
Moveslist for Kenji - SMvC: EOH Version 



---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 


2P / 3P = Any Two Punches / All Three Punches 

2K / 3K = Any Two Kicks / All Three 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



---=MVC System=----------------------------------------------------------------------------

Advancing Guard	    = PP (Ground or Air)

Aerial Rave 	    = U, UF, or UB after opponent is launched to perform an air combo

Escape Roll - Short = Hold F (Forward) or B (Backward) 

Escape Roll - Long  = 2P (Forward) or 2P (Backward)

Variable Counter    = B, DB, D+P or K while blocking (Ground or air, uses 500 pts from the Super Gauge) 

Launcher            = MK-MK, D+MK-MK, DF+HK, HP during Kagero (Run) 

Midair Launcher     = U+LP (See "Midair Aerial Rave" section for more on this)

OTG Combo Starter   = D+LK / D+MK / D+HP



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

GROUND
------
Botan Otoshi (Peony Slice)  = F+MP

Kidachi Harai (Rising Oak)  = DF + HK (Launcher)


AIR
---
Chigi Otoshi (Upper Strike)         = U + LP (Air)

Kibashi Kudaki (Axe Kick)           = D + MK (Air)

Komainu Taoshi (Air Gun) - Down     = D + HK (Air)

Komainu Taoshi (Air Gun) - Straight = F + HK (Air)


MISCELLANEOUS
-------------
Kumogakure (Cloud Concealment) = U or UF or UB while in midjump

Kinkyu Teishi (Sudden Stop)    = Hold D while running to stop early



---=Throws=------------------------------------------------------------------------------

GROUND
------
Shura Fusha (Violent Spiral) = Close, F or B + HP

Yasha Odoshi (Blind Blow)    = Close, F or B + HK 


AIR
---
Shoten (Great Leap)          = Close, F+HP 


---=Special Combos=----------------------------------------------------------------------

Dougane Kudaki (Armor Buster)   = HP, F+HP

Tsubame Kurakuri (Swallow Play) = MK, MK (Launcher) or D+MK, MK (Launcher)

Danjiri Ate (Body Blow)         = LP, F+HP or D+LP, F+HP

Futakubi Orochi (Twin Serpents) = F+HP, HP


---=Special Moves=-----------------------------------------------------------------------

1) Ichimonji (Line) = D, DF, F + P (Ground or air)
   ----------------
Desc: Multiple kunai toss, with some appearing as illusions. 


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


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

LK: Player 1 side
MK: Middle of the screen
HK: Player 2 side


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

   -Follow Ups During Kagero-

LK (Run)	  		                
--------        		       		
Otori (Decoy) = K
Desc:  Illusion dodge, with a clone appearing to distract the opponent.

Sukui (Scoop) = D+K  
Desc: Sliding kick to sweep down the opponent.

Danjiri Ate (Body Blow) = P (Launcher)
Desc: Illusion running strike. 


MK (Short Jump)
---------------
Botan Otoshi (Peony Slice) = P
Desc: Diving sword slice. Can lead into a ground combo once Kenji lands.

Kiba Tentou (Cavalry Fall) = K
Desc: Diving kick to knock down the opponent.


HK (High Jump)
--------------
Komainu Taoshi (Air Gun - Diagonal) = K
Desc:  Gun discharge from a high height.

Komainu Taoshi (Air Gun - Down) = D+K 
Desc: Gun discharge to take down airborne opponents.

Komainu Taoshi (Air Gun - Straight) = F+K (Air)
Desc: Gun discharge from above the opponent.

Yagura Oroshi (Pierce) = P
Desc: Air strike that can lead into an air combo.

Shoten (Great Leap) = F+P
Desc: Kenji lands on and jumps off the opponent, slamming him/her into the ground.



5) Rasetsujin (War Cleaver) = F, DF, D, DB, B+P
   ------------------------
Desc: Powerful double sword attack. Strength of button determines speed & reach



6) UGC (Ultimate Guard Counter) = B, F+K 
   ----------------------------
Desc: Guard attack to blow through the opponent's offense (only against physical attacks). Button 
      pressed determines type of counter move.

    -Counter Types For UGC-

LK: Suigetsu no Jin (Water Moon Formation)
Desc: 3-man illusion assault.
- While initiated, press nothing = Var. 1 (Close Range)
- While initiated, hold P        = Var. 2 (Long Range)
- While initiated, hold K	 = Var. 3 (Anti-Air) 

MK: Muso Zan (Uneven Division)
Desc: Front & back sword assault.

HK: Enmazuki (Devil Thrust) 
Desc: Charging strike.


---=Hypers Combos=-----------------------------------------------------------------------------
	
1) Homura Tsumuji (Flame Thrower) =  D, DF, F+PP
   ------------------------------
Desc: Grand fire breath attack.


2) Bakuryusho (Exploding Dragon) = D, DB, B+KK
   ------------------------------
Desc: 5 sky-high blasts of explosions.

  
3) Jumonji (Cross) = D, DF, F+KK (Ground/Air)
   ---------------
Desc: Multiple kunai assault that has semi-homing abilities.


---=Infinity Hyper Combo (Requires 3 bars in the Super Meter)=---------------------------------

1) C.O.R.E (Champions of Red Earth) = B, D, DB + PP 
   --------------------------------
Desc: Kenji is assisted by his fellow companions from Red Earth to finish his opponent off with a
      grand finale!


---=Chain Combos=-----------------------------------------------------------------------
                
Kenji uses the standard MvC style combo system with some additional structuring. While the basis 
is the standard Light-Medium-Heavy, Punch-Punch, Kick-Kick, and Punch-Kick, some of Kenji's
basic attacks have special rules & restriction. Special Combos also fall into play here. See 
below for a detailed listing of Kenji's combo system.

1) Standing 

LP-MP-HP-F+HP or DF+HK
LK-MK-HK or HP
MP-HK or D+HK
MK-HK or D+HK
HP-HK or D+HK
MP-DF+HK
LP-HP


2) Crouching

LP-MP-HP or DF+HK
LK-MK-HK or Standing HP
MP-HK or Standing HK
MK-HK or Standing HK
MP-F+HP
LP-HP or Standing HP


3) Air

LP-LK-MP-MK-HK or F+HK or D+HK
LP-MP-HP
LP-LK-U+LP-MP or MK


---=Midair Aerial Rave=------------------------------------------------------------------

Kenji possesses the ability to launch an opponent while in midair, which can lead into a Midair
Aerial Rave. The 2nd hit of U+LP (Kidachi Harai) normally registers as a regular hit, but 
under specific conditions it will launch an opponent high into the air. When this sequence 
comes into play, Kenji can execute a special air jump that works like a super jump, making it 
possible to then execute an Aerial Rave. This sequence is initiated only if jump LP or jump LK 
is chained into U+LP.

Possible Midair Aerial Rave Sequences
--------------------------------------
Jump LP-U+LP (2nd hit connects) -Hold Up (Super Jump) = Aerial Rave 
Jump LK-U+LP (2nd hit connects) -Hold Up (Super Jump) = Aerial Rave
Jump LP-LK-U+LP (2nd hit connects) -Hold Up (Super Jump) = Aerial Rave

Note that the easiest way to execute a Midair Aerial Rave is by 1st launching an opponent from 
the ground, then going into the forementioned sequence -- thus, leading into a double Aerial Rave.
You can combo as regular during an Midair Aerial Rave, but you won't be able repeat the sequence
again by chaining either jump LP or jump LK into U+LP.     



---=Cancel System=-----------------------------------------------------------------------

Basics into Specials and Hyper Combos - Kenji has the standard 2-in-1 cancel system, where basic 
-------------------------------------
attacks can go into Special Moves or Hyper Combos. Special Moves like Ichimonji, Rasen Kyaku
and Hyper Combos like Homura Tsumuji and Jumonji can be cancelled into from most basic attacks.
Some Special Moves and Hyper Combos, however, can only be cancelled into through specific basic 
attacks. Here are a few examples of these special cases.

1) F+MP or F+HP = Bakuryusho

2) HP, F+HP = Utsusemi

3) Crouch HP = Rasetsujin 


Specials into Hyper Combos - Kenji can also utilize this special cancel system, going into Hyper 
--------------------------
Combos through his Special Moves. There needs to be the required super energy in the Super Meter
in order to do this. Here are the Special Moves that are capable to canceling into Hyper Combos.

1) Rasetsujin

2) UGC (Suigetsu no Jin only)

3) Kagero (Small Jump, High Jump, Boton Otoshi and Yagura Oroshi)



---=Notes & Tips=------------------------------------------------------------------------------

BASICS

-F+MP (Botan Otoshi) can cut through most normal and special projectiles if timed correctly.

-Kenji has 4 different launcher set-ups: MK-MK, D+MK-MK, DF+HK, and HP during Kagero (Run). 
 MK-MK and DF+HK can be blocked anyway, but HP durin g Kagero (Run) can only be blocked while 
 standing, and the initial hit of D+MK-MK has to be blocked low. Use each one to your advantage.

-Initial swing of Rasetsujin is blockable low. Also, Kenji is invincible to most attacks while his 
 sword is sheathed and his color darkens. Once he reverts back to his original color, though, he 
 will be vulnerable again. On top of this, both sword cuts can cancel out normal and special 
 projectiles.

-Ground and Air variants of Variable Counter can be controlled in terms of direction of the 
 attack. As the move is initated, hold Up to shoot upwards or hold Down to shoot low to the ground 
 for the ground version, and hold Forward to shoot straight or hold Down to shoot downards for
 the air version. If no direction is pressed, then Kenji will do the default attack for both 
 versions: standing straight shot during the ground version, and a diagonal downward shot for the 
 air version.

-Utsusemi can be steered after reappearing.

-By default, Kenji will reappear at a set height during Utsusemi if the opponent's stand on the 
 ground. Against airborne opponents, however, Kenji will adjust and appear a distance above his
 opponents no matter how high they may be in the air, aalthough he will appear closer depending on
 how high his opponents are upon initiating this move.

-During MK and HK version of Kagero, Ichimonji (Air) can be executed, while Jumonji can be done 
 through HK version of Kagero.

-Shoten during HK version of Kagero will connect on either an airborne opponent or a standing 
 opponent.

-Kenji has short invincibility upon startup against basic and special moves during C.O.R.E. 
 However, Hyper Combos will stop Kenji in his tracks.

-UGC can only stop normal and special physical attacks. Anything else will go through his defense.

-The opponent can recover after hitting the ground during Yasha Odoshi.

-Ground version of Jumonji starts with Kenji teleporting into the air through Utsusemi. While Kenji 
 is vulnerable at startup (same as his regular Utsusemi), Kenji is invincible to all attacks once 
 he completely darkens & is invisible.

-If you Hyper-cancel into Jumonji through ground-based moves, you will get the ground version, while
 Hyper-canceling during air-based attacks will produce the air version of Jumonji. 



