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    FAQ/Move List by Goh_Billy

    Version: 6.0 | Updated: 05/15/07 | Search Guide | Bookmark Guide

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                              Real Bout Fatal Fury 
                   FAQ By: Goh_Billy (billy_kane_32@hotmail.com)
                                 Version #: 6.0
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    
    Sections
    --------
          1. Legend
             1.1  Basic Game Legend
             1.2  Chain Attack Legend
          2. System
             2.1  Basics
             2.2  Planes
             2.3  Power Gauge And Supers
             2.4  Corners
             2.5  Knockout Finishes
          3. Characters
             3.1  Terry Bogard     
             3.2  Andy Bogard      
             3.3  Joe Higashi         
             3.4  Franco Bash  
             3.5  Mai Shiranui
             3.6  Bob Wilson
             3.7  Geese Howard   
             3.8  Billy Kane 
             3.9  Hon-Fu 
             3.10 Ryuji Yamazaki  
             3.11 Sokaku Mochizuki  
             3.12 Blue Mary 
             3.13 Kim Kaphwan 
             3.14 Jin Chonrei  
             3.15 Jin Chonshu  
             3.16 Duck King   
          4. Misc. And Easter Eggs
             4.1  Special Intros
             4.2  Special Animated Ring Outs
             4.3  Other
          5. Conclusion
             5.1  What's Missing/Needed 
             5.2  Credits
            				
    	
    ===============================================================================
    1. Legend
    ===============================================================================
    
    1.1 Basic Game Legend
    ---------------------
    
      ub  u  uf        f - Forward        S - Strong Attack     + - And     
        \ | /          b - Back           P - Punch             / - Or 
      b--   --f        u - Up             K - Kick              , - Then 
        / | \          d - Down           L - Line Change        
      db  d  df                                                
                                         
                                         
    
    qcf - quarter circle forward (d, df, f)
    qcb - quarter circle back (d, db, b)
    hcf - half circle forward (b, db, d, df, f)
    hcb - half circle back (f, df, d, db, b)
    
    
    1.2 Chain Attack Legend
    -----------------------
    
    * - can perform special/super right after if connected
    E - ends string
    1 - first hit must connect for this part to come out
    2 - second hit must connect for this part to come out
    3 - third hit must connect for this part to come out
    O - overhead
    _ - must be blocked low
    A - launches opponent into the air
    G - opponent must be on ground and must be close enough to connect the pursue
        (otherwise dash towards them before they recover to get close enough)
    < - backdash
    > - shifts to other side of opponent
    ^ - knocks opponent to back sway plane
    v - knocks opponent to front sway plane
    T - taunt
    H - first attack must be from a high jump for this part to come out
    : - used to indicate links
    
    
    
    ===============================================================================
    2. System
    ===============================================================================
    
    ++++++++++++++
    | 2.1 Basics |
    ++++++++++++++
    
    Throw                       f/b + S close 
       
    Crawl                       hold df
    Dash Forward                f, f                  can attack out of
      Dash Jump                 uf
      Halt                      b
    Dash Backward               b, b                  invulnerable for a second
    
    Air Turn Around             L in air                 
    Short aka Small Jump        tap ub/u/uf
    High Jump                   press ub/u/uf
    
    Air Block                   ub/u/uf, b
    Block High                  b
    Block Low                   db                    will not block overheads
    
    Roll Recovery (Front Plane) L after getting       works only for: Andy,
                                  knocked down          Franco, Geese, Billy,
                                                        Yamazaki, and Kim
    Roll Recovery (Back Plane)  L after getting       works only for: Terry, 
                                  knocked down          Joe, Mai, Bob, Hon-Fu,
                                                        Sokaku, Mary, Chonrei, 
                                                        Chonshu, and Duck
    Dizzy Recovery              shake joystick and 
                                  tap the buttons 
                                  rapidly when 
                                  dizzied
    
    Defensive Attack            f + LP while          you will find this will
                                  blocking              work if you perform it
                                                        while blocking a whiffed
                                                        attack or perform directly
                                                        after an attack hits your
                                                        block animation; on heavy
                                                        attacks (HP/HK/supers/etc),
                                                        wait a little longer to
                                                        perform after the move 
                                                        hits your block animation
    Taunt                       S from far
    
    Reversal                    guard, and then
                                  perform a special
                                  move after 
                                  blockstun
    Break Shot                  perform move marked   requires H. Power or
     (Guard Break)                with (BS) while       higher
                                  blocking
    
    Kara Cancel                 input a special or
                                  super during the
                                  early frames of a 
                                  normal/command 
                                  attack
    
    
    ++++++++++++++
    | 2.2 Planes |
    ++++++++++++++
    
    Switch To Back Sway Plane   L
      Quick Dive Attack         P/K from back sway 
                                  plane    
      Strong Attack             S from back sway      knocks opponent to 
                                  plane                 opposite sway plane if
                                                        connected (not blocked);
                                                        does not work for Joe or
                                                        Hon-Fu
      Low Strong Attack         S from back sway      must be blocked low; for
                                  plane                 Joe and Hon-Fu only
      Return To Middle Plane    L / d
    
    Switch To Front Sway Plane  d + L
      Quick Dive Attack         P/K from front sway 
                                  plane    
      Strong Attack             S from front sway     knocks opponent to 
                                  plane                 opposite sway plane if
                                                        connected (not blocked);
                                                        does not work for Joe or
                                                        Hon-Fu
      Low Strong Attack         S from front sway     must be blocked low; for
                                  plane                 Joe and Hon-Fu only
      Return To Middle Plane    L / u
    
    Reach Attack                L when opponent       pulls opponent to middle 
                                  is in a sway plane    plane 
    Sweep                       d + L when opponent   pulls opponent to middle
                                  is in a sway plane    plane
    
    
    
          --when one character is in a sway plane and the other is in the--- 
                                   ---middle plane---
    
    
    middle plane character: 
    *can do anything
    
    sway plane character:
    *cannot perform special moves
    *cannot perform supers
    *cannot duck
    *cannot crawl
    *cannot jump
    *dashing forward or backward automatically switches you to the middle plane 
    *standing still for 2 seconds automatically switches you to the middle plane
    *pressing d in back sway plane or pressing u in front sway plane switches you
     back to middle plane
    *walking b or f allows you to stay in sway plane
    
    
    
    
    ++++++++++++++++++++++++++++++
    | 2.3 Power Gauge And Supers |
    ++++++++++++++++++++++++++++++
    
    Power Gauge - This fills when you use special moves or when you connect (not
                  blocked) any attack.
    
    H. Power - This occurs when half your power gauge is filled.  This allows
               you to use Break Shots.  Note that in Real Bout 1, H. Power is not
               labeled as such.  Instead you see that the power bar turns yellow
               when it reaches the halfway point.              
    
    S. Power Super - When your gauge is filled, you will have a S. Power bar.
                     It decreases over time, until eventually your gauge empties
                     completely.  You are able to use a S. Power Super when the
                     S. Power bar is active.  After using a S. Power Super, the
                     bar will automatically empty.  You can also perform S. Power
                     Supers when your lifebar is flashing.  During this time, 
                     there is no need for a charged Power Gauge and you can 
                     perform as many S. Power Supers as you want.
    
    P. Power Super - When the gauge is filled and your lifebar is flashing red,
                     the power gauge will display a P. Power bar.  As with the S.
                     Power bar, this decreases over time.  During the bars active
                     run, you can perform a P. Power Super.  Once performed, the 
                     power gauge will empty.
    
    
    +++++++++++++++
    | 2.4 Corners |
    +++++++++++++++
    
      In each stage (with the exception of Geese Tower and the third version of
    the Subway), there are walls located at both corners.  These walls are 
    weakened when a character is attacked against them (whether blocked or not).
    The walls can even be damaged by projectiles and other attacks that miss the
    opponent and strike the wall/object directly.  
      All walls in this game have a durability value of 11.  That means that once 
    the object is subjected to 11 values of damage, it will be destroyed.  When the 
    object is subjected to 10 values of damage, it will be shown to be weakened.  
    This warns the player that the next successful attack against it will destroy 
    it.  Damage ridden walls and completely destroyed ones carry over to
    each round until the match between the two characters is over.  
      When the wall is destroyed, you have a open area either to the left or right
    (depending on the corner).  If one should go outside the regular fighting area
    into these newly opened or damaged areas, the character will be outside the 
    "ring" and lose the round.  You can "fall" out to these areas in many ways. 
    One way is by performing a maneuver that moves you any direction toward the
    open area.  A whiffed Burn Knuckle, for example, can send Terry to a ring out.
    Back dashing and forward dashes can also send you out of the ring.  If one has
    their back near the ring out area, any attack could also send you out.  
    Interesting enough, you cannot walk out of the ring, but will be shown with
    a funny animation of your character teetering on the edge.  To avoid going out
    try using the sway plane to get around your opponent.  You CAN, however, be 
    sent from the sway plane to a ring out as well.
      The relative damage caused by an attack to the wall is almost too numerous 
    to list.  A few constants are:
        
         
                  | Not Blocked |   Blocked   | Move Hits Object| 
                  |             |             |   Not Opponent  | 
    --------------|-------------|--------------------------------
    Normals       |  1          |  0          |  N/A            | 
    Special Moves |  2          |  2          |  3              | 
    -------------------------------------------------------------
    
    
      Super moves seem to cause a wide array of damage to the wall.  One thing 
    supers can do that normal moves and special moves can't is inflict multiple
    damage numbers to the wall.  This allows them put the wall into a weaken state
    and destroy it all in one maneuver.
       Again, Geese Tower has no walls or ring outs.  The third version of the
    Subway (the empty one) has no walls to be broken.  So both ring out areas in
    the Subway are open from the start...yikes.
    
    
    ++++++++++++++++++++++++++
    | 2.5  Knockout Finishes |
    ++++++++++++++++++++++++++
    
      Knockout moves are maneuvers that will knock the opponent towards the screen
    when they are beaten with them on the final deciding round.  Each character's
    movelist has a list of maneuvers that will produce this effect.  All that 
    needs to be done is to have the particular move listed to be the final move
    that KOs the opponent.  To make sure that the special finish works, you must
    also land these moves when the opponent is on the ground.  If an opponent is
    in the air or performing certain special attacks while being hit, they will 
    fall back like in a normal KO and not be knocked toward the screen.  
    
    
    
    
    ===============================================================================
    3. Characters
    ===============================================================================
    
    *******************************************************************************
    * 3.1 Terry Bogard                                                            *
    *******************************************************************************
    Colors
    ------
    P - Red jacket and hat
    L - Black jacket and hat
    
    
    
    Throw
    -----
    Buster Throw                f/b + S close  
    
    
    Basic Moves
    -----------
    Crawl                       hold df
    Down Punch                  S from short jump     overhead
    Roundhouse                  S close               2 hits
    
    
    Plane Moves
    -----------
    Dive Knuckle                P/K from sway 
                                  planes    
    Dive Kick                   S from sway planes    knocks opponent to opposite
                                                        sway plane if connected 
                                                        (not blocked)
    Backfist/Reach Punch        L when opponent is    pulls opponent to middle 
                                  in a sway plane       plane 
    Sweep                       d + L when opponent   pulls opponent to middle
                                  is in a sway plane    plane
    
                                                        
    Command Moves
    -------------
    Uppercut                    db + P
    Flying Turn Kick            f + K                 knocks opponent into back 
                                                        sway plane; can be easily
                                                        kara cancelled
    Punt Kick                   Dash Forward, f + S   overhead when it strikes
                                                        close
    Gut Uppercut                f + P while           you will find this will
                                  blocking              work if you perform it
                                                        while blocking a whiffed
                                                        attack or perform directly
                                                        after an attack hits your
                                                        block animation; on heavy
                                                        attacks (HP/HK/supers/etc),
                                                        wait a little longer to
                                                        perform after the move 
                                                        hits your block animation
    Feint Burning Knuckle       f + P+K
    Feint Power Wave            d + P+S
    Feint Power Geyser          d + K+S
    
    
    Special Moves
    -------------
    Power Wave                  qcf + P               will collide with other 
                                                        projectiles as both will
                                                        be "destroyed" in the
                                                        process
    Sliding Round Wave          qcf + S               hits in all planes; 
                                                        projectile does NOT travel
                                                        full screen distance; will 
                                                        collide with other 
                                                        projectiles as both will
                                                        be "destroyed" in the
                                                        process
    Burning Knuckle             qcb + P/S             P=short, S=long
    Rising Tackle               Charge d for 2 
                                  seconds, u + P
    Power Dunk (BS)             f, d, df + K          last part of the move is an
                                                        overhead
    Crack Shoot                 qcb + K
    Bashing Sway                qcf + L               move will not work if 
                                                        opponent is in either one
                                                        of the sway planes; Terry 
                                                        switches to the back sway 
                                                        plane
    
    
    S. Power Super
    -------------- 
    Power Geyser (BS)           qcb, db, f + K+S      absorbs projectiles; hits in
                                                        all planes
      
    P. Power Super
    --------------
    Triple Geyser               qcb, db, f + S        absorbs projectiles; hits in
                                                        all planes
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> K (*)      -----> S (O, E)
                     d + K (*, _)      f + S (*, ^, E)
                     S (*, E)          d + S (_, E)
                                       db + S (*, A, E)
                
                
    P close (*)----> K (*)      -----> S (O, E)
               :     d + K (*, _)      f + S (*, ^, E)
               :     S (*, E)          d + S (_, E)
               :                       db + S (*, A, E)
               :
               :
               :
               ----> P (*)      -----> K (*)     -----> S (O, E)
                                       d + K (*, _)     f + S (*, ^, E)
                                       S (*, E)         d + S (_, E)
                                                        db + S (*, A, E)
                
                                                    
    d + P (*)------> K (*)      -----> S (O, E) 
               :     d + K (*, _)      f + S (*, ^, E) 
               :     d + S (*, E)      d + S (_, E)
               :                       db + S (*, A, E)
               :
               :
               :
               ----> d + P (*)  -----> K (*)     -----> S (O, E)
                                  :    d + K (*, _)     f + S (*, ^, E)
                                  :    d + S (*, E)     d + S (_, E)
                                  :                     db + S (*, A, E)
                                  :
                                  :
                                  :
                                  ---> d + P (*) ---->  K (*)  -----> S (O, E)
                                                   :    d + K (*, _)  f + S 
                                                   :    d + S (*, E)   (*, ^, E)
                                                   :                  d + S (_, E)
                                                   :                  db + S 
                                                   :                   (*, A, E)
                                                   :
                                                   :
                                                   ---> d + P (*)---> K (*)  ----+
                                                                      d + S      :
                                                                       (*, E)    :
                                                                                 :
                                                                                 :
                                                                   S (O, E) <----+
                                                            f + S (*, ^, E)
                                                               d + S (_, E)
                                                           db + S (*, A, E)
    
    
    Dash Forward,--> S (*)      -----> S (*)     -----> S (*)  -----> S (E)
      P (*)  
    
    
    P in air (0)---> S (1, H, O, E)
    
    
    Kick Starters
    `````````````
    K (*)  --------> K (*)      -----> S (O, E)
    K close (*)      d + K (*, _)      f + S (*, ^, E)
                                       d + S (_, E)
                                       db + S (*, A, E)
           
                                                            
    d + K (*, _)---> K (*)      -----> S (O, E) 
                     d + K (*, _)      f + S (*, ^, E) 
                                       d + S (_, E)
                                       db + S (*, A, E)
                   
    
    K in air (O)---> S (1, H, O, E)
    
    
    Strong Starters
    ```````````````
    None
    
    
    
    -----------------Knockout Moves------------------- 
    |    Use as last hit on final deciding round.    |
    --------------------------------------------------
    Dive Knuckle                P/K from back sway 
                                  plane
    Dive Kick                   S from back sway
                                  plane 
    Roundhouse                  S close
    Bashing Sway                qcf + L far
    
    
    
    
    
    *******************************************************************************
    * 3.2 Andy Bogard                                                             *
    *******************************************************************************
    Colors
    ------
    P - White costume w/ Red trim
    L - Green costume w/ Pink trim
    
    
    
    Throw
    -----
    Inner-Thigh Thrombosis      f/b + S close  
    
    
    Basic Moves
    -----------
    Crawl                       hold df
    Dropping Heel               K close               2 hits
    Short Elbow                 S close               2 hits
    
    
    Plane Moves
    -----------
    Dive Fist                   P/K from sway planes    
    Turn Kick                   S from sway planes    knocks opponent to opposite
                                                        sway plane if connected 
                                                        (not blocked)
    Backhand/Reach Kick         L when opponent is    pulls opponent to middle 
                                  in a sway plane       plane 
    Sweep                       d + L when opponent   pulls opponent to middle
                                  is in a sway plane    plane
    
    
    Command Moves
    -------------
    Rising Palm                 db + P                this command only works when
                                                        you are close or within
                                                        a medium distance from your
                                                        opponent
    Rising Palm 2               df + P                this command only works when
                                                        you are a very far distance
                                                        from your opponent
    Falling Roll Kick           f + K                 can be easily kara cancelled
    Ground Slash                d + S on downed       pursue attack
                                  opponent  
    Crunch Kick                 f + P while           you will find this will
                                  blocking              work if you perform it
                                                        while blocking a whiffed
                                                        attack or perform directly
                                                        after an attack hits your
                                                        block animation; on heavy
                                                        attacks (HP/HK/supers/etc),
                                                        wait a little longer to
                                                        perform after the move 
                                                        hits your block animation
    Feint Phantom Slash         f + P+K
    Feint Flying Slice          d + P+K
    Feint Super Ripping Shot    d + K+S
    
    
    Special Moves
    -------------
    Flying Slice                qcb + P               will collide with other 
                                                        projectiles as both will
                                                        be "destroyed" in the
                                                        process
    Darkness Kick               f, d, df + K     
    Sky Ripping Shot            hcf + K         
    Rising Dragon Blast (BS)    f, d, df + S             
    Violent Flying Fist         qcb + S               hits in all planes; absorbs
                                                        projectiles (note,
                                                        however, there is 
                                                        considerable start up time
                                                        before this move can 
                                                        absorb anything)
    Phantom Slash               db, f + P/S / Charge  P=short, S=long
                                  db, f + P/S
      Exploding Phantom Fist    db, f + S             follow up to S version of
                                                        Phantom Slash only
    Spider Hold                 d, d + S in air       connects when you perform
                                                        move and land close to
                                                        opponent on ground; 
                                                        unblockable
    Gale Force Dragon Kick      qcb + L               Andy switches to the back
                                                        sway plane
    Shiranui Illusion           qcf + L in air        move will not work if 
                                                        opponent is in either one
                                                        of the sway planes; Andy 
                                                        moves from the back sway 
                                                        plane and returns to the 
                                                        middle plane with a roll 
                                                        kick; if the roll kick 
                                                        connects it will knock the
                                                        opponent to the front sway
                                                        plane
          
    
    S. Power Super
    --------------
    Super Ripping Shot          Charge d for 2 
                                  seconds, df, 
                                  f + K+S           
    
    
    P. Power Super
    --------------
    Phantom Ripping Shot       hcf + S                  
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> K (*)      -----> S         -----> d + S (G, E)      
                     d + K (*, _)      f + S (*, v, E)
                                       d + S (_, E)
                                       db + S (*, A, E)
              
    
    P close (*)----> K (*)      -----> S         -----> d + S (G, E)      
               :     d + K (*, _)      f + S (*, v, E)
               :                       d + S (_, E)
               :                       db + S (*, A, E)
               :
               :
               ----> P (*)      -----> K (*)     -----> S      -----> d + S (G, E)
                                       d + K (*)        f + S (*, v, E)
                                                        d + S (_, E)
                                                        db + S (*, A, E)
    
    
    d + P (*)------> K (*)      -----> S         -----> d + S (G, E)      
               :     d + K (*, _)      f + S (*, v, E)
               :                       d + S (_, E)
               :                       db + S (*, A, E)
               :
               :
               ----> d + P (*)  -----> K (*)     -----> S      -----> d + S (G, E)
                                  :    d + K (*, _)     f + S (*, v, E)
                                  :                     d + S (_, E)
                                  :                     db + S (*, A, E)
                                  :
                                  :
                                  :
                                  ---> d + P (*) ---->  K (*)  -----> S      ----+
                                                   :    d + K (*, _)  f + S      :
                                                   :                  (*, v, E)  :
                                                   :                  d + S      :
                                                   :                   (_, E)    :
                                                   :                  db + S     :
                                                   :                   (*, A, E) :
                                                   :                             :
                                                   :                             :
                                                   :           d + S (G, E) <----+
                                                   :
                                                   :
                                                   :
                                                   ---> d + P (*)---> K (*)  ----+
                                                                                 :
                                                                                 :
                                                                                 :
                                                                                 :
                                                  d + S (G, E) <-----     S <----+
                                                            f + S (*, v, E)
                                                               d + S (_, E)
                                                           db + S (*, A, E)
    
                          
    P in air (0)---> S (1, H, O, E)
                     
    
    Kick Starters
    `````````````
    K (*)  --------> K (*)      -----> S         -----> d + S (G, E)         
    K close (*)      d + K (*, _)      f + S (*, v, E)
    d + K (*, _)                       d + S (_, E)
                                       db + S (*, A, E)
               
            
    K in air (0)---> S (1, H, O, E)
    
    
    Strong Starters
    ```````````````
    S close (*)----> S (*)      -----> S (*)     -----> S (*)  -----> f + S (v, E)
                                                                    
    
    
    -----------------Knockout Moves------------------- 
    |    Use as last hit on final deciding round.    |
    --------------------------------------------------
    Dive Fist                   P/K from back sway 
                                  plane
    Turn Kick                   S from back sway 
                                  plane
    Mid Kick Swipe              K far
    Backslap                    S far
    Air Chop Kick               u, S
    Shiranui Illusion           qcf + L in air
    
    also
    
    any chain ending with f + S 
    fourth S on the Strong Starter chain
    
    
    
    
    
    *******************************************************************************
    * 3.3 Joe Higashi                                                             *
    *******************************************************************************
    Colors
    ------
    P - Yellow shorts w/ Red trim
    L - White shorts w/ Blue trim
    
    
    
    Throws
    ------
    Jaws Special                f/b + S close  
    Knees Of Hell               df + S close
    
     
    Basic Moves
    -----------
    Crawl                       hold df
    Straight Punch              S from u short jump   overhead
    Straight Kick               S from uf/ub short    overhead
                                  jump 
    
    
    Plane Moves
    -----------
    Dive Elbow                  P/K from sway planes    
    Slide Kick                  S from sway planes    must be blocked low
    Reach Kick                  L when opponent is    pulls opponent to middle 
                                  in a sway plane       plane 
    Sweep                       d + L when opponent   pulls opponent to middle
                                  is in a sway plane    plane
    
    
    Command Moves
    -------------
    Slide Punch                 Dash Forward, d + P
    Quick Uppercut              b + P
    Rising Elbow                db + P
    High Kick                   b + K                 knocks opponent to front 
                                                        sway plane
    Slide Kick                  df + K                must be blocked low  
    Jaw Opener                  f + P while           you will find this will
                                  blocking              work if you perform it
                                                        while blocking a whiffed
                                                        attack or perform directly
                                                        after an attack hits your
                                                        block animation; on heavy
                                                        attacks (HP/HK/supers/etc),
                                                        wait a little longer to
                                                        perform after the move 
                                                        hits your block animation 
    Feint Tiger Kick            b + P+K
    Feint Hurricane Upper       d + P+K
    Feint Slash Kick            f + P+K
    Feint Screw Upper           d + K+S
    
    
    Special Moves
    ------------- 
    Hurricane Upper             hcf + P               will collide with other 
                                                        projectiles as both will
                                                        be "destroyed" in the
                                                        process
    Exploding Hurricane         hcf + S               hits in all planes; 
                                                        projectile does NOT travel
                                                        full screen distance; will 
                                                        collide with other 
                                                        projectiles as both will
                                                        be "destroyed" in the
                                                        process
    TNT Punch                   tap P repeatedly
      Dynamite Fist             qcf + P               overhead
    Tiger Kick (BS)             f, d, df + K
    Golden Heel                 qcb + K
    Slash Kick                  db, f + K / Charge
                                  db, f + K
    Powerful Slash Kick         db, f + S / Charge    first part must connect (not
                                  db, f + S             blocked) to perform entire 
                                                        maneuver
    Pressure Knee Slice         qcf + L               move will not work if 
                                                        opponent is in either one
                                                        of the sway planes; Joe 
                                                        switches to the front sway
                                                        plane
    
    
    S. Power Super
    --------------
    Screw Upper                 f, hcf + K+S          absorbs projectiles
    
    
    P. Power Super
    --------------
    Slide Screw                 f, hcf + S            absorbs projectiles
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> K (*)      -----> S (E)   
    P close (*)      d + K (*, _)      f + S (*, v, E)
                     S (*, E)          d + S (_, E)
                                       db + S (*, A, E)
              
    
    d + P (*)------> K (*)      -----> S (E)       
                     d + K (*, _)      f + S (*, v, E)
                                       d + S (_, E)
                                       db + S (*, A, E)
                         
    
    b + P (*)------> S (*)      -----> S (*)     -----> S (*)  -----> S (*, A, E)
    
    
    db + P (*)----> S          -----> S (E)
    
    
    P in air (O)---> S (1, H, O, E)
                     
    
    Kick Starters
    `````````````
    K (*)  --------> K (*)      -----> S (E)          
    K close (*)      d + K (*, _)      f + S (*, v, E)
    d + K (*, _)                       d + S (_, E)
                                       db + S (*, A, E)
               
             
    K in air (O)---> S (1, H, O, E)
    
    
    Strong Starters
    ```````````````
    None
    
    
    
    -----------------Knockout Moves------------------- 
    |    Use as last hit on final deciding round.    |
    --------------------------------------------------
    Dive Elbow                  P/K from back sway 
                                  plane 
    Slide Kick                  S from back sway 
                                  plane
    Quick Elbow                 P close
    Sweep                       d + S
    Straight Kick               S from uf/ub short 
                                  jump 
    High Kick                   b + K
    Pressure Knee Slice         qcf + L far           high kick must win the 
                                                        match, NOT the knee start
                                                        up
    
    also
    
    the second kick in the basic chain
    any chain ending with f + S 
    
    
    
    
    
    *******************************************************************************
    * 3.4 Franco Bash                                                             *
    *******************************************************************************
    Colors
    ------
    P - Blue costume
    L - Green costume
    
    
    
    Throw
    -----
    Sand Buster                 f/b + S close
    
    
    Basic Moves
    -----------
    Crawl                       hold df
    Down Punch                  S from short jump     overhead
    High Train                  S close               2 hits
    
    
    Plane Moves
    -----------
    Dive Knee                   P/K from sway planes    
    Power Punch                 S from sway planes    knocks opponent to opposite
                                                        sway plane if connected 
                                                        (not blocked)
    Reach Kick/Reach Punch      L when opponent is    pulls opponent to middle 
                                  in a sway plane       plane 
    Sweep                       d + L when opponent   pulls opponent to middle
                                  is in a sway plane    plane
    
    
    Command Moves
    -------------     
    Slide Punch                 Dash Forward, d + P
    Power Straight              Dash Forward, S
    Chopping Roundhouse         f + K                 pushes opponent to front
                                                        sway plane
    Rising Uppercut             tap S repeatedly      wake up attack
                                  when you are 
                                  knocked down
    Small Swing                 f + P while           you will find this will
                                  blocking              work if you perform it
                                                        while blocking a whiffed
                                                        attack or perform directly
                                                        after an attack hits your
                                                        block animation; on heavy
                                                        attacks (HP/HK/supers/etc),
                                                        wait a little longer to
                                                        perform after the move 
                                                        hits your block animation
    Feint Zapper                d + P+K
    
    
    Special Moves
    -------------
    Zapper                      qcf + P               will collide with other 
                                                        projectiles as both will
                                                        be "destroyed" in the
                                                        process
    Double Kong (BS)            qcb + P/S             P=fast, S=slow; second part 
                                                        is an overhead; Break Shot
                                                        works for S version only
    Power Bicycle               qcf + K               hits in all planes; knocks 
                                                        opponent to front sway 
                                                        plane
    Waving Step                 Charge b for 2        dodges low and high attacks
                                  seconds, f + K        (including projectiles);
                                                        can go through opponent
      Quick Step                b, f + K / f, b + K   stops the Waving Step
    Meteo Tackle                db, f + S / Charge
                                  db, f + S
      Meteo Back Blow           db, f + S             Meteo Tackle must touch 
                                                        opponent for this follow
                                                        up to be possible
    Waving Blow                 hcf + L               move will not work if 
                                                        opponent is in either one
                                                        of the sway planes; Franco
                                                        moves to the front sway
                                                        plane, attacks to the back
                                                        sway plane, and will move
                                                        directly back to the
                                                        middle plane if no follow
                                                        up is used
      Waving Blow Finish        hcf + L               the initial Waving Blow must
                                                        connect (not blocked) for
                                                        this follow up to be 
                                                        possible; Franco will
                                                        attack from the back sway
                                                        plane to the front sway
                                                        plane and then move back
                                                        into the middle plane
    
    
    S. Power Super
    --------------           
    Final Omega Blast           qcb, db, f + K+S          
    
    
    P. Power Super
    --------------
    Armageddon Buster           hcb + S               uppercut must connect (not 
                                                        blocked) in order for the
                                                        whole super to be 
                                                        performed
      Mess Up Pose              do nothing
      
    
    ---the opponent will be launched in the air;  you have a chance to perform---
     ---up to five maneuvers to juggle or attack them with; finishers will end---
    ---your string possibilities immediately as you can only perform them once;---
    ---it's best to try to get four combination attacks in, and end the string---
        ---with a finisher; (note: any significant pause between parts will--- 
                         ---effectively end the super)---
    
    Combination Attacks
    ```````````````````
      One Two Straights         qcf + P                
      Reaching Uppercut         qcb + P 
      Uppercut                  f, d, df + P   
      High Kick                 qcb + K
      Roundhouse                f, d, df + K
    
    Finishers
    `````````
      Straight Kick             qcf + K
      Meteo Tackle Uppercut     qcf + S
      Omega Shot                qcb + S
      Power Bicycle             f, d, df + S
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> S (*)      -----> S (*)     -----> S (*)  -----> f + S 
    P close (*)|                                                       (*, ^, E)
               |                                                      u + S (O, E)
               |                       
               |
               ----> K (*)      -----> S (E) 
                     d + K (*, _)      f + S (E)
                                       d + S (_, E)
                                       db + S (*, A, E)
                                       u + S (^, O, E)
    
    
    d + P (*)------> d + P (*)  -----> d + P (*) -----> d + P (*, E)
    
    
    P in air (O)---> S (1, H, O, E)
    
    
    Kick Starters
    `````````````
    K (*)  --------> K (*)      -----> S (E) 
    K close (*)      d + K (*, _)      f + S (E)
                     S (*, E)          d + S (_, E)
                                       db + S (*, A, E)
                                       u + S (^, O, E)     
    
    
    d + K (*, _)---> K (*)      -----> S (E) 
                     d + K (*, _)      f + S (E)
                                       d + S (_, E)
                                       db + S (*, A, E)
                                       u + S (^, O, E)    
    
    
    K in air (O)---> S (1, H, O, E)
    
    
    Strong Starters
    ```````````````
    None
    
    
    
    -----------------Knockout Moves------------------- 
    |    Use as last hit on final deciding round.    |
    --------------------------------------------------
    Dive Knee                   P/K from back sway 
                                  plane   
    Power Punch                 S from back sway 
                                  plane
    Small Swing                 f + P while blocking 
    Chopping Roundhouse         f + K
    Power Bicycle               qcf + K 
    
    
    
    
    
    *******************************************************************************
    * 3.5 Mai Shiranui                                                            *
    *******************************************************************************
    Colors
    ------
    P - Red costume
    L - Green costume
    
    
    
    Throws
    ------
    Windmill Breaker            f/b + S close 
    Dreamy Cherry Blossoms      d + S close in air
     
    
    Basic Moves
    -----------
    Crawl                       hold df
    Double Punch                S from a short jump   overhead 
    Roundhouse                  S close               2 hits
    Turn Fan                    S far                 2 hits
    
    
    Plane Moves
    -----------
    Dive Forearm/Palm           P/K from sway planes 
    Flip Kick                   S from sway planes    knocks opponent to opposite
                                                        sway plane if connected 
                                                        (not blocked)
    Reach Kick/Fan Swipe        L when opponent is    pulls opponent to middle 
                                  in a sway plane       plane 
    Sweep                       d + L when opponent   pulls opponent to middle
                                  is in a sway plane    plane
    
    
    Command Moves
    -------------
    Slide High Kick             Dash Forward, d + K
    Tail Strike                 b + P                 knocks opponent to back 
                                                        sway plane; can be easily
                                                        kara cancelled
    Thrust Kick                 f + K
    Double Foot Strike          tap S repeatedly      wake up attack
                                  when you are 
                                  knocked down 
    Head Swipe                  f + P while           you will find this will
                                  blocking              work if you perform it
                                                        while blocking a whiffed
                                                        attack or perform directly
                                                        after an attack hits your
                                                        block animation; on heavy
                                                        attacks (HP/HK/supers/etc),
                                                        wait a little longer to
                                                        perform after the move 
                                                        hits your block animation
    Feint Butterfly Fan         d + P+K
    Feint Dragon Blaze Dance    b + P+K
    
    
    Special Moves
    -------------
    Butterfly Fan               qcf + P               will collide with other 
                                                        projectiles as both will
                                                        be "destroyed" in the
                                                        process
    Dragon Blaze Dance (BS)     qcb + P               absorbs projectiles
    Violent Flower              qcb + S               hits in all planes; will 
                                                        NOT collide with other 
                                                        projectiles; it will be
                                                        absorbed and the 
                                                        opponent's projectile
                                                        will continue its path 
    Deadly Ninja Bees           hcf + S
    Sun Flash Flamenco          d, d + S                 
    Flying Squirrel             d + P+K in air
    Phantom Shiranui            qcf + L in air        move will not work if 
                                                        opponent is in either one
                                                        of the sway planes; Mai 
                                                        moves from the back sway 
                                                        plane and returns to the 
                                                        middle plane with a roll 
                                                        if the roll connects it 
                                                        will knock the opponent 
                                                        to the front sway plane
    
    
    S. Power Super
    --------------
    Super Deadly Ninja Bees     f, db, f + K+S /
                                  f, hcf + K+S
    
    
    P. Power Super
    --------------
    Leotard Ninja Bees          f, db, f + S /
                                  f, hcf + S             
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> K (*)      -----> S (E)   
    P close (*)      P (*)             f + S (*, v, E)
                     d + K (*, _)      d + S (_, E)
                     S (*, E)          db + S (*, A, E)
     
                                       
    d + P (*)------> K (*)      -----> S (E)    
               :     P (*)             f + S (*, v, E)
               :     d + K (*, _)      d + S (_, E)
               :     d + S (*, E)      db + S (*, A, E)             
               :
               --->  d + P (*)  -----> K (*)     -----> S (E)
                                  :    P (*)            f + S (*, v, E)
                                  :    d + K (*, _)     d + S (_, E)
                                  :    d + S (*, E)     db + S (*, A, E) 
                                  :
                                  ---> d + P (*) -----> K (*)  -----> S (E)
                                                   :    P (*)         f + S 
                                                   :    d + K (*, _)   (*, v, E)
                                                   :    d + S (*, E)  d + S (_, E)
                                                   :                  db + S  
                                                   :                   (*, A, E)
                                                   :
                                                   :
                                                   ---> d + P  -----> K (*)  ----+
                                                                      P (*)      :
                                                                      d + S      :
                                                                       (*, E)    :
                                                                                 :
                                                                      S (E) <----+
                                                            f + S (*, v, E)
                                                               d + S (_, E)
                                                           db + S (*, A, E) 
    
               
    P in air-------> S (1, H, O, E)
      (*, O)         
                     
    
    Kick Starters
    `````````````
    K (*)  --------> K (*)      -----> S (E)       
    K close (*)|     d + K (*, _)      f + S (*, v, E) 
               |                       d + S (_, E)
               |                       db + S (*, A, E)   
               |
               ----> S (O)      -----> S (E)
    
    
    d + K (*, _)---> K (*)      -----> S (E)       
                     d + K (*, _)      f + S (*, v, E) 
                                       d + S (_, E)
                                       db + S (*, A, E)  
    
               
    K in air-------> S (1, H, O, E)
      (*, O)        
    
    
    Strong Starters
    ````````````````
    None
    
    
    
    -----------------Knockout Moves------------------- 
    |    Use as last hit on final deciding round.    |
    --------------------------------------------------
    Dive Forearm                P/K from back sway 
                                  plane 
    Flip Kick                   S from back sway 
                                  plane
    Slicing Fan                 S far
    Roundhouse                  S close
    Sweep                       d + S
    Phantom Shiranui            qcf + L in air
    
    also
    
    any chain ending with f + S 
    any chain ending with d + S (the trip attack, NOT the back elbow)
    
    
    
    
    
    *******************************************************************************
    * 3.6 Bob Wilson                                                              *
    *******************************************************************************
    Colors
    ------
    P - White pants w/ Green top
    L - Yellow pants w/ Red top
    
    
    
    Throw
    -----
    Falcon                      f/b + S close 
      Hornet Attack             uf, uf + S
    
    
    Basic Moves
    -----------
    Crawl                       hold df
    Dropkick                    S from uf/ub short    overhead
                                  jump
    Head Hunter                 S close               2 hits
    Low Shin Kick               K close               must be blocked low
    
    
    Plane Moves
    -----------
    Dive Headbutt               P from sway planes
    Dive Kick                   K from sway planes 
    Strong Headbutt             S from sway planes    knocks opponent to opposite
                                                        sway plane if connected 
                                                        (not blocked)
    Reach Kick/Headbutt         L when opponent is    pulls opponent to middle 
                                  in a sway plane       plane 
    Sweep                       d + L when opponent   pulls opponent to middle
                                  is in a sway plane    plane
    
    
    Command Moves
    -------------
    Holding Kick                d + P                 must be blocked low
    Elephant Tusk               db + P
    Eagle Step                  d + K in air          overhead; if connected (not
                                                        blocked), you can follow
                                                        with another air attack;
                                                        does not work on small
                                                        jumps
    Step Elbow                  f + P                 can be easily kara cancelled
    Flying Fish                 tap S repeatedly      wake up attack
                                  when you are 
                                  knocked down
    Leg Drop                    u + S on downed       pursue attack
                                  opponent                 
    Low Kick                    f + P while           you will find this will
                                  blocking              work if you perform it
                                                        while blocking a whiffed
                                                        attack or perform directly
                                                        after an attack hits your
                                                        block animation; on heavy
                                                        attacks (HP/HK/supers/etc),
                                                        wait a little longer to
                                                        perform after the move 
                                                        hits your block animation
    Feint Mad Spin Wolf         d + K+S  
    
    
    Special Moves
    -------------
    Monkey Dance (BS)           f, d, df + K
    Rolling Turtle              qcb + K                  
    Rolling Sea Turtle          qcb + S               move with b or f
    Wild Wolf                   Charge b for 1.5      last 2 hits are overheads 
                                  seconds, f + K
    Bison Horns                 Charge d for 1.5      S version "escapes" backward
                                  seconds, u + K/S      further
    
    
    S. Power Super
    --------------
    Dangerous Wolf              f, hcf + K+S          the falling Wild Wolf 
                                                        maneuvers are overheads
    
    
    P. Power Super
    --------------
    Mad Spin Wolf               qcb, qcb + S
      Wolf Fang                 tap S repeatedly
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> K (*)      -----> S         -----> u + S (G, E)    
    d + P (*, _)     S (*, E)          f + S (*, v, E)
                                       df + S (_, E)
                                       db + S (*, A, E)
               
    
    P close (*)----> K (*)      -----> S         -----> u + S (G, E)    
                 :   S (*, E)          f + S (*, v, E)
                 :                     df + S (_, E)
                 :                     db + S (*, A, E)
                 :
                 :
                 --> P (*)      -----> K (*)     -----> S      -----> u + S (G, E)
                                  :    S (*, E)         f + S (*, v, E)
                                  :                     df + S (_, E)
                                  :                     db + S (*, A, E)
                                  :
                                  :
                                  ---> P (*)     -----> K (*)  -----> S      ----+
                                                        S (*, E)      f + S      :
                                                                       (*, v, E) :
                                                                      df + S     :
                                                                       (_, E)    :
                                                                      db + S     :
                                                                       (*, A, E) :
                                                                                 :
                                                                                 :
                                                               u + S (G, E) <----+
    
             
    P in air (O)---> S (1, H, O, E)
                     
    
    Kick Starters
    `````````````
    K (*)  --------> K (*)      -----> S         -----> u + S (G, E)          
    K close (*, _)   S (*, E)          f + S (*, v, E)
                                       df + S (_, E)
                                       db + S (*, A, E)
    
    
    d + K (*, _)---> d + K (*, _)----> d + K (*, _, E)
    
    
    K in air (O)---> S (1, H, O, E)
                     
    
    Strong Starters
    ```````````````
    S close (*)----> S (*)      -----> S (*)     -----> S (*)  -----> S (E)
                                       u + S (O, E)     u + S (O, E)  u + S (O, E)
                                        
       
                              
    -----------------Knockout Moves------------------- 
    |    Use as last hit on final deciding round.    |
    --------------------------------------------------
    Dive Headbutt               P from back sway 
                                  plane
    Dive Kick                   K from back sway 
                                  plane 
    Strong Headbutt             S from back sway 
                                  plane
    Quick Roundhouse            K far
    Sweep                       d + S
    Rolling Sea Turtle          qcb + S 
    
    also
    
    any chain ending with f + S, df + S, or db + S
    
    
    
    
    
    *******************************************************************************
    * 3.7 Geese Howard                                                            *
    *******************************************************************************
    Colors
    ------
    P - Red pants 
    L - Blue pants 
    
    
    
    Throws
    ------
    Vacuum Throw                f + S close 
    Clamp Of The Tiger          b + S close  
      Fatal Blow Bopper         f + S    
    Mauling Tiger Crunch        df + S close
    Push Of The Tiger           db + S close          opponent is tossed to the 
                                                        other side of Geese and is
                                                        "stunned" for a split 
                                                        second
      Fatal Squeeze Fury        uf + S
    
    
    Basic Moves
    -----------
    Crawl                       hold df
    Jump Kick                   S from a short jump   overhead
    Energy Palm                 S far                 3 hits
    Double Kick                 S close               2 hits
    
    
    Plane Moves
    -----------
    Dive Elbow                  P/K from sway planes 
    Low Foot                    S from sway planes    knocks opponent to opposite
                                                        sway plane if connected 
                                                        (not blocked); must be
                                                        blocked low if performed
                                                        from front sway plane
    Reach Fist                  L when opponent is    pulls opponent to middle 
                                  in a sway plane       plane 
    Sweep                       d + L when opponent   pulls opponent to middle
                                  is in a sway plane    plane
    
    
    Command Moves
    -------------
    Rising Palm                 db + P
    Rolling Sweep               b + K                 knocks opponent into back
                                                        sway plane; can be easily
                                                        kara cancelled
    Thunder Break Throw         d + S close on        pursue attack
                                  downed opponent            
    Slash Uppercut              f + P while           you will find this will
                                  blocking              work if you perform it
                                                        while blocking a whiffed
                                                        attack or perform directly
                                                        after an attack hits your
                                                        block animation; on heavy
                                                        attacks (HP/HK/supers/etc),
                                                        wait a little longer to
                                                        perform after the move 
                                                        hits your block animation
    Feint Gale Fist             d + P+K
    Feint Evil Shadow Fist      f + P+K
    Feint Raging Storm          d + K+S
    
                                                              
    Special Moves
    -------------
    Gale Fist                   qcb + P               will collide with other 
                                                        projectiles as both will
                                                        be "destroyed" in the
                                                        process
    Double Gale Fist            qcb + S               start up absorbs other 
                                                        projectiles; if start up
                                                        absorbs a projectile, a 
                                                        small Gale Fist will be
                                                        released and continue its
                                                        path; if no absorbing is
                                                        done on the start up of 
                                                        the move the actual 
                                                        Gale Fist will appear
                                                        larger, however, both
                                                        the large and small Gale
                                                        Fist will collide with 
                                                        other projectiles to
                                                        "destroy" them and be
                                                        "destroyed" as well
    Hurricane Fist              qcb + P in air        overhead; can control 
                                                        descent with b or f; will
                                                        collide with other 
                                                        projectiles as both will
                                                        be "destroyed" in the
                                                        process
    True Hurricane Fist         qcb + S in air        must be blocked low; passes
                                                        through other projectiles
                                                        as they pass through it
    Evil Shadow Fist            Charge b for 1.5      dash must connect (not 
                                  seconds, f + K        blocked) to perform entire
                                                        maneuver
    Evil Shadow Charge (BS)     Charge b for 1.5      dash must connect (not
                                  seconds, f + S        blocked) to perform entire
                                                        maneuver
    Dragon Throw                hcf + K               counter attack to jump 
                                                        maneuvers and special
                                                        moves (not projectiles)
    Counter Gale Strike (BS)    hcf + S               high counter
                                                              
    
    S. Power Super
    --------------
    Raging Storm                db, hcb, df + K+S     hits in all planes; absorbs
                                                        projectiles
    
    
    P. Power Supers
    ---------------
    Thunder Break               f, df, d + S          hits in both planes; absorbs
                                                        projectiles
    Deadly Rave                 hcb, f + P, P, K, S   dash in must connect (not
                                  S, S, K, S,           blocked) for the entire
                                                        super to be performed
      Finish                    qcb + S 
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> K (*)      -----> S (A, E)       
    P close (*)|     P (*)             f + S (*, ^, E)
               |     d + P (*)         d + S (_, E)
               |                       db + S (*, A, E)
               |
               ----> S (*)      -----> S (*)    -----> S (*)   -----> f + S  ----+
                                                                                 |
                                                                                 |
                                                                                 |
                                                                                 |
                                                                 d + S (G, E) <--+
    
    
    d + P (*)------> K (*)      -----> S (A, E)      
                     P (*)             f + S (*, ^, E)
                     d + P (*)         d + S (_, E)
                                       db + S (*, A, E)
    
    
    P in air-------> S (1, H, O, E)
     (*, O)
    
    
    Kick Starters
    `````````````
    K (*)  --------> K (*)      -----> S (A, E)  
    K close (*)                        f + S (*, ^, E)
    d + K (*, _)                       d + S (_, E)    
                                       db + S (*, A, E)
    
                 
    K in air-------> S (1, H, O, E)
     (*, O)
    
    
    Strong Starters
    ```````````````
    None
    
    
    
    -----------------Knockout Moves------------------- 
    |    Use as last hit on final deciding round.    |
    --------------------------------------------------
    Dive Elbow                  P/K from back sway 
                                  plane 
    Low Foot                    S from back sway 
                                  plane 
    
    
    
    
    
    *******************************************************************************
    * 3.8 Billy Kane                                                              *
    *******************************************************************************
    Colors
    ------
    P - Blue costume 
    L - Black costume 
    
    
    
    Throws
    ------
    Pole Toss                   f/b + S close 
    Pole Strangle               f + K close
    
    
    Basic Moves
    -----------
    Crawl                       hold df
    Spin Strikes                K far
    Pole Charge                 K close               2 hits
    Pole Kick                   S far                 dodges low
    
    
    Plane Moves
    -----------
    Dive Spin Pole              P/K from sway planes 
    Pole Thrust                 S from sway planes    knocks opponent to opposite
                                                        sway plane if connected 
                                                        (not blocked)
    Reach Pole                  L when opponent is    pulls opponent to middle 
                                  in a sway plane       plane 
    Pole Sweep                  d + L when opponent   pulls opponent to middle
                                  is in a sway plane    plane
    
    
    Command Moves
    -------------
    Pole Stab                   f + P
    Low Poke                    d + P                 must be blocked low
    Double Trip                 d + S                 both parts must be blocked
                                                        low
    Pole Strike                 d + S on downed       pursue attack
                                  opponent     
    Lean Back Pole              f + P while           you will find this will
                                  blocking              work if you perform it
                                                        while blocking a whiffed
                                                        attack or perform directly
                                                        after an attack hits your
                                                        block animation; on heavy
                                                        attacks (HP/HK/supers/etc),
                                                        wait a little longer to
                                                        perform after the move 
                                                        hits your block animation
    Feint Pursuit Assault Cane  b + P+K
    
    
    Special Moves
    -------------
    Cudgel Cruncher             Charge b for 1.5      absorbs projectiles
                                  seconds, f + P
      Flame Cudgel Cruncher     b, f + S              Cudgel Cruncher must connect 
                                                        (not blocked) to perform 
                                                        this follow up 
    Sparrow Drop                qcb + P
    Whirlwind Pole              tap P repeatedly      absorbs projectiles
    Fire Pursuit Cane (BS)      qcb + K               high counter attack
    Water Pursuit Cane (BS)     qcb + S               counter attack to jump 
                                                        maneuvers and special
                                                        moves (not projectiles)
    Pursuit Assault Cane        db, qcf + K           control descent with b or f;
                                                        descending part is an 
                                                        overhead
    
    
    S. Power Super
    --------------
    Super Fire Wheel            qcf, hcb + K+S        absorbs projectiles
    
    
    P. Power Super
    -------------- 
    Scarlet Uppercut (BS)       f, df, d + S                    
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> P (*)      -----> S         -----> d + S (G, E)   
    P close (*)|     d + K (*, _)      f + S (*, ^, E)
    d + P      |                       d + S (_, E)
     (*, _)    |                       
               |
               ----> K (*)      -----> qcf + S (E)
                                      
    
    P in air (O)---> S (1, H, O, E)
    
    
    Kick Starters
    `````````````
    K close (*)----> d + K (*, _)----> S         -----> d + S (G, E)      
    d + K  (*, _)                      f + S (*, ^, E)
                                       d + S (_, E)
                                      
               
    K in air (O)---> S (1, H, O, E)
    
    
    Strong Starters
    ```````````````
    None
    
    
    
    -----------------Knockout Moves------------------- 
    |    Use as last hit on final deciding round.    |
    --------------------------------------------------
    Dive Spin Pole              P/K from back sway 
                                  plane
    Pole Thrust                 S from back sway 
                                  plane
    Quick Low Foot              d + K
    Double Trip                 d + S 
     
    also
    
    any chain ending with d + S (the trip NOT the pursue attack)
    
    
    
    
    
    *******************************************************************************
    * 3.9 Hon-Fu                                                                  *
    *******************************************************************************
    Colors
    ------
    P - Orange pants w/ Black top
    L - Red pants w/ Red top
    
    
    
    Throws
    ------
    Leg Toss                    f/b + S close
    Buddhist Bopper             df + S close 
    
    
    Basic Moves
    -----------
    Crawl                       hold df
    Down Nunchaku               S from short jump     overhead
    High Roundhouse             S close               2 hits
    
    
    Plane Moves
    -----------
    Dive Kick                   P/K from sway planes 
    Slide Kick                  S from sway planes    must be blocked low
    
    
    Reach Kick/Reach Nunchaku   L when opponent is    pulls opponent to middle 
                                  in a sway plane       plane 
    Sweep/Nunchaku Sweep        d + L when opponent   pulls opponent to middle
                                  is in a sway plane    plane
    
    
    Command Moves
    -------------
    Slide Boot                  Dash Forward, d + K
    Rising Nunchaku             db + P
    Roundhouse                  f + K                 can be easily kara cancelled
    Nunchaku Bop                d + S on downed       pursue attack
                                  opponent    
    Side Nunchaku               f + P while           you will find this will
                                  blocking              work if you perform it
                                                        while blocking a whiffed
                                                        attack or perform directly
                                                        after an attack hits your
                                                        block animation; on heavy
                                                        attacks (HP/HK/supers/etc),
                                                        wait a little longer to
                                                        perform after the move 
                                                        hits your block animation
    Feint Sky Of Fire Noogie    b + P+K
    Feint Lightning On Earth    f + P+K
    
    
    Special Moves
    -------------
    Sky Of Fire Noogie (BS)     f, d, df + P           
    Fire Stallion               tap P repeatedly      if no P is tapped after 
                                                        move starts, Hon-Fu will 
                                                        finish with  himself in 
                                                        a "stun"; tap P in a good 
                                                        rythm to have Hon-Fu 
                                                        finish with a fire attack;
                                                        if the tapped P portion is
                                                        not in a good rythm you 
                                                        will again end up in a 
                                                        "stun"
    Heavenly Lightning          qcb + K
    Lightning On Earth          Charge db for 1.5     must be blocked low
                                  seconds, f + K         
       Low Headbutt Exit        tap K repeatedly      must be blocked low
    Sure Victory Counter        qcb + S               if kicks reaches low enough
                                                        then the move must be
                                                        blocked low              
    Kaoloon's Prediction        hcf + S               kick must connect (not 
                                                        blocked) with opponent on
                                                        the ground for entire move
                                                        to come out
    Black Dragon                hcf + S               kick must connect (not
                                                        blocked) with opponent in
                                                        the air for entire move to
                                                        come out
    
    
    S. Power Super
    -------------- 
    Exploding Goro              qcb, db, f + K+S
    
    
    P. Power Super
    --------------
    Cadenza Storm               qcb, db, f + S        dash in must connect (not 
                                                        blocked in order to 
                                                        perform the entire super
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> K (*)      -----> S (A, E) 
    P close (*)      P (*)             f + S (*, v, E)
                     d + K (*)         d + S (_, E)
                     S (*, E)          db + S (*, A, E)
               
             
    d + P (*)------> K (*)      -----> S (A, E) 
                     d + K (*, _)      f + S (*, v, E) 
                                       d + S (_, E)
                                       db + S (*, A, E)
               
    
    db + P (*)-----> S (O)      -----> S (E)
    
    
    P in air (O)---> S (1, H, O, E)
    
    
    Kick Starters
    `````````````
    K (*)  --------> K (*)      -----> S (A, E) 
    K close (*)      d + K (*)         f + S (*, v, E) 
    d + K (*)                          d + S (_, E)
                                       db + S (*, A, E)
             
    
    K in air (O)---> S (1, H, O, E)
    
    
    Strong Starters
    ```````````````
    None
    
    
    
    -----------------Knockout Moves------------------- 
    |    Use as last hit on final deciding round.    |
    --------------------------------------------------
    Dive Kick                   P/K from back sway 
                                  plane 
    Slide Kick                  S from back sway 
                                  plane  
    Roundhouse                  S close
    Chopping Jump Kick          S ub/uf high jump
    
    also
    
    any chain ending with f + S
    the regular S finish on the basic chain
    
    
    
    
    
    *******************************************************************************
    * 3.10 Ryuji Yamazaki                                                         *
    *******************************************************************************
    Colors
    ------
    P - Black costume w/ Blonde hair
    L - Blue costume w/ Red hair
    
    
    
    Throws
    ------
    Grab And Toss               f/b + S close  
    Headbutts                   df + S close
    
    
    Basic Move
    ----------
    Crawl                       hold df
    
    
    Plane Moves
    -----------
    Dive Uppercut               P from sway planes
    Dive Kick                   K from sway planes
    Strong Uppercut             S from sway planes    knocks opponent to opposite
                                                        sway plane if connected 
                                                        (not blocked)
    Reach Kick                  L when opponent is    pulls opponent to middle 
                                  in a sway plane       plane 
    Sweep/Hand Sweep            d + L when opponent   pulls opponent to middle
                                  is in a sway plane    plane
    
    
    Command Moves
    -------------
    Down Fist                   f + P                 both hits are overheads; can 
                                                        be easily kara cancelled
    Uppercut Swing              db + P
    Sand Shower                 tap S repeatedly      wake up move
                                  when you are 
                                  knocked down
    Hellish Palm                d + S on downed       pursue attack
                                  opponent   
    Swipe Away                  f + P while           you will find this will
                                  blocking              work if you perform it
                                                        while blocking a whiffed
                                                        attack or perform directly
                                                        after an attack hits your
                                                        block animation; on heavy
                                                        attacks (HP/HK/supers/etc),
                                                        wait a little longer to
                                                        perform after the move 
                                                        hits your block animation
    
    
    Special Moves
    -------------
    Judgement Dagger (BS)       f, db, f + P/S        P=short, S=long; Break Shot
                                                        for S version only
    Forward Snake Tamer         qcb + S (hold 
                                  button to delay) 
      Abort                     P   
      Upward Snake Tamer        uf                    you must being pressing uf
                                                        just before releasing S
                                                        or holding it during the
                                                        release to get the Upward
                                                        version
        Abort                   P                
    Double Return               qcf + S               absorbs projectiles and will
                                                        send a projectile of his
                                                        own back if successful 
                                                        with an absorb; will only
                                                        absorb Sokaku's Wild Ape 
                                                        Hunting and not send 
                                                        anything back; will send 
                                                        Sokaku's Makibishi Masher
                                                        and Mai's Butterfly Fan 
                                                        back instead of his own 
                                                        projectile when he absorbs
                                                        them; if Yamazaki absorbs 
                                                        Mai's Violent Flower, he 
                                                        will send one Butterfly 
                                                        Fan back; does not absorb
                                                        or send back Chonrei's
                                                        Emperor Blast; does not
                                                        absorb or send back any 
                                                        projectile supers
    Sadomazo                    hcf + K               high counter attack       
    
    
    S. Power Super
    -------------- 
    Guillotine                  hcb, f + K+S          the descent catch is an 
                                                        overhead         
    
    
    P. Power Super
    --------------  
    Yondan Drill                360 + S close, tap    unblockable; tap S:
                                  S repeatedly to        0-7=level 1, 4 hits
                                  empower                8-9=level 2, 5 hits
                                                         10-15=level 3, 6 hits
                                                         +16=level 4, 8 hits
                                                       
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> K (*, _)   -----> f + S     -----> d + S (G, E)
    P close (*)|     f + K (*)         S (*, E)  
               |     d + K (*, _)      d + S (_, E) 
               |                       db + S (*, A, E)
               |
               ----> S (*)      -----> S (*, 1)  -----> b + S  -----> d + S (G, E)
                                                        S (*, E)
                                                        f + S (O, E)
    
    
    P in air (O)---> S (1, H, O, E)
    
    
    Kick Starters
    -------------
    K (*)  --------> K (*, _)   -----> f + S     -----> d + S (G, E) 
    K close          f + K (*)         S (*, E) 
     (*, _)          d + K (*, _)      d + S (_, E) 
                     S (*, ^, E)       db + S (*, A, E)
                     f + S (*, v, E)
               
    
    d + K (*, _)---> K (*, _)   -----> f + S     -----> d + S (G, E) 
                     f + K (*)         S (*, E) 
                     d + K (*, _)      d + S (_, E) 
                                       db + S (*, A, E)
    
    
    K in air (O)---> S (1, H, O, E)
    
    
    Strong Starters
    ```````````````
    None
    
    
    
    -----------------Knockout Moves------------------- 
    |    Use as last hit on final deciding round.    |
    --------------------------------------------------
    Dive Uppercut               P from back sway 
                                  plane
    Dive Kick                   K from back sway 
                                  plane
    Strong Uppercut             S from back sway 
                                  plane
    
    also
    
    the first and last regular S in his basic chain (aka P, S, S, S, S)
    
    
    
    
    
    *******************************************************************************
    * 3.11 Sokaku Mochizuki                                                       *
    *******************************************************************************
    Colors
    ------
    P - White pants w/ Blue top 
    L - Blue pants w/ Yellow top
    
    
    
    Throws
    ------
    Hades Refusal Body Smash    f + S close
    No Way Out Crush            b + S close  
      Hell's Gate               f + S
    Deadly Ascension            d + S close in air         
      
    
    Basic Moves
    -----------
    Crawl                       hold df
    Staff Swipe                 S from a short jump   overhead 
    Side Staff                  S close               2 hits
    
    
    Plane Moves
    -----------
    Dive Low Foot               P/K from sway planes  must be blocked low
    Staff Charge                S from sway planes    knocks opponent to opposite
                                                        sway plane if connected 
                                                        (not blocked)
    Energy Hand/Reach Staff     L when opponent is    pulls opponent to middle 
                                  in a sway plane       plane 
    Staff Sweep                 d + L when opponent   pulls opponent to middle
                                  is in a sway plane    plane
    
    
    Command Moves
    -------------
    Staff Thrust                db + P
    Lightning Strike            d + S on downed       pursue attack
                                  opponent   
    Low Staff                   f + P while           you will find this will
                                  blocking              work if you perform it
                                                        while blocking a whiffed
                                                        attack or perform directly
                                                        after an attack hits your
                                                        block animation; on heavy
                                                        attacks (HP/HK/supers/etc),
                                                        wait a little longer to
                                                        perform after the move 
                                                        hits your block animation
    Feint Makibishi Masher     d + P+K
    Feint Thunder              d + K+S
    
    
    Special Moves
    -------------
    Makibishi Masher            qcf + P               when descending low enough,
                                                        the move must be blocked
                                                        low; will collide with 
                                                        other projectiles as both
                                                        will be "destroyed" in 
                                                        the process
    Wild Ape Hunting            qcb + P               projectile Sokakus must 
                                                        connect (not blocked) for
                                                        entire move to be 
                                                        performed; it is possible
                                                        for Sokakus to hit low
                                                        enough that the move
                                                        must be blocked low; will 
                                                        collide with other 
                                                        projectiles as both will
                                                        be "destroyed" in the
                                                        process
    Dream Legion                f, d, df + P          teleport above opponent and
                                                        descends with an attack;
                                                        overhead
    Dance Of Demons             tap P repeatedly      absorbs projectiles
      Heaven Break              db + S
      Swipe Break               df + S                must be blocked low
      Falling Staff             uf + S                overhead
      Straight Swing            f + S
      Fell Break                L                     hits in all planes       
    Secret Thunderclap          f, d, df + K          will collide with other 
                                                        projectiles as both will
                                                        be "destroyed" in the
                                                        process
    Vortex Inferno (BS)         d, b, db + K          low dodge                 
    Evil One Bop                hcf + K               reflects projectiles
    Possession Blast            f, b, f + S           after performing this move 
                                                        Sokaku will "rest" leaving
                                                        you unable to block for a
                                                        moment; move must connect
                                                        (not blocked) to perform
                                                        the entire maneuver; 
                                                        absorbs projectiles
    Demon Legion                360 + S close         unblockable
                                                          
                                                   
    S. Power Super
    --------------
    Thunder                     f, df, d, qcf + K+S   absorbs projectiles
    
    
    P. Power Super
    --------------
    Thunder God Exhalation      f, df, d, qcf + S     absorbs projectiles
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> K (*)      -----> f + S     -----> d + S (G, E)
    P close (*)      d + K (*, _)      S (*, ^, E) 
                     S (*, _, E)       d + S (_, E)
                                       db + S (*, A, E)
               
             
    P in air (O)---> S (1, H, O, E)
    
    
    Kick Starters
    -------------
    K (*)  --------> K (*)      -----> f + S     -----> d + S (G, E)
    K close (*)|     d + K (*, _)      S (*, ^, E)  
               |                       d + S (_, E)
               |                       db + S (*, A, E)
               |
               |
               ----> f + S (*)  -----> f + S (*, v, E)
    
    
    d + K (*, _)---> K (*)      -----> f + S     -----> d + S (G, E)
                     d + K (*, _)      S (*, ^, E) 
                     S (*, _, E)       d + S (_, E)
                                       db + S (*, A, E)
              
    
    K in air (O)---> S (1, H, O, E)
    
    
    Strong Starters
    ```````````````
    S close (*)----> S (*)      -----> S (*)     -----> S (*) -----> d + S (E)
    
    
    
    -----------------Knockout Moves------------------- 
    |    Use as last hit on final deciding round.    |
    --------------------------------------------------
    Dive Low Foot               P/K from back sway 
                                  plane     
    Staff Charge                S from back sway 
                                  plane
    
    also
    
    the second and fourth regular S in his basic chain (aka S, S, S, S, d +S)
    the final f + S off his kick basic chain (aka K, f + S, f + S)
    
    
    
    
    
    *******************************************************************************
    * 3.12 Blue Mary                                                              *
    *******************************************************************************
    Colors
    ------
    P - Blue pants w/ Red-Orange top
    L - Purple pants w/ Purple top
    
    
    
    Throw
    -----
    Layback Toss                b + S close
      Achilles Hold             f + S                 holding f directly after the
                                                        previous part helps in 
                                                        performing this follow up
    
    
    Basic Moves
    -----------
    Crawl                       hold df
    Air Elbow                   S from a short jump   overhead
    Axe Kick                    K close               2 hits
    Rising Slap                 S close               2 hits
    
    
    Plane Moves
    ----------- 
    Dive Elbow                  P/K from sway planes 
    Low Foot                    S from sway planes    knocks opponent to opposite
                                                        sway plane if connected 
                                                        (not blocked); must be
                                                        blocked low if performed
                                                        from front sway plane
    Reach Kick                  L when opponent is    pulls opponent to middle 
                                  in a sway plane       plane 
    Sweep                       d + L when opponent   pulls opponent to middle
                                  is in a sway plane    plane
    
    
    Command Moves
    -------------
    Slide Punch                 Dash Forward, d + P
    Slide Step Roller           Dash Forward, f + K   second part must be blocked
                                                        low
    Crouching Punch             df + P
    Step Roller                 b + K                 second part must be blocked
                                                        low
    Pounce                      d + S on downed       pursue attack
                                  opponent               
    Leg Drop                    u + S on downed       pursue attack
                                  opponent  
    Fire Kick                   d, u + S when you     wake up attack
                                  are knocked down
    Throat Elbow                f + P while           you will find this will
                                  blocking              work if you perform it
                                                        while blocking a whiffed
                                                        attack or perform directly
                                                        after an attack hits your
                                                        block animation; on heavy
                                                        attacks (HP/HK/supers/etc),
                                                        wait a little longer to
                                                        perform after the move 
                                                        hits your block animation
    
    
    Special Moves
    -------------
    Spin Fall                   qcf + P               overhead
    Mary Dodge                  qcb + P               quick high dodge
      Good Night Backbreaker    b + P when close      unblockable
        Face Lock               b + K
    Vertical Arrow              f, d, df + K
      Mary Snatcher             f, d, df + K          first part must connect (not
                                                        blocked) for the follow up
                                                        to be possible
    Mary Head Buster            qcb + K               high counter attack; 
                                                        launches opponent into the
                                                        air; can follow with 
                                                        Vertical Arrow
    Straight Slice (BS)         Charge b for 1   
                                  second, f + K
      Stun Slice                b, f + K              first part much connect (not
                                                        blocked) for this follow
                                                        up to be possible
    Mary Crab Clutch            Charge b for 1        must be blocked low; move
                                  second, f + S         must connect (not blocked)
                                                        to perform the entire 
                                                        maneuver
    Mary Spider                 qcf + S               unblockable
    Stun Gun Smasher            qcb + S               counter attack to jump 
                                                        maneuvers and special
                                                        moves (not projectiles)
    
    
    S. Power Super
    --------------
    Mary Typhoon                f, hcf + K+S          dash in must touch 
                                                        opponent to perform
                                                        the entire maneuver;
                                                        unblockable
    
    
    P. Power Super
    --------------
    Mary Driving Smasher        f, hcf + S close      unblockable
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> K (*)      -----> S         -----> u + S (G, E)
                     d + K (*, _)      b + S (v, E)     d + S (G, E)
                     S (*, E)          f + S (*, A, E)
                                       d + S (_, E) 
                                       db/df + S (*, E)
    
    
    P close (*)----> K (*)      -----> S         -----> u + S (G, E)
               :     d + K (*, _)      b + S (v, E)     d + S (G, E)
               :     S (*, E)          f + S (*, A, E)
               :                       d + S (_, E) 
               :                       db/df + S (*, E)
               :
               :
               ----> P (*)      -----> K (*)     -----> S        ------> u + S 
                                       d + K (*, _)     b + S (v, E)      (G, E)
                                       S (*, E)         f + S (*, A, E)  d + S 
                                                        d + S (_, E)      (G, E)
                                                        db/df + S (*, E)
    
    
    d + P (*)------> d + P (*)  -----> d + P (*, E)
    
    
    P in air (O) --> S (1, H, O, E)  
                     
    
    Kick Starters
    `````````````
    K (*)  --------> K (*)      -----> S         -----> u + S (G, E)
    K close (*)      d + K (*, _)      b + S (v, E)     d + S (G, E)
    d + K (*, _)                       f + S (*, A, E)
                                       d + S (_, E) 
                                       db/df + S (*, E)
            
    
    K in air (O) --> S (1, H, O, E) 
    
    
    Strong Starters
    ```````````````
    None
    
    
    
    -----------------Knockout Moves------------------- 
    |    Use as last hit on final deciding round.    |
    --------------------------------------------------
    Dive Elbow                  P/K from back sway 
                                  plane
    Low Foot                    S from back sway 
                                  plane
    Step Roller                 b + K                 first part only
    
    also
    
    any chain ending with b + S
    
    
    
    
    
    *******************************************************************************
    * 3.13 Kim Kaphwan                                                            *
    *******************************************************************************
    Colors
    ------
    P - White costume w/ Blue trim
    L - Black costume w/ Red trim
    
    
    
    Throw
    -----
    Body Drop                   f/b + S close 
    
    
    Basic Moves
    -----------
    Crawl                       hold df
    Cyclone Kick                S far
    Deep Roundhouse             S close               2 hits
    
    
    Plane Moves
    -----------
    Dive Kick                   P/K from sway planes 
    Turn Kick                   S from sway planes    knocks opponent to opposite
                                                        sway plane if connected 
                                                        (not blocked)
    Reach Kick                  L when opponent is    pulls opponent to middle 
                                  in a sway plane       plane 
    Sweep                       d + L when opponent   pulls opponent to middle
                                  is in a sway plane    plane
    
    
    Command Moves
    -------------
    Quick Poke                  d + P                 must be blocked low
    Axe Kick                    f + K                 overhead 
    Domination Kick             P+K                   must be blocked low
    Gut Kick                    f + P while           you will find this will
                                  blocking              work if you perform it
                                                        while blocking a whiffed
                                                        attack or perform directly
                                                        after an attack hits your
                                                        block animation; on heavy
                                                        attacks (HP/HK/supers/etc),
                                                        wait a little longer to
                                                        perform after the move 
                                                        hits your block animation
    Feint Crescent Moon Slash   f + P+K
    Feint Phoenix Flattner      d + K+S
    
    
    Special Moves
    -------------
    Aerial Dust Storm (BS)      f, d, df + P          hits in all planes
    Crescent Moon Slash         qcb + K/S             K=short, S=long
    Flying Swallow Slice        Charge d for 2 
                                  seconds, u + K
       Sky Raising Slash        d + K                 Flying Swallow Slice must 
                                                        connect (not blocked) for
                                                        follow up to be possible
    Soaring Kick                d + K in air
       
    
    S. Power Super
    --------------
    Phoenix Kick Dance          hcf + K+S in air      move must connect (not 
                                                        blocked) to perform entire
                                                        super
    
    
    P. Power Super
    --------------
    Phoenix Flattner            qcb, db, f + S        dash in must connect (not
                                                        blocked) to perform entire
                                                        super
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> K (*)      -----> S (E)
                     d + K (*, _)  |   f + S (*, v, E)  
                                   |   d + S (_, E)
                                   |   db + S (*, A, E)
                                   |
                                   |
                                   --> K (*)     -----> S (*, A)----> S (E)
                                       
    
    P close (*)----> K (*)      -----> S (E)
               :     d + K (*, _)  |   f + S (*, v, E)  
               :                   |   d + S (_, E)
               :                   |   db + S (*, A, E)
               :                   |
               :                   |
               :                   --> K (*)     -----> S (*, A)----> S (E)
               :
               :
               ----> P (*)      -----> K (*)     -----> S (E)
                                   :   d + K (*, _) :   f + S (*, v, E) 
                                   :                :   d + S (_, E)
                                   :                :   db + S (*, A, E)    
                                   :                :
                                   :                :
                                   :                --> K (*) -----> S      ----+
                                   :                                  (*, A)    :
                                   :                                            :
                                   :                                            :
                                   :                                   S (E) <--+
                                   :
                                   :
                                   ---> P (*)    -----> K (*)-----> S (E) 
                                                    :   d + K   :   f + S 
                                                    :    (*, _) :     (*, v, E)
                                                    :           :   d + S (_, E)
                                                    :           :   db + S 
                                                    :           :     (*, A, E) 
                                                    :           :
                                                    :           :
                                                    :           --> K (*)   ----+
                                                    :                           :
                                                    :                           :
                                                    :      S (E) <- S (*, A) <--+
                                                    :
                                                    :
                                                    --> P (*)-----> K (*)   ----+
                                                                    d + K       :
                                                                     (*, _)     :
                                                                                :
                                                                                :
                                                                       S (E) <--+
                                                             f + S (*, v, E)  :
                                                                d + S (_, E)  :
                                                            db + S (*, A, E)  :
                                                                              :
                                                                              :
                                           S (E) <-- S (*, A) <------  K (*) <-
    
    
    d + P (*, _)----> K (*)      -----> S (E)
               :      d + K (*, _)  |   f + S (*, v, E)  
               :                    |   d + S (_, E)
               :                    |   db + S (*, A, E)
               :                    |
               :                    |
               :                    --> K (*)     -----> S (*, A)----> S (E)
               :
               :
               ----> d + P (*, _)-----> K (*)     -----> S (E)
                                   :    d + K (*, _):    f + S (*, v, E) 
                                   :                :    d + S (_, E)
                                   :                :    db + S (*, A, E)    
                                   :                :
                                   :                :
                                   :                --> K (*) -----> S      ----+
                                   :                                  (*, A)    :
                                   :                                            :
                                   :                                            :
                                   :                                   S (E) <--+
                                   :
                                   :
                                   ---> d + P (*, _)--> K (*)-----> S (E) 
                                                    :   d + K   :   f + S 
                                                    :    (*, _) :     (*, v, E)
                                                    :           :   d + S (_, E)
                                                    :           :   db + S 
                                                    :           :     (*, A, E) 
                                                    :           :
                                                    :           :
                                                    :           --> K (*)   ----+
                                                    :                           :
                                                    :                           :
                                                    :      S (E) <- S (*, A) <--+
                                                    :
                                                    :
                                                    --> d + P-----> K (*)   ----+
                                                         (*, _)     d + K       :
                                                                     (*, _)     :
                                                                                :
                                                                                :
                                                                       S (E) <--+
                                                             f + S (*, v, E)  :
                                                                d + S (_, E)  :
                                                            db + S (*, A, E)  :
                                                                              :
                                                                              :
                                           S (E) <-- S (*, A) <------  K (*) <-
    
    
    P in air-------> S (1, H, O, E)
      (*, O)         
    
    
    Kick Starters
    `````````````
    K (*)  --------> K (*)      -----> S (E)
    K close (*)      d + K (*, _)  |   f + S (*, v, E)
    d + K (*, _)                   |   d + S (_, E)
                                   |   db + S (*, A, E)
                                   |
                                   |
                                   --> K (*)     -----> S (*, A)----> S (E)
             
    
    K in air-------> S (1, H, O, E)
      (*, O)         
    
    
    Strong Starters
    ```````````````
    S far  --------> S (E)
    
    
    
    -----------------Knockout Moves------------------- 
    |    Use as last hit on final deciding round.    |
    --------------------------------------------------
    Dive Kick                   P/K from back sway 
                                  plane
    Turn Kick                   S from back sway 
                                  plane
    Quick Side Kick             K far
    Low Foot Poke               d + K
    
    also
    
    any chain ending with f + S or d + K
    the first or last regular S on his basic chain (aka S, S)
    
    
    
    
    
    *******************************************************************************
    * 3.14 Jin Chonrei                                                            *
    *******************************************************************************
    Colors
    ------
    P - Blue costume 
    L - Black costume
    
    
    
    Throw
    -----
    Mighty Dragon Activation    f/b + S close
    
    
    Basic Moves
    -----------
    Crawl                       hold df
    Driving Elbow               S close               2 hits
    
    
    Plane Moves
    -----------
    Push/Dive Elbow             P/K from sway planes 
    
    Knee Slide/Low Foot         S from sway planes    must be blocked low; knocks
                                                        opponent to opposite
                                                        sway plane if connected 
                                                        (not blocked)
    
    Reach Swipe                 L when opponent is    pulls opponent to middle 
                                  in a sway plane       plane 
    Sweep                       d + L when opponent   pulls opponent to middle
                                  is in a sway plane    plane
    
    
    Command Moves
    -------------
    Slide Poke                  Dash Forward, d + P
    Axe Kick                    f + K  
    Quick Poke                  f + P while           you will find this will
                                  blocking              work if you perform it
                                                        while blocking a whiffed
                                                        attack or perform directly
                                                        after an attack hits your
                                                        block animation; on heavy
                                                        attacks (HP/HK/supers/etc),
                                                        wait a little longer to
                                                        perform after the move 
                                                        hits your block animation
    Feint Emperor Heavenly Eye  d + P+K                  
    Feint Empire Destiny Slash  d + K+S
    
    
    Special Moves
    -------------            
    Emperor Heavenly Eye        qcf + P/S             P=slow, S=fast; will collide
                                                        with other projectiles as
                                                        both will be "destroyed" 
                                                        in the process
    Emperor Crunch (BS)         f, d, df + P/S        P=short, S=further; Break 
                                                        Shot works for P version
                                                        only
    Emperor God Bop             f, f + P
    Extended Emperor God Bop    f, f, f + P
    Dragon Transformation       qcf + K               hold K to roll further; can 
                                                        roll past opponent
    Emperor Hidden Blow         qcb + K (when         reflects projectiles
                                  projectile is on
                                  screen)
    Emperor Blast               qcb, f + S            not only causes damage to 
                                                        opponent, but will also
                                                        regenerate a portion of 
                                                        Chonrei's lifebar as well;
                                                        will collide with 
                                                        other projectiles as both
                                                        will be "destroyed" in 
                                                        the process
    
    
    S. Power Super
    --------------
    Empire Destiny Slash        f, hcf + K+S          hits in all planes; absorbs 
                                                        projectiles
    
    
    P. Power Super
    --------------
    Emperor Roar Destroyer      f, hcf + S            absorbs projectiles
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> K (*)      -----> S (E) 
    P close (*)      P (*)             f + S (*, ^, E)
                     d + K (*, _)      d + S (_, E)
                                      
     
    d + P (*)------> K (*)      -----> S (E) 
               :     P (*)             f + S (*, ^, E)
               :     d + K (*, _)      d + S (_, E)
               : 
               :
               ----> d + P (*)  -----> K (*)     -----> S (E)
                                  :    P (*)            f + S (*, ^, E)
                                  :    d + K (*, _)     d + S (_, E)
                                  :
                                  :
                                  ---> d + P (*) -----> K (*) -----> S (E)
                                                   :    P (*)        f + S 
                                                   :    d + K (*, _)  (*, ^, E)
                                                   :                 d + S (_, E)
                                                   :
                                                   :
                                                   ---> d + P (*)--> P (*)  ----+
                                                                     d + K      :
                                                                      (*, _)    :
                                                                                :
                                                                                :
                                                                     S (E) <----+
                                                           f + S (*, ^, E)
                                                              d + S (_, E)
    
    
    P in air (O)---> S (1, H, O, E)
    
    
    Kick Starters
    `````````````
    K (*)  --------> K (*)      -----> S (E)
    K close (*)      d + K (*, _)      f + S (*, ^, E) 
    d + K (*, _)                       d + S (_, E)
                              
           
    K in air (O)---> S (1, H, O, E)
    
    
    Strong Starters
    ```````````````
    None
    
    
    
    -----------------Knockout Moves------------------- 
    |    Use as last hit on final deciding round.    |
    --------------------------------------------------
    Push                        P/K from back sway 
                                  plane
    Knee Slide                  S from back sway 
                                  plane
    Quick Poke                  f + P while blocking 
    Roundhouse                  K far
    Double Punch                S far
    
    
    
    
    
    *******************************************************************************
    * 3.15 Jin Chonshu                                                            *
    *******************************************************************************
    Colors
    ------
    P - Red costume 
    L - Teal costume
    
    
    
    Throw
    -----
    Mighty Dragon Activation    f/b + S close
    
    
    Basic Moves
    -----------
    Crawl                       hold df
    Wave Swipe                  P close               2 hits
    Spin Snap                   K close               2 hits
    Emperor Axe                 S far                 2 hits
    Rising Slap                 S close               2 hits
    
    
    Plane Moves
    -----------
    Push/Dive Elbow             P from sway planes
    Knee Slide/Low Foot         K from sway planes    must be blocked low
    Strong Knee Slide/S. Foot   S from sway planes    must be blocked low; knocks
                                                        opponent to opposite
                                                        sway plane if connected 
                                                        (not blocked)
    Reach Swipe                 L when opponent is    pulls opponent to middle 
                                  in a sway plane       plane 
    Sweep                       d + L when opponent   pulls opponent to middle
                                  is in a sway plane    plane
    
    
    Command Moves
    -------------
    Slide Poke                  Dash Forward, d + P
    Falling Slap                f + P                 both hits are overheads
    Low Poke                    d + P                 2 hits
    Crouch Punt                 d + K                 2 hits
    Forward Roll                df + S                must be blocked low 
    Side Poke                   f + P while           you will find this will
                                  blocking              work if you perform it
                                                        while blocking a whiffed
                                                        attack or perform directly
                                                        after an attack hits your
                                                        block animation; on heavy
                                                        attacks (HP/HK/supers/etc),
                                                        wait a little longer to
                                                        perform after the move 
                                                        hits your block animation
    Feint Emperor Heavenly Eye  d + P+K
    Feint Emperor Drain         d + K+S
    
    
    Special Moves
    -------------
    Emperor Heavenly Eye        qcf + P/S             P=slow, S=fast; will collide
                                                        with other projectiles as
                                                        both will be "destroyed" 
                                                        in the process
    Emperor Crunch (BS)         f, d, df + P/S        P=short, S=further; Break 
                                                        Shot works for S version
                                                        only
    Emperor God Bop             f, f + P              elbow must connect (not
                                                        blocked) to perform the
                                                        entire maneuver
    
    Eyes Of The Emperor         hcb + P/S             P=stationary teleport, 
                                                        S=teleports behind 
                                                        opponent; invulnerable for
                                                        split second while 
                                                        teleporting
    Emperor God's Eye           hcb + K               teleports Chonshu above 
                                                        opponent; can control
                                                        descent with b or f; 
                                                        invulnerable for split 
                                                        second while teleporting
      Rolling Dive              P/K/S                 overhead; after connecting
                                                        move (not blocked) you
                                                        can control roll away 
                                                        descent with b or f
    
    
    S. Power Super
    --------------
    Emperor Drain               qcb, f + K+S          not only causes damage to 
                                                        opponent, but will also
                                                        regenerate a portion of 
                                                        Chonshu's lifebar as well;
                                                        must connect (not blocked)
                                                        in order to do this 
                                                        however; will absorb 
                                                        projectiles
    
    
    P. Power Super
    --------------
    Emperor Roar Destroyer      qcb, f + S            hits in all planes; will 
                                                        absorb projectiles
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P      --------> K (*)      -----> S (O, E)
    P close          P (*, 1)          f + S (*, v, E)
    d + P            d + K (*, _)      d + S (_, E) 
                                      
            
    P in air (O)---> S (1, H, O, E)
    
    
    Kick Starters
    `````````````
    K      --------> K (*)      -----> S (O, E)
    K close          d + K (*, _)      f + S (*, v, E) 
    d + K (_)                          d + S (_, E) 
                                     
                   
    K in air (O)---> S (1, H, O, E)
    
    
    Strong Starters
    ```````````````
    None
    
    
    
    -----------------Knockout Moves------------------- 
    |    Use as last hit on final deciding round.    |
    --------------------------------------------------
    Push                        P/K from back sway 
                                  plane
    Knee Slide                  S from back sway 
                                  plane
    Roundhouse                  K far
    
    also
    
    any chain ending with f + S
    
    
    
    
    
    *******************************************************************************
    * 3.16 Duck King                                                              *
    *******************************************************************************
    Colors
    ------
    P - Yellow top w/ Blue vest and Black pants
    L - White top w/ Green vest and Blue pants
    
    
    
    Throws
    ------
    Slam Dunk                   f/b + S close
    Neck Slam                   d + S close in air
    
    
    Basic Moves
    -----------
    Crawl                       hold df
    Hop Kick                    K far                 low dodge
    Shin Kick                   K close               must be blocked low
    Rising Beat                 S close               2 hits
    
    
    Plane Moves
    -----------
    Dive Elbow                  P from sway planes
    Dive Knee/Slide Kick        K from sway planes    must be blocked low if 
                                                        performed from front 
                                                        sway plane
    Strong Knee/ S. Slide Kick  S from sway planes    knocks opponent to opposite
                                                        sway plane if connected 
                                                        (not blocked); must be 
                                                        blocked low if performed 
                                                        from front sway plane
    Backhand/Reach Slap         L when opponent is    pulls opponent to middle 
                                  in a sway plane       plane 
    Sweep                       d + L when opponent   pulls opponent to middle
                                  is in a sway plane    plane
    
    
    Command Moves
    -------------
    Duck Fake Air               d, d in air           causes duck to stop in mid
                                                        air for a split second; 
                                                        cannot perform air 
                                                        normals after this; can
                                                        use as an air dodge as 
                                                        Duck is invulnerable for
                                                        a split second
      Drop Straight Down        do nothing
      Drop Diagonally Back      b
      Drop Diagonally Forward   f
    Duck Fake Ground            Dash Forward, df + S  dodges high attacks, will 
                                                        slide past opponent
    Down Swipe                  b + P                 overhead; can be easily 
                                                        kara cancelled
    Slide                       df + K                must be blocked low
    Ground Spin                 d + S on downed       pursue attack
                                  opponent     
    Power Headbutt              f + P while           you will find this will
                                  blocking              work if you perform it
                                                        while blocking a whiffed
                                                        attack or perform directly
                                                        after an attack hits your
                                                        block animation; on heavy
                                                        attacks (HP/HK/supers/etc),
                                                        wait a little longer to
                                                        perform after the move 
                                                        hits your block animation
    Feint Duck Dance            d + K+S
    
    
    Special Moves
    -------------
    Head Spin Attack            qcf + P
    Riding Spin Attack          qcf + S
      Kick Finish               S                     Riding Head Spin Attack must
                                                        touch opponent in order
                                                        for this follow up to be
                                                        available
    Flying Spin Attack          qcb + P in air
    Neo Break Storm             f, d, df + K
    Dancing Dive (BS)           qcb + K            
          
                                                           
    S. Power Super
    --------------
    Break Spiral                hcf, uf, d + K+S      unblockable 
                                  close
    
    
    P. Power Super
    -------------- 
    Duck Dance                  d, d + P+K+S            
    
    
    ---you have the length of time before you P bar runs out to perform one of--- 
                          ---the following maneuvers:---
    
    
      Air Cannonball            f, df, d + K+S 
                                  in air    
      Cannonball                Charge b for 2   
                                  seconds, f, b, 
                                  f + K+S            
      Dance Kick                qcb, qcb + K+S           
      Heaven's Knee             qcf, qcf + K+S           
      Enhanced Break Spiral     hcf, uf, d + K+S      unblockable 
                                  close
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    P (*)  --------> K (*)      -----> S (*, ^, E)     
    P close (*)|     d + K (*, _)      u + S (v, E)
               |                       d + S (_, E)
               |                       b + S (*, A, E)
               |
               |
               ----> P (*)      -----> K (*, _)  -----> K (*)  -----> S      ----+ 
                                                                      b + S      |
                                                                       (*, O, E) |
                                                                                 |
                                                                                 |
                                                                 d + S (G, E) <--+
    
    
    d + P (*)------> d + P (*)  -----> d + P (*, E)
    
          
    P in air-------> S (*, 1, H, O, E)
     (*, O)         
    
    
    Kick Starters
    `````````````
    K close (*)----> K (*)      -----> S (*, ^, E)   
    d + K                              u + S (v, E)
     (*, _)                            d + S (_, E)
                                       b + S (*, A, E)
               
              
    K in air-------> S (*, 1, H, O, E)                          
     (*, O)                                                     
    
    
    Strong Starters
    ````````````````
    None
    
    
    
    -----------------Knockout Moves------------------- 
    |    Use as last hit on final deciding round.    |
    --------------------------------------------------
    Dive Elbow                  P from back sway 
                                  plane
    Slide Kick                  K from back sway 
                                  plane       
    Strong Slide Kick           S from back sway 
                                  plane 
    
    also
    
    any chain ending in u + S
    
    
    
    
    
    ===============================================================================
    4. Misc. And Easter Eggs
    ===============================================================================
    
    **********************
    * 4.1 Special Intros *
    **********************
    Terry vs Geese
    Andy vs Mai
    Andy vs Geese
    Joe vs Geese
    Joe vs Kim
    Mai vs Kim
    Billy vs Geese
    Hon-Fu vs Kim
    Kim vs Geese/Billy/Yamazaki
    Duck vs Terry/Geese
    Duck vs Mai/Mary
     
    
    ***********************************
    * 4.2  Special Animated Ring Outs *
    ***********************************
    
                Knocked Down The Elevator Shaft
                ````````````````````````````````
    
    Terry       sitting down holding his stomach
    Andy        a hand on his head and one on his hip with a disappointed look
    Joe         laughs
    Bash        looking up in the air
    Mai         sitting down and looks very disappointed
    Bob         performs a Capoeira dance
    Geese       gives an evil laugh
    Billy       is sitting down looking very tired
    Hon-Fu      is laying down beaten
    Yamazaki    holds his head as if it hurts
    Sokaku      looks at the screen and pulls his hat slightly down
    Mary        hops up and down
    Kim         on his stomach reaching his hand toward the screen, then collapses
    Chonrei     stands with his fist at his side looking very angry
    Chonshu     shrugs
    Duck        dances
    
    
                Knocked Into Subway Train
                `````````````````````````
    
    Terry       pushes his hat down in front of his face
    Andy        a hand on his head and one on his hip with a disappointed look
    Joe         laughs
    Bash        shrugs while angry
    Mai         folds her arms looking upset
    Bob         shrugs in disbelief
    Geese       gives an evil laugh
    Billy       smashes on the window with his pole
    Hon-Fu      jumps up and down crying
    Yamazaki    rips off his shirt and is very angry
    Sokaku      small Sokaku gets angry and dances on his head
    Mary        wipes forehead and smacks the window when the train starts to move
    Kim         gives a disappointed look and hits the window with his fist
    Chonrei     yells with his hands forward while glowing brightly
    Chonshu     waves arms up and down and throws a fit
    Duck        puts hands on face and acts dizzy
    
    
             ---------------------------------------------------------------------
             |  Falls Into Water         |  Falls Into Water Second With Opponent|
    ------------------------------------------------------------------------------
    Terry    |  stands up and shakes the | stands up and grabs the brim of his   |
             |     water off himself     |   cap                                 |
    ------------------------------------------------------------------------------
    Andy     |  tries to stand up out of | stands up and knocks water out of     |
             |    the water and falls    |   his ear                             |
             |    back in                |                                       |
    ------------------------------------------------------------------------------
    Joe      |  struggling while throwing| looks back and forth shocked          |
             |    his hands up           |                                       |
    ------------------------------------------------------------------------------
    Bash     |  you just see bubbles on  | an arm is raised out of the water     |
             |    the surface            |                                       |
    ------------------------------------------------------------------------------
    Mai      |  butt floats up           | stands up and hits her head with her  |
             |                           |   fan                                 |
    ------------------------------------------------------------------------------
    Bob      |  stands up and tries      | stands up and tries to fix hair and   |
             |    to fix his hair        |   gives a smile                       |
    ------------------------------------------------------------------------------
    Geese    |  stands up with arms      | stands up with arms crossed and gives |
             |    crossed and has an     |   a quick laughing shrug              |
             |    embarrassment bubble   |                                       |
             |    on his face            |                                       |
    ------------------------------------------------------------------------------
    Billy    |  bandana floats up to the | stands up, puts pole around his       |
             |    surface                |   neck and sings                      |
    ------------------------------------------------------------------------------
    Hon-Fu   |  jumps out of water, gets | jumps out of water, but the Nunchaku  |
             |    bopped in the head by  |   does not bop him in the head,       |
             |    his Nunchaku, and goes |   and he smiles                       |
             |    back under             |                                       |
    ------------------------------------------------------------------------------
    Yamazaki |  stands up with his hair  | same, but he pulls the hair out of    |
             |    in his face            |   his face                            |
    ------------------------------------------------------------------------------
    Sokaku   |  hat floats up to the     | hat floats up and a little Sokaku     |
             |    surface                |   beats a drum on top of it           |
    ------------------------------------------------------------------------------
    Mary     |  bra floats up to the     | Mary stands out of water with no bra  |
             |    surface                |   and covers her chest                |
    ------------------------------------------------------------------------------
    Kim      |  back floats up           | stands up and puts hand on head       |
             |                           |   confused                            |
    ------------------------------------------------------------------------------
    Chonrei  |  jumps up and down with   | floats out of water and levitates in  |
             |    arms out crying        |   the air                             |
    ------------------------------------------------------------------------------
    Chonshu  |  jumps up and down with   | stands up, yawns, and rubs nose       |
             |    arms out crying        |                                       |
    ------------------------------------------------------------------------------
    Duck     |  head sticks out of       | same, except his hair returns         |
             |    water, tries to wave   |   to normal                           |
             |    his hair around to     |                                       |
             |    fix it and it gets     |                                       |
             |    very messed up         |                                       |
    ------------------------------------------------------------------------------
    
    
    *************
    * 4.3 Other *
    *************
    
    -Get perfect with Mai for a special win victory
    -It is possible to fly out of bounds far enough in the Dock stage to hit the 
     other dock across the water with your back
    -To get the train to appear in the Subway stage, you must first break the
       barrier in the previous round
    
    
    
    ===============================================================================
    5. Conclusion
    ===============================================================================
    
    5.1  What's Missing/Needed
    -Cleanup and corrections
    -Any other misc or secrets?  Let me know.
    -Any other missing Knockout moves?  If you know or find any, 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
    -And me for writing this faq
    

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