=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Real Bout Fatal Fury 2
FAQ By: Goh_Billy (
[email protected])
Version #: 9.0
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Sections
--------
1. Legend
1.1 Basic Game Legend
1.2 Chain Attack Legend
2. System
2.1 Basics
2.2 Planes
2.3 Power Gauge And Supers
2.4 Obstacles
3. Characters
3.1 Li Xiang Fei
3.2 Rick Strowd
3.3 Terry Bogard
3.4 Ryuji Yamazaki
3.5 Billy Kane
3.6 Bob Wilson
3.7 Andy Bogard
3.8 Joe Higashi
3.9 Sokaku Mochizuki
3.10 Geese Howard
3.11 Cheng Sinzan
3.12 Mai Shiranui
3.13 Kim Kaphwan
3.14 Hon-Fu
3.15 Wolfgang Krauser
3.16 Tung Fu Rue
3.17 Duck King
3.18 Blue Mary
3.19 Jin Chonshu
3.20 Laurence Blood
3.21 Jin Chonrei
3.22 Franco Bash
----------------------------
3.23 Alfred
4. Misc. And Easter Eggs
5. Conclusion
5.1 What's Missing/Needed
5.2 Credits
===============================================================================
1. Legend
===============================================================================
1.1 Basic Game Legend
---------------------
ub u uf f - Forward S - Strong Attack + - And
\ | / b - Back P - Punch / - Or
b-- --f u - Up K - Kick , - Then
/ | \ d - Down L - Line Change
db d df
qcf - quarter circle forward (d, df, f)
qcb - quarter circle back (d, db, b)
hcf - half circle forward (b, db, d, df, f)
hcb - half circle back (f, df, d, db, b)
1.2 Chain Attack Legend
-----------------------
* - can perform special/super right after if connected
E - ends string
1 - first hit must connect for this part to come out
2 - second hit must connect for this part to come out
3 - third hit must connect for this part to come out
4 - fourth hit must connect for this part to come out
O - overhead
_ - must be blocked low
A - launches opponent into the air
G - opponent must be on ground and must be close enough to connect the pursue
(otherwise dash towards them before they recover to get close enough)
< - backdash
> - shifts to other side of opponent
^ - knocks opponent to back plane
v - knocks opponent to front plane if opponent is in back plane
T - taunt
H - first attack must be from a high jump for this part to come out
===============================================================================
2. System
===============================================================================
++++++++++++++
| 2.1 Basics |
++++++++++++++
Throw f/b + S close
Crawl hold df
Dash Forward f, f can attack out of dash
Dash Jump uf
Halt b
Dash Backward b, b character is invulnerable
for a second
Air Turn Around L in air works only on high jumps
Short aka Small Jump tap ub/u/uf
High Jump press ub/u/uf
Air Block ub/u/uf, b
Block High b
Block Low db will not block overheads
Quick Recovery db/d/df + L after
being knocked
down
Recovery To Back Plane u + L after being
knocked down
Dizzy Recovery shake joystick and tap
the buttons rapidly
when dizzied
Taunt S+L
Counter Move P+K use at the very moment you
are about to be hit by
the opponent (not
projectiles) to avoid them
and counter attack
Break Shot perform move marked requires H. Power or higher
with (BS) while
blocking
++++++++++++++
| 2.2 Planes |
++++++++++++++
---two characters CANNOT be in the back plane at the same time---
Switch To Back Plane L
Low Attack K from back plane must be blocked low
Overhead Attack P from back plane overhead
Strong Attack S from back plane
Switch To Front Plane L from back plane
Roll To Front Plane d
High Plane Attack L when opponent is in overhead; pulls opponent to
back plane front plane if attack
touches them
Low Plane Attack d + L when opponent is must be blocked low; pulls
in back plane opponent to front plane
if attack touches them
---when both characters are in opposing planes---
front plane character:
*cannot crawl
back plane character:
*cannot perform special moves (unless specified)
*cannot perform supers
*cannot duck (will show duck block animation with db blocking)
*cannot crawl
*cannot jump
*dashing forward or backward automatically switches you to the front plane
*standing still for 2 seconds automatically switches you to the front plane
*holding u allows you to stay in back plane
*walking b or f allows you to stay in back plane
++++++++++++++++++++++++++++++
| 2.3 Power Gauge And Supers |
++++++++++++++++++++++++++++++
Power Gauge - This fills when you use special moves, connect (not blocked) any
attack, or when you block an opponent's attack.
H. Power - This occurs when half your power gauge is filled. This allows
you to use Break Shots.
S. Power Super - When your gauge is filled, you will have a S Power bar.
It decreases over time, until eventually your gauge empties
completely. You are able to use a S. Power Super when the
S. Power bar is active. After using a S. Power Super, the
bar will automatically empty. You can also perform S. Power
Supers when your lifebar is flashing. During this time,
there is no need for a charged Power Gauge and you can
perform as many S. Power Supers as you want.
P. Power Super - When the gauge is filled and your lifebar is flashing red,
the power gauge will display a P. Power bar. As with the S.
Power bar, this decreases over time. During the bars active
run, you can perform a P. Power Super. Once performed, the
power gauge will empty.
+++++++++++++++++
| 2.4 Obstacles |
+++++++++++++++++
In Real Bout 2 there are two kinds of levels, one line and two line stages.
In two line stages you are able to perform all the listed moves and use the
back plane as a sway zone. In a one line battle, maneuvers that move into the
back plane will not work. Movement to the back plane will also not work, as
an obstacle will be there instead. The one line stages are the China Street
(Xiang Fei and Hon-Fu's stage), the Rooftop (Cheng and Yamazaki's stage), and
the Desert (Alfred's stage). One line stages have one unique quality in that
any move that would normally knock the opponent to the back plane will now
knock the opponent off the obstacle in the background. They will strike it
and fall back into the front plane.
===============================================================================
3. Characters
===============================================================================
*******************************************************************************
* 3.1 Li Xiang Fei *
*******************************************************************************
Colors
------
P - White pants w/ Red top
L - Blue pants w/ White top
Throw
-----
Reverse Elbows f/b + S close
Basic Move
----------
Crawl hold df
Plane Moves
-----------
Dive Poke P from back plane overhead
Slide Kick K from back plane must be blocked low
Powerful Palm S from back plane
Roundhouse L when opponent is in overhead; pulls opponent to
back plane front plane if attack
touches them
Sweep d + L when opponent is must be blocked low; pulls
in back plane opponent to front plane
if attack touches them
Command Moves
-------------
Ri Mon Chou Chu f + P
Low Foot b + K must be blocked low; can
feint the Low Foot into
a special/super which is
done by performing a
special/super just before
the Low Foot comes out
Hop Cancel S the previous attack will not
fully come out, thus it
will not strike, but
instead cancel into a
forward hop; low dodge
Drunken Backhand P+K use at the very moment you
are about to be hit by
the opponent (not
projectiles) to avoid them
and counter attack
Feint Ten Poh Zan b + P+S
Feint Taitetsujin d + K+S
Special Moves
-------------
Nanpa (BS) qcf + P/S P=short, S=long; absorbs
projectiles
Zen Chuoh qcf + K the rolling grab must
connect (not blocked) to
perform the maneuver
Kanku qcf + K performed after a successful
Zen Chuoh attack
Shin Saiha qcb + K perform this during her roll
or just before she reaches
the opponent; If the Zen
Chouh elbow connects, you
performed this followup
too late; this changes
Li's grab to one that is
unblockable
Ten Poh Zan (BS) f, d, df + K
High Counter (BS) P, then u just when you counters only high attacks
are about to get hit
Mid Counter (BS) P, then f just when you counters only mid attacks
are about to get hit
Low Counter (BS) P, then d just when you counters only low attacks
are about to get hit
S. Power Supers
---------------
Taitetsujin (BS) f, hcf + K+S
Chou Pairon Starter S this must touch opponent for
follow ups to come out
Follow Up f, db, f + P+K if Chou Pairon Starter is
blocked, this follow up is
possible but you cannot
proceed to finish
Finish f, db, f + P+K
P. Power Super
--------------
Majinga 360 + S connects close; unblockable;
the missed blast can hurt
the opponent
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> P (*) -----> P (*) -----> P -----> f + P (E)
d + P (*) | d + P (*) d + P (*) d + P
f + P (*) | S (*, E) K (*, E)
| S (E)
|
-----> K (*) -----> S (O, E)
| d + K (*, _) d + S (_, E)
| df + S (*, A, E)
| L (<, E)
|
-----> S (*) -----> P (*) -----> S (E)
K (*, E) P+K (T, E)
L (T, E)
P in air (O)---> K (1, H, O, E)
S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> K (*) -----> S (0, E)
d + K (*, _) d + K (*, _) d + S (_, E)
df + S (*, A, E)
L (<, E)
b + K (*, _)---> S (E)
K in air (O)---> S (F, H, 0, E)
Strong Starters
```````````````
S (*) --------> f, f + P (1, >, E)
*******************************************************************************
* 3.2 Rick Strowd *
*******************************************************************************
Colors
------
P - White pants w/ Blue trim
L - Off White pants w/ Black trim
Throw
-----
Punching Bag f/b + S close
Basic Move
----------
Crawl hold df
Plane Moves
-----------
Dive Punch P from back plane overhead
Low Uppercut K from back plane must be blocked low
Gut Punch S from back plane
Power Punch L when opponent is in overhead; pulls opponent to
back plane front plane if attack
touches them
Fist Sweep d + L when opponent is must be blocked low; pulls
in back plane opponent to front plane
if attack touches them
Command Moves
-------------
One Two f + P both hits are overheads; can
feint the One Two into
a special/super which is
done by performing a
special/super just before
the One Two comes out
Uppercut df + P
Step Punch P+K use at the very moment you
are about to be hit by
the opponent (not
projectiles) to avoid them
and counter attack
Feint Shooting Star f + P+S
Special Moves
-------------
Shooting Star (BS) qcf + P must reach opponent to
execute the maneuver
Launch Shooting Star qcf + S last hit launches opponent;
can link a Hellion
Devine Blast (BS) qcb + S
Abort L
Blazing Sunburst (BS) qcb + P unblockable
Hellion (BS) f, d, df + P
Full Moon Fever qcb + K, hold K to high dodge
continue
Abort continue holding K for
more than 4 seconds
or stop holding K
S. Power Supers
---------------
Ex Shooting Star qcf + S drains a little over a forth
of a meter; can perform
until S meter empties;
this automatically
replaces his Launch
Shooting Star when S gauge
is full; you MUST have a
S meter to perform this,
as simply having a
flashing meter will not
work; can cancel into this
maneuver directly from a
connected Blazing Sunburst
Gaia Press f, hcf + K+S tornado stream absorbs
projectiles
P. Power Supers
---------------
Ex Shooting Star qcf + S drains a little over a forth
of a meter; can perform
until P meter empties;
this automatically
replaces his Launch
Shooting Star when P gauge
is full; same exact
maneuver as the S. Power
version; can cancel into
this maneuver directly from
a connected Blazing
Sunburst
Howling Bull f, hcf + S the super's range is about
3/4 of the screen and
must be blocked low;
fireball at the end of
the super has full screen
distance and does NOT have
to be blocked low; absorbs
projectiles
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> S (E)
| S (*, E)
|
|
|
----> d + P (*) -----> d + K (*, _)---> d + S (_, E)
: S (*, E)
:
:
:
----> P (*) -----> K (*) -----> S (E)
S (*, E)
P close (*)----> K (*) -----> S (E)
| S (*, E)
|
|
|
----> d + P (*) -----> d + K (*, _)---> d + S (_, E)
: : S (*, E)
: :
: :
: :
: ---> d + P (*) -----> d + K (*, _)-> d + S (_, E)
: : S (*, E)
: :
: :
: :
: ---> P (*) -----> K (*) -----> S (E)
: S (*, E)
:
:
----> P (*) -----> K (*) -----> S (E)
: S (*, E)
:
:
:
---> P (*) -----> K (*) -----> S (E)
: S (*, E)
:
:
:
---> d + P (*) -----> d + K (*, _)-> d + S (_, E)
S (*, E)
d + P (*)------> d + K (*, _)----> d + S (_, E)
| S (*, E)
|
|
|
----> P (*) -----> K (*) -----> S (E)
: : S (*, E)
: :
: :
: :
: ---> P (*) -----> K (*) -----> S (E)
: : S (*, E)
: :
: :
: :
: ---> d + P (*) -----> d + K (*, _)-> d + S (_, E)
: S (*, E)
:
:
----> d + P (*) -----> d + K (*, _)---> d + S (_, E)
: S (*, E)
:
:
---> d + P (*) -----> d + K -----> d + S (_, E)
: (_, E)
: S (*, E)
:
:
---> P (*) -----> K (*) -----> S (E)
S (*, E)
df + P (*)-----> K (*) -----> f + S -----> d, d + S (O, E)
df + K (O, <, E)
b + S (^, E)
P in air (O)---> S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> f + S -----> d, d + S (O, E)
S (*, E)
K close (*)----> K (*) -----> S (*, E)
| S (*, E) df + S (*, A, E)
|
|
|
----> d + K (*, _)----> d + S (_, E)
d + K (*, _)---> d + S (_) -----> f + S (E)
K (*, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
S close (*)----> S (*, 1, E)
Dash Forward,--> S (*, 1, E)
f + S
*******************************************************************************
* 3.3 Terry Bogard *
*******************************************************************************
Colors
------
P - Red jacket and hat
L - Black jacket and hat
Throw
-----
Buster Throw f/b + S close
Basic Moves
-----------
Crawl hold df
Down Punch S from short jump overhead
Roundhouse S close 2 hits
Plane Moves
-----------
Dive Knuckle P from back plane overhead
Slide Kick K from back plane must be blocked low
Strong Kick S from back plane
Backfist L when opponent is in overhead; pulls opponent to
back plane front plane if attack
touches them
Sweep d + L when opponent is must be blocked low; pulls
in back plane opponent to front plane
if attack touches them
Command Moves
-------------
Uppercut df + P
Power Dunk uf + K last part is an overhead
Flying Turn Kick f + K knocks opponent into back
plane; can feint the
Flying Turn Kick into
a special/super which is
done by performing a
special/super just before
the Flying Turn Kick comes
out
Punt Kick Dash Forward, f + S overhead; can feint the
Punt Kick into a
special/super which is
done by performing a
special/super just before
the Punt Kick comes out
Gut Uppercut P+K use at the very moment you
are about to be hit by
the opponent (not
projectiles) to avoid them
and counter attack
Power Charge f + S
Feint Burning Knuckle f + P+S
Feint Power Geyser d + K+S
Special Moves
-------------
Power Wave (BS) qcf + P will collide with other
projectiles as both will
be "destroyed" in the
process
Round Wave (BS) qcf + S hits in both planes; must
be blocked low by opponent
when they are in the back
plane; pulls opponent to
front plane even if they
block the attack; absorbs
projectiles
Burning Knuckle (BS) qcb + P/S P=short, S=long
Rising Tackle Charge d for 2 seconds,
u + P
Fire Kick (BS) qcf + K the sliding kick must be
blocked low; the sliding
kick must also connect
(not blocked) to perform
the entire maneuver;
follow up kick launches
opponent and can be linked
into a Rising Tackle
Crack Shoot (BS) qcb + K
Bashing Sway qcf + L move will not work if
opponent is in back plane;
Terry switches to the back
plane
S. Power Super
--------------
Power Geyser (BS) qcb, db, f + K+S absorbs projectiles
P. Power Super
--------------
Overheat Geyser qcb, db, f + S absorbs projectiles
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> S (E)
| S (*, E) f + S (^, E)
| d + S (_, E)
| df + S (*, A, E)
|
----> d + K (*, _)----> d + S (_, E)
: df + S (*, A, E)
:
:
:
----> P (*) -----> K (*) -----> S (E)
P close (*)----> K (*) -----> S (E)
| S (*, E) f + S (^, E)
| d + S (_, E)
| df + S (*, A, E)
|
----> d + K (*, _)----> d + S (_, E)
: df + S (*, A, E)
:
:
:
----> P (*) -----> K (*) -----> S (E)
: : S (*, E) f + S (^, E)
: : d + S (_, E)
: :
: :
: ---> d + K (*, _)---> d + S (_, E)
: :
: :
: :
: :
: ---> P (*) -----> K (*) -----> S (E)
:
:
----> d + P (*) -----> K (*) -----> S (E)
: d + S (*, E) f + S (^, E)
: d + S (_, E)
:
:
---> d + K (*, _)---> d + S (_, E)
:
:
:
:
---> P (*) -----> K (*) -----> S (E)
d + P (*)------> K (*) -----> S (E)
| d + S (*, E) f + S (^, E)
| d + S (_, E)
| df + S (*, A, E)
|
----> d + K (*, _)----> d + S (_, E)
: df + S (*, A, E)
:
:
:
----> P (*) -----> K (*) -----> S (E)
: : S (*, E) f + S (^, E)
: : d + S (_, E)
: :
: :
: ---> d + K (*, _)---> d + S (_, E)
: :
: :
: :
: :
: ---> P (*) -----> K (*) -----> S (E)
:
:
----> d + P (*) -----> K (*) -----> S (E)
: d + S (*, E) f + S (^, E)
: d + S (_, E)
:
:
---> d + K (*, _)---> d + S (_, E)
:
:
:
:
---> P (*) -----> K (*) -----> S (E)
df + P (*)-----> S (*, 1) -----> S (*, 2, E)
d + S (*, _, E)
uf + K (O, E)
P in air (O)---> S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> K (*) -----> S (E)
d + K | f + S (^, E)
(*, _) | d + S (_, E)
| df + S (*, A, E)
|
----> d + K (*, _)----> d + S (_, E)
df + S (*, A, E)
K close (*)----> K (*) -----> S (E)
| S (*, E) f + S (^, E)
| d + S (_, E)
| df + S (*, A, E)
|
----> d + K (*, _)----> d + S (_, E)
df + S (*, A, E)
f + K (^)------> L (*, v, 1, E)
d + L (*, v, 1, _, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
None
Other Starters
``````````````
P+K (*)--------> f + S (*, A, E)
*******************************************************************************
* 3.4 Ryuji Yamazaki *
*******************************************************************************
Colors
------
P - Black costume w/ Blonde hair
L - Red costume w/ White hair
Throw
-----
Grab And Toss f/b + S close
Basic Moves
-----------
Crawl hold df
Long Kick S from uf/ub short jump overhead
High Kick S close 2 hits
Plane Moves
-----------
Dive Elbow P from back plane overhead
Slide Kick K from back plane must be blocked low
Strong Boot S from back plane must be blocked low; will
ground opponent and can
use Hell Stomp as a follow
up
Swing Kick L when opponent is in overhead; pulls opponent to
back plane front plane if attack
touches them
Sweep d + L when opponent is must be blocked low; pulls
in back plane opponent to front plane
if attack touches them
Command Moves
-------------
Down Fist f + P both hits are overheads; can
feint the Down Fist into
a special/super which is
done by performing a
special/super just before
the Down Fist comes out
Uppercut Swing df + P
Rage Uppercut K+S in air knocks the opponent out of
the air; can use a High
Snake Tamer to hit falling
opponent
Sand Shower tap S repeatedly when wake up move
you are knocked down
Hell Stomp Fury d, d + S on downed pursue attack; first stomp
opponent must connect for the
entire move to come out
Swipe Away P+K use at the very moment you
are about to be hit by
the opponent (not
projectiles) to avoid them
and counter attack
Feint Judgement Dagger f + P+S
Special Moves
-------------
Judgement Dagger (BS) f, d, df + P move must connect (not
blocked) to perform
entire maneuver
Snake Tamer (BS) qcb + P/K/S (hold P=high, K=mid, S=low; S
button to delay) version must be blocked
low
Abort L
Multi Snake Tamer release button after first part must be blocked
charging for 3 low
seconds
Double Return qcf + S absorbs projectiles; will
only absorb Sokaku's
Makibishi Masher and will
only return Mai's Ka Cho
Sen; despite its look,
Sokaku's Wild Monkey Slash
can be absorbed or sent
back as a projectile; will
not absorb or return super
projectiles such as
Cheng's Bursting Heavens,
Krauser's Kaiser Wave, etc
Meter Absorb perform Double Return adds significant amount to
on a projectile your super meter
Projectile perform Double Return
on a projectile and
continue to hold S
Explosive Headbutt f, b, d, u + S close unblockable
Yakiire f, d, df + K overhead; try using Hell
Stomp as a follow up
Sado Maso hcf + K high counter attack
S. Power Super
--------------
Guillotine f, hcf + K+S second part is an overhead;
try following with Hell
Stomp Fury
P. Power Super
--------------
Yondan Drill 360 + S close, tap S unblockable; tap S:
repeatedly to 0-4=level 1, 11 hits
empower 5-8=level 2, 12 hits
9-12=level 3, 14 hits
+13=level 4, 27 hits
13, then press P+K+S
when Yamazaki turns
red=level 5, 14 hits
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> f + S (1) -----> d, d + S (G, E)
P close (*) S (*, E)
d + S (*, 1, _, E)
df + S (*, A, E)
f + P (*, O)---> S (*, ^, E)
df + P (*)-----> S (*) -----> S (E)
P in air (O)---> S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> S (*, ^, E)
K close (*) d + S (*, 1, _, E)
df + S (*, A, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
None
*******************************************************************************
* 3.5 Billy Kane *
*******************************************************************************
Colors
------
P - Blue costume w/ Red bandana
L - Black costume w/ Blue bandana
Throws
------
Pole Toss f/b + S close
Pole Strangle df + S close
Basic Moves
-----------
Crawl hold df
Pole Charge K close 3 hits
Spin Strikes K far
Pole Kick S far dodges low (not projectiles)
Down Pole S from u short jump overhead
Upward Pole S from uf/ub short jump overhead
Plane Moves
-----------
Dive Pole P from back plane overhead
Slide Kick K from back plane must be blocked low
Helicopter Pole S from back plane
Pole Swipe L when opponent is in overhead; pulls opponent to
back plane front plane if attack
touches them
Pole Sweep d + L when opponent is must be blocked low; pulls
in back plane opponent to front plane
if attack touches them
Command Moves
-------------
Double Trip d + S both parts must be blocked
low
Leaning Pole Strike P+K use at the very moment you
are about to be hit by
the opponent (not
projectiles) to avoid them
and counter attack
Feint Power Hi Sho Bonk b + P+S
Special Moves
-------------
San Setsu Kon Charge b for 2 seconds, absorbs projectiles
f + P
Flame San Setsu Kon b, f + S San Setsu Kon must connect
(not blocked) to perform
this follow up
Sparrow Drop (BS) qcb + P
Whirlwind Pole tap P repeatedly absorbs projectiles
Dragon Flame (BS) qcb + K
Power Hi Sho Bonk (BS) db, qcf + K control descent with b or f
S. Power Supers
---------------
Scarlet Uppercut f, df, d + S
Super Fire Wheel f, hcf + K+S absorbs projectiles
P. Power Super
--------------
Salamander Stream f, hcf + S absorbs projectiles
Chain Attacks
-------------
Punch Starters
``````````````
P close (*)----> S (*, E)
f + S (*, ^, E)
P two steps----> S (E)
away (*)
d + P (*)------> d + S (*, E)
P in air (O)---> S (1, H, O, E)
Kick Starters
`````````````
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
d + S (_)------> S (1) -----> qcf + S (E)
*******************************************************************************
* 3.6 Bob Wilson *
*******************************************************************************
Colors
------
P - White pants w/ Green top
L - Blue pants w/ Orange top
Throws
------
Falcon f/b + S close
Hornet Attack df, df + S can link in a Frog Hunting
right after; can link in
other attacks such as a
Monkey Dance or Dancing
Bison (using a corner
helps)
Air Falcon db/df + S close in air
Basic Moves
-----------
Crawl hold df
Upward Kick K from uf/ub short jump overhead
Head Hunter S close 2 hits
Plane Moves
-----------
Dive Kick P from back plane overhead
Slide Kick K from back plane must be blocked low
Flying Headbutt S from back plane
Reach Kick L when opponent is in overhead; pulls opponent to
back plane front plane if attack
touches them
Sweep d + L when opponent is must be blocked low; pulls
in back plane opponent to front plane
if attack touches them
Command Moves
-------------
Slide Backhand Dash Forward, d + P
Slide Tip Kick Dash Forward, d + K
Elephant Tusk df + P
Eagle Step d + K in air overhead; if connected (not
blocked), you can follow
with another air attack;
does not work on small
jumps
Dashing Elbow Dash Forward, f + S can feint the Dashing Elbow
into a special/super which
is done by performing a
special/super just before
the Dashing Elbow comes
out
Flying Fish tap S repeatedly when wake up attack
you are knocked down
Leg Drop u + S on downed pursue attack
opponent
Low Fang P+K use at the very moment you
are about to be hit by
the opponent (not
projectiles) to avoid them
and counter attack
Feint Dancing Bison d + K+S
Special Moves
-------------
Monkey Dance (BS) f, d, df + K try following with Bison
Horns
Rolling Turtle (BS) qcb + K move with b or f
Wild Wolf (BS) Charge b for 2 seconds, last 2 hits are overheads
f + K
Bison Horns Charge d for 2 seconds,
u + S
Sidewinder (BS) qcb + S all parts must be blocked
low
Frog Hunting b, f, f + K+S if blocked you will fall to
the ground
S. Power Super
--------------
Dangerous Wolf f, hcf + K+S the falling Wild Wolf
maneuvers are overheads
P. Power Super
--------------
Dancing Bison f, hcf + S
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> S (E)
| S (*, E) df + S (*, A, E)
|
|
|
----> d + K (*, _)----> d + S (_, E)
:
:
:
:
----> P (*) -----> K (*) -----> S (E)
S (*, E)
P close (*)----> K (*) -----> S (E)
| S (*, E) df + S (*, A, E)
|
|
|
----> d + K (*, _)----> d + S (_, E)
:
:
:
:
----> P (*) -----> K (*) -----> S (E)
: : S (*, E) df + S (*, A, E)
: :
: :
: :
: :
: ---> d + K (*, _)---> d + S (_, E)
: :
: :
: :
: :
: ---> P (*) -----> K (*) -----> S (E)
: S (*, E)
:
:
----> d + P (*) -----> K (*) -----> S (E)
: df + S (*, A, E)
:
:
:
---> d + K (*, _)---> d + S (_, E)
:
:
:
:
---> P (*) -----> K (*) -----> S (E)
S (*, E)
d + P (*)------> K (*) -----> S (E)
| df + S (*, A, E)
|
|
|
---> d + K (*, _)----> d + S (_, E)
:
:
:
:
---> P (*) -----> K (*) -----> S (E)
: : S (*, E) df + S (*, A, E)
: :
: :
: :
: ---> d + K (*, _)---> d + S (_, E)
: :
: :
: :
: :
: ---> P (*) -----> K (*) -----> S (E)
: S (*, E)
:
:
---> d + P (*) -----> K (*) -----> S (E)
: df (*, A, E)
:
:
:
---> d + K (*, _)---> d + S (_, E)
:
:
:
:
---> P (*) -----> K (*) -----> S (E)
S (*, E)
df + P (*)-----> d + K -----> d + S (*, _, E)
P in air (O)---> S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> K (*) -----> S (E)
K close (*)| S (*, E) df + S (*, A, E)
|
|
|
----> d + K (*, _)----> d + S (_, E)
d + K (_, *)----> K (*) -----> S (E)
| df + S (*, A, E)
|
|
|
---> d + K (*, _)----> d + S (_, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
S (*) --------> S -----> f + S (E)
S close (*) u + S (O, E)
*******************************************************************************
* 3.7 Andy Bogard *
*******************************************************************************
Colors
------
P - White costume w/ Red trim
L - Black costume w/ Yellow trim
Throw
-----
Uchimata f/b + S close
Basic Moves
-----------
Crawl hold df
Dropping Heel S close 2 hits
Plane Moves
-----------
Dive Palm P from back plane overhead
Slide Kick K from back plane must be blocked low
Spin Kick S from back plane
Back Chop L when opponent is in overhead; pulls opponent to
back plane front plane if attack
touches them
Sweep d + L when opponent is must be blocked low; pulls
in back plane opponent to front plane
if attack touches them
Command Moves
-------------
Rising Palm df + P
Falling Roll Kick f + K can feint the Falling Roll
Kick into a special/super
which is done by
performing a special/super
just before the Falling
Roll Kick comes
Flip Kick uf + S
Lean Down Kick P+K use at the very moment you
are about to be hit by
the opponent (not
projectiles) to avoid them
and counter attack
Feint Zanei Ken f + P+S
Feint Hi Sho Ken d + P+S
Feint Choreppa Dan d + K+S
Special Moves
-------------
Hi Sho Ken (BS) qcb + P projectile does NOT travel
full screen distance;
will collide with other
projectiles as both will
be "destroyed" in the
process
Geki Hi Sho Ken (BS) qcb + S absorbs projectiles
Shoryudan (BS) f, d, df + S
Zanei Ken Charge db, f + P/S / P=short, S=long
db, f + P/S
Shippu Uraken db, f + S follow up to S version of
Zanei Ken only
Kuhadan (BS) hcf + K
Genei Shiranui qcb + L in air move must touch opponent in
order to perform entire
maneuver; after touching
opponent Andy will move
into the back plane and
then attack back into the
front plane
S. Power Super
--------------
Choreppa Dan qcb, db, f + K+S
P. Power Super
--------------
Dan Da Dan (BS) qcb, db, f + S, tap S move must touch opponent in
reapeatedly for more order to perform entire
gut punches before super
finish
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> S (E)
| S (*, E) f + S (^, E)
| d + S (_, E)
| df + S (*, A, E)
|
----> d + K (*, _)----> d + S (_, E)
df + S (*, A, E)
P close (*)----> K (*) -----> S (E)
| S (*, E) f + S (^, E)
| d + S (_, E)
| df + S (*, A, E)
|
----> d + K (*, _)----> d + S (_, E)
: df + S (*, A, E)
:
:
:
----> P (*) -----> K (*) -----> S (E)
: : S (*, E) f + S (^, E)
: : d + S (_, E)
: : df + S (*, A, E)
: :
: ---> d + K (*, _)---> d + S (_, E)
: df + S (*, A, E)
:
:
----> d + P (*) -----> K (*) -----> S (E)
: f + S (^, E)
: d + S (_, E)
: df + S (*, A, E)
:
---> d + K (*, _)---> d + S (_, E)
df + S (*, A, E)
d + P (*)------> K (*) -----> S (E)
| f + S (^, E)
| d + S (_, E)
| df + S (*, A, E)
|
----> d + K (*, _)----> d + S (_, E)
: df + S (*, A, E)
:
:
:
----> P (*) ------> K (*) -----> S (E)
: : S (*, E) f + S (^, E)
: : d + S (_, E)
: : df + S (*, A, E)
: :
: ----> d + K (*, _)--> d + S (_, E)
: df + S (*, A, E)
:
:
:
----> d + P (*) -----> K (*) -----> S (E)
: f + S (^, E)
: d + S (_, E)
: df + S (*, A, E)
:
---> d + K (*, _)---> d + S (_, E)
df + S (*, A, E)
df + P (*)-----> K -----> S (O, E)
| d + S (*, _, E)
|
|
|
----> S (*, 1) -----> S (*, E)
P in air-------> K (1, H, O, E)
(*, O) S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> K (*) -----> S (E)
K close (*)| f + S (^, E)
d + K | d + S (_, E)
(*, _) | df + S (*, A, E)
|
----> d + K (*, _)----> d + S (_, E)
df + S (*, A, E)
f + K --------> uf + S (A, E)
K in air-------> S (1, H, O, E)
(*, O)
Strong Starters
```````````````
S in air-------> P (1, H, O, E)
(*, O)
*******************************************************************************
* 3.8 Joe Higashi *
*******************************************************************************
Colors
------
P - Blue shorts w/ Red trim
L - White shorts w/ Orange trim
Throws
------
Lifting Pressure f/b + S close
Down Heel d + S
Rapid Knees df + S close
Basic Moves
-----------
Crawl hold df
Straight Kick S from uf/ub short jump overhead
Plane Moves
-----------
Dive Elbow P from back plane overhead
Slide Shin K from back plane must be blocked low
Blasting Knee S from back plane
Roundhouse L when opponent is in overhead; pulls opponent to
back plane front plane if attack
touches them
Sweep d + L when opponent is must be blocked low; pulls
in back plane opponent to front plane
if attack touches them
Command Moves
-------------
High Kick b + K
Slide Kick df + K must be blocked low
Special Taunt d + S on downed pursue taunt
opponent
Side Kick P+K use at the very moment you
are about to be hit by
the opponent (not
projectiles) to avoid them
and counter attack
Feint Slash Kick f + P+S
Feint Hurricane Upper d + P+S
Special Moves
-------------
Hurricane Upper (BS) hcf + P will collide with other
projectiles as both will
be "destroyed" in the
process
Exploding Hurricane (BS) hcf + S first tornado will collide
with other projectiles and
"destroy" them as well as
be "destroyed", while the
second tornado will
continue its path
TNT Punch (BS) tap P repeatedly
Dynamite Fist qcf + P overhead
Dynamite Uppercut qcf + S
Tiger Kick (BS) f, d, df + K
Golden Heel (BS) qcb + K
Slash Kick Charge db, f + K /
db, f + K
Powerful Slash Kick Charge db, f + S / first part must connect (not
db, f + S blocked) to perform entire
maneuver
S. Power Super
--------------
Screw Upper f, hcf + K+S absorbs projectiles
P. Power Supers
---------------
Thunder Fire f, hcf + S
Thunder Fire Shifter f, hcf + L performs super from front
plane to back plane, and
then to front plane again
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K -----> S (2, E)
S (E)
P close (*)----> P (*, 1) -----> P (E)
: K (*, 1) K (*, E)
: d + K (*, 1, _) S (E)
: S (*, 1, E) df + S (*, A, E)
: u + S (O, E)
:
:
----> d + P (*) -----> K (*, 1)----> K (*, E)
S (*, 1, E) S (E)
df + S (*, A, E)
d + P (*)------> P (*, 1) -----> P (E)
K (*, 1) K (*, E)
d + K (*, 1, _) S (E)
S (*, 1, E) df + S (*, A, E)
u + S (O, E)
P in air (O)---> S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> S (*) -----> qcf + S (E)
K close (*)----> S (*, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
None
*******************************************************************************
* 3.9 Sokaku Mochizuki *
*******************************************************************************
Colors
------
P - Blue costume
L - Green costume
Throws
------
No Way Out Crush f/b + S close
Hell's Gate f, df, d + S
Falling Slam db/df + S close in air
Basic Moves
-----------
Crawl hold df
Straight Staff Swing S from a short jump overhead
Side Staff S close 2 hits
Plane Moves
-----------
Dive Palm P from back plane overhead
Slide Kick K from back plane must be blocked low
Lightning Staff S from back plane will ground opponent and can
use Lightning Strike as a
follow up
Energy Fist L when opponent is in overhead; pulls opponent to
back plane front plane if attack
touches them
Staff Sweep d + L when opponent is must be blocked low; pulls
in back plane opponent to front plane
if attack touches them
Command Moves
-------------
Staff Thrust df + P
Lightning Strike d + S on downed pursue attack; pursue is
opponent able to strike an opponent
no matter how far their
fallen body is from Sokaku
Gut Staff P+K use at the very moment you
are about to be hit by
the opponent (not
projectiles) to avoid them
and counter attack
Feint Makibishi Masher d + P+S
Feint Thunder God d + K+S
Special Moves
-------------
Makibishi Masher (BS) qcf + P when descending low enough,
the move must be blocked
low; will collide with
other projectiles as both
will be "destroyed" in the
process
Wild Monkey Slash (BS) qcb + P projectile Sokaku's must
connect (not blocked) for
entire move to be
performed; will collide
with other projectiles as
both will be "destroyed"
in the process
Dance Of Demons tap P repeatedly absorbs projectiles
Heaven Break db + S
Swipe Break df + S must be blocked low
Falling Staff uf + S overhead
Straight Swing f + S
Energy Palm L hits in both planes; if
opponent is in back plane,
this move is an overhead;
pulls opponent to front
plane if attack touches
them
The Wailer (BS) hcb + K absorbs projectiles
Staff Thrust S The Wailer must connect (not
blocked) for the follow up
to come out; the S is
pressed a little "late"
as the Wailer is dealing
damage
Hand Crush Finish 360 + S this has to be performed
quickly after the Staff
Thrust
Possession Blast (BS) f, b, f + S after performing this move
Sokaku will "rest" leaving
you unable to block for a
moment; it can absorb
projectiles, but low ones
can usually sneak by
Ki Mon Jin 360 + S close unblockable
Vortex Inferno u, d + L from back overhead; moves back into
plane the front plane
S. Power Super
--------------
Thunder God f, hcf + K+S hits in both planes; absorbs
projectiles
P. Power Super
--------------
Sokaku Splat f, hcf + S Sokaku has very slight
"rest" period after super;
just outside sweep range
this super becomes
unblockable, and within
sweep range it simply
becomes an overhead
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> S (*, _, E)
P close (*)
d + P (*)------> d + S (*, _, E)
P in air (O)---> S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> S (*, E)
K close (*)----> S (*) -----> d, d + S (1, E)
d + K (*, _)---> S -----> d, d + S (E)
f + S (^, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
S close (*)----> f + K (O) -----> f, d, df + P (A, E)
*******************************************************************************
* 3.10 Geese Howard *
*******************************************************************************
Colors
------
P - Red pants w/ Yellow trim and Blonde hair
L - Blue pants w/ White trim and White hair
Throws
------
Clamp Of The Tiger f/b + S close
Fatal Blow Bopper f, df, d + S
Mauling Tiger Crunch df + S close
Basic Moves
-----------
Crawl hold df
Jump Kick S from a short jump overhead
Energy Palm S far 3 hits
Backfist S close 2 hits
Plane Moves
-----------
Dive Elbow P from back plane overhead
Slide Kick K from back plane must be blocked low
Strong Trip S from back plane must be blocked low; will
ground opponent and can
use Diven Punishment as
a follow up
Backfist L when opponent is in overhead; pulls opponent to
back plane front plane if attack
touches them
Sweep d + L when opponent is must be blocked low; pulls
in back plane opponent to front plane
if attack touches them
Command Moves
-------------
Slide Tap Kick Dash Forward, K
Buzzsaw f + P overhead
Rising Palm df + P
Rolling Sweep b + K knocks opponent into back
plane; can feint the
Rolling Sweep into a
special/super which is
done by performing a
special/super just before
the Rolling Sweep comes
out
Divine Punishment d + S close on downed pursue attack
opponent
Slash Uppercut P+K use at the very moment you
are about to be hit by
the opponent (not
projectiles) to avoid them
and counter attack
Feint Reppu Ken d + P+S
Feint Raging Storm d + K+S
Special Moves
-------------
Reppu Ken (BS) qcb + P will collide with other
projectiles as both will
be "destroyed" in the
process
Double Reppu Ken (BS) qcb + S start up absorbs other
projectiles; if start up
absorbs a projectile, a
small Reppu Ken will be
released and continue its
path; if no absorbing is
done on the start up of
the move the actual
Reppu Ken will appear
larger, and will absorb
other projectiles and
continue to run its path
Shinkuu Nage 360 + P close unblockable
Palm Blast hcf + P low counter attack
Dragon Throw hcf + K counter attack to jump
maneuvers and special
moves (not projectiles)
Push Of The Tiger hcf + S high counter; moves opponent
to other side of him where
they are "stunned" for a
split second
S. Power Super
--------------
Raging Storm f, hcf + K+S absorbs projectiles
P. Power Supers
---------------
Rashoumon 360 + S close unblockable
Deadly Rave hcb, f + P, P, P, K, dash in must connect (not
K, K, S, S, S blocked) for the entire
super to be performed
Finish qcb + S
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> S (E)
P close (*) d + S (*, _, E)
df + P (*)-----> S (_) -----> d + S (2) -----> d + S (G, E)
d + S (*, _, E)
f + P --------> S -----> 360 + P (2, E)
d + P (*)------> S (*, E)
d + S (*, E)
P in air (O)---> S (1, H, O, E)
Kick Starters
`````````````
K close (*)----> S (*, E)
d + K (*)------> d + K (*) -----> d + S (*, _, E)
df + S (*, A, E)
b + K (*, ^)---> L (*, v, 1, E)
d + L (*, v, 1, _, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
None
*******************************************************************************
* 3.11 Cheng Sinzan *
*******************************************************************************
Colors
------
P - White pants w/ Green shirt
L - Yellow pants w/ Blue shirt
Throws
------
Double Hand Toss f/b + S close
Headbutts df + S close
Basic Moves
-----------
Crawl hold df
Head Soften S close 2 hits
Plane Moves
-----------
Dive Palm P from back plane overhead
Slide Kick K from back plane must be blocked low
Energy Palms S from back plane
Powerful Slap L when opponent is in overhead; pulls opponent to
back plane front plane if attack
touches them
Double Foot Sweep d + L when opponent is must be blocked low; pulls
in back plane opponent to front plane
if attack touches them
Command Moves
-------------
Glowing Orb b + P knocks opponent to back
plane; can feint the
Glowing Orb into a
special/super which is
done by performing a
special/super just before
the Glowing Orb comes
out
Double Orb Attack f + P overhead; can feint the
Double Orb Attack into a
special/super which is
done by performing a
special/super just before
the Double Orb Attack
comes out
Quick Crawl Forward df + S must be performed before the
Double Orb Attack has a
chance to come out; high
dodge
Quick Crawl Backward db + S must be performed before the
Double Orb Attack has a
chance to come out; high
dodge
Prop Tantrum d + S all parts must be blocked low
Straight Palm P+K use at the very moment you
are about to be hit by
the opponent (not
projectiles) to avoid them
and counter attack
Feint Avalanche Crunch f + P+S
Feint Fatty Bazooka d + P+S
Special Moves
-------------
Kiten Hinzan (BS) qcf + P will collide with other
projectiles as both will
be "destroyed" in the
process
High Kiten Hinzan (BS) f, d, df + P will collide with other
projectiles as both will
be "destroyed" in the
process
Belly Drum Blast Charge d for 2 seconds, use b or f to move; tap P to
u + P delay move; overhead
Flexible Geezer qcb + K, hold K dodges high attacks,
including high fireballs
Abort continue holding K for you will be in a short
more than 4 seconds "stun" if you abort by
or stop holding K holding K for more than
4 seconds
Avalanche Crunch (BS) Charge b for 2 seconds, K=short, S=long; must be
f + K/S blocked low
Fatty Bazooka qcb + S must be blocked low; the
sneeze portion can absorb
low projectiles
S. Power Super
--------------
Bursting Heavens (BS) Charge db for 2 seconds, the projectile itself
qcf + K+S absorbs other projectiles
P. Power Super
--------------
Collapse Of Creation hcf + S in air, hold S use b or f to move;
releasing S will end the
super; if S is released
1 second into the super,
Cheng will drop with a
Belly Drum Blast which is
an overhead
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> S (*, E)
df + S (*, A, E)
P close (*)----> S (*, E)
: df + S (*, A, E)
:
:
:
----> P (*) -----> S (*, E)
df + S (*, A, E)
d + P (*)------> P (*) -----> S (*, E)
d + S (*, _, E) df + S (*, A, E)
P (O) from-----> S (0) -----> S (_) -----> S (_) -----> S (_)-+
back plane |
|
|
b, b + K (<, E) <----+
b + P (*, ^)---> L (*, v, 1, E)
f + P (O)------> df + S (E)
db + S (E)
P in air (O)---> S (1, H, O, E)
Kick Starters
`````````````
d + K (*, _)---> d + S (*, _, E)
K (_) from-----> S (0) -----> S (_) -----> S (_) -----> S (_)-+
back plane |
|
|
b, b + K (<, E) <----+
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
S --------> S (<, E)
S close (*)
S from back----> S (0) -----> S (_) -----> S (_) -----> S (_)-+
plane |
|
|
b, b + K (<, E) <----+
*******************************************************************************
* 3.12 Mai Shiranui *
*******************************************************************************
Colors
------
P - Red costume
L - Blue-Purple costume
Throws
------
Fuushakuzushi f/b + S close
Yumezakura db/df + S close in air
Basic Moves
-----------
Crawl hold df
Down Fan S from a short jump overhead
Roundhouse S close 2 hits
Turn Fan S far 2 hits
Plane Moves
-----------
Dive Forearm P from back plane overhead
Slide Kick K from back plane must be blocked low
Flip Kick S from back plane
Roundhouse L when opponent is in overhead; pulls opponent to
back plane front plane if attack
touches them
Sweep d + L when opponent is must be blocked low; pulls
in back plane opponent to front plane
if attack touches them
Command Moves
-------------
Triangle Jump jump toward the wall,
then away
Slide Back Kick Dash Forward, d + K
Tail Strike b + P knocks opponent to back
plane; can feint the
Tail Strike into a
special/super which is
done by performing a
special/super just before
the Tail Strike comes
out
Double Foot Strike tap S repeatedly when wake up attack
you are knocked down
Fan Uppercut P+K use at the very moment you
are about to be hit by
the opponent (not
projectiles) to avoid them
and counter attack
Feint Ka Cho Sen d + P+S
Feint Flower Hurricane d + K+S
Special Moves
-------------
Ka Cho Sen (BS) qcf + P will collide with other
projectiles as both will
be "destroyed" in the
process
Ryu Em Bu (BS) qcb + P absorbs projectiles
Night Bird (BS) qcb + S
Shinobi Bachi (BS) hcf + S
Musasabi Mai d + P+K in air
S. Power Super
--------------
Cho Shinobi Bachi f, db, f + K+S /
f, hcf + K+S
P. Power Super
--------------
Flower Hurricane f, db, f + S, hold S / releasing S will make Mai
f, hcf + S, hold S stop her dash and perform
the rising part of the
super; holding S will
make her continue to dash
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> df + S (*, A)--> S (*, 3)-----> K (*, 4, E)
P close (*) S (*, E) S (E) S (*, O, E)
d + K (*, _, E)
d + P (*)------> K (*) -----> df + S (*, A)--> S (*, 3)-----> K (*, 4, E)
: S (*, E) S (E) S (*, O, E)
: d + K (*, _, E)
: d + S (*, E)
:
----> d + P (*) -----> K (*) -----> df + S -----> S (*, 3)-+
: S (*, E) (*, A) :
: d + K (*, _, E) S (E) :
: d + S (*, E) :
: :
: K (*, 4, E) <--+
: S (*, O, E)
:
:
---> d + P (*) -----> K (*) -----> df + S---+
d + S (*, E) (*, A) :
S (E) :
:
:
S (*, O, E) <---- S (*, 3) <--+
b + P (*, ^)---> L (*, v, 1, E)
d + L (*, v, 1, _, E)
P in air-------> K (1, H, 0, E)
(*, O) S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> K (*) -----> df + S (*, A)--> S (*, 3)-----> K (*, 4, E)
K close (*) S (*, E) S (E) S (*, O, E)
d + K (*, _, E)
d + K (*, _)---> S (*, E)
d + S (*, E)
K in air-------> S (1, H, O, E)
(*, O)
Strong Starters
````````````````
S in air-------> P (1, H, O, E)
(*, O)
*******************************************************************************
* 3.13 Kim Kaphwan *
*******************************************************************************
Colors
------
P - White costume
L - Aqua costume
Throw
-----
Taiotoshi f/b + S close
Basic Moves
-----------
Crawl hold df
Double Assault S far 2 hits
Deep Roundhouse S close 2 hits
Plane Moves
-----------
Dive Foot P from back plane overhead
Slide Kick K from back plane must be blocked low
Turn Kick S from back plane
Foot Swipe L when opponent is in overhead; pulls opponent to
back plane front plane if attack
touches them
Sweep d + L when opponent is must be blocked low; pulls
in back plane opponent to front plane
if attack touches them
Command Moves
-------------
Slide Snap Kick Dash Forward, d + P
Nericage f + K overhead
Gut Kick P+K use at the very moment you
are about to be hit by
the opponent (not
projectiles) to avoid them
and counter attack
Feint Phoenix Flattner d + K+S
Special Moves
-------------
Ku Sa Zan Charge d for 2 seconds,
u + P
Finish d + P Ku Sa Zan must connect (not
blocked), for this follow
up to be possible
Crescent Moon Slash (BS) qcb + K/S K=short, S=long
Hakikyaku (BS) d, d + K must be blocked low; will
stagger opponent a little
if this move connects
Hien Zan (BS) Charge d for 2 seconds,
u + K
Hi Sho Kyaku d + K in air
Judgment Kick df + K Hi Sho Kyaku must touch
opponent to allow this
follow up; must be blocked
low
S. Power Super
--------------
Phoenix Kick Dance hcf + K+S in air move must connect (not
blocked) to perform entire
super
P. Power Super
--------------
Phoenix Flattner qcb, db, f + S dash in must connect (not
blocked) to perform entire
super
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> S (*, 2, ^, E)
P close (*)| f + K (O, E)
|
|
|
----> P (*, 1) -----> K (*) -----> S (E)
S (*, ^, E)
d + P (*)------> P (*) -----> K (*) -----> S (*, 2, ^, E)
: f + K (O, E) | f + K (O, E)
: |
: |
: |
: ---> P (*, 1) -----> K (*) -----> S (E)
: S (*, ^, E)
:
:
---> d + P (*) -----> P (*) -----> K (*) -----> S (*, 2,
f + K (O, E) : f + K (O, E) ^, E)
:
:
:
---> P (*, 1)---> S (*, ^, E)
P in air-------> K (1, H, 0, E)
(*, O) S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> f + K (O, E)
K close (*)
d + K (*, _)
K in air-------> S (1, H, O, E)
(*, O)
Strong Starters
```````````````
S close (*)----> P (*) -----> K -----> S (A, E)
*******************************************************************************
* 3.14 Hon-Fu *
*******************************************************************************
Colors
------
P - Black pants w/ Red top
L - Red pants w/ Blue top
Throws
------
Leg Toss f/b + S close
Buddhist Bopper df + S close
Basic Moves
-----------
Crawl hold df
Down Nunchaku S from short jump overhead
High Roundhouse S close 2 hits
Plane Moves
-----------
Dive Elbow P from back plane overhead
Slide Kick K from back plane must be blocked low
Strong High Kick S from back plane
Reaching Foot L when opponent is in overhead; pulls opponent to
back plane front plane if attack
touches them
Sweep d + L when opponent is must be blocked low; pulls
in back plane opponent to front plane
if attack touches them
Command Moves
-------------
Rising Nunchaku df + P
Roundhouse f + K can feint the Roundhouse
into a special/super which
is done by performing a
special/super just before
the Roundhouse comes out
Nunchaku Bop d + S on downed pursue attack
opponent
Side Nunchaku P+K use at the very moment you
are about to be hit by
the opponent (not
projectiles) to avoid them
and counter attack
Feint Double Fire Noogie b + P+S
Special Moves
-------------
Sky Of Fire Noogie (BS) f, d, df + P
Double Fire Noogie (BS) f, d, df + S
Fire Stallion qcb + P, tap P if no P is tapped after
repeatedly move, Hon-Fu will finish
with himself in a "stun";
tap P in a good rythm to
have Hon-Fu finish with a
fire attack; if the tapped
P portion is not in a good
rythm you will again end
up in a "stun"
Heavenly Lightning (BS) qcb + K
Lightning On Earth (BS) Charge db for 2 must be blocked low
seconds, f + K
Headbutt Exit tap K repeatedly
Confident Counterattack qcb + S protects Hon-Fu from high
attacks only (not
projectiles); if Hon-Fu
uses this move against a
high attack he will turn
red and take no damage;
after two successful
protects Hon-Fu's next
successful protect will
produce a 13 hit ranbu
style super (NO super
meter needed)
Kaoloon's Prediction hcf + S kick must connect (not
blocked) with opponent on
the ground for entire move
to come out
Black Dragon hcf + S kick must connect (not
blocked) with opponent in
the air for entire move to
come out
S. Power Super
--------------
Exploding Goro qcb, db, f + K+S
P. Power Super
--------------
Yoka Tonhanma (BS) qcb, db, f + S both parts are overheads;
the explosion after the
second part will absorb
projectiles
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> S (E)
P close (*)----> K (*) -----> S (E)
| f + S (^, E)
| d + S (_, E)
| df + S (*, A, E)
|
----> S (*) -----> S (*, E)
|
|
|
|
----> d + K (*, _)----> d + S (_, E)
: df + S (*, A, E)
:
:
:
----> d + P (*) -----> d + K (*, _)---> d + S (_, E)
: : d + S (*, E)
: :
: :
: :
: ---> K (*) -----> S (E)
: : f + S (^, E)
: : d + S (_, E)
: :
: :
: ---> P (*) -----> S (E)
:
:
----> P (*) -----> K -----> S (E)
: f + S (^, E)
: d + S (_, E)
: df + S (*, A, E)
:
---> S (*) -----> S (*, E)
:
:
:
:
---> d + K (*, _)---> d + S (_. E)
:
:
:
:
---> P (*) -----> S (E)
d + P (*)------> K (*) -----> S (E)
| d + S (*, E) f + S (^, E)
| d + S (_, E)
| df + S (*, A, E)
|
----> d + K (*, _)----> d + S (_, E)
: df + S (*, A, E)
:
:
:
----> d + P (*) -----> d + K (*, _)---> d + S (_, E)
: : d + S (*, E)
: :
: :
: :
: ---> K (*) -----> S (E)
: : f + S (^, E)
: : d + S (_, E)
: :
: :
: ---> P (*) -----> S (E)
:
:
:
:
----> P (*) -----> K (*) -----> S (E)
: f + S (^, E)
: d + S (_, E)
:
:
---> S (*) -----> S (*, E)
:
:
:
:
----> d + K (*, _)--> d + S (_, E)
:
:
:
:
---> P (*) -----> S (E)
df + P (*)-----> S (1) -----> S (*, A, E)
d + S (_, E)
P in air (O)---> S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> K -----> S (O, E)
K close (*)----> K (*) -----> S (E)
| f + S (^, E)
| d + S (_, E)
| df + S (*, A, E)
|
----> d + K (*, _)----> d + S (_, E)
df + S (*, A, E)
d + K (*, _)---> K (*) -----> S (E)
| d + S (*, E) f + S (^, E)
| d + S (_, E)
| df + S (*, A, E)
|
----> d + K (*, _)----> d + S (_, E)
df + S (*, A, E)
f + K --------> df + S (_, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
None
*******************************************************************************
* 3.15 Wolfgang Krauser *
*******************************************************************************
Colors
------
P - Red pants w/ Gold armor and Purple hair
L - Blue pants w/ Silver armor and Brown hair
Throw
-----
Knee Thrust f/b + S close
Basic Moves
-----------
Crawl hold df
Crunch Upper S close 2 hits
Plane Moves
-----------
Dive Palm P from back plane overhead
Slide Kick K from back plane must be blocked low
Flying Push S from back plane
Reaching Fist L when opponent is in overhead; pulls opponent to
back plane front plane if attack
touches them
Sweep d + L when opponent is must be blocked low; pulls
in back plane opponent to front plane
if attack touches them
Command Moves
-------------
Ground Punch f + P overhead; can feint the
Ground Punch into a
special/super which is
done by performing a
special/super just before
the Ground Punch comes out
Big Splash d + S in air overhead
Elbow Drop d + S on downed pursue attack
opponent
Uppercut P+K use at the very moment you
are about to be hit by
the opponent (not
projectiles) to avoid them
and counter attack
Feint Low Blitz Ball d + P+S
Feint Kaiser Wave d + K+S
Special Moves
-------------
High Blitz Ball (BS) qcb + P will collide with other
projectiles as both will
be "destroyed" in the
process
Low Blitz Ball (BS) qcb + S will collide with other
projectiles as both will
be "destroyed" in the
process
Leg Tomahawk (BS) qcf + K overhead
To The Moon Blow hcb + K close unblockable
Kaiser Claw f, d, df + S catches airborne opponent's
Phoenix Thrust hcf + S counter attack to jump
maneuvers and special
moves (not projectiles)
Scum Gale hcf + P close unblockable; opponent is
tossed to the other side
of Krauser and is
"stunned" for a split
second
Uppercut Blow b, b + S use the Kaiser Claw right
after the uppercut
connects
S. Power Super
--------------
Kaiser Wave (BS) Charge b/db for 2 absorbs projectiles;
seconds, uf + K+S holding the last part of
(hold K+S to delay) the motion (uf + K+S) will
empower the super; hold
uf + K+S for:
0-1 second=level 1 wave
2 seconds=level 2 wave
3 seconds=level 3 wave
which strikes in both
planes
P. Power Supers
---------------
Gigatec Cyclone 360 + S close unblockable
Deadly Rave hcb, f + P, P, K, S, dash in must connect (not
K, S, P, K, S blocked) for the entire
super to be performed
Finish 1 S
Finish 2 b, d, db + P+S
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> S (1, E)
P close (*)----> S (*, E)
d + P (*)------> S (*, 1, E)
P in air (O)---> S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> S (1, E)
K close (*)
d + K (*, L)---> d + S (1, _, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
S close (*)----> S (*) -----> qcf + S (E)
df + S (*, A, E)
*******************************************************************************
* 3.16 Tung Fu Rue *
*******************************************************************************
Colors
------
P - Green top
L - Purple top
Throw
-----
Rapid Punches f/b + S close
Basic Moves
-----------
Crawl hold df
High Wave Kick S close 2 hits
Plane Moves
-----------
Dive Fist P from back plane overhead
Slide Kick K from back plane must be blocked low
Spinning Fists S from back plane
Energy Blast L when opponent is in overhead; pulls opponent to
back plane front plane if attack
touches them
Sweep d + L when opponent is must be blocked low; pulls
in back plane opponent to front plane
if attack touches them
Command Moves
-------------
Slide Stab Dash Forward, P
Rising Fist df + P
Shoulder Thrust P+K use at the very moment you
are about to be hit by
the opponent (not
projectiles) to avoid them
and counter attack
Feint Senpu Gouken d + K+S
Special Moves
-------------
Shou Ha (BS) qcf + P absorbs projectiles
Shin Shippu (BS) qcb + P/S P=short, S=long; possible to
link a Thousand Kicks
after S version
Thousand Kicks (BS) f, d, df + K
Geki Ha qcf + S, hold S to if charged past 1 second
empower and released, Tung
throws his arms out for
extra damage; while
holding S, you are able
to hit the opponent four
times if they walk or jump
into you, after that the
only damage that can be
dealt is from releasing S;
the second part can hit
up to 5 times (which is
unlikely unless they are
on top of you)
Abort continue holding S for
more than 4 seconds
Meditation S+L
Scratch S+L
Super Shin Shippu S possible to link a Thousand
Kicks maneuver after this
Super Thousand Kicks K
Drained S+L
Super Shin Shippu S possible to link a Thousand
Kicks maneuver after this
Super Thousand Ki. K
S. Power Super
--------------
Senpu Gouken f, hcf + K+S hits in both planes
P. Power Super
--------------
Super Geki Ha f, hcf + S last part is an overhead
Chain Attacks
--------------
Punch Starters
``````````````
P close (*)----> P (*) -----> d + K (*, _, E)
d + P (*) d + P (*)
S (*, E)
d + K (*, _, E)
df + A (*)-----> S (*, E)
P in air (O)---> K (1, H, 0, E)
S (1, H, O, E)
Kick Starters
`````````````
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
None
Other Starters
``````````````
P+K (*)--------> S (O, E)
*******************************************************************************
* 3.17 Duck King *
*******************************************************************************
Colors
------
P - Yellow top w/ Blue vest
L - Red top w/ Black vest
Throw
-----
Slam Dunk f/b + S close
Basic Moves
-----------
Crawl hold df
Hop Kick K far low dodge
Rising Beat S close 2 hits
Plane Moves
-----------
Dive Elbow P from back plane overhead
Slide Kick K from back plane must be blocked low
Powerful Knee S from back plane
Backhand L when opponent is in overhead; pulls opponent to
back plane front plane if attack
touches them
Split Sweep d + L when opponent is must be blocked low; pulls
in back plane opponent to front plane
if attack touches them
Command Moves
-------------
Duck Fake Air d, d in air causes duck to stop in mid
air for a split second;
cannot perform air
normals after this, but
Duck can perform a Flying
Spin Attack; can use as
an air dodge as Duck is
invulnerable for a split
second
Drop Straight Down do nothing
Drop Diagonally Back b
Drop Diagon. Forward f
Duck Fake Ground Dash Forward, df + S dodges high attacks, will
slide past opponent
Down Swipe b + P overhead; can feint the
Down Swipe into a
special/super which is
done by performing a
special/super just before
the Down Swipe comes out
Slide df + K must be blocked low
Double Hand Spin d + S both parts must be blocked
low
Ground Spin d + S on downed pursue attack
opponent
Power Headbutt P+K use at the very moment you
are about to be hit by
the opponent (not
projectiles) to avoid them
and counter attack
Feint Duck Dance d + K+S
Special Moves
-------------
Head Spin Attack (BS) qcf + P
Riding Spin Attack (BS) qcf + S
Kick Finish S Riding Head Spin Attack must
touch opponent in order
for this follow up to be
available
Flying Spin Attack qcb + P in air
Break Storm f, d, df + K
Violent Spin tap K repeatedly
Dancing Dive (BS) qcb + K move can hit and go past
opponent
Dive Away qcf + K Dancing Dive must touch
opponent in order for this
follow up to be available
Cross Head Spin u, d + L from back moves back into the front
plane plane
S. Power Supers
---------------
Break Storm f, d, df + K no meter needed, just a
starter
Duck Drill hcf + K+S
Duck Drill Catch hcf + K+S close in air unblockable
Break Spiral 360 + K+S close unblockable
P. Power Super
--------------
Duck Dance f, hcf + S, tap S tap S:
repeatedly charge 0-2=level 1 charge
levels (one chick)
3-5=level 2 charge
(two chicks)
6-10=level 3 charge
(three chicks)
11+=level 4 charge
(four chicks)
---you have the length of time before your P bar runs out to perform one of---
---the following maneuvers:---
Air Cannonball qcb + K+S in air requires level 1 charge or
higher
Cannonball qcf + K+S requires level 2 charge or
higher
Dance Kick qcb + K+S requires level 3 charge or
higher
Heaven's Knee f, d, df + K+S requires level 3 charge or
higher
Duck Rave hcb + S requires level 4 charge;
must be blocked low
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> S (E)
f + S (^, E)
d + S (_, E)
df + S (*, A, E)
P close (*)----> K (*) -----> S (E)
: f + S (^, E)
: d + S (_, E)
: df + S (*, A, E)
:
----> d + P (*) -----> K (*) -----> f + S (^, E)
: P (*, E) d + S (_, E)
: d + S (E) df + S (*, A, E)
:
:
:
----> P (*) -----> K (*) -----> f + S (^, E)
P (*, E) d + S (_, E)
df + S (*, A, E)
d + P (*)------> K (*) -----> S (E)
: d + S (E) f + S (^, E)
: d + S (_, E)
: df + S (*, A, E)
:
----> d + P (*) -----> K (*) -----> f + S (^, E)
: P (*, E) d + S (_, E)
: d + S (E) df + S (*, A, E)
:
:
----> P (*) -----> K (*) -----> f + S (^, E)
P (*, E) d + S (_, E)
df + S (*, A, E)
P in air-------> S (1, H, O, E)
(*, O)
Kick Starters
`````````````
K close (*)----> K (*) -----> S (E)
d + K | f + S (^, E)
(*, _) | d + S (_, E)
| df + S (*, A, E)
|
----> d + K (*, _)----> d + S (_, E)
df + S (*, A, E)
K in air-------> S (1, H, O, E)
(*, O)
Strong Starters
````````````````
d + S (_)------> d + S (*, 1, _)-> qcf, uf + K (E)
*******************************************************************************
* 3.18 Blue Mary *
*******************************************************************************
Colors
------
P - Blue pants w/ Green jacket and Blonde hair
L - Brown pants w/ Black jacket and White hair
Throw
-----
Tomi Nage f/b + S close
Achilles Hold f, df, d + S
Basic Moves
-----------
Crawl hold df
Air Backfist S from short jump overhead
Rising Slap S close 2 hits
Plane Moves
-----------
Dive Palm P from back plane overhead
Slide Kick K from back plane must be blocked low
Side Kick S from back plane
Reaching Kick L when opponent is in overhead; pulls opponent to
back plane front plane if attack
touches them
Double Leg Sweep d + L when opponent is must be blocked low; pulls
in back plane opponent to front plane
if attack touches them
Command Moves
-------------
Dropping Heel f + K overhead; can feint the
Dropping Heel into a
special/super which is
done by performing a
special/super just before
the Dropping Heel comes
out
Step Roller b + K second part must be blocked
low
Leg Press d + K on downed pursue attack
opponent
Straight Elbow P+K use at the very moment you
are about to be hit by
the opponent (not
projectiles) to avoid them
and counter attack
Feint Mary Snatcher b + P+S
Special Moves
-------------
Mary Dodge qcb + P quick high dodge
Good Night Backbreaker P when opponent is unblockable
close
Face Lock K when opponent is unblockable
close
German Suplex S when opponent is unblockable
close
Mary Snatcher (BS) f, d, df + K
Mary Crab Clutch Charge b for 2 seconds, must be blocked low; move
f + K must connect (not blocked)
to perform the entire
maneuver
Young Dive Charge d for 2 seconds, overhead
u + S
Reverse Kick b + K use as crossup
Dangerous Spider qcf + S unblockable
Mary Spider uf, qcf + S unblockable
S. Power Super
--------------
Mary Typhoon f, hcf + K+S unblockable
P. Power Super
--------------
Mary Escalation f, hcf + S
---you have the length of time before your P bar runs out to perform the---
---following maneuvers:---
Vertical Arrow (BS) f, d, df + P
Mary Snatchbreaker f, d, df + K Vertical Arrow must connect
(not blocked) for this
follow up to be available
Mary Dynamite Sw. f + S automatically ends P bars
count down
Straight Slicer (BS) Charge b for 2 seconds, must be blocked low
f + P
Double Crunch b, f + K Straight Slicer must connect
not blocked) for this
follow up to be available
Mary Dynamite Sw. d + S automatically ends P bars
count down
Spin Fall (BS) qcf + S
Double Spider qcf + S Spin Fall must connect (not
blocked) for this follow
up to be available
Mary Dynamite Sw. d + S automatically ends P bars
count down
Mary Double Swing d + S close on downed pursue attack
opponent
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> S (E)
| S (*, E) f + S (^, E)
| d + S (_, E)
| df + S (*, A, E)
|
----> d + K (*, _)----> d + S (_, E)
df + S (*, A, E)
P close (*)----> K (*) -----> S (E)
| S (*, E) f + S (^, E)
| d + S (_, E)
| df + S (*, A, E)
|
----> d + K (*, _)----> d + S (_, E)
: df + S (*, A, E)
:
:
:
----> P (*) -----> K (*) -----> S (E)
: : S (*, E) f + S (^, E)
: : d + S (_, E)
: : df + S (*, A, E)
: :
: ---> d + K (*, _)---> d + S (_, E)
: df + S (*, A, E)
:
:
----> d + P (*) -----> d + K (*, _)---> d + S (_, E)
: df + S (*, A, E)
:
:
:
---> S -----> df, df + S (3, E)
d + P (*)------> S -----> df, df + S (3, E)
|
|
|
|
|
----> d + K (*, _)----> d + S (_, E)
: df + S (*, A, E)
:
:
:
----> P (*) -----> K (*) -----> S (E)
: : S (*, E) f + S (^, E)
: : d + S (_, E)
: : df + S (*, A, E)
: :
: ---> d + K (*, _)---> d + S (_, E)
: df + S (*, A, E)
:
:
----> d + P (*) -----> d + K (*, _)---> d + S (_, E)
: df + S (*, A, E)
:
:
:
---> S -----> df, df + S (3, E)
P in air (O) --> S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> K (*) -----> S (E)
K close (*)| f + S (^, E)
d + K | d + S (_, E)
(*, _) | df + S (*, A, E)
|
----> d + K (*, _)----> d + S (_, E)
df + S (*, A, E)
b + K (_)------> df + S (*, A, E)
K in air (O) --> S (1, H, O, E)
Strong Starters
```````````````
S close (*)----> S -----> S (2, E)
Other Starters
``````````````
P+K (*)--------> S (A, E)
*******************************************************************************
* 3.19 Jin Chonshu *
*******************************************************************************
Colors
------
P - Red costume w/ Yellow trim
L - Purple costume w/ White trim
Throw
-----
Blast Away f/b + S close
Basic Moves
-----------
Crawl hold df
Wind Stab P far 2 hits
Wave Swipe P close 2 hits
Swipe Kick K far 2 hits
Wind Knee K close 2 hits
Emperor Axe S far 2 hits
Rising Slap S close 2 hits
Plane Moves
-----------
Dive Swipe P from back plane overhead
Slide Kick K from back plane must be blocked low
Hard Push S from back plane
Hand Swipe L when opponent is in overhead; pulls opponent to
back plane front plane if attack
touches them
Sweep d + L when opponent is must be blocked low; pulls
in back plane opponent to front plane
if attack touches them
Command Moves
-------------
Falling Slap f + P overhead; can feint the
Falling Slap into a
special/super which is
done by performing a
special/super just before
the Falling Slap comes out
Low Poke d + P 2 hits
Crouch Punt d + K 2 hits; must be blocked low
Quick Poke P+K use at the very moment you
are about to be hit by
the opponent (not
projectiles) to avoid them
and counter attack
Feint Leviathan's Strain d + K+S
Special Moves
-------------
Sight Of Heaven W. (BS) qcf + P/S P=slow, S=fast; will collide
with other projectiles as
both will be "destroyed"
in the process
Empire Heaven Smash (BS) f, d, df + P/S P=low, S=high
Eyes Of The Emperor (BS) hcb + P/S P=stationary teleport,
S=teleports behind
opponent; invulnerable for
split second while
teleporting
Emperor God's Eye (BS) hcb + K teleports Chonshu above
opponent; can control
descent with b or f;
invulnerable for split
second while teleporting
Rolling Dive P/K/S
Emperor God Bop f, f + P elbow must connect (not
blocked) to perform the
entire maneuver
Dragon's Light qcf + K move must connect (not
blocked) to perform the
entire maneuver
Teleport Attack hcb + K
Imperial Exterminator qcb + K in air will not work on short
jumps; teleports above
and behind opponent;
invulnerable for a split
second while teleporting;
can perform an air normal
after the teleport
S. Power Supers
---------------
Emperor Drain (BS) f, hcf + K+S not only causes damage to
opponent, but will also
regenerate a portion of
Chonshu's lifebar as well;
must connect (not blocked)
in order to do this
however; will absorb
projectiles
Air Emperor Drain qcb, f + K+S in air will not work on short
jumps; not only causes
damage to opponent, but
will also regenerate a
portion of Chonshu's
lifebar as well; must
connect (not blocked) in
order to do this however;
will absorb projectiles
P. Power Super
--------------
Leviathan's Strain f, hcf + S will absorb projectiles
Chain Attacks
-------------
Punch Starters
``````````````
P --------> P (*, 1) -----> S (E)
P close K (*, 1) f + S (^, E)
d + K (*, 1, _) d + S (_, E)
df + S (*, A, E)
d + P --------> P (*, 1) -----> S (E)
K (*, 1) f + S (^, E)
d + K (*, _) d + S (_, E)
S (1, _, E) df + S (*, A, E)
P in air (O)---> K (1, H, O, E)
S (1, H, O, E)
Kick Starters
`````````````
K --------> K (*, 1) -----> S (E)
K close d + K (*, 1, _) f + S (^, E)
d + S (_, E)
df + S (*, A, E)
d + K (_)------> P (*, 1) -----> S (E)
K (*, 1) f + S (^, E)
d + K (*, _) d + S (_, E)
S (1, _, E) df + S (*, A, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
S close (*)----> S -----> S -----> f, b + S (*, A, >, E)
*******************************************************************************
* 3.20 Laurence Blood *
*******************************************************************************
Colors
------
P - Blue costume w/ Yellow trim
L - Pink costume w/ White trim
Throw
-----
Backbreaker f/b + S close
Basic Moves
-----------
Crawl hold df
Down Kick K from u short jump overhead
Toro S close 2 hits
Plane Moves
-----------
Dive Palm P from back plane overhead
Slide Kick K from back plane must be blocked low
Hard Kick S from back plane
Reaching Kick L when opponent is in overhead; pulls opponent to
back plane front plane if attack
touches them
Sweep d + L when opponent is must be blocked low; pulls
in back plane opponent to front plane
if attack touches them
Command Moves
-------------
Slide Cape Flick Dash Forward, P
Swiping Kick f + K pushes opponent to back
plane; can feint the
Swiping Kick into a
special/super which is
done by performing a
special/super just before
the Swiping Kick comes out
Ole K+S dodges low and high attacks
(including projectiles)
Back Kick P+K use at the very moment you
are about to be hit by
the opponent (not
projectiles) to avoid them
and counter attack
Special Moves
-------------
Bloody Mixer tap P repeatedly absorbs projectiles
Bloody Spin (BS) hcb + P/S P=short, S=long
Bloody Cutter (BS) Charge d for 2 seconds,
u + S
Bloody Saber Charge b for 2 seconds,
f + S
S. Power Super
--------------
Bloody Slash f, hcf + K+S must get all 6 hits to
connect (not blocked) for
a extra 2 hit finish
P. Power Super
--------------
Bloody Shadow f, hcf + S cape swipe must connect (not
blocked) to perform entire
super
Chain Attacks
-------------
Punch Starters
``````````````
P in air (O)---> S (1, H, O, E)
Kick Starters
`````````````
f + K (*, ^)---> L (*, v, 1, E)
d + L (*, v, 1, _, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
S close--------> S (*) -----> S (A, E)
Other Starters
``````````````
K+S (*)--------> S -----> f, df, d + S (O, E)
d + S (_, E)
K (*, E)
*******************************************************************************
* 3.21 Jin Chonrei *
*******************************************************************************
Colors
------
P - Blue costume w/ Yellow trim
L - Green costume w/ White trim
Throw
-----
Blast Away f/b + S close
Basic Move
----------
Crawl hold df
Plane Moves
-----------
Dive Swipe P from back plane overhead
Slide Knees K from back plane must be blocked low
Hard Push S from back plane
Reaching Swipe L when opponent is in overhead; pulls opponent to
back plane front plane if attack
touches them
Sweep d + L when opponent is must be blocked low; pulls
in back plane opponent to front plane
if attack touches them
Command Moves
-------------
Axe Kick f + K overhead; can feint the
Axe Kick into a
special/super which is
done by performing a
special/super just before
the Axe Kick comes out
Quick Punch P+K use at the very moment you
are about to be hit by
the opponent (not
projectiles) to avoid them
and counter attack
Feint Empire Destiny B. d + K+S
Special Moves
-------------
Emperor's Eye (BS) qcf + P/S P=slow, S=fast; will collide
with other projectiles as
both will be "destroyed"
in the process
Emperor Crunch (BS) f, d, df + P/S P=short, S=further
Emperor God Bop f, f + P
Extended Emperor God Bop f, f, f + P
Dragon Transformation qcf + K hold K to roll further; high
dodge; can roll past
opponent
Imperial Disembodied qcb + K hold K to roll back farther;
high dodge
Emperor Blast (BS) qcb, f + S not only causes damage to
opponent, but will also
regenerate a portion of
Chonrei's lifebar as well;
will collide with other
projectiles as both will
be "destroyed" in the
process
S. Power Supers
---------------
Empire Destiny Slash f, hcf + K+S and hold, energy ball will travel as
release to activate long as K+S is held (and
super does no damage); as soon
as K+S is released the
energy ball will stop and
grow (this inflicts the
damage and absorbs
projectiles)
Empire Destiny Blow f, hcf + K+S, tap S absorbs projectiles; tap S:
repeatedly 0 times=one projectiles
1 time=two projectiles
2 times=three projectiles
3 times=four projectiles
P. Power Super
--------------
Emperor Roar Destroyer f, hcf + S absorbs projectiles
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> S (E)
P close (*) d + K (*, _) f + S (*, ^, E)
d + P (*) d + S (_, E)
P in air (O)---> K (1, H, O, E)
S (1, H, O, E)
Kick Starters
`````````````
K close (*)----> S (*, 1) -----> S (*, E)
df + S (*, A, E)
u + S (O, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
S close (*)----> f + K (O, E)
d + K (*, _, E)
*******************************************************************************
* 3.22 Franco Bash *
*******************************************************************************
Colors
------
P - Orange costume
L - Yellow costume
Throw
-----
Gut Crunch And Slam f/b + S close
Basic Moves
-----------
Crawl hold df
Down Punch S from short jump overhead
Mega Upper S close 2 hits
Plane Moves
-----------
Dive Gut Punch P from back plane overhead
Slide Kick K from back plane must be blocked low
Hard Knee S from back plane
Backfist L when opponent is in overhead; pulls opponent to
back plane front plane if attack
touches them
Sweep d + L when opponent is must be blocked low; pulls
in back plane opponent to front plane
if attack touches them
Command Moves
-------------
Slide Jab Dash Forward, d + P
Chopping Kick f + K pushes opponent to back
plane; can feint the
Chopping Kick into a
special/super which is
done by performing a
special/super just before
the Chopping Kick comes
out
Rising Uppercut tap S repeatedly when wake up attack
you are knocked down
Barom Punch K+S can feint the Barom Punch
into a special/super which
is done by performing a
special/super just before
the Barom Punch comes out
Quick Jab P+K use at the very moment you
are about to be hit by
the opponent (not
projectiles) to avoid them
and counter attack
Feint Guts Dunk f + P+S
Feint Armageddon Buster d + K+S
Special Moves
-------------
Zapper (BS) qcf + P will collide with other
projectiles as both will
be "destroyed" in the
process
Double Kong (BS) qcb + P second part is an overhead
Guts Dunk (BS) qcf, uf + K the stomp from the last part
is an overhead
Golden Bomber (BS) Charge db for 2
seconds, f + S
Waving Blow qcf + L last punch pushes opponent
to back plane
S. Power Supers
---------------
Megaton Scruncher hcb + K+S can link in a Guts Dunk when
they are falling from a
connected (not blocked)
super
Final Omega Blast (BS) f, hcf + K+S the blast from his punch can
absorb projectiles;
overhead
P. Power Super
--------------
Armageddon Buster f, hcf + S flex must connect (not
blocked) in order for the
whole super to be
performed; the axel smash
that results will stun
the opponent if it
connects (it is possible
to miss the second part
even if the flex connects)
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> P (*, 1) -----> P (*, E)
P close (*) d + K (*, 1, _) K (*, _, E)
d + P (*) S (*, 1) S (O, E)
d + S (_, E)
df + S (*, A, E)
P in air (O)---> S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> P (*, 1) -----> P (*, E)
K close (*) d + K (*, 1, _) K (*, _, E)
d + K (*, _) S (*, 1) S (O, E)
d + S (_, E)
df + S (*, A, E)
f + K (*, ^)---> L (*, v, 1, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
None
------------------------------------------------------------------------------
---to face Alfred in a 1 player game:---
1 - Win the first 10 fights in a row with no losses
2 - Score over 750000 by 10th match
3 - connect either five P. Power Supers or seven S. Power Supers
*******************************************************************************
* 3.23 Alfred *
*******************************************************************************
Colors
------
P - Yellow pants w/ Blue top
L - Black pants w/ Red top
Throw
-----
Sonic Wing f/b + S close
Basic Moves
-----------
Slide To Front Plane P/K/S from back plane
Propeller Chop S close 2 hits
Plane Move
----------
Pause L / d + L when opponent
is in back plane
Command Moves
-------------
Slide Chop Dash Forward, P
Fokker d + K in air overhead; does not work with
short jumps
Hop Off b/f use b/f after Fokker connects
to hop off in that
direction
Slide Kick f + K
Retreat Kick b + K if connected (not blocked),
follow with Augmentor Wing
Slash Swipe P+K use at the very moment you
are about to be hit by
the opponent (not
projectiles) to avoid them
and counter attack
Side Step b + P+S dodges low and high attacks
(including projectiles)
Feint Critical Wing d + P+S
Special Moves
-------------
Augmentor Wing (BS) qcf + P
Critical Wing (BS) qcb + P/S P=short, S=long
S. Tol f, uf, u + K if dash hits, he throws
opponent; unblockable
Mayday Mayday qcb + K in air
Slash K overhead
Kick Follow Up K Slash must connect for this
follow up and the others
to be possible
Kick Follow Up K
Turn Slice Fin. K
Divergence (BS) qcf + S absorbs projectiles
S. Power Supers
---------------
Shock Stall hcf + K+S in air dive must connect (not
(connect on ground blocked) to perform entire
opponent) super
Shock Augmentor hcf + K+S in air dive must connect (not
(connect on airborne blocked) to perform entire
opponent) super
P. Power Super
--------------
Wave Rider f, hcf + S launches opponent if super
connects (not blocked);
can follow with Augmentor
Wing
Chain Attacks
-------------
Punch Starters
``````````````
P close (*)----> P (*) -----> P (*, E)
d + P (*) : d + P (*) d + P (*, E)
: K (*, E) f + K (E)
: f + K (E) d + K (*, _, E)
: S (*, E)
:
:
----> d + K (*, _)----> P (*, E)
d + P (*, E)
d + K (*, _, E)
P in air-------> S (1, H, O, E)
(*, 0)
Kick Starters
`````````````
d + K (*, _)---> P (*) -----> P (*, E)
: d + P (*) d + P (*, E)
: f + K (E)
: d + K (*, _, E)
:
----> d + K (*, _)----> P (*, E)
d + P (*, E)
d + K (*, _, E)
K in air-------> P (1, H, O, E)
(*, O)
Strong Starters
```````````````
S a step-------> P (*) -----> P (*, E)
away : d + P (*) d + P (*, E)
: K (*, E) f + K (E)
: f + K (E) d + K (*, _, E)
: S (*, E)
:
:
----> d + K (*, _)----> P (*, E)
d + P (*, E)
d + K (*, _, E)
S in air-------> P (1, H, O, E)
(*, O) K (1, H, O, E)
S (1, H, O, E)
===============================================================================
4. Misc. And Easter Eggs
===============================================================================
-The person getting beat up in the intro by Xiang Fe and Rick is named Lao
-To get the first win pose of your character win the first round with a time
over
-Duck King's chick imitates some of his moves while Duck is performing them
-Each character has two time over lose poses (although Bash and Cheng seem
to use the same one for both situations). One is for losing the round to a
time over and the other is for a Draw Game.
-On Cheng's/Yamazaki's stage:
*an "Andy's" sign can be seen
-On Kim's stage:
*you can see Jubei sitting down and cheering
*very high up at the center of Kim's stage (you can see it if you land Kim's
Phoenix Flattner) is Choi hanging on a wire
-On Tung's stage:
*Choi is tied up near the left side of the stage
-On Duck's/Mary's stage:
*above the guy sitting by the wall reads "Terry's on fire
1994."
*on the right side is a sign in the window reading "RB2 now on sale!"
-On Chonshu's/Chonrei's stage:
*the large orb will sometimes have a demon face in it
===============================================================================
5. Conclusion
===============================================================================
5.1 What's Missing/Needed
-Cleanup and corrections
-Any other misc and easter eggs? Let me know.
-If you have anything to add, any corrections I need to make, please email me
at
[email protected]. Credit will be given for your contribution.
5.2 Credits
- SNK
- Gamefaqs
- Ghostpilot for his Cheng contribution on the f + P follow ups
- And me for writing this faq