=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Power Instinct Legends FAQ By: Goh_Billy (billy_kane_32@hotmail.com) Version #: 7.0 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Sections -------- 1. Legend 2. System 3. Characters 3.1 Kanji Kokuin 3.2 Hattori Saizo 3.3 Sahad Asran Ryuto 3.4 Reiji Oyama 3.5 Keith Wayne 3.6 Thin Nen 3.7 White Buffalo 3.8 Goketsuji Oshima 3.9 Goketsuji Oume 3.10 Angela Belti 3.11 Kurara Hanakouji 3.12 Super Kurara 3.13 Poochi (Aka Pooch) 3.14 Kintaro Kokuin (Aka Kinta) 3.15 Annie Hamilton 3.16 Goketsuji Otane 3.17 Kuroko (Aka Ninja-Boy) ------------------------------------ 3.18 Chuck 4. Pairs 4.1 Kanji Kokuin 4.2 Hattori Saizo 4.3 Sahad Asran Ryuto 4.4 Reiji Oyama 4.5 Keith Wayne 4.6 Thin Nen 4.7 White Buffalo 4.8 Goketsuji Oshima 4.9 Goketsuji Oume 4.10 Angela Belti 4.11 Kurara Hanakouji 4.12 Super Kurara 4.13 Pochi (Aka Pooch) 4.14 Kintaro Kokuin (Aka Kinta) 4.15 Annie Hamilton 4.16 Goketsuji Otane 4.17 Kuroko (Aka Ninja-Boy) 4.18 Chuck 5. Misc. And Easter Eggs 5.1 Play As Chuck 5.2 Using Two Chucks 6. Conclusion 6.1 What's Missing/Needed 6.2 Credits =============================================================================== 1. Legend =============================================================================== ub u uf f - Forward HP - Heavy Punch P - Any Punch \ | / b - Back LP - Light Punch K - Any Kick b-- --f u - Up HK - Heavy Kick + - And / | \ d - Down LK - Light Kick / - Or db d df , - Then qcf - quarter circle forward (d, df, f) qcb - quarter circle back (d, db, b) hcf - half circle forward (b, db, d, df, f) hcb - half circle back (f, df, d, db, b) =============================================================================== 2. System =============================================================================== Throw f/b + HP close Air Throw any direction except u + HP close in air Double Jump ub/u/uf after any first jump Dash Forward f, f Quick Retreat b Retreat Punch P Retreat Kick K knocks opponent down Dash Punch P Dash Kick K knocks opponent down Dash Backwards b, b invulnerable for a split second Dizzy Recovery shake joystick and tap P and K rapidly when dizzied Strong Attack HP+HK knocks opponent down Strong Air Attack HP+HK in air bounces opponent off ground for juggle; overhead Strong Launch Attack d + HP+HK launches opponent into air for juggle; must be blocked low Block High b Block Low db will not block overheads Hard Block LK+LP Super performed when stress meter fills when you are meter fills and spells hit (not blocking) or out attack when the opponent blocks your attack; when you fill your meter your character will perform a stress scream (which can hit the opponent); during the stress scream you are invulnerable for a second =============================================================================== 3. Characters =============================================================================== ******************************************************************************* * 3.1 Kanji Kokuin * ******************************************************************************* Colors ------ Start - White w/ White cloth LP - Blue w/ Orange cloth LK - Black w/ Purple cloth HP - Red w/ Black cloth HK - Purple w/ Yellow cloth Throws ------ Arm Drag f/b + HP close Frankensteiner any direction except u + HP close in air Basic Move ---------- Extend Kick HK close 2 hits Command Moves ------------- Axe Handle Smash HP+HK overhead Strong Chop HP+HK in air bounces opponent off ground for juggle; overhead Lower Uppercut d + HP+HK launches opponent; must be blocked low Hard Block LK+LP Body Splash Dash Forward, LP Body Leap Dash Forward, HP overhead High Kick Dash Forward, K Flying Axe Handle Dash Forward, HP+HK overhead Retreat Body Splash f, f, b, LP Retreat Body Leap f, f, b, HP overhead Retreat High Kick f, f, b, K Trick Axe Handle f, f, b, HP+HK overhead Prop Kick d + HK close must be blocked low Special Moves ------------- Energy Fist qcf + P LP=slow, HP-fast; will collide with other projectiles as both will be "destroyed" in the process; tends to go over many of the projectiles in the game Energy Foot Lunge qcb + K LK=short, HK=long Air Energy Foot Lunge qcb + K in air LK=short, HK=long Breath Spin Charge d for 2 seconds, HP=spin lasts longer; u + P absorbs projectiles Loincloth Snap hcb + P Gasp Intake tap K rapidly Stun Fart continue tapping K very LK=straight, HK=rising; fast goes through projectiles; will "stun" opponent if it connects (not blocked) Launching Combination b, db, d + HK slide kick must touch opponent to perform the entire maneuver ~Fart Transformation qcb, hcf + HP invulnerable for a short moment while transforming Super ----- ~Kanji Combo Rush Charge b for 2 seconds, dash in must touch f + LK+HK opponent for rushing combo part to come out; he will transform even if the dash in misses ~~~~~~~~~~~~~~~ ~(Frail Kanji)~ ~~~~~~~~~~~~~~~ Throws ------ Pogo Cane f/b + HP close Flip Toss any direction except u + HP close in air Basic Move ---------- N/A Command Moves ------------- Jumping Drill HP+HK overhead Strong Swing HP+HK in air bounces opponent off ground for juggle; overhead Homerun d + HP+HK launches opponent; must be blocked low Hard Block LK+LP Triple Cane Dash Forward, P Side Kick Dash Forward, K Flying Jump Drill Dash Forward, HP+HK overhead Retreat Tiple Cane f, f, b, P Retreat Side Kick f, f, b, K Trick Jumping Drill f, f, b, HP+HK overhead Weak Straight d + LP close Strong Straight d + HP close Special Moves ------------- Rapid Cane qcf + P HP=lasts longer Super Rapid Cane Dash Forward, qcf + P / can also be done if you f, f, b, qcf + P use a dashing or retreat P and then perform the qcf + P motion Libido Attack hcb + P LP=slow, HP=fast; can hold; will collide with other projectiles as both will be "destroyed" in the process Cane Stun Charge d for 2 seconds, LP=short, HP=further; u + P stuns opponent Headbutt Launch Charge d for 2 seconds, LK=short, HK=long u + K Crawl hcf + K LK=short, HK=long; cancelable; high dodge Launching Combination qcb + HK kick must touch opponent to perform the entire maneuver Transform Back Charge b for 2 seconds, dash in unblockable; f + P must connect the dash in to transform back . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ending ------ Kanji: As expected, a rightful outcome! Ha, ha, ha, ha ha! Hmmm, I need to give Chuck his reward. ******************************************************************************* * 3.2 Hattori Saizo * ******************************************************************************* Colors ------ Start - Light Purple W/ Red trim LP - Light Blue w/ Brown trim LK - Black w/ Blue trim HP - White w/ Black trim HK - Brown w/ Orange trim Throws ------ Ninja Drill f/b + HP close Shoulder Toss any direction except u + HP close in air Basic Moves ----------- Crawl hold df Falling Heel u, HK can hit opponent twice with both parts being overheads Roundhouse To F. Kick HK far Command Moves ------------- Bomb Strike HP+HK Strong Palm HP+HK in air bounces opponent off ground for juggle; overhead Throat Strike d + HP+HK launches opponent; must be blocked low Hard Block LK+LP Dragon Palms Dash Forward, P Flying Kick Dash Forward, K Flying Bomb Strike Dash Forward, HP+HK Retreat Dragon Palms f, f, b, P Retreat Flying Kick f, f, b, K Retreat Bomb Strike f, f, b, HP+HK Slide d + HK must be blocked low Special Moves ------------- Dragon Flame Flash qcf + P LP=slow, HP=fast; will collide with other projectiles as both will be "destroyed" in the process Dragon Flash Bomb qcb + P LP=short, HP=long; explosion absorbs projectiles Dragon Flash Dud qcb + HK Air Dragon Flash Bomb f, d, df + P in air LP=short, HP=long; explosion absorbs projectiles Blue Flame Slice hcf + K LK=short, HK=long Super Blue Flame Slice Dash Forward, hcf + K / can also be done if you f, f, b, hcf + K use a dashing or retreat P or K and then perform the hcf + K motion Tsunami Slash 360 + P in air LP=steeper angle Striking Ninja f, d, df + LP Striking Saizo f, d, df + HP overhead Saizo Shadows b, f, b + LK+HK ends once you are hit Super ----- Flaming Flash Wave qcb + LP+HP explosions absorb projectiles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ending ------ Saizo: From now on, I'm going to lead a normal life without my mask. Kanji: Saizo! I managed to get masks from every corner of the world. Pick the ones you like! What? ******************************************************************************* * 3.3 Sahad Asran Ryuto * ******************************************************************************* Colors ------ Start - Brown w/ Purple trim LP - Green w/ Red trim LK - Purple w/ Black trim HP - Black w/ Brown trim HK - Red w/ Brown trim Throws ------ Grab and Toss f/b + HP close Kick Off any direction except u + HP close in air Basic Moves ----------- Crawl hold df Rising Kick HK close 2 hits Command Moves ------------- Roundhouse HP+HK overhead Strong Jump Kick HP+HK in air bounces opponent off ground for juggle; overhead Sliding Kick d + HP+HK launches opponent; must be blocked low Hard Block LK+LP Gut Punch Dash Forward, P Striking Foot Dash Forward, K Flying Roundhouse Dash Forward, HP+HK overhead Retreat Gut Punch f, f, b, P Retreat Striking Foot f, f, b, K Retreat Roundhouse f, f, b, HP+HK overhead Special Moves ------------- Dagger Throw qcf + LP will collide with other projectiles as both will be "destroyed" in the process Saber Throw qcf + HP will collide with other projectiles as both will be "destroyed" in the process Upward Dagger qcb + LP will collide with other projectiles as both will be "destroyed" in the process Upward Saber qcb + HP will collide with other projectiles as both will be "destroyed" in the process Flame Breath f, d, df + P HP=flame lasts longer; absorbs projectiles Super Flame Breath Dash Forward, f, d, absorbs projectiles; can df + P / f, f, b, also be done if you f, d, df + P use a dashing or retreat P or K and then perform the f, d, df + P motion Djinn Lift Charge d for 2 seconds, LP=small, HP=large; u + P Djinn absorbs projectiles Arabian Attack Charge b for 2 seconds, LK=short, HK=long; dash f + K in unblockable Djinn Assist hcb + K close ~Transform 360 + LK+HK in air Super ----- Saber Chop qcf + LP+HP absorbs projectiles ~~~~~~~~~~ ~(Parrot)~ ~~~~~~~~~~ (transform ends once you are hit or after 10 seconds) Special Moves ------------- Fly use joystick to move around Fire Spark LP will collide with other projectiles as both will be "destroyed" in the process Flame Breath HP absorbs projectiles Straight Dart LK will collide with other projectiles as both will be "destroyed" in the process Downward Dart HK will collide with other projectiles as both will be "destroyed" in the process Rest d . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ending ------ Sahad: Miss Angela, you must come visit me at my house. Thin Nen: Why sure, darlin'! I'd be more than happy to! Sahad: .........ugh! ******************************************************************************* * 3.4 Reiji Oyama * ******************************************************************************* Colors ------ Start - Brown LP - White LK - Black HP - Purple HK - Red Throws ------ Kick Toss f/b + HP close Roll Tackle Pound f/b + HK close Choke Slam any direction except u + HP close in air Basic Move ---------- Power Uppercut HP close 2 hits Command Moves ------------- Knockout Punch HP+HK overhead Strong Fist HP+HK in air bounces opponent off ground for juggle; overhead Swipe Away d + HP+HK launches opponent; must be blocked low Hard Block LK+LP Uppercut Dash Forward, P Jaw Kick Dash Forward, K Flying Knockout Punch Dash Forward, HP+HK overhead Retreat Uppercut f, f, b, P Retreat Jaw Kick f, f, b, K Retreat Knockout Punch f, f, b, HP+HK overhead Special Moves ------------- Thunder Globe qcf + P LP=slow, HP=fast; will collide with other projectiles as both will be "destroyed" in the process Flying Dragon Punch f, d, df + P LP=short, HP=further Super Flying Dragon Punch Dash Forward, f, d, can also be done if you df + P / f, f, b, f, use a dashing or d, df + P retreat P or K and then perform the f, d, df + P motion Thunder Kick tap K rapidly Super Thunder Kick Dash Forward, tap K / f, can also be done if you f, b, tap K rapidly use a dashing or retreat P or K and then perform the tap K rapidly portion Elbow Drop qcb + P LP=short, HP=long Mule Kick qcb + HK overhead Super Spin Kick 360 + K in air LK=steeper angle Super ----- Dragon Punch Rush f, d, df + LP+HP dash in must touch the opponent for super to come out . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ending ------ Reiji: Hey grandpa! This tournament was actually kinda fun! Kanji: Ah, good. Reiji: Next time let's pick from this list! Kanji: You really love these tournaments, don't you? ******************************************************************************* * 3.5 Keith Wayne * ******************************************************************************* Colors ------ Start - Light Gray LP - Blue LK - Black HP - Red HK - Brown Throws ------ Shoulder Roll f/b + HP close Stomp Press any direction except u + HP close in air Basic Move ---------- N/A Command Moves ------------- Flying Knuckle HP+HK Axle Handle Smash HP+HK in air bounces opponent off ground for juggle; overhead Dragon Uppercut d + HP+HK launches opponent; must be blocked low Hard Block LK+LP Gut Punch Dash Forward, P Turn Kick Dash Forward, K Dash Knuckle Dash Forward, HP+HK Retreat Gut Punch f, f, b, P Retreat Turn Kick f, f, b, K Trick Knuckle f, f, b, HP+HK Special Moves ------------- Lightning Flash qcb + P LP=slow, HP=fast; will collide with other projectiles as both will be "destroyed" in the process; tends to go under most projectiles in the game Knuckle Bomber Charge b for 2 seconds, LP=short, HP=long f + P Spiral Kick qcf + K LK=short, HK=long; move must touch opponent to perform the entire maneuver and for the follow ups to be possible Spiral Kick Follow Up tap HK rapidly very using the LK version of fast the Spiral Kick will not use this follow up, but instead go directly to finish Jump Over Finish continue tapping K very fast Air Spiral Kick qcf + K in air LK=short, HK=long Rolling Cannon f, df, d + K LK=short, HK=further Air Rolling Cannon d + HP+HK, f, df, d + K LK=short, HK=further Super Rolling Cannon Dash Forward, f, df, can also be done if you d + K / f, f, b, f, use a dashing or df, d + K retreat P or K and then perform the f, df, d + K motion Axe Kick b, f, b + K LK=short, HK=long Punch Combination b, bd, d + HP gut punch must connect for entire move to come out; try to link the Kick Combination directly after for a small combo Kick Combination b, bd, d + HK knee must connect for entire move to come out Super ----- Knuckle Bomb Flash Charge b for 2 seconds, dash in must touch the f + LP+HP opponent for super to come out . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ending ------ Kanji: Keith, here's your prize. Tickets to the Grunge Band! Keith: Alright! Just what I wanted, gramps! Annie, I got tickets to the Grunge concert! How about going with me? ? ? ? Back feels kinda bumpy. Must be my imagination! ******************************************************************************* * 3.6 Thin Nen * ******************************************************************************* Colors ------ Start - Dark Green LP - Orange LK - White HP - Black HK - Purple Throws ------ Backdrop f/b + HP close Quick Toss any direction except u + HP close in air Basic Moves ----------- Palm Cutter HP close 2 hits Double Roundhouse HK far Command Moves ------------- Backfist HP+HK Strong Fist HP+HK in air bounces opponent off ground for juggle; overhead Turn Upward Strike d + HP+HK launches opponent; must be blocked low Hard Block LK+LP Dropping Elbow Dash Forward, P Falling Kick Dash Forward, K Flying Backfist Dash Forward, HP+HK Retreat Dropping Elbow f, f, b, P Retreat Falling Kick f, f, b, K Retreat Backfist f, f, b, HP+HK Special Moves ------------- Freeze Curse Card hcb + LP+HP stuns opponent; will collide with other projectiles as both will be "destroyed" in the process Oro Ball Wave hcf + LP+HP start up orb will absorb projectiles; skull projectile will collide with other projectiles as both will be "destroyed" in the process Air Oro Ball hcf + LP+HP in air absorbs projectiles Thunder Kick qcf, uf + K LK=short, HK=further Striking Thunder Fist b, f, b + P Super Thunder Fist Dash Forward, b, f, can also be done if you b + P / f, f, b, b, use a dashing or f, b + P retreat P or K and then perform the b, f, b + P motion Praying Strike b, d, db + HP reflects projectiles Supers ------ Turn of Fate LP+LK+HP+HK absorbs projectiles; must touch opponent for skeleton to perform finish Air Turn of Fate LP+LK+HP+HK in air absorbs projectiles; must touch opponent for skeleton to perform finish . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ending ------ Kanji: Your prize is a meal coupon. A or B. Which do you prefer? Thin Nen: Hmmmm...... Kanji: Excellent choice! All-you-can-eat at the Horsey-Horsey Club Bar! Thin Nen: Ha! Hee, hee, hee....alright! ******************************************************************************* * 3.7 White Buffalo * ******************************************************************************* Colors ------ Start - Brown w/ Purple trim LP - Green w/ Red trim LK - Brown w/ Red trim HP - Purple w/ Blue trim HK - Red w/ Brown trim Throws ------ Flipping Slam f/b + HP close Air Flipping Slam any direction except u + HP close in air Basic Move ---------- Snapping High HK close 2 hits Command Moves ------------- Escape Shoulder Tackle HP+HK Strong Downward Punch HP+HK in air bounces opponent off ground for juggle; overhead Reaching Palm d + HP+HK launches opponent; must be blocked low Hard Block LK+LP Uppercut Dash Forward, P Side Kick Dash Forward, K Tricky Shoulder Tackle Dash Forward, HP+HK Retreat Uppercut f, f, b, P Retreat Side Kick f, f, b, K Long Retreat S. Tackle f, f, b, HP+HK Special Moves ------------- Arrow Shot hcf + P LP=slow, HP=fast; will collide with other projectiles as both will be "destroyed" in the process Smash Tackle Charge b for 2 seconds, LP=short, HP=long f + P Charging Buffalo Charge d for 2 seconds, buffalo will collide u + K with other projectiles as both will be "destroyed" in the process Roaring Kicks b, d, db + K LK=short, HK=further Flying Elbow Blow 360 + P in air LP=steeper angle Jump In Throw hcb + HP connects close; unblockable Ki Charge hcb + LK charges meter; tap LK for slightly longer charge Super ----- Grand Tomahawk hcf + LP+HP tomahawk absorbs projectiles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ending ------ Kanji: Do you want the mystery box or the gold bar? The mystery box has a lot of stuff in it... White: ...I-I'll take the mystery box! Kanji: Excellent choice! You've just hit the jackpot! (Great! Now I'm finally rid of all that useless junk!) ******************************************************************************* * 3.8 Goketsuji Oshima * ******************************************************************************* Colors ------ Start - Purple w/ Gray trim LP - Purple w/ Green trim LK - Green w/ Orange trim HP - Brown w/ Black trim HK - Black w/ Red trim Throws ------ Homing Energy f/b + HP close Energy From Above any direction except u + HP close in air Basic Moves ----------- Helicopter Air u, HP both parts are overheads Soften And Crush HP close Foot Sharpen HK close 2 hits Command Moves ------------- Entry Dive HP+HK overhead Strong Fist HP+HK in air bounces opponent off ground for juggle; overhead Roll Then Rise d + HP+HK launches opponent; unblockable Hard Block LK+LP Sharp Touch Dash Forward, P Side Kick Dash Forward, K Flying Entry Dive Dash Forward, HP+HK overhead Retreat Sharp Touch f, f, b, P Retreat Side Kick f, f, b, K Trick Entry Dive f, f, b, HP+HK overhead Low Push d + HP close 2 hits Special Moves ------------- Energy Globe Spread hcf + LP (hold LP to hold LP to empower; if not delay) empowered it will collide with other projectiles as both will be "destroyed" in the process (goes over most projectiles anyway); if empowered, it will absorb projectiles Expanding Energy Globe hcf + HP (hold HP to hold HP to empower; if not delay) empowered it will collide with other projectiles as both will be "destroyed" in the process (goes over most projectiles anyway); if empowered, it will absorb projectiles Screw Kick Upper f, df, d + K LK=short, HK=long Second Screw Kick f, df, d + K Super Screw Kick Upper Dash Forward, f, df, can also be done if you d + K / f, f, b, f, use a dashing or df, d + K retreat P or K and then perform the f, df, d + K motion Second Screw Kick f, df, d + K Orb Hop qcf, uf + K LK=short, HK=long; overhead Shouha hcb + LP in air absorbs projectiles Downward Shouha hcb + HP in air absorbs projectiles Ponytail Snap Charge b for 2 seconds, absorbs projectiles f + P Bow hold d and tap HK rapidly charges meter Shield hcb + HP absorbs projectiles Super ----- Aura Charge hcf + LP+HP absorbs projectiles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ending ------ Oshima: Kanji! How dare you pull something like this...Take that, you old fart! Kanji: Aaaaah! Nooooooo! ******************************************************************************* * 3.9 Goketsuji Oume * ******************************************************************************* Colors ------ Start - Red bottom w/ Gray top LP - Purple bottom w/ Green top LK - Purple bottom w/ Gray top HP - Black bottom w/ Blue top HK - Green bottom w/ Pink top Throws ------ ~Transform f/b + HP close Kneeling Press f/b + HK close Flip And Destroy any direction except u + HP close in air Basic Moves ----------- Crawl Forward hold df Stomp Out ub/uf, HK both hits are overheads Front Flip u, HK can hit opponent twice in air; overhead Rapid Punches HP close 4 hits Flying Needle Kick LK far Oume Twister HK far Command Moves ------------- Claw Dive HP+HK Strong Double Fist HP+HK in air bounces opponent off ground for juggle; overhead Rising Uppercut d + HP+HK launches opponent; must be blocked low Hard Block LK+LP Big Swing Dash Forward, P Crouching Kick Dash Forward, K Flying Claw Dive Dash Forward, HP+HK Retreat Big Swing f, f, b, P Retreat Crouching Kick f, f, b, K Trick Claw Dive f, f, b, HP+HK Rising Rapid Punches d + HP can hit multiple times Slide d + HK must be blocked low Special Moves ------------- Teeth Throw Charge b for 2 seconds, LP=slow, HP=fast; will f + P collide with other projectiles as both will be "destroyed" in the process Flying Face Attack Charge d for 2 seconds, LP=upward, HP=diagonal u + P Air Flying Face Attack Charge d for 2 seconds, LP=upward, HP=diagonal u + P after d + HP+HK Catch And Chomp hcb + K LK=short, HK=long; overhead Air Catch and Chomp d + HP+HK, hcb + K LK=short, HK=long overhead Comet Attack hold f and tap P absorbs projectiles; rapidly HP=projectiles closer together Comet Cancel LP+HP Scary Face qcb + P LP=short, HP=long; absorbs projectiles Wave Kick hcf + K LK=short, HK=long Air Wave Kick u, d + K in air LK=steeper angle Super ----- Super Face Flash Charge d for 2 seconds, faces will absorb u + LP+HP projectiles but tend to go over them most of the time ~~~~~~~~~~~~~~ ~(Young Oume)~ ~~~~~~~~~~~~~~ (transform lasts for 10 seconds) Throws ------ Hard Throw f/b + HP close Downward Push any direction except u + HP close in air Basic Moves ----------- Crawl hold df Punt Kick HK in air can hit opponent twice with both parts being overheads Reaching Backfist HP far Command Moves ------------- Double Kick Flip HP+HK overhead Strong Kick HP+HK in air bounces opponent off ground for juggle; overhead Rising Kick d + HP+HK launches opponent; must be blocked low Hard Block LK+LP Flying Knuckle Dash Forward, P Roundhouse Dash Forward, K Flying Double Kick Flip Dash Forward, HP+HK overhead Retreat Flying Knuckle f, f, b, P Retreat Roundhouse f, f, b, K Retreat Double Kick Flip f, f, b, HP+HK overhead Head Stomp d + K in air overhead Special Moves ------------- Rising Heart Toss qcb + P LP=small heart and raises at steeper angle, HP=large heart; will collide with other projectiles as both will be "destroyed" in the process Straight Heart Toss qcf + P LP=small heart, HP=large heart; will collide with other projectiles as both will be "destroyed" in the process Air Heart Toss qcf + P in air LP=small heart and steeper angle, HP=large heart; will collide with other projectiles as both will be "destroyed" in the process Flying Face Attack Charge d for 2 seconds, LP=short, HP=further u + P Sweeping Rainbow Charge b for 2 seconds, absorbs projectiles f + P Super Sweeping Rainbow Dash Forward, b, f + P / absorbs projectiles; can f, f, b, b, f + P also be done if you use a dashing or retreat P or K and then perform the b, f + P motion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ending ------ Oume: So Mr Clan Leader! What will you give me as my prize? Kanji: Augh! Of all the fighters, Oume, why you? Oume: I don't want this! Hand over the clan leadership! Kanji: Aaaaaah! Nooooooo! ******************************************************************************* * 3.10 Angela Belti * ******************************************************************************* Colors ------ Start - Purple w/ Pink LP - Red w/ Blue LK - Black w/ Brown HP - Brown w/ Gray HK - Blue w/ Gray Throws ------ Headbutts f/b + HP close Riding Crush f/b + HK close Riding Crush Down any direction except u + HP close in air Basic Move ---------- Dig And Uppercut HP far Command Moves ------------- Axe Kick HP+HK overhead Strong Axe Handle HP+HK in air bounces opponent off ground for juggle; overhead Rising Roundhouse d + HP+HK launches opponent; must be blocked low Hard Block LK+LP Cheap Shot Dash Forward, P Twirl Kick Dash Forward, K Flying Axe Kick Dash Forward, HP+HK overhead Retreat Cheap Shot f, f, b, P Retreat Twirl Kick f, f, b, K Retreat Axe Kick f, f, b, HP+HK overhead Slide d + HK must be blocked low Special Moves ------------- High Whip Attack Charge b for 2 seconds, f + LP Low Whip Attack Charge b for 2 seconds, f + HP Thunder Whip Attack Charge b for 2 seconds, Thunder Wall produced f + LP+HP absorbs projectiles Angela Body Attack Charge b for 2 seconds, LK=short, HK=long and f + K and more hits; dash in must touch opponent to perform the entire maneuver Stomp Barrage Charge d for 2 seconds, LK=short, HK=long u + K Thunder Wall LP+HP absorbs projectiles Triple Thunder Wall Charge d for 2 seconds, absorbs projectiles u + LP+HP Super Thunder Wall Dash Forward, LP+HP / absorbs projectiles; can f, f, b, LP+HP also be done if you use a dashing or retreat P or K and then perform the LP+HP portion Smash Kick u, d + k in air LK=steeper angle Super ----- Angela Special Charge b for 2 seconds, dash in unblockable; f + LK+HK must connect to perform super . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ending ------ Kanji: For you, a dress to transform you into a true lady of high society. Angela: A-a dress? Kanji: Go on, try it on. Angela: I-I can become a lady just by wearing this dress? Kanji: Sure! Just by wearing it, you already look like a real lady. ******************************************************************************* * 3.11 Kurara Hanakouji * ******************************************************************************* Colors ------ Start - Gray LP - Orange LK - Red HP - Pink HK - Black Throws ------ Wand Toss f/b + HP close Air Wand Toss any direction except u + HP close in air Basic Moves ----------- Air Stomping ub/uf, HK both hits are overheads Hop Sit HK close 2 hits Command Moves ------------- Wand Smack HP+HK Strong Swing HP+HK in air bounces opponent off ground for juggle; overhead Uplifting Wand d + HP+HK launches opponent; must be blocked low Hard Block LK+LP Straight Assault Dash Forward, P Powerful Kick Dash Forward, K Flying Wand Smack Dash Forward, HP+HK Retreat Straight Assault f, f, b, P Retreat Powerful Kick f, f, b, K Retreat Wand Smack f, f, b, HP+HK Raising Trip d + HK can hit at two points, both of which must be blocked low Special Moves ------------- Baton Throw qcf + P LP=slow, HP=fast; will collide with other projectiles as both will be "destroyed" in the process Doll Hurricane f, d, df + P LP=short, HP=long; fire pillar absorbs projectiles Vacuum Spin qcb + K move with b or f; HP=spin lasts longer; absorbs projectiles Super Vacuum Spin Dash Forward, qcb + K / absorbs projectiles; can f, f, b, qcb + K also be done if you use a dashing or retreat P or K and then perform the qcb + K motion Air Vacuum spin qcb + K in air absorbs projectiles Hammer Blow qcb + P HP=opponent must block low if on ground Wand Attack b, f, b + HP absorbs projectiles Fireball Freeze hcf + LK+HK stuns opponent; will collide with other projectiles as both will be "destroyed" in the process Supers ------ Starlight Transformation qcf + LP+HP will collide with other projectiles as both will be "destroyed" in the process; the projectile must connect (not blocked) in order for the super to work Upward Starlight Trans. qcb + LP+HP will collide with other projectiles as both will be "destroyed" in the process; the projectile must connect (not blocked) in order for the super to work . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ending ------ Kanji: Your prize is an all expense paid luxury tour. Kurara: YES! N-O-O-O! This is the wrong tour! ******************************************************************************* * 3.12 Super Kurara * ******************************************************************************* Colors ------ Start - Black w/ Midnight Black LP - Red w/ Black LK - Yellow w/ Black HP - Purple w/ Dark Purple HK - Gray w/ Dark Gray Throws ------ Power Lift f/b + HP close Toss Away any direction except u + HP close in air Basic Moves ----------- Roller Upper HP close 2 hits Double Kick HK far Command Moves ------------- Forward Flip HP+HK overhead Strong Drop Kick HP+HK in air bounces opponent off ground for juggle; overhead Mule Kick d + HP+HK launches opponent; must be blocked low Hard Block LK+LP Uppercut Dash Forward, P Double Kick Dash Forward, K Flying Forward Flip Dash Forward, HP+HK overhead Retreat Uppercut f, f, b, P Retreat Double Kick f, f, b, K Retreat Forward Flip f, f, b, HP+HK overhead Low Roller Upper d + HP 2 hits Special Moves ------------- Forward Wave Punch qcf + P LP=slow, HP=fast; will collide with other projectiles as both will be "destroyed" in the process; tends to go over many of the projectiles in the game Upward Wave Blast qcb + P LP=slow, HP-fast; will collide with other projectiles as both will be "destroyed" in the process Sweep Wave qcb + K the energy wave absorbs projectiles Super Sweep Wave Dash Forward, qcb + K / the energy wave absorbs f, f, b, qcb + K projectiles; can also be done if you use a dashing or retreat P or K and then perform the qcb + K motion Sphere Attack hcf + K LK=short, HK=long; absorbs projectiles Super Sphere Attack Dash Forward, hcf + K / absorbs projectiles; can f, f, b, hcf + K also be done if you use a dashing or retreat P or K and then perform the hcf + K motion Heaven Laser qcb + P in air LP=short, HP=long; energy pillar absorbs projectiles Power Up b, f, b + P ends once you are hit Starlight Kick Flash f, d, df + HK if the opponent is ducking, Super Kurara passes through them; the energy stream can hit opponents, even if she rides past them (the opponent can even stand up into it after getting knocked down with the move itself) Super ----- Super Gut Punch Combo Charge b for 2 seconds, dash in unblockable; f + LP+HP must connect to perform super . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ending ------ Kanji: Well, what do you think? This is your prize. S.Kurara: Is there some reason for me wearing these clothes? Kanji: No, this is just a free service for all contestants. S.Kurara: ............. ******************************************************************************* * 3.13 Poochi * ******************************************************************************* Colors ------ Start - Blue LP - Red LK - Black HP - Brown HK - Light Gray Throws ------ Lay Back Throw f/b + HP close Chomping Slam any direction except u + HP close in air Basic Moves ----------- Doggy Paddle LP can hit multiple times Poochi Uppercut HP close 2 hits Prop Dropkick HK 2 hits Command Moves ------------- Double Fist HP+HK Strong Drop Kick HP+HK in air bounces opponent off ground for juggle; overhead Doggie Flip d + HP+HK launches opponent; must be blocked low Hard Block LK+LP Shoulder Charge Dash Forward, P Flying Feet Dash Forward, K Flying Double Fist Dash Forward, HP+HK Retreat Shoulder Charge f, f, b, P Retreat Flying Feet f, f, b, K Retreat Double Fist f, f, b, HP+HK Ducking Doggy Paddle d + LP can hit multiple times Driving Straight d + HP close 2 hits Special Moves ------------- Bone Dig qcb + K LK=high, HK=low; one bone will usually collide with other projectiles and "destroy" them as well as be "destroyed", while the other bone will continue its path Bomb Dig hcb + K LK=high, HK=low; one bomb will usually collide with other projectiles and "destroy" them as well as be "destroyed", while the other bone will continue its path Doggy Dash Charge b for 2 seconds, LP=short, HP=long f + P Super Doggy Dash Dash Forward, b, f + P / can also be done if you f, f, b, b, f + P use a dashing or retreat P and then perform the b, f + P motion Swan Dive f, d, df + P LP=short, HP=long Ear Slap qcb + P absorbs projectiles Doggy Dive 360 + P in air LP=steeper angle Super ----- Pochi Special qcf + LP+HP leap in is unblockable; must connect to perform super; finish opponent with for special animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ending ------ Kintaro: Okay, Poochi! Back where you came from! Poochi: Aroooon! (I haven't gotten my prize yet!) Kintaro: This is your prize! Poochi: Auuughhnn! (You've gotta be kidding!!!) ******************************************************************************* * 3.14 Kintaro Kokuin * ******************************************************************************* Colors ------ Start - Green w/ Light Gray LP - Red w/ Yellow LK - Red w/ White HP - Gray w/ White HK - Blue w/ Light Blue Throws ------ ~Transform f/b + HP close Rolling Toss f/b + HK close Riding Slam any direction except u + HP close in air Basic Moves ----------- Angry Swing LP can hit multiple times Child Uppercut HP close 2 hits Command Moves ------------- Hopping Headbutt HP+HK overhead Strong Drop Kick HP+HK in air bounces opponent off ground for juggle; overhead Arm Frenzy d + HP+HK launches opponent; must be blocked low Hard Block LK+LP Flying Push Dash Forward, LP Diving Fist Dash Forward, HP overhead Frog Leap Dash Forward, K Flying Headbutt Dash Forward, HP+HK overhead Retreat Flying Push f, f, b, LP Retreat Diving Fist f, f, b, HP overhead Retreat Frog Leap f, f, b, K Retreat Headbutt f, f, b, HP+HK overhead Ducking Angry Swing d + LP can hit multiple times Hop Headbutt d + HP close 2 hits Layback Bicycle d + HK close can hit at two points, both of which must be blocked low Special Moves ------------- Axe Swing hcf + P reflects projectiles Super Axe Swing Dash Forward, hcf + P / reflects projectiles; can f, f, b, hcf + P also be done if you use a dashing or retreat LP or K and then perform the hcf + P motion Rising Carp Charge d for 2 seconds, LP=low, HP=high; carp u + P absorbs projectiles Little Bear Run b, f, b + K LK=slow, HK=fast; will collide with other projectiles as both will be "destroyed" in the process Flying Feet qcf, uf + K LK=short, HK=further Tantrum Storm qcf + P in air LP=steeper angle; will collide with other projectiles as both will be "destroyed" in the process Jump Bear qcb + HK small bear can absorb projectiles but will jump over them most of the time Super ----- Great Bear Charge LP+LK+HP+HK bear can absorb projectiles but will jump over them most of the time ~~~~~~~~~~~~~~~ ~(Small Devil)~ ~~~~~~~~~~~~~~~ (transform ends once you are hit or after 10 seconds) Special Moves ------------- Fly use joystick to move around Flaming Jab LP/HP Flaming Dive LK/HK . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ending ------ Kintaro: Grandpa! I get to be clan leader for the day, right? Kanji: This is what happens to disobedient, selfish children! Kintaro: Waaaah! ******************************************************************************* * 3.15 Annie Hamilton * ******************************************************************************* Colors ------ Start - Gray pants w/ Dark Gray trim LP - Green pants w/ Red trim LK - Aqua pants w/ Blue trim HP - Pink pants w/ Red trim HK - Purple pants w/ Green trim Throws ------ Shoulder Toss f/b + HP close Quick Drop any direction except u + HP close in air Basic Moves ----------- Air Punt u, HK can hit opponent twice in air; overhead Reaching Backfist HP far Command Moves ------------- Swift Roundhouse HP+HK Strong Kick HP+HK in air bounces opponent off ground for juggle; overhead Flip Kick d + HP+HK launches opponent; must be blocked low Hard Block LK+LP Upward Strike Dash Forward, P Rising Kick Dash Forward, K Flying Swift Roundhouse Dash Forward, HP+HK Retreat Upward Strike f, f, b, P Retreat Rising Kick f, f, b, K Retreat Swift Roundhouse f, f, b, HP+HK Special Moves ------------- Golden Swan hcf + P LP=rising, HP=straight; will collide with other projectiles as both will be "destroyed" in the process Rainbow Sweep f, d, df + P LP=short, HP=further; absorbs projectiles Super Rainbow Sweep Dash Forward, f, d, absorbs projectiles; can df + P / f, f, b, f, d, also be done if you df + P use a dashing or retreat P or K and then perform the f, d, df + P motion Annie Dynamic Charge HK for 4 seconds, release Super Annie Dynamic Charge HK for 4 seconds, can also be done if you release while Dashing use a dashing or Forward / Charge HK retreat P or K and for 4 seconds, release then release the after f, f, b charged HK portion Photon Ball qcf + P in air LP=steeper angle; will collide with other projectiles as both will be "destroyed" in the process Fist Powerup hcb + LP+HP if Fist Powerup is interupted on start up, Annie will lose the power orb; lasts for 18 seconds or until you perform the Pink Swan, Power Sweep, Super Power Sweep, or the Pink Photon Elbow Orb Bop LP close Downward Orb ub/uf, LP overhead Orb Bop HP far Face Orb HP close Orb Gut Punch d + HP Orb Smash u, HP overhead Down Punch With Orb ub/uf, HP overhead; can use as crossup Upward Orb Strike Dash Forward, P Retreat Orb Strike f, f, b, P Orb And Knee LK close Knee Dive With Orb ub/uf, LK overhead; can use as crossup Orb And Kick HK close Jump Kick With Orb ub/uf, HK overhead; can use as crossup Rising Kick With Orb Dash Forward close, K Orb To Swift Roundhouse HP+HK close Strong Kick With Orb HP+HK in air overhead; can use as crossup Pink Swan hcf + P LP=rising, HP=straight; will collide with other projectiles as both will be "destroyed" in the process Power Sweep f, d, df + P LP=short, HP=further; absorbs projectiles Super Power Sweep Dash Forward, f, d, absorbs projectiles; can df + P / f, f, b, f also be done if you d, df + P use a dashing or retreat P or K and then perform the f, d, df + P motion Pink Photon qcf + P in air LP=steeper angle; will collide with other projectiles as both will be "destroyed" in the process Supers ------ Psychedelic Throw f + LP+HP close unblockable Air Psychedelic Throw f + LP+HP close in air unblockable . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ending ------ Kanji: Here's your zoo, just like I promised! Annie: ? ? ? ? Kanji: Well, what do you think? Marvelous zoo if I do say so myself. Annie: It's great if you're a child! ******************************************************************************* * 3.16 Goketsuji Otane * ******************************************************************************* Colors ------ Start - Orange bottom w/ Green top LP - Yellow bottom w/ Pink top LK - Aqua bottom w/ Purple top HP - Purple bottom w/ Pink top HK - Green bottom w/ Yellow top Throws ------ ~Transform f/b + HP close Kneeling Press f/b + HK close Flip And Destroy any direction except u + HP close in air Basic Moves ----------- Crawl Forward hold df Stomp Out ub/uf, HK both hits are overheads Front Flip u, HK can hit opponent twice in air; overhead Rapid Punches HP close 4 hits Flying Needle Kick LK far Otane Twister HK far Command Moves ------------- Claw Dive HP+HK Strong Double Fist HP+HK in air bounces opponent off ground for juggle; overhead Rising Uppercut d + HP+HK launches opponent; must be blocked low Hard Block LK+LP Big Swing Dash Forward, P Crouching Kick Dash Forward, K Flying Claw Dive Dash Forward, HP+HK Retreat Big Swing f, f, b, P Retreat Crouching Kick f, f, b, K Trick Claw Dive f, f, b, HP+HK Rising Rapid Punches d + HP can hit multiple times Slide d + HK must be blocked low Special Moves ------------- Teeth Throw Charge b for 2 seconds, LP=slow, HP=fast; will f + P collide with other projectiles as both will be "destroyed" in the process Flying Face Attack Charge d for 2 seconds, LP=upward, HP=diagonal u + P Air Flying Face Attack Charge d for 2 seconds, LP=upward, HP=diagonal u + P after d + HP+HK Comet Attack hold f and tap P absorbs projectiles; rapidly HP=projectiles closer together Comet Cancel LP+HP Air Wave Kick u, d + K in air LK=steeper angle Floating Head qcf + K absorbs projectiles, but tends to float too high to catch most of them Dropping Weight qcb + P LP=short, HP=medium, LP+HP=long; will collide with other projectiles as they will be destroyed and the weight will no longer be able to hit the opponent Energy Sphere 360 + P in air absorbs projectiles Super ----- Spirit Charge qcf + LP+HP absorbs projectiles ~~~~~~~~~~~~~~~ ~(Young Otane)~ ~~~~~~~~~~~~~~~ (transform lasts for 10 seconds) Throws ------ Hard Throw f/b + HP close Downward Push any direction except u + HP close in air Basic Moves ----------- Punt Kick HK in air can hit opponent twice with both parts being overheads Reaching Backfist HP far Command Moves ------------- Double Kick Flip HP+HK overhead Strong Kick HP+HK in air bounces opponent off ground for juggle; overhead Rising Kick d + HP+HK launches opponent; must be blocked low Hard Block LK+LP Flying Knuckle Dash Forward, P Roundhouse Dash Forward, K Flying Double Kick Flip Dash Forward, HP+HK overhead Retreat Flying Knuckle f, f, b, P Retreat Roundhouse f, f, b, K Retreat Double Kick Flip f, f, b, HP+HK overhead Low Backfist d + HP close 2 hits Slide Kick df + HK must be blocked low Special Moves ------------- Rising Heart Toss qcb + P LP=small heart and raises at steeper angle, HP=large heart; will collide with other projectiles as both will be "destroyed" in the process Straight Heart Toss qcf + P LP=small heart, HP=large heart; will collide with other projectiles as both will be "destroyed" in the process Air Heart Toss qcf + P in air LP=small heart and steeper angle, HP=large heart; will collide with other projectiles as both will be "destroyed" in the process Sweeping Rainbow Charge b for 2 seconds, absorbs projectiles f + P Super Sweeping Rainbow Dash Forward, b, f + P / absorbs projectiles; can f, f, b, b, f + P also be done if you use a dashing or retreat P or K and then perform the b, f + P motion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ending ------ Young Otane: I'd like to reclaim the seat as clan leader. How about it cutie? Kanji: ...Gulp!... Otane: $#*! My 10 seconds are over already! ******************************************************************************* * 3.17 Kuroko * ******************************************************************************* Colors ------ Start - Pink w/ Red trim LP - Blue w/ Red trim LK - Black w/ Yellow trim HP - Red w/ Dark Red trim HK - Purple w/ Red trim Throws ------ Boxing Glove Lift f/b + HP close Riding Press any direction except u + HP close in air Basic Moves ----------- Kuroko Toy LP can hit multiple times Fan Swipe HP close 2 hits Command Moves ------------- Tricky Glove HP+HK overhead Strong Scroll HP+HK in air bounces opponent off ground for juggle; overhead Launch Glove d + HP+HK launches opponent; must be blocked low Hard Block LK+LP Flying Glove Dash Forward, P Ninja Kick Dash Forward, K Flying Tricky Glove Dash Forward, HP+HK overhead Retreat Flying Glove f, f, b, P Retreat Ninja Kick f, f, b, K Retreat Tricky Glove f, f, b, HP+HK overhead Low Kuroko Toy d + LP can hit multiple times Extended Trip d + HK must be blocked low Special Moves ------------- Straight Fan Throw qcf + LP will collide with other projectiles as both will be "destroyed" in the process Upward Fan Throw qcf + HP will collide with other projectiles as both will be "destroyed" in the process Fan Uppercut f, d, df + P LP=short, HP=further Super Fan Uppercut Dash Forward, f, d, can also be done if you df + P / f, f, b, f, d use a dashing or df + P retreat P or K and then perform the f, d, df + P motion Iron Ball Smash hcb + P LP=short, HP=long with start up delay; iron ball absorbs projectiles; does not absorb projectiles during the start up delay in the HP version Rolling Fan Dive hcb + K LK=short, HK=long Supers ------ Mega Kuroko Bazooka f + LP+LK+HP+HK absorbs projectiles Mega Bomb Bazooka b + LP+LK+HP+HK absorbs projectiles Mega Barrage Bazooka LP+LK+HP+HK absorbs projectiles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ending ------ Kuroko: Dummy Data ------------------------------------------------------------------------------- ******************************************************************************* * 3.18 Chuck * ******************************************************************************* To unlock Chuck, at the character selection screen, press Right, Right, Down, Up, Down, Left, Left, Left, Up. Colors ------ Start - Green LP - Yellow LK - White HP - Red HK - Black Throws ------ Dangerous Knee f/b + HP close Falling Knee any direction except u + HP close in air Basic Moves ----------- Bloody Kicks HK close 2 hits Snapping Low LK close 2 hits Command Moves ------------- Axe Kick HP+HK overhead Strong Jump Kick HP+HK in air bounces opponent off ground for juggle; overhead Large Uppercut d + HP+HK launches opponent; must be blocked low Hard Block LK+LP Quick Punch Dash Forward, P High Kick Dash Forward, K Flying Axe Kick Dash Forward, HP+HK overhead Retreat Quick Punch f, f, b, P Retreat High Kick f, f, b, K Retreat Axe Kick f, f, b, HP+HK overhead Special Moves ------------- Low Laser qcf + LP absorbs projectiles High Laser qcf + HP absorbs projectiles Circle Kick Cutter f, d, df + K LK=short, HK=further Super Circle Kick Cutter Dash Forward, f, d, can also be done if you df + K / f, f, b, f, d use a dashing or df + K retreat P or K and then perform the f, d, df + K motion Hienshippu Kyaku hcb + K LK=short, HK=long and more hits; dive kick must touch opponent for entire move to come outz Ki Charge qcb + HP charges super meter Super ----- Chuck Revenge f, d, df + LK+HK dash in must touch the opponent for super to come out . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ending ------ Chuck: Woman love me! I'm too strong, too sexy! =============================================================================== 4. Pairs =============================================================================== 4.1 Kanji Kokuin ---------------- Kanji w/ Kanji = Eccentric Pair Kanji w/ Saizo = Violent Pair Kanji w/ Sahad = Beauty and Ruthless Pair Kanji w/ Reiji = Speedy Pair Kanji w/ Keith = Long Shot Pair Kanji w/ Thin Nen = Greedy Pair Kanji w/ White = Violent Pair Kanji w/ Oshima = Violent Pair Kanji w/ Oume = Short-Lived Pair Kanji w/ Angela = Sinister Pair Kanji w/ Kurara = Absolute Worst Pair Kanji w/ S. Kurara = Grim Pair Kanji w/ Poochi = Wicked Pair Kanji w/ Kintaro = Charming Pair Kanji w/ Annie = Long Shot Pair Kanji w/ Otane = Rascal Pair Kanji w/ Kuroko = Favorite Pair Kanji w/ Chuck = Best Friends Pair 4.2 Hattori Saizo ----------------- Saizo w/ Saizo = Internal Pair Saizo w/ Kanji = Violent Pair Saizo w/ Sahad = Water and Oil Pair Saizo w/ Reiji = Primitive Pair Saizo w/ Keith = Wicked Pair Saizo w/ Thin Nen = Powerful Pair Saizo w/ White = Vindictive Pair Saizo w/ Oshima = Unusual Pair Saizo w/ Oume = Behind-the-Scenes Pair Saizo w/ Angela = Eccentric Pair Saizo w/ Kurara = Unreturned Love Pair Saizo w/ S. Kurara = Tragic Love Pair Saizo w/ Poochi = Eccentric Pair Saizo w/ Kintaro = Internal Pair Saizo w/ Annie = Charming Pair Saizo w/ Otane = Behind-the-Scenes Pair Saizo w/ Kuroko = Best Friends Pair Saizo w/ Chuck = Wicked Pair 4.3 Sahad Asran Ryuto --------------------- Sahad w/ Sahad = Wicked Pair Sahad w/ Kanji = Beauty and Ruthless Pair Sahad w/ Saizo = Water and Oil Pair Sahad w/ Reiji = Sinister Pair Sahad w/ Keith = Macho Pair Sahad w/ Thin Nen = Eccentric Pair Sahad w/ White = Long Shot Pair Sahad w/ Oshima = Really Suspicious Pair Sahad w/ Oume = Long Shot Pair Sahad w/ Angela = Lovely Pair Sahad w/ Kurara = Vindictive Pair Sahad w/ S. Kurara = Absolute Worst Pair Sahad w/ Poochi = Internal Pair Sahad w/ Kintaro = Devil's Luck Pair Sahad w/ Annie = Elegant Pair Sahad w/ Otane = Internal Pair Sahad w/ Kuroko = Charming Pair Sahad w/ Chuck = Behind-the-Scenes Pair 4.4 Reiji Oyama ---------------- Reiji w/ Reiji = Blazing Pair Reiji w/ Kanji = Speedy Pair Reiji w/ Saizo = Primitive Pair Reiji w/ Sahad = Sinister Pair Reiji w/ Keith = Inseparable Pair Reiji w/ Thin Nen = Short-Lived Pair Reiji w/ White = Blazing Pair Reiji w/ Oshima = Shady Tactics Pair Reiji w/ Oume = Wicked Pair Reiji w/ Angela = Speedy Pair Reiji w/ Kurara = Unreturned Love Pair Reiji w/ S. Kurara = Beauty and the Beast Pair Reiji w/ Poochi = Blazing Pair Reiji w/ Kintaro = Rascal Pair Reiji w/ Annie = Inseparable Pair Reiji w/ Otane = Devil's Luck Pair Reiji w/ Kuroko = Powerful Pair Reiji w/ Chuck = Macho Pair 4.5 Keith Wayne ---------------- Keith w/ Keith = Wild Pair Keith w/ Kanji = Long Shot Pair Keith w/ Saizo = Wicked Pair Keith w/ Sahad = Macho Pair Keith w/ Reiji = Inseparable Pair Keith w/ Thin Nen = Water and Oil Pair Keith w/ White = Wild Pair Keith w/ Oshima = Deformed Pair Keith w/ Oume = Violent Pair Keith w/ Angela = Maternal Instincts Pair Keith w/ Kurara = Favorite Pair Keith w/ S. Kurara = Lovely Pair Keith w/ Poochi = Speedy Pair Keith w/ Kintaro = Grim Pair Keith w/ Annie = Unreturned Love Pair Keith w/ Otane = Tragic Love Pair Keith w/ Kuroko = Death Pair Keith w/ Chuck = Macho Pair 4.6 Thin Nen ------------ Thin Nen w/ Thin Nen=Greedy Pair Thin Nen w/ Kanji = Greedy Pair Thin Nen w/ Saizo = Powerful Pair Thin Nen w/ Sahad = Eccentric Pair Thin Nen w/ Reiji = Short-Lived Pair Thin Nen w/ Keith = Water and Oil Pair Thin Nen w/ White = Wild Pair Thin Nen w/ Oshima = Wicked Pair Thin Nen w/ Oume = Behind-the-Scenes Pair Thin Nen w/ Angela = Death Pair Thin Nen w/ Kurara = Water and Oil Pair Thin Nen w/ S. Kura.=Grim Pair Thin Nen w/ Poochi = Greedy Pair Thin Nen w/ Kintaro =Blazing Pair Thin Nen w/ Annie = Water and Oil Pair Thin Nen w/ Otane = Sinister Pair Thin Nen w/ Kuroko = Behind-the-Scenes Pair Thin Nen w/ Chuck = Greedy Pair 4.7 White Buffalo ----------------- White w/ White = Wild Pair White w/ Kanji = Violent Pair White w/ Saizo = Vindictive Pair White w/ Sahad = Long Shot Pair White w/ Reiji = Blazing Pair White w/ Keith = Wild Pair White w/ Thin Nen = Wild Pair White w/ Oshima = Lovely Pair White w/ Oume = Primitive Pair White w/ Angela = Powerful Pair White w/ Kurara = Unreturned Love Pair White w/ S. Kurara = Beauty and the Beast Pair White w/ Poochi = Primitive Pair White w/ Kintaro = Powerful Pair White w/ Annie = Destiny Pair White w/ Otane = Vindictive Pair White w/ Kuroko = Favorite Pair White w/ Chuck = Wild Pair 4.8 Goketsuji Oshima -------------------- Oshima w/ Oshima = Unusual Pair Oshima w/ Kanji = Violent Pair Oshima w/ Saizo = Unusual Pair Oshima w/ Sahad = Really Suspicious Pair Oshima w/ Reiji = Shady Tactics Pair Oshima w/ Keith = Deformed Pair Oshima w/ Thin Nen = Wicked Pair Oshima w/ White = Lovely Pair Oshima w/ Oume = Mismatched Pair Oshima w/ Angela = Shady Tactics Pair Oshima w/ Kurara = Eccentric Pair Oshima w/ S. Kurara =Past and Future Pair Oshima w/ Poochi = Really Suspicious Pair Oshima w/ Kintaro = Speedy Pair Oshima w/ Annie = Beauty and Sinister Pair Oshima w/ Otane = Destiny Pair Oshima w/ Kuroko = Grim Pair Oshima w/ Chuck = Death Pair 4.9 Goketsuji Oume ------------------ Oume w/ Oume = Absolute Worst Pair Oume w/ Kanji = Short-Lived Pair Oume w/ Saizo = Behind-the-Scenes Pair Oume w/ Sahad = Long Shot Pair Oume w/ Reiji = Wicked Pair Oume w/ Keith = Violent Pair Oume w/ Thin Nen = Behind-the-Scenes Pair Oume w/ White = Primitive Pair Oume w/ Oshima = Mismatched Pair Oume w/ Angela = Unusual Pair Oume w/ Kurara = Hag and Maiden Pair Oume w/ S. Kurara = Past and Future pair Oume w/ Poochi = Sinister Pair Oume w/ Kintaro = Rascal Pair Oume w/ Annie Beauty and Ruthless Pair Oume w/ Otane = Death Pair Oume w/ Kuroko = Violent Pair Oume w/ Chuck = Absolute Worst Pair 4.10 Angela Belti ----------------- Angela w/ Angela = Dynamite Pair Angela w/ Kanji = Sinister Pair Angela w/ Saizo = Eccentric Pair Angela w/ Sahad = Lovely Pair Angela w/ Reiji = Speedy Pair Angela w/ Keith = Maternal Instincts Pair Angela w/ Thin Nen = Death Pair Angela w/ White = Powerful Pair Angela w/ Oshima = Shady Tactics Pair Angela w/ Oume = Unusual Pair Angela w/ Kurara = Sinister and Witch Pair Angela w/ S. Kurara =Dynamite Pair Angela w/ Poochi = Long Shot Pair Angela w/ Kintaro = Maternal Instincts Pair Angela w/ Annie = Women Rule Pair Angela w/ Otane = Hag and Sinister Pair Angela w/ Kuroko = Prized Pair Angela w/ Chuck = Dynamite Pair 4.11 Kurara Hanakouji --------------------- Kurara w/ Kurara = Violent Pair Kurara w/ Kanji = Absolute Worst Pair Kurara w/ Saizo = Unreturned Love Pair Kurara w/ Sahad = Vindictive Pair Kurara w/ Reiji = Unreturned Love Pair Kurara w/ Keith = Favorite Pair Kurara w/ Thin Nen = Water and Oil Pair Kurara w/ White = Unreturned Love Pair Kurara w/ Oshima = Eccentric Pair Kurara w/ Oume = Hag and Maiden Pair Kurara w/ Angela = Sinister and Witch Pair Kurara w/ S. Kurara =Dreams and Reality Pair Kurara w/ Poochi = Charming Pair Kurara w/ Kintaro = Violent Pair Kurara w/ Annie = High Jumping Pair Kurara w/ Otane = Women Rule Pair Kurara w/ Kuroko = Lovely Pair Kurara w/ Chuck = Beauty and Ruthless Pair 4.12 Super Kurara ----------------- S. Kurara w/ S. Kur.=Dynamite Pair S. Kurara w/ Kanji = Grim Pair S. Kurara w/ Saizo = Tragic Love Pair S. Kurara w/ Sahad = Absolute Worst Pair S. Kurara w/ Reiji = Beauty and the Beast Pair S. Kurara w/ Keith = Lovely Pair S. Kurara w/ Thin N.=Grim Pair S. Kurara w/ White = Beauty and the Beast Pair S. Kurara w/ Oshima =Past and Future Pair S. Kurara w/ Oume = Past and Future Pair S. Kurara w/ Angela =Dynamite Pair S. Kurara w/ Kurara =Dreams and Reality Pair S. Kurara w/ Poochi =Dreams and Reality Pair S. Kurara w/ Kintaro=Wicked Pair S. Kurara w/ Annie = Dreams and Reality Pair S. Kurara w/ Otane = Really Suspicious Pair S. Kurara w/ Kuroko =Favorite Pair S. Kurara w/ Chuck = Beauty and the Beast Pair 4.13 Pochi ---------- Poochi w/ Poochi = Powerful Pair Poochi w/ Kanji = Wicked Pair Poochi w/ Saizo = Eccentric Pair Poochi w/ Sahad = Internal Pair Poochi w/ Reiji = Blazing Pair Poochi w/ Keith = Speedy Pair Poochi w/ Thin Nen = Greedy Pair Poochi w White = Primitive Pair Poochi w/ Oshima = Really Suspicious Pair Poochi w/ Oume = Sinister Pair Poochi w/ Angela = Long Shot Pair Poochi w/ Kurara = Charming Pair Poochi w/ S. Kurara =Dreams and Reality Pair Poochi w/ Kintaro = Charming Pair Poochi w/ Annie = Beauty and the Beast Pair Poochi w/ Otane = Deformed Pair Poochi w/ Kuroko = Best Friends Pair Poochi w/ Chuck = Dynamite Pair 4.14 Kintaro Kokuin ------------------- Kintaro w/ Kintaro = Charming Pair Kintaro w/ Kanji = Charming Pair Kintaro w/ Saizo = Internal Pair Kintaro w/ Sahad = Devil's Luck Pair Kintaro w/ Reiji = Rascal Pair Kintaro w/ Keith = Grim Pair Kintaro w/ Thin Nen =Blazing Pair Kintaro w/ White = Powerful Pair Kintaro w/ Oshima = Speedy Pair Kintaro w/ Oume = Rascal Pair Kintaro w/ Angela = Maternal Instincts Pair Kintaro w/ Kurara = Violent Pair Kintaro w/ S. Kurara=Wicked Pair Kintaro w/ Poochi = Charming Pair Kintaro w/ Annie = Charming Pair Kintaro w/ Otane = Speedy Pair Kintaro w/ Kuroko = Sinister Pair Kintaro w/ Chuck = Speedy Pair 4.15 Annie Hamilton ------------------- Annie w/ Annie = Elegant Pair Annie w/ Kanji = Long Shot Pair Annie w/ Saizo = Charming Pair Annie w/ Sahad = Elegant Pair Annie w/ Reiji = Inseparable Pair Annie w/ Keith = Unreturned Love Pair Annie w/ Thin Nen = Water and Oil Pair Annie w/ White = Destiny Pair Annie w/ Oshima = Beauty and Sinister Pair Annie w/ Oume = Beauty and Ruthless Pair Annie w/ Angela = Women Rule Pair Annie w/ Kurara = High Jumping Pair Annie w/ S. Kurara = Dreams and Reality Pair Annie w/ Poochi = Beauty and the Beast Pair Annie w/ Kintaro = Charming Pair Annie w/ Otane = Reality and Past Pair Annie w/ Kuroko = Favorite Pair Annie w/ Chuck = Beauty and the Beast Pair 4.16 Goketsuji Otane -------------------- Otane w/ Otane = Vindictive Pair Otane w/ Kanji = Rascal Pair Otane w/ Saizo = Behind-the-Scenes Pair Otane w/ Sahad = Internal Pair Otane w/ Reiji = Devil's Luck Pair Otane w/ Keith = Tragic Love Pair Otane w/ Thin Nen = Sinister Pair Otane w/ White = Vindictive Pair Otane w/ Oshima = Destiny Pair Otane w/ Oume = Death Pair Otane w/ Angela = Hag and Sinister Pair Otane w/ Kurara = Women Rule Pair Otane w/ S. Kurara = Really Suspicious Pair Otane w/ Poochi = Deformed Pair Otane w/ Kintaro = Speedy Pair Otane w/ Annie = Reality and Past Pair Otane w/ Kuroko = Charming Pair Otane w/ Chuck = Primitive Pair 4.17 Kuroko ----------- Kuroko w/ Kuroko = Long Shot Pair Kuroko w/ Kanji = Favorite Pair Kuroko w/ Saizo = Best Friends Pair Kuroko w/ Sahad = Charming Pair Kuroko w/ Reiji = Powerful Pair Kuroko w/ Keith = Death Pair Kuroko w/ Thin Nen = Behind-the-Scenes Pair Kuroko w/ White = Favorite Pair Kuroko w/ Oshima = Grim Pair Kuroko w/ Oume = Violent Pair Kuroko w/ Angela = Prized Pair Kuroko w/ Kurara = Lovely Pair Kuroko w/ S. Kurara =Favorite Pair Kuroko w/ Poochi = Best Friends Pair Kuroko w/ Kintaro = Sinister Pair Kuroko w/ Annie = Favorite Pair Kuroko w/ Otane = Charming Pair Kuroko w/ Chuck = Best Friends Pair 4.18 Chuck ---------- Chuck w/ Chuck = Primitive Pair Chuck w/ Kanji = Best Friends Pair Chuck w/ Saizo = Wicked Pair Chuck w/ Sahad = Behind-the-Scenes Pair Chuck w/ Reiji = Macho Pair Chuck w/ Keith = Macho Pair Chuck w/ Thin Nen = Greedy Pair Chuck w/ White = Wild Pair Chuck w/ Oshima = Death Pair Chuck w/ Oume = Absolute Worst Pair Chuck w/ Angela = Dynamite Pair Chuck w/ Kurara = Beauty and Ruthless Pair Chuck w/ S. Kurara = Beauty and the Beast Pair Chuck w/ Poochi = Dynamite Pair Chuck w/ Kintaro = Speedy Pair Chuck w/ Annie = Beauty and the Beast Pair Chuck w/ Otane = Primitive Pair Chuck w/ Kuroko = Best Friends Pair =============================================================================== 5. Misc. And Easter Eggs =============================================================================== ********************* * 5.1 Play As Chuck * ********************* To unlock Chuck, at the character selection screen, press Right, Right, Down, Up, Down, Left, Left, Left, Up. ************************ * 5.2 Using Two Chucks * ************************ There is a little trick you can use to have two Chucks on your team. To do this: 1. Enter the Chuck code to unlock him on the character select screen. 2. Choose any character (not Chuck) as your leader. 3. Choose Chuck as your partner. 4. Lose the fight and continue. 5. Now choose Chuck as your leader. 6. When you go to choose your partner, you should automatically be highlighting Chuck. This allows you to select Chuck as your partner without his select portrait disappearing. Now choose him as your partner and you have a duo team of Chucks! =============================================================================== 6. Conclusion =============================================================================== 6.1 What's Missing/Needed ````````````````````````` -Clean up and corrections -Any missing moves, let me know ;) 6.2 Credits ``````````` -Atlus -Gamefaqs -ThePatrick for providing the command to Kanji's alternate transformtion (thank you so much!) -Lan for the information on the Chuck w/ Chuck pairing and for the method of selecting two Chucks -Hanyousama for finding the Orb Hop move (qcf, uf + K) for Goketsuji Oshima -And me for writing this FAQ