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