=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Real Bout Fatal Fury Special FAQ By: Goh_Billy (billy_kane_32@hotmail.com) Version #: 7.0 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Sections -------- 1. Legend 1.1 Basic Game Legend 1.2 Chain Attack Legend 2. System 2.1 Basics 2.2 Planes 2.3 Power Gauge And Supers 2.4 Corners 3. Characters 3.1 Terry Bogard 3.2 Andy Bogard 3.3 EX Andy Bogard 3.4 Joe Higashi 3.5 Mai Shiranui 3.6 Duck King 3.7 Tung Fu Rue 3.8 EX Tung Fu Rue 3.9 Bob Wilson 3.10 Sokaku Mochizuki 3.11 Billy Kane 3.12 EX Billy Kane 3.13 Wolfgang Krauser 3.14 Laurence Blood 3.15 Jin Chonrei 3.16 Jin Chonshu 3.17 Hon-Fu 3.18 Ryuji Yamazaki 3.19 Blue Mary 3.20 EX Blue Mary 3.21 Franco Bash 3.22 Kim Kaphwan 3.23 Cheng Sinzan ---------------------------- 3.24 Geese Howard 4. Misc. And Easter Eggs 4.1 Special Intros 4.2 Other 5. Conclusion 5.1 What's Missing/Needed 5.2 Credits =============================================================================== 1. Legend =============================================================================== 1.1 Basic Game Legend --------------------- ub u uf f - Forward S - Strong Attack + - And \ | / b - Back P - Punch / - Or b-- --f u - Up K - Kick , - Then / | \ d - Down L - Line Change x - Times db d df 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) 1.2 Chain Attack Legend ----------------------- * - can perform special/super right after if connected E - ends string 1 - first hit must connect for this part to come out 2 - second hit must connect for this part to come out 3 - third hit must connect for this part to come out O - overhead _ - must be blocked low A - launches opponent into the air G - opponent must be on ground and must be close enough to connect the pursue (otherwise dash towards them before they recover to get close enough) < - backdash > - shifts to other side of opponent ^ - knocks opponent to opposite plane v - knocks opponent back to original plane if previous move connected H - first attack must be from a high jump for this part to come out =============================================================================== 2. System =============================================================================== ++++++++++++++ | 2.1 Basics | ++++++++++++++ Throw f/b + S close Crawl hold df Dash Forward f, f can attack out of dash Dash Jump uf Halt b Dash Backward b, b invulnerable for a second Air Turn Around L in air works only on high jumps Short aka Small Jump tap ub/u/uf High Jump press ub/u/uf Air Block ub/u/uf, b Block High b Block Low db will not block overheads Recovery Roll b, db, d + L after requires H. Power or higher being knocked down Dizzy Recovery shake joystick and tap the buttons rapidly when dizzied Defensive Attack f + LP while blocking you will find this will work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Taunt S from far Break Shot perform move marked requires H. Power or higher with (BS) while blocking ++++++++++++++ | 2.2 Planes | ++++++++++++++ Switch To Opposite Plane L Dive Attack P from opposite plane Dive Kick/Slide Kick K from opposite plane overhead/must be blocked low (depending on character) Reach Attack S from opposite plane pulls opponent to your plane if attack touches them Sweep d + S from opposite must be blocked low; pulls plane opponent to your plane if attack touches them Switch Back L ---when both characters are in opposing planes--- front plane character: *can short jump and high jump (cannot attack in air) *cannot perform normals or command moves (the button press will send them to the opposing plane or pull opponent to theirs) *cannot crawl back plane character: *can short jump and high jump (cannot attack in air) *cannot perform normals or command moves (the button press will send them to the opposing plane or pull opponent to theirs) *cannot crawl ++++++++++++++++++++++++++++++ | 2.3 Power Gauge And Supers | ++++++++++++++++++++++++++++++ Power Gauge - This fills when you use special moves, connect (not blocked) any attack, or when you block an opponent's attack. H. Power - This occurs when half your power gauge is filled. This allows you to use Break Shots and Recovery Rolls. S. Power Super - When your gauge is filled, you will have a S Power bar. It decreases over time, until eventually your gauge empties completely. You are able to use a S. Power Super when the S. Power bar is active. After using a S. Power Super, the bar will automatically empty. You can also perform S. Power Supers when your lifebar is flashing. During this time, there is no need for a charged Power Gauge and you can perform as many S. Power Supers as you want. P. Power Super - When the gauge is filled and your lifebar is flashing red, the power gauge will display a P. Power bar. As with the S. Power bar, this decreases over time. During the bars active run, you can perform a P. Power Super. Once performed, the power gauge will empty. +++++++++++++++ | 2.4 Corners | +++++++++++++++ In each stage (with the exception of Geese's), there are objects located at both corners. These objects are weakened when a character is attacked against them with a successful (not blocked) normal or special. Each "bounce" off the wall from a successful blow adds a value of damage of 1 to that object. Multiple hitting normals and specials, however, add damage a little differently. Moves such as Terry's Crack Shoot, Tung's Thousand Kicks, or Sokaku's Possession Blast will "bounce" the opponent off the object multiple times. These multiple hitting moves will add a damage value of 2, even though the opponent graphically bounces off the object more than 2 times. All objects in this game have a durability value of 7. That means that once the object is subjected to 7 values of damage, it will be destroyed. When the object is subjected to 6 values of damage, it will be shown to be weakened. This warns the player that the next successful attack against it will destroy it. Which ever character is "bounced" off the object when it is in it's weakened state will destroy the object and be subject to being dizzied. The weakened object also has one other property worth mentioning. Normally, any connected super that "bounces" the opponent off the object will not add a damage value. However, a super can break the object once it reaches a value of 6. Object damage (including completely damaged objects) are reset in each round. =============================================================================== 3. Characters =============================================================================== ******************************************************************************* * 3.1 Terry Bogard * ******************************************************************************* Colors ------ P - Blue jeans w/ Red jacket and hat L - Gray jeans w/ Blue jacket and hat Throw ----- Buster Throw f/b + S close Basic Moves ----------- Crawl hold df Down Punch S from short jump overhead Roundhouse S close 2 hits Plane Moves ----------- Dive Knuckle P from opposite plane Dive Kick K from opposite plane overhead Backfist/Reach Punch S from opposite plane pulls opponent to your plane if attack touches them Sweep d + S from opposite must be blocked low; pulls plane opponent to your plane if attack touches them Command Moves ------------- Slide Punch Dash Forward, d + P Uppercut df + P Flying Turn Kick f + K knocks opponent into opposite plane; can feint the Flying Turn Kick into a special/super which is done by performing a special/super just before the Flying Turn Kick comes out Punt Kick Dash Forward, f + S overhead; can feint the Punt Kick into a special/super which is done by performing a special/super just before the Punt Kick comes out Gut Uppercut f + P while blocking you will find this will work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Feint Burning Knuckle f + P+K Feint Power Geyser d + K+S Special Moves ------------- Power Wave qcf + P will collide with other projectiles as both will be "destroyed" in the process Round Wave qcf + S hits in both planes; must be blocked low by opponent when they are in the back plane; absorbs projectiles Burning Knuckle qcb + P/S P=short, S=long Rising Tackle Charge d for 2 seconds, u + P Power Charge b, f, f + P hold P to increase the distance of the maneuver; launches opponent; can follow with a Rising Tackle Power Dunk (BS) f, d, df + K last part of the move is an overhead Crack Shoot qcb + K Bashing Sway qcf + L Terry switches to the opposite plane; if opponent is hit by this move they will be dragged to the other plane with him S. Power Super -------------- Power Geyser qcb, db, f + K+S absorbs projectiles P. Power Super -------------- Overheat Geyser qcb, db, f + S absorbs projectiles Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*) -----> f + S (*, ^)---> b + S (*, v, E) P close (*)| S (*, E) S (E) | d + S (_, E) | df + S (*, A, E) | ----> d + K (*, _)----> d + S (_, E) df + S (*, A, E) d + P (*)------> K (*) -----> f + S (*, ^)---> b + S (*, v, E) | d + S (*, E) S (E) | d + S (_, E) | df + S (*, A, E) | ----> d + K (*, _)----> d + S (_, E) df + S (*, A, E) df + P (*)-----> S (*) -----> S (*) -----> S (*) -----> f + S (E) P in air (0)---> K (1, H, O, E) S (1, H, O, E) Kick Starters ````````````` K (*) --------> K (*) -----> f + S (*, ^)---> b + S (*, v, E) K close (*)| S (E) d + K | d + S (_, E) (*, _) | df + S (*, A, E) | ----> d + K (*, _)----> d + S (_, E) df + S (*, A, E) K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` None ******************************************************************************* * 3.2 Andy Bogard * ******************************************************************************* Colors ------ P - White costume w/ Red trim L - Off White costume w/ Blue trim Throw ----- Uchimata f/b + S close Basic Moves ----------- Crawl hold df Dropping Heel S close 2 hits Plane Moves ----------- Dive Palm P from opposite plane Dive Kick K from opposite plane overhead Backhand/Reach Kick S from opposite plane pulls opponent to your plane if attack touches them Sweep d + S from opposite must be blocked low; pulls plane opponent to your plane if attack touches them Command Moves ------------- Slide Palm Dash Forward, d + P Rising Palm df + P Falling Roll Kick f + K can feint the Falling Roll Kick into a special/super which is done by performing a special/super just before the Falling Roll Kick comes Crunch Kick f + P while blocking you will find this will work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Feint Zanei Ken f + P+K Feint Hi Sho Ken d + P+K Feint Choreppa Dan d + K+S Special Moves ------------- Hi Sho Ken qcb + P projectile does NOT travel full screen distance; will collide with other projectiles as both will be "destroyed" in the process Shoryudan f, d, df + S Zanei Ken Charge db, f + P/S / P=short, S=long db, f + P/S Shippu Uraken db, f + S follow up to S version of Zanei Ken only Explosion Quake hcb + S palm strike must connect (not blocked) to perform entire maneuver Kuhadan (BS) hcf + K S. Power Super -------------- Choreppa Dan Charge d for 2 seconds, df, f + K+S P. Power Super -------------- Zanei Reppa hcf + S Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*) -----> f + S (*, ^)---> b + S (*, v, E) P close (*)| S (E) d + P (*) | d + S (_, E) | df + S (*, A, E) | ----> d + K (*, _)----> d + S (_, E) df + S (*, A, E) df + P (*)-----> S (*) -----> S (*) -----> S (*) -----> f + S (E) P in air (0)---> K (1, H, O, E) S (1, H, O, E) Kick Starters ````````````` K (*) --------> K (*) -----> f + S (*, ^)---> b + S (*, v, E) K close (*)| S (E) d + K | d + S (_, E) (*, _) | df + S (*, A, E) | ----> d + K (*, _)----> d + S (_, E) df + S (*, A, E) K in air (0)---> S (1, H, O, E) Strong Starters ``````````````` None ******************************************************************************* * 3.3 EX Andy Bogard * ******************************************************************************* To select EX Andy, move to Andy's icon, hold start, K, K, S, S, hold K (while still holding start), hold S (while still holding start and K), then P or L (while still holding start, K, and S) Colors ------ P - Black costume w/ Purple trim L - Blue costume w/ Brown trim Throw ----- Uchimata f/b + S close Basic Moves ----------- Crawl hold df Dropping Heel S close 2 hits Plane Moves ----------- Dive Palm P from opposite plane Dive Kick K from opposite plane overhead Backhand/Reach Kick S from opposite plane pulls opponent to your plane if attack touches them Sweep d + S from opposite must be blocked low; pulls plane opponent to your plane if attack touches them Command Moves ------------- Slide Palm Dash Forward, d + P Rising Palm df + P Ground Slash d + S on downed pursue attack opponent Crunch Kick f + P while blocking you will find this will work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Special Moves ------------- Geki Hi Sho Ken qcb + S absorbs projectiles Spider Hold d, d + S in air connects when you perform move and land close to opponent on ground; unblockable Zanei Ken Charge db, f + S / db, f + S Yami Abisegeri (BS) b, d, db + K Illusion Shiranui Dash Forward, f, df, teleports behind opponent d + L and attacks S. Power Super -------------- Choreppa Dan Charge d for 2 seconds, df, f + K+S P. Power Super -------------- Neo Zanei Reppa hcf + S Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*) -----> S -----> d + S (G, E) P close (*)| | d + S (_, E) d + P (*) | | df + S (*, A, E) | | | | | ---> f + S (*, ^)---> b + S (*, v, E) | | ----> d + K (*, _)----> d + S (_, E) df + S (*, A, E) df + P (*)-----> S -----> S -----> S (*, A, E) P in air (0)---> K (1, H, O, E) S (1, H, O, E) Kick Starters ````````````` K (*) --------> K (*) -----> S -----> d + S (G, E) K close (*)| | d + S (_, E) d + K | | df + S (*, A, E) (*, _) | | | | | ---> f + S (*, ^)---> b + S (*, v, E) | | ----> d + K (*, _)----> d + S (_, E) df + S (*, A, E) K in air (0)---> S (1, H, O, E) Strong Starters ``````````````` None ******************************************************************************* * 3.4 Joe Higashi * ******************************************************************************* Colors ------ P - Blue shorts w/ Red trim L - Yellow shorts w/ Gray trim Throws ------ Lifting Pressure f/b + S close Down Heel d + S Rapid Knees df + S close Basic Moves ----------- Crawl hold df Straight Kick S from uf/ub short jump overhead Plane Moves ----------- Dive Elbow P from opposite plane Slide Kick K from opposite plane must be blocked low Reach Kick S from opposite plane pulls opponent to your plane if attack touches them Sweep d + S from opposite must be blocked low; pulls plane opponent to your plane if attack touches them Command Moves ------------- Slide Fist Dash Forward, d + P Slide Shin Kick Dash Forward, d + K Quick Uppercut b + P Rising Elbow df + P High Kick b + K knocks opponent to opposite plane Slide Kick df + K must be blocked low Special Taunt d + S on downed pursue taunt opponent Jaw Opener f + P while blocking you will find this will work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Feint Tiger Kick b + P+K Feint Hurricane Upper d + P+K Special Moves ------------- Hurricane Upper hcb + P will collide with other projectiles as both will be "destroyed" in the process Exploding Hurricane hcb + S first tornado will collide with other projectiles and "destroy" them as well as be "destroyed", while the second and third tornadoes will continue their path TNT Punch tap P repeatedly Dynamite Fist qcf + P overhead Tiger Kick (BS) f, d, df + K Pressure Knee f, d, df + S Explosive Heel qcb + K Pressure Knee must connect (not blocked) for this follow up to be possible Golden Heel qcb + K Slash Kick Charge db, f + K / db, f + K Powerful Slash Kick Charge db, f + S / first part must connect (not db, f + S blocked) to perform entire maneuver S. Power Super -------------- Screw Upper f, hcf + K+S absorbs projectiles P. Power Supers --------------- Slide Screw f, hcf + S absorbs projectiles Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*) -----> f + S (*, ^)---> b + S (*, v, E) | S (*, E) S (E) | d + S (_, E) | df + S (*, A, E) | ----> d + K (*, _)----> d + S (_, E) df + S (*, A, E) P close (*) ---> K (*) -----> f + S (*, ^)---> b + S (*, v, E) | S (*, E) S (E) | d + S (_, E) | df + S (*, A, E) | ----> d + K (*, _)----> d + S (_, E) : df + S (*, A, E) : : : ----> d + P (*) -----> K (*) -----> f + S (*, ^)---> b + S : S (E) (*, v, E) : d + S (_, E) : df + S (*, A, E) : --> d + K (*, _)---> d + S (_, E) df + S (*, A, E) d + P (*)------> K (*) -----> f + S (*, ^)---> b + S (*, v, E) | S (E) | d + S (_, E) | df + S (*, A, E) | ----> d + K (*, _)----> d + S (_, E) df + S (*, A, E) b + P (*)------> S (*) -----> S (*) -----> S (*) -----> f + S (E) P in air (O)---> K (1, H, O, E) S (1, H, O, E) Kick Starters ````````````` K (*) --------> K (*) -----> f + S (^, E)---> b + S (*, v, E) K close (*)| S (E) | d + S (_, E) | df + S (*, A, E) | ----> d + K (*, _)----> d + S (_, E) | df + S (*, A, E) | | | ----> S (*) -----> S (*) -----> qcf + S (A, E) d + K (*, _)---> K (*) -----> f + S (^, E)---> b + S (*, v, E) | S (E) | d + S (_, E) | df + S (*, A, E) | ----> d + K (*, _)----> d + S (_, E) df + S (*, A, E) K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` None ******************************************************************************* * 3.5 Mai Shiranui * ******************************************************************************* Colors ------ P - Red costume L - Blue costume Throws ------ Fuushakuzushi f/b + S close Yumezakura d + S close in air Basic Moves ----------- Crawl hold df Down Fan S from a short jump overhead Roundhouse S close 2 hits Turn Fan S far 2 hits Plane Moves ----------- Dive Forearm/Palm P from opposite plane Dive Kick K from opposite plane overhead Reach Kick/Fan Swipe S from opposite plane pulls opponent to your plane if attack touches them Sweep d + S from opposite must be blocked low; pulls plane opponent to your plane if attack touches them Command Moves ------------- Triangle Jump jump toward the wall, then away Slide Fan Dash Forward, d + P Slide Back Kick Dash Forward, d + K Tail Strike/Fan Strike b + P knocks opponent to opposite plane; can feint the Tail Strike/Fan Strike into a special/super which is done by performing a special/super just before the Tail Strike/Fan Strike comes out Double Foot Strike tap S repeatedly when wake up attack you are knocked down Rising Fan f + P while blocking you will find this will work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Feint Ka Cho Sen d + P+K Special Moves ------------- Ka Cho Sen qcf + P will collide with other projectiles as both will be "destroyed" in the process Ryu Em Bu (BS) qcb + P absorbs projectiles Midare Kacho Sen qcb + S Part Two qcb + S Part Three qcb + S Finish qcb + S Shinobi Bachi hcf + S Kagerono Mai Charge d for 2 seconds, absorbs projectiles u + S Musasabi Mai d + P+K in air S. Power Super -------------- Cho Shinobi Bachi f, db, f + K+S / f, hcf + K+S P. Power Super -------------- Crimson Explosion f, db, f + S / hop in must touch opponent f, hcf + S in order to perform the entire super; unblockable Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*) -----> f + S (*, ^)---> b + S (*, v, E) P close (*) P (*) S (E) d + K (*, _) d + S (_, E) d + P (*)------> K (*) -----> f + S (*, ^)---> b + S (*, v, E) P (*) S (E) d + K (*, _) d + S (_, E) d + S (*, E) P in air-------> K (1, H, 0, E) (*, O) S (1, H, O, E) Kick Starters ````````````` K (*) --------> K (*) -----> f + S (*, ^)---> b + S (*, v, E) K close (*) d + K (*, _) S (E) d + K (*, _) d + S (_, E) K in air-------> S (1, H, O, E) (*, O) Strong Starters ```````````````` S close (*)----> S (*) -----> S (*) -----> d + S (E) ******************************************************************************* * 3.6 Duck King * ******************************************************************************* Colors ------ P - Orange top w/ Blue vest L - Yellow top w/ Green vest Throws ------ Slam Dunk f/b + S close Neck Slam d + S close in air Basic Moves ----------- Crawl hold df Hop Kick K far low dodge Rising Beat S close 2 hits Plane Moves ----------- Dive Elbow P from opposite plane Slide Kick K from opposite plane must be blocked low Backhand/Reach Slap S from opposite plane pulls opponent to your plane if attack touches them Sweep d + S from opposite must be blocked low; pulls plane opponent to your plane if attack touches them Command Moves ------------- Slide Backfist Dash Forward, d + P Duck Fake Air d, d in air causes duck to stop in mid air for a split second; cannot perform air normals after this, but Duck can perform a Flying Spin Attack; can use as an air dodge as Duck is invulnerable for a split second Drop Straight Down do nothing Drop Diagonally Back b Drop Diagon. Forward f Duck Fake Ground Dash Forward, df + S dodges high attacks, will slide past opponent Down Swipe b + P overhead; can feint the Down Swipe into a special/super which is done by performing a special/super just before the Down Swipe comes out Slide df + K must be blocked low Double Hand Spin d + S both parts must be blocked low Ground Spin d + S on downed pursue attack opponent Power Headbutt f + P while blocking you will find this will work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Feint Duck Dance d + K+S Special Moves ------------- Head Spin Attack qcf + P Riding Spin Attack qcf + S Kick Finish S Riding Head Spin Attack must touch opponent in order for this follow up to be available Flying Spin Attack qcb + P in air Neo Break Storm f, d, df + K Dancing Dive (BS) qcb + K Cross Head Spin qcb + L moves to opposite plane S. Power Supers --------------- Break Spiral hcf, uf, d + K+S close unblockable P. Power Super -------------- Duck Dance d, d + P+K+S hold P+K+S for: 0-1 second=level 1 2 seconds=level 2 3 seconds=level 3 4 seconds=level 4 ---you have the length of time before you P bar runs out to perform one of--- ---the following maneuvers:--- Air Cannonball f, df, d + K+S in air requires level 1 charge or higher Cannonball Charge b for 2 seconds, requires level 1 charge or f, b, f + K+S higher Dance Kick qcb, qcb + K+S requires level 2 charge or higher Heaven's Knee qcf, qcf + K+S requires level 3 charge or higher Duck Rave hcb + S, P, P, K, P, requires level 4 charge; K, K, S, S spin dash must connect in order to perform entire super Finish f, d, df + S Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*) -----> f + S -----> qcb + L (E) P close (*)| | (*, ^, E) d + P (*) | | d + S (_, E) | | df + S (*, A, E) | | | ---> S (E) -----> d + S (G, E) | | ----> d + K (*, _)----> d + S (_, E) df + S (*, A, E) P in air-------> K (1, H, O, E) (*, O) S (1, H, O, E) Kick Starters ````````````` K close (*)----> K (*) -----> f + S -----> qcb + L (E) d + K | | (*, ^, E) (*, _) | | d + S (_, E) | | df + S (*, A, E) | | | --> S (E) -----> d + S (G, E) | | ----> d + K (*, _)----> d + S (_, E) df + S (*, A, E) K in air-------> S (1, H, O, E) (*, O) Strong Starters ```````````````` d + S (_)------> d + S (*) -----> d + S (*) -----> qcf, uf + K (E) ******************************************************************************* * 3.7 Tung Fu Rue * ******************************************************************************* Colors ------ P - Red top L - Black top Throw ----- Energy Assault f/b + S close Basic Moves ----------- Crawl hold df High Wave Kick S close 2 hits Plane Moves ----------- Dive Punch P from opposite plane Spin Punch K from opposite plane overhead Energy Swipe S from opposite plane pulls opponent to your plane if attack touches them Sweep d + S from opposite must be blocked low; pulls plane opponent to your plane if attack touches them Command Moves ------------- Slide Stab Dash Forward, d + P Slide Boot Dash Forward, d + K Rising Fist df + P Shoulder Strike f + P while blocking you will find this will work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Feint Furious Face Shot d + P+K Feint Senpu Gouken d + K+S Special Moves ------------- Furious Face Shot qcf + P will collide with other projectiles as both will be "destroyed" in the process Shin Shippu qcb + P/S P=short, S=long Thousand Kicks (BS) f, d, df + K Charging Surge Charge db for 2 absorbs projectiles seconds, f + S Super Taunt S far, tap S S. Power Super -------------- Senpu Gouken f, df, d, u + K+S hits in both planes P. Power Super -------------- Geki Hou f, hcf + S, hold S absorbs projectiles; Tung to empower "ghost" will cause damage if opponent touches him Chain Attacks -------------- Punch Starters `````````````` P (*) --------> K (*) -----> f + S (*, ^)---> b + S (*, v, E) P close (*)| S (E) d + P (*) | d + S (_, E) | df + S (*, A, E) | ----> d + K (*, _)----> d + S (_, E) df + S (*, A, E) df + A (*)-----> S (*) -----> f + S (*, E) P in air (O)---> K (1, H, 0, E) S (1, H, O, E) Kick Starters ````````````` K (*) --------> K (*) -----> f + S (*, ^)---> b + S (*, v, E) K close (*)| S (E) d + K | d + S (_, E) (*, _) | df + S (*, A, E) | ----> d + K (*, _)----> d + S (_, E) df + S (*, A, E) K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` None ******************************************************************************* * 3.8 EX Tung Fu Rue * ******************************************************************************* To select EX Tung, move to Tung's icon, hold start, K, K, S, S, hold K (while still holding start), hold S (while still holding start and K), then P or L (while still holding start, K, and S) Colors ------ P - Green top L - Blue top Throw ----- Rapid Punches f/b + S close Basic Moves ----------- Crawl hold df High Wave Kick S close 2 hits Plane Moves ----------- Dive Punch P from opposite plane Spin Punch K from opposite plane overhead Energy Swipe S from opposite plane pulls opponent to your plane if attack touches them Sweep d + S from opposite must be blocked low; pulls plane opponent to your plane if attack touches them Command Moves ------------- Slide Stab Dash Forward, P Slide Boot Dash Forward, K Rising Fist df + P Shoulder Strike f + P while blocking you will find this will work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Feint Surge Blast d + P+K Feint Senpu Gouken d + K+S Special Moves ------------- Shin Shippu (BS) qcb + P/S P=short, S=long; Break Shot works for S version only Surge Blast Charge db for 2 absorbs projectiles seconds, f + P Geki Hou tap S repeatedly absorbs projectiles; to avoid using the Super Taunt when far away, try holding b or f while tapping S; Tung "ghost" will cause damage if opponent touches him Thousand Kicks f, d, df + K close unblockable Super Taunt S far, tap S S. Power Super -------------- Senpu Gouken f, df, d, u + K+S hits in both planes P. Power Super -------------- Million Kicks f, df, d + S Chain Attacks -------------- Punch Starters `````````````` P in air (O)---> K (1, H, 0, E) S (1, H, O, E) Kick Starters ````````````` K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` None ******************************************************************************* * 3.9 Bob Wilson * ******************************************************************************* Colors ------ P - White pants w/ Blue top L - Yellow pants w/ Dark Blue top Throws ------ Falcon f/b + S close Hornet Attack df, df + S Frog Hunting tap S repeatedly Air Falcon d + S close in air Basic Moves ----------- Crawl hold df Dropkick S from uf/ub short jump overhead Head Hunter S close 2 hits Plane Moves ----------- Dive Headbutt P from opposite plane Dive Kick K from opposite plane overhead Reach Kick/Headbutt S from opposite plane pulls opponent to your plane if attack touches them Sweep d + S from opposite must be blocked low; pulls plane opponent to your plane if attack touches them Command Moves ------------- Slide Tip Kick Dash Forward, d + K Elephant Tusk df + P Eagle Step d + K in air overhead; if connected (not blocked), you can follow with another air attack; does not work on small jumps Dashing Elbow Dash Forward, f + P Flying Fish tap S repeatedly when wake up attack you are knocked down Leg Drop u + S on downed pursue attack opponent Low Kick f + P while blocking you will find this will work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Feint Mad Spin Wolf d + K+S Special Moves ------------- Monkey Dance (BS) f, d, df + K Rolling Turtle qcb + K move with b or f Wild Wolf Charge b for 2 seconds, last 2 hits are overheads f + K Bison Horns Charge d for 2 seconds, u + S Sidewinder Slide qcb + S all parts must be blocked low S. Power Super -------------- Dangerous Wolf f, hcf + K+S the falling Wild Wolf maneuvers are overheads P. Power Super -------------- Mad Spin Wolf qcb, qcb + S Wolf Fang tap S repeatedly Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*) -----> S -----> u + S (G, E) P close (*)| d + S (_, E) d + P (*) | df + S (*, A, E) | | ----> d + K (*, _)----> d + S (_, E) df + S (*, A, E) df + P (*)-----> d + K (*) -----> d + S (*, _, E) P in air (O)---> K (1, H, O, E) S (1, H, O, E) Kick Starters ````````````` K (*) --------> K (*) -----> S -----> u + S (G, E) K close (*)| S (*, E) d + S (_, E) | df + S (*, A, E) | | ----> d + K (*, _)----> d + S (_, E) df + S (*, A, E) d + K (_, *)---> K (*) -----> S -----> u + S (G, E) | d + S (_, E) | df + S (*, A, E) | | ----> d + K (*, _)----> d + S (_, E) df + S (*, A, E) K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` S close (*)----> S (*) -----> S (*) -----> S (*) -----> f + S--+ u + S (E) u + S (E) | | | | u + S (G, E) <--+ ******************************************************************************* * 3.10 Sokaku Mochizuki * ******************************************************************************* Colors ------ P - Blue costume L - Green costume Throws ------ Fall Back Slam f + S close No Way Out Crush b + S close Hell's Gate f, df, d + S Falling Slam d + S close in air Basic Moves ----------- Crawl hold df Straight Staff Swing S from a short jump overhead Side Staff S close 2 hits Plane Moves ----------- Dive Staff P from opposite plane Dive Low Foot K from opposite plane must be blocked low Energy Hand/Reach Staff S from opposite plane pulls opponent to your plane if attack touches them Staff Sweep d + S from opposite must be blocked low; pulls plane opponent to your plane if attack touches them Command Moves ------------- Slide Palm Dash Forward, d + P Slide Knee Dash Forward, d + K Staff Thrust df + P Lightning Strike d + S on downed pursue attack; pursue is opponent able to strike an opponent no matter how far their fallen body is from Sokaku Low Staff f + P while blocking you will find this will work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Feint Makibishi Masher d + P+K Feint Thunder d + K+S Special Moves ------------- Makibishi Masher qcf + P when descending low enough, the move must be blocked low; will collide with other projectiles as both will be "destroyed" in the process Wild Ape Hunting (BS) qcb + P projectile Sokakus must connect (not blocked) for entire move to be performed; it is possible for Sokakus to hit low enough that the move must be blocked low; will collide with other projectiles as both will be "destroyed" in the process Dance Of Demons tap P repeatedly absorbs projectiles Heaven Break db + S Swipe Break df + S must be blocked low Falling Staff uf + S overhead Straight Swing f + S Energy Palm L this follow up will not work in the back plane; hits in both planes; if opponent is in back plane, this move is unblockable and will pull opponent back to the front plane Thunder God Trick f, d, df + K The Wailer hcb + K absorbs projectiles Possession Blast f, b, f + S after performing this move Sokaku will "rest" leaving you unable to block for a moment; it can absorb projectiles, but low ones can usually sneak by Ki Mon Jin 360 + S close unblockable Vortex Inferno qcb + L moves to opposite plane S. Power Super -------------- Thunder f, df, d, qcf + K+S hits in both planes; absorbs projectiles P. Power Super -------------- Sokaku Splat f, df, d, qcf + S Sokaku has very slight "rest" period after super; just outside sweep range this super becomes unblockable, and within sweep range it simply becomes an overhead Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*) -----> f + S (*, ^)---> qcb + L (E) P close (*)| | d + S (_, E) d + P (*) | | df + S (*, A, E) | | | | | ---> S -----> d + S (G, E) | | ----> d + K (*, _)----> d + S (_, E) df + S (*, A, E) P in air (O)---> S (1, H, O, E) Kick Starters ````````````` K (*) --------> K (*) -----> f + S (*, ^)---> qcb + L (E) K close (*)| | d + S (_, E) d + K | | df + S (*, A, E) (*, _) | | | | | ---> S -----> d + S (G, E) | | ----> d + K (*, _)----> d + S (_, E) df + S (*, A, E) K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` S close (*)----> S (*) -----> d + S (*, A)---> d + S (*)----> d + S (E) ******************************************************************************* * 3.11 Billy Kane * ******************************************************************************* Colors ------ P - Blue costume L - Black costume Throws ------ Pole Toss f/b + S close Pole Strangle f + K close Basic Moves ----------- Crawl hold df Pole Charge K close 3 hits Spin Strikes K far Pole Kick S far dodges low (not projectiles) Down Pole S from u short jump overhead Swipe Pole S from uf/ub short jump overhead Plane Moves ----------- Dive Spin Pole P from opposite plane Dive Pole Thrust K from opposite plane must be blocked low Reach Pole S from opposite plane pulls opponent to your plane if attack touches them Pole Sweep d + S from opposite must be blocked low; pulls plane opponent to your plane if attack touches them Command Moves ------------- Slide Pole Bust Dash Forward, d + P Double Trip d + S both parts must be blocked low Pole Strike d + S on downed pursue attack opponent Lean Back Pole f + P while blocking you will find this will work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Feint Power Hi Sho Bonk b + P+K Special Moves ------------- San Setsu Kon Charge b for 2 seconds, absorbs projectiles f + P Flame San Setsu Kon b, f + S San Setsu Kon must connect (not blocked) to perform this follow up Sparrow Drop qcb + P Whirlwind Pole tap P repeatedly absorbs projectiles Dragon Flame (BS) qcb + K Power Hi Sho Bonk db, qcf + K control descent with b or f S. Power Super -------------- Super Fire Wheel qcf, hcb + K+S absorbs projectiles P. Power Super -------------- Guren Sakkon qcf, hcb + S Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*) -----> f + S (*, ^)---> b + S (*, v, E) P close (*)| S (*, E) | d + S (_, E) d + P (*) | | | | | | | ---> S -----> d + S (G, E) | | ----> d + K (*, _)----> d + S (_, E) P in air (O)---> S (1, H, O, E) Kick Starters ````````````` K close (*)----> K (*) -----> f + S (*, ^)---> b + S (*, v, E) d + K | | d + S (_, E) (*, _) | | | | | | | ---> S -----> d + S (G, E) | | ----> d + K (*, _)----> d + S (_, E) K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` d + S (_)------> S (*) -----> qcf + S (E) ******************************************************************************* * 3.12 EX Billy Kane * ******************************************************************************* To select EX Billy, move to Billy's icon, hold start, K, K, S, S, hold K (while still holding start), hold S (while still holding start and K), then P or L (while still holding start, K, and S) Colors ------ P - Brown costume w/ Magenta bandana L - Purple costume w/ Orange bandana Throws ------ Pole Toss f/b + S close Pole Strangle f + K close Basic Moves ----------- Crawl hold df Pole Charge K close 3 hits Spin Strikes K far Pole Kick S far dodges low (not projectiles) Down Pole S from u short jump overhead Swipe Pole S from uf/ub short jump overhead Plane Moves ----------- Dive Spin Pole P from opposite plane Dive Pole Thrust K from opposite plane must be blocked low Reach Pole S from opposite plane pulls opponent to your plane if attack touches them Pole Sweep d + S from opposite must be blocked low; pulls plane opponent to your plane if attack touches them Command Moves ------------- Slide Pole Bust Dash Forward, d + P Double Trip d + S both parts must be blocked low Pole Strike d + S on downed pursue attack opponent Lean Back Pole f + P while blocking you will find this will work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Feint Power Hi Sho Bonk b + P+K Special Moves ------------- San Setsu Kon Charge b for 2 seconds, absorbs projectiles f + P Flame San Setsu Kon b, f + S San Setsu Kon must connect (not blocked) to perform this follow up Sparrow Drop qcb + P Senpu Kon tap P repeatedly Karyu Tsuigeki Kon (BS) qcb + K high counter attack Suiryu Tsuigeki Kon (BS) qcb + S counter attack to jump maneuvers and special moves (not projectiles) Power Hi Sho Bonk db, qcf + K control descent with b or f S. Power Super -------------- Super Fire Wheel qcf, hcb + K+S absorbs projectiles P. Power Super -------------- Scarlet Uppercut f, df, d + S Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*) -----> f + S (*, ^)---> b + S (*, v, E) P close (*)| S (*, E) | d + S (_, E) d + P (*) | | | | | | | ---> S -----> d + S (G, E) | | ----> d + K (*, _)----> d + S (_, E) P in air (O)---> S (1, H, O, E) Kick Starters ````````````` K close (*)----> K (*) -----> f + S (*, ^)---> b + S (*, v, E) d + K | | d + S (_, E) (*, _) | | | | | | | ---> S -----> d + S (G, E) | | ----> d + K (*, _)----> d + S (_, E) K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` d + S (_)------> S (*) -----> qcf + S (E) ******************************************************************************* * 3.13 Wolfgang Krauser * ******************************************************************************* Colors ------ P - Red pants w/ Gold armor and Purple hair L - Black pants w/ Silver armor and Brown hair Throw ----- Knee Thrust f/b + S close Basic Moves ----------- Crawl hold df Crunch Upper S close 2 hits Plane Moves ----------- Dive Push P from opposite plane Slide Kick K from opposite plane must be blocked low Reach Swipe S from opposite plane pulls opponent to your plane if attack touches them Sweep d + S from opposite must be blocked low; pulls plane opponent to your plane if attack touches them Command Moves ------------- Slide Chop Dash Forward, d + P Slide Shin Kick Dash Forward, d + K Ground Punch f + K+S overhead; can feint the Ground Punch into a special/super which is done by performing a special/super just before the Ground Punch comes out Big Splash d + S in air overhead Elbow Drop d + S on downed pursue attack opponent Uppercut f + P while blocking you will find this will work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Feint High Blitz Ball d + P+K Feint Kaiser Wave d + K+S Special Moves ------------- High Blitz Ball qcb + P will collide with other projectiles as both will be "destroyed" in the process Low Blitz Ball qcb + S will collide with other projectiles as both will be "destroyed" in the process Leg Tomahawk (BS) qcf + K overhead To The Moon Blow hcb + K close unblockable Phoenix Thrust hcf + S counter attack to jump maneuvers and special moves (not projectiles); will slam opponent into opposite plane Scum Gale hcf + P close unblockable; opponent is tossed to the other side of Krauser and is "stunned" for a split second S. Power Super -------------- Kaiser Wave Charge b for 2 absorbs projectiles; seconds, uf + K+S holding the last part of (hold K+S to delay) the motion (uf + K+S) will empower the super; hold uf + K+S for: 0-1 second=level 1 wave 2 seconds=level 2 wave 3 seconds=level 3 wave which strikes in both planes P. Power Supers --------------- Gigatec Cyclone hcb, f, df, d + S unblockable sweep distance away or closer Deadly Rave hcb, f + P, P, K, S, dash in must connect (not K, S, P, K, S blocked) for the entire super to be performed Finish 1 S Finish 2 b, d, db + P+S Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*) -----> S -----> d + S (G, E) P close (*)| S (*, E) d + S (_, E) | df + S (A, E) | | ----> d + K (*, _)----> d + S (_, E) df + S (A, E) d + P (*)------> K (*) -----> S -----> d + S (G, E) | d + S (_, E) | df + S (A, E) | | ----> d + K (*, _)----> d + S (_, E) df + S (A, E) P in air (O)---> S (1, H, O, E) Kick Starters ````````````` K (*) --------> K (*) -----> S -----> d + S (G, E) K close (*)| d + S (_, E) d + K | df + S (A, E) (*, L) | | ----> d + K (*, _)----> d + S (_, E) df + S (A, E) K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` S close (*)----> S (*) -----> qcf + S -----> d + S (G, E) ******************************************************************************* * 3.14 Laurence Blood * ******************************************************************************* Colors ------ P - Blue costume L - Black costume Throws ------ Spine Slice f/b + S close Backbreaker d + S close in air Basic Moves ----------- Crawl hold df Down Kick K from u short jump overhead Toro S close 2 hits Plane Moves ----------- Dive Palm P from opposite plane Dive Kick K from opposite plane overhead Reach Kick S from opposite plane pulls opponent to your plane if attack touches them Sweep d + S from opposite must be blocked low; pulls plane opponent to your plane if attack touches them Command Moves ------------- Slide Cape Flick Dash Forward, d + P Secret Saber b + P Down Saber d + P in air overhead; does not work on short jumps Swiping Kick f + K pushes opponent to opposite plane; can feint the Swiping Kick into a special/super which is done by performing a special/super just before the Swiping Kick comes out Slide Trip d + S must be blocked low Ole P+K dodges low and high attacks (including projectiles) Bull Kick f + P while blocking you will find this will work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Feint Bloody Slash d + K+S Special Moves ------------- Elbow Charge qcf + P Bloody Palm qcf + P Bloody Saber Finish qcf + P Bloody Spin (BS) Charge b for 2 seconds, P=short, S=long f + P/S Bloody Axle f, d, df + S Bloody Cutter P/K/S Bloody Shooter qcb + P/K/S will collide with other projectiles as both will be "destroyed" in the process Bloody Press f/b + S when close unblockable to opponent S. Power Super -------------- Bloody Slash df, hcf, db + K+S must get all 6 hits to connect (not blocked) for a extra 2 hit finish P. Power Super -------------- Certain Death qcf, hcb + S dash in must connect (not blocked) to perform entire super Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*) -----> f + S (*, ^)---> b + S (*, v, E) P close (*)| P (*, 1) S (A, E) | S (*, E) d + S (_, E) | | ----> d + K (*, _)----> d + S (_, E) d + P (*)------> K (*) -----> f + S (*, ^)---> b + S (*, v, E) | P (*) S (A, E) | S (*, E) d + S (_, E) | | ----> d + K (*, _)----> d + S (_, E) P in air (O)---> S (1, H, O, E) Kick Starters ````````````` K (*) --------> K (*) -----> f + S (*, ^)---> b + S (*, v, E) K close (*)| S (A, E) d + K | d + S (_, E) (*, _) | | ----> d + K (*, _)----> d + S (_, E) K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` S close--------> S (*) -----> S (*) -----> S (*) -----> f + S (E) Other Starters `````````````` P+K --------> f + S -----> f, df, d + S (O, E) ******************************************************************************* * 3.15 Jin Chonrei * ******************************************************************************* Colors ------ P - Blue costume L - Black costume Throw ----- Blast Away f/b + S close Basic Moves ----------- Crawl hold df Driving Elbow S close 2 hits Plane Moves ----------- Dive Elbow/Push P from opposite plane Low Foot/Knee Slide K from opposite plane must be blocked low Reach Swipe S from opposite plane pulls opponent to your plane if attack touches them Sweep d + S from opposite must be blocked low; pulls plane opponent to your plane if attack touches them Command Moves ------------- Axe Kick f + K can feint the Axe Kick into a special/super which is done by performing a special/super just before the Axe Kick comes out Quick Poke f + P while blocking you will find this will work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Feint Empire Destiny S. d + K+S Special Moves ------------- Emperor Crunch (BS) f, d, df + P/S P=short, S=further; Break Shot works for S version only Emperor God Bop f, f + P Extended Emperor God Bop f, f, f + P Dragon Transformation qcf + K hold K to roll further; high dodge; can roll past opponent Teio Tashin Ken qcb + K reflects projectiles Tengan Ken qcf + S (hold S to holding S empowers move; delay) hold S for: 0 second=level one, 1 hit; will collide with other projectiles as both will be "destroyed" in the process 1 second=level two, 2 hits; absorbs projectiles 2 seconds=level three, 3 hits; absorbs projectiles 3 seconds=level four, 5 hits; absorbs projectiles Emperor Blast qcb, f + S not only causes damage to opponent, but will also regenerate a portion of Chonrei's lifebar as well; will collide with other projectiles as both will be "destroyed" in the process S. Power Supers --------------- Empire Destiny Slash f, hcf + K+S absorbs projectiles P. Power Super -------------- Emperor Dragon Voice S. f, hcf + S absorbs projectiles Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*) -----> f + S (*, ^)---> b + S (*, v, E) P close (*)| S (*, E) S (E) | d + S (_, E) | | ----> d + K (*, _)----> d + S (_, E) d + P (*)------> K (*) -----> f + S (*, ^)---> b + S (*, v, E) | S (E) | d + S (_, E) | | ----> d + K (*, _)----> d + S (_, E) P in air (O)---> K (1, H, O, E) S (1, H, O, E) Kick Starters ````````````` K (*) --------> K (*) -----> f + S (*, ^)---> b + S (*, v, E) K close (*)| S (E) d + K | d + S (_, E) (*, _) | | ----> d + K (*, _)----> d + S (_, E) K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` S close (*)----> S (*) -----> d + S (A) -----> qcf + S (E) ******************************************************************************* * 3.16 Jin Chonshu * ******************************************************************************* Colors ------ P - Red costume L - Purple costume Throw ----- Blast Away f/b + S close Basic Moves ----------- Crawl hold df Wind Stab P far 2 hits Wave Swipe P close 2 hits Kick Swipe K far 2 hits Wind Knee K close 2 hits Emperor Axe S far 2 hits Rising Slap S close 2 hits Plane Moves ----------- Dive Elbow/Push P from opposite plane Low Foot/Knee Slide K from opposite plane must be blocked low Reach Swipe S from opposite plane pulls opponent to your plane if attack touches them Sweep d + S from opposite must be blocked low; pulls plane opponent to your plane if attack touches them Command Moves ------------- Slide Kick Swipe Dash Forward, d + K 2 hits Slide Falling Slap Dash Forward, f + P both hits are overheads; can feint the Slide Falling Slap into a special/super which is done by performing a special/super just before the Slide Falling Slap comes out Low Poke d + P 2 hits Falling Slap b + P both hits are overheads; can feint the Falling Slap into a special/super which is done by performing a special/super just before the Falling Slap comes out Crouch Punt d + K 2 hits; must be blocked low Forward Roll df + S must be blocked low Side Poke f + P while blocking you will find this will work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Feint Emperor Drain d + K+S Special Moves ------------- Sight Of Heaven W. qcf + P/S P=slow, S=fast; will collide with other projectiles as both will be "destroyed" in the process Empire Heaven Smash f, d, df + P/S P=low, S=high Eyes Of The Emperor (BS) hcb + P/S P=stationary teleport, S=teleports behind opponent; invulnerable for split second while teleporting; Break Shot works for S version only Emperor God's Eye hcb + K teleports Chonshu above opponent; can control descent with b or f; invulnerable for split second while teleporting Rolling Dive P/K/S Emperor God Bop f, f + P elbow must connect (not blocked) to perform the entire maneuver Imperial Exterminator b, db, d + K in air will not work on short jumps; teleports above and behind opponent; invulnerable for a split second while teleporting; can perform an air normal after the teleport S. Power Supers --------------- Emperor Drain qcb, f + K+S not only causes damage to opponent, but will also regenerate a portion of Chonshu's lifebar as well; must connect (not blocked) in order to do this however; will absorb projectiles Air Emperor Drain qcb, f + K+S in air will not work on short jumps; not only causes damage to opponent, but will also regenerate a portion of Chonshu's lifebar as well; must connect (not blocked) in order to do this however; will absorb projectiles P. Power Super -------------- Teio Syukukyo Ken qcb, f + S will absorb projectiles Chain Attacks ------------- Punch Starters `````````````` P --------> K (*) -----> S (E) P close P (*, 1) d + S (_, E) d + P d + K (*, _) df + S (*, A, E) P in air (O)---> K (1, H, O, E) S (1, H, O, E) Kick Starters ````````````` K --------> K (*, 1) -----> S (E) K close d + K (*, 1, _) d + S (_, E) d + K (_) df + S (*, A, E) K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` S close (*)----> S (*) -----> S -----> f, b + S (*, A, >, E) ******************************************************************************* * 3.17 Hon-Fu * ******************************************************************************* Colors ------ P - Black pants w/ Red top L - Red pants w/ White top Throws ------ Leg Toss f/b + S close Buddhist Bopper df + S close Basic Moves ----------- Crawl hold df Down Nunchaku S from short jump overhead High Roundhouse S close 2 hits Plane Moves ----------- Dive Kick P from opposite plane Slide Kick K from opposite plane must be blocked low Reach Kick/Reach Nun. S from opposite plane pulls opponent to your plane if attack touches them Sweep/Nunchaku Sweep d + S from opposite must be blocked low; pulls plane opponent to your plane if attack touches them Command Moves ------------- Slide Nunchaku Shot Dash Forward, d + P Rising Nunchaku df + P Roundhouse f + K can feint the Roundhouse into a special/super which is done by performing a special/super just before the Roundhouse comes out Nunchaku Bop d + S on downed pursue attack opponent Side Nunchaku f + P while blocking you will find this will work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Feint Seikuu Rekka Kon b + P+K Special Moves ------------- Seikuu Rekka Kon (BS) f, d, df + P/S P=short, S=further; Break Shot for S version only Fire Stallion qcb + P, tap P if no P is tapped after repeatedly move, Hon-Fu will finish with himself in a "stun"; tap P in a good rythm to have Hon-Fu finish with a fire attack; if the tapped P portion is not in a good rythm you will again end up in a "stun" Heavenly Lightning qcb + K Lightning On Earth Charge db for 2 must be blocked low seconds, f + K Low Headbutt Exit tap K repeatedly must be blocked low Hissho Kyakushu Kyaku qcb + S landing it close will give you two hits Kaoloon's Prediction hcf + S kick must connect (not blocked) with opponent on the ground for entire move to come out Black Dragon hcf + S kick must connect (not blocked) with opponent in the air for entire move to come out S. Power Super -------------- Exploding Goro qcb, db, f + K+S Nunchaku Bail 360 x 4 immediately rotate your 360s clockwise after Exploding if facing right, and Goro connects (not counter clockwise if blocked) facing left P. Power Super -------------- Neo Storm In Gadentsa qcb, db, f + S dash in must connect (not blocked) in order to perform the entire super Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*) -----> f + S (*, ^)---> b + S (*, v, E) P close (*)| S (*, A, E) d + P (*) | d + S (_, E) | df + S (*, A, E) | ----> d + K (*, _)----> d + S (_, E) df + S (*, A, E) df + P (*)-----> S (*) -----> S (*, A, E) P in air (O)---> K (1, H, O, E) S (1, H, O, E) Kick Starters ````````````` K (*) --------> K (*) -----> f + S (*, ^)---> b + S (*, v, E) K close (*)| S (*, A, E) | d + S (_, E) | df + S (*, A, E) | ----> d + K (*, _)----> d + S (_, E) df + S (*, A, E d + K (*, _)---> K (*) -----> f + S (*, ^)---> b + S (*, v, E) | S (*, A, E) | d + S (_, E) | df + S (*, A, E) | ----> d + K (*, _)----> d + S (_, E) | df + S (*, A, E | | | ----> d + S (*, _)----> d + S (_, E) K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` None ******************************************************************************* * 3.18 Ryuji Yamazaki * ******************************************************************************* Colors ------ P - Black costume w/ Blonde hair L - Purple costume w/ White hair Throw ----- Grab And Toss f/b + S close Basic Moves ----------- Crawl hold df High Kick S close 2 hits Plane Moves ----------- Dive Fist P from opposite plane Dive Kick K from opposite plane overhead Reach Kick S from opposite plane pulls opponent to your plane if attack touches them Sweep/Hand Sweep d + S from opposite must be blocked low; pulls plane opponent to your plane if attack touches them Command Moves ------------- Slide Stomach Boot Dash Forward, d + K Down Fist f + P both hits are overheads; can feint the Down Fist into a special/super which is done by performing a special/super just before the Down Fist comes out Uppercut Swing df + P Rage Uppercut K+S in air knocks the opponent out of the air; can use a High Snake Tamer to hit falling opponent Sand Shower tap S repeatedly when wake up move you are knocked down Hell Stomp d + S on downed pursue attack opponent Swipe Away f + P while blocking you will find this will work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Special Moves ------------- Judgement Dagger (BS) f, db, f + P move must connect (not blocked) to perform entire maneuver Snake Tamer qcb + P/K/S (hold P=high, K=mid, S=low; S button to delay) version must be blocked low Abort L Multi Snake Tamer release button after first part must be blocked charging for 3 low seconds Double Return qcf + S absorbs projectiles; will only absorb Sokaku's Makibishi Masher and will only return Mai's Ka Cho Sen; despite its look, Sokaku's Wild Ape Hunting can be absorbed or sent back as a projectile; will not absorb or return super projectiles such as Cheng's Bursting Heavens, Krauser's Kaiser Wave, etc Meter Absorb perform Double Return adds significant amount to on a projectile your super meter Projectile perform Double Return on a projectile and continue to hold S Explosive Headbutt f, b, d, u + S close unblockable Sado Maso hcf + K high counter attack S. Power Super -------------- Guillotine hcb, f + K+S P. Power Super -------------- Yondan Drill 360 + S close, tap S unblockable; tap S: repeatedly to 0-4=level 1, 11 hits empower 5-8=level 2, 12 hits 9-12=level 3, 14 hits +13=level 4, 27 hits Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*) -----> S -----> d + S (G, E) P close (*)| S (*, E) d + S (_, E) | df + S (*, A, E) | | ----> d + K (*, _)----> d + S (_, E) df + S (*, A, E) d + P (*)------> K (*) -----> S -----> d + S (G, E) | d + S (_, E) | df + S (*, A, E) | | ----> d + K (*, _)----> d + S (_, E) df + S (*, A, E) df + P (*)-----> S (*) -----> S (*) -----> S (*) -----> S (*) ----+ | | | | d + S (G, E) <----- b + S <--+ P in air (O)---> S (1, H, O, E) Kick Starters ````````````` K (*) --------> K (*) -----> S -----> d + S (G, E) K close (*)| d + S (_, E) d + K | df + S (*, A, E) (*, _) | | ----> d + K (*, _)----> d + S (_, E) df + S (*, A, E) K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` None ******************************************************************************* * 3.19 Blue Mary * ******************************************************************************* Colors ------ P - Blue pants w/ Green jacket and Blonde hair L - Black pants w/ Black jacket and White hair Throw ----- Spine Crush f/b + S close Elbow Finish b, b + S Basic Moves ----------- Crawl hold df Air Backfist S from short jump overhead Axe Kick K close 2 hits Rising Slap S close 2 hits Plane Moves ----------- Dive Palm P from opposite plane Dive Low Kick K from opposite plane must be blocked low Reach Kick S from opposite plane pulls opponent to your plane if attack touches them Sweep d + S from opposite must be blocked low; pulls plane opponent to your plane if attack touches them Command Moves ------------- Slide Punch Dash Forward, d + P Slide Step Roller Dash Forward, f + K second part must be blocked low Step Roller b + K second part must be blocked low Leg Drop u + S on downed pursue attack opponent Throat Elbow f + P while blocking you will find this will work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Special Moves ------------- Spin Fall qcf + P Vertical Arrow (BS) f, d, df + K Mary Snatcher f, d, df + K the first part must connect (not blocked) for the follow up to be possible Straight Slice Charge b for 2 seconds, must be blocked low f + K Stun Slice b, f + K first part much touch opponent for this follow up to be possible Mary Head Buster qcb + K high counter attack; launches opponent into the air; can follow with Vertical Arrow Stun Gun Smasher qcb + S counter attack to jump maneuvers and special moves (not projectiles) Good Night Backbreaker df, df + P+K close unblockable S. Power Super -------------- Mary Splash Rose f, hcf + K+S dash in must connect (not blocked) in order to perform the entire super P. Power Super -------------- Mary Typhoon f, hcf + S close unblockable Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*) -----> S (*, A, E) P close (*)| S (*, E) f + S (*, E) | d + S (_, E) | df + S (*, A, E) | ----> d + K (*, _)----> d + S (_, E) df + S (*, A, E) d + P (*)------> K (*) -----> S (*, A, E) | f + S (*, E) | d + S (_, E) | df + S (*, A, E) | ----> d + K (*, _)----> d + S (_, E) df + S (*, A, E) P in air (O) --> K (1, H, O, E) S (1, H, O, E) Kick Starters ````````````` K (*) --------> K (*) -----> S (*, A, E) K close (*)| f + S (^, E) d + K | d + S (_, E) (*, _) | df + S (*, A, E) | ----> d + K (*, _)----> d + S (_, E) df + S (*, A, E) K in air (O) --> S (1, H, O, E) Strong Starters ``````````````` S close (*)----> S (*) -----> S (_) -----> b, f + K----> u + S (G, E) ******************************************************************************* * 3.20 EX Blue Mary * ******************************************************************************* To select EX Mary, move to Mary's icon, hold start, K, K, S, S, hold K (while still holding start), hold S (while still holding start and K), then P or L (while still holding start, K, and S) Colors ------ P - Black pants w/ Red jacket L - Black pants w/ Blue jacket Throw ----- Tomi Nage f/b + S close Achilles Hold f, df, d + S Basic Moves ----------- Crawl hold df Air Backfist S from short jump overhead Axe Kick K close 2 hits Rising Slap S close 2 hits Plane Moves ----------- Dive Palm P from opposite plane Dive Low Kick K from opposite plane must be blocked low Reach Kick S from opposite plane pulls opponent to your plane if attack touches them Sweep d + S from opposite must be blocked low; pulls plane opponent to your plane if attack touches them Command Moves ------------- Slide Punch Dash Forward, d + P Rising Foot df + P Leg Press d + K on downed pursue attack opponent Mary Dodge P+K dodges low and high attacks (including projectiles) Good Night Backbreaker hcb + S when close unblockable Throat Elbow f + P while blocking you will find this will work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Special Moves ------------- Mary Snatcher f, d, df + K catches airborne opponents Face Lock db, f + S Mary Snatcher must catch opponent in air before this follow up can be possible Straight Slice Charge b, f + K / b, f + K Mary Crab Clutch hcf + K Straight Slice must connect (not blocked) for this follow up to be possible Mary Spider (BS) qcf + S unblockable S. Power Super -------------- Mary Typhoon f, hcf + K+S unblockable P. Power Super -------------- Mary Spinning Toss P, P, b, K, S rising knee must connect (not blocked) for entire super to be performed Chain Attacks ------------- Punch Starters `````````````` P (*) --------> S (*, E) -----> hcb + S (2, E) P close (*) d + P (*)------> d + S (*, A, E) P in air (O) --> K (1, H, O, E) S (1, H, O, E) Kick Starters ````````````` K (*) --------> S (*, E) -----> hcb + S (2, E) K close (*) d + K (*, _)---> d + S (*, A, E) K in air (O) --> S (1, H, O, E) Strong Starters ``````````````` None ******************************************************************************* * 3.21 Franco Bash * ******************************************************************************* Colors ------ P - Orange costume L - Green costume Throw ----- Gut Crunch And Slam f/b + S close Basic Moves ----------- Crawl hold df Down Punch S from short jump overhead Mega Upper S close 2 hits Plane Moves ----------- Dive Punch P from opposite plane Dive Knee K from opposite plane overhead Backfist/Reach Punch S from opposite plane pulls opponent to your plane if attack touches them Sweep d + S from opposite must be blocked low; pulls plane opponent to your plane if attack touches them Command Moves ------------- Slide Jab Dash Forward, d + P Chopping Kick f + K pushes opponent to opposite plane; can feint the Chopping Kick into a special/super which is done by performing a special/super just before the Chopping Kick comes out Rising Uppercut tap S repeatedly when wake up attack you are knocked down Barom Punch P+K can feint the Barom Punch into a special/super which is done by performing a special/super just before the Barom Punch comes out Small Swing f + P while blocking you will find this will work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Feint Zapper d + P+K Special Moves ------------- Zapper qcf + P will collide with other projectiles as both will be "destroyed" in the process Double Kong (BS) qcb + P second part is an overhead Guts Dunk qcf, uf + K the stomp from the last part is an overhead Golden Bomber Charge db for 2 seconds, f + S Waving Blow hcf + L Franco switches to the opposite plane; if opponent is hit by this move they will be dragged to the other plane with him S. Power Supers --------------- Megaton Scruncher qcb, db, f + K+S hold K+S to increase the distance of the maneuver P. Power Super -------------- Armageddon Buster hcb + S uppercut must connect (not blocked) in order for the whole super to be performed; super stuns opponent Super Taunt do nothing ---you have the length of time before your P bar runs out or at the end of a--- ---combination of 12 attacks to perform the following maneuvers in a combo:--- ---(Note - you can use special moves in your combination, but this will--- ---effectively end the string of moves)--- Gut Punch P Straight Punch f + P Uppercut b + P Low Punch d + P Knee Strike K Straight Kick f + K Swipe Kick b + K Low Foot d + K Low Blow Uppercut S Reaching Back Kick f + S Low Swipe Kick d + S Barom Punch P + K Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*) -----> S (E) P close (*)| S (*, E) d + S (_, E) | df + S (A, E) | | ----> d + K (*, _)----> d + S (_, E) df + S (A, E) d + P (*)------> K (*) -----> S (E) | d + S (_, E) | df + S (A, E) | | ----> d + K (*, _)----> d + S (_, E) df + S (A, E) P in air (O)---> S (1, H, O, E) Kick Starters ````````````` K (*) --------> K (*) -----> S (E) K close (*)| d + S (_, E) d + K | df + S (A, E) (*, _) | | ----> d + K (*, _)----> d + S (_, E) df + S (A, E) K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` S close (*)----> S (*) -----> S (*) -----> S (*) -----> f + S (A, E) ******************************************************************************* * 3.22 Kim Kaphwan * ******************************************************************************* Colors ------ P - White costume L - Black costume Throw ----- Taiotoshi f/b + S close Basic Moves ----------- Crawl hold df Cyclone Kick S far Deep Roundhouse S close 2 hits Plane Moves ----------- Dive Kick P from opposite plane Dive Swipe Kick K from opposite plane overhead Reach Kick S from opposite plane pulls opponent to your plane if attack touches them Sweep d + S from opposite must be blocked low; pulls plane opponent to your plane if attack touches them Command Moves ------------- Slide Snap Kick Dash Forward, d + P Axe Kick f + K overhead Gut Kick f + P while blocking you will find this will work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Feint Phoenix Flattner d + K+S Special Moves ------------- Ku Sajin (BS) f, d, df + P Hakikyaku qcb + P must be blocked low; absorbs low projectiles Crescent Moon Slash qcb + K/S K=short, S=long Flying Swallow Slice Charge d for 2 seconds, u + K Sky Raising Slash d + K Flying Swallow Slice must connect (not blocked) for follow up to be possible Hi Sho Kyaku d + K in air Judgment Kick df + K Hi Sho Kyaku must touch opponent to allow this follow up; must be blocked low S. Power Super -------------- Phoenix Kick Dance hcf + K+S in air move must connect (not blocked) to perform entire super P. Power Super -------------- Phoenix Flattner qcb, db, f + S dash in must connect (not blocked) to perform entire super Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*) -----> f + S (*, ^)---> b + S (*, v, E) P close (*)| S (E) d + P (*) | d + S (_, E) | df + S (*, A, E) | ----> d + K (*, _)----> d + S (_, E) df + S (*, A, E) P in air-------> K (1, H, 0, E) (*, O) S (1, H, O, E) Kick Starters ````````````` K (*) --------> K (*) -----> f + S (*, ^)---> b + S (*, v, E) K close (*)| S (E) d + K | d + S (_, E) (*, _) | df + S (*, A, E) | ----> d + K (*, _)----> d + S (_, E) df + S (*, A, E) K in air-------> S (1, H, O, E) (*, O) Strong Starters ``````````````` S close (*)----> S (*, A) -----> f + S -----> f, d, df + P (E) ******************************************************************************* * 3.23 Cheng Sinzan * ******************************************************************************* Colors ------ P - Green shirt L - Orange shirt Throws ------ Double Hand Toss f/b + S close Headbutts df + S close Basic Moves ----------- Crawl hold df Hop Split K far Head Soften S close 2 hits Plane Moves ----------- Dive Palms P from opposite plane Dive Energy Palms K from opposite plane overhead Reach Swipe S from opposite plane pulls opponent to your plane if attack touches them Double Foot Sweep d + S from opposite must be blocked low; pulls plane opponent to your plane if attack touches them Command Moves ------------- Double Orb Attack f + P overhead; can feint the Double Orb Attack into a special/super which is done by performing a special/super just before the Double Orb Attack comes out Prop Tantrum d + S all parts must be blocked low Glowing Orb P+K knocks opponent to opposite plane Slapping Palm f + P while blocking you will find this will work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Feint Avalanche Crunch f + P+K Feint Kiten Hinzan d + P+K Special Moves ------------- Kiten Hinzan qcf + P will collide with other projectiles as both will be "destroyed" in the process High Kiten Hinzan f, d, df + P will collide with other projectiles as both will be "destroyed" in the process Belly Drum Blast Charge d for 2 seconds, use b or f to move; tap P to u + P delay move; overhead Avalanche Crunch (BS) Charge b for 2 seconds, K=short, S=long; Break Shot f + K/S works for S version only Full Reverse Pellet hcb + K high counter attack S. Power Super -------------- Bursting Heavens Charge db for 2 seconds, the projectile itself qcf + K+S absorbs other projectiles P. Power Super -------------- Collapse Of Creation hcb + S use b or f to move; the descend portion must touch the opponent to perform the entire super Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*) -----> S -----> qcf + S (>, E) P close (*)| S (*, E) d + S (_, E) | df + S (*, A, E) | | ----> d + K (*, _)----> d + S (_, E) df + S (*, A, E) d + P (*)------> K (*) -----> S -----> qcf + S (>, E) | d + S (_, E) | df + S (*, A, E) | | ----> d + K (*, _)----> d + S (_, E) df + S (*, A, E) P in air (O)---> S (1, H, O, E) Kick Starters ````````````` K close (*)----> K (*) -----> S -----> qcf + S (>, E) d + K | d + S (_, E) (*, _) | df + S (*, A, E) | | ----> d + K (*, _)----> d + S (_, E) df + S (*, A, E) K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` S close (*)----> S (*) -----> f + S -----> b, f + S (E) ------------------------------------------------------------------------------ ---to face Geese in a 1 player game:--- 1 - Do not lose a round 2 - Score over 750000 by Krauser match 3 - Have a score of B or higher in all matches ******************************************************************************* * 3.24 Geese Howard * ******************************************************************************* Colors ------ P - Red pants w/ Yellow trim and Flesh Color skin L - Black pants w/ Off White trim and Gray skin Throws ------ Shinkuu Nage f/b + S close Mauling Tiger Crunch df + S close Basic Moves ----------- Crawl hold df Jump Kick S from a short jump overhead Backfist S close 2 hits Plane Moves ----------- Dive Elbow P from opposite plane Dive Low Foot K from opposite plane must be blocked low Reach Fist S from opposite plane pulls opponent to your plane if attack touches them Sweep d + S from opposite must be blocked low; pulls plane opponent to your plane if attack touches them Command Moves ------------- Slide Punch Dash Forward, d + P Slide Tap Kick Dash Forward, d + K Rising Palm df + P Rolling Sweep b + K knocks opponent into opposite plane; can feint the Rolling Sweep into a special/super which is done by performing a special/super just before the Rolling Sweep comes out Dive Swipe P+K overhead Raimei Gouha Nage d + S close on downed pursue attack opponent Slash Uppercut f + P while blocking you will find this will work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Feint Reppu Ken d + P+K Feint Raging Storm d + K+S Special Moves ------------- Reppu Ken qcb + P absorbs projectiles Double Reppu Ken qcb + S absorbs projectiles Shippu Ken qcb + P in air overhead; absorbs projectiles Second Shippu Ken P can control descent with b or f; Shippu Ken must be performed from high jump for this follow up to be possible; overhead; absorbs projectiles Shin Shippu Ken qcb + S in air overheads; absorbs projectiles Shin Shippu Ken F. U. qcb + S in air overheads; absorbs projectiles Jump Kick P/K/S overhead Evil Image Charge (BS) Charge b, f + K / dash must connect (not b, f + K blocked) to perform entire maneuver Evil Image Throw Charge b, f + S/ dash must connect (not b, f + S blocked) to perform entire maneuver Dragon Throw hcf + K counter attack to jump maneuvers and special moves (not projectiles) Push Of The Tiger hcf + S high counter; moves opponent to other side of him where they are "stunned" for a split second S. Power Super -------------- Raging Storm db, hcb, df + K+S absorbs projectiles P. Power Supers --------------- Thunder Break f, df, d + S hits in both planes; absorbs projectiles Deadly Rave hcb, f + P, P, P, K, dash in must connect (not K, K, S, S, S blocked) for the entire super to be performed Finish qcb + S Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*) -----> f + S (*, ^)---> b + S (*, v, E) P close (*)| S (*, E) S (*, A, E) | d + S (_, E) | df + S (*, A, E) | ----> d + K (*, _)----> d + S (_, E) df + S (*, A, E) d + P (*)------> K (*) -----> f + S (*, ^)---> b + S (*, v, E) | S (*, A, E) | d + S (_, E) | df + S (*, A, E) | ----> d + K (*, _)----> d + S (_, E) df + S (*, A, E) df + P (*)-----> S (*) -----> S -----> d + S (G, E) P in air-------> S (1, H, O, E) (*, O) Kick Starters ````````````` K (*) --------> K (*) -----> f + S (*, ^)---> b + S (*, v, E) K close (*)| S (*, A, E) d + K | d + S (_, E) (*, _) | df + S (*, A, E) | ----> d + K (*, _)----> d + S (_, E) df + S (*, A, E) K in air-------> S (1, H, O, E) (*, O) Strong Starters ``````````````` None =============================================================================== 4. Misc. And Easter Eggs =============================================================================== ********************** * 4.1 Special Intros * ********************** VS. Special Intros `````````````````` Terry vs Mai Terry vs Andy Terry vs Tung Terry vs Krauser Terry vs Geese Andy vs Mai Andy vs Tung Andy vs Geese Joe vs Terry/Andy/Billy/Geese Mai vs Krauser Mai vs Mary Duck vs Terry/Geese Duck vs Mai/Mary Tung vs Cheng Bob vs Bob/Laurance Bob vs Krauser/Geese Billy vs Geese Krauser vs Geese Krauser vs Krauser Laurance vs Mai/Chonrei/Chonshu/Mary Laurance vs Krauser/Laurance Chonshu vs Kim/Chonrei Hon-Fu vs Hon-Fu Hon-Fu vs Yamazaki/Cheng Yamazaki vs Joe Mary vs Terry Mary vs Mary Mary vs Geese Kim vs Krauser/Laurance/Geese Kim vs Yamazaki Kim vs Kim Cheng vs Joe/Krauser/Yamazaki 1 Player Special Intros ``````````````````````` vs Joe vs Mai vs Duck vs Tung vs Sokaku vs Billy vs Krauser vs Yamazaki vs Mary vs Bash vs Kim vs Cheng vs Geese ************* * 4.2 Other * ************* -Richard comes out for a special win victroy when Bob beats Krauser in 1 Player mode -Joe has a special win victory if he gets a perfect -Krauser has a special win victory if he gets a perfect -Hon-Fu has a special win victory if he gets a perfect -Kim has a special win victory if he gets a perfect -Geese has a special win victory if he gets a perfect -Kim will have his sons come out if he is defeated -Duck King's chick imitates some of his moves while Duck is performing them -Characters such as Michael Max and Jubei will randomly fly by in the air at the Beach stage -Certain moves that are used to break the right wall (the palm tree trunks) on the Beach stage will cause a crab to drop from the sky. Terry's Crack Shoot is a good move to produce this affect. -Sometimes chicks will come out of the right wall on the Japan stage when it is destroyed -Each character has two time over lose poses (although Bash and Cheng seem to use the same one for both situations). One is for losing the round to a time over and the other is for a Draw Game. =============================================================================== 5. Conclusion =============================================================================== 5.1 What's Missing/Needed -Cleanup and corrections -Any other misc or easter eggs? Let me know. -If you have anything to add, any corrections I need to make, please email me at billy_kane_32@hotmail.com. Credit will be given for your contribution. 5.2 Credits - SNK - Gamefaqs - ThePatrick for some move motion corrections - And me for writing this faq