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Real Bout Fatal Fury
FAQ By: Goh_Billy (billy_kane_32@hotmail.com)
Version #: 5.0
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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 Corners
2.5 Knockout Finishes
3. Characters
3.1 Terry Bogard
3.2 Andy Bogard
3.3 Joe Higashi
3.4 Franco Bash
3.5 Mai Shiranui
3.6 Bob Wilson
3.7 Geese Howard
3.8 Billy Kane
3.9 Hon-Fu
3.10 Ryuji Yamazaki
3.11 Sokaku Mochizuki
3.12 Blue Mary
3.13 Kim Kaphwan
3.14 Jin Chonrei
3.15 Jin Chonshu
3.16 Duck King
4. Misc. And Easter Eggs
4.1 Special Intros
4.2 Special Animated Ring Outs
4.3 Other
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
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 sway plane
v - knocks opponent to front sway plane
T - taunt
H - first attack must be from a high jump for this part to come out
===============================================================================
2. System
===============================================================================
++++++++++++++
| 2.1 Basics |
++++++++++++++
Crawl hold df
Dash Forward f, f can attack out of
Halt b
Dash Backward b, b invulnerable for a second
Air Turn Around L in air
Short aka Small Jump tap ub/u/uf
High Jump press ub/u/uf
Dash Jump f, f, uf
Air Block ub/u/uf, b
Roll Recovery (Front P.) L after getting knocked works only for: Andy,
down Franco, Geese, Billy,
Yamazaki, and Kim
Roll Recovery (Back Pl.) L after getting knocked works only for: Terry,
down Joe, Mai, Bob, Hon-Fu,
Sokaku, Mary, Chonrei,
Chonshu, and Duck
Throw f/b + S close
Defensive Attack f + LP while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Taunt S from far
Break Shot perform move marked requires H. Power or
(Guard Break) with (BS) while higher
blocking
++++++++++++++
| 2.2 Planes |
++++++++++++++
Switch To Back Sway Plane L
Quick Dive Attack P/K from back sway plane
Strong Attack S from back sway plane knocks opponent to
opposite sway plane if
connected (not blocked);
does not work for Joe or
Hon-Fu
Low Strong Attack S from back sway plane must be blocked low; for
Joe and Hon-Fu only
Return To Middle Plane L / d
Switch To Front Sway Plane d + L
Quick Dive Attack P/K from front sway plane
Strong Attack S from front sway plane knocks opponent to
opposite sway plane if
connected (not blocked);
does not work for Joe or
Hon-Fu
Low Strong Attack S from front sway plane must be blocked low; for
Joe and Hon-Fu only
Return To Middle Plane L / u
Reach Attack L when opponent is in pulls opponent to middle
a sway plane plane
Sweep d + L when opponent is pulls opponent to middle
in a sway plane plane
--when one character is in a sway plane and the other is in the---
---middle plane---
middle plane character:
*can do anything
sway plane character:
*cannot perform special moves
*cannot perform supers
*cannot duck
*cannot crawl
*cannot jump
*dashing forward or backward automatically switches you to the middle plane
*standing still for 2 seconds automatically switches you to the middle plane
*pressing d in back sway plane or pressing u in front sway plane switches you
back to middle plane
*walking b or f allows you to stay in sway plane
++++++++++++++++++++++++++++++
| 2.3 Power Gauge And Supers |
++++++++++++++++++++++++++++++
Power Gauge - This fills when you use special moves or when you connect (not
blocked) any attack.
H. Power - This occurs when half your power gauge is filled. This allows
you to use Break Shots. Note that in Real Bout 1, H. Power is not
labeled as such. Instead you see that the power bar turns yellow
when it reaches the half way point.
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 Corners |
+++++++++++++++
In each stage (with the exception of Geese Tower and the third version of
the Subway), there are walls located at both corners. These walls are
weakened when a character is attacked against them (whether blocked or not).
The walls can even be damaged by projectiles and other attacks that miss the
opponent and strike the wall/object directly.
All walls in this game have a durability value of 11. That means that once
the object is subjected to 11 values of damage, it will be destroyed. When the
object is subjected to 10 values of damage, it will be shown to be weakened.
This warns the player that the next successful attack against it will destroy
it. Damage ridden walls and completely destroyed ones carry over to
each round until the match between the two characters is over.
When the wall is destroyed, you have a open area either to the left or right
(depending on the corner). If one should go outside the regular fighting area
into these newly opened or damaged areas, the character will be outside the
"ring" and lose the round. You can "fall" out to these areas in many ways.
One way is by performing a move that moves you any direction toward the
open area. A whiffed Burn Knuckle for example can send Terry to a ring out.
Back dashing and forward dashes can also send you out of the ring. If one has
their back near the ring out area, any attack could also send you out.
Interesting enough, you cannot walk out of the ring, but will be shown with
a funny animation of your character teetering on the edge. To avoid going out
try using the sway plane and getting around your opponent. You CAN, however,
be sent from the sway plane to a ring out as well.
The relative damage caused by attack to the wall is almost too numerous to
list. A few constants are:
| Not Blocked | Blocked | Move Hits Object|
| | | Not Opponent |
--------------|-------------|--------------------------------
Normals | 1 | 0 | N/A |
Special Moves | 2 | 2 | 3 |
-------------------------------------------------------------
Super moves seem to cause a wide away of damage to the wall. One thing
supers can do that normal moves and special moves can't is inflict multiple
damage numbers to the wall. This allows them to weaken state the wall and
than destroy it all in one move.
Again, Geese Tower has no walls or ring outs. The third version of the
Subway (the empty one) has no walls to be broken. So both ring out areas
are open from the start...yikes.
++++++++++++++++++++++++++
| 2.5 Knockout Finishes |
++++++++++++++++++++++++++
Knockout moves are maneuvers that will knock the opponent towards the screen
when they are beaten with them at the final deciding round. Each character's
movelist has a list of maneuvers that will produce this effect. All that
needs to be done is to have the particular move listed to be the final move
that KOs the opponent. To make sure that the special finish works, you must
also land these moves when the opponent is on the ground. If an opponent is
in the air or performing certain special attacks while being hit, they will
fall back like in a normal KO and not be knocked toward the screen.
===============================================================================
3. Characters
===============================================================================
*******************************************************************************
* 3.1 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
Dive Knuckle P/K from sway planes
Dive Kick S from sway planes knocks opponent to opposite
sway plane if connected
(not blocked)
Backfist/Reach Punch L when opponent is in pulls opponent to middle
a sway plane plane
Sweep d + L when opponent is pulls opponent to middle
in a sway plane plane
Command Moves
-------------
Uppercut db + P
Flying Turn Kick f + K knocks opponent into back
sway 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 when it strikes
close
Gut Uppercut f + P while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Feint Burning Knuckle f + P+K
Feint Power Wave d + P+S
Feint Power Geyser d + K+S
Special Moves
-------------
Power Wave qcf + P will collide with other
projectiles as both will
be "destroyed" in the
process
Sliding Round Wave qcf + S hits in all planes;
projectile does NOT travel
full screen distance; will
collide with other
projectiles as both will
be "destroyed" in the
process
Burning Knuckle qcb + P/S P=short, S=long
Rising Tackle Charge d for 2 seconds,
u + P
Power Dunk (BS) f, d, df + K last part of the move is an
overhead
Crack Shoot qcb + K
Bashing Sway qcf + L move will not work if
opponent is in either one
of the sway planes; Terry
switches to the back sway
plane
S. Power Super
--------------
Power Geyser (BS) qcb, db, f + K+S absorbs projectiles; hits in
all planes
P. Power Super
--------------
Overheat Geyser qcb, db, f + S absorbs projectiles; hits in
all planes
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> S (O, E)
d + K (*, _) f + S (*, ^, E)
S (*, E) d + S (_, E)
db + S (*, A, E)
P close (*)----> K (*) -----> S (O, E)
: d + K (*, _) f + S (*, ^, E)
: S (*, E) d + S (_, E)
: db + S (*, A, E)
:
:
:
----> P (*) -----> K (*) -----> S (O, E)
d + K (*, _) f + S (*, ^, E)
S (*, E) d + S (_, E)
db + S (*, A, E)
d + P (*)------> K (*) -----> S (O, E)
: d + K (*, _) f + S (*, ^, E)
: d + S (*, E) d + S (_, E)
: db + S (*, A, E)
:
:
:
----> d + P (*) -----> K (*) -----> S (O, E)
: d + K (*, _) f + S (*, ^, E)
: d + S (*, E) d + S (_, E)
: db + S (*, A, E)
:
:
:
---> d + P (*) ----> K (*) -----> S (O, E)
: d + K (*, _) f + S
: d + S (*, E) (*, ^, E)
: d + S (_, E)
: db + S
: (*, A, E)
:
:
---> d + P (*)---> K (*) ----+
d + S :
(*, E) :
:
:
S (O, E) <----+
f + S (*, ^, E)
d + S (_, E)
db + S (*, A, E)
Dash Forward,--> S (*) -----> S (*) -----> S (*) -----> S (E)
P (*)
P in air (0)---> S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> K (*) -----> S (O, E)
K close (*) d + K (*, _) f + S (*, ^, E)
d + S (_, E)
db + S (*, A, E)
d + K (*, _)---> K (*) -----> S (O, E)
d + K (*, _) f + S (*, ^, E)
d + S (_, E)
db + S (*, A, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
None
--------------Knockout Moves----------------
| Use as last hit on final deciding round. |
--------------------------------------------
Dive Knuckle P/K from back sway plane
Dive Kick S from back sway plane
Roundhouse S close
Bashing Sway qcf + L far
*******************************************************************************
* 3.2 Andy Bogard *
*******************************************************************************
Colors
------
P - White costume w/ Red trim
L - Green costume w/ Pink trim
Throw
-----
Uchimata f/b + S close
Basic Moves
-----------
Crawl hold df
Dive Fist P/K from sway planes
Turn Kick S from sway planes knocks opponent to opposite
sway plane if connected
(not blocked)
Backhand/Reach Kick L when opponent is in pulls opponent to middle
a sway plane plane
Sweep d + L when opponent is pulls opponent to middle
in a sway plane plane
Command Moves
-------------
Rising Palm db + 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
Ground Slash d + S on downed pursue attack
opponent
Crunch Kick f + P while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Feint Zanei Ken f + P+K
Feint Hi Sho Ken d + P+K
Feint Choreppa Dan d + K+S
Special Moves
-------------
Hi Sho Ken qcb + P will collide with other
projectiles as both will
be "destroyed" in the
process
Yami Abisegeri f, d, df + K
Kuhadan hcf + K
Shoryudan (BS) f, d, df + S
Geki Hisyu Ken qcb + S hits in all planes; absorbs
projectiles (note,
however, there is
considerable start up time
before this move can
absorb anything)
Zanei Ken Charge db for 2 P=short, S=long
seconds, f + P/S /
db, f + P/S
Shippu Uraken db, f + S follow up to S version of
Zanei Ken only
Spider Hold d, d + S in air connects when you perform
move and land close to
opponent on ground;
unblockable
Gale Tornado Kick qcb + L Andy switches to the back
sway plane
Phantom Shiranui qcf + L in air move will not work if
opponent is in either one
of the sway planes; Andy
moves from the back sway
plane and returns to the
middle plane with a roll
kick; if the roll kick
connects it will knock the
opponent to the front sway
plane
S. Power Super
--------------
Choreppa Dan Charge d for 2 seconds,
df, f + K+S
P. Power Super
--------------
Zanei Reppa hcf + S
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> S -----> d + S (G, E)
d + K (*, _) f + S (*, v, E)
d + S (_, E)
db + S (*, A, E)
P close (*)----> K (*) -----> S -----> d + S (G, E)
: d + K (*, _) f + S (*, v, E)
: d + S (_, E)
: db + S (*, A, E)
:
:
----> P (*) -----> K (*) -----> S -----> d + S (G, E)
d + K (*) f + S (*, v, E)
d + S (_, E)
db + S (*, A, E)
d + P (*)------> K (*) -----> S -----> d + S (G, E)
: d + K (*, _) f + S (*, v, E)
: d + S (_, E)
: db + S (*, A, E)
:
:
----> d + P (*) -----> K (*) -----> S -----> d + S (G, E)
: d + K (*, _) f + S (*, v, E)
: d + S (_, E)
: db + S (*, A, E)
:
:
:
---> d + P (*) ----> K (*) -----> S ----+
: d + K (*, _) f + S :
: (*, v, E) :
: d + S :
: (_, E) :
: db + S :
: (*, A, E) :
: :
: :
: d + S (G, E) <----+
:
:
:
---> d + P (*)---> K (*) ----+
:
:
:
:
d + S (G, E) <----- S <----+
f + S (*, v, E)
d + S (_, E)
db + S (*, A, E)
P in air (0)---> S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> K (*) -----> S -----> d + S (G, E)
K close (*) d + K (*, _) f + S (*, v, E)
d + K (*, _) d + S (_, E)
db + S (*, A, E)
K in air (0)---> S (1, H, O, E)
Strong Starters
```````````````
S close (*)----> S (*) -----> S (*) -----> S (*) -----> f + S (v, E)
--------------Knockout Moves----------------
| Use as last hit on final deciding round. |
--------------------------------------------
Dive Fist P/K from back sway plane
Turn Kick S from back sway plane
Mid Kick Swipe K far
Backslap S far
Air Chop Kick u, S
Phantom Shiranui qcf + L in air
also
any chain ending with f + S
fourth S on the Strong Starter chain
*******************************************************************************
* 3.3 Joe Higashi *
*******************************************************************************
Colors
------
P - Yellow shorts w/ Red trim
L - White shorts w/ Blue trim
Throws
------
Lifting Pressure f/b + S close
Rapid Knees df + S close
Basic Moves
-----------
Crawl hold df
Straight Punch S from u short jump overhead
Straight Kick S from uf/ub short jump overhead
Dive Elbow P/K from sway planes
Slide Kick S from sway planes must be blocked low
Reach Kick L when opponent is in pulls opponent to middle
a sway plane plane
Sweep d + L when opponent is pulls opponent to middle
in a sway plane plane
Command Moves
-------------
Quick Uppercut b + P
Rising Elbow db + P
High Kick b + K knocks opponent to front
sway plane
Slide Kick df + K must be blocked low
Jaw Opener f + P while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Feint Tiger Kick b + P+K
Feint Hurricane Upper d + P+K
Feint Slash Kick f + P+K
Feint Screw Upper d + K+S
Special Moves
-------------
Hurricane Upper hcb + P will collide with other
projectiles as both will
be "destroyed" in the
process
Exploding Hurricane hcb + S hits in all planes;
projectile does NOT travel
full screen distance; will
collide with other
projectiles as both will
be "destroyed" in the
process
TNT Punch tap P repeatedly
Dynamite Fist qcf + P overhead
Tiger Kick (BS) f, d, df + K
Golden Heel qcb + K
Slash Kick Charge db for 2 seconds,
f + K / db, f + K
Powerful Slash Kick Charge db for 2 seconds, first part must connect (not
f + S / db, f + S blocked) to perform entire
maneuver
Pressure Knee Slice qcf + L move will not work if
opponent is in either one
of the sway planes; Joe
switches to the front sway
plane
S. Power Super
--------------
Screw Upper f, hcf + K+S absorbs projectiles
P. Power Supers
---------------
Slide Screw f, hcf + S absorbs projectiles
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> S (E)
P close (*) d + K (*, _) f + S (*, v, E)
S (*, E) d + S (_, E)
db + S (*, A, E)
d + P (*)------> K (*) -----> S (E)
d + K (*, _) f + S (*, v, E)
d + S (_, E)
db + S (*, A, E)
b + P (*)------> S (*) -----> S (*) -----> S (*) -----> S (*, A, E)
db + P (*)----> S -----> S (E)
P in air (O)---> S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> K (*) -----> S (E)
K close (*) d + K (*, _) f + S (*, v, E)
d + K (*, _) d + S (_, E)
db + S (*, A, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
None
--------------Knockout Moves----------------
| Use as last hit on final deciding round. |
--------------------------------------------
Dive Elbow P/K from back sway plane
Slide Kick S from back sway plane
Quick Elbow P close
Sweep d + S
Straight Kick S from uf/ub short jump
High Kick b + K
Pressure Knee Slice qcf + L far high kick must win the
match, NOT the knee start
up
also
the second kick in the basic chain
any chain ending with f + S
*******************************************************************************
* 3.4 Franco Bash *
*******************************************************************************
Colors
------
P - Blue costume
L - Green costume
Throw
-----
Head Crunch Elbow f/b + S close
Basic Moves
-----------
Crawl hold df
Down Punch S from short jump overhead
Dive Knee P/K from sway planes
Power Punch S from sway planes knocks opponent to opposite
sway plane if connected
(not blocked)
Reach Kick/Reach Punch L when opponent is in pulls opponent to middle
a sway plane plane
Sweep d + L when opponent is pulls opponent to middle
in a sway plane plane
Command Moves
-------------
Chopping Roundhouse f + K pushes opponent to front
sway plane
Power Straight Dash Forward, S
Rising Uppercut tap S repeatedly when wake up attack
you are knocked down
Small Swing f + P while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Feint Zapper d + P+K
Special Moves
-------------
Zapper qcf + P will collide with other
projectiles as both will
be "destroyed" in the
process
Double Kong (BS) qcb + P/S P=fast, S=slow; second part
is an overhead; Break Shot
works for S version only
Power Bicycle f, d, df + K hits in all planes; knocks
opponent to front sway
plane
Waving Step Charge b for 2 seconds, dodges low and high attacks
f + K (including projectiles);
can go through opponent
Quick Step b, f + K / f, b + K stops the Waving Step
Meteo Tackle Charge db for 2
seconds, f + S /
db, f + S
Meteo Back Blow db, f + S Meteo Tackle must touch
opponent for this follow
up to be possible
Waving Blow hcf + L move will not work if
opponent is in either one
of the sway planes; Franco
moves to the front sway
plane, attacks to the back
sway plane, and will move
directly back to the
middle plane if no follow
up is used
Waving Blow Finish hcf + L the initial Waving Blow must
connect (not blocked) for
this follow up to be
possible; Franco will
attack from the back sway
plane to the front sway
plane and then move back
into the middle plane
S. Power Supers
---------------
Final Omega Blast qcb, db, f + K+S
P. Power Super
--------------
Armageddon Buster hcb + S uppercut must connect (not
blocked) in order for the
whole super to be
performed
Mess Up Pose do nothing
---the opponent will be launched in the air; you have a chance to perform---
---up to five maneuvers to juggle or attack them with; finishers will end---
---your string possibilities immediately as you can only perform them once;---
---it's best to try to get four combination attacks in, and end the string---
---with a finisher; (note: any significant pause between parts will---
---effectively end the super)---
Combination Attacks
```````````````````
One Two Straights qcf + P
Reaching Uppercut qcb + P
Uppercut f, d, df + P
High Kick qcb + K
Roundhouse f, d, df + K
Finishers
`````````
Straight Kick qcf + K
Meteo Tackle Uppercut qcf + S
Omega Shot qcb + S
Power Bicycle f, d, df + S
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> S (*) -----> S (*) -----> S (*) -----> f + S
P close (*)| (*, ^, E)
| u + S (O, E)
|
|
----> K (*) -----> S (E)
d + K (*, _) f + S (E)
d + S (_, E)
db + S (*, A, E)
u + S (^, O, E)
d + P (*)------> d + P (*) -----> d + P (*) -----> d + P (*, E)
P in air (O)---> S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> K (*) -----> S (E)
K close (*) d + K (*, _) f + S (E)
S (*, E) d + S (_, E)
db + S (*, A, E)
u + S (^, O, E)
d + K (*, _)---> K (*) -----> S (E)
d + K (*, _) f + S (E)
d + S (_, E)
db + S (*, A, E)
u + S (^, O, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
None
--------------Knockout Moves----------------
| Use as last hit on final deciding round. |
--------------------------------------------
Dive Knee P/K from back sway plane
Power Punch S from back sway plane
Small Swing f + P while blocking
Chopping Roundhouse f + K
Power Bicycle f, d, df + K
*******************************************************************************
* 3.5 Mai Shiranui *
*******************************************************************************
Colors
------
P - Red costume
L - Green costume
Throws
------
Fuushakuzushi f/b + S close
Yumezakura d + S close in air
Basic Moves
-----------
Crawl hold df
Double Punch S from a short jump overhead
Dive Forearm/Palm P/K from sway planes
Flip Kick S from sway planes knocks opponent to opposite
sway plane if connected
(not blocked)
Reach Kick/Fan Swipe L when opponent is in pulls opponent to middle
a sway plane plane
Sweep d + L when opponent is pulls opponent to middle
in a sway plane plane
Command Moves
-------------
Tail Strike b + P knocks opponent to back
sway 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
Thrust Kick f + K
Double Foot Strike tap S repeatedly when wake up attack
you are knocked down
Head Swipe f + P while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Feint Ka Cho Sen d + P+K
Feint Ryu Em Bu b + P+K
Special Moves
-------------
Ka Cho Sen qcf + P will collide with other
projectiles as both will
be "destroyed" in the
process
Ryu Em Bu (BS) qcb + P absorbs projectiles
Violent Flower qcb + S hits in all planes; will
NOT collide with other
projectiles; it will be
absorbed and the
opponent's projectile
will continue its path
Shinobi Bachi hcf + S
Kagerono Mai d, d + S
Musasabi Mai d + P+K in air
Phantom Shiranui qcf + L in air move will not work if
opponent is in either one
of the sway planes; Mai
moves from the back sway
plane and returns to the
middle plane with a roll
if the roll connects it
will knock the opponent
to the front sway plane
S. Power Super
--------------
Cho Shinobi Bachi f, hcf + K+S
P. Power Super
--------------
Leotard Shinobi Bachi f, hcf + S
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> S (E)
P close (*) P (*) f + S (*, v, E)
d + K (*, _) d + S (_, E)
S (*, E) db + S (*, A, E)
d + P (*)------> K (*) -----> S (E)
: P (*) f + S (*, v, E)
: d + K (*, _) d + S (_, E)
: d + S (*, E) db + S (*, A, E)
:
---> d + P (*) -----> K (*) -----> S (E)
: P (*) f + S (*, v, E)
: d + K (*, _) d + S (_, E)
: d + S (*, E) db + S (*, A, E)
:
---> d + P (*) -----> K (*) -----> S (E)
: P (*) f + S
: d + K (*, _) (*, v, E)
: d + S (*, E) d + S (_, E)
: db + S
: (*, A, E)
:
:
---> d + P -----> K (*) ----+
P (*) :
d + S :
(*, E) :
:
S (E) <----+
f + S (*, v, E)
d + S (_, E)
db + S (*, A, E)
P in air-------> S (1, H, O, E)
(*, O)
Kick Starters
`````````````
K (*) --------> K (*) -----> S (E)
K close (*)| d + K (*, _) f + S (*, v, E)
| d + S (_, E)
| db + S (*, A, E)
|
----> S (O) -----> S (E)
d + K (*, _)---> K (*) -----> S (E)
d + K (*, _) f + S (*, v, E)
d + S (_, E)
db + S (*, A, E)
K in air-------> S (1, H, O, E)
(*, O)
Strong Starters
````````````````
None
--------------Knockout Moves----------------
| Use as last hit on final deciding round. |
--------------------------------------------
Dive Forearm P/K from back sway plane
Flip Kick S from back sway plane
Slicing Fan S far
Roundhouse S close
Sweep d + S
Phantom Shiranui qcf + L in air
also
any chain ending with f + S
any chain ending with d + S (the trip attack, NOT the back elbow)
*******************************************************************************
* 3.6 Bob Wilson *
*******************************************************************************
Colors
------
P - White pants w/ Green top
L - Yellow pants w/ Red top
Throw
-----
Falcon f/b + S close
Hornet Attack uf, uf + S
Basic Moves
-----------
Crawl hold df
Holding Kick d + P must be blocked low
Low Shin Kick K close must be blocked low
Dropkick S from uf/ub short jump overhead
Dive Headbutt P from sway planes
Dive Kick K from sway planes
Strong Headbutt S from sway planes knocks opponent to opposite
sway plane if connected
(not blocked)
Reach Kick/Headbutt L when opponent is in pulls opponent to middle
a sway plane plane
Sweep d + L when opponent is pulls opponent to middle
in a sway plane plane
Command Moves
-------------
Elephant Tusk db + 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
Step Elbow f + P can feint the Step Elbow
into a special/super which
is done by performing a
special/super just before
the Step 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 Kick f + P while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Feint Mad Spin Wolf d + K+S
Special Moves
-------------
Monkey Dance (BS) f, d, df + K
Rolling Turtle qcb + K
Rolling Sea Turtle qcb + S move with b or f
Wild Wolf Charge b for 2 seconds, last 2 hits are overheads
f + K
Bison Horns Charge d for 2 seconds, S version "escapes" backward
u + K/S further
S. Power Super
--------------
Dangerous Wolf f, hcf + K+S the falling Wild Wolf
maneuvers are overheads
P. Power Super
--------------
Mad Spin Wolf qcb, qcb + S
Wolf Fang tap S repeatedly
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> S -----> u + S (G, E)
d + P (*, _) S (*, E) f + S (*, v, E)
df + S (_, E)
db + S (*, A, E)
P close (*)----> K (*) -----> S -----> u + S (G, E)
: S (*, E) f + S (*, v, E)
: df + S (_, E)
: db + S (*, A, E)
:
:
--> P (*) -----> K (*) -----> S -----> u + S (G, E)
: S (*, E) f + S (*, v, E)
: df + S (_, E)
: db + S (*, A, E)
:
:
---> P (*) -----> K (*) -----> S ----+
S (*, E) f + S :
(*, v, E) :
df + S :
(_, E) :
db + S :
(*, A, E) :
:
:
u + S (G, E) <----+
P in air (O)---> S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> K (*) -----> S -----> u + S (G, E)
K close (*, _) S (*, E) f + S (*, v, E)
df + S (_, E)
db + S (*, A, E)
d + K (*, _)---> d + K (*, _)----> d + K (*, _, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
S close (*)----> S (*) -----> S (*) -----> S (*) -----> S (E)
u + S (O, E) u + S (O, E) u + S (O, E)
--------------Knockout Moves----------------
| Use as last hit on final deciding round. |
--------------------------------------------
Dive Headbutt P from back sway plane
Dive Kick K from back sway plane
Strong Headbutt S from back sway plane
Quick Roundhouse K far
Sweep d + S
Rolling Sea Turtle qcb + S
also
any chain ending with f + S, df + S, or db + S
*******************************************************************************
* 3.7 Geese Howard *
*******************************************************************************
Colors
------
P - Red pants
L - Blue pants
Throws
------
Shinkuu Nage f + S close
Clamp Of The Tiger b + S close
Fatal Blow Bopper f + S
Mauling Tiger Crunch df + S close
Push Of The Tiger db + S close opponent is tossed to the
other side of Geese and is
"stunned" for a split
second
Fatal Squeeze Fury uf + S
Basic Moves
-----------
Crawl hold df
Energy Palm S far
Jump Kick S from a short jump overhead
Dive Elbow P/K from sway planes
Low Foot S from sway planes knocks opponent to opposite
sway plane if connected
(not blocked); must be
blocked low if performed
from front sway plane
Reach Fist L when opponent is in pulls opponent to middle
a sway plane plane
Sweep d + L when opponent is pulls opponent to middle
in a sway plane plane
Command Moves
-------------
Rising Palm db + P
Rolling Sweep b + K knocks opponent into back
sway 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
Raimei Gouha Nage d + S close on downed pursue attack
opponent
Slash Uppercut f + P while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Feint Reppu Ken d + P+K
Feint Jaei Ken f + P+K
Feint Raging Storm d + K+S
Special Moves
-------------
Reppu Ken qcb + P will collide with other
projectiles as both will
be "destroyed" in the
process
Double Reppu Ken 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, however, both
the large and small Reppu
Ken will collide with
other projectiles to
"destroy" them and be
"destroyed" as well
Shippu Ken qcb + P in air overhead; can control
descent with b or f; will
collide with other
projectiles as both will
be "destroyed" in the
process
Shin Shippu Ken qcb + S in air must be blocked low; passes
through other projectiles
as they pass through it
Jaei Ken Charge b for 2 seconds, dash must connect (not
f + K blocked) to perform entire
maneuver
Shin Jaei Ken (BS) Charge b for 2 seconds, dash must connect (not
f + S blocked) to perform entire
maneuver
Dragon Throw hcf + K counter attack to jump
maneuvers and special
moves (not projectiles)
Chudan Atemi Uchi (BS) hcf + S high counter
S. Power Super
--------------
Raging Storm db, hcb, df + K+S hits in all planes; absorbs
projectiles
P. Power Supers
---------------
Thunder Break f, df, d + S hits in both planes; absorbs
projectiles
Deadly Rave hcb, f + P, P, K, S dash in must connect (not
S, S, K, S, blocked) for the entire
super to be performed
Finish qcb + S
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> S (A, E)
P close (*)| P (*) f + S (*, ^, E)
| d + P (*) d + S (_, E)
| db + S (*, A, E)
|
----> S (*) -----> S (*) -----> S (*) -----> f + S ----+
|
|
|
|
d + S (G, E) <--+
d + P (*)------> K (*) -----> S (A, E)
P (*) f + S (*, ^, E)
d + P (*) d + S (_, E)
db + S (*, A, E)
P in air-------> S (1, H, O, E)
(*, O)
Kick Starters
`````````````
K (*) --------> K (*) -----> S (A, E)
K close (*) f + S (*, ^, E)
d + K (*, _) d + S (_, E)
db + S (*, A, E)
K in air-------> S (1, H, O, E)
(*, O)
Strong Starters
```````````````
None
--------------Knockout Moves----------------
| Use as last hit on final deciding round. |
--------------------------------------------
Dive Elbow P/K from back sway plane
Low Foot S from back sway plane
*******************************************************************************
* 3.8 Billy Kane *
*******************************************************************************
Colors
------
P - Blue costume
L - Black costume
Throws
------
Pole Toss f/b + S close
Pole Strangle f + K close
Basic Moves
-----------
Crawl hold df
Low Poke d + P must be blocked low
Spin Strikes K far
Pole Kick S far dodges low
Dive Spin Pole P/K from sway planes
Pole Thrust S from sway planes knocks opponent to opposite
sway plane if connected
(not blocked)
Reach Pole L when opponent is in pulls opponent to middle
a sway plane plane
Pole Sweep d + L when opponent is pulls opponent to middle
in a sway plane plane
Command Moves
-------------
Pole Stab f + P
Double Trip d + S both parts must be blocked
low
Pole Strike d + S on downed pursue attack
opponent
Lean Back Pole f + P while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Feint Power Hi Sho Bonk b + P+K
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 qcb + P
Whirlwind Pole tap P repeatedly absorbs projectiles
Karyu Tsuigeki Kon (BS) qcb + K high counter attack
Suiryu Tsuigeki Kon (BS) qcb + S counter attack to jump
maneuvers and special
moves (not projectiles)
Power Hi Sho Bonk db, qcf + K control descent with b or f;
descending part is an
overhead
S. Power Supers
---------------
Super Fire Wheel qcf, hcb + K+S absorbs projectiles
P. Power Super
--------------
Scarlet Uppercut (BS) f, df, d + S
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> P (*) -----> S -----> d + S (G, E)
P close (*)| d + K (*, _) f + S (*, ^, E)
d + P | d + S (_, E)
(*, _) |
|
----> K (*) -----> qcf + S (E)
P in air (O)---> S (1, H, O, E)
Kick Starters
`````````````
K close (*)----> d + K (*, _)----> S -----> d + S (G, E)
d + K (*, _) f + S (*, ^, E)
d + S (_, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
None
--------------Knockout Moves----------------
| Use as last hit on final deciding round. |
--------------------------------------------
Dive Spin Pole P/K from back sway plane
Pole Thrust S from back sway plane
Quick Low Foot d + K
Double Trip d + S
also
any chain ending with d + S (the trip NOT the pursue attack)
*******************************************************************************
* 3.9 Hon-Fu *
*******************************************************************************
Colors
------
P - Orange pants w/ Black top
L - Red pants w/ Red 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
Dive Kick P/K from sway planes
Slide Kick S from sway planes must be blocked low
Reach Kick/Reach Nun. L when opponent is in pulls opponent to middle
a sway plane plane
Sweep/Nunchaku Sweep d + L when opponent is pulls opponent to middle
in a sway plane plane
Command Moves
-------------
Rising Nunchaku db + 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 f + P while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Feint Seikuu Rekka Kon b + P+K
Feint Lightning On Earth f + P+K
Special Moves
-------------
Seikuu Rekka Kon (BS) f, d, df + P
Fire Stallion tap P repeatedly if no P is tapped after
move starts, 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 qcb + K
Lightning On Earth Charge db for 2 must be blocked low
seconds, f + K
Low Headbutt Exit tap K repeatedly must be blocked low
Sure Victory Counter qcb + S if kicks reaches low enough
then the move must be
blocked low
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
--------------
Storm In Gadentsa qcb, db, f + S dash in must connect (not
blocked in order to
perform the entire super
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> S (A, E)
P close (*) P (*) f + S (*, v, E)
d + K (*) d + S (_, E)
S (*, E) db + S (*, A, E)
d + P (*)------> K (*) -----> S (A, E)
d + K (*, _) f + S (*, v, E)
d + S (_, E)
db + S (*, A, E)
db + P (*)-----> S (O) -----> S (E)
P in air (O)---> S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> K (*) -----> S (A, E)
K close (*) d + K (*) f + S (*, v, E)
d + K (*) d + S (_, E)
db + S (*, A, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
None
--------------Knockout Moves----------------
| Use as last hit on final deciding round. |
--------------------------------------------
Dive Kick P/K from back sway plane
Slide Kick S from back sway plane
Roundhouse S close
Chopping Jump Kick S ub/uf high jump
also
any chain ending with f + S
the regular S finish on the basic chain
*******************************************************************************
* 3.10 Ryuji Yamazaki *
*******************************************************************************
Colors
------
P - Black costume w/ Blonde hair
L - Blue costume w/ Red hair
Throws
------
Grab And Toss f/b + S close
Headbutts df + S close
Basic Moves
-----------
Crawl hold df
Dive Uppercut P from sway planes
Dive Kick K from sway planes
Strong Uppercut S from sway planes knocks opponent to opposite
sway plane if connected
(not blocked)
Reach Kick L when opponent is in pulls opponent to middle
a sway plane plane
Sweep/Hand Sweep d + L when opponent is pulls opponent to middle
in a sway plane plane
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 db + P
Sand Shower tap S repeatedly when wake up move
you are knocked down
Hellish Palm d + S on downed pursue attack
opponent
Swipe Away f + P while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Special Moves
-------------
Judgement Dagger (BS) f, db, f + P/S P=short, S=long; Break Shot
for S version only
Zenpou Snake Tamer qcb + S (hold button
to delay)
Abort P
Taikuu Snake Tamer uf you must being pressing uf
just before releasing S
or holding it during the
release to get the Taikuu
version
Abort P
Double Return qcf + S absorbs projectiles and will
send a projectile of his
own back if successful
with an absorb; will only
absorb Sokaku's Wild Ape
Hunting and not send
anything back; will send
Sokaku's Makibishi Masher
and Mai's Ka Cho Sen back
instead of his own
projectile when he absorbs
them; if Yamazaki absorbs
Mai's Violent Flower, he
will send one Ka Cho Sen
back; does not absorb
or send back Chonrei's
Emperor Blast; does not
absorb or send back any
projectile supers
Sado Maso hcf + K high counter attack
S. Power Super
--------------
Guillotine hcb, f + K+S the descent catch is an
overhead
P. Power Super
--------------
Yondan Drill 360 + S close, tap S unblockable; tap S:
repeatedly to 0-7=level 1, 4 hits
empower 8-9=level 2, 5 hits
10-15=level 3, 6 hits
+16=level 4, 8 hits
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*, _) -----> f + S -----> d + S (G, E)
P close (*)| f + K (*) S (*, E)
| d + K (*, _) d + S (_, E)
| db + S (*, A, E)
|
----> S (*) -----> S (*, 1) -----> b + S -----> d + S (G, E)
S (*, E)
f + S (O, E)
P in air (O)---> S (1, H, O, E)
Kick Starters
-------------
K (*) --------> K (*, _) -----> f + S -----> d + S (G, E)
K close f + K (*) S (*, E)
(*, _) d + K (*, _) d + S (_, E)
S (*, ^, E) db + S (*, A, E)
f + S (*, v, E)
d + K (*, _)---> K (*, _) -----> f + S -----> d + S (G, E)
f + K (*) S (*, E)
d + K (*, _) d + S (_, E)
db + S (*, A, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
None
--------------Knockout Moves----------------
| Use as last hit on final deciding round. |
--------------------------------------------
Dive Uppercut P from back sway plane
Dive Kick K from back sway plane
Strong Uppercut S from back sway plane
also
the first and last regular S in his basic chain (aka P, S, S, S, S)
*******************************************************************************
* 3.11 Sokaku Mochizuki *
*******************************************************************************
Colors
------
P - White pants w/ Blue top
L - Blue pants w/ Yellow top
Throws
------
Fall Back Slam f + S close
No Way Out Crush b + S close
Hell's Gate f + S
Falling Slam d + S close in air
Basic Moves
-----------
Crawl hold df
Staff Swipe S from a short jump overhead
Dive Low Foot P/K from sway planes must be blocked low
Staff Charge S from sway planes knocks opponent to opposite
sway plane if connected
(not blocked)
Energy Hand/Reach Staff L when opponent is in pulls opponent to middle
a sway plane plane
Staff Sweep d + L when opponent is pulls opponent to middle
in a sway plane plane
Command Moves
-------------
Staff Thrust db + P
Lightning Strike d + S on downed pursue attack
opponent
Low Staff f + P while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Feint Makibishi Masher d + P+K
Feint Thunder d + K+S
Special Moves
-------------
Makibishi Masher 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 Ape Hunting qcb + P projectile Sokakus must
connect (not blocked) for
entire move to be
performed; it is possible
for Sokakus to hit low
enough that the move
must be blocked low; will
collide with other
projectiles as both will
be "destroyed" in the
process
Genmu Jin f, d, df + P teleport above opponent and
descends with an attack;
overhead
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
Fell Break L hits in all planes
Higi Kaminari Otoshi f, d, df + K will collide with other
projectiles as both will
be "destroyed" in the
process
Vortex Inferno (BS) d, b, db + K low dodge
Jashin Kon hcf + K reflects projectiles
Possession Blast f, b, f + S after performing this move
Sokaku will "rest" leaving
you unable to block for a
moment; move must connect
(not blocked) to perform
the entire maneuver;
absorbs projectiles
Ki Mon Jin 360 + S close unblockable
S. Power Super
--------------
Thunder f, df, d, qcf + K+S absorbs projectiles
P. Power Super
--------------
Raijin No Ibuki f, df, d, qcf + S absorbs projectiles
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> f + S -----> d + S (G, E)
P close (*) d + K (*, _) S (*, ^, E)
S (*, _, E) d + S (_, E)
db + S (*, A, E)
P in air (O)---> S (1, H, O, E)
Kick Starters
-------------
K (*) --------> K (*) -----> f + S -----> d + S (G, E)
K close (*)| d + K (*, _) S (*, ^, E)
| d + S (_, E)
| db + S (*, A, E)
|
----> f + S (*) -----> f + S (*, v, E)
d + K (*, _)---> K (*) -----> f + S -----> d + S (G, E)
d + K (*, _) S (*, ^, E)
S (*, _, E) d + S (_, E)
db + S (*, A, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
S close (*)----> S (*) -----> S (*) -----> S (*) -----> d + S (E)
--------------Knockout Moves----------------
| Use as last hit on final deciding round. |
--------------------------------------------
Dive Low Foot P/K from back sway plane
Staff Charge S from back sway plane
also
the second and fourth regular S in his basic chain (aka S, S, S, S, d +S)
the final f + S off his kick basic chain (aka K, f + S, f + S)
*******************************************************************************
* 3.12 Blue Mary *
*******************************************************************************
Colors
------
P - Blue pants w/ Red-Orange top
L - Purple pants w/ Purple top
Throw
-----
Tomi Nage b + S close
Achilles Hold f + S holding f directly after the
previous part helps in
performing this follow up
Basic Moves
-----------
Crawl hold df
Air Elbow S from a short jump overhead
Dive Elbow P/K from sway planes
Low Foot S from sway planes knocks opponent to opposite
sway plane if connected
(not blocked); must be
blocked low if performed
from front sway plane
Reach Kick L when opponent is in pulls opponent to middle
a sway plane plane
Sweep d + L when opponent is pulls opponent to middle
in a sway plane plane
Command Moves
-------------
Crouching Punch df + P
Step Roller b + K second part must be blocked
low
Pounce d + S on downed
opponent pursue attack
Leg Drop u + S on downed pursue attack
opponent
Fire Kick d, u + S when you are wake up attack
knocked down
Throat Elbow f + P while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Special Moves
-------------
Spin Fall qcf + P overhead
Mary Dodge qcb + P quick high dodge
Good Night Backbreaker b + P when close unblockable
Face Lock b + K
Vertical Arrow f, d, df + K
Mary Snatcher f, d, df + K first part must connect (not
blocked) for the follow up
to be possible
Mary Head Buster qcb + K high counter attack;
launches opponent into the
air; can follow with
Vertical Arrow
Straight Slice (BS) Charge b for 2 seconds,
f + K
Stun Slice b, f + K first part much connect (not
blocked) for this follow
up to be possible
Mary Crab Clutch Charge b for 2 seconds, must be blocked low; move
f + S must connect (not blocked)
to perform the entire
maneuver
Mary Spider qcf + S unblockable
Stun Gun Smasher qcb + S counter attack to jump
maneuvers and special
moves (not projectiles)
S. Power Super
--------------
Mary Typhoon f, hcf + K+S unblockable
P. Power Super
--------------
Mary Driving Smasher f, hcf + S close unblockable
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> S -----> u + S (G, E)
d + K (*, _) b + S (v, E) d + S (G, E)
S (*, E) f + S (*, A, E)
d + S (_, E)
db/df + S (*, E)
P close (*)----> K (*) -----> S -----> u + S (G, E)
: d + K (*, _) b + S (v, E) d + S (G, E)
: S (*, E) f + S (*, A, E)
: d + S (_, E)
: db/df + S (*, E)
:
:
----> P (*) -----> K (*) -----> S ------> u + S
d + K (*, _) b + S (v, E) (G, E)
S (*, E) f + S (*, A, E) d + S
d + S (_, E) (G, E)
db/df + S (*, E)
d + P (*)------> d + P (*) -----> d + P (*, E)
P in air (O) --> S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> K (*) -----> S -----> u + S (G, E)
K close (*) d + K (*, _) b + S (v, E) d + S (G, E)
d + K (*, _) f + S (*, A, E)
d + S (_, E)
db/df + S (*, E)
K in air (O) --> S (1, H, O, E)
Strong Starters
```````````````
None
--------------Knockout Moves----------------
| Use as last hit on final deciding round. |
--------------------------------------------
Dive Elbow P/K from back sway plane
Low Foot S from back sway plane
Step Roller b + K first part only
also
any chain ending with b + S
*******************************************************************************
* 3.13 Kim Kaphwan *
*******************************************************************************
Colors
------
P - White costume w/ Blue trim
L - Black costume w/ Red trim
Throw
-----
Taiotoshi f/b + S close
Basic Moves
-----------
Crawl hold df
Quick Poke d + P must be blocked low
Dive Kick P/K from sway planes
Turn Kick S from sway planes knocks opponent to opposite
sway plane if connected
(not blocked)
Reach Kick L when opponent is in pulls opponent to middle
a sway plane plane
Sweep d + L when opponent is pulls opponent to middle
in a sway plane plane
Command Moves
-------------
Axe Kick f + K overhead
Hakikyaku P+K must be blocked low
Gut Kick f + P while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Feint Crescent Moon S. f + P+K
Feint Phoenix Flattner d + K+S
Special Moves
-------------
Ku Sajin (BS) f, d, df + P hits in all planes
Crescent Moon Slash qcb + K/S K=short, S=long
Flying Swallow Slice Charge d for 2 seconds,
u + K
Sky Raising Slash d + K Flying Swallow Slice must
connect (not blocked) for
follow up to be possible
Hi Sho Kyaku d + K in air
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 (E)
d + K (*, _) | f + S (*, v, E)
| d + S (_, E)
| db + S (*, A, E)
|
--> K (*) -----> S (*, A)----> S (E)
P close (*)----> K (*) -----> S (E)
: d + K (*, _) | f + S (*, v, E)
: | d + S (_, E)
: | db + S (*, A, E)
: |
: --> K (*) -----> S (*, A)----> S (E)
:
:
----> P (*) -----> K (*) -----> S (E)
: d + K (*, _) : f + S (*, v, E)
: : d + S (_, E)
: : db + S (*, A, E)
: :
: --> K (*) -----> S ----+
: (*, A) :
: :
: :
: :
: S (E) <--+
:
:
---> P (*) -----> K (*)-----> S (E)
: d + K : f + S
: (*, _) : (*, v, E)
: : d + S (_, E)
: : db + S
: : (*, A, E)
: :
: :
: --> K (*) ----+
: :
: :
: :
: :
: S (E) <- S (*, A) <--+
:
:
:
:
--> P (*)-----> K (*) ----+
d + K :
(*, _) :
:
:
S (E) <--+
f + S (*, v, E) :
d + S (_, E) :
db + S (*, A, E) :
:
S (E) <-- S (*, A) <------ K (*) <-
d + P (*, _)----> K (*) -----> S (E)
: d + K (*, _) | f + S (*, v, E)
: | d + S (_, E)
: | db + S (*, A, E)
: |
: --> K (*) -----> S (*, A)----> S (E)
:
:
----> d + P (*, _)-----> K (*) -----> S (E)
: d + K (*, _): f + S (*, v, E)
: : d + S (_, E)
: : db + S (*, A, E)
: :
: --> K (*) -----> S ----+
: (*, A) :
: :
: :
: :
: S (E) <--+
:
:
---> d + P (*, _)--> K (*)-----> S (E)
: d + K : f + S
: (*, _) : (*, v, E)
: : d + S (_, E)
: : db + S
: : (*, A, E)
: :
: :
: --> K (*) ----+
: :
: :
: :
: :
: S (E) <- S (*, A) <--+
:
:
:
:
--> d + P-----> K (*) ----+
(*, _) d + K :
(*, _) :
:
:
S (E) <--+
f + S (*, v, E) :
d + S (_, E) :
db + S (*, A, E) :
:
S (E) <-- S (*, A) <------ K (*) <-
P in air-------> S (1, H, O, E)
(*, O)
Kick Starters
`````````````
K (*) --------> K (*) -----> S (E)
K close (*) d + K (*, _) | f + S (*, v, E)
d + K (*, _) | d + S (_, E)
| db + S (*, A, E)
|
--> K (*) -----> S (*, A)----> S (E)
K in air-------> S (1, H, O, E)
(*, O)
Strong Starters
```````````````
S far --------> S (E)
--------------Knockout Moves----------------
| Use as last hit on final deciding round. |
--------------------------------------------
Dive Kick P/K from back sway plane
Turn Kick S from back sway plane
Quick Side Kick K far
Low Foot Poke d + K
also
any chain ending with f + S or d + K
the first or last regular S on his basic chain (aka S, S)
*******************************************************************************
* 3.14 Jin Chonrei *
*******************************************************************************
Colors
------
P - Blue costume
L - Black costume
Throw
-----
Blast Away f/b + S close
Basic Moves
-----------
Crawl hold df
Push/Dive Elbow P/K from sway planes
Knee Slide/Low Foot S from sway planes must be blocked low; knocks
opponent to opposite
sway plane if connected
(not blocked)
Reach Swipe L when opponent is in pulls opponent to middle
a sway plane plane
Sweep d + L when opponent is pulls opponent to middle
in a sway plane plane
Command Moves
-------------
Axe Kick f + K
Quick Poke f + P while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Feint Teio Tengan Ken d + P+K
Feint Empire Destiny S. d + K+S
Special Moves
-------------
Teio Tengan Ken 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; Break
Shot works for P version
only
Emperor God Bop f, f + P
Extended Emperor God Bop f, f, f + P
Dragon Transformation qcf + K hold K to roll further; can
roll past opponent
Teio Tashin Ken qcb + K reflects projectiles
Emperor Blast 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 hits in all planes; absorbs
projectiles
P. Power Super
--------------
Emperor Roar Destroyer f, hcf + S absorbs projectiles
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> S (E)
P close (*) P (*) f + S (*, ^, E)
d + K (*, _) d + S (_, E)
d + P (*)------> K (*) -----> S (E)
: P (*) f + S (*, ^, E)
: d + K (*, _) d + S (_, E)
:
:
----> d + P (*) -----> K (*) -----> S (E)
: P (*) f + S (*, ^, E)
: d + K (*, _) d + S (_, E)
:
:
---> d + P (*) -----> K (*) -----> S (E)
: P (*) f + S
: d + K (*, _) (*, ^, E)
: d + S (_, E)
:
:
---> d + P (*)--> P (*) ----+
d + K :
(*, _) :
:
:
S (E) <----+
f + S (*, ^, E)
d + S (_, E)
P in air (O)---> S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> K (*) -----> S (E)
K close (*) d + K (*, _) f + S (*, ^, E)
d + K (*, _) d + S (_, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
None
--------------Knockout Moves----------------
| Use as last hit on final deciding round. |
--------------------------------------------
Push P/K from back sway plane
Knee Slide S from back sway plane
Quick Poke f + P while blocking
Roundhouse K far
Double Punch S far
*******************************************************************************
* 3.15 Jin Chonshu *
*******************************************************************************
Colors
------
P - Red costume
L - Teal costume
Throw
-----
Blast Away f/b + S close
Basic Moves
-----------
Crawl hold df
Push/Dive Elbow P from sway planes
Knee Slide/Low Foot K from sway planes must be blocked low
Strong K. Slide/S. Foot S from sway planes must be blocked low; knocks
opponent to opposite
sway plane if connected
(not blocked)
Reach Swipe L when opponent is in pulls opponent to middle
a sway plane plane
Sweep d + L when opponent is pulls opponent to middle
in a sway plane plane
Command Moves
-------------
Falling Slap f + P overhead
Forward Roll df + S must be blocked low
Side Poke f + P while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Feint Teio Tengan Ken d + P+K
Feint Emperor Drain d + K+S
Special Moves
-------------
Teio Tengan Ken 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; Break
Shot works for S version
only
Emperor God Bop f, f + P elbow must connect (not
blocked) to perform the
entire maneuver
Eyes Of The Emperor hcb + P/S P=stationary teleport,
S=teleports behind
opponent; invulnerable for
split second while
teleporting
Emperor God's Eye hcb + K teleports Chonshu above
opponent; can control
descent with b or f;
invulnerable for split
second while teleporting
Rolling Dive P/K/S overhead; after connecting
move (not blocked) you
can control roll away
descent with b or f
S. Power Super
--------------
Emperor Drain qcb, f + 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
P. Power Super
--------------
Teio Syukukyo Ken qcb, f + S hits in all planes; will
absorb projectiles
Chain Attacks
-------------
Punch Starters
``````````````
P --------> K (*) -----> S (O, E)
P close P (*, 1) f + S (*, v, E)
d + P d + K (*, _) d + S (_, E)
P in air (O)---> S (1, H, O, E)
Kick Starters
`````````````
K --------> K (*) -----> S (O, E)
K close d + K (*, _) f + S (*, v, E)
d + K (_) d + S (_, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
None
--------------Knockout Moves----------------
| Use as last hit on final deciding round. |
--------------------------------------------
Push P/K from back sway plane
Knee Slide S from back sway plane
Roundhouse K far
also
any chain ending with f + S
*******************************************************************************
* 3.16 Duck King *
*******************************************************************************
Colors
------
P - Yellow top w/ Blue vest and Black pants
L - White top w/ Green vest and Blue pants
Throws
------
Slam Dunk f/b + S close
Neck Slam d + S close in air
Basic Moves
-----------
Crawl hold df
Hop Kick K far low dodge
Shin Kick K close must be blocked low
Dive Elbow P from sway planes
Dive Knee/Slide Kick K from sway planes must be blocked low if
performed from front
sway plane
Strong Knee/ S. Slide K. S from sway planes knocks opponent to opposite
sway plane if connected
(not blocked); must be
blocked low if performed
from front sway plane
Backhand/Reach Slap L when opponent is in pulls opponent to middle
a sway plane plane
Sweep d + L when opponent is pulls opponent to middle
in a sway plane plane
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; 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
Ground Spin d + S on downed pursue attack
opponent
Power Headbutt f + P while blocking you will find this will
work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Feint Duck Dance d + K+S
Special Moves
-------------
Head Spin Attack qcf + P
Riding Spin Attack 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
Neo Break Storm f, d, df + K
Dancing Dive (BS) qcb + K
S. Power Supers
---------------
Break Spiral hcf, uf, d + K+S close unblockable
P. Power Super
--------------
Duck Dance d, d + P+K+S
---you have the length of time before you P bar runs out to perform one of---
---the following maneuvers:---
Air Cannonball f, df, d + K+S in air
Cannonball Charge b for 2 seconds,
f, b, f + K+S
Dance Kick qcb, qcb + K+S
Heaven's Knee qcf, qcf + K+S
Enhanced Break Spiral hcf, uf, d + K+S close unblockable
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> S (*, ^, E)
P close (*)| d + K (*, _) u + S (v, E)
| d + S (_, E)
| b + S (*, A, E)
|
----> P (*) -----> K (*, _) -----> K (*) -----> S ----+
b + S |
(*, O, E) |
|
|
d + S (G, E) <--
d + P (*)------> d + P (*) -----> d + P (*, E)
P in air-------> S (1, H, O, E)
(*, O)
Kick Starters
`````````````
K close (*)----> K (*) -----> S (*, ^, E)
d + K u + S (v, E)
(*, _) d + S (_, E)
b + S (*, A, E)
K in air-------> S (1, H, O, E)
(*, O)
Strong Starters
````````````````
None
--------------Knockout Moves----------------
| Use as last hit on final deciding round. |
--------------------------------------------
Dive Elbow P from back sway plane
Slide Kick K from back sway plane
Strong Slide Kick S from back sway plane
also
any chain ending in u + S
===============================================================================
4. Misc. And Easter Eggs
===============================================================================
**********************
* 4.1 Special Intros *
**********************
Terry vs Geese
Andy vs Mai
Andy vs Geese
Joe vs Geese
Joe vs Kim
Mai vs Kim
Billy vs Geese
Hon-Fu vs Kim
Kim vs Geese/Billy/Yamazaki
Duck vs Terr