| Fighter's Pride Mini Wiki|
Standing Normal PunchesEdit
"Left Handed Jab"Edit
"Right Handed Punch"Edit
Standing Normal KicksEdit
"Low Roundhouse Kick"Edit
"High Side Kick"Edit
"Reverse Roundhouse Kick"Edit
"Quick Low Kick"Edit
"Long Low Kick"Edit
Normal Air PunchesEdit
Normal Air KicksEdit
"Air High Kick"Edit
"Parallel Jump Kick"Edit
D+(MK or HK) in the air (all games)
Similar to Akuma's Akuma|Tenma Kuujin Kyaku. Kairi sends himself straight down and diagonal into his opponent from the air. If an HK is used in SFEX3 and there is enough room on the other side of his opponent, he will bounce off of his opponent's body and flip upwards so that he is above the other side of his opponent's body. He can repeat this as often as he likes, staying up in the air, or he can perform a different air attack.
QCF+P (all games)
In SFEX1, this move is pretty much identical to a Hadouken. In SFEX3, the energy ball "materializes" a set distance away from the Kairi and then disappears quickly without travelling. The stronger the punch button used, the further it materializes from Kairi. For a period after executing a Shouki-Hatsudou though, this move becomes a fast Hadouken-like projectile, though its speed cannot be altered by the strength of the punch button.
QCB + K (all games)
This is essentially the same thing as Ryu's version of the Tatsumaki-Sempu-Kyaku in the SFEX games. This move only performs one twisting air kick, which can be repeated up to four times while still in the air. The weaker the kick, the higher Kairi travels upwards. The stronger the kick, the more forward motion is gained. This move cannot be started while in the air.
DQCB + P (all games)
Kairi launches his opponent high up with a powerfull standing uppercut. He then leaps to meet his opponent and proceeds to punch him senseless until he slams him back down to the ground.
DQCF + K (in air) (all games)
Kairi dashes downwards and diagonally from the air to his opponent (as in a Ryujin-Kyaku) dealing many hits on the way down. When he touches the ground, he follows this up with a quick Ryobu knee to the head.
LP,LP,F,LK,HP (all games)
In SFEX1, Kairi dashes towards his opponent, grabs him, beat him up badly, and then proceeds to pull out his heart. In SFEX3, it is not clear exactly what he does, because a giant Japanese character covers up the bulk of the attack, but it appears as if he just performed Akuma's Shugokusatsu move, and then puts his hands to his temples and screams in agony.
A giant energy beam the height of Kairi's body streams into his opponent, capable of removing half of his opponent's life. Kairi's body cannot take the strain of the energy he has channelled though, and he collapses and his own life points is reduced to the point where he would be defeated after taking a single hit. For a time after this, his Shinki-Hatsudou energy balls become fast projectiles.
Meteor Tag ComboEdit
(initiated by Evil Hokuto): LP,LP,B,LK,HP (SFEX3)
Evil Hokuto (Hokuto after performing a Trance special move) grabs then punches and kicks her stunned opponent and launches him into the air. Kairi is there to greet the victim, kicks them several times in the air, and clobbers them back downwards to be impaled on Evil Hokuto's raised fist, after which the body is discarded. Evil Hokuto then loses her "trance" and regains her normal moveset and control returns to Kairi.
RDP + P (SFEX3)
Kairi disappears and rematerializes high up in the air. If a LP or MP is used, he materializes straight above his position. If a SP is used, he materializes a few positions in the direction of his opponent. He is now set up for an air attack move.