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