=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Jackie Chan In Fists of Fire FAQ By: Giygas (almighty_idiot@hotmail.com) Presented By: Goh_Billy (billy_kane_32@hotmail.com) Version #: 3.0 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Sections -------- 1. Legend 2. System 2.1 Basics 2.2 Throws 2.3 Dashing 2.4 Taunts 2.5 Power Meter 2.6 Pursuit Attacks 2.7 Dizzy 2.8 Wake-Up Attacks 2.9 Chain Strings 2.10 Counter Hit 2.11 Juggle State 2.12 Knockdown 2.13 Total Health 3. Characters 3.1 Lau 3.2 Yeung 3.3 Thorsten 3.4 Jackie Chan (Drunken Fist) 3.5 Jackie Chan (Five Animal Fist) 3.6 Jackie Chan (Baguazhang) 3.7 Sam 3.8 Kim-Maree 3.9 Mysterious Lion 4. Misc. And Easter Eggs 4.1 Boss Characters 4.2 Special KO Animations 5. Conclusion 5.1 What's Missing/Needed 5.2 Credits =============================================================================== 1. Legend =============================================================================== ub u uf f - Forward LP - Light Punch + - And \ | / b - Back HP - Heavy Punch / - Or b-- --f u - Up LK - Light Kick , - Then / | \ d - Down HK - Heavy Kick db d df P - Any Punch K - Any Kick qcf - quarter circle forward (d, df, f) qcb - quarter circle back (d, db, b) hcf - half circle forward (b, db, d, df, f) hcb - half circle back (f, df, d, db, b) =============================================================================== 2. System =============================================================================== ************** * 2.1 Basics * ************** Throw b/f + HP/HK close button required depends on the character; f and b determine where opponent is thrown; some characters may have only one throw Block High b will not block attacks listed as "low" Block Low db will not block attacks listed as "overhead" Dash f, f can attack out of dash Halt b can also halt dash by jumping Backdash b, b completely invulnerable during the backdash animation Taunt HP+HK the opponent is drained of a specific amount from their Power Meter Power Meter Charge Hold HP/HK Pouncing Pursuit Attack u + LP/HP when opponent is down (tap LP/HP/LK/HK rapidly to continue maneuver) On The Ground Pursuit some low attacks will strike an opponent who is knocked down and is marked as such in the movelist details Dizzy Recovery shake joystick and tap P and K rapidly after being dizzied Knockdown Recovery shake joystick and tap P and K rapidly after being knocked down Forward Recovery hold f while getting up from a knockdown Backward Recovery hold b while getting up from a knockdown Stationary Recovery hold u/d or do nothing while getting up from a knockdown Wake Up Attack press LK/HK when you are standing up from a knockdown Pouncing Pursuit Reversal press 2 attack buttons hard knockdown the exact moment the opponent is about to hit with their pouncing pursuit attack Super refer to character's requires Power Meter to be movelist for motion full and flash with "MAX" ************** * 2.2 Throws * ************** Normal throws in this game cannot be teched so you take full damage from them. Kim-Maree and Mysterious Lion have mashable throws where both you and your opponent must mash directions (up, down, left or/and right) and buttons. The one doing the throw must do so to extend the duration of the maneuver and the opponent to reduce the duration of the maneuver. After doing a normal throw, the enemy will be put into a "hard knockdown" state (refer to section 2.12) and left vulnerable to pursuit attacks while on the ground (refer to section 2.6). Depending on your character's throw, you may have time to do a juggle attack (refer to section 2.11) before the opponent touches the ground. It is worth noting that Kim-Maree's Slap Barrage (b/f + HP close) doesn't lead to either a knockdown or a juggle state. It instead resets the enemy back into a neutral state. *************** * 2.3 Dashing * *************** While performing a dash, you can cancel its animation by pressing any attack button or by pressing any direction except d/df (unless it's a crouching attack) or f. Dashes are very powerful due to the fact that you can cancel them into throws, and since throws themselves are untechable, it leads to quite a lot of damage if the enemy is playing too defensively. Backdashes, on the other hand, cannot be canceled but they have a certain amount of invulnerability frames. After the invulnerability frames end, you can block immediately so that means there's no recovery frames to perform an action after a backdash (except for Kim-Maree). The following list has the characters' dashes in descending order from longest duration to shortest: Mysterious Lion Thorsten / Kim-Maree Lau Jackie Chan (Five Animal Fist) Sam Yeung Jackie Chan (Baguazhang) Jackie Chan (Drunken Fist) This list has the characters' backdashes in descending order from longest duration to shortest: Kim-Maree Thorsten / Mysterious Lion Lau / Jackie Chan (Five Animal Fist) Yeung / Jackie Chan (Drunken Fist) Sam Jackie Chan (Baguazhang) *Writer's Note* The dashes and backdashes' duration were visually tested so they may not be 100% perfect. ************** * 2.4 Taunts * ************** Every time you perform a taunt, the opponent is drained of a specific amount from their Power Meter (regardless of how much Power Meter the opponent currently has). The amount that the taunt drains is tied to how long the taunt animation lasts. So the longer the animation, the bigger the amount drained. The taunt will always drain the exact amount detailed below regardless of how big the opponent's power meter is (as in, how much time it will take the opponent to reach "MAX"). Taunts cannot be canceled so you're defenseless until the animation ends. It's highly recommended that after dealing the finishing blow to the opponent, you use a taunt (you have mere seconds or less depending on what move you used to defeat an opponent, to perform an extra action). Below is a list of how much each character's taunt drains: Lau = 27% of power meter drained Yeung = 33% of power meter drained Thorsten = 14% of power meter drained Jackie Chan (Drunken Fist) = 27% of power meter drained Jackie Chan (Five Animal Fist) = 17% of power meter drained Jackie Chan (Baguazhang) = 40% of power meter drained Sam = 38% of power meter drained Kim-Maree = 38% of power meter drained Mysterious Lion = 40% of power meter drained *Writer's Note* The amounts were visually tested so they may not be 100% perfect. ******************* * 2.5 Power Meter * ******************* Represented by a bar at the bottom of the screen, it fills either by attacking the opponent (regardless if they connect or they whiff) or receiving damage (doesn't matter if you block the attack or not). You can also charge the meter by holding HP or HK. When you have your Power Meter completely charged, it will display as "MAX" at the bottom of the screen. At that point, you can perform one exclusive Super move. Refer to the character's movelist for the specific Super motion. The Power Meter is not reset during the next round so you don't need to use it in fears of losing it after the round ends. How much time it takes for a Power Meter to fill completely using the charge move depends on the character so check the list below. This is sorted in descending order (longest time --> shortest time): Kim-Maree = 4.2 ingame seconds Mysterious Lion = 3.8 ingame seconds Thorsten = 3.4 ingame seconds Lau/ Jackie Chan (Baguazhang) = 3.2 ingame seconds Jackie Chan (Five Animal Fist) = 3 ingame seconds Sam / Yeung = 2.8 ingame seconds Jackie Chan (Drunken Fist) = 2.6 ingame seconds *Writer's Note* How many seconds it takes for the power meter to fill using the charge move was visually tested, so the list may not be 100% accurate. *********************** * 2.6 Pursuit Attacks * *********************** While the enemy is in a knockdown state, you have 2 options available to further attack them. The first way is using one of your character's low-reaching attacks. This is referred to as On The Ground Pursuit for differentiating purposes. An On The Ground Pursuit can be done up to three times before the opponent automatically recovers even if they do not press any buttons or directions. Also, if you manage to connect an On The Ground Pursuit on a character that was dealt a "soft knockdown" attack during the few milliseconds he's on the ground before he automatically recovers, the "soft knockdown" turns into a "hard knockdown." If the same situation as above happens, but you score a hit before the enemy touches the ground, it will be considered as a juggle attack. Thus ending the knockdown state. You can, however, put the enemy back into a knockdown state simply by canceling your juggle into a knockdown attack (ie Lau using his d + LK to hit the opponent before they hit the ground and juggling them, but then canceling into a LP Rising Dragon Punch to knock the opponent down). Keep in mind that scoring a hit against a character struck by a "soft knockdown" attack is extremely rare due to its tight timing (mostly because it requires very specific spacing from both you and the opponent). The second way is the Pouncing Pursuit Attack, which is done by pressing u + LP/HP. You can score additional hits by merely pressing any button continually (you can start pressing the button/s as soon as your character jumps/teleports towards the enemy). A Pouncing Pursuit Attack itself can be used an infinite amount of times until the opponent recovers (there is no 3 hit limit as you see with On The Ground Pursuits). You can cancel any On The Ground Pursuit that has the "cancelable" ability (refer to movelist for this) into a Pouncing Pursuit Attack but this adds one hit towards the "3 pursuit attack limit per knockdown." Whoever is being attacked by the Pouncing Pursuit Attack has access to a counterattack maneuver. To do it, press 2 buttons at the exact moment the enemy is about to hit with the pursuit attack. You can use LP+HP/HP+HK/LP+HK or any combination. Due to the fact that the timing is extremely precise, it is recommended using any 2-button combination and rapidly doing another one. This method works 99% of the time. Even though you can use 3 or 4 buttons combinations to do the counterattack, it's still recommended to use 2 buttons. You can, for example, enter LP+HP and then a millisecond later enter LK+HK. This will almost assuredly lead into the counterattack. If done correctly, your character will either throw or attack the opponent (depends on the character) and put them into a "hard knockdown" state. If it doesn't work during the first attack, pay attention to the opponent's attack animation and press any 2 button combination the exact moment they are about to land the next hit to perform the counterattack (if the enemy decides to use the continuous Pouncing Pursuit Attack). ************* * 2.7 Dizzy * ************* A quite uncommon occurrence in this game is the dizzy state that happens when you deal big amounts of damage (multiple hits don't speed up the process, just raw damage in any form, except for throws) without giving the opponent time to recover their (invisible) dizzy meter. The (invisible) dizzy meter will rapidly recover every second you are not being damaged and are in a neutral state. This means that being in a knockdown or juggle state, even if you are not being attacked during them, the dizzy meter won't recover. Blocked attacks also don't stop the dizzy meter from recovering. A full dizzy meter in a single combo (Sam has one, but his doesn't work while the opponent is crouching, sadly) will roughly require "45%" of damage to fill completely. Not counting the "single combo" example above, a full dizzy meter would usually require for you to deal around "55%" of the opponent's life bar in a very short amount of time to fill completely. This 55% is "always" the same amount you need to do, not counting how much of the dizzy meter the opponent has left. Thus the opponent's remaining life won't change said amount. If the opponent is put in a dizzy state, you can use one On The Ground Pursuit attack and they will still be dizzied as long as the attack strikes them just as they are touching the floor. If this happens a few frames later after the opponent touches the floor, the dizzy state will change into a hard knockdown state instead. This will also happen if you use two On The Ground Pursuit attacks or one Pouncing Pursuit Attack while also adding 1 hit towards the 3 possible Pursuit Attack limit before the enemy automatically wakes up. The last thing of note is that some characters are more resilient to being dizzied than others. Below is a list of descending order from "hardest to dizzy" to "easiest": Hardest to dizzy = Mysterious Lion Regular to dizzy = Thorsten Easiest to dizzy = Lau, Yeung, all 3 Jackie Chan versions, Sam, Kim-Maree *Writer's Note* Do note that the "55%" amount was calculated mainly with Thorsten using fast-recovering Special Moves and then a couple of rapid-fire attacks (using rapid-fire attacks only while keeping the time the opponent is not being dealt damage to the bare minimum works too) and not giving time for the training dummy to breath, since every millisecond the opponent is not being dealt damage, the more damage you'll need to do to completely fill their dizzy meter. That's why the "full dizzy combo" example and the one below of "55%" has only a mere "10%" difference since those mere milliseconds the opponent had to recover his dizzy meter would translate into roughly "10%" more damage you'll need to do to fill it completely. *********************** * 2.8 Wake-Up Attacks * *********************** While you are doing the recovery animation, if you press either LK or HK, your character will perform a special wakeup attack (2 per character). These attacks usually have a few invulnerability frames and will cause a soft or hard knockdown to the enemy if it connects. Refer to the character's movelist for a description of each wake-up attack's properties. *Writer's Note* Even if you don't use the wake-up attack, as soon as you're standing up, there's 1 frame of invulnerability that you could use to backdash, if you want. After running some tests, it seems you can also do a wake-up throw and beat the opponent's attack if done with a perfect timing, but it's incredibly hard to do and not worth the risk, honestly (though it's a bit easier to do using command throws). ********************* * 2.9 Chain Strings * ********************* This game offers 3 variations of chainable strings, all of which requires a succession of buttons presses in a certain order. The first one is the chainable string that follows a specific order when it comes to what following attacks you can cancel into. The current attack of a chainable string must connect in order for the next attack to happen. This can also be done while jumping. The order is = Light attacks --> Heavy attacks (LP/LK --> HP/HK). How the chainable strings works = LP --> LK --> HP --> HK LP --> LK --> HK --> HP LK --> LP --> HP --> HK LK --> LP --> HK --> HP What you cannot do in a chainable string = LP --> LK --> LP/LK LP --> HP/HK --> LP/LK That means you can't go back to a previously used button in a string and you also can't press any button more than once unless it's a rapid-fire attack. Only light attacks can have the rapid-fire ability and they are listed in each character's movelist. You can also mix crouching attacks into standing attacks (and vice versa) during the chainable strings (command moves can also be used but you cannot continue a chain string after it). What part of the chainable string is cancelable into Special or Super moves depends on each character so refer to their movelist for more info. The second variation of a chainable string is the unique string. There are two per character. Refer to the character's movelist for the motion required. These can be done anywhere on the screen and don't need to connect to perform all portions. Unique strings cannot be canceled into Special or Super moves so they may or may not have any use. The unique strings that contain a Special Move (like the last attack of Lau's "Punch To Uppercut Fury") don't deal chip damage like their normal counterparts. There's a third string variation (sort of) which is called the link string. This means that during a chainable string or after a normal or special attack, you can attack the enemy again while he's recovering and it will count as a combo. A link string can also be used to reset the "only one attack of the same strength (unless it's a rapid-fire attack) per string" rule. A good example of a link string would be Lau since he cannot chain a Crouching LK into a Crouching/Standing LK normally. However, if you wait a moment after hitting with the first Crouching LK and then do another instead of mashing the button to do a chain, he will actually combo into it. Hence why it's called a link string. ******************** * 2.10 Counter Hit * ******************** A Counter Hit occurs if a Normal or Special Attack connects with the opponent just as they are going to attack or during the attack's recovery frames (regardless if it trades or not). A Counter Hit will allow your attack to deal extra damage. This depends on what part of the opponents' attack animation you dealt the damage. An example of this would be with Jackie Chan (Drunken Fist) using his HP "Jug Throw". Just as it's about to land, if the enemy does an attack, the HP "Jug Throw" can do up to 45% of damage depending on what part of the opponent's attack animation this happened. Command Grabs do not benefit from this. In Kim-Maree's case, however, she will suffer the extra damage if she's attacked while using "Running Lariat Drop." ********************* * 2.11 Juggle State * ********************* Every time you hit an opponent while he's in the air (either with a normal or Special Move) or do a normal throw, the opponent can be attacked one more time while they are in the air. A combo or chainable string (refer to section 2.8), either if it's the starter or an extra attack, counts as one attack in this rule. That means if you perform a 2 hit (or more) combo, either grounded or jumping, to an opponent, you can perform another 2 (or more, if the height allows it) hit combo while the opponent is in the air. This also applies to combos canceled into Special or Super moves. So any attack or combo canceled into one of these still counts as one attack. The juggle counter resets if the extra juggle attack dizzies the opponent (only applies to combos after the opponent wakes up in the dizzy state since you can't juggle a dizzied opponent before they wake up). Jumps are extremely floaty in this game. There's is also no air blocking. Juggles are very easy to do and produce big damage. All these factors making jumping in this game ill-advised. Instead, the metagame (how the game is played in an optimal way) here is dashing a lot and then mixing rapid-fire crouching attacks. If the rapid fire crouching attacks hit low, all the better, since you can add overheads and make it more difficult for the opponent to block. You can also confirm these attacks into a full combo, along with throws (due to them being untechable) if the enemy manages to block the former. ****************** * 2.12 Knockdown * ****************** After performing normal throws, specific normal/Special Moves, or any of the Supers (except for Mysterious Lion's) the enemy will be knocked to the ground. They will then be vulnerable to pursuit attacks. There are two types of knockdowns. One is called a "hard knockdown" and the other is called a "soft knockdown." The difference between them is that a "soft knockdown" requires no button/controller presses to recover from it. Recovery happens as soon as the opponent touches the ground. A "hard knockdown" requires button/controller presses to recover. What determines if you are in a knockdown state is if an arcade stick and a button icon appears above the power meter of whoever was struck with a knockdown attack. To recover from a hard knockdown, you must shake the controller in all directions and press all buttons (Pressing buttons makes you stand up faster than mashing the controller, it seems). When you're about to recover from a knockdown, if you hold a direction, your character will stand up while doing a flip in that direction. Hold Left = Recovers to the left Hold Nothing / Up or Down = Recovers in the same place Hold Right = Recovers to the right A "hard knockdown" duration varies depending on the attack's strength. Usually, hard knockdown from Supers have the longest duration. ********************* * 2.13 Total Health * ********************* It appears that the characters in this game have different health totals. This is seen when the same combo is performed on every character and the resulting damage is compared. Below is a list of the total health comparisons between all characters: Highest Total Health = Mysterious Lion Normal Total Health = Jackie Chan (all 3 versions) and Kim-Maree Lowest Total Health = Lau, Yeung, Thorsten, and Sam =============================================================================== 3. Characters =============================================================================== When "a few", "some" or "lots" of invulnerability frames are mentioned in the movelist details, there is an actual logic followed regarding this. This is due to not having the real frame data. Below are some explanations: A Few = The attack will trade (both characters end up receiving damage) if both you and the opponent's active frames from an attack they made collide Some = The invulnerability frames are more than the startup frames of the attack and will beat the opponent's attack if both active frames collide Lots = Like the above example but with even more invulnerability frames (Kim-Maree is the only one that has this property after plenty of testing) ******************************************************************************* * 3.1 Lau * ******************************************************************************* Colors ------ LP/HP - Red shirt and pants w/ Blue Gray skin LK/HK - Blue shirt and pants w/ Blue Gray skin Start + LP/HP/LK/HP - Dark Purple shirt and pants w/ Red skin (Player 1) (Selects Dark Lau) Purple shirt and pants w/ Green skin (Player 2) Throws ------ Head Spike b/f + HP close f and b determine where opponent is thrown; hard knockdown Layback Toss b/f + HK close f and b determine where opponent is thrown; hard knockdown Basic Moves ----------- Straight Punch LP close/far cancelable; whiffs on crouching opponent Crash Uppercut HP close cancelable; whiffs on crouching opponent Jawing Punch HP far whiffs on crouching opponent Digging Fist HP in air overhead; soft knockdown on an aerial opponent Shin Kick LK close hits low and can be used as a pursuit attack High Snap Kick LK far whiffs on crouching opponent Roundhouse HK close whiffs on crouching opponent Side Kick HK far whiffs on crouching opponent Power Bar Charge hold HP/HK Whirlwind Sting press LK when you are 2 hits; hard knockdown; can't standing up from a juggle afterwards if both knockdown hits connect; has a few invulnerability frames Double Sweep press HK when you are 2 hits (only combos the 2 standing up from a hits against Thorsten, Sam, knockdown Kim-Maree and Mysterious Lion); 1st hit is a soft knockdown; 2nd hit is a hard knockdown; has a few invulnerability frames Command Moves ------------- Flying Overhead Kick f + HK overhead; soft knockdown on an aerial opponent; hops over some low-reaching attacks Pouncing Palm Strike u + LP/HP when pursuit attack opponent is down (tap LP/HP/LK/HK rapidly to continue maneuver) Catching Layback Toss press 2 attack buttons hard knockdown the exact moment the opponent is about to hit with their pouncing pursuit attack Come Here HP+HK taunt; 27% of opponent's power meter drained Crouching Punch d + LP cancelable; rapid-fire Rage Uppercut d + HP cancelable; whiffs on a crouching opponent Quick Tap Kick d + LK cancelable; hits low; can be used as a pursuit attack Sweeping Kick d + HK cancelable; hits low; can be used as a pursuit attack Unique Strings -------------- Punch To Kick Rush LP, LP, LP, LP 4 hits; all attacks except the 3rd one whiff on a crouching opponent Punch To Uppercut Fury LP, LP, HP, HP, LP+HP 7 hits; last attack is a hard knockdown; all except the last attack whiff on a crouching opponent; the last attack will do only 1 hit (of 3) if the opponent is next to the corner; the last attack won't do more than 3 hits even if you mash the punch button Link Strings ------------ Opponent Standing ````````````````` LP --> LP/d + LP/HP far/d + HP/LK close/LK far/HK close/HK far/Rising Dragon Punch/LK version of Dragon Kick d + LP --> LP/d + LP/HP far/d + HP/LK close/LK far/HK close/HK far/Rising Dragon Punch/LK version of Dragon Kick d + LK --> LP/d + LP/HP far/d + HP/LK close/LK far/HK close/HK far/Rising Dragon Punch/LK version of Dragon Kick Opponent Crouching `````````````````` d + LP --> d + LP/LK close/d + LK/Rising Dragon Punch/LK version of Dragon Kick d + LK --> d + LP/LK close/d + LK/Rising Dragon Punch/LK version of Dragon Kick Special Moves ------------- Flame Orb qcf + P LP=3 hits (last one is a hard knockdown); HP=5 hits (last one is a hard knockdown) Rising Dragon Punch f, d, df + P (tap P LP=1 to 5 hits; hard rapidly for more knockdown; HP=3 to 7 hits hits) (second hit is a hard knockdown and maneuver has some invulnerability frames); whiffs some of the hits depending on the character fought, distance and stance (standing, crouching or jumping) of the opponent; can be used as a pursuit attack on Mysterious Lion (can also be used as a pursuit attack on Thorsten and all 3 Jackie Chan versions but must be done just as they touch the ground) Dragon Kick qcf + K LK=2 hits; HK=3 hits (last one is a hard knockdown); HK version whiffs on a crouching opponent Super ----- Dragon's Breath qcf + LP+HP 6 hits (last one is a hard knockdown); will collide with other projectiles and skip one of the 6 hits from it; has a few invulnerability frames during the white flash but even though it will lose to the active frames of an opponent's attack after it, the super move itself will still happen; whiffs some of the hits if done right next to the opponent ******************************************************************************* * 3.2 Yeung * ******************************************************************************* Colors ------ LP/HP - Green top and shorts w/ Light Green skin LK/HK - Red top and shorts w/ Blue Gray skin Start + LP/HP/LK/HP - Pink top and shorts w/ Light Green skin (Player 1) (Selects Shadow Medium Gray top and shorts w/ Blue Gray skin (Player 2) Yeung) Throw ----- Typhoon Wallop b/f + HP close f and b determine where opponent is thrown; hard knockdown Basic Moves ----------- Pole Poke LP close/far cancelable; whiffs on crouching opponent Jaw Smash HP close 2 hits (first hit is cancelable); whiffs on a crouching opponent Pole Bash HP far soft knockdown on an aerial opponent Air Pole Bash HP in air overhead; soft knockdown on an aerial opponent High Snap Kick LK close cancelable; whiffs on a crouching opponent High Kick LK far whiffs on crouching opponent Roundhouse HK close/far whiffs on crouching opponent Power Bar Charge hold HP/HK Rolling Heel Drop press LK when you are overhead; hard knockdown; has standing up from a a few invulnerability knockdown frames Sweeping Pole press HK when you are hits low; soft knockdown; has standing up from a a few invulnerability knockdown frames Command Moves ------------- Bo Thrust f + HP whiffs if done close to the opponent Rolling Heel Drop f + HK overhead; 1 or 2 hits (2 hits only against aerial opponents and it does a soft knockdown on them); hops over some low-reaching attacks Crow Crush u + LP/HP when pursuit attack opponent is down (tap LP/HP/LK/HK rapidly to continue maneuver) Catching Launch Toss press 2 attack buttons can easily juggle attack an the exact moment the airborne opponent; hard opponent is about to knockdown hit with their pouncing pursuit attack Fanny Shake HP+HK taunt; 33% of opponent's power meter drained Low Poke d + LP cancelable; rapid-fire Low Pole Swipe d + HP hits low; can be used as a pursuit attack Foot Tap d + LK cancelable; hits low; rapid-fire; can be used as a pursuit attack Advancing Shin Kick d + HK hits low; cannot continue with a chainable string after it; can be used as a pursuit attack Unique Strings -------------- Advancing Pole Rush LP, LP, LP, LP 4 hits; 3rd attack hits low and can be used as a pursuit attack; the first 2 attacks whiff on a crouching opponent Flip To Pole Slash d + HK, HK, HP, HP first two attacks hit twice and combo; the 3rd attack whiffs on a crouching opponent; the last attack hits twice, is a hard knockdown, and can be used as a pursuit attack; 1st attack hits low and can be used as a pursuit attack Link Strings ------------ Opponent Standing ````````````````` LP --> LP/d + LP/HP close/LK far/HK/Swallow Kick d + LP --> LP/d + LP/LK close/LK far/Swallow Kick LK far --> LP/d + LP/LK far/d + LK/HK/Swallow Kick LK close --> LP/d + LP/HP close/LK far/d + LK/HK/Swallow Kick d + LK --> LP/d + LP/HP close/LK far/d + LK/HK/Swallow Kick Opponent Crouching `````````````````` d + LP --> d + LP/d + LK/Swallow Kick d + LK --> d + LP/d + LK/Swallow Kick Special Moves ------------- Crow Shot qcf + P LP=low jump and is an overhead, HP=high jump and whiffs on a crouching opponent (will also whiff against Lau, Yeung, and Sam if they are standing up but not moving); whiffs if done close to the opponent; soft knockdown on an aerial opponent Crane Wings hcb + P (press P HP version reaches slightly rapidly after HP further; 2 to 3 hits (hits version to produce 3 times if done close to a 3rd hit) Mysterious Lion); 2nd hit does a soft knockdown on an aerial opponent; can be used as a pursuit attack Swallow Kick hcf + k LK=short, HK=further; hard knockdown; has a few invulnerability frames Super ----- Bo Assault hcb + LP+HP 9 to 10 hits (10 hits if you connect the first attack which is a flip kick); won't do the full animation if the 1st or 2nd hit connects with an aerial opponent or if the 1st or 2nd hit is blocked; last hit is a hard knockdown; can be used as a pursuit attack; has some invulnerability frames; if both Yeung and her opponent trade (2 attacks hitting at the same time) the opponent will be put in a hard knockdown state Character Specific Note ----------------------- Yeung has a strange glitch where she can be reset back to neutral state during a knockdown if you hit her during a specific moment. Normally, characters attacked by a non-pouncing pursuit attack will bounce one time and go back to knockdown state, but Yeung will strangely bounce two times, and during the first one she can be juggled again, and if this juggle attack is a hard knockdown (or a combo canceled into) this ends up being an infinite combo. So shed a tear for poor Yeung (contrary to popular belief, "Jackie Chan Baguazhang" can do the infinite too). ******************************************************************************* * 3.3 Thorsten * ******************************************************************************* Colors ------ LP/HP - Blue Gray vest and Gray pants w/ Mantis Green skin LK/HK - Red vest and Purple pants w/ Purple skin Start + LP/HP/LK/HP - Purple vest and Brown pants w/ Blue skin (Player 1) (Selects Demon Deep Blue vest and Charcoal pants w/ Gray skin (Player 2) Thorsten) Throw ----- Rag Doll Toss b/f + HP close f and b determine where opponent is thrown; hard knockdown Basic Moves ----------- Quick Jab LP close/far cancelable; whiffs on crouching opponent Digging Fist HP close 2 hits (first hit is cancelable); soft knockdown on an aerial opponent; can be used as a pursuit attack on Mysterious Lion (can also be used as a pursuit attack on Lau, Thorsten, all 3 Jackie Chan versions, Sam, and Kim-Maree but must be done just as they touch the ground) Power Straight HP far whiffs on crouching opponent Downward Punch HP in air overhead; soft knockdown on an aerial opponent Quick Knee LK close cancelable; rapid-fire Side Kick LK far whiffs on crouching opponent Roundhouse HK close whiffs on crouching opponent Back Kick HK far 2 hits; whiffs on crouching opponent Power Bar Charge hold HP/HK One Two Kick press LK when you are 2 hits; overhead; hard standing up from a knockdown; has a few knockdown invulnerability frames One Two Sweep press HK when you are both parts hit low; soft standing up from a knockdown; has a few knockdown invulnerability frames Command Moves ------------- Advancing Dig Fist f + HP 2 hits; overhead; soft knockdown on an aerial opponent; can be used as a pursuit attack on Mysterious Lion (can also be used as a pursuit attack on Lau, all 3 Jackie Chan versions, and Sam, and Kim-Maree but must be done just as they touch the ground) Mid Kick f + HK Fist Pummel u + LP/HP when pursuit attack opponent is down (tap LP/HP/LK/HK rapidly to continue maneuver) Wake Up Uppercut press 2 attack buttons hard knockdown the exact moment the opponent is about to hit with their pouncing pursuit attack Come One HP+HK taunt; 14% of opponent's power meter drained Crouching Punch d + LP cancelable; rapid-fire Ducking Uppercut d + HP 1 to 2 hits (first hit is cancelable); will be 2 hits only against aerial opponents; can be used as a pursuit attack on Mysterious Lion Crouching Turn Kick d + LK cancelable; hits low; rapid-fire; can be used as a pursuit attack on Mysterious Lion (can also be used as a pursuit attack on Lau, all 3 Jackie Chan versions, and Sam but must be done just as they touch the ground) Sliding Shin Kick d + HK hits low; cannot continue with a chainable string after it; can be used as a pursuit attack Unique Strings -------------- Punch Flail To Back Kick LP, LP, LP, LP, LP, LP 6 hits; all attacks except the 3rd one whiff on a crouching opponent
Attack Rush To Jacknife   LP, LP, HP, HP, HP,     4 hits then 2 hits then 1 
                            HK, HK, LK+HK           hit; 3rd attack can be
                                                    used as a pursuit attack;
                                                    5th attack is an overhead;
                                                    last attack is a hard
                                                    knockdown; all attacks 
                                                    except the 3rd, 4th and 8th
                                                    whiff on a crouching 
                                                    opponent


Link Strings
------------
Opponent Standing
`````````````````
LP       --> d + LP/HP close/d + HP/LK far/d + LK/HK close/HK far/d + HK/
             Upkicks
LP, LP   --> LK version of Upkicks
LP, LP, LP-> LK version of Upkicks
LP, LP, LP-> LK version of Upkicks
  LP
d + LP   --> LP/d + LP/d + HP/LK far/d + LK/HK close/HK far/d + HK/Upkicks
LK close --> LP/d + LP/HP close/d + HP/LK far/d + LK/HK close/HK far/d + HK/
             Upkicks
LK far   --> LP/d + LP/HK far/d + HK/Upkicks
d + LK   --> LP/d + LP/d + HP/LK far/d + LK/HK close/HK far/Upkicks   
HK close --> LP/d + LP/LK far/d + LK/HK far/Upkicks

Opponent Crouching
``````````````````
d + LP   --> d + LP/d + HP/d + LK/HK far/d + HK/Upkicks
d + LK   --> d + LP/d + HP/d + LK/HK far/d + HK/Upkicks


Special Moves
-------------
Slash Sword               db, f + P / Charge db,  LP=small blast, HP=large
                            f + P                   blast; can be used as a 
                                                    pursuit attack; will 
                                                    collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process
Teleport                  d, u + P/ Charge d,     LP=stationary teleport, 
                            u + P                   HP=teleports to the same
                                                    distance he has to the 
                                                    opponent but in the 
                                                    opposite way; completely 
                                                    invulnerable until he 
                                                    reappears
Jackknife Storm           b, f + K / Charge b,    LK=short, HK=far; 3 to 4
                            f + K (press K          hits (last hit is a hard 
                            rapidly to produce      knockdown on a grounded 
                            an extra hit)           opponent and a soft 
                                                    knockdown on an aerial 
                                                    opponent); can be used as a
                                                    pursuit attack; hops over
                                                    some low-reaching attacks;
                                                    HK version may go over the
                                                    opponent if it's used near
                                                    the opponent while they are
                                                    crouching
Upkicks                   d, u + K / Charge d,    LK=low with 3 hits and is a
                            u + K                   hard knockdown, HK=high 
                                                    with 5 hits and is a hard
                                                    knockdown; launches 
                                                    opponent who can be 
                                                    juggled (can even use 
                                                    another Upkicks maneuver
                                                    to juggle the opponent);
                                                    whiffs some of the hits if
                                                    the enemy is next to the 
                                                    corner


Super
-----
Spinning Death Saw        f, b, f + LK+HK         13-16 hits; hard knockdown; 
                                                    has a few invulnerability
                                                    frames (the invulnerability
                                                    frames only last during the
                                                    white flash, so if the 
                                                    opponent was doing an 
                                                    attack and had any active 
                                                    frames remaining, it will
                                                    beat the super move 
                                                    cleanly); if both Thorsten
                                                    and his opponent trade (2
                                                    attacks hitting at the same
                                                    time) the opponent will be
                                                    put in a hard knockdown 
                                                    state  




*******************************************************************************
* 3.4 Jackie Chan (Drunken Fist)                                              *
*******************************************************************************
Colors                              
------ 
LP/HP               - Arylide Yellow costume
LK/HK               - Purple costume
Start + LP/HP/LK/HP - Off White costume (Player 1)
(Selects Hyper        Dark Blue costume (Player 2)
Jackie) 



Throw
-----
Tornado Throw             b/f + HP close          f and b determine where 
                                                    opponent is thrown; hard 
                                                    knockdown


Basic Moves
-----------
Step In Uppercut          LP close/far            cancelable; whiffs on
                                                    crouching opponent
Spin Top                  u, LP                   up to 5 hits
Stone Headbutt            HP close                2 hits (first hit is 
                                                    cancelable); only the 
                                                    second hit will connect
                                                    against a crouching 
                                                    opponent; soft knockdown
                                                    on an aerial opponent
Reaching Backfist         HP far                  whiffs on crouching opponent
Double Downward Fist      HP in air               overhead; soft knockdown on 
                                                    an aerial opponent
Shin Kick                 LK close                cancelable; hits low; 
                                                    rapid-fire; can be used as
                                                    a pursuit attack
Blind Kick                LK far                  
High Front Kick           HK close                whiffs on crouching opponent
Bum Rush                  HK far                  hops over some low-reaching 
                                                    attacks
Double Mule Kick          HK in air               2 hits; overhead
Power Bar Charge          hold HP/HK
Flop Attack               press LK when you are   overhead; hard knockdown; 
                            standing up from a      has a few invulnerability
                            knockdown               frames
Double Blind Strike       press HK when you are   2 hits; first part hits low;
                            standing up from a      hard knockdown; has a few
                            knockdown               invulnerability frames


Command Moves
-------------
Drunken Overhead Kick     f + HK                  overhead; soft knockdown on
                                                    an aerial opponent; hops
                                                    over some low-reaching 
                                                    attacks; can be used as a
                                                    pursuit attack on
                                                    Mysterious Lion (can also
                                                    be used as a pursuit attack
                                                    on Thorsten, all 3 Jackie 
                                                    Chan, and Kim-Maree 
                                                    versions but must be 
                                                    canceled from a chain 
                                                    string) 
Drill Stomp               u + LP/HP when          pursuit attack
                            opponent is down
                            (tap LP/HP/LK/HK
                            rapidly to continue
                            maneuver)
Leg Catch Toss            press 2 attack buttons  can easily juggle attack an
                            the exact moment the    airborne opponent; hard
                            opponent is about to    knockdown
                            hit with their 
                            pouncing pursuit 
                            attack 
Beckon                    HP+HK                   taunt; 27% of opponent's 
                                                    power meter drained
Low Punch                 d + LP                  cancelable; hits low; 
                                                    rapid-fire; can be used as
                                                    a pursuit attack
Rising Claw Strike        d + HP                  cancelable
Lean Back Kick            d + LK                  cancelable; hits low; 
                                                    rapid-fire; can be used as
                                                    a pursuit attack 
Crouching Mid Kick        d + HK                  cancelable; hits low; can be
                                                    used as a pursuit attack on
                                                    Mysterious Lion (can also
                                                    be used as a pursuit attack
                                                    on Thorsten and all 3 
                                                    Jackie Chan versions but 
                                                    must be canceled from a 
                                                    chain string)
                                                  

Unique Strings
--------------
Drunken Rush To Flop      LP, LP, LP, LP, LP, LP  1 hit then 5 hits (all 
                                                    attacks are a true combo
                                                    except the 1st one); 2nd
                                                    attack hits low and can be
                                                    used as a pursuit attack;
                                                    the 1st and 4th attack 
                                                    whiffs on a crouching 
                                                    opponent
Blind Attacks To Backfist LP, HK, HP, LK, LP, HP  1 hit then 5 hits (all 
                                                    attacks are a true combo
                                                    except the 1st one); 4th
                                                    attack hits low and can be
                                                    used as a pursuit attack; 
                                                    last attack is a hard 
                                                    knockdown; all attacks 
                                                    except the 2nd and 4th one
                                                    whiff on a crouching 
                                                    opponent 


Link Strings
------------
Opponent Standing
`````````````````
LP       --> LP/d + LP/LK far/d + LK  
d + LP   --> LP/d + LP/HP close/d + HP/LK far/d + LK/d + HK  
LK far   --> LP/d + LP/d + HP/LK far/d + LK/d + HK 
LK close --> LP/d + LP/HP close/d + HP/LK far/d + LK/d + HK 
d + LK   --> LP/d + LP/HP close/d + HP/LK far/d + LK/d + HK  
f + HK   --> LP/d + LP/HP close/HP far/d + HP/LK close/LK far/d + LK/HK far/
             d + HK/LP version of Drunken Blitz/Drunken Barrage

Opponent Crouching
``````````````````
d + LP   --> d + LP/d + HP/LK far/d + LK/d + HK 
LK close --> d + LP/d + HP/LK close/LK far/d + LK/d + HK 
LK far   --> d + LP/d + HP/LK far/d + LK/d + HK 
d + LK   --> d + LP/d + HP/LK far/d + LK/d + HK 
f + HK   --> d + LP/d + HP/LK close/LK far/d + LK/HK far/d + HK/LP version of 
             Drunken Blitz/Drunken Barrage


Special Moves
-------------
Jug Throw                 qcf + P                 LP=short range toss, 
                                                    HP=longer range toss; can 
                                                    be used as a pursuit 
                                                    attack; will collide with
                                                    other projectiles (both the
                                                    jug and the explosion when
                                                    the jug hits the floor) as
                                                    both will be "destroyed" in
                                                    the process
Drunken Rising Tackle     d, u + P / Charge d,    LP=5 hits (the last hit is a 
                            u + P                   hard knockdown), HP=9 hits 
                                                    (the last one is a hard 
                                                    knockdown); can be used as
                                                    a pursuit attack (1st hit)
Drunken Blitz             hcb + P                 LP=short, HP=far; 6 hits; can
                                                    be used as a pursuit attack
                                                    (5th hit)
Slam Drunk                qcf + K                 LK=short, HK=far; hard 
                                                    knockdown; goes under most 
                                                    non-low reaching attacks; 
                                                    though visually the 
                                                    animation must hit you from
                                                    the back, which direction
                                                    you actually need to block
                                                    depends on how far Jackie 
                                                    travels (if Jackie merely 
                                                    crosses you up block 
                                                    normally but if Jackie goes
                                                    through you a bit farther 
                                                    block the other way)


Super
-----
Drunken Barrage           hcb + LP+HP             15 hits (last hit is a hard 
                                                    knockdown); has a few 
                                                    invulnerability frames (the
                                                    invulnerability frames only
                                                    lasts during the white 
                                                    flash, so if the opponent 
                                                    was doing an attack and had
                                                    any active frames 
                                                    remaining, it will beat the
                                                    super move cleanly); if 
                                                    both Jackie Chan and his 
                                                    opponent trade (2 attacks 
                                                    hitting at the same time)
                                                    the opponent will be put in
                                                    a hard knockdown state 




*******************************************************************************
* 3.5 Jackie Chan (Five Animal Fist)                                          *
*******************************************************************************
Colors                              
------ 
LP/HP               - Red costume
LK/HK               - Myrtle Green costume
Start + LP/HP/LK/HP - Purple costume (Player 1)
(Selects Hyper        Brown costume (Player 2)
Jackie) 



Throw
-----
Head Spike                b/f + HP close          f and b determine where 
                                                    opponent is thrown; hard 
                                                    knockdown


Basic Moves
-----------
Back Blade                LP close/far            cancelable; whiffs on
                                                    crouching opponent
Striking Push             HP close                3 hits (first hit is 
                                                    cancelable); whiffs on a
                                                    crouching opponent
Double Strike             HP far                  whiffs on crouching opponent
Downward Palm             HP in air               overhead; soft knockdown on 
                                                    an aerial opponent
Throat Kick               LK close                whiffs on crouching opponent
High Kick                 LK far                  whiffs on crouching opponent
Wheel Kick                HK close                
Axe Kick                  HK far                  2 hits (but only 1 ever seems
                                                    to hit); 1st hit whiffs on
                                                    a crouching opponent; 2nd 
                                                    hit does a soft knockdown
                                                    on an aerial opponent
Aerial Dropping Heel      u, HK                   2 hits; overhead; last hit 
                                                    does a soft knockdown on an
                                                    aerial opponent
Power Bar Charge          hold HP/HK
Surprise Wheel Kick       press LK when you are   whiffs on a crouching 
                            standing up from a      opponent; hard knockdown;
                            knockdown               has a few invulnerability 
                                                    frames
Double Sweep              press HK when you are   2 hits (only does 2 hits
                            standing up from a      against Thorsten, Sam, 
                            knockdown               Kim-Maree, and Mysterious
                                                    Lion; both parts hit low;
                                                    soft knockdown; has a few
                                                    invulnerability frames

      
Command Moves
-------------
Punch To Bladed Stab      f + HP                  2 hits; whiffs on a crouching
                                                    opponent
Forward Hop Kick          f + LK                  whiffs on crouching opponent
Backward Hop Kick         b + LK                  whiffs on crouching opponent
Hopping Heel Drop         f + HK                  overhead; soft knockdown on
                                                    an aerial opponent; hops
                                                    over some low-reaching 
                                                    attacks
Heavy Stomp               u + LP/HP when          pursuit attack
                            opponent is down
                            (tap LP/HP/LK/HK
                            rapidly to continue
                            maneuver)
Leg Catch Back Toss       press 2 attack buttons  can easily juggle attack an
                            the exact moment the    airborne opponent; hard
                            opponent is about to    knockdown
                            hit with their 
                            pouncing pursuit 
                            attack 
Double Beckon             HP+HK                   taunt; 17% of opponent's 
                                                    power meter drained
Low Bladed Hand           d + LP                  cancelable
Claw To Bladed Hand       d + HP                  2 hits (first hit is 
                                                    cancelable)
Low Shin Tap              d + LK                  cancelable; hits low; 
                                                    rapid-fire; can be used as
                                                    a pursuit attack 
Sweeping Leg              d + HK                  hits low; can be used as a
                                                    pursuit attack


Unique Strings
--------------
Quick Rush To Claw Push   LP, LP, LP, LP, LP      1 hit then 4 hits (all 
                                                    attacks are a true combo
                                                    except the 1st one); all
                                                    attacks whiff on a 
                                                    crouching opponent except
                                                    the last one if it's done
                                                    far away
Push To Flying Kick       LP, HP, HP, HK, HK,     7 hits then 1 hit (the last 
                            LK+HK                   attack is not a true 
                                                    combo); the 3rd attack will
                                                    pass through the opponent 
                                                    if they are crouching and
                                                    it's done right next to 
                                                    them (doesn't work against
                                                    Thorsten); 4th attack hits
                                                    low and can be used as a 
                                                    pursuit attack; last attack
                                                    is a hard knockdown; all 
                                                    attacks except the 3rd, 4th
                                                    and last one whiff on a
                                                    crouching opponent 


Link Strings
------------
Opponent Standing
`````````````````
LP       --> LP/d + LP/HP far/d + HP/LK far/d + LK/d + HK 
d + LP   --> LP/LK far/d + LK  
LK close --> LP/LK far/d + LK 
LK far   --> d + LP/HP far/d + LK/d + HK 
d + LK   --> LP/d + LP/HP far/d + HP/LK far/d + LK/d + HK
f + LK   --> LP/d + HP/LK far/d + LK 
b + LK   --> d + LK
d + HK   --> d + LP/HP far/d + LK/d + HK
 
Opponent Crouching
``````````````````
d + LP   --> d + LK
d + LK   --> d + LP/d + LK/d + HK 
d + HK   --> d + LP/d + LK/d + HK 


Special Moves
-------------
Five Animal Fist          hcf + P                 LP=short, HP=far; 6 hits; 
                                                    dash in must connect (not
                                                    blocked) to perform the
                                                    entire maneuver; will not
                                                    perform the entire maneuver
                                                    if dash in connects with an
                                                    aerial opponent; if both 
                                                    Jackie Chan and his 
                                                    opponent trade (2 attacks
                                                    hitting at the same time),
                                                    the opponent will be put in
                                                    a hard knockdown state
Crush Kick                qcf + K                 LK=short, HK=far; 2 hits (1st
                                                    hit whiffs on a crouching
                                                    opponent); 2nd hit does a
                                                    soft knockdown an aerial 
                                                    opponent; hops over some
                                                    low-reaching attacks
Frantic Kick              hcb + K close           unblockable; hard knockdown;
                                                    generally a useless move 
                                                    (it's basically 99% the 
                                                    same as his normal throw)
                                                    other than being able to
                                                    juggle off it better than
                                                    the normal throw


Super
-----
Five Animal Fist Ranbu    hcf + LP+HP             16 hits; dash in must connect
                                                    (not blocked) to perform 
                                                    the entire maneuver; will 
                                                    not perform the entire 
                                                    maneuver if dash in 
                                                    connects with an aerial
                                                    opponent; last hit is a 
                                                    hard knockdown; has a few 
                                                    invulnerability frames (the
                                                    invulnerability frames only
                                                    last during the white 
                                                    flash, so if the opponent
                                                    was doing an attack and had
                                                    any active frames 
                                                    remaining, it will beat the
                                                    super move cleanly); if 
                                                    both Jackie Chan and his
                                                    opponent trade (2 attacks
                                                    hitting at the same time),
                                                    the opponent will be put in
                                                    a hard knockdown state




*******************************************************************************
* 3.6 Jackie Chan (Baguazhang)                                                *
*******************************************************************************
Colors                              
------ 
LP/HP               - White costume
LK/HK               - Green costume
Start + LP/HP/LK/HP - Periwinkle costume (Player 1)
(Selects Hyper        Midnight Blue costume (Player 2)
Jackie) 



Throw
-----
Catapult Kick             b/f + HK close          f and b determine where 
                                                    opponent is thrown; hard 
                                                    knockdown


Basic Moves
-----------
Palm Strike               LP close/far            cancelable; whiffs on
                                                    crouching opponent
Quick Downward Punch      LP in air               overhead; cancelable
Elbow To Back Slap        HP close                2 hits (first hit is 
                                                    cancelable); whiffs on a
                                                    crouching opponent
Palm Spread               HP far                  cancelable; whiffs on 
                                                    crouching opponent
Downward Punch            HP in air               overhead; soft knockdown on 
                                                    an aerial opponent
Shin Kick                 LK close                cancelable; hits low; can be
                                                    used as a pursuit attack on
                                                    Mysterious Lion (can also
                                                    be used as a pursuit attack
                                                    on Lau, Thorsten, all 3
                                                    Jackie Chan versions, Sam,
                                                    and Kim-Maree but must be 
                                                    done just as they touch the 
                                                    ground)
High Punt Kick            LK far                  whiffs on crouching opponent
Strong High Kick          HK close                whiffs on crouching opponent
Back Kick                 HK far                  2 hits (only the first hit
                                                    connects against a 
                                                    crouching opponent)
Power Bar Charge          hold HP/HK
Surprise Back Kick        press LK when you are   2 hits; overhead; hard
                            standing up from a      knockdown; has a few
                            knockdown               invulnerability frames
Strong Sweep              press HK when you are   hits low; soft knockdown; has
                            standing up from a      a few invulnerability
                            knockdown               frames
                                                                        

Command Moves
-------------
Double Overhead Kick      f + HK                  2 hits (1 if the opponent is
                                                    crouching); overhead; last
                                                    hit does a soft knockdown 
                                                    on an aerial opponent; hops
                                                    over some low-reaching 
                                                    attacks
Senton To Pummel          u + LP/HP when          pursuit attack; if Jackie 
                            opponent is down        lands on the enemy just as
                            (tap LP/HP/LK/HK        they roll or Jackie lands
                            rapidly to continue     in the wrong spot he'll put
                            maneuver)               himself into a hard 
                                                    knockdown state
Set Up And Kick           press 2 attack buttons  hard knockdown
                            the exact moment the    
                            opponent is about to
                            hit with their 
                            pouncing pursuit 
                            attack 
Hand Beckon               HP+HK                   taunt; 40% of opponent's 
                                                    power meter drained
Low Bladed Hand           d + LP                  cancelable; rapid-fire
Rising Bladed Hand        d + HP                  cancelable; whiffs on
                                                    crouching opponent
Crouching Punt            d + LK                  cancelable; hits low; 
                                                    rapid-fire; can be used as
                                                    a pursuit attack on 
                                                    Mysterious Lion (can also
                                                    be used as a pursuit attack
                                                    on Thorsten and all 3 
                                                    Jackie Chan versions but 
                                                    must be done just as they 
                                                    touch the ground) 
Sweeping Leg              d + HK                  cancelable; hits low; can be
                                                    used as a pursuit attack


Unique Strings
--------------
Palm Strikes To Kicks     LP, LP, LP, LP, LP      6 hits; all attacks whiff on 
                                                    a crouching opponent; the 
                                                    4th attack will pass 
                                                    through the opponent if 
                                                    they are crouching and it's
                                                    done right next to them 
                                                    (doesn't work against 
                                                    Thorsten)
Overhead Kick To Hop Kick f + HK, HP, HK, HK,     6 hits then 1 hit (all 
                            LK+HK                   attacks are a true combo
                                                    except the last one); last
                                                    attack is an overhead and a
                                                    hard knockdown; all attacks
                                                    except the 1st, 3rd and 
                                                    last one whiff on a 
                                                    crouching opponent


Link Strings
------------
Opponent Standing
`````````````````
LP       --> LP/d + LP/HP far/d + HP/LK far/d + LK/HK close/HK far/d + HK/
             Double Dutch 
d + LP   --> LP/d + LP/HP far/d + HP/LK far/d + LK/HK close/HK far/d + HK/
             Double Dutch
LK close --> LP/d + LP/HP far/d + HP/LK far/d + LK/HK close/HK far/d + HK/
             Double Dutch
LK far   --> d + LP/HP far/d + HP/d + LK/HK far/d + HK/Double Dutch
d + LK   --> LP/d + LP/HP far/d + HP/LK far/d + LK/HK far/d + HK/Double Dutch
f + HK   --> LP/d + LP/HP far/d + HP/LK far/d + LK/HK far/d + HK/Double Dutch
LP, LP   --> d + LP/LK far/d + LK/HK far 

Crouching Standing
``````````````````
d + LP   --> d + LP/d + LK/HK far/d + HK/Double Dutch
LK close --> d + LP/d + LK/HK far/d + HK/Double Dutch
d + LK   --> d + LP/d + LK/HK far/d + HK/Double Dutch
f + HK   --> d + LP/d + LK/HK far/d + HK/Double Dutch


Special Moves
-------------
Exalted Palm              hcf + P                 LP=short dash in, HP=far dash
                                                    in; 2 hits; dash in must 
                                                    touch the opponent (blocked
                                                    or not) to perform the 
                                                    entire maneuver; last hit
                                                    is a hard knockdown
Fire Dragon               hcf + P in air          LP=slow, HP=fast; has a 
                                                    minimum height restriction
                                                    to use it; can be used as a
                                                    pursuit attack; will collide
                                                    with other projectiles as
                                                    both will be "destroyed" in
                                                    the process
Double Dutch              f, d, df + K            LK=short, HK=far; 3 hits; 
                                                    hard knockdown; has some
                                                    invulnerability frames


Super
-----
Buddha's Palm             hcf + LP+HP             8 hits; dash in must touch
                                                    the opponent (blocked or
                                                    not) to perform the entire
                                                    maneuver; has few 
                                                    invulnerability frames but
                                                    only during the white 
                                                    flash; last hit is a hard
                                                    knockdown




*******************************************************************************
* 3.7 Sam                                                                     *
*******************************************************************************
Colors                              
------ 
LP/HP               - Red top and Blue pants
LK/HK               - Yellow top and Dark Gray pants
Start + LP/HP/LK/HP - Bronze top and Black pants w/ Purple skin (Player 1)
(Selects Black Sam)   Green top and Burgundy pants w/ Red skin (Player 2)  



Throws
------
Layout Punch              b/f + HP close          f and b determine where 
                                                    opponent is thrown; hard 
                                                    knockdown
Riding Backflip           b/f + HK close          f and b determine where 
                                                    opponent is thrown; hard 
                                                    knockdown


Basic Moves
-----------
Reaching Punch            LP close/far            cancelable
Backfist To Punch         HP close                2 hits (first hit is 
                                                    cancelable); whiffs on a
                                                    crouching opponent
Power Palm                HP far                  cancelable; whiffs on 
                                                    crouching opponent
Downward Bladed Hand      HP in air               overhead; soft knockdown on 
                                                    an aerial opponent
Lunge Knee                LK close                
Jawing Kick               LK far                  whiffs on crouching opponent
High Axe Kick             HK close                2 hits (1 hit if the opponent
                                                    is crouching)
High Swipe Kick           HK far                  whiffs on crouching opponent
Crushing Heel             ub/uf, HK               overhead; soft knockdown on
                                                    an aerial opponent
Power Bar Charge          hold HP/HK
Surprise Swipe Kick       press LK when you are   whiffs on crouching opponent;
                            standing up from a      hard knockdown; has a few
                            knockdown               invulnerability frames
Strong Sweep              press HK when you are   hits low; hard knockdown; has
                            standing up from a      a few invulnerability
                            knockdown               frames


Command Moves
-------------
Triangle Jump             jump toward the wall,
                            then away
Double Axe Kick           f + HK                  2 hits (1 if the opponent is
                                                    crouching); overhead; last
                                                    hit does a soft knockdown 
                                                    on an aerial opponent
Backflip Stomp            u + LP/HP when          pursuit attack
                            opponent is down
                            (tap LP/HP/LK/HK
                            rapidly to continue
                            maneuver)
Catch And Push Kick       press 2 attack buttons  hard knockdown
                            the exact moment the    
                            opponent is about to
                            hit with their 
                            pouncing pursuit 
                            attack 
Come Here                 HP+HK                   taunt; 38% of opponent's 
                                                    power meter drained
Crouching Punch           d + LP                  cancelable; rapid-fire
Pressure Elbow            d + HP                  cancelable; whiffs on 
                                                    crouching opponent
Low Tap Kick              d + LK                  cancelable; hits low; can be
                                                    used as a pursuit attack
Prop Kick                 d + HK                  


Unique Strings
--------------
Rush To Swipe Kick        LP, LP, LP, LP, LP      6 hits; it may require a 
                                                    specific distance to 
                                                    connect all 6 hits as a
                                                    true combo; the 3rd and 4th
                                                    attack whiffs on a 
                                                    crouching opponent
Kick Fury To Flip Kick    LP, HP, HK, HK,         6 hits; 4th attack does a
                            u + LK+HK               soft knockdown on an aerial
                                                    opponent; last attack is a
                                                    hard knockdown; the 2nd 
                                                    attack whiffs on a 
                                                    crouching opponent


Link Strings
------------
Opponent Standing
`````````````````
LP       --> LP/d + LP/HP far/d + HP/LK far/d + LK/HK close/HK far/LP version
             of Thousand Fists/Flurry Rush/Flurry Combination
d + LP   --> LP/d + LP/HP far/d + HP/LK far/d + LK/HK close/HK far/LP version
             of Thousand Fists/Flurry Rush/Flurry Combination
LK close --> LK far/d + LK 
LK far   --> LP/d + LP/HP far/d + HP/LK far/d + LK/HK far/Flurry Rush/Flurry 
             Combination
HK close --> LP
f + HK   --> HP far/d + LK/HK far/Flurry Rush/Flurry Combination
LK version-> LP/d + LP
 of Flurry
 Rush

Opponent Crouching
``````````````````
LP       --> LP/d + LP/d + LK/LP version of Thousand Fists/Flurry Combination
d + LP   --> LP/d + LP/d + LK/LP version of Thousand Fists/Flurry Combination
LK close --> d + LK
HK close --> LP/d + LP
f + HK   --> LP/d + LP/d + LK/d + HK/Thousand Fists
LK version-> LP/d + LP
 of Flurry
 Rush (2nd
 hit)


Special Moves
-------------
Thousand Fists            qcf + P                 LP=8 hits, HP=14 hits; last
                                                    hit is a hard knockdown and
                                                    whiffs on a crouching 
                                                    opponent; must touch 
                                                    opponent (blocked or not)
                                                    to perform the entire 
                                                    maneuver; if both Sam and 
                                                    his opponent trade (2 
                                                    attacks hitting at the same
                                                    time) the opponent will be 
                                                    put in a hard knockdown 
                                                    state
Flurry Rush               qcf + K                 LK=short, HK=far; whiffs on 
                                                    crouching opponent
  Hop Flurry              K                       LK=short, HK=far
    Crescent Slash        K                       LK=short, HK=far; overhead;
                                                    soft knockdown
Flying Kick               qcb + K                 LK=travels approximately 85% 
                                                    of the screen, HK=full 
                                                    screen; hard knockdown; can
                                                    be used as a pursuit attack


Super
-----
Flurry Combination        qcf + LK+HK             6 hits; 5th attack is an 
                                                    overhead; last hit is a 
                                                    hard knockdown; has some
                                                    invulnerability frames; the
                                                    1st and 3rd attack whiff on
                                                    a crouching opponent




*******************************************************************************
* 3.8 Kim-Maree                                                               *
*******************************************************************************
Colors                              
------ 
LP/HP               - Yellow costume and boots
LK/HK               - Blue costume and boots
Start + LP/HP/LK/HP - Purple costume and boots w/ Red skin (Player 1)
(Selects Dirty Maree) Green costume and boots w/ Green skin (Player 2)  



Throws
------
Slap Barrage              b/f + HP close          f and b determine where 
                                                    opponent is thrown; shake
                                                    joystick and tap P and K
                                                    rapidly for more damage;
                                                    doesn't lead to a soft or
                                                    hard knockdown and can't
                                                    juggle afterwards  
Frankensteiner And Bash   db/df + HP close        df and db determine where 
                                                    opponent is thrown; shake
                                                    joystick and tap P and K
                                                    rapidly for more damage; 
                                                    hard knockdown
Release Frankensteiner    b/f + HK close          f and b determine where 
                                                    opponent is thrown; hard 
                                                    knockdown
Frankensteiner Driver     any direction except    f and b determine where 
                            up or neutral + HK      opponent is thrown (using
                            close in the air        d throws the opponent in
                                                    front of Kim-Maree; hard
                                                    knockdown; can be used as
                                                    an extra juggle attack that
                                                    breaks the universal "1 
                                                    juggle attack per 
                                                    character" and it evens 
                                                    works after the Slap 
                                                    Barrage if the enemy is 
                                                    right next to the corner


Basic Moves
-----------
Straight Punch            LP close/far            cancelable; whiffs on 
                                                    crouching opponent
Hammering Bash            HP close                2 hits (first hit is 
                                                    cancelable); whiffs on a
                                                    crouching opponent; does
                                                    a soft knockdown on an 
                                                    aerial opponent
Step In Punch             HP far                  whiffs on crouching opponent
Double Fist Smash         HP in air               overhead; soft knockdown on 
                                                    an aerial opponent
High Knee Strike          LK close                cancelable
Shin Kick                 LK far                  cancelable; hits low; can be
                                                    used as a pursuit attack on
                                                    Mysterious Lion (can also
                                                    be used as a pursuit attack
                                                    on Lau, Thorsten, all 3
                                                    Jackie Chan versions, Sam,
                                                    and Kim-Maree but must be 
                                                    done just as they touch the
                                                    ground)
Axe Kick                  HK close                2 hits (1 hit if the opponent
                                                    is crouching); 1st hit 
                                                    whiffs on a crouching 
                                                    opponent; 2nd hit does a
                                                    soft knockdown on an aerial
                                                    opponent
Roundhouse                HK far                  whiffs on crouching opponent
Power Bar Charge          hold HP/HK
Catch Frankensteiner      press LK when you are   unblockable; hard knockdown
                            standing up from a      on a grounded opponent and
                            knockdown               a soft knockdown on an 
                                                    aerial opponent; whiffs on 
                                                    a crouching opponent; has a
                                                    lot of invulnerability 
                                                    frames; if maneuver misses
                                                    Kim-Maree will be put into
                                                    a hard knockdown state; the
                                                    very last frames of the 
                                                    animation only does a 
                                                    simple, non-knockdown 
                                                    attack instead of being an
                                                    unblockable grab  
Surprise Cartwheel        press HK when you are   2 hits; overhead; hard 
                            standing up from a      knockdown on a grounded 
                            knockdown               opponent and a soft 
                                                    knockdown (1st hit) or hard
                                                    knockdown (2nd hit) against
                                                    an aerial opponent; has a 
                                                    lot of invulnerability 
                                                    frames; if the 1st hit 
                                                    connects with an aerial
                                                    opponent then the 2nd hit 
                                                    will do an automatic 
                                                    pursuit attack, using 1 of
                                                    the 3 possible that you can
                                                    usually do


Command Moves
-------------
Cartwheel                 f + HK                  overhead; does a soft 
                                                    knockdown on an aerial 
                                                    opponent
Elbow Drops               u + LP/HP when          pursuit attack
                            opponent is down
                            (tap LP/HP/LK/HK
                            rapidly to continue
                            maneuver)
Catch And Head Toss       press 2 attack buttons  can easily juggle attack an
                            the exact moment the    airborne opponent; hard
                            opponent is about to    knockdown
                            hit with their 
                            pouncing pursuit 
                            attack 
Seduction Beckon          HP+HK                   taunt; 38% of opponent's 
                                                    power meter drained
Crouching Punch           d + LP                  cancelable
Skyward Punch             d + HP                  2 hits (first hit is 
                                                    cancelable); whiffs on  
                                                    crouching opponent
Reaching Tap Kick         d + LK                  cancelable; hits low; can be 
                                                    used as a pursuit attack
Heavy Reaching Kick       d + HK                  hits low; can be used as a
                                                    pursuit attack

         
Unique Strings
--------------
Rush To Roundhouse Kick   LP, LP, LP, LP          2 hits then 2 hits; all 
                                                    attacks except the 2nd one
                                                    whiff on a crouching 
                                                    opponent; the 3rd attack 
                                                    does a soft knockdown on an
                                                    aerial opponent 
Cartwheel Into Dropkick   LP, LK, HP, HK, HK,     2 hits then 5 hits; 2nd 
                            LK+HK                   attack hits low and can be
                                                    used as a pursuit attack on
                                                    Mysterious Lion (can also
                                                    be used as a pursuit attack
                                                    on Lau, Thorsten, all 3
                                                    Jackie Chan versions, Sam,
                                                    and Kim-Maree but must be 
                                                    done just as they touch the
                                                    ground); 4th and 6th attack
                                                    are overheads; last attack 
                                                    is a hard knockdown; after 
                                                    the last attack Kim-Maree 
                                                    is put into a short hard 
                                                    knockdown state (regardless
                                                    if the maneuver connects or
                                                    not); the 1st and 3rd 
                                                    attack whiff on a crouching
                                                    opponent


Link Strings
------------
Opponent Standing
`````````````````
LP       --> d + LP
d + LP   --> LP, d + LP/HP version of I Want You!

Opponent Crouching
``````````````````
d + LP   --> d + LP/HP version of I Want You!


Special Moves
-------------
Running Lariat Drop       qcf + P                 LP=travels approximately  
                                                    60% of the screen, 
                                                    HP=fullscreen; unblockable;
                                                    hard knockdown; whiffs on
                                                    jumping (but not while 
                                                    landing) or crouching 
                                                    opponent
I Want You!               d, u + P / Charge d,    LP=1 hit, HP=2 hits; hard 
                            u + P                   knockdown; has a few 
                                                    invulnerability frames; the
                                                    invulnerability frames only
                                                    last until the startup 
                                                    frames of the maneuver so
                                                    it will always trade (both
                                                    attacks hitting at the same
                                                    time); the damage depends 
                                                    on what part of the 
                                                    animation hits the opponent
                                                    (you'll notice this more 
                                                    with the LP version) 
Double Frankensteiner     qcf + K close           unblockable; hard knockdown


Super
-----
Ultra Frankensteiner      hcf + LK+HK close       unblockable; hard knockdown;
                                                    has a few invulnerability
                                                    frames (if the opponent 
                                                    attacks you and you use 
                                                    this maneuver, the 
                                                    invulnerability frames
                                                    should eat the opponent's
                                                    attack and connect first
 

Character Specific Note
-----------------------
  Kim-Maree can't block during the recovery frames of her backdash.


 

*******************************************************************************
* 3.9 Mysterious Lion                                                         *
*******************************************************************************
Colors                              
------ 
LP/HP               - Red trim costume
LK/HK               - Blue trim costume
Start + LP/HP/LK/HP - Burgundy trim costume (Player 1)
(Selects Evil Lion)   Medium Gray trim costume (Player 2)  



Throws
------
Back Body Drop            b/f + HP close          f and b determine where 
                                                    opponent is thrown; hard 
                                                    knockdown
Savage Lion               db/df + HP close        df and db determine where 
                                                    opponent is thrown; shake
                                                    joystick and tap P and K
                                                    rapidly for more damage; 
                                                    hard knockdown


Basic Moves
-----------
Lunging Headbutt          LP close/far            cancelable
Rising Headbutt           HP close                cancelable; whiffs on 
                                                    crouching opponent
Falling Headbutt          HP far                  whiffs on crouching opponent
Downward Headbutt         HP in air               overhead; soft knockdown on 
                                                    an aerial opponent
Quick Shin Kick           LK close/far            cancelable; hits low; can be
                                                    used as a pursuit attack
High Punt Kick            HK close                whiffs on crouching opponent
Blind Back Kick           HK far                  
Double Boot               HK in air               overhead; soft knockdown on 
                                                    an aerial opponent; can be
                                                    used as a pursuit attack
Power Bar Charge          hold HP/HK               
Cannonball                press LK when you are   overhead; hard knockdown; has
                            standing up from a      a few invulnerability 
                            knockdown               frames
Cape Sweep                press HK when you are   hits low; soft knockdown; has
                            standing up from a      more startup frames than it
                            knockdown               does invulnerability so 
                                                    it's not goning to stop 
                                                    someone pressuring you with
                                                    rapid-fire attacks

          
Command Moves
-------------
Mighty Cape               f + HP                  whiffs on crouching opponent
Lion Axe Kick             f + HK                  2 hits (1 hit if the opponent
                                                    is crouching); 2nd hit is
                                                    an overhead; 2nd hit does a
                                                    soft knockdown on an aerial 
                                                    opponent
Teleport Dance            u + LP/HP when          pursuit attack
                            opponent is down
                            (tap LP/HP/LK/HK
                            rapidly to continue
                            maneuver)
Drill Launch              press 2 attack buttons  can easily juggle attack an
                            the exact moment the    airborne opponent; hard
                            opponent is about to    knockdown
                            hit with their 
                            pouncing pursuit 
                            attack 
Dance                     HP+HK                   taunt; 40% of opponent's 
                                                    power meter drained
Crouching Headbutt        d + LP                  cancelable
Skyward Headbutt          d + HP                  2 hits (first hit is 
                                                    cancelable); 2nd hit whiffs
                                                    on crouching opponent
Low Snap Kick             d + LK                  cancelable; hits low; can be
                                                    used as a pursuit attack on
                                                    Mysterious Lion (can also
                                                    be used as a pursuit attack
                                                    on Lau, Thorsten, all 3
                                                    Jackie Chan versions, Sam,
                                                    and Kim-Maree but must be 
                                                    done just as they touch the
                                                    ground) 
Slide Kick                d + HK                  hits low; cannot continue 
                                                    with a chainable string 
                                                    after it; can be used as a
                                                    pursuit attack

         
Unique Strings
--------------
Headbutts To Mighty Cape  LP, LP, LP, LP, LP, LP  2 hits then 4 hits; the 3rd, 
                                                    5th and 6th attack whiff on
                                                    a crouching opponent
Cape Attack To Crusher    LK, LK, HK, HP, HP,     10 hits; 1st and 5th attack
                            LP+HP                   hit low and can be used
                                                    as a pursuit attack; the 
                                                    4th attack whiffs on a 
                                                    crouching opponent; the
                                                    last attack will not do 
                                                    more hits if you mash the
                                                    punch button (unlike the
                                                    special move version)


Link Strings
------------
Opponent Standing
`````````````````
LP       --> LP/d + LP/LK/d + LK/HK close/d + HK  
d + LP   --> LP/d + LP/LK/d + LK/HK close/HK far/d + HK 
LK       --> LP/d + LP/LK/d + LK/HK close/d + HK  
d + LK   --> LP/d + LP/LK/d + LK/HK far/d + HK  
f + HK   --> LP/d + LP/LK/d + LK/HK far/d + HK 
LP version-> LP/d + LP/HP far/d + HP/f + HP/LK/d + LK/HK close/HK far/d + HK/
 of Mini-    f + HK/Psycho Lion Crusher
 Lion Bomb 
HP version-> HP version of Psycho Lion Crusher
 of Mini-
 Lion Bomb 

Opponent Crouching
``````````````````
LP       --> LP/d + LP/LK/d + LK/d + HK  
d + LP   --> LP/d + LP/LK/d + LK/HK far/d + HK
LK       --> LP/d + LP/LK/d + LK/d + HK 
d + LK   --> LP/d + LP/LK/d + LK/d + HK
f + HK   --> LP/d + LP/LK/d + LK/HK far/d + HK
LP version-> LP/d + LP/d + HP/LK/d + LK/HK far/d + HK/Psycho Lion Crusher
 of Mini-
 Lion Bomb
HP version-> HP version of Psycho Lion Crusher
 of Mini-
 Lion Bomb


Special Moves
-------------
Mini-Lion Bomb            qcf + P                 LP=travels approximately 20%
                                                    of the screen before 
                                                    exploding, HP=travels 
                                                    approximately 90% of the
                                                    screen before exploding; 5
                                                    hits; can be used as a 
                                                    pursuit attack; the 
                                                    explosion from the 
                                                    mini-lion will destroy any
                                                    projectile in this game 
                                                    (even Lau's Dragon's Breath
                                                    Super maneuver) if they 
                                                    happen to cross in its area
                                                    of effect and may still 
                                                    damage the opponent; the
                                                    mini-lion itself will 
                                                    collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
Psycho Lion Crusher       f, b, f + P (tap P      LP=3 to 5 hits, HP=6 to 10
                            rapidly for more        hits; last hit is a hard 
                            hits)                   knockdown; LP version will
                                                    not cause a hard knockdown 
                                                    if you don't press any 
                                                    additional buttons and HP 
                                                    version will not cause a
                                                    hard knockdown if done 
                                                    close to the opponent 
                                                    unless they are in the 
                                                    corner (even if you mash
                                                    any punch button); can be
                                                    used as a pursuit attack on
                                                    Mysterious Lion (can also
                                                    be used as a pursuit attack
                                                    on Thorsten and all 3
                                                    Jackie Chan versions but 
                                                    must be done just as they 
                                                    touch the ground) 
Lion Vanish               hcb + P/K               LP=teleports in front of the
                                                    opponent, HP=teleports away
                                                    from opponent, LK=teleports
                                                    in front of the opponent 
                                                    but the opposite side, 
                                                    HK=teleports to the same
                                                    distance he has to the 
                                                    opponent but in the 
                                                    opposite way; completely 
                                                    invulnerable until he 
                                                    reappears


Super
-----
Mini-Lion Transformation  f, b, f + LP+HP         lasts 7 ingame seconds; 
                                                    invulnerable until he 
                                                    transforms into his 
                                                    miniature form; while you
                                                    are in this form you cannot
                                                    dash, backdash, use throws,
                                                    taunts, use the Power Meter
                                                    charge maneuver, or be 
                                                    thrown; if you are struck
                                                    with an attack that causes 
                                                    a soft or hard knockdown or
                                                    are dizzied, you will 
                                                    revert to your original 
                                                    form
Self-Destruct             P                       5 hits; can be used as a 
                                                    pursuit attack; has the 
                                                    same projectile canceling
                                                    properties as the 
                                                    "Mini-Lion Bomb"
Aerial Self-Destruct      P in air                5 hits; can be used as a 
                                                    pursuit attack; has the 
                                                    same projectile canceling
                                                    properties as the 
                                                    "Mini-Lion Bomb"
Mini-Lion Force           K / f + K               LK=1/4 of the screen, 
                                                    f + LK=3/4 of the screen, 
                                                    HK=2/4 of the screen, 
                                                    f + HK= 4/4 of the screen;
                                                    the place where the 
                                                    mini-lions fall is fixed 
                                                    depending on where 
                                                    Mysterious Lion is standing
                                                    when he activates it; 3 
                                                    hits; overhead; can be used
                                                    as a pursuit attack
Aerial Mini-Lion Force    K in air / f + K in     LK=1/4 of the screen, 
                            air                     f + LK=3/4 of the screen, 
                                                    HK=2/4 of the screen, 
                                                    f + HK= 4/4 of the screen;
                                                    the place where the 
                                                    mini-lions fall is fixed 
                                                    depending on where 
                                                    Mysterious Lion is standing
                                                    when he activates it; 3 
                                                    hits; overhead; can be used
                                                    as a pursuit attack




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

***********************
* 4.1 Boss Characters *
***********************

  After all 9 characters in arcade mode have been defeated, you are treated to 
a final stage where you face a doppelgänger of your character that has a prefix
added to its name (usually evil-themed).  These are the boss character names:

Dark Lau
Shadow Yeung
Demon Thorsten
Hyper Jackie
Hyper Jackie (Drunken Fist)
Hyper Jackie (Five Animal Fist)
Hyper Jackie (Baguazhang)
Black Sam
Dirty Maree
Evil Lion

  The only difference between the normal and their evil counterparts is that 
the latter are granted an extra juggle attack.  That means that instead of 1 
juggle attack they can do 2.  So being picking the boss version has its 
benefits.  They are obviously banned for this very reason unless you have some 
sort of pre-agreement with your rival before the match.

  To select the boss version of your character, you need to press Start + any
button at the same time while hovering over him (during character select).  
Boss characters' color depends on which player is using him, so you can't use 
the alternate color if player 1 is using him and viceversa.


*****************************
* 4.2 Special KO Animations *
*****************************

  After dealing the finishing blow in the last round, the defeated opponent 
will be subject to a special KO animation.  What kind of animation happens 
depends on the type of finishing blow.  A light blow attack (LP/LK) that 
KOs the opponent usually does some sort of finish that leaves the opponent in
a pool of blood and with a possible "hazard" happening to them.  A heavy blow
attack (HP/HK) that KOs the opponent will usually have a more elaborate 
finishing animation.  Normal or command throws can also be used to activate a 
special finisher (This usually leads to the "pinball" finisher animation).

  All characters except Jackie Chan (Baguazhang) have an unique finisher 
animation that requires a specific move as the finishing blow to perform it.  
All 3 versions of Jackie Chan are immune to any kind of special finishers. 
Instead, they just pop back up like nothing happened and compliment you by 
saying either "Good Fight" or "You're Getting Better."  Except for all 3 
versions of Jackie Chan (who can still trigger the lightning bolt striking
and the opponent exploding, funnily enough) the remaining characters will 
always make the defeated character leave a pool of blood.  No version of 
Jackie Chan can make blood appear in any finisher whatsoever.  Below is a
list of the finishers:

Light Blow Finishers (LP/LK)
----------------------------

*The opponent falls to the floor and blood starts squirting of their body from 
 different holes
*The opponent falls to the floor and blood starts gushing out of their body, 
 Tarantino-style
*The opponent falls to the floor and a bunch of crows fly around their body 
 (quite hilarious against Yeung)
*The opponent falls to the floor and water from the sky splash onto their face
*The opponent falls to the floor and some object falls from the sky and crashes
 into their face
*The opponent falls to the floor and a lightning bolt strikes them, causing a
 fiery explosion
*The opponent falls to the floor and a bit of blood spurts from their mouth 
 (or it may be from a head wound caused by crashing into the floor)

Heavy Blow Finishers (HP/HK)
----------------------------

*The opponent is launched against the wall and starts ricocheting around, 
 pinball-style, while finally landing on the floor
*The opponent is launched into the air and then falls all the way down the 
 bottom of the screen, disappearing
*The opponent is launched into the air, freezes a moment while falling and then
 proceeds all the way down the bottom of the screen, disappearing
*The opponent is launched into the air and then crashes through the floor (when
 performed against Mysterious Lion he will be launched into the air, and while
 falling down, he separates into 5 mini-lions and they all crash through the 
 floor)
*The opponent is sent flying directly to the screen, leaving a small crack 
 where they crashed (the crack's size has 2 variations)
*The opponent is sent flying toward the background, vanishing from sight soon 
 after
*The opponent lays motionless (with their color changed to black and white) 
 when they are sucked by a passing hurricane and a japanese/chinese, dragon 
 logo, japanese/chinese text, or yin/yang symbol appears
*The opponent falls to the floor while leaving a pool of blood (this is 
 probably the most generic finisher, truth be told)
*The opponent falls to the floor, a drum barrel from the sky crashes into them
 and later a lightning bolt strikes him causing an explosion of their body
*The opponent falls to the floor, a drum barrel from the sky crashes into them
 causing an explosion of their body
*The opponent falls to the floor, blood starts gushing out of their body 
 Tarantino-Style and a bunch of crows start flying around their body
*The opponent falls to the floor (with their color changed to black and white) 
 and a big explosion of blood gushes from their body with a japanese/chinese, 
 dragon logo, japanese/chinese text, or yin/yang symbol appearing 
*The opponent falls to the floor (with their color changed to black and white) 
 and 1 or 5 swords fall from the sky with a japanese/chinese, dragon logo, 
 japanese/chinese text, or yin/yang symbol appearing 
*The opponent falls to the floor (with their color changed to black and white) 
 and a giant rock from heaven crashes into the opponent with a 
 japanese/chinese, dragon logo, japanese/chinese text, or yin/yang symbol 
 appearing 
*The opponent is launched a few meters away (with their color changed to black 
 and white) and a japanese/chinese, dragon logo, japanese/chinese text, or 
 yin/yang symbol appearing (the blood splash has 3 variations)
*The opponent is launched a few meters away (with their color changed to black 
 and white) and a giant rock from heaven crashes into the opponent with a 
 japanese/chinese, dragon logo, japanese/chinese text, or yin/yang symbol 
 appearing while some blood is splashed on the screen

Unique Finishers
----------------

*The opponent is launched a few meters away (with their color changed to black
 and white) and their body cut in half with a japanese/chinese, dragon logo, 
 japanese/chinese text, or yin/yang symbol appearing.  Below are how certain
 characters can trigger this:

Lau      = Rising Dragon Punch (f, d, df + P, tap P rapidly for more hits) with
           tapping P rapidly required 
Yeung    = last hit of Crane Wings (hcb + P and press P rapidly after HP 
           version to produce a 3rd hit) 
                                      OR
           last hit of the full animation of Bo Assault (hcb + LP+HP)
Thorsten = last hit of Jackknife Storm (b, f + K / Charge b, f + K and press K
           rapidly to produce an extra hit)
                                      OR
           Spinning Death Saw (f, b, f + LK+HK)
Sam      = last hit of Flurry Rush (qcf + K, qcf + K, qcf + K)  
                                      OR
           last hit of Flurry Combination (qcf + LK+HK )


*Blood starts gushing from the opponent's neck (with their color changed to 
 black and white) with a japanese/chinese, dragon logo, japanese/chinese text, 
 or yin/yang symbol appearing with blood splashing the screen.  Below is how
 Yeung can trigger this:

Yeung    = Crow Shot (qcf + P)


*The opponent falls to the floor and a heart image appears with a rose being 
 shot into it (it even works against Kim-Maree herself).  Below is how 
 Kim-Maree can trigger this:

Kim-Maree = I Want You (d, u + P / Charge d, u + P)  


*The opponent falls to the floor and a sake jug falls from the sky and crashes 
 into them.  Below is how Jackie Chan (Drunken Fist) can trigger this:

Jackie Chan (Drunken Fist) = Jug Throw (qcf + P)
                                      OR
                             Drunken Barrage (hcb + LP+HP)


*The opponent falls to the floor and the five animals' symbols fall from the 
 sky and crash into them.  Below is how Jackie Chan (Five Animal Fist) can
 trigger this:

Jackie Chan (Five Animal Fist) = Five Animal Fist (hcf + P)
                                      OR
                                 the 2nd hit of the Crush Kick (qcf + K) 
                                      OR  
                                 Five Animal Fist Ranbu (hcf + LP+HP)


*The opponent falls to the floor and a bunch of mini-lions from the sky crash 
 into them (some of them will end up being stuck in the floor).  Below is how
 Mysterious Lion can trigger this:

Mysterious Lion = Mini-Lion Bomb (qcf + P)
                                      OR
                  Self-Destruct (P after Mini-Lion Transformation)
                                      OR
                  Mini-Lion Force (K / f + K after Mini-Lion Transformation)



===============================================================================
5. Conclusion
===============================================================================

5.1  What's Missing/Needed
-Clean up and corrections
-If you have anything to add, any corrections I need to make, please email me 
at billy_kane_32@hotmail.com. Credit will be given for your contribution.

5.2  Credits
-Kaneko Co., Ltd.
-Jackie Chan (it's his game!)
-Gamefaqs
-Giygas for writing this faq
-Faq presented by me