=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 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