=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Real Bout Fatal Fury Special
FAQ By: Goh_Billy (
[email protected])
Version #: 7.0
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Sections
--------
1. Legend
1.1 Basic Game Legend
1.2 Chain Attack Legend
2. System
2.1 Basics
2.2 Planes
2.3 Power Gauge And Supers
2.4 Corners
3. Characters
3.1 Terry Bogard
3.2 Andy Bogard
3.3 EX Andy Bogard
3.4 Joe Higashi
3.5 Mai Shiranui
3.6 Duck King
3.7 Tung Fu Rue
3.8 EX Tung Fu Rue
3.9 Bob Wilson
3.10 Sokaku Mochizuki
3.11 Billy Kane
3.12 EX Billy Kane
3.13 Wolfgang Krauser
3.14 Laurence Blood
3.15 Jin Chonrei
3.16 Jin Chonshu
3.17 Hon-Fu
3.18 Ryuji Yamazaki
3.19 Blue Mary
3.20 EX Blue Mary
3.21 Franco Bash
3.22 Kim Kaphwan
3.23 Cheng Sinzan
----------------------------
3.24 Geese Howard
4. Misc. And Easter Eggs
4.1 Special Intros
4.2 Other
5. Conclusion
5.1 What's Missing/Needed
5.2 Credits
===============================================================================
1. Legend
===============================================================================
1.1 Basic Game Legend
---------------------
ub u uf f - Forward S - Strong Attack + - And
\ | / b - Back P - Punch / - Or
b-- --f u - Up K - Kick , - Then
/ | \ d - Down L - Line Change x - Times
db d df
qcf - quarter circle forward (d, df, f)
qcb - quarter circle back (d, db, b)
hcf - half circle forward (b, db, d, df, f)
hcb - half circle back (f, df, d, db, b)
1.2 Chain Attack Legend
-----------------------
* - can perform special/super right after if connected
E - ends string
1 - first hit must connect for this part to come out
2 - second hit must connect for this part to come out
3 - third hit must connect for this part to come out
O - overhead
_ - must be blocked low
A - launches opponent into the air
G - opponent must be on ground and must be close enough to connect the pursue
(otherwise dash towards them before they recover to get close enough)
< - backdash
> - shifts to other side of opponent
^ - knocks opponent to opposite plane
v - knocks opponent back to original plane if previous move connected
H - first attack must be from a high jump for this part to come out
===============================================================================
2. System
===============================================================================
++++++++++++++
| 2.1 Basics |
++++++++++++++
Throw f/b + S close
Crawl hold df
Dash Forward f, f can attack out of dash
Dash Jump uf
Halt b
Dash Backward b, b invulnerable for a second
Air Turn Around L in air works only on high jumps
Short aka Small Jump tap ub/u/uf
High Jump press ub/u/uf
Air Block ub/u/uf, b
Block High b
Block Low db will not block overheads
Recovery Roll b, db, d + L after requires H. Power or higher
being knocked down
Dizzy Recovery shake joystick and tap
the buttons rapidly
when dizzied
Defensive Attack f + LP while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Taunt S from far
Break Shot perform move marked requires H. Power or higher
with (BS) while
blocking
++++++++++++++
| 2.2 Planes |
++++++++++++++
Switch To Opposite Plane L
Dive Attack P from opposite plane
Dive Kick/Slide Kick K from opposite plane overhead/must be blocked
low (depending on
character)
Reach Attack S from opposite plane pulls opponent to your
plane if attack touches
them
Sweep d + S from opposite must be blocked low; pulls
plane opponent to your plane
if attack touches them
Switch Back L
---when both characters are in opposing planes---
front plane character:
*can short jump and high jump (cannot attack in air)
*cannot perform normals or command moves (the button press will send them to
the opposing plane or pull opponent to theirs)
*cannot crawl
back plane character:
*can short jump and high jump (cannot attack in air)
*cannot perform normals or command moves (the button press will send them to
the opposing plane or pull opponent to theirs)
*cannot crawl
++++++++++++++++++++++++++++++
| 2.3 Power Gauge And Supers |
++++++++++++++++++++++++++++++
Power Gauge - This fills when you use special moves, connect (not blocked) any
attack, or when you block an opponent's attack.
H. Power - This occurs when half your power gauge is filled. This allows
you to use Break Shots and Recovery Rolls.
S. Power Super - When your gauge is filled, you will have a S Power bar.
It decreases over time, until eventually your gauge empties
completely. You are able to use a S. Power Super when the
S. Power bar is active. After using a S. Power Super, the
bar will automatically empty. You can also perform S. Power
Supers when your lifebar is flashing. During this time,
there is no need for a charged Power Gauge and you can
perform as many S. Power Supers as you want.
P. Power Super - When the gauge is filled and your lifebar is flashing red,
the power gauge will display a P. Power bar. As with the S.
Power bar, this decreases over time. During the bars active
run, you can perform a P. Power Super. Once performed, the
power gauge will empty.
+++++++++++++++
| 2.4 Corners |
+++++++++++++++
In each stage (with the exception of Geese's), there are objects located at
both corners. These objects are weakened when a character is attacked against
them with a successful (not blocked) normal or special. Each "bounce" off the
wall from a successful blow adds a value of damage of 1 to that object.
Multiple hitting normals and specials, however, add damage a little
differently. Moves such as Terry's Crack Shoot, Tung's Thousand Kicks, or
Sokaku's Possession Blast will "bounce" the opponent off the object multiple
times. These multiple hitting moves will add a damage value of 2, even though
the opponent graphically bounces off the object more than 2 times.
All objects in this game have a durability value of 7. That means that once
the object is subjected to 7 values of damage, it will be destroyed. When the
object is subjected to 6 values of damage, it will be shown to be weakened.
This warns the player that the next successful attack against it will destroy
it.
Which ever character is "bounced" off the object when it is in it's weakened
state will destroy the object and be subject to being dizzied. The weakened
object also has one other property worth mentioning. Normally, any connected
super that "bounces" the opponent off the object will not add a damage value.
However, a super can break the object once it reaches a value of 6. Object
damage (including completely damaged objects) are reset in each round.
===============================================================================
3. Characters
===============================================================================
*******************************************************************************
* 3.1 Terry Bogard *
*******************************************************************************
Colors
------
P - Blue jeans w/ Red jacket and hat
L - Gray jeans w/ Blue jacket and hat
Throw
-----
Buster Throw f/b + S close
Basic Moves
-----------
Crawl hold df
Down Punch S from short jump overhead
Roundhouse S close 2 hits
Plane Moves
-----------
Dive Knuckle P from opposite plane
Dive Kick K from opposite plane overhead
Backfist/Reach Punch S from opposite plane pulls opponent to your
plane if attack touches
them
Sweep d + S from opposite must be blocked low; pulls
plane opponent to your plane
if attack touches them
Command Moves
-------------
Slide Punch Dash Forward, d + P
Uppercut df + P
Flying Turn Kick f + K knocks opponent into
opposite plane; can feint
the Flying Turn Kick into
a special/super which is
done by performing a
special/super just before
the Flying Turn Kick comes
out
Punt Kick Dash Forward, f + S overhead; can feint the
Punt Kick into a
special/super which is
done by performing a
special/super just before
the Punt Kick comes out
Gut Uppercut f + P while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Feint Burning Knuckle f + P+K
Feint Power Geyser d + K+S
Special Moves
-------------
Power Wave qcf + P will collide with other
projectiles as both will
be "destroyed" in the
process
Round Wave qcf + S hits in both planes; must
be blocked low by opponent
when they are in the back
plane; absorbs projectiles
Burning Knuckle qcb + P/S P=short, S=long
Rising Tackle Charge d for 2 seconds,
u + P
Power Charge b, f, f + P hold P to increase the
distance of the maneuver;
launches opponent; can
follow with a Rising
Tackle
Power Dunk (BS) f, d, df + K last part of the move is an
overhead
Crack Shoot qcb + K
Bashing Sway qcf + L Terry switches to the
opposite plane; if
opponent is hit by this
move they will be dragged
to the other plane with
him
S. Power Super
--------------
Power Geyser qcb, db, f + K+S absorbs projectiles
P. Power Super
--------------
Overheat Geyser qcb, db, f + S absorbs projectiles
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> f + S (*, ^)---> b + S (*, v, E)
P close (*)| S (*, E) S (E)
| d + S (_, E)
| df + S (*, A, E)
|
----> d + K (*, _)----> d + S (_, E)
df + S (*, A, E)
d + P (*)------> K (*) -----> f + S (*, ^)---> b + S (*, v, E)
| d + S (*, E) S (E)
| d + S (_, E)
| df + S (*, A, E)
|
----> d + K (*, _)----> d + S (_, E)
df + S (*, A, E)
df + P (*)-----> S (*) -----> S (*) -----> S (*) -----> f + S (E)
P in air (0)---> K (1, H, O, E)
S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> K (*) -----> f + S (*, ^)---> b + S (*, v, E)
K close (*)| S (E)
d + K | d + S (_, E)
(*, _) | df + S (*, A, E)
|
----> d + K (*, _)----> d + S (_, E)
df + S (*, A, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
None
*******************************************************************************
* 3.2 Andy Bogard *
*******************************************************************************
Colors
------
P - White costume w/ Red trim
L - Off White costume w/ Blue trim
Throw
-----
Uchimata f/b + S close
Basic Moves
-----------
Crawl hold df
Dropping Heel S close 2 hits
Plane Moves
-----------
Dive Palm P from opposite plane
Dive Kick K from opposite plane overhead
Backhand/Reach Kick S from opposite plane pulls opponent to your
plane if attack touches
them
Sweep d + S from opposite must be blocked low; pulls
plane opponent to your plane
if attack touches them
Command Moves
-------------
Slide Palm Dash Forward, d + P
Rising Palm df + P
Falling Roll Kick f + K can feint the Falling Roll
Kick into a special/super
which is done by
performing a special/super
just before the Falling
Roll Kick comes
Crunch Kick f + P while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Feint Zanei Ken f + P+K
Feint Hi Sho Ken d + P+K
Feint Choreppa Dan d + K+S
Special Moves
-------------
Hi Sho Ken qcb + P projectile does NOT travel
full screen distance; will
collide with other
projectiles as both will
be "destroyed" in the
process
Shoryudan f, d, df + S
Zanei Ken Charge db, f + P/S / P=short, S=long
db, f + P/S
Shippu Uraken db, f + S follow up to S version of
Zanei Ken only
Explosion Quake hcb + S palm strike must connect
(not blocked) to perform
entire maneuver
Kuhadan (BS) hcf + K
S. Power Super
--------------
Choreppa Dan Charge d for 2 seconds,
df, f + K+S
P. Power Super
--------------
Zanei Reppa hcf + S
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> f + S (*, ^)---> b + S (*, v, E)
P close (*)| S (E)
d + P (*) | d + S (_, E)
| df + S (*, A, E)
|
----> d + K (*, _)----> d + S (_, E)
df + S (*, A, E)
df + P (*)-----> S (*) -----> S (*) -----> S (*) -----> f + S (E)
P in air (0)---> K (1, H, O, E)
S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> K (*) -----> f + S (*, ^)---> b + S (*, v, E)
K close (*)| S (E)
d + K | d + S (_, E)
(*, _) | df + S (*, A, E)
|
----> d + K (*, _)----> d + S (_, E)
df + S (*, A, E)
K in air (0)---> S (1, H, O, E)
Strong Starters
```````````````
None
*******************************************************************************
* 3.3 EX Andy Bogard *
*******************************************************************************
To select EX Andy, move to Andy's icon, hold start, K, K, S, S, hold K (while
still holding start), hold S (while still holding start and K), then P or L
(while still holding start, K, and S)
Colors
------
P - Black costume w/ Purple trim
L - Blue costume w/ Brown trim
Throw
-----
Uchimata f/b + S close
Basic Moves
-----------
Crawl hold df
Dropping Heel S close 2 hits
Plane Moves
-----------
Dive Palm P from opposite plane
Dive Kick K from opposite plane overhead
Backhand/Reach Kick S from opposite plane pulls opponent to your
plane if attack touches
them
Sweep d + S from opposite must be blocked low; pulls
plane opponent to your plane
if attack touches them
Command Moves
-------------
Slide Palm Dash Forward, d + P
Rising Palm df + P
Ground Slash d + S on downed pursue attack
opponent
Crunch Kick f + P while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Special Moves
-------------
Geki Hi Sho Ken qcb + S absorbs projectiles
Spider Hold d, d + S in air connects when you perform
move and land close to
opponent on ground;
unblockable
Zanei Ken Charge db, f + S /
db, f + S
Yami Abisegeri (BS) b, d, db + K
Illusion Shiranui Dash Forward, f, df, teleports behind opponent
d + L and attacks
S. Power Super
--------------
Choreppa Dan Charge d for 2 seconds,
df, f + K+S
P. Power Super
--------------
Neo Zanei Reppa hcf + S
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> S -----> d + S (G, E)
P close (*)| | d + S (_, E)
d + P (*) | | df + S (*, A, E)
| |
| |
| ---> f + S (*, ^)---> b + S (*, v, E)
|
|
----> d + K (*, _)----> d + S (_, E)
df + S (*, A, E)
df + P (*)-----> S -----> S -----> S (*, A, E)
P in air (0)---> K (1, H, O, E)
S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> K (*) -----> S -----> d + S (G, E)
K close (*)| | d + S (_, E)
d + K | | df + S (*, A, E)
(*, _) | |
| |
| ---> f + S (*, ^)---> b + S (*, v, E)
|
|
----> d + K (*, _)----> d + S (_, E)
df + S (*, A, E)
K in air (0)---> S (1, H, O, E)
Strong Starters
```````````````
None
*******************************************************************************
* 3.4 Joe Higashi *
*******************************************************************************
Colors
------
P - Blue shorts w/ Red trim
L - Yellow shorts w/ Gray trim
Throws
------
Lifting Pressure f/b + S close
Down Heel d + S
Rapid Knees df + S close
Basic Moves
-----------
Crawl hold df
Straight Kick S from uf/ub short jump overhead
Plane Moves
-----------
Dive Elbow P from opposite plane
Slide Kick K from opposite plane must be blocked low
Reach Kick S from opposite plane pulls opponent to your
plane if attack touches
them
Sweep d + S from opposite must be blocked low; pulls
plane opponent to your plane
if attack touches them
Command Moves
-------------
Slide Fist Dash Forward, d + P
Slide Shin Kick Dash Forward, d + K
Quick Uppercut b + P
Rising Elbow df + P
High Kick b + K knocks opponent to opposite
plane
Slide Kick df + K must be blocked low
Special Taunt d + S on downed pursue taunt
opponent
Jaw Opener f + P while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Feint Tiger Kick b + P+K
Feint Hurricane Upper d + P+K
Special Moves
-------------
Hurricane Upper hcb + P will collide with other
projectiles as both will
be "destroyed" in the
process
Exploding Hurricane hcb + S first tornado will collide
with other projectiles and
"destroy" them as well as
be "destroyed", while the
second and third tornadoes
will continue their path
TNT Punch tap P repeatedly
Dynamite Fist qcf + P overhead
Tiger Kick (BS) f, d, df + K
Pressure Knee f, d, df + S
Explosive Heel qcb + K Pressure Knee must connect
(not blocked) for this
follow up to be possible
Golden Heel qcb + K
Slash Kick Charge db, f + K /
db, f + K
Powerful Slash Kick Charge db, f + S / first part must connect (not
db, f + S blocked) to perform entire
maneuver
S. Power Super
--------------
Screw Upper f, hcf + K+S absorbs projectiles
P. Power Supers
---------------
Slide Screw f, hcf + S absorbs projectiles
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> f + S (*, ^)---> b + S (*, v, E)
| S (*, E) S (E)
| d + S (_, E)
| df + S (*, A, E)
|
----> d + K (*, _)----> d + S (_, E)
df + S (*, A, E)
P close (*) ---> K (*) -----> f + S (*, ^)---> b + S (*, v, E)
| S (*, E) S (E)
| d + S (_, E)
| df + S (*, A, E)
|
----> d + K (*, _)----> d + S (_, E)
: df + S (*, A, E)
:
:
:
----> d + P (*) -----> K (*) -----> f + S (*, ^)---> b + S
: S (E) (*, v, E)
: d + S (_, E)
: df + S (*, A, E)
:
--> d + K (*, _)---> d + S (_, E)
df + S (*, A, E)
d + P (*)------> K (*) -----> f + S (*, ^)---> b + S (*, v, E)
| S (E)
| d + S (_, E)
| df + S (*, A, E)
|
----> d + K (*, _)----> d + S (_, E)
df + S (*, A, E)
b + P (*)------> S (*) -----> S (*) -----> S (*) -----> f + S (E)
P in air (O)---> K (1, H, O, E)
S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> K (*) -----> f + S (^, E)---> b + S (*, v, E)
K close (*)| S (E)
| d + S (_, E)
| df + S (*, A, E)
|
----> d + K (*, _)----> d + S (_, E)
| df + S (*, A, E)
|
|
|
----> S (*) -----> S (*) -----> qcf + S (A, E)
d + K (*, _)---> K (*) -----> f + S (^, E)---> b + S (*, v, E)
| S (E)
| d + S (_, E)
| df + S (*, A, E)
|
----> d + K (*, _)----> d + S (_, E)
df + S (*, A, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
None
*******************************************************************************
* 3.5 Mai Shiranui *
*******************************************************************************
Colors
------
P - Red costume
L - Blue costume
Throws
------
Fuushakuzushi f/b + S close
Yumezakura d + S close in air
Basic Moves
-----------
Crawl hold df
Down Fan S from a short jump overhead
Roundhouse S close 2 hits
Turn Fan S far 2 hits
Plane Moves
-----------
Dive Forearm/Palm P from opposite plane
Dive Kick K from opposite plane overhead
Reach Kick/Fan Swipe S from opposite plane pulls opponent to your
plane if attack touches
them
Sweep d + S from opposite must be blocked low; pulls
plane opponent to your plane
if attack touches them
Command Moves
-------------
Triangle Jump jump toward the wall,
then away
Slide Fan Dash Forward, d + P
Slide Back Kick Dash Forward, d + K
Tail Strike/Fan Strike b + P knocks opponent to opposite
plane; can feint the
Tail Strike/Fan Strike
into a special/super which
is done by performing a
special/super just before
the Tail Strike/Fan Strike
comes out
Double Foot Strike tap S repeatedly when wake up attack
you are knocked down
Rising Fan f + P while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Feint Ka Cho Sen d + P+K
Special Moves
-------------
Ka Cho Sen qcf + P will collide with other
projectiles as both will
be "destroyed" in the
process
Ryu Em Bu (BS) qcb + P absorbs projectiles
Midare Kacho Sen qcb + S
Part Two qcb + S
Part Three qcb + S
Finish qcb + S
Shinobi Bachi hcf + S
Kagerono Mai Charge d for 2 seconds, absorbs projectiles
u + S
Musasabi Mai d + P+K in air
S. Power Super
--------------
Cho Shinobi Bachi f, db, f + K+S /
f, hcf + K+S
P. Power Super
--------------
Crimson Explosion f, db, f + S / hop in must touch opponent
f, hcf + S in order to perform the
entire super; unblockable
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> f + S (*, ^)---> b + S (*, v, E)
P close (*) P (*) S (E)
d + K (*, _) d + S (_, E)
d + P (*)------> K (*) -----> f + S (*, ^)---> b + S (*, v, E)
P (*) S (E)
d + K (*, _) d + S (_, E)
d + S (*, E)
P in air-------> K (1, H, 0, E)
(*, O) S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> K (*) -----> f + S (*, ^)---> b + S (*, v, E)
K close (*) d + K (*, _) S (E)
d + K (*, _) d + S (_, E)
K in air-------> S (1, H, O, E)
(*, O)
Strong Starters
````````````````
S close (*)----> S (*) -----> S (*) -----> d + S (E)
*******************************************************************************
* 3.6 Duck King *
*******************************************************************************
Colors
------
P - Orange top w/ Blue vest
L - Yellow top w/ Green vest
Throws
------
Slam Dunk f/b + S close
Neck Slam d + S close in air
Basic Moves
-----------
Crawl hold df
Hop Kick K far low dodge
Rising Beat S close 2 hits
Plane Moves
-----------
Dive Elbow P from opposite plane
Slide Kick K from opposite plane must be blocked low
Backhand/Reach Slap S from opposite plane pulls opponent to your
plane if attack touches
them
Sweep d + S from opposite must be blocked low; pulls
plane opponent to your plane
if attack touches them
Command Moves
-------------
Slide Backfist Dash Forward, d + P
Duck Fake Air d, d in air causes duck to stop in mid
air for a split second;
cannot perform air
normals after this, but
Duck can perform a Flying
Spin Attack; can use as
an air dodge as Duck is
invulnerable for a split
second
Drop Straight Down do nothing
Drop Diagonally Back b
Drop Diagon. Forward f
Duck Fake Ground Dash Forward, df + S dodges high attacks, will
slide past opponent
Down Swipe b + P overhead; can feint the
Down Swipe into a
special/super which is
done by performing a
special/super just before
the Down Swipe comes out
Slide df + K must be blocked low
Double Hand Spin d + S both parts must be blocked
low
Ground Spin d + S on downed pursue attack
opponent
Power Headbutt f + P while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Feint Duck Dance d + K+S
Special Moves
-------------
Head Spin Attack qcf + P
Riding Spin Attack qcf + S
Kick Finish tap S rapidly Riding Head Spin Attack must
touch opponent in order
for this follow up to be
available
Flying Spin Attack qcb + P in air
Neo Break Storm f, d, df + K
Dancing Dive (BS) qcb + K
Cross Head Spin qcb + L moves to opposite plane
S. Power Supers
---------------
Break Spiral hcf, uf, d + K+S close unblockable
P. Power Super
--------------
Duck Dance d, d + P+K+S hold P+K+S for:
0-1 second=level 1
2 seconds=level 2
3 seconds=level 3
4 seconds=level 4
---you have the length of time before you P bar runs out to perform one of---
---the following maneuvers:---
Air Cannonball f, df, d + K+S in air requires level 1 charge or
higher
Cannonball Charge b for 2 seconds, requires level 1 charge or
f, b, f + K+S higher
Dance Kick qcb, qcb + K+S requires level 2 charge or
higher
Heaven's Knee qcf, qcf + K+S requires level 3 charge or
higher
Duck Rave hcb + S, P, P, K, P, requires level 4 charge;
K, K, S, S spin dash must connect in
order to perform entire
super
Finish f, d, df + S
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> f + S -----> qcb + L (E)
P close (*)| | (*, ^, E)
d + P (*) | | d + S (_, E)
| | df + S (*, A, E)
| |
| ---> S (E) -----> d + S (G, E)
|
|
----> d + K (*, _)----> d + S (_, E)
df + S (*, A, E)
P in air-------> K (1, H, O, E)
(*, O) S (1, H, O, E)
Kick Starters
`````````````
K close (*)----> K (*) -----> f + S -----> qcb + L (E)
d + K | | (*, ^, E)
(*, _) | | d + S (_, E)
| | df + S (*, A, E)
| |
| --> S (E) -----> d + S (G, E)
|
|
----> d + K (*, _)----> d + S (_, E)
df + S (*, A, E)
K in air-------> S (1, H, O, E)
(*, O)
Strong Starters
````````````````
d + S (_)------> d + S (*) -----> d + S (*) -----> qcf, uf + K (E)
*******************************************************************************
* 3.7 Tung Fu Rue *
*******************************************************************************
Colors
------
P - Red top
L - Black top
Throw
-----
Energy Assault f/b + S close
Basic Moves
-----------
Crawl hold df
High Wave Kick S close 2 hits
Plane Moves
-----------
Dive Punch P from opposite plane
Spin Punch K from opposite plane overhead
Energy Swipe S from opposite plane pulls opponent to your
plane if attack touches
them
Sweep d + S from opposite must be blocked low; pulls
plane opponent to your plane
if attack touches them
Command Moves
-------------
Slide Stab Dash Forward, d + P
Slide Boot Dash Forward, d + K
Rising Fist df + P
Shoulder Strike f + P while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Feint Furious Face Shot d + P+K
Feint Senpu Gouken d + K+S
Special Moves
-------------
Furious Face Shot qcf + P will collide with other
projectiles as both will
be "destroyed" in the
process
Shin Shippu qcb + P/S P=short, S=long
Thousand Kicks (BS) f, d, df + K
Charging Surge Charge db for 2 absorbs projectiles
seconds, f + S
Super Taunt S far, tap S
S. Power Super
--------------
Senpu Gouken f, df, d, u + K+S hits in both planes
P. Power Super
--------------
Geki Hou f, hcf + S, hold S absorbs projectiles; Tung
to empower "ghost" will cause damage
if opponent touches him
Chain Attacks
--------------
Punch Starters
``````````````
P (*) --------> K (*) -----> f + S (*, ^)---> b + S (*, v, E)
P close (*)| S (E)
d + P (*) | d + S (_, E)
| df + S (*, A, E)
|
----> d + K (*, _)----> d + S (_, E)
df + S (*, A, E)
df + A (*)-----> S (*) -----> f + S (*, E)
P in air (O)---> K (1, H, 0, E)
S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> K (*) -----> f + S (*, ^)---> b + S (*, v, E)
K close (*)| S (E)
d + K | d + S (_, E)
(*, _) | df + S (*, A, E)
|
----> d + K (*, _)----> d + S (_, E)
df + S (*, A, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
None
*******************************************************************************
* 3.8 EX Tung Fu Rue *
*******************************************************************************
To select EX Tung, move to Tung's icon, hold start, K, K, S, S, hold K (while
still holding start), hold S (while still holding start and K), then P or L
(while still holding start, K, and S)
Colors
------
P - Green top
L - Blue top
Throw
-----
Rapid Punches f/b + S close
Basic Moves
-----------
Crawl hold df
High Wave Kick S close 2 hits
Plane Moves
-----------
Dive Punch P from opposite plane
Spin Punch K from opposite plane overhead
Energy Swipe S from opposite plane pulls opponent to your
plane if attack touches
them
Sweep d + S from opposite must be blocked low; pulls
plane opponent to your plane
if attack touches them
Command Moves
-------------
Slide Stab Dash Forward, P
Slide Boot Dash Forward, K
Rising Fist df + P
Shoulder Strike f + P while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Feint Surge Blast d + P+K
Feint Senpu Gouken d + K+S
Special Moves
-------------
Shin Shippu (BS) qcb + P/S P=short, S=long; Break Shot
works for S version only
Surge Blast Charge db for 2 absorbs projectiles
seconds, f + P
Geki Hou tap S repeatedly absorbs projectiles; to
avoid using the Super
Taunt when far away,
try holding b or f while
tapping S; Tung "ghost"
will cause damage if
opponent touches him
Thousand Kicks f, d, df + K close unblockable
Super Taunt S far, tap S
S. Power Super
--------------
Senpu Gouken f, df, d, u + K+S hits in both planes
P. Power Super
--------------
Million Kicks f, df, d + S
Chain Attacks
--------------
Punch Starters
``````````````
P in air (O)---> K (1, H, 0, E)
S (1, H, O, E)
Kick Starters
`````````````
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
None
*******************************************************************************
* 3.9 Bob Wilson *
*******************************************************************************
Colors
------
P - White pants w/ Blue top
L - Yellow pants w/ Dark Blue top
Throws
------
Falcon f/b + S close
Hornet Attack df, df + S
Frog Hunting tap S repeatedly
Air Falcon d + S close in air
Basic Moves
-----------
Crawl hold df
Dropkick S from uf/ub short jump overhead
Head Hunter S close 2 hits
Plane Moves
-----------
Dive Headbutt P from opposite plane
Dive Kick K from opposite plane overhead
Reach Kick/Headbutt S from opposite plane pulls opponent to your
plane if attack touches
them
Sweep d + S from opposite must be blocked low; pulls
plane opponent to your plane
if attack touches them
Command Moves
-------------
Slide Tip Kick Dash Forward, d + K
Elephant Tusk df + P
Eagle Step d + K in air overhead; if connected (not
blocked), you can follow
with another air attack;
does not work on small
jumps
Dashing Elbow Dash Forward, f + P
Flying Fish tap S repeatedly when wake up attack
you are knocked down
Leg Drop u + S on downed pursue attack
opponent
Low Kick f + P while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Feint Mad Spin Wolf d + K+S
Special Moves
-------------
Monkey Dance (BS) f, d, df + K
Rolling Turtle qcb + K move with b or f
Wild Wolf Charge b for 2 seconds, last 2 hits are overheads
f + K
Bison Horns Charge d for 2 seconds,
u + S
Sidewinder Slide qcb + S all parts must be blocked
low
S. Power Super
--------------
Dangerous Wolf f, hcf + K+S the falling Wild Wolf
maneuvers are overheads
P. Power Super
--------------
Mad Spin Wolf qcb, qcb + S
Wolf Fang tap S repeatedly
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> S -----> u + S (G, E)
P close (*)| d + S (_, E)
d + P (*) | df + S (*, A, E)
|
|
----> d + K (*, _)----> d + S (_, E)
df + S (*, A, E)
df + P (*)-----> d + K (*) -----> d + S (*, _, E)
P in air (O)---> K (1, H, O, E)
S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> K (*) -----> S -----> u + S (G, E)
K close (*)| S (*, E) d + S (_, E)
| df + S (*, A, E)
|
|
----> d + K (*, _)----> d + S (_, E)
df + S (*, A, E)
d + K (_, *)---> K (*) -----> S -----> u + S (G, E)
| d + S (_, E)
| df + S (*, A, E)
|
|
----> d + K (*, _)----> d + S (_, E)
df + S (*, A, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
S close (*)----> S (*) -----> S (*) -----> S (*) -----> f + S--+
u + S (E) u + S (E) |
|
|
|
u + S (G, E) <--+
*******************************************************************************
* 3.10 Sokaku Mochizuki *
*******************************************************************************
Colors
------
P - Blue costume
L - Green costume
Throws
------
Fall Back Slam f + S close
No Way Out Crush b + S close
Hell's Gate f, df, d + S
Falling Slam d + S close in air
Basic Moves
-----------
Crawl hold df
Straight Staff Swing S from a short jump overhead
Side Staff S close 2 hits
Plane Moves
-----------
Dive Staff P from opposite plane
Dive Low Foot K from opposite plane must be blocked low
Energy Hand/Reach Staff S from opposite plane pulls opponent to your
plane if attack touches
them
Staff Sweep d + S from opposite must be blocked low; pulls
plane opponent to your plane
if attack touches them
Command Moves
-------------
Slide Palm Dash Forward, d + P
Slide Knee Dash Forward, d + K
Staff Thrust df + P
Lightning Strike d + S on downed pursue attack; pursue is
opponent able to strike an opponent
no matter how far their
fallen body is from Sokaku
Low Staff f + P while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Feint Makibishi Masher d + P+K
Feint Thunder d + K+S
Special Moves
-------------
Makibishi Masher qcf + P when descending low enough,
the move must be blocked
low; will collide with
other projectiles as both
will be "destroyed" in
the process
Wild Ape Hunting (BS) qcb + P projectile Sokakus must
connect (not blocked) for
entire move to be
performed; it is possible
for Sokakus to hit low
enough that the move
must be blocked low; will
collide with other
projectiles as both will
be "destroyed" in the
process
Dance Of Demons tap P repeatedly absorbs projectiles
Heaven Break db + S
Swipe Break df + S must be blocked low
Falling Staff uf + S overhead
Straight Swing f + S
Energy Palm L this follow up will not work
in the back plane; hits in
both planes; if opponent
is in back plane, this
move is unblockable and
will pull opponent back
to the front plane
Thunder God Trick f, d, df + K
The Wailer hcb + K absorbs projectiles
Possession Blast f, b, f + S after performing this move
Sokaku will "rest" leaving
you unable to block for a
moment; it can absorb
projectiles, but low ones
can usually sneak by
Ki Mon Jin 360 + S close unblockable
Vortex Inferno qcb + L moves to opposite plane
S. Power Super
--------------
Thunder f, df, d, qcf + K+S hits in both planes; absorbs
projectiles
P. Power Super
--------------
Sokaku Splat f, df, d, qcf + S Sokaku has very slight
"rest" period after super;
just outside sweep range
this super becomes
unblockable, and within
sweep range it simply
becomes an overhead
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> f + S (*, ^)---> qcb + L (E)
P close (*)| | d + S (_, E)
d + P (*) | | df + S (*, A, E)
| |
| |
| ---> S -----> d + S (G, E)
|
|
----> d + K (*, _)----> d + S (_, E)
df + S (*, A, E)
P in air (O)---> S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> K (*) -----> f + S (*, ^)---> qcb + L (E)
K close (*)| | d + S (_, E)
d + K | | df + S (*, A, E)
(*, _) | |
| |
| ---> S -----> d + S (G, E)
|
|
----> d + K (*, _)----> d + S (_, E)
df + S (*, A, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
S close (*)----> S (*) -----> d + S (*, A)---> d + S (*)----> d + S (E)
*******************************************************************************
* 3.11 Billy Kane *
*******************************************************************************
Colors
------
P - Blue costume
L - Black costume
Throws
------
Pole Toss f/b + S close
Pole Strangle f + K close
Basic Moves
-----------
Crawl hold df
Pole Charge K close 3 hits
Spin Strikes K far
Pole Kick S far dodges low (not projectiles)
Down Pole S from u short jump overhead
Swipe Pole S from uf/ub short jump overhead
Plane Moves
-----------
Dive Spin Pole P from opposite plane
Dive Pole Thrust K from opposite plane must be blocked low
Reach Pole S from opposite plane pulls opponent to your
plane if attack touches
them
Pole Sweep d + S from opposite must be blocked low; pulls
plane opponent to your plane
if attack touches them
Command Moves
-------------
Slide Pole Bust Dash Forward, d + P
Double Trip d + S both parts must be blocked
low
Pole Strike d + S on downed pursue attack
opponent
Lean Back Pole f + P while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Feint Power Hi Sho Bonk b + P+K
Special Moves
-------------
San Setsu Kon Charge b for 2 seconds, absorbs projectiles
f + P
Flame San Setsu Kon b, f + S San Setsu Kon must connect
(not blocked) to perform
this follow up
Sparrow Drop qcb + P
Whirlwind Pole tap P repeatedly absorbs projectiles
Dragon Flame (BS) qcb + K
Power Hi Sho Bonk db, qcf + K control descent with b or f
S. Power Super
--------------
Super Fire Wheel qcf, hcb + K+S absorbs projectiles
P. Power Super
--------------
Guren Sakkon qcf, hcb + S
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> f + S (*, ^)---> b + S (*, v, E)
P close (*)| S (*, E) | d + S (_, E)
d + P (*) | |
| |
| |
| ---> S -----> d + S (G, E)
|
|
----> d + K (*, _)----> d + S (_, E)
P in air (O)---> S (1, H, O, E)
Kick Starters
`````````````
K close (*)----> K (*) -----> f + S (*, ^)---> b + S (*, v, E)
d + K | | d + S (_, E)
(*, _) | |
| |
| |
| ---> S -----> d + S (G, E)
|
|
----> d + K (*, _)----> d + S (_, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
d + S (_)------> S (*) -----> qcf + S (E)
*******************************************************************************
* 3.12 EX Billy Kane *
*******************************************************************************
To select EX Billy, move to Billy's icon, hold start, K, K, S, S, hold K
(while still holding start), hold S (while still holding start and K), then
P or L (while still holding start, K, and S)
Colors
------
P - Brown costume w/ Magenta bandana
L - Purple costume w/ Orange bandana
Throws
------
Pole Toss f/b + S close
Pole Strangle f + K close
Basic Moves
-----------
Crawl hold df
Pole Charge K close 3 hits
Spin Strikes K far
Pole Kick S far dodges low (not projectiles)
Down Pole S from u short jump overhead
Swipe Pole S from uf/ub short jump overhead
Plane Moves
-----------
Dive Spin Pole P from opposite plane
Dive Pole Thrust K from opposite plane must be blocked low
Reach Pole S from opposite plane pulls opponent to your
plane if attack touches
them
Pole Sweep d + S from opposite must be blocked low; pulls
plane opponent to your plane
if attack touches them
Command Moves
-------------
Slide Pole Bust Dash Forward, d + P
Double Trip d + S both parts must be blocked
low
Pole Strike d + S on downed pursue attack
opponent
Lean Back Pole f + P while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Feint Power Hi Sho Bonk b + P+K
Special Moves
-------------
San Setsu Kon Charge b for 2 seconds, absorbs projectiles
f + P
Flame San Setsu Kon b, f + S San Setsu Kon must connect
(not blocked) to perform
this follow up
Sparrow Drop qcb + P
Senpu Kon tap P repeatedly
Karyu Tsuigeki Kon (BS) qcb + K high counter attack
Suiryu Tsuigeki Kon (BS) qcb + S counter attack to jump
maneuvers and special
moves (not projectiles)
Power Hi Sho Bonk db, qcf + K control descent with b or f
S. Power Super
--------------
Super Fire Wheel qcf, hcb + K+S absorbs projectiles
P. Power Super
--------------
Scarlet Uppercut f, df, d + S
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> f + S (*, ^)---> b + S (*, v, E)
P close (*)| S (*, E) | d + S (_, E)
d + P (*) | |
| |
| |
| ---> S -----> d + S (G, E)
|
|
----> d + K (*, _)----> d + S (_, E)
P in air (O)---> S (1, H, O, E)
Kick Starters
`````````````
K close (*)----> K (*) -----> f + S (*, ^)---> b + S (*, v, E)
d + K | | d + S (_, E)
(*, _) | |
| |
| |
| ---> S -----> d + S (G, E)
|
|
----> d + K (*, _)----> d + S (_, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
d + S (_)------> S (*) -----> qcf + S (E)
*******************************************************************************
* 3.13 Wolfgang Krauser *
*******************************************************************************
Colors
------
P - Red pants w/ Gold armor and Purple hair
L - Black pants w/ Silver armor and Brown hair
Throw
-----
Knee Thrust f/b + S close
Basic Moves
-----------
Crawl hold df
Crunch Upper S close 2 hits
Plane Moves
-----------
Dive Push P from opposite plane
Slide Kick K from opposite plane must be blocked low
Reach Swipe S from opposite plane pulls opponent to your
plane if attack touches
them
Sweep d + S from opposite must be blocked low; pulls
plane opponent to your plane
if attack touches them
Command Moves
-------------
Slide Chop Dash Forward, d + P
Slide Shin Kick Dash Forward, d + K
Ground Punch f + K+S overhead; can feint the
Ground Punch into a
special/super which is
done by performing a
special/super just before
the Ground Punch comes out
Big Splash d + S in air overhead
Elbow Drop d + S on downed pursue attack
opponent
Uppercut f + P while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Feint High Blitz Ball d + P+K
Feint Kaiser Wave d + K+S
Special Moves
-------------
High Blitz Ball qcb + P will collide with other
projectiles as both
will be "destroyed" in
the process
Low Blitz Ball qcb + S will collide with other
projectiles as both
will be "destroyed" in
the process
Leg Tomahawk (BS) qcf + K overhead
To The Moon Blow hcb + K close unblockable
Phoenix Thrust hcf + S counter attack to jump
maneuvers and special
moves (not projectiles);
will slam opponent into
opposite plane
Scum Gale hcf + P close unblockable; opponent is
tossed to the other side
of Krauser and is
"stunned" for a split
second
S. Power Super
--------------
Kaiser Wave Charge b for 2 absorbs projectiles;
seconds, uf + K+S holding the last part of
(hold K+S to delay) the motion (uf + K+S) will
empower the super; hold
uf + K+S for:
0-1 second=level 1 wave
2 seconds=level 2 wave
3 seconds=level 3 wave
which strikes in both
planes
P. Power Supers
---------------
Gigatec Cyclone hcb, f, df, d + S unblockable
sweep distance away
or closer
Deadly Rave hcb, f + P, P, K, S, dash in must connect (not
K, S, P, K, S blocked) for the entire
super to be performed
Finish 1 S
Finish 2 b, d, db + P+S
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> S -----> d + S (G, E)
P close (*)| S (*, E) d + S (_, E)
| df + S (A, E)
|
|
----> d + K (*, _)----> d + S (_, E)
df + S (A, E)
d + P (*)------> K (*) -----> S -----> d + S (G, E)
| d + S (_, E)
| df + S (A, E)
|
|
----> d + K (*, _)----> d + S (_, E)
df + S (A, E)
P in air (O)---> S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> K (*) -----> S -----> d + S (G, E)
K close (*)| d + S (_, E)
d + K | df + S (A, E)
(*, L) |
|
----> d + K (*, _)----> d + S (_, E)
df + S (A, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
S close (*)----> S (*) -----> qcf + S -----> d + S (G, E)
*******************************************************************************
* 3.14 Laurence Blood *
*******************************************************************************
Colors
------
P - Blue costume
L - Black costume
Throws
------
Spine Slice f/b + S close
Backbreaker d + S close in air
Basic Moves
-----------
Crawl hold df
Down Kick K from u short jump overhead
Toro S close 2 hits
Plane Moves
-----------
Dive Palm P from opposite plane
Dive Kick K from opposite plane overhead
Reach Kick S from opposite plane pulls opponent to your
plane if attack touches
them
Sweep d + S from opposite must be blocked low; pulls
plane opponent to your plane
if attack touches them
Command Moves
-------------
Slide Cape Flick Dash Forward, d + P
Secret Saber b + P
Down Saber d + P in air overhead; does not work on
short jumps
Swiping Kick f + K pushes opponent to opposite
plane; can feint the
Swiping Kick into a
special/super which is
done by performing a
special/super just before
the Swiping Kick comes out
Slide Trip d + S must be blocked low
Ole P+K dodges low and high attacks
(including projectiles)
Bull Kick f + P while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Feint Bloody Slash d + K+S
Special Moves
-------------
Elbow Charge qcf + P
Bloody Palm qcf + P
Bloody Saber Finish qcf + P
Bloody Spin (BS) Charge b for 2 seconds, P=short, S=long
f + P/S
Bloody Axle f, d, df + S
Bloody Cutter P/K/S
Bloody Shooter qcb + P/K/S will collide with other
projectiles as both
will be "destroyed" in
the process
Bloody Press f/b + S when close unblockable
to opponent
S. Power Super
--------------
Bloody Slash df, hcf, db + K+S must get all 6 hits to
connect (not blocked) for
a extra 2 hit finish
P. Power Super
--------------
Certain Death qcf, hcb + S dash in must connect (not
blocked) to perform entire
super
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> f + S (*, ^)---> b + S (*, v, E)
P close (*)| P (*, 1) S (A, E)
| S (*, E) d + S (_, E)
|
|
----> d + K (*, _)----> d + S (_, E)
d + P (*)------> K (*) -----> f + S (*, ^)---> b + S (*, v, E)
| P (*) S (A, E)
| S (*, E) d + S (_, E)
|
|
----> d + K (*, _)----> d + S (_, E)
P in air (O)---> S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> K (*) -----> f + S (*, ^)---> b + S (*, v, E)
K close (*)| S (A, E)
d + K | d + S (_, E)
(*, _) |
|
----> d + K (*, _)----> d + S (_, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
S close--------> S (*) -----> S (*) -----> S (*) -----> f + S (E)
Other Starters
``````````````
P+K --------> f + S -----> f, df, d + S (O, E)
*******************************************************************************
* 3.15 Jin Chonrei *
*******************************************************************************
Colors
------
P - Blue costume
L - Black costume
Throw
-----
Blast Away f/b + S close
Basic Moves
-----------
Crawl hold df
Driving Elbow S close 2 hits
Plane Moves
-----------
Dive Elbow/Push P from opposite plane
Low Foot/Knee Slide K from opposite plane must be blocked low
Reach Swipe S from opposite plane pulls opponent to your
plane if attack touches
them
Sweep d + S from opposite must be blocked low; pulls
plane opponent to your plane
if attack touches them
Command Moves
-------------
Axe Kick f + K can feint the Axe Kick into
a special/super which is
done by performing a
special/super just before
the Axe Kick comes out
Quick Poke f + P while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Feint Empire Destiny S. d + K+S
Special Moves
-------------
Emperor Crunch (BS) f, d, df + P/S P=short, S=further; Break
Shot works for S version
only
Emperor God Bop f, f + P
Extended Emperor God Bop f, f, f + P
Dragon Transformation qcf + K hold K to roll further; high
dodge; can roll past
opponent
Teio Tashin Ken qcb + K reflects projectiles
Tengan Ken qcf + S (hold S to holding S empowers move;
delay) hold S for:
0 second=level one, 1
hit; will collide
with other
projectiles as both
will be "destroyed"
in the process
1 second=level two, 2
hits; absorbs
projectiles
2 seconds=level three,
3 hits; absorbs
projectiles
3 seconds=level four, 5
hits; absorbs
projectiles
Emperor Blast qcb, f + S not only causes damage to
opponent, but will also
regenerate a portion of
Chonrei's lifebar as well;
will collide with other
projectiles as both
will be "destroyed" in
the process
S. Power Supers
---------------
Empire Destiny Slash f, hcf + K+S absorbs projectiles
P. Power Super
--------------
Emperor Dragon Voice S. f, hcf + S absorbs projectiles
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> f + S (*, ^)---> b + S (*, v, E)
P close (*)| S (*, E) S (E)
| d + S (_, E)
|
|
----> d + K (*, _)----> d + S (_, E)
d + P (*)------> K (*) -----> f + S (*, ^)---> b + S (*, v, E)
| S (E)
| d + S (_, E)
|
|
----> d + K (*, _)----> d + S (_, E)
P in air (O)---> K (1, H, O, E)
S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> K (*) -----> f + S (*, ^)---> b + S (*, v, E)
K close (*)| S (E)
d + K | d + S (_, E)
(*, _) |
|
----> d + K (*, _)----> d + S (_, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
S close (*)----> S (*) -----> d + S (A) -----> qcf + S (E)
*******************************************************************************
* 3.16 Jin Chonshu *
*******************************************************************************
Colors
------
P - Red costume
L - Purple costume
Throw
-----
Blast Away f/b + S close
Basic Moves
-----------
Crawl hold df
Wind Stab P far 2 hits
Wave Swipe P close 2 hits
Kick Swipe K far 2 hits
Wind Knee K close 2 hits
Emperor Axe S far 2 hits
Rising Slap S close 2 hits
Plane Moves
-----------
Dive Elbow/Push P from opposite plane
Low Foot/Knee Slide K from opposite plane must be blocked low
Reach Swipe S from opposite plane pulls opponent to your
plane if attack touches
them
Sweep d + S from opposite must be blocked low; pulls
plane opponent to your plane
if attack touches them
Command Moves
-------------
Slide Kick Swipe Dash Forward, d + K 2 hits
Slide Falling Slap Dash Forward, f + P both hits are overheads; can
feint the Slide Falling
Slap into a special/super
which is done by performing
a special/super just before
the Slide Falling Slap
comes out
Low Poke d + P 2 hits
Falling Slap b + P both hits are overheads; can
feint the Falling Slap into
a special/super which is
done by performing a
special/super just before
the Falling Slap comes out
Crouch Punt d + K 2 hits; must be blocked low
Forward Roll df + S must be blocked low
Side Poke f + P while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Feint Emperor Drain d + K+S
Special Moves
-------------
Sight Of Heaven W. qcf + P/S P=slow, S=fast; will
collide with other
projectiles as both
will be "destroyed" in
the process
Empire Heaven Smash f, d, df + P/S P=low, S=high
Eyes Of The Emperor (BS) hcb + P/S P=stationary teleport,
S=teleports behind
opponent; invulnerable for
split second while
teleporting; Break Shot
works for S version only
Emperor God's Eye hcb + K teleports Chonshu above
opponent; can control
descent with b or f;
invulnerable for split
second while teleporting
Rolling Dive P/K/S
Emperor God Bop f, f + P elbow must connect (not
blocked) to perform the
entire maneuver
Imperial Exterminator b, db, d + K in air will not work on short
jumps; teleports above
and behind opponent;
invulnerable for a split
second while teleporting;
can perform an air normal
after the teleport
S. Power Supers
---------------
Emperor Drain qcb, f + K+S not only causes damage to
opponent, but will also
regenerate a portion of
Chonshu's lifebar as well;
must connect (not blocked)
in order to do this
however; will absorb
projectiles
Air Emperor Drain qcb, f + K+S in air will not work on short
jumps; not only causes
damage to opponent, but
will also regenerate a
portion of Chonshu's
lifebar as well; must
connect (not blocked) in
order to do this however;
will absorb projectiles
P. Power Super
--------------
Teio Syukukyo Ken qcb, f + S will absorb projectiles
Chain Attacks
-------------
Punch Starters
``````````````
P --------> K (*) -----> S (E)
P close P (*, 1) d + S (_, E)
d + P d + K (*, _) df + S (*, A, E)
P in air (O)---> K (1, H, O, E)
S (1, H, O, E)
Kick Starters
`````````````
K --------> K (*, 1) -----> S (E)
K close d + K (*, 1, _) d + S (_, E)
d + K (_) df + S (*, A, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
S close (*)----> S (*) -----> S -----> f, b + S (*, A, >, E)
*******************************************************************************
* 3.17 Hon-Fu *
*******************************************************************************
Colors
------
P - Black pants w/ Red top
L - Red pants w/ White top
Throws
------
Leg Toss f/b + S close
Buddhist Bopper df + S close
Basic Moves
-----------
Crawl hold df
Down Nunchaku S from short jump overhead
High Roundhouse S close 2 hits
Plane Moves
-----------
Dive Kick P from opposite plane
Slide Kick K from opposite plane must be blocked low
Reach Kick/Reach Nun. S from opposite plane pulls opponent to your
plane if attack touches
them
Sweep/Nunchaku Sweep d + S from opposite must be blocked low; pulls
plane opponent to your plane
if attack touches them
Command Moves
-------------
Slide Nunchaku Shot Dash Forward, d + P
Rising Nunchaku df + P
Roundhouse f + K can feint the Roundhouse
into a special/super which
is done by performing a
special/super just before
the Roundhouse comes out
Nunchaku Bop d + S on downed pursue attack
opponent
Side Nunchaku f + P while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Feint Seikuu Rekka Kon b + P+K
Special Moves
-------------
Seikuu Rekka Kon (BS) f, d, df + P/S P=short, S=further; Break
Shot for S version only
Fire Stallion qcb + P, tap P if no P is tapped after
repeatedly move, Hon-Fu will finish
with himself in a "stun";
tap P in a good rythm to
have Hon-Fu finish with a
fire attack; if the tapped
P portion is not in a good
rythm you will again end
up in a "stun"
Heavenly Lightning qcb + K
Lightning On Earth Charge db for 2 must be blocked low
seconds, f + K
Low Headbutt Exit tap K repeatedly must be blocked low
Hissho Kyakushu Kyaku qcb + S landing it close will give
you two hits
Kaoloon's Prediction hcf + S kick must connect (not
blocked) with opponent on
the ground for entire move
to come out
Black Dragon hcf + S kick must connect (not
blocked) with opponent in
the air for entire move to
come out
S. Power Super
--------------
Exploding Goro qcb, db, f + K+S
Nunchaku Bail 360 x 4 immediately rotate your 360s clockwise
after Exploding if facing right, and
Goro connects (not counter clockwise if
blocked) facing left
P. Power Super
--------------
Neo Storm In Gadentsa qcb, db, f + S dash in must connect (not
blocked) in order to
perform the entire super
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> f + S (*, ^)---> b + S (*, v, E)
P close (*)| S (*, A, E)
d + P (*) | d + S (_, E)
| df + S (*, A, E)
|
----> d + K (*, _)----> d + S (_, E)
df + S (*, A, E)
df + P (*)-----> S (*) -----> S (*, A, E)
P in air (O)---> K (1, H, O, E)
S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> K (*) -----> f + S (*, ^)---> b + S (*, v, E)
K close (*)| S (*, A, E)
| d + S (_, E)
| df + S (*, A, E)
|
----> d + K (*, _)----> d + S (_, E)
df + S (*, A, E
d + K (*, _)---> K (*) -----> f + S (*, ^)---> b + S (*, v, E)
| S (*, A, E)
| d + S (_, E)
| df + S (*, A, E)
|
----> d + K (*, _)----> d + S (_, E)
| df + S (*, A, E
|
|
|
----> d + S (*, _)----> d + S (_, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
None
*******************************************************************************
* 3.18 Ryuji Yamazaki *
*******************************************************************************
Colors
------
P - Black costume w/ Blonde hair
L - Purple costume w/ White hair
Throw
-----
Grab And Toss f/b + S close
Basic Moves
-----------
Crawl hold df
High Kick S close 2 hits
Plane Moves
-----------
Dive Fist P from opposite plane
Dive Kick K from opposite plane overhead
Reach Kick S from opposite plane pulls opponent to your
plane if attack touches
them
Sweep/Hand Sweep d + S from opposite must be blocked low; pulls
plane opponent to your plane
if attack touches them
Command Moves
-------------
Slide Stomach Boot Dash Forward, d + K
Down Fist f + P both hits are overheads; can
feint the Down Fist into
a special/super which is
done by performing a
special/super just before
the Down Fist comes out
Uppercut Swing df + P
Rage Uppercut K+S in air knocks the opponent out of
the air; can use a High
Snake Tamer to hit falling
opponent
Sand Shower tap S repeatedly when wake up move
you are knocked down
Hell Stomp d + S on downed pursue attack
opponent
Swipe Away f + P while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Special Moves
-------------
Judgement Dagger (BS) f, db, f + P move must connect (not
blocked) to perform
entire maneuver
Snake Tamer qcb + P/K/S (hold P=high, K=mid, S=low; S
button to delay) version must be blocked
low
Abort L
Multi Snake Tamer release button after first part must be blocked
charging for 3 low
seconds
Double Return qcf + S absorbs projectiles; will
only absorb Sokaku's
Makibishi Masher and will
only return Mai's Ka Cho
Sen; despite its look,
Sokaku's Wild Ape Hunting
can be absorbed or sent
back as a projectile; will
not absorb or return super
projectiles such as
Cheng's Bursting Heavens,
Krauser's Kaiser Wave, etc
Meter Absorb perform Double Return adds significant amount to
on a projectile your super meter
Projectile perform Double Return
on a projectile and
continue to hold S
Explosive Headbutt f, b, d, u + S close unblockable
Sado Maso hcf + K high counter attack
S. Power Super
--------------
Guillotine hcb, f + K+S
P. Power Super
--------------
Yondan Drill 360 + S close, tap S unblockable; tap S:
repeatedly to 0-4=level 1, 11 hits
empower 5-8=level 2, 12 hits
9-12=level 3, 14 hits
+13=level 4, 27 hits
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> S -----> d + S (G, E)
P close (*)| S (*, E) d + S (_, E)
| df + S (*, A, E)
|
|
----> d + K (*, _)----> d + S (_, E)
df + S (*, A, E)
d + P (*)------> K (*) -----> S -----> d + S (G, E)
| d + S (_, E)
| df + S (*, A, E)
|
|
----> d + K (*, _)----> d + S (_, E)
df + S (*, A, E)
df + P (*)-----> S (*) -----> S (*) -----> S (*) -----> S (*) ----+
|
|
|
|
d + S (G, E) <----- b + S <--+
P in air (O)---> S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> K (*) -----> S -----> d + S (G, E)
K close (*)| d + S (_, E)
d + K | df + S (*, A, E)
(*, _) |
|
----> d + K (*, _)----> d + S (_, E)
df + S (*, A, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
None
*******************************************************************************
* 3.19 Blue Mary *
*******************************************************************************
Colors
------
P - Blue pants w/ Green jacket and Blonde hair
L - Black pants w/ Black jacket and White hair
Throw
-----
Spine Crush f/b + S close
Elbow Finish b, b + S
Basic Moves
-----------
Crawl hold df
Air Backfist S from short jump overhead
Axe Kick K close 2 hits
Rising Slap S close 2 hits
Plane Moves
-----------
Dive Palm P from opposite plane
Dive Low Kick K from opposite plane must be blocked low
Reach Kick S from opposite plane pulls opponent to your
plane if attack touches
them
Sweep d + S from opposite must be blocked low; pulls
plane opponent to your plane
if attack touches them
Command Moves
-------------
Slide Punch Dash Forward, d + P
Slide Step Roller Dash Forward, f + K second part must be blocked
low
Step Roller b + K second part must be blocked
low
Leg Drop u + S on downed pursue attack
opponent
Throat Elbow f + P while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Special Moves
-------------
Spin Fall qcf + P
Vertical Arrow (BS) f, d, df + K
Mary Snatcher f, d, df + K the first part must connect
(not blocked) for the
follow up to be possible
Straight Slice Charge b for 2 seconds, must be blocked low
f + K
Stun Slice b, f + K first part much touch
opponent for this follow
up to be possible
Mary Head Buster qcb + K high counter attack;
launches opponent into the
air; can follow with
Vertical Arrow
Stun Gun Smasher qcb + S counter attack to jump
maneuvers and special
moves (not projectiles)
Good Night Backbreaker df, df + P+K close unblockable
S. Power Super
--------------
Mary Splash Rose f, hcf + K+S dash in must connect (not
blocked) in order to
perform the entire super
P. Power Super
--------------
Mary Typhoon f, hcf + S close unblockable
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> S (*, A, E)
P close (*)| S (*, E) f + S (*, E)
| d + S (_, E)
| df + S (*, A, E)
|
----> d + K (*, _)----> d + S (_, E)
df + S (*, A, E)
d + P (*)------> K (*) -----> S (*, A, E)
| f + S (*, E)
| d + S (_, E)
| df + S (*, A, E)
|
----> d + K (*, _)----> d + S (_, E)
df + S (*, A, E)
P in air (O) --> K (1, H, O, E)
S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> K (*) -----> S (*, A, E)
K close (*)| f + S (^, E)
d + K | d + S (_, E)
(*, _) | df + S (*, A, E)
|
----> d + K (*, _)----> d + S (_, E)
df + S (*, A, E)
K in air (O) --> S (1, H, O, E)
Strong Starters
```````````````
S close (*)----> S (*) -----> S (_) -----> b, f + K----> u + S (G, E)
*******************************************************************************
* 3.20 EX Blue Mary *
*******************************************************************************
To select EX Mary, move to Mary's icon, hold start, K, K, S, S, hold K (while
still holding start), hold S (while still holding start and K), then P or L
(while still holding start, K, and S)
Colors
------
P - Black pants w/ Red jacket
L - Black pants w/ Blue jacket
Throw
-----
Tomi Nage f/b + S close
Achilles Hold f, df, d + S
Basic Moves
-----------
Crawl hold df
Air Backfist S from short jump overhead
Axe Kick K close 2 hits
Rising Slap S close 2 hits
Plane Moves
-----------
Dive Palm P from opposite plane
Dive Low Kick K from opposite plane must be blocked low
Reach Kick S from opposite plane pulls opponent to your
plane if attack touches
them
Sweep d + S from opposite must be blocked low; pulls
plane opponent to your plane
if attack touches them
Command Moves
-------------
Slide Punch Dash Forward, d + P
Rising Foot df + P
Leg Press d + K on downed pursue attack
opponent
Mary Dodge P+K dodges low and high attacks
(including projectiles)
Good Night Backbreaker hcb + S when close unblockable
Throat Elbow f + P while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Special Moves
-------------
Mary Snatcher f, d, df + K catches airborne opponents
Face Lock db, f + S Mary Snatcher must catch
opponent in air before
this follow up can be
possible
Straight Slice Charge b, f + K /
b, f + K
Mary Crab Clutch hcf + K Straight Slice must connect
(not blocked) for this
follow up to be possible
Mary Spider (BS) qcf + S unblockable
S. Power Super
--------------
Mary Typhoon f, hcf + K+S unblockable
P. Power Super
--------------
Mary Spinning Toss P, P, b, K, S rising knee must connect
(not blocked) for entire
super to be performed
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> S (*, E) -----> hcb + S (2, E)
P close (*)
d + P (*)------> d + S (*, A, E)
P in air (O) --> K (1, H, O, E)
S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> S (*, E) -----> hcb + S (2, E)
K close (*)
d + K (*, _)---> d + S (*, A, E)
K in air (O) --> S (1, H, O, E)
Strong Starters
```````````````
None
*******************************************************************************
* 3.21 Franco Bash *
*******************************************************************************
Colors
------
P - Orange costume
L - Green costume
Throw
-----
Gut Crunch And Slam f/b + S close
Basic Moves
-----------
Crawl hold df
Down Punch S from short jump overhead
Mega Upper S close 2 hits
Plane Moves
-----------
Dive Punch P from opposite plane
Dive Knee K from opposite plane overhead
Backfist/Reach Punch S from opposite plane pulls opponent to your
plane if attack touches
them
Sweep d + S from opposite must be blocked low; pulls
plane opponent to your plane
if attack touches them
Command Moves
-------------
Slide Jab Dash Forward, d + P
Chopping Kick f + K pushes opponent to opposite
plane; can feint the
Chopping Kick into a
special/super which is
done by performing a
special/super just before
the Chopping Kick comes
out
Rising Uppercut tap S repeatedly when wake up attack
you are knocked down
Barom Punch P+K can feint the Barom Punch
into a special/super which
is done by performing a
special/super just before
the Barom Punch comes out
Small Swing f + P while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Feint Zapper d + P+K
Special Moves
-------------
Zapper qcf + P will collide with other
projectiles as both
will be "destroyed" in
the process
Double Kong (BS) qcb + P second part is an overhead
Guts Dunk qcf, uf + K the stomp from the last part
is an overhead
Golden Bomber Charge db for 2
seconds, f + S
Waving Blow hcf + L Franco switches to the
opposite plane; if
opponent is hit by this
move they will be dragged
to the other plane with
him
S. Power Supers
---------------
Megaton Scruncher qcb, db, f + K+S hold K+S to increase the
distance of the maneuver
P. Power Super
--------------
Armageddon Buster hcb + S uppercut must connect (not
blocked) in order for the
whole super to be
performed; super stuns
opponent
Super Taunt do nothing
---you have the length of time before your P bar runs out or at the end of a---
---combination of 12 attacks to perform the following maneuvers in a combo:---
---(Note - you can use special moves in your combination, but this will---
---effectively end the string of moves)---
Gut Punch P
Straight Punch f + P
Uppercut b + P
Low Punch d + P
Knee Strike K
Straight Kick f + K
Swipe Kick b + K
Low Foot d + K
Low Blow Uppercut S
Reaching Back Kick f + S
Low Swipe Kick d + S
Barom Punch P + K
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> S (E)
P close (*)| S (*, E) d + S (_, E)
| df + S (A, E)
|
|
----> d + K (*, _)----> d + S (_, E)
df + S (A, E)
d + P (*)------> K (*) -----> S (E)
| d + S (_, E)
| df + S (A, E)
|
|
----> d + K (*, _)----> d + S (_, E)
df + S (A, E)
P in air (O)---> S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> K (*) -----> S (E)
K close (*)| d + S (_, E)
d + K | df + S (A, E)
(*, _) |
|
----> d + K (*, _)----> d + S (_, E)
df + S (A, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
S close (*)----> S (*) -----> S (*) -----> S (*) -----> f + S (A, E)
*******************************************************************************
* 3.22 Kim Kaphwan *
*******************************************************************************
Colors
------
P - White costume
L - Black costume
Throw
-----
Taiotoshi f/b + S close
Basic Moves
-----------
Crawl hold df
Cyclone Kick S far
Deep Roundhouse S close 2 hits
Plane Moves
-----------
Dive Kick P from opposite plane
Dive Swipe Kick K from opposite plane overhead
Reach Kick S from opposite plane pulls opponent to your
plane if attack touches
them
Sweep d + S from opposite must be blocked low; pulls
plane opponent to your plane
if attack touches them
Command Moves
-------------
Slide Snap Kick Dash Forward, d + P
Axe Kick f + K overhead
Gut Kick f + P while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Feint Phoenix Flattner d + K+S
Special Moves
-------------
Ku Sajin (BS) f, d, df + P
Hakikyaku qcb + P must be blocked low; absorbs
low projectiles
Crescent Moon Slash qcb + K/S K=short, S=long
Flying Swallow Slice Charge d for 2 seconds,
u + K
Sky Raising Slash d + K Flying Swallow Slice must
connect (not blocked) for
follow up to be possible
Hi Sho Kyaku d + K in air
Judgment Kick df + K Hi Sho Kyaku must touch
opponent to allow this
follow up; must be blocked
low
S. Power Super
--------------
Phoenix Kick Dance hcf + K+S in air move must connect (not
blocked) to perform entire
super
P. Power Super
--------------
Phoenix Flattner qcb, db, f + S dash in must connect (not
blocked) to perform entire
super
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> f + S (*, ^)---> b + S (*, v, E)
P close (*)| S (E)
d + P (*) | d + S (_, E)
| df + S (*, A, E)
|
----> d + K (*, _)----> d + S (_, E)
df + S (*, A, E)
P in air-------> K (1, H, 0, E)
(*, O) S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> K (*) -----> f + S (*, ^)---> b + S (*, v, E)
K close (*)| S (E)
d + K | d + S (_, E)
(*, _) | df + S (*, A, E)
|
----> d + K (*, _)----> d + S (_, E)
df + S (*, A, E)
K in air-------> S (1, H, O, E)
(*, O)
Strong Starters
```````````````
S close (*)----> S (*, A) -----> f + S -----> f, d, df + P (E)
*******************************************************************************
* 3.23 Cheng Sinzan *
*******************************************************************************
Colors
------
P - Green shirt
L - Orange shirt
Throws
------
Double Hand Toss f/b + S close
Headbutts df + S close
Basic Moves
-----------
Crawl hold df
Hop Split K far
Head Soften S close 2 hits
Plane Moves
-----------
Dive Palms P from opposite plane
Dive Energy Palms K from opposite plane overhead
Reach Swipe S from opposite plane pulls opponent to your
plane if attack touches
them
Double Foot Sweep d + S from opposite must be blocked low; pulls
plane opponent to your plane
if attack touches them
Command Moves
-------------
Double Orb Attack f + P overhead; can feint the
Double Orb Attack into a
special/super which is
done by performing a
special/super just before
the Double Orb Attack
comes out
Prop Tantrum d + S all parts must be blocked low
Glowing Orb P+K knocks opponent to opposite
plane
Slapping Palm f + P while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Feint Avalanche Crunch f + P+K
Feint Kiten Hinzan d + P+K
Special Moves
-------------
Kiten Hinzan qcf + P will collide with other
projectiles as both
will be "destroyed" in
the process
High Kiten Hinzan f, d, df + P will collide with other
projectiles as both
will be "destroyed" in
the process
Belly Drum Blast Charge d for 2 seconds, use b or f to move; tap P to
u + P delay move; overhead
Avalanche Crunch (BS) Charge b for 2 seconds, K=short, S=long; Break Shot
f + K/S works for S version only
Full Reverse Pellet hcb + K high counter attack
S. Power Super
--------------
Bursting Heavens Charge db for 2 seconds, the projectile itself
qcf + K+S absorbs other projectiles
P. Power Super
--------------
Collapse Of Creation hcb + S use b or f to move; the
descend portion must
touch the opponent to
perform the entire super
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> S -----> qcf + S (>, E)
P close (*)| S (*, E) d + S (_, E)
| df + S (*, A, E)
|
|
----> d + K (*, _)----> d + S (_, E)
df + S (*, A, E)
d + P (*)------> K (*) -----> S -----> qcf + S (>, E)
| d + S (_, E)
| df + S (*, A, E)
|
|
----> d + K (*, _)----> d + S (_, E)
df + S (*, A, E)
P in air (O)---> S (1, H, O, E)
Kick Starters
`````````````
K close (*)----> K (*) -----> S -----> qcf + S (>, E)
d + K | d + S (_, E)
(*, _) | df + S (*, A, E)
|
|
----> d + K (*, _)----> d + S (_, E)
df + S (*, A, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
S close (*)----> S (*) -----> f + S -----> b, f + S (E)
------------------------------------------------------------------------------
---to face Geese in a 1 player game:---
1 - Do not lose a round
2 - Score over 750000 by Krauser match
3 - Have a score of B or higher in all matches
*******************************************************************************
* 3.24 Geese Howard *
*******************************************************************************
Colors
------
P - Red pants w/ Yellow trim and Flesh Color skin
L - Black pants w/ Off White trim and Gray skin
Throws
------
Shinkuu Nage f/b + S close
Mauling Tiger Crunch df + S close
Basic Moves
-----------
Crawl hold df
Jump Kick S from a short jump overhead
Backfist S close 2 hits
Plane Moves
-----------
Dive Elbow P from opposite plane
Dive Low Foot K from opposite plane must be blocked low
Reach Fist S from opposite plane pulls opponent to your
plane if attack touches
them
Sweep d + S from opposite must be blocked low; pulls
plane opponent to your plane
if attack touches them
Command Moves
-------------
Slide Punch Dash Forward, d + P
Slide Tap Kick Dash Forward, d + K
Rising Palm df + P
Rolling Sweep b + K knocks opponent into
opposite plane; can feint
the Rolling Sweep into a
special/super which is
done by performing a
special/super just before
the Rolling Sweep comes
out
Dive Swipe P+K overhead
Raimei Gouha Nage d + S close on downed pursue attack
opponent
Slash Uppercut f + P while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Feint Reppu Ken d + P+K
Feint Raging Storm d + K+S
Special Moves
-------------
Reppu Ken qcb + P absorbs projectiles
Double Reppu Ken qcb + S absorbs projectiles
Shippu Ken qcb + P in air overhead; absorbs
projectiles
Second Shippu Ken P can control descent with
b or f; Shippu Ken must be
performed from high jump
for this follow up to be
possible; overhead;
absorbs projectiles
Shin Shippu Ken qcb + S in air overheads; absorbs
projectiles
Shin Shippu Ken F. U. qcb + S in air overheads; absorbs
projectiles
Jump Kick P/K/S overhead
Evil Image Charge (BS) Charge b, f + K / dash must connect (not
b, f + K blocked) to perform entire
maneuver
Evil Image Throw Charge b, f + S/ dash must connect (not
b, f + S blocked) to perform entire
maneuver
Dragon Throw hcf + K counter attack to jump
maneuvers and special
moves (not projectiles)
Push Of The Tiger hcf + S high counter; moves opponent
to other side of him where
they are "stunned" for a
split second
S. Power Super
--------------
Raging Storm db, hcb, df + K+S absorbs projectiles
P. Power Supers
---------------
Thunder Break f, df, d + S hits in both planes; absorbs
projectiles
Deadly Rave hcb, f + P, P, P, K, dash in must connect (not
K, K, S, S, S blocked) for the entire
super to be performed
Finish qcb + S
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> f + S (*, ^)---> b + S (*, v, E)
P close (*)| S (*, E) S (*, A, E)
| d + S (_, E)
| df + S (*, A, E)
|
----> d + K (*, _)----> d + S (_, E)
df + S (*, A, E)
d + P (*)------> K (*) -----> f + S (*, ^)---> b + S (*, v, E)
| S (*, A, E)
| d + S (_, E)
| df + S (*, A, E)
|
----> d + K (*, _)----> d + S (_, E)
df + S (*, A, E)
df + P (*)-----> S (*) -----> S -----> d + S (G, E)
P in air-------> S (1, H, O, E)
(*, O)
Kick Starters
`````````````
K (*) --------> K (*) -----> f + S (*, ^)---> b + S (*, v, E)
K close (*)| S (*, A, E)
d + K | d + S (_, E)
(*, _) | df + S (*, A, E)
|
----> d + K (*, _)----> d + S (_, E)
df + S (*, A, E)
K in air-------> S (1, H, O, E)
(*, O)
Strong Starters
```````````````
None
===============================================================================
4. Misc. And Easter Eggs
===============================================================================
**********************
* 4.1 Special Intros *
**********************
VS. Special Intros
``````````````````
Terry vs Mai
Terry vs Andy
Terry vs Tung
Terry vs Krauser
Terry vs Geese
Andy vs Mai
Andy vs Tung
Andy vs Geese
Joe vs Terry/Andy/Billy/Geese
Mai vs Krauser
Mai vs Mary
Duck vs Terry/Geese
Duck vs Mai/Mary
Tung vs Cheng
Bob vs Bob/Laurance
Bob vs Krauser/Geese
Billy vs Geese
Krauser vs Geese
Krauser vs Krauser
Laurance vs Mai/Chonrei/Chonshu/Mary
Laurance vs Krauser/Laurance
Chonshu vs Kim/Chonrei
Hon-Fu vs Hon-Fu
Hon-Fu vs Yamazaki/Cheng
Yamazaki vs Joe
Mary vs Terry
Mary vs Mary
Mary vs Geese
Kim vs Krauser/Laurance/Geese
Kim vs Yamazaki
Kim vs Kim
Cheng vs Joe/Krauser/Yamazaki
1 Player Special Intros
```````````````````````
vs Joe
vs Mai
vs Duck
vs Tung
vs Sokaku
vs Billy
vs Krauser
vs Yamazaki
vs Mary
vs Bash
vs Kim
vs Cheng
vs Geese
*************
* 4.2 Other *
*************
-Richard comes out for a special win victroy when Bob beats Krauser in 1
Player mode
-Joe has a special win victory if he gets a perfect
-Krauser has a special win victory if he gets a perfect
-Hon-Fu has a special win victory if he gets a perfect
-Kim has a special win victory if he gets a perfect
-Geese has a special win victory if he gets a perfect
-Kim will have his sons come out if he is defeated
-Duck King's chick imitates some of his moves while Duck is performing them
-Characters such as Michael Max and Jubei will randomly fly by in the air at
the Beach stage
-Certain moves that are used to break the right wall (the palm tree trunks) on
the Beach stage will cause a crab to drop from the sky. Terry's Crack Shoot
is a good move to produce this affect.
-Sometimes chicks will come out of the right wall on the Japan stage when it
is destroyed
-Each character has two time over lose poses (although Bash and Cheng seem
to use the same one for both situations). One is for losing the round to a
time over and the other is for a Draw Game.
===============================================================================
5. Conclusion
===============================================================================
5.1 What's Missing/Needed
-Cleanup and corrections
-Any other misc or easter eggs? Let me know.
-If you have anything to add, any corrections I need to make, please email me
at
[email protected]. Credit will be given for your contribution.
5.2 Credits
- SNK
- Gamefaqs
- ThePatrick for some move motion corrections
- And me for writing this faq