Post by arainbowoftomboys on Feb 26, 2024 19:44:49 GMT -5
Nintendo vs. SNK
An Ikemen game to be developed by madxruler, the same guy behind Sega vs. Capcom. All fights will be set to battle royal matches worth two to four characters. The last fighter remaining in the match claims victory!
Legend
B: Backward
F: Forward
U: Up
UB: Up-Backward
UF: Up-Forward
D: Down
DB: Down-Back
DF: Down-Forward
LP: Light Punch button
HP: Heavy Punch button
HM: Heat Mode button
LK: Light Kick button
HK: Heavy Kick button
R: Reverse button
,: then
/: or
+: and
P: Either punch button
K: Either 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)
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
B,B: run backward (hold B to continue running)
F,F: run forward (hold F to continue running)
D,U: Super Jump up
D,UB: Super Jump backward
D,UF: Super Jump forward
Block at the exact moment of projectile's impact: Just Reflect (reflects opponent's projectile)
Block at the exact moment of physical attack's impact: Just Defense
LP+LK: Sway (press P or K for Sway Attack)
B+LP+LK: Backward Roll
F+LP+LK: Forward Roll
LP+LK when knocked down: Recovery Roll (backward when facing up or forward when facing down; consumes 10% of your Heat Gauge when used)
HP+HK: Blowback Attack (also in air)
D+HP+HK: Launch Attack (knocks enemy into the air)
B/F+HP+HK near enemy: Throw (B+HP+HK switches sides with enemy)
Jump near airborne enemy, B/F/D+HP+HK: Air Throw (only works with certain characters)
HP+HK when grabbed: Throw Escape (consumes 10% of your Heat Gauge when used)
LP+HK: Taunt
LP, LK, HP, HK, HP+HK: Chain Combo (also while crouching or in air)
R: Turn Around (only usable when there are 3 or 4 characters in the match; can also be done in the air)
R+LP: Back Attack
R+HP: Sidestep (switches between the front and back planes)
R+LK: Sidestep Attack I (switch between front and back planes while attacking)
R+HK: Sidestep Attack II (knock enemy to opposite plane with attack)
QCF+HM (when Heat Mode is off): Bell Breaker (executes a variant of the Blowback Attack that knocks up to 3 Power Bells off an enemy on successful hit; costs 1 Power Bell to use)
Power Gauge:
Attacking the enemy or performing special moves fills this gauge. Whenever it gets full, the full gauge gets converted into a Power Bell (the announcer will say "[number of Power Bells stocked] at the bell" whenever you receive another Power Bell in stock). You can carry up to 9 Power Bells per match. Desperation Moves costs 1 Power Bell while Smh Desperation Moves costs 3 Power Bells. ("Smh" in this sense is pronounced "smash")
Heat Gauge:
This gauge, appearing above (or below if you're player 3 or 4) your Power Gauge, recharges over time. By pressing HM, you'll enter Heat Mode, which consumes your Heat Gauge over time in favor of increasing the damage output of your attacks. Heat Mode can also be turned on or off.
Nintendo characters
Mario
Command moves
DF+K: Slide Kick - HK knocks down.
F in air near wall: Triangle Jump
Backward Run, F (or Forward Run, B): Side Somersault
Special moves
QCF+P/K: Cappy (also in air) - Mario tosses his cap at 1/3-screen (LP/LK) or 2/3-screen (HP/HK) distance. The cap will be spinning at a set distance and will attack while it's spinning.
F,D,DF+P: Skyward Cappy - An upward-curved variant of the P version of his Cappy move.
F,D,DF+K: Super Jump Press - Mario jumps diagonally into the air (HK has farther forward distance than LK) and drops down vertically feet-first, inflicting several hits on the way down.
QCB+P: Cape - Mario swipes a cape horizontally to reflect projectiles straight-forward (LP) or upward at an angle (HP).
HCB+K near enemy: Giant Swing
Desperation moves
QCF+LP+HP: Mario Cannon (also in air) - Mario gets equipped with a red-and-blue F.L.U.D.D.-like weapon that fires an energy beam across the screen. The beam's aim can be rotated by using U/D.
QCB+LP+HP: Super Jump Punch - Mario hits multiple times on the way up with a jumping uppercut followed by a backflip kick at the peak.
Smh Desperation move
QCF+LK+HK: Ultra Flame (a.k.a. Mario Finale)
Captain Falcon
Command moves
F+LP: Upper Back Knuckle
F+HP: Lower Back Knuckle
B+HK: Wheel Kick
D+HK in air: Stampede Bomb
Special moves
QCB+P: Mach Punch (also in air) - LP punches 4 times, HP punches 7 times. The last hit is a body blow.
QCF+P: Turbo Shoulder
QCF+K: Falcon Kick (also in air) - If done in the air, LK travel straight-forward while HK travels downward at an angle. Either verison on the ground must be blocked low.
F,D,DF+K: Dual Edge - LK travels vertically upward (and resembles a Spinning Bird Kick), HK travels diagonally upward (and is a 540 kick).
B,D,DB+K: Falcon Attack - Captain Falcon flips forward.
Falcon Attack, P: Raptor Boost - Captain Falcon throws a flaming overhand punch.
Falcon Attack, K: Falcon Kick - LK travels straight-forward, HK travels downward at an angle.
Falcon Attack, HP+HK near enemy: Falcon Dive
HCB+K near enemy: Grab Kneebutt
Grab Kneebutt, QCF+LP: Rising Flat
Grab Kneebutt, QCF+HP: Head Crush
Desperation moves
QCF+LP+HP: Falcon Punch
QCF+LK+HK: Raptor Blast - Captain Falcon executes a flaming uppercut that, when it connects, transitions into a cross punch that knocks his foe across the screen.
Smh Desperation move
QCB+LK+HK: Blue Falcon - Captain Falcon teleports and a Blue Falcon charges in from his side of the screen, ramming any enemies it touches.
Link
Command moves
Far LP twice: Double Sword Slice
F+LP: Bamboo Splitter
F+HP: Jump Slash
Special moves
QCF+LP: Bow (also in air)
QCF+HP: Boomerang (also in air)
QCF+LK: Bomb (also in air)
QCF+HK: Hookshot (also in air) - If connected, Link will pull his enemy towards him and execute a back throw on them. If done in the air, the attack aims downward at an angle, resulting in an air throw if enemy is pulled towards Link.
QCB+P (repeat 3 times): Triple Sword Slice
QCB+K: Spin Attack (also in air) - LK is standing, HK is crouching. LK version in the air will propel Link slightly upward.
Desperation moves
QCF+LP+HP: Ancient Arrow
QCB+LP+HP: Hyper Spin Attack - Link executes a standing spin attack that hits multiple times with vacuum effect.
Smh Desperation move
QCF+LK+HK: Triforce Slash
Fox McCloud
Command moves
F+HK: Leg Shoot
F in air near wall: Triangle Jump
Special moves
QCF+P: Blaster (also in air) "Let me handle this." - LP is crouching, HP is standing. If done in the air, LP aims downward at an angle while HP aims straight-forward.
QCF+K: Machinegun Kick (also in air) "Don't party just yet." - LK is 3 hits, HK is 7 hits (the latter's finishing attack is a roundhouse kick).
B,D,DB+K or F,D,DF+K: Fox Illusion "Someone wants to play." - B,D,DB teleports backward, F,D,DF teleports forward. HK teleports farther than LK.
QCB+K: Tornado Kick (also in air) "How about this?" - LK is 2 kicks, HK is 4 kicks.
QCB+P: Upper Blaster "Scratch one bogey." - Same as Blaster, but LP aims vertically upward while HP aims diagonally upward. However, unlike Blaster, this move cannot be done in the air.
Desperation moves
QCF+LP+HP: Smart Bomb Bazooka (also in air) "That reward's as good as mine." - Fox takes out a bazooka and shoots a Smart Bomb straight-forward (or downward at an angle if done in the air). The explosion is formed when the bomb hits an enemy or the ground, and can inflict splash damage, meaning that it can hit Fox or any of his enemies within vicinity.
QCF+LK+HK: Tempest Kick (also in air) "You're not so tough!" - Fox executes a 4-hit Tornado Kick followed by a midair Machinegun Kick that hits several times on the way forward.
Smh Desperation move
QCB+LP+HP: Landmaster "Step on the gas!" - Can be controlled B/F. P shoots straight-forward blaster shots while K drops downward-arcing grenades.
Kirby
Command moves
D+LK in air: Screwdriver
D+HK in air: Stone
Special moves
QCB+P: Hammer Flip (can be charged by holding button used)
QCB+K: Burning (also in air) - Kirby spins himself sideways while traveling forward through the air for multiple hits. Can be controlled U/D.
F,D,DF+P: Rising Break - LP hits twice, HP hits 4 times.
HCF+P near enemy: Air Drop
QCF+K: Inhale - Press P upon successfully absorbing enemy to copy their ability.
QCF+K after copying enemy's ability: Use Copied Attack
Special moves he can copy from other fighters
Mario: Cape
Captain Falcon: Falcon Kick
Link: Spin Attack
Fox: Blaster
Samus: Screw Attack
Misty: Water Gun
Pit: Palutena Bow
Little Mac: Straight Smash
Marth: Counter
Terry: Power Wave
Ryo: Zanretsuken
Haohmaru: Ogi Senpuretsuzan
Kyo: R.E.D. Kick
Hayate: Hikontojutsu
Athena: Hamadrias Buster
Ralf: Vulcan Punch
Marco: Black Grenade
Duke: Magnum
Kaede: Ittou Hayate
Super Mantle: Mantle Fury
Desperation moves
QCF+LP+HP: Final Cutter
QCB+LP+HP: Ultra Sword
Smh Desperation move
QCF+LK+HK: Crash
Samus Aran
Command moves
none
Special moves
QCF+LP: Charge Shot (also in air, can be delayed by holding LP)
Charge Shot (while holding LP), HP: Store Charge
QCF+LP with Store Charge in effect - Precharge Shot (also in air)
QCF+HP: Missile (also in air)
F,D,DF+P: Shoulder Tackle
F,D,DF+K: Screw Attack
QCB+P: Bomb (also in air) - If done while on the ground, LP rolls backward while HP rolls forward upon dropping the bomb.
B,D,DB+P/K: Grappling Strike - Samus shoots a Grappling Beam vertically upward, propels herself offscreen, and comes vertically downward with a swing of her arm cannon. P versions position her close to the left side of the screen whereas K version position her close to right side. The HP and HK versions position her closer to the center than the edge.
Desperation moves
QCB+LP+HP: Bomb Rally Back - Samus rolls backward some distance, leaving a line of several bombs along the way.
QCF+LP+HP: Bomb Rally Front - Same as Bomb Rally Back, but Samus will roll forward instead of backward during that.
Smh Desperation move
QCF+LK+HK: Zero Laser
Misty
Command moves
none
Special moves
QCF+P: Water Gun (also in air) - Misty blasts a jet of water right-handed which reaches 1/3-screen distance. LP is crouching, HP is standing. If done in the air, LP aims downward at an angle, HP aims straight-forward.
F,D,DF+P: Surf - Misty leaps forward into the air with a left uppercut. LP hits once, HP hits twice.
Surf (HP ver.), F,D,DF+HP: Aqua Jet - Misty leaps into the air with a right uppercut.
QCF+K: Hydro Pump - Misty pounds the ground with her left fist, forming a jet of water that rises from the ground directly in front of her. This can reflect projectiles.
F,D,DF+K: Sky Attack - Misty somersaults forward into the air.
Sky Attack, simply land on the ground: Rock Slide - A slide kick that knocks down.
Sky Attack, P: Water Gun
Sky Attack, K: Shell Smash - A senton splash that will rebound Misty backward (LK) or forward (HK) on contact with an enemy.
Sky Attack, HP+HK near enemy: Seismic Toss - Misty grabs and vertically forward-flips along with them in a double revolution prior to slamming them into the ground.
QCB+P/K: Waterfall - Misty orders Starmie, who is floating above and behind her, to shoot a water bubble downward at an angle (LP has the shortest forward angle, opposed to HK having the longest forward angle). If the bubble hits the ground, a splash of water rises from the ground. The bubble does not strike the enemy, but the rising jet of water will do.
Desperation moves
QCF+LP+HP: Bubble Beam - Misty takes out a bubble wand and blows out a line of seven bubbles that move forward in a wavy up-and-down pattern.
QCF+LK+HK: Scald - Misty executes a jumping left uppercut that hits twice, followed by two jumping right uppercuts (each one hitting 3 times) in a row.
Smh Desperation move
QCB+LP+HP: Rain Dance - Misty executes a stationary series of 23 attacks with the last one being a right uppercut that knocks her foe away. It even has a vacuum effect if done close. If the first 10 attacks touch the enemy, the other 13 attacks in sequence will come out.
Pit
Command moves
none
Special moves
QCF+P: Palutena Bow (also in air)
F,D,DF+P: Cutter Rush - LP is 4 hits, HP is 6 hits.
Cutter Rush, F+HP: Cutter Finish
F,D,DF+LK: Stand Shoot
F,D,DF+HK: Angel Spin
QCB+LP: Dash Slice
QCB+HP: Upper Dash Arm
QCB+K: Power of Flight - Pit can be controlled in any direction through the air.
Power of Flight, QCB+K:
Desperation moves
QCF+LP+HP: Three Sacred Treasures
QCB+LP+HP: Palutena's Army
Smh Desperation move
QCF+LK+HK: Lightning Chariot
Little Mac
Command moves
none
Special moves
QCF+P: Straight Smash
QCF+hold P: Hammer Punch
QCB+P: Smash Uppercut
QCB+hold P: Rising Uppercut (actually K.O. Uppercut)
QCB+K: Smash Body Hook
QCB+hold K: Weave (release button used to stop weaving)
F,D,DF+P: Barrage - LP hits 4 times, HP hits 9 times (and the latter's final hit is a right uppercut).
F,D,DF+K: Genocide Knuckle - Little Mac leaps into the air, swinging his right arm in an upper half-circle motion, leaving green energy behind his fist. It's definitely a "punching" variant of the Genocide Cutter. LK hits once, HK hits twice.
B,D,DB+P: Jolt Haymaker
QCF+K: Slip Counter
Desperation moves
QCF+LP+HP: Straight Lunge - Basically Straight Smash, but hits 6 times on the way forward.
QCF+LK+HK: Spiral Uppercut
Smh Desperation move
QCB+LP+HP: Giga Mac Barrage (a.k.a. Giga Mac Rush)
Marth
Command moves
none
Special moves
QCF+P: Counter - LP counters jumping/standing physical attacks, HP counters crouching ones.
F,D,DF+P: Dolphin Slash
QCB+P/LK: Shield Breaker (can be charged by holding button used) - LP is upward-angled, HP is straight-forward, and LK is downward-angled.
Shield Breaker (while holding button used), HK: Aversion
QCB+HK, P, P/K, P/K: Dancing Blade - The LP versions of the 2nd-4th hits aim straight-forward while the HP versions aim higher-incline. The K versions of the 3rd and 4th hits are lower-incline (with the HK versions having knockdown property).
Desperation moves
QCF+LP+HP: Critical Hit (causes wallbounce on clean hit)
QCF+LK+HK: Rising Critical Hit - Basically Dolphin Slash with a Critical Hit-based damage buff. Knocks enemies very high on contact.
Smh Desperation move
QCB+LK+HK: Dance of Death - Marth counters an enemy's physical attack. If successful, he will execute a series of sword slashes that will end with a Dolphin Slash.
SNK characters
Terry Bogard
Command moves
F+HP: Back Knuckle
DF+LK, HK: Fire Kick
Special moves
QCF+LP: Power Wave
QCF+HP: Round Wave
Round Wave, QCF+HP: Round Geyser - Basically a left-fisted Power Geyser as a follow-up to Round Wave.
QCF+P in air: Round Wave
QCB+P: Burn Counter - Terry counters an incoming physical attack (LP against jumping, HP against standing). If successful, he will strike through his attacking enemy with a Burn Knuckle.
QCB+P in air: Power Dunk - Terry dives downward at an angle leading with his right fist. HP knocks down on contact.
QCB+K: Crack Shoot - HK hits twice instead of once.
F,D,DF+K: Rising Tackle - LK hits 3 times, HK hits 7 times.
QCF+K: Power Charge
Desperation moves
QCF+LP+HP: Break Shot Buster - Terry counters an incoming physical attack, whether jumping, standing, or crouching. If successful, he counters his enemy's attack with a Buster Wolf (minus the right-fisted Burn Knuckle).
QCF+LK+HK: High-Angle Geyser
Smh Desperation move
QCB+LK+HK, LP, LP, LK, LK, HP, HP, HK, HK, QCB+HP: Rising Beat
Ryo Sakazaki
Command moves
B+HP: Hyochu Wari
B+LK: Jodan Uke
DB+LK: Gedan Uke
HP+LK: Spirit Charge - Ryo manually recharges his Heat Gauge.
F in air near wall: Triangle Jump
Special moves
QCF+LP: Kouoken (also in air) - Straight forward projectile. Will be a short-range blast if Heat Gauge is less than 25%.
QCF+HP: Kogeki (also in air) - Ryo tosses a Kououken downward at an angle which will turn into a floor-level projectile. If done in the air, the downward Kououken itself is a projectile. Consumes 25% Heat Gauge when performed. Will be a short-range blast if Heat Gauge is less than 25%.
F,D,DF+LP: Koho - Consumes 25% Heat Gauge when performed. Can hit once instead of twice if Heat Gauge is less than 25%.
F,D,DF+HP: Kyokugen Renbuken - First punch must connect for the last two punches to come out. Consumes 25% Heat Gauge when performed (but will not work if Heat Gauge is less than 25%).
QCB+P: Zanretsuken - If connected, attack always hits 13 times with the last hit in LP being a cross punch and the last hit in HP being an uppercut. If Heat Gauge is less than 25%, LP punches 3 times while HP punches 5 times.
QCB+LK: Hien Shippukyaku - Consumes 25% Heat Gauge when performed. If Heat Gauge is less than 25%, move results in one kick instead of two.
QCB+HK: Moko Raijinsetsu - Consumes 25% Heat Gauge when performed. If Heat Gauge is less than 25%, auto-tracking and knockdown property is lost from the attack.
Desperation moves
QCF+LP+HP: Hao Shokoken - Consumes 25% Heat Gauge when performed.
QCF+LP+HP when Heat Gauge is less than 25%: Tenchi Haoken
Smh Desperation move
QCF+LK+HK: Ryukoranbu - Consumes 25% Heat Gauge when performed. If Heat Gauge is less than 25%, the finishing attack of the connected move will be a standing uppercut instead of a Koho.
Haohmaru
Command moves
DF+LK: Knee Thrust
DF+HK: Sliding Thrust
Special moves
QCF+P: Ogi Senpuretsuzan
F,D,DF+P: Ogi Kogetsuzan
QCB+P: Ogi Resshinzan
Desperation moves
QCF+LP+HP: Hiogi Tenha Fujinzan
QCF+LK+HK: Zankosen
Smh Desperation move
QCB+LP+HP: Tenha Seiozan
Kyo Kusanagi
Command moves
D+HP in air: Abyss of Naraka
F+HK: Solar Thunder Axe
DF+HK: Ways of 88
Special moves
QCF+LP: Wicked Chew
Wicked Chew, QCF+LP: Nine Scars Maker
Nine Scars Maker, P: Rusting Eight Combos (finish)
Nine Scars Maker, K: Seven Hurting Combos
Wicked Chew, QCF+HP: Rusting Eight Combos (chain)
Rusting Eight Combos (chain), P: Flashing Slash
Rusting Eight Combos (chain), K: Crescent Flash
QCF+HP: Poison Gnawfest
Poison Gnawfest, QCF+LP: Serpent Wave
Poison Gnawfest, QCF+HP: Crime Gnawfest
Crime Gnawfest, P: Punishment Gnawfest
QCF+LK, LK: New Wave Smash
QCF+HK, HK, LK/HK: Spinning Kick - The 3rd hit with LK is a high-angle rolling sobat while the 3rd hit with HK is a rolling kick.
F,D,DF+P: Fire Ball - Can also be done after HP ver. Punishment Gnawfest.
QCB+K: R.E.D. Kick (also in air)
QCB+P: Locomotive Upper
Desperation moves
QCF+LP+HP: Ways of 182
QCF+LK+HK: Widely Honorable Spirit
Widely Honorable Spirit, QCB+K: Extra Attack
Smh Desperation move
HCB+LP+HP near enemy: Divine Dust
Sho Hayate
Command moves
B+HP: Hiji Ate
B+HK in air: Hitsue Otoshigeri
F+HP: Hitsue Kesageri
F+HK: Hitsue Sokukyaku
DF+HP: Hitsue Ashibarai
DF+HK: Hitsue Naname Geri
Special moves
QCF+P: Hikontojutsu (also in air) - LP aims straight-forward, HP on ground aims upward-angled, and HP in air aims downward-angled.
F,D,DF+P: Kyoretsuzan - HP version is a jumping version that hits twice.
QCB+K: Hiten Shououkyaku - LK is one spin and HK is two spins. Prior to the leaping knee strike, the spins can damage the enemy.
QCB+P in air: Reppusatsu
QCB+K in air: Asokageri
Desperation moves
QCF+LP+HP: Nendo Hitsue (also in air)
QCB+LP+HP: Genei Hitsue
Smh Desperation move
QCF+LK+HK: Ogimuso Ranbu
Athena
Command moves
none
Special moves
QCF+P: Hamadrias Buster (also in air or Hovering)
F,D,DF+K: Neptune Killer
QCB+P: Morning Star Attack - LP is the Attack version, HP is the Crash version.
QCB+K: Lion's Shield
QCB+K in air: Hovering (LP+LK to cancel)
Hovering, QCF+LK: Typhoon Sing
Hovering, QCF+HK: Unicorn Horn
Desperation moves
QCB+LP+HP: Heaven's Gate - Hold LP+HP during this move to fire second projectile (at the cost of 1 Power Bell).
QCB+LK+HK: Poseidon's Rage
QCF+LP+HP: Homura no Tsue
Homura no Tsue, QCF+LK: Flying Fire
Homura no Tsue, QCF+HK: Fire Storm (costs 1 extra Power Bell)
QCF+LK+HK: Kaze no Tsue
Kaze no Tsue, QCF+LK: Flying Hurricane
Kaze no Tsue, QCF+HK: Storm Fire (costs 1 extra Power Bell)
Smh Desperation move
QCF+HP+LK: Pegasus Fantasy
Ralf Jones
Command moves
none
Special moves
QCF+P: Vulcan Punch (also in air)
QCB+P (repeat 3 times): Gatling Attack
QCB+P in air: Blitzkrieg Punch
QCB+LK: Ralf Kick
QCB+HK: Ralf Tackle
HCF+K near enemy: Super Argentine Backbreaker - HS version adds fire property to the backbreaker part prior to tossing enemy forward into the air (instead of backwards to the ground).
Desperation moves
QCB+LP+HP: Super Vulcan Punch
QCF+LK+HK: Bareback Vulcan Punch
Smh Desperation move
QCF+LP+HP: Galactica Phantom
Marco Rossi
Command moves
DF+HP: Secret Blow
HP+LK: Combat Shift
B/F+HP+LK: Move Shift
Special moves
HCF+P: Heavy Machine Gun (also in air) - Shots will aim downward at an angle if done in the air.
HCF+K: Iron Lizard
QCB+P: Rocket Pack (also in air)
QCB+K: Black Grenade
Moves during Combat Style (via Combat Shift/Move Shift)
P: Combat Code STK
B+K: Combat Code KKB
F+K: Combat Code KKF
DF+K: Metal Sliding
HP+LK: Combat Code UKE
QCF+P: Combat Code JAE
F,D,DF+P: Combat Code JUW
QCB+P: Combat Code DSB
QCB+LP+HP: Breakfast
B,B: Combat Style Cancel
Desperation moves
QCF+LK+HK: Metal Slug Attack
QCB+LK+HK: Metal Slug Back Attack
Metal Slug Attack/Metal Slug Back Attack, QCF+K: Metal Slug Cannon
Smh Desperation move
QCF+LP+HP: Energy Emission
Duke Edwards
Command moves
none
Special moves
QCF+P: Magnum (also in air) - LP is crouching while HP is standing. If done in the air, the projectile will be aimed downward-angled (LP) or straight-forward (HP).
F,D,DF+P: Square Lumber - Duke thrusts a long wooden plank straight-forward (LP) or upward at an angle (HP), knocking down an enemy on contact. This reaches 1/2-screen distance.
QCB+P (repeat 3 times): Knife Revenge - Duke takes out a knife and rushes forward with 2 horizontal swipes followed by a gut stab.
QCB+K: Bottle Toss - Duke tosses a bottle into the air and lets it arc down so it will shatter into pieces upon hitting the ground or the enemy. If the bottle hits the ground, a pile of broken shards will remain on the ground for a matter of seconds, serving as a trap for any player to step on. The HK version has a slightly longer forward arc than the LK version.
Desperation moves
QCF+LP+HP: Submarine Screw
QCF+LK+HK: Submarine Side Screw (also in air) - Basically Submarine Screw aimed straight-forward instead of vertically upward. Still hits multiple times along the way.
Smh Desperation move
QCB+LP+HP: Dynamite - Duke lays down a stick of dynamite in front of him, which will explode in several seconds. The explosion can harm any of the players.
Kaede
Command moves
DF+HP on downed enemy: Pursuit Attack
Special moves
QCF+P: Ittou Hayate - Become Shinmei Hayate when Awakened.
QCF+P in air: Ittou Oite - Becomes Shinmei Oite when Awakened.
F,D,DF+P: Ittou Kuga - Becomes Shinmei Kuga when Awakened. HP version of Shinmei Kuga can be repeated twice.
QCB+P: Ittou Renjinzan - Must repeat this move 3 times unless Awakened. This move will become Shinmei Renjinzan when Awakened (and all three hits are triggered automatically when executed).
HCF+K near enemy: Ittou Arashiuchi - Becomes Shinmei Arashiuchi when Awakened.
Desperation moves
QCF+LP+HP: Kasshin Fukuryu
QCF+LK+HK: Awakening
Smh Desperation move
QCF+LK+HK when Awakened: Kasshin Seiryu
Final boss
Super Mantle
Basically G Mantle with both of his hands being Master Hand and Crazy Hand.
Command moves
none
Special moves
QCF+P: Roses (also in air) - Super Mantle shoots a line of roses straight-forward (LP) or in a curve (HP, upward while on ground or downward while in air).
F,D,DF+P/K: Mantle Drop - Super Mantle teleports and reappears from the top of the screen with a vertical-down double-fisted dive punch. LP places him in the same spot he disappears from, while LK, HP, and HK placed him 1/4-screen, 1/2-screen, and 3/4-screen distances forward respectively.
QCB+P/K: Finger Drill (also in air) - Super Mantle thrusts Master Hand straight-forward (P) or diagonally (K; upward while on ground, downward while in air), spinning it for multiple hits. HP and HK moves Super Mantle straight-forward or diagonally respectively whilst attacking.
HCF+K: Mantle Fury - Super Mantle claps his hands over his head, then dashes forward. If he connects, he will execute a series of 7 punching attacks, followed by a hand clap that knocks the enemy away.
Desperation moves
QCF+LP+HP: Head Crusher - Super Mantle claps his hands in front of him, trying to make an enemy's disappear on successful hit. If that happens (unless it's blocked), that enemy will be instantly defeated, indicated by becoming headless.
QCF+LK+HK: Crazy Wave - Super Mantle pounds the ground using Crazy Hand, and a series of lavender-energy pillars surge across the screen, one after another.
Smh Desperation move
QCB+LP+HP: Celestial Lunation - Super Mantle covers himself in a dark energy sphere. The sphere then reveals an overview of the Milky Way, and fires 27 pink energy bullets in random forward directions.
An Ikemen game to be developed by madxruler, the same guy behind Sega vs. Capcom. All fights will be set to battle royal matches worth two to four characters. The last fighter remaining in the match claims victory!
Legend
B: Backward
F: Forward
U: Up
UB: Up-Backward
UF: Up-Forward
D: Down
DB: Down-Back
DF: Down-Forward
LP: Light Punch button
HP: Heavy Punch button
HM: Heat Mode button
LK: Light Kick button
HK: Heavy Kick button
R: Reverse button
,: then
/: or
+: and
P: Either punch button
K: Either 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)
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
B,B: run backward (hold B to continue running)
F,F: run forward (hold F to continue running)
D,U: Super Jump up
D,UB: Super Jump backward
D,UF: Super Jump forward
Block at the exact moment of projectile's impact: Just Reflect (reflects opponent's projectile)
Block at the exact moment of physical attack's impact: Just Defense
LP+LK: Sway (press P or K for Sway Attack)
B+LP+LK: Backward Roll
F+LP+LK: Forward Roll
LP+LK when knocked down: Recovery Roll (backward when facing up or forward when facing down; consumes 10% of your Heat Gauge when used)
HP+HK: Blowback Attack (also in air)
D+HP+HK: Launch Attack (knocks enemy into the air)
B/F+HP+HK near enemy: Throw (B+HP+HK switches sides with enemy)
Jump near airborne enemy, B/F/D+HP+HK: Air Throw (only works with certain characters)
HP+HK when grabbed: Throw Escape (consumes 10% of your Heat Gauge when used)
LP+HK: Taunt
LP, LK, HP, HK, HP+HK: Chain Combo (also while crouching or in air)
R: Turn Around (only usable when there are 3 or 4 characters in the match; can also be done in the air)
R+LP: Back Attack
R+HP: Sidestep (switches between the front and back planes)
R+LK: Sidestep Attack I (switch between front and back planes while attacking)
R+HK: Sidestep Attack II (knock enemy to opposite plane with attack)
QCF+HM (when Heat Mode is off): Bell Breaker (executes a variant of the Blowback Attack that knocks up to 3 Power Bells off an enemy on successful hit; costs 1 Power Bell to use)
Power Gauge:
Attacking the enemy or performing special moves fills this gauge. Whenever it gets full, the full gauge gets converted into a Power Bell (the announcer will say "[number of Power Bells stocked] at the bell" whenever you receive another Power Bell in stock). You can carry up to 9 Power Bells per match. Desperation Moves costs 1 Power Bell while Smh Desperation Moves costs 3 Power Bells. ("Smh" in this sense is pronounced "smash")
Heat Gauge:
This gauge, appearing above (or below if you're player 3 or 4) your Power Gauge, recharges over time. By pressing HM, you'll enter Heat Mode, which consumes your Heat Gauge over time in favor of increasing the damage output of your attacks. Heat Mode can also be turned on or off.
Nintendo characters
Mario
Command moves
DF+K: Slide Kick - HK knocks down.
F in air near wall: Triangle Jump
Backward Run, F (or Forward Run, B): Side Somersault
Special moves
QCF+P/K: Cappy (also in air) - Mario tosses his cap at 1/3-screen (LP/LK) or 2/3-screen (HP/HK) distance. The cap will be spinning at a set distance and will attack while it's spinning.
F,D,DF+P: Skyward Cappy - An upward-curved variant of the P version of his Cappy move.
F,D,DF+K: Super Jump Press - Mario jumps diagonally into the air (HK has farther forward distance than LK) and drops down vertically feet-first, inflicting several hits on the way down.
QCB+P: Cape - Mario swipes a cape horizontally to reflect projectiles straight-forward (LP) or upward at an angle (HP).
HCB+K near enemy: Giant Swing
Desperation moves
QCF+LP+HP: Mario Cannon (also in air) - Mario gets equipped with a red-and-blue F.L.U.D.D.-like weapon that fires an energy beam across the screen. The beam's aim can be rotated by using U/D.
QCB+LP+HP: Super Jump Punch - Mario hits multiple times on the way up with a jumping uppercut followed by a backflip kick at the peak.
Smh Desperation move
QCF+LK+HK: Ultra Flame (a.k.a. Mario Finale)
Captain Falcon
Command moves
F+LP: Upper Back Knuckle
F+HP: Lower Back Knuckle
B+HK: Wheel Kick
D+HK in air: Stampede Bomb
Special moves
QCB+P: Mach Punch (also in air) - LP punches 4 times, HP punches 7 times. The last hit is a body blow.
QCF+P: Turbo Shoulder
QCF+K: Falcon Kick (also in air) - If done in the air, LK travel straight-forward while HK travels downward at an angle. Either verison on the ground must be blocked low.
F,D,DF+K: Dual Edge - LK travels vertically upward (and resembles a Spinning Bird Kick), HK travels diagonally upward (and is a 540 kick).
B,D,DB+K: Falcon Attack - Captain Falcon flips forward.
Falcon Attack, P: Raptor Boost - Captain Falcon throws a flaming overhand punch.
Falcon Attack, K: Falcon Kick - LK travels straight-forward, HK travels downward at an angle.
Falcon Attack, HP+HK near enemy: Falcon Dive
HCB+K near enemy: Grab Kneebutt
Grab Kneebutt, QCF+LP: Rising Flat
Grab Kneebutt, QCF+HP: Head Crush
Desperation moves
QCF+LP+HP: Falcon Punch
QCF+LK+HK: Raptor Blast - Captain Falcon executes a flaming uppercut that, when it connects, transitions into a cross punch that knocks his foe across the screen.
Smh Desperation move
QCB+LK+HK: Blue Falcon - Captain Falcon teleports and a Blue Falcon charges in from his side of the screen, ramming any enemies it touches.
Link
Command moves
Far LP twice: Double Sword Slice
F+LP: Bamboo Splitter
F+HP: Jump Slash
Special moves
QCF+LP: Bow (also in air)
QCF+HP: Boomerang (also in air)
QCF+LK: Bomb (also in air)
QCF+HK: Hookshot (also in air) - If connected, Link will pull his enemy towards him and execute a back throw on them. If done in the air, the attack aims downward at an angle, resulting in an air throw if enemy is pulled towards Link.
QCB+P (repeat 3 times): Triple Sword Slice
QCB+K: Spin Attack (also in air) - LK is standing, HK is crouching. LK version in the air will propel Link slightly upward.
Desperation moves
QCF+LP+HP: Ancient Arrow
QCB+LP+HP: Hyper Spin Attack - Link executes a standing spin attack that hits multiple times with vacuum effect.
Smh Desperation move
QCF+LK+HK: Triforce Slash
Fox McCloud
Command moves
F+HK: Leg Shoot
F in air near wall: Triangle Jump
Special moves
QCF+P: Blaster (also in air) "Let me handle this." - LP is crouching, HP is standing. If done in the air, LP aims downward at an angle while HP aims straight-forward.
QCF+K: Machinegun Kick (also in air) "Don't party just yet." - LK is 3 hits, HK is 7 hits (the latter's finishing attack is a roundhouse kick).
B,D,DB+K or F,D,DF+K: Fox Illusion "Someone wants to play." - B,D,DB teleports backward, F,D,DF teleports forward. HK teleports farther than LK.
QCB+K: Tornado Kick (also in air) "How about this?" - LK is 2 kicks, HK is 4 kicks.
QCB+P: Upper Blaster "Scratch one bogey." - Same as Blaster, but LP aims vertically upward while HP aims diagonally upward. However, unlike Blaster, this move cannot be done in the air.
Desperation moves
QCF+LP+HP: Smart Bomb Bazooka (also in air) "That reward's as good as mine." - Fox takes out a bazooka and shoots a Smart Bomb straight-forward (or downward at an angle if done in the air). The explosion is formed when the bomb hits an enemy or the ground, and can inflict splash damage, meaning that it can hit Fox or any of his enemies within vicinity.
QCF+LK+HK: Tempest Kick (also in air) "You're not so tough!" - Fox executes a 4-hit Tornado Kick followed by a midair Machinegun Kick that hits several times on the way forward.
Smh Desperation move
QCB+LP+HP: Landmaster "Step on the gas!" - Can be controlled B/F. P shoots straight-forward blaster shots while K drops downward-arcing grenades.
Kirby
Command moves
D+LK in air: Screwdriver
D+HK in air: Stone
Special moves
QCB+P: Hammer Flip (can be charged by holding button used)
QCB+K: Burning (also in air) - Kirby spins himself sideways while traveling forward through the air for multiple hits. Can be controlled U/D.
F,D,DF+P: Rising Break - LP hits twice, HP hits 4 times.
HCF+P near enemy: Air Drop
QCF+K: Inhale - Press P upon successfully absorbing enemy to copy their ability.
QCF+K after copying enemy's ability: Use Copied Attack
Special moves he can copy from other fighters
Mario: Cape
Captain Falcon: Falcon Kick
Link: Spin Attack
Fox: Blaster
Samus: Screw Attack
Misty: Water Gun
Pit: Palutena Bow
Little Mac: Straight Smash
Marth: Counter
Terry: Power Wave
Ryo: Zanretsuken
Haohmaru: Ogi Senpuretsuzan
Kyo: R.E.D. Kick
Hayate: Hikontojutsu
Athena: Hamadrias Buster
Ralf: Vulcan Punch
Marco: Black Grenade
Duke: Magnum
Kaede: Ittou Hayate
Super Mantle: Mantle Fury
Desperation moves
QCF+LP+HP: Final Cutter
QCB+LP+HP: Ultra Sword
Smh Desperation move
QCF+LK+HK: Crash
Samus Aran
Command moves
none
Special moves
QCF+LP: Charge Shot (also in air, can be delayed by holding LP)
Charge Shot (while holding LP), HP: Store Charge
QCF+LP with Store Charge in effect - Precharge Shot (also in air)
QCF+HP: Missile (also in air)
F,D,DF+P: Shoulder Tackle
F,D,DF+K: Screw Attack
QCB+P: Bomb (also in air) - If done while on the ground, LP rolls backward while HP rolls forward upon dropping the bomb.
B,D,DB+P/K: Grappling Strike - Samus shoots a Grappling Beam vertically upward, propels herself offscreen, and comes vertically downward with a swing of her arm cannon. P versions position her close to the left side of the screen whereas K version position her close to right side. The HP and HK versions position her closer to the center than the edge.
Desperation moves
QCB+LP+HP: Bomb Rally Back - Samus rolls backward some distance, leaving a line of several bombs along the way.
QCF+LP+HP: Bomb Rally Front - Same as Bomb Rally Back, but Samus will roll forward instead of backward during that.
Smh Desperation move
QCF+LK+HK: Zero Laser
Misty
Command moves
none
Special moves
QCF+P: Water Gun (also in air) - Misty blasts a jet of water right-handed which reaches 1/3-screen distance. LP is crouching, HP is standing. If done in the air, LP aims downward at an angle, HP aims straight-forward.
F,D,DF+P: Surf - Misty leaps forward into the air with a left uppercut. LP hits once, HP hits twice.
Surf (HP ver.), F,D,DF+HP: Aqua Jet - Misty leaps into the air with a right uppercut.
QCF+K: Hydro Pump - Misty pounds the ground with her left fist, forming a jet of water that rises from the ground directly in front of her. This can reflect projectiles.
F,D,DF+K: Sky Attack - Misty somersaults forward into the air.
Sky Attack, simply land on the ground: Rock Slide - A slide kick that knocks down.
Sky Attack, P: Water Gun
Sky Attack, K: Shell Smash - A senton splash that will rebound Misty backward (LK) or forward (HK) on contact with an enemy.
Sky Attack, HP+HK near enemy: Seismic Toss - Misty grabs and vertically forward-flips along with them in a double revolution prior to slamming them into the ground.
QCB+P/K: Waterfall - Misty orders Starmie, who is floating above and behind her, to shoot a water bubble downward at an angle (LP has the shortest forward angle, opposed to HK having the longest forward angle). If the bubble hits the ground, a splash of water rises from the ground. The bubble does not strike the enemy, but the rising jet of water will do.
Desperation moves
QCF+LP+HP: Bubble Beam - Misty takes out a bubble wand and blows out a line of seven bubbles that move forward in a wavy up-and-down pattern.
QCF+LK+HK: Scald - Misty executes a jumping left uppercut that hits twice, followed by two jumping right uppercuts (each one hitting 3 times) in a row.
Smh Desperation move
QCB+LP+HP: Rain Dance - Misty executes a stationary series of 23 attacks with the last one being a right uppercut that knocks her foe away. It even has a vacuum effect if done close. If the first 10 attacks touch the enemy, the other 13 attacks in sequence will come out.
Pit
Command moves
none
Special moves
QCF+P: Palutena Bow (also in air)
F,D,DF+P: Cutter Rush - LP is 4 hits, HP is 6 hits.
Cutter Rush, F+HP: Cutter Finish
F,D,DF+LK: Stand Shoot
F,D,DF+HK: Angel Spin
QCB+LP: Dash Slice
QCB+HP: Upper Dash Arm
QCB+K: Power of Flight - Pit can be controlled in any direction through the air.
Power of Flight, QCB+K:
Desperation moves
QCF+LP+HP: Three Sacred Treasures
QCB+LP+HP: Palutena's Army
Smh Desperation move
QCF+LK+HK: Lightning Chariot
Little Mac
Command moves
none
Special moves
QCF+P: Straight Smash
QCF+hold P: Hammer Punch
QCB+P: Smash Uppercut
QCB+hold P: Rising Uppercut (actually K.O. Uppercut)
QCB+K: Smash Body Hook
QCB+hold K: Weave (release button used to stop weaving)
F,D,DF+P: Barrage - LP hits 4 times, HP hits 9 times (and the latter's final hit is a right uppercut).
F,D,DF+K: Genocide Knuckle - Little Mac leaps into the air, swinging his right arm in an upper half-circle motion, leaving green energy behind his fist. It's definitely a "punching" variant of the Genocide Cutter. LK hits once, HK hits twice.
B,D,DB+P: Jolt Haymaker
QCF+K: Slip Counter
Desperation moves
QCF+LP+HP: Straight Lunge - Basically Straight Smash, but hits 6 times on the way forward.
QCF+LK+HK: Spiral Uppercut
Smh Desperation move
QCB+LP+HP: Giga Mac Barrage (a.k.a. Giga Mac Rush)
Marth
Command moves
none
Special moves
QCF+P: Counter - LP counters jumping/standing physical attacks, HP counters crouching ones.
F,D,DF+P: Dolphin Slash
QCB+P/LK: Shield Breaker (can be charged by holding button used) - LP is upward-angled, HP is straight-forward, and LK is downward-angled.
Shield Breaker (while holding button used), HK: Aversion
QCB+HK, P, P/K, P/K: Dancing Blade - The LP versions of the 2nd-4th hits aim straight-forward while the HP versions aim higher-incline. The K versions of the 3rd and 4th hits are lower-incline (with the HK versions having knockdown property).
Desperation moves
QCF+LP+HP: Critical Hit (causes wallbounce on clean hit)
QCF+LK+HK: Rising Critical Hit - Basically Dolphin Slash with a Critical Hit-based damage buff. Knocks enemies very high on contact.
Smh Desperation move
QCB+LK+HK: Dance of Death - Marth counters an enemy's physical attack. If successful, he will execute a series of sword slashes that will end with a Dolphin Slash.
SNK characters
Terry Bogard
Command moves
F+HP: Back Knuckle
DF+LK, HK: Fire Kick
Special moves
QCF+LP: Power Wave
QCF+HP: Round Wave
Round Wave, QCF+HP: Round Geyser - Basically a left-fisted Power Geyser as a follow-up to Round Wave.
QCF+P in air: Round Wave
QCB+P: Burn Counter - Terry counters an incoming physical attack (LP against jumping, HP against standing). If successful, he will strike through his attacking enemy with a Burn Knuckle.
QCB+P in air: Power Dunk - Terry dives downward at an angle leading with his right fist. HP knocks down on contact.
QCB+K: Crack Shoot - HK hits twice instead of once.
F,D,DF+K: Rising Tackle - LK hits 3 times, HK hits 7 times.
QCF+K: Power Charge
Desperation moves
QCF+LP+HP: Break Shot Buster - Terry counters an incoming physical attack, whether jumping, standing, or crouching. If successful, he counters his enemy's attack with a Buster Wolf (minus the right-fisted Burn Knuckle).
QCF+LK+HK: High-Angle Geyser
Smh Desperation move
QCB+LK+HK, LP, LP, LK, LK, HP, HP, HK, HK, QCB+HP: Rising Beat
Ryo Sakazaki
Command moves
B+HP: Hyochu Wari
B+LK: Jodan Uke
DB+LK: Gedan Uke
HP+LK: Spirit Charge - Ryo manually recharges his Heat Gauge.
F in air near wall: Triangle Jump
Special moves
QCF+LP: Kouoken (also in air) - Straight forward projectile. Will be a short-range blast if Heat Gauge is less than 25%.
QCF+HP: Kogeki (also in air) - Ryo tosses a Kououken downward at an angle which will turn into a floor-level projectile. If done in the air, the downward Kououken itself is a projectile. Consumes 25% Heat Gauge when performed. Will be a short-range blast if Heat Gauge is less than 25%.
F,D,DF+LP: Koho - Consumes 25% Heat Gauge when performed. Can hit once instead of twice if Heat Gauge is less than 25%.
F,D,DF+HP: Kyokugen Renbuken - First punch must connect for the last two punches to come out. Consumes 25% Heat Gauge when performed (but will not work if Heat Gauge is less than 25%).
QCB+P: Zanretsuken - If connected, attack always hits 13 times with the last hit in LP being a cross punch and the last hit in HP being an uppercut. If Heat Gauge is less than 25%, LP punches 3 times while HP punches 5 times.
QCB+LK: Hien Shippukyaku - Consumes 25% Heat Gauge when performed. If Heat Gauge is less than 25%, move results in one kick instead of two.
QCB+HK: Moko Raijinsetsu - Consumes 25% Heat Gauge when performed. If Heat Gauge is less than 25%, auto-tracking and knockdown property is lost from the attack.
Desperation moves
QCF+LP+HP: Hao Shokoken - Consumes 25% Heat Gauge when performed.
QCF+LP+HP when Heat Gauge is less than 25%: Tenchi Haoken
Smh Desperation move
QCF+LK+HK: Ryukoranbu - Consumes 25% Heat Gauge when performed. If Heat Gauge is less than 25%, the finishing attack of the connected move will be a standing uppercut instead of a Koho.
Haohmaru
Command moves
DF+LK: Knee Thrust
DF+HK: Sliding Thrust
Special moves
QCF+P: Ogi Senpuretsuzan
F,D,DF+P: Ogi Kogetsuzan
QCB+P: Ogi Resshinzan
Desperation moves
QCF+LP+HP: Hiogi Tenha Fujinzan
QCF+LK+HK: Zankosen
Smh Desperation move
QCB+LP+HP: Tenha Seiozan
Kyo Kusanagi
Command moves
D+HP in air: Abyss of Naraka
F+HK: Solar Thunder Axe
DF+HK: Ways of 88
Special moves
QCF+LP: Wicked Chew
Wicked Chew, QCF+LP: Nine Scars Maker
Nine Scars Maker, P: Rusting Eight Combos (finish)
Nine Scars Maker, K: Seven Hurting Combos
Wicked Chew, QCF+HP: Rusting Eight Combos (chain)
Rusting Eight Combos (chain), P: Flashing Slash
Rusting Eight Combos (chain), K: Crescent Flash
QCF+HP: Poison Gnawfest
Poison Gnawfest, QCF+LP: Serpent Wave
Poison Gnawfest, QCF+HP: Crime Gnawfest
Crime Gnawfest, P: Punishment Gnawfest
QCF+LK, LK: New Wave Smash
QCF+HK, HK, LK/HK: Spinning Kick - The 3rd hit with LK is a high-angle rolling sobat while the 3rd hit with HK is a rolling kick.
F,D,DF+P: Fire Ball - Can also be done after HP ver. Punishment Gnawfest.
QCB+K: R.E.D. Kick (also in air)
QCB+P: Locomotive Upper
Desperation moves
QCF+LP+HP: Ways of 182
QCF+LK+HK: Widely Honorable Spirit
Widely Honorable Spirit, QCB+K: Extra Attack
Smh Desperation move
HCB+LP+HP near enemy: Divine Dust
Sho Hayate
Command moves
B+HP: Hiji Ate
B+HK in air: Hitsue Otoshigeri
F+HP: Hitsue Kesageri
F+HK: Hitsue Sokukyaku
DF+HP: Hitsue Ashibarai
DF+HK: Hitsue Naname Geri
Special moves
QCF+P: Hikontojutsu (also in air) - LP aims straight-forward, HP on ground aims upward-angled, and HP in air aims downward-angled.
F,D,DF+P: Kyoretsuzan - HP version is a jumping version that hits twice.
QCB+K: Hiten Shououkyaku - LK is one spin and HK is two spins. Prior to the leaping knee strike, the spins can damage the enemy.
QCB+P in air: Reppusatsu
QCB+K in air: Asokageri
Desperation moves
QCF+LP+HP: Nendo Hitsue (also in air)
QCB+LP+HP: Genei Hitsue
Smh Desperation move
QCF+LK+HK: Ogimuso Ranbu
Athena
Command moves
none
Special moves
QCF+P: Hamadrias Buster (also in air or Hovering)
F,D,DF+K: Neptune Killer
QCB+P: Morning Star Attack - LP is the Attack version, HP is the Crash version.
QCB+K: Lion's Shield
QCB+K in air: Hovering (LP+LK to cancel)
Hovering, QCF+LK: Typhoon Sing
Hovering, QCF+HK: Unicorn Horn
Desperation moves
QCB+LP+HP: Heaven's Gate - Hold LP+HP during this move to fire second projectile (at the cost of 1 Power Bell).
QCB+LK+HK: Poseidon's Rage
QCF+LP+HP: Homura no Tsue
Homura no Tsue, QCF+LK: Flying Fire
Homura no Tsue, QCF+HK: Fire Storm (costs 1 extra Power Bell)
QCF+LK+HK: Kaze no Tsue
Kaze no Tsue, QCF+LK: Flying Hurricane
Kaze no Tsue, QCF+HK: Storm Fire (costs 1 extra Power Bell)
Smh Desperation move
QCF+HP+LK: Pegasus Fantasy
Ralf Jones
Command moves
none
Special moves
QCF+P: Vulcan Punch (also in air)
QCB+P (repeat 3 times): Gatling Attack
QCB+P in air: Blitzkrieg Punch
QCB+LK: Ralf Kick
QCB+HK: Ralf Tackle
HCF+K near enemy: Super Argentine Backbreaker - HS version adds fire property to the backbreaker part prior to tossing enemy forward into the air (instead of backwards to the ground).
Desperation moves
QCB+LP+HP: Super Vulcan Punch
QCF+LK+HK: Bareback Vulcan Punch
Smh Desperation move
QCF+LP+HP: Galactica Phantom
Marco Rossi
Command moves
DF+HP: Secret Blow
HP+LK: Combat Shift
B/F+HP+LK: Move Shift
Special moves
HCF+P: Heavy Machine Gun (also in air) - Shots will aim downward at an angle if done in the air.
HCF+K: Iron Lizard
QCB+P: Rocket Pack (also in air)
QCB+K: Black Grenade
Moves during Combat Style (via Combat Shift/Move Shift)
P: Combat Code STK
B+K: Combat Code KKB
F+K: Combat Code KKF
DF+K: Metal Sliding
HP+LK: Combat Code UKE
QCF+P: Combat Code JAE
F,D,DF+P: Combat Code JUW
QCB+P: Combat Code DSB
QCB+LP+HP: Breakfast
B,B: Combat Style Cancel
Desperation moves
QCF+LK+HK: Metal Slug Attack
QCB+LK+HK: Metal Slug Back Attack
Metal Slug Attack/Metal Slug Back Attack, QCF+K: Metal Slug Cannon
Smh Desperation move
QCF+LP+HP: Energy Emission
Duke Edwards
Command moves
none
Special moves
QCF+P: Magnum (also in air) - LP is crouching while HP is standing. If done in the air, the projectile will be aimed downward-angled (LP) or straight-forward (HP).
F,D,DF+P: Square Lumber - Duke thrusts a long wooden plank straight-forward (LP) or upward at an angle (HP), knocking down an enemy on contact. This reaches 1/2-screen distance.
QCB+P (repeat 3 times): Knife Revenge - Duke takes out a knife and rushes forward with 2 horizontal swipes followed by a gut stab.
QCB+K: Bottle Toss - Duke tosses a bottle into the air and lets it arc down so it will shatter into pieces upon hitting the ground or the enemy. If the bottle hits the ground, a pile of broken shards will remain on the ground for a matter of seconds, serving as a trap for any player to step on. The HK version has a slightly longer forward arc than the LK version.
Desperation moves
QCF+LP+HP: Submarine Screw
QCF+LK+HK: Submarine Side Screw (also in air) - Basically Submarine Screw aimed straight-forward instead of vertically upward. Still hits multiple times along the way.
Smh Desperation move
QCB+LP+HP: Dynamite - Duke lays down a stick of dynamite in front of him, which will explode in several seconds. The explosion can harm any of the players.
Kaede
Command moves
DF+HP on downed enemy: Pursuit Attack
Special moves
QCF+P: Ittou Hayate - Become Shinmei Hayate when Awakened.
QCF+P in air: Ittou Oite - Becomes Shinmei Oite when Awakened.
F,D,DF+P: Ittou Kuga - Becomes Shinmei Kuga when Awakened. HP version of Shinmei Kuga can be repeated twice.
QCB+P: Ittou Renjinzan - Must repeat this move 3 times unless Awakened. This move will become Shinmei Renjinzan when Awakened (and all three hits are triggered automatically when executed).
HCF+K near enemy: Ittou Arashiuchi - Becomes Shinmei Arashiuchi when Awakened.
Desperation moves
QCF+LP+HP: Kasshin Fukuryu
QCF+LK+HK: Awakening
Smh Desperation move
QCF+LK+HK when Awakened: Kasshin Seiryu
Final boss
Super Mantle
Basically G Mantle with both of his hands being Master Hand and Crazy Hand.
Command moves
none
Special moves
QCF+P: Roses (also in air) - Super Mantle shoots a line of roses straight-forward (LP) or in a curve (HP, upward while on ground or downward while in air).
F,D,DF+P/K: Mantle Drop - Super Mantle teleports and reappears from the top of the screen with a vertical-down double-fisted dive punch. LP places him in the same spot he disappears from, while LK, HP, and HK placed him 1/4-screen, 1/2-screen, and 3/4-screen distances forward respectively.
QCB+P/K: Finger Drill (also in air) - Super Mantle thrusts Master Hand straight-forward (P) or diagonally (K; upward while on ground, downward while in air), spinning it for multiple hits. HP and HK moves Super Mantle straight-forward or diagonally respectively whilst attacking.
HCF+K: Mantle Fury - Super Mantle claps his hands over his head, then dashes forward. If he connects, he will execute a series of 7 punching attacks, followed by a hand clap that knocks the enemy away.
Desperation moves
QCF+LP+HP: Head Crusher - Super Mantle claps his hands in front of him, trying to make an enemy's disappear on successful hit. If that happens (unless it's blocked), that enemy will be instantly defeated, indicated by becoming headless.
QCF+LK+HK: Crazy Wave - Super Mantle pounds the ground using Crazy Hand, and a series of lavender-energy pillars surge across the screen, one after another.
Smh Desperation move
QCB+LP+HP: Celestial Lunation - Super Mantle covers himself in a dark energy sphere. The sphere then reveals an overview of the Milky Way, and fires 27 pink energy bullets in random forward directions.