Tao Feng: Fist of the Lotus
Version: Final - August 24, 2003
Creator: Ed Osciak III
Alias: Psycho0022
Platform:  XBOX
Email: [email protected]


Copyright 2003, Ed Osciak III
This walkthrough may not be changed, reproduced, or printed in any form
without the author's expressed permission.  This FAQ is owned and made
by me.  Feel free to print out and distribute this FAQ as long as
nothing is changed.  However, if you wish to post this guide on your
website, please email me first!


=================
TABLE OF CONTENTS
=================

SECTION 1: The History Behind Tao Feng
SECTION 2: Pale Lotus Sect (Biographies)
    SECTION 2.1: Master Sage
    SECTION 2.2: Fiery Phoenix
    SECTION 2.3: Fierce Tiger
    SECTION 2.4: Iron Monk
    SECTION 2.5: Jade Dragon
    SECTION 2.6: Divine Fist
SECTION 3: Black Mantis Sect (Biographies)
    SECTION 3.1: Wulong Goth
    SECTION 3.2: The Fatalist
    SECTION 3.3: Exile
    SECTION 3.4: Vapor
    SECTION 3.5: Divinity
    SECTION 3.6: Geist
SECTION 4: Default Controller Configuration
SECTION 5: Way of the Pale Lotus (Move Lists)
    SECTION 5.1: Master Sage
    SECTION 5.2: Fiery Phoenix
    SECTION 5.3: Fierce Tiger
    SECTION 5.4: Iron Monk
    SECTION 5.5: Jade Dragon
    SECTION 5.6: Divine Fist
SECTION 6: Way of the Black Mantis (Move Lists)
    SECTION 6.1: Wulong Goth
    SECTION 6.2: The Fatalist
    SECTION 6.3: Exile
    SECTION 6.4: Vapor
    SECTION 6.5: Divinity
    SECTION 6.6: Geist
SECTION 7: Un-lockable Character (Zhao Yen)
    SECTION 7.1: Zhao Yen
SECTION 8: Un-lockable Stage (Ethereal Plane of Immortality)
SECTION 9: Acknowledgments


======================================
SECTION 1: THE HISTORY BEHIND TAO FENG
======================================

    Tao Feng takes place in Metro China, the largest population center
in New China, a fictional country occupying the Pacific coast of North
America.  With Mexico to the south, Canada to the north, and the United
States to the east, New China is a sovereign nation, independent from
the People's Republic of China.  Our story is based upon years of
conflict between two ancient Chinese sects: the Pale Lotus and the
Black Mantis.  The leader of the Pale Lotus has been known fro
generations as the Master Sage, and for as long as there have been a
Black Mantis sect, their leader has been called Wulong Goth.

    The members of these sects have battled for centuries and now the
fight has intensified over two tablets that contain riddles revealing
the hiding places of the long lost treasures of the Pale Lotus temple.
According to legend, these treasures may be used to bargain with the
gods of immortality.  One tablet, the Yang tablet, is rightfully still
in the possession of the Pale Lotus, but the Yin tablet was stolen by
force and has fallen into the hands of the Black Mantis.  Through use
of the tablets, both sects hope to recover the lost treasures and
achieve immortality.  The Pale Lotus hope to defend truth and harmony,
while the Black Mantis serve a much darker purpose.


=========================================
SECTION: 2: PALE LOTUS SECT (BIOGRAPHIES)
=========================================


========================
SECTION 2.1: MASTER SAGE
========================

Master   : MASTER SAGE
Real Name: Lo Shu
Height   : 5'6"
Weight   : 145lbs.
Age      : 90

    Master Sage incorporates Tai Chi in his fighting style, especially
for his Chi Attacks.  He is able to create a sphere of pure chi energy
which can be launched toward his opponent.  Lo Shu is unique among his
generations of Master Sages who have come before him.  He is the first
to grow up in a new country and never experience living in Old China.
He is the only Master Sage not to study and train in the company of
other Pale Lotus members at Tai He Gong (the supreme Harmony Temple).
Finally, at age 90 years old, he is the first Master Sage who has lived
nearly his entire life without facing the Black Mantis sect.

    However, Lo Shu has decades ahead of him to carry on the fight.
Despite his advanced age, his mastery of chi gives him the endurance,
agility, and reflexes of a man one-third his age.  Lo Shu is wise,
patients, gentle in peace, strong in battle, and a grandfather figure
to those who have joined his cause.  Once his mind is set, the Master
Sage doesn't falter or doubt.  His role as protector of the new Pale
Lotus is the most important thing in his life, and he would gladly
sacrifice himself for any one of his comrades.

    Lo Shu's one fear, which he strives to hide from the others, is
that he might fail them due to either lack of experience facing the
Black Mantis or his lack of knowledge of the past.  After all,
everything that Lo Shu knows he learned from one mentor: Shihao.  And
though Shihao did his best to pass along all his wisdom, some Pale
Lotus lore has inevitably been lost.


    HISTORY:  Though he was born in old China, Lo Shu was an infant
when the lack Mantis raided the Perfect Harmony Temple.  Thus, he has
no recollection of his father, his family, or his naive land.  His
earliest memories are of the fields, orchids and rice fields in New
China where Shihao worked.  Shihao never openly stated that they were
in danger, but Lo Shu saw and mimicked the secretive habits of his
foster father, learning to view every stranger with caution.  When Lo
Shu was eight, Shihao moved them to Metro-China where Lo Shu attended
school during the day.  But at night, he began an even more intense
education.

    From Shihao, Lo Shu learned legends, myths, history, The Tao, and
the martial arts of the Pale Lotus.  As one of the last survivors of a
hunted sect, Lo Shu understood that what he must never reveal what he
was learning.  Yet he felt the weight of a destiny that eluded him.
When he heard the story of his parents' death, or Shihao's battle with
Iron Monk, he felt as though he should rise up and take action.  As he
grew older and raised his family, he tried to set aside these feelings.
He was respected for his knowledge of Feng Shui, he had fine children,
and his life seemed quiet and settled.  But with each passing year, Lo
Shu found himself questioning more and more whether he had followed the
right path.

    Finally, he decided that he could remain silent no longer.  In
facing the Black Mantis, Lo Shu has found his true path and he will
never veer from it.  He has trained a new generation and returned the
Pale Lotus to life.  He is dedicated to winning the battle.


==========================
SECTION 2.2: FIERY PHOENIX
==========================

Pupil    : FIERY PHOENIX
Real Name: Jiao Feng
Height   : 5'11"
Weight   : 180lbs.
Age      : 22

    Fiery Phoenix is able to produce fire in wave that travel towards
his opponents.  When he runs and jumps he takes a phoenix-like pose.
Jiao is a fierce and competent fighter, but has a tendency towards
reckless behavior that he needs to overcome.  He takes chances that he
shouldn't, mainly to prove that he can handle everything.  He has a big
heart, a generous nature, a sly sense of humor, and he laughs easily.
Jiao Feng still yearns for vengeance on the one who killed his parents:
Exile.


    HISTORY:  For generations, Jiao's family ran the Feng Packing
Company from one of Metro-China's main piers.  Long before the Fengs
gave Shihao both a job and their friendship when he and Lo Shu first
arrived in Metro-China.  Lo Shu remained a close friend of the Feng
family over the years and eventually Jin Feng (Jiao's father) consulted
with Lo Shu to design a new headquarters along Feng Shui principles.
The Feng's expansion did not sit well with Wulong Goth.

    He had been using the triads to drive out honest businesspeople
along the pier so that his front company, Yan-Lo Corporation could
acquire their properties cheaply.  When Jin Feng refused to sell out,
the Black Mantis torched his packing plant, and Exile murdered both Jin
and his wife.  He was about to kill Jiao when Lo Shu appeared, fought
off Exile, and rescued the boy from the burning building.  Jiao was
only 14, an orphan with no inheritance.

    But during his many visits to the Fengs, Lo Shu had seen the
potential in the boy who would follow him around like a shadow.  And
so, even though Jiao had relatives who would have cared for him, Lo Shu
took Jiao in.  He financed Jiao's education and secretly began training
him in the ways of the Pale Lotus thinking that Jiao could very well be
the one to become the next Master Sage.  Jiao didn't understand why the
training had to be done in such secrecy, but he never once thought of
betraying Lo Shu's confidence in him.  He was also delighted when first
Aria, then Isis came to train with them.

    Jiao often visited and dined with the Chen family, and came to
know Aria even more closely.  He developed a hopeless crush on her and
was disappointed when she didn't return the interest.  The most he's
been able to get from her so far is her sympathy and understanding for
losing his parents.  Thanks to Lo Shu's patronage, Jiao entered
college, where he is studying for a business degree.  He dreams of one
day rebuilding his father's business.


=========================
SECTION 2.3: FIERCE TIGER
=========================

Pupil    : FIERCE TIGER
Real Name: Isis Williams
Height   : 5'7"
Weight   : 135lbs.
Age      : 23

    Fierce Tiger generates her Chi Attacks from the claws on her hands
and feet.  When she swipes them toward her opponents, they emit streaks
of energy that act as extensions of the blades.  Isis is an
independent, vivacious woman with a wicked sense of humor.  Her mood
can change quickly from aggressive to playful or vice versa.  She is
fiercely protective of those she cares about, but she also has a strong
competitive streak, born of a lack of confidence in herself and her
abilities.  She likes to have the last word in an argument.  Her
movements are catlike: smooth and sinuous.  She is fastidious about her
appearance, perhaps even a touch vain.


    HISTORY:  She grew up with a strange mother, three brothers and
two sisters in a rough neighborhood.  Isis is the "baby" of the family,
something that annoys her no end.  In her part of town, there are many
gangs, both male and female, and it's hard to avoid being forced to
join one of them.

    When she was young, she felt trapped by the cycle of violence
around her.  She developed an aggressive, challenging attitude, and
became one of the leaders of a girl gang.  Desperate to keep Isis from
continuing down a troublesome path, Isis' mother decided to send her to
a different high school.  At the new high school, Isis continued to be
a troublemaker.  One day, Isis made the mistake of trying to shake down
Aria.  Aria's effortless ability to turn aside Isis' attacks both
infuriated and fascinated the budding, but still impressionable, young
gangster.  Isis began to stalk Aria, trying to take her by surprise,
but was never successful.

    Tiring of the game, Aria proposed they settle their differences
with a single fight, with the loser required to submit to the winner's
every whim.  After Aria won easily, Isis gritted her teeth, wondering
what sort of humiliating things Aria would make her do.  Instead, to
Isis's amazement, Aria demanded that the girl improve her grades, and
train with Aria in secret.  From that point on, Aria was dedicated to
helping Isis.  They did all their schoolwork together, and then spent
hours training.  With Aria's help, Isis became a good student and
learned the methods of the Pale Lotus that Aria was learning from Lo
Shu.  The change in Isis was dramatic.  Her entire outlook on life was
forever changed.  She was learning the Tao.

    Eventually, though, Lo Shu discovered Aria's clandestine
arrangement.  Aria broke the news to Isis, explaining that she had
violated a vow of secrecy by sharing the knowledge, and that the
training would have to stop.  Isis refused to give up easily, insisting
on meeting Lo Shu and having a chance to prove herself.  Isis was a
bundle of nerves during her first session with Lo Shu, and when they
were done, she steeled herself for the worst.

    Instead, Lo Shu said that she was strong in the yin force, that
she was perfectly suited to learning a tiger style of martial arts, and
that he would take her on as a student.  Isis was overjoyed, and
happily joined Aria and Jiao in training under Lo Shu.  With help from
Lo Shu and Aria, Isis won a scholarship to Dai Fou University and plans
to work toward the preservation of endangered big cats.


=======================
SECTION 2.4: IRON MONK
=======================

Pupil    : IRON MONK
Real Name: Damon Li
Height   : 5'11"
Weight   : 190lbs.
Age      : 22

    Iron Monk uses his bladed ponytail to deliver Chi Attacks.  During
an attack, the blade surges with energy.  Damon is a silent type,
accustomed to keeping his month shut and his secrets hidden.  He has
lived his life under the constant threat of violence, and it has made
him slow to trust others.  He is wary, intensely aware of his
environment, and never able to relax.  Don't walk behind him when he
isn't expecting you, as he will strike first and ask questions later.

    In spite of all of this, he is fundamentally good.  He is deeply
driven to prove himself, to overcome both his ancestry and the
circumstances of his childhood.  He is solemn, not given to smiling or
laughing.  He craves a sense of belonging, but has always felt like an
outsider.  To Damon, the acceptance offered by his fellow Pale Lotus
members is like water to a man dying of thirst.


    HISTORY: Like so many other children, Damon was "sold" to a Black
Mantis-controlled triad and forced into a life of petty crime.  He
learned to pick pockets, run drugs, and steal small items that could
easily be sold.  His life was a nightmare, but he didn't know any way
out, as the Black Mantis are merciless toward those they consider their
property.  A boy who tries to break free ends up flowing face down off
the pier, or with his neck broken by Exile.

    Damon's natural talents kept him alive in this brutal environment,
and by age 17 he was an accomplished burglar.  One night, he
impulsively decided to see if an innocuous sanctuary had anything worth
taking.  Of course, it was Lo Shu's Neidan Sanctuary, where Damon
received the shock of his young life: a seemingly ancient grandfather
who tossed of his attacks with one hand as though they were nothing.
Time and time again, Damon attacked hoping to discover the old man's
trick, only to end up flat on his back.  Lo Shu, sensing no evil in
Damon, was careful not to really hurt the boy, but simply to teach him
a lesson.  But during the conflict, Damon's shirt was torn open,
revealing the only thing he retained from his forgotten family: an
ancient amulet which he ordinarily kept hidden.

    Lo Shu was stunned.  He immediately recognized it as the amulet of
Iron Monk, which Shihao had drawn for him to memorize.  It could only
mean the boy was a direct descendant of Shihao's Black Mantis foe.
Damon decided he'd had enough and tried to escape, but Lo Shu flipped
him flat on his back and demanded to know who the boy was, who he
served and why he had come there.  After some persuasion, Damon
grudgingly told Lo Shu about his life.  As he spoke, he could see the
old man genuinely cared about his plight.  It was the first time anyone
had shown him that sort of kindness, and it touched something in Damon
that he didn't know was there.

    Lo Shu made a bargain with Damon.  In return for a vow of complete
secrecy, Lo Shu offered to train him and teach him the truth of the
Tao.  Damon agreed without hesitation.  He had found something he never
had before: hope.  With Lo Shu's help, Damon was able to turn away from
the dark path that he had been forced down.  Lo Shu introduced Damon to
Metro-China detective Shen Zhen, and Damon embarked on a life even more
dangerous than before.  He remained inside the Black Mantis triad,
feeding vital information to Zhen and Lo Shu, never suspecting Lo Shu
was acting upon some of this information himself.

    About three years into his training, there came a night when Damon
was given a new exercise that drew upon a particular aspect of his Chi.
Student and teacher were equally astonished when this exercise
triggered a dramatic change in Damon, transforming him into the Iron
Monk.  Startled by Damon's forbidding new visage, Lo Shu was reassured
to find the inner Damon was unchanged.  But the teacher had no choice
but to tell Damon about his ancestry, a secret which Lo Shu had kept
until that moment.  Lo Shu worked with Damon until that boy could
control the transformation, and warned him never to let the Black
Mantis to see the change occur.

    Damon continued his role as a double-agent until the night Lo Shu
revealed everything to them and established the new order of Pale
Lotus.  Damon now lives in the Neidan Sanctuary, totally dedicated to
the honor the Master Sage has bestowed upon him.  He is especially
committed to ending the Black Mantis slave trade in children.  The
sight of a child being abused can send the otherwise tightly-controlled
Iron Monk into a berserk rage.


========================
SECTION 2.5: JADE DRAGON
========================

Pupil    : JADE DRAGON
Real Name: Aria Chen
Height   : 5'07"
Weight   : 130lbs.
Age      : 23

    Jade Dragon harnesses her Yang energy to invoke a Dragon Spirit,
which takes form and strikes at her opponents.  Aria Chen is a
remarkable young woman.  She has always been single-minded, determined
and fearless, and years of training with Lo Shu have made her a
formidable fighter.  But beyond that, she is the direct descendant of a
line of Master Sages, and their power is alive in her; it makes her
wise beyond years and Lo Shu is considering that maybe she should be
the next Master Sage, even though she is female and traditionally it
was forbidden for anyone other than a male blood relative to earn the
title.

    She is more serious than most women her age, less concerned with
the trivial matters of life, and more focused on what is essential.  If
anything, she is too serious, and that is the weakness that Lo Shu sees
in Aria.  She is so obsessed with being worthy of her role in the Pale
Lotus, she doesn't let herself relax and enjoy life.

    HISTORY: Aria was about 11 when she realized there was something
unusual about her great-grandfather.  She loved visiting the Neidan
Sanctuary where she intuitively picked up the principles of Feng Shui.
Aria sensed there were secrets to learn, and she was deeply hurt when
she discovered Lo Shu was teaching martial arts to Jiao without
offering that same training to her.  She made a fuss about it until she
was allowed to train along with Jiao.  From the moment she began
learning the movements, she knew that she had found what she was born
to do.

    Even before she began learning the way of the Pale Lotus, Aria was
aware that there was danger all around.  She knew that Shen Zhen, who
she knew as Uncle Shen, stopped by more often than was necessary, and
she sensed her father's constant fear.  She became cautious and
protective, especially after the events that brought Jiao Feng into
their family as an orphan.  Aria has always had a strong sense of right
and wrong.  It drove her to help Williams and, for a while, Aria toyed
with the idea of joining the police force after high school.

    Instead she decided to take up the practice of Fend Shui and
eventually carry on Lo Shu's consultation business.  To that end, she
attends Dai Fou University, where she studies architecture and
engineering.  Lo Shu tried to shield Aria from danger, but she is far
too observant to be easily fooled.  When her great-grandfather began
disappearing at odd hours, she wondered what he was up to, once going
so far as to follow him to a dangerous section of town before losing
track of him.  The more she heard from her Uncle Shen about a
mysterious sorcerer who battle crime, the more she began to suspect Lo
Shu.  Torn between her loyalty to Lo Shu and her need to know more, she
gave in to her burning curiosity.

    One night, she searched the Neidan Sanctuary and found the Book of
the Pale Lotus.  As she devoured its pages, everything she ever
wondered about Lo Shu, and herself, became clear.  Her path was
revealed; she was the blood of the Pale Lotus.  It is her destiny to be
the protector of the helpless, and bringer of justice.


========================
SECTION 2.6: DIVINE FIST
========================

Pupil    : DIVINE FIST
Real Name: Shen Zhen
Height   : 6'0"
Weight   : 185lbs.
Age      : 34

    Shen Zhen uses the Divine Fist Technique to strike opponents.
Energy is taken in and then released as a pulse with the strike of a
fist.  Thanks to a strict upbringing within the secretive Eastern Sun
sect, Shen Zhen is something very rare in Metro-China: a dedicated,
honest, and utterly incorruptible police detective.  He has a deep
sense of honor and an even deeper sense of duty.  Shen's awareness of
duty and honor is heightened by the pain of betrayal he suffered at the
hands of Divinity.

    Traditionally, Eastern Sun members marry within their own group
and that is where Shen met Divinity at an early age.  The two were
naturally drawn to each other and their families thought a match was
inevitable.  But Divinity could not accept it when Shen entered the
police force and once he began his training, she began to drift away
due to Wulong Goth's tempting seductions.  Realizing she still loved
Shen, she gave him the ultimatum to give up his career or lose her.
When he rejected her offer she was so spurned that she joined the Black
Mantis and gave herself over totally to her new lover, Wulong Goth.  It
was the most painful betrayal Shen had ever experienced and one that he
can never forget.

    Shen is a Buddhist, but instead of seeking enlightenment by
denying the physical world, he chooses instead to remain a part of the
world in order to combat evil and restore justice.  He is idealistic,
but his idealism is tempered by a sharp pragmatism.  He is disturbed by
the corruption he sees around him in the police force, as more and more
of his fellow officers fall under the sway of Black Mantis.  He has
learned to watch his back and trust no one.  But is spite of all the
danger, he refuses to quit; he will fight corruption until his final
breath.


HISTORY:  From the day he was born, Shen Zhen was inculcated with the
beliefs and practices of the Eastern Sun, including the need for
absolute secrecy outside the sect.  He was also taught his family's
history in detail, including the one blot upon the honor of their line:
the loss of Shihao's Yin Tablet.  From the Eastern Sun teaching, Shen
had heard of both Shihao and Lo Shu, including the fact that Lo Shu was
the son of the last known Master Sage of Pale Lotus.

    A brilliant student, Shen Zhen entered the police academy after
high school.  He went against his parents' wishes to do this, and they
are still disappointed with the chosen path, despite his
accomplishments.  He was promoted to detective in record time, and has
continued to advance rapidly within the department.  Shen's troubles
with family haven't improved.  He has avoided starting a family of his
own, partly because they would be in constant danger and partly because
he has never fully recovered from being betrayed by the one woman who
he did allow to love, Divinity.

    Shen's one bright spot has been the Chens.  During the years Shen
spent working undercover with Charles, he became very close to the
whole family and their foster son, Jiao Feng.  They took the place of
the family he did not seem destined to have himself.  In truth, Shen
was surprised when Lo Shu asked him to help Charles Chen.  Taken in by
Lo Shu's mild demeanor, Shen wrote him off as a harmless old man,
dismissing any thought that Lo Shu could be a powerful Master Sage,
even when Shen began to hear rumors of an old sorcerer making life
difficult for the Black Mantis.

    All became clear on one night, when Shen was drawn into an ambush
laid by the Black Mantis.  He was forced to use Eastern Sun training to
survive, and was astonished to find himself fighting side by side with
none other than Lo Shu!  He wondered how he could have failed to
realize that Lo Shu was the old sorcerer who was giving the Black
Mantis such trouble.  During the revelations that followed that night,
Zhen broke his lifelong vow of secrecy, telling Lo Shu's pupils that he
belonged to the Eastern Sun sect.  Though he could not become a Pale
Lotus himself, he found bound by honor to give his full allegiance to
the new Pale Lotus, and his fate in now entwined with theirs.

    His greatest worry is not for Lo Shu, but for the four students
who have taken on this deadly responsibility.  They are young,
inexperienced, and untested.  But their first battles will quickly
prove their worthiness.


==========================================
SECTION 3: BLACK MANTIS SECT (BIOGRAPHIES)
==========================================


========================
SECTION 3.1: WULONG GOTH
========================

Master   : WULONG GOTH
Real Name: Wulong Goth
Height   : 6'8"
Weight   : 235lbs.
Age      : 79

    Wulong Goth releases black energies from his eyes, mouth, or both.
These energies rush at and strike his opponent.  He can also release of
a swarm of bugs from his mouth, which is fitting, given his deadly
adaptation of the Praying Mantis WuShu style.  Both a name and a title,
Wulong Goth is how the masters of the Black Mantis have always been
known.  When the previous Wulong Goth dies, the successor inherits not
only the title, but also certain characteristics and powers, which are
mystically transferred.  The new master also receives the ancestral
memories of generations of Wulong Goth warlords that preceded him.

    He cannot remember every single moment of every previous life, but
he can call upon key moments and powerful incidents from those live.
In this fashion, the current Wulong Goth remembers the battle in which
Lo Shu's father and the rest of the Pale Lotus were slain.  He
remembers the face of the slain Master Sage, and instantly recognizes
Lo Shu as a branch of a tree he had thought destroyed.  He has already
inherited the hatred of every Wulong Goth who ever lived for every
Master Sage who ever contended with him.  But beyond that, Wulong Goth
has his own reasons for hating Lo Shu.

    Wulong Goth is fiercely determined to stave off old age and defy
death.  He will stop at nothing in his quest for immortality, and he
has the vitality and appearance of a twenty year old man, even though
he is 79 years old.  But he has used black alchemies and the arcane
sorceries of the Black Mantis sect to extend his life, and he envies Lo
Shu for achieving longevity simply through internal mastery of chi.
Wulong Goth is enormously cunning, aggressive, bold, supremely
confident, and patient.  He is the spider weaving a web, taking action
when he needs to while bringing numerous illegal operations together
into a cohesive whole under his control.  His ambitions are monumental:
nothing less than the overthrow the government of New China, which
would replace as dictator.

    HISTORY: Little is known of Wulong Goth's origins, and he's
careful to keep it that way.  He joined the Black Mantis sect at a
young age and quickly became a favorite of the reigning Wulong Goth.
He was merciless and effective in carrying out his missions, and before
long the young warrior had been officially named as the warlord's
successor.  Like his master and the rest of the sect, he thought the
Pale Lotus had been eradicated in 1951 when Shihao returned to
challenge them.  The young warrior arrived at the battle too late to
keep Shihao from killing the current Wulong Goth.  But in that same
moment, he was reborn as the new Wulong Goth, and easily killed the
worn-out Shihao.

    As the new leader of the Black Mantis, Wulong Goth modernized the
ancient sect, paying more attention to the changes in the outside world
than his old master had.  He moved the sect beyond traditional thuggery
into more sophisticated forms of crime.  Seeking ever more power, he
began bribing government officials, and eventually crossed paths with a
shadowy circle of individuals dedicated to destroying the state of New
China.  When they asked him to lead their efforts, Goth accepted,
intrigued by the challenge.

    He sent three of his most powerful and trusted companions- Exile,
Vapor, and The Fatalist- to Dai Fou/Metro China.  They established the
Yan-Lo Corporation, a front company that hid everything from smuggling
to money laundering.  In lavish surroundings, they catered to the
dubious tastes of corrupt officials, leading to a profitable sideline
in blackmail.

    Things seemed to be going according to plan until his trio of
enforcers reported that their operations were being disrupted by an
ancient sorcerer.  The more Wulong Goth heard about this sorcerer the
more frustrated he became until finally, in 1996, he moved to Metro-
China himself to take charge.  Wulong Goth has all but finished off the
remaining triads: absorbing them if they cooperated, or wiping them out
if they didn't.  However, he allows very few into the inner circle of
the Black Mantis sect.  His most trusted comrades are Exile, Divinity,
The Fatalist, Vapor, and Geist.

    Wulong Goth believes completely in the existence of the Immortal
of the South Pole, and he burns to gain enough of the lost treasures of
the Perfect Harmony Temple to wrest immortality from Shou-Hsing.


=========================
SECTION 3.2: THE FATALIST
=========================

Pupil    : THE FATALIST
Real Name: Unknown
Height   : 6'3"
Weight   : 225lbs.
Age      : Unknown

    The Fatalist draws his powers for Chi Attacks from the symbol on
his chest.  He uses the energy to strike at his opponent.  This strange
Germanic mercenary is known for his ferocity and brutality.  He is
unmatched as a tenacious tracker of men or beasts.  Though he has
undergone Black Manti training, he relies primarily on his European
fighting techniques.  Their rough, unrefined method style seems to suit
him better.

    However, he will not hesitate to use one of the gifts he's learned
from the Black Mantis: a way to channel the energy he draws from a set
of supernatural Runes that rule his life.  The Fatalist believes that
all actions are preordained.  He carries a bag of Run tablets.  Before
every battle, he tosses the Runes in order to read the message that
Fate has for him.  Of course, he tends to read the Runes in the way
that is most favorable to him.  Nevertheless, he firmly believes that
an outside force, which he calls "Fate", controls him.  Interestingly,
the Runes have never told him how to avoid a fight.

    The Fatalist is emotional, given to flashes of rage and other
bursts of passion.  His appetites are not far removed from Vapor's, but
he is the fire to her ice.  He can be loud and boisterous, likes to
drink heavily and eats with gusto.  He's a tireless woman chaser who
doesn't understand how any female can resist his manly charms.

    The Fatalist is also and inveterate liar.  He has told a dozen
different variations of his life story, all of dubious veracity.  He
has claimed that he is in the last in the line of Vlad the Impaler;
that he's secretly the ruling Prince of Austria, given away to peasants
as a baby; that his parents where killed by wolves in the Black Forest
who then raised him as one of their pack; and that he's a super-soldier
who was engineered and raised in a lab.  Take your pick.

    What is known is that he speaks German, Austrian, and a smattering
of other languages.  He appears to be roughly 40 years old, knows how
to use every weapon ever made, and was an accomplished soldier of
fortune who has seen action in the most violent parts of the world.  He
came to China with a price on his head, looking for a new challenge.
He found it in the Black Mantis.

    With a little help from Wulong Goth, anyone who was stupid enough
to offer a price for The Fatalist was quickly eliminated.  In return,
The Fatalist gave his allegiance to the Black Mantis.  Actually, it was
the Runes who told him that he should join the Black Mantis.  Maybe one
day the Runes will tell him something else.  That's Fate for you.


==================
SECTION 3.3: EXILE
==================

Pupil    : EXILE
Real Name: Unknown
Height   : 6'8"
Weight   : 300lbs.
Age      : 39

    Exile attacks his opponents by using his Chi to shake the earth.
He will either pound the ground with his fist to cause the tremor, or
by clap both hands together, creating a shockwave.  Exile is the
epitome of brute force.  Massively powerful and unblinkingly vicious,
he is a born killer without mercy or conscience.  The very sight of
Exile brings fear to those who know of him, as he is famous as Wulong
Goth's enforcer, and infamous for killing without warning.

    He is not highly intelligent, though it's hard to know for sure
because he utters very few words.  Speaking is either too difficult for
him or a waste of time.  Exile would rather reply with his fists.
Whatever his mental level, it doesn't interfere with Exile carrying out
and order Wulong Goth gives him, without hesitation, and without fail.
To Goth, Exile is an invaluable tool, a raw, elemental juggernaut who
crushes his victims quickly and completely.

    HISTORY: Exile was born to poor parents in old China.  He was such
a terror to those around him that his miserable parents were forced to
move constantly, thrown out of one village after another.  Eventually,
even his parents couldn't endure the boy any longer and abandoned him,
hoping to escape to a life without him.  Exile rewarded this action by
later tracking them down and breaking their necks.

    Wulong Goth discovered him and took him in.  Exile cared for no
one, but he responded to the respect Wulong Goth showed him.  For the
first time, he had found someone who actually valued him for what he
was.  Exile became Wulong Goth's primary henchman, and the former
outcast's loyalty to his patron is beyond question.  He went to Metro-
China to carry out Wulong Goth's orders, where he killed Jiao Feng's
parents.  Exile regrets he was too young to be around when the original
Pale Lotus were wiped out, and hopes to have a chance to do the same to
the new Pale Lotus.


==================
SECTION 3.4: VAPOR
==================

Pupil    : VAPOR
Real Name: Unknown
Height   : 5'8"
Weight   : 140lbs.
Age      : Unknown

    By focusing her Chi energy, Vapor can teleport and make herself
intangible at will.  Personality: Vapor is an enigma, gifted with
strange powers and an abnormally long life.  As her name suggests, she
seems able to turn into vapor and instantly appear somewhere else.  She
is cold and detached, and speaks in a sardonic, biting way, as though
she regards everyone else as barely competent children.  But as her
unpleasant as her haughty manner is, her smile is even worse.  One
sight of it is enough to make anyone do anything to avoid seeing it
again.

    Vapor appears to respect only two people: Wulong Goth and, oddly
enough, Master Sage.  Lo Shu's prolonged vitality and advanced age
fascinate Vapor and. If they weren't sworn enemies, Vapor might come to
Lo Shu to learn his longevity secrets (not that he would show her).
Vapor is fond of strong, handsome men, and there are dark tales of
Vapor using the energies of her partners to enhance her powers.  Many
an unfortunate suitor has been found raving mad in the aftermath of her
attentions.

    HISTORY: Not even Wulong Goth knows exactly when or where Vapor
was born.  The most plausible guess is in Russia at the turn of the 20th
century.  She first surfaced as a Bogoroditsa, a young girl worshipped
by a Russian religious sect known as the Khlisti (whippers).  The sect
was marked by its radenya (joyous gatherings) where the members engaged
in ritual dancing (dervishes) and self-flagellation.  Most of this is
just rumor, of course, since anyone who revealed the sect's secrets was
marked for death.

    The Romanov dynasty tried to eliminate many such sects, and Vapor
claims to have taken her revenge on the tsars by engineering the
Russian revolution.  She is particularly bitter about the death of her
favorite pupil, Rasputin.  True or not, there is nobody who dares
contradict her story.  Tiring of Russia, Vapor traveled widely,
searching for new methods of extending life to augment those she
already knew as a Khlisti.  This brought her eventually to China where
she discovered kindred spirits in the Black Mantis.

    Vapor joined the Black Mantis during the time of the current
Wulong Goth's master.  When the mantle passed, Vapor liked what she saw
and remained with the new Wulong Goth.


=====================
SECTION 3.5: DIVINITY
=====================

Pupil    : DIVINITY
Real Name: Savitri Bindra
Height   : 6'7"
Weight   : 130lbs.
Age      : 27

    Divinity transforms her Chi into intense light and heat, which she
then directs at her enemies.  She can also transform herself into a
beam of light that strikes through her opponent.  Divinity is
beautiful, sensual, and filled with the heat of passion.  She has a
subtle mind, and is well suited to executing the intricate plots Wulong
Goth likes to create.  She is as graceful as a dancer, and men cannot
resist her silky persuasive voice.  Savitri is also self-centered and
selfish beyond reason.  She firmly believes that she is special, and
that the world exists for her pleasure alone.  She reveals in the power
that her position as Wulong Goth's favorite affords her.

    HISTORY:  Savitri grew up in Metro- China as the darling of the
Eastern Sun sect.  Her natural beauty, cleverness, and overwhelming
skill on the training ground won her endless praise, while her doting
parents treated her like a princess.  The indulgence turned her into
spoiled brat, but she was careful to cloak it beneath a proper social
demeanor.  As she grew older, she became more demanding.  She insisted
that people conform to her wishes, and used ploys to get her way
whenever possible.

    The more she succeeded, the more firmly she believed that no one
could say no to her.  Her mask of false modesty was even clever enough
to fool young Shen Zhen, who fell in love with her.  For Savitri, Shen
was simply a prize that she deserved, the only one within the sect
worthy of her.  When he became a police officer against her wishes, she
was doubly insulted: first for refusing to listen to her and second for
choosing such an inferior and demanding job, one which would never suit
the lifestyle she wanted to lead.  How could he possibly expect her to
be the wife of a mere police officer?

    When Shen was out of touch beginning his police training, Savitri
came to know Wulong Goth.  Their secret meetings titillated the girl,
appealing to the darkness within her.  She resisted his careful
seduction for a time, thinking that Shen would come to his senses and
return to her.  Finally, Savitri confronted Shen and gave him an
ultimatum: he would change his path or she would leave him.  She still
could not imagine that his sense of honor and justice would prove
stronger than his feelings for her.

    When Shen refused, it was the greatest rebuke of Savitri's life,
and her fury was appalling.  Flinging spiteful curses in his face, she
abandoned him, the Eastern Suns, her family, and everything she had
known.  She gave herself heart and soul to Wulong Goth, who renamed her
Divinity.  In addition to the abilities she gained from her Eastern Sun
training, Divinity has the gift of clairvoyance.  She uses this gift to
feed Wulong Goth valuable information about friends, enemies, or anyone
else he wants to know about.

    Divinity also has obtained the Yin Tablet of Shihao, containing
the encoded information about the locations of six of the Treasures of
the Perfect Harmony.  Though she doesn't have the knowledge of the Tao
or Feng Shui that Lo Shu has, she has been using her extrasensory power
to divine the locations by tapping into the resident power of the
tablet itself.  She knows how fiercely Wulong wants this information,
so she's been drawing out the process as much as she dares.

    Divinity has served Wulong Goth for years with no sign of regret,
except for the fact that she will give Goth no information about Divine
Fist or any of the Pale Lotus.  She claims they have the means to cloud
her perception.  Whether this is true or whether she is secretly
protecting Divine Fist is something only Divinity knows.  But the
longer she remains under the influence of Wulong Goth, the more evil
she becomes.  It may be too late to save her.


==================
SECTION 3.6: GEIST
==================

Pupil    : GEIST
Real Name: Gei-Yi
Height   : 5'9"
Weight   : 140lbs.
Age      : 30

    Geist depends on the bladed weapons that are positioned on her
thighs.  Using Chi, she is able to control their paths so that they
track and strike her opponent.  Geist is cunning, ruthless, and a
devious manipulator.  She has had to fight for every step of her life,
so she is as cold as steel, hardened both in body and in spirit.
Nobody has ever shown her pity or compassion, and she has never felt
either.  Her first and only great love, if it could be called love, was
for Wulong Goth.  She has been obsessed with him since they first met,
and while she discards people when they no longer suit her, she cannot
bear to have something or someone taken from her.

    Her pride is as sharp as her blades.  Geist's other great passion
is for sharp objects, be they swords, knives, spikes...anything with an
edge.  She regards her new cybernetic blades as her children, her
darlings.  It's unnerving, most of all to those on the receiving end of
Geist's slashing attack.

    HISTORY:  Years ago in Macao, a tough, dirty-faced, street urchin
named Gei-Yi caught Wulong Goth's attention.  She was already renowned
in the slums for her dangerous skill with knives.  Under Wulong Goth's
tutelage, Gei-Yi flowered into a beautiful and utterly lethal Black
Mantis assassin.  She rose through the ranks and in his esteem,
eventually becoming his lover and his most trusted comrade.

    It was The Fatalist who gave her the nickname Geist, when he
mangled her Chinese name into a German one.  She liked the hard sound
of it and kept it.  Her perfect life was shattered in 1995, when she
was seriously injured wile battling to protect Wulong Goth.  Her wounds
left her paralyzed from the neck down.  Both traditional and modern
medicine failed to heal her, so Wulong Goth left her in the care of an
experimental scientist who was working in the secret Black Mantis
laboratory, attempting to unite technology with biology.

    Goth told the scientist to do whatever he could to cure Geist's
paralysis.  But as time passed without a cure, Goth thought less and
less about Geist, and he left her behind when he went to Metro-China.
The scientist, overcome by Geist's beauty, devoted all of his time to
curing her and, in 2001, he made a stunning breakthrough, fitting her
with cybernetic devise that allowed her to regain complete control over
her body.  By that time, Geist had manipulated the scientist into
believing that she was in love with him.  She convinced him how
impressed Wulong would be if she had mind-controlled weapons as well,
which he invented and installed.  Once Geist had everything she wanted,
she murdered the man, and destroyed the lab to keep anyone from sharing
her advanced technology.

    Geist showed up unannounced in Metro-China, expecting to simply
step in and take her old position at Wulong Goth's side.  Discovering
that Divinity had taken her place was a mortal insult.  She serves
Wulong Goth as she did before, but she will never heal the fury in her
soul until he belongs to her once more.


===========================================
SECTION 4: DEFAULT CONTROLLER CONFIGURATION
===========================================

LEFT TRIGGER      : Deflect Throw/Heal Limb Damage
RIGHT TRIGGER     : Attack Off Object (with D-Pad)
LEFT ANALOG STICK : Free Movement (optional)
DIRECTIONAL PAD   : Movement of Character
    UP   : Jump
    DOWN : Crouch
    LEFT : Move Left
    RIGHT: Move Right
X BUTTON          : Lead Kick
Y BUTTON          : Lead Punch
A BUTTON          : Trailing Kick
B BUTTON          : Trailing Punch
WHITE BUTTON      : Chi Attacks
BLACK BUTTON      : Taunt
RIGHT ANALOG STICK: Not used


=============================================
SECTION 5: WAY OF THE PALE LOTUS (MOVE LISTS)
=============================================

========================
SECTION 5.1: MASTER SAGE
========================

"You've strayed from the Path of harmony...Now the feeble old sage will
show you the way."

"Against an old fool...Victory should come easily for an accomplished
warrior such as you."

(NOTE: All the moves that are presented here are performed assuming
that you are on the left side of the screen).


***OFFENSIVE ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Lead Punch                           01             06         060
  Y

Trailing Punch                       01             06         060
  B

Lead Kick                            01             08         080
  X

Trailing Kick                        01             08         080
  A

Lead Punch Forward                   01             08         160
  RIGHT+Y

In-Close Lead Punch                  01             08         160
  LEFT+Y

Trailing Punch Forward               01             08         160
  RIGHT+B

In-Close Trailing Punch              01             06         120
  LEFT+B

Lead Kick Forward                    01             08         160
  RIGHT+X

In-Close Lead Kick                   01             07         140
  LEFT+X

Low Lead Kick                        01             08         160
  RIGHT/DOWN+X

Trailing Kick Forward                02             14         280
  RIGHT+A

In-Close Trailing Kick               01             08         160
  LEFT+A

Low Trailing Kick                    01             08         160
  DOWN/RIGHT+A

Crouching Punch                      01             06         120
  DOWN+B

Crouching Kick                       01             06         120
  DOWN +A

Attack Off Wall                      03             16         320
  RIGHT TRIGGER + D-PAD TOWARDS WALL

Attack Off Pole                      03             20         400
  RIGHT TRIGGER + D-PAD TOWARDS POLE

Running Attack                       02             08         080
  RIGHT+A

Throw                                01             18         180
  B+Y

Long Reach Throw                     01             06         060
  RIGHT+B+Y

Quick Reach Throw                    01             10         100
  LEFT+B+A

Taunt 1                              --             --         ---
  BLACK

Taunt 2                              --             --         ---
  LEFT+BLACK

Get-Up Attack 2                      01             04         080
  Y (when you are knocked down)

Ground Attack                        01             08         160
  DOWN+X (when opponent is knocked down)

Lead Punch Short Form Combo          06             20         400
  Y, B, A

Trailing Punch Short Form Combo      03             20         400
  B, Y, X

Lead Kick Short Form Combo           03             20         400
  X, X, A

Trailing Kick Short Form Combo       03             20         400
  A, B, A

Lead Punch Long Form Combo           04             18         360
  Y, Y, RIGHT+Y

Trailing Punch Long Form Combo       05             23         460
  B, B, B, Y, RIGHT+B

Lead Kick Long Form Combo            04             24         480
  X, B, A, LEFT+X

Trailing Kick Long Form Combo        07             38         760
  A, X, A, RIGHT+B, RIGHT+A

Jump Punch                           01             05         050
  UP+B

Jump Punch Combo                     03             15         300
  UP+B, Y, RIGHT+Y

Jump Kick                            02             16         160
  UP+A

Jump Kick Combo                      03             24         480
  UP+A, RIGHT+A

Forward Jump Punch                   01             03         030
  UP/RIGHT+B

Forward Jump Punch Combo             03             10         200
  UP/RIGHT+B, B, RIGHT+B

Forward Jump Kick                    01             08         080
  UP/RIGHT+A

Forward Jump Kick Combo              02             12         240
  UP/RIGHT+A, RIGHT+A

Running Attack Combo                 09             31         620
  RIGHT+A, A, UP+A, A, A, LEFT+A

Alternate Stance 1 Punch             01             08         080
  LEFT+X+Y, B

Alternate Stance 1 Kick              01             08         160
  LEFT+X+Y, A

Alternate Stance 1 Punch Combo       08             40         800
  LEFT+X+Y, Y, UP+Y, Y, RIGHT+Y, RIGHT+B

Alternate Stance 2 Punch             01             05         100
  LEFT+A+B, B

Alternate Stance 2 Kick              01             08         080
  LEFT+A+B, A

Alternate Stance 2 Kick Combo        04             24         480
  LEFT+A+B, A, A, A, RIGHT+A

Chi Attack (Chi Warp)                01             15         150
  WHITE

Chi Attack 2 (Double Chi Collision)  01             18         180
  LEFT+WHITE

Chi Attack 3 (Chi Cage)              01             22         220
  RIGHT+WHITE

Chi Healing (Heal Limb Damage)       --             --         ---
  LEFT TRIGGER (when Chi Gage is full)


***DEFENSIVE TECHNIQUES***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Block High                           --             --         ---
  LEFT

Block Low                            --             --         ---
  DOWN, DOWN/LEFT

Block Jump Attack                    --             --         ---
  LEFT

Sidestep jump Attack                 --             --         ---
  UP, UP

Duck Under Attack                    --             --         ---
  HOLD DOWN

Jump To Avoid Attack                 --             --         ---
  UP/RIGHT


***COUNTER ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Deflect Throw                        02             15         300
  LEFT TRIGGER

Sidestep Attack and Punch            01             06         060
  UP, UP+B

Sidestep Attack and Throw            01             18         180
  UP, UP+B+Y

Duck High Attack, Crouching Punch    01             07         120
  DOWN+B

Jump Kick over Low Attack            02             18         160
  UP+A

Counter Opponent w/Faster Attack     01             07         060
  Y


==========================
SECTION 5.2: FIERY PHOENIX
==========================

"Forged by revenge and tempered by fire...the Phoenix will always burn
bright."

"Are you ready to burn?"

"I've trained hard for this moment."

(NOTE: All the moves that are presented here are performed assuming
that you are on the left side of the screen).


***OFFENSIVE ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Lead Punch                           01             03         030
  Y

Trailing Punch                       01             04         040
  B

Lead Kick                            01             06         060
  X

Trailing Kick                        01             08         080
  A

Lead Punch Forward                   01             06         120
  RIGHT+Y

In-Close Lead Punch                  01             06         120
  LEFT+Y

Trailing Punch Forward               01             06         120
  RIGHT+B

In-Close Trailing Punch              01             06         120
  LEFT+B

Lead Kick Forward                    01             10         200
  RIGHT+X

In-Close Lead Kick                   01             10         200
  LEFT+X

Low Lead Kick                        01             08         160
  RIGHT/DOWN+X

Trailing Kick Forward                01             10         200
  RIGHT+A

In-Close Trailing Kick               01             10         200
  LEFT+A

Low Trailing Kick                    01             08         160
  DOWN/RIGHT+A

Crouching Punch                      01             05         100
  DOWN+B

Crouching Kick                       01             05         100
  DOWN +A

Attack Off Wall                      02             16         320
  RIGHT TRIGGER + D-PAD TOWARDS WALL

Attack Off Pole                      02             20         400
  RIGHT TRIGGER + D-PAD TOWARDS POLE

Running Attack                       02             08         080
  RIGHT+A

Throw                                01             18         180
  B+Y

Long Reach Throw                     01             12         120
  RIGHT+B+Y

Quick Reach Throw                    01             06         060
  LEFT+B+A

Taunt 1                              --             --         ---
  BLACK

Taunt 2                              --             --         ---
  LEFT+BLACK

Get-Up Attack 2                      01             10         200
  Y (when you are knocked down)

Ground Attack                        01             08         160
  DOWN+X (when opponent is knocked down)

Lead Punch Short Form Combo          03             09         180
  Y, Y, A

Trailing Punch Short Form Combo      03             10         210
  B, B, X

Lead Kick Short Form Combo           03             13         260
  X, X, A

Trailing Kick Short Form Combo       03             16         320
  A, A, DOWN+A

Lead Punch Long Form Combo           07             22         480
  Y, Y, B, Y, Y, A

Trailing Punch Long Form Combo       04             14         290
  B, B, B, A

Lead Kick Long Form Combo            07             27         550
  X, A, A, A, A, A, DOWN+A

Trailing Kick Long Form Combo        06             34         680
  A, LEFT+X, RIGHT+A, LEFT+X, UP+A

Jump Punch                           01             04         040
  UP+Y

Jump Punch Combo                     02             10         200
  UP+Y, Y

Jump Kick                            01             08         080
  UP+A

Jump Kick Combo                      02             12         240
  UP+A, A

Forward Jump Punch                   01             08         080
  UP/RIGHT+B

Forward Jump Punch Combo             03             14         280
  UP/RIGHT+B, B

Forward Jump Kick                    03             08         080
  UP/RIGHT+A

Forward Jump Kick Combo              02             12         240
  UP/RIGHT+A, RIGHT+A

Running Attack Combo                 05             20         400
  RIGHT+A, A, X, RIGHT+A

Alternate Stance 1 Punch             02             08         160
  LEFT+X+Y, B

Alternate Stance 1 Kick              02             10         100
  LEFT+X+Y, A

Alternate Stance 1 Punch Combo       06             21         420
  LEFT+X+Y, X, X, A, UP+A, RIGHT+A

Alternate Stance 2 Punch             02             08         160
  LEFT+A+B, B

Alternate Stance 2 Kick              03             15         150
  LEFT+A+B, A

Alternate Stance 2 Kick Combo        07             26         520
  LEFT+A+B, X, RIGHT+X, RIGHT+A, A, A

Chi Attack (Ring of Fire)            01             10         100
  WHITE

Chi Attack 2 (Vertical Ring of Fire) 01             10         100
  LEFT+WHITE

Chi Attack 3 (Phoenix Fall)          01             15         150
  UP+WHITE

Chi Healing (Heal Limb Damage)       --             --         ---
  LEFT TRIGGER (when Chi Gage is full)


***DEFENSIVE TECHNIQUES***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Block High                           --             --         ---
  LEFT

Block Low                            --             --         ---
  DOWN, DOWN/LEFT

Block Jump Attack                    --             --         ---
  LEFT

Sidestep jump Attack                 --             --         ---
  UP, UP

Duck Under Attack                    --             --         ---
  HOLD DOWN

Jump To Avoid Attack                 --             --         ---
  UP/RIGHT


***COUNTER ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Deflect Throw                        01             15         000
  LEFT TRIGGER

Sidestep Attack and Punch            01             04         040
  UP, UP+B

Sidestep Attack and Throw            01             18         180
  UP, UP+B+Y

Duck High Attack, Crouching Punch    01             06         100
  DOWN+B

Jump Kick over Low Attack            01             10         080
  UP+A

Counter Opponent w/Faster Attack     01             03         030
  Y


=========================
SECTION 5.3: FIERCE TIGER
=========================

"A cat always lands on her feet."

"Get ready for pain!"

"I'm gonna eat you alive!"

(NOTE: All the moves that are presented here are performed assuming
that you are on the left side of the screen).


***OFFENSIVE ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Lead Punch                           01             03         030
  Y

Trailing Punch                       01             04         040
  B

Lead Kick                            01             06         060
  X

Trailing Kick                        01             06         060
  A

Lead Punch Forward                   01             08         160
  RIGHT+Y

In-Close Lead Punch                  01             10         200
  LEFT+Y

Trailing Punch Forward               01             10         200
  RIGHT+B

In-Close Trailing Punch              01             10         200
  LEFT+B

Lead Kick Forward                    01             08         160
  RIGHT+X

In-Close Lead Kick                   02             06         120
  LEFT+X

Low Lead Kick                        01             10         200
  RIGHT/DOWN+X

Trailing Kick Forward                01             08         160
  RIGHT+A

In-Close Trailing Kick               01             10         200
  LEFT+A

Low Trailing Kick                    01             08         160
  DOWN/RIGHT+A

Crouching Punch                      01             05         100
  DOWN+B

Crouching Kick                       01             04         080
  DOWN +A

Attack Off Wall                      02             16         320
  RIGHT TRIGGER + D-PAD TOWARDS WALL

Attack Off Pole                      02             20         400
  RIGHT TRIGGER + D-PAD TOWARDS POLE

Running Attack                       02             06         060
  RIGHT+A

Throw                                01             16         160
  B+Y

Long Reach Throw                     01             03         030
  RIGHT+B+Y

Quick Reach Throw                    01             20         160
  LEFT+B+A

Taunt 1                              --             --         ---
  BLACK

Taunt 2                              --             --         ---
  LEFT+BLACK

Get-Up Attack 2                      01             05         100
  Y (when you are knocked down)

Ground Attack                        01             08         160
  DOWN+X (when opponent is knocked down)

Lead Punch Short Form Combo          04             16         320
  Y, X, A

Trailing Punch Short Form Combo      05             14         280
  B, A, X

Lead Kick Short Form Combo           04             15         300
  X, X, Y

Trailing Kick Short Form Combo       03             15         300
  A, DOWN+A, A

Lead Punch Long Form Combo           04             16         320
  Y, B, X, A

Trailing Punch Long Form Combo       07             22         460
  B, B, B, RIGHT+X, UP+X

Lead Kick Long Form Combo            05             21         420
  X, A, A, A, RIGHT+A

Trailing Kick Long Form Combo        07             34         680
  A, X, A, Y, LEFT+A

Jump Punch                           01             08         080
  UP+B

Jump Punch Combo                     03             16         320
  UP+Y, Y

Jump Kick                            01             08         080
  UP+A

Jump Kick Combo                      03             18         360
  UP+A, A

Forward Jump Punch                   01             06         060
  UP/RIGHT+B

Forward Jump Punch Combo             04             22         440
  UP/RIGHT+B, B, B, B

Forward Jump Kick                    01             06         060
  UP/RIGHT+A

Forward Jump Kick Combo              03             18         360
  UP/RIGHT+A, A

Running Attack Combo                 10             26         520
  RIGHT+A, A, RIGHT+A, RIGHT+B

Alternate Stance 1 Punch             02             10         200
  LEFT+X+Y, B

Alternate Stance 1 Kick              01             08         080
  LEFT+X+Y, A

Alternate Stance 1 Kick Combo        04             22         440
  LEFT+X+Y, A, LEFT+A, DOWN+A, A

Alternate Stance 2 Punch             02             10         200
  LEFT+A+B, B

Alternate Stance 2 Kick              01             08         080
  LEFT+A+B, A

Alternate Stance 2 Kick Combo        02             28         560
  LEFT+A+B, A, A, B, A, DOWN+A

Chi Attack (Trailing Claws)          01             16         160
  WHITE

Chi Attack 2 (Spiral Cage)           01             18         180
  LEFT+WHITE

Chi Attack 3 (Multiple Swipes)       01             17         100
  RIGHT+WHITE

Chi Healing (Heal Limb Damage)       --             --         ---
  LEFT TRIGGER (when Chi Gage is full)


***DEFENSIVE TECHNIQUES***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Block High                           --             --         ---
  LEFT

Block Low                            --             --         ---
  DOWN, DOWN/LEFT

Block Jump Attack                    --             --         ---
  LEFT

Sidestep jump Attack                 --             --         ---
  UP, UP

Duck Under Attack                    --             --         ---
  HOLD DOWN

Jump To Avoid Attack                 --             --         ---
  UP/RIGHT


***COUNTER ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Deflect Throw                        01             15         000
  LEFT TRIGGER

Sidestep Attack and Punch            01             04         040
  UP, UP+B

Sidestep Attack and Throw            01             16         160
  UP, UP+B+Y

Duck High Attack, Crouching Punch    01             06         100
  DOWN+B

Jump Kick over Low Attack            01             10         080
  UP+A

Counter Opponent w/Faster Attack     01             03         030
  Y


======================
SECTION 5.4: IRON MONK
======================

"Hard as iron, smooth as silk...there is no match for my style!"

"Prepare...to kiss the iron fist!"

"I am ready!"

(NOTE: All the moves that are presented here are performed assuming
that you are on the left side of the screen).


***OFFENSIVE ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.



Lead Punch                           01             05         050
  Y

Trailing Punch                       01             08         080
  B

Lead Kick                            01             06         060
  X

Trailing Kick                        01             06         060
  A

Lead Punch Forward                   01             10         200
  RIGHT+Y

In-Close Lead Punch                  01             10         200
  LEFT+Y

Trailing Punch Forward               01             10         200
  RIGHT+B

In-Close Trailing Punch              01             10         200
  LEFT+B

Lead Kick Forward                    01             10         200
  RIGHT+X

In-Close Lead Kick                   01             10         200
  LEFT+X

Low Lead Kick                        01             08         160
  RIGHT/DOWN+X

Trailing Kick Forward                01             10         200
  RIGHT+A

In-Close Trailing Kick               01             06         120
  LEFT+A

Low Trailing Kick                    01             08         160
  DOWN/RIGHT+A

Crouching Punch                      01             06         120
  DOWN+B

Crouching Kick                       01             06         120
  DOWN +A

Attack Off Wall                      02             16         320
  RIGHT TRIGGER + D-PAD TOWARDS WALL

Attack Off Pole                      02             20         400
  RIGHT TRIGGER + D-PAD TOWARDS POLE

Running Attack                       01             06         060
  RIGHT+A

Throw                                01             16         000
  B+Y

Long Reach Throw                     01             12         000
  RIGHT+B+Y

Quick Reach Throw                    01             20         140
  LEFT+B+A

Taunt 1                              --             --         ---
  BLACK

Taunt 2                              --             --         ---
  LEFT+BLACK

Get-Up Attack 2                      01             10         200
  B (when you are knocked down)

Ground Attack                        01             04         080
  DOWN+B (when opponent is knocked down)

Lead Punch Short Form Combo          06             21         420
  Y, Y, X

Trailing Punch Short Form Combo      03             20         400
  B, A, X

Lead Kick Short Form Combo           03             16         320
  X, X, A

Trailing Kick Short Form Combo       03             21         420
  A, A, Y

Lead Punch Long Form Combo           11             25         536
  Y, B, Y, RIGHT+B, DOWN+B

Trailing Punch Long Form Combo       09             34         680
  B, Y, Y, DOWN+B, RIGHT+B, RIGHT+B

Lead Kick Long Form Combo            05             21         420
  X, A, A, X, A

Trailing Kick Long Form Combo        06             25         500
  A, X, A, X, X

Jump Punch                           01             08         080
  UP+B

Jump Punch Combo                     03             16         320
  UP+Y, Y

Jump Kick                            01             08         080
  UP+A

Jump Kick Combo                      02             16         320
  UP+A, A

Forward Jump Punch                   02             12         120
  UP/RIGHT+B

Forward Jump Punch Combo             04             18         360
  UP/RIGHT+B, X

Forward Jump Kick                    01             06         060
  UP/RIGHT+A

Forward Jump Kick Combo              03             20         400
  UP/RIGHT+A, A

Running Attack Combo                 06             26         520
  RIGHT+Y, RIGHT+X, RIGHT+A, RIGHT+X, RIGHT+A

Alternate Stance 1 Punch             01             08         160
  LEFT+X+Y, B

Alternate Stance 1 Kick              01             06         060
  LEFT+X+Y, A

Alternate Stance 1 Kick Combo        08             30         600
  LEFT+X+Y, A, RIGHT+A, A, A, A, UP+A

Alternate Stance 2 Punch             02             16         320
  LEFT+A+B, B

Alternate Stance 2 Kick              01             08         080
  LEFT+A+B, A

Alternate Stance 2 Kick Combo        02             16         320
  LEFT+A+B, A, A, B, A, DOWN+A

Chi Attack (Vertical Tornado Whip)   01             25         250
  WHITE

Chi Attack 2 (Tornado Whip)          01             18         180
  LEFT+WHITE

Chi Attack 3 (Double Hair Whip)      02             20         400
  RIGHT+WHITE

Chi Healing (Heal Limb Damage)       --             --         ---
  LEFT TRIGGER (when Chi Gage is full)


***DEFENSIVE TECHNIQUES***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Block High                           --             --         ---
  LEFT

Block Low                            --             --         ---
  DOWN, DOWN/LEFT

Block Jump Attack                    --             --         ---
  LEFT

Sidestep jump Attack                 --             --         ---
  UP, UP

Duck Under Attack                    --             --         ---
  HOLD DOWN

Jump To Avoid Attack                 --             --         ---
  UP/RIGHT


***COUNTER ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Deflect Throw                        01             15         000
  LEFT TRIGGER

Sidestep Attack and Punch            01             08         080
  UP, UP+B

Sidestep Attack and Throw            01             16         000
  UP, UP+B+Y

Duck High Attack, Crouching Punch    01             07         120
  DOWN+B

Jump Kick over Low Attack            01             10         080
  UP+A

Counter Opponent w/Faster Attack     01             06         050
  Y


========================
SECTION 5.5: JADE DRAGON
========================

"Bring it baby!"

"I've been waiting for you...now let's dance!"

"Bet you've never partied with a real dragon."

(NOTE: All the moves that are presented here are performed assuming
that you are on the left side of the screen).


***OFFENSIVE ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Lead Punch                           02             08         080
  Y

Trailing Punch                       02             60         060
  B

Lead Kick                            02             08         080
  X

Trailing Kick                        02             08         080
  A

Lead Punch Forward                   02             06         120
  RIGHT+Y

In-Close Lead Punch                  01             03         030
  LEFT+Y

Trailing Punch Forward               01             08         160
  RIGHT+B

In-Close Trailing Punch              02             08         160
  LEFT+B

Lead Kick Forward                    02             08         160
  RIGHT+X

In-Close Lead Kick                   02             08         160
  LEFT+X

Low Lead Kick                        02             06         120
  RIGHT/DOWN+X

Trailing Kick Forward                02             08         160
  RIGHT+A

In-Close Trailing Kick               02             08         160
  LEFT+A

Low Trailing Kick                    02             06         120
  DOWN/RIGHT+A

Crouching Punch                      02             06         120
  DOWN+B

Crouching Kick                       02             06         120
  DOWN +A

Attack Off Wall                      01             08         080
  RIGHT TRIGGER + D-PAD TOWARDS WALL

Attack Off Pole                      02             20         400
  RIGHT TRIGGER + D-PAD TOWARDS POLE

Running Attack                       02             06         060
  RIGHT+A

Throw                                01             18         000
  B+Y

Long Reach Throw                     01             04         040
  RIGHT+B+Y

Quick Reach Throw                    01             20         000
  LEFT+B+Y

Taunt 1                              --             --         ---
  BLACK

Taunt 2                              --             --         ---
  LEFT+BLACK

Get-Up Attack 2                      02             08         160
  Y (when you are knocked down)

Ground Attack                        02             08         160
  DOWN+X (when opponent is knocked down)

Lead Punch Short Form Combo          04             18         360
  Y, A, X

Trailing Punch Short Form Combo      04             12         240
  B, A, A

Lead Kick Short Form Combo           06             20         400
  X, X, A

Trailing Kick Short Form Combo       06             22         440
  A, X, Y

Lead Punch Long Form Combo           06             18         360
  Y, B, Y

Trailing Punch Long Form Combo       08             22         440
  B, Y, B, Y

Lead Kick Long Form Combo            08             22         440
  X, A, RIGHT+A, RIGHT+X

Trailing Kick Long Form Combo        08             24         480
  A, A, A, UP+A

Jump Punch                           01             04         040
  UP+B

Jump Punch Combo                     03             08         160
  UP+Y, X

Jump Kick                            02             06         060
  UP+A

Jump Kick Combo                      04             12         240
  UP+A, A

Forward Jump Punch                   01             02         020
  UP/RIGHT+B

Forward Jump Punch Combo             02             08         160
  UP/RIGHT+B, B

Forward Jump Kick                    01             04         040
  UP/RIGHT+A

Forward Jump Kick Combo              04             12         240
  UP/RIGHT+A, A

Running Attack Combo                 09             22         440
  RIGHT+A, RIGHT+A, RIGHT+A, RIGHT+A, DOWN+A, RIGHT+X

Alternate Stance 1 Punch             02             06         120
  LEFT+X+Y, B

Alternate Stance 1 Kick              02             06         060
  LEFT+X+Y, A

Alternate Stance 1 Kick Combo        05             14         280
  LEFT+X+Y, X, RIGHT+X, RIGHT+A

Alternate Stance 2 Punch             02             06         120
  LEFT+A+B, B

Alternate Stance 2 Kick              02             08         080
  LEFT+A+B, A

Alternate Stance 2 Kick Combo        07             22         440
  LEFT+A+B, X, DOWN+X, DOWN+X, UP+X, RIGHT+X

Chi Attack (Dragon Spirit)           01             18         180
  WHITE

Chi Attack 2 (Dragon Rises)          01             20         220
  LEFT+WHITE

Chi Attack 3 (Dragon's Axe)          01             22         220
  RIGHT+WHITE

Chi Healing (Heal Limb Damage)       --             --         ---
  LEFT TRIGGER (when Chi Gage is full)


***DEFENSIVE TECHNIQUES***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Block High                           --             --         ---
  LEFT

Block Low                            --             --         ---
  DOWN, DOWN/LEFT

Block Jump Attack                    --             --         ---
  LEFT

Sidestep jump Attack                 --             --         ---
  UP, UP

Duck Under Attack                    --             --         ---
  HOLD DOWN

Jump To Avoid Attack                 --             --         ---
  UP/RIGHT


***COUNTER ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Deflect Throw                        02             15         300
  LEFT TRIGGER

Sidestep Attack and Punch            02             06         060
  UP, UP+B

Sidestep Attack and Throw            01             18         000
  UP, UP+B+Y

Duck High Attack, Crouching Punch    01             02         040
  DOWN+B

Jump Kick over Low Attack            02             07         060
  UP+A

Counter Opponent w/Faster Attack     02             09         080
  Y


=========================
SECTION 5.6: DIVINE FIST
=========================

"Truth, Harmony, and Justice...they exist as one under the Eastern Sun."

"If a lesson in civility is what you seek...I can be your teacher."

"If a fight is what you want...than a fight you shall get."

(NOTE: All the moves that are presented here are performed assuming
that you are on the left side of the screen).


***OFFENSIVE ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Lead Punch                           01             04         040
  Y

Trailing Punch                       01             60         060
  B

Lead Kick                            01             06         060
  X

Trailing Kick                        01             08         080
  A

Lead Punch Forward                   01             10         200
  RIGHT+Y

In-Close Lead Punch                  01             08         160
  LEFT+Y

Trailing Punch Forward               01             10         200
  RIGHT+B

In-Close Trailing Punch              01             08         160
  LEFT+B

Lead Kick Forward                    01             10         200
  RIGHT+X

In-Close Lead Kick                   01             08         160
  LEFT+X

Low Lead Kick                        01             08         160
  RIGHT/DOWN+X

Trailing Kick Forward                01             10         200
  RIGHT+A

In-Close Trailing Kick               01             08         160
  LEFT+A

Low Trailing Kick                    01             08         160
  DOWN/RIGHT+A

Crouching Punch                      01             03         060
  DOWN+B

Crouching Kick                       01             03         160
  DOWN +A

Attack Off Wall                      02             16         320
  RIGHT TRIGGER + D-PAD TOWARDS WALL

Attack Off Pole                      03             20         400
  RIGHT TRIGGER + D-PAD TOWARDS POLE

Running Attack                       01             10         100
  RIGHT+Y

Throw                                01             16         160
  B+Y

Long Reach Throw                     02             06         120
  RIGHT+B+Y

Quick Reach Throw                    01             20         000
  LEFT+B+Y

Taunt 1                              --             --         ---
  BLACK

Taunt 2                              --             --         ---
  LEFT+BLACK

Get-Up Attack 2                      01             10         200
  Y (when you are knocked down)

Ground Attack                        01             04         080
  DOWN+A (when opponent is knocked down)

Lead Punch Short Form Combo          03             14         280
  Y, B, Y

Trailing Punch Short Form Combo      03             16         320
  B, Y, B

Lead Kick Short Form Combo           03             14         280
  X, X, RIGHT+X

Trailing Kick Short Form Combo       03             20         400
  A, X, A

Lead Punch Long Form Combo           05             20         400
  Y, A, Y, RIGHT+A, RIGHT+Y

Trailing Punch Long Form Combo       06             30         600
  B, A, RIGHT+A, B, B, RIGHT+Y

Lead Kick Long Form Combo            06             24         480
  X, DOWN+A, A, A, A, RIGHT+A

Trailing Kick Long Form Combo        08             34         680
  A, A, RIGHT+A, RIGHT+A, RIGHT+A, Y, Y, A, RIGHT+A

Jump Punch                           01             08         080
  UP+B

Jump Punch Combo                     02             16         320
  UP+Y, RIGHT+Y

Jump Kick                            01             08         080
  UP+A

Jump Kick Combo                      03             24         480
  UP+A, RIGHT+A, RIGHT+A

Forward Jump Punch                   01             04         040
  UP/RIGHT+B

Forward Jump Punch Combo             04             18         360
  UP/RIGHT+B, UP+X, RIGHT+X, RIGHT+A

Forward Jump Kick                    01             08         080
  UP/RIGHT+A

Forward Jump Kick Combo              02             12         240
  UP/RIGHT+A, RIGHT+A

Running Attack Combo                 06             36         720
  RIGHT+Y, Y, B, B, B, RIGHT+B

Alternate Stance 1 Punch             01             10         100
  LEFT+X+Y, B

Alternate Stance 1 Kick              01             10         200
  LEFT+X+Y, A

Alternate Stance 1 Punch Combo       06             36         720
  LEFT+X+Y, Y, Y, Y, Y, Y, Y, RIGHT+Y

Alternate Stance 2 Punch             01             10         200
  LEFT+A+B, B

Alternate Stance 2 Kick              01             10         100
  LEFT+A+B, A

Alternate Stance 2 Kick Combo        08             36         720
  LEFT+A+B, A, A, A, X, A, A, A

Chi Attack (Divine Double Fist)      02             32         320
  WHITE

Chi Attack 2 (Divine Fist Technique) 01             18         180
  LEFT+WHITE

Chi Attack 3 (Divine Force)          01             20         200
  RIGHT+WHITE

Chi Healing (Heal Limb Damage)       --             --         ---
  LEFT TRIGGER (when Chi Gage is full)


***DEFENSIVE TECHNIQUES***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Block High                           --             --         ---
  LEFT

Block Low                            --             --         ---
  DOWN, DOWN/LEFT

Block Jump Attack                    --             --         ---
  LEFT

Sidestep jump Attack                 --             --         ---
  UP, UP

Duck Under Attack                    --             --         ---
  HOLD DOWN

Jump To Avoid Attack                 --             --         ---
  UP/RIGHT


***COUNTER ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Deflect Throw                        01             15         300
  LEFT TRIGGER

Sidestep Attack and Punch            01             06         060
  UP, UP+B

Sidestep Attack and Throw            01             16         160
  UP, UP+B+Y

Duck High Attack, Crouching Punch    01             03         060
  DOWN+B

Jump Kick over Low Attack            01             10         080
  UP+A

Counter Opponent w/Faster Attack     01             05         040
  Y


===============================================
SECTION 6: WAY OF THE BLACK MANTIS (MOVE LISTS)
===============================================


========================
SECTION 6.1: WULONG GOTH
========================

"I can smell your fear...it carries the aroma of defeat."

"Come forth cretin...and except your inevitable defeat."

(NOTE: All the moves that are presented here are performed assuming
that you are on the left side of the screen).


***OFFENSIVE ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Lead Punch                           01             06         060
  Y

Trailing Punch                       01             60         060
  B

Lead Kick                            01             06         060
  X

Trailing Kick                        01             06         060
  A

Lead Punch Forward                   01             08         160
  RIGHT+Y

In-Close Lead Punch                  01             08         160
  LEFT+Y

Trailing Punch Forward               01             08         160
  RIGHT+B

In-Close Trailing Punch              01             08         160
  LEFT+B

Lead Kick Forward                    01             04         080
  RIGHT+X

In-Close Lead Kick                   01             08         160
  LEFT+X

Low Lead Kick                        01             08         160
  RIGHT/DOWN+X

Trailing Kick Forward                01             04         080
  RIGHT+A

In-Close Trailing Kick               01             08         160
  LEFT+A

Low Trailing Kick                    01             08         160
  DOWN/RIGHT+A

Crouching Punch                      01             05         100
  DOWN+B

Crouching Kick                       01             06         120
  DOWN +A

Attack Off Wall                      02             16         320
  RIGHT TRIGGER + D-PAD TOWARDS WALL

Attack Off Pole                      03             20         400
  RIGHT TRIGGER + D-PAD TOWARDS POLE

Running Attack                       01             08         080
  RIGHT+B

Throw                                01             21         110
  B+Y

Long Reach Throw                     01             12         000
  RIGHT+B+Y

Quick Reach Throw                    01             10         000
  LEFT+B+Y

Taunt 1                              --             --         ---
  BLACK

Taunt 2                              --             --         ---
  LEFT+BLACK

Get-Up Attack 2                      01             05         100
  Y (when you are knocked down)

Ground Attack                        01             06         120
  DOWN+B (when opponent is knocked down)

Lead Punch Short Form Combo          04             22         440
  Y, X, Y

Trailing Punch Short Form Combo      04             18         360
  B, Y, X

Lead Kick Short Form Combo           03             18         360
  X, X, RIGHT+Y

Trailing Kick Short Form Combo       03             14         290
  A, X, A

Lead Punch Long Form Combo           06             30         600
  Y, LEFT+Y, UP+Y, DOWN+X, RIGHT+Y

Trailing Punch Long Form Combo       06             30         600
  B, A, UP+B, RIGHT+B, RIGHT+Y, RIGHT+B

Lead Kick Long Form Combo            05             26         520
  X, A, X, DOWN+A, DOWN+B

Trailing Kick Long Form Combo        08             32         640
  A, A, Y, B, Y, B, UP+A

Jump Punch                           01             08         080
  UP+B

Jump Punch Combo                     03             22         440
  UP+Y, RIGHT+Y

Jump Kick                            01             08         080
  UP+A

Jump Kick Combo                      03             22         440
  UP+A, A

Forward Jump Punch                   01             04         040
  UP/RIGHT+B

Forward Jump Punch Combo             02             12         240
  UP/RIGHT+B, B

Forward Jump Kick                    01             06         060
  UP/RIGHT+A

Forward Jump Kick Combo              02             14         280
  UP/RIGHT+A, A

Running Attack Combo                 06             30         600
  RIGHT+B, B, Y, RIGHT+X, RIGHT+Y

Alternate Stance 1 Punch             01             06         060
  LEFT+X+Y, B

Alternate Stance 1 Kick              01             08         160
  LEFT+X+Y, A

Alternate Stance 1 Punch Combo       04             22         440
  LEFT+X+Y, Y, Y, B, RIGHT+A

Alternate Stance 2 Punch             02             10         200
  LEFT+A+B, B

Alternate Stance 2 Kick              01             08         160
  LEFT+A+B, A

Alternate Stance 2 Punch Combo       07             34         680
  LEFT+A+B, Y, A, Y, RIGHT+X

Chi Attack (Infinite Swarm)          01             10         100
  WHITE

Chi Attack 2 (Storm of Black Arts)   01             16         160
  LEFT+WHITE

Chi Attack 3 (Burning Venom)         01             18         040
  RIGHT+WHITE

Chi Healing (Heal Limb Damage)       --             --         ---
  LEFT TRIGGER (when Chi Gage is full)


***DEFENSIVE TECHNIQUES***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Block High                           --             --         ---
  LEFT

Block Low                            --             --         ---
  DOWN, DOWN/LEFT

Block Jump Attack                    --             --         ---
  LEFT

Sidestep jump Attack                 --             --         ---
  UP, UP

Duck Under Attack                    --             --         ---
  HOLD DOWN

Jump To Avoid Attack                 --             --         ---
  UP/RIGHT


***COUNTER ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Deflect Throw                        01             15         300
  LEFT TRIGGER

Sidestep Attack and Punch            01             06         060
  UP, UP+B

Sidestep Attack and Throw            02             21         110
  UP, UP+B+Y

Duck High Attack, Crouching Punch    01             06         100
  DOWN+B

Jump Kick over Low Attack            01             10         080
  UP+A

Counter Opponent w/Faster Attack     01             07         060
  Y


=========================
SECTION 6.2: THE FATALIST
=========================

"Against the power of fate...you don't stand a chance."

"The runes have spoken...there is no escaping fate's grip."

(NOTE: All the moves that are presented here are performed assuming
that you are on the left side of the screen).


***OFFENSIVE ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Lead Punch                           01             04         040
  Y

Trailing Punch                       01             04         040
  B

Lead Kick                            01             04         040
  X

Trailing Kick                        01             04         040
  A

Lead Punch Forward                   01             08         160
  RIGHT+Y

In-Close Lead Punch                  01             08         160
  LEFT+Y

Trailing Punch Forward               01             08         160
  RIGHT+B

In-Close Trailing Punch              01             08         160
  LEFT+B

Lead Kick Forward                    01             08         160
  RIGHT+X

In-Close Lead Kick                   01             08         160
  LEFT+X

Low Lead Kick                        01             08         160
  RIGHT/DOWN+X

Trailing Kick Forward                01             08         160
  RIGHT+A

In-Close Trailing Kick               01             08         160
  LEFT+A

Low Trailing Kick                    01             08         160
  DOWN/RIGHT+A

Crouching Punch                      01             04         080
  DOWN+B

Crouching Kick                       01             04         080
  DOWN +A

Attack Off Wall                      02             16         320
  RIGHT TRIGGER + D-PAD TOWARDS WALL

Attack Off Pole                      02             20         400
  RIGHT TRIGGER + D-PAD TOWARDS POLE

Running Attack                       01             08         080
  RIGHT+A

Throw                                01             16         160
  B+Y

Long Reach Throw                     01             12         000
  RIGHT+B+Y

Quick Reach Throw                    01             20         000
  LEFT+B+Y

Taunt 1                              --             --         ---
  BLACK

Taunt 2                              --             --         ---
  LEFT+BLACK

Get-Up Attack 2                      01             08         160
  X (when you are knocked down)

Ground Attack                        01             08         160
  DOWN+X (when opponent is knocked down)

Lead Punch Short Form Combo          03             15         300
  Y, A, A

Trailing Punch Short Form Combo      03             13         260
  B, Y, X

Lead Kick Short Form Combo           04             24         480
  X, A, B

Trailing Kick Short Form Combo       03             14         280
  A, A, A

Lead Punch Long Form Combo           05             21         420
  Y, B, Y, LEFT+A, RIGHT+Y

Trailing Punch Long Form Combo       07             32         640
  B, RIGHT+B, B, B, B, UP+A

Lead Kick Long Form Combo            06             28         560
  X, LEFT+X, LEFT+A, RIGHT+X, RIGHT+A

Trailing Kick Long Form Combo        07             30         600
  A, X, RIGHT+A, DOWN+A, RIGHT+A

Jump Punch                           01             08         080
  UP+B

Jump Punch Combo                     03             24         480
  UP+Y, Y

Jump Kick                            01             08         080
  UP+A

Jump Kick Combo                      03             24         480
  UP+A, A

Forward Jump Punch                   01             12         120
  UP/RIGHT+B

Forward Jump Punch Combo             04             24         400
  UP/RIGHT+B, Y

Forward Jump Kick                    01             08         080
  UP/RIGHT+A

Forward Jump Kick Combo              02             16         320
  UP/RIGHT+A, A

Running Attack Combo                 03             20         400
  RIGHT+A, RIGHT+A, RIGHT+A

Alternate Stance 1 Punch             02             08         080
  LEFT+X+Y, B

Alternate Stance 1 Kick              02             08         160
  LEFT+X+Y, A

Alternate Stance 1 Punch Combo       07             32         640
  LEFT+X+Y, B, B, DOWN+A, RIGHT+A

Alternate Stance 2 Punch             01             08         160
  LEFT+A+B, B

Alternate Stance 2 Kick              02             08         080
  LEFT+A+B, A

Alternate Stance 2 Punch Combo       07             34         680
  LEFT+A+B, A, A, RIGHT+A, RIGHT+A

Chi Attack (Rune Blade)              01             20         200
  WHITE

Chi Attack 2 (Rune Fire)             01             16         160
  LEFT+WHITE

Chi Attack 3 (Rune Thrust)           01             18         180
  RIGHT+WHITE

Chi Healing (Heal Limb Damage)       --             --         ---
  LEFT TRIGGER (when Chi Gage is full)


***DEFENSIVE TECHNIQUES***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Block High                           --             --         ---
  LEFT

Block Low                            --             --         ---
  DOWN, DOWN/LEFT

Block Jump Attack                    --             --         ---
  LEFT

Sidestep jump Attack                 --             --         ---
  UP, UP

Duck Under Attack                    --             --         ---
  HOLD DOWN

Jump To Avoid Attack                 --             --         ---
  UP/RIGHT


***COUNTER ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Deflect Throw                        01             15         300
  LEFT TRIGGER

Sidestep Attack and Punch            01             04         040
  UP, UP+B

Sidestep Attack and Throw            01             16         160
  UP, UP+B+Y

Duck High Attack, Crouching Punch    01             05         080
  DOWN+B

Jump Kick over Low Attack            01             10         080
  UP+A

Counter Opponent w/Faster Attack     01             05         040
  Y


==================
SECTION 6.3: EXILE
==================

"Prepare...for pain!"

"I will crush you!"

(NOTE: All the moves that are presented here are performed assuming
that you are on the left side of the screen).


***OFFENSIVE ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Lead Punch                           01             05         050
  Y

Trailing Punch                       01             08         080
  B

Lead Kick                            01             08         080
  X

Trailing Kick                        01             08         080
  A

Lead Punch Forward                   01             10         200
  RIGHT+Y

In-Close Lead Punch                  01             10         200
  LEFT+Y

Trailing Punch Forward               01             10         200
  RIGHT+B

In-Close Trailing Punch              01             11         220
  LEFT+B

Lead Kick Forward                    01             08         160
  RIGHT+X

In-Close Lead Kick                   01             11         220
  LEFT+X

Low Lead Kick                        01             08         160
  RIGHT/DOWN+X

Trailing Kick Forward                01             08         160
  RIGHT+A

In-Close Trailing Kick               01             08         160
  LEFT+A

Low Trailing Kick                    01             08         160
  DOWN/RIGHT+A

Crouching Punch                      01             07         140
  DOWN+B

Crouching Kick                       01             05         100
  DOWN +A

Attack Off Wall                      01             16         320
  RIGHT TRIGGER + D-PAD TOWARDS WALL

Attack Off Pole                      02             20         400
  RIGHT TRIGGER + D-PAD TOWARDS POLE

Running Attack                       01             10         100
  RIGHT+Y

Throw                                01             22         000
  B+Y

Long Reach Throw                     01             16         000
  RIGHT+B+Y

Quick Reach Throw                    01             26         000
  LEFT+B+Y

Taunt 1                              --             --         ---
  BLACK

Taunt 2                              --             --         ---
  LEFT+BLACK

Get-Up Attack 2                      01             10         200
  Y (when you are knocked down)

Ground Attack                        01             08         160
  DOWN+B (when opponent is knocked down)

Lead Punch Short Form Combo          03             18         360
  Y, B, A

Trailing Punch Short Form Combo      03             22         440
  B, Y, A

Lead Kick Short Form Combo           04             26         520
  X, Y, B

Trailing Kick Short Form Combo       03             18         360
  A, Y, B

Lead Punch Long Form Combo           04             16         320
  Y, Y, RIGHT+Y

Trailing Punch Long Form Combo       07             40         800
  B, B, Y, B, Y, X, UP+Y

Lead Kick Long Form Combo            04             24         480
  X, A, LEFT+A, RIGHT+A

Trailing Kick Long Form Combo        04             27         540
  A, X, A, RIGHT+X

Jump Punch                           01             10         100
  UP+B

Jump Punch Combo                     02             20         400
  UP+Y, B

Jump Kick                            01             08         080
  UP+A

Jump Kick Combo                      02             16         320
  UP+A, A

Forward Jump Punch                   01             12         120
  UP/RIGHT+B

Forward Jump Punch Combo             04             24         480
  UP/RIGHT+Y, Y

Forward Jump Kick                    01             08         080
  UP/RIGHT+A

Forward Jump Kick Combo              04             26         540
  UP/RIGHT+A, A, A, A

Running Attack Combo                 11             38         760
  RIGHT+Y, Y, B, Y, B, Y, RIGHT+B

Alternate Stance 1 Punch             01             10         100
  LEFT+X+Y, B

Alternate Stance 1 Kick              01             10         200
  LEFT+X+Y, A

Alternate Stance 1 Punch Combo       06             36         720
  LEFT+X+Y, B, RIGHT+B, RIGHT+B, UP+B

Alternate Stance 2 Punch             01             10         200
  LEFT+A+B, B

Alternate Stance 2 Kick              01             10         100
  LEFT+A+B, A

Alternate Stance 2 Punch Combo       03             22         440
  LEFT+A+B, X, DOWN+X, DOWN+A

Chi Attack (Knuckle Rupture)         01             22         220
  WHITE

Chi Attack 2 (Force Wave)            01             18         180
  LEFT+WHITE

Chi Attack 3 (Big Stomp Implode)     01             10         100
  RIGHT+WHITE

Chi Healing (Heal Limb Damage)       --             --         ---
  LEFT TRIGGER (when Chi Gage is full)


***DEFENSIVE TECHNIQUES***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Block High                           --             --         ---
  LEFT

Block Low                            --             --         ---
  DOWN, DOWN/LEFT

Block Jump Attack                    --             --         ---
  LEFT

Sidestep jump Attack                 --             --         ---
  UP, UP

Duck Under Attack                    --             --         ---
  HOLD DOWN

Jump To Avoid Attack                 --             --         ---
  UP/RIGHT


***COUNTER ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Deflect Throw                        01             15         000
  LEFT TRIGGER

Sidestep Attack and Punch            01             08         080
  UP, UP+B

Sidestep Attack and Throw            01             22         000
  UP, UP+B+Y

Duck High Attack, Crouching Punch    01             07         140
  DOWN+B

Jump Kick over Low Attack            01             10         080
  UP+A

Counter Opponent w/Faster Attack     01             06         050
  Y


==================
SECTION 6.4: VAPOR
==================

"Your desire to battle arouses my inner passion...I will fight you."

"You feeble mind limits your abilities...prepare to be vanquished."

(NOTE: All the moves that are presented here are performed assuming
that you are on the left side of the screen).


***OFFENSIVE ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.



Lead Punch                           01             04         040
  Y

Trailing Punch                       01             04         040
  B

Lead Kick                            01             04         040
  X

Trailing Kick                        01             04         040
  A

Lead Punch Forward                   01             06         120
  RIGHT+Y

In-Close Lead Punch                  01             06         120
  LEFT+Y

Trailing Punch Forward               01             06         120
  RIGHT+B

In-Close Trailing Punch              01             05         100
  LEFT+B

Lead Kick Forward                    01             06         120
  RIGHT+X

In-Close Lead Kick                   01             06         120
  LEFT+X

Low Lead Kick                        01             08         160
  RIGHT/DOWN+X

Trailing Kick Forward                01             08         160
  RIGHT+A

In-Close Trailing Kick               01             04         080
  LEFT+A

Low Trailing Kick                    01             08         160
  DOWN/RIGHT+A

Crouching Punch                      01             03         060
  DOWN+B

Crouching Kick                       01             04         080
  DOWN +A

Attack Off Wall                      01             16         320
  RIGHT TRIGGER + D-PAD TOWARDS WALL

Attack Off Pole                      02             20         400
  RIGHT TRIGGER + D-PAD TOWARDS POLE

Running Attack                       01             04         040
  RIGHT+A

Throw                                01             16         000
  B+Y

Long Reach Throw                     01             12         000
  RIGHT+B+Y

Quick Reach Throw                    01             20         000
  LEFT+B+Y

Taunt 1                              --             --         ---
  BLACK

Taunt 2                              --             --         ---
  LEFT+BLACK

Get-Up Attack 2                      01             05         100
  Y (when you are knocked down)

Ground Attack                        01             04         080
  DOWN+B (when opponent is knocked down)

Lead Punch Short Form Combo          03             14         280
  Y, X, A

Trailing Punch Short Form Combo      03             14         280
  B, B, A

Lead Kick Short Form Combo           03             14         280
  X, X, A

Trailing Kick Short Form Combo       04             14         280
  A, X, LEFT+A

Lead Punch Long Form Combo           06             22         440
  Y, Y, B, X, A, B

Trailing Punch Long Form Combo       04             16         320
  B, X, A, Y

Lead Kick Long Form Combo            04             16         320
  X, A, X, RIGHT+X

Trailing Kick Long Form Combo        06             23         460
  A, A, A, X, X, A

Jump Punch                           01             06         060
  UP+B

Jump Punch Combo                     05             28         560
  UP+Y, Y, Y, Y

Jump Kick                            02             16         160
  UP+A

Jump Kick Combo                      04             24         480
  UP+A, LEFT+A

Forward Jump Punch                   01             08         080
  UP/RIGHT+B

Forward Jump Punch Combo             04             24         480
  UP/RIGHT+Y, X, A, RIGHT+A

Forward Jump Kick                    01             06         060
  UP/RIGHT+A

Forward Jump Kick Combo              03             18         360
  UP/RIGHT+A, RIGHT+A

Running Attack Combo                 09             19         380
  RIGHT+X, X, A, B, DOWN+A

Alternate Stance 1 Punch             01             05         050
  LEFT+X+Y, B

Alternate Stance 1 Kick              01             06         120
  LEFT+X+Y, A

Alternate Stance 1 Punch Combo       04             19         380
  LEFT+X+Y, Y, Y, B, X

Alternate Stance 2 Punch             01             04         080
  LEFT+A+B, B

Alternate Stance 2 Kick              01             05         050
  LEFT+A+B, A

Alternate Stance 2 Punch Combo       06             25         500
  LEFT+A+B, A, A, X, A, X, RIGHT+A

Chi Attack (Teleport Opponent)       01             16         000
  WHITE

Chi Attack 2 (Teleport Ground Slam)  01             18         000
  LEFT+WHITE

Chi Attack 3 (Teleport Multi-Strike) 01             20         000
  RIGHT+WHITE

Chi Healing (Heal Limb Damage)       --             --         ---
  LEFT TRIGGER (when Chi Gage is full)


***DEFENSIVE TECHNIQUES***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Block High                           --             --         ---
  LEFT

Block Low                            --             --         ---
  DOWN, DOWN/LEFT

Block Jump Attack                    --             --         ---
  LEFT

Sidestep jump Attack                 --             --         ---
  UP, UP

Duck Under Attack                    --             --         ---
  HOLD DOWN

Jump To Avoid Attack                 --             --         ---
  UP/RIGHT


***COUNTER ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Deflect Throw                        01             15         300
  LEFT TRIGGER

Sidestep Attack and Punch            01             04         040
  UP, UP+B

Sidestep Attack and Throw            01             16         000
  UP, UP+B+Y

Duck High Attack, Crouching Punch    01             03         060
  DOWN+B

Jump Kick over Low Attack            02             18         160
  UP+A

Counter Opponent w/Faster Attack     01             05         040
  Y


=====================
SECTION 6.5: DIVINITY
=====================

"The heavens shine upon my every graceful step."

"Show me your moves...and I'll show you mine."

"Only divine intervention can save you from defeat."

(NOTE: All the moves that are presented here are performed assuming
that you are on the left side of the screen).


***OFFENSIVE ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Lead Punch                           01             06         060
  Y

Trailing Punch                       01             06         060
  B

Lead Kick                            01             06         060
  X

Trailing Kick                        01             06         120
  A

Lead Punch Forward                   01             04         080
  RIGHT+Y

In-Close Lead Punch                  01             08         160
  LEFT+Y

Trailing Punch Forward               01             06         120
  RIGHT+B

In-Close Trailing Punch              01             08         160
  LEFT+B

Lead Kick Forward                    01             08         160
  RIGHT+X

In-Close Lead Kick                   01             08         160
  LEFT+X

Low Lead Kick                        01             08         160
  RIGHT/DOWN+X

Trailing Kick Forward                01             08         160
  RIGHT+A

In-Close Trailing Kick               01             08         160
  LEFT+A

Low Trailing Kick                    01             08         160
  DOWN/RIGHT+A

Crouching Punch                      01             08         160
  DOWN+B

Crouching Kick                       02             06         120
  DOWN +A

Attack Off Wall                      02             16         320
  RIGHT TRIGGER + D-PAD TOWARDS WALL

Attack Off Pole                      01             12         120
  RIGHT TRIGGER + D-PAD TOWARDS POLE

Running Attack                       02             08         080
  RIGHT+A

Throw                                01             16         000
  B+Y

Long Reach Throw                     01             12         000
  RIGHT+B+Y

Quick Reach Throw                    01             20         000
  LEFT+B+Y

Taunt 1                              --             --         ---
  BLACK

Taunt 2                              --             --         ---
  LEFT+BLACK

Get-Up Attack 2                      01             10         200
  Y (when you are knocked down)

Ground Attack                        01             08         160
  DOWN+B (when opponent is knocked down)

Lead Punch Short Form Combo          03             15         300
  Y, X, A

Trailing Punch Short Form Combo      03             18         360
  B, A, RIGHT+X

Lead Kick Short Form Combo           04             18         360
  X, X, RIGHT+A

Trailing Kick Short Form Combo       03             18         360
  A, Y, X

Lead Punch Long Form Combo           04             18         360
  Y, A, X, A

Trailing Punch Long Form Combo       07             29         580
  B, A, B, B, Y, A, X

Lead Kick Long Form Combo            06             26         520
  X, A, B, A, RIGHT+X

Trailing Kick Long Form Combo        06             26         520
  A, LEFT+A, B, B, X, UP+X

Jump Punch                           01             08         080
  UP+B

Jump Punch Combo                     02             16         320
  UP+B, RIGHT+B

Jump Kick                            01             08         080
  UP+A

Jump Kick Combo                      03             20         400
  UP+A, RIGHT+A

Forward Jump Punch                   01             06         060
  UP/RIGHT+B

Forward Jump Punch Combo             02             09         180
  UP/RIGHT+Y, RIGHT+X

Forward Jump Kick                    01             06         060
  UP/RIGHT+A

Forward Jump Kick Combo              03             17         340
  UP/RIGHT+A, RIGHT+A

Running Attack Combo                 06             22         440
  RIGHT+A, A, A, RIGHT+A

Alternate Stance 1 Punch             01             08         160
  LEFT+X+Y, B

Alternate Stance 1 Kick              01             08         080
  LEFT+X+Y, A

Alternate Stance 1 Kick Combo        06             32         640
  LEFT+X+Y, A, A, X, A, RIGHT+A

Alternate Stance 2 Punch             01             08         160
  LEFT+A+B, B

Alternate Stance 2 Kick              01             08         080
  LEFT+A+B, A

Alternate Stance 2 Kick Combo        06             25         500
  LEFT+A+B, A, A, X, RIGHT+A

Chi Attack (Shafts of Light)         01             15         150
  WHITE

Chi Attack 2 (Heaven's Light)        01             12         125
  LEFT+WHITE

Chi Attack 3 (Ray of Light)          01             10         100
  RIGHT+WHITE

Chi Healing (Heal Limb Damage)       --             --         ---
  LEFT TRIGGER (when Chi Gage is full)


***DEFENSIVE TECHNIQUES***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Block High                           --             --         ---
  LEFT

Block Low                            --             --         ---
  DOWN, DOWN/LEFT

Block Jump Attack                    --             --         ---
  LEFT

Sidestep jump Attack                 --             --         ---
  UP, UP

Duck Under Attack                    --             --         ---
  HOLD DOWN

Jump To Avoid Attack                 --             --         ---
  UP/RIGHT


***COUNTER ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Deflect Throw                        01             15         300
  LEFT TRIGGER

Sidestep Attack and Punch            01             06         060
  UP, UP+B

Sidestep Attack and Throw            01             16         000
  UP, UP+B+Y

Duck High Attack, Crouching Punch    01             10         160
  DOWN+B

Jump Kick over Low Attack            01             10         080
  UP+A

Counter Opponent w/Faster Attack     01             07         060
  Y


==================
SECTION 6.6: GEIST
==================

"Give me more!"

"Your pain is my pleasure!"

"I'm ready for you now."

(NOTE: All the moves that are presented here are performed assuming
that you are on the left side of the screen).


***OFFENSIVE ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Lead Punch                           01             04         040
  Y

Trailing Punch                       01             06         060
  B

Lead Kick                            01             06         060
  X

Trailing Kick                        01             06         120
  A

Lead Punch Forward                   01             06         120
  RIGHT+Y

In-Close Lead Punch                  01             06         120
  LEFT+Y

Trailing Punch Forward               01             06         120
  RIGHT+B

In-Close Trailing Punch              01             06         120
  LEFT+B

Lead Kick Forward                    01             06         120
  RIGHT+X

In-Close Lead Kick                   01             06         120
  LEFT+X

Low Lead Kick                        01             08         160
  RIGHT/DOWN+X

Trailing Kick Forward                01             06         120
  RIGHT+A

In-Close Trailing Kick               01             06         120
  LEFT+A

Low Trailing Kick                    01             08         160
  DOWN/RIGHT+A

Crouching Punch                      01             04         080
  DOWN+B

Crouching Kick                       01             04         080
  DOWN +A

Attack Off Wall                      02             16         320
  RIGHT TRIGGER + D-PAD TOWARDS WALL

Attack Off Pole                      02             20         400
  RIGHT TRIGGER + D-PAD TOWARDS POLE

Running Attack                       01             05         050
  RIGHT+A

Throw                                01             16         100
  B+Y

Long Reach Throw                     01             12         000
  RIGHT+B+Y

Quick Reach Throw                    01             18         000
  LEFT+B+Y

Taunt 1                              --             --         ---
  BLACK

Taunt 2                              --             --         ---
  LEFT+BLACK

Get-Up Attack 2                      01             08         160
  Y (when you are knocked down)

Ground Attack                        01             08         160
  DOWN+X (when opponent is knocked down)

Lead Punch Short Form Combo          04             16         220
  Y, A, X

Trailing Punch Short Form Combo      03             18         360
  B, A, X

Lead Kick Short Form Combo           03             15         300
  X, X, B

Trailing Kick Short Form Combo       03             16         320
  A, A, A

Lead Punch Long Form Combo           04             18         360
  Y, B, Y, A

Trailing Punch Long Form Combo       08             38         760
  B, B, Y, B, B, RIGHT+A, RIGHT+X

Lead Kick Long Form Combo            05             26         320
  X, A, A, RIGHT+B, RIGHT+A

Trailing Kick Long Form Combo        07             29         580
  A, B, B, A, LEFT+A, RIGHT+A, DOWN+A

Jump Punch                           02             08         080
  UP+B

Jump Punch Combo                     04             20         400
  UP+Y, Y, Y

Jump Kick                            01             06         060
  UP+A

Jump Kick Combo                      02             14         280
  UP+A, A

Forward Jump Punch                   01             04         040
  UP/RIGHT+B

Forward Jump Punch Combo             05             19         380
  UP/RIGHT+B, B, B

Forward Jump Kick                    01             03         030
  UP/RIGHT+A

Forward Jump Kick Combo              03             12         240
  UP/RIGHT+A, A, A

Running Attack Combo                 06             23         460
  RIGHT+X, B, Y, B, RIGHT+Y

Alternate Stance 1 Punch             02             09         090
  LEFT+X+Y, B

Alternate Stance 1 Kick              01             06         120
  LEFT+X+Y, A

Alternate Stance 1 Punch Combo       05             23         460
  LEFT+X+Y, Y, X, RIGHT+X

Alternate Stance 2 Punch             01             06         120
  LEFT+A+B, B

Alternate Stance 2 Kick              02             09         090
  LEFT+A+B, A

Alternate Stance 2 Kick Combo        06             26         520
  LEFT+A+B, A, A, B, A, B

Chi Attack (Double Blades)           01             16         000
  WHITE

Chi Attack 2 (Rain of Steel)         01             18         040
  LEFT+WHITE

Chi Attack 3 (Searching Blades)      01             20         200
  RIGHT+WHITE

Chi Healing (Heal Limb Damage)       --             --         ---
  LEFT TRIGGER (when Chi Gage is full)


***DEFENSIVE TECHNIQUES***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Block High                           --             --         ---
  LEFT

Block Low                            --             --         ---
  DOWN, DOWN/LEFT

Block Jump Attack                    --             --         ---
  LEFT

Sidestep jump Attack                 --             --         ---
  UP, UP

Duck Under Attack                    --             --         ---
  HOLD DOWN

Jump To Avoid Attack                 --             --         ---
  UP/RIGHT


***COUNTER ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Deflect Throw                        01             15         300
  LEFT TRIGGER

Sidestep Attack and Punch            01             06         060
  UP, UP+B

Sidestep Attack and Throw            01             16         100
  UP, UP+B+Y

Duck High Attack, Crouching Punch    01             05         080
  DOWN+B

Jump Kick over Low Attack            01             07         060
  UP+A

Counter Opponent w/Faster Attack     01             05         040
  Y


===========================================
SECTION 7: UN-LOCKABLE CHARACTER (ZHAO YEN)
===========================================

    To unlock Zhao Yen, you must defeat Zhao Yen in Quest Mode with
both the Pale Lotus Sect as well as the Black Mantis Sect.  Zhao Yen is
only a selectable character in Versus Mode.


=====================
SECTION 7.1: ZHAO YEN
=====================

"The Tao is with me, and now I will show you the true meaning of
enlightenment."

"The Tao is with me.  At last, a chance to practice centuries of
training."

"The Tao is with me."

(NOTE: All the moves that are presented here are performed assuming
that you are on the left side of the screen).


***OFFENSIVE ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Lead Punch                           02             07         070
  Y

Trailing Punch                       02             11         110
  B

Lead Kick                            01             08         080
  X

Trailing Kick                        01             10         100
  A

Lead Punch Forward                   02             15         300
  RIGHT+Y

In-Close Lead Punch                  02             12         240
  LEFT+Y

Trailing Punch Forward               02             12         240
  RIGHT+B

In-Close Trailing Punch              01             12         240
  LEFT+B

Lead Kick Forward                    01             08         080
  RIGHT+X

In-Close Lead Kick                   01             08         080
  LEFT+X

Low Lead Kick                        02             12         240
  RIGHT/DOWN+X

Trailing Kick Forward                01             10         100
  RIGHT+A

In-Close Trailing Kick               01             10         100
  LEFT+A

Low Trailing Kick                    01             12         240
  DOWN/RIGHT+A

Crouching Punch                      02             10         200
  DOWN+B

Attack Off Wall                      01             20         400
  RIGHT TRIGGER + D-PAD TOWARDS WALL

Attack Off Pole                      02             16         000
  RIGHT TRIGGER + D-PAD TOWARDS POLE

Running Attack                       01             12         240
  RIGHT+B

Throw                                01             16         100
  B+Y

Taunt 1                              --             --         ---
  BLACK

Get-Up Attack 1                      01             10         200
  Y (when you are knocked down)

Get-Up Attack 2                      02             10         200
  Y (when you are knocked down)

Ground Attack                        01             10         200
  DOWN+B (when opponent is knocked down)

Lead Punch Long Form Combo           15             36         720
  Y, B, LEFT+Y, RIGHT+Y, RIGHT+B

Trailing Punch Long Form Combo       08             42         840
  B, Y, LEFT+B, RIGHT+Y

Lead Kick Long Form Combo            05             31         620
  X, Y, LEFT+B, Y, RIGHT+B

Trailing Kick Long Form Combo        07             45         900
  A, B, X, RIGHT+B, RIGHT+Y

Jump Punch                           01             04         040
  UP+Y

Forward Jump Punch                   01             04         080
  UP/RIGHT+B

Running Attack Combo                 06             12         240
  RIGHT+B, RIGHT+B

Chi Healing (Heal Limb Damage)       --             --         ---
  LEFT TRIGGER (when Chi Gage is full)


***DEFENSIVE TECHNIQUES***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Block High                           --             --         ---
  LEFT

Block Low                            --             --         ---
  DOWN, DOWN/LEFT

Block Jump Attack                    --             --         ---
  LEFT

Sidestep jump Attack                 --             --         ---
  UP, UP

Duck Under Attack                    --             --         ---
  HOLD DOWN

Jump To Avoid Attack                 --             --         ---
  UP/RIGHT


***COUNTER ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Deflect Throw (Circles Around)       00             00         000
  LEFT TRIGGER

Sidestep Attack and Punch            02             12         110
  UP, UP+B

Duck High Attack, Crouching Punch    02             11         200
  DOWN+B

Jump Kick over Low Attack            01             12         120
  UP+A

Counter Opponent w/Faster Attack     02             08         070
  Y


===========================================================
SECTION 8: UNLOCKABLE STAGE (ETHEREAL PLANE OF IMMORTALITY)
===========================================================

    To unlock the Ethereal Plane of Immortality Stage, you must beat
the Advanced Training Mode with any character of your choice.  All the
tasks must be completed by at least one character.  Only then will this
stage be selectable, so get to it!


===========================
SECTION 9: ACKNOWLEDGEMENTS
===========================

   I would to thank a couple of people for making this guide possible.
First, I would like to thank the team at Studio Gigante and Microsoft
for a fighting game well done and for writing compelling biographical
stories to accompany their characters within the game.  Without this
game, there would be no guide.  Second, I would like to also
acknowledge that a good friend of mine named Mark Talon also helped out
with the move testing parts of this guide.  Thanks for making my job a
little easier.  Third, I would also like to thank my girlfriend,
Angela, for continuing to support me with whatever endeavors I decide
to go after.  Finally, as always, I would like to thank Gamefaqs.com
for continuing to support my work.  See ya next guide...