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General FAQ/Move List
Version 1.5



Table of Contents:

1) Introduction/Disclaimer

2) Version History

3) Story Battle

4) Arcade Battle

5) Time Battle

6) VS. Battle

7) Team Battle

8) Survival

9) Practice

10) Tekken: Devil Within

11) Arcade History

  10a. Starblade
  10b. Tekken AC version
  10c. Tekken 2 Ver.B AC version
  10d. Tekken 3 AC version

12) Theater

13) Customize

14) Options

15) Character Profiles

16) Character Move Lists

17) Contact Information

18) Special Thanks

19) Copyright Information



***1) Introduction/Disclaimer***

This is a general FAQ for the fighting game Tekken 5.  Because this
guide deals in generalities and covers all 30 fighters, this is not
intended to be a severely in-depth analysis on any particular fighter.

Additionally,



***THIS FAQ CAN AND WILL CONTAIN SPOILERS FOR VARIOUS SECTIONS OF
TEKKEN 5.  YOU HAVE BEEN WARNED IN ADVANCE.***



***2) Version History***

Version 1.5:  Redid the key for the move list. Added a section of
Character Profiles.

Version 1.1:  Changes made to the Arcade Battle section. Many thanks
to those who emailed me.

Version 1.0:  First version of the FAQ.  All sections completed, all
modes covered, and all move lists have been included.



***3) Story Battle***

This is one of the two key modes of Tekken 5.  Story Battle is where
you find out each character's intentions for entering the King of the
Iron Fist Tournament 5, as well as what happens when they reach the
end of their journey.

You face nine opponents in Story Battle, and the outline of the nine
stages is more or less like this:

Stage 1: Random opponent

Stage 2: Random opponent

Stage 3: Random opponent

Stage 4: Generally a midpoint character in the story.  Depending on the
character you chose, you will either encounter one of your chief foes
here, or you will encounter someone who merely stands in your way.

Several examples:

If you play as Asuka Kazama, you will encounter Feng Wei, the man who
attacked your father and hospitalized him, during Stage 4. Feng is a
key figure in Asuka's story.

If you play as Mokujin, you will encounter Roger Jr., who will agree
to help you find your children, during Stage 4. Roger Jr. is not a key
figure to Mokujin's story.

Stage 5: Usually another random opponent

Stage 6: Random opponent

Stage 7: Almost always a character key to the story of the character you
have chosen.  Several examples:

If you play as Paul Phoenix, you will encounter Kuma, a fighter who has
long been a thorn in Paul's side, in Stage 7.

If you play as Christie Monteiro, you will encounter Eddy Gordo, a fighter
who does not want you to risk too much for your grandfather, in Stage 7.

Stage 8: Almost always the fighter Devil Jin, with a couple of exceptions.
For example, if you play as Raven, you will meet Heihachi Mishima instead.
If you play as Devil Jin, you will meet Asuka Kazama.

Final Stage: Jinpachi Mishima.  Jinpachi is the man who held the King of
Iron Fist Tournament 5.  He is consumed by an evil entity that transforms
him into a very tough opponent.

*Note: Many people believe that Jinpachi is a very cheap fighter, and I more
or less agree with them.  Jinpachi can do more damage than any other fighter,
and he has two crushing moves:  a stun move that seems to take a very high
priority and stops you in your tracks (and leaves you open to his attacks),
and a fireball attack that MUST be sidestepped, or you will lose more than
half your health in one blast.  Most characters have jump-in moves or other
moves that Jinpachi seldom blocks, so use those to your advantage!


After defeating Jinpachi, you will see your character's ending. Some endings
are serious and provide a good deal of insight into the character's life,
but some endings are comical and simply provide a lighthearted conclusion to
a hard day's work in the King of Iron Fist Tournament.  Whatever the case may
be, enjoy your ending!

Additionally, completing Story Battle multiple times will unlock nine of the
ten hidden fighters in Tekken 5.

Beat Story Mode once = unlock Roger Jr.

Beat Story Mode twice = unlock Anna Williams

Beat Story Mode three times = unlock Baek Doo San

Beat Story Mode four times = unlock Bruce Irvin

Beat Story Mode five times = unlock Wang Chirei

Beat Story Mode six times = unlock Kuma/Panda

Beat Story Mode seven times = unlock Ganryu

Beat Story Mode eight times = unlock Mokujin

Beat Story Mode nine times = unlock Heihachi Mishima

Please note that you MUST beat Story Battle each time with a different fighter
in order to unlock the hidden character.

One final note, every time you beat Story Battle with a new fighter, you will
earn 100,000G for customizing your fighters.




***4) Arcade Battle***

Arcade Battle is the other main mode of Tekken 5.  In Arcade Battle, you are
to select a character with whom you will raise from the ranks of Beginner, all
the way to the echelon of Tekken Lord.

After you select a character, you will fight your first opponent, who will be
selected for you based on your character's ranking.  After beating him/her, as
you watch your fighter celebrate, you are given four options:  the fighter on
the top (whom you can choose to fight by pressing Up on the D-pad), the fighter
in the middle (whom you can choose by pressing Right on the D-pad), the fighter
on the bottom (Down on the D-pad), or Exit out of Arcade Battle (Left on the
D-pad).  You are given the name of the fighter and their ranking. Think fast,
though! You are not given too much time to make your decision.

For each fight you win, you are awarded money for customization. The amount
you receive depends on how much higher your opponent's ranking is than your
own.

The believed formula, as given to me by Dion Riojas:

Beat someone the same rank as you = 1000G

Beat someone ranked higher than you = 1000G + 100G for each rank higher than
you (100G bonus for one rank higher, 200G for two ranks higher, etc.)

Beat anyone ranked lower than you = 800G

Beat a Warlord or higher (see below) = 1000G bonus (is not dependent on your
ranking)

If you lose a fight to a character, and you opt to continue, you are allowed
to change your character if you so desire.  Regardless of which character you
choose and their ranking, your opponent's rank will not be changed.

The ranking list is roughly:

Beginner   ---lowest ranking
9th kyu
8th kyu
7th kyu
6th kyu
5th kyu
4th kyu
3rd kyu
2nd kyu
1st kyu
---
1st dan
2nd dan
3rd dan
4th dan
5th dan
---
Shihan
Expert
Master
Virtuoso
Champion
Legend
Sage
Warlord
Conqueror
Deity
Tekken Lord  ---highest ranking

The more you fight and win, the higher your ranking will go.  However, if you
lose several fights in a row, you will be at risk of being demoted.

Additionally, on occasion, you will receive an opportunity for a roulette. A
Tekken Roulette will take the amount of money you win from the fight, should
you win, and multiply it by either 2, 3, 5, or 10, depending on what the
roulette hits.  You will know that a fight has a Tekken Roulette feature when
the top left of the screen flashes red.  Be sure to win as many roulette
matches as you can!

*Note: On one occasion, I was playing Arcade Battle for an extended amount
of time, and from Stages 45-54 or so, I received 8-10 consecutive roulette
battles.  Obviously this netted me a LOT of funds, but I have no idea if such
a roulette streak is the result of persistence and getting to Stage 45, or if
the streak is the result of dumb luck over and over again.  If I receive any
information through my playing, I will let you know.



***5) Time Attack***

Time Attack will allow you to compete against the computer in a race against
the clock.  Your goal is to win all of your fights as fast as you can. You
are allowed continues, but you may not select different characters.

Time Attack will take you through nine stages, the last of which being that
lovable old demon, Jinpachi Mishima (and he's no pushover).

Track your fastest times by selecting Records under the Options menu.

(Note: The difficulty of Time Attack is not dependent on your difficulty
settings or fight round settings under the Options menu.)



***6) VS. Battle***

Versus Battle allows you to complete against your friends (who use the 2P
controller).  For added challenge/fairness, you may compete under a handicap
(give yourself more or less health depending on your desires). 

After selecting your fighters, you are allowed to either pick a random stage
to battle, or you may cycle through the stages by using the left and right
keys on the D-pad.



***7) Team Battle***

Team Battle is either one-player or two-player, your choice.  In Team Battle,
each player selects between one and eight fighters on their team, and the two
teams battle.

If you defeat a member of the other team, your fighter will gain a small
amount of health for the next fighter.  However, if you lose, you will have to
resort to the next fighter.  The battle ends when one team is out of fighters.

If you fight the computer, you will not know who you are up against until that
fighter is up for battle.



***8) Survival***

Survival mode is one of the greatest tests a fighter can face!  In this mode,
you select your fighter, and your goal is to defeat as many fighters as you
can before dying.  After defeating an enemy, you replenish a little health.
The enemies are progressively more difficult to defeat.

Survival mode ends when you run out of health and are defeated by the computer.
You must defeat at least seven opponents to overtake the default score on the
Records list.

(Note: The difficulty of Survival is not dependent on your difficulty
settings or fight round settings under the Options menu.)



***9) Practice***

Practice allows you to try out new characters or just fine-tune your skills
with a fighter you already know.

There are three submodes within the Practice mode:

Freestyle: practice against a training dummy.  The dummy can be "programmed"
to stand there, block, dodge, or be controlled by the 2P controller.

Vs. CPU Training: fight the computer on the selected difficulty level. There
is no maximum of how much damage you can take; you decide when the match is
over.

Defensive Training: train to dodge specific attacks from a computer opponent.
Select which move you want to train against through the Command List, and press
Select for your computer opponent to start attacking (oh, how I wish Jinpachi
were available for use in this mode!).



***10) Tekken: Devil Within***

In Tekken: Devil Within, you control Jin Kazama in a 3-D action game. The basis
of this game is to learn of Jin's past and the history of the devil gene he
possesses.

There is a spectacular Devil Within FAQ on GameFAQs which I recommend if you
would like in-depth strategy on the game.  I have only played through Devil
Within twice, once to unlock Devil Jin and Starblade, and again to find some
of the goodies.  I cannot help too much with any Devil Within questions you
might have, but if you want to ask them, I'll do my best.

General Controls:

Left analog stick = Move

Right analog = Control camera

R3 (press right analog) = Reset camera

L1 button = Special Attack

L2 = Change lock-on target

R1 = Lock on

R2 = Change lock-on target

Circle = Jump

X = Kick

Triangle = Guard

Square = Punch

Start = Pause

Select = Show/hide map

L1+Triangle = Turn into Devil Jin


General strategies:

-If you come to an area with a locked door, defeat all the enemies in the
area. That should unlock the door.

-Learn to guard well, especially when fighting groups of enemies. If your
health runs out, it's game over, and that hurts your ranking at the end
of the stage.

-Most things in the lab can be destroyed. Be sure to explore every nook and
cranny for hidden goodies, health bonuses, or extra money.

-Starblade, the arcade game, is hidden on Stage 4-2. Be on the lookout.

-Defeating Devil Within is the easy way to unlock the last character, Devil
Jin.  The hard way requires you to play hundreds of matches after unlocking
Heihachi.

-Completing Devil Within gives you a _huge_ amount of money. Don't pass it
up.

-Playing through Devil Within a second time allows you to find hidden goodies
worth your time and effort.



***11) Arcade History***

Arcade History allows you to play three older versions of Tekken and Starblade,
an old shooter by Namco.

With all three Tekken games, controls are essentially identical to the default
settings of Tekken 5:  LP = Square, RP = Triangle, LK = X, RK = Circle.
Holding Select will give you access to the Options menu, which will allow you
to change the difficulty, fight count, timer, and other options.

*Note: The move lists of the characters within the first three Tekken games
may not match up with the move lists of those characters in Tekken 5. It would
be preferable if you checked some Tekken/Tekken 2/Tekken 3 move lists to make
sure certain moves are there.  Then again, you could always just use trial and
error. :)


11a) Starblade

Starblade is the shooter you can briefly play while Tekken 5 loads. Control the
aiming device with the left analog stick and fire upon any and all ships that
might come at you.  Be careful that you don't run out of health.


11b) Tekken AC version

This is the original Tekken.  The graphics might look raggedy by today's
standards, but back in the day, all the hipsters were playing it (I think...
I was still playing Street Fighters and Mortal Kombats back in the day).

The following fighters can be used in Tekken:

Yoshimitsu
Nina Williams
Marshall Law
Kazuya Mishima
Paul Phoenix
Jack
King
Michelle Chang

You will face the other seven fighters, then a special opponent, then Heihachi.


11c) Tekken 2 ver. B AC version

This is the arcade version of Tekken 2.  Graphics are better than Tekken. This
is the first Tekken that I played, as well (not like you care).

The following fighters are playable:

Jun Kazama
Yoshimitsu
Nina Williams
Marshall Law
Heihachi Mishima
Paul Phoenix
Jack-2
King
Michelle Chang
Lei Wulong
Kazuya Mishima
Wang Chirei
Kunimitsu
Anna Williams
Baek Doo San
Lee Choalin
Devil/Angel
Kuma/Panda
Prototype Jack
Armor King
Ganryu
Bruce Irvin
Roger/Alex

You will face eight fighters, then Kazuya (or Heihachi if you play as Kazuya),
then Devil.


11d) Tekken 3 AC version

This is the arcade version of Tekken 3.  Again, graphics have improved. Tekken
3 is the best of the Playstation generation Tekken games, and I recommend that
you buy this game if you do not have it already. It is likely inexpensive.

The following fighters are playable:

Ling Xiaoyu
Yoshimitsu
Nina Williams/Anna Williams
Forrest Law
Hwoarang
Eddy Gordo/Tiger
Paul Phoenix
King
Lei Wulong
Jin Kazama
Bryan Fury
Kuma/Panda
Heihachi Mishima
Ogre
True Ogre
Julia Chang
Gun Jack
Mokujin

(what, no Gon or Dr. B?)

You will face eight fighters, then Heihachi, then Ogre, then True Ogre.



***12) Theater***

Theater is where you can enjoy all of the intro and ending movies you have
unlocked through Story Battle.  To unlock movies, all you have to do is see
them as you progress through Story Battle.

Use the X button to play a movie, and press Triangle to stop it.

Additionally, you can access all of the background themes in Tekken 5.

Enjoy!



***13) Customize***

Customize is where you can change your player name and purchase odds and ends
for your fighters.  These purchases will not affect your fighters' abilities
in any way, but they look nice and add a little personality to the otherwise
bland generic costumes.

Below are all the items buyable for all characters.  Keep in mind that each
of the two default costumes for each characters have a different set of items
to buy, with a few exceptions (most characters have shared items between
their two costumes that only need to be purchased once).

Happy shopping!

Roger Jr.

Primary costume (LP or RP)

Head: Headgear (200,000 G)
      Cap (150,000 G)
      Lace Cap (120,000 G)
      Floral Crown (150,000 G)

Face: Snorkel (60,000 G)
      Plastic Nose (150,000 G)
      Sunglasses (60,000 G)
      Glasses (60,000 G)

Upper Body: Pacifier (300,000 G)
            Cap & Bow Tie (500,000 G)
            Sunglasses (120,000 G)
            Bear Trap (60,000 G)

Lower Body: Coin Purse (30,000 G)
            Camera (60,000 G)
            Child's Drum (120,000 G)
            Fins (150,000 G)

Color 1: Mother's gloves
White (18,000 G)
Black (18,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Light Blue (8,000 G)
Pink (8,000 G)

Color 2: Mother's wrist tape
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Light Blue (8,000 G)
Pink (8,000 G)

Color 3: Children's gloves
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Light Blue (8,000 G)
Pink (8,000 G)

Secondary outfit (LK or RK)

Head: Headgear (200,000 G)
      Cap (150,000 G)
      Lace Cap (120,000 G)
      Floral Crown (150,000 G)

Face: Snorkel (60,000 G)
      Plastic Nose (150,000 G)
      Sunglasses (60,000 G)
      Glasses (60,000 G)

Upper Body: Pacifier (300,000 G)
            Cap & Bow Tie (500,000 G)
            Sunglasses (120,000 G)
            Bear Trap (60,000 G)

Lower Body: Coin Purse (30,000 G)
            Camera (60,000 G)
            Child's Drum (120,000 G)
            Fins (150,000 G)

Color 1: Mother's gloves
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Light Blue (8,000 G)
Pink (8,000 G)

Color 2: Mother's wrist tape
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Light Blue (8,000 G)
Pink (8,000 G)

Color 3: Children's gloves
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Orange (8,000 G)
Light Blue (8,000 G)
Pink (8,000 G)

No third costume.

---

Anna Williams

Primary costume (LP or RP)

Head: Maid Hat (500,000 G)
      Japanese Hairstyle (200,000 G)
      Witch Hat (80,000 G)

Face: Glasses (60,000 G)
      Party Mask (120,000 G)
      Red (8,000 G) Glasses (50,000 G)

Upper Body: Fashion Bra (300,000 G)
            Bells (60,000 G)
            Necklace (30,000 G)

Lower Body: Knife (30,000 G)
            Tail (150,000 G)
            Anklet (40,000 G)

Color 1: Bow
White (18,000 G)
Black (18,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Purple (8,000 G)
Pink (8,000 G)
Light Blue (8,000 G)

Color 2: Dress and arms
White (18,000 G)
Black (18,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Purple (8,000 G)
Pink (8,000 G)
Light Blue (8,000 G)

Color 3: Heels
White (18,000 G)
Black (18,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Purple (8,000 G)
Pink (8,000 G)
Light Blue (8,000 G)

Secondary costume (LK or RK)

Head: Nurse Cap (300,000 G)
      Short Hair (500,000 G)
      Witch Hat (80,000 G)

Face: Sunglasses (60,000 G)
      Mask (200,000 G)
      Red Glasses (50,000 G)

Upper Body: Stethoscope (120,000 G)
            Corsage (60,000 G)
            Necklace (30,000 G)

Lower Body: Gem Anklet (30,000 G)
            Fashion Boots (150,000 G)
            Anklet (40,000 G)

Color 1: Hat and coat
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Yellow (8,000 G)
Light Blue (8,000 G)
Orange (8,000 G)
Purple (8,000 G)
Pink (8,000 G)

Color 2: Skirt
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Yellow (8,000 G)
Light Blue (8,000 G)
Orange (8,000 G)
Purple (8,000 G)
Pink (8,000 G)


Color 3: Boots
White (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Light Blue (8,000 G)
Orange (8,000 G)
Purple (8,000 G)
Pink (8,000 G)

Third costume:
Costs 500,000 G, selected with RP (overrides primary outfit)
Third costume cannot be modified.

---

Baek Doo San

Primary costume (LP or RP)

Head: Bandanna (150,000 G)
      Headgear (120,000 G)
      Natural Hairstyle (80,000 G)

Face: Eye-patch (300,000 G)
      Hero Mask (200,000 G)
      Bifocals (40,000 G)

Upper Body: Pendant (30,000 G)
            Chest Protector (500,000 G)
            Sandbag (30,000 G)

Lower Body: Leg Protectors (60,000 G)
            Lute (60,000 G)
            Open-fingered gloves (50,000 G)

Color 1: Jacket
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Brown (8,000 G)
Green (8,000 G)
Yellow (8,000 G)
Purple (8,000 G)

Color 2: Pants
White (18,000 G)
Black (18,000 G)

Red (8,000 G)
Blue (8,000 G)
Brown (8,000 G)
Green (8,000 G)
Yellow (8,000 G)
Purple (8,000 G)

Color 3: Symbol on back
White (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Brown (8,000 G)
Green (8,000 G)
Yellow (8,000 G)
Purple (8,000 G)
Beige (8,000 G)

Secondary costume (LK or RK)

Head: No Hat (120,000 G)
      Topknot (200,000 G)
      Natural Hairstyle (80,000 G)

Face: Sunglasses (60,000 G)
      Party Mask (500,000 G)
      Bifocals (40,000 G)

Upper Body: Scarf (150,000 G)
            Attache Case (300,000 G)
            Sandbag (30,000 G)

Lower Body: Baton (30,000 G)
            Whip (60,000 G)
            Open-fingered gloves (50,000 G)

Color 1: Coat and hat
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Gray (8,000 G)
Brown (8,000 G)
Green (8,000 G)
Blue (8,000 G)
Purple (8,000 G)

Color 2: Vest, shirt, and shoes
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Gray (8,000 G)
Brown (8,000 G)
Green (8,000 G)
Blue (8,000 G)
Purple (8,000 G)

Color 3: Pants
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Gray (8,000 G)
Brown (8,000 G)
Green (8,000 G)
Blue (8,000 G)
Purple (8,000 G)

No third costume.

---

Mokujin

Mokujin has no customizable parts.

---

Devil Jin

Primary costume (LP or RP)

Head: Devil Horns (200,000 G)
      Antlers (200,000 G)
      Horns (300,000 G)

Face: No Horns (150,000 G)
      Long Hair (300,000 G)
      Kazuya (500,000 G)

Upper Body: Skull Necklace (120,000 G)
            Gauntlets (200,000 G)
            Shield (300,000 G)


Lower Body: Chain Belt (60,000 G)
            Leg Chains (60,000 G)
            Shinguards (200,000 G)

Color 1: Wings
White (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Purple (8,000 G)
Light Blue (8,000 G)
Lime Green (8,000 G)

Color 2: Arms
White (18,000 G)
Black (18,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Purple (8,000 G)
Light Blue (8,000 G)
Lime Green (8,000 G)

Color 3: Other parts of the pants with flames
White (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Purple (8,000 G)
Light Blue (8,000 G)
Lime Green (8,000 G)

Secondary costume (LK or RK)

Head: Devil Horns (200,000 G)
      Antlers (200,000 G)
      Horns (300,000 G)

Face: No Horns (150,000 G)
      Long Hair (300,000 G)
      Kazuya (500,000 G)

Upper Body: Skull Necklace (120,000 G)
            Gauntlets (200,000 G)
            Shield (300,000 G)

Lower Body: Chain Belt (60,000 G)
            Leg Chains (60,000 G)
            Shinguards (200,000 G)

Color 1: Wings
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Purple (8,000 G)
Brown (8,000 G)
Light Blue (8,000 G)

Color 2: Arms

Black (18,000 G)
Red (8,000 G)
Blue (8,000 G) 

Yellow (8,000 G)
Green (8,000 G)
Purple (8,000 G)
Brown (8,000 G)
Light Blue (8,000 G)

Color 3: Flames
Black (18,000 G)
Gray (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Purple (8,000 G)
Brown (8,000 G)
Light Blue (8,000 G)

No third costume.

---

Ganryu

Primary costume (LP or RP)

Head: Disheveled Hair (200,000 G)
      Topknot (300,000 G)
      Ponytail (50,000 G)

Face: Bushy Sideburns (150,000 G)
      Headplate (60,000 G)
      Nerd Glasses (40,000 G)

Upper Body: Poultice (30,000 G)
            Japanese Purse (60,000 G)
            Katana (80,000 G)

Lower Body: Shrine Ornament (120,000 G)
            Sumo Loincloth (500,000 G)
            Straw Sandals (30,000 G)

Color 1: Wrist wraps
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Light Blue (8,000 G)
Purple (8,000 G)
Lime Green (8,000 G)

Color 2: Mamashi
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Light Blue (8,000 G)
Lime Green (8,000 G)

Color 3: Ankle wraps
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Light Blue (8,000 G)
Purple (8,000 G)
Lime Green (8,000 G)

Secondary costume (LK or RK)

Head: Samurai Hat (200,000 G)
      Grandma Hairstyle (300,000 G)
      Ponytail (50,000 G)

Face: Thief's Scarf (500,000 G)
      Sunglasses (60,000 G)
      Nerd Glasses (40,000 G)

Upper Body: Red Sea Bream (150,000 G)
            Fireman's Lance (60,000 G)
            Katana (80,000 G)

Lower Body: Shogun's Fan (120,000 G)
            Japanese Lantern (30,000 G)
            Straw Sandals (30,000 G)

Color 1: Jacket
White (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Purple (8,000 G)
Orange (8,000 G)
Light Blue (8,000 G)

Color 2: Hakama
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Purple (8,000 G)
Orange (8,000 G)
Light Blue (8,000 G)

Color 3: Leg and hand supporters
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Purple (8,000 G)
Orange (8,000 G)
Light Blue (8,000 G)

Third costume:
Costs 500,000 G, selected with RP (overrides primary outfit)
Third costume cannot be modified.

---

Wang Chirei

Primary costume (LP or RP)

Head: Topknot (200,000 G)
      Ornate Hat (300,000 G)
      Bald Head (80,000 G)

Face: Theater Mask (150,000 G)
      Glasses (60,000 G)
      Sunglasses (40,000 G)

Upper Body: Chinese Fan (500,000 G)
            Cane (120,000 G)
            Traveling Salesman (50,000 G)

Lower Body: Chinese Sword (60,000 G)
            Gourd (30,000 G)
            Hoe (30,000 G)

Color 1: Hat
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Purple (8,000 G)
Lime Green (8,000 G)

Color 2: Jacket
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Purple (8,000 G)
Lime Green (8,000 G)
Brown (8,000 G)

Color 3: Pants
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Purple (8,000 G)
Lime Green (8,000 G)
Brown (8,000 G)

Secondary costume (LK or RK)

Head: Chinese Hat (150,000 G)
      Monk Hat (200,000 G)
      Bald Head (80,000 G)

Face: Green Sunglasses (120,000 G)
      No Glasses (60,000 G)
      Sunglasses (40,000 G)

Upper Body: Prayer Beads (30,000 G)
            Monkey (500,000 G)
            Traveling Salesman (50,000 G)

Lower Body: Pipe (60,000 G)
            Paper Umbrella (300,000 G)
            Hoe (30,000 G)

Color 1: Jacket
White (18,000 G)
Black (18,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Dark Yellow (8,000 G)
Purple (8,000 G)
Light Blue (8,000 G)

Color 2: Pants
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Dark Yellow (8,000 G)
Light Blue (8,000 G)

Color 3: Shoes
White (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Dark Yellow (8,000 G)
Purple (8,000 G)
Light Blue (8,000 G)

No third costume.

---

Bruce Irvin

Primary costume (LP or RP)

Head: Cornrows (300,000 G)
      Headgear (60,000 G)
      Swimming Cap (80,000 G)

Face: Sideburns (60,000 G)
      Bandage (30,000 G)
      Swimming Goggles (50,000 G)

Upper Body: Chick (500,000 G)
            Gloves (200,000 G)
            Necklace (30,000 G)

Lower Body: Shinguards (120,000 G)
            Champion's Belt (150,000 G)
            Sledgehammer (40,000 G)

Color 1: Tape
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Pink (8,000 G)
Brown (8,000 G)
Light Blue (8,000 G)

Color 2: Shorts
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Pink (8,000 G)
Brown (8,000 G)
Light Blue (8,000 G)

Color 3: Tape on legs
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Pink (8,000 G)
Brown (8,000 G)
Light Blue (8,000 G)

Secondary costume (LK or RK)

Head: Afro (500,000 G)
      Bike Helmet (300,000 G)
      Swimming Cap (80,000 G)

Face: Sunglasses (120,000 G)
      Earring (30,000 G)
      Swimming Goggles (50,000 G)

Upper Body: Saxophone (150,000 G)
            Bracelet (60,000 G)
            Necklace (30,000 G)

Lower Body: Chain (60,000 G)
            Rose (200,000 G)
            Sledgehammer (40,000 G)

Color 1: Tank Top
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Purple (8,000 G)
Light Blue (8,000 G)

Color 2: Pants
White (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Purple (8,000 G)
Light Blue (8,000 G)

Color 3: Boots
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Purple (8,000 G)
Light Blue (8,000 G)

Third costume:
Costs 500,000 G, selected with RP (overrides primary outfit)
Third costume cannot be modified.

---

Kuma/Panda

Primary costume (LP or RP) - Kuma

Head: Baseball Cap (200,000 G)
      Mohawk (150,000 G)
      Bird's Nest (50,000 G)

Face: Muzzle (120,000 G)
      Cool Shades (60,000 G)
      Sunglasses (40,000 G)

Upper Body: Unicycle (60,000 G)
            Salmon (300,000 G)
            Paws (80,000 G)

Lower Body: Inner-tube (500,000 G)
            Honey Jar (30,000 G)
            Glowing Anklets (30,000 G)


Color 1: Fur
White (18,000 G)
Black (18,000 G)
Yellow (8,000 G)
Green (8,000 G)
Red (8,000 G)
Orange (8,000 G)
Pink (8,000 G)
Light Blue (8,000 G)

Secondary costume (LK or RK) - Panda

Head: Party Hat (150,000 G)
      Straw Hat (200,000 G)
      Bird's Nest (50,000 G)

Face: Blushed Cheeks (500,000 G)
      Tongue (300,000 G)
      Sunglasses (40,000 G)

Upper Body: Bamboo Leaves (60,000 G)
            Pouch (60,000 G)
            Paws (80,000 G)

Lower Body: Bunny Slippers (120,000 G)
            Tail Ribbon (30,000 G)
            Glowing Anklets (30,000 G)

Color 1: Bracelets
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Purple (8,000 G)

No third costume.

---

Craig Marduk

Primary costume (LP or RP)

Head: Armet (500,000 G)
      Habergeon (150,000 G)
      Dreadlocks (80,000 G)

Face: Restraint Mask (120,000 G)
      Sunglasses (60,000 G)
      Goggles (30,000 G)

Upper Body: Shield (60,000 G)
            Champion's Belt (200,000 G)
            Boomerang (40,000 G)

Lower Body: Shinguards (300,000 G)
            Bananas (30,000 G)
            Champion's Belt (50,000 G)

Color 1: Gloves
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Orange (8,000 G)
Purple (8,000 G)
Pink (8,000 G)

Color 2: Shorts
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Orange (8,000 G)
Purple (8,000 G)
Pink (8,000 G)

Color 3: Knee Brace
White (18,000 G)

Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Orange (8,000 G)
Purple (8,000 G)
Pink (8,000 G)

Secondary costume (LK or RK)

Head: Knit Cap (150,000 G)
      Pirate Hat (300,000 G)
      Dreadlocks (80,000 G)

Face: Eye-patch (200,00 G)
      No Sunglasses (60,000 G)
      Goggles (30,000 G)

Upper Body: Shirtless (500,000 G)
            Morning Star (60,000 G)
            Boomerang (40,000 G)

Lower Body: Viking Axe (120,000 G)
            Buckle (30,000 G)
            Champion's Belt (50,000 G)

Color 1: Jacket
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Purple (8,000 G)
Sea Green (8,000 G)

Color 2: Gloves
White (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Purple (8,000 G)
Sea Green (8,000 G)
Brown (8,000 G)

Color 3: Pants
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Purple (8,000 G)
Sea Green (8,000 G)

No third costume.

---

Marshall Law

Primary costume (LP or RP)

Head: Bowl Head (150,000 G)
      Bun (200,000 G)
      Natural Hairstyle (50,000 G)

Face: Sideburns (120,000 G)
      Beijing Opera Mask (300,000 G)
      70's Sunglasses (30,000 G)

Upper Body: Chest Plate (500,000 G)
            Giant Brush (60,000 G)
            Nunchaku (40,000 G)

Lower Body: Tonfa (60,000 G)
            Leg Ties (30,000 G)
            Yellow Nunchaku (80,000 G)

Color 1: Belt
White (18,000 G)
Black (18,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Plum (8,000 G)
Purple (8,000 G)
Light Blue (8,000 G)

Color 2: Pants
White (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Plum (8,000 G)
Purple (8,000 G)
Light Blue (8,000 G)

Color 3: Wrist
White (18,000 G)
Red (8,000 G)

Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Plum (8,000 G)
Purple (8,000 G)
Light Blue (8,000 G)

Secondary costume (LK or RK)

Head: Chef's Hat (200,000 G)
      Chauffeur's Hat (300,000 G)
      Natural Hairstyle (50,000 G)

Face: Black Sunglasses (60,000 G)
      Black Mask (500,000 G)
      70's Sunglasses (30,000 G)

Upper Body: Frying Pan (60,000 G)
            River Crabs (150,000 G)
            Nunchaku (40,000 G)

Lower Body: Ladle (30,000 G)
            Broadsword (120,000 G)
            Yellow Nunchaku (80,000 G)

Color 1: Jacket
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Purple (8,000 G)
Cadet Blue (8,000 G)

Color 2: Pants
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Purple (8,000 G)
Cadet Blue (8,000 G)

Color 3: Shoes
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Purple (8,000 G)
Cadet Blue (8,000 G)

Third costume:
Costs 500,000 G, selected with RP (overrides primary outfit)
Third costume cannot be modified.

---

Hwoarang

Primary costume (LP or RP)

Head: Baseball Cap (200,000 G)
      Unkempt Hair (500,000 G)
      Bandanna (50,000 G)

Face: Earrings (120,000 G)
      Bandage (60,000 G)
      Sunglasses (40,000 G)

Upper Body: Rocket Pendant (30,000 G)
            Towel (150,000 G)
            Heihachi Trophy (80,000 G)

Lower Body: Brass Knuckles (300,000 G)
            Spray Can (60,000 G)
            Wallet Chain (30,000 G)


Color 1: Gloves
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Lime Green (8,000 G)
Light Blue (8,000 G)
Purple (8,000 G)

Color 2: Bandanna and jacket
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Lime Green (8,000 G)
Light Blue (8,000 G)
Purple (8,000 G)

Color 3: Pants
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Lime Green (8,000 G)
Light Blue (8,000 G)
Purple (8,000 G)

Secondary costume (LK or RK)

Head: Cowboy Hat (150,000 G)
      Playboy Hairstyle (500,000 G)
      Bandanna (50,000 G)

Face: Hachimaki (200,000 G)
      Bike Mask (120,000 G)
      Sunglasses (40,000 G)

Upper Body: Electric Guitar (60,000 G)

            Shoulder Plates (300,000 G)
            Heihachi Trophy (80,000 G)

Lower Body: Heel Knife (30,000 G)
            Denim Jacket (60,000 G)
            Wallet Chain (30,000 G)

Color 1: Vest
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Purple (8,000 G)
Sea Green (8,000 G)

Color 2: Boots
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Purple (8,000 G)
Sea Green (8,000 G)

Color 3: Side of the pants
White (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Purple (8,000 G)
Sea Green (8,000 G)

Third costume:
Costs 500,000 G, selected with RP (overrides primary outfit)
Third costume cannot be modified.

---

King

Primary costume (LP or RP)

Head: Silver Mask (300,000 G)
      Cartoon Mask (500,000 G)
      Lion's Mane (60,000 G)
      Fangs (120,000 G)
      Vale Tudo Mask (900,000 G)
      Whiskers (30,000 G)

Upper Body: Bamboo Sword (60,000 G)
            Lei (200,000 G)
            Iron Chain (40,000 G)

Lower Body: Pointed Boots (30,000 G)
            Leg-warmers (150,000 G)
            Champion's Belt (80,000 G)

Color 1: Gloves and elbow pads
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Green (8,000 G)
Light Blue (8,000 G)
Purple (8,000 G)
Lime Green (8,000 G)

Color 2: Tights
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Light Blue (8,000 G)
Purple (8,000 G)
Lime Green (8,000 G)

Color 3: Leg guards
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Green (8,000 G)
Light Blue (8,000 G)
Purple (8,000 G)
Lime Green (8,000 G)

Secondary costume (LK or RK)

Head: Black Horns (200,000 G)
      Red Mohawk (120,000 G)
      Armor King Mask (500,000 G)
      Crown (300,000 G)
      Vale Tudo Mask (900,000 G)
      Whiskers (30,000 G)

Upper Body: Missionary Collar (60,000 G)
            Sombrero (60,000 G)
            Iron Chain (40,000 G)

Lower Body: Split Tail (150,000 G)
            Bat with Nails (30,000 G)
            Champion's Belt (80,000 G)

Color 1: Gloves
White (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Brown (8,000 G)
Purple (8,000 G)
Light Blue (8,000 G)

Color 2: Jacket
White (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Brown (8,000 G)
Purple (8,000 G)
Light Blue (8,000 G)

Color 3: Pants
White (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Brown (8,000 G)
Purple (8,000 G)
Light Blue (8,000 G)

No third costume.

---

RAVEN

Primary costume (LP or RP)

Head: Cornrows (200,000 G)
      Hachigane (120,000 G)
      Straw Hat (50,000 G)

Face: Blindfold (300,000 G)
      No Sunglasses (500,000 G)
      Half-mask (40,000 G)

Upper Body: Knife Holster (60,000 G)
            Long Scarf (150,000 G)
            Giant Scroll (80,000 G)

Lower Body: Kunai (30,000 G)
            Shinguards (60,000 G)
            Jutte (30,000 G)

Color 1: Rope
White (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)

Green (8,000 G)
Purple (8,000 G)
Brown (8,000 G)
Sea Green (8,000 G)


Color 2: Suit and gloves
White (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Purple (8,000 G)
Brown (8,000 G)
Sea Green (8,000 G)

Color 3: Armor plates
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Purple (8,000 G)
Brown (8,000 G)
Sea Green (8,000 G)

Secondary costume (LK or RK)

Head: Mendicant Hat (150,000 G)
      Demon's Horns (500,000 G)
      Straw Hat (50,000 G)

Face: Robot Mask (300,000 G)
      Ninja Mask (200,000 G)
      Half-mask (40,000 G)

Upper Body: Shoulder Plates (120,000 G)
            Shakujo (60,000 G)
            Giant Scroll (80,000 G)

Lower Body: Double Ninjato (60,000 G)
            Medicine Case (30,000 G)
            Jutte (30,000 G)

Color 1: Shinobi costume
White (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Sea Green (8,000 G)
Purple (8,000 G)

Color 2: Scarf
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Sea Green (8,000 G)

Purple (8,000 G)

Color 3: Arms and masks
White (18,000 G)
Black (18,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Sea Green (8,000 G)
Purple (8,000 G)

Third costume:
Costs 500,000 G, selected with RP (overrides primary outfit)
Third costume cannot be modified.

---

Asuka Kazama

Primary costume (LP or RP)

Head: Trendy Hairstyle (300,000 G)
      Feather accessory (500,000 G)
      Braids (80,000 G)

Face: No Bandanna (30,000 G)
      Morning Glory (200,000 G)
      Bookworm Glasses (50,000 G)

Upper Body: Chest Protector (120,000 G)
            Bow (60,000 G)
            Choker (30,000 G)

Lower Body: Kusarigama (60,000 G)
            Ribbon Belt (150,000 G)
            Chain Belt (40,000 G)

Color 1: Bandanna and coat

Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Lime Green (8,000 G)
Purple (8,000 G)
Pink (8,000 G)

Color 2: Hakama
White (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Lime Green (8,000 G)
Purple (8,000 G)
Pink (8,000 G)

Color 3: Supporters
White (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Lime Green (8,000 G)
Purple (8,000 G)
Pink (8,000 G)

Secondary outfit (LK or RK)

Head: Visor (200,000 G)
      Hunting Cap (300,000 G)
      Braids (80,000 G)

Face: Headset (120,000 G)
      Sports Sunglasses (60,000 G)
      Bookworm Glasses (50,000 G)

Upper Body: Bag (150,000 G)
            Pendant (30,000 G)
            Choker (30,000 G)

Lower Body: Leg-warmers (60,000 G)
            Kneepads (500,000 G)
            Chain Belt (40,000 G)

Color 1: Overalls and arms
Black (18,000 G)
Red (8,000 G) 
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Purple (8,000 G)
Pink (8,000 G)

Color 2: T-shirt and socks
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Purple (8,000 G)
Pink (8,000 G)


Color 3: Boots
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Purple (8,000 G)
Pink (8,000 G)

Third costume:
Costs 500,000 G, selected with RP (overrides primary outfit)
Third costume cannot be modified.

---

Feng Wei

Primary costume (LP or RP)

Head: Alternate Hairstyle (200,000 G)
      Monk (300,000 G)
      Kung Fu Ponytail (80,000 G)

Face: Earrings (60,000 G)
      Songoku Circlet (150,000 G)
      Beijing Opera Mask (50,000 G)

Upper Body: Tattoo (30,000 G)
            Chinese Armor (500,000 G)
            Broadsword (40,000 G)

Lower Body: Mercury Boots (60,000 G)
            Truncheon (120,000 G)
            Scrolls (30,000 G)

Color 1: Bracelets
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Green (8,000 G)
Brown (8,000 G)
Purple (8,000 G)
Light Blue (8,000 G)

Color 2: Arms and right pant leg
White (18,000 G)
Black (18,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Brown (8,000 G)
Purple (8,000 G)
Light Blue (8,000 G)

Color 3: Left pant leg
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Brown (8,000 G)
Purple (8,000 G)
Light Blue (8,000 G)

Secondary costume (LK or RK)

Head: Gangster Hat (200,000 G)
      Long Hair (300,000 G)
      Kung Fu Ponytail (80,000 G)

Face: Round Sunglasses (60,000 G)
      Sunglasses (150,000 G)
      Beijing Opera Mask (50,000 G)

Upper Body: Claws (500,000 G)
            Gong (30,000 G)
            Broadsword (40,000 G)

Lower Body: Deer Antler Knives (120,000 G)
            Buckle (60,000 G)
            Scrolls (30,000 G0

Color 1: Jacket
White (18,000 G)
Black (18,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Brown (8,000 G)
Orange (8,000 G)
Purple (8,000 G)

Color 2: Shirt
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Brown (8,000 G)
Orange (8,000 G)
Purple (8,000 G)

Color 3: Pants
White (18,000 G)
Black (18,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Brown (8,000 G)
Orange (8,000 G)
Purple (8,000 G)

No third costume.

---

Christie Monteiro

Primary costume (LP or RP)

Head: Arabian Veil (300,000 G)
      Cleopatra Headdress (500,000 G)
      Knit Cap (80,000 G)

Face: Arabian Mask (150,000 G)
      Glasses (60,000 G)
      Green Glasses (40,000 G)

Upper Body: Elaborate Necklace (30,000 G)
            Butterfly Wings (200,000 G)
            Egyptian Bracelets (30,000 G)

Lower Body: Arabian Sword (60,000 G)
            Magic Lamp (120,000 G)
            Maracas (50,000 G)

Color 1: Gloves
White (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Light Blue (8,000 G)
Purple (8,000 G)
Pink (8,000 G)

Color 2: Bra
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Light Blue (8,000 G)
Purple (8,000 G)
Pink (8,000 G)

Color 3: Pants
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Light Blue (8,000 G)
Purple (8,000 G)
Pink (8,000 G)

Secondary costume (LK or RK)

Head: Carnival Headdress (500,000 G)
      Cornrows (300,000 G)
      Knit Cap (80,000 G)

Face: Hibiscus (60,000 G)
      Circlet (30,000 G)
      Green Glasses (40,000 G)

Upper Body: Carnival Feathers (200,000 G)
            Fashion Bra (150,000 G)
            Egyptian Bracelets (30,000 G)

Lower Body: Belt (60,000 G)
            Tambourine (120,000 G)
            Maracas (50,000 G)

Color 1: Shirt
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Brown (8,000 G)
Pink (8,000 G)

Color 2: Shorts
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Brown (8,000 G)
Purple (8,000 G)
Pink (8,000 G)

Color 3: Sandals
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Purple (8,000 G)
Pink (8,000 G)

Third costume:
Costs 500,000 G, selected with RP (overrides primary outfit)
Third costume cannot be modified.

---

Paul Phoenix

Primary costume (LP or RP)

Head: Skyscraper (500,000 G)
      Ponytail (200,000 G)
      Long Hair (50,000 G)

Face: Goggles (60,000 G)
      Sideburns (300,000 G)
      Eye-patch (80,000 G)

Upper Body: Dojo Sign (150,000 G)
            Spiked Gloves (120,000 G)
            Protection Amulet (40,000 G)

Lower Body: Spare Uniform (60,000 G)
            Firewood (30,000 G)
            Key Ring (30,000 G)

Color 1: Jacket
White (18,000 G)
Black (18,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Dark Yellow (8,000 G)
Light Blue (8,000 G)

Color 2: Pants
White (18,000 G)
Black (18,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Dark Yellow (8,000 G)
Light Blue (8,000 G)

Color 3: Gloves and leg guards
White (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Dark Yellow (8,000 G)
Light Blue (8,000 G)

Secondary costume (LK or RK)

Head: Bandanna (300,000 G)
      Helmet (200,000 G)
      Long Hair (50,000 G)

Face: Goggle Sunglasses (60,000 G)
      Sunglasses (150,000 G)
      Eye-patch (80,000 G)

Upper Body: Crossbow (60,000 G)
            Spiked Shoulder Pads (500,000 G)
            Protection Amulet (40,000 G)

Lower Body: Biker Buckle (30,000 G)
            Sawed-off Shotgun (120,000 G)
            Key Ring (30,000 G)

Color 1: Jacket

White (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Purple (8,000 G)
Dark Yellow (8,000 G)

Color 2: Pants
White (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Purple (8,000 G)
Dark Yellow (8,000 G)

Color 3: Boots
White (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Purple (8,000 G)
Dark Yellow (8,000 G)

No third costume.

---

Jack-5

Primary costume (LP or RP)

Head: Military Cap (150,000 G)
      Green (8,000 G) Beret (200,000 G)
      Bald Head (40,000 G)

Face: Sunglasses (60,000 G)
      Nerd Glasses (120,000 G)
      Cyber Scope (50,000 G)

Upper Body: Anchor Tattoo (60,000 G)
            Gatling Gun (300,000 G)
            Booster Rockets (80,000 G)

Lower Body: Optical Discs (30,000 G)
            Missile Pod (500,000 G)
            Survival Knife (30,000 G)

Color 1: Gloves and torso
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Purple (8,000 G)
Plum (8,000 G)
Light Blue (8,000 G)

Color 2: Pants
White (18,000 G)
Black (18,000 G)

Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Purple (8,000 G)
Plum (8,000 G)
Light Blue (8,000 G)

Color 3: Boots
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Purple (8,000 G)
Plum (8,000 G)
Light Blue (8,000 G)

Secondary costume (LK or RK)

Head: Iron Helmet (120,000 G)
      Mohawk (300,000 G)
      Bald Head (40,000 G)

Face: Visor (150,000 G)
      Drills (200,000 G)
      Cyber Scope (50,000 G)

Upper Body: Rocket Launcher (60,000 G)
            Air Intake (60,000 G)
            Booster Rockets (80,000 G)

Lower Body: Shovel (30,000 G)
            Exhaust Pipes (500,000 G)
            Survival Knife (30,000 G)

Color 1: Body suit
White (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Light Blue (8,000 G)
Plum (8,000 G)

Color 2: Shoulder and arm pants
White (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Light Blue (8,000 G)
Plum (8,000 G)

Color 3: Hands
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Light Blue (8,000 G)
Plum (8,000 G)

No third costume.

---

Lei Wulong

Primary costume (LP or RP)

Head: Chinese Wizard Hat (500,000 G)
      Slicked-back Hairstyle (120,000 G)
      Natural Hairstyle (80,000 G)

Face: Festival Mask (150,000 G)
      Bandanna (60,000 G)
      Glasses (50,000 G)

Upper Body: Buddhist Statue (300,000 G)
            Rare Sword (60,000 G)
            Fan (40,000 G)

Lower Body: Sai (30,000 G)
            Gourd (200,000 G)
            Handcuffs (30,000 G)

Color 1: Jacket
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Brown (8,000 G)
Purple (8,000 G)
Sea Green (8,000 G)

Color 2: Pants
White (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Brown (8,000 G)
Purple (8,000 G)
Sea Green (8,000 G)

Color 3: Belt and ankle ties
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Purple (8,000 G)
Sea Green (8,000 G)

Secondary costume (LK or RK)

Head: Hat (500,000 G)
      Police Cap (200,000 G)
      Natural Hairstyle (80,000 G)

Face: Sunglasses (150,000 G)
      Bandage (60,000 G)
      Glasses (50,000 G)

Upper Body: Sheriff Badge (300,000 G)
            No Necktie (120,000 G)
            Fan (40,000 G)

Lower Body: Radio (30,000 G)
            Bullhorn (60,000 G)
            Handcuffs (30,000 G)

Color 1: Gloves
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Brown (8,000 G)
Light Blue (8,000 G)
Pink (8,000 G)

Color 2: Shirt
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Brown (8,000 G)
Light Blue (8,000 G)

Color 3: Pants
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Brown (8,000 G)
Light Blue (8,000 G)
Pink (8,000 G)

No third costume.

---

Nina Williams

Primary costume (LP or RP)

Head: Beret (60,000 G)
      Cat Mask (500,000 G)
      Tiara (80,000 G)

Face: Night Vision Goggles (120,000 G)
      Circlet (150,000 G)
      Purple Sunglasses (50,000 G)

Upper Body: Gauntlets (60,000 G)
            Katana (200,000 G)
            Elegant Necklace (30,000 G)

Lower Body: Submachine Gun (30,000 G)
            Leg Protectors (300,000 G)
            Whip (40,000 G)

Color 1: Body Suit
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Pink (8,000 G)

Color 2: Gloves and stockings
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Pink (8,000 G)

Color 3: Legs
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Pink (8,000 G)

Secondary costume (LK or RK)

Head: Nurse Cap (300,000 G)
      Fur Cap (200,000 G)
      Tiara (80,000 G)

Face: Glasses (60,000 G)
      Shooting Glasses (30,000 G)
      Purple Sunglasses (50,000 G)

Upper Body: Giant Syringe (500,000 G)
            Scarf (120,000 G)
            Elegant Necklace (30,000 G)

Lower Body: Sash (150,000 G)
            Pistol (60,000 G)
            Whip (40,000 G)

Color 1: Gloves
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Purple (8,000 G)
Light Blue (8,000 G)
Pink (8,000 G)

Color 2: Body Suit
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Green (8,000 G)
Purple (8,000 G)
Light Blue (8,000 G)
Pink (8,000 G)

Color 3: Slippers
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Purple (8,000 G)
Light Blue (8,000 G)
Pink (8,000 G)

No third costume.

---

Steve Fox

Primary costume (LP or RP)

Head: Wild Hairstyle (300,000 G)
      Olive Crown (150,000 G)
      Baseball Cap (80,000 G)

Face: Nose Bandage (60,000 G)
      Glasses (60,000 G)
      Headphones (40,000 G)

Upper Body: Gold Medal (200,000 G)
            Spiked Bracelets (30,000 G)
            Lei (50,000 G)

Lower Body: Alternate Boots (120,000 G)
            Champion's Belt (500,000 G)
            Jump-rope (30,000 G)

Color 1: Gloves
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Purple (8,000 G)
Light Blue (8,000 G)

Color 2: Boxers
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Purple (8,000 G)
Light Blue (8,000 G)

Color 3: Boots
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Purple (8,000 G)
Light Blue (8,000 G)

Secondary costume (LK or RK)

Head: Towel (150,000 G)
      Parted Hairstyle (200,000 G)
      Baseball Cap (80,000 G)

Face: Bandanna (300,000 G)
      Sunglasses (120,000 G)
      Headphones (40,000 G)

Upper Body: Silver Pendant (30,000 G)
            Chainsaw (60,000 G)
            Lei (50,000 G)

Lower Body: Chaps (500,000 G)
            Butterfly Knife (60,000 G)
            Jump-rope (30,000 G)

Color 1: Gloves
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Light Blue (8,000 G)
Beige (8,000 G)

Color 2: Shirt
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Light Blue (8,000 G)
Beige (8,000 G)

Color 3: Pants
White (18,000 G)
Black (18,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Light Blue (8,000 G)
Beige (8,000 G)

No third costume.

---

Ling Xiaoyu

Primary costume (LP or RP)

Head: Ribbon (150,000 G)
      Straight Hair (300,000 G)
      Chinese Chignon (80,000 G)

Face: Head Band (200,000 G)
      Star Earrings (60,000 G)
      Glasses (50,000 G)

Upper Body: Wings (500,000 G)
            Backpack (60,000 G)
            Spindle (40,000 G)

Lower Body: Rabbit Tail (30,000 G)
            Little Wings (120,000 G)
            Mitten (30,000 G)

Color 1: Hair bands and wristbands
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Light Blue (8,000 G)

Color 2: Shirt and shoes
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Light Blue (8,000 G)

Color 3: Tights
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Light Blue (8,000 G)
Pink (8,000 G)

Secondary costume (LK or RK)

Head: Ponytail (500,000 G)
      Aviator Hat (300,000 G)
      Chinese Chignon (80,000 G)

Face: Pink Sunglasses (150,000 G)
      Headphones (120,000 G)
      Glasses (50,000 G)

Upper Body: Waist Pouch (30,000 G)
            Skateboard (200,000 G)
            Spindle (40,000 G)

Lower Body: Inline Skates (60,000 G)
            Cellular Phone (60,000 G)
            Mitten (30,000 G)

Color 1: Hair bands and wristbands
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Green Yellow (8,000 G)
Pink (8,000 G)

Color 2: Pants
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Green Yellow (8,000 G)
Pink (8,000 G)

Color 3: Shirt and shoes
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Green Yellow (8,000 G)
Pink (8,000 G)

Third costume:
Costs 500,000 G, selected with RP (overrides primary outfit)
Third costume cannot be modified.

---

Kazuya Mishima

Primary costume (LP or RP)

Head: 50's Hairstyle (300,000 G)
      Windswept Hair (500,000 G)
      Long Hair (80,000 G)

Face: Elf Ears (200,000 G)
      Racketeer Glasses (60,000 G)
      Sunglasses (40,000 G)

Upper Body: Gold Chain (30,000 G)
            Yakuza Style (150,000 G)
            Shoulder Plates (50,000 G)

Lower Body: Sneakers (60,000 G)
            Handgun (120,000 G)
            Gloves (30,000 G)

Color 1: Gloves
White (18,000 G)
Black (18,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Purple (8,000 G)
Light Blue (8,000 G)
Brown (8,000 G)

Color 2: Pants
Black (18,000 G)

Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Purple (8,000 G)
Light Blue (8,000 G)
Brown (8,000 G)

Color 3: Leg guard
White (18,000 G)
Black (18,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Purple (8,000 G)
Light Blue (8,000 G)
Brown (8,000 G)

Secondary costume (LK or RK)

Head: Devil's Horns (200,000 G)
      Jin Hairstyle (300,000 G)
      Long Hair (80,000 G)

Face: Third Eye (150,000 G)
      Mustache (120,000 G)
      Sunglasses (40,000 G)

Upper Body: Reaper Scythe (60,000 G)
            Devil Wings (500,000 G)
            Shoulder Plates (50,000 G)

Lower Body: Pocket Watch (30,000 G)
            Devil Tail (60,000 G)
            Gloves (30,000 G)

Color 1: Gloves
White (18,000 G)
Black (18,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Purple (8,000 G)
Gray (8,000 G)
Beige (8,000 G)

Color 2: Jacket
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Gray (8,000 G)
Beige (8,000 G)

Color 3: Pants
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Gray (8,000 G)
Beige (8,000 G)

No third costume.

---

Heihachi Mishima

Primary costume (LP or RP)

Head: Sushi Chef (200,000 G)
      Hard Hat (300,000 G)
      Topknot (500,000 G)

Face: Glasses (150,000 G)
      Sunglasses (500,000 G)
      Eye-patch (300,000 G)

Upper Body: Giant Paper Fan (120,000 G)
            Sake Bottle (60,000 G)
            Gauntlets (200,000 G)

Lower Body: Sandals (60,000 G)
            Canteen (30,000 G)
            Samurai Sword (200,000 G)


Color 1: Jacket
White (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Light Blue (8,000 G)
Purple (8,000 G)
Dark Yellow (8,000 G)

Color 2: Belt
White (18,000 G)
Black (18,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Light Blue (8,000 G)
Purple (8,000 G)
Dark Yellow (8,000 G)

Color 3: Pants
White (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Light Blue (8,000 G)
Purple (8,000 G)
Dark Yellow (8,000 G)

Secondary costume (LK or RK)

Head: Kabuto (500,000 G)
      Hachigane (60,000 G)
      Topknot (500,000 G)

Face: Monocle (120,000 G)
      Face-guard (200,000 G)
      Eye-patch (300,000 G)

Upper Body: Prayer Beads (150,000 G)
            Celestial Robe (300,000 G)
            Gauntlets (200,000 G)

Lower Body: Shogun's Fan (30,000 G)
            Drum (60,000 G)
            Samurai Sword (200,000 G)

Color 1: Wristband
White (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Light Blue (8,000 G)
Purple (8,000 G)
Dark Yellow (8,000 G)

Color 2: Hakama
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Light Blue (8,000 G)
Purple (8,000 G)
Dark Yellow (8,000 G)

Color 3: Undershirt
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Light Blue (8,000 G)
Purple (8,000 G)
Dark Yellow (8,000 G)

No third costume.

---

Jin Kazama

Primary costume (LP or RP)

Head: Headphones (60,000 G)
      Halo (300,000 G)
      Metrosexual Hairstyle (80,000 G)

Face: Intellectual Glasses (120,000 G)
      Sunglasses (60,000 G)
      Orange Sunglasses (50,000 G)

Upper Body: Chain Bracelets (150,000 G)
            Wings (500,000 G)
            Towel (30,000 G)

Lower Body: Red Handkerchief (30,000 G)
            Leg Chains (200,000 G)
            Shinguards (40,000 G)

Color 1: Gloves
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Purple (8,000 G)
Plum (8,000 G)
Light Blue (8,000 G)

Color 2: Flames on pants
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Purple (8,000 G)
Plum (8,000 G)
Light Blue (8,000 G)

Color 3: Leg guards
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Purple (8,000 G)
Plum (8,000 G)
Light Blue (8,000 G)

Secondary costume (LK or RK)

Head: Baseball Cap (200,000 G)
      Pointed Hood (300,000 G)
      Metrosexual Hairstyle (80,000 G)

Face: Detective Sunglasses (150,000 G)
      Demon Mask (500,000 G)
      Orange Sunglasses (50,000 G)

Upper Body: Expander (60,000 G)
            Stopwatch (30,000 G)
            Towel (30,000 G)

Lower Body: Sports Drink (60,000 G)
            Dumbbell (120,000 G)
            Shinguards (40,000 G)

Color 1: Gloves
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Plum (8,000 G)
Light Blue (8,000 G)

Color 2: Sweat suit
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Plum (8,000 G)
Light Blue (8,000 G)

Color 3: Shoes
White (18,000 G)
Black (18,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Plum (8,000 G)
Light Blue (8,000 G)

Third costume:
Costs 500,000 G, selected with RP (overrides primary outfit)

Third costume cannot be modified.

---

Lee Chaolin

Primary costume (LP or RP)

Head: Hair Extensions (150,000 G)
      Ten-gallon Hat (300,000 G)
      Rocker Hairstyle (50,000 G)

Face: Sunglasses (200,000 G)
      Earring (30,000 G)
      Masquerade (80,000 G)

Upper Body: Electric Guitar (500,000 G)
            Elbow Pads (60,000 G)
            Emblem (30,000 G)

Lower Body: Dual Revolvers (120,000 G)
            Bandanna (60,000 G)
            Rapier (40,000 G)

Color 1: Gloves
White (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Light Blue (8,000 G)
Purple (8,000 G)
Dark Yellow (8,000 G)

Color 2: Vest
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Light Blue (8,000 G)
Purple (8,000 G)
Dark Yellow (8,000 G)

Color 3: Pants
White (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Light Blue (8,000 G)
Purple (8,000 G)
Dark Yellow (8,000 G)

Secondary costume (LK or RK)

Head: Silk Hat (200,000 G)
      Violet Hair (150,000 G)
      Rocker Hairstyle (50,000 G)

Face: Butterfly Mask (120,000 G)
      Glasses (60,000 G)
      Masquerade (80,000 G)

Upper Body: Shoulder Pads (300,000 G)
            Jetpack (500,000 G)
            Emblem (30,000 G)

Lower Body: Shaker (30,000 G)
            Magic Wand (60,000 G)
            Rapier (40,000 G)

Color 1: Jacket
White (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Plum (8,000 G)
Gray (8,000 G)
Sea Green (8,000 G)

Color 2: Pants
White (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Plum (8,000 G)
Gray (8,000 G)
Sea Green (8,000 G)

Color 3: Gloves
White (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Plum (8,000 G)
Gray (8,000 G)
Sea Green (8,000 G)

Third costume:
Costs 500,000 G, selected with RP (overrides primary outfit)
Third costume cannot be modified.

---

Julia Chang

Primary costume (LP or RP)

Head: Headdress (500,000 G)
      Steer Skull (300,000 G)
      Cowboy Hat (80,000 G)

Face: No Hair Band (120,000 G)
      Corsage (60,000 G)
      Circlet (50,000 G)

Upper Body: Axe (200,000 G)
            Dreamcatcher (30,000 G)
            Squirrel (40,000 G)

Lower Body: Bandanna (150,000 G)
            Survival Knife (60,000 G)
            Holster (30,000 G)

Color 1: Top
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Purple (8,000 G)
Light Blue (8,000 G)

Color 2: Skirt
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Purple (8,000 G)
Brown (8,000 G)

Color 3: Boots and gloves
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Purple (8,000 G)
Light Blue (8,000 G)

Secondary costume (LK or RK)

Head: Short Hair (500,000 G)
      Hunting Cap (300,000 G)
      Cowboy Hat (80,000 G)


Face: Sunglasses (60,000 G)
      Earrings (30,000 G)
      Circlet (50,000 G)

Upper Body: Camera (120,000 G)
            Bag (150,000 G)
            Squirrel (40,000 G)

Lower Body: Lasso (60,000 G)
            Spurs (200,000 G)
            Holster (30,000 G)

Color 1: Jacket
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Brown (8,000 G)
Light Blue (8,000 G)
Purple (8,000 G)

Color 2: Pants
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Brown (8,000 G)
Light Blue (8,000 G)
Purple (8,000 G)

Color 3: Boots
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Brown (8,000 G)
Light Blue (8,000 G)
Purple (8,000 G)

No third costume.

---

Yoshimitsu

Primary costume (LP or RP)

Head: Propeller (500,000 G)
      Black Skull (150,000 G)
      Horns (40,000 G)

Face: Horned Headdress (120,000 G)
      Tentacles (60,000 G)
      Magical Seal (50,000 G)

Upper Body: Treasure Chest (200,000 G)
            Jetpack (300,000 G)
            Iron Claws (30,000 G)

Lower Body: Pouch (30,000 G)
            Samurai Swords (60,000 G)
            Hero Belt (80,000 G)

Color 1: Armor
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Green (8,000 G)
Purple (8,000 G)
Plum (8,000 G)
Silver (8,000 G)

Color 2: Work pants
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Green (8,000 G)
Purple (8,000 G)
Plum (8,000 G)
Silver (8,000 G)

Color 3: Arms
White (18,000 G)
Black (18,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Purple (8,000 G)
Plum (8,000 G)
Silver (8,000 G)

Secondary costume (LK or RK)

Head: Hair (300,000 G)
      Mushrooms (60,000 G)
      Horns (40,000 G)

Face: Hannya Mask (200,000 G)
      Bandit Hood (500,000 G)
      Magical Seal (50,000 G)

Upper Body: Musket (60,000 G)
            Stem (150,000 G)
            Iron Claws (30,000 G)

Lower Body: Sacred Ornament (120,000 G)
            Pinwheel (30,000 G)
            Hero Belt (80,000 G)

Color 1: Kote
White (18,000 G)
Black (18,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Light Blue (8,000 G)
Purple (8,000 G)
Dark Yellow (8,000 G)

Color 2: Cape and belt
White (18,000 G)
Black (18,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Light Blue (8,000 G)
Purple (8,000 G)
Dark Yellow (8,000 G)

Color 3: All metallic parts
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Light Blue (8,000 G)
Purple (8,000 G)
Dark Yellow (8,000 G)

Third costume:
Costs 500,000 G, selected with RP (overrides primary outfit)
Third costume cannot be modified.

---

Bryan Fury

Primary costume (LP or RP)

Head: Ski Mask (500,000 G)
      Army Helmet (150,000 G)
      Bandanna (80,000 G)

Face: Shooting Glasses (120,000 G)
      Gas Mask (200,000 G)
      Black Sunglasses (50,000 G)

Upper Body: Bandolier (300,000 G)
            Radio Pack (60,000 G)
            Dogtag (30,000 G)

Lower Body: Military Knife (30,000 G)
            Shotgun (60,000 G)
            Skull Buckle (40,000 G)

Color 1: Gloves
White (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Purple (8,000 G)
Brown (8,000 G)

Color 2: Pants
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Purple (8,000 G)
Brown (8,000 G)

Color 3: Boots
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Purple (8,000 G)
Brown (8,000 G)

Secondary costume (LP or RP)

Head: Shaggy Hair (500,000 G)
      Cap (150,000 G)
      Bandanna (80,000 G)

Face: Sunglasses (60,000 G)
      Cyber Scout (300,000 G)
      Black Sunglasses (50,000 G)

Upper Body: Braided Armband (60,000 G)
            Spiked Bracelets (200,000 G)
            Dogtag (30,000 G)

Lower Body: Binoculars (30,000 G)
            Chain Wallet-strap (120,000 G)
            Skull Buckle (40,000 G)

Color 1: Gloves
White (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Purple (8,000 G)
Brown (8,000 G)

Color 2: Shirt
White (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Purple (8,000 G)
Brown (8,000 G)

Color 3: Pants
White (18,000 G)
Black (18,000 G)
Red (8,000 G)
Blue (8,000 G)
Yellow (8,000 G)
Green (8,000 G)
Orange (8,000 G)
Purple (8,000 G)

No third costume.



***14) Options***

The Options menu allows you to change game settings, display settings, sound
settings, and other adjustments.

Game Options:

Difficulty Level (how hard the CPU is)
Rounds (# of rounds you need to win the match)
Round Time (how long rounds last)
Guard Damage (if characters can be hurt while guarding)
Quick Select (enables/disables quick character selection)
Default (reset all settings)

Sound Options:

Speaker Output (set how many speakers you have)
BGM Volume (adjusts the volume of background music)
SE Volume (adjusts the volume of sound effects)
Stage Effects Volume (adjusts the volume of stage effects i.e. wind)
Subtitle (set if subtitles will be displayed or not)
Default (reset all settings)

Controller Setup:

Settings (change button configurations)
Vibration (set vibration on or off)
Default (reset all settings)

Records:

Character Usage (which characters do you use more?)
Greatest Survivors (records for Survival)
Time Attack (Time Attack records)

Display Setting:

Adjust Display (change screen position)
Screen Ratio (alter height:width ratio of screen)
Brightness (how bright the screen is)
Progressive Mode (only compatible with certain TVs)
Flicker Free (adjust screen flickering)
Default (reset all settings)

Memory Card (PS2):

Load Data (load previously saved data)
Save Data (save current data)
Auto Save (enable/disable auto save)



***15) Character Profiles***

Some of the text in the profiles were taken from the Story
Battle introductions.

**UNDER CONSTRUCTION**


Roger Jr.

Previously in: None

Similar to: Roger (Tekken 2, Tekken Tag)

Intro: A transgenic military kangaroo.

Kazuya and the Mishima Zaibatsu labs created the first military
animal, Roger.

Roger lived in peace after the King of Iron Fist Tournament 2.

But he was abducted one day, leaving behind his beloved wife
and son.

Roger Jr. enters The King of Iron First Tournament 5 to save his
Daddy.  Tucked in Mama's pouch, he gets ready for a fight.


Anna Williams

Previously in: Tekken, Tekken 2, Tekken 3, Tekken Tag

Intro: A woman who always fought with her sister, Nina.

Nina vanished a few years ago and Anna felt something was missing
in her life.

Then she got a call - from Nina.

Anna met Nina a few days later and the moment Nina saw her sister,
shots were fired.

The ensuing fight lasted for days.

In the end, they agreed to settle things in The King of Iron Fist
Tournament 5.

Anna screams, "That *****! This time, she's dead!"


Baek Doo San

Previously in: Tekken 2, Tekken Tag

Intro: A master of Tae Kwon Do.

On his way home from training, Baek was attacked and knocked
unconscious.

He woke up in a military hospital.  According to the Defense Minister,
he had been in a coma for over a year.

The Minister asked Baek to help train soldiers, and he hesitantly
accepted.

A year later, Baek writes to Hwoarang, asking him to return to the
military.

Hwoarang goes with his mentor.

Now, the two enter The King of the Iron Fist Tournament 5 as master
and pupil.


Mokujin

Previously in: Tekken 3, Tekken Tag

Similar to: Combot (Tekken 4)

Intro: Cut from a 2000-year-old oak.

Mokujin sprang to life two years ago when Jin fought Ogre.

With Jin's win, Mokujin ceased to move, but he had a smile
on his wooden face.

Now, a powerful entity forces Mokujin to take action once again.

Will Mokujin ever be free?


Devil Jin

Previously in: None

Similar to: Devil (Tekken 2, Tekken Tag)

Intro: 


Ganryu

Previously in: Tekken, Tekken 2, Tekken Tag

Intro: 


Wang Chirei

Previously in: Tekken, Tekken 2, Tekken Tag

Intro: 


Bruce Irvin

Previously in: Tekken 2, Tekken Tag

Intro: 


Kuma

Previously in: Tekken, Tekken 2, Tekken 3, Tekken Tag, Tekken 4

Similar to: Panda (Tekken 2, Tekken 3, Tekken Tag, Tekken 4)

Intro: 


Panda

Previously in: Tekken 2, Tekken 3, Tekken Tag, Tekken 4

Similar to: Kuma (Tekken, Tekken 2, Tekken 3, Tekken Tag,
                  Tekken 4)

Intro: 


Craig Marduk

Previously in: Tekken 4

Intro:


Marshall Law

Previously in: Tekken, Tekken 2, Tekken 3, Tekken Tag, Tekken 4,
               Tekken Advance

Intro: 


Hwoarang

Previously in: Tekken 3, Tekken Tag, Tekken 4, Tekken Advance

Intro: 


King

Previously in: Tekken, Tekken 2, Tekken 3, Tekken Tag, Tekken 4,
               Tekken Advance

Intro:


RAVEN

Previously in: None

Intro: 


Asuka

Previously in: None

Similar to: Jun Kazama (Tekken 2, Tekken Tag)

Intro: 


Feng Wei

Previously in: None

Intro: 


Christie Monteiro

Previously in: Tekken 4

Similar to: Eddy Gordo (Tekken 3, Tekken Tag, Tekken 4)

Intro: 


Eddy Gordo

Previously in: Tekken 3, Tekken Tag, Tekken 4

Similar to: Christie Monteiro (Tekken 4)

Intro: 


Paul Phoenix

Previously in: Tekken, Tekken 2, Tekken 3, Tekken Tag, Tekken 4,
               Tekken Advance

Intro: 


Jack-5

Previously in: None

Similar to: Jack (Tekken), Jack-2 (Tekken 2, Tekken Tag), P. Jack
            (Tekken, Tekken 2, Tekken Tag), Gun Jack (Tekken 3, Tekken
            Tag, Tekken Advance)

Intro: 


Lei Wulong

Previously in: Tekken 2, Tekken 3, Tekken Tag, Tekken 4

Intro: 


Nina Williams

Previously in: Tekken, Tekken 2, Tekken 3, Tekken Tag, Tekken 4,
               Tekken Advance

Intro: 


Steve Fox

Previously in: Tekken 4

Intro: 


Ling Xiaoyu

Previously in: Tekken 3, Tekken Tag, Tekken 4

Intro: 


Kazuya Mishima

Previously in: Tekken, Tekken 2, Tekken Tag, Tekken 4

Intro: 


Heihachi Mishima

Previously in: Tekken, Tekken 2, Tekken 3, Tekken Tag, Tekken 4,
               Tekken Advance

Intro: 


Jin Kazama

Previously in: Tekken 3, Tekken Tag, Tekken 4, Tekken Advance

Intro: 


Lee Chaolin

Previously in: Tekken, Tekken 2, Tekken Tag, Tekken 4

Intro: 


Julia Chang

Previously in: Tekken 3, Tekken Tag, Tekken 4

Similar to: Michelle Chang (Tekken, Tekken 2, Tekken Tag)

Intro: 


Yoshimitsu

Previously in: Tekken, Tekken 2, Tekken 3, Tekken Tag, Tekken 4,
               Tekken Advance

Intro:


Bryan Fury

Previously in: Tekken 3, Tekken Tag, Tekken 4

Intro:



***16) Character Move Lists***

Key:

ub u uf      Left Punch = 1  Right Punch = 2
   O     
b  |  f      Left Kick = 3   Right Kick = 4
  
db d df


4 3 = buttons are to be pressed sequentially

4+3 = buttons are to be pressed simultaneously

[4 3] = buttons are to be pressed quickly

db = directional is to be pressed quickly

[db] = directional is to be held

* = no directional input

--------------------------------------------
*Note: The default commands are as follows:*

Square = Left Punch (1)

Triangle = Right Punch (2)

X = Left Kick (3)

Circle = Right Kick (4)

**Additionally, the top four shoulder buttons may be programmed to your
desire, as well as the original four buttons, should you have a preferred
layout.**
--------------------------------------------

Basic Moves:

Sidestep = d or u

Crouch = [db] or [df]


Notes:

- Clean hits are deep hits, and if performed correctly, will do 150% damage.

- Walls will allow you to further combo the enemy and inflict more damage.

- The amount of damage displayed is how much the move does as a whole. If
certain moves are done during other moves, the damage shown is the total
amount of damage done throughout the _entire_ combo. An example of this is
King's wrestling combos.

- If a move reads b+2, you should tap b (back) and then press 2. Pressing
them together will likely not execute the move correctly.


Roger Jr.

---Moves---

Left Right Combo = 1 2 (16)

One Two Uppercut = 1 2 1 (26)

One Two Kangaroo Combo = 1 2 3 (36)

Jab Uppercut = 2 1 (24)

Spinning Tail Whip = [3 4] (20)
(knocks enemy into air)

Double Spin Castanet Kick = 1+2 3+4 (42)

Double Spin Animal Sweep = 1+2 u+3+4 (38)

Castanet Kick = 3+4 (21)

Animal Rush to Windmill Punch = f+1 2 1 2 1 (53)

Windmill Punch = f * 1 (30)

Outback Stomp = f+3 (25)

Ayer's Rock = f+4 3 2 (48)

Animal Gigaton Punch = f+1+2 (25)

Exploder = f+3+4 (25)

Elbow Slap Combo = df+1 2 (27)

Animal Slap = df+2 (12)

Right Cross Kick = df+4 (15)

Animal Headbutt = df+1+2 (21)

Animal Rampage = df+3+4 (45)

Jab Uppercut = d+1 * 2 (18)

Diving Low Punch = d+2 (10)

Stagger Kicks = d+3+4 4 4 (28)

Spinning Uppercut = d+3+4 2 (20)

Tail Tripper = db+3 (17)
(knocks enemy into air)

Animal Kick Rush = db+4 3 4 3 4 (42)

Kangaroo Attack = db+1+2 (28)

Spinning Snap Kick = b+4 (18)

Rocket Stance = b+1+2

Road Runner = b+1+2 f (30)

Wind-up Uppercut = b+1+2 2 (22)
(knocks enemy into air)

Wind-up Low Kick = b+1+2 3 (12)

Wind-up Middle Kick = b+1+2 4 (15)

Wind-up Hip Press = b+1+2 3+4 (22)

Animal Drop Kick = b+3+4 (30)

Wind Up Punch = b+1+4 (100)
(charge-up move, unblockable)

Helicopter Kick = uf+3 3 (50)

Rising Toe Kick = uf+4 (13)
(knocks enemy into air)

Capital Punishment = uf+1+2 (35)

Kangaroo Stomp = uf+3+4 (21)

Elbow Drop = [uf]2+4 (35)
(enemy is down)

Sliding Hook = f [f]2 (25)

Konvict Kick = f [f]4 (24)

Head First Lunge = f [f]1+2 (15)

Rolling Toe Drop = b [b]4 (30)

Animal Uppercut = f * d [df]1 (50)

Animal Smash = f * d [df]1+2 (23)

Running Exploder = f f f+3+4 (40)

Spring Stomp Kick = 3 3 (30-39)
(while rising, last 3 can be held for damage)

Toe Smash = 4 (20)
(while rising)

Crouching Uppercut = df+1 (23)
(while rising, knocks opponent into air)

Animal Sweep = 4 (17)
(during sidestep, juggles opponent)

Shrimp Kick = 3+4 (25)
(back to opponent, knocks enemy into air)

10 Hit Combo 1 = 1 2 1 4 3 3 3 4 3 2 (89)

10 Hit Combo 2 = 1 2 1 4 3 3 3+4 2 1+2 (99)

Head Stomp = approach 1+3 or f+1+3 (35)
(throw)

Tasmanian Doormat = approach 2+4 or f+2+4 (35)
(throw)

Animal Face Crusher = from left 1+3 or 2+4 (40)
(throw)

Animal Rolling Arm Lock = from right 1+3 or 2+4 (40)
(throw)

Reverse Neck Throw = from behind 1+3 or 2+4 (50)
(throw)

DDT = approach db dbLP+2 (45)
(throw)

Pile Driver = approach d df [f]1 (35)
(throw)

Tombstone Pile Driver = approach db [f]2 (58)
(throw)

Giant Swing = approach f b db d df [f]1 (65)
(throw)

---

Anna Williams

---Moves---

Left Right Combo = 1 2 (14)

Left Right to Left Low Kick = 1 2 3 (24)

Jab Combo Roundhouse = 1 2 4 (36)

Jab Low Kick = 1 4 (12)

Left Right Left Combo = 1 2 1 (20)

Left Right Left to Frost Needle = 1 2 1 4 (41)
(knocks enemy into air)

Jab Combo Low Kick = 1 2 1 d+4 (28)

Right Left Combo = 2 1 (16) or f+2 1 (18)

Biting Snake (short) = 2 1 4 (24) or f+2 1 d+4 (26)

Jab Roundhouse = 2 4 (32)

Jab Left Kick = 2 3 (30)

Jab Sweep = 2 d+3 (20)

Head Ringer = 3 4 (40) or f+3 4 (28)

Spike Combo to Right Uppercut = 3 3 2 (45)
(knocks enemy into air)

Spike Combo to Right High Kick = 3 3 4 (55)

Right High Low Spin Kick = 4 3 (30)

Right Left Combo to Frost Needle = f+2 1 4 (39)
(knocks enemy into air)

Imploding Star = f+4 (37)
(clean hit)

Blonde Bomb = f+1+2 (30)
(clean hit)

Uppercut Jab = df+1 2 (23)

Uppercut Jab to Radiant Arch = df+1 2 3 (41)
(knocks enemy into air)

Uppercut Jab to Cutting Crescent = df+1 2 4 (45)

Step-in Uppercut = df+2 (16)
(knocks enemy into air)

Leg Slicer Combo = df+3 1 2 (26)

Twisting Rush = df+3 1 4 2 (47)

Twisting Rush to Side Step = df+3 1 4 2 d or u

Leg Slicer High Kick Backhand High Kick = df+3 1 4 2 3 (64)

Twisting Rush to Sudden Storm = df+3 1 4 2 uf+3 (72)

Leg Slicer High Kick Backhand Sweep = df+3 1 4 2 4 (68)

Twisting Rush to Blonde Bomb = df+3 1 4 2 1+2 (77)
(clean hit)

Creeping Snake to Side Step = df+3 2 d or u (22)

Creeping Snake = df+3 2 1 4 (36)

Creeping Snake to Roundhouse = df+3 2 4 (44)

Creeping Snake to Left Kick = df+3 2 3 (42)

Creeping Snake to Left Low Kick = df+3 2 d+3 (32)	

Approaching Storm = df+3 3 3 1 (38)
(knocks enemy into air)

Flash Kicks = df+3 3 3 4 (39)

Mid Head Ringer = df+3 4 (25)

Wine Opener = df+4 (10)

Guard Breaker = df+1+2 (0)
(breaks block)

Low Jab Rising Kick = d+1 * 4 (15)

Ice Sickle = d+2 (15)

Left Spin Low Kick to Right Uppercut = d+3 2 (22)
(knocks enemy into air)

Left Spin Low Kick to High Right Kick = d+3 4 (32)

Low Kick Spin Punch = d+4 1 (17)

Low Kick Spin Punch to Side Step = d+4 1 d or u (17)

Bloody Scissors = d+1+2 (50)
(unblockable)

Heel Grind = d+3+4 (16)
(enemy is down)

Scarlet Rain = dbLP (22)

Scarlet River = dbLP 1 (37)

Scarlet Spout = dbLP 4 (37)
(knocks enemy into air)

Low Jab Rising Kick = dbRP 4 (23)

Mudslide = dbLK (18)
(knocks enemy into air)

Severe Quake = dbRK 3 (32)

Hunting Swan = dbLP+2 (u u to cancel) (95)
(charge-up, unblockable)

Cross Cut Saw = b+1 2 2 (44)

Double Slap = b+2 2 (33)

Chaos Judgement = b+3
(stance)

---During Chaos Judgement---

Infernal Storm = 1 (14)
(knocks enemy into air)

Picking Heel = 3 (21)

Infernal Avalanche = 4 (12)

Forward Roll = f

Rolling Stone = f+3 (27)
----------------------------

Fatal Attack Combo = uf+1 3 (26)

Hail Storm = uf+1 3 3+4 (46)

Sudden Storm = uf+3 (25)

Can Opener = uf+4 3 4 (34)
(knocks enemy into air)

Can Opener to Sidestep = uf+4 3 4 (27)

Quick Somersault Kick = [uf]4 (22)
(knocks enemy into air)

Executioner = f [f]2 (21)

Treading Water = f [f]3 4 3 (30)
(knocks enemy into air)

Treading Water to Chaos Judgement = f [f]3 4 b+3 (30)

Falling Heel = f [f]4 (20)

Falling Heel to Chaos Judgement = f [f]4 b (20)

Assassin's Dagger = d [df]1 (18)

Piston Kick = d df f+4 (24)

Bone Cutter = f f f+3 (20)

Rising Palm = 2 (22)
(while rising, knocks enemy into air)

Low Somersault Kick = uf+4 (22)
(while crouching, knocks enemy into air)

High Somersault Kick = [uf]4 (35)
(while crouching)

Cat Thrust = f+1 (27)
(while crouching)

Right Hand Stab = f+2 (25)
(while crouching)

Right Handed Sweep = df+2 (23)
(while crouching)

Chaos Tail = 2 (12)
(during sidestep)

Slice Shot = 3 (24)
(during sidestep)

Bloody Chaos = 1+2 (22)
(during sidestep)

10 Hit Combo 1 = 1 2 1 2 3 3 2 1 2 4 (90)

10 Hit Combo 2 = 1 2 1 2 4 1 2 2 3+4 2 (110)

10 Hit Combo 3 = 1 2 1 2 4 1 2 2 3+4 3 (97)

10 Hit Combo 4 = 1 2 1 2 4 b (44)
(leads into Chaos Judgement)

Cruel Punishment = approach 1+3 or f+1+3 (35)
(throw)

Losing Face = approach 2+4 or f+2+4 (35)
(throw)

Torso Splitter = from left 1+3 or 2+4 (40)
(throw)

Serpentine Arm Break = from right 1+3 or 2+4 (40)
(throw)

Overhead Triangle Lock = from behind 1+3 or 2+4 (50)
(throw)

Overhead Toss = approach uf+1+2 (40)
(throw)

Elbow Smash = approach df [df]1 (43)
(throw)

Attack Reversal = b+1+3 or b+2+4
(parry, time with enemy attack)

Chin Bash = d df f+1+2 (15)

---During Chin Bash---

Arm Snap = 3 4 3 1+2 (45)

Arm Lock = 1+3 4 1+2 (45)

---During Arm Lock---

Rolling Arm Break = 4 3 4 3+4 1+2 (77)

Arm Break Takedown = 1+2 4 3 1+2 1+2 1+2 (80)

---During Chin Bash---

Reverse Arm Lock = 1 3 2 1 (35)

---During Reverse Arm Lock---

Falcon Wing Squeeze = 3 1 4 1+2 1+2 (60)

Falling Arm Break = 2 1 3 4 1+2 (60)

Double Arm Lock Toss = 2 3 1+2 3+4 1+2 (65)

---

Baek Doo San

---Moves---

Double Jab = 1 1 (10)

One Two Combo = 1 2 (15)

One Two Flamingo Step = 1 2 3 b or f (15)
(into Flamingo Step)

One Two Butterfly Kicks = 1 2 3 3 3 4 (67)

One Two Butterfly Needle = 1 2 3 3 3 d+4 (52)

One Two Black Widow = 1 2 3 3 4 4 3 (80)

One Two Maelstrom = 1 2 3 3 4 4 4 (78)

One Two Butterfly Blade = 1 2 3 4 3 (63)
(knocks enemy into air)

Right Punch Back Fist = 2 2 (27)

Butterfly Kicks = 3 3 3 4 (64)

Butterfly Kicks to Low Kick = 3 3 3 d+4 (49)

Launching Rocket = 3 4 3 (48)
(knocks enemy into air)

Black Widow = 3 3 4 4 3 (62)

Maelstrom = 3 3 4 4 4 (60)

Falling Axe = 4 4 (33)

Lightning Halberd = 3+4 (20)

Body Blow = f+2 (18)

Trident Rush = f+3 3 2 (32)

Spinning Axe Combo = f+1+2 4 (27)

Heel Drop to Middle Kick = [f]4 3 (39)

Heel Drop to Low Kick = [f]4 4 (37)

Double Claymore = df+3 4 (36)

Snake Rocket = d+3 3 3 (41)
(knocks enemy into air)

Snake Kick = d+3 3 d+3 (26)

Baek's Rush = d+4 3 3 3 (57)

Baek's Rush Low = d+4 3 3 d+3 (47)

Sliding Knee Snap = dbLK (12)

Dark Halberd = dbRK (21)

Dynamite Heel = dbLK+4 (40)
(unblockable)

Stealth Needle = b+1 (17)

Bolt Cut = b+2 (15)

Flamingo = b+3
(stance)

---During Flamingo---

High Low Kick = 3 3 4 (40)

Eliminator = 3 4 4 3 (50)

Maelstrom = 3 4 4 4 (48)

Rocket = f+3 (25)

Crimson Lance = f+4 (30)

Flamingo Pick = d+3 (7)

Head Crusher = b+3 (21)

--------------------

Heel Lance = b+4 (15)
(knocks enemy into air)

Destruction = u+4 3 (25)
(knocks enemy into air)

Bone Stinger = uf+2 (22)

Hunting Hawk = uf+3 4 3 (36)

Leaping Snap Kick = uf+4 (18)
(knocks enemy into air)

Trick Butterfly Kicks = uf * 3 3 3 4 (25)

Trick Butterfly Needle = uf * 3 3 3 d+4 (25)

Trick Black Widow = uf * 3 3 4 4 3 (25)

Trick Maelstrom = uf * 3 3 4 4 4 (25)

Hopping Double Kick = uf * 3 4 (25)

Rocket Lifter = uf * 3 d+4 3 (25)

Left Heel Drop = f [f]3 (23)

Hammer Heel = f [f]4 (15)

Spinning Backfist = b [b]2 (12)

Last Resort = b [b]3+4 (60)
(charge-up, unblockable)

Cyclone Launcer = f f * 3 (21)
(knocks enemy into air)

Rocket Shooter = f * d [df]3 (25)
(knocks enemy into air)

Killing Blade = f f f+3 (30)

Double High to Low Kick = 3 3 4 (32)
(while rising)

Eliminator = 3 4 4 3 (62)
(while rising)

Knee Javelin = 3 4 4 4 (60)
(while rising)

Albatross = 4 4 3 (46)
(while rising)

Javelin = 4 4 4 (44)
(while rising)

Race Hammer = 1 (17)
(during sidestep)

Reverse Middle Kick = 4 (15)
(back to enemy)

10 Hit Combo 1 = 4 3 4 3 3 3 3 3 4 3 (61)

10 Hit Combo 2 = 4 3 3 4 3 3 3 4 3 3 (80)
(knocks enemy into air)

Hammerhead Throw = approach 1+3 or f+1+3 (35)
(throw)

Blue Shark Claw = approach 2+4 or f+2+4 (35)
(throw)

Snake Revenge = from left 1+3 or 2+4 (40)
(throw)

Hunting Serpent = from right 1+3 or 2+4 (40)
(throw)

Compound Fracture = from behind 1+3 or 2+4 (50)
(throw)

Human Cannonball = approach f+2+3 (30)
(throw)

Swordfish Throw = dbLP+3 (40)
(throw)

Roll and Choke = f [f]2 (40)
(throw)

Parry = b+1+2
(counter, time with enemy attack)

---

Mokujin

---Moves---

Mokujin has no original moves; he randomly copies a character.

---

Devil Jin

---Moves---

Flash Punch Combo = 1 1 2 (23)

Left Right Combo = 1 2 (14)

Demon Slayer = 1 2 2 (32)

Shoot the Works = 1 2 3 4 (39)

Shoot the Works Upper = 1 2 3 f+4 (46)

One Two Knee = 1 2 4 (22)

Demon Backhand Spin = 2 2 (33)

Demon Scissors = [4 3] (25)

Hellfire Blast = 1+2 (37)
(unblockable)

Fly = 3+4

Infernal Destruction = 3+4 1+2 (50)
(unblockable)

Cross Infernal Destruction = 3+4 f+1+2 (50)
(unblockable)

Three Ring Circus = 1+4 2 4 (46)

3 Ring Circus Combo = 1+4 2 d+4 (39)

893P Knee Kick = f+2 4 (28)

Spinning High Kick = f+3 (30)

Knee Kick = f+4 (12)

Twin Lancer = df+1 2 (28)

Hades Hammer Uppercut = df+2 1 (36)
(knocks enemy into air)

Hades Hammer Sweep = df+2 2 (29)

Tsunami Kick = df+4 4 (26)

Corpse Thrust = d+1 (24)

Broken Plate = d+3 (5)

Double Lift Kick = d+3+4 (25)
(knocks enemy into air)

Bloody Knife = b+1 (15)

Parting Wave = b+1 [df] (15)

Back Fist to Side High Kick = b+2 3 (33)

Hell Scraper = b+2 4 2 1 2 (64)

Demon Steel Pedal = b+4 (21)

Infinite Power = b+1+2 (42)
(hold 1+2 for power)

Lightning Uppercut = b+1+4 (40)
(unblockable, knocks enemy into air)

Light Screw Uppercut = [b]1+4 (80)
(unblockable, knocks enemy into air)

Roundhouse to Triple Spin Kick = uf+4 4 4 4 (45)

High Pounce = [uf]2+4 (34)
(enemy is down)

Demon's Paw = f [f]2 (24)

Demon Cyclone = f [f]3 1 3 (45)

Hell Spiral = f [f]3 1 4 (57)

Laser Cannon = b f+2 1 2 (52)

Laser Scraper = b f+2 1 df+2 (51)
(knocks enemy into air)

Rising Uppercut = f * d [df]2 (23)
(knocks enemy into air)

Dragon Uppercut = f * d [df]1 (29)

Heaven's Door = f * d [df]1 [uf] (44)

Dragon Uppercut to Middle Kick = f * d [df]1 3 (29)

Dragon Uppercut to Spinning Low Kick = f * d [df]1 4 (29)

Spinning Demon = f * d [df]4 4 (32)
(clean hit)

Demon's Tail = f * d [df]3 (21)

Demon's Hoof = f * d df+3 (21)

Leaping Side Kick = f f f+3 (30)

Twin Pistons = 1 2 (25)
(while rising, knocks enemy into air)

Uppercut = 2 (15)
(while rising, knocks enemy into air)

Tsunami Kick = 4 4 (31)
(while rising)

Decapitating Sword = 2 (22)
(during sidestep)

Hellfire Incinerator = df+1+2 (15)
(while enemy is down)

10 Hit Combo 1 = 3 2 4 3 1+4 2 2 1 2 (115)

10 Hit Combo 2 = 3 2 4 3 1+4 2 1 (91)
(clean hit)

10 Hit Combo 3 = b+2 4 4 4 4 2 1+4 2 1 (98)
(clean hit)

10 Hit Combo 4 = b+2 4 4 4 4 2 1+4 2 d+3+4 (109)
(knocks enemy into air)

10 Hit Combo 5 = f f * 2 1 2 2 3 4 4 1 2 1 (93)

10 Hit Combo 6 = f f * 2 1 2 2 3 4 4 3 2 1 (110)

10 Hit Combo 7 = f f * 2 1 4 4 2 4 3 2 1 (99)

Double High Sweep = approach 1+3 or f+1+3 (35)
(throw)

Over the Shoulder Reverse = approach 2+4 or f+2+4 (35)
(throw)

Shoulder Flip = from left 1+3 or 2+4 (40)
(throw)

Over the Limit = from right 1+3 or 2+4 (40)
(throw)

Chicken Butcher = from behind 1+3 or 2+4 (50)
(throw)

Stonehead = approach f [f]1+2 (33)
(throw)

Complicated Wire = approach d db [b]1+3 (40)
(throw)

Wrist Chuck Slam = approach [df]2+3 (40)
(throw)

Ultimate Tackle = d+1+2 (5-30)
(press 1 and 2 to punch)

Attack Reversal = b+1+3 or b+2+4 (25)
(time with enemy attack)

---

Ganryu

---Moves---

Open Palm Combo = 1 2 1 2 1 2 1 2 (51)

Splits Stomp = 4 4 (38)

Left High Kick to Splits Stomp = 3 4 4 (25)

Sumo Stampede = 3 4 3 4 (25-?)
(3 4 can be repeated as desired)

Double Hammer = 1+2 1+2 (36)

Double Hammer Sumo Charge = 1+2 b+1+2 (21-66)

Double Hammer Sumo Smack = 1+2 b+1+2 2 (21)

Sit = 3+4
(stance)

Sit Thrust = 3+4 1 (27)

Sit Sweep = 3+4 2 (18)
(clean hit)

Splits = 3+4 d
(stance)

---During Splits---

Shiranui = f

Unryu = d or u

-------------------

Ducking Palm = f+2 (16)

Neko Damashi = f[2 1] (14)

Stomp Kick = f+3 (25)

Sumo Rush = f+1+2 (28)

Freight Train Combo = df+1 4 1 (30)

Thrusting Uppercut = df+2 (15)
(knocks enemy into air)

Thunder Clap = df+2 1 2 1 2 1 2 1 2 (15-66)

Kick & Pull = df+3 (17)

Freight Train = df+4 1 (25)

Ganryu Combo = df+1+2 1 (37)

Thunder Palm = df+2+3 (12)

Rock Cleaving Palm = d+1 (22)

Kabuki Palm = d+2 2 2 2 (40-?)
(2 can be repeated as desired)

Stomp = d+4 (40)
(enemy is down)

Pedal Press = d+1+2 (22)

Sumo Sweep = dbRP (12)

Sumo Tackle = dbLP+2 (90)
(charge-up)

Tackle Fake Upper = dbLP+2 2 (12)

Sumo Charge to Splits = dbLP+2 d
(stance)

Sumo Hammer = b+1 1 1 (51)

Salt Upper = b+2 (27)
(knocks enemy into air)

Headbutt = b+1+2 (15)

Jamming Palm = uf+1 (15)

Flying Press = uf+1+2 (28)

Sumo Squash = uf+3+4 (26)
(enemy is down)

Double Step in Palm = f f+1+2 (17)

Sekitori Kick = f f+3+4 (40)

Sumo Pop = b db d [df]1 (30)
(knocks enemy into air)

Strong Open Palm = b db d [df]2 (40)

Thrusting Uppercut = 2 (15)
(while rising)

Rising Double Hammer = 1+2 1+2 (32)
(while rising)

Hammer Rush High = 1 1 1 2 1 (54)
(while crouching)

Hammer Rush Mid = 1 1 1 2 df+1 (57)
(while crouching)

Hammer Rush Low = 1 1 1 2 d+1 (50)
(while crouching)

Triple Uppercut = df+1 2 1 (33)
(while crouching)

Triple Uppercut Alternate = df+2 1 2 (39)
(while crouching)

Rising Double Palm = 1+2 (21)
(while crouching)

Falling Hammer = 1 (30)
(during sidestep)

Falling Statue = 1+2 (27)
(back to enemy)

Spring Hammer Punch = 1+2 (12)
(while down, face up)

10 Hit Combo = 1 1 1 1 2 2 3 4 4 1+2 (95)
(while crouching)

Grab = f [f]2 (12)

---During Grab---

Harima Nage = 1 (45)

Soto Muso = 2 (45)

Soto Tasukizori = 3 (40)

Shumokuzori = 4 (40)

Gokuraku Utchari = 1+2 (34)

Tsuri Otoshi = 3+4 (47)

-----------------

Body Slam = approach 1+3 or f+1+3 (35)
(throw)

Sumo Scoop = approach 2+4 or f+2+4 (35)
(throw)

Upper Stream Throw = from left 1+3 or 2+4 (40)
(throw)

Crotch Throw = from right 1+3 or 2+4 (40)
(throw)

Reverse Choke Slam = from behind 1+3 or 2+4 (50)
(throw)

Okurigake = from behind f+1+3 or f+2+4 (40)
(throw)

Pedal Press = from behind d+1+2 (22)

Tsuri Dashi = f f+1+4 (20)
(throw)

Choke Slam = approach f f+2+3 (40)
(throw)

Twin Wall = b+1+3 or b+2+4
(time with enemy attack)

---

Wang Chirei

---Moves---

G-Clef Cannon = 1 1 1 (36)
(knocks enemy into air)

Jab to Right High Kick = 1 4 (19)

Spin Behind = 2 b (12)
(get behind enemy, must hit to work)

Right Straight to Left High Kick = 2 3 (24)

Triple Spin Razor = 4 4 1 (53)
(knocks enemy into air)

Triple Spin Kicks = 4 4 4 (55)

Triple Spin Low = 4 4 d+4 (42)

Mountain Splitter = 1+2 (27)

Power Punch = f+2 (18)

Rising Heaven Kick = f+4 (20)
(knocks enemy into air)

Energy Blast = f+1+2 (22)

Heavy Uppercut = f+1+4 (50)
(charge-up, unblockable)

Pearly Gates = df+1 1 (33)
(knocks enemy into air)

Slow Power Punch = df+2 (10)

Slow Power Punch Combo = df+2 1 (36)
(knocks enemy into air)

Snap Kick = df+3 (17)

Medium Power Punch = df+1+2 (28)

Furious Tiger = df+2 1+2 (36)

Giant Slayer = d+3 4 (35)

Sweep to Razor's Edge = d+4 1 (31)
(knocks enemy into air)

Sweep to High Kick = d+4 4 (33)

Sweep to Low Kick = d+4 d+4 (20)

Rising Tide = d+1+2 (22)
(knocks enemy into air)

Crumbling Tower = d+3+4 (30)

False Lift = db+2 (21)
(knocks enemy into air)

Spinning Low Kick = db+3 (16)

Tiger Mountain = db+4 2 (33)
(knocks enemy into air)

Cobra Fang = db+1+2 (28)

Jagged Edge = b+2 1 (21)

Evading Kick = b+4 (20)

Pinwheel Punch = b+1+2 (35)

Dancing Monkey Kick = uf+4 (22)
(knocks enemy into air)

Foot Stomp = uf+3+4 (35)
(enemy is down)

Crouching Cobra = f [f]2 (22)

Swivel Kick = f [f]4 (25)

Dragon Power Punch = b [b]1+2 (100)
(charge-up, unblockable)

Heavy Power Punch = d df f+2 (45)
(clean hit)

Leaping Side Kick = f f f+3 (30)

Gravity Punch = 2 2 2 (51)
(while rising)

Skyscraper Kick = 4 (21)
(while rising)

Sweeping Cartwheel = df+4 3 (29)
(while crouching)

Parting Sweep = 4 (16)
(during sidestep)

Horse Tamer = 1+2 (22)
(during sidestep)

10 Hit Combo 1 = 2 1 1 4 4 1 1 3 4 2 (105)

10 Hit Combo 2 = 2 1 1 4 4 1 2 1 4 2 (94)
(knocks enemy into air)

Headlock Toss = approach 1+3 or f+1+3 (35)
(throw)

Body Slam = approach 2+4 or f+2+4 (35)
(throw)

Crushing the Dragon = from left 1+3 or 2+4 (40)
(throw)

Golden Mountain = from right 1+3 or 2+4 (40)
(throw)

Reverse Neck Throw = from behind 1+3 or 2+4 (50)
(throw)

Neutralizer = b+1
(time with enemy attack)

Swallow's Tail = 1 (f)
(after Neutralizer succeeds)

Massive Dragon = 2 (24)
(after Neutralizer succeeds)

Circling Dragon = 3 (15)
(after Neutralizer succeeds, knocks enemy into air)

Flash Flood = 4 (18)
(after Neutralizer succeeds)

Attack Reversal = b+1+3 or b+2+4 (25)
(time with enemy attack)

Waning Moon = approach df df+2+4 (15)
(throw)

Dragon Thrust = approach df+1+3+4 (45)
(throw)

---

Bruce Irvin

---Moves---

Left Right Combo = 1 2 (16)

Bruce Rush = 1 2 1 2 (39)

Northern Lights Combo = 1 2 3 (34)

One Two Mid Kick = 1 2 4 (34)

One Two High Kick = 1 2 f+4 (38)

One Two Low High Kick = 1 2 d+4 3 (51)

Southern Cross Combo = 1 4 3 (39)

Northern Lights = 2 3 (30)

Right Straight to Mid Kick = 2 4 (30)

Right Straight to High Kick = 2 f+4 (34)

Right Straight to Low High Kick = 2 d+4 3 (47)

Vulcan Combo = 3 2 1 2 (53)

Bruce Special = 3 2 1 4 (46)

Shut Out Kick = 3 3 (27)

Cobra Sword = 4 f (22)

Sledgehammer = 1+2 (28)

Triple Elbow Rush = f+1 2 1 (38)

Bulldog Bite = f+3 (23)

Triple Kick Rush = f+4 3 4 (47)

Side Step Elbow = f+1+2 (21)


Double Elbow = df+1 2 (23)
(knocks enemy into air)

Ti Sok Ran = df+2 (10)
(knocks enemy into air)

Leg Slice Tornado Upper = df+3 1 (44)

Trident Middle = df+4 (15)

Gatling Kicks = df+3+4 3 3 3 3 (29)

Rabid Bulldog = d+3 4 (31)

Trident Low = d+4 (8)

Swaying Rabid Bulldog = db+3 4 (31)

Sway High Kick = db+4 (25)

Back Hand Blow = b+1 (21)

Stomping Kick = b+3 (18)

Stomp Straight Feint = b+3 2 (30)

Stomping Knee Feint = b+3 4 (35)

Triple Knee Combo = b+4 3 4 (53)

Double Knee to Low Kick = b+4 3 d+4 (40)

Killing Blow = [b]2+3 (60)
(charge up, unblockable)

Jumping Elbow = uf+1 (12)

Jumping Knee = uf+3 (24)

Rolling Cutter = f [f]1 (18)

Cross Straight = f [f]2 (18)

Slash Kick = f [f]3 (37)
(clean hit)

Leg Bazooka = f [f]4 (30)

Bull Tornado = b [b]4 (18)

Knee Launcher = b f+4 (29)
(knocks enemy into air)

Backflip = b b * 3+4

Leg Bazooka Feint = b b * 3+4 4 (15)

Impact Elbow = f * d [df]2 (26)

Ducking Left Low Kick = f * d [df]3 (18)

Ducking Knee Launcher = f * d [df] uf+3+4 (35)
(knocks enemy into air)

Sniper Slash = f f f+3 (30)

Double Tomahawk = 2 1 (25)
(while rising)

Tornado Upper = df d [df]1 (27)
(while crouching)

Amputation Low Kick = df d [df]4 (18)
(while crouching)

Drop Elbow = 1 (18)
(during sidestep)

Cyclone Kick = 3 (35)
(during sidestep)

Right Mid Left Hook = 4 1 (36)
(during sidestep)

Double Mid Kick = 4 4 (40)
(during sidestep)

10 Hit Combo 1 = 1 1 2 1 4 3 4 3 2 1 (113)

10 Hit Combo 2 = 1 1 2 1 4 3 4 3 4 3 (112)

Face Crushing Knee = 1+3 or f+1+3 (35)
(throw)

Front Knee Kick = 2+4 or f+2+4 (35)
(throw)

Head Break Throw = from left 1+3 or 2+4 (40)
(throw)

Face Break Throw = from right 1+3 or 2+4 (40)
(throw)

Reverse Neck Throw = from behind 1+3 or 2+4 (50)
(throw)

Clinch = f * d [df]2+3

Charanbo = 3+4 3+4 (23)
(during Clinch)

Charanbo Rush = 4 3 4 1+2+3 (46)
(during Clinch)

Right Knee Kick = f * d [df]1+4 (20)

Neck Throw = 1+2 1+2 1+2 (55)
(during Right Knee Kick)

Left Side Knee = 3 1+2+3 or 4 1+2+3 (35)
(during Right Knee Kick)

Right Side Knee Kick = 1 3 1+2+4 (60)
(during Right Knee Kick)

Flying Knee Kick = 2 4 1 1+2+3 (100)
(during Right Side Knee Kick)

---

Kuma/Panda

---Moves---

Bear Hammer = 1 1 1 (49)

Jab Elbow Smash = 2 1 2 (42)
(knocks enemy into air)

Triple Hammer = 1+2 1+2 1+2 (29)

Hunting = 3+4

---During Hunting---

Double Bear Claw = 1 2 (20)

Bear Claw = 2 (16)

Bear Fling = 1+2 (24)
(knocks enemy into air)

Bear Tackle = 3+4 (21)

Frolicking Bear = d+1+2 (22)

Hunting Hip Smash = b+3+4

Roll Over = 3 or 4

Play Dead = d+3+4

Stand = u

Forward Roll = f f

---During Forward Roll---

Bear Shove = 1 (28)

Bear Backhand = 2 (21)
(knocks enemy into air)

Bear Slide = 3 (21)

Bear Rolling Kick = 4 (28)

Giant Roll = 1+2 (35)
(knocks enemy into air)

Hunting = 3+4

-------------------------

G-Clef Cannon = f+1 1 1 (29)
(knocks enemy into air)

Double Claw = f+1+2 (22)

Rushing Uppercut L = [df]1 2 1 2 (44)

Rushing Uppercut R = [df]2 1 2 1 (26)

Bear Headbutt = df+1+2 (14)

Sit = d+3+4

Trout Sweep = 1 (16)
(during Sit)

Trout Smash = 2 (18)
(during Sit, knocks enemy into air)

Bear Lariat = db+2 (12)

Bear Pump in Pedal = db+3 (15)

Bear Stamp = b+1 (13)

Deadly Claw = b+1+2 (50)
(charge up, unblockable)

Bear Flail Kick = b+3+4 (25)

Big Bear Attack = uf+1+2 (28)

Pancake Press = uf+3+4 (21)

Bear Double Hop Kick Combo = uf+3 4 1+2 (33)

Demon Uppercut = f [f]2 (22)
(knocks enemy into air)

Fatal Wind = b [b]2+3+4 (200)
(charge-up, unblockable, extremely short range)

Salmon Hunter = b f+2+3 (30)

Grizzly Claw = b db d [df]2 (40)

Rolling Bear = b+1+2 f df d db b ub u uf (40)

Killing Uppercut = 1 (12)
(while rising)

Killing Uppercut Grizzly Claw = 1 2 (40)
(while rising, clean hit)

Double Hammer = 1+2 1+2 (32)
(while rising)

Hammer Rush 1 High = 1 1 1 2 [f]1 (56)
(while crouching)

Hammer Rush 1 Mid = 1 1 1 2 [df]1 (59)
(while crouching)

Hammer Rush 1 Low = 1 1 1 2 [d]1 (52)
(while crouching)

Hammer Rush 2 High = [df]1 2 [f]1 (39)
(while crouching)

Hammer Rush 2 Mid = [df]1 2 [df]1 (42)
(while crouching)

Hammer Rush 2 Low = [df]1 2 [d]1 (35)
(while crouching)

Hammer Rush 3 High = [df]2 [f]1 (22)
(while crouching)

Hammer Rush 3 Mid = [df]2 [df]1 (25)
(while crouching)

Hammer Rush 3 Low = [df]2 [d]1 (18)
(while crouching)

Triple Uppercut Right = [df]2 1 2 (40)
(while crouching)

Windmill Punch = df+1 2 1 1 (42)

Bear Butterfly = 1+2 (15)
(on ground, facing down)

Bear Backstroke = 1+2 (21)
(on ground, facing up)

Get Up Punch = d+1+2 (12)
(on ground, facing up)

Dance With Me = d+4 (80)
(enemy on ground)

You're Welcome = 1+3+4

10 Hit Combo 1 = df+2 * 1 1+2 3 1+2 1+2 1+2 1 2 1+2 (82)
(knocks enemy into air)

10 Hit Combo 2 = df+2 * 1 1+2 3 1+2 3+4 1+2 2 3 1 (104)

Bear's Bite = approach 1+3 or f+1+3 (35)
(throw)

Bear Hug = approach 2+4 or f+2+4 (35)(throw)

Bear Slam = from left 1+3 or 2+4 (40)
(throw)

Choke Slam = from right 1+3 or 2+4 (40)
(throw)

Swing Swung = from behind 1+3 or 2+4 (50)
(throw)

Headbutt = approach f [f]1+4 (40)
(throw)

Rock 'n Roll Circus = approach f df d db b [f]1+2 (50)
(throw)

Bear Toss = f+1+2 (30)
(during Hunting, throw)

---

Craig Marduk

---Moves---

Left Right Combo = 1 2 (19)

Left Right to Cut Check = 1 2 3 1+2 (64)

Left Right to Ready Position = 1 2 3+4 (19)

Left Right to Power Elbow Combo = 1 2 f+1 (40)

Jab Body Combo = 1 d+2 (20)

Quick Elbow Combo = 2 1 (24)

Catapult Tackle Combo = 2 d+1+2 (36)
(knocks enemy into air)

Shove = 1+2

Ready Position = 3+4

Cornered Beast = db+3+4

Power Straight = f+2 (22)
(from Ready Position)

Double Leg Take Down = 1+2 (12)

(from Ready Position)

Side Shift = d or u
(during Double Leg Take Down)

Double Hook Combo = f+2 1 (45)

Hook Smash Combo = f+2 d+1 (41)

Knee Lift = f+3 (27)

Stampede = f+4 (18)

Double Thruster = f+1+2 (21)

Shoulder Bash = f+3+4 (35)

Air Lift Uppercut = df+1 (15)
(knocks enemy into air)

Body Blow = df+2 (13)

Gut Kick = df+3 (18)

Raging Beast Headbutt = df+3 1 2 3 1+2 (82)

Raging Beast Ready Position = df+3 1 2 3+4 (37)

Raging Beast Sting = df+3 1 2 f+1 (58)

Raging Beast Body Blow = df+3 1 d+2 (38)

Gut Kick Combo = df+3 1+2 (46)

Gorilla Rush = df+3 df+1 2 (44)

Meal Check = df+4 (19)

Cannonball = df+1+2 (23)

Dunk Elbow = d+1 (18)

Alligator Combo = d+2 4 (39)

Low Kick = d+3 (12)

Knee Slicer = d+4 (16)

Battering Ram = d+1+2 (24)
(knocks enemy into air)

Swift Tomahawk = db+2 (18)

Crab Leg = db+4 (12)

Annihilator Hammer = db+1+2 (28)
(knocks enemy into air)

Fist Hammer = b+1 (18)

Spinning Backfist = b+2 (24)

Heel Bazooka = b+4 (30)

Death Bringer = b+2+3 (b b to cancel) (80)
(charge up, unblockable)

Jumping Mid Kick = uf+4 (18)

Mongolian Chop = uf+1+2 (21)

Foot Stomp = b+3+4 (21)
(enemy is down)

Ballista Fist = f [f]1 2 (49)

Elbow Rush = f [f]2 (21)

Bicycle Kick = f f f+3 (35)

Hell Stab = 1 (12)
(while rising)

Tornado Chop = 2 (28)
(while rising)

Power Punt = 3 (18)
(while rising, knocks enemy into air)

Stun Knee = 4 (21)
(while rising)

Quick Uppercut = 1+2 (12)
(while rising)

Bull-charge = 1+2 (20)
(while crouching)

Shin Breaker = [df]4 (19)
(while crouching)

Spinning Hammer = 2 (24)
(during sidestep)

Wake Up Hammer = 2 (28)
(while down, facing down)

Wake Up Sweep = d+2 (18)
(while down, facing down)

Quake Kick = db+4 (22)
(enemy is down)

10 Hit Combo 1 = 2 1 3 1 2 1 4 3 1 4 (112)

10 Hit Combo 2 = 2 1 3 1 2 1 2 2 3 2 (105)

Steam Roller = 1+3 or f+1+3 (35)
(throw)

Knee Breaker = 2+4 or f+2+4 (35)
(throw)

Reverse Body Lift = from left 1+3 or 2+4 (45)
(throw)

Toy Airplane = from right 1+3 or 2+4 (40)
(throw)

Backdrop = from behind 1+3 or f+1+3 (60)
(throw)

Arm Bar Flip = from behind 2+4 or f+2+4 (55)
(throw)

Power Bomb = approach crouching enemy d+1+3 (45)
(throw)

Ultimate Knee = approach crouching enemy d+2+4 (45)
(throw)

Trap = time w/ enemy high attack b+1+2 (8)

Trap = time w/ enemy mid attack b+3+4 (8)

Around the World = approach f [f]1+2 (30)
(throw, knocks enemy into air)

Back Breaker = approach d db b+1+2 (40)
(throw)

Suplex Bomb = approach f b db d df [f]1 (45)
(throw)

Northern Lights Suplex = approach d df f+1 (25)
(throw)

Power Slam = approach d df f+2 (25)
(throw)

Body Slam = 2+4 (35)
(throw, during Ready Position)

Left Melon Masher = 1 (47)
(during Mount)

Neck Lock = 1+3 (52)
(during Mount)

Right Melon Masher = 2 (47)
(during Mount)

Knee Bar = 2+4 (52)
(during Mount)

Mount Mongolian Chop = 1+2 (52)
(during Mount)

Skull Crusher = 3+4 (52)
(during Mount)

Hercules' Hammer = db+1+3 or db+2+4 (20)
(while enemy is down, near enemy's feet)

Mount Position = db+1+3 or db+2+4 (12)
(while enemy is on back, by enemy's side)

Rib Buster = db+1+3 or db+2+4 (30)
(while enemy is face down, by enemy's side)

Gator Slam = approach mid-air enemy 1+3 or f+1+3 (17)

Corkscrew = approach mid-air enemy 2+4 or f+2+4 (17)

Mid-Air Suplex = approach mid-air enemy f [f]1+2 (25)

---

Marshall Law

---Moves---

Machine Gun Arrow = 1 1 1 1 1 (25)

Left Right Combo = 1 2 (13)

Left Right to Knee = 1 2 3 (23)

Left Right to Somersault Feint = 1 2 uf+3 4 (38)
(knocks enemy into air)

Rage Dragon Combo = 2 2 1 2 (47)

High Kick to Somersault = 3 4 (39)
(knocks enemy into air)

Double Dragon's Breath = 3 3 4 (49)

Triple Dragon's Breath = 3 3 3 4 (59)

Feint to Middle Kick = 3 f+3 (33)

Shaolin Spin Kicks = 4 3 4 (40)

Crescent Kick Combo - 4 u+3 (46)

Backflip = 3+4 (21)
(knocks enemy into air)

Backflipper = 3+4 3 or [u]4 3 (35)
(knocks enemy into air)

Poison Arrow = f[2 1] (35)

Rave War Combo = [f]2 2 2 (25)

Blazing Fist Combo = [f]2 2 1+2 (38)

Dragon Hammer = f+1+2 (23)

Mid Kick = df+3 (18)

Step in Combo = [df]3 3 3 (44)

Mid Kick to Somersault Kick = [df]3 3 4 (49)

Right Middle Kick to Somersault Kick = df+4 3 (40)
(knocks enemy into air)

Low Backhand to High Kick = d+1 3 (36)

Body Blow to Somersault = d+2 3 (29)
(knocks enemy into air)

Dragon Low Kick = d+3 (8)

Dragon's Breath = d+3 3 4 (43)
(knocks enemy into air)

Low Kick to Somersault = d+4 3 (28)
(knocks enemy into air)

Dragon Charge = d+1+2

---During Dragon Charge---

Dragon Knuckle = 1 (18)

Dragon Knuckle Combo = 1 f+1 (43)

Dragon Roar = f+1 (25)

Dragon Executioner = 2 2 1 2 (47)

Dragon Claw = [2 1] (35)

Dragon Cannon = 3 (23)

Dragon Junkyard Kick = 4 3 (30)
(knocks enemy into air)

Dragon's Flight = 3+4 (40)

-------------------------

Frogman = d+3+4 (25)

Elbow Spring Kick = db+2 4 (40)

Shin Crusher = db+3 (14)

Dragon's Tail = db+4 (25)

Dragon's Tail to Somersault Kick = db+4 4 (39)

Charge Power Punch = db+1+2 (u u to cancel) (100)
(charge up, unblockable)

Dragon Storm = b+1 2 1 (39)
(knocks enemy into air)

Junkyard Kick = b+2 3 4 (42)
(knocks enemy into air)

Dragon Rush Combo = b+2 3 d+4 (41)

Dragon Spin Kick = b+3 (30)

Fake Step = b+1+2

---After Fake Step Succeeds---

Tricky Trap = 1 (12)

Tricky Fist = 2 (12)

Tricky Mid Kick = 3 (22)

Tricky Low Kick = 4 (15)

---During Fake Step---

Dragon Knuckle = 1 (18)

Dragon Knuckle Combo = 1 f+1 (43)

Dragon Roar = f+1 (25)

Fake Step Uppercut = 2 (32)
(knocks enemy into air)

Dragon Cannon = 3 (23)

Dragon Junkyard Kick = 4 3 (30)

Dragon's Flight = 3+4 (40)

---------------------

Somersault Kick = [uf]4 (25)
(knocks enemy into air)

Somersault = [uf]3

Somersault Fake = [uf]3 4 (25)
(knocks enemy into air)

Blackout = uf+1 (10)

Blackout Muggin' = uf+1 3 (17)

Jumping Kick to Somersault = uf+3 4 (25)

Dragon Strike Combo = f [f]2 1 3 (50)

Dragon Cannon = f [f]3 (28)

Banana Peel = f [f]4 (10)

Fury Fist Rush = d df f+1 2 1 2 (24)
(knocks enemy into air)

Running Side Kick = f f f+3 (30)

Dragon Uppercut = 2 (22)
(while rising, knocks enemy into air)

Side Kick = 3 (16)
(while rising)

Front Kick Somersault Variation = 4 3 (33)
(while rising, knocks enemy into air)

Double Impact = 3 4 (33)
(while crouching, knocks enemy into air)

Low Kick to Somersault = 4 3 (28)
(while crouching, knocks enemy into air)

Catapult Kick = [uf]4 (30)
(while crouching)

Rainbow Kick = [uf]3+4 (30)
(while crouching)

Slide Kick = df d [df]3 (22)

Double Dragon = 3+4 (38)
(during sidestep)

Dragon Judgment = 2 1 2 1 (49)
(during sidestep)

Dragon Back Blow = 1 (15)
(back to enemy)

Blind Elbow Combo = 2 2 (36)
(back to enemy)

Jumping Kick to Somersault = uf+3 4 (25)
(back to enemy)

Reverse Low = d+4 (16)
(back to enemy)

10 Hit Combo 1 = df+1 2 2 1 3 3 3 4 3 4 (88)

10 Hit Combo 2 = df+1 2 2 1 3 3 d+3 4 4 4 (94)

10 Hit Combo 3 = df+1 2 2 1 3 3 d+3 3 4 4 (85)

10 Hit Combo 4 = df+1 3 2 2 3 3 3 4 3 4 (84)

10 Hit Combo 5 = df+1 3 2 2 3 3 d+3 4 4 4 (97)

10 Hit Combo 6 = df+1 3 2 2 3 3 d+3 3 4 4 (88)

Dragon's Fire = approach 1+3 or f+1+3 (35)
(throw)

Hopping Frog = approach 2+4 or f+2+4 (35)
(throw)

Headlock Kick = from left 1+3 or 2+4 (40)
(throw)

Ball Breaker = from right 1+3 or 2+4 (40)
(throw)

Dragon Bites = from behind 1+3 or 2+4 (50)
(throw)

Headlock Punch = approach [df]1+2 (35)
(throw)

Headlock Drop = approach [df]1+2 1 2 1+2 (40)
(throw)

Knee Lift = approach f [f]3+4 (15)
(throw, knocks enemy into air)

Run Up to Drop = approach [f]2+3 (40)
(throw)

Dragon's Fire = 1+3 (35)
(throw, during Dragon's Charge)

Facelift = 2+4 (30)
(throw, during Dragon's Charge)

Parry = time w/ enemy attack b+1+3 or b+2+4

---

Hwoarang

---Moves---

---Left Stance (default stance)---

Migraine = 1 1 (13)

Double Jab Low Kick = 1 1 3 (23)

Home Surgery = 1 1 3 3 (41)

One Two Punch = 1 2 (15)

Left Right to Left Flamingo = 1 2 3 (15)

Left Right to Right Flamingo = 1 2 4 (15)

Rejector = 1 2 f+3 (31)

Rejection = 1 2 f+4 (52)
(clean hit)

Right Jab to Left Flamingo = 2 3 (12)

Right Jab to Right Flamingo = 2 4 (12)

Right Jab Side Kick = 2 f+3 (28)

Right Jab to Spinning Back Kick = 2 f+4 (37)

Machine Gun Kicks = 3 3 3 3 (62)
(knocks enemy into air)

Left Kicks to Right Hook Kick = 3 3 4 (47)

Left Kicks to Right Middle Kick = 3 3 4 4 (62)

Machine Gun Kicks to Left Flamingo = 3 3 3 [f] (37)

Left Kick Combo to Right Hook Kick = 3 3 3 4 (57)

Total Outrage = 3 3 3 4 4 (72)

Left Kick Combo Low = 3 3 d+3 (34)

Left Kick Combo Low to Right Hook = 3 3 d+3 4 (44)

Menace to Society = 3 3 d+3 4 4 (59)

Flying Eagle = [3 4] (40)

Hot Feet = 4 4 4 4 (54)

Right Kicks to Left Stance = 4 4 (24)

Hard Rocker = 4 [f]4 (24)

Right Kick Combo to Right Flamingo = 4 4 4 (34)

Right Kicks Combo to Left Stance = 4 4 [b]4 (34)

Da Bomb = 4 4 [f]4 (49)

Blizzard Kicks  = 4 4 4 3 (44)

Rude Boy = 4 [f]3 (31)

Axe Murderer = 4 3 (34)

Disrespect = 1+2

Motion Switch = 3+4

Rusty Knife = f+2 (15)

Middle Back Blow to Left Stance = [f]2 (15)

Left Flamingo Feint = [f]3 *

Cheap Shot Snap Kick = f[3 3] (28)

Right Flamingo Feint = f * 4

Doggie Lift = f+4 (21)

Right Hook Kick to Left Stance = f+4 b (21)

Grand Theft = f+4 4 (36)

Push Hands = f+1+2 (21)

Blasting Kick Combo = df+3 3 (32)
(knocks enemy into air)

Public Enemy = df+3 4 (38)

Body Blow = df+1+2 (10)

Overhead Kick = df+3+4 (10)

Smash Low Right = d+3 4 (22)

Firecracker = d+4 4 (29)
(knocks enemy into air)

Low Kick = d+3+4 (7)

Sweep Kick = db+3 (12)

Ankle Biter = db+4 (12)

Ankle Biter to Right Flamingo = db+4 f (12)

Ankle Biter to Crescent Kick = db+4 4 (33)

Dynamite Heel = db+3+4 (b b to cancel) (40)
(charge up, unblockable)

Bolt Cut = b+2 (18)

Left Plasma Blade = b+3 (18)
(knocks enemy into air)

Nose Bleeder = b+4 (27)

Fade-Away Kick = ub+4 (18)

Jump Kick = u+3 (25)

Scorpion Side Kick to Right Flamingo = u+4 (18)

Bloody Guillotine = u+3+4 (18)

Bone Stinger = uf+2 (22)

Hunting Hawk = uf+3 4 3 (36)

Circular Saw = uf+3+4 (37)
(clean hit)

Air Raid = uf+4 4 4 (39)

Air Raid to Right Flamingo 1 = uf+4 [f] (12)

Air Raid to Right Flamingo 2 = uf+4 4 [f] (24)

Air Raid to Right Flamingo 3 = uf+4 4 4 [f] (39)

Spinning Axe Kick to Right Stance = f [f]3 (25)

Torpedo Kick = f [f]4 (30)

Double Thrust = b [b]4 3 (42)

Triple Spin Kick = b [b]4 4 4 (42)

Sky Rocket = f * d [df]4 (23)
(knocks enemy into air)

Spinning Scythe to Axe Kick = f * d [df]3+4 3 (36)

Killing Blade = f f f+3 (30)

Iron Heel = 3 (28)
(while rising)

Tsunami Kick = 4 4 (25)
(while rising)

Eruption to Left Flamingo = 3 3 (33)
(during sidestep)

Eruption to Left Stance = 3 3 b (33)
(during sidestep)

Spinning Trip Kick = 4 (15)
(during sidestep)

Plasma Blade = 4 (20)
(back to enemy, knocks enemy into air)

---Right Stance (3+4 from Left Stance)---

Disrespect = 1+2

Motion Switch = 3+4

Migraine = 1 1 (22)

Big Fists = 2 1 1 (28)

Chainsaw Kick Combo = 2 4 3 (41)

Right Reverse Kick Combo = 2 4 4 (48)

Right PK Combo = 2 3 (33)

Right Jab Spin Kick = 2 b+4 (33)

Volcannon to Right Flamingo = 3 4 (34)

Volcannon to Right Stance = 3 [f]4 (34)

Backlash = [3 4] (54)
(clean hit)

Rolling Right Kick to Right Flamingo = [3 4] b or f (30)

Chainsaw Kick = 4 3 (35)

Right Reverse Kick = 4 4 (42)

Right Flamingo Feint = f+4

Grand Theft = f[4 4] (20)
(knocks enemy into air)

Cheap Shot = f+3 (21)

Cheap Shot to Disrespect = f+3 [b] (21)

Cheap Shot Low Spin = f+3 4 (41)

Right Sidekick = df+4 (12)

Teaser = db+3 3 (55)

Nose Bleeder = b+3 (27)

Misdemeanor = b+4 (27)

Hunting Heel = f [f]3 (22)

Screw Kick = f [f]4 3 (38)

Plasma Blade = 3 (20)
(Right Stance, back to enemy)

Spinning Scythe to Axe Heel = 4 3 (36)
(Right Stance, back to enemy)

---Left Flamingo ([f]3 *)---

Flamingo Switch = 3+4

Trick Jab = 1 (7)

Right Backhand = 2 (15)

Flamingo Sidekick Combo = 3 4 (33)

Rocket Launcher = 3 3 3 (47)
(knocks enemy into air)

Rocket Launcher to Left Flamingo = 3 3 [f] (12)

Flamingo Kick Combo to Right Hook Kick = 3 3 4 (42)

Cannon Kicks = 3 3 4 4 (57)

Step Kick = 4 (28)

Power Blast = 1+4 (b b to cancel) (80)
(charge up, unblockable)

Left Viper Combo = f+3 (18)

Snap Kick = df+3 (18)

Cutter Left = db+3 (8)

Flamingo Low to Right Hook Kick = db+3 4 (18)

Cutter Right = db+4 (15)

Snap Spin Kick = b+3 (27)

Right Heel Lance = b+4 (21)

Flamingo Hunting Hawk = uf+3 4 3 (27)

Step-in = f

Back Dash = b

Sidestep = d or u

10 Hit Combo = 2 2 3 4 3 4 4 4 4 3 (106)

---Right Flamingo ([f]4 *)---

Flamingo Switch = 3+4

Left Punch = 1 (15)

Right Punch = 2 (u)

Big Fists = 2 1 1 (29)

Right PK Combo = 2 3 (34)

Chainsaw Kick Combo = 2 4 3 (42)

Right Reverse Kick Combo = 2 4 4 (49)

Right Jab Spin Kick = 2 b+4 (34)

Step Kick = 3 (25)

Right Kick = 4 (20)

Right Viper Combo = f+4 (18)

Snap Kick =df+4 (18)

Left Heel Lance = b+3 (21)
(knocks enemy into air)

Snap Spin Kick = b+4 (27)

Cutter Left = db+3 (15)

Cutter Right = db+4 (13)

Step-in = f

Back Dash = b

Sidestep = d or u

10 Hit Combo = 1 2 3 4 3 4 4 4 4 3 (106)

---Left Stance---

Pickpocket = approach 1+3 or f+1+3 (35)
(throw)

Falcon Dice Kick = approach 2+4 or f+2+4 (35)
(throw)

Bring It On = from left 1+3 or 2+4 (45)
(throw)

Dead-End = from right 1+3 or 2+4 (44)
(throw)

Slaughterhouse = from behind 1+3 or 2+4 (60)
(throw)

Human Cannonball = approach f+2+3 (40)
(throw)

Roll and Choke = approach f [f]2 (40)
(throw)

Leg Hook Throw = approach d [db]1+3 (40)
(throw)

Door Mat = approach d db [b]3 (45)
(throw)

Jackknife = approach 1+3 or 2+4 (50)
(throw, during Right Stance)

Overhead Kick = approach mid-air enemy df+3+4 (22)

---

King

---Moves---

Palm Attack = 1 2 (21)

Palm to Head Jammer = 1 2 2+4 (51)

Palm to Jumping Power Bomb = 1 2 d+2+4 (45)

Palm to Uppercut = 1 2 1 (31)

Palm Upper to Suplex = 1 2 1 2+4 (71)

Palm Upper to Jumping Power Bomb = 1 2 1 d+2+4 (45)

Jab Uppercut = 2 1 (22)

Head Spinner = 1+2 1 (39)

Jaguar Step = 3+4

Jaguar Step to Elbow = 3+4 2 (15)

Jaguar Step to High Kick = 3+4 4 (35)

Jaguar Step to Mid Kick = 3+4 df+4 (23)

Moonsault Body Press = 1+4 (25)
(unblockable)

Rolling Elbow Rush = f+2 2 2 (51)

Front Kick = f+3 (18)

Front Kick to DDT = f+3 (during hit) 1+2 (38)

Rolling Sobat = f+4 (23)

Shadow Lariat = f+1+2 (25)

Jaguar Lariat = f+1+2 (hold) (50)
(unblockable)

Body Check = f+1+4 (21)

Shoulder Tackle = f+2+3 (40)

Elbow Sting = df+1 2 (27)

Smashing Hook = df+2 (12)

Lasso Kick = df+3 4 (32)

Low Kick = df+4 (15)

Frankensteiner = df+3+4 (45)

Jab Uppercut = d+1 2 (18)

Corporate Elbow = d+1+2 (21)

Stagger Kick = d+3+4 4 4 (28)

Stagger Kicks = d+3+4 4 4 4 4 (35)
(during counter)

Stagger Kick Spinning Uppercut = d+3+4 2 (20)

Crouching Low Kick = db+3 (17)

Low Drop Kick = db+4 (16)

Quick Hook = b+1 (13)

Sidewinder = b+2 (16)

Straight Arrow = b+2 (hold 2) (30)

Straight Arrow to V Driver = b+2 (hold 2) d+2+4 (75)

Toll Kick = b+3 (23)

Disgraceful Kick = b+4 (20)

Water Parting Chop = ub+1 (30)

Falling Heel Kick = uf+3 (25)

Capital Punishment = uf+1+2 (35)

Burning Knuckle = uf+1+2 (hold 1+2) (45)
(charge up, unblockable)

Neck Cutter Kick = uf+3+4 (28)

High Elbow Drop = uf+2+4 (35)

Jaguar Straight = f [f]1 (23)

Rolling Elbow = f [f]2 (20)

Clothesline Combo = f [f]2 1 (45)

Konvict Kick = f [f]4 (24)

Konvict Kick to DDT = f [f]4 (48)
(during Counter)

Flying Cross Chop = f [f]1+2 (15)

Exploder = f [f]3+4 (25)

Diving Body Press = f [f]2+3 (30)

Stomach Smash = f f * 2 (6)

Lay Off = f f * 1+2

Jumping Knee = f * d [df]4 (37)
(clean hit)

Black Bomb = f * d [df]1+2 (28)

Running Exploder = f f f+3+4 (40)

Crouching Uppercut = 2 (20)
(while rising)

Snap Uppercut = 1+2 (18)
(while rising, knocks enemy into air)

Body Blow = [df]2 (23)
(while crouching)

Leg Breaker = df+1 (21)
(while crouching)

Jaguar Thrust = 2 (22)
(during sidestep)

Deadly Boomerang = 3+4 (54)
(during sidestep)

Atomic Blaster = 1+2 (50)
(back to enemy, unblockable)

Blind Kick = 3 (15)
(back to enemy)

Blind Kick to Neck Breaker = 1+2 (35)
(when Blind Kick hits)

10 Hit Combo 1 = 1 2 1 1 2 4 4 4 1 3 (86)

10 Hit Combo 2 = 1 2 1 1 2 4 4 4 1 1 (81)

10 Hit Combo 3 = 1 2 1 1 3 3 4 4 1 3 (93)

10 Hit Combo 4 = 1 2 1 1 3 3 4 4 1 1 (88)

10 Hit Combo 5 = 1 2 1 1 3 3 4 3 1 1+2 (101)

Winding Nut = approach 1+3 or f+1+3 (35)
(throw)

Suplex = approach 2+4 or f+2+4 (35)
(throw)

Argentina Backbreaker = from left 1+3 or 2+4 (40)
(throw)

Knee Crusher = from right 1+3 or 2+4 (42)
(throw)

Half Boston Crab = from behind 1+3 or f+1+3 (60)
(throw)

Cobra Twist = from behind 2+4 or f+2+4 (60)
(throw)

Stretch Buster = from behind b [f]1+2 (75)
(throw)

Jumping Power Bomb = approach crouching enemy d+1+3 (45)
(throw)

V Driver = approach crouching enemy d+2+4 (45)
(throw)

Arm Whip = time w/enemy right punch [b]1+3 (30)
(counter, throw)

Double Heel Hold = time w/enemy left kick [b]2+4 (25)
(counter, throw)

Leg Screw = time w/enemy right kick [b]2+4 (25)
(counter, throw)

Ultimate Tackle = 1+2 (5)
(while crouching)

Ultimate Punch = 2 1 2 1 2 (30)
(during Ultimate Tackle)

Cross Arm Lock = 1+2 (30)
(during Ultimate Tackle)

Arm Twist = 1+2 (40)
(during Cross Arm Lock)

Leg Cross Hold = 3+4 (25)
(during Ultimate Tackle)

Stretch Combo = 1+2 (55)
(during Leg Cross Hold)

Figure Four = approach [db]1+2 (40)
(throw)

Knee Bash = approach [df]2+3 (40)
(throw)

Muscle Buster = approach d db [b]1+2 (50)
(throw)

Clothesline Press = approach [d] db d [db]1+2 (45)
(throw)

Tombstone Piledriver = approach db [f]2 (58)
(throw)

Giant Swing = approach f b db d df [f]1 (65)
(throw)

Tomahawk = f f f+2+4 (40)

Shoulder Cracker = db+1+3 or db+2+4 (28)
(enemy on back, near enemy's head)

Swing Away = db+1+3 or db+2+4 (30)
(enemy on back, near enemy's feet)

Head Bomber = [db]1+3 (33)
(enemy on back, near enemy's feet)

Figure Four Leg Lock = [db]2+4 (33)
(enemy on back, near enemy's feet)

Turn Over = db+1+3 or db+2+4
(enemy on back, near enemy's side)

Wing Tearer = db+1+3 or db+2+4 (32)
(enemy face down, near enemy's head)

Half Crab = db+1+3 or db+2+4 (30)
(enemy face down, near enemy's feet)

Camel Clutch = db+1+3 or db+2+4 (35)
(enemy face down, from left side)

Bow & Arrow Stretch = db+1+3 or db+2+4 (37)
(enemy face down, from right side)

Throw Away = [b]1+2

Throw Away Feint = [b]1+2 1+3

Throw Away Knockdown = [b]1+2 2+4 (8)

Throw and Destroy = [b]1+2 3+4 (10)

Turn Around = [b]1+2 1+2

Pile Driver = approach d df [f]1 (30)
(throw)

Double Arm Face Buster = 1+2 1+2 (35)
(during Pile Driver)

Boston Crab = 1+2 3 4 1+2 (45)
(during Pile Driver)

Stomach Smash = f f * 2 (7)
(Counter)

Hi-Jack Backbreaker = 1+2 (42)
(during Stomach Smash)

Jaguar Driver = 1+2 u d+3+4 (57)
(during Stomach Smash)

Mid-Air Leg Cross Hold = approach mid-air enemy 1+3 or f+1+3 (15)
(throw)

Mid-Air Leg Screw = approach mid-air enemy 2+4 or f+2+4 (15)
(throw)

Running Jaguar Bomb = approach mid-air f b db d df f+1 (22)
(throw)

Running Jaguar Bomb = approach mid-air f f f+2+4 (30)
(throw)

Double Heel Hold = approach mid-air d+1+3 or d+2+4 (12)
(throw)

Flapjack = 1+2 1+2 (30)
(during Double Heel Hold)

Giant Swing = 2 1 3 4 (42)
(during Double Heel Hold)

---Standing Heel Hold Combo---

Standing Heel Hold = approach f * d [df]2+3 (25)

Indian Death Lock = 1+2 1 3 1+2 (50)
(during Standing Heel Hold)

King's Bridge = 1 3 4 1+2 3+4 (95)
(during Indian Death Lock)

S.T.F. = 1 2 3 1+2 (60)
(during Standing Heel Hold)

Scorpion Death Lock = 1+2 3 1 1+3 (65)
(during Standing Heel Hold)

---Arm Breaker Combo---

Arm Breaker = approach f * d [df]1+4 (20)

Triple Arm Breaker = 1+2 1+2 (50)
(during Arm Breaker)

Head Jammer = 1+2 4 2+4 (40)
(during Arm Breaker)

Struggle Combo = 4 3 4 3+4 1+2 (65)
(during Head Jammer)


Chicken Wing Face Lock = 2 1 1+2+3 (40)
(during Arm Breaker)

Dragon Sleeper = 2 1 3 1+2+4 1+2+4 (70)
(during Chicken Wing Face Lock)

Rolling Death Cradle = 1+3 3+4 2+4 1+2 1+2+3 (110)
(during Chicken Wing Face Lock)

---Reverse Arm Slam Combo---

Reverse Arm Slam = approach f [df]1+3 or 2+4 (22)
(throw)

Backdrop = 2 1 1+2 (37)
(during Reverse Arm Slam)

German Suplex = 3+4 1+2 (52)
(during Backdrop)

Power Bomb = 1 2 3+4 (74)
(during German Suplex)

Giant Swing = 2 1 3 4 (99)
(during Power Bomb)

Muscle Buster = 3 1 2 3+4 1+2+3+4 (104)
(during Power Bomb)

---Reverse Special Stretch Bomb Combo---

Reverse Special Stretch Bomb = approach f [df]1+2 (25)
(throw)

Reverse Special Stretch Bomb = approach df [df]2+4 (25)
(crouching enemy)

Cannonball Buster = 2 2 1+2 (40)
(during R.S.S.B.)

Manhattan Drop = 3+4 1+2 1+2+4 (55)
(during Cannonball Buster)

Victory Bomb = 1 2 3+4 1+2 (73)
(during Manhattan Drop)

Giant Swing = 2 1 3 4 (98)
(during Victory Bomb)

Muscle Buster = 3 1 2 3+4 1+2+3+4 (103)
(during Victory Bomb)

Cannonball Buster = 2+4 (15)
(during sidestep, must be from side or back)

---Mexican Magma Drive 1---

Cobra Clutch = approach 3+4 1+4 or 3+4 2+3 (20)
(throw)

Flinging Half Nelson = 2+4 1+2 1+2 (45)
(during Cobra Clutch)

Sleeper = 3+4 3+4 1+2 (35)
(during Cobra Clutch)

Triple Trouble = 1 1 1+2 (55)
(during Sleeper)


Human Necktie = 3 4 1+2 3+4 (58)
(during Sleeper)

---Mexican Magma Drive 2---

Cobra Clutch = approach 3+4 1+4 or 3+4 2+3 (20)
(throw)

Cobra Twist = 1 4 2 3 (32)
(during Cobra Clutch)

Reverse DDT = 2 1 1+3 or 2 1 2+4 (45)
(during Cobra Twist)

R.S.S.B. = 1+2 1 2 1+2+3 or 1+2 1 2 1+2+4 (61)
(during Reverse DDT)

Samurai Rock = 2 3 1 1+2 (69)
(during Reverse DDT)

Backdrop = 3+4 1+2 (76)
(during R.S.S.B.)

Sol Naciente = 1+2 4 1+2 1+2+3 (103)
(during Backdrop)

Burning Hammer = 1+2 3 4 1+3 or 1+2 3 4 2+4 (94)
(during Backdrop)

Screwdriver = 2+4 3+4 1+3 1+2 1+2+3 or
              2+4 3+4 1+3 1+2 1+2+4 (126)
(during Burning Hammer)

---

RAVEN

---Moves---

Left Right Combo = 1 2 (17)

Right Straight to Low Left Kick = 2 3 (22)

PK Combo = 2 4 (28)

Valkyrie Lance Combo = 3 3 4 (44)

Chariot = [3 4] (28)

Hydra Bite High = [4 3] 3 (31)

Hydra Bite Mid = [4 3] 4 (30)

Hydra Bite Low = [4 3] 1 (29)

Crusader = 1+2 (33)

Shruiken Kick = 3+4 (21)
(knocks enemy into air)

Gate Keeper = f+1 2 (31)

Shadow Spear = f+2 (30)

Crescent Kick = f+3 (22)
(knocks enemy into air)

Lance Kick = f+4 (24)

Chakram = f+3+4 4 2 (38)

Heavy Chakram = f+3+4 f+4 2 (42)

Spinning Chakram = f+3+4 3+4 (33)

Body Blow = df+1 (15)

Short Uppercut = df+2 (21)

Meat Hook = [df]2 3 (38)

Shadow Snap Kick = df+3 (21)

Pendulum Kick = df+4 4 (28)

Death From Above = df+1+2 (35)
(unblockable)

Blind Ghost = df+3+4 (28)

Low Kick = d+3 (9)

Basilisk Fang = d+4 (13)

Summon Force = d+1+2

Dead End = d+1+2 d db b ub u uf f+1+2 (60)
(Counter, charge up, unblockable)

Assassin's Sting Combo = db+2 1 (22)

Assassin's Sting = [db]2 (16)

Killer Bee = db+3 (17)

Shinobi Cyclone = db+4 (15)
(clean hit)

Elbow Strike = b+1 (18)

Unicorn's Tail = b+2 2 3 (47)
(knocks enemy into air)

Deadly Talon = b+2 2 1+2 (42)

Hades Heel = b+3 (19)

Skull Smasher = b+4 4 (29)

Skull Smasher Feint = b+4 b+4 (27)

Skull Smasher Feint Low = b+4 b+4 3 (27)

Illusion Strike = b+1+2 2 (40)

Illusion Sweep = b+1+2 3 (45)

Labyrinth = b+3+4
(positions back to enemy)

---From Labyrinth---

Blind Whip = 1 (15)
(back to enemy)

Backfist = 2 or b+2 (13)
(back to enemy)

Blinding Knife = 2 2 (28)
(back to enemy)

Crusader = 1+2 (30)
(back to enemy)

Spiral Cannon = 3+4 (20)
(back to enemy, knocks enemy into air)

Soul Steal = f+1 (18)
(back to enemy)

Cold Massacre = f+2 4 (30)
(back to enemy)

Demon Knee = f+3 (25)
(back to enemy)

Kama Kick Combo = f+4 3 (31)
(back to enemy)

Sixth Sense = f+1+2 (25)
(back to enemy, time with enemy attack) 

Reverse Chakram = f+3+4 (24)
(back to enemy)

Shinobi Cyclone = d+3 (15)
(back to enemy)

Labyrinth = b+3+4
(back to enemy, positions back to normal)

Gremlin Smasher = f [f]3 (25)
(back to enemy)

Phantom Warp = f f f
(back to enemy)

------------------

Deathbringer Mid = u+3 3 (25)

Deathbringer High = u+3 4 (25)

Deathbringer Low = u+3 d+3 (25)

Shadow Scythe = uf+3 (20)

Stormbringer = uf+4 4 (30)
Sudden Strike = f [f]3 (24)

Wind Spin Kick = f [f]4 (30)

Poison Needle = f [f] * 3 (15)
(knocks enemy into air)

Swift Justice = f [f] * 4 (21)

Pandora Spin = f [f]3+4 (35)

War Hound = b [b]2 (40)

Shadow Sprint = d df [f]

Fatal Elbow = d df [f]1 (24)

Buzzsaw = d df [f]2 (13)

Black Hole = d df [f]4 (15)
(knocks enemy into air)

Hellhound = d df [f]1+2 (23)

Quicksand = d df [f]3+4 (16)

Rising Uppercut = 1 (14)
(while rising, knocks enemy into air)

Jackknife Elbow = 2 (16)
(while rising)

Trident Kick = 3 (24)
(while rising)

Shadow Snap Kick = 4 (18)
(while rising)

Spinning Middle Kick = f+4 (25)
(while rising)

Crouch Step = df d [df]
(while crouching)

Evading Middle Kick = 3 (17)
(during sidestep)

10 Hit Combo 1 = f+1 2 2 2 4 2 3 4 2 1+2 (101)
(last hit unblockable)

10 Hit Combo 2 = 2 2 1 2 4 2 3 4 2 1+2 (102)
(back to enemy, last hit unblockable)

Grave Digger = approach 1+3 or f+1+3 (35)
(throw)

Salamander = approach 2+4 or f+2+4 (35)
(throw)

Neck Ringer = from left 1+3 or 2+4 (40)
(throw)

Swift Assassin = from right 1+3 or 2+4 (40)
(throw)

Dark Matter = from behind 1+3 or 2+4 (50)
(throw)

Orbiting Moon = approach df+1+4 (38)
(throw)

Undertaker = approach f df d db b f+1+2 (48)
(throw)

Ultimate Tackle = db+1+2 (5)

Ultimate Punch = 2 1 2 1 2 (30)
(during Ultimate Tackle)

---

Asuka Kazama

---Moves---

Whiplash = 1 1 (21)

Jab Uppercut = 1 2 (16)

Jab Uppercut to Spinning Heel Drop = 1 2 3 (44-66)
(3 can be held for more damage)

Jab Uppercut to Front Kick = 1 2 4 (36)

Jab Low Kick = 1 3 (16)

Jab Leg Cutter = 1 4 (20)
(4 can be pressed multiple times for Leg Cutter)

Rising Palm = 2 (16)
(knocks enemy into air)

Piercing Spear = 3 (12)

Sacred Blade = [3 4] (22)

Inner Strength = 1+2 (22)

Thunder Fall Kick = 3+4 (31)

Wheel Kick = 2+3 (21)

Blizzard Combo = 1+4 2 1 (35)

White Heron Dance = 1+4 2 4 (46)

White Heron Lower Dance = 1+4 2 d+4 (41)

Lunging Mist Thrust = f+1 (18)

Demon Slayer = f+2  (21)
(knocks enemy into air)

Spinning Heel Drop = f+3 or f+3 (hold 3) (30-50)

Back Spin Kick = f+4 (25)

Falling Tower = df+1 2 (41)

Step-In Rising Palm = df+2 (18)
(knocks enemy into air)

Minazuki = df+3 (22)

Heaven's Hammer = d+2 (18)
(temporarily stuns enemy)

Funeral Palm = db+2 (16)
(knocks enemy into air)

Enchanted Circle = db+3 (15)

Violet = b+1 (16)

Violet Combo = b+1 1 (35)

Violet Sweep = b+1 3 (38)
(knocks enemy into air)

Swallow Mallet = b+2 (12)

Swallow Mallet to Lunging Mist Thrust = b+2 1 (27)

Swallow Mallet to Leg Cutter = b+2 4 (26)
(can lead into Leg Cutter)

Swallow Mallet Elbow = b+2 2+1 (25)

Dragon Wheel Kick = b+3 (20)
(knocks enemy into air)

Dragon Wheel Kick Demon Slayer = b+3 2 (34)

Dragon Wheel Leg Cutter = b+3 4 (44)
(can lead into Leg Cutter)

Heart Stopper = b+4 (18)

Iwato = uf+3 (16)

Night Sky = uf+4 (25)
(knocks enemy into air)

Exorcisor = f+1+2 (32)

Raging Storm = df+1+2 (32)

Double Lift Kicks = d+3+4 (25)

Mist Palm Thrust = f [f]2 (23)

Leaping Spin Kick = f [f]4 (30)

Grace = [df]2 (12)
(while crouching)

Twin Cloud Kicks = 3+4 3 (40)
(while crouching)

Violet Strength = 1 (19)
(while rising) 

Rising Elbow = 2 (15)
(while rising) 

Moon Scent = 3 (22)
(while rising, knocks enemy into air)

Tornado Kick = f+3 (25)
(while rising)

Camellia = 4 (18)
(during sidestep)

---Whiplash Combos---

Whiplash to Toe Kick = f+1 3 (34)

Whiplash Combos = f+1 3 1 (50)

Whiplash Double Lift Upper = f+1 4 (43)

Whiplash Sacred Blade = f+1 d+4 (40)

Whiplash to Front Kick = 1 1 4 4 (46)

Double Whiplash to Front Kick = 1 1 4 4 1 1 4 (67)

---Leg Cutter Combos---

Leg Cutter 1 = db+4 (14)

Leg Cutter 2 = db+4 4 (30)

Leg Cutter 3 = db+4 4 4 (48)

Leg Cutter Thunder Fall Kick 1 = db+4 3 (45)

Leg Cutter Thunder Fall Kick 2 = db+4 4 3 (51)

Leg Cutter Thunder Fall Kick 3 = db+4 4 4 3 (79)

Leg Cutter Blizzard Combo = db+4 1+4 2 1 (53)

Leg Cutter White Heron Dance = db+4 1+4 2 4 (60)

Leg Cutter White Heron Lower Dance = db+4 1+4 2 d+4 (55)

10 Hit Combo db = 2 1 1 1 2 1 4 3 3+4 (111)

10 Hit Combo 2 = 2 1 1 1 2 1+4 1 3+4 (81)

10 Hit Combo 3 = 2 1 1 3 (43)

Aiki Nage = Approach 1+3 or f+1+3 (35)
(throw)

Katanuki = Approach 2+4 or f+2+4 (35)
(throw)

Cloud Taste = from left 1+3 or 2+4 (40)
(throw)

Wind Wheel = from right 1+3 or 2+4 (40)
(throw)

Twisted Limbs = from behind 1+3 or 2+4 (50)
(throw)

Attack Reversal = Time w/enemy attack b+1+3 or b+2+4 (25)
(counter)

Destabilizer = Approach db+1+2
(brings enemy closer)

Cherry Blossom = Approach b+1+2 (40)
(throw)

White Mountain = Approach [df]2+3 (40)
(throw)

Falling Rain = Approach [d] df d [df]1+2 (45)
(knocks enemy into air)

---

Feng Wei

---Moves---

Jab Spear Fist = 1 1 (26)

Firestorm = 1 2 2 (27)

Firestorm = 1 2 2 [b]

Jab Roundhouse Combo = 1 3 (20)

Pummeling Windmill = [2 1] (21)

Throat Gouge = [2 2] (24)

Leaping Whirlwind Combo = [3 4] 3 (46)

Iron Shield = 1+2 (28)

Boar's Tusk = f+2 1 2 (50)

Jade Spear to Hustle Elbow = f+3 2 (43)

Tornado Stomp = f+4 3 (42)

Tornado Reverse = f+4 b (18)

Tornado Sweep = f+4 4 (33)

Stunning Palm = df+1 (12)

God Fist = df+2 2 (36)

Lift Kick = df+3 (21)

Front Kick = df+4 (15)

Heavy Hammer = d+2 (18)

Spear of Lu Bu = db+1 2 (36)

Hellwinds = db+2 2 2 (34)

Hellwinds = db+2 2 [b] (10)

Piercing Arrow = db+3 (10)

Sweep Kick = db+4 (21)

Iron Palm = b+1 (12)

Hungry Tiger = b+2 3 4 2 (49)

Spin Kick Spear Fist = b+3 1 (33)

Fish Hook = b+4 (15)

Eagle Claw = uf+1 (12)

Leaping Hammer Fist = uf+2 (30)

Side Swipe = uf+3 (25)

Soaring Eagle = uf+4 (13)
(knocks enemy into air)

Reverse Backfist = f+1+2 (35)

Shifting Clouds = f+3+4

Palm Thrust = f+3+4 1 (20)

Spinning Backfist = f+3+4 2 (18)

Scorpion Sting = f+3+4 3 (15)

Slingshot = f+3+4 4 (15)
(knocks enemy into air)

Dragon Slayer = db+1+2 2 (33)

Iron Fortress = b+1+2 (30)

Deceptive Step = b+3+4

Palm Thrust = b+3+4 1 (20)

Spinning Backfist = b+3+4 2 (18)

Scorpion Sting = b+3+4 3 (15)

Slingshot = b+3+4 4 (15)
(knocks enemy into air)

Death Palm = ub+1+2 (60)
(charge up, unblockable)

Exploding Dagger = f [f]2 (25)

Tremor Stomp = f [f]3 (25)

Spreading Wings = f [f]4 3 (32)

Push Hands = f [f]1+2 (25)

Falcon's Beak = b f+1 (25)

Lingering Shadow = d df [f]

Landslide = d df [f]1 (21)

Demolishing Fist = d df [f]2 (30)

Assassin's Bow = d df [f]3+4 (43)

Severing Sword = f f f+3 (30)

Dancing Dragon = 1 2 1 (31)
(while rising)

Adamantine Uppercut = 2 (21)
(while rising, knocks enemy into air)

Bow Kick = 3 (16)
(while rising)

Rising Heel Kick = 4 (13)
(while rising)

Silent Arrow = df+1 (20)
(while crouching)

Hidden Intentions = 2 (18)
(during sidestep)

Sweep Kick = 4 (22)
(during sidestep, clean hit)

Enlightened Circle = 1+2 (24)
(during sidestep)

Reverse Tremor Stomp = 3 (25)
(back to enemy)

Reverse Sweep Kick = d+3 (22)
(back to enemy, clean hit)

Hustle Elbow = 1+2 (22)
(back to enemy)

Thunder Stomp = d+4 (22)
(enemy is down)

10 Hit Combo 1 = f+1 1 2 1 3 4 2 2 2 2 (98)

10 Hit Combo 2 = f+1 1 2 1 3 4 2 4 3 1+2 (88)

Neck Twister = approach 1+3 or f+1+3 (35)
(throw)

Serpent Slayer = approach 2+4 or f+2+4 (35)
(throw)

Jaws of Death = from left 1+3 or 2+4 (40)
(throw)

Wandering Soul = from right 1+3 or 2+4 (40)
(throw)

Violent Storm = from behind 1+3 or 2+4 (50)
(throw)

Avalanche = approach [df]1+2 (40)
(throw)

Attack Reversal = b+1+3 or b+2+4 (25)
(time with enemy punch)

Shifting Clouds = f+3+4
(time with enemy attack)

---

Christie Monteiro

---Moves---

One Two Elbows = 1 2 (21)

Combo Jilar = 1 2 4 (21)

Left Jab to Island Mirage = 1 3 (21)

Left Jab Island Mirage to Negativa = 1 3 [d] (21)

Gancho Chibata = 3 4 (51)

Slippery Kick = [3 4] (20)

Slippery Kick to Handstand = [3 4] [b] (20)

Slippery Kick to Side Flop = [3 4] 4 (30)

Satellite Moon = [4 3] (16)

Satellite Moon Hot Plate = [4 3] 3 (31)

Satellite Moon Roundhouse = [4 3] 4 (16)

Handslaps = 1+2 (27)

Handslaps Mirage = [1+2 3] (32)

Handslaps Island Mirage = 1+2 * 3 (40)

H.I.M. to Negativa = 1+2 * 3 [d] (40)

Back Handspring = 3+4 (18)

Back Handspring to Handstand Kick = 3+4 3 (15)

Shin Cutter Combo = f+2 1 4 (39)

Handstand Kick = f+3 (15)

Samba = f+4 (10)

Samba Handstand = f+4 [b] (10)

Samba Slippery Kick = f+4 3+4 (30)
(knocks enemy into air)

Reversao = f+3+4 (18)

Mao Esquerda = df+1 (10)

Conbinaso Mao = df+1 1 (16)

Elbow Uppercut = df+2 (15)

Island Mirage = df+3 (15)

Island Mirage to Negativa = df+3 [d] (15)

Kneecap Crusher = df+4 (12)

Mirage = df+3+4 (20)
(knocks enemy into air)

Heran Bago = d[3 3] (21)
(knocks enemy into air)

Relogio = d[3 4] (12)

Rasteila = db+3 (12)

Rasteila Chibata = db+3 3 (37)

Rasteila Hot Plate Special = db+3 * 3 (27)

Rasteila to Low Kick 2 = db+3 4 (27)

Rasteila to Circle Kick = db+3 * 4 (27)

Thong Bikini to Low Kick 2 = db+3 4 4 (42)

Rasteila to Crying Needle = db+3 4 1+2 (42)

Barbed Wire = db+4 (22)

Barbed Wire Infinite Upside Down Kick = db+4 b+4 (22)

Double Arm Stringer = db+1+2 (12)
(knocks enemy into air)

Fruit Picker = db+3+4 (b b to cancel) (80)
(charge up, unblockable hits)

Asfixiante = b+2 (22)

Knee Thruster = b+3 (10)

K.T. to Heran Bago = b+3 3 (31)
(knocks enemy into air)

Bencao Fake-out = b+3 f (10)

Armada = b+4 (15)

Armada to Rasteila = b+4 3 (27)

Armada to Macaco = b+4 4 (44)

Armada to Macaco to Negativa = b+4 4 [d] (44)

Leg Whip Mars Attack Flip = b+4 4 3+4 (44)

Queixada = b+3+4 (35)

Acrobacia = u+3 (35)

Jumping Jacks = uf+3 (25)

J.J. to Negativa = uf+3 [d] (25)

J.J. Mirage = uf+3 3 (45)
(knocks enemy into air)

J.J. Evil Stinger = uf+3 3+4 (40)

Roundhouse = uf+4 (28)

Vasuuna = uf+1+2 (21)

Firekick = uf+3+4 (15)

Firekick to Negativa = uf+3+4 [d]

Lunging Brush Fire = f [f]3 (30)

L.B.F. to Handstand = f [f]3 [b] (30)

L.B.F. to Negativa = f [f]3 [d] (30)

L.B.F. to Perch Flop Kick = f [f]3 [b]3+4 (30)

Back Summy = f [f]4

Back Summy to Firekick = f [f]4 3 (20)

Back Summy to Scoot Kick = f [f]4 4 (35)

Boomerang = f [f]3+4 (30)
(knocks enemy into air)

Cotovelo to Ponteira = 1 3 (33)
(while rising, knocks enemy into air)

Rising Batida = 2 (15)
(while rising)

Face Jammer = 3 (25)
(while rising)

Circle Kick = 4 (15)
(while rising)

Martelo = f+3 (15)
(while crouching, knocks enemy into air)

Haule = [db]4 (15)
(while crouching)

Crying Needle = 1+2 (20)
(while crouching)

Front Stinger = 3+4 (12)
(while crouching)

F.S. to Handstand = 3+4 [b] (12)
(while crouching)

F.S. to Negativa = 3+4 [d]
(while crouching)

Atras Passo = 3+4 (30)
(back to enemy)

---During Sidestep---

Cruncher = 2 (18)

Hot Plate Special = 3 (15)

H.P.S. Cancel to Negativa = 3 [d]

H.P.S. Cancel to Handstand = 3 [b] 

H.P.S. to Handstand = 3 * [b] (15)

H.P.S. to Perch Flop Kick = 3 * [b]3+4 (40)

Twister = 4 (17)

Twister to Handstand = 4 [b] (10)

Twister Sweep = 4 * 3 (35)

Twister Sweep to Handstand = 4 * 3 [b] (10)

Dos Sole = [4 3] (50)

Dos Sole to Handstand = [4 3] [b] (50)

Twister Front Stinger = 4 3+4 (30)

T.F.S. to Handstand = 4 3+4 [b] (30)

T.F.S. to Negativa = 4 3+4 [d] (30)

Wheel Kicks = 3+4 (6)

Wheel Kicks Sao Paulo Special = 3+4 3+4 3+4 uf+3+4 (43)

Banda = 1+4 (17)

---During Handstand (f+1+2)---

Crouch to Handstand = df+1+2
(while crouching)

Flop Left = 1 (10)

Calypso = 1 3 (25)

Flop Right = 2 (10)

Circus = 2 4 (27)

Hot Plate Special = 3 (15)

Slippery Kick = [3 4] (20)

S.K. to Handstand = [3 4] [b] (20)

Helicopter = 4 (24)

Helicopter to Slippery Kick = 4 3+4 (24)

Quick Jab = f+1 (6)

Scoot Kick = b+3 (15)

Perch = [d]

Perch Flop Kick = [d]3+4 (25)
(knocks enemy into air)

Handstand Tilt = d or u

Drop Kick = u * 3 or u * 4 (25)

Straight Flop = u+3 or u+4 (10)

Tilt Twist Sweep = u+3 [d] or u+4 [d] (10)

---During Negativa (d+3+4)---

Meia-lua Combo = 1 3 (25)

Armada Combo = 1 4 (25)

Flare Combo = 2 3 (33)
(knocks enemy into air)

Lunging Brush Fire Combo = 2 f+3 (48)

Au Maladro = 2 4 (28)

Rio Delight Knee Slicer = 3 * 4 (42)

S-Dobrado = [3 4] (20)
(knocks enemy into air)

Ipanema Wings = [4 3] (22)

I.W. to Slippery Kick [4 3] 3+4 (45)

Knee Slicer Low Front Stinger = 4 3+4 (41)

Low Front Stinger = 3+4 (25)

L.F.S. Cancel = 3+4 3 (15)

Quick Spring Kick = f+3+4 (20)

-------------------------------

10 Hit Combo 1 = [4 3] 4 2 4 4 3+4 3+4 3+4 db+3+4 uf+3+4 (51)

10 Hit Combo 2 = [4 3] 4 2 4 3 (39)

Rotacao Throw = approach 1+3 or f+1+3 (35)
(throw)

Caranguejo Throw = approach 2+4 or f+2+4 (35)
(throw)

Role Throw = from left 1+3 or 2+4 (40)
(throw)

Garganta Throw = from right 1+3 or 2+4 (40)
(throw)

Air Mail = from behind 1+3 or 2+4 (50)
(throw)

Cabra Macaco Throw = approach df+1+2 (40)
(throw)

Rodeo Spin = approach b db d df [f]1+2 (55)
(throw)

Adeus = approach crouching d+1+3 or d+2+4 (45)
(throw)

---

Paul Phoenix

---Moves---

Left Right Combo = 1 2 (17)

Reverse PDK Combo = 1 4 (13)

Jab Roundhouse = 2 3 (33)

Jab Sweep = 2 [d]3 (23)

Quick PK Combo = f+2 3 (32)

Quick PDK Combo = f+2 [d]3 (27)

Hammer of the Gods = f+1+2 (27)

Shoulder Tackle = f+1+4 (22)

Body Blow to Sway = df+1 b (10)

The Boot = df+4 (23)

Hammer Punch = d+1 (15)

H.P. to Power Punch = d+1 2 (41)

Hang Over = d+1 4 2 (44)

Bone Breaker = d+4 2 (29)
(first hit clean)

Demolition Man = d+4 # 2 # 1+2 (44)
(#: during hit)

Shoulder Smash = d+1+2 (30)

Sweep Kick = db+3 (12)

Wrecking Ball = b+2 (22)

Lights Out = b+3 (18)

Burning Fist = b+1+2 (100)
(charge up, unblockable)

Shredder = uf+3 4 (32)
(knocks enemy into air)

Neutron Bomb = f [f]4 (20)

Flash Elbow = f [f]2 (15)

Juggernaut = f [f]2 1 (33)

Bulldozer = f [f]2 2 (36)

Phoenix Bone Breaker = f [f]2 # 1 (41)
(#: during hit)

Double Hop Kick High = f [f]3 4 4 (42)

Triple Kick Combo = f [f]3 4 f+4 (37)

Double Hop Kick Low = f [f]3 4 d+4 (30)

Burning Spear = b f+1 (30)

Phoenix Smasher = d df f+2 (33)

Thruster = d df f+1 (21)

Riptide = d df f+1+2 (21)
(knocks enemy into air)

Sway = d db [b]

Rubber Band Attack = d db b * 2 (20)

God Hammer Punch = d db b * 1 (15)

Low Kick = d db b * 3 (14)

Rapid Fire = d db b * 3 2 (35)

Rapid Fire to Phoenix Smasher = d db b * 3 2 1 (56)

R.F. to Stone Breaker = d db b * 3 2 2 (54)
(knocks enemy into air)

Thunder Palm = 2 (20)
(while rising, knocks enemy into air)

Jaw Breaker = [df]2 (20)
(while crouching)

Gut Buster = [df]2 1 (50)
(while crouching)

Stone Breaker = [df]2 2 (41)
(while crouching)

Incomplete Somersault = [d] (hold) u+2+3+4
(damages self)

Pump in Pedal = 3 (22)
(during sidestep, clean hit)

Turn Thruster = 1 (23)
(during sidestep)

Down Strike = d+2 (21)
(enemy is down)

10 Hit Combo 1 = 1 2 3 2 1 2 1 4 2 1 (90)

10 Hit Combo 2 = 1 2 3 1 4 2 1 4 2 1 (89)

10 Hit Combo 3 = 1 2 3 1 2 (60)

Over the Shoulder = approach 1+3 or f+1+3 (35)
(throw)

Shoulder Pop = approach 2+4 or f+2+4 (35)
(throw)

Chest Crusher = approach 2+4 [b] (40)
(throw)

Dragon Screw = from left 1+3 or 2+4 (45)
(throw)

Fall Away = from right 1+3 or 2+4 (45)
(throw)

Piggyback Throw = from behind 1+3 or 2+4 (50)
(throw)

Attack Reversal = b+1+3 or b+2+4 (25)
(time with enemy attack)

Foot Launch = approach b+1+4 (40)
(throw)

Twist and Shout = approach [df]1+2 (40)
(throw)

Push Away = approach f [f]1+2 (40)
(throw)

Ultimate Tackle = [db]1+2 (f)

Arm Breaker = 1+2 (30)
(during tackle)

Punch to Arm Breaker = 2 1 2 1+2 (45)
(during tackle)

Punch = 2 1 2 1 2 (30)
(during tackle)

Ultimate Punishment = 2 [d]1 1 * 4 1 1+2 (61)
(during tackle)

---

Jack-5

---Moves---

Jab to Jackhammer = 1 1 (35)

Jab to Stunning Hook = 1 2 (38)

Jab Elbow Smash = 2 1 2 (42)
(knocks enemy into air)

Double Hammer = 1+2 1+2 (36)

Giant Foot Stomp = 3+4 (60)
(unblockable, press 3+4 rapidly for distance)

Machine Elbow = f+1 (16)

High and Low Cross Cut = f+1+2 1+2 (27)

Cross Cut Blast = f+1+2 2 (31)

Dark Greeting = f[4 1] (101)
(unblockable)

Sudden Elbow = f[4 1] 2 (30)

Atomic Shoulder Tackle = f+3+4 (28)

Rushing Uppercut L = [df]1 2 1 2 (44)

Rushing Uppercut Low = [df]2 1 2 d+1 (27)

Rushing Uppercut Mid = [df]2 1 2 df+1 (27)

Rushing Uppercut High = [df]2 1 2 f+1 (27)

Megaton Earthquake = df+1+2 (29)

Dumptruck = df+3+4 (30)

Double Axe = d+1+2 (35)
(knocks enemy into air)

Sit = d+3+4

Sit Pancake Press = d+3+4 3+4 (35)

Machinegun Blast = db+1 1 1 2 (34)

Power Shovel = db+2 (21)

Big Boot = db+4 (10)

Cossack Kicks = [db]3 4 3 4 3 4 (76)

Diamond Cutter = b+1 (17)

Piston Gun Assault = b+2 (27)

Piston Gun = b+1+2 (43)

Reactor Elbow = uf+2 (25)

Pancake Press = uf+3+4 (23)

Sit Punches 1 = uf+3+4 1 2 1 2 (35)

Sit Punches 2 = uf+3+4 2 1 2 1 (35)

Double Pancake Press = uf+3+4 3+4 (46)

Jackhammer = f [f]1 (25)

Rocket Uppercut = f [f]2 (21)
(knocks enemy into air)

Granite Stomping = f [f]3 (16)

Sliding Attack = f [f]3+4 (25)

Atomic Hook = b f+2 (27)

Cemaho Chop = f f f+2 (35)

Debugger = b db d [df]1 (25)

Megaton Blast = b db d [df]2 (40)

Windup Uppercut = b db d df f df+1 (22)
(knocks enemy into air)

Gigaton Punch = b db d df [f]1 (30;199)
(roll stick/D-pad several times for maximum damage)

Killing Uppercut = 1 (20)
(while rising, knocks enemy into air)

Double Hammer Alt = 1+2 1+2 (32)
(while rising)

Hammer Rush Low = 1 1 1 2 d+1 (50)
(while crouching)

Hammer Rush Mid = 1 1 1 2 df+1 (57)
(while crouching)

Hammer Rush High = 1 1 1 2 f+1 (54)
(while crouching)

Short Hammer Rush Low = df+1 2 d+1 (35)
(while crouching)

Short Hammer Rush Mid = df+1 2 df+1 (42)
(while crouching)

Short Hammer Rush High = df+1 2 f+1 (39)
(while crouching)

Windmill Punches = df+1 2 1 1 (42)
(while crouching)

Hammer Rush 3 Low = df+2 d+1 (18)
(while crouching)

Swing R Knuckle = df+2 [df]1 2 (40)
(while crouching)

Hammer Rush 3 High = df+2 f+1 (22)
(while crouching)

Low Cross Cut Saw = df+1+2 (21)
(while crouching)

Discharger = 1 (23)
(during sidestep, knocks enemy into air)

Piston Gun Snipe = 2 (22)
(during sidestep)

Barrel Jacket Hammer = 1+2 (35)
(during sidestep)

10 Hit Combo 1 = d+2 1 1 1 2 1 2 1 1+2 1+2 (99)

10 Hit Combo 2 = d+2 1 1 1 2 1 2 1 d+1+2 1+2 (89)

10 Hit Combo 3 = uf+1 1 4 3 4 1 2 1 1+2 1+2 (85)

10 Hit Combo 4 = uf+1 1 4 3 4 1 2 1 d+1+2 1+2 (96)

Rotary Catapult = approach 1+3 or f+1+3 (35)
(throw)

Piston Gun Back Breaker = approach 2+4 or f+2+4 (35)
(throw)

Side Left Bomb = from left 1+3 or 2+4 (40)
(throw)

Hanging Neck Throw = from right 1+3 or 2+4 (40)
(throw)

Spinal Crush = from behind 1+3 or f+1+3 (70)
(throw)

Throw Away = from behind 2+4 or f+2+4 (70)
(throw)

Body Press = approach df+1+3 (25)

Body Press Hammer = approach df+1+3 1+2 (35)

Volcano = approach df+2+4 (25)
(knocks enemy into air)

Volcano Blaster = approach df [df]2+4 (25)
(knocks enemy into air)

Body Smash = approach [db]2+3 (30)
(throw)

Pyramid Driver = approach d df f+1 (45)
(throw)

Back Breaker = approach d db [b]2 (45)
(throw)

Ground Zero = approach uf+1+2 (35)
(throw)

Lift Up Megaton Hit = approach uf+1+2 d df+2 (49)
(throw, clean hit)

Pile Driver = approach db f+1+2 (58)
(throw)

Gun Bomb = approach crouching d+1+3 or d+2+4 (40)
(throw)

---

Lei Wulong

---Moves---

Serpent Strike = 1 1 (10)

Left Right Punch = 1 2 (17)

High and Low Kicks = 3 3 (45)

Tornado Kick = [3 4] (30)

Clean Sweep = [4 3] (25)

Lift Up Cannon = [4 4] 3 3 (38)
(knocks enemy into air)

Hook Punch to Spinning Back Elbow = 1+2 1 (36)

Hook Punch to Spiral Upper = 1+2 2 (42)
(knocks enemy into air)

Axis Shifting Tornado Kick = f[3 4]

Beating Kick Mid Combo = [f]4 2 1 2 4 (30)

Beating Kick Low Combo = [f]4 2 1 2 3 (30)

Twin Snake Strikes = f+1+2 (23)

Drunken Master Walk = f+3+4

---During Drunken Master Walk---

Drunken Tiger Lash = 1 (25)

Drunken Rapid Fists = 2 2 (30)

Drunken Fox Kick = 3 (13)

Drunken Fox Combo = 3 2 (35)

Drunken Tiger Kick = 4 (17)
(knocks enemy into air)

Tiger Sip = 1+2
Staggering Slide = 3+4 (22)

-------------------------------

Tiger Fang = df+1+2 (21)

Low Kick = d+4 (10)

Sidewind = d+1+2

---During Sidewind---

Sliding Kick = [4 3] (15)
(head first)

Clean Sweep = [4 3] (18)
(feet near enemy)

Low Kick to Play Dead = [3 4] (15)
(feet near enemy, clean hit)

Play Dead = 1

Bicycle Kicks = 3+4 (26)

---------------------

Play Dead = d+3+4

Spring Kick = 3+4 (21)
(during Play Dead, head first, knocks enemy into air)

Leaping Double Slicer = 3 4 (21)
(during Play Dead, head first)

Roll Over to Sidewind = [d]1

Spring Up = 3+4
(during Play Dead, feet first)

Rave Spin = db+4 4 (24)

Scythe Kick = b+4 (18)

Cannonball = b+1+2 (25)

Back Turn = b+3+4

---During Back Turn---

Spinning Back Elbow = 1 (12)

Low Back Spin = d+1 (8)

Reverse Uppercut = 2 (20)
(knocks enemy into air)

Reverse Kick = 4 (18)

Reverse Double Slicer = d+4 4 (34)

Falling Tree = uf+2 (15)

Flit Flip Flop = 3+4 3+4 3+4 (45)

---------------------

Phoenix Illusion = [b]1+4

Phoenix Strike = 4 (90)
(during Phoenix Illusion, unblockable)

Hopping Phoenix = 3 3 3 3 (15-60)
(during Phoenix Illusion)

Tornado Kick = b+4 (30)
(during Phoenix Illusion)

Hopping Crane Kick = uf+3 (25)

Falling Tree = uf+2 (15)

Comet Kick = uf+3+4 4 (34)

One Two Kick Mid = f * 3 4 (35)

One Two Kick Low = f * 3 [d]4 (35)

Defense Breaker = f * 2 1 2 1
(while enemy is guarding)

Razor Rush Mid Kick = f * 1 2 1 2 4 (36)

Razor Rush Low Kick = f * 1 2 1 2 3 (36)

Rush Combo Mid Kick = f * 4 1 2 3 4 (49)

Rush Combo Low Kick = f * 4 1 2 3 [d]4 (49)

Wolf Strike = f * 4 1 2 2 2 (47)

Wolf Strike to Snake Bite = f * 4 1 2 2 4 3 3 (70)
(knocks enemy into air)

Mauling Dragon = f [f]2 (21)
(knocks enemy into air)

Reverse Lotus = f [f]3 (20)
(knocks enemy into air)

Floating Lotus = f [f]3 4 (24)

Turbulent Winds = f [f]4 3+4 (42)

Drunken Tiger Lash = b b+1 (24)

Jumping Kick = f f f+3 (30)

Snake Pain Fist = 1 (18)
(during sidestep)

Crane Cannon = 4 (16)
(during sidestep, knocks enemy into air)

Falling Blade = 3+4 (15)
(during sidestep)

Razor Rush Snake = f * 1 u or d (9)

Razor Rush Dragon = f * 1 2 u or d (14)

Razor Rush Panther = f * 1 2 1 u or d (19)

Razor Rush Tiger = f * 1 2 1 2 u or d (24)

Razor Rush Mid Kick = f * 1 2 1 2 4 u or d (34)

Beating Kick Mid Combo = f+4 2 1 2 4 u or d (30)

Snake = f+2+3

---During Snake---

Snake Bites = 2 2 2 (40)

Rushing Snake = 1 1 1 1 1 (34)

Rattlesnake = 3 (30)
(knocks enemy into air)


Low Kick = 4 (11)

Snake Bite Combo = 2 2 4 3 3 (63)
(knocks enemy into air)

Angry Viper = 1+2 (25)

Out of Control = 1+3 (33)

Dragon = u

Panther = d

---During Dragon---

Dragon Roar = 2 (18)

Dragon Spark = 1+2 (32)

Dragon's Tail = 3 3 (45)

Dragon's Fang Attack = 4 1 2 3 (49)

Rush Combo Mid Kick = 4 1 2 3 4 (49)

Rush Combo Low Kick = 4 1 2 3 [d]4 (49)

Tiger = u

Out of Control = 1 (33)

---During Panther---

Panther's Paw = 2 (21)
(knocks enemy into air)

Panther's Scratch = [1 2] (29)

Panther's Tail = 3 (18)

Beating Kick Mid Combo = 4 2 1 2 4 (26)

Beating Kick Low Combo = 4 2 1 2 3 (26)

Crane = d

---During Tiger---

Tiger's Strike = 1 (22)

Tiger's Claw = 2 (28)

Tiger's Tail = 4 (12)

Tiger Kick = 3 (32)

Razor Rush = 3 1 2 1 2 4 (32)

Tiger Kick to Razor Low = 3 1 2 1 2 3 (32)

---During Crane---

Crane's Bill = 1 (32)

Wing of Crane = 2 (30)

Crane Dance = 3 4 2 3 (56)

Crane Kick = 4 (20)

Leaping Crane = uf+4 (25)
(knocks enemy into air)

---General Stance---

10 Hit Combo 1 = b+1 2 1 3+4 2 1 4 1 2 3 (86)

10 Hit Combo 2 = b+1 2 1 3+4 2 1 4 1 4 4 (81)

10 Hit Combo 3 = b+1 2 1 3+4 3+4 3+4 1 1 2 (91)
(knocks enemy into air)

Double Foot Stomp = approach 1+3 or f+1+3 (35)
(throw)

Sleeper Hold = approach 2+4 or f+2+4 (35)
(throw)

Sailboat Stretch = from left 1+3 or 2+4 (40)
(throw)

Closing Fan = from right 1+3 or 2+4 (40)
(throw)

Windmill = from behind 1+3 or 2+4 (50)
(throw)

Dragon Falls = approach [uf]1+2 (35)
(throw)

Tripping = approach f [f]1+2 (38)
(throw)

---

Nina Williams

---Moves---

Left Right Combo = 1 2 (14)

Biting Snake = 1 2 1 4 (28)

Left Right to Spider Knee = 1 2 3 (29)

Bermuda Triangle = 1 2 4 (36)

Double Explosion 1 = 1 2 [f]1+2 (44)
(last hit clean)

Double Explosion 2 = 1 2 1 2 [f]1+2 (56)
(last hit clean)

PK to Assassinís Blade = 1 4 1 (46)

PK to Deadly Scythe = 1 4 3 (43)

Right Left Combo = 2 1 (16)

Biting Snake = 2 1 4 (24)

Double Smash = 2 3 (25)

Jab Roundhouse = 2 4 (32)

Double Explosion = 2 f+1+2 (40)
(second hit clean)

Head Ringer = 3 4 (40)

Spike Combo to Right Uppercut = 3 3 2 (45)
(knocks enemy into air)

Spike Combo to Right High Kick = 3 3 4 (55)

Spike Combo to Right Low Kick = 3 3 [d]4 (42)

Left High to Right Roll = 3 d (25)

Left High to Spiral Explosion = 3 d+1+2 (55)
(second hit clean)

Right High to Left Spin Low Kick = 4 3 (30)

Blonde to Right Uppercut = 4 3 2 (40)
(knocks enemy into air)

Blonde to Right High Kick = 4 3 4 (50)

Blonde to Right Low Kick = 4 3 [d]4 (37)

Right High to Left Roll = 4 u (15)

Right High to Spiral Explosion = 4 u+1+2 (45)
(second hit clean)

Ivory Cutter = 1+4 (24)

Sirenís Kiss = f+3 (30)

Double Whip = f+4 4 (30)

Sweeper Combo = f+4 3+4 4 (53)

Blonde Bomb = f+1+2 (30)
(clean hit)

Uppercut to Jab = df+1 2 (23)

Leg Slicer Combo = df+3 1 2 (26)

Leg Slicer to Side Step = df+3 1 d or u (10)

Assault Bomb = df+3 1 2 [f]1+2 (56)
(last hit clean)

Flash Kicks = df+3 3 3 4 (39)

Creeping Snake = df+3 2 1 4 (36)

Creeping Snake to Side Step = df+3 2 d or u (22)

Creeping Snake to Geyser Cannon = df+3 2 3 (47)
(knocks enemy into air)

Creeping Snake to Right High Kick = df+3 2 4 (44)

Creeping Snake to Left Low Right Uppercut = df+3 2 d+3 2 (42)
(knocks enemy into air)

Creeping Snake to Left Low Right High = df+3 2 d+3 4 (52)

Left Middle to Right High = df+3 4 (25)

Ray Hands = df+1+2 (14)

Below the Belt Combo = d+1 2 4 (20)

Jab to Mid Kick = d+1 * 4 (15)

Toe Kick = d+2 4 (23)

Left Spin Low to Right Upper = d+3 2 (22)
(knocks enemy into air)

Left Spin Low to High Right Kick = d+3 * 4 (32)

L&R Low Kick = d+3 [d]4 (19)

Right Low to Back Spin Chop = d+4 1 (17)

Right Backhand Body Blow = db+2 (30)
(clean hit)

Slicer = db+4 (7)

Geyser Cannon Combo = db+4 3 (28)
(knocks enemy into air)

Power Charge = db+1+2 (u u to cancel) (95)
(charge up, unblockable)

Geyser Cannon = db+3+4 (25)
(knocks enemy into air)

Left Backhand Body Blow = b+1 (15)

Slap = b+2 (15)

Double Slap = b+2 2 (33)

Deadly Assault = b+3 4 4 (45)

Deadly Hunter = b+3 4 3+4 (44)

Spear Kick = b+4 (20)

Shockwave Palm = b+1+2 (32)

Blaze Stinger = uf+1 (20)

Catapult Kick = uf+3 (20)

Can Opener = uf+4 3 4 (44)

Leaping Axe Kick = [uf]4 (23)

Sadistic Cupid = f [f]2 (36)

Bad Habit = f [f]3 (25)

Kneel Kick = f [f]4 (20)

Skull Splitter = b f+1 (21)

Shut Up = d [df]2 (24)
(knocks enemy into air)

Wipe the Floor = d [df]4 (22)

Hopping Low to Right Uppercut = uf * [d]3 2 (25)

Hopping Low to Left Mid Kick = uf * [d]3 3 (25)

Hopping Low to Right High Kick = uf * [d]3 4 (25)

Hellbringer = d df f+1 (21)
(knocks enemy into air)

Evil Fist = db d df f * [db]2+3 (0)
(stuns enemy)

Running Jump Kick = f f f+3 or [uf]3+4 (20)

Helping Hand = b+1 (10)
(while rising)

Spider Knee = 3 or b f+3 (15)
(while rising)

Snakeshot = 1 (15)
(during sidestep)

Snakeshot to Rolling Dash = 1 [f] (15)
(during sidestep)

Snakeshot to Reverse Rolling Dash = 1 [b] (15)
(during sidestep)

Double Shot = 1 2 (30)
(during sidestep)

Lift Shot = 2 (15)
(during sidestep, knocks enemy into air)

Heel Slicer = 4 (14)
(during sidestep)

Spiral Explosion = 1+2 (30)
(during sidestep, clean hit)

Twisted Mind = d+3+4 (16)
(enemy is down)

10 Hit Combo 1 = 1 2 1 2 3 3 2 1 2 4 (90)

10 Hit Combo 2 = df+1 2 1 2 3 3 2 1 2 4 (99)

10 Hit Combo 3 = 1 2 1 2 3 3 2 1 4 3 (84)
(knocks enemy into air)

10 Hit Combo 4 = df+1 2 1 2 3 3 2 1 4 3 (93)
(knocks enemy into air)

10 Hit Combo 5 = 1 2 1 2 4 3 4 2 4 3 (85)
(knocks enemy into air)

10 Hit Combo 6 = df+1 2 1 2 4 3 4 2 4 3 (94)
(knocks enemy into air)

Arm Grab Flip = approach 1+3 or f+1+3 (35)
(throw)

Over the Back Toss = approach 2+4 or f+2+4 (35)
(throw)

Shoulder Through Buster = approach 2+4 1 2 1 (40)

Shoulder Through Arm Breaker = 2 1 3 (50)
(during Shoulder Through Buster)

Elbow to Arm Grab Flip = approach 1+3 b or 1+3 f (35)
(throw)

Reverse Neck Breaker = approach 2+4 b or 2+4 f (35)
(throw)

Triangle Hold = from left 1+3 or 2+4 (40)
(throw)

Hammer Throw = from right 1+3 or 2+4 (40)
(throw)

Leaping Triangle Hold = from behind 1+3 or 2+4 (50)
(throw)

Attack Reversal = b+1+3 or b+2+4 (25)
(time with enemy attack)

Elbow Smash = approach df [df]1 (43)

Jumping Flip = approach [uf]1+2 (40)

---Backhand Slap Combo---

Backhand Slap = approach d df f+1+2 (15)

Arm Snap = 3 4 3 1+2 (45)
(during Backhand Slap)

Triple Slaps = 2 3 4 2 2 (45)
(during Backhand Slap)

Neck Crusher = 1 3+4 1 2 1+2 (80)
(during Triple Slaps)

Leg Stretch Arm Lock = 1 2 4 3 1+2+3 (90)
(during Triple Slaps)

Betrayer = approach d db [b]1+4 (15)

Twisted Nightmare = 2 1 1+2 1+2+3 (43)
(during Betrayer)

Neck Crusher = 1 3+4 1 2 1+2 (78)
(during Twisted Nightmare)

Leg Stretch Arm Lock = 1 2 4 3 1+2+3 (88)
(during Twisted Nightmare)

Arm Break = 1 3 2 1 (35)
(during Betrayer or during Backhand Slap)

Double Arm Break = 3 1 4 1+2 1+2 (60)
(during Arm Break)

Falling Arm Break = 2 1 3 4 1+2 (60)
(during Arm Break)

---Crab Hold Combo---

Crab Hold = d df f+3+4 (15)

Commando Arm Lock = 3 4 1+2 (50)
(during Crab Hold)

Heel Hold = 4 2 1+2 (35)
(during Crab Hold)

Leaping Heel Hold = f f f+3 or [uf]3+4 (40)

Double Snap = 3 1 4 2+4 (70)
(during Heel Hold)

Double Heel Hold = 1 3 2+4 3+4 1+2 (80)
(during Heel Hold)

---

Steve Fox

---Moves---

Double Jab = 1 1 (8)

D.J. Straight = 1 1 2 (18)

D.J. Body Blow = 1 1 f+1 (23)

Left Right = 1 2 (17)

Jab Body Blow = 1 f+1 (20)

Left Right Left = 1 2 1 (32)

Left Right Left Flicker Stance = 1 2 1 [b] (32)

British Edge Combo = 1 2 1 2 (51)
(knocks enemy into air)

British Edge Combo 2 = 1 2 1 d+2 (49)

Quick Edge Combo 1 = 2 1 2 (46)
(knocks enemy into air)

Quick Edge Combo 2 = 2 1 d+2 (44)

Right Straight Left Hook to Flicker Stance = 2 1 [b] (27)

Straight Body Combo = 2 2 (24)

Ducking Left = 3

Double Stinger Ė 3 1 1 (43)

Left Body to Flicker = 3 1 [b] (20)

Right Shoulder Rush = 3 2 (13)

Cobra Weave = 3 4 [f]

Endless Roll = 3 4 [f]2 1 2 1 2 1 (22+)
(each hit does 22 damage)

Ducking Right = 4

Left Shoulder Rush = 4 1 (13)

Gut Drill = 4 2 (27)

Cobra Weave = 4 3 [f]

Endless Roll = 4 3 [f]2 1 2 1 2 1 (22+)
(each hit does 22 damage)

Flicker Stance = 1+2

---During Flicker Stance---

Fly Swatter = 2 (27)

British Lancer = b+2 (30)

Spitfire Combo = 1 1 1 2 (63)

Tempest Combo = 1 f+1 (32)

Power Hook Combo = 1 d+1 (37)

Quick Spin = 3+4

Cyclone Punch = 3+4 2 (22)

Cyclone Knee Clip = 3+4 d+2 (17)

Cyclone Left/Right = 3+4 [u] or 3+4 [d]

Double Cyclone Punch = 3+4 [u]1 (28)

Double Cyclone Knee Punch = 3+4 [u] then d+1 (21)

Ducking Body Blow = f+2 (15)

D.B.B. to Left Hook = f+2 1 (30)

Ducking Psyche-out Body = f+2 1 2 (27)

D.P-o. Left Right Combo = [f][2 1] (20)

Feint to Right Body Blow = f[2 2] (12)

Ducking = f+3 or f+4

---While Ducking---

Fox Hunt = 1 (23)

Skyscraper = 2 (18)
(knocks enemy into air)

Punisher = f+2 (25)

Gatling Gun = 1+2 1 2 1 2 1 2 1 2 1 (39)
(knocks enemy into air)

-------------------

Ducking In = f+3 f or f+4 f

Power Fox Hunt = 1 (26)
(while Ducking In)

Power Skyscraper = 2 (21)
(while Ducking In, knocks enemy into air)

Power Punisher = f+2 (28)
(while Ducking In)

Stun Gun = f+1+2 (36)
(clean hit)

Left Uppercut = df+1 (8)

Right Uppercut = df+2 (12)
(knocks enemy into air)

Uppercut Cross Combo = df+1 2 (20)

Uppercut Psyche-out Body = df+1 2 2 (20)

Uppercut Psyche-out Hook = df+1 2 1 (30)

Uppercut Psyche-out Hook Flicker = df+1 2 1 [b] (30)

Uppercut Psyche-out Left Right = df+1 2 1+2 (28)

Double Right Uppercut = df+2 2 (20)

Sonic Fang = df+1+2 (28)

Knee Blaster = d+1 (14)

Wildman Combo 1 = d+2 1 2 (41)

Wildman Combo 2 = d[2 1] f+2 (30)

Scorpionís Claw = d[2 1] 2 (37)

Knee Clipper = db+2 (21)

Foot Stomp = db+3 (15)

Foot Stomp Right Hook = db+3 2 (30)

Quick Hook = b+1 (18)

Quick Hook to Flicker = b+1 [b] (18)

Left Hook Knee Clipper = b+1 2 (35)

Jaw Jolt = b+2 (22)

Swaying = b+3 or b+4

Billy Club = 1 (30)
(while Swaying)

Snake Charmer = 2
(while Swaying)

Over the Top = uf+1 (12)

Sky High = uf+2 (18)
(knocks enemy into air)

Jump-in Foot Stomp = uf+3 (24)

Jump-in Foot Stomp Right Hook = uf+3 2 (39)

Jumping Duck Kick = uf+4 (25)
(knocks enemy into air)

Dashing Straight = f [f]2 (30)

Beat Down = f f * 2 (25)

Rocket Launcher = d df [f]1 (21)

R.L. to Flicker = d df [f]1 [b] (21)

Can Opener = d db [b]1+2 (35)

Hellfire = d db b [f]2 (70)

Eraser = f f f+2 (24)

Sliding Low Punch = run 1 (17)
(run more than 3 steps)

Wildman = 1 2 (35)
(while rising)

Cheapshot = d+1+2 (12)
(enemy is down)

10 Hit Combo 1 = [f][2 1] 1 1 2 1 1 2 1 2 (104)

10 Hit Combo 2 = [f][2 1] 1 1 2 1 1 2 1 b+2 (122)

10 Hit Combo 3 = [f][2 1] 1 1 2 1 1 3 2 3+4 (83)

Gut Wrencher = approach 1+3 or f+1+3 (35)
(throw)

Brain Pulverizer = approach 2+4 or f+2+4 (35)
(throw)

Choker Slam = from left 1+3 or 2+4 (40)
(throw)

Throw Down = from right 1+3 or 2+4 (40)
(throw)

Schoolyard Bully = from behind 1+3 or 2+4 (55)
(throw)

Armlock Throw = approach f [f]1+2 (40)
(throw)

Spinning Elbow Drop = approach d db [b]2+4 (40)
(throw)

Griffin Throw = b+1+2 (40)
(during Flicker Stance)

Parry = 2 f
(time with enemy punch)

Parry to Uppercut = 2 f+1 (30)
(time with enemy punch)

Position Change = 1+2
(while Swaying)

---

Ling Xiaoyu

---Moves---

Bayonet = 1 2 (11)

Bayonet Thruster = 1 2 1 (28)

Bayonet McTwist = 1 [d]2 (14)

Fan Dance to Reverse Stance = 1 d+2 (14)

Fan Dance to Pushing Hands = 1 d+2 1+2 (38)

April Showers = 2 1 (18)

May Flowers = 2 [df]1 (18)

Crescent Moon Kick = [4 3] (25)

C.M.K. to Phoenix = [4 3] d+1+2 (25)

Birds Flock = 1+2 (24)

Spinner = 3+4 or d+3+4

Cloud Kick = f+3 (25)

Cartwheel Left = f+1+2

Dive Roll Right = f+3+4

Belly Chop = [df]1 (15)

Belly Chop Backward = df+1 (15)

Butter the Bread = df+2 (15)

Cross Lifting Palms = df[2 1] (20)
(knocks enemy into air)

Blooming Flower = df+3 (17)

Right Front Kick = df+4 (11)

Sunset Fan = d+1 (21)

Flapping Wings = [d]1 (21)

Street Sweeper Combo = d+3 4 (26)

Storming Flower = db+1 (37)
(clean hit)

Knee Cracker = db+3 (0)

Nutcracker = db+4 (10)

Great Wall Left = [b]1

Great Wall Right = [b]2

Peacock Kick = b+3 (21)

Phoenix Twin Kick = b+4 (28)

Hypnotist = b+1+2

---During Hypnotist---

Spin Sticker = 2 (45)
(clean hit)

Thunder Strike = 1+2 (40)
(unblockable)

Falling Tiger Kick = 4 (20)

Deadly Orchid = 3+4 (26)

Backflip = ub+3+4 (21)
(knocks enemy into air)

Backflip to Phoenix = ub+3+4 d+1+2 (21)
(knocks enemy into air)

Single Fan = u+1 (5)

Single Fan Forward = [u]1 (5)

Double Fan Forward = u+1+2 (13)

Hydrangea = u+1+2 2 (25)

Fortune Cookie = u+1+2 2 1 (46)

Ginger Snap = u+1+2 3+4 (13)

Dragonfly = uf+3 (25)

Dragonfly to Phoenix = uf+3 d+1+2 (25)

Cyanide = uf+4 (21)

Flare Kick to Phoenix = uf+4 d+1+2 (21)

Shooting Star = uf+3+4 (30)

Poison Flower = f [f]1 3 (33)

Fortune = f [f]2 1 (33)

Raccoon Swing = f [f]3 (13)

Step Kick = f [f]4 (25)

Swallow Dance = f [f]4 &4
& = while enemy is guarding

X Marks the Spot = f [f]1+2 1+2 (33)

Front Layout = f [f]3+4 (25)

Sunflower = 2 (12)
(while rising)

Jasmine Blossom = hold 2 (16)
(while rising)

Skyscraper Kick = 4 (18)
(while rising)

Rising Axe Kick = 3 (22)
(while rising)

Rising Spin Kick = b+4 (20)
(while rising)

Fire Dancer = 3 2 1 4 (32)
(while crouching, knocks enemy into air)

Lotus Twist = [df]2 1 (25)
(while crouching)

Quick Shady Lotus = [df]2 [df] (10)
(while crouching)

Double Map Sweep = df+4 4 (16)
(while crouching)

Low Back Turn = [db]3+4
(while crouching)

Phoenix Tail = 3 (21)
(during sidestep)

Street Sweeper = 4 (16)
(during sidestep)

Rain Dance = b+3+4

---During Rain Dance---

Falconís Beak = 1 (22)

Dark & Stormy = 2 1 4 (35)
(knocks enemy into air)

Monkey Kick = 3 (16)

Mistrust = 4 (16)
(knocks enemy into air)

Spin Tornado = 3+4 or d+3+4

Spinning Push Hands = f+1+2 (18)

California Roll = f+3+4

Cyclone Left = f+3+4 3+4 (25)
(knocks enemy into air)

Back Circle Breaker = d+3 (15)

B.C.B. Forward = [d]3 (15)

Guard Breaker = d+4 (0)

Spin Tornado = d+1+2

Peg Leg = f [f]3 (20)

-----------------------

Phoenix = d+1+2

Wave Crest Quick = d+1+2 1+2 (14)
(knocks enemy into air)

---During Phoenix---

Wave Crest Power = 1+2 (16)
(knocks enemy into air)

Wave Crest Heavy = d+1+2 (25)
(knocks enemy into air)

Phoenix Talon = 3+4 (30)
(knocks enemy into air)

Left Handful = 1 (7)

Right Handful = 2 (12)

Phoenix Double Palm = 2 1 (27)

Knee Stabber = 3 (15)

Back Kick = 4 (23)

Back Kick to Rain Dance = 4 b (23)

Firecracker = [4 3] (15)

Firecracker Roll = u or d
(during Firecracker)

Flower Garden = f+4 4 (17)

Phoenix Swipe = d+1 (13)

Flower Power = u+4 4 (20)

Double Barrel Shotgun = uf+3 3 (15)
(knocks enemy into air)

Double Scissor Kick = uf+3 4 (15)
(knocks enemy into air)

Sky Kick = uf while landing 3 (19)

Jumping Pirouette = uf * 3 (30)

J.P. to Phoenix = uf * 3 d+1+2 (30)

Crane Kick = uf * 4 (25)

Butterfly = d

Jump = u

Rain Dance = b+3+4

Roll Ball = f+3+4

Forward Roll to Phoenix = f+3+4 [d]

--------------------

False Salute = 1+3+4

Greetings = 2+3+4

10 Hit Combo 1 = u+4 1 2 1+2 1 3 4 4 4 1 (112)

10 Hit Combo 2 = u+4 1 2 4 4 2 1+2 1 4 2 (111)

Jade = approach 1+3 or f+1+3 (35)
(throw)

Ruby = approach 2+4 or f+2+4 (35)
(throw)

Arm Flip = from left 1+3 or 2+4 (40)
(throw)

Dump the Bucket = from right 1+3 or 2+4 (40)
(throw)

Crank Up = from behind 1+3 or 2+4 (50)
(throw)

Dragon Fall = approach [df]2+4 (30)
(throw)

So Shoe Me = approach [f][2 1] (15)
(throw)

Dislocator = approach d db [b]2 (35)
(throw)

Back Layout = f [f]3+4 (53)
(during Rain Dance)

Reverse Throw = f [f]1+3 or 2+4 (35)
(during Rain Dance)

Cradle Throw = 1+3 or 2+4 (35)
(during Phoenix)

High Mid Parry = 1+4

Rain Dance to High Mid Parry = 1+4
(during Rain Dance)

Rain Dance to Low Parry = d+1+4
(during Rain Dance)

---

Kazuya Mishima

---Moves---

Flash Punch Combo = 1 1 2 (22)

Left Right Combo = 1 2 (13)

Demon Slayer = 1 2 2 (25)

Twin Fang Stature Smash = 1 2 4 (23)

Demon Backhand Spin = 2 2 (22)

Front Kick to Jab = 3 1 (23)

Demon Scissors = [4 3] (42)

Soul Thrust = f+2 (30)

Right Splits Kick = f+4 (27)

Glorious Demon God Fist = f+1+2 (25)

Soul Annihilator = f+1+2 f+2 (43)

Entrails Smash = df+1 (15)

Slaughter Hook = df+1 2 (26)

Slaughter High Kick = df+1 4 (25)

Devastator = df+1 f+2 (27)

Abolishing Fist = df+2 (27)
(clean hit)

Impaling Knee = df+3 (17)

Tsunami Kick = df+4 4 (28)

Lion Slayer = db+2 (23)

Sliding Low Kick = db+3 (12)

Stature Smash = db+4 (19)

Skull Splitter = b+1 (18)

Rampaging Demon = b+2 4 1 (46)

Demonís Wrath = b+3 1 4 1 (56)

Roundhouse = b+4 (18)

Lightning Uppercut = b+1+4 (40)
(unblockable)

Lightning Screw Uppercut = [b]1+4 (80)
(unblockable)

Searing Edge = uf+3 (25)

Rising Sun = uf+4 4 (25)

Roundhouse to Triple Spin Kick = uf+4 4 4 4 (45)

Demon Cutter = f [f]2 (23)
(knocks enemy into air)

Left Splits Kick = f [f]3 (25)

Spinning Backfist = b [b]2 (25)

Mist Step = f

Rising Uppercut = f * [df]2 (23)
(knocks enemy into air)

Dragon Uppercut = f * [df]1 (43)
(clean hit)

Hell Lancer = f * [df]3 (35)

Spinning Demon = f * [df]4 4 (23)

Spinning Demon to Left Hook = f * [df]4 1 (32)

Rising Uppercut = f * d [df]2 (23)
(knocks enemy into air)

Dragon Uppercut = f * d [df]1 (43)
(clean hit)

Hell Lancer = f * d [df]3 (35)

Dragon Uppercut to Middle Kick = f * d [df]1 3 (43)
(first hit clean)

Dragon Uppercut to Spinning Low = f * d [df]1 4 (43)
(first hit clean)

Spinning Demon = f * d [df]4 4 (23)

Spinning Demon to Left Hook = f * d [df]4 1 (32)

Leaping Sidekick = f f f+3 (30)

Demon God Fist = 2 (25)
(while rising)

Twin Pistons = 1 2 (25)
(while rising)

Tsunami Kick = 4 4 (31)
(while rising)

Tombstone Crusher = [df]3+4 (23)
(while crouching)

Jaw Breaker = 1+2 (18)
(during sidestep)

Oni Stomp = d+4 (21)
(enemy is down)

10 Hit Combo 1 = f f * 2 1 2 2 3 4 4 1 2 1 (93)

10 Hit Combo 2 = f f * 2 1 2 2 3 4 4 3 2 1 (110)
(last hit clean)

10 Hit Combo 3 = f f * 2 1 4 4 2 4 3 2 1 (99)
(last hit clean)

Double Face Kick = approach 1+3 or f+1+3 (35)
(throw)

Hip Throw = approach 2+4 or f+2+4 (35)
(throw)

Steel Pedal Drop = from left 1+3 or 2+4 (40)
(throw)

Skull Smash = from right 1+3 or 2+4 (40)
(throw)

Reverse Neck Throw = from behind 1+3 or 2+4 (50)
(throw)

Stonehead = approach f [f]1+2 (35)
(throw)

Ultimate Tackle = d+1+2 or [db]1+2 (5)

Ultimate Punch = 2 1 2 1 2 (30)
(during Ultimate Tackle)

Gates of Hell = approach [d] df d [df]1+2 (40)
(throw)

---

Heihachi Mishima

---Moves---

Flash Punch Combo = 1 1 2 (22)

Left Right Combo = 1 2 (13)

Demon Slayer = 1 2 2 (25)

Demon Executioner = 1 2 2 1+2 (35)

Fake Executioner = 1 2 2 1+2 d or u (13)

Demon Kicker = 1 2 4 (28)

Demon Backhand Spin = 2 2 (22)

Quick Executioner = 2 2 1+2 (35)

Quick Executioner Feint = 2 2 1+2 u or d (10)

Demon Scissors = [4 3] (25)

Demon Breath = 1+2 (22)

Demon Massacre = f+1 b+2 1 (52)
(knocks enemy into air)

Demon Lair = f+1 b+2 4 (57)

Demon Shout = f+2 1+2 (25)

Demon Shout Feint = f+2 1+2 u or d

Lightning Crush = f+3 (24)

Right Splits Kick = f+4 (27)

Chrome Dome = f+1+2 (15)

Double Palm Strike = df+1 1 (13)

Twin Pistons = df+1 2 (25)
(knocks enemy into air)

Demonís Wings = df+1+2 (33)

Hammer Punch = d+1 (15)

Hammer Punch to Iron Hand = d+1 2 (41)

Raijin Stance = d+3+4

Pulverizer = 1 (21)
(during Raijin Stance)

Raijinís Wrath = 1 2 (45)
(during Raijin Stance)

Lightning Bolt = 2 (55)
(unblockable)

Lightning Hammer = [d]1+4 (70)
(unblockable)

Eisho Mon = db+2 (14)

Altar Splitter = b+1 (22)

Demonís Boar = b+2 (25)

Hooking Crescent Kick = b+3 3 (35)

Twin Hammers = b+1+2 (20)

Hell Axle = uf+3 4 (32)

Wind Slicer = uf+4 (25)

Demon Uppercut = f [f]2 (30)
(knocks enemy into air)

Left Splits Kick = f [f]3 (30)

Deity Slayer = b b+1+2 (36)

Shadow Step = b b * 3+4

Seiryu Mon = b f+2 2 1 (49)

Iron Hand = d df f+2 (30)

Rising Uppercut = f * d [df]2 (23)
(knocks enemy into air)

Dragon Uppercut = f * d [df]1 (31)

Jumping Low Kick = f * d [df]3 (21)

Jumping Mid Kick = f * d df+3 (35)

Spinning Demon = f * d [df]4 4 4 (38)

Tsunami Kick = * 4 4 (55)
(during Spinning Demon)

Spinning Demon Uppercut = * 1 (48)
(during Spinning Demon)

Leaping Side Kick = f f f+3 (30)

Dark Thrust = 2 (20)
(while rising)

Tsunami Kick = 4 4 (31)
(while rising)

Crouching Dragon Kick = df+4 (14)
(while crouching)

Kidney Smasher = 2 (25)
(during sidestep)

Geta Stomp = d+4 (24)
(enemy is down)

Auger = 2+3+4

10 Hit Combo 1 = f f * 2 1 2 2 3 4 4 1 2 1 (93)

10 Hit Combo 2 = df+3 2 2 4 4 1 4 1 2 4 (105)

10 Hit Combo 3 = df+3 2 2 4 4 1 4 1 2 1 (100)

10 Hit Combo 4 = df+3 2 2 4 4 1 2 1 2 1 (100)

Neck Breaker = approach 1+3 or f+1+3 (35)
(throw)

Jumping Powerbomb = approach 2+4 or f+2+4 (35)
(throw)

Guillotine Chop = from left 1+3 or 2+4 (40)
(throw)

Freefall = from right 1+3 or 2+4 (40)
(throw)

Atomic Drop = from behind 1+3 or 2+4 (50)
(throw)

Stonehead = approach f [f]1+2 (33)
(throw)

Broken Toy = approach d df [f]1 (40)
(throw)

Heavenís Wrath = b+1+3 or b+2+4 (15)
(time with enemy attack)

---

Jin Kazama

---Moves---

Left Right Combo = 1 2 (19)

Left Right Axe Kick = 1 2 3 (43)

Left Right to Spinning Hook Kick = 1 2 4 (41)

Kazama Style Combo = 1 3 2 1 4 (46)

Feint Kick Combo = 1 [3 3] df+3 (28)

Left Jab to Left Low Kick = 1 d+3 (14)

Double Thrust Roundhouse = 2 1 4 (37)

Double Thrust Low Trick Kick = 2 1 [4 4] (34)

Switch Blade = 2 4 (23)

Spinning Flare Kick = [4 3] (28)

Median Line Destruction = 1+2 (22)

Right Elbow = f+2 (12)

Left Roundhouse = f+3 (16)

Stinger = f[3 3] (22)

Heat Seeker = f[3 3] df+3 (22)

Front Thrust Kick = f+4 (21)

Double Chamber Punch = f+1+2 (31)

Thrust to Roundhouse = df+1 4 (30)

Thrust to Low Trick Kick = df+1 [4 4] (27)

Uppercut = df+2 (15)

Left Sidekick = df+3 (15)

Blade Kick = df+4 (33)

Corpse Thrust = d+1 (24)

Knee Popper to Sidekick = d+3 3 (17)

Right Sweep = d+4 (15)

Double Lift Kick = d+3+4 (20)
(knocks enemy into air)

Savage Sword = db+2 2 3 (48)

Right Low Roundhouse = db+4 (15)

Left Spinning Back Kick = db+3 (21)

Mental Alertness = b+1

Left Drill Punch = 1 (22)
(during Mental Alertness)

Suigetsu Strike = 2 (24)
(during Mental Alertness)

Spinning High Kick = 3 (30)
(during Mental Alertness)

Right Sweep = 4 (15)
(during Mental Alertness)

Right Backfist to Left Roundhosue = b+2 3 (33)

Left Crescent to Low Roundhouse = b+3 4 (30)

Spinning Sidekick = b+4 (18)

Power Stance = b+1+2

Avenger = ub+1+2 (b b to cancel) (100)
(charge up, unblockable)

Front Jump Kick = u+4 or uf+4 (15)

Evading Middle Strike = uf+2 (18)

Spinning High Kick = uf+3 (30)

Demonís Paw = f [f]2 (24)

Right Axe Kick = f [f]4 (19)

Left Axe Kick = f [f]3 (25)

Kazama Style 6 Hit Combo = f [f]3 1 3 2 1 4 (34)

Evil Intent = b f+2 1 2 (52)

Thrusting Uppercut = f * d [df]1 (22)
(knocks enemy into air)

Right Roundhouse Punch = f * d [df]2 (25)

Lunging Low Roundhouse Kick = f * d [df]4 (18)

L.L.R.K. to Spinning Flare Kick = f * d [df]4 3+4 (32)

Crouching Uppercut = 2 (15)
(while rising, knocks enemy into air)

Left Spinning Back Kick = 3 (28)
(while rising)

Twin Lancer = 1 2 (26)

Mental Alertness (2) = 1+3+4

10 Hit Combo = f+2 3 3 3 2 1 2 3 4 2 (113)

Double Face Kick = approach 1+3 or f+1+3 (35)
(throw)

Over the Shoulder Reverse = approach 2+4 or f+2+4 (35)
(throw)

Shoulder Flip = from left 1+3 or 2+4 (43)
(throw)

Over the Limit = from right 1+3 or 2+4 (40)
(throw)

Pivoting Hip Throw = from behind 1+3 or 2+4 (50)
(throw)

Tidal Wave = approach uf+1+2 (40)
(throw)

Complicated Wire = approach d db [b]1+3 (35)
(throw)

Parry = b+1+3 or b+2+4
(time with enemy attack)

---

Lee Chaolin

---Moves---

Left Right Combo = 1 2 (15)

Left Right to Revolution Zwei = 1 2 2 3 (52)

Left Right Mid = 1 2 4 (25)

Left Right Max Mid = 1 2 hold 4 (37)

Left Right to Mist Step = 1 2 f * (15)

Right Cross to Revolution Zwei = 2 2 3 (47)

Hammer Kick Combo = 3 3 (29)

Spinning Hammer Kick = 4 3 3 (43)

Spin Kick Somersault = 4 3 4 (53)

Machinegun Kicks = 4 4 4 (24)

Lee Somersault = 4 u+3 (51)

Pirouette Punch = 1+2 (21)

Hitman = 3+4

---During Hitman---

Freaker Jab = 1 (15)

Freaker Jab Rush = 1 1 1 1 (27)

Striker Kick = [1 4] (21)

Scatter Blow = 2 (23)
(knocks enemy into air)

Scatter Kick = 3 (34)

Shin Slicer = 4 (22)

Mist Illusion = 1+2

Silver Slash = uf+3 (30)

-------------------

Revolution Zwei = f+2 3 (37)

Acid Storm = f+3 3 3 3 3 4 (46)
(knocks enemy into air)

Silver Whip = f+4 (13)

Mist Step = f *

Sway = b *

Shredder Kick Combo High = b * 3 4 4 (42)

Shredder Kick Combo Mid = b * 3 4 f+4 (37)

Shredder Kick Combo Low = b * 3 4 d+4 (30)

Lee Left Middle Kick = df+3 (18)

Front Kick = df+4 (15)

Silver Low = d+3 (14)

Shin to Head Kick = d+4 * 4 (23)

Shin to Spinning Hammer Kick = d+4 * 4 3 3 (50)

Shin to Spin Kick Somersault = d+4 * 4 3 4 (60)

Laser Edge Machine Gun Kick = d+4 * 4 4 4 (31)

Laser Edge Lee Somersault = d+4 * 4 u+3 (53)

Laser Edge Kick Combo = [d]4 4 4 4 (41)

Silver Cyclone = d+3+4 (80)
(unblockable)

Bump Kick = db+3 (16)

Death Touch = db+1+2 (u u to cancel) (80)
(charge up, unblockable)

Triple Fang = b+1 1 2 (31)

Triple Fang to Hitman = b+1 1 3+4 (16)

Triple Fang to Mist Step = b+1 1 f * (8)

Mist Kick = b+3 (18)

Mist Wolf Combo = b+3 3 (36)

Trick Kick = b[3 3] (18)

Silver Heel = b+4 (22)

Quick Silver Sting = uf+3 (20)

Silver Arrow = uf+4 (15)
(knocks enemy into air)

Silver Sting = uf+3+4 (30)

Pulse Blast = f [f]3 (28)

Deadly Edge = f [f]4 (22)

Lee Cutter = b [b]4 (23)

Blazing Kick = d db+4 (22)
(knocks enemy into air)

Lee Sliding = f f * 3+4 (15)

Back Handspring to Hitman = b b * 3+4

Infinite Kick Chain 1 = 3 3 [d]3 * 3 3 etc. (45+)
(while rising, 3 can be pressed as desired)

Infinite Kick Chain 2 = 3 3 [df]3 * 3 3 etc. (47+)
(while rising, 3 can be pressed as desired)

Low Variation = [d]3 3 etc. (20+)
(during Infinite Kick Chain)

High Variation = [u]3 3 etc. (25+)
(during Infinite Kick Chain)

Silver Tail = df+4 (18)
(while crouching)

Fake = [uf]3
(while crouching)

Catapult Kick Low = uf+4 (25)
(while crouching, knocks enemy into air)

Catapult Kick High = [uf]4 (30)
(while crouching)

Catapult Drop = [uf]3+4 (30)
(while crouching)

Sliding = df d [df]3 (17)
(while crouching)

Rear Cross = 2 (17)
(during sidestep)

Right Cross to Mist Step = 2 f * (17)
(during sidestep)

Lee Screw Left = 3 (35)
(during sidestep to the right)

Lee Screw Right = 4 (30)
(during sidestep to the left)

10 Hit Combo = df+1 2 2 1 3 3 3 4 3 4 (88)

Forearm Drop = approach 1+3 or f+1+3 (35)
(throw)

Axle Throw = approach 2+4 or f+2+4 (35)
(throw)

Lee Harassment = from left 1+3 or 2+4 (40)
(throw)

Lee Stunner = from right 1+3 or 2+4 (38)
(throw)

Face Crusher = from behind 1+3 or 2+4 (50)
(throw)

Knee Drive = approach f [f]3+4 (40)
(throw)

Scatter Kick Throw = 3 (34)
(during Hitman)

Mist Trap Throw = b[3 3] % 4 (38)
%: when hit or guarded

Mist Illusion = b+1+2
(time with enemy punch)


---

Julia Chang

---Moves---

G-Clef Cannon = 1 1 1 (31)
(knocks enemy into air)

Divine Impact = 1 1 2 (46)
(last hit clean)

G-Clef Cannon Bow & Arrow = 1 1 4 3 (42)

Machine Gun Punch = 1 2 (18)

Machine Gun Cannon = 1 2 1 (35)
(during counter, knocks enemy into air)

Machine Gun Low Kick = 1 2 3 (28)

Machine Gun High Kick = 1 2 4 (38)

Spin Behind = 2 b (12)
(hit must be successful)

Double Fist = 1+2 (24)
(during Spin Behind)

Spinning Kicks Slash Uppercut = 4 4 1 (53)
(knocks enemy into air)

Triple Spinning Kick = 4 4 4 (55)

Triple Spinning Low = 4 4 [d]4 (42)

Buffalo Charge = 1+2 4 b f+1+2 (56)

Wind Roll = 3+4 or u+3+4

War Club = 1 (15)
(during Wind Roll)

Palm Explosion = 2 (30)
(during Wind Roll, clean hit)

Hunting Tomahawk = 3 1 (43)
(during Wind Roll)

Bow & Arrow Kick = 1+4 3 (39)

Flash Uppercut = f+1 (15)
(knocks enemy into air)

Palm Explosion = f[1 2] (31)
(clean hit)

Right Left Combo = f+2 1 (17)

Swift Step = f+3

Lashing Arrow = f[3 1] (25)

Swift Step Explosion = f+3 2 (23)

Deceptive Kick = f+3 4 (15)

Shove It Up = f+1+2 (28)

Heavy Uppercut = [f]1+4 ([b] to cancel) (50)
(charge up, unblockable, knocks enemy into air) 

Twisting Arrow = df+2 (10)

Slow Power Punch Combo = df+2 1 (23)
(knocks enemy into air)

Slow Power Punch to Low Kick = df+2 3 (20)

Slow Power Punch to High Kick = df+2 4 (30)

Low Blow = df+1 (16)

Left Knee = df+3 (17)

Mountain Crusher = df+4 2 b [f]1 (43)

Left Knee Combo = d+2 3 (20)

Jamming Low Kick = d+3 (8)

Sweep = d+4 (10)

Razorís Edge = d+4 1 (31)
(knocks enemy into air)

Sweep Head Kick = d+4 4 (33)

Sweep Low = d+4 [d]4 (20)

Sweep Kick = db+3 (12)

Double Sweep = b+3 4 (22)

Heaven Shatter Kick = b+4 (17)

Twin Arrow = b+1+2 (23)

Double Lift Kick = uf+4 3 (28)
(knocks enemy into air)

Foot Stomp = uf+3+4 (35)

Party Crasher = f [f]1 (10)

Elbow Skyscraper Kick = f [f]1 4 (10)

Lift Kick = f [f]3 (15)
(knocks enemy into air)

Raging River = f [f]1+2 (28)

Rapid Counter Attack = d [df]1 (14)

Lightning Bolt = d [df]1 2 (35)

Rapid Counter Attack to Wind Roll = d [df]1 3 or d [df]1 4 (14)

Skyscraper Kick = 4 (15)
(while rising)

Tequila Sunrise = 2 (15)
(while rising)

T.S. Elbow Smash = 2 2 (34)
(while rising)

T.S. Double Elbow = 2 2 1+2 (34)
(while rising)

T.S. Low Kick Slash Uppercut = 2 4 1 (48)
(knocks enemy into air)

T.S. Low High Kicks = 2 4 4 (50)
(while rising)

T.S. Low Kicks = 2 4 [d]4 (37)
(while rising)

T.S. Combo = 2 1 1 (44)
(while rising)

T.S. Arrow Kick = 2 1 4 3 (50)
(while rising)

Body Elbow = df+2 (20)
(while crouching)

Spinning Sweep = df+4 (12)
(while crouching)

Spinning Sweep Combo = df+4 3 (27)
(while crouching)

Sidestep Lightning Bolt = 2 1 (39)
(during sidestep)

Handstand Kick = 3+4 (31)
(during sidestep, knocks enemy into air)

Welcome = 2+3+4

10 Hit Combo 1 = 2 1 1 2 3 3 3 4 4 1 (84)

10 Hit Combo 2 = 2 1 1 2 3 3 2 3 2 1 (85)
(knocks enemy into air)

10 Hit Combo 3 = 2 1 1 2 3 3 2 1 4 3 (87)

Death Valley Bomb = approach 1+3 or f+1+3 (35)
(throw)

Side Slam = approach 2+4 or f+2+4 (35)
(throw)

Seesaw Toss = approach d db+1+3 (10)
(throw)

Headlock Back Crusher = from left 1+3 or 2+4 (40)
(throw)

Twisted Sister = from right 1+3 or 2+4 (40)
(throw)

German Suplex = from behind 1+3 or 2+4 (50)
(throw)

Calf Branding = from behind 1+3 [b] or 2+4 [b] (55)
(throw)

Arm Lock Suplex = approach [df]1+2 (37)

Waist Suplex = approach df+1+3 (35)

Mad Axes = approach d db b [f]2 (42)

Cross Arm Suplex = approach [d] db d [db]1+2 (45)

Wild Stallion = approach crouching enemy d+1+3 (40)(throw)

Bulldog = approach crouching enemy d+2+4 (40)
(throw)

---

Yoshimitsu

---Moves---

Right Left Combo = 2 1 (20)

Flash Punch = 2 2 (22)

Flash Attack = 2 3 (33)

Flash Punch Low Kick = 2 [d]3 (20)

Oni Kick Combo = 3 3 (25)

Zig Zag = 3 4 (25)

Ballerina Kick to Kangaroo Kick = 3 d+3+4 (25)

Kangaroo Kick = [4 3] (30)
(knocks enemy into air)

Triple Roundhouse Combo = 4 4 4 (47)

Flea = 1+2 (b to cancel)

---During Flea---

Running Flea = f [f] or b [b]

Jumping Flea = u

Flea Digger = d

Flea Dance = 3 or 4

Skull Splitter = 1+2 (16)

Kangaroo Kick = 3+4 (30)
(knocks enemy into air)

Manji Dragonfly = u+1+2

Indian Stance = d+3+4

Flea Roll = f+1+2

Sliding Headbutt = f+3+4 (25)

----------------

Meditation = 3+4

---During Meditation---

Healing = 1+2
(heals health)

Back Handspring = 3+4 (15)
(knocks enemy into air)

Harakiri = 1+4
(damages self)

-----------------------

Soul Stealer = 1+4

Manji Backfist 1 = f+2 (12)

Backfist to Stone Fist = f+2 [db]2 etc. (22)
(2 can be pressed multiple times)

Prison Gate = f+1+2 (27)

Kamikaze = f+3+4 (30)

Kamikaze Feint = f+3+4 b

Door Knocker = df+1 1 1 1 (63)

Door Knocker to Back Knuckle = df+1 2 (27)

Door Knocker to Back Knuckle Slap U Crazy = df+1 2 [db]2 etc. (39)
(2 can be pressed multiple times)

Basic Uppercut = df+2 (13)
(knocks enemy into air)

Wood Cutter = df+3 1 (32)
(second hit unblockable)

Quick Slash = d+1 (10)
(unblockable)

Death Slash = d+1 * [db] (107)
(unblockable)

Cyclone Lift = d+1+2 (12)
(unblockable)

Indian Stance = [d]3+4

---During Indian Stance---

Storm = 1 (15)
(unblockable)

Stone Fists = 2 (10)

Kangaroo Kick = 4 (30)
(knocks enemy into air)

Cannon = 3 3+4 (51)

Vacuum Dance = [b] or [f]

Indian Levitation = hold 3+4

--------------------------

Harakiri = d+1+4
(damages self)

Harakiri to Manji Blood Dance = d+1+4 [b]1 1 1 etc. (16+)
(1 can be pressed multiple times)

Stone Fists = [db]2 2 2 2 2 2 (40)

Manji Spin Low Kicks = [db]3 3 3 3 3 (36)

M.S.L.K. Front Kick = f+4 (38)
(during Manji Spin Low Kicks)

Bad Stomach = [db]1+2

Poison Breath = 1 or 2 (25)
(during Bad Stomach, unblockable)

Backflip Kick = 3 or 4
(during Bad Stomach)

Slap U Silly = b+1 1 1 1 1 1 (50)

Slap U Silly to Side Spin = b+1 3+4 (10)

Oni Thrust = b+1+2 (22)

Spinning Evade = [b]3+4 3+4 3+4 3+4 3+4 3+4
(damages self)

Manji Dragonfly = u+1+2

---During Manji Dragonfly---

Dragonfly Blade = 1 (21)
(clean hit, unblockable)

Dragonfly Fist = 2 (15)

Dragonfly Sweep = 3 (22)

Dragonfly Twister = 4 (25)

----------------------------

Guillotine Crow Kick = u+3+4 (22)

Avoiding the Puddle = uf+4 (25)

Rising Knee = uf+3 (15)
(knocks enemy into air)

Death Copter = uf+1+2 (40)
(unblockable)

D.C. to Manji Dragonfly = uf+1+2 1+2

D.C. Slice = uf+1+2 d (25)
(unblockable)

D.C. Trick = uf+1+2 b (35)
(unblockable)

D.C.T. to Manji Dragonfly = uf+1+2 b * 1+2

Poison Wind = uf+3+4 (10)

P.W. Bronze Fist = b+1 (11)
(during Poison Wind)

P.W.B.F. Steel Fist = 3+4 (31)
(during P.W.B.F.)

P.W. Silver Fist = 4 (11)
(during P.W.B.F.)

P.W. Gold Fist = [db]1 (26)
(during P.W. Silver Fist, last hit unblockable)

P.W. to Manji Dragonfly = uf+3+4 1+2

P.W. to Flea = uf+3+4 * 1+2 (20)

P.W. to Kangaroo Kick = uf+3+4 3+4 (40)

P.W. to Indian Stance = uf+3+4 d+3+4 (10)

Sword Smash = f [f]2 (18)

Fubuki = f [f]4 (15)

Solar Kick = f [f]1+2 (22)

Reverse Cartwheel = f [f]3+4 (30)

Reverse Cartwheel Shark Attack = f [f]3+4 1+2 (60)

Solar Kick Shark Attack = f [f]3+4 1+2 3+4 (90)

Sword Stab = b [b]1 (90)
(unblockable)

Face Splitter = b [b]1 1+2 (15)
(unblockable)

Sword Poke Windmill = b [b]1 * 1 (22)
(unblockable)

Thunder Blade = b [b]1+2 (50)
(unblockable)

Suicide = f [f]1+4 (100)
(damages self)

Confusion = f [f]1+4 *

Double Suicide = f [f]1+4 f [f] (100)
(damages self twice)

Moonsault Slayer = d df [f]1 (28)
(unblockable)

Exorcism Fist = 2 (22)
(while rising)

Knee Cap = [df]3 (12)
(while crouching)

Samurai Cutter = [df]1 (20)
(while crouching, unblockable)

Inner Palm = 1 (21)
(during sidestep)

Shrine = 2 (20)
(during sidestep, knocks enemy into air) 

Whirlwind = 4 (21)
(during sidestep)

Manji Backfist 2 = 2 (15)
(back to enemy)

Perilous Spirit = 3 (22)
(back to enemy)

Indian Stance Healing = 3+4
(down, facing up)

Spirit Shield = 1+2+3

10 Hit Combo 1 = 1 2 1 4 4 4 1 1 1 1 (93)
(last four hits unblockable)

10 Hit Combo 2 = 1 2 1 4 2 2 2 4 1 1 (82)
(last two hits unblockable)

10 Hit Combo 3 = 1 2 1 4 4 4 1 3+4 (72)

10 Hit Combo 4 = 4 4 2 2 4 4 1 1 1 1 (102)
(last four hits unblockable)

10 Hit Combo 5 = 4 4 2 2 4 4 1 3+4 (81)

10 Hit Combo 6 = 4 4 2 2 1 1 (58)

Oni Killer = approach 1+3 or f+1+3 (35)
(throw)

Sword Face Slash = approach 2+4 or f+2+4 (35)
(throw)

Wheels of Hell = from left 1+3 or 2+4 (40)
(throw)

Neck Breaker = from right 1+3 or 2+4 (40)
(throw)

Tornado Drop = from behind 1+3 or 2+4 (50)
(throw)

Soul Siphon = approach d df [f]2 (22)
(drains health)

Rainbow Drop = approach d db [b]1+2 (47)
(throw)

Soul Possession = approach d db b [f]2
(damages self)

---

Bryan Fury

---Moves---

Left Right = 1 2 (14)

One Two Body Blow = 1 2 1 (32)

One Two Low = 1 2 3 (27)

One Two High = 1 2 4 (42)

Lairís Dance = 1 4 2 1 2 (80)

Whipping Fury = 1 4 2 4 (46)

Cremation = 1 4 2 1 4 (71)

Jab to Double Spin Kick = 1 4 3 (35)

Running Blind = 1 4 3 3 (53)

PK Combination = 2 3 (24)

Mid Kick to Rush = 3 2 1 2 (51)

Bruce Special = 3 2 1 4 (49)

Quick Spin Kick = 3 3 (30)

Anaconda Bite = 3 3 2 (47)
(knocks enemy into air)

Anaconda Rage = 3 3 4 (51)

Triple Spin Kick = 4 3 4 (48)

Hammer Driver = 1+2 (21)

Knee Strike = f+3 (22)

Right Left to Knee = f+2 1 4 (38)

Side Step Elbow = f+1+2 (26)

Gravity Blow = f+1+4 (21)
(unblockable)

Left Body Blow = df+1 (10)

Double Body Blow = df+1 2 (20)

Vulcan Cannon = [df]1 1 1 1 (19)

Right Body Blow = df+2 (18)

Snake Edge = df+3 (22)

Wolfís Tail = df+4 (23)

Elbow Smash = d+2 (14)

Quick Left Low Kick = d+3 (13)

Low Kick Body Blow Combo = d+3 2 (31)

Low Kick = d+4 (9)

Thin Low Kick = d+3+4 (14)

Multiplied Destruction = d+3+4 2 3 (38)

Stomach Blow = db+2 (18)

Sweeper Kick = db+3 (14)

Chopping Elbow = b+1 (21)
(knocks enemy into air)

Gatling Rush = b[1 2] 1 2 1 2 1 2 1 2 1 4 (39)

Light Back Knuckle = b+2 (20)

Double Back Knuckle = b+2 1 (37)

Hands of Doom = b+2 1 2 (62)

Wolf Call = b+2 4 (43)

Wolf Bite = b+2 1 4 (53)

Front Kick = b+3 (20)

Front Kick to Slither Step = b+3 f (20)

Front Kick to Punch = b+3 2 (32)

Front Kick to Rush = b+3 2 1 2 (56)

Run for Cover = b+3 2 1 4 (54)

Front Kick to Knee = b+3 4 (40)

Front Kick to Double Hammer = b+3 1+2 (46)

Knee Break = b+4 (18)

Meteor Smash = b+1+4 (60)
(unblockable)

Rolling Driver = uf+3 (25)

Orbital Heel Kick = uf+4 (22)

Mach Breaker = f [f]2 (30)

Slash Kick = f [f]3 (33)

Mach Kick = f [f]4 (32)

Flying Knee Kick = b [b]4 (25)

Jet Uppercut = f b+2 (17)
(knocks enemy into air)

Sway = d db [b]

Sway and Smash = d db [b]2 (21)
(knocks enemy into air)

Snake Slash = f f f+3 (30)

Left Upper = 1 (18)
(while rising, knocks enemy into air)

Right Upper = 2 (18)
(while rising)

Fishermanís Slam = [f]2 (39)
(during Right Upper)

High Knee Kick = 3 (22)
(while rising)

Double High Knee Kick = 3 4 (47)
(while rising)

Short Upper = 1+2 (12)
(while rising)

Headhunter = 1 (33)
(during sidestep)

Shell Shock = 2 (26)
(during sidestep)

Cheap Trick = [1 2] (24)
(during sidestep)

Taunt = 1+3+4

Bruiser Combo = f+2 1 4 2 1 4 2 (70)
(after Taunt)

10 Hit Combo 1 = b+3 4 1 2 1 4 2 1 4 2 (104)

10 Hit Combo 2 = b+3 4 1 2 1 4 2 4 (84)

10 Hit Combo 3 = b+3 4 1 2 1 4 3 3 2 (117)

Gravity Brain Buster = approach 1+3 or f+1+3 (35)
(throw)

Guillotine = approach 2+4 or f+2+4 (35)
(throw)

Gravity Throw = from left 1+3 or 2+4 (40)
(throw)

Knee Blast = from right 1+3 or 2+4 (40)
(throw)

Neck Throw = from behind 1+3 or 2+4 (50)
(throw)

Anaconda Assassin = approach f [f]1+2 (45)
(throw)

Chains of Misery = approach [d] df d [df]1+2 (45)
(throw)

Parry = b+1+2
(time with enemy punch)



***17) Contact Information***

If you would like to contact me with a question, comment, or suggestion
regarding my FAQ, my email address is cvagts_14@hotmail.com (that is an
underscore, not a space).  PLEASE INCLUDE "TEKKEN 5" IN THE SUBJECT OR
I MAY NOT READ YOUR EMAIL.

Again, PLEASE INCLUDE "TEKKEN 5" IN THE SUBJECT SOMEWHERE.

All questions, comments, and suggestions are welcome, so long as they are
not entirely negative.

Also note that I may take some time to reply to you, if at all, so please
be patient.



***18) Special Thanks***

I would like to thank the following people:

-Namco, for producing another great game in the Tekken franchise (and 
successfully atoning for the trash heap that was Tekken 4. All is 
forgiven).

-The powers-that-be at GameFAQs and CNET Networks for allowing me to 
produce this FAQ and share it with you, the fighting gamers.

-My brothers, for allowing me to use the computer and Playstation 2 for many
hours of FAQ writing and Tekken playing.

-John Hannafin (a.k.a. Tenshinhan29 on GameFAQs) for first bringing to my
attention the godliness of Tekken 5.

-The several people who emailed me with the corrections to the Arcade Battle
rankings, the first of which being JinTTT2.

-Dion Riojas, for emailing me the formula regarding the amount of money you
receive for beating Arcade Battle opponents.

-Peter Wong, for assisting me with the idea of changing my key to the more
common key that most Tekken players use.

-You, the reader, for using this FAQ for non-profit reasons.




***19) Copyright Information***

This guide is copyright March 10-14, 2005, by Christopher S. Vagts of Cumming,
Georgia. Any attempt to plagiarize this guide without permission or posting this
guide on another site without asking me first will be regarded as a blatant 
disregard of the law and will be punished as necessary by both Chris Vagts, 
the owner of this FAQ, and CNET, the owners of GameFAQs.com.  Please read the 
guide, feel free to print it and use it in the future, but please, follow the 
rules as specified above.

If you want to publish this FAQ on another site for any reason, profit or 
nonprofit, please contact me first.  And if it is for profit, I expect to see
some money out of it. :P