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Art Of Fighting 3
FAQ By: Goh_Billy (
[email protected])
Version #: 4.0
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Sections
--------
1. Legend
2. System
2.1 Basics
2.2 Spirit Gauge
2.3 Types Of Knockdowns And Stuns
3. Characters
3.1 Robert Garcia
3.2 Ryo Sakazaki
3.3 Rody Birts
3.4 Kasumi Todoh
3.5 Koh-San Wang
3.6 Lenny Creston
3.7 Karman Cole
3.8 Jin Fu-Ha
-------------------------------
3.9 Sinclair
3.10 Wyler
4. Misc. And Easter Eggs
4.1 Unlocking Sinclair and Wyler
4.2 Special Day
4.3 Special Picture
5. Conclusion
5.1 What's Missing/Needed
5.2 Credits
===============================================================================
1. Legend
===============================================================================
ub u uf f - Forward P - Punch + - And
\ | / b - Back K - Kick / - Or
b-- --f u - Up BO - Blow Out Attack , - Then
/ | \ d - Down T - Taunt (aka Raz)
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)
===============================================================================
2. System
===============================================================================
2.1 Basics
----------
Throw f + BO close Wyler cannot be thrown
(except for Wang's Haigo
Tenda); Sinclair has no
throw; throws can be
avoided by crouching
Block High b
Blow Low db will not block overheads
Dash Forward f, f can attack out of dash
Back Dash b, b can attack out of dash
(except for Robert)
Short Hop tap ub/u/uf
High Jump press ub/uf/uf
Taunt T taunting drains the
opponent's spirit gauge;
taunts can be canceled out
of, but the longer you keep
the taunt, the more energy
it drains from your
opponent's spirit gauge
Recharge Spirit hold P/K/BO/T replenishes your spirit
gauge; you can cancel out
of a spirit charge (except
for Wyler)
Recovery Recharge hold P/K/BO/T while on replenishes your spirit gauge
the floor
Pursue Attack df + P/K when close to
downed opponent
Redirection b + BO a high counter, which will
toss the opponent to the
ground (no damage, but
you can use moves that
hit floored opponents or
use a pursue attack)
Weak Recover Attack d/df + P when getting off for most characters, this
the floor must be blocked low
Destroy Projectile if an attack strikes a this even works on
projectile at the projectiles such as the
appropriate height and Haou Shoukou Ken
time, the projectile
will be destroyed
Heat Mode when you are low on life your attack strength
you will begin to flash increases by 20% and you
orange can use your Desperation
move
Desperation perform when your Spirit
gauge is very full and
you are in Heat Mode
Ultimate KO finish your opponent off you will win the entire match
with a Desperation when with this, no matter if it
they are at 10% lifebar is the first round or not
energy or less
2.2 Spirit Gauge
----------------
The Spirit Gauge is located directly under your lifebar. The Spirit Gauge
is drained after performing Special Moves, Desperations, or is depleted when
your opponent taunts. The Spirit Gauge is recharged by holding any attack
button (while standing or while on the floor), blocking an attack, or simply
waiting as it autofills slowly.
When your Spirit Gauge is full or mostly filled, it will be green. Using
Special Moves in this color will assure your Specials are the most powerful.
When your Spirit Gauge is much lower, it will become blue. Specials used in
this area will be weaker than those performed in a green bar. When your
spirit gauge is near empty or completely empty, the bar will be purple. Some
specials will not even come out when the Spirit Gauge is at this level. And
the specials that do activate are usually very weak or useless.
2.3 Types Of Knockdowns And Stuns
---------------------------------
There are a variety of knockdowns and stuns in this game. And since juggling
and pursue attacks hold a great importance in this game, each is listed
accordingly in the characters' movelists. The types are:
Normal Knockdown - Opponent will fall on their back. The opponent stays on the
floor longer, but they have the ability to perform wake up
attacks. It is sometimes possible to juggle the opponent
from Normal Knockdowns.
Sit Knockdown - Opponent will fall on their butt and quickly get up. The
opponent gets up much faster in a Sit Knockdown than they
would in a Normal Knockdown. They can still be hit with a
pursue attack, however. The opponent cannot perform wake up
attacks. It is sometimes possible to juggle the opponent
from Sit Knockdowns.
Launcher - The opponent is sent into the air and is able to be juggled.
Nearly every attack becomes a Launcher on counter hit. The
ones that don't or that produce other properties on counter
hit are noted as such in the movelist details.
Stagger - The opponent will stagger backward and be completely
vulnerable to attacks.
Stagger Fall - The opponent will stagger backward and be completely
vulnerable. The difference between this and the regular
Stagger is that the opponent will fall into a Sit Knockdown
immediately afterwards. If this happens, the opponent
cannot perform a wake up attack.
===============================================================================
3. Characters
===============================================================================
*******************************************************************************
* 3.1 Robert Garcia *
*******************************************************************************
Colors
------
P - Blue shirt
T - Dark Gray shirt
Throw
-----
Kubikiri Nage f + BO close
Basic Move
----------
Heavy Axe BO overhead; Normal Knockdown,
however becomes Stagger if
connected as an overhead;
can hit an opponent who's
on the floor; on counter
hit, it is still a Normal
Knockdown
Command Moves
-------------
Backflip b, b unlike other characters' back
dashes, Robert cannot
attack out of this
Trash Kick df + P/K when close to pursue attack
downed opponent
Digging Fist P+K overhead; Launcher, however
becomes Stagger if
connected as an overhead
Rush Jab f + P
Arc Kick (while still holding f) K if the move connects when
Robert's foot is high and
fully extended, you will
have a Normal Knockdown
(Normal Knockdown on
counter hit); if the move
connects during the time
Robert's foot begins to
fall, the opponent will
Stagger (Launcher on
counter hit)
Second Jab (while still holding f) P
Arc Kick (while still holding f) K if the move connects when
Robert's foot is high and
fully extended, you will
have a Normal Knockdown
(Normal Knockdown on
counter hit); if the move
connects during the time
Robert's foot begins to
fall, the opponent will
Stagger (Launcher on
counter hit)
Forearm Rush (while still holding f) BO
Arc Kick (while still holding f) K if the move connects when
Robert's foot is high and
fully extended, you will
have a Normal Knockdown
(Normal Knockdown on
counter hit); if the move
connects during the time
Robert's foot begins to
fall, the opponent will
Stagger (Launcher on
counter hit)
Elbow Rush (while still holding f) BO Stagger
Ryuu Zanshou b + K this acts as a special move
(it drains the Spirit
Gauge); overhead; Normal
Knockdown, however becomes
Stagger if connected as an
overhead; Green=strong;
Blue=weak; Purple=move will
not come out
Backfist b + P Launcher
Knuckle Sweep d + P must be blocked low; Sit
Knockdown (even on counter
hit); note that pressing
P in the crouch position
will NOT perform this move
Weak Low Tap crouch and press P must be blocked low; Stagger
Fall on counter hit
Elbow Rush df + P overhead; Stagger if
connected as an overhead;
note that holding df and
pressing P in the crouch
position will NOT perform
this move
Roundhouse f + K Stagger
Arc Kick (while still holding f) K if the move connects when
Robert's foot is high and
fully extended, you will
have a Normal Knockdown
(Normal Knockdown on
counter hit); if the move
connects on its own during
the time Robert's foot
begins to fall, the
opponent will Stagger
(Launcher on counter hit)
Knuckle Sweep d + P must be blocked low; Sit
Knockdown (even on counter
hit)
Strong Low Tap d + K / crouch and press K must be blocked low; Sit
Knockdown on counter hit;
the d + K version has
slightly better recovery
Driving Knee df + K overhead; Stagger if
connected as an overhead;
note that holding df and
pressing K in the crouch
position will NOT perform
this move
Straight Kick K Normal Knockdown
High Kick K will cause a Normal Knockdown
if the Straight Kick didn't
connect, otherwise it will
combo from the Straight
Kick
Snap Kick b + K
High Kick (while still holding b) K Normal Knockdown
Quick Axe (while still holding b) K overhead; if this connects on
its own it will cause Sit
Knockdown (even on counter
hit), or if it connects as
an overhead on its own it
will Stagger
Tiger Bite d, u + K overhead; Sit Knockdown if
connected as an overhead
Redirection b + BO a high counter, which will
toss the opponent to the
ground (no damage, but
you can use moves that
hit floored opponents or
use a pursue attack)
Special Moves
-------------
Ryuugeki Ken qcf + P/BO P=slow, BO=fast;
Green=strong with no Launch
on counter hit; Blue=weak
with no Launch on counter
hit; Purple=very weak where
it no longer acts as a
projectile but a close
range blast
Ryuuga f, d, df + P/BO P=short, BO=far; Normal
Knockdown; Green=strong;
Blue=weak; Purple=move will
not come out
Haou Shoukou Ken f, hcf + BO move will only work when
spirit gauge is in the
Green; Normal Knockdown
Hien Ryuujin Kyaku qcb + K in air overhead; Normal Knockdown;
Green=strong; Blue=weak;
Purple=move will not come
out
Genei Kayku f, b, f + K one of his kicks must connect
(not blocked) for the
entire maneuver to come
out; Normal Knockdown;
Green=strong; Blue=weak;
Purple=move will not come
out
Hien Senpuu Kyaku db, f + K / Charge db, overhead; first part must
f + K touch the opponent for the
entire maneuver to come
out; Normal Knockdown;
Green=strong and long;
Blue=weak and medium;
Purple=very weak, short,
and has no second part
Ryuu Zanshou Hold f and press P, P, BO, the last part is the actual
and then release f and special move (it drains the
press b + K spirit gauge); overhead;
Normal Knockdown, however
becomes Stagger if
connected as an overhead;
Green=strong; Blue=weak;
Purple=move will not come
out
Desperation
-----------
Ryuuko Ranbu f, hcf, then leave the unblockable; dash in must
joystick in the neutral touch the opponent for
position for a split the entire Desperation to
second, then press K come out; Normal Knockdown,
even on counter hit
*******************************************************************************
* 3.2 Ryo Sakazaki *
*******************************************************************************
Colors
------
P - Orange uniform
T - White uniform
Throw
-----
Ippon Zeoi f + BO close
Basic Moves
-----------
Back Kick BO in air cross up attack, overhead;
Sit Knockdown (even on
counter hit)
Conquering Strike BO Normal Knockdown, even on
counter hit
Command Moves
-------------
Triangle Jump jump towards the wall and
press P
Sankaku Geri jump towards the wall and overhead; Normal Knockdown
press K
Kime Uchi df + P/K when close to pursue attack
downed opponent
Sway P+K invulnerable for a short
period of time
Ate Keri K+BO Normal Knockdown, even on
counter hit
Joudan Mawashi Geri f, b + K+BO Launcher
Rush Jab f + P
Arc Kick (while still holding f) K Normal Knockdown, even on
counter hit
Second Jab (while still holding f) P
Arc Kick (while still holding f) K Normal Knockdown, even on
counter hit
Cross (while still holding f) BO
Arc Kick (while still holding f) K Normal Knockdown, even on
counter hit
Short Upper (while still holding f) BO Stagger
Torage Uchi f, f + P overhead; becomes Stagger
if connected as an
overhead
Tsurabe Uchi P overhead; Normal Knockdown,
however becomes Stagger
if connected as an overhead
on its own
Low Blow d + P must be blocked low; note
that holding d and pressing
P in the crouch position
will NOT perform this move
Weak Low Tap crouch and press P must be blocked low; Stagger
Fall on counter hit
Tsurabe Uchi df + P / d, u + P overhead; Launcher, however
becomes Stagger if
connected as an overhead;
note that holding df and
pressing P in the crouch
position will NOT perform
this move
Dashing Low Blow df, df + P must be blocked low; Normal
Knockdown, even on counter
hit
Chopping Roundhouse f + K Normal Knockdown, even on
counter hit
Arc Kick (while still holding f) K Normal Knockdown, even on
counter hit
Fuusatsu Keri b + K Normal Knockdown, even on
counter hit
Strong Low Tap d + K / crouch and press K must be blocked low; Normal
Knockdown on counter hit;
the d + K version has
slightly better recovery
Hiza Arashi df + K overhead; becomes Stagger if
connected as an overhead;
note that holding df and
pressing K in the crouch
position will NOT perform
this move
High Kick K Normal Knockdown
Knee Drive BO the second knee is an
overhead; the second knee
is a Normal Knockdown,
however it becomes a
Stagger if it connects as
an overhead
Low Blow press d + P before the must be blocked low; Normal
second knee from the Knockdown
Knee Drive comes out
Hopping Gale Kick f, f + K will connect as an overhead
on the larger characters;
Normal Knockdown, even on
counter hit
Redirection b + BO a high counter, which will
toss the opponent to the
ground (no damage, but
you can use moves that
hit floored opponents or
use a pursue attack)
Special Moves
-------------
Ko'ou Ken qcf + P/BO P=slow, BO=fast;
Green=strong with no Launch
on counter hit; Blue=weak
with no Launch on counter
hit; Purple=very weak where
it no longer acts as a
projectile but a close
range blast
Kohou f, d, df + P/BO P=short, BO=far; Normal
Knockdown; Green=strong;
Blue=weak; Purple=move will
not come out
Zanretsu Ken f, b, f + P one of his punches must
connect (not blocked) for
the entire maneuver to come
out; Normal Knockdown;
Green=strong; Blue=weak;
Purple=move will not come
out
Koh Geki qcb + P when close to pursue attack; though it
downed opponent drains your spirit meter,
it acts and damages the
opponent the same on all
three bar colors
Haou Shoukou Ken f, hcf + BO move will only work when
spirit gauge is in the
Green; Normal Knockdown
Hien Shippuu Kyaku db, f + K / Charge db, overhead; first part must
f + K touch the opponent for the
entire maneuver to come
out; Normal Knockdown;
Green=strong and long;
Blue=weak and medium;
Purple=very weak, short,
and has no second part
Desperation
-----------
Ryuuko Ranbu f, hcf, then leave the unblockable; dash in must
joystick in the neutral touch opponent for entire
position for a split Desperation to come out;
second, then press K Normal Knockdown, even on
counter hit
*******************************************************************************
* 3.3 Rody Birts *
*******************************************************************************
Colors
------
P - Dark Gray top and Blue tonfas
T - Blue top and Red tonfas
Throw
-----
Hook Throw f + BO close
Basic Move
----------
Charging High Kick BO Normal Knockdown, even on
counter hit
Command Moves
-------------
Bounding Rod df + P/K when close to pursue attack
downed opponent
Clobber P+K Normal Knockdown, even on
counter hit
Quick Sweep d + K must be blocked low; perform
this immediately after
pressing P+K; Causes Sit
Knockdown, even on counter
hit
Final Sweep K must be blocked low; causes
Sit Knockdown if this hits
on its own (even on counter
hit)
Tonfa Swat b + P Launcher; perform this
immediately after pressing
P+K
Tonfa Rush f + P
High Kick (while still holding f) K Normal Knockdown, even on
counter hit
Tonfa Poke (while still holding f) P
Handle Strike (while still holding f) BO Stagger
Driving Knee (while still holding f) K overhead; Launcher, however
it becomes a Stagger if
connected as an overhead
High Kick (while still holding f) K Normal Knockdown, even on
counter hit
Quick Sweep db + K must be blocked low; causes
Sit Knockdown, even on
counter hit
Final Sweep K must be blocked low; causes
Sit Knockdown if this hits
on its own (even on counter
hit)
Tonfa Swat b + P Launcher
Tonfa Sweep d + P must be blocked low; Sit
Knockdown, even on counter
hit; note that holding d
and pressing P in the
crouch position will NOT
perform this move
Ankle Swipe crouch and press P must be blocked low; Stagger
Fall on counter hit
Beheading df + P overhead; Launcher, however
it becomes a Stagger if
this connects as an
overhead; note that holding
df and pressing P in the
crouch position will NOT
perform this move
Driving Knee f + K overhead; Launcher, however
it becomes a Stagger if
this connects as an
overhead
High Kick (while still holding f) K Normal Knockdown, even on
counter hit
Dodge Knee Strike after the opponent attacks you will quickly dodge and
with a high striking K, then rush in with a knee
press b + K (holding b attack; this is a counter
and pressing K also attack to K maneuvers that
works) strike high; this includes
normals, command moves such
as rush kicks (f+K), etc.;
the timing on this is very
tight; Normal Knockdown
Stub Kick/Quick S. d + K must be blocked low; this
combination can manage to
produce two completely
seperate attacks; if the
d and K motion are pressed
exactly together, you will
get the Quick Sweep
(complete with follow up);
if d or K are slightly off,
you will get a stronger
version of the Stub Kick
(which has no pushback in
the corner); The Quick
Sweep causes Sit Knockdown
even on counter hit while
the Stub Kick causes Normal
Knockdown on counter hit;
note that holding d and
pressing K in the crouch
position will NOT produce
any of these maneuvers
Stub Kick crouch and press K must be blocked low; Normal
Knockdown on counter hit
Dashing Knee df + K overhead; Normal Knockdown,
however it becomes a
Stagger if connected as an
overhead; note that holding
df and pressing K in the
crouch position will NOT
perform this move
Quick Sweep db + K must be blocked low; causes
Sit Knockdown, even on
counter hit; note that
holding db and pressing K
K in the crouch position
will NOT perform this move
Final Sweep K must be blocked low; causes
Sit Knockdown if this hits
on its own (even on counter
hit)
Redirection b + BO a high counter, which will
toss the opponent to the
ground (no damage, but
you can use moves that
hit floored opponents or
use a pursue attack)
Special Moves
-------------
Revolving Rod qcf + P/BO P=short, BO=long; Normal
Knockdown; Green=strong;
Blue=weak; Purple=move does
not come out (instead Rody
throws the tonfa straight
up and is completely
vulnerable)
Deception Impact f, b, f + P this acts like a long
distance throw (however it
is blockable high); the
range of this move is
around sweep distance; the
opponent must fall victim
to the first part (and not
duck or high block it) for
the entire maneuver to come
out; Green=strong;
Blue=weak; Purple=the set
up for this move will not
come out (instead you just
get the tonfa strike, which
does not knockdown normally
but is a Launcher on
counter hit)
Middle Impact TT qcf + K the final kick in all
versions causes a Normal
Knockdown (even on counter
hit); Green=strong;
Blue=weak; Purple=very weak
with only one of the
roundhouses coming out
Desperation
-----------
Hyper Tonfa f, b, f, b, f + BO unblockable; Normal
Knockdown, even on counter
hit
*******************************************************************************
* 3.4 Kasumi Todoh *
*******************************************************************************
Colors
------
P - Blue costume w/ Red headband
T - Red costume w/ Purple headband
Throw
-----
Mochi Mawashi Zen f + BO close
Basic Moves
-----------
Quick Elbow P close
Chop Kick BO Normal Knockdown, even on
counter hit
Rivalry T against Robert or taunt; drains opponent's
Ryo spirit meter considerably
Command Moves
-------------
Kanwari df + P/K when close to pursue attack
downed opponent
Gohsen P+K Normal Knockdown, even on
counter hit
Jaw Slice f + P
Chop Kick (while still holding f) K Normal Knockdown, even on
counter hit
Skyward Palm (while still holding f) P
Chop Kick (while still holding f) K Normal Knockdown, even on
counter hit
Heavy Chop (while still holding f) BO Stagger
Sassho On Kyaku after the opponent attacks this is a counter attack to
with a high striking P, P maneuvers that strike
press b + P (holding b high; this includes
and pressing P also normals, command moves such
works) as rush jabs (f+P), and
even combinations such as
P+K; to get this particular
counter, the opponent's
attack must NOT be an
overhead (again, it must
strike high) and must be
some sort of punch (in
Rody's case a tonfa swat,
or for Lenny a whip attack,
etc.); the catch distance
can have deceptively longer
range depending on the
attack coming at you;
timing can be rather tight;
causes Stagger (Karman
Stagger Falls for some
reason)
Sakken On Uchi after the opponent attacks this is a counter attack to
with an overhead P, press overhead P maneuvers; to
b + P (holding b and get this particular
pressing P also works) counter, the opponent's
attack must be an overhead
and must be some sort of
punch (in Rody's case a
tonfa swat, or for Lenny a
whip attack, etc.); the
catch distance can have
deceptively longer range
depending on the attack
coming at you; timing is
rather tight; Normal
Knockdown; you will get
this counter against
Wyler whether he uses
a high P or an overhead P
Driving Duck Punch d + P must be blocked low; causes
Stagger Fall on counter
hit; note that holding d
and pressing P in the
crouch position will NOT
perform this move
Forearm Bash df + P overhead; if the move barely
grazes the opponent as an
overhead, they will
Stagger; note that holding
df and pressing P in the
crouch position will NOT
perform this move
Sousho Dan f, f + P
Kusanagi d + K must be blocked low; Normal
Knockdown, even on counter
hit
Yaritotsu Kyaku b + K Launcher
Mid Crunch Kick f + K Launcher
Chop Kick (while still holding f) K Normal Knockdown if it hits
on its own (even on counter
hit)
Skyward Palm (while still holding f) P
Chop Kick (while still holding f) K Normal Knockdown if it hits
on its own (even on counter
hit)
Heavy Chop (while still holding f) BO Stagger if it hits on its own
Shiranami b + K Normal Knockdown, even on
counter hit
Gohsen P+K Normal Knockdown, even on
counter hit
Kusanagi d + K must be blocked low; Normal
Knockdown, even on counter
hit; note that holding d
and pressing K in the
crouch position will NOT
perform this move
Reverse Kusanagi crouch and press K must be blocked low; causes
Sit Knockdown on counter
hit
Yaritotsu Kyaku df + K overhead; becomes Stagger if
used as an overhead; note
that holding df and
pressing K in the crouch
position will NOT perform
this move
Hisou f, f + K overhead; Normal Knockdown,
even on counter hit
Redirection Rush b + BO a high counter, which will
toss the opponent to the
ground (no damage, but
you can use moves that
hit floored opponents or
use a pursue attack);
Kasumi can glide past the
opponent with this if close
enough
Tsuyu Barai slide past the opponent unblockable
with the Redirection
Rush and press P
Special Moves
-------------
Kasane Ate qcf + P Normal Knockdown, even on
counter hit; Green=strong
and long; Blue=medium and
medium; Purple=weak and
short
Raiho Hoh qcb + P Green=strong, Stagger,
overhead; Blue=weak,
Stagger, overhead;
Purple=Kasumi only throws
her hands forward for a
short range attack
Desperation
-----------
Chou Kasane Ate b, hcb + P (hold P to holding P will empower the
empower) Desperation; there are 3
levels of strength; holding
P too long will cause
Kasumi to fall down,
aborting the Desperation;
Launcher
*******************************************************************************
* 3.5 Koh-San Wang *
*******************************************************************************
Colors
------
P - Dark Gray shirt w/ Blue trim
T - Red shirt w/ Dark Gray trim
Throws
------
Yanagi Hou f + BO close
Haigo Tenda f, b + P+BO close you cannot avoid this throw
by ducking but this throw
CAN be blocked; this throw
works on Wyler
Basic Moves
-----------
Body Splash BO in air overhead; Normal Knockdown,
even on counter hit; can
hit downed opponent
Kohboku Sho BO Normal Knockdown, even on
counter hit (however if
this move just grazes the
opponent, they will not be
knocked down)
Command Moves
-------------
Sou Ka Sui df + P/K when close to pursue attack; can sometimes
downed opponent land two if fast enough
Tou Ten Hou P+K Launcher
Senpuu Shin d + P+K must be blocked low; causes
Sit Knockdown, even on
counter hit
Kohboku Sho f + P Normal Knockdown, even on
counter hit
Atama Kun f + K overhead; Stagger
Ashi Harai d + K must be blocked low; causes
Sit Knockdown if it hits
on its own (even on counter
hit)
Tobi Shiri Kougeki P+K in air overhead; Normal Knockdown,
even on counter hit; can
hit downed opponent
Satankyaku K+BO Normal Knockdown, even on
counter hit
Step Punch f + P
Hop Kick (while still holding f) K will cause Normal Knockdown
(even on counter hit) if
this hits on its own
Air Punt (while still holding f) K Launcher if this hits by
itself
Uppercut Blade (while still holding f) P Launcher
Hop Kick (while still holding f) K will cause Normal Knockdown
(even on counter hit) if
this hits on its own
Air Punt (while still holding f) K Launcher if this hits by
itself
Pelican Strike (while still holding f) BO overhead; will Stagger if
connected as an overhead
Jikottsu f, f + P must be blocked low; Normal
Knockdown, even on counter
hit
Hakuhja Tojin b + P
Shin Punch d + P must be blocked low; Stagger
Fall on counter hit; note
that holding d and pressing
P in the crouch position
will NOT perform this move
Weak Low Tap crouch and press P must be blocked low; Stagger
Fall on counter hit
Iron Treatment df + P both parts are overheads; the
first part is a Stagger;
the second part is a Normal
Knockdown, however it
becomes a Stagger if
connected by itself as an
overhead; note that holding
df and pressing P in the
crouch position will NOT
perform this move
Hop Kick f + K Normal Knockdown, even on
counter hit
Air Punt (while still holding f) K Launcher if this hits by
itself
Utankyaku b + K Launcher
Strong Low Tap d + K / crouch and press K must be blocked low; Normal
Knockdown on counter hit;
the d + K version has
slightly better recovery
Flying Butt Attack df + K overhead; Normal Knockdown,
even on counter hit; note
that holding df and
pressing K in the crouch
position will NOT perform
this move
Ifuoh db + K must be blocked low; Normal
Knockdown, even on counter
hit
Atama Kun df + BO overhead; Stagger
Ashi Harai d + K must be blocked low; causes
Sit Knockdown, even on
counter hit
Redirection b + BO a high counter, which will
toss the opponent to the
ground (no damage, but
you can use moves that
hit floored opponents or
use a pursue attack)
Special Moves
-------------
Kyoretsu Jirai Shiri d, d + P must be blocked low; can only
opponents who are standing
or crouching; Green=strong,
has huge range (3/4 screen
distance), and Sit
Knockdown (even on counter
hit); Blue=weak, medium
distance, and Sit Knockdown
(even on counter hit);
Purple=very weak, very
short distance, and Stagger
Hisho Ishi Atama Kun f, d, df + P Normal Knockdown (only the
Purple version will launch
on counter hit since the
Green/Blue versions have
the follow up);
Green=strong; Blue=weak;
Purple=very weak with only
the initial hop
Muteki Ranbu Kun hcf + K Stagger; the initial kick
portion is an overhead;
Green=strong; Blue=weak;
Purple=move will whiff and
cause Wang to fall leaving
him vulnerable
Atama Kun b, f + P overhead; Normal Knockdown
(even on counter hit),
however becomes a Stagger
if connected as an
overhead; this follow up
does not work for the
Purple version
Desperation
-----------
Kyuukyokuogi Randa b, f, f + BO dash in must touch opponent
for entire Desperation to
come out; dash in is
unblockable; Normal
Knockdown, even on counter
hit
*******************************************************************************
* 3.6 Lenny Creston *
*******************************************************************************
Colors
------
P - Blue costume
T - Green costume
Throw
-----
Twine Throw f + BO close this has more range than
other throws in this game
Basic Moves
-----------
Heavy Roundhouse K Normal Knockdown, even on
counter hit
Double Snap BO the second part is a Normal
Knockdown, even on counter
hit
Command Moves
-------------
Small Stomp df + P/K when close to pursue attack
downed opponent
Sway P+K invulnerable for a short
period of time
Swing Shot b + P+K Launcher
Viper Bite f + P
Heavy Roundhouse (while still holding f) K Normal Knockdown, even on
counter hit
Second Bite (while still holding f) P
Heavy Roundhouse (while still holding f) K Normal Knockdown, even on
counter hit
Straight Shot (while still holding f) BO Stagger
Backflip b + K overhead; if this just clips
the opponent as an
overhead the opponent will
Stagger, otherwise it will
be a Normal Knockdown (even
on counter hit)
Long Snap b + P Normal Knockdown, even on
counter hit
Hot Feet d + P must be blocked low; can hit
an opponent who is on the
ground; Normal Knockdown,
even on counter hit; note
that holding d and pressing
P in the crouch position
will NOT perform this move
Fang Snap df + P overhead; Stagger if
connected as an overhead;
note that holding df and
pressing P in the crouch
position will NOT perform
this move
Stampede Palms f, f + P Stagger
Back Snap (while still holding f) K will cause a Normal Knockdown
if it combos from the
Stampede Palms, or it will
cause a Stagger if it hits
by itself
Backflip b + K overhead; if this just clips
the opponent as an
overhead the opponent will
Stagger, otherwise it will
be a Normal Knockdown (even
on counter hit)
Turn Snap f + K Stagger
Back Snap (while still holding f) K will cause a Normal Knockdown
if it combos from the Turn
Snap, or it will cause a
Stagger if it hits by
itself
Shoulder Charge f, f + K overhead; Launcher, however
it becomes a Stagger if
connected as an overhead
Stampede Palms P causes Sit Knockdown (even on
counter hit) if this hits
by itself
Backflip b + K overhead; if this just clips
the opponent as an
overhead the opponent will
Stagger, otherwise it will
be a Normal Knockdown (even
on counter hit)
Heavy Prop Kick d + K / crouch and press K Normal Knockdown, even on
counter hit; the d + K
version has slightly better
recovery
Backflip b + K overhead; if this just clips
the opponent as an
overhead the opponent will
Stagger, otherwise it will
be a Normal Knockdown (even
on counter hit)
Stomach Kick df + K overhead; Launcher, however
it becomes a Stagger if
connected as an overhead;
note that holding df and
pressing K in the crouch
position will NOT perform
this move
Redirection b + BO a high counter, which will
toss the opponent to the
ground (no damage, but
you can use moves that
hit floored opponents or
use a pursue attack)
Special Moves
-------------
Flick Shot qcf + P Green=strong with no Launch
on counter hit; Blue=weak
with no Launch on counter
hit; Purple=very weak where
it no longer acts as a
projectile but a close
range blast
4 Swish Rave qcb + P last hit causes Normal
Knockdown; Green=strong;
Blue=weak; Purple=very weak
and comes out considerably
slow
Whip Lash f, b, f + P last part is an overhead;
last part causes Normal
Knockdown (even on counter
hit), however it becomes a
Stagger if it connects as
an overhead; Green=strong;
Blue=weak; Purple=very weak
in which only one whip
swing comes out (and no
overhead attack finish)
Desperation
-----------
Flick Break f, hcf + BO dash in must touch opponent
for entire Desperation to
come out; dash in is
unblockable; Normal
Knockdown, even on counter
hit
*******************************************************************************
* 3.7 Karman Cole *
*******************************************************************************
Colors
------
P - Crimson jacket
T - Blue jacket
Throw
-----
Dive Drop f + BO close
Basic Moves
-----------
Vicious Palm BO Normal Knockdown, even on
counter hit
Get Ready T against Robert or taunt; drains opponent's
Ryo spirit meter
Command Moves
-------------
Under Straight df + P/K when close to pursue attack
downed opponent's head
Mount Knuckle df + P/K when close to pursue attack; does not work
downed opponent's legs against Sinclair or Wyler
Back Forearm P+K Launcher
Dodge Backhand b + P+BO invulnerable for a short
period of time; Normal
Knockdown, even on counter
hit
Dodge Kick b + K+BO invulnerable for a short
period of time; Normal
Knockdown, even on counter
hit
Turn Palm f + P
Thrust Palm (while still holding f) P
One Two Kick (while still holding f) K first part is an overhead;
first part will Stagger
opponent if connected as an
overhead; last part is a
Normal Knockdown, even on
counter hit
Cut Straight after the opponent attacks this is a counter attack to
with a high striking K, K maneuvers that strike
press b + P (holding b high; this includes
and pressing P also normals, command moves such
works) as rush kicks (f+K), etc.;
to get this particular
counter, the opponent's
attack must NOT be an
overhead (again, it must
strike high) and must be
some sort of kick; the
catch distance can have
deceptively longer range
depending on the attack
coming at you; timing can
be rather tight; Normal
Knockdown
Cut High Kick after the opponent attacks this is a counter attack to
with an overhead K, press overhead K maneuvers; to
b + P (holding b and get this particular
pressing P also works) counter, the opponent's
attack must be an overhead
and must be some sort of
kick; the catch distance
can have deceptively longer
range depending on the
attack coming at you;
timing can be rather tight;
Normal Knockdown
Critical Shatter d + P / crouch and press P must be blocked low; Stagger
Fall on counter hit; the
d + P version has slightly
better recovery
Wild Swing df + P overhead; Stagger if
connected as an overhead;
note that holding df and
pressing P in the crouch
position will NOT perform
this move
One Two Kick f + K first part is an overhead;
first part will Stagger
opponent if connected as an
overhead; last part is a
Normal Knockdown, even on
counter hit
High Point Heel b + K causes Sit Knockdown, even on
counter hit
Light Palm P
High Kick K
Vicious Palm BO Normal Knockdown (even on
counter hit) if this hits
on its own
Shin Cracker d + K / crouch and press K must be blocked low; Normal
Knockdown on counter hit;
the d + K version has
slightly better recovery
Redirection b + BO a high counter, which will
toss the opponent to the
ground (no damage, but
you can use moves that
hit floored opponents or
use a pursue attack)
Special Moves
-------------
Hefygar Shutosu qcb, f + P high counter attack; Normal
Knockdown; Green and Blue
versions seem identical;
Purple=the move will not
come out
Quick Under Straight f, b, f + P overhead; Normal Knockdown
(even on counter hit),
however it becomes a
Stagger if connected as an
overhead; Green=strong and
long; Blue=weak and short;
Purple=move will not come
out
Quick Back Knuckle f, b, f + K Normal Knockdown, even on
counter hit; Green=strong
and long; Blue=weak and
short; Purple=move will not
come out
Gebartigar Fustricht qcf + K Green=strong and Normal
Knockdown (even on counter
hit); Blue=weak and Normal
Knockdown (even on counter
hit); Purple=very weak and
short
Desperation
-----------
Aufeinander Folgerte hcb, hcb + BO dash in must touch opponent
for entire Desperation to
come out; dash in is
unblockable; Normal
Knockdown, even on counter
hit
*******************************************************************************
* 3.8 Jin Fu-Ha *
*******************************************************************************
Colors
------
P - Blue costume
T - Green costume
Throw
-----
Tengeki Satsu f + BO close
Basic Moves
-----------
Elbow Drop BO in air overhead; Normal Knockdown,
even on counter hit
Buster Punch BO overhead; Launcher, however
it becomes a Stagger if
connected as an overhead
Command Moves
-------------
Double Jump ub/u/uf, ub/u/uf
Tenshin Dan df + P/K when close to pursue attack
downed opponent
Tenchuu Raku d, u + P when close to pursue attack
downed opponent
Kaikyaku Kakato P+K overhead; Normal Knockdown
(even on counter hit),
however it becomes a
Stagger if connected as an
overhead; can hit an
opponent who's on the floor
Hand Slice f + P
Cartwheel (while still holding f) K Normal Knockdown, even on
counter hit
Tatsumaki Keri (while still holding f) K overhead; causes Sit
Knockdown, even on counter
hit (however if this
strikes taller characters
cleanly, you will get a
Normal Knockdown); becomes
Stagger if connected as an
overhead; can hit opponent
on the ground
Backhand (while still holding f) P
Cartwheel (while still holding f) K Normal Knockdown, even on
counter hit
Tatsumaki Keri (while still holding f) K overhead; causes Sit
Knockdown, even on counter
hit (however if this
strikes taller characters
cleanly, you will get a
Normal Knockdown); becomes
Stagger if connected as an
overhead; can hit opponent
on the ground
Fatal Strike (while still holding f) BO overhead; Stagger
Zutsuki f, f + P overhead; Launcher, however
it becomes a Stagger if
connected as an overhead
Eagle Blade b + P Launcher
Slide Separation d + P must be blocked low; Stagger
Fall on counter hit; note
that holding d and pressing
P in the crouch position
will NOT perform this move
Weak Sweep (while still holding d) K must be blocked low; Sit
Knockdown on counter hit
Separation crouch and press P must be blocked low; Stagger
Fall on counter hit
Crush df + P overhead; Stagger if
connected as an overhead;
note that holding df and
pressing P in the crouch
position will NOT perform
this move
Cartwheel f + K Normal Knockdown, even on
counter hit
Tatsumaki Keri (while still holding f) K overhead; causes Sit
Knockdown, even on counter
hit (however if this
strikes taller characters
cleanly, you will get a
Normal Knockdown); becomes
Stagger if connected as an
overhead; can hit opponent
on the ground
Tatsumaki Keri f, f + K overhead; causes Sit
Knockdown, even on counter
hit (however if this
strikes taller characters
cleanly, you will get a
Normal Knockdown); becomes
Stagger if connected as an
overhead; can hit opponent
on the ground
Sokutai Geki b + K overhead; Normal Knockdown
(even on counter hit),
however it becomes a
Stagger if connected as an
overhead
Twirl Sweep d + K must be blocked low; causes
Sit Knockdown, even on
counter hit; note that
holding d and pressing K in
the crouch position will
NOT perform this move
Short Upper P Launcher if this connects on
its own
Weak Sweep crouch and press K must be blocked low; Sit
Knockdown on counter hit
Mid Kick df + K overhead; Stagger if
connected as an overhead;
note that holding df and
pressing K in the crouch
position will NOT perform
this move
Redirection b + BO a high counter, which will
toss the opponent to the
ground (no damage, but
you can use moves that
hit floored opponents or
use a pursue attack)
Special Moves
-------------
Ryueijin qcf + P Green and Blue versions
reflect projectiles and
cause Stagger Fall on
counter hit (if the field
itself hits the opponent);
Purple=absorbs projectiles
Shinkuu Zankubi Toh qcb + P last hit causes Normal
Knockdown; Green=strong and
long; Blue=weak and medium;
Purple=very weak with only
a few spins and travels
almost no distance
Shinobikakure d, b, db + K invulnerable for a split
second; turns Jin invisible
for 4 seconds or until he
is hit; Green and Blue
versions are the same;
Purple=move will not come
out
Mougo Ryusatsujin f, hcf + BO high counter attack; Normal
Knockdown; Green=strong;
Blue=weak; Purple=move will
not come out
Desperation
-----------
Tohshin Shoh d, d + BO completely invulnerable
during Desperation; Normal
Knockdown, even on counter
hit
-------------------------------------------------------------------------------
*******************************************************************************
* 3.9 Sinclair *
*******************************************************************************
Colors
------
P - Purple scarf and bandana
T - Steel Blue scarf and bandana
Throw
-----
None
Basic Moves
-----------
Takeoff K Launcher
Bloody Slash BO overhead; Normal Knockdown
(even on counter hit),
however it becomes a
Stagger if connected as an
overhead
Command Moves
-------------
Guillotine Swing df + P/K when close to pursue attack
downed opponent
Escape Duel b + P+K Normal Knockdown, even on
counter hit
Spiral Flash f + A the second hit of this
maneuver causes a Stagger;
the last hit of this
maneuver is an overhead;
the last hit will cause a
Normal Knockdown (even on
counter hit), however it
will Stagger the opponent
if connected as an
overhead
Takeoff K Launcher; time the button
press just before the last
part comes out
Blind Sacrifice b + K overhead; Normal Knockdown
(even on counter hit),
however it becomes a
Stagger if connected as an
overhead; time the button
press just before the last
part comes out
Turning Edge b + P overhead; first hit is a
Stagger; second hit is a
Launcher
Ankle Slice d + P must be blocked low; Sit
Knockdown (even on counter
hit); note that holding d
and pressing P in the
crouch position will NOT
perform this move
Low Cutter crouch and press P must be blocked low; Stagger
Fall on counter hit
Direct Stab df + P/K overhead; causes Sit
Knockdown (even on counter
hit), however it becomes
a Stagger if connected as
an overhead; note that
holding df and pressing P/K
in the crouch position will
NOT perform this move
Blind Sacrifice b + K overhead; Normal Knockdown
(even on counter hit),
however it becomes a
Stagger if connected as an
overhead
Strong Sweep Slice d + K must be blocked low; Normal
Knockdown, even on counter
hit; note that holding d
and pressing K in the
crouch position will NOT
perform this move
Low Cutter II crouch and press K must be blocked low; Normal
Knockdown on counter hit
Redirection b + BO a high counter, which will
toss the opponent to the
ground (no damage, but
you can use moves that
hit floored opponents or
use a pursue attack)
Special Moves
-------------
Revolving Sword qcb + P Normal Knockdown;
Green=strong and long;
Blue=weak and medium;
Purple=very weak and
stationary
Vision Cutter f, b, f + P Green=strong; Blue=weak;
Purple=the swords will
appear but not strike,
leaving Sinclair vulnerable
Diving Sword d, u + P must touch opponent for
entire maneuver to come
out; overhead; causes
Stagger Fall; can use any
air attack after move
connects (blocked or not);
can hit an opponent who's
on the floor; Green=strong;
Blue=weak; Purple=very weak
with short leap distance
Desperation
-----------
Hyper Aura Slicer f, hcf + P unblockable; Normal
Knockdown, even on counter
hit
*******************************************************************************
* 3.10 Wyler *
*******************************************************************************
Colors
------
P - Teal costume
T - Red costume
Throw
-----
None
Basic Moves
-----------
The Rage have the opponent try to will cause Stagger Fall
throw you
Iron Stomp K overhead; will cause Sit
Knockdown (even on counter
hit) if this move just
clips them
Hammering BO overhead; causes Sit
Knockdown (even on counter
hit), however it becomes a
Stagger if connected as an
overhead
Command Moves
-------------
Buster Hip df + P/K when close to pursue attack
downed opponent
Short Swing f + P
Uppercut (while still holding f) P Launcher
Hammering (while still holding f) BO overhead; doesn't seem to
cause any kind of Launcher
on counter hit
Rising Uppercut d + P/K / crouch and press overhead; Launcher, however
P/K it becomes a Stagger if
connected as an overhead;
the d + P/K version has
slightly better recovery
than the crouch, P/K
version
Smash Fist df + P/K overhead; Normal Knockdown,
however it becomes a
Stagger if connected as an
overhead
Driving Kick b + K Normal Knockdown, even on
counter hit
Rush Stomp f + K overhead; Launcher, however
becomes a Stagger if
connected as an overhead
Driving Kick (while still holding f) K Normal Knockdown, even on
counter hit
Redirection b + BO a high counter, which will
toss the opponent to the
ground (no damage, but
you can use moves that
hit floored opponents or
use a pursue attack)
Special Moves
-------------
Blackout qcf + P Green=strong and long;
Blue=weak and short;
Purple=very weak where
it no longer acts as a
projectile but a close
range blast
Lead Shoulder f, b, f + P overhead; causes Stagger if
connected as an overhead;
Green=strong, long, and
Normal Knockdown (even on
counter hit); Blue=weak,
medium, and Normal
Knockdown (even on counter
hit); Purple=very weak,
short, and causes Sit
Knockdown (even on counter
hit)
Orbit Toss d, u + P reflects projectiles; causes
Stagger Fall on counter
hit; Purple=move does not
come out
Desperation
-----------
None
===============================================================================
4. Misc. And Easter Eggs
===============================================================================
4.1 Unlocking Sinclair and Wyler
--------------------------------
Sometimes Sinclair and Wyler will already be unlocked in the arcade version.
It seems there might be a time release for them. The following codes, however,
can unlock them, including in the console version.
Sinclair= Highlight Jin and press K. Now move left one space and press K
again. Then left again and K. Continue this until you end with
Robert.
Wyler= Highlight Robert and press BO. Move right one space and press BO again.
Then right again and BO. Continue this until you end with Jin.
4.2 Special Day
---------------
A special day occurs when it is the date of a particular character's
birthday. When this happens, you will see a message displayed both on the
title screen and on the select screen. When using this character, they will be
in Heat Mode at all times. Thus they inflict 20% more damage and have full
access to their Desperations at any time. The following are each character's
special day:
Robert Garcia December 25
Ryo Sakazaki August 2
Rody Birts July 24
Kasumi Todoh March 29
Koh-San Wang April 17
Lenny Creston May 20
Karman Cole June 13
Jin Fu-Ha September 4
Sinclair November 14
Wyler October 22
4.3 Special Picture
-------------------
Finish the game without losing a round. If done correctly, you will view a
comical picture of your character after the credits.
===============================================================================
5. Conclusion
===============================================================================
5.1 What's Missing/Needed
-Clean up and corrections
-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
-Giygas for correction and details on Kasumi's Sakken On Uchi maneuver. Also
for helping further explore, test, and figure out Karmen's and Kasumi's
situation counters
-And me for writing this faq