=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Savage Reign AKA Fu'un Mokushiroku FAQ By: Goh_Billy (billy_kane_32@hotmail.com) Version #: 4.0 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Sections -------- 1. Legend 2. System 2.1 Basics 2.2 Planes 2.3 Stage Dangers 3. Characters 3.1 Sho Hayate 3.2 Gozu 3.3 Carol Stanzack 3.4 Mezu 3.5 Max Eagle 3.6 Nicola Zaza 3.7 Chung Paifu 3.8 Kage "King Lion" Shishioh 3.9 Gordon Bowman 3.10 Joker ----------------------------------------- 3.11 Shin "King Leo" Shishioh 4. Conclusion 4.1 What's Missing/Needed 4.2 Credits =============================================================================== 1. Legend =============================================================================== ub u uf f - Forward LP - Light Punch P - Any Punch \ | / b - Back HP - Heavy Punch K - Any Kick b-- --f u - Up LK - Light Kick + - And / | \ d - Down HK - Heavy Kick / - Or db d df WA - Weapon Attack , - Then DA - Dimensional Attack qcf - quarter circle forward (d, df, f) qcb - quarter circle back (d, db, b) hcf - half circle forward (b, db, d, df, f) hcb - half circle back (f, df, d, db, b) =============================================================================== 2. System =============================================================================== ************** * 2.1 Basics * ************** Throw f/b + WA close Throw Escape tap K rapidly just timing is very tight before opponent grabs you Throw Reverse f/b + WA just as you allows you to counter and are being thrown perform a throw on your opponent instead Dash Forward f, f Long Dash Forward db, f, f Dash Backward b, b Long Dash Backward df, b, b Block High b Block Low db will not block overheads Light Punch (LP) done by tapping the punch button very lightly Heavy Punch (HP) done by pressing the punch button down Light Kick (LK) done by tapping the kick button very lightly Heavy Kick (HK) done by pressing the kick button down Dimensional Attack DA/P+K overhead Dimensional Retreat Attack b + DA/P+K overhead Charge Dimensional Attack qcf + DA/P+K can hit opponent in either plane; overhead in both situations Backtrack Dimensional Attack qcb + DA/P+K can hit opponent in either plane; overhead in both situations High Drop Dimensional Attack d, u + DA/P+K overhead Hyper Dimensional Attack f, b, db, d + DA/P+K overhead Short Weapon Toss K+WA weapon flies to or in whatever plane the opponent is in; will collide with other projectiles as both will be returned/destroyed in the process Long Weapon Toss P+K+WA weapon flies to or in whatever plane the opponent is in; will collide with other projectiles as both will be returned/destroyed in the process Weapon Reflect WA/WA in air/d + WA just before weapon toss strikes Dizzy Recovery shake joystick and tap the buttons rapidly when dizzied Defensive Attack f + P while blocking you will find this will work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; has a small window where you are invulnerable; you can use this to completely avoid a projectile and any block damage from it (simply block and wait until the projectile makes it to you, then press f + P) Desperation perform when your occurs when your lifebar lifebar is flashing depletes to around 1/4 red left ************** * 2.2 Planes * ************** Each stage has two planes in which you can fight in. Using DA/P+K will allow you to jump back and forth from one plane to another. While in an opposite plane as your opponent, only projectile attacks will cross over from one plane to another. Both Eagle and Chung's stage have poles in the back plane. These poles have objects attached to them. If your jump toward the pole strikes one of these objects, it will fall to the front plane where it can hurt the opponent. You may also move along the pole and strike the objects with an attack to make them fall down as well. While on the poll you can still block, dash, and long dash. Your attacks, however, are limited to a single strike (P/K/WA), or your weapon tosses. Like in other situations, your weapon toss will fly to or in whatever plane the opponent is in. If you are struck at anytime while hanging from the pole, you will fall back down to the front plane. Note that if you are in the front plane of Eagle or Chung's stage and receive a move that normally knocks an opponent to the back plane (ie. King Lion's K version of the Beast Blow), you will NOT end up on the pole, but instead fall slightly outside the front plane and bounce back in. ********************* * 2.3 Stage Dangers * ********************* Many stages have dangers that can hurt a character (such as falling objects, etc.) Nearly all these dangers can, however, be destroyed before they get a chance to strike your character. Simply use a special move or heavy attack before the danger strikes you to destroy it. Here are list of the stage dangers: Gozu's lava cove: Lava pillars that burst between the back and front plane. These CANNOT be destroyed. Carol's carnival: A car will come by on the upper track and can strike your character. The car itself can be destroyed. Mezu's ice cavern: If you stay idle away from your opponent near the center part of the stage (on the front plane), piranhas will jump out of the water and attack you. You can't destroy these as far as I know. Also, large icicles will fall from the ceiling onto both planes. These can be destroyed. Eagle's arena: The spotlights hanging from the pole can be knocked to the front plane to hurt an opponent. These can be destroyed. Nicola's lab: At the center of the back plane, there is a trap floor that will release. If standing on it, you will simply fall back to the front plane, taking no damage. Chung's street: The lanterns hanging from the pole can be knocked to the front plane to hurt an opponent. These can be destroyed. =============================================================================== 3. Characters =============================================================================== ******************************************************************************* * 3.1 Sho Hayate * ******************************************************************************* Colors ------ P - Red top and bandanna K - Blue top and bandanna Throw ----- Palm Driver f/b + WA close f and b determine where opponent is thrown Basic Moves ----------- Air Boomerang Chop WA in air overhead; knocks opponent out of the air; if you time it right, you can knock an opponent's weapon toss right back at them with this Boomerang Chop WA far if you time it right, you can knock an opponent's weapon toss right back at them with this Hanging Front Kick P/K/WA when hanging from a pole Driving Knee HK close 2 hits Plane Moves ----------- Side Swipe DA / P+K from front switches to the back plane plane; overhead Direct Kick DA / P+K from back switches to the front plane plane; overhead Retreat Side Swipe b + DA/P+K from front switches to the back plane plane; overhead Retreat Direct Kick b + DA/P+K from back switches to the front plane plane; overhead Charge To Side Swipe qcf + DA/P+K from front dashes forward and then plane switches to back plane; Side Swipe can hit opponent in either plane; overhead in both situations Charge To Direct Kick qcf + DA/P+K from back dashes forward and then plane switches to front plane; Direct Kick can hit opponent in either plane; overhead in both situations Backtrack To Side Swipe qcb + DA/P+K from front dashes backward and then plane switches to back plane; Side Swipe can hit opponent in either plane; overhead in both situations Backtrack To Direct Kick qcb + DA/P+K from back dashes backward and then plane switches to front plane; Direct Kick can hit opponent in either plane; overhead in both situations High Drop Side Swipe d, u + DA/P+K from jumps very high and comes front plane down in the back plane; overhead High Drop Direct Kick d, u + DA/P+K from back jumps very high and comes plane down in the front plane; overhead Hyper Side Swipe f, b, db, d + DA/P+K switches to back plane; from front plane overhead Hyper Direct Kick f, b, db, d + DA/P+K switches to front plane; from back plane overhead Command Moves ------------- Short Air Boomerang Toss K+WA in air boomerang flies to or in whatever plane the opponent is in; will collide with other projectiles as both will be returned/destroyed in the process Long Air Boomerang Toss P+K+WA in air boomerang flies to or in whatever plane the opponent is in; will collide with other projectiles as both will be returned/destroyed in the process Short Boomerang Toss K+WA boomerang flies to or in whatever plane the opponent is in; will collide with other projectiles as both will be returned/destroyed in the process Long Boomerang Toss P+K+WA boomerang flies to or in whatever plane the opponent is in; will collide with other projectiles as both will be returned/destroyed in the process Short Low Boomerang Toss d + K+WA boomerang flies to or in whatever plane the opponent is in; will collide with other projectiles as both will be returned/destroyed in the process Long Low Boomerang Toss d + P+K+WA boomerang flies to or in whatever plane the opponent is in; will collide with other projectiles as both will be returned/destroyed in the process Low Boomerang d + WA far must be blocked low; if you time it right, you can knock an opponent's weapon toss right back at them with this Low Rising Boomerang d + WA close must be blocked low Short Elbow f + P while blocking you will find this will work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; has a small window where you are invulnerable; you can use this to completely avoid a projectile and any block damage from it (simply block and wait until the projectile makes it to you, then press f + P) Special Moves ------------- Reppuu Satsu d + P in air (at the dive punch must connect peak of your jump) (not blocked) to perform the entire maneuver; has a slightly steeper dive then the Shin Reppuu Satsu Shin Reppuu Satsu d + K in air (at the dive punch must connect peak of your jump) (not blocked) to perform the entire maneuver Hitenshooh Kyaku qcb + P/K P=short, K=long Kyoretsu Zan qcf + WA the second part of the move will come out after a considerable dash forward, or come out directly if the dash touches the opponent Genei Hikon f, d, df + K+WA/P+K+WA boomerangs fly to or in whatever plane the opponent is in; has slight homing ability when flying to opposite plane; if an opponent tries to knock this away with a WA maneuver (ie. WA, WA in air, or d + WA), it will simply send your weapon back to you normally instead of flying toward you to strike you; will collide with other projectiles as both will be returned/destroyed in the process Nendou Hikon f, b, f + K+WA/P+K+WA boomerang flies to or in whatever plane the opponent is in; has slight homing ability when flying to opposite plane; if an opponent tries to knock this away with a WA maneuver (ie. WA, WA in air, or d + WA), it will simply send your weapon back to you normally instead of flying toward you to strike you; will collide with other projectiles as both will be returned/destroyed in the process Desperation ----------- Hioh Musou Ranbu qcb, hcf + P dash in must connect (not blocked) to perform the entire super desperation ******************************************************************************* * 3.2 Gozu * ******************************************************************************* Colors ------ P - Orange costume K - Yellow costume Throw ----- Flipping Tiger Bomb f/b + WA close f and b determine where opponent is thrown Basic Moves ----------- X Slice WA in air overhead; knocks opponent out of the air; if you time it right, you can knock an opponent's weapon toss right back at them with this Double Bleeder WA far if you time it right, you can knock an opponent's weapon toss right back at them with this Hanging Short Claw P/K/WA when hanging from a pole Plane Moves ----------- Bladed Kick DA / P+K from front switches to the back plane plane; overhead Double Claw DA / P+K from back switches to the front plane plane; overhead Retreat Bladed Kick b + DA/P+K from front switches to the back plane plane; overhead Retreat Double Claw b + DA/P+K from back switches to the front plane plane; overhead Charge To Bladed Kick qcf + DA/P+K from front dashes forward and then plane switches to back plane; Bladed Kick can hit opponent in either plane; overhead in both situations Charge To Double Claw qcf + DA/P+K from back dashes forward and then plane switches to front plane; Double Claw can hit opponent in either plane; overhead in both situations Backtrack To Bladed Kick qcb + DA/P+K from front dashes backward and then plane switches to back plane; Bladed Kick can hit opponent in either plane; overhead in both situations Backtrack To Double Claw qcb + DA/P+K from back dashes backward and then plane switches to front plane; Double Claw can hit opponent in either plane; overhead in both situations High Drop Bladed Kick d, u + DA/P+K from jumps very high and comes front plane down in the back plane; overhead High Drop Double Claw d, u + DA/P+K from back jumps very high and comes plane down in the front plane; overhead Hyper Bladed Kick f, b, db, d + DA/P+K switches to back plane; from front plane overhead Hyper Double Claw f, b, db, d + DA/P+K switches to front plane; from back plane overhead Command Moves ------------- Long Air Flame Talon K+WA in air talon flies to or in whatever plane the opponent is in; will collide with other projectiles as both will be returned/destroyed in the process Longest Air Flame Talon P+K+WA in air talon flies to or in whatever plane the opponent is in; will collide with other projectiles as both will be returned/destroyed in the process Long Flame Talon K+WA talon flies to or in whatever plane the opponent is in; will collide with other projectiles as both will be returned/destroyed in the process Longest Flame Talon P+K+WA talon flies to or in whatever plane the opponent is in; will collide with other projectiles as both will be returned/destroyed in the process Long Low Flame Talon d + K+WA talon flies to or in whatever plane the opponent is in; will collide with other projectiles as both will be returned/destroyed in the process Longest Low Flame Talon d + P+K+WA talon flies to or in whatever plane the opponent is in; will collide with other projectiles as both will be returned/destroyed in the process Low Reach Cutter d + WA far must be blocked low; if you time it right, you can knock an opponent's weapon toss right back at them with this Low Cutter d + WA close must be blocked low Slide d + HK must be blocked low Short Forearm f + P while blocking you will find this will work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; has a small window where you are invulnerable; you can use this to completely avoid a projectile and any block damage from it (simply block and wait until the projectile makes it to you, then press f + P) Special Moves ------------- Youen Ken tap P rapidly Mudoh Goenha f, df, d, u + P/K absorbs projectiles Gohten qcf, uf + WA if the move doesn't initially touch the opponent, then it will hop straight up into the air, and then charge along the ground Gouen Dan f, d, df + K+WA/P+K+WA K+WA=short, P+K+WA=long; bullets fly to or in whatever plane the opponent is in; opponent CANNOT knock this attack back toward you or destroy it with a WA maneuver (ie. WA, WA in air, or d + WA); the bullets or the ground blast they create when hitting the floor can strike the opponent; absorbs projectiles Desperation ----------- Jaga Rangeki Shoh charge db for 2 seconds, f + P (then tap P rapidly) ******************************************************************************* * 3.3 Carol Stanzack * ******************************************************************************* Colors ------ P - Blue costume w/ Pink ball K - Pink costume w/ Blue ball Throw ----- Twist Toss f/b + WA close using f will toss opponent behind Carol, while using b will toss opponent in front of Carol Basic Moves ----------- Frog Leap WA in air overhead; knocks opponent out of the air; if you time it right, you can knock an opponent's weapon toss right back at them with this Backfist Ball WA far if you time it right, you can knock an opponent's weapon toss right back at them with this Hanging Double Boot P/K/WA when hanging from a pole Kick Retreat HK close causes Carol to attack and then flip away from her opponent Plane Moves ----------- Butt Strike DA / P+K from front switches to the back plane plane; overhead Prance Kick DA / P+K from back switches to the front plane plane; overhead Retreat Butt Strike b + DA/P+K from front switches to the back plane plane; overhead Retreat Prance Kick b + DA/P+K from back switches to the front plane plane; overhead Charge To Butt Strike qcf + DA/P+K from front dashes forward and then plane switches to back plane; Butt Strike can hit opponent in either plane; overhead in both situations Charge To Prance Kick qcf + DA/P+K from back dashes forward and then plane switches to front plane; Prance Kick can hit opponent in either plane; overhead in both situations Backtrack To Butt Strike qcb + DA/P+K from front dashes backward and then plane switches to back plane; Butt Strike can hit opponent in either plane; overhead in both situations Backtrack To Prance Kick qcb + DA/P+K from back dashes backward and then plane switches to front plane; Prance Kick can hit opponent in either plane; overhead in both situations High Drop Butt Strike d, u + DA/P+K from jumps very high and comes front plane down in the back plane; overhead High Drop Prance Kick d, u + DA/P+K from back jumps very high and comes plane down in the front plane; overhead Hyper Cyclone f, b, db, d + DA/P+K switches to opposite plane; overhead Command Moves ------------- Long Air Ball Toss K+WA in air ball flies to or in whatever plane the opponent is in; will collide with other projectiles as both will be returned/destroyed in the process Longest Air Ball Toss P+K+WA in air ball flies to or in whatever plane the opponent is in; will collide with other projectiles as both will be returned/destroyed in the process Long Ball Toss K+WA ball flies to or in whatever plane the opponent is in; will collide with other projectiles as both will be returned/destroyed in the process Longest Ball Toss P+K+WA ball flies to or in whatever plane the opponent is in; will collide with other projectiles as both will be returned/destroyed in the process Long Low Ball Toss d + K+WA ball flies to or in whatever plane the opponent is in; will collide with other projectiles as both will be returned/destroyed in the process Longest Low Ball Toss d + P+K+WA ball flies to or in whatever plane the opponent is in; will collide with other projectiles as both will be returned/destroyed in the process Elegant Smash d + WA far must be blocked low; if you time it right, you can knock an opponent's weapon toss right back at them with this Short Smash d + WA close must be blocked low Low Riser f + P while blocking you will find this will work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; has a small window where you are invulnerable; you can use this to completely avoid a projectile and any block damage from it (simply block and wait until the projectile makes it to you, then press f + P) Special Moves ------------- Spinning Top qcb + P/K P=short, K=long Swan Diving Charge db for 2 seconds, f + P Double Swan Diving Charge db for 2 seconds, f + K Dream Angel d, WA in air move must touch opponent in order to fully execute; if you miss the initial part, Carol will taunt when she lands on the ground, leaving her completely vulnerable Rainbow Attack f, d, df + K+WA/P+K+WA K+WA=short, P+K+WA=long; ball will fly to or in whatever plane the opponent is in; if an opponent tries to knock this away with a WA maneuver (ie. WA, WA in air, or d + WA), it will simply destroy the ball instead of sending it back toward you to strike you; note that the opponent can NOT prevent damage with a WA maneuver once the Rainbow Attack starts exploding; will collide with other projectiles as both will be returned/destroyed in the process Fast Ball Flash hcf + K+WA/P+K+WA K+WA=short, P+K+WA=long; ball will fly to or in whatever plane the opponent is in; if an opponent tries to knock this away with a WA maneuver (ie. WA, WA in air, or d + WA), it will simply destroy the ball instead of sending it back toward you to
                                                        strike you; if move 
                                                        connects (not blocked),
                                                        the opponent will be 
                                                        struck and sent to the
                                                        opposite plane from 
                                                        where they are; will 
                                                        collide with other 
                                                        projectiles as both 
                                                        will be 
                                                        returned/destroyed in 
                                                        the process


Desperation
-----------
Naughty Ball                 f, b, d, u + P           super hits in either 
                                                        plane; the ball itself
                                                        is unblockable





*******************************************************************************
* 3.4 Mezu                                                                    *
*******************************************************************************
Colors
------
P - Blue costume
K - Green costume



Throw
-----
Flipping Tiger Bomb          f/b + WA close           f and b determine where
                                                        opponent is thrown


Basic Moves
-----------
X Slice                      WA in air                overhead; knocks opponent
                                                        out of the air; if you 
                                                        time it right, you can
                                                        knock an opponent's 
                                                        weapon toss right back
                                                        at them with this
Double Bleeder               WA far                   if you time it right, you
                                                        can knock an opponent's
                                                        weapon toss right back
                                                        at them with this
Stationary Dropkick          HK far                   low dodge
Hanging Short Claw           P/K/WA when hanging
                               from a pole


Plane Moves
-----------
Bladed Kick                  DA / P+K from front      switches to the back 
                               plane                    plane; overhead
Double Claw                  DA / P+K from back       switches to the front 
                               plane                    plane; overhead
Retreat Bladed Kick          b + DA/P+K from front    switches to the back  
                               plane                    plane; overhead
Retreat Double Claw          b + DA/P+K from back     switches to the front 
                               plane                    plane; overhead
Charge To Bladed Kick        qcf + DA/P+K from front  dashes forward and then
                               plane                    switches to back plane;
                                                        Bladed Kick can hit 
                                                        opponent in either 
                                                        plane; overhead in both
                                                        situations
Charge To Double Claw        qcf + DA/P+K from back   dashes forward and then
                               plane                    switches to front 
                                                        plane; Double Claw can
                                                        hit opponent in either
                                                        plane; overhead in both
                                                        situations
Backtrack To Bladed Kick     qcb + DA/P+K from front  dashes backward and then
                               plane                    switches to back plane;
                                                        Bladed Kick can hit 
                                                        opponent in either 
                                                        plane; overhead in both
                                                        situations
Backtrack To Double Claw     qcb + DA/P+K from back   dashes backward and then
                               plane                    switches to front 
                                                        plane; Double Claw can
                                                        hit opponent in either
                                                        plane; overhead in both
                                                        situations
High Drop Bladed Kick        d, u + DA/P+K from       jumps very high and comes
                               front plane              down in the back plane;
                                                        overhead
High Drop Double Claw        d, u + DA/P+K from back  jumps very high and comes
                               plane                    down in the front 
                                                        plane; overhead
Hyper Bladed Kick            f, b, db, d + DA/P+K     switches to back plane;
                               from front plane         overhead
Hyper Double Claw            f, b, db, d + DA/P+K     switches to front plane;
                               from back plane          overhead


Command Moves
-------------
Long Air Ice Talon           K+WA in air              talon flies to or in
                                                        whatever plane the 
                                                        opponent is in; will 
                                                        collide with other 
                                                        projectiles as both 
                                                        will be
                                                        returned/destroyed in
                                                        the process
Longest Air Ice Talon        P+K+WA in air            talon flies to or in 
                                                        whatever plane the 
                                                        opponent is in; will
                                                        collide with other 
                                                        projectiles as both 
                                                        will be
                                                        returned/destroyed in
                                                        the process
Long Ice Talon               K+WA                     talon flies to or in 
                                                        whatever plane the 
                                                        opponent is in; will 
                                                        collide with other 
                                                        projectiles as both 
                                                        will be
                                                        returned/destroyed in
                                                        the process
Longest Ice Talon            P+K+WA                   talon flies to or in 
                                                        whatever plane the 
                                                        opponent is in; will 
                                                        collide with other 
                                                        projectiles as both 
                                                        will be
                                                        returned/destroyed in
                                                        the process
Long Low Ice Talon           d + K+WA                 talon flies to or in 
                                                        whatever plane the 
                                                        opponent is in; will 
                                                        collide with other 
                                                        projectiles as both 
                                                        will be
                                                        returned/destroyed in
                                                        the process
Longest Low Ice Talon        d + P+K+WA               talon flies to or in 
                                                        whatever plane the 
                                                        opponent is in; will 
                                                        collide with other 
                                                        projectiles as both 
                                                        will be
                                                        returned/destroyed in
                                                        the process
Low Reach Cutter             d + WA far               must be blocked low; if
                                                        you time it right, you
                                                        can knock an opponent's
                                                        weapon toss right back
                                                        at them with this
Low Cutter                   d + WA close             must be blocked low
Slide                        d + HK                   must be blocked low
Short Forearm                f + P while blocking     you will find this will
                                                        work if you perform it
                                                        while blocking a 
                                                        whiffed attack or 
                                                        perform directly after
                                                        an attack hits your
                                                        block animation; has a
                                                        small window where you 
                                                        are invulnerable; you
                                                        can use this to 
                                                        completely avoid a 
                                                        projectile and any 
                                                        block damage from it
                                                        (simply block and wait
                                                        until the projectile 
                                                        makes it to you, then
                                                        press f + P)

           
Special Moves
------------- 
Youen Kyaku                  tap K rapidly  
Mudoh Suiryuuha              f, df, d, u + P/K, then  absorbs projectiles (but
                               use b/f to guide         once this happens the
                                                        water tornado 
                                                        automatically ends); 
                                                        move must connect (not
                                                        blocked) to perform the
                                                        entire maneuver
Gohten                       qcf, uf + WA             if the move doesn't 
                                                        initially touch the
                                                        opponent, then it will
                                                        spin in place and then
                                                        charge along the ground
Ryuuhyou Dan                 f, d, df + K+WA/P+K+WA   K+WA=short, P+K+WA=long;
                                                        bullets fly to or in
                                                        whatever plane the 
                                                        opponent is in; 
                                                        opponent CANNOT knock
                                                        this attack back toward
                                                        you or destroy it with
                                                        a WA maneuver (ie. WA,
                                                        WA in air, or d + WA);
                                                        the bullets or the 
                                                        ground blast they 
                                                        create when hitting the
                                                        floor can strike the
                                                        opponent; absorbs 
                                                        projectiles


Desperation
-----------
Jaga Rangeki Kyaku           charge db for 2 
                               seconds, f + K (then
                               tap K rapidly)





*******************************************************************************
* 3.5 Max Eagle                                                               *
*******************************************************************************
Colors
------
P - Blue costume w/ Red trim
K - Purple costume w/ Orange trim



Throws
------
German Suplex                f + WA close  
Reverse Power Slam           b + WA close             opponent ends up behind 
                                                        Eagle
Falling Power Slam           f + WA close in air           


Basic Moves
-----------
Axe Edge                     WA in air                overhead; knocks opponent
                                                        out of the air; if you
                                                        time it right, you can
                                                        knock an opponent's 
                                                        weapon toss right back
                                                        at them with this
Axe Snap                     WA far                   if you time it right, you
                                                        can knock an opponent's
                                                        weapon toss right back
                                                        at them with this
Hanging Knee Strike          P/K/WA when hanging
                               from a pole
Forearm Dig                  HP close                 2 hits


Plane Moves
-----------
Side Kick                    DA / P+K from front      switches to the back  
                               plane                    plane; overhead
Rage Dropkick                DA / P+K from back       switches to the front  
                               plane                    plane; overhead
Retreat Side Kick            b + DA/P+K from front    switches to the back  
                               plane                    plane; overhead
Retreat Rage Dropkick        b + DA/P+K from back     switches to the front  
                               plane                    plane; overhead
Charge To Side Kick          qcf + DA/P+K from front  dashes forward and then
                               plane                    switches to back plane; 
                                                        Side Kick can hit 
                                                        opponent in either 
                                                        plane; overhead in both
                                                        situations
Charge To Rage Dropkick      qcf + DA/P+K from back   dashes forward and then
                               plane                    switches to front 
                                                        plane; Rage Dropkick 
                                                        can hit opponent in 
                                                        either plane; overhead 
                                                        in both situations
Backtrack To Side Kick       qcb + DA/P+K from front  dashes backward and then
                               plane                    switches to back plane;
                                                        Side Kick can hit 
                                                        opponent in either 
                                                        plane; overhead in both
                                                        situations
Backtrack To Rage Dropkick   qcb + DA/P+K from back   dashes backward and then
                               plane                    switches to front 
                                                        plane; Rage Dropkick 
                                                        can hit opponent in 
                                                        either plane; overhead 
                                                        in both situations
High Drop Side Kick          d, u + DA/P+K from       jumps very high and comes
                               front plane              down in the back plane;
                                                        overhead
High Drop Rage Dropkick      d, u + DA/P+K from back  jumps very high and comes
                               plane                    down in the front 
                                                        plane; overhead
Hyper Side Kick              f, b, db, d + DA/P+K     switches to back plane;
                               from front plane         overhead
Hyper Rage Dropkick          f, b, db, d + DA/P+K     switches to front plane;
                               from back plane          overhead


Command Moves
-------------
Short Air Axe Toss           K+WA in air              axe flies to or in 
                                                        whatever plane the 
                                                        opponent is in; will 
                                                        collide with other 
                                                        projectiles as both 
                                                        will be
                                                        returned/destroyed in
                                                        the process
Long Air Axe Toss            P+K+WA in air            axe flies to or in 
                                                        whatever plane the 
                                                        opponent is in; will 
                                                        collide with other 
                                                        projectiles as both 
                                                        will be
                                                        returned/destroyed in
                                                        the process
Short Axe Toss               K+WA                     axe flies to or in 
                                                        whatever plane the 
                                                        opponent is in; will 
                                                        collide with other 
                                                        projectiles as both 
                                                        will be
                                                        returned/destroyed in
                                                        the process
Long Axe Toss                P+K+WA                   axe flies to or in 
                                                        whatever plane the 
                                                        opponent is in; will 
                                                        collide with other 
                                                        projectiles as both 
                                                        will be
                                                        returned/destroyed in
                                                        the process
Short Low Axe Toss           d + K+WA                 axe flies to or in 
                                                        whatever plane the 
                                                        opponent is in; will 
                                                        collide with other 
                                                        projectiles as both 
                                                        will be
                                                        returned/destroyed in
                                                        the process
Long Low Axe Toss            d + P+K+WA               axe flies to or in
                                                        whatever plane the 
                                                        opponent is in; will 
                                                        collide with other 
                                                        projectiles as both 
                                                        will be
                                                        returned/destroyed in
                                                        the process
Low Axe Snap                 d + WA far               must be blocked low; if
                                                        you time it right, you
                                                        can knock an opponent's
                                                        weapon toss right back
                                                        at them with this
Handle Spike                 d + WA close
Backfist                     f + P while blocking     you will find this will
                                                        work if you perform it
                                                        while blocking a 
                                                        whiffed attack or 
                                                        perform directly after
                                                        an attack hits your
                                                        block animation; has a
                                                        small window where you 
                                                        are invulnerable; you 
                                                        can use this to 
                                                        completely avoid a 
                                                        projectile and any 
                                                        block damage from it 
                                                        (simply block and wait
                                                        until the projectile 
                                                        makes it to you, then 
                                                        press f + P)

           
Special Moves
------------- 
Flash Wing                   qcf, uf + P/K            P=short, K=far
American Screw               qcb + P/K                P=short, K=long
Axe Boom                     hcf + K+WA/P+K+WA        axe flies to or in 
                                                        whatever plane the 
                                                        opponent is in; has 
                                                        slight homing ability
                                                        when flying to opposite
                                                        plane; if an opponent 
                                                        tries to knock this 
                                                        away with a WA maneuver
                                                        (ie. WA, WA in air, or 
                                                        d + WA), it will simply
                                                        send your weapon back 
                                                        to you normally instead
                                                        of flying toward you to
                                                        strike you; will 
                                                        collide with other 
                                                        projectiles as both 
                                                        will be
                                                        returned/destroyed in
                                                        the process


Desperation
-----------
Eagle Special                hcb, f + WA close        unblockable





*******************************************************************************
* 3.6 Nicola Zaza                                                             *
*******************************************************************************
Colors
------
P - Red costume trim w/ Blue and Green shield
K - Blue costume trim w/ Red and Yellow shield



Throws
------
Stomping                     f + WA close             
Tornado Driver               b + WA close             opponent ends up behind
                                                        Nicola
Air Tornado Driver           b + WA close in air      opponent ends up behind
                                                        Nicola


Basic Moves
-----------
Discus Smash                 WA in air                overhead; knocks opponent
                                                        out of the air; if you
                                                        time it right, you can
                                                        knock an opponent's 
                                                        weapon toss right back
                                                        at them with this
Discus Swing                 WA far                   if you time it right, you
                                                        can knock an opponent's
                                                        weapon toss right back
                                                        at them with this
Hanging High Kick            P/K/WA when hanging
                               from a pole


Plane Moves
-----------
Shielded Knee                DA / P+K from front      switches to the back
                               plane                    plane; overhead
Shield Surfer                DA / P+K from back       switches to the front  
                               plane                    plane; overhead
Retreat Shielded Knee        b + DA/P+K from front    switches to the back  
                               plane                    plane; overhead
Retreat Shield Surfer        b + DA/P+K from back     switches to the front  
                               plane                    plane; overhead
Charge To Shielded Knee      qcf + DA/P+K from front  dashes forward and then
                               plane                    switches to back plane;
                                                        Shielded Knee can hit 
                                                        opponent in either 
                                                        plane; overhead in both
                                                        situations
Charge To Shield Surfer      qcf + DA/P+K from back   dashes forward and then
                               plane                    switches to front 
                                                        plane; Shield Surfer 
                                                        can hit opponent in 
                                                        either plane; overhead
                                                        in both situations
Backtrack To Shielded Knee   qcb + DA/P+K from front  dashes backward and then
                               plane                    switches to back plane;
                                                        Shielded Knee can hit 
                                                        opponent in either 
                                                        plane; overhead in both
                                                        situations
Backtrack To Shield Surfer   qcb + DA/P+K from back   dashes backward and then
                               plane                    switches to front 
                                                        plane; Shield Surfer 
                                                        can hit opponent in 
                                                        either plane; overhead
                                                        in both situations
High Drop Shielded Knee      d, u + DA/P+K from       jumps very high and comes
                               front plane              down in the back plane;
                                                        overhead
High Drop Shield Surfer      d, u + DA/P+K from back  jumps very high and comes
                               plane                    down in the front 
                                                        plane; overhead
Hyper Shielded Knee          f, b, db, d + DA/P+K     switches to back plane;
                               from front plane         overhead
Hyper Shield Surfer          f, b, db, d + DA/P+K     switches to front plane;
                               from back plane          overhead


Command Moves
-------------
Short Air Shield Toss        K+WA in air              shield flies to or in 
                                                        whatever plane the 
                                                        opponent is in; will
                                                        collide with other 
                                                        projectiles as both
                                                        will be 
                                                        returned/destroyed in
                                                        the process
Long Air Shield Toss         P+K+WA in air            shield flies to or in
                                                        whatever plane the 
                                                        opponent is in; will
                                                        collide with other 
                                                        projectiles as both
                                                        will be 
                                                        returned/destroyed in
                                                        the process
Short Shield Toss            K+WA                     shield flies to or in
                                                        whatever plane the 
                                                        opponent is in; will 
                                                        collide with other 
                                                        projectiles as both
                                                        will be 
                                                        returned/destroyed in
                                                        the process
Long Shield Toss             P+K+WA                   shield flies to or in
                                                        whatever plane the 
                                                        opponent is in; will
                                                        collide with other 
                                                        projectiles as both
                                                        will be 
                                                        returned/destroyed in
                                                        the process
Short Low Shield Toss        d + K+WA                 shield flies to or in
                                                        whatever plane the 
                                                        opponent is in; will 
                                                        collide with other 
                                                        projectiles as both
                                                        will be 
                                                        returned/destroyed in
                                                        the process
Long Low Shield Toss         d + P+K+WA               shield flies to or in
                                                        whatever plane the 
                                                        opponent is in; will 
                                                        collide with other 
                                                        projectiles as both
                                                        will be 
                                                        returned/destroyed in
                                                        the process
Low Discus Swing             d + WA far               must be blocked low; if
                                                        you time it right, you
                                                        can knock an opponent's
                                                        weapon toss right back
                                                        at them with this
Discus Push                  d + WA close             must be blocked low
Short Straight               f + P while blocking     you will find this will
                                                        work if you perform it
                                                        while blocking a 
                                                        whiffed attack or 
                                                        perform directly after
                                                        an attack hits your 
                                                        block animation; has a
                                                        small window where you
                                                        are invulnerable; you 
                                                        can use this to 
                                                        completely avoid a 
                                                        projectile and any 
                                                        block damage from it 
                                                        (simply block and wait
                                                        until the projectile 
                                                        makes it to you, then
                                                        press f + P)

           
Special Moves
------------- 
Discus Driver                qcb + P/K                P=short, K=long with 
                                                        extra attack when move
                                                        touches the opponent
Galvanic Smash               qcf, uf + WA
Flying Saucer                b, d, db + K+WA/P+K+WA   shield flies to or in 
                                                        whatever plane the 
                                                        opponent is in; has 
                                                        slight homing ability
                                                        when flying to opposite 
                                                        plane; if an opponent 
                                                        tries to knock this 
                                                        away with a WA maneuver
                                                        (ie. WA, WA in air, or
                                                        d + WA), it will simply
                                                        send your weapon back 
                                                        to you normally instead
                                                        of flying toward you to
                                                        strike you; will 
                                                        collide with other 
                                                        projectiles as both 
                                                        will be
                                                        returned/destroyed in
                                                        the process
Samson Spirit                hcb, f + K+WA/P+K+WA     K+WA=short, P+K+WA=long; 
                                                        shield flies to or in
                                                        whatever plane the 
                                                        opponent is in; if an
                                                        opponent tries to knock
                                                        this away with a WA 
                                                        maneuver (ie. WA, WA in
                                                        air, or d + WA), it 
                                                        will simply send your
                                                        weapon back to you 
                                                        normally instead of 
                                                        flying toward you to 
                                                        strike you; will 
                                                        collide with other 
                                                        projectiles as both 
                                                        will be
                                                        returned/destroyed in
                                                        the process


Desperation
-----------
Laser Of Hell                qcb, hcf, uf + P





*******************************************************************************
* 3.7 Chung Paifu                                                             *
*******************************************************************************
Colors
------
P - Yellow shirt w/ Blue trim
K - Blue shirt w/ Pink trim



Throw
-----
Cane Toss                    f/b + WA close           using f will toss 
                                                        opponent behind Chung,
                                                        while using b will toss
                                                        opponent in front of 
                                                        Chung


Basic Moves
-----------
Handle Stab                  WA in air                overhead; knocks opponent
                                                        out of the air; if you
                                                        time it right, you can
                                                        knock an opponent's 
                                                        weapon toss right back
                                                        at them with this
Split Kick                   HK in air                overhead; good for 
                                                        crossups
Rising Scrape                WA far                   if you time it right, you
                                                        can knock an opponent's
                                                        weapon toss right back
                                                        at them with this
Hanging Handle Poke          P/K/WA when hanging
                               from a pole


Plane Moves
-----------
Cane Charge                  DA / P+K from front      switches to the back  
                               plane                    plane; overhead
Cane Dive                    DA / P+K from back       switches to the front  
                               plane                    plane; overhead
Retreat Cane Charge          b + DA/P+K from front    switches to the back  
                               plane                    plane; overhead
Retreat Cane Dive            b + DA/P+K from back     switches to the front 
                               plane                    plane; overhead
Charge To Cane Charge        qcf + DA/P+K from front  dashes forward and then
                               plane                    switches to back plane;
                                                        Cane Charge can hit 
                                                        opponent in either 
                                                        plane; overhead in both
                                                        situations
Charge To Cane Dive          qcf + DA/P+K from back   dashes forward and then
                               plane                    switches to front 
                                                        plane; Cane Dive can 
                                                        hit opponent in either
                                                        plane; overhead in both
                                                        situations
Backtrack To Cane Charge     qcb + DA/P+K from front  dashes backward and then
                               plane                    switches to back plane;
                                                        Cane Charge can hit 
                                                        opponent in either 
                                                        plane; overhead in both
                                                        situations
Backtrack To Cane Dive       qcb + DA/P+K from back   dashes backward and then
                               plane                    switches to front 
                                                        plane; Cane Dive can
                                                        hit opponent in either
                                                        plane; overhead in both
                                                        situations
High Drop Cane Charge        d, u + DA/P+K from       jumps very high and comes
                               front plane              down in the back plane;
                                                        overhead
High Drop Cane Dive          d, u + DA/P+K from back  jumps very high and comes
                               plane                    down in the front 
                                                        plane; overhead
Deadly Wheel                 f, b, db, d + DA/P+K     switches to opposite 
                                                        plane; overhead


Command Moves
-------------
Long Air Fireball            K+WA in air              fireball flies to or in
                                                        whatever plane the 
                                                        opponent is in; will
                                                        collide with other 
                                                        projectiles as both
                                                        will be 
                                                        returned/destroyed in
                                                        the process
Longest Air Fireball         P+K+WA in air            fireball flies to or in
                                                        whatever plane the 
                                                        opponent is in; will
                                                        collide with other 
                                                        projectiles as both
                                                        will be 
                                                        returned/destroyed in
                                                        the process
Long Fireball                K+WA                     fireball flies to or in
                                                        whatever plane the 
                                                        opponent is in; will
                                                        collide with other
                                                        projectiles as both
                                                        will be 
                                                        returned/destroyed in
                                                        the process
Longest Fireball             P+K+WA                   fireball flies to or in
                                                        whatever plane the 
                                                        opponent is in; will
                                                        collide with other 
                                                        projectiles as both
                                                        will be 
                                                        returned/destroyed in
                                                        the process
Long Low Fireball            d + K+WA                 fireball flies to or in
                                                        whatever plane the 
                                                        opponent is in; will 
                                                        collide with other 
                                                        projectiles as both
                                                        will be 
                                                        returned/destroyed in
                                                        the process
Longest Low Fireball         d + P+K+WA               fireball flies to or in
                                                        whatever plane the 
                                                        opponent is in; will 
                                                        collide with other 
                                                        projectiles as both
                                                        will be 
                                                        returned/destroyed in
                                                        the process
Low Cane                     d + WA                   must be blocked low; if
                                                        you time it right, you
                                                        can knock an opponent's
                                                        weapon toss right back
                                                        at them with this
Short Knee                   f + P while blocking     you will find this will
                                                        work if you perform it
                                                        while blocking a 
                                                        whiffed attack or 
                                                        perform directly after
                                                        an attack hits your
                                                        block animation; has a
                                                        small window where you
                                                        are invulnerable; you 
                                                        can use this to 
                                                        completely avoid a 
                                                        projectile and any 
                                                        block damage from it
                                                        (simply block and wait
                                                        until the projectile 
                                                        makes it to you, then
                                                        press f + P)


Special Moves
------------- 
Senshushou Uchi              qcf, uf + P/K            P=short time; K=long time
Hakukoh Dan                  Charge db for 1 second,  K=rises higher
                               f + P/K
Kiden Dama                   d, u, d, u + P/K when    can be useful in that it
                               hanging from a pole      will knock two objects 
                                                        (one on each side) off 
                                                        the pole at the same 
                                                        time
Shien Ryu                    f, d, df + K+WA/P+K+WA   fireball will fly to or 
                                                        in whatever plane the
                                                        opponent is in; has 
                                                        slight homing ability
                                                        when flying to opposite
                                                        plane; if an opponent 
                                                        tries to knock this 
                                                        away with a WA maneuver
                                                        (ie. WA, WA in air, or
                                                        d + WA), it will simply
                                                        destroy the fireball
                                                        instead of sending it 
                                                        back toward you to 
                                                        strike you; will 
                                                        collide with other
                                                        projectiles as both 
                                                        will be
                                                        returned/destroyed in
                                                        the process
~Raged Chung                 the opponent must        Chung will fall down and
                               deplete your lifebar     lose his hat, thus 
                               with Special Moves       getting angry and 
                               and heavy attacks        charging into a "red" 
                                                        version of himself 
                                                        (during the charge, he
                                                        is invulnerable); an 
                                                        opponent CAN go a round
                                                        without raging Chung, 
                                                        usually by using mostly
                                                        weak normals instead of
                                                        heavy ones


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~ Raged Chung (Added Special Moves) ~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Senpuu Enbu                  qcb, ub + WA, then use     
                               b/f to guide 
                               levitation
  Early Descent              WA
Chocho Henka                 f, b, f + K+WA/P+K+WA    K+WA=long, P+K+WA=even 
                                                        longer; dust cloud 
                                                        flies to or in whatever
                                                        plane the opponent is 
                                                        in; if an opponent 
                                                        tries to knock this 
                                                        away with a WA maneuver
                                                        (ie. WA, WA in air, or
                                                        d + WA), it will simply
                                                        destroy the dust cloud
                                                        instead of sending it
                                                        back toward you to 
                                                        strike you; if this 
                                                        move connects (not 
                                                        blocked) the opponent
                                                        will be transformed 
                                                        into a chicken where
                                                        they are completely 
                                                        vulnerable; they will
                                                        morph back once they 
                                                        are hit or after 4 
                                                        seconds; while morphed
                                                        into a chicken, the 
                                                        opponent can walk back
                                                        and forth as well as 
                                                        jump (but they cannot
                                                        attack); will collide 
                                                        with other projectiles
                                                        as both will be 
                                                        returned/destroyed in 
                                                        the process


Desperation
-----------
Sennin Happa                 d, d, d, d, u + P        note that you MUST be in 
                                                        Raged Cheng mode to 
                                                        perform this; dive in
                                                        must connect (not 
                                                        blocked) to perform the
                                                        entire desperation





*******************************************************************************
* 3.8 Kage "King Lion" Shishioh                                               *
*******************************************************************************
Colors
------
P - Red costume w/ Silver armor
K - Orange costume w/ Blue-Green armor



Throw
-----
Hanging Upper                f/b + WA close           f and b determine where 
                                                        opponent is thrown


Basic Moves
-----------
Sword Pierce                 WA in air                overhead; knocks opponent
                                                        out of the air; if you
                                                        time it right, you can
                                                        knock an opponent's 
                                                        weapon toss right back
                                                        at them with this
Sword Slash                  WA far                   if you time it right, you
                                                        can knock an opponent's
                                                        weapon toss right back
                                                        at them with this
Hanging Turn Knee            P/K/WA when hanging
                               from a pole
King Axe                     HK close                 2 hits


Plane Moves
-----------
Knee Riser                   DA / P+K from front      switches to the back  
                               plane                    plane; overhead
Elbow And Knee               DA / P+K from back       switches to the front  
                               plane                    plane; overhead
Retreat Knee Riser           b + DA/P+K from front    switches to the back  
                               plane                    plane; overhead
Retreat Elbow And Knee       b + DA/P+K from back     switches to the front 
                               plane                    plane; overhead
Charge To Knee Riser         qcf + DA/P+K from front  dashes forward and then
                               plane                    switches to back plane; 
                                                        Knee Riser can hit 
                                                        opponent in either 
                                                        plane; overhead in both
                                                        situations
Charge To Elbow And Knee     qcf + DA/P+K from back   dashes forward and then
                               plane                    switches to front 
                                                        plane; Elbow And Knee
                                                        can hit opponent in 
                                                        either plane; overhead
                                                        in both situations
Backtrack To Knee Riser      qcb + DA/P+K from front  dashes backward and then
                               plane                    switches to back plane;
                                                        Knee Riser can hit
                                                        opponent in either 
                                                        plane; overhead in both
                                                        situations
Backtrack To Elbow And Knee  qcb + DA/P+K from back   dashes backward and then
                               plane                    switches to front 
                                                        plane; Elbow And Knee
                                                        can hit opponent in 
                                                        either plane; overhead
                                                        in both situations
High Drop Knee Riser         d, u + DA/P+K from       jumps very high and comes
                               front plane              down in the back plane;
                                                        overhead
High Drop Elbow And Knee     d, u + DA/P+K from back  jumps very high and comes
                               plane                    down in the front 
                                                        plane; overhead
Giga Sword Carry             f, b, db, d + DA/P+K     switches to back plane;
                               from front plane         overhead
Giga Sword Slice             f, b, db, d + DA/P+K     switches to front plane;
                               from back plane          overhead


Command Moves
-------------
Short Air Sword Toss         K+WA in air              sword flies to or in 
                                                        whatever plane the 
                                                        opponent is in; will
                                                        collide with other
                                                        projectiles as both 
                                                        will be
                                                        returned/destroyed in
                                                        the process
Long Air Sword Toss          P+K+WA in air            sword flies to or in 
                                                        whatever plane the 
                                                        opponent is in; will
                                                        collide with other
                                                        projectiles as both 
                                                        will be
                                                        returned/destroyed in
                                                        the process
Short Sword Toss             K+WA                     sword flies to or in 
                                                        whatever plane the 
                                                        opponent is in; will 
                                                        collide with other
                                                        projectiles as both 
                                                        will be
                                                        returned/destroyed in
                                                        the process
Long Sword Toss              P+K+WA                   sword flies to or in 
                                                        whatever plane the 
                                                        opponent is in; will 
                                                        collide with other
                                                        projectiles as both 
                                                        will be
                                                        returned/destroyed in
                                                        the process
Short Low Sword Toss         d + K+WA                 sword flies to or in 
                                                        whatever plane the 
                                                        opponent is in; will 
                                                        collide with other
                                                        projectiles as both 
                                                        will be
                                                        returned/destroyed in
                                                        the process
Long Low Sword Toss          d + P+K+WA               sword flies to or in 
                                                        whatever plane the 
                                                        opponent is in; will 
                                                        collide with other
                                                        projectiles as both 
                                                        will be
                                                        returned/destroyed in
                                                        the process
Low Sword Slash              d + WA far               must be blocked low; if
                                                        you time it right, you
                                                        can knock an opponent's
                                                        weapon toss right back
                                                        at them with this
Low Handle                   d + WA close             must be blocked low
Very Short Forearm           f + P while blocking     you will find this will
                                                        work if you perform it
                                                        while blocking a 
                                                        whiffed attack or 
                                                        perform directly after
                                                        an attack hits your
                                                        block animation; has a
                                                        small window where you
                                                        are invulnerable; you
                                                        can use this to 
                                                        completely avoid a 
                                                        projectile and any 
                                                        block damage from it 
                                                        (simply block and wait
                                                        until the projectile 
                                                        makes it to you, then
                                                        press f + P)

           
Special Moves
------------- 
Beast Blow                   qcb, f + P/K             P=short dash in, K=long
                                                        dash in; dash in must
                                                        connect (not blocked)
                                                        in order to perform the
                                                        entire maneuver; King
                                                        Lion uppercuts the
                                                        opponent to the 
                                                        opposite plane with the
                                                        K version
Nightmare Knocker            qcf, uf + WA             high counter attack
Earth Chopper                qcb, ub + WA             if you time it right, you
                                                        can knock an opponent's
                                                        weapon toss right back
                                                        at them with this
Silent Storm                 f, df, d,                swords fly to or in 
                               u + K+WA/P+K+WA          whatever plane the 
                                                        opponent is in; has 
                                                        slight homing ability
                                                        when flying to opposite
                                                        plane; if an opponent 
                                                        tries to knock this 
                                                        away with a WA maneuver
                                                        (ie. WA, WA in air, or 
                                                        d + WA), it will simply
                                                        send your weapon back 
                                                        to you normally instead
                                                        of flying toward you to
                                                        strike you; will 
                                                        collide with other 
                                                        projectiles as both 
                                                        will be
                                                        returned/destroyed in
                                                        the process
God Breath                   Charge d for 1 second,   K+WA=short, P+K+WA=long;
                               u + K+WA/P+K+WA          swords fly to or in 
                                                        whatever plane the 
                                                        opponent is in; if an
                                                        opponent tries to knock
                                                        this away with a WA 
                                                        maneuver (ie. WA, WA in
                                                        air, or d + WA), it 
                                                        will simply send your
                                                        weapon back to you 
                                                        normally instead of 
                                                        flying toward you to 
                                                        strike you; will 
                                                        collide with other
                                                        projectiles as both 
                                                        will be
                                                        returned/destroyed in
                                                        the process


Desperation
-----------
King Straight                hcb, f, b, f + P              





*******************************************************************************
* 3.9 Gordon Bowman                                                           *
*******************************************************************************
Colors
------
P - Blue costume w/ Orange-Red billy club
K - Green costume w/ Purple billy club



Throws
------
Backbreaker                  f/b + WA close           f and b determine where
                                                        opponent is thrown
Ton Press                    f + WA close in air


Basic Moves
-----------
Diagonal Spark               WA in air                overhead; knocks opponent
                                                        out of the air; if you 
                                                        time it right, you can
                                                        knock an opponent's
                                                        weapon toss right back
                                                        at them with this
Shock Club                   WA                       if you time it right, you
                                                        can knock an opponent's
                                                        weapon toss right back
                                                        at them with this
Hanging Big Boot             P/K/WA when hanging
                               from a pole


Plane Moves
-----------
Police Tackle                DA / P+K from front      switches to the back  
                               plane                    plane; overhead
Butt Drop                    DA / P+K from back       switches to the front  
                               plane                    plane; overhead
Retreat Police Tackle        b + DA/P+K from front    switches to the back
                               plane                    plane; overhead
Retreat Butt Drop            b + DA/P+K from back     switches to the front  
                               plane                    plane; overhead
Charge To Police Tackle      qcf + DA/P+K from front  dashes forward and then
                               plane                    switches to back plane;
                                                        Police Tackle can hit 
                                                        opponent in either 
                                                        plane; overhead in both
                                                        situations
Charge To Butt Drop          qcf + DA/P+K from back   dashes forward and then
                               plane                    switches to front 
                                                        plane; Butt Drop can
                                                        hit opponent in either
                                                        plane; overhead in both
                                                        situations
Backtrack To Police Tackle   qcb + DA/P+K from front  dashes backward and then
                               plane                    switches to back plane;
                                                        Police Tackle can hit 
                                                        opponent in either 
                                                        plane; overhead in both
                                                        situations
Backtrack To Butt Drop       qcb + DA/P+K from back   dashes backward and then
                               plane                    switches to front 
                                                        plane; Butt Drop can
                                                        hit opponent in either
                                                        plane; overhead in both
                                                        situations
High Drop Police Tackle      d, u + DA/P+K from       jumps very high and comes
                               front plane              down in the back plane;
                                                        overhead
High Drop Butt Drop          d, u + DA/P+K from back  jumps very high and comes
                               plane                    down in the front 
                                                        plane; overhead
Cannonball                   f, b, db, d + DA/P+K     switches to opposite 
                                                        plane; overhead


Command Moves
-------------
Long Air Spark Shot          K+WA in air              spark flies to or in 
                                                        whatever plane the 
                                                        opponent is in; will 
                                                        collide with other
                                                        projectiles as both
                                                        will be
                                                        returned/destroyed in
                                                        the process
Longest Air Spark Shot       P+K+WA in air            spark flies to or in 
                                                        whatever plane the 
                                                        opponent is in; will 
                                                        collide with other
                                                        projectiles as both 
                                                        will be
                                                        returned/destroyed in
                                                        the process
Long Spark Shot              K+WA                     spark flies to or in 
                                                        whatever plane the 
                                                        opponent is in; will 
                                                        collide with other
                                                        projectiles as both 
                                                        will be
                                                        returned/destroyed in
                                                        the process
Longest Spark Shot           P+K+WA                   spark flies to or in 
                                                        whatever plane the 
                                                        opponent is in; will 
                                                        collide with other
                                                        projectiles as both 
                                                        will be
                                                        returned/destroyed in
                                                        the process
Long Low Spark Shot          d + K+WA                 spark flies to or in 
                                                        whatever plane the 
                                                        opponent is in; will 
                                                        collide with other
                                                        projectiles as both 
                                                        will be
                                                        returned/destroyed in
                                                        the process
Longest Low Spark Shot       d + P+K+WA               spark flies to or in 
                                                        whatever plane the 
                                                        opponent is in; will 
                                                        collide with other
                                                        projectiles as both 
                                                        will be
                                                        returned/destroyed in
                                                        the process
Low Club Spin                d + WA                   must be blocked low; if
                                                        you time it right, you
                                                        can knock an opponent's
                                                        weapon toss right back
                                                        at them with this
Tumble                       d + HK                   both parts must be 
                                                        blocked low
Short Arm Uppercut           f + P while blocking     you will find this will
                                                        work if you perform it
                                                        while blocking a 
                                                        whiffed attack or 
                                                        perform directly after
                                                        an attack hits your
                                                        block animation; has a
                                                        small window where you
                                                        are invulnerable; you 
                                                        can use this to 
                                                        completely avoid a 
                                                        projectile and any 
                                                        block damage from it 
                                                        (simply block and wait
                                                        until the projectile 
                                                        makes it to you, then
                                                        press f + P)


Special Moves
------------- 
Moon-Shot Upper              qcb, f + P/K             P=short dash in, K=long
                                                        dash in; dash in must
                                                        connect (not blocked) 
                                                        in order to perform the
                                                        entire maneuver; Gordon
                                                        knocks the opponent to
                                                        the opposite plane with
                                                        the K version
Friction Heater              hcb + P/K                K=longer with slight hop
                                                        at the beginning of the
                                                        maneuver; Gordon rubs 
                                                        his stomach after the
                                                        maneuver, so if you 
                                                        miss, you are 
                                                        completely vulnerable
Spark Bolt                   f, b, f + K+WA/P+K+WA    K+WA=short, P+K+WA=long; 
                                                        spark flies to or in
                                                        whatever plane the 
                                                        opponent is in; if an
                                                        opponent tries to knock
                                                        this away with a WA 
                                                        maneuver (ie. WA, WA in
                                                        air, or d + WA), it 
                                                        will simply destroy the
                                                        spark instead of 
                                                        sending it back toward
                                                        you to strike you; both
                                                        the large spark and the
                                                        spark blasts can be
                                                        destroyed with a WA 
                                                        maneuver; will collide
                                                        with other projectiles
                                                        as both will be 
                                                        returned/destroyed in
                                                        the process


Desperation
-----------
Mad Police                   hcb, f + WA close        unblockable





*******************************************************************************
* 3.10 Joker                                                                  *
*******************************************************************************
Colors
------
P - Green vest w/ Red trim
K - Blue vest w/ Pink trim



Throw
-----
Roller Rage                  f/b + WA close           f and b determine where
                                                        opponent is thrown


Basic Moves
-----------
Air Hammer                   WA in air                overhead; knocks opponent
                                                        out of the air; if you
                                                        time it right, you can
                                                        knock an opponent's 
                                                        weapon toss right back
                                                        at them with this
Hammer Smash                 WA far                   if you time it right, you
                                                        can knock an opponent's
                                                        weapon toss right back
                                                        at them with this
Hanging Knee Strike          P/K/WA when hanging
                               from a pole


Plane Moves
-----------
Clown Dive                   DA / P+K from front      switches to the back  
                               plane                    plane; overhead
Giant Gloves                 DA / P+K from back       switches to the front
                               plane                    plane; overhead
Retreat Clown Dive           b + DA/P+K from front    switches to the back 
                               plane                    plane; overhead
Retreat Giant Gloves         b + DA/P+K from back     switches to the front 
                               plane                    plane; overhead
Charge To Clown Dive         qcf + DA/P+K from front  dashes forward and then
                               plane                    switches to back plane;
                                                        Clown Dive can hit 
                                                        opponent in either 
                                                        plane; overhead in both
                                                        situations
Charge To Giant Gloves       qcf + DA/P+K from back   dashes forward and then
                               plane                    switches to front 
                                                        plane; Giant Gloves can
                                                        hit opponent in either
                                                        plane; overhead in both
                                                        situations
Backtrack To Clown Dive      qcb + DA/P+K from front  dashes backward and then
                               plane                    switches to back plane;
                                                        Clown Dive can hit 
                                                        opponent in either 
                                                        plane; overhead in both
                                                        situations
Backtrack To Giant Gloves    qcb + DA/P+K from back   dashes backward and then
                               plane                    switches to front 
                                                        plane; Giant Gloves can
                                                        hit opponent in either
                                                        plane; overhead in both
                                                        situations
High Drop Clown Dive         d, u + DA/P+K from       jumps very high and comes
                               front plane              down in the back plane;
                                                        overhead
High Drop Giant Gloves       d, u + DA/P+K from back  jumps very high and comes
                               plane                    down in the front 
                                                        plane; overhead
Insane Spin                  f, b, db, d + DA/P+K     switches to opposite 
                                                        plane; overhead


Command Moves
-------------
Long Air Trick Card          K+WA in air              card flies to or in 
                                                        whatever plane the 
                                                        opponent is in; will 
                                                        collide with other
                                                        projectiles as both 
                                                        will be
                                                        returned/destroyed in
                                                        the process
Longest Air Trick Card       P+K+WA in air            card flies to or in 
                                                        whatever plane the 
                                                        opponent is in; will 
                                                        collide with other
                                                        projectiles as both 
                                                        will be
                                                        returned/destroyed in
                                                        the process
Long Trick Card              K+WA                     card flies to or in 
                                                        whatever plane the 
                                                        opponent is in; will 
                                                        collide with other
                                                        projectiles as both 
                                                        will be
                                                        returned/destroyed in
                                                        the process
Longest Trick Card           P+K+WA                   card flies to or in 
                                                        whatever plane the 
                                                        opponent is in; will 
                                                        collide with other
                                                        projectiles as both 
                                                        will be
                                                        returned/destroyed in
                                                        the process
Long Low Trick Card          d + K+WA                 card flies to or in 
                                                        whatever plane the 
                                                        opponent is in; will 
                                                        collide with other
                                                        projectiles as both 
                                                        will be
                                                        returned/destroyed in 
                                                        the process
Longest Low Trick Card       d + P+K+WA               card flies to or in 
                                                        whatever plane the 
                                                        opponent is in; will 
                                                        collide with other
                                                        projectiles as both 
                                                        will be
                                                        returned/destroyed in
                                                        the process
Low Hammer                   d + WA far               must be blocked low; if
                                                        you time it right, you
                                                        can knock an opponent's
                                                        weapon toss right back
                                                        at them with this
Low Tap Hammer               d + WA close             must be blocked low
Reverse Skate                f + P while blocking     you will find this will
                                                        work if you perform it
                                                        while blocking a 
                                                        whiffed attack or 
                                                        perform directly after
                                                        an attack hits your
                                                        block animation; has a
                                                        small window where you
                                                        are invulnerable; you 
                                                        can use this to 
                                                        completely avoid a 
                                                        projectile and any 
                                                        block damage from it
                                                        (simply block and wait
                                                        until the projectile 
                                                        makes it to you, then
                                                        press f + P)
           

Special Moves
------------- 
Blood Parasol                qcb + P/K in air         K=longer and sweeps 
                                                        across the floor
Roller Dash                  Charge db for 1 second,  P=short, K=long
                               f + P/K
Transporter                  d, d + P/K               P=teleports forward and
                                                        to the opposite plane, 
                                                        K=teleports forward but
                                                        remains in the same 
                                                        plane
Shocking Toy                 qcf, uf + WA
Mad Hatter Heave             hcb, f + K+WA/P+K+WA     P+K+WA=longer start up
                                                        time, but deals more 
                                                        damage; hat flies to or
                                                        in whatever plane the 
                                                        opponent is in; has 
                                                        slight homing ability
                                                        when flying to opposite
                                                        plane; if an opponent
                                                        tries to knock this 
                                                        away with a WA maneuver
                                                        (ie. WA, WA in air, or
                                                        d + WA), it will simply
                                                        destroy the hat instead
                                                        of sending it back
                                                        toward you to strike 
                                                        you; will collide with
                                                        other projectiles as 
                                                        both will be
                                                        returned/destroyed in
                                                        the process


Desperation
-----------
Good Face                    qcb, hcf, uf + P         absorbs projectiles



-------------------------------------------------------------------------------



*******************************************************************************
* 3.11 Shin "King Leo" Shishioh                                               *
*******************************************************************************
Colors
------
P - Red costume w/ Gold armor
K - Purple costume w/ Gold armor



Throw
-----
Hanging Upper                f/b + WA close           f and b determine where
                                                        opponent is thrown


Basic Moves
-----------
Sword Pierce                 WA in air                overhead; knocks opponent
                                                        out of the air; if you
                                                        time it right, you can
                                                        knock an opponent's 
                                                        weapon toss right back
                                                        at them with this
Sword Slash                  WA far                   if you time it right, you
                                                        can knock an opponent's
                                                        weapon toss right back 
                                                        at them with this
Hanging Turn Knee            P/K/WA when hanging
                               from a pole
Lightning Axe                HK close                 2 hits


Plane Moves
-----------
Knee Riser                   DA / P+K from front      switches to the back  
                               plane                    plane; overhead
Elbow And Knee               DA / P+K from back       switches to the front 
                               plane                    plane; overhead
Retreat Knee Riser           b + DA/P+K from front    switches to the back 
                               plane                    plane; overhead
Retreat Elbow And Knee       b + DA/P+K from back     switches to the front  
                               plane                    plane; overhead
Charge To Knee Riser         qcf + DA/P+K from front  dashes forward and then
                               plane                    switches to back plane;
                                                        Knee Riser can hit 
                                                        opponent in either 
                                                        plane; overhead in both
                                                        situations
Charge To Elbow And Knee     qcf + DA/P+K from back   dashes forward and then
                               plane                    switches to front 
                                                        plane; Elbow And Knee
                                                        can hit opponent in 
                                                        either plane; overhead 
                                                        in both situations
Backtrack To Knee Riser      qcb + DA/P+K from front  dashes backward and then
                               plane                    switches to back plane;
                                                        Knee Riser can hit 
                                                        opponent in either 
                                                        plane; overhead in both
                                                        situations
Backtrack To Elbow And Knee  qcb + DA/P+K from back   dashes backward and then
                               plane                    switches to front 
                                                        plane; Elbow And Knee
                                                        can hit opponent in 
                                                        either plane; overhead 
                                                        in both situations
High Drop Knee Riser         d, u + DA/P+K from       jumps very high and comes
                               front plane              down in the back plane;
                                                        overhead
High Drop Elbow And Knee     d, u + DA/P+K from back  jumps very high and comes
                               plane                    down in the front 
                                                        plane; overhead
Giga Sword Carry             f, b, db, d + DA/P+K     switches to back plane;
                               from front plane         overhead
Giga Sword Slice             f, b, db, d + DA/P+K     switches to front plane;
                               from back plane          overhead


Command Moves
-------------
Short Air Sword Toss         K+WA in air              sword flies to or in 
                                                        whatever plane the 
                                                        opponent is in; will 
                                                        collide with other
                                                        projectiles as both 
                                                        will be
                                                        returned/destroyed in
                                                        the process
Long Air Sword Toss          P+K+WA in air            sword flies to or in 
                                                        whatever plane the 
                                                        opponent is in; will
                                                        collide with other
                                                        projectiles as both 
                                                        will be
                                                        returned/destroyed in
                                                        the process
Short Sword Toss             K+WA                     sword flies to or in 
                                                        whatever plane the 
                                                        opponent is in; will 
                                                        collide with other
                                                        projectiles as both 
                                                        will be
                                                        returned/destroyed in
                                                        the process
Long Sword Toss              P+K+WA                   sword flies to or in 
                                                        whatever plane the 
                                                        opponent is in; will 
                                                        collide with other
                                                        projectiles as both 
                                                        will be
                                                        returned/destroyed in
                                                        the process
Short Low Sword Toss         d + K+WA                 sword flies to or in 
                                                        whatever plane the 
                                                        opponent is in; will 
                                                        collide with other
                                                        projectiles as both
                                                        will be
                                                        returned/destroyed in
                                                        the process
Long Low Sword Toss          d + P+K+WA               sword flies to or in 
                                                        whatever plane the 
                                                        opponent is in; will 
                                                        collide with other
                                                        projectiles as both 
                                                        will be
                                                        returned/destroyed in
                                                        the process
Low Sword Slash              d + WA far               must be blocked low; if
                                                        you time it right, you
                                                        can knock an opponent's
                                                        weapon toss right back 
                                                        at them with this
Low Handle                   d + WA close             must be blocked low
Very Short Forearm           f + P while blocking     you will find this will
                                                        work if you perform it
                                                        while blocking a 
                                                        whiffed attack or 
                                                        perform directly after
                                                        an attack hits your
                                                        block animation; has a
                                                        small window where you
                                                        are invulnerable; you
                                                        can use this to 
                                                        completely avoid a 
                                                        projectile and any 
                                                        block damage from it 
                                                        (simply block and wait
                                                        until the projectile 
                                                        makes it to you, then 
                                                        press f + P)
           

Special Moves
------------- 
Hunter Killer                qcb + P/K                P=short, K=long; dive 
                                                        kick must connect (not
                                                        blocked) to perform the
                                                        entire maneuver
Beast Blow                   qcb, f + P/K             P=short dash in, K=long 
                                                        dash in; dash in must
                                                        connect (not blocked)
                                                        in order to perform the
                                                        entire maneuver; King 
                                                        Leo uppercuts the 
                                                        opponent to the 
                                                        opposite plane with the
                                                        K version
Nightmare Knocker            qcf, uf + WA             high counter attack
Earth Chopper                qcb, ub + WA             if you time it right, you
                                                        can knock an opponent's
                                                        weapon toss right back 
                                                        at them with this
Silent Storm                 f, df, d,                swords fly to or in 
                               u + K+WA/P+K+WA          whatever plane the 
                                                        opponent is in; has
                                                        slight homing ability
                                                        when flying to opposite
                                                        plane; if an opponent 
                                                        tries to knock this 
                                                        away with a WA maneuver
                                                        (ie. WA, WA in air, or
                                                        d + WA), it will simply
                                                        send your weapon back 
                                                        to you normally instead
                                                        of flying toward you to
                                                        strike you; will 
                                                        collide with other
                                                        projectiles as both 
                                                        will be
                                                        returned/destroyed in 
                                                        the process
God Breath                   Charge d for 1 second,   K+WA=short, P+K+WA=long;
                               u + K+WA/P+K+WA          swords fly to or in 
                                                        whatever plane the 
                                                        opponent is in; if an
                                                        opponent tries to knock
                                                        this away with a WA 
                                                        maneuver (ie. WA, WA in
                                                        air, or d + WA), it 
                                                        will simply send your
                                                        weapon back to you 
                                                        normally instead of 
                                                        flying toward you to
                                                        strike you; will 
                                                        collide with other
                                                        projectiles as both 
                                                        will be
                                                        returned/destroyed in 
                                                        the process
Thunder God Breath           b, d, db + K+WA/P+K+WA   K+WA=short, P+K+WA=long;
                                                        swords fly to or in
                                                        whatever plane the
                                                        opponent is in; if an
                                                        opponent tries to knock
                                                        this away with a WA  
                                                        maneuver (ie. WA, WA in
                                                        air, or d + WA), it 
                                                        will simply send your
                                                        weapon back to you 
                                                        normally instead of 
                                                        flying toward you to 
                                                        strike you; will 
                                                        collide with other
                                                        projectiles as both 
                                                        will be
                                                        returned/destroyed in
                                                        the process


Desperations
------------
King Straight                hcb, f, b, f + P              
King Upper                   hcb, f, b, f + K         King Leo uppercuts the
                                                        opponent to the 
                                                        opposite plane





===============================================================================
4. Conclusion
===============================================================================

4.1  What's Missing/Needed
-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
-SNK
-Gamefaqs
-And me for writing this faq