=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Real Bout Fatal Fury Special:
Dominated Mind
FAQ By: Goh_Billy (
[email protected]) &
Giygas (
[email protected])
Version #: 2.0
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Sections
--------
1. Legend
1.1 Basic Game Legend
1.2 Chain Attack Legend
2. System
2.1 Basics
2.2 Power Gauge And Supers
3. Characters
3.1 Terry Bogard
3.2 Alfred
3.3 Mai Shiranui
3.4 Cheng Sinzan
3.5 Kim Kaphwan
3.6 Jin Chonrei
3.7 Franco Bash
3.8 Duck King
3.9 Hon-Fu
3.10 Geese Howard
3.11 Joe Higashi
3.12 Blue Mary
3.13 Wolfgang Krauser
3.14 Ryuji Yamazaki
3.15 Jin Chonshu
3.16 Billy Kane
3.17 Bob Wilson
3.18 Laurence Blood
3.19 Tung Fu Rue
3.20 Sokaku Mochizuki
3.21 Andy Bogard
----------------------------
3.22 White
4. Menu Translation
4.1 Main Menu Screen
4.2 Options Screen
4.3 Pause Screen
5. Unlockables
6. Conclusion
6.1 What's Missing/Needed
6.2 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 T - Taunt Button 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
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
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 T 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 + T after
being knocked
down
Dizzy Recovery shake joystick and
tap the buttons
rapidly when
dizzied
Defensive Attack f + LP while you will find this will
blocking 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
Quick Approach f + T when the you must time the motion
opponent is to the opponent's attack;
attacking you will absorb the
attack while moving
forward and not take any
damage; this functions
essentially like a parry
and as such you can
perform specials/supers
at the end of the Quick
Approach or even perform
another Quick Approach
Reversal guard, and then
perform a special
move after
blockstun
Break Shot perform move marked requires H. Power or higher
with (BS) while
blocking
Kara Cancel input a special or
super during the
early frames of a
normal/command
attack
Secret Moves - These moves are listed as such in the movelist details. Some
characters have secret moves and they are not usable until they
are unlocked. To unlock them you must beat the game with every
character in Arcade Mode by not losing a round and meeting
Geese each time. Once you do this with every character the
secret moves will unlock.
++++++++++++++++++++++++++++++
| 2.2 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.
Final Impact - Final Impacts in this game are essentially super cancels. Each
character has the ability to cancel certain specials or
supers into other supers. In each character's movelist there
is the chain of possible canceling options. Final Impacts
can be performed in two ways. One is by performing the initial
move and immediately entering the motion of the finishing super.
This requires very fast timing. The other method is by hiding
the motion of the second maneuver into the motion of your
initial maneuver of the chain. For example, Terry can cancel
his Power Wave into his Triple Geyser. A simple way to do
this is use the motion qcf, qcf + P (which will activate the
Power Wave), then press S (which will activate the Triple
Geyser).
===============================================================================
3. Characters
===============================================================================
*******************************************************************************
* 3.1 Terry Bogard *
*******************************************************************************
Colors
------
K - Red jacket and hat
S - Black jacket and hat
Throw
-----
Buster Throw f/b + S close
Basic Moves
-----------
Down Punch S from short jump overhead
Roundhouse S close 2 hits
Command Moves
-------------
Slide Punch Dash Forward, d + P
Uppercut df + P
Flying Turn Kick f + K can be easily kara cancelled
Gut Uppercut f + P while you will find this will
blocking 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 (BS) qcf + P will collide with other
projectiles as both will
be "destroyed" in the
process
Quick Burn (BS) f, d, df + P second part is an overhead
Burning Knuckle (BS) qcb + P/S P=short, S=long
Rising Tackle Charge d for 1.5
seconds, u + P
Power Dunk (BS) f, d, df + K last part of the move is an
overhead
Crack Shoot qcb + K
S. Power Super
--------------
Power Geyser (BS) qcf, qcf + K+S absorbs projectiles
P. Power Supers
---------------
Overheat Geyser qcf, qcf + S absorbs projectiles
Triple Geyser qcb, qcb + S secret move; geysers at
end of move absorb
projectiles
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> S (*, E)
P close (*)----> S (*, 1) -----> S (*, E)
d + P (*)------> S (*, E)
| d + S (*, E, 1)
|
|
----> d + K (*, _)----> S (*, 2, E)
d + S (*, 2, E)
P in air (0)---> K (1, H, O)-----> S (2, H, O, E)
S (1, H, O, E)
Kick Starters
`````````````
K close (*)----> S (*, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
None
Final Impact Chains
-------------------
Power Wave -------> Overheat Geyser
Quick Burn
Rising Tackle
Power Dunk
*******************************************************************************
* 3.2 Alfred *
*******************************************************************************
Colors
------
K - Yellow pants w/ Blue top
S - Black pants w/ Red top
Throw
-----
Sonic Wing f/b + S close
Basic Move
----------
Propeller Chop S close 2 hits
Command Moves
-------------
Slide Chop Dash Forward, P
Fokker d + K in air overhead; does not work with
short jumps
Slide Kick f + K
Retreat Kick b + K if connected (not blocked),
follow with Augmentor Wing
Slash Swipe f + P while you will find this will
blocking 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
Side Step b + P+K dodges low and high attacks
(including projectiles)
Feint Critical Wing d + P+K
Special Moves
-------------
Augmentor Wing (BS) qcf + P
Critical Wing (BS) qcb + P/S P=short, S=long
S. Tol f, uf, u + K if dash hits, he throws
opponent; unblockable
Mayday Mayday qcb + K in air
Slash K overhead
Kick Follow Up K Slash must connect for this
follow up and the others
to be possible
Kick Finish K
Divergence (BS) qcf + S absorbs projectiles
S. Power Supers
---------------
Shock Stall qcb + K+S in air dive must connect (not
(connect on blocked) to perform
ground opponent) entire super
Shock Augmentor qcb + K+S in air dive must connect (not
(connect on blocked) to perform
airborne opponent) entire super
P. Power Supers
---------------
Wave Rider qcb, qcb + S launches opponent if super
connects (not blocked);
can follow with Augmentor
Wing in corner
Hexadrive qcf, qcf + S in air secret move; dive must
connect (not blocked) to
perform entire super
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> S (*, 1, E)
P close (*)
d + P (*)
Kick Starters
`````````````
K (*) --------> S (*, 1, E)
K close (*)
Strong Starters
```````````````
S in air-------> P (*, 1, H, O, E)
(*, O) K (*, 1, H, O, E)
S (*, 1, H, O, E)
Final Impact Chains
-------------------
Critical Wing -------> Wave Rider
(P Version)
Divergence
Mayday Mayday -------> Shock Stall
Hexadrive
*******************************************************************************
* 3.3 Mai Shiranui *
*******************************************************************************
Colors
------
K - Red costume
S - Blue costume
Throws
------
Windmill Breaker f/b + S close
Dreamy Cherry Blossoms d + S close in air
Basic Moves
-----------
Down Fan S from a short jump overhead
Roundhouse S close 2 hits
Turn Fan S far 2 hits
Command Moves
-------------
Triangle Jump jump toward the
wall, then away
Slide Fan Dash Forward, d + P
Slide Back Kick Dash Forward, d + K
Double Foot Strike tap S repeatedly wake up attack
when you are
knocked down
Rising Fan f + P while you will find this will
blocking 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 Butterfly Fan d + P+K
Special Moves
-------------
Butterfly Fan (BS) qcf + P/S P=slow, S=fast; will collide
with other projectiles as
both will be "destroyed"
in the process
Dragon Blaze Dance (BS) qcb + P absorbs projectiles
Riotous Butterfly Fan qcb + S secret move
Part Two qcb + S
Part Three qcb + S
Finish qcb + S
Deadly Ninja Bees (BS) hcf + S
Solar Flash Dance Charge d for 1 absorbs projectiles
second, u + S
Flying Squirrel d + P+K in air
S. Power Super
--------------
Super Deadly Ninja Bees 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 (*) --------> P (*, 1) -----> S (*, E)
P close (*) f + S (*, E)
d + P (*)------> d + S (*, 1, E)
P in air-------> K (*, 1, H, 0)--> S (*, 2, H, O, E)
(*, O) S (*, 1, H, O, E)
Kick Starters
`````````````
d + K (* _)----> S (*, 1, E)
K in air-------> S (*, 1, H, O, E)
(*, O)
Strong Starters
````````````````
None
Final Impact Chains
-------------------
Butterfly Fan -------> Crimson Explosion
Dragon Blaze Dance
Riotous Butterfly Fan
Super Deadly Ninja Bees
*******************************************************************************
* 3.4 Cheng Sinzan *
*******************************************************************************
Colors
------
K - Green shirt
S - Orange shirt
Throws
------
Self-Defense Drop f/b + S close
Homicidal Headbutts df + S close
Basic Moves
-----------
Hop Split K far
Head Soften S close 2 hits
Command Moves
-------------
Falling Double Bop f + P overhead; can be easily kara
cancelled
Prop Tantrum d + S all parts must be blocked low
Brawny Reverse Bop P+K
Slapping Palm f + P while you will find this will
blocking 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 Tempest Blast d + P+K
Special Moves
-------------
Tempest Blast (BS) qcf + P will collide with other
projectiles as both
will be "destroyed" in
the process
High Tempest Blast (BS) f, d, df + P will collide with other
projectiles as both
will be "destroyed" in
the process
Belly Drum Blast Charge d for 1 use b or f to move; tap P to
second, u + P delay move; overhead
Avalanche Crunch (BS) Charge b for 1 K=short, S=long
second, f + K/S
Full Reverse Pellet (BS) hcb + K high counter attack
S. Power Supers
---------------
Bursting Heavens (BS) Charge db for 1 the projectile itself
second, qcf + K+S absorbs other projectiles
Life's Great Journey qcb, qcb + K+S secret move; absorbs
projectiles
P. Power Super
--------------
Collapse Of Creation qcf, qcf + S use b or f to move; the
descend portion must
touch the opponent to
perform the entire super
Chain Attacks
-------------
Punch Starters
``````````````
P close (*)----> K (*, 1) -----> S (*, 2, E)
d + P (*) d + K (*, 1, _) d + S (*, 2, _, E)
S (*, 1, E)
d + S (*, 1, _, E)
P in air (O)---> S (1, H, O, E)
Kick Starters
`````````````
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
None
Final Impact Chains
-------------------
Tempest Blast -------> Collapse Of Creation
High Tempest Blast
Bursting Heavens
*******************************************************************************
* 3.5 Kim Kaphwan *
*******************************************************************************
Colors
------
K - White costume
S - Black costume
Throw
-----
Body Drop f/b + S close
Basic Moves
-----------
Cyclone Kick S far
Deep Roundhouse S close 2 hits
Command Moves
-------------
Slide Snap Kick Dash Forward, d + P
Axe Kick f + K second part is an overhead
Gut Kick f + P while you will find this will
blocking 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
-------------
Aerial Dust Storm (BS) f, d, df + P
Crescent Moon Slash (BS) qcb + K/S K=short, S=long
Flying Swallow Slice Charge d for 1.5
seconds, u + K
Sky Raising Slash d + K Flying Swallow Slice must
connect (not blocked) for
follow up to be possible
Soaring Kick d + K in air
Judgment Kick df + K Soaring Kick must touch
opponent to allow this
follow up; must be blocked
low
S. Power Super
--------------
Phoenix Flattner qcf, qcf + K+S dash in must connect (not
blocked) to perform entire
super
P. Power Super
--------------
Phoenix Kick Dance qcf + S in air move must connect (not
blocked) to perform entire
super
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> S (*, 1, E)
P close (*)
P in air-------> K (*, 1, H, 0)--> S (*, 2, H, O, E)
(*, O) S (*, 1, H, O, E)
Kick Starters
`````````````
K (*) --------> S (*, E)
K close (*)
K in air-------> S (*, 1, H, O, E)
(*, O)
Strong Starters
```````````````
S close (*)----> S (A, E)
S far --------> S (E)
Final Impact Chains
-------------------
Soaring Kick -------> Phoenix Kick Dance
*******************************************************************************
* 3.6 Jin Chonrei *
*******************************************************************************
Colors
------
K - Blue costume
S - Black costume
Throw
-----
Mighty Dragon Activation f/b + S close
Basic Move
----------
Driving Elbow S close 2 hits
Command Moves
-------------
Axe Kick f + K can be easily kara cancelled
Quick Poke f + P while you will find this will
blocking 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 Slash d + K+S
Special Moves
-------------
Emperor Heavenly Eye qcf + P/S P=small and slow, S=large
and fast; will collide with
other projectiles as both
will be "destroyed" in the
process
Emperor Crunch (BS) f, d, df + P/S P=short, S=further
Emperor God Bop (BS) f, f + P
Extended Emperor God Bop f, f, f + P
Dragon Transformation (BS) qcf + K hold K to roll further; high
dodge; can roll past
opponent
Emperor Hidden Blow qcb + K reflects projectiles
Emperor Blast (BS) 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 qcf, qcf + K+S holding K+S will empower the
(hold K+S to maneuver as it will enlarge
empower) the projectile and deal
more damage; unblockable;
absorbs projectiles
P. Power Supers
---------------
Emperor Roar Destroyer qcf, qcf + S absorbs projectiles
Emperor Reverse Scale Fist qcb, qcb + S secret move; swipe must
touch opponent to perform
the entire maneuver; the
low kick part of the rush
attack must be blocked low
Chain Attacks
-------------
Punch Starters
``````````````
P close (*)----> K (*, 1) -----> S (*, E)
d + P (*) d + K (*, _) d + S (*, _, E)
S (*, 1, E)
P in air (O)---> K (1, H, O)-----> S (2, H, O, E)
S (1, H, O, E)
Kick Starters
`````````````
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
None
Final Impact Chains
-------------------
Emperor Heavenly Eye-> Empire Destiny Slash
Emperor God Bop
Extended Emperor God Bop
Emperor Crunch
*******************************************************************************
* 3.7 Franco Bash *
*******************************************************************************
Colors
------
K - Orange costume
S - Green costume
Throw
-----
Gorilla Rush f/b + S close
Basic Moves
-----------
Down Punch S from short jump overhead
Mega Upper S close 2 hits
Command Moves
-------------
Slide Jab Dash Forward, d + P
Rising Uppercut tap S repeatedly wake up attack
when you are
knocked down
Barom Punch P+K can be easily kara cancelled
Small Swing f + P while you will find this will
blocking 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 (BS) 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 (BS) qcf, uf + K the stomp from the last part
is an overhead
Golden Bomber hcb + S
S. Power Supers
---------------
Final Omega Blast (BS) qcb, qcb + K+S hold K+S to increase the
distance of the maneuver
P. Power Super
--------------
G-G-G-Guts Dunk!! qcf, qcf + S secret move; last part is an
overhead
Armageddon Buster qcb, qcb + S uppercut must connect (not
blocked) in order for the
whole super to be
performed; super stuns
opponent
---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
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 in air (O)---> S (1, H, O, E)
Kick Starters
`````````````
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
None
Final Impact Chains
-------------------
Zapper --------> G-G-G-Guts Dunk!!
Double Kong Armageddon Buster
*******************************************************************************
* 3.8 Duck King *
*******************************************************************************
Colors
------
K - Yellow top w/ Blue vest
S - Red top w/ Black vest
Throws
------
Slam Dunk f/b + S close
Neck Slam d + S close in air
Basic Moves
-----------
Hop Kick K far low dodge
Rising Beat S close 2 hits
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 Diagonally Forward f
Duck Fake Ground Dash Forward, df + S dodges high attacks, will
slide past opponent
Down Swipe b + P overhead; can be easily kara
cancelled
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 you will find this will
blocking 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 (BS) qcf + P
Riding Spin Attack (BS) qcf + S
Kick Finish tap S rapidly Riding Spin Attack must
touch opponent in order
for this follow up to be
available
Flying Spin Attack qcb + P in air
Neo Break Storm (BS) f, d, df + K
Dancing Dive qcb + K
Beat Rush (BS) f, b, f + S
S. Power Supers
---------------
Break Spiral hcf, uf, d + K+S unblockable
close
P. Power Super
--------------
Duck Dance (BS) d, d + P+K+S
---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
Cannonball b, f, b, f + K+S
Dance Kick qcb, qcb + K+S
Heaven's Knee qcf, qcf + K+S
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> S (1) -----> df + S (*, 2, A, E)
P close (*) K (*, 1, E)
d + P (*) d + K (*, 1, _, E)
df + S (*, 1, A, E)
P in air-------> K (*, 1, H, O)--> (*, 2, H, O, E)
(*, O) S (*, 1, H, O, E)
Kick Starters
`````````````
K close (*)----> S (1) -----> df + S (*, 2, A, E)
d + K df + S (*, A, E)
(*, _)
K in air-------> S (*, 1, H, O, E)
(*, O)
Strong Starters
```````````````
None
Final Impact Chains
-------------------
Head Spin Attack-----> Cannonball
Riding Spin Attack Dance Kick
Neo Break Storm Heaven's Knee
Dancing Dive
Beat Rush
Flying Spin Attack---> Air Cannonball
*******************************************************************************
* 3.9 Hon-Fu *
*******************************************************************************
Colors
------
K - Black pants w/ Red top
S - Red pants w/ White top
Throw
-----
Leg Toss f/b + S close
Basic Moves
-----------
Down Nunchaku S from short jump overhead
High Roundhouse S close 2 hits
Command Moves
-------------
Slide Nunchaku Shot Dash Forward, d + P
Rising Nunchaku df + P
Blind Nunchaku Shot b + P must be blocked low
Roundhouse f + K can be easily kara cancelled
Side Nunchaku f + P while you will find this will
blocking 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 Sky Of Fire Noogie b + P+K
Special Moves
-------------
Sky Of Fire Noogie (BS) f, d, df + P/S P=short, S=further
Fire Stallion (BS) 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 1.5 must be blocked low
seconds, f + K
Low Headbutt Exit tap K repeatedly must be blocked low
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
Headbutt Charge b, f + P / secret move
b, f + P
Buddhist Bopper Catch d, d + S in air connects close to grounded
opponents and is
unblockable
S. Power Super
--------------
Neo Exploding Goro qcf, qcf + K+S
P. Power Super
--------------
Cadenza Storm qcf, qcf + S dash in must connect (not
blocked) in order to
perform the entire super
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*, 1) -----> df + S (*, 2, A, E)
P close (*)
d + P (*)
P in air (O)---> K (1, H, O, E)
S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> S (*, 1, E)
K close (*)
d + K
(*, _)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
None
Final Impact Chains
-------------------
Sky Of Fire Noogie---> Cadenza Storm
Fire Stallion
Lightning On Earth
*******************************************************************************
* 3.10 Geese Howard *
*******************************************************************************
Colors
------
K - Red pants w/ Yellow trim and Flesh Color skin
S - Black pants w/ Off White trim and Gray skin
Throws
------
Vacuum Throw f/b + S close
Mauling Tiger Crunch df + S close
Basic Moves
-----------
Jump Kick S from a short jump overhead
Backfist S close 2 hits
Command Moves
-------------
Slide Punch Dash Forward, d + P
Slide Tap Kick Dash Forward, d + K
Rising Palm df + P
Rolling Sweep b + K can be easily kara cancelled
Slash Uppercut f + P while you will find this will
blocking 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 Gale Fist d + P+K
Feint Raging Storm d + K+S
Special Moves
-------------
Gale Fist (BS) qcb + P absorbs projectiles
Double Gale Fist (BS) qcb + S absorbs projectiles
Hurricane Fist qcb + P in air overhead; absorbs
projectiles
Second Hurricane Fist P can control descent with
b or f; overhead
absorbs projectiles
True Hurricane Fist qcb + S in air overheads; absorbs
projectiles
Second True Hurricane 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 (BS) Charge b, f + S / dash must connect (not
b, f + S blocked) to perform entire
maneuver
Dragon Throw (BS) hcf + K counter attack to jump
maneuvers and special
moves (not projectiles)
Push Of The Tiger (BS) hcf + S high counter; moves opponent
to other side of him where
they are "stunned" for a
split second
S. Power Super
--------------
Raging Storm (BS) db, hcb, df + K+S absorbs projectiles
P. Power Supers
---------------
Demonic Hurricane Fist qcf, qcf + S secret move; dash in must
connect (not blocked)
for entire super to be
performed
Deadly Rave qcb, f + P, P, P, dash in must connect (not
K, K, K, S, S, S blocked) for the entire
super to be performed
Finish qcb + S
Chain Attacks
-------------
Punch Starters
``````````````
P in air-------> S (1, H, O, E)
(*, O)
Kick Starters
`````````````
K in air-------> S (1, H, O, E)
(*, O)
Strong Starters
```````````````
None
Final Impact Chains
-------------------
Gale Fist --------> Raging Storm
Double Gale Fist Deadly Rave
*******************************************************************************
* 3.11 Joe Higashi *
*******************************************************************************
Colors
------
K - Blue shorts w/ Red trim
S - Yellow shorts w/ Black trim
Throws
------
Jaws Special f/b + S close
Down Heel d + S
Knees Of Hell df + S close
Basic Move
----------
Straight Kick S from uf/ub short overhead
jump
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
Slide Kick df + K must be blocked low
Special Taunt d + S on downed pursue taunt
opponent
Jaw Opener f + P while you will find this will
blocking 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 (BS) hcf + P will collide with other
projectiles as both will
be "destroyed" in the
process
Exploding Hurricane hcf + 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 f, d, df + K
Pressure Knee (BS) guard an attack,
then f, d, df + S
Explosive Heel qcb + K Pressure Knee must connect
(not blocked) for this
follow up to be possible
Golden Heel (BS) 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 qcf, qcf + K+S absorbs projectiles
P. Power Supers
---------------
Slide Screw qcf, qcf + S absorbs projectiles
Burn Tiger Heel qcb, qcb + S secret move
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*, 1) -----> S (2, E)
P close (*)| S (*, 1, E) d + S (2, _, E)
| df + S (*, 2, A, E)
|
|
----> d + K (*, 1, _)-> d + S (2, _, E)
df + S (*, 2, A, E)
d + P (*)------> K (*, 1) -----> S (2, E)
| d + S (2, _, E)
| df + S (*, 2, A, E)
|
|
----> d + K (*, 1, _)-> d + S (_, 2, E)
df + S (*, 2, A, E)
b + P (*)------> S (1, *, E)
P in air (O)---> K (1, H, O, E)
S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> S (*, 1) -----> S (*, 2) -----> qcf + S (3, A, E)
K close (*)----> K (*, 1) -----> S (2, E)
| d + S (2, _, E)
| df + S (*, 2, A, E)
|
|
----> d + K (*, 1, _)-> d + S (2, _, E)
df + S (*, 2, A, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
None
Final Impact Chains
-------------------
Hurricane Upper------> Slide Screw
TNT Punch
Tiger Kick
Pressure Knee
*******************************************************************************
* 3.12 Blue Mary *
*******************************************************************************
Colors
------
K - Black pants w/ Red jacket and Blonde hair
S - Blue pants w/ Black jacket and White hair
Throw
-----
Spine Crush f/b + S close
Achilles Hold f, df, d + S
Basic Moves
-----------
Air Backfist S from short jump overhead
Axe Kick K close 2 hits
Rising Slap S close 2 hits
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 Press d + K on downed pursue attack
opponent
Mary Dodge P+K dodges low and high attacks
(including projectiles)
Good Night Backbreaker df, df + S when unblockable; input most be
close done quickly after Mary
Dodge
Throat Elbow f + P while you will find this will
blocking 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
-------------
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
Face Lock db, f + S
Straight Slice (BS) Charge b for 1
second, 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 qcf, qcf + K+S close unblockable
Mary Splash Rose f, hcf + K+S secret move; dash in must
connect (not blocked) in
order to perform the
entire super
P. Power Super
--------------
Mary Spinning Toss qcf, qcf + S rising knee must connect
(not blocked) for entire
super to be performed
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> S (*, 1) -----> df, df + S (2, E)
P close (*)|
|
----> d + P (*) -----> d + S (*, A, E)
d + P (*)------> d + S (*, A, E)
P in air (O) --> K (1, H, O, E)
S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> S (*, 1) -----> df, df + S (2, E)
K close (*)
d + K (*, _)---> d + S (*, A, E)
K in air (O) --> S (1, H, O, E)
Strong Starters
```````````````
None
Final Impact Chains
-------------------
Face Lock --------> Mary Spinning Toss
*******************************************************************************
* 3.13 Wolfgang Krauser *
*******************************************************************************
Colors
------
K - Red pants w/ Gold armor and Purple hair
S - Blue pants w/ Silver armor and Brown hair
Throw
-----
Knee Thrust f/b + S close
Basic Move
----------
Crunch Upper S close 2 hits
Command Moves
-------------
Slide Chop Dash Forward, d + P
Slide Shin Kick Dash Forward, d + K
Ground Punch f + K+S overhead; can be easily kara
cancelled
Big Splash d + S in air overhead
Uppercut f + P while you will find this will
blocking 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 (BS) qcb + P will collide with other
projectiles as both
will be "destroyed" in
the process
Low Blitz Ball (BS) qcb + S will collide with other
projectiles as both
will be "destroyed" in
the process
Dropping Elbow (BS) Charge d for 1 overhead
second, u + P
Leg Tomahawk qcf + K overhead
To The Moon Blow hcb + K close unblockable
Phoenix Thrust (BS) hcf + S counter attack to jump
maneuvers and special
moves (not projectiles)
Machine Gun Punch Charge d for .5 can only be cancelled from
seconds, df + S far S
S. Power Super
--------------
Kaiser Wave Charge b for 2 absorbs projectiles;
seconds, uf + K+S holding the last part of
(hold K+S to the motion (uf + K+S) will
delay) empower the super; hold
uf + K+S for:
0-1 second=level 1 wave
2 seconds=level 2 wave
3 seconds=level 3 wave
P. Power Supers
---------------
Gigatec Cyclone qcf, qcf + S sweep unblockable
distance away or
closer
Deadly Rave hcb, f + P, P, P, secret move; dash in must
K, K, K, S, S connect (not blocked) for
the entire super to be
performed
Finish 1 S
Finish 2 qcb + P+S
Chain Attacks
-------------
Punch Starters
``````````````
P close (*)----> S (*, 1, E)
d + P (*)
P in air (O) --> S (1, H, O, E)
Kick Starters
`````````````
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
S close (*)----> S (*, 1, E)
S far --------> Charge d for .5 second, df + S (1, E)
Final Impact Chains
-------------------
High Blitz Ball------> Kaiser Wave
Low Blitz Ball
*******************************************************************************
* 3.14 Ryuji Yamazaki *
*******************************************************************************
Colors
------
K - Black costume w/ Blonde hair
S - Blue costume w/ White hair
Throw
-----
Grab And Toss f/b + S close
Basic Move
----------
High Kick S close 2 hits
Command Moves
-------------
Slide Stomach Boot Dash Forward, d + K
Down Fist f + P both hits are overheads; can
be easily kara cancelled
Uppercut Swing df + S Down Fist must touch
opponent for this to come
out; launches opponent
Uppercut Swing df + P
Hell Stomp d + S on downed pursue attack
opponent
Swipe Away f + P while you will find this will
blocking 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
Hell Punch (BS) f, d, df + P+K overhead
Snake Tamer qcb + P/K/S (hold P=high, K=mid, S=low; S
button to delay) version must be blocked
low
Abort T
Multi Snake Tamer release button after first part must be blocked
charging for 4 low
seconds
Double Return qcf + S absorbs projectiles; will
only absorb Sokaku's
Makibishi Masher and will
only return Mai's
Butterfly Fan; will not
absorb or return super
projectiles such as
Cheng's Bursting Heavens,
Krauser's Kaiser Wave, etc
Meter Absorb perform Double adds significant amount to
Return on a your super meter
projectile
Projectile perform Double
Return on a
projectile and
continue to
hold S
Explosive Headbutt f, b, d, u + S close unblockable
Sadomazo (BS) hcf + K high counter attack
S. Power Super
--------------
Guillotine qcb, f + K+S move must connect (not
blocked) to perform
entire maneuver
P. Power Super
--------------
Yondan Drill 360 + S close, tap unblockable; tap S:
S repeatedly to 0-7=level 1, 11 hits
empower 8-9=level 2, 12 hits
10-15=level 3, 14 hits
+16=level 4, 27 hits
Chain Attacks
-------------
Punch Starters
``````````````
P close (*)----> S (*, 1, E)
d + P (*)
f + P (O)------> df + S (*, 1, A, E)
P in air (O)---> S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> S (*, 1, E)
K close (*)----> K (*, 1, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
None
Final Impact Chains
-------------------
Judgement Dagger-----> Yondan Drill
*******************************************************************************
* 3.15 Jin Chonshu *
*******************************************************************************
Colors
------
K - Red costume
S - Purple costume
Throw
-----
Mighty Dragon Activation f/b + S close
Basic Moves
-----------
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
Command Moves
-------------
Slide Kick Swipe Dash Forward, d + K 2 hits
Slide Falling Slap Dash Forward, f + P both hits are overheads; can
be easily kara cancelled
Low Poke d + P 2 hits
Falling Slap b + P both hits are overheads; can
be easily kara cancelled
Crouch Punt d + K 2 hits; must be blocked low
Forward Roll df + S must be blocked low
Side Poke f + P while you will find this will
blocking 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 Whop (BS) 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
Emperor God's Eye (BS) 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 will not work on short
air / f, df, jumps; teleports above
d + K in air and behind opponent;
invulnerable for a split
second while teleporting;
can perform an air normal
after the teleport
S. Power Supers
---------------
Emperor Drain qcf, qcf + 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 will not work on short
air / qcf, jumps; not only causes
qcf + K+S in air 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 Supers
---------------
Neo Emperor Destiny Fist qcf, qcf + S will absorb projectiles
Emperor Dragon Fist qcb, qcb + S secret move; elbow must
connect (not blocked) to
perform entire maneuver
Chain Attacks
-------------
Punch Starters
``````````````
P --------> K (*, 1) -----> S (2, E)
P close P (*, 1) d + S (2, _, E)
d + P d + K (*, 1, _) df + S (*, 2, A, E)
P in air (O)---> K (1, H, O, E)
S (1, H, O, E)
Kick Starters
`````````````
K --------> K (*, 1) -----> S (2, E)
K close d + K (*, 1, _) d + S (2, _, E)
d + K (_) df + S (*, 2, A, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
S close (*)----> S (*, 1) -----> S -----> f, b + S (*, A, >, E)
Final Impact Chains
-------------------
Sight Of Heaven Whop-> Neo Emperor Destiny Fist
Empire Heaven Smash
*******************************************************************************
* 3.16 Billy Kane *
*******************************************************************************
Colors
------
K - Blue costume
S - Black costume
Throws
------
Pole Toss f/b + S close
Pole Strangle f + K close
Basic Moves
-----------
Pole Charge K close 3 hits
Spin Strikes K far 2 hits
Pole Kick S far dodges low (not projectiles)
Down Pole P from u short jump overhead
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 you will find this will
blocking 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 Pursuit Assault Cane b + P+K
Special Moves
-------------
Cudgel Cruncher (BS) Charge b for 1 absorbs projectiles
second, f + P
Flaming Cudgel Cruncher b, f + S Cudgel Cruncher must
connect (not blocked) to
perform this follow up
Sparrow Drop (BS) qcb + P
Whirlwind Pole tap P repeatedly absorbs projectiles
Dragon Flame (BS) qcb + K
Pursuit Assault Cane db, qcf + K control descent with b or f
S. Power Super
--------------
Super Fire Wheel qcf, qcf + K+S absorbs projectiles
P. Power Super
--------------
Scarlet Uppercut qcf, qcf + S
Burning Kane qcb, qcb + S secret move
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*, 1, E)
P close (*)----> K (*, 1) -----> qcf + S (2, E)
P in air (O)---> S (1, H, O, E)
Kick Starters
`````````````
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
N/A
Final Impact Chains
-------------------
Cudgel Cruncher------> Super Fire Wheel
Dragon Flame
*******************************************************************************
* 3.17 Bob Wilson *
*******************************************************************************
Colors
------
K - White pants w/ Green top
S - Yellow pants w/ Dark Blue top
Throws
------
Falcon f/b + S close
Hornet Attack df, df + S
Frog Hunting P/K/S/T
Monkey Dance b, f, f + K+S
Jaguar Combo b, df + P+S
Front Bison Horns f + K immediately
after Jaguar Combo
starts
Sweep d + K immediately
after Jaguar Combo
starts
Quick Roundhouse u + K immediately
after Jaguar Combo
starts
Hunting Hedgehog b, f, f + K+S
Air Falcon d + S close in air
Basic Moves
-----------
Dropkick S from uf/ub short overhead
jump
Head Hunter S close 2 hits
Command Moves
-------------
Slide Tip Kick Dash Forward, d + K
Elephant Tusk df + P
Leg Drop u + S on downed pursue attack
opponent
Low Kick f + P while you will find this will
blocking 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
-------------
Hunting Hedgehog qcb + P
Monkey Dance (BS) guard an attack,
then f, d, df + K
Rolling Turtle qcb + K move with b or f
Wild Wolf Charge b for 1 last 2 hits are overheads
second, f + K
Front Bison Horns Charge d for 1
second, u + K
Eagle Step K
Bison Horns Charge d for 1
second, u + S
Eagle Step S
Sidewinder Slide (BS) guard an attack, all parts must be blocked
then qcb + S low
S. Power Super
--------------
Dangerous Wolf qcb, qcb + 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 (*) --------> S (*, 1, E)
P close (*)
d + P (*)------> S (*, 1, E)
d + S (*, 1, E)
P in air (O)---> K (1, H, O, E)
S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> S (1, E)
K close (*)----> S (*, 1, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
None
Final Impact Chains
-------------------
Hunting Hedgehog-----> Mad Spin Wolf
Rolling Turtle
Bison Horns
Sidewinder Slide
Front Bison Horns
(from Jaguar Combo)
*******************************************************************************
* 3.18 Laurence Blood *
*******************************************************************************
Colors
------
K - Blue costume w/ Yellow trim
S - Green costume w/ White trim
Throws
------
Spine Slice f/b + S close
Backbreaker d + S close in air
Basic Moves
-----------
Air Cape Swipe S in air 2 hits; both hits are
overheads
Shin Kick K far must be blocked low
Toro S close 2 hits
Command Moves
-------------
Slide Cape Flick Dash Forward, d + P
Down Saber d + P in air overhead; does not work on
short jumps
Slide Trip d + S must be blocked low
Ole P+K dodges low and high attacks
(including projectiles)
Bull Kick f + P while you will find this will
blocking 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
-------------
Bloody Saber qcf + P/S P=stationary, S=slides
forward
Bloody Axle (BS) qcb + P/K/S P and K versions are secret
moves; P=short, K=very
far, S=far and is only
version that is a break
shot
Bloody Cutter P
Bloody Shooter K will collide with other
projectiles as both
will be "destroyed" in
the process
Bloody Press S when close to unblockable
opponent
Bloody Spin (BS) Charge b for 1.5
seconds, f + K
S. Power Super
--------------
Bloody Slash (BS) qcf, qcf + K+S must get all 6 hits to
connect (not blocked) for
a extra 2 hit finish
P. Power Super
--------------
Certain Death qcf, qcf + S dash in must connect (not
blocked) to perform entire
super
Chain Attacks
-------------
Punch Starters
``````````````
P in air (O)---> S (1, H, O, E)
Kick Starters
`````````````
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
None
Final Impact Chains
-------------------
Bloody Saber---------> Certain Death
Bloody Slash
*******************************************************************************
* 3.19 Tung Fu Rue *
*******************************************************************************
Colors
------
K - Blue top
S - Black top
Throw
-----
Rapid Punches f/b + S close
Basic Moves
-----------
High Wave Kick S close 2 hits
Command Moves
-------------
Slide Stab Dash Forward, d + P
Slide Boot Dash Forward, d + K
Rising Fist df + P
Shoulder Strike f + P while you will find this will
blocking 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 Giant Whirlwind d + K+S
Special Moves
-------------
Furious Face Shot (BS) qcf + P will collide with other
projectiles as both will
be "destroyed" in the
process
Quick Arrow (BS) qcb + P/S P=short, S=long
Surge Blast Charge db for 1 absorbs projectiles
second, f + P
Thousand Kicks (BS) f, d, df + K
Charging Surge Charge db for 1.5 absorbs projectiles
seconds, f + S
S. Power Super
--------------
Giant Whirlwind qcf, qcf + K+S
P. Power Supers
---------------
Spirit Release qcf, qcf + S absorbs projectiles; Tung
"ghost" will cause damage
if opponent touches him
Ascension Whirlwind Palm qcb, qcb + S secret move
Chain Attacks
--------------
Punch Starters
``````````````
P close (*)----> K (*, 1) -----> S (*, 2, E)
d + P (*)------> d + K (*, 1, _)-> d + S (*, _, 2, E)
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
Final Impact Chains
-------------------
Furious Face Shot----> Spirit Release
Surge Blast
Charging Surge
Thousand Kicks
*******************************************************************************
* 3.20 Sokaku Mochizuki *
*******************************************************************************
Colors
------
K - Blue costume
S - Green costume
Throws
------
Hades Refusal Body Smash f/b + S close
Deadly Ascension d + S close in air
Basic Move
----------
Side Staff S close 2 hits
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 you will find this will
blocking 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
Thunder God Trick f, d, df + K
Vortex Inferno qcb + K
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
Demon Legion 360 + S close unblockable
S. Power Super
--------------
Thunder (BS) qcf, qcf + K+S absorbs projectiles
P. Power Super
--------------
Sokaku Splat (BS) qcf, 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 in air (O)---> S (1, H, O, E)
Kick Starters
`````````````
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
None
Final Impact Chains
-------------------
Makibishi Masher-----> Sokaku Splat
Thunder God Trick
*******************************************************************************
* 3.21 Andy Bogard *
*******************************************************************************
Colors
------
K - White costume w/ Red trim
S - Green costume w/ Pink trim
Throw
-----
Inner-Thigh Thrombosis f/b + S close
Basic Move
----------
Dropping Heel S close 2 hits
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 you will find this will
blocking 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 Phantom Slash f + P+K
Feint Flying Slice d + P+K
Feint Super Ripping Shot d + K+S
Special Moves
-------------
Flying Slice (BS) qcb + P projectile does NOT travel
full screen distance; will
collide with other
projectiles as both will
be "destroyed" in the
process
Sky Ripping Shot (BS) hcf + K
Darkness Kick (BS) b, d, db + K
Violent Flying Fist qcb + S absorbs projectiles
Rising Dragon Blast f, d, df + S
Phantom Slash Charge db, f + P/S / P=short, S=long
db, f + P/S
Exploding Phantom Fist b, f + S follow up to S version of
Phantom Slash only
Heaven Phantom Fist d, u + S
Spider Hold d, d + S in air connects when you perform
move and land close to
opponent on ground;
unblockable
S. Power Super
--------------
Super Ripping Shot (BS) Charge d for 1.5
seconds, df,
f + K+S
P. Power Supers
---------------
Phantom Ripping Shot qcf, qcf + S
Rising Dragon Bullet qcb, qcb + S secret move
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> S (*) -----> S (*, E)
P close (*)
P in air (0)---> K (1, H, O, E)
S (1, H, O, E)
Kick Starters
`````````````
K in air (0)---> S (1, H, O, E)
Strong Starters
```````````````
None
Final Impact Chains
-------------------
Flying Slice --------> Phantom Ripping Shot
Phantom Slash Rising Dragon Bullet
-------------------------------------------------------------------------------
*******************************************************************************
* 3.22 White *
*******************************************************************************
Colors
------
K - Blonde hair and White costume w/ Red trim
S - Blue hair and Pink costume w/ Green trim
*****Notes*****
-White cannot jump, crouch, dash, or block
-Since White cannot block he has no break shots
-Nearly all of White's attacks have some sort of invulnerability (not f + P,
however). For example, performing a simple Straight Staff attack at the
right moment can allow projectiles to pass through him.
***************
Throw
-----
Vortex Scream f/b + S close
Basic Move
----------
Straight Staff P 2 hits
Staff Trip K must be blocked low
Staff Uppercut S 2 hits
Command Moves
-------------
Digging Staff f + P 2 hits; both hits are
overhead
Wild Swing df + P
Down Swing f + K overhead
Double Wild Swing df + K first part is an overhead
Special Moves
-------------
Baby Breath qcf + P absorbs projectiles;
dizzies opponent if it
connects (not blocked)
Possum qcf + K when you White will be hunched
are knocked down over and if the
opponent gets near him
he will attack with
a series of wild
swings
Doll Escape Forward qcf + T when you wake up recover
are knocked down
Doll Escape Backward qcb + T when you wake up recover
are knocked down
S. Power Super
--------------
None
P. Power Supers
---------------
World Destruction qcf + S absorbs projectiles
Hypnotize qcb + S power up that increases
your speed
KO Super
--------
Destruction Staff Shot lose 2 rounds if projectile shot from
White's staff connects
the opponent will lose
the entire match
Chain Attacks
-------------
None
Final Impact Chains
-------------------
None
===============================================================================
4. Menu Translation
===============================================================================
++++++++++++++++++++++++
| 4.1 Main Menu Screen |
++++++++++++++++++++++++
Arcade Mode
Versus Mode
Survival Mode
Option Menu
++++++++++++++++++++++
| 4.2 Options Screen |
++++++++++++++++++++++
Game Options
Difficulty - Beginner, Easy, Normal, Hard, Very Hard, Hyper Hard, Strong
Hard, Expert
Time Limit - 45, 60, 90, Infinite
Sound - Stereo, Mono
Shoulder Button Moves
Player 1 - On, Off
Player 2 - On, Off
Exit
Key Configuration
Player 1 Player 2
Punch
Kick
Strong Attack
Taunt
Shoulder Button Move 1
Shoulder Button Move 2
Shoulder Button Move 3
Shoulder Button Move 4
Exit
Memory Card
Save
Load
Autosave
Exit
Character Information
Omake Menu
Movie Gallery
Opening Movie
Movie 1 (Billy Kane's intro)
Movie 2 (White's intro)
Character Endings
Exit
Sketch Gallery
Movie 1 Sketches
Movie 2 Sketches
Ending Movie Sketches
Exit
Move Customization
Exit
++++++++++++++++++++
| 4.3 Pause Screen |
++++++++++++++++++++
Main Pause Screen
`````````````````
Key Configuration
Move List
Return to Main Menu
Training Mode Pause Screen
``````````````````````````
Restart Match
Character Select
CPU Action
Action - Stand, Jump, Crouch, Special Move
Autoguard - On, Off
Attack - On, Off
Exit
Key Configuration
Move List
Return To Main Menu Screen
===============================================================================
5. Unlockables
===============================================================================
Omake Menu 1 (Movie Gallery): Finish the game once in Arcade or Survival Mode.
Omake Menu 2 (Sketch Gallery): Finish Arcade without the use of continues.
Omake Menu 3 (Move Customization): Finish Survival Mode.
Secret Moves: Before entering Survival Mode, beat the game with every character
in Arcade Mode by not losing a round and meeting Geese each time.
Once you do this with every character the secret moves will
unlock.
===============================================================================
6. Conclusion
===============================================================================
6.1 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.
6.2 Credits
-SNK
-Gamefaqs
-Giygas and myself for compiling and writing this guide