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    FAQ/Move List by AnotherGamer

    Version: 1.6 | Updated: 01/26/05 | Search Guide | Bookmark Guide

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    Denjin Makai 2/Guardians movelist
    Arcade version
    Version 1.6 (01/26/05)
    By AnotherGamer (gamer777@hotmail.com)
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    1. Disclaimer
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    Use for whatever you want, as long as money isn't involved and 
    I'm credited as the maker of this FAQ.
    
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    2. Contents
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    1.Disclaimer
    2.Contents
    3.Legend
    4.Screen layout
    5.Items
    6.General moves
    7.Special move types
    8.Character-specific movelists
    8.1 Zel Dia
    8.2 Jinrei
    8.3 Skullbyule
    8.4 Girulian
    8.5 Kurokishi
    8.6 Rou
    8.7 Tulks
    8.8 P.Belva
    9.Combos
    10.Credits
    11.Revision history
    
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    3. Legend
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    Legend
    U=Up(jump)
    D=Down(crouch)
    F=Forward
    B=Backward
    A=Attack
    J=Jump
    P=Projectile attack
    +=Press together
    /=Or
    hA=Hold A
    
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    4. Screen layout
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    I'll assume you understand what terms like 1P mean and what that 
    row of numbers means (player number and score if you REALLY don't 
    know), so I'll just skip to what matters.
    
    Character name: Yes, this DOES matter. When it's flashing, you 
    can perform your character's super move. This'll be explained in 
    greater detail below.
    
    Life: Your character's life. Represented by 10 blue bars. Unlike in
    most games, each bar has varying degress of emptiness, although it's 
    more of a curiosity than anything else. If it empties completely, you
    lose a life, and if you lose all lives, you need to use a continue to 
    resume playing. 
    
    Your life gauge has 2 other uses, too:
    
    1) As you beat up enemies, each segment of your life gauge lights up.
    Once they're all lit up, your name begins to flash, allowing you to 
    use your super move once. Notice that you need to light up as many
    segments as you currently have in your life gauge to make your name 
    flash, making it easier to light them up when you don't have as much 
    life left. Notice that if you take too long to use a super move, your name
    stops flashing after about 20 seconds or so, meaning you need to relight
    the segments to make it flash again.
    
    2) If your life gauge drops below 3 units, the remaining segments 
    turn red and your name begins to flash. Unlike above, your name keeps
    flashing even after you use your super move or 20 seconds passes, 
    meaning that you can keep using it until you either die or pick up a 
    life-restoring item that brings your life gauge to 3 units or higher.
    
    Pow: Your power meter. Each special move you perform consumes
    varying amounts of power from the power meter, super moves obviously 
    consuming the most. To restore lost power, you can do 4 things:
    
    1) Simply beat up enemies. This is the simplest way to restore lost
    power, as that's what you'll be doing 90% of the time anyways. Notice
    that any hits landed on enemies with special moves also refill the
    gauge, allowing you to easily earn back the amount of power used to
    perform the move.
    
    2) Stand still. If you stand still for around a second without doing
    anything, your character goes into a charge pose if they have lost
    any power. The lenght of the charge required to fill up the meter
    depends on the amount of lost power, but it should never take more 
    than 3 seconds or so, as the charge rate increases drastically after
    the first second of charging or so.
    
    3) Pick up power-restoring items. Most of these look like spray cans.
    
    4) If you have 3 or more life gauge segments remaining and perform a 
    move that consumes more power gauge than you currently have, you'll
    do what is known as an "overcharge" as seen from the text that appears 
    on top of your character's head as your character performs the specified 
    move. It restores your power gauge completely (minus the amount of 
    power it took to perform the move you tried to perform), but it consumes 
    1 gauge from your life gauge.
    
    If you try to perform an overcharge when you have less than 3 life
    gauge segments remaining, an "empty" sign pops up and your character 
    goes into an uncancelable charge pose that fills your power gauge in 
    about 1 second, but makes you extremely vurneable to enemy attacks, 
    which is bad news when you don't have much life remaining. 
    
    "<number> hits over": This charming Engrish statement is basically
    what the game blurts out when you land 3 or more hits in succession
    on a single enemy. It doesn't have any real purpose besides getting
    bonus points after you beat a stage, although high hitcounts and combos 
    that lead into then are always nice to see.
    
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    5. Items
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    Various objects: As expected, all items are either contained in these
    or dropped by enemies. You can pick these up and throw them by walking
    next to them and pressing A.
    
    Valuables: As in countless beat'em-ups before this one, picking these
    up will give you points. That's it.
    
    Food items: Surprise surprise, these restore varying amounts of life.
    
    Power items: There's 2 types of these. First one simply restores your
    power gauge to full, but the second type (the one with the infinity 
    symbol painted on the can) replaces your power gauge segments with 
    the word "unlimited" and gives you infinite power gauge for around 10 
    seconds or so.
    
    Sword: Most characters can wield this, and some of them can even 
    perform new special moves with it. Notice that the type of sword 
    used depends on the character: these will be listed in the 
    character-specific movelists. If your character can't wield the sword, 
    you can pick it up for points instead.
    
    Bar: Most characters can wield this, and some of them can even 
    perform new special moves with it. If your character can't wield the 
    staff, you can pick it up for points instead.
    
    Grenade (or "bomb", as the game calls it): As expected, most 
    characters just chuck it and let it blow up. However, Skullbyule has
    quite the unique way of using it, which will be mentioned under his 
    movelist.
    
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    6. General moves
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    Joystick: Move the character (duh). Pressing F, F will make your 
    character run left or right, and pressing U, U or D, D will make your 
    character flip/cartwheel/dash/whatever into or out of the background.
    Notice that you can only perform dash attacks when running.
    
    Walk into an enemy: Grab. Grabbing an enemy allows you to perform 
    a variety of close-ranged moves, such as knees and throws. 
    
    A: Attack. Pressing it alone will make your character perform a weak
    jab or kick of some sort, but if you connect with it and keep pressing A, 
    you'll perform a combination of moves that'll usually knock the enemy 
    down. 
    
    Notice that you can change the type of attacks the character
    uses in the combo by holding U, F or D as you tap A. While the 
    direction held doesn't always perform a specific type of combo, the 
    combos done when holding U are generally the flashiest and may involve 
    the character jumping into the air for the last hit, and the combos done 
    when holding D are generally shorter than normal, allowing you to knock 
    down enemies faster in case you need breathing space and don't want to 
    waste life or power doing either desperation move. In addition to
    attacking while standing, you can attack while jumping, running and
    grabbing an enemy. These will be discussed in further detail in
    character-specific movelists.
    
    Hold A: Block. Notice that you start blocking only after around half
    a second after you hold the button: to start blocking immediately, 
    press B+A. Blocking protects you from most frontal enemy attacks, but 
    bosses usually have unblockable attacks you have to evade somehow 
    instead. You can also counter enemy attacks by tapping F just when you 
    block one. Most special moves are performed by inputting the correct 
    combination of directions while blocking.
    
    Press B, A: Back attack. Like stated above, you can't press B and A
    together, as that makes you block instead, so you must press B first.
    Back attacks hit an enemy that's directly behind your character, and
    knock them down.
    
    J: Jump. You can jump straight up, into any direction, or while 
    running. Notice that the type of jump attack you'll execute depends 
    on the type of jump you're performing. To jump backwards without 
    turning around, press B+J.
    
    P: Projectile attack. Your character performs a long-ranged attack 
    that hits any enemies in the direct line of fire. These will be 
    discussed in further detail in character-specific movelists. They 
    take 4 power bar segments to perform.
    
    Recovery moves: When you're knocked down, there's 2 things you
    can do to put you in a better position to counterattack.
    
    1) Hold D or U. This'll make you do your upward or downward dash 
    as soon as you get up, which is usually enough to get you out of the 
    way of any attacks the enemies might hit you with.
    
    2) Mash any button(s) and wiggle or spin the joystick rapidly. 
    Yes, it's not a very well defined way to describe it, but I'm pretty sure 
    there's no more specific methoid to execute them. This'll cause you to 
    execute your rising attack that'll knock down any enemies near you. 
    Rising attack descriptions are listed in respective character movelists.
    
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    7. Special move types
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    While all characters share the same 5 special moves that are 
    performed the same way and are listed in the character select screen, 
    all of them have at least 5 other special moves or abilities that 
    aren't listed anywhere. Below is a listing of all the listed moves,
    and most common unlisted ones.
    
    Note that unlike in most fighters, you don't need to input the commands 
    right after another: as long as you input them in the right order and fulfill 
    the flashing name and power bar requirements, the desired move will 
    always come out, no matter how long of a delay you keep between each 
    direction tap.
    
    hA, B,F: For most characters, this is some sort of a long-ranged 
    attack that hits enemies in a horizontal line in front of the 
    character. All of these moves consume 2 power gauge segments 
    unless otherwise noted.
    
    hA, D,U: For most characters, this move usually involves the 
    character jumping into the air while simultaneously attacking the 
    enemy. All of these moves consume 2 power gauge segments unless 
    otherwise noted.
    
    A+J: The scrolling beat'em-up stable since the dawn of Final Fight,
    the escape move. As expected, this move hits everywhere around the 
    character and and makes them invincible for the duration of the 
    move. However, this move consumes 3 segments of power gauge instead of  
    life gauge like escape moves in scrolling fighters usually do.
    
    A+P: Power escape move. These moves either hit in a wide radius 
    around the character, or they hit all enemies in front of the 
    character. They always do large amounts of damage, but as always, 
    there's a catch: all of them consume 3 segments of life gauge when 
    performed. Notice that you can't perform them if you have only 3 life
    gauge segments left: also, you can't go below 3 life segments when you
    perform this move with less than 6 life segments remaining.
    
    A+J when grabbing the enemy: Some characters have powerful special
    throws which do large amounts of damage and consume varying 
    amounts of special gauge.
    
    A+J when jumping: Some characters have jumping specials: these 
    usually hit ground enemies for a nice amount of damage.
    
    Varying commands when equiped with a specific weapon: All characters
    except P.Belva have some sort of a special move they can perform when
    they have a weapon equiped.
    
    Varying commands when the name is flashing: Super move. All of these
    generally do huge amounts of damage, large amount of hits or look flashy, 
    or any combination of the three. The downside is that they consume the 
    most power bar, around 5 segments, and you need to have flashing name
    to use them, as stated above.
    
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    8. Character specific movelists
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    General moves will be listed first, followed by grabbing moves, 
    character-specific moves and abilities, general special moves, 
    unlisted special moves, weapon-specific moves, and finally 
    super moves.
    
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    8.1 Zel Dia
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    General moves:
    
    A rapidly: A slashing combo done with her claws ending in a 
    roundhouse kick.
    
    Hold F, A rapidly: Rapid claw slashes ending in a spinaround slash
    and a charging claw strike.
    
    Hold U, A rapidly: Rapid claw slashes followed by a high kick and a 
    Shinkuu Katategoma-like move where she stands on one hand and 
    spins around horizonally with her legs extended.
    
    Hold D, A rapidly: A quick slash combo ending in a charging twin 
    claw strike.
    
    B, A: Crouching high kick.
    
    Jumping A: High upward jump kick.
    
    Jumping D+A: Twin heel drop.
    
    Forward jumping A: Jumping backturned roundhouse kick.
    
    Dashing A: She flips forward and hits the enemy with her heels/ass. 
    Hard to tell from her pose.
    
    Dash-jumping A: Spinning drill kick. Does multiple hits.
    
    Counterattack: Spinaround wing swipe.
    
    Rising move: Sweep into wing swipe.
    
    
    Grabbing moves:
    
    Grab, A rapidly: Hopping knee strikes, she flips away afterwards.
    
    Grab, F+A: Forward flip throw.
    
    Grab, B+A: Backward flip throw.
    
    Grab, J: She jumps into the air and slams the enemy down by falling 
    on them.
    
    Grab, F, F: She leaps forward while holding the enemy, slamming them 
    against ground by sitting on their face.
    
    
    General special moves:
    
    hA, B,F: She charges forward spinning claw first while trailing 
    shadows, hitting all enemies in front of her multiple times. She 
    flies upwards at the end of the move, and she can perform a jumping 
    attack as the move ends.
    
    hA, D,U: She leaps upwards, striking the enemies with her wing.
    
    A+J: She spins around with her wings extended, hitting all enemies 
    around her.
    
    A+P: She rises into the air and spreads her arms and wings, releasing
    glowing feathers all around her.
    
    P: She takes out a gun and sweeps the area in front of her with rapid 
    fire. 
    
    
    Character-specific moves and abilities:
    
    J, hold J: She hovers in mid-air. You can move her around while she's
    hovering; if you keep holding J, she drops down after around 3 
    seconds. If you release J while she's hovering, she loops back and
    dives downward while trailing shadows. While she's diving, you can
    press A for a diving claw strike, which consumes 1 segment of the 
    power bar.
    
    Dash-jump, hold J: She dives down while trailing shadows, much like
    in the above move. Likewise, you can press A as she's diving to 
    perform the diving claw strike, which consumes 1 segment of the power 
    bar.
    
    
    Unlisted special moves:
    
    Grab, A+J: She leaps offscreen while carrying the enemy, and slams 
    the enemy into the ground while spinning and drilling into them with 
    her claws. Takes 2 segments of the power bar.
    
    Jump, A+J: She dives downward spinning with claws extended. 
    Takes 2 segments of the power bar.
    
    
    Sword-specific moves:
    
    Type of sword gained when picked up: One-handed sword
    
    A rapidly: Triple slash combo.
    
    Dash, A: Overhead slash
    
    A+J while dashing: She does a leaping downward slash that creates a 
    forward-travelling shockwave. Takes 2 segments of the power bar.
    
    
    Super move: 
    
    hA, U,D,F: She rises into the air while trailing shadows and throws
    her arms forward, shooting down 3 spheres of ice that freeze any 
    enemies that aren't killed by the attack.
    
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    8.2 Jinrei
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    General moves:
    
    A rapidly: 2 palm strikes into a high kick and a leaping kick.
    
    Hold F, A rapidly: 2 palm strikes, elbow strike and a 2-hit high 
    sidekick.
    
    Hold U, A rapidly: 2 palm strikes, upward sword slash followed by a 
    leaping upward sword slash.
    
    Hold D, A rapidly: 2 palm strikes, overheard sword slash.
    
    B, A: Turnaround axe kick.
    
    Jumping A: Flying sidekick.
    
    Jumping D+A: Downward sword stab.
    
    Forward jumping A: Downward crescent kick.
    
    Dashing A: Horizontal sword slash.
    
    Dash-jumping A: Jumping overhead sword slash.
    
    Counterattack: Mid side kick.
    
    Rising attack: Backflip kick.
    
    
    Grabbing moves:
    
    Grab, A rapidly: Overhead sword stabs.
    
    Grab, F+A: Spinaround side throw.
    
    Grab, B+A: Stomach throw.
    
    Grab, J: Leaps into the air with the enemy, stabs them with his 
    sword as they fall.
    
    Grab, F, F: Leaping shoulder throw.
    
    
    General special moves:
    
    hA, B,F: He charges forward spinning with his swords extended.
    
    hA, D,U: He leaps into the air while slashing with his sword.
    There's apparently a powered up version of this move where his body
    is surrounded by yellow rings of energy as he performs the move, 
    butI don't know how it's done.
    
    A+J: He spins around, hitting enemies around him with a flaming 
    sword.
    
    A+P: He does a sweep that creates a yellow circle around him, 
    which explodes into a pillar of energy as he kneels down and poses.
    
    P: He throws 2 groups of 4 large shuriken.
    
    
    Character-specific moves and abilities:
    
    Jump to the edge of the screen, F+J: Wall jump.
    
    Any direction+A next to an airborne enemy while jumping: Air throw.
    
    J, DF/DB+J: Heel stomp. He bounces off after the hit, allowing you
    to either repeat the move or follow up with some other air attack.
    
    
    Unlisted special moves:
    
    Dash, A+J: He does an overhead cross slash with both swords, 
    creating a cross-shaped projectile that travels along the ground. 
    Takes 2 segments of the power bar.
    
    Grab, A+J: He does a high kick that sends the enemy high into the
    air, he leaps after them to smash the enemy back into the ground 
    with a backflip kick, and finishes off the move by falling on the 
    grounded enemy and stabbing them with his sword. The bad thing 
    is that he can be hit easily during the second part, and if there's a 
    wall in the way, all hits may not connect. Takes 2 segments of the 
    power bar.
    
    
    Sword-specific moves:
    
    Type of sword gained when picked up: Katana
    
    A rapidly: Triple slash.
    
    Dash, A: Horizontal slash with the sword followed by another 
    slash with his own sword.
    
    hA, D,U: Upward slash with the sword followed by a leaping slash 
    with his own sword. Takes 2 segments of the power bar.
    
    
    Super move:
    
    hA, F,F,B,F: He poses and sends out an ice deer, a firebird and 
    an electric dragon.
    
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    8.3 Skullbyule
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    General moves:
    
    A rapidly: Tongue jab, straight punch, upward swipe, elbow spike 
    slash.
    
    Hold F, A rapidly: Tongue jab, straight punch, upward elbow spike 
    slash, extending claw punch.
    
    Hold U, A rapidly: Tongue jab, straight punch, upward elbow spike 
    stab, donkey kick.
    
    Hold D, A rapidly: Tongue jab, straight punch, tail swipe.
    
    B, A: Backward claw swipe.
    
    Jumping A: Downward claw slash.
    
    Jumping D+A: Downward elbow spike stab.
    
    Forward jumping A: Downward elbow spike slash.
    
    Dashing A: Ground roll.
    
    Dash-jumping A: Two handed downward punch.
    
    Counterattack: Elbow spike uppercut.
    
    Rising move: Leaping roll.
    
    
    Grabbing moves:
    
    Grab, A rapidly: Ground slam.
    
    Grab, F+A: Throw away.
    
    Grab, B+A: Backward claw throw.
    
    
    General special moves:
    
    hA, B,F: Overhead elbow spike slash.
    
    hA, D,U: Bends downward and extends spikes on his back.
    
    A+J: Spreads both hands and poses as he's surrounded by a series of 
    small explosions.
    
    A+P: Rears back and shoots a thick beam of energy from the 
    openings in his chest.
    
    P: Opens up his claw and shoots out several insect projectiles that 
    home into the enemy.
    
    
    Character-specific moves and abilities:
    
    Grab, any direction: Move while holding the enemy.
    
    Grab, J, A: Throws the opponent into the air and impales them on his 
    horn.
    
    hA, D,Dx3: Kneels down and stabs the ground. If he first hit 
    connects, he follows up with stabbing downward with his claw while 
    standing and booting the enemy away. Like its lack of range would 
    suggest, this move is made to hit lying opponents, although it can 
    hit standing ones if Skullbyule is practically overlapping them.
    
    Jump, A+P: Floats in midair and radiates beams of energy all around 
    him from the openings in his chest. An air power desperation move, 
    basically. Does around the same amount of damage and consumes 
    the same amount of life as his ground power desperation move.
    
    
    Unlisted special moves:
    
    Dash, A+J: Leaps forward while hitting the opponents with an 
    extremely long horn. Takes 2 segments of the power bar.
    
    Grab, A+J: Lifts the enemy into the air and charges them with energy.
    Takes 2 segments of the power bar.
    
    
    Grenade-specific moves:
    
    A: Opens up his claw and hits the enemies with a medium-ranged 
    energy blast.
    
    Dash, A+J: Dashes forward with an energy claw. Takes 2 segments of 
    the power bar.
    
    
    Super move:
    
    hA, F,F,B,F: Stabs forward with an extremely long energy-charged 
    elbow spike. Turns the enemies purple of all colors if it connects.
    
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    8.4 Girulian
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    General moves:
    
    A rapidly: Jab, high kicks ending in a roundhouse kick.
    
    Hold F, A rapidly: Jab, high kick into 2 advancing roundhouse kicks.
    
    Hold U, A rapidly: Jab, high kick, 2-hit axe kick.
    
    Hold D, A rapidly: Jab, high kick, high side roundhouse kick.
    
    B, A: Turnaround backfist.
    
    Jumping A: Upward jumping front kick.
    
    Jumping D+A: Downward stomp.
    
    Forward jumping A: Downward flying kick.
    
    Dashing A: Overhead knuckle.
    
    Dash-jumping A: Forward-flipping axe kick.
    
    Counterattack: Quick backfist
    
    Rising attack: Rising mid roundhouse.
    
    
    Grabbing moves:
    
    Grab, A rapidly: Gut punches.
    
    Grab, F+A: Overhead throw.
    
    Grab, B+A: Backward overhead throw.
    
    Grab, J: Flipover throw.
    
    
    General special moves:
    
    hA, B,F: Triple hurricane kick.
    
    hA, D,U: Leaps into the air and throws down a ball of fire that 
    explodes into a spiralling column of flame. You can determine how 
    high he leaps and thus how far the ball of fire flies depending on
    how long you hold A after inputting the motion.
    
    A+J: Leaps straight up, spinning around with flaming fists extended.
    
    A+P: Shoots 2 blasts of energy into the air from his fists: he then
    crouches down and motions with his arms, causing rays of energy to 
    rain down from the skies and explode.
    
    P: Raises his fist in front of his face and shoots a laser beam that 
    sweeps from the ground level to in front of him.
    
    
    Character-specific moves and abilities:
    
    J, hold J: He descents slowly from his jump: while he's descending, 
    you can press double-tap in any direction to flip to that direction.
    
    hA, D,D: Does a slide kick. If it connects, you can press U to follow 
    up with a leaping upward kick.
    
    Dash, A+J when next to enemy: Running bulldog.
    
    
    Unlisted special moves:
    
    Dash, A+J: Does a 2-hit leaping swipe with his arms with his fists 
    ablaze. Takes 2 segments of the power bar.
    
    Jump, A+J: Does a spinning drill kick that hits the enemy multiple 
    times. Tap A during the drill kick to follow it up with a rising kick.
    Takes 2 segments of the power bar.
    
    
    Sword-specific moves:
    
    Type of sword gained when picked up: Rapier
    
    A rapidly: 2 stabs into a reverse overhead slash.
    
    Dash, A: Reverse overhead slash.
    
    hA, D,U: Rapid stabs followed by an upward slash. Takes 2 
    segments of the power bar.
    
    
    Super move:
    
    hA, U,D,F: Does a series of advancing kicks with shadows trailing 
    him. The way this move hits enemies is pretty weird: any normal 
    enemy hit by any of the kicks is lifted in mid-air, where they take a 
    fixed amount of damage before finally falling down when Girulian poses 
    at the end of the move. However, large boss enemies aren't effected 
    by the lifting effect, allowing the move to hit them repeatedly
    for massive amounts of damage.
    
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    8.5 Kurokishi
    ---------------------------------------------------------------------
    
    General moves:
    
    A rapidly: A series of high kicks into a leaping high side kick.
    
    Hold F, A rapidly: A series of high kicks into an advancing 
    roundhouse.
    
    Hold U, A rapidly: A series of high kicks into a front kick and a
    backflip kick that hits multiple times.
    
    Hold D, A rapidly: A series of high kicks into a high sidekick.
    
    B, A: High backward kick.
    
    Jumping A: Jumping backturned roundhouse kick.
    
    Jumping D+A: Heel stomp. She bounces off after the hit, allowing 
    her to use any air move afterwards, including this move.
    
    Forward jumping A: Backturned downward flying kick.
    
    Dashing A: Flying roundhouse kick.
    
    Dash-jumping A: Double flying kick.
    
    Counterattack: Scorpion kick.
    
    Rising attack: Handstand spin kick.
    
    
    Grabbing moves:
    
    Grab, A rapidly: 3 knee kicks into a high kick that knocks the opponent 
    straight up into the air.
    
    Grab, F+A: Overhead toss.
    
    Grab, B+A: Reverse overhead toss.
    
    Grab, J: Leaps into the air, spins around, and slams the opponent into the 
    ground.
    
    Grab, F, F: Leaps forward with the enemy and lands on them with her heel.
    
    
    General special moves:
    
    hA, B,F: Leaps forward doing 2 elbow thursts while trailing shadows.
    
    hA, D,U: Does a handstand flying upward kick.
    
    A+J: Stationary hurricane kick.
    
    A+P: Poses and then throws her arm upwards, causing a sparkling 
    pillar of energy to form around her.
    
    P: Takes out a gun and shoots a constant stream of energy from it 
    that freezes enemies. Unlike other projectile attacks, only reaches 
    about 40% of the screen.
    
    
    Character-specific moves and abilities:
    
    Jump to the edge of the screen, F+J: Wall jump.
    
    Any direction+A next to an airborne enemy while jumping: Air throw.
    
    hA, Start: She taunts the enemy by brushing her hair and sending a 
    flying kiss.
    
    hA, D,D: A sliding kick .
    
    
    Unlisted special moves:
    
    Dash, A+J: She spins around, opens her wrist and shoots an energy
    blast forward. Tap A rapidly to shoot additional blasts. Takes 2 
    segments of the power bar for the initial blast, and 1/2 bar for any
    additional ones.
    
    Jump, A+J: She shoots a crescent-shaped projectile downwards. 
    Takes 2 segments of the power bar.
    
    
    Sword-specific moves:
    
    Type of sword gained when picked up: Dagger
    
    A rapidly: Triple slash
    
    Jumping A: Downward stab. Notice that she bounces up slightly
    if you connect, and any enemy hit by it is knocked into the air. This
    allows you to follow up the stab with her air throw easily.
    
    Dash, A: Reverse horizontal slash.
    
    hA, B,F: Charges forward with a stab with shadows trailing her, and
    then does a leaping upward slash.
    
    
    Super move:
    
    Dash A, hA, B,F: Like seen from the move command, her super needs to
    be done from her dash A. After the initial move, she goes into a 
    rapid series of kicks, finishing off with a backflip kick.
    
    ---------------------------------------------------------------------
    8.6 Rou
    ---------------------------------------------------------------------
    
    General moves:
    
    A rapidly: 3 punches, step-in palm strike.
    
    Hold F, A rapidly: 3 punches, charging elbow strike.
    
    Hold U, A rapidly: 2 punches, upward front kick, tornado kick.
    
    Hold D, A rapidly: 2 punches, upper back strike or Tetsuzankou.
    
    B, A: Tetsuzankou.
    
    Jumping A: Jumping jab.
    
    Jumping D+A: Jumping downward punch.
    
    Forward jumping A: Jumping downward chop.
    
    Dashing A: Upward elbow strike.
    
    Dash-jumping A: Jumping downward straight.
    
    Counterattack: Step-in palm strike.
    
    Rising attack: 360 sweep. Seems to be a lot harder to perform 
    than other recovery moves, maybe it has a specific command.
    
    
    Grabbing moves:
    
    Grab, A rapidly: 2 punches, uppercut
    
    Grab, F+A: Overhead toss
    
    Grab, B+A: Reverse overhead toss
    
    Grab, J: Leaps into the air, slams the enemy into the ground and 
    flips off.
    
    Grab, F, F: Leaping chokeslam.
    
    
    General special moves:
    
    hA, B,F: Throws a spear on a wire. If you press nothing after it 
    hits, he electrocutes the enemies with the wire. If you hold UB after 
    you connect, he drags the enemies in and uppercuts the enemies 
    high into the air where they can be juggled easily. 
    Or if you hold just B, he'll just drag the enemy without the uppercut.
    
    hA, D,U: Leaps into the air slashing with his kunais.
    
    A+J: Electrifies his wire spear and spins it around him.
    
    A+P: Takes out 2 metal balls and charges them with electricity,
    causing them to send out a huge spiral-like stream of energy that
    electrocutes the enemies.
    
    P: Takes out 4 o-fuda charms and throws them, causing them to fly 
    out in a spread formation. Any standing enemy hit with them will be 
    stunned momentarily.
    
    
    Unlisted special moves:
    
    Dash, A+J: Takes out 2 swords and does a scissors slash with them.
    Takes 2 segments of the power bar.
    
    Jump, A+J: Creates a spinning ring of energy that hits opponents 
    multiple times. Takes 2 segments of the power bar.
    
    
    Bar-specific moves:
    
    A rapidly: Triple poke
    
    Dash, A: Overhead bar swing
    
    hA, F,F: Stabs forward with the bar, causing a small hurricane to 
    envelop it. Takes 2 segments of the power bar.
    
    
    Sword-specific moves:
    
    Type of sword gained when picked up: Broadsword
    
    A rapidly: Triple slash
    
    Dash, A: Upward slash
    
    hA, F,F: Rapid horizontal slash. Takes 2 segments of the power bar.
    
    
    Super move:
    
    Dash A, hA, D,U: After the dashing elbow strike, does 2 slashes with
    his kunais while trailing shadows and finishes off with a high
    hA, D,U.
    
    ---------------------------------------------------------------------
    8.7 Tulks
    ---------------------------------------------------------------------
    
    General moves:
    
    A rapidly: 3 punches, high boot
    
    Hold F, A rapidly: 3 punches, front kick, leaping side kick
    
    Hold U, A rapidly: 3 punches, backhand, leaping high kick
    
    Hold D, A rapidly: 2 punches, sideways swing
    
    B, A: High back kick
    
    Jumping A: Drop kick
    
    Jumping D+A: Knee drop
    
    Forward jumping A: Drop kick
    
    Dashing A: Leaping heel kick
    
    Dash-jumping A: Downward shoulder drop
    
    Dash-jumping D+A: Jumping moonsault
    
    Counterattack: Handstand high kick.
    
    Rising attack: Low backflip kick into bodyslam.
    
    
    Grabbing moves:
    
    Grab, A rapidly: 2 headbutts, knee slam
    
    Grab, F+A: Overhead throw
    
    Grab, B+A: Suplex
    
    Grab, J: Jumping backbreaker
    
    Grab, J+F/B: Jumping powerbomb
    
    
    General special moves:
    
    hA, B,F: Does a flaming jumping kick, shooting out a geta-shaped 
    projectile.
    
    hA, D,U: Flips forward. If he connects, he grabs the enemy with his 
    feet before flipping back several times and doing a frankensteiner.
    
    A+J: Swipes on both sides with his arms, hitting enemies on both 
    sides of him.
    
    A+P: He sets his fist ablaze, jumps into the air and slams his fist
    down, causing shockwaves to spread out in every direction from the 
    point of impact.
    
    P: Takes out a 2-barreled pistol and shoots it repeatedly while
    sweeping the area.
    
    
    Character-specific moves and abilities:
    
    Grab, any direction: Move while holding the enemy.
    
    Any direction+A next to an airborne enemy while jumping: Air throw.
    
    hA, F,F: Runs forward a short distance with his hands held in front 
    of him. If he connects, he grabs the enemy and you can follow up 
    with any grab moves. Notice that the leaping slam and grab super
    use the same command, which means that you'll always perform the 
    leaping slam when you press A+J after you grab the enemy with this 
    move.
    
    
    Unlisted special moves:
    
    hA, D, F: An electric version of his hA, B,F. Dunno what's the 
    difference between the 2, besides the looks. Takes 2 segments of 
    the power bar.
    
    Dash, A+J: Flies forward spinning head first. Hits multiple times.
    Takes 2 segments of the power bar.
    
    Dash-jump, A+J: An air version of the above. Takes 2 segments of 
    the power bar.
    
    Running grab, A+J: Does a huge leaping ground slam while trailing
    shadows, doing equally huge amounts of damage. You can also do 
    1 or 2 headbutts before the slam, but the regular damage scaling 
    rules apply. Takes 2 segments of the power bar.
    
    
    Bar-specific moves:
    
    A rapidly: Triple swing
    
    Dash, A: Horizontal swing
    
    A+J: Twirls bar in front of him while posing
    
    
    Super moves:
    
    Grab, A+J: Leaps into the air with his body ablaze while holding
    the enemy and spins around before finally throwing the enemy 
    away with a stomach throw. 
    
    hA, U,B,D,F: Does an advancing front kick with shadows trailing.
    If he connects, he juggles the enemy with a leaping high kick and
    a thursting sidekick and poses afterwards. As a weird little detail,
    Tulks' head changes into a different one for the moment you connect
    with each kick: my best guess is that they're Japanese wrestlers,
    based on the look of the moves and whatnot. If anyone has any
    info on this, feel free to clarify.
    
    ---------------------------------------------------------------------
    8.8 P.Belva
    ---------------------------------------------------------------------
    
    General moves:
    
    A rapidly: 3 punches, straight punch.
    
    Hold F, A rapidly: 2 punches, straight, hopping knee strike.
    
    Hold U, A rapidly: 2 punches, downward chop, jumping uppercut.
    
    Hold D, A rapidly: 2 punches, overhead punch.
    
    B, A: Elbow-backhand combination.
    
    Jumping A: Jumping front spike kick. Hold A to extend the foot for 
    an extra hit and longer range.
    
    Jumping D+A: Spike knee drop.
    
    Forward jumping A: Downward jumping punch.
    
    Dashing A: Shoulder charge.
    
    Dash-jumping Ax2: Double knee spike. Notice that you need
    to press A again for the second hit.
    
    Counterattack: Uppercut
    
    Rising attack: Front flip into doublefisted overhead punch.
    
    
    Grabbing moves:
    
    Grab, A rapidly: 2 headbutts, electrocution.
    
    Grab, F+A: Overhead toss.
    
    Grab, B+A: Reverse overhead toss.
    
    Grab, J: Spinning piledriver. Press J rapidly after you land to 
    execute several mini-piledrivers.
    
    Grab, F, F: Drags the enemy against the ground.
    
    
    General special moves:
    
    hA, B,F: Rapid punches followed by an uppercut.
    
    hA, D,U: Rising double knee spike. Hold D after you execute the 
    move to make him slam the opponent down with a double-fisted
    overhead slam.
    
    A+J: Spins around with fists extended.
    
    A+P: A giant laser cannon descents down on P.Belva's shoulder and 
    fires a damaging beam forward.
    
    P: Opens up his wrist and shoots a small projectile. Hold down P
    to fire repeatedly: you can change the direction he's firing to by 
    pressing U or D. Consumes 1½ units of power gauge for 
    the initial shot, and ½ unit for every successive shot.
    
    
    Character-specific moves and abilities:
    
    J, press J: Double jump.
    
    Dash-jump, hold J: Does a long, hovering jump just above the ground.
    
    Grab, any direction: Move while holding the enemy.
    
    Grab, grab: Yes, you can grab 2 people at once with him. Press A
    rapidly to bang their heads together twice and then electrocute them
    both.
    
    
    Unlisted special moves:
    
    Dash, A+J: Dashing punch. Press A rapidly for a 3-hit punch combo.
    Takes 2 segments of the power bar.
    
    Grab, A+J: Giant swing. Takes 2 segments of the power bar.
    
    Grab, Grab, A+J: Double giant swing. Takes 2 segments of the power 
    bar.
    
    
    Sword-specific moves:
    
    Type of sword gained when picked up: Knife
    
    A: Overhead slash. P.Belva doesn't seem to have any weapon strings
    or special moves, but this is made up by the fact that his basic A
    does a lot of damage and knocks down.
    
    
    Super move:
    
    Dash A, hA, B,F: 2 punches, rapid punch, rising uppercut.
    
    ---------------------------------------------------------------------
    9. Combos
    ---------------------------------------------------------------------
    
    For a scrolling fighting game, Guardians is a pretty open-ended game
    as far as combos are concerned. Most basic moves with juggle 
    properties can be cancelled into special moves for additional damage,
    and you can extend combos to ridiculous hitcounts with relative ease.
    
    The programmers took this into consideration, and thus the game has
    a damage scaling system: the longer the combo goes on, the less 
    damage each hit does, until they do no damage at all. 
    
    Also, I'm pretty sure that Guardians' juggle system is pretty close 
    to OMF...as in, you can only use each move once in a juggle, they'll 
    pass through them on successive attempts. Below are some combos 
    that I've found so far, feel free to submit your own. Note that all of these
    performed on the first boss, so it might be possible that they don't work
    or are harder to perform on other enemies.
    
    Zel Dia:
    
    Requires more than 3 life bar segments, a room with walls on both sides,
    a full special bar and flashing name:
    Grab facing a wall, Ax3, super, A+P, hold U,Ax5, hold B A, P, hA,B,F, 
    A in midair, hA,D,U.
    
    3 knees, cancel into her freeze super, power desperation, ground 
    chain ending in Shinkuu Katategoma-like kick, turnaround attack, gun, 
    claw charge, jumping kick when you recover, and finish with her 
    leaping wing attack.
    
    As stated, grab the enemy so that their back is against the wall and 
    do 3 knee strikes cancelled into her super: if you're quick about it, 
    they'll be frozen before they hit the ground, giving you enough time 
    to hit them with your power desperation move. You need to start 
    holding U after she starts descending from her power desperation move,
    and you need to mash A as quickly as possible to make sure the enemy
    doesn't fall out of the combo. 
    
    After that, you hold B and mash A to perform the turnaround kick as 
    soon as she recovers, juggle them a bit more with her projectile 
    attack, claw charge after them, hit them with her jumping kick when 
    you recover from the claw charge in mid-air, and finish the combo
    off with a leaping wing strike. 
    
    This combo does around 9,5 bars worth of damage (close to third of
    a bosses' lifebar) and around 21 hits. It might be possible to extend
    the combo even further, but I've yet to try it.
    
    Jinrei:
    
    Requires a full special bar and a room with walls on both sides:
    Grab facing a wall, Ax3, hold U,Ax4, B,A, hA,B,F, hA,D,U, P, 
    J,dir+A/ dash, A+J.
    
    3 stabs, wait until the enemy hits the wall and bounces on the ground
    once, 2 palm strikes followed by an upward slash and a leaping upward
    slash, turnaround axe kick, spinning sword charge, leaping upward 
    slash, projectile attack, air throw or dashing cross-slash.
    
    This one is pretty tough to get right, as you need to wait long 
    enough after the initial stabs before you can start with the ground
    chain. After the slashes, hold B and mash A for the turnaround 
    attack, do the sword charge followed by leaping sword slash and use  
    his projectile move. 
    
    Depending on your timing, the enemy might end up being pushed 
    towards or away from the other wall: if they're pushed towards the wall, 
    leap up and finish the combo with an air throw for major style points, 
    but if they're pushed away from the wall, you need to settle with 
    dashing after the enemy and doing the cross-slash, doing the final 
    combo hit with the projectile it creates.
    
    Around 17 hits, 4,5 bars.
    
    Skullbyule:
    
    Requires a full special bar, more than 3 life bar segments, 
    room with walls on both sides and flashing name:
    Grab facing a wall,Ax2,A+J, Ax4, hA,D,U, B,A, hA,B,F, super, 
    A+P
    
    2 ground slams, energy charge claw, tongue jab, straight punch, 
    upward swipe, elbow spike slash, spike extend, turnaround claw, 
    overhead elbow spike slash, energy charge stab, power 
    desperation move.
    
    Pretty simple actually. After the energy charge throw, do the basic
    4-hit combo ending in his hA, D,U. Because the spikes launch the 
    opponent so high, you need to wait a bit before you can perform the
    turnaround attack. 
    
    After you do, perform the overhead spike slash, follow that with his super: 
    it'll connect due to its huge horizontal range and then finish the combo 
    with his power desperation attack.
    
    13 hits, around 11,5 bars.
    
    Girulian:
    
    Requires a full special bar and a room with a wall:
    Grab facing a wall, Ax3, hA,D,U, wait, hA,B,F, B,A, super,
    dash, A+J
    
    Gut punches, fire column, short charge, triple hurricane kick, 
    turnaround backfist, super, dashing flame swipe
    
    The most simplistic combo so far, so try this one if you have
    troubles with the other ones. The ironic thing is, it's also far
    more damaging than most of the longer combos he has, 
    due to the heavy damage scaling. 
    
    Like with other combos, start with the grab attack, and cancel into 
    the fire column special. Since you're next to a wall, you don't have to 
    hold A to make him throw the fireball further, it'll hit the enemy 
    regardless. Since the enemy is hit so high into the air and bounces 
    off the wall, you can just stand still and trigger the autocharge until 
    they fall low enough. 
    
    When they do, perform the triple hurricane kick so that all hits connect, 
    do the usual turnaround attack, and perform his super. As soon as you 
    recover, perform the flame swipe for a bit of an extra damage.
    
    11 hits, around 7,5 bars.
    
    Kurokishi:
    Requires a full special bar, room with a wall and flashing name:
    
    Grab facing a wall, Ax3, hA, B,F, hA, D,U, B,A, P, dash in, hold U, 
    Ax5, dash A,hA,B,F
    
    Knee strikes, shadow elbow thurst, handstand kick, high back kick, 
    freeze ray, dash in, backflip chain, super.
    
    Hitwise, one of the longest combos in the game, right after P.Belva's.
    Still shame about the damage scaling, but you can't do much about it. 
    
    As usual, start with a grab knee chain and cancel into her shadow elbow 
    thurst. As soon as she recovers, follow up with the handstand kick, and 
    do the turnaround kick when you land. Now, hope for the best and wish the 
    freeze ray connects, since it's got an annoyingly small hitbox. If it does, 
    quickly dash in and perform her ground combo ending in the backflip kick, 
    and do the dash A into super when you land. 
    
    Unlike with other combos, another wall is usually a hinderance, making it 
    hard to connect with the super fully because the opponent has a tendency 
    to fall out it if it doesn't connect solidly due to a wall hit: delaying the 
    super a bit, letting the opponent descend lower helps. The varying hitcount 
    depends on how many times the handstand kick, the turnaround kick and 
    the super hit.
    
    If you're a real showoff and can time things perfectly, you can add in a 
    slightly delayed air A+J after the backflip kick before the super, although 
    I didn't manage to do it because the enemy kept getting dizzied and my 
    name always stopped flashing too early. But it's not usually worth it 
    because any move you'll do won't do any damage at that point of the 
    combo.
    
    25-27 hits, around 6,5 bars.
    
    Rou:
    Requires a full bar, more than 3 life segments, room with a wall and 
    flashing name:
    
    Grab facing a wall, Ax3, hold U,Ax4, hA,D,U, B,A, hA,B,F,hold UB, 
    jump,A+J, dash A,hA,D,U, A+J
    
    2 grab punches, uppercut, tornado kick chain, leaping kunai slash, 
    Tetsuzankou, spear into draw-in and uppercut, energy ring, super,
    desperation move.
    
    Like above, start with a grab chain. Wait for a wall bounce, then do the
    tornado kick chain. Follow that up with the leaping Kunai slash, which 
    might be hard to connect with if you're too close to the wall, since 
    the enemy tends not to be pushed far enough to connect with it. After 
    you land, Tetsuzankou the enemy, perform the spear throw, and hold UB 
    to draw them in and uppercut them straight up. 
    
    Follow up with leaping straight up and throwing the energy ring, and then 
    going into the dash attack followed by the super. Do the desperation attack 
    to finish off the combo when you recover.
    
    20-22 hits, around 6 bars.
    
    Tulks: 
    Requires a full bar, room with a wall and flashing name:
    
    Grab facing a wall, Ax3, hold U,Ax4, B,A, super/dash,A, 
    super/dash,A+J, super
    
    2 grab punches, knee slam, leaping kick chain, back kick, 
    triple kick juggle/flying splits kick, triple kick juggle/flying headbutt, 
    triple kick juggle.
    
    Same initial hits as above. Once you get to the back kick, you have 3 
    options: either perform the super there, perform it after a dash A, or 
    perform it after his flying headbutt. Each gets you different hitcounts 
    and damage: the more hits, the less damage. On the other hand, the 
    longer the oppoent is kept airborne after you recover after the back kick, 
    the easier it is to perform the super, which is a problem in Tulks' case 
    due to the complicated super command. 
    
    However, since you can delay the move input as much as you need to, 
    it's a lot easier to perform when you're in middle of another move, hold A 
    and tap U, B, D, and finish the command with F just when you recover 
    from the move, instead of trying to input in its entirely just as you recover.
    
    11-13 hits, around 10,5-10 bars.
    
    P.Belva:
    Requires a full bar, more than 3 life segments, room with walls on both 
    sides and and around 4 life segments away from a flashing lifebar:
    
    Grab facing a wall,Ax2,A+J, wait, hold D,Ax3, wait, hA,B,F, B,A, 
    dash,A+J,Ax2, hA,D,U, dash A,hA,B,F,/jump,A, hold P, hA,B;F, 
    jump,D+A, A+J/turn around, jump F+A, P, dash A, hA,B,F, hA,D,U, 
    J+B,A, J,D+A, A+J
    
    2 grab punches, giant swing, overhead punch chain, machine gun punch, 
    elbow-backfist, triple dashing punch, double knee spike, elbow charge, 
    punches into leaping uppercut,/spike front kick, wrist gun, knee spike, 
    spinning knuckle/turn around, jumping downward punch, wrist gun, 
    elbow charge, machine gun punch, double knee spike, spike front kick, 
    knee spike, spinning knuckle.
    
    Ironic how the slowest-looking character has the most insane combo 
    in the game. Obviously, this combo stops doing damage around 13th 
    hit, but it's still damned flashy thing to show off with. 
    
    As always, start with grab punches and follow up with a giant swing. 
    Do the short chain on the first ground bounce for 2 extra hits (first one from 
    the second hit of the overhead punch, second one inexplicably from the 
    ground hit after it), wait and follow up with his machine gun punch. After you 
    recover, do the elbow-backfist turnaround attack and hit the enemy with his 
    triple dashing punch. Wait for the enemy to bounce off the wall, then smack 
    them back up with double knee spike. Now perform the elbow charge followed 
    by the super, and after you recover, do a quick stationary jump and hit the 
    enemy with his foot spike kick. 
    
    Add in some more hits with his rapid-fire projectile attack, and once you 
    get to around 30-32 hits, do a his machine gun punch again, quickly follow 
    up with double knee spike, then quick jump into his knee spike, and finally 
    finish off the combo with his spinning fist. 
    
    For the alternative, longer version, turn around manually after the 
    leaping uppercut at the end of the super, and then do the jumping 
    downward punch. Hold down P for the first set of hits, and keep 
    holding it until you get 2 more after a slight pause. Depending on 
    your timing with the previous moves and the way the enemy is positioned, 
    the gun can hit 3-6 times, which explains the varying number of hits. 
    Then quickly do the dashing elbow charge (which doesn't connect, but 
    the followup won't work alone), cancel into machine gun punch, do the 
    double knee spike, follow with a backjumping front spike kick, and 
    finish off with a knee spike into spinning knuckle.
    
    35-39/41-44 hits, around 9 bars.
    ---------------------------------------------------------------------
    10. Credits
    ---------------------------------------------------------------------
    
    -Me, for writing this thing
    
    -A Large Trout, for being a great help and finding out almost all the 
    unlisted special move commands.
    
    -Vc Viper, for a bit of an extra info on P.Belva's moves.
    
    - kenji1349, for tons of various tidbits of info.
    ---------------------------------------------------------------------
    11. Revision history
    ---------------------------------------------------------------------
    
    1.0 Initial release
    
    1.1 Added P.Belva's character-specific move I forgot about, and 
    some more stuff for Jinrei. Added combo section.
    
    1.2 Some more P.Belva additions. Also clarified the combo 
    requirements a bit, and added a sample combo for Girulian.
    
    1.3 New Girulian special followup found. Also added a long combo
    for Kurokishi, added her air throw I had forgotten to mention, and
    listed the counterattacks for each character.
    
    1.4 Gave sample combos to all characters and made tons of 
    little clarifications too numerous to list here.
    
    1.5 Extended P.Belva's sample combo even further and spaced 
    the combo descriptions a bit. Also found yet another new type 
    of general move.
    
    1.6 And new moves just keep popping up. Found out Tulks has
    an air throw, a running grab-only throw, and a new type of jumping 
    attack, and Skullbyule has a second desperation move. Also added 
    some new random stuff I hadn't remembered to specify earlier.

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