=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Suiko Enbu
AKA
Outlaws Of The Lost Dynasty
FAQ By: Goh_Billy (
[email protected])
Version #: 3.0
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Sections
--------
1. Legend
2. System
2.1 Basics
2.2 Launchers And Juggles
2.3 Weapon Gauge
3. Characters
3.1 Shishin
3.2 Rinchuu
3.3 Kosanjyou
3.4 Taisou
3.5 Riki
3.6 Rochishin
3.7 Kousonsyou
3.8 Bushou
3.9 Gen Shouji
3.10 Gen Shougo
3.11 Gen Shoushichi
-------------------------
3.12 Chougai
4. Misc. and Easter Eggs
5. Conclusion
5.1 What's Missing/Needed
5.2 Credits
===============================================================================
1. Legend
===============================================================================
ub u uf f - Forward HP - Heavy Punch P - Any Punch
\ | / b - Back MP - Medium Punch K - Any Kick
b-- --f u - Up LP - Light Punch + - And
/ | \ d - Down HK - Heavy Kick / - Or
db d df MK - Medium Kick , - Then
LK - Light 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 f/b + MP/HP close refer to character movelist
for specific motion and
details
Block High b
Block Low db will not block overheads
Forward Run f, f, then hold f
to continue run
Halt b or stop holding f
Dash Backward b, b
Backward Run b, b, b very quickly,
then hold b to
continue to run
Halt f or stop holding b
Projectile Hop db/d/df when just db=hop backwards, d=hop
about to land on top straight up, df=hop
of a projectile forward
Taunt LP+LK
Fake Dizzy MP+MK use any attack to exit dizzy
state
Throw Weapon HP+HK refer to character movelist
for details
Dizzy Recovery shake joystick and
tap P and K rapidly
when dizzied
Negative Edge allows you to perform an example would be
maneuvers by holding performing a qcf + P
the attack button maneuver by instead holding
down, performing P, qcf, releasing P; this
the motion, then works for specials
releasing the attack
button
+++++++++++++++++++++++++++++
| 2.2 Launchers And Juggles |
+++++++++++++++++++++++++++++
This game has four special move properties that will be detailed here in this
section. These properties are Launcher, Spin Launcher, Bound Attack, and Wall
Crush. Each of these are essential in creating juggles and performing other
combos in this game. The maneuvers with these properties are marked as such in
the movelist details.
Launcher
--------
This is an attack that will launch your opponent into the air allowing you to
juggle them. You can use a Spin Launcher after a Launcher to hit them back
into the air allowing for another juggle opportunity. You can also use a Bound
Attack after a Launcher to continue your combo and allow another juggle
opportunity. A Wall Crush may also be used after a Launcher to stun the
opponent against the wall. You can even use an air throw (if your character
has one) after a Launcher. Using another Launcher after an initial Launcher
will only strike the opponent. It will not give it the property of allowing
you to juggle the opponent again. A Launcher will also not have it's unique
property if you use it after a Wall Crush, a Bound Attack, or a Spin Launcher.
Below is a flow chart to help understand when a Launcher works and when it
doesn't.
Launcher -----> Spin Launcher
Launcher -----> Bound Attack
Launcher -----> Wall Crush
Launcher --X--> Launcher
Spin Launcher --X--> Launcher
Bound Attack --X--> Launcher
Wall Crush --X--> Launcher
Spin Launcher
-------------
Like the Launcher, this launches your opponent into the air allowing you to
juggle them. You can even use an air throw (if your character has one) after a
Spin Launcher. It is worth noting that only Riki and Rochishin CANNOT be Spin
Launched. Instead, moves that are labeled Spin Launchers will act as regular
Launchers to them. All other characters are pray to Spin Launchers. The
difference between a Spin Launcher and a regular Launcher is that a Spin
Launcher can be used after a Wall Crush, a Bound Attack, or a regular Launcher.
Using another Spin Launcher after a regular Launcher or a Spin Launcher will
strike the opponent, but not produce the properties of allowing you to juggle
the opponent again. Below is a flow chart to help understand when a Spin
Launcher works and when it doesn't.
Spin Launcher -----> Bound Attack
Spin Launcher -----> Wall Crush
Launcher -----> Spin Launcher
Bound Attack -----> Spin Launcher
Wall Crush -----> Spin Launcher
Spin Launcher --X--> Launcher
Spin Launcher --X--> Spin Launcher
Bound Attack
------------
A Bound Attack is a maneuver that hits the opponent to the floor so hard they
bounce back into the air allowing for you to juggle them. You can even use an
air throw (if your character has one) after a Bound Attack. You can use a Spin
Launcher or a Wall Crush after a Bound Attack. You can also use a Bound Attack
after any launcher (Launcher or Spin Launcher). You cannot use a Bound Attack
after a Wall Crush. It will only hit the opponent but not produce the same
properties that allow you to juggle the opponent after. This also occurs if
you try to use another Bound Attack after an initial Bound Attack. Finally, a
Launcher will not produce juggle properties if used after a Bound Attack. Below
is a flow chart to help understand when a Bound Attack works and when it
doesn't.
Bound Attack -----> Spin Launcher
Bound Attack -----> Wall Crush
Launcher -----> Bound Attack
Spin Launcher -----> Bound Attack
Bound Attack --X--> Launcher
Bound Attack --X--> Bound Attack
Wall Crush --X--> Bound Attack
Wall Crush
----------
A Wall Crush is a maneuver that sends the opponent flying across the screen.
If the opponent comes in contact with the corner of the stage they will splat
against it and remain stuck for a short amount of time. The opponent will be
in a stunned state and can be comboed. Surprisingly, you can use an air throw
(if your character has one) after an opponent is crushed against the corner of
the stage. The only thing that allows you to launch the opponent again for a
juggle after a Wall Crush is a Spin Launcher. You can link a Wall Crush from
a Launcher, a Spin Launcher, and a Bound Attack. Below is a flow chart to help
understand when a Wall Crush works and when it doesn't.
Wall Crush -----> Spin Launcher
Launcher -----> Wall Crush
Spin Launcher -----> Wall Crush
Bound Attack -----> Wall Crush
Wall Crush --X--> Launcher
Wall Crush --X--> Bound Attack
Wall Crush --X--> Wall Crush
++++++++++++++++++++
| 2.3 Weapon Gauge |
++++++++++++++++++++
The Weapon Gauge is the sword shaped gauge at the bottom of the screen. This
meter will decrease if you block an opponent's weapon based attack. Block too
many of these and your weapon gauge will completely deplete. Once empty your
weapon will be destroyed and you will be dizzied. You will not have your
weapon for the rest of the match. Only two characters are able to get their
"weapons" back during the match. These two characters are Kousonsyou and Gen
Shouji. In their case, the meter will slowly increase. Once full, they will
be given back use of their weapon. Another interesting fact is that your
Weapon Gauge will decrease very slightly if your opponent blocks one of your
weapon based attacks.
The Weapon Gauge can also be completely emptied if you throw your weapon
(HP+HK). If the opponent is hit with the weapon they will be dizzied.
Kousonsyou and Gen Shouji are again the exception to this rule as they cannot
throw their weapon. It is also worth noting that Chougai does not have a
Weapon Gauge.
===============================================================================
3. Characters
===============================================================================
*******************************************************************************
* 3.1 Shishin *
*******************************************************************************
Colors
------
LP - Gray pants w/ Blue trim and Powder Blue bandana
MP - Red pants w/ Orange trim and Mint Green bandana
HP - Powder Blue pants w/ Green trim and Gray bandana
LK - Glaucous Blue pants w/ Green trim and Red bandana
MK - Sapphire pants w/ Turquoise trim and Yellow bandana
HK - Medium Gray pants w/ Purple trim and Medium Gray bandana
Start - Green pants w/ Floral Lavender trim and Orange bandana
`````````````````````````````````````
While Armed
`````````````````````````````````````
Throw
-----
Shoulder Throw f/b + MP/HP close f and b determine where
opponent is thrown
Basic Moves
-----------
Fierce Roundhouse HK far Spin Launcher
Downward Air Slice ub/uf, HP Bound Attack; overhead
Command Moves
-------------
Crossed Arms LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Throw Weapon HP+HK will collide with other
projectiles as both will
be "destroyed" in the
process; refer to unarmed
movelist
Special Moves
-------------
Flying Serpent Missile qcf + P LP=slow, MP=medium, HP=fast;
will collide with other
projectiles as both will
be "destroyed" in the
process
Flaming Serpent Sword f, d, df + P LP=only sword slash portion,
MP=medium with leap
attack, HP=far with leap
attack
Knee Kick d, u + K / Charge d, LK=short, MK=medium, HK=far;
u + K overhead
`````````````````````````````````````
While Unarmed
`````````````````````````````````````
Throw
-----
Death Valley Driver f/b + MP/HP close f and b determine where
opponent is thrown
Basic Move
----------
Fierce Roundhouse HK far Spin Launcher
Command Moves
-------------
Crossed Arms LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Claw Strike d + HP 2 hits; Launcher
Special Moves
-------------
Flying Serpent Missile qcf + P LP=slow, MP=medium, HP=fast;
will collide with other
projectiles as both will
be "destroyed" in the
process
Knee Kick d, u + K / Charge d, LK=short, MK=medium, HK=far;
u + K overhead
Dashing Serpent Punch qcb + P LP=short and is a Spin
Launcher, MP=medium,
HP=far and is a Wall Crush
*******************************************************************************
* 3.2 Rinchuu *
*******************************************************************************
Colors
------
LP - Emerald costume w/ Gray waist cushion and Purple scarf
MP - Indian Red costume w/ Red waist cushion and Green scarf
HP - Off White costume w/ Purple waist cushion and Blue scarf
LK - Rose costume w/ Dark Gray waist cushion and Green scarf
MK - Violet costume w/ Purple waist cushion and Rose scarf
HK - Medium Gray costume w/ Auburn waist cushion and Purple scarf
Start - Orchid costume w/ Gray waist cushion and Buff scarf
`````````````````````````````````````
While Armed
`````````````````````````````````````
Throw
-----
Setup Impale f/b + MP/HP close f and b determine where
opponent is thrown
Basic Moves
-----------
Slash Uppercut HP close 2 hits; Launcher
Circle Stab MP in air has two parts but only one
can strike the opponent;
overhead
Crushing Axe Kick HK close Bound Attack; overhead
High Snap HK far Wall Crush
Command Moves
-------------
Hand Beckon LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Throw Weapon HP+HK will collide with other
projectiles as both will
be "destroyed" in the
process; refer to unarmed
movelist
Spear Sweep d + HP must be blocked low; knocks
down
Thrust Kick f + HK Wall Crush; can step past
opponent
Special Moves
-------------
Savage Panther Claw hcf + P LP=slow, MP=medium, HP=fast
and knocks down; will
collide with other
projectiles as both will
be "destroyed" in the
process
Cartwheel Kick hcb + P LP=short, MP=medium, HP=far
with final part being a
Bound Attack; maneuver
parts are overheads
Invincible Rapid Fire tap P rapidly LP=slow stabs, MP=medium
stabs, HP=fast stabs
Foothold Spear qcf + K
Typhoon Spear f, d, df + K LK=only kick portion,
MK=long distance with
spear slash, HK=very long
distance with spear slash
(spear slash is a Bound
Attack); spear slash in MK
and HK version is an
overhead
`````````````````````````````````````
While Unarmed
`````````````````````````````````````
Throw
-----
One Handed Throw f/b + MP/HP close f and b determine where
opponent is thrown
Basic Moves
-----------
Punch To Rising Palm HP close 2 hits; knocks down
Push Palm HP far knocks down
Crushing Axe Kick HK close Bound Attack; overhead
High Snap HK far Wall Crush
Command Moves
-------------
Hand Beckon LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Rising Palm d + HP Launcher
Thrust Kick f + HK Wall Crush; can step past
opponent
Special Moves
-------------
Savage Panther Claw hcf + P LP=slow, MP=medium, HP=fast
and knocks down; will
collide with other
projectiles as both will
be "destroyed" in the
process
Cartwheel Kick hcb + P overhead
*******************************************************************************
* 3.3 Kosanjyou *
*******************************************************************************
Colors
------
LP - Blue sleeves and Green top w/ Yellow scarf
MP - Off White sleeves and Red top w/ Mustard scarf
HP - Light Gray sleeves and Gray top w/ Light Gray scarf
LK - Pink sleeves and Red top w/ Cream scarf
MK - Moss Green sleeves and Green top w/ Gray scarf
HK - Medium Gray sleeves and Mulberry top w/ Blue scarf
Start - Gold sleeves and Blue top w/ Amber scarf
`````````````````````````````````````
While Armed
`````````````````````````````````````
Throws
------
Frankensteiner f/b + MP/HP close f and b determine where
opponent is thrown
Earth Direct f/b + MP/HP close in f and b determine where
air opponent is thrown
Basic Moves
-----------
Double Slash HP far 2 hits
Air Uppercut Slash ub/uf, HP Launcher; overhead
Falling Heel HK close 2 hits
Command Moves
-------------
Flower Toss LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Throw Weapons HP+HK first weapon will collide
with other projectiles as
both will be "destroyed"
in the process while
second weapon will usually
continue and strike
opponent; refer to unarmed
movelist
Slide Kick d + HK must be blocked low
Sankaku Tobi f + P/K when at edge a triangle jump
of screen
Special Moves
-------------
Flaming Jasmine Wave qcf + P the higher the attack button
used the higher the damage
output (although very
little difference); will
go under most projectiles
however will collide with
another Flaming Jasmine
Wave as both will be
"destroyed" in the process
Typhoon Slasher f, d, df + P LP=stationary slice,
MP=medium leap slice,
HP=far leap slice
Samsara Kick qcf + K LK=short with single kick,
MK=medium with double
kicks, HK=far with double
kicks
`````````````````````````````````````
While Unarmed
`````````````````````````````````````
Throws
------
Changing Winds f/b + MP/HP close f and b determine where
opponent is thrown
Earth Direct f/b + MP/HP close in f and b determine where
air opponent is thrown
Basic Moves
-----------
Skyward Uppercut MP close Launcher
Punch To Driving Elbow HP close 2 hits; Wall Crush
Falling Heel HK close 2 hits
Command Moves
-------------
Flower Toss LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Slide Kick d + HK must be blocked low
Sankaku Tobi f + P/K when at edge a triangle jump
of screen
Special Moves
-------------
Flaming Jasmine Wave qcf + P the higher the attack button
used the higher the damage
output (although very
little difference); will
go under most projectiles
however will collide with
another Flaming Jasmine
Wave as both will be
"destroyed" in the process
Samsara Kick qcf + K LK=short with single kick,
MK=medium with double
kicks, HK=far with double
kicks
*******************************************************************************
* 3.4 Taisou *
*******************************************************************************
Colors
------
LP - Blue costume w/ Green trim and Bronze gloves
MP - Spring Green costume w/ Gold trim and Green gloves
HP - Light Gray costume w/ Dark Gray trim and Dark Gray gloves
LK - Orange Red costume w/ Yellow trim and Medium Gray gloves
MK - Purple costume w/ Cream trim and Medium Gray gloves
HK - Medium Gray costume w/ Yellow trim and Auburn gloves
Start - Blue costume w/ Yellow trim and Red gloves
`````````````````````````````````````
While Armed
`````````````````````````````````````
Throws
------
Neckringer f/b + MP/HP close Taisou ends up behind the
opponent
Chest Stomp f/b + MP/HP close in f and b determine where
air opponent is thrown
Basic Moves
-----------
Sai Uppercut MP close Launcher
Air Sobat u, MK Wall Crush; overhead
Lean Kick HK close Wall Crush
Swift Roundhouse HK far Spin Launcher
Command Moves
-------------
Hand Beckon LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Throw Weapons HP+HK first weapon will collide
with other projectiles as
both will be "destroyed"
in the process while
second weapon will usually
continue and strike
opponent; refer to unarmed
movelist
Double Sweep d + HK 2 hits; both parts must be
blocked low
Sankaku Tobi f + P/K when at edge a triangle jump
of screen
Special Moves
-------------
Flaming Ki Punch Charge db for 1.25 LP=small burst, MP=medium
seconds, f + P burst, HP=large burst and
is a Wall Crush; absorbs
projectiles
Majestic Teleport Attack f, d, df + P LP=low, MP=medium, HP=high;
overhead (although HP
version is too high to
hit crouching opponent);
Bound Attack; invulnerable
for a short time when
Taisou disappears
Ki Bomb qcf + P in air LP=fireball and follow ups
are slow, MP=fireball and
follow ups are medium
speed, HP=fireball and
follow ups are fast; will
collide with other
projectiles as both will
be "destroyed" in the
process
Second Ki Bomb qcf + same punch used will collide with other
in initial command projectiles as both will
be "destroyed" in the
process
Third Ki Bomb qcf + same punch used will collide with other
in initial command projectiles as both will
be "destroyed" in the
process
Fourth Ki Bomb qcf + same punch used will collide with other
in initial command projectiles as both will
be "destroyed" in the
process
Fifth Ki Bomb qcf + same punch used will collide with other
in initial command projectiles as both will
be "destroyed" in the
process
Teleport hcb + K LK=teleports backwards,
MK=stationary teleport,
HK=teleports forward (can
teleport past opponent);
invulnerable for a short
time when Taisou
disappears
`````````````````````````````````````
While Unarmed
`````````````````````````````````````
Throws
------
Chest Chop f/b + MP/HP close f and b determine where
opponent is thrown
Chest Stomp f/b + MP/HP close in f and b determine where
air opponent is thrown
Basic Moves
-----------
Uppercut MP close Launcher
Air Sobat u, MK Wall Crush; overhead
Lean Kick HK close Wall Crush
Swift Roundhouse HK far Spin Launcher
Command Moves
-------------
Hand Beckon LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Double Sweep d + HK 2 hits; both parts must be
blocked low
Sankaku Tobi f + P/K when at edge a triangle jump
of screen
Special Moves
-------------
Flaming Ki Punch Charge db for 1.25 LP=small burst, MP=medium
seconds, f + P burst, HP=large burst and
is a Wall Crush; absorbs
projectiles
Majestic Teleport Attack f, d, df + P LP=low, MP=medium, HP=high;
overhead (although HP
version is too high to
hit crouching opponent);
Bound Attack; invulnerable
for a short time when
Taisou disappears
Ki Bomb qcf + P in air LP=fireball and follow ups
are slow, MP=fireball and
follow ups are medium
speed, HP=fireball and
follow ups are fast; will
collide with other
projectiles as both will
be "destroyed" in the
process
Second Ki Bomb qcf + same punch used will collide with other
in initial command projectiles as both will
be "destroyed" in the
process
Third Ki Bomb qcf + same punch used will collide with other
in initial command projectiles as both will
be "destroyed" in the
process
Fourth Ki Bomb qcf + same punch used will collide with other
in initial command projectiles as both will
be "destroyed" in the
process
Fifth Ki Bomb qcf + same punch used will collide with other
in initial command projectiles as both will
be "destroyed" in the
process
Teleport hcb + K LK=teleports backwards,
MK=stationary teleport,
HK=teleports forward (can
teleport past opponent);
invulnerable for a short
time when Taisou
disappears
*******************************************************************************
* 3.5 Riki *
*******************************************************************************
Colors
------
LP - Arylide Yellow top and Gray shorts w/ Green belt
MP - Red top and Arylide yellow shorts w/ Blue belt
HP - Off White top and Gray shorts w/ Blue belt
LK - Purple top and Light Gray shorts w/ Orange belt
MK - Blue top and Red shorts w/ Orange belt
HK - Gray top and Blue shorts w/ Pink belt
Start - Green top and Orange shorts w/ Gray belt
`````````````````````````````````````
While Armed
`````````````````````````````````````
Throw
-----
Slice And Dice f/b + MP/HP close f and b determine where
opponent is thrown; tap
P rapidly for more damage
Basic Moves
-----------
Chopping Axe HP close 2 hits
Air Axe Swipe u, HP Spin Launcher; overhead
Double Axe Chop ub/uf, HP Bound Attack; overhead
Command Moves
-------------
Nose Pick LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Throw Weapons HP+HK first weapon will collide
with other projectiles as
both will be "destroyed"
in the process while
second weapon will usually
continue and strike
opponent; refer to unarmed
movelist
Shin Slice d + LP must be blocked low
Shin Swipe d + MP must be blocked low
Horizontal Swipe d + HP must be blocked low; knocks
down
Special Moves
-------------
Black Death Blizzard hcf + P LP=short, MP=medium, HP=far
Scorching Breath f, d, df + P LP=quick fire burst,
MP=medium length fire
burst, HP=long lasting
fire burst; fire burst
absorbs projectiles
Mandarin Earth Splitter qcb + P / qcb + two LP=very close, LP+MP=close,
punch buttons MP=medium, MP+HP=far,
HP=very far; rock will
absorb projectiles
`````````````````````````````````````
While Unarmed
`````````````````````````````````````
Throw
-----
Body Fling f/b + MP/HP close f and b determine where
opponent is thrown
Basic Moves
-----------
Axe Handle Crush HP close Bound Attack
Bladed Chop HP far Spin Launcher
Air Hand Swipe u, HP Spin Launcher; overhead
Air Axe Handle Smash ub/uf, HP Bound Attack; overhead
Command Moves
-------------
Nose Pick LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Shin Poke d + LP must be blocked low
Chopping Sweep d + HP must be blocked low; knocks
down
Special Moves
-------------
Scorching Breath f, d, df + P LP=quick fire burst,
MP=medium length fire
burst, HP=long lasting
fire burst; fire burst
absorbs projectiles
Mandarin Earth Splitter qcb + P / qcb + two LP=very close, LP+MP=close,
punch buttons MP=medium, MP+HP=far,
HP=very far; rock will
absorb projectiles
*******************************************************************************
* 3.6 Rochishin *
*******************************************************************************
Colors
------
LP - Bronze top and Gray pants w/ Red belt
MP - Red top and Yellow pants w/ Green belt
HP - Silver top and Silver pants w/ Red belt
LK - Medium Gray top and Pink pants w/ Orange belt
MK - Green top and Red pants w/ Orange belt
HK - Blue Gray top and Medium Gray pants w/ Orange belt
Start - Orange top and Cool Gray pants w/ Blue belt
`````````````````````````````````````
While Armed
`````````````````````````````````````
Throw
-----
Delayed Choke Slam f/b + MP/HP close f and b determine where
opponent is thrown
Basic Move
----------
Crushing Knee MK far knocks down
Command Moves
-------------
Neck Crack LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Throw Weapon HP+HK will collide with other
projectiles as both will
be "destroyed" in the
process; refer to unarmed
movelist
Double Crouch Swipe d + MP 2 hits
Stab To Uppercut Slash d + HP 2 hits; knocks down
Special Moves
-------------
Manchurian Fang hcf + P (hold P to LP=short, MP=medium, HP=far;
delay and shake projectile and blast
joystick while absorb projectiles; can
delaying to empower delay up to 3 seconds
maneuver) before maneuver
automatically executes;
opponent can jump into and
be damaged by the blue orb
Rochishin creates at the
beginning of the maneuver
Flying Shadow Fist Charge db for 1.25 LP=short, MP=medium, HP=far
seconds, f + P
Twin Fist qcf + initial punch MP version is a Spin
used in Flying Shadow Launcher
Fist motion (does not
work for LP version)
after Flying Shadow
Fist touches opponent
(blocked or not)
Silkworm Slash f, b, f + P in air LP=trap strikes last very
little time, MP=trap
strikes last a medium
amount of time, HP=trap
strikes last a long time
and the connected maneuver
will Wall Crush; trap
strikes must connect (not
blocked) to perform the
entire maneuver
`````````````````````````````````````
While Unarmed
`````````````````````````````````````
Throw
-----
Smash And Uppercut f/b + MP/HP close f and b determine where
opponent is thrown
Basic Moves
-----------
Backfist MP close 2 hits
Double Bladed Hands HP in air Bound Attack; overhead
Crushing Knee MK far knocks down
Command Moves
-------------
Neck Crack LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Rising Palm d + HP Launcher
Special Moves
-------------
Manchurian Fang hcf + P (hold P to LP=short, MP=medium, HP=far;
delay and shake projectile and blast
joystick while absorb projectiles; can
delaying to empower delay up to 3 seconds
maneuver) before maneuver
automatically executes;
opponent can jump into and
be damaged by the blue orb
Rochishin creates at the
beginning of the maneuver
Freeze Ball qcb + P LP=slow, MP=medium, HP=fast;
will collide with other
projectiles as both will
be "destroyed" in the
process; freezes opponent
leaving them in a stunned
state (lasts 3 seconds or
until you hit the them);
throwing another Freeze
Ball at frozen opponent
will strike and unfreeze
them
Low Freeze Ball hcb + K LK=slow, MK=medium, HK=fast;
will go under most
projectiles however will
collide with other low
projectiles (ie
Kosanjyou's Flaming
Jasmine Wave or another
Low Freeze Ball) as both
will be "destroyed" in the
process; freezes opponent
leaving them in a stunned
state (lasts 3 seconds or
until you hit the them);
throwing another Freeze
Ball at frozen opponent
will strike and unfreeze
them
*******************************************************************************
* 3.7 Kousonsyou *
*******************************************************************************
Colors
------
LP - Green costume w/ Purple spirit wearing Blue costume
MP - Blue costume w/ Red spirit wearing Gray costume
HP - Light Gray costume w/ Azure spirit wearing Gray costume
LK - Pink costume w/ Gold spirit wearing Green costume
MK - Purple costume w/ Yellow spirit wearing Orange costume
HK - Dark Gray costume w/ Olive Green spirit wearing Steel Blue costume
Start - Red costume w/ Purple spirit wearing Magenta costume
`````````````````````````````````````
While Armed
`````````````````````````````````````
Throws
------</pre><pre id="faqspan-2">
Stomach Pummel f/b + MP close f and b determine where
opponent is thrown; tap
P rapidly for more damage
Hair Flip f/b + HP close f and b determine where
opponent is thrown
Basic Moves
-----------
Digging Spirit Fist MP close Bound Attack
Double Spirit Punch HP far Wall Crush
Leaping Swipe Kick MK far Spin Launcher
Skyward Kick HK close Launcher
Boot To Jump Kick ub/uf, HK 2 hits; Spin Launcher;
overhead
Command Moves
-------------
Butt Pat LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Spirit Hesitation HP+HK taunt
Spirit Double Backfist f + HP Spin Launcher
Sankaku Tobi f + P/K when at edge a triangle jump
of screen
Spirit Shin Kick d + LP must be blocked low
Spirit Down Punch d + MP must be blocked low
Sweeping Spirit Swipe d + HP must be blocked low; knocks
down
Crouch Dance d + LK 2 hits; both parts must be
blocked low
Slide Kick d + HK must be blocked low
Special Moves
-------------
Earth Scorcher qcf + P (hold b/f to LP=medium, MP=far and Bound
change distance of Attack, HP=very far and
throw) Bound Attack; invulnerable
at beginning of maneuver
Low Earth Scorcher qcf + K LK=medium, MK=far, HK=very
far; must be blocked low;
invulnerable at beginning
of maneuver; if performed
close to opponent you will
miss and slide past them
Meteor Strike f, b, f + P LP=medium, MP=far and Spin
Launcher, HP=very far and
Wall Crush; if performed
close to opponent you will
miss and fly past them
Horrifying Hellraiser Charge b for 1.25 LP=short, MP=medium, HP=far
seconds, f + P
Hellraiser Slide Charge b for 1.25 LK=short, MK=medium, HK=far;
seconds, f + K must be blocked low; if
performed close to
opponent spirit will miss
and slide past them
Cosmic Strike tap P rapidly LP=slow, MP=medium, HP=fast
Mongolian Bear Hug hcb, db, d + P close unblockable
`````````````````````````````````````
While Unarmed
`````````````````````````````````````
Throw
-----
Punch Wheel f/b + MP/HP close f and b determine where
opponent is thrown; tap
P rapidly for more damage
Basic Moves
-----------
Rolling Smash HP close Bound Attack
Heavy Air Chop u, HP Bound Attack; overhead
Leaping Swipe Kick MK far Spin Launcher
Skyward Kick HK close Launcher
Boot To Jump Kick ub/uf, HK 2 hits; Spin Launcher;
overhead
Command Moves
-------------
Butt Pat LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Sankaku Tobi f + P/K when at edge a triangle jump
of screen
Hand Sweep d + HP must be blocked low; knocks
down
Crouch Dance d + LK 2 hits; both parts must be
blocked low
Slide Kick d + HK must be blocked low
Special Moves
-------------
Earth Scorcher qcf + P (hold b/f to LP=medium, MP=far and Bound
change distance of attack, HP=very far and
throw) Bound attack
Low Earth Scorcher qcf + K LK=medium, MK=far, HK=very
far; must be blocked low
Meteor Strike f, b, f + P LP=medium, MP=far and Spin
Launcher, HP=very far and
Wall Crush
*******************************************************************************
* 3.8 Bushou *
*******************************************************************************
Colors
------
LP - Medium Gray top and Powder Blue pants w/ Red belt
MP - Red top and Medium Gray pants w/ Buff belt
HP - Off White top and Off White pants w/ Buff belt
LK - Powder Blue top and Gunmetal Gray pants w/ Purple belt
MK - Purple top and Amber pants w/ Green belt
HK - Gunmetal Gray top and Gunmetal Gray pants w/ Purple belt
Start - Green top and Platinum pants w/ Orange belt
`````````````````````````````````````
While Armed
`````````````````````````````````````
Throws
------
Beat Down f/b + MP close f and b determine where
opponent is thrown; tap
P rapidly for more damage
Double Hook Suplex f/b + HP close f and b determine where
opponent is thrown
Air Double Hook Suplex f/b + MP/HP close in f and b determine where
air opponent is thrown
Basic Moves
-----------
Charging Back HP close knocks down
Falling Roundhouse HK close 2 hits
Command Moves
-------------
Shoulder Roll LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Throw Weapons HP+HK first weapon will collide
with other projectiles as
both will be "destroyed"
in the process while
second weapon will usually
continue and strike
opponent; refer to unarmed
movelist
Reaching Tonfa Punch f + HP knocks down
Hop Knee f + HK knocks down
Special Moves
-------------
Crushing Tiger Claw f, d, df + P LP=2 hits, MP=2 hits and is
a Launcher, HP=3 hits and
is a Launcher
Doomsday Dragon hcb, db, d + P close LP=low slam, MP=medium slam,
HP=high and explosive
slam; unblockable
Shredding Talon qcb + K LK=short, MK=medium, HK=far
and is a Spin Launcher
`````````````````````````````````````
While Unarmed
`````````````````````````````````````
Throws
------
Beat Down f/b + MP close f and b determine where
opponent is thrown; tap
P rapidly for more damage
DDT f/b + HP close f and b determine where
opponent is thrown
Air Double Hook Suplex f/b + MP/HP close in f and b determine where
air opponent is thrown
Basic Moves
-----------
Charging Back HP close knocks down
Falling Roundhouse HK close 2 hits
Command Moves
-------------
Laydown Beckon LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Reaching Fist f + HP knocks down
Hop Knee f + HK knocks down
Special Moves
-------------
Rushing Dragon qcb + P LP=short, MP=medium, HP=far
Second Dragon qcb + P LP=short, MP=medium, HP=far;
if in the initial Rushing
Dragon you used HP and you
also use HP with the
Second Dragon then the
Second Dragon will become
a Launcher
Final Dragon qcb + P LP=short and knocks down,
MP=medium, HP=far and is a
Bound Attack
Doomsday Dragon hcb, db, d + P close LP=low slam, MP=medium slam,
HP=high and explosive
slam; unblockable
Piledriver hcb + P close unblockable
Shredding Talon qcb + K LK=short, MK=medium, HK=far
and is a Spin Launcher
Axe Kick hcb, hcb + K LK=short, MK=medium, HK=far
and is a Bound Attack;
overhead
*******************************************************************************
* 3.9 Gen Shouji *
*******************************************************************************
Colors
------
LP - Red loincloth and Dark Gray wraps w/ Turquoise water
MP - Glaucous loincloth and Eggplant wraps w/ Green water
HP - Off White loincloth and Off White wraps w/ Gray water
LK - Purple loincloth and Dark Gray wraps w/ Red water
MK - Green loincloth and Brown wraps w/ Blue water
HK - Medium Gray loincloth and Dark Gray wraps w/ Midnight Blue water
Start - Orange loincloth and Blue wraps w/ Purple water
`````````````````````````````````````
While Armed
`````````````````````````````````````
Throw
-----
Pinwheel Toss f/b + MP/HP close f and b determine where
opponent is thrown
Basic Moves
-----------
Power Straight u, HP Spin Launcher; overhead
Step High Kick MK far Wall Crush
Pull Kick HK close Launcher
Back Kick HK far Spin Launcher
Command Moves
-------------
All Me LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Sharp Water d + LP must be blocked low
Slicing Water d + HP must be blocked low; knocks
down
Special Moves
-------------
Shao Lin Slash And Burn Charge b for 1.25 LP=slow, MP=medium, HP=fast
seconds, f + P and knocks down; will
collide with other
projectiles as both will
be "destroyed" in the
process
Skull Crusher d, u + P / Charge d, LP=1 slam, MP=2 slams,
u + P HP=3 slams; water hand
must catch the opponent
in air to perform the
entire maneuver; this will
catch opponents jumping
over Gen Shouji's head
Water Torture hcf + K (hold K and use will retain control of water
b/f to move water) puddle as long as you
continue to hold K; water
control will end if you
are hit or use the Skull
Crusher special
Water Claw LP
Water Spike MP Launcher
Water Cage HP
Skull Crusher d, u + P LP=1 slam, MP=2 slams,
HP=3 slams; water hand
must catch the opponent
in air to perform the
entire maneuver; use
after Water Spike to
catch opponent after
launch; using Skull
Crusher ends Water Torture
special
Shao Lin Crescent f, d, df + K LK=short, MK=medium, HK=far;
freezes opponent leaving
them in a stunned state
(lasts 3 seconds or until
you hit the them); using
another Shao Lin Crescent
on a frozen opponent will
strike and unfreeze them
`````````````````````````````````````
While Unarmed
`````````````````````````````````````
Throw
-----
Throat Kick f/b + MP/HP close f and b determine where
opponent is thrown
Basic Moves
-----------
One Two Punch HP far 2 hits; knocks down
Step High Kick MK far Wall Crush
Pull Kick HK close Launcher
Back Kick HK far Spin Launcher
Command Moves
-------------
Only Me LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Jawing Uppercut d + HP Launcher
Special Moves
-------------
Shao Lin Slash And Burn Charge b for 1.25 LP=slow, MP=medium, HP=fast
seconds, f + P and knocks down; will
collide with other
projectiles as both will
be "destroyed" in the
process
Shao Lin Crescent f, d, df + K LK=short, MK=medium, HK=far;
freezes opponent leaving
them in a stunned state
(lasts 3 seconds or until
you hit the them); using
another Shao Lin Crescent
on a frozen opponent will
strike and unfreeze them
Water Summoning LK+MK+HK (hold) while holding it will
increase the speed the
Weapon Gauge refills
*******************************************************************************
* 3.10 Gen Shougo *
*******************************************************************************
Colors
------
LP - Green wraps and Red loincloth w/ Bronze belt
MP - Dark Gray wraps and Green loincloth w/ Amber belt
HP - Light Gray wraps and Off White loincloth w/ Light Blue belt
LK - Red wraps and Yellow loincloth w/ Blue belt
MK - Gold wraps and Electric Blue loincloth w/ Bronze belt
HK - Dark Moss Green wraps and Dark Gray loincloth w/ Medium Gray belt
Start - Ruby wraps and Pink loincloth w/ Yellow belt
`````````````````````````````````````
While Armed
`````````````````````````````````````
Throw
-----
Head Bite f/b + MP/HP close f and b determine where
opponent is thrown; tap
P rapidly for more damage
Basic Moves
-----------
Nunchaku Smash HP far Spin Launcher
Power High Kick MK far Wall Crush
Back Kick HK far Spin Launcher
Command Moves
-------------
Butt Pose LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Throw Weapon HP+HK will collide with other
projectiles as both will
be "destroyed" in the
process; refer to unarmed
movelist
Low Nunchaku Swipe d + MP must be blocked low
Special Moves
-------------
Punishing 1-2 qcf + P LP=slow, MP=medium, HP=fast;
Gen Shougo throws either a
fish, frog (must be
blocked low), or a crab
(must be blocked low and
stuns opponent if it
connects); objects will
collide with other
projectiles as both will
be "destroyed" in the
process
Phantom Cyclone Stinger hcb + P water geyser will occur at
opponent's location;
Launcher
Nunchaku Rage tap P rapidly (use b/f LP=slow swings, MP=medium
to guide maneuver swings, HP=fast swings
slightly)
Mirage Roll f, hcf + K LK=short, MK=medium, HK=far;
invulnerable during roll
Brilliant Storm db, d, df, d, db + K LK=slow and stationary but
can control movement with
b/f, MK=medium speed and
medium distance, HK=fast
and long distance
`````````````````````````````````````
While Unarmed
`````````````````````````````````````
Throw
-----
Head Bite f/b + MP/HP close f and b determine where
opponent is thrown; tap
P rapidly for more damage
Basic Moves
-----------
One Two Punch HP far 2 hits
Power High Kick MK far Wall Crush
Back Kick HK far Spin Launcher
Command Moves
-------------
Butt Pose LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Special Moves
-------------
Punishing 1-2 qcf + P LP=slow, MP=medium, HP=fast;
Gen Shougo throws either a
fish, frog (must be
blocked low), or a crab
(must be blocked low and
stuns opponent if it
connects); objects will
collide with other
projectiles as both will
be "destroyed" in the
process
Phantom Cyclone Stinger hcb + P water geyser will occur at
opponent's location;
Launcher
Mirage Roll f, hcf + K LK=short, MK=medium, HK=far;
invulnerable during roll
Brilliant Storm db, d, df, d, db + K LK=slow and stationary but
can control movement with
b/f, MK=medium speed and
medium distance, HK=fast
and long distance; must be
blocked low
*******************************************************************************
* 3.11 Gen Shoushichi *
*******************************************************************************
Colors
------
LP - Azure wraps and Off White loincloth w/ Dark Gray belt
MP - Blue wraps and Celeste loincloth w/ Mint Cream belt
HP - Red wraps and Ivory loincloth w/ Medium Gray belt
LK - Green wraps and Platinum loincloth w/ Bole belt
MK - Ruby wraps and Green loincloth w/ Gold belt
HK - Medium Gray wraps and Medium Gray loincloth w/ Medium Gray belt
Start - Medium Gray wraps and Blue loincloth w/ Yellow belt
`````````````````````````````````````
While Armed
`````````````````````````````````````
Throw
-----
Throat Kick f/b + MP/HP close f and b determine where
opponent is thrown
Basic Moves
-----------
One Inch HP close Launcher
Nunchaku Smash HP far Bound Attack
Air Nunchaku Smash ub/uf, HP Spin Launcher; overhead
Step High Kick MK far Wall Crush
Back Kick HK far Spin Launcher
High Air Kick u, MK Spin Launcher; overhead
Heavy High Air Kick u, HK Spin Launcher; overhead
Command Moves
-------------
Come Here LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Throw Weapon HP+HK will collide with other
projectiles as both will
be "destroyed" in the
process; refer to unarmed
movelist
Low Nunchaku Swipe d + MP must be blocked low; knocks
down
Special Moves
-------------
Shao Lin Slash And Burn Charge b for 1.25 LP=slow, MP=medium, HP=fast;
seconds, f + P will collide with other
projectiles as both will
be "destroyed" in the
process
Phantom Cyclone Stinger hcb + P water geyser will occur at
opponent's location;
Launcher
Nunchaku Rage tap P rapidly LP=slow swings, MP=medium
swings, HP=fast swings
Shao Lin Crescent Shock f, d, df + K LK=short, MK=medium, HK=far
Mirage Roll f, hcf + K LK=short, MK=medium, HK=far;
invulnerable during roll
`````````````````````````````````````
While Unarmed
`````````````````````````````````````
Throw
-----
Pinwheel Toss f/b + MP/HP close f and b determine where
opponent is thrown
Basic Moves
-----------
One Two Punch HP far 2 hits; knocks down
Step High Kick MK far Wall Crush
Back Kick HK far Spin Launcher
High Air Kick u, MK Spin Launcher; overhead
Heavy High Air Kick u, HK Spin Launcher; overhead
Command Moves
-------------
Come Here LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Jawing Uppercut d + HP Launcher
Special Moves
-------------
Shao Lin Slash And Burn Charge b for 1.25 LP=slow, MP=medium, HP=fast;
seconds, f + P will collide with other
projectiles as both will
be "destroyed" in the
process
Phantom Cyclone Stinger hcb + P water geyser will occur at
opponent's location;
Launcher
Shao Lin Crescent Shock f, d, df + K LK=short, MK=medium, HK=far
Triple-Leg Deathtrap qcb + K LK=short, MK=medium, HK=far
with a backflip at the end
of the maneuver
Mirage Roll f, hcf + K LK=short, MK=medium, HK=far;
invulnerable during roll
-------------------------------------------------------------------------------
*******************************************************************************
* 3.12 Chougai *
*******************************************************************************
Colors
------
P/K/Start - Green costume w/ Gold and Magenta trim
Throw
-----
One Handed Toss f/b + HP close f and b determine where
opponent is thrown
Basic Moves
-----------
Smash Fist HP far Bound Attack
Punt Kick HK close 2 hits; Launcher
Swing To Roundhouse HK far 2 hits; Spin Launcher
Air Slash Kick u, HK Spin Launcher; overhead
Command Moves
-------------
Interesting LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Special Moves
-------------
Inferno Gust hcb + P LP=small blast, MP=medium
blast, HP=large blast and
it is a Wall Crush;
absorbs projectiles
Grave Kick qcb + K LK=short, MK=medium, HK=far
and is a Wall Crush
Transform lose a round refer to transformed
movelist
`````````````````````````````````````
Transformed
`````````````````````````````````````
Throws
------
One Handed Toss f/b + HP close f and b determine where
opponent is thrown
Choking Spike f/b + HP close in using f puts opponent behind
air Chougai and using b puts
opponent in front of
Chougai
Basic Moves
-----------
Powerful Forearm HP close Wall Crush
Diagonal Backfist ub/uf, HP Bound Attack; overhead
Shin Kick LK must be blocked low
Falling Darkness HK close 2 hits; Bound Attack
Swing To Roundhouse HK far 2 hits; Spin Launcher
Air Slash Kick u, HK Spin Launcher; overhead
Command Moves
-------------
Hair Straighten LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Rock Headbutt f + HP Bound Attack
Rising Darkness d + HP 2 hits; Launcher
Special Move
------------
Grave Kick qcb + K LK=short, MK=medium, HK=far
and is a Wall Crush
===============================================================================
4. Misc. and Easter Eggs
===============================================================================
Changing Character's Skin Tone
------------------------------
When selecting your character hold down the button you are using to pick
their costume color. While holding this button move the joystick either to
the right or to the left. While continuing to hold the direction on the
joystick release the button you were holding. You will now have a different
skin tone for the match.
Dizzy icons
-----------
Every character in the game has a unique dizzy icon above their heads. These
are listed below.
Shishin - Blue Dragons
Rinchuu - Jaguars
Kosanjyou - Suns and Moons
Taisou - Doves
Riki - Sake Gourds
Rochishin - Cherry Blossoms
Kousonsyou - Turtles
Bushou - Tigers
Gen Shouji - Fish
Gen Shougo - Frogs
Gen Shoushichi - Ducks
Chougai - Person Holding Pink Snake?
Sprite Differences
------------------
An odd but unique feature in this game is that mirror matches feature the
two characters having different idle stances. A nice attention to detail.
===============================================================================
5. Conclusion
===============================================================================
5.1 What's Missing/Needed
-Cleanup and corrections
-Missing moves?
-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
-Data East
-Gamefaqs
-And me for writing this faq