				----------------------------
				KENJI: FINAL MIX - MOVESLIST                      
				----------------------------                                                            

*Note that naming scheme is from the "All About Warzard" guide. The translations of the move 
 names vary depending on the meaning in Japanese and how they are are used in relations to the
 moves themselves, so some are literal translations, while others are not.


---Key Notation=---------------------------------------------------------------------------

F  = Forward           x = LP (Light Punch)          a = LK (Light Kick) 

B  = Back              y = MP (Medium Punch)         b = MK (Medium Kick)   

D  = Down              z = HP (Heavy Punch)          c = HK (Heavy Kick)

U  = Up                s = Start 
         

P = Punch              K = Kick

PP / KK = 2 punches / 2 Kicks


---=Basic System=------------------------------------------------------------------------

Jump Up           = U 

Jump Forward      = UF

Jump Backwards    = UB

Walk Forward      = Hold F

Walk backward     = Hold B

Crouch            = Hold D             

High Guard        = Hold B as opponent attacks

Low Guard         = Hold DB as opponent attacks

Dash/Run          = F, F (can attack or jump during this)

Back Dash         = B, B (invincible during startup)       

Air Recovery      = x+y when falling in midair

Ground Recovery   = x+y when falling near the ground

Quick Get Up      = Tap any button while down on the ground

Wake Up Roll      = F or B while down on the ground

Taunt 		  = s (Ground only)


---=Advanced Moves=-----------------------------------------------------------------------

Ground
------

Nodachi Nagi (Battle Sword Reap) = F + MP

Kidachi Harai (Rising Oak)  = DF + HK


Air
---

Chigi Otoshi (Crossed Roof Beams Drop)       = U + LP (2-hitter)

Giboshi Kudaki (Pillar Ornament Break)       = U + MK 

Botan Otoshi (Peony Cleave)                  = F + MP

Komainu Taoshi (Guardian Blaster) - Down     = D + HK (Air)

Komainu Taoshi (Guardian Blaster) - Straight = F + HK (Air)

Kumogakure (Cloud Concealment)      	     = U, UF, or UB after an initial jump 


While Running
-------------

Dougane Kudaki (Armor Buster) = HP during Dash

Sudden Stop                   = B during Dash

Sudden Low      	      = DB during Dash

Sudden Jump                   = U during Dash

Slide                         = DF near opponent during Dash


Miscellaneous
-------------

Ikazuchi Dame (Thunder Clip) - Hold HK (while standing only)

-Followups During Ikazuchi Dame-

Jinpou (Straight Gun) - Release HK
Tenpou (Sky Gun)      - Hold F and release HK   
Chihou (Ground Gun)   - Hold D and release HK 
Hichohou (Flying Gun) - Hold U and release HK 
Karappou (Feint Gun)  - Hold B and release HK 



---=Special Combinations=------------------------------------------------------------

Dougane Kudaki (Armor Pierce)   = (D+)LP -> HP

Danjiri Ate (Body Blow)         = (D+)LP -> D+HP

Tsuba Kuraguri (Swallow Play)   = MK -> HK

Futakubi Orochi (Twin Serpents) = HP -> HP (Only if 1st attack connects)



---=Red Earth Abilities=------------------------------------------------------------

High Jump      = D, U (can steer Kenji by pressing F or B while airborne)

Pursuit Attack = U + K  while opponent is knocked down to the floor
*Name: Ushimitsu Nui (Final Hour Incision)

Guard Break - Countinuously attack while opponent's blocking

Counter Impact - Counter opponent's attack with your own

Ultimate Guard = P + K (Ground/Air, can also be done during a regular guard)
-Ground: Kojin no Kamae (Solidification Posture)
-Air   : Kojin no Kamae -Henka- (Solidification Posture -Variation-)

Ultimate Guard Counter - B, DB, D + P or K during Ultimate Guard
-Ground P: Kosode Gaeshi (Reverse Attack)
-Ground K: Kimo Yaburi (Bravery Retort)

-Air P: Kogatana Hanatsu (Short Blade Toss)
-Air K: Sani Tenchu (3-Level Retribution)



---=THROWS=------------------------------------------------------------------------------

Shura Fusha (Violent Spiral) - Close, F or B + MP 

Yasha Odoshi (Blind Blow) - Close, F or B + HP  



---=SPECIAL TECHNIQUES=------------------------------------------------------------------


Ichimonji (Line) - D, DF, F + P
----------------
Description: Kunai throw while on the ground. Button pressed determines number of Kunai.

LP - Single kunai 
MP - Double Kunai 
HP - Triple Kunai 


Tsumuji (Whirlwind) - B, D, DB + P
-------------------
Description: Wind attack. Button press determines duration of stun effect.


Rasen Kyaku (Spiral Kick) - D,DB,B + K
-------------------------
Description: Multi-spin kick. Button pressed determines number of hits and distance.


Utsusemi (Disperse) - F,D,DF + K
-------------------
Description: Teleportation move. Button pressed determines position of reappearance.

LK - Far corner on Kenji's side
MK - Infront to enemy
HK - Back corner behind opponent


Enryusho (Flame Dragon) - F,D,DF + P
-----------------------
Description: Small fire stream. Button pressed determines positioning.

LP = Close to Kenji
MP = Mid range
HP = Edge of screen away from Kenji


Kagero (Firefly) - B,DB,D,DF,F + K
----------------
Description: Illusion run/jump. Button determines which illusion Kenji will be.

-LK Version  (Run)-               

LP = Kyuteishi (Quick Desist) 		        
MP = Nodachi Nagi (Halbard Reap)
HP = Danjiri Ate (Body Blow)	
LK = Koku (Empty Space - Retreat)         
MK = Koku (Empty Space - Front)         
HK = Koku (Empty Space - Cross Over)		

-MK Version (Short Jump)-         

LP = Yagura Oroshi (Pierce)     
MP = Botan Otoshi (Peony Slice) 			
HP = Kamakubi O-Orochi (Giant Serpent) 
LK = Kuuhen (Reverse Air)       
MK = Shoten (Great Leap)        
HK = Komainu Daoshi (Guardian Blaster)		

-HK Version (High Jump)-

LP = Yagura Oroshi (Pierce)
MP = Botan Otoshi (Peony Slice)  	
HP = Kamakubi O-Orochi (Giant Serpent)
LK = Kuuhen (Reverse Air)
MK = Shoten (Great Leap)
HK = Komainu Daoshi (Guardian Blaster)			            



---=Mystic Breaks=------------------------------------------------------------------------ 

*Note that these require at least one full bar of energy in the Power Guage in order to use.

Homura Tsumuji (Flame Twister) - D,DB,B x 2 + P
------------------------------
Description: Fire breath attack. The higher the level, the more hits & larger the flames produced.
LP (Lvl 1) = (requires 1 bar)
MP (Lvl 2) = (requires 2 bars)
HP (Lvl 3) = (requires 3 bars) 


Bakuryusho (Exploding Dragon) - D,DF,F x 2 + K
-----------------------------
Description: Large fire geyser. The higher the level, the more hits & fire geysers produced.
LK (Lvl 1) = One Geyser
MK (Lvl 2) = Multihit Geyser
HK (Lvl 3) = Three Geysers 


Jumonji (Cross) - D,DF,F x 2 + P (Ground) 
---------------
Description: Multiple kunai attack. The higher the level the different directions the kunais travel.
LP (Lvl 1) = (requires 1 bar)
MP (Lvl 2) = (requires 2 bars)
HP (Lvl 3) = (requires 3 bars) (Hold HP to delay & increase kunai count)


Jumonji (Cross) - D,DF,F x 2 + P (Air) 
---------------
Description: Multiple kunai attack from the air. The higher the level the different angles the kunais
             travel.
LP (Lvl 1) = (requires 1 bar)
MP (Lvl 2) = (requires 2 bars)
HP (Lvl 3) = (requires 3 bars)


Rasetsujin (War Cleaver) - F,D,B + 2P (Hold buttons to delay & increase power level)
------------------------
Description - Double sword attack/wind slash. Duration of delay increases attack power up to 3 
              different levels. Consumes one power bar upon initiation, while will consume a 2nd
              and 3rd powerbar over a duration of time.
 

Enmazuki (Devil Thrust) - B,D,F + 2K (Running sequence), then press P (Attack sequence)
-----------------------
Description - Running fist thrust. Hitting the opponent at the right distance is based on precise 
	      timing. Running sequence consumes 500 pts, while thrust sequence consumes a full power 
              bar.
           

--=GAMEPLAY=------------------------------------------------------------------


1) CHAIN COMBO SYSTEM
   ------------------

All Light attacks of same type can be canceled into itself repeatedly.

SLP -> SLP or CLP
CLP -> SLP or CLP

SLK -> SLK or CLK
CLK -> SLK or CLK


Other Chain Combos (Ground)
--------------------------
(D+)LP -> MP 
(D+)LP -> D+MP
LP -> F+MP
(D+)LK -> MK -> HK
(D+)LK -> D+MK 


Other Chain Combos (Air)
--------------------
LP -> MP or F+MP
LK -> MK or U+MK


2) SPECIAL & SUPER CANCEL SYSTEM
   -----------------------------

All specials and Mystic Breaks can be cancelled into except for Utsusemi, Enryusho, and Tsumuji.
Note that Kyuteishi of Kagero can also cancel into other specials and Mystic Breaks according to
the above standards, but cannot cancel into another Kagero.

The following all are cancel points to both specials and Mystic Breaks:

 Standing  - LP, MP, LK, MK
 Crouching - LP, MP (any hit), LK, MK
 Air       - LP, U+LP, MP LK, MK



---=RED EARTH SYSTEM=------------------------------------------------------------------------

Guard Break 
-----------
Repeatedly attack a blocking opponent to temporarily stun and disable his/her guard. Guard Break 
meter will go down by 1 pt after every 4 sec of no impact on your opponent's guard. Once a Guard 
Break has taken place, the meter will reset to 0. Meter will not increase if opponent is using 
Ultimate Guard or a similar move utilizing a HitOverride.

Guard Break Range = 20 pts

Basics = 1 pts

Specials = 1-2 pts

Mystic Breaks = 3 pts


Counter Impact 
--------------
All moves (except Mystic Breaks for the moment) gain new traits if they hit an opponent who's in 
mid-attack animation. The traits vary depending on the type of attack it is, its main purpose in
battle, etc. Some of the traits are:

-10 pts damage increase 
-Increased pushback
-Increased hit pause
-Increased stun time
-Change in x/y velocity
-Cause a knockdown

You'll know when a Counter Impact has taken place when your opponent flashes white, which serves 
as an indication to take advantage of the benefits that come along with that particular attack.



---=NOTES=-----------------------------------------------------------

Basic Moves
-----------
-Sliding will make Kenji cross by his opponent. He is invincible to all attacks during this.

-Kenji cannot attack while running normally other than pressing HP, so utilize the strategies
 Sudden Stop, Sudden Crouch, and Sudden Jump offer effectively.

-Ultimate Guard can be done during Forward Dash and Back Dash.


Normal Attacks
--------------
-Stand F+MP and Jump F+MP can cancel most weak, single-hitting projectiles if timed correctly.

-Ikazuchi Dame is unblockable, although it will cause the same effect as a regular Guard Break
 if the opponent tries to block it.

-Karappou of Ikazuchi Dame does no damage. Instead, it will fill up Kenji's Power Gauge 
 significantly.

-Stand F+MP cannot be blocked with a low guard.

-DF+HK will launch an opponent off the ground. If it hits as a Counter Impact, opponent will be 
 launched much higher.


Special Techniques
------------------
-All kunai can be hit by both physical and projectile attacks, while some projectile will not be
 cancelled when colliding with one of the kunai.

-Tsumuji can cancel one single-hitting projectile, while it will not hit an opponent who is 
 already in a gethit state.


-Duration of stun on a grounded opponent differs between the punch button used in executing 
 Tsumuji, while the duration is the same on an airborne opponent no matter which punch button is 
 used.

-During Kagero (Run), pressing any K will perform Koku, which is an evasion technique. LK will 
 allow Kenji to retreat, MK will move Kenji above his target's head, and HK will bring Kenji 
 behind his opponent head-level (only if within range). Note that Kenji cannot attack after 
 LK version, but can do any air-related moves after both MK and HK versions immediately 
 (including Mystic Breaks).

-During Kagero (Short Jump and High Jump), Shoten can connect with either a grounded or aerial
 opponent as a throw.

-During Kagero (Short Jump and High Jump), Kuuhen will stop Kenji's forward momentum. and have 
 him leap back abit.

-During Kagero (Short Jump and High Jump), Komainu Daoshi can be aimmed forward by pressing 
 Forward, or aimmed downward by pressing Down.

-Yagura Oroshi during Kagero (Short Jump and High Jump) acts like regular Jump LP, so you can 
 chain/cancel into other attacks if it hits.

-Danjiri Ate during Kagero (Run) has slight invincibility a few ticks before it hits.

-Kenji can be steered left or right while descending during Utsusemi, and Kagero (Short Jump 
 and High Jump).


Mystic Breaks
-------------
-Enmazuki will initate the special kill sequence if it is used to defeat the opponent in the 
 final round.

-First sword swing during Rasetsujin can only be blocked low (high and air block are both 
 ineffective). However, second sword swing can be blocked with any type of guard.

-There is a special win pose if the opponent is defeated by either Lvl 3 versions of Bakuryusho,
 Homura Tsumuji, Jumonji, and Rasetsujin. 

-If you initiate Rasetsujin and do not have enough energy for the required level, Kenji will 
 attack at the level he currently has enough energy for.

-Lvl 2 Jumonji (Ground) has semi-homing abilities and will adjust to where is at. Note that once
 any of the kunai go by the opponent, however, it will no longer home in.

-Lvl 2 Jumonji (Air) will draw opponent closer to the center of the attack, although this is
 still better to use upclose.

-All versions of Jumonji (Air) can be done during Kagero (Short Jump and High Jump).

-Lvl1 and Lvl2 Jumonji can hit opponents that are knocked down on the ground.

