=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Power Instinct Matrimelee FAQ By: Goh_Billy (billy_kane_32@hotmail.com) Version #: 8.0 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Sections -------- 1. Legend 2. System 2.1 Basics 2.2 Stress Meter 3. Characters 3.1 Gouketsu Ume 3.2 Kanji Kokuin 3.3 Clara 3.4 Reiji Oyama 3.5 Keith Wayne 3.6 Anny Hamilton 3.7 Chinnen 3.8 Gouketsu Tane 3.9 Saizo Hattori 3.10 White Buffalo 3.11 Poochy 3.12 Buntaro 3.13 Shintaro 3.14 Olof 3.15 Hikaru ----------------------- 3.16 Jimmy Lewis 3.17 Mr. Jones 3.18 Lynn Baker 3.19 Patrick Elias ``````````````````````` 3.20 Princess Sissy 4. Conclusion 4.1 What's Missing/Needed 4.2 Credits =============================================================================== 1. Legend =============================================================================== ub u uf f - Forward HP - Hevay Punch P - Any Punch \ | / b - Back LP - Light Punch K - Any Kick b-- --f u - Up HK - Heavy Kick + - And / | \ d - Down LK - Light Kick / - Or db d df , - Then 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 * ************** Standard Throw f/b + HP close f and b determine where opponent is thrown Standard Air Throw f + HP close in air Sissy, Jimmy, and Elias have no air throw Throw Escape perform throw right after opponent's throw attempt Taunt Start charges 1/3 of your Stress Meter Taunt Battle have both players Taunt if both players taunt at the time around the same time, a screen will drop and a series of random key presses (A, B, C, or D) will be displayed; hit the correct button the fastest to get a hit onto the opponent Dash Forward f, f (hold f to run) Dashing Punch P Dashing Kick K knocks opponent down; Sissy's does not knock down Halt b Dash Backward b, b invulnerable for a split second Knockdown Attack HP+HK knocks opponent down Launch Attack d + HP+HK launches opponent; must be blocked low Forward Roll LP+LK invulnerable for a split second Backward Roll b + LP+LK invulnerable for a split second Recover Roll Forward f + LP+LK immediately invulnerable for a split after being knocked down second Recover Roll Back LP+LK immediately after invulnerable for a split being knocked down second Double Jump ub/u/uf after first jump Small Jump tap ub/u/uf High Jump press ub/u/uf Super Jump db/d/df, ub/uf / Dash Forward, uf Air Block ub/u/uf, b Block High b Block Low db will not block overheads Guard Crush if you guard too often you will lose your ability to block for a split second Referee Call LK+HP brings referee to foreground Referee Return LK+HP returns referee to background Referee Shield f/b + LK+HP when referee is in front of you Referee Toss f/b + LK+HP when referee is behind you Referee Projectile HP+HK when referee is in front of you ******************** * 2.2 Stress Meter * ******************** The Stress Meter builds when you are hit or when opponent blocks your attacks. You can also build the Stress Meter by 1/3 by performing a taunt. When you completely fill your Stress Meter, your character will be surrounded by a blast, known as a Stress Scream. During this time you are completely invulnerable. The energy wave can also strike the opponent for damage (and can set up juggle opportunities). The Stress Meter maxes at 3 stocks. The following are mechanics that use the Stress Meter: Counter Attack HK+HP while blocking the costs one stock opponent's attack Stress Shot Level 1 super costing 1 stock Ippatsu Ougi Level 2 super costing 2 stocks Kinjite Level 3 hidden super not all characters have costing 3 stocks a Kinjite =============================================================================== 3. Characters =============================================================================== ******************************************************************************* * 3.1 Gouketsu Ume * ******************************************************************************* Colors ------ LP - Yellow pants w/ Purple top LK - Tan pants w/ Brown top HP - Black pants w/ Orange top HK - Brown pants w/ Pink top Throws ------ Shoulder Toss f/b + HP close f and b determine where opponent is thrown Quick Air Toss f + HP close in air Basic Moves ----------- Stomp Out ub/uf, HK both kicks are overheads Rapid Punches HP close 3 hits Shin Kick LK close must be blocked low Ume Twister HK far Triple Foot LK, LK, LK about a sweep first LK must touch away opponent for entire string to come out Command Moves ------------- Swiping Touch HP+HK Rising Uppercut d + HP+HK launches opponent; must be blocked low Forward Roll LP+LK invulnerable for a split second Backward Roll b + LP+LK invulnerable for a split second Dashing Chop Dash Forward, P Layback Kick Dash Forward, K Slap To Punch d + HP, HP the d + HP must touch opponent for entire string to come out Stomping Fall d + LK in air overhead Slide df + LK must be blocked low Special Moves ------------- Teeth Throw qcf + P LP=slow, HP=fast; will collide with other projectiles as both will be "destroyed" in the process Flying Face Attack f, d, df + P LP=short and low, HP=further and high Super Flying Face Attack Dash Forward, f, d, df + P can also be done if you use a dashing P or K that touches the opponent and then perform the f, d, df + P motion Comet Attack hcb + P LP=two fireballs, HP=five fireballs; usually the first fireball will collide with other projectiles as both will be "destroyed" in the process while the remaining fireball(s) continue its/their path Wave Kick qcf + K in air LK=steeper angle; overhead Supers ------ Stress Shot ``````````` Super Face Flash qcf, qcf + LP/LK/HP/HK LP=corner behind Ume, LK=1/3, HP=2/3, HK=corner in front of Ume; energy pillar absorbs projectiles Ippatsu Ougi ```````````` Ghostly Leech db, df, b, f + LP+HP will collide with other projectiles as both will be "destroyed" in the process; must connect (not blocked) to perform entire super Kinjite ``````` Ultra Face Flash qcf, qcf, qcf + HP tracks opponent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ending ------ Ume: Oooh, I've waited for this. Prince: My bride! Ume: Yes, prince. I am your bride. Prince: Good grief! H, help me! A beast! ******************************************************************************* * 3.2 Kanji Kokuin * ******************************************************************************* Colors ------ LP - Purple LK - Green HP - Black HK - Red Throws ------ Pogo Cane f/b + HP close f and b determine where opponent is thrown Cane Toss f + HP close in air Basic Move ---------- Shin Kick LK close must be blocked low Command Moves ------------- Dropkick HP+HK Rising Knee d + HP+HK launches opponent; must be blocked low Forward Roll LP+LK invulnerable for a split second Backward Roll b + LP+LK invulnerable for a split second Triple Cane Dash Forward, P Power Kick Dash Forward, K Balancing Cane f + P Get Off Cane d Hop Forward f Hop Backward b Hop Up u Roll Out LK/HK overhead Cane Smash LP/HP overhead Low To Shin Kick d + LK, LK the d + LK must touch opponent for entire string to come out; both parts must be blocked low Step Trip d + HK must be blocked low Special Moves ------------- Rapid Cane tap P rapidly Super Rapid Cane Dash Forward, tap P can also be done if you rapidly use a dashing P or K that touches the opponent and then tap P rapidly Libido Attack hcb + P HP=slight start up delay; absorbs projectiles Stun Loincloth Snap hcf + LK if move connects (not blocked), opponent will be pulled next to Kanji and be "stunned" for a split second Loincloth Snaps hcf + HK Headbutt Launch f, hcf + P LP=short, HP=long Super Headbutt Launch Dash Forward, f, hcf + P can also be done if you use a dashing P or K that touches the opponent and then perform the f, hcf + P motion Supers ------ Stress Shot ``````````` Kanji Combo Rush Hold b for 2 seconds, dash in must connect f + LK+HK (not blocked) to perform the entire super Ippatsu Ougi ```````````` Restore To Life LK+HK, LK, LK, HK loincloth must connect (not blocked) to perform the entire super Kinjite ``````` None . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ending ------ Kanji: This meeting caps the red cloth legend. Well, my bride. Take this red cloth. For both our future... Sissy: Eeew! This's a loincloth? Never again, pal! No way! ******************************************************************************* * 3.3 Clara * ******************************************************************************* Colors ------ LP - Orange w/ White shirt LK - Pink w/ Light Pink shirt HP - Light Orange w/ White shirt HK - Orange w/ Blue shirt Throws ------ Wand Throw f/b + HP close f and b determine where opponent is thrown Air Wand Throw f + HP close in air Basic Moves ----------- Tap To Wand Swipe LP close, HP the close LP must touch opponent for entire string to come out Shin Kick LK close must be blocked low Triple Kicks LK close, LK, HK the close LK must touch opponent for entire string to come out; first LK must be blocked low Command Moves ------------- Forward Kick HP+HK Rising Wand d + HP+HK launches opponent; must be blocked low Forward Roll LP+LK invulnerable for a split second Backward Roll b + LP+LK invulnerable for a split second Straight Wand Dash Forward, P Side Kick Dash Forward, K Falling Foot d + LK in air overhead Downward Wand f + HP overhead Short Slide Dropkick d + HK must be blocked low Special Moves ------------- Baton Throw qcf + P LP=slow, HP=fast; will collide with other projectiles as both will be "destroyed" in the process Vacuum Spin qcb + K HK=spins longer; f or b to maneuver Super Vacuum Spin Dash Forward, qcb + K can also be done if you use a dashing P or K that touches the opponent and then perform the qcb + K motion Air Vacuum Spin qcb + K in air LK=steeper angle; overhead Hammer Blow qcb + P HP=opponent must block low if on ground Heart Freeze f, hcf + LK+HK stuns opponent; absorbs projectiles Supers ------ Stress Shot ``````````` Starlight Transformation qcf, qcf + HP absorbs projectiles; must connect (not blocked) to transform the opponent Ippatsu Ougi ```````````` Rabbit Release hcf, f, df, d + HP Rabbit Chomp HP chomp is unblockable; must connect chomp to perform the entire super Kinjite ``````` None . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ending ------ Clara: Come to Clara, the winner! Oh, princey! Prince: I've come for you, my honey! Clara: ????!!! Prince: My lovely bride, oh, you're cute! Clara: UGH. Prince: First, a kissy-poo of betrothal! Clara: You're no prince. Uh, I lied. I'm not the winner! ******************************************************************************* * 3.4 Reiji Oyama * ******************************************************************************* Colors ------ LP - White w/ Purple hair LK - Off White w/ Brown hair HP - Light Gray w/ Brown hair HK - Blue w/ Purple hair Throws ------ Kick Toss f/b + HP close f and b determine where opponent is thrown Neck Ringer f + HP close in air Basic Moves ----------- Strong Uppercut HP close 2 hits High To Jump Kick LK close, HK the close LK must touch opponent for entire string to come out Shin Kick LK far must be blocked low Command Moves ------------- Downward Punch HP+HK Swiping Kick d + HP+HK launches opponent; must be blocked low Forward Roll LP+LK invulnerable for a split second Backward Roll b + LP+LK invulnerable for a split second Uppercut Dash Forward, P Jaw Kick Dash Forward, K Swiping Fist f + LP overhead Low To Uppercut d + HP, HP the d + HP must touch opponent for entire string to come out Elbow Drop Combo df + LK Special Moves ------------- Thunder Globe qcf + P LP=slow, HP=fast; will collide with other projectiles as both will be "destroyed" in the process Flying Dragon Punch f, d, df + P LP=short, HP=further Super Flying Dragon Punch Dash Forward, f, d, can also be done if you df + P use a dashing P or K that touches the opponent and then perform the f, d, df + P motion Thunder Kick tap K rapidly Super Thunder Kick Dash Forward, tap K can also be done if you rapidly use a dashing P or K that touches the opponent and then tap K rapidly Super Spin Kick qcf + K in air LK=steeper angle; overhead Roll Tackle Pound hcb + HK close unblockable Supers ------ Stress Shot ``````````` Great Dragon Rush hcb, f + HP Dragon Tail f, d, df + HP overhead Ippatsu Ougi ```````````` Giant Tiger Roar qcf, qcf + HP unblockable; absorbs projectiles Kinjite ``````` None . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ending ------ Reiji: This is my present to you. Please, take it. Sissy: Huh? Reiji: You use it like this. Sissy: Two peas in a pod, huh? ******************************************************************************* * 3.5 Keith Wayne * ******************************************************************************* Colors ------ LP - Black pants w/ Gray top LK - Light Blue pants w/ Black top HP - Maroon pants w/ Gray top HK - Gray pants w/ Black top Throws ------ Mount Kick f/b + HP close f and b determine where opponent is thrown Air Mount Kick f + HP close in air Basic Moves ----------- Uppercut To Backfist HP close, HP the close HP must touch opponent for entire string to come out; can wait until the initial close HP hits twice to follow with another HP to get 3 hits Knee To Jump Kick LK close, HK the close LK must touch opponent for entire string to come out Command Moves ------------- Fast Knuckle HP+HK Uppercut d + HP+HK launches opponent; must be blocked low Forward Roll LP+LK invulnerable for a split second Backward Roll b + LP+LK invulnerable for a split second Strong Fist Dash Forward, P Turn Kick Dash Forward, K Axe Kick f + LK overhead Step Kick f + HK Special Moves ------------- Lightning Flash qcb + P LP=slow, HP=fast; will collide with other projectiles as both will be "destroyed" in the process; goes under most of the projectiles in the game Knuckle Bomber Charge b for 2 seconds, LP=short, HP=long f + P Rolling Cannon qcb + K LK=short, HK=further Super Rolling Cannon Dash Forward, qcb + K can also be done if you use a dashing P or K that touches the opponent and then perform the qcb + K motion Spiral Kick qcf + K LK=grounds opponent Double Spiral qcf + K follow up for HK Spiral Kick only Trip Finish qcf + HK must be blocked low Down Kick Finish qcf + LK overhead Air Spiral Kick qcf + K in air LK=grounds opponent, HK=three spiral kicks; overhead Supers ------ Stress Shot ``````````` Knuckle Bomb Flash qcb, hcf + HP start up ground blasts absorb projectiles Rolling Bomber qcb, hcf + HP uses up another stock; can cancel this anytime between the 1st to 5th hit Ippatsu Ougi ```````````` Tidal Wave Bomb qcf, qcf + HP fire pillar absorbs projectiles Kinjite ``````` None . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ending ------ Keith: The ladies of the world are mine! The Princess is mine for sure. Ellen: ... Sissy: ... Ellen: Lady Sissy, Master Keith is a playboy! Sissy: I know, Ellen. Let's serve him his just deserts. Keith: Hey! It's I the winner, Keith Wayne! The pleasures all mine. ******************************************************************************* * 3.6 Anny Hamilton * ******************************************************************************* Colors ------ LP - Red LK - Orange HP - Blue HK - White Throws ------ Thrust Down f/b + HP close f and b determine where opponent is thrown Air Thrust Down f + HP close in air Basic Moves ----------- Poke To Slap LP close, HP the close LP must touch opponent for entire string to come out Step Uppercut HP close 2 hits Command Moves ------------- Spin Kick HP+HK Back Flip d + HP+HK launches opponent; must be blocked low Forward Roll LP+LK invulnerable for a split second Backward Roll b + LP+LK invulnerable for a split second Slap Dash Forward, P Twirl Kick Dash Forward, K Upward Slap df + LP Scissors f + LK overhead Low To Roundhouse d + LK, HK the d + LK must touch opponent for entire string to come out; first part must be blocked low Sneaking Sweep d + HK must be blocked low Special Moves ------------- Swan Toss qcf + P LP=straight, HP=rising; will collide with other projectiles as both will be "destroyed" in the process Rainbow Sweep f, d, df + P LP=short, HP=further Super Rainbow Sweep Dash Forward, f, d, can also be done if you df + P use a dashing P or K that touches the opponent and then perform the f, d, df + P motion Anny Dynamic Charge HK for 3 seconds, overhead release Strong Anny Dynamic Charge HK for 6 seconds, overhead release Photon Ball qcf + P in air LP=steeper angle; will collide with other projectiles as both will be "destroyed" in the process Supers ------ Stress Shot ``````````` Psychedelic Throw hcb, hcb + HP connects close; unblockable Ippatsu Ougi ```````````` Angel Ring b, f + LP, db, df + HP absorbs projectiles; unblockable; ring must connect to perform the entire super Kinjite ``````` None . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ending ------ Prince: My beloved bride! Anny: What? What is that trembling? Prince: Oh, I love you! Anny: Yaaaaaaah! Anny: I'm sorry, Andy! Andy: GARGH! Anny: I forfeit my victory! ******************************************************************************* * 3.7 Chinnen * ******************************************************************************* Colors ------ LP - Orange LK - Yellow-Orange HP - Off White HK - Gray Throws ------ Backdrop f/b + HP close f and b determine where opponent is thrown Neck Ringer f + HP close in air Basic Moves ----------- Punch To High Kick LP close, LK the close LP must touch opponent for entire string to come out Gut To Jump Kick HP close, HK the close HP must touch opponent for entire string to come out Shin Kick LK close must be blocked low Sobat HK far can dodge some low attacks Command Moves ------------- Flying Headbutt HP+HK Strong Uppercut d + HP+HK launches opponent; must be blocked low Forward Roll LP+LK invulnerable for a split second Backward Roll b + LP+LK invulnerable for a split second Palm Strike Dash Forward, P Hop Kick Dash Forward, K Double Kick f + LK Slide df + LK must be blocked low Special Moves ------------- Freeze Curse Card hcf + LP+HP stuns opponent; will collide with other projectiles as both will be "destroyed" in the process; goes over most of the projectiles in the game Oro Ball Wave hcb + P LP=fast start and slow skull, HP=slow start and fast skull; start up orb will absorb projectiles; skull projectile will collide with other projectiles as both will be "destroyed" in the process Blade Kick hcf + K LK=short, HK=further; last hit is an overhead Striking Thunder Fist f, b, f + P LP=straight punch finish, HP=uppercut finish Super Strike Thunder Fist Dash Forward, f, b, f + P can also be done if you use a dashing P or K that touches the opponent and then perform the f, b, f + P motion Oro Ball hcb + LP in air absorbs projectiles Air Flying Skull hcb + HP in air will collide with other projectiles as both will be "destroyed" in the process Supers ------ Stress Shot ``````````` Turn Of Fate hold LP, hold LK (while absorbs projectiles still holding LP), hold HP (while still holding LP and LK) Ippatsu Ougi ```````````` Vengeful Priest qcf, hcb + LK dash in must connect (not blocked) for the entire super to come out Kinjite ``````` Crumbling Temple b, df , uf, db, ub, unblockable f + HK during stress scream . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ending ------ Chinnen: Come to my embrace, I shall take you. Sissy: No, I'll take you. Come to me, I'm mad about you. ******************************************************************************* * 3.8 Gouketsu Tane * ******************************************************************************* Colors ------ LP - Pink pants w/ Green top LK - Green pants w/ Pink top HP - Pink pants w/ Purple top HK - Purple pants w/ Green top Throws ------ Draining Kiss f/b + HP close f and b determine where opponent is thrown Quick Air Toss f + HP close in air Basic Moves ----------- Stomp Out ub/uf, HK both kicks are overheads Close Palms HP close, HP the close HP must touch opponent for entire string to come out; can wait until the initial close HP hits twice to follow with another HP to get 3 hits Shin Kick LK close must be blocked low Double Foot LK, LK, about a sweep the first LK must touch away opponent for entire string to come out Tane Twister HK far Command Moves ------------- Swiping Touch HP+HK Rising Uppercut d + HP+HK launches opponent; must be blocked low Forward Roll LP+LK invulnerable for a split second Backward Roll b + LP+LK invulnerable for a split second Dashing Chop Dash Forward, P Layback Kick Dash Forward, K Stomping Fall d + LK in air overhead Slide To Punches df + HP Kick Assault d + LK, LK, HK the d + LK must touch opponent for entire string to come out; first two parts must be blocked low Slide d + HK must be blocked low Special Moves ------------- Hopping Teeth Throw Charge b for 2 seconds, LP=low, HP=high; will f + P collide with other projectiles as both will be "destroyed" in the process; overhead Floating Head Charge b for 2 seconds, LK=short, HK=long; f + K absorbs projectiles Rising Wave Kick Charge d for 2 seconds, LK=short, HK=long u + K Switch And Comet Attack hcb + P close unblockable Supers ------ Stress Shot ``````````` Giant Face Attack qcf, qcf + HP absorbs projectiles Ippatsu Ougi ```````````` Demon Hand b, db, b, f + HP absorbs projectiles; grabbing hand is unblockable; super must connect to perform the entire maneuver Kinjite ``````` Triple Face Attack qcf, qcf, qcf + HP absorbs projectiles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ending ------ Tane: Now to prepare for my first kiss... Prince: Run away! Get me out of here! Attendant: OK, OK. Oh, the pain! ******************************************************************************* * 3.9 Saizo Hattori * ******************************************************************************* Colors ------ LP - Purple w/ Orange trim LK - Blue-Gray w/ Yellow-Orange trim HP - Gray w/ Green trim HK - White w/ Orange trim Throws ------ Ninja Drill f/b + HP close f and b determine where opponent is thrown Izuna Drop f + HP close in air Basic Move ---------- Kick Clash LK close, HK, HK the close LK must touch opponent for entire string to come out Command Moves ------------- Gut Punch HP+HK Knee Thrust d + HP+HK launches opponent; must be blocked low Forward Roll LP+LK invulnerable for a split second Backward Roll b + LP+LK invulnerable for a split second Ninja Fist Dash Forward, P High Kick Dash Forward, K Dive Kick d + HK in air overhead Strike To Gut Punch d + HP, HP the d + HP must touch opponent for entire string to come out Slide df + LK must be blocked low Special Moves ------------- Dragon Flame Flash qcf + P LP=slow, HP=fast; will collide with other projectiles as both will be "destroyed" in the process Dragon Flash Bomb qcb + P LP=short, HP=long Dragon Flash Dud qcb + LK Blue Flame Slice hcf + K LK=short, HK=long Super Blue Flame Slice Dash Forward, hcf + K can also be done if you use a dashing P or K that touches the opponent and then perform the hcf + K motion Tsunami Slash qcb + P in air LP=steeper angle; overhead Supers ------ Stress Shot ``````````` Flaming Flash Wave qcf, hcb + HP bomb blasts absorb projectiles Ippatsu Ougi ```````````` Shadow Crawler db, df, db, df + HK moving shadow is unblockable; shadow must connect to perform the entire super Kinjite ``````` None . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ending ------ Sissy: So, you're a ninja I hear? Saizo: Uh, that is correct... Sissy: Then disappear for us! Saizo: Uh, very well... ah! Sissy: Wow! He really did disappear! Huh? He's not coming back. Saizo: Whew (That was too easy.) ******************************************************************************* * 3.10 White Buffalo * ******************************************************************************* Colors ------ LP - Green LK - Dark Green HP - Blue HK - Off White Throws ------ Flipping Slam f/b + HP close f and b determine where opponent is thrown Air Flipping Slam f + HP close in air Basic Moves ----------- Power Upper HP close 2 hits Shin Kick LK close must be blocked low Finishing Kick HK close, HK the close HK must touch opponent for entire string to come out Command Moves ------------- Backfist HP+HK Uppercut Swing d + HP+HK launches opponent; must be blocked low Forward Roll LP+LK invulnerable for a split second Backward Roll b + LP+LK invulnerable for a split second Short Uppercut Dash Forward, P Turn Kick Dash Forward, K Shoulder Rush df + LP
Knee Catch f + LK counters high attacks
Special Moves
-------------
Arrow Shot qcf + P LP=slow, HP=fast; will
collide with other
projectiles as both
will be "destroyed"
in the process; goes
over most projectiles
in the game
Smash Tackle Charge b for 2 seconds, LP=short, HP=long
f + P
Uppercut f, d, df + HP only works off HP Smash
Tackle
Charging Buffalo Charge b for 2 seconds, LK=slow, HK=fast; buffalo
f + K absorbs projectiles
Flying Elbow Blow qcb + P in air LP=steeper angle;
overhead
Supers
------
Stress Shot
```````````
Totem Of Ashes qcf, hcb + HP absorbs projectiles
Ippatsu Ougi
````````````
Buffalo Buster hcb, hcb + HP connects close;
unblockable
Kinjite
```````
None
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Ending
------
White: My bride, I have come. Please, go with me.
Sissy: Hey, you're not who I expected!
White: I, I hate kids! I prefer her.
Ellen: PASS!
*******************************************************************************
* 3.11 Poochy *
*******************************************************************************
Colors
------
LP - Red
LK - Blue-Purple
HP - Green
HK - Yellow
Throws
------
Kick Away f/b + HP close f and b determine where
opponent is thrown
Doggie Chomp f + HP close in air
Basic Moves
-----------
Doggy Punches LP close 4 hits
Uppercut To Straight HP close, HP the close HP must touch
opponent for entire
string to come out
Command Moves
-------------
Double Punch HP+HK
Doggie Flip d + HP+HK launches opponent; must
be blocked low
Forward Roll LP+LK invulnerable for a split
second
Backward Roll b + LP+LK invulnerable for a split
second
Flying Butt Dash Forward, P
Flip Heal Dash Forward, K
Crouch Doggy Punches d + LP 4 hits
Falling Heal f + LK overhead
Arc Dropkick df + HK
Special Moves
-------------
Flying Ear Slap qcf + LP
Flying Bear Ear Slap qcf + HP bear will collide with
other projectiles as
both will be
"destroyed" in the
process; bear goes
under most projectiles
in the game
Super Flying Ear Slap Dash Forward, qcf + P produces two bear
projectiles; first
bear will usually
collide with other
projectiles as both
will be "destroyed" in
the process while the
second bear continues
its path; both bears
go under most
projectiles in the
game; can also be done
if you use a dashing P
or K that touches the
opponent and then
perform the qcf + P
motion
Doggy Dive qcb + K LK=short, HK=long;
overhead
Heavy Dig qcb + P LP=high, HP=low; one
item will usually
collide with other
projectiles and
"destroy" them as well
as be "destroyed",
while the other item
will continue its path
Ferocious Charge qcf + K LK=short, HK=long
Super Ferocious Charge Dash Forward, qcf + K can also be done if you
use a dashing P or K
that touches the
opponent and then
perform the qcf + K
motion
Sky Dive qcb + K in air LK=steeper angle;
overhead
Supers
------
Stress Shot
```````````
Great Bear Assault hold LP, hold LK (while bear charge is
still holding LP), unblockable; large
hold HP (while still bear absorbs
holding LP and LK) projectiles
Ippatsu Ougi
````````````
Giant Cyclone f, b, f, b, f, b, f, b, f cyclone absorbs
projectiles
Giant Cyclone II f, b, f, b, f, b, f, b, f cyclones absorb
during stress scream projectiles
Kinjite
```````
None
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Ending
------
Poochy: Woofun, woo (My bridey bride!). Woof, woof, woof.
Sissy: I, hate dogs. Yuck!
Poochy: Gya-oooh (You're so cruel!)!
*******************************************************************************
* 3.12 Buntaro *
*******************************************************************************
Colors
------
LP - Blue
LK - Red
HP - White
HK - Dark Blue
Throws
------
Layback Toss f/b + HP close f and b determine where
opponent is thrown
Flip Toss f + HP close in air
Basic Move
----------
Knee To Back Kick LK close, HK the close LK must touch
opponent for entire
string to come out
Command Moves
-------------
Slide Kick HP+HK
Sky Kick d + HP+HK launches opponent; must
be blocked low
Forward Roll LP+LK invulnerable for a split
second
Backward Roll b + LP+LK invulnerable for a split
second
Straight Punch Dash Forward, P
Swing Kick Dash Forward, K
Falling Headbutt f + LP overhead
Shoulder Charge df + HP
Low To Spin Kick d + LK, HK the d + LK must touch
opponent for entire
string to come out;
first part must be
blocked low
Slide d + HK must be blocked low
Special Moves
-------------
Violent Crescent f, d, df + K LK=short, HK=further
Super Violent Crescent Dash Forward, f, d, can also be done if you
df + K use a dashing P or K
that touches the
opponent and then
perform the f, d,
df + K motion
Self Confidence hcb + P high counter attack
Bird Of Prey qcf + K in air LK=steeper angle;
overhead
Sharp Talon qcf + LK overhead
Ground Talon qcf + HK must be blocked low
Mach Slide hcb + K
Bird Crash d, d + K stomps once; Self
Confidence and Mach
Slide powered up to
level 1
Bird Crash II d, d + K stomps twice; Self
Confidence and Mach
Slide powered up to
level 2
Bird Crash III d, d + K stomps three times;
Self Confidence and
Mach Slide powered up
to level 3
Supers
------
Stress Shot
```````````
Super Sentence Kick! qcb, hcf + HK flip kick must connect
(not blocked) to
perform the entire
super
Ippatsu Ougi
````````````
Terminal Crash Charge b, HK, LK, HK, LK shoulder charge must
connect (not blocked)
to perform the entire
super
Kinjite
```````
None
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Ending
------
Buntaro: Ooh! Ah! I am the champion!
Groupies: You're so dreamy!
Sissy: Excuse me, it just got out of the box.
Groupies: Oh, she's awesome!
Buntaro: ........
*******************************************************************************
* 3.13 Shintaro *
*******************************************************************************
Colors
------
LP - Green-Blue
LK - Blue
HP - Gray
HK - Orange
Throws
------
Layback Toss f/b + HP close f and b determine where
opponent is thrown
Flip Toss f + HP close in air
Basic Move
----------
One Two HP close, HP the close HP must touch
opponent for entire
string to come out
Command Moves
-------------
Gut Elbow HP+HK
High Uppercut d + HP+HK launches opponent; must
be blocked low
Forward Roll LP+LK invulnerable for a split
second
Backward Roll b + LP+LK invulnerable for a split
second
Quick Punch Dash Forward, P
Back Kick Dash Forward, K
Falling Headbutt f + LP overhead
Low To Uppercut d + LP, HP the d + LP must touch
opponent for entire
string to come out
Slide d + HK must be blocked low
Special Moves
-------------
Bicycle Ride f, d, df + K LK=short, HK=further
Super Bicycle Ride Dash Forward, f, d, can also be done if you
df + K use a dashing P or K
that touches the
opponent and then
perform the f, d,
df + K motion
Hammer Drop hcb + P LP=short, HP=long;
overhead
Air Hammer Drop hcb + P in air LP=short, HP=long
overhead
Super Hammer Drop Dash Forward, hcb + P can also be done if you
use a dashing P or K
that touches the
opponent and then
perform the hcb + P
motion; overhead
Roadblock f, df, d + P LP=low autoguard,
HP=high autoguard;
punch must connect
(not blocked) to
perform the entire
move
First Crown qcf + P LP=short, HP=long
Second Crown qcf + P
Triple Crown qcf + P
Supers
------
Stress Shot
```````````
Lucky Novice qcf, qcf + HP punch must connect
(not blocked) to
perform the entire
super
Ippatsu Ougi
````````````
No Remorse Charge b, HP, LP, HP, LP punch must connect
(not blocked) to
perform the entire
super
Kinjite
```````
Bitter End f, qcf, b + HP close unblockable
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Ending
------
Shintaro: Oh! I won! What do I get?
Sissy: ....How do you like my present?
Shintaro: Ugh. Argh (Hey! Give it back!).
*******************************************************************************
* 3.14 Olof *
*******************************************************************************
Colors
------
LP - Purple
LK - Black
HP - Dark Purple
HK - Brown
Throws
------
Foot Plant f/b + HP close f and b determine where
opponent is thrown
Leg Smash f + HP close in air
Basic Moves
-----------
Double Air Kick ub/uf, HK, HK the first HK must touch
opponent for entire
string to come out;
this string will only
work from a ub/uf
jump; both parts are
air attacks and
overheads
Shin Kick LP close must be blocked low
High To Knockdown HP close, HK the close HP must touch
opponent for entire
string to come out
Knee To Jaw Kick LK close, LK the close LK must touch
opponent for entire
string to come out
Command Moves
-------------
Big Boot HP+HK
Angle Kick d + HP+HK launches opponent; must
be blocked low
Forward Roll LP+LK invulnerable for a split
second
Backward Roll b + LP+LK invulnerable for a split
second
Heal Fall Dash Forward, P
Twist Kick Dash Forward, K
Axe Kick f + LP overhead
Low Poke d + LP must be blocked low
Slide Punt d + HP
One Two Kick df + LK
Auto Axe stand still until knee counters high attacks
raises
Special Moves
-------------
Purple Sulfur qcf + P LP=slow, HP=fast; will
collide with other
projectiles as both
will be "destroyed"
in the process
Angle Purple Sulfur qcf + K LK=diagonal down,
HK=diagonal upward;
will collide with
other projectiles as
both will be
"destroyed" in the
process
Acid Rain f, d, df + K LK=short, HK=further;
second hit is an
overhead
Super Acid Rain Dash Forward, f, d, can also be done if you
df + K use a dashing P or K
that touches the
opponent and then
perform the f, d,
df + K motion; last
part is an overhead
Foot Sting qcb + K LK=short, HK=long
Super Foot Sting Dash Forward, qcb + K can also be done if you
use a dashing P or K
that touches the
opponent and then
perform the qcb + K
motion
Air Foot Sting qcb + K in air LK=short, HK=long
Dense Sulfur qcb + K follow up from HK Air
Foot Sting only
Supers
------
Stress Shot
```````````
Crazy Plague qcf, hcb + HK dash in kick must
connect (not blocked)
to perform the entire
super
Ippatsu Ougi
````````````
Final Disease b, qcb, f + LP feint; still costs meter
though
Rotting Fist b, qcb, f + HP unblockable; Olof takes
damage as well
Kinjite
```````
None
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Ending
------
Olof: My true purpose is not a royal position. I want to make the world a
flower patch... how wonderful!
Sissy: He won't do. Let's look for another one.
*******************************************************************************
* 3.15 Hikaru *
*******************************************************************************
Colors
------
LP - Black top w/ Gray bottom
LK - Green top w/ Light Green bottom
HP - Dark Purple top w/ White bottom
HK - Purple top w/ Pink bottom
Throws
------
Cane Bust f/b + HP close f and b determine where
opponent is thrown
Quick Throw f + HP close in air
Basic Moves
-----------
Double Cane HP close, HP the close HP must touch
opponent for entire
string to come out
Shin Kick LK close must be blocked low
Dash Shin Kick LK far
Knee To Kick HK close, HK the close HK must touch
opponent for entire
string to come out
Command Moves
-------------
Cane Poke HP+HK
Upward Strike d + HP+HK launches opponent; must
be blocked low
Forward Roll LP+LK invulnerable for a split
second
Backward Roll b + LP+LK invulnerable for a split
second
Cane Swipe Dash Forward, P
Swift Kick Dash Forward, K
Roll Forward df + LP
Dive Knee f + LK overhead; only air
specials and supers
will cancel from this
(ie. Flying Needle)
Slide d + HK must be blocked low
Special Moves
-------------
Cane Circle f, d, df + P LP=short, HP=long
Super Cane Circle Dash Forward, f, d, can also be done if you
df + P use a dashing P or K
that touches the
opponent and then
perform the f, d,
df + P motion
Iron Cane f, d, df + K counters high attacks
Leap Crush hcb + P LP=short, HP=long;
overhead
Super Leap Crush Dash Forward, hcb + P can also be done if you
use a dashing P or K
that touches the
opponent and then
perform the hcb + P
motion; overhead
Sweep Run hcb + K must be blocked low;
HK=start up back roll
Flying Needle qcb + K in air LK=steeper angle;
overhead
Supers
------
Stress Shot
```````````
Justice Circle qcb, hcf + LP+HP
Needle To Justice Circle qcb, hcf + LP+HP in air overhead; needle kick
must connect (not
blocked) to perfrom
the entire super
Ippatsu Ougi
````````````
Iron Cane Duel d, d, qcf + HK counters high attacks
Kinjite
```````
None
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Ending
------
Hikaru: I've no interest in the princess.
Sissy: Why you! What? Then why did you join the tournament?
Hikaru: To show the world my awesome strength, silly child!
---------------------------------------------------------------------------
To use the following characters, at the character select screen tap up four
times, down three times, left two times and right one time.
---------------------------------------------------------------------------
*******************************************************************************
* 3.16 Jimmy Lewis *
*******************************************************************************
Colors
------
LP - Black pants w/ Red top
LK - Purple-Blue pants w/ Red top
HP - Brown pants w/ Off White top
HK - Maroon pants w/ Blue top
Throw
-----
Grab And Toss f/b + HP close f and b determine where
opponent is thrown
Basic Moves
-----------
Punch To Upper HP close 2 hits
Shin Kick LK close must be blocked low
Sobat HK far can dodge some low
attacks
Command Moves
-------------
Power Fist HP+HK
Rising Forearm d + HP+HK launches opponent; must
be blocked low
Forward Roll LP+LK invulnerable for a split
second
Backward Roll b + LP+LK invulnerable for a split
second
Chop Dash Forward, P
Power Kick Dash Forward, K
Down Elbow f + LP overhead
Low And Chop d + HP, HP the d + HP must touch
opponent for entire
string to come out
Step Uppercut df + LP first part is a high
autoguard
Special Moves
-------------
Red Rage qcf + P LP=slow, HP=fast; will
collide with other
projectiles as both
will be "destroyed"
in the process
Sho Ryu Dan f, d, df + P LP=short, HP=further
Super Sho Ryu Dan Dash Forward, f, d, can also be done if you
df + P use a dashing P or K
that touches the
opponent and then
perform the f, d,
df + P motion
Cannon Kick qcb + K LK=short, HK=long;
overhead
Heat Hurricane hcb + LP
Hurricane Charge hcb + HP
Heat Straight qcf + HP
Heat Elbow qcb + HP overhead
Heat Upper f, d, df + HP must be blocked low
Supers
------
Stress Shot
```````````
Gun Blow qcb, f + LP flame knuckle must
connect (not blocked)
to perform the entire
super
Ippatsu Ougi
````````````
Super Gun Blow qcb, f + HP flame knuckle must
connect (not blocked)
to perform the entire
super
Kinjite
```````
None
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Ending
------
Attendant: Princess Sissy, the victor has declined his right.
Sissy: Well! Preposterous! But so be it. Let's try another tournament, big
brother.
Prince: Yes, Princess Sissy. Let's do.
Sissy & Prince: I just can't wait!
*******************************************************************************
* 3.17 Mr. Jones *
*******************************************************************************
Colors
------
LP - Yellow w/ Gray trim
LK - White w/ Blue-Gray trim
HP - Blue w/ Purple trim
HK - Pink w/ Purple-Blue trim
Throws
------
Toss To Ground f/b + HP close f and b determine where
opponent is thrown
Air Toss To Ground f + HP close in air
Basic Moves
-----------
Knee To Kick LK close, LK the close LK must touch
opponent for entire
string to come out
Rising Kick HK close, HK the close HK must touch
opponent for entire
string to come out
Command Moves
-------------
Double Fist HP+HK
Snap Kick d + HP+HK launches opponent; must
be blocked low
Forward Roll LP+LK invulnerable for a split
second
Backward Roll b + LP+LK invulnerable for a split
second
Kung Fu Punch Dash Forward, P
Big Boot Dash Forward, K
Down Elbow f + LP overhead
Uppercut To Double d + HP, HP the d + HP must touch
opponent for entire
string to come out
Slide Double df + LK both parts must be
blocked low
Special Moves
-------------
Funky Impact qcf + P LP=fast, HP=slow; the
start up has high
autoguard
Super Funky Impact Dash Forward, qcf + P can also be done if you
use a dashing P or K
that touches the
opponent and then
perform the qcf + P
motion
Retro Knuckle qcb + P LP=short, HP=long
Gaudy Punch tap P rapidly
Arc Fliegan qcb + K LK=stationary, HK=long
Supers
------
Stress Shot
```````````
Groove Master qcb, qcb + LK sliding part must be
blocked low
Ippatsu Ougi
````````````
King Kang hcf + LK+HK unblockable; can be
hurt by Kang; Kang
absorbs projectiles
Kinjite
```````
None
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Ending
------
Attendant: Princess Sissy, the victor has declined his right.
Sissy: Well! Preposterous! But so be it. Let's try another tournament, big
brother.
Prince: Yes, Princess Sissy. Let's do.
Sissy & Prince: I just can't wait!
*******************************************************************************
* 3.18 Lynn Baker *
*******************************************************************************
Colors
------
LP - Yellow
LK - Red
HP - Gray
HK - White
Throws
------
Toss Over f/b + HP close f and b determine where
opponent is thrown
Air Toss Over f + HP close in air
Basic Moves
-----------
Double Stretch Palm HP close, HP the close HP must touch
opponent for entire
string to come out
Double High HK close, HK the close HK must touch
opponent for entire
string to come out
Command Moves
-------------
Double Palm HP+HK
Hop Kick d + HP+HK launches opponent; must
be blocked low
Forward Roll LP+LK invulnerable for a split
second
Backward Roll b + LP+LK invulnerable for a split
second
Flying Palms Dash Forward, P
High Kick Dash Forward, K
Down Palm f + LP overhead
Crossup Kick b + LK in air overhead
Special Moves
-------------
Ko Ryu Sho Zan qcf + P LP=slow, HP=fast; will
collide with other
projectiles as both
will be "destroyed"
in the process
Ryu En Hou f, d, df + P
Karasu Kyaku qcf + K
Kyaku Binta K
Enretsu Ken hcb + P LP=short, HP=long
Super Enretsu Ken Dash Forward, hcb + P can also be done if you
use a dashing P or K
that touches the
opponent and then
perform the hcb + P
motion
Ko Ryu Kyaku Charge d for 2 seconds, LK=short, HK=further
u + K
Supers
------
Stress Shot
```````````
Tobi Ryu qcb, hcf + LK second hit is an
overhead
Ippatsu Ougi
````````````
Shin Tobi Ryu qcb, hcf + HK second hit is an
overhead; second hit
must connect (not
blocked) to perform
the entire super
Kinjite
```````
None
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Ending
------
Attendant: Princess Sissy, the victor has declined his right.
Sissy: Well! Preposterous! But so be it. Let's try another tournament, big
brother.
Prince: Yes, Princess Sissy. Let's do.
Sissy & Prince: I just can't wait!
*******************************************************************************
* 3.19 Patrick Elias *
*******************************************************************************
Colors
------
LP - Purple
LK - Black
HP - Maroon
HK - White
Throw
-----
Heart Punch f/b + HP close f and b determine where
opponent is thrown
Basic Moves
-----------
Elbow To Straight HP close, HP the close HP must touch
opponent for entire
string to come out;
can wait until the
initial close HP hits
twice to follow with
another HP to get 3
hits
Low To High LK close, HK the close LK must touch
opponent for entire
string to come out;
first part must be
blocked low
Command Moves
-------------
Flying Kick HP+HK
Strong Uppercut d + HP+HK launches opponent; must
be blocked low
Forward Roll LP+LK invulnerable for a split
second
Backward Roll b + LP+LK invulnerable for a split
second
Power Fist Dash Forward, P
High Kick Dash Forward, K
Punch Down f + LP overhead
Rising Uppercut d + HP 2 hits
Double Low df + LK both parts must be
blocked low
Special Moves
-------------
Holy Flare qcf + P LP=slow, HP=fast; will
collide with other
projectiles as both
will be "destroyed"
in the process
Magnus qcb + P LP=stationary, HP=long;
absorbs projectiles
Super Magnus Dash Forward, qcb + P absorbs projectiles; can
also be done if you use
a dashing P or K that
touches the opponent
and then perform the
qcb + P motion
Hell Or Heaven hcf + K LK=short, HK=long; must
connect (not blocked)
to perform entire
move; gains life back
Sinful f, d, df + P connects close;
unblockable
Supers
------
Stress Shot
```````````
Maximum Delirium hcb, f + LP must connect (not
blocked) to perform
the entire super;
gains life back
Ippatsu Ougi
````````````
Super Maximum Delirium hcb, f + HP must connect (not
blocked) to perform
the entire super;
gains life back
Kinjite
```````
None
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Ending
------
Attendant: Princess Sissy, the victor has declined his right.
Sissy: Well! Preposterous! But so be it. Let's try another tournament, big
brother.
Prince: Yes, Princess Sissy. Let's do.
Sissy & Prince: I just can't wait!
---------------------------------------------------------------------------
To use Sissy, hold LP+LK+HP+HK after selecting a character until the versus
screen appears
---------------------------------------------------------------------------
*******************************************************************************
* 3.20 Princess Sissy *
*******************************************************************************
Colors
------
LP - White cloak w/ Green trim
LK - White cloak w/ Blue trim
HP - White cloak w/ Orange trim
HK - White cloak w/ Purple trim
Throw
-----
One Handed Toss f/b + HP close f and b determine where
opponent is thrown
Basic Moves
-----------
Invulnerable Forward Dash Forward when you disappear you
are invulnerable
Invulnerable Back Dash Back when you disappear for a
second you are
invulnerable
Weak Weights LP/LK in air can hit twice; both hits
are overheads
Strong Weights HP/HK in air can hit twice; both hits
are overheads
Quick Drill LK close 2 hits
Slide Drill LK far 3 hits
Buzzsaw HK close 3 hits
Slide Buzzsaw HK far 3 hits
Command Moves
-------------
Boxing Glove HP+HK
Low Boxing Glove d + HP+HK launches opponent; must
be blocked low
Forward Roll LP+LK invulnerable for a split
second
Backward Roll b + LP+LK invulnerable for a split
second
Phantom Slide Dash Forward and hold f Sissy will disappear and
when she totally fades
away she will become
invulnerable to
everything except
throws
Phantom Escape Dash Backward and hold b Sissy will disappear and
when she totally fades
away she will become
invulnerable for a
second
Secret Glove Dash Forward, P
Drill And Buzz Dash Forward, K
Low Weight d + HK 2 hits; both hits must be
blocked low
Special Moves
-------------
Abubo The Djinn qcf + P
Sword In The Box f, d, df + P
Booby Trap qcb + K LK=short, HK=long; blast
absorbs projectiles
Frogger qcf + K breaks opponent's block;
will collide with
other projectiles as
both will be
"destroyed" in the
process
Supers
------
Stress Shot
```````````
Exploding Treasure qcb, hcf + LP blasts absorb
projectiles
Ippatsu Ougi
````````````
Magical Frog Shot qcb, hcf + HP gun blast absorbs
projectiles; gun blast
is unblockable; blast
must connect in order
to transform the
opponent
Kinjite
```````
None
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Ending
------
Attendant: Princess Sissy, the victor has declined his right.
Sissy: Well! Preposterous! But so be it. Let's try another tournament, big
brother.
Prince: Yes, Princess Sissy. Let's do.
Sissy & Prince: I just can't wait!
===============================================================================
4. Conclusion
===============================================================================
4.1 What's Missing/Needed
-Possible missing moves or supers
-Does everyone have a Kinjite? Not sure...
-Cleanup 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.
4.2 Credits
- Playmore
- Atlus
- Noise Factory
- Gamefaqs
- Jay (IRalfLoireI@aol.com) for helping me with corrections, thanks :)
- And me for writing this faq