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