=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Suiko Enbu
AKA
Outlaws Of The Lost Dynasty
FAQ By: Goh_Billy (
[email protected])
Version #: 3.0
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Sections
--------
1. Legend
2. System
2.1 Basics
2.2 Launchers And Juggles
2.3 Weapon Gauge
3. Characters
3.1 Shishin
3.2 Rinchuu
3.3 Kosanjyou
3.4 Taisou
3.5 Riki
3.6 Rochishin
3.7 Kousonsyou
3.8 Bushou
3.9 Gen Shouji
3.10 Gen Shougo
3.11 Gen Shoushichi
`````````````````````````````
3.12 Chougai
3.13 Mizoguchi Makoto
4. Codes, Misc., and Easter Eggs
6. Conclusion
6.1 What's Missing/Needed
6.2 Credits
===============================================================================
1. Legend
===============================================================================
ub u uf f - Forward HP - Heavy Punch P - Any Punch
\ | / b - Back MP - Medium Punch K - Any Kick
b-- --f u - Up LP - Light Punch + - And
/ | \ d - Down HK - Heavy Kick / - Or
db d df MK - Medium Kick , - Then
LK - Light Kick
qcf - quarter circle forward (d, df, f)
qcb - quarter circle back (d, db, b)
hcf - half circle forward (b, db, d, df, f)
hcb - half circle back (f, df, d, db, b)
===============================================================================
2. System
===============================================================================
++++++++++++++
| 2.1 Basics |
++++++++++++++
Throw f/b + MP/HP close refer to character movelist
for specific motion and
details
Block High b
Block Low db will not block overheads
Forward Run f, f, then hold f
to continue run
Halt b or stop holding f
Dash Backward b, b
Backward Run b, b, b very quickly,
then hold b to
continue to run
Halt f or stop holding b
Projectile Hop db/d/df when just db=hop backwards, d=hop
about to land on top straight up, df=hop
of a projectile forward
Taunt LP+LK
Fake Dizzy MP+MK use any attack to exit dizzy
state
Throw Weapon HP+HK refer to character movelist
for details
Dizzy Recovery shake joystick and
tap P and K rapidly
when dizzied
Negative Edge allows you to perform an example would be
maneuvers by holding performing a qcf + P
the attack button maneuver by instead holding
down, performing P, qcf, releasing P; this
the motion, then works for specials
releasing the attack
button
Desperation perform motion listed in available only in Special
character movelist Mode
when lifebar is low
and flashing
Arcade vs Special Mode - There are notable differences between these two modes.
The immediate difference is that Desperation moves are
only available in Special Mode. Special moves,
properties, and inputs also change in Special Mode
depending on the character. These differences or
additions are noted as such in the movelist details.
+++++++++++++++++++++++++++++
| 2.2 Launchers And Juggles |
+++++++++++++++++++++++++++++
This game has four special move properties that will be detailed here in this
section. These properties are Launcher, Spin Launcher, Bound Attack, and Wall
Crush. Each of these are essential in creating juggles and performing other
combos in this game. The maneuvers with these properties are marked as such in
the movelist details.
Launcher
--------
This is an attack that will launch your opponent into the air allowing you to
juggle them. You can use a Spin Launcher after a Launcher to hit them back
into the air allowing for another juggle opportunity. You can also use a Bound
Attack after a Launcher to continue your combo and allow another juggle
opportunity. A Wall Crush may also be used after a Launcher to stun the
opponent against the wall. You can even use an air throw (if your character
has one) after a Launcher. Using another Launcher after an initial Launcher
will only strike the opponent. It will not give it the property of allowing
you to juggle the opponent again. A Launcher will also not have it's unique
property if you use it after a Wall Crush, a Bound Attack, or a Spin Launcher.
Below is a flow chart to help understand when a Launcher works and when it
doesn't.
Launcher -----> Spin Launcher
Launcher -----> Bound Attack
Launcher -----> Wall Crush
Launcher --X--> Launcher
Spin Launcher --X--> Launcher
Bound Attack --X--> Launcher
Wall Crush --X--> Launcher
Spin Launcher
-------------
Like the Launcher, this launches your opponent into the air allowing you to
juggle them. You can even use an air throw (if your character has one) after a
Spin Launcher. It is worth noting that only Riki and Rochishin CANNOT be Spin
Launched. Instead, moves that are labeled Spin Launchers will act as regular
Launchers to them. All other characters are pray to Spin Launchers. The
difference between a Spin Launcher and a regular Launcher is that a Spin
Launcher can be used after a Wall Crush, a Bound Attack, or a regular Launcher.
Using another Spin Launcher after a regular Launcher or a Spin Launcher will
strike the opponent, but not produce the properties of allowing you to juggle
the opponent again. Below is a flow chart to help understand when a Spin
Launcher works and when it doesn't.
Spin Launcher -----> Bound Attack
Spin Launcher -----> Wall Crush
Launcher -----> Spin Launcher
Bound Attack -----> Spin Launcher
Wall Crush -----> Spin Launcher
Spin Launcher --X--> Launcher
Spin Launcher --X--> Spin Launcher
Bound Attack
------------
A Bound Attack is a maneuver that hits the opponent to the floor so hard they
bounce back into the air allowing for you to juggle them. You can even use an
air throw (if your character has one) after a Bound Attack. You can use a Spin
Launcher or a Wall Crush after a Bound Attack. You can also use a Bound Attack
after any launcher (Launcher or Spin Launcher). You cannot use a Bound Attack
after a Wall Crush. It will only hit the opponent but not produce the same
properties that allow you to juggle the opponent after. This also occurs if
you try to use another Bound Attack after an initial Bound Attack. Finally, a
Launcher will not produce juggle properties if used after a Bound Attack. Below
is a flow chart to help understand when a Bound Attack works and when it
doesn't.
Bound Attack -----> Spin Launcher
Bound Attack -----> Wall Crush
Launcher -----> Bound Attack
Spin Launcher -----> Bound Attack
Bound Attack --X--> Launcher
Bound Attack --X--> Bound Attack
Wall Crush --X--> Bound Attack
Wall Crush
----------
A Wall Crush is a maneuver that sends the opponent flying across the screen.
If the opponent comes in contact with the corner of the stage they will splat
against it and remain stuck for a short amount of time. The opponent will be
in a stunned state and can be comboed. Surprisingly, you can use an air throw
(if your character has one) after an opponent is crushed against the corner of
the stage. The only thing that allows you to launch the opponent again for a
juggle after a Wall Crush is a Spin Launcher. You can link a Wall Crush from
a Launcher, a Spin Launcher, and a Bound Attack. Below is a flow chart to help
understand when a Wall Crush works and when it doesn't.
Wall Crush -----> Spin Launcher
Launcher -----> Wall Crush
Spin Launcher -----> Wall Crush
Bound Attack -----> Wall Crush
Wall Crush --X--> Launcher
Wall Crush --X--> Bound Attack
Wall Crush --X--> Wall Crush
++++++++++++++++++++
| 2.3 Weapon Gauge |
++++++++++++++++++++
The Weapon Gauge is the sword shaped gauge at the bottom of the screen. This
meter will decrease if you block an opponent's weapon based attack. Block too
many of these and your weapon gauge will completely deplete. Once empty your
weapon will be destroyed and you will be dizzied. You will not have your
weapon for the rest of the match. Only two characters are able to get their
"weapons" back during the match. These two characters are Kousonsyou and Gen
Shouji. In their case, the meter will slowly increase. Once full, they will
be given back use of their weapon. Another interesting fact is that your
Weapon Gauge will decrease very slightly if your opponent blocks one of your
weapon based attacks.
The Weapon Gauge can also be completely emptied if you throw your weapon
(HP+HK). If the opponent is hit with the weapon they will be dizzied.
Kousonsyou and Gen Shouji are again the exception to this rule as they cannot
throw their weapon. It is also worth noting that Chougai does not have a
Weapon Gauge.
===============================================================================
3. Characters
===============================================================================
*******************************************************************************
* 3.1 Shishin *
*******************************************************************************
Colors
------
LP - Gray pants w/ Blue trim and Powder Blue bandana
MP - Red pants w/ Orange trim and Mint Green bandana
HP - Powder Blue pants w/ Green trim and Gray bandana
LK - Glaucous Blue pants w/ Green trim and Red bandana
MK - Sapphire pants w/ Turquoise trim and Yellow bandana
HK - Medium Gray pants w/ Purple trim and Medium Gray bandana
Start - Green pants w/ Floral Lavender trim and Orange bandana
LK after opponent chooses Shishin with LK - Gold pants w/ Turquoise trim and
Yellow bandana
`````````````````````````````````````
While Armed
`````````````````````````````````````
Throw
-----
Shoulder Throw f/b + MP/HP close f and b determine where
opponent is thrown
Basic Moves
-----------
Fierce Roundhouse HK far Spin Launcher
Downward Air Slice ub/uf, HP Bound Attack; overhead
Command Moves
-------------
Crossed Arms LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Throw Weapon HP+HK will collide with other
projectiles as both will
be "destroyed" in the
process; refer to unarmed
movelist
Special Moves
-------------
Flying Serpent Missile qcf + P LP=slow, MP=medium, HP=fast;
Special Mode adds size
differences to the
fireballs (LP=small,
MP=medium, HP=large); will
collide with other
projectiles as both will
be "destroyed" in the
process
Flaming Serpent Sword f, d, df + P LP=only sword slash portion,
MP=medium with leap
attack, HP=far with leap
attack
Serpent Bite qcf + HP after leap Arcade Mode only
attack connects (not
blocked) from MP/HP
version of Flaming
Serpent Sword
Serpent Bite 2 P after leap attack Special Mode only
connects (not
blocked) from MP
version of Flaming
Serpent Sword /
automatically will
occur if leap attack
connects (not
blocked) from HP
version of Flaming
Serpent Sword
Knee Kick d, u + K / Charge d, LK=short, MK=medium, HK=far;
u + K overhead
Desperation
-----------
Rising Dragon f, hcf + P tornado absorbs projectiles;
tornado must connect (not
blocked) to perform the
entire maneuver; Special
Mode only
`````````````````````````````````````
While Unarmed
`````````````````````````````````````
Throw
-----
Death Valley Driver f/b + MP/HP close f and b determine where
opponent is thrown
Basic Move
----------
Fierce Roundhouse HK far Spin Launcher
Command Moves
-------------
Crossed Arms LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Claw Strike d + HP 2 hits; Launcher
Special Moves
-------------
Flying Serpent Missile qcf + P LP=slow, MP=medium, HP=fast;
Special Mode adds size
differences to the
fireballs (LP=small,
MP=medium, HP=large); will
collide with other
projectiles as both will
be "destroyed" in the
process
Knee Kick d, u + K / Charge d, LK=short, MK=medium, HK=far;
u + K overhead
Dashing Serpent Punch qcb + P LP=short and is a Spin
Launcher, MP=medium,
HP=far and is a Wall Crush
Serpent Sting P after MP/HP version follow up of the MP version
of Dashing Serpent of Dashing Serpent Punch
Punch is a Launcher; Special
Mode only
Desperation
-----------
Berserker Rage qcb, qcb + HP increases strength and
speed; lifebar will slowly
decrease; Special Mode
only
*******************************************************************************
* 3.2 Rinchuu *
*******************************************************************************
Colors
------
LP - Emerald costume w/ Gray waist cushion and Purple scarf
MP - Indian Red costume w/ Red waist cushion and Green scarf
HP - Off White costume w/ Purple waist cushion and Blue scarf
LK - Rose costume w/ Dark Gray waist cushion and Green scarf
MK - Violet costume w/ Purple waist cushion and Rose scarf
HK - Medium Gray costume w/ Auburn waist cushion and Purple scarf
Start - Orchid costume w/ Gray waist cushion and Buff scarf
LK after opponent chooses Rinchuu with LK - Gold costume w/ Gray waist cushion
and Straw scarf
`````````````````````````````````````
While Armed
`````````````````````````````````````
Throw
-----
Setup Impale f/b + MP/HP close f and b determine where
opponent is thrown
Basic Moves
-----------
Slash Uppercut HP close 2 hits; Launcher
Circle Stab MP in air has two parts but only one
can strike the opponent;
overhead
Crushing Axe Kick HK close Bound Attack; overhead
High Snap HK far Wall Crush
Command Moves
-------------
Hand Beckon LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Throw Weapon HP+HK will collide with other
projectiles as both will
be "destroyed" in the
process; refer to unarmed
movelist
Spear Sweep d + HP must be blocked low; knocks
down
Thrust Kick f + HK Wall Crush; can step past
opponent
Special Moves
-------------
Savage Panther Claw hcf + P LP=slow, MP=medium, HP=fast
and knocks down; Special
Mode adds size differences
to the fireballs
(LP=small, MP=medium,
HP=large); will collide
with other projectiles as
both will be "destroyed"
in the process
Cartwheel Kick hcb + P LP=short, MP=medium, HP=far
with final part being a
Bound Attack; maneuver
parts are overheads
Invincible Rapid Fire tap P rapidly LP=slow stabs, MP=medium
stabs, HP=fast stabs
Foothold Spear qcf + K
Typhoon Spear f, d, df + K LK=only kick portion,
MK=long distance with
spear slash, HK=very long
distance with spear slash
(spear slash is a Bound
Attack); spear slash in MK
and HK version is an
overhead
Desperation
-----------
Spaz Attack hcb + K dash in must connect (not
blocked) to perform the
entire maneuver; Special
Mode only
`````````````````````````````````````
While Unarmed
`````````````````````````````````````
Throw
-----
One Handed Throw f/b + MP/HP close f and b determine where
opponent is thrown
Basic Moves
-----------
Rising Palm HP close knocks down
Push Palm HP far knocks down
Crushing Axe Kick HK close Bound Attack; overhead
High Snap HK far Wall Crush
Command Moves
-------------
Hand Beckon LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Rising Palm d + HP Launcher
Thrust Kick f + HK Wall Crush; can step past
opponent
Special Moves
-------------
Savage Panther Claw hcf + P LP=slow, MP=medium, HP=fast
and knocks down; Special
Mode adds size differences
to the fireballs
(LP=small, MP=medium,
HP=large); will collide
with other projectiles as
both will be "destroyed"
in the process
Cartwheel Kick hcb + P overhead
Desperation
-----------
Berserker Rage qcb, f + HP increases strength and
speed; lifebar will slowly
decrease; Special Mode
only
*******************************************************************************
* 3.3 Kosanjyou *
*******************************************************************************
Colors
------
LP - Blue sleeves and Green top w/ Yellow scarf
MP - Off White sleeves and Red top w/ Mustard scarf
HP - Light Gray sleeves and Gray top w/ Light Gray scarf
LK - Pink sleeves and Red top w/ Cream scarf
MK - Moss Green sleeves and Green top w/ Gray scarf
HK - Medium Gray sleeves and Mulberry top w/ Blue scarf
Start - Gold sleeves and Blue top w/ Amber scarf
LK after opponent chooses Kosanjyou with LK - Gold sleeves and Buff top w/
Orange scarf
`````````````````````````````````````
While Armed
`````````````````````````````````````
Throws
------
Frankensteiner f/b + MP/HP close f and b determine where
opponent is thrown
Earth Direct f/b + MP/HP close in f and b determine where
air opponent is thrown
Basic Moves
-----------
Double Slash HP far 2 hits
Air Uppercut Slash ub/uf, HP Launcher; overhead
Falling Heel HK close 2 hits
Command Moves
-------------
Flower Toss LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Throw Weapons HP+HK first weapon will collide
with other projectiles as
both will be "destroyed"
in the process while
second weapon will usually
continue and strike
opponent; refer to unarmed
movelist
Slide Kick d + HK must be blocked low
Sankaku Tobi f + P/K when at edge a triangle jump
of screen
Special Moves
-------------
Flaming Jasmine Wave qcf + P the higher the attack button
used the higher the damage
output (although very
little difference);
Special Mode adds size
differences to the
fireballs (LP=small,
MP=medium, HP=large); will
go under most projectiles
however will collide with
another Flaming Jasmine
Wave as both will be
"destroyed" in the process
Typhoon Slasher f, d, df + P LP=stationary slice,
MP=medium leap slice,
HP=far leap slice
Samsara Kick qcf + K LK=short with single kick,
MK=medium with double
kicks, HK=far with double
kicks
Desperation
-----------
Vacuum Jasmine Wave qcf + P in air orb blast must connect (not
blocked) to perform the
entire maneuver; orb blast
absorbs projectiles; end
of Desperation is a Wall
Crush; Special Mode only
`````````````````````````````````````
While Unarmed
`````````````````````````````````````
Throws
------
Changing Winds f/b + MP/HP close f and b determine where
opponent is thrown
Earth Direct f/b + MP/HP close in f and b determine where
air opponent is thrown
Basic Moves
-----------
Skyward Uppercut MP close Launcher
Punch To Driving Elbow HP close 2 hits; Wall Crush
Falling Heel HK close 2 hits
Command Moves
-------------
Flower Toss LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Slide Kick d + HK must be blocked low
Sankaku Tobi f + P/K when at edge a triangle jump
of screen
Special Moves
-------------
Flaming Jasmine Wave qcf + P the higher the attack button
used the higher the damage
output (although very
little difference);
Special Mode adds size
differences to the
fireballs (LP=small,
MP=medium, HP=large); will
go under most projectiles
however will collide with
another Flaming Jasmine
Wave as both will be
"destroyed" in the process
Samsara Kick qcf + K LK=short with single kick,
MK=medium with double
kicks, HK=far with double
kicks
Desperation
-----------
Berserker Rage qcb, f + HP in air increases strength and
speed; lifebar will slowly
decrease; Special Mode
only
*******************************************************************************
* 3.4 Taisou *
*******************************************************************************
Colors
------
LP - Blue costume w/ Green trim and Bronze gloves
MP - Spring Green costume w/ Gold trim and Green gloves
HP - Light Gray costume w/ Dark Gray trim and Dark Gray gloves
LK - Orange Red costume w/ Yellow trim and Medium Gray gloves
MK - Purple costume w/ Cream trim and Medium Gray gloves
HK - Medium Gray costume w/ Yellow trim and Auburn gloves
Start - Blue costume w/ Yellow trim and Red gloves
LK after opponent chooses Taisou with LK - Gold costume w/ White trim and Red
gloves
`````````````````````````````````````
While Armed
`````````````````````````````````````
Throws
------
Neckringer f/b + MP/HP close Taisou ends up behind the
opponent
Chest Stomp f/b + MP/HP close in f and b determine where
air opponent is thrown
Basic Moves
-----------
Sai Uppercut MP close Launcher
Air Sobat u, MK Wall Crush; overhead
Lean Kick HK close Wall Crush
Swift Roundhouse HK far Spin Launcher
Command Moves
-------------
Hand Beckon LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Throw Weapons HP+HK first weapon will collide
with other projectiles as
both will be "destroyed"
in the process while
second weapon will usually
continue and strike
opponent; refer to unarmed
movelist
Double Sweep d + HK 2 hits; both parts must be
blocked low
Sankaku Tobi f + P/K when at edge a triangle jump
of screen
Special Moves
-------------
Flaming Ki Punch Charge db for 1.25 LP=small burst, MP=medium
seconds, f + P / burst, HP=large burst and
hcf + P is a Wall Crush; absorbs
projectiles; hcf motion in
Special Mode only
Majestic Teleport Attack f, d, df + P LP=low, MP=medium, HP=high;
overhead (although HP
version is too high to
hit crouching opponent);
Bound Attack; invulnerable
for a short time when
Taisou disappears
Ki Bomb qcf + P in air LP=fireball and follow ups
are slow, MP=fireball and
follow ups are medium
speed, HP=fireball and
follow ups are fast; will
collide with other
projectiles as both will
be "destroyed" in the
process
Second Ki Bomb qcf + same punch used will collide with other
in initial command projectiles as both will
be "destroyed" in the
process
Third Ki Bomb qcf + same punch used will collide with other
in initial command projectiles as both will
be "destroyed" in the
process
Fourth Ki Bomb qcf + same punch used will collide with other
in initial command projectiles as both will
be "destroyed" in the
process
Fifth Ki Bomb qcf + same punch used will collide with other
in initial command projectiles as both will
be "destroyed" in the
process
Teleport hcb + K LK=teleports backwards,
MK=stationary teleport,
HK=teleports forward (can
teleport past opponent);
invulnerable for a short
time when Taisou
disappears; Arcade Mode
only
Teleport 2 qcb + P/K / qcb + two LP=teleports above and near
punch buttons / opponent, MP=teleports
qcb + two kick above and behind opponent,
buttons HP=teleports a sweep
distance from opponent,
LP+MP/MP+HP/LP+HP=ends up
behind and near opponent,
LK=teleports backwards,
MK=stationary teleport,
HK=teleports forward (can
teleport past opponent),
LK+MK/MK+HK/LK+HK=ends up
in air from stationary
position; invulnerable for
a short time when Taisou
disappears; Special Mode
only
Desperation
-----------
Super Ki Beam hcb, f + HP absorbs projectiles; Special
Mode only
`````````````````````````````````````
While Unarmed
`````````````````````````````````````
Throws
------
Chest Chop f/b + MP/HP close f and b determine where
opponent is thrown
Chest Stomp f/b + MP/HP close in f and b determine where
air opponent is thrown
Basic Moves
-----------
Uppercut MP close Launcher
Air Sobat u, MK Wall Crush; overhead
Lean Kick HK close Wall Crush
Swift Roundhouse HK far Spin Launcher
Command Moves
-------------
Hand Beckon LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Double Sweep d + HK 2 hits; both parts must be
blocked low
Sankaku Tobi f + P/K when at edge a triangle jump
of screen
Special Moves
-------------
Flaming Ki Punch Charge db for 1.25 LP=small burst, MP=medium
seconds, f + P / burst, HP=large burst and
hcf + P is a Wall Crush; absorbs
projectiles; hcf motion in
Special Mode only
Majestic Teleport Attack f, d, df + P LP=low, MP=medium, HP=high;
overhead (although HP
version is too high to
hit crouching opponent);
Bound Attack; invulnerable
for a short time when
Taisou disappears
Ki Bomb qcf + P in air LP=fireball and follow ups
are slow, MP=fireball and
follow ups are medium
speed, HP=fireball and
follow ups are fast; will
collide with other
projectiles as both will
be "destroyed" in the
process
Second Ki Bomb qcf + same punch used will collide with other
in initial command projectiles as both will
be "destroyed" in the
process
Third Ki Bomb qcf + same punch used will collide with other
in initial command projectiles as both will
be "destroyed" in the
process
Fourth Ki Bomb qcf + same punch used will collide with other
in initial command projectiles as both will
be "destroyed" in the
process
Fifth Ki Bomb qcf + same punch used will collide with other
in initial command projectiles as both will
be "destroyed" in the
process
Teleport hcb + K LK=teleports backwards,
MK=stationary teleport,
HK=teleports forward (can
teleport past opponent);
invulnerable for a short
time when Taisou
disappears; Arcade Mode
only
Teleport 2 qcb + P/K / qcb + two LP=teleports above and near
punch buttons / opponent, MP=teleports
qcb + two kick above and behind opponent,
buttons HP=teleports a sweep
distance from opponent,
LP+MP/MP+HP/LP+HP=ends up
behind and near opponent,
LK/LK+MK/LK+HK=teleports
backwards, MK=stationary
teleport, HK=teleports
forward (can teleport past
opponent), MK+HK=ends up
in air from stationary
position; invulnerable for
a short time when Taisou
disappears; Special Mode
only
Desperation
-----------
Shadow Charge qcf + K Spin Launcher; Special Mode
only
*******************************************************************************
* 3.5 Riki *
*******************************************************************************
Colors
------
LP - Arylide Yellow top and Gray shorts w/ Green belt
MP - Red top and Arylide yellow shorts w/ Blue belt
HP - Off White top and Gray shorts w/ Blue belt
LK - Purple top and Light Gray shorts w/ Orange belt
MK - Blue top and Red shorts w/ Orange belt
HK - Gray top and Blue shorts w/ Pink belt
Start - Green top and Orange shorts w/ Gray belt
LK after opponent chooses Riki with LK - Gold top and Buff shorts w/ Cream belt
`````````````````````````````````````
While Armed
`````````````````````````````````````
Throw
-----
Slice And Dice f/b + MP/HP close f and b determine where
opponent is thrown; tap
P rapidly for more damage
Basic Moves
-----------
Air Axe Swipe u, HP Spin Launcher; overhead
Double Axe Chop ub/uf, HP Bound Attack; overhead
Command Moves
-------------
Nose Pick LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Throw Weapons HP+HK first weapon will collide
with other projectiles as
both will be "destroyed"
in the process while
second weapon will usually
continue and strike
opponent; refer to unarmed
movelist
Shin Slice d + LP must be blocked low
Shin Swipe d + MP must be blocked low
Horizontal Swipe d + HP must be blocked low; knocks
down
Special Moves
-------------
Black Death Blizzard hcf + P LP=short, MP=medium, HP=far
Scorching Breath f, d, df + P LP=quick fire burst,
MP=medium length fire
burst, HP=long lasting
fire burst; fire burst
absorbs projectiles
Mandarin Earth Splitter qcb + P / qcb + two LP=very close, LP+MP=close,
punch buttons MP=medium, MP+HP=far,
HP=very far; rock will
absorb projectiles
Desperation
-----------
Mandarin Death Chop b, d, db, f + P dash in must connect (not
blocked) to perform the
entire maneuver; Special
Mode only
`````````````````````````````````````
While Unarmed
`````````````````````````````````````
Throw
-----
Body Fling f/b + MP/HP close f and b determine where
opponent is thrown
Basic Moves
-----------
Axe Handle Crush HP close Bound Attack
Bladed Chop HP far Spin Launcher
Air Hand Swipe u, HP Spin Launcher; overhead
Air Axe Handle Smash ub/uf, HP Bound Attack; overhead
Command Moves
-------------
Nose Pick LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy</pre><pre id="faqspan-2">
state
Shin Poke d + LP must be blocked low
Chopping Sweep d + HP must be blocked low; knocks
down
Special Moves
-------------
Scorching Breath f, d, df + P LP=quick fire burst,
MP=medium length fire
burst, HP=long lasting
fire burst; fire burst
absorbs projectiles
Mandarin Earth Splitter qcb + P / qcb + two LP=very close, LP+MP=close,
punch buttons MP=medium, MP+HP=far,
HP=very far; rock will
absorb projectiles
Dropping Kick qcf + K in air (at LK=slow, MK=medium, HK=fast
peak of jump) and 2 parts if it touches
opponent (blocked or not)
with the second part being
a Spin Launcher; Special
Mode only
Desperation
-----------
Atomic Earth Splitter qcb, db, d + HP blast absorbs projectiles;
Special Mode only
*******************************************************************************
* 3.6 Rochishin *
*******************************************************************************
Colors
------
LP - Bronze top and Gray pants w/ Red belt
MP - Red top and Yellow pants w/ Green belt
HP - Silver top and Silver pants w/ Red belt
LK - Medium Gray top and Pink pants w/ Orange belt
MK - Green top and Red pants w/ Orange belt
HK - Blue Gray top and Medium Gray pants w/ Orange belt
Start - Orange top and Cool Gray pants w/ Blue belt
LK after opponent chooses Rochishin with LK - Buff top and Gold pants w/ Green
belt
`````````````````````````````````````
While Armed
`````````````````````````````````````
Throw
-----
Delayed Choke Slam f/b + MP/HP close f and b determine where
opponent is thrown
Basic Move
----------
Crushing Side Kick HK close knocks down
Command Moves
-------------
Neck Crack LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Throw Weapon HP+HK will collide with other
projectiles as both will
be "destroyed" in the
process; refer to unarmed
movelist
Uppercut Slash d + HP Wall Crush
Special Moves
-------------
Manchurian Fang hcf + P (hold P to LP=short, MP=medium, HP=far;
delay and shake projectile and blast
joystick while absorb projectiles; can
delaying to empower delay up to 3 seconds
maneuver) before maneuver
automatically executes;
opponent can jump into and
be damaged by the blue orb
Rochishin creates at the
beginning of the maneuver
Flying Shadow Fist Charge db for 1.25 LP=short, MP=medium, HP=far
seconds, f + P
Twin Fist qcf + initial punch MP version is a Spin
used in Flying Shadow Launcher and HP version is
Fist motion (does not a Launcher; Arcade Mode
work for LP version) only
after Flying Shadow
Fist touches opponent
(blocked or not)
Twin Fist 2 P after MP or HP MP version follow up is a
version of Flying Spin Launcher and HP
Shadow Fist touches version follow up is a
opponent (blocked or Launcher; Special Mode
not) only
Silkworm Slash f, b, f + P in air LP=trap strikes last very
little time, MP=trap
strikes last a medium
amount of time, HP=trap
strikes last a long time
and the connected maneuver
will Wall Crush; trap
strikes must connect (not
blocked) to perform the
entire maneuver
Desperation
-----------
Super Earth Scorcher b, d, db + P connects close; Special Mode
only
`````````````````````````````````````
While Unarmed
`````````````````````````````````````
Throw
-----
Delayed Choke Slam f/b + MP/HP close f and b determine where
opponent is thrown
Basic Moves
-----------
Power Uppercut HP close Launcher
Wild Swing HP far Bound Attack
Double Bladed Hands HP in air Bound Attack; overhead
Crushing Side Kick HK close knocks down
Command Moves
-------------
Neck Crack LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Special Moves
-------------
Manchurian Fang hcf + P (hold P to LP=short, MP=medium, HP=far;
delay and shake projectile and blast
joystick while absorb projectiles; can
delaying to empower delay up to 3 seconds
maneuver) before maneuver
automatically executes;
opponent can jump into and
be damaged by the blue orb
Rochishin creates at the
beginning of the maneuver
Freeze Ball qcb + P LP=slow, MP=medium, HP=fast;
Special Mode adds size
differences to the
projectiles (LP=small,
MP=medium, HP=large); will
collide with other
projectiles as both will
be "destroyed" in the
process; freezes opponent
leaving them in a stunned
state (lasts 3 seconds or
until you hit the them);
throwing another Freeze
Ball at frozen opponent
will strike and unfreeze
them
Low Freeze Ball qcb + K LK=slow, MK=medium, HK=fast;
Special Mode adds size
differences to the
projectiles (LP=small,
MP=medium, HP=large); will
go under most projectiles
however will collide with
other low projectiles (ie
Kosanjyou's Flaming
Jasmine Wave or another
Low Freeze Ball) as both
will be "destroyed" in the
process; freezes opponent
leaving them in a stunned
state (lasts 3 seconds or
until you hit the them);
throwing another Freeze
Ball at frozen opponent
will strike and unfreeze
them
Desperations
------------
Super Earth Scorcher b, d, db + P connects close; Special Mode
only
Manchurian Meteor Fang f, hcf, d, df + HP blasts absorb projectiles;
Special Mode only
*******************************************************************************
* 3.7 Kousonsyou *
*******************************************************************************
Colors
------
LP - Green costume w/ Purple spirit wearing Blue costume
MP - Blue costume w/ Red spirit wearing Gray costume
HP - Light Gray costume w/ Azure spirit wearing Gray costume
LK - Pink costume w/ Gold spirit wearing Green costume
MK - Purple costume w/ Yellow spirit wearing Orange costume
HK - Dark Gray costume w/ Olive Green spirit wearing Steel Blue costume
Start - Red costume w/ Purple spirit wearing Magenta costume
LP after opponent chooses Kousonsyou with LP - Gold costume w/ Red spirit
wearing Gold costume
`````````````````````````````````````
While Armed
`````````````````````````````````````
Throw
-----
Hair Flip f/b + MP/HP close f and b determine where
opponent is thrown
Basic Moves
-----------
Digging Spirit Fist MP close Bound Attack
Strong Spirit Punch HP far Wall Crush
Skyward Kick HK close Launcher
Boot To Jump Kick ub/uf, HK 2 hits; Spin Launcher;
overhead
Command Moves
-------------
Butt Pat LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Spirit Hesitation HP+HK taunt
Sankaku Tobi f + P/K when at edge a triangle jump
of screen
Weak Spirit Swipe d + LP must be blocked low
Heavy Spirit Swipe d + MP must be blocked low
Sweeping Spirit Swipe d + HP must be blocked low; knocks
down
Crouch Dance d + LK 2 hits; both parts must be
blocked low
Slide Kick d + HK must be blocked low
Special Moves
-------------
Earth Scorcher qcf + P (hold b/f to LP=medium, MP=far and Bound
change distance of Attack, HP=very far and
throw) Bound Attack; invulnerable
at beginning of maneuver
Low Earth Scorcher qcf + K LK=medium, MK=far, HK=very
far; must be blocked low;
invulnerable at beginning
of maneuver; if performed
close to opponent you will
miss and slide past them
Meteor Strike f, b, f + P LP=medium, MP=far and Spin
Launcher, HP=very far and
Wall Crush; if performed
close to opponent you will
miss and fly past them
Horrifying Hellraiser Charge b for 1.25 LP=short, MP=medium, HP=far
seconds, f + P
Hellraiser Slide Charge b for 1.25 LK=short, MK=medium, HK=far;
seconds, f + K must be blocked low; if
performed close to
opponent spirit will miss
and slide past them
Mongolian Bear Hug hcb, db, d + MP/HP unblockable
close
Desperation
-----------
Pinball Bounce qcb, qcb + HP hits will cause a Wall
Crush; Special Mode only
`````````````````````````````````````
While Unarmed
`````````````````````````````````````
Throw
-----
Punch Wheel f/b + HP close f and b determine where
opponent is thrown; tap
P rapidly for more damage
Basic Moves
-----------
Rolling Smash HP close Bound Attack
Heavy Air Chop u, HP Bound Attack; overhead
Skyward Kick HK close Launcher
Boot To Jump Kick ub/uf, HK 2 hits; Spin Launcher;
overhead
Command Moves
-------------
Butt Pat LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Sankaku Tobi f + P/K when at edge a triangle jump
of screen
Hand Sweep d + HP must be blocked low; knocks
down
Crouch Dance d + LK 2 hits; both parts must be
blocked low
Slide Kick d + HK must be blocked low
Special Moves
-------------
Earth Scorcher qcf + P (hold b/f to LP=medium, MP=far and Bound
change distance of attack, HP=very far and
throw) Bound attack
Low Earth Scorcher qcf + K LK=medium, MK=far, HK=very
far; must be blocked low
Meteor Strike f, b, f + P LP=medium, MP=far and Spin
Launcher, HP=very far and
Wall Crush
Desperation
-----------
Super Meteor Strike qcf + P in air (at Special Mode only
peak of jump)
*******************************************************************************
* 3.8 Bushou *
*******************************************************************************
Colors
------
LP - Medium Gray top and Powder Blue pants w/ Red belt
MP - Red top and Medium Gray pants w/ Buff belt
HP - Off White top and Off White pants w/ Buff belt
LK - Powder Blue top and Gunmetal Gray pants w/ Purple belt
MK - Purple top and Amber pants w/ Green belt
HK - Gunmetal Gray top and Gunmetal Gray pants w/ Purple belt
Start - Green top and Platinum pants w/ Orange belt
LK after opponent chooses Bushou with LK - Gold top and Buff pants w/ Red belt
`````````````````````````````````````
While Armed
`````````````````````````````````````
Throws
------
Beat Down f/b + MP close f and b determine where
opponent is thrown; tap
P rapidly for more damage
Double Hook Suplex f/b + HP close f and b determine where
opponent is thrown
Air Double Hook Suplex f/b + MP/HP close in f and b determine where
air opponent is thrown
Basic Moves
-----------
Charging Back HP close knocks down
Falling Roundhouse HK close 2 hits
Command Moves
-------------
Shoulder Roll LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Throw Weapons HP+HK first weapon will collide
with other projectiles as
both will be "destroyed"
in the process while
second weapon will usually
continue and strike
opponent; refer to unarmed
movelist
Hop Knee f + HK knocks down
Special Moves
-------------
Crushing Tiger Claw f, d, df + P LP=2 hits, MP=2 hits and is
a Launcher, HP=3 hits and
is a Launcher
Doomsday Dragon hcb, db, d + P close LP=low slam, MP=medium slam,
HP=high and explosive
slam; unblockable
Shredding Talon qcb + K LK=short, MK=medium, HK=far
and is a Spin Launcher
Desperation
-----------
Tiger Fighting Hero lose a round while Special Mode only
still armed with your
weapons, then
immediately hold
LP+MP+HP all the way
until the next round
starts
`````````````````````````````````````
While Unarmed
`````````````````````````````````````
Throws
------
Beat Down f/b + MP close f and b determine where
opponent is thrown; tap
P rapidly for more damage
DDT f/b + HP close f and b determine where
opponent is thrown
Air Double Hook Suplex f/b + MP/HP close in f and b determine where
air opponent is thrown
Basic Moves
-----------
Charging Back HP close knocks down
Falling Roundhouse HK close 2 hits
Command Moves
-------------
Laydown Beckon LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Hop Knee f + HK knocks down
Special Moves
-------------
Rushing Dragon qcb + P LP=short, MP=medium, HP=far
Second Dragon qcb + P LP=short, MP=medium, HP=far;
if in the initial Rushing
Dragon you used HP and you
also use HP with the
Second Dragon then the
Second Dragon will become
a Launcher
Final Dragon qcb + P LP=short and knocks down,
MP=medium, HP=far and is a
Bound Attack
Doomsday Dragon hcb, db, d + P close LP=low slam, MP=medium slam,
HP=high and explosive
slam; unblockable
Piledriver hcb + P close unblockable
Shredding Talon qcb + K LK=short, MK=medium, HK=far
and is a Spin Launcher
Axe Kick hcb, hcb + K LK=short, MK=medium and
falling part is a Bound
Attack, HK=far and falling
part is a Bound Attack;
overhead
Desperation
-----------
Tiger Drill f, d, df + P uppercut must connect (not
blocked) to perform the
entire maneuver; Special
Mode only
*******************************************************************************
* 3.9 Gen Shouji *
*******************************************************************************
Colors
------
LP - Red loincloth and Dark Gray wraps w/ Turquoise water
MP - Glaucous loincloth and Eggplant wraps w/ Green water
HP - Off White loincloth and Off White wraps w/ Gray water
LK - Purple loincloth and Dark Gray wraps w/ Red water
MK - Green loincloth and Brown wraps w/ Blue water
HK - Medium Gray loincloth and Dark Gray wraps w/ Midnight Blue water
Start - Orange loincloth and Blue wraps w/ Purple water
LK after opponent chooses Shouji with LK - Gold loincloth and Gold wraps w/
Gold water
`````````````````````````````````````
While Armed
`````````````````````````````````````
Throw
-----
Pinwheel Toss f/b + MP/HP close f and b determine where
opponent is thrown
Basic Moves
-----------
Power Straight u, HP Spin Launcher; overhead
Step High Kick MK far Wall Crush
Pull Kick HK close Launcher
Back Kick HK far Spin Launcher
Command Moves
-------------
All Me LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Sharp Water d + LP must be blocked low
Slicing Water d + HP must be blocked low; knocks
down
Special Moves
-------------
Shao Lin Slash And Burn Charge b for 1.25 LP=slow, MP=medium, HP=fast
seconds, f + P and knocks down; will
collide with other
projectiles as both will
be "destroyed" in the
process; Arcade Mode only
Shao Lin Slash And Burn 2 qcf + P LP=slow, MP=medium, HP=fast
and knocks down; will
collide with other
projectiles as both will
be "destroyed" in the
process; Special Mode only
Skull Crusher d, u + P / Charge d, LP=1 slam, MP=2 slams,
u + P HP=3 slams; water hand
must catch the opponent
in air to perform the
entire maneuver; this will
catch opponents jumping
over Gen Shouji's head
Water Torture hcf + K (hold K and use will retain control of water
b/f to move water) puddle as long as you
continue to hold K; water
control will end if you
are hit or use the Skull
Crusher special
Water Claw LP
Water Spike MP Launcher
Water Cage HP
Skull Crusher d, u + P LP=1 slam, MP=2 slams,
HP=3 slams; water hand
must catch the opponent
in air to perform the
entire maneuver; use
after Water Spike to
catch opponent after
launch; using Skull
Crusher ends Water Torture
special
Shao Lin Crescent f, d, df + K LK=short, MK=medium, HK=far;
freezes opponent leaving
them in a stunned state
(lasts 3 seconds or until
you hit the them); using
another Shao Lin Crescent
on a frozen opponent will
strike and unfreeze them
Desperation
-----------
Tsunami Strike qcb + P wave must connect (not
blocked) to perform the
entire maneuver; Special
Mode only
`````````````````````````````````````
While Unarmed
`````````````````````````````````````
Throw
-----
Throat Kick f/b + MP/HP close f and b determine where
opponent is thrown
Basic Moves
-----------
One Two Punch HP far 2 hits; knocks down
Step High Kick MK far Wall Crush
Pull Kick HK close Launcher
Back Kick HK far Spin Launcher
Command Moves
-------------
Only Me LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Jawing Uppercut d + HP Launcher
Special Moves
-------------
Shao Lin Slash And Burn Charge b for 1.25 LP=slow, MP=medium, HP=fast
seconds, f + P and knocks down; will
collide with other
projectiles as both will
be "destroyed" in the
process; Arcade Mode only
Shao Lin Slash And Burn 2 qcf + P LP=slow, MP=medium, HP=fast
and knocks down; will
collide with other
projectiles as both will
be "destroyed" in the
process; Special Mode only
Shao Lin Crescent f, d, df + K LK=short, MK=medium, HK=far;
freezes opponent leaving
them in a stunned state
(lasts 3 seconds or until
you hit the them); using
another Shao Lin Crescent
on a frozen opponent will
strike and unfreeze them
Water Summoning LK+MK+HK (hold) while holding it will
increase the speed the
Weapon Gauge refills
Desperation
-----------
Phoenix Rush qcf, qcf + HP phoenix wave absorbs
projectiles; Special Mode
only
*******************************************************************************
* 3.10 Gen Shougo *
*******************************************************************************
Colors
------
LP - Green wraps and Red loincloth w/ Bronze belt
MP - Dark Gray wraps and Green loincloth w/ Amber belt
HP - Light Gray wraps and Off White loincloth w/ Light Blue belt
LK - Red wraps and Yellow loincloth w/ Blue belt
MK - Gold wraps and Electric Blue loincloth w/ Bronze belt
HK - Dark Moss Green wraps and Dark Gray loincloth w/ Medium Gray belt
Start - Ruby wraps and Pink loincloth w/ Yellow belt
LK after opponent chooses Shougo with LK - Brown wraps and Gold loincloth w/
Buff belt (Gold skin)
`````````````````````````````````````
While Armed
`````````````````````````````````````
Throw
-----
Head Bite f/b + MP/HP close f and b determine where
opponent is thrown; tap
P rapidly for more damage
Basic Moves
-----------
Nunchaku Smash HP far Spin Launcher
Power High Kick MK far Wall Crush
Back Kick HK far Spin Launcher
Command Moves
-------------
Butt Pose LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Throw Weapon HP+HK will collide with other
projectiles as both will
be "destroyed" in the
process; refer to unarmed
movelist
Low Nunchaku Swipe d + MP must be blocked low
Special Moves
-------------
Punishing 1-2 qcf + P LP=slow, MP=medium, HP=fast;
Gen Shougo throws either a
fish, frog (must be
blocked low), or a crab
(must be blocked low and
stuns opponent if it
connects); objects will
collide with other
projectiles as both will
be "destroyed" in the
process; Arcade Mode only
Punishing 1-2 II Charge b for 1.25 LP=slow and small, MP=medium
seconds, f + P and medium size, HP=fast
and large; Gen Shougo
throws either a fish, frog
(must be blocked low), or
a crab (must be blocked
low and stuns opponent if
it connects); objects will
collide with other
projectiles as both will
be "destroyed" in the
process; Special Mode only
Phantom Cyclone Stinger hcb + P water geyser will occur at
opponent's location;
Launcher
Nunchaku Rage tap P rapidly (use b/f LP=slow swings, MP=medium
to guide maneuver swings, HP=fast swings
slightly)
Mirage Roll f, hcf + K LK=short, MK=medium, HK=far;
invulnerable during roll
Brilliant Storm db, d, df, d, db + K LK=slow and stationary but
can control movement with
b/f, MK=medium speed and
medium distance, HK=fast
and long distance
Desperation
-----------
Brilliant Storm Drop qcb + K (use b/f to Wall Crush; Special Mode
control descent) only
`````````````````````````````````````
While Unarmed
`````````````````````````````````````
Throw
-----
Head Bite f/b + MP/HP close f and b determine where
opponent is thrown; tap
P rapidly for more damage
Basic Moves
-----------
One Two Punch HP far 2 hits
Power High Kick MK far Wall Crush
Back Kick HK far Spin Launcher
Command Moves
-------------
Butt Pose LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Special Moves
-------------
Punishing 1-2 qcf + P LP=slow, MP=medium, HP=fast;
Gen Shougo throws either a
fish, frog (must be
blocked low), or a crab
(must be blocked low and
stuns opponent if it
connects); objects will
collide with other
projectiles as both will
be "destroyed" in the
process; Arcade Mode only
Punishing 1-2 II Charge b for 1.25 LP=slow and small, MP=medium
seconds, f + P and medium size, HP=fast
and large; Gen Shougo
throws either a fish, frog
(must be blocked low), or
a crab (must be blocked
low and stuns opponent if
it connects); objects will
collide with other
projectiles as both will
be "destroyed" in the
process; Special Mode only
Phantom Cyclone Stinger hcb + P water geyser will occur at
opponent's location;
Launcher
Mirage Roll f, hcf + K LK=short, MK=medium, HK=far;
invulnerable during roll
Brilliant Storm db, d, df, d, db + K LK=slow and stationary but
can control movement with
b/f, MK=medium speed and
medium distance, HK=fast
and long distance; must be
blocked low
Desperation
-----------
Rising Phoenix b, f, qcf, d, df + HP Special Mode only
*******************************************************************************
* 3.11 Gen Shoushichi *
*******************************************************************************
Colors
------
LP - Azure wraps and Off White loincloth w/ Dark Gray belt
MP - Blue wraps and Celeste loincloth w/ Mint Cream belt
HP - Red wraps and Ivory loincloth w/ Medium Gray belt
LK - Green wraps and Platinum loincloth w/ Bole belt
MK - Ruby wraps and Green loincloth w/ Gold belt
HK - Medium Gray wraps and Medium Gray loincloth w/ Medium Gray belt
Start - Medium Gray wraps and Blue loincloth w/ Yellow belt
LK after opponent chooses Shoushichi with LK - Gold wraps and Gold loincloth w/
Buff belt
`````````````````````````````````````
While Armed
`````````````````````````````````````
Throw
-----
Throat Kick f/b + MP/HP close f and b determine where
opponent is thrown
Basic Moves
-----------
One Inch HP close Launcher
Nunchaku Smash HP far Bound Attack
Air Nunchaku Smash ub/uf, HP Spin Launcher; overhead
Step High Kick MK far Wall Crush
Back Kick HK far Spin Launcher
High Air Kick u, MK Spin Launcher; overhead
Heavy High Air Kick u, HK Spin Launcher; overhead
Command Moves
-------------
Come Here LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Throw Weapon HP+HK will collide with other
projectiles as both will
be "destroyed" in the
process; refer to unarmed
movelist
Low Nunchaku Swipe d + MP must be blocked low; knocks
down
Special Moves
-------------
Shao Lin Slash And Burn Charge b for 1.25 LP=slow, MP=medium, HP=fast;
seconds, f + P will collide with other
projectiles as both will
be "destroyed" in the
process; Arcade Mode only
Shao Lin Slash And Burn 2 qcf + P LP=slow, MP=medium, HP=fast;
will collide with other
projectiles as both will
be "destroyed" in the
process; Special Mode only
Phantom Cyclone Stinger hcb + P water geyser will occur at
opponent's location;
Launcher
Nunchaku Rage tap P rapidly LP=slow swings, MP=medium
swings, HP=fast swings
Shao Lin Crescent Shock f, d, df + K LK=short, MK=medium, HK=far
Mirage Roll f, hcf + K LK=short, MK=medium, HK=far;
invulnerable during roll
Desperation
-----------
Thunderstorm Arc f, d, df + P lightning absorbs
projectiles; Special Mode
only
`````````````````````````````````````
While Unarmed
`````````````````````````````````````
Throw
-----
Pinwheel Toss f/b + MP/HP close f and b determine where
opponent is thrown
Basic Moves
-----------
One Two Punch HP far 2 hits; knocks down
Step High Kick MK far Wall Crush
Back Kick HK far Spin Launcher
High Air Kick u, MK Spin Launcher; overhead
Heavy High Air Kick u, HK Spin Launcher; overhead
Command Moves
-------------
Come Here LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Jawing Uppercut d + HP Launcher
Special Moves
-------------
Shao Lin Slash And Burn Charge b for 1.25 LP=slow, MP=medium, HP=fast;
seconds, f + P will collide with other
projectiles as both will
be "destroyed" in the
process
Phantom Cyclone Stinger hcb + P water geyser will occur at
opponent's location;
Launcher
Shao Lin Crescent Shock f, d, df + K LK=short, MK=medium, HK=far
Triple-Leg Deathtrap qcb + K LK=short, MK=medium, HK=far
with a backflip at the end
of the maneuver
Mirage Roll f, hcf + K LK=short, MK=medium, HK=far;
invulnerable during roll
Desperations
------------
Thunderstorm Arc f, d, df + P lightning absorbs
projectiles; Special Mode
only
Yama Phoenix b, hcb, f + HP phoenix wave absorbs
projectiles; Special Mode
only
```````````````````````````````````````````````````````````````````````````````
*******************************************************************************
* 3.12 Chougai *
*******************************************************************************
Colors
------
LP - Green costume w/ Gold and Magenta trim
MP - Purple costume w/ Gold and Green trim
HP - Gray costume w/ Camel and Green trim
LK - Light Gray costume w/ Purple and Medium Gray trim
MK - Light Green costume w/ Gold and Blue trim
HK - Gray costume w/ Red and Red trim
Start - Forest Green costume w/ Gray and Teal trim
Start after opponent chooses Chougai with Start - Gold costume w/ Red and Gold
trim
Throw
-----
One Handed Toss f/b + MP/HP close f and b determine where
opponent is thrown
Basic Moves
-----------
Smash Fist HP far Bound Attack
Air Chop u, HP Bound Attack
Step Roundhouse MK far Spin Launcher
Swing To Roundhouse HK far 2 hits; Spin Launcher
Air Slash Kick u, HK Spin Launcher; overhead
</pre><pre id="faqspan-3">
Command Moves
-------------
Interesting LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Crouch Slap d + MP Launcher
Special Moves
-------------
Inferno Gust qcf + P LP=small blast, MP=medium
blast, HP=large blast and
it is a Wall Crush;
absorbs projectiles
Miniature Army qcb + P LP=first miniature high and
is an overhead while
second miniature is low
and must be blocked low,
MP=both miniatures are
high and are overheads
with the second miniature
being a Spin Launcher,
HP=both miniatures go low
with both needing to be
blocked low; miniatures
will collide with other
projectiles as both will
be "destroyed" in the
process
Grave Kick qcb + K LK=short, MK=medium, HK=far
and is a Wall Crush
Desperation
-----------
Transform lose a round and hold refer to transformed
LP+MP+HP all the way movelist
until the next round
starts
`````````````````````````````````````
Transformed
`````````````````````````````````````
Throw
-----
One Handed Toss f/b + MP close f and b determine where
opponent is thrown
Choking Spike f/b + HP close in using f puts opponent behind
air Chougai and using b puts
opponent in front of
Chougai
Basic Moves
-----------
Powerful Forearm HP close Wall Crush
Diagonal Backfist HP in air Bound Attack; overhead
Shin Kick LK must be blocked low
Step Roundhouse MK far knocks down
Falling Darkness HK close 2 hits; Bound Attack
Swing To Roundhouse HK far 2 hits; Spin Launcher
Air Slash Kick u, HK Spin Launcher; overhead
Command Moves
-------------
Hair Straighten LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Rock Headbutt f + HP Bound Attack
Rising Darkness d + HP 2 hits; Launcher
Special Move
------------
Ki Wave f, d, df + P Ki blasts will collide with
other projectiles as both
will be "destroyed" in the
process
Grave Kick qcb + K LK=short, MK=medium, HK=far
and is a Wall Crush
Desperation
-----------
Dark Ki Beam hcb, f + P beam absorbs projectiles;
Wall Crush
*******************************************************************************
* 3.13 Mizoguchi Makoto *
*******************************************************************************
Colors
------
LP - Gray pants
MP - Blue pants
HP - Green pants
LK - Red pants
MK - Brown pants
HK - Purple pants
Start - Light Gray pants
Start after opponent chooses Mizoguchi with Start - Gold pants
Throws
------
Neckringer Slam f/b + MP/HP close f and b determine where
opponent is thrown
Shuffle Kick f/b + MK/HK close f and b determine where
opponent is thrown
Basic Moves
-----------
Driving Headbutt HP close 2 hits
Air Bladed Hand MP in air Bound Attack
Shin Kick LK close must be blocked low
Axe Kick HK close 2 hits; Bound Attack
Roundhouse HK far Spin Launcher
Air Falling Axe u, HK 2 hits; Bound Attack;
overhead
Command Moves
-------------
Wiggle LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Weak Reaching Backfist f + LP
Strong Reaching Backfist f + MP
Reaping Punch f + HP 2 hits; Bound Attack
Crouching Uppercut d + HP 2 hits; Launcher
Shin Cracker f + LK
Stomach Slash Kick f + MK Spin Launcher
Deadly Axe Kick f + HK 2 hits; overhead
Special Moves
-------------
Tiger Bazooka qcf + P LP=slow and small, MP=medium
and medium size, HP=fast
and large; will collide
with other projectiles as
both will be "destroyed"
in the process
Air Tiger Bazooka qcf + P in air LP=slow and small, MP=medium
and medium size, HP=fast
and large; can fire
multiple Tiger Bazookas in
one jump; will collide
with other projectiles as
both will be "destroyed"
in the process
Air Dropping Bazooka qcf + K in air LK=slow and small, MK=medium
and medium size, HK=fast
and large; can fire
multiple Tiger Bazookas in
one jump; will collide
with other projectiles as
both will be "destroyed"
in the process
Koryuu Sai f, d, df + P LP=short, 1 hit, and knocks
down, MP=medium, 2 hits,
and is a Launcher, HP=far
with 3 hits
Stadium Hero hcb + P LP=quick and Spin Launcher,
MP=medium and knocks down,
HP=slow and Wall Crush;
energy bat can send
projectiles back to the
opponent
Ren Zoku Keri qcb + K LK=short with 1 kick,
MK=medium with 3 kicks,
HK=far with 5 kicks and
the last kick being an
overhead
Follow And Finish qcb + LK four more this allows you to extend
times after LK the maneuver and make it
version of Ren Zoku act like the HK version of
Keri / qcb + MK two the Ren Zoku Keri; last
more times after MK part is an overhead
version of Ren Zoku
Keri
Air Ren Zoku Keri qcb + K LK=short with 1 kick,
MK=medium with 3 kicks,
HK=far with 5 kicks and
the last kick being an
overhead
Follow And Finish qcb + LK four more this allows you to extend
times after LK the maneuver and make it
version of Ren Zoku act like the HK version of
Keri / qcb + MK two the Air Ren Zoku Keri;
more times after MK last part is an overhead
version of Ren Zoku
Keri
Gottsui Tiger Bazooka qcf + two punch buttons hold for:
(hold the two punch 0-1 second=standard hit
buttons to empower 1-2.9 seconds=Spin Launcher
maneuver) 3-3.9 seconds=knocks down
4+=Wall Crush
after holding for a little
over 4 seconds maneuver
will automatically
execute; will collide with
other projectiles as both
will be "destroyed" in the
process
Shoten Sai f, d, df + two punch perform close and connect
buttons move (not blocked) to have
the entire maneuver come
out; if you strike from
far move will be a Spin
Launcher
Desperation
-----------
Never Forget Me hcb, f, d, df + HP+HK stance with sheep will last
a few seconds or until you
are hit
Sheep Curse P/K (can press multiple if any of the mini sheep
times for multiple projectiles connect (not
mini sheep blocked) the opponent will
projectiles) be transformed into a
sheep and cannot attack
(they can move, jump, and
duck however); the sheep
transformation will last
a few seconds or until
the opponent is hit with
an attack that doesn't
involve the mini sheep
projectiles; a single
sheep projectile can
connect with other
projectiles as both will
be "destroyed" in the
process
===============================================================================
4. Codes, Misc., and Easter Eggs
===============================================================================
Use Chougai
-----------
Enter Special Mode and then go the 2P Battle. Chougai is available for
selection here.
Unlock Mizoguchi
----------------
At the title screen press Up, Down, Left, Right, Down, Up, Right, Left, L2
button, R2 button. You will hear Mizoguchi shout indicating the code was
entered correctly. Mizoguchi can only be used in Special Mode.
Challenge Huyan Zhuo
--------------------
Remain undefeated throughout the game up until the final boss fight. Huyan
Zhuo will challenge you. He can only be hurt using special moves. If the
timer reaches 20 he will automatically execute an attack that kills you in one
hit.
Beginner Mode
-------------
Go to Game Start. At the character select screen hold down L2 and R2 and
select your character.
Changing Character's Skin Tone
------------------------------
When selecting your character hold down the button you are using to pick
their costume color. While holding this button move the joystick either to
the right or to the left. While continuing to hold the direction on the
joystick release the button you were holding. You will now have a different
skin tone for the match.
Hidden Character Color
----------------------
If the opponent chooses a character with LK and you select the same character
after them with LK you will get a special Gold costume. Note that Kousonsyou's
special Gold costume is accessed by selecting him with LP after the opponent
selected him with LP. Chougai and Mizoguchi's methods are also different in
that the opponent needs to select them with Start and you choose your mirror
match with Start as well.
Dizzy icons
-----------
Every character in the game has a unique dizzy icon above their heads. These
are listed below.
Shishin - Blue Dragons
Rinchuu - Jaguars
Kosanjyou - Suns and Moons
Taisou - Doves
Riki - Sake Gourds
Rochishin - Cherry Blossoms
Kousonsyou - Turtles
Bushou - Tigers
Gen Shouji - Fish
Gen Shougo - Frogs
Gen Shoushichi - Ducks
Chougai - Person Holding Pink Snake?
Mizoguchi - Octopuses
Sprite Differences
------------------
An odd but unique feature in this game is that mirror matches feature the
two characters having different idle stances. A nice attention to detail.
===============================================================================
5. Conclusion
===============================================================================
5.1 What's Missing/Needed
-Cleanup and corrections
-Missing moves?
****************************************************************************
* NEED YOUR HELP. Mizoguchi's Desperation Move seems to have a very odd *
* motion to execute it. While it does work, it isn't very consistent. It *
* is possible I may have the motion slightly wrong. I might have *
* overstated the motion or have something missing from the motion. If *
* anyone can help find the correct motion for this Desperation please let *
* me know by emailing me at
[email protected]. Credit will be *
* given for your contribution, of course. *
****************************************************************************
5.2 Credits
-Data East
-Gamefaqs
-And me for writing this faq