This document is best viewed with the original display on the net, or with a
word processor using fixed-width font style, such as courrier series or lucida
console. Using some other font styles (example: Arial) will make the tables/maps
displayed incorrectly.
This FAQ/Move List contains the basic story and all technical informations
inside this game. If this means spoiler to you, then don't read this document.
Lastly, some legal notice:
This document may not be reproduced under any circumstances except for personal,
private use. It may not be placed on any website or otherwise distributed
publicly without advance written permission. Use of this guide on any other web-
site or as a part of any public display is strictly prohibited, and a violation
of copyright.
Ver. 0.50 -- 12/1/2015
CONTENTS
A. Menu
B. Rules
C. General Tips
D. Move List
D01. Shishin
D02. Rinchuu
D03. Kosanjou
D04. Taisou
D05. Riki
D06. Rochishin
D07. Kousonshou
D08. Bushou
D09. Genshouji
D10. Genshougo
D11. Genshoushichi
D12. Chougai
D13. Mizoguchi
D14. Yonmiy
E. Combo
E01. Shishin
E02. Rinchuu
E03. Kosanjou
E04. Taisou
E05. Riki
E06. Rochishin
E07. Kousonshou
E08. Bushou
E09. Genshouji
E10. Genshougo
E11. Genshoushichi
E12. Chougai (Normal)
E13. Chougai (Transformed)
E14. Mizoguchi
E15. Yonmiy
F. FAQ
G. Miscellaneous
H. Special Thanks
I. Anti Credit
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A. MENU
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Main menu:
a. Game Start.
>> Start a single player mode (can be interrupted though).
b. 2P Battle.
>> Playing with your friend.
c. Option.
>> Will be explained below.
d. Load game.
>> Load a saved game (only appears if you have any save game).
OPTION
======
Here are the Option, press A, C, X, or Z button to adjust to the right, press
B or Y button to exit. The Option will only apply to single player mode.
-- Enemy Level. Default = Normal.
Easy, normal, hard, and very hard. The differences are the AI and the Special
Guard that will protect the enemy. I think that [Hard] and [Very Hard] have
about the same AI quality, only some characters will play with different style.
And now about that Special Guard:
After you hit the enemy once (after the special effect listed in section
E. Combo), or the enemy has successfully defended your one attack, some kind of
green shield may come to protect the enemy for a brief period. The harder the
enemy level, the more often the shield comes. Note that the shield will deny all
of your attacks, except all of the throwing kind, that will deny the shield.
-- Time. Default = Normal
Slow, Normal, Fast, Endless.
-- Round. Default = 3
1,3,5. Three rounds mode needs 2 rounds win to win the match. Five rounds mode
needs 3 rounds win to actually win the match.
-- Demo Skip. Default = All [On]
VS. Demo (On/Off): I don't see any differences whether you set this [On] or
[Off].
Win Demo (On/Off): Set to [On] to see the Win demo.
Ending (On/Off): Set to [On] to see the ending scene.
Staff Roll (On/Off): Set to [On] to see the Staff Roll.
-- Pad Control.
You can adjust your controls for 1P and 2P:
Quick, medium, and fierce punch and kick are to be adjusted.
Default =
Quick Punch: X
Medium Punch: Y
Fierce Punch: Z
Quick Kick: A
Medium Kick: B
Fierce Kick: C
-- Sound. Default = Stereo
Stereo/Mono: I don't notice the difference.
-- Game Speed. Default = Normal
Slow or Normal or Fast.
VS. OPTION
==========
From the option menu, press R to see Vs. Option: The option that will set 2P
mode. Press L to be back to Option menu.
-- Time. Default = Normal
Slow, Normal, Fast, Endless.
-- Round. Default = 3
1,3,5. Three rounds mode needs 2 rounds win to win the match. Five rounds mode
needs 3 rounds win to actually win the match.
-- Demo. Default = On
Win Demo in 2P mode.
-- Training. Default = Off
If you set this to [On], the players will always be in full health and always
can perform desperation moves. Pressing [Start] will bring you back to the main
menu.
-- Handicap. Default = 3, Special Guard = On to each player.
1-5, Special Guard (On/Off). Set a high number to a player, will make the player
stronger (i.e. all attacks inflict less damage a lil' bit to the player) . Set
it lower, then the player will be weaker (i.e. all attacks inflict more damage a
lil' bit to him/her). Although I don't change the default Special Guard value, I
never see any Special Guard in 2P mode <___>
-- Music Test.
#0-#21. #0 is off, or if you leave the Music Test option, the music will be off.
8-15 urut. 16 yonmiy. 17-21 urut lagi.
-- Voice.SE Test.
#0-#266. Press A or X to adjust to the left, and C or Z to adjust to the right.
Your configuration will be auto-saved when you leave the Option menu.
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B. RULES
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This is a standard fighting: One vs. One version. So, what you must do is
beating your opponent until his/her health is depleted. If you set the time not
endless, sometimes you can't deplete your opponent's health until the time
reaches zero. In this case, the one who has the more health wins the match.
Sometimes, you have the same health with your opponent when the time's up, this
will trigger "Draw Game". The computer will see it as "Nobody wins the fight",
not "The two of them have won the fight". So, if you set the round to 5, you
still have three wins to go. Every round beyond Round 1/3/5 depends on how you
set the Round in Options is called "Final Round".
When you lose a match, you will be given 10 seconds to continue. You can choose
to continue everytime by pressing [Start] button if you lose a match, because it
is unlimited. Pressing the other buttons just give you "Game Over" faster.
Now, after the game over screen or the ending scene, you are given option to
save your game. The save game is only one, and next time you save your game, the
old save game will be overwritten without any warning from the game. If you save
the game after the ending, after you load that save game, it will be start from
the final boss fight.
The player can get dizzy after he/she receives many hits at once.
After a round against the CPU, there are always these three scores: your time,
your vitality, and some kind of technical score. If you set the time to
[Endless], your time score will always be 0.
Below are CPU advantages: (or more simply: how the AI cheat)
1. CPU has much more chance to get the Special Guard.
2. CPU has 100% success chance of performing all Special Moves and Desperation
Moves.
3. CPU can instantly perform some moves that normally need some time to perform
(Have underscore sign or _ in the Move List). Even the other special moves
and desperation moves need some time to perform normally (around a second),
but the CPU can do it in a milisecond or so, that is one of the reasons the
CPU can do some impossible combos.
4. CPU can perform some combo that is normally impossible to perform as I said
above.
5. Some of your grabs are not very effective for Hard Modes (you need to be
quicker x__x your hand could get VERY tired). You also can't effectively
release from enemy's grabs.
Now, all kind of weapon's actions can erase all kind of projectiles. Plus,
Yonmiy's 6236 + QP/MP/FP can also do it.
You can press L+R (default) to quit 2P Player Selection screen.
Every character's maximum HP is 125.
The save game file is 17 Sega Saturn save blocks, consists of only one file and
the content is your one single player save game and configuration.
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C. GENERAL TIPS
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I only recommend [Hard] Mode if you know all of the player's moves and learn
some good enough combo, considering the above CPU's advantages. [Very Hard] mode
is not recommended in my opinion, unless you use Bushou who has better throwing
skill, but this task's still not easy at all.
You get the "No Continue Clear" screen with a pic of your player if you defeat
the game without using any continue in [Hard] or [Very Hard] mode. I think
getting this screen is not very recommended to try. But if you insist to get the
No Continue Clear, I recommend to use Chougai in [Hard] mode only. Dashing Kick
is your best friend, and always transform after you lose a round (of course, a
little variation and some CPU's style recognition are needed, your ability to
perform Chougai's Desperation Move is also necessary). It's still not very easy,
so beware...
With ultimate combo with slow option?
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D. MOVE LIST
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In the title screen, if you do not press any buttons, the CPU will play against
each other for a round.
When you select your player, you can use the Quick, Medium, and Fierce Punch and
Kick you have configured earlier to select your player's colour. The colour is
more limited right now.
Dominant colour (approximate <___>):
------------------------------------------------------------------------
|Player |A/B/C |X/Y/Z |
------------------------------------------------------------------------
|Shishin |Grey |Red |
|Rinchuu |Green |Blue |
|Kosanjou |Blue/Green |Pink/Green |
|Taisou |Blue/Yellow |Grey |
|Riki |Yellow/Grey |Dark Grey/Blue |
|Rochishin |Yellow/Grey |Green/Red |
|Kousonshou |Light Green |Light Blue |
|Bushou |Dark Grey/Blue |Light Blue/Dark Grey |
|Genshouji |Red |Purple |
|Genshougo |White |Brown |
|Genshoushichi |White/Blue |Dark Grey/Dark Blue |
|Chougai |Purple/Green/Yellow/Pink|Red/Silver |
|Mizoguchi |Dark Grey |Blue |
|Yonmiy |Light Blue |Pink/Blue |
------------------------------------------------------------------------
I can't find any differences whether you select [Normal] or [Beginner] -____-
The enemy's selection is about the same with Suiko Enbu. The most obvious
differences are the first enemy is now chosen randomly by the CPU and the
additions of Yonmiy and Mizoguchi before the final match.
IMPORTANT! THIS IS THE LEGEND FOR SECTION D. MOVE LIST AND SECTION E. COMBO.
All moves are listed when the performing character is facing right.
QP - Quick Punch QK - Quick Kick
MP - Medium Punch MK - Medium Kick
FP - Fierce Punch FK - Fierce Kick
AP - Attack Power (ORIGINAL) HP - I'm not very sure, but it's very
APACx - Attack Power After Combo common in video games (i.e. RPG).
x-th ~Health Point?
+ = a simultaneous button press.
/ = or
_ = hold the previous direction for about 1 second.
W = you need to have your weapon to execute
w/o = this move can only be performed without your weapon.
throw = you must be within throwing range to execute this.
near = you must be near enough with the opponent. Further than the
throwing range, but not that far.
far = you must be far enough but your attack has to be able to connect
to the opponent. If nothing is mentioned, then the attack can be
performed either near or far.
BT = Before Transformation (Chougai only)
AT = After Transformation (Chougai only)
COMMON MOVES:
Run forward: 66
Run backwards/Leap away: 44
Projectile step: Directional button (When above the projectile):
1/4/7 = Leap backward, 2/8 = Leap upward,
3/6/9 = Leap forward
Put/take weapon: MP + MK (if the character have any). Your weapon
will be brought back to you next round in case
you haven't taken it.
You can't take your enemy's weapon if he/she puts
it.
Throw weapon: FP + FK (if the character have any)
Wall leap: 6 + QK/MK/FK/QP/MP/FP (only Kosanjou, Daisou,
Kousonshou)
Throw/Various grab: 4/6 + MP/FP (throw), 4/6 + MP/FP/MK/FK (throw) for
Mizoguchi, 4 + MK/FK (throw) for Yonmiy
Mid-air throw: (7/8/9)(1/3/4/6/7/9) + FP (throw) (Kosanjou,
Taisou and Bushou only)
Mid-air block: (7/8/9)4
THE WEAPON GAUGE:
It is located at the bottom of the screen. It decreases everytime you block with
your weapon or if you attack a blocking weapon (more damage to the blocker).
When the gauge is empty, your weapon is destroyed in an explosion that leaves
your player dizzy.
You can also voluntarily empty the gauge by throwing your weapon which instantly
dizzies your enemy if hit. (Note: You'll be weaponless for the rest of the
match, except for Kousonshou, the bar recharges over time if it's empty).
Some characters don't have Weapon Gauge, like Chougai, Mizoguchi, and Yonmiy, it
means they fight bare-handed.
Any attacks AP depends on the opponent's HP. As the opponent's HP decreases, the
AP also decreases consequently (usually by 1), and when the opponent's HP is
critical/flashing, the AP decreases more significantly.
AP has maximum four values: a,b,c, and d.
d is the AP when opponent's HP is still plenty. As the opponent's HP is lower to
~80, then the AP decreases by 1 into c per hit. And when the opponent's HP is
lower again to ~60, then the AP decreases by 1 once more into b per hit. Then
when the opponent's HP is critical (30), the AP decreases by some points into a.
There're still exceptions to this behaviour that will be mentioned separately.
Note that AP can't go lower than 1, so if d=2, then a,b,c=1. If d=1, then a,b,
and c all are also 1.
If defended, all normal attacks will not cause any damage, except if you're in
"Berserker Rage" Mode, normal attacks will cause 1 damage per hit if defended.
All AP are counted with default handicap.
If an AP value is like: x+y+z, it means the attack yields 3 hit combos, the
first hit does damage x, the second hit does damage y, and the third hit does
damage z.
In a real battle, sometimes not all the attacks will connect to the enemy. If
only the first and the third attack hit the enemy then the AP will be x+z only.
All default AP are counted vs. Shishin.
Different character will usually result in different damage. The difference(s)
will be mentioned separately:
-b means: AP has no b value (b equals to c and/or d).
-c means: AP has no c value (c=d).
+b means: AP has b value.
+c means: AP has c value.
d=d-(+)x means: d has different value than the default. The value will be equal
to default d minus (or plus) variable x. This will usually result in all the
other values equal to the default values minus (or plus) variable x too.
Exceptions will be mentioned separately.
a=d-x means: This means that the reduction from d is different than the default
value, and the reduction is x.
b=c-x or b=d-x means: b is no longer c-1 nor d-2.
c=d-x means: c is no longer d-1.
Now, all AP receive gradual decrease after 1st-4th COUNTED combo hit into
APAC1-4 (except for all the desperation moves that involves grabbing). APAC>4
will be the same with APAC4 (AFAIK >___>).
The formula to count all the APAC is a really complicatization. I currently do
not have support to finish the work, it'll be added into E. Combo section when
it is finished.
----------------------------------------------------------
Complete default format (def.1) = a=d-x,b=d-2(c-1),c=d-1,d
----------------------------------------------------------
------------------------------------------------------
Def.2 and Def.3 add -c, b=d-1 from the complete format
------------------------------------------------------
vs. Rinchuu: -c, b=d-1
vs. Kosanjou: a=d-5, -b
vs. Taisou: a=d-4, -b, -c, d=d-1
vs. Riki: -b, d=d-1
vs. Rochishin: a=d-5, -b, d=d-2
vs. Kousonshou: a=d-5, -c, d=d+1
vs. Bushou: -b, c=d-2
vs. Genshouji, Mizoguchi, Yonmiy: a=d-7, d=d+1
vs. Genshougo: a=d-5
vs. Genshoushichi: b=c-2, d=d-1
vs. Chougai (Normal): -b, d=d-1
vs. Chougai (Transformed): a=d-7, -b, d=d-2
Throw Weapon
**AP = 7,10,11
vs. Kosanjou: +c
vs. Taisou: a=d-2, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-3, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-3,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-5, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-5, +c
Throw
**AP = 17,21,22 (W), 20,24,25 (w/o)
Combo with a throw in the end does not count the throw as a part of the combo,
but the combo state is still applied. So, the AP After Combo for this one is
APAC(x-1). Throwing move can only follow Wall effect moves, when the opponent is
paralyzed on the ground.
vs. Rinchuu, Genshouji: d=d+1
vs. Kosanjou, Taisou: a=d-4, -b
vs. Riki: a=d-4, +c, d=d+2
vs. Rochishin: a=d-4, d=d+1
vs. Kousonshou: +c, d=d+2
vs. Bushou: 17,21,22,21 (W), 20,24,25,24 (w/o)
vs. Genshoushichi: a=d-6, +c, d=d+2
vs. Chougai (Normal): -b, +c
vs. Chougai (Transformed): a=d-4, -b, +c, d=d-1
vs. Mizoguchi, Yonmiy: a=d-7, +c, d=d+2
SPECIAL MOVES:
==============
If defended, all special attacks (and throw weapon) will cause 1 damage per hit
(Except the foothold spear, and the special throws which can't be defended).
Flying Serpent Missile: 236 + QP/MP/FP
**AP = 9,12,13 (QP), 10,13,14 (MP), 11,14,15 (FP)
---Sends flaming dragon head projectile: QP = slow and small, MP = medium,
FP = fast and big.
Flaming Serpent Sword: 6236 + QP/MP/FP (W)
**AP = 10+2,13+5,14+6 (QP), 10+2+1+2,13+5+2+5,14+6+3+6 (MP), 10+3+1+3,13+6+3+6,
14+7+4+7 (FP)
---Slashes the flaming sword (QP), slashes the flaming sword and does flamming
uppercut (MP), slashes the flaming sword and does flaming uppercut higher
plus an extra finisher move (FP).
Pressing QP/MP/FP once again after doing the move with MP will trigger an
extra flaming slash to the opponent (the uppercut attack must connect or
defended by him/her). The move with FP will automatically do the finisher
attack if the uppercut hits the opponent, but it won't be performed if it's
blocked.
Now, because this move has 4 combo count, you can't do 14+7+4+7=32 damage to
full health Shishin anymore by connecting all the hits with FP. Instead,
it'll do: 14 {d(AP)} + 5 {d(APAC1) of [d(AP)=7]} + 2 {d(APAC2) of [d(AP)=4]}
+ 3 {d(APAC3) of [d(AP)=7]} = 24 damage instead.
If the move with FP only connects the 1st, the 3rd, and the 4th hit to the
opponent (imaginary), then the damage will be:
14 + 3 {d(APAC1) of [d(AP)=7]} + 4 {d(APAC2) of [d(AP)=4]} = 21.
This "discount" also applies to all other similar cases. Please see section
E. Combo for details (note: under construction x__x).
vs. Kosanjou: +c
vs. Taisou: a=d-2, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-3, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-3,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-5, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-5, +c
Knee Kick: 28 + QK/MK/FK
**AP = 7,11,12,13
vs. Rinchuu: -c, b=d-1
vs. Kosanjou: a=d-5, -b
vs. Taisou: a=d-4, -b, -c, d=d-1
vs. Riki: -b, d=d-1
vs. Rochishin: a=d-5, -b, d=d-2
vs. Kousonshou: a=d-5, -c, d=d+1
vs. Bushou: -b, c=d-2
vs. Genshouji, Mizoguchi, Yonmiy: a=d-7, d=d+1
vs. Genshougo: a=d-5
vs. Genshoushichi: b=c-2, d=d-1
vs. Chougai (Normal): -b, d=d-1
vs. Chougai (Transformed): a=d-7, -b, d=d-2
---Leaps ahead and attacks with knee: QK = near, MK = medium, FK = far.
Dashing Serpent Punch: 214 + QP/MP/FP (w/o)
**AP = 8,11,12 (QP), 10+1,13+2,14+3 (MP), 12+1,15+2,16+3 (FP)
vs. Kosanjou: +c
vs. Taisou: a=d-2, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-3, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-3,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-5, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-5, +c
---Dashes forward and punches: QP = short range, MP = medium, FP = long range.
Pressing QP/MP/FP again after doing the move with MP or FP and the first hit
connects to the enemy will do an extra punch to the opponent.
DESPERATION MOVES:
==================
It seems that most of the Desperation Moves are done randomly, so even you have
pressed the correct button sequence and your health bar is flashing, sometimes
you will still fail to perform the desperation move (still in research...because
some moves that need multiple rotations are much easier to do with analog
stick).
In this game, flashing health bar is specially made as a sign that you can now
do desperation moves.
If defended, the desperation attacks will also cause 1 damage per hit.
Rising Dragon: 632146/663214 + QP/MP/FP (W)
**AP = 1+,1+35,1+36
vs. Kosanjou: +c
vs. Taisou: a=d-, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-, +c
---Makes some kind of tornado with a rising dragon inside, if it connects to the
enemy, Shi Jin will do a mad uppercut towards the enemy.
This move does NOT count as 2 hit combo, so the default damage is as
mentioned above. If you use this move as second hit combo, the damage
generated is: 1 {d(APAC1) of d(AP)=1} + 28 {d(APAC1) of d(AP)=36} = 29. For
some odd reasons, you can only do this move for combo only after wall effect.
Similar desperation moves involving grabbing or trapping also has the same
behaviour (including Yonmiy's).
vs. Kosanjou: +c
vs. Taisou: a=d-2, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-3, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-3,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-5, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-5, +c
Knee Kick: 7,11,12,13
vs. Rinchuu: -c, b=d-1
vs. Kosanjou: a=d-5, -b
vs. Taisou: a=d-4, -b, -c, d=d-1
vs. Riki: -b, d=d-1
vs. Rochishin: a=d-5, -b, d=d-2
vs. Kousonshou: a=d-5, -c, d=d+1
vs. Bushou: -b, c=d-2
vs. Genshouji, Mizoguchi, Yonmiy: a=d-7, d=d+1
vs. Genshougo: a=d-5
vs. Genshoushichi: b=c-2, d=d-1
vs. Chougai (Normal): -b, d=d-1
vs. Chougai (Transformed): a=d-7, -b, d=d-2
Throw: 20,24,25
vs. Rinchuu, Genshouji: d=d+1
vs. Kosanjou, Taisou: a=d-4, -b
vs. Riki: a=d-4, +c, d=d+2
vs. Rochishin: a=d-4, d=d+1
vs. Kousonshou: +c, d=d+2
vs. Bushou: 20,24,25,24
vs. Genshoushichi: a=d-6, +c, d=d+2
vs. Chougai (Normal): -b, +c
vs. Chougai (Transformed): a=d-4, -b, +c, d=d-1
vs. Mizoguchi, Yonmiy: a=d-7, +c, d=d+2
---Shishin's speed and attack power will be increased, but as the time goes on,
Shishin's health will be reduced until it reaches the most minimum. And now,
the bad news is when Shishin's HP is 1, Berserker Rage will end. You will
have advantage to score more combos with more kinds of attacks.
vs. Rinchuu: -c, b=d-1
vs. Kosanjou: a=d-5, -b
vs. Taisou: a=d-4, -b, -c, d=d-1
vs. Riki: -b, d=d-1
vs. Rochishin: a=d-5, -b, d=d-2
vs. Kousonshou: a=d-5, -c, d=d+1
vs. Bushou: -b, c=d-2
vs. Genshouji, Mizoguchi, Yonmiy: a=d-7, d=d+1
vs. Genshougo: a=d-5
vs. Genshoushichi: b=c-2, d=d-1
vs. Chougai (Normal): -b, d=d-1
vs. Chougai (Transformed): a=d-7, -b, d=d-2
Throw Weapon
**AP = 7,10,11
vs. Kosanjou: +c
vs. Taisou: a=d-2, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-3, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-3,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-5, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-5, +c
Throw
**AP = 20,24,25 (W), 18,22,23 (w/o)
vs. Rinchuu, Genshouji: d=d+1
vs. Kosanjou, Taisou: a=d-4, -b
vs. Riki: a=d-4, +c, d=d+2
vs. Rochishin: a=d-4, d=d+1
vs. Kousonshou: +c, d=d+2
vs. Bushou: 20,24,25,24 (W), 18,22,23,22 (w/o)
vs. Genshoushichi: a=d-6, +c, d=d+2
vs. Chougai (Normal): -b, +c
vs. Chougai (Transformed): a=d-4, -b, +c, d=d-1
vs. Mizoguchi, Yonmiy: a=d-7, +c, d=d+2
SPECIAL MOVES:
==============
Savage Panther Claw: 236 + QP/MP/FP
**AP = 8,11,12 (QP), 9,12,13 (MP), 10,13,14 (FP)
---Releases blue cloud-ish projectile: QP = slow, MP = medium, FP = fast.
Combined with MP button will also create a bigger projectile. It'll be even
bigger with FP button.
Typhoon Spear: 63214 + QP/MP/FP
**AP = 9+1+1,12+3+3,13+4+4 (QP) (W), 10+1,13+4,14+5 (MP) (W),
11+2,14+5,15+6 (FP) (W), 6+1,9+3,10+4 (QP) (w/o), 7+1,10+4,11+5 (MP) (w/o),
8+3,11+6,12+7 (FP) (w/o)
---Does acrobatic move with the spear, attacks with the foot.
Cartwheel Kick: 6236 + QK/MK/FK (W)
**AP = 13,16,17 (QK), 8+6,11+9,12+10 (MK), 3+6+6,6+9+9,7+10+10 (FK)
---With QK = kicks the enemy only. MK = kicks the enemy, then jumps and attacks
with the spear. FK = kicks the enemy, then jumps higher and attacks with the
spear.
vs. Kosanjou: +c
vs. Taisou: a=d-2, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-3, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-3,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-5, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-5, +c
Foothold Spear: 236 + QK/MK/FK (W)
**AP = 8,12,13,14
vs. Rinchuu: -c, b=d-1
vs. Kosanjou: a=d-5, -b
vs. Taisou: a=d-4, -b, -c, d=d-1
vs. Riki: -b, d=d-1
vs. Rochishin: a=d-5, -b, d=d-2
vs. Kousonshou: a=d-5, -c, d=d+1
vs. Bushou: -b, c=d-2
vs. Genshouji, Mizoguchi, Yonmiy: a=d-7, d=d+1
vs. Genshougo: a=d-5
vs. Genshoushichi: b=c-2, d=d-1
vs. Chougai (Normal): -b, d=d-1
vs. Chougai (Transformed): a=d-7, -b, d=d-2
---Uses the spear as foothold, and kicks the opponent.
DESPERATION MOVES:
==================
Spaz Attack: 63214 + QK/MK/FK (W)
**AP = 1+,1+35,1+36
vs. Kosanjou: +c
vs. Taisou: a=d-, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-, +c
---Dashes to the opponent and attacks the opponent with the spear many times.
This move is one of the exceptions for [Gradual AP decrease policy] because
all the "mad attack moves" are counted as 13-hit-combo, but all the damages
are considered as like 1 hit only.
vs. Kosanjou: +c
vs. Taisou: a=d-2, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-3, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-3,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-5, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-5, +c
6 + FK: 5,9,10,11
vs. Rinchuu: -c, b=d-1
vs. Kosanjou: a=d-5, -b
vs. Taisou: a=d-4, -b, -c, d=d-1
vs. Riki: -b, d=d-1
vs. Rochishin: a=d-5, -b, d=d-2
vs. Kousonshou: a=d-5, -c, d=d+1
vs. Bushou: -b, c=d-2
vs. Genshouji, Mizoguchi, Yonmiy: a=d-7, d=d+1
vs. Genshougo: a=d-5
vs. Genshoushichi: b=c-2, d=d-1
vs. Chougai (Normal): -b, d=d-1
vs. Chougai (Transformed): a=d-7, -b, d=d-2
Throw: 18,22,23
vs. Rinchuu, Genshouji: d=d+1
vs. Kosanjou, Taisou: a=d-4, -b
vs. Riki: a=d-4, +c, d=d+2
vs. Rochishin: a=d-4, d=d+1
vs. Kousonshou: +c, d=d+2
vs. Bushou: 18,22,23,22
vs. Genshoushichi: a=d-6, +c, d=d+2
vs. Chougai (Normal): -b, +c
vs. Chougai (Transformed): a=d-4, -b, +c, d=d-1
vs. Mizoguchi, Yonmiy: a=d-7, +c, d=d+2
---Rinchuu's speed and attack power will be increased, but as the time goes on,
Rinchuu's health will be reduced until it reaches the most minimum. When
Rinchuu's HP is 1, Berserker Rage will end. You will have advantage to score
more combos with more kinds of attacks (than the previous title).
vs. Rinchuu: -c, b=d-1
vs. Kosanjou: a=d-5, -b
vs. Taisou: a=d-4, -b, -c, d=d-1
vs. Riki: -b, d=d-1
vs. Rochishin: a=d-5, -b, d=d-2
vs. Kousonshou: a=d-5, -c, d=d+1
vs. Bushou: -b, c=d-2
vs. Genshouji, Mizoguchi, Yonmiy: a=d-7, d=d+1
vs. Genshougo: a=d-5
vs. Genshoushichi: b=c-2, d=d-1
vs. Chougai (Normal): -b, d=d-1
vs. Chougai (Transformed): a=d-7, -b, d=d-2
Throw Weapon
**AP = 1+1,3+1,4+1 (Note: can't create combo)
vs. Kosanjou: +c
vs. Taisou: a=d-2, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-3, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-3,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-5, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-5, +c
Throw
**AP = 19,23,24 (W), 15,19,20 (w/o)
Mid-Air Throw
**AP = 13,17,18 (W), 21,25,26 (w/o)
vs. Rinchuu, Genshouji: d=d+1
vs. Kosanjou, Taisou: a=d-4, -b
vs. Riki: a=d-4, +c, d=d+2
vs. Rochishin: a=d-4, d=d+1
vs. Kousonshou: +c, d=d+2
vs. Bushou: 19,23,24,23 (W), 15,19,20,19 (w/o), 13,17,18,17 (W),
21,25,26,25 (w/o)
vs. Genshoushichi: a=d-6, +c, d=d+2
vs. Chougai (Normal): -b, +c
vs. Chougai (Transformed): a=d-4, -b, +c, d=d-1
vs. Mizoguchi, Yonmiy: a=d-7, +c, d=d+2
SPECIAL MOVES:
==============
Flaming Jasmine Wave: 236 + QP/MP/FP
**AP = 8,11,12 (QP), 10,13,14 (MP), 11,14,15 (FP)
---Sends an energy wave on the ground, combined with MP button will also create
a bigger projectile. It'll be even bigger with FP button.
Typhoon Slasher: 6236 + QP/MP/FP (W)
**AP = 13,16,17 (QP), 6,9,10 (MP,FP)
---Steps forward, then jumps and slashes upward: QP = jumps a little bit, MP =
jumps higher, FP = jumps even higher.
vs. Kosanjou: +c
vs. Taisou: a=d-2, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-3, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-3,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-5, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-5, +c
DESPERATION MOVES:
==================
Vacuum Jasmine Wave: (7/8/9)236 + QP/MP/FP (W)
**AP = 1+,1+41,1+42
vs. Kosanjou: +c
vs. Taisou: a=d-, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-, +c
---Creates vacuum energy in the air and sends it to the opponent to trap
him/her, then slashes an energy wave toward him/her.
vs. Kosanjou: +c
vs. Taisou: a=d-2, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-3, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-3,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-5, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-5, +c
Throw: 15,19,20
Mid-Air Throw: 21,25,26
vs. Rinchuu, Genshouji: d=d+1
vs. Kosanjou, Taisou: a=d-4, -b
vs. Riki: a=d-4, +c, d=d+2
vs. Rochishin: a=d-4, d=d+1
vs. Kousonshou: +c, d=d+2
vs. Bushou: 15,19,20,19 (Throw), 21,25,26,25 (Mid-Air Throw)
vs. Genshoushichi: a=d-6, +c, d=d+2
vs. Chougai (Normal): -b, +c
vs. Chougai (Transformed): a=d-4, -b, +c, d=d-1
vs. Mizoguchi, Yonmiy: a=d-7, +c, d=d+2
---Kosanjou's speed and attack power will be increased, but as the time goes on,
Kosanjou's health will be reduced until it reaches the most minimum. When
Kosanjou's HP is 1, Berserker Rage will end. Beacuse your speed increases,
you can score longer combo more easily.
vs. Rinchuu: -c, b=d-1
vs. Kosanjou: a=d-5, -b
vs. Taisou: a=d-4, -b, -c, d=d-1
vs. Riki: -b, d=d-1
vs. Rochishin: a=d-5, -b, d=d-2
vs. Kousonshou: a=d-5, -c, d=d+1
vs. Bushou: -b, c=d-2
vs. Genshouji, Mizoguchi, Yonmiy: a=d-7, d=d+1
vs. Genshougo: a=d-5
vs. Genshoushichi: b=c-2, d=d-1
vs. Chougai (Normal): -b, d=d-1
vs. Chougai (Transformed): a=d-7, -b, d=d-2
Throw Weapon
**AP = 1+1,3+1,4+1 (Note: can't create combo)
vs. Kosanjou: +c
vs. Taisou: a=d-2, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-3, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-3,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-5, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-5, +c
Throw
**AP = 19,23,24
Mid-Air Throw
**AP = 16,20,21 (W), 20,24,25 (w/o)
vs. Rinchuu, Genshouji: d=d+1
vs. Kosanjou, Taisou: a=d-4, -b
vs. Riki: a=d-4, +c, d=d+2
vs. Rochishin: a=d-4, d=d+1
vs. Kousonshou: +c, d=d+2
vs. Bushou: 19,23,24,23, 16,20,21,20 (W), 20,24,25,24 (w/o)
vs. Genshoushichi: a=d-6, +c, d=d+2
vs. Chougai (Normal): -b, +c
vs. Chougai (Transformed): a=d-4, -b, +c, d=d-1
vs. Mizoguchi, Yonmiy: a=d-7, +c, d=d+2
SPECIAL MOVES:
==============
Flaming Ki Punch: 1_6 + QP/MP/FP or 41236 + QP/MP/FP
**AP = 1+12,3+15,4+16 (QP), 1+6+7,2+9+10,3+10+11 (MP), 1+1+14,2+4+17,3+5+18 (FP)
---Jets ki: QP = small ki, MP = medium ki, FP = big ki. You have to be near
enough to the enemy for all the three hits to connect (MP and FP).
Ki Bomb: (7/8/9)236 + QP/MP/FP
**AP = 3+4+3+4+3,6+7+6+7+6,7+8+7+8+7
---Fires ki bomb from the air: QP = slow, MP =medium, FP = fast. Can be
repeated up to 5x.
Majestic Teleport Attack: 6236 + QP/MP/FP
**AP = 7,10,11
---Teleport above and attack: QP = low jump, MP = medium jump, FP = high jump.
vs. Kosanjou: +c
vs. Taisou: a=d-2, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-3, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-3,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-5, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-5, +c
Teleport: 214 + QK/MK/FK/QP/MP/FP/QK+MK/QK+FK/MK+FK/QP+MP/QP+FP/MP+FP
---Teleport: QK = to the back, MK = no change, FK = to the front,
QK+MK/QK+FK/MK+FK = above, QP = above in front of the enemy, MP = above
behind the enemy, FP = in front near the enemy, QP+MP/QP+FP/MP+FP = behind
near the enemy.
DESPERATION MOVES:
==================
Dark Ki Beam: 632146 + FP (W)
**AP = 18+9+9+9,21+12+12+12,22+13+13+13
---Jets dark ki beam that pierces into enemy.
Shadow Charge: 236 + QK/MK/FK (w/o)
**AP = 20,23,24
---Charges into the enemy.
vs. Kosanjou: +c
vs. Taisou: a=d-2, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-3, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-3,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-5, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-5, +c
vs. Rinchuu: -c, b=d-1
vs. Kosanjou: a=d-5, -b
vs. Taisou: a=d-4, -b, -c, d=d-1
vs. Riki: -b, d=d-1
vs. Rochishin: a=d-5, -b, d=d-2
vs. Kousonshou: a=d-5, -c, d=d+1
vs. Bushou: -b, c=d-2
vs. Genshouji, Mizoguchi, Yonmiy: a=d-7, d=d+1
vs. Genshougo: a=d-5
vs. Genshoushichi: b=c-2, d=d-1
vs. Chougai (Normal): -b, d=d-1
vs. Chougai (Transformed): a=d-7, -b, d=d-2
Throw Weapon
**AP = 1+1,3+1,4+1 (Note: can't create combo)
vs. Kosanjou: +c
vs. Taisou: a=d-2, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-3, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-3,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-5, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-5, +c
Grab/Throw
**AP = 1 per hit, 2 per hit, 3 per hit (W), 19,23,24 (w/o)
Now you can add the aggressivity of the grab attack by pressing
QP/MP/FP/QK/MK/FK buttons quickly. The quicker you press the buttons, the more
aggressive the attack will be.
You also can release yourself from this kind of grab attack by pressing the
directional buttons variatively and/or quickly while you are being grabbed.
vs. Rinchuu, Genshouji: d=d+1
vs. Kosanjou, Taisou: a=d-4, -b
vs. Riki: a=d-4, +c, d=d+2
vs. Rochishin: a=d-4, d=d+1
vs. Kousonshou: +c, d=d+2
vs. Bushou: 1 per hit, 2 per hit, 3 per hit, 2 per hit (W), 19,23,24,23 (w/o)
vs. Genshoushichi: a=d-6, +c, d=d+2
vs. Chougai (Normal): -b, +c
vs. Chougai (Transformed): a=d-4, -b, +c, d=d-1
vs. Mizoguchi, Yonmiy: a=d-7, +c, d=d+2
SPECIAL MOVES:
==============
Mandarin Earth Splitter: 214 + QP/MP/FP/QP+MP/MP+FP
**AP = 21,24,25
---Hits the ground and the earth will arise on specific place:
Scorching Breath: 6236 + QP/MP/FP
**AP = 16,19,20 (QP), 20,23,24 (MP), 23,26,27 (FP)
---Squares off for a while, then breath huge fire in short range, like Dhalsim's
Yoga Flame: QP = short time/fast, MP = medium, FP = long time/slow.
Black Death Blizzard: 41236 + QP/MP/FP (W)
**AP = 6 per hit, 9 per hit, 10 per hit
---Walks forward and spins the burning axes: QP = a few spins, MP = medium,
FP = many spins.
Drop Kick: (7/8/9)236 + QK/MK/FK (w/o)
**AP = 7,10,11 (QK), 11,14,15 (MK), 13+1,16+1,17+1 (FK)
---Kick from above: QK = slow, MK = medium, FK = fast and hits twice. Drop Kick
is only performed while Li Kui's position in the air is high enough.
vs. Kosanjou: +c
vs. Taisou: a=d-2, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-3, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-3,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-5, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-5, +c
DESPERATION MOVES:
==================
Mandarin Death Chop: 6321463214 + QK/MK/FK (W)
**AP = 1+,1+46,1+47
---Does attack combo to the opponent. Defendable.
Atomic Earth Splitter: 412364123641236 repeatedly + FP repeatedly (w/o)
I'm not very sure how many times you should spin the d-pad and tap the FP
button, just do the spinning and the tapping continuously, if the first
resulting move is not desired, keep doing them during the animation of the move,
the next move may be the Atomic Earth Splitter. This move is easier to perform
with an analog stick.
**AP = ,60,61
---Creates big fiery explosion that does big damage.
vs. Kosanjou: +c
vs. Taisou: a=d-, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-, +c
vs. Rinchuu: -c, b=d-1
vs. Kosanjou: a=d-5, -b
vs. Taisou: a=d-4, -b, -c, d=d-1
vs. Riki: -b, d=d-1
vs. Rochishin: a=d-5, -b, d=d-2
vs. Kousonshou: a=d-5, -c, d=d+1
vs. Bushou: -b, c=d-2
vs. Genshouji, Mizoguchi, Yonmiy: a=d-7, d=d+1
vs. Genshougo: a=d-5
vs. Genshoushichi: b=c-2, d=d-1
vs. Chougai (Normal): -b, d=d-1
vs. Chougai (Transformed): a=d-7, -b, d=d-2
Throw Weapon
**AP = 7,10,11
vs. Kosanjou: +c
vs. Taisou: a=d-2, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-3, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-3,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-5, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-5, +c
Throw
**AP = 18,22,23 (W), 19,23,24 (w/o)
vs. Rinchuu, Genshouji: d=d+1
vs. Kosanjou, Taisou: a=d-4, -b
vs. Riki: a=d-4, +c, d=d+2
vs. Rochishin: a=d-4, d=d+1
vs. Kousonshou: +c, d=d+2
vs. Bushou: 18,22,23,22 (W), 19,23,24,23 (w/o)
vs. Genshoushichi: a=d-6, +c, d=d+2
vs. Chougai (Normal): -b, +c
vs. Chougai (Transformed): a=d-4, -b, +c, d=d-1
vs. Mizoguchi, Yonmiy: a=d-7, +c, d=d+2
SPECIAL MOVES:
==============
Flying Shadow Fist: 41236 + QK/MK/FK (W)
**AP = 21,24,25 (QP), 22+6,23+9,24+10 (MP), 22+6,25+9,26+10 (FP)
---Hits with dashing punch: QP = near, MP = medium, FP = far.
Pressing QP/MP/FP once again after doing the move with MP or FP respectively
and the first hit connects to the enemy can trigger an extra hit to the
opponent.
vs. Kosanjou: +c
vs. Taisou: a=d-2, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-3, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-3,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-5, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-5, +c
Silkworm Slash: (7/8/9)646 + QP/MP/FP (W)
**AP = 17,21,22,23 (QP), 21,25,26,27 (MP), 19,23,24,25 (FP)
vs. Rinchuu: -c, b=d-1
vs. Kosanjou: a=d-5, -b
vs. Taisou: a=d-4, -b, -c, d=d-1
vs. Riki: -b, d=d-1
vs. Rochishin: a=d-5, -b, d=d-2
vs. Kousonshou: a=d-5, -c, d=d+1
vs. Bushou: -b, c=d-2
vs. Genshouji, Mizoguchi, Yonmiy: a=d-7, d=d+1
vs. Genshougo: a=d-5
vs. Genshoushichi: b=c-2, d=d-1
vs. Chougai (Normal): -b, d=d-1
vs. Chougai (Transformed): a=d-7, -b, d=d-2
---Hits the enemy many times in the air if connected: QP = short time, MP =
medium, FP = long time.
Freeze Ball: 214 + QP/MP/FP/QK/MK/FK (w/o)
**AP = 9,12,13
vs. Kosanjou: +c
vs. Taisou: a=d-, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-, +c
---Sends freezing ball into the enemy: QP = high slow, MP = high medium, FP =
high fast, QK = low slow, MK = low medium, FK = low fast.
DESPERATION MOVES:
==================
Super Earth Scorcher: 6321463214/412364 + QP/MP/FP (throw)
**AP = 1+,1+45,1+46
vs. Kosanjou: +c
vs. Taisou: a=d-, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-, +c
---Grabs the enemy, sends into the corner, and explodes. Defendable.
412364123641236 repeatedly + FP repeatedly (w/o)
I'm not very sure how many times you should spin the d-pad and tap the FP
button, just do the spinning and the tapping continuously, if the first
resulting move is not desired, keep doing them during the animation of the move,
the next move may become this move. It is easier to perform this move with an
analog stick.
**AP = 23 per hit, 26 per hit, 27 per hit
vs. Kosanjou: +c
vs. Taisou: a=d-, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-, +c
---Sends away three big Manchurian Fangs to Rochishin's front area.
vs. Rinchuu: -c, b=d-1
vs. Kosanjou: a=d-5, -b
vs. Taisou: a=d-4, -b, -c, d=d-1
vs. Riki: -b, d=d-1
vs. Rochishin: a=d-5, -b, d=d-2
vs. Kousonshou: a=d-5, -c, d=d+1
vs. Bushou: -b, c=d-2
vs. Genshouji, Mizoguchi, Yonmiy: a=d-7, d=d+1
vs. Genshougo: a=d-5
vs. Genshoushichi: b=c-2, d=d-1
vs. Chougai (Normal): -b, d=d-1
vs. Chougai (Transformed): a=d-7, -b, d=d-2
Throw Weapon
**AP = 7,10,11
vs. Kosanjou: +c
vs. Taisou: a=d-2, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-3, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-3,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-5, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-5, +c
Throw/Grab
**AP = 16,20,21 (W), 1 per hit, 2 per hit (w/o) -> FP only!
I think the aggressiveness of this grab attack has been set to the maximum
automatically!
vs. Rinchuu, Genshouji: d=d+1
vs. Kosanjou, Taisou: a=d-4, -b
vs. Riki: a=d-4, +c, d=d+2
vs. Rochishin: a=d-4, d=d+1
vs. Kousonshou: +c, d=d+2
vs. Bushou: 16,20,21,20 (W), 1 per hit, 2 per hit, 1 per hit (w/o)
vs. Genshoushichi: a=d-6, +c, d=d+2
vs. Chougai (Normal): -b, +c
vs. Chougai (Transformed): a=d-4, -b, +c, d=d-1
vs. Mizoguchi, Yonmiy: a=d-7, +c, d=d+2
SPECIAL MOVES:
==============
Earth Scorcher: 236 + QP/MP/FP/QK/MK/FK
**AP = 13,16,17 (QP), 12,15,16 (QK), 15,18,19 (MP), 14,17,18 (MK),
17,20,21 (FP), 16,19,20 (FK)
---Sends himself (or sent by the guardian) flying into the enemy: QP = above
near, MP = above medium, FP = above far, QK = on the ground near, MK = on the
ground medium, FK = on the ground far. While flying, you can fly near or far
by pressing 4/6 button.
Meteor Strike: 646 + QP/MP/FP
**AP = 15,18,19 (QP), 17,20,21 (MP), 19,22,23 (FP)
---Sends himself (or sent by the guardian) flying into the enemy: QP = near,
MP = medium, FP = far.
Horrifying Hellraiser: 214 + QP/MP/FP/QK/MK/FK (W)
**AP = 20,23,24 (QP,QK), 22,25,26 (MP,MK), 24,27,28 (FP,FK)
---Sends the guardian to the enemy to hit with its: QP = head slow near, MP =
head medium medium, FP = head fast far, QK = foot slow near, MK = foot medium
medium, FK = foot fast far.
Mongolian Bear Hug: 6321412 + MP/FP (throw) (W)
**AP = 17,20,21
---The guardian hug the enemy, and Gong Sun Sheng hits the enemy with flying.
vs. Kosanjou: +c
vs. Taisou: a=d-2, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-3, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-3,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-5, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-5, +c
DESPERATION MOVES:
==================
Super Meteor Strike: (7/8/9)236 + QP/MP/FP (w/o)
**AP = ,46,47
vs. Kosanjou: +c
vs. Taisou: a=d-, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-, +c
---Flies to the enemy with energy which looks like a fan.
Pinball Bounce: 214214 + FP (W)
**AP = 25 per hit, 28 per hit, 29 per hit
vs. Kosanjou: +c
vs. Taisou: a=d-2, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-3, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-3,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-5, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-5, +c
---The guardian throws Gong Sun Sheng and he rapidly bounces around the screen
possible to make multiple damages to the enemy.
vs. Rinchuu: -c, b=d-1
vs. Kosanjou: a=d-5, -b
vs. Taisou: a=d-4, -b, -c, d=d-1
vs. Riki: -b, d=d-1
vs. Rochishin: a=d-5, -b, d=d-2
vs. Kousonshou: a=d-5, -c, d=d+1
vs. Bushou: -b, c=d-2
vs. Genshouji, Mizoguchi, Yonmiy: a=d-7, d=d+1
vs. Genshougo: a=d-5
vs. Genshoushichi: b=c-2, d=d-1
vs. Chougai (Normal): -b, d=d-1
vs. Chougai (Transformed): a=d-7, -b, d=d-2
Throw Weapon
**AP = 1+1,3+1,4+1 (Note: can't create combo)
vs. Kosanjou: +c
vs. Taisou: a=d-2, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-3, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-3,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-5, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-5, +c
Throw
**AP = 15,19,20 (FP) (W), 1 per hit, 4 per hit, 5 per hit (MP), 16,20,21 (FP)
(w/o)
Mid-Air Throw
**AP = 17,21,22
vs. Rinchuu, Genshouji: d=d+1
vs. Kosanjou, Taisou: a=d-4, -b
vs. Riki: a=d-4, +c, d=d+2
vs. Rochishin: a=d-4, d=d+1
vs. Kousonshou: +c, d=d+2
vs. Bushou: 15,19,20,19 (FP) (W), 1 per hit, 4 per hit, 5 per hit, 4 per hit
(MP), 16,20,21,20 (FP) (w/o)
vs. Genshoushichi: a=d-6, +c, d=d+2
vs. Chougai (Normal): -b, +c
vs. Chougai (Transformed): a=d-4, -b, +c, d=d-1
vs. Mizoguchi, Yonmiy: a=d-7, +c, d=d+2
SPECIAL MOVES:
==============
Shredding Talon: 214 + QK/MK/FK
**AP = 10,13,14 (QK), 12,15,16 (MK), 14,17,18 (FK)
---Sends flying kick into the enemy: QK = near, MK = medium, FK = far.
Crushing Tiger Claw: 6236 + QP/MP/FP (W)
**AP = 9+5,12+8,13+9 (QP), 9+9,12+12,13+13 (MP), 8+8+4,11+11+7,12+12+8 (FP)
---Does uppercut with the weapon energy: QP = 2 hits, MP = 2 hits with effect,
FP = 3 hits with effect.
Doomsday Dragon: 6321412 + MP/FP (throw)
**AP = 15,18,19 (MP), ,39,40 (FP)
---Grabs the enemy, spins in the air, and slams the enemy into the ground: MP =
light damage, FP = adds an explosion, heavy damage.
Pile Driver: 63214 + QP/MP/FP (throw) (w/o)
**AP = 13,16,17
--Another version of the throw
Rushing Dragon: 214 + QP/MP/FP (w/o)
**AP = 1+1+1+1+1+1+1+1+1,3+3+3+1+1+1+1+1+1,4+4+4+2+2+2+2+2+2 (QP,QP,QP/MP/FP),
1+1+1+1+1+1+3+3+3,3+3+3+1+1+1+6+6+6,4+4+4+2+2+2+7+7+7 (QP,MP,QP/MP/FP),
1+1+1+1+1+1+6+6+6,3+3+3+1+1+1+9+9+9,4+4+4+2+2+2+10+10+10 (QP,FP,QP/MP/FP),
1+1+1+1+1+1+1+1+1,1+1+1+4+4+4+1+1+1,2+2+2+5+5+5+2+2+2 (MP,QP,QP/MP/FP),
1+1+1+1+1+1+3+3+3,1+1+1+4+4+4+6+6+6,2+2+2+5+5+5+7+7+7 (MP,MP,QP/MP/FP),
1+1+1+1+1+1+6+6+6,1+1+1+4+4+4+9+9+9,2+2+2+5+5+5+10+10+10 (MP,FP,QP/MP/FP),
1+1+1+3+3+3+1+1+1,1+1+1+6+6+6+1+1+1,2+2+2+7+7+7+2+2+2 (FP,QP,QP/MP/FP),
1+1+1+3+3+3+3+3+3,1+1+1+6+6+6+6+6+6,2+2+2+7+7+7+7+7+7 (FP,MP,QP/MP/FP),
1+1+1+3+3+3+6+6+6,1+1+1+6+6+6+9+9+9,2+2+2+7+7+7+10+10+10 (FP,FP,QP/MP/FP)
---Dashes and punches the enemy three times. Can be repeated up to 3x.
Axe Kick: 6321463214 + QK/MK/FK (w/o)
**AP = 13,16,17 (QK), 15/1,18/1,19/2 (MK), 17+1,20+1,21+2 (FK)
---Overhead kick to the enemy: QK = near, MK = medium, FK = far.
vs. Kosanjou: +c
vs. Taisou: a=d-2, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-3, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-3,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-5, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-5, +c
DESPERATION MOVES:
==================
Tiger Drill: 63214 + QP/MP/FP (w/o)
**AP = 1+,1+45,1+46
vs. Kosanjou: +c
vs. Taisou: a=d-, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-, +c
---Grabs the enemy and spins like a drill on the ground into a corner and
explodes. Defendable.
vs. Rinchuu: -c, b=d-1
vs. Kosanjou: a=d-5, -b
vs. Taisou: a=d-4, -b, -c, d=d-1
vs. Riki: -b, d=d-1
vs. Rochishin: a=d-5, -b, d=d-2
vs. Kousonshou: a=d-5, -c, d=d+1
vs. Bushou: -b, c=d-2
vs. Genshouji, Mizoguchi, Yonmiy: a=d-7, d=d+1
vs. Genshougo: a=d-5
vs. Genshoushichi: b=c-2, d=d-1
vs. Chougai (Normal): -b, d=d-1
vs. Chougai (Transformed): a=d-7, -b, d=d-2
Throw Weapon
**AP = 7,10,11
vs. Kosanjou: +c
vs. Taisou: a=d-2, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-3, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-3,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-5, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-5, +c
Throw
**AP = 18,22,23 (W), 19,23,24 (w/o)
vs. Rinchuu, Genshouji: d=d+1
vs. Kosanjou, Taisou: a=d-4, -b
vs. Riki: a=d-4, +c, d=d+2
vs. Rochishin: a=d-4, d=d+1
vs. Kousonshou: +c, d=d+2
vs. Bushou: 18,22,23,22 (W), 19,23,24,23 (w/o)
vs. Genshoushichi: a=d-6, +c, d=d+2
vs. Chougai (Normal): -b, +c
vs. Chougai (Transformed): a=d-4, -b, +c, d=d-1
vs. Mizoguchi, Yonmiy: a=d-7, +c, d=d+2
SPECIAL MOVES:
==============
Shao Lin Slash & Burn: 236 + QP/MP/FP
**AP = 12,15,16 (QP), 14,17,18 (MP), 16,19,20 (FP)
---Sends water energy to the enemy: QP = slow, MP = medium, FP = fast.
Skull Crusher: 28 + QP/MP/FP (W)
**AP = 12,15,16 (QP), 12+12,15+15,16+16 (MP), 12+12+12,15+15+15,16+16+16 (FP)
---When captured by the water, slams the enemy into the ground: QP = once, MP =
twice, FP = thrice.
vs. Kosanjou: +c
vs. Taisou: a=d-2, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-3, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-3,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-5, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-5, +c
Water Torture: 41236 + QK/MK/FK (W)
**AP = 5,9,10,11 (QP), 7,11,12,13 (MP), 14,18,19,20 (FP)
vs. Rinchuu: -c, b=d-1
vs. Kosanjou: a=d-5, -b
vs. Taisou: a=d-4, -b, -c, d=d-1
vs. Riki: -b, d=d-1
vs. Rochishin: a=d-5, -b, d=d-2
vs. Kousonshou: a=d-5, -c, d=d+1
vs. Bushou: -b, c=d-2
vs. Genshouji, Mizoguchi, Yonmiy: a=d-7, d=d+1
vs. Genshougo: a=d-5
vs. Genshoushichi: b=c-2, d=d-1
vs. Chougai (Normal): -b, d=d-1
vs. Chougai (Transformed): a=d-7, -b, d=d-2
---Hold the QK/MK/FK button, use 4 or 6 to move the water, and press QP = light
attack, MP = medium attack, FP = heavy attack. Can be followed with Skull
Crusher special move.
Shao Lin Crescent: 6236 + QK/MK/FK
**AP = 1+8,4+11,5+12 (QK), 2+4+10,5+7+13,6+8+14 (MK), 3+5+12,6+8+15,7+9+16 (FK)
vs. Kosanjou: +c
vs. Taisou: a=d-2, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-3, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-3,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-5, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-5, +c
---Does acrobatic kick and freezes the enemy if connected: QK = near, MK =
medium, FK = far.
(7/8/9)214 + QP/MP/FP (w/o)
**AP = 9,13,14,15
vs. Rinchuu: -c, b=d-1
vs. Kosanjou: a=d-5, -b
vs. Taisou: a=d-4, -b, -c, d=d-1
vs. Riki: -b, d=d-1
vs. Rochishin: a=d-5, -b, d=d-2
vs. Kousonshou: a=d-5, -c, d=d+1
vs. Bushou: -b, c=d-2
vs. Genshouji, Mizoguchi, Yonmiy: a=d-7, d=d+1
vs. Genshougo: a=d-5
vs. Genshoushichi: b=c-2, d=d-1
vs. Chougai (Normal): -b, d=d-1
vs. Chougai (Transformed): a=d-7, -b, d=d-2
---An aerial attack that can reach the whole horizontal area.
It seems like I miss one of the Genshouji/go move or perhaps, it only can be
performed by CPU only? If you know how to do it, you may mail me, you'll be
credited^^
DESPERATION MOVES:
==================
Tsunami Strike: 632146/663214 + QK/MK/FK (W)
**AP = 1+,1+45,1+46
vs. Kosanjou: +c
vs. Taisou: a=d-, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-, +c
---Hits the enemy with water many times and slams the enemy into the ground.
Phoenix Rush: 2141236 + FP (w/o)
**AP = 27+11+11,30+14+14,31+15+15
vs. Kosanjou: +c
vs. Taisou: a=d-2, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-3, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-3,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-5, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-5, +c
---Summons three flying phoenixes to attack from the left side of the screen.
vs. Rinchuu: -c, b=d-1
vs. Kosanjou: a=d-5, -b
vs. Taisou: a=d-4, -b, -c, d=d-1
vs. Riki: -b, d=d-1
vs. Rochishin: a=d-5, -b, d=d-2
vs. Kousonshou: a=d-5, -c, d=d+1
vs. Bushou: -b, c=d-2
vs. Genshouji, Mizoguchi, Yonmiy: a=d-7, d=d+1
vs. Genshougo: a=d-5
vs. Genshoushichi: b=c-2, d=d-1
vs. Chougai (Normal): -b, d=d-1
vs. Chougai (Transformed): a=d-7, -b, d=d-2
Throw Weapon
**AP = 7,10,11
vs. Kosanjou: +c
vs. Taisou: a=d-2, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-3, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-3,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-5, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-5, +c
Grab
**AP = 1 per hit, 2 per hit, 3 per hit
vs. Rinchuu, Genshouji: d=d+1
vs. Kosanjou, Taisou: a=d-4, -b
vs. Riki: a=d-4, +c, d=d+2
vs. Rochishin: a=d-4, d=d+1
vs. Kousonshou: +c, d=d+2
vs. Bushou: 1 per hit, 2 per hit, 3 per hit, 2 per hit
vs. Genshoushichi: a=d-6, +c, d=d+2
vs. Chougai (Normal): -b, +c
vs. Chougai (Transformed): a=d-4, -b, +c, d=d-1
vs. Mizoguchi, Yonmiy: a=d-7, +c, d=d+2
SPECIAL MOVES:
==============
Nunchaku Rage: QP/MP/FP repeatedly (W)
**AP = 7+3+3+7+3+3+....,10+6+6+10+6+6+....,11+7+7+11+7+7+.... (QP),
8+4+4+8+4+4+....,11+7+7+11+7+7+....,12+8+8+12+8+8+.... (MP),9+5+5+9+5+5+....,
12+8+8+12+8+8+....,13+9+9+13+9+9+.... (FP)
---Attacks with nunchaku continuously. You can walk forward/backward while
performing this move.
Punishing One-Two: 4_6 + QP/MP/FP
**AP = 6,9,10 (fish), 5,8,9 (frog), 1 per hit (crab)
---Throws fish or frog or crab randomly: QP = slow small, MP = medium, FP = fast
big. It seems that fish is the most common and crab is the rarest throw.
Brilliant Storm: 12321 + QK/MK/FK
**AP = 4 per hit, 7 per hit, 8 per hit (QK) (W), 3 per hit, 6 per hit, 7 per hit
(MK) (W), 2 per hit, 5 per hit, 6 per hit (FK) (W), 2 per hit, 5 per hit, 6
per hit (QK) (w/o), 1 per hit, 4 per hit, 5 per hit (MK) (w/o), 1 per hit, 3
per hit, 4 per hit (FK) (w/o)
---Spinning electric kick, creates bigger wave if you still have your weapon:
QK = stationary but you can move him forward/backward slowly, MK = rushes
forward slowly, FK = rushes forward fast.
Phantom Cyclone Stinger: 214 + QP/MP/FP
**AP = 3,6,7
---Makes water rises from the enemy's position.
vs. Kosanjou: +c
vs. Taisou: a=d-2, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-3, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-3,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-5, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-5, +c
Mirage Roll: 63214 + QK/MK/FK
---Rolls to evade attacks: QK = slow and short range, MK = medium, FK = fast and
long range.
DESPERATION MOVES:
==================
Brilliant Storm Drop: 214 + QK/MK/FK (W)
**AP = ,39,40
vs. Kosanjou: +c
vs. Taisou: a=d-, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-, +c
---Does water spinning kick vertically.
Rising Phoenix: 4123641236 + FP (w/o)
**AP = 27+11+11,30+14+14,31+15+15
vs. Kosanjou: +c
vs. Taisou: a=d-2, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-3, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-3,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-5, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-5, +c
---Rises three fire phoenixes.
vs. Rinchuu: -c, b=d-1
vs. Kosanjou: a=d-5, -b
vs. Taisou: a=d-4, -b, -c, d=d-1
vs. Riki: -b, d=d-1
vs. Rochishin: a=d-5, -b, d=d-2
vs. Kousonshou: a=d-5, -c, d=d+1
vs. Bushou: -b, c=d-2
vs. Genshouji, Mizoguchi, Yonmiy: a=d-7, d=d+1
vs. Genshougo: a=d-5
vs. Genshoushichi: b=c-2, d=d-1
vs. Chougai (Normal): -b, d=d-1
vs. Chougai (Transformed): a=d-7, -b, d=d-2
Throw Weapon
**AP = 7,10,11
vs. Kosanjou: +c
vs. Taisou: a=d-2, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-3, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-3,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-5, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-5, +c
Throw
**AP = 16,20,21 (W), 17,21,22 (w/o)
vs. Rinchuu, Genshouji: d=d+1
vs. Kosanjou, Taisou: a=d-4, -b
vs. Riki: a=d-4, +c, d=d+2
vs. Rochishin: a=d-4, d=d+1
vs. Kousonshou: +c, d=d+2
vs. Bushou: 16,20,21,20 (W), 17,21,22,21 (w/o)
vs. Genshoushichi: a=d-6, +c, d=d+2
vs. Chougai (Normal): -b, +c
vs. Chougai (Transformed): a=d-4, -b, +c, d=d-1
vs. Mizoguchi, Yonmiy: a=d-7, +c, d=d+2
SPECIAL MOVES:
==============
Nunchaku Rage: QP + MP / MP + FP / QP + FP repeatedly (W)
**AP = first three hits: 8+4+4,11+7+7,12+8+8, second three hits and so forth:
9+5+5,12+8+8,13+9+9 (QP+MP), first three hits: 9+5+5,12+8+8,13+9+9, second
three hits and so forth: 10+6+6,13+9+9,14+10+10 (QP/MP+FP)
---Attacks with nunchaku continuously.
Shao Lin Slash & Burn: 236 + QP/MP/FP
**AP = 12,15,16 (QP), 13,16,17 (MP), 14,17,18 (FP)
---Sends electrical energy to the enemy: QP = slow, MP = medium, FP = fast.
Shao Lin Crescent: 6236 + QK/MK/FK
**AP = 3+7,6+10,7+11 (QK), 1+1+5,4+4+8,5+5+9 (MK), 3+3+3,6+6+6,7+7+7 (FK)
---Does acrobatic kick and paralyzes the enemy for a very short while if
connected: QK = near, MK = medium, FK = far.
Phantom Cyclone Stinger: 63214 + QP/MP/FP
**AP = 1,4,5
---Makes water rises from the enemy's position.
Mirage Roll: 63214 + QK/MK/FK
---Rolls to evade attacks: QK = slow and short range, MK = medium, FK = fast and
long range.
Triple-Leg Deathtrap: 214 + QK/MK/FK (w/o)
**AP = 4+4,7+7,8+8 (QK), 6+5,9+8,10+9 (MK), 5+5+1,8+8+4,9+9+5 (FK)
---Kicks and dashes kick: QK = short range, MK = medium range, FK = far and adds
a finisher acrobatic electric kick.
vs. Kosanjou: +c
vs. Taisou: a=d-2, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-3, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-3,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-5, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-5, +c
DESPERATION MOVES:
==================
Thunderstorm Arc: 6321463214/632141236 + QP/MP/FP
**AP = ,46,47
vs. Kosanjou: +c
vs. Taisou: a=d-, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-, +c
---Creates electrical energy surrounding him.
2141236 + FP (w/o)
**AP = 27+11+11,30+14+14,31+15+15
vs. Kosanjou: +c
vs. Taisou: a=d-2, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-3, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-3,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-5, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-5, +c
---Summons three flying phoenixes to attack horizontally, then vertically, then
diagonally electrifying the opponent. It seems that the opponent is paralyzed
or sumthin' like that? but you can't combo this move with anything.
QK
**AP = 1,2,3 (BT), 1,2 (AT)
Chougai (Transformed) can send back ground projectile with this move (except
Genshougo's crab -__- The crab is dead, but won't be sent back).
2 + QK
**AP = 1,2,3 (BT), 1,2,3,4 (AT)
7/8/9 + QK
**AP = 1,2,3,4 (BT), 1,3,4,5 (AT)
QP (far)
**AP = 1,2 (BT), 1,2,3,4 (AT)
Chougai (Normal) can send back aerial projectile with this move.
QP (near)
**AP = 1,2 (BT), 1,3,4,5 (AT)
Chougai (Normal) can send back aerial projectile with this move.
2 + QP
**AP = 1,2,3 (BT), 1,3,4,5 (AT)
7/8/9 + QP
**AP = 1,2,3 (BT), 1,3,4,5 (AT)
MK
**AP = 4,8,9,10 (BT), 5,9,10,11 (AT)
2 + MK
**AP = 4,8,9,10 (BT), 5,9,10,11 (AT)
7/9 + MK
**AP = 3,7,8,9 (BT), 4,8,9,10 (AT)
8 + MK
**AP = 4,8,9,10 (BT), 5,9,10,11 (AT)
MP (far)
**AP = 5,9,10,11
MP (near)
**AP = 4,8,9,10 (BT), 5,9,10,11 (AT)
2 + MP
**AP = 3,7,8,9 (BT), 4,8,9,10 (AT)
7/8/9 + MP
**AP = 4,8,9,10 (BT), 5,9,10,11 (AT)
FK (far)
**AP = 1+1,5+5,6+6,7+7 (BT), 4+4,8+8,9+9,10+10 (AT)
FK (near)
**AP = 1,5,6,7 (BT), 4+4,8+8,9+9,10+10 (AT)
vs. Rinchuu: -c, b=d-1
vs. Kosanjou: a=d-5, -b
vs. Taisou: a=d-4, -b, -c, d=d-1
vs. Riki: -b, d=d-1
vs. Rochishin: a=d-5, -b, d=d-2
vs. Kousonshou: a=d-5, -c, d=d+1
vs. Bushou: -b, c=d-2
vs. Genshouji, Mizoguchi, Yonmiy: a=d-7, d=d+1
vs. Genshougo: a=d-5
vs. Genshoushichi: b=c-2, d=d-1
vs. Chougai (Normal): -b, d=d-1
vs. Chougai (Transformed): a=d-7, -b, d=d-2
Blowing his miniature: 214 + QP/MP/FP
**AP = 11+2,14+5,15+6 (QP), 11+7,14+10,15+11 (MP), 2+5,5+8,6+9 (FP)
---Blows 2 miniatures to attack the enemy: QP = one attacks opponent's head, one
attacks opponent's foot, MK = both attack opponent's head, FK = both attack
opponent's foot.
vs. Kosanjou: +c
vs. Taisou: a=d-2, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-3, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-3,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-5, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-5, +c
Transform: When you lose a round, hold QP+MP+FP to transform.
vs. Kosanjou: +c
vs. Taisou: a=d-2, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-3, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-3,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-5, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-5, +c
I may miss a move here...
DESPERATION MOVES:
==================
Dark Ki Beam: 632146 + QP/MP/FP (after transformation)
**AP = ,46,47
vs. Kosanjou: +c
vs. Taisou: a=d-, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-, +c
---Jets dark ki beam that pierces into enemy.
The weird name is restored back! Thanks to the missing link with the historical
Suikoden story for that.
BGM: Music Test #21.
NORMAL MOVES:
=============
QK
**AP = 1
6 + QK
**AP = 1,2,3
2 + QK
**AP = 1
7/9 + QK
**AP = 1,2
8 + QK
**AP = 1
QP
**AP = 1,2
6 + QP
**AP = 1,2
2 + QP
**AP = 1,2
7/9 + QP
**AP = 1,2,3
8 + QP
**AP = 1
MK (far)
**AP = 6,10,11,12
MK (near)
**AP = 3,7,8,9
6 + MK
**AP = 3,7,8,9
2 + MK
**AP = 6,10,11,12
7/9 + MK
**AP = 7,11,12,13
8 + MK
**AP = 6,10,11,12
MP (far)
**AP = 3,7,8,9
MP (near)
**AP = 5,9,10,11
6 + MP
**AP = 6,10,11,12
2 + MP
**AP = 6,10,11,12
7/8/9 + MP
**AP = 4,8,9,10
FK (far)
**AP = 9,13,14,15
FK (near)
**AP = 3,7,8,9
6 + FK
**AP = 4+1,8+4,9+5,10+6
2 + FK
**AP = 10,14,15,16
7/9 + FK
**AP = 12,16,17,18
8 + FK
**AP = 3,7,8,9
FP (far)
**AP = 9,13,14,15
FP (near)
**AP = 6+1,10+5,11+6,12+7
6 + FP
**AP = 1+3,5+7,6+8,7+9
2 + FP
**AP = 1+6,3+10,4+11,5+12
7/8/9 + FP
**AP = 14,18,19,20
vs. Rinchuu: -c, b=d-1
vs. Kosanjou: a=d-5, -b
vs. Taisou: a=d-4, -b, -c, d=d-1
vs. Riki: -b, d=d-1
vs. Rochishin: a=d-5, -b, d=d-2
vs. Kousonshou: a=d-5, -c, d=d+1
vs. Bushou: -b, c=d-2
vs. Genshouji, Mizoguchi, Yonmiy: a=d-7, d=d+1
vs. Genshougo: a=d-5
vs. Genshoushichi: b=c-2, d=d-1
vs. Chougai (Normal): -b, d=d-1
vs. Chougai (Transformed): a=d-7, -b, d=d-2
vs. Rinchuu, Genshouji: d=d+1
vs. Kosanjou, Taisou: a=d-4, -b
vs. Riki: a=d-4, +c, d=d+2
vs. Rochishin: a=d-4, d=d+1
vs. Kousonshou: +c, d=d+2
vs. Bushou: 13,17,18,17 (MP), 15,19,20,19 (FP), 21,25,26,25 (MK/FK)
vs. Genshoushichi: a=d-6, +c, d=d+2
vs. Chougai (Normal): -b, +c
vs. Chougai (Transformed): a=d-4, -b, +c, d=d-1
vs. Mizoguchi, Yonmiy: a=d-7, +c, d=d+2
SPECIAL MOVES:
==============
236 + QP/MP/FP
**AP = 9,12,13 (QP), 11,14,15 (MP), 13,16,17 (FP)
---Sends fiery energy wave which has an image of a roaring tiger into the enemy:
QP = small and slow, MP = medium, FP = large and fast.
(7/8/9)236 + QP/MP/FP/QK/MK/FK
**AP = 9,12,13 (QP,QK), 11,14,15 (MP), 8,11,12 (MK), 13,16,17 (FP), 7,10,11 (FK)
---Sends fiery energy wave from the air: QP = small, slow, to the right, MP =
medium, to the right, FP = large, fast, to the right, QK = downward 45
degrees, small, MK = downward 45 degrees, medium, FK = downward 45 degrees,
big
63214 + QP/MP/FP
**AP = 13,16,17 (QP), 17,20,21 (MP), 21,24,25 (FP)
---Hitting with baseball bat-like-energy: QP = no squares off, MP = squares off
for a while, FP = squares off longer. This energy can send back projectiles
to the sender.
vs. Kosanjou: +c
vs. Taisou: a=d-2, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-3, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-3,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-5, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-5, +c
6236 + QP/MP/FP
**AP = 9,12,13 (QP), 7+3,10+7,11+8,11+9 (MP), 5+1+1,8+5+5,9+6+6,9+7+7 (FP)
vs. Kosanjou: +c
vs. Taisou: a=d-2, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-3, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-3,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-5, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-5, +c
OR
vs. Rinchuu: -c, b=d-1
vs. Kosanjou: a=d-5, -b
vs. Taisou: a=d-4, -b, -c, d=d-1
vs. Riki: -b, d=d-1
vs. Rochishin: a=d-5, -b, d=d-2
vs. Kousonshou: a=d-5, -c, d=d+1
vs. Bushou: -b, c=d-2
vs. Genshouji, Mizoguchi, Yonmiy: a=d-7, d=d+1
vs. Genshougo: a=d-5
vs. Genshoushichi: b=c-2, d=d-1
vs. Chougai (Normal): -b, d=d-1
vs. Chougai (Transformed): a=d-7, -b, d=d-2
---Dashes forward and uppercut: QP = short ranged and 1 hit combo, MP = medium
ranged and 2 hits combo, FP = long ranged and 3 hits combo.
214 + QK/MK/FK
**AP = 7,10,11 (QK), 9+1+1,12+3+3,13+4+4 (MK), 11+1+1+1+1,14+3+3+3+3,15+4+4+4+4
(FK)
---Combo kick: QK = little combo, MK = more combo, FK = even more combo.
(7/8/9)214 + QK/MK/FK
**AP = 7,10,11 (QK), 9+1+1,12+3+3,13+4+4 (MK), 11+1+1+1+1,14+3+3+3+3,15+4+4+4+4
(FK)
---Combo kick from the air: QK = little combo, MK = more combo, FK = even more
combo.
236 + QP+MP/QP+FP/MP+FP
**AP = 25,28,29
---Mizoguchi concentrates for a while then sends a bigger and more powerful
projectile similar to 236 + QP/MP/FP.
vs. Kosanjou: +c
vs. Taisou: a=d-2, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-3, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-3,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-5, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-5, +c
6236 + QP+MP/QP+FP/MP+FP
**AP =
LV.1 (furthest): 3,7,8,9
LV.2: 5+3,9+7,10+8,11+9
LV.3: 5+4+3,9+8+7,10+9+8,11+10+9
LV.4 (nearest): 8+11+1+1+1+1+1+1+1+1+1,11+14+2+2+2+2+2+2+2+2+2,12+15+3+3+3+3+
3+3+3+3+3
vs. Rinchuu: -c, b=d-1
vs. Kosanjou: a=d-5, -b
vs. Taisou: a=d-4, -b, -c, d=d-1
vs. Riki: -b, d=d-1
vs. Rochishin: a=d-5, -b, d=d-2
vs. Kousonshou: a=d-5, -c, d=d+1
vs. Bushou: -b, c=d-2
vs. Genshouji, Mizoguchi, Yonmiy: a=d-7, d=d+1
vs. Genshougo: a=d-5
vs. Genshoushichi: b=c-2, d=d-1
vs. Chougai (Normal): -b, d=d-1
vs. Chougai (Transformed): a=d-7, -b, d=d-2
---A much more powerful version of 6236 + QP/MP/FP. If the enemy is close enough
and defenseless when Mizoguchi launches this move, he will sends the enemy
high to the sky and punches the enemy many many times.
DESPERATION MOVES:
==================
6321478963214 + FP
**AP = 3 per hit, 6 per hit, 7 per hit
vs. Kosanjou: +c
vs. Taisou: a=d-2, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-3, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-3,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-5, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-5, +c
---Summons a creature (very similar to MokoMoko virus in MMBN4 -___-). After it
is being summoned, press QP/QK/MP/MK/FP/FK to fire "small MokoMokos" that can
jump low/medium/high to the opponent. If it connects, then it will transform
the opponent into a "helpless MokoMoko" ^___^. After a while, the opponent
will transform back and I know no method of speeding up the process....
vs. Rinchuu: -c, b=d-1
vs. Kosanjou: a=d-5, -b
vs. Taisou: a=d-4, -b, -c, d=d-1
vs. Riki: -b, d=d-1
vs. Rochishin: a=d-5, -b, d=d-2
vs. Kousonshou: a=d-5, -c, d=d+1
vs. Bushou: -b, c=d-2
vs. Genshouji, Mizoguchi, Yonmiy: a=d-7, d=d+1
vs. Genshougo: a=d-5
vs. Genshoushichi: b=c-2, d=d-1
vs. Chougai (Normal): -b, d=d-1
vs. Chougai (Transformed): a=d-7, -b, d=d-2
Throw
**AP = 11,15,16 (MP/FP), 13,17,18 (MK/FK)
vs. Rinchuu, Genshouji: d=d+1
vs. Kosanjou, Taisou: a=d-4, -b
vs. Riki: a=d-4, +c, d=d+2
vs. Rochishin: a=d-4, d=d+1
vs. Kousonshou: +c, d=d+2
vs. Bushou: 11,15,16,15 (MP/FP), 13,17,18,17 (MK/FK)
vs. Genshoushichi: a=d-6, +c, d=d+2
vs. Chougai (Normal): -b, +c
vs. Chougai (Transformed): a=d-4, -b, +c, d=d-1
vs. Mizoguchi, Yonmiy: a=d-7, +c, d=d+2
SPECIAL MOVES:
==============
236 + QP/MP/FP
**AP = 13,16,17 (QP), 17,20,21 (MP), 14+4,16+6,17+7 (FP)
---Wags her leg around. Deflect projectiles upon connecting.
(7/8/9)236 + QP/MP/FP
**AP = 13,16,17 (QK), 17,20,21 (MK), 14+4,16+6,17+7 (FK)
---Wags her leg around in the air. Deflect projectiles upon connecting.
236 + QK/MK/FK
---Runs and bends forward: QK = slow and close, MK = medium, FK = fast and far.
214 + QK/MK/FK
**AP =
Kick move: 1 per hit, 4 per hit, 5 per hit
Finisher move (MK): 8,11,12
Finisher move (FK): 13,16,17
---Kick many times with a finisher kick move with MK/FK only.
214 + QP/MP/FP
**AP = 13,16,17 (QK&QP), 15,18,19 (MK&QP), 17,20,21 (FK&QP),
13+{a(AP) of [a(APAC1)=?]}, 16+{b(AP) of [b(APAC1)=?]},
17+{d(AP) of [d(APAC1)=5]} (QK&MP), 15+{a(AP) of [a(APAC1)=?]},
18+{b(AP) of [b(APAC1)=?]}, 19+{d(AP) of [d(APAC1)=5]} (MK&MP),
17+{a(AP) of [a(APAC1)=?]}, 20+{b(AP) of [b(APAC1)=?]},
21+{d(AP) of [d(APAC1)=5]} (FK&MP), 13+{a(AP) of [a(APAC1)=?]}+1,
16+{b(AP) of [b(APAC1)=?]}+4, 17+{d(AP) of [d(APAC1)=5]}+5 (QK&FP),
15+{a(AP) of [a(APAC1)=?]}+1, 18+{b(AP) of [b(APAC1)=?]}+4,
19+{d(AP) of [d(APAC1)=5]}+5 (MK&FP), 17+{a(AP) of [a(APAC1)=?]}+1,
20+{b(AP) of [b(APAC1)=?]}+4, 21+{d(AP) of [d(APAC1)=5]}+5 (FK&FP)
---Finisher move while running (236 + QK/MK/FK). First move is mentioned first.
=========
NOTE: I can't seem to find the value (yet), but this can be done in the next
update
=========
6236 + QP/MP/FP
**AP = 13+3+13,16+6+16,17+7+17 (QP), 8+1+8,11+3+11,12+4+12 (MP),
13+3+13,16+6+16,17+7+17 (FP)
---2x kick move: QP = low and close, MP = medium, FP = high and far. Performing
three combo using FP is the easiest, using QP is the hardest.
vs. Kosanjou: +c
vs. Taisou: a=d-2, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-3, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-3,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-5, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-5, +c
DESPERATION MOVES:
==================
63214 + FP
**AP = 13+{a(AP) of [a(APAC1)=?]}+{a(AP) of [a(APAC2)=?]}+
{a(AP) of [a(APAC3)=?]}+8+8+8+8+{a(AP) of [a(APAC1)=?]}+
{a(AP) of [a(APAC2)=?]} and {a(AP) of [a(APAC10)=?]}+
{a(AP) of [a(APAC3)=?]} and {a(AP) of [a(APAC11)=?]}+{a(AP) of [a(APAC4)=?]}+
{a(AP) of [a(APAC5)=?]}+{a(AP) of [a(APAC6)=?]}+{a(AP) of [a(APAC7)=?]},
16+{b(AP) of [b(APAC1)=?]}+{b(AP) of [b(APAC2)=?]}+{b(AP) of [b(APAC3)=?]}+
11+11+11+11+{b(AP) of [b(APAC1)=?]}+{b(AP) of [b(APAC2)=?]} and
{b(AP) of [b(APAC10)=?]}+{a(AP) of [a(APAC3)=?]} and {a(AP) of [a(APAC11)=?]}+
{a(AP) of [a(APAC4)=?]}+{a(AP) of [a(APAC5)=?]}+{a(AP) of [a(APAC6)=?]}+
{a(AP) of [a(APAC7)=?]},
17+{d(AP) of [d(APAC1)=9]}+{d(AP) of [d(APAC2)=7]}+
{d(AP) of [d(APAC3)=6]}+12+12+12+12+{d(AP) of [d(APAC1)=9]}+
{d(AP) of [d(APAC2)=16]} and {d(AP) of [d(APAC10)=8]}+
{d(AP) of [d(APAC3)=6]} and {d(AP) of [d(APAC11)=3]}+{d(AP) of [d(APAC4)=3]}+
{d(AP) of [d(APAC5)=3]}+{d(AP) of [d(APAC6)=3]}+{d(AP) of [d(APAC7)=8]}
vs. Kosanjou: +c
vs. Taisou: a=d-2, -b, d=d-1
vs. Riki: -b, +c, d=d-1
vs. Rochishin: a=d-3, d=d-2
vs. Kousonshou: d=d+1
vs. Genshouji: d=d-1
vs. Genshougo: +c, d=d+1
vs. Chougai (Normal): a=d-3,-b, +c, d=d-2
vs. Chougai (Transformed): a=d-5, -b, +c, d=d-2
vs. Mizoguchi, Yonmiy: a=d-5, +c
---A long series of powerful kicks. Only if the first hit connects to the
opponent, the kick series will be performed. Note that due to the Combo AP
Discount, you make greater damage if not all of the kicks connect to the
opponent (because of the opponent is in the air) than if all the 15 kicks
connect.
'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'
_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_
E. COMBO
_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_
'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'_'
Each move of this game has effect to the enemy afterwards. There are some
special effects that makes the enemy can't block whatever attack comes to him
while he is still in this effect, making possible for you to do a combo attack.
Whether it's possible to link 2 attacks after another in order to still produce
both of their special effects will depend solely on the former attack (Move1)
(See combo possibility table below).
The aforementioned effects are:
1. Lift: Makes the enemy float high into the air.
2. Smash: Makes the enemy bounce off the ground.
3. Spin: Makes the enemy bounce back spinning.
4. Wall: Makes the enemy bounce back far away, and if connects to the wall, he
will be paralyzed for a while unable to do any action.
Note: All the special effects can't be performed if the enemy was freezed.
Another method is freezing. Some characters can freeze the enemy, which results
in the enemy can't move for a short period (If the enemy doesn't do anything,
he/she will be kept freezed though x__x). This moment can be used to land in
another sure hit to the enemy, but this will also break the ice.
The other method is throwing your weapon to make the opponent dizzy instantly
(some characters only), so that you can land in another free hit to him/her (Can
be a quick 2-3 hits). You can add this method to prolong your combo attack by
one. Freeze/dizziness both can be outcomed by button mashing.
The last method is using Berserker Rage. You can score combo more easily with
it, but it's only available to Shishin, Rinchuu, and Kosanjou only.
And now, the game is different, and the combos are counted explicitly, here are
how the CPU counts the combo:
a. Attack(s) that follow(s) another hit with the above special effect.
>> I think it's clear.
b. Attack(s) that follow(s) another hit as a single move.
>> Example: Shishin's Flaming Serpent Sword.
It's obvious that among the attacks, there are no special effect generated,
however it's impossible to defend after being hit with the former hit (with
inside-reach position), but the Special Guard still can appear in between
them!
c. Attack(s) that follow(s) another hit that has no above special effect.
>> This is the vaguest mean of combo. How come that counts as a combo?? Isn't it
just an attack after another??
Even in PS1 version, I find that if you can perform all the moves as fast as
the CPU, the opponent can't defend in between a few of these attacks. I wrote
this as "impossible" although if you are enthusiast enough, an aerial
long-enduring attack followed by a quick attack shouldn't be able to be
blocked in between the attacks. But, this is just a wild guess since I have
no interest in doing a really quick quick attacks, besides, the resulting
damage will be very minor.
In Fuuun Saiki, there is some standard time in between hits to be able to be
called a Combo. I still can't be sure if anyone can't defend in between ANY
attacks separated by the aforesaid standard time. But it's clear that
executing this type of combo is easier in this game than in the previous
game.
Below are the list of moves which have the aforementioned special effects:
============
E01. SHISHIN
============
A. SPIN: 7/9 + MK
B. LIFT: 8 + MK
C. LIFT: MP (near) (W)
D. SPIN: 8 + MP (W)
E. SPIN: FK (far)
F. WALL: FK (near)
G. WALL: 8 + FK
H. SMASH: FP (far) (W)
I. SMASH: 7/9 + FP (W)
J. WALL: 8 + FP (W)
K. LIFT: 2 + MP (w/o)
L. WALL: 2 + FP (near) (w/o) (Near enough so that the 2nd hit connects to the
opponent, that will make the opponent lift)
M. SMASH: 7/8/9 + FP (w/o)
N. SPIN: Dashing Serpent Punch with QP
O. WALL: Dashing Serpent Punch with FP
P. LIFT: Dashing Serpent Punch with MP/FP + QP/MP/FP
Combo Possibility Table for each character: next ver.
============
E02. RINCHUU
============
A. WALL: 8 + MK
B. SMASH: 7/9 + MP (W)
C. SPIN: 8 + MP (W)
D. WALL: FK (far)
E. SMASH: FK (near)
F. WALL: 6 + FK
G. LIFT: 8 + FK
H. LIFT: FP (near) (W) (2nd hit will lift)
I. SPIN: 2 + FP (W)
J. SPIN: 8 + MP (w/o)
K. SPIN: FP (near) (w/o)
L. LIFT: 2 + FP (w/o)
M. SMASH: 7/8/9 + FP (w/o)
N. SMASH: Typhoon Spear with FP (2nd attack)
O. SMASH: Cartwheel Kick with FK (last attack)
=============
E03. KOSANJOU
=============
A. SPIN: 8 + MK
B. SPIN: 7/9 + MP (W)
C. WALL: 8 + MP (W)
D. SPIN: FK (far)
E. SMASH: FK (near) (2nd hit will smash)
F. SPIN: FP (far) (W) (2nd hit will spin the opponent)
G. SMASH: FP (near) (W)
H. LIFT: 2 + FP (W)
I. LIFT: 7/9 + FP (W)
J. SMASH: 8 + FP (W)
K. LIFT: MP (near) (w/o)
L. SPIN: 7/9 + MP (w/o)
M. WALL: FP (near) (w/o) (Near enough so that the 2nd hit connects to the
enemy, that will bounce the enemy off)
N. SMASH: 7/8/9 + FP (w/o)
O. WALL: Vacuum Jasmine Wave (Opponent must be near the corner)
===========
E04. TAISOU
===========
A. SPIN: 7/9 + MK
B. WALL: 8 + MK
C. LIFT: MP (near) (W)
D. SPIN: 8 + MP (W)
E. SPIN: FK (far)
F. WALL: FK (near)
G. SMASH: FP (far) (W)
H. SMASH: 7/9 + FP (W)
I. LIFT: 8 + FP (W)
J. LIFT: MP (near) (w/o)
K. SMASH: 2 + FP (w/o)
L. SMASH: 7/9 + FP (w/o)
M. LIFT: 8 + FP (w/o)
N. WALL: Flaming Ki Punch with FP
O. SMASH: Majestic Teleport Attack
P. SPIN: Shadow Charge
=========
E05. RIKI
=========
A. SPIN: MP (far) (W)
B. LIFT: FK (far)
C. WALL: FK (near)
D. WALL: 8 + FK
E. SMASH: 2 + FP (W)
F. SMASH: 7/9 + FP (W)
G. SPIN: 8 + FP (W)
H. SPIN: 7/9 + MP (w/o)
I. SPIN: FP (far) (w/o)
J. SMASH: FP (near) (w/o)
K. SMASH: 7/9 + FP (w/o)
L. SPIN: 8 + FP (w/o)
M. LIFT: Mandarin Earth Splitter (Only lift a little bit, must be tough for
combo, moreover, Riki is slow) -___-
N. SPIN: Drop Kick with FK
==============
E06. ROCHISHIN
==============
A. SPIN: 8 + MK
B. SPIN: 8 + MP (W)
C. WALL: FK (near)
D. WALL: 8 + FK
E. LIFT: FP (far) (W)
F. SMASH: FP (near) (W)
G. WALL: 2 + FP (W)
H. SMASH: 7/9 + FP (W)
I. SPIN: FP (near) (w/o)
J. SMASH: 7/8/9 + FP (w/o)
K. SPIN: Flying Shadow Fist with MP + QP/MP/FP
L. LIFT: Flying Shadow Fist with FP + QP/MP/FP
M. SPIN: Manchurian Fang with QP LV. 4, MP LV. 4,5, FP LV. 4,5,6 (near only)
N. LIFT: Manchurian Fang with MP LV. 6, FP LV. 7,8,9 (nearest only)
O. WALL: Manchurian Fang with FP LV. 10 (nearest only) (Opponent must be near
the corner)
P. Silkworm Slash with FP
===============
E07. KOUSONSHOU
===============
A. SPIN: 8 + MK
B. SMASH: MP (near) (W)
B. SMASH: 8 + MP (W)
C. WALL: 7/9 + MP (W)
D. SPIN: 8 + MP (W)
E. WALL: FK (far)
F. LIFT: FK (near)
G. SMASH: 7/9 + FK
H. WALL: 8 + FK
I. WALL: FP (far) (W)
J. SPIN: 2 + FP (W)
K. SMASH: 8 + FP (W)
L. LIFT: 7/9 + MP (w/o)
M. SMASH: FP (near) (w/o)
N. SPIN: 2 + FP (w/o)
O. SPIN: 7/9 + FP (w/o)
P. SMASH: 8 + FP (w/o)
Q. SMASH: Earth Scorcher with MP/FP
R. SPIN: Meteor Strike with MP
S. WALL: Meteor Strike with FP (only bounce a bit)
T. WALL: Pinball Bounce (no combo only)
===========
E08. BUSHOU
===========
A. WALL: 8 + MK
B. SMASH: MP (far) (W)
C. SPIN: 7/9 + MP (W)
D. SPIN: 8 + FK
E. WALL: FP (near) (W)
F. SPIN: 2 + FP (W)
G. SMASH: 7/8/9 + FP (W)
H. SMASH: MP (far) (w/o)
I. SMASH: 7/9 + MP (w/o)
J. LIFT: 2 + FP (w/o)
K. SMASH: 8 + FP (w/o)
L. SPIN: Shredding Talon with FK
M. LIFT: Crushing Tiger Claw with MP/FP
N. SMASH: Rushing Dragon with QP/MP/FP,QP/MP/FP,FP or QP/MP/FP,FP,QP/MP/FP (w/o)
(The last hit will smash)
O. SMASH: Axe Kick with MK/FK (w/o) (2nd hit or the far hit for MK)
P. LIFT: The 2nd Rushing Dragon with FP,FP (4th,5th,6th hit)
Q. WALL: Rushing Dragon with FP,FP,FP 7th or 8th hit
==============
E09. GENSHOUJI
==============
A. WALL: MK (far)
B. SPIN: 8 + MK
C. SMASH: 2 + MP (W)
D. SPIN: 7/9 + MP (W)
E. SMASH: 8 + MP (W)
F. SPIN: FK (far)
G. LIFT: FK (near)
H. WALL: 8 + FK
I. LIFT: FP (near)
J. LIFT: 7/9 + FP (W)
K. SPIN: 8 + FP (W)
L. LIFT : 7/9 + MP (w/o)
M. WALL: FP (far) (w/o) (2nd hit will bounce the enemy off)
N. LIFT: 2 + FP (w/o)
O. SMASH: 8 + FP (w/o)
P. LIFT: Water Torture with MP (Can't be followed with the other combo moves
-___-)
==============
E10. GENSHOUGO
==============
A. SPIN: 8 + MK
B. SPIN: FK (far)
C. SMASH: FP (far) (W)
D. LIFT: 2 + FP (W)
E. SMASH: 7/8/9 + FP (W)
F. WALL: FP (far) (w/o) (2nd hit will bounce the enemy off)
G. LIFT: 2 + FP (w/o)
H. SMASH: 7/8/9 + FP (w/o)
I. Phantom Cyclone Stinger
J. WALL: Brilliant Storm Drop (Opponent must be near the corner) (Can't be
followed with the other combo moves)
A. SPIN: 8 + MK
B. LIFT: 7/9 + MP (W)
C. SPIN: FK (far)
D. WALL: 8 + FK
E. SMASH: FP (far) (W)
F. LIFT: FP (near) (W)
G. SPIN: 2 + FP (W)
H. SPIN: 7/9 + FP (W)
I. SMASH: 8 + FP (W)
J. SPIN: 7/9 + MP (w/o)
K. WALL: FP (far) (w/o) (2nd hit will bounce the enemy off)
L. LIFT: FP (near) (w/o)
M. LIFT: 2 + FP (w/o)
N. SMASH: 8 + FP (w/o)
O. LIFT: Phantom Cyclone Stinger
A. SPIN: MK (far)
B. LIFT: 7/9 + MK
C. LIFT: 2 + MP
D. SPIN: FK (far) (2nd hit will spin)
E. LIFT: FK (near)
F. SPIN: 8 + FK
G. SMASH: FP (far)
H. SMASH: 7/8/9 + FP
I. WALL: Blowing Fire with FP (Opponent must be near the corner)
J. SPIN: Blowing his miniature with MP
K. WALL: Dashing Kick with FK
A. LIFT: 8 + MK
B. WALL: 7/9 + MK
C. SPIN: FK (far) (2nd hit will do the spin)
D. SMASH: FK (near) (2nd hit will do the smash)
E. SPIN: 8 + FK
F. WALL: FP (near)
G. SMASH: 6 + FP
H. SPIN: 2 + FP (1st hit)
I. WALL: 2 + FP (2nd hit)
J. SMASH: 7/8/9 + FP
K. WALL: Dashing Kick with FK
L. WALL: Dark Ki Beam (Opponent must be near the corner)
==============
E14. MIZOGUCHI
==============
A. SPIN: 6 + MK
B. SPIN: 8 + MK
C. LIFT: 7/9 + MP
D. SMASH: 8 + MP
E. SPIN: FK (far)
F. SMASH: FK (near)
G. SMASH: 8 + FK
H. SMASH: 6 + FP
I. LIFT: 2 + FP (near) (Near enough so that the 2nd hit connects to the enemy,
that will make the enemy lift)
J. SPIN: 63214 + QP
K. WALL: 63214 + FP
L. LIFT: 6236 + MP (Near enough so that the 2nd hit connects to the enemy, that
will make the enemy lift)
M. SPIN: 6236 + QP+MP/QP+FP/MP+FP (LV.1-3)
===========
E15. YONMIY
===========
A. SMASH: MK (near)
B. SMASH: 7/8/9 + MK (the 3rd kick will smash)
C. SPIN: 7/8/9 + MP
D. SPIN: FK (far) (the 2nd kick will spin)
E. LIFT: FK (near) (the 2nd kick will lift)
F. SPIN: 8 + FK
G. SPIN: FP (far)
H. LIFT: 2 + FP
I. WALL: 8 + FP
J. SPIN: 236 + MP or (7/8/9)236 + MP
K. SPIN: 214 + FK (finisher move)
L. SMASH: 236 + QK/MK/FK then 214 + MP (2nd hit will smash)
M. LIFT: 236 + MK then 214 + FK (2nd hit will lift) (seem to be difficult to
combo with anything, except if the opponent is in the air)
N. LIFT: 6236 + MP (2nd hit, you can't combo it with anything except the 3rd hit
of this move -__-)
O. SMASH: 6236 + MP/FP (3rd hit)
P. SMASH: The final or the 15th kick of her desperation move.
Q. LIFT: The 10th kick of the desperation move (Can't be comboed with anything,
but it -should- count as an effect) >___<
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F. FREQUENTLY ASKED QUESTIONS
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None. Even the message board has nothing -__-
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G. MISCELLANEOUS
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Going invisible for a round
---------------------------
I recall sometime, when I played this game, this could happen both to me and the
CPU: go invisible for a round. what I mean is: If I go invisible, I can hit the
opponent/enemy x__x, but the opponent can't hit me whatever I/he/she does. But
when someone wins the round, this invisibility will be gone.
It seems that there is no certain way to do this, what I remember is blocking
projectiles many many times, but I'm unsure about how many, should be less than
125 >___>
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H. SPECIAL THANKS
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1. Myself. For making this.
2. GameFAQs. For posting this document.
3. Various particular sites. For the support of making this document.
4. Data East. For making the game.
5. Network science. For the ascii art.
6. FrostByte. For the name of the moves.
If you'd like to tell me about some errors that I've made or add some moves that
are not available in this FAQ or ask any questions, you may mail me at my
contributor e-mail.
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I. ANTI CREDIT
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My health. Often does not want to cooperate. Often have sudden problems and
can't be cured by the "Great" Calculus. >___>