=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                          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



===============================================================================
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 P.) L after getting knocked  works only for: Andy,
                           down                     Franco, Geese, Billy,
                                                    Yamazaki, and Kim
Roll Recovery (Back Pl.) L after getting knocked  works only for: Terry, 
                           down                     Joe, Mai, Bob, Hon-Fu,
                                                    Sokaku, Mary, Chonrei, 
                                                    Chonshu, and Duck
Dizzy Recovery           shake joystick and tap
                           the buttons rapidly
                           when dizzied

Defensive Attack         f + LP while blocking    you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation
Taunt                    S from far
Break Shot               perform move marked      requires H. Power or
 (Guard Break)             with (BS) while          higher
                           blocking



++++++++++++++
| 2.2 Planes |
++++++++++++++

Switch To Back S. Plane  L
  Quick Dive Attack      P/K from back sway plane    
  Strong Attack          S from back sway plane   knocks opponent to 
                                                    opposite sway plane if
                                                    connected (not blocked);
                                                    does not work for Joe or
                                                    Hon-Fu
  Low Strong Attack      S from back sway plane   must be blocked low; for
                                                    Joe and Hon-Fu only
  Return To Middle Plane L / d

Switch To Front S. Plane d + L
  Quick Dive Attack      P/K from front sway plane    
  Strong Attack          S from front sway plane  knocks opponent to 
                                                    opposite sway plane if
                                                    connected (not blocked);
                                                    does not work for Joe or
                                                    Hon-Fu
  Low Strong Attack      S from front sway plane  must be blocked low; for
                                                    Joe and Hon-Fu only
  Return To Middle Plane L / u

Reach Attack             L when opponent is in    pulls opponent to middle 
                           a sway plane             plane 
Sweep                    d + L when opponent is   pulls opponent to middle
                           in a sway plane          plane



      --when one character is in a sway plane and the other is in the--- 
                               ---middle plane---


middle plane character: 
*can do anything

sway plane character:
*cannot perform special moves
*cannot perform supers
*cannot duck
*cannot crawl
*cannot jump
*dashing forward or backward automatically switches you to the middle plane 
*standing still for 2 seconds automatically switches you to the middle plane
*pressing d in back sway plane or pressing u in front sway plane switches you
 back to middle plane
*walking b or f allows you to stay in sway plane




++++++++++++++++++++++++++++++
| 2.3 Power Gauge And Supers |
++++++++++++++++++++++++++++++

Power Gauge - This fills when you use special moves or when you connect (not
              blocked) any attack.

H. Power - This occurs when half your power gauge is filled.  This allows
           you to use Break Shots.  Note that in Real Bout 1, H. Power is not
           labeled as such.  Instead you see that the power bar turns yellow
           when it reaches the half way point.              

S. Power Super - When your gauge is filled, you will have a S Power bar.
                 It decreases over time, until eventually your gauge empties
                 completely.  You are able to use a S. Power Super when the
                 S. Power bar is active.  After using a S. Power Super, the
                 bar will automatically empty.  You can also perform S. Power
                 Supers when your lifebar is flashing.  During this time, 
                 there is no need for a charged Power Gauge and you can 
                 perform as many S. Power Supers as you want.

P. Power Super - When the gauge is filled and your lifebar is flashing red,
                 the power gauge will display a P. Power bar.  As with the S.
                 Power bar, this decreases over time.  During the bars active
                 run, you can perform a P. Power Super.  Once performed, the 
                 power gauge will empty.


+++++++++++++++
| 2.4 Corners |
+++++++++++++++

  In each stage (with the exception of Geese Tower and the third version of
the Subway), there are walls located at both corners.  These walls are 
weakened when a character is attacked against them (whether blocked or not).
The walls can even be damaged by projectiles and other attacks that miss the
opponent and strike the wall/object directly.  
  All walls in this game have a durability value of 11.  That means that once 
the object is subjected to 11 values of damage, it will be destroyed.  When the 
object is subjected to 10 values of damage, it will be shown to be weakened.  
This warns the player that the next successful attack against it will destroy 
it.  Damage ridden walls and completely destroyed ones carry over to
each round until the match between the two characters is over.  
  When the wall is destroyed, you have a open area either to the left or right
(depending on the corner).  If one should go outside the regular fighting area
into these newly opened or damaged areas, the character will be outside the 
"ring" and lose the round.  You can "fall" out to these areas in many ways. 
One way is by performing a move that moves you any direction toward the
open area.  A whiffed Burn Knuckle for example can send Terry to a ring out.
Back dashing and forward dashes can also send you out of the ring.  If one has
their back near the ring out area, any attack could also send you out.  
Interesting enough, you cannot walk out of the ring, but will be shown with
a funny animation of your character teetering on the edge.  To avoid going out
try using the sway plane and getting around your opponent.  You CAN, however, 
be sent from the sway plane to a ring out as well.
  The relative damage caused by attack to the wall is almost too numerous to
list.  A few constants are:
    
     
              | Not Blocked |   Blocked   | Move Hits Object| 
              |             |             |   Not Opponent  | 
--------------|-------------|--------------------------------
Normals       |  1          |  0          |  N/A            | 
Special Moves |  2          |  2          |  3              | 
-------------------------------------------------------------


  Super moves seem to cause a wide away of damage to the wall.  One thing 
supers can do that normal moves and special moves can't is inflict multiple
damage numbers to the wall.  This allows them to weaken state the wall and
than destroy it all in one move.
   Again, Geese Tower has no walls or ring outs.  The third version of the
Subway (the empty one) has no walls to be broken.  So both ring out areas
are open from the start...yikes.


++++++++++++++++++++++++++
| 2.5  Knockout Finishes |
++++++++++++++++++++++++++

  Knockout moves are maneuvers that will knock the opponent towards the screen
when they are beaten with them at the final deciding round.  Each character's
movelist has a list of maneuvers that will produce this effect.  All that 
needs to be done is to have the particular move listed to be the final move
that KOs the opponent.  To make sure that the special finish works, you must
also land these moves when the opponent is on the ground.  If an opponent is
in the air or performing certain special attacks while being hit, they will 
fall back like in a normal KO and not be knocked toward the screen.  




===============================================================================
3. Characters
===============================================================================

*******************************************************************************
* 3.1 Terry Bogard                                                            *
*******************************************************************************
Colors
------
P - Red jacket and hat
L - Black jacket and hat



Throw
-----
Buster Throw             f/b + S close  


Basic Moves
-----------
Crawl                    hold df
Down Punch               S from short jump        overhead
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 in    pulls opponent to middle 
                           a sway plane             plane 
Sweep                    d + L when opponent is   pulls opponent to middle
                           in a sway plane          plane

                                                    
Command Moves
-------------
Uppercut                 db + P
Flying Turn Kick         f + K                    knocks opponent into back 
                                                    sway plane; can feint the 
                                                    Flying Turn Kick into
                                                    a special/super which is
                                                    done by performing a 
                                                    special/super just before
                                                    the Flying Turn Kick comes
                                                    out
Punt Kick                Dash Forward, f + S      overhead when it strikes
                                                    close
Gut Uppercut             f + P while blocking     you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation
Feint Burning Knuckle    f + P+K
Feint Power Wave         d + P+S
Feint Power Geyser       d + K+S


Special Moves
-------------
Power Wave               qcf + P                  will collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process
Sliding Round Wave       qcf + S                  hits in all planes; 
                                                    projectile does NOT travel
                                                    full screen distance; will 
                                                    collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process
Burning Knuckle          qcb + P/S                P=short, S=long
Rising Tackle            Charge d for 2 seconds,
                           u + P
Power Dunk (BS)          f, d, df + K             last part of the move is an
                                                    overhead
Crack Shoot              qcb + K
Bashing Sway             qcf + L                  move will not work if 
                                                    opponent is in either one
                                                    of the sway planes; Terry 
                                                    switches to the back sway 
                                                    plane


S. Power Super
-------------- 
Power Geyser (BS)        qcb, db, f + K+S         absorbs projectiles; hits in
                                                    all planes
  
P. Power Super
--------------
Overheat Geyser          qcb, db, f + S           absorbs projectiles; hits in
                                                    all planes


Chain Attacks
-------------
Punch Starters
``````````````
P (*)  --------> K (*)      -----> S (O, E)
                 d + K (*, _)      f + S (*, ^, E)
                 S (*, E)          d + S (_, E)
                                   db + S (*, A, E)
            
            
P close (*)----> K (*)      -----> S (O, E)
           :     d + K (*, _)      f + S (*, ^, E)
           :     S (*, E)          d + S (_, E)
           :                       db + S (*, A, E)
           :
           :
           :
           ----> P (*)      -----> K (*)     -----> S (O, E)
                                   d + K (*, _)     f + S (*, ^, E)
                                   S (*, E)         d + S (_, E)
                                                    db + S (*, A, E)
            
                                                
d + P (*)------> K (*)      -----> S (O, E) 
           :     d + K (*, _)      f + S (*, ^, E) 
           :     d + S (*, E)      d + S (_, E)
           :                       db + S (*, A, E)
           :
           :
           :
           ----> d + P (*)  -----> K (*)     -----> S (O, E)
                              :    d + K (*, _)     f + S (*, ^, E)
                              :    d + S (*, E)     d + S (_, E)
                              :                     db + S (*, A, E)
                              :
                              :
                              :
                              ---> d + P (*) ---->  K (*)  -----> S (O, E)
                                               :    d + K (*, _)  f + S 
                                               :    d + S (*, E)   (*, ^, E)
                                               :                  d + S (_, E)
                                               :                  db + S 
                                               :                   (*, A, E)
                                               :
                                               :
                                               ---> d + P (*)---> K (*)  ----+
                                                                  d + S      :
                                                                   (*, E)    :
                                                                             :
                                                                             :
                                                               S (O, E) <----+
                                                        f + S (*, ^, E)
                                                           d + S (_, E)
                                                       db + S (*, A, E)


Dash Forward,--> S (*)      -----> S (*)     -----> S (*)  -----> S (E)
  P (*)  


P in air (0)---> S (1, H, O, E)


Kick Starters
`````````````
K (*)  --------> K (*)      -----> S (O, E)
K close (*)      d + K (*, _)      f + S (*, ^, E)
                                   d + S (_, E)
                                   db + S (*, A, E)
       
                                                        
d + K (*, _)---> K (*)      -----> S (O, E) 
                 d + K (*, _)      f + S (*, ^, E) 
                                   d + S (_, E)
                                   db + S (*, A, E)
               

K in air (O)---> S (1, H, O, E)


Strong Starters
```````````````
None



--------------Knockout Moves---------------- 
| Use as last hit on final deciding round. |
--------------------------------------------
Dive Knuckle             P/K from back sway plane
Dive Kick                S from back sway plane 
Roundhouse               S close
Bashing Sway             qcf + L far





*******************************************************************************
* 3.2 Andy Bogard                                                             *
*******************************************************************************
Colors
------
P - White costume w/ Red trim
L - Green costume w/ Pink trim



Throw
-----
Uchimata                 f/b + S close  


Basic Moves
-----------
Crawl                    hold df
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 in    pulls opponent to middle 
                           a sway plane             plane 
Sweep                    d + L when opponent is   pulls opponent to middle
                           in a sway plane          plane


Command Moves
-------------
Rising Palm              db + P                   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 feint the Falling Roll
                                                    Kick into a special/super
                                                    which is done by 
                                                    performing a special/super
                                                    just before the Falling 
                                                    Roll Kick comes
Ground Slash             d + S on downed          pursue attack
                           opponent  
Crunch Kick              f + P while blocking     you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation
Feint Zanei Ken          f + P+K
Feint Hi Sho Ken         d + P+K
Feint Choreppa Dan       d + K+S


Special Moves
-------------
Hi Sho Ken               qcb + P                  will collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process
Yami Abisegeri           f, d, df + K     
Kuhadan                  hcf + K         
Shoryudan (BS)           f, d, df + S             
Geki Hisyu Ken           qcb + S                  hits in all planes; absorbs
                                                    projectiles (note,
                                                    however, there is 
                                                    considerable start up time
                                                    before this move can 
                                                    absorb anything)
Zanei Ken                Charge db, f + P/S /     P=short, S=long
                           db, f + P/S
  Shippu Uraken          db, f + S                follow up to S version of
                                                    Zanei Ken only
Spider Hold              d, d + S in air          connects when you perform
                                                    move and land close to
                                                    opponent on ground; 
                                                    unblockable
Gale Tornado Kick        qcb + L                  Andy switches to the back
                                                    sway plane
Phantom Shiranui         qcf + L in air           move will not work if 
                                                    opponent is in either one
                                                    of the sway planes; Andy 
                                                    moves from the back sway 
                                                    plane and returns to the 
                                                    middle plane with a roll 
                                                    kick; if the roll kick 
                                                    connects it will knock the
                                                    opponent to the front sway
                                                    plane
      

S. Power Super
--------------
Choreppa Dan             Charge d for 2 seconds,
                           df, f + K+S           


P. Power Super
--------------
Zanei Reppa              hcf + S          


Chain Attacks
-------------
Punch Starters
``````````````
P (*)  --------> K (*)      -----> S         -----> d + S (G, E)      
                 d + K (*, _)      f + S (*, v, E)
                                   d + S (_, E)
                                   db + S (*, A, E)
          

P close (*)----> K (*)      -----> S         -----> d + S (G, E)      
           :     d + K (*, _)      f + S (*, v, E)
           :                       d + S (_, E)
           :                       db + S (*, A, E)
           :
           :
           ----> P (*)      -----> K (*)     -----> S      -----> d + S (G, E)
                                   d + K (*)        f + S (*, v, E)
                                                    d + S (_, E)
                                                    db + S (*, A, E)


d + P (*)------> K (*)      -----> S         -----> d + S (G, E)      
           :     d + K (*, _)      f + S (*, v, E)
           :                       d + S (_, E)
           :                       db + S (*, A, E)
           :
           :
           ----> d + P (*)  -----> K (*)     -----> S      -----> d + S (G, E)
                              :    d + K (*, _)     f + S (*, v, E)
                              :                     d + S (_, E)
                              :                     db + S (*, A, E)
                              :
                              :
                              :
                              ---> d + P (*) ---->  K (*)  -----> S      ----+
                                               :    d + K (*, _)  f + S      :
                                               :                  (*, v, E)  :
                                               :                  d + S      :
                                               :                   (_, E)    :
                                               :                  db + S     :
                                               :                   (*, A, E) :
                                               :                             :
                                               :                             :
                                               :           d + S (G, E) <----+
                                               :
                                               :
                                               :
                                               ---> d + P (*)---> K (*)  ----+
                                                                             :
                                                                             :
                                                                             :
                                                                             :
                                              d + S (G, E) <-----     S <----+
                                                        f + S (*, v, E)
                                                           d + S (_, E)
                                                       db + S (*, A, E)

                      
P in air (0)---> S (1, H, O, E)
                 

Kick Starters
`````````````
K (*)  --------> K (*)      -----> S         -----> d + S (G, E)         
K close (*)      d + K (*, _)      f + S (*, v, E)
d + K (*, _)                       d + S (_, E)
                                   db + S (*, A, E)
           
        
K in air (0)---> S (1, H, O, E)


Strong Starters
```````````````
S close (*)----> S (*)      -----> S (*)     -----> S (*)  -----> f + S (v, E)
                                                                  


--------------Knockout Moves---------------- 
| Use as last hit on final deciding round. |
--------------------------------------------
Dive Fist                P/K from back sway plane
Turn Kick                S from back sway plane
Mid Kick Swipe           K far
Backslap                 S far
Air Chop Kick            u, S
Phantom Shiranui         qcf + L in air

also

any chain ending with f + S 
fourth S on the Strong Starter chain





*******************************************************************************
* 3.3 Joe Higashi                                                             *
*******************************************************************************
Colors
------
P - Yellow shorts w/ Red trim
L - White shorts w/ Blue trim



Throws
------
Lifting Pressure         f/b + S close  
Rapid Knees              df + S close


Basic Moves
-----------
Crawl                    hold df
Straight Punch           S from u short jump      overhead
Straight Kick            S from uf/ub short jump  overhead


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 in    pulls opponent to middle 
                           a sway plane             plane 
Sweep                    d + L when opponent is   pulls opponent to middle
                           in a sway plane          plane


Command Moves
-------------
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 blocking     you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation 
Feint Tiger Kick         b + P+K
Feint Hurricane Upper    d + P+K
Feint Slash Kick         f + P+K
Feint Screw Upper        d + K+S


Special Moves
------------- 
Hurricane Upper          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               Charge db, f + K / 
                           db, f + K
Powerful Slash Kick      Charge db, f + S /       first part must connect (not
                           db, f + S                blocked) to perform entire 
                                                    maneuver
Pressure Knee Slice      qcf + L                  move will not work if 
                                                    opponent is in either one
                                                    of the sway planes; Joe 
                                                    switches to the front sway
                                                    plane


S. Power Super
--------------
Screw Upper              f, hcf + K+S             absorbs projectiles


P. Power Supers
---------------
Slide Screw              f, hcf + S               absorbs projectiles


Chain Attacks
-------------
Punch Starters
``````````````
P (*)  --------> K (*)      -----> S (E)   
P close (*)      d + K (*, _)      f + S (*, v, E)
                 S (*, E)          d + S (_, E)
                                   db + S (*, A, E)
          

d + P (*)------> K (*)      -----> S (E)       
                 d + K (*, _)      f + S (*, v, E)
                                   d + S (_, E)
                                   db + S (*, A, E)
                     

b + P (*)------> S (*)      -----> S (*)     -----> S (*)  -----> S (*, A, E)


db + P (*)----> S          -----> S (E)


P in air (O)---> S (1, H, O, E)
                 

Kick Starters
`````````````
K (*)  --------> K (*)      -----> S (E)          
K close (*)      d + K (*, _)      f + S (*, v, E)
d + K (*, _)                       d + S (_, E)
                                   db + S (*, A, E)
           
         
K in air (O)---> S (1, H, O, E)


Strong Starters
```````````````
None



--------------Knockout Moves---------------- 
| Use as last hit on final deciding round. |
--------------------------------------------
Dive Elbow               P/K from back sway plane 
Slide Kick               S from back sway plane
Quick Elbow              P close
Sweep                    d + S
Straight Kick            S from uf/ub short jump 
High Kick                b + K
Pressure Knee Slice      qcf + L far              high kick must win the 
                                                    match, NOT the knee start
                                                    up

also

the second kick in the basic chain
any chain ending with f + S 





*******************************************************************************
* 3.4 Franco Bash                                                             *
*******************************************************************************
Colors
------
P - Blue costume
L - Green costume



Throw
-----
Head Crunch Elbow        f/b + S close


Basic Moves
-----------
Crawl                    hold df
Down Punch               S from short jump        overhead
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 in    pulls opponent to middle 
                           a sway plane             plane 
Sweep                    d + L when opponent is   pulls opponent to middle
                           in a sway plane          plane


Command Moves
-------------     
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 when    wake up attack
                            you are knocked down
Small Swing              f + P while blocking     you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation
Feint Zapper             d + P+K


Special Moves
-------------
Zapper                   qcf + P                  will collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process
Double Kong (BS)         qcb + P/S                P=fast, S=slow; second part 
                                                    is an overhead; Break Shot
                                                    works for S version only
Power Bicycle            qcf + K                  hits in all planes; knocks 
                                                    opponent to front sway 
                                                    plane
Waving Step              Charge b for 2 seconds,  dodges low and high attacks
                           f + K                    (including projectiles);
                                                    can go through opponent
  Quick Step             b, f + K / f, b + K      stops the Waving Step
Meteo Tackle             Charge db, f + S / 
                           db, f + S
  Meteo Back Blow        db, f + S                Meteo Tackle must touch 
                                                    opponent for this follow
                                                    up to be possible
Waving Blow              hcf + L                  move will not work if 
                                                    opponent is in either one
                                                    of the sway planes; Franco
                                                    moves to the front sway
                                                    plane, attacks to the back
                                                    sway plane, and will move
                                                    directly back to the
                                                    middle plane if no follow
                                                    up is used
  Waving Blow Finish     hcf + L                  the initial Waving Blow must
                                                    connect (not blocked) for
                                                    this follow up to be 
                                                    possible; Franco will
                                                    attack from the back sway
                                                    plane to the front sway
                                                    plane and then move back
                                                    into the middle plane


S. Power Supers
---------------           
Final Omega Blast        qcb, db, f + K+S          


P. Power Super
--------------
Armageddon Buster        hcb + S                  uppercut must connect (not 
                                                    blocked) in order for the
                                                    whole super to be 
                                                    performed
  Mess Up Pose           do nothing
  

---the opponent will be launched in the air;  you have a chance to perform---
 ---up to five maneuvers to juggle or attack them with; finishers will end---
---your string possibilities immediately as you can only perform them once;---
---it's best to try to get four combination attacks in, and end the string---
    ---with a finisher; (note: any significant pause between parts will--- 
                     ---effectively end the super)---

Combination Attacks
```````````````````
  One Two Straights      qcf + P                
  Reaching Uppercut      qcb + P 
  Uppercut               f, d, df + P   
  High Kick              qcb + K
  Roundhouse             f, d, df + K

Finishers
`````````
  Straight Kick          qcf + K
  Meteo Tackle Uppercut  qcf + S
  Omega Shot             qcb + S
  Power Bicycle          f, d, df + S


Chain Attacks
-------------
Punch Starters
``````````````
P (*)  --------> S (*)      -----> S (*)     -----> S (*)  -----> f + S 
P close (*)|                                                       (*, ^, E)
           |                                                      u + S (O, E)
           |                       
           |
           ----> K (*)      -----> S (E) 
                 d + K (*, _)      f + S (E)
                                   d + S (_, E)
                                   db + S (*, A, E)
                                   u + S (^, O, E)


d + P (*)------> d + P (*)  -----> d + P (*) -----> d + P (*, E)


P in air (O)---> S (1, H, O, E)


Kick Starters
`````````````
K (*)  --------> K (*)      -----> S (E) 
K close (*)      d + K (*, _)      f + S (E)
                 S (*, E)          d + S (_, E)
                                   db + S (*, A, E)
                                   u + S (^, O, E)     


d + K (*, _)---> K (*)      -----> S (E) 
                 d + K (*, _)      f + S (E)
                                   d + S (_, E)
                                   db + S (*, A, E)
                                   u + S (^, O, E)    


K in air (O)---> S (1, H, O, E)


Strong Starters
```````````````
None



--------------Knockout Moves---------------- 
| Use as last hit on final deciding round. |
--------------------------------------------
Dive Knee                P/K from back sway plane   
Power Punch              S from back sway plane
Small Swing              f + P while blocking 
Chopping Roundhouse      f + K
Power Bicycle            f, d, df + K 





*******************************************************************************
* 3.5 Mai Shiranui                                                            *
*******************************************************************************
Colors
------
P - Red costume
L - Green costume



Throws
------
Fuushakuzushi            f/b + S close 
Yumezakura               d + S close in air


Basic Moves
-----------
Crawl                    hold df
Double Punch             S from a short jump      overhead 
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 in    pulls opponent to middle 
                           a sway plane             plane 
Sweep                    d + L when opponent is   pulls opponent to middle
                           in a sway plane          plane


Command Moves
-------------
Slide High Kick          Dash Forward, d + K
Tail Strike              b + P                    knocks opponent to back 
                                                    sway plane; can feint the 
                                                    Tail Strike into a 
                                                    special/super which is
                                                    done by performing a 
                                                    special/super just before
                                                    the Tail Strike comes out
Thrust Kick              f + K
Double Foot Strike       tap S repeatedly when    wake up attack
                           you are knocked down 
Head Swipe               f + P while blocking     you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation
Feint Ka Cho Sen         d + P+K
Feint Ryu Em Bu          b + P+K


Special Moves
-------------
Ka Cho Sen               qcf + P                  will collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process
Ryu Em Bu (BS)           qcb + P                  absorbs projectiles
Violent Flower           qcb + S                  hits in all planes; will 
                                                    NOT collide with other 
                                                    projectiles; it will be
                                                    absorbed and the 
                                                    opponent's projectile
                                                    will continue its path 
Shinobi Bachi            hcf + S
Kagerono Mai             d, d + S                 
Musasabi Mai             d + P+K in air
Phantom Shiranui         qcf + L in air           move will not work if 
                                                    opponent is in either one
                                                    of the sway planes; Mai 
                                                    moves from the back sway 
                                                    plane and returns to the 
                                                    middle plane with a roll 
                                                    if the roll connects it 
                                                    will knock the opponent 
                                                    to the front sway plane


S. Power Super
--------------
Cho Shinobi Bachi        f, db, f + K+S /
                           f, hcf + K+S


P. Power Super
--------------
Leotard Shinobi Bachi    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 jump  overhead
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 in    pulls opponent to middle 
                           a sway plane             plane 
Sweep                    d + L when opponent is   pulls opponent to middle
                           in a sway plane          plane


Command Moves
-------------
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 feint the Step Elbow 
                                                    into a special/super which
                                                    is done by performing a 
                                                    special/super just before
                                                    the Step Elbow comes out
Flying Fish              tap S repeatedly when     wake up attack
                           you are knocked down
Leg Drop                 u + S on downed          pursue attack
                           opponent                 
Low Kick                 f + P while blocking     you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation
Feint Mad Spin Wolf      d + K+S  


Special Moves
-------------
Monkey Dance (BS)        f, d, df + K
Rolling Turtle           qcb + K                  
Rolling Sea Turtle       qcb + S                  move with b or f
Wild Wolf                Charge b for 2 seconds,  last 2 hits are overheads 
                           f + K
Bison Horns              Charge d for 2 seconds,  S version "escapes" backward
                           u + K/S                  further


S. Power Super
--------------
Dangerous Wolf           f, hcf + K+S             the falling Wild Wolf 
                                                    maneuvers are overheads


P. Power Super
--------------
Mad Spin Wolf            qcb, qcb + S
  Wolf Fang              tap S repeatedly


Chain Attacks
-------------
Punch Starters
``````````````
P (*)  --------> K (*)      -----> S         -----> u + S (G, E)    
d + P (*, _)     S (*, E)          f + S (*, v, E)
                                   df + S (_, E)
                                   db + S (*, A, E)
           

P close (*)----> K (*)      -----> S         -----> u + S (G, E)    
             :   S (*, E)          f + S (*, v, E)
             :                     df + S (_, E)
             :                     db + S (*, A, E)
             :
             :
             --> P (*)      -----> K (*)     -----> S      -----> u + S (G, E)
                              :    S (*, E)         f + S (*, v, E)
                              :                     df + S (_, E)
                              :                     db + S (*, A, E)
                              :
                              :
                              ---> P (*)     -----> K (*)  -----> S      ----+
                                                    S (*, E)      f + S      :
                                                                   (*, v, E) :
                                                                  df + S     :
                                                                   (_, E)    :
                                                                  db + S     :
                                                                   (*, A, E) :
                                                                             :
                                                                             :
                                                           u + S (G, E) <----+

         
P in air (O)---> S (1, H, O, E)
                 

Kick Starters
`````````````
K (*)  --------> K (*)      -----> S         -----> u + S (G, E)          
K close (*, _)   S (*, E)          f + S (*, v, E)
                                   df + S (_, E)
                                   db + S (*, A, E)


d + K (*, _)---> d + K (*, _)----> d + K (*, _, E)


K in air (O)---> S (1, H, O, E)
                 

Strong Starters
```````````````
S close (*)----> S (*)      -----> S (*)     -----> S (*)  -----> S (E)
                                   u + S (O, E)     u + S (O, E)  u + S (O, E)
                                    
   
                          
--------------Knockout Moves---------------- 
| Use as last hit on final deciding round. |
--------------------------------------------
Dive Headbutt            P from back sway plane
Dive Kick                K from back sway plane 
Strong Headbutt          S from back sway plane
Quick Roundhouse         K far
Sweep                    d + S
Rolling Sea Turtle       qcb + S 

also

any chain ending with f + S, df + S, or db + S





*******************************************************************************
* 3.7 Geese Howard                                                            *
*******************************************************************************
Colors
------
P - Red pants 
L - Blue pants 



Throws
------
Shinkuu Nage             f + S close 
Clamp Of The Tiger       b + S close  
  Fatal Blow Bopper      f + S    
Mauling Tiger Crunch     df + S close
Push Of The Tiger        db + S close             opponent is tossed to the 
                                                    other side of Geese and is
                                                    "stunned" for a split 
                                                    second
  Fatal Squeeze Fury     uf + S


Basic Moves
-----------
Crawl                    hold df
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 in    pulls opponent to middle 
                           a sway plane             plane 
Sweep                    d + L when opponent is   pulls opponent to middle
                           in a sway plane          plane


Command Moves
-------------
Rising Palm              db + P
Rolling Sweep            b + K                    knocks opponent into back
                                                    sway plane; can feint
                                                    the Rolling Sweep into a 
                                                    special/super which is
                                                    done by performing a 
                                                    special/super just before
                                                    the Rolling Sweep comes 
                                                    out
Raimei Gouha Nage        d + S close on downed    pursue attack
                           opponent            
Slash Uppercut           f + P while blocking     you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation
Feint Reppu Ken          d + P+K
Feint Jaei Ken           f + P+K
Feint Raging Storm       d + K+S

                                                          
Special Moves
-------------
Reppu Ken                qcb + P                  will collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process
Double Reppu Ken         qcb + S                  start up absorbs other 
                                                    projectiles; if start up
                                                    absorbs a projectile, a 
                                                    small Reppu Ken will be
                                                    released and continue its
                                                    path; if no absorbing is
                                                    done on the start up of 
                                                    the move the actual 
                                                    Reppu Ken will appear
                                                    larger, however, both
                                                    the large and small Reppu
                                                    Ken will collide with 
                                                    other projectiles to
                                                    "destroy" them and be
                                                    "destroyed" as well
Shippu Ken               qcb + P in air           overhead; can control 
                                                    descent with b or f; will
                                                    collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process
Shin Shippu Ken          qcb + S in air           must be blocked low; passes
                                                    through other projectiles
                                                    as they pass through it
Jaei Ken                 Charge b for 2 seconds,  dash must connect (not 
                           f + K                    blocked) to perform entire
                                                    maneuver
Shin Jaei Ken (BS)       Charge b for 2 seconds,  dash must connect (not
                           f + S                    blocked) to perform entire
                                                    maneuver
Dragon Throw             hcf + K                  counter attack to jump 
                                                    maneuvers and special
                                                    moves (not projectiles)
Chudan Atemi Uchi (BS)   hcf + S                  high counter
                                                          

S. Power Super
--------------
Raging Storm             db, hcb, df + K+S        hits in all planes; absorbs
                                                    projectiles


P. Power Supers
---------------
Thunder Break            f, df, d + S             hits in both planes; absorbs
                                                    projectiles
Deadly Rave              hcb, f + P, P, K, S      dash in must connect (not
                           S, S, K, S,              blocked) for the entire
                                                    super to be performed
  Finish                 qcb + S 


Chain Attacks
-------------
Punch Starters
``````````````
P (*)  --------> K (*)      -----> S (A, E)       
P close (*)|     P (*)             f + S (*, ^, E)
           |     d + P (*)         d + S (_, E)
           |                       db + S (*, A, E)
           |
           ----> S (*)      -----> S (*)    -----> S (*)   -----> f + S  ----+
                                                                             |
                                                                             |
                                                                             |
                                                                             |
                                                             d + S (G, E) <--+


d + P (*)------> K (*)      -----> S (A, E)      
                 P (*)             f + S (*, ^, E)
                 d + P (*)         d + S (_, E)
                                   db + S (*, A, E)


P in air-------> S (1, H, O, E)
  (*, O)


Kick Starters
`````````````
K (*)  --------> K (*)      -----> S (A, E)  
K close (*)                        f + S (*, ^, E)
d + K (*, _)                       d + S (_, E)    
                                   db + S (*, A, E)

             
K in air-------> S (1, H, O, E)
  (*, O)


Strong Starters
```````````````
None



--------------Knockout Moves---------------- 
| Use as last hit on final deciding round. |
--------------------------------------------
Dive Elbow               P/K from back sway plane 
Low Foot                 S from back sway plane 





*******************************************************************************
* 3.8 Billy Kane                                                              *
*******************************************************************************
Colors
------
P - Blue costume 
L - Black costume 



Throws
------
Pole Toss                f/b + S close 
Pole Strangle            f + K close


Basic Moves
-----------
Crawl                    hold df
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 in    pulls opponent to middle 
                           a sway plane             plane 
Pole Sweep               d + L when opponent is   pulls opponent to middle
                           in a sway plane          plane


Command Moves
-------------
Pole Stab                f + P
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 blocking     you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation
Feint Power Hi Sho Bonk  b + P+K


Special Moves
-------------
San Setsu Kon            Charge b for 2 seconds,  absorbs projectiles
                           f + P
  Flame San Setsu Kon    b, f + S                 San Setsu Kon must connect 
                                                    (not blocked) to perform 
                                                    this follow up 
Sparrow Drop             qcb + P
Whirlwind Pole           tap P repeatedly         absorbs projectiles
Karyu Tsuigeki Kon (BS)  qcb + K                  high counter attack
Suiryu Tsuigeki Kon (BS) qcb + S                  counter attack to jump 
                                                    maneuvers and special
                                                    moves (not projectiles)
Power Hi Sho Bonk        db, qcf + K              control descent with b or f;
                                                    descending part is an 
                                                    overhead


S. Power Supers
---------------
Super Fire Wheel         qcf, hcb + K+S           absorbs projectiles


P. Power Super
-------------- 
Scarlet Uppercut (BS)    f, df, d + S                    


Chain Attacks
-------------
Punch Starters
``````````````
P (*)  --------> P (*)      -----> S         -----> d + S (G, E)   
P close (*)|     d + K (*, _)      f + S (*, ^, E)
d + P      |                       d + S (_, E)
 (*, _)    |                       
           |
           ----> K (*)      -----> qcf + S (E)
                                  

P in air (O)---> S (1, H, O, E)


Kick Starters
`````````````
K close (*)----> d + K (*, _)----> S         -----> d + S (G, E)      
d + K  (*, _)                      f + S (*, ^, E)
                                   d + S (_, E)
                                  
           
K in air (O)---> S (1, H, O, E)


Strong Starters
```````````````
None



--------------Knockout Moves---------------- 
| Use as last hit on final deciding round. |
--------------------------------------------
Dive Spin Pole           P/K from back sway plane
Pole Thrust              S from back sway plane
Quick Low Foot           d + K
Double Trip              d + S 

also

any chain ending with d + S (the trip NOT the pursue attack)





*******************************************************************************
* 3.9 Hon-Fu                                                                  *
*******************************************************************************
Colors
------
P - Orange pants w/ Black top
L - Red pants w/ Red top



Throws
------
Leg Toss                 f/b + S close
Buddhist Bopper          df + S close 


Basic Moves
-----------
Crawl                    hold df
Down Nunchaku            S from short jump        overhead
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 Nun.    L when opponent is in    pulls opponent to middle 
                           a sway plane             plane 
Sweep/Nunchaku Sweep     d + L when opponent is   pulls opponent to middle
                           in a sway plane          plane


Command Moves
-------------
Slide Boot               Dash Forward, d + K
Rising Nunchaku          db + P
Roundhouse               f + K                    can feint the Roundhouse
                                                    into a special/super which
                                                    is done by performing a 
                                                    special/super just before
                                                    the Roundhouse comes out
Nunchaku Bop             d + S on downed          pursue attack
                           opponent    
Side Nunchaku            f + P while blocking     you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation
Feint Seikuu Rekka Kon   b + P+K
Feint Lightning On Earth f + P+K


Special Moves
-------------
Seikuu Rekka Kon (BS)    f, d, df + P           
Fire Stallion            tap P repeatedly         if no P is tapped after 
                                                    move starts, Hon-Fu will 
                                                    finish with  himself in 
                                                    a "stun"; tap P in a good 
                                                    rythm to have Hon-Fu 
                                                    finish with a fire attack;
                                                    if the tapped P portion is
                                                    not in a good rythm you 
                                                    will again end up in a 
                                                    "stun"
Heavenly Lightning       qcb + K
Lightning On Earth       Charge db for 2          must be blocked low
                           seconds, f + K         
   Low Headbutt Exit     tap K repeatedly         must be blocked low
Sure Victory Counter     qcb + S                  if kicks reaches low enough
                                                    then the move must be
                                                    blocked low              
Kaoloon's Prediction     hcf + S                  kick must connect (not 
                                                    blocked) with opponent on
                                                    the ground for entire move
                                                    to come out
Black Dragon             hcf + S                  kick must connect (not
                                                    blocked) with opponent in
                                                    the air for entire move to
                                                    come out


S. Power Super
-------------- 
Exploding Goro           qcb, db, f + K+S


P. Power Super
--------------
Storm In Gadentsa        qcb, db, f + S           dash in must connect (not 
                                                    blocked in order to 
                                                    perform the entire super


Chain Attacks
-------------
Punch Starters
``````````````
P (*)  --------> K (*)      -----> S (A, E) 
P close (*)      P (*)             f + S (*, v, E)
                 d + K (*)         d + S (_, E)
                 S (*, E)          db + S (*, A, E)
           
         
d + P (*)------> K (*)      -----> S (A, E) 
                 d + K (*, _)      f + S (*, v, E) 
                                   d + S (_, E)
                                   db + S (*, A, E)
           

db + P (*)-----> S (O)      -----> S (E)


P in air (O)---> S (1, H, O, E)


Kick Starters
`````````````
K (*)  --------> K (*)      -----> S (A, E) 
K close (*)      d + K (*)         f + S (*, v, E) 
d + K (*)                          d + S (_, E)
                                   db + S (*, A, E)
         

K in air (O)---> S (1, H, O, E)


Strong Starters
```````````````
None



--------------Knockout Moves---------------- 
| Use as last hit on final deciding round. |
--------------------------------------------
Dive Kick                P/K from back sway plane 
Slide Kick               S from back sway plane  
Roundhouse               S close
Chopping Jump Kick       S ub/uf high jump

also

any chain ending with f + S
the regular S finish on the basic chain





*******************************************************************************
* 3.10 Ryuji Yamazaki                                                         *
*******************************************************************************
Colors
------
P - Black costume w/ Blonde hair
L - Blue costume w/ Red hair



Throws
------
Grab And Toss            f/b + S close  
Headbutts                df + S close


Basic 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 in    pulls opponent to middle 
                           a sway plane             plane 
Sweep/Hand Sweep         d + L when opponent is   pulls opponent to middle
                           in a sway plane          plane


Command Moves
-------------
Down Fist                f + P                    both hits are overheads; can 
                                                    feint the Down Fist into
                                                    a special/super which is
                                                    done by performing a 
                                                    special/super just before
                                                    the Down Fist comes out
Uppercut Swing           db + P
Sand Shower              tap S repeatedly when    wake up move
                           you are knocked down
Hellish Palm             d + S on downed          pursue attack
                           opponent   
Swipe Away               f + P while blocking     you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation


Special Moves
-------------
Judgement Dagger (BS)    f, db, f + P/S           P=short, S=long; Break Shot
                                                    for S version only
Zenpou Snake Tamer       qcb + S (hold button 
                           to delay) 
  Abort                  P   
  Taikuu Snake Tamer     uf                       you must being pressing uf
                                                    just before releasing S
                                                    or holding it during the
                                                    release to get the Taikuu
                                                    version
    Abort                P   
             
Double Return            qcf + S                  absorbs projectiles and will
                                                    send a projectile of his
                                                    own back if successful 
                                                    with an absorb; will only
                                                    absorb Sokaku's Wild Ape 
                                                    Hunting and not send 
                                                    anything back; will send 
                                                    Sokaku's Makibishi Masher
                                                    and Mai's Ka Cho Sen back
                                                    instead of his own 
                                                    projectile when he absorbs
                                                    them; if Yamazaki absorbs 
                                                    Mai's Violent Flower, he 
                                                    will send one Ka Cho Sen
                                                    back; does not absorb
                                                    or send back Chonrei's
                                                    Emperor Blast; does not
                                                    absorb or send back any 
                                                    projectile supers
Sado Maso                hcf + K                  high counter attack       


S. Power Super
-------------- 
Guillotine               hcb, f + K+S             the descent catch is an 
                                                    overhead         


P. Power Super
-------------- 
Yondan Drill             360 + S close, tap S     unblockable; tap S:
                           repeatedly to             0-7=level 1, 4 hits
                           empower                   8-9=level 2, 5 hits
                                                     10-15=level 3, 6 hits
                                                     +16=level 4, 8 hits
                                                   

Chain Attacks
-------------
Punch Starters
``````````````
P (*)  --------> K (*, _)   -----> f + S     -----> d + S (G, E)
P close (*)|     f + K (*)         S (*, E)  
           |     d + K (*, _)      d + S (_, E) 
           |                       db + S (*, A, E)
           |
           ----> S (*)      -----> S (*, 1)  -----> b + S  -----> d + S (G, E)
                                                    S (*, E)
                                                    f + S (O, E)


P in air (O)---> S (1, H, O, E)


Kick Starters
-------------
K (*)  --------> K (*, _)   -----> f + S     -----> d + S (G, E) 
K close          f + K (*)         S (*, E) 
 (*, _)          d + K (*, _)      d + S (_, E) 
                 S (*, ^, E)       db + S (*, A, E)
                 f + S (*, v, E)
           

d + K (*, _)---> K (*, _)   -----> f + S     -----> d + S (G, E) 
                 f + K (*)         S (*, E) 
                 d + K (*, _)      d + S (_, E) 
                                   db + S (*, A, E)


K in air (O)---> S (1, H, O, E)


Strong Starters
```````````````
None



--------------Knockout Moves---------------- 
| Use as last hit on final deciding round. |
--------------------------------------------
Dive Uppercut            P from back sway plane
Dive Kick                K from back sway plane
Strong Uppercut          S from back sway plane

also

the first and last regular S in his basic chain (aka P, S, S, S, S)





*******************************************************************************
* 3.11 Sokaku Mochizuki                                                       *
*******************************************************************************
Colors
------
P - White pants w/ Blue top 
L - Blue pants w/ Yellow top



Throws
------
Fall Back Slam           f + S close
No Way Out Crush         b + S close  
  Hell's Gate            f + S
Falling Slam             d + S close in air         
  

Basic Moves
-----------
Crawl                    hold df
Staff Swipe              S from a short jump      overhead 
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 in    pulls opponent to middle 
                           a sway plane             plane 
Staff Sweep              d + L when opponent is   pulls opponent to middle
                           in a sway plane          plane


Command Moves
-------------
Staff Thrust             db + P
Lightning Strike         d + S on downed          pursue attack
                           opponent   
Low Staff                f + P while blocking     you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation
Feint Makibishi Masher   d + P+K
Feint Thunder            d + K+S


Special Moves
-------------
Makibishi Masher         qcf + P                  when descending low enough,
                                                    the move must be blocked
                                                    low; will collide with 
                                                    other projectiles as both
                                                    will be "destroyed" in 
                                                    the process
Wild Ape Hunting         qcb + P                  projectile Sokakus must 
                                                    connect (not blocked) for
                                                    entire move to be 
                                                    performed; it is possible
                                                    for Sokakus to hit low
                                                    enough that the move
                                                    must be blocked low; will 
                                                    collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process
Genmu Jin                f, d, df + P             teleport above opponent and
                                                    descends with an attack;
                                                    overhead
Dance Of Demons          tap P repeatedly         absorbs projectiles
  Heaven Break           db + S
  Swipe Break            df + S                   must be blocked low
  Falling Staff          uf + S                   overhead
  Straight Swing         f + S
  Fell Break             L                        hits in all planes       
Higi Kaminari Otoshi     f, d, df + K             will collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process
Vortex Inferno (BS)      d, b, db + K             low dodge                 
Jashin Kon               hcf + K                  reflects projectiles
Possession Blast         f, b, f + S              after performing this move 
                                                    Sokaku will "rest" leaving
                                                    you unable to block for a
                                                    moment; move must connect
                                                    (not blocked) to perform
                                                    the entire maneuver; 
                                                    absorbs projectiles
Ki Mon Jin               360 + S close            unblockable
                                                      
                                               
S. Power Super
--------------
Thunder                  f, df, d, qcf + K+S      absorbs projectiles


P. Power Super
--------------
Raijin No Ibuki          f, df, d, qcf + S        absorbs projectiles


Chain Attacks
-------------
Punch Starters
``````````````
P (*)  --------> K (*)      -----> f + S     -----> d + S (G, E)
P close (*)      d + K (*, _)      S (*, ^, E) 
                 S (*, _, E)       d + S (_, E)
                                   db + S (*, A, E)
           
         
P in air (O)---> S (1, H, O, E)


Kick Starters
-------------
K (*)  --------> K (*)      -----> f + S     -----> d + S (G, E)
K close (*)|     d + K (*, _)      S (*, ^, E)  
           |                       d + S (_, E)
           |                       db + S (*, A, E)
           |
           ----> f + S (*)  -----> f + S (*, v, E)


d + K (*, _)---> K (*)      -----> f + S     -----> d + S (G, E)
                 d + K (*, _)      S (*, ^, E) 
                 S (*, _, E)       d + S (_, E)
                                   db + S (*, A, E)
          

K in air (O)---> S (1, H, O, E)


Strong Starters
```````````````
S close (*)----> S (*)      -----> S (*)     -----> S (*) -----> d + S (E)



--------------Knockout Moves---------------- 
| Use as last hit on final deciding round. |
--------------------------------------------
Dive Low Foot            P/K from back sway plane     
Staff Charge             S from back sway plane

also

the second and fourth regular S in his basic chain (aka S, S, S, S, d +S)
the final f + S off his kick basic chain (aka K, f + S, f + S)





*******************************************************************************
* 3.12 Blue Mary                                                              *
*******************************************************************************
Colors
------
P - Blue pants w/ Red-Orange top
L - Purple pants w/ Purple top



Throw
-----
Tomi Nage                b + S close
  Achilles Hold          f + S                    holding f directly after the
                                                    previous part helps in 
                                                    performing this follow up


Basic Moves
-----------
Crawl                    hold df
Air Elbow                S from a short jump      overhead
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 in    pulls opponent to middle 
                           a sway plane             plane 
Sweep                    d + L when opponent is   pulls opponent to middle
                           in a sway plane          plane


Command Moves
-------------
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
                           opponent               pursue attack
Leg Drop                 u + S on downed          pursue attack
                           opponent  
Fire Kick                d, u + S when you are    wake up attack
                           knocked down
Throat Elbow             f + P while blocking     you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation


Special Moves
-------------
Spin Fall                qcf + P                  overhead
Mary Dodge               qcb + P                  quick high dodge
  Good Night Backbreaker b + P when close         unblockable
    Face Lock            b + K
Vertical Arrow           f, d, df + K
  Mary Snatcher          f, d, df + K             first part must connect (not
                                                    blocked) for the follow up
                                                    to be possible
Mary Head Buster         qcb + K                  high counter attack; 
                                                    launches opponent into the
                                                    air; can follow with 
                                                    Vertical Arrow
Straight Slice (BS)      Charge b for 2 seconds,  
                           f + K
  Stun Slice             b, f + K                 first part much connect (not
                                                    blocked) for this follow
                                                    up to be possible
Mary Crab Clutch         Charge b for 2 seconds,  must be blocked low; move
                           f + S                    must connect (not blocked)
                                                    to perform the entire 
                                                    maneuver
Mary Spider              qcf + S                  unblockable
Stun Gun Smasher         qcb + S                  counter attack to jump 
                                                    maneuvers and special
                                                    moves (not projectiles)


S. Power Super
--------------
Mary Typhoon             f, hcf + K+S             unblockable


P. Power Super
--------------
Mary Driving Smasher     f, hcf + S close         unblockable


Chain Attacks
-------------
Punch Starters
``````````````
P (*)  --------> K (*)      -----> S         -----> u + S (G, E)
                 d + K (*, _)      b + S (v, E)     d + S (G, E)
                 S (*, E)          f + S (*, A, E)
                                   d + S (_, E) 
                                   db/df + S (*, E)


P close (*)----> K (*)      -----> S         -----> u + S (G, E)
           :     d + K (*, _)      b + S (v, E)     d + S (G, E)
           :     S (*, E)          f + S (*, A, E)
           :                       d + S (_, E) 
           :                       db/df + S (*, E)
           :
           :
           ----> P (*)      -----> K (*)     -----> S        ------> u + S 
                                   d + K (*, _)     b + S (v, E)      (G, E)
                                   S (*, E)         f + S (*, A, E)  d + S 
                                                    d + S (_, E)      (G, E)
                                                    db/df + S (*, E)


d + P (*)------> d + P (*)  -----> d + P (*, E)


P in air (O) --> S (1, H, O, E)  
                 

Kick Starters
`````````````
K (*)  --------> K (*)      -----> S         -----> u + S (G, E)
K close (*)      d + K (*, _)      b + S (v, E)     d + S (G, E)
d + K (*, _)                       f + S (*, A, E)
                                   d + S (_, E) 
                                   db/df + S (*, E)
        

K in air (O) --> S (1, H, O, E) 


Strong Starters
```````````````
None



--------------Knockout Moves---------------- 
| Use as last hit on final deciding round. |
--------------------------------------------
Dive Elbow               P/K from back sway plane
Low Foot                 S from back sway plane
Step Roller              b + K                    first part only

also

any chain ending with b + S





*******************************************************************************
* 3.13 Kim Kaphwan                                                            *
*******************************************************************************
Colors
------
P - White costume w/ Blue trim
L - Black costume w/ Red trim



Throw
-----
Taiotoshi                f/b + S close 


Basic Moves
-----------
Crawl                    hold df
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 in    pulls opponent to middle 
                           a sway plane             plane 
Sweep                    d + L when opponent is   pulls opponent to middle
                           in a sway plane          plane


Command Moves
-------------
Quick Poke               d + P                    must be blocked low
Axe Kick                 f + K                    overhead 
Hakikyaku                P+K                      must be blocked low
Gut Kick                 f + P while blocking     you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation
Feint Crescent Moon S.   f + P+K
Feint Phoenix Flattner   d + K+S


Special Moves
-------------
Ku Sajin (BS)            f, d, df + P             hits in all planes
Crescent Moon Slash      qcb + K/S                K=short, S=long
Flying Swallow Slice     Charge d for 2 seconds,
                           u + K
   Sky Raising Slash     d + K                    Flying Swallow Slice must 
                                                    connect (not blocked) for
                                                    follow up to be possible
Hi Sho Kyaku             d + K in air
   

S. Power Super
--------------
Phoenix Kick Dance       hcf + K+S in air         move must connect (not 
                                                    blocked) to perform entire
                                                    super


P. Power Super
--------------
Phoenix Flattner         qcb, db, f + S           dash in must connect (not
                                                    blocked) to perform entire
                                                    super


Chain Attacks
-------------
Punch Starters
``````````````
P (*)  --------> K (*)      -----> S (E)
                 d + K (*, _)  |   f + S (*, v, E)  
                               |   d + S (_, E)
                               |   db + S (*, A, E)
                               |
                               --> K (*)     -----> S (*, A)----> S (E)
                                   

P close (*)----> K (*)      -----> S (E)
           :     d + K (*, _)  |   f + S (*, v, E)  
           :                   |   d + S (_, E)
           :                   |   db + S (*, A, E)
           :                   |
           :                   --> K (*)     -----> S (*, A)----> S (E)
           :
           :
           ----> P (*)      -----> K (*)     -----> S (E)
                               :   d + K (*, _) :   f + S (*, v, E) 
                               :                :   d + S (_, E)
                               :                :   db + S (*, A, E)    
                               :                :
                               :                --> K (*) -----> S      ----+
                               :                                  (*, A)    :
                               :                                            :
                               :                                            :
                               :                                            :
                               :                                   S (E) <--+
                               :
                               :
                               ---> P (*)    -----> K (*)-----> S (E) 
                                                :   d + K   :   f + S 
                                                :    (*, _) :     (*, v, E)
                                                :           :   d + S (_, E)
                                                :           :   db + S 
                                                :           :     (*, A, E) 
                                                :           :
                                                :           :
                                                :           --> K (*)   ----+
                                                :                           :
                                                :                           :
                                                :                           :
                                                :                           :
                                                :      S (E) <- S (*, A) <--+
                                                :
                                                :
                                                :
                                                :
                                                --> P (*)-----> K (*)   ----+
                                                                d + K       :
                                                                 (*, _)     :
                                                                            :
                                                                            :
                                                                   S (E) <--+
                                                         f + S (*, v, E)  :
                                                            d + S (_, E)  :
                                                        db + S (*, A, E)  :
                                                                          :
                                       S (E) <-- S (*, A) <------  K (*) <-


d + P (*, _)----> K (*)      -----> S (E)
           :      d + K (*, _)  |   f + S (*, v, E)  
           :                    |   d + S (_, E)
           :                    |   db + S (*, A, E)
           :                    |
           :                    --> K (*)     -----> S (*, A)----> S (E)
           :
           :
           ----> d + P (*, _)-----> K (*)     -----> S (E)
                               :    d + K (*, _):    f + S (*, v, E) 
                               :                :    d + S (_, E)
                               :                :    db + S (*, A, E)    
                               :                :
                               :                --> K (*) -----> S      ----+
                               :                                  (*, A)    :
                               :                                            :
                               :                                            :
                               :                                            :
                               :                                   S (E) <--+
                               :
                               :
                               ---> d + P (*, _)--> K (*)-----> S (E) 
                                                :   d + K   :   f + S 
                                                :    (*, _) :     (*, v, E)
                                                :           :   d + S (_, E)
                                                :           :   db + S 
                                                :           :     (*, A, E) 
                                                :           :
                                                :           :
                                                :           --> K (*)   ----+
                                                :                           :
                                                :                           :
                                                :                           :
                                                :                           :
                                                :      S (E) <- S (*, A) <--+
                                                :
                                                :
                                                :
                                                :
                                                --> d + P-----> K (*)   ----+
                                                     (*, _)     d + K       :
                                                                 (*, _)     :
                                                                            :
                                                                            :
                                                                   S (E) <--+
                                                         f + S (*, v, E)  :
                                                            d + S (_, E)  :
                                                        db + S (*, A, E)  :
                                                                          :
                                       S (E) <-- S (*, A) <------  K (*) <-


P in air-------> S (1, H, O, E)
  (*, O)         


Kick Starters
`````````````
K (*)  --------> K (*)      -----> S (E)
K close (*)      d + K (*, _)  |   f + S (*, v, E)
d + K (*, _)                   |   d + S (_, E)
                               |   db + S (*, A, E)
                               |
                               --> K (*)     -----> S (*, A)----> S (E)
         

K in air-------> S (1, H, O, E)
  (*, O)         


Strong Starters
```````````````
S far  --------> S (E)



--------------Knockout Moves---------------- 
| Use as last hit on final deciding round. |
--------------------------------------------
Dive Kick                P/K from back sway plane
Turn Kick                S from back sway plane
Quick Side Kick          K far
Low Foot Poke            d + K

also

any chain ending with f + S or d + K
the first or last regular S on his basic chain (aka S, S)





*******************************************************************************
* 3.14 Jin Chonrei                                                            *
*******************************************************************************
Colors
------
P - Blue costume 
L - Black costume



Throw
-----
Blast Away               f/b + S close


Basic Moves
-----------
Crawl                    hold df
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 in    pulls opponent to middle 
                           a sway plane             plane 
Sweep                    d + L when opponent is   pulls opponent to middle
                           in a sway plane          plane


Command Moves
-------------
Slide Poke               Dash Forward, d + P
Axe Kick                 f + K  
Quick Poke               f + P while blocking     you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation
Feint Teio Tengan Ken    d + P+K                  
Feint Empire Destiny S.  d + K+S


Special Moves
-------------            
Teio Tengan Ken          qcf + P/S                P=slow, S=fast; will collide
                                                    with other projectiles as
                                                    both will be "destroyed" 
                                                    in the process
Emperor Crunch (BS)      f, d, df + P/S           P=short, S=further; Break 
                                                    Shot works for P version
                                                    only
Emperor God Bop          f, f + P
Extended Emperor God Bop f, f, f + P
Dragon Transformation    qcf + K                  hold K to roll further; can 
                                                    roll past opponent
Teio Tashin Ken          qcb + K                  reflects projectiles
Emperor Blast            qcb, f + S               not only causes damage to 
                                                    opponent, but will also
                                                    regenerate a portion of 
                                                    Chonrei's lifebar as well;
                                                    will collide with 
                                                    other projectiles as both
                                                    will be "destroyed" in 
                                                    the process


S. Power Supers
---------------
Empire Destiny Slash     f, hcf + K+S             hits in all planes; absorbs 
                                                    projectiles


P. Power Super
--------------
Emperor Roar Destroyer   f, hcf + S               absorbs projectiles


Chain Attacks
-------------
Punch Starters
``````````````
P (*)  --------> K (*)      -----> S (E) 
P close (*)      P (*)             f + S (*, ^, E)
                 d + K (*, _)      d + S (_, E)
                                  
 
d + P (*)------> K (*)      -----> S (E) 
           :     P (*)             f + S (*, ^, E)
           :     d + K (*, _)      d + S (_, E)
           : 
           :
           ----> d + P (*)  -----> K (*)     -----> S (E)
                              :    P (*)            f + S (*, ^, E)
                              :    d + K (*, _)     d + S (_, E)
                              :
                              :
                              ---> d + P (*) -----> K (*) -----> S (E)
                                               :    P (*)        f + S 
                                               :    d + K (*, _)  (*, ^, E)
                                               :                 d + S (_, E)
                                               :
                                               :
                                               ---> d + P (*)--> P (*)  ----+
                                                                 d + K      :
                                                                  (*, _)    :
                                                                            :
                                                                            :
                                                                 S (E) <----+
                                                       f + S (*, ^, E)
                                                          d + S (_, E)


P in air (O)---> S (1, H, O, E)


Kick Starters
`````````````
K (*)  --------> K (*)      -----> S (E)
K close (*)      d + K (*, _)      f + S (*, ^, E) 
d + K (*, _)                       d + S (_, E)
                          
       
K in air (O)---> S (1, H, O, E)


Strong Starters
```````````````
None



--------------Knockout Moves---------------- 
| Use as last hit on final deciding round. |
--------------------------------------------
Push                     P/K from back sway plane
Knee Slide               S from back sway plane
Quick Poke               f + P while blocking 
Roundhouse               K far
Double Punch             S far





*******************************************************************************
* 3.15 Jin Chonshu                                                            *
*******************************************************************************
Colors
------
P - Red costume 
L - Teal costume



Throw
-----
Blast Away               f/b + S close


Basic Moves
-----------
Crawl                    hold df
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 K. Slide/S. Foot  S from sway planes       must be blocked low; knocks
                                                    opponent to opposite
                                                    sway plane if connected 
                                                    (not blocked)
Reach Swipe              L when opponent is in    pulls opponent to middle 
                           a sway plane             plane 
Sweep                    d + L when opponent is   pulls opponent to middle
                           in a sway plane          plane


Command Moves
-------------
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 blocking     you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation
Feint Teio Tengan Ken    d + P+K
Feint Emperor Drain      d + K+S


Special Moves
-------------
Teio Tengan Ken          qcf + P/S                P=slow, S=fast; will collide
                                                    with other projectiles as
                                                    both will be "destroyed" 
                                                    in the process
Emperor Crunch (BS)      f, d, df + P/S           P=short, S=further; Break 
                                                    Shot works for S version
                                                    only
Emperor God Bop          f, f + P                 elbow must connect (not
                                                    blocked) to perform the
                                                    entire maneuver

Eyes Of The Emperor      hcb + P/S                P=stationary teleport, 
                                                    S=teleports behind 
                                                    opponent; invulnerable for
                                                    split second while 
                                                    teleporting
Emperor God's Eye        hcb + K                  teleports Chonshu above 
                                                    opponent; can control
                                                    descent with b or f; 
                                                    invulnerable for split 
                                                    second while teleporting
  Rolling Dive           P/K/S                    overhead; after connecting
                                                    move (not blocked) you
                                                    can control roll away 
                                                    descent with b or f


S. Power Super
--------------
Emperor Drain            qcb, f + K+S             not only causes damage to 
                                                    opponent, but will also
                                                    regenerate a portion of 
                                                    Chonshu's lifebar as well;
                                                    must connect (not blocked)
                                                    in order to do this 
                                                    however; will absorb 
                                                    projectiles


P. Power Super
--------------
Teio Syukukyo Ken        qcb, f + S               hits in all planes; will 
                                                    absorb projectiles


Chain Attacks
-------------
Punch Starters
``````````````
P      --------> K (*)      -----> S (O, E)
P close          P (*, 1)          f + S (*, v, E)
d + P            d + K (*, _)      d + S (_, E) 
                                  
        
P in air (O)---> S (1, H, O, E)


Kick Starters
`````````````
K      --------> K (*)      -----> S (O, E)
K close          d + K (*, _)      f + S (*, v, E) 
d + K (_)                          d + S (_, E) 
                                 
               
K in air (O)---> S (1, H, O, E)


Strong Starters
```````````````
None



--------------Knockout Moves---------------- 
| Use as last hit on final deciding round. |
--------------------------------------------
Push                     P/K from back sway plane
Knee Slide               S from back sway plane
Roundhouse               K far

also

any chain ending with f + S





*******************************************************************************
* 3.16 Duck King                                                              *
*******************************************************************************
Colors
------
P - Yellow top w/ Blue vest and Black pants
L - White top w/ Green vest and Blue pants



Throws
------
Slam Dunk                f/b + S close
Neck Slam                d + S close in air


Basic Moves
-----------
Crawl                    hold df
Hop Kick                 K far                    low dodge
Shin Kick                K close                  must be blocked low
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 K. S from sway planes       knocks opponent to opposite
                                                    sway plane if connected 
                                                    (not blocked); must be 
                                                    blocked low if performed 
                                                    from front sway plane
Backhand/Reach Slap      L when opponent is in    pulls opponent to middle 
                           a sway plane             plane 
Sweep                    d + L when opponent is   pulls opponent to middle
                           in a sway plane          plane


Command Moves
-------------
Duck Fake Air            d, d in air              causes duck to stop in mid
                                                    air for a split second; 
                                                    cannot perform air 
                                                    normals after this; can
                                                    use as an air dodge as 
                                                    Duck is invulnerable for
                                                    a split second
  Drop Straight Down     do nothing
  Drop Diagonally Back   b
  Drop Diagon. Forward   f
Duck Fake Ground         Dash Forward, df + S     dodges high attacks, will 
                                                    slide past opponent
Down Swipe               b + P                    overhead; can feint the 
                                                    Down Swipe into a 
                                                    special/super which is
                                                    done by performing a 
                                                    special/super just before
                                                    the Down Swipe comes out
Slide                    df + K                   must be blocked low
Ground Spin              d + S on downed          pursue attack
                           opponent     
Power Headbutt           f + P while blocking     you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation
Feint Duck Dance         d + K+S


Special Moves
-------------
Head Spin Attack         qcf + P
Riding Spin Attack       qcf + S
  Kick Finish            S                        Riding Head Spin Attack must
                                                    touch opponent in order
                                                    for this follow up to be
                                                    available
Flying Spin Attack       qcb + P in air
Neo Break Storm          f, d, df + K
Dancing Dive (BS)        qcb + K            
      
                                                       
S. Power Supers
---------------
Break Spiral             hcf, uf, d + K+S close   unblockable 


P. Power Super
-------------- 
Duck Dance               d, d + P+K+S            


---you have the length of time before you P bar runs out to perform one of--- 
                      ---the following maneuvers:---


  Air Cannonball         f, df, d + K+S in air    
  Cannonball             Charge b for 2 seconds,  
                           f, b, f + K+S            
  Dance Kick             qcb, qcb + K+S           
  Heaven's Knee          qcf, qcf + K+S           
  Enhanced Break Spiral  hcf, uf, d + K+S close   unblockable 


Chain Attacks
-------------
Punch Starters
``````````````
P (*)  --------> K (*)      -----> S (*, ^, E)     
P close (*)|     d + K (*, _)      u + S (v, E)
           |                       d + S (_, E)
           |                       b + S (*, A, E)
           |
           ----> P (*)      -----> K (*, _)  -----> K (*)  -----> S      ----+ 
                                                                  b + S      |
                                                                   (*, O, E) |
                                                                             |
                                                                             |
                                                              d + S (G, E) <--


d + P (*)------> d + P (*)  -----> d + P (*, E)

      
P in air-------> S (1, H, O, E)
 (*, O)         


Kick Starters
`````````````
K close (*)----> K (*)      -----> S (*, ^, E)   
d + K                              u + S (v, E)
 (*, _)                            d + S (_, E)
                                   b + S (*, A, E)
           
          
K in air-------> S (1, H, O, E)                                                 
 (*, O)                                                     


Strong Starters
````````````````
None



--------------Knockout Moves---------------- 
| Use as last hit on final deciding round. |
--------------------------------------------
Dive Elbow               P from back sway plane
Slide Kick               K from back sway plane       
Strong Slide Kick        S from back sway plane 

also

any chain ending in u + S





===============================================================================
4. Misc. And Easter Eggs
===============================================================================

**********************
* 4.1 Special Intros *
**********************
Terry vs Geese
Andy vs Mai
Andy vs Geese
Joe vs Geese
Joe vs Kim
Mai vs Kim
Billy vs Geese
Hon-Fu vs Kim
Kim vs Geese/Billy/Yamazaki
Duck vs 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