==========================================
VIRTUA FIGHTER 3tb
GENERAL GUIDE
by Wojciech Dworak <
[email protected]>
version 2.58
==========================================
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.
Movelist statistics Copyright Gamest, 1996,1998; all rights reserved.
Translation copyright Wojciech Dworak, 1999; all rights reserved.
Other authors' material used by permission, noted where applicable.
To view this document, use a fixed-width font (like Courier), otherwise it
will look crappy.
========
CONTENTS
========
0. Introduction
I. General Notation
II. The System
a) General Movement
b) Executing Moves
c) Throwing
d) The Round
e) Character Data
III. Character Movelists
a) Akira Yuki
b) Aoi Umenokouji
c) Jacky Bryant
d) Jeffry McWild
e) Kage-Maru
f) Lau Chan
g) Lion Rafale
h) Pai Chan
i) Sarah Bryant
j) Shun-Di
k) Taka-Arashi
l) Wolf Hawkfield
IV. Appendices
a) Throw Escape Follow-ups
b) Ticking
c) Option Select
d) Dodging Rising Attacks
e) Formulae
f) Shun's drinking
g) Codes, Tricks & Easter Eggs
h) Taunts
V. Credits & Kudos
0. INTRODUCTION
===============
This FAQ evolved from my Gamest Mook movelist translation. Although there are
some good docs available on the internet, I decided to write my own, with the
last version of Virtua Fighter 3 in mind (Team Battle, doh). So, everything
here applies to TB version ARCADE, use in OB (or DC version) at your own risk.
I left Dural out as I think she's not a normal character. This FAQ will
concentrate on characters you can use in vs. battles - if you're looking for
Dural-related stuff, go somewhere else :P
As always, comments / suggestions are welcome. If you try to flame me, go for
it... see if I care. Also, stupid e-mails ("how to unlock movies on DC?" or
"this faq is so printer unfriendly! change its format!") will be met with
total indifference.
I. GENERAL NOTATION
===================
Read this section throughly! It's important that you understand everything;
if you don't, the rest of the doc will probably fly over your head!
Movelist template looks like this:
Move Name Motions Damage
Hit Level / Reversal Level Ex-Co-Re[/Re2/Re3] Advantage (G/hit/MC)
Throw Counterable? +Level Notes
Move Name
---------
Self-explanatory; names mostly classical or created by players themselves.
Motions
-------
f,b,d,u joystick motions (forward, back, down, up); hold if capitalized
db... diagonals (db,df,uf,ub); again, hold if capitalized
P,K,G,E press punch, kick, guard or evade buttons, respectively
+ buttons must be pressed together
, move separator
,, denotes a slight pause between motions
n return joystick to neutral
FS execute from standing position only
FC execute from crouching position only
Damage
------
Given in points, standardized to Wolf's giant swing throw being 100 points. Not
the percentage of the lifebar. Attacks that do damage equal or greater than 30
points usually knock down.
~ : damage range; as a general rule, sweeps/crescents do more damage when
executed from further away, while other moves do more when executed as
close
as possible;
{}: stat changes vs. Taka-Arashi
Hit Level
---------
H,M,L,G attack levels; low, mid, high and ground respectively
Ht,Lt high and low throw, respectively
Reversal Level
--------------
H*P, H*K high-level punch or kick
M*P, M*K mid-level punch or kick
L*P, L*K low-level punch or kick
elbow ]
sweep ] respective
crescent ] reversals
flipkick ]
Ex-Co-Re
--------
Ex: execution;
Co: collision (aka coverage), when collision detection takes place;
Re: recovery;
/ : different stat figure, as explained in 'notes'
{}: stat changes vs. Taka-Arashi
Some stats (ex-co) are based on VF3 version D, as no figures have been
published solely for TB. Therefore numbers for new moves are missing and
some others CAN be inaccurate.
Note: as the throws are instantaneous, and the execution time listed is for
their animation before actual hit collision; catch throws have two execution
times listed, so-called "charge-up" and "before collision" ones :)
Advantage
---------
In frames; the more, the better. Generally, moves that are of equal or
less time in execution time are guaranteed to connect (you must take the
hit level into account though). The format is:
* move blocked / regular hit / major counter hit
Throw Counter
-------------
Note: I've assumed that all rising attacks are throw-counterable, which
may not be true! Corrections are more than welcome. Also, Jeffry's rising
attacks may be incorrect, since AM2's movelist was unfinished and I had
to figure them out basing on other characters' charts.
Ht,Lt move can be countered with either high- or low-throw when
blocked
Bt,LBt move can be countered with either high- or low-back throw
when blocked
Notes
-----
(1) can be used as throw combo starter
=link (2) throw/move combo (2nd element)
==link (3) throw/move combo (3rd element)
crouch forces opponent to crouch if hits
ground character recovers on the ground
needs x DP the move requires Shun to have 'x' drinking points to execute
+x DP Shun gains x drinking points after connecting with this move
-x DP the move sobers Shun (-x drinking points)
Note: the above are only for approximate reference. Check appendix f) for
details on Shun's drinking.
Other Notes
-----------
> If a hopping/jumping move has "f+x" in its motion, it can usually be done
with "df+x" and "uf+x". Same with "b+x" motion (..."db+x" & "ub+x")
> ~s denote stat range
II. THE SYSTEM
==============
Refer to earlier General Notation section for explanation on conventions.
This section is also very important. Although I tried to make things as concise
as possible, it's still much to learn. But believe me, it can't be made any
shorter.
a) General Movement
=-=-=-=-=-=-=-=-=-=
to inch: F / B
to dash: f,f / b,b or f+E / b+E
to crouch dash (CD): df,DF / df,d,DF (you cannot crouch dash back)
to run: f,F or F+E
dodge into the screen: E / u+E / uf+E / ub+E
dodge out of the screen: d+E / df+E / db+E
regular hop: d,u / d,uf / d,ub
regular jump: d,U / d,UF / d,UB
Stance:
In other words, characters' feet alignment. There are two types of stance:
closed stance: open stance:
Player 1 Player 2 Player 1 Player 2
-------- -------- -------- --------
left right left right
right left right left
When a character gets knocked down, he/she retains the stance from before being
knocked down.
Tidbits:
* character is considered a standing non-defender during dashes and dodges,
and crouching non-defender during crouch dashes;
* E & d+E can be cancelled by CDs;
* normal dashes or running can be cancelled by anything;
* you cannot do several consecutive back dashes;
* to do a back-turned dash to opponent, press & hold G, enter b,b, release G;
* when a move requires the character to be standing, while crouching do
f,f (or b,b) then input the move - everything as one motion. This results
in so-called instant stand and you execute the move like you would normally.
b) Executing Moves
=-=-=-=-=-=-=-=-=-
Try to chain your moves into one flow, mixing them up with dashes, evades and,
most importantly, throws! Easier said than done, especially for VF-newbies, but
as you progress with your play, it will eventually become a habit. There are
some documents available on the net, discussing so-called move flowcharts. I'm
not a big fan of them but you can check them to see what the "chaining" is all
about.
You cannot execute moves while holding guard, but you can buffer the motions.
The move is then executed after releasing the G button. There are some rules
and exceptions to buffering:
* you can only buffer one-hit moves, therefore you cannot buffer multi-hit
sequences like PPK etc.;
* you can buffer moves with complex motions by leaving the last motion out,
for instance: press G, b,f, release G, f+P+K for Akira's body check;
Damage:
It's usually applied in the moment of move's collision detection but:
* in case of some throws, damage isn't dealt until character's body hits the
ground or wall (eg. Wolf's giant swing, Akira's pull-in push-out throw);
Hit levels:
There are 4 hit levels in the game, high, mid, low and ground (H/M/L/G). You
cannot execute pounce-type moves if your opponent isn't on the ground. There
are some exceptions to this - for example, opponent stumbling or executing
a sacrifice move like Shun's db+K,G.
Character's behaviour:
* standing: H/M/L moves hit normally;
* crouching: H moves miss, M moves connect, L moves hit, subject to low
throws;
* standing guard: blocks H/M moves, L moves hit, subject to high throws;
* crouching guard: H moves miss, M moves connect, blocks L moves, subject to
low throws;
* lying on the ground: H/M/L moves miss, G moves hit;
* bouncing on the ground: any move may hit, it largely depends on move's
properties, bouncing height plus other circumstances like angulation etc.;
If you are hit while backfacing the opponent:
* you can crouch under H moves normally;
* as a general rule if you're hit, you turn towards automatically;
* if he executes a sequence of moves not being a guaranteed combo, you
automatically turn towards after being hit with the last guaranteed move;
* the above this is true for moves at H or L level... if you're hit with M
move, you stumble forward;
* in case of sequences, like PK/PPP etc., it's possible that first hit pushes
you forward, making the rest of normally guaranteed combo escapable;
* some moves just knock down or float;
Priority hits (borrowed from Jirawat Uttayaya's translation):
When two moves hit at the same time, which move wins?
1. Rising Attacks always has first priority
2. The attack with the greater damage wins
3. If same damage, then air attacks wins
4. If the difference between the opponents' life bar is 50 or over, then the
player with the smaller life bar has priority.
5. The move with the quicker detection, then execution time hits.
6. If it's still a tie, then both players get knocked down.
Staggers:
If you hit your opponent with mid-level move and it doesn't knock them down,
the character enters the stagger animation (be warned though, as not all the
mid-hitting moves stagger!) You can struggle out of stagger by wiggling the
stick and pressing buttons as fast as possible. Tidbits:
- you cannot be thrown during staggers;
- you cannot buffer any moves, all joystick/button inputs count towards
shortening stagger time;
- all attacks hit normally, although stagger is a special case, the character
is considered standing non-defender;
You can easily tell which moves stagger by looking into the movelist; usually,
the chart provides range of frame advantage, eg. Akira's elbow (-2~-5) means
up to -2 frames for Akira if you struggle, -5 if you don't.
Countering is either:
* hitting the opponent while he's executing a move, that is, in his execution
phase (major counter - MC), move damage increases by 50% of damage of the
move interrupted. You cannot throw as MC.
* hitting the opponent while he's still in his move's recovery phase (minor
counter - mC), move's damage increases by 25% of damage of the move
countered. You can throw as mC but the damage doesn't increase in that case.
General minor countering rules:
- if you have +8 frames of advantage, you have a free throw;
- counter with fast moves such as punch combos, elbows etc.;
- frame advantage statistic is your friend, check the movelist section...
consult moves' execution stats to determine which are best used for counters.
In some cases you cannot execute a throw for some reason (weird angle, opponent
stumbles etc.) - learn to recognize and react accordingly.
Reversals:
Techniques that come into action when opponent is executing a move. As the
result, you block the opponent's move with technique of your own, either
directly damaging him or shoving his attack aside (in which case you have
frame advantage). Tidbits:
- there are three levels of reversals;
- moves that hit with two limbs, may that be arms or legs, cannot be reversed;
- executing a reversals without your opponent executing an appropriate attack
will result in whiffed reversals animation (just like in case of throws,
although the recovery time is quicker);
c) Throwing
=-=-=-=-=-=
All characters have a regular throw done by inputting P+G and complex throws
that require additional joystick motions. Normally throws are instantaneous,
meaning they have no execution time (but you have to be in range for a throw).
If you enter the throw motion while throwing isn't possible, you get a whiffed
throw animation. Throwing is usually easier in closed stance.
You cannot throw when:
- opponent is floated (juggled);
- opponent is executing a move;
- opponent is hopping/jumping;
- opponent is staggered (although after stagger animation ends, there's a
small window when your throw is guaranteed);
- opponent stumbles (including falling out of the ring and hitting the wall);
* High throw (Ht): requires opponent to be standing; all high throws' motions
end with P+G.
* Low throw (Lt): requires opponent to be crouching; all low throws' motions
end with P+K+G.
* Catch throw (Ct): a special throw with execution and recovery time. Cannot
be escaped by normal means but can be crouched under, your opponent can miss
it or you can hit him out of it with fast moves such as regular punches.
* Side throw (St): requires opponent side-facing you; can be either high or
low, cannot be escaped.
* Back throw (Bt): requires opponent back-facing you; can be either high or
low, cannot be escaped.
* Wall throw (Wt): special cases when you execute a throw in wall's victinity,
check the move listings for description on how to do them. All wall throws
are high throws. With exception of Aoi's, they can be escaped.
* Ground throw (Gt): requires opponent to be on the ground and not moving. Aoi
has a throw that does damage, while Wolf's and Jeffry's are pickups (nothing
guaranteed). Ground throws cannot be escaped normally (only by making your
opponent miss, much like catch throws).
* Hit throw (Hit): a throw that can only be executed after connecting some of
the moves, explained later. Hit throws are inescapable.
The are also throw sequences (multi-throws) - basically, one throw after
another. You can escape each part provided you enter the escape motions right.
Refer to next section.
Escaping throws:
* P+G, regular throw: input P+G.
* x+P+G, complex throw: input the last motion + P+G for example df+P+G, to
escape Jeffry's df,df+P+G; b+P+G to escape Jacky's f,b+P+G.
* throws done by b,db,d,df,f+P+G or f,df,d,db,b+P+G: input first and last
direction plus P+G, for example b,f+P+G to escape Wolf's b,db,d,df,f+P+G or
f,b+P+G to escape Lion's f,df,d,db,b+P+G.
Throw escape must be entered within 10 frames after opponent's throw motion
input. The situation after a throw escapes differs, you can have advantage
(even as much as for guaranteed throw/side throw) or be in disadvantage. Look
for details in Appendix A: throw escape followups.
In some cases you have a guaranteed throw, provided YOU'RE IN RANGE for one
(this is very important!). Those include:
* having +9 frames after hitting your opponent or being hit by him;
* having +1 frame of advantage after hitting your opponent with MC;
* having +8 frames of advantage after blocking your opponent's attack;
As always refer to movelist section for details.
d) The Round
=-=-=-=-=-=-
Beginning of the round (before 'go!' is called):
* every character can crouch;
* Jacky can change stance by (d,d);
* Shun can sit (d,d), then lie down (d,d) or get up (u,u);
* you cannot buffer any moves in;
Means of winning the round:
* opponent's vitality bar reaches 0;
* opponent's character falls out of the stage's playing area (if both fall out
at the same time, the first one that touches the ground loses);
* if time runs out, the character with more vitality wins;
* if there's a draw for any reason, both opponents are awarded a round - if
they're tied at the end of the match, it becomes sudden death (fast round
with only 10 vitality points each);
e) Character data
=-=-=-=-=-=-=-=-=
The following table is borrowed from Jirawat Uttayaya's Gamest translation,
with slight modifications. All distances are in metres.
Weight High Low Back Ground Jump Hop
(kg) Throw Throw Throw Attack
Taka 230.0 1.50 1.5 1.4 2.5 n/a 23
Jeffry 111.0 1.50 1.5 1.4 2.5 48 32
Wolf 101.0 1.50 1.5 1.4 2.5 48 32
Akira 79.0 1.40 1.5 Ct 3.0 52 32
Jacky 75.0 1.40 1.5 1.3 3.0 52 32
Kage 66.0 1.40 1.5 1.3 5.0 80 32
Lau 65.0 1.40 1.5 1.3 3.0 52 32
Shun 63.0 1.40 1.5 1.3 3.0 52 32
Lion 61.0 1.40 1.5 1.3 3.0 58 32
Sarah 55.0 1.40 1.5 1.3 3.5 55 32
Pai 48.0 1.40 1.5 1.3 3.0 58 32
Aoi 47.0 1.40 1.5 1.3 3.0 52 32
Notes:
* throwing distance does not apply to catch throws;
* units which jumping and hopping are measured with are unknown;
General weight classes:
* Lightweight - Aoi, Pai, Sarah, Lion(1), Shun(1)
* Middleweight - Lau, Kage, Jacky, Akira
* Heavyweight - Wolf, Jeffry
* Super-heavyweight - Taka
(1) These characters behave differently in some circumstances.
III. CHARACTER MOVELISTS
========================
a) AKIRA YUKI
=-=-=-=-=-=-=
Country: Japan
Sex: Male
Birthday: 1968.09.23
Blood Type: 0
Job: Kung-Fu Teacher
Hobby: Kung-Fu
Fighting Style: Hakkyoku-Ken
BASIC MOVES
-----------
punch P (B+P or F+P) 12
H / H*P 9-2-12 +2 / +3 / +8
- -
dodging punch P+E 12
H / H*P 9-2-12 +3 / +1 / +7
- -
roundhouse I K 25
H / H*K 14-2-23 -2 / D / D
- -
roundhouse II F+K 25
H / H*K 14-2-25 -3 / D / D
- -
dodging kick K+E 25
H / H*K 14-2-23 -2 / D / D
- -
sidekick df+K 24
M / M*K 14-2-27 -6 / -3 / D
- -
sidekick (stagger) df+K 24
M / - 14-2-27 - / +2~+12 / -
- -
dodging sidekick df+K+E 24
M / M*K 14-1-42 -6 / D / D
- -
low punch I D+P 9
L / L*P 10-1-14 -2 / -1 / +2
- -
low punch II d+P 11
L / L*P 16-1-14 -2 / 0 / +4
- -
low kick D+K 10
L / L*K 14-1-22 -10 / -3 / +2
Ht -
HOPPING MOVES
-------------
hopping smash u+P 30
M / - 35-2-30 -6 / D / D
- -
hopping punch d,u+P 30
M / - 26-3-22 0 / D / D
- -
hopkick u+K 30
M / - 10-4-23 -6 / D / D
- -
landing sidekick d,u+K 20
M / - 10-2-25 -8 / -4 / 0
- -
JUMPING MOVES
-------------
jumping hammer d,U,f+P 30
M / - 21-6-43 -22 / D / D
Ht -
take-off kick d,U+K 30
M / - 6-4-61 -34 / D / D
Ht -
landing kick d,U,K desc. 30
M / - 11-5-11 +10 / D / D
- -
in-air kick d,U,K asc. 30
M / - 10-2-28 -8 / D / D
- -
jumping dropkick d,U,f+K 40
M / - 12-4-54 -36 / D / D
Ht -
backward dropkick d,U,b+K 40
M / - 12-4-44 -23 / D / D
Bt
TURN-TOWARDS MOVES
------------------
TT punch P 12
H / H*P 11-1-21 -7 / -6 / -1
- -
TT roundhouse K 30
H / H*K 15-3-26 -3 / D / D
- -
TT smash d+P 14
M / - 17-4-20 -7 / -4 / +2
- -
TT low kick d+K 10
L / - 17-2-20 -9 / -6 / +2
Ht -
TT sweep D+K 30
L / - 15-3-33 -12 / D / D
Lt -
SPECIAL MOVES
-------------
punch-body blow P,P 12
M / H*P 10-1-21 -12 / -7 / +2
Ht -
punch-kick P,K 20
H / H*K 12-2-25 -1 / +3 / 0
- -
elbow FS,f+P 19
M / elbow 11-1-28 -10 / -7 / -2
Ht -
elbow (stagger) FS,f+P 19
M / - 11-1-28 - / -2~-5 / -
- -
dashing elbow (near) f,f+P 20~40
M / elbow 10-2-24/26 -4 / D / D
- re 26 if blocked or hits
dashing elbow (far) f,f+P 20~40
M / elbow 10-2-24/26 -7 / -3 / +1
- re 26 if blocked or hits
dashing elbow (stagger) f,f+P 20~40
M / - 10-2-24/26 - / +1~+7 / -
- re 26 if blocked or hits
super dashing elbow (near) f,f,f+P 20~40
M / elbow 10-2-34/35 -16 / D / D
Ht re 35 if blocked or hits
super dashing elbow (far) f,f,f+P 20~40
M / elbow 10-2-34/35 -15 / D / D
Ht re 35 if blocked or hits
super dashing elbow (stagger) f,f,f+P 20~40
M / - 10-2-34/35 - / +4~+10 / D
- re 35 if blocked or hits
single palm (near) FC,f+P 25~65
M / H*P 11-2-26/28 -9 / D / D
Ht re 28 if blocked
single palm (far) FC,f+P 25~65
M / H*P 11-2-26/28 -7 / -1 / D
- re 28 if blocked
single palm (stagger) FC,f+P 0
M / - 11-2-26/28 - / -2~+6 / -
- re 28 if blocked
double palm (near) FC,b,f+P 30~70
M / - 11-5-33 -13 / D / D
Ht -
double palm (far) FC,b,f+P 30~70
M / - 11-5-33 -12 / D / D
Ht -
standing palm (near) b,f+P 20~65
H / H*P 12-1-24 -1 / D / D
- -2 DP
standing palm (far) b,f+P 20~65
H / H*P 12-1-24 -6 / D / D
- -2 DP
uppercut / yoho df,df+P 35
M / H*P 16-3-29 -12 / D / D
Ht -
break stance f+P+G 5
H / H*P 12-1-18 +17~+20 / -8 / -7
- unblockable
break guard d+P+G 5
M / H*P 16-2-17 +17~+20 / -8 / -7
- unblockable
knee K+G, release G 30
M / knee 15-2-30 -10 / D / D
Ht -
single jumping kick f,f+K 20
M / H*K 13-3-32 -16 / D / D
Ht damage 30 if used after break guard/stance
double jumping kick f,f+K,K 40
M / H*K 11-3-41 -18 / D / D
Ht -
low backfist df+P+K 25
L / L*P 25-2-24 -7 / +1 / D
- -
shoulder ram FC,f+P+K 30
M / - 14-1-31 -12 / D / D
Ht -
double fist strike b,f+P+K 55
M / - 27-2-31 -8 / D / D
Ht -
evading body check b,f+P+K+E 30
M / H*P 18-2-37 -13 / D / D
Ht -
body check (near) b,f,f+P+K 20~80
M / - 11-1-45 -21 / D / D
Ht
body check (far) b,f,f+P+K 20~80
M / - 11-1-45 -27 / D / D
Ht -
dragon spear df+K+G 19
M / M*K 15-2-32 -15 / -12 / -7
Ht -
dragon spear-elbow df+K+G,f+P 20
M / elbow 20-1-32 -27 / -25 / -6
Ht -
dragon spear-elbow-body check b,f,f+P+K 30
M / - 11-1-45 -21 / D / D
Ht -
stun palm P+K+G 18
M / H*P 19-2-30 -13 / -13 / -6
Ht -
= reverse body check b,df+P+K 22
H 17-1-49 -6 / - / -
- = link (2), you may escape with df+P+G
== double palm b+P 40
M / - 19-1-34 - / - / -
- == link (3)
THROWS
------
reaping throw & punches P+G 20+10+10
Ht 20-84-1 - / - / -
- high throw
fake pull-in push-out f,b+P+G 0
Ht ? - / +10~+13 / -
- high throw
inverted body check df+P+G 30+20
Ht 16-64-1 - / - / -
- high throw
close-in ram b,f+P+G 15+25+20{15}
Ht 20-81-1 - / - / -
- high throw
stumbling trip b,d+P+G 10
Ht 20-50-1 - / +12~+44 / -
- high throw
reverse body check b,df+P+G 40
Ht 20-7-48 - / -8~+10 / -
- high throw
surprise exchange db+P+G 0
Ht 1-43-1 - / -6~0 / -
- high throw
pull-in push-out db,f+P+G 60{55}
Ht 20-89-1 - / - / -
- high throw
elbow rush P+G 40
Ht 15-51-1 - / - / -
- high-side throw
big finish P+G 55
Ht 11; 20-85-1/40 - / - / -
- high-back-catch throw, re 40 if missed
wall body check df+P+G 80
Ht 57-63-1 - / - / -
- wall throw, Akira's back to wall
REVERSALS
---------
closed stance punch reversal b+P+K 30
H 14-16-47 - / - / -
- -
open stance punch reversal b+P+K 30
H 11-20-29 - / - / -
- -
high kick reversal b+P+K 30
H 19-15-27 - / - / -
- -
mid punch reversal db+P+K 30
M 12-15-35 - / - / -
- -
closed stance mid kick reversal db+P+K 30
M 16-15-28 - / - / -
- -
open stance mid kick reversal db+P+K 30
M 19-18-26 - / - / -
- -
kickflip reversal ub+P+K 30
M 8-8-36 - / - / -
- -
low punch reversal d+P+K 30
L 15-17-35 - / - / -
- -
low kick reversal d+P+K 30
L 16-15-31 - / - / -
- -
POUNCES
-------
ground punch df+P 12
G 17-2-47 - / - / -
- -
jumping stomach punch (forward) u+P 20
G 42-3-24/57 - / - / -
- re 57 if hits
jumping stomach punch (backward)u+P 20
G 49-3-24/57 - / - / -
- re 57 if hits
RISING ATTACKS: IN-PLACE
------------------------
face up, feet towards K,K,K... 20
M / - 35-3-23/37 - / - / -
Ht re 37 if blocked
face up, feet towards delay K,K,K... 20
M / - 15-2-29/37 - / - / -
Ht re 37 if blocked
face up, feet towards D+K,K,K... 20
L / - 34-2-33/37 - / - / -
Lt re 37 if blocked
face up, feet towards delay D+K,K,K... 20
L / - 17-2-35/37 - / - / -
Lt re 37 if blocked
face up, head towards K,K,K... 20
M / - 34-2-21/37 - / - / -
Ht re 37 if blocked
face up, head towards delay K,K,K... 20
M / - 14-2-35/37 - / - / -
Ht re 37 if blocked
face up, head towards D+K,K,K... 20
L / - 34-2-35/37 - / - / -
Lt re 37 if blocked
face up, head towards delay D+K,K,K... 20
L / - 16-2-32/37 - / - / -
Lt re 37 if blocked
face down, feet towards K,K,K... 20
M / - 29-2-27/37 - / - / -
Ht re 37 if blocked
face down, feet towards delay K,K,K... 20
M / - 14-2-33/37 - / - / -
Ht re 37 if blocked
face down, feet towards D+K,K,K... 20
L / - 30-3-26/37 - / - / -
Lt re 37 if blocked
face down, feet towards delay D+K,K,K... 20
L / - 16-2-32/37 - / - / -
Lt re 37 if blocked
face down, head towards K,K,K... 20
M / - 35-2-24/37 - / - / -
Ht re 37 if blocked
face down, head towards delay K,K,K... 20
M / - 15-2-29/37 - / - / -
Ht re 37 if blocked
face down, head towards D+K,K,K... 20
L / - 17-2-35/37 - / - / -
Lt re 37 if blocked
face down, head towards delay D+K,K,K... 20
L / - 17-2-35/37 - / - / -
Lt re 37 if blocked
RISING ATTACKS: SIDE-ROLL
-------------------------
face up, feet towards K,K,K... 20
M / - 15-2-29/37 - / - / -
Ht re 37 if blocked
face up, feet towards D+K,K,K... 20
L / - 17-2-35/37 - / - / -
Lt re 37 if blocked
face up, head towards K,K,K... 20
M / - 14-2-35/37 - / - / -
Ht re 37 if blocked
face up, head towards D+K,K,K... 20
L / - 16-2-32/37 - / - / -
Lt re 37 if blocked
face down, feet towards K,K,K... 20
M / - 14-2-33/37 - / - / -
Ht re 37 if blocked
face down, feet towards D+K,K,K... 20
L / - 16-2-32/37 - / - / -
Lt re 37 if blocked
face down, head towards K,K,K... 20
M / - 15-2-29/37 - / - / -
Ht re 37 if blocked
face down, head towards D+K,K,K... 20
L / - 17-2-35/37 - / - / -
Lt re 37 if blocked
RISING ATTACKS: FRONT-ROLL
--------------------------
face up, feet towards K,K,K... 20
M / - 15-2-29/37 - / - / -
Ht re 37 if blocked
face up, feet towards D+K,K,K... 20
L / - 17-2-35/37 - / - / -
Lt re 37 if blocked
face up, head towards K,K,K... 20
M / - 14-2-35/37 - / - / -
Ht re 37 if blocked
face up, head towards D+K,K,K... 20
L / - 16-2-32/37 - / - / -
Lt re 37 if blocked
face down, feet towards K,K,K... 20
M / - 14-2-33/37 - / - / -
Ht re 37 if blocked
face down, feet towards D+K,K,K... 20
L / - 16-2-32/37 - / - / -
Lt re 37 if blocked
face down, head towards K,K,K... 20
M / - 15-2-29/37 - / - / -
Ht re 37 if blocked
face down, head towards D+K,K,K... 20
L / - 17-2-35/37 - / - / -
Lt re 37 if blocked
RISING ATTACKS: BACK-ROLL
-------------------------
face up, feet towards K,K,K... 20
M / - 15-2-29/37 - / - / -
Ht re 37 if blocked
face up, feet towards D+K,K,K... 20
L / - 17-2-35/37 - / - / -
Lt re 37 if blocked
face up, head towards K,K,K... 20
M / - 14-2-35/37 - / - / -
Ht re 37 if blocked
face up, head towards D+K,K,K... 20
L / - 16-2-32/37 - / - / -
Lt re 37 if blocked
face down, feet towards K,K,K... 20
M / - 14-2-33/37 - / - / -
Ht re 37 if blocked
face down, feet towards D+K,K,K... 20
L / - 16-2-32/37 - / - / -
Lt re 37 if blocked
face down, head towards K,K,K... 20
M / - 15-2-29/37 - / - / -
Ht re 37 if blocked
face down, head towards D+K,K,K... 20
L / - 17-2-35/37 - / - / -
Lt re 37 if blocked
b) AOI UMENOKOUJI
=-=-=-=-=-=-=-=-=
Country: Japan
Sex: Female
Birthday: 1979.03.14
Blood Type: A
Job: High School Student
Hobby: Ikebana
Fighting Style: Aiki Ju-Jutsu
BASIC MOVES
-----------
punch (B)+P 10
H / H*P 9-2-13 0 / +2 / +6
- -
dodging punch P+E 10
H / H*P 9-2-13 0 / +2 / +6
- -
high kick I K 20
H / H*K 12-3-32 -15 / -12 / -8
Ht -
high kick II F+K 20
H / H*K 12-3-29 -12 / -10 / -6
Ht -
dodging kick K+E 20
H / H*K 12-3-32 -15 / -12 / -8
Ht -
sidekick df+K 21
M / M*K 14-2-27 -7 / -6 / -2
- -
sidekick (stagger) df+K 21
M / - 14-2-27 - / +2~+12 / -
- -
dodging sidekick df+K+E 21
M / M*K 14-2-25 -8 / D / D
Ht -
low punch I D+P 9
L / L*P 10-1-16 -4 / -3 / +2
- -
low punch II d+P 11
L / L*P 16-1-14 -4 / 0 / +4
- -
low kick d+K 12
L / L*K 14-1-28 -16 / -5 / 0
Lt
HOPPING MOVES
-------------
hopping chop u+P 30
M / - 34-3-24 -2 / D / D
- -
hopping punch d,u,P 30
M / - 26-2-23 0 / D / D
- -
hopkick u+K 18
M / - 20-1-20 -7 / 0 / +4
- -
hopping kick d,u,K asc. 20
M / - 10-2-13 -2 / -2 / +6
- -
landing sidekick d,u,K desc. 20
M / - 10-2-19 -7 / 0 / +11
- -
JUMPING MOVES
-------------
jumping hammer d,U,f+P 30
M / - 21-5-48 -22 / D / D
Ht -
take-off kick d,U+K 30
M / - 5-4-56 -29 / D / D
Ht -
in-air kick d,U,K asc. 30
M / - 11-2-25 +1 / D / D
- -
landing kick d,U,K desc. 30
M / - 10-6-11 +8 / D / D
- -
backward dropkick d,U,b+K 40
M / - 12-4-44 -23 / D / D
Bt -
TURN-AROUND MOVES
-----------------
TA knifehand b,b+P 14
H / - 16-2-16 -3 / 0 / +4
- -
TA knifehand-TT double punch b,b+P,d+P 14
L / L*P 12-1-1 - / - / -
- 1st hit
TA knifehand-TT double punch b,b+P,d+P 14
L / - 5-2-16 -3 / 0 / +5
- 2nd hit
TURN-TOWARDS MOVES
------------------
TT punch P 12
H / H*P 12-1-20 -6 / -5 / -1
- -
TT high kick K 20
H / H*K 15-3-27 -11 / D / D
Ht -
TT high kick-heel drop K,K 20
H / - 15-3-28 -26 / D / D
Ht -
TT ankle kick df+K 20
L / L*K 15-2-29 -12 / -4 / 0
Ht -
TT low punch d+P 10
L / L*P 11-2-28 -10 / -5 / -2
Ht -
TT low kick d+K 12
L / L*K 21-2-25 -11 / -7 / 0
Ht -
SPECIAL MOVES
-------------
side chop P+K 8
H / H*P 12-2-19 -10 / -8 / -5
Ht -1 DP
double side chop P+K,P 9
H / H*P 11-2-21 -10 / -9 / -6
Ht -1 DP
triple side chop P+K,P,P 9
H / H*P 15-2-25 -7 / -6 / 0
- -1 DP
double punch P,P 10
H / H*P 8-2-15 -4 / -2 / +2
- -
punch-heelkick P,K 29
H / H*K 14-2-31 -6 / -3 / +1
- -
double punch-elbow P,P,P 12
H / H*P 12-2-29 -16 / -15 / -10
Ht -
double punch-chop P,P,f+P 20
M / elbow 19-3-29 -13 / -9 / -5
Ht -
double punch-chop (stagger) P,P,f+P 0 or 20
M / - 19-3-29 - / -4~+4 / -
- -
double punch-chop-elbow P,P,F+P,P 20
M / elbow 23-1-29 -11 / D / D
Ht -
double punch-kick P,P,K 30
H / H*K 14-2-27 -4 / D / D
- -
triple punch-knee P,P,P,K 35
M / knee 18-2-31 -14 / D / D
Ht -
triple punch-knee (stagger) P,P,P,K 35
M / - 18-2-31 - / -10~-3 / -
Ht -
triple punch-sweep P,P,P,d+K 20
L / sweep 19-4-32/46 -17 / D / D
Lt re 46 if blocked
elbow f+P 19
M / elbow 11-2-24 -11 / -8 / -4
Ht -
elbow (stagger) f+P 0 or 19
M / - 11-2-24 - / -2~+6 / -
- -
elbow-chop f+P,P 14
M / H*P 20-1-25 -11 / -7 / -2
Ht -
elbow-chop (stagger) f+P,P 14
M / - 20-1-25 - / +3~+10 / -
- -
spinning elbow f,f+P 27
M / elbow 17-2-31 -10 / D / D
Ht -
uppercut FS,df+P 23
M / H*P 18-3-25 -7 / -3 / +1
- -
dashing elbow FC,df+P 10~21
M / elbow 12-2-30 -13 / -4 / +2
Ht -
double stop d,d+P 18
L / - 13-2-22 -9 / -5 / -1
Ht -
double stop (stagger) d,d+P 18
L / - 13-2-22 - / +3~+13 / -
- -
high kick-heel drop K,K 24
M / H*K 19-3-23/42 -20 / 0 / +7
Ht crouch, re 42 if blocked
knee f+K 20
M / knee 18-2-23 -12 / D / D
Ht
knee (stagger) f+K 0
M / - 18-2-23 - / 0~+7 / -
- -
knee-jumping kick f+K,K 20
H / H*K 13-2-31 -14 / D / D
Ht -
ankle kick db+K 20
L / L*K 15-2-29 -10 / -1 / +2
Ht -
spinning strike f+P+K 0 or 20
H / elbow 15-3-25 -11 / -9 / -3
Ht -
spinning strike (stagger) f+P+K 20
H / - 15-3-25 - / -2~+6 / -
- -
spinning strike-elbow F+P+K,P 20
M / elbow 23-1-29 -11 / D / D
Ht -
helix f,f+P+K 20
H / elbow 14-1-22 -12 / D / D
Ht -
retreating chop b,b+P+K 14
H / H*P 17-2-28 -14 / D / D
Ht -2 DP
phoenix palm df+P+K 15
M / H*P 16-1-24 -8 / -6 / +9
Ht crouch
sweep d+K+G 20
L / sweep 19-4-30/46 -16 / D / D
Lt re 46 if blocked
THROWS
------
irimi nage P+G 40
Ht 13-91-1 - / - / -
- high throw
second control throw df+P+G 50
Ht 10-135-1 - / - / -
- high throw
sixth kyu obi throw b+P+G 50
Ht 20-83-1 - / - / -
- high throw
hair grab throw db+P+G 45
Ht 12-94/92-1 - / - / -
- high throw
aiki throw FC,f+P+G 50
Ht 1-94-1 - / - / -
- high throw
first dan throw I f,df,d,db,b+P+G 30
Ht 10-64-77 - / - / -
- high throw (1)
= second dan throw I b,d+P+G 20
Ht 1-45-60 - / - / -
- = link (2)
== third dan throw I d,u+P+G 25
Ht 1-94-1 - / - / -
- == link (3)
== third dan throw II u,d+P+G 26
Ht 10-137-1 - / - / -
- == link (3)
= second dan throw II b,u+P+G 35
Ht 10-90-1 - / - / -
- = link (2)
first dan throw II b,db,d,df,f+P+G 20
Ht 20-46-70 - / - / -
- high throw (1)
= second dan throw III b,d+P+G 20
Ht 1-45-60 - / - / -
- = link (2)
== third dan throw III d,u+P+G 25
Ht 1-94-1 - / - / -
- == link (3)
== third dan throw IV u,d+P+G 26
Ht 10-137-1 - / - / -
- == link (3)
= second dan throw IV b,u+P+G 35
Ht 10-90-1 - / - / -
- = link (2)
rotary throw P+G 40
Ht 20-99(97)-1 - / - / -
- high-side throw
fierce pat throw P+G 30+20
Ht 20-120-1 - / - / -
- high-back throw
wall hair grab db+P+G 50
Ht 42-58-1 - / - / -
- wall throw, Aoi's back to wall
low takedown d+P+K+G 30+15+15
Lt 20-165-1 - / - / -
- low throw
ground throw I df+P+G 25
Gt 1-138-1/80 - / - / -
- ground throw, re 80 if missed
ground throw II df+P+G 25
Gt 1-125-1/80 - / - / -
- ground throw, re 80 if missed
ground throw III df+P+G 10+25
Gt 1-167-1/80 - / - / -
- ground throw, re 80 if missed
REVERSALS
---------
TT punch reversal f+P+K 30
H 10-133-18 - / - / -
- -
TT kick reversal f+P+K 30
H 1-179-1 - / - / -
- -
high punch inashi b+P 0
H 10-15-1 - / +7~+21 / -
- -
high kick inashi b+P 0
H 9-49-1 - / +7~+21 / -
- -
punch reversal b+P+K 25
H 37-44-1 - / - / -
- closed stance
punch reversal b+P+K 25
H 4-151-1 - / - / -
- open stance
kick reversal b+P+K 20
H 1-174-1 - / - / -
- closed stance
kick reversal b+P+K 20
H 20-115-1 - / - / -
- open stance
crescent reversal b+P+K 25
H 15-51-1 - / - / -
- closed stance
crescent reversal b+P+K 0
H 15-51-1 - / +8~+21 / -
- open stance
elbow inashi db+P 0
M 12-39-1 - / +8~+21 / -
- -
mid kick inashi db+P 0
M 20-24-1 - / +8~+20 / -
- -
mid punch reversal db+P+K 30
M 20-49-1 - / - / -
- left-handed
mid punch reversal db+P+K 30
M 20-49-1 - / - / -
- right-handed
mid kick reversal db+P+K 30
M 10-96-1 - / - / -
- closed stance
mid kick reversal db+P+K 30
M 20-106-1 - / - / -
- open stance
knee reversal db+P+K 30
M 10-96-1 - / - / -
- closed stance
knee reversal db+P+K 30
M 21-64-1 - / - / -
- open stance
kickflip reversal ub+P+K 25
M 16-152-1 - / - / -
- -
low punch reversal I D+P+K 20
L 20-50-1 - / - / -
- -
low punch reversal II d+P+K 25
L 20-131-1 - / - / -
- -
low kick reversal I D+P+K 20
L 20-50-1 - / - / -
- -
low kick reversal II d+P+K 25
L 20-69-1 - / - / -
- -
sweep reversal d+P+K 0
L 18-41-1 - / - / -
- -
POUNCES
-------
ground chop df+P 10
G 19-1-41 - / - / -
- -
leaping knifehand (forward) u+P 30
G 30-2-37 - / - / -
- -
leaping knifehand (backward) u+P 30
G 30-2-36/75 - / - / -
- re 75 if missed
leaping tile kick (forward) d,U+P 40
G 28-5-38/65 - / - / -
- re 65 if missed
leaping tile kick (backward) d,U+P 40
G 37-5-46/65 - / - / -
- re 65 if missed
RISING ATTACKS: IN-PLACE
------------------------
face up, feet towards K,K,K... 20
M / - 34-6-17/34 - / - / -
Ht re 37 if blocked
face up, feet towards delay K,K,K... 20
M / - 14-4-30/34 - / - / -
Ht re 34 if blocked
face up, feet towards D+K,K,K... 20
L / - 32-5-22/27 - / - / -
Lt re 27 if blocked
face up, feet towards delay D+K,K,K... 20
L / - 16-5-26/35 - / - / -
Lt re 35 if blocked
face up, head towards K,K,K... 20
M / - 34-2-21/37 - / - / -
Ht re 37 if blocked
face up, head towards delay K,K,K... 20
M / - 14-2-35/37 - / - / -
Ht re 37 if blocked
face up, head towards D+K,K,K... 20
L / - 34-4-21/27 - / - / -
Lt re 27 if blocked
face up, head towards delay D+K,K,K... 20
L / - 17-3-30/27 - / - / -
Lt re 27 if blocked
face down, feet towards K,K,K... 20
M / - 29-2-27/37 - / - / -
Ht re 37 if blocked
face down, feet towards delay K,K,K... 20
M / - 14-2-33/37 - / - / -
Ht re 37 if blocked
face down, feet towards D+K,K,K... 20
L / - 17-3-30/27 - / - / -
Lt re 27 if blocked
face down, feet towards delay D+K,K,K... 20
L / - 17-3-30/27 - / - / -
Lt re 27 if blocked
face down, head towards K,K,K... 20
M / - 28-4-34 - / - / -
Ht -
face down, head towards delay K,K,K... 20
M / - 14-3-30/34 - / - / -
Ht re 34 if blocked
face down, head towards D+K,K,K... 20
L / - 33-6-22/27 - / - / -
Lt re 27 if blocked
face down, head towards delay D+K,K,K... 20
L / - 17-2-28/27 - / - / -
Lt re 27 if blocked
RISING ATTACKS: SIDE-ROLL
-------------------------
face up, feet towards K,K,K... 20
M / - 14-4-30/34 - / - / -
Ht re 34 if blocked
face up, feet towards D+K,K,K... 20
L / - 16-5-26/35 - / - / -
Lt re 35 if blocked
face up, head towards K,K,K... 20
M / - 14-2-35/37 - / - / -
Ht re 37 if blocked
face up, head towards D+K,K,K... 20
L / - 17-3-30/37 - / - / -
Lt re 37 if blocked
face down, feet towards K,K,K... 20
M / - 14-2-33/37 - / - / -
Ht re 37 if blocked
face down, feet towards D+K,K,K... 20
L / - 20-3-33/27 - / - / -
Lt re 27 if blocked
face down, head towards K,K,K... 20
M / - 14-3-30/34 - / - / -
Ht re 34 if blocked
face down, head towards D+K,K,K... 20
L / - 17-2-28/27 - / - / -
Lt re 27 if blocked
RISING ATTACKS: FRONT-ROLL
--------------------------
face up, feet towards K,K,K... 20
M / - 14-4-30/34 - / - / -
Ht re 34 if blocked
face up, feet towards D+K,K,K... 20
L / - 16-5-26/35 - / - / -
Lt re 35 if blocked
face up, head towards K,K,K... 20
M / - 14-2-35/37 - / - / -
Ht re 37 if blocked
face up, head towards D+K,K,K... 20
L / - 16-5-26/35 - / - / -
Lt re 35 if blocked
face down, feet towards K,K,K... 20
M / - 14-2-33/37 - / - / -
Ht re 37 if blocked
face down, feet towards D+K,K,K... 20
L / - 17-2-28/27 - / - / -
Lt re 27 if blocked
face down, head towards K,K,K... 20
M / - 14-3-30/34 - / - / -
Ht re 34 if blocked
face down, head towards D+K,K,K... 20
L / - 17-2-28/27 - / - / -
Lt re 27 if blocked
RISING ATTACKS: BACK-ROLL
-------------------------
face up, feet towards K,K,K... 20
M / - 14-4-30/34 - / - / -
Ht re 34 if blocked
face up, feet towards D+K,K,K... 20
L / - 16-5-26/35 - / - / -
Lt re 35 if blocked
face up, head towards K,K,K... 20
M / - 19-2-35/37 - / - / -
Ht re 37 if blocked
face up, head towards D+K,K,K... 20
L / - 20-3-33/35 - / - / -
Lt re 35 if blocked
face down, feet towards K,K,K... 20
M / - 14-2-33/37 - / - / -
Ht re 37 if blocked
face down, feet towards D+K,K,K... 20
L / - 17-2-28/27 - / - / -
Lt re 27 if blocked
face down, head towards K,K,K... 20
M / - 14-3-30/34 - / - / -
Ht re 34 if blocked
face down, head towards D+K,K,K... 20
L / - 17-2-28/27 - / - / -
Lt re 27 if blocked
c) JACKY BRYANT
=-=-=-=-=-=-=-=
Country: USA
Sex: Male
Birthday: 1970.08.28
Blood Type: A
Job: Indy Car Racer
Hobby: Training
Fighting Style: Jeet Kune Do
BASIC MOVES
-----------
punch (F)+P 12
H / H*P 9-2-12 +2 / +2 / +7
- -
dodging punch P+E 14
H / H*P 12-2-17 -4 / -1 / +4
- -
roundhouse K 25
H / H*K 13-2-32 -11 / D / D
Ht -
dodging kick K+E 25
H / H*K 13-2-32 -11 / D / D
Ht -
sidekick df+K 25
M / M*K 14-2-30 -9 / -5 / D
Ht -
sidekick (stagger) df+K 25
M / - 14-2-30 - / -1~+9 / -
- -
dodging sidekick df+K+E 25
M / M*K 14-2-31 -9 / D / D
Ht -
low punch I D+P 9
L / L*P 10-1-14 -2 / -1 / +2
- -
low punch II d+P 11
L / L*P 16-1-14 -2 / 0 / +4
- -
low kick D+K 12
L / L*K 14-1-26 -12 / -7 / +2
Lt -
HOPPING MOVES
-------------
hopping elbow u+P 30
M / H*P 34-3-28 -6 / D / D
- -
hopping smash d,u,P 30
M / H*P 26-2-23 0 / D / D
- -
hopkick u+K 30
M / - 10-2-22 -7 / D / D
- -
landing sidekick d,u,K 20
M / - 10-2-25 -8 / -4 / 0
Ht -
JUMPING MOVES
-------------
jumping hammer d,U,f+P 30
M / - 21-6-43 -22 / D / D
Ht -
take-off kick d,U+K 30
M / - 5-4-56 -29 / D / D
- -
in-air kick d,U,K asc. 30
M / - 10-2-28 -5 / D / D
- -
landing kick d,U,K desc. 30
M / - 10-5-11 +10 / D / D
- -
jumping dropkick d,U,f+K 40
M / - 12-4-54 -36 / D / D
Ht -
backward dropkick d,U,b+K 40
M / - 12-4-44 -36 / D / D
Bt -
TURN-AROUND MOVES
-----------------
TA punch b,b+P 14
H / H*P 12-1-18 -4 / -1 / +4
- -
TA kick b,b+K 30
H / H*K 15-2-32 -15 / D / D
Bt -
TURN-TOWARDS MOVES
------------------
TT backfist P 20
H / H*P 9-1-26 -8 / -4 / 0
Ht -
TT backfist-crescent P,K (far) 25~50
H / crescent 25-3-33/40 -10 / D / D
Ht re 40 if blocked
TT backfist-sidekick P,K (near) 19
M / M*K 12-2-27 -10 / -6 / -2
Ht -
TT backfist-sweep (near) P,d+K 20~35
L / sweep 25-3-37/43 -25 / D / D
Lt re 43 if blocked
TT backfist-sweep (far) P,d+K 20~35
L / sweep 25-3-37/43 -19 / D / D
Lt re 43 if blocked
TT high kick K 36
H / H*K 14-3-43/70 -32 / D / D
Ht re 70 if blocked
TT low backfist d+P 14
L / L*P 17-1-24 -12 / -7 / 0
Lt -
TT low backfist-sweep (near) d+P,K 20~35
L / sweep 29-3-37/43 -26 / D / D
Lt re 43 if blocked
TT low backfist-sweep (far) d+P,K 20~35
L / sweep 29-3-37/43 -20 / D / D
Lt re 43 if blocked
TT sweep d+K 20
L / L*K 17-3-27 -25 / D / D
Lt -
SPECIAL MOVES
-------------
punch-sidekick P,K (near) 19
M / M*K 12-2-27 -10 / -7 / -1
Ht -
punch-sidekick (stagger) P,K (near) 19
M / - 12-2-27 - / +2~+12 / -
- -
punch-crescent P,K (far) 30
H / crescent 18-4-19/33 -10 / D / D
Ht re 33 if blocked
punch-sweep (near) P,d+K 20~35
L / sweep 22-4-35/42 -25 / D / D
Lt re 42 if blocked
punch-sweep (far) P,d+K 20~35
L / sweep 22-4-35/42 -19 / D / D
Lt re 42 if blocked
double punch P,P 12
H / H*P 8-2-19 -5 / -5 / +3
- -
double punch-elbow P,P,f+P 19
M / elbow 15-2-25 -8 / -5 / 0
Ht -
double punch-elbow (stagger) P,P,f+P 19
M / - 15-2-25 - / +2~+8 / -
- -
double punch-elbow-heelkick P,P,f+P,K 20
H / H*K 14-2-31 -20 / D / D
Ht -
double punch-backfist P,P,b+P 22
H / H*P 15-1-29 -9 / -2 / -1
Ht -
double punch-backfist-crescent P,P,b+P,K 25~50
H / crescent 25-3-33/39 -10 / D / D
Ht re 39 if blocked
double punch-straight P,P,u+P 25
H / H*P 15-1-26 -7 / D / D
- -
double punch-kick P,P,K 30
H / H*K 14-2-29 -6 / D / D
- -
double punch-knee P,P,f+K 30
M / knee 15-2-30 -11 / D / D
Ht -
double punch-low kick P,P,d+K 12
L / L*K 14-1-26 -12 / -7 / +2
Lt -
triple punch P,P,P 14
H / H*P 10-2-20 -3 / 0 / +5
- -
punch-kick F+P,K 20
H / H*K 12-2-25 -1 / +3 / D
- -
double punch F+P,P 12
H / H*P 10-1-16 -5 / -5 / +2
- -
double punch-elbow F+P,P,f+P 19
M / elbow 15-2-25 -8 / -5 / +1
Ht -
double punch-elbow (stagger) F+P,P,f+P 19
M / - 15-2-25 - / +2~+8 / -
- -
double punch-elbow-backfist F+P,P,f+P,P 15
H / H*P 14-1-28 -12 / -10 / -6
Ht -
double punch-elbow-backf-heelk F+P,P,f+P,P,K 18
H / H*K 18-1-42 -16 / -7 / 0
Ht -
double punch-elbow-backf-lowk F+P,P,f+P,P,d+K 14
L / L*K 19-2-28 -15 / -6 / 0
Lt -
triple punch F+P,P,P 14
H / H*P 11-2-16 -3 / 0 / +5
- -
elbow f+P 19
M / elbow 11-2-22 -7 / -5 / +2
- -
elbow (stagger) f+P 19
M / - 11-2-22 - / +5~+11 / -
- -
elbow-backfist f+P,P 15
H / H*P 14-1-28 -12 / -10 / -6
Ht -
elbow-backfist-heelkick f+P,P,K 18
H / H*K 18-1-42 -16 / -7 / 0
Ht -
elbow-backfist-low kick f+P,P,d+K 14
L / L*K 19-2-28 -15 / -6 / 0
Lt -
elbow-heelkick f+P,K 20
H / H*K 14-2-31 -14 / D / D
Ht -
hook punch df+P 10
H / H*P 12-2-21 -10 / -8 / -4
Ht -1 DP
double hook df+P,P 14
H / H*P 14-2-18 -5 / -1 / +3
- -1 DP
double hook-knuckle df+P,P,P 24
H / H*P 15-2-25 -7 / D / D
- -
backfist b+P 22
H / H*P 15-1-21 -6 / +2 / +7
- -
double backfist b+P,P 25
H / H*P 15-1-30 -8 / D / D
Ht -
backfist-crescent b+P,K 25~50
H / crescent 25-3-33/39 -16 / D / D
Ht re 39 if blocked
backfist-sweep (near) b+P,d+K 20~35
L / sweep 25-3-37/49 -32 / D / D
Lt re 49 if blocked
backfist-sweep (far) b+P,d+K 20~35
L / sweep 25-3-37/49 -26 / D / D
Lt re 49 if blocked
backfist-low backfist b+P,db+P 15
L / L*P 16-1-25 -11 / -7 / +2
Lt -
low backfist db+P 20
L / L*P 15-2-30 -13 / -7 / -1
Lt -
low backfist-sweep (near) db+P,K 20~35
L / sweep 28-4-37 -26 / D / D
Lt -
low backfist-sweep (far) db+P,K 20~35
L / sweep 28-4-37 -20 / D / D
Lt -
beatknuckle P+K 20
M / H*P 14-3-34 -28 / D / D
Ht -
beatknuckle-backfist P+K,P 12
H / H*P 20-1-20 -6 / -5 / 0
- -
beatknuckle-backfist-crescent P+K,P,K 30~50
H / crescent 25-3-33/39 -16 / D / D
Ht re 39 if blocked
beatknuckle-backfist-sweep P+K,P,d+K 20~35
L / sweep 25-3-37/43 -26 / D / D
Lt re 43 if blocked
beatknuckle-heelkick P+K,K 20
H / H*K 16-2-36 -19 / D / D
Ht -
kick-backfist K,P 15
H / H*P 20-1-26 -10 / -6 / -4
Ht -
kick-backfist-crescent K,P,K 30~50
H / crescent 25-3-33/39 -16 / D / D
Ht re 39 if blocked
kick-backfist-sweep (near) K,P,d+K 20~35
L / sweep 25-3-37/49 -32 / D / D
Lt re 49 if blocked
kick-backfist-sweep (far) K,P,d+K 20~35
L / sweep 25-3-37/49 -26 / D / D
Lt re 49 if blocked
kick-heelkick K,K 20
M / M*K 19-2-43 -26 / D / D
Ht -
kick-heelkick (stagger) K,K 20
M / - 19-2-43 - / -14~-4 / -
- -
kick-low kick K,d+K 12
L / L*K 15-2-26 -11 / -9 / -5
Lt -
knee f+K 30
M / knee 15-2-30 -11 / D / D
Ht -
punt kick f,f+K 30
M / H*K 13-3-31 -9 / D / D
Ht -
toekick d+K 24
M / H*K 18-2-25 -4 / -1 / D
Ht -
double low kick D+K,K 15
L / L*K 19-2-26 -13 / -7 / +2
Lt -
sidekick-heelkick df+K,K 25
M / M*K 20-2-39 -18 / D / D
Ht -
axe kick b+K 20
M / H*K 17-2-26 -8 / -4 / -1
Ht -
kickflip ub+K 60
M / kickflip 12-4-51/53/92 -32 / D / D
Ht re 53 if missed, 92 if hits
crescent K+G 30~50
H / crescent 25-6-25/34 -11 / D / D
Ht re 34 if blocked
crescent-sweep (near) K+G,d+K+G 20~40
L / sweep 19-3-41/48 -31 / D / D
Lt re 48 if blocked
crescent-sweep (far) K+G,d+K+G 20~40
L / sweep 19-3-41/48 -25 / D / D
Lt re 48 if blocked
shin slicer d+K+G 25
L / L*K 18-1-33 -12 / -7 / D
Lt -
1 lightning kick d+P+K 8
M / H*K 9-2-28 -19 / -17 / -14
Ht -
2 lightning kicks d+P+K,K 8
M / H*K 15-2-24 -15 / -13 / -10
Ht -
3 lightning kicks d+P+K,K,K 8
M / H*K 13-2-24 -15 / -13 / -10
Ht -
4 lightning kicks d+P+K,K,K,K 10
H / H*K 17-2-26 -15 / -13 / -9
Ht -
5 lightning kicks d+P+K,K,K,K,K 30
H / H*K 20-2-31/103 -9 / D / D
Ht re 103 if hits
shot knee db+P+K 8
M / knee 12-1-18 -10 / -8 / -5
Ht -
lightning kick variant 2 db+P+K,K 8
M / H*K 6-2-31 -22 / -20 / -16
Ht -
lightning kick variant 3 db+P+K,K,K 8
M / H*K 14-2-24 -15 / -13 / -10
Ht -
lightning kick variant 4 db+P+K,K,K,K 10
H / H*K 16-1-42 -32 / -28 / -24
Ht -
lightning kick variant 4-high db+P+K,K,K,K,K 30
H / H*K 20-1-29/104 -17 / D / D
Ht re 104 if hits
lightning kick variant 4-low db+P+K,K,K,K,d+K 30
L / L*K 201-29/104 -17 / D / D
Ht re 104 if hits
heel seed b+K+G 30
M / H*K 20-3-22/34 -12 / D / D
Ht re 34 if blocked
low crescent b,f+K+G 36
M / crescent 17-3-41/48/125 -25 / D / D
Ht re 48 if missed, 125 if hits
MOVEMENT
--------
switch stance d,d -
- 1-9-11 - / - / -
- -
backflip d,ub -
- 1-49-1 - / - / -
- -
THROWS
------
brainbuster P+G 50{55}
Ht 20-135-1 - / - / -
- high throw, ground
clothesline f,f+P+G 40
Ht 20-70-1 - / - / -
- high throw
trip & hammer f,b+P+G 50+10
Ht 20-46{45}-1 - / - / -
- high throw
arm lock & knee df,df+P+G 40+10
Ht 10-117{122}-1 - / - / -
- high throw
knee bash P+G 5{15}+5+15{5}+15
Ht 10-103-1 - / - / -
- high-side throw
bulldog P+G 50
Ht 20-140-1 - / - / -
- high-back throw
wall clothesline f,f+P+G 65
Ht 55-50-1 - / - / -
- wall throw, opponent's back to wall
POUNCES
-------
soccer kick df+K 13
G 18-3-43 - / - / -
- -
knee slam u+P 30
G 33-5-45/61 - / - / -
- forward direction, re 61 if hits
knee slam u+P 30
G 42-7-40/61 - / - / -
- backward direction, re 61 if hits
heavy knee slam d,U+P 40
G 36-2-45/58 - / - / -
- forward direction, re 58 if hits
heavy knee slam d,U+P 40
G 42-7-40/58 - / - / -
- backward direction, re 58 if hits
RISING ATTACKS: IN-PLACE
------------------------
face up, feet towards K,K,K... 20
M / - 34-6-17/34 - / - / -
Ht re 34 if blocked
face up, feet towards delay K,K,K... 20
M / - 14-4-30/34 - / - / -
Ht re 34 if blocked
face up, feet towards D+K,K,K... 20
L / - 32-5-22/27 - / - / -
Lt re 27 if blocked
face up, feet towards delay D+K,K,K... 20
L / - 16-5-26/35 - / - / -
Lt re 35 if blocked
face up, head towards K,K,K... 20
M / - 34-4-21/37 - / - / -
Ht re 37 if blocked
face up, head towards delay K,K,K... 20
M / - 14-2-35/37 - / - / -
Ht re 37 if blocked
face up, head towards D+K,K,K... 20
L / - 34-3-30/27 - / - / -
Lt re 27 if blocked
face up, head towards delay D+K,K,K... 20
L / - 17-3-30/37 - / - / -
Lt re 37 if blocked
face down, feet towards K,K,K... 20
M / - 29-2-27/37 - / - / -
Ht re 37 if blocked
face down, feet towards delay K,K,K... 20
M / - 14-2-33/37 - / - / -
Ht re 37 if blocked
face down, feet towards D+K,K,K... 20
L / - 29-5-25/27 - / - / -
Lt re 27 if blocked
face down, feet towards delay D+K,K,K... 20
L / - 17-3-30/27 - / - / -
Lt re 27 if blocked
face down, head towards K,K,K... 20
M / - 28-4-34 - / - / -
Ht -
face down, head towards delay K,K,K... 20
M / - 14-3-30/34 - / - / -
Ht re 34 if blocked
face down, head towards D+K,K,K... 20
L / - 33-6-22/27 - / - / -
Lt re 27 if blocked
face down, head towards delay D+K,K,K... 20
L / - 17-2-28/27 - / - / -
Lt re 27 if blocked
RISING ATTACKS: SIDE-ROLL
-------------------------
face up, feet towards K,K,K... 20
M / - 14-4-30/34 - / - / -
Ht re 34 if blocked
face up, feet towards D+K,K,K... 20
L / - 16-5-26/35 - / - / -
Lt re 35 if blocked
face up, head towards K,K,K... 20
M / - 34-2-21/37 - / - / -
Ht re 37 if blocked
face up, head towards D+K,K,K... 20
L / - 17-3-30/37 - / - / -
Lt re 37 if blocked
face down, feet towards K,K,K... 20
M / - 14-2-33/37 - / - / -
Ht re 37 if blocked
face down, feet towards D+K,K,K... 20
L / - 17-3-30/27 - / - / -
Lt re 27 if blocked
face down, head towards K,K,K... 20
M / - 14-3-30/34 - / - / -
Ht re 34 if blocked
RISING ATTACKS: FRONT-ROLL
--------------------------
face up, feet towards K,K,K... 20
M / - 14-4-30/34 - / - / -
Ht re 34 if blocked
face up, feet towards D+K,K,K... 20
L / - 16-5-26/35 - / - / -
Lt re 35 if blocked
face up, head towards K,K,K... 20
M / - 14-2-35/37 - / - / -
Ht re 37 if blocked
face up, head towards D+K,K,K... 20
L / - 17-3-30/37 - / - / -
Lt re 37 if blocked
face down, feet towards K,K,K... 20
M / - 14-2-33/37 - / - / -
Ht re 37 if blocked
face down, feet towards D+K,K,K... 20
L / - 17-3-30/27 - / - / -
Lt re 27 if blocked
face down, head towards K,K,K... 20
M / - 14-3-30/34 - / - / -
Ht re 34 if blocked
face down, head towards D+K,K,K... 20
L / - 17-2-28/27 - / - / -
Lt re 27 if blocked
RISING ATTACKS: BACK-ROLL
-------------------------
face up, feet towards K,K,K... 20
M / - 14-4-30/34 - / - / -
Ht re 34 if blocked
face up, feet towards D+K,K,K... 20
L / - 16-5-26/35 - / - / -
Lt re 35 if blocked
face up, head towards K,K,K... 20
M / - 19-2-35/37 - / - / -
Ht re 37 if blocked
face up, head towards D+K,K,K... 20
L / - 20-3-33/37 - / - / -
Lt re 37 if blocked
face down, feet towards K,K,K... 20
M / - 14-2-33/37 - / - / -
Ht re 37 if blocked
face down, feet towards D+K,K,K... 20
L / - 17-3-30/27 - / - / -
Lt re 27 if blocked
face down, head towards K,K,K... 20
M / - 14-3-30/34 - / - / -
Ht re 34 if blocked
face down, head towards D+K,K,K... 20
L / - 17-2-28/27 - / - / -
Lt re 27 if blocked
d) JEFFRY MCWILD
=-=-=-=-=-=-=-=-
Country: Australia
Sex: Male
Birthday: 1957.02.20
Blood Type: A
Job: Fisherman
Hobby: Reggae Music
Fighting Style: Pancratium
BASIC MOVES
-----------
punch (B or F)+P 14
H / H*P 12-2-13 +1 / +3 / +8
- -
roundhouse K 30
H / H*K 16-2-23 0 / D / D
- -
dodging kick K+E 30
H / H*K 16-2-23 0 / D / D
- -
sidekick df+K 28
M / M*K 16-2-37 -14 / D / D
Ht -
dodging sidekick df+K+E 28
M / M*K 16-2-37 -14 / D / D
Ht -
low punch I D+P 9
L / L*P 10-1-14 -2 / -1 / +2
- -
low punch II d+P 11
L / L*P 16-1-14 -2 / 0 / +4
- -
low kick D+K 17
L / L*K 16-2-27 -14 / -3 / +2
Lt -
HOPPING MOVES
-------------
hopping hammer u+P 30
M / - 34-4-27 -6 / D / D
- -
hopping punch d,u,P 30
M / - 26-2-23 0 / D / D
- -
hopping heel drop u+K 30
M / - 19-4-40 -9 / D / D
Ht -
hopkick d,u,K asc. 22
M / - 10-2-25 -6 / -3 / +3
- -
hopping kick d,u,K desc. 30
M / - 39-4-28 -7 / D / D
- -
JUMPING MOVES
-------------
in-air hammer d,U+P 40
M / - 40-3-24 -2 / D / D
- -
jumping hammer d,U,f+P 30
M / - 21-6-43 -22 / D / D
Ht -
take-off kick d,U+K 36
M / - 4-5-61 -30 / D / D
Ht -
in-air kick d,U,K asc. 30
M / - 10-2-28 -7 / D / D
- -
landing kick d,U,K desc. 30
M / - 11-5-11 +9 / D / D
- -
jumping dropkick d,U,f+K 50
M / - 12-4-45 - / D / D
- -
backward dropkick d,U,b+K 48
M / - 12-3-45 -23 / D / D
Bt -
TURN-TOWARDS MOVES
------------------
TT punch P 12
H / H*P 11-1-21 -7 / -6 / -1
- -
TT kick K 36
H / H*K 15-3-26 -2 / D / D
- -
TT hammer d+P 30
M / - 15-5-24 -11 / D / D
Ht -
TT heel slide d+K 30
M / M*K 18-5-43/53 -30 / D / D
Ht re 53 if blocked
TT punch from crouch D+P 12
H / H*P 14-2-25 -12 / -11 / -6
Ht -
SPECIAL MOVES
-------------
punch-kick P,K 20
H / H*K 12-2-25 -1 / +3 / +1
- -
double punch P,P 14
H / H*P 9-1-19 -5 / -2 / +3
- -
double punch-uppercut P,P,P 19
M / H*P 18-2-27 -10 / -7 / -2
Ht -
double punch-hook P,P,b+P 35
H / H*P 21-3-35 -13 / D / D
Ht -2 DP
hell stab P+E 20
H / H*P 14-1-22 -4 / D / D
- -
double hell stab P+E,P+E 10
H / H*P 8-1-22 -10 / D / D
Ht -
machine gun hell stab P+E,P+E,P+E 15
H / H*P 24-2-30 -15 / D / D
Ht -
elbow f+P 19
M / elbow 12-2-26 -9 / -6 / -1
Ht -
elbow (stagger) f+P 19
M / - 12-2-26 - / 0~+7 / -
- -
elbow-hammer f+P,b+P 30
M / - 28-4-29 -10 / D / D
Ht -
dashing elbow f,f+P 19
M / elbow 16-2-21 -4 / -1 / +4
- -
dashing elbow (stagger) f,f+P 0 or 19
M / - 16-2-21 - / +5~+12 / -
- -
dashing elbow-uppercut f,f+P,P 19
M / H*P 12-2-27 -10 / -7 / -2
Ht -
tornado hammer f,b+P 25
H / H*P 19-3-37 -15 / +1 / +4
Ht -2 DP
drop elbow b+P 20
M / elbow 15-4-35 -14 / D / D
Ht -
kenka hook b,f+P 35
H / H*P 21-3-35 -13 / D / D
Ht -2 DP
double fisted hammer b,df+P 20
M / - 18-3-45 -29 / D / D
Ht -
double fister hammer-uppercut b,df+P,P 30
M / - 17-3-33 -11 / D / D
Ht -
uppercut (near) FS,df+P 20
M / H*P 14-2-25 -8 / -4 / +1
Ht -
uppercut (far) FS,df+P 19
M / H*P 18-2-27 -10 / -7 / -2
Ht -
double uppercut FS,df+P,P 15
M / H*P 17-3-31 -17 / -15 / -10
Ht -
triple uppercut FS,df+P,P,P 20
M / H*P 17-2-36 -15 / D / D
Ht -
uppercut from crouch DF+P 22
M / H*P 14-2-23 -4 / -1 / +5
- -
kenka uppercut df,df+P 30
M / H*P 17-2-32 -12 / D / D
Ht -
kick-toekick K,K 15
M / H*K 23-1-33 -17 / -15 / -10
Ht -
kick-toekick-hammer K,K,P 20
M / - 24-4-33 -18 / D / D
Ht -
knee f+K 28
M / knee 15-2-30 -12 / D / D
Ht -
big boot f,f+K 40
M / M*K 26-3-26 -4 / D / D
- -
shot knee b+K 22
M / knee 12-1-30 -10 / D / D
Ht -
shot knee-hook b+K,P 15
H / H*P 20-2-33 -18 / D / D
Ht -
axe kick b,f+K 36
M / H*K 21-2-30/44 -20 / D / D
Ht re 44 if blocked
toekick d+K 24
M / H*K 18-2-25 -4 / 0 / +4
- -
= crucifix piledriver d,df,f+P+G 100{110}
Hit 20-229{252}-1 - / - / -
- hit throw
toekick-hammer d+K,P 19
M / - 24-4-33 -18 / D / D
Ht -
dodging hell stab f+P+K 35
M / H*P 21-1-30 -12 / D / D
Ht -
headbutt b,f+P+K 35
M / - 27-3-24 -7 / D / D
- -
baseball pitch b,f,f+P+K 45
M / H*P 45-?-? -12 / D / D
Ht -
stomach crush b,df+P+K 20
M / - 19-2-40 -23 / -11 / -14
Ht -
= spine buster d+P+G 40
Hit 10-73-1 - / - / -
- hit throw
= lift up throw b+P+G 50
Hit ?-?-? - / - / -
- hit throw
hell dunk hammer d+P+K 21
M / H*P 14-2-23 -9 / 0 / +9
Ht crouch
low heel slide d+K+G 21
L / L*K 16-1-29 -14 / -7 / 0
Lt -
ankle kick df+K+G 20
L / L*K 16-1-29 -11 / -7 / -2
Ht -
RUNNING MOVES
-------------
running splash f,F or F+E,P+K 20~40
H or M / - 18-11-80 -38 / D / D
Ht -
running butt slam f,F or F+E,K+G 30
M / - 26-7-25 - / D / D
- ground
THROWS
------
fireman's carry P+G 60
Ht 20-157{169}-1 - / - / -
- high throw, ground
power slam f+P+G 50
Ht 20-193-1 - / - / -
- high throw
military press b+P+G 60{65}
Ht 10{20}-257{247}-1 - / - / -
- high throw
pick up & slam d+P+G 50
Ht 10-120{134}-1 - / - / -
- high throw
crucifix piledriver df,df+P+G 80{85}
Ht 20-229{252}-1 - / - / -
- high throw
box throw db+P+G 0
Ht 10-55-1 - / - / -
- high throw
machine gun hammer db,f+P+G 10+10+20+20
Ht 10-130-1 - / - / -
- high throw
frontal backbreaker b,f,f+P+G 70{75}
Ht 20-140{151}-1 - / - / -
- high throw
tackle & grind b,df+P+G 25+30
Ht 21-107-1 - / - / -
- high throw
headbutt b,f+P+G 20
Ht 20-7-61 - / +2 / -
- high throw (1)
= 2nd headbutt f+P+G 16
Ht 20-14-65 - / +2 / -
- = link (2)
== 3rd headbutt f+P+G 32
Ht 20-50-1 - / - / -
- == link (3)
== knee smash b+P+G 20+20
Ht 10-93-1 - / - / -
- == link (3)
= knee smash b+P+G 20+20
Ht 10-91-1 - / - / -
- = link (2)
coconut crush P+G 20+30
Ht 15-116-1 - / - / -
- high-side throw
arm extension (b,f or f,b)+P+G 60
Ht 10-144-1 - / - / -
- high-side throw
backbreaker P+G 75{80}
Ht 20-180{195}-1 - / - / -
- high-back throw
choke and swing b+P+G 80
Ht 10-257-1 - / - / -
- high-back throw
fireman's carry off the wall P+G 65
Ht 159-41-1 - / - / -
- wall throw, opponent's back to wall
fireman's carry into the wall P+G 70
Ht 138-92-1 - / - / -
- wall throw, Jeffry's back to wall
wall grind & knee db+P+G 20+20+5+5+5+5
Ht 38-162-1 - / - / -
- wall throw, opponent's back to wall
triple shoulder ram b,df+P+G 15+15+30
Ht 23-143-1 - / - / -
- wall throw, opponent's back to wall
iron claw d+P+K+G 50{45}
Lt 20-179{177}-1 - / - / -
- low throw
power bomb df+P+K+G 70
Lt 20-139-1 - / - / -
- low throw
machine gun knee d,f+P+K+G 20+10+20+30
Lt 20-111-1 - / - / -
- low throw
headlock hammer P+K+G 70
Lt 10-105-1 - / - / -
- low-side throw
low backbreaker P+K+G 80{85}
Lt 20-180{195}-1 - / - / -
- low-back throw
devil's claw (over the head) d+P+G 0
Gt 1-120-1/80 - / - / -
- ground throw, re 80 if missed
devil's claw (over the legs) d+P+G 0
Gt 1-109-1/80 - / - / -
- ground throw, re 80 if missed
POUNCES
-------
stomp df+K 15
G 26-2-42 - / - / -
- -
stomach splash u+P 30
G 25-6-79/60 - / - / -
- re 60 if hits
jumping butt splash d,U+P 40
G 31-4-65/76 - / - / -
- ground if missed, re 76 if hits
RISING ATTACKS: IN-PLACE
------------------------
face up, feet towards K,K,K... 20
M / - 34-6-17/34 - / - / -
Ht re 34 if blocked
face up, feet towards delay K,K,K... 20
M / - 14-4-30/34 - / - / -
Ht re 34 if blocked
face up, feet towards D+K,K,K... 20
L / - 32-5-22/27 - / - / -
Lt re 27 if blocked
face up, feet towards delay D+K,K,K... 20
L / - 16-5-26/27 - / - / -
Lt re 27 if blocked
face up, head towards K,K,K... 20
M / - 34-2-21/37 - / - / -
Ht re 37 if blocked
face up, head towards delay K,K,K... 20
M / - 14-2-35/37 - / - / -
Ht re 37 if blocked
face up, head towards D+K,K,K... 20
L / - 34-4-21/27 - / - / -
Lt re 27 if blocked
face up, head towards delay D+K,K,K... 20
L / - 17-3-30/27 - / - / -
Lt re 27 if blocked
face down, feet towards K,K,K... 20
M / - 29-2-27/37 - / - / -
Ht re 37 if blocked
face down, feet towards delay K,K,K... 20
M / - 14-2-33/37 - / - / -
Ht re 37 if blocked
face down, feet towards D+K,K,K... 20
L / - 17-3-30/34 - / - / -
Lt re 34 if blocked
face down, feet towards delay D+K,K,K... 20
L / - 30-3-26/35 - / - / -
Lt re 35 if blocked
face down, head towards K,K,K... 20
M / - 36-3-22/37 - / - / -
Ht re 37 if blocked
face down, head towards delay K,K,K... 20
M / - 14-3-30/37 - / - / -
Ht re 37 if blocked
face down, head towards D+K,K,K... 20
L / - 34-2-31/37 - / - / -
Lt re 37 if blocked
face down, head towards delay D+K,K,K... 20
L / - 17-2-28/37 - / - / -
Lt re 37 if blocked
RISING ATTACKS: SIDE-ROLL
-------------------------
face up, feet towards K,K,K... 20
M / - 14-4-30/34 - / - / -
Ht re 34 if blocked
face up, feet towards D+K,K,K... 20
L / - 16-5-26/27 - / - / -
Lt re 27 if blocked
face up, head towards K,K,K... 20
M / - 17-3-28/34 - / - / -
Ht re 34 if blocked
face up, head towards D+K,K,K... 20
L / - 17-3-30/27 - / - / -
Lt re 27 if blocked
face down, feet towards K,K,K... 20
M / - 14-2-33/37 - / - / -
Ht re 37 if blocked
face down, feet towards D+K,K,K... 20
L / - 17-3-30/35 - / - / -
Lt re 35 if blocked
face down, head towards K,K,K... 20
M / - 14-3-30/37 - / - / -
Ht re 37 if blocked
face down, head towards D+K,K,K... 20
L / - 17-2-28/37 - / - / -
Lt re 37 if blocked
RISING ATTACKS: FRONT-ROLL
--------------------------
face up, feet towards K,K,K... 20
M / - 14-4-30/34 - / - / -
Ht re 34 if blocked
face up, feet towards D+K,K,K... 20
L / - 16-5-26/27 - / - / -
Lt re 27 if blocked
face up, head towards K,K,K... 20
M / - 14-2-35/34 - / - / -
Ht re 34 if blocked
face up, head towards D+K,K,K... 20
L / - 17-3-30/27 - / - / -
Lt re 27 if blocked
face down, feet towards K,K,K... 20
M / - 14-2-33/37 - / - / -
Ht re 37 if blocked
face down, feet towards D+K,K,K... 20
L / - 17-3-30/35 - / - / -
Lt re 35 if blocked
face down, head towards K,K,K... 20
M / - 14-3-30/37 - / - / -
Ht re 37 if blocked
face down, head towards D+K,K,K... 20
L / - 17-2-28/37 - / - / -
Lt re 37 if blocked
RISING ATTACKS: BACK-ROLL
-------------------------
face up, feet towards K,K,K... 20
M / - 14-4-30/34 - / - / -
Ht re 34 if blocked
face up, feet towards D+K,K,K... 20
L / - 16-2-26/27 - / - / -
Lt re 27 if blocked
face up, head towards K,K,K... 20
M / - 19-2-35/34 - / - / -
Ht re 34 if blocked
face up, head towards D+K,K,K... 20
L / - 20-3-33/27 - / - / -
Lt re 27 if blocked
face down, feet towards K,K,K... 20
M / - 14-2-33/35 - / - / -
Ht re 35 if blocked
face down, feet towards D+K,K,K... 20
L / - 17-3-30/35 - / - / -
Lt re 35 if blocked
face down, head towards K,K,K... 20
M / - 14-3-30/37 - / - / -
Ht re 37 if blocked
e) KAGE-MARU
=-=-=-=-=-=-
Country: Japan
Sex: Male
Birthday: 1970.06.06
Blood Type: B
Job: Ninja
Hobby: Mahjong
Fighting Style: Ju-Jutsu
BASIC MOVES
-----------
punch (B or F)+P 10
H / H*P 8-2-12 0 / +2 / +5
- -
dodging punch P+E 14
H / H*P 12-2-17 -4 / -1 / +3
- -
roundhouse I K 25
H / H*K 12-2-25 -2 / D / D
- -
roundhouse II F+K 25
H / H*K 14-2-23 -2 / D / D
- -
dodging kick K+E 25
H / H*K 14-2-23 -2 / D / D
- -
sidekick df+K 22
M / M*K 14-2-25 -6 / -3 / +1
- -
sidekick (stagger) df+K 22
M / - 14-2-25 - / +4~+14 / -
- -
dodging sidekick df+K+E 22
M / M*K 14-2-26 -6 / D / D
- -
low punch I D+P 9
L / L*P 10-1-14 -2 / -1 / +2
- -
low punch II d+P 11
L / L*P 16-1-14 -2 / 0 / +4
- -
low kick d+K 14
L / L*K 16-1-24 -13 / -4 / +2
Lt -
HOPPING MOVES
-------------
hopping chop u+P 30
M / H*P 33-4-23 -6 / D / D
- -
hopping punch d,u,P 24
M / L*P 14-3-34 -7 / -4 / +1
- -
van-halen kick u+K 20
M / - 10-2-34 -11 / D / D
Ht -
hopkick d,u,K asc. 20
M / - 10-2-13 -6 / +8 / +12
Ht -
landing sweep d,u,K desc. 20
L / L*K 19-4-40 -20 / D / D
Lt -
JUMPING MOVES
-------------
jumping hammer d,U,f+P 30
M / - 14-2-44 -21 / D / D
Ht -
take-off kick d,U+K 30
M / - 5-4-61 -62 / D / D
Ht -
in-air kick d,U,K asc. 30
M / - 10-2-28 - / D / D
- -
landing kick d,U,K desc. 30
M / - 11-5-11 +9 / D / D
- -
2.5 roll & slam d,UF+K (far) 30
M / - 30-38-46 -21 / D / D
Ht -
jumping dropkick d,U,f+K 40
M / - 21-4-39 -18 / D / D
Ht -
backward dropkick d,U,b+K 40
M / - 12-4-44 -23 / D / D
Bt -
TURN-AROUND MOVES
-----------------
TA punch b,b+P 17
H / - 13-2-16 -1 / +2 / +5
- -
TA kick b,b+K 24
H / - 15-2-24 -3 / D / D
- -
TA slide kick b,b+K+G 12
L / - 21-2-24 -11 / D / D
LBt -
TURN-TOWARDS MOVES
------------------
TT punch P 12
H / H*P 10-2-19 -6 / -5 / -1
- -
TT kick K 30
H / H*K 15-3-26 -2 / D / D
- -
TT low punch d+P 15
L / L*P 14-1-24 -13 / -6 / -2
Lt -
TT reverse kickflip ub+K 40
M / - 26-5-26 -5 / D / D
- -
sky knee u+K 30
H / - 31-5-31/42 -24 / D / D
Bt re 42 if blocked
reverse kickflip uf+K 25
M / - 32-4-37/35 -32 / D / D
Bt re 35 if blocked
TT low kick D+K 30
L / L*K 16-2-37 -14 / D / D
Lt -
TT frankensteiner u+P+G 50
Ht 21-91-1/65 - / - / -
- high throw, re 65 if missed
SPECIAL MOVES
-------------
punch-kick P,K 20
H / H*K 12-2-25 -1 / +3 / 0
- -
double punch P,P 10
H / H*P 8-2-17 -6 / -6 / 0
- -
triple punch P,P,P 12
H / H*P 9-2-18 -5 / -1 / 0
- -
triple punch-heelkick P,P,P,K 30
M / M*K 16-2-35 -12 / D / D
Ht -
triple punch-backflip kick P,P,P,b+K or ub+K 20
M / kickflip 10-3-39 -22 / D / D
Ht -
double punch-kick P,P,K 30
H / H*K 14-2-29 -6 / D / D
- -
double punch-helix P,P,b+P 17
H / H*P 13-2-21 -6 / 0 / +4
- -
double punch-helix-heelkick P,P,b+P,K 30
M / M*K 16-2-35 -12 / D / D
Ht -
elbow f+P 19
M / elbow 11-2-22 -5 / -2 / +2
- -
elbow (stagger) f+P 19
M / - 11-2-22 - / +4~+11 / -
- -
dragon punch f,d,df+P 40
M / H*P 15-5-41 -21 / D / D
Ht -
helix b+P 17
H / H*P 13-2-21 -6 / -3 / +1
- -
helix-heelkick b+P,K 25
M / M*K 16-2-27 -10 / -2 / D
Ht -
helix-heelkick (stagger) b+P,K 25
M / - 16-2-27 - / +2~+12 / -
- -
swipe db+P 14
H / H*P 12-2-17 -4 / -1 / +3
- continue with punch sequence
swipe-kick db+P,K 20
H / H*K 12-2-25 -3 / +2 / 0
- -
downward chop D,df+P 20
M / H*P 14-1-32 -14 / D / D
Ht -
shinsodan after a roll b,db,d,df,f+P 15
L / - 1-9-35 - / - / -
Ht -
rising knee FC,f+K 38
M / - 14-2-39 -16 / D / D
Ht -
backheel sweep (near) f,f+K 20~30
L / sweep 27-4-36 -21 / D / D
Ht -
backheel sweep (far) f,f+K 20~30
L / sweep 27-4-36 -12 / D / D
ht -
backward roll-sweep (near) f,df,d,db,b+K 20~35
L / sweep 27-5-31/35 -17 / D / D
Lt re 35 if blocked
backward roll-sweep (far) f,df,d,db,b+K 20~35
L / sweep 27-5-31/35 -9 / D / D
Lt re 35 if blocked
forward roll-sweep (near) b,db,d,df,f+K 20~35
L / sweep 25-5-41/36 -19 / D / D
Lt re 36 if blocked
forward roll-sweep (far) b,db,d,df,f+K 20~35
L / sweep 25-5-41/36 -13 / D / D
Lt re 36 if blocked
dodging tackle db+K 19
L / - 19-6-48 -32 / D / D
Ht -
backflip kick ub+K 40
M / kickflip 20-2-35 -16 / D / D
Ht -
downward side chop P+K 16
M / H*P 23-3-20 -6 / -4 / 0
- -1 DP
shuto chop f+P+K 16
M / H*P 16-3-27 -13 / -11 / -4
Ht -2 DP
shuto chop combo f+P+K,P+K 14
H / H*P 13-2-25 -12 / D / D
Ht -
whirling chop d+P+K 20
M / H*P 16-2-25 -8 / -4 / 0
Ht -
spinning chop df+P+K 24
M / H*P 16-3-30 -10 / D / D
Ht -
back thrust b+K+G 30
H / H*K 22-3-22 0 / D / D
- -
corkscrew kick f,f+K+G 40
M / - 25-8-43 -22 / D / D
Ht -
catapult kick f,f+P+K+G 40
L / - 20-20-77 -66 / D / D
Ht -
heelkick d+K+G 35
M / H*K 14-2-31 -10 / D / D
Ht -
inverted kickflip df+K+G 40
M / - 23-4-42 -21 / D / D
Bt -
reverse kickflip (<3.0m) uf+K+G 35
M / crescent 30-4-23 -2 / D / D
-
reverse kickflip (>3.0m) uf+K+G 35
M / crescent 30-4-23/40 -17 / D / D
Ht re 40 if blocked
kickflip ub+K+G 50
M / kickflip 12-4-59 -39 / D / D
Ht -
RUNNING MOVES
-------------
running slide f,F or F+E,K 20~30
L / - 18-6-36 -17 / D / D
Ht -
MOVEMENT
--------
forward roll b,db,d,df,f -
- 1-27-19 - / - / -
- -
= another roll b,db,d,df,f+P -
- 1-30-1 - / - / -
- = link
backward roll f,df,d,db,b -
- 1-27-22 - / - / -
- -
= another roll f,df,d,db,b+P -
- 1-30-1 - / - / -
- = link
cartwheel b+E -
- 1-45-1 - / - / -
- -
backflip d,ub -
- 1-43-1 - / - / -
- -
THROWS
------
shoulder throw P+G 50{45}
Ht 20-50{70}-10{1} - / - / -
- high throw
surprise exchange (front) f+P+G 0
Ht 20-51-1 - / +11 / -
- high throw
turnover toka throw df+P+G 50{40}
Ht 20-60{75}-1 - / - / -
- high throw
ten-foot toss b+P+G 40{55}
Ht 20-8-60 - / - / -
- high throw
= knee smash d+P+G 70
Ht ? - / - / -
- = link, possible on Taka-Arashi only
= izuna drop u+P+G 60{70}
Ht 107{45}-71{80}-1 - / - / -
- = link
reaping throw b,f+P+G 50
Ht 20-79-1 - / - / -
- high throw
flipping shoulder throw b,d+P+G 60{65}
Ht 10-114-1 - / - / -
- high throw
flying takedown uf+P+G 20+10+10+10
Ht 18; 1-146-1/71 - / - / -
- high catch throw, re 71 if missed
leg hold takedown P+G 40
Ht 15-80-1 - / - / -
- high-side throw
surprise exchange (side) f+P+G 0
Ht 20-76-1 - / +11 / -
- high-side throw
shoulder drop P+G 50{45}
Ht 20-127{125}-1 - / - / -
- high-back throw
surprise exchange (back) f+P+G 0
Ht 20-76-1 - / +11 / -
- high-back throw
low shoulder drop P+K+G 60
Lt 20-119-1 - / - / -
- low-back throw
REVERSALS
---------
punch reversal b+P+K 30
H 1-75-1 - / - / -
- -
POUNCES
-------
heel swat df+K 13
G 28-2-43 - / - / -
- -
knee smash U+P (far) 30
G 48-4-69/73 - / - / -
- re 73 if missed
foot stomp U+P (mid range) 40
G 49-2-26/80 - / - / -
- re 80 if hit
head slam U+P (near) 30
G 41-9-60/58 - / - / -
- ground if missed, re 58 if missed
RISING ATTACKS: IN-PLACE
------------------------
face down, feet towards K,K,K... 20
M / - 29-8-44/37 - / - / -
Ht re 37 if blocked
face down, feet towards delay K,K,K... 20
M / - 14-2-33/37 - / - / -
Ht re 37 if blocked
face down, feet towards D+K,K,K... 20
L / - 29-5-25/27 - / - / -
Lt re 27 if blocked
face down, feet towards delay D+K,K,K... 20
L / - 17-3-30/27 - / - / -
Lt re 27 if blocked
face down, head towards K,K,K... 20
M / - 30-4-27/34 - / - / -
Ht re 34 if blocked
face down, head towards delay K,K,K... 20
M / - 14-3-30/34 - / - / -
Ht re 34 if blocked
face down, head towards D+K,K,K... 20
L / - 30-3-31/27 - / - / -
Lt re 27 if blocked
face down, head towards delay D+K,K,K... 20
L / - 17-2-28/27 - / - / -
Lt re 27 if blocked
face up, feet towards K,K,K... 20
M / - 34-6-17/34 - / - / -
Ht re 34 if blocked
face up, feet towards delay K,K,K... 20
M / - 14-4-30/34 - / - / -
Ht re 34 if blocked
face up, feet towards D+K,K,K... 20
L / - 32-5-22/27 - / - / -
Lt re 27 if blocked
face up, feet towards delay D+K,K,K... 20
L / - 16-5-26/35 - / - / -
Lt re 35 if blocked
face up, head towards K,K,K... 20
M / - 34-4-21/37 - / - / -
Ht re 37 if blocked
face up, head towards delay K,K,K... 20
M / - 14-2-35/37 - / - / -
Ht re 37 if blocked
face up, head towards D+K,K,K... 20
L / - 17-7-17/27 - / - / -
Lt re 27 if blocked
face up, head towards delay D+K,K,K... 20
L / - 17-3-30/37 - / - / -
Lt re 37 if blocked
RISING ATTACKS: SIDE-ROLL
-------------------------
face up, feet towards K,K,K... 20
M / - 14-4-30/34 - / - / -
Ht re 34 if blocked
face up, feet towards D+K,K,K... 20
L / - 16-5-26/35 - / - / -
Lt re 35 if blocked
face up, head towards K,K,K.. 20
M / - 14-2-35/37 - / - / -
Ht re 37 if blocked
face up, head towards D+K,K,K... 20
L / - 17-7-17/27 - / - / -
Lt re 27 if blocked
face down, feet towards K,K,K... 20
M / - 14-2-33/37 - / - / -
Ht re 37 if blocked
face down, head towards K,K,K... 20
M / - 14-3-30/34 - / - / -
Ht re 34 if blocked
face down, head towards D+K,K,K... 20
L / - 17-2-28/27 - / - / -
Lt re 27 if blocked
RISING ATTACKS: FRONT-ROLL
--------------------------
face up, feet towards K,K,K... 20
M / - 14-4-30/34 - / - / -
Ht re34 if blocked
face up, feet towards D+K,K,K... 20
L / - 16-5-26/35 - / - / -
Lt re 35 if blocked
face up, head towards K,K,K... 20
M / - 14-2-35/37 - / - / -
Ht re 37 if blocked
face up, head towards D+K,K,K... 20
L / - 17-7-17/27 - / - / -
Lt re 27 if blocked
face down, feet towards K,K,K... 20
M / - 14-2-33/37 - / - / -
Ht re 37 if blocked
face down, head towards K,K,K... 20
M / - 14-4-30/34 - / - / -
Ht re 34 if blocked
face down, head towards D+K,K,K... 20
L / - 17-2-28/27 - / - / -
Lt re 27 if blocked
RISING ATTACKS: BACK-ROLL
-------------------------
face up, feet towards K,K,K... 20
M / - 14-4-30/34 - / - / -
Ht re 34 if blocked
face up, feet towards D+K,K,K... 20
L / - 16-5-26/35 - / - / -
Lt re 35 if blocked
face up, head towards K,K,K... 20
M / - 19-2-35/37 - / - / -
Ht re 37 if blocked
face up, head towards D+K,K,K... 20
L / - 20-3-33/37 - / - / -
Lt re 37 if blocked
face down, feet towards K,K,K... 20
M / - 14-2-33/37 - / - / -
Ht re 37 if blocked
face down, head towards K,K,K... 20
M / - 14-3-30/34 - / - / -
Ht re 34 if blocked
face down, head towards D+K,K,K... 20
L / - 17-2-28/27 - / - / -
Lt re 27 if blocked
f) LAU CHAN
=-=-=-=-=-=
Country: China
Sex: Male
Birthday: 1940.10.02
Blood Type: B
Job: Cook
Hobby: Chinese Poem
Fighting Style: Koen-Ken
BASIC MOVES
-----------
punch F+P 12
H / H*P 9-2-12 +1 / +2 / +7
- -
punch II B+P 12
H / H*P 9-2-12 +2 / +2 / +7
- -
dodging punch P+E 12
H / H*P 9-2-12 +1 / +2 / +7
- -
high kick FS,K 25
H / H*K 14-2-23 -2 / D / D
- -
dodging kick K+E 25
H / H*K 14-2-23 -2 / D / D
- -
sidekick df+K 21
M / M*K 14-2-24 -8 / -6 / -1
Ht -
sidekick (stagger) df+K 21
M / - 14-2-24 - / +4~+12 / -
- -
dodging sidekick df+K+E 21
M / M*K 14-2-27 -7 / D / D
- -
low punch I D+P 9
L / L*P 10-1-14 -2 / -1 / +2
- -
low punch II d+P 11
L / L*P 16-1-14 -2 / 0 / +4
- -
low kick d+K 15
L / L*K 14-1-27 -11 / -9 / -5
Ht -
HOPPING MOVES
-------------
hopping knife u+P 15
M / - 21-3-22 -11 / D / D
Ht -
hopping punch d,u+P 30
M / - 26-2-23 0 / D / D
- -
hopkick d,u+K 20
M / - 16-2-17 0 / +11 / +15
- -
landing sidekick d,u,K 30
M / - 15-3-26 -9 / D / D
Ht -
hopping sweep d,u,d+K 20
M / M*K 15-4-22/29 -16 / D / D
Lt re 29 if blocked
JUMPING MOVES
-------------
jumping hammer d,U,f+P 30
M / - 21-6-43 -22 / D / D
Ht -
take-off kick d,U+K 30
M / - 5-4-56 -29 / D / D
Ht -
in-air kick d,U,K asc. 30
M / - 10--2-28 -5 / D / D
- -
landing kick d,U,K desc. 30
M / - 11-5-11 +10 / D / D
- -
jumping dropkick d,U,f+K 40
M / - 12-4-54 -36 / D / D
Ht -
backward dropkick d,U,b+K 40
M / - 12-4-44 -23 / D / D
Bt -
TURN-AROUND MOVES
-----------------
TA upknife b,b+P 30
M / - 21-5-29 -15 / D / D
Bt -
TA upknife-TT crescent b,b+P,K+G 40
H / crescent 33-4-28/33 -16 / D / D
Ht re 33 if blocked
TA upknife-TT downknife b,b+P,d+P 18
M / H*P 27-1-19 -1 / +1 / +6
- -
TA upknife-TT sweep b,b+P,D+K 30
L / L*K 18-2-31 -23 / D / D
Lt -
TA crescent b,b+K+G 30
H / - 16-5-21/36 -18 / D / D
Bt re 36 if blocked
TURN-TOWARDS MOVES
------------------
TT punch P 12
H / H*P 11-1-11 +3 / +4 / +9
- -
TT kick K 30
H / H*K 10-2-33 -10 / D / D
- -
TT downknife d+P 20
M / H*P 14-2-19 -2 / +2 / +6
- -
TT sweep d+K 22
L / L*K 16-4-24 -24 / D / D
Lt -
TT cartwheel ub+K 40
M / - 26-5-26 -5 / D / D
- -
SPECIAL MOVES
-------------
punch-heelkick P,K 29
H / H*K 14-2-27 -8 / -6 / -2
Ht -
double punch P,P 12
H / H*P 8-2-16 -4 / -3 / +3
- -
double punch-kick P,P,K 30
H / H*K 15-3-25 -10 / D / D
Ht -
triple punch P,P,P 12
H / H*P 10-2-19 -8 / -8 / 0
Ht -
triple punch-crescent P,P,P,K 50
H / crescent 17-5-35/51 -28 / D / D
Ht re 51 if blocked
triple punch-backflip P,P,P,ub+K 20
M / kickflip 10-3-41 -24 / D / D
Ht -
triple punch-sweep P,P,P,d+K 40
L / sweep 17-5-35/47 -24 / D / D
Lt re 47 if blocked
punch-TA upknife P,b+P 24
M / - 15-3-27 -7 / -3 / D
- -
punch-TA upknife-TT double palm P,b+P,f+P 28
M / - 28-2-33 -10 / D / D
Ht -
punch-crescent (near) P,K+G 20~45
H / crescent 17-5-25/42 -12 / D / D
Ht re 42 if blocked
punch-crescent (far) P,K+G 20~45
H / crescent 17-5-25/42 -14 / D / D
Ht re 42 if blocked
punch-sweep P,d+K+G 20~35
L / sweep 19-4-24/33 -12 / D / D
Lt re 33 if blocked
elbow f+P 19
M / elbow 11-2-25 -7 / -4 / +1
- -
elbow (stagger) f+P 19
M / - 11-2-25 - / +2~+9 / -
- -
elbow-single palm f+P,b,f+P 20
H / H*P 21-2-20 -3 / +1 / +5
- -1 DP
downknife (near) df+P 17
M / H*P 13-1-22 -6 / -3 / +2
- -
downknife (far) df+P 15
M / H*P 17-1-22 -7 / -5 / -1
- -
downknife-punch df+P,P 10
H / H*P 9-1-23 -11 / -9 / -5
Ht -
downknife-double punch df+P,P,P 14
H / H*P 10-2-21 -10 / -10 / -2
Ht -
downknife-punch-kick df+P,P,K 20
H / H*K 14-2-27 -7 / -4 / 0
- -
downknife-double punch-crescent df+P,P,P,K 50
H / crescent 17-5-35/43 -28 / D / D
Ht re 43 if blocked
downknife-double punch-backflip df+P,P,P,ub+K 26
M / kickflip 10-3-41 -25 / D / D
Ht -
downknife-double punch-sweep df+P,P,P,D+K 40
L / sweep 17-5-35/47 -24 / D / D
Lt re 47 if blocked
upknife (near) DF+P 22
M / H*P 13-3-23 -4 / -5 / +3
- -
upknife (far) DF+P 20
M / H*P 13-3-23 -3 / -4 / +5
-
upknife-punch DF+P,P 12
H / H*P 13-1-14 -3 / -3 / +6
- continue with punch sequence
upknife-super knife DF+P,df+P+K 22
M / H*P 23-4-28 -13 / D / D
Ht -
lunging knife df,df+P 22
M / H*P 22-2-23 -3 / +3 / +4
- -
lunging knife-punch df,df+P,P 12
H / H*P 9-1-13 +1 / +2 / +7
- continue with punch sequence
single palm b,f+P 24
H / H*P 12-2-27 -5 / D / D
- -2 DP
double palm b,f,f+P 35
M / - 15-2-42 -19 / D / D
Ht -
kick-upknife K,P 22
M / H*P 13-2-24 - / - / -
- -
kick-crescent K,K 20~30
H / crescent 22-3-37 -20 / D / D
Ht -
kick-delayed crescent K,,K 30
H / crescent 16-4-31 - / D / D
Ht -
heelkick (near) FC,n+K 40
M / H*K 14-2-29 -6 / D / D
- -
heelkick (far) FC,n+K 40
M / H*K 14-2-31 -7 / D / D
- -
lunging kick f,f+K 25
H / H*K 14-2-25 -4 / D / D
- -
lunging sweep f,d+K 30
L / L*K 20-2-33 -24 / D / D
Lt -
low kick-heelkick d+K,K 19
H / H*K 16-2-30 -13 / D / D
Ht -
double low kick D+K,K 15
L / L*K 19-2-28 -13 / -7 / +2
Lt -
triple low kick D+K,K,d+K 10
L / L*K 18-3-30 -19 / -17 / -13
Lt -
triple low kick-sweep D+K,K,d+K,K+G 12
L / sweep 18-5-38/46 -33 / D / D
Lt re 46 if blocked
sidekick-punch df+K,f+P 16
H / H*P 19-2-24 -9 / -10 / -2
Ht -
sidekick-punch-single palm df+K,f+P,b,f+P 15
H / H*P 16-2-19 -4 / D / D
- -1 DP
cartwheel kick uf+K 30
M / - 20-4-21 -13 / D / D
Ht -
backflip kick ub+K 40
M / kickflip 20-2-35 -16 / D / D
Ht -
super knife df+P+K 34
M / H*P 21-4-33 -12 / D / D
Ht -
crescent (near) K+G 20~45
H / crescent 26-3-23/32 -11 / D / D
Ht re 32 if blocked
crescent (far) K+G 20~45
H / crescent 26-3-23/32 -9 / D / D
Ht re 32 if blocked
sweep (near) d+K+G 20~35
L / sweep 24-5-32/45 -19 / D / D
Lt re 45 if blocked
sweep (far) d+K+G 20~35
L / sweep 24-5-32/45 -13 / D / D
Lt re 45 if blocked
dropkick u+K+G 40
M / - 22-3-26 -4 / D / D
- -
super crescent b,db,d,df,f+K+G 50
H / crescent 16-5-37/45 -22 / D / D
Ht re 45 if blocked
hopping roundhouse uf+K+G 32
M / H*K 25-3-26 -4 / D / D
- -
MOVEMENT
--------
backflip d,ub -
- 1-49-1 - / - / -
- -
THROWS
------
waterwheel drop P+G 40{45}
Ht 20-90{115}-1 - / - / -
- high throw
overhead cannon f+P+G 50{45}
Ht 14-111{147}-1 - / - / -
- high throw
shoulder whip df,df+P+G 65
Ht 20-110-1 - / - / -
- high throw
back drop b+P+G 50{45}
Ht 20-79{58}-1 - / - / -
- high throw, ground
face grab b,f+P+G 60{50}
Ht 20-145{112}-1 - / - / -
- high throw
stumbling trip b,d+P+G 10
Ht 20-40-1 - / +9~+34 / -
- high throw
ddt P+G 40
Ht 15-97-1 - / - / -
- high-side throw
reaping throw P+G 50{60}
Ht 20-80-1 - / - / -
- high-back throw
wall overhead cannon f+P+G 55{60}
Ht 78{14}-42{143}-1 - / - / -
- wall throw, Lau's back to wall
back drop wall slam b+P+G 60
Ht 78-92-1 - / - / -
- wall throw, Lau's back to wall
POUNCES
-------
stomp df+K 13
G 19-2-20/60 - / - / -
- re 69 if hits
single flying stomp (forward) u+P 30
G 32-7-24 - / - / -
- -
single flying stomp (backward) u+P 30
G 40-6-30/60 - / - / -
- re 60 if hits
double flying stomp (forward) d,U+P 25+15
G 33-6-31 - / - / -
- -
double flying stomp (backward) d,U+P 25+15
G 40-6-30/58 - / - / -
- re 58 if hits
RISING ATTACKS: IN-PLACE
------------------------
face up, feet towards K,K,K... 20
M / - 34-6-17/34
Ht re 34 if blocked
face up, feet towards delay K,K,K... 20
M / - 14-4-30/34
Ht re 34 if blocked
face up, feet towards D+K,K,K... 20
L / - 32-5-22/27
Lt re 27 if blocked
face up, feet towards delay D+K,K,K 20
L / - 16-5-26/35
Lt re 35 if blocked
face up, head towards K,K,K... 20
M / - 34-2-21/37
Ht re 37 if blocked
face up, head towards delay K,K,K... 20
M / - 14-2-35/37
Ht re 37 if blocked
face up, head towards D+K,K,K... 20
L / - 34-4-21/27
Lt re 27 if blocked
face up, head towards delay D+K,K,K 20
L / - 17-3-30/37
Lt re 37 if blocked
face down, feet towards K,K,K... 20
M / - 29-2-27/37
Ht re 37 if blocked
face down, feet towards delay K,K,K... 20
M / - 14-2-33/37
Ht re 37 if blocked
face down, feet towards D+K,K,K... 20
L / - 29-4-25/27
Lt re 27 if blocked
face down, feet towards delay D+K,K,K... 20
L / - 17-3-30/27
Lt re 27 if blocked
face down, head towards K,K,K... 20
M / - 34-4-21/37
Ht re 37 if blocked
face down, head towards delay K,K,K... 20
M / - 14-3-30/34
Ht re 34 if blocked
face down, head towards D+K,K,K... 20
L / - 30-3-31/27
Lt re 27 if blocked
face down, head towards delay D+K,K,K 20
L / - 17-2-28/27
Lt re 27 if blocked
RISING ATTACKS: SIDE-ROLL
-------------------------
face up, feet towards K,K,K... 20
M / - 14-4-30/34
Ht re 34 if blocked
face up, feet towards D+K,K,K... 20
L / - 16-5-26/35
Lt re 35 if blocked
face up, head towards K,K,K... 20
M / - 17-2-29/34
Ht re 34 if blocked
face up, head towards D+K,K,K... 20
L / - 17-3-30/37
Lt re 37 if blocked
face down, feet towards K,K,K... 20
M / - 14-2-33/37
Ht re 37 if blocked
face down, feet towards D+K,K,K... 20
L / - 17-3-30/27
Lt re 27 if blocked
face down, head towards K,K,K... 20
M / - 14-3-30/34
Ht re 34 if blocked
face down, head towards D+K,K,K... 20
L / - 17-2-28/27
Lt re 27 if blocked
RISING ATTACKS: FRONT-ROLL
--------------------------
face up, feet towards K,K,K... 20
M / - 14-4-30/34
Ht re 34 if blocked
face up, feet towards D+K,K,K... 20
L / - 16-5-26/35
Lt re 35 if blocked
face up, head towards K,K,K... 20
M / - 14-2-35/37
Ht re 37 if blocked
face up, head towards D+K,K,K... 20
L / - 17-3-30/37
Lt re 37 if blocked
face down, feet towards K,K,K... 20
M / - 14-2-33/37
Ht re 37 if blocked
face down, feet towards D+K,K,K... 20
L / - 17-3-30/27
Lt re 27 if blocked
face down, head towards K,K,K... 20
M / - 14-3-30/34
Ht re 34 if blocked
face down, head towards D+K,K,K... 20
L / - 17-2-28/27
Lt re 27 if blocked
RISING ATTACKS: BACK-ROLL
-------------------------
face up, feet towards K,K,K... 20
M / - 14-4-30/34
Ht re 34 if blocked
face up, feet towards D+K,K,K... 20
L / - 16-5-26/35
Lt re 35 if blocked
face up, head towards K,K,K... 20
M / - 19-2-35/37
Ht re 37 if blocked
face up, head towards D+K,K,K... 20
L / - 17-3-30/37
Lt re 37 if blocked
face down, feet towards K,K,K... 20
M / - 14-2-33/37
Ht re 37 if blocked
face down, feet towards D+K,K,K... 20
L / - 17-3-30/27
Lt re 27 if blocked
face down, head towards K,K,K... 20
M / - 14-3-30/34
Ht re 34 if blocked
face down, head towards D+K,K,K... 20
L / - 17-2-28/27
Lt re 27 if blocked
g) LION RAFALE
=-=-=-=-=-=-=-
Country: France
Sex: Male
Birthday: 1979.12.24
Blood Type: AB
Job: High School Student
Hobby: Collecting Knives
Fighting Style: Tourou-Ken
BASIC MOVES
-----------
punch (F)+P 10
H / H*P 10-1-15 -3 / -1 / +3
- -
dodging punch P+E 10
H / H*P 10-1-15 -3 / -1 / +3
- -
high kick K 25
H / H*K 13-2-27 -6 / D / D
- -
dodging kick K+E 25
H / H*K 13-2-27 -5 / D / D
- -
sidekick df+K 24
M / M*K 15-2-28 -7 / -4 / 0
- -
sidekick (stagger) df+K 24
M / - 15-2-28 - / +1~+11 / -
- -
dodging sidekick df+K+E 24
M / M*K 16-2-28 -6 / D / D
? -
low punch D+P 8
L / L*P 10-1-15 -5 / -3 / +2
Ht -
low punch d+P 11
L / L*P 16-1-14 -2 / 0 / +4
- -
low kick d+K 12
L / L*K 18-2-27 -14 / -13 / -9
Lt -
HOPPING MOVES
-------------
hopping strike d,u+P 30
M / H*P 27-1-28 -4 / D / D
- -
hopping backward swipe ub+P 30
M / - 44-3-33 -11 / D / D
Ht -
hopping forward swipe uf+P 30
M / H*P 29-3-27 -5 / D / D
- -
landing sweep d,u,K 20
L / L*K 12-3-29 -15 / D / D
Lt -
hopkick d,u+K 22
M / - 10-2-24 -6 / D / D
- -
backward hopkick ub+K 30
M / - ? -6 / D / D
- -
JUMPING MOVES
-------------
jumping hammer d,U,f+P 30
M / - 21-6-43 -22 / D / D
Ht -
take-off kick d,U+K 30
M / - 6-5-60 -47 / D / D
Ht -
in-air kick d,U,K asc. 30
M / - 10-2-28 -5 / D / D
- -
landing kick d,U,K desc. 30
M / - 11-5-11 +8 / D / D
- -
jumping dropkick d,U,f+K 40
M / - 12-4-54 -37 / D / D
Ht -
backward dropkick d,U,b+K 40
M / - 12-4-44 -23 / D / D
Bt -
TURN-AROUND MOVES
-----------------
TA punch b,b+P 14
H / - 14-2-19 -6 / -1 / +1
- -
TA kick b,b+K 25
H / - 11-2-28 -7 / D / D
- -
TA hopkick b,b+K+G 24
H / - 13-2-25/31 -14 / D / D
Bt re 31 if blocked
TURN-TOWARDS MOVES
------------------
TT double punch P 12
H / H*P 12-1-1 - / - / -
- 1st hit
TT double punch P 12
H / H*P 11-1-20 -6 / -5 / -1
Ht 2nd hit
TT advancing poke P+K 14
H / H*P 15-4-16 -11 / -2 / +2
Ht -
TT kick K 30
H / H*K 10-2-33 -10 / D / D
Ht -
TT low swipe d+P 14
L / L*P 13-1-29 -15 / -7 / 0
Ht -
TT sweep D+K 20
L / L*K 14-2-25/36 -23 / D / D
Ht re 36 if blocked
SPECIAL MOVES
-------------
punch-heelkick P,K 20
H / H*K 11-2-35 -8 / -4 / 0
Ht -
double punch P,P 10
H / H*P 9-2-18 -7 / -5 / -1
- -
double punch-swipe P,P,P 12
H / H*P 9-3-39 -27 / D / D
Ht -
double punch-low swipe P,P,d+P 20
L / L*P 21-2-44 -27 / D / D
Lt -
double punch-spinning swipe P,P,f+P+E 30
H / H*P 28-7-24 -3 / D / D
- -
elbow f+P 14
M / elbow 11-2-22 -9 / -6 / -2
Ht -
elbow (stagger) f+P 14
M / - 11-2-22 - / +5~+12 / -
- -
elbow-lunging poke f+P,P 18
M / H*P 27-2-26 -9 / D / D
Ht -
dashing uppercut FC,f+P 24
M / H*P 13-2-26 -10 / -2 / +2
Ht -
lunging poke f,f+P 35
M / H*P 27-2-26 -5 / D / D
- -
uppercut df+P 10
M / H*P 12-2-19 -8 / -6 / -2
Ht -
uppercut-swipe df+P,P 20
M / H*P 13-2-28 -11 / D / D
Ht -
creeping peck DF+P 7
L / L*P 13-2-24 -15 / -14 / -11
Lt -
double creeping peck DF+P,P 10
L / L*P 13-1-26 -14 / -7 / +2
Lt -
helix b+P 16
M / H*P 17-2-27 -11 / -9 / -5
Ht -
helix-reverse helix b+P,P 19
M / H*P 18-2-27 -10 / -7 / -3
Ht -
helix-reverse helix-hopkick b+P,P,K 25
M / M*K 28-3-29/31 -11 / D / D
Ht re 31 if blocked
lunging low poke b,df+P 21
L / L*P 27-2-28 -15 / -7 / -3
Ht -
dodging peck db+P 12
L / L*P 17-2-28 -15 / -14 / -9
Lt -
double dodging peck db+P,P 8
L / L*P 6-2-25 -15 / -7 / -5
Lt -
double kick K,K 20
H / H*K 16-2-33 -16 / D / D
Ht -
knee f+K 25
M / knee 15-2-29 -10 / D / D
Ht -
lunging knee f,f+K 15
M / H*K 18-3-32 -14 / -12 / -8
Ht -
lunging knee-jumping kick f,f+K,K 20
M / H*K 11-2-42 -25 / D / D
Ht -
double low kick d+K,K 20
L / L*K 17-3-33 -17 / D / D
Ht -
handstand kicks db+K 15
L / L*K 16-2-2 - / - / -
- 1st hit
handstand kicks db+K 10
L / L*K 2-4-43 -34 / D / D
Lt 2nd hit
hopping kick u+K 25
M / M*K 18-4-19/29 -13 / D / D
Ht re 29 if blocked
double hopping kick u+K,K 30
H / H*K 23-4-24/41 -2 / D / D
- re 41 if blocked
flop over kick uf+K 20
M / - 30-6-62/49 -34 / D / D
Ht re 49 if blocked
spinning swipe f+P+E 30
H / H*P 28-7-24 -2 / D / D
- -
dodging swipe d+P+E 20
L / L*P 17-3-24 -15 / D / D
Ht -
eye poke f+P+K 24
H / - 19-3-21 0 / +3 / +7
- -
dodging double poke b+P+K 30
H / - 24-4-28 -7 / D / D
- -
sweeping hand d+P+K 15
L / L*P 19-2-21 -10 / -6 / +2
Lt -
wind-up swipe df+P+K 20
L / L*P 21-2-44 -27 / D / D
Lt -
overhead poke u+P+K 20
M / H*P 12-4-33/34 -18 / D / D
Ht re 34 if blocked
lunging sweep df+K+G 24
L / L*K 26-5-33/39 -20 / D / D
Lt re 39 if blocked
lunging spin kick f,f+K+G 24
M / H*K 25-4-29/28 -10 / D / D
Ht re 28 if blocked
low kick-spin kick d+K,K+G 30
H / H*K 20-6-27/29 -12 / D / D
Ht re 29 if blocked
sweep d+K+G 24
L / L*K 20-4-38/39 -18 / D / D
Lt re 39 if blocked
MOVEMENT
--------
forward sidestep uf+E -
- 1-6-18 - / - / -
- -
backward sidestep ub+E -
- 1-6-24 - / - / -
- -
backflip d,ub -
- 1-49-1 - / - / -
- -
THROWS
------
trip throw P+G 15+25+10
Ht 10-82-1 - / - / -
- high throw
kickflip throw FC,f+P+G 50
Ht 14-67{80}-1 - / - / -
- high throw
grab & fling f,f+P+G 20+30
Ht 20-61{55}-1 - / - / -
- high throw
frontal face grab f,df,d,db,b+P+G 15+15+30+10
Ht 14-80-1 - / - / -
- high throw
surprise exchange df+P+G 0
Ht 10-39-1 - / +12 / -
- high throw
reaping throw b+P+G 20+30
Ht 20-38-1 - / - / -
- high throw
sky strike kick b,f+P+G 25+25
Ht 10-80-1 - / - / -
- high throw
falling neck choker uf+P+G 45
Ht 16-124-1 - / - / -
- high throw
piggy knee strike P+G 40
Ht 20-70-1 - / - / -
- high-side throw
piggyback throw P+G 20+20+10
Ht 14-37-1 - / - / -
- high-back throw
wall sky strike kick b,f+P+G 50+20
Ht 38-52-1 - / - / -
- wall throw, Lion's back to wall
pull down choker uf+P+G 25+35
Ht 21-94-1 - / - / -
- wall throw, opponent's back to wall
POUNCES
-------
ground chop df+P 12
G 17-2-52 - / - / -
- -
flop over kick uf+K 20
G 30-6-62 - / - / -
- -
elbow slam (forward) u+P 30
G 27-4-56/65 - / - / -
- re 65 if missed
elbow slam (backward) u+P 30
G 47-2-47/65 - / - / -
- re 65 if missed
cartwheel smash (forward) d,U+P 40
G 32-3-50/57 - / - / -
- re 57 if missed
cartwheel smash (backward) d,U+P 40
G 33-1-47/57 - / - / -
- re 57 if missed
RISING ATTACKS: IN-PLACE
------------------------
face up, feet towards K,K,K... 20
M / - 34-6-17/34 - / - / -
Ht re 34 if blocked
face up, feet towards delay K,K,K... 20
M / - 14-4-30/34 - / - / -
Ht re 34 if blocked
face up, feet towards D+K,K,K... 20
L / - 32-5-22/27 - / - / -
Lt re 27 if blocked
face up, feet towards delay D+K,K,K... 20
L / - 16-5-26/35 - / - / -
Lt re 35 if blocked
face up, head towards K,K,K... 20
M / - 14-2-35/37 - / - / -
Ht re 37 if blocked
face up, head towards delay K,K,K... 20
M / - 14-2-35/37 - / - / -
Ht re 37 if blocked
face up, head towards D+K,K,K... 20
L / - 34-4-21/27 - / - / -
Lt re 27 if blocked
face up, head towards delay D+K,K,K... 20
L / - 17-3-30/37 - / - / -
Lt re 37 if blocked
face down, feet towards K,K,K... 20
M / - 23-4-5 - / - / -
Ht 1st hit
face down, feet towards K,K,K... 20
M / - 2-4-33/34 - / - / -
Ht 2nd hit, re 34 if blocked
face down, feet towards delay K,K,K... 20
M / - 14-2-33/37 - / - / -
Ht re 37 if blocked
face down, feet towards D+K,K,K... 20
L / - 29-4-25/27 - / - / -
Lt re 27 if blocked
face down, feet towards delay D+K,K,K... 20
L / - 17-3-30/27 - / - / -
Lt re 27 if blocked
face down, head towards K,K,K... 20
M / - 30-4-27/34 - / - / -
Ht re 34 if blocked
face down, head towards delay K,K,K... 20
M / - 14-3-30/34 - / - / -
Ht re 34 if blocked
face down, head towards D+K,K,K... 20
L / - 33-6-22/27 - / - / -
Lt re 27 if blocked
face down, head towards delay D+K,K,K... 20
L / - 17-2-28/27 - / - / -
Lt re 27 if blocked
RISING ATTACKS: SIDE-ROLL
-------------------------
face up, feet towards K,K,K... 20
M / - 14-4-30/34 - / - / -
Ht re 34if blocked
face up, feet towards D+K,K,K... 20
L / - 16-5-26/35 - / - / -
Lt re 35 if blocked
face up, head towards K,K,K... 20
M / - 17-3-28/37 - / - / -
Ht re 37 if blocked
face up, head towards D+K,K,K... 20
L / - 17-3-30/37 - / - / -
Lt re 37 if blocked
face down, feet towards K,K,K... 20
M / - 14-2-33/37 - / - / -
Ht re 37 if blocked
face down, feet towards D+K,K,K... 20
L / - 17-3-30/27 - / - / -
Lt re 27 if blocked
face down, head towards K,K,K... 20
M / - 14-3-30/34 - / - / -
Ht re 34 if blocked
face down, head towards D+K,K,K... 20
L / - 17-2-28/27 - / - / -
Lt re 27 if blocked
RISING ATTACKS: FRONT-ROLL
--------------------------
face up, feet towards D+K,K,K... 20
L / - 16-5-26/35 - / - / -
Lt re 35 if blocked
face up, head towards K,K,K... 20
M / - 14-2-35/37 - / - / -
Ht re 37 if blocked
face up, head towards D+K,K,K... 20
L / - 17-3-30/37 - / - / -
Lt re 37 if blocked
face down, feet towards K,K,K... 20
M / - 14-2-33/37 - / - / -
Ht re 37 if blocked
face down, feet towards D+K,K,K... 20
L / - 17-3-30/27 - / - / -
Lt re 27 if blocked
face down, head towards K,K,K... 20
M / - 14-3-30/34 - / - / -
Ht re 34 if blocked
face down, head towards D+K,K,K... 20
L / - 17-2-28/27 - / - / -
Lt re 27 if blocked
RISING ATTACKS: BACK-ROLL
-------------------------
face up, feet towards K,K,K... 20
M / - 14-4-30/37 - / - / -
Ht re 37 if blocked
face up, feet towards D+K,K,K... 20
L / - 16-5-26/35 - / - / -
Lt re 35 if blocked
face up, head towards K,K,K... 20
M / - 19-2-35/34 - / - / -
Ht re 34 if blocked
face up, head towards D+K,K,K... 20
L / - 20-3-33/27 - / - / -
Lt re 27 if blocked
face down, feet towards K,K,K... 20
M / - 14-2-33/37 - / - / -
Ht re 37 if blocked
face down, feet towards D+K,K,K... 20
L / - 17-3-30/27 - / - / -
Lt re 27 if blocked
face down, head towards K,K,K... 20
M / - 14-3-30/34 - / - / -
Ht re 34 if blocked
face down, head towards D+K,K,K... 20
L / - 17-2-28/27 - / - / -
Lt re 27 if blocked
h) PAI CHAN
=-=-=-=-=-=
Country: Hong-Kong
Sex: Female
Birthday: 1975.05.17
Blood Type: 0
Job: Action Star
Hobby: Dancing
Fighting Style: Ensei-Ken
BASIC MOVES
-----------
punch I (F)+P 10
H / H*P 8-2-13 -1 / 0 / +4
- -
punch II B+P 10
H / H*P 8-2-13 -2 / 0 / +4
- -
dodging punch P+E 10
H / H*P 8-2-13 -2 / 0 / +4
- -
high kick K 20
H / H*K 12-3-28 -12 / D / D
Ht -
dodging kick K+E 20
H / H*K 14-2-23 -15 / D / D
Ht -
sidekick df+K 21
M / M*K 14-2-24 -5 / -3 / +1
- -
sidekick (stagger) df+K 21
M / - 14-2-24 - / +5~+15 / -
- -
dodging sidekick df+K+E 21
M / M*K 14-2-25 -5 / D / D
- -
low punch I D+P 9
L / L*P 10-1-14 -2 / -1 / +2
- -
low punch II d+P 11
L / L*P 16-1-14 -2 / 0 / +4
- -
low kick d+K 10
L / L*K 12-1-24 -12 / -10 / -6
Ht -
HOPPING MOVES
-------------
hopping chop u+P 30
M / - 34-4-19 +2 / D / D
- -
hopping punch d,u,P 30
M / - 26-2-23 0 / D / D
- -
hopkick I u+K 18
M / - 20-1-17 +1 / +3 / +7
- -
hopkick II d,u,K asc. 20
M / - 10-2-19 -6 / +9 / +12
- -
landing sidekick d,u,K desc. 20
M / - 10-2-13 -2 / +2 / +6
- -
JUMPING MOVES
-------------
jumping hammer d,U,f+P 30
M / - 21-6-43 -22 / D / D
Ht -
take-off kick d,U+K 30
M / - 5-4-56 -36 / D / D
Ht -
in-air kick d,U,K asc. 30
M / - 11-2-25 -14 / D / D
Ht -
landing kick d,U,K desc. 30
M / - 10-6-11 +10 / D / D
- -
jumping stomp d,U,f+K 40
M / - 22-12-40 -25 / D / D
Ht -
backward dropkick d,U,b+K 40
M / - 12-4-44 -23 / D / D
Bt
TURN-TOWARDS MOVES
------------------
TT punch P 12
H / H*P 11-1-21 -7 / -6 / -2
- -
TT kick K 30
H / H*K 14-3-26 -3 / D / D
- -
TT low punch d+P 12
L / L*P 20-2-19 -12 / -10 / -7
Ht -
TT sweep d+K 22
L / L*K 16-4-24 -24 / D / D
Lt -
TT reverse backflip kick ub+K 40
M / - 26-5-26 -4 / D / D
SPECIAL MOVES
-------------
punch-heelkick P,K 20
H / H*K 14-2-31 -6 / -4 / +1
- -
double punch P,P 10
H / H*P 7-2-14 -3 / -1 / +3
- -
double punch-kick P,P,K 30
H / H*K 14-2-27 -4 / D / D
- -
double punch-crescent P,P,K+G 20~40
H / crescent 17-5-25/33 -16 / D / D
Ht re 33 if blocked
double punch-sweep P,P,D+K+G 35
L / sweep 19-4-24/33 -12 / D / D
Lt re 33 if blocked
triple punch P,P,P 12
H / H*P 10-2-19 -8 / -7 / -1
Ht -
triple punch-crescent P,P,P,K 45
H / crescent 17-5-35/43 -20 / D / D
Ht re 43 if blocked
triple punch-crescent P,P,P,d+K 35
L / sweep 17-4-38/45 -22 / D / D
Lt re 45 if blocked
triple punch-backflip kick P,P,P,ub+K 20
M / kickflip 10-3-38 -21 / D / D
Ht -
triple punch-kick P,P,P,F+K 30
H / H*K 16-2-34 -11 / D / D
Ht -
chop f+P 14
M / H*P 12-2-21 -7 / -4 / 0
- -
puncture fist f,f+P 20
M / - 14-3-30 -14 / -10 / -6
Ht -
puncture fist-jumping kick f,f+P,K 20
H / H*K 12-2-45 -28 / D / D
Ht -
double palm FC,f+P 20
M / - 12-2-27 -12 / -2 / -2
Ht -
lunging underhand chop b+P 20
M / H*P 18-1-26 -8 / -4 / 0
Ht -
low blue fist df+P 12
L / L*P 19-2-26 -13 / -10 / -8
Ht -
low blue fist-punch df+P,P 8
H / H*P 11-2-18 -9 / -7 / -4
Ht continue with punch sequence
low blue fist-punch-kick df+P,P,K 30
H / H*K 16-2-27 -4 / D / D
- -
low blue fist-punch-uppercut df+P,P,f+P 25
M / H*P 12-5-24 -11 / D / D
Ht -
retreating chop db+P 12
H / H*P 22-1-26 -12 / D / D
Ht -2 DP
high kick-heel drop K,K 20
M / H*K 15-3-28/42 -26 / D / D
Ht crouch
heelkick (near) D,n+K 40
M / H*K 14-2-31 -8 / D / D
Ht -
heelkick (far) D,n+K 35
M / H*K 14-2-33 -9 / D / D
Ht -
crane kick f,f+K 30
H / H*K 16-2-34 -11 / D / D
Ht -
low kick-heelkick d+K,K 19
H / H*K 16-2-30 -13 / D / D
Ht -
low kick-sweep D+K,K 12
L / sweep 25-4-32 -33 / D / D
Lt -
backflip kick ub+K 40
M / kickflip 20-2-35 -16 / D / D
Ht -
backflip kick-reverse backflip ub+K,f+K 30
M / - 32-4/19-37/35 -31 / D / D
Ht collision 19 & re 35 if blocked
single swallow kick uf+K 19
M / - 12-3-22 -18 / -3 / +1
Ht -
double swallow kick (1st hit) uf+K,K 16
M / - 4-3-1 - / D / D
Ht -
double swallow kick (2nd hit) uf+K,K 10
M / - 2-2-41 -27 / D / D
Ht -
crescent (near) K+G 25~45
H / crescent 22-6-25/36 -15 / D / D
Ht re 36 if blocked
crescent (far) K+G 25~45
H / crescent 22-6-25/36 -13 / D / D
ht re 36 if blocked
cartwheel kick f+K+G 15
M / - 20-3-1 -21 / - / -
Ht 1st hit
cartwheel kick f+K+G 18
M / - 5-4-19/36 -3 / -2 / +2
- 2nd hit, re 36 if blocked
reverse crescent b+K+G 25~45
H / crescent 16-4-31/39 -19 / D / D
Ht re 39 if blocked
sweep (near) d+K+G 20~35
L / sweep 24-5-32/44 -19 / D / D
Lt re 44 if blocked
sweep (far) d+K+G 20~35
L / sweep 24-5-32/44 -13 / D / D
Lt re 44 if blocked
quick sweep db+K+G 25
L / sweep 19-5-37/45 -24 / D / D
Lt re 45 if blocked
reverse backflip uf+K+G 30
M / - 32-4-37 -32 / D / D
Ht -
reverse backflip-backflip kick uf+K+G,f+K 40
M / kickflip 20-2-35 -16 / D / D
Ht -
RUNNING MOVES
-------------
flying kick (near) f,F or F+E,K 20~70
H / - 33-7-24 -9 / D / D
ht -
flying kick (far) f,F or F+E,K 20~70
H / - 33-7-24 -6 / D / D
- -
MOVEMENT
--------
backflip d,ub -
- / - 1-49-1 - / - / -
- -
THROWS
------
pull down throw P+G 50
Ht 20-99-1 - / - / -
- high throw
overhead cannon f+P+G 50{45}
Ht 14-140{147}-1 - / - / -
- high throw
flip over throw FC,f+P+G 60
Ht 10-64-1 - / - / -
- high throw
reaping throw & punch f,f+P+G 40+10
Ht 20-97-1 - / - / -
- high throw
ddt f,b+P+G 55
Ht 20-73-1 - / - / -
- high throw
cartwheel df+P+G 0
Ht 10-50{59}-1 - / +10{-5} / -
- high throw
roll over throw b,f+P+G 60
Ht 20-99-1 - / - / -
- high throw
stumbling trip b,d+P+G 30
Ht 20-49-1 - / +11~+36 / -
- high throw
trap & back punch P+G 40
Ht 19-39-1 - / - / -
- high-side throw
reverse stumbling trip P+G 10
Ht 10-93-13 - / - / -
- high-back throw
= reverse backflip kick K+G 30
Ht 32-4-25 - / D / D
- = link
wall overhead cannon f+P+G 60{55}
Ht 14-136{143}-1 - / - / -
- wall throw, Pai's back to wall
wall ddt f,b+P+G 70
Ht 38-87-1 - / - / -
- wall throw, Pai's back to wall
croucher cartwheel f+P+K+G 0
Lt 20-22-1 - / +14 / -
- low throw
REVERSALS
---------
high punch reversal b+P+K 25
H 1-67-4 - / - / -
- -
high kick reversal b+P+K 25
H 20-45-1 - / - / -
- -
reversal counter P+G 20
- 1-123-1 - / - / -
- vs. Pai's kick reversal
punch inashi f+P+K 0
H 1-9-3 - / - / -
- -
knee reversal db+P+K 30
M 1-54-1 - / - / -
- -
mid punch reversal db+P+K 25
M 12-44-1 - / - / -
- -
mid kick reversal db+P+K 25
M 7-65-1 - / - / -
- -
POUNCES
-------
ground punch df+P 10
G 18-2-41 - / - / -
- -
knee smash (forward) u+P 30
G 30-9-40/70 - / - / -
- re 70 if hits
knee smash (backward) u+P 30
G 37-10-32/70 - / - / -
- re 70 if hits
heavy knee smash (forward) d,U+P 40
G 33-6-47/70 - / - / -
- re 70 if hits
heavy knee smash (backward) d,U+P 40
G 37-10-32/70 - / - / -
- re 70 if hits
RISING ATTACKS: IN-PLACE
------------------------
face up, feet towards K,K,K... 20
M / - 34-6-17/34 - / - / -
Ht re 34 if blocked
face up, feet towards delay K,K,K... 20
M / - 14-4-30/34 - / - / -
Ht re 34 if blocked
face up, feet towards D+K,K,K... 20
L / - 32-5-22/27 - / - / -
Lt re 27 if blocked
face up, feet towards delay D+K,K,K... 20
L / - 16-5-26/35 - / - / -
Lt re 35 if blocked
face up, head towards K,K,K... 20
M / - 34-2-21/37 - / - / -
Ht re 37 if blocked
face up, head towards delay K,K,K... 20
M / - 14-2-35/37 - / - / -
Ht re 37 if blocked
face up, head towards D+K,K,K... 20
L / - 34-4-21/27 - / - / -
Lt re 27 if blocked
face up, head towards delay D+K,K,K... 20
L / - 17-3-30/37 - / - / -
Lt re 37 if blocked
face down, feet towards K,K,K... 20
M / - 27-7-27/34 - / - / -
Ht re 34 if blocked
face down, feet towards delay K,K,K... 20
M / - 14-2-33/37 - / - / -
Ht re 37 if blocked
face down, feet towards D+K,K,K... 20
L / - 29-4-25/27 - / - / -
Lt re 27 if blocked
face down, feet towards delay D+K,K,K... 20
L / - 17-3-30/27 - / - / -
Lt re 27 if blocked
face down, head towards K,K,K... 20
M / - 35-2-24/37 - / - / -
Ht re 37 if blocked
face down, head towards delay K,K,K... 20
M / - 14-3-30/34 - / - / -
Ht re 34 if blocked
face down, head towards D+K,K,K... 20
L / - 30-3-31/27 - / - / -
Lt re 27 if blocked
face down, head towards delay D+K,K,K... 20
L / - 17-2-28/27 - / - / -
Lt re 27 if blocked
RISING ATTACKS: SIDE-ROLL
-------------------------
face up, feet towards K,K,K... 20
M / - 14-4-30/34 - / - / -
Ht re 34 if blocked
face up, feet towards D+K,K,K... 20
L / - 16-5-26/35 - / - / -
Lt re 35 if blocked
face up, head towards K,K,K... 20
M / - 17-3-28/37 - / - / -
Ht re 37 if blocked
face up, head towards D+K,K,K... 20
L / - 17-3-30/37 - / - / -
Lt re 37 if blocked
face down, feet towards K,K,K... 20
M / - 14-2-33/37 - / - / -
Ht re 37 if blocked
face down, feet towards D+K,K,K... 20
L / - 17-3-30/27 - / - / -
Lt re 27 if blocked
face down, head towards K,K,K... 20
M / - 14-3-30/34 - / - / -
Ht re 34 if blocked
face down, head towards D+K,K,K... 20
L / - 17-2-28/27 - / - / -
Lt re 27 if blocked
RISING ATTACKS: FRONT-ROLL
--------------------------
face up, feet towards K,K,K... 20
M / - 14-4-30/34 - / - / -
Ht re 34 if blocked
face up, feet towards D+K,K,K... 20
L / - 16-5-26/35 - / - / -
Lt re 35 if blocked
face up, head towards K,K,K... 20
M / - 14-2-35/37 - / - / -
Ht re 37 if blocked
face up, head towards D+K,K,K... 20
L / - 17-3-30/37 - / - / -
Lt re 37 if blocked
face down, feet towards K,K,K... 20
M / - 14-2-33/37 - / - / -
Ht re 37 if blocked
face down, feet towards D+K,K,K... 20
L / - 17-3-30/27 - / - / -
Lt re 27 if blocked
face down, head towards K,K,K... 20
M / - 14-3-30/34 - / - / -
Ht re 34 if blocked
face down, head towards D+K,K,K... 20
L / - 16-5-26/27 - / - / -
Lt re 27 if blocked
RISING ATTACKS: BACK-ROLL
-------------------------
face up, feet towards K,K,K... 20
M / - 14-4-30/34 - / - / -
Ht re 34 if blocked
face up, feet towards D+K,K,K... 20
L / - 16-5-26/35 - / - / -
Lt re 35 if blocked
face up, head towards K,K,K... 20
M / - 19-2-35/37 - / - / -
Ht re 37 if blocked
face up, head towards D+K,K,K... 20
L / - 17-3-30/37 - / - / -
Lt re 37 if blocked
face down, feet towards K,K,K... 20
M / - 14-2-33/37 - / - / -
Ht re 37 if blocked
face down, feet towards D+K,K,K... 20
L / - 17-3-30/27 - / - / -
Lt re 27 if blocked
face down, head towards K,K,K... 20
M / - 14-3-30/34 - / - / -
Ht re 34 if blocked
face down, head towards D+K,K,K... 20
L / - 17-2-28/27 - / - / -
Lt re 27 if blocked
i) SARAH BRYANT
=-=-=-=-=-=-=-=
Country: USA
Sex: Female
Birthday: 1973.07.04
Blood Type: AB
Job: College Student
Hobby: Sky Diving
Fighting Style: Jeet Kune Do
BASIC MOVES
-----------
punch I P 10
H / H*P 8-2-12 0 / +1 / +5
- -
punch II (near) F+P 10
H / H*P 8-2-12 0 / +1 / +5
- -
punch II (far) F+P 10
H / H*P 8-2-12 -1 / +1 / +5
- -
dodging punch P+E 14
H / H*P 21-2-20 -7 / -4 / 0
- -
roundhouse K 25
H / H*K 12-2-25 -4 / D / D
- -
dodging roundhouse K+E 25
H / H*K 12-2-25 -4 / D / D
- -
sidekick df+K 10
M / M*K 12-2-30 -16 / -17 / -13
Ht -
sidekick (stagger) df+K 10
M / M*K 12-2-30 - / -1~+9 / -
- -
dodging sidekick df+K+E 19
M / M*K 12-2-40 -18 / D / D
Ht -
low punch I D+P 9
L / L*P 10-1-14 -2 / -1 / +2
- -
low punch II d+P 11
L / L*P 16-1-14 -2 / +2 / +4
- -
low kick D+K 12
L / L*K 14-1-26 -12 / -7 / +2
Lt -
low dodging kick D+K+E 10
L / L*K 13-1-21 -11 / -5 / -2
Lt -
HOPPING MOVES
-------------
hopping straight u+P 30
M / - 3-2-23 0 / D / D
- -
hopping elbow d,u+P 30
M / H*P 34-3-28 -6 / D / D
- -
hopping hook kick d,u+K 20
M / H*K 10-2-19 -6 / +9 / +12
- -
hopping heelkick d,u,K 20
M / - 10-2-13 -2 / +2 / +6
- -
JUMPING MOVES
-------------
jumping hammer d,U,f+P 30
M / - 21-6-43 -51 / D / D
Ht -
take-off kick d,U+K 30
M / - 5-4-56 -32 / D / D
Ht -
in-air kick d,U,K asc. 30
M / - 10-2-28 -5 / D / D
- -
landing kick d,U,K desc. 30
M / - 11-5-11 +10 / D / D
- -
jumping dropkick d,U,f+K 40
M / - 12-4-44 -27 / D / D
- -
backward dropkick d,U,b+K 40
M / - 12-4-44 -23 / D / D
Bt -
TURN-AROUND MOVES
-----------------
TA punch b,b+P 14
H / - 10-1-16 -2 / +1 / +5
- -
TA hopkick b,b+K 25
H / - 19-2-26 -5 / -1 / D
- -
TA spin kick D,b+K 20
H / H*K 12-1-27/29 -12 / -5 / -1
Ht re 29 if blocked
TA spin kick-TT roundhouse D,b+K,K 20
H / H*K 18-2-21/29 -12 / +1 / +5
Ht re 29 if blocked
TURN-TOWARDS MOVES
------------------
TT punch P 10
H / H*P 10-1-22 -10 / -7 / -4
Ht -
TT roundhouse K 30
H / H*K 10-2-33 -10 / D / D
Ht -
TT hopkick f+K 36
H / H*K 27-3-34 -22 / D / D
Ht -
TT hook kick df+K 25
H / H*K 19-2-36 -15 / D / D
Ht -
TT low punch d+P 14
L / L*P 13-1-25 -11 / -7 / -2
Lt -
TT sweep d+K 20
L / L*K 17-4-27 -25 / D / D
Lt -
SPECIAL MOVES
-------------
punch-kick P,K 20
H / H*K 12-2-25 0 / +4 / 0
- -
punch-sidekick P,d+K 19
M / M*K 12-2-27 -10 / -7 / -3
Ht -
punch-sidekick (stagger) P,d+K 19
M / - 12-2-27 - / +2~+12 / -
- -
double punch P,P 10
H / H*P 9-1-15 -3 / -1 / +3
- -
triple punch I P,P,P 10
H / H*P 10-2-18 -7 / -6 / -1
- -
triple punch II P,P,b+P 10
H / H*P 9-1-18 -6 / -3 / 0
- -
triple punch III P,P,u+P 10
H / H*P 8-1-17 -5 / -3 / +1
- -
double punch-kick P,P,K 30
H / H*K 14-2-29 -6 / D / D
- -
triple punch-rising knee P,P,P,K 35
M / - 14-2-45 -22 / D / D
Ht -
triple punch-kickflip P,P,P,ub+K or b+K 35
M / kickflip 10-4-46/44 -27 / D / D
Ht also done by P,P,u+P,K, re 44 if blocked
triple punch-upkick P,P,P,u+K 30
M / - 15-3-53 -31 / D / D
Ht also done by P,P,b+P,K
elbow f+P 12
M / elbow 11-1-23 -9 / -8 / -4
Ht -
elbow (stagger) f+P 12
M / - 11-1-23 - / +4~+11 / -
- -
elbow-mini knuckle f+P,df+P 12
H / H*P 15-2-20 -7 / -6 / +2
- -1 DP
elbow-knee f+P,K 25
M / knee 14-2-31 -12 / D / D
Ht -
elbow-overhead kick f+P,b+K 25
M / H*K 18-3-34 -14 / D / D
Ht -
mini knuckle df+P 12
H / H*P 12-2-19 -6 / -5 / +2
- -2 DP
kick-punch K,P 8
H / H*P 20-3-13 -5 / -1 / +2
- -
double high kick K,K 10
H / H*K 17-3-30 -20 / D / D
Ht -
knee f+K 30
M / knee 15-2-30 -11 / D / D
Ht -
knee-rising knee f+K,df+K 45
M / - 49-3-37 -14 / D / D
Ht -
rising knee FC,f+K 35
M / - 14-2-45 -22 / D / D
Ht -
double rising knee FC,f+K,K 22
M / - 20-2-30 -16 / D / D
Ht -
rising knee-descending knee FC,f+K,K 28
M / knee 8-2-29 -15 / D / D
Ht -
lunging knee f,f+K 30
M / knee 13-2-35 -12 / D / D
Ht -
punt kick d+K 24
M / H*K 13-3-28 -12 / -11 / -1
Ht -
punt kick-sidekick d+K,K 23
M / M*K 18-2-29 -10 / D / D
Ht -
double low kicks D+K,K 15
L / L*K 19-2-28 -13 / -7 / +2
Lt -
illusion kicks df+K,K 14
H / H*K 9-2-28 -15 / -11 / -11
Ht -
mirage kicks df+K,K,K 20
H / H*K 17-1-35 -23 / D / D
Ht -
illusion kicks-punt kick df+K,K,f+K 21
M / H*K 28-3-31 -13 / D / D
Ht -
illusion kicks-low kick df+K,K,b+K 21
L / L*K 22-2-30 -11 / -6 / 0
Ht -
knee smash b+K 10
M / H*K 13-2-1 - / - / -
- 1st hit
knee smash b+K 20
M / H*K 8-2-26 -9 / D / D
Ht 2nd hit
dragon cannon db+K 35
M / H*K 15-3-36 -14 / D / D
Ht -
full spin dive u+K 25
M / - 23-2-23/36 -16 / D / D
Ht re 36 if blocked
full spin dive-moonsault u+K,u+P 25
M / - 1-1-54 -
- -
kickflip ub+K 50
M / kickflip 12-4-43/44/67 -27 / D / D
Ht re 44 if blocked, 67 if hits
toekick d+P+K 13
M / H*K 18-2-27 -14 / -7 / -8
Ht -
toekick-punt kick d+P+K,K 26
M / H*K 17-3-29 -16 / D / D
Ht -
crescent (near) K+G 20~30
H / crescent 22-2-27/24 -20 / D / D
Ht re 24 if blocked
crescent (far) K+G 20~30
H / crescent 22-2-27/24 -14 / D / D
Ht re 24 if blocked
hopping spin kick f+K+G 25
M / M*K 28-2-24 -15 / D / D
Ht -
lunging sweep df+K+G 20
L / L*K 24-2-35/40 -23 / D / D
Ht re 40 if blocked
overhead kick b+K+G 30
M / H*K 16-5-32 -10 / D / D
Ht -
shin slicer d+K+G 25
L / L*K 18-1-33 -12 / -7 / D
Lt -
axe kick db+K+G 22
M / H*K 17-2-30 -11 / -7 / +2
Ht -
hopping spin kick u+K+G 25
M / M*K 20-3-20 -16 / D / D
Ht -
tornado kick (near) uf+K+G 20~50
M / H*K 28-4-29/40 -23 / D / D
Ht re 40 if blocked
tornado kick (far) uf+K+G 20~50
M / H*K 28-4-29/40 -27 / D / D
Ht re 40 if blocked
heel seed ub+K+G 30
M / H*K 20-3-22/34 -12 / D / D
Ht re 34 if blocked
RUNNING MOVES
-------------
running knee (near) f,F or F+E,K+G 20~70
M / - 18-3-39 -17 / D / D
Ht -
running knee (far) f,F or F+E,K+G 20~70
M / - 18-3-39 -23 / D / D
Ht -
MOVEMENT
--------
forward moonsault uf+P -
- 10-44-6 - / - / -
- -
backward moonsault ub+P -
- 10-44-10 - / - / -
- -
backflip d,ub -
- 1-49-1 - / - / -
- -
THROWS
------
suplex P+G 50{45}
Ht 20-93{79}-1 - / - / -
- high throw, ground
clothesline f,f+P+G 40
Ht 20-70-1 - / - / -
- high throw, ground
triple knee bash b+P+G 5+10+20+8
Ht 16-184-1 - / - / -
- high throw
leg hold takedown b,f+P+G 60
Ht 10-98-1 - / - / -
- high throw
elbow smash P+G 40
Ht 10-102-1 - / - / -
- high-side throw
back drop P+G 60
Ht 20-87-2 - / - / -
- high-back throw, ground
neck breaker uf+P+G 60
Ht 20; 1-105-1/61 - / - / -
- high-catch throw, re 61 if missed
quadruple knee bash b+K+G 10+20+10+10+10
Ht 16-222-1 - / - / -
- wall throw, opponent's back to wall
low back drop P+K+G 60
Lt 20-79-0? - / - / -
- low-back throw, ground
POUNCES
-------
soccer kick df+K 13
G 18-3-49 - / - / -
- -
knee slam (forward) u+P 30
G 33-5-45/61 - / - / -
- re 61 if hits
knee slam (backward) u+P 30
G 42-7-40/58 - / - / -
- re 58 if hits
heavy knee slam (forward) d,U+P 40
G 36-2-45/61 - / - / -
- re 61 if hits
heavy knee slam (backward) d,U+P 40
G 42-7-40/58 - / - / -
- re 58 if hits
RISING ATTACKS: IN-PLACE
------------------------
face up, feet towards K,K,K... 20
M / - 34-6-17/34 - / - / -
Ht re 34 if blocked
face up, feet towards delay K,K,K... 20
M / - 14-4-30/37 - / - / -
Ht re 37 if blocked
face up, feet towards D+K,K,K... 20
L / - 32-5-22/27 - / - / -
Lt re 27 if blocked
face up, feet towards delay D+K,K,K... 20
L / - 16-5-26/35 - / - / -
Lt re 35 if blocked
face up, head towards K,K,K... 20
M / - 34-3-30/34 - / - / -
Ht re 34 if blocked
face up, head towards delay K,K,K... 20
M / - 14-2-35/37 - / - / -
Ht re 37 if blocked
face up, head towards D+K,K,K... 20
L / - 34-3-30/27 - / - / -
Lt re 27 if blocked
face up, head towards delay D+K,K,K... 20
L / - 17-3-30/37 - / - / -
Lt re 37 if blocked
face down, feet towards K,K,K... 20
M / - 29-2-27/37 - / - / -
Ht re 37 if blocked
face down, feet towards delay K,K,K... 20
M / - 14-2-33/37 - / - / -
Ht re 37 if blocked
face down, feet towards D+K,K,K... 20
L / - 27-7-27/34 - / - / -
Lt re 34 if blocked
face down, feet towards delay D+K,K,K... 20
L / - 17-3-30/27 - / - / -
Lt re 27 if blocked
face down, head towards K,K,K... 20
M / - 28-4-34/34 - / - / -
Ht re 34 if blocked
face down, head towards delay K,K,K... 20
M / - 14-3-30/34 - / - / -
Ht re 34 if blocked
face down, head towards D+K,K,K... 20
L / - 33-6-22/27 - / - / -
Lt re 27 if blocked
face down, head towards delay D+K,K,K... 20
L / - 17-2-28/27 - / - / -
Lt re 27 if blocked
RISING ATTACKS: SIDE-ROLL
-------------------------
face up, feet towards K,K,K... 20
M / - 14-4-30/34 - / - / -
Ht re 34 if blocked
face up, feet towards D+K,K,K... 20
L / - 16-5-26/37 - / - / -
Lt re 37 if blocked
face up, head towards K,K,K... 20
M / - 17-2-29/34 - / - / -
Ht re 34 if blocked
face up, head towards D+K,K,K... 20
L / - 17-3-30/35 - / - / -
Lt re 35 if blocked
face down, feet towards K,K,K... 20
M / - 14-2-33/37 - / - / -
Ht re 37 if blocked
face down, feet towards D+K,K,K... 20
L / - 17-3-30/27 - / - / -
Lt re 27 if blocked
face down, head towards K,K,K... 20
M / - 14-3-30/34 - / - / -
Ht re 34 if blocked
face down, head towards D+K,K,K... 20
L / - 17-2-28/27 - / - / -
Lt re 27 if blocked
RISING ATTACKS: FRONT-ROLL
--------------------------
face up, feet towards K,K,K... 20
M / - 14-4-30/34 - / - / -
Ht re 34 if blocked
face up, feet towards D+K,K,K... 20
L / - 16-5-26/35 - / - / -
Lt re 35 if blocked
face up, head towards K,K,K... 20
M / - 14-2-35/37 - / - / -
Ht re 37 if blocked
face up, head towards D+K,K,K... 20
L / - 17-3-30/37 - / - / -
Lt re 37 if blocked
face down, feet towards K,K,K... 20
M / - 14-2-33/37 - / - / -
Ht re 37 if blocked
face down, feet towards D+K,K,K... 20
L / - 17-3-30/27 - / - / -
Lt re 27 if blocked
face down, head towards K,K,K... 20
M / - 14-3-30/34 - / - / -
Ht re 34 if blocked
face down, head towards D+K,K,K... 20
L / - 17-2-28/27 - / - / -
Lt re 27 if blocked
RISING ATTACKS: BACK-ROLL
-------------------------
face up, feet towards K,K,K... 20
M / - 14-4-30/34 - / - / -
Ht re 34 if blocked
face up, feet towards D+K,K,K... 20
L / - 16-5-26/35 - / - / -
Lt re 35 if blocked
face up, head towards K,K,K... 20
M / - 19-2-35/37 - / - / -
Ht re 37 if blocked
face up, head towards D+K,K,K... 20
L / - 20-3-33/35 - / - / -
Lt re 35 if blocked
face down, feet towards K,K,K... 20
M / - 14-2-33/37 - / - / -
Ht re 37 if blocked
face down, feet towards D+K,K,K... 20
L / - 17-3-30/27 - / - / -
Lt re 27 if blocked
face down, head towards K,K,K... 20
M / - 14-3-30/34 - / - / -
Ht re 34 if blocked
face down, head towards D+K,K,K... 20
L / - 17-2-28/27 - / - / -
Lt re 27 if blocked
j) SHUN-DI
=-=-=-=-=-
Country: China
Sex: Male
Birthday: 1912.01.02
Blood Type: 0
Job: Herbal Doctor
Hobby: Drinking Sake
Fighting Style: Drunken Kung-Fu
* fall down stats: 1-1-30
BASIC MOVES
-----------
punch I (near) P 10
H / H*P 9-2-15 -4 / -2 / +2
- -
punch I (far) P 10
H / H*P 9-2-15 -3 / -2 / +2
- -
punch II F+P 10
H / H*P 9-2-15 -3 / -2 / +2
- -
dodging punch P+E 15
H / H*P 10-2-17 -2 / +1 / +2
- -
high kick I K 25
H / H*K 14-1-28 -6 / D / D
- -
high kick II F+K 20
H / H*K 14-1-32 -14 / D / D
Ht -
dodging kick K+E 25
H / H*K 14-1-28 -6 / D / D
- -
sidekick df+K 21
M / M*K 15-1-29 -9 / -7 / -1
Ht -
sidekick (stagger) df+K 21
M / - 15-1-29 - / +1~+11 / -
- -
dodging sidekick df+K+E 21
M / M*K 14-2-27 -9 / D / D
Ht -
low punch I D+P 8
L / L*P 10-1-15 -5 / -3 / +2
- -
low punch II d+P 11
L / L*P 16-1-14 -2 / 0 / +4
- -
low kick D+K 10
L / L*K 14-1-28 -16 / -5 / -2
Lt -
HOPPING MOVES
-------------
hopping smash d,u+P 30
M / - 42-3-22 0 / D / D
- -
hopping punch d,u,P 30
M / H*P 26-3-22 0 / D / D
- -
hopkick d,u+K 30
M / - 10-2-22 -8 / D / D
Ht -
landing sweep d,u,K 20
L / - 13-2-26 -19 / D / D
Ht -
JUMPING MOVES
-------------
jumping hammer d,U,f+P 30
M / - 16-6-43 -22 / D / D
Ht -
take-off kick d,U+K 30
M / - 10-3-62 -40 / D / D
Ht -
in-air kick d,U,K asc. 30
M / - 11-5-11 -8 / D / D
- -
landing kick d,U,K desc. 30
M / - 12-5-11 +8 / D / D
- -
jumping dropkick d,U,f+K 40
M / - 12-4-54 -39 / D / D
Ht -
backward dropkick d,U,b+K 40
M / - 12-4-44 -24 / D / D
Bt -
TURN-AROUND MOVES
-----------------
TA punch b,b+P 12
H / - 14-3-20 -8 / -7 / -3
Bt -
TA spin kick b,b+K 30
H / - 20-4-22 -11 / D / D
Bt -
TURN-TOWARDS MOVES
------------------
TT punch P 12
H / H*P 11-1-21 -7 / -6 / -2
- -
TT thrust kick P+K 15
M / M*K 12-2-32 -18 / -16 / -10
Ht -
TT thrust kick-head thrust P+K,K 25
H / - 26-3-45 - / D / D
- -
TT kick K 30
H / H*K 16-3-33/43 -21 / D / D
Ht re 43 if blocked
TT sitting punch d+P 14
L / L*P 16-2-25 -12 / -7 / 0
Ht -
TT low kick d+K 25
L / L*K 19-2-30 -12 / -5 / D
Lt -
TT butt push P+G 20{10}+30+20
Ht 10-80-1 - / - / -
- high throw, needs 5 DP
SPECIAL MOVES
-------------
punch-heelkick P,K 20
H / H*K 13-1-29 -6 / -3 / -2
- -
double punch P,P 12
H / H*P 9-2-15 -4 / -3 / +2
- -
double punch-uppercut P,P,P 15
M / H*P 18-3-27 -13 / D / D
Ht -
double punch-low kick P,P,d+K 10
L / L*K 18-2-33 -30 / -20 / -16
Ht needs 6 DP, G to fall down*
double punch-low kick-high kick P,P,d+K,K 20
H / H*K 13-2-41 -22 / D / D
Ht needs 6 DP, G to fall down*
double punch-dodge-uppercut P,P,E,P 15
M / H*P 18-3-27 -13 / D / D
Ht -
double punch-dodge-low kick P,P,E,d+K 10
L / L*K 18-2-33 -30 / -20 / -16
Ht needs 6 DP
PP-dodge-low kick-high kick P,P,E,d+K,K 20
H / H*K 13-2-41 -22 / D / D
Ht needs 6 DP
knuckle f+P 15
M / H*P 14-1-26 -10 / -8 / -4
Ht -1 DP
knuckle-hip check f+P,K 28
M / - 21-3-32/74 -10 / D / D
Ht -1 DP, re 74 if hits
knuckle-hip check (stagger) f+P,K 28
M / - 21-3-32 - / +5~+10 / -
- -1 DP
double knuckle f+P,P 13
M / elbow 19-2-32 -19 / -17 / - 13
Ht -1 DP
double knuckle-hip check f+P,P,K 28
M / - 21-3-32/74 -10 / D / D
Ht -1 DP, re 74 if hits
dbl knuckle-hip check (stagger) f+P,P,K 28
M / - 21-3-32 - / +5~+10 / -
- -1 DP
double knuckle-backfist f+P,P,P 10
H / H*P 17-2-29 -18 / -16 / -12
Ht -1 DP
dbl knuckle-backfist-hip check f+P,P,P,K 28
M / - 21-3-32/74 -10 / D / D
Ht -1 DP, re 74 if hits
dlb knuckle-bckf-hip chk (stag) f+P,P,P,K 28
M / - 21-3-32 - / +5~+10 / -
- -1 DP
old man palm FC,f+P 30
M / H*P 16-1-34 -10 / D / D
Ht -
uppercut df+P 19
M / H*P 15-2-28 -11 / -6 / -2
Ht -
uppercut-thrust punch df+P,P+K 16
H / H*P 16-2-24 -9 / -6 / -2
Ht needs 8 DP
uppercut-thrust punch-toekick df+P,P+K,K 23
M / M*K 25-2-47 - / D / D
- needs 8 DP, ground
old man knife d,df,f+P 28
M / H*P 13-3-25 -11 / D / D
Ht -
old man knife-backfist d,df,f+P,b+P 18
H / H*P 15-2-24 -7 / -4 / 0
- needs 6 DP
backfist b+P 24
H / H*P 15-3-23 -3 / +2 / +4
- -
straight punch b,f+P 8
H / H*P 9-2-22 -13 / -11 / -8
Ht -
double straight punch b,f+P,P 10
H / H*P 7-2-24 -12 / -10 / -7
Ht -
triple straight punch b,f+P,P,P 14
H / H*P 13-2-21 -8 / -5 / -1
Ht -
lunging uppercut b,df+P 23
M / H*P 16-2-33 -13 / D / D
Ht -
backpush db+P 15
L / L*P 20-2-34 -19 / -17 / -13
Lt -
backpush from crouch FC,db+P 16
L / L*P 17-2-31 -16 / -14 / -10
Lt -
backpush from crouch-sweep FC,db+P,K 15
L / sweep 28-3-65/67 -52 / D / D
Lt re 67 if blocked
hopping spin kick K+G 35
M / - 17-3-30 -20 / D / D
Ht -
hopping spin kick-push K+G,P 19
H / - 45-2-24 -7 / D / D
- -
double kick K,K 10
H / H*K 13-1-31 -19 / D / D
Ht -
double kick-backfist K,K,P 10
H / H*P 20-2-23 -12 / -10 / -6
Ht -
double kick-low backfist K,K,d+P 10
L / L*P 19-2-26 -15 / -13 / -9
Ht -
cartwheel kick f,f+K 29
M / - 18-2-37 -14 / D / D
Ht -
falldown kick b+K 24
M / M*K 17-1-36 - / - / -
- ground
spinning low kick db+K 10
L / L*K 18-2-33 -30 / -20 / -16
Ht G to fall down*
spinning low kick-high kick db+K,K 20
H / L*K 13-2-41 -24 / D / D
Ht G to fall down*
mule kick u+K 26
M / - 14-4-29 -10 / D / D
Ht -
flipover kick uf+K 35
M / - 31-3-45 - / D / D
- ground
sacrifice dropkick ub+K 30
M / - 20-4-32/33 - / D / D
- ground, re 33 if blocked
dodging cartwheel kick f+K+E 20
M / - 20-4-4 - / D / D
- 1st hit
dodging cartwheel kick f+K+E 10
M / - 3-3-30 -20 / D / D
Ht 2nd hit
thrust punch P+K 12
M / H*P 13-2-32 -19 / -18 / -14
Ht -
thrust punch-sacrifice toekick P+K,K 23
M / M*K 25-2-47 - / D / D
- ground
double fisted strike f+P+K 39
M / - 32-2-34/58 -11 / D / D
Ht +5 DP, re 58 if hits
drunken crash f,f+P+K 16
M / - 19-10-59 -47 / D / D
Ht -
single drunken sweep d+P+K 10
L / - 24-2-30/41 -30 / D / D
Lt needs 1 DP, re 41 if blocked
double drunken sweep d+P+K,K 10
L / - 23-3-28/41 -30 / D / D
Lt needs 6 DP, re 41 if blocked
triple drunken sweep d+P+K,K,K 10
L / sweep 20-3-31/41 -30 / D / D
Lt needs 7 DP, re 41 if blocked
tornado punch uf+P 30
M / H*P 24-3-38 -15 / D / D
Ht -
falling double kick db+K+G 20
H / M*K 15-2-2 - / D / D
- 1st hit
retreating double fisted strike ub+P+K 30
M / - 42-3-22 - / D / D
- ground
scorpion kick d+K+G 25
M / - 22-1-43 -21 / D / D
Ht -
falling double kick db+K+G 15
H / - 9-4-14 - / - / -
- 2nd hit, ground
retreating hopping kick b+K+G 20
M / M*K 15-30-34 - / D / D
- -
sweep (near) D or df+K+G 20~30
L / L*K 25-4-42/50 -33 / D / D
Lt re 50 if blocked
sweep (far) D or df+K+G 20~30
L / L*K 25-4-42/50 -27 / D / D
Lt re 50 if blocked
drink d+P+K+G -
- 1-1-49 - / - / -
- +1 DP
backward dodge-dbl fist strike b+P+E 30
H / H*P 19-4-28 -7 / D / D
- -
retreating backward swipe b+E,P 15
H / H*P 10-2-17 -1 / 0 / +5
- -
backward dodge-swipe ub+E,P 20
H / H*P 9-4-18 -2 / +1 / +7
- -
backward dodge-dbl fist strike ub+E,P+K 30
H / - 19-4-28 +7 / D / D
- -
MOVES FROM SITTING POSITION
---------------------------
lie down from sitting position d,d -
- 1-19-88 - / - / -
- -
flipover kick K 20
M / - 22-3/22-41/18/49 -25 / D / D
Ht co 22 and re 18 if hits, re 49 if blocked
low kick & stand up d+K 12
L / - 14-3-42 -37 / D / D
Lt -
drink & stand up P+K+G -
- 1-120-1 - / - / -
- +3 DP
MOVES FROM LYING POSITION
-------------------------
thrust kick K 18
M / M*K 14-2-43 -33 / -24 / -20
Ht -
thrust kick-punch K,P 15
H / H*P 12-1-32 -18 / -14 / -13
Ht -
thrust kick-punch-sacr. kick K,P,K 24
M / M*K 17-1-36 - / - / -
- ground
thrust kick-punch-low kick K,P,d+K 10
L / L*K 18-2-33/41 -30 / -20 / -16
Ht needs 10 DP, re 41 if blocked, G to fall down*
thrust kick-P-low K-high kick K,P,d+K,K 20
H / H*K 13-2-41 -22 / D / D
Ht needs 10 DP, G to fall down*
sweep & stand up d+K 24
L / L*K 24-6-37/49 -20 / D / D
Ht re 49 if blocked
rollover scissor kicks F+K 10
L / - 24-3-3 - / - / -
- 1st hit
rollover scissor kicks F+K 16
L / - 2-4-41 -73 / D / D
Ht -
MOVES FROM HANDSTAND
--------------------
hop forward f -
- / - 1-29-1 - / - / -
- -
hop backward b -
- / - 1-39-5 - / - / -
- -
handstand kicks K 30
M / - 11-19-26 - / D / D
- -
rolling elbow smash P+K 24
M / elbow 34-4-27 -8 / -5 / -1
Ht -
flipover mule kick K+G 25
M / - 34-3-20/42 0 / D / D
- re 42 if blocked
frankensteiner P+G 50
Ht 15; 1-98-1/75 - / - / -
- high catch throw, re 75 if missed
RUNNING MOVES
-------------
running cartwheel f,F or F+E,K 29
M / - 18-2-37 -14 / D / D
Ht -
MOVEMENT
--------
backflip d,ub -
- 1-1-45 - / - / -
- -
retreating dodge b+E -
- 1-12-17 - / - / -
- -
backward dodge ub+E -
- 1-12-23 - / - / -
- -
advancing dodge uf+E -
- 1-6-16 - / - / -
- -
sit down d,d -
- 1-28-2 - / - / -
- -
lie down b,db,d,df,f -
- 1-33-72 - / - / -
- -
handstand f,df,d,db,b -
- 1-42-2 - / - / -
- -
backflip into handstand u+P+K -
- 1-38-4 - / - / -
- -
THROWS
------
dances with punches P+G 10+10+10+20
Ht 10-169{167}-1 - / - / -
- high throw, +5 DP
rollover throw df+P+G 0
Ht 10-49{50}-1 - / +13{+12} / -
- high throw
elbow smash throw b+P+G 20+30{25}
Ht 20-80-1 - / - / -
- high throw, ground
switch & kick throw b,df+P+G 40
Ht 10-72-1 - / +8 / -
- high throw, needs 6 DP
butt push into the wall b+P+G 40+20
Ht 43-197-1 - / - / -
- wall throw, opponent's back to wall
hip check throw P+G 40
Ht 10-107-1 - / - / -
- high-side throw
tidy bowl throw P+G 7+4+2+4+4+4+4+2+9
Ht 20-306-1 - / - / -
- high-back throw, +5 DP
POUNCES
-------
spinning elbow drop df+P 12
G 19-3-49 - / - / -
- -
somersault splash (forward) u+P 30
G 38-5-51/66 - / - / -
- re 66 if hits
somersault splash (backward) u+P 30
G 38-2-56/66 - / - / -
- re 66 if hits
roll & elbow drop (forward) d,U+P 30
G 38-4-65/77 - / - / -
- ground, re 77 if hits
roll & elbow drop (backward) d,U+P 30
G 39-5-79/59 - / - / -
- ground, re 59 if hits
ret. double fisted sacr. strike UB+P 20
G 55-2-21 - / - / -
- ground
adv. double fisted sarc. strike UF+P 20
G 46-4-15 - / - / -
- ground
RISING ATTACKS: IN-PLACE
------------------------
face up, feet towards K,K,K... 20
M / - 24-5-42/34 - / - / -
Ht re 34 if blocked
face up, feet towards delay K,K,K... 20
M / - 14-4-30/34 - / - / -
Ht re 34 if blocked
face up, feet towards D+K,K,K... 20
L / - 33-3-25/27 - / - / -
Lt re 27 if blocked
face up, feet towards delay D+K,K,K... 20
L / - 16-5-26/35 - / - / -
Lt re 35 if blocked
face up, head towards K,K,K... 20
M / - 34-2-21/37 - / - / -
Ht re 37 if blocked
face up, head towards delay K,K,K... 20
M / - 14-2-35/37 - / - / -
Ht re 37 if blocked
face up, head towards D+K,K,K... 20
L / - 34-4-21/27 - / - / -
Lt re 27 if blocked
face up, head towards delay D+K,K,K... 20
L / - 17-3-30/37 - / - / -
Lt re 37 if blocked
face down, feet towards K,K,K... 20
M / - 29-3-27/37 - / - / -
Ht re 37 if blocked
face down, feet towards delay K,K,K... 20
M / - 14-3-33/37 - / - / -
Ht re 37 if blocked
face down, feet towards D+K,K,K... 20
L / - 29-5-25/27 - / - / -
Lt re 27 if blocked
face down, feet towards delay D+K,K,K... 20
L / - 17-3-30/27 - / - / -
Lt re 27 if blocked
face down, head towards K,K,K... 20
M / - 14-3-30/34 - / - / -
Ht re 34 if blocked
face down, head towards delay K,K,K... 20
M / - 14-3-30/34 - / - / -
Ht re 34 if blocked
face down, head towards D+K,K,K... 20
L / - 33-6-22/27 - / - / -
Lt re 27 if blocked
face down, head towards delay D+K,K,K... 20
L / - 17-2-28/27 - / - / -
Lt re 27 if blocked
RISING ATTACKS: SIDE-ROLL
-------------------------
face up, feet towards K,K,K... 20
M / - 14-4-30/34 - / - / -
Ht re34 if blocked
face up, feet towards D+K,K,K... 20
L / - 16-5-26/35 - / - / -
Lt re 35 if blocked
face up, head towards K,K,K... 20
M / - 17-3-28/37 - / - / -
Ht re 37 if blocked
face up, head towards D+K,K,K... 20
L / - 17-3-30/37 - / - / -
Lt re 37 if blocked
face down, feet towards K,K,K... 20
M / - 14-2-33/37 - / - / -
Ht re 37 if blocked
face down, feet towards D+K,K,K... 20
L / - 17-3-30/27 - / - / -
Lt re 27 if blocked
face down, head towards K,K,K... 20
M / - 14-3-30/34 - / - / -
Ht re 34 if blocked
face down, head towards D+K,K,K... 20
L / - 17-2-28/27 - / - / -
Lt re 27 if blocked
RISING ATTACKS: FRONT-ROLL
--------------------------
face up, feet towards K,K,K... 20
M / - 14-4-30/34 - / - / -
Ht re 34 if blocked
face up, feet towards D+K,K,K... 20
L / - 16-5-26/35 - / - / -
Lt re 35 if blocked
face up, head towards K,K,K... 20
M / - 14-2-35/37 - / - / -
Ht re 37 if blocked
face up, head towards D+K,K,K... 20
L / - 17-3-30/37 - / - / -
Lt re 37 if blocked
face down, feet towards K,K,K... 20
M / - 14-2-33/37 - / - / -
Ht re 37 if blocked
face down, feet towards D+K,K,K... 20
L / - 17-3-30/27 - / - / -
Lt re 27 if blocked
face down, head towards K,K,K... 20
M / - 14-3-30/34 - / - / -
Ht re 34 if blocked
face down, head towards D+K,K,K... 20
L / - 17-2-28/27 - / - / -
Lt re 27 if blocked
RISING ATTACKS: BACK-ROLL
-------------------------
face up, feet towards K,K,K... 20
M / - 14-4-30/34 - / - / -
Ht re 34 if blocked
face up, feet towards D+K,K,K... 20
L / - 16-5-26/35 - / - / -
Lt re 35 if blocked
face up, head towards K,K,K... 20
M / - 19-2-35/37 - / - / -
Ht re 37 if blocked
face up, head towards D+K,K,K... 20
L / - 20-3-33/37 - / - / -
Lt re 37 if blocked
face down, feet towards K,K,K... 20
M / - 14-2-33/37 - / - / -
Ht re 37 if blocked
face down, feet towards D+K,K,K... 20
L / - 17-3-30/27 - / - / -
Lt re 27 if blocked
face down, head towards K,K,K... 20
M / - 14-3-30/34 - / - / -
Ht re 34 if blocked
face down, head towards D+K,K,K... 20
L / - 17-2-28/27 - / - / -
Lt re 27 if blocked
k) TAKA-ARASHI
=-=-=-=-=-=-=-
Country: Japan
Sex: Male
Birthday: 1968.11.11
Blood Type: 0
Job: Sumo-Wrestler
Hobby: Shougi
Fighting Style: Sumo
BASIC MOVES
-----------
slap (near) P 10
H / H*P 12-2-17 -6 / -4 / +2
- -
slap (far) P 10
H / H*P 12-2-17 -6 / -4 / 0
- -
dodging slap P+E 10
H / H*P 12-2-17 -6 / -4 / 0
- -
high kick K 30
H / H*K 17-2-26 -3 / D / D
- -
dodging high kick K+E 30
M / M*K 17-2-26 -14 / D / D
Ht -
low slap d+P 10
L / L*P 12-1-20 -8 / -6 / 0
Lt -
low kick d+K 20
L / L*K 15-3-43 -15 / -6 / +1
Ht -
HOPPING MOVES
-------------
hopping smash u+P 30
M / - ?-?-? -12 / D / D
Ht -
hopping punch d,u+P 20
M / - ?-?-? -7 / -3 / +1
- -
hopkick u+K 20
M / - ?-?-? -10 / -6 / -2
Ht -
JUMPING MOVES
-------------
jumping smash d,U+P 30
M / - ?-?-? -2 / D / D
Ht -
TURN-TOWARDS MOVES
------------------
TT slap P 12
H / H*P 16-2-20 -7 / -6 / -2
- -
TT kick K 36
H / H*K 18-2-38 -14 / -6 / -2
- -
TT low slap d+P 12
L / L*P 20-2-29 -16 / D / D
Lt -
TT low kick d+K 25
L / L*K 21-2-44 -11 / D / D
Ht -
SPECIAL MOVES
-------------
double slap P,P 10
H / H*P 10-2-17 -11 / -11 / 0
Ht -
three slaps rush P,P,P 10
H / H*P 8-2-17 -10 / -4 / 0
Ht -
double slap-dashing slap P,P,f+P 20~65
M / H*P 12-1-28/35 -14 / D / D
Ht -1 DP, re 35 if blocked
four slaps rush P,P,P,P 10
H / H*P 8-2-17 -10 / -4 / 0
Ht -
five slaps rush P,P,P,P,P 10
H / H*P 8-2-17 -10 / -4 / 0
Ht -
six slaps rush P,P,P,P,P,P 10
H / H*P 8-2-19 -12 / -6 / 0
Ht -
five slaps rush-head thrust P,P,P,P,P,f+P 24
H / - 18-3-30 -10 / -6 / -3
Ht -
elbow f+P 19
M / elbow 12-2-26 -9 / -6 / +2
Ht -
elbow (stagger) f+P 19
M / - 12-2-26 - / +7~+11 / -
- -
elbow-hammer f+P,P 30
M / - 28-4-39 -18 / D / D
Ht -
elbow-toss throw f+P,f,b+P+G 80{70}
Hit 10-101{147}-1 - / - / -
- hit throw
dashing slap FC,f+P 20~65
M / H*P 12-1-28/35 -14 / D / D
Ht -1 DP, re 35 if blocked
sumo thrust f,f+P 20~30
M / - 12-1-34 -14 / D / D
Ht -
sumo thrust-punch f,f+P,P 14
H / H*P 13-3-25 -12 / -9 / -5
Ht -
sumo thrust-double punch f,f+P,P,P 14
H / H*P 8-2-25 -12 / -7 / 0
Ht -
uppercut df+P 21
M / H*P 13-3-24 -10 / -3 / +1
Ht -
uppercut-slap df+P,P 10
H / H*P 12-2-17 -6 / -4 / 0
- -
uppercut-choke throw df+P,f+P+G 60{50}
Hit 10-127{137}-1 - / - / -
- hit throw, requires MC
rising uppercut df,df+P 30
M / H*P 21-3-32 -13 / D / D
Ht -
single palm b+P 28
M / H*P 18-2-21 -3 / D / D
- -
single palm (stagger) b+P 28
M / - 18-2-21 - / +1 / -
- -
two-handed sumo thrust b,f+P 20~70
M / - 15-7-37/44 -20 / D / D
Ht re 44 if blocked
double palm (near) FC,b,f+P 20~70
M / - 20-4-42/44 -21 / D / D
Ht re 44 if blocked
double palm (far) FC,b,f+P 20~70
M / - 20-4-42/44 -32 / D / D
Ht re 44 if blocked
shot knee f+K 26
M / knee 14-1-36 -11 / D / D
Ht -
heel drop b+K 40
M / L*K 39-7-40/54 -21 / D / D
Ht opponent must be standing, re 54 if blocked
beatknuckle P+K 29
M / H*P 18-2-36 -10 / D / D
Ht -1 DP
thrust palm f+P+K 10
M / H*P 14-1-21 -11 / -9 / -2
Ht -
double thrust palm f+P+K,P 10
M / H*P 12-1-18 -6 / -4 / 0
- -
triple thrust palm f+P+K,P,P 10
M / H*P 9-2-18 -10 / -6 / 0
Ht -
super two-handed uppercut df+P+K 38
M / - 22-2-37 -14 / D / D
Ht -
two-handed uppercut DF+P+K 28
M / - 15-4-25 -14 / D / D
Ht -
dodging hammer b+P+K 25
M / - 18-4-31 -12 / D / D
Ht -
low swipe d+P+K 15
L / L*P 17-2-30 -15 / -15 / -13
Lt -
double low swipe D+P+K,P+K 10
L / L*P 17-2-32 -20 / D / D
Lt -
overhead chop db+P+K 21
M / H*P 16-2-28 -9 / +1 / +11
Ht crouch
cat's trick P+K+G 5
M / - 15-1-25 -12 / -7 / -7
Ht -3 DP
low cat's trick d+P+K+G 5
L / - 15-1-30 -22 / -7 / -7
Ht -3 DP
RUNNING MOVES
-------------
running thrust (near) f,F or F+E,P+K 20~70
M / - 10-7-24/44 -10 / D / D
Ht re 44 if blocked
running thrust (far) f,F or F+E,P+K 20~70
M / - 10-7-24/44 -7 / D / D
Ht re 44 if blocked
THROWS
------
hip toss P+G 50{60}
Ht 15-105-1 - / - / -
- high throw
grab f+P+G 0
Ht 20-10-131 - / - / -
- high throw (1)
= suplex P+G 60
Ht 1-85-42 - / - / -
- = link (2)
= trip d+P+G 60
Ht 10-70-21 - / - / -
- = link (2)
= turnover throw b+P+G 60
Ht 10-47-64 - / - / -
- = link (2)
bear hug & splash f,f+P+G 55
Ht 30-79{167}-83{1} - / - / -
- high throw
face thrust df+P+G 60{55}
Ht 20-42{48}-56{78} - / - / -
- high throw
sumo toss FC,b+P+G 70{65}
Ht 10-128{150}-1 - / - / -
- high throw
headrocker b,db,d,df,f+P+G 5+10+15+20+30
Ht 10-197-1 - / - / -
- high throw
catch b,f+P+G 0
Ht 13; 30-1-130/55 - / - / -
- high-catch throw, re 55 if missed (1)
= turnover throw P+G 60
Ht 10-53-68 - / - / -
- = link (2)
= pushdown d+P+G 70
Ht 10-132-1 - / - / -
- = link (2)
= hip throw db+P+G 60
Ht 10-125{147}-1 - / - / -
- = link (2)
= reaping throw b+P+G 75
Ht 10-71-30 - / - / -
- = link (2)
head grab & trip db+P+G 65
Ht 20-80-15 - / - / -
- high throw
opening cat's trick P+K+G 1
Ht 15; 1-34-1/47 - / - / -
- high-catch throw, re 47 if missed
vicious face thrust P+G 50
Ht 30-57-39 - / - / -
- high-side throw
lift up & slam P+G 70
Ht 10-130-1 - / - / -
- high-back throw
wall hip toss P+G 60
Ht 76-84-1 - / - / -
- wall throw, Taka's back to wall
triple wall smash f,f+P+G 20+20+20
Ht 90-200-1 - / - / -
- wall throw, opponent's back to wall
side suplex df+P+K+G 60
Lt 20-105-1 - / - / -
- low throw
hanging drop & stumble P+K+G 80{70}+10
Lt 20-205-1 - / - / -
- low-back throw, up to 2 secs into round
opening low cat's trick d+P+K+G 1
Lt 13; 1-34-1/50 - / - / -
- low-catch throw, re 50 if missed, up to 2 secs
into round
POUNCES
-------
ground slap df+P 6
G 28-2-46 - / - / -
- -
double ground slap df+P,P 10
G 21-2-43 - / - / -
- -
heel drop b+K 18
G 39-7-40/44 - / - / -
- re 44 if hits
stomp df+K 15
G 35-1-53 - / - / -
- -
jumping butt splash (forward) d,U+P 40
G ?-?-? - / - / -
- -
jumping butt splash (backward) d,U+P 40
G ?-?-? - / - / -
- -
RISING ATTACKS: IN-PLACE
------------------------
face up, feet towards K,K,K... 20
M / - 36-3-31 - / - / -
Ht -
face up, feet towards delay K,K,K... 20
M / - 14-4-33 - / - / -
Ht -
face up, feet towards D+K,K,K... 20
L / - 32-5-22/27 - / - / -
Lt re 27 if blocked
face up, feet towards delay D+K,K,K... 20
L / - 17-4-32 - / - / -
Lt -
face up, head towards K,K,K... 20
M / - 46-2-28 - / - / -
Ht -
face up, head towards delay K,K,K... 20
M / - 14-4-33 - / - / -
Ht -
face up, head towards D+K,K,K... 20
L / - 32-5-22/27 - / - / -
Lt re 27 if blocked
face up, head towards delay D+K,K,K... 20
L / - 17-4-33 - / - / -
Lt -
face down, feet towards K,K,K... 20
M / - 43-3-31 - / - / -
Ht -
face down, feet towards delay K,K,K... 20
M / - 14-3-37 - / - / -
Ht -
face down, feet towards D+K,K,K... 20
L / - 32-5-22/27 - / - / -
Lt re 27 if blocked
face down, feet towards delay D+K,K,K... 20
L / - 17-4-33 - / - / -
Lt -
face down, head towards K,K,K... 20
M / - 34-4-33 - / - / -
Ht -
face down, head towards delay K,K,K... 20
M / - 17-4-33 - / - / -
Ht -
face down, head towards D+K,K,K... 20
L / - 32-5-22/27 - / - / -
Lt re 27 if blocked
face down, head towards delay D+K,K,K... 20
L / - 17-4-32 - / - / -
Lt -
RISING ATTACKS: SIDE-ROLL
-------------------------
face up, feet towards K,K,K... 20
M / - 14-4-33 - / - / -
Ht -
face up, feet towards D+K,K,K... 20
L / - 32-5-22/27 - / - / -
Lt re 27 if blocked
face up, head towards K,K,K... 20
M / - 14-3-37 - / - / -
Ht -
face up, head towards D+K,K,K... 20
L / - 32-5-22/27 - / - / -
Lt re 27 if blocked
face down, feet towards K,K,K... 20
M / - 14-3-37 - / - / -
Ht -
face down, feet towards D+K,K,K... 20
L / - 32-5-22/27 - / - / -
Lt re 27 if blocked
face down, head towards K,K,K... 20
M / - 14-4-33 - / - / -
Ht -
face down, head towards D+K,K,K... 20
L / - 32-5-22/27 - / - / -
Lt re 27 if blocked
RISING ATTACKS: FRONT-ROLL
--------------------------
face up, feet towards K,K,K... 20
M / - 14-4-33 - / - / -
Ht -
face up, feet towards D+K,K,K... 20
L / - 32-5-22/27 - / - / -
Lt re 27 if blocked
face up, head towards K,K,K... 20
M / - 14-3-37 - / - / -
Ht -
face up, head towards D+K,K,K... 20
L / - 32-5-22/27 - / - / -
Lt re 27 if blocked
face down, feet towards K,K,K... 20
M / - 14-3-37 - / - / -
Ht -
face down, feet towards D+K,K,K... 20
L / - 32-5-22/27 - / - / -
Lt re 27 if blocked
face down, head towards K,K,K... 20
M / - 14-4-33 - / - / -
Ht -
face down, head towards D+K,K,K... 20
L / - 32-5-22/27 - / - / -
Lt re 27 if blocked
RISING ATTACKS: BACK-ROLL
-------------------------
face up, feet towards K,K,K... 20
M / - 14-4-33 - / - / -
Ht -
face up, feet towards D+K,K,K... 20
L / - 32-5-22/27 - / - / -
Lt re 27 if blocked
face up, head towards K,K,K... 20
M / - 14-3-37 - / - / -
Ht -
face up, head towards D+K,K,K... 20
L / - 32-5-22/27 - / - / -
Lt re 27 if blocked
face down, feet towards K,K,K... 20
M / - 14-3-37 - / - / -
Ht -
face down, feet towards D+K,K,K... 20
L / - 32-5-22/27 - / - / -
Lt re 27 if blocked
face down, head towards K,K,K... 20
M / - 14-4-33 - / - / -
Ht -
face down, head towards D+K,K,K... 20
L / - 32-5-22/27 - / - / -
Lt re 27 if blocked
l) WOLF HAWKFIELD
=-=-=-=-=-=-=-=-=
Country: Canada
Sex: Male
Birthday: 1966.02.08
Blood Type: 0
Job: Woodsman
Hobby: Karaoke
Fighting Style: Pro Wrestling
BASIC MOVES
-----------
punch I P 14
H / H*P 12-2-13 0 / +3 / +8
- -
punch II F+P 14
H / H*P 12-2-13 +1 / +3 / +8
- -
dodging punch P+E 14
H / H*P 12-2-13 0 / +3 / +8
- -
roundhouse K 30
H / H*K 16-2-23 +1 / D / D
- -
dodging kick K+E 30
H / H*K 16-2-23 0 / D / D
- -
sidekick df+K 28
M / M*K 16-2-37 -14 / D / D
Ht -
dodging sidekick df+K+E 28
M / M*K 16-2-37 -14 / D / D
Ht -
low punch I D+P 9
L / L*P 10-1-14 -2 / -1 / +2
- -
low punch II d+P 11
L / L*P 16-1-14 -2 / 0 / +4
- -
low kick d+K 17
L / L*K 16-1-28 -12 / -3 / +2
Lt -
low kick & cancel d+K+G 17
L / L*K 16-1-28 -12 / -3 / +1
Lt -
HOPPING MOVES
-------------
hopping hammer u+P 30
M / - 34-4-27 -5 / D / D
- -
hopping kick d,u+K 30
M / - 39-4-28 -9 / D / D
Ht -
hopping kick & cancel u+K+G 30
M / - 39-4-28 -9 / D / D
Ht -
hopkick d,u,K asc. 30
M / - 10-2-25 -7 / D / D
- -
landing sidekick d,u,K desc. 30
M / - 10-2-22 -6 / -3 / +3
- -
JUMPING MOVES
-------------
jumping hammer d,U,f+P 30
M / - 21-6-43 -22 / D / D
Ht -
take-off kick d,U+K 36
M / - 4-5-61 -30 / D / D
Ht -
in-air kick d,U,K asc. 30
M / - 10-2-28 -5 / D / D
- -
landing kick d,U,K desc. 30
M / - 11-5-11 +9 / D / D
- -
jumping dropkick d,U,f+K 50
M / - 12-4-45 - / D / D
- -
backward dropkick d,U,b+K 48
M / - 12-3-45 -23 / D / D
Bt -
TURN-TOWARDS MOVES
------------------
TT punch P 12
H / H*P 11-1-21 -7 / -6 / -1
- -
TT kick K 36
H / H*K 14-3-26 -3 / D / D
- -
TT smash d+P 30
L / H*P 15-3-23 -9 / D / D
Ht -
TT low dropkick d+K 36
L / L*K 17-1-39 -16 / D / D
Ht -
SPECIAL MOVES
-------------
punch-kick P,K 20
H / H*K 12-2-25 -1 / +3 / +1
- -
double punch P,P 14
H / H*P 9-1-19 -5 / -2 / +3
- -
double punch-uppercut P,P,P 24
M / H*P 18-2-29 -8 / -5 / D
Ht -
double punch-elbow P,P,f+P 16
H / H*P 12-2-25 -10 / -8 / -2
Ht -
double punch-elbow-swat P,P,f+P,b+P 20
H / H*P 13-3-31 -7 / D / D
- -
double punch-elbow-low throw P,P,f+P,db+P+K+G 70
Lt 20-163-1 - / - / -
- low throw
body blow f+P 14
M / H*P 15-2-24 -11 / -8 / -3
Ht -
body blow-overhead smash f+P,P 20
H / H*P 18-2-37 -20 / D / D
Ht -
upward lift FC,f+P 30
M / - 14-3-39 -17 / D / D
Ht -
screw shot f,df,d,db,b+P 20
M / elbow 12-2-31 -14 / -10 / +5
Ht -
screw shot (stagger) f,df,d,db,b+P 20
M / - 12-2-31 - / +9 / -
- -
screw lariat f,df,d,db,b+P,P 20
H / - 23-2-25 -8 / D / D
Ht -
uppercut (near) df+P 24
M / H*P 14-2-25 -8 / -5 / D
Ht -
uppercut (far) df+P 24
M / H*P 18-2-29 -6 / -1 / D
- -
uppercut from crouch DF+P 22
M / H*P 14-2-23 -6 / -1 / +5
- -
elbow drop b+P 20
H / H*P 13-3-31 -6 / D / D
- -
shoulder ram (near) b,f+P 20~70
M / - 19-5-35 -15 / D / D
Ht -
shoulder ram (far) b,f+P 20~70
M / - 19-5-35 -15 / -11 / D
Ht -
hook punch db+P 19
M / elbow 12-1-27 -8 / -6 / -1
Ht -
hook punch (stagger) db+P 19
M / - 12-1-27 - / +1~+7 / -
- -
tomahawk chop uf+P 15
M / - 18-2-17 -2 / 0 / +5
- -1 DP
tomahawk chop-throw uf+P,f+P+G 60
Hit 1-1-86 - / - / -
- hit throw
attack lariat f+P+E 40
H / - 24-16-31 - / D / D
- unblockable
double kick K,K 20
H / H*K 21-2-34 -17 / D / D
Ht -
knee f+K 30
M / knee 15-2-30 -11 / D / D
Ht -
low dropkick f,d+K 20
L / L*K 16-1-49 -32 / D / D
Lt -
dropkick uf+K 35
M / - 23-5-29/76 - / D / D
- ground if missed, re 76 if blocked/missed
back chop P+K 24
H / H*P 21-2-26 -5 / -2 / D
- -
arrow knuckle d+P+K 20
M / H*P 13-2-30 -13 / +2 / +2
Ht crouch
tomahawk flash f+P+K 20
H / H*P 15-3-23 -7 / +8 / +8
- -2 DP
grizzly lariat df+P+K 20
L / L*P 18-4-33 -28 / D / D
Ht -
short shoulder b,f+P+K 30
M / - 17-4-30 -11 / D / D
Ht ground
falling scissor kick K+G 36
H / - 20-4-37 - / D / D
- ground
ballet kick f+K+G 30
M / H*K 21-2-37 -14 / D / D
Ht -
flying knee kick f,f+K+G 30
H / - 23-6-48 -28 / D / D
Ht ground
front roll kick b,f+K+G 30
M / - 34-3-28 - / D / D
- ground, opponent must be standing
RUNNING MOVES
-------------
running shoulder ram (near) f,F or F+E,P+K 20~35
M / - 20-3-29 -11 / D / D
Ht -
running shoulder ram (far) f,F or F+E,P+K 20~35
M / - 20-3-29 -9 / D / D
Ht -
THROWS
------
backfall suplex P+G 60{65}
Ht 20-120-1 - / - / -
- high throw, ground
wrist lock swing f,df,d,db,b+P+G 80
Ht 145-60-1 - / - / -
- high throw
body slam df+P+G 50{55}
Ht 20-159-1 - / - / -
- high throw
steiner screwdriver df,df+P+G 80{90}
Ht 20-194{204}-1 - / - / -
- high throw
giant swing b,db,d,df,f+P+G 100
Ht 20-220{235}-1 - / - / -
- high throw
catch f+P+G 0
Ht 16; 1-0-55 - / - / -
- high-catch throw (1)
= front suplex b+P+G 60
Ht 20-91-1 - / - / -
- = link (2), ground
= neck chantry db+P+G 60
Ht 10-1-113 - / - / -
- = link (2)
= push df+P+G 0
Ht 10-72-1 - / +20 / -
- = link (2)
= power bomb P+G 20+40
Ht 20-220-1 - / - / -
- = link (2)
= change f+P+G 0
Ht 1-49-1 - / - / -
- = link (2)
== tiger suplex b+P+G 70
Ht 1-160-1 - / - / -
- == link (3)
== shove & grind df+P+G 65
Ht 1-117-1 - / - / -
- == link (3)
== push f+P+G 0
Ht 40-1-100 - / +5~+22 / -
- == link (3)
== german suplex P+G 60
Ht 1-142-1 - / - / -
- == link (3)
arm whip takedown f,f+P+G 50
Ht 19; 1-111-1/63 - / - / -
- high-catch throw, re 63 if missed
frankensteiner uf+P+G 60
Ht 17; 1-98-1/73 - / - / -
- high-catch throw, re 73 & ground if missed
leg takedown P+G 50
Ht 15-119-1 - / - / -
- high-side throw
arm extension b,f or f,b+P+G 60
Ht 10-81-1 - / - / -
- high-side throw
german suplex P+G 70
Ht 20-157-1 - / - / -
- high-back throw
dragon suplex b+P+G 80
Ht 20-150-1 - / - / -
- high-back throw
lock & swing into wall f,df,d,db,b+P+G 80
Ht 1-145-53 - / - / -
- wall throw, opponent's back to wall
wall body slam df+P+G 30+50
Ht 103-97-1 - / - / -
- wall throw, opponent's back to wall
tiger drop df+P+K+G 70
Lt 20-160-1 - / - / -
- low throw
side suplex d+P+K+G 60
Lt 20-90-1 - / - / -
- low throw
double-arm suplex db+P+K+G 70
Lt 20-163-1 - / - / -
- low throw
arm lock & break P+K+G 20+50
Lt 10-156-1 - / - / -
- low-side throw
low german suplex P+K+G 80
Lt 20-150-1 - / - / -
- low-back throw
ground pickup (over the head) d+P+G 0
Gt 1-120-1/80 - / -5~+11 / -
- ground throw, re 80 if missed
ground pickup (over the legs) d+P+G 0
Gt 1-109-1/80 - / -5~+11 / -
- ground throw, re 80 if missed
REVERSALS
---------
high kick reversal b+P+K 40
H 20-125-1 - / - / -
- -
midkick reversal db+P+K 30
M 15-85-1 - / - / -
- -
POUNCES
-------
elbow drop df+P 15
G 29-2-50 - / - / -
- -
jumping elbow drop u+P 30
G 39-3-23/72 - / - / -
- ground if missed, re 72 if hits
heavy elbow drop d,U+P 40
G 39-3-23/72 - / - / -
- ground if missed, re 72 if hits
front roll pounce b,f+K+G 18
G 34-3-28 - / - / -
- -
back splash u+K 16
G 32-3-76/61 - / - / -
- re 61 if hits
RISING ATTACKS: IN-PLACE
------------------------
face up, feet towards K,K,K... 20
M / - 34-6-17/34 - / - / -
Ht re 34 if blocked
face up, feet towards delay K,K,K... 20
M / - 14-4-30/34 - / - / -
Ht re 34 if blocked
face up, feet towards D+K,K,K... 20
L / - 32-5-22/27 - / - / -
Lt re 27 if blocked
face up, feet towards delay D+K,K,K... 20
L / - 16-5-26/35 - / - / -
Lt re 35 if blocked
face up, head towards K,K,K... 20
M / - 34-2-21/37 - / - / -
Ht re 37 if blocked
face up, head towards delay K,K,K... 20
M / - 14-2-35/37 - / - / -
Ht re 37 if blocked
face up, head towards D+K,K,K... 20
L / - 34-4-21/27 - / - / -
Lt re 27 if blocked
face up, head towards delay D+K,K,K... 20
L / - 17-3-30/37 - / - / -
Lt re 37 if blocked
face down, feet towards K,K,K... 20
M / - 29-2-27/37 - / - / -
Ht re 37 if blocked
face down, feet towards delay K,K,K... 20
M / - 14-2-33/37 - / - / -
Ht re 37 if blocked
face down, feet towards D+K,K,K... 20
L / - 30-3-26/27 - / - / -
Lt re 27 if blocked
face down, feet towards delay D+K,K,K... 20
L / - 17-3-30/27 - / - / -
Lt re 27 if blocked
face down, head towards K,K,K... 20
M / - 14-3-30/34 - / - / -
Ht re 34 if blocked
face down, head towards delay K,K,K... 20
M / - 14-3-30/34 - / - / -
Ht re 34 if blocked
face down, head towards D+K,K,K... 20
L / - 32-4-35/27 - / - / -
Lt re 27 if blocked
face down, head towards delay D+K,K,K... 20
L / - 17-2-28/27 - / - / -
Lt re 27 if blocked
RISING ATTACKS: SIDE-ROLL
-------------------------
face up, feet towards K,K,K... 20
M / - 14-4-30/34 - / - / -
Ht re 34 if blocked
face up, feet towards D+K,K,K... 20
L / - 16-5-26/35 - / - / -
Lt re 35 if blocked
face up, head towards K,K,K... 20
M / - 17-3-28/37 - / - / -
Ht re 37 if blocked
face up, head towards D+K,K,K... 20
L / - 17-3-30/37 - / - / -
Lt re 37 if blocked
face down, feet towards K,K,K... 20
M / - 14-2-33/37 - / - / -
Ht re 37 if blocked
face down, feet towards D+K,K,K... 20
L / - 17-3-30/27 - / - / -
Lt re 27 if blocked
face down, head towards K,K,K... 20
M / - 14-3-30/34 - / - / -
Ht re 34 if blocked
face down, head towards D+K,K,K... 20
L / - 17-2-28/27 - / - / -
Lt re 27 if blocked
RISING ATTACKS: FRONT-ROLL
--------------------------
face up, feet towards K,K,K... 20
M / - 14-4-30/34 - / - / -
Ht re 34 if blocked
face up, feet towards D+K,K,K... 20
L / - 16-5-26/35 - / - / -
Lt re 35 if blocked
face up, head towards K,K,K... 20
M / - 14-2-35/37 - / - / -
Ht re 37 if blocked
face up, head towards D+K,K,K... 20
L / - 17-3-30/37 - / - / -
Lt re 37 if blocked
face down, feet towards K,K,K... 20
M / - 14-2-33/37 - / - / -
Ht re 37 if blocked
face down, feet towards D+K,K,K... 20
L / - 17-3-30/27 - / - / -
Lt re 27 if blocked
face down, head towards K,K,K... 20
M / - 14-3-30/34 - / - / -
Ht re 34 if blocked
face down, head towards D+K,K,K... 20
L / - 17-2-28/27 - / - / -
Lt re 27 if blocked
RISING ATTACKS: BACK-ROLL
-------------------------
face up, feet towards K,K,K... 20
M / - 14-4-30/34 - / - / -
Ht re 34 if blocked
face up, feet towards D+K,K,K... 20
L / - 16-5-26/35 - / - / -
Lt re 35 if blocked
face up, head towards K,K,K... 20
M / - 19-2-35/37 - / - / -
Ht re 37 if blocked
face up, head towards D+K,K,K... 20
L / - 17-3-30/37 - / - / -
Lt re 37 if blocked
face down, feet towards K,K,K... 20
M / - 14-2-33/37 - / - / -
Ht re 37 if blocked
face down, feet towards D+K,K,K... 20
L / - 17-3-30/27 - / - / -
Lt re 27 if blocked
face down, head towards K,K,K... 20
M / - 14-3-30/34 - / - / -
Ht re 34 if blocked
face down, head towards D+K,K,K... 20
L / - 20-3-33/27 - / - / -
Lt re 27 if blocked
IV. APPENDICES
==============
I've decided to leave the below posts in their original form, therefore some
possibility of confusion exists. If you don't understand something, you may
always refer to my Abbreviations Guide (probably available on the same site
you got this document from) or to other VF3 guides.
a) Throw Escape Follow-ups
=-=-=-=-=-=-=-=-=-=-=-=-=-
What to do after escaping a throw?
Shun and Taka are safe after all their throws being escaped.
AKIRA YUKI:
=-=-=-=-=-=
b,f+P+G f+P+G back throw for opponent, run required
db,f+P+G f+P+G high throw for Akira, strike attacks from
opponent prevent throw
df+P+G df+P+G high throw for Akira, strike attacks from
opponent prevent throw
df+P+G (wall version) df+P+G high throw for Akira, strike attacks from
opponent prevent throw
db+P+G db+P+G opponent has initiative
AOI UMENOKOUJI:
=-=-=-=-=-=-=-=
P+G P+G side throw for opponent, execute immediately
db+P+G db+P+G side throw for opponent, execute immediately
JACKY BRYANT:
=-=-=-=-=-=-=
df,df+P+G df+P+G side throw for opponent, execute immediately
JEFFRY MCWILD:
=-=-=-=-=-=-=-
db,f+P+G f+P+G side throw for opponent, execute immediately
b,f+P+G,f+P+G,f+P+G f+P+G 50/50 throw opportunity
b,f,f+P+G f+P+G high throw for opponent, strike attacks from
Jeffry prevent throw
KAGE-MARU:
=-=-=-=-=-
P+G P+G opponent has initiative; side throw for Taka
only, buffer f+E
b+P+G b+P+G side throw for Taka only, buffer f+E
df+P+G df+P+G high throw for Taka only, buffer f+E
b,d+P+G d+P+G side throw for opponent, execute immediately
b,f+P+G f+P+G side throw for opponent, execute immediately
LAU CHAN:
=-=-=-=-=
P+G P+G high throw for Taka only, buffer f+E
f+P+G f+P+G side throw for opponent, execute immediately
f+P+G (wall version) f+P+G side throw for opponent, execute immediately
df,df+P+G df+P+G high throw for opponent, buffer f+E (not
necessary for heavyweights)
b,d+P+G d+P+G side throw for opponent, execute immediately
LION RAFALE:
=-=-=-=-=-=-
P+G P+G Lion has initiative
f,f+P+G f+P+G high throw for opponent, execute immediately
b+P+G b+P+G back throw for opponent, full dash required
b,f+P+G (wall version) f+P+G back throw for opponent, execute immediately
PAI CHAN:
=-=-=-=-=
df+P+G df+P+G side throw for opponent, execute immediately
b,f+P+G f+P+G high throw for Pai, strike attacks from
opponent prevent throw
f+P+G f+P+G side throw for opponent, execute immediately
f+P+G (wall version) f+P+G side throw for opponent, execute immediately
f,f+P+G f+P+G side throw for opponent, buffer f+E
SARAH BRYANT:
=-=-=-=-=-=-=
P+G P+G side throw for opponent, buffer f+E
b+P+G (wall version) b+P+G side throw for opponent, buffer f+E
b,f+P+G f+P+G side throw for opponent, execute immediately
WOLF HAWKFIELD:
=-=-=-=-=-=-=-=
P+G P+G back throw for opponent (w/o Taka), buffer
f+E (not necessary for heavyweights)
df,df+P+G df+P+G back throw for opponent (w/o Taka), execute
immediately
f+P+G -> f+P+G f+P+G high throw for Wolf, strike attacks from
opponent prevent throw
f+P+G -> b+P+G b+P+G 50/50 throw opportunity
b,db,d,df,f+P+G b,f+P+G side throw for Taka only, buffer f+E
After all the other throw escapes the situation is neutral, maybe with slight
positional advantages for one opponent or the other.
b) Ticking
=-=-=-=-=-
If you MC a move from your opponent with the following moves, and your opponent
is not knocked down, and if you're within throw range, you may immediately
buffer in a throw during the recovery time of your move.
Jeffry: d+K+G
Jacky: f+PPd+K / P+KP (only if MC'ing a move 12 points or greater in damage)
Kage: P+K (only if MC'ing a move 11 points or less in damage)
Shun: d,df+PP (only if MC'ing a move 11 points or less in damage, and only
during drink points 6-11)
Aoi: P+K,P+K,P+K
Taka: PPP / f+P+KP / f+P+KPP / ff+PP / d+P
If you MC a move from your opponent with the following moves, and your opponent
is not knocked down, and if you are within throw range, then you must wait
until the recovery of your move has ended, and enter your throw during your
advantage period (you may buffer in the throw movements during the recovery
period, however, the P+G can only be entered during the advantage time).
Immediately after the advantage time the situation is 50/50.
Pai: df+K / uf+K / f+p (only if opponent is near wall and still within throw
range)
Kage: df+K / b+P / P+K (if MC'ing a move that is 12 points or greater in
damage)
Shun: d,df+PP (only if MC'ing a move 11 points or less in damage, and during
drink points 11-22)
Aoi: df+P (only if MC'ing a move 11 points or less in damage)
Taka: df+P (only if MC'ing a move 11 points or less in damage)
c) Option Select
=-=-=-=-=-=-=-=-
Originally posted by Joji Suzuki and Rich Williams on rec.games.video.arcade
newsgroup.
Unlike the option select in VF2, where it took on so many uses, shapes and
forms, the option select in VF3 is almost completely limited to one main area -
the loss of initiative and escaping throws.
Here's a quick list, in abbreviate form, of some of the throw escaping
techniques that the VF3 engine allows.
HT: high throw
LT: low throw
(L/H)TE: (low/high) throw escape
DTE: double throw escape
E: dodge
A: attack
R: reversal
G: guard
DTE: P+G, x+P+G. This technique will escape both command throws and the basic
P+G throw, should your opponent muck up his XPD attempt and get a P+G throw
instead, or whatever.
Simple, eh? It's not much extra work, and it might save you 50-60+ points - and
you might even gain more on your opponent (remember your throw escape
followups!). Getting into the habit of remembering to add the P+G is the
hardest part.
A-DTE / A-LTE: This is an interesting and sometimes very effective way of
avoiding both throws and attacks. It works because if your opponent is in a
position to have a guaranteed throw, and does throw you, any attacks entered
during the rigour time won't come out in any case. But! you can still escape
the opponents throw. So this means if your opponent does instead choose and
strike attack, you have a chance to interrupt their move with a move of your
own, provided that your move is fast enough. Of course, you have to choose
which move to use wisely depending on the situation and character you're
fighting.
Probably the safest moves to use are single punches and elbows...if you have a
fast PG, you have a chance to interrupt quite a few of many characters'
favorite alternatives to throwing. Faster P's may work against knees and
heelkicks, and will foil KG-throw attempts. Elbows can work wonders on people
attempting to CD-throw or do CD-attack on you - often you can stagger them.
I'll just give an example to explain this, using one of the most common
examples of lost initiative - a blocked rising attack: Akira just blocked
Kage's high rising kick. Kage quickly enters f+P, P+G, df+P+G. Akira attempts
a m-shrm, but because Kage recovers before Akira can fully execute his shrm,
Akira recieves an elbow in the face and gets staggered. Ha ha screw you Akira.
In three commands you've eliminated the threat from three of Akira's throws,
and the elbow would have protected from a CD-throw attempt as well as the
possibility of other slow attacks Akira might have tried. Of course, Akira
might have simply chosen to b,f+P+G throw Kage.
Of course, this technique not going to work if you've just whiffed a kickflip
or anything similar like that. You should only try it when you still have
enough initiative to attack the opponent back.
E-DTE / E-LTE: This works similar to A-DTE, except it's a bit iffier than
A-DTE, because it really depends quite a bit on what attack the opponent does,
and in what situation. In some cases you might try this only to find that you
simply didn't have enough initiative to dodge whatever attack opponent has
chosen. It works simply because while you can be thrown out of E's, you also
can escape throws during E's.
Let's use the blocked rising attack scenario again. You've just had your rising
attack blocked. Because you don't have enough initiative, you won't be able to
dodge quick attacks or certain attacks that track you. But against Kage, you'll
be able to dodge his heelkick (just remember to dodge to the front), and you'll
be able to dodge most knees from anyone; Wolf's short shoulder; and so on. And
of course, you still have a chance to reverse a throw,
provided you guessed right.
You can also use it after being low kick-MC'd to prevent people from strike
attacking when they think you'll simply go for a throw reversal. After Akira
lands a df+P+K on you may be a good time to try it. After some SE or ST type
throws, it's good to try and see if will work as well; it may stop Lau from
being a bastard and throwing you after he just ST'ed you, and so on. Just
remember that if they don't do anything (for whatever reason), you'll simply
dodge and then get a nice big fat whiffed throw animation.
R-DTE & R-LTE: Characters who have reversals have new options when they try
this, but of course it's all a matter of who you're fighting and being able to
guess right. It works similar to E-DTE, in that you can also be thrown out of
reversal attempts, but you can also buffer in throw escapes during missed
reversal animations.
HP reversals can prevent Akira from trying to SPoD or f|d+P+G you, or Aoi's
f+P+K,P after a blocked move or after a stagger. Those with mid reversals might
stop people from kneeing, sidekicking or elbowing you. And high kick reversals
against Kage's heelkick, Sarah's d+P+K, etc, etc. And you still have a chance
of escaping your opponents throw.
Again, this is similar to A-DTE, in that you must have enough initiative to
reverse the attack. The [general, far from ironclad] rule of thumb is, if you
can block it, you can reverse it. i.e: you can block a knee attempt after a
blocked rising attack (knees are slow; commonly 15 frames), so you can reverse
knees after a blocked rising attack. And so on.
Of course, they could just use a non-reversable catch throw or attack, or
simply use a throw that you didn't guess upon.
LT(or LTE)-DTE: Obviously this only works with those who have low throws. One
purpose of it is to try and land a low throw on someone who just low kick-MC'ed
you yet still have a chance of escaping their high throw. Low throws usually
have priority over the high throw after being low kick MC'ed, provided you're
in range. So let's say Jeffry has just been low kick MC'ed by Kage. Jeffry
enters in df+P+K+G, P+G, b+P+G. If Kage is in range, he'll be low thrown by
Jeffry, but if not, Jeffry has a chance of escaping Kage's throws anyway.
You can also use this to avoid players who intend to high throw you out of a
missed low throw animation (missed low throw animations recover high and leave
the player vulnerable to high throws and all attacks, but you can still enter
in throw escapes). Say Aoi just had her sweep blocked, and the Wolf player
expected her to try and escape his d+P+K+G low throw. Aoi hits d+P+K+G, but
Wolf simply pauses, and immediatedly df,df+P+G throws Aoi. Ah! But Aoi had
entered in d+P+K+G, P+G, df+P+G. Aoi escapes Wolf's throw and gets a free
backthrow. Or not, if she guessed wrong.
HT-LTE: This can be a good option against people with low throws, especially
after a low rising attack has been blocked or (especially) whiffed, as they can
have such borderline throw counterabilty.
Example: Jeff has just blocked Wolf's low rising attack at very long range. As
Jeff dashes in to bash Wolf's head in, Wolf enters in HCF+P+G, f+P+K+G. Jeff's
too far away and too slow to dash in, and gets Twirled out of his dash forward.
If Jeff had been fast enough, Wolf would have escaped Jeff's triple knee bash.
I've done this quite a bit, actually. It's so great to GS or TFT someone who
thought they'd be low throwing you.
This will also prevent people trying be fancy by trying to (low) side throw you
by dodging your low punch or high punch.
Of course, if they just do a mid like a knee or something, it's all in vain.
E-LTE & A-LTE: Similar to their high throw counterparts.
G-DTE/GTE: G-DTE can only be entered during [your] recovery time. It cannot be
done in any other situation: not during staggers, not from standing, not during
dodges.
The timing is very tricky, similar but not exactly like Akira's knee command.
The way to do it is to do a TE or DTE, and then after the final P+G command,
let go of P, and keep holding G. If done correctly, there will be no missed
throw animation. Apparently it works because the throw escape command can be
entered 10 frames prior to the end of the recovery time, and if you enter the
TE/DTE during this time and are still holding the G button at the end of the
recovery phase, you don't get the missed throw animation.
The implication of this is very important. If done correctly it can completely
eliminate any chance of the opponent mC'ing you. The rising attack situation
again: you've had your rising attack blocked against Akira. You enter P+G,
df+P+G, release df+P and hold G. This prevents three of his throw and all of
his slower attacks. It will not, however, protect against his P, as you lack
the initiative to be able to block it.
G-DTE also works with low throw escapes. So Jeffry, for example, can escape
d|df|f+P+K+G, hold G, and block without the whiffed motion.
G-DTE is not infallible, though. As noted beforehand, it can only be entered
during rigour time. It won't work when you are staggered, because the opponent
can't throw you during a stagger anyway, which means you have simply DTE,
R/E-DTE, or attack-DTE. K,G and Jacky's d,d (among other movements) can foil
it, and even simple delays can foil it as well - the spossibility of the
opponent entering the throw command _after_ your final TE. It is also pointless
to bother with it after long recovery moves.
E-GTE is not mechanically possible, as you cannot guard during the execution
phase of the dodge.
It's not fully known if there's a limit to how much you can mix and combine
them (i.e E-LTE-HTE, G-LTE, R-HT-LTE, and so on). Some say as much as you can
enter in 10 frames, and others say there's a limit of three specific commands.
Other tidbits:
K,G: Useful both offensively and defensively. If you are expecting your
opponent to make a throw escape attempt, or to throw you, you can enter K,G
during the time you would normally be expected to throw (or be thrown by) the
opponent. The opponents throw (escape) attempt won't come out, as
your kick will come first - and moves cannot be thrown. That results in a
whiffed throw by the opponent, and plenty of time for you to act on it.
Similarly, Jacky can do his switch stance (d,d) in place of the K,G technique
for the same results, but the timing is a bit less forgiving..it's riskier.
K+E,G: Long forgotten technique. For most characters K+E results in a dodge
followed by a high kick. The interesting part is that the dodge is a crouching
dodge, and that the kick can be cancelled. Timed right you can duck attacks
that would normally hit a dodge. However, you are still vulnerable to high
throws and catch throws during this dodge.
d) Dodging Rising Attacks
=-=-=-=-=-=-=-=-=-=-=-=-=
Originally posted by Jirawat Uttayaya on rec.games.video.arcade newsgroup.
There are many factors involved in rising kicks.
User Defined Factors
1. Stationary Rising Kick
2. Rolling to the Side Rising Kick
3. Rolling Forward or Backward Rising Kick
Computer Factors
Prone character:
1. Face up or Face Down
2. Head towards or Head aways from the opponent
This discussion will assume the most common situation: face up and heads
away.
When your character gets knocked down, he maintains his previous stance.
The forward leg will be the kicking leg while the hind leg is the pivot.
As your character is rising to kick, the kicking leg swings behind the
pivot leg before connecting. (Fig 1)
Fig 1
<-- 0 (Kicking Foot)
| 0 (Pivot Foot)
\/
-->
To avoid a rising kick, dodge into the direction of the kicking foot
at the same time the opponent initiates his rising kick. After dodging,
do an appropiate high or low throw, sometimes a side throw in certain
situations. A quick mid attack like an elbow or knee works also.
If you use a knee, follow-up with a float combo.
Admittedly, this skill is not undifficult to acquire. You must have the
tenacity to practice the dodge, willing to take a few rising kicks along
the way. The degree of difficulty depends on two main factors: stance
and the direction of the rising roll.
Case 1: Stationary Rising Kick
A. Closed Stance
The standard situation. Follow the advice given above.
B. Open Stance
Much more difficult than dodging from closed stance. You
must immediately dodge as your opponent kicks. The window
of opportunity is much more narrow
Case 2: Rolling to the Side then Kicking
A. Rolling to the Side of the Kicking Leg
Dodgingwise, this is the same as a stationary rising kick.
Follow the appropiate advice depending on stance.
B. Rolling to the Side of the Pivot Leg
The generic advice to dodging rising kicks do not apply
in this case. Oftentimes dodging rising kick in this
situation, especially rising sweeps, is practically
impossible. The only two situations where dodging may
work is if in closed stance the opponent dodges short
and in open stance the opponent dodges long. This
will be the toughest case you will have to deal with.
Tips
* Dodging rising kicks generally works best in closed stance.
* Dodging rising kicks also works well when the opponent rolls
to the side of the kicking foot.
* When trying to dodge, keep close to the prone opponent becasue
the dodge angle is large.
* The best effect of dodging rising kicks is that it will force
the opponent to become more timid getting up. Thus you can more
easily press your advantage.
e) Formulae
=-=-=-=-=-=
Originally posted by Jirawat Uttayaya on rec.games.video.arcade newsgroup.
I. DAMAGE SYSTEM
Final_Damage = (Counter * Opp_Dam) + (Mov_Dam * State * Air_Combo * Air_Rep)
Upper Bound: Final_Damage <= 1.5 * Mov_Dam
Counter: Your move hits when your opponent is doing a move.
= 1/2 If your move hits during the opponent's execution
or detection time
= 1/4 If your move hits during the opponent's rigour time
= 1 A normal hit
Opp_Dam: The damage of your opponent's move
Mov_Dam: The damage of your move
State: The circumstance of the hit
= 1/2 Your move hits the opponent's fingers or toes
while the opponent's move is in execution or
detection time.
= 3/4 a) Air combo with a canned combo, ie. PPP, d+K
b) The opponent is falling to the ground and your
attack is not a ground attack.
c) A pounce which does not hit the thighs, torso,
shoulder, or head.
= 9/8 Your opponent is crouching and not guarding or doing
an attack. Your attack is a mid level or air attack
and is not part of a canned combo.
= 5/4 a) Your opponent is not guarding and your attack is
not part of a canned combo and does not hit the
legs, arms, or shoulders.
b) Your opponent is in the middle of dodging. Excludes
canned combos.
= 1 A normal hit.
Air_Combo: Your opponent is in the air and you hit him with a canned
combo.
= 3/4 Four hits or less
= 1/2 Five or more hits
= 1 A normal move
Air_Rep: Repetition of moves in floating canned combos
= 3/4 The move is the same as the one before it, ie. PPP
= 1 Normal move
II. REVERSAL DAMAGE
Final_Damage = Rev_Dam + (1/2 * Opp_Dam)
Rev_Dam: The original damage of the reverse.
Opp_Dam: The damage of the opponent's move reversed.
Reverse Damage Bug or Undocumented Feature?
If Kage, Pai, or Wolf reverse an opponent's attack at the final frame
of detection time and the opponent is less than 1.4 m away, then the
damage is increased by,
Final_Damage = Rev_Dam + 1/2 * [Rev_Dam + (1/2 * Opp_Dam)]
III. STUN FORMULAE
When your attack connects your opponent, whether he is guarding or no,
there is a certain amount of frames, called stun, in which the CPU
will not accept any input from your opponent.
Opponent Guards: Guard_Stun = (2/3 * Final_Damage) + 6 Maximum 24 frames
Opponent is Hit: Hit_Stun = (4/5 * Final_Damage) + 6
Opponent is Counter Hit: Counter_Stun = (4/5 * Final_Damage) + 6
Taka has a special counter stun formula. If the counter hit is less
than a three hit combo, the formula is
Counter_Stun = (4/5 * Final_Damage) + 8
IV. NO THROWING
After you hit an opponent with an attack, there is a period of frames
where both players can not throw each other.
Guard: Guard_Stun + 8 Maximum 30 frames
Hit: Hit_Stun + 9 Maximum 30
Counter: Counter_Stun - 1 Maximum 30
After rising up: 6 frames of No Throw
V. GROUND ATTACKS
When a pounce or ground attack hits a fallen opponent, the damage is
Ground_Damage = Final_Damage - 14 Minimum is 0
However certain attacks, eg. Lion's u/f+K, will hit an opponent on the
ground while not being classified as a ground attack. For these moves
the damage is
Ground_Damage = Final Damage - 22 Minimum is 0
VI. DAMAGE ROUNDING
If the coefficient is 3/4, round up the resultant fraction. For any
other coefficient, ignore the fraction.
Example: 30 * 3/4 = 22.5 --> 23
30 * 5/4 = 37.5 --> 37
VI. Move Cancel Mechanics
By pressing G, you can cancel the execution of some attacks. The
numbers of this phenomenon is:
Cancel(X, Y, Z)
X: The threshold when you can not G-cancel a move anymore. Thus from
1 to X-1 frames you can cancel the move.
Z: At what frame of animation the move actually cancels.
Case A: You pressed G at a frame less than Z.
Then the move stops execution at Z+1
Case B: You pressed G at a frame greater than or
equal to Z.
Then the move stops execution at the next
frame after you pressed G.
Y: Determines your rigour time.
Rigour = (Frame the move stops execution) - Y + 2
NB: The +2 at hte end of the rigour time formula only shows
up at Rev. C and above.
Some G-cancel stats:
Kage: PK Cancel(10, 1, 6)
d/b+P, K Cancel(10, 1, 9)
K Cancel(12, 4, 5)
Aoi: f, f+P Cancel(16, 5, 15)
f+P+K, P Cancel(20, 1, 19)
P, P, f+P Cancel(18, 8, 17)
f) Shun's drinking
=-=-=-=-=-=-=-=-=-
Originally posted by piccolo33 on VFDC board.
The purpose of this faq/stats is to know which moves take off drink points from
shun when sober and what amount of drink points it takes off. This document can
be found at gamefaqs.com and virtuafighter.com
LEGEND:
------
akira <---[character performing move against shun]
(b,f+p)<---[move performed against shun]
dpt <-----[drink points]
from: To: <---[states From what drink point To which drink point in between,
the move is going to have an effect on. example: From: 1dPT To: 9dPT =numbers
of dpts between 1 and 9 (123456789)]
=1dpt off <-----[the amount of dpts the move took off]
* <----[means the move has to be performed without any delay, if done with
delay the move will take off individual drink points]
_______________________________________________________________________________
AKIRA (b,f+p)
From: 1dpt To: 9dpt =1dpt off
From: 10dpt To: 14dpt =2dpt off
From: 15dpt To: 19dpt =3dpt off
From: 20dpt To: 24dpt =4dpt off
From: 25dpt To: 29dpt =5dpt off
From: 30dpt To: 34dpt =6dpt off
From: 35dpt To: 39dpt =7dpt off
From: 40dpt To: 40+dpt =8dpt off
(b,f+p+k+e)
From: 1dpt To: 19dpt =1dpt off
From: 20dpt To: 29dpt =2dpt off
From: 30dpt To: 39dpt =3dpt off
From: 40dpt To: 40+dpt =4dpt off
-------------------------------------------------------------------------------
PAI (d/b+p)
From: 1dpt To: 9dpt =1dpt off
From: 10dpt To: 14dpt =2dpt off
From: 15dpt To: 19dpt =3dpt off
From: 20dpt To: 24dpt =4dpt off
From: 25dpt To: 29dpt =5dpt off
From: 30dpt To: 34dpt =6dpt off
From: 35dpt To: 39dpt =7dpt off
From: 40dpt To: 40+dpt =8dpt off
-------------------------------------------------------------------------------
LAU (b,f+p)
From: 1dpt To: 9dpt =1dpt off
From: 10dpt To: 14dpt =2dpt off
From: 15dpt To: 19dpt =3dpt off
From: 20dpt To: 24dpt =4dpt off
From: 25dpt To: 29dpt =5dpt off
From: 30dpt To: 34dpt =6dpt off
From: 35dpt To: 39dpt =7dpt off
From: 40dpt To: 40+dpt =8dpt off
(f+p,b,f+p)*
From: 1dpt To: 19dpt =1dpt off
From: 20dpt To: 29dpt =2dpt off
From: 30dpt To: 39dpt =3dpt off
From: 40dpt To: 40+dpt =4dpt off
(d/f+k,f+p,b,f+p)
From: 1dpt To: 19dpt =1dpt off
From: 20dpt To: 29dpt =2dpt off
From: 30dpt To: 39dpt =3dpt off
From: 40dpt To: 40+dpt =4dpt off
-------------------------------------------------------------------------------
WOLF (u/f+p) (p+k)
From: 1dpt To: 19dpt =1dpt off
From: 20dpt To: 29dpt =2dpt off
From: 30dpt To: 39dpt =3dpt off
From: 40dpt To: 40+dpt =4dpt off
(f+p+k)
From: 1dpt To: 9dpt =1dpt off
From: 10dpt To: 14dpt =2dpt off
From: 15dpt To: 19dpt =3dpt off
From: 20dpt To: 24dpt =4dpt off
From: 25dpt To: 29dpt =5dpt off
From: 30dpt To: 34dpt =6dpt off
From: 35dpt To: 39dpt =7dpt off
From: 40dpt To: 40+dpt =8dpt off
-------------------------------------------------------------------------------
JEFFRY (b,f+p) (f,b+p) (p,p,b+p)
From: 1dpt To: 9dpt =1dpt off
From: 10dpt To: 14dpt =2dpt off
From: 15dpt To: 19dpt =3dpt off
From: 20dpt To: 24dpt =4dpt off
From: 25dpt To: 29dpt =5dpt off
From: 30dpt To: 34dpt =6dpt off
From: 35dpt To: 39dpt =7dpt off
From: 40dpt To: 40+dpt =8dpt off
-------------------------------------------------------------------------------
KAGE (p+k)
From: 1dpt To: 19dpt =1dpt off
From: 20dpt To: 29dpt =2dpt off
From: 30dpt To: 39dpt =3dpt off
From: 40dpt To: 40+dpt =4dpt off
(f+p+k,p+k)
From: 1dpt To: 9dpt =1dpt off
From: 10dpt To: 14dpt =2dpt off
From: 15dpt To: 19dpt =3dpt off
From: 20dpt To: 24dpt =4dpt off
From: 25dpt To: 29dpt =5dpt off
From: 30dpt To: 34dpt =6dpt off
From: 35dpt To: 39dpt =7dpt off
From: 40dpt To: 40+dpt =8dpt off
-------------------------------------------------------------------------------
SARAH (d/f+p)
From: 1dpt To: 9dpt =1dpt off
From: 10dpt To: 14dpt =2dpt off
From: 15dpt To: 19dpt =3dpt off
From: 20dpt To: 24dpt =4dpt off
From: 25dpt To: 29dpt =5dpt off
From: 30dpt To: 34dpt =6dpt off
From: 35dpt To: 39dpt =7dpt off
From: 40dpt To: 40+dpt =8dpt off
(f+p,d/f+p)
From: 1dpt To: 19dpt =1dpt off
From: 20dpt To: 29dpt =2dpt off
From: 30dpt To: 39dpt =3dpt off
From: 40dpt To: 40+dpt =4dpt off
-------------------------------------------------------------------------------
JACKY (p+k) (d/f+p) (d/f+pp)
From: 1dpt To: 19dpt =1dpt off
From: 20dpt To: 29dpt =2dpt off
From: 30dpt To: 39dpt =3dpt off
From: 40dpt To: 40+dpt =4dpt off
-------------------------------------------------------------------------------
SHUN (f+p), (f+p,k)*, (f+pp)*, (f+ppk)*, (f+ppp)*, (f+pppk)*
From: 1dpt To: 19dpt =1dpt off
From: 20dpt To: 29dpt =2dpt off
From: 30dpt To: 39dpt =3dpt off
From: 40dpt To: 40+dpt =4dpt off
-------------------------------------------------------------------------------
LION (f+p+k), (b+p+k)
From: 1dpt To: 9dpt =1dpt off
From: 10dpt To: 14dpt =2dpt off
From: 15dpt To: 19dpt =3dpt off
From: 20dpt To: 24dpt =4dpt off
From: 25dpt To: 29dpt =5dpt off
From: 30dpt To: 34dpt =6dpt off
From: 35dpt To: 39dpt =7dpt off
From: 40dpt To: 40+dpt =8dpt off
-------------------------------------------------------------------------------
AOI (b,b+p+k)
From: 1dpt To: 9dpt =1dpt off
From: 10dpt To: 14dpt =2dpt off
From: 15dpt To: 19dpt =3dpt off
From: 20dpt To: 24dpt =4dpt off
From: 25dpt To: 29dpt =5dpt off
From: 30dpt To: 34dpt =6dpt off
From: 35dpt To: 39dpt =7dpt off
From: 40dpt To: 40+dpt =8dpt off
(p+k), (p+k,p)*, (p+k,pp)*
From: 1dpt To: 19dpt =1dpt off
From: 20dpt To: 29dpt =2dpt off
From: 30dpt To: 39dpt =3dpt off
From: 40dpt To: 40+dpt =4dpt off
-------------------------------------------------------------------------------
TAKA (FC,f+p), (pp,f+p), (p+k)
From: 1dpt To: 19dpt =1dpt off
From: 20dpt To: 29dpt =2dpt off
From: 30dpt To: 39dpt =3dpt off
From: 40dpt To: 40+dpt =4dpt off
(p+k+g) note: this move will not take off drink points in the first
1 or 2 seconds of a match.
From: 1dpt To: 6dpt =1dpt off
From: 7dpt To: 9dpt =2dpt off
From: 10dpt To: 13dpt =3dpt off
From: 14dpt To: 16dpt =4dpt off
From: 17dpt To: 19dpt =5dpt off
From: 20dpt To: 23dpt =6dpt off
From: 24dpt To: 26dpt =7dpt off
From: 27dpt To: 29dpt =8dpt off
From: 30dpt To: 33dpt =9dpt off
From: 34dpt To: 36dpt =10dpt off
From: 37dpt To: 39dpt =11dpt off
From: 40dpt To: 40+dpt =12dpt off
(d+p+k+g) note: this move will not take off drink points in the
first 1 or 2 seconds of a match.
From: 1dpt To: 9dpt =1dpt off
From: 10dpt To: 14dpt =2dpt off
From: 15dpt To: 19dpt =3dpt off
From: 20dpt To: 24dpt =4dpt off
From: 25dpt To: 29dpt =5dpt off
From: 30dpt To: 34dpt =6dpt off
From: 35dpt To: 39dpt =7dpt off
From: 40dpt To: 40+dpt =8dpt off
g) Codes, Tricks & Easter Eggs
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Originally posted by Rich Williams on VFDC board.
Choose The Mode:
To access the single character (original battle) format press d+start. Or, if
the machine is set to original mode, press d+start to open the team battle
mode.
Four Camera Angles:
Press start during any 1P game to view the different camera angles - default,
first person, third person overhead, and birds-eye.
Choose your outfit:
Press start when you select your character to change their outfit.
Seven Victory Stances:
Each character has up to seven victory stances and/or taunts. With the
exception of the "EXCELLENT!!" victory taunt, you can select any of the other
six you prefer by pressing and holding either G, P, K, E, G+P, or G+K.
[G+P+K+E and G+P+K are the same as G+P. G+K+E is the same as G+K. G+E is the
same as G]
End Credit Cancel:
To cancel the end credits press and hold either start button.
View The Credits:
To view the credits during attract mode hold any start button down. Not
possible if machine is set to free play.
Alternative Music:
To hear the alternative attract mode music hold both start buttons down before
the scene starts. Not possible if machine is set to free play.
BGM Cancel:
To turn off the BGM hold either start button during the momentary silence
before the first match of the round begins. Will not work in 1-player mode,
only 2 player VS mode.
Debug mode:
To access debug mode, hold P+K+G+E before pressing start to enter the game.
Works in all modes (1P/2P VS - ob/tb).
Replay Cancel:
Press the start button to cancel the end of match replays.
Slow Motion Replay:
To view the replay in slow-mo press the E button at the end of the round.
Slo-mo replays can be cancelled.
Replay Cancel Cancel:
Hold any button (except E) during the replay to prevent the other player from
canceling the replay. Can be used during slow motion replays.
Selecting Backgrounds:
Arcade TB will always show the "new" TB backgrounds regardless of what mode
it's in. However, in 2 player mode you can access the original, VF3 rev A-D
backgrounds by holding down your start button when you pick the stage. This, of
course, is only possible when stage select is on, and it also gives you a
chance to...
..get Dural's Stage:
When you are playing someone, hold start when choosing a stage. With a 1/16 (?)
chance, the Dural version of the stage will appear, along with remixed music.
Flying Trains:
When using Jeffry in Dural's desert stage (either against Dural or if you
managed to get it at the stage select), try a toe kick of doom. If you land it
a flying train will appear from the background and will fly across the horizon
until the end of the match. A homage to "Galaxy Express 999", an older, popular
series in Japan by Leiji Matsumoto.
Kiss - for Pai only:
After defeating Akira with an "EXCELLENT!!" victory, hold D+P+G+E and she'll
blow a kiss and mock one of Akira's normal taunts.
Snowman - At Wolf's desert stage, with Shun only:
If Shun wins, a snowman may or may not appear; dependant on location of Shun
and angle of camera.
Spark Shower - Jacky's stage, VS mode only:
Whoever presses and holds P+E first before the round begins gets to see his
opponent showered in welding sparks from above.
"Don't make faces, you just might end up stuck like that":
Akira and Taka players can freeze their opponents faces for at least a short
while if they do a particular throw and don't follow up on it: f,b+P+G for
Akira and f+P+G for Taka. If Akira or Taka attack or throw their opponent their
face will return to normal. Try it against the CPU, in first-person camera
mode.
"I Wiiiinnaaarrrrrghh!!!":
Most of the time when you win a match you'll be transported to the middle of
the ring for your character's winning taunt. However, occasionally you'll stay
at the exact place in the ring where you defeated your opponent. If this
happens when and if you're close enough to the ring edge, sometimes you'll see
your character begin his/her taunt, only to fall out of the ring mid-way.
Usually the sequence will also freeze in mid-animation if this happens.
Peace signs:
After winning, hold D+P+G+E at the end of the round with either Jacky or Kage
to see them give a V-sign.
Falling basins:
Win an "EXCELLENT" victory in Akira's stage with 2P (shiny) Kage and hold
D+P+G+E to see Kage give his V-sign taunt while a shiny metal basin falls on
his head.
Colored Earrings:
Sarah's earrings will change color depending on who is in the ring and what
outfit he/she is in; ex: blue for 1P outfit Akira, and so on. Here are a few
examples -
wrestler Wolf == bright red earings (Wolf's tights)
workout Jeff == chocolate earings (Jeff's skin tone)
barefoot Akira == black earings (Akira's gi)
slippered Akira == light blue earings (Akira's gi)
eagle Jacky == blue earings with a gold accent (Jacky's jacket)
blue Kage == dark blue earings (Kage's pajamas)
tin man Kage == silver and black two tone earings
hiker Lion == brown and black two tone earings (Lion's vest)
Tour de France Lion == white earings (Lion's pants)
naked Taka == peach earings (Taka's skin tone)
Signage:
The sign immediately behind the metal bars on the eastern side of Pai's stage
has a Sonic The Hedgehog logo and reads "Hedgehog Importing Co." The Japanese
writing on the sign are the joystick/button instructions for how to do the
shinsodan.
Death Floats:
Immediately after the round is called, and for the short while afterwards
before the replay/taunt begins, the opponent will become lighter and all of
your moves will count as MC interrupts. You can land crazy floats this way,
such as f+P+G,DP,DP on Taka with Kage, and stuff like low punch x 4, PPPK
with Lau. Lots of room for experimentation, come up with the best you can.
Subway Suicide:
Every character who has a Turn Away attack (with the exception of Lau; his TA
attacks are too slow), can use their quickest TA attack and run straight into
the train at the beginning of the round. No matter what the lifebar setting it
will always leave just _one_ hit point left.
Screw You, Akira:
While you can no longer throw Akira out of his normal bodycheck, you can still
throw Akira out of the bodycheck during his DLC combo. You can throw him during
the execution phase of the animation (not during the collision or recovery
phase, however), from anywhere in the ring.
One Person Throw:
If your opponent is standing at the edge of the ring and you throw him,
sometimes he will fall out of the ring before the throw completes. If this
happens you will finish the throw motion alone.
"I'm ready for my close-up, Mr. DeMille.":
If you play the CPU through to the end, and have finished the game in a time
short enough so that your time is among the quickest 18, you'll get to enter
your initials. You can knock down the characters to set the initial, or you can
press start to input the initial. However, if you press start, you will freeze
the camera into place. With the camera frozen into place you can manuever
your character up to the camera and view your character up close. You'll be
able to read Wolf's jean label, Lion's 2P shirt, look at the tracking eyes, and
even with a little practice you can manuever your characters head inside the
camera, and see teeth and eyeballs and nostrils. Fun stuff.
o OB 1on1 mode only:
Alphabet man:
To play as the Alphabet man, at the character selection screen, go to Akira,
press Start, then Lion, press Start, and finally Pai and press Start.
To play against the Alphabet man, at the character selection screen, execute
the same process as above but instead of Lion go to Lau.
Easter Egg - in character select screen on OB vs mode:
Taka, start, Sarah, start, Lau, start, Kage, start, Akira, start
A small headshot of one of the VF3 programmers (Manabu Tsukamoto - motion
design programmer and "planning support") will appear in place of Lau's small
headshot.
h) Taunts
=-=-=-=-=-
Translations of Japanese taunts from the game, by Shota Tamura.
Akira Yuki
----------
* "Juu'nen hayain dayo."
"You are 10 years too early to challenge me."
* "Juu'nen hayakatta ka."
"Maybe I should have waited 10 years more (to challenge)"
* "Mada mada honki ja nai."
"It takes much more to make me fight seriously."
* "Motto ore wo atsuku sasetekure."
"Help me feel the burning sensation in my heart."
* "Motto tsuyoku natte koi."
"Come back again with more training."
* "Yoshi, ikuze."
"Good! Let's get going!"
* "Yosshaa."
"YES!!!"
Aoi Umenokouji
--------------
* "Konnna koto dewa kiwamerarehen wa."
"I have a long way for the mastery (of Aoi's martial art)"
* "Yowai. Yowasugimasu wa."
"Weak. Too weak to be a challenge."
* "De'naoshite okureyasu."
"Please come back again."
* "Anta ni sasageru mai ya."
"This is a dance dedicated for you."
Kage-Maru
---------
* "Katajikenai."
"Thank you (for your gift/challenge)"
* "Namu..."
"Amen...." [a chant in Buddism]
* "Saraba ja."
"Bye now!"
* "Shuugyou ga tarin."
"Your training is not enough."
* "Waga kokoro sude ni kuu nari."
"My mind is empty and clear (as a cloudless sky)"
* "Ware ni teki'nashi."
"No one is worthy enough to be my challenge."
Lau Chan
--------
* "Aii."
* "Huwahhahhahhaa."
* "Hee, katate de juubun da."
"One arm is just enough to take care of you."
* "Hukaku wo tatta wa."
"I made an unexpected blunder."
* "Me ni mono miseyou."
"You'll see quite a show (of beating)"
* "Renshuu nimo naran."
"(You are) Not good enough even for my training."
* "Shuugyou ga tarin wa."
"You lack enough training."
* "Sore de honki ka."
"Are you really giving me your best?"
Pai Chan
--------
* "Yappari kufuu tarinai no ne."
"Just as expected, your training is not enough."
* "Anata niwa kufuu ga tarinai wa."
"You lack enough training."
* "Anata niwa kufuu ga tarinai wa."
"You lack enough training."
* "Juu'nen hayakatta wa ne"
"(Just as you said) You are 10 years too early (to challenge me)."
* "Tsugi wa kanarazu katte miseru wa."
"I'll be sure to win next time."
Shun-Di
-------
* "Hyaa hah haha ha."
* "Onushi ga ikura agaite mo, washi ni ha katen noda."
"As hard as you may try, you have no chance of winning."
* "Ha! sake wo kure."
"Give me more drinks."
* "Sate mou hitonomi suru ka nou."
"Well, let me have a few more drinks."
* "Kyou ha sake ga umai nou."
"A drink tastes particularly well today."
Taka-Arashi
-----------
* "Gottuan desu."
"Thank you. (sumo jargon)"
* "Kono boke."
"You idiot."
* "Denaoshite konkai."
"You better come back (with more training)."
* "Nametorun kai."
"Are you underestimating me?"
* "Washi ha motto tuyoin jaa."
"I really am stronger than this!"
V. CREDITS & KUDOS
==================
* RICHARD WILLIAMS [rsw]: ADDITIONS, CORRECTIONS, PROOFREADING, GENERAL HELP
* Stephen Hamilton [Dodee]: move names and ex-co-re stats taken from his OB FAQ
* Jirawat Uttayaya [Peaking Duck]: r.g.v.a. posts, translations
* Sal [piccolo33]: Shun's drinking stats
* Shota Tamura [sta738]: Japanese voice translations
* Philip Armstrong [uk_kid]: proofreading, typo/grammar corrections
[end of file, (c) GLC - available at
http://www.gamefaqs.com]