This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
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violation of copyright.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
Most move instructions based on Anonymous' FAQ.
Copyright 2005 Andrew K.K. Ah New
*********************************************
KEY TO BASIC MOVES
j. jump (any direction)
ju. jump up
js. jump sideways
jf. jump forward
jb. jump back
s. stand (any distance)
sf. stand far
sm. stand medium
sc. stand close
c. crouch (at any distance and in any direction or lack thereof)
cf. crouch forward
cb. crouch back
cn. crouch neutral
cs. crouch side
l: hits low (must crouch-block)
m: hits medium (can crouch-block or stand-block)
M: (will be blocked if target does a crouch-block or stand-block, but will miss
entirely if target is in cn/cf)
h: overhead (must stand-block)
H: (will be blocked if target does a stand-block, but will miss entirely if
target is crouching)
#: (will miss entirely unless target is in the air)
B: unblockable
x: not an attack
A "|" between rows or a "=" between columns means that the two attacks share
the same sprites, but are of different speeds.
An "I" between colums or a "-" between columns means that the two attacks
share the same sprites and speed.
A "." between attacks means that the attacks cannot connect
A "," between attacks means that the attacks can connect
Just below the chart will be some 'extra notes':
The following are lists of moves with certain properties
Up: can function as anti-air attacks
Sw: will sweep a standing/crouching opponent
As: will 'air sweep' an airborn opponent (they will fall on their backs)
Sl: will cause your base position to move forward and stay there after the
move has finished
-Numbers in square brackets indicate what hit qualifies for the list.
Also included in the 'extra notes' section are any throws that the character
has. Angle brackets on either side indicate what side the opponent ends up
on. So:
<th> throw left if you press left, throw right if you press right
>th< throw right if you press left, throw left if you press right
>th> throw right regardless of whether you press left or right
<th< throw left regardless of whether you press left or right
-"gb" can be substituted for "th" if the character does a hold
instead of a toss or slam.
-mashing the buttons/directions can help you recover faster from a dizzy,
keep a hold/strangle longer, or escape from a hold/strangle more quickly.
-Cancelling into a C.throw will change its hit height from (B) to (x).
KEY TO SPECIAL MOVE PROPERTIES
( ) the height of the attacks. A value followed by a number means that that
number of hits will be of that height. A "/" seperates the weak and strong
versions. Dashes between two values indicates that the same hit could
strike at either of the values, depending on the position of the attack.
Numbers preceding parentheses indicate that the parenthesized sequence
happens that many number of times.
{ } any special properties. Capital letters followed by a colon means that the
following values are only valid for that button. Numbers in square brackets
are the hit numbers for which the property holds.
Special Move instruction key:
+ press both buttons at the same time
/ press either button
, then
**************************************************
***Hanzo***
BASIC MOVES
p K
L H L H
*----------*
ju| h--H h H
|
js| h H h h
|
sf| H H m-H
| I
sc| H m.? m H
|
c| m m l l
*----------*
LINKS
ju.LP
js.HP
sc.LP,LK,HK
c.LP,HP,LK,HK
HP
sc.LP,LK,HK
c.LP,HP,LK,HK
LK
js.HK
sc.LP,LK,HK
c.LP,HP,LK,HK
js.LP
js.HK
sc.LP,HP,LK,HK
c.LP,HP,LK,HK
HP
sc.LP,LK,HK
c.LP,HP,LK,HK
LK
sc.LP,LK,HK
c.LP,HP,LK,HK
HK
sc.LP,HK
c.LP,HP,LK,HK
sc.LP
ju.HK
js.HP,HK
sc.LP,LK,HK
c.LP,HP,LK,HK
HP
ju.HP,HK
js.HP,HK
sc.LP,LK,HK
c.LP,LK,HK
elbow
LK
ju.HP,HK
js.HP,HK
sc.LP,HK
c.LP,HP,LK,HK
LP,elbow
HK
ju.HP,HK
js.HP,HK
c.LP
ju.HP,HK
js.HP,HK
sc.LP,LK,HK
c.LP,HP,LK,HK
elbow
LK
ju.HP,HK
js.HP,HK
sc.LP,LK,HK
c.LP,HP,LK,HK
elbow
HK
c.LP
***Brocken***
BASIC MOVES
P K
L H L H
*-------*
ju| h h H h
| I I I
js| H h h h
|
sf| H H m H
| I I I
sc| H m m H
|
c| m m l l
*-------*
up: sc.HP
s.HK
ju.B
<th> HP/C/cs.C
SPECIAL MOVES
(knee thrust) (m,m)
sc.f/b+HK
??? (H) looks like sf.HK, but moving forward
sf.f/b+HK
(missile) (m) {a/s}
b,f+P
(hand shock) (m,m,m...) {a/s}
mash P
Hurricane(?) (#) {as}
d,f,df+P
(superman dive) (H) {as}
a.b/f+HP
LINKS
note: sc.HP and c.HK can be cancelled into a jump or any special move.
ju.LP
ju.LP
js.LK
sc.LP,LK
c.LP,HP,LK,HK
dive
HP
ju.LP
js.LK
sc.LP,LK
c.LP,HP,LK,HK
dive
LK
ju.LP,HP
js.LP
sc.LP,LK,b/f+HK
c.LP,HP,LK,HK
dive
HK
ju.LP,HP
js.LK
sc.LP,LK,b/f+HK
c.LP,HP,LK,HK
dive
HP.missle
js.LP
ju.LP
sc.LP,LK
c.LP,LK
dive
HP
ju.LP
js.LK
sc.LP,LK
c.LP,HP,LK,HK
HP.missile
dive
LK
ju.LP
sc.LP,LK,b/f+HK
c.LP,HP,LK,HK
dive
HK
ju.LP,HP
js.LK
sc.LP,LK
c.LP,HP,LK,HK
dive
sc.LP
sc.LP,LK
c.LP,LK
HP
ju.LP,HP
js.LK,HK
shock
missile
dive
LK
sc.LP
c.LP,LK
c.LP
ju.LP
sc.LP,LK
c.LP,LK
LK
sc.LP
c.LP,LK
HK
ju.LP,HP,HK
js.HP,LK,HK
shock
missile
dive
***Rasputin***
BASIC MOVES
p K
L H L H
*---------*
ju| H h H m
| I I I I
js| H h H m
| |
sf| H m m m
| I I I
sc| H m m m
| |
c| m-m l-l,l
*---------*
up: j.LK
HK
s.HK
sw: c.HK[all]
>g> sc.HP/C/cs.C
SPECIAL MOVES
??? (m) similar to s.LK
sc.f/b+HP
(fireball (ground)) (m) {as}
s.qcf+P
(fireball (air)) (m) {as} shoots at 45-degree angle. Stops Rasputin wherever
a.qcf+P or qcf,uf+HP he is in the air and makes him fall straight down
afterwards.
(twirl) (m3/m6) {a/s}
qcb+K can move b/f during twirl
LINKS
ju.LP
sc.LP,HP,LK,HK,b/f+HK
c.LP,HP,LK,HK
HP
sc.LP,HP,LK,HK,b/f+HK
c.LP,HP,LK,HK
twirl
LK
sc.LP,HP,LK,HK,b/f+HK
c.LP,HP,LK,HK
twirl
HK
sc.LP,HP,LK,HK,b/f+HK
c.LP,HP,LK,HK
twirl
js.LP
sc.LP,HP,LK,HK,b/f+HK
c.LP,HP,LK,HK
twirl
HP
sc.LP,HP,LK,HK,b/f+HK
c.LP,HP,LK,HK
twirl
LK
sc.LP,HP,LK,HK,b/f+HK
c.LP,HP,LK,HK
twirl
HK
sc.LP,HP,LK,HK,b/f+HP
sf.HP
c.LP,HP,LK,HK
twirl
sc.LP
c.LK
HP
sc.LP,HK
sf.HP
c.HP
twirl
LK
ju.HP,HK
js.HP,HK
sc.LP,HP,LK,HK,b/f+HK
sf.HP
c.LP,HP,LK,HK
twirl
HK
sc.HK
sf.HP
c.HP
s.b/f+HK
ju.HP,HK
js.HP,HK
sc.LP,HP,LK,HK,b/f+HK
sf.HP
c.LP,HP,LK,HK
twirl
air fire
ju.LP,HP,HK
js.LP,HP,HK
sc.LP,HP,LK,HK,b/f+HK
sf.HP
s.air fire
c.LP,HP,LK,HK
fire
twirl
c.HP
sc.LP,HK
sf.HP
c.HP
twirl
LK
ju.LP,HP,HK
js.LP,HP,HK
sc.LP,HP,LK,HK,b/f+HK
sf.HP
c.LP,HP,LK,HK
twirl
HK (cancellable on first hit)
sc.LP,HP,LK,HK
sf.HP
c.LP,HP
twirl
*************************
MISC:
-Winning a round with over half of your life left will cause your character
to strike his/her good pose. Winning with less than half will earn you a
bad pose.
-Winning a match with two good poses gives you the best win quote. Two bad
poses will give you the worst win quote. One of each pose will get you the
medium quote.
-Mirror matches are not allowed. The closest you will get to this is if
Geegus mimicks you when you fight him.
-In his true form Geegus cannot jump or be tripped, thrown, or dizzied. He also
has not attacks of his own.
-Speed Rankings (from fastest to slowest)
Walking backwards: Janne/Dragon, Hanzou/Fuuma/Geegus/Carne/Muscle/Brock/Rasp
Walking forwards: Janne, Hanzou/Fuuma/Dragon/Geegus, Rasp, Carn/Muscle/Brock
-Some jumping attacks shift from 'h' to 'm' if done too late.
-Stages:
NORMAL:
Hanzou- North-East Japan (Gate to temple?)
Fuuma- South-West Japan (Monkey zoo?)
Dragon- China (Temple that is used for the bonus stages) Break: pots
Janne- France (Circus)
J. Carn- Mongolia (Outside 'Castle')
Muscle Power- Central USA (Cage) Break: lights
Brocken- Germany (Rising elevator) Break: Oil drums
Rasputin- NW Russia (Church clock tower) Break: Wooden barrels
Geegus- (Spaceship above earth) Break: Crystals
DEATH MATCH
High Energy Battle: NE Japan, blue floor
Trap: lower part of walls are electrified.
Oil Battle: China, green floor
Trap: Two spots on the floor are slippery.
Fire Battle: Mongolia, red floor
Trap: lower part of walls are on fire.
High Energy Oil Battle: Russia, blue floor
Trap: Oil and electric fences.
Hair Splitting Battle: France ,yellow floor
No traps; loser's lose-portrait is bald.
Minefield Battle: USA,red/blue floor
Trap: each side has mines on the floor that explode when touched (only
the large one in the center of each pile actually does anything to the
players; the smaller, side mines are part of the background) and grow
back after a short time.
Needle Battle: Germany, grey floor
Trap: spiked walls
Needle Oil Battle: SW Japan, grey floor
Trap:oil and spiked walls
(Geegus) Blue floor
Traps: electricity, mines
-Bonus stages after 2nd and 6th battles. The first bonus involves demolishing
a giant rock, while the second bonus involves destroying falling pots.
They're respectively similar the car and falling barrel bonus stages from
Street Fighter II.
-You will fight Geegus after the 7th battle
*************************
FAQ CHANGES
2/12-15/05 Initial version
2/28/05 Links sections, added note on h -> m shifts, sample combo for Janne