H: high
M: middle (input H+L)
L: low
G: guard
J: jump
S: special button
Basic: standard attack (not moving or using the directional pad)
Step: Step move
Ducking: a fully-ducked position
Rising: "while rising" attack
j(attack): just frame attack (exp. "jH" is a just-frame attack with H)
HHH
HHL
90-degree (either direction), H
HHjLHHjHH
360-degree, (H or L), (S to jump)
H+S
MMjHH
MjHHHHHjL (only if first hit is blocked)
M+S
LLL
L+S (hold), H
L+S, L
Walking H
Walking LL
Running HHH
Running HjH
Running HHjH
Running L
Running MHjHH
Projectile-Evasion, H
G+L, HH
G+H, jH (can be done infinitely)
J+H
J+L
Ducking HHH
Ducking L
Step H
Step LH
Step LLHH
Rising HjH
Throws
------
front
front, hold H
front, hold L, G, G
left
right
back
360-degree
Specials
--------
S
S (hold)
S (hold), H
S (hold), L
Running S
J, S
S (white meter empty)
Your number one move on the ground is the basic M. It cannot be
interrupted, counters most moves, and leaves you safe if blocked.
If the basic M hits as a counter, air combo with HHH.
Mix the M and MH.
If you land a non-counter hit with the basic M and your opponent likes
to ground recover, wait until he recovers and throw or pop the quick-
jump H.
The rising HjH works great. The jH cannot be grabbed if the H connects.
The HHjLHHjHH has four unblockables, but all of these can be grabbed or
interrupted.
The H+S is a nice, quick unblockable. It comes out quick enough that
most players cannot grab or interrupt.
Mix the L with LL and LLL.
The HHH and HHL make a decent 2-choice. The last hit on both can be
delayed.
Medium-Range Fighting
---------------------
Mix up her walking H and L for a quick, painless 2-choice attack.
Don't use the running HHH attack. It leaves you exposed if you miss and
is easy to grab.
The L+S (hold), H cannot be interrupted.
From a half-screen away, the Step H is a nice ranged-attack.
Jumping Sword and Jumping Stun
-------------------------------
The jumping sword attack (J, H) is unblockable, cannot be grabbed, and
cannot be interrupted as long as your feet are off the floor when the
sword comes out. To input the command correctly you need to hit H just
after the peak of a high jump. This is one of the CHEAPEST move in the
game.
From the air you need to switch between stun balls and your sword
slice. The only thing that can stop a jumping sword attack is an
uppercut or jumping kick.
If you do the sword slice too late (when your feet are on the ground)
they can grab it, so be careful. Remember to push the H button EARLY.
However, as long as "most" of your jumping sword slices are off the
ground, opponents won't even bother to input a sword-grab.
Against uppercuts, jump and head towards your opponent as if you're
going to do a sword slice. Just after the peak of your jump, pull back
so they hit nothing but air. You can follow with a normal attack, a
tackle, a regular S, or a quick J followed by H for the short-jump
sword slice.
The jumping S (a.k.a. "stun ball") is NASTY. After a stun ball, do the
Step GH and follow with a rising H, M or a rising H, HHH for an EASY
air combo.
Try not to interrupt or use other S attacks because the stun balls
rule!
Learn the lowest point from a jump that you can still release the stun
bomb. Frustrated opponents will sometimes come running in to pop you
when you land, but a "low-height" stun ball effects the area right in
front of you.
Make a habit of jumping straight-up when your opponent comes at you. If
they miss with an attack, use the jumping H or a "low-height" stun-ball
to nail them every time.
If you're not landing AT LEAST one stun ball per round, you need more
practice.
If your opponent is heading towards a weapon jump up. If you see them
reaching down to pick it up, you have a WHOLE SECOND (that's a LONG
time) to hit them with a stun ball.
After blocking an attack, a GREAT counter included jumping straight-up.
After inputting the J hit the H button repeatedly to dish out the
jumping H quickly. This is the "short-jump sword slice." You can
substitute this with a backward jump to unleash the stun ball.
Wake-Up Games
-------------
If your opponent is getting up, do a stun ball. Don't do it too early
or they'll be stunned on the ground.
You can jump straight up to avoid their wake-up attack and pop them
with the sword.
If they stay on the ground (in fear of rising into a stun ball), you
can use the J+L for a quick hit.
You can sword-grab the jumping H if her feet are on the ground when she
strikes.
The 360-degree, (H or L) "spinning-sword" move can be ducked.
Against Her Basics
------------------
If you block the basic HHH you can land a quick H, M or throw.
Against the Stun Ball
---------------------
If you're hit by a stun ball push the buttons and directional pad as
fast as you can. If you recover during a running HHH, you can grab the
last slice.
Be VERY careful using wake-up attacks. If she jumps up and you miss,
she'll get you with the stun ball or a jumping H.
Don't expect Yuffie players to interrupt much. They'll save the white
meter for specials.