=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Fatal Fury: Wild Ambition FAQ By: Goh_Billy (billy_kane_32@hotmail.com) Version #: 2.0 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Sections -------- 1. Legend 1.1 Basic Game Legend 1.2 Chain Attack Legend 2. System 2.1 Basics 2.2 Heat Gauge 3. Characters 3.1 Terry Bogard 3.2 Joe Higashi 3.3 Raiden 3.4 Li Xiangfei 3.5 Kim Kaphwan 3.6 Mai Shiranui 3.7 Andy Bogard 3.8 Ryuji Yamazaki 3.9 Tsugumi Sendo 3.10 Geese Howard 3.11 Toji Sakata 3.12 Billy Kane - - - - - - - - - - - - - - - - - 3.13 Duck King 3.14 Mr. Karate 4. Misc. And Easter Eggs 4.1 Special Intros 4.2 Win Victories 4.3 Unlockables 5. Conclusion 5.1 What's Missing/Needed 5.2 Credits =============================================================================== 1. Legend =============================================================================== 1.1 Basic Game Legend --------------------- ub u uf f - Forward S - Strong Attack + - And \ | / b - Back P - Punch / - Or b-- --f u - Up K - Kick , - Then / | \ d - Down L - Line Sway db d df qcf - quarter circle forward (d, df, f) qcb - quarter circle back (d, db, b) hcf - half circle forward (b, db, d, df, f) hcb - half circle back (f, df, d, db, b) 1.2 Chain Attack Legend ----------------------- * - can perform special/super right after if connected E - ends string 1 - first hit must connect for this part to come out 2 - second hit must connect for this part to come out 3 - third hit must connect for this part to come out O - overhead _ - must be blocked low A - launches opponent into the air G - opponent must be on ground and must be close enough to connect the pursue (otherwise dash towards them before they recover to get close enough) < - backdash > - shifts to other side of opponent T - taunt H - first attack must be from a high jump for this part to come out =============================================================================== 2. System =============================================================================== ++++++++++++++ | 2.1 Basics | ++++++++++++++ Front Throw f + S close Back Throw f + S close to opponent's back Redirect f + L puts opponent in position so their back is facing you Throw Escape f + S just as you works on standard front are being thrown throws; the motion to (b + S just as escape is determined by you are being the motion used to thrown from f, activate the throw you b + S throw are being caught in; maneuvers) f + S / b, f + S / df, df + S throws are escaped with f + S, and f, b + S throws are escaped with b + S Throw Soften f + S while you are works on standard front being thrown throws; the motion to (b + S while you escape is determined by are being thrown the motion used to from f, b + S activate the throw you throw maneuvers) are being caught in; f + S / b, f + S / df, df + S throws are softened with f + S, and f, b + S throws are softened with b + S Redirect Escape f + L just as you are being redirected Crawl hold df Line Sway Into Background L / u + L Line Sway Into Foreground d + L Forward Run f, f, then hold f to continue run Dash Jump uf Halt b or stop holding f Dash Backward b, b Short aka Small Jump tap ub/u/uf High Jump press ub/u/uf Air Block ub/u/uf, b Block High b Block Low db will not block overheads Guard Impact tap f, f very pushes opponent away from quickly after you blocking an attack Guard Crush if you guard too often you will eventually have your guard broken Roll Recovery L after getting knocked down Dizzy Recovery shake joystick and tap the buttons rapidly when dizzied Taunt P+K fills Heat Gauge Reaching Attack f + S Float Launcher df + S launches opponent, however they will air recover if not hit after the launch; becomes a true launcher on counter hit Charging Attack f, f, P/K/S Pursue Attack df + S on downed some characters have a opponent taunt rather than an attack Kara Cancel input a special or super during the early frames of a normal/command attack Attack Clash if two attacks meet seems to have relatively at the very same tight timing in this time, you will game, making this a "clash" and very rare occurrence neither character will take damage +++++++++++++++++++++++++++++ | 2.2 Heat Gauge And Supers | +++++++++++++++++++++++++++++ Heat Gauge ---------- The Power Gauge in this game is different than that of the other Fatal Fury Real Bout games. The meter itself has a half way point. It starts at this point at the beginning of the match. The gauge tries to remain at this mid point throughout the match. If the gauge falls below the mid point it will gradually increase back to 50%. If your meter is above the mid point and you remain idle or do not attack, the meter will decrease back to the 50%. You can fill the meter by performing special moves, landing attacks, blocking attacks, and taunting. The Heat Gauge will decrease when you take damage. Once the meter is completely full it will read "MAX OK." You are now able to perform Heat Blow attacks or Overdrive Power Super. Using a portion of the Heat Gauge can also allow you to use a Counter Attack. If the meter ever empties completely you will be dizzied. The following are maneuvers that use the Heat Gauge: Counter Attack f + P+K while uses up and requires blocking an attack 60% of the Heat Gauge Heat Blow P+K+S Heat Gauge must be Maxed; uses up 80% of the Heat Gauge; unblockable; will stun opponent if move connects; will launch opponent on counter hit; can be used while being attacked and will act as a sort of combo breaker (will not break Overdrive Power Supers or Super Desperations) Overdrive Power Super refer to the Heat Gauge must be character's Maxed; uses up 99% movelist for of the Heat Gauge motion Super Desperation ----------------- You can perform a Super Desperation when your lifebar begins to flash red. While your lifebar is flashing, you can perform as many Super Desperations as you want. The Heat Gauge has no effect on the Super Desperations in this game. Super Desperation refer to the lifebar must be flashing character's red movelist for motion =============================================================================== 3. Characters =============================================================================== ******************************************************************************* * 3.1 Terry Bogard * ******************************************************************************* Colors Win Victories ------ ------------- K/S - Red jacket and hat P - Turns around and tosses hat P/L - Black jacket and hat K - Wipes hat on pants and puts it back on s - Rolls arm and then puts hand on bicep L - Shrugs and waves hand near head Throws ------ Buster Throw f + S close Neck Hanging Crusher f + S close to opponent's back Back Spin Attack f, b + S close Redirect f + L puts opponent in position so their back is facing you Neck Breaker Drop Dash Forward, P+K Basic Moves ----------- Crawl hold df Air Knee K from short jump overhead Rotating Kick S from u high jump overhead Hook Punch tap P rapidly Short Arm Uppercut S 2 hits when close Command Moves ------------- Flying Turn Kick f + K can be easily kara cancelled Launching Knee df + K Power Dunk S overhead Jawing Kick f + S Uppercut df + S float launches; true launcher on counter hit Fierce Roundhouse b + S can be easily kara cancelled Shoulder Charge f, f, P/K/S Punt Kick Dash Forward, f + S overhead Smash Fist df + S on downed pursue attack opponent Feint Power Geyser d + K+S Back Turned Moves ----------------- Backfist P/K/S Sweep d + P/K/S Special Moves ------------- Power Wave qcf + P will collide with other projectiles as both will be "destroyed" in the process Round Wave qcf + S (hold S to absorbs projectiles; empower) empowering this move allows you to stun the opponent if the maneuver connects (not blocked) Power Charge b, df + P launches on counter hit Burning Knuckle qcb + P/S P=short, S=long Rising Tackle Charge d for 1 first part must be blocked second, u + P low Crack Shoot qcb + K Super Desperation ----------------- Power Geyser qcb, db, f + K+S absorbs projectiles Heat Blow --------- Final Burn P+K+S unblockable; will stun opponent if move connects; will launch opponent on counter hit; can be used while being attacked and will act as a sort of combo breaker (will not break Overdrive Power Supers or Super Desperations) Overdrive Power Supers ---------------------- Triple Geyser qcb, db, f + S absorbs projectiles Heat Up Geyser f, b, db, d, df + S first part must touch opponent to perform the entire maneuver; geyser portion absorbs projectiles Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*) -----> df + S (*, O, A)-----> df + S (G, E) | S (*, E) K (O, E) | S (E) | d + S (*, _, E) | | ----> f + S (*) -----> S (E) | | ----> d + S (_) -----> df + S (G, E) d + P (*)------> d + K (*, _)----> d + S (*, _) -----> df + S (G, E) d + S (*, E) S (O, E) Kick Starters ````````````` K (*) --------> K (E) d + K (*, _)---> d + S (_) -----> df + S (G, E) Strong Starters ``````````````` S (*) --------> S (*) -----> S (E) ******************************************************************************* * 3.2 Joe Higashi * ******************************************************************************* Colors Win Victories ------ ------------- K/S - Yellow shorts w/ Black trim P - Hands on hips and laughs P/L - Blue shorts w/ White trim K - Scratches back of his head and waves off S - Falls to knees and puts both arms up L - Punches twice and flexes arm Throws ------ Jaws Special f + S close Spinning Flame Top f + S close to opponent's back Joe Cut f, b + S close Neck Sumo df, df + S close Knees Of Hell K, K Joe Final f + S Redirect f + L puts opponent in position so their back is facing you Basic Move ---------- Crawl hold df Command Moves ------------- Quick Uppercut b + P High Kick f + K can be easily kara cancelled Gold Knee Child S overhead Tiger Sword b + K overhead; can be easily kara cancelled Slide Kick df + K must be blocked low Side Kick f + S Rising Elbow df + S float launches; true launcher on counter hit Knee Strike f, f, P/K/S Special Taunt df + S on downed pursue taunt opponent Feint Hurricane Upper d + P+S Feint Screw Upper d + K+S Back Turned Moves ----------------- High Swipe Kick P/K/S Sweep d + P/K/S Special Moves ------------- Hurricane Upper hcf + P will collide with other projectiles as both will be "destroyed" in the process Exploding Hurricane hcf + S will collide with other projectiles as both will be "destroyed" in the process TNT Punch tap P repeatedly Dynamite Fist qcf + P overhead Dynamite Elbow qcf + S Tiger Kick f, d, df + K Golden Heel qcb + K overhead Powerful Slash Kick db, f + S / Charge first part must connect (not db, f + S blocked) to perform entire maneuver Super Desperation ----------------- Screw Upper f, b, db, d, absorbs projectiles df + K+S Heat Blow --------- Tiger Elbow P+K+S unblockable; will stun opponent if move connects; will launch opponent on counter hit; can be used while being attacked and will act as a sort of combo breaker (will not break Overdrive Power Supers or Super Desperations) Overdrive Power Super --------------------- Turbulence Upper f, b, db, d, df + S Joe's dashing uppercut must connect (not blocked) to perform the entire maneuver; if Joe's attack doesn't connect then the screw upper portion can absorb projectiles Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*) -----> df + S (*, O, A)-----> df + S (G, T, E) S (*, E) K (E) S (E) d + S (*, _, E) d + P (*)------> d + K (*, _)----> d + S (_) -----> df + S (G, T, E) | S (*, O, E) | | ----> K (*) -----> u + S (O, E) b + P --------> S -----> f + S (*, O, A) -----> df + S (G, T, E) Kick Starters ````````````` K (*) --------> qcb + S (*, E) Strong Starters ``````````````` S (*) --------> S (*) -----> S (E) ******************************************************************************* * 3.3 Raiden * ******************************************************************************* Colors Win Victories ------ ------------- K/S - Blue costume w/ Yellow trim P - Points finger up in the air for victory P/L - Blue costume w/ Orange trim K - Steps forward and pats bicep (no shirt) s - Sets up and spits mist L - Crosses arms and then flexes both arms Throws ------ Front Suplex f + S close Scrap Driver f + S close to opponent's back Dr. Bomb f, f + S close Death Lake Stomp b, f + S close Buffalo Carry f, b + S close Neck Hanging Tree while crouching press df + S close Redirect f + L puts opponent in position so their back is facing you Basic Moves ----------- Crawl hold df Double Knee Drop S from short jump overhead Command Moves ------------- Buffalo Senton ub/uf, d + S overhead; only works on high jump Double Sledgehammer f + K overhead; can be easily kara cancelled Hammer Swing df + K both parts must be blocked low; can be easily kara cancelled Buffalo Ball db + K Crushing Buffalo f + S Double Scoop df + S float launches; true launcher on counter hit Clothesline f, f, P/K/S Butt Drop df + S on downed pursue taunt opponent Feint Poison Mist d + P+S Feint Giant Bomb f + P+S Back Turned Moves ----------------- Turn Chop P/K/S Arm Sweep d + P/K/S Special Moves ------------- Poison Mist qcb + P/S P=straight, S=upward; stuns on counter hit; the mist itself can absorb projectiles Giant Bomb db, f + S / Charge db, f + S Thunder Death Driver 360 + S connects close and it is unblockable Super Drop Kick Charge K for 5 seconds, release Super Desperations ------------------ Thor's Hammer f, b, db, d, df + K+S Berserk Trident 360 + K+S connects close and it is unblockable Heat Blow --------- Bull Headbutt P+K+S unblockable; will stun opponent if move connects; will launch opponent on counter hit; can be used while being attacked and will act as a sort of combo breaker (will not break Overdrive Power Supers or Super Desperations) Overdrive Power Super --------------------- Circle Hurricane f, b, d, u + S connects close and it is unblockable; does not drain heat meter if move whiffs Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*) -----> df + S (*, O, A)-----> df + S (G, E) S (E) d + S (*, _, E) d + P (*)------> d + K (*, _)----> d + S (*, _) -----> df + S (G, E) S (O, E) Kick Starters ````````````` K (*) --------> K (*) -----> S (O, E) Strong Starters ``````````````` S (*) --------> S (*) -----> S (*, A) -----> df + S (G, E) ******************************************************************************* * 3.4 Li Xiangfei * ******************************************************************************* Colors Win Victories ------ ------------- K/S - Red top P - Has two swords and ends with pose P/L - Green top K - Crosses arms and smiles s - Jumps up and down for joy L - Spins with hands behind head Throw ----- Thousand Reverse Feast f + S close Gem Issuing Hand f + S close to opponent's back Redirect f + L puts opponent in position so their back is facing you Basic Moves ----------- Crawl hold df Rapid Blows To Backhand tap P rapidly Command Moves ------------- Back Flip db, db Quick Arrow P Quick Arrow df, df + P can be easily kara cancelled Top Kick f + K can be easily kara cancelled Low Foot b + K must be blocked low; can be easily kara cancelled Needle Kick f + S High Snap Kick df + S float launches; true launcher on counter hit Charging Back f, f, P/K/S Whirlwind Kick Dash Forward, f + S overhead Low Whirlwind Kick d + K must be blocked low Crushing Stomp df + S on downed pursue attack opponent Feint Tremendous Talus d + K+S Back Turned Moves ----------------- Double Stab P/K/S Sweep d + P/K/S Special Moves ------------- Dream World Wave qcf + P/S P=short, S=long Piercing Sacred Elbow qcb + P Annihilation Kick qcf + K rolling elbow must connect (not blocked) to perform the maneuver Burst Heaven Mount f, d, df + K Fluttering Crash qcb + K must touch opponent to perform the entire maneuver; unblockable Drunken Crash qcb + S (hold S must touch opponent to to delay perform the entire maneuver) maneuver; unblockable; Xiangfei can be struck out of move with a low attack, from behind, or a projectile; move functions as a high counter attack as well Abort L while holding S and delaying maneuver / L after fourth step forward Super Desperations ------------------ Tremendous Talus f, b, db, d, df + K+S Sacred Dragon Starter S Follow Up qcf + P+K Sacred Dragon Starter must connect (not blocked) to perform this follow up Finish b, f + P+K Heat Blow --------- Angelic Flip P+K+S unblockable; will stun opponent if move connects; will launch opponent on counter hit; can be used while being attacked and will act as a sort of combo breaker (will not break Overdrive Power Supers or Super Desperations) Overdrive Power Super --------------------- Fanatic Fang 360 + S connects close; unblockable; the missed blast can hurt the opponent Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*) -----> df + S (*, O, A)-----> df + S (G, E) S (E) d + S (*, _, E) d + P (*)------> d + K (*, _)----> d + S (*, _) -----> df + S (G, E) S (O, E) Kick Starters ````````````` f + K --------> K -----> K (*, _, E) Strong Starters ``````````````` S (*) --------> S (*) -----> S (E) Dash Forward,--> S (*) -----> S (*, A, E) f + S (O) d + K (*, _, E) L (<, T, E) d + L (>, E) ******************************************************************************* * 3.5 Kim Kaphwan * ******************************************************************************* Colors Win Victories ------ ------------- K/S - White costume w/ Blue trim P - Crosses arms and puts them at side P/L - Yellow costume w/ Black K - Puts hands together and bows trim S - Flip kicks L - Performs Cloud Of Dust and puts arm out Throw ----- Body Drop f + S close Crescent Moon Kick f + S close to opponent's back Redirect f + L puts opponent in position so their back is facing you Basic Moves ----------- Crawl hold df Straight Jump Kick K from u high jump overhead Command Moves ------------- Hopping Axe Kick f + K overhead Half Moon Kick df + K can be easily kara cancelled Razor Blade Kick S Half Moon Kick must connect (not blocked) to perform this follow up Double Kick f + S 2 hits Spike Kick df + S float launches; true launcher on counter hit Flying Turn Kick Dash Forward, f + P / f, f, P/K/S Paired Dragon Kick K+S in air use as a crossup Turn Around d, d refer to Back Turned Moves section Special Taunt df + S on downed pursue taunt opponent Feint Phoenix Flattner d + K+S Back Turned Moves ----------------- Blind High Kick P/K Slice Kick K Powerful Axe Kick S Sweep d + P/K/S Turn Around d, d Special Moves ------------- Cloud Of Dust Charge d for 1 if only this part is second, u + P performed Kim will end up with his back turned Flap In Cloud d + P Cloud Of Dust must connect (not blocked) to perform this follow up Spirit Of Conquest Kick qcf + K absorbs projectiles Crescent Moon Slash qcb + K/S K=short, S=long Flying Swallow Slice Charge d for 1 second, u + K Soaring Kick d + K in air Judgment Kick df + K Soaring Kick must touch opponent to allow this follow up; must be blocked low Super Desperation ----------------- Phoenix Kick Dance hcf + K+S in air move must connect (not blocked) to perform entire super Heat Blow --------- Phoenix Axe Kick P+K+S unblockable; will stun opponent if move connects; will launch opponent on counter hit; can be used while being attacked and will act as a sort of combo breaker (will not break Overdrive Power Supers or Super Desperations) Overdrive Power Super --------------------- Phoenix Flattner qcb, db, f + S dash in must connect (not blocked) to perform entire super Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*) -----> df + S (*, O, A)-----> df + S (G, T, E) | S (E) | d + S (*, _, E) | | ----> P -----> P -----> P (*, E) d + P (*, _, E) d + P (*)------> d + K (*, _)----> d + S (*, _) -----> df + S (G, T, E) S (O, E) Dash Forward,--> d + K (_) -----> S -----> df + S (G, T, E) f + P (*) f + S P with back----> K -----> df + S (G, T, E) turned (*) ub/uf, P-------> K (*, 1, H, O)--> S (*, 2, H, O, E) (*, 0) Kick Starters ````````````` df + K --------> S (1, E) -----> df + S (G, T, E) K with back----> K -----> df + S (G, T, E) turned (*) Strong Starters ``````````````` S (*) --------> S (*) -----> S (E) | | ----> K (*) -----> S (_) -----> df + S (G, T, E) ******************************************************************************* * 3.6 Mai Shiranui * ******************************************************************************* Colors Win Victories ------ ------------- K/S - Red costume P - Stands straight with fan out P/L - Blue costume K - Lays down and opens fan S - Opens fan and puts it near her face L - Shakes closed fan back and forth Throws ------ Windmill Breaker f + S close Night Cherry Strangle f + S close to opponent's back Dreamy Cherry Splash d + S close in air Redirect f + L puts opponent in position so their back is facing you Basic Move ---------- Crawl hold df Command Moves ------------- Forward Roll f + P Cherry Raid K must be blocked low Flying Knee f + K can be easily kara cancelled Air Snap Kick f + K Flip Kick f + K Air Snap Kick must connect (not blocked) to perform this follow up Rising Dragon b + K maneuver leaves Mai with her back turned Blossom Fan f + S Fan Uppercut df + S float launches; true launcher on counter hit Butt Bump f, f, P/K/S Butt Drop df + S on downed pursue attack opponent Feint Butterfly Fan d + P+S Feint Solar Flash Dance b + P+S Back Turned Moves ----------------- Back Fan P/K/S Sweep d + P/K/S Special Moves ------------- Butterfly Fan qcf + P will collide with other projectiles as both will be "destroyed" in the process Dragon Blaze Dance qcb + P absorbs projectiles Deadly Ninja Bees hcf + S Solar Flash Dance Charge d for 1.5 absorbs projectiles seconds, u + S Flying Squirrel d + P+K in air from high jumps only Super Desperation ----------------- Super Deadly Ninja Bees f, b, db, d, df + K+S Heat Blow --------- Night Bird P+K+S unblockable; will stun opponent if move connects; will launch opponent on counter hit; can be used while being attacked and will act as a sort of combo breaker (will not break Overdrive Power Supers or Super Desperations) Overdrive Power Super --------------------- Neo Lotus Storm f, b, db, d initial part must connect df + S (not blocked) to perform the entire super Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*) -----> df + S (*, O, A)-----> df + S (G, E) f + K (*, E) S (E) d + K (*, _, E) d + S (*, _, E) d + P (*)------> d + K (*, _)----> d + S (*, _) -----> df + S (G, E) d + S (*, _, E) S (O, E) Kick Starters ````````````` K (*) --------> S (E) d + K (*)------> df + S -----> df + S (G, E) f + K --------> f + K -----> f + K (2, E) Strong Starters ``````````````` S (*) --------> S (*) -----> S (E) ******************************************************************************* * 3.7 Andy Bogard * ******************************************************************************* Colors Win Victories ------ ------------- K/S - White costume P - Takes wide stance and pulls arms apart P/L - Blue costume K - Crosses arms and then pulls down to side S - Strikes forward and then bows L - Wipes leg off and then turns around Throws ------ Leg Cutter f + S close Spider Hold f + S close to opponent's back Ripe Melon Strike f, b + S close Redirect f + L puts opponent in position so their back is facing you Basic Moves ----------- Crawl hold df Downward Chop tap P rapidly Command Moves ------------- Falling Roll Kick f + K can be easily kara cancelled Spinning Axe Kick b + K overhead; can be easily kara cancelled Spinning Palm Strike f + S Rising Palm df + S float launches; true launcher on counter hit Reverse Leg Lift b + S Reverse Spin Kick db + S can be easily kara cancelled Flying Roll Kick f, f, P/K/S Ground Slash df + S on downed pursue attack opponent Feint Flying Slice d + P+S Feint Super Ripping Shot d + K+S Back Turned Moves ----------------- Turn Chop P/K/S Sweep d + P/K/S Special Moves ------------- Rising Dragon Blast f, d, df + P Flying Slice qcb + P will collide with other projectiles as both will be "destroyed" in the process Sky Ripping Shot hcf + K Explosion Quake hcb + K must touch opponent to perform the entire maneuver; unblockable Violent Flying Fist qcb + S absorbs projectiles (note, however, there is considerable start up time before this move can absorb anything) Phantom Slash db, f + S / Charge db, f + S Super Desperation ----------------- Super Ripping Shot qcb, db, f + K+S Heat Blow --------- Crunch Punch P+K+S unblockable; will stun opponent if move connects; will launch opponent on counter hit; can be used while being attacked and will act as a sort of combo breaker (will not break Overdrive Power Supers or Super Desperations) Overdrive Power Super --------------------- Thorough Shredding Rush qcb, db, f + S palm strike must connect (not blocked) to perform entire super Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*) -----> df + S (*, O, A)-----> df + S (G, E) | S (E) | d + S (*, _, E) | | ----> S (*) -----> S (E) d + P (*)------> d + K (*, _)----> d + S (*, _) -----> df + S (G, E) S (O, E) Kick Starters ````````````` K (*) --------> K (*) -----> S (*, A) -----> df + S (G, E) f + K (_, E) d + K (*, _)---> S (E) Strong Starters ``````````````` S (*) --------> S (*) -----> S (E) ******************************************************************************* * 3.8 Ryuji Yamazaki * ******************************************************************************* Colors Win Victories ------ ------------- K/S - Black costume w/ Blonde P - Steps forward with hands behind back hair K - Stomps into a crouch stance and smiles P/L - Red costume w/ White hair S - Puts hands on head and laughs L - Puts hand up and gives a thumb down Throws ------ Grab And Toss f + S close Clear Out f + S close to opponent's back Redirect f + L puts opponent in position so their back is facing you Basic Move ---------- Crawl hold df Command Moves ------------- Down Fist f + P overhead; can be easily kara cancelled Headsplitter df + P must be blocked low Tempering Boot df + K second part is an overhead Back Kick f + S
Uppercut Swing              df + S                float launches; true 
                                                    launcher on counter hit
Rage Uppercut               K+S in air            2 hits
Disastrous Headbutt         f, f, P/K/S 
Dropping Hell Kick          Dash Forward,         overhead
                              f + K+S                         
Hell Stomp                  df + S on downed      pursue attack
                              opponent            
Sand Shower                 tap S repeatedly      wake up move
                              when you are 
                              knocked down
Feint Sadomazo              f + P+S

                                                 
Back Turned Moves
-----------------
Sneaky Forearm              P/K/S
Sweep                       d + P/K/S


Special Moves
-------------
Venom Claw                  f, db, f + P          
  Venom Stabs               tap P very rapidly    Venom Claw must connect
                                                    (not blocked and the 
                                                    attack should be
                                                    relatively close so that 
                                                    Yamazaki's hand impales 
                                                    the opponent) to be able
                                                    to perform this follow 
                                                    up
Snake Tamer                 qcb + P/K/S (hold     P=high, K=mid, S=low; S 
                              button to delay       version must be blocked
                              and empower)          low; S version when e
                                                    empowered can stun 
                                                    opponent
  Abort                     L              
Sadomazo                    hcf + K               high counter attack   
Double Return               qcf + S               absorbs projectiles; will
                                                    only return Mai's Butterfly 
                                                    Fan
  Absorb                    perform Double        will absorb the projectile 
                              Return on a           and all you to stock it
                              projectile            for use later with follow
                                                    up
    Super Projectile        qcf + S               will only work if you 
                                                    successfully absorbed
                                                    projectile from previous
                                                    part    
  Projectile                perform Double 
                              Return on a 
                              projectile and
                              continue to 
                              hold S   
Explosive Headbutt          f, b, d, u + S        connects close; unblockable
  
  
Super Desperations
------------------ 
Guillotine                  f, b, db, d,          the descent catch is an 
                              df + K+S              overhead     
Shovel                      Charge db for 1       attacks must be blocked
                              second, b,            low
                              f + K+S


Heat Blow
---------
Tempering Kick              P+K+S                 unblockable; will stun
                                                    opponent if move
                                                    connects; will launch
                                                    opponent on counter hit;
                                                    can be used while being
                                                    attacked and will act
                                                    as a sort of combo
                                                    breaker (will not break
                                                    Overdrive Power Supers
                                                    or Super Desperations)


Overdrive Power Super
--------------------- 
Yondan Drill                360 + S , tap S       will connect close and is
                              repeatedly to         unblockable; if grab 
                              empower               misses Yamazaki will still
                                                    charge and perform level
                                                    1 ending; when grab 
                                                    connects tap S very 
                                                    rapidly:
                                                      level 1, 4 hits
                                                      level 2, 9 hits
                                                      level 3, 10 hits
                                                      level 4, 23 hits
                                                   

Chain Attacks
-------------
Punch Starters
``````````````
P (*)  --------> K (*)      -----> df + S (*, O, A)-----> df + S (G, E)
                                   S (E) 
                                   d + S (*, _, E)
                                  
           
d + P (*)------> d + K (*, _)----> d + S (*, _)    -----> df + S (G, E)
                                   S (O, E) 
           
             
Kick Starters
`````````````
None  

           
Strong Starters
```````````````
S (*)  --------> S (*)      -----> S (E) 
   


*******************************************************************************
* 3.9 Tsugumi Sendo                                                           *
*******************************************************************************
Colors                            Win Victories
------                            -------------
K/S - Black shorts and White      P - Wobbles arm then puts forward "V" sign
      jacket w/ Blue trim         K - Wobbles arm then points upward
P/L - Red shorts and Black jacket S - Puts arm forward three times then jumps
      w/ Yellow                   L - Turns around and shakes finger



Throws
------
Tsugumi Driver              f + S close 
Tsugumi Suplex              f + S close to
                              opponent's back
Monkey Flip                 df, df + S close      launches
Rainbow German              df, df + S close
                              to crouching
                              opponent's back
  Hold                      S, S, S               timing on this follow up
                                                    is ridiculous; activate
                                                    the first part of the
                                                    extended hold by 
                                                    pressing S at the last
                                                    special camera angle
                                                    before the camera 
                                                    returns to normal and
                                                    Tsugumi releases the
                                                    Rainbow German; after
                                                    this rhythmically
                                                    press S two more times
                                                    to produce two more
                                                    extended holds; mashing
                                                    S appears not to work
                                                    and will make the Hold
                                                    follow up fail as a 
                                                    result
Redirect                    f + L                 puts opponent in position
                                                    so their back is facing
                                                    you
  

Basic Move
----------
Crawl                       hold df

                                                    
Command Moves
-------------
Pulling Riser               d, d + P when the        
                              opponent 
                              attempts a 
                              pursue attack
  High Up Sobat             K during Pull Riser   timing is tricky on this
                                                    follow up
Rolling Sobat               f + K                 can be easily kara cancelled
Shin Crush Kick             b + K                 must be blocked low; can be 
                                                    easily kara cancelled
Skull Crush Kick            f + S
Uppercut                    df + S                float launches; true 
                                                    launcher on counter hit
Wind Punch                  b + S (hold S to      has three levels of
                              empower)              strength
  Rolling Breaker           d + S                 Wind Punch must connect
                                                    (not blocked) to
                                                    perform the follow up;
                                                    execute motion at the
                                                    moment the Wind Punch
                                                    hits the opponent
Bull Charge                 f, f, P/K/S 
Catch                       f, b + S              connects close; 
                                                    unblockable
  Grand Pass                f + S                 switches to the back of
                                                    opponent
  Rope Throw                b + S                 switches to the back of
                                                    opponent if follow up
                                                    isn't used
    Re-Pulling              continue to hold b
                              from previous
                              motion and press
                              S
  Body Slam                 d + S 
Elbow Drop                  df + S on downed      pursue attack
                              opponent  
Feint Osaka Naniwa Lariat   f + P+S


Back Turned Moves
-----------------
Backfist                    P/K/S
Sweep                       d + P/K/S


Special Moves
-------------
Tsugumi Elbow               qcf + P               absorbs projectiles; 
                                                    when successful in
                                                    absorbing a 
                                                    projectile Tsugumi
                                                    will activate a
                                                    sweep type maneuver
Osaka Naniwa Lariat         Charge b for 1
                              second, f + P
Tower Drop Driver           b, d, db + P/K/S      P=short, K=medium, 
                                                    S=far; must touch
                                                    opponent to perform
                                                    the entire maneuver;
                                                    unblockable
Hunting Bridge              qcb + K               must connect (not 
                                                    blocked) to perform
                                                    the entire maneuver;
                                                    it can hit airborne
                                                    opponents but will 
                                                    only act as a kick
                                                    attack
Okonomi Preperation         Charge d for 1        this first kick must 
                              second, u + K         be blocked low
  Kick Combo                K, K, K, S            the last part is an
                                                    overhead
Super Drop Kick Lite        Charge K for 5  
                              seconds, release
Octopus Heat                qcf + S               counter attack to jump 
                                                    maneuvers and special
                                                    moves (not projectiles) 
Tripping Up                 b, db, d + S close    unblockable
                              to standing 
                              opponent
  Tsugumi Hip               u + S                
Power Bomber                b, db, d + S close    unblockable
                              to crouching
                              opponent


Super Desperations
------------------
Flying Tsugumi Drop         f, b, db, d, 
                              df + K+S
Pulling Flying Tsugumi Drop f, b, db, d           unblockable
                              df + K+S close
Tripping Up Set Up          b, db, d + S close    unblockable
                               to standing 
                               opponent
  Osaka Naniwa Death Lock   hcf + K+S 


Heat Blow
---------
Burning Lariat              P+K+S                 unblockable; will stun
                                                    opponent if move
                                                    connects; will launch
                                                    opponent on counter hit;
                                                    can be used while being
                                                    attacked and will act
                                                    as a sort of combo
                                                    breaker (will not break
                                                    Overdrive Power Supers
                                                    or Super Desperations)


Overdrive Power Super
---------------------
Loop Line Crash             qcb, db, f + S        dash in must touch
                                                    opponent to perform
                                                    the entire maneuver;
                                                    unblockable


Chain Attacks
-------------
Punch Starters
``````````````
P (*)  --------> K (*)      -----> df + S (*, O, A)-----> df + S (G, E)
                 S (*, E)          S (E)
                 d + S (_, E)      d + S (*, _, E)
                                   
           
d + P (*)------> d + K (*, _)----> d + S (*, _)    -----> df + S (G, E)
                                   S (O, E) 

               
Kick Starters
`````````````
K (*)  --------> K          -----> d + S (_)       -----> df + S (G, E)  


d + K (*, _)---> S          -----> uf + S (O)      -----> df + S (G, E)
                                   hcf + S (E)

               
Strong Starters
```````````````
S (*)  --------> S (*)      -----> S (*, E)             
                                   u + S (O, E)



*******************************************************************************
* 3.10 Geese Howard                                                           *
*******************************************************************************
Colors                            Win Victories
------                            -------------
K/S - Red pants                   P - Crosses arms and sneers
P/L - Blue pants                  K - Turns around and crosses arms
Hold Start, K/S - Black suit      S - Puts hands on hips and laughs
Hold Start, P/L - Brown suit      L - Points and shakes finger



Throws
------
Tiger Killing Throw         f + S close 
Spinning Ring Drop          f + S close to
                              opponent's back
Vacuum Throw                b, f + S close
Mauling Tiger Crunch        f, b + S close
Redirect                    f + L                 puts opponent in position
                                                    so their back is facing
                                                    you


Basic Moves
-----------
Crawl                       hold df
Clawed Palm                 tap P rapidly
Jump Kick                   S from a short jump   overhead
Rapid Air Palm              S, S, S, d + S from   4 hits; all parts are 
                              high jump             overheads


Command Moves
-------------
Rolling Axe Kick            b + K                 overhead; can be easily kara
                                                    cancelled
Wind Blade                  crouch, f + K
Heavy Palm Strike           f + S
Rising Palm                 df + S                float launches; true 
                                                    launcher on counter hit
Double Murdering Kick       df + K+S              second part must be blocked 
                                                    low; can be easily kara 
                                                    cancelled
Swipe Elbow                 f, f, P/K/S 
Crushing Palm Thrust        df + S on downed      pursue attack
                              opponent who is
                              facing up
Thunder Break Throw         df + S on downed      pursue attack
                              opponent who is
                              facing down
Feint Gale Fist             d + P+S
Feint Raging Storm          d + K+S


Back Turned Moves
-----------------
Backfist                    P/K/S
Sweep                       d + P/K/S
     
                                                     
Special Moves
-------------
Gale Fist                   qcb + P               will collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process
Hurricane Fist              qcf + P/S in air      will collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process
Evil Shadow Charge          qcb + S               dash must connect (not
                                                    blocked) to perform entire
                                                    maneuver
  Thunder Break Throw       df + S on downed      pursue attack
                              opponent 
Below The Belt Blast        hcf + P               low counter attack; stuns
                                                    opponent
Spiral Parrying Throw       hcf + K               counter attack to jump 
                                                    maneuvers and special
                                                    moves (not projectiles)  
Crescent Moon               hcf + S               high counter


Super Desperations
------------------
Raging Storm                db, hcb, df + K+S     absorbs projectiles
Empty Wind Blast            Charge db for 1.5     absorbs projectiles 
                              seconds, b, 
                              f + K+S


Heat Blow
---------
Deadly Backfist             P+K+S                 unblockable; will stun
                                                    opponent if move
                                                    connects; will launch
                                                    opponent on counter hit;
                                                    can be used while being
                                                    attacked and will act
                                                    as a sort of combo
                                                    breaker (will not break
                                                    Overdrive Power Supers
                                                    or Super Desperations)


Overdrive Power Super
---------------------
Raging Power                f, b, db, d, df + S   Geese will have energy
                                                    surround him for around
                                                    8 seconds and follow up
                                                    can only occur during 
                                                    this time
  Raising Dead End          hcf + K/S             K=counter attack to jump 
                                                    maneuvers and special
                                                    moves (not projectiles),
                                                    S=high counter
Deadly Rave                 hcb, f + P, P, P, K   dash in must connect (not
                              K, K, S, S, S         blocked) for the entire
                                                    super to be performed
  Finish                    qcb + S 


Chain Attacks
-------------
Punch Starters
``````````````
P (*)  --------> K (*)      -----> df + S (*, O, A)-----> P (3) --------+
                                   S (E)                  df + S (G, E) |
                                   d + S (*, _, E)                      |
                                                                        |
                                                                        |
                                                          K (E) <-------+ 
                                                          df + S (G, E)

        
d + P (*)------> d + K (*, _)----> d + S (*, _)    -----> df + S (G, E) 
                                   S (O, E) 

               

Kick Starters
`````````````
None

               
Strong Starters
```````````````
S (*)  --------> S (*)      -----> S (E)             
                                 


*******************************************************************************
* 3.11 Toji Sakata                                                            *
*******************************************************************************
Colors                            Win Victories
------                            -------------
K/S - White and Green shirt w/    P - Taps closed fan on shoulder
      Black pants                 K - Lifts hat with fan and eye glows
P/L - Red and White shirt w/      S - Slashes with fan
      Brown pants                 L - Throws fan and crosses arms



Throws
------
Every Direction Throw       f + S close 
Knee Spin                   f + S close to
                              opponent's back
Raven Drop                  d + S close in air
Self Attack Throw           b, f + S close
  Shuttlecock Split         d + S
Reverse Throw               d + S when back is
                              turned and 
                              opponent is close
                              behind you
  Roaring Heaven Slash      u, d + S
Redirect                    f + L                 puts opponent in position
                                                    so their back is facing
                                                    you
 

Basic Moves
-----------
Crawl                       hold df
Air Fan Uppercut            S from short jump     overhead

                                                    
Command Moves
-------------
Fan Stab                    f + S
Swipe Uppercut              df + S                float launches; true 
                                                    launcher on counter hit
Charging Fan Swipe          f, f, P/K/S 
Turn Around                 d, d                  refer to Back Turned
                                                    Moves section    
Piercing Fan                df + S on downed      pursue attack
                              opponent      
Feint Symbiotic Slice       d + P+S
Feint Heaven Thrust         d + K+S


Back Turned Moves
-----------------
Reverse Throw               d + S when 
                              opponent is
                              close behind 
                              you
  Roaring Heaven Slash      u, d + S
Blind Fan Swipe             P/K/S
Ankle Splitter              P+K                   must be blocked low
Hopping Slash               P+S                   overhead
Upward Strike               K+S
Fan Sweep                   d + P/K


Special Moves
-------------
Cyclone Seizure             hcf + P               high counter attack
Mirror Murder               f, d, df + P          a projectile counter
                                                    attack; will absorb
                                                    projectiles and
                                                    counter with a
                                                    blast attack; can
                                                    hit normally as
                                                    well
Symbiotic Slice             qcb + P/S             P=stationary, S=far
Thundering Heavens Homicide f, b, d, u + S        unblockable
                              close


Super Desperation
----------------- 
God Of War                  qcb, db, f + K+S      absorbs projectiles
  Heaven Thrust             hcf + S               overhead


Heat Blow
---------
Roaring Bop                 P+K+S                 unblockable; will stun
                                                    opponent if move
                                                    connects; will launch
                                                    opponent on counter hit;
                                                    can be used while being
                                                    attacked and will act
                                                    as a sort of combo
                                                    breaker (will not break
                                                    Overdrive Power Supers
                                                    or Super Desperations)


Overdrive Power Super
---------------------
Mortally Inspire            360 + S close         unblockable


Chain Attacks
-------------
Punch Starters
``````````````
P (*)  --------> K (*)      -----> df + S (*, O, A)-----> df + S (G, E)
                                   S (E)
                                   d + S (*, _, E)
                                  
           
d + P (*)------> d + K (*, _)----> d + S (*, _)    -----> df + S (G, E)
                                   S (O, E) 

               
Kick Starters
`````````````
None

               
Strong Starters
```````````````
S (*)  --------> S (*)      -----> S (E) 



*******************************************************************************
* 3.12 Billy Kane                                                             *
*******************************************************************************
Colors                            Win Victories
------                            -------------
K/S - Black costume w/ Yellow     P - Turns around and puts palm forward
      trim                        K - Sticks pole in ground and leans on it
P/L - Black costume w/ Blue dress S - Performs Whirlwind Pole and then poses
      shirt                       L - Taps pole on shoulder



Throws
------
Fishing Rod Throw           f + S close 
Cane Strangle Shoulder Toss f + S close to
                              opponent's back
Hell Drop                   f, b + S close
Redirect                    f + L                 puts opponent in position
                                                    so their back is facing
                                                    you


Basic Move
----------
Crawl                       hold df


Command Moves
-------------
Spin Kick                   f + K                 2 hits
Head Splitting Cane         b + K                 can be easily kara cancelled
Steep Dragon Kick           b, df + K             second part is an overhead
Prop Spin Kick              f + S
Snapping Cane               df + S                float launches; true 
                                                    launcher on counter hit
Scissor Kick Flip           db + S                
Pole Charge                 f, f, P/K/S   
Pole Stab                   df + S on downed      pursue attack
                              opponent      
Feint Cudgel Cruncher       d + P+S


Back Turned Moves
-----------------
Quick Turn Swipe            P/K/S
Sweep                       d + P/K/S


Special Moves
-------------
Whirlwind Pole              qcf + P (tap P        absorbs projectiles 
                              repeatedly to         
                              continue to spin      
                              pole)
Cudgel Cruncher             Charge b for 1        absorbs projectiles
                              second, f + P
  Flame Cudgel Cruncher     b, f + S              Cudgel Cruncher must connect 
                                                    (not blocked) to perform 
                                                    this follow up 
Sparrow Drop                qcb + P
Fire Pursuit Cane           qcb + K  
Pursuit Assault Cane        db, qcf + K           control descent with b or f
  Clubber Rush              S                     press S early during the
                                                    Pursuit Assault Cane
  Gliding Crackdown Cane    u + S                 press u + S at the apex of
                                                    the Pursuit Assault Cane
                                                    jump   


Super Desperations
------------------
Super Fire Wheel            f, b, db, d,          absorbs projectiles
                              df + K+S
Scarlet Uppercut            f, df, d + S    


Heat Blow
---------
Baseball Swing              P+K+S                 unblockable; will stun
                                                    opponent if move
                                                    connects; will launch
                                                    opponent on counter hit;
                                                    can be used while being
                                                    attacked and will act
                                                    as a sort of combo
                                                    breaker (will not break
                                                    Overdrive Power Supers
                                                    or Super Desperations)


Overdrive Power Super
--------------------- 
Salamander Streamer         f, b, db, d, df + S   flames absorb projectiles


Chain Attacks
-------------
Punch Starters
``````````````
P (*)  --------> K (*)      -----> df + S (*, O, A)-----> df + S (G, E)
                                   S (E)
                                   d + S (*, _, E)
                                  
           
d + P (*)------> d + K (*, _)----> d + S (*, _)    -----> df + S (G, E)
                                   S (O, E) 

               
Kick Starters
`````````````
None

               
Strong Starters
```````````````
S (*)  --------> S (*)      -----> S (E) 

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -


*******************************************************************************
* 3.13 Duck King                                                              *
*******************************************************************************
Colors                            Win Victories
------                            -------------
K/S - Purple pants and White top  P - Puts arms up and then jumps and spins
      w/ Orange trim              K - Slides on knees and points
P/L - White pants and White top   S - Performs short Break Spiral and lays down
      w/ Blue trim                L - Dances and steps on his chick  



Throws
------
Rolling Neck Throw          f + S close 
Reverse Neck Throw          f + S close to
                              opponent's back
Redirect                    f + L                 puts opponent in position
                                                    so their back is facing
                                                    you


Basic Moves
-----------
Crawl                       hold df
Attention Chop              tap P rapidly
Headbutt                    S                     2 hits


Command Moves
-------------
Mad Spin                    b + P                 overhead
Slide                       df + K                must be blocked low
Needle Kick                 while blocking        press f + K before the
                              press f + K           opponent's attack hits 
                                                    your blocking animation
                                                    or f + K when an attack
                                                    whiffs your block 
                                                    animation
Step Side Chop              f + S
Raising Kick                df + S                float launches; true 
                                                    launcher on counter hit
Hop Buoy                    d, d + S       
  Motor Motor               df + S                2 hits; both hits must be
                                                    blocked low
Spear Headbutt              f, f, P/K/S   
Aero Turn                   L in air              turns Duck King around in
                                                    air 
Special Taunt               df + S on downed      pursue taunt
                              opponent
Feint Head Spin Attack      f + P+S
Feint Flying Spin Attack    d + P+S in air        only works on high jumps


Back Turned Moves
-----------------
Forearm Shot                P/K/S
Chopping Sweep              d + P/K/S


Special Moves
-------------
Head Spin Attack            Charge b for 1        P=short, S=far
                              second, f + P/S
Flying Spin Cannonball      qcb + P in air        only works on high jumps
Flying Spin Attack          qcb + S in air        only works on high jumps;
                                                    will crash and burn if
                                                    move misses
  Secret Kick               S                     Flying Spin Attack must
                                                    touch opponent to be
                                                    able to perform this
                                                    follow up
Dancing Dive                qcb + K               first part must be blocked  
                                                    low
Break Storm                 f, d, df + K          first part must be blocked
                                                    low
Break Storm King            f, d, df, f, uf + K   first part must be blocked 
                                                    low
Beat Rush                   f, b, f + S
  Fake                      P
  Dance Hop                 K                     first part must be blocked
                                                    low; can use Feint
                                                    Flying Spin Attack, 
                                                    Flying Spin Attack, 
                                                    Flying Spin Cannonball,
                                                    and Spiral Brother
                                                    Custom after this
                                                    maneuver
  Raking Feet               S                     must be blocked low

                                                
Super Desperations
------------------
Break Spiral                hcf, uf, d + K+S      unblockable 
                              close
Spiral Brother Custom       hcf + K+S in air      must touch opponent to
                                                    perform entire maneuver;
                                                    unblockable


Heat Blow
---------
Crescent Smash              P+K+S                 unblockable; will stun
                                                    opponent if move
                                                    connects; will launch
                                                    opponent on counter hit;
                                                    can be used while being
                                                    attacked and will act
                                                    as a sort of combo
                                                    breaker (will not break
                                                    Overdrive Power Supers
                                                    or Super Desperations)


Overdrive Power Super
--------------------- 
Space Cowboy                qcb, db, f + S        must connect (not blocked)
                                                    to perform the entire
                                                    super; must be blocked
                                                    low


Chain Attacks
-------------
Punch Starters
``````````````
P (*)  --------> K (*)      -----> df + S (*, O, A)-----> df + S (G, T, E)
                 S (E)             S (E)
                                   d + S (*, _, E)
                               
           
d + P (*)------> d + K (*, _)----> d + S (*, _)    -----> df + S (G, T, E)
                                   S (O, E) 

               
Kick Starters
`````````````
K (*)  --------> S (E)

               
Strong Starters
```````````````
S (*)  --------> S (*)      -----> S (E) 



*******************************************************************************
* 3.14 Mr. Karate                                                             *
*******************************************************************************
Colors                            Win Victories
------                            -------------
K/S - Orange pants and Black top  P - Crosses arms then puts them in front
      w/ Gray trim                K - Raises arms over head then crosses arms
P/L - Red pants and Red top w/    S - Punches and then expels energy
      Blue trim                   L - Puts fist on chin



Throws
------
Valley Drop                 f + S close 
Empty Overhead Thrust       f + S close to
                              opponent's back
Redirect                    f + L                 puts opponent in position
                                                    so their back is facing
                                                    you  


Basic Moves
-----------
Crawl                       hold df
Jump Kick                   S from ub/uf high     overhead
                              jump 
Straight Punch              tap P rapidly

                                                    
Command Moves
-------------
Heel Drop                   f + K                 2 hits; second part is 
                                                    an overhead; can be 
                                                    easily kara cancelled
  Side Kick                 S
Shin Crusher                df + K                must be blocked low; can 
                                                    be easily kara cancelled
Step Punch                  f + S
Short Uppercut              df + S                float launches; true 
                                                    launcher on counter hit
Tiger Spin Kick             db + S                can be easily kara cancelled
Hooking Punch               f, f, P/K/S 
Tiger Blast                 df + S on downed      pursue attack
                              opponent
Willpower Charge            Hold P+K+S            will charge up your POW 
                                                    meter  
Feint Tiger Gleam Fist      d + P+S
Feint Supreme Roaring Fist  d + K+S


Back Turned Moves
-----------------
Gut Kick                    P/K/S
Sweep                       d + P/K/S


Special Moves
-------------
Tiger Gleam Fist            qcf + P/S (hold to    P=short, S=far; holding 
                              delay and empower)    the button will delay
                                                    the move and will also 
                                                    make the fireball explode
                                                    at the end of its journey
                                                    with a bigger explosion;
                                                    will collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process
Air Tiger Gleam Fist        qcf + S in air        will collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process
Tiger Cannon                f, d, df + P/S        P=short, S=far
Extreme Limit Fist          b, d, db + P          must connect (not blocked)
                                                    to perform the entire
                                                    maneuver; overhead;
                                                    launches
Momentary Violence Fist     f, b, f + P           must connect (not blocked)
                                                    to perform the entire
                                                    maneuver
Swallow Gale Kick           qcf + K
  Knockout Kick             qcf + K               Swallow Gale Kick must 
                                                    touch opponent to allow
                                                    for follow up
Death Fist                  qcb + S               high counter attack
  Delayed Death Fist        hold S with previous  delays the glowing spark
                              motion when you       explosion; will activate
                              successfully          explosion when you 
                              activate maneuver     release S; the move
                                                    empowers the longer S
                                                    is held; if hit during
                                                    delay the opponent will
                                                    lose spark and the
                                                    explosion will not be
                                                    possible
  

Super Desperations
------------------ 
Supreme Roaring Fist        f, b, db, d, df,      absorbs projectiles
                              f + K+S
Air Supreme Roaring Fist    f, b, db, d, df,      absorbs projectiles
                              f + K+S in air


Heat Blow
---------
Lightning Arm               P+K+S                 unblockable; will stun
                                                    opponent if move
                                                    connects; will launch
                                                    opponent on counter hit;
                                                    can be used while being
                                                    attacked and will act
                                                    as a sort of combo
                                                    breaker (will not break
                                                    Overdrive Power Supers
                                                    or Super Desperations)


Overdrive Power Super
---------------------
Tiger Boisterous Dance      qcf, df, d, db,       dash in must connect to
                              b + S                 perform entire super


Chain Attacks
-------------
Punch Starters
``````````````
P (*)  --------> K (*)      -----> df + S (*, O, A)-----> (G, E)
                                   S (E)
                                   d + S (*, _, E)
           

d + P (*)------> d + K (*, _)----> d + S (*, _)    -----> (G, E)
                                   S (O, E) 

               
Kick Starters
`````````````
K (*)  --------> u + S (*, O, E) 

        
Strong Starters
```````````````
S (*)  --------> S (*)      -----> S (E) 



===============================================================================
4. Misc. And Easter Eggs
===============================================================================

**********************
* 4.1 Special Intros *
**********************

Terry vs Andy
Terry vs Geese
Joe vs Joe
Raiden vs Tsugumi
Xiangfei vs Terry/Kim/Toji
Kim vs Raiden/Yamazaki/Geese/Billy
Mai vs Andy
Geese vs Raiden/Andy/Mr. Karate
Geese vs Billy
Toji vs Geese


*********************
* 4.2 Win Victories *
*********************

  You can choose your win victory in this game.  Simply hold the corresponding
button after you KO your opponent.  Each character's section has which win
victory you will receive by holding each button.


*******************
* 4.3 Unlockables *
*******************

Unlock Duck King -        Beat the game will every character in Arcade mode.

Unlock Mr. Karate -       Beat the game with any character without losing a 
                          round or using a continue in Arcade mode.

Unlock Team Battle Mode - Beat the game with every character.

Unlock Data Mode -        Beat the game with any character in Arcade mode.

 

===============================================================================
5. Conclusion
===============================================================================

5.1  What's Missing/Needed
-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.

5.2  Credits
-SNK
-Gamefaqs
-And me for writing this faq