Ayame is a playable character in the Power Stone series. She is a 16 year-old from Oedo who covers as the star artiste of a traveling theater troupe, but is actually a ninja. At the order of her master, she embarks on a quest to find the legendary Power Stones. She is energetic and cheerful nearly all the time. In the anime, she initially was an antagonist to Falcon, trying to steal his Power Stone through trickery, deception, and force on various occasions. Eventually she becomes his friend.
Power Stone
Fighting Characteristics
Ayame is a fast character with weak normal attacks. Her defense is also the lowest in the game. Even so, Ayame is still a very dangerous character. She has the fastest running speed in the game and is also one of the 2 characters that can double jump. These abilities help to make her a hard opponent to land hits on.
Combo Chains
Ayame uses taijutsu for hand to hand combat. Her normal combos don't do much damage but they are varied, quick and have plenty of utility.
Finisher
Commands
Attributes
Butterfly Slap
,,,
Sends opponent flying backwards. Good for knocking opponents into hazards behind them or into the wall. A useful but weak move that is difficult to punish because of its fast recovery and ease of use.
Daisy Kick
,,,
Sends opponent flying upwards in an arch. Useful for knocking opponents in hazards above them or onto a higher platform. Since this move sends opponents arcing upward, they may have more opportunity to tech out of it before they hit a wall or an object. This move has less range than Ayame's other finishers, but the butt bump preceding it has good range.
Back-flip Kick
,,,
Sends opponent flying upwards in an arch. Useful for knocking opponents in hazards above them or onto a higher platform. Since this move sends opponents arcing upward, they may have more opportunity to tech out of it before they hit a wall or an object. This move is easily punished if whiffed or sidestepped.
High Kick
,,
Sends opponent flying back in a upward arch. A good move to counter with if you want some breathing room from an opponent that keeps chasing you. It comes out quicker than any other combo in the game and knocks the opponent clear across the stage.
Turning Backhand
,,,
Sends the opponent flying to Ayame's right. Good for knocking opponents into hazards on the character's right. This combo is useful because the butt bump preceding the finisher helps close the gap between Ayame and her opponent.
Reverse Punch
,,
or ,,
A 2-hit finisher. The second hit sends the opponent flying straight back. One of her better moves and a good way to gain some space and keep the opponent from getting Power Stones. This move sends the opponent flying straight across the stage in a split second.
Shove
,,,
Sends the opponent flying to backwards in an arch. Good for knocking opponents into hazards directly behind them. A good combo that works a lot like "Butterfly Slap".
Dual Leg Sweep
,,,
Sends the opponent flying to Ayame's left. Good for knocking opponents into hazards on the character's left. This attack sweeps across a sizable area in front of Ayame and has good range.
Throws
Move Name
Command
Description
Human Trampoline
+ when opponent is facing Ayame.
Ayame flips her opponent and jumps up and down on their stomach like a mattress. The opponent then bounces away in the direction Ayame is facing.
Backyard Waterfall
+ when opponent's back is toward Ayame.
Ayame swings under her opponent's legs and then springs off her hands to plant her feet in their face. The opponent is sent flipping through the air.
Human Treadmill
+ in air near aerial opponent.
Ayame grabs the opponent and literally runs in place on their stomach in mid-air for 7 hits. The opponent is sent crashing into the ground and bounces away.
Power Transformation
Ayame turns in to a pink-clad ninja with what appear to be bunny ears in her Power Change. Like in all Power Fusion modes, she gains access to powerful special and super attacks. Attack in this mode are designed for long range and keep way, as well as surprisingly fast and accurate. Her attacks in this mode involve shuriken, teleportation and super speed.
Move Name
Command
Image
Description
Hanashuriken
(Air OK)
Ayame throws 3 large shuriken at her opponent. The shuriken come out quickly and do decent damage. They have no tracking capability but are fast enough to be reasonably easy to hit with. If you connect with this attack, the opponent is stunned for a long time so you can usually follow up with another Hanashuriken.
Oukagakure
(Air OK)
Ayame performs a handsign before disappearing in to a flurry of flower petals and reappearing right above where she was in a burst of more petals. It works as sort of an instantaneous multi-hitting uppercut.
Hyakkaryuuran
+ Jump (Air OK)
Ayame releases a shuriken that splits into many others that proceed to swarm the opponent. This move is extremely powerful and can wipe out a large portion of an opponent's life bar in one shot and is also very hard to avoid. This move is probably Ayame's best attack as it is powerful, difficult to avoid, and in most cases completely safe.
Ouka no Mai
+ Jump (Air OK)
Ayame rushes at the opponent in a pink blur. If it hits, she goes in to a 10 hit series of punches and kicks that send the opponent airborne before finishing the assault by barraging the victim with pink needles. This move is easily dodged or sidestepped and does mediocre damage so it has limited usefulness. It's usually a better option to use "Hyakkaryuuran".
Edward Falcon, known as Edward Fokker in the Japanese series, is the main character of the Power Stone series. He is a 21 year-old aviator hailing from the town of Londo. He circles the world in his beloved airplane Hockenheim, searching for the legendary Power Stones revealed to him by an ancient family artifact. Though he can be a bit of a flirt, he is generally regarded as being well mannered and gentlemanly. He has a strong sense of justice and vanquishes evil with explosive punches and sharp moves. In the anime, Falcon has a crush on Rouge.
Power Stone
Fighting Characteristics
Falcon is a balanced and easy to control character. He has no major strengths or weaknesses, though it should be noted that he is one of the two characters that can perform a double jump. This makes it a little easier for him to dodge certain attacks.
Combo Chains
Falcon has a boxing fighting style so his combos feature lots of powerful punches. His list of combos are as follows.
Finisher
Commands
Attributes
Heavy Cross
,,,
Sends opponent flying straight back and slightly upward. Good for knocking opponents into hazards directly behind them. A useful move that is difficult to punish because of its fast recovery, even if it is easily sidestepped.
Back-flip Kick
,,, or ,,,
Sends opponent flying upwards in an arch. Useful for knocking opponents in hazards above them or onto a higher platform. Since this move sends opponents arcing upward, they may have more opportunity to tech out of it before they hit a wall or an object. This move is easily punished if whiffed or sidestepped.
Spinning Uppercut
,,, or ,,, or ,,,
Sends opponent flying to Edward's left. Good for punishing sidesteppers and for knocking opponents into hazzards on the character's left side. The KPPP version is slightly more difficult to dodge because of the spinning backhand punch that precedes the finisher.
Roundhouse
,,,
Sends the opponent flying to Edward's right. Good for knocking opponents into hazards on the character's right. Both this attack and the spinning backhand preceding it are difficult to sidestep.
Throws
Move Name
Command
Description
Axe Handle Combo
+ when opponent is facing Falcon.
Falcon performs an uppercut followed by a gut shot and a double axe handle. The opponent is slammed into the ground and bounces away.
Reverse Tomoe Nage
+ when opponent's back is toward Falcon.
Falcon grabs the opponent by the collar and judo throws them. The opponent is flung in the opposite direction he was facing.
Izuna Drop
+ in air near aerial opponent.
Falcon grabs the opponent and performs a spinning suplex on them. The opponent is smashed into the ground and sent bouncing away.
Unique Attacks
For a middle-weight character, Falcon has very acrobatic attack moves. The following are some of his unique and environmental attacks.
Move Name
Command
Description
Torpedo Punch
+ while moving towards a wall or surface.
Falcon pushes off the wall and flies towards his opponent with a spinning stretch punch that can connect several times.The last hit knocks the target away.
Flying Kick
+ while airborne near a wall or surface.
Falcon jumps off of the wall and goes into a flying overhead kick. If it hits, the opponent is knocked away.
Baseball Slide
+ while standing near a pole or tree.
Falcon grabs the pole and swings around it, kicking any nearby foes. Then he flies towards his foe with a baseball slide that knocks them away.
Shin Drop
+ while climbing a pole or tree.
Falcon back flips off the pole towards his opponent in an attempt to hit them with his shin. If it connects, the target is slammed into the ground and takes a good chunk of damage.
Power Stomp
+ when opponent is below falcon.
Falcon falls down to stomp on the opponent's head. If the first hit connects, the opponent will be scrunched up, and Falcon will bounce off and stomp a second time, causing a bounce effect.
Backhand
while facing away from opponent.
Falcon turns to deliver a backhand punch to his opponent, knocking them straight back.
Wild Roundhouse
while facing away from opponent.
Falcon turns to deliver a spinning roundhouse to his oppenent. The attack does great damage and sends the opponent clear across the stage.
Power Transformation
Falcon turns in to a rocket powered cyborg in his Power Change. Like in all Power Fusion modes, he gains access to powerful special and super attacks. Each attack is designed to be used at either close or long range. His attacks in this mode involve, rockets, explosives and fire.
Move Name
Command
Image
Description
Homing Missile
(Air OK)
Falcon fires a missile at his opponent. The missile has mild seeking capabilities. It can be fired in bursts of 3. Not extremely useful since it is easily dodged at almost any range. That said, the move is quite powerful in terms of damage output. The air version is recommended as it is safer and easier to hit with.
Hurricane Aura
(Air OK)
Falcon performs a rising, spinning uppercut surrounded by spiraling flames. It can connect multiple times and juggle the opponent. This move is more useful and easier to connect with than the Homing Missile. This is a high damage, high priority attack that is especially useful against opponents that like to evade attacks by jumping over you. Airborne foes have almost no defense against it.
Missile Explosion
+ Jump (Air OK)
Falcon releases a salvo of missiles that track the opponent. This move is extremely powerful and can wipe out a large portion of an opponent's life bar in one shot. However, it can be easily avoided if not used properly. This attack is one of Falcon's most useful okizeme tools as, if timed properly, it is almost impossible to avoid on wake-up. Generally, the closer the opponent is to Falcon when he launches the salvo, the more likely the attack will be successful. This move can be punished with a throw if the opponent is close enough to Falcon when he is charging up the attack.
Burst Rocket
+ Jump (Air OK)
Falcon charges up his rocket booster and barrels into his opponent several times. This is most definitely Falcon's deadliest attack. When Falcon connects with a rush, it hits multiple times doing heavy damage and sends the victim hurtling in a random direction, open for the next rush. The virtue of this move is that even if the opponent manages to dodge one rush, there is a high probability that he will not be able to avoid the next one, thus making this attack very difficult to avoid completely. Though not as damaging as Missile Explosion, if more than one rush connects, the opponent can expect at least half his life bar gone.
Gunrock is a playable character in the Power Stone series. He is a 38-year-old miner from the town of Dawnvolta. He journeys to excavation sites around the world to find the legendary Power Stones. He has nerves of steel and never gets upset. When it's time to fight, he relies on his unrivaled strength gained from years of backbreaking labor to come off victorious. His favorite hobbies are making wagers and hanging out at the local bar. In the anime, Gunrock is shown to be father to five children.
Power Stone
Fighting Characteristics
Gunrock is a slow but powerful fighter. In a game that is so much about speed and dodging attacks, being as slow as Gunrock can be a disadvantage. A Gunrock player must be careful to time his attacks properly because even though his attacks are powerful, they have a lot of recovery time and are easily punished on miss. Another thing to note is that Gunrock takes 2 Power Stone at a time when he lands a powerful blow.
Combo Chains
Gunrock fights like he's in a barroom brawl. His combos are brutal looking and powerful and involve heavy hitting body blows. Successful hits result in long hitstun so landing one blow will likely lead to a successful combo.
Finisher
Commands
Attributes
Double Fist
,, or ,,
Sends opponent flying straight back and slightly upward. Good for knocking opponents into hazards directly behind them. Like all of Gunrock's finishers, this attack can take 2 Power Stones from an opponent. However, it is easily punishable because of it's slow recovery.
Kong Kick
,, or ,,
Sends opponent flying upwards in an arch. Useful for knocking opponents in hazards above them or onto a higher platform. Since this move sends opponents arcing upward, they may have more opportunity to tech out of it before they hit a wall or an object. This move is easily punished if whiffed or sidestepped.
Wind-Up Punch
,,,, or ,,,,
Blasts opponents straight across the stage. This combo essentially has 2 finishers, as the uppercut preceding the wind-up punch sends opponents high into the air, setting them up for another powerful blow. This is a very damaging combo, but it's hard to land sometimes.
Forearm Swing
,,, or ,,,
Sends the opponent flying to Gunrock's right. Good for knocking opponents into hazards on the character's right. Both this attack and the spinning backhand preceding it are difficult to sidestep.
Drop Kick
,,, or ,,,
Sends the opponent flying to Gunrock's right. Good for knocking opponents into hazards on the character's right. Both this attack and the spinning backhand preceding it are difficult to sidestep.
Throws
Move Name
Command
Description
Argentine Backbreaker
+ when opponent is facing Gunrock.
Gunrock tosses his foe into the air like a beanie baby before jumping up and nailing them with a backbreaker. Then he chucks the opponent's body into a nearby wall.
Pluck n' Chuck
+ when opponent's back is toward Gunrock.
Gunrock simply grabs the opponent as if he's picking up a stage object and tosses them over his head right across the stage.
Saturday Slamfest
+ in air near aerial opponent.
Gunrock grabs his opponent by the torso and slams them into the ground.
Wang-Tang is the a playable character in the Power Stone series. He is a 19 year-old martial artist from the land of Tong-An. He searches for the Power Stones at the behest of his sensei. He is always lively, full of energy, and optimistic; similar to many shounen manga heroes. Wang-Tang is a master of Kung Fu and never backs down from an opportunity to show off his skill. In the anime, Wang-Tang is shown to be a good cook.
Power Stone
Fighting Characteristics
Wang-Tang is a fast and agile character. He can easily overwhelm opponents with consecutive attacks and surprisingly fast environment based attacks. His wall attack is great for closing the distance between him and his foe and makes for a great surprise attack. He can stay in an opponents face better than any other character.
Combo Chains
Wang-Tang's Kung Fu fighting style makes for some impressive looking combo attacks. While not powerful, his combos are fast, tricky and visually impressive. His list of combos are as follows.
Finisher
Commands
Attributes
Double Open Palm
,,,
Sends opponent flying straight back and slightly upward. Good for knocking opponents into hazards directly behind them. A useful move that is difficult to punish because of its fast recovery, even if it is easily sidestepped.
Tiger Spin
,,,
Sends opponent flying upwards in an arch and slightly to the left. Useful for knocking opponents in hazards above them or onto a higher platform.
Dragon Blow
,,,
Sends opponent flying to Wang-Tangs's left. Good for punishing sidesteppers and for knocking opponents into hazzards on the character's left side.
Roundhouse
,,,
Sends the opponent flying to Wang-Tang's right. Good for knocking opponents into hazards on the character's right. Both this attack and the spinning kicks preceding it are difficult to sidestep.
Throws
Move Name
Command
Description
Dragon Fury
+ when opponent is facing Wang-Tang.
Wang-Tang tenderizes his opponent's belly with 8 consecutive punches to the midsection.The opponent is send flying backwards.
Reverse Tomoe Nage
+ when opponent's back is toward Wang-Tang.
Wang-Tang grabs the opponent by the collar and judo throws them. The opponent is flung in the opposite direction he was facing.
Dragon Crush
+ in air near aerial opponent.
Wang-Tang grabs the opponent and stands on them while they plummet to the ground. The opponent is stomped into the ground and sent bouncing away.
Unique Attacks
Wang-Tang has very flashy and effective unique and environment based attack moves. The following are some of his unique and environmental attacks.
Move Name
Command
Description
Wall Flip
+ while moving towards a wall or surface.
Wang-Tang runs up the wall, flips off, and performs a bicycle kick that tracks the enemy if they are close enough. This move is useful for catching opponents by surprise.
Flying Kick
+ while airborne near a wall or surface.
Wang-Tang jumps off of the wall and goes into a flying overhead kick. If it hits, the opponent is knocked away.
Peddling Kick
+ while standing near a pole or tree.
Wang-Tang grabs the pole and swings around it, kicking any nearby foes. Then he flies towards his foe kicking multiple times while in mid-air.
Fish Flip
+ while climbing a pole or tree.
Wang-Tang back flips off the pole towards his opponent. If it connects, Wang-Tang will hold the opponent with his legs and then flip them over.
Dragon Step
+ when opponent is below falcon.
Wang-Tang falls down to kick the opponent twice from above. Then, Wang-Tang will bounce off and stomp the opponent twice again, causing a bounce effect.
Turning Palm Thrust
while facing away from opponent.
Wang-Tang turns to deliver a two-handed palm thrust to his opponent, knocking them straight back.
Wild Roundhouse
while facing away from opponent.
Wang-Tang turns to deliver a spinning roundhouse to his oppenent. The attack does great damage and sends the opponent clear across the stage.
Power Transformation
WangTang turns in to a chiseled Super Saiyan like warrior during his Power Change. Like in all Power Fusion modes, he gains access to powerful special and super attacks. This transformation comes with highly effective and impressive looking long range and close range abilities. His attacks in this mode involve energy attacks, and high speed physical attacks.
Move Name
Command
Image
Description
Dragon Fang Bomb
(Air OK)
WangTang fires a high-speed energy beam from his hands. The attack can be fired in bursts of three. The first 2 beams stun targets long enough for the following beam to connect, with the 3rd beam resembling a Kamehameha wave and sending the opponent flying. The move’s speed, range and power make it one of the best specials in the game. The only real way to defend against it is to just stay away from WangTang and make yourself a hard target.
Dragon Storm
(Air OK)
WangTang performs a wild spinning kick that produces a whirlwind around him. It hits foes multiple times before sending them hurtling. This move is great for racking up damage and is fairly easy to hit with. There is a small startup lag during which you may be vulnerable. If you can corner an opponent and use this move multiple times it can cause big damage.
Great Dragon Flash
+ Jump (Air OK)
WangTang raises his hand above his head and slowly produces a huge ball of energy which he proceeds to hurl and his opponents cause a large explosion. It looks and works exactly like a Spirit Bomb from Dragonball. This move has a lot of startup, so if you’re not careful your opponent can throw you before WangTang throws the ball. But it does so much damage if it hits it’s usually worth the risk. The safest way to land it is to knock the foe down and use it before they get up, or just uses from a long distance.
Mutenryubuu
+ Jump (Air OK)
WangTang rushes at the opponent in a yellow streak. If it hits, he instantly barrages the opponent from all sides with a sequence of high speed flying kicks and punches before launching them away with a final flying kick. This move is easily dodged or sidestepped and does mediocre damage so it has limited usefulness.