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    FAQ/Move List by Goh_Billy

    Version: 6.0 | Updated: 08/22/07 | Search Guide | Bookmark Guide

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                                  Fatal Fury 3
                   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  Desperations
             2.4  Finishes
          3. Characters
             3.1  Geese Howard     
             3.2  Joe Higashi      
             3.3  Terry Bogard 
             3.4  Andy Bogard 
             3.5  Franco Bash 
             3.6  Hon-Fu 
             3.7  Blue Mary  
             3.8  Sokaku Mochizuki
             3.9  Mai Shiranui 
             3.10 Bob Wilson 
          ---------------------------
             3.11 Ryuji Yamazaki   
             3.12 Jin Chonshu 
             3.13 Jin Chonrei  
          4. Misc. And Easter Eggs
             4.1  Special Intros
             4.2  Other
          5. Conclusion
             5.1  What's Missing/Needed 
             5.2  Credits
            				
    	
    ===============================================================================
    1. Legend
    ===============================================================================
    
    1.1 Basic Game Legend
    ---------------------
    
      ub  u  uf        f - Forward        S - Strong Attack     + - And     
        \ | /          b - Back           P - Punch             / - Or 
      b--   --f        u - Up             K - Kick              , - Then 
        / | \          d - Down           L - Line Change        
      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 |
    ++++++++++++++
    
    Crawl                      hold df
    Quick Sway                 tap df                 quick high dodge
     Quick Sway Attack         LP/LK/HP/HK
    
    Dash Forward               f, f                   can attack out of dash
      Dash Jump                uf
      Halt                     b
    Dash Backward              b, b                   invulnerable for a second
    
    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
    
    Throw                      f + HP close           different for most
                                                        characters  
      
    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
    Dizzy Recovery             shake joystick and
                                 tap the buttons 
                                 rapidly when
                                 dizzied
    Taunt                      HP from far
    
    
    
    ++++++++++++++
    | 2.2 Planes |
    ++++++++++++++
    
    Switch To Back Sway Plane  LK+HP
      Quick Dive Attack        LP/LK from back sway 
                                 plane    
      Strong Attack            HP/HK from back sway     knocks opponent to 
                                 plane                    front sway plane if
                                                          connected (not blocked);
                                                          does not work for Joe or
                                                          Hon-Fu on their HK 
                                                          attacks
      Low Strong Attack        HK from back sway plane  must be blocked low; for
                                                          Joe and Hon-Fu on their
                                                          HK attacks
      Return To Middle Plane   d
    Switch To Front Sway Plane LK+LP
      Quick Dive Attack        LP/LK from front sway 
                                 plane    
      Strong Attack            HP/HK from front sway  knocks opponent to 
                                 plane                    back sway plane if
                                                          connected (not blocked);
                                                          does not work for Joe or
                                                          Hon-Fu on their HK 
                                                          attacks
      Low Strong Attack        HK from front sway     must be blocked low; for
                                plane                     Joe and Hon-Fu only on
                                                          their HK attacks
      Return To Middle Plane   u
    
    
    
    Front Reach Attack       LP+LK when opponent is   pulls opponent to middle 
                               in a sway plane          plane; only hits 
                                                        opponents in front sway
                                                        plane
    Back Reach Attack        LK+HP when opponent is   pulls opponent to middle
                               in a sway plane          plane; only hits 
                                                        opponents in back sway
                                                        plane
    Front Sweep              d + LP+LK when opponent  pulls opponent to middle
                               is in sway plane         plane; only hits 
                                                        opponents in front sway
                                                        plane
    Back Sweep               d + LK+HP when opponent  pulls opponent to middle
                               is in a sway plane       plane; only hits 
                                                        opponents in
    
    
          --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
    *walking b or f will move you for a moment and then 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
    
    
    
    ++++++++++++++++++++
    | 2.3 Desperations |
    ++++++++++++++++++++
    
    Super Desperation - You can perform these moves when your lifebar begins to
                        flash red.  This occurs when you have only 1/6 of your
                        meter left.  You can perform as many Super Desperations
                        as you want while your lifebar is flashing
    
    Hidden Desperation - These must first be activated before the match starts.
                         To do this, press Start+LP+LK+HP+HK as soon as you
                         see the words "GO!" appear on the screen.  If done 
                         correctly your character's name will turn green.
                         To perform these supers you must first have your
                         lifebar flashing red.  Every character then has a set
                         up (whether another move or distance) that will cause
                         your name to flash.  Once it flashes, you can perform
                         the hidden super.  Hidden Desperations can be performed
                         only once per round.
    
    
    ++++++++++++++++
    | 2.4 Finishes |
    ++++++++++++++++
    
      Finishes are maneuvers that will knock the opponent towards the screen or
    into the background or into the ceiling when they are beaten with these moves
    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 have a special finish.  Background finishes can only be done
    on character stages Joe, Terry, Andy, Hon-Fu, and Mai.  Knockout finishes
    can only be done on character stages  Geese, Bash, Sokaku, Bob, Yamazaki, 
    and Chonshu/Chonrei.  Finally, Ceiling finishes can only be done on Blue
    Mary's stage.  
    
    
    
    
    ===============================================================================
    3. Characters
    ===============================================================================
    
    *******************************************************************************
    * 3.1 Geese Howard                                                            *
    *******************************************************************************
    Colors
    ------
    LP - Orange pants
    HK - White pants
    
    
    
    Throws
    ------
    Clamp Of The Tiger       b + HP close  
      Fatal Blow Bopper      HP 
    Shinkuu Nage             df + HP close
    Push Of The Tiger        uf + HP close             
      Fatal Squeeze Fury     HP 
    Mauling Tiger Crunch     f + HK close
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    Quick Sway               tap df                   quick high dodge
      Tiger Palm             LP/HP/LK/HK
    Bloody Palm              HP close                 2 hits
    Low Tap                  LK close                 must be blocked low
    Double Kick              HK close
    Quick Punch              LP from high jump        can perform another air 
                                                        attack after move; 
                                                        overhead
    Down Kick                LK from high jump        can perform another air 
                                                        attack after move;
                                                        overhead
    
    
    Plane Moves
    -----------
    Dive Elbow               LP from sway planes
    Dive Low Foot            LK from sway planes      must be blocked low
    Strong Elbow             HP from sway planes      knocks opponent to opposite
                                                        sway plane if connected 
                                                        (not blocked)
    Strong Low Foot          HK from sway planes      knocks opponent to opposite
                                                        sway plane if connected 
                                                        (not blocked); must be
                                                        blocked low 
    Turn Around Backfist     LP+LK when opponent is   pulls opponent to middle 
                               in a sway plane          plane; only hits 
                                                        opponents in front sway
                                                        plane
    Reaching Backfist        LK+HP when opponent is   pulls opponent to middle
                               in a sway plane          plane; only hits 
                                                        opponents in back sway
                                                        plane
    Arc Sweep                d + LP+LK when opponent  pulls opponent to middle
                               is in sway plane         plane; only hits 
                                                        opponents in front sway
                                                        plane
    Reaching Sweep           d + LK+HP when opponent  pulls opponent to middle
                               is in a sway plane       plane; only hits 
                                                        opponents in back sway
                                                        plane
    
    
    Command Moves
    -------------
    Rising Palm              d + HP                   2 hits
    Rolling Sweep            b + HK                   knocks opponent into back
                                                        sway plane
    Slash Uppercut           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
    
                                                                                 
    Special Moves
    -------------
    Reppu Ken                qcf + LP                 will collide with other 
                                                        projectiles as both will
                                                        be "destroyed" in the
                                                        process
    Double Reppu Ken         qcf + HP                  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
    Feint Reppu Ken          qcf + LK+HK
    Shippu Ken               qcb + P in air           LP=fast and small, HP=slow
                                                        and large; it can hit low 
                                                        enough on the opponent in
                                                        that it must be blocked 
                                                        low; will collide with 
                                                        other projectiles as both
                                                        will be "destroyed" in 
                                                        the process
    Jaei Ken                 Charge b for 2 seconds,  LK=short, HK=long; dash must
                               f + K                    connect (not blocked) to 
                                                        perform the entire 
                                                        maneuver
    Feint Jaei Ken           qcb, f + LK+HK
    Dragon Throw             hcf + LK                 counter attack to jump 
                                                        maneuvers and special
                                                        moves (not projectiles)
    Dragon Throw II          hcf + HK                 high counter
                                                              
    
    Super Desperation
    -----------------
    Raging Storm             db, hcb, df + HP+HK      absorbs  projectiles
    Feint Raging Storm       db, hcb, df + LP+HP      does NOT require flashing 
                                                        meter
    
    
    Hidden Desperation
    ------------------
    Set Up Rising Palm       d + S                   this part MUST connect (not
                                                       blocked) to move onto the
                                                       next part
      Forward Palm Dash      S                       name will flash, which means
                                                       hidden super can now be 
                                                       performed; enter the next
                                                       motion VERY quickly after
                                                       this part connects
        Shin Raging Storm    qcb, f + HP+HK          hits in all planes; absorbs
                                                        projectiles (properties
                                                        for hacked version of
                                                        super without set up)
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    HP close (*)---> HP (1)     -----> HP        -----> HP     -----> HP (E)
                                       LP/LK/HK (E)     LP/LK/HK (E)  LP/LK/HK (E)
    
    
    Kick Starters
    `````````````
    HK far --------> HK (E)
    
    
    
    ----------------------Send To Background Moves------------------------
    | Use as last hit on final deciding round. Works on character stages:|
    |                 Joe, Terry, An dy, Hon-Fu, and Mai                  |
    ----------------------------------------------------------------------
    Dive Elbow               LP/HP from front sway 
                               plane
    Dive Low Foot            LK/HK from front sway
                               plane    
    Tiger Palm               tap df, LP/HP/LK/HK 
    Air Backhand             u, HP
    Quick Swipe Kick         LK far
    Roll Kick, Swipe Kick    HK far, HK               either one will work
    Rolling Sweep            b + HK 
    Sweep                    d + HK
    Jump Kick                ub/uf, HK
    
    
    --------------------------Knockout Moves------------------------------
    | Use as last hit on final deciding round. Works on character stages:|
    |      Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei       |
    ----------------------------------------------------------------------
    Dive Elbow               LP/HP from back sway 
                               plane
    Dive Low Foot            LK/HK from back sway
                               plane 
    
    
    -------------------------Ceiling Strike Moves-------------------------
    | Use as last hit on final deciding round. Works on character stage: |
    |                              Blue Mary                             |
    ----------------------------------------------------------------------
    Rising Palm              d + HP
    Slash Uppercut           f + LP while blocking
    
    
    
    
    
    *******************************************************************************
    * 3.2 Joe Higashi                                                             *
    *******************************************************************************
    Colors
    ------
    LP - Yellow shorts w/ Red trim
    HK - Red shorts w/ Green trim
    
    
    
    Throws
    ------
    Lifting Pressure         f + HP close  
    Rapid Knees              f + HK close
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    Quick Sway               tap df                   quick high dodge
      Snapping Punch         LP/HP/LK/HK
    Falling Punch            HP close                 2 hits
    Shin Kick                LK far                   must be blocked low
    Quick Punch              LP from high jump        can perform another air 
                                                        attack after move; 
                                                        overhead
    Air Knee                 LK from high jump        can perform another air 
                                                        attack after move;
                                                        overhead
    Sky Kick                 HK from u short jump     overhead
    Straight Kick            HK from uf/ub short      overhead
                                jump    
    
    
    Plane Moves
    -----------
    Dive Elbow               LP from sway planes
    Slide Kick               LK from sway planes      must be blocked low
    Strong Elbow             HP from sway planes      knocks opponent to opposite
                                                        sway plane if connected 
                                                        (not blocked)
    Strong Slide Kick        HK from back sway plane  knocks opponent to opposite
                                                        sway plane if connected 
                                                        (not blocked); must be
                                                        blocked low 
    Knockdown Slide Kick     HK from front sway        must be blocked low
                               plane
    Jaw Kick                 LP+LK when opponent is   pulls opponent to middle 
                               in a sway plane          plane; only hits 
                                                        opponents in front sway
                                                        plane
    Back Kick                LK+HP when opponent is   pulls opponent to middle
                               in a sway plane          plane; only hits 
                                                        opponents in back sway
                                                        plane
    Sweep                    d + LP+LK when opponent  pulls opponent to middle
                               is in sway plane         plane; only hits 
                                                        opponents in front sway
                                                        plane
    Back Sweep               d + LK+HP when opponent  pulls opponent to middle
                               is in a sway plane       plane; only hits 
                                                        opponents in back sway
                                                        plane
    
    
    Command Moves
    -------------
    Quick Uppercut           b + HP
    Elbow Uppercut           d + HP                   2 hits
    Roundhouse               b + HK                   knocks opponent to front 
                                                        sway plane
    Slide Kick               df + HK                  must be blocked low          
    Backfist                 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;
                                                        knocks opponent to front 
                                                        sway plane if it connects
                                                        (not blocked)
    
    
    Special Moves
    ------------- 
    Hurricane Upper          hcf + P                  LP=slow, HP=fast with 
                                                        slightly larger tornado; 
                                                        will collide with other 
                                                        projectiles as both will
    
                                                        be "destroyed" in the
                                                        process
    Feint Hurricane Upper    hcf + LK+HK
    Tiger Kick               qcf, uf + K              LK=short, HK=further
    Feint Tiger Kick         f, d, df + LP+HP 
    Golden Heel              qcb + K                  LK=short, HK=long        
    Slash Kick               Charge db, f + LK / 
                               db, f + LK
    Powerful Slash Kick      Charge db, f + HK /      first part must connect (not
                               db, f + HK               blocked) to perform entire 
                                                        maneuver
    Feint Slash Kick         Charge db, f + LP+HP / 
                               db, f + LP+HP
    
    
    Super Desperation
    -----------------
    Screw Upper              f, hcf + HP+HK           absorbs projectiles
    
    
    Hidden Desperation
    ------------------
    Set Up Distance          stand very far away      name will flash, which 
                               from opponent            means hidden super can
                                                        now be performed
      Slide Screw            b, hcb + HP+HK           absorbs projectiles
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    HP close (*)---> HP (1)     -----> HP        -----> HP (E)
    
    
    b + HP --------> HK (1)     -----> d + HK (_, E)
    
    
    d + HP (*)-----> HK (1)     -----> HK (E)
     
    
    Kick Starters
    `````````````
    LK far (*)-----> HK         -----> HK (*, E)
    
    
    
    ----------------------Send To Background Moves------------------------
    | Use as last hit on final deciding round. Works on character stages:|
    |                 Joe, Terry, Andy, Hon-Fu, and Mai                  |
    ----------------------------------------------------------------------
    Dive Elbow               LP/HP from front sway 
                               plane 
    Slide Kick               LK/HK from front sway
                               plane
    Falling Punch            HP close
    Shin Kick                LK far
    Chop Kick                HK far
    
    
    --------------------------Knockout Moves------------------------------
    | Use as last hit on final deciding round. Works on character stages:|
    |      Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei       |
    ----------------------------------------------------------------------
    Dive Elbow               LP/HP from back sway 
                               plane 
    Slide Kick               LK/HK from back sway
                               plane
    Quick Elbow              LP close
    Backfist                 f + LP while blocking
    Falling Punch            uf/ub, HP
    Sweep                    d + HK
    Roundhouse               b + HK 
    Straight Kick            HK from uf/ub short      
                                jump    
    
    
    -------------------------Ceiling Strike Moves-------------------------
    | Use as last hit on final deciding round. Works on character stage: |
    |                              Blue Mary                             |
    ----------------------------------------------------------------------
    Elbow Uppercut           d + HP
    Quick Uppercut           b + HP
    
    
    
    
    
    *******************************************************************************
    * 3.3 Terry Bogard                                                            *
    *******************************************************************************
    Colors
    ------
    LP - Red jacket and hat
    HK - Blue jacket and hat
    
    
    
    Throw
    -----
    Buster Throw             f + HP close  
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    Quick Sway               tap df                   quick high dodge
      Side Knuckle           LP/HP/LK/HK              knocks opponent to back sway
                                                        plane if it connects (not
                                                        blocked)
    Gut Crunch               HP close                 2 hits
    Roundhouse               HK close                 2 hits
    Quick Punch              LP from high jump        can perform another air 
                                                        attack after move; 
                                                        overhead
    Diagonal Kick            LK from high jump        can perform another air 
                                                        attack after move;
                                                        overhead
    
    
    Plane Moves
    -----------
    Dive Knuckle             LP from sway planes
    Dive Kick                LK from sway planes     
    Strong Knuckle           HP from sway planes      knocks opponent to opposite
                                                        sway plane if connected 
                                                        (not blocked)
    Strong Kick              HK from sway planes      knocks opponent to opposite
                                                        sway plane if connected 
                                                        (not blocked)
    Reach Punch              LP+LK when opponent is   pulls opponent to middle 
                               in a sway plane          plane; only hits 
                                                        opponents in front sway
                                                        plane
    Backfist                 LK+HP when opponent is   pulls opponent to middle
                               in a sway plane          plane; only hits 
                                                        opponents in back sway
                                                        plane
    Sweep                    d + LP+LK when opponent  pulls opponent to middle
                               is in sway plane         plane; only hits 
                                                        opponents in front sway
                                                        plane
    Reverse Sweep            d + LK+HP when opponent  pulls opponent to middle
                               is in a sway plane       plane; only hits 
                                                        opponents in back sway
                                                        plane
    
                                                        
    Command Moves
    -------------
    Uppercut                 db + HP
    Flying Turn Kick         f + HK                   knocks opponent into back 
                                                        sway plane if it connects
                                                        (not blocked)
    Gut Uppercut             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
    
    
    Special Moves
    -------------
    Power Wave               qcf + P                  LP=slow, HP=fast; will 
                                                        collide with other 
                                                        projectiles as both will
                                                        be "destroyed" in the
                                                        process
    Feint Power Wave         qcf + LK+HK
    Burning Knuckle          qcb + P                  LP=short, HP=long
    Feint Burning Knuckle    qcb + LK+HK
    Power Dunk               f, d, df + K             LK=short, HK=further; last 
                                                        part of the move is an
                                                        overhead
    Crack Shoot              qcb + K                  LK=short, HK=long
    Feint Crack Shoot        qcb + LP+HP
    
    
    Super Desperation
    -----------------
    Power Geyser             qcb, db, f + HP+HK       absorbs projectiles; hits in
                                                        all planes
    Feint Power Geyser       qcb, db, f + LK+HP       does NOT require flashing 
                                                        meter
    
      
    Hidden Desperation
    ------------------
    Uppercut Set Up          db + HP                  this part MUST connect (not
                                                        blocked) to move onto the
                                                        next part
      Charging Gut Punch     f + HP                   name will flash, which means
                                                        hidden super can now be 
                                                        performed; enter the next
                                                        motion VERY quickly after
                                                        this part connects
        Overheat Geyser      qcb, f + HP+HK          absorbs projectiles; hits in
                                                        all planes (properties
                                                        for hacked version of
                                                        super without set up)
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    LP far (*)-----> LP         -----> HP (E) 
    LP close   | 
               |
               |
               |
               ----> LK         -----> HK (E)
    
    
    f + LP close---> HP (1)     -----> HP        -----> HP      -----> HK (E)
     (*)                                            |
                                                    |
                                                    |
                                                    |
                                                    --> HK      -----> HK (E)
    
    
    HP close (*)---> HP (1)     -----> HP (E)
                                       db + HP (E)              
    
    
    Kick Starters       
    `````````````
    None
    
    
    
    ----------------------Send To Background Moves------------------------
    | Use as last hit on final deciding round. Works on character stages:|
    |                 Joe, Terry, Andy, Hon-Fu, and Mai                  |
    ----------------------------------------------------------------------
    Dive Knuckle             LP/HP from front sway
                               plane
    Dive Kick                LK/HK from front sway
                               plane
    Side Knuckle             tap df, LP/HP/LK/HK 
    Mid Kick                 LK far
    High Kick                HK far
    Sweep                    d + HK
    Flying Turn Kick         f + HK
    Power Foot               u, HK
    
    also the HP of his basic chain (aka LP, LP, HP)
    
    
    --------------------------Knockout Moves------------------------------
    | Use as last hit on final deciding round. Works on character stages:|
    |      Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei       |
    ----------------------------------------------------------------------
    Dive Knuckle             LP/HP from back sway
                               plane
    Dive Kick                LK/HK from back sway
                               plane
    Roundhouse               HK close
    
    
    -------------------------Ceiling Strike Moves-------------------------
    | Use as last hit on final deciding round. Works on character stage: |
    |                              Blue Mary                             |
    ----------------------------------------------------------------------
    Uppercut                 db + HP
    Gut Uppercut             f + LP while blocking 
    
    
    
    
    
    *******************************************************************************
    * 3.4 Andy Bogard                                                             *
    *******************************************************************************
    Colors
    ------
    LP - White costume 
    HK - Black costume 
    
    
    
    Throw
    -----
    Uchimata                 f + HP close  
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    Quick Sway               tap df                   quick high dodge
      Retreat Elbow          LP/HP/LK/HK
    Short Elbow              HP close                 2 hits
    Dropping Heel            HK close                 2 hits
    Quick Punch              LP from high jump        can perform another air 
                                                        attack after move; 
                                                        overhead
    Diagonal Kick            LK from high jump        can perform another air 
                                                        attack after move;
                                                        overhead
    
    
    Plane Moves
    -----------
    Dive Fist                LP from sway planes
    Turn Kick                LK from sway planes      
    Strong Fist              HP from sway planes      knocks opponent to opposite
                                                        sway plane if connected 
                                                        (not blocked)
    Strong Turn Kick         HK from sway planes      knocks opponent to opposite
                                                        sway plane if connected 
                                                        (not blocked)
    Reach Kick               LP+LK when opponent is   pulls opponent to middle 
                               in a sway plane          plane; only hits 
                                                        opponents in front sway
                                                        plane
    Backhand                 LK+HP when opponent is   pulls opponent to middle
                               in a sway plane          plane; only hits 
                                                        opponents in back sway
                                                        plane
    Arc Sweep                d + LP+LK when opponent  pulls opponent to middle
                               is in sway plane         plane; only hits 
                                                        opponents in front sway
                                                        plane
    Reaching Sweep           d + LK+HP when opponent  pulls opponent to middle
                               is in a sway plane       plane; only hits 
                                                        opponents in back sway
                                                        plane
    
    
    Command Moves
    -------------
    Upward Palm              d + HP                  2 hits
    Falling Roll Kick        f + HK    
    Forearm Blow             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
                   
    
    Special Moves
    -------------
    Hi Sho Ken               qcb + P                  LP=slow, HP=fast; will 
                                                        collide with other 
                                                        projectiles as both will
                                                        be "destroyed" in the
                                                        process
    Feint Hi Sho Ken         qcb + LK+HK
    Shoryudan                f, d, df + P             LP=short, HP=further
    Feint Shoryudan          f, d, df + LK+HK
    Zanei Ken                Charge db, f + P /       LP=short, HP=long
                               db, f + P
    Feint Zanei Ken          Charge db, f + LK+HK /
                               db, f + LK+HK
    Phantom Shiranui         qcf + HK 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
    Spider Hold              Charge d for 2 seconds,  will work if his descent 
                               u + HK                   comes into contact with 
                                                        an opponent that has 
                                                        his/her feet on the 
                                                        ground; unblockable
                                                       
          
    Super Desperation
    -----------------
    Choreppa Dan             Charge d for 2 seconds,
                               df, f + HP+HK      
    Feint Choreppu Dan       qcf + LP+HP              does NOT require flashing 
                                                        meter
    
    
    Hidden Desperation
    ------------------
    Sw. Kick/F. Kick Set Up  HK far/close             this part MUST connect (not
                                                        blocked) to move onto the
                                                        next part
      Upward Palm            d + HP                   name will flash, which means
                                                        hidden super can now be 
                                                        performed; enter the next
                                                        motion VERY quickly after
                                                        this part connects
        Bokosuka Reppa       qcb, f + HP+HK         
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    HP close (*)---> HP (1)     -----> HP        -----> HP (E)
    
    
    LP close (*)---> HP (1)     -----> HP        -----> HP      -----> HP  --+
                                                        HK (E)               |
                                                                             |
                                                                             |
                                                                             |
                                                                 HK (E) <----+
    
    
    Kick Starters
    `````````````
    LK close (*)---> LK (*)     -----> LK        -----> f + HP (E)
    
       
    
    ----------------------Send To Background Moves------------------------
    | Use as last hit on final deciding round. Works on character stages:|
    |                 Joe, Terry, Andy, Hon-Fu, and Mai                  |
    ----------------------------------------------------------------------
    Dive Fist                LP/HP from front sway
                               plane
    Turn Kick                LK/HK from front sway
                               plane
    Retreat Elbow            tap df, LP/HP/LK/HK
    Short Elbow              HP close
    
    
    --------------------------Knockout Moves------------------------------
    | Use as last hit on final deciding round. Works on character stages:|
    |      Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei       |
    ----------------------------------------------------------------------
    Dive Fist                LP/HP from back sway
                               plane
    Turn Kick                LK/HK from back sway
                               plane
    Backslap                 HP far
    Forearm Blow             f + LP while blocking 
    Side Kick                LK close
    Swipe Kick               HK far
    Air Swipe Kick           u, HK
    Shoryudan                f, d, df + P a step away
    Phantom Shiranui         qcf + HK in air
    
    also the last LK in his basic kick chain (aka LK close, LK, LK)
    
    
    -------------------------Ceiling Strike Moves-------------------------
    | Use as last hit on final deciding round. Works on character stage: |
    |                              Blue Mary                             |
    ----------------------------------------------------------------------
    Upward Palm              d + HP
    
    
    
    
    
    *******************************************************************************
    * 3.5 Franco Bash                                                             *
    *******************************************************************************
    Colors
    ------
    LP - Blue costume
    HK - Orange costume
    
    
    
    Throw
    -----
    Head Crunch Elbow        f + HP close
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    Quick Sway               tap df                   quick high dodge
      Bash Blow              LP/HP/LK/HK              knocks opponent to back sway
                                                        plane if it connects (not
                                                        blocked)
    Blast Uppercut           HP close                 2 hits
    High Train               HK close                 2 hits
    Quick Punch              LP from high jump        can perform another air 
                                                        attack after move; 
                                                        overhead
    Diagonal Kick            LK from high jump        can perform another air 
                                                        attack after move;
                                                        overhead
    High Blow                HP from ub/uf short      overhead
                               jump
    Air Knee                 HK from ub/uf short      overhead
                               jump
    
    
    Plane Moves
    -----------
    Big Swing                LP from sway planes
    Dive Knee                LK from sway planes      
    Strong Swing             HP from sway planes      knocks opponent to opposite
                                                        sway plane if connected 
                                                        (not blocked)
    Strong Knee              HK from sway planes      knocks opponent to opposite
                                                        sway plane if connected 
                                                        (not blocked)
    Reach Punch              LP+LK when opponent is   pulls opponent to middle 
                               in a sway plane          plane; only hits 
                                                        opponents in front sway
                                                        plane
    Reach Kick               LK+HP when opponent is   pulls opponent to middle
                               in a sway plane          plane; only hits 
                                                        opponents in back sway
                                                        plane
    Sweep                    d + LP+LK when opponent  pulls opponent to middle
                               is in sway plane         plane; only hits 
                                                        opponents in front sway
                                                        plane
    Low Swiping Foot         d + LK+HP when opponent  pulls opponent to middle
                               is in a sway plane       plane; only hits 
                                                        opponents in back sway
                                                        plane
    
    
    Command Moves
    -------------     
    Skyward Uppercut         d + HP                   2 hits
    Chopping Roundhouse      f + HK                   pushes opponent to front
                                                        sway plane
    Short Punch              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;
                                                        will knock opponent to 
                                                        front sway plane if this 
                                                        connects (not blocked)
    
    
    Special Moves
    -------------
    Double Kong              qcb + P                  LP=fast, HP=slow; second 
                                                        part is an overhead
    Feint Double Kong        qcb + LK+HK
    Reaping Blow             hcf + LP                 start up dodges low and 
                                                        high attacks; will throw
                                                        out an uppercut when he
                                                        gets close to the opponent
    Waving Blow              hcf + HP                 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 + HP                 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
    Power Bicycle            qcf + K                  LK=stationary, HK=long; hits
                                                        opponents in middle plane
                                                        and front sway plane
    Feint Power Bicycle      qcf + LP+HP 
    
    
    Super Desperation
    -----------------         
    Armageddon Buster        hcb + HP+HK              uppercut must connect (not 
                                                        blocked) in order for the
                                                        whole super to be 
                                                        performed
      Armageddon Smash       hcb + HP+HK    
      Mess Up Pose           do nothing
    
    
    Hidden Desperation
    ------------------
    Busting Kick             HK close                this part MUST connect (not
                                                       blocked) to move onto the
                                                       next part
      Skyward Uppercut       d + HP                  name will flash, which means
                                                       hidden super can now be 
                                                       performed; enter the next
                                                       motion VERY quickly after
                                                       this part connects
        Genocide Buster      qcb, f + HP+HK
          Genocide Smash     b, d, db + LP           this will only work if both
                                                       punches of the Genocide
                                                       Buster connect
          Mess Up Pose       do nothing
          
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    f + LP (*)-----> f + LP (1) -----> LK        -----> HK      -----> HK (E)
                                                    |
                                                    |
                                                    --> LK      -----> HK (E) 
    
    
    HP close (*)---> HP (1)     -----> HP        -----> HP (E)
                                                        HK (E)
    
    
    Kick Starters
    `````````````
    None
    
    
    
    ----------------------Send To Background Moves------------------------
    | Use as last hit on final deciding round. Works on character stages:|
    |                 Joe, Terry, Andy, Hon-Fu, and Mai                  |
    ----------------------------------------------------------------------
    Big Swing                LP/HP from front sway
                               plane
    Dive Knee                LK/HK from front sway
                               plane
    Bash Blow                tap df, LP/HP/LK/HK 
    Busting Kick             HK close
    Sweep                    d + HK
    Air Sweep                HK from ub/uf high jump
    Waving Blow              hcf + HP 
    
    
    --------------------------Knockout Moves------------------------------
    | Use as last hit on final deciding round. Works on character stages:|
    |      Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei       |
    ----------------------------------------------------------------------
    Big Swing                LP/HP from back sway
                               plane
    Dive Knee                LK/HK from back sway
                               plane
    Short Punch              f + LP while blocking 
    Chopping Roundhouse      f + HK
    Power Bicycle            f, d, df + K 
    
    
    -------------------------Ceiling Strike Moves-------------------------
    | Use as last hit on final deciding round. Works on character stage: |
    |                              Blue Mary                             |
    ----------------------------------------------------------------------
    Skyward Uppercut         d + HP
    
    
    
    
    
    *******************************************************************************
    * 3.6 Hon-Fu                                                                  *
    *******************************************************************************
    Colors
    ------
    LP - Orange pants w/ Black top
    HK - Red pants w/ White top
    
    
    
    Throws
    ------
    Leg Toss                 b + HP close
    Buddhist Bopper          b + HK close 
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    Quick Sway               tap df                   quick high dodge
      Side Nunchaku          LP/HP/LK/HK              knocks opponent to back sway
                                                        plane if it connects (not
                                                        blocked)
    Backfist                 HP close                 2 hits
    High Roundhouse          HK close                 2 hits
    Quick Punch              LP from u high jump      can perform another air 
                                                        attack after move; 
                                                        overhead
    Laydown Elbow            LP from ub/uf high jump  can perform another air 
                                                        attack after move; 
                                                        overhead
    Classic Jump Kick        LK from u high jump      can perform another air 
                                                        attack after move; 
                                                        overhead
    Diagonal Kick            LK from ub/uf high jump  can perform another air 
                                                        attack after move;
                                                        overhead
    
    
    Plane Moves
    -----------
    Dive Kick                LP from sway planes
    Slide Kick               LK from sway planes      must be blocked low   
    Strong Kick              HP from sway planes      knocks opponent to opposite
                                                        sway plane if connected 
                                                        (not blocked)
    Knockdown Slide Kick     HK from sway planes      must be blocked low
    Reach Nunchaku           LP+LK when opponent is   pulls opponent to middle 
                               in a sway plane          plane; only hits 
                                                        opponents in front sway
                                                        plane
    Reach Kick               LK+HP when opponent is   pulls opponent to middle
                               in a sway plane          plane; only hits 
                                                        opponents in back sway
                                                        plane
    Nunchaku Sweep           d + LP+LK when opponent  pulls opponent to middle
                               is in sway plane         plane; only hits 
                                                        opponents in front sway
                                                        plane
    Sweep                    d + LK+HP when opponent  pulls opponent to middle
                               is in a sway plane       plane; only hits 
                                                        opponents in back sway
                                                        plane
    
    
    Command Moves
    -------------
    Roundhouse               f + HK                    
    Kick Sting               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; 
                                                        will knock opponent to 
                                                        front sway plane if this 
                                                        connects (not blocked)
    Kaoloon's Prediction     f + LK 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;
                                                        kick must connect (not 
                                                        blocked) with opponent on
                                                        the ground for entire move
                                                        to come out
    
    
    Special Moves
    -------------
    Seikuu Rekka Kon         f, d, df + P             LP=short, HP=further
    Feint Seikuu Rekka Kon   f, d, df + LK+HK
    Heavenly Lightning       qcb, ub + K              LK=short, HK=further    
    Lightning On Earth       Charge db for 2          LK=short, HK=long; must be
                               seconds, f + K            blocked low
       Low Headbutt Exit     tap K repeatedly         must be blocked low
    
                
    Super Desperation
    ----------------- 
    Gadenza No Arashi        qcb, db, f + LK+HK       dash in must connect (not 
                                                        blocked in order to 
                                                        perform the entire super
    
    
    Hidden Desperation
    ------------------ 
    Backdash Set Up          b, b                     once this backdash is done
                                                        you are able to perform
                                                        the hidden super anytime
                                                        the timer is on an odd
                                                        number; having infinite 
                                                        time on will not allow
                                                        this hidden super to be
                                                        performed
      Storm In Gadentsa      hcb, hcb + HP+HK         dash in must connect (not 
                                                        blocked in order to 
                                                        perform the entire super
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    HP close (*)---> HP (1)     -----> HP        -----> HP      -----> HK (E)
                                       HK (E)
    
    
    Kick Starters
    `````````````
    None
    
    
    
    ----------------------Send To Background Moves------------------------
    | Use as last hit on final deciding round. Works on character stages:|
    |                 Joe, Terry, Andy, Hon-Fu, and Mai                  |
    ----------------------------------------------------------------------
    Dive Kick                LP/HP from front sway
                               plane
    Slide Kick               LK/HK from front sway
                               plane
    Side Nunchaku            tap df, LP/HP/LK/HK 
    Side Splitting Nunchaku  HP far
    Backfist                 HP close
    Sweep                    d + HK
    Busting Kick             u, HK
    
    
    --------------------------Knockout Moves------------------------------
    | Use as last hit on final deciding round. Works on character stages:|
    |      Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei       |
    ----------------------------------------------------------------------
    Dive Kick                LP/HP from back sway
                               plane
    Slide Kick               LK/HK from back sway
                               plane
    Kick Sting               f + LP while blocking
    Roundhouse               HK far
    High Roundhouse          HK close
    Chopping Jump Kick       ub/uf, HK
    
    
    -------------------------Ceiling Strike Moves-------------------------
    | Use as last hit on final deciding round. Works on character stage: |
    |                              Blue Mary                             |
    ----------------------------------------------------------------------
    None?
    
    
    
    
    
    *******************************************************************************
    * 3.7 Blue Mary                                                               *
    *******************************************************************************
    Colors
    ------
    LP - Blue pants w/ Red-Orange top
    HK - Green pants w/ Blue top
    
    
    
    Throw
    -----
    Tomi Nage                df + HK close
      Achilles Hold          HK                  
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    Quick Sway               tap df                   quick high dodge
      Short Swipe            LP/HP/LK/HK   
      Back Drop              360 + HP close           unblockable
        Face Lock            HP
    Rising Slap              HP close                 2 hits
    Axe Kick                 HK close                 2 hits
    Quick Punch              LP from high jump        can perform another air 
                                                        attack after move; 
                                                        overhead
    Diagonal Kick            LK from high jump        can perform another air 
                                                        attack after move;
                                                        overhead
    
    
    Plane Moves
    -----------           
    Dive Elbow               LP from sway planes
    Low Foot                 LK from sway planes       
    Strong Elbow             HP from sway planes      knocks opponent to opposite
                                                        sway plane if connected 
                                                        (not blocked)
    Strong Low Foot          HK from sway planes      knocks opponent to opposite
                                                        sway plane if connected 
                                                        (not blocked)
    Punt Kick                LP+LK when opponent is   pulls opponent to middle 
                               in a sway plane          plane; only hits 
                                                        opponents in front sway
                                                        plane
    Reach Kick               LK+HP when opponent is   pulls opponent to middle
                               in a sway plane          plane; only hits 
                                                        opponents in back sway
                                                        plane
    Sweep                    d + LP+LK when opponent  pulls opponent to middle
                               is in sway plane         plane; only hits 
                                                        opponents in front sway
                                                        plane
    Arc Swipe                d + LK+HP when opponent  pulls opponent to middle
                               is in a sway plane       plane; only hits 
                                                        opponents in back sway
                                                        plane
    
    
    Command Moves
    -------------
    Step Rolling             f + HK                   knocks opponent to front
                                                        sway plane if it connects
                                                        (not blocked)
    Short Elbow              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
    
    
    Special Moves
    -------------
    Spin Fall                qcf, uf + LP             overhead
    Mary Spider              qcf, uf + HP             unblockable
    Vertical Arrow           f, d, df + LK
    Feint Vertical Arrow     f, d, df + LP+HP
    Mary Snatcher            f, d, df + HK            catches airborne opponents 
    Straight Slice           Charge b for 2 seconds,  must be blocked low
                               f + LK
    Mary Crab Clutch         Charge b for 2 seconds,  move must connect (not 
                               f + HK                   blocked) to perform the
                                                        entire maneuver
    
    
    Super Desperation
    ----------------- 
    Mary Typhoon             Charge db for 2 seconds, unblockable
                               qcf, uf + LK+HK
    
    
    Hidden Desperation
    ------------------ 
    Stand Up Set Up          get knocked down by      once Mary is getting up from
                               the opponent             being grounded her name
                                                        will flash, which means the
                                                        hidden super can now be 
                                                        performed 
      Mary Cyclone           b, d, db + HP / b,       unblockable
                               hcb + HP
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    LP close (*)---> HP         -----> HP (1)    -----> HP (A)----> f, d, df + HK
    LP far (*)
    
    
    HP close (*)---> HP (1)     -----> HP (E) 
                                       HK (E)
    
    
    Kick Starters
    `````````````
    LK close (*)---> LK         -----> HK (E)
    LK far (*)       f + HK (v, E)
    
    
    
    ----------------------Send To Background Moves------------------------
    | Use as last hit on final deciding round. Works on character stages:|
    |                 Joe, Terry, Andy, Hon-Fu, and Mai                  |
    ----------------------------------------------------------------------
    Dive Elbow               LP/HP from front sway
                               plane
    Low Foot                 LK/HK from front sway
                               plane
    Short Elbow              f + LP while blocking 
    
    
    --------------------------Knockout Moves------------------------------
    | Use as last hit on final deciding round. Works on character stages:|
    |      Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei       |
    ----------------------------------------------------------------------
    Dive Elbow               LP/HP from back sway
                               plane
    Low Foot                 LK/HK from back sway
                               plane
    Short Swipe              tap df, LP/HP/LK/HK 
    Back Kick                HK far
    Step Rolling             f + HK 
    Cutting Kick             u, HK
    Vertical Arrow           f, d, df + LK
    
    
    -------------------------Ceiling Strike Moves-------------------------
    | Use as last hit on final deciding round. Works on character stage: |
    |                              Blue Mary                             |
    ----------------------------------------------------------------------
    Rising Slap              HP close
    
    
    
    
    
    *******************************************************************************
    * 3.8 Sokaku Mochizuki                                                        *
    *******************************************************************************
    Colors
    ------
    LP - Blue costume w/ Red beads
    HK - Red costume w/ Yellow beads
    
    
    
    Throws
    ------
    Fall Back Slam           b + HP close
    No Way Out Crush         b + HK close  
      Hell's Gate            HK
    Falling Slam             d + HP close in air         
      
    
    Basic Moves
    -----------
    Crawl                    hold df
    Quick Sway               tap df                   quick high dodge
      Low Backfist           LP/HP/LK/HK              knocks opponent to back sway
                                                        plane if it connects (not
                                                        blocked)
    Side Staff               HP close                 2 hits
    Straight Quick Palm      LP from u high jump      can perform another air 
                                                        attack after move; 
                                                        overhead
    Quick Palm               LP from ub/uf high jump  can perform another air 
                                                        attack after move; 
                                                        overhead
    Quick Kick               LK from high jump        can perform another air 
                                                        attack after move;
                                                        overhead
    Straight Staff           HP from ub/uf short      overhead
                               jump
    
    
    Plane Moves
    -----------
    Staff Charge             LP from sway planes
    Low Foot                 LK from sway planes      must be blocked low      
    Strong Staff Charge      HP from sway planes      knocks opponent to opposite
                                                        sway plane if connected 
                                                        (not blocked)
    Strong Low Foot          HK from sway planes      knocks opponent to opposite
                                                        sway plane if connected 
                                                        (not blocked); must be
                                                        blocked low
    Reach Staff              LP+LK when opponent is   pulls opponent to middle 
                               in a sway plane          plane; only hits 
                                                        opponents in front sway
                                                        plane
    Energy Hand              LK+HP when opponent is   pulls opponent to middle
                               in a sway plane          plane; only hits 
                                                        opponents in back sway
                                                        plane
    Staff Sweep              d + LP+LK when opponent  pulls opponent to middle
                               is in sway plane         plane; only hits 
                                                        opponents in front sway
                                                        plane
    Back Staff Sweep         d + LK+HP when opponent  pulls opponent to middle
                               is in a sway plane       plane; only hits 
                                                        opponents in back sway
                                                        plane
    
    
    Command Moves
    -------------
    Staff Shin Crush         d + HP                   must be blocked low
    Staff Thrust             db + HP
    Low Staff                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
    
    
    Special Moves
    -------------
    Makibishi Masher         qcf + LP                 when descending low enough,
                                                        the move must be blocked
                                                        low; will collide with 
                                                        other projectiles as both
                                                        will be "destroyed" in 
                                                        the process
    Demon Staff Toss         hcf + HP                 when descending low enough,
                                                        the move must be blocked
                                                        low; will collide with 
                                                        other projectiles as both
                                                        will be "destroyed" in 
                                                        the process; if the Demon
                                                        Staff is "destroyed" with
                                                        another projectile during
                                                        the move's start up, 
                                                        Sokaku will have his hands
                                                        forward and be vulnerable
                                                        for a second
    Ki Mon Jin               360 + HP close           unblockable
    Higi Kaminari Otoshi     f, d, df + HK            absorbs projectiles
    Vortex Inferno           d, b, db + LK            low dodge 
    Wild Ape Hunting         qcb + HK                 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
    Possession Blast         f, b, f + HK             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
    Dance Of Demons          tap HK repeatedly        absorbs projectiles
    
                                                                            
    Super Desperation
    ----------------- 
    Thunder                  f, df, d, qcf + HP+HK    absorbs projectiles
    
    
    Hidden Desperation
    ------------------ 
    Struck Set Up            the opponent must        name will flash, which means
                               connect (not              hidden super can now be
                               blocked) a heavy          performed; enter the next
                               attack (HP/HK) on         motion VERY quickly after
                               your character            this part connects
      Raijin No Ibuki        hcb + HP+HK              absorbs projectiles 
                                                        (properties for hacked 
                                                        version of super without
                                                        set up)
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    HP close (*)---> HP (1)     -----> HP        -----> HP     -----> HP  --+
                                                                            |
                                                                            |
                                                                            |
                                                                            |
                                                               HP (E) <-----+
    
    
    Kick Starters
    -------------
    LK close (*)---> HK (1)    ------> df + HK (E)
    
    
    
    ----------------------Send To Background Moves------------------------
    | Use as last hit on final deciding round. Works on character stages:|
    |                 Joe, Terry, Andy, Hon-Fu, and Mai                  |
    ----------------------------------------------------------------------
    Staff Charge             LP/HP from front sway
                               plane
    Low Foot                 LK/HK from front sway
                               plane
    Wild Swing               HP far
    Side Staff               HP close
    Ankle Buster             d + HP
    Straight Staff           HP from ub/uf short   
                               jump / u, HP
    Sweep                    d + HK
    Demon Staff Toss         hcf + HP
    
    
    --------------------------Knockout Moves------------------------------
    | Use as last hit on final deciding round. Works on character stages:|
    |      Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei       |
    ----------------------------------------------------------------------
    Staff Charge             LP/HP from back sway
                               plane
    Low Foot                 LK/HK from back sway
                               plane
    Spin Around Strike       HK close
    Foot Plant               HK in air
    
    
    -------------------------Ceiling Strike Moves-------------------------
    | Use as last hit on final deciding round. Works on character stage: |
    |                              Blue Mary                             |
    ----------------------------------------------------------------------
    Staff Thrust             db + HP
    
    
    
    
    
    *******************************************************************************
    * 3.9 Mai Shiranui                                                            *
    *******************************************************************************
    Colors
    ------
    LP - Red costume
    HK - Blue costume
    
    
    
    Throws
    ------
    Fuushakuzushi            f + HK close 
    Yumezakura               d + HP close in air
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    Quick Sway               tap df                   quick high dodge
      Side Swipe             LP/HP/LK/HK              knocks opponent to back sway
                                                        plane if it connects (not
                                                        blocked)
    Jaw Strike               HP close                 2 hits
    Turn Fan                 HP far                   2 hits
    Roundhouse               HK close                 2 hits
    Quick Fan                LP from high jump        can perform another air 
                                                        attack after move; 
                                                        overhead
    Air Knee                 LK from high jump        can perform another air 
                                                        attack after move;
                                                        overhead
    
    
    Plane Moves
    -----------
    Dive Forearm/Fan Charge  LP from sway planes
    Flip Kick                LK from sway planes           
    Strong F./Charge         HP from sway planes      knocks opponent to opposite
                                                        sway plane if connected 
                                                        (not blocked)
    Strong Flip Kick         HK from sway planes      knocks opponent to opposite
                                                        sway plane if connected 
                                                        (not blocked)
    Fan Swipe                LP+LK when opponent is   pulls opponent to middle 
                               in a sway plane          plane; only hits 
                                                        opponents in front sway
                                                        plane
    Reach Kick               LK+HP when opponent is   pulls opponent to middle
                               in a sway plane          plane; only hits 
                                                        opponents in back sway
                                                        plane
    Sweep                    d + LP+LK when opponent  pulls opponent to middle
                               is in sway plane         plane; only hits 
                                                        opponents in front sway
                                                        plane
    Back Sweep               d + LK+HP when opponent  pulls opponent to middle
                               is in a sway plane       plane; only hits 
                                                        opponents in back sway
                                                        plane
    
    
    Command Moves
    -------------
    Tail Strike              b + HK                   knocks opponent to back 
                                                        sway plane if move 
                                                        connects (not blocked)
    Backfist                 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
    
    
    Special Moves
    -------------
    Ka Cho Sen               qcf + P                  LP=slow, HP=fast; will
                                                        collide with other 
                                                        projectiles as both will
                                                        be "destroyed" in the
                                                        process
    Feint Ka Cho Sen         qcf + LK+HK
    Ryu Em Bu                qcb + P                  LP=fast, HP=slow; absorbs
                                                        projectiles
    Feint Ryu En Bu          qcb + LK+HK
    Shinobi Bachi            hcf + HP
    Musasabi Mai             d + LK+HP/HP+HK in air
    Feint Musasabi Mai       d + LP+LK in air
    Kagerono Mai             d, d + LP+LK+HP          absorbs projectiles
    
    
    Super Desperation
    ----------------- 
    Cho Shinobi Bachi        f, db, f + HP+HK /
                               f, hcf + HP+HK
    
    
    Hidden Desperation
    ------------------ 
    Taunt Set Up             hold HP far              name will flash, which means
                                                        hidden super can now be 
                                                        performed; enter the next
                                                        motion VERY quickly after
                                                        this part; remember to 
                                                        hold HP as this will keep
                                                        your name flashing to 
                                                        perform hidden super
      Shiranui Hiohgi        f, db, f + LK+HK /
                               f, hcf + LK+HK               
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    HP close (*)---> HP (1)     -----> HP        -----> HK (E)
                     HK (E)            LK (E)
    
    
    Kick Starters
    `````````````
    LK close (*)---> f + LK     -----> f + LK (1)
    
    
    
    ----------------------Send To Background Moves------------------------
    | Use as last hit on final deciding round. Works on character stages:|
    |                 Joe, Terry, Andy, Hon-Fu, and Mai                  |
    ----------------------------------------------------------------------
    Dive Forearm/Fan Charge  LP/HP from front sway
                               plane
    Flip Kick                LK/HK from front sway
                               plane
    Side Swipe               tap df, LP/HP/LK/HK    
    Short Backhand           LP close
    Jaw Strike               HP close
    Face Splitter            LK far
    Tail Strike              b + HK 
    Power Kick               ub/uf, HK
    
    
    --------------------------Knockout Moves------------------------------
    | Use as last hit on final deciding round. Works on character stages:|
    |      Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei       |
    ----------------------------------------------------------------------
    Dive Forearm/Fan Charg   LP/HP from back sway
                               plane
    Flip Kick                LK/HK from back sway
                               plane
    Backfist                 f + LP
    Slicing Fan              HP far
    Roundhouse               HK close
    Sweep                    d + HK
    
    
    -------------------------Ceiling Strike Moves-------------------------
    | Use as last hit on final deciding round. Works on character stage: |
    |                              Blue Mary                             |
    ----------------------------------------------------------------------
    None?
    
    
    
    
    
    *******************************************************************************
    * 3.10 Bob Wilson                                                             *
    *******************************************************************************
    Colors
    ------
    LP - White pants w/ Green top
    HK - Dark Blue pants w/ Red top
    
    
    
    Throw
    -----
    Falcon                   f + HK close 
      Hornet Attack          uf, uf + HK
      Leg Drop               df, df + HK
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    Quick Sway               tap df                   quick high dodge
      Back Fang              LP/HP/LK/HK  
    Head Hunter              HP close                 2 hits
    Low Poke                 LK close                 must be blocked low
    Air Backhand             LP from high jump        can perform another air 
                                                        attack after move; 
                                                        overhead
    Skyward Kick             LK from u high jump      can perform another air 
                                                        attack after move; 
                                                        overhead
    Quick Double Foot        LK from ub/uf high jump  can perform another air 
                                                        attack after move;
                                                        overhead
    Slow Skyward Kick        LK from ub/uf short      overhead
                               jump
    Air Knee                 HP from ub/uf short      overhead
                               jump
    Dropkick                 HK from ub/uf short      overhead
                               jump  
    
    
    Plane Moves
    -----------          
    Dive Headbutt            LP from sway planes
    Dive Kick                LK from sway planes           
    Strong Headbutt          HP from sway planes      knocks opponent to opposite
                                                        sway plane if connected 
                                                        (not blocked)
    Strong Kick              HK from sway planes      knocks opponent to opposite
                                                        sway plane if connected 
                                                        (not blocked)
    Reach Headbutt           LP+LK when opponent is   pulls opponent to middle 
                               in a sway plane          plane; only hits 
                                                        opponents in front sway
                                                        plane
    Reach Kick               LK+HP when opponent is   pulls opponent to middle
                               in a sway plane          plane; only hits 
                                                        opponents in back sway
                                                        plane
    Low Boot                 d + LP+LK when opponent  pulls opponent to middle
                               is in sway plane         plane; only hits 
                                                        opponents in front sway
                                                        plane
    Sweep                    d + LK+HP when opponent  pulls opponent to middle
                               is in a sway plane       plane; only hits 
                                                        opponents in back sway
                                                        plane
    
    
    Command Moves
    -------------
    Eagle Step               df + HK in air           overhead; if connected (not
                                                        blocked), you can follow
                                                        with another air attack
    Pull Kick                d + LP                   must be blocked low
    Step Elbow               f + HP                    
    Flying Fish              u + HP after you are
                               struck by an attack
    Low Foot                 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 
    
    
    Special Moves
    -------------
    Rolling Turtle           LP+HP                    move with b or f
    Rolling Sea Turtle       LK+HK                    move with b or f
    Wild Wolf                Charge b for 2 seconds,  LK=short, HK=long; last part  
                               f + K                    of the move is an overhead
    Bison Horns              Charge d for 2 seconds,  HK version "escapes" 
                               u + K                    backward further
    
    
    Super Desperation
    ----------------- 
    Dangerous Bob            d, d, d + LK+HP+HK       the falling Wild Wolf 
                                                        maneuvers are overheads
    
    
    Hidden Desperation
    ------------------ 
    Dash Forward Set Up      f, f                     name will flash, which means
                                                        hidden super can now be 
                                                        performed; enter the next
                                                        motion VERY quickly after
                                                        this part
      Dangerous Wolf         db, uf + HP+HK           the falling Wild Wolf 
                                                        maneuvers are overheads
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    LP close (*)---> LK         -----> HP        -----> HP      ------> HK (E)
    LP far (*)
    
    
    HP close (*)---> HP (1)     -----> HP        -----> HP      ------> HK (E)
                     HK (1, E)                          f + HP (E)
    
    
    Kick Starters
    `````````````
    None
          
                           
    
    ----------------------Send To Background Moves------------------------
    | Use as last hit on final deciding round. Works on character stages:|
    |                 Joe, Terry, Andy, Hon-Fu, and Mai                  |
    ----------------------------------------------------------------------
    Dive Headbutt            LP/HP from front sway
                               plane
    Dive Kick                LK/HK from front sway
                               plane
    Back Fang                tap df, LP/HP/LK/HK 
    Weak Backhand            LP far
    Low Foot                 f + LP while blocking 
    Head Hunter              HP close
    Air Backhand             LP in air
    Low Poke                 LK close 
    Strong Diagonal Kick     HP from ub/uf high 
                               jump
    Rolling Turtle           LP+HP                    
    Rolling Sea Turtle       LK+HK                    
    
    also
    
    any hit from his basic HP chain
    
    
    --------------------------Knockout Moves------------------------------
    | Use as last hit on final deciding round. Works on character stages:|
    |      Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei       |
    ----------------------------------------------------------------------
    Dive Headbutt            LP/HP from back sway
                               plane
    Dive Kick                LK/HK from back sway
                               plane
    Roundhouse               HP far
    Sweep                    d + HK
    
    
    -------------------------Ceiling Strike Moves-------------------------
    | Use as last hit on final deciding round. Works on character stage: |
    |                              Blue Mary                             |
    ----------------------------------------------------------------------
    Head Chop                HK close
    Elephant Tusk            d + HP
    
    
    
    
    
    
    -------------------------------------------------------------------------------
    
    
    *******************************************************************************
    * 3.11 Ryuji Yamazaki                                                         *
    *******************************************************************************
    Colors
    ------
    LP - Black costume
    HK - Red costume
    
    
    
    Throws
    ------
    The Reaper               b + HP close 
      Face Crush             HP 
    Headbutts                f + HK close
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    Quick Sway               tap df                   quick high dodge
      Cheap Elbow            LP/HP/LK/HK   
    Shin Kick                LK close                 must be blocked low
    Quick Punch              LP from high jump        can perform another air 
                                                        attack after move; 
                                                        overhead
    Down Foot                LK from high jump        can perform another air 
                                                        attack after move;
                                                        overhead
    Low Backfist             HP from u short jump     overhead 
    Stomp Out                HK from ub/uf jump       overhead; grounds standing
                                                        opponent or knocks opponent
                                                        out of the air
    
    
    Plane Moves
    -----------          
    Dive Uppercut            LP from sway planes
    Low Kick                 LK from sway planes      must be blocked low
    Strong Uppercut          HP from sway planes      knocks opponent to opposite
                                                        sway plane if connected 
                                                        (not blocked)
    Strong Low Kick          HK from sway planes      knocks opponent to opposite
                                                        sway plane if connected 
                                                        (not blocked); must be
                                                        blocked low
    Reach Kick               LP+LK when opponent is   pulls opponent to middle 
                               in a sway plane          plane; only hits 
                                                        opponents in front sway
                                                        plane
    Back Kick                LK+HP when opponent is   pulls opponent to middle
                               in a sway plane          plane; only hits 
                                                        opponents in back sway
                                                        plane
    Hand Sweep               d + LP+LK when opponent  pulls opponent to middle
                               is in sway plane         plane; only hits 
                                                        opponents in front sway
                                                        plane
    Sweep                    d + LK+HP when opponent  pulls opponent to middle
                               is in a sway plane       plane; only hits 
                                                        opponents in back sway
                                                        plane
    
    
    Command Moves
    -------------
    Down Fist                f + HP                   overhead
    Uppercut Swing           d + HP                   2 hits
    Short Swing              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
                         
    
    Special Moves
    -------------
    Snake Tamer Stance       qcb + HP 
      Zenpou Snake Tamer     f + HP
      Taikuu Snake Tamer     uf + HP
      Abort                  do nothing for 3 
                               seconds
    Double Return            qcf + HP                 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
    Sado Maso                hcf + HK                 high counter attack  
    
    
    
    
    
    Super Desperation
    ----------------- 
    Guillotine               Charge d for 2 seconds,  the descent catch is an 
                              df, f + LK+HK             overhead         
    
    
    Hidden Desperation
    ------------------ 
    Backdash Set Up          b, b                     name will flash, which means
                                                        hidden super can now be 
                                                        performed; enter the next
                                                        motion VERY quickly after
                                                        this part
      Shin Guillotine        hcb + HP+HK              the descent catch is an
                                                        overhead  
                                                       
    
    Chain Attacks
    -------------
    LP close (*)---> LP         -----> LP        -----> LP      ------> HP (v, E)
    
     
    LP far (*)-----> LP         -----> LP (E)
    
    
    f + HP (O)-----> HP (1)     -----> HP        -----> HK (E)
    
    
    Kick Starters
    -------------
    None
    
    
    
    ----------------------Send To Background Moves------------------------
    | Use as last hit on final deciding round. Works on character stages:|
    |                 Joe, Terry, Andy, Hon-Fu, and Mai                  |
    ----------------------------------------------------------------------
    Dive Uppercut            LP/HP from front sway
                               plane
    Low Kick                 LK/HK from front sway
                               plane
    Cheap Elbow              tap df, LP/HP/LK/HK  
    High Kick                HK close
    
    
    --------------------------Knockout Moves------------------------------
    | Use as last hit on final deciding round. Works on character stages:|
    |      Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei       |
    ----------------------------------------------------------------------
    Dive Uppercut            LP/HP from back sway
                               plane
    Low Kick                 LK/HK from back sway
                               plane
    Short Swing              f + LP while blocking
    Hellish Swipe            HP close/far
    Swiping Air Fist         ub/uf HP / HP from 
                               u high jump
    Long Straight Kick       HK far
    
    
    -------------------------Ceiling Strike Moves-------------------------
    | Use as last hit on final deciding round. Works on character stage: |
    |                              Blue Mary                             |
    ----------------------------------------------------------------------
    Uppercut Swing           d + HP
    
    
    
    
    
    *******************************************************************************
    * 3.12 Jin Chonshu                                                            *
    *******************************************************************************
    Colors
    ------
    LP - Red costume 
    HK - Green costume
    
    
    
    Throw
    -----
    Blast Away               f + HP close
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    Quick Sway               tap df                   quick high dodge
      Side Poke              LP/HP/LK/HK              knocks opponent to back sway
                                                        plane if move connects
                                                        (not blocked)
    Wave Swipe               LP close                 2 hits
    Falling Slap             HP far                   2 hits
    Rising Slap              HP close                 2 hits
    Wind Kick                LK close                 2 hits
    Skyward Kick             LP/LK from high jump     can perform another air 
                                                        attack after move; 
                                                        overhead
    
    
    Plane Moves
    -----------
    Push/Dive Elbow          LP from sway planes
    Knee Slide/Low Foot      LK from sway planes      must be blocked low
    Strong Push/Elbow        HP from sway planes      knocks opponent to opposite
                                                        sway plane if connected 
                                                        (not blocked)
    Strong Slide/Foot        HK from sway planes      knocks opponent to opposite
                                                        sway plane if connected 
                                                        (not blocked); must be
                                                        blocked low
    Reach Swipe              LP+LK when opponent is   pulls opponent to middle 
                               in a sway plane          plane; only hits 
                                                        opponents in front sway
                                                        plane
    Back Swipe               LK+HP when opponent is   pulls opponent to middle
                               in a sway plane          plane; only hits 
                                                        opponents in back sway
                                                        plane
    Arc Sweep                d + LP+LK when opponent  pulls opponent to middle
                               is in sway plane         plane; only hits 
                                                        opponents in front sway
                                                        plane
    Sweep                    d + LK+HP when opponent  pulls opponent to middle
                               is in a sway plane       plane; only hits 
                                                        opponents in back sway
                                                        plane
    
    
    Command Moves
    -------------
    Low Poke                 d + LP                   2 hits
    Strong Low Poke          d + HP                   2 hits
    Forward Roll             df + HP                  must be blocked low 
    Crouch Punt              d + LK                   must be blocked low; 2 hits
    Short Palm               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;
                                                        will knock opponent to 
                                                        front sway plane if this 
                                                        connects (not blocked)
    
    
    Special Moves
    -------------
    Emperor God Bop          Charge db, f + P /       LP=short, HP=long; elbow
                               db, f + P                must connect (not blocked)
                                                        to perform the entire 
                                                        maneuver
    Emperor Crunch           f, d, df + P             LP=short, HP=further
    Teio Tengan Ken          qcf + K                  LK=slow, HK=fast; will 
                                                        collide with other 
                                                        projectiles as both will
                                                        be "destroyed" in the 
                                                        process
    Feint Teio Tengan Ken    qcf + LK+HK
    
    
    Super Desperation
    ----------------- 
    Emperor Drain Burst      qcb, f + HP+HK           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
    
    
    Hidden Desperation
    ------------------ 
    Distance Set Up          stand about a sweap      name will flash, which means
                               away                     hidden super can now be 
                                                        performed; enter the next
                                                        motion VERY quickly after
                                                        this part
      Shin Emperor Drain B.  qcf, b + HP+HK           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
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    None
    
    Kick Starters
    `````````````
    None
    
    
    
    ----------------------Send To Background Moves------------------------
    | Use as last hit on final deciding round. Works on character stages:|
    |                 Joe, Terry, Andy, Hon-Fu, and Mai                  |
    ----------------------------------------------------------------------
    Push/Dive Elbow          LP/HP from front sway
                               plane
    Knee Slide/Low Foot      LK/HK from front sway
                               plane
    Side Poke                tap df, LP/HP/LK/HK   
    Wave Swipe               LP close
    Low Kick                 d + LK
    Sweep                    d + HK
    
             
    --------------------------Knockout Moves------------------------------
    | Use as last hit on final deciding round. Works on character stages:|
    |      Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei       |
    ----------------------------------------------------------------------
    Push/Dive Elbow          LP/HP from back sway
                               plane
    Knee Slide/Low Foot      LK/HK from back sway
                               plane
    Short Palm               f + LP while blocking 
    Falling Slap             HP far
    Roundhouse               LK far
    Jumping Kick Slice       HK close
    Emperor Crunch           f, d, df + P 
    
    
    -------------------------Ceiling Strike Moves-------------------------
    | Use as last hit on final deciding round. Works on character stage: |
    |                              Blue Mary                             |
    ----------------------------------------------------------------------
    Rising Slap              HP close
    Sliding Face Kick        HK far
    
    
    
    
    
    *******************************************************************************
    * 3.13 Jin Chonrei                                                            *
    *******************************************************************************
    Colors
    ------
    LP - Blue costume 
    HK - Orange costume
    
    
    
    Throw
    -----
    Blast Away               f + HP close
    
    
    Basic Moves
    -----------
    Crawl                    hold df
    Quick Sway               tap df                   quick high dodge
      Side Poke              LP/HP/LK/HK              knocks opponent to back sway
                                                        plane if move connects
                                                        (not blocked)
    Wave Swipe               LP close                 2 hits
    Dragon Pound             HP far                   knocks opponent down
    Driving Elbow            HP close                 2 hits
    Wind Kick                LK close                 2 hits
    Skyward Kick             LP/LK from high jump     can perform another air 
                                                        attack after move; 
                                                        overhead
    
    
    Plane Moves
    -----------
    Push/Dive Elbow          LP from sway planes
    Knee Slide/Low Foot      LK from sway planes      must be blocked low
    Strong Push/Elbow        HP from sway planes      knocks opponent to opposite
                                                        sway plane if connected 
                                                        (not blocked)
    Strong Slide/Foot        HK from sway planes      knocks opponent to opposite
                                                        sway plane if connected 
                                                        (not blocked); must be
                                                        blocked low
    Reach Swipe              LP+LK when opponent is   pulls opponent to middle 
                               in a sway plane          plane; only hits 
                                                        opponents in front sway
                                                        plane
    Back Swipe               LK+HP when opponent is   pulls opponent to middle
                               in a sway plane          plane; only hits 
                                                        opponents in back sway
                                                        plane
    Arc Sweep                d + LP+LK when opponent  pulls opponent to middle
                               is in sway plane         plane; only hits 
                                                        opponents in front sway
                                                        plane
    Sweep                    d + LK+HP when opponent  pulls opponent to middle
                               is in a sway plane       plane; only hits 
                                                        opponents in back sway
                                                        plane
    
    
    Command Moves
    -------------
    Low Poke                 d + LP                   2 hits
    Strong Low Poke          d + HP                   2 hits
    Forward Roll             df + HP                  must be blocked low 
    Crouch Punt              d + LK                   must be blocked low; 2 hits
    Short Palm               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;
                                                        will knock opponent to 
                                                        front sway plane if this 
                                                        connects (not blocked)
    
    
    Special Moves
    -------------         
    Emperor God Bop          Charge db, f + P /       LP=short, HP=long; elbow
                               db, f + P                must connect (not blocked)
                                                        to perform the entire 
                                                        maneuver
    Emperor Crunch           f, d, df + P             LP=short, HP=further
    Teio Tengan Ken          qcf + K                  LK=fast, HK=faster; will 
                                                        collide with other 
                                                        projectiles as both will
                                                        be "destroyed" in the 
                                                        process
    Feint Teio Tengan Ken    qcf + LK+HK
    Teio Tashin Ken          when a projectile is     reflects projectiles
                              on the screen, 
                              qcb + HK
    Emperor Blast            qcb, f + HP              not only causes damage to 
                                                        opponent, but will also
                                                        regenerate a portion of 
                                                        Chonrei's lifebar as well
    
                                                           
    Super Desperation
    ----------------- 
    Weak Empire Destiny S.  f, hcf + LK+HK            will collide with other 
                                                        projectiles as both will
                                                        be "destroyed" in the 
                                                        process
    
    
    Hidden Desperation
    ------------------ 
    Distance Set Up         stand very far away      name will flash, which means
                                                        hidden super can now be 
                                                        performed; enter the next
                                                        motion VERY quickly after
                                                        this part     
    Empire Destiny Slash    hcb + HP+HK              will collide with other 
                                                        projectiles as both will
                                                        be "destroyed" in the 
                                                        process
    
    
    Chain Attacks
    -------------
    Punch Starters
    ``````````````
    None
    
    Kick Starters
    `````````````
    None
    
    
    
    ----------------------Send To Background Moves------------------------
    | Use as last hit on final deciding round. Works on character stages:|
    |                 Joe, Terry, Andy, Hon-Fu, and Mai                  |
    ----------------------------------------------------------------------
    Push/Dive Elbow          LP/HP from front sway
                               plane
    Knee Slide/Low Foot      LK/HK from front sway
                               plane
    Side Poke                tap df, LP/HP/LK/HK   
    Wave Swipe               LP close
    Low Kick                 d + LK
    Sweep                    d + HK
    
             
    --------------------------Knockout Moves------------------------------
    | Use as last hit on final deciding round. Works on character stages:|
    |      Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei       |
    ----------------------------------------------------------------------
    Push/Dive Elbow          LP/HP from back sway
                               plane
    Knee Slide/Low Foot      LK/HK from back sway
                               plane
    Short Palm               f + LP while blocking 
    Roundhouse               LK far
    Jumping Kick Slice       HK close
    Emperor Crunch           f, d, df + P 
    
    
    -------------------------Ceiling Strike Moves-------------------------
    | Use as last hit on final deciding round. Works on character stage: |
    |                              Blue Mary                             |
    ----------------------------------------------------------------------
    Sliding Face Kick        HK far
    
    
    
    
    
    
    ===============================================================================
    4. Misc. And Easter Eggs
    ===============================================================================
    
    4.1  Special Intros
    -------------------
    Geese vs Terry
    Geese vs Andy
    
    
    4.2  Other
    ----------
    -Terry's pet monkey will sometimes jump into the water on his stage
    -The frog on Andy's stage will sometimes jump into the water
    -The alligator in Joe's stage will have a ribbon on round four
    -You can knock the opponent into the "Geese Training Dummy" in the background
     as a finisher and knock it out of the tree
    -The turtle in Joe's stage will sometimes "jump."  You can cause this to
     happen with Sokaku by using his Demon Staff Toss when the turtle is not
     raising his neck
    -Jubei Yamada will sometimes jump out of the water and then dive back in at
     Joe's stage
    -A penguin will sometimes run across the screen on the floor in Mai's stage
    -Jubei Yamada will sometimes be seen swimming in the tank in the background on
     Mai's stage
    -Akuma like head in both corners of Geese's stage
    -Geese's stage erupts in flames in 1 player mode
    -Kyo Kusanagi, Sie Kensou, and Richard Meyer can all be found on the left side
     of Bob's stage
    -Cheng appears in a helicopter in Hon-Fu's stage
    -I've seen 3 stages for the Jin brothers.  One has dragons with flags flapping
     in the wind with a small waterfall in back.  Another is a room decorated with
     bones with flames surrounding the area.  The last one is a green type stage
     with dragons and light shimmering in one part of the background.  Even when
     using them hacked in versus mode, the background that is chosen seems to be
     completely random...or is it :)?
    
    
    
    ===============================================================================
    5. Conclusion
    ===============================================================================
    
    5.1  What's Missing/Needed
    
    ****************************************************************************
    * NEED YOUR HELP.  Are there any Ceiling Strike moves for Blue Mary and    *
    * Hon-Fu?  And I know I found more chain attacks, but there might still be *
    * some missing.  If anyone has any extra info on this please let me know.  *
    * Credit will be given for your contribution, of course.  Also, if there   *
    * are any other things not here or any corrections to be made, email me    *
    * and let me know. :)                                                      *
    ****************************************************************************
    
    -Cleanup and corrections
    -Any other missing Knockout/Background/Ceiling moves?  If you know or find 
    any, let me know :).
    -Did I get all the chain attack possibilities?
    -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
    - musolini for helping me with corrections and for the motion for Bash's 
      Hidden Despertaion
    - And me for writing this faq
    
    
    

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