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Characters / The Rumble Fish

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These are the characters from The Rumble Fish, a pair of Fighting Games developed by Dimps.


A stoic man fighting for himself. Originally of the Valor Gang during its height of fame, Zen is one of the few survivors of its downfall after it was ruthlessly destroyed by someone...familiar, with his close friend Rouge nowhere to be found. He wanders the around searching for foes to fight as many people who have heard of his name fear him like so.

However, a particular man named Greed catches his interest....and Zen seems to outright recognize him and calls him out by his real name. From that day on, Zen has been getting at every chance to fight him to seek the answers he needs regarding the fall of the Valor Gang.

Zen was the canonical champion of the F.F.S., having defeated Greed to prove himself. But by the second game, he is visited by the mysterious Hazama to be goaded into participating in the 6th tournament with the possible wish of meeting Greed once more.


  • Blow You Away: A ton of his moves involve a lot of tornadoes.
  • Dash Attack: His Kaijingeki (Breaking Swift Strike), where he rushes forward with an elbow attack.
  • Desperately Looking for a Purpose in Life: Apparently, he's been fighting a lot just to fulfill this. It's a bit obvious he doesn't know any better.
  • Expy: Of Naruto.
  • Goomba Stomp: His Gasaikyaku (Fang Smashing Leg), where he takes to the sky and fall-stomps the ground with a single straight leg.
  • Jack-of-All-Stats: Your typical shotoclone. What makes him stand out is his grounded anti-air special and his unique Boost Dive (Kakondou lit. Calamity Soul Path) in the second game being a lasting version of his special move booster.
    • However, in terms of being a shoutou, he also does have legit skills in several forms of martial arts, mainly bajiquan and karate.
  • Kamehame Hadoken: His Zanshinken (Slaying Quake Fist), which doesn't go as far as other projectiles unless powered by his Kakonhou (Calamity Soul Law) or Kakonshou (Calamity Soul Palm).
    • His first Critical Art, Ragou (Silk Throat) is a more straight example, where he punches a massive horizontal tornado beam across the screen (basically a more overture version of his Zanshinken). If it connects with the initial uppercut up close, then the move is animated differently with more damage.
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  • Martial Arts Headband: And it looks a lot like those worn in Naruto.
  • Nonindicative Name: He can hardly be called "zen", being so hot-blooded, but it's most likely cause he's a bit stoic.
  • Shockwave Stomp: Not as notable, but his Ryuuzusai (Dragon Head Smash) command move resembles this. His Houshinshou (Roaring Quake Piercer) Defensive Art plays it straight however.
    • Then again, he well-versed in explosive-force-styled martial arts, so this is also a given.
  • Spam Attack: His Koujin Resshingeki (Aeon Swift Violent Quake Attack) Offensive Art, where once he lands his Kaijingeki for the initial blow, he then goes to town with his opponent banging up against the wall for each time he smacks them.
    • Has one in the form of a martial No-Holds-Barred Beatdown version in the form of his Critical Art called the Gouraisenbu (Booming Thunder Whirling Martial) in the second game, where he basically performs his own version of the Deadly Rave that it's a nine-input move instead of a ten-input move (but the final Power Palms blow does two hits which add up to 10 in total regardless). The most updated 1.1 version has him finishing with an uppercut instead for the newly added LP version.
  • The Dreaded: Most people know him as the "Diablo" ("Devil" in Spanish).
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  • The Rival: To Greed. They used to grow up together during the times of the Valor Gang's height of fame. It's a "used-to-be-friends" issue.


Kaya's sister, she is kind and gentle.
  • Bandage Babe: When affected by Clothing Damage.
  • Counter Attack: Much like Geese Howard himself, where she possesses a set of nasty counter throws.
  • Disappeared Dad: He's been killed by Greed.
  • Expy: She and her sister are this to Kasumi Todo.
  • Fiery Redhead: Averted.
  • Moveset Clone: She is Ken (speed and agility) to her sister's Ryu (raw damage and projectiles). That, and she also has a heavier orientation towards counter throws.
  • Spin Attack: Her main Offensive Art, the Murakumo Harai (Gathering Clouds Sweeper), where she rises up to the air with energy trails all over her. The midair version has her stay stationary though.


A young fighter who is quick and agile and has a range of projectile attacks.
  • Beam Spam: Has a ton of ki-based projectile moves in his moveset. However, his Taifon Shiki: Chouzetsu Renkeihou (Typhon/Typhoon Style: Transcending Chain Strength Cannon) Critical Art takes the closer cake.
  • Cute Bruiser: Some of his moves from his fighting style really pack a bit of a punch.
  • Diving Kick: His Sourakkyaku (Twin Falling Legs) command normal and the primary followup to his Mouchoushuu (Fierce Leaping Assault) special.
  • Fragile Speedster: He's actually quite notable in that he's one of the few characters with a Wall Jump.
  • Meaningful Name: His name is a corruption of "typhoon" (a cyclone), and he happens to be fast as a cyclone, gameplay-wise.
  • The Atoner: His biography states he's been on a journey to repent for some massive mistakes he's made in the past.
  • Wall Jump: One half of his playstyle revolves around this.


A playful woman who's a hacker as her main profession in terms of all sorts of info-gathering, legal or illegal. She's close with Blaine and Abel whom she works with, and she mainly attacks with her legs.

In the second game, she enters the next F.F.S. to look for Abel who's gone missing.

  • Attack Its Weakpoint/Damage-Increasing Debuff: Her Boost Dive, Detecting Eyes. Upon correctly hitting a weakpoint that appears on her opponent for the duration, double damage is inflicted.
  • Big Ball of Violence Discretion Shot: Her second hidden Critical Art, World's End, has her drag the opponent past one side of the screen to just pummel away at them before returning to the battlefield.
    • Funny Background Event: Her co-worker Abel pops up on the opposite side holding up a sign (the said sign changes if she K.O.s her opponent with it). Her substitute partner in the second game takes Abel's place since he's gone missing during that time of the plot.
  • Confusion Fu: A bit like the other characters she's somewhat modeled after, she can easily set up mindgames with her feints and pokes.
    • Her overhead command normal, Pinhead Split, her sliding kick special Biting Jest, overhead special Scheme Stifle and her signature 3-way delayable special Piercing Heart all take the cake.
    • Her latest move in the 1.1 version of the second game, Liar Lip, is an Iori Yagami-styled midair backwards cross-up kick to add to the mix.
  • Difficult, but Awesome: She's got the confusing kit to help disorient her opponent with, but many of her moves are a bit difficult to use. Every move she makes needs to be a dedicated decision or else she can get dearly punished. She also lacks projectiles and any means of actual zoning (outside of her unorthodox and not-as-optimal Piercing Soul super).
    • Again for taking the real cake, her second Critical Art due to its very out-of-place command. Landing it successfully however results in a LOT of damage.
    • Believe it or not, her Defensive Art can also be difficult to land.
  • Diving Kick: Her Scheme Stifle is a pseudo-version of this that's just an energy heavy/strong kick move done from a small hop.
  • Expy of Elena. She may also have traces of a few other characters who have 3-way delayable attacks (such as Johnny, Ryuuji Yamazaki, Kamui and Moriya).
  • Extremity Extremist: She only uses her LEGS!
  • Fragile Speedster: Even though she has decent defense, her moves are quite a bit quick barring the laggy ones, and she has a very high jumping arc/height compared to the other characters.
  • Hello, Nurse!: Despite not being an actual nurse. Her outfit is actually made by Abel for not only Rule of Sexy, but it works as her main battle suit as it enhances her battle performance. Makes a bit of sense for the latter due to her working in a tech-based profession.
    • This image shows the nurse outfit she has is just the first out of many made from Abel's hands...
  • Launcher Move: Her Trick and Tease Critical Art in the first game is an awkward variation of this. It can be cancelled as well as having different ending results. It's also an Unblockable Attack only after a variation of the usual super flash effect.
    • Also done via her crouching strong/heavy punch attack on airborne hit and the SK version of her Biting Jest.
  • Ms. Fanservice: She's the Mai Shiranui of The Rumble Fish. Taken Up to Eleven when she suffers from Clothing Damage.
  • Nice Shoes: Wears a pair of nice buckled knee-high heeled boots.
  • Only Known by Their Nickname: "Garnet" is actually her nickname. Her real name is unknown.
  • Pink Means Feminine: Most of her attacks have pink-colored ki.
  • Kamehame Hadoken: Her main Offensive Art, Piercing Soul (stronger version of her Piercing Heart), where she does a Gaze Slash followed up into a side kick that shoots a brief beam all the way across the screen.
  • Kick Chick
  • Rich Boredom: She eventually earns her keep of the F.F.S. by winning herself a mansion. By the second game it didn't take long for her to return to her original job.
  • Shoryuken: Her Gaze Slash, which is a leaping-turning crescent kick version of it.
  • Slide Attack: Her Biting Jest. The SK version also leads into a Launcher Move should it connect properly.
  • Spam Attack: Her Sweet Shuffle is an auto-combo ranbu version of her Piercing Heart, ending in two cool leaping kicks. Replaces her old Critical Art Trick and Tease in the second game.
  • Wrestler in All of Us: Her Mimic Terror Defensive Art involves her using her legs to grapple toss her nearby opponent. It can only be done while she's knocked down on the ground however.


A 6'11" tall, large-framed man who is an adept at grappling and rushing attacks.

A married man who also has a child, Orville was once a renowned professional wrestler. That is, until Greed came along. Ever since, Orville was itching to meet the man once more to fight him and test his formidable strength.

  • The Big Guy: He's actually quite tall in comparison to everyone else.
  • The Juggernaut: Possesses autoguard/guard points on several of his moves.
    • No-Sell: His Extension Heat Boost Dive (which is an alternate version of one of his Offensive Arts in the first game) flat-out gives him Super Armor for the whole duration, making his attacks very hard to punish/breakthrough if timed right.
  • Spin Attack: His Sledge Revolver. He does two of them before finishing with a backbreaker in his Mega Gravity Bridge Offensive Art.
  • Wrestler in All of Us: Indeed.


A short, elderly man who can emit shots of energy from his fingertips.

He's actually an assassin hired to kill-off anyone participating in the F.F.S., where he's well known for all sorts of dark deeds.

  • Badass Grandpa: Quite so, since did we just mention he was an assassin?
    • However, his winquote shows that due to how strong people are getting, he personally feels it's close to his retirement.
  • Confusion Fu: His opener throw with his Mellow Throw command throw is something that takes the cake, and his Soirée Chop is also an overhead needed for some mixups, as well as the fake/feint version added in the second game.
  • Crouching Moron, Hidden Badass/Let's Get Dangerous!: Something a bit more visual. Boyd normally looks like a happy-go lucky old man....but if his glasses are destroyed through the game's universal clothing damage mechanic, he'll reveal a very nasty and angry side to him that's quite the literal killer, as well as having some more demeaning battle quotes (and looking down on his foes more).
  • Death from Above Goomba Stomp: His Fancy Kick move, which also takes the latter part of the trope more literally.
  • Difficult, but Awesome: Trying to use his attacks properly is a bit difficult without getting punished to say the least, due to his lack of a far ranged game (unless he uses his Boost Dive, Sunny Shot, to turn his Sunny Fingers into actual projectiles). He's also a bit sluggish and it's difficult to find a solid opportunity during the opponent's composure.
    • However, should you accumulate his Scorpion counter enough with well-landed Sunny Fingers, prepare for the massive payoff from landing his Super Shiny Punch if so. That, and time his very handy attacks just right to punish the foe dearly for their attempts to make you crack. Shiny Punch and Fancy Kick work as excellent punishes in this regard.
  • Finger Poke of Doom: His signature Sunny Finger move, which also ties into/works as his main mechanic. His Sunny Finger-based moves all fill up his Scorpion counter by 1 unit per successful hit and also have guard points during their startup, which can do quite a few wonders when he manages to land his Offensive Art successfully on someone...
    • Regarding said Offensive Art, Boyd also performs a Sunny Finger where just after landing from his attack right on top of the opponent's head, he then leaps off and gestures his fingers to shock them.
      • Then again, regarding his profession as an assassin, using finger stabbing attacks of such a nature isn't too far off if he's a pressure point-based fighter...
  • Flung Clothing: His hat, which he throws to the background before a match, since there's a his pet "turtle" underneath it named Harry. His victory pose has the pet with along with the hat return to him.
  • Nerd Glasses: If they come off through clothing damage, they'll reveal a rather fearsome and angry face behind his typical demeanor. See Crouching Moron, Hidden Badass above.
  • No-Holds-Barred Beatdown: His Critical Art, Eccentric Motion.
  • Shock and Awe: Visually, any of his Sunny Finger-based moves produce this effect.
  • Shoryuken: His Shiny Punch attack. The SP version has A TON of priority over other moves in the game, but is easily punished. He also does one during the SP version of his critical art as the finisher.
    • Has a stronger version of it with his Super Shiny Punch, where as explained above, he drops down with a Sunny Finger down on his opponent's head should he connect with it properly (the Shiny Punch itself does one hit so it wouldn't be as iffy like with its HP version), and if he manages to fill up his scorpion counter during that time, a MASSIVE AMOUNT of surging damage comes afterwards when he gestures his hand. "Feel the sting", indeed.
  • Theme Naming: A lot of his moves seem quite a bit oriented towards The Pollyanna in terms of naming.
  • Use Your Head: His new Steel Head command art and Super Steel Head Offensive Art in the second game, as well as the finisher to his LP version Critical Art.


A mysterious, intimidating fighter who uses a wide array of weapons to fight, including a chain, a stun gun, and Molotov cocktails.
  • Chain Pain: His Crotalus Fling and Laticauda Capture (which is a grab version of it). A Offensive Art version of it in the second game known as Crotalus Barrage has him performing a Spam Attack with it (even though that move is slow, it does a good number on the blocker's guard gauge).
  • Combat Pragmatist: Just look at his weapons list.
  • Combo Breaker: His Dionaea Trap Defensive Art.
  • Confusion Fu: His Dasyatis Rush and its followups, being a staple of a mixup-type character. He also has his Heloderma Smash command normal as a staple overhead as well.
  • Diving Stab: His Physaria Raid command normal, where he dives down with a taser strike.
  • Expy: A mix of Deidara (in clothing) and Yashiro (in face).
  • Having a Blast/Playing with Fire/Stuff Blowing Up: His Salamander Flame (its followup mainly where he ignites the gunpowder he tosses from the move), Pitohui Blazing Bomb (a new special in the second game only), Atrax Fang (his first Offensive Art) and Ophiophagus Dance (his Critical Art).
  • The Mafiya: He is a feared member of the Russian mob.
  • Shock and Awe: Since he wields a taser during some of his moves.
    • Unblockable Attack: His Dendrobates Shock Boost Dive in the second game turns all of his punch attacks into unblockable taser moves with little combo-ability.
  • Spam Attack: Again, his Ophiophagus Dance. Upon striking his foe with two tasers, he then brings out his kit of nasty items of all sorts and just punches them in a rapid-storm as they fall from being launched up. A final kick that sends a stick of dynamite at them ends it in good measure.
  • Theme Naming: His moves are named after genuses of venomous creatures.
  • Throw Down the Bomblet: Again:
    • Pitohui Blazing Bomb (drops a Molotov cocktail from midair)
    • And Ophiophagus Dance (only for the final part where he kicks the stick of dynamite).
      • Atrax Fang however, isn't very clear.


Hikari's sister, she is somewhat cold, stoic, and serious.


A womanizing man, he is useful at almost any range, with projectile attacks and close-range rushing attacks.
  • Bishōnen
  • Confusion Fu: His whole moveset revolves around this while also maintaining a solid balance:
    • His Blow Lancer command normal is an overhead.
    • Not only does he have a standard projectile in the form of his Vanishing Strike, but he also has a stronger delayed version called Axle Strike, and even a feint and low version of said Vanishing Strike as well. The latter makes it not unlike Sagat's Tiger Shot.
    • His entire Vanguard Strike series of three multi-inputs not unlike Fei Long's Rekkaken, which have a feint, overhead and low followup each.
    • Nonchalant Dodge: His Phantom Phase. It also allows for him to followup with not only his Vertical Strike and Vanishing Strike moves upon its successful trigger, but it also allows access to two of his Offensive Arts done only from this move, the Strike Back Cross and Strike Back Double.
  • Counter Attack: His Strike Edge Defensive Art. Done as a guard cancel.
  • Difficult, but Awesome: As you've seen above, getting down all of Aran's kit isn't easy, but he has a ton of advantages on his moves you can easily make use of when you grasp his basic offensive plan.
  • Doppelgänger Attack: His Boost Dive in the second game, Phantom Shift. This creates an afterimage double of Aran to help keep up his pressure with, but unlike some instances in other fighting games, the double of his can't hit high/overhead or low, so he can't create cheaply-self-made unblockables with this.
  • Jack-of-All-Stats: Alongside Zen, though not as beginner-friendly since he's got a ton of followups on his moves that allow for solid pressure, mixups and mindgames all alike.
    • He's still more close-combat oriented though and he's not too strong on keeping people out due to his somewhat overshadowed projectile game (that's more for being able to keep his offense up).
  • Launcher Move: His Strike Burst is a completely-vertical Axle Strike followed from two hooking punches that carries the opponent up pretty high upon connecting.
  • Megaton Punch: His Critical Art, Infinity Strike. Aran rears up in slow motion while diving forward to prepare for a mass-charging punch of multiple hits. Holding down the button delays/charges up the attack to make it do more hits and damage.
  • The Charmer: He even rushes over to a beaten/fallen female opponent to see if they're okay while panicking.
  • Shoryuken: His Vertical Strike is a kick version.


A large man with a white mane of hair. He is a merciless fighter who has taken the lives of many people. He first made his appearance in the same wrestling circuit Orville was taking place in, seeking his prey. Hikari and Kaya's father was one of his many victims.

His original name was Rouge, and he used to be a close friend growing up alongside Zen during their times in the Valor Gang. However, 6 years before the F.F.S came into being, he eventually split from the group and also annihilated the whole gang himself for unknown reasons. Soon after changing his name, he became the feared figure he was known as today.

It was said that Hazama was most likely a part of the cause of this....but nonetheless, this is the main reason why Zen is dead-set on hunting him down....the seek the answers Greed possibly hides from him.

  • Absurdly Sharp Claws: Not that absurd, but more so flaming, via his Brunac special move.
  • Blow You Away: His flaming version of Zen's Zanshinken known as Tasram.
  • Counter Attack: His Flagaha Defensive Art, which is a powered up version of his Antler. Can be used as a Guard Cancel.
    • Also played straight with his Gae Bolg, a parry move that is VERY HARD to time compared to the universal Impact Break mechanic. Also in the second game and during a said Impact Break, his Ga Baud, where he Power Palms forward during for some solid knockback.
  • Death from Above: His Antler special move, a overhead dunking red-energy heel kick. Can also be done from midair for good measure and being closer to the trope.
    • Shockwave Stomp: Has an axe variation of this as his new Offensive Art in the second game, known as Ga Jarc.
  • Expository Hairstyle Change: Also doubles as an Important Haircut; Greed's hair is shorter in the second game.
  • Final Boss: Of the first game.
    • Also returns as a secret character in the second game, and as a surprise challenger in a normal arcade run under certain conditions.
  • Playing with Fire: A ton of his moves also have unique fire-based names.
  • Practical Taunt: His Pilum command normal, a palm attack move that can't be cancelled, but has great followup potential if you land a counter hit with it.
  • Public Domain Soundtrack: His original stage theme is a remix of Bach's "Air On The G String".
  • Shoryuken: He doesn't have one, but the finisher to his Critical Art, Klau Solas, is a rising knee version of this. It gets powered up with a brief freeze frame if he's powered up by his Anvar at the time.
  • SNK Boss: His boss version in the first game has several enhancements not gained from the player version, such as turning red.
  • The Berserker: Somewhat in his playstyle as well. A strong Greed player is a powerful rushdown character nonetheless.
    • Genius Bruiser: Also has cases of this with his Gae Bolg and Ga Baud counters/reversals.
  • The Dreaded: Much like Zen as well, only Greed's done a lot more bad for many unknown reasons.
  • Turns Red: His original Offensive Art, Anvar, which powers him up and turns his gauge into a timer where he can chain special moves into each other as much as he wants freely. This instead gets replaced and becomes his Boost Dive in the second game.
  • Walking Shirtless Scene
  • Wall Jump: His Ember command normal.
  • Worthy Opponent: Views Zen as this, and as his rival.


A secret/boss character from the second game. A mysterious man known as the "Vlad" of PROBE-NEXUS, he is a secretary to the current chairman and a manager of the F.F.S.; however, his motives are largely a mystery to many.

He originally was the first chairman of the organization, but has stepped down to give the position to current chairwoman Beatrice. Despite his original opposition to her in the past, he's been somewhat quite loyal to his duties so far.

Beneath the many mysteries of this man, it seems that he most likely seeks the truth of humanity's fighting limits.

His fighting style is known as the Hekkaiken (Cleaving Spray Fist), a modified form of personal martial arts styles.

Hazama was included as a hidden character in the first game's console version in promotion for the upcoming second game, where he makes his real debut.

  • Attack Reflector: His Hanhekishou (Anti-Cleaving Palm), which reflects any projectile back to sender.
  • Confusion Fu: Has a ton of mindgame potential with his stance, as well as with his two overheads from his Houshinshou (Crumbling Heart Palm) and Tenrinshuu (Turning Ring Kick). His dodging move Kuukashou also takes the cake.
  • Difficult, but Awesome: Hazama's got a ton of versatility in his tools, being able to draw out combos from almost anywhere and having a ridiculous amount of mindgames he can play with his opponent. However, using any of his tools incorrectly can lead to a few disastrous punishments, so you still need to put some practice into using him. Using him well allows you to combo your opponent very well with his basic tools and making use of his more complicated ones can somehow cause your foe have second thoughts about pushing buttons however.
  • Diving Kick: His Offensive Art, Tenra Sou'unkyaku (Heaven Gauze Spear Cloud Leg) is a horizontal version of this, where he'll fire a ki projectile and while in slow-motion, kicks right into the said projectile to absorb it and kick through his opponent. He then does a flashy-gesture and causes his opponent to explode a bit before turning back around.
    • Funny enough, despite the Badass Back applications to this move, Hazama no doubt will not go behind his opponent if they were already in the corner, yet the aftermath's launch effect will still cause both Hazama and his foe to switch sides regardless.
  • Flash Step: His Shinku (Clam Drive). The SK version is sure to go behind his opponent, and puts him into his main stance should it occur.
  • Fragile Speedster/Glass Cannon: Has a TON of mindgame potential and solid tools against any matchup, all while hitting quite for his durability not blooming very well of course.
  • Jack-of-All-Stats: Takes the trope quite straight in that he's a powerful type of well-rounded character. The only thing is lacks is actual disjointed zoning tools such as a true projectile.
  • Launcher Move: His Kuukashou (Air Hanging Palm), where he ducks low in a stance and then uppercuts with his palm. The SP version allows Hazama to continue ducking for a while should the button be held to delay it, and to slide forward for a set distance first.
  • Name's the Same: His Houshinshou command normal is written in the same romaji/hiragana format as Zen's Houshinshou Defensive Art, so it can get confusing at times.
  • No-Holds-Barred Beatdown: His Critical Art, Shishin Mumyou Renbugeki (Climatic Truth Lifeless Chaining Martial Attack), one of the strongest damaging moves in the series.
  • Power Palms: A chopping variation with his Kouhazan (Crimson Wave Slash). The SP version adds a second turning chop finisher.
  • Stance System: His main gimmick a la his Kaishin Ruten no Kamae (Stance of Revolver Vicissitude), where he shows his Badass Back in a low bending stance with 4 followups (5 in the second game) available, barring being able to cancel it.
    • Two of his special moves' strong button versions automatically also go into this stance, via the Tenrinshuu and Shinku mentioned above. Without further ado, this leads into 5 different attacks:
      • Dash Attack: Choushinchuu (Peaking Heart Elbow), a martial arts move that a few other fighters have where they dash with their elbow forward.
      • Power Palms: Renhekishou (Chain Cleaving Palm), where he performs the second part of his SP Kouhazan as an overhead.
      • Launcher Move: Koushuutai (High Kicking Thigh).
      • Shoryuken: Senkyuukyaku (Drilling Bow Leg), a love child of the Senkyuutai (Drilling Bow Thigh) that a few other outside-fighters share and Shouryuuken itself in the flesh.
      • Slide Attack: Chikatsusen (Earth Sliding Flash).
  • Shock and Awe: His Defensive Art, Chisetsu Souhekishou (Earth Temple Twin Cleaving Palms), which actually does quite some decent damage for a Defensive Art one may say.
  • SNK Boss: His first game's incarnation is quite broken with VERY fast jab/light punch and light kick speeds, and the properties of his special moves are greatly enhanced (and it's saying something in that even his Defensive Art does decent damage). This even applies to his playable version.
    • However, it's largely averted in the second game where he's a simple high-tier character.
      • In a notable nod to this, his Boost Dive in the second game, the Shouenbu (Soaring Flame Dance) allows him to break the normal chain combo rules for his normals (so you can go into SK to LP and so on).
  • Spin Attack Shoryuken: Soutenzan (Pale Heaven Slash), where the SP version can be held down to have him continue spinning.


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