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                     Jackie Chan In Fists of Fire
                FAQ By: Giygas ([email protected])
            Presented By: Goh_Billy ([email protected])
                            Version #: 3.0
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

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