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Jackie Chan In Fists of Fire
FAQ By: Giygas (
[email protected])
Presented By: Goh_Billy (
[email protected])
Version #: 3.0
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Sections
--------
1. Legend
2. System
2.1 Basics
2.2 Throws
2.3 Dashing
2.4 Taunts
2.5 Power Meter
2.6 Pursuit Attacks
2.7 Dizzy
2.8 Wake-Up Attacks
2.9 Chain Strings
2.10 Counter Hit
2.11 Juggle State
2.12 Knockdown
2.13 Total Health
3. Characters
3.1 Lau
3.2 Yeung
3.3 Thorsten
3.4 Jackie Chan (Drunken Fist)
3.5 Jackie Chan (Five Animal Fist)
3.6 Jackie Chan (Baguazhang)
3.7 Sam
3.8 Kim-Maree
3.9 Mysterious Lion
4. Misc. And Easter Eggs
4.1 Boss Characters
4.2 Special KO Animations
5. Conclusion
5.1 What's Missing/Needed
5.2 Credits
===============================================================================
1. Legend
===============================================================================
ub u uf f - Forward LP - Light Punch + - And
\ | / b - Back HP - Heavy Punch / - Or
b-- --f u - Up LK - Light Kick , - Then
/ | \ d - Down HK - Heavy Kick
db d df P - Any Punch
K - Any Kick
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
===============================================================================
**************
* 2.1 Basics *
**************
Throw b/f + HP/HK close button required depends on the
character; f and b determine
where opponent is thrown;
some characters may have
only one throw
Block High b will not block attacks listed
as "low"
Block Low db will not block attacks listed
as "overhead"
Dash f, f can attack out of dash
Halt b can also halt dash by jumping
Backdash b, b completely invulnerable
during the backdash
animation
Taunt HP+HK the opponent is drained of a
specific amount from their
Power Meter
Power Meter Charge Hold HP/HK
Pouncing Pursuit Attack u + LP/HP when
opponent is down
(tap LP/HP/LK/HK
rapidly to continue
maneuver)
On The Ground Pursuit some low attacks will
strike an opponent
who is knocked down
and is marked as
such in the movelist
details
Dizzy Recovery shake joystick and tap
P and K rapidly
after being dizzied
Knockdown Recovery shake joystick and tap
P and K rapidly
after being knocked
down
Forward Recovery hold f while getting
up from a knockdown
Backward Recovery hold b while getting
up from a knockdown
Stationary Recovery hold u/d or do nothing
while getting up
from a knockdown
Wake Up Attack press LK/HK when you
are standing up from
a knockdown
Pouncing Pursuit Reversal press 2 attack buttons hard knockdown
the exact moment the
opponent is about to
hit with their
pouncing pursuit
attack
Super refer to character's requires Power Meter to be
movelist for motion full and flash with "MAX"
**************
* 2.2 Throws *
**************
Normal throws in this game cannot be teched so you take full damage from
them. Kim-Maree and Mysterious Lion have mashable throws where both you and
your opponent must mash directions (up, down, left or/and right) and buttons.
The one doing the throw must do so to extend the duration of the maneuver and
the opponent to reduce the duration of the maneuver. After doing a normal
throw, the enemy will be put into a "hard knockdown" state (refer to section
2.12) and left vulnerable to pursuit attacks while on the ground (refer to
section 2.6). Depending on your character's throw, you may have time to do a
juggle attack (refer to section 2.11) before the opponent touches the ground.
It is worth noting that Kim-Maree's Slap Barrage (b/f + HP close) doesn't lead
to either a knockdown or a juggle state. It instead resets the enemy back
into a neutral state.
***************
* 2.3 Dashing *
***************
While performing a dash, you can cancel its animation by pressing any attack
button or by pressing any direction except d/df (unless it's a crouching attack)
or f. Dashes are very powerful due to the fact that you can cancel them into
throws, and since throws themselves are untechable, it leads to quite a lot of
damage if the enemy is playing too defensively. Backdashes, on the other hand,
cannot be canceled but they have a certain amount of invulnerability frames.
After the invulnerability frames end, you can block immediately so that means
there's no recovery frames to perform an action after a backdash (except for
Kim-Maree).
The following list has the characters' dashes in descending order from
longest duration to shortest:
Mysterious Lion
Thorsten / Kim-Maree
Lau
Jackie Chan (Five Animal Fist)
Sam
Yeung
Jackie Chan (Baguazhang)
Jackie Chan (Drunken Fist)
This list has the characters' backdashes in descending order from longest
duration to shortest:
Kim-Maree
Thorsten / Mysterious Lion
Lau / Jackie Chan (Five Animal Fist)
Yeung / Jackie Chan (Drunken Fist)
Sam
Jackie Chan (Baguazhang)
*Writer's Note*
The dashes and backdashes' duration were visually tested so they may not be
100% perfect.
**************
* 2.4 Taunts *
**************
Every time you perform a taunt, the opponent is drained of a specific amount
from their Power Meter (regardless of how much Power Meter the opponent
currently has). The amount that the taunt drains is tied to how long the taunt
animation lasts. So the longer the animation, the bigger the amount drained.
The taunt will always drain the exact amount detailed below regardless of how
big the opponent's power meter is (as in, how much time it will take the
opponent to reach "MAX"). Taunts cannot be canceled so you're defenseless
until the animation ends. It's highly recommended that after dealing the
finishing blow to the opponent, you use a taunt (you have mere seconds or less
depending on what move you used to defeat an opponent, to perform an extra
action). Below is a list of how much each character's taunt drains:
Lau = 27% of power meter drained
Yeung = 33% of power meter drained
Thorsten = 14% of power meter drained
Jackie Chan (Drunken Fist) = 27% of power meter drained
Jackie Chan (Five Animal Fist) = 17% of power meter drained
Jackie Chan (Baguazhang) = 40% of power meter drained
Sam = 38% of power meter drained
Kim-Maree = 38% of power meter drained
Mysterious Lion = 40% of power meter drained
*Writer's Note*
The amounts were visually tested so they may not be 100% perfect.
*******************
* 2.5 Power Meter *
*******************
Represented by a bar at the bottom of the screen, it fills either by
attacking the opponent (regardless if they connect or they whiff) or receiving
damage (doesn't matter if you block the attack or not). You can also charge
the meter by holding HP or HK. When you have your Power Meter completely
charged, it will display as "MAX" at the bottom of the screen. At that point,
you can perform one exclusive Super move. Refer to the character's movelist for
the specific Super motion.
The Power Meter is not reset during the next round so you don't need to use
it in fears of losing it after the round ends. How much time it takes for a
Power Meter to fill completely using the charge move depends on the character
so check the list below. This is sorted in descending order (longest
time --> shortest time):
Kim-Maree = 4.2 ingame seconds
Mysterious Lion = 3.8 ingame seconds
Thorsten = 3.4 ingame seconds
Lau/ Jackie Chan (Baguazhang) = 3.2 ingame seconds
Jackie Chan (Five Animal Fist) = 3 ingame seconds
Sam / Yeung = 2.8 ingame seconds
Jackie Chan (Drunken Fist) = 2.6 ingame seconds
*Writer's Note*
How many seconds it takes for the power meter to fill using the charge move
was visually tested, so the list may not be 100% accurate.
***********************
* 2.6 Pursuit Attacks *
***********************
While the enemy is in a knockdown state, you have 2 options available to
further attack them. The first way is using one of your character's
low-reaching attacks. This is referred to as On The Ground Pursuit for
differentiating purposes. An On The Ground Pursuit can be done up to three
times before the opponent automatically recovers even if they do not press any
buttons or directions. Also, if you manage to connect an On The Ground Pursuit
on a character that was dealt a "soft knockdown" attack during the few
milliseconds he's on the ground before he automatically recovers, the "soft
knockdown" turns into a "hard knockdown." If the same situation as above
happens, but you score a hit before the enemy touches the ground, it will be
considered as a juggle attack. Thus ending the knockdown state. You can,
however, put the enemy back into a knockdown state simply by canceling your
juggle into a knockdown attack (ie Lau using his d + LK to hit the opponent
before they hit the ground and juggling them, but then canceling into a LP
Rising Dragon Punch to knock the opponent down). Keep in mind that scoring a
hit against a character struck by a "soft knockdown" attack is extremely rare
due to its tight timing (mostly because it requires very specific spacing
from both you and the opponent).
The second way is the Pouncing Pursuit Attack, which is done by pressing
u + LP/HP. You can score additional hits by merely pressing any button
continually (you can start pressing the button/s as soon as your character
jumps/teleports towards the enemy). A Pouncing Pursuit Attack itself can be
used an infinite amount of times until the opponent recovers (there is no 3 hit
limit as you see with On The Ground Pursuits). You can cancel any On The
Ground Pursuit that has the "cancelable" ability (refer to movelist for this)
into a Pouncing Pursuit Attack but this adds one hit towards the "3 pursuit
attack limit per knockdown." Whoever is being attacked by the Pouncing Pursuit
Attack has access to a counterattack maneuver. To do it, press 2 buttons at
the exact moment the enemy is about to hit with the pursuit attack. You can
use LP+HP/HP+HK/LP+HK or any combination. Due to the fact that the timing is
extremely precise, it is recommended using any 2-button combination and rapidly
doing another one. This method works 99% of the time. Even though you can use
3 or 4 buttons combinations to do the counterattack, it's still recommended to
use 2 buttons. You can, for example, enter LP+HP and then a millisecond later
enter LK+HK. This will almost assuredly lead into the counterattack. If done
correctly, your character will either throw or attack the opponent (depends on
the character) and put them into a "hard knockdown" state. If it doesn't work
during the first attack, pay attention to the opponent's attack animation and
press any 2 button combination the exact moment they are about to land the
next hit to perform the counterattack (if the enemy decides to use the
continuous Pouncing Pursuit Attack).
*************
* 2.7 Dizzy *
*************
A quite uncommon occurrence in this game is the dizzy state that happens when
you deal big amounts of damage (multiple hits don't speed up the process, just
raw damage in any form, except for throws) without giving the opponent time to
recover their (invisible) dizzy meter. The (invisible) dizzy meter will
rapidly recover every second you are not being damaged and are in a neutral
state. This means that being in a knockdown or juggle state, even if you are
not being attacked during them, the dizzy meter won't recover. Blocked attacks
also don't stop the dizzy meter from recovering. A full dizzy meter in a
single combo (Sam has one, but his doesn't work while the opponent is
crouching, sadly) will roughly require "45%" of damage to fill completely. Not
counting the "single combo" example above, a full dizzy meter would usually
require for you to deal around "55%" of the opponent's life bar in a very short
amount of time to fill completely. This 55% is "always" the same amount you
need to do, not counting how much of the dizzy meter the opponent has left.
Thus the opponent's remaining life won't change said amount.
If the opponent is put in a dizzy state, you can use one On The Ground
Pursuit attack and they will still be dizzied as long as the attack strikes
them just as they are touching the floor. If this happens a few frames later
after the opponent touches the floor, the dizzy state will change into a hard
knockdown state instead. This will also happen if you use two On The Ground
Pursuit attacks or one Pouncing Pursuit Attack while also adding 1 hit towards
the 3 possible Pursuit Attack limit before the enemy automatically wakes up.
The last thing of note is that some characters are more resilient to being
dizzied than others. Below is a list of descending order from "hardest to
dizzy" to "easiest":
Hardest to dizzy = Mysterious Lion
Regular to dizzy = Thorsten
Easiest to dizzy = Lau, Yeung, all 3 Jackie Chan versions, Sam, Kim-Maree
*Writer's Note*
Do note that the "55%" amount was calculated mainly with Thorsten using
fast-recovering Special Moves and then a couple of rapid-fire attacks (using
rapid-fire attacks only while keeping the time the opponent is not being dealt
damage to the bare minimum works too) and not giving time for the training
dummy to breath, since every millisecond the opponent is not being dealt
damage, the more damage you'll need to do to completely fill their dizzy meter.
That's why the "full dizzy combo" example and the one below of "55%" has only
a mere "10%" difference since those mere milliseconds the opponent had to
recover his dizzy meter would translate into roughly "10%" more damage you'll
need to do to fill it completely.
***********************
* 2.8 Wake-Up Attacks *
***********************
While you are doing the recovery animation, if you press either LK or HK,
your character will perform a special wakeup attack (2 per character). These
attacks usually have a few invulnerability frames and will cause a soft or
hard knockdown to the enemy if it connects. Refer to the character's movelist
for a description of each wake-up attack's properties.
*Writer's Note*
Even if you don't use the wake-up attack, as soon as you're standing up,
there's 1 frame of invulnerability that you could use to backdash, if you want.
After running some tests, it seems you can also do a wake-up throw and beat the
opponent's attack if done with a perfect timing, but it's incredibly hard to do
and not worth the risk, honestly (though it's a bit easier to do using command
throws).
*********************
* 2.9 Chain Strings *
*********************
This game offers 3 variations of chainable strings, all of which requires a
succession of buttons presses in a certain order. The first one is the
chainable string that follows a specific order when it comes to what following
attacks you can cancel into. The current attack of a chainable string must
connect in order for the next attack to happen. This can also be done while
jumping. The order is = Light attacks --> Heavy attacks (LP/LK --> HP/HK).
How the chainable strings works = LP --> LK --> HP --> HK
LP --> LK --> HK --> HP
LK --> LP --> HP --> HK
LK --> LP --> HK --> HP
What you cannot do in a chainable string = LP --> LK --> LP/LK
LP --> HP/HK --> LP/LK
That means you can't go back to a previously used button in a string and you
also can't press any button more than once unless it's a rapid-fire attack.
Only light attacks can have the rapid-fire ability and they are listed in each
character's movelist. You can also mix crouching attacks into standing attacks
(and vice versa) during the chainable strings (command moves can also be used
but you cannot continue a chain string after it). What part of the chainable
string is cancelable into Special or Super moves depends on each character so
refer to their movelist for more info.
The second variation of a chainable string is the unique string. There are
two per character. Refer to the character's movelist for the motion required.
These can be done anywhere on the screen and don't need to connect to perform
all portions. Unique strings cannot be canceled into Special or Super moves
so they may or may not have any use. The unique strings that contain a Special
Move (like the last attack of Lau's "Punch To Uppercut Fury") don't deal chip
damage like their normal counterparts.
There's a third string variation (sort of) which is called the link string.
This means that during a chainable string or after a normal or special attack,
you can attack the enemy again while he's recovering and it will count as a
combo. A link string can also be used to reset the "only one attack of the
same strength (unless it's a rapid-fire attack) per string" rule. A good
example of a link string would be Lau since he cannot chain a Crouching LK into
a Crouching/Standing LK normally. However, if you wait a moment after hitting
with the first Crouching LK and then do another instead of mashing the button
to do a chain, he will actually combo into it. Hence why it's called a link
string.
********************
* 2.10 Counter Hit *
********************
A Counter Hit occurs if a Normal or Special Attack connects with the opponent
just as they are going to attack or during the attack's recovery frames
(regardless if it trades or not). A Counter Hit will allow your attack to deal
extra damage. This depends on what part of the opponents' attack animation you
dealt the damage.
An example of this would be with Jackie Chan (Drunken Fist) using his HP
"Jug Throw". Just as it's about to land, if the enemy does an attack, the HP
"Jug Throw" can do up to 45% of damage depending on what part of the opponent's
attack animation this happened. Command Grabs do not benefit from this. In
Kim-Maree's case, however, she will suffer the extra damage if she's attacked
while using "Running Lariat Drop."
*********************
* 2.11 Juggle State *
*********************
Every time you hit an opponent while he's in the air (either with a normal or
Special Move) or do a normal throw, the opponent can be attacked one more time
while they are in the air. A combo or chainable string (refer to section 2.8),
either if it's the starter or an extra attack, counts as one attack in this
rule. That means if you perform a 2 hit (or more) combo, either grounded or
jumping, to an opponent, you can perform another 2 (or more, if the height
allows it) hit combo while the opponent is in the air. This also applies to
combos canceled into Special or Super moves. So any attack or combo canceled
into one of these still counts as one attack. The juggle counter resets if
the extra juggle attack dizzies the opponent (only applies to combos after the
opponent wakes up in the dizzy state since you can't juggle a dizzied opponent
before they wake up).
Jumps are extremely floaty in this game. There's is also no air blocking.
Juggles are very easy to do and produce big damage. All these factors making
jumping in this game ill-advised. Instead, the metagame (how the game is played
in an optimal way) here is dashing a lot and then mixing rapid-fire crouching
attacks. If the rapid fire crouching attacks hit low, all the better, since
you can add overheads and make it more difficult for the opponent to block.
You can also confirm these attacks into a full combo, along with throws (due to
them being untechable) if the enemy manages to block the former.
******************
* 2.12 Knockdown *
******************
After performing normal throws, specific normal/Special Moves, or any of the
Supers (except for Mysterious Lion's) the enemy will be knocked to the ground.
They will then be vulnerable to pursuit attacks. There are two types of
knockdowns. One is called a "hard knockdown" and the other is called a "soft
knockdown." The difference between them is that a "soft knockdown" requires no
button/controller presses to recover from it. Recovery happens as soon as the
opponent touches the ground. A "hard knockdown" requires button/controller
presses to recover. What determines if you are in a knockdown state is if an
arcade stick and a button icon appears above the power meter of whoever was
struck with a knockdown attack.
To recover from a hard knockdown, you must shake the controller in all
directions and press all buttons (Pressing buttons makes you stand up faster
than mashing the controller, it seems). When you're about to recover from a
knockdown, if you hold a direction, your character will stand up while doing a
flip in that direction.
Hold Left = Recovers to the left
Hold Nothing / Up or Down = Recovers in the same place
Hold Right = Recovers to the right
A "hard knockdown" duration varies depending on the attack's strength.
Usually, hard knockdown from Supers have the longest duration.
*********************
* 2.13 Total Health *
*********************
It appears that the characters in this game have different health totals.
This is seen when the same combo is performed on every character and the
resulting damage is compared. Below is a list of the total health comparisons
between all characters:
Highest Total Health = Mysterious Lion
Normal Total Health = Jackie Chan (all 3 versions) and Kim-Maree
Lowest Total Health = Lau, Yeung, Thorsten, and Sam
===============================================================================
3. Characters
===============================================================================
When "a few", "some" or "lots" of invulnerability frames are mentioned in the
movelist details, there is an actual logic followed regarding this. This is
due to not having the real frame data. Below are some explanations:
A Few = The attack will trade (both characters end up receiving damage) if
both you and the opponent's active frames from an attack they made
collide
Some = The invulnerability frames are more than the startup frames of the
attack and will beat the opponent's attack if both active frames collide
Lots = Like the above example but with even more invulnerability frames
(Kim-Maree is the only one that has this property after plenty of
testing)
*******************************************************************************
* 3.1 Lau *
*******************************************************************************
Colors
------
LP/HP - Red shirt and pants w/ Blue Gray skin
LK/HK - Blue shirt and pants w/ Blue Gray skin
Start + LP/HP/LK/HP - Dark Purple shirt and pants w/ Red skin (Player 1)
(Selects Dark Lau) Purple shirt and pants w/ Green skin (Player 2)
Throws
------
Head Spike b/f + HP close f and b determine where
opponent is thrown; hard
knockdown
Layback Toss b/f + HK close f and b determine where
opponent is thrown; hard
knockdown
Basic Moves
-----------
Straight Punch LP close/far cancelable; whiffs on
crouching opponent
Crash Uppercut HP close cancelable; whiffs on
crouching opponent
Jawing Punch HP far whiffs on crouching opponent
Digging Fist HP in air overhead; soft knockdown on
an aerial opponent
Shin Kick LK close hits low and can be used as a
pursuit attack
High Snap Kick LK far whiffs on crouching opponent
Roundhouse HK close whiffs on crouching opponent
Side Kick HK far whiffs on crouching opponent
Power Bar Charge hold HP/HK
Whirlwind Sting press LK when you are 2 hits; hard knockdown; can't
standing up from a juggle afterwards if both
knockdown hits connect; has a few
invulnerability frames
Double Sweep press HK when you are 2 hits (only combos the 2
standing up from a hits against Thorsten, Sam,
knockdown Kim-Maree and Mysterious
Lion); 1st hit is a soft
knockdown; 2nd hit is a
hard knockdown; has a few
invulnerability frames
Command Moves
-------------
Flying Overhead Kick f + HK overhead; soft knockdown on
an aerial opponent; hops
over some low-reaching
attacks
Pouncing Palm Strike u + LP/HP when pursuit attack
opponent is down
(tap LP/HP/LK/HK
rapidly to continue
maneuver)
Catching Layback Toss press 2 attack buttons hard knockdown
the exact moment the
opponent is about to
hit with their
pouncing pursuit
attack
Come Here HP+HK taunt; 27% of opponent's
power meter drained
Crouching Punch d + LP cancelable; rapid-fire
Rage Uppercut d + HP cancelable; whiffs on a
crouching opponent
Quick Tap Kick d + LK cancelable; hits low; can be
used as a pursuit attack
Sweeping Kick d + HK cancelable; hits low; can be
used as a pursuit attack
Unique Strings
--------------
Punch To Kick Rush LP, LP, LP, LP 4 hits; all attacks except
the 3rd one whiff on a
crouching opponent
Punch To Uppercut Fury LP, LP, HP, HP, LP+HP 7 hits; last attack is a hard
knockdown; all except the
last attack whiff on a
crouching opponent; the
last attack will do only 1
hit (of 3) if the opponent
is next to the corner; the
last attack won't do more
than 3 hits even if you
mash the punch button
Link Strings
------------
Opponent Standing
`````````````````
LP --> LP/d + LP/HP far/d + HP/LK close/LK far/HK close/HK far/Rising
Dragon Punch/LK version of Dragon Kick
d + LP --> LP/d + LP/HP far/d + HP/LK close/LK far/HK close/HK far/Rising
Dragon Punch/LK version of Dragon Kick
d + LK --> LP/d + LP/HP far/d + HP/LK close/LK far/HK close/HK far/Rising
Dragon Punch/LK version of Dragon Kick
Opponent Crouching
``````````````````
d + LP --> d + LP/LK close/d + LK/Rising Dragon Punch/LK version of Dragon
Kick
d + LK --> d + LP/LK close/d + LK/Rising Dragon Punch/LK version of Dragon
Kick
Special Moves
-------------
Flame Orb qcf + P LP=3 hits (last one is a hard
knockdown); HP=5 hits (last
one is a hard knockdown)
Rising Dragon Punch f, d, df + P (tap P LP=1 to 5 hits; hard
rapidly for more knockdown; HP=3 to 7 hits
hits) (second hit is a hard
knockdown and maneuver has
some invulnerability
frames); whiffs some of the
hits depending on the
character fought, distance
and stance (standing,
crouching or jumping) of
the opponent; can be used
as a pursuit attack on
Mysterious Lion (can also
be used as a pursuit attack
on Thorsten and all 3
Jackie Chan versions but
must be done just as they
touch the ground)
Dragon Kick qcf + K LK=2 hits; HK=3 hits (last
one is a hard knockdown);
HK version whiffs on a
crouching opponent
Super
-----
Dragon's Breath qcf + LP+HP 6 hits (last one is a hard
knockdown); will collide
with other projectiles and
skip one of the 6 hits
from it; has a few
invulnerability frames
during the white flash but
even though it will lose to
the active frames of an
opponent's attack after it,
the super move itself will
still happen; whiffs some
of the hits if done right
next to the opponent
*******************************************************************************
* 3.2 Yeung *
*******************************************************************************
Colors
------
LP/HP - Green top and shorts w/ Light Green skin
LK/HK - Red top and shorts w/ Blue Gray skin
Start + LP/HP/LK/HP - Pink top and shorts w/ Light Green skin (Player 1)
(Selects Shadow Medium Gray top and shorts w/ Blue Gray skin (Player 2)
Yeung)
Throw
-----
Typhoon Wallop b/f + HP close f and b determine where
opponent is thrown; hard
knockdown
Basic Moves
-----------
Pole Poke LP close/far cancelable; whiffs on
crouching opponent
Jaw Smash HP close 2 hits (first hit is
cancelable); whiffs on a
crouching opponent
Pole Bash HP far soft knockdown on an aerial
opponent
Air Pole Bash HP in air overhead; soft knockdown on
an aerial opponent
High Snap Kick LK close cancelable; whiffs on a
crouching opponent
High Kick LK far whiffs on crouching opponent
Roundhouse HK close/far whiffs on crouching opponent
Power Bar Charge hold HP/HK
Rolling Heel Drop press LK when you are overhead; hard knockdown; has
standing up from a a few invulnerability
knockdown frames
Sweeping Pole press HK when you are hits low; soft knockdown; has
standing up from a a few invulnerability
knockdown frames
Command Moves
-------------
Bo Thrust f + HP whiffs if done close to the
opponent
Rolling Heel Drop f + HK overhead; 1 or 2 hits (2
hits only against aerial
opponents and it does a
soft knockdown on them);
hops over some low-reaching
attacks
Crow Crush u + LP/HP when pursuit attack
opponent is down
(tap LP/HP/LK/HK
rapidly to continue
maneuver)
Catching Launch Toss press 2 attack buttons can easily juggle attack an
the exact moment the airborne opponent; hard
opponent is about to knockdown
hit with their
pouncing pursuit
attack
Fanny Shake HP+HK taunt; 33% of opponent's
power meter drained
Low Poke d + LP cancelable; rapid-fire
Low Pole Swipe d + HP hits low; can be used as a
pursuit attack
Foot Tap d + LK cancelable; hits low;
rapid-fire; can be used as
a pursuit attack
Advancing Shin Kick d + HK hits low; cannot continue
with a chainable string
after it; can be used as a
pursuit attack
Unique Strings
--------------
Advancing Pole Rush LP, LP, LP, LP 4 hits; 3rd attack hits low
and can be used as a
pursuit attack; the first
2 attacks whiff on a
crouching opponent
Flip To Pole Slash d + HK, HK, HP, HP first two attacks hit twice
and combo; the 3rd attack
whiffs on a crouching
opponent; the last attack
hits twice, is a hard
knockdown, and can be used
as a pursuit attack; 1st
attack hits low and can be
used as a pursuit attack
Link Strings
------------
Opponent Standing
`````````````````
LP --> LP/d + LP/HP close/LK far/HK/Swallow Kick
d + LP --> LP/d + LP/LK close/LK far/Swallow Kick
LK far --> LP/d + LP/LK far/d + LK/HK/Swallow Kick
LK close --> LP/d + LP/HP close/LK far/d + LK/HK/Swallow Kick
d + LK --> LP/d + LP/HP close/LK far/d + LK/HK/Swallow Kick
Opponent Crouching
``````````````````
d + LP --> d + LP/d + LK/Swallow Kick
d + LK --> d + LP/d + LK/Swallow Kick
Special Moves
-------------
Crow Shot qcf + P LP=low jump and is an
overhead, HP=high jump and
whiffs on a crouching
opponent (will also whiff
against Lau, Yeung, and Sam
if they are standing up but
not moving); whiffs if done
close to the opponent; soft
knockdown on an aerial
opponent
Crane Wings hcb + P (press P HP version reaches slightly
rapidly after HP further; 2 to 3 hits (hits
version to produce 3 times if done close to
a 3rd hit) Mysterious Lion); 2nd hit
does a soft knockdown on an
aerial opponent; can be
used as a pursuit attack
Swallow Kick hcf + k LK=short, HK=further; hard
knockdown; has a few
invulnerability frames
Super
-----
Bo Assault hcb + LP+HP 9 to 10 hits (10 hits if you
connect the first attack
which is a flip kick);
won't do the full animation
if the 1st or 2nd hit
connects with an aerial
opponent or if the 1st or
2nd hit is blocked; last
hit is a hard knockdown;
can be used as a pursuit
attack; has some
invulnerability frames; if
both Yeung and her opponent
trade (2 attacks hitting at
the same time) the opponent
will be put in a hard
knockdown state
Character Specific Note
-----------------------
Yeung has a strange glitch where she can be reset back to neutral state
during a knockdown if you hit her during a specific moment. Normally,
characters attacked by a non-pouncing pursuit attack will bounce one time and
go back to knockdown state, but Yeung will strangely bounce two times, and
during the first one she can be juggled again, and if this juggle attack is a
hard knockdown (or a combo canceled into) this ends up being an infinite combo.
So shed a tear for poor Yeung (contrary to popular belief, "Jackie Chan
Baguazhang" can do the infinite too).
*******************************************************************************
* 3.3 Thorsten *
*******************************************************************************
Colors
------
LP/HP - Blue Gray vest and Gray pants w/ Mantis Green skin
LK/HK - Red vest and Purple pants w/ Purple skin
Start + LP/HP/LK/HP - Purple vest and Brown pants w/ Blue skin (Player 1)
(Selects Demon Deep Blue vest and Charcoal pants w/ Gray skin (Player 2)
Thorsten)
Throw
-----
Rag Doll Toss b/f + HP close f and b determine where
opponent is thrown; hard
knockdown
Basic Moves
-----------
Quick Jab LP close/far cancelable; whiffs on
crouching opponent
Digging Fist HP close 2 hits (first hit is
cancelable); soft knockdown
on an aerial opponent; can
be used as a pursuit attack
on Mysterious Lion (can
also be used as a pursuit
attack on Lau, Thorsten,
all 3 Jackie Chan versions,
Sam, and Kim-Maree but must
be done just as they touch
the ground)
Power Straight HP far whiffs on crouching opponent
Downward Punch HP in air overhead; soft knockdown on
an aerial opponent
Quick Knee LK close cancelable; rapid-fire
Side Kick LK far whiffs on crouching opponent
Roundhouse HK close whiffs on crouching opponent
Back Kick HK far 2 hits; whiffs on crouching
opponent
Power Bar Charge hold HP/HK
One Two Kick press LK when you are 2 hits; overhead; hard
standing up from a knockdown; has a few
knockdown invulnerability frames
One Two Sweep press HK when you are both parts hit low; soft
standing up from a knockdown; has a few
knockdown invulnerability frames
Command Moves
-------------
Advancing Dig Fist f + HP 2 hits; overhead; soft
knockdown on an aerial
opponent; can be used as
a pursuit attack on
Mysterious Lion (can also
be used as a pursuit attack
on Lau, all 3 Jackie Chan
versions, and Sam, and
Kim-Maree but must be done
just as they touch the
ground)
Mid Kick f + HK
Fist Pummel u + LP/HP when pursuit attack
opponent is down
(tap LP/HP/LK/HK
rapidly to continue
maneuver)
Wake Up Uppercut press 2 attack buttons hard knockdown
the exact moment the
opponent is about to
hit with their
pouncing pursuit
attack
Come One HP+HK taunt; 14% of opponent's
power meter drained
Crouching Punch d + LP cancelable; rapid-fire
Ducking Uppercut d + HP 1 to 2 hits (first hit is
cancelable); will be 2 hits
only against aerial
opponents; can be used as
a pursuit attack on
Mysterious Lion
Crouching Turn Kick d + LK cancelable; hits low;
rapid-fire; can be used as
a pursuit attack on
Mysterious Lion (can also
be used as a pursuit attack
on Lau, all 3 Jackie Chan
versions, and Sam but must
be done just as they touch
the ground)
Sliding Shin Kick d + HK hits low; cannot continue
with a chainable string
after it; can be used as a
pursuit attack
Unique Strings
--------------
Punch Flail To Back Kick LP, LP, LP, LP, LP, LP 6 hits; all attacks except
the 3rd one whiff on a
crouching opponent</pre><pre id="faqspan-2">
Attack Rush To Jacknife LP, LP, HP, HP, HP, 4 hits then 2 hits then 1
HK, HK, LK+HK hit; 3rd attack can be
used as a pursuit attack;
5th attack is an overhead;
last attack is a hard
knockdown; all attacks
except the 3rd, 4th and 8th
whiff on a crouching
opponent
Link Strings
------------
Opponent Standing
`````````````````
LP --> d + LP/HP close/d + HP/LK far/d + LK/HK close/HK far/d + HK/
Upkicks
LP, LP --> LK version of Upkicks
LP, LP, LP-> LK version of Upkicks
LP, LP, LP-> LK version of Upkicks
LP
d + LP --> LP/d + LP/d + HP/LK far/d + LK/HK close/HK far/d + HK/Upkicks
LK close --> LP/d + LP/HP close/d + HP/LK far/d + LK/HK close/HK far/d + HK/
Upkicks
LK far --> LP/d + LP/HK far/d + HK/Upkicks
d + LK --> LP/d + LP/d + HP/LK far/d + LK/HK close/HK far/Upkicks
HK close --> LP/d + LP/LK far/d + LK/HK far/Upkicks
Opponent Crouching
``````````````````
d + LP --> d + LP/d + HP/d + LK/HK far/d + HK/Upkicks
d + LK --> d + LP/d + HP/d + LK/HK far/d + HK/Upkicks
Special Moves
-------------
Slash Sword db, f + P / Charge db, LP=small blast, HP=large
f + P blast; can be used as a
pursuit attack; will
collide with other
projectiles as both will
be "destroyed" in the
process
Teleport d, u + P/ Charge d, LP=stationary teleport,
u + P HP=teleports to the same
distance he has to the
opponent but in the
opposite way; completely
invulnerable until he
reappears
Jackknife Storm b, f + K / Charge b, LK=short, HK=far; 3 to 4
f + K (press K hits (last hit is a hard
rapidly to produce knockdown on a grounded
an extra hit) opponent and a soft
knockdown on an aerial
opponent); can be used as a
pursuit attack; hops over
some low-reaching attacks;
HK version may go over the
opponent if it's used near
the opponent while they are
crouching
Upkicks d, u + K / Charge d, LK=low with 3 hits and is a
u + K hard knockdown, HK=high
with 5 hits and is a hard
knockdown; launches
opponent who can be
juggled (can even use
another Upkicks maneuver
to juggle the opponent);
whiffs some of the hits if
the enemy is next to the
corner
Super
-----
Spinning Death Saw f, b, f + LK+HK 13-16 hits; hard knockdown;
has a few invulnerability
frames (the invulnerability
frames only last during the
white flash, so if the
opponent was doing an
attack and had any active
frames remaining, it will
beat the super move
cleanly); if both Thorsten
and his opponent trade (2
attacks hitting at the same
time) the opponent will be
put in a hard knockdown
state
*******************************************************************************
* 3.4 Jackie Chan (Drunken Fist) *
*******************************************************************************
Colors
------
LP/HP - Arylide Yellow costume
LK/HK - Purple costume
Start + LP/HP/LK/HP - Off White costume (Player 1)
(Selects Hyper Dark Blue costume (Player 2)
Jackie)
Throw
-----
Tornado Throw b/f + HP close f and b determine where
opponent is thrown; hard
knockdown
Basic Moves
-----------
Step In Uppercut LP close/far cancelable; whiffs on
crouching opponent
Spin Top u, LP up to 5 hits
Stone Headbutt HP close 2 hits (first hit is
cancelable); only the
second hit will connect
against a crouching
opponent; soft knockdown
on an aerial opponent
Reaching Backfist HP far whiffs on crouching opponent
Double Downward Fist HP in air overhead; soft knockdown on
an aerial opponent
Shin Kick LK close cancelable; hits low;
rapid-fire; can be used as
a pursuit attack
Blind Kick LK far
High Front Kick HK close whiffs on crouching opponent
Bum Rush HK far hops over some low-reaching
attacks
Double Mule Kick HK in air 2 hits; overhead
Power Bar Charge hold HP/HK
Flop Attack press LK when you are overhead; hard knockdown;
standing up from a has a few invulnerability
knockdown frames
Double Blind Strike press HK when you are 2 hits; first part hits low;
standing up from a hard knockdown; has a few
knockdown invulnerability frames
Command Moves
-------------
Drunken Overhead Kick f + HK overhead; soft knockdown on
an aerial opponent; hops
over some low-reaching
attacks; can be used as a
pursuit attack on
Mysterious Lion (can also
be used as a pursuit attack
on Thorsten, all 3 Jackie
Chan, and Kim-Maree
versions but must be
canceled from a chain
string)
Drill Stomp u + LP/HP when pursuit attack
opponent is down
(tap LP/HP/LK/HK
rapidly to continue
maneuver)
Leg Catch Toss press 2 attack buttons can easily juggle attack an
the exact moment the airborne opponent; hard
opponent is about to knockdown
hit with their
pouncing pursuit
attack
Beckon HP+HK taunt; 27% of opponent's
power meter drained
Low Punch d + LP cancelable; hits low;
rapid-fire; can be used as
a pursuit attack
Rising Claw Strike d + HP cancelable
Lean Back Kick d + LK cancelable; hits low;
rapid-fire; can be used as
a pursuit attack
Crouching Mid Kick d + HK cancelable; hits low; can be
used as a pursuit attack on
Mysterious Lion (can also
be used as a pursuit attack
on Thorsten and all 3
Jackie Chan versions but
must be canceled from a
chain string)
Unique Strings
--------------
Drunken Rush To Flop LP, LP, LP, LP, LP, LP 1 hit then 5 hits (all
attacks are a true combo
except the 1st one); 2nd
attack hits low and can be
used as a pursuit attack;
the 1st and 4th attack
whiffs on a crouching
opponent
Blind Attacks To Backfist LP, HK, HP, LK, LP, HP 1 hit then 5 hits (all
attacks are a true combo
except the 1st one); 4th
attack hits low and can be
used as a pursuit attack;
last attack is a hard
knockdown; all attacks
except the 2nd and 4th one
whiff on a crouching
opponent
Link Strings
------------
Opponent Standing
`````````````````
LP --> LP/d + LP/LK far/d + LK
d + LP --> LP/d + LP/HP close/d + HP/LK far/d + LK/d + HK
LK far --> LP/d + LP/d + HP/LK far/d + LK/d + HK
LK close --> LP/d + LP/HP close/d + HP/LK far/d + LK/d + HK
d + LK --> LP/d + LP/HP close/d + HP/LK far/d + LK/d + HK
f + HK --> LP/d + LP/HP close/HP far/d + HP/LK close/LK far/d + LK/HK far/
d + HK/LP version of Drunken Blitz/Drunken Barrage
Opponent Crouching
``````````````````
d + LP --> d + LP/d + HP/LK far/d + LK/d + HK
LK close --> d + LP/d + HP/LK close/LK far/d + LK/d + HK
LK far --> d + LP/d + HP/LK far/d + LK/d + HK
d + LK --> d + LP/d + HP/LK far/d + LK/d + HK
f + HK --> d + LP/d + HP/LK close/LK far/d + LK/HK far/d + HK/LP version of
Drunken Blitz/Drunken Barrage
Special Moves
-------------
Jug Throw qcf + P LP=short range toss,
HP=longer range toss; can
be used as a pursuit
attack; will collide with
other projectiles (both the
jug and the explosion when
the jug hits the floor) as
both will be "destroyed" in
the process
Drunken Rising Tackle d, u + P / Charge d, LP=5 hits (the last hit is a
u + P hard knockdown), HP=9 hits
(the last one is a hard
knockdown); can be used as
a pursuit attack (1st hit)
Drunken Blitz hcb + P LP=short, HP=far; 6 hits; can
be used as a pursuit attack
(5th hit)
Slam Drunk qcf + K LK=short, HK=far; hard
knockdown; goes under most
non-low reaching attacks;
though visually the
animation must hit you from
the back, which direction
you actually need to block
depends on how far Jackie
travels (if Jackie merely
crosses you up block
normally but if Jackie goes
through you a bit farther
block the other way)
Super
-----
Drunken Barrage hcb + LP+HP 15 hits (last hit is a hard
knockdown); has a few
invulnerability frames (the
invulnerability frames only
lasts during the white
flash, so if the opponent
was doing an attack and had
any active frames
remaining, it will beat the
super move cleanly); if
both Jackie Chan and his
opponent trade (2 attacks
hitting at the same time)
the opponent will be put in
a hard knockdown state
*******************************************************************************
* 3.5 Jackie Chan (Five Animal Fist) *
*******************************************************************************
Colors
------
LP/HP - Red costume
LK/HK - Myrtle Green costume
Start + LP/HP/LK/HP - Purple costume (Player 1)
(Selects Hyper Brown costume (Player 2)
Jackie)
Throw
-----
Head Spike b/f + HP close f and b determine where
opponent is thrown; hard
knockdown
Basic Moves
-----------
Back Blade LP close/far cancelable; whiffs on
crouching opponent
Striking Push HP close 3 hits (first hit is
cancelable); whiffs on a
crouching opponent
Double Strike HP far whiffs on crouching opponent
Downward Palm HP in air overhead; soft knockdown on
an aerial opponent
Throat Kick LK close whiffs on crouching opponent
High Kick LK far whiffs on crouching opponent
Wheel Kick HK close
Axe Kick HK far 2 hits (but only 1 ever seems
to hit); 1st hit whiffs on
a crouching opponent; 2nd
hit does a soft knockdown
on an aerial opponent
Aerial Dropping Heel u, HK 2 hits; overhead; last hit
does a soft knockdown on an
aerial opponent
Power Bar Charge hold HP/HK
Surprise Wheel Kick press LK when you are whiffs on a crouching
standing up from a opponent; hard knockdown;
knockdown has a few invulnerability
frames
Double Sweep press HK when you are 2 hits (only does 2 hits
standing up from a against Thorsten, Sam,
knockdown Kim-Maree, and Mysterious
Lion; both parts hit low;
soft knockdown; has a few
invulnerability frames
Command Moves
-------------
Punch To Bladed Stab f + HP 2 hits; whiffs on a crouching
opponent
Forward Hop Kick f + LK whiffs on crouching opponent
Backward Hop Kick b + LK whiffs on crouching opponent
Hopping Heel Drop f + HK overhead; soft knockdown on
an aerial opponent; hops
over some low-reaching
attacks
Heavy Stomp u + LP/HP when pursuit attack
opponent is down
(tap LP/HP/LK/HK
rapidly to continue
maneuver)
Leg Catch Back Toss press 2 attack buttons can easily juggle attack an
the exact moment the airborne opponent; hard
opponent is about to knockdown
hit with their
pouncing pursuit
attack
Double Beckon HP+HK taunt; 17% of opponent's
power meter drained
Low Bladed Hand d + LP cancelable
Claw To Bladed Hand d + HP 2 hits (first hit is
cancelable)
Low Shin Tap d + LK cancelable; hits low;
rapid-fire; can be used as
a pursuit attack
Sweeping Leg d + HK hits low; can be used as a
pursuit attack
Unique Strings
--------------
Quick Rush To Claw Push LP, LP, LP, LP, LP 1 hit then 4 hits (all
attacks are a true combo
except the 1st one); all
attacks whiff on a
crouching opponent except
the last one if it's done
far away
Push To Flying Kick LP, HP, HP, HK, HK, 7 hits then 1 hit (the last
LK+HK attack is not a true
combo); the 3rd attack will
pass through the opponent
if they are crouching and
it's done right next to
them (doesn't work against
Thorsten); 4th attack hits
low and can be used as a
pursuit attack; last attack
is a hard knockdown; all
attacks except the 3rd, 4th
and last one whiff on a
crouching opponent
Link Strings
------------
Opponent Standing
`````````````````
LP --> LP/d + LP/HP far/d + HP/LK far/d + LK/d + HK
d + LP --> LP/LK far/d + LK
LK close --> LP/LK far/d + LK
LK far --> d + LP/HP far/d + LK/d + HK
d + LK --> LP/d + LP/HP far/d + HP/LK far/d + LK/d + HK
f + LK --> LP/d + HP/LK far/d + LK
b + LK --> d + LK
d + HK --> d + LP/HP far/d + LK/d + HK
Opponent Crouching
``````````````````
d + LP --> d + LK
d + LK --> d + LP/d + LK/d + HK
d + HK --> d + LP/d + LK/d + HK
Special Moves
-------------
Five Animal Fist hcf + P LP=short, HP=far; 6 hits;
dash in must connect (not
blocked) to perform the
entire maneuver; will not
perform the entire maneuver
if dash in connects with an
aerial opponent; if both
Jackie Chan and his
opponent trade (2 attacks
hitting at the same time),
the opponent will be put in
a hard knockdown state
Crush Kick qcf + K LK=short, HK=far; 2 hits (1st
hit whiffs on a crouching
opponent); 2nd hit does a
soft knockdown an aerial
opponent; hops over some
low-reaching attacks
Frantic Kick hcb + K close unblockable; hard knockdown;
generally a useless move
(it's basically 99% the
same as his normal throw)
other than being able to
juggle off it better than
the normal throw
Super
-----
Five Animal Fist Ranbu hcf + LP+HP 16 hits; dash in must connect
(not blocked) to perform
the entire maneuver; will
not perform the entire
maneuver if dash in
connects with an aerial
opponent; last hit is a
hard knockdown; has a few
invulnerability frames (the
invulnerability frames only
last during the white
flash, so if the opponent
was doing an attack and had
any active frames
remaining, it will beat the
super move cleanly); if
both Jackie Chan and his
opponent trade (2 attacks
hitting at the same time),
the opponent will be put in
a hard knockdown state
*******************************************************************************
* 3.6 Jackie Chan (Baguazhang) *
*******************************************************************************
Colors
------
LP/HP - White costume
LK/HK - Green costume
Start + LP/HP/LK/HP - Periwinkle costume (Player 1)
(Selects Hyper Midnight Blue costume (Player 2)
Jackie)
Throw
-----
Catapult Kick b/f + HK close f and b determine where
opponent is thrown; hard
knockdown
Basic Moves
-----------
Palm Strike LP close/far cancelable; whiffs on
crouching opponent
Quick Downward Punch LP in air overhead; cancelable
Elbow To Back Slap HP close 2 hits (first hit is
cancelable); whiffs on a
crouching opponent
Palm Spread HP far cancelable; whiffs on
crouching opponent
Downward Punch HP in air overhead; soft knockdown on
an aerial opponent
Shin Kick LK close cancelable; hits low; can be
used as a pursuit attack on
Mysterious Lion (can also
be used as a pursuit attack
on Lau, Thorsten, all 3
Jackie Chan versions, Sam,
and Kim-Maree but must be
done just as they touch the
ground)
High Punt Kick LK far whiffs on crouching opponent
Strong High Kick HK close whiffs on crouching opponent
Back Kick HK far 2 hits (only the first hit
connects against a
crouching opponent)
Power Bar Charge hold HP/HK
Surprise Back Kick press LK when you are 2 hits; overhead; hard
standing up from a knockdown; has a few
knockdown invulnerability frames
Strong Sweep press HK when you are hits low; soft knockdown; has
standing up from a a few invulnerability
knockdown frames
Command Moves
-------------
Double Overhead Kick f + HK 2 hits (1 if the opponent is
crouching); overhead; last
hit does a soft knockdown
on an aerial opponent; hops
over some low-reaching
attacks
Senton To Pummel u + LP/HP when pursuit attack; if Jackie
opponent is down lands on the enemy just as
(tap LP/HP/LK/HK they roll or Jackie lands
rapidly to continue in the wrong spot he'll put
maneuver) himself into a hard
knockdown state
Set Up And Kick press 2 attack buttons hard knockdown
the exact moment the
opponent is about to
hit with their
pouncing pursuit
attack
Hand Beckon HP+HK taunt; 40% of opponent's
power meter drained
Low Bladed Hand d + LP cancelable; rapid-fire
Rising Bladed Hand d + HP cancelable; whiffs on
crouching opponent
Crouching Punt d + LK cancelable; hits low;
rapid-fire; can be used as
a pursuit attack on
Mysterious Lion (can also
be used as a pursuit attack
on Thorsten and all 3
Jackie Chan versions but
must be done just as they
touch the ground)
Sweeping Leg d + HK cancelable; hits low; can be
used as a pursuit attack
Unique Strings
--------------
Palm Strikes To Kicks LP, LP, LP, LP, LP 6 hits; all attacks whiff on
a crouching opponent; the
4th attack will pass
through the opponent if
they are crouching and it's
done right next to them
(doesn't work against
Thorsten)
Overhead Kick To Hop Kick f + HK, HP, HK, HK, 6 hits then 1 hit (all
LK+HK attacks are a true combo
except the last one); last
attack is an overhead and a
hard knockdown; all attacks
except the 1st, 3rd and
last one whiff on a
crouching opponent
Link Strings
------------
Opponent Standing
`````````````````
LP --> LP/d + LP/HP far/d + HP/LK far/d + LK/HK close/HK far/d + HK/
Double Dutch
d + LP --> LP/d + LP/HP far/d + HP/LK far/d + LK/HK close/HK far/d + HK/
Double Dutch
LK close --> LP/d + LP/HP far/d + HP/LK far/d + LK/HK close/HK far/d + HK/
Double Dutch
LK far --> d + LP/HP far/d + HP/d + LK/HK far/d + HK/Double Dutch
d + LK --> LP/d + LP/HP far/d + HP/LK far/d + LK/HK far/d + HK/Double Dutch
f + HK --> LP/d + LP/HP far/d + HP/LK far/d + LK/HK far/d + HK/Double Dutch
LP, LP --> d + LP/LK far/d + LK/HK far
Crouching Standing
``````````````````
d + LP --> d + LP/d + LK/HK far/d + HK/Double Dutch
LK close --> d + LP/d + LK/HK far/d + HK/Double Dutch
d + LK --> d + LP/d + LK/HK far/d + HK/Double Dutch
f + HK --> d + LP/d + LK/HK far/d + HK/Double Dutch
Special Moves
-------------
Exalted Palm hcf + P LP=short dash in, HP=far dash
in; 2 hits; dash in must
touch the opponent (blocked
or not) to perform the
entire maneuver; last hit
is a hard knockdown
Fire Dragon hcf + P in air LP=slow, HP=fast; has a
minimum height restriction
to use it; can be used as a
pursuit attack; will collide
with other projectiles as
both will be "destroyed" in
the process
Double Dutch f, d, df + K LK=short, HK=far; 3 hits;
hard knockdown; has some
invulnerability frames
Super
-----
Buddha's Palm hcf + LP+HP 8 hits; dash in must touch
the opponent (blocked or
not) to perform the entire
maneuver; has few
invulnerability frames but
only during the white
flash; last hit is a hard
knockdown
*******************************************************************************
* 3.7 Sam *
*******************************************************************************
Colors
------
LP/HP - Red top and Blue pants
LK/HK - Yellow top and Dark Gray pants
Start + LP/HP/LK/HP - Bronze top and Black pants w/ Purple skin (Player 1)
(Selects Black Sam) Green top and Burgundy pants w/ Red skin (Player 2)
Throws
------
Layout Punch b/f + HP close f and b determine where
opponent is thrown; hard
knockdown
Riding Backflip b/f + HK close f and b determine where
opponent is thrown; hard
knockdown
Basic Moves
-----------
Reaching Punch LP close/far cancelable
Backfist To Punch HP close 2 hits (first hit is
cancelable); whiffs on a
crouching opponent
Power Palm HP far cancelable; whiffs on
crouching opponent
Downward Bladed Hand HP in air overhead; soft knockdown on
an aerial opponent
Lunge Knee LK close
Jawing Kick LK far whiffs on crouching opponent
High Axe Kick HK close 2 hits (1 hit if the opponent
is crouching)
High Swipe Kick HK far whiffs on crouching opponent
Crushing Heel ub/uf, HK overhead; soft knockdown on
an aerial opponent
Power Bar Charge hold HP/HK
Surprise Swipe Kick press LK when you are whiffs on crouching opponent;
standing up from a hard knockdown; has a few
knockdown invulnerability frames
Strong Sweep press HK when you are hits low; hard knockdown; has
standing up from a a few invulnerability
knockdown frames
Command Moves
-------------
Triangle Jump jump toward the wall,
then away
Double Axe Kick f + HK 2 hits (1 if the opponent is
crouching); overhead; last
hit does a soft knockdown
on an aerial opponent
Backflip Stomp u + LP/HP when pursuit attack
opponent is down
(tap LP/HP/LK/HK
rapidly to continue
maneuver)
Catch And Push Kick press 2 attack buttons hard knockdown
the exact moment the
opponent is about to
hit with their
pouncing pursuit
attack
Come Here HP+HK taunt; 38% of opponent's
power meter drained
Crouching Punch d + LP cancelable; rapid-fire
Pressure Elbow d + HP cancelable; whiffs on
crouching opponent
Low Tap Kick d + LK cancelable; hits low; can be
used as a pursuit attack
Prop Kick d + HK
Unique Strings
--------------
Rush To Swipe Kick LP, LP, LP, LP, LP 6 hits; it may require a
specific distance to
connect all 6 hits as a
true combo; the 3rd and 4th
attack whiffs on a
crouching opponent
Kick Fury To Flip Kick LP, HP, HK, HK, 6 hits; 4th attack does a
u + LK+HK soft knockdown on an aerial
opponent; last attack is a
hard knockdown; the 2nd
attack whiffs on a
crouching opponent
Link Strings
------------
Opponent Standing
`````````````````
LP --> LP/d + LP/HP far/d + HP/LK far/d + LK/HK close/HK far/LP version
of Thousand Fists/Flurry Rush/Flurry Combination
d + LP --> LP/d + LP/HP far/d + HP/LK far/d + LK/HK close/HK far/LP version
of Thousand Fists/Flurry Rush/Flurry Combination
LK close --> LK far/d + LK
LK far --> LP/d + LP/HP far/d + HP/LK far/d + LK/HK far/Flurry Rush/Flurry
Combination
HK close --> LP
f + HK --> HP far/d + LK/HK far/Flurry Rush/Flurry Combination
LK version-> LP/d + LP
of Flurry
Rush
Opponent Crouching
``````````````````
LP --> LP/d + LP/d + LK/LP version of Thousand Fists/Flurry Combination
d + LP --> LP/d + LP/d + LK/LP version of Thousand Fists/Flurry Combination
LK close --> d + LK
HK close --> LP/d + LP
f + HK --> LP/d + LP/d + LK/d + HK/Thousand Fists
LK version-> LP/d + LP
of Flurry
Rush (2nd
hit)
Special Moves
-------------
Thousand Fists qcf + P LP=8 hits, HP=14 hits; last
hit is a hard knockdown and
whiffs on a crouching
opponent; must touch
opponent (blocked or not)
to perform the entire
maneuver; if both Sam and
his opponent trade (2
attacks hitting at the same
time) the opponent will be
put in a hard knockdown
state
Flurry Rush qcf + K LK=short, HK=far; whiffs on
crouching opponent
Hop Flurry K LK=short, HK=far
Crescent Slash K LK=short, HK=far; overhead;
soft knockdown
Flying Kick qcb + K LK=travels approximately 85%
of the screen, HK=full
screen; hard knockdown; can
be used as a pursuit attack
Super
-----
Flurry Combination qcf + LK+HK 6 hits; 5th attack is an
overhead; last hit is a
hard knockdown; has some
invulnerability frames; the
1st and 3rd attack whiff on
a crouching opponent
*******************************************************************************
* 3.8 Kim-Maree *
*******************************************************************************
Colors
------
LP/HP - Yellow costume and boots
LK/HK - Blue costume and boots
Start + LP/HP/LK/HP - Purple costume and boots w/ Red skin (Player 1)
(Selects Dirty Maree) Green costume and boots w/ Green skin (Player 2)
Throws
------
Slap Barrage b/f + HP close f and b determine where
opponent is thrown; shake
joystick and tap P and K
rapidly for more damage;
doesn't lead to a soft or
hard knockdown and can't
juggle afterwards
Frankensteiner And Bash db/df + HP close df and db determine where
opponent is thrown; shake
joystick and tap P and K
rapidly for more damage;
hard knockdown
Release Frankensteiner b/f + HK close f and b determine where
opponent is thrown; hard
knockdown
Frankensteiner Driver any direction except f and b determine where
up or neutral + HK opponent is thrown (using
close in the air d throws the opponent in
front of Kim-Maree; hard
knockdown; can be used as
an extra juggle attack that
breaks the universal "1
juggle attack per
character" and it evens
works after the Slap
Barrage if the enemy is
right next to the corner
Basic Moves
-----------
Straight Punch LP close/far cancelable; whiffs on
crouching opponent
Hammering Bash HP close 2 hits (first hit is
cancelable); whiffs on a
crouching opponent; does
a soft knockdown on an
aerial opponent
Step In Punch HP far whiffs on crouching opponent
Double Fist Smash HP in air overhead; soft knockdown on
an aerial opponent
High Knee Strike LK close cancelable
Shin Kick LK far cancelable; hits low; can be
used as a pursuit attack on
Mysterious Lion (can also
be used as a pursuit attack
on Lau, Thorsten, all 3
Jackie Chan versions, Sam,
and Kim-Maree but must be
done just as they touch the
ground)
Axe Kick HK close 2 hits (1 hit if the opponent
is crouching); 1st hit
whiffs on a crouching
opponent; 2nd hit does a
soft knockdown on an aerial
opponent
Roundhouse HK far whiffs on crouching opponent
Power Bar Charge hold HP/HK
Catch Frankensteiner press LK when you are unblockable; hard knockdown
standing up from a on a grounded opponent and
knockdown a soft knockdown on an
aerial opponent; whiffs on
a crouching opponent; has a
lot of invulnerability
frames; if maneuver misses</pre><pre id="faqspan-3">
Kim-Maree will be put into
a hard knockdown state; the
very last frames of the
animation only does a
simple, non-knockdown
attack instead of being an
unblockable grab
Surprise Cartwheel press HK when you are 2 hits; overhead; hard
standing up from a knockdown on a grounded
knockdown opponent and a soft
knockdown (1st hit) or hard
knockdown (2nd hit) against
an aerial opponent; has a
lot of invulnerability
frames; if the 1st hit
connects with an aerial
opponent then the 2nd hit
will do an automatic
pursuit attack, using 1 of
the 3 possible that you can
usually do
Command Moves
-------------
Cartwheel f + HK overhead; does a soft
knockdown on an aerial
opponent
Elbow Drops u + LP/HP when pursuit attack
opponent is down
(tap LP/HP/LK/HK
rapidly to continue
maneuver)
Catch And Head Toss press 2 attack buttons can easily juggle attack an
the exact moment the airborne opponent; hard
opponent is about to knockdown
hit with their
pouncing pursuit
attack
Seduction Beckon HP+HK taunt; 38% of opponent's
power meter drained
Crouching Punch d + LP cancelable
Skyward Punch d + HP 2 hits (first hit is
cancelable); whiffs on
crouching opponent
Reaching Tap Kick d + LK cancelable; hits low; can be
used as a pursuit attack
Heavy Reaching Kick d + HK hits low; can be used as a
pursuit attack
Unique Strings
--------------
Rush To Roundhouse Kick LP, LP, LP, LP 2 hits then 2 hits; all
attacks except the 2nd one
whiff on a crouching
opponent; the 3rd attack
does a soft knockdown on an
aerial opponent
Cartwheel Into Dropkick LP, LK, HP, HK, HK, 2 hits then 5 hits; 2nd
LK+HK attack hits low and can be
used as a pursuit attack on
Mysterious Lion (can also
be used as a pursuit attack
on Lau, Thorsten, all 3
Jackie Chan versions, Sam,
and Kim-Maree but must be
done just as they touch the
ground); 4th and 6th attack
are overheads; last attack
is a hard knockdown; after
the last attack Kim-Maree
is put into a short hard
knockdown state (regardless
if the maneuver connects or
not); the 1st and 3rd
attack whiff on a crouching
opponent
Link Strings
------------
Opponent Standing
`````````````````
LP --> d + LP
d + LP --> LP, d + LP/HP version of I Want You!
Opponent Crouching
``````````````````
d + LP --> d + LP/HP version of I Want You!
Special Moves
-------------
Running Lariat Drop qcf + P LP=travels approximately
60% of the screen,
HP=fullscreen; unblockable;
hard knockdown; whiffs on
jumping (but not while
landing) or crouching
opponent
I Want You! d, u + P / Charge d, LP=1 hit, HP=2 hits; hard
u + P knockdown; has a few
invulnerability frames; the
invulnerability frames only
last until the startup
frames of the maneuver so
it will always trade (both
attacks hitting at the same
time); the damage depends
on what part of the
animation hits the opponent
(you'll notice this more
with the LP version)
Double Frankensteiner qcf + K close unblockable; hard knockdown
Super
-----
Ultra Frankensteiner hcf + LK+HK close unblockable; hard knockdown;
has a few invulnerability
frames (if the opponent
attacks you and you use
this maneuver, the
invulnerability frames
should eat the opponent's
attack and connect first
Character Specific Note
-----------------------
Kim-Maree can't block during the recovery frames of her backdash.
*******************************************************************************
* 3.9 Mysterious Lion *
*******************************************************************************
Colors
------
LP/HP - Red trim costume
LK/HK - Blue trim costume
Start + LP/HP/LK/HP - Burgundy trim costume (Player 1)
(Selects Evil Lion) Medium Gray trim costume (Player 2)
Throws
------
Back Body Drop b/f + HP close f and b determine where
opponent is thrown; hard
knockdown
Savage Lion db/df + HP close df and db determine where
opponent is thrown; shake
joystick and tap P and K
rapidly for more damage;
hard knockdown
Basic Moves
-----------
Lunging Headbutt LP close/far cancelable
Rising Headbutt HP close cancelable; whiffs on
crouching opponent
Falling Headbutt HP far whiffs on crouching opponent
Downward Headbutt HP in air overhead; soft knockdown on
an aerial opponent
Quick Shin Kick LK close/far cancelable; hits low; can be
used as a pursuit attack
High Punt Kick HK close whiffs on crouching opponent
Blind Back Kick HK far
Double Boot HK in air overhead; soft knockdown on
an aerial opponent; can be
used as a pursuit attack
Power Bar Charge hold HP/HK
Cannonball press LK when you are overhead; hard knockdown; has
standing up from a a few invulnerability
knockdown frames
Cape Sweep press HK when you are hits low; soft knockdown; has
standing up from a more startup frames than it
knockdown does invulnerability so
it's not goning to stop
someone pressuring you with
rapid-fire attacks
Command Moves
-------------
Mighty Cape f + HP whiffs on crouching opponent
Lion Axe Kick f + HK 2 hits (1 hit if the opponent
is crouching); 2nd hit is
an overhead; 2nd hit does a
soft knockdown on an aerial
opponent
Teleport Dance u + LP/HP when pursuit attack
opponent is down
(tap LP/HP/LK/HK
rapidly to continue
maneuver)
Drill Launch press 2 attack buttons can easily juggle attack an
the exact moment the airborne opponent; hard
opponent is about to knockdown
hit with their
pouncing pursuit
attack
Dance HP+HK taunt; 40% of opponent's
power meter drained
Crouching Headbutt d + LP cancelable
Skyward Headbutt d + HP 2 hits (first hit is
cancelable); 2nd hit whiffs
on crouching opponent
Low Snap Kick d + LK cancelable; hits low; can be
used as a pursuit attack on
Mysterious Lion (can also
be used as a pursuit attack
on Lau, Thorsten, all 3
Jackie Chan versions, Sam,
and Kim-Maree but must be
done just as they touch the
ground)
Slide Kick d + HK hits low; cannot continue
with a chainable string
after it; can be used as a
pursuit attack
Unique Strings
--------------
Headbutts To Mighty Cape LP, LP, LP, LP, LP, LP 2 hits then 4 hits; the 3rd,
5th and 6th attack whiff on
a crouching opponent
Cape Attack To Crusher LK, LK, HK, HP, HP, 10 hits; 1st and 5th attack
LP+HP hit low and can be used
as a pursuit attack; the
4th attack whiffs on a
crouching opponent; the
last attack will not do
more hits if you mash the
punch button (unlike the
special move version)
Link Strings
------------
Opponent Standing
`````````````````
LP --> LP/d + LP/LK/d + LK/HK close/d + HK
d + LP --> LP/d + LP/LK/d + LK/HK close/HK far/d + HK
LK --> LP/d + LP/LK/d + LK/HK close/d + HK
d + LK --> LP/d + LP/LK/d + LK/HK far/d + HK
f + HK --> LP/d + LP/LK/d + LK/HK far/d + HK
LP version-> LP/d + LP/HP far/d + HP/f + HP/LK/d + LK/HK close/HK far/d + HK/
of Mini- f + HK/Psycho Lion Crusher
Lion Bomb
HP version-> HP version of Psycho Lion Crusher
of Mini-
Lion Bomb
Opponent Crouching
``````````````````
LP --> LP/d + LP/LK/d + LK/d + HK
d + LP --> LP/d + LP/LK/d + LK/HK far/d + HK
LK --> LP/d + LP/LK/d + LK/d + HK
d + LK --> LP/d + LP/LK/d + LK/d + HK
f + HK --> LP/d + LP/LK/d + LK/HK far/d + HK
LP version-> LP/d + LP/d + HP/LK/d + LK/HK far/d + HK/Psycho Lion Crusher
of Mini-
Lion Bomb
HP version-> HP version of Psycho Lion Crusher
of Mini-
Lion Bomb
Special Moves
-------------
Mini-Lion Bomb qcf + P LP=travels approximately 20%
of the screen before
exploding, HP=travels
approximately 90% of the
screen before exploding; 5
hits; can be used as a
pursuit attack; the
explosion from the
mini-lion will destroy any
projectile in this game
(even Lau's Dragon's Breath
Super maneuver) if they
happen to cross in its area
of effect and may still
damage the opponent; the
mini-lion itself will
collide with other
projectiles as both will be
"destroyed" in the process
Psycho Lion Crusher f, b, f + P (tap P LP=3 to 5 hits, HP=6 to 10
rapidly for more hits; last hit is a hard
hits) knockdown; LP version will
not cause a hard knockdown
if you don't press any
additional buttons and HP
version will not cause a
hard knockdown if done
close to the opponent
unless they are in the
corner (even if you mash
any punch button); can be
used as a pursuit attack on
Mysterious Lion (can also
be used as a pursuit attack
on Thorsten and all 3
Jackie Chan versions but
must be done just as they
touch the ground)
Lion Vanish hcb + P/K LP=teleports in front of the
opponent, HP=teleports away
from opponent, LK=teleports
in front of the opponent
but the opposite side,
HK=teleports to the same
distance he has to the
opponent but in the
opposite way; completely
invulnerable until he
reappears
Super
-----
Mini-Lion Transformation f, b, f + LP+HP lasts 7 ingame seconds;
invulnerable until he
transforms into his
miniature form; while you
are in this form you cannot
dash, backdash, use throws,
taunts, use the Power Meter
charge maneuver, or be
thrown; if you are struck
with an attack that causes
a soft or hard knockdown or
are dizzied, you will
revert to your original
form
Self-Destruct P 5 hits; can be used as a
pursuit attack; has the
same projectile canceling
properties as the
"Mini-Lion Bomb"
Aerial Self-Destruct P in air 5 hits; can be used as a
pursuit attack; has the
same projectile canceling
properties as the
"Mini-Lion Bomb"
Mini-Lion Force K / f + K LK=1/4 of the screen,
f + LK=3/4 of the screen,
HK=2/4 of the screen,
f + HK= 4/4 of the screen;
the place where the
mini-lions fall is fixed
depending on where
Mysterious Lion is standing
when he activates it; 3
hits; overhead; can be used
as a pursuit attack
Aerial Mini-Lion Force K in air / f + K in LK=1/4 of the screen,
air f + LK=3/4 of the screen,
HK=2/4 of the screen,
f + HK= 4/4 of the screen;
the place where the
mini-lions fall is fixed
depending on where
Mysterious Lion is standing
when he activates it; 3
hits; overhead; can be used
as a pursuit attack
===============================================================================
4. Misc. And Easter Eggs
===============================================================================
***********************
* 4.1 Boss Characters *
***********************
After all 9 characters in arcade mode have been defeated, you are treated to
a final stage where you face a doppelgänger of your character that has a prefix
added to its name (usually evil-themed). These are the boss character names:
Dark Lau
Shadow Yeung
Demon Thorsten
Hyper Jackie
Hyper Jackie (Drunken Fist)
Hyper Jackie (Five Animal Fist)
Hyper Jackie (Baguazhang)
Black Sam
Dirty Maree
Evil Lion
The only difference between the normal and their evil counterparts is that
the latter are granted an extra juggle attack. That means that instead of 1
juggle attack they can do 2. So being picking the boss version has its
benefits. They are obviously banned for this very reason unless you have some
sort of pre-agreement with your rival before the match.
To select the boss version of your character, you need to press Start + any
button at the same time while hovering over him (during character select).
Boss characters' color depends on which player is using him, so you can't use
the alternate color if player 1 is using him and viceversa.
*****************************
* 4.2 Special KO Animations *
*****************************
After dealing the finishing blow in the last round, the defeated opponent
will be subject to a special KO animation. What kind of animation happens
depends on the type of finishing blow. A light blow attack (LP/LK) that
KOs the opponent usually does some sort of finish that leaves the opponent in
a pool of blood and with a possible "hazard" happening to them. A heavy blow
attack (HP/HK) that KOs the opponent will usually have a more elaborate
finishing animation. Normal or command throws can also be used to activate a
special finisher (This usually leads to the "pinball" finisher animation).
All characters except Jackie Chan (Baguazhang) have an unique finisher
animation that requires a specific move as the finishing blow to perform it.
All 3 versions of Jackie Chan are immune to any kind of special finishers.
Instead, they just pop back up like nothing happened and compliment you by
saying either "Good Fight" or "You're Getting Better." Except for all 3
versions of Jackie Chan (who can still trigger the lightning bolt striking
and the opponent exploding, funnily enough) the remaining characters will
always make the defeated character leave a pool of blood. No version of
Jackie Chan can make blood appear in any finisher whatsoever. Below is a
list of the finishers:
Light Blow Finishers (LP/LK)
----------------------------
*The opponent falls to the floor and blood starts squirting of their body from
different holes
*The opponent falls to the floor and blood starts gushing out of their body,
Tarantino-style
*The opponent falls to the floor and a bunch of crows fly around their body
(quite hilarious against Yeung)
*The opponent falls to the floor and water from the sky splash onto their face
*The opponent falls to the floor and some object falls from the sky and crashes
into their face
*The opponent falls to the floor and a lightning bolt strikes them, causing a
fiery explosion
*The opponent falls to the floor and a bit of blood spurts from their mouth
(or it may be from a head wound caused by crashing into the floor)
Heavy Blow Finishers (HP/HK)
----------------------------
*The opponent is launched against the wall and starts ricocheting around,
pinball-style, while finally landing on the floor
*The opponent is launched into the air and then falls all the way down the
bottom of the screen, disappearing
*The opponent is launched into the air, freezes a moment while falling and then
proceeds all the way down the bottom of the screen, disappearing
*The opponent is launched into the air and then crashes through the floor (when
performed against Mysterious Lion he will be launched into the air, and while
falling down, he separates into 5 mini-lions and they all crash through the
floor)
*The opponent is sent flying directly to the screen, leaving a small crack
where they crashed (the crack's size has 2 variations)
*The opponent is sent flying toward the background, vanishing from sight soon
after
*The opponent lays motionless (with their color changed to black and white)
when they are sucked by a passing hurricane and a japanese/chinese, dragon
logo, japanese/chinese text, or yin/yang symbol appears
*The opponent falls to the floor while leaving a pool of blood (this is
probably the most generic finisher, truth be told)
*The opponent falls to the floor, a drum barrel from the sky crashes into them
and later a lightning bolt strikes him causing an explosion of their body
*The opponent falls to the floor, a drum barrel from the sky crashes into them
causing an explosion of their body
*The opponent falls to the floor, blood starts gushing out of their body
Tarantino-Style and a bunch of crows start flying around their body
*The opponent falls to the floor (with their color changed to black and white)
and a big explosion of blood gushes from their body with a japanese/chinese,
dragon logo, japanese/chinese text, or yin/yang symbol appearing
*The opponent falls to the floor (with their color changed to black and white)
and 1 or 5 swords fall from the sky with a japanese/chinese, dragon logo,
japanese/chinese text, or yin/yang symbol appearing
*The opponent falls to the floor (with their color changed to black and white)
and a giant rock from heaven crashes into the opponent with a
japanese/chinese, dragon logo, japanese/chinese text, or yin/yang symbol
appearing
*The opponent is launched a few meters away (with their color changed to black
and white) and a japanese/chinese, dragon logo, japanese/chinese text, or
yin/yang symbol appearing (the blood splash has 3 variations)
*The opponent is launched a few meters away (with their color changed to black
and white) and a giant rock from heaven crashes into the opponent with a
japanese/chinese, dragon logo, japanese/chinese text, or yin/yang symbol
appearing while some blood is splashed on the screen
Unique Finishers
----------------
*The opponent is launched a few meters away (with their color changed to black
and white) and their body cut in half with a japanese/chinese, dragon logo,
japanese/chinese text, or yin/yang symbol appearing. Below are how certain
characters can trigger this:
Lau = Rising Dragon Punch (f, d, df + P, tap P rapidly for more hits) with
tapping P rapidly required
Yeung = last hit of Crane Wings (hcb + P and press P rapidly after HP
version to produce a 3rd hit)
OR
last hit of the full animation of Bo Assault (hcb + LP+HP)
Thorsten = last hit of Jackknife Storm (b, f + K / Charge b, f + K and press K
rapidly to produce an extra hit)
OR
Spinning Death Saw (f, b, f + LK+HK)
Sam = last hit of Flurry Rush (qcf + K, qcf + K, qcf + K)
OR
last hit of Flurry Combination (qcf + LK+HK )
*Blood starts gushing from the opponent's neck (with their color changed to
black and white) with a japanese/chinese, dragon logo, japanese/chinese text,
or yin/yang symbol appearing with blood splashing the screen. Below is how
Yeung can trigger this:
Yeung = Crow Shot (qcf + P)
*The opponent falls to the floor and a heart image appears with a rose being
shot into it (it even works against Kim-Maree herself). Below is how
Kim-Maree can trigger this:
Kim-Maree = I Want You (d, u + P / Charge d, u + P)
*The opponent falls to the floor and a sake jug falls from the sky and crashes
into them. Below is how Jackie Chan (Drunken Fist) can trigger this:
Jackie Chan (Drunken Fist) = Jug Throw (qcf + P)
OR
Drunken Barrage (hcb + LP+HP)
*The opponent falls to the floor and the five animals' symbols fall from the
sky and crash into them. Below is how Jackie Chan (Five Animal Fist) can
trigger this:
Jackie Chan (Five Animal Fist) = Five Animal Fist (hcf + P)
OR
the 2nd hit of the Crush Kick (qcf + K)
OR
Five Animal Fist Ranbu (hcf + LP+HP)
*The opponent falls to the floor and a bunch of mini-lions from the sky crash
into them (some of them will end up being stuck in the floor). Below is how
Mysterious Lion can trigger this:
Mysterious Lion = Mini-Lion Bomb (qcf + P)
OR
Self-Destruct (P after Mini-Lion Transformation)
OR
Mini-Lion Force (K / f + K after Mini-Lion Transformation)
===============================================================================
5. Conclusion
===============================================================================
5.1 What's Missing/Needed
-Clean up and corrections
-If you have anything to add, any corrections I need to make, please email me
at
[email protected]. Credit will be given for your contribution.
5.2 Credits
-Kaneko Co., Ltd.
-Jackie Chan (it's his game!)
-Gamefaqs
-Giygas for writing this faq
-Faq presented by me