Battle Arena Toshinden 2 Plus - Strategy Guide (Page 06)
Below are the cheat codes, hints and help for Battle Arena Toshinden 2 Plus - Strategy Guide (Page 06).
ARC SLASH
MOTION: D,DB,B + W or H Slash in the air
NOTES: Targets onto foe, but doesn't home. A very fast attack that has alot of good hit-&-run
potentials. Very fast, so can catch reckless fighters off guard. Makes as a good jump in.
Damage: Block:
SICKLE DANCING
MOTION: D,DB,B + W or H Kick in the air
NOTES: Some projectiles can be cancelled, while its flight can be controlled. Hard to time as a
jump in, so use after a Homing Swallow to utilize its fullest potential.
Damage: Block:
HOMING SWALLOW
MOTION: D,DB,B + W or H Kick
NOTES: Homes in onto opponent's and flys around in a circular path. Can confuse a person with its
movements, while Ellis can drop out with an attack or land in a different spot for safety. Speed,
height, and hangtime can be controlled. Can start other air attacks.
Damage: Block:
=ULTIMATE SACRED TECHNIQUE=
(When Overdrive Gauge is filled)
KISS KISS KISS
MOTION: WS+WK+HS+HK simultaneously
NOTES: Almost the fastest move in the game. Will reverse & counter almost any attack, whether
physical, energy-based, or even air attacks. Distance isn't a problem, so use as a defensive
tool or in combos
Damage: Block:
=SECRET FATAL TECHNIQUE=
(When Health Gauge is low and flashing)
FRENCH KISS
MOTION: F,B,F,B + HS
NOTES: Unlike the Homing Swallow, this cannot be controlled. A two-part move, 1st part (Homing
Swallow) does no damage. 2nd part starts on two conditions: 1) Final slice during Homing Swallow
must connect. 2) Even if final slice connects, Ellis must be within proprer range. No longer a
super-damaging attack, use in conbos or as a counter.
Damage: Block:
=HIDDEN TECHNIQUE=
STARDUST NIGHT
MOTION:
NOTES: Multi-combination attack that homes in slightly with each consecutive hit. Sickle Dancing
and sparkle spray cancels some projectiles.
Damage: Block:
=UNIQUE ABILITIES=
POLITE STAB
MOTION: Press Select
NOTES: Weak, and very risky. Use as a final blow or against airborne foes.
Damage: Block:
SWALLOW BLADES
MOTION: F,D,DF + W or H Slash during Homing Swallow
NOTES: Basically her Air Slash attacks. Will travel horizontally, making it a very useful jump
in. Height, speed, and hangtime can be controlled.
Damage: Block:
SWALLOW KICK
MOTION: Doing an early Swallow Blades, press W or H Kick
NOTES: Basically her Air Kick attacks. Will travel horizontally. In TSD2 this move had its own
motion. Now, since its motion is taken away, it has to be setup from afar through Swallow Blades.
Damage: Block:
========================================
========================================
========================================
<<>>
=Chain System=
Close Far
----- ---
STAND CROUCH STAND CROUCH
WS=HS WS=HS WS=HS WS=HS
WS=HK WS=HK WS=HK WS=HK
WK=HS WK=HS WK=HS WK=HK
WK=HK WK=HK WK=HK WK=HK
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
**GAIA**
"He Took Off His Armor So He Could
Concentrate on Training his Physical Body"
Stats
------
Height: 214cm
Weight: 91kg
Blood Type: O
Age: 40
Nationality: Japan
Occp: Master Monk
Weapon: Bad End
Health Gauge: 601
STAGE: Sea of Japan
RIVAL: Ellis
===============================================================================================
STORY
As the Himitsu Kessha found out the truth behind the last Battle Arena Toshinden, Gaia
was branded as a traitor and was marked for death. During his flee, he received an invitation.
The sender was Uransu, his former colleague and long time enemy. "No matter where I hide, he
knows where I am,"* he thought. Gaia took off his heavy armor as he headed towards the battle.
===============================================================================================
*The confusion this remark makes in the American manual of TSD 2 is understood. In the Japanese
manual, it is not said whether Gaia's referring to a girl or guy, but the words he uses refer to
someone of a high, respectable status. Thus, he is possibly referring to Master.
<<>>
DURING SELECTION SCREEN:
-Kudaki! Shini!
Trans: I will crush you to death!
DURING BATSU AND IGARASHI:
-Batsu!
Trans: Punishment! / Suffer!
=Victory Quotes=
FANTASTIC:
-Omae no you na yatsu no kuru tokoro de wa nai.
Trans: You do not belong here. (Lit. It seems that you are not one of those that come (belong)
here.)
SKILLED:
-Ki ni suru na. (Laughter) Omae ga yowai no dewa nai.
Trans: Don't worry. (Laughter) You are not a weak person. (But you are not strong either.)
ROUGH:
-Atowa washi ni makaseru.
Trans: Leave the rest for me to handle.
RING OUT:
-Oroka na.
Trans: Foolish one.
========================================
========================================
========================================
<<>>
THROW: IKARI (Anger). Grabbing & hoisting his opponent up by the neck, he blows them away as
his hand explodes with energy. Having insane reach and priority, Gaia can abuse his throw to
the fullest. With his strong defensive play, anyone that comes into reach can be sent back
where they came from.
Damage: 96 Range: Far
=BASIC ATTACKS=
WS
--
STAND
--Close: Fan smack. Comes out quick, but some hesitation during recovery time, so be sure to
chain/2-in-1 into another attack. Not too great as a combo starter, but it will get the job
done.
Damage: 24 Block: B 2-in-1: Yes
--Far: Straight stab. Pretty quick and has long range, especially since Gaia steps forward a
bit. A bit of lag on the recovery, so be sure to tag something after it immediately. Also hits
a bit high, so be careful around low crouching/small foes. Good as a combo starter, reversal,
poking, and counter attack.
Damage: 24 Block: B 2-in-1: Yes
CROUCH
--Close: Inward cut. Fairly quick, but don't use alone. Also, range isn't very long, so be sure
that you're upclose to the opposition. Best used defensively in starting combos after blocking
an attack.
Damage: 24 Block: B 2-in-1: Yes
--Far: Low stab. Has long reach and high priority over many attacks. Use from afar, and Gaia
is almost untouchable. Best in combos, poking, and countering.
Damage: 24 Block: B 2-in-1: Yes
AIR
--Jump & Flying: Flying cut. Fairly quick in execution and lasts for a good while. Angled
downwards, so it will stop many attacks under him. Good as a jump in.
Damage: 37 Block: U
HS
--
STAND
--Close: Downward cleave. Strong attack that can hit a person if their slightly unaligned to
Gaia's left side. This is especially handy on all characters, since ducking under it won't help.
Works great in combos upclose.
Damage: 49 Block: B 2-in-1: Yes
--Far: Outward wide-cross slash. Has major priority in range and can tag a person even if they're
unaligned with him. Aims a bit too high, and may miss at times. It's not Gaia's fastest attack,
so don't use it all the time. Best to use this in combos, and as a reversal from out of your
foe's attack range.
Damage: 49 Block: B (A) 2-in-1: Yes
CROUCH
--Close: Upward-angled cross slash. Useful upclose, but reach isn't as good. Slight delay in
recovery time, so cancelling into a FT if blocked is a must. Use in close combos.
Damage: 49 Block: B 2-in-1: Yes
--Far: Low downward cleave. Best substitue when Stand HS isn't working. Very strong, and reach
is very good due to the small step-forward motion. Will stop alot of air assaults if timed
carefully. Shoudn't be used on its own, for if blocked, foe can reverse your attempt. Use in
combos.
Damage: 49 Block: B 2-in-1: Yes
AIR
--Jump & Flying: Falling downward cleave: Gaia's best air attack, for its strenght is unbeatable.
Reach is good, while will beat almost any attack. Use & abuse.
Damage: 74 Block: U
WK
--
STAND
--Close: Twisting back thrust kick. A useful attack that should be used at any chance. Best
paired with Far HK. Use in combos.
Damage: 24 Block: B (A) 2-in-1: Yes
--Far: Shin kick. Not too useful because it doesn't chain. Slow recovery and timing leaves Gaia
a target to agressive fighters. Use from afar for poking and countering.
Damage: 24 Block: B 2-in-1: No
CROUCH
--Close: Low ground kick. A very universal attack, this will start alot of combos. Can be linked
more than once, while pushing out foes with this is essential. has high priority as a counter
against low attacks. Use in all types of combo's, especially long conbos.
Damage: 24 Block: D 2-in-1: Yes
--Far: Low toe stab. Similar to its closer version, has longer reach & will extend combos
started by Close Low WK. Poking is a must, so don't be afraid to stick this out. Just remember
that it doesn't chain into HK.
Damage: 24 Block: D 2-in-1: Yes
AIR
--Jump & Flying: Flying knee butt. A bit slow in execution, a good attack for untimed jump ins.
Can cross over if used with Oboro.
Damage: 37 Block: U
HK
--
STAND
--Close: High axe kick. A double-hit attack that should be used upclose. If the 1st hit doesn't
strike, move becomes a 1-hit, slow attack that is easy to block. Can be used as a counter
against airborne foes upclose. Use in very short combos.
Damage: 49+49 Block: B 2-in-1: Yes
--Far: Thrusting spin kick. While startup is slow, attack has incredible long reach. From afar,
will counter almost any attack. In far combos, attack works like an essential ender. Use from
a distance for best results.
Damage: 49 Block: B 2-in-1: No
CROUCH
--Close: Crouching leg kick. Very quick in execution. Once blocked, can be opened for attacks.
Cancel into a FT to escape/continue assault if blocked. (i.e. Oboro or Tsubame) Use in quick
1-2 combos.
Damage: 49 Block: D 2-in-1: Yes
--Far: Reverse sweep. Has long reach & can beat many attacks. Once blocked, Gaia will be left
open for attack. Use in quick combos, a counter, or a reversal.
Damage: 49 Block: D 2-in-1: No
AIR
--Jump & Flying: Flying side kick. Strong, lasts for a long time. A very essential jump in.
Damage: 74 Block: U
=BACK ATTACKS=
High S: Retreating slash. While its reach & connection leaves alot to be desired, move will keep
Gaia out of harm's way. Has a wide arc, so will provide good protection. Use if opponent's
charging in.
Damage: 62 Block: B
High K: Turn snap kick. A very strong hit, but aims abit high. If it connects, can try to follow
up with a fast attack. Stick this out against careless fighters.
Damage: 56 Block: B (A)
Low S: Turn low thrust. Reach is decent, useful, and safe. Can followup with another attack
once it connects. Use if you want to start a combo.
Damage: 37 Block: D
Low K: Ground sweeper. Fancy looking, but works well against back attackers. Recovery time is
slow, so make sure that it connects.
Damage: 74 Block: D
=DASH ATTACKS=
WS: Drill thrust. A multi-hitting attack that isn't an instant winner. Gaia will not stop in his
rush, meaning if done too close, foe can reverse the attack. Best at a distance.
Damage: 12x3 Block: B
HS: Wide arc cutter. A fan/sword combo, this triple-hitting move is best close. From far move is
still good. Has sidestep potential. Back may be turned to foe when done close, so be wary. Won't
hit low blocks that well, so also be careful.
Damage: 37+37 Block: B (A)
WK: Diving heel drop. A double-hitter that works like an overhead. A good combo starter, can
follow with a combo once move connects. Once blocked, however, Gaia's an open target.
Damage: 31+31 Block: U
HK: Mid Drop Thrust. Although strong, recovery time is very slow. Even if this connects, foe can
reverse almost any attack of choice. Works as an overhead. Use as a final blow on a weaken
opponent, or if you're willing to take punishment.
Damage: 49 Block: U
=DOWN ATTACKS=
Close Range: Elbow drop. A bit slow, while its forward moment may make him miss. use from
mid-far range.
Damage: 24 Block: B
Far Range: Ground crusher. slow in execution, so use immediately once foe drops to the ground.
Strong, but be wary of retorts if done too slow.
Damage: Block: B
<<>>
BOTAN (Plant Peony)
MOTION: B,DB,D,DF,F + W or H Slash
NOTES: W goes upwards, best used against airborne opponents. H goes down across the ground,
which'll stop almost any attack and projectiles. H should be relied on most, for it's very
strong & does good damage whether blocked or hit.
Damage: W=49x2(air only); H=49x5 Block: B
OUGI (Fan)
MOTION: D,DB,B + W or H Slash
NOTES: W is a quick cross slash, while H is a stab/ wide cross slash combo. Only the fire on the
tip of the sword will cancel some projectiles. Will miss most characters that crouch, especially
small characters.
Damage: W=56x2 {59x2}; H=62x3 {65x3} Block: B
TSUBAME (Swallow)
MOTION: F,D,DF + W or H Slash
NOTES: A sidestep/dashing sword thrust attack. W makes Gaia jump to the right, while H makes him
jump to the left. May miss crouching foes, while, if it does hit a crouching foe, Gaia will keep
running by.
Damage: 31x4 {32x4) Block: B
TSUKI NO WA (Moon Crescent)
MOTION: B, F + H Slash
NOTES: Overhead chop that'll stop most air attacks. Has long reach, so use in combos, mainly
after a HS
Damage: 62 {65} Block: B
OBORO (Hazy)
MOTION: D,DB,B + W or H Kick
NOTES: Homes in on opponents. May fly around opponents in a circle if up close. Speed, height,
and hang time can be controlled a bit. Air attack during this move is possible.
Damage: 0 (Varies with air attack done) Block: N
=ULTIMATE SACRED TECHNIQUE=
(When Overdrive Gauge is filled)
BATSU (Punishment)
MOTION: WS+WK+HS+HK simultaneously
NOTES: Far leaping overhead drill. Best as a counter against projectiles.
Damage: 3+(6x7)+37 Block: U
=SECRET FATAL TECHNIQUES=
(When Health Gauge is low and flashing)
GOUKA NO KURENAI (Crimson Hellfire)
MOTION: F,DF,D,DB,B,DB,D,DF,F + H Slash
NOTES: Forward-sliding attack that targets in, but doesn't home. This has to be used in combos,
or it will not hit to its fullest. Does good block damage, but leaves him a target afterwards.
Will stop most projectiles, so blaze through 'em close to snag foe.
Damage: 10x25 Block: B
=HIDDEN TECHNIQUE=
IGARASHI (Surname, translated "50 Storms")
MOTION: U,UB,B,DB,D,DF,F + H Kick
NOTES: Short leaping overhead stomp. Best upclose and as a counter against projectiles. Flaming
descent may cancel some projectiles.
Damage: (3x18)+39 Block: U
MARYUUJIN (Devil Dragon Blade)
MOTION: U,UB,B,DB,D,DF,F + H Slash
NOTES: Fan, sword, and fire combination attack. Targets in, and homes just slightly. Various
hit connections and hit endings. Fire on sword will stop some projectiles.
Block: B
Maryuujin Hit Variation Chart**
1) 3+3+74+3+74+3+74+3+3+74 (Perfect;Complete;Near-impossible to get)
2) 3+(74x3)+3+74 (Normal)
3) 3+(74x3)+(3x6) (Fire Stream Ender)
4) 3+(74+3)+74 (No fire)
5) 3+(3x3)+3+(3x5) (No sword)
6) (74x3)+3+(74 or [3x5]) (No fan)
7) 74+74+74+74 (No fan or fire)
8) 3+74+74+3 (Unusual)
**Hits go as followed: Fan=3;Sword=74;Fire=3. First 2 hits are done by the fan. Afterwards, only
sword & fire.
========================================
========================================
========================================
<<>>
=Chain System=
Close Far
----- ---
STAND CROUCH STAND CROUCH
WS=HS WS=HS WS=HS WS=HS
WS=HK WS=HK WS=HK WS=HK
WK=HS WK=HS WK=HK
WK=HK WK=HK WK=HK
=Extra Link=
D,F,DF + WK(Stand WK) D,DB,B + HK(Stand HK)
--------------------- ---------------------
=Hits: 1 =Hits: 1
=2-in-1: =2-in-1: No
=Chain: No =Chain: No
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
**TRACY**
"With Tonfa in Hand and a Grave Expression
on her Face, this Female Cop Shouted, 'Freeze!'"
Stats
------
Height: 164cm
Weight: 48kg
Blood Type: B
Age: 21
Nationality: USA
Occp: Police Woman
Weapon: Tonfa (Stungun equipped)
Health Gauge: 540
Rival: Sofia
STAGE: Docks
RIVAL: Sofia
===============================================================================================
STORY
She was a righteous female cop who always let her opponent strike the first blow so that
she could use self-defense as an excuse to exert maximum lethal force. She received an invitation
to the Battle Arena Toshinden and thought, "I'm glad it wasn't a request for a written apology."
Relieved, she picked up her Tonfas with a new gleam in her eyes.
===============================================================================================
<<>>
DURING SELECTION SCREEN:
Yaaaaaaaaaaah!!
DURING TAUNT:
Keiko ni naranai yo!
-Trans: Yo, I'm going all out here! (Lit. Hey, this won't be practice!)
DURING BULLDOG CHEEK:
Bulldog Cheek!!
=Victory Quotes=
FANTASTIC:
Yaru ki, ano ka na.
-Trans: Is that all ya got or what? / I wonder, is that your best?
SKILLED:
Yowai yo mou.
-Trans: Man, you're pathetic.
ROUGH:
Naka-naka yaru ja nai ka?
-Trans: You still wanna rumble?
RING OUT:
Ochiru na! Kuso!
-Trans: Don't bail out! Come on and fight! S--t!
========================================
========================================
========================================
<<>>
THROW: SKY PILEDRIVER. Decently strong, unexpected, and easy to use. If you can keep your
opponent on the defensive, getting in close and grabbing them is a cinch. On turtlers who plan
to reverse whatever you throw at them, just fake an attack, rush up and throw them. This'll
also reverse the tables on anyone who's able to keep Tracy on bay, for her throw will put her
in mid range, essential for agressive pressuring. While you can ring a person out with this if
close enough to the edge, it's best not to use this when your back's to the edge. Tracy'll
literally bounce out, causing you to be the loser.
Damage: 105 Range: Normal
=BASIC ATTACKS=
WS
--
STAND
--Close: Straight tonfa jab. Fast, good power, and an essential combo starter, for it's easy to
chain with. Recovery time is a bit slow, so be sure to cancel into something immediately. Use
in combos.
Damage: 31 Block: B 2-in-1: Yes
--Far: Tonfa flick whip. Pretty fast, a 2-hitter, and has good range. Safe to stick out if it
connects, but cancel into another attack, for its recovery time is a bit slow. Good in combos,
poking, and in pressuring.
Damage: 24+24 Block: B 2-in-1: Yes
CROUCH
--Close & Far: Low tonfa flick. Pretty fast, a 2-hitter, and is safe to use. Good in combos,
poking, and in pressuring.
Damage: 31+31 Block: B 2-in-1: Yes
AIR
--Jump & Flying: Double tonfa beat. A double attack that doesn't connect well. Attack point is
very short, only hitting a bit after you hear her swing each tonfa. Unless used with her King
Slave, it's best not to use this.
Damage: 37+37 Block: U
HS
--
STAND
--Close: Straight tonfa punch. Strong attack that will beat many attacks upclose. Stun is long,
making an essential setup for Crazy Planet. Use in combos, mainly quick 2-in-1's.
Damage: 49 Block: B 2-in-1: Yes
--Far: Downward paired tonfa thrust. A far-reaching attack that hits low. Safe for poking so
long as it connects. Can go under high attacks if timed correctly. Use as a combo ender.
Damage: 43 Block: D 2-in-1: No
CROUCH
--Close: Upward tonfa whip. A strong hit that's great in combos due to its speed. Recovery time
is a bit slow, so be sure to cancel into another attack once it hits. Can beat airborne foes if
timed correctly. Use mainly in combos.
Damage: 49 Block: B 2-in-1: Yes
--Far: Low tonfa backhand spin. A pretty fast attack that has long reach. Good as a low counter.
Use in combos, especially in long combos.
Damage: 43 Block: B 2-in-1: Yes
AIR
--Jump & Flying: Paired tonfa beat. A strong attack that is fast and will beat many attacks.
Great as a jump-in and as an anti-air attack.
Damage: 56 Block: B
WK
--
STAND
--Close: Front toe stab. Speed of both startup and recovery is a bit slow, making it blockable
at times. Range is good, as well as its power. Use after a jump in.
Damage: 31 Block: B 2-in-1: Yes
--Far: Low spin kick. An insanely fast attack that has alot of range due to her boot knife.
Don't abuse its reach, however, for when you miss, it gives the opposition time to attack. Use
in combos of all types, countering, poking, and pressuring.
Damage: 24 Block: B 2-in-1: Yes
CROUCH
--Close: Heel lift/drop combination. An insanely fast hit that works wonders upclose.
Cancelable after 1st or 2nd kick. Use in all types of combos, especially long combos.
Damage: 31+31 Block: D 2-in-1: Yes
--Far: Low toe stab. A fast attack with a bit lag time after its execution. Can be used in
combos due to its long reach, but better at poking, applying pressure, and as a low counter.
Damage: 24 Block: D 2-in-1:
AIR
--Jump & Flying: Flying toe kick. Quick, reliable, and will beat almost any attack due to its
long attack point. Will pretty much last throughout her jump. Use as a jump in or to beat
airborne foes.
Damage: 37 Block: U
HK
--
STAND
--Close: High snap kick. Strong attack, but has some lag time in its recovery time. Will stop
airborne foes if timed correctly. Stun is long, making it an essential setup for Crazy Planet.
Use in fast, 2-in-1 type of combos.
Damage: 49 Block: B 2-in-1: Yes
--Far: High spin kick. Fast, high attack that has good reach, but will miss often if used in
long combos, especially if chained after a WK. If it misses, opponents will have time to
reverse her. Can stop airborne foes if timed correctely. Use in close, short combos.
Damage: 43 Block: B 2-in-1: Yes
CROUCH
--Close: Low spinning hook kick. A fast attack that hits hard. Won't knock a foe down. Range is
short, so its best to use in quick, 2-in-1 combos.
Damage: 49 Block: D 2-in-1: Yes
--Far: Low ground thrust kick. Speed is decent, while its reach is very long. Cancel into
another attack, for it won't stop even on contact. Works well with IMC. Use in long combos,
pressuring, and as a low counter.
Damage: 43 Block: D 2-in-1: Yes
AIR
--Jump & Flying: Somersault heel drop. Fast attack that can be done continuously, chaining into
itself again. Good as a jump in, better against airborne foes.
Damage: 56 Block: U
=BACK ATTACKS=
High S: Turn tonfa punch. Slow attack, but insanely strong. Stick this attack out, for the
damage is worth the risk. Use when the opposition is running up on you.
Damage: 74 Block: B
High K: Turn snap kick. Slow attack, but insanely strong. Will hit both high & mid level,
making it good for hitting even the shortest of opponents. Use when the opposition is running
up on you.
Damage: 74 Block: B
Low S: Low turn tonfa whip. A bit slow, but insanely strong. Possible to link in another attack
if fast enough. Use as a low counter close, especially when you want to regain the offensive.
Damage: 74 Block: B
Low K: Low turn stomp kick. A low attack that hits mid level. Very strong attack that can be
followed with another hit if fast enough. Use as a low counter.
Damage: 74 Block: B
=DASH ATTACKS=
WS: Paired tonfa tackle. A fast hitting attack that has good reach, and seems to stop any
attack that an opponent may try to do. Even if the opposition sticks out a move first, Tracy's
attack seems to still beat it, rarely trading hits. Recovery time is very slow, leaving her
open for punishment even if it does connect. Will usually cross by a foe close, giving her a
chance to escape. Although risky, use if you don't mind taking a blow.
Damage: 24 Block: B
HS: Paired tonfa drop. A far reaching attack that hits overhead, as well as beating low attacks.
Can also follow up with another attack if fast enough. Use as a follow up after an attack or
combo.
Damage: 49 Block: U
WK: Knee slide. A decently fast attack that hits 3 times. Applies good pressure, but its
recovery time is slow, making it easy for an opponent to reverse her. Also possible to follow
up with an attack if attack if done at its maximum range. Use as a follow up after an attack or
combo, or to apply pressure.
Damage: 9x3 Block: B
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