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Savage Reign
AKA
Fu'un Mokushiroku
FAQ By: Goh_Billy (
[email protected])
Version #: 4.0
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Sections
--------
1. Legend
2. System
2.1 Basics
2.2 Planes
2.3 Stage Dangers
3. Characters
3.1 Sho Hayate
3.2 Gozu
3.3 Carol Stanzack
3.4 Mezu
3.5 Max Eagle
3.6 Nicola Zaza
3.7 Chung Paifu
3.8 Kage "King Lion" Shishioh
3.9 Gordon Bowman
3.10 Joker
-----------------------------------------
3.11 Shin "King Leo" Shishioh
4. Conclusion
4.1 What's Missing/Needed
4.2 Credits
===============================================================================
1. Legend
===============================================================================
ub u uf f - Forward LP - Light Punch P - Any Punch
\ | / b - Back HP - Heavy Punch K - Any Kick
b-- --f u - Up LK - Light Kick + - And
/ | \ d - Down HK - Heavy Kick / - Or
db d df WA - Weapon Attack , - Then
DA - Dimensional Attack
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 f/b + WA close
Throw Escape tap K rapidly just timing is very tight
before opponent
grabs you
Throw Reverse f/b + WA just as you allows you to counter and
are being thrown perform a throw on your
opponent instead
Dash Forward f, f
Long Dash Forward db, f, f
Dash Backward b, b
Long Dash Backward df, b, b
Block High b
Block Low db will not block overheads
Light Punch (LP) done by tapping the
punch button very
lightly
Heavy Punch (HP) done by pressing the
punch button down
Light Kick (LK) done by tapping the
kick button very
lightly
Heavy Kick (HK) done by pressing the
kick button down
Dimensional Attack DA/P+K overhead
Dimensional Retreat Attack b + DA/P+K overhead
Charge Dimensional Attack qcf + DA/P+K can hit opponent in
either plane; overhead
in both situations
Backtrack Dimensional Attack qcb + DA/P+K can hit opponent in
either plane; overhead
in both situations
High Drop Dimensional Attack d, u + DA/P+K overhead
Hyper Dimensional Attack f, b, db, d + DA/P+K overhead
Short Weapon Toss K+WA weapon flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Long Weapon Toss P+K+WA weapon flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Weapon Reflect WA/WA in air/d + WA
just before weapon
toss strikes
Dizzy Recovery shake joystick and tap
the buttons rapidly
when dizzied
Defensive Attack f + P while blocking you will find this will
work if you perform it
while blocking a
whiffed attack or
perform directly after
an attack hits your
block animation; has a
small window where you
are invulnerable; you
can use this to
completely avoid a
projectile and any
block damage from it
(simply block and wait
until the projectile
makes it to you, then
press f + P)
Desperation perform when your occurs when your lifebar
lifebar is flashing depletes to around 1/4
red left
**************
* 2.2 Planes *
**************
Each stage has two planes in which you can fight in. Using DA/P+K will allow
you to jump back and forth from one plane to another. While in an opposite
plane as your opponent, only projectile attacks will cross over from one plane
to another. Both Eagle and Chung's stage have poles in the back plane. These
poles have objects attached to them. If your jump toward the pole strikes one
of these objects, it will fall to the front plane where it can hurt the
opponent. You may also move along the pole and strike the objects with an
attack to make them fall down as well. While on the poll you can still block,
dash, and long dash. Your attacks, however, are limited to a single strike
(P/K/WA), or your weapon tosses. Like in other situations, your weapon toss
will fly to or in whatever plane the opponent is in. If you are struck at
anytime while hanging from the pole, you will fall back down to the front
plane. Note that if you are in the front plane of Eagle or Chung's stage and
receive a move that normally knocks an opponent to the back plane (ie. King
Lion's K version of the Beast Blow), you will NOT end up on the pole, but
instead fall slightly outside the front plane and bounce back in.
*********************
* 2.3 Stage Dangers *
*********************
Many stages have dangers that can hurt a character (such as falling objects,
etc.) Nearly all these dangers can, however, be destroyed before they get
a chance to strike your character. Simply use a special move or heavy attack
before the danger strikes you to destroy it. Here are list of the stage
dangers:
Gozu's lava cove: Lava pillars that burst between the back and front plane.
These CANNOT be destroyed.
Carol's carnival: A car will come by on the upper track and can strike your
character. The car itself can be destroyed.
Mezu's ice cavern: If you stay idle away from your opponent near the center
part of the stage (on the front plane), piranhas will
jump out of the water and attack you. You can't destroy
these as far as I know. Also, large icicles will fall
from the ceiling onto both planes. These can be
destroyed.
Eagle's arena: The spotlights hanging from the pole can be knocked to the
front plane to hurt an opponent. These can be destroyed.
Nicola's lab: At the center of the back plane, there is a trap floor that
will release. If standing on it, you will simply fall back
to the front plane, taking no damage.
Chung's street: The lanterns hanging from the pole can be knocked to the
front plane to hurt an opponent. These can be destroyed.
===============================================================================
3. Characters
===============================================================================
*******************************************************************************
* 3.1 Sho Hayate *
*******************************************************************************
Colors
------
P - Red top and bandanna
K - Blue top and bandanna
Throw
-----
Palm Driver f/b + WA close f and b determine where
opponent is thrown
Basic Moves
-----------
Air Boomerang Chop WA in air overhead; knocks opponent
out of the air; if you
time it right, you can
knock an opponent's
weapon toss right back
at them with this
Boomerang Chop WA far if you time it right, you
can knock an opponent's
weapon toss right back
at them with this
Hanging Front Kick P/K/WA when hanging
from a pole
Driving Knee HK close 2 hits
Plane Moves
-----------
Side Swipe DA / P+K from front switches to the back
plane plane; overhead
Direct Kick DA / P+K from back switches to the front
plane plane; overhead
Retreat Side Swipe b + DA/P+K from front switches to the back
plane plane; overhead
Retreat Direct Kick b + DA/P+K from back switches to the front
plane plane; overhead
Charge To Side Swipe qcf + DA/P+K from front dashes forward and then
plane switches to back plane;
Side Swipe can hit
opponent in either
plane; overhead in both
situations
Charge To Direct Kick qcf + DA/P+K from back dashes forward and then
plane switches to front
plane; Direct Kick can
hit opponent in either
plane; overhead in both
situations
Backtrack To Side Swipe qcb + DA/P+K from front dashes backward and then
plane switches to back plane;
Side Swipe can hit
opponent in either
plane; overhead in both
situations
Backtrack To Direct Kick qcb + DA/P+K from back dashes backward and then
plane switches to front
plane; Direct Kick can
hit opponent in either
plane; overhead in both
situations
High Drop Side Swipe d, u + DA/P+K from jumps very high and comes
front plane down in the back plane;
overhead
High Drop Direct Kick d, u + DA/P+K from back jumps very high and comes
plane down in the front
plane; overhead
Hyper Side Swipe f, b, db, d + DA/P+K switches to back plane;
from front plane overhead
Hyper Direct Kick f, b, db, d + DA/P+K switches to front plane;
from back plane overhead
Command Moves
-------------
Short Air Boomerang Toss K+WA in air boomerang flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Long Air Boomerang Toss P+K+WA in air boomerang flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Short Boomerang Toss K+WA boomerang flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Long Boomerang Toss P+K+WA boomerang flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Short Low Boomerang Toss d + K+WA boomerang flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Long Low Boomerang Toss d + P+K+WA boomerang flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Low Boomerang d + WA far must be blocked low; if
you time it right, you
can knock an opponent's
weapon toss right back
at them with this
Low Rising Boomerang d + WA close must be blocked low
Short Elbow f + P while blocking you will find this will
work if you perform it
while blocking a
whiffed attack or
perform directly after
an attack hits your
block animation; has a
small window where you
are invulnerable; you
can use this to
completely avoid a
projectile and any
block damage from it
(simply block and wait
until the projectile
makes it to you, then
press f + P)
Special Moves
-------------
Reppuu Satsu d + P in air (at the dive punch must connect
peak of your jump) (not blocked) to
perform the entire
maneuver; has a
slightly steeper dive
then the Shin Reppuu
Satsu
Shin Reppuu Satsu d + K in air (at the dive punch must connect
peak of your jump) (not blocked) to
perform the entire
maneuver
Hitenshooh Kyaku qcb + P/K P=short, K=long
Kyoretsu Zan qcf + WA the second part of the
move will come out
after a considerable
dash forward, or come
out directly if the
dash touches the
opponent
Genei Hikon f, d, df + K+WA/P+K+WA boomerangs fly to or in
whatever plane the
opponent is in; has
slight homing ability
when flying to opposite
plane; if an opponent
tries to knock this
away with a WA maneuver
(ie. WA, WA in air, or
d + WA), it will simply
send your weapon back
to you normally instead
of flying toward you to
strike you; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Nendou Hikon f, b, f + K+WA/P+K+WA boomerang flies to or in
whatever plane the
opponent is in; has
slight homing ability
when flying to opposite
plane; if an opponent
tries to knock this
away with a WA maneuver
(ie. WA, WA in air, or
d + WA), it will simply
send your weapon back
to you normally instead
of flying toward you to
strike you; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Desperation
-----------
Hioh Musou Ranbu qcb, hcf + P dash in must connect (not
blocked) to perform the
entire super
desperation
*******************************************************************************
* 3.2 Gozu *
*******************************************************************************
Colors
------
P - Orange costume
K - Yellow costume
Throw
-----
Flipping Tiger Bomb f/b + WA close f and b determine where
opponent is thrown
Basic Moves
-----------
X Slice WA in air overhead; knocks opponent
out of the air; if you
time it right, you can
knock an opponent's
weapon toss right back
at them with this
Double Bleeder WA far if you time it right,
you can knock an
opponent's weapon toss
right back at them with
this
Hanging Short Claw P/K/WA when hanging
from a pole
Plane Moves
-----------
Bladed Kick DA / P+K from front switches to the back
plane plane; overhead
Double Claw DA / P+K from back switches to the front
plane plane; overhead
Retreat Bladed Kick b + DA/P+K from front switches to the back
plane plane; overhead
Retreat Double Claw b + DA/P+K from back switches to the front
plane plane; overhead
Charge To Bladed Kick qcf + DA/P+K from front dashes forward and then
plane switches to back plane;
Bladed Kick can hit
opponent in either
plane; overhead in both
situations
Charge To Double Claw qcf + DA/P+K from back dashes forward and then
plane switches to front
plane; Double Claw can
hit opponent in either
plane; overhead in both
situations
Backtrack To Bladed Kick qcb + DA/P+K from front dashes backward and then
plane switches to back plane;
Bladed Kick can hit
opponent in either
plane; overhead in both
situations
Backtrack To Double Claw qcb + DA/P+K from back dashes backward and then
plane switches to front
plane; Double Claw can
hit opponent in either
plane; overhead in both
situations
High Drop Bladed Kick d, u + DA/P+K from jumps very high and comes
front plane down in the back plane;
overhead
High Drop Double Claw d, u + DA/P+K from back jumps very high and comes
plane down in the front
plane; overhead
Hyper Bladed Kick f, b, db, d + DA/P+K switches to back plane;
from front plane overhead
Hyper Double Claw f, b, db, d + DA/P+K switches to front plane;
from back plane overhead
Command Moves
-------------
Long Air Flame Talon K+WA in air talon flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Longest Air Flame Talon P+K+WA in air talon flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Long Flame Talon K+WA talon flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Longest Flame Talon P+K+WA talon flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Long Low Flame Talon d + K+WA talon flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Longest Low Flame Talon d + P+K+WA talon flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Low Reach Cutter d + WA far must be blocked low; if
you time it right, you
can knock an opponent's
weapon toss right back
at them with this
Low Cutter d + WA close must be blocked low
Slide d + HK must be blocked low
Short Forearm f + P while blocking you will find this will
work if you perform it
while blocking a
whiffed attack or
perform directly after
an attack hits your
block animation; has a
small window where you
are invulnerable; you
can use this to
completely avoid a
projectile and any
block damage from it
(simply block and wait
until the projectile
makes it to you, then
press f + P)
Special Moves
-------------
Youen Ken tap P rapidly
Mudoh Goenha f, df, d, u + P/K absorbs projectiles
Gohten qcf, uf + WA if the move doesn't
initially touch the
opponent, then it will
hop straight up into
the air, and then
charge along the ground
Gouen Dan f, d, df + K+WA/P+K+WA K+WA=short, P+K+WA=long;
bullets fly to or in
whatever plane the
opponent is in;
opponent CANNOT knock
this attack back toward
you or destroy it with
a WA maneuver (ie. WA,
WA in air, or d + WA);
the bullets or the
ground blast they
create when hitting the
floor can strike the
opponent; absorbs
projectiles
Desperation
-----------
Jaga Rangeki Shoh charge db for 2
seconds, f + P (then
tap P rapidly)
*******************************************************************************
* 3.3 Carol Stanzack *
*******************************************************************************
Colors
------
P - Blue costume w/ Pink ball
K - Pink costume w/ Blue ball
Throw
-----
Twist Toss f/b + WA close using f will toss
opponent behind Carol,
while using b will toss
opponent in front of
Carol
Basic Moves
-----------
Frog Leap WA in air overhead; knocks opponent
out of the air; if you
time it right, you can
knock an opponent's
weapon toss right back
at them with this
Backfist Ball WA far if you time it right, you
can knock an opponent's
weapon toss right back
at them with this
Hanging Double Boot P/K/WA when hanging
from a pole
Kick Retreat HK close causes Carol to attack
and then flip away from
her opponent
Plane Moves
-----------
Butt Strike DA / P+K from front switches to the back
plane plane; overhead
Prance Kick DA / P+K from back switches to the front
plane plane; overhead
Retreat Butt Strike b + DA/P+K from front switches to the back
plane plane; overhead
Retreat Prance Kick b + DA/P+K from back switches to the front
plane plane; overhead
Charge To Butt Strike qcf + DA/P+K from front dashes forward and then
plane switches to back plane;
Butt Strike can hit
opponent in either
plane; overhead in both
situations
Charge To Prance Kick qcf + DA/P+K from back dashes forward and then
plane switches to front
plane; Prance Kick can
hit opponent in either
plane; overhead in both
situations
Backtrack To Butt Strike qcb + DA/P+K from front dashes backward and then
plane switches to back plane;
Butt Strike can hit
opponent in either
plane; overhead in both
situations
Backtrack To Prance Kick qcb + DA/P+K from back dashes backward and then
plane switches to front
plane; Prance Kick can
hit opponent in either
plane; overhead in both
situations
High Drop Butt Strike d, u + DA/P+K from jumps very high and comes
front plane down in the back plane;
overhead
High Drop Prance Kick d, u + DA/P+K from back jumps very high and comes
plane down in the front
plane; overhead
Hyper Cyclone f, b, db, d + DA/P+K switches to opposite
plane; overhead
Command Moves
-------------
Long Air Ball Toss K+WA in air ball flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Longest Air Ball Toss P+K+WA in air ball flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Long Ball Toss K+WA ball flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Longest Ball Toss P+K+WA ball flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Long Low Ball Toss d + K+WA ball flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Longest Low Ball Toss d + P+K+WA ball flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Elegant Smash d + WA far must be blocked low; if
you time it right, you
can knock an opponent's
weapon toss right back
at them with this
Short Smash d + WA close must be blocked low
Low Riser f + P while blocking you will find this will
work if you perform it
while blocking a
whiffed attack or
perform directly after
an attack hits your
block animation; has a
small window where you
are invulnerable; you
can use this to
completely avoid a
projectile and any
block damage from it
(simply block and wait
until the projectile
makes it to you, then
press f + P)
Special Moves
-------------
Spinning Top qcb + P/K P=short, K=long
Swan Diving Charge db for 2 seconds,
f + P
Double Swan Diving Charge db for 2 seconds,
f + K
Dream Angel d, WA in air move must touch opponent
in order to fully
execute; if you miss
the initial part, Carol
will taunt when she
lands on the ground,
leaving her completely
vulnerable
Rainbow Attack f, d, df + K+WA/P+K+WA K+WA=short, P+K+WA=long;
ball will fly to or in
whatever plane the
opponent is in; if an
opponent tries to knock
this away with a WA
maneuver (ie. WA, WA in
air, or d + WA), it
will simply destroy the
ball instead of sending
it back toward you to
strike you; note that
the opponent can NOT
prevent damage with a
WA maneuver once the
Rainbow Attack starts
exploding; will collide
with other projectiles
as both will be
returned/destroyed in
the process
Fast Ball Flash hcf + K+WA/P+K+WA K+WA=short, P+K+WA=long;
ball will fly to or in
whatever plane the
opponent is in; if an
opponent tries to knock
this away with a WA
maneuver (ie. WA, WA in
air, or d + WA), it
will simply destroy the
ball instead of sending
it back toward you to</pre><pre id="faqspan-2">
strike you; if move
connects (not blocked),
the opponent will be
struck and sent to the
opposite plane from
where they are; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Desperation
-----------
Naughty Ball f, b, d, u + P super hits in either
plane; the ball itself
is unblockable
*******************************************************************************
* 3.4 Mezu *
*******************************************************************************
Colors
------
P - Blue costume
K - Green costume
Throw
-----
Flipping Tiger Bomb f/b + WA close f and b determine where
opponent is thrown
Basic Moves
-----------
X Slice WA in air overhead; knocks opponent
out of the air; if you
time it right, you can
knock an opponent's
weapon toss right back
at them with this
Double Bleeder WA far if you time it right, you
can knock an opponent's
weapon toss right back
at them with this
Stationary Dropkick HK far low dodge
Hanging Short Claw P/K/WA when hanging
from a pole
Plane Moves
-----------
Bladed Kick DA / P+K from front switches to the back
plane plane; overhead
Double Claw DA / P+K from back switches to the front
plane plane; overhead
Retreat Bladed Kick b + DA/P+K from front switches to the back
plane plane; overhead
Retreat Double Claw b + DA/P+K from back switches to the front
plane plane; overhead
Charge To Bladed Kick qcf + DA/P+K from front dashes forward and then
plane switches to back plane;
Bladed Kick can hit
opponent in either
plane; overhead in both
situations
Charge To Double Claw qcf + DA/P+K from back dashes forward and then
plane switches to front
plane; Double Claw can
hit opponent in either
plane; overhead in both
situations
Backtrack To Bladed Kick qcb + DA/P+K from front dashes backward and then
plane switches to back plane;
Bladed Kick can hit
opponent in either
plane; overhead in both
situations
Backtrack To Double Claw qcb + DA/P+K from back dashes backward and then
plane switches to front
plane; Double Claw can
hit opponent in either
plane; overhead in both
situations
High Drop Bladed Kick d, u + DA/P+K from jumps very high and comes
front plane down in the back plane;
overhead
High Drop Double Claw d, u + DA/P+K from back jumps very high and comes
plane down in the front
plane; overhead
Hyper Bladed Kick f, b, db, d + DA/P+K switches to back plane;
from front plane overhead
Hyper Double Claw f, b, db, d + DA/P+K switches to front plane;
from back plane overhead
Command Moves
-------------
Long Air Ice Talon K+WA in air talon flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Longest Air Ice Talon P+K+WA in air talon flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Long Ice Talon K+WA talon flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Longest Ice Talon P+K+WA talon flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Long Low Ice Talon d + K+WA talon flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Longest Low Ice Talon d + P+K+WA talon flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Low Reach Cutter d + WA far must be blocked low; if
you time it right, you
can knock an opponent's
weapon toss right back
at them with this
Low Cutter d + WA close must be blocked low
Slide d + HK must be blocked low
Short Forearm f + P while blocking you will find this will
work if you perform it
while blocking a
whiffed attack or
perform directly after
an attack hits your
block animation; has a
small window where you
are invulnerable; you
can use this to
completely avoid a
projectile and any
block damage from it
(simply block and wait
until the projectile
makes it to you, then
press f + P)
Special Moves
-------------
Youen Kyaku tap K rapidly
Mudoh Suiryuuha f, df, d, u + P/K, then absorbs projectiles (but
use b/f to guide once this happens the
water tornado
automatically ends);
move must connect (not
blocked) to perform the
entire maneuver
Gohten qcf, uf + WA if the move doesn't
initially touch the
opponent, then it will
spin in place and then
charge along the ground
Ryuuhyou Dan f, d, df + K+WA/P+K+WA K+WA=short, P+K+WA=long;
bullets fly to or in
whatever plane the
opponent is in;
opponent CANNOT knock
this attack back toward
you or destroy it with
a WA maneuver (ie. WA,
WA in air, or d + WA);
the bullets or the
ground blast they
create when hitting the
floor can strike the
opponent; absorbs
projectiles
Desperation
-----------
Jaga Rangeki Kyaku charge db for 2
seconds, f + K (then
tap K rapidly)
*******************************************************************************
* 3.5 Max Eagle *
*******************************************************************************
Colors
------
P - Blue costume w/ Red trim
K - Purple costume w/ Orange trim
Throws
------
German Suplex f + WA close
Reverse Power Slam b + WA close opponent ends up behind
Eagle
Falling Power Slam f + WA close in air
Basic Moves
-----------
Axe Edge WA in air overhead; knocks opponent
out of the air; if you
time it right, you can
knock an opponent's
weapon toss right back
at them with this
Axe Snap WA far if you time it right, you
can knock an opponent's
weapon toss right back
at them with this
Hanging Knee Strike P/K/WA when hanging
from a pole
Forearm Dig HP close 2 hits
Plane Moves
-----------
Side Kick DA / P+K from front switches to the back
plane plane; overhead
Rage Dropkick DA / P+K from back switches to the front
plane plane; overhead
Retreat Side Kick b + DA/P+K from front switches to the back
plane plane; overhead
Retreat Rage Dropkick b + DA/P+K from back switches to the front
plane plane; overhead
Charge To Side Kick qcf + DA/P+K from front dashes forward and then
plane switches to back plane;
Side Kick can hit
opponent in either
plane; overhead in both
situations
Charge To Rage Dropkick qcf + DA/P+K from back dashes forward and then
plane switches to front
plane; Rage Dropkick
can hit opponent in
either plane; overhead
in both situations
Backtrack To Side Kick qcb + DA/P+K from front dashes backward and then
plane switches to back plane;
Side Kick can hit
opponent in either
plane; overhead in both
situations
Backtrack To Rage Dropkick qcb + DA/P+K from back dashes backward and then
plane switches to front
plane; Rage Dropkick
can hit opponent in
either plane; overhead
in both situations
High Drop Side Kick d, u + DA/P+K from jumps very high and comes
front plane down in the back plane;
overhead
High Drop Rage Dropkick d, u + DA/P+K from back jumps very high and comes
plane down in the front
plane; overhead
Hyper Side Kick f, b, db, d + DA/P+K switches to back plane;
from front plane overhead
Hyper Rage Dropkick f, b, db, d + DA/P+K switches to front plane;
from back plane overhead
Command Moves
-------------
Short Air Axe Toss K+WA in air axe flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Long Air Axe Toss P+K+WA in air axe flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Short Axe Toss K+WA axe flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Long Axe Toss P+K+WA axe flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Short Low Axe Toss d + K+WA axe flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Long Low Axe Toss d + P+K+WA axe flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Low Axe Snap d + WA far must be blocked low; if
you time it right, you
can knock an opponent's
weapon toss right back
at them with this
Handle Spike d + WA close
Backfist f + P while blocking you will find this will
work if you perform it
while blocking a
whiffed attack or
perform directly after
an attack hits your
block animation; has a
small window where you
are invulnerable; you
can use this to
completely avoid a
projectile and any
block damage from it
(simply block and wait
until the projectile
makes it to you, then
press f + P)
Special Moves
-------------
Flash Wing qcf, uf + P/K P=short, K=far
American Screw qcb + P/K P=short, K=long
Axe Boom hcf + K+WA/P+K+WA axe flies to or in
whatever plane the
opponent is in; has
slight homing ability
when flying to opposite
plane; if an opponent
tries to knock this
away with a WA maneuver
(ie. WA, WA in air, or
d + WA), it will simply
send your weapon back
to you normally instead
of flying toward you to
strike you; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Desperation
-----------
Eagle Special hcb, f + WA close unblockable
*******************************************************************************
* 3.6 Nicola Zaza *
*******************************************************************************
Colors
------
P - Red costume trim w/ Blue and Green shield
K - Blue costume trim w/ Red and Yellow shield
Throws
------
Stomping f + WA close
Tornado Driver b + WA close opponent ends up behind
Nicola
Air Tornado Driver b + WA close in air opponent ends up behind
Nicola
Basic Moves
-----------
Discus Smash WA in air overhead; knocks opponent
out of the air; if you
time it right, you can
knock an opponent's
weapon toss right back
at them with this
Discus Swing WA far if you time it right, you
can knock an opponent's
weapon toss right back
at them with this
Hanging High Kick P/K/WA when hanging
from a pole
Plane Moves
-----------
Shielded Knee DA / P+K from front switches to the back
plane plane; overhead
Shield Surfer DA / P+K from back switches to the front
plane plane; overhead
Retreat Shielded Knee b + DA/P+K from front switches to the back
plane plane; overhead
Retreat Shield Surfer b + DA/P+K from back switches to the front
plane plane; overhead
Charge To Shielded Knee qcf + DA/P+K from front dashes forward and then
plane switches to back plane;
Shielded Knee can hit
opponent in either
plane; overhead in both
situations
Charge To Shield Surfer qcf + DA/P+K from back dashes forward and then
plane switches to front
plane; Shield Surfer
can hit opponent in
either plane; overhead
in both situations
Backtrack To Shielded Knee qcb + DA/P+K from front dashes backward and then
plane switches to back plane;
Shielded Knee can hit
opponent in either
plane; overhead in both
situations
Backtrack To Shield Surfer qcb + DA/P+K from back dashes backward and then
plane switches to front
plane; Shield Surfer
can hit opponent in
either plane; overhead
in both situations
High Drop Shielded Knee d, u + DA/P+K from jumps very high and comes
front plane down in the back plane;
overhead
High Drop Shield Surfer d, u + DA/P+K from back jumps very high and comes
plane down in the front
plane; overhead
Hyper Shielded Knee f, b, db, d + DA/P+K switches to back plane;
from front plane overhead
Hyper Shield Surfer f, b, db, d + DA/P+K switches to front plane;
from back plane overhead
Command Moves
-------------
Short Air Shield Toss K+WA in air shield flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Long Air Shield Toss P+K+WA in air shield flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Short Shield Toss K+WA shield flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Long Shield Toss P+K+WA shield flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Short Low Shield Toss d + K+WA shield flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Long Low Shield Toss d + P+K+WA shield flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Low Discus Swing d + WA far must be blocked low; if
you time it right, you
can knock an opponent's
weapon toss right back
at them with this
Discus Push d + WA close must be blocked low
Short Straight f + P while blocking you will find this will
work if you perform it
while blocking a
whiffed attack or
perform directly after
an attack hits your
block animation; has a
small window where you
are invulnerable; you
can use this to
completely avoid a
projectile and any
block damage from it
(simply block and wait
until the projectile
makes it to you, then
press f + P)
Special Moves
-------------
Discus Driver qcb + P/K P=short, K=long with
extra attack when move
touches the opponent
Galvanic Smash qcf, uf + WA
Flying Saucer b, d, db + K+WA/P+K+WA shield flies to or in
whatever plane the
opponent is in; has
slight homing ability
when flying to opposite
plane; if an opponent
tries to knock this
away with a WA maneuver
(ie. WA, WA in air, or
d + WA), it will simply
send your weapon back
to you normally instead
of flying toward you to
strike you; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Samson Spirit hcb, f + K+WA/P+K+WA K+WA=short, P+K+WA=long;
shield flies to or in
whatever plane the
opponent is in; if an
opponent tries to knock
this away with a WA
maneuver (ie. WA, WA in
air, or d + WA), it
will simply send your
weapon back to you
normally instead of
flying toward you to
strike you; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Desperation
-----------
Laser Of Hell qcb, hcf, uf + P
*******************************************************************************
* 3.7 Chung Paifu *
*******************************************************************************
Colors
------
P - Yellow shirt w/ Blue trim
K - Blue shirt w/ Pink trim
Throw
-----
Cane Toss f/b + WA close using f will toss
opponent behind Chung,
while using b will toss
opponent in front of
Chung
Basic Moves
-----------
Handle Stab WA in air overhead; knocks opponent
out of the air; if you
time it right, you can
knock an opponent's
weapon toss right back
at them with this
Split Kick HK in air overhead; good for
crossups
Rising Scrape WA far if you time it right, you
can knock an opponent's
weapon toss right back
at them with this
Hanging Handle Poke P/K/WA when hanging
from a pole
Plane Moves
-----------
Cane Charge DA / P+K from front switches to the back
plane plane; overhead
Cane Dive DA / P+K from back switches to the front
plane plane; overhead
Retreat Cane Charge b + DA/P+K from front switches to the back
plane plane; overhead
Retreat Cane Dive b + DA/P+K from back switches to the front
plane plane; overhead
Charge To Cane Charge qcf + DA/P+K from front dashes forward and then
plane switches to back plane;
Cane Charge can hit
opponent in either
plane; overhead in both
situations
Charge To Cane Dive qcf + DA/P+K from back dashes forward and then
plane switches to front
plane; Cane Dive can
hit opponent in either
plane; overhead in both
situations
Backtrack To Cane Charge qcb + DA/P+K from front dashes backward and then
plane switches to back plane;
Cane Charge can hit
opponent in either
plane; overhead in both
situations
Backtrack To Cane Dive qcb + DA/P+K from back dashes backward and then
plane switches to front
plane; Cane Dive can
hit opponent in either
plane; overhead in both
situations
High Drop Cane Charge d, u + DA/P+K from jumps very high and comes
front plane down in the back plane;
overhead
High Drop Cane Dive d, u + DA/P+K from back jumps very high and comes
plane down in the front
plane; overhead
Deadly Wheel f, b, db, d + DA/P+K switches to opposite
plane; overhead
Command Moves
-------------
Long Air Fireball K+WA in air fireball flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Longest Air Fireball P+K+WA in air fireball flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Long Fireball K+WA fireball flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Longest Fireball P+K+WA fireball flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Long Low Fireball d + K+WA fireball flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Longest Low Fireball d + P+K+WA fireball flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Low Cane d + WA must be blocked low; if
you time it right, you
can knock an opponent's
weapon toss right back
at them with this
Short Knee f + P while blocking you will find this will
work if you perform it
while blocking a
whiffed attack or
perform directly after
an attack hits your
block animation; has a
small window where you
are invulnerable; you
can use this to
completely avoid a
projectile and any
block damage from it
(simply block and wait
until the projectile
makes it to you, then
press f + P)
Special Moves
-------------
Senshushou Uchi qcf, uf + P/K P=short time; K=long time
Hakukoh Dan Charge db for 1 second, K=rises higher
f + P/K
Kiden Dama d, u, d, u + P/K when can be useful in that it
hanging from a pole will knock two objects
(one on each side) off
the pole at the same
time
Shien Ryu f, d, df + K+WA/P+K+WA fireball will fly to or
in whatever plane the
opponent is in; has
slight homing ability
when flying to opposite
plane; if an opponent
tries to knock this
away with a WA maneuver
(ie. WA, WA in air, or
d + WA), it will simply
destroy the fireball
instead of sending it
back toward you to </pre><pre id="faqspan-3">
strike you; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
~Raged Chung the opponent must Chung will fall down and
deplete your lifebar lose his hat, thus
with Special Moves getting angry and
and heavy attacks charging into a "red"
version of himself
(during the charge, he
is invulnerable); an
opponent CAN go a round
without raging Chung,
usually by using mostly
weak normals instead of
heavy ones
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~ Raged Chung (Added Special Moves) ~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Senpuu Enbu qcb, ub + WA, then use
b/f to guide
levitation
Early Descent WA
Chocho Henka f, b, f + K+WA/P+K+WA K+WA=long, P+K+WA=even
longer; dust cloud
flies to or in whatever
plane the opponent is
in; if an opponent
tries to knock this
away with a WA maneuver
(ie. WA, WA in air, or
d + WA), it will simply
destroy the dust cloud
instead of sending it
back toward you to
strike you; if this
move connects (not
blocked) the opponent
will be transformed
into a chicken where
they are completely
vulnerable; they will
morph back once they
are hit or after 4
seconds; while morphed
into a chicken, the
opponent can walk back
and forth as well as
jump (but they cannot
attack); will collide
with other projectiles
as both will be
returned/destroyed in
the process
Desperation
-----------
Sennin Happa d, d, d, d, u + P note that you MUST be in
Raged Cheng mode to
perform this; dive in
must connect (not
blocked) to perform the
entire desperation
*******************************************************************************
* 3.8 Kage "King Lion" Shishioh *
*******************************************************************************
Colors
------
P - Red costume w/ Silver armor
K - Orange costume w/ Blue-Green armor
Throw
-----
Hanging Upper f/b + WA close f and b determine where
opponent is thrown
Basic Moves
-----------
Sword Pierce WA in air overhead; knocks opponent
out of the air; if you
time it right, you can
knock an opponent's
weapon toss right back
at them with this
Sword Slash WA far if you time it right, you
can knock an opponent's
weapon toss right back
at them with this
Hanging Turn Knee P/K/WA when hanging
from a pole
King Axe HK close 2 hits
Plane Moves
-----------
Knee Riser DA / P+K from front switches to the back
plane plane; overhead
Elbow And Knee DA / P+K from back switches to the front
plane plane; overhead
Retreat Knee Riser b + DA/P+K from front switches to the back
plane plane; overhead
Retreat Elbow And Knee b + DA/P+K from back switches to the front
plane plane; overhead
Charge To Knee Riser qcf + DA/P+K from front dashes forward and then
plane switches to back plane;
Knee Riser can hit
opponent in either
plane; overhead in both
situations
Charge To Elbow And Knee qcf + DA/P+K from back dashes forward and then
plane switches to front
plane; Elbow And Knee
can hit opponent in
either plane; overhead
in both situations
Backtrack To Knee Riser qcb + DA/P+K from front dashes backward and then
plane switches to back plane;
Knee Riser can hit
opponent in either
plane; overhead in both
situations
Backtrack To Elbow And Knee qcb + DA/P+K from back dashes backward and then
plane switches to front
plane; Elbow And Knee
can hit opponent in
either plane; overhead
in both situations
High Drop Knee Riser d, u + DA/P+K from jumps very high and comes
front plane down in the back plane;
overhead
High Drop Elbow And Knee d, u + DA/P+K from back jumps very high and comes
plane down in the front
plane; overhead
Giga Sword Carry f, b, db, d + DA/P+K switches to back plane;
from front plane overhead
Giga Sword Slice f, b, db, d + DA/P+K switches to front plane;
from back plane overhead
Command Moves
-------------
Short Air Sword Toss K+WA in air sword flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Long Air Sword Toss P+K+WA in air sword flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Short Sword Toss K+WA sword flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Long Sword Toss P+K+WA sword flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Short Low Sword Toss d + K+WA sword flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Long Low Sword Toss d + P+K+WA sword flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Low Sword Slash d + WA far must be blocked low; if
you time it right, you
can knock an opponent's
weapon toss right back
at them with this
Low Handle d + WA close must be blocked low
Very Short Forearm f + P while blocking you will find this will
work if you perform it
while blocking a
whiffed attack or
perform directly after
an attack hits your
block animation; has a
small window where you
are invulnerable; you
can use this to
completely avoid a
projectile and any
block damage from it
(simply block and wait
until the projectile
makes it to you, then
press f + P)
Special Moves
-------------
Beast Blow qcb, f + P/K P=short dash in, K=long
dash in; dash in must
connect (not blocked)
in order to perform the
entire maneuver; King
Lion uppercuts the
opponent to the
opposite plane with the
K version
Nightmare Knocker qcf, uf + WA high counter attack
Earth Chopper qcb, ub + WA if you time it right, you
can knock an opponent's
weapon toss right back
at them with this
Silent Storm f, df, d, swords fly to or in
u + K+WA/P+K+WA whatever plane the
opponent is in; has
slight homing ability
when flying to opposite
plane; if an opponent
tries to knock this
away with a WA maneuver
(ie. WA, WA in air, or
d + WA), it will simply
send your weapon back
to you normally instead
of flying toward you to
strike you; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
God Breath Charge d for 1 second, K+WA=short, P+K+WA=long;
u + K+WA/P+K+WA swords fly to or in
whatever plane the
opponent is in; if an
opponent tries to knock
this away with a WA
maneuver (ie. WA, WA in
air, or d + WA), it
will simply send your
weapon back to you
normally instead of
flying toward you to
strike you; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Desperation
-----------
King Straight hcb, f, b, f + P
*******************************************************************************
* 3.9 Gordon Bowman *
*******************************************************************************
Colors
------
P - Blue costume w/ Orange-Red billy club
K - Green costume w/ Purple billy club
Throws
------
Backbreaker f/b + WA close f and b determine where
opponent is thrown
Ton Press f + WA close in air
Basic Moves
-----------
Diagonal Spark WA in air overhead; knocks opponent
out of the air; if you
time it right, you can
knock an opponent's
weapon toss right back
at them with this
Shock Club WA if you time it right, you
can knock an opponent's
weapon toss right back
at them with this
Hanging Big Boot P/K/WA when hanging
from a pole
Plane Moves
-----------
Police Tackle DA / P+K from front switches to the back
plane plane; overhead
Butt Drop DA / P+K from back switches to the front
plane plane; overhead
Retreat Police Tackle b + DA/P+K from front switches to the back
plane plane; overhead
Retreat Butt Drop b + DA/P+K from back switches to the front
plane plane; overhead
Charge To Police Tackle qcf + DA/P+K from front dashes forward and then
plane switches to back plane;
Police Tackle can hit
opponent in either
plane; overhead in both
situations
Charge To Butt Drop qcf + DA/P+K from back dashes forward and then
plane switches to front
plane; Butt Drop can
hit opponent in either
plane; overhead in both
situations
Backtrack To Police Tackle qcb + DA/P+K from front dashes backward and then
plane switches to back plane;
Police Tackle can hit
opponent in either
plane; overhead in both
situations
Backtrack To Butt Drop qcb + DA/P+K from back dashes backward and then
plane switches to front
plane; Butt Drop can
hit opponent in either
plane; overhead in both
situations
High Drop Police Tackle d, u + DA/P+K from jumps very high and comes
front plane down in the back plane;
overhead
High Drop Butt Drop d, u + DA/P+K from back jumps very high and comes
plane down in the front
plane; overhead
Cannonball f, b, db, d + DA/P+K switches to opposite
plane; overhead
Command Moves
-------------
Long Air Spark Shot K+WA in air spark flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Longest Air Spark Shot P+K+WA in air spark flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Long Spark Shot K+WA spark flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Longest Spark Shot P+K+WA spark flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Long Low Spark Shot d + K+WA spark flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Longest Low Spark Shot d + P+K+WA spark flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Low Club Spin d + WA must be blocked low; if
you time it right, you
can knock an opponent's
weapon toss right back
at them with this
Tumble d + HK both parts must be
blocked low
Short Arm Uppercut f + P while blocking you will find this will
work if you perform it
while blocking a
whiffed attack or
perform directly after
an attack hits your
block animation; has a
small window where you
are invulnerable; you
can use this to
completely avoid a
projectile and any
block damage from it
(simply block and wait
until the projectile
makes it to you, then
press f + P)
Special Moves
-------------
Moon-Shot Upper qcb, f + P/K P=short dash in, K=long
dash in; dash in must
connect (not blocked)
in order to perform the
entire maneuver; Gordon
knocks the opponent to
the opposite plane with
the K version
Friction Heater hcb + P/K K=longer with slight hop
at the beginning of the
maneuver; Gordon rubs
his stomach after the
maneuver, so if you
miss, you are
completely vulnerable
Spark Bolt f, b, f + K+WA/P+K+WA K+WA=short, P+K+WA=long;
spark flies to or in
whatever plane the
opponent is in; if an
opponent tries to knock
this away with a WA
maneuver (ie. WA, WA in
air, or d + WA), it
will simply destroy the
spark instead of
sending it back toward
you to strike you; both
the large spark and the
spark blasts can be
destroyed with a WA
maneuver; will collide
with other projectiles
as both will be
returned/destroyed in
the process
Desperation
-----------
Mad Police hcb, f + WA close unblockable
*******************************************************************************
* 3.10 Joker *
*******************************************************************************
Colors
------
P - Green vest w/ Red trim
K - Blue vest w/ Pink trim
Throw
-----
Roller Rage f/b + WA close f and b determine where
opponent is thrown
Basic Moves
-----------
Air Hammer WA in air overhead; knocks opponent
out of the air; if you
time it right, you can
knock an opponent's
weapon toss right back
at them with this
Hammer Smash WA far if you time it right, you
can knock an opponent's
weapon toss right back
at them with this
Hanging Knee Strike P/K/WA when hanging
from a pole
Plane Moves
-----------
Clown Dive DA / P+K from front switches to the back
plane plane; overhead
Giant Gloves DA / P+K from back switches to the front
plane plane; overhead
Retreat Clown Dive b + DA/P+K from front switches to the back
plane plane; overhead
Retreat Giant Gloves b + DA/P+K from back switches to the front
plane plane; overhead
Charge To Clown Dive qcf + DA/P+K from front dashes forward and then
plane switches to back plane;
Clown Dive can hit
opponent in either
plane; overhead in both
situations
Charge To Giant Gloves qcf + DA/P+K from back dashes forward and then
plane switches to front
plane; Giant Gloves can
hit opponent in either
plane; overhead in both
situations
Backtrack To Clown Dive qcb + DA/P+K from front dashes backward and then
plane switches to back plane;
Clown Dive can hit
opponent in either
plane; overhead in both
situations
Backtrack To Giant Gloves qcb + DA/P+K from back dashes backward and then
plane switches to front
plane; Giant Gloves can
hit opponent in either
plane; overhead in both
situations
High Drop Clown Dive d, u + DA/P+K from jumps very high and comes
front plane down in the back plane;
overhead
High Drop Giant Gloves d, u + DA/P+K from back jumps very high and comes
plane down in the front
plane; overhead
Insane Spin f, b, db, d + DA/P+K switches to opposite
plane; overhead
Command Moves
-------------
Long Air Trick Card K+WA in air card flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Longest Air Trick Card P+K+WA in air card flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Long Trick Card K+WA card flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Longest Trick Card P+K+WA card flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Long Low Trick Card d + K+WA card flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Longest Low Trick Card d + P+K+WA card flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Low Hammer d + WA far must be blocked low; if
you time it right, you
can knock an opponent's
weapon toss right back
at them with this
Low Tap Hammer d + WA close must be blocked low
Reverse Skate f + P while blocking you will find this will
work if you perform it
while blocking a
whiffed attack or
perform directly after
an attack hits your
block animation; has a
small window where you
are invulnerable; you
can use this to
completely avoid a
projectile and any
block damage from it
(simply block and wait
until the projectile
makes it to you, then
press f + P)
Special Moves
-------------
Blood Parasol qcb + P/K in air K=longer and sweeps
across the floor
Roller Dash Charge db for 1 second, P=short, K=long
f + P/K
Transporter d, d + P/K P=teleports forward and
to the opposite plane,
K=teleports forward but
remains in the same
plane
Shocking Toy qcf, uf + WA
Mad Hatter Heave hcb, f + K+WA/P+K+WA P+K+WA=longer start up
time, but deals more
damage; hat flies to or
in whatever plane the
opponent is in; has
slight homing ability
when flying to opposite
plane; if an opponent
tries to knock this
away with a WA maneuver
(ie. WA, WA in air, or
d + WA), it will simply
destroy the hat instead
of sending it back
toward you to strike
you; will collide with
other projectiles as
both will be
returned/destroyed in
the process
Desperation
-----------
Good Face qcb, hcf, uf + P absorbs projectiles
-------------------------------------------------------------------------------
*******************************************************************************
* 3.11 Shin "King Leo" Shishioh *
*******************************************************************************
Colors
------
P - Red costume w/ Gold armor
K - Purple costume w/ Gold armor
Throw
-----
Hanging Upper f/b + WA close f and b determine where
opponent is thrown
Basic Moves
-----------
Sword Pierce WA in air overhead; knocks opponent
out of the air; if you
time it right, you can
knock an opponent's
weapon toss right back
at them with this
Sword Slash WA far if you time it right, you
can knock an opponent's
weapon toss right back
at them with this
Hanging Turn Knee P/K/WA when hanging
from a pole
Lightning Axe HK close 2 hits
Plane Moves
-----------
Knee Riser DA / P+K from front switches to the back
plane plane; overhead
Elbow And Knee DA / P+K from back switches to the front
plane plane; overhead
Retreat Knee Riser b + DA/P+K from front switches to the back
plane plane; overhead
Retreat Elbow And Knee b + DA/P+K from back switches to the front
plane plane; overhead
Charge To Knee Riser qcf + DA/P+K from front dashes forward and then
plane switches to back plane;
Knee Riser can hit
opponent in either
plane; overhead in both
situations
Charge To Elbow And Knee qcf + DA/P+K from back dashes forward and then
plane switches to front
plane; Elbow And Knee
can hit opponent in
either plane; overhead
in both situations
Backtrack To Knee Riser qcb + DA/P+K from front dashes backward and then
plane switches to back plane;
Knee Riser can hit
opponent in either
plane; overhead in both
situations
Backtrack To Elbow And Knee qcb + DA/P+K from back dashes backward and then
plane switches to front
plane; Elbow And Knee
can hit opponent in
either plane; overhead
in both situations
High Drop Knee Riser d, u + DA/P+K from jumps very high and comes
front plane down in the back plane;
overhead
High Drop Elbow And Knee d, u + DA/P+K from back jumps very high and comes
plane down in the front
plane; overhead
Giga Sword Carry f, b, db, d + DA/P+K switches to back plane;
from front plane overhead
Giga Sword Slice f, b, db, d + DA/P+K switches to front plane;
from back plane overhead
Command Moves
-------------
Short Air Sword Toss K+WA in air sword flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Long Air Sword Toss P+K+WA in air sword flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Short Sword Toss K+WA sword flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Long Sword Toss P+K+WA sword flies to or in
whatever plane the
opponent is in; will
collide with other</pre><pre id="faqspan-4">
projectiles as both
will be
returned/destroyed in
the process
Short Low Sword Toss d + K+WA sword flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Long Low Sword Toss d + P+K+WA sword flies to or in
whatever plane the
opponent is in; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Low Sword Slash d + WA far must be blocked low; if
you time it right, you
can knock an opponent's
weapon toss right back
at them with this
Low Handle d + WA close must be blocked low
Very Short Forearm f + P while blocking you will find this will
work if you perform it
while blocking a
whiffed attack or
perform directly after
an attack hits your
block animation; has a
small window where you
are invulnerable; you
can use this to
completely avoid a
projectile and any
block damage from it
(simply block and wait
until the projectile
makes it to you, then
press f + P)
Special Moves
-------------
Hunter Killer qcb + P/K P=short, K=long; dive
kick must connect (not
blocked) to perform the
entire maneuver
Beast Blow qcb, f + P/K P=short dash in, K=long
dash in; dash in must
connect (not blocked)
in order to perform the
entire maneuver; King
Leo uppercuts the
opponent to the
opposite plane with the
K version
Nightmare Knocker qcf, uf + WA high counter attack
Earth Chopper qcb, ub + WA if you time it right, you
can knock an opponent's
weapon toss right back
at them with this
Silent Storm f, df, d, swords fly to or in
u + K+WA/P+K+WA whatever plane the
opponent is in; has
slight homing ability
when flying to opposite
plane; if an opponent
tries to knock this
away with a WA maneuver
(ie. WA, WA in air, or
d + WA), it will simply
send your weapon back
to you normally instead
of flying toward you to
strike you; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
God Breath Charge d for 1 second, K+WA=short, P+K+WA=long;
u + K+WA/P+K+WA swords fly to or in
whatever plane the
opponent is in; if an
opponent tries to knock
this away with a WA
maneuver (ie. WA, WA in
air, or d + WA), it
will simply send your
weapon back to you
normally instead of
flying toward you to
strike you; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Thunder God Breath b, d, db + K+WA/P+K+WA K+WA=short, P+K+WA=long;
swords fly to or in
whatever plane the
opponent is in; if an
opponent tries to knock
this away with a WA
maneuver (ie. WA, WA in
air, or d + WA), it
will simply send your
weapon back to you
normally instead of
flying toward you to
strike you; will
collide with other
projectiles as both
will be
returned/destroyed in
the process
Desperations
------------
King Straight hcb, f, b, f + P
King Upper hcb, f, b, f + K King Leo uppercuts the
opponent to the
opposite plane
===============================================================================
4. Conclusion
===============================================================================
4.1 What's Missing/Needed
-Cleanup 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.
4.2 Credits
-SNK
-Gamefaqs
-And me for writing this faq