Character Movelists

(Note: These particular movelists were designed for balance, to show the standard attacks the characters would use in the game itself. There are a lot more moves they've used before in the fights that aren't listed here…It would be impossible to list them all. This is mainly just for fun. Stay alert for updates to this, a the characters change as the story progresses.)

Ryan Lim:

Style:

Mixed; Jeet Kun Do and varied self-defense maneuvers. In other words, swift punches and kicks and open-handed counters.

Button Style:

Standard

1st round opening:

-- Snaps fingers, sends lightning arching between then. Does the Kim-like smile, and says,

"Let's rock."

-- Alternate 1: There's a brief spray of water at the side of the screen, and Ryan warps in

dramatically, arms folded in approved anime fashion.

--Alternate 2: Ryan strides in, waves at the camera, grins, and drops into his fighting

stance.

--Alternate 3: Ryan draws a handful of dice from his pockets, tosses them at his opponent's feet. "I do… THAT much damage."

Openings:

-- same as 1st round opening with the following exceptions:

-- vs Kyo: Ryan walks onstage dressed as a fireman. He points a fire extinguisher at Kyo, who promptly uses his Orochi Nagi to burn the fireman attire off. Ryan mutters to himself, "Well, so much for that plan." Both assume their fighting stances. Kyo's super bar is slightly increased.

-- vs. Chan: Chan and Ryan have the following conversation:

Ryan: Hey!  I know you!  You're Chan!

Chan: Yeah!  And I know you, too!  You're unconscious!

Ryan: But I'm not-

Chan, all of a sudden, launches into a flying Boot to Da Head. Ryan takes the hit (but only a bit of damage; karma's a bitch). The fight immediately starts after Chan's sneak attack.

 -- vs. Kula: Grinning, Ryan cracks his knuckles, looking positively diabolical.

Ryan: I've been waiting for this for a long time, Kula.  

Kula: Bring it on, Ryan Lim.                              

Diana (suddenly appearing): Now, now, children. Play nice.

The fight starts. Ryan's Super Bar is slightly increased.

-- vs. Ignis: Ryan throws his hands up and yells, "Okay. I quit. There's no effing way I'm mixing it up with THE bad guy in the first round." Ignis watches as Ryan walks offscreen, only to be dragged back on by his teammates. Ryan gulps. Ignis snickers. Both take their fighting stances.

-- vs. Ryan: The normal background is removed, replaced by a long, concrete road, with tall skyscrapers and decaying buildings on either side. A long row of faceless black-suited men line either side of the road, silent spectators to the soon-epic conflict. Pouring rain spatters the surface, leaving a very cool 'aura' around the combatants. The Defender walks in from one side of the screen, looking confusedly at the setting.

Ryan #1: What the hell is this?

The Challenger (Wearing a black cassock): Welcome back, Ryan Lim. We missed you.

Ryan #1: Ah. The Matrix parody. (Louder) It ends tonight, dude. One way or the other.

(Cut to overhead shot, both combatants charging each other along the single yellow line. They collide, hurling each back to the original side of the screen. Ryan #1 turns a backflip, skids to a stop. The other does likewise, recovering quickly. The Defender drops into his defense stance…And beckons. The fight begins.)

-- vs. anyone NOT in KOF: Ryan says, "Hey! You're..." Ryan pauses. He bigsweats. He pauses some more. He then sheepishly admits, "...I don't know who you are. Who the hell are you, anyways?"

This is followed by his opponent's entire team facefaulting. AND, if the player is using the full DHS team, the entire group facefaults too.

All that fell pick themselves up, and the fight begins.

Taunt:

-- snickers as he shakes out his arms and legs for a moment.

Victory Poses:

-- Bows, and says: "Our asswhuppings are fresh off the grill, 24 hours a day. Be sure to stop by again.

-- Leans against the corner, making a 'gun' with thumb and index finger. He closes one eye and 'shoots'.

-- Thunder rumbles in the distance, as Ryan strikes a Kyosuke-esque pose.

-- Points at the camera, and says: "DHS Productions presents: A beating you'll never, eeeeeeeeeeeevver forget." He poofs offscreen in a burst of water.

-- [vs. Ryan] Toes at the clone, then promptly snags his ankle and drags him offscreen. "Time to talk, wannabe."

Draw:

-- walks off without saying a word.

Loss to time:

-- Stares at his watch, looks at the clock, and curses. Faintly, boorish chants of

    "REFEREE KAYU!!! REFEREE KAYU!!! REFEREE KAYU!!!" are heard.

Sayings:

-- "You lost? Are you sure you're [insert opponent name here]?"
-- "And that, kid, is how it's done."
-- [Desperation] "Note to self: Get sunglasses."

-- "You saw my SECRET moves…I had to kill you. Sorry."

-- "I think I made it clear…Don't use your face to block my foot."

Example Combo:

-- standing LK, standing LK, standing HP, Electronic Revolution, Hiryu-No-Ken

Throw #1:

Leg Revolver

HK when near opponent.  

Ryan grabs his opponent, then flings himself backward, sending both rolling across the floor with incredible speed. If K is hit, Ryan unfolds, sends his opponent smashing into the nearest hard surface. If not, Ryan keeps rolling, slamming his victim headfirst into the hard, hard ground.

Throw #2:

HEEL!!!

HP when near opponent

Ryan slams his palm into the opponent's head, yelling 'HEEL!!!'. Whilst the opponent is still stunned, he grabs him/her and heaves them to the opposite side of the screen.

True One Inch

(A.K.A Shadowless Hand)

f + C

Ryan ducks low, and jabs forward with a single, powerful palmstrike. Very little damage, but the opponent can be literally blasted to the other side of the screen. Perfect combo startup.

Anticipation Counter: Waiting Thunder

Rev. dp + K

Ryan enters a semi-crouching guard stance. If hit by a mid/high ground attack, he'll step forward and grab his opponent's extended limb, then perform a one-handed electric palm strike to their chest at point-blank range, sending them flying across the screen. This uses up a meter point if it connects, as well as inflict decent damage.

Against aerial attacks, Ryan will grab his opponent's limb and strike upwards for normal damage. This juggles them for a brief moment, and does not require a meter point, but does not inflict as much damage as the ground-based version.

Ma Lou Lor Gun (Ape carries treetrunk)

qcb + P

Ryan attacks with an electrically-charged hook (LP) or an electrically-charged hook followed by an electrically-charged uppercut (HP). Both versions have quick startup. LP version does light damage and has short recovery (counter with a jab). HP version does a bit more damage, knocks the opponent back, and has a not-so-short recovery (counter with anything reasonably fast).

Can be followed up by:

Sweeping Backfist: qcb + P

Spinning Kick: qcf + K

Gutter-Stomp: d + K

Ma Lou Lor Gun (MASSIVE double-axehandle): hcb, qcf + P

High damage if all connect.

Wave Cannon

qcf + P

Actually a misnomer, as it can be one of two projectiles. LP fires off a brief bolt of electricity, which travels as fast as well, lightning. Low damage, but incredible speed and a brief stun. HP is a quick slash of water, much like K's Iron Trigger.

Extra:

Hold LP: Ryan's clothes start to billow in an unseen wind, and his hair stands on end as he charges up the lightning bolt. His Super Meter starts going down, of course, but you can release a deadlier blast at any time. Perfect to fake out an opponent.

Hold HP: Ryan charges up, forming a small orb of slowly-growing water that begins to swirl, glow and otherwise look more threatening. Ever seen Volcano High? That's how much it hurts when he throws it.

f + K during Water Slash: Ryan boots the blade of water forward like a football, spinning round to kick.

hcb + K:  Ryan backflips, and smashes the water blast forward with all his might. This is extremely powerful, but takes quite a long time to startup.

Vanishing Trick

360 + any

Ryan waves merrily and teleports. A will set him down behind an opponent; B throws Ryan into the upper corner behind himself; C is a fake (Eyan reappears one second later in the same place), and D sets him just behind his opponent. This move comes out almost instantly, has good priority, and uses up 1/10th of Ryan's super bar.

The move has a telltale splash of water to signify Ryan's previous position, and inflicts no damage. If this move is done on the beach stage, a huge trail of sand will shoot into the air.

Factor-R

qcb, hcf + Any

This is Ryan's multi-purpose move: It's extremely easy to do, and comes out quite fast. There're four main effects, all of which do appreciable damage. However, both the C and D moves eat an entire Super Bar whether they work or not. Basically, it begins with a blurred backdash, quick enough to escape from almost anything…Though it does not burst through projectiles.

A: Takedown. A dashing four hit stabbing attack. Ryan forms his hands into two-fingered fists and does the cruciform motion on the opponent, starting with the eyes, then the groin, followed by the left, then right chest. Each light hit is punctuated by the corresponding mnemonic used to remember the steps: "Spectacles! Testicles! Wallet! Watch!" The cross pattern formed on the opponent then explodes for medium damage. He finishes by hauling his fist back and slamming the opponent right in the face with it with all his might.

B: Snap Bomb. Ryan dashes in low (evading all high and middle attacks) and attempts a grab that must be blocked low. If he manages the grab, he hefts his target on his shoulders by their legs, then powerbombs them back to the ground. Kinda slow, but does good damage. It has a missed animation if he whiffs it, or is blocked, and can be teched out of.

C: Thunder Strike. Ryan snaps his fingers, and teleports to his opponent's location, before lashing out with a quick jab. If he connects, he does what can best be described as Crono's Confuse attack. Right after the attack, Ryan hops back, snaps his fingers again, summoning a lightning bolt to strike his opponent. If the startup misses, the lightning bolt strikes him instead. The strike won't harm him, but it'll stun him long enough for the opponent to hurt him.

D: The Lawless Ocean. Ryan pulls his arm backward, yells, and 'pushes' forward. A huge wave of water roars in from offscreen, smashing the opponent with a solid wall of churning water. Knockdown on impact, whether blocked or not, but jumpers like Athena can simply leap over the wave.   

Wicked Slide

d, hcf + K

Does a baseball slide, feet-first, along the ground. However, if K is not held down, then Ryan will slide right UNDER his opponent. If K is held, then he will extend his foot upwards, delivering a kick to their stomach, and knocking them across the screen. There's a short recovery time as Ryan is getting up from the kick, as opposed to the slide.

Lightning Curtain

ch. d, (u or ul or ur) + K

Ryan leaps up (or up-and-left or up-and-right) quickly. He reverses in mid-air and shoots straight up, leaving a sparking wake of lightning in wake. If he's already in the air, he drops, still leaving the electricity. However, there's more damage if you get hit by the kick, of course.

This is a variation of the Flash Kick, so it has the same damage, priority, startup and recovery as a Flask Kick. And, like a Flash Kick, it can be blocked.

Electronic Revolution

dp + A/C

Ryan shoots straight up, fist leading. If he connects, there's a brief detonation of sparking electricity and spraying water, followed by an unfolding spinning kick. He's completely invulnerable during the opening animation, due to the 'blades' of water circling him during his ascent.  

If C is hit, Ryan shoots horizontally across the screen, in the first horizontal Dragon Punch since the Psycho Crusher. He's not invulnerable in this version, but he's incredibly fast.

Hiryu-No-Ken

qcb, dp + K

Ryan leaps high in the air, into the corner of the screen (nearest corner), doing what appears to be a ka-ta. He then flies swiftly at his opponent and smashes them with a devastating flying kick. The move is auto aiming and reacts to the movement of the opponent. It's invincible at the starting animation, and only hits grounded opponents. Ryan becomes vulnerable at the point of attack if blocked (slow recovery... 2 sec.). This move does excellent damage and has ridiculous priority... but its recovery time is absolutely horrendous, and what's even worse is that it's very nearly impossible to hit with it. After all, if the opponent sees it coming and ducks, it completely misses; and it's almost impossible to not see it coming.

The Hiryu-No-Ken has a 50/50 chance of going through any projectile. So, if you do this move at the same time the opponent does a projectile…Well, someone's going to be very, very hurt.

Quote: "HI-RYU...NOOO...KEN!"

OR

"HIRYU! NO! KENNNNNNNNN!!!!!!!!!"

(Desperation)

Ryan's Final Symphony

qcf, qcf + P

Ryan charges his opponent at a ludicrous speed, making lots of afterimages. If he connects, the screen flashes red, and Ryan goes berserk. He unleashes an incredible volley of blows, warping around like a maniac. Fifteen hits later, Ryan staggersteps, throws in a footsweep for knockdown, hits the opponent with another fist fusillade, and punts the poor bastard with all his might. This move must be blocked low, or at least five hits will connect. The greater the amount of Super Bar Ryan has left, the deadlier this move is.

(Desperation)

Destiny Cyclone

qcf, qcf + K

Ryan rears back, bringing both overhead. He hits the floor with all his might, evoking a solid wall of wind. This tornado lasts about 2-3 seconds, and covers about half the screen. If someone was blocking, they get shoved to the other side, and can wait out the cyclone. But if they weren't, they're done for. The tornado picks 'em up, then hurls them away, where they'll hit the floor…Eventually. With a loud crunch.

After this super, Ryan is incapacitated for a few seconds shy of eternity. If you survived, now's the time to hit him.   

(Desperation)

Storm Of Vengeance

hcb, qcf + P

Ryan crouches down, crosses his arms. The wind picks up, and blows around his feet in an extremely cool effect. This is your cue to run at him and beat the crap out of him, of course. Holding C lets Ryan charge up, signified by the increasing rumbling and other ominous noises. There's a full second before he hits the power, ample time to stop or block. A fully charged Storm is incredibly powerful, and has to potential to weird out every metrologist on the same continent as he is.  

The attack itself manifests as bigass bolts of lightning, which scream down from above perpendicular to the ground. There's a deep, crashing boom which punctuates each assault, not to mention a flash of light. Usually, there's only one bolt. However, this number changes rapidly, if you have Super Bar to burn.

(SUPER Desperation)

Storm Of Vengeance…

REMIXED!!!

hcb, qcf, qcb + AC

Yep, this is the BIG one. Pretty much the same thing as the 'normal' Storm, but this time, Ryan sends the ENTIRE storm at the opponent. More lightning. Solid fists of water. Sometimes hail. Hurricane-force winds. But whatever it is, very few people can withstand it when Ryan commands the elements to annihilate the opponent.

(If the opponent SOMEHOW manages to survive this, Ryan will be extremely weakened. His speed and jump height will decrease greatly, too. In other words, if the opponent survives the SDM, Ryan's screwed. ^_^;

Chan:

Style:

The John Woo School Of We Don't Run Outta Ammo Here

(Everything Looks Cooler In A Trenchcoat Substyle)

Button Style:

Standard, with Stand Button

1st round opening:

-- Starts with his back turned to his opponent. Turns around and says, "Let's go."

-- Alternate 1: Points the Mage Cannon at the opponent, with his Stand aping his motions.

-- Alternate 2: Begins looking at the floor, head down. Chan makes a big show of reloading the Mage Cannon, before saying "The mood is about to change."

-- Alternate 3: Chan strides in, sticks the Mage Cannon out. Bolts of lightning strike the weapon, charging it up.

Opening:

-- Cleans his glasses, then shoves them back on.

-- vs. Andro: Chan does a double-take, then shudders.

-- vs. Jiazheng: "The Barber of Seville" starts playing. Jiazheng runs onscreen and chases  Chan offscreen with a knife; Chan comes back with a revolver; Jiazheng comes back with a shotgun; Chan returns with a matched pair of H Jiazheng returns with an Uzi; Chan returns with a disposable LAW rocket launcher; Jiazheng returns with a mine thrower (from Resident Evil 3); Chan drives a small tank back onscreen; Jiazheng comes back with his sword, Chan jumps out of the tank, and the fight begins normally. "Barber of Seville" ends with a turntable screech.

-- vs. Kula: Both glide onscreen, past each other, skip off the ground, turn around in mid-air, and assume their stances.


-- vs. Chan: There's an explosion offscreen. Smoking and charred, the challenger, clad in Chan's 2P outfit, dives onscreen with a look of absolute terror on his face. The 'normal' Chan walks onscreen, smoking Mage Cannon still in hand.

Chan #1 (Defender): Damn you! How many more times must I kill you bastards?

Chan #2: At least one more time, man.

The fight begins.

.
-- vs. Shingo: Rolls his eyes and smirks. When Shingo's done, Chan produces a single $2 note and throws it at him. "Here. Buy a better opening, man."

Taunt:

-- Chan strikes a mock kung-fu pose (Neo from the Matrix) and beckons his opponent forward.

Victory Poses:

-- Chan runs his free hand through his hair, puts his hands in his pockets, and grins.


--Pulls out a book, and reads off a few syllables. Freaky effects start appearing at the edges of the screen.


-- (Desperation) Looks around dazedly, re-holsters the Mage Cannon, and then faints.

-- Twirls his handgun, and does a Jotaro-Kujo point at his opponent. Once again, the Stand copies him.

-- Gingerly walks over to opponent, toes him/her. Chan looks at the screen, and asks:

   "Is it dead yet?"

Draw:

-- Snaps Mage Cannon open, sending many, many shells cascading to the ground.

Loss to time:

-- Throws the Mage Cannon to the floor. It fires, and almost blows his feet off.

Sayings:

-- "Next time you play this game, pick a better team."

-- "Is there a slaughter rule?"
-- "...and given strange eons, even Death can die."
-- [Desperation] "Nice try. No, really. It was. Ow." ***Thud***

-- "The terror you feel in your heart and mind now is only natural. I would fear too if I sucked that bad."

Example combo:

dashing LP, crouching LK, crouching HK, Burning Rave, Gun Jab.

[As if to remind you that he's a mage, Chan's projectile block is a simple extended hand. It looks fairly normal, unless he's blocking a beam, in which case the energy splits and goes around him like Tetsuo deflecting laser beams in Akira.]

[Chan's powers change depending on whether his Stand is on or off. If his Stand is on, it's clearly visible, drifting just behind him like a ghost. His normals gain power and range, as does his toughness. Now, he doesn't go into premature hit-stun, and can't be hit out of his moves. However, he's much slower, and his specials become much weaker, as the Stand requires a LOT of concentration. Also, the Stand can be disrupted by a particularly furious assault, much like Guard Crush. Damage to the Stand is also damage to Chan, rendering it a BIG target.]

Moves:

Throw #1: Ticket to Ride

close, f + D

Chan trips up the opponent, sticking out a leg to keep him down. Then, he kicks him once for good measure, before shooting him/her in the stomach.

Throw #2: Gun Jab

close, f + C

Chan jabs the Mage Cannon into the opponent's side, and pulls the trigger. This move ain't for the faint-hearted: In real life, it'll cover you with gore. In this game, it just hurts. A LOT.

Overhead: Hammerstrike

f + P

A fast pistol-whip with the business end of the Mage Cannon.

Anticipation Counter:

Invocation Of Reversal

qcb, B/D

B Version:

Chan shoves both hands ahead of him, creating a swirling lack vortex in midair. Holding down the button maintains the void. Any projectiles that fly in hurtle in from another hole that opens up right behind the opponent. Does squat against physical attacks, though.

D Version:

This time, Chan simply holds out one hand. If his opponent attacks, the strike bounces off his pentagram with a cool new effect, followed by a blast of force that hurls him/her away.

Unfriendly Fire

qcf + any

(Can be done in air)

Ah, the backbone of Chan's offense. Chan has many, many projectiles, many of which have seen use both in and out of the fights.

A: Magician's Bullet. A blast of something not-quite fire and not-quite lightning. Extremely effective against the supernatural, but very little damage to normal people. You can launch a volley of these bolts by rapidly tapping the button as fast as you can, releasing a volley of flickering blasts. Each successive bolt takes up roughly 1/10th of Chan's Super Bar. This is the reason why holy/profane bolts tend to be staple weapons for fighters worldwide.

B: Malorius Arcanum. Basically? Bad Magic/Hostile Magic. Chan concentrates all his arcane might, and evokes up a coruscating blast of dark matter right where the opponent's standing. The effect's extremely cool: A black sphere appears, with three pentagrammic circles orbiting it. It detonates, sending rune fragments flying in all directions. The screen color also flashes purple-and-green, everything going into a bad photo negative's spectrum for a brief moment, before the explosion.

C: Autopistol. Chan opens fire with his autopistol, firing all over the place in a random, automatic, and rather careless manner. The button may be held down with this weapon only for up to one second, with shots firing every .1 second the punch button is held. Direction of fire is random for each bullet, within the constraints of directly above him to directly below him passing through his line of sight. No lag at beginning, but a short lag at the end that increases slightly if the punch button is held. And let's not talk about reloading lag this time…  

D: Mage Cannon. Chan raises the Mage Cannon, and fires off a shot. AT close range, the 'unarmed' projectiles travel at bullet speed, not fireball speed, and trade hits with other fireballs (Does NOT cancel out other projectiles.) However, if the distance is far enough, the bullets turn into the flaming blasts of destruction Chan prefers. These bolts do stop projectiles, and travel at standard speed. If victory is achieved through these bolts, the message: "[Opponent] was disintegrated by Chan's BFG!!!" appears at the bottom corner of the screen. If the blasts miss, all is not lost: They detonate at the end of the screen, doing medium damage to the victim if he doesn't block, diddle damage if he blocks. If victory is achieved through these blasts, the message "[Opponent] couldn't hide from Chan's BFG blast!!!" pops up instead. 

Damage done is quite high, not to mention that repeated tapping makes him fire up to six times. Problems?

AFTER SIX SHOTS, HE HAS TO RELOAD. And that's very, very bad for you. The reloading animation is automatic at the sixth shot: Chan simply stands there like an idiot if you try to fire one more time. He snaps open the gun, draws a new clip and slams in it. If the animation is interrupted, he has to do it all over again.

Pentagram Curse

Hold C for three seconds, release.

Chan points at his opponent, who flashes suddenly with a black aura. A hexagram snaps into existence around the opponent, slowing 'em down and sapping their strength. This drains Chan's Super Bar at a rapid rate, and does no immediate damage: However, the opponent is slowed, and loses life gradually. The lost life is added to Chan's lifebar. Of course, even the lightest jab on Chan dispels the pentagram, due to loss of concentration.

Pressing A+C detonates the pentagram, blowing the opponent away in a brief explosion. Oddly enough, blocking cuts the damage down to a more manageable level. A great tactic is to cast the spell, then use Chan's other powers to stay away from the opponent, and generally make his life hell.  

Flintlock Dragon

dp + P

Chan drags his right knuckles across the ground for couple of feet (his fist glows whilst he's dragging it) and then does a vertical dragon punch. Drag distance and height of the DP are determined by the strength of the button used. Why? 'Cause everyone and their grandmother has a Dragon Punch these days.

Burning Rave

qcb + p

(starts charge)

Chan charges his opponent, ducking low. He slashes away with the Mage Cannon as he runs, wielding it like a melee weapon. Now, guns are meant for shooting people, but Chan's weapon is well-balanced and sharp enough to be used as a bludgeon. Of course, the Stand's help doesn't hurt either. Chan slashes five times: On the fifth hit, the move can be finished by…

f + P: Gun Jab

qcf + K: The Emperor's sword appears in Chan's hands. He finishes with a neato two-handed side-to-side slash, spinning his opponent across the battlefield.

hcb + K:  Chan slaps a Hexagram Curse onto the opponent. He leaps back, and punches the palm of his hand, right before the spell explodes.

hcf  + P: Igniting himself with blue flames, Chan tackles at his opponent. If he hits, Chan grabs him/her, and pumps his magic into their body, kicking them aside in a flaming heap.

FUSION TECHNIQUE #213: STAND INTEGRATION

ABCD (With Stand on.)

Chan flashes briefly, and then strikes a cool pose. The Stand hurtles into him, and promptly gets absorbed. There's a blue glow, and Chan's alters slightly (The trenchcoat gains new runic markings). He also draws the Stand's weapon, and hefts it in both hands. For the Emperor, that's a sword. But if it's Requiem…Run, 'cause he still uses the Mage Cannon.

Chan gets a small health bonus, and his speed increases by a sizable amount. Also, all punch attacks now involve swipes with the aforementioned weapon, and do a lot more damage. He's ever-so-slightly tougher, and starts to gradually regenerate life.  There's also a new block: Chan brings his weapon up, and braces it with his other arm against the attack.

However, there ARE some drawbacks. First, Chan's Super Bar starts going down rapidly, and all his normal moves involving the Mage Cannon are extremely laggy. He also loses all his throws, and has a much longer recovery time. Also, he can't use the Stand-related moves. Finally…He looks kinda stupid.

Pressing ABCD will end the integration.

Quote:

[Integration]: "Now you've done it."

[De-Fusion]: "Eh…You got lucky."

Sniper Air

hcf + K

Chan smashes out with a vicious swing, helped by a handy boost from his stand. If he connects, he kicks his opponent into the air, and empties the Mage Cannon into their chest, blasting them even further away. Heavy damage, but short range and easy to dodge.

Desperado Dodge

 bb + K

Chan dashes backward very quickly, trailing ghost images. Basically a teleport-dodge: Invulnerable to non-throw attacks as he runs, but can be thrown quite easily, as the entire path of his run counts as grabbable (even if it looks like he's run past the opponent already). Strength of the button determines range; using kick results in a simple teleport, with a small window of recovery time. He snaps the Mage Cannon open and starts reloading as he warps, quickly finishing when he comes to a stop. This is the only way to reload whilst avoiding the hellish delay.

Stand Assault

hcb + A/C

Chan's Stand hurtles across the screen, hacking away with its respective attack: A sword slash for the Emperor, a lunging bite for Requiem. Chan's free to move and to launch more projectiles as need be, but his Stand freezes for a second after the move, a perfect opportunity for you to beat the ever-loving crap out of it. The 'assault' in question varies on the buttons pressed. If the Stand is summoned, Chan auto-charges, once again flailing away with the Mage Cannon in an attempt to do some damage.

A: Angel Slayer. The Stand dashes toward the opponent, weapon leading. It swings the sword around four times: down, up, left-to-right and a 360 degree spinning slash, meant for anyone who tries to roll away.

Bug vs Kula: When he does the Angel Slayer against her, just as the Stand's about to bring the blade down on her, he lands and she looks at him with SD eyes. He can't bring himself to hit her with it, so he just jumps back. Poor guy.

C: Overdrive. This is more powerful than the Angel Slayer. Of course, it only goes off if the startup attack hits. The Emperor lunges across the screen, and does a powerful uppercut swing. If it hits, the Stand promptly leaps up and slashes the opponent with a two-handed jumping swing, followed by a massive horizontal slash, and ended by the same 360-degree slash, which forces the opponent across the screen at extreme speeds.

(Desperation)

Final Judgment / Wachowski Fu

(A.K.A Destroy All Granite)  

qcf, qcf, A/C

Every member on the DHS team has an attack that begins with the word 'Final', and it tends to be a big, painful move. In this case, Chan aims the Mage Cannon, drawing the hammer back with a particularly loud 'click'. He pulls the trigger, and sends both the Emperor and a bullet hurtling at the opponent. One second lag on startup, and a good 1.75 seconds or so lag after she launches, which is another way of saying "Don't miss if you care to live."

 If the bullet connects, the opponent is left open to a continuous barrage from Chan's autopistol, as he proceeds to fill his opponent with large amounts of hot lead, seemingly no longer constrained by the rules of 'ammo'. The Stand joins in the asswhupping, adding to the pain by the careful application of a "Fist of the North Star"-like sledgehammer barrage of fists. Moderate damage if everything connects, but the Super is fast enough and BIG enough to cancel out almost any other kind of projectile attack.

Why the low damage?

And lo, there were blanks. And lo, John Woo rejoiced.

(Desperation)

Genocide

qcf, hcb + K

Chan snaps out a brief spell, swirling his hands in elaborate patterns. There's a brief lag, right before everything around him begins to explode. The move goes about a quarter of the screen to BOTH sides of Chan (he takes out about half the screen in total). This move hurts like hell, taking away a large chunk of life in one hit! God forbid the opponent falls on the explosion twice! Great anti-air move.

After all the explosions, Chan gasps for air for a few moments, before he has enough strength to continue. Once again, this is the time to hit him, as the pause is coincidentally a good substitute for painting a bullseye on your forehead.

(Desperation)

THE WORLD

(Level 3)

f, hcf, rev. dp + B + C

The circle around Chan's feet flickers into vivid life, as he screams "THE WORLD!!!" The screen flashes black, and all color drains out from the battlefield, leaving it in monochrome shades of stark black-and-white. Everything (and I mean everything) is completely frozen in place, leaving Chan perfectly free to run around and hammer his opponent for nine seconds. Just to add to the misery, his frozen opponent cannot block. However, all things present on the screen are still in effect, meaning that Chan can't run through a fireball or a barrier. Also, all hits inflicted are considered part of a combo, meaning that they do decreasing damage with each hit. If the opponent survives, he gets blasted away from Chan, courtesy of an automatic hit from the Stand (no damage.) Incidentally, there is one defense against this move. Basically? Jump. Only Chan's Flintlock Dragon has a chance of reaching you if you're in the air…Maybe.

(SUPER Desperation)

POSTAL

qcf, qcf  + AC

Chan whips out a freakishly large arsenal of modern/futuristic weapons, all mated to two large triggers. Glowing a disturbing shade of red, he braces himself, and starts screaming "DIEDIEDIEDIEDIEDIEDIEDIE-" (You get the idea), right before he proceeds to blast the hell out of the opponent, with a volley of gunfire not seen since Arnold's latest movie. Hell, most of the guns used in the barrage don't even exist-Not yet, at least. The barrage fires all over the place in a random, automatic, and rather careless manner in some fashion of direction in front of him, placing a crater in the approximate position of the opponent, a half-screen wide and loosely aimed. By the time he stops, the background (and hopefully the opponent) has been reduced to a shredded mess. You can see the spectators in the background running like hell, rapidly vacating their seats as quickly as humanely possible.

Thus far, chainguns, several rocket launchers, heavy plasma launchers, RPGs, railguns and a single BFG have featured prominently in the barrage. This is the kind of weaponry you use to take out armies, especially considering the huge jump in technology between there and then. As stated before, that's a lot of 'pain and suffering' flying through the air. Note that Andro's Army Of One SDM might be able to counter this move, quite probably to the detriment of both fighters.

In Chan's own words?

"They both blow up real good."

Andro:

Style:

Unknown. Technically Street-fighting, with modifications.

Button Style:

Standard

1st round opening:

--The screen starts flickering on-and-off, as static momentarily engulfs the TV. When it fades, Andro's there.

-- Reality seems to suck in at a particular spot, which then pops back to normal, disgorging Andro.

-- A portal open. Andro dives through, and rolls to his feet.

-- Andro begins facing away from his opponent, arms crossed. He turns around, uncrosses his arms. The blades slide out with cool noises, gleaming momentarily in the light.

Opening:

-- Flexes hands and neck, which resound with loud popping noises.
-- Andro has no special openings against any character. In addition, those that have special openings against him have a peculiar handicap: If their opener takes longer than Andro's standard opener, he doesn't wait for them to finish, and begins fighting a brief interval after his opening animation finishes.

Taunt:

-- Tosses head in a "come on" gesture, says "Hmph."

Victory poses:

-- Gestures menacingly at fallen victim.
-- [on time] says, "What is a cheap way to win, Alex?"
-- Turns to the screen, and asks "Afraid of the dark?"

-- Standard "I'm so cool the wind blows whenever I win, rustling my hair" pose.

Draw:

-- nukes a random spectator.

Loss to time:

-- Fades back into the shadows, and vanishes.

Sayings:

-- "I would like to say that it was a good fight, except that it wasn't."
-- "It has become painfully apparent that your only intention was to waste my time."
-- "I would much rather destroy the pathetic than to suffer them to exist. You are an example of this philosophy in action."
-- "Geh."
-- "…Suffer."
-- [Desperation] "…And in the day, we talk about anything but night."

Example combo:

Cross-up roundhouse, standing close fierce (2 hits), follow up with the Aerial Slayer, then Heaven's Dance.

[Andro is DHS's answer to Strider Hiryu. He's THE speed-and-priority character for the team, and has the same hellishly long juggle-combos. However, to balance that out, he takes one-and-a-half times the damage all the other characters suffer from the same hits. Actually, you don't really need Andro's special move to inflict damage…He's perfectly capable of hacking his opponents to pieces all by himself, rendering him deadly even in the hands of a beginner. All of his moves involve getting as close as possible to the opponent, so that he can hurt them badly with his normals.]

Moves:

Throw #1:

The Suffering

close, f + P

Reaches out, grabs opponent's arm, and twists. The victim flips and falls to the ground, to the accompaniment of a snapping sound, as bones give way like twigs.

Throw #2:  

Shattered Dreams

close, f + K

Andro grabs his victim and kicks his midsection multiple times, before slamming them into the ground repeatedly.

Blitz Kick

 qcb + K

Triple kick hitting low, then to the midsection, then to the head, followed by either a spinning back kick or a sweep. The second and third kicks are preceded by a short skid forward. The D version starts with the triple-kick, into a spinning back-kick to the head, followed by two jumping spinkicks to the torso and head, which knocks Andro's opponent to the ground. It doesn't continue if the first strike misses, though.

Anticipation Counter: Farevoir Counter Series

hcb + P, tap P

Pitiful range. Excellent speed and priority and can be used to "fish". Essentially a counter move. Used to counterattack an opponent. Can be used to counter any type of physical move, even supers, but the timing is very sensitive. Useless against projectiles and throw maneuvers. Andro brings both blades up in the classic cross-block maneuver, waiting for the opponent to strike. When he/she does, Andro bats away the attack, and counters with a rapid series of stabbing strikes. The damage done with a full-out button mash can be quite considerable.

Shadow Rush

Charge b, f + any

A fast dash (almost a teleport), with a short skid at the end. During the move, an attack may be performed with any of the buttons:

A: [Nami-Wave]
Andro slashes with both arm-blades as he skids to a stop, a rapid-cross-slash series. Low damage, but decent priority.

B: [Arashi-Storm]
Andro dashes past his opponent, and skids to a quick halt right behind them. If someone successfully grabs him, he'll trip, and skid across the floor on his face. Ow.

C: [Soyokaze-Gentle Breeze]
Andro lands a skidding sidekick to his opponent's knee. If he hits, a second Andro then teleports in front of the opponent to toss a haymaker to his face. Both Andros wind up, spin around, and hit their hapless opponent with a double backfist as he falls, knocking him into the background. Hurts like fuck, racks up the dizzy meter, and is probably the single most visually impressive move Andro has.  

D: [Shitenshuu-Death Touch]

Andro strikes at the opponent's throat as he dashes past, sends more red fluid spurting into the air. If he connects, the victim collapses in shock, twitching slightly. This move costs half a Super Bar: If it connects, it starts to drain the opponent's Super Bar, at a rate of 1/10th per second, for the next second. When used as a killing blow, it'll drain one-and-half Super Bars, flat-out. For characters of unusual size, Andro will adjust the height of his attack,

Shadow Edge

qcf + P

(Can be done in air.)

This is Andro's only fireball attack. In the A-version, Andro hurls three throwing stars (The Blades Of Reason) forward, sending the razor-sharp metal splinters hurtling all the way across the screen. There's a lot of blood when they hit…Andro's moves tend to look extremely painful.

In the C version, Andro draws one hand back, and makes a whip-like motion. Wickedly edged knives of Shadow whistle toward the opponent at an extremely high velocity, drawing blood even when successfully blocked. As blocking sharp objects isn't a very good idea, Andro's projectiles do excellent block damage.

Heaven's Dance

dp + P

Andro will dash forward briefly before landing on the ground. If he connects with an opponent, he'll pass right through them without apparent effect. However, the opponent will find himself unable to perform any attacks before he lands, in which case they collapse to the ground as an explosion of blood erupts from their abdomen. After performing this move, Andro will kneel on the ground for a second to recover.

Sliding Takedown

dp + K

A slide that can pass under fireballs higher than a low Tiger Shot. The slide has about the range of Dhalsim's slide, and is therefore very useful against fireball traps. If the slide connects, the victim finds his legs tangled up, and if this were real life, one of them would be broken. Instead, it just does some pretty good damage. Can't go around breaking limbs in a fighting game, can we? :) Blockable.

Aerial Slayer

qcb + K

(air)

Andro leaps up, slicing away with both blades. If he hits his opponent in midair, he slashes the hell out of his opponent with a six-hit assault, right before turning the final move into an overkillish bicycle kick, with the opponent's head still attached to his foot. Hurts…'cause if you were stupid enough to be hit, it's your own fault.

In the air, two trailing shadows follow Andro as he dives for his opponent, no matter what his current position in the air. If he hits, Andro'll grab his opponent, flip over, and perform a completely different (and cooler) combo from behind.

Rush Marine (Soul Duplicate)

hcb + P

Andro begins the attack with a blockable, but invincible charge. The run, due to the damage it precedes, has an extremely short range. If, God forbid, he connects, Andro opens a can of whupass, punishing the opponent with every technique he knows. The rest of the series is extremely complicated, but worthwhile to pull off:

F, F + K: Andro does Terry Bogard's Crack Shot.

qcb + P:  Andro does a nasty spinning backslash, followed by a cross-slice, and ended by his launcher.

hcf + K: Andro summons up his internal strength, and creates a shadowy duplicate of himself, just before the opponent hits the ground. He runs up his side of the screen, and does a Vega-like leap toward the opponent. If nothing is pressed, he'll land on the opponent feet-first, crushing the guy's neck under his boots.

fdf, reverse dp + P: Andro twists in midair, blades extending to their full length. Both Andros tears into their opponent with what some call 'A Legend At Work' and what others call a 'High-Speed Flaying'. There's a small explosion at the final move, as the duplicate crashes into the opponent from above. Most normal people tend to hit the ground in neat, cubed chunks. As there's no decapitation in this game, they simply get very, very badly hurt. There's an incredible amount of agony if you do this move right…However, the last move burns an entire Super Bar, if you connect properly. (All things considered, it's worth it.)

Sky Cutter

 hcf + K

Instead of waiting to make contact, Andro leaps into an overhead arc kick, his outstretched leg leaving a wake of electricity; comparisons to the Genocide Cutter are perhaps inevitable at this point. He'll travel about a quarter-screen distance, and goes just high enough to hurdle a fireball if need be, although you'd need exquisite timing to do it.

If he hits a grounded opponent, he immediately pivots off his back leg and shoots straight back up, sort of like a reversed Lightning Curtain, adding another hit. Andro will do this even if the Sky Cutter is blocked.

Confiscation

Reverse dp. + A/C

Andro crouches with his arms down at an angle, then lunges forward, disappears, and reappears on the other side of his opponent, who appears stunned. He looks at the ball of purple energy in his hands and clenches his fist, absorbing the energy. Opponent unfreezes. 1 hit, no damage. Steals a random attack move (the name of the move appears above Andro). The stolen move cannot be used by his opponent for 15 timer seconds (then the move wears off). Also, the move replaces one of Andro's own, preferably with the same button combination. For example, stealing the Shingo kick would replace Andro's 'hcf + K' move. Cannot be done twice, if Andro's has already 'stolen' a move.

NOTE: this move is telegraphed, unblockable, and goes through projectiles & special moves if timed right. It CAN catch you 1 inch off the ground.

Quote: "Starve, bastard!"  Or "Excuse me."  

(Desperation)

Razor Assault

qcf, qcf + A/C

Andro stands back, glows for a moment, and throws 36 Shadow Edges, one after the other. At the end of the move, he pauses for a second, down on one knee, in a slight crouch. If you somehow dodged the Assault, now is the time to hit him.

If done at point-blank range, the Razor Assault hits 48 times, as his opponent is caught in his flurry of slashes. Anyone struck by the Assault, whether they block or not, will be pushed all the way across the screen. The Razor Assault comes out quickly enough that it can interrupt and cancel out another beam super, and does so on a one-for-one hit exchange.

(Desperation)

Shadow Break

(Formerly Final Showdown)

hcb, dp + A/C

Andro blurs, then vanishes. He reappears one second later, attacking his opponent with a punch, then vanishes again. He repeats this eight more times, throwing in a spinning thrust kick around the sixth hit, before he really unloads. The first twelve hits look a lot like your standard beatdown super, as Andro punches and kicks with unnatural speed. After the thirteenth hit, Andro goes for his blades. Nine more hits pass, faster than most people could follow, and his opponent, on the other hand, sprays blood from a dozen wounds and falls down.

Quote: [Just before the Teleport] "Shadow…" [During The Last Strike] …Break!"

(Desperation)

Dreaming The Dark

qcb, hcf + B/D

Andro waves one arm, and a wave of darkness sweeps forward from him, obscuring the background. If his opponent is on the ground and isn't blocking, he's paralyzed, and the whole screen goes black. About once a second, a different frame is flashed of Andro landing a hit on his opponent, like he was fighting while lit by a strobe light. Fifteen hits later, the screen lights back up. If used as a finisher, Andro strikes his win pose, as his opponent slowly keels over.

(SUPER Desperation)

Army Of One

hcb, reverse dp, qcf, C+D

Andro looks up at his opponent, snarls, and charges him as an army of duplicates begin to storm the screen. The result, should the opponent forget to block, is a severe beating in the best Custom Combo tradition, except that the "real" Andro gets lost somewhere along the way, and the occasional duplicate sneaks in behind the opponent. When the move ends, an exhausted Andro reappears across the screen from his opponent.

The duplicates can be countered, blocked, dodged, or even ACed, but one has to be very fast on the stick or very tricky to avoid them all. Teleporting, flying, a well-timed series of jumps and blocks, or something like the Orochi Nagi can all counter this, but the move lasts for about ten seconds. With luck and skill, the duplicates can be counterhit or avoided for a little while, but eventually, they'll wear down an opponent by sheer volume.

Jiazheng

Style:

Bushido

Button Style:

Standard

1st round opening:

-- Jiazheng, walking idly onscreen, notices the opponent, whaps himself in the head, "Not again...", and reaches for his sword.

-- Alternate 1: Stands straight and unsheathes his sword an inch using his thumb, before resheathing it and getting into his usual stance.

-- Alternate 2: Bow gracefully and says, "Fight well." Pauses, then says: "I mean, fight badly."

-- Alternate 3: Jiazheng takes a few practice swings with his katana, and then goes into his pose. Note the sparks of green flame around the bat.

Opening:

-- Straightens his hair (his degree of success depending on which outfit he's in) looks around, notices opponent and gets into normal stance.
-- Draws his sword. "Aku." Points it at the opponent. "Soku." Slashes downward and resheathes his sword. "Zan."
-- Growls, whips out a small SD doll of opponent, tosses it in the air, and uses sword to reduce it to paper-thin cross sections which float lightly to the ground.

-- Jiazheng does one of the above three poses, but a green-flame demon-thing rises behind him and chuckles towards the end. Jiazheng blinks and looks behind him, but it vanishes before he can see it. "... huh."

Taunt:

-- Looks towards screen, shrugs.

Victory poses:

-- Adjusts his gloves, energy emanating from his left hand.
-- Draws his sword, does three slashes, and spins his sword before resheathing it.

(Randomly, Jiazheng will accidentally slide the sword into his leg instead. He'll look down, freak out, and collapse.)
-- Takes a very Shingo-like stance and shouts, "Yoooooooooshii!"

-- Sheathes katana, turns away from screen, arms folded, a slight breeze ruffles his hair.
-- [desperation] Coughs twice. ^_-

Draw:

-- Draws his sword and wipes it clean with a cloth, a mild look of contempt on his face.

Loss to time:

-- Leans against his sword like a cane. "Not bad."

Sayings:

-- "This is your ass. This is your ass getting handed to you. Any questions?"

-- "He slices! He dices! Look at that tomato! You could even cut a tin can with him-- but you wouldn't... want tooooo!"

-- "I learned to fight from the best; I guess you learned to bleed from the best."

-- "The more blood you draw, the more my strength grows. Ouch."

-- "You win? No? Good. Means I did it right."

-- [vs. Ryan] "OH MY GOD! WE KILLED RYAN! WE'RE BASTARDS! Sorry, just had to."
-- [desperation] "..."

Example combo:

jump D, C, df + C, Anrui - Chi dashing C, Sinistral


Moves:

Throw #1: Cutter Reverse

f/b + C (close)

Jiazheng grabs the opponent, slams his right fist (and his sheathed sword) into the opponent's face, spins clockwise to slam his right elbow into the opponent's gut, and then turns back the other way to perform a slash that knocks the opponent into the far wall.

Throw #2:

Final Cut

f/b + D (close)

Gently tosses sword up, end-over-end. While it's in the air,  hits with a left-right-left-backfist combo. He finishes by catching the sword as it falls and instantly performing a backhanded slash across his opponent's chest.

Overhead: Tanegashima Stomp

b + B

Jiazheng performs a downward thrust kick, planting his foot into the opponent's gut and pushing forward/down. Note that if the opponent is ducking, then Jiazheng ends up planting his foot into his/her forehead, slamming him/her backwards and into the ground with a heavy stomp.

Anticipation Counter:
Ryu Kan Sen Ikazuchi

f, b + A

Jiazheng swings his sheath forward. If an opponent attacks, he knocks the opponent's attack away, continues spinning around while he draws his sword, and uses his momentum to nail his opponent with a counterclockwise slash.

Sinistral

Reverse dp. + P

Jiazheng lays into the opponent with a left elbow, a right elbow, a left hook, a spinning right backhand, an upwards palm strike to the opponent's chin, and finally, a shoulder charge that knocks the opponent into the wall. His only unarmed attack.

Ground Zero

 qcf + P

A: Razor Wind. This move was developed with a lot of help from Andro. Jiazheng slashes at the air, creating a crescent-shaped blast of wind that flies across the screen. If blocked, it does no damage; if it hits, it does light and blows an opponent all the way across the screen, although they remain on their feet. Holding down the button increases the force of the wind.

C: Emerald Shockwave. Jiazheng slams his katana into the floor instead, sending a line of green flame racing across the ground towards his opponent.

Anrui

qcb + P

Jiazheng drops into a low crouch for a moment, holding his katana up. It acts as a block as any attack aimed at him. It can be followed up by any button press, after the initial qcb + P motion:

A: Hitotsu. Jiazheng slashes twice before resheathing his sword. Standard combo finisher

B: Chi. Jiazheng upward with his sword. If it connects, Jiazheng spins around, slamming the impaled opponent's head into the ground behind him. Will only connect on an airborne opponent.

C: Ten. Jiazheng draws his sword and slashes vertically. The angle of the slash makes it an acceptable anti-air move. Fast.

D: Mujokan. Jiazheng swings the katana forward, impossibly fast in a horizontal arc. A thin silver line forms: It grows brightly and the opponent is caught by a violent slash.  

Power Drive

hcf  + K

A sort of "mini-super" dashing attack. Jiazheng runs forward, tossing his katana into the air, to land a left-right-left combination, ending with a low punch to the stomach. At this point, it can be left alone, and the opponent will fall to the ground, or:

…Switchblade. (f + D,D). Jiazheng's wakizashi snaps into his hands. He promptly stabs it into his opponent, and takes his time yanking the blade out.

…Amok. (b, qcf + A) Jiazheng teleports back, grabs his katana and teleports to his opponent again, lashing out with a two-handed forward slash that knocks the opponent into Low Earth Orbit. Note that the opponent can Throw Escape out of this.

…Million Knives. (hcb + AC) Jiazheng teleports back, hurling three Razor Winds in rapid succession. He pauses for a second, yells, and slashes downward in an X pattern, releasing a single large Razor Wind that rips up the floor on the way to the opponent.

Channel

 D, D, A+C

Jiazheng doubles over, screams, then lashes out with a BIG blast of flame all around him, arms outstretched and body almost doubled over backwards (think Iori b'fore he lays the Maiden Masher SDM Riot-of-the-Blood smackdown). Excellent priority, damage and range... but does 10% damage to him. He can NOT perform a Channel is he's at or under 10% health. Once done, he'll return to his normal stance, his katana covered in green flames. It'll burn for the rest of the round, granting him increased damage and priority. Unfortunately, the fires stop burning after the next three special moves. Use it well.

Force Spike

 hcb + K

Jiazheng performs an short upwards palm thrust aimed towards the opponent's chin. If he successfully grabs the opponent, he'll hold them slightly off the ground by the neck as his glove begins to glow, burning the opponent (and slowly draining from his bar in the process). Mash on the K button to increase the effect. At maximum power, after about half a level's worth of drain, Jiazheng's glove detonates, knocking the opponent away in a massive explosion.

Deadly Rave

 hcb + P

Another of those famous multipart moves. The A version is completely stationary, while the C version has a quick dash forward. Hit another button at any time, for:

A: Dominion Strike. Jiazheng rushes forward, sword held out. If connects, he blurs, running a massive horizontal slash across the screen. He ends up behind the opponent, katana held out to one side, as a large gout of blood spouts from a new wound on the opponent's body.

B: Concussion. Jiazheng grips the katana with both hands, bringing it down in an extremely powerful Heaven-To-Earth Cut. There's a spherical explosion of white loud, punctuated by a deafening noise. If he hits the opponent, he does hellish damage, as a deadly explosive blast flings the victim's broken body away. If not, a massive cloud of smoke is blown up, completely obscuring Jiazheng's portion of the screen for a few seconds.

C: Betrayer. Just before striking the opponent, Jiazheng spins 'round, to connect with a behind-the-back slash. *Badass* damage, but slow startup. Also, it does damage to Jiazheng too, draining half a Super Bar.

Sword Upper

 dp + A/C

Jiazheng does a standard sword upper, leaping up to slice around him with a massive katana slash. However, he's holding the wakizashi in his other hand. The standard trick of walking in after a Dragon Punch will only get you cut here.

(Desperation)

Musouzanko

qcf, qcf + P

Jiazheng runs forward with an inch of his sword drawn out of his sheath. If he connects, he runs around the opponent at ludicrous speed, slashing the opponent several times in the frame of a couple of seconds. When he returns to normal velocity, he skids to a halt behind the opponent, sword drawn. He spins his sword, and the moment he resheathes it, the opponent's body contorts as blood spurts from the many, many, many cuts that Jiazheng just inflicted on his foe.

(Desperation)

Oblivion

 hcb, qcf + K

A trick he learned from his old sensei. Jiazheng draws the sword from his sheath with a lightning-quick slash. If he connects at point-blank range, the opponent gets rocked with a massive slash as Jiazheng resheathes his sword. Jiazheng's slash releases a powerful shockwave, which appears as a D! Magnum-size distortion, appearing a fraction of a second after the slash and lasting an instant. In either case, if the move is blocked or whiffs (the projectile version can easily miss if the opponent is in the air), Jiazheng drops to one knee to catch his breath before resheathing his sword, during which the opponent can easily counterattack.

(Desperation)

Musashi no Shuugeki

 dp, hcb + P

Whips out his katana and wakizashi and starts doing the Musouzanko on crack and steroids. He will continue to do so until seven seconds elapse or he gets hit out of the move. During the blaze of swords, Jiazheng can jump, move, or even dash forward, but cannot turn around. If, gods forbid, he hits at the very start, this super will pull an opponent's life down by half, varying from when the opponent got sucked in. Block damage is decent, especially if the opponent has to block the whole thing. This move has insane priority to the point where it will eat five seconds worth of any frontal attack-- even a beam super-- and suck in anyone who touches the slash area, but if none of the slashes connect cleanly, the recovery time is pretty much suicidal, as Jiazheng catches his breath for two seconds/five clicks or so.

This one does big damage (with one Bar), really big damage (two Bars), or Oh Hell What On Earth Was That damage (three Bars)... if you were stupid enough to get caught by it.

Terrible Swift Sword

hcb, hcf + AC

This is perhaps the deadliest move amongst the entire DHS Team. Thank God it's an SDM…Jiazheng glows, holding his sheathed katana with one hand. Careful observers will note that he holds the fragment of another, far more ancient sword near the hilt for the briefest of moments. He then leaps into midair, rips the sword from his scabbard, and brings it down with all his might. Nothing special so far, right?

But this time, the katana lengthens and widens, a 'virtual' image developing around the blade. By the time it finally hits the ground, it's roughly ten stories long and one wide, turning the blade into an impossibly heavy, flaming mallet of sharpened steel, big enough to take prime cuts out of Godzilla. Technically, he could chop a building in half with it, if he really wanted to. Covers the entire screen.

Now, this attack can't be blocked. I mean, block something that sharp? You got to be kidding. The tick damage alone is more than enough to kill anyone. Teleporting doesn't work either, as you can't teleport forever, and the impact is pretty likely to knock you out of the move. (Teleporting behind Jiazheng does work, though.) Can't be dissipated, countered, or reflected either, as it's too darn big and too darn powerful.

All this power, though, comes at a price. Jiazheng is extremely vulnerable during the opening animation: He's not invulnerable at any point, and even the lightest jab will knock him out of it. Of course, by the time he's in the air, you'll wish you were in the next country. This move is all of the above, cause if you were stupid enough to let him hit you with the sword, you deserve to die.