=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Double Dragon
FAQ By: Goh_Billy (
[email protected])
Version #: 2.0
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Sections
--------
1. Legend
2. System
2.1 Basics
2.2 Charge Meter
2.3 Dizzies
3. Characters
3.1 Marian
3.2 Dulton
3.3 Eddie
3.4 Rebecca
3.5 Billy Lee
3.6 Jimmy Lee
3.7 Burnov
3.8 Amon
3.9 Abobo
3.10 Cheng-Fu
-----------------------
3.11 Duke
3.12 Kugo Shuko
4. Conclusion
4.1 What's Missing/Needed
4.2 Credits
===============================================================================
1. Legend
===============================================================================
ub u uf f - Forward LA - Light Attack + - And
\ | / b - Back MA - Medium Attack / - Or
b-- --f u - Up HA - Heavy Attack , - Then
/ | \ d - Down SA - Super Attack
db d df A - Any Button
qcf - quarter circle forward (d, df, f)
qcb - quarter circle back (d, db, b)
hcf - half circle forward (b, db, d, df, f)
hcb - half circle back (f, df, d, db, b)
===============================================================================
2. System
===============================================================================
++++++++++++++
| 2.1 Basics |
++++++++++++++
Throw f/b + MA/HA/SA close check character movelist
for exact motion and
properties
Block High b
Block Low db does not block overheads
Air Block b in air can jump again after air
blocking an attack
Double Jump ub/u/uf after any first
jump
Forward Hop f, f
Backward Hop b, b
Negative Edge allows you to perform an example would be
maneuvers by holding performing a qcf + P
the attack button maneuver by instead
down, performing holding P, qcf,
the motion, then releasing P; this
releasing the attack works for specials
button and supers
++++++++++++++++++++
| 2.2 Charge Meter |
++++++++++++++++++++
In this game the "Super" meter, or in this case, the "Charge Meter" is
integrated into your lifebar. Your lifebar is indicated by the color
yellow. By landing hits on your opponent (including blocked attacks)
you will see your lifebar begin to fill with blue. When the blue completely
fills your lifebar you will see the word "Charge" and you will have access to
your Charge Supers. The lower your lifebar is, the faster you can fill your
meter to have access to your Charge Supers.
Charge Super refer to character's when lifebar is
movelist completely filled with
blue and is flashing
+++++++++++++++
| 2.3 Dizzies |
+++++++++++++++
In this game you are able to dizzy your opponent in a variety of ways. A
dizzy can occur from hitting your opponent many times and can even occur
after a throw. There a two types of dizzies in this game. One is a standing
dizzy state and the other is a floored dizzy state. The type of dizzy is
determined by the attack used to cause your opponent to become dizzy. If the
move does not knock down normally, your opponent will be in a standing dizzy
state. If the move does knock down normally then your opponent will be in a
floored dizzy state. Note that a floored dizzy state is needed to use your
character's pursue attack.
Dizzy Recovery shake joystick and tap A
rapidly when dizzied
Pursue Attack d + A when opponent is
on the ground dizzy
===============================================================================
3. Characters
===============================================================================
*******************************************************************************
* 3.1 Marian *
*******************************************************************************
Colors
------
LA/Start - Salmon Pink top and Blue shorts
MA - Purple top and Salmon Pink shorts
HA - Baby Blue top and Cornflower Blue shorts
SA - Gunmetal Gray top and Ash Gray shorts
Throws
------
Bulldog f/b + MA/HA close MA=medium distance,
HA=long distance; HA
version deals slightly
more damage; opponent
ends up behind Marian
Head Crush And Knee f/b + SA close opponent ends up in front
of Marian
Air Bulldog f/b + MA/HA close in air MA=medium distance,
HA=long distance; HA
version deals slightly
more damage; opponent
ends up behind Marian
Basic Moves
-----------
Double Jump ub/u/uf after initial
jump
Forward Hop f, f
Butt Bump LA
Diagonal Punch MA
Diagonal Jump Kick HA
Front Flip SA overhead
Backward Hop b, b
Butt Bump LA
Diagonal Punch MA
Diagonal Jump Kick HA
Front Flip SA overhead
Low To High Kick SA close 2 hits
Palm To Backhand SA far 2 hits
Front Flip ub/uf, SA 2 hits; overhead
Back Flip u, SA 2 hits; overhead
Command Moves
-------------
Low Tap Kick d + LA must be blocked low
Trip Kick d + HA must be blocked low
Butt Drop d + A when opponent is pursue attack
on the ground dizzy
Special Moves
-------------
Moon Drive Charge b for 1.25 seconds, LA=short and low damage,
f + A MA=medium and medium
damage, HA=far and
high damage, SA=very
far and very high
damage
Ikaros Crash hcb + A close LA=low drop with low
damage, MA=medium
drop with medium
damage, HA=high drop
with high damage,
SA=very high drop with
very high damage;
unblockable
Accele Breaker Charge d for 1.25 seconds, LA=short and low damage,
u + A MA=medium and medium
damage, HA=far and high
damage, SA=very far and
very high damage; drill
kick portion is an
overhead
Charge Supers
-------------
Full Moon Drive Charge b for 1.25 seconds, invulnerable during the
f + 2 attack buttons super
Accele Destroyer Charge d for 1.25 seconds, invulnerable during the
u + 2 attack buttons super
*******************************************************************************
* 3.2 Dulton *
*******************************************************************************
Colors
------
LA/Start - Blue costume w/ Red trim
MA - Gunmetal Gray costume w/ Blue trim
HA - Purple costume w/ Orange trim
SA - Green costume w/ Blue trim
Throws
------
Driving Punch To Forearm f/b + MA close opponent ends up in front
Dulton
Driving Punch To Uppercut f/b + HA close opponent ends up in front
Dulton
Mounted Pounding f/b + SA close opponent ends up in front
Dulton
Air Mounted Pounding f/b + SA close in air opponent ends up in front
Dulton
Basic Moves
-----------
Double Jump ub/u/uf after initial
jump
Forward Hop f, f
Shoulder Charge LA
Axe Handle MA overhead
Drop Kick HA
Low Stomp SA overhead
Backward Hop b, b
Shoulder Charge LA
Axe Handle MA overhead
Drop Kick HA
Low Stomp SA overhead
Back Forearm MA close
Blind Kick MA
Sliding Uppercut MA far
Digging Punch MA
Flying Sobat HA low dodge
Command Moves
-------------
Straight Punch f + LA close
Low Tap Kick d + MA must be blocked low
Hop Punch f + HA overhead
Head Charge d + HA
Elbow Drop d + A when opponent is pursue attack
on the ground dizzy
Special Moves
-------------
Machine Gun Punch qcf + A LA=short charge with 1
projectile, MA=medium
charge with 2
projectiles, HA=long
charge with 3
projectiles, SA=very
long charge with 4
projectiles; a single
projectile will collide
with another single
projectile with both
being "destroyed" in
the process; note that
since Dalton's MA/HA/SA
versions of the move
shoot multiple
projectiles he can have
some pass through after
one of the projectiles
is negated
Elbow Neckbreaker Charge b for 1.24 seconds, LA=short dash forward and
f + A low damage, MA=medium
dash forward and medium
damage, HA=long dash
forward and high
damage, SA=very long
dash forward and very
high damage; dash in
must connect (not
blocked) to perform the
entire maneuver
Dynamite Combo tap A rapidly LA=2 hits, MA=3 hits,
HA=4 hits, SA=5 hits
Charge Supers
-------------
Cannon Punch qcf + 2 attack buttons fireball absorbs
projectiles
Dynamite Finisher tap 2 attack buttons invulnerable during the
rapidly super
*******************************************************************************
* 3.3 Eddie *
*******************************************************************************
Colors
------
LA/Start - Green costume w/ Red armbands
MA - Orange costume w/ Blue armbands
HA - Dark Gray costume w/ Yellow armbands
SA - Blue costume w/ Orange armbands
Throws
------
Knee Lift f/b + MA close opponent ends up in front
of Eddie
Crash Elbows To Uppercut f/b + HA close opponent ends up in front
of Eddie
Crash Elbows To Jaw Elbow f/b + SA close opponent ends up in front
of Eddie
Basic Moves
-----------
Double Jump ub/u/uf after initial
jump
Forward Hop f, f
Crunch Elbow LA
Diagonal Punch MA overhead
Power Jump Kick HA
Flying Sobat SA
Backward Hop b, b
Crunch Elbow LA
Diagonal Punch MA overhead
Power Jump Kick HA
Flying Sobat SA overhead
Turn Elbow SA close 2 hits
Back Kick SA far
Mid Kick SA
Command Moves
-------------
Low Crouch Kick d + MA must be blocked low
Digging Elbow d + HA 2 hits
Scissor Sweep d + SA must be blocked low
Double Knee Drop d + A when opponent is pursue attack
on the ground dizzy
Special Moves
-------------
Burning Knee f, d, df + A LA=short and low damage,
MA=medium damage,
HA=far and high damage,
SA=very far and very
high damage
Low Leg Slash Charge b for 1.25 seconds, LA=low damage, MA=medium
f + A damage, HA=high damage,
SA=very high damage
High Leg Slash Charge d for 1.25 seconds, LA=low damage, MA=medium
u + A damage, HA=high damage,
SA=very high damage
Charge Supers
-------------
Dragon Finisher f, d, df + 2 attack invulnerable during the
buttons super
Volcano Upper Charge d for 1.25 seconds, fire pillar will absorb
u + 2 attack buttons projectiles (including
Dulton's Super Dulton
Blaster)
*******************************************************************************
* 3.4 Rebecca *
*******************************************************************************
Colors
------
LA/Start - Light Blue top and Red pants
MA - Gray top and Royal Blue pants
HA - Gold top and Medium Gray pants
SA - Gray top and Light Blue Gray pants
Throws
------
Layback Toss f/b + MA/HA close MA=medium distance,
HA=long distance; HA
version deals slightly
more damage; opponent
ends up behind Rebecca
Trip And Elbow f/b + SA close opponent ends up in front
of Rebecca
Air Layback Toss f/b + MA/HA close in air MA=medium distance,
HA=long distance; HA
version deals slightly
more damage; opponent
ends up behind Rebecca
Basic Moves
-----------
Double Jump ub/u/uf after initial
jump
Forward Hop f, f
Weak Jump Kick LA
Downward Tonfa Strike MA overhead
Heavy Jump Kick HA
Heel Drop SA overhead
Backward Hop b, b
Weak Jump Kick LA
Downward Tonfa Strike MA overhead
Heavy Jump Kick HA
Heel Drop SA overhead
Tonfa Punch MA
Tonfa Stab MA
Roundhouse And Reverse HA far 2 hits
Top Spin Swat SA close 2 hits
Spiral Hop Punch SA far 3 hits
Heel Drop SA in air 2 hits; overhead
Command Moves
-------------
Crouching Tonfa Spin d + LA 2 hits
Tonfa Trip d + SA must be blocked low
Reverse Elbow Splash d + A when opponent is pursue attack
on the ground dizzy
Special Moves
-------------
Ko Bi Ken qcf + A LA=slow speed and very
low damage, MA=medium
speed and low damage,
HA=fast speed and
medium damage, SA=very
fast speed and high
damage; will collide
with other projectiles
as both will be
"destroyed" in the
process
Kuchu Ko Bi Ken b, db, d + A in air LA=slow speed and very
low damage, MA=medium
speed and low damage,
HA=fast speed and
medium damage, SA=very
fast speed and high
damage; will collide
with other projectiles
as both will be
"destroyed" in the
process
Hi Sho Zan f, d, df + A LA=low jump with low
damage, MA=medium jump
with medium damage,
HA=high jump with high
damage, SA=very high
jump with very high
damage
Charge Supers
-------------
Rekko Zan qcf + 2 attack buttons spiral shot will absorb
projectiles (including
Dulton's Super Dulton
Blaster)
Kuchu Rekko Zan b, db, d + 2 attack spiral shot will absorb
buttons in air projectiles (including
Dulton's Super Dulton
Blaster)
Cho Hi Sho Zan f, d, df + 2 attack dash in must connect (not
buttons blocked) to perform the
entire maneuver
*******************************************************************************
* 3.5 Billy Lee *
*******************************************************************************
Colors
------
LA/Start - Red top and Blue pants
MA - Orange top and Navy Blue pants
HA - Cardinal Red top and Blue Ocean pants
SA - Cardinal Red top and Gray pants
Throws
------
Shoulder Toss f/b + MA/HA/SA close MA=medium distance,
HA=long distance,
SA=very long distance;
the stronger the button
press the more damage
the throw does; f and b
determine where
opponent is thrown
Air Shoulder Toss f/b + MA/HA/SA close MA=medium distance,
HA=long distance,
SA=very long distance;
the stronger the button
press the more damage
the throw does; f and b
determine where
opponent is thrown
Basic Moves
-----------
Double Jump ub/u/uf after initial
jump
Forward Hop f, f
Flying Knee LA
Diagonal Punch MA overhead
Flying Jump Kick HA
Dropping Heel SA 2 hits; overhead
Backward Hop b, b
Flying Knee LA
Diagonal Punch MA overhead
Flying Jump Kick HA
Dropping Heel SA 2 hits; overhead
Low To High Kick SA close 2 hits
Dropping Heel SA in air 2 hits; overhead
Command Moves
-------------
Low Crouch Kick d + LA must be blocked low
Sweep d + SA must be blocked low
Mount Punch d + A when opponent is pursue attack
on the ground dizzy
Special Moves
-------------
So Syu Ga qcf + A LA=short and low damage,
MA=medium and medium
damage, HA=far and high
damage, SA=very far and
very high damage
Rekko Ha f, d, df + A LA=short and low damage,
MA=medium and medium
damage, HA=far and high
damage, SA=very far and
very high damage
Ryu Bi Sen qcb + A LA=short, MA=medium,
HA=far, SA=very far;
you get more kicks and
thus more damage with
each increased attack
level
Air Ryu Bi Sen qcb + A
Charge Supers
-------------
Cho So Syu Ga qcf + 2 attack buttons dragon aura will absorb
projectiles (including
Dulton's Super Dulton
Blaster)
Dragon Transformation LA+MA+HA+SA invulnerable during
transformation; can
hit opponent during
transformation startup;
refer to "while
transformed" section
`````````````````````````````````````
While Transformed
`````````````````````````````````````
Throws
------
Shoulder Toss f/b + MA/HA/SA close MA=medium distance,
HA=long distance,
SA=very long distance;
the stronger the button
press the more damage
the throw does; f and b
determine where
opponent is thrown
Air Shoulder Toss f/b + MA/HA/SA close MA=medium distance,
HA=long distance,
SA=very long distance;
the stronger the button
press the more damage
the throw does; f and b
determine where
opponent is thrown
Basic Moves
-----------
Double Jump ub/u/uf after initial
jump
Forward Hop f, f
Flying Knee LA
Diagonal Punch MA overhead
Flying Jump Kick HA
Flying Back Kick SA
Backward Hop b, b
Flying Knee LA
Diagonal Punch MA overhead
Flying Jump Kick HA
Flying Back Kick SA
High Punch LA far
Stomach Punch LA
Wild Punch MA far
Second Punch MA
Low To High Kick SA close 2 hits
Command Moves
-------------
Low Crouch Kick d + LA must be blocked low
Sweep d + SA must be blocked low
Mount Punch d + A when opponent is pursue attack
on the ground dizzy
Special Moves
-------------
Hi Ryu Ken qcf + A LA=slow speed and very
low damage, MA=medium
speed and low damage,
HA=fast speed and
medium damage, SA=very
fast speed and high
damage; will collide
with other projectiles
as both will be
"destroyed" in the
process
Ryu Jin Ken f, d, df + A LA=short and low damage,
MA=medium and medium
damage, HA=far and high
damage, SA=very far and
very high damage;
invulnerable at the
beginning of the move
Ryu Jin Kyaku qcb + A LA=short and low damage,
MA=medium and medium
damage, HA=far and high
damage, SA=very far and
very high damage
Sho Ryu Ha hcf + A LA=slow speed and very
low damage, MA=medium
speed and low damage,
HA=fast speed and
medium damage, SA=very
fast speed and high
damage; a single dragon
will collide with
another single
projectile as both will
be "destroyed" in the
process; the second
dragon projectile will
pass through after the
first dragon is negated
(unless colliding with
multiple projectiles or
a projectile super)
Charge Supers
-------------
N/A
*******************************************************************************
* 3.6 Jimmy Lee *
*******************************************************************************
Colors
------
LA/Start - Dark Gray top and Orange pants
MA - Steel Blue top and Amber pants
HA - Dark Gray top and Purple pants
SA - Blue top and Gray pants
Throws
------
Shoulder Toss f/b + MA/HA/SA close MA=medium distance,
HA=long distance,
SA=very long distance;
the stronger the button
press the more damage
the throw does; f and b
determine where
opponent is thrown
Air Shoulder Toss f/b + MA/HA/SA close MA=medium distance,
HA=long distance,
SA=very long distance;
the stronger the button
press the more damage
the throw does; f and b
determine where
opponent is thrown
Basic Moves
-----------
Double Jump ub/u/uf after initial
jump
Forward Hop f, f
Flying Knee LA
Diagonal Punch MA overhead
Flying Jump Kick HA
Dropping Heel SA 2 hits; overhead
Backward Hop b, b
Flying Knee LA
Diagonal Punch MA overhead
Flying Jump Kick HA
Dropping Heel SA 2 hits; overhead
Low To High Kick SA close 2 hits
Dropping Heel SA in air 2 hits; overhead
Command Moves
-------------
Low Crouch Kick d + LA must be blocked low
Sweep d + SA must be blocked low
Mount Punch d + A when opponent is pursue attack
on the ground dizzy
Special Moves
-------------
So Syu Ga qcf + A LA=short and low damage,
MA=medium and medium
damage, HA=far and high
damage, SA=very far and
very high damage
Rekko Ha f, d, df + A LA=short and low damage,
MA=medium and medium
damage, HA=far and high
damage, SA=very far and
very high damage
Ryu Bi Sen qcb + A LA=short, MA=medium,
HA=far, SA=very far;
unlike Billy, Jimmy's
Ryu Bi Sen knocks down
with 1 hit
Air Ryu Bi Sen qcb + A LA=low damage, MA=medium
damage, HA=high damage,
SA=very high damage;
unlike Billy, Jimmy's
Ryu Bi Sen knocks down
with 1 hit
Charge Supers
-------------
Cho Rekko Ha f, d, df + 2 attack invulnerable during the
buttons super
Dragon Transformation LA+MA+HA+SA invulnerable during
transformation; can
hit opponent during
transformation startup;
refer to "while
transformed" section
`````````````````````````````````````
While Transformed
`````````````````````````````````````
Throws
------
Shoulder Toss f/b + MA/HA/SA close MA=medium distance,
HA=long distance,
SA=very long distance;
the stronger the button
press the more damage
the throw does; f and b
determine where
opponent is thrown
Air Shoulder Toss f/b + MA/HA/SA close MA=medium distance,
HA=long distance,
SA=very long distance;
the stronger the button
press the more damage
the throw does; f and b
determine where
opponent is thrown
Basic Moves
-----------
Double Jump ub/u/uf after initial
jump
Forward Hop f, f
Flying Knee LA
Diagonal Punch MA overhead
Flying Jump Kick HA
Flying Back Kick SA
Backward Hop b, b
Flying Knee LA
Diagonal Punch MA overhead
Flying Jump Kick HA
Flying Back Kick SA
High Punch LA far
Stomach Punch LA
Wild Punch MA far
Second Punch MA
Low To High Kick SA close 2 hits
Command Moves
-------------
Low Crouch Kick d + LA must be blocked low
Sweep d + SA must be blocked low
Mount Punch d + A when opponent is pursue attack
on the ground dizzy
Special Moves
-------------
Hi Ryu Ken qcf + A LA=slow speed and very
low damage, MA=medium
speed and low damage,
HA=fast speed and
medium damage, SA=very
fast speed and high
damage; will collide
with other projectiles
as both will be
"destroyed" in the
process
Ryu Jin Ken f, d, df + A LA=short and low damage,
MA=medium and medium
damage, HA=far and high
damage, SA=very far and
very high damage;
invulnerable at the
beginning of the move
Ryu Jin Kyaku qcb + A LA=short and low damage,
MA=medium and medium
damage, HA=far and high
damage, SA=very far and
very high damage
Sho Ryu Ha hcf + A LA=slow speed and very
low damage, MA=medium
speed and low damage,
HA=fast speed and
medium damage, SA=very
fast speed and high
damage; a single dragon
will collide with
another single
projectile as both will
be "destroyed" in the
process; the second
dragon projectile will
pass through after the
first dragon is negated
(unless colliding with
multiple projectiles or
a projectile super)
Charge Supers
-------------
N/A
*******************************************************************************
* 3.7 Burnov *
*******************************************************************************
Colors
------
LA/Start - Red armor and Blue pants
MA - Citrine armor and Teal Blue pants
HA - Taupe Gray armor and Teal Blue pants
SA - Blue armor and Charcoal pants
Throws
------
Powerbomb f/b + MA close opponent ends up in front
of Burnov
High Drop Suplex f/b + HA close opponent ends up behind
Burnov
Jumping Powerbomb f/b + SA close opponent ends up in front
of Burnov
Air Jumping Powerbomb f/b + SA close in air opponent ends up in front
of Burnov
Basic Moves
-----------
Double Jump ub/u/uf after initial
jump
Forward Hop f, f
Cross Dive LA
Body Splash MA overhead
Dropkick HA
Flipping Heel Drop SA overhead
Backward Hop b, b
Cross Dive LA
Body Splash MA overhead
Dropkick HA
Flipping Heel Drop SA overhead
Low Tap Kick LA close must be blocked low
Shoulder Bump SA close
Flipping Heel Drop SA overhead
Flipping Heel Drop SA far overhead
Command Moves
-------------
Low Tap Kick d + MA must be blocked low
Rolling Heel Strike d + HA 2 hits with the second
hit being the knock
down
Belly Splash d + A when opponent is pursue attack
on the ground dizzy
Special Moves
-------------
Burning Belch qcf + A LA=short and very low
damage, MA=medium and
low damage, HA=far and
medium damage, SA=far
and high damage; nitro
spit will collide with
other projectiles as
both will be
"destroyed" in the
process; nitro blast
will absorb projectiles
Bone Crusher hcb + A close LA=suplex with low
damage, MA=atomic drop
to suplex with medium
damage, HA=atomic drop
to suplex to splash
with high damage,
SA=atomic drop to
suplex to big splash
with very high damage;
unblockable
Running Tackle Charge b for 1.25 seconds, LA=slow run with low
f + A damage, MA=medium run
with medium damage,
HA=fast with high
damage, SA=very fast
with very high damage
Charge Supers
-------------
Bomb Belch qcf + 2 attack buttons if nitro spit hits a
projectile it will be
split into smaller
nitro spits that will
still hit the ground
and cause a series of
nitro blasts; nitro
blasts absorb
projectiles
Dynamite Tackle Charge b for 1.25 seconds, invulnerable during the
b + 2 attack buttons super
*******************************************************************************
* 3.8 Amon *
*******************************************************************************
Colors
------
LA/Start - Off White costume
MA - Blue costume
HA - Dark Gray costume
SA - Red costume
Throws
------
Vacuum Throw f/b + MA close opponent ends up behind
Amon
Dragging Strike f/b + HA close opponent ends up behind
Amon
Leaping Slam f/b + SA close opponent ends up in front
of Amon
Air Dragging Strike f/b + HA close in air opponent ends up behind
Amon
Air Leaping Slam f/b + SA close in air opponent ends up in front
of Amon
Basic Moves
-----------
Double Jump ub/u/uf after initial
jump
Forward Hop f, f
Flying Knee LA
Diagonal Punch MA overhead
Flying Jump Kick HA
Double Kick SA 2 hits
Backward Hop b, b
Flying Knee LA
Diagonal Punch MA overhead
Flying Jump Kick HA
Double Kick SA
Kick Backflip HA close
Elbow And Axe Kick SA close 2 hits; second hit is an
overhead
Axe Wheel Kick SA far overhead
Double Kick SA in air 2 hits; overhead
Command Moves
-------------
Low Tap Kick d + MA must be blocked low
Super Slide Kick d + SA must be blocked low
Double Stomp d + A when opponent is pursue attack
on the ground dizzy
Special Moves
-------------
Shi Ho Ken Charge b for 1.25 seconds, LA=very slow and low
f + A damage, MA=slow and
medium damage,
HA=medium and high
damage, SA=fast and
very high damage; elbow
attack will activate
when close to the
opponent
Teleport Elbow A before Shi Ho Ken elbow LA=low damage, MA=medium
come out damage, HA=high damage,
SA=very high damage
Rekka Bakuen Heki Charge d for 1.25 seconds, LA=1 blast, MA=2 blasts,
u + A HA=3 blasts, SA=4
blasts; blast will
absorb projectiles (can
even avoid projectile
supers like the Dulton
Blaster by using the
MA/HA/SA versions)
Yo So Ken b, db, d + A in air LA=3 ninja stars, MA=4
ninja stars, HA=5 hits,
SA=6 hits; a ninja star
will be absorbed if it
strikes a projectile
Charge Supers
-------------
Mokko Bakudan hcf + 2 attack buttons teleports near opponent;
overhead
Air Mokko Bakudan hcf + 2 attack button in teleports near opponent;
air overhead
Cho Bakuen Rai Charge d for 1.25 seconds, absorbs projectiles
u + 2 attack buttons including super
projectiles
*******************************************************************************
* 3.9 Abobo *
*******************************************************************************
Colors
------
LA/Start - Blue costume w/ Verdigris trim
MA - Dark Gray costume w/ Cadet Gray trim
HA - Gray costume w/ Amber trim
SA - Green costume w/ Laurel Green trim
Throws
------
Overhead Toss f/b + MA opponent ends up behind
Abobo
Crashing Punch f/b + HA opponent ends up in front
of Abobo
Face Slam f/b + SA opponent ends up in front
of Abobo
Air Face Slam f/b + SA in air opponent ends up in front
of Abobo
Basic Moves
-----------
Double Jump ub/u/uf after initial
jump
Forward Hop f, f
Flying Knee LA
Diagonal Punch MA overhead
Diagonal Jump Kick HA
High Boot SA
Backward Hop b, b
Flying Knee LA
Diagonal Punch MA overhead
Diagonal Jump Kick HA
High Boot SA
Wild Swing MA far
Second Wild Swing MA
Charging Wild Swing SA far
Second Wild Swing SA
Command Moves
-------------
Back Sweep d + SA must be blocked low
Double Knee Drop d + A when opponent is pursue attack
on the ground dizzy
Special Moves
-------------
Hammer Blow f, df, d + A LA=short and low damage,
MA=medium and medium
damage, HA=far and high
damage, SA=very far and
very high damage;
overhead
Hyper Bomb qcf + A close LA=1 slam and low damage,
MA=2 slams and medium
damage, HA=3 slams and
high damage, SA=4 slams
and very high damage
Giant Swing hcf/hcb + A close LA=2 swings and low
damage, MA=3 swings and
medium damage, HA=4
swings and high damage,
SA=5 swings and very
high damage
Charge Supers
-------------
Triple Jackhammer f, df, d + 2 attack absorbs projectiles
buttons (including super
projectiles); has full
screen distance that
must be blocked low
Earthquake Bomb hcf/hcb + 2 attack unblockable
buttons close
*******************************************************************************
* 3.10 Cheng-Fu *
*******************************************************************************
Colors
------
LA/Start - Purple costume
MA - Blue costume
HA - Green costume
SA - Dark Gray costume
Throw
-----
Sake Spit f/b + MA/HA/SA close throw does no damage, it
instead stuns the
opponent; the higher
the attack button used
the longer the stun;
cannot attempt a throw
again if the opponent
is in the stun state
Basic Moves
-----------
Double Jump ub/u/uf after initial
jump
Forward Hop f, f
Diagonal Poke LA
Double Poke MA overhead
Split Kick HA
Twirl Split Kick SA
Backward Hop b, b
Diagonal Poke LA
Double Poke MA overhead
Split Kick HA
Twirl Split Kick SA
Leaning Elbow LA close
Low Claw LA
Double Claw MA close
Low Claw MA
Lean Back Kick HA close
Backhand HA
Reverse Backhand SA close
Side Kick SA
Tornado Roundhouse SA far 2 hits
Command Moves
-------------
Sweep d + HA must be blocked low
Poke And Sweep d + SA second part must be
blocked low
Rolling Elbow Drop d + A when opponent is pursue attack
on the ground dizzy
Special Moves
-------------
Suiko Retsu Ken qcf + A LA=short with 3 pokes,
MA=medium with 4 pokes,
HA=far with 5 pokes,
SA=very far with 6
pokes
Ko Ryu Kyaku f, d, df + A LA=short and low damage,
MA=medium and medium
damage, HA=far and high
damage, SA=very far and
very high damage;
second part is an
overhead
Hi Sho Kyaku qcb + A LA=medium and low damage,
MA=far and medium
damage, HA=very far and
high damage,
SA=farthest and very
high damage
Counter Toss b, d, db + A note that this motion is
very tight (you must
end the motion directly
on the db direction or
else you will end up
performing the Hi Sho
Kyaku by mistake); when
Cheng's hands are out
he will counter
physical attacks with a
throw; LA=short toss
and low damage,
MA=medium toss and
medium damage, HA=far
toss and high damage,
SA=very far toss and
very high damage
Charge Supers
-------------
Cho Suiko Retsu Ken qcf + 2 attack buttons
Cho Ko Ryu Kyaku f, d, df + 2 attack dash in must connect (not
buttons blocked) to perform the
entire maneuver;
invulnerable during
dash in
-------------------------------------------------------------------------------
*******************************************************************************
* 3.11 Duke *
*******************************************************************************
Colors
------
LA/Start - Orange costume w/ Steel Blue armor
MA - Gold costume w/ Purple armor
HA - Teal costume w/ Gray armor
SA - Blue costume w/ Metallic Gold armor
Throw
-----
Blast Fist f/b + MA/HA/SA close MA=medium distance,
HA=far distance,
SA=very far distance;
the stronger the button
press the more damage
the throw does;
opponent ends up in
front of Duke
Basic Moves
-----------
Double Jump ub/u/uf after initial
jump
Forward Hop f, f
Weak Jump Kick LA
Medium Jump Kick MA
Heavy Jump Kick HA
Wheel Kick SA 2 hits; overhead
Backward Hop b, b
Weak Jump Kick LA
Medium Jump Kick MA
Heavy Jump Kick HA
Wheel Kick SA 2 hits; overhead
Energy Kicks HA close 2 hits
Energy Palm HA far
Energy Punch HA
Triple Kick SA close 3 hits
Wheel Kick SA far 2 hits, overhead
Command Moves
-------------
Weak Crouch Kick d + LA must be blocked low
Strong Crouch Kick d + MA must be blocked low
Sliding Energy Kick d + HA must be blocked low
Backward Wheel Kick d + SA
Diving Knee d + A when opponent is pursue attack
on the ground dizzy
Special Moves
-------------
Moko Resshoda qcf + A
Sho So Kyaku f, d, df + A invulnerable during
maneuver
Cho Geki Hasho Charge b for 1.25 seconds, LA/MA=teleports in front
f + A of opponent to punch,
HA/SA=teleports behind
opponent to punch;
invulnerable during
teleport
Ko Soran Shobu Charge d for 1.25 seconds, jumps near and above
u + A opponent; overhead
Hi So Kyaku b, db, d + A in air overhead
Charge Supers
-------------
Moko Ressho Geki Enha qcf + 2 attack buttons absorbs projectiles
(includes super
projectiles)
Hooh Tensho Kyaku f, d, df + 2 attack invulnerable during
buttons maneuver
Hooh Chizan Kyaku b, db, d + 2 attack invulnerable during
buttons maneuver
*******************************************************************************
* 3.12 Kugo Shuko *
*******************************************************************************
Colors
------
LA/Start - Purple costume w/ Metallic Gold
MA - Blue costume w/ Metallic Gold
HA - Red costume w/ Blue trim
SA - Green costume w/ Gray trim
Throw
-----
Force Push f/b + MA/HA close MA=medium distance,
HA=far distance; HA
version deals slightly
more damage; opponent
ends up in front of
Shuko
High Toss f/b + SA close opponent ends up behind
Shuko; can juggle
opponent after toss
Basic Moves
-----------
Double Jump ub/u/uf after initial
jump
Forward Hop f, f
Flying Knee LA
Weak Jump Kick MA
Heavy Jump Kick HA
Energy Heel Kick SA overhead
Backward Hop b, b
Flying Knee LA
Weak Jump Kick MA
Heavy Jump Kick HA
Energy Heel Kick SA overhead
Forward Palm HA
Energy Heel Kick SA far overhead
Command Moves
-------------
Weak Foot Tap d + LA must be blocked low
Strong Foot Tap d + MA must be blocked low
Sweep d + SA must be blocked low
Double Foot Stomp d + A when opponent is pursue attack
on the ground dizzy
Special Moves
-------------
Suzaku qcf + A LA=very slow and very low
damage, MA=slow and low
damage, HA=medium and
medium damage, SA=fast
and high damage; this
is a homing projectile;
when projectile is in
Shuko's hands it will
absorb other
projectiles; fireball
will collide with other
projectiles as both
will be "destroyed" in
the process
Suiryu f, d, df + A LA/MA=1 bolt, HA/SA=2
bolts; hand swat is an
overhead
Genbu f, df, d + A LA=very slow and very low
damage, MA=slow and low
damage, HA=medium and
medium damage, SA=fast
and high damage; goes
under the other
projectiles in the
game, but will collide
with another Genbu as
both will be
"destroyed" in the
process; hand swat is
an overhead
Kasumi b, f + A / Charge b, LA=short, MA=medium,
f + A HA=far, SA=very far;
can teleport past
opponent; invulnerable
during teleport
Hooh b, db, d + A in air A=very slow and very low
damage, MA=slow and low
damage, HA=medium and
medium damage, SA=fast
and high damage; will
collide with other
projectiles as both
will be "destroyed" in
the process
Byakko d, u + A / Charge d, teleports near and above
u + A opponent; overhead
Air Byakko d, u + A in air / Charge teleports near and above
d, u + A in air opponent; overhead
Charge Supers
-------------
Kirin f, d, df + 2 attack teleport dash in must
buttons connect (not blocked)
to perform the entire
super; must be blocked
low; invulnerable
during teleport
Ge Kirin f, df, d + 2 attack will absorb projectiles
buttons and negate with super
projectiles; hand swat
is an overhead
===============================================================================
4. Conclusion
===============================================================================
4.1 What's Missing/Needed
-Corrections and clean up
-If you have anything to add, any corrections I need to make, please email me
at
[email protected]. Credit will be given for your contribution.
4.2 Credits
-Technos
-SNK
-Gamefaqs
-And me for writing this faq