=======================================
VIRTUA FIGHTER 4: EVOLUTION (version B)
GENERAL GUIDE & MOVELIST
written by Wojciech Dworak (GLC)
version 2.04 [19.02.2003]
=======================================
DISCLAIMER
----------
This FAQ is for private and personal use only. It can only be reproduced or
placed on a web page or site as long as it is unaltered, with this disclaimer
and the copyright notice appearing in full, and with permission granted by the
author. Any information used from this document, quoted or no, should have this
author's name somewhere clearly as acknowledgement. With the above in mind,
feel free to distribute between members of VF community, but this FAQ is not to
be used for profitable or promotional purposes; this includes being used by
publishers of magazines, guides, books, etc. or being incorporated into
magazines, etc. in any way.
Copyright Wojciech Dworak, 2002-2003; all rights reserved.
Other authors' material, when used, noted where applicable.
To view this document, use a fixed-width font (like Courier), otherwise it
will look crappy.
========
CONTENTS
========
0. INTRODUCTION
I. SYSTEM AND NOTATION
a) Arcade Layout And General Information
- Fighting Environment
b) Motions Notation
c) Movement
d) Hit Levels
- Strikes
- Throws
- Return Skills
e) Move Execution Mechanics
f) More On Throws
g) Getting Up
h) Damage And Counters
i) Stuns, Staggers, Stumbles And Crumbles
j) And Everything Else
- Movelist Notes
II. THE CHARACTERS
a) Akira Yuki
b) Aoi Umenokouji
c) Brad Burns
d) Goh Hinogami
e) Jacky Bryant
f) Jeffry McWild
g) Kage-Maru
h) Lau Chan
i) Lei-Fei
j) Lion Rafale
k) Pai Chan
l) Sarah Bryant
m) Shun-Di
n) Vanessa Lewis
o) Wolf Hawkfield
III. CREDITS
===============
0. INTRODUCTION
===============
Evolution version B came up December 12, 2002 in Japan.
The Playstation 2 release of the game is scheduled for March 13, 2003.
Movelist stats are based on 1/60 website (
http://www.dcn.ne.jp/~kazu68k/),
English move names are half 'official' (as named by Sega/AM2) and half player
created; as for now, new Evo moves are left with official japanese names (which
are romanized in this document).
IMPORTANT NOTE: SOME STATS ARE FROM VERSION A!
I'm not accepting e-mail re: my FAQs - to contact me, private message GLC on
VFDC messageboard at
http://www.virtuafighter.com/versus/.
======================
I. SYSTEM AND NOTATION
======================
In the earlier versions of this FAQ there were two separate sections, one
exclusively on notation (like a shorthand guide) and the second on the game
system itself. I have been thinking of a better format, as within such a large
document it's essential to provide 'tools' for finding your info fast. I don't
think two separate sections are justified any more; you will find everything you
need below.
You may notice that some of the stuff has been copied off my VF4C FAQ; this is
partly true. While not much stuff changed since version C, I tried to make the
information easier to understand for VF newbies. Some subsections were written
from scratch, others expanded/edited to meet Evo 'reality'. On the other hand,
I tried to keep the system section as short as possible, the reason being the
game system itself. You need to know EVERYTHING about the system, otherwise you
will remain a scrub forever. This is a DEEP game, remember.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
a) Arcade Layout & General Information
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
ub u uf [Start]
\ | /
\ | /
b -- n -- f [P] [K]
/ | \ [G]
/ | \
db d df
Character and stage select screens:
| Akira | Pai | Lau | Wolf | Jeffry | Kage | Vanessa
Goh | Sarah | Jacky | Shun | Lion | Aoi | Lei | Brad
This is the official, original arcade machine layout. Reverse the directions for
right side of the machine.
Japanese sticks are usually square- or octagon-based, while the European and US
ones may also be circle-based. The button layout maybe be reversed for your
machine, especially for 2P side, making it "PKG" instead of "GPK".
Press G or P or K to select your character; Start to select alternate outfit -
if your opponent has already chosen that outfit, you're left with the other one.
Costumes can be further altered by special vf.net options, and, as noted before,
these are not available on export versions of VF4. You have 15 seconds to choose
your character. It's not necessary to beat Dural to see the ending credits.
As you can see, I've introduced some notation above; those stick directions and
button presses. This and everything else you can come up against in the
'motions' section of the movelist is explained in the section below. Read it and
memorize it - otherwise you WILL run into problems when reading the whole
document!
Fighting Environment
--------------------
In Virtua Fighter 4, all stages are squared. Some stages are surrounded by
walls, high or low; the walls are divided into sections. Most short walls can be
destroyed one section at a time - if smashed, they stay that way until the end
of match.
Beginning of round:
- the match is preceded by sweeping views of the arena, and the challenging
character taunting the opponent, which can be chosen by pressing either G, P
or K; this entire sequence can be cancelled to start the round more quickly,
by pressing either start button.
- before "Go!" is called, you cannot buffer any moves or stances in (unlike
VF3).
Means of winning the round:
- opponent's vitality bar reaches 0.
- opponent falls out of the ring (if both characters fall at the same time, the
first one touching the round outside is the loser).
- time runs out, in which case the player with most remaining stamina wins.
- if there's a draw, both adversaries are awarded a round. If they are tied at
the end of the final round, a sudden death round commences: both players get a
single point of life on the life bar; the ring and time limit remain
unchanged. If the sudden death match round ends in a draw, the player with the
win streak will be given the win. If neither player has a win to his/her
credit, then the 1P player will be awarded the victory.
End of round:
- if you win, the character is returned to the middle of the ring.
- you can choose your winning pose by pressing P, K or G during replay.
- by pressing P+K+G or P+K you can choose so-called "old winning pose for your
character (new VF4 characters also have special P+K+G poses).
Also, each character has a unique pose during the end of round "Continue?"
countdown.
=-=-=-=-=-=-=-=-=-=
b) Motions Notation
=-=-=-=-=-=-=-=-=-=
As promised, here's a full list of notation used in 'motions' section of the
movelists.
+ Execute simultaneously, used for joining commands.
, Denotes a pause between separate motions.
| Denotes a motion variant. Some moves can be performed in more
than one way; if that's the case, it's denoted by that move's
motions. Keep in mind that I will not list all the possible
means of executing a move.
P,K,G Press punch, kick or guard buttons, respectively. Buttons
presses may be executed simultaneously with joystick
directional inputs.
b,d,f,u Enter back, down, forward or up on the stick;
B,D,F,U hold direction if capitalized.
db,df,ub,uf Down-back, down-forward, up-back and up-forward - diagonals.
DB,DF,UB,UF again, hold if capitalized.
n Denotes neutral input or no motion. It means you should either
a) just stay there without doing anything (note: this includes
guarding!) or b) let go the stick and buttons for a split
second.
BT Execute from back-turned position - that is, with opponent
facing your back. See also: Special Stances (scroll down).
FC Move must be executed from crouching position.
FS Move must be executed from standing position; if a character is
crouching, the move won't come out (instead, you'll end up
doing something else or nothing).
WS Move must be executed in the exact moment when you're standing
up from crouch - such motion can also be listed using 'FC,n,X'
(from crouching -> neutral -> input).
asc,P / asc,K Execute while ascending into a hop (press P or K then). Other
variants also possible.
mid,P / mid,K Execute while in the middle of a hop. Other variants also
possible.
desc,P / desc,K Execute while descending from a hop (there's also a rather
popular desc,d+K variant for some characters).
x DP Shun requires so-called 'drinking points' to execute some
special moves and throws - the notation above lists the minimum
number of drinking points necessary for a move to come out. If
you don't have enough DP, Shun will either a) do nothing, b) do
a lesser version of the move, c) the move's properties change
or d) do an entirely different move.
back to wall Throw must be executed with your character's back at the wall.
facing wall Throw must be executed with your opponent's back to wall -
therefore your character must be facing the wall.
side Execute the throw from the side of the opponent; right-side and
left-side notation is used when either a) the type of a side
throw depends on which side you're on or b) it's the same throw
but its properties change.
back Execute the throw from the side of the opponent.
on guard All those to refer hit throws. You can execute those throws if
on hit the move is a) guarded against, b) hits normally or as mC, or
on MC c) major counters (interrupts).
A technical term needs to be introduced here - stance. In general meaning, it's
characters' feet alignment in relation to each other. There are two types of
regular stance:
closed stance: open stance:
Player 1 Player 2 Player 1 Player 2
-------- -------- -------- --------
left right left right
right left right left
With 'left' and 'right' denoting respective limbs. If a character gets knocked
down, he/she retains the last stance.
All characters except Lion possess a special stance, here's a rundown of those:
Akira BS : backstep stance (cannot be held)
Aoi YY : yin-yang stance (can be held)
Brad CT : catch position (cannot be held)
DK : ducking (cannot be held)
SB : sway back (cannot be held)
SR : slipping right (cannot be held)
SL : slipping left (cannot be held)
Goh TS : tsukami stance (cannot be held)
Jacky SH : slide shuffle (cannot be held)
Jeffry TH : threat stance (cannot be held)
Kage JM : jumonji stance (can be held)
Lau TG : tiger stance (can be held)
Lei BO : bokutai stance (cannot be held)
DM : defeat/miss system (can be held)
EV : evade stance (can be held)
IN : independent system (can be held)
TG : tiger stance (can be held)
Pai CE : circular evade (can be held)
SW : sway step (cannot be held)
Sarah FL : flamingo stance (can be held)
Shun DR : drunken stance (cannot be held)
HS : handstand position (can be held)
LD : lying position (can be held)
ST : sitting position (can be held)
Vanessa DS : defensive style (can be held)
OS : offensive style (can be held)
TK : takedown position (cannot be held)
Wolf RR : roar (cannot be held)
The means of getting into stance are listed in the movelists (there are usually
a few possibilities for each stance).
Some stances can be held indefinitely, some only last for a definite time; look
for details in the movelist section.
=-=-=-=-=-=
c) Movement
=-=-=-=-=-=
In VF4:E, you can walk around the ring freely, with your opponent being a sort
of "center point". Besides simple walking around, there are several move
patterns:
- step forward/backward: f / b
- inch forward/backward: F / B
- dash forward/backward: f,f / b,b
- crouch dash forward: df,DF / df,d,DF / f,d,DF / FC,DF
- crouch dash backward: db,DB / db,d,DB / b,d,DB / FC,DB
- run: f,F
- hop: u,hold P / u,hold K (uf / ub) - there are no high jumps except for Pai's
and Kage's specials, and jumping pounces that hit standing opponents
- dodge into screen: ub / u / uf
- dodge out of screen: db / d / df
- instant stand-up from crouching: buffer f,f / b,b
- instant crouch from standing: buffer df,df / db,db (there are also other
methods, like df,d,df etc.)
There are also special moves like evades, somersaults etc. - covered in details
in movelist section. Movement notes:
- a character is considered a standing non-defender during dashes, runs and
dodges, and a crouching non-defender during crouch dashes.
- dashes and runs can be cancelled by any button/stick input.
- dodges require you to return the stick to neutral.
- the above can be cancelled by crouch dashes or special evade moves.
- dodges have more distance if executed simultaneously with opponent's attack,
i.e., a "MC dodge" or "MC evade"; the dodging character can also emit a yell,
or the dodge can be accompanied with a special sound effect.
While you are back turned:
- tapping or holding G / b / db / ub will make you turn around.
- you may only walk (inch) away from the opponent by pressing forward on the
stick, or walk in any direction away from the opponent by initiating 8-way
walk.
- backdashes and backward crouch dashes (toward opponent) can only be buffered
in during TA moves, moves executed while back-turned, and preceeding
backdashes.
Executing moves like Kage's backturned ub+K or back-turned dash requires you to
enter the motions the moment you've turned away - otherwise, no move will come
out (you'll just turn towards your opponent, rather slowly.)
=-=-=-=-=-=-=
d) Hit Levels
=-=-=-=-=-=-=
To execute a move, input the correct motions on your controls. Unlike in games
like Tekken, you can't do things like P,P+K by pressing P and then adding K.
You must release the first button.
To block moves, just hold G (press/hold d+G to block low-level moves). There
is no guard damage in this game. Note that throws cannot be guarded against.
Strikes
-------
For non-throw moves, there are 4 main hit levels in the game:
HIGH (abbreviated 'H')
- Opponent Standing, non-guarding: hits
- Opponent Standing, guard: blocked
- Opponent Crouching, no guard: goes over opponent's head
- Opponent Crouching, guard: goes over opponent's head
- Opponent Lying down: goes over opponent's body
- Opponent Bouncing: usually misses but rarely some moves hit
MID (abbreviated 'M')
- Opponent Standing, non-guarding: hits
- Opponent Standing, guard: blocked
- Opponent Crouching, no guard: hits
- Opponent Crouching, guard: hits
- Opponent Lying down: goes over opponent's body
- Opponent Bouncing: usually misses but some moves hit
LOW (abbreviated 'L')
- Opponent Standing, non-guarding: hits
- Opponent Standing, guard: hits
- Opponent Crouching, no guard: hits
- Opponent Crouching, guard: blocked
- Opponent Lying down: usually misses but some moves hit
- Opponent Bouncing: usually hits hit but some moves miss
* GROUND (abbreviated G)
- Opponent Standing, non-guarding: hits
- Opponent Standing, guard: blocked
- Opponent Crouching, no guard: hits
- Opponent Crouching, guard: hits
- Opponent Lying down: hits
- Opponent Bouncing: hits
We also distinguish the following variants:
* Special High (abbreviated H*)
- Hits hits but cannot be interruped by low level attacks in hit phase.
* Special Mid (abbreviated M*)
- Hits mid but does no damage to crouching, guarding character and forces the
opponent to stand.
* Special Low (abbreviated L*)
- Hits low but can be guarded by a standing character.
Note that there is no 'Special Ground' level.
You cannot execute ground-type attacks if your opponent is not lying down,
falling down or in recovery phase of a so-called 'sacrifice' move (like Shun's
db+K,G).
Throws
------
We also distinguish a few types of throws, both level- and execution type-wise:
HIGH THROW (abbreviated 'Ht')
- Opponent Standing: hits
- Opponent Crouching: whiffed
- Opponent Lying Down: whiffed
- Opponent Bouncing: whiffed
LOW THROW (abbreviated 'Lt')
- Opponent Standing: whiffed
- Opponent Crouching: hits
- Opponent Lying Down: whiffed
- Opponent Bouncing: whiffed
GROUND THROW (abbreviated 'Gt')
- Opponent Standing: whiffed
- Opponent Crouching: whiffed
- Opponent Lying Down: hits
- Opponent Bouncing: sometimes hits (very low to the ground)
CATCH THROW (abbreviated 'Ct')
A throw that has longer than normal execution time (more than 8 frames). Such
throw can be interruped by any moves that's quick enough, a quicker throws and
you can also crouch under it (all catch throws are HIGH mechanics-wise).
SPECIAL CATCH THROW (abbreviated 'Ct*')
A very distinctive type of catch throw; it still hits HIGH but it also 'catches'
low-level moves that opponent's may attempt to do.
HIT THROW (abbreviated 'Hit')
A link throw done after a move within one sequence. These throws cannot be
escaped from.
WALL THROW (abbreviated 'Wt')
A variant of specific throws that changes animation and/or properties, damage
etc. when executed near a wall; exact positioning is listed besides wall throws
in movelists. All wall throws in VF4E are HIGH throws.
Return Skills
-------------
So we're left with reversals, inashi and sabaki.
All the above are called 'return skills' (japanese term). They come into effect
when an opposing character is executing a move. As a result of performing
a reversal, his move is swept aside and your opponent is directly damaged.
Reversals aren't moves on their own - if you miss it (eg. due to range, or simply
input the wrong one), you get a missed animation; if you get hit while that
animation's still on, that hit counts as minor counter.
Inashi also isn't a move (missed animation!). It's a bit different than reversal,
since it doesn't damage the opponent; it only sets him up for other type of
punishment - in that field inashi moves are similar to stumble throws.
Sabaki is a new technique introduced in VF4 - it wasn't present in previous
versions. Some of the VF moves now have sabaki characteristics - it means that
they're able to sweep opponent's attack away while damaging him. Since sabaki
are also special moves, there's no missed animation. In other words, sabaki have
the highest priority against certain types of moves.
Reversal, inashi and sabaki levels correspond to move hit levels. You can only
reverse strike attacks - throws cannot be reversed (although the term 'throw
reversal' is sometimes used to denote a throw escape). Example:
HP : high-level punch (the reversal/inashi/sabaki counters a high-level punch
type of move.)
The full list:
HP : high-level punch
HE : high-level elbow
HK : high-level kick
HCR : high-level crescent
MP : mid-level punch
MK : mid-level kick
SK : mid-level sidekick
EL : mid-level elbow
KN : mid-level knee
MCR : mid-level crescent
SM : mid-level somersault
LP : low-level punch
LK : low-level kick
LCR : low-level crescent
GP : ground-level punch
GK : ground-level kick
New reversal types introduced in VF4: Evolution (there weren't reversals of
those types in version C of VF4 and earlier on):
HDP : high-level double-handed strike
MDP : mid-level double-handed strike
HDK : high-level double-legged strike
MDK : mid-level double-legged strike
LDK : low-level double-legged strike
MHD : mid-level head strike
LHD : mid-level head strike
SH : mid-level shoulder strike
BK : mid-level back strike
=-=-=-=-=-=-=-=-=-=-=-=-=
e) Move Execution Tidbits
=-=-=-=-=-=-=-=-=-=-=-=-=
You cannot execute anything while holding guard, but you can buffer some
motions in. There are two types of buffering:
while guarding
--------------
Input the whole sequence while holding guard but left the last motion out, for
instance:
* Akira, super dashing elbow: press & hold G, input f,f, let go of G and input
f+P without delay,
* Lion, face grab throw: press & hold G, input f,df,d,db, release G and input
b+P+G;
You cannot buffer the whole sequences! The last motion MUST be entered without
guard. There are a few exceptions to this rule; some things can be buffered
completely:
* dashes: press & hold G, f,f or b,b, release G;
* crouch dashes: ditto, just use any of crouch dash motions instead of f,f/b,b;
You can't buffer the following at all:
* evades/dodges/sidesteps;
* hops/jumps;
* single-motion moves: P, K, f+P, d+P etc.
* single-motion throws: P+G, f+P+G etc.
while in recovery or stun
-------------------------
This type of buffering offers greater possibilities, since you can buffer whole
sequences in after letting go of guard button - you can do that as long as the
block sound comes out.
special case: turning around, dodging while backturned
------------------------------------------------------
Usually, you can't execute moves with your back to opponent (any move input
will make you do a turn-towards attack, with slight exceptions), nor buffer
anything while holding G (you'll just TT after pressing G). But there's
a possibility of executing an attack right after you've turned away - just
enter the motions without any delay. Same applies to back-turned dodge. You can
turn away by executing an appropriate TA move, or by being hit while executing
some moves (eg. Jeffry's run,K+G).
special case: rising attacks
----------------------------
One press of K or d+K, in any point of a roll, is enough to execute an
appropriate rising attack (regardless of widely used notation). If a rising
attack that can be delayed, press K or d+K in the first few frames of a roll
to execute it without delay.
Almost all the moves that do not require stick motions can be performed while
holding forward or back on the joystick; all exceptions are noted - the same
applies to executing attacks from crouching position. Some attacks that require
a "d" motion can be executed from crouching position by holding the stick and
pressing appropriate buttons.
When executing a move in a juggle, and motion doubles as stomp, hold the
direction before inputting P or K, otherwise standing pounce will come out.
Phases of a move in VF:
- initiation (ini): input motions, nothing comes out on the screen yet - this
is a fairly abstract phase; however it's important nonetheless, because this
phase can be cancelled by tapping G before the execution phase begins.
- execution (ex): after the motions are entered, a move takes some time before
it collides with opponent; this is called execution phase. It determines the
move's attack speed.
- collision/coverage (co): polygon collision detection takes place at this
point, as well as the application of damage (there are exceptions to this,
read on).
- recovery (re): after the collision phase ends, the character can't just snap
back into ready state; it takes a number of frames to reach it. The recovery
time determines the rest of move's properties, like counterability, etc.
You might as well omit the first phase, at least for practical reference. Only
the three main ones, ex-co-re, are important during actual gameplay. Damage is
usually applied in the moment of move's collision detection; however, in case of
some arts, damage isn't dealt until character's body hits the ground, wall or
area outside the ring.
Frame data in movelists
-----------------------
x-x-x/x/x Ex-Co-Re1/Re2/Re3
_ A break between separate hits of one move.
-x / +x Frame disadvantage or advantage for the character executing a move.
D Move knocks down in given situation.
xKD Move causes kuzure down, refer to that move's notes for details. There
are three types of such knockdown:
* HKD : head kuzure down
* SKD : stomach kuzure down
* FKD : feet kuzure down
* VKD : vital area kuzure down
=-=-=-=-=-=-=-=-=
f) More On Throws
=-=-=-=-=-=-=-=-=
To throw, you must be close to your opponent. If you enter the throw motions
while not in range (or eg. opponent crouched under your high throw), you get
a whiffed throw animation. Throwing is usually easier in closed stance.
Types of throwing techniques:
- High throws (Ht): requires opponent to be standing; all high throws end with
P+G and are escapable, including side- and wall- throws. Wall throws are
possible on both low and high walls. Back throws were made inescapable in
VF4 version B - this property was preserved in C and Evolution.
- Low throws (Lt): requires opponent to be crouching; all low throws (Lt) end
with P+K+G and are escapable, including side- throws.
- Ground throw (Gt): requires opponent to be lying on ground; ground throws end
with P+G and escapable normally, but see the note of multiple ground throw
escapes.
- Hit throws (Hit): these arts are executed after connecting a special attack
on your opponent; all hit throws are high throws, and most are not escapable.
Special Shun note: he cannot be high thrown while in handstand (HS) position,
low thrown while sitting down (ST), or ground thrown in lying down (LD)
position.
Also, pressing guard on itself makes your
character align to opponent (if you're in a middle of tech roll, pressing G
will make opponent's attacks track you).
Additional throw properties:
- side: you must be at opponent's side, more than 30 degrees off axis. Sometimes
left and right side throws differ in either stats or animation.
- back: you must be at opponent's back.
- catch: throws with longer execution time and a unique animation; catch throws
are not escapable. Most will only work on opponent's front, however some catch
throws can work as back catch throws (it's denoted in movelists).
- wall: you must be within +/- 30 degrees to wall in order for the throw to
come out (positioning requirements vary, refer to movelist for details).
You cannot throw when:
- opponent is knocked down (exception: Aoi's, Jeffry's and Wolf's ground
level throws),
- opponent is falling down (exception: some kuzure down situations, see
Section F for explanation on what KD is),
- opponent is juggled (floated),
- opponent is executing a move (there are exceptions to this rule, as some
throws are capable of interrupting moves, and some moves are vulnerable to
throws; check the character movelists for details),
- opponent is hopping,
- opponent is staggered or stumbled, either after staggering/stumbling moves,
hitting the wall, stepping on ring edge (though you can throw just as the
special animation ends) or being KOed by specific moves while on the ground.
If opponent is back-turned, crouching or not, he/she can't be thrown by normal
means, even by stuff like surprise exchange type throws or Pai's f+P+K+G
(cartwheel). Only usual back throws and low back throws come into effect. The
only exception is Kage's f+P+G throw, which works regardless of position (front,
side or back).
Throws can be escaped by entering the last motions of the technique within 10
frames of opponent's throw coming into execution (after he finishes his throw
motion input AND execution phase ends!) Therefore, to escape:
* regular, simple-input P+G throws, enter P+G;
* so-called complex throws, with x+P+G input (all throws besides "pure" P+G
fall into that category), enter the last motion of the throw; that would be
f+P+G for: f+P+G / b,f+P+G / b,db,d,df,f+P+G, and so on and so forth.
* ditto for low throws, enter the last motion (eg. df+P+K+G to escape Jeffry's
power bomb).
The situation after a throw escape is usually advantageous to the escapee but
refer to appendix a) for complete stats on throw escapes. It's possible to enter
as many throw escapes as you can within 10 frames (usually, a triple is max
humanly possible), for instance, P+G,b+P+G,f+P+G will escape Kage's both
TFT and SE throws, and his regular throw. Peculiarities:
* you can mix low and high throw escapes - in version C, only ONE low throw
escape could be entered in a sequence; it's no longer the case, you can enter
multiple low throw escapes now.
* within a throw combo (like Aoi's b,db,d,df,f+P+G -> b,d+P+G -> u,d+P+G), you
are allowed to enter ONE escape - if you enter more, and they're all in
correct frame windows, the last one comes into effect;
* you are allowed to enter only ONE ground throw escape, if you enter d+P+G and
df+P+G to escape Wolf's pickup, you will get thrown.
=-=-=-=-=-=-=
g) Getting Up
=-=-=-=-=-=-=
After being knocked down, there are several ways of getting up:
- tapping P+G,P+G,P+G... (or P,G,P,G,P,G...) will make you stand up in place,
you can also use P,P,P... however it's much slower. You can double P+G and
x+P+G getting up technique as ground throw escape.
- tapping u,u,u and P,P,P... will make you do a handspring (kip up).
- tapping u,u,u and G,G,G... will make you roll into screen.
- tapping d,d,d and G,G,G... will make you roll out of screen.
- tap b,b,b and G,G,G for backward roll.
Tapping P,P,P with other motions will make you rise faster; if you add K, the
character will execute the appropriate rising attack (which can be delayed
a certain amount of time.)
If you're floated and execute a proper motion just before touching the ground,
you can perform quick rises and tech rolls (instant recovery - IR, aka fast
get-up techniques):
- P+K+G for an instant handspring (quick rise: QR).
- u+P+K+G for an instant roll into screen and d+P+K+G - out of screen (tech
roll: TR).
QR/TR techniques have special properties, specifically:
- you cannot TR towards or away from your opponent's position.
- in case of QR, you are still vulnerable to ground attacks up to a certain
point. Past this point, near the end of the QR animation, at the end of the
kip, you are considered a standing non-defender.
- after performing a TR, you are still vulnerable to ground attacks up to a
certain point. Past this point, near the end of the roll, you are considered
a crouching non-defender. Furthermore, if you hold G during the TR, your
opponent's attacks will track you.
- if you've knocked your opponent down and he/she TRs, pressing G will make you
align with his/her character.
- if the character tries to TR while face down, head towards, attacks can
interrupt the character and will leave him/her back-turned.
- if the character tries to QR while face down, head away, attacks can interrupt
the character and will leave him/her back-turned.
You cannot TR/QR when:
- after hitting a wall hard, i.e., bouncing off the wall (after being hit with
an attack that does 21 points of damage or more). If you hit or nudge the wall
lightly you can QR/TR normally, but not if you hit the wall hard; the visual
effect is similar to that of being glued to or bouncing off the wall.
- after any crumble knockdown, flop or slam knockdowns; this is very important,
and moves that do this are noted in the movelist.
- after most throws; however there are some important exceptions. Check the
movelist for details.
If you don't decide to QR/TR, you may perform a rising attack. All rising
attacks are kicks, and their type depends on the knockdown position. Delayable
rising attacks can be performed in-place, after siderolling or backrolling.
Note: as an exception, it is possible to reverse some two-footed rising
attacks.
=-=-=-=-=-=-=-=-=-=-=-
h) Damage And Counters
=-=-=-=-=-=-=-=-=-=-=-
Almost all the moves in VF4 do some damage. Damage is measured in points, and
sometimes (indirectly) as percentage of lifebar (such notation usually occurs
in combo lists). Damage is scaled in juggle combos by the rules below:
- opponent is juggled in the air and is defenseless,
- opponent is hit while hopping or jump pouncing,
- opponent is hit by non-struggable, non-avoidable attack (ground attacks and
pounces also fall to this category but they must be technically guaranteed),
- if a player doesn't QR/TR from non-guaranteed sequence.
Damage does NOT scale when:
- the opponent is hit by juggling move (combo damage begins to scale AFTER that
hit),
- whole combo occurs on the ground (opponent isn't knocked off his feet),
- the 'combo' is not guaranteed.
Some moves have built-in 50% damage penalty when they're used on knockdowned
opponents (does not apply to pounces). More on damage scaling in Nutlog's FAQ
- refer to that document for exact numbers and exceptions to the above rules.
There are two types of counters (don't mistake them with reversals, discussed
in the next section):
- major counter (abbr. MC): hitting an opponent while he's in the execution
phase of a move. Generally, you cannot throw as MC (but check the throwing
section). Major counters are represented by small yellow flashes on the
characters at the time of the hit.
- minor counter (abbr. mC): hitting an opponent while he's in the recovery
phase of a move or inside whiffed throw/reversal animation. You can throw as
mC, it's even encouraged.
Move damage increases with counter hits: +50% of base damage of attacking move
on MC, and +25% of base damage of attacking move on mC. There is no damage bonus
for mC throws. Damage is always rounded down in case of fractions.
If a character is KOed by low-damaging move, he/she doesn't fall to the ground
immediately - after "KO!" is called, he/she can be hit again, floated, thrown
etc. Every character has their own RO-behaviour style; it's usually rather
humorous.
Damage in movelists
-------------------
Damage inflicted by respective attacks, in points. A "0" means that a move
connects with opponent but does no damage, while a "-" means damage isn't
applicable in such case.
x+x Damage within the same move/throw.
x~x Denotes damage range, in case of charge- and range-dependant moves.
x,x Damage of separate elements of a sequence.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
i) Stuns, Staggers, Stumbles And Crumbles
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
When a character is hit, he/she enters the phase knows as "stun" (also called
"hitstun"). Most stuns have a distinctive animation; the character usually will
show a certain reaction to being hit, and/or freeze in place for a time. Usually
you may buffer any moves freely while stunned, the same as general rules allow.
Certain special situations and animations exist after a character is struck by
a particular move and/or while in a particular state. While there are quite
a few special animations, only the most important are noted:
* Stagger: staggers generally look like the character is about to slip and fall
down. During a stagger a character is considered a 'standing non-defender'
(check the "Executing Moves" section for details). You can struggle out of
stagger (and therefore reduce the period of defenselesness) by wiggling the
stick and pressing buttons in rapid motion. You can also be staggered when
back-turned, usually under the same rules as when facing the opponent.
* Stumble: very similar to the above; the character falls to the ground for
a few frames and is helpless for a short period of time. That window can be
further reduced by struggling. Stumbles are produced by tsukame throws and
some special strike attacks.
* Crumble: a translation of the Japanese term "kuzure down". The character will
collapse in a special manner. There are three types of crumbling animations,
which all appear similar but have different properties:
- stomach crumble: the character holds his/her gut and falls face down and
head towards the opponent. During the initial frames of the stomach crumble
the character is vulnerable to low throws, as well as most strike attacks
and pounces.
- foot crumble: the character loses his footing, collapses and rolls onto
his/her back before landing face up head towards the opponent. The character
is not vulnerable to low throws but is vulnerable to most strike attacks and
pounces.
- head crumble: similar in appearance to the stomach crumble, but slightly
slower and perhaps more dramatic. The character will snap back, waver and
then fall face down head toward the opponent, vulnerable to most strike
attacks and pounces. The character cannot be low thrown.
- back crumble: the opponent arches their back and drops to his knees.
The character cannot TR/QR after any crumble knockdown, and the character is
vulnerable to ground throws after he has fallen.
* Flop: the character is whacked end-over and his/her legs flop up in the air as
he/she lands. The character cannot TR/QR and is vulnerable to pounces, ground
throws, and many strike attacks.
* Slam: the character is slammed hard, flat into to the ground; you can QR/TR,
though it's sometimes very hard to do - as you can't buffer the QR/TR before
a hit (take Kage's f+K+G as an example). It should be noted that the vast
majority of Flop moves will also Slam the opponent if it connects in an air
float.
* Side knockdown: an attack that knocks the opponent to the side. He recovers
in FD/HT position, with no QR/TR possibility.
* Head Over Heels: an attack which sends the opponent flying backward, head over
heels. Recovers in FD/HT, no QR/TR possibility.
Many normal stun animations appear similar to stagger animations which can be
struggled out of. It must be known that if there is any possibility of being
able to reduce rigour time, a small animated stick appears in the upper-corner
of the screen (on the side of character capable of doing so). At first the stick
is green, which means the system won't accept any input towards reducing
stagger/stumble time. This is basically to let you know that you will be able to
struggle out of a stagger. When it turns red, you may begin to struggle. Also,
the hit flash for a move that has produced a struggle-able stagger is red.
During stagger or stumble, you cannot buffer any moves in.
Lastly, some moves that normally knock down will only stun a back- or
side-facing opponent.
=-=-=-=-=-=-=-=-=-=-=-
j) And Everything Else
=-=-=-=-=-=-=-=-=-=-=-
Stuff that didn't fit into any of the other sections. Oh yeah, and also
a description of movelist notes.
< Special Shun feature: drinking >
Shun has a unique ability of increasing the damage inflicted. For each drinking
point earned, damage is increased 1%, with 40% (40 drinking points) being the
maximum; while calculating, remember damage is always rounded down. The movelist
lists the detailed ways of gaining DPs (look below); keep in mind that Shun can
be sobered after being hit with certain attacks - those are listed in each
character's section. There are also other effects, mainly the result of damage
increase - attacks that normally stun begin to knock down, etc. - more info on
this later. Some of Shun's attacks make him sacrifice some of his drinking
points. When Shun is sobered or sacrifices his DP, n * 10% of points is
deducted, rounded down.
Movelist Notes
--------------
* drink +x DP
Shun gains x drinking points after hitting with the move. Shun will not drink
if the move is blocked or if the throw is escaped.
* sober -x DP
Shun loses x * 10% (rounded down) drinking points after the move connects (if
noted at every move of a string, it doesn't mean that the combo takes away
the sum of those DPs).
* sacrifice x DP
Shun sacrifices a number of his drinking points to perform a respective move.
Uses the same formula as sober.
* chargeable
Hold the last button press to perform a charged version of the attack. The fully
charged attack will crush opponent's guard (will stagger opponent without any
damage).
* G-cancel
Move can be guard-cancelled while in execution; after-cancel effects vary from
move to move, check the movelists for details. The default result is character
returning to normal stance.
* ground
The character is on the ground after executing the move.
* force crouch
Respective move makes opponent crouch when it hits.
* sabaki vs. x
Denotes a sabaki, a new return skill in VF4.
* to xx
Character enters a special stance after executing the move and usually gains
new characteristics and move systems - refer to respective movelists and
stances section for further details.
* exits xx
After performing the move, character exits the respective stance/system and
return to normal stance. If there is no "exit" or "to" notice, then the
characters will stay in the respective stance.
* continue with Px sequence
The move can be chained to one of the character's punch strings (the ones that
start with regular P); refer to respective special moves section.
* flop ; slam ; head over heels
Denotes that the moves causes a special animation when it connects under a
certain condition; consult the system section for more details.
* crouch stagger on guard and/or hit
The move will stagger crouchers instead of knocking them down.
* guard stagger
Move causes a special stagger even if it's blocked. Fully charged special moves
will usually remove opponent's guard.
* evade to opponent's back
* evade to opponent's front
* cannot be evaded
For half-spinning attacks , evades must be made either to opponent's leading
foot ('back') or rear foot ('front'). Full-spinning (circular) attacks cannot
be evaded by normal means at all ('cannot be evaded'), exception: some
character-unique dodging moves. If no note is given, the move can be evaded to
either way.
Other, more descriptive notes, can also occur - it would be useless to repeat
that stuff here.
==================
II. THE CHARACTERS
==================
The place for movelists of Virtua Fighter 4: Evolution characters and character
data.
Movelist template:
------------------
SPECIAL MOVES:
> 1 [2] 3
4 / 5 6 7 8
9
10
THROWS/REVERSALS:
> 1 [2]
4 6 7 8a
9
10
Examples:
---------
> overhead smash b,df+P
M / MP 25 24-2-50/50/50 0 / +2 / +2 / +13
[b,df+P](19)
+2 on crouch guard
> reaping throw and punches P+G
Ht 35 8-4-36 D / -6
1. MOVE NAME
Official move names or created by players / widely used in VF community.
2. ABBREVIATION
Players tend to use abbreviations when talking/writing about the moves;
I've listed those that are most commonly used. You may come up against
other acronyms too - if they're not included here, please refer to my
abbreviation guide, also available on GameFAQs.com (since I've stopped
updating it, you will not find Evo-specific acronyms there, though).
3. MOTIONS
Shortened description on how to execute the move - refer to Notation and
Game System sections for explanation of the notation used.
4. HIT LEVEL
The level a move or throw hits at. Notation differs for throws.
5. REVERSAL LEVEL
The level a move is reversed / inashi'd / sabaki'd at.
6. DAMAGE
In points, not the percentage of lifebar (standard lifebar is 200 points).
7. EXECUTION-COLLISION-RECOVERY MISSED/RECOVERY GUARDED/RECOVERY IF HIT
Move's execution stat, collision (coverage), recovery if the move is
a) missed (whiffed), b) guarded by the opponent and c) if it hits normally.
8. GUARDED / REGULAR HIT / MINOR COUNTER / MAJOR COUNTER
Frame advantage/disadvantage when the character's move is a) guarded by the
opponent, b) hits normally, c) hits as minor counter and d) hits as major
counter (interrupts); respectively.
8a. EXECUTED SUCCESSFULLY / ESCAPED (throws, 1st element only for reversals)
Frame advantage/disadvantage when the throw/reversal is executed (throws
can also be whiffed).
9. FRAME NOTES
Time in frames allowed for motions; plus anything that doesn't fit into any
of pre-defined sections in each move's description. Example:
Akira's double palm - FC[b,f+P](10)(19)
* Assume FC position;
* (10) frames allowed for the [b,f+P] part;
* (19) frames allowed for the whole sequence;
10. OTHER NOTES
Anything else there is to a respective move.
=-=-=-=-=-=-=
a) AKIRA YUKI
=-=-=-=-=-=-=
Attacks
-------
> punch P
H / HP 12 12-2-24/24/24 +1 / +5 / +5 / +8
> double punch P,P
M / MP 12 13-2-40/40/36 -10 / -1 / ? / +3
P(23)P
> punch, kick P,K
H / HK 20 12-2-39/39/39 -2 / +2 / +2 / D
P(23)K, G-cancel P(23)K(10)G
evade to opponent's back
> low punch d+P
L* / LP 9 12-1-29/27/27 -4 / +3 / +3 / +5
> mid punch FS,f+P
M / MP 19 16-2-41/41/41 -3 / +3 / +3 / +5
FS,f(5)P
crouch stagger on guard/hit
> mid punch, backstep FS,f+P,b
- / - - 16-2-45/45/45 -7 / -1 / -1 / +1
FS,f(5)P(20)b
to BS, crouch stagger on guard/hit
> dashing elbow [DE] f,f+P
M / EL 20 14-2-38/38/36 -3 / +2 / +2 / D
f(12)f(9)P
crouch stagger on guard/hit
> super dashing elbow [SDE] f,f,f+P
M / EL 20 14-2-42/42/36 -6 / D / D / D
f(12)f(10)f(9)P
crouch stagger on guard/hit
> single palm [SgPm] FC,f+P
M* / MP 22~30 16-2-46/46/43 -10 / +4 / +4 / +8
FC[f+P](5)
> single palm, dashing elbow FC,f+P,P
M / EL 20 20-?-46/46/46 -4 / D / D / D
FC[f+P](5)(5)P
> overhead double palm d,db,b+P
M / DP 23 24-5-55/55/48 -9 / D / D / D
[d,db,b+P](24)
> standing palm b,f+P
H / HP 25 14-2-36/36/36 +1 / D / D / D
[b,f+P](19)
> double palm [DbPm] FC,b,f+P
M / DP 30 12-3-50/50/46 -14 / D / D / D
[FC[b,f+P](10)](19)
> overhead smash b,df+P
M / MP 25 24-2-50/50/50 0 / +2 / +2 / +13
[b,df+P](19)
+2 on crouch guard
> youhou df,df+P
M / MP 30 18-2-51/51/42 -12 / D / D / D
df(18)df+P
> roundhouse K
H / HK 25 14-2-41/41/41 -1 / D / D / D
G-cancel K(12)G
evade to opponent's back
> roundhouse F+K</pre><pre id="faqspan-2">
H / HK 25 16-2-40/40/40 -4 / D / D / D
G-cancel F+K(14)G
evade to opponent's back
> shin kick d+K
L / LK 14 ? ?
> low kick D+K | db+K
L / LK 10 ? ?
> single jumping kick [SJK] f,f+K
M / MK 20 14-5-52/52/52 -15 / D / D / D
f(12)f(9)K
> double jumping kick [DJK] f,f+K,K
M / MK 22 11-4-57/57/57 -26 / D / D / D
f(12)f(9)K(24)K
> side kick df+K
M / SK 24 16-2-43/43/43 -5 / 0 / +5 / +8
df(1)K
crouch stagger on guard/hit
> shoulder ram [Shrm] FC,f+P+K
M / SH 28 16-2-50/50/42 -13 / D / D / D
FC[f+P+K](6)
> double fisted strike [DFS] b,f+P+K
M / DP 25 18~39-2-47~68/47~68/47~68 -3 / D / D / D
[b,f+P+K](19)
chargeable, evade to opponent's back
> double fisted strike [DFS] - max charge b,f+P+K
M / DP 45 49-2-78/78/78 +12~+46 / D / D / D
[b,f+P+K](19) - hold P+K for up to 31 frames
guard stagger, evade to opponent's back
> body check [BC] b,f,f+P+K
M / BK 65 13-2-63/63/63 -24 / D / D / D
[b,f,f+P+K](27)
> low backfist [LBF] FS,df+P+K
L / LP 21 26-2-50/50/50 -4 / +3 / +3 / D
FS[df+P+K](6)
> zanshu K+G
M / KN 18 17-4-46/46/46 -7 / -1 / -1 / D
crouch stagger on guard/hit
> youshisaiken K+G,P
M / SH 20 18-6-55/55/55 -14 / D / D / D
K+G(24)P
> knee K+G
M / KN 30 17-3-50/50/44 -10 / D / D / D
hold G for only one frame
> crumbling hand df+P+K+G
M / MP 15 19-3-46/46/46 -6 / 0 / 0 / +3
df(7)P+K+G
+1 on crouch guard/hit, sabaki vs. HP/LP frames 8-16
> crumbling hand, elbow df+P+K+G,P
M / EL 20 20-4-55/55/44 -14 / D / D / D
df(7)P+K+G(20)P
> break guard d+P+K+G
M / EL 5 15-3-38/38/38 +9~+18 / -11 / -12 / -12
> break stance f+P+K+G
H / HP 5 12-3-40/28/28 +15~+24 / -4 / -4 / -3
f(8)P+K+G
> power fist b,f+P+K+G
M / MP 28 23-3-60/60/54 -16 / D / D / D
[b,f+P+K+G](20)
evade to opponent's back
> evading body check d | u,P+K+G
M / SH 20 19-2-58/58/58 -16 / D / D / D
evade to opponent's front
> stun palm P+K+G
M / MP 18 20-1-57/57/53 -15 / -11 / -8 / -4
> stun palm, reverse body check [2/3 SPoD] P+K+G,b,df+P+G
- / - 22 - - / - / - / -
P+K+G(19)[b,df+P+G](13)
> stun palm, reverse body check, double palm [SPoD/AS] P+K+G,b,df+P+G,d,f | b+P
- / - 27 - - / - / - / -
P+K+G(19)[b,df+P+G](13)(36)b+P
> dragon lance df+K+G
M / MK 19 16-1-44/44/44 -6 / -4 / -4 / +2
df(6)K+G
> dragon lance, dashing elbow [2/3 DLC] df+K+G,f+P
M / EL 19 20-1-53/53/50 -13 / -4 / -4 / 0
df(6)K+G(16)f(9)P
> dragon lance, dashing elbow, dodge df+K+G,f+P,d | u
- / - - 20-1-45/45/45 -5 / +1 / +1 / +5
df(6)K+G(16)f(9)P,d | u
> dragon lance, dashing elbow, body check [DLC/AS2] df+K+G,f+P,b,f,f+P+K
M / BK 30 13-2-56/53/53 -17 / D / D / D
df(6)K+G(16)f(9)P[b,f,f+P+K](27)
> axe blade d+K+G
L* / LK 10 16-2-45/45/45 -17 / -13 / -12 / -9
> axe blade, shot knee d+K+G,f+K
M / KN 10 21-2-56/56/56 -17 / -17 / -17 / -15
d+K+G(17)f(7)K
> axe blade, shot knee, overhead smash [AS3] d+K+G,f+K,b,f+P
M / MP 15 14-2-46/45/40 -16 / -2 / -2 / -1
d+K+G(17)f(7)K[b,f+P](19)
> backstep stance db+P+K+G
- / - - - 55 - / - / - / -
db(7)P+K+G
to BS
> choushinchuu BS P
M / EL 20 10-3-37/37/32 -6 / +2 / +2 / D
BS(48)P
crouch stagger on guard/hit, exits BS
> fujinkyaku BS K
L / LK 14 17-3-50/50/46 -13 / -3 / ? / +1
BS(26)K, exits BS
> honshinshouten BS P+K
- / - 0 8-12-47/-/- see below
BS(36)P+K
inashi vs. HP(+14~+26)/HK(+22~+34)/MP(+14~+26)/EL(+14~+26/KN(+21~+33), exit BS
> honshinshouten, shoutenhousui BS P+K,f+P
- / - 30 - D
BS(36)P+K,f(7)P
sabaki vs. ?, exits BS
Back-Turned Attacks
-------------------
> punch BT P
H / HP 12 ? ?
> smash BT d+P
M / MP 14 ? ?
> roundhouse BT K
H / HK 30 ? ?
> shin kick BT d+K
L / LK 10 ? ?
> sweep BT D+K
L / SW 30 ? ?
> body check BT P+K
M / SH 30 ? ?
Jump Attacks
------------
> hopping smash asc,P | mid,P
M / MP 25 ? ?
> hopping punch desc,P
M / MP 25 ? ?
> hopkick asc,K | mid,K
M / MK 25 ? ?
> landing side kick desc,K
M / MK 20 ? ?
Throws
------
> reaping throw and punches P+G
Ht 35 8-4-36 D / -6
> elbow rush (side) P+G
Ht 40 8-?-36 D / -6
> big finish (back) P+G
Ht 55 8-4-36 D / -
inescapable
> stumbling trip [ST] b,d+P+G
Ht 0 8-4-36 +13~+43 / -6
[b,d+P+G](19)
> close-in ram b,f+P+G
Ht 50 8-4-36 D / -25
[b,f+P+G](19)
> reverse body check [RBC] b,df+P+G
Ht 28 8-4-36 +11 / -6
[b,df+P+G](19)
> inverted body check df+P+G
Ht 40 8-4-36 D / -6
df(6)P+G
> wall inverted body check (back to wall) df+P+G
Ht 65 8-4-36 D / -6
df(6)P+G
> surprise exchange [SE] FS,db+P+G
Ht 0 8-4-36 +5 / -6
db(6)P+G
> headbutt throw db,f+P+G
Ht 62 8-4-36 D / -8
[db,f+P+G](19)
> pull-in throw f,b+P+G
Ct 0 19-3-40 +5 / -
[f,b+P+G](19)
inescapable
> pull-in throw, dodge f,b+P+G,d | u
- - ? ? / -
[f,b+P+G](19)
> pull-in throw, reverse body check f,b+P+G,d+P+K | u+P+K
- 25 ? ?
[f,b+P+G](19),d | u+P+K
> pull-in throw, shoulder ram f,b+P+G,P+K
- 20 ? ?
[f,b+P+G](19),P+K
Reversals & Inashi
------------------
> high reversal b+P+K
- 30 1-10-30 D
b(4)P+K
reversal vs. HP/HE/HK
> mid reversal db+P+K
- 30 1-10-30 D
db(6)P+K
reversal vs. MP/EL/MK/KN/SM
> low reversal d+P+K
- 30 1-10-30 D
reversal vs. LP/LK
> heaven cannon b+P+K+G
- 0 1-13-44 see below
b(8)P+K+G
inashi vs. HP(+10~+22)/HK(+18~+30)/LP(+21~+33)
> heaven cannon, crumbling hand b+P+K+G,f+P
- 30 ? D
b(8)P+K+G,f(7)P
Down Attacks
------------
> ground punch df+P
G 12 ? ?
> jumping stomach punch u+P
G 20 ? ?
Wall Actions
------------
> spring wall jump kick f+P+K+G
M ? ? ?
Rising Attacks
--------------
> face down, feet towards K,K,K
M / ? 20 ? ?
> face down, feet towards (delay) K,K,K
M / ? 20 ? ?
> face down, feet towards (sideroll) K,K,K
M / ? 20 ? ?
> face down, feet towards (backroll) K,K,K
M / ? 20 ? ?
> face down, head towards K,K,K
M / ? 20 ? ?
> face down, head towards (delay) K,K,K
M / ? 20 ? ?
> face down, head towards (sideroll) K,K,K
M / ? 20 ? ?
> face down, head towards (backroll) K,K,K
M / ? 20 ? ?
> face up, feet towards K,K,K
M / ? 20 ? ?
> face up, feet towards (delay) K,K,K
M / ? 20 ? ?
> face up, feet towards (sideroll) K,K,K
M / ? 20 ? ?
> face up, feet towards (backroll) K,K,K
M / ? 20 ? ?
> face up, head towards K,K,K
M / ? 20 ? ?
> face up, head towards (delay) K,K,K
M / ? 20 ? ?
> face up, head towards (sideroll) K,K,K
M / ? 20 ? ?
> face up, head towards (backroll) K,K,K
M / ? 20 ? ?
> face down, feet towards D+K,K,K
L / ? 20 ? ?
> face down, feet towards (delay) D+K,K,K
L / ? 20 ? ?
> face down, feet towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face down, feet towards (backroll) D+K,K,K
L / ? 20 ? ?
> face down, head towards D+K,K,K
L / ? 20 ? ?
> face down, head towards (delay) D+K,K,K
L / ? 20 ? ?
> face down, head towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face down, head towards (backroll) D+K,K,K
L / ? 20 ? ?
> face up, feet towards D+K,K,K
L / ? 20 ? ?
> face up, feet towards (delay) D+K,K,K
L / ? 20 ? ?
> face up, feet towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face up, feet towards (backroll) D+K,K,K
L / ? 20 ? ?
> face up, head towards D+K,K,K
L / ? 20 ? ?
> face up, head towards (delay) D+K,K,K
L / ? 20 ? ?
> face up, head towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face up, head towards (backroll) D+K,K,K
L / ? 20 ? ?
=-=-=-=-=-=-=-=-=
b) AOI UMENOKOUJI
=-=-=-=-=-=-=-=-=
Attacks
-------
> punch P
H / HP 10 11-2-23/23/23 +1 / +5 / +5 / +8
> double punch P,P
H / HP 10 ? ?
> triple punch P,P,P
H / HP 12 ? ? / ? / ? / ?
> triple punch, knee P,P,P,K
M / KN 25 ? ? / D / D / D
> triple punch, knee, yin-yang stance P,P,P,K,P+K+G
- / - - ? - / - / - / -
> triple punch, sweep P,P,P,d+K
L / LCR 20 ? ? / D / D / D
G-cancel
> triple punch, sweep, yin-yang stance P,P,P,d+K,P+K+G
- / - - ? - / - / - / -
> double punch, chop P,P,f+P
M / EL 20 ? ? / ? / ? / ?
G-cancel
> double punch, chop, elbow P,P,f+P,P
M / EL 20 ? ? / ? / ? / D
G-cancel
> double punch, kick P,P,K
H / HK 20 ? ? / D / D / D
> punch, kick P,K
H / HK 20 14-2-40/40/40 -6 / +2 / ? / D
P(22)K
> low punch d+P
L* / LP 9 12-1-29/27/27 -4 / +3 / +3 / +5
> elbow f+P
M / EL 15 14-3-39/39/39 -5 / -1 / -1 / +5
f(5)P
crouch stagger on guard/hit
> elbow, chop f+P,P
M / EL 15 21-1-52/52/46 -10 / -1 / -1 / +1
f(5)P(38)P, G-cancel f(5)P(38)P(20)G
evade to opponent's front
> spinning elbow f,f+P
M / EL 25 17-2-46/?/? -7 / +2 / +2 / +4
f(16)f(5)P, G-cancel f(16)f(5)P(16)G
evade to opponent's front
> chin slap f,b+P
H / HP 10 25-3-43/43/43 0 / +4 / +4 / +6
[f,b+P](19)
sabaki vs. HK/MK/SK/KN frames 7-19
> kagetsurou b+P
H / HP 19 16-?-46/43/43 -5 / +1 / +1 / +4
b(7)P
> kagetsurou, yin-yang stance b+P,P+K+G
- / - - ? - / - / - / -
b(7)P(17)P+K+G
> standing palms b,f+P
M / MP 10+15 17-1_25-3/51/51/51 -6 / +2 / +2 / +3
[b,f+P](19)
> standing palms, flip throw b,f+P,P+G
Hit 25 ? - / - / - / -
[b,f+P](19)P+G
inescapable
> double stop b,df+P
M* / MDP 15 13-2-42/42/42 -6 / -4 / -4 / +2
[b,df+P](19)
+1 on crouch guard, crouch stagger on hit
> uppercut FS,df+P
M* / MP 24 18-3-49/49/45 -5 / 0 / D / D
G-cancel df+P(17)G, rec 27~32
> uppercut, yin-yang stance df+P,P+K+G
- / - - ? - / - / - / -
> rising elbow FC,df+P
M / ? 18 15-3-47/47/43 -10 / -2 / -2 / +2
FC,df(6)P
> rising elbow, shoulder throw FC,df+P,b+P+G
Hit 25 ? - / - / - / -
[FC,df(6)P](19)b(7)P+G
inescapable
> low smash db+P
L / LP 20 23-4-55/55/48 -11 / -1 / -1 / +12
db(1)P
> high kick K
H / HK 25 14-3-42/42/40 -2 / +2 / D / D
> knee f+K
M / KN 20 18-2-44/44/41 -6 / -2 / -2 / D
f(4)K
> knee, yin-yang stance f+K,P+K+G
- / - - ? - / - / - / -
f(4)K(17)P+K+G
> knee, jumping kick f+K,K
H / HK 20 13-2-50/50/45 -16 / D / D / D
f(4)K(19)K
> kasumigeri d+K
L / LK 16 15-2-49/49/43 -14 / -4 / -4 / 0
> low kick D+K
L / LK 12 ? ? / ? / ? / ?
> side kick df+K
M / SK 12 17-2-43/43/43 -5 / 0 / 0 / +8
df(1)K
crouch stagger on guard/hit
> ankle kick db+K
L / LK 12 ? ? / ? / ? / ?
> side chop P+K
H / HP 8 ? ? / ? / ? / ?
> double side chop P+K,P
H / HP 9 ? ? / ? / ? / ?
> triple side chop P+K,P,P
H / HP 9 ? ? / ? / ? / ?
> tengu otoshi WS,P+K
M / MP 15 14-1-41/41/41 -5 / -1 / -1 / D
stumble on MC
> spinning strike f+P+K
M / EL 20 15-3-43/43/43 -5 / -4 / -4 / +4
f(5)P+K
crouch stagger on guard/hit, evade to opponent's back
> spinning strike, elbow f+P+K,P
M / EL 15 23-1-56/56/56 -12 / D / D / D
f(5)P+K(29)P, G-cancel f(5)P+K(29)P(20)G rec 34~39
evade to opponent's back
> elbow strike f,f+P+K
M / EL 21 19-2-43/43/43 -4 / 0 / 0 / D
f(12)f(9)P+K
crouch stagger on guard/hit
> elbow strike, double palm f,f+P+K,P
H / HDP 20 20-2-50/50/50 -10 / D / D / D
f(12)f(9)P+K(32)P
> shinchuuzuki d,df,f+P+K
M / MP 21 20-2-52/52/48 -10 / -4 / -4 / -1
[d,df,f+P+K](24)
sabaki vs. HP/MP/EL frames 3-13
> retreating chop b,b+P+K
H / HP 14 17-2-50/50/45 -13 / D / D / D
b(12)b(9)P+K, G-cancel b(12)b(9)P+K(10)G rec 26
> slow double strike b,f+P+K
M / MDP 20 24-2-50/50/50 -4 / D / D / D
[b,f+P+K](19)
> inshou b,df+P+K
M / MP 15 16-2-42/42/42 -6 / -1 / -1 / D
[b,df+P+K](19)
> phoenix palm df+P+K
M / MP 15 16-1-44/40/40 -4 / +1 / +1 / +13
df(6)P+K
> shigure K+G
H / HCR 22 25-?-50/50/50 -3 / +1 / +1 / D
> sweep d+K+G
L / LCR 20 19-?-60/60/49 -18 / -6 / -2 / D
G-cancel d+K+G(15)G rec 33~35
> sweep, yin-yang stance d+K+G,P+K+G
- / - - ?-?-50/-/- - / - / - / -
> spinning roundhouse f+K+G
H / HK 18 16-4-45/45/45 -7 / -3 / -3 / +1
f(7)K+G
evade to opponent's back
> spinning roundhouse, body blow f+K+G,P
M / MP 15 34-1-50/50/50 +4 / D / D / D
f(7)K+G(24)P
sabaki vs. HP/MP/EL frames 12-19
> back heel thrust b+K+G
M / MK 25 20-3-57/57/49 -16 / -3 / -3 / D
b(1)K+G
sabaki vs. MK/SK frames 1-12
> evading elbow d | u,P+K+G
M / ? 22 ? ? / D / D / D
> yin-yang stance b+P+K+G
- / - - 1-14-40/-/- - / - / - / -
b(4)P+K+G
> yin-yang auto-inashi YY n
- / - - ? - / - / - / -
inashi vs. HP(+20)/MP(+20)/HK(+22)/MK(+11)/KN(+19)/EL(+20) frames 1-14
exit YY
> evade YY d | u
- / - - ?-?-35/-/- - / - / - / -
exit YY
> ryuusen YY d+P | u+P
M / MP 19 21-?-51/51/48 -10 / -1 / D / D
YY(25)d | u+P
crouch stagger, exit YY
> knife hand b,b+P
H / HP 14 16-2-31/31/31 0 / +2 / +2 / +5
b(12)b(9)P
Back-Turned Attacks
-------------------
> punch BT P
H / HP 12 12-2-24/24/24 +2 / +5 / +8 / +10
> low chop BT d+P
L / LP 20 11-2-33/33/33 -4 / +2 / +2 / +5
> high kick BT K
H / HK 20 15-3-44/44/44 -6 / D / D / D
> low kick BT d+K
L / LK 12 15-2-41/41/41 -3 / -2 / +2 / D
> low sweep BT D+K
L / LK 20 21-2-40/40/40 -5 / -2 / +1 / +5
Jump Attacks
------------
> hopping chop asc,P
M / ? 25 ? ?
> hopping punch mid,P
M / ? 25 ? ?
> hopkick asc,K
M / ? 18 ? ?
> hopping kick mid,K
M / ? 20 ? ?
> landing side kick desc,K
M / ? 20 ? ?
Throws
------
> ko ate P+G
Ht 40 ? D / ?
> hiki chigai P+G,f
Ht 0 ? ? / ?
> hiki chigai P+G,d
Ht 0 ? ? / ?
> hiki chigai P+G,b
Ht 0 ? ? / ?
> hiki chigai P+G,u
Ht 0 ? ? / ?
> morotebiki FC,b+P+G
Ht 55 ? D / ?
> second control throw df+P+G
Ht 50 ? D / ?
> obaro guruma df,df+P+G
Ht 42 ? D / ?
> hair grab db+P+G
Ht 45 ? D / ?
> aiki throw FC,f+P+G
Ht 40 ? D / ?
> reverse body flip b,f+P+G
Ht 50 ? D / ?
> first dan throw f,df,d,db,b+P+G
Ht 30 ? D / ?
> first dan throw b,db,d,df,f+P+G
Ht 20 ? D / ?
> second dan throw (after first dan throw) f,d | b,d+P+G
Ht 20 ? D / ?
> second dan finish (after first dan throw) f,u | b,u+P+G
Ht 35 ? D / ?
> third dan throw (after second dan throw) d,u+P+G
Ht 25 ? D / ?
> third dan throw (after second dan throw) u,d+P+G
Ht 26 ? D / ?
> shiho nage u,f,d,b | d,f,u,b+P+G
Ht 57 ? D / ?
> sacrifice throw u,b,d,f | d,b,u,f+P+G
Ht 40 ? D / ?
> falling combo (after sacrifice throw) b,db,d,df,f+K+G
- 20 ? D / ?
> sami dare (right side) P+G
Ht 40 ? D / ?
> rotary throw (left side) P+G
Ht 40 ? D / ?
> fierce pat throw (back) P+G
Ht 50 ? D / ?
inescapable
> low takedown d+P+K+G
Lt 50 ? D / ?
> arm lock and break db+P+K+G
Lt 53 ? D / ?
Reversals
---------
> high right punch reversal b+P+K
- 25 1-12-30 D
b(4)P+K
reversal vs. HP
> high left punch reversal b+P+K
- 25 1-12-30 D
b(4)P+K
reversal vs. HP
> high right kick reversal b+P+K
- 20 1-12-30 D
b(4)P+K
reversal vs. HK
> high left kick reversal b+P+K
- 20 1-12-30 D
b(4)P+K
reversal vs. HK
> high double-handed punch reversal b+P+K
- 20 1-12-30 D
b(4)P+K
reversal vs. DHP
> high double-legged kick reversal b+P+K
- 0 1-12-30 ?
b(4)P+K
reversal vs. DHK
> high crescent reversal b+P+K
- 0 1-12-30 +19
b(4)P+K
reversal vs. HCR
> backturned high punch reversal BT b+P+K
- 30 1-12-30 D
b(4)P+K
reversal vs. HP
> backturned high kick reversal BT b+P+K
- 30 1-12-30 D
b(4)P+K
reversal vs. HK
> mid right punch reversal db+P+K
- 25 1-12-30 D
db(6)P+K
reversal vs. MP
> mid left punch reversal db+P+K
- 25 1-12-30 D
db(6)P+K
reversal vs. MP
> mid right kick reversal db+P+K
- 20 1-12-30 D
db(6)P+K
reversal vs. MK
> mid left kick reversal db+P+K
- 20 1-12-30 D
db(6)P+K
reversal vs. MK
> mid elbow reversal db+P+K
- 30 1-12-30 D
db(6)P+K
reversal vs. EL
> mid right sidekick reversal db+P+K
- 30 1-12-30 D
db(6)P+K
reversal vs. SK
> mid left sidekick reversal db+P+K
- 30 1-12-30 D
db(6)P+K
reversal vs. SK
> mid right knee reversal db+P+K
- 30 1-12-30 D
db(6)P+K
reversal vs. KN
> mid left knee reversal db+P+K
- 30 1-12-30 D
db(6)P+K
reversal vs. KN
> mid somersault reversal db+P+K
- 25 1-12-30 D
db(6)P+K
reversal vs. SM
> mid double-handed punch reversal b+P+K
- 20 1-12-30 D
b(4)P+K
reversal vs. DMP
> mid double-legged kick reversal b+P+K
- 0 1-12-30 +19
b(4)P+K
reversal vs. DMK
> mid shoulder reversal db+P+K
- 20 1-12-30 D
db(6)P+K
reversal vs. SH
> mid head reversal db+P+K
- 25 1-12-30 D
db(6)P+K
reversal vs. MHD
> mid back reversal db+P+K
- 30 1-12-30 D
db(6)P+K
reversal vs. BK
> mid crescent reversal db+P+K
- 0 1-12-30 +19
b(4)P+K
reversal vs. MCR
> backturned mid punch reversal BT db+P+K
- 30 1-12-30 D
b(4)P+K
reversal vs. MP
> backturned mid kick reversal BT db+P+K
- 30 1-12-30 D
b(4)P+K
reversal vs. MK
> low punch reversal d+P+K
- 25 1-12-30 D
reversal vs. LP
> low kick reversal d+P+K
- 25 1-12-30 D
reversal vs. LK
> low double-legged kick reversal d+P+K
- 0 1-12-30 ?
reversal vs. DLK
> low head reversal d+P+K
- 25 1-12-30 D
reversal vs. LHD
> low crescent reversal d+P+K
- 0 1-12-30 +25
reversal vs. LCR
Down Attacks
------------
> ground chop df+P
G ? ? ?
> jumping stomach punch u+P
G ? ? ?
> high pounce u+K+G
G ? ? ?
> leg break d | df+P+G
Gt ? ? ? / ?
> flip and arm break d | df+P+G
Gt ? ? ? / ?
> hip break d | df+P+G
Gt ? ? ? / ?
> arm lock and break d | df+P+G
Gt ? ? ? / ?
Rising Attacks
--------------
> face down, feet towards K,K,K
M / ? 20 ? ?
> face down, feet towards (delay) K,K,K
M / ? 20 ? ?
> face down, feet towards (sideroll) K,K,K
M / ? 20 ? ?
> face down, feet towards (backroll) K,K,K
M / ? 20 ? ?
> face down, head towards K,K,K
M / ? 20 ? ?
> face down, head towards (delay) K,K,K
M / ? 20 ? ?
> face down, head towards (sideroll) K,K,K
M / ? 20 ? ?
> face down, head towards (backroll) K,K,K
M / ? 20 ? ?
> face up, feet towards K,K,K
M / ? 20 ? ?
> face up, feet towards (delay) K,K,K
M / ? 20 ? ?
> face up, feet towards (sideroll) K,K,K
M / ? 20 ? ?
> face up, feet towards (backroll) K,K,K
M / ? 20 ? ?
> face up, head towards K,K,K
M / ? 20 ? ?
> face up, head towards (delay) K,K,K
M / ? 20 ? ?
> face up, head towards (sideroll) K,K,K
M / ? 20 ? ?
> face up, head towards (backroll) K,K,K
M / ? 20 ? ?
> face down, feet towards D+K,K,K
L / ? 20 ? ?
> face down, feet towards (delay) D+K,K,K
L / ? 20 ? ?
> face down, feet towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face down, feet towards (backroll) D+K,K,K
L / ? 20 ? ?
> face down, head towards D+K,K,K
L / ? 20 ? ?
> face down, head towards (delay) D+K,K,K
L / ? 20 ? ?
> face down, head towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face down, head towards (backroll) D+K,K,K
L / ? 20 ? ?
> face up, feet towards D+K,K,K
L / ? 20 ? ?
> face up, feet towards (delay) D+K,K,K
L / ? 20 ? ?
> face up, feet towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face up, feet towards (backroll) D+K,K,K
L / ? 20 ? ?
> face up, head towards D+K,K,K
L / ? 20 ? ?
> face up, head towards (delay) D+K,K,K
L / ? 20 ? ?
> face up, head towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face up, head towards (backroll) D+K,K,K
L / ? 20 ? ?
=-=-=-=-=-=-=
c) BRAD BURNS
=-=-=-=-=-=-=
Attacks
-------
> jab P
H / HP ? 12-2-24/24/24 +1 / +5 / +5 / +8
> jab, straight P,P
H / HP ? ? ? / ? / ? / ?
f to DK, d to SR, u to SL
> combination upper P,P,P
H / HP ? ? ? / ? / ? / ?
> jab, spin kick P,K
H / HK ? 15-2-44/40/40 -6 / +2 / +2 / D
P(23)K
evade to opponent's back
> combination low P,P,K
L / LK ? ? ? / ? / ? / ?
> jab, body straight P,f+P
M / MP ? ? ? / ? / ? / ?
> grinding knee P,f+P,K
M / KN ? ? ? / ? / ? / ?
> sit jab d+P
L* / LP ? 12-1-29/27/27 -4 / +3 / +3 / +5
> elbow hook f+P
M / MP ? 14-2-38/38/36 -6 / -4 / -4 / +4
f(7)P
crouch stagger on guard/hit
> elbow hook, screw high kick f+P,K
> spine whip b+P
> rump knee combination b+P,K
> rump knee combination, catch b+P,K,P+G
> jolt upper FS,df+P
> ti sok combination FS,df+P,P
> rising upper FC,df+P
> stepping K
</pre><pre id="faqspan-3">
> stepping, mobility jab K,P
> step combination K,P,K
> step combination, catch K,P,K,P+G
> cutting low d+K
> low kick D+K
> double strike D+K,K
> knee upper f+K
> kao loy f,f+K
> flare kick FC,b+K
> step change knee b,f+K
> middle kick df+K
> middle kick, catch df+K,P+K
> ti sok bon P+K
> shovel hook d+P+K
> shovel hook double d+P+K,P
> shovel hook triple d+P+K,P,P
> last shot d+P+K,f+P
> sok club f+P+K
> destruction body df+P+K
> ti sok ran df+P+K,P
> high spin kick K+G
> tornado combination K+G,d+K+G
> jaguar tail d+K+G
> pap sok kao b,f+K+G
> over step middle d | u,P+K+G
Special Actions
---------------
ducking f+P+K+G
sway back b+P+K+G
slipping right d+P+K+G
slipping left u+P+K+G
Ducking Actions
---------------
body hook DK P
cross upper DK P,P
ducking knee upper DK K
ducking knee upper, catch DK K,P+G
middle spin kick DK K+G
Sway Back Actions
-----------------
sway back jab SB P
sway back middle kick SB K
Slipping Right Actions
----------------------
smash hook SR P
hunting middle kick SR K
hunting middle kick, catch SR K,P+G
Slipping Left Actions
---------------------
body break SL P
piercing knee SL K
Catch Position Actions
----------------------
elbow slash CT P
gokko ti kao 1 CT K
gokko ti kao 2 CT K
gokko ti kao 3 CT K
position change - left CT d
position change - back CT f
position change - right CT u
left through CT d
back through CT f
right through CT u
Throws
------
elbow slash P+G
pap sok kao (right side) P+G
reu impact (left side) P+G
power gradation (back) P+G
body knee crush b,f+P+G
neck slash b+P+G
face fang df,df+P+G
change db+P+G
Reversals
---------
death trap db+K
Jump Attacks
------------
jump knuckle asc,P | mid,P
jump straight desc,P
jump toe kick asc,K | mid,K
jump side kick desc,K
Down Attacks
------------
gambit df+K
hell dive u+P
Back-Turned Attacks
-------------------
spine whip BT P
rump knee combination BT P,K
jutting elbow BT d+P
needle kick BT K
waikuru turn BT d+K
face crush elbow BT P+K
Wall Actions
------------
jumping knee f+P+K+G
Rising Attacks
--------------
> face down, feet towards K,K,K
M / ? 20 ? ?
> face down, feet towards (delay) K,K,K
M / ? 20 ? ?
> face down, feet towards (sideroll) K,K,K
M / ? 20 ? ?
> face down, feet towards (backroll) K,K,K
M / ? 20 ? ?
> face down, head towards K,K,K
M / ? 20 ? ?
> face down, head towards (delay) K,K,K
M / ? 20 ? ?
> face down, head towards (sideroll) K,K,K
M / ? 20 ? ?
> face down, head towards (backroll) K,K,K
M / ? 20 ? ?
> face up, feet towards K,K,K
M / ? 20 ? ?
> face up, feet towards (delay) K,K,K
M / ? 20 ? ?
> face up, feet towards (sideroll) K,K,K
M / ? 20 ? ?
> face up, feet towards (backroll) K,K,K
M / ? 20 ? ?
> face up, head towards K,K,K
M / ? 20 ? ?
> face up, head towards (delay) K,K,K
M / ? 20 ? ?
> face up, head towards (sideroll) K,K,K
M / ? 20 ? ?
> face up, head towards (backroll) K,K,K
M / ? 20 ? ?
> face down, feet towards D+K,K,K
L / ? 20 ? ?
> face down, feet towards (delay) D+K,K,K
L / ? 20 ? ?
> face down, feet towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face down, feet towards (backroll) D+K,K,K
L / ? 20 ? ?
> face down, head towards D+K,K,K
L / ? 20 ? ?
> face down, head towards (delay) D+K,K,K
L / ? 20 ? ?
> face down, head towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face down, head towards (backroll) D+K,K,K
L / ? 20 ? ?
> face up, feet towards D+K,K,K
L / ? 20 ? ?
> face up, feet towards (delay) D+K,K,K
L / ? 20 ? ?
> face up, feet towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face up, feet towards (backroll) D+K,K,K
L / ? 20 ? ?
> face up, head towards D+K,K,K
L / ? 20 ? ?
> face up, head towards (delay) D+K,K,K
L / ? 20 ? ?
> face up, head towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face up, head towards (backroll) D+K,K,K
L / ? 20 ? ?
=-=-=-=-=-=-=-=
d) GOH HINOGAMI
=-=-=-=-=-=-=-=
Attacks
-------
shouda P
tsuraneshouda P,P
suneuchi d+P
hibauchi f+P
rengoku f+P,P
abarakudaki f,f+P
abarakudaki, yomiokuri f,f+P,b+P+G
tettsui b+P
soukyuu b,f+P
sunekudaki b,df+P
raika df+P
inazumageri migihibarageri K
uchikurubushigeri d+K
tsukikage f+K
kyousengeri b,f+K
uranainazumageri uramigihibarageri df+K
senryuugeri db+K
kumiteharai P+K
kumiteharai, tsukami P+K,P+G
minamobarai d+P+K
hayabusa f+P+K
junyo f+P+K,P
goukitotsu WS,f+P+K
fudousatsu f,f+P+K
karura b+P+K
kotetsu b+P+K
yorodooshi b,f+P+K
yamibarai b,df+P+K
yamibarai, tsukami b,df+P+K,f+P+G
minamobarai u+P+K
gohou yuriori df+P+K
kiribarai K+G
ikaruga K+G,P
deashibarai d | u+K+G
anikubigari f,f+K+G
murakumo f,f+K+G,b+P+G
nioudaoshi df+K+G
nioudaoshi, niousatsu df+K+G,f+P+G
orosanagi db+K+G
suigetsugeri d | u+P+K+G
Tsukami Actions
---------------
tsukitobashi TS P+G
oosotogari TS f+P+G
oosotoguruma TS f,f+P+G
seoiotoshi TS f,b+P+G
okurioshibarai TS f,d+P+G
oshibarai TS f,u+P+G
tamanage TS b+P+G
oosotootoshi-todome TS b,f+P+G
yashaguruma TS b,b+P+G
okurioshibarai TS b,d+P+G
oshibarai TS b,u+P+G
okurioshibarai TS d+P+G
oosotogari TS d,f+P+G
hizaguruma TS d,b+P+G
okurioshibarai gou-todome TS d,d+P+G
oshibarai TS d,u+P+G
oshibarai TS u+P+G
oshibarai TS u,f+P+G
hizaguruma TS u,b+P+G
okurioshibarai TS u,d+P+G
oshibarai gou-todome TS u,u+P+G
Throws
------
makikomi P+G
hijote-kuchikiori (side) P+G
kegonotoshi (back) P+G
uchimata f,d+P+G
tsuyuharai-todome b,db,d,df,f+P+G
hizaate-ooguruma d,b,u,f | u,b,d,f+P+G
tsuchigumo f,f+P+G
gansekiotoshi b+P+G
narakuotoshi f,b+P+G
tachidori-todome f,df,d,db,b+P+G
enma df+P+G
raika df,df+P+G
kuchikitate d+P+K+G
orochi df+P+K+G
hijote-kuchikiori (side) d | df+P+K+G
kegonotoshi (back) d | df+P+K+G
Jump Attacks
------------
tobitsuki asc,P | mid,P
tobitetsubishi desc,P
tobigeri asc,K | mid,K
tobisuigetsugeri desc,K
Down Attacks
------------
todome df+P
hayate u+P
hayate (back) u+P
matachiki (opponent face up, feet towards) d | df+P+G
kesagatame (opponent face up, head towards) d | df+P+G
udehishigi (opponent face up, right side) d | df+P+G
murasame (opponent face up, left side) d | df+P+G
hiengaeshi (opponent face down, feet towards) d | df+P+G
haorigatame (opponent face down, head towards) d | df+P+G
udehishigi (opponent face down, right side) d | df+P+G
enmasatsu (opponent face down, left side) d | df+P+G
Back-Turned Attacks
-------------------
tsuki BT P
tettsui BT d+P
mawashigeri BT K
sunegeri BT d+K | D+K
Rising Attacks
--------------
> face down, feet towards K,K,K
M / ? 20 ? ?
> face down, feet towards (delay) K,K,K
M / ? 20 ? ?
> face down, feet towards (sideroll) K,K,K
M / ? 20 ? ?
> face down, feet towards (backroll) K,K,K
M / ? 20 ? ?
> face down, head towards K,K,K
M / ? 20 ? ?
> face down, head towards (delay) K,K,K
M / ? 20 ? ?
> face down, head towards (sideroll) K,K,K
M / ? 20 ? ?
> face down, head towards (backroll) K,K,K
M / ? 20 ? ?
> face up, feet towards K,K,K
M / ? 20 ? ?
> face up, feet towards (delay) K,K,K
M / ? 20 ? ?
> face up, feet towards (sideroll) K,K,K
M / ? 20 ? ?
> face up, feet towards (backroll) K,K,K
M / ? 20 ? ?
> face up, head towards K,K,K
M / ? 20 ? ?
> face up, head towards (delay) K,K,K
M / ? 20 ? ?
> face up, head towards (sideroll) K,K,K
M / ? 20 ? ?
> face up, head towards (backroll) K,K,K
M / ? 20 ? ?
> face down, feet towards D+K,K,K
L / ? 20 ? ?
> face down, feet towards (delay) D+K,K,K
L / ? 20 ? ?
> face down, feet towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face down, feet towards (backroll) D+K,K,K
L / ? 20 ? ?
> face down, head towards D+K,K,K
L / ? 20 ? ?
> face down, head towards (delay) D+K,K,K
L / ? 20 ? ?
> face down, head towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face down, head towards (backroll) D+K,K,K
L / ? 20 ? ?
> face up, feet towards D+K,K,K
L / ? 20 ? ?
> face up, feet towards (delay) D+K,K,K
L / ? 20 ? ?
> face up, feet towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face up, feet towards (backroll) D+K,K,K
L / ? 20 ? ?
> face up, head towards D+K,K,K
L / ? 20 ? ?
> face up, head towards (delay) D+K,K,K
L / ? 20 ? ?
> face up, head towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face up, head towards (backroll) D+K,K,K
L / ? 20 ? ?
=-=-=-=-=-=-=-=
e) JACKY BRYANT
=-=-=-=-=-=-=-=
Attacks
-------
straight lead P
jab, straight P,P
flash piston punch P,P,P
double punch, groin kick P,P,K
double punch, middle smash P,P,f+P
combo smash sword P,P,f+P,K
combo smash back knuckle P,P,f+P,P
combo smash knuckle, spin kick P,P,f+P,P,K
combo smash knuckle, low spin kick P,P,f+P,P,d+K
jab, straight, back knuckle P,P,b+P
combo back knuckle, spin kick P,P,b+P,K
double punch, low spin kick P,P,d+K
double punch, knee P,P,f+K
jab, double straight P,P,u+P
punch, spin kick (regular stance) P,K
punch, side kick (reverse stance) P,K
punch, low spin kick P,d+K
punch, kick F+P,K
squat straight d+P
middle smash f+P
middle smash, back knuckle f+P,P
middle smash, knuckle, spin kick f+P,P,K
middle smash, knuckle, low spin kick f+P,P,d+K
middle smash sword f+P,K
spinning back knuckle b+P
double back knuckle b+P,P
spinning, slant back knuckle b+P,db+P
spinning, arm kick b+P,K
spinning back knuckle, low spin kick b+P,d+K
smash straight FS,df+P
smash straight, hook FS,df+P,P
lightning back knuckle FS,df+P,P,P
smash, back knuckle FS,df+P,P+K
smash upper FC,df+P
slant back knuckle db+P
slant, low spin kick db+P,K
vertical hook kick K
kick, back knuckle K,P
combo knuckle low K,P,d+K
double spinning kick K,K
2-way spin kick K,d+K
smash low kick d+K
fake, elbow d+K,P
fake, elbow, back knuckle d+K,P,P
groin kick f+K
stepping middle kick f,f+K
stepping middle kick, turn away f,f+K,b
standing knee kick b+K
standing knee kick combo b+K,K
middle kick df+K
high angle upper kick df,df+K
somersault kick ub+K
low kick D+K
double low kick D+K,K
beatknuckle P+K
beatknuckle, back knuckle P+K,P
beatknuckle, knuckle, spin kick P+K,P,K
beatknuckle, knuckle, low spin kick P+K,P,d+K
beatknuckle, spin kick P+K,K
step-in body f+P+K
chopping left combo f+P+K,P
sway hook b+P+K
bil jee b,f+P+K
lightning kick 1 d+P+K
lightning kick 2 d+P+K,K
lightning kick 3 d+P+K,K,K
lightning kick 4 d+P+K,K,K,K
lightning kick 5 d+P+K,K,K,K,K
body blow df+P+K
body blow, kiss of the dragon df+P+K,P+G
lightning combination 1 db+P+K
lightning combination 2 db+P+K,K
lightning combination 3 db+P+K,K,K
lightning combination 4 db+P+K,K,K,K
lightning combination 5 db+P+K,K,K,K,K
lightning low db+P+K,K,K,K,d+K
spinning kick K+G
spinning kick, low spin kick K+G,d+K+G
leg slicer d+K+G
spin leg slicer d+K+G,K
spin heel sword b+K+G
middle spin kick b,f+K+G
jumping sobat u+K+G
head hook kick df+K+G
switch spin kick P+K+G,K
barrier kick d | u,P+K+G
Special Actions
---------------
short slide shuffle P,P,f+P,K,b
short slide shuffle (regular stance) P,K,b
short slide shuffle f+P,P,K,b
short slide shuffle K,P,b
short slide shuffle P+K,K,b
short slide shuffle f+P+K,b
short slide shuffle K+G,b
switch step P+K+G
slide shuffle b+P+K+G
Slide Shuffle Actions
---------------------
ducking SH df,df
heavy body SH df,df+P
step-in sword SH K
step-in iaigeri SH K,G
step-in sword cancel SH K,G
step-in low crush SH d+K
step-in low crush, slash high SH d+K,K
Throws
------
one-inch blow P+G
neck slashing (side) P+G
face crusher (back) P+G
dragon fist f,f+P+G
wall face crush (facing wall) f,f+P+G
knee strike f,b+P+G
northern light bomb df+P+G
sadistic hanging knee df,df+P+G
Reversals
---------
pak sao n
pak sao, knuckle n,P
Jump Attacks
------------
elbow asc,P
step straight mid,P
step hook kick asc,K | mid,K
step heel kick desc,K
Down Attacks
------------
soccer ball kick df+K
jumping knee stomp u+P
Back-Turned Attacks
-------------------
turn knuckle BT P
turn knuckle, spin kick (regular stance) BT P,K
turn knuckle, side kick (reverse stance) BT P,K
turn knuckle, low spin kick BT P,d+K
turn slant back knuckle BT d+P | D+P
turn slant low spin kick BT d+P,K
turn kick BT K
turn low spin kick BT d+K
blind back knuckle BT P+K
step back BT P+K+G
step back, bil jee BT P+K+G,P
step back, side kick BT P+K+G,K
Turn-Away Attacks
-----------------
side hook turn b,b+P
spinning kick turn b,b+K
Wall Actions
------------
react round kick f+P+K+G
wall back roll uf+P+K+G
Rising Attacks
--------------
> face down, feet towards K,K,K
M / ? 20 ? ?
> face down, feet towards (delay) K,K,K
M / ? 20 ? ?
> face down, feet towards (sideroll) K,K,K
M / ? 20 ? ?
> face down, feet towards (backroll) K,K,K
M / ? 20 ? ?
> face down, head towards K,K,K
M / ? 20 ? ?
> face down, head towards (delay) K,K,K
M / ? 20 ? ?
> face down, head towards (sideroll) K,K,K
M / ? 20 ? ?
> face down, head towards (backroll) K,K,K
M / ? 20 ? ?
> face up, feet towards K,K,K
M / ? 20 ? ?
> face up, feet towards (delay) K,K,K
M / ? 20 ? ?
> face up, feet towards (sideroll) K,K,K
M / ? 20 ? ?
> face up, feet towards (backroll) K,K,K
M / ? 20 ? ?
> face up, head towards K,K,K
M / ? 20 ? ?
> face up, head towards (delay) K,K,K
M / ? 20 ? ?
> face up, head towards (sideroll) K,K,K
M / ? 20 ? ?
> face up, head towards (backroll) K,K,K
M / ? 20 ? ?
> face down, feet towards D+K,K,K
L / ? 20 ? ?
> face down, feet towards (delay) D+K,K,K
L / ? 20 ? ?
> face down, feet towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face down, feet towards (backroll) D+K,K,K
L / ? 20 ? ?
> face down, head towards D+K,K,K
L / ? 20 ? ?
> face down, head towards (delay) D+K,K,K
L / ? 20 ? ?
> face down, head towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face down, head towards (backroll) D+K,K,K
L / ? 20 ? ?
> face up, feet towards D+K,K,K
L / ? 20 ? ?
> face up, feet towards (delay) D+K,K,K
L / ? 20 ? ?
> face up, feet towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face up, feet towards (backroll) D+K,K,K
L / ? 20 ? ?
> face up, head towards D+K,K,K
L / ? 20 ? ?
> face up, head towards (delay) D+K,K,K
L / ? 20 ? ?
> face up, head towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face up, head towards (backroll) D+K,K,K
L / ? 20 ? ?
=-=-=-=-=-=-=-=-
f) JEFFRY MCWILD
=-=-=-=-=-=-=-=-
Attacks
-------
straight knuckle P
straight knuckle, body blow P,P
straight knuckle, body blow, threat stance P,P,P+K+G
one, two, upper P,P,P
combo kenka hook P,P,b+P
knuckle, kick P,K
combo pile bunker P,K,P
low knuckle d+P
elbow butt f+P
elbow, hammer f+P,b+P
dash elbow f,f+P
dash elbow, upper f,f+P,P
bottle cut chop f,b+P
elbow stump b+P
double impact b+P,P
kenka hook b,f+P
tornado punch b,f,f+P
double hammer down b,df+P
double hammer down, rising hammer b,df+P,P
smash upper FS,df+P
double upper FS,df+P,P
combo kenka upper FS,df+P,P,df+P
full swing upper df,df+P
vertical upper FC,df+P
upper kick K
killing toe kick K,K
killing toe kick, splash mountain K,K,d,df,f+P+G
killing toe kick, hammer K,K,P
toe kick d+K
toe kick, splash mountain d+K,d,df,df+P+G
toe kick, hammer d+K,P
vertical kick D+K
knee attack f+K
kenka kick f,f+K
knee push b+K
knee push, bottle cut b+K,P
side kick df+K
heavy low kick db+K
body stab P+K
double stab P+K,P
hell dunk elbow d+P+K
middle hell stab f+P+K
running body press run,P+K
hell claw f,f+P+K
hell claw, choke slam f,f+P+K,P+G
heavy back knuckle b+P+K
stomach destroyer b+P+K,K
heavy back knuckle, threat stance b+P+K,P+K+G
megaton knuckle b,df+P+K
head attack b,f+P+K
full swing double hammer b,f,f+P+K
broad axe left df+P+K
right heavy upper df+P+K,P
megaton body blow df+P+K,P,P
megaton fist drop db+P+K
ducking low d+K+G
heel drop f+K+G
running hip attack run,K+G
heel size kick df+K+G
rolling heel attack uf+K+G
side step elbow d | u,P+K+G
Special Actions
---------------
threat stance P+K+G
Threat Stance Actions
---------------------
catch blow TH P
catch blow, heavy knee strike TH P,f+P+G
counter side kick TH K
spear straight TH P+K
Throws
------
knee smash P+G
coconut crush (side) P+G
back breaker (back) P+G
power slam f+P+G
body lift b+P+G
spine buster d+P+G
back flip df+P+G
wall back flip (back to wall) df+P+G
wall back flip (facing wall) df+P+G
box throw db+P+G
headbutt b,f+P+G
double headbutt b,f+P+G,f+P+G
triple headbutt b,f+P+G,f+P+G,f+P+G
double headbutt, head crush b,f+P+G,f+P+G,b+P+G
headbutt, head crush b,f+P+G,b+P+G
tackle b,df+P+G
machine gun tackle (facing wall) b,df+P+G
machine gun hammer db,f+P+G
front back breaker b,f,f+P+G
splash mountain df,df+P+G
arm breaker (side) b,f | f,b+P+G
choke sleeper swing (back) d+P+G
power bomb df+P+K+G
iron claw d+P+K+G
machine gun knee lift d,f+P+K+G
corkscrew knuckle (side) d | df | d,f+P+K+G
back breaker (back) P+K+G
Jump Attacks
------------
hammer down asc,P
step knuckle mid,P
</pre><pre id="faqspan-4">
step kick asc,K
heel drop mid,K
pushing kick desc,K
Down Attacks
------------
stomp df+K
body press u+P
raiden drop u+K+G
devil reverse claw (opponent face up) d | df+P+G
devil reverse claw (opponent face down) d | df+P+G
Back-Turned Attacks
-------------------
spin knuckle BT P
back kick BT K
back double hammer BT d+P
back heel kick BT d+K
spin knuckle BT D+P
Wall Actions
------------
jumping knee f+P+K+G
Rising Attacks
--------------
> face down, feet towards K,K,K
M / ? 20 ? ?
> face down, feet towards (delay) K,K,K
M / ? 20 ? ?
> face down, feet towards (sideroll) K,K,K
M / ? 20 ? ?
> face down, feet towards (backroll) K,K,K
M / ? 20 ? ?
> face down, head towards K,K,K
M / ? 20 ? ?
> face down, head towards (delay) K,K,K
M / ? 20 ? ?
> face down, head towards (sideroll) K,K,K
M / ? 20 ? ?
> face down, head towards (backroll) K,K,K
M / ? 20 ? ?
> face up, feet towards K,K,K
M / ? 20 ? ?
> face up, feet towards (delay) K,K,K
M / ? 20 ? ?
> face up, feet towards (sideroll) K,K,K
M / ? 20 ? ?
> face up, feet towards (backroll) K,K,K
M / ? 20 ? ?
> face up, head towards K,K,K
M / ? 20 ? ?
> face up, head towards (delay) K,K,K
M / ? 20 ? ?
> face up, head towards (sideroll) K,K,K
M / ? 20 ? ?
> face up, head towards (backroll) K,K,K
M / ? 20 ? ?
> face down, feet towards D+K,K,K
L / ? 20 ? ?
> face down, feet towards (delay) D+K,K,K
L / ? 20 ? ?
> face down, feet towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face down, feet towards (backroll) D+K,K,K
L / ? 20 ? ?
> face down, head towards D+K,K,K
L / ? 20 ? ?
> face down, head towards (delay) D+K,K,K
L / ? 20 ? ?
> face down, head towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face down, head towards (backroll) D+K,K,K
L / ? 20 ? ?
> face up, feet towards D+K,K,K
L / ? 20 ? ?
> face up, feet towards (delay) D+K,K,K
L / ? 20 ? ?
> face up, feet towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face up, feet towards (backroll) D+K,K,K
L / ? 20 ? ?
> face up, head towards D+K,K,K
L / ? 20 ? ?
> face up, head towards (delay) D+K,K,K
L / ? 20 ? ?
> face up, head towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face up, head towards (backroll) D+K,K,K
L / ? 20 ? ?
=-=-=-=-=-=-
g) KAGE-MARU
=-=-=-=-=-=-
Attacks
-------
punch P
double punch P,P
triple punch P,P,P
triple punch, heel kick P,P,P,K
triple punch, backflip kick P,P,P,b | ub+K
double punch, helix P,P,b+P
double punch, helix, heelkick P,P,b+P,K
double punch, kick P,P,K
punch, kick P,K
low punch d+P
elbow f+P
helix b+P
helix, heel kick b+P,K
body blow FS,df+P
yougeki FC,df+P
swipe db+P
swipe, kick db+P,K
roundhouse K
running slide run,K
low kick d+K
handspring kick d,df,f+K
backheel sweep f,f+K
circular kick f,b+K
circular kick, sweep f,b+K,K
rising knee FC,f+K
mid crescent b+K
mid crescent, low thrust b+K,K
mid crescent, low thrust, spin kick b+K,K,K
heavy circular kick b,f+K
side kick df+K
sliding tackle db+K
backflip kick ub+K
clap P+K
upward chop d+P+K
upward chop, inverted kickflip d+P+K,K
shuto chop f+P+K
shuto chop, side chop f+P+K,P+K
reaching chop f,f+P+K
dragon punch f,d,df+P
dragon punch, landing heel drop f,d,df+P,K
cannonball dive u+P+K
rasen geri K+G
rasen fuujin K+G,P
rasen souryuujin K+G,P,P
front revolution kick f+K+G
heelkick d+K+G
corkscrew kick f,f+K+G
back thrust b+K+G
inverted kickflip df+K+G
kickflip ub+K+G
reverse kickflip uf+K+G
spinning chop d | u,P+K+G
catapult kick f,f+P+K+G
Special Actions
---------------
backward cartwheel b+P+K+G
forward roll b,db,d,df,f+P
backward roll f,df,d,db,b+P
jumonji stance d+P+K+G
Rolling Actions
---------------
dragon punch roll,f,d,df+P
dragon punch, landing heel drop roll,f,d,df+P,K
handspring kick roll,K+G
catapult kick roll,b,db,d,df,f+P+K+G
backward roll roll,f,df,d,db,b+P
forward roll, sweep forward roll,K
shinsodan forward roll roll,b,db,d,df,f+P
backward roll, sweep backward roll,K
Jumonji Stance Actions
----------------------
jumonji cancel JM G
body blow JM P
body blow, toe kick JM P,K
body blow, toe kick, revolution kick JM P,K,K
advancing kick JM K
frontal sweep JM d+K
revolution evade JM u | d
parry and advancing kick JM P+K
turning elbow JM f+P
jumonji run JM f,f
jumping heel kick jumonji run,K
protruding front kick JM K+G
advancing knee JM f+K
Throws
------
shoulder throw P+G
arm lock takedown (side) P+G
torso takedown (back) P+G
flip over f+P+G
flip over (side) f+P+G
flip over (back) f+P+G
ten-foot toss b+P+G
izuna drop b+P+G,u+P+G
turn over throw df+P+G
flipping takedown uf+P+G
reaping throw b,f+P+G
flipping shoulder throw b,d+P+G
shiramei (back to wall) b,d+P+G
flipping takedown JM P+G
torso takedown (back) P+K+G
Reversals
---------
high punch reversal b+P+K
mid punch reversal db+P+K
auto high punch inashi JM n
mid kick reversal JM P+K+G
side kick reversal JM P+K+G
Jump Attacks
------------
hopping chop asc,P
hopping punch mid,P
van-halen kick asc,K
hop kick mid,K
landing sweep desc,K
Down Attacks
------------
heel drop df+K
jumping head smash (short range) u+P
jumping stomp (mid range) u+P
jumping knee smash (long range) u+P
Back-Turned Attacks
-------------------
punch BT P
kick BT K
low swipe BT d+P
low kick BT d+K
sky knee BT u+K
backflip kick BT uf+K
backflip kick BT ub+K
vertical chop BT P+K
vertical chop, lifting kick BT P+K,K
overhead chop BT P+G,P
amakitsune BT P+K+G
ura ate BT,JM P
ura tachi geri BT,JM K
ura shutou-rin BT,JM d+P
ura minamo geri BT,JM d+K
amakitsune BT,JM P+K+G
Turn-Away Attacks
-----------------
swipe b,b+P
heel thrust b,b+K
low heel thrust b,b+K+G
Wall Actions
------------
reverse leap frog f+P+K
jumping kick f+P+K+G
Rising Attacks
--------------
> face down, feet towards K,K,K
M / ? 20 ? ?
> face down, feet towards (delay) K,K,K
M / ? 20 ? ?
> face down, feet towards (sideroll) K,K,K
M / ? 20 ? ?
> face down, feet towards (backroll) K,K,K
M / ? 20 ? ?
> face down, head towards K,K,K
M / ? 20 ? ?
> face down, head towards (delay) K,K,K
M / ? 20 ? ?
> face down, head towards (sideroll) K,K,K
M / ? 20 ? ?
> face down, head towards (backroll) K,K,K
M / ? 20 ? ?
> face up, feet towards K,K,K
M / ? 20 ? ?
> face up, feet towards (delay) K,K,K
M / ? 20 ? ?
> face up, feet towards (sideroll) K,K,K
M / ? 20 ? ?
> face up, feet towards (backroll) K,K,K
M / ? 20 ? ?
> face up, head towards K,K,K
M / ? 20 ? ?
> face up, head towards (delay) K,K,K
M / ? 20 ? ?
> face up, head towards (sideroll) K,K,K
M / ? 20 ? ?
> face up, head towards (backroll) K,K,K
M / ? 20 ? ?
> face down, feet towards D+K,K,K
L / ? 20 ? ?
> face down, feet towards (delay) D+K,K,K
L / ? 20 ? ?
> face down, feet towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face down, feet towards (backroll) D+K,K,K
L / ? 20 ? ?
> face down, head towards D+K,K,K
L / ? 20 ? ?
> face down, head towards (delay) D+K,K,K
L / ? 20 ? ?
> face down, head towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face down, head towards (backroll) D+K,K,K
L / ? 20 ? ?
> face up, feet towards D+K,K,K
L / ? 20 ? ?
> face up, feet towards (delay) D+K,K,K
L / ? 20 ? ?
> face up, feet towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face up, feet towards (backroll) D+K,K,K
L / ? 20 ? ?
> face up, head towards D+K,K,K
L / ? 20 ? ?
> face up, head towards (delay) D+K,K,K
L / ? 20 ? ?
> face up, head towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face up, head towards (backroll) D+K,K,K
L / ? 20 ? ?
=-=-=-=-=-=
h) LAU CHAN
=-=-=-=-=-=
Attacks
-------
punch P
double punch P,P
triple punch P,P,P
triple punch, crescent P,P,P,K
triple punch, sweep P,P,P,d+K
triple punch, backflip kick P,P,P,b | ub+K
double punch, heelkick P,P,K
punch, TA palm P,b+P
punch, TA palm, TT double palm P,b+P,P
punch, heelkick P,K
punch crescent combo P | P,P | P,P,P,K+G
punch sweep combo P | P,P | P,P,P,d+K+G
low punch d+P
elbow f+P
elbow, palm f+P,P
kosouken b+P
koensouyokushu b+P,P
standing palm b,f+P
fukkosougeki FC,b,f+P
downknife FS,df+P
downknife, punch FS,df+P,P
downknife, double punch FS,df+P,P,P
downknife, double punch, crescent FS,df+P,P,P,K
downknife, double punch, backflip kick FS,df+P,P,P,b | ub+K
downknife, double punch, sweep FS,df+P,P,P,d+K
upknife FC,df+P
upknife, punch FC,df+P,P
upknife, superknife FC,df+P,df+P+K
lunging knife df,df+P
lugning knife, punch df,df+P,P
roundhouse K
roundhouse, crescent K,K
heelkick WS,K
kasoutai d+K
koenkasourenshou d+K,P
low kick, heelkick d+K,K
double low kick D+K,K
lunging sweep f,d+K
side kick df+K
side kick, punch df+K,P
side kick, punch, palm df+K,P,P
backflip kick ub+K
cartwheel kick uf+K
double palm P+K
koen souken d+P+K
elbow strike f+P+K
soukosensou f,f+P+K
uppercut b+P+K
uppercut, overhead elbow b+P+K,P
superknife df+P+K
crescent K+G
sweep d+K+G
super crescent f+K+G
hopping kick uf+K+G
evading palm d | u,P+K+G
Tiger Stance Actions
--------------------
senshinken TG P
senshinshajoushou TG P,P
senshinshajousougeki TG P,P,P+K
kokyakuhaiten TG K
kosougekishou TG P+K
Throws
------
waterwheel drop P+G
ddt (side) P+G
reaping throw (back) P+G
overhead cannon FS,f+P+G
honshinsoukosoushou FC,f+P+G
wall overhead cannon (back to wall) FS,f+P+G
face grab b,f+P+G
shoulder whip df,df+P+G
stumbling trip b,d+P+G
koen renbu b,df+P+G
Jump Attacks
------------
hopping knife asc,P
hopping punch mid,P
hopkick asc,K
landing sidekick mid,K | desc,K
landing sweep desc,d+K
Down Attacks
------------
stomp df+K
jumping stomp u+P
Back-Turned Attacks
-------------------
punch BT P
roundhouse BT K
downknife BT d+P
sweep BT d+K
backflip kick BT ub+K
dropkick BT u+K+G
geki hou chuu BT P+K
Turn-Away Attacks
-----------------
knifehand b,b+P
knifehand, downknife b,b+P,d+P
knifehand, sweep b,b+P,d+K
knifehand, crescent b,b+P,K+G
reverse crescent b+K+G
Wall Actions
------------
jumping kick off the wall f+P+K+G
backflip off the wall uf+P+K+G
Rising Attacks
--------------
> face down, feet towards K,K,K
M / ? 20 ? ?
> face down, feet towards (delay) K,K,K
M / ? 20 ? ?
> face down, feet towards (sideroll) K,K,K
M / ? 20 ? ?
> face down, feet towards (backroll) K,K,K
M / ? 20 ? ?
> face down, head towards K,K,K
M / ? 20 ? ?
> face down, head towards (delay) K,K,K
M / ? 20 ? ?
> face down, head towards (sideroll) K,K,K
M / ? 20 ? ?
> face down, head towards (backroll) K,K,K
M / ? 20 ? ?
> face up, feet towards K,K,K
M / ? 20 ? ?
> face up, feet towards (delay) K,K,K
M / ? 20 ? ?
> face up, feet towards (sideroll) K,K,K
M / ? 20 ? ?
> face up, feet towards (backroll) K,K,K
M / ? 20 ? ?
> face up, head towards K,K,K
M / ? 20 ? ?
> face up, head towards (delay) K,K,K
M / ? 20 ? ?
> face up, head towards (sideroll) K,K,K
M / ? 20 ? ?
> face up, head towards (backroll) K,K,K
M / ? 20 ? ?
> face down, feet towards D+K,K,K
L / ? 20 ? ?
> face down, feet towards (delay) D+K,K,K
L / ? 20 ? ?
> face down, feet towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face down, feet towards (backroll) D+K,K,K
L / ? 20 ? ?
> face down, head towards D+K,K,K
L / ? 20 ? ?
> face down, head towards (delay) D+K,K,K
L / ? 20 ? ?
> face down, head towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face down, head towards (backroll) D+K,K,K
L / ? 20 ? ?
> face up, feet towards D+K,K,K
L / ? 20 ? ?
> face up, feet towards (delay) D+K,K,K
L / ? 20 ? ?
> face up, feet towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face up, feet towards (backroll) D+K,K,K
L / ? 20 ? ?
> face up, head towards D+K,K,K
L / ? 20 ? ?
> face up, head towards (delay) D+K,K,K
L / ? 20 ? ?
> face up, head towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face up, head towards (backroll) D+K,K,K
L / ? 20 ? ?
=-=-=-=-=-
i) LEI-FEI
=-=-=-=-=-
Attacks
-------
punch P
double punch P,P
triple punch P,P,P
low punch d+P
body blow FS,f+P
double body blow FS,f+P,P
single palm FC,f+P
standing palm f,f+P
knuckle b+P
knuckle, punch b+P,P
double hook b,f+P
split strike b,df+P
knifehand df,df+P
knifehand, upward strike df,df+P,P
high kick K
low kick d+K
turn kick f+K
upward kick f,f+K
jumping kick u+K
jumping kick, side kick u+K,K
jumping kick, sweep u+K, d+K
jumping kick, mid crescent u+K,f+K
punt kick df+K
knee strike P+K
knee strike, body blow P+K,P
knee strike, body blow, backfist P+K,P,P
back elbow d+P+K
back elbow, back check d+P+K,P
double palm d,df,f+P+K
mahosui f+P+K
sweeping hand f,f+P+K
slow double palm b,f+P+K
charging body blow db+P+K
dodging backfist df | uf+P+K
dodging backfist, back check df | uf+P+K,P
van halen kick uf+K
high crescent K+G
sweep d+K+G
double leg crescent f+K+G
jumping turn kick f,f+K+G
snap kick b+K+G
double snap kick b+K+G,K
double snap kick, sweep b+K+G,K,d+K
flying crescent u+K+G
handspring kick df+K+G
handspring kick, double leg kick df+K+G,K
falling sweep df,df+K+G
falling sweep, ground kick df,df+K+G,K
falling sweep, ground kick, double leg kick df,df+K+G,K,K
falling sweep, ground kick, rising spin kicks df,df+K+G,K,K+G
double leg hopkick uf+K+G
evading toe kick d | u,P+K+G
evading toe kick, downward chop d | u,P+K+G,P
Special Actions
---------------
defeat-miss system d+P+K+G
independent system u+P+K+G
evade stance db+P+K+G
Defeat-Miss System Actions
--------------------------
stance cancel DM G
standing palm DM P
standing palm, body blow DM P,P
standing palm, double palm DM P,P+K
toe kick DM K
sweeping hand DM d+K
crescent DM K+G
arrow punch DM P+K
bokutai stance DM d
Bokutai Stance Actions
----------------------
kyuuhokoken BO P
shinposenshinken BO P,P
tenshinryousou BO f+P
fukushinkoushitai BO K
hanshouda BO P+K
toukuutenshinkyaku BO K+G
Independent System Actions
--------------------------
stance cancel IN G
single palm IN P
punt kick IN K
double punt kick IN K,K
sweeping hand IN d+K
shouhikyaku IN b+K
shouhirenkyaku IN b+K,K
soushouhikousoutai IN b+K,K,d+K
heavy punt kick IN K+G
step-down sweep IN d+K+G
step-up sweep IN u+K+G
defeat-miss system IN b | d+P+K+G
evade stance IN db+P+K+G
Evade Stance Actions
--------------------
stance cancel EV G
turning double punch EV P
turning double punch, independent kick EV P,K
jumping kick EV K
sweep EV d+K
windmill punches EV P+K
windmill punches, body blow EV P+K,P
windmill punches, double body blow EV P+K,P,P
defeat-miss system EV d+P+K+G
independent system EV u+P+K+G
Tiger Stance Actions
--------------------
stance cancel TG G
hammer punch TG P
heavy horse kick TG K
slide TG d+K
slide, turning punches TG d+K,P
slide, turning punches, double fist strike TG d+K,P,P
Throws
------
jumping face smash P+G
leg takedown (right side) P+G
kick tornado (left side) P+G
shoulder throw (back) P+G
reaping throw df+P+G
returning wave f,f+P+G
leg trip f,b+P+G
Reversals
---------
independent system auto reversal IN n
Jump Attacks
------------
hopping smash asc,P
hopping punch mid,P
hop kick asc,K
landing kick mid,K
Down Attacks
------------
ground stomp df+K
jumping smash u+P
Back-Turned Attacks
-------------------
punch BT P
low strike BT d+P
heishinchuugeki BT P+K
horse kick BT K
low kick BT d+K
haishinsentai BT K+G
single palm BT,EV P
kousoutai BT,EV K
single palm BT,TG P
sweep BT,TG K
defeat miss system BT d+P+K+G
independent system BT u+P+K+G
Wall Actions
------------
jumping back kick f+P+K+G
backflip off the wall uf+P+K+G
Rising Attacks
--------------
> face down, feet towards K,K,K
M / ? 20 ? ?
> face down, feet towards (delay) K,K,K
M / ? 20 ? ?
> face down, feet towards (sideroll) K,K,K
M / ? 20 ? ?
> face down, feet towards (backroll) K,K,K
M / ? 20 ? ?
> face down, head towards K,K,K
M / ? 20 ? ?
> face down, head towards (delay) K,K,K
M / ? 20 ? ?
> face down, head towards (sideroll) K,K,K
M / ? 20 ? ?
> face down, head towards (backroll) K,K,K
M / ? 20 ? ?
> face up, feet towards K,K,K
M / ? 20 ? ?
> face up, feet towards (delay) K,K,K
M / ? 20 ? ?
> face up, feet towards (sideroll) K,K,K
M / ? 20 ? ?
> face up, feet towards (backroll) K,K,K
M / ? 20 ? ?
> face up, head towards K,K,K
M / ? 20 ? ?
> face up, head towards (delay) K,K,K
M / ? 20 ? ?
> face up, head towards (sideroll) K,K,K
M / ? 20 ? ?
> face up, head towards (backroll) K,K,K
M / ? 20 ? ?
> face down, feet towards D+K,K,K
L / ? 20 ? ?
> face down, feet towards (delay) D+K,K,K
L / ? 20 ? ?
</pre><pre id="faqspan-5">
> face down, feet towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face down, feet towards (backroll) D+K,K,K
L / ? 20 ? ?
> face down, head towards D+K,K,K
L / ? 20 ? ?
> face down, head towards (delay) D+K,K,K
L / ? 20 ? ?
> face down, head towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face down, head towards (backroll) D+K,K,K
L / ? 20 ? ?
> face up, feet towards D+K,K,K
L / ? 20 ? ?
> face up, feet towards (delay) D+K,K,K
L / ? 20 ? ?
> face up, feet towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face up, feet towards (backroll) D+K,K,K
L / ? 20 ? ?
> face up, head towards D+K,K,K
L / ? 20 ? ?
> face up, head towards (delay) D+K,K,K
L / ? 20 ? ?
> face up, head towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face up, head towards (backroll) D+K,K,K
L / ? 20 ? ?
=-=-=-=-=-=-=-
j) LION RAFALE
=-=-=-=-=-=-=-
Attacks
-------
punch P
double punch P,P
double punch, swipe P,P,P
double punch, low swipe P,P,d+P
double punch, dodging swipe P,P,b+P
punch, heelkick P,K
low punch d+P
meteor punch d,db,b+P
elbow FS,f+P
elbow, poke FS,f+P,P
rising uppercut FC,f+P
lunging poke f,f+P
inyou b+P
ninyou b+P,P
lunging low poke b,df+P
upper swipe FS,df+P
upper swipe, down swipe FS,df+P,P
creeping peck FC,df+P
double creeping peck FC,df+P,P
dodging peck db+P
double dodging peck db+P,P
high kick K
high kick, hopkick K,K
low kick d+K
double low kick D+K,K
low kick, hopping roundhouse d+K,K+G
knee f+K
jumping kick f,f+K
double jumping kick f,f+K,K
hopping kick u+K
double hopping kick u+K,K
side kick df+K
handplant kicks db+K
flip over kick uf+K
double poke P+K
sweeping hand d+P+K
sweeping hand, turn away d+P+K,b
double-handed peck FS,f+P+K
double-handed peck, evade FS,f+P+K,b
double-handed peck, kick FS,f+P+K,K
takuhihoushintou FC,f+P+K
takuhihoushintou f,f+P+K
tourouyouzan f,f+P+K,P
hook poke b,f+P+K
hook poke, mid poke b,f+P+K,P
hook poke, double mid poke b,f+P+K,P,P
mantis strike b+P+K
kouhou hachi hansui b,b+P+K
spinning uppercut u+P+K
honsui df+P+K
dodging swipe db+P+K
sweep d+K+G
lunging spin kick f+K+G
half-moon kick b,f+K+G
half-moon kick, sweeping hands b,f+K+G,d | db+P
half-moon kick, low slide b,f+K+G,d+K
lunging sweep df+K+G
turning sweep db+K+G
evading swipe d | u,P+K+G
Special Actions
---------------
forward dodge df | uf+P+K+G
forward dodge, honsui df | uf+P+K+G,P
forward dodge, shasousui df | uf+P+K+G,P+K
back step b+P+K+G
Throws
------
trip throw P+G
knee back breaker (side) P+G
piggyback throw (back) P+G
reaping throw b+P+G
surprise exchange df+P+G
tourouchouhisoukoushu df,df+P+G
falling neckbreaker uf+P+G
wall falling neckbreaker (facing wall) uf+P+G
kickflip throw FC,f+P+G
grab & fling f,f+P+G
sky strike kick b,f+P+G
mantis catch f,db+P+G
renkan sakusui 1 f,db+P+G,P
renkan sakusui 2 f,db+P+G,P,P
renkan sakusui 3 f,db+P+G,P,P,P
mantis catch, dodge f,db+P+G,d | u
mantis catch, dodge, bulldog f,db+P+G,u,P+G
mantis catch, dodge, leg drop takedown f,db+P+G,d,P+G
frontal face grab f,df,d,db,b+P+G
goda renkan heki b,db,d,df,f+P+G
Jump Attacks
------------
hopping strike asc,P
hopping punch mid,P
hopping swipe uf+P
hopkick mid,K
landing sweep desc,K
backward hopkick ub+K
Down Attacks
------------
ground swipe df+P
comet kick u+P
Back-Turned Attacks
-------------------
double punch BT P
low swipe BT d+P
back kick BT K
hopkick BT d+K
vacuum punch BT P+K
haishin sakusui BT P+K
Turn-Away Attacks
-----------------
turning punch b,b+P
turning back kick b,b+K
hopping roundhouse b,b+K+G
Wall Actions
------------
off the wall back kick f+P+K+G
backflip off the wall uf+P+K+G
Rising Attacks
--------------
> face down, feet towards K,K,K
M / ? 20 ? ?
> face down, feet towards (delay) K,K,K
M / ? 20 ? ?
> face down, feet towards (sideroll) K,K,K
M / ? 20 ? ?
> face down, feet towards (backroll) K,K,K
M / ? 20 ? ?
> face down, head towards K,K,K
M / ? 20 ? ?
> face down, head towards (delay) K,K,K
M / ? 20 ? ?
> face down, head towards (sideroll) K,K,K
M / ? 20 ? ?
> face down, head towards (backroll) K,K,K
M / ? 20 ? ?
> face up, feet towards K,K,K
M / ? 20 ? ?
> face up, feet towards (delay) K,K,K
M / ? 20 ? ?
> face up, feet towards (sideroll) K,K,K
M / ? 20 ? ?
> face up, feet towards (backroll) K,K,K
M / ? 20 ? ?
> face up, head towards K,K,K
M / ? 20 ? ?
> face up, head towards (delay) K,K,K
M / ? 20 ? ?
> face up, head towards (sideroll) K,K,K
M / ? 20 ? ?
> face up, head towards (backroll) K,K,K
M / ? 20 ? ?
> face down, feet towards D+K,K,K
L / ? 20 ? ?
> face down, feet towards (delay) D+K,K,K
L / ? 20 ? ?
> face down, feet towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face down, feet towards (backroll) D+K,K,K
L / ? 20 ? ?
> face down, head towards D+K,K,K
L / ? 20 ? ?
> face down, head towards (delay) D+K,K,K
L / ? 20 ? ?
> face down, head towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face down, head towards (backroll) D+K,K,K
L / ? 20 ? ?
> face up, feet towards D+K,K,K
L / ? 20 ? ?
> face up, feet towards (delay) D+K,K,K
L / ? 20 ? ?
> face up, feet towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face up, feet towards (backroll) D+K,K,K
L / ? 20 ? ?
> face up, head towards D+K,K,K
L / ? 20 ? ?
> face up, head towards (delay) D+K,K,K
L / ? 20 ? ?
> face up, head towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face up, head towards (backroll) D+K,K,K
L / ? 20 ? ?
=-=-=-=-=-=
k) PAI CHAN
=-=-=-=-=-=
Attacks
-------
punch P
double punch P,P
triple punch P,P,P
triple punch, crescent P,P,P,K
triple punch, sweep P,P,P,d+K
triple punch, heelkick P,P,P,f+K
triple punch, backflip kick P,P,P,b | ub+K
double punch, kick P,P,K
double punch, kick, hopkick P,P,K,K
punch, crescent combo P | P,P | P,P,P,K+G
punch, sweep combo P | P,P | P,P,P,d+K+G
punch, heelkick P,K
low punch d+P
chop FS,f+P
lunging palm f,b+P
lunging palm, standing palm f,b+P,P
double palm FC,f+P
puncture fist f,f+P
puncture fist, jumping kick f,f+P,K
lunging chop FS,b+P
ensei raigeki ken FC,b+P
low blue fist df+P
low blue fist, crescent kick df+P,K
low blue fist, punch df+P,P
low blue fist, punch, uppercut df+P,P,f+P
low blue fist, punch, kick df+P,P,K
low blue fist, punch, kick, hopkick df+P,P,K,K
retreating chop db+P
high kick K
high kick, low blue fist K,P
high kick, low blue fist, crescent kick K,P,K
high kick, kick K,K
heelkick WS,K
low kick d+K
low kick D+K
low kick, sweep D+K,K
ensei naijin kyaku FC,b+K
slow mid kick f+K
slow mid kick, hopkick f+K,K
running flying kick run,K
crane kick f,f+K
reverse heelkick FS,b+K
side kick df+K
backflip kick ub+K
backflip kick, reverse backflip kick ub+K,f+K
single swallow kick uf+K
double swallow kick uf+K,K
ensei katan heki P+K
hien tenshin shou WS,P+K
trip d | u+P+K
standing palm b,f,f+P+K
crescent K+G
sweep d+K+G
double moon kick f+K+G
butterfly kick f,f+K+G
reverse crescent b+K+G
jumping crane kick u+K+G
quick sweep db+K+G
reverse backflip kick uf+K+G
reverse backflip kick, backflip kick uf+K+G,b+K
evading crescent d | u,P+K+G
Special Actions
---------------
low blue fist, circular evade stance df+P,b
high kick, low blue fist, circular evade stance K,P,b
reverse heelkick, circular evade stance FS,b+K,d
low kick, circular evade stance d+K,b
sen kyaku chuu ken df+K,P
sway step b+P+K+G
Circular Evade Stance Actions
-----------------------------
punch CE P
double punch CE P,P
sweep CE K
sweep, butterfly kick CE K,K
double strike CE P+K
double leg sweep CE K+G
double leg sweep, double palm CE K+G,P
Sway Step Actions
-----------------
windmill punches SW P
double windmill punches SW P,P
double windmill punches, double palm SW P,P,P
sweep SW K
crescent SW K+G
crescent, lunging punch SW K+G,P
crescent, lunging punch, sweep SW K+G,P,K
Throws
------
pull-down throw P+G
trap & back punch (side) P+G
reverse stumbling trip (back) P+G
reverse stumbling trip, backflip kick (back) P+G,K+G
overhead cannon FS,f+P+G
wall overhead cannon (back to wall) FS,f+P+G
cartwheel df+P+G
flip over throw FC,f+P+G
reaping throw & punch f,f+P+G
ddt f,b+P+G
ensei houshinkatai f,d+P+G
roll over throw b,f+P+G
stumbling trip b,d+P+G
trip & fling d,f,u,b | u,f,d,b+P+G
hien tenshin shou kyaku d+P+K+G
croucher cartwheel f+P+K+G
ensei shoutai b,f+P+K+G
push over throw (side) f+P+K+G
reverse stumbling trip (back) f+P+K+G
Reversals
---------
high punch inashi f+P+K
high kick inashi f+P+K
high elbow inashi f+P+K
high punch reversal b+P+K
high kick reversal b+P+K
high elbow reversal b+P+K
reversal parry (during Pai's side kick reversal) P+G
mid punch inashi df+P+K
elbow inashi df+P+K
mid kick inashi df+P+K
side kick inashi df+P+K
knee inashi df+P+K
mid punch reversal db+P+K
mid kick reversal db+P+K
side kick reversal db+P+K
elbow reversal db+P+K
knee reversal db+P+K
Jump Attacks
------------
hopping chop asc,P
hopping punch mid,P
downward kick asc,K
hopkick mid,K
landing side kick desc,K
Down Attacks
------------
ground punch df+P
knee smash u+P
Back-Turned Attacks
-------------------
punch BT P
kick BT K
zaban soushou BT P+K
low blue fist BT d+P
sweep BT d+K
reverse backflip kick BT ub+K
sway step BT P+K+G
Wall Actions
------------
off the wall back kick f+P+K+G
backflip off the wall uf+P+K+G
Rising Attacks
--------------
> face down, feet towards K,K,K
M / ? 20 ? ?
> face down, feet towards (delay) K,K,K
M / ? 20 ? ?
> face down, feet towards (sideroll) K,K,K
M / ? 20 ? ?
> face down, feet towards (backroll) K,K,K
M / ? 20 ? ?
> face down, head towards K,K,K
M / ? 20 ? ?
> face down, head towards (delay) K,K,K
M / ? 20 ? ?
> face down, head towards (sideroll) K,K,K
M / ? 20 ? ?
> face down, head towards (backroll) K,K,K
M / ? 20 ? ?
> face up, feet towards K,K,K
M / ? 20 ? ?
> face up, feet towards (delay) K,K,K
M / ? 20 ? ?
> face up, feet towards (sideroll) K,K,K
M / ? 20 ? ?
> face up, feet towards (backroll) K,K,K
M / ? 20 ? ?
> face up, head towards K,K,K
M / ? 20 ? ?
> face up, head towards (delay) K,K,K
M / ? 20 ? ?
> face up, head towards (sideroll) K,K,K
M / ? 20 ? ?
> face up, head towards (backroll) K,K,K
M / ? 20 ? ?
> face down, feet towards D+K,K,K
L / ? 20 ? ?
> face down, feet towards (delay) D+K,K,K
L / ? 20 ? ?
> face down, feet towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face down, feet towards (backroll) D+K,K,K
L / ? 20 ? ?
> face down, head towards D+K,K,K
L / ? 20 ? ?
> face down, head towards (delay) D+K,K,K
L / ? 20 ? ?
> face down, head towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face down, head towards (backroll) D+K,K,K
L / ? 20 ? ?
> face up, feet towards D+K,K,K
L / ? 20 ? ?
> face up, feet towards (delay) D+K,K,K
L / ? 20 ? ?
> face up, feet towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face up, feet towards (backroll) D+K,K,K
L / ? 20 ? ?
> face up, head towards D+K,K,K
L / ? 20 ? ?
> face up, head towards (delay) D+K,K,K
L / ? 20 ? ?
> face up, head towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face up, head towards (backroll) D+K,K,K
L / ? 20 ? ?
=-=-=-=-=-=-=-=
l) SARAH BRYANT
=-=-=-=-=-=-=-=
Attacks
-------
straight lead P
jab, straight P,P
flash piston punch (A) P,P,P
flash piston punch (B) P,P,b+P
flash piston punch (C) P,P,u+P
combo rising knee P,P,P,K
combo somersault kick P,P,P,b | ub+K
combo somersault kick P,P,b | u+P,K
combo scarecrow P,P,P,u+K
double punch, snap kick P,P,K
punch, kick P,K
punch, side kick P,d+K
squat straight d+P
rising elbow f+P
double joint butt f+P,K
elbow, side chop f+P,P
snap side chop df+P
setup combination df+P,K
vertical hook kick K
high kick, straight K,P
doubles last kick K,K
jack knife kick d+K
jack knife, middle kick d+K,K
quick knee f+K
dash knee f,f+K
switch kick FS,b+K
feather scarecrow u+K
full spin heel kick uf+K
middle kick df+K
mirage kick df+K,K
dragon smash cannon df,df+K
somersault kick ub+K
low kick D+K
hide side kick P+K
serpent toe kick d+P+K
serpent smash cannon d+P+K,K
breeze shot f+P+K
wind knuckle f+P+K,P
storm combination f+P+K,P,K
double rise kick b+P+K
spinning scarecrow K+G
crush tornado WS,K+G
running knee run,K+G
leg slicer d+K+G
spin heel sword FS,f+K+G
rising knee FC,f+K+G
rising knee double FC,f+K+G,K
rising knee combo FC,f+K+G,K
crescent heel b+K+G
round kick u+K+G
low spin kick df+K+G
valkyrie low db+K+G
valkyrie sword db+K+G,K
venom smash uf+K+G
evading side kick d | u,P+K+G
Special Actions
---------------
moonsault uf+P
heel kick moonsault u | uf+K,P
Flamingo Stance Actions
-----------------------
flamingo cancel FL G
back roll escape FL b
step-in menace FL f
cut-in punch FL P
cut-in chop FL df+P
moonsault FL uf+P
right high kick FL K
round-trip kick FL K,K
side kick combination FL K,K,K
low cut combination FL K,K,d+K
cannon combination FL K,K,K+G
crush low FL d+K
hand hold neck cut FL d+K,P+G
hand hold neck cut (back) FL d+K,P+G
guard crush sword FL f+K
cut-in middle FL df+K
somersault kick FL u+K
fake FL P+K
side neck cut sword FL d | u+P+K
heel sword FL K+G
neck cut slash FL K+G,P+G
low spin kick FL d+K+G
heel sword slash FL f+K+G
Throws
------
front suplex P+G
shell break elbow (side) P+G
back drop (back) P+G
mermaid phalanx b+P+G
lightning knee smash (facing wall) b+P+G
rolling face crush uf+P+G
neck breaker drop f,f+P+G
leg hold throw b,f+P+G
sweet pain d,b,u,f | u,b,d,f+P+G
fallen angel throw f,db+P+G
leg hook throw FL P+G
gatling kick beat FL u,b,d,f | d,b,u,f+P+G
back drop (back) P+K+G
Jump Attacks
------------
elbow asc,P
step straight mid,P
step hook kick mid,K
step heel kick desc,K
Down Attacks
------------
soccer ball kick df+K
jumping knee stomp u+P
Back-Turned Attacks
-------------------
turn knuckle BT P
turn low straight BT d+P
moonsault BT uf+P
turn kick BT K
turn low spin kick BT d+K | D+K
dragon kick BT f+K
turn rising kick BT df+K
Turn-Away Attacks
-----------------
back knuckle turn b,b+P
backspin kick turn b,b+K
spin turn kick FC,b+K
double spin kick FC,b+K,K
Wall Actions
------------
react round kick f+P+K+G
wall back roll uf+P+K+G
Rising Attacks
--------------
> face down, feet towards K,K,K
M / ? 20 ? ?
> face down, feet towards (delay) K,K,K
M / ? 20 ? ?
> face down, feet towards (sideroll) K,K,K
M / ? 20 ? ?
> face down, feet towards (backroll) K,K,K
M / ? 20 ? ?
> face down, head towards K,K,K
M / ? 20 ? ?
> face down, head towards (delay) K,K,K
M / ? 20 ? ?
> face down, head towards (sideroll) K,K,K
M / ? 20 ? ?
> face down, head towards (backroll) K,K,K
M / ? 20 ? ?
> face up, feet towards K,K,K
M / ? 20 ? ?
> face up, feet towards (delay) K,K,K
M / ? 20 ? ?
> face up, feet towards (sideroll) K,K,K
M / ? 20 ? ?
> face up, feet towards (backroll) K,K,K
M / ? 20 ? ?
> face up, head towards K,K,K
M / ? 20 ? ?
> face up, head towards (delay) K,K,K
M / ? 20 ? ?
> face up, head towards (sideroll) K,K,K
M / ? 20 ? ?
> face up, head towards (backroll) K,K,K
M / ? 20 ? ?
> face down, feet towards D+K,K,K
L / ? 20 ? ?
> face down, feet towards (delay) D+K,K,K
L / ? 20 ? ?
> face down, feet towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face down, feet towards (backroll) D+K,K,K
L / ? 20 ? ?
> face down, head towards D+K,K,K
L / ? 20 ? ?
> face down, head towards (delay) D+K,K,K
L / ? 20 ? ?
> face down, head towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face down, head towards (backroll) D+K,K,K
L / ? 20 ? ?
> face up, feet towards D+K,K,K
L / ? 20 ? ?
> face up, feet towards (delay) D+K,K,K
L / ? 20 ? ?
> face up, feet towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face up, feet towards (backroll) D+K,K,K
L / ? 20 ? ?
> face up, head towards D+K,K,K
L / ? 20 ? ?
> face up, head towards (delay) D+K,K,K
L / ? 20 ? ?
> face up, head towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face up, head towards (backroll) D+K,K,K
L / ? 20 ? ?
=-=-=-=-=-
m) SHUN-DI
=-=-=-=-=-
Attacks
-------
punch P
double punch P,P
double punch, uppercut P,P,P
double punch, spinning low kick (6 DP) P,P,d+K
double punch, spinning low kick, high kick (6 DP) P,P,d+K,K
punch, kick P,K
punch, kick, turn away P,K,b
low punch d+P
chouwan uppercut d,df,f+P
chouwan uppercut, backfist (6 DP) d,df,f+P,P
knuckle f+P
knuckle, hip check f+P,K
double knuckle f+P,P
double knuckle, hip check f+P,P,K
double knuckle, backfist f+P,P,P
double knuckle, backfist, hip check f+P,P,P,K
backfist b+P
straight punch b,f+P
double straight punch b,f+P,P
triple straight punch b,f+P,P,P
lunging uppercut b,df+P
uppercut FS,df+P
uppercut, thrust punch (8 DP) FS,df+P,P
uppercut, thrust punch, toekick (8 DP) FS,df+P,P,K
lunging punch FC,df+P
</pre><pre id="faqspan-6">
backpush db | DB+P
backpush, sweep db | DB+P,K
forward corkscrew punch uf+P
falling double fist ub+P
high kick K
high kick, jumping kick K,K
high kick, jumping kick, backfist K,K,P
high kick, jumping kick, low backfist K,K,d+P
high kick, jumping kick, low backfist, mule kick (16 DP) K,K,d+P,K
low kick d+K
crane kick f+K
cartwheel f,f+K
falling kick FS,b+K
getsugachougeki FS,b+K,P
toushinsoutanshuu FS,b+K,K
kouhisentai FC,b+K
mule kick u+K
side kick df+K
spinning low kick db+K
spinning low kick, high kick db+K,K
sacrifice drop kick ub+K
flipover kick uf+K
thrust punch P+K
thrust punch, sacrifice toe kick P+K,K
double-fisted strike f+P+K
drunken crash (8 DP) f,f+P+K
tenshin getsugachougeki (10 DP) b+P+K
lunging elbow df+P+K
evading poke db+P+K
evading poke, chop db+P+K,P
hopping spin kick K+G
hopping spin kick, push K+G,P
1 drunken sweep (1 DP) d+K+G
2 drunken sweeps (6 DP) d+K+G,K
3 drunken sweeps (7 DP) d+K+G,K,K
slow sweep D | df+K+G
scorpion kick f+K+G
retreating hop kicks b+K+G
mule kick u+K+G
falling double kick db+K+G
dodging cartwheel d | u,P+K+G
Special Actions
---------------
uppercut, thrust punch, toekick, handstand (8 DP) df+P,P,K,P+K+G
thrust punch, sacrifice toe kick, handstand P+K,K,P+K+G
drink P+K+G
drunken walk d | u+P+K+G
drunken elbow d | u+P+K+G,P
drunken elbow combo d | u+P+K+G,P,P
backward shuffle b+P+K+G
backward shuffle, swipe b+P+K+G,P
forward evade df | uf+P+K+G
forward evade, swipe df | uf+P+K+G,P
forward evade, double fist df | uf+P+K+G,P+K
backward evade db | ub+P+K+G
backward evade, swipe db | ub+P+K+G,P
backward evade, double fist db | ub+P+K+G,P+K
sit down d+P+K
handstand u+P+K
handstand f,df,d,db,b+P+K
lie down b,db,d,df,f+P+K
Sitting Position Actions
------------------------
stand up ST G | f | u
lie down ST d,d
flipover kick ST K
low kick ST d+K
drink ST P+K+G
Handstand Position Actions
--------------------------
stand up HS G
forward hop HS f
backward hop HS b
handstand kicks HS K
rolling elbow smash HS P+K
flipover mule kick HS K+G
Lying Down Position Actions
---------------------------
stand up LD G
handstand LD b
thrust kick LD K
thrust kick, punch LD K,P
thrust kick, punch, falling kick LD K,P,K
thrust kick, punch, spinning low kick (10 DP) LD K,P,d+K
thrust kick, punch, spinning low kick, high kick (10 DP) LD K,P,d+K,K
rollover scissor kicks LD f+K
sweep LD d+K
drink LD P+K+G
Drunken Stance Actions
----------------------
stance cancel DR G
forward hop DR f
backward hop DR b
drunken walk DR d | u
backfist DR P
kick DR K
sweep DR K+G
thrust punch DR P+K
gyoushinsuitai DR P+K,K
getsugachougeki DR P+K,K,P
toushinsoutanshu DR P+K,K,K
sit down DR P+K+G
lie down DR d | u+P+K+G
zen ten f+P+K+G
shinposuikoushu f+P+K+G,P
suisenrensoutai f+P+K+G,K
Throws
------
dances with punches P+G
hip check throw (side) P+G
tidy bowl throw (back) P+G
butt check, turning swipe (5 DP) BT P+G
elbow smash b+P+G
wall elbow smash (facing wall) b+P+G
rengeki genshin oosoushu (3 DP) b,f,f+P+G
rollover throw df+P+G
switch & kick (6 DP) b,df+P+G
grab & fling (10 DP) d,f,u,b | u,f,d,b+P+G
frankensteiner HS P+G
fall down throw DR P+G
Jump Attacks
------------
hopping smash asc,P
forward corkscrew punch asc,uf+P
hopping punch mid,P
hopkick asc,K
landing sweep mid,K
Down Attacks
------------
spinning elbow drop df+P
somersault smash u+P
rolling elbow drop uf+P
falling double fist ub+P
Back-Turned Attacks
-------------------
rolling retreat BT f
punch BT P
thrust kick BT P+K
thrust kick, head strike BT P+K,K
kick BT K
low backfist BT d+P
low kick BT d+K
koushirenkyaku BT K+G
l-shaped attack BT P+K+G
l-shaped attack combo BT P+K+G,P
l-shaped attack rush BT P+K+G,P,P
l-shaped attack rush, auto throw (10 DP) BT P+K+G,P,P
Turn-Away Attacks
-----------------
turning punch b,b+P
turning kick b,b+K
Rising Attacks
--------------
> face down, feet towards K,K,K
M / ? 20 ? ?
> face down, feet towards (delay) K,K,K
M / ? 20 ? ?
> face down, feet towards (sideroll) K,K,K
M / ? 20 ? ?
> face down, feet towards (backroll) K,K,K
M / ? 20 ? ?
> face down, head towards K,K,K
M / ? 20 ? ?
> face down, head towards (delay) K,K,K
M / ? 20 ? ?
> face down, head towards (sideroll) K,K,K
M / ? 20 ? ?
> face down, head towards (backroll) K,K,K
M / ? 20 ? ?
> face up, feet towards K,K,K
M / ? 20 ? ?
> face up, feet towards (delay) K,K,K
M / ? 20 ? ?
> face up, feet towards (sideroll) K,K,K
M / ? 20 ? ?
> face up, feet towards (backroll) K,K,K
M / ? 20 ? ?
> face up, head towards K,K,K
M / ? 20 ? ?
> face up, head towards (delay) K,K,K
M / ? 20 ? ?
> face up, head towards (sideroll) K,K,K
M / ? 20 ? ?
> face up, head towards (backroll) K,K,K
M / ? 20 ? ?
> face down, feet towards D+K,K,K
L / ? 20 ? ?
> face down, feet towards (delay) D+K,K,K
L / ? 20 ? ?
> face down, feet towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face down, feet towards (backroll) D+K,K,K
L / ? 20 ? ?
> face down, head towards D+K,K,K
L / ? 20 ? ?
> face down, head towards (delay) D+K,K,K
L / ? 20 ? ?
> face down, head towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face down, head towards (backroll) D+K,K,K
L / ? 20 ? ?
> face up, feet towards D+K,K,K
L / ? 20 ? ?
> face up, feet towards (delay) D+K,K,K
L / ? 20 ? ?
> face up, feet towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face up, feet towards (backroll) D+K,K,K
L / ? 20 ? ?
> face up, head towards D+K,K,K
L / ? 20 ? ?
> face up, head towards (delay) D+K,K,K
L / ? 20 ? ?
> face up, head towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face up, head towards (backroll) D+K,K,K
L / ? 20 ? ?
=-=-=-=-=-=-=-=-
n) VANESSA LEWIS
=-=-=-=-=-=-=-=-
Defensive Style
---------------
jab DS P
one, two DS P,P
one, two, low DS P,P,K
shadow combination DS P,P,P
shadow combo high kick DS P,P,P,K
feint body DS P,df+P
crush jaw DS WS,P
leg guard crush DS d+P
back knuckle DS f+P
back knuckle high DS f+P,K
back knuckle stream DS f+P,K,K
back knuckle, toe kick DS f+P,df+K
back knuckle, toe kick, front sleeper DS f+P,df+K,f+P+G
ducking body blow DS f,f+P
ducking body blow, smash DS f,f+P,P
heavy impact DS b+P
cut upper DS df+P
intruder combo DS df+P,P
defensive blow DS db+P
front kick DS K
switch slicer DS K,u | d+K
half moon kick DS WS,K
stopping low DS d+K
stopping low combo DS d+K,P
sit down low kick DS D | db+K
cut-in knee kick DS f+K
cut-in knee kick, front sleeper DS f+K,f+P+G
shadow slicer DS f,f+K
counter strike DS b+K
parrying high kick DS b,f+K
parrying combination DS b,f+K,P
right angle toe kick DS u+K
bone crush middle DS df+K
heavy hook DS P+K
heavy hook combo DS P+K,P
bomber strike DS d+P+K
cut-in DS b,df+P+K
boomerang hook DS df+P+K
guard crush tornado DS K+G
low spin slicer DS d+K+G
heel kick DS f+K+G
switch back middle DS b+K+G
back charge kick DS b,b+K+G
back charge setup DS b,b+K+G,u
step out DS b,b+K+G,hold K,G
step in DS b,b+K+G,G
leg bomber DS db+K+G
stomach crush DS df+K+G
stomach crush, front sleeper DS df+K+G,f+P+G
intruder hook DS hold G,u+P
intercept body blow DS hold G,d+P
gliding slicer DS hold G,uf+P
gliding back knuckle DS hold G,df+P
gliding middle DS hold G,ub+K
gliding middle, hold DS hold G,ub+K,f+P+G
gliding toe DS hold G,db+K
gliding toe, hold DS hold G,db+K,f+P+G
barrier kick DS d | u,P+K+G
offensive style setup DS P+K+G
Offensive Style
---------------
jab OS P
double jab OS P,P
combination middle OS P,P,K
feint body OS P,df+P
jab, high kick OS P,K
fake lancer OS P,K,f+P+K
smash upper OS WS,P
leg guard crush OS d+K
body blow OS f+P
chopping right OS f+P,P
stride combination OS f+P,P,K
long barrel blow OS f,f+P
heavy impact OS b+P
heavy straight OS b,f+P
body straight OS b,f+P,P
chopping right OS b,f+P,P,P
assault combination OS b,f+P,P,P,K
blow back OS b,f+P,P,b+P
crimson lancer OS b,f+P,P,b+P,f+P+K
uppercut OS df+P
intruder hook OS df+P,P
high kick OS K
high kick, intercept OS K,P
fake lancer OS K,f+P+K
cluster knee OS WS,K
stepping low OS d+K
stepping low combo OS d+K,P
stepping low smash OS d+K,P,P
blow back OS d+K,P,b+P
crimson lancer OS d+K,P,b+P,f+P+K
low kick OS D+K
knee OS f+K
knee, kick OS f+K,K
knee, kick, jab OS f+K,K,P
knee, kick, jab, hook OS f+K,K,P,P
blow back OS f+K,K,P,b+P
crimson lancer OS f+K,K,P,b+P,f+P+K
counter strike OS f,f+K
crimson lancer OS f,f+K,f+P+K
stopping toe OS df+K
stopping toe, second impact OS df+K,K
chopping hook OS P+K
chopping hook, body smash OS P+K,P
pile bunker OS f+P+K
lightning lancer tackle OS f,f+P+K
lightning smash OS b,f+P+K
lightning smash combo OS b,f+P+K,P
uppercut OS df+P+K
uppercut, heel sword OS df+P+K,K
guard crush tornado OS K+G
low spin slicer OS d+K+G
heel kick OS f+K+G
leg cut low OS f,f+K+G
leg cut low, takedown OS f,f+K+G,f+P+G
switch back middle OS b+K+G
back charge kick OS b,b+K+G
back charge setup OS b,b+K+G,d
step out OS b,b+K+G,hold K,G
step in OS b,b+K+G,G
leg bomber OS db+K+G
barrier kick OS d | u,P+K+G
defensive style setup OS P+K+G
Takedown Position Actions
-------------------------
hammer knuckle TK P
hammer knuckle finish TK P,P
body punch TK d+P
body punch finish TK d+P,P
heavy hammer knuckle TK P+K
mount elbow TK P+G
Throws
------
canyon dive DS P+G
takedown blow (right side) DS P+G
head divider (left side) DS P+G
replacement throw DS db+P+G
wall replacement throw (back to wall) DS db+P+G
elbow rush DS f+P+G
army combination DS b,db,d,df,f+P+G
hell's gate DS f,d+P+G
heaven's gate DS d,f,u,b | u,f,d,b+P+G
wall kiss (facing wall) DS f,f+P+G
stomach crusher (facing wall) DS f,f+P+G,b+P+G
judgement guilty (facing wall) DS f,f+P+G,f+P+G
rock crush throw (back) DS P+G
rib crush body DS d+P+K+G
rib crush knee DS df+P+K+G
canyon dive OS P+G
chinook strike (right side) OS P+G
head divider (left side) OS P+G
deep scavenger (back) OS P+G
elbow rush OS f+P+G
leg breaker OS d,b,u,f | u,b,d,f+P+G
stacker's hole OS f,df,d,db,b+P+G
arm crush throw OS df,df+P+G
upkeep OS d+P+K+G
hell hound OS df+P+K+G
Reversals
---------
right hand hold DS n
right hand hold, high kick DS n,K
right hand hold, low kick DS n,d+K
right hand hold, arm break DS n,P+G
left hand hold DS n
left hand hold, toe kick DS n,K
left hand hold, shin kick DS n,d+K
left hand hold, arrest hold knee DS n,P+G
prison arm lock b+P+K
prison arm lock db+P+K
leg hold throw b+P+K
leg hold throw db+P+K
leg catch throw b+P+K
leg catch throw db+P+K
leg hold smash db+P+K
Jump Attacks
------------
double knuckle DS asc,P
elbow OS asc,P
step straight DS/OS mid,P
step hook kick DS/OS mid,K
step heel kick DS/OS desc,K
Down Attacks
------------
soccer ball kick DS/OS df+K
rolling leg drop DS u+P
jumping knee stomp OS u+P
Back-Turned Attacks
-------------------
back slash BT,DS P
turn straight BT,DS d+P
half moon turn kick BT,DS K
stepping far kick BT,DS d+K
face crush elbow BT,DS P+K
turn low spin slicer BT,DS d+K+G
back slash BT,OS P
turn low straight BT,OS d+P
half moon turn kick BT,OS K
stepping far kick BT,OS d+K
face crush elbow BT,OS P+K
turn low spin slicer BT,OS d+K+G
Wall Actions
------------
react round kick DS/OS f+P+K+G
wall back roll DS/OS uf+P+K+G
Rising Attacks
--------------
> face down, feet towards K,K,K
M / ? 20 ? ?
> face down, feet towards (delay) K,K,K
M / ? 20 ? ?
> face down, feet towards (sideroll) K,K,K
M / ? 20 ? ?
> face down, feet towards (backroll) K,K,K
M / ? 20 ? ?
> face down, head towards K,K,K
M / ? 20 ? ?
> face down, head towards (delay) K,K,K
M / ? 20 ? ?
> face down, head towards (sideroll) K,K,K
M / ? 20 ? ?
> face down, head towards (backroll) K,K,K
M / ? 20 ? ?
> face up, feet towards K,K,K
M / ? 20 ? ?
> face up, feet towards (delay) K,K,K
M / ? 20 ? ?
> face up, feet towards (sideroll) K,K,K
M / ? 20 ? ?
> face up, feet towards (backroll) K,K,K
M / ? 20 ? ?
> face up, head towards K,K,K
M / ? 20 ? ?
> face up, head towards (delay) K,K,K
M / ? 20 ? ?
> face up, head towards (sideroll) K,K,K
M / ? 20 ? ?
> face up, head towards (backroll) K,K,K
M / ? 20 ? ?
> face down, feet towards D+K,K,K
L / ? 20 ? ?
> face down, feet towards (delay) D+K,K,K
L / ? 20 ? ?
> face down, feet towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face down, feet towards (backroll) D+K,K,K
L / ? 20 ? ?
> face down, head towards D+K,K,K
L / ? 20 ? ?
> face down, head towards (delay) D+K,K,K
L / ? 20 ? ?
> face down, head towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face down, head towards (backroll) D+K,K,K
L / ? 20 ? ?
> face up, feet towards D+K,K,K
L / ? 20 ? ?
> face up, feet towards (delay) D+K,K,K
L / ? 20 ? ?
> face up, feet towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face up, feet towards (backroll) D+K,K,K
L / ? 20 ? ?
> face up, head towards D+K,K,K
L / ? 20 ? ?
> face up, head towards (delay) D+K,K,K
L / ? 20 ? ?
> face up, head towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face up, head towards (backroll) D+K,K,K
L / ? 20 ? ?
=-=-=-=-=-=-=-=-=
o) WOLF HAWKFIELD
=-=-=-=-=-=-=-=-=
Attacks
-------
straight hammer P
jab, straight P,P
one, two, upper P,P,P
one, two, elbow smash P,P,f+P
combo elbow butt P,P,f+P,b+P
combo double-arm suplex P,P,f+P,db+P+K+G
hammer, kick P,K
low hammer d+P
body blow f+P
dragon fish blow f+P,P
axe lariat f,f+P
screw hook f,df,d,db,b+P
screw lariat f,df,d,db,b+P,P
elbow butt b+P
shoulder attack b,f+P
shoulder feint b,f+P,d
arrow knuckle b,df+P
vertical smash FC,df+P
reverse sledgehammer FC,df,f+P
comet hook db+P
tomahawk chop uf+P
chop, flying meier uf+P,f+P+G
high kick K
double high kick K,K
standing low kick d+K
low smash D+K
knee lift f+K
low dropkick f,d+K
face-lift kick df+K
drop kick uf+K
level back crush P+K
running shoulder attack run,P+K
push up f+P+K
short shoulder b,f+P+K
grizzly lariat df+P+K
neck cut kick K+G
rolling sobat f+K+G
tornado sobat f,f+K+G
heavy toe kick b+K+G
heavy toe kick, stunner b+K+G,P+G
heavy toe kick, side kick b+K+G,K
front roll kick b,f+K+G
thrust kick df+K+G
flying zero uf+K+G
jumping lariat run,P+K+G
side step catch d | u,P+K+G
Special Actions
---------------
roar P+K+G
Roar Actions
------------
level back chop RR P
low drop kick RR K
catch RR P+G
road RR P+K+G
Throws
------
face crush chop P+G
wall face crush chop (facing wall) P+G
sliding leg scissors (side) P+G
german suplex (back) P+G
ddt b+P+G
smackdown bottom b,df+P+G
excalibur df+P+G
wall body slam (facing wall) df+P+G
frankensteiner uf+P+G
arm whip f,f+P+G
brainbuster df,df+P+G
jackhammer df,df+P+G,P+G
swing through db+P+G
giant swing b,db,d,df,f+P+G
giant swing (fastest input) b,db,d,df,f+P+G
wrist lock throw f,df,d,db,b+P+G
pendulum lariat f,df,d,db,b+P+G,P+G
ks u,b,d,f | d,b,u,f+P+G
catch f+P+G
low sway tackle b,b+P+G
kepra dora slam (catch) P+G
change (catch) f+P+G
push (catch) df+P+G
shupain (catch) db+P+G
spiral bomb (catch) b+P+G
one & only (change) P+G
push (change) f+P+G
calf branding (change) df+P+G
double german (change) b+P+G
cyclone whip (side) b,f | f,b+P+G
dragon suplex (back) d+P+G
back frankensteiner (back) uf+P+G
side suplex d+P+K+G
reverse tiger driver df+P+K+G
big bridge bomb df,df+P+K+G
double-arm suplex db+P+K+G
cross arm breaker (side) db | d | df+P+K+G
german suplex (back) P+K+G
Reversals
---------
captured b+P+K
captured db+P+K
dragon screw db+P+K
dragon screw db+P+K
low punch cut (right P) d+P+K
low punch cut (left P) d+P+K
shining wizard (left P) d+P+K,f+P+G
Jump Attacks
------------
step hammer asc,P
rock punch mid,P
toe crush asc,K | mid,K
hammer edge desc,K
Down Attacks
------------
elbow drop df+P
jumping elbow u+P
somersault drop u+K
piercing elbow df+P+K
front roll kick b,f+K+G
double claw (opponent face up) d+P+G
double claw (opponent face down) d+P+G
stomping (opponent face up, feet towards) d | df+P+G
throwing german (opponent face up, head towards) d | df+P+G
arm bar (opponent face up, side) d | df+P+G
stf (opponent face down, feet towards) d | df+P+G
grand sword (opponent face down, head towards) d | df+P+G
cross face lock (opponent face down, side) d | df+P+G
Back-Turned Attacks
-------------------
rolling hammer BT P
back kick BT K
back low hammer BT d | D+P
back drop kick BT d | D+K
Wall Actions
------------
jumping knee f+P+K+G
Rising Attacks
--------------
> face down, feet towards K,K,K
M / ? 20 ? ?
> face down, feet towards (delay) K,K,K
M / ? 20 ? ?
> face down, feet towards (sideroll) K,K,K
M / ? 20 ? ?
> face down, feet towards (backroll) K,K,K
M / ? 20 ? ?
> face down, head towards K,K,K
M / ? 20 ? ?
> face down, head towards (delay) K,K,K
M / ? 20 ? ?
> face down, head towards (sideroll) K,K,K
M / ? 20 ? ?
> face down, head towards (backroll) K,K,K
M / ? 20 ? ?
> face up, feet towards K,K,K
M / ? 20 ? ?
> face up, feet towards (delay) K,K,K
M / ? 20 ? ?
> face up, feet towards (sideroll) K,K,K
M / ? 20 ? ?
> face up, feet towards (backroll) K,K,K
M / ? 20 ? ?
> face up, head towards K,K,K
M / ? 20 ? ?
> face up, head towards (delay) K,K,K</pre><pre id="faqspan-7">
M / ? 20 ? ?
> face up, head towards (sideroll) K,K,K
M / ? 20 ? ?
> face up, head towards (backroll) K,K,K
M / ? 20 ? ?
> face down, feet towards D+K,K,K
L / ? 20 ? ?
> face down, feet towards (delay) D+K,K,K
L / ? 20 ? ?
> face down, feet towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face down, feet towards (backroll) D+K,K,K
L / ? 20 ? ?
> face down, head towards D+K,K,K
L / ? 20 ? ?
> face down, head towards (delay) D+K,K,K
L / ? 20 ? ?
> face down, head towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face down, head towards (backroll) D+K,K,K
L / ? 20 ? ?
> face up, feet towards D+K,K,K
L / ? 20 ? ?
> face up, feet towards (delay) D+K,K,K
L / ? 20 ? ?
> face up, feet towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face up, feet towards (backroll) D+K,K,K
L / ? 20 ? ?
> face up, head towards D+K,K,K
L / ? 20 ? ?
> face up, head towards (delay) D+K,K,K
L / ? 20 ? ?
> face up, head towards (sideroll) D+K,K,K
L / ? 20 ? ?
> face up, head towards (backroll) D+K,K,K
L / ? 20 ? ?
============
III. CREDITS
============
* CreeD - general help, his IR faq
* Myke - move names trascription, reversal stuff
* GodEater, Llanfair - general help
* and btw, GLC throws a ***ball at Jerky, too.
[end of file, (c) GLC]