. If this absorbs an enemy projectile, she will execute a right roundhouse kick that shoots a fireball straight-forward. The HS version takes the form of a full-screen distancing projectile on its own (but this time, the projectile takes the form of the flaming arc she forms from the axe kick).
QCB+K in air: Missile Toe - Hinata shoots a fireball down-right at an angle with her right foot. The HS version has her shoot a second fireball with her left foot.
QCB+K: Hinogeki Otoshi - Hinata pivots forward through the air with a downward swing of her left arm, leaving a trail of flames behind her attacking fist. The HS version adds an upward left backfist (that knocks her enemy into the air) upon landing on the ground from the actual attack.
F,D,DF+P: Shoyoken - Hinata spins herself into the air with her arms outstretched. This hits once (LP), twice (MP) 3 times (HP), or 4 times (HR).
HCB+P: Danretsuken - Same as Dan Hibiki's command grab, which will still end with a cross punch right after the 13-hit rapid punch part. The HS version of Hinata's iteration ends with a roundhouse kick (rather than uppercut in Dan's iteration of the HS special).
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Geki Shoyoken - Hinata executes a Hinogeki Otoshi, followed by a 4-hit Shoyoken, and at the peak, a double Missile Toe.
13. Magnolia Moonstone
Command moves
F+HK: Mystic Wheel - Mystic Maggie kicks forward while standing on one hand.
Special moves
QCF+P/K: Mystic Hole (also in air) - Mystic Maggie executes an overhead wand swipe that generates some sparkles directly in front of her (P) or thrusts her wand forward to generate them at 1/2-screen distance (K). The sparkles absorb (LP/LK/HS) or reflect (MP/MK for horizontal reflect, HP/HK for diagonal reflect) enemy projectiles. If either HS version connects, the sparkles teleport the enemy, causing them to fall from the top of the screen for damage, landing on same spot the HS move was connected.
F,D,DF+P: Mystic Clutch - Mystic Maggie leaps into the air to catch an airborne enemy. If successful, she executes a lariat drop on them. HR version starts with a wand uppercut that knocks enemy into the air prior to actual move.
QCB+P: Mystic Strike (also in air) - Mystic Maggie dashes forward leading with her wand, hitting 3 (LP), 4 (MP), 5 (HP), or 6 (HS) times.
HCB+K: Mystic Trigger - Mystic Maggie grabs and leaps into the air along with her foe in a spinning lariat drop-like formation, slamming them down. HS version involves a multi-hit Keppujin (The Great Oni’s special throw) on the way up, prior to neckbreaker followed by a falling lariat drop.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Mystic Dynamic - Mystic Maggie forms a large energy wave with an overhead wand swipe (which can also reflect Super Thrall projectiles on impact) and thrusts her wand forward to shoot the wave across the screen. It hits 12 times (the latter 7 being the projectile part).
14. Ninja Girl
Command moves
LP, MP, LP: Shinten
LP, MP, LK: Yagura Kuzushi
MP, F+MK: Sasanaki
B+MP: Agemen
D+MP, F+HP: Shakunage - Second part is Kubiori which is a blockable slide grab going into a neckbreaker.
MK, D+HK, HK: Gogasha
F+MK: Kobekudaki
DF+MK: Sazan
F+HK: Bonshogeri - Can two-in-one into Iaigeri if fast enough.
D+HK in air: Hien (hits twice)
Jump against an edge of the screen, F: Triangle Jump
Special moves
QCB+P/K: Hayato Kakure (also in air) - Ninja Girl dashes backward (P) or forward (K) in a blur. On ground, LP/LK for straight ahead, MP/MK/HS for slight upward angle, or HP/HK for diagonal upward. In air, MP/MK/HS for straight ahead, LP/LK for slight downward angle, or HP/HK for slight upward angle. HS versions teleport Ninja Girl to the opposite edge of the screen, prior to Triangle Jump.
QCF+P: Makibishi - Ninja Girl tosses a caltrop at a set distance (LP for 1/4-screen, MP for 1/2-screen, HP for 3/4-screen). HS is basically all three regular versions at once.
QCF+P in air: Rokushaku Horokudama - Ninja Girl tosses a bomb downward at a forward angle (LP with steepest angle opposed to HP’s widest angle). HS is LP and MP versions combined.
F,D,DF+K: Iaigeri - Ninja Girl executes a ducking sweep (LK), standing roundhouse (MK), or jumping upward kick (HK/HR) with her right leg, leaving energy trailing behind her kicking foot. HR version hits 3 times followed by a right axe kick at the peak, knocking her foe downward.
HCF+K: Hanagasumi - Ninja Girl grabs her enemy and disappears along with them. Coming from the top of the screen, she slams them into the ground one-handed. HS version has her slamming her for to the ground using both feet.
Super Thrall
QCF,QCF+K [F,D,DF+KK]: Butchigire - Starts like Yami Shigure, but when it connects, it acts like Ukyo Tachibana’s Flashback Flash Blast from Samurai Shodown III.
15. Rex Malice
Rex is armed with a melee weapon called a "malice", which is a spiked ball on a stick.
Command moves
none
Special moves
QCB+P: Malice Strike (repeat three times) - Rex rushes forward with three swings of his Malice (high, middle, and low in that order). You can repeat this move four times instead of three if you use the HS version (the fourth hit is standing up with a horizontal Malice swing).
F,D,DF+P: Malice Dawn - Rex moonsaults towards his enemy and executes a downward swing of his Malice to knock them down. In the HR version, he will instead spiral himself diagonally into the air, ending with moonsault and downward Malice swing at the peak (hitting 6 times total).
QCF+P: Deadly Malice - Rex executes an overhead swing of his Malice that can reflect projectiles via energy trailing behind the tip of the Malice. The HS version lacks the overhead and reflect properties in favor of using the energy trail as a projectile that travels forward at full-screen distance.
HCF+K: Malice Trigger - Rex executes a ducking sweep of his Malice. If this connects, he will push his enemy behind him or, in case of the HS version, spin them around through the tip of the Malice several times before tossing them across the screen.
HCB+K: Hyper Press - Rex grabs his enemy one-handed, drags them towards the opposite end of the stage, and slams them there. In the HS version, he will add a second wall press in the opposite direction.
Super Thrall
QCF,QCF+K [F,D,DF+PP]: Tyrannosaurus Rex - Rex turns into a dinosaur (you guessed it) and tackles forward for five hits, followed by swinging his head up to knock his enemy into the air over him.
16. Lena Lustrous
Command moves
F+MP, HP: Lustrous Punch - Basically Quarrel Punch followed by Terrible Smash.
F+MK: Lustrous Kick - Basically Quarrel Kick, a dash kick.
Special moves
Charge B,F+P: Tornado Sphere - Lena shoots a black-colored sphere that is surrounded by swirling white-colored wind currents. The LP and MP versions' projectiles travel upward at an angle (LP with steep angle) while the HP and HS versions' projectiles travel straight-forward (HS resembles a non-electric variant of the Temportal Thunder projectile). The projectile itself hits 3 times (6 in the HS version) and travels at a full-screen distance (or 1/2-screen in case of the HS version).
Charge B,F+K: Lustrous Tackle - HS version adds a second Lustrous Tackle that comes with a clothesline, totalling three hits.
Charge D,U+K: Lustrous Execution - Lena grabs her enemy left-handed, uplifts them, and absorbs some of their Subliminal Combo/Super Thrall Gauge power until an explosion pops up on the enemy. HS version absorbs some more of her enemy's Super Thrall Gauge energy.
Charge D,U+P: Lustrous Headbutt - Basically Dangerous Headbutt. HS version hits twice.
Charge U,D+K in air: Lustrous Knee Drop - Basically Violence Knee Drop but performed in the air, due to its charge input being inverted. HS version auto-tracks enemy.
F,D,DF+P: Riria's Mirror - Basically Aegis Reflector, except that it can hit the enemy once (HR version will hit 6 times), the barrier will however still appear for only a few seconds. LP/HR version places the reflector close to her, while MP version places it slightly upward and the HP version places it farther forward (same height as LP version).
Super Thrall
Charge B,F,B,F+P [F,D,DF+PP]: Lust of Destruction - Lena dashes forward with an unblockable grab. If successful, she will activate a self-destruction mechanism that's hidden inside her busts, causing herself to explode on her enemy. (evidenced here - www.deviantart.com/hypnolordx/status-update/Oh-yes-we-re-doing-the-970334738)
17. Noir
Command moves
Jump on top of opponent: Head Ride
Hold B in air near wall: Wall Cling
F in air near wall: Triangle Jump
Special moves
Charge B,F+P: Potion Drop - Noir tosses a potion forward in a descending arc. If on contact with her enemy or the ground, the potion shatters into gas cloud (LP for blue with ice element, MP for red with fire element, HP for yellow with thunder element, and HS for green with poison element).
Charge B,F+K: Spiral Drive - Noir rolls forward along the ground and upon coming close to her enemy, she places a sliding crouch kick at the end (HK version knocks down). In the HS version, upon coming close to her enemy with the forward roll, she will instead execute a vertical flying kick that hits several times on the way up, ending up with a (non-striking) roll at the peak.
Charge U,D+K in air: Cat Power - Noir kicks forward at a low angle, shooting a wave of red energy that travels across the screen in that direction with her left foot. In the HS version, she instead dives forward at a low angle leading with her left leg and, if connected, strikes through her enemy with a diagonal-upward cat slash, forming a red-colored "V" which briefly appears on the enemy before they will collapse.
Charge D,U+P: Cruel Wrecker - Noir grabs her enemy right-handed, hoists them over her head, and rises vertically into the air, wiggling her right arm back-and-forth to inflict several hits on them. Upon grabbing her foe in the HS version, she will instead leap vertically into the air, slamming her foe to the top of the stage and whilst midair, she wiggles her right arm back-and-forth to inflict more hits on her enemy, this time finishing it off with a vertical thrust of her left arm.
F,D,DF+P: Cruel Barrier - Noir briefly surrounds herself in a spherical barrier of energy, hitting 3 (LP), 5 (MP), 7 (HP), and 10 (HR) times.
Super Thrall
Charge B,F,B,F+P [F,D,DF+PP]: Love Potion - A pink-colored variation of her Potion Drop projectile. Upon hitting the foe or the ground, the potion shatters into a six floating hearts that have slight homing ability and they each can sap a small amount of the enemy's lifebar on Noir's Super Thrall Gauge if connected.
18. Sophie Reyes
Command moves
F+HK: High Roundhouse (knocks back)
Special moves
Charge B,F+P: Jungle Strike - Sophie rushes forward with a right hook, left backfist (MP/HP/HS 2nd hit), and spinning right uppercut (HP/HS 3rd hit). The third part of the HS version leaps into the air and hits twice instead of once, making it a 4-hit version total.
Charge B,F+K: Treasure Tackle - Sophie runs forward and mount-tackles her foe upon approaching them. If connected, she will immediately force them to stand up (LK), do a DDT (MK), roll backward along with her grappled foe some distance for multiple hits (HK), or execute a 12-hit repeating punch attack on her downed enemy (HS). The connected LK version can give you a chance to follow up the force-standing part with anything.
Charge B,F+K on crouching opponent: Shining Pharoah - Sophie runs forward, this time upon coming close to her enemy, she lands a Shining Wizard. The HS version inflicts a harder knockdown.
Charge D,U+K: Zoo Keeper - Sophie grabs her foe for a frankensteiner then gestures upon slamming them to the ground. In the HS version, she will execute a flying elbow smash on her slammed opponent instead of doing a brief insult on them.
Charge D,U+P: Poacher Breaker - Sophie grabs her foes, tosses them vertically upward, catches them while they're falling for a backbreaker, and executes a forward press slam (or backward fireman's carry drop if HS is used).
F,D,DF+P: Temple Buster - Sophie leaps into the air to grab her airborne enemy. If successful, she will roll down along with them to slam them on the ground. In the HR version, she executes a front kick that knocks her foe into the air, jumps up to and grabs them, resulting in a Clark Spark-like downward slam she calls "Satellite Buster".
Super Thrall
Charge B,F,B,F+K [F,D,DF+PP]: Museum Raid - Sophie runs forward with an unblockable grab. Upon grabbing her foe, she runs along with them in the opposite direction to slam them into one end of the stage, then repeats in the other direction to slam them to the other wall, and turning around one more time, she runs forward some distance prior to executing a jumping powerbomb.
19. Kayla Meadows
Command moves
F+MK: Gut Knuckle
F+HK: Overhead Knuckle
Special moves
HCF+P: Gatling Upper - Kayla grabs her enemy and rapidly throws seven punches, alternating between her fists, in a rotating aim from straight-forward to vertically upward. The HS version ends with a double-fisted vertical-upward punch instead of single-fisted one.
F,D,DF+P: Gatling Jab (also in air) - Kayla rapidly punches 3 (LP), 5 (MP), or 7 (HP) times leading with her left fist. The HR version is basically the HP version with a right mini-uppercut added.
QCF+K: Hook Lariat - Kayla drops her fists and sticks her chin out. If she gets by an enemy's standing/jumping physical attack, she will dash through them with a right hook punch. The HS version adds a second dashing hook punch in the opposite direction.
QCB+P: Quick Back - Kayla crouch-dashes backward.
Quick Back, P: Quick Straight - Kayla dashes forward with a right cross punch. If used after a HS version Quick Back, she will execute a multi-hitting variant in which she will use her left fist (and her left arm will be surrounded in wind currents).
Quick Back, K: Quick Front - Kayla crouch-dashes forward.
QCB+K: Quick Front - Kayla crouch-dashes forward.
Quick Front, P: Quick Straight - Kayla throws a right cross punch. If used after a HS version Quick Front, she will execute a multihit variant using her left fist (and her left arm will be surrounded in wind currents).
Quick Front, K: Jet Upper - Kayla leaps into the air with a left uppercut. If used after a HS version Quick Front, there will be corkscrew variant of the attack.
QCB+K in air: Aerial Jet Upper - HS version is a corkscrew variant of the attack.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Rolling Dynamite - Kayla rushes forward with six body hook punches followed by a Jet Upper.
20. Ethel the Succubus
Command moves
none
Special moves
QCF+P: Big Tornado (also in air) - HS version's projectile hits 4 times.
F,D,DF+P: Head Shocker - Ethel sings a brown note, generating a circular wave that briefly surrounds her head and can reflect projectiles. HR version knocks back her foe.
QCB+P: Dynamite Tackle (also in air) - HS version is an electric version that hits several times on the way forward.
QCB+K: Wheel Kick (also in air) - HS version is a double Wheel Kick.
HCF+K: Drill Powerslam (also in air) - Ethel grabs her foe and flies backwards along with them towards one end of the stage to slam them. HS version adds a DDT rebounding from the wall which she slams her opponent there.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Face The Music! - Basically a multi-hitting Head Shocker with a bigger shock wave.
21. Venus
Command moves
None
Special moves
QCF+P: Venus Shot (also in air) - Venus shoots a small electric ball from one of her arm cannons. In the HS version, she uses both of her arm cannons to shoot out a pulse beam.
F,D,DF+P, tap P rapidly: Mop Attack - Venus rushes forward leading with her broom aimed towards the ground. HR inflicts more damage.
QCB+P: Broom Slasher (also in air) - Venus executes an upward (or downward while in the air) swing of her broom, leaving teal energy trailing behind it. This can reflect projectiles. HS version has wallbounce property.
QCF+K: Bucket Bomb - Venus throws a bucket forward, spilling some oil at a set distance (LK for 1/4-screen distance, MK for 1/2-screen distance, and HK for 3/4-screen distance). If the opponent steps on a puddle of oil, they will get tripped. The HS version spills oil that reaches a full-screen distance, hitting several times.
QCF+K in air: Spiral Broom - Venus dives downward at an angle, spinning her broom in front of her in that direction, hitting multiple times on the way down. HS version inflicts more damage.
HCB+K: Overdrive Floor Press - Venus clutches her opponent with her broom, slamming them backwards, and dragging them towards an edge of the stage. HS version has added flaming property.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: The Thrall of Venus - Venus uses both her arm cannons to emit a twin beam across the screen. It hits 12 times.
22. Mad Cupid
Command moves
D+HP+HK: After You - Briefly dodges enemy attacks.
Special moves
QCF+P: Lovely Spin (also in air) - Psycho Crusher that hits 3 (LP), 4 (MP), or 5 (HP) times. HS version is 6 hits with Mad Cupid attacking with her arrow in hand (rather than unarmed).
QCB+P (repeat three times): Lovely Arrow - Mad Cupid rushes forward with an elbow jab, a palm strike, and a thrust of her arrow-like melee weapon. Third input of the HS version will hit multiple times instead of once.
QCB+K: Lovely Axle
Lovely Axle, P: Lovely Cutter - Mad Cupid takes a big downward swing of her arrow. Hits twice if used after HS ver. Lovely Axle.
Lovely Axle, K: Lovely Shooter - Mad Cupid tosses her arrow downward at an angle. Knocks standing/crouching opponent if used after HS ver. Lovely Axle.
Lovely Axle, LP+LK near enemy: Lovely Press - Mad Cupid grabs her opponent's head with her legs and flips forward to toss them across the screen. If used after HS ver. Lovely Axle, wallbounce added upon tossing enemy.
F,D,DF+K: Lovely Mixer - Mad Cupid spins her arrow in front of her head-level while she's looking away from her foe. LK is 3 hits, MK is 4 hits, and HK/HR is 5 hits. HR version possibly knocks her enemy into the air.
HCF+K: Lovely Toss - Mad Cupid grabs her opponent and spins them around several times before launching them into the air in the opposite direction. Parody of Cattydox's Dancing Throw from Superior Soldiers. HS version has the word "CUPID" briefly flashing onscreen when her thrown enemy hits the floor (cue Ring of Destruction reference).
Super Thrall
QCF,QCF+P [F,D,DF+KK]: Lovely Slash - Mad Cupid slashes her arrow eight times (the last two will come out if the first six connect).
23. Hypno Lord
The default final boss for Street Fighter characters. His final battle will be taking place at the Legion of Hypnosis headquarters.
Command moves
B+HP: Hypno Upper - Looks like Akuma's Tenha.
F+HP: Hypno Dunk - Looks like Akuma's Sekiseiken... as an overhead attack!
F+HK: Hypno Heel - A turning right axe kick.
Special moves
QCF+P/K: Sublimiflash (also in air) - Hypno Lord fires his Mesmerizer to shoot the projectile straight-forward (P versions both on ground or in air), upward at an angle (K version on ground), or downward at an angle (K version on ground). The HS versions' projectiles have (you guessed it) added stun property which all other attack-based HS version special moves in the game have.
F,D,DF+K: Vertigo Cutter - Looks like Genocide Cutter. MK hits twice while HK and HR hit 3 times. The 3rd hit in the HK and HR versions take respective forms of an upward kick and a rolling kick at the peak of the rising kick.
QCB+P (repeat three times): Hypno Headbutt - Hypno Lord rushes forward, swinging his head inward then outward, followed by rearing his head back prior to doing an overhead headbutt. The third input in the HS version hits several times instead of once.
B,D,DB+P/K: Illusion Rush - Hypno Lord spins himself around to teleport in place (MP), to the left side of the screen (LP/LK, with LK teleporting him between the left side and center), to the right side of the screen (HP/HK, with HK teleporting him between the right side and center), or to the center of the screen (MK). The HS versions are random teleports.
HCB+K: Hypnotic Trigger - Hypno Lord thrusts his Mesmerizer right into his opponent's chest and uplifts them, firing a blast that knocks them away. HS version blasts his grappled foe three times instead of once.
Super Thrall
360+K [F,D,DF+KK]: Vertigo Illusion - Hypno Lord grabs his opponent and executes a series of attacks that will end with a HR version Vertigo Cutter.
24. True Alexa
Basically Alexa Choi in her 2015-2019 "muscle shirt and shorts" look.
Command moves
F+MP: Shin Nidan Nichijo Ken - Sakotsu Wari followed by a left hook punch (her standing HP becomes a left uppercut, since regular Alexa's was a left hook).
F+HP: Mizochi Kudaki
F+MK: Senpukyaku
F+HK: Chudan Sokutogeri
DF+HK: Gedan Sokutogeri
Special moves
QCF+P: Hadoken (also in air) - HS version is Saimin Hadoken.
F,D,DF+P: Shoryuken - Can be left-fisted (which knocks enemy higher into the air than normal) if used as an HR.
F+MP/HP, D,DF+P: Bofu Shoryuken - Looks like the HR version of her Shoryuken. Since this doesn't have an HR version, it essentially counted as a F,D,DF move getting two-in-one from either preceding command move.
QCB+K: Tatsumaki Senpukyaku - HS version is Tatsumaki Senpunage.
QCF+K: Ryusokyaku
QCF+K in air: Bicycle Smash
HCB+P: Gotsui Gansobomb
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Shinku Hadosho - Alexa uses her hands to emit a close-proximity variant of Shinku Hadoken that hits 10 times.
25. Kenjiro Hikari
Command moves
none
Special moves
QCF+P: Obarokendoku (also in air) - LP/HS (and all versions in the air) aims straight-forward (HS electrocutes upon impact), MP/HP aims upward at an angle (MP is more forward, HP is more upward).
QCF+K: Capture Bulldog - Counter attack to standing physical attacks. HS version is non-counter variation involving an unblockable grab.
F,D,DF+K: Kizan - Successful hit of the HR version will cause Kenjiro to slide forward, generating a shadow clone of himself that will last for a limited time.
QCB+K: Senbukyaku (also in air) - MK and HK versions move forward through the air, whereas LK and HS versions do not.
HCB+P: Keppujin (also in air) - HS version hits three times on the way up going into a falling lariat drop that will slam enemy towards the ground.
Super Thrall
QCF,QCF+P [F,D,DF+KK]: Unfortunate Happenstance - Kenjiro executes a LP ver. Obarokendoku. If this connects, he will immediately transform himself into a Soul Calibur series character, Cassandra Alexandra, who will gradually speed up her idle animation to the point it's going too fast, causing herself to self-destruct which blows the enemy away. Afterwards, Kenjiro teleports back to the same spot he had transformed into Cassandra on.
26. Zev
Command moves
D+MK in air: Striking Alpha - A downward-angled dive kick.
D+HK in air: Piercing Alpha - A vertical-diving footstomp.
Special moves
Charge B,F+P: Alpha Drilling - Basically Drill Claw which travels straight-forward.
Charge U,D+P in air: Alpha Sky Drilling - Midair version of Alpha Drilling which travels downward (LP for vertical, MP for digaonal) or straight-forward (HP).
Alpha Drilling / Alpha Sky Drilling, any direction+P: Second Drilling - A multi-directional second Alpha Drilling. If used after HS version Alpha Drilling / Alpha Sky Drilling, this can be done twice instead of once.
Charge D,U+P: Alpha Slashing - Zev slashes twice (LP), 4 times (MP), or 6 times (HP/HS). HS version moves him forward rather than standing still while performing the attack.
Charge D,U+K: Alpha Pressure - Zev grabs and pins his enemy into the ground and slashes his claws at them for 8 times (or 12 times in HS version).
F,D,DF+P: Alpha Rising -Zev leaps into the air headfirst, hitting once (LP), twice (MP), or 3 times (HP). HR version is Tornado Claw (which hits up to 6 times).
Super Thrall
Charge B,F,B,F+P [F,D,DF+PP]: Alpha Assault - Zev dashes forward. If he connects, he will execute a series of attacks, ending with a handstand upward kick that knocks his foe into the air, followed by a jump up towards his air-suspended enemy, prior to executing an outward claw slash that briefly turns the screen negative-colored.
27. Ethel the Cupid
Basically Ethel the Succubus with stolen powers from Mad Cupid. (also Ethel dressed as Mad Cupid)
Command moves
D+HP+HK: After You
Special moves
QCF+P: Big Tornado (also in air) - HS version's projectile hits 4 times. If done in the air, the projectile now travels down-right at an angle instead of straight-forward.
F,D,DF+P (repeat 3 times): Lovely Shocker - Ethel rushes forward with an elbow jab, palm thrust, and Head Shocker in this order. HR version has all three parts of the move executed automatically.
QCB+P: Dynamite Tackle (also in air) - HS version is Mad Cupid's Lovely Spin which hits several times on the way forward.
QCF+K: Wheel Kick (also in air) - HS version is a double Wheel Kick.
B,D,DB+K: Lovely Press - Starts with a forward spinning jump which, when it connects, turns into a forward-flip leg throw.
HCB+K: Drill Powerslam (also in air) - Ethel grabs her foe and flies backwards along with them towards one end of the stage to slam them. HS version adds a DDT rebounding from the wall which she slams her opponent there.
Super Thrall
360+K [F,D,DF+PP]: Super Lovely Toss - Basically Mad Cupid's Lovely Toss, except that it's playing the SNES Capcom logo jingle in the background when Mad Ethel successfully grabs her enemy. When the thrown enemy hits the floor, the word "ETHEL" briefly flashes on-screen.
28. Sir Shadow
Command moves
F+HP: Roundhouse Punch (spinning backfist)
D+LK in air: Shadow Leg Drop (leg drop)
F+MK: Aerial Standstill Kick (left rolling sobat)
Special moves
QCF+P: Bottle Grenade (also in air) - Basically Flash Nuts but the projectile is a single-hit glass bottle that explodes on contact (in purple flames) with anything. The projectile aims upward (LP), up-forward (MP), or forward (HP) in a descending arc. HS version combines the MP and HP versions' projectiles.
F,D,DF+P: Shadow Hide - Sir Shadow teleports backward (LP) or forward (HP) some paces away, or teleports in place (MP). HR version teleports directly underneath enemy with added "attacking" property that knocks them into the air.
QCB+P: Carnage Shadow - Basically Carnage Saber but with cello thrusts instead of shovel stabs. LP is slowest as opposed to HP being fastest. HS version is 5 hits instead of 3.
QCF+K: Shadow Run - HS version adds stun property to any of its follow-ups (save Shadow Stop).
Shadow Run, LP: Shadow Poke (midsection attack with cello)
Shadow Run, MP: Rising Elbow
Shadow Run, HP: Shadow Punch - Basically TNT Punch (Rip Saber's dashing punch, NOT Joe Higashi's rapid punches), but with purple flames.
Shadow Run, LK: Shadow Stop
Shadow Run, MK: Stealth Knee (flying knee)
Shadow Run, HK: Shadow Heel Smash (front-flip kick)
HCB+K: Shadow Air Raid - Sir Shadow "grapples" his enemy by thrusting his cello at them, then executes a jumping slam with it. This is basically Fatal Air Raid. HS version sets his slammed foe in purple flames.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Shadow Melody - Sir Shadow takes out a baton to play his cello, causing seven musical notes that home in on the enemy to appear.
29. Skull Girl
Command moves
none
Special moves
QCF+P: Skull Surge - Skull Girl swings her bat diagonally downward and a red wave of energy travels forward along the ground. On contact with the enemy, the projectile erupts into a skull column. HS version's projectile is purple-colored and will erupt into a skull column whether on contact with the enemy or they will jump directly above it.
QCF+K: Skull Flash - Counter attack to standing and crouching physical attacks. If successfully countering the enemy's attack, Skull Girl will dash through them with her bat out. HS version is a non-counter variant in which she will simply dash-attack forward.
QCF+K in air: Skull Gale - Skull Girl swings her bat and shoots a red energy projectile down-right at an angle. HS version's projectile is purple-colored and will erupt into a skull column when it hits the ground.
QCB+K: Skull Dodge - Skull Girl sways briefly to dodge attacks in place (MK) or slide-dashes backward (LK)/forward (HK). The HK version can pass through projectiles and enemies. The HS version follows the sway immediately with a stunning bat swing that knocks enemy across the screen.
F,D,DF+P: Skull Strike - Skull Girl executes two upward bat swings, with the latter being a jumping one. HR version is four upward bat swings with the last one ascending into the air.
HCB+P: Skull Throw - Skull Girl "grapples" her enemy with her bat and spins them around several times before tossing them across the screen. HS version tosses enemy into the air instead of horizontally.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Five Crossbone Combination - Skull Girl executes an upward bat swing. When it connects, she will leap into the air and execute a series of four bat swings on her air-suspended enemy (with the last one knocking them to the ground).
30. Colossa
Command moves
D+HP+HK: Cho Ukemi
Special moves
QCF+P: Stump Throw - HS version is unblockable.
F,D,DF+P: Minelayer - LP is a feint, HR knocks enemy into the air (rather than down).
HCB+K: Reverse Drop - HS version starts faster.
Close HCB+K: Super Leg Sweep - HS version doubles damage.
B,D,DB+K: Return Throw - Counters standing and crouching physical attacks. HS version doubles damage.
B,D,DB+P: Cloud Tosser - HS version doubles damage.
HCB+P: Earth Mover - HS version is Heaven-to-Hell Drop.
Super Thrall
360+K, HCF+K, F,D,DF+K [F,D,DF+PP three times]: Typhoon Mountain
31. Tori Sage
Command moves
B+MP in air: Backward Chop - backhand chop that can only be used as cross-up.
D+HP in air: Doublehanded Smash
U+HK in air: Backflip Kick
Special moves
QCF+P: Mind's Eye (also in air) - Tori shoots a hypnotic spiral from her glasses forward in a wavy up-and-down path. The same direction of the projectile also occured if this move is done in the air. HS version is a close-proximity multi-hitting variant that shoots a larger hypnotic spiral.
QCF+K: Dawn's Eye (also in air) - Tori shoots a hypnotic spiral from her glasses forward in a straight path while crouching (rather than standing). If done in the air, the projectile is aimed downward at an angle. HS version is a close-proximity multi-hitting variant that shoots a larger hypnotic spiral.
F,D,DF+P: Flagstaff Upper - Tori leaps into the air with one (LP/MP), two (HP), or three (HR) jumping uppercuts, one on top of another. The first uppercut hits twice with MP/HP/HR, though the third uppercut from the HR version hits 3 times (making the HR version hit 6 times total).
QCB+K: Sweep Caroline - Tori hops forward with a middle kick. In the MK and HK versions, upon landing on the ground, she adds 1 (MK) or 2 (HK) ducking sweep kicks forward. The HS version has her rush forward with 3 ducking sweep kicks.
HCB+P: Atomic Dunk - Tori grabs her enemy then performs a leaping slam into the ground, causing a mushroom cloud to briefly rise from the ground. The HS version adds a second slam in the opposite direction.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Massive Destruction - Tori rushes forward with a series of five attacks. If any of those attacks connect, she will add a grab to Atomic Dunk after the fifth attack of this move.
32. Gem The Genie
Command moves
none
Special moves
QCF+P: Yurusu Magic (also in air) - Gem shoots a red energy projectile straight-forward. HS version's projectile is bigger.
QCF+K in air: Down-Right Yurusu Magic - A diagonally-downward variant of the Yurusu Magic projectile. HS version's projectile is bigger.
F,D,DF+K: Arabian Moon - Gem leaps into the air in a backflip kick. MK hits twice while HK hits 3 times. HR version is a double revolution of the attack (first flipkick hits twice, second hits 3 times).
QCB+K: Con-genie-ality - Gem flies upward at an angle (LK for 1/4-screen, MK for 1/2-screen, HK for 3/4-screen, HS for homing), then comes vertically down in a continuous flipkick that knocks down on contact.
HCB+P: Pon de Replay - Gem grabs her enemy, flies vertically upward, and spins vertically downward to slam them. The HS version has her inflicting multiple hits upon slamming her foe into the ground.
Super Thrall
QCF,QCF+P [F,D,DF+KK]: Loyal Flash - Gem charges up some energy in both hands and flails her arms wildly in front of her, shooting 20 red-energy projectiles forward in random angles.
33. High Card Spade
Command moves
B+MP: Angry Fist
B+hold MP: Double Arm Punch
Special moves
QCF+P: Wicked Wand - High Card Spade swings her wand inward, forming an arc of flames in front of her. This can knock her enemy across the screen. LP absorbs projectiles while MP/HS reflects projectiles horizontally and HP reflects projectiles diagonally upward. HS adds wallbounce.
QCB+P: Dash Cross - HS version immolates the enemy on contact.
QCB+K: Dash Upper - HS version immolates the enemy on contact.
F,D,DF+K: Fire Kick - An upward kick that leaves flames trailing behind High Card Spade's kicking foot, can also absorb projectiles. MK/HK starts with a forward hop prior to attack. HR version knocks the enemy vertically (rather than backward) into the air.
HCF+K: Spade Burner - High Card Spade knocks her enemy down with a right hook punch that sets them ablaze, then kneels on top of them and punches them down several times. The HS version adds a walking footstomp for an extra hit afterward when she's standing up.
Super Thrall
QCF,QCF+P [F,D,DF+KK]: The Thrall of High Card - High Card Spade executes a Dash Cross. If she connects, the other three members of High Card (Diamond, Club, and Heart) jump in and gangbang on the enemy for 27 hits total. The last hit involves Spade lighting a stick of dynamite while walking away, tossing it at the enemy, causing the other three High Card members to jump out prior to a dynamic explosion.
34. Princess Serene Celeste
Command moves
F+LK: Blasting Front Kick - Looks like Oni Front Kick.
F+MK: Magic Headbutt - Steps forward with a headbutt that leaves sparkles trailing behind the attacking head.
LP, LP, MP: Princess Punch - Basically Flash Punch Combo.
LP, LP, MK: Princess Rage A - Basically Agony Spear.
LP, MP, MK, LK: Princess Rage B - Basically Twin Fang Double Kick.
LP, MP, MK, MP: Princess Rage C - Basically Twin Fang Stature Smash.
B+MP, MK, LP: Princess Rage D - Basically Rampaging Demon.
Special moves
QCF+P: Sparkling Knuckle (also in air) - Right cross punch surrounded in sparkles. LP hits once, MP hits twice, HP hits 3 times, and HS hits 5 times. If done in the air, the fist is aimed downward at an angle.
QCF+K: Princess Punisher - Dashes forward with a left gut punch. HK knocks the enemy into the air. HS adds a right overhead punch that knocks down the enemy, causing them to bounce into the air from the ground.
QCB+K: Fairy's Uprising - Starts with a flying spin kick, followed by one (MK), two (HK), or three (HS) ducking sweep kicks. LK is just a flying spin kick.
QCB+K in air: Take Flight - Temporary floats in the air for several seconds, prior to coming vertically down in a butt splash. Can move B/F while floating.
F, wait split-second, D,DF: Mist Trot - A forward crouch dash. The HR version of this move can be performed as F,D,DF (the HP and HK follow-ups from the HR version will each get added stun property).
Mist Trot, P: Sparkling Upper - Uppercut the leaves sparkles trailing behind the fist. LP is a standing right uppercut, MP/HP is a jumping left uppercut (HP hits twice instead of once).
Mist Trot, K: Fairy Punisher - One (LK/HK) or two (MK) ducking sweep kicks. The HK version adds a standing right hook punch after the sweep kick.
HCB+P: Celestial Headbutt - Grabs and knocks away enemy with a headbutt in which sparkles are briefly trailing behind the hit enemy. HS version adds wallbounce.
Super Thrall
QCB,QCB+P [F,D,DF+PP/KK]: Princess Finisher - Fires a straight-forward beam from her forehead. If this connects, a wormhole appears on the enemy for only a few seconds until it explodes.
35. Sapphire Tome
Command moves
F+HP: Sapphire Strike - Sapphire leaps forward through the air with a staff spin to left rolling sobat.
Special moves
QCF+P: Stretch Staff - Sapphire elongates her staff straight-forward (LP for crouching, MP/HS for standing) or upward at an angle (HP) to attack. If performed while in the air, the attack aims straight-forward (MP/HS) or diagonally (LP for downward, HP for upward). The HS versions involve her rapidly thrusting her elongated staff up to 6 times.
F,D,DF+P: Thunder Spin - Sapphire spins her staff around her for 2 (LP), 4 (MP), or 6 (HP/HR) hits, leaving two trails of electricity beneath either end of her staff. The HR version has her jumping into the air (instead of standing still) while performing the attack.
QCB+P: Tyranny Drop - Sapphire springs herself into the air using her staff, going off-screen briefly. Afterwards, she will come down with a spinning staff strike that hits several times. LP has her descent on the same spot she jumps high from, while MP and HP respectively place her 1/2-screen and 3/4-screen distances. The HS version auto-tracks the enemy.
QCF+K: Counter Bolt - Sapphire counters an incoming physical attack with her staff (LK against crouching, MK against standing, and HP against jumping). If successful, she will thrust her staff straight-forward (LK for crouching, MK/HS for standing) or upward at an angle (HK/HS), electrocuting them on contact. The HS version counters the attack with a single-hit Thunder Spin.
HCB+K: Skyward Spin - Sapphire grabs and uplifts her enemy with her staff, then she spins her staff near head-level, striking the enemy 6 times. The HS version has her leap into the air (rather than standing tall) while spinning her staff.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Lightning Wheel - Sapphire executes a five-hit Thunder Spin, then if missed, launches the lightning wheel straight-forward (the projectile part will hit 5 times). However, if all 5 hits connect close, she will instead go into a series of four attacks, followed by transformating into the golden statue of Francine "Blade" Castillo [who debuted in "Noir and the Midas Curse (Part 1)"] who will spin forward (hitting 5 times along the way), then transforms back into her normal self, executing a (non-HS) Skyward Spin. This hits 20 times total!
36. Zelo
Command moves
none
Special moves
QCF+P (also in air): Tamerawazu Fear - Zelo sends out an energy clone of himself that travels straight-forward (LP), upward at an angle (MP), or vertically upward (HP). If done in the air, he sends out the clone straight-forward (LP), downward at an angle (MP), or vertically downward (HP). This is the only projectile in the game that cannot be negated (however, it CAN be reflected). HS has him send out three clones in a 3-way spread (one straight-forward and two upward while on the ground, or one straight-forward and two downward while in the air).
F,D,DF+P/K: Tamerawazu Warp - Zelo teleports into the air (P) or near the ground (K). LP/LK teleports to the left side of the screen, HP/HK teleports to the right side, MP/MK teleports to the center. The HR version teleports directly above his enemy, coming down from the top of the screen in a vertical-downward tackle covered in energy, knocking down on contact.
HCB+K: Tamerawazu Grind - Zelo grabs and slams his enemy into the ground then circles his foot on his downed enemy in a grinding motion, inflicting several hits. HS hits more times.
Super Thrall
QCF,QCF+K [F,D,DF+PP/KK]: You Are Already Dead! - Zelo dashes forward to strike through the enemy. If he connects, the enemy's lifebar will be drained over time for only a matter of seconds.
37. Classic Aki
This is basically Aki Aikawa in her very first outfit (which sourced from "A Love Spell For Aki"). Her moveset will also be changed to that of the character A.K.I. from Street Fighter 6.
Command moves
D+HP+HK: Sinister Slide (press U to cancel)
Sinister Slide, P: Venomous Fang
Sinister Slide, K: Heel Strike
Sinister Slide, LP+LK: Entrapment
Special moves
QCB+P: Nightshade Pulse (also in air) - Projectile still travels forward if done in the air.
Nightshade Pulse, QCF+LP: Nightshade Chaser
QCF+P: Serpent Lash - LP/HS aims straight forward, MP aims upward at a slight angle, HP aims vertically upward. HS hooks onto enemies prior to hopping towards them.
F,D,DF+P: Cruel Fate - HR version becomes a "shift throw" if connected.
QCF+K: Snake Step - HS version is an attacking variant based off Deadly Implication.
HCB+K near enemy: Toxic Wreath - HS version is Orchid Spring.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Tainted Talons
38. Cherry Brightlee
Note: All of his punch attacks sound like random dog barking. Also, all of his special moves (and Super Thrall) come from Iori Yagami, albeit name changes. His theme music is "Jaw Breaking News" from Teenage Mutant Ninja Turtles: Shredder's Revenge.
Command moves
F+MP, MP: Pink Dual - Basically Yumebiki.
F+HP: Pink Headbutt - A reaching headbutt that knocks back.
B+LK in air: Pink Back Kick - Basically Yuriori.
B+MK: Pink Horizontal Kick - A left outward kick.
B+HK: Pink Vertical Kick - An upward left kick.
Special moves
QCF+P: Pink Bomb - Basically Yamibarai. HS version is a "homing" variant of Ya Sakazuki.
QCF+K: Pink Smasher - Basically Tsumakushi. HS version will shift into Oniyaki-like spin throw if connected.
F,D,DF+P: Pink Crusher (also in air) - Basically Oniyaki. LP hits once, MP hits twice, and HP/HR hits 3 times. HR version grants Cherry 6 seconds of super armor at the peak of the attack.
QCB+P (repeat 3 times): Pink Knuckle - Basically Aoi Hana. The third hit of the HS version takes the form of Kototsuki In, a two-hit shift throw.
HCB+K: Pink Trigger - Basically Kuzukaze. HS version is a "damaging" variant in which the enemy will be tripped on the floor.
Super Art
QCF,QCF+P [F,D,DF+PP]: Captain Pink - Looks like a flameless "punching" version of Yaotome. Cherry transforms into his superhero self, dashes forward and, if connected, goes into a series of 7 punches followed by a three-hit flameless Saika.
39. Shaya of the Dark Serpent Tribe
Command moves
B+HP+HK: Fake Shaya Kick
Special moves
QCF+P/K: Shaya Shot (also in air) - P is standing while K is crouching. In air, the projectile will travel straight-forward with P or downward-angled with K. The HS versions are multi-hit projectiles.
F,D,DF+P: Shaya Crash - LP and MP are jumping uppercuts (LP is vertical-up Tiger Uppercut and hits once, MP is diagonal-up Tiger Blow and hits twice) while HP and HR are flying knees that travel mostly forward (HP is 3 hits, HR is 4 hits).
QCB+K: Shaya Raid (also in air) - Flying kick that travels forward. LK hits once, MK hits twice, HK hits 3 times, and HS hits 4 times with added immolation effect.
B,D,DB+P: Angry Charge - Shaya looks backwards and raises the Eye of Truth in her right hand for a brief moment. This causes her next use of the Shaya Crash to inflict stun damage on successful hit. This buff will last only 5 seconds (or 10 if HS ver. is used). HS version affects the next three Shaya Crash uses instead of one.
HCB+P near enemy: Winding Shaya - Shaya grabs her enemy left-handed, winds up her left arm to spin them around several times counter-clockwise, and tosses them into the air in the opposite direction. HS version results in tossing the enemy horizontally instead of diagonally upward, because of added wallbounce.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Shaya Genocide - Shaya executes two Shaya Crashes (4-hit HP/HR ver. then 7-hit LP ver.) in a row.
40. Vi
Command moves
D+HP in air: Viral Drop - Vi dives down at an angle shoulder-first. This knocks down. She will rebounce backwards into the air if blocked.
Special moves
QCF+P: Spam Smasher (also in air) - Vi shoots a purple wireframed sphere from both hands. The projectile will travel straight-forward (LP/ground HS), upward curve (MP for more forward, HP for more upward), or downward curve (MP for more downward, HP/HS for more downward). The HS version on the ground will have the projectile will hit six times while HS version in the air produces a six-hit energy pillar that rises from the ground.
F,D,DF+P: Viral Death (also in air) - Vi charges forward headfirst. This hits 3 (LP), 4 (MP), 5 (HP), or 6 (HR) times.
QCB+K in air: Viral Meme - Vi dives forward at a descending angle leading with her left leg, hitting 3 (LK), 4 (MK), 5 (HK), or 6 (HS) times along the way.
HCB+P: Critical Alert - Vi grabs her enemy, so both will be encased in a large solid white sphere with purple wireframes around it. The sphere will bounce up and quickly hit the ground, causing the enemy to be knocked away into the air. HS version bounces up-and-down three times to make it a 3-hit variant of the command throw.
B,D,DB+P/K: Viral Transport - Vi surrounds herself in a white wireframed sphere. Next, there are six wireframe spheres appearing onscreen (three at the top, three at the bottom) determining where Vi will teleport depending on which button you press. HS version teleports directly behind (PP) or on top of (KK) enemy coming in with a flying tackle where she attacks with the wireframed sphere she's encased in.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Coating Hoax - Vi generates a large orange wireframed sphere (with the word "COAX" in yellow letters on it; though there sphere itself spins while the COAX lettering is not) forward at a set distance (LP directly in front of her, MP almost 1/2-screen, HP 3/4-screen). The sphere will hit up to 12 times.
Street Fighter move lists
1. Ryu
Command moves
F+MP: Sakotsu Wari
F+HP: Mizochi Kudaki
B+HK: Kakato Otoshi
Special moves
QCF+P: Hadoken (also in air) - HS version is Gorai Hadoken.
F,D,DF+P: Shoryuken - HR version is Shin Shoryuken.
QCB+K: Tatsumaki Senpukyaku (also in air) - HS version is Shinku Tatsumaki Senpukyaku.
QCF+K: Jodan Sokutogeri - HS version adds a hopping right kick prior to actual attack, making it a homage to Dee Jay's Dread Kick.
HCB+P: Power Bomb (also in air) - Ryu grabs his enemy, jumps forward along with them, and slams them into the ground through a powerbomb. HS version adds an electric effect.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Shinku Hadoken (also in air)
2. Ken
Command moves
B+LK: Nataotoshi Geri
B+MK: Kamabarai Geri
B+HK: Oosotomawashi Geri
F+HK: Inazuma Kakato Wari
D+HP+HK: Zenpo Tenshin
D+hold HP+HK: Zento
Special moves
QCF+P: Seichu Nidan Tsuki - Ken dashes forward leading with his left elbow.
Seichu Nidan Tsuki, QCF+P: Mizochi Kudaki - A right gut punch.
Mizochi Kudaki, P: Chudan Senpuken - Ken dashes forward with a left hook punch that strikes through his enemy, knocking them down as a result. If used after the HS ver. Seichu Nidan Tsuki-Mizochi Kudaki chain, this follow-up will have an added immolating property.
Mizochi Kudaki, K: Shiden Kakato Otoshi - Left axe kick that hits twice. If used after the HS ver. Seichu Nidan Tsuki-Mizochi Kudaki chain, this follow-up will have an added immolating property.
Seichu Nidan Tsuki, QCF+K: Gedan Nataotoshi - Ken ducks down with a right outward sweep kick.
Gedan Nataotoshi, P: Shoryuken - LP hits once, MP hits twice, and HP hits 3 times. If used after the HS ver. Seichu Nidan Tsuki-Gedan Nataotoshi chain, this follow-up will have an added immolating property.
Gedan Nataotoshi, K: Hijihiza Kudaki - Ken stands up and clamps his right elbow and right knee together, knocking his enemy away. If used after the HS ver. Seichu Nidan Tsuki-Gedan Nataotoshi chain, this follow-up will have an added immolating property.
QCF+K: Reppu Hadoshu (also in air) - Projectile will travel straight-forward (LK/HS), upward at an angle (MK/HK while on ground), or downward at an angle (MK/HK while in air). The HK version projectiles have steeper angle than MK version ones. The HS version projectiles have an immolating "Shakunetsu" effect.
F,D,DF+K: Ryusenkyaku - LK has the lowest upward but shortest forward arc, as opposed to HK having the highest upward but longest forward arc. HR version rolls forward along the ground, hits twice instead of once, immolates enemy on contact, and no longer knocks down.
QCB+K: Tatsumaki Enjinkyaku (also in air) - Basically Tatsumaki Senpukyaku, but upside-down. HS version auto-tracks enemy while it's travelling forward.
HCB+P: Jigoku Guruma (also in air) - HS version hits multiple times with the rolling part. This move can also be used after a Seichu Nidan Tsuki.
Super Thrall
QCF,QCF+P [F,D,DF+KK]: Shoryureppa - It’s three Shoryukens, anyway.
3. Chun-Li
Command moves
B+HP: Hakkei
B+MK: Tenkukyaku
B+HK: Yokusenkyaku
DF+HK: Kakukyakuraku
D+MK in air: Yosokyaku
Jump against an edge of the screen, F: Triangle Jump
Special moves
QCF+P: Kaiten Hakkei (also in air) - Chun-Li ducks down and spins herself forward with her arms outstretched. It hits twice (LP), 4 times (MP/HS), and 6 times (HP). The HS version spins in places.
QCF+K: Kikokyaku (also in air) - Chun-Li executes a Tenkukyaku (LK), standing jaw kick (MK), or Yokusenkyaku (HK) that shoots a blue energy projectile straight-forward (HK) or upward at an angle (MK for wider angle, LK for steeper angle). The HS version is a stationary two-kick Tenshokyaku that shoots two upward steep-angle projectiles. If performed in the air, she will kick the projectile downward-angled (LK for steep angle, MK for wider angle) or straight-forward (HK) using her Yokusenkyaku animation. HS version in the air is Yosokyaku firing two downward projectiles as opposing steep angles.
F,D,DF+K: Hyakuretsukyaku (also in air) - Chun-Li rapidly kicks 3 (LK), 5 (MK), or 7 (HK) times. The HR version takes the form of an 11-hit Hoyokusen (two 5-hit Hyakuretsukyakus to Tenkukyaku).
QCB+K: Hazanshu - LK has the highest upward arc and shortest forward arc, as opposed to HK having the lowest upward arc and longest forward arc. The HS version auto-tracks and generates an energy geyser that surrounds her (a la Tensei Ranka).
HCB+P: Tenshin Enbu - Chun-Li grabs her enemy and flips over them with no damage inflicted. The HS version adds a suplex upon going behind the enemy, inflicting some damage.
Super Thrall
QCF,QCF+P [F,D,DF+KK]: Kikosho (also in air)
4. Dan Hibiki
Command moves
B+HP+HK: Backward Roll Taunt
F+HP+HK: Forward Roll Taunt
D+HP+HK: Crouching Taunt
HP+HK in air: Aerial Taunt
Special moves
QCF+P: Gadoken - HS version is Gado Shokoken.
QCF+P in air: Senku Gadoken - Gadoken aimed down-right at an angle. HS version is two projectiles instead of one.
QCF+K: Bakuretsu Gadoken - Formerly known as Premium Sign from Marvel Super Heroes vs. Street Fighter. Projectile now always travels straight forward and sets enemy ablaze. HS version's projectile knocks down.
F,D,DF+P: Koryuken - HR version is Koryurekka.
QCB+K: Dankukyaku (also in air) - LK is 1 hit, MK is 2 hits, HK is 3 hits, and HS is 4 hits.
HCB+P: Danretsuken - Now starts with a grab, followed by 13 rapid punches and a straight punch finish. HS version has an uppercut finish.
Super Thrall
QCF,QCF+K [F,D,DF+PP]: Mythical Taunt - Within 12 seconds after executing this Super Thrall, each button becomes a different taunt. The following three follow-ups can end the Mythical Taunt buff early anytime.
Mythical Taunt, LP+LK: Otoko Michi (reduces Dan's life meter to %1 if connected)
Mythical Taunt, MP+MK: Hisho Buraiken
Mythical Taunt, HP+HK: Legendary Taunt
5. Sakura Kasugano
Command moves
F+MK: Flower Kick
F+HK: Chin Buster Kick
Special moves
QCF+P: Hadosho (also in air) - LP/HS is straight forward, MP is upward-angled, HP is vertical-upward. HS version hits 3 times. If done in the air, LP/HS is downward angle, MP is straight forward, and HP is upward angle.
F,D,DF+P: Kououken - Running move that hits once (LP), 3 times (MP), or 5 times (HP) on the way forward, followed by a cross punch at the end. HR version is Shououken which hits 6 times.
QCF+K, P, P, P: Sakura Otoshi - HS version gives its three follow-up parts homing property.
QCB+K in air: Shunpukyaku - HS version travels forward in a descending angle, hitting several times on the way down.
HCB+K: Shunpu Renkyaku - Shunpukyaku as a command throw where Sakura spins her foe around several times with her leg before kicking them to the ground. HS version had Sakura kicking her for horizontally across the screen in the opposite direction (with possible wallbounce) at the end of the throw.
Super Thrall
QCB,QCB+K [F,D,DF+PP]: Haruissen - Hits up to 5 times.
Haruissen, F,D,DF+K: Haru Tsurugi - Travels vertically-upward with a Shunpukyaku.
Haru Oroshi, QCF+K: Haru Oroshi - Okakyaku that hits several times on the way down.
6. E. Honda
Command moves
F+MK: Hizageri
F+HK: Haraigeri
D+MK in air: Flying Sumo Press
Special moves
QCF+P: Colt 45 (also in air) - E. Honda takes out a gun and fires a shot straight-forward (LP for crouching, MP for standing) or upward at an angle (HP). If done in the air, he will fire the shot straight-forward (LP) or downward (MP for wider angle, HP for steeper angle). HS version on the ground fires three shots straight-forward while that in the air fires the same shots, but one after another while rotating his aim (HP, MP, and LP versions in that order).
QCB+P: Hyakuretsu Harite (also in air) - LP is 3 hits, MP is 5 hits, and HP/HS is 7 hits. HS version can be controlled B/F while on the ground or will travel straight-forward through the air while in the air.
QCF+K: Sumo Reversal - E. Honda gets into a blocking position while standing (LK against jumping, MK against standing) or crouching (HK against crouching). If he gets hit by a physical attack, he will counter it with a Super Hyakkan Otoshi (LK), Super Zutsuki (MK), or a grab into an upward toss (HK). The HS version is a non-counter variation in which E. Honda will execute his Fuji Oroshi (forward-hop headbutt to grab and upward toss).
F,D,DF+K: Super Shiko - E. Honda pounds the ground with his left foot, causing a shockwave that must be blocked low. The shockwave reaches 1/3-screen distance. LK version is a feint, HK version knocks the enemy down, and HR version knocks enemy into the air.
HCB+K: Oicho Throw - HS version is Orochi Kudaki.
Super Thrall
QCF,QCF+P [F,D,DF+KK]: Super Oni Muso - Connected move now ends with Haraigeri.
7. Cammy White
Command move
B+MP: Lift Upper
Special moves
QCF+P: Axle Spin Knuckle - LP spins backward, MP spins in place, HP/HS spins foward. HS version hits twice.
QCF+K: Spiral Arrow (also in air) - HS version on the ground is Spin Drive Smasher (which hits 6 times anyway). HS version in the air hits up to 6 times.
F,D,DF+K: Cannon Spike - HR version is a Reverse Shaft Breaker that slightly moves forward (still, her feet aims vertically upward) and hits 8 times.
QCB+K: Hooligan Combination - HS version causes Razor Edge Slicer and Cannon Strike follow-ups to hit 3 times instead of once, as well as replacing Fatal Leg Twister follow-up with Cross Scissor Pressure.
Hooligan Combination, wait until landing: Razor Edge Slicer
Hooligan Combination, P: Abort
Hooligan Combination, LP+LK near enemy: Fatal Leg Twister (or Cross Scissor Pressure after HS ver. Hooligan Combination)
QCB+K in air (or Hooligan Combination, K): Cannon Strike - HS version can only be done with air QCB+K version, and will hit three times on the way down.
HCB+P: Hooligan Suplex - This was used to be her forward throw, now a special move (her new forward throw, in turn, was Cross Scissor Pressure). HS version is adds a second suplex, going in the opposite direction.
Super Thrall
QCF,QCF+P/K [F,D,DF+KK]: Killer Bee Assault - P starts at left wall, K starts at right wall (if Hooligan Combination fully Everlasting Charged while in SC-ism or using the HC-ism variant of this Super Thrall, the P version is used while facing right or the K version is used while facing left).
8. Blanka
Command moves
F+MP: Rock Crusher
DF+HP: Amazon River Run
Special moves
QCF+P: Rolling Attack (also in air) - If performed in the air, travels down-right at an angle instead of straight-forward. HS version on the ground is Ground Shave Rolling (up to 6 hits), HS version in the air is Beast Hurricane (which he will continue rolling, bouncing along the ground and hitting up to 6 times on the way forward)
QCB+P: Electric Thunder - HS version hits multiple times.
F,D,DF+K: Vertical Rolling - HR version hits 6 times on the way up.
B,D,DB+K: Backstep Rolling - If HS version connects, Blanka will executes a midair series of five attacks that ends with a backflip kick.
HCB+K: Rolling Blast Kick - Parody of King Rasta’s Hurricane Stomp from Saturday Night Slam Masters. HS version adds electric effect.
Super Thrall
QCF,QCF+K, tap P/K rapidly [F,D,DF+KK]: Tropical Hazard
9. Guile
Command moves
B+MP: Back Upper
B+HP: Front Upper
F+HP: Spinning Backfist
F+LK: Knee Bazooka
B+MK: Left Roundhouse
F+MK: Rolling Sobat
F+HK: Heavy Stab Kick
B+HK: Reverse Spin Kick
Special moves
Charge B,F+P: Sonic Boom - LP’s projectile curves upward, HP’s projectile curves downward, MP travels straight forward and HS auto-tracks enemy as the projectile travels forward.
Charge D,U+P: Rising Buster Drop - Guile grabs his opponent, tosses them vertically upward with his right arm, jumps up, and grabs them midair for a backbreaker. In the HS version, upon grabbing his foe in the air, he will instead use a different backbreaker method where he will still remain on the ground and catch his falling enemy by raising his left fist into the air, prior to tossing them across the screen.
Charge U,D+P in air: Dive Sonic - Downward-angled Sonic Boom. HS version's projectile knocks down.
Charge D,U+K: Flash Kick - HS version hits 3 times on the way up, followed by an axe kick at the peak.
Charge B,F+K: Booster Kick - Guile flies straight forward leading with his left leg, leaving red afterimages trailing behind him. HS version hits 3 times instead of once.
F,D,DF+P: Nut Punch - Guile dashes forward with a right gut punch aimed below the belt. In the HR version, he instead ducks down in splits and punches upward-angled with his left fist.
Super Thrall
Charge B,F,B,F+P [F,D,DF+PP]: Sonic Hurricane
10. Dhalsim
Command moves
B+MP: Yoga Upper
D+HP in air: Yoga Mummy
D+K in air: Yoga Spear
HP+HK in air: Levitate
Special moves
QCF+P: Yoga Fire (also in air) - HS version's projectile hits twice. The flames in the HS version are purple instead of usually orange (the same also happens to HR ver. Yoga Blast, and HS ver. Yoga Flame).
F,D,DF+P: Yoga Blast - HR version is Yoga Stream which aims downwards instead of upwards and hits 5 times.
QCB+P: Yoga Flame (also in air) - Aims downward-angle if performed in the air. HS version hits 5 times.
HCB+K: Yoga Strike - Now starts with a handstand forward leg grab instead of an upward leap, set as a command throw. HS version is two leg slams instead of one.
B,D,DB+P/K: Yoga Teleport - LP/LK teleports him near the left side of the screen, HP/HK teleports him near the right side, MP/MK teleports him to the center. K versions teleport him closer to the ground whereas P versions teleport him into the air. HS versions teleport him directly behind the opponent.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Yoga Invitation - Dhalsim rushes forward with a parody of Chin Gentsai's Gou'en Shourai from The King of Fighters series. This hits multiple times.
11. Eagle
Command moves
none
Special moves
QCF+P: Canterbury Blue - HS version is a triple low-high-middle variant of the attack.
F,D,DF+P: Oxford Red (also in air) - No longer moves forward prior to attack. It will still hit 3 (LP), 5 (MP), or 7 (HP) times. HR version is Union Jack Platinum which hits 11 times.
QCB+P: Manchester Black (also in air) - The MP and HP versions move forward along with the attack. Normally, this move knocks down in one hit unless you're using the HS ver. (which hits four times with a vacuum effect).
QCF+K: St. Andrews Green (also in air) - HS version uses the yellow arc of energy the attack creates as a projectile that travels forward at a full-screen distance.
HCB+K: Liverpool White - Now a command throw in which Eagle grabs his enemy with one of his botans, prior to tossing them behind him, causing his thrown enemy to bounce off the ground into the air. The HS version results in a jumping version of the command throw.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Manchester Gold
12. Kyosuke Kagami
Command moves
none
Special moves
QCF+P: Cross Cutter - HS version is Super Cross Cutter which either directly hits five times or split into five projectiles.
QCF+P in air: Shadow Wave - HS version hits three times.
F,D,DF+P: Lightning Upper - HR version hits several times.
QCB+P: Shadow Breaker - HS version lacks knockdown property, but can be chained into any other special move (or Super Thrall).
QCF+K: Shadow Cut Kick (also in air) - HS version is Double Shadow Cut Kick.
HCB+K: Shadow Suplex - A German suplex. Upon slamming his enemy during the HS version, he will press them into the ground twice to make a 3-hit version of this special throw.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Super Shadow Breaker - Kyosuke executes a Shadow Breaker. If he connects, he will execute his Shadow Cut Kick five times in a row on his air-suspended enemy, followed by a Shadow Wave.
13. Fei Long
Command moves
F+MK: Chokka Rakusho
F+HK: Engekishu
Special moves
QCF+P: Rekkaken (repeat 3 times) - All 3 inputs of the HS version each strike through and burn the enemy (do QCB instead of QCF for the 2nd input).
QCF+K: Bakuhatsuken (also in air) - Fei Long shoots a fireball straight-forward while crouching (or forward at a descending angle while in the air). HS version’s projectile immolates and knocks down.
F,D,DF+K: Shienkyaku - Hits twice with HK or 6 times with HR.
QCB+K: Rekkukyaku (also in air) - HS version is the classic flying axe kick variant (instead of the high-angle side kick one) that will auto-track the enemy.
HCB+P: Ryuyassai - Fei Long grabs and tosses his foe into the air left-handed, followed by a hopping high-angle spin kick that knocks them across the screen. HS version follows the grab with a 7-hit auto combo based on his Ryu Shinyassai move from Street Fighter Alpha 3.
Super Thrall
QCF,QCF+P [F,D,DF+KK]: Rekka Shinken
14. Guy
Command moves
DF+HK: Kamaitachi
D+HP in air: Hiji Otoshi
Special moves
QCF+P: Shuriken (also in air) - Projectile usually aims straight-forward. If performed in the air, LP version is straight-forward while MP and HP versions are downward angle (HP is steeper than MP). HS version on the ground is three shurikens one after another while HS version in the air tosses three shurikens downward at the same time in a spread formation.
QCF+K: Shira Hadori - Guy will counter an incoming standing physical attack. If successful, he will execute his Kamaitachi. In the HS version, he will instead execute his Bushin Goraikyaku upon counter his enemy's attack.
F,D,DF+K: Bushin Senpukyaku (also in air) - HR version not only combines the LK version startup with HK version damage, Guy will execute his Bushin Hassoken if the 3rd hit connects.
QCB+K: Hayagake - HS version will add stun property to the Kubi Kudaki, Hozanto, Kage Sukui, and Kubikari followups.
Hayagake, LP, MP, HP, HK: Bushin Gokusanken - If used during HS version Hayagake, it becomes Bushin Gokusanage where the fourth part, a throw, stuns the enemy.
Hayagake, MP: Kubi Kudaki
Hayagake, HP: Hozanto
Hayagake, LK: Kyuteishi
Hayagake, MK: Kage Sukui
Hayagake, HK: Kubikari
HCB+P: Bushin Izuna Drop - Now a command grab (rather than a forward somersault with throw follow-up) in which Guy just grabs his foe prior to a forward-flip powerbomb. HS version takes the form of a Kaiten Izuna Drop where he leaps into the air along with his foe prior to slamming them down. If this move is performed while his Super Thrall, Shippu, is active, the command grab shifts to Bushin Musorenge.
Super Thrall
QCF,QCF+P [F,D,DF+KK]: Shippu - Guy turns invisible for a limited time. During his invisibility, he becomes faster at the cost of losing his ability to block, plus he also has access to Bushin Musourenge (his shadow can still be seen on the ground).
15. Cody Travers
Command moves
F+HP: Strike Fist - Cody steps forward with a right cross punch that knocks down.
B+HP+HK: Crime Sway - Dodges standing and jumping attacks as well as projectiles.
DB+HP+HK: Ducking Crime Sway - Dodges crouching attacks as well as projectiles.
D+HP+HK when standing over knife: Knife Pickup (note that blocking an enemy's attack will NOT disarm Cody, but either getting hit by the enemy or performing a basic throw/Bad Spray/Final Destruction will)
F+HP+HK: Alternate Taunt
Special moves
QCF+P: Bad Stone (also in air) - HS version tosses the rock in a straight-forward path.
QCF+P while wielding knife: Knife Toss (also in air) - HS version inflicts double damage.
QCF+K: Ruffian Kick - HS version acts the same as LK version with two hits.
F,D,DF+K: Ruffian Punch - Cody leaps into the air with a left uppercut. MK hits twice while HK hits 3 times. HR version is basically the HK version with an added Crack Kick at the peak at the 4th hit.
F,D,DF+K while wielding knife: Ruffian Slash - Basically Ruffian Punch with a knife slash. MK hits twice, HK hits 3 times, and HR hits 4 times.
QCB+K: Sobat Combo (also in air) - Basically Crack Kick as a special move. The MK and HK versions are double and triple Crack Kicks respectively. The HS version on the ground is Dead End Irony while HS version in the air is four Crack Kicks.
HCB+P: Bad Spray - Cody grabs his enemy for a shoulder throw first BEFORE he executes the actual attack. In the HS version, the Bad Spray portion of this command throw will be replaced with a Criminal Upper that hits 4 times, knocking his foe into the air.
Super Thrall
QCF,QCF+P [F,D,DF+KK]: Final Destruction
16. Yun Lee
Command moves
none
Special moves
QCF+P: Zessho Hoho (also in air) - HS version adds second hit which applied to his leading leg (the “striking” kicking leg must be blocked low).
F,D,DF+P: Tetsuzanko - HR version is Yoho.
QCB+P: Kobukushi - LP is a feint, HS emits a power blast that knocks opponent across the screen.
B,D,DB+K: Nishokyaku
QCF+K in air: Raigekishu - HS version auto-tracks enemy and adds knockdown Senpukyaku upon touching enemy.
HCB+K: Zenpotenshin - HS version adds Choshinko, a dash-through elbow attack.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Sorai Rengeki
17. Adon
Command moves
F+MP: Jaguar Crunch
F in air near wall: Jaguar Escape (wall jump)
Special moves
QCF+P: Shooting Jaguar (also in air) - Adon throws a right uppercut (or downward-swing punch) that shoots a purple energy bullet across the screen (the projectile will travel downward at an angle instead of straight-forward if done in the air). The HS version takes the form of two elbow hooks, shooting two projectiles straight-forward (the projectiles will also travel straight-forward if done in the air).
F,D,DF+K: Rising Jaguar - LK/HR hits once, MK/HK hits twice. The HR version takes the form of lower-elbow-higher-knee pincer formation attack (in place of the rising knee) upon leaping into the air.
QCB+K: Jaguar Kick (also in air) - LK has the highest upward but shortest forward arc, as opposed to HK having the lowest upward but longest forward arc. The HS version is basically Jaguar Revolver consisting of 3 Jaguar Kicks in a row.
QCF+K in air: Jaguar Tooth - LK has the steepest downward angle as opposed to HK with the widest forward angle. HS version is basically the MK version but hits twice.
HCB+P: Jaguar Avalanche - Adon grabs his foe from behind, climbs on top of them, and punches them several times until he rebounds himself into the air with a double-foot stomp that ends the special throw. The HS version replaces the rebound stomp with a backflip leg toss at the end.
Super Thrall
QCF,QCF+P [F,D,DF+KK]: Jaguar Varied Assault
Jaguar Varied Assault, tap P rapidly: Jaguar Thousand
Jaguar Varied Assault, tap K rapidly: Jaguar Assassin
18. Sodom
Command moves
D+HP+HK: Yagura Reverse
B+HP+HK: Koten Escape - Backward roll.
Special moves
QCF+P: Jigoku Scrape - HS version is basically the MP version striking through his foe like a clothesline.
QCF+P when knocked down: Tengu Walking - Hits twice (LP), 4 times (MP), or 6 (HP) times. HS version is basically the HP version that knocks down in one hit with added fire property.
QCF+K: Shinku Slash - Sodom executes a stationary variant of HP version Jigoku Scrape that shoots out a green-energy arc across the screen. HS version fires two projectiles (the first executed from a standing jitte uppercut).
F,D,DF+K: Shiraha Catch - HR version starts with a short hop forward prior to unblockable grab (can also work on crouching foes) prior to actual throw.
HCB+K: Daikyo Burning - HS version adds unblockable property to the dashing start.
HCB+P: Butsumetsu Buster - HS version is Tenchusatsu.
Super Thrall
QCF,QCF+P [F,D,DF+KK]: Meido no Miyage
19. Balrog
He can now do literal kicks thanks to his new animations for his basic K attacks. His old K basic moves (which are punches) became some of his command moves. He now has an air throw (which is an aerial variant of his backward throw).
Command moves
B+LP: Elbow Jab
B+MP: Gut Punch
DB+LP: Low Left
DB+MP: Low Right
Front Step, B: Quick Backstep I
LK, MK, B: Quick Backstep II - The first two moves are a shin kick and low stomp.
Special moves
QCF+P: Blurring Wind (also in air) - A right hook punch that shoots a tornado forward across the screen. HS version’s projectile hits 3 times. Projectile will descend while traveling forward if done in the air.
F,D,DF+P: Buffalo Headbutt - HR version hits twice and has the Killer Instinct announcer shouting “C-C-C-Combo Breaker!”
QCB+P: Turn Punch - LP is a feint. HS hits 3 times instead of once.
QCF+K: Quick Dash - Dashes forward. HS version allows use of its P follow-ups three times (mixing up different P follow-ups is possible).
Quick Dash, LP: Straight
Quick Dash, MP: Uppercut
Quick Dash, HP: Ground Straight
Quick Dash, LK: Backstep
Quick Dash, MK: Quick Stomp
Quick Dash, HK: Quick Boot - Side kick, which was in turn his new standing HK.
HCB+K: Wild Smash - Now a command grab. Balrog tosses his foe into the air in the opposite direction one-handed, surrounding them in horizontal wind currents. HS version adds wallbounce.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Gigaton Blow - Based on the SFV version.
20. Vega
Command moves
F+HP: Buster Claw
F+MK: Mercury Shard
F+HK: Cosmic Heel
B+HP+HK: Backslash
Jump against an edge of the screen, F: Triangle Jump
Special moves
QCB+P: Rolling Crystal Flash - HS version has the forward roll part travel along the ground, rather than bouncing.
HCB+K: Splendid Claw - Vega grabs his foe, knocks them into the air with his Scarlet Terror backflip, and strikes directly below them with a claw uppercut, swatting them in the opposite direction. HS version is Red Impact.
F,D,DF+P/K: Sky High Claw - P starts at the left wall, K starts at the right wall. HR version auto-tracks opponent with added knock down property.
QCF+P in air: Sky High Drop - Basically Sky High Claw minus the wall jump part. Vega will immediately dive forward with the attack (LP and MP versions descend while HS auto-tracks opponent).
B,D,DB+P/K: Flying Barcelona - P starts at the left wall, K starts at the right wall. HS version turns both follow-ups (Flying Barcelona Attack and Izuna Drop) into Flying Barcelona Special and Rolling Izuna Drop respectively.
Flying Barcelona, P: Flying Barcelona Attack
Flying Barcelona, LP+LK near opponent: Izuna Drop
Super Thrall
QCF,QCF+P/K [F,D,DF+PP/KK]: Bloody High Claw
21. Lee
Command moves
DF+LK: Satsujin
F+HK, MK in air: Uken
Special moves
QCF+P: Hyakurenko (also in air) - LP is 3 hits, MP is 5 hits, HP is 7 hits, and HS is Shi Tenshu which hits 10 times.
QCF+K: Kiro (also in air) - Basically Gen's Ki-style crouching HP but fires an energy projectile straight-forward (the projectile will also go straight forward if done in the air). HS version's projectile knocks down.
F,D,DF+K: Gekiro - Pressing K with right timing (during non-HR versions) is a good way to rack up more hits. HR version is basically 3 hits on the way up followed by an air leg grab to Jakoha.
QCB+K: Jyasen - LK is 3 hits, MK is 4 hits, HK is 5 hits, and HS is 7 hits.
QCB+K in air: Oga - HS version is Koga, allowing up to two follow-ups.
Ouga (HS ver.), B/F: Wall Jump Kick
Ouga (HS ver.), U: Roof Jump Kick
HCB+P: Shakunetsu - Lee grabs his enemy, uplifts them while facing the opposite direction using Zanei-like animation, and tosses them one-handed in the opposite direction towards the wall, causing them to bounce into the air off the wall. HS version adds immolation (along with the 9-second aftereffect from HS version Hyakurenko).
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Zanei
22. M. Bison
Command moves
MP twice in air: Hell Attack
Special moves
QCB+P: Psycho Crusher (also in air) - HS version is Heartbreak Despair in which the connected attack shifts into a backward throw.
QCB+K: Head Press (also in air) - HS version teleports directly above enemy prior to attack.
Head Press (before impact), P: Devil Reverse
Head Press (after impact), P: Somersault Skull Diver
QCF+K: Double Knee Press (also in air) - HS version adds triple-kick finish if connected.
F,D,DF+P: Psycho Vanish (also in air) - Hits 3 (LP), 4 (MP), or 5 (HP) times. HR version adds knockdown property on 5th hit.
HCF+P: Psycho Impact - Starts with an unblockable upward grab followed by a left cross punch. HS version adds wallbounce.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Psycho Bazooka (also in air) - M. Bison spins himself sideways in a Psycho Crusher-like position (this time not moving forward), slowly firing five consecutive projectiles of Psycho Power at his foe. He can be moved U/D during this move.
23. Akuma
The default final boss for HypnolordX characters. His final battle will be taking place on the moon (with his Alpha 1/Alpha 2 theme intact).
Command moves
F+HP: Zugaihasatsu
F+MK: Senpukyaku
D+MK in air: Tenma Kujinkyaku
Special moves
QCF+P: Gohadoken - HS version is Shakunetsu Hadoken which hits 3 times.
QCF+P in air: Zanku Hadoken - HS version fires two projectiles.
F,D,DF+P: Goshoryuken - HR version adds a Misogi (which strikes through the enemy downward, knocking them upward) at the peak if connected.
QCB+K: Tatsumaki Zankukyaku (also in air) - HS version is Messatsu Gorasen.
HCB+P: Shakunetsu Seoi Nage - Akuma grabs his enemy and performs a shoulder throw that will set them ablaze. The HS version instead results in a shoulder throw in which there will be a wallbounce that sets his foe ablaze.
B,D,DB+P/K: Ashura Senku - LP and LK versions are feint. P versions move backward, K versions move forward. HS versions involve Akuma splitting into two teleporting close to opposite edges of the screen (with the punches variant indicating the real Akuma being on the left side and the kicks variant indiciating the real Akuma being on the right side).
QCF+K: Hyakishu
Hyakishu, wait until landing: Hyakigozan
Hyakishu, P: Hyakigosho
Hyakishu, K: Hyakigojin
Hyakishu, LP+LK near standing/crouching opponent: Hyakigosai
Hyakishu, LP+LK near airborne opponent: Hyakigotsui
Hyakishu, QCF+P: Hyakigoho
Hyakishu (HS ver.), QCB+K: Hyakigorasen
Super Thrall
QCF,HCB+P [F,D,DF+PP]: Shungokusatsu
24. Shadow Ryu
Basically Ryu after he absorbed Hypno Lord's right-hand man, Sir Shadow.
Command moves
F+MP: Sakotsu Wari
F+HP: Mizochi Kudaki
B+HK: Kakato Otoshi
F+HK: Ura Senpukyaku
Special moves
QCF+P: Hadoken (also in air) - HS version is Shinku Hadoken, which hits 5 times.
QCF+K in air: Soku Hadoken - Aims downward at an angle. HS version is the 5-hit Shinku variant.
F,D,DF+P: Shoryuken - HR is Shinku Shoryuken which hits 5 times.
B,F,D,DF+P: Metsu Shoryken - Starts with a forward elbow dash like in Street Fighter Alpha 3. The Shoryuken part of the HS version becomes Shin Shoryuken.
QCB+K: Tatsumaki Senpukyaku (also in air) - HS is Shinku Tatsumaki Senpukyaku.
QCF+K: Sokutogeri - LK/HS is a high back kick, MK is a Ushiro Mawashigeri-like attack, and HK is a sliding version of his crouching MK. HS adds wallbounce.
HCB+P: Powerbomb - HS version adds an electric effect.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Bofu Hadoken - A thundercloud appears above Ryu, channeling a couple bolts onto his hands so he will unleash an electric variant of Shinku Hadoken.
25. Dee Jay
Command moves
D+LK in air: Knee Shot
Special moves
QCF+P: Air Slasher - HS version involves a Machinegun Upper that shoots seven straight-forward projectiles consecutively.
QCF+K: Double Rolling Sobat - HS version is Sobat Carnival, which is 4 kicks instead of 2.
F,D,DF+K: Jackknife Maximum - LK hits once, MK hits twice, HK hits 3 times, and HR hits 7 times.
HCB+K: Multi-Slam - Basically Jax's Quadruple Slam from the Mortal Kombat series. HS version has the fourth slam replaced with a high-lift to backbreaker.
HCB+P: Trigger Beat - Dee Jay grabs his foe left-handed and punches them with his right fist three times. HS version has the 3rd punch being an uppercut.
Super Thrall
QCF,QCF+P [F,D,DF+KK]: Climax Beat
26. Eliza Masters
Command moves
F+MK: Fumikomi Maegeri
F+HK: Inazuma Kakatowari
Special moves
Charge B,F+P: Hadoken - HS version's projectile immolates.
Charge D,U+P: Shoryuken - LP hits once, MP hits twice, HP hits 3 times, and HS hits 10 times (the latter is Shinryuken).
Charge D,U+K: Shiden Kakato Otoshi - Eliza grabs her enemy with her left foot, hoists them over her head, and tosses them forward. HS version immolates her thrown enemy when they hit the floor.
Charge B,F+K: Tatsumaki Senpukyaku (can be controlled U/D) - HS version places a mid-air axe kick at the end.
F,D,DF+P: Chin Buster - Eliza dashes forward with a right gut punch. MP and HP versions add a left uppercut afterward while HR version follows the gut punch with a grab going into a tomoe throw.
Super Thrall
Charge B,F,B,F+K [F,D,DF+PP]: Kuzuryuken - Basically Shippujinraikyaku, but with a Shinryuken in place of the rising Tatsumaki Senpukyaku.
27. E. Hawk
Basically E. Honda dressed as T. Hawk. The former also has some of the latter's moves.
Command moves
F+MK: Hizageri
F+HK: Haraigeri
D+MK in air: Flying Sumo Press
Special moves
QCF+P: Hyakuretsu Harite (also in air) - LP is 3 hits, MP is 5 hits, and HP/HR is 7 hits. Only the HS version moves him forward, even while in the air.
QCF+K in air: Shin Hyakkan Otoshi - E. Hawk flies forward in a body splash. LK/HS travels straight-forward while MK/HK travels forward and descending (MK is slightly descending). HS version causes a butt drop in case the body splash reaches directly above the enemy.
F,D,DF+K: Shin Zutsuki - Basically Super Zutsuki (non-counter variation), except that it comes in three directions; straight-forward (LP/HR) or upward at an angle (MP for wider angle, HP for steeper angle). HR version is basically Oni Muso (two headbutt dives).
HCB+K: Fuji Oroshi - Now an unblockable grab to vertical upward toss (or over-the-back toss with wallbounce in case of HS version).
HCB+P: Mexican Typhoon - HS version is Double Typhoon.
Super Thrall
360+P [F,D,DF+KK]: Shin Orochi Kudaki - Basically Mexican Typhoon with a twist; whilst midair, E. Hawk tosses his foe vertically downward followed by a butt splash.
28. Rolento Schugerg
Command moves
F in air near wall: Trick Escape
HK in air right before landing: Trick Landing - Note that Rolento's jumping HK is a Spike Rod.
F+LP: Patriot Slash - Originally the 1st input of Patriot Circle.
F+MP: Patriot Strike - Originally the 2nd input of Patriot Circle.
F+HP (or release HP during Patriot Stance): Patriot Upper - Originally the 3rd input of Patriot Circle.
F+hold HP: Patriot Stance
Patriot Stance, LP: Quick Jab
Patriot Stance, MP: Back Knuckle
Patriot Stance, LK: Left Knee
Patriot Stance, MK: Side Kick
Patriot Stance, HK: Power Kick (ends Patriot Stance when performed) - Basically his standing MK.
F+HK: Fake Rod
Special moves
HCF+P: Patriot Sweeper - Set as a command throw where Rolento lands a Spike Rod on top of his foe to spring himself into the air, and backflips at the peak to toss a grenade at his downed foe. HS version tosses two greandes to make the command throw 3 hits total instead of 2.
F,D,DF+P: Mekong Delta Strike - Basically Mekong Delta Air Raid with a different name. LP/HR is just a backward roll (the HR version adds a forward greande toss during the backward roll) while MP/HP adds a forward-jumping attack that follows the backward roll.
QCB+P: Mekong Delta Attack - LP version is just a backflip, HS is just a forward-rolling attack (since MP and HP versions combine both parts).
QCB+K: Scouter Jump - LK is backward, MK/HS is vertical, and HK is forward.
Scouter Jump (HS ver.), P/K: Sky Diver - Rolento rolls diagonally downward, hitting several times. LP/LK have the steepest angle, opposite HP/HK with widest angle. K versions add a crouching right kick upon landing on the ground.
QCF+P/K in air: Stinger - LP/LK projectiles have the steepest angle opposite HP/HK projectiles having the widest angle. K projectiles are faster. HS versions combine the LP/LK and MP/MK projectiles.
Super Thrall
QCF,QCF+K [F,D,DF+PP]: Take No Prisoners
29. Decapre
Command moves
DF+MK: Fox Tail
Special moves
Charge B,F+P: Rapid Daggers - HS version is Strafe Dagger.
Charge B,F+K: Scramble - HS version adds stun property to its follow-ups.
Scramble, P: Break
Scramble (LK/HS ver.), K: Razor Edge Slicer - If performed after HS ver. Scramble, a Cross Scissor Pressure-like stomp is added.
Scarmble (MK/HK ver.), K: Cannon Strike
Charge U,D+K in air: Sniping Arrow - LK travels straight-forward while MK/HK/HS goes forward but descending. The HS version takes the form of a multi-hitting Spiral Arrow.
Charge D,U+P: Psycho Suplex - Decapre grabs her enemy and performs a German suplex that slams them forward, then she slams them backward with a jumping suplex. HS version is three suplexes in a back-and-forth manner (the last one will still be a jumping suplex).
F,D,DF+P: Psycho Sting - HR version follows the attack with a jump towards enemy going into a diving suplex.
Super Thrall
Charge B,F,B,F+P [F,D,DF+PP]: Psycho Stream
30. Birdie
Command moves
D+HP in air: Bull Splash
F+HK: Bull Drop
B/F+HP+HK: Alternate Taunt
Special moves
QCB+P: Bull Head - HS adds knockback.
F,D,DF+P: Bull Horn - LP is feint, MP hits once, HP hits twice, and HR hits 3 times. Unlike Bull Head, it travels diagonally upward rather than straight forward.
QCF+P: Pepper Pot (also in air) - Sneezes a fireball across the screen. HS version's projectile knocks down.
QCF+K: Break Time - LK is a donut, MK is a banana, HK is a soda can, and HS is a ghost pepper (the first one just gains a sliver of Subliminal Combo/Super Thrall Gauge energy, the last one temporary increases Birdie's speed).
HCB+K: Bandit Chain - LK hits once, MK hits twice, HK hits 3 times, and HS hits 5 times (in the latter, the last two slams are Murderer Chain)
Super Thrall
QCF,QCF+P [F,D,DF+PP]: The Birdie
31. Poison
Command moves
F+MP: Elbow Drop
B+LK: Short Low Kick
B+MK: Knee
B+HK: Uppercut Kick
Special moves
QCF+P: Handcuffs (also in air) - HS version's projectile moves forward in a straight path instead of a wavy one.
QCF+K: Love Me Tender - HS version shifts into a leg throw if connected.
F,D,DF+K: Prison Breaker - Slashing backflip kick that hits once (LK/MK) or twice (HK/HR). The LK and HR versions don't leave the ground.
B,D,DB+K: Poison Bomb - Poison backflips some distance away, leaving behind a doll that's modeled after herself on the ground. The doll will explode in a few seconds and the explosion can harm either Poison or the enemy. The doll from the HS version can only harm the enemy and it can also explode if the enemy touches it.
QCB+P (repeat 3 times): Whip of Love - HS version of the 3rd input adds a high back kick.
HCB+K: Rolling Whip - Poison wraps her whip around her enemy. If successful, she will spin them around several times prior to launching them across the screen. HS version adds wallbounce upon ejecting her foe across the screen.
Super Thrall
QCF,QCF+K [F,D,DF+KK]: Poison Nightmare - Poison executes her Love Me Tender twice, followed by a Prison Breaker, and a triple midair kick.
32. Hugo
Command moves
F+HP: Hammer Hook
D+HP in air: Body Splash
B/F+HK: Moving Dropkick
Special moves
QCF+P: Giant Palm Bomber - If HS version connects, it shifts into a grab going into a Meat Squasher.
QCF+K: Monster Lariat - HS version is Hammer Mountain.
F,D,DF+K: Shootdown Backbreaker - HR version takes the form of a right-hand slap that shifts into a spinning variant of Shootdown Backbreaker on successful hit.
HCB+K: Ultra Throw
HCB+P: Moonsault Press - HS version is a Megaton Press.
Super Thrall
360+P [F,D,DF+KK]: Gigas Breaker
33. Maki Genryusai
Command moves
F in air near wall: Triangle Jump
B+MP: Hook Tonfa
B+HP: Upward Tonfa
B+MK: Knee
B+HK: Upward Kick
LP, MP, HP, HK: Bushin Gokusaken
LP, MP, HP, D+HK: Bushin Seoinage
Special moves
F,D,DF+P: Genko - HR version adds Upward Tonfa to make it a 2-hit attack.
QCF+K (or HS ver. Saka Hayagake, P): Hayagake
Hayagake (non-HS), LK: Jyaku De Wazaga Hassei
Hayagake (non-HS), MK: Chu De Wazaga Hassei
Hayagake (non-HS), HK: Kyo De Wazaga Hassei
Hayagake (HS ver.), K: Tesshinho
QCB+K: Saka Hayagake
Saka Hayagake, LK: Saka Jyaku De Wazaga Hassei
Saka Hayagake, MK: Saka Chu De Wazaga Hassei
Saka Hayagake, HK: Saka Kyo De Wazaga Hassei
QCB+P/K in air: Hassokyaku
HCB+P: Reppukyaku - Now a command throw in which Maki spins her enemy around with her foot prior to launching them across the screen. HS adds wallbounce.
HCF+P in air: Tengudaoshi - HS version is Ajaratengu.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Bushin Goraiha
34. Rose
Note: This version of Rose takes the form of a little girl piloting a mini-mecha that's modeled after the dress of her original adult-aged self.
Command moves
DF+MK: Robot Slide
Special moves
QCF+P: Rocket Punch (also in air) - HS version's projectile knocks enemy backwards into the air on contact. The projectile will still travel straight-forward if done in the air.
F,D,DF+P: Rising Piledriver - Basically Soul Throw with a piledriver instead of diagonal air toss. The HR version starts with an uppercut that knocks the enemy into the air prior to actual move.
QCB+P: Vertical Saber - Basically Soul Reflect used with the mini-mecha's armblade, can absorb (LP) or reflect (MP/HS for horizontal, HP for vertical-up) projectiles. Only the HS version can reflect HS version/Super Thrall projectiles.
QCB+K: Horizontal Saber (also in air) - Basically Soul Spiral used with the mini-mecha's armblade, hits 3 (LK), 4 (MK), 5 (HK), or 6 (HS) times. When done in the air, the attack travels downward at an angle instead of straight-forward.
HCF+K: Stun Switch - Rose's mini-mecha grabs and pushes the enemy behind, inflicting a sliver of damage on them as well. HS version will inflict 4 hits (one per second) instead of 1.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Intense Rising Piledriver - Starts with a cross punch, followed by an uppercut and Rising Piledriver.
35. Necro
Command moves
B+MP: Elbow
B+HP: Necro Upper
B+MK: Knee Attack
B+HK: Knee Missile
DF+HP: Elbow Cannon - Turns enemy's back on successful hit.
Elbow Cannon, B/F+LP+LK: German Suplex
D+K in air: Drill Kick
Special moves
HCF+P: Snake Fang - If used after Elbow Cannon, it becomes Atomic Suplex. HS version is Slam Dance (or Final Atomic Buster if used after Elbow Cannon).
F,D,DF+P: Electric Blaster - HR version is Magnetic Storm, which hits more times.
B,D,DB+P: Flying Viper
HCB+P: Screw Pile Driver - HS version is a double Screw Pile Driver.
QCF+K: Banishing Flat - Uses his Tornado Hook animation in which his right fist will be covered in electricity. HS version his him spinning in place similar to a Double Lariat, hitting up to 4 times and can be controlled B/F. All versions negate projectiles anyway.
QCB+K: Rising Cobra
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Electric Snake
36. Gill
Command moves
B+MP: Palm Upper
F+HK: Step Kick
F+HP+HK: Leap Attack
Special moves
QCF+P: Pyrokinesis (when facing right) / Cryokinesis (when facing left) - HS version’s projectile auto-tracks.
F,D,DF+P: Cyber Lariat - HR version precedes the clothesline with a multi-hitting shoulder tackle.
QCB+K: Psycho Headbutt - HS version adds fire (when facing right) or ice (when facing left) property.
QCB+K in air: Moonsault Knee Drop - HS version adds ice (when facing right) or fire (when facing left) property.
HCB+P: Meteor Strike - Gill grabs and uplifts his enemy one-handed, then waits for a meteor to fall from the sky and come in contact with the enemy. HS version results in four meteors, one after another, to fall towards the enemy.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Seraphic Wing - Now starts with an elbow uppercut prior to actual attack. The actual attack will only come out if the elbow uppercut connects.
37. Ninja Chun-Li
This version of Chun-Li uses sprites from her Street Fighter Alpha self, albeit her costume change to a ninja-based one, which was originally worn by the unnamed ninja from "Misadventures in Cosplay 2".
Command moves
DF+HK: Kakukyakuraku
D+MK in air: Yosokyaku
F in air near wall: Triangle Jump
Special moves
QCF+P: Kikoken (also in air) - HS version shoots three projectiles in a 3-way spread (one straight forward, two forward in slight downward and upward angles).
QCF+K: Hyakuretsukyaku (also in air) - LK is 3 hits, MK is 5 hits, HK is 7 hits, and HS is 10 hits (the latter in the form of Senretsukyaku).
QCB+K: Spinning Bird Kick (also in air) - LK hits twice, MK/HS hits 4 times, HK hits 6 times. HS is stationary rather than straight-forward.
QCB+hold K: Senenshu - Based on the Marvel vs. Capcom iteration of the move. HS auto-tracks enemy.
B,D,DB+P: Mach Dash - A forward teleport dash that passes through enemies and projectiles. HS version will be an attacking variation in which if connected, Chun-Li will grab her enemy from behind and execute a German suplex on them.
F,D,DF+P: Tenshokyaku - LP hits twice, MP hits 4 times, HP hits 6 times, and HR hits 8 times.
HCB+P: Mind-Lock Jutsu - Chun-Li grabs her enemy and pushes them behind with no damage inflicted. The HS version is a damaging variation in which she adds a Zeroshiki Kikosho that knocks down her enemy.
Super Thrall
QCF,QCF+K [F,D,DF+PP]: Shichisei Senkukyaku (also in air) - Travels forward in a slight upward angle if done on the ground. Will travel straight forward while in the air.
38. Luke
Command moves
B+HP: Suppressor - Back step to forward gut punch (or in a 20% chance, an overhead punch that knocks down).
Special moves
QCF+P: Sand Blaster - HS version is 3 projectiles.
F,D,DF+P: Rising Rocket - LP hits once, MP hits twice, and HP/HR hits 3 times. HR version adds a 4th hit at the peak where Joe punches his foe towards the ground.
QCB+P: Flash Knuckle - Joe pivots forward and executes an uppercut (LP), cross (MP), or overhead punch (HP). Holding the punch button used will delay the forward spin (up to three full spins) prior to attack. HS version is a three-hit combo consisting of the MP, HP, and LP versions in this order. The non-HS versions of this move would have a 20% chance of knocking the enemy into the air (LP), across the screen (MP), or down (HP), whether delayed or not.
QCF+K: Avenger - A forward slide dash.
Avenger, LP: No Chaser - A shoulder tackle. Will hit 3 times if used after HS Quickening Joe.
Avenger, MP: Rawhide - If used after HS Avenger, it becomes Snapback Combo which is four punches.
Avenger, HP: Heavy Impact - If used after HS Avenger, it becomes Double Impact.
Avenger, LK: Outlaw Kick If used after HS Avenger, it can knock enemy into the air.
Avenger, MK: Impaler - If used after HS Avenger, attack shifts into a throw if connected.
Avenger, HK: Ejector - If used after HS Avenger, wallbounce is added.
HCB+K: Spiral Breaker - Command grab that looks like John Crawley's Flying Cutter from Art of Fighting. HS version adds a DDT at the end.
Super Thrall
QCF,QCF+P [F,D,DF+PP]: Annihilator
39. Sean
Command moves
B+HP: Sean Headbutt
F+HK: Rolling Sobat
Special moves
Charge B,F+hold P: Sean Tackle - HS version's connected move will result in 7 punches instead of 3.
Charge B,F+P (without holding P), P: Sean Punch - Sean stands up with a right gut punch. If used after HS ver. Charge B,F+P dash, he will follow the gut punch with a left swing punch.
Charge B,F+P (without holding P), K: Sean Kick - Sean stands up with a left high kick. If used after HS ver. Charge B,F+P dash, the high kick will knock the enemy backwards into the air with possible wallbounce effect.
Charge B,F+K: Wave Shot - It's basically Sean's taunt from the Street Fighter III series turned into a special move. An overhead projectile that comes in variable distances (LK for 1/4-screen, MK for 1/2-screen, HK for 3/4-screen, HS for auto-tracking).
Charge D,U+K: Tornado Kick - HS version is a stationary variant of his Hyper Tornado move (minus the starting dash and Ryubikyaku finish).
Charge D,U+P: Dragon Toss - Sean executes an unblockable upward right-hand grab that, if successful, takes his enemy along with him into the air in a Shoryuken-like move prior to tossing them diagonally at the ground. The HS version is a modified Shoryu Cannon consisting of a Dragon Smash that (can be blocked, but) knocks his enemy into the air, followed by Alexa's Shoryu Otoshi which will catch his air-suspended foe.
F,D,DF+K: Ryubikyaku - HR hits twice instead of once.
Super Thrall
Charge B,F,B,F+P [F,D,DF+KK]: Hado Burst
40. Retsu
Command moves
F+MP: Step Upper - Retsu steps forward with a right uppercut.
F+HP: Step Feint - Retsu steps forward but fakes out the uppercut.
F+LK: Overhead Crash - A right axe kick
F+MK: Airspin Kick - A left rolling sobat.
F+HK: Savage Shoulder - A shoulder tackle that knocks back.
Special moves
QCB+P: Tamerawazu Knuckle (repeat three times) - Retsu pivots forward with a left hook, followed by a left backhand, and a rising right shoulder tackle. The HS version has the 3rd input follow the rising shoulder tackle with a spinning left backfist.
QCF+P: Turbulent Knuckle (can also be done after the 1st input of HS ver. Tamerawazu Knuckle) - Retsu dashes forward with a right hook. The HS version of this move will give all of its follow-ups purple-colored electric properties.
Turbulent Knuckle, QCF+LP: Turbulent Upper - A left uppercut.
Turbulent Upper, P: Turbulent Elbow - An overhead left elbow that knocks down.
Turbulent Upper, K: Turbulent Kick - A dashing left kick that knocks away.
Turbulent Knuckle, QCF+MP: Turbulent Strike - Basically Turbulent Elbow, except that it has two follow-ups that Turbulent Elbow does not have."
Turbulent Strike, P: Turbulent Pounder - Retsu ducks down and throws a downward-angled right punch.
Turbulent Knuckle, QCF+HP: Turbulent Sweep - Retsu ducks down with a left fist sweep.
Turbulent Sweep, P: Turbulent Bopper - A leaping double-handed smash.
Turbulent Sweep, K: Turbulent Crash - A standing left uppercut that knocks enemy into the air.
F,D,DF+K: Rising Retsu Kick - Retsu leaps into the air with 1 (LK), 2 (MK), 3 (HK), or 4 (HR) upward kicks.
QCB+K: Retsu's Extreme Down Kick (also in air) - LK has highest upward but shortest forward arc as opposed to HK with lowest upward but longest forward arc. HS auto-tracks. All versions knock down.
HCF+K: Turbulent Trigger (can also be done after Turbulent Strike) - Retsu executes an unblockable right-hand upward grab. If successful, he will uplift his enemy and blow them away in a burst of electricity (usually blue, unless HS version used will be purple). The HS version (or the HS ver. Turbulent Knuckle-to-Turbulent Strike variant) will shock the enemy three times instead of once.
Super Thrall
QCF,QCF+P [F,D,DF+KK]: Tamerawazu Finish - Retsu pivots forward with a left hook that stuns his enemy in purple electricity. If this connects, he will charge some electricity onto his left hand and draws back his left arm to produce an electric arc in front of him that hits 3 times.
Bonus Story Match!
There is a third option in the story mode titled Bonus Match. To get access to it, you must complete the HypnolordX and Street Fighter routes of story mode.
The Bonus Match mode lets you take control of a giant robot that is usually disguised as a planet (to be piloted by Alexa with Ryu as her guide) fighting against Colossal Space Amazon (who smashed the Earth with her spiked club, causing that planet to be broken in several pieces, during the pre-fight cutscene).
Controls
U moves toward Colossal Space Amazon, D moves away from her (holding D while she’s attacking results in a block). B and F result in sidestepping left and right respectively.
LP is left punch, MP is right punch, HP is crouch, LK is left kick, MK is right kick, and HK is jump. You can also attack during a crouch or jump.
F+LP and B+MP are hook punches, B+LP and F+MP are uppercuts, D+P is overhead punch, and U+K is jaw kick. Blocking Colossal Space Amazon’s physical attack or projectile at exact moment of impact will respectively repel or reflect. HP+HK is taunt, U/D twice for forward/backward dash.
Special moves
There is a Heat Meter that recharges over time (holding MP+MK will charge the meter faster). Performing a special move drains 20% of your Heat Meter, while a Hypnotic Skill (use LP+MP instead of LP/MP or LK+MK instead of LK/MK) or Hypnotic Reversal (perform HR-designated special move while blocking) can drain 40% of your Heat Meter.
U,F,UF+LP/MP: Metsu Shoryuken - LP/HR is left elbow to right Shoryuken (HR results in a Shin Shoryuken), MP is right elbow to left Shoryuken.
F,UF,U+LP/MP: Hadoken - MP is faster than LP. HS version is Saimin Hadoken.
B,UB,U+LP/MP: Running Trigger - Unblockable dashing grab going into either multiple knee bashes (LP/MP; tap LK/MK rapidly for multiple hits) or a single headbutt (HS).
LP+LK when Heat Meter is full: Shinku Hashogeki
Colossal Space Amazon’s basic moves are overhead spike club, spike club thrust, and left hook. She has two special moves: A eye-laser bullet projectile and a head charge attack.
Your life meter will be at the left side of the screen (opposite Colossal Space Amazon’s on the right side). The heat meter will be at the bottom of the screen. Win two rounds over Colossal Space Amazon to get the staff roll sequence.
There is a third option in the story mode titled Bonus Match. To get access to it, you must complete the HypnolordX and Street Fighter routes of story mode.
The Bonus Match mode lets you take control of a giant robot that is usually disguised as a planet (to be piloted by Alexa with Ryu as her guide) fighting against Colossal Space Amazon (who smashed the Earth with her spiked club, causing that planet to be broken in several pieces, during the pre-fight cutscene).
Controls
U moves toward Colossal Space Amazon, D moves away from her (holding D while she’s attacking results in a block). B and F result in sidestepping left and right respectively.
LP is left punch, MP is right punch, HP is crouch, LK is left kick, MK is right kick, and HK is jump. You can also attack during a crouch or jump.
F+LP and B+MP are hook punches, B+LP and F+MP are uppercuts, D+P is overhead punch, and U+K is jaw kick. Blocking Colossal Space Amazon’s physical attack or projectile at exact moment of impact will respectively repel or reflect. HP+HK is taunt, U/D twice for forward/backward dash.
Special moves
There is a Heat Meter that recharges over time (holding MP+MK will charge the meter faster). Performing a special move drains 20% of your Heat Meter, while a Hypnotic Skill (use LP+MP instead of LP/MP or LK+MK instead of LK/MK) or Hypnotic Reversal (perform HR-designated special move while blocking) can drain 40% of your Heat Meter.
U,F,UF+LP/MP: Metsu Shoryuken - LP/HR is left elbow to right Shoryuken (HR results in a Shin Shoryuken), MP is right elbow to left Shoryuken.
F,UF,U+LP/MP: Hadoken - MP is faster than LP. HS version is Saimin Hadoken.
B,UB,U+LP/MP: Running Trigger - Unblockable dashing grab going into either multiple knee bashes (LP/MP; tap LK/MK rapidly for multiple hits) or a single headbutt (HS).
LP+LK when Heat Meter is full: Shinku Hashogeki
Colossal Space Amazon’s basic moves are overhead spike club, spike club thrust, and left hook. She has two special moves: A eye-laser bullet projectile and a head charge attack.
Your life meter will be at the left side of the screen (opposite Colossal Space Amazon’s on the right side). The heat meter will be at the bottom of the screen. Win two rounds over Colossal Space Amazon to get the staff roll sequence.