=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Double Dragon FAQ By: Goh_Billy (billy_kane_32@hotmail.com) Version #: 2.0 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Sections -------- 1. Legend 2. System 2.1 Basics 2.2 Charge Meter 2.3 Dizzies 3. Characters 3.1 Marian 3.2 Dulton 3.3 Eddie 3.4 Rebecca 3.5 Billy Lee 3.6 Jimmy Lee 3.7 Burnov 3.8 Amon 3.9 Abobo 3.10 Cheng-Fu ----------------------- 3.11 Duke 3.12 Kugo Shuko 4. Conclusion 4.1 What's Missing/Needed 4.2 Credits =============================================================================== 1. Legend =============================================================================== ub u uf f - Forward LA - Light Attack + - And \ | / b - Back MA - Medium Attack / - Or b-- --f u - Up HA - Heavy Attack , - Then / | \ d - Down SA - Super Attack db d df A - Any Button 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 + MA/HA/SA close check character movelist for exact motion and properties Block High b Block Low db does not block overheads Air Block b in air can jump again after air blocking an attack Double Jump ub/u/uf after any first jump Forward Hop f, f Backward Hop b, b Negative Edge allows you to perform an example would be maneuvers by holding performing a qcf + P the attack button maneuver by instead down, performing holding P, qcf, the motion, then releasing P; this releasing the attack works for specials button and supers ++++++++++++++++++++ | 2.2 Charge Meter | ++++++++++++++++++++ In this game the "Super" meter, or in this case, the "Charge Meter" is integrated into your lifebar. Your lifebar is indicated by the color yellow. By landing hits on your opponent (including blocked attacks) you will see your lifebar begin to fill with blue. When the blue completely fills your lifebar you will see the word "Charge" and you will have access to your Charge Supers. The lower your lifebar is, the faster you can fill your meter to have access to your Charge Supers. Charge Super refer to character's when lifebar is movelist completely filled with blue and is flashing +++++++++++++++ | 2.3 Dizzies | +++++++++++++++ In this game you are able to dizzy your opponent in a variety of ways. A dizzy can occur from hitting your opponent many times and can even occur after a throw. There a two types of dizzies in this game. One is a standing dizzy state and the other is a floored dizzy state. The type of dizzy is determined by the attack used to cause your opponent to become dizzy. If the move does not knock down normally, your opponent will be in a standing dizzy state. If the move does knock down normally then your opponent will be in a floored dizzy state. Note that a floored dizzy state is needed to use your character's pursue attack. Dizzy Recovery shake joystick and tap A rapidly when dizzied Pursue Attack d + A when opponent is on the ground dizzy =============================================================================== 3. Characters =============================================================================== ******************************************************************************* * 3.1 Marian * ******************************************************************************* Colors ------ LA/Start - Salmon Pink top and Blue shorts MA - Purple top and Salmon Pink shorts HA - Baby Blue top and Cornflower Blue shorts SA - Gunmetal Gray top and Ash Gray shorts Throws ------ Bulldog f/b + MA/HA close MA=medium distance, HA=long distance; HA version deals slightly more damage; opponent ends up behind Marian Head Crush And Knee f/b + SA close opponent ends up in front of Marian Air Bulldog f/b + MA/HA close in air MA=medium distance, HA=long distance; HA version deals slightly more damage; opponent ends up behind Marian Basic Moves ----------- Double Jump ub/u/uf after initial jump Forward Hop f, f Butt Bump LA Diagonal Punch MA Diagonal Jump Kick HA Front Flip SA overhead Backward Hop b, b Butt Bump LA Diagonal Punch MA Diagonal Jump Kick HA Front Flip SA overhead Low To High Kick SA close 2 hits Palm To Backhand SA far 2 hits Front Flip ub/uf, SA 2 hits; overhead Back Flip u, SA 2 hits; overhead Command Moves ------------- Low Tap Kick d + LA must be blocked low Trip Kick d + HA must be blocked low Butt Drop d + A when opponent is pursue attack on the ground dizzy Special Moves ------------- Moon Drive Charge b for 1.25 seconds, LA=short and low damage, f + A MA=medium and medium damage, HA=far and high damage, SA=very far and very high damage Ikaros Crash hcb + A close LA=low drop with low damage, MA=medium drop with medium damage, HA=high drop with high damage, SA=very high drop with very high damage; unblockable Accele Breaker Charge d for 1.25 seconds, LA=short and low damage, u + A MA=medium and medium damage, HA=far and high damage, SA=very far and very high damage; drill kick portion is an overhead Charge Supers ------------- Full Moon Drive Charge b for 1.25 seconds, invulnerable during the f + 2 attack buttons super Accele Destroyer Charge d for 1.25 seconds, invulnerable during the u + 2 attack buttons super ******************************************************************************* * 3.2 Dulton * ******************************************************************************* Colors ------ LA/Start - Blue costume w/ Red trim MA - Gunmetal Gray costume w/ Blue trim HA - Purple costume w/ Orange trim SA - Green costume w/ Blue trim Throws ------ Driving Punch To Forearm f/b + MA close opponent ends up in front Dulton Driving Punch To Uppercut f/b + HA close opponent ends up in front Dulton Mounted Pounding f/b + SA close opponent ends up in front Dulton Air Mounted Pounding f/b + SA close in air opponent ends up in front Dulton Basic Moves ----------- Double Jump ub/u/uf after initial jump Forward Hop f, f Shoulder Charge LA Axe Handle MA overhead Drop Kick HA Low Stomp SA overhead Backward Hop b, b Shoulder Charge LA Axe Handle MA overhead Drop Kick HA Low Stomp SA overhead Back Forearm MA close Blind Kick MA Sliding Uppercut MA far Digging Punch MA Flying Sobat HA low dodge Command Moves ------------- Straight Punch f + LA close Low Tap Kick d + MA must be blocked low Hop Punch f + HA overhead Head Charge d + HA Elbow Drop d + A when opponent is pursue attack on the ground dizzy Special Moves ------------- Machine Gun Punch qcf + A LA=short charge with 1 projectile, MA=medium charge with 2 projectiles, HA=long charge with 3 projectiles, SA=very long charge with 4 projectiles; a single projectile will collide with another single projectile with both being "destroyed" in the process; note that since Dalton's MA/HA/SA versions of the move shoot multiple projectiles he can have some pass through after one of the projectiles is negated Elbow Neckbreaker Charge b for 1.24 seconds, LA=short dash forward and f + A low damage, MA=medium dash forward and medium damage, HA=long dash forward and high damage, SA=very long dash forward and very high damage; dash in must connect (not blocked) to perform the entire maneuver Dynamite Combo tap A rapidly LA=2 hits, MA=3 hits, HA=4 hits, SA=5 hits Charge Supers ------------- Cannon Punch qcf + 2 attack buttons fireball absorbs projectiles Dynamite Finisher tap 2 attack buttons invulnerable during the rapidly super ******************************************************************************* * 3.3 Eddie * ******************************************************************************* Colors ------ LA/Start - Green costume w/ Red armbands MA - Orange costume w/ Blue armbands HA - Dark Gray costume w/ Yellow armbands SA - Blue costume w/ Orange armbands Throws ------ Knee Lift f/b + MA close opponent ends up in front of Eddie Crash Elbows To Uppercut f/b + HA close opponent ends up in front of Eddie Crash Elbows To Jaw Elbow f/b + SA close opponent ends up in front of Eddie Basic Moves ----------- Double Jump ub/u/uf after initial jump Forward Hop f, f Crunch Elbow LA Diagonal Punch MA overhead Power Jump Kick HA Flying Sobat SA Backward Hop b, b Crunch Elbow LA Diagonal Punch MA overhead Power Jump Kick HA Flying Sobat SA overhead Turn Elbow SA close 2 hits Back Kick SA far Mid Kick SA Command Moves ------------- Low Crouch Kick d + MA must be blocked low Digging Elbow d + HA 2 hits Scissor Sweep d + SA must be blocked low Double Knee Drop d + A when opponent is pursue attack on the ground dizzy Special Moves ------------- Burning Knee f, d, df + A LA=short and low damage, MA=medium damage, HA=far and high damage, SA=very far and very high damage Low Leg Slash Charge b for 1.25 seconds, LA=low damage, MA=medium f + A damage, HA=high damage, SA=very high damage High Leg Slash Charge d for 1.25 seconds, LA=low damage, MA=medium u + A damage, HA=high damage, SA=very high damage Charge Supers ------------- Dragon Finisher f, d, df + 2 attack invulnerable during the buttons super Volcano Upper Charge d for 1.25 seconds, fire pillar will absorb u + 2 attack buttons projectiles (including Dulton's Super Dulton Blaster) ******************************************************************************* * 3.4 Rebecca * ******************************************************************************* Colors ------ LA/Start - Light Blue top and Red pants MA - Gray top and Royal Blue pants HA - Gold top and Medium Gray pants SA - Gray top and Light Blue Gray pants Throws ------ Layback Toss f/b + MA/HA close MA=medium distance, HA=long distance; HA version deals slightly more damage; opponent ends up behind Rebecca Trip And Elbow f/b + SA close opponent ends up in front of Rebecca Air Layback Toss f/b + MA/HA close in air MA=medium distance, HA=long distance; HA version deals slightly more damage; opponent ends up behind Rebecca Basic Moves ----------- Double Jump ub/u/uf after initial jump Forward Hop f, f Weak Jump Kick LA Downward Tonfa Strike MA overhead Heavy Jump Kick HA Heel Drop SA overhead Backward Hop b, b Weak Jump Kick LA Downward Tonfa Strike MA overhead Heavy Jump Kick HA Heel Drop SA overhead Tonfa Punch MA Tonfa Stab MA Roundhouse And Reverse HA far 2 hits Top Spin Swat SA close 2 hits Spiral Hop Punch SA far 3 hits Heel Drop SA in air 2 hits; overhead Command Moves ------------- Crouching Tonfa Spin d + LA 2 hits Tonfa Trip d + SA must be blocked low Reverse Elbow Splash d + A when opponent is pursue attack on the ground dizzy Special Moves ------------- Ko Bi Ken qcf + A LA=slow speed and very low damage, MA=medium speed and low damage, HA=fast speed and medium damage, SA=very fast speed and high damage; will collide with other projectiles as both will be "destroyed" in the process Kuchu Ko Bi Ken b, db, d + A in air LA=slow speed and very low damage, MA=medium speed and low damage, HA=fast speed and medium damage, SA=very fast speed and high damage; will collide with other projectiles as both will be "destroyed" in the process Hi Sho Zan f, d, df + A LA=low jump with low damage, MA=medium jump with medium damage, HA=high jump with high damage, SA=very high jump with very high damage Charge Supers ------------- Rekko Zan qcf + 2 attack buttons spiral shot will absorb projectiles (including Dulton's Super Dulton Blaster) Kuchu Rekko Zan b, db, d + 2 attack spiral shot will absorb buttons in air projectiles (including Dulton's Super Dulton Blaster) Cho Hi Sho Zan f, d, df + 2 attack dash in must connect (not buttons blocked) to perform the entire maneuver ******************************************************************************* * 3.5 Billy Lee * ******************************************************************************* Colors ------ LA/Start - Red top and Blue pants MA - Orange top and Navy Blue pants HA - Cardinal Red top and Blue Ocean pants SA - Cardinal Red top and Gray pants Throws ------ Shoulder Toss f/b + MA/HA/SA close MA=medium distance, HA=long distance, SA=very long distance; the stronger the button press the more damage the throw does; f and b determine where opponent is thrown Air Shoulder Toss f/b + MA/HA/SA close MA=medium distance, HA=long distance, SA=very long distance; the stronger the button press the more damage the throw does; f and b determine where opponent is thrown Basic Moves ----------- Double Jump ub/u/uf after initial jump Forward Hop f, f Flying Knee LA Diagonal Punch MA overhead Flying Jump Kick HA Dropping Heel SA 2 hits; overhead Backward Hop b, b Flying Knee LA Diagonal Punch MA overhead Flying Jump Kick HA Dropping Heel SA 2 hits; overhead Low To High Kick SA close 2 hits Dropping Heel SA in air 2 hits; overhead Command Moves ------------- Low Crouch Kick d + LA must be blocked low Sweep d + SA must be blocked low Mount Punch d + A when opponent is pursue attack on the ground dizzy Special Moves ------------- So Syu Ga qcf + A LA=short and low damage, MA=medium and medium damage, HA=far and high damage, SA=very far and very high damage Rekko Ha f, d, df + A LA=short and low damage, MA=medium and medium damage, HA=far and high damage, SA=very far and very high damage Ryu Bi Sen qcb + A LA=short, MA=medium, HA=far, SA=very far; you get more kicks and thus more damage with each increased attack level Air Ryu Bi Sen qcb + A Charge Supers ------------- Cho So Syu Ga qcf + 2 attack buttons dragon aura will absorb projectiles (including Dulton's Super Dulton Blaster) Dragon Transformation LA+MA+HA+SA invulnerable during transformation; can hit opponent during transformation startup; refer to "while transformed" section ````````````````````````````````````` While Transformed ````````````````````````````````````` Throws ------ Shoulder Toss f/b + MA/HA/SA close MA=medium distance, HA=long distance, SA=very long distance; the stronger the button press the more damage the throw does; f and b determine where opponent is thrown Air Shoulder Toss f/b + MA/HA/SA close MA=medium distance, HA=long distance, SA=very long distance; the stronger the button press the more damage the throw does; f and b determine where opponent is thrown Basic Moves ----------- Double Jump ub/u/uf after initial jump Forward Hop f, f Flying Knee LA Diagonal Punch MA overhead Flying Jump Kick HA Flying Back Kick SA Backward Hop b, b Flying Knee LA Diagonal Punch MA overhead Flying Jump Kick HA Flying Back Kick SA High Punch LA far Stomach Punch LA Wild Punch MA far Second Punch MA Low To High Kick SA close 2 hits Command Moves ------------- Low Crouch Kick d + LA must be blocked low Sweep d + SA must be blocked low Mount Punch d + A when opponent is pursue attack on the ground dizzy Special Moves ------------- Hi Ryu Ken qcf + A LA=slow speed and very low damage, MA=medium speed and low damage, HA=fast speed and medium damage, SA=very fast speed and high damage; will collide with other projectiles as both will be "destroyed" in the process Ryu Jin Ken f, d, df + A LA=short and low damage, MA=medium and medium damage, HA=far and high damage, SA=very far and very high damage; invulnerable at the beginning of the move Ryu Jin Kyaku qcb + A LA=short and low damage, MA=medium and medium damage, HA=far and high damage, SA=very far and very high damage Sho Ryu Ha hcf + A LA=slow speed and very low damage, MA=medium speed and low damage, HA=fast speed and medium damage, SA=very fast speed and high damage; a single dragon will collide with another single projectile as both will be "destroyed" in the process; the second dragon projectile will pass through after the first dragon is negated (unless colliding with multiple projectiles or a projectile super) Charge Supers ------------- N/A ******************************************************************************* * 3.6 Jimmy Lee * ******************************************************************************* Colors ------ LA/Start - Dark Gray top and Orange pants MA - Steel Blue top and Amber pants HA - Dark Gray top and Purple pants SA - Blue top and Gray pants Throws ------ Shoulder Toss f/b + MA/HA/SA close MA=medium distance, HA=long distance, SA=very long distance; the stronger the button press the more damage the throw does; f and b determine where opponent is thrown Air Shoulder Toss f/b + MA/HA/SA close MA=medium distance, HA=long distance, SA=very long distance; the stronger the button press the more damage the throw does; f and b determine where opponent is thrown Basic Moves ----------- Double Jump ub/u/uf after initial jump Forward Hop f, f Flying Knee LA Diagonal Punch MA overhead Flying Jump Kick HA Dropping Heel SA 2 hits; overhead Backward Hop b, b Flying Knee LA Diagonal Punch MA overhead Flying Jump Kick HA Dropping Heel SA 2 hits; overhead Low To High Kick SA close 2 hits Dropping Heel SA in air 2 hits; overhead Command Moves ------------- Low Crouch Kick d + LA must be blocked low Sweep d + SA must be blocked low Mount Punch d + A when opponent is pursue attack on the ground dizzy Special Moves ------------- So Syu Ga qcf + A LA=short and low damage, MA=medium and medium damage, HA=far and high damage, SA=very far and very high damage Rekko Ha f, d, df + A LA=short and low damage, MA=medium and medium damage, HA=far and high damage, SA=very far and very high damage Ryu Bi Sen qcb + A LA=short, MA=medium, HA=far, SA=very far; unlike Billy, Jimmy's Ryu Bi Sen knocks down with 1 hit Air Ryu Bi Sen qcb + A LA=low damage, MA=medium damage, HA=high damage, SA=very high damage; unlike Billy, Jimmy's Ryu Bi Sen knocks down with 1 hit Charge Supers ------------- Cho Rekko Ha f, d, df + 2 attack invulnerable during the buttons super Dragon Transformation LA+MA+HA+SA invulnerable during transformation; can hit opponent during transformation startup; refer to "while transformed" section ````````````````````````````````````` While Transformed ````````````````````````````````````` Throws ------ Shoulder Toss f/b + MA/HA/SA close MA=medium distance, HA=long distance, SA=very long distance; the stronger the button press the more damage the throw does; f and b determine where opponent is thrown Air Shoulder Toss f/b + MA/HA/SA close MA=medium distance, HA=long distance, SA=very long distance; the stronger the button press the more damage the throw does; f and b determine where opponent is thrown Basic Moves ----------- Double Jump ub/u/uf after initial jump Forward Hop f, f Flying Knee LA Diagonal Punch MA overhead Flying Jump Kick HA Flying Back Kick SA Backward Hop b, b Flying Knee LA Diagonal Punch MA overhead Flying Jump Kick HA Flying Back Kick SA High Punch LA far Stomach Punch LA Wild Punch MA far Second Punch MA Low To High Kick SA close 2 hits Command Moves ------------- Low Crouch Kick d + LA must be blocked low Sweep d + SA must be blocked low Mount Punch d + A when opponent is pursue attack on the ground dizzy Special Moves ------------- Hi Ryu Ken qcf + A LA=slow speed and very low damage, MA=medium speed and low damage, HA=fast speed and medium damage, SA=very fast speed and high damage; will collide with other projectiles as both will be "destroyed" in the process Ryu Jin Ken f, d, df + A LA=short and low damage, MA=medium and medium damage, HA=far and high damage, SA=very far and very high damage; invulnerable at the beginning of the move Ryu Jin Kyaku qcb + A LA=short and low damage, MA=medium and medium damage, HA=far and high damage, SA=very far and very high damage Sho Ryu Ha hcf + A LA=slow speed and very low damage, MA=medium speed and low damage, HA=fast speed and medium damage, SA=very fast speed and high damage; a single dragon will collide with another single projectile as both will be "destroyed" in the process; the second dragon projectile will pass through after the first dragon is negated (unless colliding with multiple projectiles or a projectile super) Charge Supers ------------- N/A ******************************************************************************* * 3.7 Burnov * ******************************************************************************* Colors ------ LA/Start - Red armor and Blue pants MA - Citrine armor and Teal Blue pants HA - Taupe Gray armor and Teal Blue pants SA - Blue armor and Charcoal pants Throws ------ Powerbomb f/b + MA close opponent ends up in front of Burnov High Drop Suplex f/b + HA close opponent ends up behind Burnov Jumping Powerbomb f/b + SA close opponent ends up in front of Burnov Air Jumping Powerbomb f/b + SA close in air opponent ends up in front of Burnov Basic Moves ----------- Double Jump ub/u/uf after initial jump Forward Hop f, f Cross Dive LA Body Splash MA overhead Dropkick HA Flipping Heel Drop SA overhead Backward Hop b, b Cross Dive LA Body Splash MA overhead Dropkick HA Flipping Heel Drop SA overhead Low Tap Kick LA close must be blocked low Shoulder Bump SA close Flipping Heel Drop SA overhead Flipping Heel Drop SA far overhead Command Moves ------------- Low Tap Kick d + MA must be blocked low Rolling Heel Strike d + HA 2 hits with the second hit being the knock down Belly Splash d + A when opponent is pursue attack on the ground dizzy Special Moves ------------- Burning Belch qcf + A LA=short and very low damage, MA=medium and low damage, HA=far and medium damage, SA=far and high damage; nitro spit will collide with other projectiles as both will be "destroyed" in the process; nitro blast will absorb projectiles Bone Crusher hcb + A close LA=suplex with low damage, MA=atomic drop to suplex with medium damage, HA=atomic drop to suplex to splash with high damage, SA=atomic drop to suplex to big splash with very high damage; unblockable Running Tackle Charge b for 1.25 seconds, LA=slow run with low f + A damage, MA=medium run with medium damage, HA=fast with high damage, SA=very fast with very high damage Charge Supers ------------- Bomb Belch qcf + 2 attack buttons if nitro spit hits a projectile it will be split into smaller nitro spits that will still hit the ground and cause a series of nitro blasts; nitro blasts absorb projectiles Dynamite Tackle Charge b for 1.25 seconds, invulnerable during the b + 2 attack buttons super ******************************************************************************* * 3.8 Amon * ******************************************************************************* Colors ------ LA/Start - Off White costume MA - Blue costume HA - Dark Gray costume SA - Red costume Throws ------ Vacuum Throw f/b + MA close opponent ends up behind Amon Dragging Strike f/b + HA close opponent ends up behind Amon Leaping Slam f/b + SA close opponent ends up in front of Amon Air Dragging Strike f/b + HA close in air opponent ends up behind Amon Air Leaping Slam f/b + SA close in air opponent ends up in front of Amon Basic Moves ----------- Double Jump ub/u/uf after initial jump Forward Hop f, f Flying Knee LA Diagonal Punch MA overhead Flying Jump Kick HA Double Kick SA 2 hits Backward Hop b, b Flying Knee LA Diagonal Punch MA overhead Flying Jump Kick HA Double Kick SA Kick Backflip HA close Elbow And Axe Kick SA close 2 hits; second hit is an overhead Axe Wheel Kick SA far overhead Double Kick SA in air 2 hits; overhead Command Moves ------------- Low Tap Kick d + MA must be blocked low Super Slide Kick d + SA must be blocked low Double Stomp d + A when opponent is pursue attack on the ground dizzy Special Moves ------------- Shi Ho Ken Charge b for 1.25 seconds, LA=very slow and low f + A damage, MA=slow and medium damage, HA=medium and high damage, SA=fast and very high damage; elbow attack will activate when close to the opponent Teleport Elbow A before Shi Ho Ken elbow LA=low damage, MA=medium come out damage, HA=high damage, SA=very high damage Rekka Bakuen Heki Charge d for 1.25 seconds, LA=1 blast, MA=2 blasts, u + A HA=3 blasts, SA=4 blasts; blast will absorb projectiles (can even avoid projectile supers like the Dulton Blaster by using the MA/HA/SA versions) Yo So Ken b, db, d + A in air LA=3 ninja stars, MA=4 ninja stars, HA=5 hits, SA=6 hits; a ninja star will be absorbed if it strikes a projectile Charge Supers ------------- Mokko Bakudan hcf + 2 attack buttons teleports near opponent; overhead Air Mokko Bakudan hcf + 2 attack button in teleports near opponent; air overhead Cho Bakuen Rai Charge d for 1.25 seconds, absorbs projectiles u + 2 attack buttons including super projectiles ******************************************************************************* * 3.9 Abobo * ******************************************************************************* Colors ------ LA/Start - Blue costume w/ Verdigris trim MA - Dark Gray costume w/ Cadet Gray trim HA - Gray costume w/ Amber trim SA - Green costume w/ Laurel Green trim Throws ------ Overhead Toss f/b + MA opponent ends up behind Abobo Crashing Punch f/b + HA opponent ends up in front of Abobo Face Slam f/b + SA opponent ends up in front of Abobo Air Face Slam f/b + SA in air opponent ends up in front of Abobo Basic Moves ----------- Double Jump ub/u/uf after initial jump Forward Hop f, f Flying Knee LA Diagonal Punch MA overhead Diagonal Jump Kick HA High Boot SA Backward Hop b, b Flying Knee LA Diagonal Punch MA overhead Diagonal Jump Kick HA High Boot SA Wild Swing MA far Second Wild Swing MA Charging Wild Swing SA far Second Wild Swing SA Command Moves ------------- Back Sweep d + SA must be blocked low Double Knee Drop d + A when opponent is pursue attack on the ground dizzy Special Moves ------------- Hammer Blow f, df, d + A LA=short and low damage, MA=medium and medium damage, HA=far and high damage, SA=very far and very high damage; overhead Hyper Bomb qcf + A close LA=1 slam and low damage, MA=2 slams and medium damage, HA=3 slams and high damage, SA=4 slams and very high damage Giant Swing hcf/hcb + A close LA=2 swings and low damage, MA=3 swings and medium damage, HA=4 swings and high damage, SA=5 swings and very high damage Charge Supers ------------- Triple Jackhammer f, df, d + 2 attack absorbs projectiles buttons (including super projectiles); has full screen distance that must be blocked low Earthquake Bomb hcf/hcb + 2 attack unblockable buttons close ******************************************************************************* * 3.10 Cheng-Fu * ******************************************************************************* Colors ------ LA/Start - Purple costume MA - Blue costume HA - Green costume SA - Dark Gray costume Throw ----- Sake Spit f/b + MA/HA/SA close throw does no damage, it instead stuns the opponent; the higher the attack button used the longer the stun; cannot attempt a throw again if the opponent is in the stun state Basic Moves ----------- Double Jump ub/u/uf after initial jump Forward Hop f, f Diagonal Poke LA Double Poke MA overhead Split Kick HA Twirl Split Kick SA Backward Hop b, b Diagonal Poke LA Double Poke MA overhead Split Kick HA Twirl Split Kick SA Leaning Elbow LA close Low Claw LA Double Claw MA close Low Claw MA Lean Back Kick HA close Backhand HA Reverse Backhand SA close Side Kick SA Tornado Roundhouse SA far 2 hits Command Moves ------------- Sweep d + HA must be blocked low Poke And Sweep d + SA second part must be blocked low Rolling Elbow Drop d + A when opponent is pursue attack on the ground dizzy Special Moves ------------- Suiko Retsu Ken qcf + A LA=short with 3 pokes, MA=medium with 4 pokes, HA=far with 5 pokes, SA=very far with 6 pokes Ko Ryu Kyaku f, d, df + A LA=short and low damage, MA=medium and medium damage, HA=far and high damage, SA=very far and very high damage; second part is an overhead Hi Sho Kyaku qcb + A LA=medium and low damage, MA=far and medium damage, HA=very far and high damage, SA=farthest and very high damage Counter Toss b, d, db + A note that this motion is very tight (you must end the motion directly on the db direction or else you will end up performing the Hi Sho Kyaku by mistake); when Cheng's hands are out he will counter physical attacks with a throw; LA=short toss and low damage, MA=medium toss and medium damage, HA=far toss and high damage, SA=very far toss and very high damage Charge Supers ------------- Cho Suiko Retsu Ken qcf + 2 attack buttons Cho Ko Ryu Kyaku f, d, df + 2 attack dash in must connect (not buttons blocked) to perform the entire maneuver; invulnerable during dash in ------------------------------------------------------------------------------- ******************************************************************************* * 3.11 Duke * ******************************************************************************* Colors ------ LA/Start - Orange costume w/ Steel Blue armor MA - Gold costume w/ Purple armor HA - Teal costume w/ Gray armor SA - Blue costume w/ Metallic Gold armor Throw ----- Blast Fist f/b + MA/HA/SA close MA=medium distance, HA=far distance, SA=very far distance; the stronger the button press the more damage the throw does; opponent ends up in front of Duke Basic Moves ----------- Double Jump ub/u/uf after initial jump Forward Hop f, f Weak Jump Kick LA Medium Jump Kick MA Heavy Jump Kick HA Wheel Kick SA 2 hits; overhead Backward Hop b, b Weak Jump Kick LA Medium Jump Kick MA Heavy Jump Kick HA Wheel Kick SA 2 hits; overhead Energy Kicks HA close 2 hits Energy Palm HA far Energy Punch HA Triple Kick SA close 3 hits Wheel Kick SA far 2 hits, overhead Command Moves ------------- Weak Crouch Kick d + LA must be blocked low Strong Crouch Kick d + MA must be blocked low Sliding Energy Kick d + HA must be blocked low Backward Wheel Kick d + SA Diving Knee d + A when opponent is pursue attack on the ground dizzy Special Moves ------------- Moko Resshoda qcf + A Sho So Kyaku f, d, df + A invulnerable during maneuver Cho Geki Hasho Charge b for 1.25 seconds, LA/MA=teleports in front f + A of opponent to punch, HA/SA=teleports behind opponent to punch; invulnerable during teleport Ko Soran Shobu Charge d for 1.25 seconds, jumps near and above u + A opponent; overhead Hi So Kyaku b, db, d + A in air overhead Charge Supers ------------- Moko Ressho Geki Enha qcf + 2 attack buttons absorbs projectiles (includes super projectiles) Hooh Tensho Kyaku f, d, df + 2 attack invulnerable during buttons maneuver Hooh Chizan Kyaku b, db, d + 2 attack invulnerable during buttons maneuver ******************************************************************************* * 3.12 Kugo Shuko * ******************************************************************************* Colors ------ LA/Start - Purple costume w/ Metallic Gold MA - Blue costume w/ Metallic Gold HA - Red costume w/ Blue trim SA - Green costume w/ Gray trim Throw ----- Force Push f/b + MA/HA close MA=medium distance, HA=far distance; HA version deals slightly more damage; opponent ends up in front of Shuko High Toss f/b + SA close opponent ends up behind Shuko; can juggle opponent after toss Basic Moves ----------- Double Jump ub/u/uf after initial jump Forward Hop f, f Flying Knee LA Weak Jump Kick MA Heavy Jump Kick HA Energy Heel Kick SA overhead Backward Hop b, b Flying Knee LA Weak Jump Kick MA Heavy Jump Kick HA Energy Heel Kick SA overhead Forward Palm HA Energy Heel Kick SA far overhead Command Moves ------------- Weak Foot Tap d + LA must be blocked low Strong Foot Tap d + MA must be blocked low Sweep d + SA must be blocked low Double Foot Stomp d + A when opponent is pursue attack on the ground dizzy Special Moves ------------- Suzaku qcf + A LA=very slow and very low damage, MA=slow and low damage, HA=medium and medium damage, SA=fast and high damage; this is a homing projectile; when projectile is in Shuko's hands it will absorb other projectiles; fireball will collide with other projectiles as both will be "destroyed" in the process Suiryu f, d, df + A LA/MA=1 bolt, HA/SA=2 bolts; hand swat is an overhead Genbu f, df, d + A LA=very slow and very low damage, MA=slow and low damage, HA=medium and medium damage, SA=fast and high damage; goes under the other projectiles in the game, but will collide with another Genbu as both will be "destroyed" in the process; hand swat is an overhead Kasumi b, f + A / Charge b, LA=short, MA=medium, f + A HA=far, SA=very far; can teleport past opponent; invulnerable during teleport Hooh b, db, d + A in air A=very slow and very low damage, MA=slow and low damage, HA=medium and medium damage, SA=fast and high damage; will collide with other projectiles as both will be "destroyed" in the process Byakko d, u + A / Charge d, teleports near and above u + A opponent; overhead Air Byakko d, u + A in air / Charge teleports near and above d, u + A in air opponent; overhead Charge Supers ------------- Kirin f, d, df + 2 attack teleport dash in must buttons connect (not blocked) to perform the entire super; must be blocked low; invulnerable during teleport Ge Kirin f, df, d + 2 attack will absorb projectiles buttons and negate with super projectiles; hand swat is an overhead =============================================================================== 4. Conclusion =============================================================================== 4.1 What's Missing/Needed -Corrections and clean up -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 -Technos -SNK -Gamefaqs -And me for writing this faq