____ | ___| /| /| ||__ __|| __|| THE "AVENGER" | __| / _ |/ _ |/| /| A TEKKEN 3 FAQ CHARACTER GUIDE ||___ ||_||||_||||__|| By Easternborder |____|\___|\___|\__ | Created on April 14, 2003 ___________/ | Updated on July 28, 2003 / ___________/ /| Version 7.25 || __ __ ___ __|| ___ Copyright 2003 Easternborder || |_ |/ _ \/ __// _ |/ _ \ eastborder@edsamail.com.ph ||___||||_|||| ||_||||_|| FAQ #: 03-001-001 \_____/\___/|/ \___|\___/ ========= COPYRIGHT ========= This FAQ my not be reproduced under any circumstances except for personal, private use only. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Using this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. =0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0= ================= CHARACTER PROFILE ================= Origin: Brazil Discipline: Capoeira Age: 27 Height: 188 cm Weight: 75 kg Blood Type: B Occupation: None Hobby: Leadership Training Likes: Power Dislikes: Weakness ======== PROLOGUE ======== The Gordo Family is one of the richest families in Brazil. Since childhood, Eddy was aware that he would take over his father's business one day. In his hometown, he was likely well accepted from his hard working attitude and his equal treatment for others. His father's business is to destroy the drug syndicate in Brazil. However, at the age of 19, Eddy noticed his father being unusually nervous and fearful in the past few weeks. One day, Eddy came home from school and found his father dying from a gunshot. Just when he obtained enough evidence against the syndicate, his untimely death occurred. Yet, in his last breaths he said to Eddy: "Now is not the time to fight. Falsely admit this crime and hide yourself in prison where you will be safe." Eddy heeded his fathers wish and was jailed in prison in the case of Homicide. The model student everyone knows ended as a pseudo murderer. The life in prison was a matter of survival for Eddy. For him, he always vowed to get even against the syndicate. One day, a jailbreak tookplace, Eddy was out of the penitentiary gate, but cornered by jail guards. As the jail-guards inched closer to Eddy, another prisoner aids to his rescue. I was an old man that possesses great power fighting ability that he called Capoeira. Astonished by the old man's ability, Eddy had undergone training from the old man until 8 years have passed, he became the master of the discipline that will serve as a lethal weapon against the syndicate. As a token of his gratitude, Eddy promised to the old man's wish that he would pass his discipline to his granddaughter named Christie once he is released from prison. Eddy was released in prison at the age of 27. At that time, he heard rumors about the upcoming "King of Iron Fist Tournament 3", sponsored by the Mishima Conglomerate. His mission is to control the conglomerate in his seek of long-awaited revenge against the syndicate, by joining as a participant in the upcoming Tekken Tournament. ========== EMBU INTRO ========== -Eddy does a Samba -Eddy does a Boomerang =========== MOVIE INTRO =========== During a jailbreak, two of the jail guards cornered Eddy. The old man comes to his rescue. ==================== INTRODUCTION TO EDDY ==================== Eddy Gordo carries the discipline of capoeira & the new meaning of fighting in Tekken 3. His deadly arsenal of moves is composed of rhythmical combinations, & breathtaking stunts, makes him unique from any other Tekken Characters. Eddy is known by some players to be called as "cheap" because he has always different measures to win a match. On the other hand, most of his recovery moves are slow which makes him vulnerable for a counter-attack. Eddy has many hard to predict button executions for some of his moves, that's why players intended to mash buttons instead. For an Eddy player, he or she must be consistent at his moves, able to predict any attacks of the opponent. He or she when in times of worse situations, can be daring or defending. Playing Eddy Gordo will require toughness and awareness from his enemy and sees to it that Eddy always has a chance to escape from danger. The mastery rate for Eddy is for novice to intermediate players. ================== PLAYING CONDITIONS ================== Eddy's Costumes: Both with an imprint design "Faisca" Left or Right Punch: Yellow & Green Muscle Shirt, Belted Martial Outfit. Left or Right Kick: Luminous Red & Purple Jersey, Black Shorts & Sneakers ======= LEGENDS ======= You can look at this section anytime you want to know how to execute a Move or a move name (based from Tekken Zaibatsu Move List). -------- COMMANDS -------- u -tap up U -hold up 1 -left punch d -tap down D -hold down 2 -right punch b -tap back B -hold back 3 -left kick f -tap forward F -hold forward 4 -right kick u/f -tap up forward U/F -hold up forward d/f -tap down forward D/F -hold down forward u/b -tap up back U/B -hold up back d/b -tap down back D/F -hold down back hcf -half circle forward --------- NOTATIONS --------- - -descriptions or move name otherwise N -neutral position WS -while standing SS -side step either left or right WC -while crouching FC -full crouch QR -quick recovery; cancels slow recovery frames for fast control + -command at the same time , -the next command to follow ~ -the next immediate command to follow = -next sequence you can follow < -you can delay the command for attack, & timing variations _ -optional move that produces the same execution # -see corresponding footnote * -Special Strings ! -part of the string or combo that can be escaped ^ -part of the string where opponent should stand for the move to work { } -the string or move can be continued infinitely [ ] -optional commands after the move ( ) -notes or conventions otherwise ---------- HIT RANGES ---------- h -hits high H -hits high and grounded m -hits middle M -hits middle and grounded l -hits low L -hits low and grounded sm -hits special middle ----------------------------- CHARACTER SPECIFIFC NOTATIONS ----------------------------- HSP -Hanstand Position RLX -Relaxed Position RWD -Rewinder ------- STANCES ------- =Ginga= Execution: stand or crouch Execution from other stances: [RLX+(u_d)][HSP~B] Duration: infinite Advantages: hard to grab from the side or back Disadvantages: weak from behind =Handstand Position (HSP)= Execution: [f+1+2][WC+1+2][d/f+1+2][3+4~B][(u/b_B,u/b)~F] Execution from other stances: RLX+3+4~B Duration: 1 second Perch Duration: 1 second Walk Duration: Infinite Advantages: free from high Attacks Disadvantages: prone from middle, low & grounded attacks =Relaxed Position (RLX)= Execution from other stances: HSP+(N_d/f) Duration: 3/4 a second Advantages: free from high and middle Attacks Disadvantages: head prone from middle attacks, prone from grounded attacks. =Rewinder (RWD)= Execution: (SS_1+2_d+1+2) Duration: after a sidestep Advantages: free from straight attacks Disadvantages: Grappling problems ------------ GRAPPLE ARTS ------------ Move Move Name Side Escape ---------------------------------------------------------------- 1+3 Rio Deal Front 1 2+4 Rio Special Front 2 hcf+1+2 Rodeo Spin 1+2 Front 3 1+3_2+4 Missile Launcher Left 4 1+3_2+4 Shadow Dancer Right 5 1+3_2+4 Air Mail Back none ------------ SPECIAL ARTS ------------ Move Move Name Range ------------------------------------------------------------------ 1,2 Double Punch hh b+1+2 Straight Jab h d/f+1 Elbow Sting m FC+1+2 [~D] Crying Needle [QR] m = ~1<2 = Hammer Head m (f_FC_d/f)+1+2 [~d/b] Handstand Position [Fake Out] WS+2 Upper m d/f+2 Elbow Upper m f+2,1,4 [~SS] Carnival Rush [QR] hhm (u_u/f)+N+2 Diving Fist Drop L 3 Standing Left Kick m WS+3 Face Jammer m f+3 Brush Fire m f,f+3 [~B][~D] Lunging Brush Fire [HSP][RLX] m d/f+3 [~D] Island Mirage [RLX] m b+3 Knee Thruster m d/b+3 [~B] Weed Whacker [HSP] L = ~3 [~B] = Bush Whacker [HSP] M = 3 [~B_B][~D] = Hot Plate [HSP][RLX] m = ~4 [~B] = Shin Cutter [HSP] L = 4 [~B] = Cross Cutter [HSP] m = 1+2 [~D_~1] = Crying Needle [QR] m = ~1<2 = Hammerhead m = {4 [3]} = {Cutting Leg Whip [WW]} h [L] = 4 [~D] = Mars Attacks [RLX] MM = 3+4 = Full Mars Attack M (u/b_u_u/f)+3+4 [~D_~B] Fire Kick [RLX] h 3+4 [~B] Back Handstand Spring [HSP] M (FC_WS)+3+4 [~B][~D] Front Stinger [HSP][RLX] M f,f+3+4 [~SS_~D_~F] Boomerang [QR] M d/f+3+4 Freak Show m 3~4 [~B] Slippery Kick [HSP] LL = 4 [~B] = Slider [HSP] L = 4 [~B] = Side Flop [HSP] l = 1+2 [~D_~1] = Crying Needle [QR] m = ~1<2 = Hammerhead m WS+4 Circle Kick m f+4 [~B] Samba [HSP] m = 3+4 [~B] = Slippery Kick [HSP] LL = 4 [~B] = Slider [HSP] L = 4 [~B] = Side Flop [HSP] l = 1+2 [~D_~1] = Crying Needle [QR] m = ~1<2 = Hammerhead m f,f+4 Black Summy = 3 = Fire Kick L = 4 = High Thrust h d/f+4 Knee Cap Crusher l b+4 Leg Whip h = 3 [~B] = Weed Whacker [HSP] L = ~3 [~B] = Bush Whacker [HSP] M = 3 [~B_B][~D] = Hot Plate [HSP][RLX] m = ~4 [~B] = Shin Cutter [HSP] L = 4 [~B] = Cross Cutter [HSP] l =1+2 [~D_~1] = Crying Needle [QR] m = ~1<2 = Hammerhead m = {4 [3]} = {Cutting Leg Whip [WW]} h [L] = 4 [~D] = Mars Attacks [HSP] MM = 3+4 = Full Mars Attack M d/b+4,{4} [b+4] Barbed Wire [HSP] h (u_u/f)+4 Roundhouse m U/F~N+4 Rising Kick m 4~3 Satellite Moon mh = 3 [~B] = Hot Plate [HSP] m = 4 = Roundhouse m 1+2+3+4 Ki Power Up (u/b_B,u/b_u,u/b) [~F] Evasive Backflip [HSP] (SS_1+2_D+1+2) Rewinder ----------------------------- HANDSTAND POSITION ARTS (HSP) ----------------------------- Move Move Name Range ------------------------------------------------------------------ (u_d) Handstand Sidestep F Handstand Walk D Handstand Perch = <3+4 = Delayed Perch Flop Kick m N Roll Out f+1+2 Tuck & Roll b Stand Up 1 Left Flop Punch m = 3 [~B] = Weed Whacker [HSP] L = ~3 [~B] = Bush Whacker [HSP] M = 3 [~B_B][~D] = Hot Plate [HSP][RLX] m = ~4 [~B] = Shin Cutter [HSP] L = 4 [~B] = Cross Cutter [HSP] l =1+2 [~D_~1] = Crying Needle [QR] m = ~1<2 = Hammerhead m = {4 [3]} = {Cutting Leg Whip [WW]} h [L] = 4 [~D] = Mars Attacks [HSP] MM = 3+4 = Full Mars Attack M 2 Right Flop Punch m = 4 [~B] = Swirl Kick [HSP] L = 3 [~B] = Carnival Sweep [HSP] L 3 Scoot Kick L b+3 [~B_B][~D] Hot Plate [HSP][RLX] m (u_d)~(3_4) Carnival Sweep L (u_d)+(3_4) [~D] Slice Kick [RLX] M 3~4 [~B] Slippery Kick [HSP] LL = 4 [~B] = Slider [HSP] L = 4 [~B] = Side Flop [HSP] l = 1+2 [~D_~1] = Crying Needle [QR] m = ~1<2 = Hammerhead m d+3+4 Perch Flop Kick m 4 Helicopter Smh = 3+4 [~B] = Slippery Kick [HSP] LL = 4 [~B] = Slider [HSP] L = 4 [~B] = Side Flop [HSP] l = 1+2 [~D_~1] = Crying Needle [QR] m = ~1<2 = Hammerhead m ------------------- REWINDER ARTS (RWD) ------------------- Move Move Name Range ----------------------------------------------------------------- 1+2 [~SS] Spin Slaps [QR] hh = ~3 = Freak Show m = 3 = Island Mirage m 2 Cruncher m 3 [~D][~B] Hot Plate [RLX][HSP] m = B = Handstand Position = 3+4 = Instant Perch Flop Kick m 3+4 Wheel Kick hm = 3+4 = Skull Kick M = 3+4 = Sao Paulo Special M = u/f+3+4 [~D_~B] = Fire Kick [RLX] h u+3 [~D) Skull Kick [RLX] m = ~3 = Freak Show m = 3 = Carnival Sweep L = 3+4 = Kick Out L 4~3 [~B] Leaping Face Kick [HSP] h 4 [~B] = Swirl Kick [HSP] L = 3 [~B] = Carnival Sweep [HSP] L = 3+4 [~B][~D] = Front Stinger [HSP][RLX] M --------------------------- RELAXED POSITION ARTS (RLX) --------------------------- Move Move Name Range ----------------------------------------------------------------- (b_f) Roll Back or Forward (u_d) Relaxed Side Roll Out 1+2 [~D_~1] Crying Needle [QR] m = ~1<2 = Hammerhead m f,f+1+2 Headlong Dive m 3,4 Rio Delight lm 3~4 Scoop Up Kick M 3+4 [~B_~3] Back Handspring [HSP] M b,b+3+4 Rising Feet Lunge m 4~3 Flare Lm 4 Mid Kick m = 3+4 [~B_~3][~D_~SS] = Back Handspring [HSP][QR] M --------------- UNBLOCKABLE ART --------------- Move Move Name Range ----------------------------------------------------------------- d/b+3+4 Fruit Picker mH = b,b = Cancel --------------- STRING HIT ARTS --------------- Move Move Name Range -------------------------------------------------------------------------- 4~3,4,2,4,3, [~B] Weed Whacker [HSP] mmmhhL = ~3 [~B] = Bush Whacker [HSP] M = 3 [~B_B][~D] = Hot Plate [HSP][RLX] m = ~4 [~B] = Shin Cutter [HSP] L = 4 [~B] = Cross Cutter [HSP] l =1+2 [~D_~1] = Crying Needle [QR] m = ~1<2 = Hammerhead m = {4 [3]} = {Cutting Leg Whip [WW]} h [L] = 4 [~D] = Mars Attacks [HSP] MM = 3+4 = Full Mars Attack M 4~3,4,2,4,4,3+4,3+4,3+4,d/b+3+4,u/f+3+4 mhmhhMMMhmMMh ============= FIGHT RESULTS ============= After wining a round, hold a punch or kick button, and wait till the Replay ends. Eddy will show his winning pose: Left Punch: Eddy claps, Spin Slaps, Gingas and laughs. Right Punch: Eddy Freak Shows followed by a Shin Cutter Gingas and shouts. Left Kick: Eddy does a Boomerang, shouts "Come on!" and Gingas. Right Kick: Eddy backhands, does a Full Mars Attack, Gingas and shouts. Time Up: Eddy surrenders and raises his hand. Knockout: Eddy stays grounded and hallucinates. ================ CHARACTER CHEATS ================ Win the ARCADE MODE with sixteen different characters or accumulate 600 Battles in VERSUS MODE, or TEAM BATTLE MODE. At the character selection screen select Eddy with the start or the Triangle button. Instead of playing Eddy, you will control Tiger Jackson. He's a guy in a 70's outfit with an afro hair. He is suppose to be Eddy's third costume, but nonetheless. ======== EPILOGUE ======== EDDY'S ENDING: ...It was midnight; Eddy marched right inside the cartel's mansion. Approached by thugs, Eddy surpassed them easily. He interrogated one of them to find out the mastermind who killed of his father; the goon pointed his finger at a table filled with pictures. He sits down while staring at the pictures of Kazuya Mishima. TIGER'S ENDING: ...It's a pure victory for Tiger Jackson and he danced and grooved all night with the 70's disco. =0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0= ____ ___ _____ _______ / _ \ / _ \ / _ \ \__ __| | / \_| | | | | | |_| / | | | | _ | |_| | | _ \ | | | \_/ | | _ | | |_| | | | \____/O |_| |_|O |_____/O |_|O ================================ CAPOEIRA ADVANCED BATTLE TACTICS ================================ "CABT is made for future tactics that can be used by Eddy Gordo and Tiger Jackson lovers to win against CPU and Human opponents. Remember to use these tips wisely and not to abuse them against your opponent." "CABT recommends that you know all the moves of EDDY GORDO to ensure that you can properly execute the specified moves listed here. It doesn't hurt to know more of what EDDY can do for you." "CABT can be used against CPU and Human opponents most likely the seasoned players out there. Let's show them what EDDY can really do. Shall we begin?" ============= CABT SETTINGS ============= Game Configuration: Time: 40 Secs. Rounds: Any Difficulty: Hard BGM: Silent Guard Damage: On Controller Configuration for PSX: Square: LP L1: LP+LK Triangle: RP L2: RP+RK Cross: LK R1: LP+RP Circle: RK R2: LK+RK ===================== CABT SPARRING GROUNDS ===================== = Free Mode Configuration = Key Displays: Off Attack Data: On Counter Attacks: On Training Dummy: Stand and/or Technical Roll Not all of CABT can be executed on Practice mode. Therefore, you should try the rest of CABT on the Team Battle Mode, whenever you have the chance. =================== CABT BATTLE GROUNDS =================== If you feel ready to test your moves try them in the Team Battle Mode. Select a Team Battle of 8, select EDDY, then start. Your battle begins. If you got all the characters complete, select EDDY, DOCTOR B, and GON, then start. This prevents from encountering DOCTOR B and GON as opponents in the Team Battle. This scheme only works on the 1 PLAYER side. The reason why the Team Battle Mode is better than any other mode is that you'll be able to fight characters at the hardest effort they will give you. They may be just 8, but it won't easy to get a straight win from all of them at your first try. You might even try, try, & try again from repetitive losses. Besides, if you get the hang of getting a straight win every time, the more you'll be able to win from any type of modes from the game. Should you lose from a Team Battle, press START~SELECT to return to the Menu Screen and start all over again. =0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0= ============== RECOVERY MOVES ============== When knocked down after a hit, try pressing one of these buttons at the same time you hit the ground: -(1_2) to technical roll far from the screen -or (3_4) to technical roll near the screen ========= REVERSALS ========= A reversal occurs when a character grabs the attacking opponent's arm or leg and executes a grapple so that the damage returns to the opponent instead. Only a few characters can do the reversal. Press b+(1+3_2_4) at the same time the opponent attack you to execute a reversal. Unfortunately, Eddy has no reversal art. The following moves are irreversible so use them to your advantage: Normal Stance: Handstand Position: FC+1+2 [~1<2] 4 b+3 3+4 d/b+3 = ~4,1+2 [~1<2] Relaxed Position: = 4,3+4 1+2 [~1<2] 3~4,4,1+2 [~1<2] 3+4 b+4 = 3~4,1+2 [~1<2] = 4 = 3+4 3+4 f+4 (FC_WS)+3+4 The (FC_WS)+3+4 is an irreversible move except to Anna and Paul. It cannot be chickened. Other irreversible moves are moves that have low range hit properties. The rest of the moves that aren't mentioned are reversible moves. ======== PARRYING ======== Parrying occurs when the character grabs the attacking opponent's arm or leg and moves it aside, so that the character has a chance to counter attack. Parrying can interrupt high, middle and low range attacks. Like the reversal, Eddy has no parrying art. Refer to the reversal section for moves that cannot be parried. ========== CHICKENING ========== Chickening has got nothing do with chickens. A Chickening occurs when the opponent escapes the character's reversal, and damages the character while escaping. All characters can perform the Chickening art. To execute a chickening art, depends on the leg or the arm that is reversed. Also the move needs to be done immediately after the reversal: To chicken a reversed left arm or leg: f+1+3 To chicken a reversed right arm or leg: f+2+4 Here are some moves that can be chickened regardless of side: For f+1+3 chickening: For f+2+4 chickening: b+1+2 SS+3+4 (Right) u/f+3+4 RLX+3~4 f,f+3+4 4~3 d/f+3+4 SS+3+4 (Left) For f+2+4 chickening against Anna: SS+3+4 [3+4,3+4,u/f+3+4] u/f+3+4 SS+4~3 f,f+3+4 d/b+3+4 (1st or 2nd Hit) SS+3+4 [3+4,3+4,u/f+3+4] RLX+4,3+4 SS+4~3 =========== KI POWER UP =========== By pressing 1+2+3+4, Eddy hands and feet will charge a powerful aura. Ki Power Ups enables you to increases the damages of your normal attacks and grapples. It also turns a normal hit into a counter-hit damage. All the characters can Power Up their Ki. However, Ki Power Ups disables you to block any attacks from your opponent. Yet, should your opponent blocks your charged attack, it won't disappear. The Ki Power Up lasts about 2 seconds, so make those seconds count and, remember to keep attacking on a charged Ki. =0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0= ================ SPECIAL STRINGS* ================ These are special chains of attacks I made and compiled for Eddy's Juggles, Counter-hits and Combos. You can refer to this section if you encounter special strings that ends in *. An ! indicates the part of the string where your opponent can possibly escape before the next move. An ^ means that your opponent should STAND UP in that section of the string for the combo to work. *Weed Whacker 1 (WW1*) d/b+3 = !~3 = !~4,1+2 [~D] *Weed Whacker 2 (WW2*) d/b+3,!4,4,3+4 --------------------------------------------------------------------------- *Slippery Kick Strings (SKS*) 3~4,4 = 4 [~B] = 1+2 [~D] --------------------------------------------------------------------------- *Front Stinger 1 (FS1*) D+3,!FC+3+4 [~B] *Front Stinger 2 (FS2*) ^D+4,!^FC+3+4 *Front Stinger 3 (FS3*) ^D+3,!^FC+3+4 *Front Stinger 4 (FS4*) !^RLX+3+4 = !^FC+3+4~D = ^D+4,!^FC+3+4~D --------------------------------------------------------------------------- *Helicopter 1 (H1*) HSP+4 = !(u_d)+(3_4)~D,RLX+4~3 = !3 *Helicopter 2 (H2*) HSP+4,!4 [~B] --------------------------------------------------------------------------- *Wheel Kick 1 (WK1*) RWD+3+4,3+4,!3+4 *Wheel Kick 2 (WK2*) RWD+3+4~FC,!^FC+3+4 *Wheel Kick 3 (WK3*) RWD+3+4~FC,!^~RWD+u+3,3+4 --------------------------------------------------------------------------- *Carnival Sweep 1 (CS1*) RWD+4,!3 *Carnival Sweep 2 (CS2*) HSP+2,!4,3 *Carnival Sweep 3 (CS3*) RWD+4,!3+4 [~B][~D] --------------------------------------------------------------------------- *Double Punch Strings (DPS*) 1,2 = d/f+2 = !D+3 --------------------------------------------------------------------------- *Flop Punch 1 (FP1*) HSP+(1_2)~FC,D+(3_4),!FC+3+4 [~B][~D] *Flop Punch 2 (FP2*) ^HSP+1,3 = !~3 = !3,!~4 = 4 = 1+2 [~D] --------------------------------------------------------------------------- *Leg Whip 1 (LW1*) b+4,!4,3+4 *Leg Whip 2 (LW2*) b+4,!3 = !~3 = !~4 = 4 = 1+2 [~D] = !4,4,3+4 --------------------------------------------------------------------------- *Perch Flop Kick Strings (PFKS*) HSP+d+3+4,(u_d)+(3_4) [~D] ===================================== EDDY'S JUGGLES, COUNTER HITS & COMBOS ===================================== The reason I made this FAQ so that I can provide the reader with the necessary combos that they can use when playing Eddy. This is it! Now you can show how lethal Capoeira can be. EJCC works both for recommended CPU and Human opponents & especially useful to Okizeme tactics. Some EJCCs have specific properties. See their corresponding footnote (#) in the Property Column (PRC). The Attack Percentage (ATK%) indicates how successful the EJCC against the opponent based upon my research. The higher the ATK% the less chance to escape the EJCC. Keep in mind though that in order for the EJCC to work, you need to get close to the opponent by dashing forward; remember to time your juggles, and just pure luck. ============================== JUGGLES START-UP USED FOR EJCC ============================== FREAK SHOW (d/f+3+4) SLIPPERY KICK (3~4) Other related versions: Other related versions: Freak Show (RWD+u+3,~3) Slippery Kick (HSP+3~4) Freak Show (RWD+1+2,~3) Slippery Kick (f+4,3+4) Scoop Up Kick (RLX+3~4) Slippery Kick (HSP+4,3+4) UPPER (WS+2) PERCH FLOP KICK (HSP+d+3+4) Other related version: WHEEL KICK (RWD+3+4) Instant Perch Flop Kick (RWD+3,B,HSP+3+4) (Note: execute a kick from 3 before B to HSP RISING KICK (u/f+N+4) for the 3+4 to work) LOW KICK RISE (Grounded Position+3) (Note: 3 trips the opponent) --------------------------------------------------------------------------- =FREAK SHOW JUGGLES= (FRS) PRC ATK% --------------------------------------------------------------------------- 1. FRS,DP1* 80-95% 2. FRS,1,1,d/f+3 90-95% 3. FRS,FS1* #1 #3 90-95% 4. FRS,1,{FS2*},3+4,{FS4*} #2 85-90% 5. FRS,!WW1* #1 90-95% 6. FRS!^SKS* 75% 7. FRS,3 100% 8. FRS,1,CS1* #1 75-85% 9. FRS,1,CS3* #1 80-85% 10. FRS,DP2* 95-100% 11. FRS,(d/f+1_1),d/b+3~4,1+2 #1 75-80% --------------------------------------------------------------------------- =UPPER JUGGLES= (UP) PRC ATK% --------------------------------------------------------------------------- 1. UP,DP1* 75-90% 2. UP,1,1,d/f+3 85-90% 3. UP,FS1* #1 #3 85-90% 4. UP,1,{FS2*}~D,{FS4*} #2 80-90% 5. UP,!WW1* #1 85-95% 6. UP,!^SKS* 75% 7. UP,CS1* #1 80-85% 8. UP,u/f+3+4 100% 9. UP,LW1* #1 80-90% 10. UP,1,CS1* #1 75-80% 11. UP,1,CS3* #1 75-85% 12. UP,DP2* 95-100% 13. UP,(d/f+1_1),d/b+3~4,1+2 #1 75-80% --------------------------------------------------------------------------- =SLIPPERY KICK JUGGLES= (SK) PRC ATK% --------------------------------------------------------------------------- 1. SKS* 95-100% 2. SK,^RLX+3~FC,!D+3,FC+3+4,~B(stand) #1 #4 60-70% 3. SK,RLX+,4~3 95-100% 4. SK,RLX,3~4 95-100% 5. SK~B,HSP+(u_d)+(3_4), ~B(stand) #1 95-100% 6. SK~B,HSP+3 80-85% 7. SK~B,HSP+3~4 95-100% 8. SK~B,!H1* #3 75% 9. SK~B,^FP2* #2 #3 80-85% 10. SK~B,^CS2* #1 #3 80-85% 11. SK,{FS4*} #2 80-85% --------------------------------------------------------------------------- =WHEEL KICK JUGGLES= (WK) PRC ATK% --------------------------------------------------------------------------- 1. WK1* #1 90-95% 2. WK2* [~B] 95-100% 3. WK,CS1* #1 95% 4. WK2*,{FS2*} #2 #5 75%-95% 5. WK,!d/b+3+4 #2 #6 75% 6. WK,!(u_u/f)+2 #1 75-85% 7. WK3*,!^{FS4*} #1 80-90% 8. WK,CS3* #1 90% 9. WK2*~D,{FS4*} #2 85-90% 10. WK,f,f,!^WK1* #2 #3 85-95% --------------------------------------------------------------------------- =PERCH FLOP KICK JUGGLES= (PFK) PRC ATK% --------------------------------------------------------------------------- 1. PFK,H1* 80-90% 2. PFK,H2* #3 75% 3. PFK,FP1* #1 #3 80-90% 4. PFK,CS2* #1 #3 85-100% 5. PFK,!^SKS* 75-85% 6. PFKS*,{FS4*} #2 85-90% 7. PFKS*,RLX+4~3 90-95% --------------------------------------------------------------------------- =RISING KICK JUGGLES= (RK) PRC ATK% --------------------------------------------------------------------------- 1. RK,LW1* #1 85-100% 2. RK,!WW1* #1 85-95% 3. RK,DP1* 80-90% 4. RK,1,1,d/f+3 90-100% 5. RK,FS1* #1 #3 90-100% 6. RK,1,{FS2*}~D,{FS4*} #2 90-95% 7. RK,CS1* #1 75-85% 8. RK,!^SKS* 75% 9. RK,f+3 95-100% 10. RK,u/f+3+4 95-100% 11. RK,RWD+1+2,!~3 75-85% 12. RK,1,CS3* #1 75-85% 13. RK,DP2* 95-100% 14. RK,(d/f+1_1),d/b+3~4,1+2 #1 75-80% --------------------------------------------------------------------------- =LOW KICK RISE JUGGLES= (LKR) PRC ATK% --------------------------------------------------------------------------- 1. LKR,FC+3+4,[FS2*]~D,[FS4*] #2 80-90% 2. LKR,!^WW1* #1 80-85% 3. LKR,!(u_u/f)+N+2 #1 85-90% 4. LKR,CS1 #1 80-85% 5. LKR,RWD+u+3,3+4 #1 75-85% 6. Grounded+3~FC,!D+3 75-80% ================================== COUNTER HIT START-UP USED FOR EJCC ================================== CRUNCHER (RWD+2) LEG WHIP (b+4) Other related versions: Cutting Leg Whip (d/b+3,4) Cutting Leg Whip (HSP+1,3,4) --------------------------------------------------------------------------- =CRUNCHER BOUNCE JUGGLES= (CR) PRC ATK% --------------------------------------------------------------------------- 1. CR,LW1* #1 95-100% 2. CR,u_u/f+4 100% 3. CR,!WW1* #1 85-90% 4. CR,f+(3_4~B),~B(Stand) 90-95% 5. CR,CS1* #1 75-90% 6. CR,FS1* #1 #3 80-90% 7. CR,!d/b+3+4 #2 75% 8. CR,!(u_u/f)+2 #1 75-85% 9. CR,f,f+3+4 80-90% 10. CR,RWD+1+2,!~3 75-85% 11. CR,CS3* #1 75-85% 12. CR,f+1+2,!HSP+(u_d)+(3_4),~B(stand) #1 80-90% 13. CR,FC+3+4,{FS2*}~D,{FS4*} #2 85-90% 14. CR,3~3 85-90% --------------------------------------------------------------------------- =LEG WHIP COUNTER HIT COMBOS= (LW) PRC ATK% --------------------------------------------------------------------------- 1. LW,