*All damage counted as pixels done on big-dude-with-military-pants(default 2P character) with full health.
Iām using the movenames in the FAQ on gamefaqs.
Note that Sakumas moves was mislabeled in that FAQ, all punches were switched for kicks and vice versa.
X = Heavy Punch
Y = Light Punch
A = Heavy Kick
B = Light Kick*
Sakuma (red clothes, pipe, ponytail)
far A [9 damage]
close A [8 damage]
air A [9 damage]
Seems fairly easy to cross-up with
far B [4 damage]
Itās extremely hard to hit an opponent with this unless they walk into it. The window of distance where this hits and before it turns into close B is very tiny.
close B [4 damage]
air B [5 damage]
Very similiar to air A, same cross-up potential
far X [8 damage]
close X [8 damage]
Looks just like far X, just two hits connect⦠Same damage though?
Each hit does 4 damage each.
air X [8 damage]
no good for cross-up
far Y [3 damage]
close Y [3 damage]
air Y [3 damage]
Looks just like air X, but seems to have much more cross-up potential. Maybe my imagination?
throw (forward+X) [13 damage]
Wall Jump Kick (downback,upforward+B, can charge downback) [10 damage]
Kinda like Sols move in GG: Jumps backward, then flies forward with a kick. Pretty obvious that itās coming, so easy to block. But long reach.
Wave Kick (HCF+A/B) [11 damage(A) or 8 damage(B)]
Slides a long way forward, then comes up with a kick. Looks neat.
The FAQ on gamefaqs says it is safe from projectiles. Itās not completely invincible though, I can be punched out of it at least.
Flying Frankenstainer (down+A in air) [10 damage]
A dive that throws the opponent if it hits. Can be blocked high but not low.
[super] WAVE (forward,backward,down,forward+A) [43 damage]
Unblockable! Sakuma slides across the floor and grabs the enemy if he hits them.
Seems it wants you to not do a halfcircle for the back,down,forward part. Weird.
(didnāt have time to do the crouching attacks, Iāll get them later)