Shonen Jump VS. Capcom Movesets

Yusuke Urameshi

 * Special Moves
 * Rei Gun: Yusuke points his finger like a gun, and proceeds to fire off Spirit Energy. Can be charged. Can be used in the air. Punch buttons aim Yusuke's trajectory. Tapping another Punch button rapidly speeds up the charging for Rei Gun's projectile, and tapping before Yusuke can fire can add more charge to the shot.
 * Oni Skullcrusher: Yusuke grabs the opponent and drops a mighty headbutt to their forehead. Grab move, and deals a lot of stun.
 * Shotgun: Yusuke reels up, before sending a rapid barrage of Spirit Energy in a forward trajectory. Tapping allows more hits and projectiles.


 * Super Moves
 * Chou Rei Gun
 * Rei Kou Dan
 * Seikouki

Kenshin Himura

 * Special Moves
 * Ryu Shou Sen: Kenshin flies into the air, positioning his blade edge first as he rises. Anti Air.
 * Ryu Tsui Sen: Leaping into the air, Kenshin drops down, landing a heavy sword blow. Can be performed in the air by jumping, seeing him drop at the player's command.
 * Ryu Kan Sen: Kenshin spins, allowing him to evade projectiles and attacks, before retaliating with a strike at the back of the opponent.
 * Ryu So Sen: Kenshin draws back, before unleashing a rapid series of blows at the opponent. Can aim at different ranges.
 * Do Ryu Sen: Kenshin swings upwards, sending a spread of earth towards the opponent.


 * Battojutsu Mode: Kenshin sheathes his sword. Places Kenshin in a different mode of mobility, increasing his attack's execution speed and strength but increases difficulty of combo performance. If he is finished using an attack without Ryu Mei Sen during this mode, he will return to normal stance.
 * Sou Ryu Sen: Kenshin draws a blow from his sword. If his attack makes contact or is blocked, tapping its respective attack button has Kenshin follow up with striking with his sheath.
 * Sou Ryu Sen - Ikazuchi: Kenshin instead swings his sword fully sheathed. If blocked, Kenshin then truly draws his sword, attacking them while the opponent is open. Less damage if it hits, but if countered, deals greater damage.
 * Ryu Mei Sen: Upon the last frame of an attack, Kenshin fluidly uses his Shinsoku to immediately return his sword back to its sheath fully; as a result of the great speed, the maneuver creates a miniature sonic boom, staggering/crumpling the opponent. Returns Kenshin back to Battojutsu Mode immediately when this is used. Performed in opposite motion of whatever move was used in Battojutsu Mode.


 * Super Moves
 * Ka Ryu Sen: In the air, Kenshin sheathes his sword, and immediately drops down, spinning rapidly as he descends. Upon the press of an attack button, Kenshin uses the acceleration of his free fall to enhance his drawing strike that creates a horizontal blast of vacuum wind.
 * Kuzuryusen - Doryu - Kairyu - Enryu: Kenshin flies forward, dashing ahead with his sword; depending on the version used, Kenshin will dash forward in a different trajectory, either diagonally down (Doryu), diagonally up (Enryu), or straight ahead, either standing (Kairyu) or crouching (Doryu). If he makes contact with the opponent, Kenshin uses his Shinsoku to deliver nine instantaneous hits to the opponent. Cannot be blocked upon contact, but deals more damage depending on the opponent's position (ie in air, crouching) and the version of Kuzuryusen used; Doryu is best against crouching opponents, Kairyu is best against standing opponents, and Enryu is best against airborne opponents.
 * Ryu Kan Sen - Tsumuji - Arashi - Kogarashi:
 * Amakakeru Ryu no Hirameki: Upon activation, Kenshin immediately draws back into Battojutsu Mode and encroaches a stance, while he remains in a state for a set period of time. If he attacks during this state, Kenshin then draws an incredibly strong sword blow. If Kenshin attacks immediately before an opponent's attack lands, he will vanish and deliver a heavy counter blow.
 * Shin Amakakeru Ryu no Hirameki: At the cost of further gauge, Kenshin will proceed to follow up the Hirameki former. As the result of the Hirameki's power, the resultant strike creates a powerful vacuum, stunning and subduing the opponent in place. As they are helpless, Kenshin spins, and returns with a strike that succeeds his former attack. If the opponent has blocked the first Hirameki, this attack can be used as a counter.

Kenshiro

 * Special Moves
 * Hokuto Ujo Moshoha: Kenshiro angles himself to face upwards, before sending a barrage of fists ending with a flying uppercut.
 * Seieiko
 * Kanzan Ryouzan Ha: Kenshiro swings his arms back to deliver a powerful chop. As his hand hits the floor, an energy wave emanates as the result of the attack.
 * Hokuto Hyakuretsu Ken
 * Hokuto Juuha Zan
 * Hokuto Shichi Shiseiten


 * Super Moves
 * Hokuto Senjukai Ken
 * Hokuto Zankai Ken
 * Tenha Kassatsu:
 * Toki Ranso
 * Musou Tensei

Raoh

 * Special Moves
 * Hokuto Goshoha: Raoh lunges forward with his palm striking forward that sends a powerful wave ahead.
 * Hokuto Meiretsu Ken: Raoh throws his fists in a heavy and fast barrage. Upon pressing Kick, Raoh can end Meiretsu Ken with a launching kick, a forward kick, or a powerful kick that cuts an energy wave on the ground.
 * Hokuto Goten Shou: Raoh stands in place and raises his fist to the sky, as his Touki flares up around him into the air.
 * Hokuto Haten Kaijin: Raoh readies his fist and sends it crashing down on the opponent. Can be charged, can break guards.


 * Super Moves
 * Shichisei Tenshi
 * Shinkesshu
 * Tenshou Honretsu: Raoh waves his hands in front of him, creating an illusion of unpredictability. At the player's discretion, Raoh then sends a large powerful blast of ki forward in any trajectory.