Spectral vs Generation/Roze: Difference between revisions

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==Strategy==
==Strategy==


=Neutral=
===Neutral===
In neutral, Roze a lot of value out of controlling ground space with f.5A which is unique in its large range, fast startup and low recovery; this button can and should be buffered into 2B/f.5C since on hit it will lead to a combo and on block a fireball can be tossed out to begin her pressure. Alternatively, f.5A can be buffered into chain 2D to close the gap between Roze and her opponent; however, she will receive much less reward on hit than buffering f.5C. Roze benefits greatly from her fast walking speed allowing her to push her opponents into the corner if they play her in a battle of grounded pokes for too long. As a result, you should always be on the ready for your opponent to approach you through one of 3 alternative means: jump-ins/airdashes, low profiling pokes and unreactable burst movement.
In neutral, Roze a lot of value out of controlling ground space with f.5A which is unique in its large range, fast startup and low recovery; this button can and should be buffered into 2B/f.5C since on hit it will lead to a combo and on block a fireball can be tossed out to begin her pressure. Alternatively, f.5A can be buffered into chain 2D to close the gap between Roze and her opponent; however, she will receive much less reward on hit than buffering f.5C. Roze benefits greatly from her fast walking speed allowing her to push her opponents into the corner if they play her in a battle of grounded pokes for too long. As a result, you should always be on the ready for your opponent to approach you through one of 3 alternative means: jump-ins/airdashes, low profiling pokes and unreactable burst movement.


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Unreactable burst movement defines many characters in this game which can be difficult to deal with given Roze's gameplan. A pre-emptive button will catch burst movement; however, it is not reasonable to time a f.5A perfectly every time as it will quickly become predictable and be punished, despite the low recovery. Instead, periodic use of 236X should be used to control ground space. Fireballs will lose to jump-ins, but they are Roze's best way of getting access to a long active advantaged hitbox. Fireballs can begin combos on grounded opponents and if your opponent chooses to block a fireball, that is the perfect opportunity to approach and begin your pressure.
Unreactable burst movement defines many characters in this game which can be difficult to deal with given Roze's gameplan. A pre-emptive button will catch burst movement; however, it is not reasonable to time a f.5A perfectly every time as it will quickly become predictable and be punished, despite the low recovery. Instead, periodic use of 236X should be used to control ground space. Fireballs will lose to jump-ins, but they are Roze's best way of getting access to a long active advantaged hitbox. Fireballs can begin combos on grounded opponents and if your opponent chooses to block a fireball, that is the perfect opportunity to approach and begin your pressure.


=On Hit=
=On Hit=

Revision as of 21:41, 28 February 2021

Roze
Spectral VS Generation Roze Image.jpg
Health 450
Pre-Jump Frames 3
Play Style All-Around, Mixup
Dash Type Run

Character Background

Race: Demon
Motivation: Revenge upon the world
Weapon: Saqrif Velrouge
Likes: Sister, Quite life
Dislikes: Human's ugly hearts


Character Info

Roze is a strong character with a balanced toolkit. She possesses a great fireball, excellent mobility, and potent pressure that can either be used to mix-ups or guard breaks. Roze's combos deal significant damage, often allowing her to two-touch opponents and the majority of her tools work midscreen as well as in the corner. Roze's strengths and weakness come from the same source: her install, which grants her access to EX specials. Finding a safe way to install mid-match will determine if you have access to Roze's diverse toolkit and thus it is a priority in every match-up.

Strengths Weaknesses
  • All around great mobility with high neutral/forward super jump.
  • Strong pressure tools, with the ability to break her opponents guard. Alternatively has access to unreactable high/low mixups.
  • Fast moving backdash allows her to escape pressure situations
  • Fast long range normals that allow her to control ground space and start combos from a distance
  • Access to anti-zoning tools tools like her teleport and 3D which slides under most fireballs
  • After installing by using 22A/B/C, Roze has access to high damage specials which, depending on which you use, grants her invincibility on startup, deals massive damage or threatens to break her opponents guard.
  • Has a variety of invincible anti-air options that can combo start (623X) or deal massive damage on their own (236236D)
  • Below average guard gauge making her quick to guard break
  • Low health makes every punish extremely threatening to her
  • Roze's anti-airs either cost meter or have small horizontal range, making them easily baited
  • Installing with 22A/B/C is slow and dangerous to perform in neutral
  • Very heavy reliance on meter and installs; without resources her damage output is low
  • 623A/B/C all have varying degrees of invincibility. High risk of trading with A and B versions.


Normals

Close Standing Normals

c.5A
Spectral VS Generation Rozec.5A Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Low - 3 - +3 +3

As Roze's fastest button, this should be used in scrambles. It being a low means that an opponent respecting your pressure will crouch in general, leading to mixup opportunities. It is +2 on block making it a valuable tool for stagger pressure.


c.5B
Spectral VS Generation Rozec.5B Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low - 5 - +3 NA

c.5B is primarily used as a combo starter and pressure tool because you cannot cancel into c.5C so you are certain the follow f.5C will connect at all ranges.


c.5C
Spectral VS Generation Rozec.5C Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low - 8 - +3 -9

Your most high damage normal, this is a powerful combo starter by cancelling into 623A > SoT.


c.5D
Spectral VS Generation Rozec.5D Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low - 5 - -1 -1

c.5D is approximately even on hit and on block and cannot be grabbed during startup, but it cannot be cancelled into anything making it rarely the best tool in any situation.

Far Standing Normals

f.5A
Spectral VS Generation Rozef.5A Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low - 3 - +2 +2

A fast poke. Can be low-profiled by some characters/tools, but is otherwise the least committal way to poke your opponent and start a combo on hit.


f.5B
Spectral VS Generation Rozef.5B Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low - 5 - +0 -5

f.5B is a rarely used tool. It is fast and has decent range in a vacuum, but it is slower and shorter range than f.5A and lacks the damaging presence of f.5C.


f.5C
Spectral VS Generation Rozef.5C Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low - 8 - -3 -7

Your most high damage poke, this has large range and a large window to hit-confirm into 46C or 46EX to combo start at a distance.


f.5D
Spectral VS Generation Rozef.5D Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low - 5 - -1 -1

f.5D is a good poke, often functioning for the same purpose as f.5A, but it is harder to low profile.


Crouching Normals

2A
Spectral VS Generation Roze2A Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Low - 3 - +4 +4

2A is mildly redundant given c.5A hits low; however, there are situations where you are too far to trigger c.5A, but want to ensure your attack hits low and 2A serves that purpose.


2B
Spectral VS Generation Roze2B Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low - 6 - +0 -5

2B is a long range poke, serving as the B version of f.5A and f.5C. It is a useful tool in combos and pressure.


2C
Spectral VS Generation Roze2C Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Low - 7 - +1 +1

A multi-hitting long range poke. Because this cannot be cancelled it is rarely used, but it can function as a meterless spacing tool. Only the last hit is a low so your opponent can low block it on reaction.


2D
Spectral VS Generation Roze2D Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Low - 4 - +0 -10

A crouching mid-range poke. This serves as a better version of 2A, hitting low opponents quickly and no risk of performing a far normal.

See Chain Specific Normals for details on Chain 2D.


Air Normals

j.A
Spectral VS Generation Rozej.A Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High - 4 - - -

A downward angled poke. Can be used to instant overhead and otherwise functions as a good landing aerial.


j.B
Spectral VS Generation Rozej.B Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High - 7 - - -

A downward angled slice. Similar to j.A, but additionally functions as Roze's best cross-up aerial. Useful for oki mixups.


j.C
Spectral VS Generation Rozej.C Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High - 11 - - -

A forward palm strike. This move is multihit when jumping forward and functions as a good air to air.


j.D
Spectral VS Generation Rozej.D Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High - 4 - - -

A downward angled kick. Probably Roze's best instant overhead, but otherwise shares all properties with j.A


Command Normals

3D
Spectral VS Generation Roze2D Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Low - 6 - -15 -

An approaching slide kick that knocks down your opponent on hit. This is primarily used to slide under fireballs.


Chain Specific Normals

Chain AAA
Spectral VS Generation Roze AAA Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low - 6 - -5 / -4 / -11 -

A basic 4 hit combo that launches the opponent far away. Can be used as a meterless way of safely installing. Can be linked into 623A in the corner.


Chain c.5C
Spectral VS Generation Rozec.5C Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low - 5 - -9 -

Identical to c.5C, but on hit cannot be air teched and can be jump cancelled.

This move is a key part of Roze's pressure since jump-cancel instant airdash j.A/j.D/j.B is gapless pressure that leaves Roze at huge advantage and sets her up to mixup her opponent. The unfortunate part of this move is that it is extremely short range and cancelling into c.5C has less reward on hit than f.5C or c.5B.


Chain 2D
Spectral VS Generation Roze2D Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Low - 6 - -10 -

When cancelling into 2D from f.5A, c.5A and 2A, you perform 3D instead. This is identical to 3D except that it is special cancellable. It is useful primarily for pressure as it allows you to close space safely.

Throws

A/B+D
Spectral VS Generation RozeA+D Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Throw - 4 - - -

A+D is Roze's forward throw. It is air techable and rarely used.

B+D is Roze's back-throw. It only allows for a short followup, but it is not air techable. If you wish to link into a special or super, input the command in the direction your originally were facing; the game doesn't register the side swap until after the throw animation is fully complete.

Total Throw animation = 30 frames.

Sword Series Slash (Dust)

5/2B+C
Spectral VS Generation Rozec.5C Image.png
Spectral VS Generation Roze2D Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High - 30 - -13 / -12 -

Roze's dust. Can be either an overhead or a low, but has significantly more startup than the moves it shares animations with. Can be followed up with the following sequence to gain meter: A > A > A > B > B > B > C > C > C > D > 236D.


Taunt

C+D
Spectral VS Generation RozeC+D Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- - - 60 - - -

Roze's taunt. If you're not in Seal of Time, this recovers enough meter to install once, but leaves you vulnerable until the animation has completed.


Specials

236A/B/C (EX)
Spectral VS Generation Roze236ABC Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low - 12 (10) - -1 (+8) -

Roze's fireball. The A version travels slowest, B version medium and C fastest. This is even to plus on block so it should be a go-to pressure tool.

236EX shoots a multi-hitting fireball that travels faster than all non-EX versions. It can be linked into 214214A in the corner, but this is difficult to achieve without triggering the juggle limit.


46A/B/C (EX)
Spectral VS Generation Roze46ABC Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Low - 12 / 15 / 18 / (11) - -3 / -4 / -5 / (-6) -

Roze's tatsu. The A version is fastest but travels a short distance, the B version is medium and the C version is slowest but travels the furthest distance. Each version will hit 3 times. This is often used as a combo filler to close the distance on your opponent before cancelling into super.

The EX performs 4 strikes that each do significantly more damage. The EX version also does large amounts of guard damage and can be used as a potent guard break.


623A/B/C (EX)
Spectral VS Generation Roze623ABC Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low - 7 / 12 / 15 / (12) - -25 / -27 / -35 / (-33) -

Roze's DP. This move has very small horizontal range but large vertical range. This positions the DP to function as a strong anti-air. This is frequently used in combos after getting closer to your opponent.

The EX version has much more invincibility and steps forward before attacking making it easier to use as a launcher. The EX version can be Seal of Time'd twice, but the first window is immediately cancelled by the final hit, so be careful not to hit A+B+C too early or you will waste meter.

The A version is single hit while the B and C version are multi-hit and send the opponent much higher in the air. All 3 versions can be Seal of Time'd; however, only the A version can be Seal of Time'd on block.


214A/B/C/D
Spectral VS Generation Roze214ABCD Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- - - 53 / 38 / 54 / 37 - -26 (B version) -

Roze's teleport. This move has niche use in pressure since it is reactable.

The A version is a fake-teleport that just returns you to your starting location. The B version teleports you in front of your opponent in the air; any buttons pressed during B teleport will cause you to perform a unique falling attack; if the falling attack is blocked you can perform a unique divekick (236D) that knocks down on hit and cannot be Seal of Time'd; this divekick varies but is usually plus on block. The C version teleports you behind your opponent on the ground, but has no hitbox. The D version teleports you behind your opponent in the air. You can perform any air action freely out of the D version.


22A/B/C
Spectral VS Generation Roze22ABC Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- - - 48 - - -

Roze's install. All versions are the same and the recovery cannot be cancelled in any way. All EX moves can be performed by doing the relevant special motion and then hitting 2 normal buttons simultaneously. 236, 623 and 46 have EX versions.


j.236D
Spectral VS Generation Rozej.236D Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High - 7 - +0 varies -

A divekick. This move is relatively safe, being even if you hit near their feet. It can be Seal of Time'd to combo on hit or to extend pressure on block.

This move can OTG after a hard knockdown. This is rarely used because a hard knockdown could be used as an opportunity to install, but if you have enough installs stored, it can be an easy way to add damage to the end of a combo. 236D can be looped as an OTG if it is Seal of Time'd (only justifiable in burst).


Supers

236236A/B/C
Spectral VS Generation Roze46ABC Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Low - 2 + 4 - -35 -

Roze rushes forward and performs a multi-hitting super. It can be cancelled before the final hit with 214 A which teleports you to the ground and allows for a followup. Alternatively, after hitting the final hit you can cancel your recovery with an airdodge to extend the combo.


214214A/B/C
Spectral VS Generation Roze236ABC Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low - 2 + 6 - +20 -

A large slow moving fireball. This can be used in combos or as pressure.


236236D
Spectral VS Generation Roze236236D Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low - 4 + 8 - -12 -

A high hitting anti-air super. This move is unique in that it ignores the juggle limit imposed on most moves, so it can be used as a combo ender when no others are available. You can combo out of it if your opponent is high enough upon performing the move.


4641236A/B/C
Spectral VS Generation Roze4641236ABC Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low - 3 + 19 - +2 -

Roze's level 3 super. This move is invincible on startup which makes it a powerful callout versus your opponent hitting laggy buttons. Its startup is very large which means it can only be performed in combos after 623A/B/C > Seal of Time.


Strategy

Neutral

In neutral, Roze a lot of value out of controlling ground space with f.5A which is unique in its large range, fast startup and low recovery; this button can and should be buffered into 2B/f.5C since on hit it will lead to a combo and on block a fireball can be tossed out to begin her pressure. Alternatively, f.5A can be buffered into chain 2D to close the gap between Roze and her opponent; however, she will receive much less reward on hit than buffering f.5C. Roze benefits greatly from her fast walking speed allowing her to push her opponents into the corner if they play her in a battle of grounded pokes for too long. As a result, you should always be on the ready for your opponent to approach you through one of 3 alternative means: jump-ins/airdashes, low profiling pokes and unreactable burst movement.

To deal with jump-ins, you will want to rely on your DPs; however, these moves are extremely baitable with a backwards airdash and can be punished on whiff, even from a far distance, so you should use it sparingly. Instead, you should make use of 3 tools to avoid your airborne opponent. 3D may be used to side-swap an airborne opponent so you can begin pressure once they land. Backdash may be used to gain large amounts of invincibility at the cost of losing stage control. j.C may be used as an effective anti-air thanks to its long active frames. If you are feeling overwhelmed, 236236D functions as your 4th DP with the most damaging immediate reward and largest hitbox while still remaining extremely punishable on whiff or block.

Low profiling pokes will be used by characters who possess them to get under your standing pokes. You can cover low profiling moves with 2B, but you should be wary of using it all the time as a poke as the recovery far exceeds f.5A. You can low profile almost every poke in the game yourself by using 3D; however, if it is blocked you will almost certainly be punishable. Finally low pokes can be beaten by periodically taking to the air yourself with an instant airdash (IAD). j.D is your best IAD aerial as it can be cancelled into j.B to start a combo or to create safe pressure. The moment you connect with j.D on hit or on block, Roze is at massive advantage. This is not recommended as a frequent tool as there is no airblock in this game and many standing pokes will hit Roze out of her instant airdash.

Unreactable burst movement defines many characters in this game which can be difficult to deal with given Roze's gameplan. A pre-emptive button will catch burst movement; however, it is not reasonable to time a f.5A perfectly every time as it will quickly become predictable and be punished, despite the low recovery. Instead, periodic use of 236X should be used to control ground space. Fireballs will lose to jump-ins, but they are Roze's best way of getting access to a long active advantaged hitbox. Fireballs can begin combos on grounded opponents and if your opponent chooses to block a fireball, that is the perfect opportunity to approach and begin your pressure.

On Hit

Roze's offense is built around balancing 3 factors: her meter, her installs and her oki, with consideration given to damage.

Regarding meter, Roze's EX specials cost meter to install and gain no meter on hit or on block, so she frequently will struggle with meter gain compared to the rest of the cast. This, combined with her reliance on supers for significant damage means that finding opportunities to gain meter is frequently a priority and she cannot afford to spend meter mindlessly during pressure. This is why it is not recommended to work towards Roze's guard breaks frequently through the use of 46EX and 214214A. The cost is considered too high if a guard break isn't assured to win you the round. Oki and/or install opportunities may have to be be sacrificed periodically. to safely taunt to regain meter.

Roze's install is something she very much wants to obtain prior to hitting her opponent as her combos benefit greatly by using 46EX after the initial hit confirm. While Roze's combos do not functionally change without the install, she must win neutral several more times to take a set if she doesn't enter each combo with 1 install. Every install has a cost. An install in neutral requires a large time commitment and thus can only be performed in situations where your opponent is locked down (ie. blocking a fireball) or has already committed to their own action (ie. airdashing backwards). Installing mid-combo is performable; however, in order to perform it mid-combo, it must be preceded by 623X > SoT. As a result, installing mid-combo has a large associated meter cost, requiring 2 bars of meter before a combo begins at midrange to reasonably achieve. Finally, an install performed at the end of a combo is a valid choice; however, you sacrifice your oki by doing so. After a j.236D hard knockdown, you are barely positive when you install and after a grounded 236236D hard knockdown, you are positive, but unable to setup your full oki.

Roze's oki has strong potential assuming her other 2 factors listed above are managed properly. Like the other factors, Roze has to decide during her combos whether it is worth setting up strong oki from a hard knockdown or if she would rather install/taunt for meter. The primary oki tool you will use is 236A. Thanks to Roze's incredible walk speed, you can 236A and begin walking towards your downed opponent and will force them into a very unfavourable situation on wake-up. This is because their primary options on wake-up include backdash, block, DP, and parry. A backdash will be hit by a slow fireball removing it as the ideal option. Blocking a slow fireball on wake-up will leave Roze at a huge advantage (the further away you are from your opponent when you throw the fireball, the greater the advantage on wake-up). DP'ing Roze's fireball can be threatening; however, Roze can option select by blocking in front her opponent until the fireball hit-confirms. Finally, while parry dodges Roze's fireball, she will be in a position to react 5A and punish the parry during its recovery. Given all of these factors, Roze is able to successfully lockdown the entire cast after a hard knockdown which then allows her to safely transition into her pressure game. While the above oki is described under the pretense that you perform a hard knockdown, Roze's pressure out of 236A can also be achieved by performing a restand reset > 236A at any point of a combo versus an airborne opponent. Roze's advantage from her fireball is reduced this way; however, it should be utilized if finishing a combo will cost too much meter, will provide your opponent with too much meter or if the completed combo will put your opponent into burst range.


On Block

Roze's options on block are limited based upon range. When Roze is far from her opponent, she primarily relies on frame traps through the use of 236X and 46A. 236X will provide greater advantage on block, but both options will function as combo starters on hit. Alternatively, if Roze is focused primarily on closing the distance between herself and her opponent, she may utilize 5A > 2D to perform a special-cancellable slide-kick. This is useful primarily in match-ups where your opponent is doing their best to keep you out and it can still be cancelled into a fireball for leave her advantaged on block. Finally, Roze can, albeit rarely, make use of her 214X specials to surprise her opponent with overheads. This option is quite slow; however, it benefits by being able to be performed as a cross-up, limiting her opponents ability to 623X her out of the air. 214X should only be performed if Roze is aware of her opponents anti-air options and knows that they are lacking. Granted, 214D will close the distance between her and her opponent if they respect her.

Roze's options on block improve significantly at close range as she gains access to chain c.5C as an option. Chain c.5C is jump cancellable as explained above. This is most frequently used to cancel into an instant airdash (IAD) which opens up the majority of Roze's mixups. During an instant airdash Roze has the ability to land a gapless overhead with j.D > j.B, land into an unreactable grab with A+B > B+D (parrying during airdash begins your descent immediately), land into an unreactable low with A+B > c.5A or cross up her opponent by varying the height of the initial airdash. The versatility of Roze's pressure options in addition to j.D > j.B threatening a cross-up AND allowing Roze to extend her pressure without gaps, means that her pressure increases drastically if she can work her way safely just in front of her opponent. After landing a j.B on block, Roze can burst (B+C+D) to perform an unblockable and begin her OTG Loop. If she possesses the meter to burst this is almost always the best option.

Combos

Gatling Chart

Ground Gatlings
A B C D Cancel
c.5A Chain AAA 5B, 2B c.5C, f.5C, 2C 5D, Chain 2D Sp, Su, B
f.5A Chain AAA 5B, 2B c.5C, f.5C, 2C 5D, Chain 2D Sp, Su, B
c.5B f.5C, 2C Sp, Su, B
f.5B f.5C, 2C Sp, Su, B
c.5C Sp, Su, B
f.5C Sp, Su, B
c.5D
f.5D 5A, 2A 5B, 2B 5C, 2C Sp, Su, B
2A Chain AAA 5B, 2B 5C, 2C 5D, Chain 2D Sp, Su, B
2B 5C, 2C 5D, Chain 2D Sp, Su, B
2C - - - -
2D 5A, 2A 5B, 2B 5C, 2C Sp, Su, B
3D - - - -
Chain AAA - - - -
Chain 5C - - - - Jump, Sp, Su, B
Chain 2D - - - - Sp, Su, B


Chain c.5C can be only canceled into Jump on hit X = X is available on hit or block Sp = Special Attacks and Overdrives (aka: Specials and Supers) Su = Supers

General
Controls
System Specifics
HUD
FAQ
Stages
Glossary
Characters
Hiro
Hiro2
Welles
Ryuken
Erile
Mayura
Roze
Krayce
Orochimaru
Earth
Jadou
Jadou2