Yatagarasu Attack on Cataclysm Guide

Basic Moves List for Yatagarasu Attack on Cataclysm

Basic Moves List

Overview

Moves list with basic descriptions for “Deadly Arts” (specials), EX moves, Assassin’s Arts (supers) and any command moves found along the way for each character. Work in progress. Please submit anything I miss.

Azure

Command Moves
Sweep: df+HK

Deadly Arts (Specials)
ByakujinReppu: QCF+P
Ground projectile with 1 second delay. Faster startup with EX variant

ByakujinShippu (in mid-air): QCF+P
Air projectile with 1 second delay. 2 projectiles with EX variant

Mueikyaku: QCB+K
Coin kick, 1 hit for light, 2 hits for heavy, 2 individual coin kicks for EX variant.

Keiho: QCF+K
Passive dash

RokumonShihosyo: QCB+P
Close-range uppercut. Slight dash-in on EX variant

Assasin’s Arts (Supers)
Shunjunrankujin: QCF > QCF+P
Air-raid of fireballs

KukyogachirinShishinomai: HCB > F+P
Raging demon attack

Key:
P = any Punch
K = any Kick
LP = Light Punch
LK = Light Kick
HP = Heavy Punch
HK = Heavy Kick
f = forward
b = back
d = down
u = up
df = down+forward
db = down+back
uf = up+forward
ub= up+back
B = charge back (hold for approx 2+ seconds)
F = charge forward (hold for approx 2+ seconds)
D = charge down (hold for approx 2+ seconds)
U = charge up (hold for approx 2+seconds)
QCF = quarter circle motion forward (down > down+forward > forward)
QCB = quarter circle motion back (down > down+back > back)
HCF = half circle motion forward (back > down+back > down > down+forward > forward)
HCB = half circle motion back (forward > down+forward > down > down+back > back)
360 = 360 degree motion with the stick/d-pad/cardinal directions
(clockwise from forward when fighting from the left, reverse from the right)
720 = two consecutive 360 degree motions
ZF = “Z-motion” forward (forward > down > down+forward)
ZB = “Z-motion” back (back > down > down+back)
xx = cancels into (input second move before the animation of the first move has finished)

Hanzo

Command Moves
Step Kick: f+LK
Hop Kick: f+HK
Sweep Kick df+K
Dive Kick (mid, forward-jump): df+K
LK for near dive kick, HK for far dive kick

Deadly Arts (Specials)
Mozuotoshi: D > u+P
Piledriver command grab

Jibashiri: HCF+P
Passive dash. Deashes through opponent when EX

Makigeri: QCB+K
Reverse Coin Kick. 1 hit with LK or HK, 3 hits with EX

Utsusemi (mid-super-jump): d > d+P
Return to ground. Switches sides when EX

Kumofumi (at edge of screen): uf
Wall jump

Assassin’s Arts (Supers)
Shinshinmumyo Togihotaru: QCF > QCF+K
Kick combo

TenraiginKuchinawachigo: d > u > d > u+P
Scoop kick into piledriver

Key:
P = any Punch
K = any Kick
LP = Light Punch
LK = Light Kick
HP = Heavy Punch
HK = Heavy Kick
f = forward
b = back
d = down
u = up
df = down+forward
db = down+back
uf = up+forward
ub= up+back
B = charge back (hold for approx 2+ seconds)
F = charge forward (hold for approx 2+ seconds)
D = charge down (hold for approx 2+ seconds)
U = charge up (hold for approx 2+seconds)
QCF = quarter circle motion forward (down > down+forward > forward)
QCB = quarter circle motion back (down > down+back > back)
HCF = half circle motion forward (back > down+back > down > down+forward > forward)
HCB = half circle motion back (forward > down+forward > down > down+back > back)
360 = 360 degree motion with the stick/d-pad/cardinal directions
(clockwise from forward when fighting from the left, reverse from the right)
720 = two consecutive 360 degree motions
ZF = “Z-motion” forward (forward > down > down+forward)
ZB = “Z-motion” back (back > down > down+back)
xx = cancels into (input second move before the animation of the first move has finished)

Kou

Command Moves
Elbow Strike: f+LP
Jumping Roundhouse: f+HK
Sweep Kick: df+HK

Deadly Arts (Specials)
Kagebi: QCF+P
Fireball projectile

Toriuchi: ZF+P
Dragon Punch. 1 hit with light, 3 hits with heavy, 4 hits with EX

Yuzuruha: QCB+K
Tornado Kick. 3 hits with light, 4 hits with heavy, 6 hits with EX

Assassin’s Arts (Supers)
IsshazetsumeiOnibi: QCF > QCF+P
Super fireball

KasanejumonjiKijimuna: QBC > QCB+P
Uppercut Combo

Key:
P = any Punch
K = any Kick
LP = Light Punch
LK = Light Kick
HP = Heavy Punch
HK = Heavy Kick
f = forward
b = back
d = down
u = up
df = down+forward
db = down+back
uf = up+forward
ub= up+back
B = charge back (hold for approx 2+ seconds)
F = charge forward (hold for approx 2+ seconds)
D = charge down (hold for approx 2+ seconds)
U = charge up (hold for approx 2+seconds)
QCF = quarter circle motion forward (down > down+forward > forward)
QCB = quarter circle motion back (down > down+back > back)
HCF = half circle motion forward (back > down+back > down > down+forward > forward)
HCB = half circle motion back (forward > down+forward > down > down+back > back)
360 = 360 degree motion with the stick/d-pad/cardinal directions
(clockwise from forward when fighting from the left, reverse from the right)
720 = two consecutive 360 degree motions
ZF = “Z-motion” forward (forward > down > down+forward)
ZB = “Z-motion” back (back > down > down+back)
xx = cancels into (input second move before the animation of the first move has finished)

Chadha

Command Moves
Sweep Kick: df+HK

Deadly Arts (Specials)
Scourge Impact: ZF+P
Slow to start heavy punch

Chadha Today’s Kick: ZF+K
Drop kick. Half screen with LK, 75% Screen with HK, full screen with EX

Mega Death Pressure: 360+P
Spinning Pile-Driver command grab

Running Punish: 360+K
Spinning Pile-Driver command grab with run-in

Nudus Punish (mid-air): 360+P
Air-grab Pile-Driver

Assassin’s Arts (Supers)
Giga Death Pressure: 720+P
Multiple SPDs

Peredu Great Moment: QCF > QCF+K
Big SPD with an “Alex: Stun Gun Headbutt” style jump in

Key:
P = any Punch
K = any Kick
LP = Light Punch
LK = Light Kick
HP = Heavy Punch
HK = Heavy Kick
f = forward
b = back
d = down
u = up
df = down+forward
db = down+back
uf = up+forward
ub= up+back
B = charge back (hold for approx 2+ seconds)
F = charge forward (hold for approx 2+ seconds)
D = charge down (hold for approx 2+ seconds)
U = charge up (hold for approx 2+seconds)
QCF = quarter circle motion forward (down > down+forward > forward)
QCB = quarter circle motion back (down > down+back > back)
HCF = half circle motion forward (back > down+back > down > down+forward > forward)
HCB = half circle motion back (forward > down+forward > down > down+back > back)
360 = 360 degree motion with the stick/d-pad/cardinal directions
(clockwise from forward when fighting from the left, reverse from the right)
720 = two consecutive 360 degree motions
ZF = “Z-motion” forward (forward > down > down+forward)
ZB = “Z-motion” back (back > down > down+back)
xx = cancels into (input second move before the animation of the first move has finished)

Crow

Command Moves
Elbow Strike: f+LP
Overhead Kick: f+HK
Sweep Kick df+HK

Deadly Arts (Specials)
Ateyumi Kagebi: QCF+P
Fireball. Slow with LP, Fast with HP, extra slow with EX

Manchuin Toriuchi: ZF+P
Dragon Punch. Standard with LP, flaming knuckle with HP, 5 hits with EX

Himezori Yuzuruha: QCB+K
Tornado Kick. 1 hit with LK, 3 hits with HK, 2 hits + bonus damage with EX

Assassin’s Arts (Supers)
Shahouhassetsu Ukifune: QCF > QCF+K
Dragon punch super

Kasanejyumonji Kujigarasu: QCB > QCB+P
3-hit uppercut

Key:
P = any Punch
K = any Kick
LP = Light Punch
LK = Light Kick
HP = Heavy Punch
HK = Heavy Kick
f = forward
b = back
d = down
u = up
df = down+forward
db = down+back
uf = up+forward
ub= up+back
B = charge back (hold for approx 2+ seconds)
F = charge forward (hold for approx 2+ seconds)
D = charge down (hold for approx 2+ seconds)
U = charge up (hold for approx 2+seconds)
QCF = quarter circle motion forward (down > down+forward > forward)
QCB = quarter circle motion back (down > down+back > back)
HCF = half circle motion forward (back > down+back > down > down+forward > forward)
HCB = half circle motion back (forward > down+forward > down > down+back > back)
360 = 360 degree motion with the stick/d-pad/cardinal directions
(clockwise from forward when fighting from the left, reverse from the right)
720 = two consecutive 360 degree motions
ZF = “Z-motion” forward (forward > down > down+forward)
ZB = “Z-motion” back (back > down > down+back)
xx = cancels into (input second move before the animation of the first move has finished)

Hina

Command Moves
Sweep Attack: df+HP
Sliding Kick: d+HK
Straight Leg: b+HK

Deadly Arts (Specials)
Yugizan: B > f+P
Running sword attack. Longer run with HP and EX

Retsugizan: B > f+K
Running low sword attack. Longer run with HK and EX

Shinenzan: D > u+P
Uppercut with sword. 1 hit with LP, 2 hits with HP, 3 hits with EX

Bougetuzan: HCF > uf+P
Jump-in sword attack. Jump length increases from LP through to EX

Assassin’s Arts (Supers)
Kantanezan: QCF > QCF+P
Fast knockdown attack

Issen Kousa: QCF > QCF+K
Sword combo

Key:
P = any Punch
K = any Kick
LP = Light Punch
LK = Light Kick
HP = Heavy Punch
HK = Heavy Kick
f = forward
b = back
d = down
u = up
df = down+forward
db = down+back
uf = up+forward
ub= up+back
B = charge back (hold for approx 2+ seconds)
F = charge forward (hold for approx 2+ seconds)
D = charge down (hold for approx 2+ seconds)
U = charge up (hold for approx 2+seconds)
QCF = quarter circle motion forward (down > down+forward > forward)
QCB = quarter circle motion back (down > down+back > back)
HCF = half circle motion forward (back > down+back > down > down+forward > forward)
HCB = half circle motion back (forward > down+forward > down > down+back > back)
360 = 360 degree motion with the stick/d-pad/cardinal directions
(clockwise from forward when fighting from the left, reverse from the right)
720 = two consecutive 360 degree motions
ZF = “Z-motion” forward (forward > down > down+forward)
ZB = “Z-motion” back (back > down > down+back)
xx = cancels into (input second move before the animation of the first move has finished)

Jet

Command Moves
Sweep Attack: df+HK
Big Right: f+HP

Deadly Arts (Specials)
JET Blow: QCF+P
[iDashing straight. Covers more of the screen with HP, 2-hit attack with knockdown with EX[/i]

JET Knuckle: QCB+P
Punch with step-in. Larger step with HP, knockdown with EX

JET Ducking: QCF+K
Dash-in passive. Can’t switch sides with any form of it

JET Straight: QCB+K
Step back, then forward, then punches. More screen covered with HP, becomes a PASSIVE dodge with EX

JET Upper: ZF+P
Step-in uppercut with knockdown, becomes dash-in uppercut with HP and EX

JET Shot: ZF+K
Fast low punch

Assassin’s Arts (Supers)
F.H.J: QCF > QCF+P
Running haymaker, 12000 damage

L.G.J: QCB > QCB+K
Metered increase in speed, slight damage reduction

Key:
P = any Punch
K = any Kick
LP = Light Punch
LK = Light Kick
HP = Heavy Punch
HK = Heavy Kick
f = forward
b = back
d = down
u = up
df = down+forward
db = down+back
uf = up+forward
ub= up+back
B = charge back (hold for approx 2+ seconds)
F = charge forward (hold for approx 2+ seconds)
D = charge down (hold for approx 2+ seconds)
U = charge up (hold for approx 2+seconds)
QCF = quarter circle motion forward (down > down+forward > forward)
QCB = quarter circle motion back (down > down+back > back)
HCF = half circle motion forward (back > down+back > down > down+forward > forward)
HCB = half circle motion back (forward > down+forward > down > down+back > back)
360 = 360 degree motion with the stick/d-pad/cardinal directions
(clockwise from forward when fighting from the left, reverse from the right)
720 = two consecutive 360 degree motions
ZF = “Z-motion” forward (forward > down > down+forward)
ZB = “Z-motion” back (back > down > down+back)
xx = cancels into (input second move before the animation of the first move has finished)

Jyuzumaru

Command Moves
Sweep Kick: df+HK

Deadly Arts (Specials)
Rimse: QCF+P
Rekka. Can fire up to 3 in a row…can only fit 2 EX’s into a chain? Confirm?

Okimunpe: ZF+P
Shoulder charge. Knockdown with HP, 2 hits and knockdown with EX

Emushi: ZF+K
Tornado kick. 3 hits with LK, 6 hits with HK, 4 hits and a “Wataaa!” with EX

Rela: QCB+P
Dodge passive

Kamuifuchi (during Rela): HK
Follow-up, jumping kick for Rela, 3 hits with EX

Pekamui (during Rela): LK
Folow-up, stomping kick for Rela

Rela Okimunpe (during Rela): P
Shoulder charge follow-up for Rela, knockdown with HP

Pekamuimuse (during Pekamui): QCF+P
Back-knuckle knockdown, can maintain EX from rela, but only adds 100 damage with EX

Assassin’s Arts (Supers)
Raikurutekunpe: QCF > QCF+K
3 hit dash-punch

Raikuruhoshi: QCB > QCB+K
10 hit tornado kick

Key:
P = any Punch
K = any Kick
LP = Light Punch
LK = Light Kick
HP = Heavy Punch
HK = Heavy Kick
f = forward
b = back
d = down
u = up
df = down+forward
db = down+back
uf = up+forward
ub= up+back
B = charge back (hold for approx 2+ seconds)
F = charge forward (hold for approx 2+ seconds)
D = charge down (hold for approx 2+ seconds)
U = charge up (hold for approx 2+seconds)
QCF = quarter circle motion forward (down > down+forward > forward)
QCB = quarter circle motion back (down > down+back > back)
HCF = half circle motion forward (back > down+back > down > down+forward > forward)
HCB = half circle motion back (forward > down+forward > down > down+back > back)
360 = 360 degree motion with the stick/d-pad/cardinal directions
(clockwise from forward when fighting from the left, reverse from the right)
720 = two consecutive 360 degree motions
ZF = “Z-motion” forward (forward > down > down+forward)
ZB = “Z-motion” back (back > down > down+back)
xx = cancels into (input second move before the animation of the first move has finished)

Kotaro

Command Moves
Sweep Attack: df+HK
Twin Swallow Kick: f+HK
Diving Knife Attack (mid-air): d+HP

Deadly Arts (Specials)
Sawarabi Daiichimaku: QCF+P
Dash Attack. Leaves you in air.

Jurokusen (mid-air): QCB+P
Kunai attack. Short range with LP, longe range with HP, both with EX

Oborozukiyo: QCF+P
Spinning sword attack. Short range with LP, long range with HP, 12 hits with short range EX

Kakushin Kenbu: HCB+P
Side-switching passive taunts with EX

Tendaibu: QCB+K
Jumping passive. Jumps forward with HK and further still with EX. Can attack during passive

Assassin’s Arts (Supers)
Tomoni Maiodorumaki (mid-air): QCF > QCF+P
Big combo attack

Star’s Gift (mid-air): QCB > QCB+P
Love-dart attack

Key:
P = any Punch
K = any Kick
LP = Light Punch
LK = Light Kick
HP = Heavy Punch
HK = Heavy Kick
f = forward
b = back
d = down
u = up
df = down+forward
db = down+back
uf = up+forward
ub= up+back
B = charge back (hold for approx 2+ seconds)
F = charge forward (hold for approx 2+ seconds)
D = charge down (hold for approx 2+ seconds)
U = charge up (hold for approx 2+seconds)
QCF = quarter circle motion forward (down > down+forward > forward)
QCB = quarter circle motion back (down > down+back > back)
HCF = half circle motion forward (back > down+back > down > down+forward > forward)
HCB = half circle motion back (forward > down+forward > down > down+back > back)
360 = 360 degree motion with the stick/d-pad/cardinal directions
(clockwise from forward when fighting from the left, reverse from the right)
720 = two consecutive 360 degree motions
ZF = “Z-motion” forward (forward > down > down+forward)
ZB = “Z-motion” back (back > down > down+back)
xx = cancels into (input second move before the animation of the first move has finished)

Shimo

Command Moves
Downward strike (mid-air): d+HP
Sweep attack: df+HP

Deadly Arts (Specials)
Shingetsu: QCF+P
Dash Passive with follow-ups. Range of dash increses from LP through to EX

Shingetsu follow-ups: QCF+P > ??
LPMid-range Slash attack
HPSlash uppercut with knockdown (2 hits when close)
LKLow, Mid-range Slash attack
HKCancels dash

Shin Koenzan (mid-air): QCB+P
Big air attack/overhead. Super-hops with HP (good for air priority), 2 hits with EX

Assassin’s Arts (Supers)
Kantanenzan: QCF > QCF+P
Strong, single attack. 10800 damage.

Issen Kousa: QCB > QCB+K
6-hit combo. 13500 damage

Key:
P = any Punch
K = any Kick
LP = Light Punch
LK = Light Kick
HP = Heavy Punch
HK = Heavy Kick
f = forward
b = back
d = down
u = up
df = down+forward
db = down+back
uf = up+forward
ub= up+back
B = charge back (hold for approx 2+ seconds)
F = charge forward (hold for approx 2+ seconds)
D = charge down (hold for approx 2+ seconds)
U = charge up (hold for approx 2+seconds)
QCF = quarter circle motion forward (down > down+forward > forward)
QCB = quarter circle motion back (down > down+back > back)
HCF = half circle motion forward (back > down+back > down > down+forward > forward)
HCB = half circle motion back (forward > down+forward > down > down+back > back)
360 = 360 degree motion with the stick/d-pad/cardinal directions
(clockwise from forward when fighting from the left, reverse from the right)
720 = two consecutive 360 degree motions
ZF = “Z-motion” forward (forward > down > down+forward)
ZB = “Z-motion” back (back > down > down+back)
xx = cancels into (input second move before the animation of the first move has finished)

Aja

Command Moves
Sweep Attack (slides): df+HK

Deadly Arts (Specials)
Gekisensai: QCF+P
Mid-range slash with draw ability. Improved range of draw from LP through to EX, slight damage boost with EX (4500-4800)

Mushinshou: QCF+K
Slash attack with HUGE startup sequence, but massive hitbox coverage as a tradeoff, slightly faster startup with EX

Gouezan: QCB+P
Close slash attack with knockdown. 3 hits with EX

Kokuushin: QCB+K
High slash attack with knockdown. Bonus damage with EX

Ryokusendan: HCF+P
Rush attack. 1 hit with LP, up to 2 hits with HP, 4 hits + Knockdown with EX

Assassin’s Arts (Supers)
Gekisen Gojou Renge: QCF > QCF+P
9 hit combo. 11875 damage

Kongou Shingonsou: QCB > QCB+K
Metered turbo. Damage reduction.

Key:
P = any Punch
K = any Kick
LP = Light Punch
LK = Light Kick
HP = Heavy Punch
HK = Heavy Kick
f = forward
b = back
d = down
u = up
df = down+forward
db = down+back
uf = up+forward
ub= up+back
B = charge back (hold for approx 2+ seconds)
F = charge forward (hold for approx 2+ seconds)
D = charge down (hold for approx 2+ seconds)
U = charge up (hold for approx 2+seconds)
QCF = quarter circle motion forward (down > down+forward > forward)
QCB = quarter circle motion back (down > down+back > back)
HCF = half circle motion forward (back > down+back > down > down+forward > forward)
HCB = half circle motion back (forward > down+forward > down > down+back > back)
360 = 360 degree motion with the stick/d-pad/cardinal directions
(clockwise from forward when fighting from the left, reverse from the right)
720 = two consecutive 360 degree motions
ZF = “Z-motion” forward (forward > down > down+forward)
ZB = “Z-motion” back (back > down > down+back)
xx = cancels into (input second move before the animation of the first move has finished)

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