=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Fatal Fury: Wild Ambition
FAQ By: Goh_Billy (
[email protected])
Version #: 2.0
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Sections
--------
1. Legend
1.1 Basic Game Legend
1.2 Chain Attack Legend
2. System
2.1 Basics
2.2 Heat Gauge
3. Characters
3.1 Terry Bogard
3.2 Joe Higashi
3.3 Raiden
3.4 Li Xiangfei
3.5 Kim Kaphwan
3.6 Mai Shiranui
3.7 Andy Bogard
3.8 Ryuji Yamazaki
3.9 Tsugumi Sendo
3.10 Geese Howard
3.11 Toji Sakata
3.12 Billy Kane
- - - - - - - - - - - - - - - - -
3.13 Duck King
3.14 Mr. Karate
4. Misc. And Easter Eggs
4.1 Special Intros
4.2 Win Victories
4.3 Unlockables
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 Sway
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
T - taunt
H - first attack must be from a high jump for this part to come out
===============================================================================
2. System
===============================================================================
++++++++++++++
| 2.1 Basics |
++++++++++++++
Front Throw f + S close
Back Throw f + S close to
opponent's back
Redirect f + L puts opponent in position
so their back is facing
you
Throw Escape f + S just as you works on standard front
are being thrown throws; the motion to
(b + S just as escape is determined by
you are being the motion used to
thrown from f, activate the throw you
b + S throw are being caught in;
maneuvers) f + S / b, f + S / df,
df + S throws are escaped
with f + S, and f, b + S
throws are escaped with
b + S
Throw Soften f + S while you are works on standard front
being thrown throws; the motion to
(b + S while you escape is determined by
are being thrown the motion used to
from f, b + S activate the throw you
throw maneuvers) are being caught in;
f + S / b, f + S / df,
df + S throws are
softened with f + S, and
f, b + S throws are
softened with b + S
Redirect Escape f + L just as you
are being
redirected
Crawl hold df
Line Sway Into Background L / u + L
Line Sway Into Foreground d + L
Forward Run f, f, then hold f
to continue run
Dash Jump uf
Halt b or stop holding
f
Dash Backward b, b
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
Guard Impact tap f, f very pushes opponent away from
quickly after you
blocking an
attack
Guard Crush if you guard too
often you will
eventually have
your guard broken
Roll Recovery L after getting
knocked down
Dizzy Recovery shake joystick and
tap the buttons
rapidly when
dizzied
Taunt P+K fills Heat Gauge
Reaching Attack f + S
Float Launcher df + S launches opponent, however
they will air recover if
not hit after the launch;
becomes a true launcher
on counter hit
Charging Attack f, f, P/K/S
Pursue Attack df + S on downed some characters have a
opponent taunt rather than an
attack
Kara Cancel input a special or
super during the
early frames of a
normal/command
attack
Attack Clash if two attacks meet seems to have relatively
at the very same tight timing in this
time, you will game, making this a
"clash" and very rare occurrence
neither character
will take damage
+++++++++++++++++++++++++++++
| 2.2 Heat Gauge And Supers |
+++++++++++++++++++++++++++++
Heat Gauge
----------
The Power Gauge in this game is different than that of the other Fatal
Fury Real Bout games. The meter itself has a half way point. It starts at
this point at the beginning of the match. The gauge tries to remain at this
mid point throughout the match. If the gauge falls below the mid point it
will gradually increase back to 50%. If your meter is above the mid point
and you remain idle or do not attack, the meter will decrease back to the
50%. You can fill the meter by performing special moves, landing attacks,
blocking attacks, and taunting. The Heat Gauge will decrease when you take
damage. Once the meter is completely full it will read "MAX OK." You are
now able to perform Heat Blow attacks or Overdrive Power Super. Using a
portion of the Heat Gauge can also allow you to use a Counter Attack. If
the meter ever empties completely you will be dizzied. The following are
maneuvers that use the Heat Gauge:
Counter Attack f + P+K while uses up and requires
blocking an attack 60% of the Heat Gauge
Heat Blow P+K+S Heat Gauge must be
Maxed; uses up 80%
of the Heat Gauge;
unblockable; will stun
opponent if move
connects; will launch
opponent on counter hit;
can be used while being
attacked and will act
as a sort of combo
breaker (will not break
Overdrive Power Supers
or Super Desperations)
Overdrive Power Super refer to the Heat Gauge must be
character's Maxed; uses up 99%
movelist for of the Heat Gauge
motion
Super Desperation
-----------------
You can perform a Super Desperation when your lifebar begins to flash red.
While your lifebar is flashing, you can perform as many Super Desperations as
you want. The Heat Gauge has no effect on the Super Desperations in this
game.
Super Desperation refer to the lifebar must be flashing
character's red
movelist for
motion
===============================================================================
3. Characters
===============================================================================
*******************************************************************************
* 3.1 Terry Bogard *
*******************************************************************************
Colors Win Victories
------ -------------
K/S - Red jacket and hat P - Turns around and tosses hat
P/L - Black jacket and hat K - Wipes hat on pants and puts it back on
s - Rolls arm and then puts hand on bicep
L - Shrugs and waves hand near head
Throws
------
Buster Throw f + S close
Neck Hanging Crusher f + S close to
opponent's back
Back Spin Attack f, b + S close
Redirect f + L puts opponent in position
so their back is facing
you
Neck Breaker Drop Dash Forward, P+K
Basic Moves
-----------
Crawl hold df
Air Knee K from short jump overhead
Rotating Kick S from u high jump overhead
Hook Punch tap P rapidly
Short Arm Uppercut S 2 hits when close
Command Moves
-------------
Flying Turn Kick f + K can be easily kara cancelled
Launching Knee df + K
Power Dunk S overhead
Jawing Kick f + S
Uppercut df + S float launches; true
launcher on counter hit
Fierce Roundhouse b + S can be easily kara cancelled
Shoulder Charge f, f, P/K/S
Punt Kick Dash Forward, f + S overhead
Smash Fist df + S on downed pursue attack
opponent
Feint Power Geyser d + K+S
Back Turned Moves
-----------------
Backfist P/K/S
Sweep d + P/K/S
Special Moves
-------------
Power Wave qcf + P will collide with other
projectiles as both will
be "destroyed" in the
process
Round Wave qcf + S (hold S to absorbs projectiles;
empower) empowering this move
allows you to stun
the opponent if the
maneuver connects
(not blocked)
Power Charge b, df + P launches on counter hit
Burning Knuckle qcb + P/S P=short, S=long
Rising Tackle Charge d for 1 first part must be blocked
second, u + P low
Crack Shoot qcb + K
Super Desperation
-----------------
Power Geyser qcb, db, f + K+S absorbs projectiles
Heat Blow
---------
Final Burn P+K+S unblockable; will stun
opponent if move
connects; will launch
opponent on counter hit;
can be used while being
attacked and will act
as a sort of combo
breaker (will not break
Overdrive Power Supers
or Super Desperations)
Overdrive Power Supers
----------------------
Triple Geyser qcb, db, f + S absorbs projectiles
Heat Up Geyser f, b, db, d, df + S first part must touch
opponent to perform
the entire maneuver;
geyser portion absorbs
projectiles
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> df + S (*, O, A)-----> df + S (G, E)
| S (*, E) K (O, E)
| S (E)
| d + S (*, _, E)
|
|
----> f + S (*) -----> S (E)
|
|
----> d + S (_) -----> df + S (G, E)
d + P (*)------> d + K (*, _)----> d + S (*, _) -----> df + S (G, E)
d + S (*, E) S (O, E)
Kick Starters
`````````````
K (*) --------> K (E)
d + K (*, _)---> d + S (_) -----> df + S (G, E)
Strong Starters
```````````````
S (*) --------> S (*) -----> S (E)
*******************************************************************************
* 3.2 Joe Higashi *
*******************************************************************************
Colors Win Victories
------ -------------
K/S - Yellow shorts w/ Black trim P - Hands on hips and laughs
P/L - Blue shorts w/ White trim K - Scratches back of his head and waves off
S - Falls to knees and puts both arms up
L - Punches twice and flexes arm
Throws
------
Jaws Special f + S close
Spinning Flame Top f + S close to
opponent's back
Joe Cut f, b + S close
Neck Sumo df, df + S close
Knees Of Hell K, K
Joe Final f + S
Redirect f + L puts opponent in position
so their back is facing
you
Basic Move
----------
Crawl hold df
Command Moves
-------------
Quick Uppercut b + P
High Kick f + K can be easily kara cancelled
Gold Knee Child S overhead
Tiger Sword b + K overhead; can be easily kara
cancelled
Slide Kick df + K must be blocked low
Side Kick f + S
Rising Elbow df + S float launches; true
launcher on counter hit
Knee Strike f, f, P/K/S
Special Taunt df + S on downed pursue taunt
opponent
Feint Hurricane Upper d + P+S
Feint Screw Upper d + K+S
Back Turned Moves
-----------------
High Swipe Kick P/K/S
Sweep d + P/K/S
Special Moves
-------------
Hurricane Upper hcf + P will collide with other
projectiles as both will
be "destroyed" in the
process
Exploding Hurricane hcf + S will collide with other
projectiles as both will
be "destroyed" in the
process
TNT Punch tap P repeatedly
Dynamite Fist qcf + P overhead
Dynamite Elbow qcf + S
Tiger Kick f, d, df + K
Golden Heel qcb + K overhead
Powerful Slash Kick db, f + S / Charge first part must connect (not
db, f + S blocked) to perform entire
maneuver
Super Desperation
-----------------
Screw Upper f, b, db, d, absorbs projectiles
df + K+S
Heat Blow
---------
Tiger Elbow P+K+S unblockable; will stun
opponent if move
connects; will launch
opponent on counter hit;
can be used while being
attacked and will act
as a sort of combo
breaker (will not break
Overdrive Power Supers
or Super Desperations)
Overdrive Power Super
---------------------
Turbulence Upper f, b, db, d, df + S Joe's dashing uppercut must
connect (not blocked) to
perform the entire
maneuver; if Joe's attack
doesn't connect then the
screw upper portion can
absorb projectiles
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> df + S (*, O, A)-----> df + S (G, T, E)
S (*, E) K (E)
S (E)
d + S (*, _, E)
d + P (*)------> d + K (*, _)----> d + S (_) -----> df + S (G, T, E)
| S (*, O, E)
|
|
----> K (*) -----> u + S (O, E)
b + P --------> S -----> f + S (*, O, A) -----> df + S (G, T, E)
Kick Starters
`````````````
K (*) --------> qcb + S (*, E)
Strong Starters
```````````````
S (*) --------> S (*) -----> S (E)
*******************************************************************************
* 3.3 Raiden *
*******************************************************************************
Colors Win Victories
------ -------------
K/S - Blue costume w/ Yellow trim P - Points finger up in the air for victory
P/L - Blue costume w/ Orange trim K - Steps forward and pats bicep
(no shirt) s - Sets up and spits mist
L - Crosses arms and then flexes both arms
Throws
------
Front Suplex f + S close
Scrap Driver f + S close to
opponent's back
Dr. Bomb f, f + S close
Death Lake Stomp b, f + S close
Buffalo Carry f, b + S close
Neck Hanging Tree while crouching
press df + S
close
Redirect f + L puts opponent in position
so their back is facing
you
Basic Moves
-----------
Crawl hold df
Double Knee Drop S from short jump overhead
Command Moves
-------------
Buffalo Senton ub/uf, d + S overhead; only works on
high jump
Double Sledgehammer f + K overhead; can be easily kara
cancelled
Hammer Swing df + K both parts must be blocked
low; can be easily kara
cancelled
Buffalo Ball db + K
Crushing Buffalo f + S
Double Scoop df + S float launches; true
launcher on counter hit
Clothesline f, f, P/K/S
Butt Drop df + S on downed pursue taunt
opponent
Feint Poison Mist d + P+S
Feint Giant Bomb f + P+S
Back Turned Moves
-----------------
Turn Chop P/K/S
Arm Sweep d + P/K/S
Special Moves
-------------
Poison Mist qcb + P/S P=straight, S=upward;
stuns on counter hit;
the mist itself can
absorb projectiles
Giant Bomb db, f + S / Charge
db, f + S
Thunder Death Driver 360 + S connects close and it
is unblockable
Super Drop Kick Charge K for 5
seconds, release
Super Desperations
------------------
Thor's Hammer f, b, db, d,
df + K+S
Berserk Trident 360 + K+S connects close and it
is unblockable
Heat Blow
---------
Bull Headbutt P+K+S unblockable; will stun
opponent if move
connects; will launch
opponent on counter hit;
can be used while being
attacked and will act
as a sort of combo
breaker (will not break
Overdrive Power Supers
or Super Desperations)
Overdrive Power Super
---------------------
Circle Hurricane f, b, d, u + S connects close and it
is unblockable; does
not drain heat meter
if move whiffs
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> df + S (*, O, A)-----> df + S (G, E)
S (E)
d + S (*, _, E)
d + P (*)------> d + K (*, _)----> d + S (*, _) -----> df + S (G, E)
S (O, E)
Kick Starters
`````````````
K (*) --------> K (*) -----> S (O, E)
Strong Starters
```````````````
S (*) --------> S (*) -----> S (*, A) -----> df + S (G, E)
*******************************************************************************
* 3.4 Li Xiangfei *
*******************************************************************************
Colors Win Victories
------ -------------
K/S - Red top P - Has two swords and ends with pose
P/L - Green top K - Crosses arms and smiles
s - Jumps up and down for joy
L - Spins with hands behind head
Throw
-----
Thousand Reverse Feast f + S close
Gem Issuing Hand f + S close to
opponent's back
Redirect f + L puts opponent in position
so their back is facing
you
Basic Moves
-----------
Crawl hold df
Rapid Blows To Backhand tap P rapidly
Command Moves
-------------
Back Flip db, db
Quick Arrow P
Quick Arrow df, df + P can be easily kara cancelled
Top Kick f + K can be easily kara cancelled
Low Foot b + K must be blocked low; can be
easily kara cancelled
Needle Kick f + S
High Snap Kick df + S float launches; true
launcher on counter hit
Charging Back f, f, P/K/S
Whirlwind Kick Dash Forward, f + S overhead
Low Whirlwind Kick d + K must be blocked low
Crushing Stomp df + S on downed pursue attack
opponent
Feint Tremendous Talus d + K+S
Back Turned Moves
-----------------
Double Stab P/K/S
Sweep d + P/K/S
Special Moves
-------------
Dream World Wave qcf + P/S P=short, S=long
Piercing Sacred Elbow qcb + P
Annihilation Kick qcf + K rolling elbow must connect
(not blocked) to perform
the maneuver
Burst Heaven Mount f, d, df + K
Fluttering Crash qcb + K must touch opponent to
perform the entire
maneuver; unblockable
Drunken Crash qcb + S (hold S must touch opponent to
to delay perform the entire
maneuver) maneuver; unblockable;
Xiangfei can be struck
out of move with a low
attack, from behind, or
a projectile; move
functions as a high
counter attack as well
Abort L while holding
S and delaying
maneuver / L
after fourth
step forward
Super Desperations
------------------
Tremendous Talus f, b, db, d,
df + K+S
Sacred Dragon Starter S
Follow Up qcf + P+K Sacred Dragon Starter
must connect (not
blocked) to perform
this follow up
Finish b, f + P+K
Heat Blow
---------
Angelic Flip P+K+S unblockable; will stun
opponent if move
connects; will launch
opponent on counter hit;
can be used while being
attacked and will act
as a sort of combo
breaker (will not break
Overdrive Power Supers
or Super Desperations)
Overdrive Power Super
---------------------
Fanatic Fang 360 + S connects close; unblockable;
the missed blast can hurt
the opponent
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> df + S (*, O, A)-----> df + S (G, E)
S (E)
d + S (*, _, E)
d + P (*)------> d + K (*, _)----> d + S (*, _) -----> df + S (G, E)
S (O, E)
Kick Starters
`````````````
f + K --------> K -----> K (*, _, E)
Strong Starters
```````````````
S (*) --------> S (*) -----> S (E)
Dash Forward,--> S (*) -----> S (*, A, E)
f + S (O) d + K (*, _, E) L (<, T, E)
d + L (>, E)
*******************************************************************************
* 3.5 Kim Kaphwan *
*******************************************************************************
Colors Win Victories
------ -------------
K/S - White costume w/ Blue trim P - Crosses arms and puts them at side
P/L - Yellow costume w/ Black K - Puts hands together and bows
trim S - Flip kicks
L - Performs Cloud Of Dust and puts arm out
Throw
-----
Body Drop f + S close
Crescent Moon Kick f + S close to
opponent's back
Redirect f + L puts opponent in position
so their back is facing
you
Basic Moves
-----------
Crawl hold df
Straight Jump Kick K from u high jump overhead
Command Moves
-------------
Hopping Axe Kick f + K overhead
Half Moon Kick df + K can be easily kara cancelled
Razor Blade Kick S Half Moon Kick must
connect (not blocked)
to perform this follow
up
Double Kick f + S 2 hits
Spike Kick df + S float launches; true
launcher on counter hit
Flying Turn Kick Dash Forward, f + P /
f, f, P/K/S
Paired Dragon Kick K+S in air use as a crossup
Turn Around d, d refer to Back Turned
Moves section
Special Taunt df + S on downed pursue taunt
opponent
Feint Phoenix Flattner d + K+S
Back Turned Moves
-----------------
Blind High Kick P/K
Slice Kick K
Powerful Axe Kick S
Sweep d + P/K/S
Turn Around d, d
Special Moves
-------------
Cloud Of Dust Charge d for 1 if only this part is
second, u + P performed Kim will end
up with his back turned
Flap In Cloud d + P Cloud Of Dust must connect
(not blocked) to perform
this follow up
Spirit Of Conquest Kick qcf + K absorbs projectiles
Crescent Moon Slash qcb + K/S K=short, S=long
Flying Swallow Slice Charge d for 1
second, u + K
Soaring Kick d + K in air
Judgment Kick df + K Soaring Kick must touch
opponent to allow this
follow up; must be blocked
low
Super Desperation
-----------------
Phoenix Kick Dance hcf + K+S in air move must connect (not
blocked) to perform entire
super
Heat Blow
---------
Phoenix Axe Kick P+K+S unblockable; will stun
opponent if move
connects; will launch
opponent on counter hit;
can be used while being
attacked and will act
as a sort of combo
breaker (will not break
Overdrive Power Supers
or Super Desperations)
Overdrive Power Super
---------------------
Phoenix Flattner qcb, db, f + S dash in must connect (not
blocked) to perform entire
super
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> df + S (*, O, A)-----> df + S (G, T, E)
| S (E)
| d + S (*, _, E)
|
|
----> P -----> P -----> P (*, E)
d + P (*, _, E)
d + P (*)------> d + K (*, _)----> d + S (*, _) -----> df + S (G, T, E)
S (O, E)
Dash Forward,--> d + K (_) -----> S -----> df + S (G, T, E)
f + P (*) f + S
P with back----> K -----> df + S (G, T, E)
turned (*)
ub/uf, P-------> K (*, 1, H, O)--> S (*, 2, H, O, E)
(*, 0)
Kick Starters
`````````````
df + K --------> S (1, E) -----> df + S (G, T, E)
K with back----> K -----> df + S (G, T, E)
turned (*)
Strong Starters
```````````````
S (*) --------> S (*) -----> S (E)
|
|
----> K (*) -----> S (_) -----> df + S (G, T, E)
*******************************************************************************
* 3.6 Mai Shiranui *
*******************************************************************************
Colors Win Victories
------ -------------
K/S - Red costume P - Stands straight with fan out
P/L - Blue costume K - Lays down and opens fan
S - Opens fan and puts it near her face
L - Shakes closed fan back and forth
Throws
------
Windmill Breaker f + S close
Night Cherry Strangle f + S close to
opponent's back
Dreamy Cherry Splash d + S close in air
Redirect f + L puts opponent in position
so their back is facing
you
Basic Move
----------
Crawl hold df
Command Moves
-------------
Forward Roll f + P
Cherry Raid K must be blocked low
Flying Knee f + K can be easily kara cancelled
Air Snap Kick f + K
Flip Kick f + K Air Snap Kick must connect
(not blocked) to perform
this follow up
Rising Dragon b + K maneuver leaves Mai with
her back turned
Blossom Fan f + S
Fan Uppercut df + S float launches; true
launcher on counter hit
Butt Bump f, f, P/K/S
Butt Drop df + S on downed pursue attack
opponent
Feint Butterfly Fan d + P+S
Feint Solar Flash Dance b + P+S
Back Turned Moves
-----------------
Back Fan P/K/S
Sweep d + P/K/S
Special Moves
-------------
Butterfly Fan qcf + P will collide with other
projectiles as both will
be "destroyed" in the
process
Dragon Blaze Dance qcb + P absorbs projectiles
Deadly Ninja Bees hcf + S
Solar Flash Dance Charge d for 1.5 absorbs projectiles
seconds, u + S
Flying Squirrel d + P+K in air from high jumps only
Super Desperation
-----------------
Super Deadly Ninja Bees f, b, db, d,
df + K+S
Heat Blow
---------
Night Bird P+K+S unblockable; will stun
opponent if move
connects; will launch
opponent on counter hit;
can be used while being
attacked and will act
as a sort of combo
breaker (will not break
Overdrive Power Supers
or Super Desperations)
Overdrive Power Super
---------------------
Neo Lotus Storm f, b, db, d initial part must connect
df + S (not blocked) to perform
the entire super
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> df + S (*, O, A)-----> df + S (G, E)
f + K (*, E) S (E)
d + K (*, _, E) d + S (*, _, E)
d + P (*)------> d + K (*, _)----> d + S (*, _) -----> df + S (G, E)
d + S (*, _, E) S (O, E)
Kick Starters
`````````````
K (*) --------> S (E)
d + K (*)------> df + S -----> df + S (G, E)
f + K --------> f + K -----> f + K (2, E)
Strong Starters
```````````````
S (*) --------> S (*) -----> S (E)
*******************************************************************************
* 3.7 Andy Bogard *
*******************************************************************************
Colors Win Victories
------ -------------
K/S - White costume P - Takes wide stance and pulls arms apart
P/L - Blue costume K - Crosses arms and then pulls down to side
S - Strikes forward and then bows
L - Wipes leg off and then turns around
Throws
------
Leg Cutter f + S close
Spider Hold f + S close to
opponent's back
Ripe Melon Strike f, b + S close
Redirect f + L puts opponent in position
so their back is facing
you
Basic Moves
-----------
Crawl hold df
Downward Chop tap P rapidly
Command Moves
-------------
Falling Roll Kick f + K can be easily kara cancelled
Spinning Axe Kick b + K overhead; can be easily kara
cancelled
Spinning Palm Strike f + S
Rising Palm df + S float launches; true
launcher on counter hit
Reverse Leg Lift b + S
Reverse Spin Kick db + S can be easily kara cancelled
Flying Roll Kick f, f, P/K/S
Ground Slash df + S on downed pursue attack
opponent
Feint Flying Slice d + P+S
Feint Super Ripping Shot d + K+S
Back Turned Moves
-----------------
Turn Chop P/K/S
Sweep d + P/K/S
Special Moves
-------------
Rising Dragon Blast f, d, df + P
Flying Slice qcb + P will collide with other
projectiles as both will
be "destroyed" in the
process
Sky Ripping Shot hcf + K
Explosion Quake hcb + K must touch opponent to
perform the entire
maneuver; unblockable
Violent Flying Fist qcb + S absorbs projectiles (note,
however, there is
considerable start up time
before this move can
absorb anything)
Phantom Slash db, f + S / Charge
db, f + S
Super Desperation
-----------------
Super Ripping Shot qcb, db, f + K+S
Heat Blow
---------
Crunch Punch P+K+S unblockable; will stun
opponent if move
connects; will launch
opponent on counter hit;
can be used while being
attacked and will act
as a sort of combo
breaker (will not break
Overdrive Power Supers
or Super Desperations)
Overdrive Power Super
---------------------
Thorough Shredding Rush qcb, db, f + S palm strike must connect
(not blocked) to perform
entire super
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> df + S (*, O, A)-----> df + S (G, E)
| S (E)
| d + S (*, _, E)
|
|
----> S (*) -----> S (E)
d + P (*)------> d + K (*, _)----> d + S (*, _) -----> df + S (G, E)
S (O, E)
Kick Starters
`````````````
K (*) --------> K (*) -----> S (*, A) -----> df + S (G, E)
f + K (_, E)
d + K (*, _)---> S (E)
Strong Starters
```````````````
S (*) --------> S (*) -----> S (E)
*******************************************************************************
* 3.8 Ryuji Yamazaki *
*******************************************************************************
Colors Win Victories
------ -------------
K/S - Black costume w/ Blonde P - Steps forward with hands behind back
hair K - Stomps into a crouch stance and smiles
P/L - Red costume w/ White hair S - Puts hands on head and laughs
L - Puts hand up and gives a thumb down
Throws
------
Grab And Toss f + S close
Clear Out f + S close to
opponent's back
Redirect f + L puts opponent in position
so their back is facing
you
Basic Move
----------
Crawl hold df
Command Moves
-------------
Down Fist f + P overhead; can be easily kara
cancelled
Headsplitter df + P must be blocked low
Tempering Boot df + K second part is an overhead
Back Kick f + S</pre><pre id="faqspan-2">
Uppercut Swing df + S float launches; true
launcher on counter hit
Rage Uppercut K+S in air 2 hits
Disastrous Headbutt f, f, P/K/S
Dropping Hell Kick Dash Forward, overhead
f + K+S
Hell Stomp df + S on downed pursue attack
opponent
Sand Shower tap S repeatedly wake up move
when you are
knocked down
Feint Sadomazo f + P+S
Back Turned Moves
-----------------
Sneaky Forearm P/K/S
Sweep d + P/K/S
Special Moves
-------------
Venom Claw f, db, f + P
Venom Stabs tap P very rapidly Venom Claw must connect
(not blocked and the
attack should be
relatively close so that
Yamazaki's hand impales
the opponent) to be able
to perform this follow
up
Snake Tamer qcb + P/K/S (hold P=high, K=mid, S=low; S
button to delay version must be blocked
and empower) low; S version when e
empowered can stun
opponent
Abort L
Sadomazo hcf + K high counter attack
Double Return qcf + S absorbs projectiles; will
only return Mai's Butterfly
Fan
Absorb perform Double will absorb the projectile
Return on a and all you to stock it
projectile for use later with follow
up
Super Projectile qcf + S will only work if you
successfully absorbed
projectile from previous
part
Projectile perform Double
Return on a
projectile and
continue to
hold S
Explosive Headbutt f, b, d, u + S connects close; unblockable
Super Desperations
------------------
Guillotine f, b, db, d, the descent catch is an
df + K+S overhead
Shovel Charge db for 1 attacks must be blocked
second, b, low
f + K+S
Heat Blow
---------
Tempering Kick P+K+S unblockable; will stun
opponent if move
connects; will launch
opponent on counter hit;
can be used while being
attacked and will act
as a sort of combo
breaker (will not break
Overdrive Power Supers
or Super Desperations)
Overdrive Power Super
---------------------
Yondan Drill 360 + S , tap S will connect close and is
repeatedly to unblockable; if grab
empower misses Yamazaki will still
charge and perform level
1 ending; when grab
connects tap S very
rapidly:
level 1, 4 hits
level 2, 9 hits
level 3, 10 hits
level 4, 23 hits
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> df + S (*, O, A)-----> df + S (G, E)
S (E)
d + S (*, _, E)
d + P (*)------> d + K (*, _)----> d + S (*, _) -----> df + S (G, E)
S (O, E)
Kick Starters
`````````````
None
Strong Starters
```````````````
S (*) --------> S (*) -----> S (E)
*******************************************************************************
* 3.9 Tsugumi Sendo *
*******************************************************************************
Colors Win Victories
------ -------------
K/S - Black shorts and White P - Wobbles arm then puts forward "V" sign
jacket w/ Blue trim K - Wobbles arm then points upward
P/L - Red shorts and Black jacket S - Puts arm forward three times then jumps
w/ Yellow L - Turns around and shakes finger
Throws
------
Tsugumi Driver f + S close
Tsugumi Suplex f + S close to
opponent's back
Monkey Flip df, df + S close launches
Rainbow German df, df + S close
to crouching
opponent's back
Hold S, S, S timing on this follow up
is ridiculous; activate
the first part of the
extended hold by
pressing S at the last
special camera angle
before the camera
returns to normal and
Tsugumi releases the
Rainbow German; after
this rhythmically
press S two more times
to produce two more
extended holds; mashing
S appears not to work
and will make the Hold
follow up fail as a
result
Redirect f + L puts opponent in position
so their back is facing
you
Basic Move
----------
Crawl hold df
Command Moves
-------------
Pulling Riser d, d + P when the
opponent
attempts a
pursue attack
High Up Sobat K during Pull Riser timing is tricky on this
follow up
Rolling Sobat f + K can be easily kara cancelled
Shin Crush Kick b + K must be blocked low; can be
easily kara cancelled
Skull Crush Kick f + S
Uppercut df + S float launches; true
launcher on counter hit
Wind Punch b + S (hold S to has three levels of
empower) strength
Rolling Breaker d + S Wind Punch must connect
(not blocked) to
perform the follow up;
execute motion at the
moment the Wind Punch
hits the opponent
Bull Charge f, f, P/K/S
Catch f, b + S connects close;
unblockable
Grand Pass f + S switches to the back of
opponent
Rope Throw b + S switches to the back of
opponent if follow up
isn't used
Re-Pulling continue to hold b
from previous
motion and press
S
Body Slam d + S
Elbow Drop df + S on downed pursue attack
opponent
Feint Osaka Naniwa Lariat f + P+S
Back Turned Moves
-----------------
Backfist P/K/S
Sweep d + P/K/S
Special Moves
-------------
Tsugumi Elbow qcf + P absorbs projectiles;
when successful in
absorbing a
projectile Tsugumi
will activate a
sweep type maneuver
Osaka Naniwa Lariat Charge b for 1
second, f + P
Tower Drop Driver b, d, db + P/K/S P=short, K=medium,
S=far; must touch
opponent to perform
the entire maneuver;
unblockable
Hunting Bridge qcb + K must connect (not
blocked) to perform
the entire maneuver;
it can hit airborne
opponents but will
only act as a kick
attack
Okonomi Preperation Charge d for 1 this first kick must
second, u + K be blocked low
Kick Combo K, K, K, S the last part is an
overhead
Super Drop Kick Lite Charge K for 5
seconds, release
Octopus Heat qcf + S counter attack to jump
maneuvers and special
moves (not projectiles)
Tripping Up b, db, d + S close unblockable
to standing
opponent
Tsugumi Hip u + S
Power Bomber b, db, d + S close unblockable
to crouching
opponent
Super Desperations
------------------
Flying Tsugumi Drop f, b, db, d,
df + K+S
Pulling Flying Tsugumi Drop f, b, db, d unblockable
df + K+S close
Tripping Up Set Up b, db, d + S close unblockable
to standing
opponent
Osaka Naniwa Death Lock hcf + K+S
Heat Blow
---------
Burning Lariat P+K+S unblockable; will stun
opponent if move
connects; will launch
opponent on counter hit;
can be used while being
attacked and will act
as a sort of combo
breaker (will not break
Overdrive Power Supers
or Super Desperations)
Overdrive Power Super
---------------------
Loop Line Crash qcb, db, f + S dash in must touch
opponent to perform
the entire maneuver;
unblockable
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> df + S (*, O, A)-----> df + S (G, E)
S (*, E) S (E)
d + S (_, E) d + S (*, _, E)
d + P (*)------> d + K (*, _)----> d + S (*, _) -----> df + S (G, E)
S (O, E)
Kick Starters
`````````````
K (*) --------> K -----> d + S (_) -----> df + S (G, E)
d + K (*, _)---> S -----> uf + S (O) -----> df + S (G, E)
hcf + S (E)
Strong Starters
```````````````
S (*) --------> S (*) -----> S (*, E)
u + S (O, E)
*******************************************************************************
* 3.10 Geese Howard *
*******************************************************************************
Colors Win Victories
------ -------------
K/S - Red pants P - Crosses arms and sneers
P/L - Blue pants K - Turns around and crosses arms
Hold Start, K/S - Black suit S - Puts hands on hips and laughs
Hold Start, P/L - Brown suit L - Points and shakes finger
Throws
------
Tiger Killing Throw f + S close
Spinning Ring Drop f + S close to
opponent's back
Vacuum Throw b, f + S close
Mauling Tiger Crunch f, b + S close
Redirect f + L puts opponent in position
so their back is facing
you
Basic Moves
-----------
Crawl hold df
Clawed Palm tap P rapidly
Jump Kick S from a short jump overhead
Rapid Air Palm S, S, S, d + S from 4 hits; all parts are
high jump overheads
Command Moves
-------------
Rolling Axe Kick b + K overhead; can be easily kara
cancelled
Wind Blade crouch, f + K
Heavy Palm Strike f + S
Rising Palm df + S float launches; true
launcher on counter hit
Double Murdering Kick df + K+S second part must be blocked
low; can be easily kara
cancelled
Swipe Elbow f, f, P/K/S
Crushing Palm Thrust df + S on downed pursue attack
opponent who is
facing up
Thunder Break Throw df + S on downed pursue attack
opponent who is
facing down
Feint Gale Fist d + P+S
Feint Raging Storm d + K+S
Back Turned Moves
-----------------
Backfist P/K/S
Sweep d + P/K/S
Special Moves
-------------
Gale Fist qcb + P will collide with other
projectiles as both will
be "destroyed" in the
process
Hurricane Fist qcf + P/S in air will collide with other
projectiles as both will
be "destroyed" in the
process
Evil Shadow Charge qcb + S dash must connect (not
blocked) to perform entire
maneuver
Thunder Break Throw df + S on downed pursue attack
opponent
Below The Belt Blast hcf + P low counter attack; stuns
opponent
Spiral Parrying Throw hcf + K counter attack to jump
maneuvers and special
moves (not projectiles)
Crescent Moon hcf + S high counter
Super Desperations
------------------
Raging Storm db, hcb, df + K+S absorbs projectiles
Empty Wind Blast Charge db for 1.5 absorbs projectiles
seconds, b,
f + K+S
Heat Blow
---------
Deadly Backfist P+K+S unblockable; will stun
opponent if move
connects; will launch
opponent on counter hit;
can be used while being
attacked and will act
as a sort of combo
breaker (will not break
Overdrive Power Supers
or Super Desperations)
Overdrive Power Super
---------------------
Raging Power f, b, db, d, df + S Geese will have energy
surround him for around
8 seconds and follow up
can only occur during
this time
Raising Dead End hcf + K/S K=counter attack to jump
maneuvers and special
moves (not projectiles),
S=high counter
Deadly Rave hcb, f + P, P, P, K dash in must connect (not
K, K, S, S, S blocked) for the entire
super to be performed
Finish qcb + S
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> df + S (*, O, A)-----> P (3) --------+
S (E) df + S (G, E) |
d + S (*, _, E) |
|
|
K (E) <-------+
df + S (G, E)
d + P (*)------> d + K (*, _)----> d + S (*, _) -----> df + S (G, E)
S (O, E)
Kick Starters
`````````````
None
Strong Starters
```````````````
S (*) --------> S (*) -----> S (E)
*******************************************************************************
* 3.11 Toji Sakata *
*******************************************************************************
Colors Win Victories
------ -------------
K/S - White and Green shirt w/ P - Taps closed fan on shoulder
Black pants K - Lifts hat with fan and eye glows
P/L - Red and White shirt w/ S - Slashes with fan
Brown pants L - Throws fan and crosses arms
Throws
------
Every Direction Throw f + S close
Knee Spin f + S close to
opponent's back
Raven Drop d + S close in air
Self Attack Throw b, f + S close
Shuttlecock Split d + S
Reverse Throw d + S when back is
turned and
opponent is close
behind you
Roaring Heaven Slash u, d + S
Redirect f + L puts opponent in position
so their back is facing
you
Basic Moves
-----------
Crawl hold df
Air Fan Uppercut S from short jump overhead
Command Moves
-------------
Fan Stab f + S
Swipe Uppercut df + S float launches; true
launcher on counter hit
Charging Fan Swipe f, f, P/K/S
Turn Around d, d refer to Back Turned
Moves section
Piercing Fan df + S on downed pursue attack
opponent
Feint Symbiotic Slice d + P+S
Feint Heaven Thrust d + K+S
Back Turned Moves
-----------------
Reverse Throw d + S when
opponent is
close behind
you
Roaring Heaven Slash u, d + S
Blind Fan Swipe P/K/S
Ankle Splitter P+K must be blocked low
Hopping Slash P+S overhead
Upward Strike K+S
Fan Sweep d + P/K
Special Moves
-------------
Cyclone Seizure hcf + P high counter attack
Mirror Murder f, d, df + P a projectile counter
attack; will absorb
projectiles and
counter with a
blast attack; can
hit normally as
well
Symbiotic Slice qcb + P/S P=stationary, S=far
Thundering Heavens Homicide f, b, d, u + S unblockable
close
Super Desperation
-----------------
God Of War qcb, db, f + K+S absorbs projectiles
Heaven Thrust hcf + S overhead
Heat Blow
---------
Roaring Bop P+K+S unblockable; will stun
opponent if move
connects; will launch
opponent on counter hit;
can be used while being
attacked and will act
as a sort of combo
breaker (will not break
Overdrive Power Supers
or Super Desperations)
Overdrive Power Super
---------------------
Mortally Inspire 360 + S close unblockable
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> df + S (*, O, A)-----> df + S (G, E)
S (E)
d + S (*, _, E)
d + P (*)------> d + K (*, _)----> d + S (*, _) -----> df + S (G, E)
S (O, E)
Kick Starters
`````````````
None
Strong Starters
```````````````
S (*) --------> S (*) -----> S (E)
*******************************************************************************
* 3.12 Billy Kane *
*******************************************************************************
Colors Win Victories
------ -------------
K/S - Black costume w/ Yellow P - Turns around and puts palm forward
trim K - Sticks pole in ground and leans on it
P/L - Black costume w/ Blue dress S - Performs Whirlwind Pole and then poses
shirt L - Taps pole on shoulder
Throws
------
Fishing Rod Throw f + S close
Cane Strangle Shoulder Toss f + S close to
opponent's back
Hell Drop f, b + S close
Redirect f + L puts opponent in position
so their back is facing
you
Basic Move
----------
Crawl hold df
Command Moves
-------------
Spin Kick f + K 2 hits
Head Splitting Cane b + K can be easily kara cancelled
Steep Dragon Kick b, df + K second part is an overhead
Prop Spin Kick f + S
Snapping Cane df + S float launches; true
launcher on counter hit
Scissor Kick Flip db + S
Pole Charge f, f, P/K/S
Pole Stab df + S on downed pursue attack
opponent
Feint Cudgel Cruncher d + P+S
Back Turned Moves
-----------------
Quick Turn Swipe P/K/S
Sweep d + P/K/S
Special Moves
-------------
Whirlwind Pole qcf + P (tap P absorbs projectiles
repeatedly to
continue to spin
pole)
Cudgel Cruncher Charge b for 1 absorbs projectiles
second, f + P
Flame Cudgel Cruncher b, f + S Cudgel Cruncher must connect
(not blocked) to perform
this follow up
Sparrow Drop qcb + P
Fire Pursuit Cane qcb + K
Pursuit Assault Cane db, qcf + K control descent with b or f
Clubber Rush S press S early during the
Pursuit Assault Cane
Gliding Crackdown Cane u + S press u + S at the apex of
the Pursuit Assault Cane
jump
Super Desperations
------------------
Super Fire Wheel f, b, db, d, absorbs projectiles
df + K+S
Scarlet Uppercut f, df, d + S
Heat Blow
---------
Baseball Swing P+K+S unblockable; will stun
opponent if move
connects; will launch
opponent on counter hit;
can be used while being
attacked and will act
as a sort of combo
breaker (will not break
Overdrive Power Supers
or Super Desperations)
Overdrive Power Super
---------------------
Salamander Streamer f, b, db, d, df + S flames absorb projectiles
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> df + S (*, O, A)-----> df + S (G, E)
S (E)
d + S (*, _, E)
d + P (*)------> d + K (*, _)----> d + S (*, _) -----> df + S (G, E)
S (O, E)
Kick Starters
`````````````
None
Strong Starters
```````````````
S (*) --------> S (*) -----> S (E)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*******************************************************************************
* 3.13 Duck King *
*******************************************************************************
Colors Win Victories
------ -------------
K/S - Purple pants and White top P - Puts arms up and then jumps and spins
w/ Orange trim K - Slides on knees and points
P/L - White pants and White top S - Performs short Break Spiral and lays down
w/ Blue trim L - Dances and steps on his chick
Throws
------
Rolling Neck Throw f + S close
Reverse Neck Throw f + S close to
opponent's back
Redirect f + L puts opponent in position
so their back is facing
you
Basic Moves
-----------
Crawl hold df
Attention Chop tap P rapidly
Headbutt S 2 hits
Command Moves
-------------
Mad Spin b + P overhead
Slide df + K must be blocked low
Needle Kick while blocking press f + K before the
press f + K opponent's attack hits
your blocking animation
or f + K when an attack
whiffs your block
animation
Step Side Chop f + S
Raising Kick df + S float launches; true
launcher on counter hit
Hop Buoy d, d + S
Motor Motor df + S 2 hits; both hits must be
blocked low
Spear Headbutt f, f, P/K/S
Aero Turn L in air turns Duck King around in
air
Special Taunt df + S on downed pursue taunt
opponent
Feint Head Spin Attack f + P+S
Feint Flying Spin Attack d + P+S in air only works on high jumps
Back Turned Moves
-----------------
Forearm Shot P/K/S
Chopping Sweep d + P/K/S
Special Moves
-------------
Head Spin Attack Charge b for 1 P=short, S=far
second, f + P/S
Flying Spin Cannonball qcb + P in air only works on high jumps
Flying Spin Attack qcb + S in air only works on high jumps;
will crash and burn if
move misses
Secret Kick S Flying Spin Attack must
touch opponent to be
able to perform this
follow up
Dancing Dive qcb + K first part must be blocked
low
Break Storm f, d, df + K first part must be blocked
low
Break Storm King f, d, df, f, uf + K first part must be blocked
low
Beat Rush f, b, f + S
Fake P
Dance Hop K first part must be blocked
low; can use Feint
Flying Spin Attack,
Flying Spin Attack,
Flying Spin Cannonball,
and Spiral Brother
Custom after this
maneuver
Raking Feet S must be blocked low
Super Desperations
------------------
Break Spiral hcf, uf, d + K+S unblockable
close
Spiral Brother Custom hcf + K+S in air must touch opponent to
perform entire maneuver;
unblockable
Heat Blow
---------
Crescent Smash P+K+S unblockable; will stun
opponent if move
connects; will launch
opponent on counter hit;
can be used while being
attacked and will act
as a sort of combo
breaker (will not break
Overdrive Power Supers
or Super Desperations)
Overdrive Power Super
---------------------
Space Cowboy qcb, db, f + S must connect (not blocked)
to perform the entire
super; must be blocked
low
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> df + S (*, O, A)-----> df + S (G, T, E)
S (E) S (E)
d + S (*, _, E)
d + P (*)------> d + K (*, _)----> d + S (*, _) -----> df + S (G, T, E)
S (O, E)
Kick Starters
`````````````
K (*) --------> S (E)
Strong Starters
```````````````
S (*) --------> S (*) -----> S (E)
*******************************************************************************
* 3.14 Mr. Karate *
*******************************************************************************
Colors Win Victories
------ -------------
K/S - Orange pants and Black top P - Crosses arms then puts them in front
w/ Gray trim K - Raises arms over head then crosses arms
P/L - Red pants and Red top w/ S - Punches and then expels energy
Blue trim L - Puts fist on chin
Throws
------
Valley Drop f + S close
Empty Overhead Thrust f + S close to
opponent's back
Redirect f + L puts opponent in position
so their back is facing
you
Basic Moves
-----------
Crawl hold df
Jump Kick S from ub/uf high overhead
jump
Straight Punch tap P rapidly
Command Moves
-------------
Heel Drop f + K 2 hits; second part is
an overhead; can be
easily kara cancelled
Side Kick S
Shin Crusher df + K must be blocked low; can
be easily kara cancelled
Step Punch f + S
Short Uppercut df + S float launches; true
launcher on counter hit
Tiger Spin Kick db + S can be easily kara cancelled
Hooking Punch f, f, P/K/S
Tiger Blast df + S on downed pursue attack
opponent
Willpower Charge Hold P+K+S will charge up your POW
meter
Feint Tiger Gleam Fist d + P+S
Feint Supreme Roaring Fist d + K+S
Back Turned Moves
-----------------
Gut Kick P/K/S
Sweep d + P/K/S
Special Moves
-------------
Tiger Gleam Fist qcf + P/S (hold to P=short, S=far; holding
delay and empower) the button will delay
the move and will also
make the fireball explode
at the end of its journey
with a bigger explosion;
will collide with other
projectiles as both will
be "destroyed" in the
process
Air Tiger Gleam Fist qcf + S in air will collide with other
projectiles as both will
be "destroyed" in the
process
Tiger Cannon f, d, df + P/S P=short, S=far
Extreme Limit Fist b, d, db + P must connect (not blocked)
to perform the entire
maneuver; overhead;
launches
Momentary Violence Fist f, b, f + P must connect (not blocked)
to perform the entire
maneuver
Swallow Gale Kick qcf + K
Knockout Kick qcf + K Swallow Gale Kick must
touch opponent to allow
for follow up
Death Fist qcb + S high counter attack
Delayed Death Fist hold S with previous delays the glowing spark
motion when you explosion; will activate
successfully explosion when you
activate maneuver release S; the move
empowers the longer S
is held; if hit during
delay the opponent will
lose spark and the
explosion will not be
possible
Super Desperations
------------------
Supreme Roaring Fist f, b, db, d, df, absorbs projectiles
f + K+S
Air Supreme Roaring Fist f, b, db, d, df, absorbs projectiles
f + K+S in air
Heat Blow
---------
Lightning Arm P+K+S unblockable; will stun
opponent if move
connects; will launch
opponent on counter hit;
can be used while being
attacked and will act
as a sort of combo
breaker (will not break
Overdrive Power Supers
or Super Desperations)
Overdrive Power Super
---------------------
Tiger Boisterous Dance qcf, df, d, db, dash in must connect to
b + S perform entire super
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> df + S (*, O, A)-----> (G, E)
S (E)
d + S (*, _, E)
d + P (*)------> d + K (*, _)----> d + S (*, _) -----> (G, E)
S (O, E)
Kick Starters
`````````````
K (*) --------> u + S (*, O, E)
Strong Starters
```````````````
S (*) --------> S (*) -----> S (E)
===============================================================================
4. Misc. And Easter Eggs
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**********************
* 4.1 Special Intros *
**********************
Terry vs Andy
Terry vs Geese
Joe vs Joe
Raiden vs Tsugumi
Xiangfei vs Terry/Kim/Toji
Kim vs Raiden/Yamazaki/Geese/Billy
Mai vs Andy
Geese vs Raiden/Andy/Mr. Karate
Geese vs Billy
Toji vs Geese
*********************
* 4.2 Win Victories *
*********************
You can choose your win victory in this game. Simply hold the corresponding
button after you KO your opponent. Each character's section has which win
victory you will receive by holding each button.
*******************
* 4.3 Unlockables *
*******************
Unlock Duck King - Beat the game will every character in Arcade mode.
Unlock Mr. Karate - Beat the game with any character without losing a
round or using a continue in Arcade mode.
Unlock Team Battle Mode - Beat the game with every character.
Unlock Data Mode - Beat the game with any character in Arcade mode.
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5. Conclusion
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5.1 What's Missing/Needed
-Cleanup 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
-And me for writing this faq