=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Art Of Fighting 3 FAQ By: Goh_Billy (billy_kane_32@hotmail.com) Version #: 4.0 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Sections -------- 1. Legend 2. System 2.1 Basics 2.2 Spirit Gauge 2.3 Types Of Knockdowns And Stuns 3. Characters 3.1 Robert Garcia 3.2 Ryo Sakazaki 3.3 Rody Birts 3.4 Kasumi Todoh 3.5 Koh-San Wang 3.6 Lenny Creston 3.7 Karman Cole 3.8 Jin Fu-Ha ------------------------------- 3.9 Sinclair 3.10 Wyler 4. Misc. And Easter Eggs 4.1 Unlocking Sinclair and Wyler 4.2 Special Day 4.3 Special Picture 5. Conclusion 5.1 What's Missing/Needed 5.2 Credits =============================================================================== 1. Legend =============================================================================== ub u uf f - Forward P - Punch + - And \ | / b - Back K - Kick / - Or b-- --f u - Up BO - Blow Out Attack , - Then / | \ d - Down T - Taunt (aka Raz) 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) =============================================================================== 2. System =============================================================================== 2.1 Basics ---------- Throw f + BO close Wyler cannot be thrown (except for Wang's Haigo Tenda); Sinclair has no throw; throws can be avoided by crouching Block High b Blow Low db will not block overheads Dash Forward f, f can attack out of dash Back Dash b, b can attack out of dash (except for Robert) Short Hop tap ub/u/uf High Jump press ub/uf/uf Taunt T taunting drains the opponent's spirit gauge; taunts can be canceled out of, but the longer you keep the taunt, the more energy it drains from your opponent's spirit gauge Recharge Spirit hold P/K/BO/T replenishes your spirit gauge; you can cancel out of a spirit charge (except for Wyler) Recovery Recharge hold P/K/BO/T while on replenishes your spirit gauge the floor Pursue Attack df + P/K when close to downed opponent Redirection b + BO a high counter, which will toss the opponent to the ground (no damage, but you can use moves that hit floored opponents or use a pursue attack) Weak Recover Attack d/df + P when getting off for most characters, this the floor must be blocked low Destroy Projectile if an attack strikes a this even works on projectile at the projectiles such as the appropriate height and Haou Shoukou Ken time, the projectile will be destroyed Heat Mode when you are low on life your attack strength you will begin to flash increases by 20% and you orange can use your Desperation move Desperation perform when your Spirit gauge is very full and you are in Heat Mode Ultimate KO finish your opponent off you will win the entire match with a Desperation when with this, no matter if it they are at 10% lifebar is the first round or not energy or less 2.2 Spirit Gauge ---------------- The Spirit Gauge is located directly under your lifebar. The Spirit Gauge is drained after performing Special Moves, Desperations, or is depleted when your opponent taunts. The Spirit Gauge is recharged by holding any attack button (while standing or while on the floor), blocking an attack, or simply waiting as it autofills slowly. When your Spirit Gauge is full or mostly filled, it will be green. Using Special Moves in this color will assure your Specials are the most powerful. When your Spirit Gauge is much lower, it will become blue. Specials used in this area will be weaker than those performed in a green bar. When your spirit gauge is near empty or completely empty, the bar will be purple. Some specials will not even come out when the Spirit Gauge is at this level. And the specials that do activate are usually very weak or useless. 2.3 Types Of Knockdowns And Stuns --------------------------------- There are a variety of knockdowns and stuns in this game. And since juggling and pursue attacks hold a great importance in this game, each is listed accordingly in the characters' movelists. The types are: Normal Knockdown - Opponent will fall on their back. The opponent stays on the floor longer, but they have the ability to perform wake up attacks. It is sometimes possible to juggle the opponent from Normal Knockdowns. Sit Knockdown - Opponent will fall on their butt and quickly get up. The opponent gets up much faster in a Sit Knockdown than they would in a Normal Knockdown. They can still be hit with a pursue attack, however. The opponent cannot perform wake up attacks. It is sometimes possible to juggle the opponent from Sit Knockdowns. Launcher - The opponent is sent into the air and is able to be juggled. Nearly every attack becomes a Launcher on counter hit. The ones that don't or that produce other properties on counter hit are noted as such in the movelist details. Stagger - The opponent will stagger backward and be completely vulnerable to attacks. Stagger Fall - The opponent will stagger backward and be completely vulnerable. The difference between this and the regular Stagger is that the opponent will fall into a Sit Knockdown immediately afterwards. If this happens, the opponent cannot perform a wake up attack. =============================================================================== 3. Characters =============================================================================== ******************************************************************************* * 3.1 Robert Garcia * ******************************************************************************* Colors ------ P - Blue shirt T - Dark Gray shirt Throw ----- Kubikiri Nage f + BO close Basic Move ---------- Heavy Axe BO overhead; Normal Knockdown, however becomes Stagger if connected as an overhead; can hit an opponent who's on the floor; on counter hit, it is still a Normal Knockdown Command Moves ------------- Backflip b, b unlike other characters' back dashes, Robert cannot attack out of this Trash Kick df + P/K when close to pursue attack downed opponent Digging Fist P+K overhead; Launcher, however becomes Stagger if connected as an overhead Rush Jab f + P Arc Kick (while still holding f) K if the move connects when Robert's foot is high and fully extended, you will have a Normal Knockdown (Normal Knockdown on counter hit); if the move connects during the time Robert's foot begins to fall, the opponent will Stagger (Launcher on counter hit) Second Jab (while still holding f) P Arc Kick (while still holding f) K if the move connects when Robert's foot is high and fully extended, you will have a Normal Knockdown (Normal Knockdown on counter hit); if the move connects during the time Robert's foot begins to fall, the opponent will Stagger (Launcher on counter hit) Forearm Rush (while still holding f) BO Arc Kick (while still holding f) K if the move connects when Robert's foot is high and fully extended, you will have a Normal Knockdown (Normal Knockdown on counter hit); if the move connects during the time Robert's foot begins to fall, the opponent will Stagger (Launcher on counter hit) Elbow Rush (while still holding f) BO Stagger Ryuu Zanshou b + K this acts as a special move (it drains the Spirit Gauge); overhead; Normal Knockdown, however becomes Stagger if connected as an overhead; Green=strong; Blue=weak; Purple=move will not come out Backfist b + P Launcher Knuckle Sweep d + P must be blocked low; Sit Knockdown (even on counter hit); note that pressing P in the crouch position will NOT perform this move Weak Low Tap crouch and press P must be blocked low; Stagger Fall on counter hit Elbow Rush df + P overhead; Stagger if connected as an overhead; note that holding df and pressing P in the crouch position will NOT perform this move Roundhouse f + K Stagger Arc Kick (while still holding f) K if the move connects when Robert's foot is high and fully extended, you will have a Normal Knockdown (Normal Knockdown on counter hit); if the move connects on its own during the time Robert's foot begins to fall, the opponent will Stagger (Launcher on counter hit) Knuckle Sweep d + P must be blocked low; Sit Knockdown (even on counter hit) Strong Low Tap d + K / crouch and press K must be blocked low; Sit Knockdown on counter hit; the d + K version has slightly better recovery Driving Knee df + K overhead; Stagger if connected as an overhead; note that holding df and pressing K in the crouch position will NOT perform this move Straight Kick K Normal Knockdown High Kick K will cause a Normal Knockdown if the Straight Kick didn't connect, otherwise it will combo from the Straight Kick Snap Kick b + K High Kick (while still holding b) K Normal Knockdown Quick Axe (while still holding b) K overhead; if this connects on its own it will cause Sit Knockdown (even on counter hit), or if it connects as an overhead on its own it will Stagger Tiger Bite d, u + K overhead; Sit Knockdown if connected as an overhead Redirection b + BO a high counter, which will toss the opponent to the ground (no damage, but you can use moves that hit floored opponents or use a pursue attack) Special Moves ------------- Ryuugeki Ken qcf + P/BO P=slow, BO=fast; Green=strong with no Launch on counter hit; Blue=weak with no Launch on counter hit; Purple=very weak where it no longer acts as a projectile but a close range blast Ryuuga f, d, df + P/BO P=short, BO=far; Normal Knockdown; Green=strong; Blue=weak; Purple=move will not come out Haou Shoukou Ken f, hcf + BO move will only work when spirit gauge is in the Green; Normal Knockdown Hien Ryuujin Kyaku qcb + K in air overhead; Normal Knockdown; Green=strong; Blue=weak; Purple=move will not come out Genei Kayku f, b, f + K one of his kicks must connect (not blocked) for the entire maneuver to come out; Normal Knockdown; Green=strong; Blue=weak; Purple=move will not come out Hien Senpuu Kyaku db, f + K / Charge db, overhead; first part must f + K touch the opponent for the entire maneuver to come out; Normal Knockdown; Green=strong and long; Blue=weak and medium; Purple=very weak, short, and has no second part Ryuu Zanshou Hold f and press P, P, BO, the last part is the actual and then release f and special move (it drains the press b + K spirit gauge); overhead; Normal Knockdown, however becomes Stagger if connected as an overhead; Green=strong; Blue=weak; Purple=move will not come out Desperation ----------- Ryuuko Ranbu f, hcf, then leave the unblockable; dash in must joystick in the neutral touch the opponent for position for a split the entire Desperation to second, then press K come out; Normal Knockdown, even on counter hit ******************************************************************************* * 3.2 Ryo Sakazaki * ******************************************************************************* Colors ------ P - Orange uniform T - White uniform Throw ----- Ippon Zeoi f + BO close Basic Moves ----------- Back Kick BO in air cross up attack, overhead; Sit Knockdown (even on counter hit) Conquering Strike BO Normal Knockdown, even on counter hit Command Moves ------------- Triangle Jump jump towards the wall and press P Sankaku Geri jump towards the wall and overhead; Normal Knockdown press K Kime Uchi df + P/K when close to pursue attack downed opponent Sway P+K invulnerable for a short period of time Ate Keri K+BO Normal Knockdown, even on counter hit Joudan Mawashi Geri f, b + K+BO Launcher Rush Jab f + P Arc Kick (while still holding f) K Normal Knockdown, even on counter hit Second Jab (while still holding f) P Arc Kick (while still holding f) K Normal Knockdown, even on counter hit Cross (while still holding f) BO Arc Kick (while still holding f) K Normal Knockdown, even on counter hit Short Upper (while still holding f) BO Stagger Torage Uchi f, f + P overhead; becomes Stagger if connected as an overhead Tsurabe Uchi P overhead; Normal Knockdown, however becomes Stagger if connected as an overhead on its own Low Blow d + P must be blocked low; note that holding d and pressing P in the crouch position will NOT perform this move Weak Low Tap crouch and press P must be blocked low; Stagger Fall on counter hit Tsurabe Uchi df + P / d, u + P overhead; Launcher, however becomes Stagger if connected as an overhead; note that holding df and pressing P in the crouch position will NOT perform this move Dashing Low Blow df, df + P must be blocked low; Normal Knockdown, even on counter hit Chopping Roundhouse f + K Normal Knockdown, even on counter hit Arc Kick (while still holding f) K Normal Knockdown, even on counter hit Fuusatsu Keri b + K Normal Knockdown, even on counter hit Strong Low Tap d + K / crouch and press K must be blocked low; Normal Knockdown on counter hit; the d + K version has slightly better recovery Hiza Arashi df + K overhead; becomes Stagger if connected as an overhead; note that holding df and pressing K in the crouch position will NOT perform this move High Kick K Normal Knockdown Knee Drive BO the second knee is an overhead; the second knee is a Normal Knockdown, however it becomes a Stagger if it connects as an overhead Low Blow press d + P before the must be blocked low; Normal second knee from the Knockdown Knee Drive comes out Hopping Gale Kick f, f + K will connect as an overhead on the larger characters; Normal Knockdown, even on counter hit Redirection b + BO a high counter, which will toss the opponent to the ground (no damage, but you can use moves that hit floored opponents or use a pursue attack) Special Moves ------------- Ko'ou Ken qcf + P/BO P=slow, BO=fast; Green=strong with no Launch on counter hit; Blue=weak with no Launch on counter hit; Purple=very weak where it no longer acts as a projectile but a close range blast Kohou f, d, df + P/BO P=short, BO=far; Normal Knockdown; Green=strong; Blue=weak; Purple=move will not come out Zanretsu Ken f, b, f + P one of his punches must connect (not blocked) for the entire maneuver to come out; Normal Knockdown; Green=strong; Blue=weak; Purple=move will not come out Koh Geki qcb + P when close to pursue attack; though it downed opponent drains your spirit meter, it acts and damages the opponent the same on all three bar colors Haou Shoukou Ken f, hcf + BO move will only work when spirit gauge is in the Green; Normal Knockdown Hien Shippuu Kyaku db, f + K / Charge db, overhead; first part must f + K touch the opponent for the entire maneuver to come out; Normal Knockdown; Green=strong and long; Blue=weak and medium; Purple=very weak, short, and has no second part Desperation ----------- Ryuuko Ranbu f, hcf, then leave the unblockable; dash in must joystick in the neutral touch opponent for entire position for a split Desperation to come out; second, then press K Normal Knockdown, even on counter hit ******************************************************************************* * 3.3 Rody Birts * ******************************************************************************* Colors ------ P - Dark Gray top and Blue tonfas T - Blue top and Red tonfas Throw ----- Hook Throw f + BO close Basic Move ---------- Charging High Kick BO Normal Knockdown, even on counter hit Command Moves ------------- Bounding Rod df + P/K when close to pursue attack downed opponent Clobber P+K Normal Knockdown, even on counter hit Quick Sweep d + K must be blocked low; perform this immediately after pressing P+K; Causes Sit Knockdown, even on counter hit Final Sweep K must be blocked low; causes Sit Knockdown if this hits on its own (even on counter hit) Tonfa Swat b + P Launcher; perform this immediately after pressing P+K Tonfa Rush f + P High Kick (while still holding f) K Normal Knockdown, even on counter hit Tonfa Poke (while still holding f) P Handle Strike (while still holding f) BO Stagger Driving Knee (while still holding f) K overhead; Launcher, however it becomes a Stagger if connected as an overhead High Kick (while still holding f) K Normal Knockdown, even on counter hit Quick Sweep db + K must be blocked low; causes Sit Knockdown, even on counter hit Final Sweep K must be blocked low; causes Sit Knockdown if this hits on its own (even on counter hit) Tonfa Swat b + P Launcher Tonfa Sweep d + P must be blocked low; Sit Knockdown, even on counter hit; note that holding d and pressing P in the crouch position will NOT perform this move Ankle Swipe crouch and press P must be blocked low; Stagger Fall on counter hit Beheading df + P overhead; Launcher, however it becomes a Stagger if this connects as an overhead; note that holding df and pressing P in the crouch position will NOT perform this move Driving Knee f + K overhead; Launcher, however it becomes a Stagger if this connects as an overhead High Kick (while still holding f) K Normal Knockdown, even on counter hit Dodge Knee Strike after the opponent attacks you will quickly dodge and with a high striking K, then rush in with a knee press b + K (holding b attack; this is a counter and pressing K also attack to K maneuvers that works) strike high; this includes normals, command moves such as rush kicks (f+K), etc.; the timing on this is very tight; Normal Knockdown Stub Kick/Quick S. d + K must be blocked low; this combination can manage to produce two completely seperate attacks; if the d and K motion are pressed exactly together, you will get the Quick Sweep (complete with follow up); if d or K are slightly off, you will get a stronger version of the Stub Kick (which has no pushback in the corner); The Quick Sweep causes Sit Knockdown even on counter hit while the Stub Kick causes Normal Knockdown on counter hit; note that holding d and pressing K in the crouch position will NOT produce any of these maneuvers Stub Kick crouch and press K must be blocked low; Normal Knockdown on counter hit Dashing Knee df + K overhead; Normal Knockdown, however it becomes a Stagger if connected as an overhead; note that holding df and pressing K in the crouch position will NOT perform this move Quick Sweep db + K must be blocked low; causes Sit Knockdown, even on counter hit; note that holding db and pressing K K in the crouch position will NOT perform this move Final Sweep K must be blocked low; causes Sit Knockdown if this hits on its own (even on counter hit) Redirection b + BO a high counter, which will toss the opponent to the ground (no damage, but you can use moves that hit floored opponents or use a pursue attack) Special Moves ------------- Revolving Rod qcf + P/BO P=short, BO=long; Normal Knockdown; Green=strong; Blue=weak; Purple=move does not come out (instead Rody throws the tonfa straight up and is completely vulnerable) Deception Impact f, b, f + P this acts like a long distance throw (however it is blockable high); the range of this move is around sweep distance; the opponent must fall victim to the first part (and not duck or high block it) for the entire maneuver to come out; Green=strong; Blue=weak; Purple=the set up for this move will not come out (instead you just get the tonfa strike, which does not knockdown normally but is a Launcher on counter hit) Middle Impact TT qcf + K the final kick in all versions causes a Normal Knockdown (even on counter hit); Green=strong; Blue=weak; Purple=very weak with only one of the roundhouses coming out Desperation ----------- Hyper Tonfa f, b, f, b, f + BO unblockable; Normal Knockdown, even on counter hit ******************************************************************************* * 3.4 Kasumi Todoh * ******************************************************************************* Colors ------ P - Blue costume w/ Red headband T - Red costume w/ Purple headband Throw ----- Mochi Mawashi Zen f + BO close Basic Moves ----------- Quick Elbow P close Chop Kick BO Normal Knockdown, even on counter hit Rivalry T against Robert or taunt; drains opponent's Ryo spirit meter considerably Command Moves ------------- Kanwari df + P/K when close to pursue attack downed opponent Gohsen P+K Normal Knockdown, even on counter hit Jaw Slice f + P Chop Kick (while still holding f) K Normal Knockdown, even on counter hit Skyward Palm (while still holding f) P Chop Kick (while still holding f) K Normal Knockdown, even on counter hit Heavy Chop (while still holding f) BO Stagger Sassho On Kyaku after the opponent attacks this is a counter attack to with a high striking P, P maneuvers that strike press b + P (holding b high; this includes and pressing P also normals, command moves such works) as rush jabs (f+P), and even combinations such as P+K; to get this particular counter, the opponent's attack must NOT be an overhead (again, it must strike high) and must be some sort of punch (in Rody's case a tonfa swat, or for Lenny a whip attack, etc.); the catch distance can have deceptively longer range depending on the attack coming at you; timing can be rather tight; causes Stagger (Karman Stagger Falls for some reason) Sakken On Uchi after the opponent attacks this is a counter attack to with an overhead P, press overhead P maneuvers; to b + P (holding b and get this particular pressing P also works) counter, the opponent's attack must be an overhead and must be some sort of punch (in Rody's case a tonfa swat, or for Lenny a whip attack, etc.); the catch distance can have deceptively longer range depending on the attack coming at you; timing is rather tight; Normal Knockdown; you will get this counter against Wyler whether he uses a high P or an overhead P Driving Duck Punch d + P must be blocked low; causes Stagger Fall on counter hit; note that holding d and pressing P in the crouch position will NOT perform this move Forearm Bash df + P overhead; if the move barely grazes the opponent as an overhead, they will Stagger; note that holding df and pressing P in the crouch position will NOT perform this move Sousho Dan f, f + P Kusanagi d + K must be blocked low; Normal Knockdown, even on counter hit Yaritotsu Kyaku b + K Launcher Mid Crunch Kick f + K Launcher Chop Kick (while still holding f) K Normal Knockdown if it hits on its own (even on counter hit) Skyward Palm (while still holding f) P Chop Kick (while still holding f) K Normal Knockdown if it hits on its own (even on counter hit) Heavy Chop (while still holding f) BO Stagger if it hits on its own Shiranami b + K Normal Knockdown, even on counter hit Gohsen P+K Normal Knockdown, even on counter hit Kusanagi d + K must be blocked low; Normal Knockdown, even on counter hit; note that holding d and pressing K in the crouch position will NOT perform this move Reverse Kusanagi crouch and press K must be blocked low; causes Sit Knockdown on counter hit Yaritotsu Kyaku df + K overhead; becomes Stagger if used as an overhead; note that holding df and pressing K in the crouch position will NOT perform this move Hisou f, f + K overhead; Normal Knockdown, even on counter hit Redirection Rush b + BO a high counter, which will toss the opponent to the ground (no damage, but you can use moves that hit floored opponents or
use a pursue attack);
Kasumi can glide past the
opponent with this if close
enough
Tsuyu Barai slide past the opponent unblockable
with the Redirection
Rush and press P
Special Moves
-------------
Kasane Ate qcf + P Normal Knockdown, even on
counter hit; Green=strong
and long; Blue=medium and
medium; Purple=weak and
short
Raiho Hoh qcb + P Green=strong, Stagger,
overhead; Blue=weak,
Stagger, overhead;
Purple=Kasumi only throws
her hands forward for a
short range attack
Desperation
-----------
Chou Kasane Ate b, hcb + P (hold P to holding P will empower the
empower) Desperation; there are 3
levels of strength; holding
P too long will cause
Kasumi to fall down,
aborting the Desperation;
Launcher
*******************************************************************************
* 3.5 Koh-San Wang *
*******************************************************************************
Colors
------
P - Dark Gray shirt w/ Blue trim
T - Red shirt w/ Dark Gray trim
Throws
------
Yanagi Hou f + BO close
Haigo Tenda f, b + P+BO close you cannot avoid this throw
by ducking but this throw
CAN be blocked; this throw
works on Wyler
Basic Moves
-----------
Body Splash BO in air overhead; Normal Knockdown,
even on counter hit; can
hit downed opponent
Kohboku Sho BO Normal Knockdown, even on
counter hit (however if
this move just grazes the
opponent, they will not be
knocked down)
Command Moves
-------------
Sou Ka Sui df + P/K when close to pursue attack; can sometimes
downed opponent land two if fast enough
Tou Ten Hou P+K Launcher
Senpuu Shin d + P+K must be blocked low; causes
Sit Knockdown, even on
counter hit
Kohboku Sho f + P Normal Knockdown, even on
counter hit
Atama Kun f + K overhead; Stagger
Ashi Harai d + K must be blocked low; causes
Sit Knockdown if it hits
on its own (even on counter
hit)
Tobi Shiri Kougeki P+K in air overhead; Normal Knockdown,
even on counter hit; can
hit downed opponent
Satankyaku K+BO Normal Knockdown, even on
counter hit
Step Punch f + P
Hop Kick (while still holding f) K will cause Normal Knockdown
(even on counter hit) if
this hits on its own
Air Punt (while still holding f) K Launcher if this hits by
itself
Uppercut Blade (while still holding f) P Launcher
Hop Kick (while still holding f) K will cause Normal Knockdown
(even on counter hit) if
this hits on its own
Air Punt (while still holding f) K Launcher if this hits by
itself
Pelican Strike (while still holding f) BO overhead; will Stagger if
connected as an overhead
Jikottsu f, f + P must be blocked low; Normal
Knockdown, even on counter
hit
Hakuhja Tojin b + P
Shin Punch d + P must be blocked low; Stagger
Fall on counter hit; note
that holding d and pressing
P in the crouch position
will NOT perform this move
Weak Low Tap crouch and press P must be blocked low; Stagger
Fall on counter hit
Iron Treatment df + P both parts are overheads; the
first part is a Stagger;
the second part is a Normal
Knockdown, however it
becomes a Stagger if
connected by itself as an
overhead; note that holding
df and pressing P in the
crouch position will NOT
perform this move
Hop Kick f + K Normal Knockdown, even on
counter hit
Air Punt (while still holding f) K Launcher if this hits by
itself
Utankyaku b + K Launcher
Strong Low Tap d + K / crouch and press K must be blocked low; Normal
Knockdown on counter hit;
the d + K version has
slightly better recovery
Flying Butt Attack df + K overhead; Normal Knockdown,
even on counter hit; note
that holding df and
pressing K in the crouch
position will NOT perform
this move
Ifuoh db + K must be blocked low; Normal
Knockdown, even on counter
hit
Atama Kun df + BO overhead; Stagger
Ashi Harai d + K must be blocked low; causes
Sit Knockdown, even on
counter hit
Redirection b + BO a high counter, which will
toss the opponent to the
ground (no damage, but
you can use moves that
hit floored opponents or
use a pursue attack)
Special Moves
-------------
Kyoretsu Jirai Shiri d, d + P must be blocked low; can only
opponents who are standing
or crouching; Green=strong,
has huge range (3/4 screen
distance), and Sit
Knockdown (even on counter
hit); Blue=weak, medium
distance, and Sit Knockdown
(even on counter hit);
Purple=very weak, very
short distance, and Stagger
Hisho Ishi Atama Kun f, d, df + P Normal Knockdown (only the
Purple version will launch
on counter hit since the
Green/Blue versions have
the follow up);
Green=strong; Blue=weak;
Purple=very weak with only
the initial hop
Muteki Ranbu Kun hcf + K Stagger; the initial kick
portion is an overhead;
Green=strong; Blue=weak;
Purple=move will whiff and
cause Wang to fall leaving
him vulnerable
Atama Kun b, f + P overhead; Normal Knockdown
(even on counter hit),
however becomes a Stagger
if connected as an
overhead; this follow up
does not work for the
Purple version
Desperation
-----------
Kyuukyokuogi Randa b, f, f + BO dash in must touch opponent
for entire Desperation to
come out; dash in is
unblockable; Normal
Knockdown, even on counter
hit
*******************************************************************************
* 3.6 Lenny Creston *
*******************************************************************************
Colors
------
P - Blue costume
T - Green costume
Throw
-----
Twine Throw f + BO close this has more range than
other throws in this game
Basic Moves
-----------
Heavy Roundhouse K Normal Knockdown, even on
counter hit
Double Snap BO the second part is a Normal
Knockdown, even on counter
hit
Command Moves
-------------
Small Stomp df + P/K when close to pursue attack
downed opponent
Sway P+K invulnerable for a short
period of time
Swing Shot b + P+K Launcher
Viper Bite f + P
Heavy Roundhouse (while still holding f) K Normal Knockdown, even on
counter hit
Second Bite (while still holding f) P
Heavy Roundhouse (while still holding f) K Normal Knockdown, even on
counter hit
Straight Shot (while still holding f) BO Stagger
Backflip b + K overhead; if this just clips
the opponent as an
overhead the opponent will
Stagger, otherwise it will
be a Normal Knockdown (even
on counter hit)
Long Snap b + P Normal Knockdown, even on
counter hit
Hot Feet d + P must be blocked low; can hit
an opponent who is on the
ground; Normal Knockdown,
even on counter hit; note
that holding d and pressing
P in the crouch position
will NOT perform this move
Fang Snap df + P overhead; Stagger if
connected as an overhead;
note that holding df and
pressing P in the crouch
position will NOT perform
this move
Stampede Palms f, f + P Stagger
Back Snap (while still holding f) K will cause a Normal Knockdown
if it combos from the
Stampede Palms, or it will
cause a Stagger if it hits
by itself
Backflip b + K overhead; if this just clips
the opponent as an
overhead the opponent will
Stagger, otherwise it will
be a Normal Knockdown (even
on counter hit)
Turn Snap f + K Stagger
Back Snap (while still holding f) K will cause a Normal Knockdown
if it combos from the Turn
Snap, or it will cause a
Stagger if it hits by
itself
Shoulder Charge f, f + K overhead; Launcher, however
it becomes a Stagger if
connected as an overhead
Stampede Palms P causes Sit Knockdown (even on
counter hit) if this hits
by itself
Backflip b + K overhead; if this just clips
the opponent as an
overhead the opponent will
Stagger, otherwise it will
be a Normal Knockdown (even
on counter hit)
Heavy Prop Kick d + K / crouch and press K Normal Knockdown, even on
counter hit; the d + K
version has slightly better
recovery
Backflip b + K overhead; if this just clips
the opponent as an
overhead the opponent will
Stagger, otherwise it will
be a Normal Knockdown (even
on counter hit)
Stomach Kick df + K overhead; Launcher, however
it becomes a Stagger if
connected as an overhead;
note that holding df and
pressing K in the crouch
position will NOT perform
this move
Redirection b + BO a high counter, which will
toss the opponent to the
ground (no damage, but
you can use moves that
hit floored opponents or
use a pursue attack)
Special Moves
-------------
Flick Shot qcf + P Green=strong with no Launch
on counter hit; Blue=weak
with no Launch on counter
hit; Purple=very weak where
it no longer acts as a
projectile but a close
range blast
4 Swish Rave qcb + P last hit causes Normal
Knockdown; Green=strong;
Blue=weak; Purple=very weak
and comes out considerably
slow
Whip Lash f, b, f + P last part is an overhead;
last part causes Normal
Knockdown (even on counter
hit), however it becomes a
Stagger if it connects as
an overhead; Green=strong;
Blue=weak; Purple=very weak
in which only one whip
swing comes out (and no
overhead attack finish)
Desperation
-----------
Flick Break f, hcf + BO dash in must touch opponent
for entire Desperation to
come out; dash in is
unblockable; Normal
Knockdown, even on counter
hit
*******************************************************************************
* 3.7 Karman Cole *
*******************************************************************************
Colors
------
P - Crimson jacket
T - Blue jacket
Throw
-----
Dive Drop f + BO close
Basic Moves
-----------
Vicious Palm BO Normal Knockdown, even on
counter hit
Get Ready T against Robert or taunt; drains opponent's
Ryo spirit meter
Command Moves
-------------
Under Straight df + P/K when close to pursue attack
downed opponent's head
Mount Knuckle df + P/K when close to pursue attack; does not work
downed opponent's legs against Sinclair or Wyler
Back Forearm P+K Launcher
Dodge Backhand b + P+BO invulnerable for a short
period of time; Normal
Knockdown, even on counter
hit
Dodge Kick b + K+BO invulnerable for a short
period of time; Normal
Knockdown, even on counter
hit
Turn Palm f + P
Thrust Palm (while still holding f) P
One Two Kick (while still holding f) K first part is an overhead;
first part will Stagger
opponent if connected as an
overhead; last part is a
Normal Knockdown, even on
counter hit
Cut Straight after the opponent attacks this is a counter attack to
with a high striking K, K maneuvers that strike
press b + P (holding b high; this includes
and pressing P also normals, command moves such
works) as rush kicks (f+K), etc.;
to get this particular
counter, the opponent's
attack must NOT be an
overhead (again, it must
strike high) and must be
some sort of kick; the
catch distance can have
deceptively longer range
depending on the attack
coming at you; timing can
be rather tight; Normal
Knockdown
Cut High Kick after the opponent attacks this is a counter attack to
with an overhead K, press overhead K maneuvers; to
b + P (holding b and get this particular
pressing P also works) counter, the opponent's
attack must be an overhead
and must be some sort of
kick; the catch distance
can have deceptively longer
range depending on the
attack coming at you;
timing can be rather tight;
Normal Knockdown
Critical Shatter d + P / crouch and press P must be blocked low; Stagger
Fall on counter hit; the
d + P version has slightly
better recovery
Wild Swing df + P overhead; Stagger if
connected as an overhead;
note that holding df and
pressing P in the crouch
position will NOT perform
this move
One Two Kick f + K first part is an overhead;
first part will Stagger
opponent if connected as an
overhead; last part is a
Normal Knockdown, even on
counter hit
High Point Heel b + K causes Sit Knockdown, even on
counter hit
Light Palm P
High Kick K
Vicious Palm BO Normal Knockdown (even on
counter hit) if this hits
on its own
Shin Cracker d + K / crouch and press K must be blocked low; Normal
Knockdown on counter hit;
the d + K version has
slightly better recovery
Redirection b + BO a high counter, which will
toss the opponent to the
ground (no damage, but
you can use moves that
hit floored opponents or
use a pursue attack)
Special Moves
-------------
Hefygar Shutosu qcb, f + P high counter attack; Normal
Knockdown; Green and Blue
versions seem identical;
Purple=the move will not
come out
Quick Under Straight f, b, f + P overhead; Normal Knockdown
(even on counter hit),
however it becomes a
Stagger if connected as an
overhead; Green=strong and
long; Blue=weak and short;
Purple=move will not come
out
Quick Back Knuckle f, b, f + K Normal Knockdown, even on
counter hit; Green=strong
and long; Blue=weak and
short; Purple=move will not
come out
Gebartigar Fustricht qcf + K Green=strong and Normal
Knockdown (even on counter
hit); Blue=weak and Normal
Knockdown (even on counter
hit); Purple=very weak and
short
Desperation
-----------
Aufeinander Folgerte hcb, hcb + BO dash in must touch opponent
for entire Desperation to
come out; dash in is
unblockable; Normal
Knockdown, even on counter
hit
*******************************************************************************
* 3.8 Jin Fu-Ha *
*******************************************************************************
Colors
------
P - Blue costume
T - Green costume
Throw
-----
Tengeki Satsu f + BO close
Basic Moves
-----------
Elbow Drop BO in air overhead; Normal Knockdown,
even on counter hit
Buster Punch BO overhead; Launcher, however
it becomes a Stagger if
connected as an overhead
Command Moves
-------------
Double Jump ub/u/uf, ub/u/uf
Tenshin Dan df + P/K when close to pursue attack
downed opponent
Tenchuu Raku d, u + P when close to pursue attack
downed opponent
Kaikyaku Kakato P+K overhead; Normal Knockdown
(even on counter hit),
however it becomes a
Stagger if connected as an
overhead; can hit an
opponent who's on the floor
Hand Slice f + P
Cartwheel (while still holding f) K Normal Knockdown, even on
counter hit
Tatsumaki Keri (while still holding f) K overhead; causes Sit
Knockdown, even on counter
hit (however if this
strikes taller characters
cleanly, you will get a
Normal Knockdown); becomes
Stagger if connected as an
overhead; can hit opponent
on the ground
Backhand (while still holding f) P
Cartwheel (while still holding f) K Normal Knockdown, even on
counter hit
Tatsumaki Keri (while still holding f) K overhead; causes Sit
Knockdown, even on counter
hit (however if this
strikes taller characters
cleanly, you will get a
Normal Knockdown); becomes
Stagger if connected as an
overhead; can hit opponent
on the ground
Fatal Strike (while still holding f) BO overhead; Stagger
Zutsuki f, f + P overhead; Launcher, however
it becomes a Stagger if
connected as an overhead
Eagle Blade b + P Launcher
Slide Separation d + P must be blocked low; Stagger
Fall on counter hit; note
that holding d and pressing
P in the crouch position
will NOT perform this move
Weak Sweep (while still holding d) K must be blocked low; Sit
Knockdown on counter hit
Separation crouch and press P must be blocked low; Stagger
Fall on counter hit
Crush df + P overhead; Stagger if
connected as an overhead;
note that holding df and
pressing P in the crouch
position will NOT perform
this move
Cartwheel f + K Normal Knockdown, even on
counter hit
Tatsumaki Keri (while still holding f) K overhead; causes Sit
Knockdown, even on counter
hit (however if this
strikes taller characters
cleanly, you will get a
Normal Knockdown); becomes
Stagger if connected as an
overhead; can hit opponent
on the ground
Tatsumaki Keri f, f + K overhead; causes Sit
Knockdown, even on counter
hit (however if this
strikes taller characters
cleanly, you will get a
Normal Knockdown); becomes
Stagger if connected as an
overhead; can hit opponent
on the ground
Sokutai Geki b + K overhead; Normal Knockdown
(even on counter hit),
however it becomes a
Stagger if connected as an
overhead
Twirl Sweep d + K must be blocked low; causes
Sit Knockdown, even on
counter hit; note that
holding d and pressing K in
the crouch position will
NOT perform this move
Short Upper P Launcher if this connects on
its own
Weak Sweep crouch and press K must be blocked low; Sit
Knockdown on counter hit
Mid Kick df + K overhead; Stagger if
connected as an overhead;
note that holding df and
pressing K in the crouch
position will NOT perform
this move
Redirection b + BO a high counter, which will
toss the opponent to the
ground (no damage, but
you can use moves that
hit floored opponents or
use a pursue attack)
Special Moves
-------------
Ryueijin qcf + P Green and Blue versions
reflect projectiles and
cause Stagger Fall on
counter hit (if the field
itself hits the opponent);
Purple=absorbs projectiles
Shinkuu Zankubi Toh qcb + P last hit causes Normal
Knockdown; Green=strong and
long; Blue=weak and medium;
Purple=very weak with only
a few spins and travels
almost no distance
Shinobikakure d, b, db + K invulnerable for a split
second; turns Jin invisible
for 4 seconds or until he
is hit; Green and Blue
versions are the same;
Purple=move will not come
out
Mougo Ryusatsujin f, hcf + BO high counter attack; Normal
Knockdown; Green=strong;
Blue=weak; Purple=move will
not come out
Desperation
-----------
Tohshin Shoh d, d + BO completely invulnerable
during Desperation; Normal
Knockdown, even on counter
hit
-------------------------------------------------------------------------------
*******************************************************************************
* 3.9 Sinclair *
*******************************************************************************
Colors
------
P - Purple scarf and bandana
T - Steel Blue scarf and bandana
Throw
-----
None
Basic Moves
-----------
Takeoff K Launcher
Bloody Slash BO overhead; Normal Knockdown
(even on counter hit),
however it becomes a
Stagger if connected as an
overhead
Command Moves
-------------
Guillotine Swing df + P/K when close to pursue attack
downed opponent
Escape Duel b + P+K Normal Knockdown, even on
counter hit
Spiral Flash f + A the second hit of this
maneuver causes a Stagger;
the last hit of this
maneuver is an overhead;
the last hit will cause a
Normal Knockdown (even on
counter hit), however it
will Stagger the opponent
if connected as an
overhead
Takeoff K Launcher; time the button
press just before the last
part comes out
Blind Sacrifice b + K overhead; Normal Knockdown
(even on counter hit),
however it becomes a
Stagger if connected as an
overhead; time the button
press just before the last
part comes out
Turning Edge b + P overhead; first hit is a
Stagger; second hit is a
Launcher
Ankle Slice d + P must be blocked low; Sit
Knockdown (even on counter
hit); note that holding d
and pressing P in the
crouch position will NOT
perform this move
Low Cutter crouch and press P must be blocked low; Stagger
Fall on counter hit
Direct Stab df + P/K overhead; causes Sit
Knockdown (even on counter
hit), however it becomes
a Stagger if connected as
an overhead; note that
holding df and pressing P/K
in the crouch position will
NOT perform this move
Blind Sacrifice b + K overhead; Normal Knockdown
(even on counter hit),
however it becomes a
Stagger if connected as an
overhead
Strong Sweep Slice d + K must be blocked low; Normal
Knockdown, even on counter
hit; note that holding d
and pressing K in the
crouch position will NOT
perform this move
Low Cutter II crouch and press K must be blocked low; Normal
Knockdown on counter hit
Redirection b + BO a high counter, which will
toss the opponent to the
ground (no damage, but
you can use moves that
hit floored opponents or
use a pursue attack)
Special Moves
-------------
Revolving Sword qcb + P Normal Knockdown;
Green=strong and long;
Blue=weak and medium;
Purple=very weak and
stationary
Vision Cutter f, b, f + P Green=strong; Blue=weak;
Purple=the swords will
appear but not strike,
leaving Sinclair vulnerable
Diving Sword d, u + P must touch opponent for
entire maneuver to come
out; overhead; causes
Stagger Fall; can use any
air attack after move
connects (blocked or not);
can hit an opponent who's
on the floor; Green=strong;
Blue=weak; Purple=very weak
with short leap distance
Desperation
-----------
Hyper Aura Slicer f, hcf + P unblockable; Normal
Knockdown, even on counter
hit
*******************************************************************************
* 3.10 Wyler *
*******************************************************************************
Colors
------
P - Teal costume
T - Red costume
Throw
-----
None
Basic Moves
-----------
The Rage have the opponent try to will cause Stagger Fall
throw you
Iron Stomp K overhead; will cause Sit
Knockdown (even on counter
hit) if this move just
clips them
Hammering BO overhead; causes Sit
Knockdown (even on counter
hit), however it becomes a
Stagger if connected as an
overhead
Command Moves
-------------
Buster Hip df + P/K when close to pursue attack
downed opponent
Short Swing f + P
Uppercut (while still holding f) P Launcher
Hammering (while still holding f) BO overhead; doesn't seem to
cause any kind of Launcher
on counter hit
Rising Uppercut d + P/K / crouch and press overhead; Launcher, however
P/K it becomes a Stagger if
connected as an overhead;
the d + P/K version has
slightly better recovery
than the crouch, P/K
version
Smash Fist df + P/K overhead; Normal Knockdown,
however it becomes a
Stagger if connected as an
overhead
Driving Kick b + K Normal Knockdown, even on
counter hit
Rush Stomp f + K overhead; Launcher, however
becomes a Stagger if
connected as an overhead
Driving Kick (while still holding f) K Normal Knockdown, even on
counter hit
Redirection b + BO a high counter, which will
toss the opponent to the
ground (no damage, but
you can use moves that
hit floored opponents or
use a pursue attack)
Special Moves
-------------
Blackout qcf + P Green=strong and long;
Blue=weak and short;
Purple=very weak where
it no longer acts as a
projectile but a close
range blast
Lead Shoulder f, b, f + P overhead; causes Stagger if
connected as an overhead;
Green=strong, long, and
Normal Knockdown (even on
counter hit); Blue=weak,
medium, and Normal
Knockdown (even on counter
hit); Purple=very weak,
short, and causes Sit
Knockdown (even on counter
hit)
Orbit Toss d, u + P reflects projectiles; causes
Stagger Fall on counter
hit; Purple=move does not
come out
Desperation
-----------
None
===============================================================================
4. Misc. And Easter Eggs
===============================================================================
4.1 Unlocking Sinclair and Wyler
--------------------------------
Sometimes Sinclair and Wyler will already be unlocked in the arcade version.
It seems there might be a time release for them. The following codes, however,
can unlock them, including in the console version.
Sinclair= Highlight Jin and press K. Now move left one space and press K
again. Then left again and K. Continue this until you end with
Robert.
Wyler= Highlight Robert and press BO. Move right one space and press BO again.
Then right again and BO. Continue this until you end with Jin.
4.2 Special Day
---------------
A special day occurs when it is the date of a particular character's
birthday. When this happens, you will see a message displayed both on the
title screen and on the select screen. When using this character, they will be
in Heat Mode at all times. Thus they inflict 20% more damage and have full
access to their Desperations at any time. The following are each character's
special day:
Robert Garcia December 25
Ryo Sakazaki August 2
Rody Birts July 24
Kasumi Todoh March 29
Koh-San Wang April 17
Lenny Creston May 20
Karman Cole June 13
Jin Fu-Ha September 4
Sinclair November 14
Wyler October 22
4.3 Special Picture
-------------------
Finish the game without losing a round. If done correctly, you will view a
comical picture of your character after the credits.
===============================================================================
5. Conclusion
===============================================================================
5.1 What's Missing/Needed
-Clean up and corrections
-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
-Giygas for correction and details on Kasumi's Sakken On Uchi maneuver. Also
for helping further explore, test, and figure out Karmen's and Kasumi's
situation counters
-And me for writing this faq