Virtua Fighter 2: Pai FAQ v1.00
=================================
by Steve Suh
[email protected]
Please send any comments, corrections, and additions to the above address.

+=================+
|Table of contents|
+=================+
Introduction
Part I: The moves
    1)Move list
    2)Move analysis
         a)Basic moves
         b)Special moves
         c)Throws
         d)Reversals
    3)Multiple attacks
    4)Rising attacks
Part II: Putting it together
    1)Stuff you need to know
         a)Escape from throws
         b)Crouching dash
         c)Stances
         d)The use of the Guard button
         e)Counters
Part III: How to fight this guy/gal??
    1) Moves you can and can't counter
    2) Moves you can and can't reverse
Acknowledgments

+============+
|Introduction|
+============+
Pai is not regarded highly in the VF2 community probably because of bias
against her which started in VF1.  Rest assured, Pai is not weak.  She is
a well-rounded character with excellent throws, float capability only second
to Lau, and reversal ability only second to Akira.  Her main weakness is
that she is light so she can be ringed out easily.
------------------------------
+============================+
|      Part I: The moves     |
+============================+
------------------------------
Contents:
1)Move list
2)Move analysis
    a)Basic moves
    b)Special moves
    c)Throws
    d)Reversals
3)Multiple attacks
4)Rising attacks

+============+
|1) MOVE LIST|
+============+

Complete list of Pai's moves, including the Japanese names for the
techniques. It shows the motion, hit level, and damage.  The damage is given
in life bar points which differs on the level setting, and for vs. play.  It
is NOT the percentage of the life bar, but an actual numerical value.  It is
also standardized to Wolf's Giant Swing (twirl 'n' hirl) being 100 points.
Refer to Part IV: Damage section for more detail.

G,P,K refer to the Guard, Punch, Kick buttons respectively.
f,b,u,d refer to forward,back,up,down, respectively.
F,B,U,D refer to holding the joystick in that position.
H refers to attacks that hit standing non-defenders.
M refers to attacks that hit crouching opponents.
L refers to attacks that hit standing opponents.

Move                                  Motion         Hit   Dmg    Note
====                                  ======         ===   ===    ====
Basic moves
-----------
Jab (Chusui)                          P              H     10    P,K,A
Low jab (Hosui)                       d+P            L     10    A
Snap kick (?)                         K              H     30    P,A
Low kick (Yosentai)                   d+K            L     10    A
Side kick (Sokutai)                   d/f+K          M     21    P,W,A

Small jump moves (tap up or u/f or u/b)
---------------------------------------
Hopping punch I (Rakuhososui)         +P             M     30
Hopping punch II (Rakuhosui)          P(asc)         M     30
Hopping kick I (Choshitai)            K(asc)         M     18
Hopping kick II (Shitai)              K(desc)        M     20      P

Large jump moves (hold up or u/f or u/b)
----------------------------------------
Jumping Hammer (Rakugekisosui)        f+P(asc)       M     30
Take off kick (Tokyaku)               +K             M     30
Crane stomp(?)                        f+K(asc)       M     40
In air kick (Rakuhosui)               K(asc)         M     30
Landing kick (Fujintai)               K(desc)        M     30
Back drop kick (Humontokai)           b+K(asc)       M     40

Turning around moves (opponent behind you)
------------------------------------------
Turning punch (Kenhaisui)             P              H     12    P,K,A
Turning low double punch(?)           d+P            L     14+14 A
Turning punch(crouching)(Kenahisui)   D+P            L     12    A
Turning high kick (Haitai)            K              H     30    P,A
Turning low sweep (Chisentai)         d+K            L     36    A


Pounce (opponent down)
----------------------
Jumping knee(?)                       u+P                  30 Range: 3.0m
High jumping knee(?)                  U+P                  40 Range: 3.0m
Ground punch (Sokaho)                 d/f+P                10

Special Moves
-------------
Double punch (Hachimonkaida)          P,P            H     10,10 P,K,A
Triple punch (?)                      P,P,P          H     10,10,12 P,K,A
Punch-kick (Kansuitai)                P,K            H     10,30 P,A !
Punch-punch-kick(?)                   P,P,K          H     10,10,30 P,A !
Punches into crescent kick(?)         P,P,P,K        H     10,10,12,50 !
Punches into backflip kick(?)         P,P,P,b+K      H,H,H,M 10,10,12,20 !
Punches into sweep(?)                 P,P,P,d+K      H,H,H,L 10,10,12,40 !
Chop(?)                               d/f+P          M     14  P,K,A
Dodge into punch(?)                   d/b+P          M     14  P,K,A
Jabbing footwork(?)                   b,b+P          H     12  P,K,A
Single sparrow kick(?)                u/f+K          M     16
Double sparrow kick(?)                u/f+K,K        M     16+10
Heel kick(?)                          D,release+K    M     35-40 P,A @ !
Sweep(?)                              D+G+K          L     20-40 @ !
Crescent Kick(?)                      G+K            H     25-45 @ !
Reverse crescent kick(?)              B+G+K          H     20-40 @ !
Backflip(?)                           b/u
Backflip kick(?)                      b/u+K          M     40      !
High lunging leg thrust(?)            f,f+K          H     30  P,A !
Side snap kick(?)                     f+K            M     19  P,A

Throws
------
Wrist twist(?)                         P+D            H     50
DDT(?)                                 f,d+P          H     60
Belly throw(?)                         b,d+P          H     30
Reaping throw and gut punch(?)         f,f+P+K        H     40+10
Pushover(?)                            b,f+P          H     60
Cartwheel over opponent(?)             f,f+All        M

Reversals
--------
High reversal                          b+P            H     30
Mid reversal                           b/d+P          M     30

Notes
-----
P=Pai can reverse it (either high section punch/kick, or elbows)
W=Wolf can reverse the side kick
K=Kage can reverse the punch
A=Akira can reverse it, high/mid/low
@=Damage depends on the distance between you and the opponent.
#=Opponent is knock down if it hits while standing, and staggers them if they
are crouching, defending or non-defending.
!=If it hits, the opponent will always go down.

+================+
|2) Move analysis|
+================+

    In this section, I will try to show what seems to work most effectively
with Pai from my experience.

a) Basic moves
==============
    These moves are important since they setup your opponent for your
attack.

Low punch (d+P)
---------
    I use this move to avoid a throw(see Akira faq) mostly since the
reach is almost nonexistant.  However, it is good for setting up the heel
kick or a sweep from a distance.  The former strategy is similar to Kage's
low kick into heel kick.  The latter strategy is similar to Jacky's punch
into sweep. You should instead block the sweep and immediately do the
cartwheel rollover. Buffer the first forward while you are blocking the
sweep then release the guard button and hit f+All.  You need to buffer the
first forward or the cartwheel will not come out quickly to stop the
impending kickflip of Jacky.  You can set up other kicks as well such as the
snap kick(K) or the side snap kick(f+K).  You need to mix up your moves so
don't be afraid to experiment.

Low kick (d+K)
--------
    The low kick aka ankle kick has better reach than the low punch and
is a fairly safe move to do.  All the strategies with the low punch
can be substituted with the low kick.  The low kick stands out as a good
follow up after two sequences.  The first one is P,P,P,G-cancel, d+K.
By hitting the defend button, you will get the ankle kick instead of the
sweep.  You should try to employ the guard cancel technique as much as you
can since it will buy you that extra edge in time which will make all the
difference.  Another example of guard cancel is P,P,P,G-cancel,K,pounce.
This one is more risky but it shows the advantage of guard cancelling
to create more variation in your attack.  The second follow up is after
a single sparrow kick(u/f+K),d+K.

Side kick (d/f+K)
---------
    The sidekick is one of the two uncounterable techniques.  It will
float your opponent if you catch them during an attack.  Immediately,
execute the three punches into sweep combo.  After the side kick hits,
slide the joystick from d/f to f and hit punch and execute the rest of the
combo as usual.  By holding forward for the first punch, Pai will do a deeper
jab.  This is especially necessary against the heavier opponents like Wolf
and Jeffrey.  However, this does not guarantee that will you get all the
hits against these heavyweights.  Against the lighter opponents(Pai, Sarah,
Lion) you can sometimes get the crescent kick instead of the sweep.  In VF2,
you must constantly adjust to what happens.  If your opponent lands, then
do not execute the sweep portion.  I am not sure if you can guard cancel
the sweep.  I usually make sure to stop with the punches.  The other use
for the sidekick is when you stagger your opponent.  Do the chop while
your opponent is staggered.  The chop will float the opponent and you can
then do the punches into sweep combo.  I usually do the pounce on Wolf
and Jeffrey since I have never been able to do the punches into sweep
on them.  Make sure you hold forward for the first punch as well in this
combo.

Hopping attacks ( refer to the move list for stick motion)
---------------
    These moves can be useful but they should be used sparingly.  If they
connect you will usually float the opponent but chances are slim that
you will connect.  Try to use the hopping double fist hammer(jump+p) or
the hop kick(k while ascending) if your opponent likes to sweep.  Follow
up with punches into sweep or crescent(depends on your opponent).  I
recommend that you don't use them because Pai is already so light and this
is a chance for your opponent to do their float combo.  Read Dugman's faq
on hopping attacks.  Also, don't forget to reverse the ascending hop kick
with back+P.

Large jumping moves ( refer to the move list for stick motion )
-------------------
    Don't do the takeoff kick if your opponent is near the edge of the
ring.  However, if time is low, then they might try to use the takeoff
kick against you as you run in.  Let them do the takeoff kick and then
do your takeoff kick to catch them in the air.  If they do it even more
prematurely close the distance and do your punches into crescent combo.
Basically, use these moves when time is low or if you are ahead enough
to risk it.  The same applies to the hopping attacks.  An ideal situation
to use the takeoff kick is when you are in danger of being ringed out.
To the takeoff kick after you stagger your opponent with the sidekick or
float him or her with your sidekick.

Turning attacks ( refer to the move list for stick motion )
---------------
    Personally, I like the low double jab because it looks cool.  However,
the turn around heel slide does the most damage and you can usually follow
up with a high pounce, but the heel slide has a slow recovery whereas
the double jab is fast.  Also, don't forget the most important turn
around attack which is simply to run away.

Pounce (U+P and d/f+P)
------
    Pai has the fastest pounce in the game.  This does not mean that
you should try for a pounce every time you knock down your opponent
especially since the range is not too far and the recovery is horrendous.
You should try for the pounce after the following moves:  P,P,K; f,f+K; K;
D, release+K; d/f+K(stagger), d/f+K; and d/f+K(stagger), chop.  These
moves have a high rate of success for a pounce afterwards.  You can try
the pounce after other knock down moves but I advise against since it
is so easy to float Pai out of the ring if she misses the pounce.  Sometimes
you will have to close the distance before you can pounce especially after
the high lunging leg thrust(f,f+K).
    The ground punch(d/f+P) does little damage but every little bit is
significant.  Punish opponents who like to stay down(Shun, Wolf, maybe
Lion?).  You can usually get a ground punch after a reversal, after a sweep,
and after the  reaping throw and gut punch as well.  Go for a ground punch
since if your opponent is getting up, you will get a chop which has a decent
recovery time for you to react to a rising kick or sweep.  However, keep
in mind that it is only 10 points of damage so back away and reset yourself
especially if you are low on energy or if you have your back to the edge
of the ring and you are away from the center of the ring.

b) Special moves
================

Punches (P,P,P)
-------
    I use the single punch(P) to draw an attack for a reversal or to stop
hit an attack.  Pai along with Sarah and Kage has one of the fastest punches
in the game.  The idea of the stop hit is to hit your opponent as they
start their attack.  Obviously, the timing is tricky since you will be
floated if you miss.  If you are really close to the edge of the ring
then go for the stop hit.  Most people will use a sidekick and reversing
a sidekick will still leave you close to the edge.  If you are somewhat
close to the edge of the ring go for the reversal.  Most likely your opponent
will go for their punches since they have to push you back. Now the situation
is reversed and your opponent faces a ringout.  Also, it is easy to extend
the single punch into two more punches and if the stop hit is successful
then you will float the opponent leading to more hits.  Even if you only
get the one hit, at least you have stopped his attack.
    The double punch(P,P) sets up quite a few options.  You can immediately
guard cancel into a sidekick, chop, or single sparrow kick if your opponent
likes to duck.  You can also try for the cartwheel(f,f+All).  This technique
works well since you are already in motion it is harder for your opponent to
pick it up than if they were just crouching and you ran in from a standing or
motionless position.  Basically, you are testing their reaction speed when
most people are waiting for you to finish so they can counterattack.  If they
are standing go for the DDT, ankle kick(d+K), or sweep in that order of
preference.
    The triple punch(P,P,P) can be used to retaliate a blocked sidekick
of Akira.  You can also do the P,P,P,G-cancel,d+K.  Most of the strategies
of the double punch will work but not as well since the last punch pushes
them away further.  One counterattack you should be aware of is the throw.
You can be thrown during the G-cancel phase so be ready to throw escape
by hitting G+P.

Punch-kick (P,K)
----------
    First, all the punch(es) into kick combos can have a delay between
the punch(es) and kick.  For example, P,pause,K will produce a punch
followed by a short delay and then the spinning heel kick.  The pause
can fool your opponent into thinking that you are finished with your attack
and they will run into the kick.  The punch-kick is a quick counter to
many successfully blocked moves for every character so you should become
familiar with this sequence.

Punch-punch-kick (P,P,K)
----------------
    Usually, I accidently get this combo instead of the punches into
sweep after I float my opponent.  The good news is that you can usually
follow up with the pounce.  The best time to use this combo would be after
the belly throw(b,d+G+P) especially if they are close to the edge of the
ring.  Follow up with the pounce.  Note that only the K will connect after
the belly throw.

Punches into crescent kick (P,P,P,K)
--------------------------
    First, you can use this combo to follow up a belly throw.  Note that
only the last punch and crescent kick will connect.  Don't pounce.  In
addition, after blocking Kage and Sarah's high knee(d,f+K) you can connect
with this combo and a pounce.  Also, you can occasionally connect after
floating the lighter characters(Pai, Sarah, Lion) with the sidekick.  If
after the third punch, your opponent is between the chin and chest of Pai
go for the crescent.  Otherwise, do the sweep(d+K) instead.  Finally, you
can use this combo against flying(jumping) opponents.  The idea is to close
the distance horizontally between you and your opponent.  Once you are
vertically below your opponent start the combo and follow up with a pounce.
Note that this move is dangerous since you must judge the height and lateral
distance of the opponent in order to be successful.  It is a crowd pleaser
however so go for it as often as you can.

Punches into backflip kick (P,P,P,b+K)
--------------------------
    Since the backflip kick is a mid-level attack and recovers faster
than the crescent kick or the sweep, this attack is fairly useful.  This
combo can replace the P,P,K combo after the belly throw and punches into
sweep after a float because the punches into sweep and punches into crescent
kick will move your opponent off-line whereas the P,P,K and punches into
backflip kick will keep your opponent on the same line of movement as you.
Therefore, if your attack drives your opponent close to the edge of the ring
then you need to consider ringing out your opponent.

Punches into sweep (P,P,P,d+K)
------------------
The most common use is after the sidekick float or sidekick,stagger,
chop float.  Don't forget that you can pause after the third punch and
then sweep.  This works well if your opponent is near the edge of the ring
since he will naturally want to get further away from the edge of the ring.
Another excellent time is after Kage misses his flying catapult(f,f+All).
Run up to him as he is getting up and drive in.

Chop (d/f+P)
----
    This move and the sidekick are the only uncounterable attacks that
Pai has.  This move will float the opponent after a sidekick that staggers
which means you hit your opponent with a sidekick while he was crouching.
Since the chop is a mid-level attack, I use it instead of the sidekick
if I am close enough to throw and he is crouching.  A useful tactic is
to back off(b,b) and then throw a sidekick or the jabbing footwork(b,b+P)
after the chop.  If the chop staggers then go for a sidekick and follow that
with a pounce.

Dodge into punch (d/b+P)
----------------
    I have heard people on the net say that you can dodge Jacky's kickflip
and Kage's rolling somersault kick.  The dodge into punch replaces the first
punch in all of the punch combos.  This move would be much more useful and
realistic if Pai would move her body instead of just her head.  Hopefully,
Sega will change this in VF3 for Sarah, Pai, and Kage.  However, this move
has it's use.  First, if you anticipate a high punch and your opponent is
closer to the edge then you do not want to do the high reversal because now
you would eliminate the threat of a ringout and you are closer to the edge.
Therefore, a dodge into punch followed by a kick would keep your opponent
close to the edge of the ring.  So the combo is d/b+P, K followed by a
pounce usually.  Second, this move can get you behind your opponent or at
least to their side against certain moves.  The two moves I have tested
against are the clothesline of Wolf and Shun's dodge forward move but I
suspect it works against Lion's step forward moves as well.  Again this
is mostly an anticipation counter.  You have to execute the dodge into
punch before or simultaneously with your opponent's move.  Against the
clothesline you will be behind Wolf while he is still recovering.  Drive
in with punches into sweep.  You save time by not having to duck and then
turn around to attack.  Against Shun you are in between being directly
behind him and to his side.  Attack with punches with sweep or crescent kick.
Only go for the crescent kick if you float Shun.  Both Shun's and Wolf's
moves go to the side and forward and thus I suspect that this will work
against Lion as well.

Jabbing footwork (b,b+K)
----------------
    Pai steps back and then steps forward with a high-level chop.  The
only use I know of this move is against Akira who overuses the elbow.
However, you must set up the distance correctly so it is difficult.  The
timing is earlier than a mid-level reversal.  In other words, you must
anticipate the motion and enter the motion compared to doing the
mid-level reversal.  I hope that made sense.

Single sparrow kick (u/f+K)
-------------------
    Another useful mid-level attack.  This move is not reversible(whereas
the chop and sidekick are reversible), covers ground quickly, and has little
recovery time.  If the opponent stands go for the DDT(first option) or the
low kick.  After the low kick, chop, back off and sidekick.  This way you
can back off while lowering your chances for a retaliation throw or attack.
If he remains crouching go for the chop(first option) or the sidekick and
followup with your choice of attack.  Try this move if your opponent likes
to sweep as they get up.  Sometimes, you will get behind them.  It seems
you have to start the swallow kick earlier than the sweep to get behind
them.  Thanks is owed to the CPU Pai here.

Double sparrow kick (u/f+K,K)
-------------------
    This move is extremely dangerous if you miss because your opponent
can do anything he wants.  Even if the first kick connects, the second kick
can miss giving ample time for your opponent to retalitate with their best.
Furthermore, on bigger opponents like Jeffrey and Wolf, I have hit with both
kicks and they did not go down leaving me to the Crucifix or Hurl and Twirl.
I am not sure if it had to do with my stance but it's not worth the damage
of the second kick to lose the match.  However, there are times the move
can be used but I just wanted to illustrate the danger of this move because
the double sparrow kick looks nice so people tend to overuse it(including
myself).  You can do this move after a cartwheel over the opponent even
against Lion if he does the turn around low kick since you will hop over
his kick.  Even if the second hit misses(which means that they ran away)
you should have enough time to recover before your opponent attacks since
they have to run away to miss the second kick.  Another time to try the
double sparrow kick is after you escape the G+P throw of Sarah.  Most
Sarah's will try to sweep you so the sparrow kick will hop over the sweep.
The same applies to all the turnaround sweeps or sweeps in general.
Donny Chan said that you can use it against Kage's flying kick or drill kick
but I haven't tried since I usually will block the drill kick or duck under
the catapult kick.  However, if you are near the edge of the ring then
the drill kick will push you out even if you block it.  Therefore, the
double swallow kick would be an excellent way to stop the ringout.

Heel Kick (D,release+K)
---------
    This move has good reach and if it connects you can usually follow up
with a pounce.  Set it up with a low punch or low kick.  It's a good air
counter as well.  The heel kick will connect after blocking Lau's and
Pai's punches into sweep combo.  Hold down and block to stop the sweep
then release the joystick(return to neutral) and hit the kick button.
Followup with a pounce.  This kick can be reversed by Akira and Pai.
This move will hit crouching opponents only if they are close to you.
It they are that close go for the sidekick or chop.

Sweep (D+G+K)
-----
    If your opponent likes to get up with a rising kick, then position
yourself just out of reach of the kick and sweep.  Afterwards, you can
connect with a ground punch.  I usually use the sweep as I am backing
away(while covering your exit with chops, sidekicks, low kick as I already
covered).  You want try to use the reach of the sweep so even if it is
blocked you have more time to cover up.  Never use the sweep while running
in because any sidekick will catch it.  On the flipside, if your opponent
is running in from the other side of the ring, then don't use the sweep
either because they will probably come in with a knee or takeoff kick or
some other flying move.  Too many new Pai players overuse the sweep.

Crescent Kick (G+K)
-------------
    A decent air counter.  If your opponent loves to punch, then you can
catch them with it.  However, most experienced players will punish you
dearly for even trying.  The best time to try is if your opponent is really
close to the edge of the ring.  He might try to fight his way out with
punches.  This kick cannot be reversed.

Reverse Crescent Kick (B+G+K)
---------------------
    The kick can be reversed by both Pai and Akira.  It is faster
than the crescent kick but has less reach.  It's uses are similar to the
crescent kick but it has less of a recovery.  I tend to use this move
more often than the crescent kick.  Note that I don't use these moves
too often as it is.

Backflip (u/b)
--------
    Multiple backflips are nice to look at but I prefer dashing back or
crouch dashing.

Backflip kick (u/b+K)
-------------
    The most consistent use for this move is as an air counter for
people who like to try drop kicks or hammer drop.  Again, timing and
distancing is tricky.  Also, you can catch people who like to punch
by anticipating their attack.  It's fairly slow and recovery is bad so
don't use it too often.  However, it is a mid-level attack so against
people who crouch too much try doing P,P,G-cancel,u/b+K or P,G-cancel,u/b+K.
If the kick connects, you can usually followup with a pounce.

High lunging leg thrust (f,f+K)
-----------------------
    One use for this kick is against airbourne opponents.  Another is
to punish people who do the rising kick even if you are out of range.
Another is to catch people who run in from a distance.  The kick is fairly
quick and is the longest of Pai's kicks.  A good use is against someone
who like to strike and then back off.  You can buffer the first forward
while you block and then as they back out, immediately enter f+K.  Or you
can try to catch them as they enter.  Don't do it in close since it has bad
recovery and is a high-level attack.  You can almost always followup with a
pounce.  Be aware that this kick can be reversed by Akira and Pai.

Snap Kick (K)
---------
    First, I usually do this move with a b+K or B+K do differentiate from
the side snap kick(f+K).  This move is quick and flips your opponent so
that their head is closer than their feet and their face is down.  You
can almost always connect with a pounce.  It's a good attack if someone
is rushing in.  However, you can forego the pounce and attempt to draw
a rising attack or sweep.  The rising attacks and sweeps of most characters
are slower because of the position they are lying on the ground.  If they
sweep go for the swallow kick.  If they do a rising kick, block and throw
or back off and sweep.

Side snap kick (f+K)
--------------
    This kick is a mid-level attack as well but has a shorter reach than
the sidekick.  Since this advances you forward, don't use this kick
consecutively too many times.  Two should really be the max you do in a row.
You can stagger someone and followup with a chop or pounce.  Again, too many
beginning Pai players seem to overuse this kick as well.  However, it can
be used as part of a furry of punches, low kicks, and other low damage
but annoying moves.

c) Throws
=========

Wrist twist (G+P)
-----------
    The wrist twist is a very basic throw but it has its uses.  First,
the throw doesn't have too much motion similar to Lion's G+P throw so it
is harder to notice and therefore harder to escape.  Secondly, the throw does
not leave you as vulnerableas some of the other P+G throws escapes since both
players will have their backs to each other. This can be useful especially if
you're opponent is near the edge of the ring.  This will force them to come
toward you and utilizing Pai's speed you can try for a ringout.  In addition,
you can usually followup with a ground punch.  Since the motion is so simple,
I like to use it after my opponent gets up without a rising attack to see
if they are awake.

DDT (f,d+P)
---
    The DDT is the most useful throw that Pai has.  By adding an extra
forward, the range of the DDT is considerable.  So the modified motion
for the DDT is f,f,d+P.  If your opponent crouches, then you will get a low
punch which is relatively safe move.  At the start of the round, you can
usually nail the modified DDT on your opponent.  However, don't overuse
it.  I usually start the round with the modified DDT one out of three
rounds or even less often.  In addition, you can use the DDT to ringout
your opponent or put him close to the edge since you will change body
positions after the DDT.  Try going for the modified DDT after you block
an attack; you'll be surprised how often you will get the DDT.  Make sure
you learn the normal DDT(f,d+p) as well especially against Akira's who
repeat the rushing elbow.  Adding the extra forward delays the DDT and
your opponent is already in range.  Furthermore, if they miss an attack
close to you and then you do the DDT, you will get extra damage as a
counterthrow.  The normal motion is faster so you will have a higher chance
of success for a counterthrow.  BTW, for you Wolf players the modified DDT
motion works well with his drop kick.  Just do f,f,d+K.

Belly throw (b,d+G+P)
-----------
   This throw combined with the punches into crescent kick is Pai's most
damaging combo.  You get 30 points for the belly throw, 12 points for
the third punch, and 50 points for the crescent kick for a total of 92.
Don't get greedy and pounce.  The pounce will only connect if your
opponent doesn't try to get up.  This is a true combo; you just have to
make sure that you start the punches as soon as you can.  The easy way
is to keep on mashing the punch button.  Make sure the joystick is neutral
when you hit kick or you won't get the crescent kick.  What I do is
wait to see them stumble and as their head begins to rise above Pai's
knee I start pushing punch.  This move has decent range as well.  What
I do is hold block and move the joystick back when they are right outside
it's range then hit d,G+P just as they enter the throw range.  This works
well against blocked attacks as well by holding G and buffering the
backwards motion while blocking the attack.

Reaping throw and gut punch (f,f+G+P)
---------------------------
   This move is useful in conjuction with the cartwheel(f,f+G+P+K) since
the cartwheel only adds one extra button press.  If they're standing you
get the reaping throw and if they're crouching you get the cartwheel.
Against heavier opponents like Wolf and Jeffrey you can usually slip in
another gut punch.  Make sure hit you hit guard first to guard-cancel.
This throw has as much range as the modified DDT because the f,f gives
you that extra distance.

Pushover (b,f+P)
--------
   Since the DDT does the same amount, one could wonder what the use of
this move is.  Both will get you to the other side of your opponent but
the pushover will put you on your feet immediately.  So if time is low
and you are ahead then you can run away whereas the DDT would leave you
lying close to your opponent.

Cartwheel (f,f+All)
---------
   This move will get you behind your opponent so if your opponent is
crounching and you want to switch sides this is the move to do.  Plus,
it can't be reversed like Pai's other mid-level attacks.  The sweep will
connect against everybody except Lion and possibly Shun.  Lion's turnaround
low kick is super fast and Shun can roll away(not sure if I was slow).
Other attacks include double sparrow kick, sidekick, punches into sweep,
or low punch/kick into heel kick.  Since most Lions I have encountered
like the low turnaround kick, just block it low and then throw them with
G+P.  I think a sidekick will catch Shun while he is rolling away but I am
pretty sure the sweep will get him.  Followup with a pounce against Wolf
and Jeffrey(always works after a sweep) or a ground punch against the others.
You can also do a cartwheel after blocking certain attacks such as the
Bryant's low side kick, Lion's double low kick, or Chan's sweep.  Buffer
the first forward by moving the joystick forward while blocking the attack.
Then immediately hit f+All after the attack is finished.

e) Reversals
============
   Pai's reversals don't do too much damage compared to other reversals,
but they are easy to do.  You can add a ground punch after a reversal as
well.  The purpose of Pai's reversal is to frustate the opponent not to
punish them.  They are essential to her defensive style of fighting.
When I play Pai, I try to outlast my opponent for 30 seconds at a time.
I don't really go for the knockout so the reversals eat up time, do some
damage, and force the opponent to change their strategy.

High attack reversal (b+P)
--------------------
    A detailed list of moves reversable by the high reversal will follow
in another section.  Since every character possesses P,P,P, you should
first learn to reverse this.  You as a Pai player must draw a counter by
making them block an attack or chip away with punches, low kicks and punches,
and other similar moves.  Eventually, you will be able to blend the
reversals with your attacks.  The first thing to learn is which attacks
are reversible so study the list.

Mid attack reversal (b/d+P)
-------------------
    The mid attack reversal is much harder to time and if your opponent
doesn't attack then you will get the dodge into punch.  Again, since every
character possesses the sidekick you should first learn to reverse this.
You can draw mid-level attacks by crouching but it is dangerous to sit
still.  Therefore, you can combine the mid-level reversal with crouch
dashing backwards.  Crouch dashing is dashing forward or back while
remaining crouching.  You hit down and then quickly hit d/f,d/f or d/b,d/b.
By adding a punch while you are crouch dashing backwards, you can avoid
high attacks and reverse mid-level attacks.  The obvious danger here is
a knee attack so be careful.

+===================+
|3) Multiple attacks|
+===================+

    This section summarizes some of Pai's combos and attacks that can be
done consecutively depending on the opponents.  Obviously lighter characters
float better allowing for more variety and opportunity of combos.  In
addition, hitting the opponent while they are in the process of executing an
attack floats them higher.  There are some combos I need to check before
I add to the list.  I will update this portion of the FAQ when I check.

Summary
=======
If opponent staggers after a sidekick (d/f+K):
    Punches                      P,P,P
    Punch-kick                   P,K
    Sidekick                     d/f+K
    Chop                         d/f+P
    sparrow kicks                u/f+K,K
    takeoff kick                 U/F+K

If opponent floats after the side kick(d/f+K):
    Punch-kick                   P,K
    Punch-punch-kick             P,P,K
    Punches into sweep           P,P,P,d+K
    Punches into crescent kick   P,P,P,K
    Punches into flip kick       P,P,P,b+K
    Sidekick                     d/f+K
    Chop                         d/f+P
    sparrow kicks                u/f+K,K
    takeoff kick                 U/F+K

When opponent floats after chop which follows a sidekick that staggers
    Punch-kick                   P,K
    Punch-punch-kick             P,P,K
    Punches into sweep           P,P,P,d+K
    Punches into crescent kick   P,P,P,K
    Punches into flip kick       P,P,P,b+K
    Sidekick                     d/f+K
    Chop                         d/f+P
    sparrow kicks                u/f+K,K
    takeoff kick                 U/F+K

After belly throw
    Punch-punch-kick             P,P,K        Note: only K connects
    Punches into sweep           P,P,P,d+K    Note: only last P and K hit
    Punches into crescent kick   P,P,P,K      Same as above
    Punches into flip kick       P,P,P,b+K    Same as above
    Sidekick                     d/f+K
    Chop                         d/f+P
    sparrow kicks                u/f+K,K
    takeoff kick                 U/F+K

+=================+
|4) Rising attacks|
+=================+
    This is straight out of Joji's Akira FAQ but this information is
useful for any VF2 player:

    You may be wondering, "A whole section for rising attacks?"  Well, yes.
They are an important part of this game.  Unlike VF1 where you had a limited
number of ways to get up (also turning around attack), VF2 has a multitude of
ways of getting up.  And knowing how to do these becomes crucial.
    When playing against good players (or watching them) you may notice they
don't execute much rising attacks, if at all. That's because it opens you up
to counters (however, rising attacks cannot be reversed--i.e. Pai cannot grab
your kick), and good players will make you pay for making that opening.
    A good tactic may be to come in close when they are down, and tease them
to throw a rising attack.  If you know how to block them or dodge them
(better yet, make them hit thin air), you can, a lot of times, get a free
attack.  This brings me to stress the fact that you need to be familiar with
the different types of attacks by your opponents.  This is difficult because
in VF2, the rising attacks look deceiving and can be executed from many
different positions.

Akira's rising attacks
----------------------
    First, a review of the rising attacks. There are four ways you can get
knocked down. They are as follows:
1)Facing up, feet towards opponent.
2)Facing up, head towards opponent.
3)Facing down, feet towards opponent.
4)Facing down, head towards opponent.
    In addition, when you are knocked down, there are four ways to get up.
They are as follows:
1)In place:  Tap the punch button repeatedly to get up faster.
2)Roll side ways: Tap the guard button repeatedly to get up faster.
3)Roll backwards: Tap away from your opponent.
4)Head spring: Tap up.
    For every rising attack, you can attack either mid level or low level.
Each rising attack has a damage of 20.

    The rising attacks will differ with the situations listed above.  Since
you have 3 ways to attack while getting up, and 4 ways of starting the
motion, and 2 levels of attack, you have 24 rising attacks to choose from!
Get to know them, and use them effectively.  The list will have the mid level
attack listed first, then the low level attack.  To get the different levels,
just press kick for mid level attacks, and hold down and kick for low level
attacks.

Move
====
In place, facing up, feet towards opponent
         Side kick (Zensentai)
         Sliding kick(Ochogeri)              *
    Facing up, head towards opponent
         Side kick (Haisentai)
         Long range sliding kick (Chisokyaku)*
    Facing down, feet towards opponent
         Side kick (Kosentai)
         Sliding kick (Kosokyaku)            *
    Facing down, head towards opponent
         Side kick (Koshoutai)
         Double footed kick into back spin   -
Rolling, facing up, feet towards opponent
         Side kick (Kosentai)
         Low spinning kick (Katsumensotai)
    Facing up, head towards opponent
         Side kick (Haisentai)
         Low spinning kick (Katsumensotai)
    Facing down, feet towards opponent
         Side kick (Kosentai)
         Low spinning kick (Katsumensotai)
    Facing down, head towards opponent
         Side kick (Koshoutai)
         Low spinning kick (Katsumensotai)
Backwards, facing up, feet towards opponent
         Low roundhouse kick (Katsumensentai)
         Low spinning kick (Katsumensotai)
    Facing up, head towards opponent
         Double high mule kick (Sokikyaku)   -
         Double low mule kick (Sokisokyaku)  -
    Facing down, feet towards opponent
         Double high mule kick (Sokikyaku)   -
         Double low mule kick (Sokisokyaku)  -
    Facing down, head towards opponent
         Low roundhouse kick (Katsumensentai)
         Low spinning kick (Katsumensotai)

    Well, the list doesn't really describe what's effective.  So I'll pick
out the ones that are useful. The sliding kicks are very useful because of
its deceptive long range.  These are marked with an asterix(*).  And the side
kicks are all useful (see second next paragraph).  The ones you DON'T want to
use too often are the double mule kicks and the infamous double footed kick
into back spin.  They all have very short range and the mule kicks allow for
severe counters if you miss all together.  These are marked with a negative
sign(-). In addition, the low roundhouse kick and the low spinning kick all
have a motion that is easy to be anticipated by your opponent.  Don't use
them too often.
    Akira's low rising attacks, however, can be countered quite easily if
blocked.  The most notorious is Sarah's triple kick after blocking a low
rising attack.  So the best bet is to only use them once in a while, and
stick to getting up without an attack. This is true only for playing against
more advanced players since they are the ones who can exploit the weaknesses
of the different rising attacks (as well as know what to avoid). I know its
tempting to attack, but believe it or not, you are invincible while you are
getting up (NOT getting up with an attack, but getting up WITHOUT an attack).
Well....invincible to a degree.  Its just that there is so little room for
your opponent to counter.  Their attack will actually go through you if they
attempt one, but remember it is still possible to time the attack as you are
getting up (without an attack), but that's real tough.
    Akira's side kicks from rising is very unique from all other characters'
because he kicks straight out. What this means is that even if the character
tries to dodge the kick at the tip of your foot, it'll hit.  I'm sure you
have noticed that other characters have side kicks that go slightly upwards,
allowing the opponent to stay in closer without being hit.  If you see your
opponents doing this, nail them with the side kick.
    Also, there are times when you land off-line from your opponent.  This
means that you are not going to hit your opponent with you rising attack.
The classical example is after Jeffry's P+G throw (backflip), where you land
perpendicular to Jeffry.  In these and many other cases, don't try any rising
attacks because you'll be wide open for them to attack.
    There is actually one very good use for the headspring.  This is true
for all characters playing against Lau.  If you get knocked down fighting
against Lau, opponents will usually try for the double stomp.  When this
happens, just tap Punch repeatedly and hold up.  You will escape the second
stomp 95% of the time.
    When your opponent is rising, don't get too greedy and aim for a free
shot, although be aware of it.  If they do a high spinning kick, just knock
them down with a dashing palm.  Same with a low spin. The trick is to stay
right out of range so that you don't block it.  Also, watch out for Wolf and
Kage's rolling attacks if they roll backwards.  Don't follow into it.  In
addition, Lion and Shun both have some weird rising attacks, so don't stay
too close if they know how to use them effectively. In addition, all rising
attacks cannot be reversed.

------------------------------------
+==================================+
|   Part II: Putting it together   |
+==================================+
------------------------------------

*Note* Again, this is straight out of Joji's Akira FAQ but this is vital
info for any VF2 player.  I will add pertinent information for Pai to
replace specifics for Akira.

Contents:
1)Stuff you need to know
    a)Escape from throws
    b)Crouching dash
    c)Stances
    d)The use of the Guard button
    e)Counters
2)Strategy

+======================+
|Stuff you need to know|
+======================+

    In this section, I want to describe some of Akira and non-Akira specific
tricks of the VF2 operation you need to know in order to play even better.

Escape from throws
------------------
    This is something you need to learn in order to be successful at this
game.  All it is to press P+G when your opponent grabs you.  But its too late
when you see the graphics being shown, so calmly admit that you've been
thrown.  Its actually within 10 frames of your opponent pressing the P+G.
(Note, it's back+P+G for Jeffry's body press).
    The way to effectively use this is to know when people go for a throw.
It is obvious at some times, such as when you block a knee kick.  At these
times, always enter P+G in case.  If they hadn't entered P+G, you'll get the
throw anyway.
    This makes Akira is very good at escaping throws since all of his break
stance moves are P+G, you are protected against another P+G throw, yet they
cannot escape yours.

Crouching dash
--------------
    As you all should know, you can dash forward by tapping forward twice,
and run if you hold the forward direction.  What advanced operation am I
going to tell you?  That's crouching dash.  You can actually dash forward or
backwards while still maintaining the crouch position (more like a 'hop').
Although you can't go as fast, it seems like you can go the same distance.
This is very useful to back off an attack while avoiding any high attacks.
    However, the motion is kind of tricky.  You have to remain crouching and
tap forward (or backwards) twice.  Don't tap forward, but forward/down (or
back/down).  It will definitely take awhile to figure out, but learn it since
its useful.

Stances
-------
    A feature that most people, I'm sure, are confused or wondering what it
really means.  I'll describe it best I can.
    There are two stances.  1)Closed stance and 2)open stance.  The stances
are shown below.

               Player A    Player B             Player A     Player B
Feet positions:  X         X                     X                   X
                       X         X                     X     X
               Closed Stance                   Open Stance

    Closed stance is the standard stance, and the open stance occurs when
you do a move (i.e. knee kick, double punch) it will change into open stance.
However, the open stance will switch back to closed stance if you walk a
bit, but the dash forward or backwards keeps the stance as it is (so you can
maintain your open stance).
    As you may notice, when you are in closed stance, you and your opponent
are closer together than you are in open stance, because your feet position
can overlap.  This is why the throws become difficult in open stance since
you need to be very close to your opponent to execute a throw (probably you
need to be in close as you can).  This is true for throws that require you to
press back at the end, causing you to go backwards a little bit.  This gives
Wolf and Jeffry an advantage because their throws have a slightly longer
range (1.5 meters instead of 1.4 meters).  In addition, some moves won't hit
in open stance such as Akira's elbow.
    This becomes important when you want to counter (refer to counter
section for more detail), since some counters will not hit unless you are in
either open or closed stance.
    It is a good thing to always keep the stances in mind.  If you want to
switch stances, dash back and use your double punch.

Use of the guard button
-----------------------
    There are some neat ways to use the guard button.  First, you can enter
a command while holding the guard button and execute the technique
immediately after releasing the guard with the last stick motion and the
buttons required.  The second way is to use the guard button to cancel your
attack, or a sequence of attack.

    1) I will list the moves that allow you to enter the commands while
holding guard.  The motion in the brackets are while holding the guard, and
the motion outside the brackets are after releasing the guard button. These
are:
    DDT:                  (f),d+P
    Modified DDT:         (f,f),d+P
    Belly throw:          (b),d+G+P
    Pushover:             (b),f+P
    Reaping throw:        (f),f+P+K
    Cartwheel:            (f),f+All
    Lunging leg thrust:   (f),f+K

    2)A good way to use the guard button to cancel your technique is after a
kick.  Press the kick button, press the guard button to cancel, and go an
attack or a throw.  A little difficult, but the opponent will think you're
going to kick, so they will stand up against a side kick or a normal kick,
and maybe try to crouch against a high kick.  For the first case, dash in and
throw, and for the second case, do a dashing elbow.
    Also, were there times when you wanted to do a ground punch after a dash
on a knocked down opponent, but got a dashing elbow or a normal elbow
instead?  In that case, tap the guard button, and do the ground punch.  This
works well when you don't have much time to hit the opponent.  So the motion
becomes: f,f,G,d/f+P.  You can do the ground punch real quickly.
    Another way to use the guard button is to achieve more sophisticated
distance control.  How?  Press the guard button in the middle of a dash.  You
get a shorter distance.  This allows for a more precise distance management,
and allows you to dash backwards just enough to escape a side kick, for
example.  If you did a normal dash you'd be way out of range, which is good,
but won't allow for you to go back in for an attack that well.

Counters
--------</pre><pre id="faqspan-2">
    This is where I describe what this is.  Refer to Part IV for counters to
specific characters.
    What is a counter?  It is commonly referred to as the moves I call the
reversals.  However, what I mean by counters is different.  It is when your
opponent attacks, and you BLOCK it, for many attacks, you have a free hit or
a free throw on your opponent. Notice, however, you HAVE to block it.  If
your opponent misses it, you actually are in a better position, but that's
something everyone tries to avoid, and people use it to draw you in for
another attack (ie kickflip when you go in for a throw, etc).
    There are two counters.  1) attack and 2) throw.  For example, when you
block Jacky's elbow-heel kick (f+P,K), you can counter with a dashing elbow
ALL the time.  Surprised?  When you block Sarah's toe kick-side kick (d+K,K),
you can ALWAYS go in for a punch-kick or even a throw.  The throw counters
are much more difficult, but, if done properly, the opponent CANNOT even low
punch to avoid your attack!  The way to do that is to dash in immediately
after you can move.  Much harder than the attack counters, but if you can do
it, and use throws that cannot be escaped, you can throw them every time.
But remember, it's mutch harder to get the exact timing.
    However, not all attacks can be countered, and not all counterable
attacks can be countered with any moves.  Refer to Part IV for which moves to
counter with what.  But I have mentioned that Akira's dashing elbow and side
kick cannot be countered, this is what I meant by it.  So if you go in for a
dashing elbow, no attack (of course not for low attacks) or a throw will be a
free hit.  It essentially is "safe" to throw those attack, provided you make
them BLOCK it.  That's the key point.  Make them block it.

* Note * For Pai, her sidekick and chop are "uncounterable."

--------------------------------------------
+==========================================+
|   Part III: How to fight this guy/gal?   |
+==========================================+
--------------------------------------------
Contents:
1) Moves you can and can't counter
2) Moves you can and can't reverse

Note to readers:
    1) Remember this about the counters.  You have to block it. This
guarantees you a counter.  If not, you can be in better or worse
position--its hard to say for many of the attacks.  A lot of moves like the
rising attacks and power attacks (ie pppk) will give you ample opening to
attack if they completely miss. But everyone will try to avoid that anyway.
People actually use your "desire" to rush in and attack to nail you (miss an
attack and kickflip is a good example).  The point is that even if it seems
like you have no time to counter because you become immobile for a while as
well, you have moves that will always hit them. Also note that there are
moves that you CANNOT counter (like Akira's dashing elbow and side kick).
But in these cases, you should try to NOT block them, allowing for you to go
in while they are retracting their attack.  So try and make them miss it by a
few inches, or just don't counter.  Refer to each character for more detail.
    2) The list for the counters is not in anyway a full list.  Most of them
were taken from the GamestMook.  Find for yourself what works and what
doesn't!
    3) All high punches, high kick are reversed by a high reverse.  All side
kicks with a midlevel reverse.  All low punch and low kick are with a low
reverse.
    4) Only a very few spinning kicks can be reversed (Sarah's d,b+K,K, Pai
and Lau's d,neutral+K, etc).  All double handed techniques, toekicks(except
Sarah's which is her punt kick), kickflips, knee kicks, rising attacks,
attacks from a large jump, and hopping attacks(except for some hopping
midlevel kicks-but none of the low level hopping kicks and hopping punches)
cannot be reversed.

+=================================+
|1)Moves you can and can't counter|
+=================================+

Move                           Counter             Note
====                           =======             ====
vs. Jacky
---------
Side kick(d/f+K)               punch-kick
Punt kick(f,f+K)               punch-kick
                              snap kick
                              any throw
Elbow-heel kick(f+P,K)         punch-kick
                              any throw
Beatknuckle(P+K)               punch-kick           Only open stance
                              snap kick
                              any throw
Knee kick(f+K)                 punch-kick
Low side kick(D+K+G)           cartwheel
Kickflip(u/b+K)                dash forward punch-kick
                              dash forward throw
moves you can't
---------------
side hook kick(b+K)
low backfist(b/d+P)

vs. Sarah
---------
Side kick(d/f+K)               punch-kick
Toekick-sidekick(d+K,K)        punch-kick
                              throw
Triple kick(d/f+K,K,K)         punch-kick           the third kick will
                              sweep                never hit Pai unless
                              any throw            she is floated
Elbow-knee(f+P,K)              punch-kick
Kickflip(u/b+K)                dash punch-kick
                              dash throw
Low sidekick(D+K+G)            cartwheel

moves you can't
---------------
side hook kick(b/d+K+G)

vs. Lau
-------
backwards kickflip(u/b+K)      hold forward,punch-kick
                              throw
ppp,low sweep(p,p,p,d+K)       heel kick
Heel kick(d,neutral+K)         punch-kick

moves you can't
---------------
side kick(d/f+K)

vs. Pai
-------
backwards kickflip(u/b+K)      hold forward,punch-kick
                              throw
ppp, low sweep(p,p,p,d+K)      heel kick
Swallow kick(u/f+K,K)          throw(go for the best you've got)
High snap kick(K)              punch-kick
                              snap kick
Heel kick(d,neutral+K)         punch-kick

moves you can't
---------------
side kick(d/f+K)
downward chop(d/f+P)

vs. Wolf
--------
Knee kick(f+K)                 punch-kick
Body blow(f+P)                 punch-kick
Side kick(d/f+K)               punch-kick
                              punches
Low double kick(f,d+K)         dashing throw

moves you can't
---------------
punch,punch,uppercut(ppp)

vs. Jeffry
----------
Axe kick(f,d+K)                punch-kick
Knee kick(f+K)                 punch-kick
Elbow(f+P)                     punch-kick
Side kick(d/f+K)               punch-kick
                              punches
Uppercut(d/f+P)                punch-kick

moves you can't
---------------
dashing elbow(f,f+P)
double uppercut(d/f+P,P)
head butt(f+P+K)

vs. Kage
--------
Heel kick(d+K+G)               punch-kick
pppk                           hold forward,punch-kick
                              throw
flying drill kick(f,f+K+G)     throw(sure bet for belly throw)
Low sweep(b,b/d+K)             single sparrow kick
Low turning kick(b,b+K+G)      single sparrow kick

moves you can't
---------------
backthrust kick(b+K+G)
downward chop(d+P+K)
side kick

vs. Shun
--------
Cartwheel kick(f,f+K)          punch-kick
                              throw(sure bet for belly throw)
Jumping spinning kick(K+G)     hold forward, punch-kick
                                                 Only closed stance
Uppercut(d/f+P)                punch-kick
                              throw
Running punches(f+P)           dash throw
                              Anything else you please
moves you can't
---------------
side kick

vs. Lion
--------
Double low kick(D+K,K)         Side kick
                              cartwheel(?)
punch-kick                     punch-kick
                              throw
Low sweep(D+K+G)               side kick-chop

moves you can't
---------------
side kick
long range fist(f,f+P)

vs. Akira
---------
dashing palm(d,f+P)            punch-kick       except Wolf and Jeffry
double palm(d,b,f+P)           punch-kick
                              throw
body check(b,f,f+P)            punch-kick
                              throw
sidekick(d/f+K)                punches

moves you can't
---------------
dashing elbow


+==================================+
|2) Moves you can and can't reverse|
+==================================+

Move                             Level
====                             =====
Common to all characters
-------------------------
Any high punches                 H
(Including turning around punches)
High roundhouse kicks            H
(Including turning around high kicks, and kicks from PK and PPK combos,
excluding Jacky's punch-spinkick which is PK)
Side kicks                       M
Elbow strikes                    M

vs. Jacky
---------
Smash hook(d/f+P)                H
High backfist(b+P)               H
Beatknuckle(P+K)                 H
Side hook kick(b+K)              H
Punt kick(f,f+K)                 H
Lighting kicks(d+P+K,K...)       ?

vs. Sarah
---------
Roundhouse kick(u or u/f+K)      M
Toekick(d+K)                     H
Doublekick(b+K)                  H
Spinning kick(d,b+K)             H
2nd spinning kick(d,b+K,K)       H
Side hook kick(d/b+K+G)          H
Backfist(d/f+P)                  H

vs. Lau
-------
knife hand(d/f+P)                H
dashing knife(d/f,d/f+P)         H
heel kick(d,neutral+K)           H
backfist(d/b+P)                  H

vs. Pai
-------
downward chop(d/f+P)             H
lunging leg thrust(f,f+K)        H
reverse crescent kick(b+K+G)     H
heel kick(d,neutral+K)           H
side snap kick(f+K)              H

vs. Wolf
--------
uppercuts(d/f+P)                 H
(Also the uppercut from the PPP)
chop(b+P)                        H

vs. Jeffry
----------
uppercuts(d/f+P)                 H
(Also the uppercut from the PPP)
dash elbow(f,f+P)                M
thrusting kick(f,f+K)            M

vs. Kage
--------
downward chop(d+P+K)             H
(and the second P+K from that move in high level)
P,P,P,K                          M
(spinning side kick can be reversed by Pai and Wolf as well)

vs. Shun
--------
uppercut(d/f+P)                  H
"old man's dashing palm"(D,f+P)  H
back hook fist(b+P)              H
turning twist kick(b/d+K)        Not possible
    2nd kick(b/d+K,K)           H

vs. Lion
--------
lunging fist(f,f+P)              H

vs. Akira
---------
dashing elbow                    M
dashing palm                     H

Moves you cannot reverse for all characters
-------------------------------------------
Almost everything else.

Note: I haven't listed precisely which moves you can reverse for turning
around moves, as well as moves done from when the opponent is facing away
from you.  These get very tricky and character specific.  Since most people
do not know the different attacks from the latter position, I have skipped
it.  Just remember that the high punches(a simple P) and kicks(a simple K)
are always reversible even from an opponent facing away from you.
    Some hopping kicks can be reversed, but they are character specific and
I won't get into it.  But you cannot reverse the punches or the hopping kicks
that hit low level (ie Shun, Kage, Lau, etc).

                     +===============+
                     |Acknowledgments|
                     +===============+
   I received help from many people but Joji Suzuki contributed the most
with tons of stuff and for letting me use his faq as a template.  In my next
revision, I will cover general strategy, strategy against specific
characters, how to get grade 1 for Pai on ranking mode, and all the other
miscellaneous stuff.

---------------------------
Steve Suh
Email to:
[email protected]
---------------------------