=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Real Bout Fatal Fury Special: Dominated Mind FAQ By: Goh_Billy (billy_kane_32@hotmail.com) & Giygas (almighty_idiot@hotmail.com) Version #: 2.0 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Sections -------- 1. Legend 1.1 Basic Game Legend 1.2 Chain Attack Legend 2. System 2.1 Basics 2.2 Power Gauge And Supers 3. Characters 3.1 Terry Bogard 3.2 Alfred 3.3 Mai Shiranui 3.4 Cheng Sinzan 3.5 Kim Kaphwan 3.6 Jin Chonrei 3.7 Franco Bash 3.8 Duck King 3.9 Hon-Fu 3.10 Geese Howard 3.11 Joe Higashi 3.12 Blue Mary 3.13 Wolfgang Krauser 3.14 Ryuji Yamazaki 3.15 Jin Chonshu 3.16 Billy Kane 3.17 Bob Wilson 3.18 Laurence Blood 3.19 Tung Fu Rue 3.20 Sokaku Mochizuki 3.21 Andy Bogard ---------------------------- 3.22 White 4. Menu Translation 4.1 Main Menu Screen 4.2 Options Screen 4.3 Pause Screen 5. Unlockables 6. Conclusion 6.1 What's Missing/Needed 6.2 Credits =============================================================================== 1. Legend =============================================================================== 1.1 Basic Game Legend --------------------- ub u uf f - Forward S - Strong Attack + - And \ | / b - Back P - Punch / - Or b-- --f u - Up K - Kick , - Then / | \ d - Down T - Taunt Button x - Times db d df qcf - quarter circle forward (d, df, f) qcb - quarter circle back (d, db, b) hcf - half circle forward (b, db, d, df, f) hcb - half circle back (f, df, d, db, b) 1.2 Chain Attack Legend ----------------------- * - can perform special/super right after if connected E - ends string 1 - first hit must connect for this part to come out 2 - second hit must connect for this part to come out 3 - third hit must connect for this part to come out O - overhead _ - must be blocked low A - launches opponent into the air G - opponent must be on ground and must be close enough to connect the pursue (otherwise dash towards them before they recover to get close enough) < - backdash > - shifts to other side of opponent H - first attack must be from a high jump for this part to come out =============================================================================== 2. System =============================================================================== ++++++++++++++ | 2.1 Basics | ++++++++++++++ Throw f/b + S close Dash Forward f, f can attack out of dash Dash Jump uf Halt b Dash Backward b, b invulnerable for a second Air Turn Around T in air works only on high jumps Short aka Small Jump tap ub/u/uf High Jump press ub/u/uf Air Block ub/u/uf, b Block High b Block Low db will not block overheads Recovery Roll b, db, d + T after being knocked down Dizzy Recovery shake joystick and tap the buttons rapidly when dizzied Defensive Attack f + LP while you will find this will blocking work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Quick Approach f + T when the you must time the motion opponent is to the opponent's attack; attacking you will absorb the attack while moving forward and not take any damage; this functions essentially like a parry and as such you can perform specials/supers at the end of the Quick Approach or even perform another Quick Approach Reversal guard, and then perform a special move after blockstun Break Shot perform move marked requires H. Power or higher with (BS) while blocking Kara Cancel input a special or super during the early frames of a normal/command attack Secret Moves - These moves are listed as such in the movelist details. Some characters have secret moves and they are not usable until they are unlocked. To unlock them you must beat the game with every character in Arcade Mode by not losing a round and meeting Geese each time. Once you do this with every character the secret moves will unlock. ++++++++++++++++++++++++++++++ | 2.2 Power Gauge And Supers | ++++++++++++++++++++++++++++++ Power Gauge - This fills when you use special moves, connect (not blocked) any attack, or when you block an opponent's attack. H. Power - This occurs when half your power gauge is filled. This allows you to use Break Shots and Recovery Rolls. S. Power Super - When your gauge is filled, you will have a S Power bar. It decreases over time, until eventually your gauge empties completely. You are able to use a S. Power Super when the S. Power bar is active. After using a S. Power Super, the bar will automatically empty. You can also perform S. Power Supers when your lifebar is flashing. During this time, there is no need for a charged Power Gauge and you can perform as many S. Power Supers as you want. P. Power Super - When the gauge is filled and your lifebar is flashing red, the power gauge will display a P. Power bar. As with the S. Power bar, this decreases over time. During the bars active run, you can perform a P. Power Super. Once performed, the power gauge will empty. Final Impact - Final Impacts in this game are essentially super cancels. Each character has the ability to cancel certain specials or supers into other supers. In each character's movelist there is the chain of possible canceling options. Final Impacts can be performed in two ways. One is by performing the initial move and immediately entering the motion of the finishing super. This requires very fast timing. The other method is by hiding the motion of the second maneuver into the motion of your initial maneuver of the chain. For example, Terry can cancel his Power Wave into his Triple Geyser. A simple way to do this is use the motion qcf, qcf + P (which will activate the Power Wave), then press S (which will activate the Triple Geyser). =============================================================================== 3. Characters =============================================================================== ******************************************************************************* * 3.1 Terry Bogard * ******************************************************************************* Colors ------ K - Red jacket and hat S - Black jacket and hat Throw ----- Buster Throw f/b + S close Basic Moves ----------- Down Punch S from short jump overhead Roundhouse S close 2 hits Command Moves ------------- Slide Punch Dash Forward, d + P Uppercut df + P Flying Turn Kick f + K can be easily kara cancelled Gut Uppercut f + P while you will find this will blocking work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Feint Burning Knuckle f + P+K Feint Power Geyser d + K+S Special Moves ------------- Power Wave (BS) qcf + P will collide with other projectiles as both will be "destroyed" in the process Quick Burn (BS) f, d, df + P second part is an overhead Burning Knuckle (BS) qcb + P/S P=short, S=long Rising Tackle Charge d for 1.5 seconds, u + P Power Dunk (BS) f, d, df + K last part of the move is an overhead Crack Shoot qcb + K S. Power Super -------------- Power Geyser (BS) qcf, qcf + K+S absorbs projectiles P. Power Supers --------------- Overheat Geyser qcf, qcf + S absorbs projectiles Triple Geyser qcb, qcb + S secret move; geysers at end of move absorb projectiles Chain Attacks ------------- Punch Starters `````````````` P (*) --------> S (*, E) P close (*)----> S (*, 1) -----> S (*, E) d + P (*)------> S (*, E) | d + S (*, E, 1) | | ----> d + K (*, _)----> S (*, 2, E) d + S (*, 2, E) P in air (0)---> K (1, H, O)-----> S (2, H, O, E) S (1, H, O, E) Kick Starters ````````````` K close (*)----> S (*, E) K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` None Final Impact Chains ------------------- Power Wave -------> Overheat Geyser Quick Burn Rising Tackle Power Dunk ******************************************************************************* * 3.2 Alfred * ******************************************************************************* Colors ------ K - Yellow pants w/ Blue top S - Black pants w/ Red top Throw ----- Sonic Wing f/b + S close Basic Move ---------- Propeller Chop S close 2 hits Command Moves ------------- Slide Chop Dash Forward, P Fokker d + K in air overhead; does not work with short jumps Slide Kick f + K Retreat Kick b + K if connected (not blocked), follow with Augmentor Wing Slash Swipe f + P while you will find this will blocking work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Side Step b + P+K dodges low and high attacks (including projectiles) Feint Critical Wing d + P+K Special Moves ------------- Augmentor Wing (BS) qcf + P Critical Wing (BS) qcb + P/S P=short, S=long S. Tol f, uf, u + K if dash hits, he throws opponent; unblockable Mayday Mayday qcb + K in air Slash K overhead Kick Follow Up K Slash must connect for this follow up and the others to be possible Kick Finish K Divergence (BS) qcf + S absorbs projectiles S. Power Supers --------------- Shock Stall qcb + K+S in air dive must connect (not (connect on blocked) to perform ground opponent) entire super Shock Augmentor qcb + K+S in air dive must connect (not (connect on blocked) to perform airborne opponent) entire super P. Power Supers --------------- Wave Rider qcb, qcb + S launches opponent if super connects (not blocked); can follow with Augmentor Wing in corner Hexadrive qcf, qcf + S in air secret move; dive must connect (not blocked) to perform entire super Chain Attacks ------------- Punch Starters `````````````` P (*) --------> S (*, 1, E) P close (*) d + P (*) Kick Starters ````````````` K (*) --------> S (*, 1, E) K close (*) Strong Starters ``````````````` S in air-------> P (*, 1, H, O, E) (*, O) K (*, 1, H, O, E) S (*, 1, H, O, E) Final Impact Chains ------------------- Critical Wing -------> Wave Rider (P Version) Divergence Mayday Mayday -------> Shock Stall Hexadrive ******************************************************************************* * 3.3 Mai Shiranui * ******************************************************************************* Colors ------ K - Red costume S - Blue costume Throws ------ Windmill Breaker f/b + S close Dreamy Cherry Blossoms d + S close in air Basic Moves ----------- Down Fan S from a short jump overhead Roundhouse S close 2 hits Turn Fan S far 2 hits Command Moves ------------- Triangle Jump jump toward the wall, then away Slide Fan Dash Forward, d + P Slide Back Kick Dash Forward, d + K Double Foot Strike tap S repeatedly wake up attack when you are knocked down Rising Fan f + P while you will find this will blocking work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Feint Butterfly Fan d + P+K Special Moves ------------- Butterfly Fan (BS) qcf + P/S P=slow, S=fast; will collide with other projectiles as both will be "destroyed" in the process Dragon Blaze Dance (BS) qcb + P absorbs projectiles Riotous Butterfly Fan qcb + S secret move Part Two qcb + S Part Three qcb + S Finish qcb + S Deadly Ninja Bees (BS) hcf + S Solar Flash Dance Charge d for 1 absorbs projectiles second, u + S Flying Squirrel d + P+K in air S. Power Super -------------- Super Deadly Ninja Bees f, db, f + K+S / f, hcf + K+S P. Power Super -------------- Crimson Explosion f, db, f + S / hop in must touch opponent f, hcf + S in order to perform the entire super; unblockable Chain Attacks ------------- Punch Starters `````````````` P (*) --------> P (*, 1) -----> S (*, E) P close (*) f + S (*, E) d + P (*)------> d + S (*, 1, E) P in air-------> K (*, 1, H, 0)--> S (*, 2, H, O, E) (*, O) S (*, 1, H, O, E) Kick Starters ````````````` d + K (* _)----> S (*, 1, E) K in air-------> S (*, 1, H, O, E) (*, O) Strong Starters ```````````````` None Final Impact Chains ------------------- Butterfly Fan -------> Crimson Explosion Dragon Blaze Dance Riotous Butterfly Fan Super Deadly Ninja Bees ******************************************************************************* * 3.4 Cheng Sinzan * ******************************************************************************* Colors ------ K - Green shirt S - Orange shirt Throws ------ Self-Defense Drop f/b + S close Homicidal Headbutts df + S close Basic Moves ----------- Hop Split K far Head Soften S close 2 hits Command Moves ------------- Falling Double Bop f + P overhead; can be easily kara cancelled Prop Tantrum d + S all parts must be blocked low Brawny Reverse Bop P+K Slapping Palm f + P while you will find this will blocking work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Feint Avalanche Crunch f + P+K Feint Tempest Blast d + P+K Special Moves ------------- Tempest Blast (BS) qcf + P will collide with other projectiles as both will be "destroyed" in the process High Tempest Blast (BS) f, d, df + P will collide with other projectiles as both will be "destroyed" in the process Belly Drum Blast Charge d for 1 use b or f to move; tap P to second, u + P delay move; overhead Avalanche Crunch (BS) Charge b for 1 K=short, S=long second, f + K/S Full Reverse Pellet (BS) hcb + K high counter attack S. Power Supers --------------- Bursting Heavens (BS) Charge db for 1 the projectile itself second, qcf + K+S absorbs other projectiles Life's Great Journey qcb, qcb + K+S secret move; absorbs projectiles P. Power Super -------------- Collapse Of Creation qcf, qcf + S use b or f to move; the descend portion must touch the opponent to perform the entire super Chain Attacks ------------- Punch Starters `````````````` P close (*)----> K (*, 1) -----> S (*, 2, E) d + P (*) d + K (*, 1, _) d + S (*, 2, _, E) S (*, 1, E) d + S (*, 1, _, E) P in air (O)---> S (1, H, O, E) Kick Starters ````````````` K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` None Final Impact Chains ------------------- Tempest Blast -------> Collapse Of Creation High Tempest Blast Bursting Heavens ******************************************************************************* * 3.5 Kim Kaphwan * ******************************************************************************* Colors ------ K - White costume S - Black costume Throw ----- Body Drop f/b + S close Basic Moves ----------- Cyclone Kick S far Deep Roundhouse S close 2 hits Command Moves ------------- Slide Snap Kick Dash Forward, d + P Axe Kick f + K second part is an overhead Gut Kick f + P while you will find this will blocking work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Feint Phoenix Flattner d + K+S Special Moves ------------- Aerial Dust Storm (BS) f, d, df + P Crescent Moon Slash (BS) qcb + K/S K=short, S=long Flying Swallow Slice Charge d for 1.5 seconds, u + K Sky Raising Slash d + K Flying Swallow Slice must connect (not blocked) for follow up to be possible Soaring Kick d + K in air Judgment Kick df + K Soaring Kick must touch opponent to allow this follow up; must be blocked low S. Power Super -------------- Phoenix Flattner qcf, qcf + K+S dash in must connect (not blocked) to perform entire super P. Power Super -------------- Phoenix Kick Dance qcf + S in air move must connect (not blocked) to perform entire super Chain Attacks ------------- Punch Starters `````````````` P (*) --------> S (*, 1, E) P close (*) P in air-------> K (*, 1, H, 0)--> S (*, 2, H, O, E) (*, O) S (*, 1, H, O, E) Kick Starters ````````````` K (*) --------> S (*, E) K close (*) K in air-------> S (*, 1, H, O, E) (*, O) Strong Starters ``````````````` S close (*)----> S (A, E) S far --------> S (E) Final Impact Chains ------------------- Soaring Kick -------> Phoenix Kick Dance ******************************************************************************* * 3.6 Jin Chonrei * ******************************************************************************* Colors ------ K - Blue costume S - Black costume Throw ----- Mighty Dragon Activation f/b + S close Basic Move ---------- Driving Elbow S close 2 hits Command Moves ------------- Axe Kick f + K can be easily kara cancelled Quick Poke f + P while you will find this will blocking work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Feint Empire Destiny Slash d + K+S Special Moves ------------- Emperor Heavenly Eye qcf + P/S P=small and slow, S=large and fast; will collide with other projectiles as both will be "destroyed" in the process Emperor Crunch (BS) f, d, df + P/S P=short, S=further Emperor God Bop (BS) f, f + P Extended Emperor God Bop f, f, f + P Dragon Transformation (BS) qcf + K hold K to roll further; high dodge; can roll past opponent Emperor Hidden Blow qcb + K reflects projectiles Emperor Blast (BS) qcb, f + S not only causes damage to opponent, but will also regenerate a portion of Chonrei's lifebar as well; will collide with other projectiles as both will be "destroyed" in the process S. Power Supers --------------- Empire Destiny Slash qcf, qcf + K+S holding K+S will empower the (hold K+S to maneuver as it will enlarge empower) the projectile and deal more damage; unblockable; absorbs projectiles P. Power Supers --------------- Emperor Roar Destroyer qcf, qcf + S absorbs projectiles Emperor Reverse Scale Fist qcb, qcb + S secret move; swipe must touch opponent to perform the entire maneuver; the low kick part of the rush attack must be blocked low Chain Attacks ------------- Punch Starters `````````````` P close (*)----> K (*, 1) -----> S (*, E) d + P (*) d + K (*, _) d + S (*, _, E) S (*, 1, E) P in air (O)---> K (1, H, O)-----> S (2, H, O, E) S (1, H, O, E) Kick Starters ````````````` K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` None Final Impact Chains ------------------- Emperor Heavenly Eye-> Empire Destiny Slash Emperor God Bop Extended Emperor God Bop Emperor Crunch ******************************************************************************* * 3.7 Franco Bash * ******************************************************************************* Colors ------ K - Orange costume S - Green costume Throw ----- Gorilla Rush f/b + S close Basic Moves ----------- Down Punch S from short jump overhead Mega Upper S close 2 hits Command Moves ------------- Slide Jab Dash Forward, d + P Rising Uppercut tap S repeatedly wake up attack when you are knocked down Barom Punch P+K can be easily kara cancelled Small Swing f + P while you will find this will blocking work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Feint Zapper d + P+K Special Moves ------------- Zapper (BS) qcf + P will collide with other projectiles as both will be "destroyed" in the process Double Kong (BS) qcb + P second part is an overhead Guts Dunk (BS) qcf, uf + K the stomp from the last part is an overhead Golden Bomber hcb + S S. Power Supers --------------- Final Omega Blast (BS) qcb, qcb + K+S hold K+S to increase the distance of the maneuver P. Power Super -------------- G-G-G-Guts Dunk!! qcf, qcf + S secret move; last part is an overhead Armageddon Buster qcb, qcb + S uppercut must connect (not blocked) in order for the whole super to be performed; super stuns opponent ---you have the length of time before your P bar runs out or at the end of a--- ---combination of 12 attacks to perform the following maneuvers in a combo:--- ---(Note - you can use special moves in your combination, but this will--- ---effectively end the string of moves)--- Gut Punch P Straight Punch f + P Uppercut b + P Low Punch d + P Knee Strike K Straight Kick f + K Low Foot d + K Low Blow Uppercut S Reaching Back Kick f + S Low Swipe Kick d + S Barom Punch P + K Chain Attacks ------------- Punch Starters `````````````` P in air (O)---> S (1, H, O, E) Kick Starters ````````````` K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` None Final Impact Chains ------------------- Zapper --------> G-G-G-Guts Dunk!! Double Kong Armageddon Buster ******************************************************************************* * 3.8 Duck King * ******************************************************************************* Colors ------ K - Yellow top w/ Blue vest S - Red top w/ Black vest Throws ------ Slam Dunk f/b + S close Neck Slam d + S close in air Basic Moves ----------- Hop Kick K far low dodge Rising Beat S close 2 hits Command Moves ------------- Slide Backfist Dash Forward, d + P Duck Fake Air d, d in air causes Duck to stop in mid air for a split second; cannot perform air normals after this, but Duck can perform a Flying Spin Attack; can use as an air dodge as Duck is invulnerable for a split second Drop Straight Down do nothing Drop Diagonally Back b Drop Diagonally Forward f Duck Fake Ground Dash Forward, df + S dodges high attacks, will slide past opponent Down Swipe b + P overhead; can be easily kara cancelled Slide df + K must be blocked low Double Hand Spin d + S both parts must be blocked low Ground Spin d + S on downed pursue attack opponent Power Headbutt f + P while you will find this will blocking work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Feint Duck Dance d + K+S Special Moves ------------- Head Spin Attack (BS) qcf + P Riding Spin Attack (BS) qcf + S Kick Finish tap S rapidly Riding Spin Attack must touch opponent in order for this follow up to be available Flying Spin Attack qcb + P in air Neo Break Storm (BS) f, d, df + K Dancing Dive qcb + K Beat Rush (BS) f, b, f + S S. Power Supers --------------- Break Spiral hcf, uf, d + K+S unblockable close P. Power Super -------------- Duck Dance (BS) d, d + P+K+S ---you have the length of time before you P bar runs out to perform one of--- ---the following maneuvers:--- Air Cannonball f, df, d + K+S in air Cannonball b, f, b, f + K+S Dance Kick qcb, qcb + K+S Heaven's Knee qcf, qcf + K+S Chain Attacks ------------- Punch Starters `````````````` P (*) --------> S (1) -----> df + S (*, 2, A, E) P close (*) K (*, 1, E) d + P (*) d + K (*, 1, _, E) df + S (*, 1, A, E) P in air-------> K (*, 1, H, O)--> (*, 2, H, O, E) (*, O) S (*, 1, H, O, E) Kick Starters ````````````` K close (*)----> S (1) -----> df + S (*, 2, A, E) d + K df + S (*, A, E) (*, _) K in air-------> S (*, 1, H, O, E) (*, O) Strong Starters ``````````````` None Final Impact Chains ------------------- Head Spin Attack-----> Cannonball Riding Spin Attack Dance Kick Neo Break Storm Heaven's Knee Dancing Dive Beat Rush Flying Spin Attack---> Air Cannonball ******************************************************************************* * 3.9 Hon-Fu * ******************************************************************************* Colors ------ K - Black pants w/ Red top S - Red pants w/ White top Throw ----- Leg Toss f/b + S close Basic Moves ----------- Down Nunchaku S from short jump overhead High Roundhouse S close 2 hits Command Moves ------------- Slide Nunchaku Shot Dash Forward, d + P Rising Nunchaku df + P Blind Nunchaku Shot b + P must be blocked low Roundhouse f + K can be easily kara cancelled Side Nunchaku f + P while you will find this will blocking work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Feint Sky Of Fire Noogie b + P+K Special Moves ------------- Sky Of Fire Noogie (BS) f, d, df + P/S P=short, S=further Fire Stallion (BS) qcb + P, tap P if no P is tapped after repeatedly move, Hon-Fu will finish with himself in a "stun"; tap P in a good rythm to have Hon-Fu finish with a fire attack; if the tapped P portion is not in a good rythm you will again end up in a "stun" Heavenly Lightning qcb + K Lightning On Earth Charge db for 1.5 must be blocked low seconds, f + K Low Headbutt Exit tap K repeatedly must be blocked low Kaoloon's Prediction hcf + S kick must connect (not blocked) with opponent on the ground for entire move to come out Black Dragon hcf + S kick must connect (not blocked) with opponent in the air for entire move to come out Headbutt Charge b, f + P / secret move b, f + P Buddhist Bopper Catch d, d + S in air connects close to grounded opponents and is unblockable S. Power Super -------------- Neo Exploding Goro qcf, qcf + K+S P. Power Super -------------- Cadenza Storm qcf, qcf + S dash in must connect (not blocked) in order to perform the entire super Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*, 1) -----> df + S (*, 2, A, E) P close (*) d + P (*) P in air (O)---> K (1, H, O, E) S (1, H, O, E) Kick Starters ````````````` K (*) --------> S (*, 1, E) K close (*) d + K (*, _) K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` None Final Impact Chains ------------------- Sky Of Fire Noogie---> Cadenza Storm Fire Stallion Lightning On Earth ******************************************************************************* * 3.10 Geese Howard * ******************************************************************************* Colors ------ K - Red pants w/ Yellow trim and Flesh Color skin S - Black pants w/ Off White trim and Gray skin Throws ------ Vacuum Throw f/b + S close Mauling Tiger Crunch df + S close Basic Moves ----------- Jump Kick S from a short jump overhead Backfist S close 2 hits Command Moves ------------- Slide Punch Dash Forward, d + P Slide Tap Kick Dash Forward, d + K Rising Palm df + P Rolling Sweep b + K can be easily kara cancelled Slash Uppercut f + P while you will find this will blocking work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Feint Gale Fist d + P+K Feint Raging Storm d + K+S Special Moves ------------- Gale Fist (BS) qcb + P absorbs projectiles Double Gale Fist (BS) qcb + S absorbs projectiles Hurricane Fist qcb + P in air overhead; absorbs projectiles Second Hurricane Fist P can control descent with b or f; overhead absorbs projectiles True Hurricane Fist qcb + S in air overheads; absorbs projectiles Second True Hurricane qcb + S in air overheads; absorbs projectiles Jump Kick P/K/S overhead Evil Image Charge (BS) Charge b, f + K / dash must connect (not b, f + K blocked) to perform entire maneuver Evil Image Throw (BS) Charge b, f + S / dash must connect (not b, f + S blocked) to perform entire maneuver Dragon Throw (BS) hcf + K counter attack to jump maneuvers and special moves (not projectiles) Push Of The Tiger (BS) hcf + S high counter; moves opponent to other side of him where they are "stunned" for a split second S. Power Super -------------- Raging Storm (BS) db, hcb, df + K+S absorbs projectiles P. Power Supers --------------- Demonic Hurricane Fist qcf, qcf + S secret move; dash in must connect (not blocked) for entire super to be performed Deadly Rave qcb, f + P, P, P, dash in must connect (not K, K, K, S, S, S blocked) for the entire super to be performed Finish qcb + S Chain Attacks ------------- Punch Starters `````````````` P in air-------> S (1, H, O, E) (*, O) Kick Starters ````````````` K in air-------> S (1, H, O, E) (*, O) Strong Starters ``````````````` None Final Impact Chains ------------------- Gale Fist --------> Raging Storm Double Gale Fist Deadly Rave ******************************************************************************* * 3.11 Joe Higashi * ******************************************************************************* Colors ------ K - Blue shorts w/ Red trim S - Yellow shorts w/ Black trim Throws ------ Jaws Special f/b + S close Down Heel d + S Knees Of Hell df + S close Basic Move ---------- Straight Kick S from uf/ub short overhead jump Command Moves ------------- Slide Fist Dash Forward, d + P Slide Shin Kick Dash Forward, d + K Quick Uppercut b + P Rising Elbow df + P High Kick b + K Slide Kick df + K must be blocked low Special Taunt d + S on downed pursue taunt opponent Jaw Opener f + P while you will find this will blocking work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Feint Tiger Kick b + P+K Feint Hurricane Upper d + P+K Special Moves ------------- Hurricane Upper (BS) hcf + P will collide with other projectiles as both will be "destroyed" in the process Exploding Hurricane hcf + S first tornado will collide with other projectiles and "destroy" them as well as be "destroyed", while the second and third tornadoes will continue their path TNT Punch tap P repeatedly Dynamite Fist qcf + P overhead Tiger Kick f, d, df + K Pressure Knee (BS) guard an attack, then f, d, df + S Explosive Heel qcb + K Pressure Knee must connect (not blocked) for this follow up to be possible Golden Heel (BS) qcb + K Slash Kick Charge db, f + K / db, f + K Powerful Slash Kick Charge db, f + S / first part must connect (not db, f + S blocked) to perform entire maneuver S. Power Super -------------- Screw Upper qcf, qcf + K+S absorbs projectiles P. Power Supers --------------- Slide Screw qcf, qcf + S absorbs projectiles Burn Tiger Heel qcb, qcb + S secret move Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*, 1) -----> S (2, E) P close (*)| S (*, 1, E) d + S (2, _, E) | df + S (*, 2, A, E) | | ----> d + K (*, 1, _)-> d + S (2, _, E) df + S (*, 2, A, E) d + P (*)------> K (*, 1) -----> S (2, E) | d + S (2, _, E) | df + S (*, 2, A, E) | | ----> d + K (*, 1, _)-> d + S (_, 2, E) df + S (*, 2, A, E) b + P (*)------> S (1, *, E) P in air (O)---> K (1, H, O, E) S (1, H, O, E) Kick Starters ````````````` K (*) --------> S (*, 1) -----> S (*, 2) -----> qcf + S (3, A, E) K close (*)----> K (*, 1) -----> S (2, E) | d + S (2, _, E) | df + S (*, 2, A, E) | | ----> d + K (*, 1, _)-> d + S (2, _, E) df + S (*, 2, A, E) K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` None Final Impact Chains ------------------- Hurricane Upper------> Slide Screw TNT Punch Tiger Kick Pressure Knee ******************************************************************************* * 3.12 Blue Mary * ******************************************************************************* Colors ------ K - Black pants w/ Red jacket and Blonde hair S - Blue pants w/ Black jacket and White hair Throw ----- Spine Crush f/b + S close Achilles Hold f, df, d + S Basic Moves ----------- Air Backfist S from short jump overhead Axe Kick K close 2 hits Rising Slap S close 2 hits Command Moves ------------- Slide Punch Dash Forward, d + P Slide Step Roller Dash Forward, f + K second part must be blocked low Step Roller b + K second part must be blocked low Leg Press d + K on downed pursue attack opponent Mary Dodge P+K dodges low and high attacks (including projectiles) Good Night Backbreaker df, df + S when unblockable; input most be close done quickly after Mary Dodge Throat Elbow f + P while you will find this will blocking work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Special Moves ------------- Vertical Arrow (BS) f, d, df + K Mary Snatcher f, d, df + K the first part must connect (not blocked) for the follow up to be possible Face Lock db, f + S Straight Slice (BS) Charge b for 1 second, f + K Mary Crab Clutch hcf + K Straight Slice must connect (not blocked) for this follow up to be possible Mary Spider (BS) qcf + S unblockable S. Power Super -------------- Mary Typhoon qcf, qcf + K+S close unblockable Mary Splash Rose f, hcf + K+S secret move; dash in must connect (not blocked) in order to perform the entire super P. Power Super -------------- Mary Spinning Toss qcf, qcf + S rising knee must connect (not blocked) for entire super to be performed Chain Attacks ------------- Punch Starters `````````````` P (*) --------> S (*, 1) -----> df, df + S (2, E) P close (*)| | ----> d + P (*) -----> d + S (*, A, E) d + P (*)------> d + S (*, A, E) P in air (O) --> K (1, H, O, E) S (1, H, O, E) Kick Starters ````````````` K (*) --------> S (*, 1) -----> df, df + S (2, E) K close (*) d + K (*, _)---> d + S (*, A, E) K in air (O) --> S (1, H, O, E) Strong Starters ``````````````` None Final Impact Chains ------------------- Face Lock --------> Mary Spinning Toss ******************************************************************************* * 3.13 Wolfgang Krauser * ******************************************************************************* Colors ------ K - Red pants w/ Gold armor and Purple hair S - Blue pants w/ Silver armor and Brown hair Throw ----- Knee Thrust f/b + S close Basic Move ---------- Crunch Upper S close 2 hits Command Moves ------------- Slide Chop Dash Forward, d + P Slide Shin Kick Dash Forward, d + K Ground Punch f + K+S overhead; can be easily kara cancelled Big Splash d + S in air overhead Uppercut f + P while you will find this will blocking work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Feint High Blitz Ball d + P+K Feint Kaiser Wave d + K+S Special Moves ------------- High Blitz Ball (BS) qcb + P will collide with other projectiles as both will be "destroyed" in the process Low Blitz Ball (BS) qcb + S will collide with other projectiles as both will be "destroyed" in the process Dropping Elbow (BS) Charge d for 1 overhead second, u + P Leg Tomahawk qcf + K overhead To The Moon Blow hcb + K close unblockable Phoenix Thrust (BS) hcf + S counter attack to jump maneuvers and special moves (not projectiles) Machine Gun Punch Charge d for .5 can only be cancelled from seconds, df + S far S S. Power Super -------------- Kaiser Wave Charge b for 2 absorbs projectiles; seconds, uf + K+S holding the last part of (hold K+S to the motion (uf + K+S) will delay) empower the super; hold uf + K+S for: 0-1 second=level 1 wave 2 seconds=level 2 wave 3 seconds=level 3 wave P. Power Supers --------------- Gigatec Cyclone qcf, qcf + S sweep unblockable distance away or closer Deadly Rave hcb, f + P, P, P, secret move; dash in must K, K, K, S, S connect (not blocked) for the entire super to be performed Finish 1 S Finish 2 qcb + P+S Chain Attacks ------------- Punch Starters `````````````` P close (*)----> S (*, 1, E) d + P (*) P in air (O) --> S (1, H, O, E) Kick Starters ````````````` K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` S close (*)----> S (*, 1, E) S far --------> Charge d for .5 second, df + S (1, E) Final Impact Chains ------------------- High Blitz Ball------> Kaiser Wave Low Blitz Ball ******************************************************************************* * 3.14 Ryuji Yamazaki * ******************************************************************************* Colors ------ K - Black costume w/ Blonde hair S - Blue costume w/ White hair Throw ----- Grab And Toss f/b + S close Basic Move ---------- High Kick S close 2 hits Command Moves ------------- Slide Stomach Boot Dash Forward, d + K Down Fist f + P both hits are overheads; can be easily kara cancelled Uppercut Swing df + S Down Fist must touch opponent for this to come out; launches opponent Uppercut Swing df + P Hell Stomp d + S on downed pursue attack opponent Swipe Away f + P while you will find this will blocking work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Special Moves ------------- Judgement Dagger (BS) f, db, f + P move must connect (not blocked) to perform entire maneuver Hell Punch (BS) f, d, df + P+K overhead Snake Tamer qcb + P/K/S (hold P=high, K=mid, S=low; S button to delay) version must be blocked low Abort T Multi Snake Tamer release button after first part must be blocked charging for 4 low seconds Double Return qcf + S absorbs projectiles; will only absorb Sokaku's Makibishi Masher and will only return Mai's Butterfly Fan; will not absorb or return super projectiles such as Cheng's Bursting Heavens, Krauser's Kaiser Wave, etc Meter Absorb perform Double adds significant amount to Return on a your super meter projectile Projectile perform Double Return on a projectile and continue to hold S Explosive Headbutt f, b, d, u + S close unblockable Sadomazo (BS) hcf + K high counter attack S. Power Super -------------- Guillotine qcb, f + K+S move must connect (not blocked) to perform entire maneuver P. Power Super -------------- Yondan Drill 360 + S close, tap unblockable; tap S: S repeatedly to 0-7=level 1, 11 hits empower 8-9=level 2, 12 hits 10-15=level 3, 14 hits +16=level 4, 27 hits Chain Attacks ------------- Punch Starters `````````````` P close (*)----> S (*, 1, E) d + P (*) f + P (O)------> df + S (*, 1, A, E) P in air (O)---> S (1, H, O, E) Kick Starters ````````````` K (*) --------> S (*, 1, E) K close (*)----> K (*, 1, E) K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` None Final Impact Chains ------------------- Judgement Dagger-----> Yondan Drill ******************************************************************************* * 3.15 Jin Chonshu * ******************************************************************************* Colors ------ K - Red costume S - Purple costume Throw ----- Mighty Dragon Activation f/b + S close Basic Moves ----------- Wind Stab P far 2 hits Wave Swipe P close 2 hits Kick Swipe K far 2 hits Wind Knee K close 2 hits Emperor Axe S far 2 hits Rising Slap S close 2 hits Command Moves ------------- Slide Kick Swipe Dash Forward, d + K 2 hits Slide Falling Slap Dash Forward, f + P both hits are overheads; can be easily kara cancelled Low Poke d + P 2 hits Falling Slap b + P both hits are overheads; can be easily kara cancelled Crouch Punt d + K 2 hits; must be blocked low Forward Roll df + S must be blocked low Side Poke f + P while you will find this will blocking work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Feint Emperor Drain d + K+S Special Moves ------------- Sight Of Heaven Whop (BS) qcf + P/S P=slow, S=fast; will collide with other projectiles as both will be "destroyed" in the process Empire Heaven Smash f, d, df + P/S P=low, S=high Eyes Of The Emperor (BS) hcb + P/S P=stationary teleport, S=teleports behind opponent; invulnerable for split second while teleporting Emperor God's Eye (BS) hcb + K teleports Chonshu above opponent; can control descent with b or f; invulnerable for split second while teleporting Rolling Dive P/K/S Emperor God Bop f, f + P elbow must connect (not blocked) to perform the entire maneuver Imperial Exterminator b, db, d + K in will not work on short air / f, df, jumps; teleports above d + K in air and behind opponent; invulnerable for a split second while teleporting; can perform an air normal after the teleport S. Power Supers --------------- Emperor Drain qcf, qcf + K+S not only causes damage to opponent, but will also regenerate a portion of Chonshu's lifebar as well; must connect (not blocked) in order to do this however; will absorb projectiles Air Emperor Drain qcb, f + K+S in will not work on short air / qcf, jumps; not only causes qcf + K+S in air damage to opponent, but will also regenerate a portion of Chonshu's lifebar as well; must connect (not blocked) in order to do this however; will absorb projectiles P. Power Supers --------------- Neo Emperor Destiny Fist qcf, qcf + S will absorb projectiles Emperor Dragon Fist qcb, qcb + S secret move; elbow must connect (not blocked) to perform entire maneuver Chain Attacks ------------- Punch Starters `````````````` P --------> K (*, 1) -----> S (2, E) P close P (*, 1) d + S (2, _, E) d + P d + K (*, 1, _) df + S (*, 2, A, E) P in air (O)---> K (1, H, O, E) S (1, H, O, E) Kick Starters ````````````` K --------> K (*, 1) -----> S (2, E) K close d + K (*, 1, _) d + S (2, _, E) d + K (_) df + S (*, 2, A, E) K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` S close (*)----> S (*, 1) -----> S -----> f, b + S (*, A, >, E) Final Impact Chains ------------------- Sight Of Heaven Whop-> Neo Emperor Destiny Fist Empire Heaven Smash ******************************************************************************* * 3.16 Billy Kane * ******************************************************************************* Colors ------ K - Blue costume S - Black costume Throws ------ Pole Toss f/b + S close Pole Strangle f + K close Basic Moves ----------- Pole Charge K close 3 hits Spin Strikes K far 2 hits Pole Kick S far dodges low (not projectiles) Down Pole P from u short jump overhead Command Moves ------------- Slide Pole Bust Dash Forward, d + P Double Trip d + S both parts must be blocked low Pole Strike d + S on downed pursue attack opponent Lean Back Pole f + P while you will find this will blocking work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Feint Pursuit Assault Cane b + P+K Special Moves ------------- Cudgel Cruncher (BS) Charge b for 1 absorbs projectiles second, f + P Flaming Cudgel Cruncher b, f + S Cudgel Cruncher must connect (not blocked) to perform this follow up Sparrow Drop (BS) qcb + P Whirlwind Pole tap P repeatedly absorbs projectiles Dragon Flame (BS) qcb + K Pursuit Assault Cane db, qcf + K control descent with b or f S. Power Super -------------- Super Fire Wheel qcf, qcf + K+S absorbs projectiles P. Power Super -------------- Scarlet Uppercut qcf, qcf + S Burning Kane qcb, qcb + S secret move Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*, 1, E) P close (*)----> K (*, 1) -----> qcf + S (2, E) P in air (O)---> S (1, H, O, E) Kick Starters ````````````` K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` N/A Final Impact Chains ------------------- Cudgel Cruncher------> Super Fire Wheel Dragon Flame ******************************************************************************* * 3.17 Bob Wilson * ******************************************************************************* Colors ------ K - White pants w/ Green top S - Yellow pants w/ Dark Blue top Throws ------ Falcon f/b + S close Hornet Attack df, df + S Frog Hunting P/K/S/T Monkey Dance b, f, f + K+S Jaguar Combo b, df + P+S Front Bison Horns f + K immediately after Jaguar Combo starts Sweep d + K immediately after Jaguar Combo starts Quick Roundhouse u + K immediately after Jaguar Combo starts Hunting Hedgehog b, f, f + K+S Air Falcon d + S close in air Basic Moves ----------- Dropkick S from uf/ub short overhead jump Head Hunter S close 2 hits Command Moves ------------- Slide Tip Kick Dash Forward, d + K Elephant Tusk df + P Leg Drop u + S on downed pursue attack opponent Low Kick f + P while you will find this will blocking work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Feint Mad Spin Wolf d + K+S Special Moves ------------- Hunting Hedgehog qcb + P Monkey Dance (BS) guard an attack, then f, d, df + K Rolling Turtle qcb + K move with b or f Wild Wolf Charge b for 1 last 2 hits are overheads second, f + K Front Bison Horns Charge d for 1 second, u + K Eagle Step K Bison Horns Charge d for 1 second, u + S Eagle Step S Sidewinder Slide (BS) guard an attack, all parts must be blocked then qcb + S low S. Power Super -------------- Dangerous Wolf qcb, qcb + K+S the falling Wild Wolf maneuvers are overheads P. Power Super -------------- Mad Spin Wolf qcb, qcb + S Wolf Fang tap S repeatedly Chain Attacks ------------- Punch Starters `````````````` P (*) --------> S (*, 1, E) P close (*) d + P (*)------> S (*, 1, E) d + S (*, 1, E) P in air (O)---> K (1, H, O, E) S (1, H, O, E) Kick Starters ````````````` K (*) --------> S (1, E) K close (*)----> S (*, 1, E) K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` None Final Impact Chains ------------------- Hunting Hedgehog-----> Mad Spin Wolf Rolling Turtle Bison Horns Sidewinder Slide Front Bison Horns (from Jaguar Combo) ******************************************************************************* * 3.18 Laurence Blood * ******************************************************************************* Colors ------ K - Blue costume w/ Yellow trim S - Green costume w/ White trim Throws ------ Spine Slice f/b + S close Backbreaker d + S close in air Basic Moves ----------- Air Cape Swipe S in air 2 hits; both hits are overheads Shin Kick K far must be blocked low Toro S close 2 hits Command Moves ------------- Slide Cape Flick Dash Forward, d + P Down Saber d + P in air overhead; does not work on short jumps Slide Trip d + S must be blocked low Ole P+K dodges low and high attacks (including projectiles) Bull Kick f + P while you will find this will blocking work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Feint Bloody Slash d + K+S Special Moves ------------- Bloody Saber qcf + P/S P=stationary, S=slides forward Bloody Axle (BS) qcb + P/K/S P and K versions are secret moves; P=short, K=very far, S=far and is only version that is a break shot Bloody Cutter P Bloody Shooter K will collide with other projectiles as both will be "destroyed" in the process Bloody Press S when close to unblockable opponent Bloody Spin (BS) Charge b for 1.5 seconds, f + K S. Power Super -------------- Bloody Slash (BS) qcf, qcf + K+S must get all 6 hits to connect (not blocked) for a extra 2 hit finish P. Power Super -------------- Certain Death qcf, qcf + S dash in must connect (not blocked) to perform entire super Chain Attacks ------------- Punch Starters `````````````` P in air (O)---> S (1, H, O, E) Kick Starters ````````````` K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` None Final Impact Chains ------------------- Bloody Saber---------> Certain Death Bloody Slash ******************************************************************************* * 3.19 Tung Fu Rue * ******************************************************************************* Colors ------ K - Blue top S - Black top Throw ----- Rapid Punches f/b + S close Basic Moves ----------- High Wave Kick S close 2 hits Command Moves ------------- Slide Stab Dash Forward, d + P Slide Boot Dash Forward, d + K Rising Fist df + P Shoulder Strike f + P while you will find this will blocking work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Feint Furious Face Shot d + P+K Feint Giant Whirlwind d + K+S Special Moves ------------- Furious Face Shot (BS) qcf + P will collide with other projectiles as both will be "destroyed" in the process Quick Arrow (BS) qcb + P/S P=short, S=long Surge Blast Charge db for 1 absorbs projectiles second, f + P Thousand Kicks (BS) f, d, df + K Charging Surge Charge db for 1.5 absorbs projectiles seconds, f + S S. Power Super -------------- Giant Whirlwind qcf, qcf + K+S P. Power Supers --------------- Spirit Release qcf, qcf + S absorbs projectiles; Tung "ghost" will cause damage if opponent touches him Ascension Whirlwind Palm qcb, qcb + S secret move Chain Attacks -------------- Punch Starters `````````````` P close (*)----> K (*, 1) -----> S (*, 2, E) d + P (*)------> d + K (*, 1, _)-> d + S (*, _, 2, E) P in air (O)---> K (1, H, 0, E) S (1, H, O, E) Kick Starters ````````````` K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` None Final Impact Chains ------------------- Furious Face Shot----> Spirit Release Surge Blast Charging Surge Thousand Kicks ******************************************************************************* * 3.20 Sokaku Mochizuki * ******************************************************************************* Colors ------ K - Blue costume S - Green costume Throws ------ Hades Refusal Body Smash f/b + S close Deadly Ascension d + S close in air Basic Move ---------- Side Staff S close 2 hits Command Moves ------------- Slide Palm Dash Forward, d + P Slide Knee Dash Forward, d + K Staff Thrust df + P Lightning Strike d + S on downed pursue attack; pursue is opponent able to strike an opponent no matter how far their fallen body is from Sokaku Low Staff f + P while you will find this will blocking work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Feint Makibishi Masher d + P+K Feint Thunder d + K+S Special Moves ------------- Makibishi Masher qcf + P when descending low enough, the move must be blocked low; will collide with other projectiles as both will be "destroyed" in the process Thunder God Trick f, d, df + K Vortex Inferno qcb + K Possession Blast f, b, f + S after performing this move Sokaku will "rest" leaving you unable to block for a moment; it can absorb projectiles, but low ones can usually sneak by Demon Legion 360 + S close unblockable S. Power Super -------------- Thunder (BS) qcf, qcf + K+S absorbs projectiles P. Power Super -------------- Sokaku Splat (BS) qcf, qcf + S Sokaku has very slight "rest" period after super; just outside sweep range this super becomes unblockable, and within sweep range it simply becomes an overhead Chain Attacks ------------- Punch Starters `````````````` P in air (O)---> S (1, H, O, E) Kick Starters ````````````` K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` None Final Impact Chains ------------------- Makibishi Masher-----> Sokaku Splat Thunder God Trick ******************************************************************************* * 3.21 Andy Bogard * ******************************************************************************* Colors ------ K - White costume w/ Red trim S - Green costume w/ Pink trim Throw ----- Inner-Thigh Thrombosis f/b + S close Basic Move ---------- Dropping Heel S close 2 hits Command Moves ------------- Slide Palm Dash Forward, d + P Rising Palm df + P Ground Slash d + S on downed pursue attack opponent Crunch Kick f + P while you will find this will blocking work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Feint Phantom Slash f + P+K Feint Flying Slice d + P+K Feint Super Ripping Shot d + K+S Special Moves ------------- Flying Slice (BS) qcb + P projectile does NOT travel full screen distance; will collide with other projectiles as both will be "destroyed" in the process Sky Ripping Shot (BS) hcf + K Darkness Kick (BS) b, d, db + K Violent Flying Fist qcb + S absorbs projectiles Rising Dragon Blast f, d, df + S Phantom Slash Charge db, f + P/S / P=short, S=long db, f + P/S Exploding Phantom Fist b, f + S follow up to S version of Phantom Slash only Heaven Phantom Fist d, u + S Spider Hold d, d + S in air connects when you perform move and land close to opponent on ground; unblockable S. Power Super -------------- Super Ripping Shot (BS) Charge d for 1.5 seconds, df, f + K+S P. Power Supers --------------- Phantom Ripping Shot qcf, qcf + S Rising Dragon Bullet qcb, qcb + S secret move Chain Attacks ------------- Punch Starters `````````````` P (*) --------> S (*) -----> S (*, E) P close (*) P in air (0)---> K (1, H, O, E) S (1, H, O, E) Kick Starters ````````````` K in air (0)---> S (1, H, O, E) Strong Starters ``````````````` None Final Impact Chains ------------------- Flying Slice --------> Phantom Ripping Shot Phantom Slash Rising Dragon Bullet ------------------------------------------------------------------------------- ******************************************************************************* * 3.22 White * ******************************************************************************* Colors ------ K - Blonde hair and White costume w/ Red trim S - Blue hair and Pink costume w/ Green trim *****Notes***** -White cannot jump, crouch, dash, or block -Since White cannot block he has no break shots -Nearly all of White's attacks have some sort of invulnerability (not f + P, however). For example, performing a simple Straight Staff attack at the right moment can allow projectiles to pass through him. *************** Throw ----- Vortex Scream f/b + S close Basic Move ---------- Straight Staff P 2 hits Staff Trip K must be blocked low Staff Uppercut S 2 hits Command Moves ------------- Digging Staff f + P 2 hits; both hits are overhead Wild Swing df + P Down Swing f + K overhead Double Wild Swing df + K first part is an overhead Special Moves ------------- Baby Breath qcf + P absorbs projectiles; dizzies opponent if it connects (not blocked) Possum qcf + K when you White will be hunched are knocked down over and if the opponent gets near him he will attack with a series of wild swings Doll Escape Forward qcf + T when you wake up recover are knocked down Doll Escape Backward qcb + T when you wake up recover are knocked down S. Power Super -------------- None P. Power Supers --------------- World Destruction qcf + S absorbs projectiles Hypnotize qcb + S power up that increases your speed KO Super -------- Destruction Staff Shot lose 2 rounds if projectile shot from White's staff connects the opponent will lose the entire match Chain Attacks ------------- None Final Impact Chains ------------------- None =============================================================================== 4. Menu Translation =============================================================================== ++++++++++++++++++++++++ | 4.1 Main Menu Screen | ++++++++++++++++++++++++ Arcade Mode Versus Mode Survival Mode Option Menu ++++++++++++++++++++++ | 4.2 Options Screen | ++++++++++++++++++++++ Game Options Difficulty - Beginner, Easy, Normal, Hard, Very Hard, Hyper Hard, Strong Hard, Expert Time Limit - 45, 60, 90, Infinite Sound - Stereo, Mono Shoulder Button Moves Player 1 - On, Off Player 2 - On, Off Exit Key Configuration Player 1 Player 2 Punch Kick Strong Attack Taunt Shoulder Button Move 1 Shoulder Button Move 2 Shoulder Button Move 3 Shoulder Button Move 4 Exit Memory Card Save Load Autosave Exit Character Information Omake Menu Movie Gallery Opening Movie Movie 1 (Billy Kane's intro) Movie 2 (White's intro) Character Endings Exit Sketch Gallery Movie 1 Sketches Movie 2 Sketches Ending Movie Sketches Exit Move Customization Exit ++++++++++++++++++++ | 4.3 Pause Screen | ++++++++++++++++++++ Main Pause Screen ````````````````` Key Configuration Move List Return to Main Menu Training Mode Pause Screen `````````````````````````` Restart Match Character Select CPU Action Action - Stand, Jump, Crouch, Special Move Autoguard - On, Off Attack - On, Off Exit Key Configuration Move List Return To Main Menu Screen =============================================================================== 5. Unlockables =============================================================================== Omake Menu 1 (Movie Gallery): Finish the game once in Arcade or Survival Mode. Omake Menu 2 (Sketch Gallery): Finish Arcade without the use of continues. Omake Menu 3 (Move Customization): Finish Survival Mode. Secret Moves: Before entering Survival Mode, beat the game with every character in Arcade Mode by not losing a round and meeting Geese each time. Once you do this with every character the secret moves will unlock. =============================================================================== 6. Conclusion =============================================================================== 6.1 What's Missing/Needed -Cleanup and corrections -Any other misc or easter eggs? Let me know. -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. 6.2 Credits -SNK -Gamefaqs -Giygas and myself for compiling and writing this guide