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Gogetsuji Gaiden: Saikyou Densetsu
AKA
Power Instinct Legends
FAQ By: Goh_Billy (
[email protected])
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 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, </pre><pre id="faqspan-2">
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 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</pre><pre id="faqspan-3">
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