=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Fatal Fury 3
FAQ By: Goh_Billy (
[email protected])
Version #: 6.0
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Sections
--------
1. Legend
1.1 Basic Game Legend
1.2 Chain Attack Legend
2. System
2.1 Basics
2.2 Planes
2.3 Desperations
2.4 Finishes
3. Characters
3.1 Geese Howard
3.2 Joe Higashi
3.3 Terry Bogard
3.4 Andy Bogard
3.5 Franco Bash
3.6 Hon-Fu
3.7 Blue Mary
3.8 Sokaku Mochizuki
3.9 Mai Shiranui
3.10 Bob Wilson
---------------------------
3.11 Ryuji Yamazaki
3.12 Jin Chonshu
3.13 Jin Chonrei
4. Misc. And Easter Eggs
4.1 Special Intros
4.2 Other
5. Conclusion
5.1 What's Missing/Needed
5.2 Credits
===============================================================================
1. Legend
===============================================================================
1.1 Basic Game Legend
---------------------
ub u uf f - Forward S - Strong Attack + - And
\ | / b - Back P - Punch / - Or
b-- --f u - Up K - Kick , - Then
/ | \ d - Down L - Line Change
db d df
qcf - quarter circle forward (d, df, f)
qcb - quarter circle back (d, db, b)
hcf - half circle forward (b, db, d, df, f)
hcb - half circle back (f, df, d, db, b)
1.2 Chain Attack Legend
-----------------------
* - can perform special/super right after if connected
E - ends string
1 - first hit must connect for this part to come out
2 - second hit must connect for this part to come out
3 - third hit must connect for this part to come out
O - overhead
_ - must be blocked low
A - launches opponent into the air
G - opponent must be on ground and must be close enough to connect the pursue
(otherwise dash towards them before they recover to get close enough)
< - backdash
> - shifts to other side of opponent
^ - knocks opponent to back sway plane
v - knocks opponent to front sway plane
T - taunt
H - first attack must be from a high jump for this part to come out
===============================================================================
2. System
===============================================================================
++++++++++++++
| 2.1 Basics |
++++++++++++++
Crawl hold df
Quick Sway tap df quick high dodge
Quick Sway Attack LP/LK/HP/HK
Dash Forward f, f can attack out of dash
Dash Jump uf
Halt b
Dash Backward b, b invulnerable for a second
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
Throw f + HP close different for most
characters
Defensive Attack f + LP while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Dizzy Recovery shake joystick and
tap the buttons
rapidly when
dizzied
Taunt HP from far
++++++++++++++
| 2.2 Planes |
++++++++++++++
Switch To Back Sway Plane LK+HP
Quick Dive Attack LP/LK from back sway
plane
Strong Attack HP/HK from back sway knocks opponent to
plane front sway plane if
connected (not blocked);
does not work for Joe or
Hon-Fu on their HK
attacks
Low Strong Attack HK from back sway plane must be blocked low; for
Joe and Hon-Fu on their
HK attacks
Return To Middle Plane d
Switch To Front Sway Plane LK+LP
Quick Dive Attack LP/LK from front sway
plane
Strong Attack HP/HK from front sway knocks opponent to
plane back sway plane if
connected (not blocked);
does not work for Joe or
Hon-Fu on their HK
attacks
Low Strong Attack HK from front sway must be blocked low; for
plane Joe and Hon-Fu only on
their HK attacks
Return To Middle Plane u
Front Reach Attack LP+LK when opponent is pulls opponent to middle
in a sway plane plane; only hits
opponents in front sway
plane
Back Reach Attack LK+HP when opponent is pulls opponent to middle
in a sway plane plane; only hits
opponents in back sway
plane
Front Sweep d + LP+LK when opponent pulls opponent to middle
is in sway plane plane; only hits
opponents in front sway
plane
Back Sweep d + LK+HP when opponent pulls opponent to middle
is in a sway plane plane; only hits
opponents in
--when one character is in a sway plane and the other is in the---
---middle plane---
middle plane character:
*can do anything
sway plane character:
*cannot perform special moves
*cannot perform supers
*cannot duck
*cannot crawl
*cannot jump
*dashing forward or backward automatically switches you to the middle plane
*standing still for 2 seconds automatically switches you to the middle plane
*walking b or f will move you for a moment and then automatically switches
you to the middle plane
*pressing d in back sway plane or pressing u in front sway plane switches you
back to middle plane
++++++++++++++++++++
| 2.3 Desperations |
++++++++++++++++++++
Super Desperation - You can perform these moves when your lifebar begins to
flash red. This occurs when you have only 1/6 of your
meter left. You can perform as many Super Desperations
as you want while your lifebar is flashing
Hidden Desperation - These must first be activated before the match starts.
To do this, press Start+LP+LK+HP+HK as soon as you
see the words "GO!" appear on the screen. If done
correctly your character's name will turn green.
To perform these supers you must first have your
lifebar flashing red. Every character then has a set
up (whether another move or distance) that will cause
your name to flash. Once it flashes, you can perform
the hidden super. Hidden Desperations can be performed
only once per round.
++++++++++++++++
| 2.4 Finishes |
++++++++++++++++
Finishes are maneuvers that will knock the opponent towards the screen or
into the background or into the ceiling when they are beaten with these moves
at the final deciding round. Each character's movelist has a list of
maneuvers that will produce this effect. All that needs to be done is to have
the particular move listed to be the final move that KOs the opponent. To
make sure that the special finish works, you must also land these moves when
the opponent is on the ground. If an opponent is in the air or performing
certain special attacks while being hit, they will fall back like in a normal
KO and not have a special finish. Background finishes can only be done
on character stages Joe, Terry, Andy, Hon-Fu, and Mai. Knockout finishes
can only be done on character stages Geese, Bash, Sokaku, Bob, Yamazaki,
and Chonshu/Chonrei. Finally, Ceiling finishes can only be done on Blue
Mary's stage.
===============================================================================
3. Characters
===============================================================================
*******************************************************************************
* 3.1 Geese Howard *
*******************************************************************************
Colors
------
LP - Orange pants
HK - White pants
Throws
------
Clamp Of The Tiger b + HP close
Fatal Blow Bopper HP
Shinkuu Nage df + HP close
Push Of The Tiger uf + HP close
Fatal Squeeze Fury HP
Mauling Tiger Crunch f + HK close
Basic Moves
-----------
Crawl hold df
Quick Sway tap df quick high dodge
Tiger Palm LP/HP/LK/HK
Bloody Palm HP close 2 hits
Low Tap LK close must be blocked low
Double Kick HK close
Quick Punch LP from high jump can perform another air
attack after move;
overhead
Down Kick LK from high jump can perform another air
attack after move;
overhead
Plane Moves
-----------
Dive Elbow LP from sway planes
Dive Low Foot LK from sway planes must be blocked low
Strong Elbow HP from sway planes knocks opponent to opposite
sway plane if connected
(not blocked)
Strong Low Foot HK from sway planes knocks opponent to opposite
sway plane if connected
(not blocked); must be
blocked low
Turn Around Backfist LP+LK when opponent is pulls opponent to middle
in a sway plane plane; only hits
opponents in front sway
plane
Reaching Backfist LK+HP when opponent is pulls opponent to middle
in a sway plane plane; only hits
opponents in back sway
plane
Arc Sweep d + LP+LK when opponent pulls opponent to middle
is in sway plane plane; only hits
opponents in front sway
plane
Reaching Sweep d + LK+HP when opponent pulls opponent to middle
is in a sway plane plane; only hits
opponents in back sway
plane
Command Moves
-------------
Rising Palm d + HP 2 hits
Rolling Sweep b + HK knocks opponent into back
sway plane
Slash Uppercut f + LP while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Special Moves
-------------
Reppu Ken qcf + LP will collide with other
projectiles as both will
be "destroyed" in the
process
Double Reppu Ken qcf + HP start up absorbs other
projectiles; if start up
absorbs a projectile, a
small Reppu Ken will be
released and continue its
path; if no absorbing is
done on the start up of
the move the actual
Reppu Ken will appear
larger, however, both
the large and small Reppu
Ken will collide with
other projectiles to
"destroy" them and be
"destroyed" as well
Feint Reppu Ken qcf + LK+HK
Shippu Ken qcb + P in air LP=fast and small, HP=slow
and large; it can hit low
enough on the opponent in
that it must be blocked
low; will collide with
other projectiles as both
will be "destroyed" in
the process
Jaei Ken Charge b for 2 seconds, LK=short, HK=long; dash must
f + K connect (not blocked) to
perform the entire
maneuver
Feint Jaei Ken qcb, f + LK+HK
Dragon Throw hcf + LK counter attack to jump
maneuvers and special
moves (not projectiles)
Dragon Throw II hcf + HK high counter
Super Desperation
-----------------
Raging Storm db, hcb, df + HP+HK absorbs projectiles
Feint Raging Storm db, hcb, df + LP+HP does NOT require flashing
meter
Hidden Desperation
------------------
Set Up Rising Palm d + S this part MUST connect (not
blocked) to move onto the
next part
Forward Palm Dash S name will flash, which means
hidden super can now be
performed; enter the next
motion VERY quickly after
this part connects
Shin Raging Storm qcb, f + HP+HK hits in all planes; absorbs
projectiles (properties
for hacked version of
super without set up)
Chain Attacks
-------------
Punch Starters
``````````````
HP close (*)---> HP (1) -----> HP -----> HP -----> HP (E)
LP/LK/HK (E) LP/LK/HK (E) LP/LK/HK (E)
Kick Starters
`````````````
HK far --------> HK (E)
----------------------Send To Background Moves------------------------
| Use as last hit on final deciding round. Works on character stages:|
| Joe, Terry, An dy, Hon-Fu, and Mai |
----------------------------------------------------------------------
Dive Elbow LP/HP from front sway
plane
Dive Low Foot LK/HK from front sway
plane
Tiger Palm tap df, LP/HP/LK/HK
Air Backhand u, HP
Quick Swipe Kick LK far
Roll Kick, Swipe Kick HK far, HK either one will work
Rolling Sweep b + HK
Sweep d + HK
Jump Kick ub/uf, HK
--------------------------Knockout Moves------------------------------
| Use as last hit on final deciding round. Works on character stages:|
| Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei |
----------------------------------------------------------------------
Dive Elbow LP/HP from back sway
plane
Dive Low Foot LK/HK from back sway
plane
-------------------------Ceiling Strike Moves-------------------------
| Use as last hit on final deciding round. Works on character stage: |
| Blue Mary |
----------------------------------------------------------------------
Rising Palm d + HP
Slash Uppercut f + LP while blocking
*******************************************************************************
* 3.2 Joe Higashi *
*******************************************************************************
Colors
------
LP - Yellow shorts w/ Red trim
HK - Red shorts w/ Green trim
Throws
------
Lifting Pressure f + HP close
Rapid Knees f + HK close
Basic Moves
-----------
Crawl hold df
Quick Sway tap df quick high dodge
Snapping Punch LP/HP/LK/HK
Falling Punch HP close 2 hits
Shin Kick LK far must be blocked low
Quick Punch LP from high jump can perform another air
attack after move;
overhead
Air Knee LK from high jump can perform another air
attack after move;
overhead
Sky Kick HK from u short jump overhead
Straight Kick HK from uf/ub short overhead
jump
Plane Moves
-----------
Dive Elbow LP from sway planes
Slide Kick LK from sway planes must be blocked low
Strong Elbow HP from sway planes knocks opponent to opposite
sway plane if connected
(not blocked)
Strong Slide Kick HK from back sway plane knocks opponent to opposite
sway plane if connected
(not blocked); must be
blocked low
Knockdown Slide Kick HK from front sway must be blocked low
plane
Jaw Kick LP+LK when opponent is pulls opponent to middle
in a sway plane plane; only hits
opponents in front sway
plane
Back Kick LK+HP when opponent is pulls opponent to middle
in a sway plane plane; only hits
opponents in back sway
plane
Sweep d + LP+LK when opponent pulls opponent to middle
is in sway plane plane; only hits
opponents in front sway
plane
Back Sweep d + LK+HP when opponent pulls opponent to middle
is in a sway plane plane; only hits
opponents in back sway
plane
Command Moves
-------------
Quick Uppercut b + HP
Elbow Uppercut d + HP 2 hits
Roundhouse b + HK knocks opponent to front
sway plane
Slide Kick df + HK must be blocked low
Backfist f + LP while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation;
knocks opponent to front
sway plane if it connects
(not blocked)
Special Moves
-------------
Hurricane Upper hcf + P LP=slow, HP=fast with
slightly larger tornado;
will collide with other
projectiles as both will
be "destroyed" in the
process
Feint Hurricane Upper hcf + LK+HK
Tiger Kick qcf, uf + K LK=short, HK=further
Feint Tiger Kick f, d, df + LP+HP
Golden Heel qcb + K LK=short, HK=long
Slash Kick Charge db, f + LK /
db, f + LK
Powerful Slash Kick Charge db, f + HK / first part must connect (not
db, f + HK blocked) to perform entire
maneuver
Feint Slash Kick Charge db, f + LP+HP /
db, f + LP+HP
Super Desperation
-----------------
Screw Upper f, hcf + HP+HK absorbs projectiles
Hidden Desperation
------------------
Set Up Distance stand very far away name will flash, which
from opponent means hidden super can
now be performed
Slide Screw b, hcb + HP+HK absorbs projectiles
Chain Attacks
-------------
Punch Starters
``````````````
HP close (*)---> HP (1) -----> HP -----> HP (E)
b + HP --------> HK (1) -----> d + HK (_, E)
d + HP (*)-----> HK (1) -----> HK (E)
Kick Starters
`````````````
LK far (*)-----> HK -----> HK (*, E)
----------------------Send To Background Moves------------------------
| Use as last hit on final deciding round. Works on character stages:|
| Joe, Terry, Andy, Hon-Fu, and Mai |
----------------------------------------------------------------------
Dive Elbow LP/HP from front sway
plane
Slide Kick LK/HK from front sway
plane
Falling Punch HP close
Shin Kick LK far
Chop Kick HK far
--------------------------Knockout Moves------------------------------
| Use as last hit on final deciding round. Works on character stages:|
| Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei |
----------------------------------------------------------------------
Dive Elbow LP/HP from back sway
plane
Slide Kick LK/HK from back sway
plane
Quick Elbow LP close
Backfist f + LP while blocking
Falling Punch uf/ub, HP
Sweep d + HK
Roundhouse b + HK
Straight Kick HK from uf/ub short
jump
-------------------------Ceiling Strike Moves-------------------------
| Use as last hit on final deciding round. Works on character stage: |
| Blue Mary |
----------------------------------------------------------------------
Elbow Uppercut d + HP
Quick Uppercut b + HP
*******************************************************************************
* 3.3 Terry Bogard *
*******************************************************************************
Colors
------
LP - Red jacket and hat
HK - Blue jacket and hat
Throw
-----
Buster Throw f + HP close
Basic Moves
-----------
Crawl hold df
Quick Sway tap df quick high dodge
Side Knuckle LP/HP/LK/HK knocks opponent to back sway
plane if it connects (not
blocked)
Gut Crunch HP close 2 hits
Roundhouse HK close 2 hits
Quick Punch LP from high jump can perform another air
attack after move;
overhead
Diagonal Kick LK from high jump can perform another air
attack after move;
overhead
Plane Moves
-----------
Dive Knuckle LP from sway planes
Dive Kick LK from sway planes
Strong Knuckle HP from sway planes knocks opponent to opposite
sway plane if connected
(not blocked)
Strong Kick HK from sway planes knocks opponent to opposite
sway plane if connected
(not blocked)
Reach Punch LP+LK when opponent is pulls opponent to middle
in a sway plane plane; only hits
opponents in front sway
plane
Backfist LK+HP when opponent is pulls opponent to middle
in a sway plane plane; only hits
opponents in back sway
plane
Sweep d + LP+LK when opponent pulls opponent to middle
is in sway plane plane; only hits
opponents in front sway
plane
Reverse Sweep d + LK+HP when opponent pulls opponent to middle
is in a sway plane plane; only hits
opponents in back sway
plane
Command Moves
-------------
Uppercut db + HP
Flying Turn Kick f + HK knocks opponent into back
sway plane if it connects
(not blocked)
Gut Uppercut f + LP while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Special Moves
-------------
Power Wave qcf + P LP=slow, HP=fast; will
collide with other
projectiles as both will
be "destroyed" in the
process
Feint Power Wave qcf + LK+HK
Burning Knuckle qcb + P LP=short, HP=long
Feint Burning Knuckle qcb + LK+HK
Power Dunk f, d, df + K LK=short, HK=further; last
part of the move is an
overhead
Crack Shoot qcb + K LK=short, HK=long
Feint Crack Shoot qcb + LP+HP
Super Desperation
-----------------
Power Geyser qcb, db, f + HP+HK absorbs projectiles; hits in
all planes
Feint Power Geyser qcb, db, f + LK+HP does NOT require flashing
meter
Hidden Desperation
------------------
Uppercut Set Up db + HP this part MUST connect (not
blocked) to move onto the
next part
Charging Gut Punch f + HP name will flash, which means
hidden super can now be
performed; enter the next
motion VERY quickly after
this part connects
Overheat Geyser qcb, f + HP+HK absorbs projectiles; hits in
all planes (properties
for hacked version of
super without set up)
Chain Attacks
-------------
Punch Starters
``````````````
LP far (*)-----> LP -----> HP (E)
LP close |
|
|
|
----> LK -----> HK (E)
f + LP close---> HP (1) -----> HP -----> HP -----> HK (E)
(*) |
|
|
|
--> HK -----> HK (E)
HP close (*)---> HP (1) -----> HP (E)
db + HP (E)
Kick Starters
`````````````
None
----------------------Send To Background Moves------------------------
| Use as last hit on final deciding round. Works on character stages:|
| Joe, Terry, Andy, Hon-Fu, and Mai |
----------------------------------------------------------------------
Dive Knuckle LP/HP from front sway
plane
Dive Kick LK/HK from front sway
plane
Side Knuckle tap df, LP/HP/LK/HK
Mid Kick LK far
High Kick HK far
Sweep d + HK
Flying Turn Kick f + HK
Power Foot u, HK
also the HP of his basic chain (aka LP, LP, HP)
--------------------------Knockout Moves------------------------------
| Use as last hit on final deciding round. Works on character stages:|
| Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei |
----------------------------------------------------------------------
Dive Knuckle LP/HP from back sway
plane
Dive Kick LK/HK from back sway
plane
Roundhouse HK close
-------------------------Ceiling Strike Moves-------------------------
| Use as last hit on final deciding round. Works on character stage: |
| Blue Mary |
----------------------------------------------------------------------
Uppercut db + HP
Gut Uppercut f + LP while blocking
*******************************************************************************
* 3.4 Andy Bogard *
*******************************************************************************
Colors
------
LP - White costume
HK - Black costume
Throw
-----
Uchimata f + HP close
Basic Moves
-----------
Crawl hold df
Quick Sway tap df quick high dodge
Retreat Elbow LP/HP/LK/HK
Short Elbow HP close 2 hits
Dropping Heel HK close 2 hits
Quick Punch LP from high jump can perform another air
attack after move;
overhead
Diagonal Kick LK from high jump can perform another air
attack after move;
overhead
Plane Moves
-----------
Dive Fist LP from sway planes
Turn Kick LK from sway planes
Strong Fist HP from sway planes knocks opponent to opposite
sway plane if connected
(not blocked)
Strong Turn Kick HK from sway planes knocks opponent to opposite
sway plane if connected
(not blocked)
Reach Kick LP+LK when opponent is pulls opponent to middle
in a sway plane plane; only hits
opponents in front sway
plane
Backhand LK+HP when opponent is pulls opponent to middle
in a sway plane plane; only hits
opponents in back sway
plane
Arc Sweep d + LP+LK when opponent pulls opponent to middle
is in sway plane plane; only hits
opponents in front sway
plane
Reaching Sweep d + LK+HP when opponent pulls opponent to middle
is in a sway plane plane; only hits
opponents in back sway
plane
Command Moves
-------------
Upward Palm d + HP 2 hits
Falling Roll Kick f + HK
Forearm Blow f + LP while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Special Moves
-------------
Hi Sho Ken qcb + P LP=slow, HP=fast; will
collide with other
projectiles as both will
be "destroyed" in the
process
Feint Hi Sho Ken qcb + LK+HK
Shoryudan f, d, df + P LP=short, HP=further
Feint Shoryudan f, d, df + LK+HK
Zanei Ken Charge db, f + P / LP=short, HP=long
db, f + P
Feint Zanei Ken Charge db, f + LK+HK /
db, f + LK+HK
Phantom Shiranui qcf + HK in air move will not work if
opponent is in either one
of the sway planes; Andy
moves from the back sway
plane and returns to the
middle plane with a roll
kick; if the roll kick
connects it will knock the
opponent to the front sway
plane
Spider Hold Charge d for 2 seconds, will work if his descent
u + HK comes into contact with
an opponent that has
his/her feet on the
ground; unblockable
Super Desperation
-----------------
Choreppa Dan Charge d for 2 seconds,
df, f + HP+HK
Feint Choreppu Dan qcf + LP+HP does NOT require flashing
meter
Hidden Desperation
------------------
Sw. Kick/F. Kick Set Up HK far/close this part MUST connect (not
blocked) to move onto the
next part
Upward Palm d + HP name will flash, which means
hidden super can now be
performed; enter the next
motion VERY quickly after
this part connects
Bokosuka Reppa qcb, f + HP+HK
Chain Attacks
-------------
Punch Starters
``````````````
HP close (*)---> HP (1) -----> HP -----> HP (E)
LP close (*)---> HP (1) -----> HP -----> HP -----> HP --+
HK (E) |
|
|
|
HK (E) <----+
Kick Starters
`````````````
LK close (*)---> LK (*) -----> LK -----> f + HP (E)
----------------------Send To Background Moves------------------------
| Use as last hit on final deciding round. Works on character stages:|
| Joe, Terry, Andy, Hon-Fu, and Mai |
----------------------------------------------------------------------
Dive Fist LP/HP from front sway
plane
Turn Kick LK/HK from front sway
plane
Retreat Elbow tap df, LP/HP/LK/HK
Short Elbow HP close
--------------------------Knockout Moves------------------------------
| Use as last hit on final deciding round. Works on character stages:|
| Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei |
----------------------------------------------------------------------
Dive Fist LP/HP from back sway
plane
Turn Kick LK/HK from back sway
plane
Backslap HP far
Forearm Blow f + LP while blocking
Side Kick LK close
Swipe Kick HK far
Air Swipe Kick u, HK
Shoryudan f, d, df + P a step away
Phantom Shiranui qcf + HK in air
also the last LK in his basic kick chain (aka LK close, LK, LK)
-------------------------Ceiling Strike Moves-------------------------
| Use as last hit on final deciding round. Works on character stage: |
| Blue Mary |
----------------------------------------------------------------------
Upward Palm d + HP
*******************************************************************************
* 3.5 Franco Bash *
*******************************************************************************
Colors
------
LP - Blue costume
HK - Orange costume
Throw
-----
Head Crunch Elbow f + HP close
Basic Moves
-----------
Crawl hold df
Quick Sway tap df quick high dodge
Bash Blow LP/HP/LK/HK knocks opponent to back sway
plane if it connects (not
blocked)
Blast Uppercut HP close 2 hits
High Train HK close 2 hits
Quick Punch LP from high jump can perform another air
attack after move;
overhead
Diagonal Kick LK from high jump can perform another air
attack after move;
overhead
High Blow HP from ub/uf short overhead
jump
Air Knee HK from ub/uf short overhead
jump
Plane Moves
-----------
Big Swing LP from sway planes
Dive Knee LK from sway planes
Strong Swing HP from sway planes knocks opponent to opposite
sway plane if connected
(not blocked)
Strong Knee HK from sway planes knocks opponent to opposite
sway plane if connected
(not blocked)
Reach Punch LP+LK when opponent is pulls opponent to middle
in a sway plane plane; only hits
opponents in front sway
plane
Reach Kick LK+HP when opponent is pulls opponent to middle
in a sway plane plane; only hits
opponents in back sway
plane
Sweep d + LP+LK when opponent pulls opponent to middle
is in sway plane plane; only hits
opponents in front sway
plane
Low Swiping Foot d + LK+HP when opponent pulls opponent to middle
is in a sway plane plane; only hits
opponents in back sway
plane
Command Moves
-------------
Skyward Uppercut d + HP 2 hits
Chopping Roundhouse f + HK pushes opponent to front
sway plane
Short Punch f + LP while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation;
will knock opponent to
front sway plane if this
connects (not blocked)
Special Moves
-------------
Double Kong qcb + P LP=fast, HP=slow; second
part is an overhead
Feint Double Kong qcb + LK+HK
Reaping Blow hcf + LP start up dodges low and
high attacks; will throw
out an uppercut when he
gets close to the opponent
Waving Blow hcf + HP move will not work if
opponent is in either one
of the sway planes; Franco
moves to the front sway
plane, attacks to the back
sway plane, and will move
directly back to the
middle plane if no follow
up is used
Waving Blow Finish hcf + HP the initial Waving Blow must
connect (not blocked) for
this follow up to be
possible; Franco will
attack from the back sway
plane to the front sway
plane and then move back
into the middle plane
Power Bicycle qcf + K LK=stationary, HK=long; hits
opponents in middle plane
and front sway plane
Feint Power Bicycle qcf + LP+HP
Super Desperation
-----------------
Armageddon Buster hcb + HP+HK uppercut must connect (not
blocked) in order for the
whole super to be
performed
Armageddon Smash hcb + HP+HK
Mess Up Pose do nothing
Hidden Desperation
------------------
Busting Kick HK close this part MUST connect (not
blocked) to move onto the
next part
Skyward Uppercut d + HP name will flash, which means
hidden super can now be
performed; enter the next
motion VERY quickly after
this part connects
Genocide Buster qcb, f + HP+HK
Genocide Smash b, d, db + LP this will only work if both
punches of the Genocide
Buster connect
Mess Up Pose do nothing
Chain Attacks
-------------
Punch Starters
``````````````
f + LP (*)-----> f + LP (1) -----> LK -----> HK -----> HK (E)
|
|
--> LK -----> HK (E)
HP close (*)---> HP (1) -----> HP -----> HP (E)
HK (E)
Kick Starters
`````````````
None
----------------------Send To Background Moves------------------------
| Use as last hit on final deciding round. Works on character stages:|
| Joe, Terry, Andy, Hon-Fu, and Mai |
----------------------------------------------------------------------
Big Swing LP/HP from front sway
plane
Dive Knee LK/HK from front sway
plane
Bash Blow tap df, LP/HP/LK/HK
Busting Kick HK close
Sweep d + HK
Air Sweep HK from ub/uf high jump
Waving Blow hcf + HP
--------------------------Knockout Moves------------------------------
| Use as last hit on final deciding round. Works on character stages:|
| Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei |
----------------------------------------------------------------------
Big Swing LP/HP from back sway
plane
Dive Knee LK/HK from back sway
plane
Short Punch f + LP while blocking
Chopping Roundhouse f + HK
Power Bicycle f, d, df + K
-------------------------Ceiling Strike Moves-------------------------
| Use as last hit on final deciding round. Works on character stage: |
| Blue Mary |
----------------------------------------------------------------------
Skyward Uppercut d + HP
*******************************************************************************
* 3.6 Hon-Fu *
*******************************************************************************
Colors
------
LP - Orange pants w/ Black top
HK - Red pants w/ White top
Throws
------
Leg Toss b + HP close
Buddhist Bopper b + HK close
Basic Moves
-----------
Crawl hold df
Quick Sway tap df quick high dodge
Side Nunchaku LP/HP/LK/HK knocks opponent to back sway
plane if it connects (not
blocked)
Backfist HP close 2 hits
High Roundhouse HK close 2 hits
Quick Punch LP from u high jump can perform another air
attack after move;
overhead
Laydown Elbow LP from ub/uf high jump can perform another air
attack after move;
overhead
Classic Jump Kick LK from u high jump can perform another air
attack after move;
overhead
Diagonal Kick LK from ub/uf high jump can perform another air
attack after move;
overhead
Plane Moves
-----------
Dive Kick LP from sway planes
Slide Kick LK from sway planes must be blocked low
Strong Kick HP from sway planes knocks opponent to opposite
sway plane if connected
(not blocked)
Knockdown Slide Kick HK from sway planes must be blocked low
Reach Nunchaku LP+LK when opponent is pulls opponent to middle
in a sway plane plane; only hits
opponents in front sway
plane
Reach Kick LK+HP when opponent is pulls opponent to middle
in a sway plane plane; only hits
opponents in back sway
plane
Nunchaku Sweep d + LP+LK when opponent pulls opponent to middle
is in sway plane plane; only hits
opponents in front sway
plane
Sweep d + LK+HP when opponent pulls opponent to middle
is in a sway plane plane; only hits
opponents in back sway
plane
Command Moves
-------------
Roundhouse f + HK
Kick Sting f + LP while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation;
will knock opponent to
front sway plane if this
connects (not blocked)
Kaoloon's Prediction f + LK while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation;
kick must connect (not
blocked) with opponent on
the ground for entire move
to come out
Special Moves
-------------
Seikuu Rekka Kon f, d, df + P LP=short, HP=further
Feint Seikuu Rekka Kon f, d, df + LK+HK
Heavenly Lightning qcb, ub + K LK=short, HK=further
Lightning On Earth Charge db for 2 LK=short, HK=long; must be
seconds, f + K blocked low
Low Headbutt Exit tap K repeatedly must be blocked low
Super Desperation
-----------------
Gadenza No Arashi qcb, db, f + LK+HK dash in must connect (not
blocked in order to
perform the entire super
Hidden Desperation
------------------
Backdash Set Up b, b once this backdash is done
you are able to perform
the hidden super anytime
the timer is on an odd
number; having infinite
time on will not allow
this hidden super to be
performed
Storm In Gadentsa hcb, hcb + HP+HK dash in must connect (not
blocked in order to
perform the entire super
Chain Attacks
-------------
Punch Starters
``````````````
HP close (*)---> HP (1) -----> HP -----> HP -----> HK (E)
HK (E)
Kick Starters
`````````````
None
----------------------Send To Background Moves------------------------
| Use as last hit on final deciding round. Works on character stages:|
| Joe, Terry, Andy, Hon-Fu, and Mai |
----------------------------------------------------------------------
Dive Kick LP/HP from front sway
plane
Slide Kick LK/HK from front sway
plane
Side Nunchaku tap df, LP/HP/LK/HK
Side Splitting Nunchaku HP far
Backfist HP close
Sweep d + HK
Busting Kick u, HK
--------------------------Knockout Moves------------------------------
| Use as last hit on final deciding round. Works on character stages:|
| Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei |
----------------------------------------------------------------------
Dive Kick LP/HP from back sway
plane
Slide Kick LK/HK from back sway
plane
Kick Sting f + LP while blocking
Roundhouse HK far
High Roundhouse HK close
Chopping Jump Kick ub/uf, HK
-------------------------Ceiling Strike Moves-------------------------
| Use as last hit on final deciding round. Works on character stage: |
| Blue Mary |
----------------------------------------------------------------------
None?
*******************************************************************************
* 3.7 Blue Mary *
*******************************************************************************
Colors
------
LP - Blue pants w/ Red-Orange top
HK - Green pants w/ Blue top
Throw
-----
Tomi Nage df + HK close
Achilles Hold HK
Basic Moves
-----------
Crawl hold df
Quick Sway tap df quick high dodge
Short Swipe LP/HP/LK/HK
Back Drop 360 + HP close unblockable
Face Lock HP
Rising Slap HP close 2 hits
Axe Kick HK close 2 hits
Quick Punch LP from high jump can perform another air
attack after move;
overhead
Diagonal Kick LK from high jump can perform another air
attack after move;
overhead
Plane Moves
-----------
Dive Elbow LP from sway planes
Low Foot LK from sway planes
Strong Elbow HP from sway planes knocks opponent to opposite
sway plane if connected
(not blocked)
Strong Low Foot HK from sway planes knocks opponent to opposite
sway plane if connected
(not blocked)
Punt Kick LP+LK when opponent is pulls opponent to middle
in a sway plane plane; only hits
opponents in front sway
plane
Reach Kick LK+HP when opponent is pulls opponent to middle
in a sway plane plane; only hits
opponents in back sway
plane
Sweep d + LP+LK when opponent pulls opponent to middle
is in sway plane plane; only hits
opponents in front sway
plane
Arc Swipe d + LK+HP when opponent pulls opponent to middle
is in a sway plane plane; only hits
opponents in back sway
plane
Command Moves
-------------
Step Rolling f + HK knocks opponent to front
sway plane if it connects
(not blocked)
Short Elbow f + LP while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Special Moves
-------------
Spin Fall qcf, uf + LP overhead
Mary Spider qcf, uf + HP unblockable
Vertical Arrow f, d, df + LK
Feint Vertical Arrow f, d, df + LP+HP
Mary Snatcher f, d, df + HK catches airborne opponents
Straight Slice Charge b for 2 seconds, must be blocked low
f + LK
Mary Crab Clutch Charge b for 2 seconds, move must connect (not
f + HK blocked) to perform the
entire maneuver
Super Desperation
-----------------
Mary Typhoon Charge db for 2 seconds, unblockable
qcf, uf + LK+HK
Hidden Desperation
------------------
Stand Up Set Up get knocked down by once Mary is getting up from
the opponent being grounded her name
will flash, which means the
hidden super can now be
performed
Mary Cyclone b, d, db + HP / b, unblockable
hcb + HP
Chain Attacks
-------------
Punch Starters
``````````````
LP close (*)---> HP -----> HP (1) -----> HP (A)----> f, d, df + HK
LP far (*)
HP close (*)---> HP (1) -----> HP (E)
HK (E)
Kick Starters
`````````````
LK close (*)---> LK -----> HK (E)
LK far (*) f + HK (v, E)
----------------------Send To Background Moves------------------------
| Use as last hit on final deciding round. Works on character stages:|
| Joe, Terry, Andy, Hon-Fu, and Mai |
----------------------------------------------------------------------
Dive Elbow LP/HP from front sway
plane
Low Foot LK/HK from front sway
plane
Short Elbow f + LP while blocking
--------------------------Knockout Moves------------------------------
| Use as last hit on final deciding round. Works on character stages:|
| Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei |
----------------------------------------------------------------------
Dive Elbow LP/HP from back sway
plane
Low Foot LK/HK from back sway
plane
Short Swipe tap df, LP/HP/LK/HK
Back Kick HK far
Step Rolling f + HK
Cutting Kick u, HK
Vertical Arrow f, d, df + LK
-------------------------Ceiling Strike Moves-------------------------
| Use as last hit on final deciding round. Works on character stage: |
| Blue Mary |
----------------------------------------------------------------------
Rising Slap HP close
*******************************************************************************
* 3.8 Sokaku Mochizuki *
*******************************************************************************
Colors
------
LP - Blue costume w/ Red beads
HK - Red costume w/ Yellow beads
Throws
------
Fall Back Slam b + HP close
No Way Out Crush b + HK close
Hell's Gate HK
Falling Slam d + HP close in air
Basic Moves
-----------
Crawl hold df
Quick Sway tap df quick high dodge
Low Backfist LP/HP/LK/HK knocks opponent to back sway
plane if it connects (not
blocked)
Side Staff HP close 2 hits
Straight Quick Palm LP from u high jump can perform another air
attack after move;
overhead
Quick Palm LP from ub/uf high jump can perform another air
attack after move;
overhead
Quick Kick LK from high jump can perform another air
attack after move;
overhead
Straight Staff HP from ub/uf short overhead
jump
Plane Moves
-----------
Staff Charge LP from sway planes
Low Foot LK from sway planes must be blocked low
Strong Staff Charge HP from sway planes knocks opponent to opposite
sway plane if connected
(not blocked)
Strong Low Foot HK from sway planes knocks opponent to opposite
sway plane if connected
(not blocked); must be
blocked low
Reach Staff LP+LK when opponent is pulls opponent to middle
in a sway plane plane; only hits
opponents in front sway
plane
Energy Hand LK+HP when opponent is pulls opponent to middle
in a sway plane plane; only hits
opponents in back sway
plane
Staff Sweep d + LP+LK when opponent pulls opponent to middle
is in sway plane plane; only hits
opponents in front sway
plane
Back Staff Sweep d + LK+HP when opponent pulls opponent to middle
is in a sway plane plane; only hits
opponents in back sway
plane
Command Moves
-------------
Staff Shin Crush d + HP must be blocked low
Staff Thrust db + HP
Low Staff f + LP while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Special Moves
-------------
Makibishi Masher qcf + LP when descending low enough,
the move must be blocked
low; will collide with
other projectiles as both
will be "destroyed" in
the process
Demon Staff Toss hcf + HP when descending low enough,
the move must be blocked
low; will collide with
other projectiles as both
will be "destroyed" in
the process; if the Demon
Staff is "destroyed" with
another projectile during
the move's start up,
Sokaku will have his hands
forward and be vulnerable
for a second
Ki Mon Jin 360 + HP close unblockable
Higi Kaminari Otoshi f, d, df + HK absorbs projectiles
Vortex Inferno d, b, db + LK low dodge
Wild Ape Hunting qcb + HK projectile Sokakus must
connect (not blocked) for
entire move to be
performed; it is possible
for Sokakus to hit low
enough that the move
must be blocked low; will
collide with other
projectiles as both will
be "destroyed" in the
process
Possession Blast f, b, f + HK after performing this move
Sokaku will "rest" leaving
you unable to block for a
moment; move must connect
(not blocked) to perform
the entire maneuver;
absorbs projectiles
Dance Of Demons tap HK repeatedly absorbs projectiles
Super Desperation
-----------------
Thunder f, df, d, qcf + HP+HK absorbs projectiles
Hidden Desperation
------------------
Struck Set Up the opponent must name will flash, which means
connect (not hidden super can now be
blocked) a heavy performed; enter the next
attack (HP/HK) on motion VERY quickly after
your character this part connects
Raijin No Ibuki hcb + HP+HK absorbs projectiles
(properties for hacked
version of super without
set up)
Chain Attacks
-------------
Punch Starters
``````````````
HP close (*)---> HP (1) -----> HP -----> HP -----> HP --+
|
|
|
|
HP (E) <-----+
Kick Starters
-------------
LK close (*)---> HK (1) ------> df + HK (E)
----------------------Send To Background Moves------------------------
| Use as last hit on final deciding round. Works on character stages:|
| Joe, Terry, Andy, Hon-Fu, and Mai |
----------------------------------------------------------------------
Staff Charge LP/HP from front sway
plane
Low Foot LK/HK from front sway
plane
Wild Swing HP far
Side Staff HP close
Ankle Buster d + HP
Straight Staff HP from ub/uf short
jump / u, HP
Sweep d + HK
Demon Staff Toss hcf + HP
--------------------------Knockout Moves------------------------------
| Use as last hit on final deciding round. Works on character stages:|
| Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei |
----------------------------------------------------------------------
Staff Charge LP/HP from back sway
plane
Low Foot LK/HK from back sway
plane
Spin Around Strike HK close
Foot Plant HK in air
-------------------------Ceiling Strike Moves-------------------------
| Use as last hit on final deciding round. Works on character stage: |
| Blue Mary |
----------------------------------------------------------------------
Staff Thrust db + HP
*******************************************************************************
* 3.9 Mai Shiranui *
*******************************************************************************
Colors
------
LP - Red costume
HK - Blue costume
Throws
------
Fuushakuzushi f + HK close
Yumezakura d + HP close in air
Basic Moves
-----------
Crawl hold df
Quick Sway tap df quick high dodge
Side Swipe LP/HP/LK/HK knocks opponent to back sway
plane if it connects (not
blocked)
Jaw Strike HP close 2 hits
Turn Fan HP far 2 hits
Roundhouse HK close 2 hits
Quick Fan LP from high jump can perform another air
attack after move;
overhead
Air Knee LK from high jump can perform another air
attack after move;
overhead
Plane Moves
-----------
Dive Forearm/Fan Charge LP from sway planes
Flip Kick LK from sway planes
Strong F./Charge HP from sway planes knocks opponent to opposite
sway plane if connected
(not blocked)
Strong Flip Kick HK from sway planes knocks opponent to opposite
sway plane if connected
(not blocked)
Fan Swipe LP+LK when opponent is pulls opponent to middle
in a sway plane plane; only hits
opponents in front sway
plane
Reach Kick LK+HP when opponent is pulls opponent to middle
in a sway plane plane; only hits
opponents in back sway
plane
Sweep d + LP+LK when opponent pulls opponent to middle
is in sway plane plane; only hits
opponents in front sway
plane
Back Sweep d + LK+HP when opponent pulls opponent to middle
is in a sway plane plane; only hits
opponents in back sway
plane
Command Moves
-------------
Tail Strike b + HK knocks opponent to back
sway plane if move
connects (not blocked)
Backfist f + LP while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Special Moves
-------------
Ka Cho Sen qcf + P LP=slow, HP=fast; will
collide with other
projectiles as both will
be "destroyed" in the
process
Feint Ka Cho Sen qcf + LK+HK
Ryu Em Bu qcb + P LP=fast, HP=slow; absorbs
projectiles
Feint Ryu En Bu qcb + LK+HK
Shinobi Bachi hcf + HP
Musasabi Mai d + LK+HP/HP+HK in air
Feint Musasabi Mai d + LP+LK in air
Kagerono Mai d, d + LP+LK+HP absorbs projectiles
Super Desperation
-----------------
Cho Shinobi Bachi f, db, f + HP+HK /
f, hcf + HP+HK
Hidden Desperation
------------------
Taunt Set Up hold HP far name will flash, which means
hidden super can now be
performed; enter the next
motion VERY quickly after
this part; remember to
hold HP as this will keep
your name flashing to
perform hidden super
Shiranui Hiohgi f, db, f + LK+HK /
f, hcf + LK+HK
Chain Attacks
-------------
Punch Starters
``````````````
HP close (*)---> HP (1) -----> HP -----> HK (E)
HK (E) LK (E)
Kick Starters
`````````````
LK close (*)---> f + LK -----> f + LK (1)
----------------------Send To Background Moves------------------------
| Use as last hit on final deciding round. Works on character stages:|
| Joe, Terry, Andy, Hon-Fu, and Mai |
----------------------------------------------------------------------
Dive Forearm/Fan Charge LP/HP from front sway
plane
Flip Kick LK/HK from front sway
plane
Side Swipe tap df, LP/HP/LK/HK
Short Backhand LP close
Jaw Strike HP close
Face Splitter LK far
Tail Strike b + HK
Power Kick ub/uf, HK
--------------------------Knockout Moves------------------------------
| Use as last hit on final deciding round. Works on character stages:|
| Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei |
----------------------------------------------------------------------
Dive Forearm/Fan Charg LP/HP from back sway
plane
Flip Kick LK/HK from back sway
plane
Backfist f + LP
Slicing Fan HP far
Roundhouse HK close
Sweep d + HK
-------------------------Ceiling Strike Moves-------------------------
| Use as last hit on final deciding round. Works on character stage: |
| Blue Mary |
----------------------------------------------------------------------
None?
*******************************************************************************
* 3.10 Bob Wilson *
*******************************************************************************
Colors
------
LP - White pants w/ Green top
HK - Dark Blue pants w/ Red top
Throw
-----
Falcon f + HK close
Hornet Attack uf, uf + HK
Leg Drop df, df + HK
Basic Moves
-----------
Crawl hold df
Quick Sway tap df quick high dodge
Back Fang LP/HP/LK/HK
Head Hunter HP close 2 hits
Low Poke LK close must be blocked low
Air Backhand LP from high jump can perform another air
attack after move;
overhead
Skyward Kick LK from u high jump can perform another air
attack after move;
overhead
Quick Double Foot LK from ub/uf high jump can perform another air
attack after move;
overhead
Slow Skyward Kick LK from ub/uf short overhead
jump
Air Knee HP from ub/uf short overhead
jump
Dropkick HK from ub/uf short overhead
jump
Plane Moves
-----------
Dive Headbutt LP from sway planes
Dive Kick LK from sway planes
Strong Headbutt HP from sway planes knocks opponent to opposite
sway plane if connected
(not blocked)
Strong Kick HK from sway planes knocks opponent to opposite
sway plane if connected
(not blocked)
Reach Headbutt LP+LK when opponent is pulls opponent to middle
in a sway plane plane; only hits
opponents in front sway
plane
Reach Kick LK+HP when opponent is pulls opponent to middle
in a sway plane plane; only hits
opponents in back sway
plane
Low Boot d + LP+LK when opponent pulls opponent to middle
is in sway plane plane; only hits
opponents in front sway
plane
Sweep d + LK+HP when opponent pulls opponent to middle
is in a sway plane plane; only hits
opponents in back sway
plane
Command Moves
-------------
Eagle Step df + HK in air overhead; if connected (not
blocked), you can follow
with another air attack
Pull Kick d + LP must be blocked low
Step Elbow f + HP
Flying Fish u + HP after you are
struck by an attack
Low Foot f + LP while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Special Moves
-------------
Rolling Turtle LP+HP move with b or f
Rolling Sea Turtle LK+HK move with b or f
Wild Wolf Charge b for 2 seconds, LK=short, HK=long; last part
f + K of the move is an overhead
Bison Horns Charge d for 2 seconds, HK version "escapes"
u + K backward further
Super Desperation
-----------------
Dangerous Bob d, d, d + LK+HP+HK the falling Wild Wolf
maneuvers are overheads
Hidden Desperation
------------------
Dash Forward Set Up f, f name will flash, which means
hidden super can now be
performed; enter the next
motion VERY quickly after
this part
Dangerous Wolf db, uf + HP+HK the falling Wild Wolf
maneuvers are overheads
Chain Attacks
-------------
Punch Starters
``````````````
LP close (*)---> LK -----> HP -----> HP ------> HK (E)
LP far (*)
HP close (*)---> HP (1) -----> HP -----> HP ------> HK (E)
HK (1, E) f + HP (E)
Kick Starters
`````````````
None
----------------------Send To Background Moves------------------------
| Use as last hit on final deciding round. Works on character stages:|
| Joe, Terry, Andy, Hon-Fu, and Mai |
----------------------------------------------------------------------
Dive Headbutt LP/HP from front sway
plane
Dive Kick LK/HK from front sway
plane
Back Fang tap df, LP/HP/LK/HK
Weak Backhand LP far
Low Foot f + LP while blocking
Head Hunter HP close
Air Backhand LP in air
Low Poke LK close
Strong Diagonal Kick HP from ub/uf high
jump
Rolling Turtle LP+HP
Rolling Sea Turtle LK+HK
also
any hit from his basic HP chain
--------------------------Knockout Moves------------------------------
| Use as last hit on final deciding round. Works on character stages:|
| Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei |
----------------------------------------------------------------------
Dive Headbutt LP/HP from back sway
plane
Dive Kick LK/HK from back sway
plane
Roundhouse HP far
Sweep d + HK
-------------------------Ceiling Strike Moves-------------------------
| Use as last hit on final deciding round. Works on character stage: |
| Blue Mary |
----------------------------------------------------------------------
Head Chop HK close
Elephant Tusk d + HP
-------------------------------------------------------------------------------
*******************************************************************************
* 3.11 Ryuji Yamazaki *
*******************************************************************************
Colors
------
LP - Black costume
HK - Red costume
Throws
------
The Reaper b + HP close
Face Crush HP
Headbutts f + HK close
Basic Moves
-----------
Crawl hold df
Quick Sway tap df quick high dodge
Cheap Elbow LP/HP/LK/HK
Shin Kick LK close must be blocked low
Quick Punch LP from high jump can perform another air
attack after move;
overhead
Down Foot LK from high jump can perform another air
attack after move;
overhead
Low Backfist HP from u short jump overhead
Stomp Out HK from ub/uf jump overhead; grounds standing
opponent or knocks opponent
out of the air
Plane Moves
-----------
Dive Uppercut LP from sway planes
Low Kick LK from sway planes must be blocked low
Strong Uppercut HP from sway planes knocks opponent to opposite
sway plane if connected
(not blocked)
Strong Low Kick HK from sway planes knocks opponent to opposite
sway plane if connected
(not blocked); must be
blocked low
Reach Kick LP+LK when opponent is pulls opponent to middle
in a sway plane plane; only hits
opponents in front sway
plane
Back Kick LK+HP when opponent is pulls opponent to middle
in a sway plane plane; only hits
opponents in back sway
plane
Hand Sweep d + LP+LK when opponent pulls opponent to middle
is in sway plane plane; only hits
opponents in front sway
plane
Sweep d + LK+HP when opponent pulls opponent to middle
is in a sway plane plane; only hits
opponents in back sway
plane
Command Moves
-------------
Down Fist f + HP overhead
Uppercut Swing d + HP 2 hits
Short Swing f + LP while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Special Moves
-------------
Snake Tamer Stance qcb + HP
Zenpou Snake Tamer f + HP
Taikuu Snake Tamer uf + HP
Abort do nothing for 3
seconds
Double Return qcf + HP absorbs projectiles and will
send a projectile of his
own back if successful
with an absorb; will only
absorb Sokaku's Wild Ape
Hunting and not send
anything back; will send
Sokaku's Makibishi Masher
and Mai's Ka Cho Sen back
instead of his own
projectile when he absorbs
them
Sado Maso hcf + HK high counter attack
Super Desperation
-----------------
Guillotine Charge d for 2 seconds, the descent catch is an
df, f + LK+HK overhead
Hidden Desperation
------------------
Backdash Set Up b, b name will flash, which means
hidden super can now be
performed; enter the next
motion VERY quickly after
this part
Shin Guillotine hcb + HP+HK the descent catch is an
overhead
Chain Attacks
-------------
LP close (*)---> LP -----> LP -----> LP ------> HP (v, E)
LP far (*)-----> LP -----> LP (E)
f + HP (O)-----> HP (1) -----> HP -----> HK (E)
Kick Starters
-------------
None
----------------------Send To Background Moves------------------------
| Use as last hit on final deciding round. Works on character stages:|
| Joe, Terry, Andy, Hon-Fu, and Mai |
----------------------------------------------------------------------
Dive Uppercut LP/HP from front sway
plane
Low Kick LK/HK from front sway
plane
Cheap Elbow tap df, LP/HP/LK/HK
High Kick HK close
--------------------------Knockout Moves------------------------------
| Use as last hit on final deciding round. Works on character stages:|
| Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei |
----------------------------------------------------------------------
Dive Uppercut LP/HP from back sway
plane
Low Kick LK/HK from back sway
plane
Short Swing f + LP while blocking
Hellish Swipe HP close/far
Swiping Air Fist ub/uf HP / HP from
u high jump
Long Straight Kick HK far
-------------------------Ceiling Strike Moves-------------------------
| Use as last hit on final deciding round. Works on character stage: |
| Blue Mary |
----------------------------------------------------------------------
Uppercut Swing d + HP
*******************************************************************************
* 3.12 Jin Chonshu *
*******************************************************************************
Colors
------
LP - Red costume
HK - Green costume
Throw
-----
Blast Away f + HP close
Basic Moves
-----------
Crawl hold df
Quick Sway tap df quick high dodge
Side Poke LP/HP/LK/HK knocks opponent to back sway
plane if move connects
(not blocked)
Wave Swipe LP close 2 hits
Falling Slap HP far 2 hits
Rising Slap HP close 2 hits
Wind Kick LK close 2 hits
Skyward Kick LP/LK from high jump can perform another air
attack after move;
overhead
Plane Moves
-----------
Push/Dive Elbow LP from sway planes
Knee Slide/Low Foot LK from sway planes must be blocked low
Strong Push/Elbow HP from sway planes knocks opponent to opposite
sway plane if connected
(not blocked)
Strong Slide/Foot HK from sway planes knocks opponent to opposite
sway plane if connected
(not blocked); must be
blocked low
Reach Swipe LP+LK when opponent is pulls opponent to middle
in a sway plane plane; only hits
opponents in front sway
plane
Back Swipe LK+HP when opponent is pulls opponent to middle
in a sway plane plane; only hits
opponents in back sway
plane
Arc Sweep d + LP+LK when opponent pulls opponent to middle
is in sway plane plane; only hits
opponents in front sway
plane
Sweep d + LK+HP when opponent pulls opponent to middle
is in a sway plane plane; only hits
opponents in back sway
plane
Command Moves
-------------
Low Poke d + LP 2 hits
Strong Low Poke d + HP 2 hits
Forward Roll df + HP must be blocked low
Crouch Punt d + LK must be blocked low; 2 hits
Short Palm f + LP while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation;
will knock opponent to
front sway plane if this
connects (not blocked)
Special Moves
-------------
Emperor God Bop Charge db, f + P / LP=short, HP=long; elbow
db, f + P must connect (not blocked)
to perform the entire
maneuver
Emperor Crunch f, d, df + P LP=short, HP=further
Teio Tengan Ken qcf + K LK=slow, HK=fast; will
collide with other
projectiles as both will
be "destroyed" in the
process
Feint Teio Tengan Ken qcf + LK+HK
Super Desperation
-----------------
Emperor Drain Burst qcb, f + HP+HK 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
Hidden Desperation
------------------
Distance Set Up stand about a sweap name will flash, which means
away hidden super can now be
performed; enter the next
motion VERY quickly after
this part
Shin Emperor Drain B. qcf, b + HP+HK 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
Chain Attacks
-------------
Punch Starters
``````````````
None
Kick Starters
`````````````
None
----------------------Send To Background Moves------------------------
| Use as last hit on final deciding round. Works on character stages:|
| Joe, Terry, Andy, Hon-Fu, and Mai |
----------------------------------------------------------------------
Push/Dive Elbow LP/HP from front sway
plane
Knee Slide/Low Foot LK/HK from front sway
plane
Side Poke tap df, LP/HP/LK/HK
Wave Swipe LP close
Low Kick d + LK
Sweep d + HK
--------------------------Knockout Moves------------------------------
| Use as last hit on final deciding round. Works on character stages:|
| Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei |
----------------------------------------------------------------------
Push/Dive Elbow LP/HP from back sway
plane
Knee Slide/Low Foot LK/HK from back sway
plane
Short Palm f + LP while blocking
Falling Slap HP far
Roundhouse LK far
Jumping Kick Slice HK close
Emperor Crunch f, d, df + P
-------------------------Ceiling Strike Moves-------------------------
| Use as last hit on final deciding round. Works on character stage: |
| Blue Mary |
----------------------------------------------------------------------
Rising Slap HP close
Sliding Face Kick HK far
*******************************************************************************
* 3.13 Jin Chonrei *
*******************************************************************************
Colors
------
LP - Blue costume
HK - Orange costume
Throw
-----
Blast Away f + HP close
Basic Moves
-----------
Crawl hold df
Quick Sway tap df quick high dodge
Side Poke LP/HP/LK/HK knocks opponent to back sway
plane if move connects
(not blocked)
Wave Swipe LP close 2 hits
Dragon Pound HP far knocks opponent down
Driving Elbow HP close 2 hits
Wind Kick LK close 2 hits
Skyward Kick LP/LK from high jump can perform another air
attack after move;
overhead
Plane Moves
-----------
Push/Dive Elbow LP from sway planes
Knee Slide/Low Foot LK from sway planes must be blocked low
Strong Push/Elbow HP from sway planes knocks opponent to opposite
sway plane if connected
(not blocked)
Strong Slide/Foot HK from sway planes knocks opponent to opposite
sway plane if connected
(not blocked); must be
blocked low
Reach Swipe LP+LK when opponent is pulls opponent to middle
in a sway plane plane; only hits
opponents in front sway
plane
Back Swipe LK+HP when opponent is pulls opponent to middle
in a sway plane plane; only hits
opponents in back sway
plane
Arc Sweep d + LP+LK when opponent pulls opponent to middle
is in sway plane plane; only hits
opponents in front sway
plane
Sweep d + LK+HP when opponent pulls opponent to middle
is in a sway plane plane; only hits
opponents in back sway
plane
Command Moves
-------------
Low Poke d + LP 2 hits
Strong Low Poke d + HP 2 hits
Forward Roll df + HP must be blocked low
Crouch Punt d + LK must be blocked low; 2 hits
Short Palm f + LP while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation;
will knock opponent to
front sway plane if this
connects (not blocked)
Special Moves
-------------
Emperor God Bop Charge db, f + P / LP=short, HP=long; elbow
db, f + P must connect (not blocked)
to perform the entire
maneuver
Emperor Crunch f, d, df + P LP=short, HP=further
Teio Tengan Ken qcf + K LK=fast, HK=faster; will
collide with other
projectiles as both will
be "destroyed" in the
process
Feint Teio Tengan Ken qcf + LK+HK
Teio Tashin Ken when a projectile is reflects projectiles
on the screen,
qcb + HK
Emperor Blast qcb, f + HP not only causes damage to
opponent, but will also
regenerate a portion of
Chonrei's lifebar as well
Super Desperation
-----------------
Weak Empire Destiny S. f, hcf + LK+HK will collide with other
projectiles as both will
be "destroyed" in the
process
Hidden Desperation
------------------
Distance Set Up stand very far away name will flash, which means
hidden super can now be
performed; enter the next
motion VERY quickly after
this part
Empire Destiny Slash hcb + HP+HK will collide with other
projectiles as both will
be "destroyed" in the
process
Chain Attacks
-------------
Punch Starters
``````````````
None
Kick Starters
`````````````
None
----------------------Send To Background Moves------------------------
| Use as last hit on final deciding round. Works on character stages:|
| Joe, Terry, Andy, Hon-Fu, and Mai |
----------------------------------------------------------------------
Push/Dive Elbow LP/HP from front sway
plane
Knee Slide/Low Foot LK/HK from front sway
plane
Side Poke tap df, LP/HP/LK/HK
Wave Swipe LP close
Low Kick d + LK
Sweep d + HK
--------------------------Knockout Moves------------------------------
| Use as last hit on final deciding round. Works on character stages:|
| Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei |
----------------------------------------------------------------------
Push/Dive Elbow LP/HP from back sway
plane
Knee Slide/Low Foot LK/HK from back sway
plane
Short Palm f + LP while blocking
Roundhouse LK far
Jumping Kick Slice HK close
Emperor Crunch f, d, df + P
-------------------------Ceiling Strike Moves-------------------------
| Use as last hit on final deciding round. Works on character stage: |
| Blue Mary |
----------------------------------------------------------------------
Sliding Face Kick HK far
===============================================================================
4. Misc. And Easter Eggs
===============================================================================
4.1 Special Intros
-------------------
Geese vs Terry
Geese vs Andy
4.2 Other
----------
-Terry's pet monkey will sometimes jump into the water on his stage
-The frog on Andy's stage will sometimes jump into the water
-The alligator in Joe's stage will have a ribbon on round four
-You can knock the opponent into the "Geese Training Dummy" in the background
as a finisher and knock it out of the tree
-The turtle in Joe's stage will sometimes "jump." You can cause this to
happen with Sokaku by using his Demon Staff Toss when the turtle is not
raising his neck
-Jubei Yamada will sometimes jump out of the water and then dive back in at
Joe's stage
-A penguin will sometimes run across the screen on the floor in Mai's stage
-Jubei Yamada will sometimes be seen swimming in the tank in the background on
Mai's stage
-Akuma like head in both corners of Geese's stage
-Geese's stage erupts in flames in 1 player mode
-Kyo Kusanagi, Sie Kensou, and Richard Meyer can all be found on the left side
of Bob's stage
-Cheng appears in a helicopter in Hon-Fu's stage
-I've seen 3 stages for the Jin brothers. One has dragons with flags flapping
in the wind with a small waterfall in back. Another is a room decorated with
bones with flames surrounding the area. The last one is a green type stage
with dragons and light shimmering in one part of the background. Even when
using them hacked in versus mode, the background that is chosen seems to be
completely random...or is it :)?
===============================================================================
5. Conclusion
===============================================================================
5.1 What's Missing/Needed
****************************************************************************
* NEED YOUR HELP. Are there any Ceiling Strike moves for Blue Mary and *
* Hon-Fu? And I know I found more chain attacks, but there might still be *
* some missing. If anyone has any extra info on this please let me know. *
* Credit will be given for your contribution, of course. Also, if there *
* are any other things not here or any corrections to be made, email me *
* and let me know. :) *
****************************************************************************
-Cleanup and corrections
-Any other missing Knockout/Background/Ceiling moves? If you know or find
any, let me know :).
-Did I get all the chain attack possibilities?
-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
- musolini for helping me with corrections and for the motion for Bash's
Hidden Despertaion
- And me for writing this faq