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    FAQ/Move List by Goh_Billy

    Version: 7.0 | Updated: 04/15/08 | Printable Version | Search Guide | Bookmark Guide

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                           Real Bout Fatal Fury Special
                   FAQ By: Goh_Billy (billy_kane_32@hotmail.com)
                                 Version #: 7.0
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    
    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
          3. Characters
             3.1  Terry Bogard     
             3.2  Andy Bogard     
             3.3  EX Andy Bogard         
             3.4  Joe Higashi 
             3.5  Mai Shiranui 
             3.6  Duck King 
             3.7  Tung Fu Rue  
             3.8  EX Tung Fu Rue
             3.9  Bob Wilson  
             3.10 Sokaku Mochizuki  
             3.11 Billy Kane
             3.12 EX Billy Kane 
             3.13 Wolfgang Krauser
             3.14 Laurence Blood 
             3.15 Jin Chonrei   
             3.16 Jin Chonshu  
             3.17 Hon-Fu 
             3.18 Ryuji Yamazaki 
             3.19 Blue Mary
             3.20 EX Blue Mary 
             3.21 Franco Bash 
             3.22 Kim Kaphwan 
             3.23 Cheng Sinzan
          ----------------------------
             3.24 Geese Howard 
          4. Misc. And Easter Eggs
             4.1  Special Intros
             4.2  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       x - Times 
      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 opposite plane
    v - knocks opponent back to original plane if previous move connected
    H - first attack must be from a high jump for this part to come out
    
    
    
    ===============================================================================
    2. System
    ===============================================================================
    
    ++++++++++++++
    | 2.1 Basics |
    ++++++++++++++
    
    Throw                    f/b + S close 
    
    Crawl                    hold df
    Dash Forward             f, f                     can attack out of dash
      Dash Jump              uf
      Halt                   b
    Dash Backward            b, b                     invulnerable for a second
    
    Air Turn Around          L in air                 works only on high jumps
    Short aka Small Jump     tap ub/u/uf
    High Jump                press ub/u/uf
    
    Air Block                ub/u/uf, b
    Block High               b
    Block Low                db                       will not block overheads
    
    Recovery Roll            b, db, d + L after       requires H. Power or higher
                               being knocked down
    Dizzy Recovery           shake joystick and tap
                               the buttons rapidly
                               when dizzied
    
    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 higher
                               with (BS) while 
                               blocking
    
    
    
    ++++++++++++++
    | 2.2 Planes |
    ++++++++++++++
    
    
    Switch To Opposite Plane L
      Dive Attack            P from opposite plane    
      Dive Kick/Slide Kick   K from opposite plane    overhead/must be blocked
                                                        low (depending on 
                                                        character)
      Reach Attack           S from opposite plane    pulls opponent to your 
                                                        plane if attack touches
                                                        them
      Sweep                  d + S from opposite      must be blocked low; pulls
                               plane                    opponent to your plane 
                                                        if attack touches them
      Switch Back            L
    
    
                ---when both characters are in opposing planes---
    
    front plane character:
    *can short jump and high jump (cannot attack in air)
    *cannot perform normals or command moves (the button press will send them to 
     the opposing plane or pull opponent to theirs)
    *cannot crawl
    
    back plane character:
    *can short jump and high jump (cannot attack in air)
    *cannot perform normals or command moves (the button press will send them to 
     the opposing plane or pull opponent to theirs)
    *cannot crawl
    
    
    
    ++++++++++++++++++++++++++++++
    | 2.3 Power Gauge And Supers |
    ++++++++++++++++++++++++++++++
    
    Power Gauge - This fills when you use special moves, connect (not blocked) any
                  attack, or when you block an opponent's attack. 
                   
    H. Power - This occurs when half your power gauge is filled.  This allows
               you to use Break Shots and Recovery Rolls.
    
    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's), there are objects located at
    both corners.  These objects are weakened when a character is attacked against
    them with a successful (not blocked) normal or special.  Each "bounce" off the
    wall from a successful blow adds a value of damage of 1 to that object.  
    Multiple hitting normals and specials, however, add damage a little 
    differently.  Moves such as Terry's Crack Shoot, Tung's Thousand Kicks, or 
    Sokaku's Possession Blast will "bounce" the opponent off the object multiple 
    times.  These multiple hitting moves will add a damage value of 2, even though 
    the opponent graphically bounces off the object more than 2 times.
      All objects in this game have a durability value of 7.  That means that once 
    the object is subjected to 7 values of damage, it will be destroyed.  When the 
    object is subjected to 6 values of damage, it will be shown to be weakened.  
    This warns the player that the next successful attack against it will destroy 
    it.  
      Which ever character is "bounced" off the object when it is in it's weakened
    state will destroy the object and be subject to being dizzied.  The weakened
    object also has one other property worth mentioning.  Normally, any connected
    super that "bounces" the opponent off the object will not add a damage value.
    However, a super can break the object once it reaches a value of 6. Object 
    damage (including completely damaged objects) are reset in each round.
    
    
    
    ===============================================================================
    3. Characters
    ===============================================================================
    
    *******************************************************************************
    * 3.1 Terry Bogard                                                            *
    *******************************************************************************
    Colors
    ------
    P - Blue jeans w/ Red jacket and hat
    L - Gray jeans w/ Blue jacket and hat
    
    
    
    Throw
    -----
    Buster Throw             f/b + S close  
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    Down Punch               S from short jump        overhead
    Roundhouse               S close                  2 hits
    
    
    Plane Moves
    -----------
    Dive Knuckle             P from opposite plane    
    Dive Kick                K from opposite plane    overhead
    Backfist/Reach Punch     S from opposite plane    pulls opponent to your 
                                                        plane if attack touches
                                                        them
    Sweep                    d + S from opposite      must be blocked low; pulls
                               plane                    opponent to your plane 
                                                        if attack touches them
    
    
    Command Moves
    -------------
    Slide Punch              Dash Forward, d + P
    Uppercut                 df + P
    Flying Turn Kick         f + K                    knocks opponent into 
                                                        opposite plane; can feint
                                                        the Flying Turn Kick into
                                                        a special/super which is
                                                        done by performing a 
                                                        special/super just before
                                                        the Flying Turn Kick comes
                                                        out
    Punt Kick                Dash Forward, f + S      overhead; can feint the 
                                                        Punt Kick into a 
                                                        special/super which is
                                                        done by performing a 
                                                        special/super just before
                                                        the Punt Kick comes out
    Gut Uppercut             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 Geyser       d + K+S
    
    
    Special Moves
    -------------
    Power Wave               qcf + P                  will collide with other 
                                                        projectiles as both will
                                                        be "destroyed" in the
                                                        process
    Round Wave               qcf + S                  hits in both planes; must 
                                                        be blocked low by opponent
                                                        when they are in the back
                                                        plane; absorbs projectiles
    Burning Knuckle          qcb + P/S                P=short, S=long
    Rising Tackle            Charge d for 2 seconds,
                               u + P
    Power Charge             b, f, f + P              hold P to increase the
                                                        distance of the maneuver;
                                                        launches opponent; can
                                                        follow with a Rising 
                                                        Tackle
    Power Dunk (BS)          f, d, df + K             last part of the move is an
                                                        overhead
    Crack Shoot              qcb + K
    Bashing Sway             qcf + L                  Terry switches to the 
                                                        opposite plane; if 
                                                        opponent is hit by this 
                                                        move they will be dragged
                                                        to the other plane with 
                                                        him
    
    
    S. Power Super
    -------------- 
    Power Geyser             qcb, db, f + K+S         absorbs projectiles
    
      
    P. Power Super
    --------------
    Overheat Geyser          qcb, db, f + S           absorbs projectiles
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> K (*)      -----> f + S (*, ^)---> b + S (*, v, E)
    P close (*)|     S (*, E)          S (E)  
               |                       d + S (_, E)
               |                       df + S (*, A, E)
               |
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (*, A, E)
    
                                                                                    
    d + P (*)------> K (*)      -----> f + S (*, ^)---> b + S (*, v, E)
               |     d + S (*, E)      S (E)   
               |                       d + S (_, E)
               |                       df + S (*, A, E)
               |
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (*, A, E)
            
                                                  
    df + P (*)-----> S (*)      -----> S (*)     -----> S (*)  -----> f + S (E)
    
    
    P in air (0)---> K (1, H, O, E)
                     S (1, H, O, E)
    
    
    Kick Starters
    `````````````
    K (*)  --------> K (*)      -----> f + S (*, ^)---> b + S (*, v, E)
    K close (*)|                       S (E)  
    d + K      |                       d + S (_, E)
     (*, _)    |                       df + S (*, A, E)
               |
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (*, A, E)
                   
    
    K in air (O)---> S (1, H, O, E)
    
    
    Strong Starters
    ```````````````
    None
    
    
    
    
    
    *******************************************************************************
    * 3.2 Andy Bogard                                                             *
    *******************************************************************************
    Colors
    ------
    P - White costume w/ Red trim
    L - Off White costume w/ Blue trim
    
    
    
    Throw
    -----
    Uchimata                 f/b + S close  
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    Dropping Heel            S close                  2 hits
    
    
    Plane Moves
    -----------
    Dive Palm                P from opposite plane    
    Dive Kick                K from opposite plane    overhead
    Backhand/Reach Kick      S from opposite plane    pulls opponent to your 
                                                        plane if attack touches
                                                        them
    Sweep                    d + S from opposite      must be blocked low; pulls
                               plane                    opponent to your plane 
                                                        if attack touches them
    
    
    Command Moves
    -------------
    Slide Palm               Dash Forward, d + P
    Rising Palm              df + P
    Falling Roll Kick        f + K                    can feint the Falling Roll
                                                        Kick into a special/super
                                                        which is done by 
                                                        performing a special/super
                                                        just before the Falling 
                                                        Roll Kick comes
    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                  projectile does NOT travel
                                                        full screen distance; will
                                                        collide with other 
                                                        projectiles as both will
                                                        be "destroyed" in the
                                                        process
    Shoryudan                f, d, df + S             
    Zanei Ken                Charge db, f + P/S /     P=short, S=long
                               db, f + P/S
      Shippu Uraken          db, f + S                follow up to S version of
                                                        Zanei Ken only
    Explosion Quake          hcb + S                  palm strike must connect
                                                        (not blocked) to perform
                                                        entire maneuver
    Kuhadan (BS)             hcf + K
    
    
    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 (*)      -----> f + S (*, ^)---> b + S (*, v, E)      
    P close (*)|                       S (E)
    d + P (*)  |                       d + S (_, E)
               |                       df + S (*, A, E)
               |
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (*, A, E)
               
            
    df + P (*)-----> S (*)      -----> S (*)     -----> S (*)  -----> f + S (E)
             
           
    P in air (0)---> K (1, H, O, E)
                     S (1, H, O, E)
    
    
    Kick Starters
    `````````````
    K (*)  --------> K (*)      -----> f + S (*, ^)---> b + S (*, v, E)        
    K close (*)|                       S (E) 
    d + K      |                       d + S (_, E)
     (*, _)    |                       df + S (*, A, E)
               |
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (*, A, E)
        
    
    K in air (0)---> S (1, H, O, E)
    
    
    Strong Starters
    ```````````````
    None
    
    
    
    
    
    *******************************************************************************
    * 3.3 EX Andy Bogard                                                          *
    *******************************************************************************
     
     To select EX Andy, move to Andy's icon, hold start, K, K, S, S, hold K (while
      still holding start), hold S (while still holding start and K), then P or L 
                      (while still holding start, K, and S) 
    
    
    Colors
    ------
    P - Black costume w/ Purple trim
    L - Blue costume w/ Brown trim
    
    
    
    Throw
    -----
    Uchimata                 f/b + S close  
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    Dropping Heel            S close                  2 hits
    
    
    Plane Moves
    -----------
    Dive Palm                P from opposite plane    
    Dive Kick                K from opposite plane    overhead
    Backhand/Reach Kick      S from opposite plane    pulls opponent to your 
                                                        plane if attack touches
                                                        them
    Sweep                    d + S from opposite      must be blocked low; pulls
                               plane                    opponent to your plane 
                                                        if attack touches them
    
    
    Command Moves
    -------------
    Slide Palm               Dash Forward, d + P
    Rising Palm              df + P
    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
    
    
    Special Moves
    -------------
    Geki Hi Sho Ken          qcb + S                  absorbs projectiles
    Spider Hold              d, d + S in air          connects when you perform
                                                        move and land close to
                                                        opponent on ground; 
                                                        unblockable
    Zanei Ken                Charge db, f + S / 
                               db, f + S
    Yami Abisegeri (BS)      b, d, db + K
    Illusion Shiranui        Dash Forward, f, df,     teleports behind opponent
                               d + L                    and attacks 
    
    
    S. Power Super
    --------------
    Choreppa Dan             Charge d for 2 seconds,
                               df, f + K+S           
    
    
    P. Power Super
    --------------
    Neo Zanei Reppa          hcf + S          
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> K (*)      -----> S         -----> d + S (G, E)     
    P close (*)|                  |    d + S (_, E)
    d + P (*)  |                  |    df + S (*, A, E)
               |                  |    
               |                  |
               |                  ---> f + S (*, ^)---> b + S (*, v, E) 
               |
               |
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (*, A, E)
               
            
    df + P (*)-----> S          -----> S         -----> S (*, A, E)  
             
           
    P in air (0)---> K (1, H, O, E)
                     S (1, H, O, E)
    
    
    Kick Starters
    `````````````
    K (*)  --------> K (*)      -----> S         -----> d + S (G, E)        
    K close (*)|                  |    d + S (_, E)
    d + K      |                  |    df + S (*, A, E)
     (*, _)    |                  |    
               |                  |
               |                  ---> f + S (*, ^)---> b + S (*, v, E)  
               |
               |
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (*, A, E)
        
    
    K in air (0)---> S (1, H, O, E)
    
    
    Strong Starters
    ```````````````
    None
    
    
    
    
    
    *******************************************************************************
    * 3.4 Joe Higashi                                                             *
    *******************************************************************************
    Colors
    ------
    P - Blue shorts w/ Red trim
    L - Yellow shorts w/ Gray trim
    
    
    
    Throws
    ------
    Lifting Pressure         f/b + S close  
      Down Heel              d + S
    Rapid Knees              df + S close
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    Straight Kick            S from uf/ub short jump  overhead
    
    
    Plane Moves
    -----------
    Dive Elbow               P from opposite plane    
    Slide Kick               K from opposite plane    must be blocked low
    Reach Kick               S from opposite plane    pulls opponent to your 
                                                        plane if attack touches
                                                        them
    Sweep                    d + S from opposite      must be blocked low; pulls
                               plane                    opponent to your plane 
                                                        if attack touches them
    
    
    Command Moves
    -------------
    Slide Fist               Dash Forward, d + P
    Slide Shin Kick          Dash Forward, d + K
    Quick Uppercut           b + P
    Rising Elbow             df + P
    High Kick                b + K                    knocks opponent to opposite
                                                        plane
    Slide Kick               df + K                   must be blocked low
    Special Taunt            d + S on downed          pursue taunt
                               opponent                 
    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
    
    
    Special Moves
    ------------- 
    Hurricane Upper          hcb + P                  will collide with other 
                                                        projectiles as both will
                                                        be "destroyed" in the
                                                        process
    Exploding Hurricane      hcb + S                  first tornado will collide 
                                                        with other projectiles and
                                                        "destroy" them as well as
                                                        be "destroyed", while the
                                                        second and third tornadoes
                                                        will continue their path
    TNT Punch                tap P repeatedly
      Dynamite Fist          qcf + P                  overhead
    Tiger Kick (BS)          f, d, df + K
    Pressure Knee            f, d, df + S
      Explosive Heel         qcb + K                  Pressure Knee must connect 
                                                        (not blocked) for this
                                                        follow up to be possible
    Golden Heel              qcb + K
    Slash Kick               Charge db, f + K / 
                               db, f + K
    Powerful Slash Kick      Charge db, f + S /       first part must connect (not
                               db, f + S                blocked) to perform entire 
                                                        maneuver
    
    
    S. Power Super
    --------------
    Screw Upper              f, hcf + K+S             absorbs projectiles
    
    
    P. Power Supers
    ---------------
    Slide Screw              f, hcf + S               absorbs projectiles
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> K (*)      -----> f + S (*, ^)---> b + S (*, v, E)      
               |     S (*, E)          S (E)
               |                       d + S (_, E)
               |                       df + S (*, A, E)
               |
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (*, A, E)
    
    
    P close (*) ---> K (*)      -----> f + S (*, ^)---> b + S (*, v, E)      
               |     S (*, E)          S (E)
               |                       d + S (_, E)
               |                       df + S (*, A, E)
               |
               ----> d + K (*, _)----> d + S (_, E)
               :                       df + S (*, A, E)
               :
               :
               :
               ----> d + P (*)  -----> K (*)     -----> f + S (*, ^)---> b + S 
                                   :                    S (E)            (*, v, E)
                                   :                    d + S (_, E)
                                   :                    df + S (*, A, E)
                                   :
                                   --> d + K (*, _)---> d + S (_, E)
                                                        df + S (*, A, E)
    
    
    d + P (*)------> K (*)      -----> f + S (*, ^)---> b + S (*, v, E)      
               |                       S (E)
               |                       d + S (_, E)
               |                       df + S (*, A, E)
               |
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (*, A, E)
    
    
    b + P (*)------> S (*)      -----> S (*)     -----> S (*)  -----> f + S (E)
    
    
    P in air (O)---> K (1, H, O, E)
                     S (1, H, O, E)
    
    
    Kick Starters
    `````````````
    K (*)  --------> K (*)      -----> f + S (^, E)---> b + S (*, v, E)        
    K close (*)|                       S (E) 
               |                       d + S (_, E)
               |                       df + S (*, A, E)
               |
               ----> d + K (*, _)----> d + S (_, E)
               |                       df + S (*, A, E)
               |
               |
               |
               ----> S (*)       -----> S (*)    -----> qcf + S (A, E) 
    
    
    d + K (*, _)---> K (*)      -----> f + S (^, E)---> b + S (*, v, E)        
               |                       S (E) 
               |                       d + S (_, E)
               |                       df + S (*, A, E)
               |
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (*, A, E)
      
    
    K in air (O)---> S (1, H, O, E)
    
    
    Strong Starters
    ```````````````
    None
    
    
    
    
    
    *******************************************************************************
    * 3.5 Mai Shiranui                                                            *
    *******************************************************************************
    Colors
    ------
    P - Red costume
    L - Blue costume
    
    
    
    Throws
    ------
    Fuushakuzushi            f/b + S close 
    Yumezakura               d + S close in air
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    Down Fan                 S from a short jump      overhead 
    Roundhouse               S close                  2 hits
    Turn Fan                 S far                    2 hits
    
    
    Plane Moves
    -----------
    Dive Forearm/Palm        P from opposite plane    
    Dive Kick                K from opposite plane    overhead
    Reach Kick/Fan Swipe     S from opposite plane    pulls opponent to your 
                                                        plane if attack touches
                                                        them
    Sweep                    d + S from opposite      must be blocked low; pulls
                               plane                    opponent to your plane 
                                                        if attack touches them
    
    
    Command Moves
    -------------
    Triangle Jump            jump toward the wall, 
                               then away
    Slide Fan                Dash Forward, d + P
    Slide Back Kick          Dash Forward, d + K
    Tail Strike/Fan Strike   b + P                    knocks opponent to opposite 
                                                        plane; can feint the 
                                                        Tail Strike/Fan Strike 
                                                        into a special/super which
                                                        is done by performing a 
                                                        special/super just before
                                                        the Tail Strike/Fan Strike
                                                        comes out
    Double Foot Strike       tap S repeatedly when    wake up attack
                               you are knocked down 
    Rising Fan               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
    
    
    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
    Midare Kacho Sen         qcb + S
      Part Two               qcb + S
        Part Three           qcb + S
          Finish             qcb + S
    Shinobi Bachi            hcf + S
    Kagerono Mai             Charge d for 2 seconds,  absorbs projectiles
                               u + S
    Musasabi Mai             d + P+K in air
    
    
    S. Power Super
    --------------
    Cho Shinobi Bachi        f, db, f + K+S /          
                               f, hcf + K+S
    
    
    P. Power Super
    --------------
    Crimson Explosion        f, db, f + S /           hop in must touch opponent
                               f, hcf + S               in order to perform the
                                                        entire super; unblockable
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> K (*)      -----> f + S (*, ^)---> b + S (*, v, E)      
    P close (*)      P (*)             S (E)
                     d + K (*, _)      d + S (_, E)
              
                                       
    d + P (*)------> K (*)      -----> f + S (*, ^)---> b + S (*, v, E)      
                     P (*)             S (E)
                     d + K (*, _)      d + S (_, E)
                     d + S (*, E)                   
           
    
    P in air-------> K (1, H, 0, E)
      (*, O)         S (1, H, O, E)
                     
    
    Kick Starters
    `````````````
    K (*)  --------> K (*)      -----> f + S (*, ^)---> b + S (*, v, E)        
    K close (*)      d + K (*, _)      S (E) 
    d + K (*, _)                       d + S (_, E)
                             
               
    K in air-------> S (1, H, O, E)
      (*, O)        
    
    
    Strong Starters
    ````````````````
    S close (*)----> S (*)      -----> S (*)     -----> d + S (E) 
    
    
    
    
    
    *******************************************************************************
    * 3.6 Duck King                                                               *
    *******************************************************************************
    Colors
    ------
    P - Orange top w/ Blue vest
    L - Yellow top w/ Green vest
    
    
    
    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 
    Rising Beat              S close                  2 hits 
    
    
    Plane Moves
    -----------
    Dive Elbow               P from opposite plane    
    Slide Kick               K from opposite plane    must be blocked low
    Backhand/Reach Slap      S from opposite plane    pulls opponent to your 
                                                        plane if attack touches
                                                        them
    Sweep                    d + S from opposite      must be blocked low; pulls
                               plane                    opponent to your plane 
                                                        if attack touches them
    
    
    Command Moves
    -------------
    Slide Backfist           Dash Forward, d + P
    Duck Fake Air            d, d in air              causes duck to stop in mid
                                                        air for a split second; 
                                                        cannot perform air 
                                                        normals after this, but
                                                        Duck can perform a Flying 
                                                        Spin Attack; can use as
                                                        an air dodge as Duck is
                                                        invulnerable for a split
                                                        second
      Drop Straight Down     do nothing
      Drop Diagonally Back   b
      Drop Diagon. Forward   f
    Duck Fake Ground         Dash Forward, df + S     dodges high attacks, will 
                                                        slide past opponent
    Down Swipe               b + P                    overhead; can feint the 
                                                        Down Swipe into a 
                                                        special/super which is
                                                        done by performing a 
                                                        special/super just before
                                                        the Down Swipe comes out
    Slide                    df + K                   must be blocked low
    Double Hand Spin         d + S                    both parts must be blocked 
                                                        low
    Ground Spin              d + S on downed          pursue attack
                               opponent     
    Power Headbutt           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                  
    Cross Head Spin          qcb + L                  moves to opposite plane
                                           
                     
    S. Power Supers
    ---------------
    Break Spiral             hcf, uf, d + K+S close   unblockable 
    
    
    P. Power Super
    -------------- 
    Duck Dance               d, d + P+K+S             hold P+K+S for:
                                                        0-1 second=level 1        
                                                        2 seconds=level 2
                                                        3 seconds=level 3
                                                        4 seconds=level 4
    
    ---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    requires level 1 charge or
                                                        higher   
      Cannonball             Charge b for 2 seconds,  requires level 1 charge or
                               f, b, f + K+S            higher
      Dance Kick             qcb, qcb + K+S           requires level 2 charge or
                                                        higher
      Heaven's Knee          qcf, qcf + K+S           requires level 3 charge or
                                                        higher
      Duck Rave              hcb + S, P, P, K, P,     requires level 4 charge;
                               K, K, S, S               spin dash must connect in
                                                        order to perform entire 
                                                        super
        Finish               f, d, df + S
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> K (*)      -----> f + S     ----->  qcb + L (E)    
    P close (*)|                  |    (*, ^, E)
    d + P (*)  |                  |    d + S (_, E)
               |                  |    df + S (*, A, E)
               |                  |
               |                  ---> S (E)     -----> d + S (G, E)
               |
               |
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (*, A, E)
     
    
    P in air-------> K (1, H, O, E)
     (*, O)          S (1, H, O, E)
    
    
    Kick Starters
    `````````````
    K close (*)----> K (*)      -----> f + S    ----->  qcb + L (E) 
    d + K      |                   |    (*, ^, E)
     (*, _)    |                   |   d + S (_, E)
               |                   |   df + S (*, A, E)
               |                   |
               |                   --> S (E)     -----> d + S (G, E)
               |
               |
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (*, A, E)
    
    
    K in air-------> S (1, H, O, E)                                                 
     (*, O)                                                     
    
    
    Strong Starters
    ````````````````
    d + S (_)------> d + S (*)  -----> d + S (*) -----> qcf, uf + K (E)
    
    
    
    
    
    *******************************************************************************
    * 3.7 Tung Fu Rue                                                             *
    *******************************************************************************
    Colors
    ------
    P - Red top
    L - Black top
    
    
    Throw
    -----
    Energy Assault           f/b + S close
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    High Wave Kick           S close                  2 hits
    
    
    Plane Moves
    -----------
    Dive Punch               P from opposite plane    
    Spin Punch               K from opposite plane    overhead
    Energy Swipe             S from opposite plane    pulls opponent to your 
                                                        plane if attack touches
                                                        them
    Sweep                    d + S from opposite      must be blocked low; pulls
                               plane                    opponent to your plane 
                                                        if attack touches them
    
    
    Command Moves
    -------------
    Slide Stab               Dash Forward, d + P
    Slide Boot               Dash Forward, d + K
    Rising Fist              df + P
    Shoulder Strike          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 Furious Face Shot  d + P+K                     
    Feint Senpu Gouken       d + K+S
    
    
    Special Moves
    -------------
    Furious Face Shot        qcf + P                  will collide with other 
                                                        projectiles as both will
                                                        be "destroyed" in the
                                                        process
    Shin Shippu              qcb + P/S                P=short, S=long
    Thousand Kicks (BS)      f, d, df + K  
    Charging Surge           Charge db for 2          absorbs projectiles
                               seconds, f + S
    Super Taunt              S far, tap S
    
    
    S. Power Super
    -------------- 
    Senpu Gouken             f, df, d, u + K+S        hits in both planes
    
    
    P. Power Super
    -------------- 
    Geki Hou                 f, hcf + S, hold S       absorbs projectiles; Tung
                               to empower               "ghost" will cause damage 
                                                        if opponent touches him
    
    
    Chain Attacks
    --------------
    Punch Starters
    ``````````````
    P (*)  --------> K (*)      -----> f + S (*, ^)---> b + S (*, v, E)      
    P close (*)|                       S (E)
    d + P (*)  |                       d + S (_, E)
               |                       df + S (*, A, E)
               |
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (*, A, E)
    
    
    df + A (*)-----> S (*)      -----> f + S (*, E)
    
    
    P in air (O)---> K (1, H, 0, E)
                     S (1, H, O, E)
    
    
    Kick Starters
    `````````````
    K (*)  --------> K (*)      -----> f + S (*, ^)---> b + S (*, v, E)        
    K close (*)|                       S (E) 
    d + K      |                       d + S (_, E)
     (*, _)    |                       df + S (*, A, E)
               |
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (*, A, E)
    
    
    K in air (O)---> S (1, H, O, E)
    
    
    Strong Starters
    ```````````````
    None
    
    
    
    
    
    *******************************************************************************
    * 3.8 EX Tung Fu Rue                                                          *
    *******************************************************************************
     
     To select EX Tung, move to Tung's icon, hold start, K, K, S, S, hold K (while
      still holding start), hold S (while still holding start and K), then P or L 
                      (while still holding start, K, and S)
    
    
    Colors
    ------
    P - Green top
    L - Blue top
    
    
    Throw
    -----
    Rapid Punches            f/b + S close
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    High Wave Kick           S close                  2 hits
    
    
    Plane Moves
    -----------
    Dive Punch               P from opposite plane    
    Spin Punch               K from opposite plane    overhead
    Energy Swipe             S from opposite plane    pulls opponent to your 
                                                        plane if attack touches
                                                        them
    Sweep                    d + S from opposite      must be blocked low; pulls
                               plane                    opponent to your plane 
                                                        if attack touches them
    
    
    Command Moves
    -------------
    Slide Stab               Dash Forward, P
    Slide Boot               Dash Forward, K
    Rising Fist              df + P
    Shoulder Strike          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 Surge Blast        d + P+K                     
    Feint Senpu Gouken       d + K+S
    
    
    Special Moves
    -------------
    Shin Shippu (BS)         qcb + P/S                P=short, S=long; Break Shot
                                                        works for S version only  
    Surge Blast              Charge db for 2          absorbs projectiles
                               seconds, f + P
    Geki Hou                 tap S repeatedly         absorbs projectiles; to
                                                        avoid using the Super
                                                        Taunt when far away,
                                                        try holding b or f while
                                                        tapping S; Tung "ghost"
                                                        will cause damage if 
                                                        opponent touches him
    Thousand Kicks           f, d, df + K close       unblockable
    Super Taunt              S far, tap S
    
    
    S. Power Super
    -------------- 
    Senpu Gouken             f, df, d, u + K+S        hits in both planes
    
    
    P. Power Super
    -------------- 
    Million Kicks            f, df, d + S      
    
    
    Chain Attacks
    --------------
    Punch Starters
    ``````````````
    P in air (O)---> K (1, H, 0, E)
                     S (1, H, O, E)
    
    
    Kick Starters
    `````````````
    K in air (O)---> S (1, H, O, E)
    
    
    Strong Starters
    ```````````````
    None
    
    
    
    
    
    *******************************************************************************
    * 3.9 Bob Wilson                                                              *
    *******************************************************************************
    Colors
    ------
    P - White pants w/ Blue top
    L - Yellow pants w/ Dark Blue top
    
    
    
    Throws
    ------
    Falcon                   f/b + S close 
      Hornet Attack          df, df + S
        Frog Hunting         tap S repeatedly               
    Air Falcon               d + S close in air
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    Dropkick                 S from uf/ub short jump  overhead
    Head Hunter              S close                  2 hits
    
    
    Plane Moves
    -----------
    Dive Headbutt            P from opposite plane    
    Dive Kick                K from opposite plane    overhead
    Reach Kick/Headbutt      S from opposite plane    pulls opponent to your 
                                                        plane if attack touches
                                                        them
    Sweep                    d + S from opposite      must be blocked low; pulls
                               plane                    opponent to your plane 
                                                        if attack touches them
    
    
    Command Moves
    -------------
    Slide Tip Kick           Dash Forward, d + K
    Elephant Tusk            df + P
    Eagle Step               d + K in air             overhead; if connected (not
                                                        blocked), you can follow
                                                        with another air attack;
                                                        does not work on small
                                                        jumps
    Dashing Elbow            Dash Forward, f + P      
    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                  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,
                               u + S
    Sidewinder Slide         qcb + S                  all parts must be blocked
                                                        low
    
    
    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)
    P close (*)|                       d + S (_, E)
    d + P (*)  |                       df + S (*, A, E)
               |                       
               |
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (*, A, E)
    
    
    df + P (*)-----> d + K (*)  -----> d + S (*, _, E)
    
    
    P in air (O)---> K (1, H, O, E) 
                     S (1, H, O, E)
    
    
    Kick Starters
    `````````````
    K (*)  --------> K (*)      -----> S         -----> u + S (G, E)    
    K close (*)|     S (*, E)          d + S (_, E) 
               |                       df + S (*, A, E)
               |                       
               |
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (*, A, E)
    
    
    d + K (_, *)---> K (*)      -----> S         -----> u + S (G, E)       
               |                       d + S (_, E)
               |                       df + S (*, A, E)
               |                     
               |
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (*, A, E)
    
    
    K in air (O)---> S (1, H, O, E)
                     
    
    Strong Starters
    ```````````````
    S close (*)----> S (*)      -----> S (*)     -----> S (*)   -----> f + S--+
                                       u + S (E)        u + S (E)             | 
                                                                              | 
                                                                              |
                                                                              |
                                                              u + S (G, E) <--+
    
    
    
    
    
    *******************************************************************************
    * 3.10 Sokaku Mochizuki                                                       *
    *******************************************************************************
    Colors
    ------
    P - Blue costume
    L - Green costume
    
    
    
    Throws
    ------
    Fall Back Slam           f + S close
    No Way Out Crush         b + S close  
      Hell's Gate            f, df, d + S
    Falling Slam             d + S close in air         
      
    
    Basic Moves
    -----------
    Crawl                    hold df
    Straight Staff Swing     S from a short jump      overhead 
    Side Staff               S close                  2 hits
    
    
    Plane Moves
    -----------
    Dive Staff               P from opposite plane    
    Dive Low Foot            K from opposite plane    must be blocked low
    Energy Hand/Reach Staff  S from opposite plane    pulls opponent to your 
                                                        plane if attack touches
                                                        them
    Staff Sweep              d + S from opposite      must be blocked low; pulls
                               plane                    opponent to your plane 
                                                        if attack touches them
    
    
    Command Moves
    -------------
    Slide Palm               Dash Forward, d + P
    Slide Knee               Dash Forward, d + K
    Staff Thrust             df + P
    Lightning Strike         d + S on downed          pursue attack; pursue is 
                               opponent                 able to strike an opponent
                                                        no matter how far their
                                                        fallen body is from Sokaku
    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 (BS)    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
    Dance Of Demons          tap P repeatedly         absorbs projectiles
      Heaven Break           db + S
      Swipe Break            df + S                   must be blocked low
      Falling Staff          uf + S                   overhead
      Straight Swing         f + S
      Energy Palm            L                        this follow up will not work
                                                        in the back plane; hits in 
                                                        both planes; if opponent 
                                                        is in back plane, this 
                                                        move is unblockable and 
                                                        will pull opponent back 
                                                        to the front plane        
    Thunder God Trick        f, d, df + K
    The Wailer               hcb + K                  absorbs projectiles
    Possession Blast         f, b, f + S              after performing this move 
                                                        Sokaku will "rest" leaving
                                                        you unable to block for a
                                                        moment; it can absorb 
                                                        projectiles, but low ones
                                                        can usually sneak by
    Ki Mon Jin               360 + S close            unblockable
    Vortex Inferno           qcb + L                  moves to opposite plane
                                                          
                                                   
    S. Power Super
    --------------
    Thunder                  f, df, d, qcf + K+S      hits in both planes; absorbs
                                                        projectiles
    
    P. Power Super
    --------------
    Sokaku Splat             f, df, d, qcf + S        Sokaku has very slight 
                                                        "rest" period after super;
                                                         just outside sweep range
                                                         this super becomes 
                                                         unblockable, and within 
                                                         sweep range it simply 
                                                         becomes an overhead
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> K (*)      -----> f + S (*, ^)---> qcb + L (E)
    P close (*)|                  |    d + S (_, E)  
    d + P (*)  |                  |    df + S (*, A, E)
               |                  |    
               |                  |
               |                  ---> S         -----> d + S (G, E)
               |
               |
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (*, A, E)
    
    
    P in air (O)---> S (1, H, O, E)
    
    
    Kick Starters
    `````````````
    K (*)  --------> K (*)      -----> f + S (*, ^)---> qcb + L (E)
    K close (*)|                  |    d + S (_, E) 
    d + K      |                  |    df + S (*, A, E)
     (*, _)    |                  |    
               |                  |
               |                  ---> S         -----> d + S (G, E)
               |
               |
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (*, A, E)
    
    
    K in air (O)---> S (1, H, O, E)
    
    
    Strong Starters
    ```````````````
    S close (*)----> S (*)      -----> d + S (*, A)---> d + S (*)----> d + S (E)
    
    
    
    
    
    *******************************************************************************
    * 3.11 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
    Pole Charge              K close                  3 hits
    Spin Strikes             K far
    Pole Kick                S far                    dodges low (not projectiles)
    Down Pole                S from u short jump      overhead
    Swipe Pole               S from uf/ub short jump  overhead
    
    
    Plane Moves
    -----------
    Dive Spin Pole           P from opposite plane    
    Dive Pole Thrust         K from opposite plane    must be blocked low
    Reach Pole               S from opposite plane    pulls opponent to your 
                                                        plane if attack touches
                                                        them
    Pole Sweep               d + S from opposite      must be blocked low; pulls
                               plane                    opponent to your plane 
                                                        if attack touches them
    
    
    Command Moves
    -------------
    Slide Pole Bust          Dash Forward, d + 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
    Dragon Flame (BS)        qcb + K
    Power Hi Sho Bonk        db, qcf + K              control descent with b or f
    
    
    S. Power Super
    --------------
    Super Fire Wheel         qcf, hcb + K+S           absorbs projectiles
    
    
    P. Power Super
    -------------- 
    Guren Sakkon             qcf, hcb + S                   
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> K (*)      -----> f + S (*, ^)---> b + S (*, v, E)      
    P close (*)|     S (*, E)     |    d + S (_, E) 
    d + P (*)  |                  |    
               |                  |
               |                  |
               |                  ---> S         -----> d + S (G, E)
               |  
               |
               ----> d + K (*, _)----> d + S (_, E)
                                      
    
    P in air (O)---> S (1, H, O, E)
    
    
    Kick Starters
    `````````````
    K close (*)----> K (*)      -----> f + S (*, ^)---> b + S (*, v, E)      
    d + K      |                  |    d + S (_, E)
     (*, _)    |                  |    
               |                  |
               |                  |
               |                  ---> S         -----> d + S (G, E)
               |     
               |
               ----> d + K (*, _)----> d + S (_, E)
    
    
    K in air (O)---> S (1, H, O, E)
    
    
    Strong Starters
    ```````````````
    d + S (_)------> S (*)      -----> qcf + S (E)
    
    
    
    
    
    *******************************************************************************
    * 3.12 EX Billy Kane                                                          *
    *******************************************************************************
    
        To select EX Billy, move to Billy's icon, hold start, K, K, S, S, hold K 
      (while still holding start), hold S (while still holding start and K), then
                      P or L (while still holding start, K, and S)
    
    
    Colors
    ------
    P - Brown costume w/ Magenta bandana
    L - Purple costume w/ Orange bandana
    
    
    
    Throws
    ------
    Pole Toss                f/b + S close 
    Pole Strangle            f + K close
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    Pole Charge              K close                  3 hits
    Spin Strikes             K far
    Pole Kick                S far                    dodges low (not projectiles)
    Down Pole                S from u short jump      overhead
    Swipe Pole               S from uf/ub short jump  overhead
    
    
    Plane Moves
    -----------
    Dive Spin Pole           P from opposite plane    
    Dive Pole Thrust         K from opposite plane    must be blocked low
    Reach Pole               S from opposite plane    pulls opponent to your 
                                                        plane if attack touches
                                                        them
    Pole Sweep               d + S from opposite      must be blocked low; pulls
                               plane                    opponent to your plane 
                                                        if attack touches them
    
    
    Command Moves
    -------------
    Slide Pole Bust          Dash Forward, d + 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
    Senpu Kon                tap P repeatedly     
    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
    
    
    S. Power Super
    --------------
    Super Fire Wheel         qcf, hcb + K+S           absorbs projectiles
    
    
    P. Power Super
    -------------- 
    Scarlet Uppercut         f, df, d + S           
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> K (*)      -----> f + S (*, ^)---> b + S (*, v, E)      
    P close (*)|     S (*, E)     |    d + S (_, E) 
    d + P (*)  |                  |    
               |                  |
               |                  |
               |                  ---> S         -----> d + S (G, E)
               |  
               |
               ----> d + K (*, _)----> d + S (_, E)
    
                                      
    P in air (O)---> S (1, H, O, E)
    
    
    Kick Starters
    `````````````
    K close (*)----> K (*)      -----> f + S (*, ^)---> b + S (*, v, E)      
    d + K      |                  |    d + S (_, E)
     (*, _)    |                  |    
               |                  |
               |                  |
               |                  ---> S         -----> d + S (G, E)
               |     
               |
               ----> d + K (*, _)----> d + S (_, E)
    
    
    K in air (O)---> S (1, H, O, E)
    
    
    Strong Starters
    ```````````````
    d + S (_)------> S (*)      -----> qcf + S (E)
    
    
    
    
    
    *******************************************************************************
    * 3.13 Wolfgang Krauser                                                       *
    *******************************************************************************
    Colors
    ------
    P - Red pants w/ Gold armor and Purple hair
    L - Black pants w/ Silver armor and Brown hair
    
    
    
    Throw
    -----
    Knee Thrust              f/b + S close
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    Crunch Upper             S close                  2 hits
    
    
    Plane Moves
    -----------
    Dive Push                P from opposite plane    
    Slide Kick               K from opposite plane    must be blocked low
    Reach Swipe              S from opposite plane    pulls opponent to your 
                                                        plane if attack touches
                                                        them
    Sweep                    d + S from opposite      must be blocked low; pulls
                               plane                    opponent to your plane 
                                                        if attack touches them
    
    
    Command Moves
    -------------
    Slide Chop               Dash Forward, d + P
    Slide Shin Kick          Dash Forward, d + K
    Ground Punch             f + K+S                  overhead; can feint the 
                                                        Ground Punch into a 
                                                        special/super which is
                                                        done by performing a 
                                                        special/super just before
                                                        the Ground Punch comes out
    Big Splash               d + S in air             overhead
    Elbow Drop               d + S on downed          pursue attack
                               opponent  
    Uppercut                 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 High Blitz Ball    d + P+K
    Feint Kaiser Wave        d + K+S
    
    
    Special Moves
    -------------
    High Blitz Ball          qcb + P                  will collide with other 
                                                        projectiles as both
                                                        will be "destroyed" in 
                                                        the process
    Low Blitz Ball           qcb + S                  will collide with other 
                                                        projectiles as both
                                                        will be "destroyed" in 
                                                        the process
    Leg Tomahawk (BS)        qcf + K                  overhead
    To The Moon Blow         hcb + K close            unblockable
    Phoenix Thrust           hcf + S                  counter attack to jump 
                                                        maneuvers and special
                                                        moves (not projectiles);
                                                        will slam opponent into
                                                        opposite plane
    Scum Gale                hcf + P close            unblockable; opponent is 
                                                        tossed to the other side
                                                        of Krauser and is 
                                                        "stunned" for a split 
                                                        second
    
    
    S. Power Super
    -------------- 
    Kaiser Wave              Charge b for 2           absorbs projectiles; 
                               seconds, uf + K+S        holding the last part of 
                               (hold K+S to delay)      the motion (uf + K+S) will
                                                        empower the super; hold 
                                                        uf + K+S for: 
                                                          0-1 second=level 1 wave
                                                          2 seconds=level 2 wave
                                                          3 seconds=level 3 wave 
                                                            which strikes in both
                                                            planes
    
    
    P. Power Supers
    --------------- 
    Gigatec Cyclone          hcb, f, df, d + S        unblockable
                               sweep distance away
                               or closer
    Deadly Rave              hcb, f + P, P, K, S,     dash in must connect (not
                               K, S, P, K, S            blocked) for the entire  
                                                        super to be performed
      Finish 1               S                          
      Finish 2               b, d, db + P+S
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> K (*)      -----> S         -----> d + S (G, E)
    P close (*)|     S (*, E)          d + S (_, E)  
               |                       df + S (A, E)
               |                       
               |
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (A, E)
    
    
    d + P (*)------> K (*)      -----> S         -----> d + S (G, E)
               |                       d + S (_, E)  
               |                       df + S (A, E)
               |                       
               |
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (A, E)
    
    
    P in air (O)---> S (1, H, O, E)
    
    
    Kick Starters
    `````````````
    K (*)  --------> K (*)      -----> S         -----> d + S (G, E)
    K close (*)|                       d + S (_, E)  
    d + K      |                       df + S (A, E)
     (*, L)    |                       
               |
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (A, E)
    
    
    K in air (O)---> S (1, H, O, E)
    
    
    Strong Starters
    ``````````````` 
    S close (*)----> S (*)      -----> qcf + S   -----> d + S (G, E)
                     
    
    
    
    
    *******************************************************************************
    * 3.14 Laurence Blood                                                         *
    *******************************************************************************
    Colors
    ------
    P - Blue costume 
    L - Black costume 
    
    
    
    Throws
    ------
    Spine Slice              f/b + S close
    Backbreaker              d + S close in air
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    Down Kick                K from u short jump      overhead
    Toro                     S close                  2 hits
    
    
    Plane Moves
    -----------
    Dive Palm                P from opposite plane    
    Dive Kick                K from opposite plane    overhead
    Reach Kick               S from opposite plane    pulls opponent to your 
                                                        plane if attack touches
                                                        them
    Sweep                    d + S from opposite      must be blocked low; pulls
                               plane                    opponent to your plane 
                                                        if attack touches them
    
    
    Command Moves
    -------------
    Slide Cape Flick         Dash Forward, d + P
    Secret Saber             b + P
    Down Saber               d + P in air             overhead; does not work on
                                                        short jumps
    Swiping Kick             f + K                    pushes opponent to opposite 
                                                        plane; can feint the 
                                                        Swiping Kick into a 
                                                        special/super which is
                                                        done by performing a 
                                                        special/super just before
                                                        the Swiping Kick comes out
    Slide Trip               d + S                    must be blocked low
    Ole                      P+K                      dodges low and high attacks
                                                        (including projectiles)
    Bull 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 Bloody Slash       d + K+S
    
       
    Special Moves
    -------------
    Elbow Charge             qcf + P
      Bloody Palm            qcf + P
        Bloody Saber Finish  qcf + P
    Bloody Spin (BS)         Charge b for 2 seconds,  P=short, S=long
                               f + P/S
    Bloody Axle              f, d, df + S
      Bloody Cutter          P/K/S 
      Bloody Shooter         qcb + P/K/S              will collide with other 
                                                        projectiles as both
                                                        will be "destroyed" in 
                                                        the process
      Bloody Press           f/b + S when close       unblockable
                               to opponent
                                    
    
    S. Power Super
    --------------
    Bloody Slash             df, hcf, db + K+S        must get all 6 hits to
                                                        connect (not blocked) for
                                                        a extra 2 hit finish
    
    
    P. Power Super
    --------------
    Certain Death            qcf, hcb + S             dash in must connect (not
                                                        blocked) to perform entire
                                                        super
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> K (*)      -----> f + S (*, ^)---> b + S (*, v, E)
    P close (*)|     P (*, 1)          S (A, E)  
               |     S (*, E)          d + S (_, E)
               |                       
               |
               ----> d + K (*, _)----> d + S (_, E)
         
    
    d + P (*)------> K (*)      -----> f + S (*, ^)---> b + S (*, v, E)
               |     P (*)             S (A, E)  
               |     S (*, E)          d + S (_, E)
               |                       
               |
               ----> d + K (*, _)----> d + S (_, E)
             
    
    P in air (O)---> S (1, H, O, E)
    
    
    Kick Starters
    `````````````
    K (*)  --------> K (*)      -----> f + S (*, ^)---> b + S (*, v, E)
    K close (*)|                       S (A, E)  
    d + K      |                       d + S (_, E)
     (*, _)    |                       
               |
               ----> d + K (*, _)----> d + S (_, E)
    
    
    K in air (O)---> S (1, H, O, E)
    
    
    Strong Starters
    ```````````````
    S close--------> S (*)      -----> S (*)     -----> S (*)  -----> f + S (E)
    
    
    Other Starters
    ``````````````
    P+K    --------> f + S      -----> f, df, d + S (O, E)
                    
    
    
    
    
    *******************************************************************************
    * 3.15 Jin Chonrei                                                            *
    *******************************************************************************
    Colors
    ------
    P - Blue costume 
    L - Black costume
    
    
    
    Throw
    -----
    Blast Away               f/b + S close
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    Driving Elbow            S close                  2 hits
    
    
    Plane Moves
    -----------
    Dive Elbow/Push          P from opposite plane    
    Low Foot/Knee Slide      K from opposite plane    must be blocked low
    Reach Swipe              S from opposite plane    pulls opponent to your 
                                                        plane if attack touches
                                                        them
    Sweep                    d + S from opposite      must be blocked low; pulls
                               plane                    opponent to your plane 
                                                        if attack touches them
    
    
    Command Moves
    -------------
    Axe Kick                 f + K                    can feint the Axe Kick into
                                                        a special/super which is
                                                        done by performing a 
                                                        special/super just before
                                                        the Axe Kick comes out
    Quick 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 Empire Destiny S.  d + K+S
    
    
    Special Moves
    -------------            
    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
    Extended Emperor God Bop f, f, f + P
    Dragon Transformation    qcf + K                  hold K to roll further; high
                                                        dodge; can roll past 
                                                        opponent
    Teio Tashin Ken          qcb + K                  reflects projectiles
    Tengan Ken               qcf + S (hold S to       holding S empowers move; 
                               delay)                   hold S for:
                                                           0 second=level one, 1  
                                                             hit; will collide 
                                                             with other 
                                                             projectiles as both
                                                             will be "destroyed" 
                                                             in the process
                                                           1 second=level two, 2
                                                             hits; absorbs 
                                                             projectiles
                                                           2 seconds=level three,
                                                             3 hits; absorbs 
                                                             projectiles
                                                           3 seconds=level four, 5
                                                             hits; absorbs 
                                                             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             absorbs projectiles
    
    
    P. Power Super
    --------------
    Emperor Dragon Voice S.  f, hcf + S               absorbs projectiles
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> K (*)      -----> f + S (*, ^)---> b + S (*, v, E)
    P close (*)|     S (*, E)          S (E)  
               |                       d + S (_, E)
               |                       
               |
               ----> d + K (*, _)----> d + S (_, E)
                                       
    
    d + P (*)------> K (*)      -----> f + S (*, ^)---> b + S (*, v, E)
               |                       S (E)  
               |                       d + S (_, E)
               |                       
               |
               ----> d + K (*, _)----> d + S (_, E)
    
        
    P in air (O)---> K (1, H, O, E)
                     S (1, H, O, E)
    
    
    Kick Starters
    `````````````
    K (*)  --------> K (*)      -----> f + S (*, ^)---> b + S (*, v, E)
    K close (*)|                       S (E)  
    d + K      |                       d + S (_, E)
     (*, _)    |                       
               |
               ----> d + K (*, _)----> d + S (_, E)
    
    
    K in air (O)---> S (1, H, O, E)
    
    
    Strong Starters
    ```````````````
    S close (*)----> S (*)      -----> d + S (A) -----> qcf + S (E)
    
    
    
    
    
    *******************************************************************************
    * 3.16 Jin Chonshu                                                            *
    *******************************************************************************
    Colors
    ------
    P - Red costume 
    L - Purple costume
    
    
    
    Throw
    -----
    Blast Away               f/b + S close
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    Wind Stab                P far                    2 hits
    Wave Swipe               P close                  2 hits
    Kick Swipe               K far                    2 hits
    Wind Knee                K close                  2 hits
    Emperor Axe              S far                    2 hits
    Rising Slap              S close                  2 hits
    
    
    Plane Moves
    -----------
    Dive Elbow/Push          P from opposite plane    
    Low Foot/Knee Slide      K from opposite plane    must be blocked low
    Reach Swipe              S from opposite plane    pulls opponent to your 
                                                        plane if attack touches
                                                        them
    Sweep                    d + S from opposite      must be blocked low; pulls
                               plane                    opponent to your plane 
                                                        if attack touches them
    
    
    Command Moves
    -------------
    Slide Kick Swipe         Dash Forward, d + K      2 hits
    Slide Falling Slap       Dash Forward, f + P      both hits are overheads; can
                                                        feint the Slide Falling
                                                        Slap into a special/super
                                                        which is done by performing
                                                        a special/super just before
                                                        the Slide Falling Slap
                                                        comes out
    Low Poke                 d + P                    2 hits
    Falling Slap             b + P                    both hits are overheads; can
                                                        feint the Falling Slap into
                                                        a special/super which is
                                                        done by performing a 
                                                        special/super just before
                                                        the Falling Slap comes out
    Crouch Punt              d + K                    2 hits; must be blocked low
    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 Emperor Drain      d + K+S
    
    
    Special Moves
    -------------
    Sight Of Heaven W.       qcf + P/S                P=slow, S=fast; will 
                                                        collide with other 
                                                        projectiles as both
                                                        will be "destroyed" in 
                                                        the process
    Empire Heaven Smash      f, d, df + P/S           P=low, S=high
    Eyes Of The Emperor (BS) hcb + P/S                P=stationary teleport, 
                                                        S=teleports behind 
                                                        opponent; invulnerable for
                                                        split second while 
                                                        teleporting; Break Shot
                                                        works for S version only
    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                    
    Emperor God Bop          f, f + P                 elbow must connect (not
                                                        blocked) to perform the
                                                        entire maneuver
    Imperial Exterminator    b, db, d + K in air      will not work on short 
                                                        jumps;  teleports above
                                                        and behind opponent; 
                                                        invulnerable for a split
                                                        second while teleporting;
                                                        can perform an air normal
                                                        after the teleport
    
    
    S. Power Supers
    ---------------
    Emperor Drain            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
    Air Emperor Drain        qcb, f + K+S in air      will not work on short 
                                                        jumps; not only causes 
                                                        damage to opponent, but 
                                                        will also regenerate a 
                                                        portion of Chonshu's 
                                                        lifebar as well; must 
                                                        connect (not blocked) in 
                                                        order to do this however;
                                                        will absorb projectiles
    
    
    P. Power Super
    --------------
    Teio Syukukyo Ken        qcb, f + S               will absorb projectiles
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P      --------> K (*)      -----> S (E)
    P close          P (*, 1)          d + S (_, E)  
    d + P            d + K (*, _)      df + S (*, A, E)
                                      
            
    P in air (O)---> K (1, H, O, E)
                     S (1, H, O, E)
    
    
    Kick Starters
    `````````````
    K      --------> K (*, 1)   -----> S (E)
    K close          d + K (*, 1, _)   d + S (_, E)  
    d + K (_)                          df + S (*, A, E)
                                     
                   
    K in air (O)---> S (1, H, O, E)
    
    
    Strong Starters
    ```````````````
    S close (*)----> S (*)      -----> S         -----> f, b + S (*, A, >, E)
    
    
    
    
    
    *******************************************************************************
    * 3.17 Hon-Fu                                                                 *
    *******************************************************************************
    Colors
    ------
    P - Black pants w/ Red top
    L - Red pants w/ White top
    
    
    
    Throws
    ------
    Leg Toss                 f/b + S close
    Buddhist Bopper          df + S close 
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    Down Nunchaku            S from short jump        overhead
    High Roundhouse          S close                  2 hits
    
    
    Plane Moves
    -----------
    Dive Kick                P from opposite plane    
    Slide Kick               K from opposite plane    must be blocked low
    Reach Kick/Reach Nun.    S from opposite plane    pulls opponent to your 
                                                        plane if attack touches
                                                        them
    Sweep/Nunchaku Sweep     d + S from opposite      must be blocked low; pulls
                               plane                    opponent to your plane 
                                                        if attack touches them
    
    
    Command Moves
    -------------
    Slide Nunchaku Shot      Dash Forward, d + P
    Rising Nunchaku          df + P
    Roundhouse               f + K                    can feint the Roundhouse
                                                        into a special/super which
                                                        is done by performing a 
                                                        special/super just before
                                                        the Roundhouse comes out
    Nunchaku Bop             d + S on downed          pursue attack
                               opponent    
    Side Nunchaku            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
    
    
    Special Moves
    -------------
    Seikuu Rekka Kon (BS)    f, d, df + P/S           P=short, S=further; Break
                                                        Shot for S version only
    Fire Stallion            qcb + P, tap P           if no P is tapped after 
                               repeatedly               move, Hon-Fu will finish 
                                                        with  himself in a "stun";
                                                        tap P in a good rythm to 
                                                        have Hon-Fu finish with a
                                                        fire attack; if the tapped
                                                        P portion is not in a good
                                                        rythm you will again end 
                                                        up in a "stun"
    Heavenly Lightning       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
    Hissho Kyakushu Kyaku    qcb + S                  landing it close will give
                                                        you two hits               
    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
      Nunchaku Bail          360 x 4 immediately      rotate your 360s clockwise
                               after Exploding          if facing right, and
                               Goro connects (not       counter clockwise if
                               blocked)                 facing left
    
    
    P. Power Super
    --------------
    Neo 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 (*)      -----> f + S (*, ^)---> b + S (*, v, E)
    P close (*)|                       S (*, A, E)  
    d + P (*)  |                       d + S (_, E)
               |                       df + S (*, A, E)
               |
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (*, A, E)
    
    
    df + P (*)-----> S (*)      -----> S (*, A, E)
    
    
    P in air (O)---> K (1, H, O, E)
                     S (1, H, O, E)
    
    
    Kick Starters
    `````````````
    K (*)  --------> K (*)      -----> f + S (*, ^)---> b + S (*, v, E)
    K close (*)|                       S (*, A, E) 
               |                       d + S (_, E)
               |                       df + S (*, A, E)
               |
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (*, A, E
    
    
    d + K (*, _)---> K (*)      -----> f + S (*, ^)---> b + S (*, v, E)
               |                       S (*, A, E)  
               |                       d + S (_, E)
               |                       df + S (*, A, E)
               |
               ----> d + K (*, _)----> d + S (_, E)
               |                       df + S (*, A, E
               |
               |
               |
               ----> d + S (*, _)----> d + S (_, E)
    
    
    K in air (O)---> S (1, H, O, E)
    
    
    Strong Starters
    ```````````````
    None
    
    
    
    
    
    *******************************************************************************
    * 3.18 Ryuji Yamazaki                                                         *
    *******************************************************************************
    Colors
    ------
    P - Black costume w/ Blonde hair
    L - Purple costume w/ White hair
    
    
    
    Throw
    -----
    Grab And Toss            f/b + S close  
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    High Kick                S close                  2 hits
    
    
    Plane Moves
    -----------
    Dive Fist                P from opposite plane    
    Dive Kick                K from opposite plane    overhead
    Reach Kick               S from opposite plane    pulls opponent to your 
                                                        plane if attack touches
                                                        them
    Sweep/Hand Sweep         d + S from opposite      must be blocked low; pulls
                               plane                    opponent to your plane 
                                                        if attack touches them
    
    
    Command Moves
    -------------
    Slide Stomach Boot       Dash Forward, d + K
    Down Fist                f + P                    both hits are overheads; can 
                                                        feint the Down Fist into
                                                        a special/super which is
                                                        done by performing a 
                                                        special/super just before
                                                        the Down Fist comes out
    Uppercut Swing           df + P
    Rage Uppercut            K+S in air               knocks the opponent out of 
                                                        the air; can use a High 
                                                        Snake Tamer to hit falling 
                                                        opponent
    Sand Shower              tap S repeatedly when    wake up move
                               you are knocked down
    Hell Stomp               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             move must connect (not 
                                                         blocked) to perform 
                                                         entire maneuver
    Snake Tamer              qcb + P/K/S (hold        P=high, K=mid, S=low; S
                               button to delay)         version must be blocked
                                                        low
      Abort                  L       
      Multi Snake Tamer      release button after     first part must be blocked
                               charging for 3           low
                               seconds                    
    Double Return            qcf + S                  absorbs projectiles; will 
                                                        only absorb Sokaku's 
                                                        Makibishi Masher and will
                                                        only return Mai's Ka Cho 
                                                        Sen; despite its look, 
                                                        Sokaku's Wild Ape Hunting
                                                        can be absorbed or sent
                                                        back as a projectile; will
                                                        not absorb or return super
                                                        projectiles such as 
                                                        Cheng's Bursting Heavens,
                                                        Krauser's Kaiser Wave, etc
      Meter Absorb           perform Double Return    adds significant amount to
                               on a projectile          your super meter
      Projectile             perform Double Return
                               on a projectile and
                               continue to hold S              
    Explosive Headbutt       f, b, d, u + S close     unblockable
    Sado Maso                hcf + K                  high counter attack       
    
    
    S. Power Super
    -------------- 
    Guillotine               hcb, f + K+S             
    
    
    P. Power Super
    -------------- 
    Yondan Drill             360 + S close, tap S     unblockable; tap S:
                               repeatedly to             0-4=level 1, 11 hits
                               empower                   5-8=level 2, 12 hits
                                                         9-12=level 3, 14 hits
                                                         +13=level 4, 27 hits
                                                       
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> K (*)      -----> S         -----> d + S (G, E)
    P close (*)|     S (*, E)          d + S (_, E) 
               |                       df + S (*, A, E)
               |                       
               |
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (*, A, E)
    
    
    d + P (*)------> K (*)      -----> S         -----> d + S (G, E) 
               |                       d + S (_, E)  
               |                       df + S (*, A, E)
               |                       
               |
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (*, A, E)
    
    
    df + P (*)-----> S (*)      -----> S (*)     -----> S (*)  -----> S (*) ----+
                                                                                |
                                                                                |
                                                                                |
                                                                                |
                                               d + S (G, E) <----- b + S     <--+
    
    
    P in air (O)---> S (1, H, O, E)
    
    
    Kick Starters
    `````````````
    K (*)  --------> K (*)      -----> S         -----> d + S (G, E)
    K close (*)|                       d + S (_, E) 
    d + K      |                       df + S (*, A, E)
     (*, _)    |                       
               |
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (*, A, E)
    
    
    K in air (O)---> S (1, H, O, E)
    
    
    Strong Starters
    ```````````````
    None
    
    
    
    
    
    *******************************************************************************
    * 3.19 Blue Mary                                                              *
    *******************************************************************************
    Colors
    ------
    P - Blue pants w/ Green jacket and Blonde hair
    L - Black pants w/ Black jacket and White hair
    
    
    
    Throw
    -----
    Spine Crush               f/b + S close
      Elbow Finish            b, b + S
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    Air Backfist             S from short jump        overhead
    Axe Kick                 K close                  2 hits
    Rising Slap              S close                  2 hits
    
    
    Plane Moves
    -----------
    Dive Palm                P from opposite plane    
    Dive Low Kick            K from opposite plane    must be blocked low
    Reach Kick               S from opposite plane    pulls opponent to your 
                                                        plane if attack touches
                                                        them
    Sweep                    d + S from opposite      must be blocked low; pulls
                               plane                    opponent to your plane 
                                                        if attack touches them
    
    
    Command Moves
    -------------
    Slide Punch              Dash Forward, d + P
    Slide Step Roller        Dash Forward, f + K      second part must be blocked
                                                        low
    Step Roller              b + K                    second part must be blocked
                                                        low
    Leg Drop                 u + S on downed          pursue attack
                               opponent  
    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
    Vertical Arrow (BS)      f, d, df + K
      Mary Snatcher          f, d, df + K             the first part must connect
                                                        (not blocked) for the 
                                                        follow up to be possible
    Straight Slice           Charge b for 2 seconds,  must be blocked low
                               f + K
      Stun Slice             b, f + K                 first part much touch
                                                        opponent for this follow
                                                        up to be possible
    Mary Head Buster         qcb + K                  high counter attack; 
                                                        launches opponent into the
                                                        air; can follow with 
                                                        Vertical Arrow
    Stun Gun Smasher         qcb + S                  counter attack to jump 
                                                        maneuvers and special
                                                        moves (not projectiles)
    Good Night Backbreaker   df, df + P+K close       unblockable
    
    
    S. Power Super
    --------------
    Mary Splash Rose         f, hcf + K+S             dash in must connect (not 
                                                        blocked) in order to 
                                                        perform the entire super
    
    
    P. Power Super
    --------------
    Mary Typhoon             f, hcf + S close         unblockable
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> K (*)      -----> S (*, A, E) 
    P close (*)|     S (*, E)          f + S (*, E) 
               |                       d + S (_, E) 
               |                       df + S (*, A, E)
               |
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (*, A, E)
    
    
    d + P (*)------> K (*)      -----> S (*, A, E) 
               |                       f + S (*, E) 
               |                       d + S (_, E) 
               |                       df + S (*, A, E)
               |
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (*, A, E)
    
    
    P in air (O) --> K (1, H, O, E) 
                     S (1, H, O, E) 
    
    
    Kick Starters
    `````````````
    K (*)  --------> K (*)      -----> S (*, A, E) 
    K close (*)|                       f + S (^, E)
    d + K      |                       d + S (_, E)
     (*, _)    |                       df + S (*, A, E)
               |                                             
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (*, A, E)
            
    
    K in air (O) --> S (1, H, O, E) 
    
    
    Strong Starters
    ```````````````
    S close (*)----> S (*)      -----> S (_)     -----> b, f + K----> u + S (G, E)
    
    
    
    
    
    *******************************************************************************
    * 3.20 EX Blue Mary                                                           *
    *******************************************************************************
     
     To select EX Mary, move to Mary's icon, hold start, K, K, S, S, hold K (while
      still holding start), hold S (while still holding start and K), then P or L 
                      (while still holding start, K, and S)
    
    
    Colors
    ------
    P - Black pants w/ Red jacket 
    L - Black pants w/ Blue jacket 
    
    
    
    Throw
    -----
    Tomi Nage                f/b + S close
      Achilles Hold          f, df, d + S
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    Air Backfist             S from short jump        overhead
    Axe Kick                 K close                  2 hits
    Rising Slap              S close                  2 hits
    
    
    Plane Moves
    -----------
    Dive Palm                P from opposite plane    
    Dive Low Kick            K from opposite plane    must be blocked low
    Reach Kick               S from opposite plane    pulls opponent to your 
                                                        plane if attack touches
                                                        them
    Sweep                    d + S from opposite      must be blocked low; pulls
                               plane                    opponent to your plane 
                                                        if attack touches them
    
    
    Command Moves
    -------------
    Slide Punch              Dash Forward, d + P
    Rising Foot              df + P
    Leg Press                d + K on downed          pursue attack
                               opponent
    Mary Dodge               P+K                      dodges low and high attacks
                                                        (including projectiles)
      Good Night Backbreaker hcb + S when close       unblockable
    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
    -------------
    Mary Snatcher            f, d, df + K             catches airborne opponents
    
      Face Lock              db, f + S                Mary Snatcher must catch 
                                                        opponent in air before 
                                                        this follow up can be
                                                        possible
    Straight Slice           Charge b, f + K /
                               b, f + K
      Mary Crab Clutch       hcf + K                  Straight Slice must connect
                                                        (not blocked) for this
                                                        follow up to be possible
    Mary Spider (BS)         qcf + S                  unblockable
    
    
    S. Power Super
    --------------
    Mary Typhoon             f, hcf + K+S             unblockable
    
    
    P. Power Super
    --------------
    Mary Spinning Toss       P, P, b, K, S            rising knee must connect 
                                                        (not blocked) for entire
                                                        super to be performed
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> S (*, E)   -----> hcb + S (2, E)
    P close (*)
             
           
    d + P (*)------> d + S (*, A, E)
    
    
    P in air (O) --> K (1, H, O, E) 
                     S (1, H, O, E) 
    
    
    Kick Starters
    `````````````
    K (*)  --------> S (*, E)   -----> hcb + S (2, E)
    K close (*)
    
    
    d + K (*, _)---> d + S (*, A, E)
            
    
    K in air (O) --> S (1, H, O, E) 
    
    
    Strong Starters
    ```````````````
    None
    
    
    
    
    
    *******************************************************************************
    * 3.21 Franco Bash                                                            *
    *******************************************************************************
    Colors
    ------
    P - Orange costume
    L - Green costume
    
    
    
    Throw
    -----
    Gut Crunch And Slam      f/b + S close
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    Down Punch               S from short jump        overhead
    Mega Upper               S close                  2 hits
    
    
    Plane Moves
    -----------
    Dive Punch               P from opposite plane    
    Dive Knee                K from opposite plane    overhead
    Backfist/Reach Punch     S from opposite plane    pulls opponent to your 
                                                        plane if attack touches
                                                        them
    Sweep                    d + S from opposite      must be blocked low; pulls
                               plane                    opponent to your plane 
                                                        if attack touches them
    
    
    Command Moves
    -------------     
    Slide Jab                Dash Forward, d + P
    Chopping Kick            f + K                    pushes opponent to opposite
                                                        plane; can feint the 
                                                        Chopping Kick into a 
                                                        special/super which is
                                                        done by performing a 
                                                        special/super just before
                                                        the Chopping Kick comes 
                                                        out
    Rising Uppercut          tap S repeatedly when    wake up attack
                               you are knocked down
    Barom Punch              P+K                      can feint the Barom Punch
                                                        into a special/super which
                                                        is done by performing a
                                                        special/super just before 
                                                        the Barom Punch comes out
    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                  second part is an overhead
    Guts Dunk                qcf, uf + K              the stomp from the last part
                                                        is an overhead
    Golden Bomber            Charge db for 2
                               seconds, f + S
    Waving Blow              hcf + L                  Franco switches to the 
                                                        opposite plane; if 
                                                        opponent is hit by this 
                                                        move they will be dragged
                                                        to the other plane with 
                                                        him
    
    
    S. Power Supers
    ---------------           
    Megaton Scruncher        qcb, db, f + K+S         hold K+S to increase the
                                                        distance of the maneuver
    
    
    P. Power Super
    --------------
    Armageddon Buster        hcb + S                  uppercut must connect (not 
                                                        blocked) in order for the
                                                        whole super to be 
                                                        performed; super stuns 
                                                        opponent
      Super Taunt            do nothing
      
     ---you have the length of time before your P bar runs out or at the end of a---
      ---combination of 12 attacks to perform the following maneuvers in a combo:---
         ---(Note - you can use special moves in your combination, but this will--- 
                        ---effectively end the string of moves)---
    
       Gut Punch             P
       Straight Punch        f + P
       Uppercut              b + P
       Low Punch             d + P
       Knee Strike           K
       Straight Kick         f + K
       Swipe Kick            b + K
       Low Foot              d + K
       Low Blow Uppercut     S
       Reaching Back Kick    f + S
       Low Swipe Kick        d + S
       Barom Punch           P + K
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> K (*)      -----> S (E) 
    P close (*)|     S (*, E)          d + S (_, E)
               |                       df + S (A, E)
               |                       
               |
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (A, E)
    
    
    d + P (*)------> K (*)      -----> S (E) 
               |                       d + S (_, E)
               |                       df + S (A, E)
               |                       
               |
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (A, E)
    
    
    P in air (O)---> S (1, H, O, E)
    
    
    Kick Starters
    `````````````
    K (*)  --------> K (*)      -----> S (E) 
    K close (*)|                       d + S (_, E)
    d + K      |                       df + S (A, E)
     (*, _)    |                       
               |
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (A, E)
    
    
    K in air (O)---> S (1, H, O, E)
    
    
    Strong Starters
    ```````````````
    S close (*)----> S (*)      -----> S (*)     -----> S (*)  -----> f + S (A, E)
    
    
    
    
    
    *******************************************************************************
    * 3.22 Kim Kaphwan                                                            *
    *******************************************************************************
    Colors
    ------
    P - White costume
    L - Black costume
    
    
    
    Throw
    -----
    Taiotoshi                f/b + S close 
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    Cyclone Kick             S far
    Deep Roundhouse          S close                  2 hits
    
    
    Plane Moves
    -----------
    Dive Kick                P from opposite plane    
    Dive Swipe Kick          K from opposite plane    overhead
    Reach Kick               S from opposite plane    pulls opponent to your 
                                                        plane if attack touches
                                                        them
    Sweep                    d + S from opposite      must be blocked low; pulls
                               plane                    opponent to your plane 
                                                        if attack touches them
    
    
    Command Moves
    -------------
    Slide Snap Kick          Dash Forward, d + P
    Axe Kick                 f + K                    overhead
    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 Phoenix Flattner   d + K+S
    
    
    Special Moves
    -------------
    Ku Sajin (BS)            f, d, df + P
    Hakikyaku                qcb + P                  must be blocked low; absorbs
                                                        low projectiles         
    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
      Judgment Kick          df + K                   Hi Sho Kyaku must touch 
                                                        opponent to allow this 
                                                        follow up; must be blocked
                                                        low
     
    
    S. Power Super
    --------------
    Phoenix Kick Dance       hcf + K+S in air         move must connect (not 
                                                        blocked) to perform entire
                                                        super
    
    
    P. Power Super
    --------------
    Phoenix Flattner         qcb, db, f + S           dash in must connect (not
                                                        blocked) to perform entire
                                                        super
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> K (*)      -----> f + S (*, ^)---> b + S (*, v, E)
    P close (*)|                       S (E)  
    d + P (*)  |                       d + S (_, E)
               |                       df + S (*, A, E)
               |
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (*, A, E)
    
    
    P in air-------> K (1, H, 0, E)
      (*, O)         S (1, H, O, E)
    
    
    Kick Starters
    `````````````
    K (*)  --------> K (*)      -----> f + S (*, ^)---> b + S (*, v, E)
    K close (*)|                       S (E)  
    d + K      |                       d + S (_, E)
     (*, _)    |                       df + S (*, A, E)
               |
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (*, A, E)
    
    
    K in air-------> S (1, H, O, E)
      (*, O)         
    
    
    Strong Starters
    ```````````````
    S close (*)----> S (*, A)   -----> f + S     -----> f, d, df + P (E)
    
    
    
    
    
    *******************************************************************************
    * 3.23 Cheng Sinzan                                                           *
    *******************************************************************************
    Colors
    ------
    P - Green shirt
    L - Orange shirt
    
    
    
    Throws
    ------
    Double Hand Toss         f/b + S close  
    Headbutts                df + S close
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    Hop Split                K far
    Head Soften              S close                  2 hits
    
    
    Plane Moves
    -----------
    Dive Palms               P from opposite plane    
    Dive Energy Palms        K from opposite plane    overhead
    Reach Swipe              S from opposite plane    pulls opponent to your 
                                                        plane if attack touches
                                                        them
    Double Foot Sweep        d + S from opposite      must be blocked low; pulls
                               plane                    opponent to your plane 
                                                        if attack touches them
    
    
    Command Moves
    -------------
    Double Orb Attack        f + P                    overhead; can feint the 
                                                        Double Orb Attack into a 
                                                        special/super which is
                                                        done by performing a 
                                                        special/super just before
                                                        the Double Orb Attack 
                                                        comes out
    Prop Tantrum             d + S                    all parts must be blocked low
    Glowing Orb              P+K                      knocks opponent to opposite 
                                                        plane
    Slapping Palm            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 Avalanche Crunch   f + P+K
    Feint Kiten Hinzan       d + P+K
    
    
    Special Moves
    -------------
    Kiten Hinzan             qcf + P                  will collide with other 
                                                        projectiles as both
                                                        will be "destroyed" in 
                                                        the process
    High Kiten Hinzan        f, d, df + P             will collide with other 
                                                        projectiles as both
                                                        will be "destroyed" in 
                                                        the process
    Belly Drum Blast         Charge d for 2 seconds,  use b or f to move; tap P to
                               u + P                    delay move; overhead
    Avalanche Crunch (BS)    Charge b for 2 seconds,  K=short, S=long; Break Shot  
                               f + K/S                  works for S version only
    Full Reverse Pellet      hcb + K                  high counter attack
    
    
    S. Power Super
    --------------
    Bursting Heavens         Charge db for 2 seconds, the projectile itself 
                               qcf + K+S                absorbs other projectiles
    
    
    P. Power Super
    --------------
    Collapse Of Creation     hcb + S                  use b or f to move; the 
                                                        descend portion must
                                                        touch the opponent to
                                                        perform the entire super
                                                             
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> K (*)      -----> S         -----> qcf + S (>, E)
    P close (*)|     S (*, E)          d + S (_, E)  
               |                       df + S (*, A, E)
               |                       
               |
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (*, A, E)
    
    
    
    d + P (*)------> K (*)      -----> S         -----> qcf + S (>, E)
               |                       d + S (_, E)  
               |                       df + S (*, A, E)
               |                       
               |
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (*, A, E)
    
    
    P in air (O)---> S (1, H, O, E)
    
    
    Kick Starters
    `````````````
    K close (*)----> K (*)      -----> S         -----> qcf + S (>, E)
    d + K      |                       d + S (_, E)  
    (*, _)     |                       df + S (*, A, E)
               |                       
               |
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (*, A, E)
    
    
    K in air (O)---> S (1, H, O, E)
    
    
    Strong Starters
    ```````````````
    S close (*)----> S (*)      -----> f + S     -----> b, f + S (E)     
    
    
    
    
    
    ------------------------------------------------------------------------------
    
                  ---to face Geese in a 1 player game:---
    
    1 - Do not lose a round
    2 - Score over 750000 by Krauser match
    3 - Have a score of B or higher in all matches
    
    
    *******************************************************************************
    * 3.24 Geese Howard                                                           *
    *******************************************************************************
    Colors
    ------
    P - Red pants w/ Yellow trim and Flesh Color skin
    L - Black pants w/ Off White trim and Gray skin
    
    
    
    Throws
    ------
    Shinkuu Nage             f/b + S close    
    Mauling Tiger Crunch     df + S close
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    Jump Kick                S from a short jump      overhead
    Backfist                 S close                  2 hits
    
    
    Plane Moves
    -----------
    Dive Elbow               P from opposite plane    
    Dive Low Foot            K from opposite plane    must be blocked low
    Reach Fist               S from opposite plane    pulls opponent to your 
                                                        plane if attack touches
                                                        them
    Sweep                    d + S from opposite      must be blocked low; pulls
                               plane                    opponent to your plane 
                                                        if attack touches them
    
    
    Command Moves
    -------------
    Slide Punch              Dash Forward, d + P
    Slide Tap Kick           Dash Forward, d + K
    Rising Palm              df + P
    Rolling Sweep            b + K                    knocks opponent into 
                                                        opposite 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
    Dive Swipe               P+K                      overhead
    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 Raging Storm       d + K+S
    
                                                              
    Special Moves
    -------------
    Reppu Ken                qcb + P                  absorbs projectiles
    Double Reppu Ken         qcb + S                  absorbs projectiles
    Shippu Ken               qcb + P in air           overhead; absorbs 
                                                        projectiles
      Second Shippu Ken      P                        can control descent with
                                                        b or f; Shippu Ken must be
                                                        performed from high jump 
                                                        for this follow up to be
                                                        possible; overhead; 
                                                        absorbs projectiles
    Shin Shippu Ken          qcb + S in air           overheads; absorbs 
                                                        projectiles
      Shin Shippu Ken F. U.  qcb + S in air           overheads; absorbs 
                                                        projectiles
      Jump Kick              P/K/S                    overhead
    Evil Image Charge (BS)   Charge b, f + K /        dash must connect (not 
                               b, f + K                 blocked) to perform entire
                                                        maneuver
    Evil Image Throw         Charge b, f + S/         dash must connect (not
                               b, f + S                 blocked) to perform entire
                                                        maneuver
    Dragon Throw             hcf + K                  counter attack to jump 
                                                        maneuvers and special
                                                        moves (not projectiles)
    Push Of The Tiger        hcf + S                  high counter; moves opponent
                                                        to other side of him where
                                                        they are "stunned" for a
                                                        split second
                                                              
    
    S. Power Super
    --------------
    Raging Storm             db, hcb, df + K+S        absorbs projectiles
    
    
    P. Power Supers
    ---------------
    Thunder Break            f, df, d + S             hits in both planes; absorbs
                                                        projectiles
    Deadly Rave              hcb, f + P, P, P, K,     dash in must connect (not
                               K, K, S, S, S            blocked) for the entire
                                                        super to be performed
      Finish                 qcb + S 
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> K (*)      -----> f + S (*, ^)---> b + S (*, v, E)     
    P close (*)|     S (*, E)          S (*, A, E)
               |                       d + S (_, E)
               |                       df + S (*, A, E)
               | 
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (*, A, E)
    
    
    
    d + P (*)------> K (*)      -----> f + S (*, ^)---> b + S (*, v, E)     
               |                       S (*, A, E)
               |                       d + S (_, E)
               |                       df + S (*, A, E)
               | 
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (*, A, E)
    
    
    df + P (*)-----> S (*)      -----> S         -----> d + S (G, E)
                     
    
    P in air-------> S (1, H, O, E)
      (*, O)
    
    
    Kick Starters
    `````````````
    K (*)  --------> K (*)      -----> f + S (*, ^)---> b + S (*, v, E)     
    K close (*)|                       S (*, A, E)
    d + K      |                       d + S (_, E)
     (*, _)    |                       df + S (*, A, E)
               | 
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (*, A, E)
    
    
    K in air-------> S (1, H, O, E)
      (*, O)
    
    
    Strong Starters
    ```````````````
    None
    
    
    ===============================================================================
    4. Misc. And Easter Eggs
    ===============================================================================
    
    **********************     
    * 4.1 Special Intros *
    **********************
    
    VS. Special Intros
    ``````````````````
    
    Terry vs Mai
    Terry vs Andy
    Terry vs Tung
    Terry vs Krauser
    Terry vs Geese
    Andy vs Mai
    Andy vs Tung
    Andy vs Geese
    Joe vs Terry/Andy/Billy/Geese
    Mai vs Krauser
    Mai vs Mary
    Duck vs Terry/Geese
    Duck vs Mai/Mary
    Tung vs Cheng
    Bob vs Bob/Laurance
    Bob vs Krauser/Geese
    Billy vs Geese
    Krauser vs Geese
    Krauser vs Krauser
    Laurance vs Mai/Chonrei/Chonshu/Mary
    Laurance vs Krauser/Laurance
    Chonshu vs Kim/Chonrei
    Hon-Fu vs Hon-Fu
    Hon-Fu vs Yamazaki/Cheng
    Yamazaki vs Joe
    Mary vs Terry
    Mary vs Mary
    Mary vs Geese
    Kim vs Krauser/Laurance/Geese
    Kim vs Yamazaki
    Kim vs Kim
    Cheng vs Joe/Krauser/Yamazaki
    
    
    1 Player Special Intros
    ```````````````````````
    vs Joe
    vs Mai
    vs Duck
    vs Tung
    vs Sokaku
    vs Billy
    vs Krauser
    vs Yamazaki
    vs Mary
    vs Bash
    vs Kim
    vs Cheng
    vs Geese
    
    
    *************
    * 4.2 Other *
    *************
    
    -Richard comes out for a special win victroy when Bob beats Krauser in 1
     Player mode
    -Joe has a special win victory if he gets a perfect
    -Krauser has a special win victory if he gets a perfect
    -Hon-Fu has a special win victory if he gets a perfect
    -Kim has a special win victory if he gets a perfect
    -Geese has a special win victory if he gets a perfect
    -Kim will have his sons come out if he is defeated
    -Duck King's chick imitates some of his moves while Duck is performing them
    -Characters such as Michael Max and Jubei will randomly fly by in the air at
     the Beach stage
    -Certain moves that are used to break the right wall (the palm tree trunks) on
     the Beach stage will cause a crab to drop from the sky.  Terry's Crack Shoot
     is a good move to produce this affect.  
    -Sometimes chicks will come out of the right wall on the Japan stage when it
     is destroyed
    -Each character has two time over lose poses (although Bash and Cheng seem
     to use the same one for both situations).  One is for losing the round to a
     time over and the other is for a Draw Game.
    
    
    
    
    ===============================================================================
    5. Conclusion
    ===============================================================================
    
    5.1  What's Missing/Needed
    -Cleanup and corrections
    -Any other misc or easter eggs?  Let me know.
    -If you have anything to add, any corrections I need to make, please email me
    at billy_kane_32@hotmail.com.  Credit will be given for your contribution.
    
    5.2  Credits
    - SNK
    - Gamefaqs
    - ThePatrick for some move motion corrections
    - And me for writing this faq