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    FAQ/Move List by Goh_Billy

    Version: 9.0 | Updated: 03/05/08 | Printable Version | Search This Guide

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                             Real Bout Fatal Fury 2
                   FAQ By: Goh_Billy (billy_kane_32@hotmail.com)
                                Version #: 9.0
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    
    Sections
    --------
          1. Legend
             1.1  Basic Game Legend
             1.2  Chain Attack Legend
          2. System
             2.1  Basics
             2.2  Planes
             2.3  Power Gauge And Supers
             2.4  Obstacles
          3. Characters
             3.1  Li Xiang Fei   
             3.2  Rick Strowd   
             3.3  Terry Bogard 
             3.4  Ryuji Yamazaki
             3.5  Billy Kane
             3.6  Bob Wilson 
             3.7  Andy Bogard
             3.8  Joe Higashi
             3.9  Sokaku Mochizuki  
             3.10 Geese Howard   
             3.11 Cheng Sinzan
             3.12 Mai Shiranui
             3.13 Kim Kaphwan
             3.14 Hon-Fu
             3.15 Wolfgang Krauser 
             3.16 Tung Fu Rue
             3.17 Duck King
             3.18 Blue Mary
             3.19 Jin Chonshu
             3.20 Laurence Blood
             3.21 Jin Chonrei 
             3.22 Franco Bash
          ----------------------------
             3.23 Alfred
          4. Misc. And Easter Eggs
          5. Conclusion
             5.1  What's Missing/Needed 
             5.2  Credits
            				
    	
    ===============================================================================
    1. Legend
    ===============================================================================
    
    1.1 Basic Game Legend
    ---------------------
    
      ub  u  uf        f - Forward        S - Strong Attack     + - And     
        \ | /          b - Back           P - Punch             / - Or 
      b--   --f        u - Up             K - Kick              , - Then 
        / | \          d - Down           L - Line Change        
      db  d  df                                                
                                         
                                         
    
    qcf - quarter circle forward (d, df, f)
    qcb - quarter circle back (d, db, b)
    hcf - half circle forward (b, db, d, df, f)
    hcb - half circle back (f, df, d, db, b)
    
    
    1.2 Chain Attack Legend
    -----------------------
    
    * - can perform special/super right after if connected
    E - ends string
    1 - first hit must connect for this part to come out
    2 - second hit must connect for this part to come out
    3 - third hit must connect for this part to come out
    4 - fourth hit must connect for this part to come out
    O - overhead
    _ - must be blocked low
    A - launches opponent into the air
    G - opponent must be on ground and must be close enough to connect the pursue
        (otherwise dash towards them before they recover to get close enough)
    < - backdash
    > - shifts to other side of opponent
    ^ - knocks opponent to back plane
    v - knocks opponent to front plane if opponent is in back plane
    T - taunt
    H - first attack must be from a high jump for this part to come out
    
    
    
    ===============================================================================
    2. System
    ===============================================================================
    
    ++++++++++++++
    | 2.1 Basics |
    ++++++++++++++
    
    
    Throw                    f/b + S close 
    
    Crawl                    hold df
    Dash Forward             f, f                     can attack out of dash
      Dash Jump              uf
      Halt                   b
    Dash Backward            b, b                     character is invulnerable
                                                        for a second
    
    Air Turn Around          L in air                 works only on high jumps
    Short aka Small Jump     tap ub/u/uf
    High Jump                press ub/u/uf
    
    Air Block                ub/u/uf, b
    Block High               b
    Block Low                db                       will not block overheads
    
    Quick Recovery           db/d/df + L after 
                               being knocked 
                               down
    Recovery To Back Plane   u + L after being        
                               knocked down
    Dizzy Recovery           shake joystick and tap
                               the buttons rapidly
                               when dizzied
    
    Taunt                    S+L
    Counter Move             P+K                      use at the very moment you
                                                        are about to be hit by
                                                        the opponent (not 
                                                        projectiles) to avoid them
                                                        and counter attack
    Break Shot               perform move marked      requires H. Power or higher
                               with (BS) while 
                               blocking
    
    
    
    ++++++++++++++
    | 2.2 Planes |
    ++++++++++++++
    
    
         ---two characters CANNOT be in the back plane at the same time---
    
    Switch To Back Plane     L
      Low Attack             K from back plane        must be blocked low
      Overhead Attack        P from back plane        overhead
      Strong Attack          S from back plane
      Switch To Front Plane  L from back plane
      Roll To Front Plane    d
    High Plane Attack        L when opponent is in    overhead; pulls opponent to
                               back plane               front plane if attack 
                                                        touches them
    Low Plane Attack         d + L when opponent is   must be blocked low; pulls
                               in back plane            opponent to front plane 
                                                        if attack touches them
    
    
               ---when both characters are in opposing planes--- 
    
    front plane character: 
    *cannot crawl
    
    back plane character:
    *cannot perform special moves (unless specified)
    *cannot perform supers
    *cannot duck (will show duck block animation with db blocking)
    *cannot crawl
    *cannot jump
    *dashing forward or backward automatically switches you to the front plane 
    *standing still for 2 seconds automatically switches you to the front plane
    *holding u allows you to stay in back plane
    *walking b or f allows you to stay in back plane
    
    
    ++++++++++++++++++++++++++++++
    | 2.3 Power Gauge And Supers |
    ++++++++++++++++++++++++++++++
    
    Power Gauge - This fills when you use special moves, connect (not blocked) any
                  attack, or when you block an opponent's attack.
                   
    H. Power - This occurs when half your power gauge is filled.  This allows
               you to use Break Shots.
    
    S. Power Super - When your gauge is filled, you will have a S Power bar.
                     It decreases over time, until eventually your gauge empties
                     completely.  You are able to use a S. Power Super when the
                     S. Power bar is active.  After using a S. Power Super, the
                     bar will automatically empty.  You can also perform S. Power
                     Supers when your lifebar is flashing.  During this time, 
                     there is no need for a charged Power Gauge and you can 
                     perform as many S. Power Supers as you want.
    
    P. Power Super - When the gauge is filled and your lifebar is flashing red,
                     the power gauge will display a P. Power bar.  As with the S.
                     Power bar, this decreases over time.  During the bars active
                     run, you can perform a P. Power Super.  Once performed, the 
                     power gauge will empty.
    
    
    
    +++++++++++++++++
    | 2.4 Obstacles |
    +++++++++++++++++
    
      In Real Bout 2 there are two kinds of levels, one line and two line stages.
    In two line stages you are able to perform all the listed moves and use the 
    back plane as a sway zone.  In a one line battle, maneuvers that move into the
    back plane will not work.  Movement to the back plane will also not work, as
    an obstacle will be there instead.  The one line stages are the China Street
    (Xiang Fei and Hon-Fu's stage), the Rooftop (Cheng and Yamazaki's stage), and
    the Desert (Alfred's stage).  One line stages have one unique quality in that
    any move that would normally knock the opponent to the back plane will now
    knock the opponent off the obstacle in the background.  They will strike it
    and fall back into the front plane.
    
    
    
    ===============================================================================
    3. Characters
    ===============================================================================
    
    *******************************************************************************
    * 3.1 Li Xiang Fei                                                            *
    *******************************************************************************
    Colors
    ------
    P - White pants w/ Red top
    L - Blue pants w/ White top
    
    
    
    Throw
    -----
    Reverse Elbows           f/b + S close          
    
    
    Basic Move
    ----------
    Crawl                    hold df
    
    
    Plane Moves
    -----------
    Dive Poke                P from back plane        overhead
    Slide Kick               K from back plane        must be blocked low
    Powerful Palm            S from back plane
    Roundhouse               L when opponent is in    overhead; pulls opponent to
                               back plane               front plane if attack 
                                                        touches them
    Sweep                    d + L when opponent is   must be blocked low; pulls
                               in back plane            opponent to front plane 
                                                        if attack touches them
    
    
    Command Moves
    -------------
    Ri Mon Chou Chu          f + P
    Low Foot                 b + K                    must be blocked low; can 
                                                        feint the Low Foot into
                                                        a special/super which is
                                                        done by performing a 
                                                        special/super just before
                                                        the Low Foot comes out
      Hop Cancel             S                        the previous attack will not
                                                        fully come out, thus it
                                                        will not strike, but 
                                                        instead cancel into a 
                                                        forward hop; low dodge
    Drunken Backhand         P+K                      use at the very moment you
                                                        are about to be hit by
                                                        the opponent (not 
                                                        projectiles) to avoid them
                                                        and counter attack
    Feint Ten Poh Zan        b + P+S
    Feint Taitetsujin        d + K+S
    
    
    Special Moves
    -------------
    Nanpa  (BS)              qcf + P/S                P=short, S=long; absorbs 
                                                        projectiles
    Zen Chuoh                qcf + K                  the rolling grab must
                                                        connect (not blocked) to
                                                        perform the maneuver
      Kanku                  qcf + K                  performed after a successful
                                                        Zen Chuoh attack
      Shin Saiha             qcb + K                  perform this during her roll
                                                        or just before she reaches
                                                        the opponent;  If the Zen
                                                        Chouh elbow connects, you
                                                        performed this followup
                                                        too late; this changes
                                                        Li's grab to one that is
                                                        unblockable
    Ten Poh Zan (BS)         f, d, df + K
    High Counter (BS)        P, then u just when you  counters only high attacks
                               are about to get hit
    Mid Counter (BS)         P, then f just when you  counters only mid attacks
                               are about to get hit
    Low Counter (BS)         P, then d just when you  counters only low attacks
                               are about to get hit
    
    
    S. Power Supers
    ---------------
    Taitetsujin (BS)         f, hcf + K+S
    Chou Pairon Starter      S                        this must touch opponent for
                                                        follow ups to come out
      Follow Up              f, db, f + P+K           if Chou Pairon Starter is
                                                        blocked, this follow up is
                                                        possible but you cannot 
                                                        proceed to finish
        Finish               f, db, f + P+K
    
    
    P. Power Super
    --------------
    Majinga                  360 + S                  connects close; unblockable;
                                                        the missed blast can hurt
                                                        the opponent
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> P (*)      -----> P (*)     -----> P       -----> f + P (E)
    d + P (*) |      d + P (*)         d + P (*)        d + P
    f + P (*) |                        S (*, E)         K (*, E)
              |                                         S (E)
              |
              -----> K (*)      -----> S (O, E)   
              |      d + K (*, _)      d + S (_, E)
              |                        df + S (*, A, E)
              |                        L (<, E)
              |
              -----> S (*)      -----> P (*)     -----> S (E)
                                       K (*, E)         P+K (T, E)
                                                        L (T, E)
    
    
    P in air (O)---> K (1, H, O, E)
                     S (1, H, O, E)
    
    
    Kick Starters
    `````````````
    K (*)  --------> K (*)    -----> S (0, E)
    d + K (*, _)     d + K (*, _)    d + S (_, E)
                                     df + S (*, A, E)
                                     L (<, E)
    
    b + K (*, _)---> S (E)
    
    
    K in air (O)---> S (F, H, 0, E)
    
    
    Strong Starters
    ```````````````
    S (*)    --------> f, f + P (1, >, E)
    
    
    
    
    
    *******************************************************************************
    * 3.2 Rick Strowd                                                             *
    *******************************************************************************
    Colors
    ------
    P - White pants w/ Blue trim
    L - Off White pants w/ Black trim
    
    
    
    Throw
    -----
    Punching Bag             f/b + S close          
    
    
    Basic Move
    ----------
    Crawl                    hold df
    
    
    Plane Moves
    -----------
    Dive Punch               P from back plane        overhead
    Low Uppercut             K from back plane        must be blocked low
    Gut Punch                S from back plane
    Power Punch              L when opponent is in    overhead; pulls opponent to
                               back plane               front plane if attack 
                                                        touches them
    Fist Sweep               d + L when opponent is   must be blocked low; pulls
                               in back plane            opponent to front plane 
                                                        if attack touches them
    
    
    Command Moves
    -------------
    One Two                  f + P                    both hits are overheads; can 
                                                        feint the One Two into
                                                        a special/super which is
                                                        done by performing a 
                                                        special/super just before
                                                        the One Two comes out
    Uppercut                 df + P                   
    Step Punch               P+K                      use at the very moment you
                                                        are about to be hit by
                                                        the opponent (not 
                                                        projectiles) to avoid them
                                                        and counter attack
    Feint Shooting Star      f + P+S                
    
    
    Special Moves
    -------------
    Shooting Star (BS)       qcf + P                  must reach opponent to
                                                        execute the maneuver
    Launch Shooting Star     qcf + S                  last hit launches opponent;
                                                        can link a Hellion
    Devine Blast (BS)        qcb + S
      Abort                  L
    Blazing Sunburst (BS)    qcb + P                  unblockable
    Hellion (BS)             f, d, df + P
    Full Moon Fever          qcb + K, hold K to       high dodge
                               continue
      Abort                  continue holding K for     
                               more than 4 seconds  
                               or stop holding K
    
    
    S. Power Supers
    ---------------
    Ex Shooting Star         qcf + S                  drains a little over a forth
                                                        of a meter; can perform
                                                        until S meter empties; 
                                                        this automatically 
                                                        replaces his Launch
                                                        Shooting Star when S gauge
                                                        is full; you MUST have a
                                                        S meter to perform this,
                                                        as simply having a
                                                        flashing meter will not
                                                        work; can cancel into this
                                                        maneuver directly from a
                                                        connected Blazing Sunburst
    Gaia Press               f, hcf + K+S             tornado stream absorbs 
                                                        projectiles
    
    
    P. Power Supers
    ---------------
    Ex Shooting Star         qcf + S                  drains a little over a forth
                                                        of a meter; can perform
                                                        until P meter empties; 
                                                        this automatically 
                                                        replaces his Launch
                                                        Shooting Star when P gauge
                                                        is full; same exact 
                                                        maneuver as the S. Power 
                                                        version; can cancel into 
                                                        this maneuver directly from
                                                        a connected Blazing 
                                                        Sunburst
    Howling Bull             f, hcf + S               the super's range is about 
                                                        3/4  of the screen and 
                                                        must be blocked low; 
                                                        fireball at the end of 
                                                        the super has full screen
                                                        distance and does NOT have
                                                        to be blocked low; absorbs
                                                        projectiles
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> K (*)      -----> S (E)
               |     S (*, E)
               |     
               |
               |
               ----> d + P (*)  -----> d + K (*, _)---> d + S (_, E) 
               :                       S (*, E)
               :
               :
               :
               ----> P (*)      -----> K (*)     -----> S (E)
                                       S (*, E)
                      
    
    P close (*)----> K (*)      -----> S (E)
               |     S (*, E)         
               |     
               |
               |
               ----> d + P (*)  -----> d + K (*, _)---> d + S (_, E) 
               :                  :    S (*, E)
               :                  :    
               :                  :
               :                  :
               :                  ---> d + P (*) -----> d + K (*, _)-> d + S (_, E)
               :                  :                     S (*, E)
               :                  :
               :                  :
               :                  :
               :                  ---> P (*)     -----> K (*)   -----> S (E)
               :                                        S (*, E)
               :
               :
               ----> P (*)      -----> K (*)     -----> S (E)
                                  :    S (*, E)
                                  :
                                  :
                                  :
                                  ---> P (*)     -----> K (*)   -----> S (E)
                                  :                     S (*, E)
                                  :
                                  :
                                  :
                                  ---> d + P (*) -----> d + K (*, _)-> d + S (_, E)
                                                        S (*, E)
                
                
    d + P (*)------> d + K (*, _)----> d + S (_, E)
               |     S (*, E)
               |
               |
               |
               ----> P (*)      -----> K (*)     -----> S (E)
               :                  :    S (*, E)
               :                  :
               :                  :
               :                  :
               :                  ---> P (*)     -----> K (*)   -----> S (E)
               :                  :                     S (*, E)
               :                  :
               :                  :
               :                  :
               :                  ---> d + P (*) -----> d + K (*, _)-> d + S (_, E)
               :                                        S (*, E)
               :
               :  
               ----> d + P (*)  -----> d + K (*, _)---> d + S (_, E)
                                  :    S (*, E)
                                  :
                                  :
                                  ---> d + P (*) -----> d + K   -----> d + S (_, E)
                                  :                      (_, E)
                                  :                     S (*, E)
                                  :  
                                  :
                                  ---> P (*)     -----> K (*)   -----> S (E)
                                                        S (*, E)
                              
                                  
    df + P (*)-----> K (*)      -----> f + S     -----> d, d + S (O, E)
                     df + K (O, <, E)
                     b + S (^, E)
    
    
    P in air (O)---> S (1, H, O, E)
    
    
    Kick Starters
    `````````````
    K (*)  --------> f + S      -----> d, d + S (O, E)
                     S (*, E)
    
    
    K close (*)----> K (*)      -----> S (*, E)
               |     S (*, E)          df + S (*, A, E)
               |
               |
               |
               ----> d + K (*, _)----> d + S (_, E)
    
    
    d + K (*, _)---> d + S (_)  -----> f + S (E)
                     K (*, E)
    
    
    K in air (O)---> S (1, H, O, E)
    
    
    Strong Starters
    ```````````````
    S close (*)----> S (*, 1, E)
    
    
    Dash Forward,--> S (*, 1, E)
      f + S
    
    
    
    
    
    *******************************************************************************
    * 3.3 Terry Bogard                                                            *
    *******************************************************************************
    Colors
    ------
    P - Red jacket and hat
    L - Black jacket and hat
    
    
    
    Throw
    -----
    Buster Throw             f/b + S close  
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    Down Punch               S from short jump        overhead
    Roundhouse               S close                  2 hits
    
    
    Plane Moves
    -----------
    Dive Knuckle             P from back plane        overhead
    Slide Kick               K from back plane        must be blocked low
    Strong Kick              S from back plane
    Backfist                 L when opponent is in    overhead; pulls opponent to
                               back plane               front plane if attack 
                                                        touches them
    Sweep                    d + L when opponent is   must be blocked low; pulls
                               in back plane            opponent to front plane 
                                                        if attack touches them
    
    
    Command Moves
    -------------
    Uppercut                 df + P
      Power Dunk             uf + K                   last part is an overhead
    Flying Turn Kick         f + K                    knocks opponent into back 
                                                        plane; can feint the 
                                                        Flying Turn Kick into
                                                        a special/super which is
                                                        done by performing a 
                                                        special/super just before
                                                        the Flying Turn Kick comes
                                                        out
    Punt Kick                Dash Forward, f + S      overhead; can feint the 
                                                        Punt Kick into a 
                                                        special/super which is
                                                        done by performing a 
                                                        special/super just before
                                                        the Punt Kick comes out
    Gut Uppercut             P+K                      use at the very moment you
                                                        are about to be hit by
                                                        the opponent (not 
                                                        projectiles) to avoid them
                                                        and counter attack
      Power Charge           f + S
    Feint Burning Knuckle    f + P+S
    Feint Power Geyser       d + K+S
    
    
    Special Moves
    -------------
    Power Wave (BS)          qcf + P                  will collide with other 
                                                        projectiles as both will
                                                        be "destroyed" in the
                                                        process
    Round Wave (BS)          qcf + S                  hits in both planes; must 
                                                        be blocked low by opponent
                                                        when they are in the back
                                                        plane; pulls opponent to
                                                        front plane even if they 
                                                        block the attack; absorbs
                                                        projectiles
    Burning Knuckle (BS)     qcb + P/S                P=short, S=long
    Rising Tackle            Charge d for 2 seconds,
                               u + P
    Fire Kick (BS)           qcf + K                  the sliding kick must be
                                                        blocked low; the sliding
                                                        kick must also connect
                                                        (not blocked) to perform
                                                        the entire maneuver;
                                                        follow up kick launches
                                                        opponent and can be linked
                                                        into a Rising Tackle
    Crack Shoot (BS)         qcb + K
    Bashing Sway             qcf + L                  move will not work if 
                                                        opponent is in back plane;
                                                        Terry switches to the back
                                                        plane
    
    
    S. Power Super
    -------------- 
    Power Geyser (BS)        qcb, db, f + K+S         absorbs projectiles
    
      
    P. Power Super
    --------------
    Overheat Geyser          qcb, db, f + S           absorbs projectiles
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> K (*)      -----> S (E)
               |     S (*, E)          f + S (^, E)  
               |                       d + S (_, E)
               |                       df + S (*, A, E)
               |
               ----> d + K (*, _)----> d + S (_, E)
               :                       df + S (*, A, E)
               :
               :
               :
               ----> P (*)      -----> K (*)     -----> S (E)    
                                                        
           
    P close (*)----> K (*)      -----> S (E)
               |     S (*, E)          f + S (^, E)  
               |                       d + S (_, E)
               |                       df + S (*, A, E)
               |
               ----> d + K (*, _)----> d + S (_, E)
               :                       df + S (*, A, E)
               :
               :
               :
               ----> P (*)      -----> K (*)     -----> S (E)
               :                  :    S (*, E)         f + S (^, E)  
               :                  :                     d + S (_, E)
               :                  :                     
               :                  :
               :                  ---> d + K (*, _)---> d + S (_, E)
               :                  :                     
               :                  :
               :                  :
               :                  :
               :                  ---> P (*)     -----> K (*)  -----> S (E)
               :
               :
               ----> d + P (*)  -----> K (*)     -----> S (E)
                                  :    d + S (*, E)     f + S (^, E) 
                                  :                     d + S (_, E)
                                  :
                                  :
                                  ---> d + K (*, _)---> d + S (_, E)
                                  :
                                  :
                                  :
                                  :
                                  ---> P (*)     -----> K (*)  -----> S (E)
                                 
             
    d + P (*)------> K (*)      -----> S (E)
               |     d + S (*, E)      f + S (^, E)  
               |                       d + S (_, E)
               |                       df + S (*, A, E)
               |
               ----> d + K (*, _)----> d + S (_, E)
               :                       df + S (*, A, E)
               :
               :
               :
               ----> P (*)      -----> K (*)     -----> S (E)
               :                  :    S (*, E)         f + S (^, E) 
               :                  :                     d + S (_, E)
               :                  :
               :                  :
               :                  ---> d + K (*, _)---> d + S (_, E)
               :                  :
               :                  :
               :                  :
               :                  :
               :                  ---> P (*)     -----> K (*)  -----> S (E)
               :
               :
               ----> d + P (*)  -----> K (*)     -----> S (E)
                                  :    d + S (*, E)     f + S (^, E) 
                                  :                     d + S (_, E)
                                  :                     
                                  :
                                  ---> d + K (*, _)---> d + S (_, E)
                                  :
                                  :
                                  :
                                  :
                                  ---> P (*)     -----> K (*)  -----> S (E)
    
    
    df + P (*)-----> S (*, 1)   -----> S (*, 2, E)
                     d + S (*, _, E)              
                     uf + K (O, E)     
    
    
    P in air (O)---> S (1, H, O, E)
    
    
    Kick Starters
    `````````````
    K (*)  --------> K (*)      -----> S (E)
    d + K      |                       f + S (^, E)  
     (*, _)    |                       d + S (_, E)
               |                       df + S (*, A, E)
               |
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (*, A, E)
    
    
    K close (*)----> K (*)      -----> S (E)
               |     S (*, E)          f + S (^, E)
               |                       d + S (_, E)
               |                       df + S (*, A, E)
               |
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (*, A, E)
                   
    
    f + K (^)------> L (*, v, 1, E)
                     d + L (*, v, 1, _, E)
    
    
    K in air (O)---> S (1, H, O, E)
    
    
    Strong Starters
    ```````````````
    None
    
    
    Other Starters
    ``````````````
    P+K (*)--------> f + S (*, A, E)
    
    
    
    
    
    *******************************************************************************
    * 3.4 Ryuji Yamazaki                                                          *
    *******************************************************************************
    Colors
    ------
    P - Black costume w/ Blonde hair
    L - Red costume w/ White hair
    
    
    
    Throw
    -----
    Grab And Toss            f/b + S close  
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    Long Kick                S from uf/ub short jump  overhead
    High Kick                S close                  2 hits
    
    
    Plane Moves
    -----------
    Dive Elbow               P from back plane        overhead
    Slide Kick               K from back plane        must be blocked low
    Strong Boot              S from back plane        must be blocked low; will
                                                        ground opponent and can
                                                        use Hell Stomp as a follow
                                                        up
    Swing Kick               L when opponent is in    overhead; pulls opponent to
                               back plane               front plane if attack 
                                                        touches them
    Sweep                    d + L when opponent is   must be blocked low; pulls
                               in back plane            opponent to front plane 
                                                        if attack touches them
    
    
    Command Moves
    -------------
    Down Fist                f + P                    both hits are overheads; can 
                                                        feint the Down Fist into
                                                        a special/super which is
                                                        done by performing a 
                                                        special/super just before
                                                        the Down Fist comes out
    Uppercut Swing           df + P
    Rage Uppercut            K+S in air               knocks the opponent out of 
                                                        the air; can use a High 
                                                        Snake Tamer to hit falling 
                                                        opponent
    Sand Shower              tap S repeatedly when    wake up move
                               you are knocked down
    Hell Stomp Fury          d, d + S on downed       pursue attack; first stomp 
                               opponent                 must connect for the 
                                                        entire move to come out
    Swipe Away               P+K                      use at the very moment you
                                                        are about to be hit by
                                                        the opponent (not 
                                                        projectiles) to avoid them
                                                        and counter attack
    Feint Judgement Dagger   f + P+S
    
    
    Special Moves
    -------------
    Judgement Dagger (BS)    f, d, df + P             move must connect (not 
                                                         blocked) to perform 
                                                         entire maneuver
    Snake Tamer (BS)         qcb + P/K/S (hold        P=high, K=mid, S=low; S
                               button to delay)         version must be blocked
                                                        low
      Abort                  L       
      Multi Snake Tamer      release button after     first part must be blocked
                               charging for 3           low
                               seconds                    
    Double Return            qcf + S                  absorbs projectiles; will 
                                                        only absorb Sokaku's 
                                                        Makibishi Masher and will
                                                        only return Mai's Ka Cho 
                                                        Sen; despite its look, 
                                                        Sokaku's Wild Monkey Slash
                                                        can be absorbed or sent
                                                        back as a projectile; will
                                                        not absorb or return super
                                                        projectiles such as 
                                                        Cheng's Bursting Heavens,
                                                        Krauser's Kaiser Wave, etc
      Meter Absorb           perform Double Return    adds significant amount to
                               on a projectile          your super meter
      Projectile             perform Double Return
                               on a projectile and
                               continue to hold S              
    Explosive Headbutt       f, b, d, u + S close     unblockable
    Yakiire                  f, d, df + K             overhead; try using Hell 
                                                        Stomp as a follow up
    Sado Maso                hcf + K                  high counter attack       
    
    
    S. Power Super
    -------------- 
    Guillotine               f, hcf + K+S             second part is an overhead;
                                                        try following with Hell 
                                                        Stomp Fury
    
    
    P. Power Super
    -------------- 
    Yondan Drill             360 + S close, tap S     unblockable; tap S:
                               repeatedly to             0-4=level 1, 11 hits
                               empower                   5-8=level 2, 12 hits
                                                         9-12=level 3, 14 hits
                                                         +13=level 4, 27 hits
                                                         13, then press P+K+S
                                                           when Yamazaki turns
                                                           red=level 5, 14 hits
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> f + S (1)  -----> d, d + S (G, E)
    P close (*)      S (*, E) 
                     d + S (*, 1, _, E)
                     df + S (*, A, E)
                     
    
    f + P (*, O)---> S (*, ^, E)
    
    
    df + P (*)-----> S (*)      -----> S (E)
    
    
    P in air (O)---> S (1, H, O, E)
    
    
    Kick Starters
    `````````````
    K (*)  --------> S (*, ^, E)  
    K close (*)      d + S (*, 1, _, E)
                     df + S (*, A, E)
                     
    
    K in air (O)---> S (1, H, O, E)
    
    
    Strong Starters
    ```````````````
    None
    
    
    
    
    
    *******************************************************************************
    * 3.5 Billy Kane                                                              *
    *******************************************************************************
    Colors
    ------
    P - Blue costume w/ Red bandana
    L - Black costume w/ Blue bandana
    
    
    
    Throws
    ------
    Pole Toss                f/b + S close 
    Pole Strangle            df + S close
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    Pole Charge              K close                  3 hits
    Spin Strikes             K far
    Pole Kick                S far                    dodges low (not projectiles)
    Down Pole                S from u short jump      overhead
    Upward Pole              S from uf/ub short jump  overhead
    
    
    Plane Moves
    -----------
    Dive Pole                P from back plane        overhead
    Slide Kick               K from back plane        must be blocked low
    Helicopter Pole          S from back plane
    Pole Swipe               L when opponent is in    overhead; pulls opponent to
                               back plane               front plane if attack 
                                                        touches them
    Pole Sweep               d + L when opponent is   must be blocked low; pulls
                               in back plane            opponent to front plane 
                                                        if attack touches them
    
    
    Command Moves
    -------------
    Double Trip              d + S                    both parts must be blocked
                                                        low
    Leaning Pole Strike      P+K                      use at the very moment you
                                                        are about to be hit by
                                                        the opponent (not 
                                                        projectiles) to avoid them
                                                        and counter attack
    Feint Power Hi Sho Bonk  b + P+S
    
    
    Special Moves
    -------------
    San Setsu Kon            Charge b for 2 seconds,  absorbs projectiles
                               f + P
      Flame San Setsu Kon    b, f + S                 San Setsu Kon must connect 
                                                        (not blocked) to perform 
                                                        this follow up 
    Sparrow Drop (BS)        qcb + P
    Whirlwind Pole           tap P repeatedly         absorbs projectiles
    Dragon Flame (BS)        qcb + K
    Power Hi Sho Bonk (BS)   db, qcf + K              control descent with b or f
    
    
    S. Power Supers
    ---------------
    Scarlet Uppercut         f, df, d + S
    Super Fire Wheel         f, hcf + K+S             absorbs projectiles
    
    
    P. Power Super
    -------------- 
    Salamander Stream        f, hcf + S               absorbs projectiles
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P close (*)----> S (*, E)  
                     f + S (*, ^, E)
    
    
    P two steps----> S (E) 
      away (*)
    
    
    d + P (*)------> d + S (*, E)
    
    
    P in air (O)---> S (1, H, O, E)
    
    
    Kick Starters
    `````````````
    K in air (O)---> S (1, H, O, E)
    
    
    Strong Starters
    ```````````````
    d + S (_)------> S (1)      -----> qcf + S (E)
    
    
    
    
    
    *******************************************************************************
    * 3.6 Bob Wilson                                                              *
    *******************************************************************************
    Colors
    ------
    P - White pants w/ Green top
    L - Blue pants w/ Orange top
    
    
    
    Throws
    ------
    Falcon                   f/b + S close 
      Hornet Attack          df, df + S               can link in a Frog Hunting
                                                        right after; can link in 
                                                        other attacks such as a 
                                                        Monkey Dance or Dancing 
                                                        Bison (using a corner 
                                                        helps)
    Air Falcon               db/df + S close in air
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    Upward Kick              K from uf/ub short jump  overhead
    Head Hunter              S close                  2 hits
    
    
    Plane Moves
    -----------
    Dive Kick                P from back plane        overhead
    Slide Kick               K from back plane        must be blocked low
    Flying Headbutt          S from back plane
    Reach Kick               L when opponent is in    overhead; pulls opponent to
                               back plane               front plane if attack 
                                                        touches them
    Sweep                    d + L when opponent is   must be blocked low; pulls
                               in back plane            opponent to front plane 
                                                        if attack touches them
    
    
    Command Moves
    -------------
    Slide Backhand           Dash Forward, d + P
    Slide Tip Kick           Dash Forward, d + K
    Elephant Tusk            df + P
    Eagle Step               d + K in air             overhead; if connected (not
                                                        blocked), you can follow
                                                        with another air attack;
                                                        does not work on small
                                                        jumps
    Dashing Elbow            Dash Forward, f + S      can feint the Dashing Elbow
                                                        into a special/super which
                                                        is done by performing a 
                                                        special/super just before
                                                        the Dashing Elbow comes 
                                                        out
    Flying Fish              tap S repeatedly when    wake up attack
                               you are knocked down
    Leg Drop                 u + S on downed          pursue attack
                               opponent                 
    Low Fang                 P+K                      use at the very moment you
                                                        are about to be hit by
                                                        the opponent (not 
                                                        projectiles) to avoid them
                                                        and counter attack
    Feint Dancing Bison      d + K+S  
    
    
    Special Moves
    -------------
    Monkey Dance (BS)        f, d, df + K             try following with Bison 
                                                        Horns
    Rolling Turtle (BS)      qcb + K                  move with b or f
    Wild Wolf (BS)           Charge b for 2 seconds,  last 2 hits are overheads 
                               f + K
    Bison Horns              Charge d for 2 seconds,
                               u + S
    Sidewinder (BS)          qcb + S                  all parts must be blocked
                                                        low
    Frog Hunting             b, f, f + K+S            if blocked you will fall to
                                                        the ground
    
    
    S. Power Super
    --------------
    Dangerous Wolf           f, hcf + K+S             the falling Wild Wolf 
                                                        maneuvers are overheads
    
    
    P. Power Super
    --------------
    Dancing Bison            f, hcf + S
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> K (*)      -----> S (E)       
               |     S (*, E)          df + S (*, A, E)
               |
               |
               |
               ----> d + K (*, _)----> d + S (_, E)
               :
               :
               :
               :
               ----> P (*)      -----> K (*)     -----> S (E)
                                       S (*, E)
                                  
                      
    P close (*)----> K (*)      -----> S (E)       
               |     S (*, E)          df + S (*, A, E)
               |
               |
               |
               ----> d + K (*, _)----> d + S (_, E)
               :
               :
               :
               :
               ----> P (*)      -----> K (*)     -----> S (E)
               :                  :    S (*, E)         df + S (*, A, E)
               :                  :
               :                  :
               :                  :
               :                  : 
               :                  ---> d + K (*, _)---> d + S (_, E)
               :                  :
               :                  :
               :                  :
               :                  :
               :                  ---> P (*)     -----> K (*)   -----> S (E)
               :                                        S (*, E)
               :
               :
               ----> d + P (*)  -----> K (*)     -----> S (E) 
                                  :                     df + S (*, A, E)
                                  :
                                  :
                                  :
                                  ---> d + K (*, _)---> d + S (_, E)
                                  :
                                  :
                                  :
                                  :
                                  ---> P (*)     -----> K (*)   -----> S (E)
                                                        S (*, E)  
     
                                                   
    d + P (*)------> K (*)      -----> S (E) 
                |                      df + S (*, A, E)
                |
                |
                |
                ---> d + K (*, _)----> d + S (_, E)
                :
                :
                :
                :
                ---> P (*)      -----> K (*)     -----> S (E) 
                :                 :    S (*, E)         df + S (*, A, E)
                :                 :
                :                 :
                :                 :
                :                 ---> d + K (*, _)---> d + S (_, E)
                :                 :
                :                 :
                :                 :
                :                 :
                :                 ---> P (*)     -----> K (*)   -----> S (E)
                :                                       S (*, E)
                :
                :
                ---> d + P (*)  -----> K (*)     -----> S (E)
                                  :                     df (*, A, E)
                                  :
                                  :
                                  :
                                  ---> d + K (*, _)---> d + S (_, E)
                                  :
                                  :
                                  :
                                  :
                                  ---> P (*)     -----> K (*)   -----> S (E)
                                                        S (*, E)
    
    
    df + P (*)-----> d + K      -----> d + S (*, _, E)
    
    
    P in air (O)---> S (1, H, O, E)
    
    
    Kick Starters
    `````````````
    K (*)  --------> K (*)      -----> S (E)       
    K close (*)|     S (*, E)          df + S (*, A, E)
               |
               |
               |
               ----> d + K (*, _)----> d + S (_, E)
    
    
    d + K (_, *)----> K (*)     -----> S (E) 
                |                      df + S (*, A, E)
                |
                |
                |
                ---> d + K (*, _)----> d + S (_, E)
    
    
    K in air (O)---> S (1, H, O, E)
                     
    
    Strong Starters
    ```````````````
    S (*)  --------> S          -----> f + S (E)  
    S close (*)                        u + S (O, E)
    
    
    
    
    
    *******************************************************************************
    * 3.7 Andy Bogard                                                             *
    *******************************************************************************
    Colors
    ------
    P - White costume w/ Red trim
    L - Black costume w/ Yellow trim
    
    
    
    Throw
    -----
    Uchimata                 f/b + S close  
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    Dropping Heel            S close                  2 hits
    
    
    Plane Moves
    -----------
    Dive Palm                P from back plane        overhead
    Slide Kick               K from back plane        must be blocked low
    Spin Kick                S from back plane
    Back Chop                L when opponent is in    overhead; pulls opponent to
                               back plane               front plane if attack 
                                                        touches them
    Sweep                    d + L when opponent is   must be blocked low; pulls
                               in back plane            opponent to front plane 
                                                        if attack touches them
    
    
    Command Moves
    -------------
    Rising Palm              df + P
    Falling Roll Kick        f + K                    can feint the Falling Roll
                                                        Kick into a special/super
                                                        which is done by 
                                                        performing a special/super
                                                        just before the Falling 
                                                        Roll Kick comes
      Flip Kick              uf + S
    Lean Down Kick           P+K                      use at the very moment you
                                                        are about to be hit by
                                                        the opponent (not 
                                                        projectiles) to avoid them
                                                        and counter attack
    Feint Zanei Ken          f + P+S
    Feint Hi Sho Ken         d + P+S
    Feint Choreppa Dan       d + K+S
    
    
    Special Moves
    -------------
    Hi Sho Ken (BS)          qcb + P                  projectile does NOT travel
                                                        full screen distance; 
                                                        will collide with other 
                                                        projectiles as both will
                                                        be "destroyed" in the
                                                        process
    Geki Hi Sho Ken (BS)     qcb + S                  absorbs projectiles
    Shoryudan (BS)           f, d, df + S             
    Zanei Ken                Charge db, f + P/S /     P=short, S=long
                               db, f + P/S
      Shippu Uraken          db, f + S                follow up to S version of
                                                        Zanei Ken only
    Kuhadan (BS)             hcf + K
    Genei Shiranui           qcb + L in air           move must touch opponent in
                                                        order to perform entire
                                                        maneuver; after touching 
                                                        opponent Andy will move
                                                        into the back plane and
                                                        then attack back into the
                                                        front plane
    
    
    S. Power Super
    --------------
    Choreppa Dan             qcb, db, f + K+S            
    
    
    P. Power Super
    --------------
    Dan Da Dan (BS)          qcb, db, f + S, tap S    move must touch opponent in
                               reapeatedly for more     order to perform entire
                               gut punches before       super
                               finish
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> K (*)      -----> S (E)       
               |     S (*, E)          f + S (^, E)
               |                       d + S (_, E)
               |                       df + S (*, A, E)
               |
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (*, A, E)
               
    
    P close (*)----> K (*)      -----> S (E)       
               |     S (*, E)          f + S (^, E)
               |                       d + S (_, E)
               |                       df + S (*, A, E)
               |
               ----> d + K (*, _)----> d + S (_, E)
               :                       df + S (*, A, E)           
               :
               :
               :
               ----> P (*)      -----> K (*)     -----> S (E)
               :                  :    S (*, E)         f + S (^, E)
               :                  :                     d + S (_, E)
               :                  :                     df + S (*, A, E)
               :                  :
               :                  ---> d + K (*, _)---> d + S (_, E)
               :                                        df + S (*, A, E)
               :                                
               :
               ----> d + P (*)  -----> K (*)     -----> S (E) 
                                  :                     f + S (^, E)
                                  :                     d + S (_, E)
                                  :                     df + S (*, A, E)
                                  :
                                  ---> d + K (*, _)---> d + S (_, E)
                                                        df + S (*, A, E)  
           
    
    d + P (*)------> K (*)      -----> S (E)
               |                       f + S (^, E)
               |                       d + S (_, E)
               |                       df + S (*, A, E)
               |
               ----> d + K (*, _)----> d + S (_, E)
               :                       df + S (*, A, E)
               :
               :
               :
               ----> P (*)      ------> K (*)    -----> S (E)
               :                  :     S (*, E)        f + S (^, E)
               :                  :                     d + S (_, E)
               :                  :                     df + S (*, A, E)
               :                  :
               :                  ----> d + K (*, _)--> d + S (_, E)
               :                                        df + S (*, A, E)
               :
               : 
               :    
               ----> d + P (*)  -----> K (*)     -----> S (E) 
                                  :                     f + S (^, E)
                                  :                     d + S (_, E)
                                  :                     df + S (*, A, E)
                                  :
                                  ---> d + K (*, _)---> d + S (_, E)
                                                        df + S (*, A, E)
                             
                           
    df + P (*)-----> K          -----> S (O, E)  
               |     d + S (*, _, E)
               |
               |
               |
               ----> S (*, 1)   -----> S (*, E)
           
    
    P in air-------> K (1, H, O, E)
     (*, O)          S (1, H, O, E)
    
    
    Kick Starters
    `````````````
    K (*)  --------> K (*)      -----> S (E)       
    K close (*)|                       f + S (^, E)
    d + K      |                       d + S (_, E)
     (*, _)    |                       df + S (*, A, E)
               |
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (*, A, E)
        
    
    f + K  --------> uf + S (A, E)
    
    
    K in air-------> S (1, H, O, E)
     (*, O)
    
    
    Strong Starters
    ```````````````
    S in air-------> P (1, H, O, E)
     (*, O)
    
    
    
    
    
    *******************************************************************************
    * 3.8 Joe Higashi                                                             *
    *******************************************************************************
    Colors
    ------
    P - Blue shorts w/ Red trim
    L - White shorts w/ Orange trim
    
    
    
    Throws
    ------
    Lifting Pressure         f/b + S close  
      Down Heel              d + S
    Rapid Knees              df + S close
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    Straight Kick            S from uf/ub short jump  overhead
    
    
    Plane Moves
    -----------
    Dive Elbow               P from back plane        overhead
    Slide Shin               K from back plane        must be blocked low
    Blasting Knee            S from back plane
    Roundhouse               L when opponent is in    overhead; pulls opponent to
                               back plane               front plane if attack 
                                                        touches them
    Sweep                    d + L when opponent is   must be blocked low; pulls
                               in back plane            opponent to front plane 
                                                        if attack touches them
    
    
    Command Moves
    -------------
    High Kick                b + K
    Slide Kick               df + K                   must be blocked low
    Special Taunt            d + S on downed          pursue taunt
                               opponent                 
    Side Kick                P+K                      use at the very moment you
                                                        are about to be hit by
                                                        the opponent (not 
                                                        projectiles) to avoid them
                                                        and counter attack
    Feint Slash Kick         f + P+S
    Feint Hurricane Upper    d + P+S
    
    
    Special Moves
    ------------- 
    Hurricane Upper (BS)     hcf + P                  will collide with other 
                                                        projectiles as both will
                                                        be "destroyed" in the
                                                        process
    Exploding Hurricane (BS) hcf + S                  first tornado will collide 
                                                        with other projectiles and
                                                        "destroy" them as well as
                                                        be "destroyed", while the
                                                        second tornado will
                                                        continue its path
    TNT Punch (BS)           tap P repeatedly
      Dynamite Fist          qcf + P                  overhead
      Dynamite Uppercut      qcf + S
    Tiger Kick (BS)          f, d, df + K
    Golden Heel (BS)         qcb + K
    Slash Kick               Charge db, f + K / 
                               db, f + K
    Powerful Slash Kick      Charge db, f + S /       first part must connect (not
                               db, f + S                blocked) to perform entire 
                                                        maneuver
    
    
    S. Power Super
    --------------
    Screw Upper              f, hcf + K+S             absorbs projectiles
    
    
    P. Power Supers
    ---------------
    Thunder Fire             f, hcf + S
    Thunder Fire Shifter     f, hcf + L               performs super from front
                                                        plane to back plane, and
                                                        then to front plane again
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> K             -----> S (2, E)  
                     S (E)
    
    
    P close (*)----> P (*, 1)      -----> P (E) 
               :     K (*, 1)             K (*, E)
               :     d + K (*, 1, _)      S (E)
               :     S (*, 1, E)          df + S (*, A, E)
               :                          u + S (O, E)
               :
               :
               ----> d + P (*)     -----> K (*, 1)----> K (*, E) 
                                          S (*, 1, E)   S (E)
                                                        df + S (*, A, E)
    
    
    d + P (*)------> P (*, 1)      -----> P (E) 
                     K (*, 1)             K (*, E)
                     d + K (*, 1, _)      S (E)
                     S (*, 1, E)          df + S (*, A, E)
                                          u + S (O, E)
    
    
    P in air (O)---> S (1, H, O, E)
    
    
    Kick Starters
    `````````````
    K (*)  --------> S (*)         -----> qcf + S (E) 
    
    
    K close (*)----> S (*, E)
    
    
    K in air (O)---> S (1, H, O, E)
    
    
    Strong Starters
    ```````````````
    None
    
    
    
    
    
    *******************************************************************************
    * 3.9 Sokaku Mochizuki                                                        *
    *******************************************************************************
    Colors
    ------
    P - Blue costume
    L - Green costume
    
    
    
    Throws
    ------
    No Way Out Crush         f/b + S close  
      Hell's Gate            f, df, d + S
    Falling Slam             db/df + S close in air         
      
    
    Basic Moves
    -----------
    Crawl                    hold df
    Straight Staff Swing     S from a short jump      overhead
    Side Staff               S close                  2 hits
    
    
    Plane Moves
    -----------
    Dive Palm                P from back plane        overhead
    Slide Kick               K from back plane        must be blocked low
    Lightning Staff          S from back plane        will ground opponent and can
                                                        use Lightning Strike as a
                                                        follow up
    Energy Fist              L when opponent is in    overhead; pulls opponent to
                               back plane               front plane if attack 
                                                        touches them
    Staff Sweep              d + L when opponent is   must be blocked low; pulls
                               in back plane            opponent to front plane 
                                                        if attack touches them
    
    
    Command Moves
    -------------
    Staff Thrust             df + P
    Lightning Strike         d + S on downed          pursue attack; pursue is 
                               opponent                 able to strike an opponent
                                                        no matter how far their
                                                        fallen body is from Sokaku
    Gut Staff                P+K                      use at the very moment you
                                                        are about to be hit by
                                                        the opponent (not 
                                                        projectiles) to avoid them
                                                        and counter attack     
    Feint Makibishi Masher   d + P+S
    Feint Thunder God        d + K+S
    
    
    Special Moves
    -------------
    Makibishi Masher (BS)    qcf + P                  when descending low enough,
                                                        the move must be blocked
                                                        low; will collide with 
                                                        other projectiles as both 
                                                        will be "destroyed" in the
                                                        process
    Wild Monkey Slash (BS)   qcb + P                  projectile Sokaku's must 
                                                        connect (not blocked) for
                                                        entire move to be 
                                                        performed;  will collide 
                                                        with other projectiles as 
                                                        both will be "destroyed" 
                                                        in the process
    Dance Of Demons          tap P repeatedly         absorbs projectiles
      Heaven Break           db + S
      Swipe Break            df + S                   must be blocked low
      Falling Staff          uf + S                   overhead
      Straight Swing         f + S
      Energy Palm            L                        hits in both planes; if 
                                                        opponent is in back plane,
                                                        this move is an overhead;
                                                        pulls opponent to front 
                                                        plane if attack touches 
                                                        them
    The Wailer (BS)          hcb + K                  absorbs projectiles
      Staff Thrust           S                        The Wailer must connect (not
                                                        blocked) for the follow up
                                                        to come out; the S is 
                                                        pressed a little "late"
                                                        as the Wailer is dealing
                                                        damage
        Hand Crush Finish    360 + S                  this has to be performed
                                                        quickly after the Staff 
                                                        Thrust
    Possession Blast (BS)    f, b, f + S              after performing this move 
                                                        Sokaku will "rest" leaving
                                                        you unable to block for a
                                                        moment; it can absorb 
                                                        projectiles, but low ones
                                                        can usually sneak by
    Ki Mon Jin               360 + S close            unblockable
    Vortex Inferno           u, d + L from back       overhead; moves back into  
                               plane                     the front plane
    
    
    S. Power Super
    --------------
    Thunder God              f, hcf + K+S             hits in both planes; absorbs
                                                        projectiles
    
    P. Power Super
    --------------
    Sokaku Splat             f, hcf + S               Sokaku has very slight 
                                                        "rest" period after super;
                                                         just outside sweep range
                                                         this super becomes 
                                                         unblockable, and within 
                                                         sweep range it simply 
                                                         becomes an overhead
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> S (*, _, E)    
    P close (*)
    
    
    d + P (*)------> d + S (*, _, E)
    
    
    P in air (O)---> S (1, H, O, E)
    
    
    Kick Starters
    `````````````
    K (*)  --------> S (*, E)         
    
    
    K close (*)----> S (*)         -----> d, d + S (1, E)
     
    
    d + K (*, _)---> S             -----> d, d + S (E)
                     f + S (^, E)
    
    
    K in air (O)---> S (1, H, O, E)
    
    
    Strong Starters
    ```````````````
    S close (*)----> f + K (O)     ----->  f, d, df + P (A, E)
    
    
    
    
    
    *******************************************************************************
    * 3.10 Geese Howard                                                           *
    *******************************************************************************
    Colors
    ------
    P - Red pants w/ Yellow trim and Blonde hair
    L - Blue pants w/ White trim and White hair
    
    
    
    Throws
    ------
    Clamp Of The Tiger       f/b + S close  
      Fatal Blow Bopper      f, df, d + S    
    Mauling Tiger Crunch     df + S close
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    Jump Kick                S from a short jump      overhead
    Energy Palm              S far                    3 hits
    Backfist                 S close                  2 hits
    
    
    Plane Moves
    -----------
    Dive Elbow               P from back plane        overhead
    Slide Kick               K from back plane        must be blocked low
    Strong Trip              S from back plane        must be blocked low; will
                                                        ground opponent and can
                                                        use Diven Punishment as
                                                        a follow up 
    Backfist                 L when opponent is in    overhead; pulls opponent to
                               back plane               front plane if attack 
                                                        touches them
    Sweep                    d + L when opponent is   must be blocked low; pulls
                               in back plane            opponent to front plane 
                                                        if attack touches them
    
    
    Command Moves
    -------------
    Slide Tap Kick           Dash Forward, K
    Buzzsaw                  f + P                    overhead
    Rising Palm              df + P
    Rolling Sweep            b + K                    knocks opponent into back 
                                                        plane; can feint the 
                                                        Rolling Sweep into a 
                                                        special/super which is
                                                        done by performing a 
                                                        special/super just before
                                                        the Rolling Sweep comes 
                                                        out
    Divine Punishment        d + S close on downed    pursue attack
                               opponent    
    Slash Uppercut           P+K                      use at the very moment you
                                                        are about to be hit by
                                                        the opponent (not 
                                                        projectiles) to avoid them
                                                        and counter attack     
    Feint Reppu Ken          d + P+S
    Feint Raging Storm       d + K+S
    
                                                              
    Special Moves
    -------------
    Reppu Ken (BS)           qcb + P                  will collide with other 
                                                        projectiles as both will
                                                        be "destroyed" in the
                                                        process
    Double Reppu Ken (BS)    qcb + S                  start up absorbs other 
                                                        projectiles; if start up
                                                        absorbs a projectile, a 
                                                        small Reppu Ken will be
                                                        released and continue its
                                                        path; if no absorbing is
                                                        done on the start up of 
                                                        the move the actual 
                                                        Reppu Ken will appear
                                                        larger, and will absorb
                                                        other projectiles and 
                                                        continue to run its path
    Shinkuu Nage             360 + P close            unblockable
    Palm Blast               hcf + P                  low counter attack
    Dragon Throw             hcf + K                  counter attack to jump 
                                                        maneuvers and special
                                                        moves (not projectiles)
    Push Of The Tiger        hcf + S                  high counter; moves opponent
                                                        to other side of him where
                                                        they are "stunned" for a
                                                        split second
                                                              
    
    S. Power Super
    --------------
    Raging Storm             f, hcf + K+S             absorbs projectiles
    
    
    P. Power Supers
    ---------------
    Rashoumon                360 + S close            unblockable
    Deadly Rave              hcb, f + P, P, P, K,     dash in must connect (not
                               K, K, S, S, S            blocked) for the entire
                                                        super to be performed
      Finish                 qcb + S 
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> K (*)      -----> S (E)       
    P close (*)                        d + S (*, _, E)
                    
                       
    df + P (*)-----> S (_)      -----> d + S (2) -----> d + S (G, E)
                     d + S (*, _, E)
    
    
    f + P  --------> S          -----> 360 + P (2, E)
    
    
    d + P (*)------> S (*, E)
                     d + S (*, E)
    
    
    P in air (O)---> S (1, H, O, E)
    
    
    Kick Starters
    `````````````
    K close (*)----> S (*, E)
    
    
    d + K (*)------> d + K (*)  -----> d + S (*, _, E)
                                       df + S (*, A, E)
    
    
    b + K (*, ^)---> L (*, v, 1, E)
                     d + L (*, v, 1, _, E)
    
    
    K in air (O)---> S (1, H, O, E)
    
    
    Strong Starters
    ```````````````
    None
    
    
    
    
    
    *******************************************************************************
    * 3.11 Cheng Sinzan                                                           *
    *******************************************************************************
    Colors
    ------
    P - White pants w/ Green shirt
    L - Yellow pants w/ Blue shirt
    
    
    
    Throws
    ------
    Double Hand Toss         f/b + S close  
    Headbutts                df + S close
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    Head Soften              S close                  2 hits
    
    
    Plane Moves
    -----------
    Dive Palm                P from back plane        overhead
    Slide Kick               K from back plane        must be blocked low
    Energy Palms             S from back plane
    Powerful Slap            L when opponent is in    overhead; pulls opponent to
                               back plane               front plane if attack 
                                                        touches them
    Double Foot Sweep        d + L when opponent is   must be blocked low; pulls
                               in back plane            opponent to front plane 
                                                        if attack touches them
    
    Command Moves
    -------------
    Glowing Orb              b + P                    knocks opponent to back 
                                                        plane; can feint the 
                                                        Glowing Orb into a 
                                                        special/super which is
                                                        done by performing a 
                                                        special/super just before
                                                        the Glowing Orb comes 
                                                        out
    Double Orb Attack        f + P                    overhead; can feint the 
                                                        Double Orb Attack into a 
                                                        special/super which is
                                                        done by performing a 
                                                        special/super just before
                                                        the Double Orb Attack 
                                                        comes out
      Quick Crawl Forward    df + S                   must be performed before the
                                                        Double Orb Attack has a
                                                        chance to come out; high
                                                        dodge
      Quick Crawl Backward   db + S                   must be performed before the
                                                        Double Orb Attack has a
                                                        chance to come out; high
                                                        dodge
    Prop Tantrum             d + S                    all parts must be blocked low
    Straight Palm            P+K                      use at the very moment you
                                                        are about to be hit by
                                                        the opponent (not 
                                                        projectiles) to avoid them
                                                        and counter attack     
    Feint Avalanche Crunch   f + P+S
    Feint Fatty Bazooka      d + P+S
    
    
    Special Moves
    -------------
    Kiten Hinzan (BS)        qcf + P                  will collide with other 
                                                        projectiles as both will
                                                        be "destroyed" in the
                                                        process
    High Kiten Hinzan (BS)   f, d, df + P             will collide with other 
                                                        projectiles as both will
                                                        be "destroyed" in the
                                                        process
    Belly Drum Blast         Charge d for 2 seconds,  use b or f to move; tap P to
                               u + P                    delay move; overhead
    Flexible Geezer          qcb + K, hold K          dodges high attacks, 
                                                        including high fireballs
      Abort                  continue holding K for   you will be in a short  
                               more than 4 seconds      "stun" if you abort by
                               or stop holding K        holding K for more than
                                                        4 seconds
    Avalanche Crunch (BS)    Charge b for 2 seconds,  K=short, S=long; must be  
                               f + K/S                  blocked low
    Fatty Bazooka            qcb + S                  must be blocked low; the 
                                                        sneeze portion can absorb
                                                        low projectiles
    
    
    S. Power Super
    --------------
    Bursting Heavens (BS)    Charge db for 2 seconds, the projectile itself 
                               qcf + K+S                absorbs other projectiles
    
    
    P. Power Super
    --------------
    Collapse Of Creation     hcf + S in air, hold S   use b or f to move; 
                                                        releasing S will end the
                                                        super; if S is released
                                                        1 second into the super,
                                                        Cheng will drop with a
                                                        Belly Drum Blast which is
                                                        an overhead
                                                         
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> S (*, E)      
                     df + S (*, A, E)
               
               
    
    P close (*)----> S (*, E)      
               :     df + S (*, A, E) 
               :
               :
               :
               ----> P (*)      -----> S (*, E) 
                                       df + S (*, A, E)
    
    
    d + P (*)------> P (*)      -----> S (*, E)
                     d + S (*, _, E)   df + S (*, A, E)
    
    
    P (O) from-----> S (0)      -----> S (_)      ----->  S (_) ----->  S (_)-+ 
     back plane                                                               |
                                                                              |
                                                                              |
                                                        b, b + K (<, E)  <----+
    
    
    b + P (*, ^)---> L (*, v, 1, E)
    
    
    f + P (O)------> df + S (E)
                     db + S (E)
    
    
    P in air (O)---> S (1, H, O, E)
    
    
    Kick Starters
    `````````````
    d + K (*, _)---> d + S (*, _, E)
    
    
    K (_) from-----> S (0)      -----> S (_)      ----->  S (_) ----->  S (_)-+ 
     back plane                                                               |
                                                                              |
                                                                              |
                                                        b, b + K (<, E)  <----+
    
    
    K in air (O)---> S (1, H, O, E)
    
    
    Strong Starters
    ```````````````
    S      --------> S (<, E)      
    S close (*)
    
    
    S from back----> S (0)      -----> S (_)      ----->  S (_) ----->  S (_)-+ 
     plane                                                                    |
                                                                              |
                                                                              |
                                                        b, b + K (<, E)  <----+
    
    
    
    
    
    *******************************************************************************
    * 3.12 Mai Shiranui                                                           *
    *******************************************************************************
    Colors
    ------
    P - Red costume
    L - Blue-Purple costume
    
    
    
    Throws
    ------
    Fuushakuzushi            f/b + S close 
    Yumezakura               db/df + S close in air
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    Down Fan                 S from a short jump      overhead
    Roundhouse               S close                  2 hits
    Turn Fan                 S far                    2 hits
    
    
    Plane Moves
    -----------
    Dive Forearm             P from back plane        overhead
    Slide Kick               K from back plane        must be blocked low
    Flip Kick                S from back plane
    Roundhouse               L when opponent is in    overhead; pulls opponent to
                               back plane               front plane if attack 
                                                        touches them
    Sweep                    d + L when opponent is   must be blocked low; pulls
                               in back plane            opponent to front plane 
                                                        if attack touches them
    
    
    Command Moves
    -------------
    Triangle Jump            jump toward the wall, 
                               then away
    Slide Back Kick          Dash Forward, d + K
    Tail Strike              b + P                    knocks opponent to back 
                                                        plane; can feint the 
                                                        Tail Strike into a 
                                                        special/super which is
                                                        done by performing a 
                                                        special/super just before
                                                        the Tail Strike comes 
                                                        out
    Double Foot Strike       tap S repeatedly when    wake up attack
                               you are knocked down
    Fan Uppercut             P+K                      use at the very moment you
                                                        are about to be hit by
                                                        the opponent (not 
                                                        projectiles) to avoid them
                                                        and counter attack     
    Feint Ka Cho Sen         d + P+S
    Feint Flower Hurricane   d + K+S
    
    
    Special Moves
    -------------
    Ka Cho Sen (BS)          qcf + P                  will collide with other 
                                                        projectiles as both will
                                                        be "destroyed" in the
                                                        process
    Ryu Em Bu (BS)           qcb + P                  absorbs projectiles
    Night Bird (BS)          qcb + S
    Shinobi Bachi (BS)       hcf + S
    Musasabi Mai             d + P+K in air
    
    
    S. Power Super
    --------------
    Cho Shinobi Bachi        f, db, f + K+S /
                               f, hcf + K+S
    
    
    P. Power Super
    --------------
    Flower Hurricane         f, db, f + S, hold S /   releasing S will make Mai
                               f, hcf + S, hold S       stop her dash and perform
                                                        the rising part of the
                                                        super;  holding S will
                                                        make her continue to dash
                                                        
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> K (*)      -----> df + S (*, A)--> S (*, 3)-----> K (*, 4, E) 
    P close (*)      S (*, E)          S (E)                           S (*, O, E)
                     d + K (*, _, E)
                             
    
    d + P (*)------> K (*)      -----> df + S (*, A)--> S (*, 3)-----> K (*, 4, E) 
               :     S (*, E)          S (E)                           S (*, O, E)
               :     d + K (*, _, E)
               :     d + S (*, E)
               :
               ----> d + P (*)  -----> K (*)     -----> df + S  -----> S (*, 3)-+
                                  :    S (*, E)          (*, A)                 :
                                  :    d + K (*, _, E)  S (E)                   :
                                  :    d + S (*, E)                             :
                                  :                                             :
                                  :                              K (*, 4, E) <--+
                                  :                              S (*, O, E)
                                  :
                                  :
                                  ---> d + P (*) -----> K (*)   -----> df + S---+
                                                        d + S (*, E)    (*, A)  :
                                                                       S (E)    :
                                                                                :
                                                                                :
                                                  S (*, O, E) <---- S (*, 3) <--+
    
    
    b + P (*, ^)---> L (*, v, 1, E)
                     d + L (*, v, 1, _, E)
    
           
    P in air-------> K (1, H, 0, E)
      (*, O)         S (1, H, O, E)
                     
    
    Kick Starters
    `````````````
    K (*)  --------> K (*)      -----> df + S (*, A)--> S (*, 3)-----> K (*, 4, E) 
    K close (*)      S (*, E)          S (E)                           S (*, O, E)
                     d + K (*, _, E)
             
    
    d + K (*, _)---> S (*, E)
                     d + S (*, E)
    
    
    K in air-------> S (1, H, O, E)
      (*, O)        
    
    
    Strong Starters
    ````````````````
    S in air-------> P (1, H, O, E)
      (*, O)       
    
    
    
    
    
    *******************************************************************************
    * 3.13 Kim Kaphwan                                                            *
    *******************************************************************************
    Colors
    ------
    P - White costume
    L - Aqua costume
    
    
    
    Throw
    -----
    Taiotoshi                f/b + S close 
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    Double Assault           S far                    2 hits
    Deep Roundhouse          S close                  2 hits
    
    
    Plane Moves
    -----------
    Dive Foot                P from back plane        overhead
    Slide Kick               K from back plane        must be blocked low
    Turn Kick                S from back plane
    Foot Swipe               L when opponent is in    overhead; pulls opponent to
                               back plane               front plane if attack 
                                                        touches them
    Sweep                    d + L when opponent is   must be blocked low; pulls
                               in back plane            opponent to front plane 
                                                        if attack touches them
    
    
    Command Moves
    -------------
    Slide Snap Kick          Dash Forward, d + P
    Nericage                 f + K                    overhead
    Gut Kick                 P+K                      use at the very moment you
                                                        are about to be hit by
                                                        the opponent (not 
                                                        projectiles) to avoid them
                                                        and counter attack     
    Feint Phoenix Flattner   d + K+S
    
    
    Special Moves
    -------------
    Ku Sa Zan                Charge d for 2 seconds,
                               u + P
      Finish                 d + P                    Ku Sa Zan must connect (not
                                                        blocked), for this follow
                                                        up to be possible
    Crescent Moon Slash (BS) qcb + K/S                K=short, S=long
    Hakikyaku (BS)           d, d + K                 must be blocked low; will
                                                        stagger opponent a little
                                                        if this move connects 
    Hien Zan (BS)            Charge d for 2 seconds,
                               u + K
    Hi Sho Kyaku             d + K in air
      Judgment Kick          df + K                   Hi Sho Kyaku must touch 
                                                        opponent to allow this 
                                                        follow up; must be blocked
                                                        low
     
    
    S. Power Super
    --------------
    Phoenix Kick Dance       hcf + K+S in air         move must connect (not 
                                                        blocked) to perform entire
                                                        super
    
    
    P. Power Super
    --------------
    Phoenix Flattner         qcb, db, f + S           dash in must connect (not
                                                        blocked) to perform entire
                                                        super
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> K (*)      -----> S (*, 2, ^, E)
    P close (*)|     f + K (O, E)                 
               |
               |
               |
               ----> P (*, 1)   -----> K (*)     -----> S (E)
                                       S (*, ^, E)
    
    
    d + P (*)------> P (*)      -----> K (*)     -----> S (*, 2, ^, E)
                :    f + K (O, E) |    f + K (O, E)
                :                 |
                :                 |
                :                 |
                :                 ---> P (*, 1)  -----> K (*)  -----> S (E)
                :                                       S (*, ^, E)
                :
                :
                ---> d + P (*)  -----> P (*)     -----> K (*)  -----> S (*, 2, 
                                       f + K (O, E) :   f + K (O, E)   ^, E)
                                                    :
                                                    :
                                                    :
                                                    ---> P (*, 1)---> S (*, ^, E)
    
    
    P in air-------> K (1, H, 0, E)
      (*, O)         S (1, H, O, E)
    
    
    Kick Starters
    `````````````
    K (*)  --------> f + K (O, E)
    K close (*)
    d + K (*, _)
    
    
    K in air-------> S (1, H, O, E)
      (*, O)         
    
    
    Strong Starters
    ```````````````
    S close (*)----> P (*)      -----> K         -----> S (A, E)
    
    
    
    
    
    *******************************************************************************
    * 3.14 Hon-Fu                                                                 *
    *******************************************************************************
    Colors
    ------
    P - Black pants w/ Red top
    L - Red pants w/ Blue top
    
    
    
    Throws
    ------
    Leg Toss                 f/b + S close
    Buddhist Bopper          df + S close 
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    Down Nunchaku            S from short jump        overhead
    High Roundhouse          S close                  2 hits
    
    
    Plane Moves
    -----------
    Dive Elbow               P from back plane        overhead
    Slide Kick               K from back plane        must be blocked low
    Strong High Kick         S from back plane
    Reaching Foot            L when opponent is in    overhead; pulls opponent to
                               back plane               front plane if attack 
                                                        touches them
    Sweep                    d + L when opponent is   must be blocked low; pulls
                               in back plane            opponent to front plane 
                                                        if attack touches them
    
    
    Command Moves
    -------------
    Rising Nunchaku          df + P
    Roundhouse               f + K                    can feint the Roundhouse
                                                        into a special/super which
                                                        is done by performing a 
                                                        special/super just before
                                                        the Roundhouse comes out
    Nunchaku Bop             d + S on downed          pursue attack
                               opponent
    Side Nunchaku            P+K                      use at the very moment you
                                                        are about to be hit by
                                                        the opponent (not 
                                                        projectiles) to avoid them
                                                        and counter attack     
    Feint Double Fire Noogie b + P+S
    
    
    Special Moves
    -------------
    Sky Of Fire Noogie (BS)  f, d, df + P
    Double Fire Noogie (BS)  f, d, df + S
    Fire Stallion            qcb + P, tap P           if no P is tapped after 
                               repeatedly               move, Hon-Fu will finish 
                                                        with  himself in a "stun";
                                                        tap P in a good rythm to 
                                                        have Hon-Fu finish with a
                                                        fire attack; if the tapped
                                                        P portion is not in a good
                                                        rythm you will again end 
                                                        up in a "stun"
    Heavenly Lightning (BS)  qcb + K
    Lightning On Earth (BS)  Charge db for 2          must be blocked low
                               seconds, f + K
       Headbutt Exit         tap K repeatedly
    Confident Counterattack  qcb + S                  protects Hon-Fu from high
                                                        attacks only (not 
                                                        projectiles); if Hon-Fu
                                                        uses this move against a
                                                        high attack he will turn
                                                        red and take no damage; 
                                                        after two successful 
                                                        protects Hon-Fu's next 
                                                        successful protect will
                                                        produce a 13 hit ranbu
                                                        style super (NO super 
                                                        meter needed)
    Kaoloon's Prediction     hcf + S                  kick must connect (not 
                                                        blocked) with opponent on
                                                        the ground for entire move
                                                        to come out
    Black Dragon             hcf + S                  kick must connect (not
                                                        blocked) with opponent in
                                                        the air for entire move to
                                                        come out
    
    
    S. Power Super
    -------------- 
    Exploding Goro           qcb, db, f + K+S
    
    
    P. Power Super
    --------------
    Yoka Tonhanma (BS)       qcb, db, f + S           both parts are overheads;
                                                        the explosion after the
                                                        second part will absorb
                                                        projectiles
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> S (E)
    
    
    P close (*)----> K (*)      -----> S (E)
               |                       f + S (^, E)
               |                       d + S (_, E)
               |                       df + S (*, A, E)
               |
               ----> S (*)      -----> S (*, E)
               |
               |
               |
               |
               ----> d + K (*, _)----> d + S (_, E)
               :                       df + S (*, A, E)
               :
               :
               :
               ----> d + P (*)  -----> d + K (*, _)---> d + S (_, E)
               :                  :    d + S (*, E)     
               :                  :
               :                  :
               :                  :
               :                  ---> K (*)     -----> S (E)
               :                  :                     f + S (^, E)
               :                  :                     d + S (_, E)
               :                  :                    
               :                  :
               :                  ---> P (*)     -----> S (E)
               :
               :
               ----> P (*)      -----> K         -----> S (E)
                                  :                     f + S (^, E)
                                  :                     d + S (_, E)
                                  :                     df + S (*, A, E)
                                  :
                                  ---> S (*)     -----> S (*, E)
                                  :
                                  :
                                  :
                                  :
                                  ---> d + K (*, _)---> d + S (_. E)
                                  :
                                  :
                                  :
                                  :
                                  ---> P (*)     -----> S (E)
    
            
    d + P (*)------> K (*)      -----> S (E)
               |     d + S (*, E)      f + S (^, E)
               |                       d + S (_, E)
               |                       df + S (*, A, E)
               | 
               ----> d + K (*, _)----> d + S (_, E)
               :                       df + S (*, A, E)
               :
               :
               :
               ----> d + P (*)  -----> d + K (*, _)---> d + S (_, E)
               :                  :    d + S (*, E)     
               :                  :
               :                  :
               :                  :
               :                  ---> K (*)     -----> S (E)
               :                  :                     f + S (^, E)
               :                  :                     d + S (_, E)
               :                  :                    
               :                  :
               :                   ---> P (*)     -----> S (E)
               :
               :
               :
               :
               ----> P (*)      -----> K (*)     -----> S (E)
                                  :                     f + S (^, E)
                                  :                     d + S (_, E)
                                  :                     
                                  :
                                  ---> S (*)     -----> S (*, E)
                                  :
                                  :
                                  :
                                  :
                                  ----> d + K (*, _)--> d + S (_, E)
                                  :
                                  :                    
                                  :                    
                                  :
                                  ---> P (*)     -----> S (E)
    
    
    df + P (*)-----> S (1)      -----> S (*, A, E)
                     d + S (_, E)
    
    
    P in air (O)---> S (1, H, O, E)
    
    
    Kick Starters
    `````````````
    K (*)  --------> K          -----> S (O, E)
    
    
    K close (*)----> K (*)      -----> S (E)
               |                       f + S (^, E)
               |                       d + S (_, E)
               |                       df + S (*, A, E)
               |
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (*, A, E)
    
    
    d + K (*, _)---> K (*)      -----> S (E)
               |     d + S (*, E)      f + S (^, E)
               |                       d + S (_, E)
               |                       df + S (*, A, E)
               | 
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (*, A, E)
    
    
    f + K  --------> df + S (_, E)
    
    
    K in air (O)---> S (1, H, O, E)
    
    
    Strong Starters
    ```````````````
    None
    
    
    
    
    
    *******************************************************************************
    * 3.15 Wolfgang Krauser                                                       *
    *******************************************************************************
    Colors
    ------
    P - Red pants w/ Gold armor and Purple hair
    L - Blue pants w/ Silver armor and Brown hair
    
    
    
    Throw
    -----
    Knee Thrust              f/b + S close
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    Crunch Upper             S close                  2 hits
    
    
    Plane Moves
    -----------
    Dive Palm                P from back plane        overhead
    Slide Kick               K from back plane        must be blocked low
    Flying Push              S from back plane
    Reaching Fist            L when opponent is in    overhead; pulls opponent to
                               back plane               front plane if attack 
                                                        touches them
    Sweep                    d + L when opponent is   must be blocked low; pulls
                               in back plane            opponent to front plane 
                                                        if attack touches them
    
    
    Command Moves
    -------------
    Ground Punch             f + P                    overhead; can feint the 
                                                        Ground Punch into a 
                                                        special/super which is
                                                        done by performing a 
                                                        special/super just before
                                                        the Ground Punch comes out
    Big Splash               d + S in air             overhead
    Elbow Drop               d + S on downed          pursue attack
                               opponent
    Uppercut                 P+K                      use at the very moment you
                                                        are about to be hit by
                                                        the opponent (not 
                                                        projectiles) to avoid them
                                                        and counter attack     
    Feint Low Blitz Ball     d + P+S
    Feint Kaiser Wave        d + K+S
    
    
    Special Moves
    -------------
    High Blitz Ball (BS)     qcb + P                  will collide with other 
                                                        projectiles as both will
                                                        be "destroyed" in the
                                                        process
    Low Blitz Ball (BS)      qcb + S                  will collide with other 
                                                        projectiles as both will
                                                        be "destroyed" in the
                                                        process
    Leg Tomahawk (BS)        qcf + K                  overhead
    To The Moon Blow         hcb + K close            unblockable
    Kaiser Claw              f, d, df + S             catches airborne opponent's
    Phoenix Thrust           hcf + S                  counter attack to jump 
                                                        maneuvers and special
                                                        moves (not projectiles)
    Scum Gale                hcf + P close            unblockable; opponent is 
                                                        tossed to the other side
                                                        of Krauser and is 
                                                        "stunned" for a split 
                                                        second
      Uppercut Blow          b, b + S                 use the Kaiser Claw right
                                                        after the uppercut 
                                                        connects        
    
    
    S. Power Super
    -------------- 
    Kaiser Wave (BS)         Charge b/db for 2        absorbs projectiles; 
                               seconds, uf + K+S        holding the last part of 
                               (hold K+S to delay)      the motion (uf + K+S) will
                                                        empower the super; hold 
                                                        uf + K+S for: 
                                                          0-1 second=level 1 wave
                                                          2 seconds=level 2 wave
                                                          3 seconds=level 3 wave 
                                                            which strikes in both
                                                            planes
    
    
    P. Power Supers
    --------------- 
    Gigatec Cyclone          360 + S close            unblockable
    Deadly Rave              hcb, f + P, P, K, S,     dash in must connect (not
                               K, S, P, K, S            blocked) for the entire  
                                                        super to be performed
      Finish 1               S                          
      Finish 2               b, d, db + P+S
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> S (1, E)
    
    
    P close (*)----> S (*, E)
    
    
    d + P (*)------> S (*, 1, E)
    
    
    P in air (O)---> S (1, H, O, E)
    
    
    Kick Starters
    `````````````
    K (*)  --------> S (1, E)
    K close (*) 
    
    
    d + K (*, L)---> d + S (1, _, E)
    
    
    K in air (O)---> S (1, H, O, E)
    
    
    Strong Starters
    ``````````````` 
    S close (*)----> S (*)      -----> qcf + S (E)
                     df + S (*, A, E)
    
    
    
    
    
    *******************************************************************************
    * 3.16 Tung Fu Rue                                                            *
    *******************************************************************************
    Colors
    ------
    P - Green top
    L - Purple top
    
    
    Throw
    -----
    Rapid Punches            f/b + S close
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    High Wave Kick           S close                  2 hits
    
    
    Plane Moves
    -----------
    Dive Fist                P from back plane        overhead
    Slide Kick               K from back plane        must be blocked low
    Spinning Fists           S from back plane
    Energy Blast             L when opponent is in    overhead; pulls opponent to
                               back plane               front plane if attack 
                                                        touches them
    Sweep                    d + L when opponent is   must be blocked low; pulls
                               in back plane            opponent to front plane 
                                                        if attack touches them
    
    
    Command Moves
    -------------
    Slide Stab               Dash Forward, P
    Rising Fist              df + P
    Shoulder Thrust          P+K                      use at the very moment you
                                                        are about to be hit by
                                                        the opponent (not 
                                                        projectiles) to avoid them
                                                        and counter attack     
    Feint Senpu Gouken       d + K+S
    
    
    Special Moves
    -------------
    Shou Ha (BS)             qcf + P                  absorbs projectiles
    Shin Shippu (BS)         qcb + P/S                P=short, S=long; possible to
                                                        link a Thousand Kicks 
                                                        after S version
    Thousand Kicks (BS)      f, d, df + K           
    Geki Ha                  qcf + S, hold S to       if charged past 1 second 
                               empower                  and released, Tung 
                                                        throws his arms out for
                                                        extra damage; while 
                                                        holding S, you are able
                                                        to hit the opponent four
                                                        times if they walk or jump
                                                        into you, after that the 
                                                        only damage that can be 
                                                        dealt is from releasing S;
                                                        the second part can hit 
                                                        up to 5 times (which is
                                                        unlikely unless they are
                                                        on top of you)
      Abort                  continue holding S for     
                               more than 4 seconds    
    Meditation               S+L
      Scratch                S+L
        Super Shin Shippu    S                        possible to link a Thousand 
                                                        Kicks maneuver after this
        Super Thousand Kicks K
        Drained              S+L
          Super Shin Shippu  S                        possible to link a Thousand 
                                                        Kicks maneuver after this
          Super Thousand Ki. K
    
    
    S. Power Super
    -------------- 
    Senpu Gouken             f, hcf + K+S             hits in both planes
    
    
    P. Power Super
    -------------- 
    Super Geki Ha            f, hcf + S               last part is an overhead
    
    
    Chain Attacks
    --------------
    Punch Starters
    ``````````````
    P close (*)----> P (*)      -----> d + K (*, _, E)
    d + P (*)        d + P (*)
                     S (*, E)
                     d + K (*, _, E)
    
    
    df + A (*)-----> S (*, E)
    
    
    P in air (O)---> K (1, H, 0, E)
                     S (1, H, O, E)
    
    
    Kick Starters
    `````````````
    K in air (O)---> S (1, H, O, E)
    
    
    Strong Starters
    ```````````````
    None
    
    
    Other Starters
    ``````````````
    P+K (*)--------> S (O, E)
    
    
    
    
    
    *******************************************************************************
    * 3.17 Duck King                                                              *
    *******************************************************************************
    Colors
    ------
    P - Yellow top w/ Blue vest
    L - Red top w/ Black vest
    
    
    
    Throw
    -----
    Slam Dunk                f/b + S close
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    Hop Kick                 K far                    low dodge  
    Rising Beat              S close                  2 hits 
    
    
    Plane Moves
    -----------      
    Dive Elbow               P from back plane        overhead
    Slide Kick               K from back plane        must be blocked low
    Powerful Knee            S from back plane
    Backhand                 L when opponent is in    overhead; pulls opponent to
                               back plane               front plane if attack 
                                                        touches them
    Split Sweep              d + L when opponent is   must be blocked low; pulls
                               in back plane            opponent to front plane 
                                                        if attack touches them
    
    
    Command Moves
    -------------
    Duck Fake Air            d, d in air              causes duck to stop in mid
                                                        air for a split second; 
                                                        cannot perform air 
                                                        normals after this, but
                                                        Duck can perform a Flying 
                                                        Spin Attack; can use as
                                                        an air dodge as Duck is
                                                        invulnerable for a split
                                                        second
      Drop Straight Down     do nothing
      Drop Diagonally Back   b
      Drop Diagon. Forward   f
    Duck Fake Ground         Dash Forward, df + S     dodges high attacks, will 
                                                        slide past opponent
    Down Swipe               b + P                    overhead; can feint the 
                                                        Down Swipe into a 
                                                        special/super which is
                                                        done by performing a 
                                                        special/super just before
                                                        the Down Swipe comes out
    Slide                    df + K                   must be blocked low
    Double Hand Spin         d + S                    both parts must be blocked 
                                                        low
    Ground Spin              d + S on downed          pursue attack
                               opponent
    Power Headbutt           P+K                      use at the very moment you
                                                        are about to be hit by
                                                        the opponent (not 
                                                        projectiles) to avoid them
                                                        and counter attack     
    Feint Duck Dance         d + K+S
    
    
    Special Moves
    -------------
    Head Spin Attack (BS)    qcf + P
    Riding Spin Attack (BS)  qcf + S
      Kick Finish            S                        Riding Head Spin Attack must
                                                        touch opponent in order
                                                        for this follow up to be
                                                        available
    Flying Spin Attack       qcb + P in air
    Break Storm              f, d, df + K
      Violent Spin           tap K repeatedly
    Dancing Dive (BS)        qcb + K                  move can hit and go past 
                                                        opponent
      Dive Away              qcf + K                  Dancing Dive must touch
                                                        opponent in order for this
                                                        follow up to be available
    Cross Head Spin          u, d + L from back       moves back into the front
                               plane                    plane
                     
    
    S. Power Supers
    ---------------
    Break Storm              f, d, df + K             no meter needed, just a 
                                                        starter
      Duck Drill             hcf + K+S
    Duck Drill Catch         hcf + K+S close in air   unblockable
    Break Spiral             360 + K+S close          unblockable 
    
    
    P. Power Super
    -------------- 
    Duck Dance               f, hcf + S, tap S        tap S: 
                               repeatedly charge        0-2=level 1 charge 
                               levels                     (one chick)
                                                        3-5=level 2 charge
                                                          (two chicks)
                                                        6-10=level 3 charge
                                                          (three chicks)
                                                        11+=level 4 charge
                                                          (four chicks)
    
    ---you have the length of time before your P bar runs out to perform one of---
                          ---the following maneuvers:---
    
    
      Air Cannonball         qcb + K+S in air         requires level 1 charge or
                                                        higher   
      Cannonball             qcf + K+S                requires level 2 charge or
                                                        higher
      Dance Kick             qcb + K+S                requires level 3 charge or
                                                        higher
      Heaven's Knee          f, d, df + K+S           requires level 3 charge or
                                                        higher
      Duck Rave              hcb + S                  requires level 4 charge; 
                                                        must be blocked low
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> K (*)      -----> S (E)
                                       f + S (^, E)
                                       d + S (_, E)
                                       df + S (*, A, E)
               
            
    P close (*)----> K (*)      -----> S (E)
               :                       f + S (^, E)
               :                       d + S (_, E)
               :                       df + S (*, A, E)
               :
               ----> d + P (*)  -----> K (*)     -----> f + S (^, E)
               :                       P (*, E)         d + S (_, E)
               :                       d + S (E)        df + S (*, A, E)
               :                                        
               :
               :
               ----> P (*)      -----> K (*)     -----> f + S (^, E)
                                       P (*, E)         d + S (_, E)
                                                        df + S (*, A, E)
    
    
    d + P (*)------> K (*)      -----> S (E)
               :     d + S (E)         f + S (^, E)
               :                       d + S (_, E)
               :                       df + S (*, A, E)
               :
               ----> d + P (*)  -----> K (*)     -----> f + S (^, E)
               :                       P (*, E)         d + S (_, E)
               :                       d + S (E)        df + S (*, A, E)
               :
               :
               ----> P (*)      -----> K (*)     -----> f + S (^, E)
                                       P (*, E)         d + S (_, E)
                                                        df + S (*, A, E)
    
    
    P in air-------> S (1, H, O, E)
     (*, O)
    
    
    Kick Starters
    `````````````
    K close (*)----> K (*)      -----> S (E)
    d + K      |                       f + S (^, E)
     (*, _)    |                       d + S (_, E)
               |                       df + S (*, A, E)
               |
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (*, A, E)
    
    
    K in air-------> S (1, H, O, E)                                                 
     (*, O)                                                    
    
    
    Strong Starters
    ````````````````
    d + S (_)------> d + S (*, 1, _)-> qcf, uf + K (E)
    
    
    
    
    
    *******************************************************************************
    * 3.18 Blue Mary                                                              *
    *******************************************************************************
    Colors
    ------
    P - Blue pants w/ Green jacket and Blonde hair
    L - Brown pants w/ Black jacket and White hair
    
    
    
    Throw
    -----
    Tomi Nage                f/b + S close
      Achilles Hold          f, df, d + S
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    Air Backfist             S from short jump        overhead
    Rising Slap              S close                  2 hits
    
    
    Plane Moves
    -----------
    Dive Palm                P from back plane        overhead
    Slide Kick               K from back plane        must be blocked low
    Side Kick                S from back plane
    Reaching Kick            L when opponent is in    overhead; pulls opponent to
                               back plane               front plane if attack 
                                                        touches them
    Double Leg Sweep         d + L when opponent is   must be blocked low; pulls
                               in back plane            opponent to front plane 
                                                        if attack touches them
    
    
    Command Moves
    -------------
    Dropping Heel            f + K                    overhead; can feint the 
                                                        Dropping Heel into a 
                                                        special/super which is
                                                        done by performing a 
                                                        special/super just before
                                                        the Dropping Heel comes 
                                                        out
    Step Roller              b + K                    second part must be blocked
                                                        low
    Leg Press                d + K on downed          pursue attack
                               opponent
    Straight Elbow           P+K                      use at the very moment you
                                                        are about to be hit by
                                                        the opponent (not 
                                                        projectiles) to avoid them
                                                        and counter attack     
    Feint Mary Snatcher      b + P+S
    
    
    Special Moves
    -------------
    Mary Dodge               qcb + P                  quick high dodge
      Good Night Backbreaker P when opponent is       unblockable
                               close 
      Face Lock              K when opponent is       unblockable
                               close
      German Suplex          S when opponent is       unblockable
                               close
    Mary Snatcher (BS)       f, d, df + K             
    Mary Crab Clutch         Charge b for 2 seconds,  must be blocked low; move 
                               f + K                    must connect (not blocked)
                                                        to perform the entire 
                                                        maneuver
    Young Dive               Charge d for 2 seconds,  overhead
                               u + S
      Reverse Kick           b + K                    use as crossup
      Dangerous Spider       qcf + S                  unblockable
    Mary Spider              uf, qcf + S              unblockable
    
    
    S. Power Super
    --------------
    Mary Typhoon             f, hcf + K+S             unblockable
    
    
    P. Power Super
    --------------
    Mary Escalation          f, hcf + S
    
    ---you have the length of time before your P bar runs out to perform the--- 
                           ---following maneuvers:---
    
      Vertical Arrow (BS)    f, d, df + P
        Mary Snatchbreaker   f, d, df + K             Vertical Arrow must connect
                                                        (not blocked) for this
                                                        follow up to be available
          Mary Dynamite Sw.  f + S                    automatically ends P bars
                                                        count down
      Straight Slicer (BS)   Charge b for 2 seconds,  must be blocked low
                               f + P
        Double Crunch        b, f + K                 Straight Slicer must connect
                                                        not blocked) for this
                                                        follow up to be available
          Mary Dynamite Sw.  d + S                    automatically ends P bars
                                                        count down
      Spin Fall (BS)         qcf + S 
        Double Spider        qcf + S                  Spin Fall must connect (not
                                                        blocked) for this follow
                                                        up to be available
          Mary Dynamite Sw.  d + S                    automatically ends P bars
                                                        count down
      Mary Double Swing      d + S close on downed    pursue attack
                               opponent
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> K (*)      -----> S (E)
               |     S (*, E)          f + S (^, E)
               |                       d + S (_, E)
               |                       df + S (*, A, E)
               |                                             
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (*, A, E)
           
                                 
    P close (*)----> K (*)      -----> S (E)
               |     S (*, E)          f + S (^, E)
               |                       d + S (_, E)
               |                       df + S (*, A, E)
               |                                             
               ----> d + K (*, _)----> d + S (_, E)
               :                       df + S (*, A, E)
               :
               :
               :
               ----> P (*)      -----> K (*)     -----> S (E)
               :                  :    S (*, E)         f + S (^, E)
               :                  :                     d + S (_, E)
               :                  :                     df + S (*, A, E)
               :                  :
               :                  ---> d + K (*, _)---> d + S (_, E)
               :                                        df + S (*, A, E)
               :
               :
               ----> d + P (*)  -----> d + K (*, _)---> d + S (_, E) 
                                  :                     df + S (*, A, E)
                                  :
                                  :
                                  :
                                  ---> S         -----> df, df + S (3, E)
    
    
    d + P (*)------> S          -----> df, df + S (3, E)
               |
               |
               |
               |
               |
               ----> d + K (*, _)----> d + S (_, E)
               :                       df + S (*, A, E)
               :
               :
               :
               ----> P (*)      -----> K (*)     -----> S (E)
               :                  :    S (*, E)         f + S (^, E)
               :                  :                     d + S (_, E)
               :                  :                     df + S (*, A, E)
               :                  :
               :                  ---> d + K (*, _)---> d + S (_, E)
               :                                        df + S (*, A, E)
               :
               :
               ----> d + P (*)  -----> d + K (*, _)---> d + S (_, E) 
                                  :                     df + S (*, A, E)
                                  :
                                  :
                                  :
                                  ---> S         -----> df, df + S (3, E)
    
    
    P in air (O) --> S (1, H, O, E) 
    
    
    Kick Starters
    `````````````
    K (*)  --------> K (*)      -----> S (E)
    K close (*)|                       f + S (^, E)
    d + K      |                       d + S (_, E)
      (*, _)   |                       df + S (*, A, E)
               |                                             
               ----> d + K (*, _)----> d + S (_, E)
                                       df + S (*, A, E)
            
    
    b + K (_)------> df + S (*, A, E)
    
    
    K in air (O) --> S (1, H, O, E) 
    
    
    Strong Starters
    ```````````````
    S close (*)----> S          -----> S (2, E)
    
    
    Other Starters
    ``````````````
    P+K (*)--------> S (A, E)
    
    
    
    
    
    *******************************************************************************
    * 3.19 Jin Chonshu                                                            *
    *******************************************************************************
    Colors
    ------
    P - Red costume w/ Yellow trim
    L - Purple costume w/ White trim
    
    
    
    Throw
    -----
    Blast Away               f/b + S close
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    Wind Stab                P far                    2 hits
    Wave Swipe               P close                  2 hits
    Swipe Kick               K far                    2 hits
    Wind Knee                K close                  2 hits
    Emperor Axe              S far                    2 hits
    Rising Slap              S close                  2 hits
    
    
    Plane Moves
    -----------
    Dive Swipe               P from back plane        overhead
    Slide Kick               K from back plane        must be blocked low
    Hard Push                S from back plane
    Hand Swipe               L when opponent is in    overhead; pulls opponent to
                               back plane               front plane if attack 
                                                        touches them
    Sweep                    d + L when opponent is   must be blocked low; pulls
                               in back plane            opponent to front plane 
                                                        if attack touches them
    
    
    Command Moves
    -------------
    Falling Slap             f + P                    overhead; can feint the 
                                                        Falling Slap into a 
                                                        special/super which is
                                                        done by performing a 
                                                        special/super just before
                                                        the Falling Slap comes out
    Low Poke                 d + P                    2 hits
    Crouch Punt              d + K                    2 hits; must be blocked low
    Quick Poke               P+K                      use at the very moment you
                                                        are about to be hit by
                                                        the opponent (not 
                                                        projectiles) to avoid them
                                                        and counter attack     
    Feint Leviathan's Strain d + K+S
    
    
    Special Moves
    -------------
    Sight Of Heaven W. (BS)  qcf + P/S                P=slow, S=fast; will collide
                                                        with other projectiles as
                                                        both will be "destroyed"
                                                        in the process
    Empire Heaven Smash (BS) f, d, df + P/S           P=low, S=high
    Eyes Of The Emperor (BS) hcb + P/S                P=stationary teleport, 
                                                        S=teleports behind 
                                                        opponent; invulnerable for
                                                        split second while 
                                                        teleporting
    Emperor God's Eye (BS)   hcb + K                  teleports Chonshu above 
                                                        opponent; can control
                                                        descent with b or f; 
                                                        invulnerable for split 
                                                        second while teleporting
      Rolling Dive           P/K/S                    
    Emperor God Bop          f, f + P                 elbow must connect (not
                                                        blocked) to perform the
                                                        entire maneuver
    Dragon's Light           qcf + K                  move must connect (not
                                                        blocked) to perform the
                                                        entire maneuver
      Teleport Attack        hcb + K
    Imperial Exterminator    qcb + K in air           will not work on short 
                                                        jumps;  teleports above
                                                        and behind opponent; 
                                                        invulnerable for a split
                                                        second while teleporting;
                                                        can perform an air normal
                                                        after the teleport
    
    
    S. Power Supers
    ---------------
    Emperor Drain (BS)       f, hcf + K+S             not only causes damage to 
                                                        opponent, but will also
                                                        regenerate a portion of 
                                                        Chonshu's lifebar as well;
                                                        must connect (not blocked)
                                                        in order to do this 
                                                        however; will absorb 
                                                        projectiles
    Air Emperor Drain        qcb, f + K+S in air      will not work on short 
                                                        jumps; not only causes 
                                                        damage to opponent, but 
                                                        will also regenerate a 
                                                        portion of Chonshu's 
                                                        lifebar as well; must 
                                                        connect (not blocked) in 
                                                        order to do this however;
                                                        will absorb projectiles
    
    
    P. Power Super
    --------------
    Leviathan's Strain       f, hcf + S                 will absorb projectiles
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P      --------> P (*, 1)   -----> S (E)  
    P close          K (*, 1)          f + S (^, E)
                     d + K (*, 1, _)   d + S (_, E)
                                       df + S (*, A, E)
                       
    
    d + P  --------> P (*, 1)   -----> S (E)
                     K (*, 1)          f + S (^, E)
                     d + K (*, _)      d + S (_, E)
                     S (1, _, E)       df + S (*, A, E)
              
    
    P in air (O)---> K (1, H, O, E)
                     S (1, H, O, E)
    
    
    Kick Starters
    `````````````
    K      --------> K (*, 1)   -----> S (E)  
    K close          d + K (*, 1, _)   f + S (^, E)
                                       d + S (_, E)
                                       df + S (*, A, E)
    
    
    d + K (_)------> P (*, 1)   -----> S (E)
                     K (*, 1)          f + S (^, E)
                     d + K (*, _)      d + S (_, E)
                     S (1, _, E)       df + S (*, A, E)
               
            
    K in air (O)---> S (1, H, O, E)
    
    
    Strong Starters
    ```````````````
    S close (*)----> S          -----> S         -----> f, b + S (*, A, >, E)
    
    
    
    
    
    *******************************************************************************
    * 3.20 Laurence Blood                                                         *
    *******************************************************************************
    Colors
    ------
    P - Blue costume w/ Yellow trim
    L - Pink costume w/ White trim
    
    
    
    Throw
    -----
    Backbreaker              f/b + S close
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    Down Kick                K from u short jump      overhead
    Toro                     S close                  2 hits
    
    
    Plane Moves
    -----------
    Dive Palm                P from back plane        overhead
    Slide Kick               K from back plane        must be blocked low
    Hard Kick                S from back plane
    Reaching Kick            L when opponent is in    overhead; pulls opponent to
                               back plane               front plane if attack 
                                                        touches them
    Sweep                    d + L when opponent is   must be blocked low; pulls
                               in back plane            opponent to front plane 
                                                        if attack touches them
    
    
    Command Moves
    -------------
    Slide Cape Flick         Dash Forward, P
    Swiping Kick             f + K                    pushes opponent to back 
                                                        plane; can feint the 
                                                        Swiping Kick into a 
                                                        special/super which is
                                                        done by performing a 
                                                        special/super just before
                                                        the Swiping Kick comes out
    Ole                      K+S                      dodges low and high attacks
                                                        (including projectiles)
    Back Kick                P+K                      use at the very moment you
                                                        are about to be hit by
                                                        the opponent (not 
                                                        projectiles) to avoid them
                                                        and counter attack  
    
       
    Special Moves
    -------------
    Bloody Mixer             tap P repeatedly         absorbs projectiles
    Bloody Spin (BS)         hcb + P/S                P=short, S=long
    Bloody Cutter (BS)       Charge d for 2 seconds,
                               u + S
    Bloody Saber             Charge b for 2 seconds,
                               f + S                     
    
    
    S. Power Super
    --------------
    Bloody Slash             f, hcf + K+S             must get all 6 hits to
                                                        connect (not blocked) for
                                                        a extra 2 hit finish
    
    
    P. Power Super
    --------------
    Bloody Shadow            f, hcf + S               cape swipe must connect (not
                                                        blocked) to perform entire
                                                        super
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P in air (O)---> S (1, H, O, E)
    
    
    Kick Starters
    `````````````
    f + K (*, ^)---> L (*, v, 1, E)
                     d + L (*, v, 1, _, E)
    
    
    K in air (O)---> S (1, H, O, E)
    
    
    Strong Starters
    ```````````````
    S close--------> S (*)      -----> S (A, E)
    
    
    Other Starters
    ``````````````
    K+S (*)--------> S          -----> f, df, d + S (O, E)
                     d + S (_, E)
                     K (*, E)
    
    
    
    
    
    *******************************************************************************
    * 3.21 Jin Chonrei                                                            *
    *******************************************************************************
    Colors
    ------
    P - Blue costume w/ Yellow trim
    L - Green costume w/ White trim
    
    
    
    Throw
    -----
    Blast Away               f/b + S close
    
    
    Basic Move
    ----------
    Crawl                    hold df
    
    
    Plane Moves
    -----------
    Dive Swipe               P from back plane        overhead
    Slide Knees              K from back plane        must be blocked low
    Hard Push                S from back plane
    Reaching Swipe           L when opponent is in    overhead; pulls opponent to
                               back plane               front plane if attack 
                                                        touches them
    Sweep                    d + L when opponent is   must be blocked low; pulls
                               in back plane            opponent to front plane 
                                                        if attack touches them
    
    
    Command Moves
    -------------
    Axe Kick                 f + K                    overhead; can feint the 
                                                        Axe Kick into a 
                                                        special/super which is
                                                        done by performing a 
                                                        special/super just before
                                                        the Axe Kick comes out
    Quick Punch              P+K                      use at the very moment you
                                                        are about to be hit by
                                                        the opponent (not 
                                                        projectiles) to avoid them
                                                        and counter attack     
    Feint Empire Destiny B.  d + K+S
    
    
    Special Moves
    -------------
    Emperor's Eye (BS)       qcf + P/S                P=slow, S=fast; will collide
                                                        with other projectiles as
                                                        both will be "destroyed"
                                                        in the process
    Emperor Crunch (BS)      f, d, df + P/S           P=short, S=further
    Emperor God Bop          f, f + P
    Extended Emperor God Bop f, f, f + P
    Dragon Transformation    qcf + K                  hold K to roll further; high
                                                        dodge; can roll past 
                                                        opponent
    Imperial Disembodied     qcb + K                  hold K to roll back farther;
                                                        high dodge
    Emperor Blast (BS)       qcb, f + S               not only causes damage to 
                                                        opponent, but will also
                                                        regenerate a portion of 
                                                        Chonrei's lifebar as well;
                                                        will collide with other 
                                                        projectiles as both will
                                                        be "destroyed" in the 
                                                        process
    
    
    S. Power Supers
    ---------------
    Empire Destiny Slash     f, hcf + K+S and hold,   energy ball will travel as
                               release to activate      long as K+S is held (and 
                               super                    does no damage); as soon 
                                                        as K+S is released the 
                                                        energy ball will stop and
                                                        grow (this inflicts the 
                                                        damage and absorbs 
                                                        projectiles)
    Empire Destiny Blow      f, hcf + K+S, tap S      absorbs projectiles; tap S:
                               repeatedly               0 times=one projectiles
                                                        1 time=two projectiles
                                                        2 times=three projectiles
                                                        3 times=four projectiles
    
    
    P. Power Super
    --------------
    Emperor Roar Destroyer   f, hcf + S               absorbs projectiles
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> K (*)      -----> S (E)
    P close (*)      d + K (*, _)      f + S (*, ^, E)
    d + P (*)                          d + S (_, E)
                                   
        
    P in air (O)---> K (1, H, O, E)
                     S (1, H, O, E)
    
    
    Kick Starters
    `````````````
    K close (*)----> S (*, 1)  -----> S (*, E)
                                      df + S (*, A, E)
                                      u + S (O, E)
    
    
    K in air (O)---> S (1, H, O, E)
    
    
    Strong Starters
    ```````````````
    S close (*)----> f + K (O, E)
                     d + K (*, _, E)
    
    
    
    
    
    *******************************************************************************
    * 3.22 Franco Bash                                                            *
    *******************************************************************************
    Colors
    ------
    P - Orange costume
    L - Yellow costume
    
    
    
    Throw
    -----
    Gut Crunch And Slam      f/b + S close
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    Down Punch               S from short jump        overhead
    Mega Upper               S close                  2 hits
    
    
    Plane Moves
    -----------
    Dive Gut Punch           P from back plane        overhead
    Slide Kick               K from back plane        must be blocked low
    Hard Knee                S from back plane
    Backfist                 L when opponent is in    overhead; pulls opponent to
                               back plane               front plane if attack 
                                                        touches them
    Sweep                    d + L when opponent is   must be blocked low; pulls
                               in back plane            opponent to front plane 
                                                        if attack touches them
    
    
    Command Moves
    -------------     
    Slide Jab                Dash Forward, d + P
    Chopping Kick            f + K                    pushes opponent to back
                                                        plane; can feint the 
                                                        Chopping Kick into a 
                                                        special/super which is
                                                        done by performing a 
                                                        special/super just before
                                                        the Chopping Kick comes 
                                                        out
    Rising Uppercut          tap S repeatedly when    wake up attack
                               you are knocked down
    Barom Punch              K+S                      can feint the Barom Punch
                                                        into a special/super which
                                                        is done by performing a
                                                        special/super just before 
                                                        the Barom Punch comes out
    Quick Jab                P+K                      use at the very moment you
                                                        are about to be hit by
                                                        the opponent (not 
                                                        projectiles) to avoid them
                                                        and counter attack     
    Feint Guts Dunk          f + P+S
    Feint Armageddon Buster  d + K+S
    
    
    Special Moves
    -------------
    Zapper (BS)              qcf + P                  will collide with other 
                                                        projectiles as both will
                                                        be "destroyed" in the 
                                                        process
    Double Kong (BS)         qcb + P                  second part is an overhead
    Guts Dunk (BS)           qcf, uf + K              the stomp from the last part
                                                        is an overhead
    Golden Bomber (BS)       Charge db for 2 
                               seconds, f + S
    Waving Blow              qcf + L                  last punch pushes opponent
                                                        to back plane
    
    
    S. Power Supers
    ---------------
    Megaton Scruncher        hcb + K+S                can link in a Guts Dunk when
                                                        they are falling from a 
                                                        connected (not blocked) 
                                                        super           
    Final Omega Blast (BS)   f, hcf + K+S             the blast from his punch can
                                                        absorb projectiles; 
                                                        overhead
    
    
    P. Power Super
    --------------
    Armageddon Buster        f, hcf + S               flex must connect (not 
                                                        blocked) in order for the
                                                        whole super to be 
                                                        performed; the axel smash
                                                        that results will stun
                                                        the opponent if it 
                                                        connects (it is possible
                                                        to miss the second part
                                                        even if the flex connects)
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> P (*, 1)   -----> P (*, E)
    P close (*)      d + K (*, 1, _)   K (*, _, E)
    d + P (*)        S (*, 1)          S (O, E)
                                       d + S (_, E)
                                       df + S (*, A, E)
    
    
    P in air (O)---> S (1, H, O, E)
    
    
    Kick Starters
    `````````````
    K (*)  --------> P (*, 1)   -----> P (*, E)
    K close (*)      d + K (*, 1, _)   K (*, _, E)
    d + K (*, _)     S (*, 1)          S (O, E)
                                       d + S (_, E)
                                       df + S (*, A, E)
    
    
    f + K (*, ^)---> L (*, v, 1, E)
                    
    
    K in air (O)---> S (1, H, O, E)
    
    
    Strong Starters
    ```````````````
    None
    
    
    
    
    
    ------------------------------------------------------------------------------
    
                  ---to face Alfred in a 1 player game:---
    
    1 - Win the first 10 fights in a row with no losses
    2 - Score over 750000 by 10th match
    3 - connect either five P. Power Supers or seven S. Power Supers
    
    
    *******************************************************************************
    * 3.23 Alfred                                                                 *
    *******************************************************************************
    Colors
    ------
    P - Yellow pants w/ Blue top
    L - Black pants w/ Red top
    
    
    
    Throw
    -----
    Sonic Wing               f/b + S close
    
    
    Basic Moves
    -----------
    Slide To Front Plane     P/K/S from back plane   
    Propeller Chop           S close                  2 hits
    
    
    Plane Move
    ----------
    Pause                    L / d + L when opponent 
                               is in back plane      
    
    
    Command Moves
    -------------
    Slide Chop               Dash Forward, P
    Fokker                   d + K in air             overhead; does not work with
                                                        short jumps
      Hop Off                b/f                      use b/f after Fokker connects
                                                        to hop off in that 
                                                        direction
    Slide Kick               f + K
    Retreat Kick             b + K                    if connected (not blocked), 
                                                        follow with Augmentor Wing
    Slash Swipe              P+K                      use at the very moment you
                                                        are about to be hit by
                                                        the opponent (not 
                                                        projectiles) to avoid them
                                                        and counter attack  
    Side Step                b + P+S                  dodges low and high attacks
                                                        (including projectiles)
    Feint Critical Wing      d + P+S   
    
    
    Special Moves
    -------------
    Augmentor Wing (BS)      qcf + P
    Critical Wing (BS)       qcb + P/S                P=short, S=long
    S. Tol                   f, uf, u + K             if dash hits, he throws
                                                        opponent; unblockable
    Mayday Mayday            qcb + K in air
      Slash                  K                        overhead
        Kick Follow Up       K                        Slash must connect for this
                                                        follow up and the others 
                                                        to be possible
          Kick Follow Up     K
            Turn Slice Fin.  K     
    Divergence (BS)          qcf + S                  absorbs projectiles
    
    
    S. Power Supers
    ---------------
    Shock Stall              hcf + K+S in air         dive must connect (not
                              (connect on ground        blocked) to perform entire
                              opponent)                 super
    Shock Augmentor          hcf + K+S in air         dive must connect (not
                              (connect on airborne      blocked) to perform entire
                               opponent)                super
    
    
    P. Power Super
    --------------
    Wave Rider               f, hcf + S               launches opponent if super 
                                                        connects (not blocked);
                                                        can follow with Augmentor
                                                        Wing
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P close (*)----> P (*)      -----> P (*, E)
    d + P (*)  :     d + P (*)         d + P (*, E)
               :     K (*, E)          f + K (E)
               :     f + K (E)         d + K (*, _, E)
               :     S (*, E) 
               :
               :
               ----> d + K (*, _)----> P (*, E)     
                                       d + P (*, E)
                                       d + K (*, _, E)
    
    
    P in air-------> S (1, H, O, E)
      (*, 0)
    
    
    Kick Starters
    `````````````
    d + K (*, _)---> P (*)      -----> P (*, E)
               :     d + P (*)         d + P (*, E)
               :                       f + K (E)
               :                       d + K (*, _, E)
               :
               ----> d + K (*, _)----> P (*, E)
                                       d + P (*, E)
                                       d + K (*, _, E)
    
    
    K in air-------> P (1, H, O, E)
      (*, O)
    
    
    Strong Starters
    ```````````````
    S a step-------> P (*)      -----> P (*, E)
     away      :     d + P (*)         d + P (*, E)
               :     K (*, E)          f + K (E)
               :     f + K (E)         d + K (*, _, E)
               :     S (*, E)
               :
               :
               ----> d + K (*, _)----> P (*, E)     
                                       d + P (*, E)
                                       d + K (*, _, E)      
    
    
    S in air-------> P (1, H, O, E)
      (*, O)         K (1, H, O, E)
                     S (1, H, O, E)
    
    
    
    
    ===============================================================================
    4. Misc. And Easter Eggs
    ===============================================================================
    
    -The person getting beat up in the intro by Xiang Fe and Rick is named Lao
    -To get the first win pose of your character win the first round with a time
     over
    -Duck King's chick imitates some of his moves while Duck is performing them
    -Each character has two time over lose poses (although Bash and Cheng seem
     to use the same one for both situations).  One is for losing the round to a
     time over and the other is for a Draw Game.
    
    -On Cheng's/Yamazaki's stage:
      *an "Andy's" sign can be seen
    -On Kim's stage:
      *you can see Jubei sitting down and cheering 
      *very high up at the center of Kim's stage (you can see it if you land Kim's
       Phoenix Flattner) is Choi hanging on a wire
    -On Tung's stage:
      *Choi is tied up near the left side of the stage
    -On Duck's/Mary's stage:
      *above the guy sitting by the wall reads "Terry's on fire
       1994."
      *on the right side is a sign in the window reading "RB2 now on sale!"
    -On Chonshu's/Chonrei's stage:
      *the large orb will sometimes have a demon face in it
    
    
    
    
    ===============================================================================
    5. Conclusion
    ===============================================================================
    
    5.1  What's Missing/Needed
    -Cleanup and corrections
    -Any other misc and easter eggs?  Let me know.
    -If you have anything to add, any corrections I need to make, please email me
    at billy_kane_32@hotmail.com.  Credit will be given for your contribution.
    
    5.2  Credits
    - SNK
    - Gamefaqs
    - Ghostpilot for his Cheng contribution on the f + P follow ups
    - And me for writing this faq