=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Real Bout Fatal Fury Special: Dominated Mind FAQ By: Goh_Billy (billy_kane_32@hotmail.com) & Giygas (almighty_idiot@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 Power Gauge And Supers 3. Characters 3.1 Terry Bogard 3.2 Alfred 3.3 Mai Shiranui 3.4 Cheng Sinzan 3.5 Kim Kaphwan 3.6 Jin Chonrei 3.7 Franco Bash 3.8 Duck King 3.9 Hon-Fu 3.10 Geese Howard 3.11 Joe Higashi 3.12 Blue Mary 3.13 Wolfgang Krauser 3.14 Ryuji Yamazaki 3.15 Jin Chonshu 3.16 Billy Kane 3.17 Bob Wilson 3.18 Laurence Blood 3.19 Tung Fu Rue 3.20 Sokaku Mochizuki 3.21 Andy Bogard ---------------------------- 3.22 White 4. Menu Translation 4.1 Main Menu Screen 4.2 Options Screen 4.3 Pause Screen 5. Unlockables 6. Conclusion 6.1 What's Missing/Needed 6.2 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 T - Taunt Button x - Times 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 H - first attack must be from a high jump for this part to come out =============================================================================== 2. System =============================================================================== ++++++++++++++ | 2.1 Basics | ++++++++++++++ Throw f/b + S close Dash Forward f, f can attack out of dash Dash Jump uf Halt b Dash Backward b, b invulnerable for a second Air Turn Around T in air works only on high jumps 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 Recovery Roll b, db, d + T after being knocked down Dizzy Recovery shake joystick and tap the buttons rapidly when dizzied Defensive Attack f + LP while you will find this will blocking work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Quick Approach f + T when the you must time the motion opponent is to the opponent's attack; attacking you will absorb the attack while moving forward and not take any damage; this functions essentially like a parry and as such you can perform specials/supers at the end of the Quick Approach or even perform another Quick Approach Reversal guard, and then perform a special move after blockstun Break Shot perform move marked requires H. Power or higher with (BS) while blocking Kara Cancel input a special or super during the early frames of a normal/command attack Secret Moves - These moves are listed as such in the movelist details. Some characters have secret moves and they are not usable until they are unlocked. To unlock them you must beat the game with every character in Arcade Mode by not losing a round and meeting Geese each time. Once you do this with every character the secret moves will unlock. ++++++++++++++++++++++++++++++ | 2.2 Power Gauge And Supers | ++++++++++++++++++++++++++++++ Power Gauge - This fills when you use special moves, connect (not blocked) any attack, or when you block an opponent's attack. H. Power - This occurs when half your power gauge is filled. This allows you to use Break Shots and Recovery Rolls. S. Power Super - When your gauge is filled, you will have a S Power bar. It decreases over time, until eventually your gauge empties completely. You are able to use a S. Power Super when the S. Power bar is active. After using a S. Power Super, the bar will automatically empty. You can also perform S. Power Supers when your lifebar is flashing. During this time, there is no need for a charged Power Gauge and you can perform as many S. Power Supers as you want. P. Power Super - When the gauge is filled and your lifebar is flashing red, the power gauge will display a P. Power bar. As with the S. Power bar, this decreases over time. During the bars active run, you can perform a P. Power Super. Once performed, the power gauge will empty. Final Impact - Final Impacts in this game are essentially super cancels. Each character has the ability to cancel certain specials or supers into other supers. In each character's movelist there is the chain of possible canceling options. Final Impacts can be performed in two ways. One is by performing the initial move and immediately entering the motion of the finishing super. This requires very fast timing. The other method is by hiding the motion of the second maneuver into the motion of your initial maneuver of the chain. For example, Terry can cancel his Power Wave into his Triple Geyser. A simple way to do this is use the motion qcf, qcf + P (which will activate the Power Wave), then press S (which will activate the Triple Geyser). =============================================================================== 3. Characters =============================================================================== ******************************************************************************* * 3.1 Terry Bogard * ******************************************************************************* Colors ------ K - Red jacket and hat S - Black jacket and hat Throw ----- Buster Throw f/b + S close Basic Moves ----------- Down Punch S from short jump overhead Roundhouse S close 2 hits Command Moves ------------- Slide Punch Dash Forward, d + P Uppercut df + P Flying Turn Kick f + K can be easily kara cancelled Gut Uppercut f + P while you will find this will blocking work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Feint Burning Knuckle f + P+K Feint Power Geyser d + K+S Special Moves ------------- Power Wave (BS) qcf + P will collide with other projectiles as both will be "destroyed" in the process Quick Burn (BS) f, d, df + P second part is an overhead Burning Knuckle (BS) qcb + P/S P=short, S=long Rising Tackle Charge d for 1.5 seconds, u + P Power Dunk (BS) f, d, df + K last part of the move is an overhead Crack Shoot qcb + K S. Power Super -------------- Power Geyser (BS) qcf, qcf + K+S absorbs projectiles P. Power Supers --------------- Overheat Geyser qcf, qcf + S absorbs projectiles Triple Geyser qcb, qcb + S secret move; geysers at end of move absorb projectiles Chain Attacks ------------- Punch Starters `````````````` P (*) --------> S (*, E) P close (*)----> S (*, 1) -----> S (*, E) d + P (*)------> S (*, E) | d + S (*, E, 1) | | ----> d + K (*, _)----> S (*, 2, E) d + S (*, 2, E) P in air (0)---> K (1, H, O)-----> S (2, H, O, E) S (1, H, O, E) Kick Starters ````````````` K close (*)----> S (*, E) K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` None Final Impact Chains ------------------- Power Wave -------> Overheat Geyser Quick Burn Rising Tackle Power Dunk ******************************************************************************* * 3.2 Alfred * ******************************************************************************* Colors ------ K - Yellow pants w/ Blue top S - Black pants w/ Red top Throw ----- Sonic Wing f/b + S close Basic Move ---------- Propeller Chop S close 2 hits Command Moves ------------- Slide Chop Dash Forward, P Fokker d + K in air overhead; does not work with short jumps Slide Kick f + K Retreat Kick b + K if connected (not blocked), follow with Augmentor Wing Slash Swipe f + P while you will find this will blocking work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Side Step b + P+K dodges low and high attacks (including projectiles) Feint Critical Wing d + P+K Special Moves ------------- Augmentor Wing (BS) qcf + P Critical Wing (BS) qcb + P/S P=short, S=long S. Tol f, uf, u + K if dash hits, he throws opponent; unblockable Mayday Mayday qcb + K in air Slash K overhead Kick Follow Up K Slash must connect for this follow up and the others to be possible Kick Finish K Divergence (BS) qcf + S absorbs projectiles S. Power Supers --------------- Shock Stall qcb + K+S in air dive must connect (not (connect on blocked) to perform ground opponent) entire super Shock Augmentor qcb + K+S in air dive must connect (not (connect on blocked) to perform airborne opponent) entire super P. Power Supers --------------- Wave Rider qcb, qcb + S launches opponent if super connects (not blocked); can follow with Augmentor Wing in corner Hexadrive qcf, qcf + S in air secret move; dive must connect (not blocked) to perform entire super Chain Attacks ------------- Punch Starters `````````````` P (*) --------> S (*, 1, E) P close (*) d + P (*) Kick Starters ````````````` K (*) --------> S (*, 1, E) K close (*) Strong Starters ``````````````` S in air-------> P (*, 1, H, O, E) (*, O) K (*, 1, H, O, E) S (*, 1, H, O, E) Final Impact Chains ------------------- Critical Wing -------> Wave Rider (P Version) Divergence Mayday Mayday -------> Shock Stall Hexadrive ******************************************************************************* * 3.3 Mai Shiranui * ******************************************************************************* Colors ------ K - Red costume S - Blue costume Throws ------ Windmill Breaker f/b + S close Dreamy Cherry Blossoms d + S close in air Basic Moves ----------- Down Fan S from a short jump overhead Roundhouse S close 2 hits Turn Fan S far 2 hits Command Moves ------------- Triangle Jump jump toward the wall, then away Slide Fan Dash Forward, d + P Slide Back Kick Dash Forward, d + K Double Foot Strike tap S repeatedly wake up attack when you are knocked down Rising Fan f + P while you will find this will blocking work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Feint Butterfly Fan d + P+K Special Moves ------------- Butterfly Fan (BS) qcf + P/S P=slow, S=fast; will collide with other projectiles as both will be "destroyed" in the process Dragon Blaze Dance (BS) qcb + P absorbs projectiles Riotous Butterfly Fan qcb + S secret move Part Two qcb + S Part Three qcb + S Finish qcb + S Deadly Ninja Bees (BS) hcf + S Solar Flash Dance Charge d for 1 absorbs projectiles second, u + S Flying Squirrel d + P+K in air S. Power Super -------------- Super Deadly Ninja Bees f, db, f + K+S / f, hcf + K+S P. Power Super -------------- Crimson Explosion f, db, f + S / hop in must touch opponent f, hcf + S in order to perform the entire super; unblockable Chain Attacks ------------- Punch Starters `````````````` P (*) --------> P (*, 1) -----> S (*, E) P close (*) f + S (*, E) d + P (*)------> d + S (*, 1, E) P in air-------> K (*, 1, H, 0)--> S (*, 2, H, O, E) (*, O) S (*, 1, H, O, E) Kick Starters ````````````` d + K (* _)----> S (*, 1, E) K in air-------> S (*, 1, H, O, E) (*, O) Strong Starters ```````````````` None Final Impact Chains ------------------- Butterfly Fan -------> Crimson Explosion Dragon Blaze Dance Riotous Butterfly Fan Super Deadly Ninja Bees ******************************************************************************* * 3.4 Cheng Sinzan * ******************************************************************************* Colors ------ K - Green shirt S - Orange shirt Throws ------ Self-Defense Drop f/b + S close Homicidal Headbutts df + S close Basic Moves ----------- Hop Split K far Head Soften S close 2 hits Command Moves ------------- Falling Double Bop f + P overhead; can be easily kara cancelled Prop Tantrum d + S all parts must be blocked low Brawny Reverse Bop P+K Slapping Palm f + P while you will find this will blocking work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Feint Avalanche Crunch f + P+K Feint Tempest Blast d + P+K Special Moves ------------- Tempest Blast (BS) qcf + P will collide with other projectiles as both will be "destroyed" in the process High Tempest Blast (BS) f, d, df + P will collide with other projectiles as both will be "destroyed" in the process Belly Drum Blast Charge d for 1 use b or f to move; tap P to second, u + P delay move; overhead Avalanche Crunch (BS) Charge b for 1 K=short, S=long second, f + K/S Full Reverse Pellet (BS) hcb + K high counter attack S. Power Supers --------------- Bursting Heavens (BS) Charge db for 1 the projectile itself second, qcf + K+S absorbs other projectiles Life's Great Journey qcb, qcb + K+S secret move; absorbs projectiles P. Power Super -------------- Collapse Of Creation qcf, qcf + S use b or f to move; the descend portion must touch the opponent to perform the entire super Chain Attacks ------------- Punch Starters `````````````` P close (*)----> K (*, 1) -----> S (*, 2, E) d + P (*) d + K (*, 1, _) d + S (*, 2, _, E) S (*, 1, E) d + S (*, 1, _, E) P in air (O)---> S (1, H, O, E) Kick Starters ````````````` K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` None Final Impact Chains ------------------- Tempest Blast -------> Collapse Of Creation High Tempest Blast Bursting Heavens ******************************************************************************* * 3.5 Kim Kaphwan * ******************************************************************************* Colors ------ K - White costume S - Black costume Throw ----- Body Drop f/b + S close Basic Moves ----------- Cyclone Kick S far Deep Roundhouse S close 2 hits Command Moves ------------- Slide Snap Kick Dash Forward, d + P Axe Kick f + K second part is an overhead Gut Kick f + P while you will find this will blocking work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Feint Phoenix Flattner d + K+S Special Moves ------------- Aerial Dust Storm (BS) f, d, df + P Crescent Moon Slash (BS) qcb + K/S K=short, S=long Flying Swallow Slice Charge d for 1.5 seconds, u + K Sky Raising Slash d + K Flying Swallow Slice must connect (not blocked) for follow up to be possible Soaring Kick d + K in air Judgment Kick df + K Soaring Kick must touch opponent to allow this follow up; must be blocked low S. Power Super -------------- Phoenix Flattner qcf, qcf + K+S dash in must connect (not blocked) to perform entire super P. Power Super -------------- Phoenix Kick Dance qcf + S in air move must connect (not blocked) to perform entire super Chain Attacks ------------- Punch Starters `````````````` P (*) --------> S (*, 1, E) P close (*) P in air-------> K (*, 1, H, 0)--> S (*, 2, H, O, E) (*, O) S (*, 1, H, O, E) Kick Starters ````````````` K (*) --------> S (*, E) K close (*) K in air-------> S (*, 1, H, O, E) (*, O) Strong Starters ``````````````` S close (*)----> S (A, E) S far --------> S (E) Final Impact Chains ------------------- Soaring Kick -------> Phoenix Kick Dance ******************************************************************************* * 3.6 Jin Chonrei * ******************************************************************************* Colors ------ K - Blue costume S - Black costume Throw ----- Mighty Dragon Activation f/b + S close Basic Move ---------- Driving Elbow S close 2 hits Command Moves ------------- Axe Kick f + K can be easily kara cancelled Quick Poke f + P while you will find this will blocking work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Feint Empire Destiny Slash d + K+S Special Moves ------------- Emperor Heavenly Eye qcf + P/S P=small and slow, S=large and fast; will collide with other projectiles as both will be "destroyed" in the process Emperor Crunch (BS) f, d, df + P/S P=short, S=further Emperor God Bop (BS) f, f + P Extended Emperor God Bop f, f, f + P Dragon Transformation (BS) qcf + K hold K to roll further; high dodge; can roll past opponent Emperor Hidden Blow qcb + K reflects projectiles Emperor Blast (BS) qcb, f + S not only causes damage to opponent, but will also regenerate a portion of Chonrei's lifebar as well; will collide with other projectiles as both will be "destroyed" in the process S. Power Supers --------------- Empire Destiny Slash qcf, qcf + K+S holding K+S will empower the (hold K+S to maneuver as it will enlarge empower) the projectile and deal more damage; unblockable; absorbs projectiles P. Power Supers --------------- Emperor Roar Destroyer qcf, qcf + S absorbs projectiles Emperor Reverse Scale Fist qcb, qcb + S secret move; swipe must touch opponent to perform the entire maneuver; the low kick part of the rush attack must be blocked low Chain Attacks ------------- Punch Starters `````````````` P close (*)----> K (*, 1) -----> S (*, E) d + P (*) d + K (*, _) d + S (*, _, E) S (*, 1, E) P in air (O)---> K (1, H, O)-----> S (2, H, O, E) S (1, H, O, E) Kick Starters ````````````` K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` None Final Impact Chains ------------------- Emperor Heavenly Eye-> Empire Destiny Slash Emperor God Bop Extended Emperor God Bop Emperor Crunch ******************************************************************************* * 3.7 Franco Bash * ******************************************************************************* Colors ------ K - Orange costume S - Green costume Throw ----- Gorilla Rush f/b + S close Basic Moves ----------- Down Punch S from short jump overhead Mega Upper S close 2 hits Command Moves ------------- Slide Jab Dash Forward, d + P Rising Uppercut tap S repeatedly wake up attack when you are knocked down Barom Punch P+K can be easily kara cancelled Small Swing f + P while you will find this will blocking work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Feint Zapper d + P+K Special Moves ------------- Zapper (BS) qcf + P will collide with other projectiles as both will be "destroyed" in the process Double Kong (BS) qcb + P second part is an overhead Guts Dunk (BS) qcf, uf + K the stomp from the last part is an overhead Golden Bomber hcb + S S. Power Supers --------------- Final Omega Blast (BS) qcb, qcb + K+S hold K+S to increase the distance of the maneuver P. Power Super -------------- G-G-G-Guts Dunk!! qcf, qcf + S secret move; last part is an overhead Armageddon Buster qcb, qcb + S uppercut must connect (not blocked) in order for the whole super to be performed; super stuns opponent ---you have the length of time before your P bar runs out or at the end of a--- ---combination of 12 attacks to perform the following maneuvers in a combo:--- ---(Note - you can use special moves in your combination, but this will--- ---effectively end the string of moves)--- Gut Punch P Straight Punch f + P Uppercut b + P Low Punch d + P Knee Strike K Straight Kick f + K Low Foot d + K Low Blow Uppercut S Reaching Back Kick f + S Low Swipe Kick d + S Barom Punch P + K Chain Attacks ------------- Punch Starters `````````````` P in air (O)---> S (1, H, O, E) Kick Starters ````````````` K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` None Final Impact Chains ------------------- Zapper --------> G-G-G-Guts Dunk!! Double Kong Armageddon Buster ******************************************************************************* * 3.8 Duck King * ******************************************************************************* Colors ------ K - Yellow top w/ Blue vest S - Red top w/ Black vest Throws ------ Slam Dunk f/b + S close Neck Slam d + S close in air Basic Moves ----------- Hop Kick K far low dodge Rising Beat S close 2 hits Command Moves ------------- Slide Backfist Dash Forward, d + P Duck Fake Air d, d in air causes Duck to stop in mid air for a split second; cannot perform air normals after this, but Duck can perform a Flying Spin Attack; can use as an air dodge as Duck is invulnerable for a split second Drop Straight Down do nothing Drop Diagonally Back b Drop Diagonally Forward f Duck Fake Ground Dash Forward, df + S dodges high attacks, will slide past opponent Down Swipe b + P overhead; can be easily kara cancelled Slide df + K must be blocked low Double Hand Spin d + S both parts must be blocked low Ground Spin d + S on downed pursue attack opponent Power Headbutt f + P while you will find this will blocking work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Feint Duck Dance d + K+S Special Moves ------------- Head Spin Attack (BS) qcf + P Riding Spin Attack (BS) qcf + S Kick Finish S Riding Spin Attack must touch opponent in order for this follow up to be available Flying Spin Attack qcb + P in air Neo Break Storm (BS) f, d, df + K Dancing Dive qcb + K Beat Rush (BS) f, b, f + S S. Power Supers --------------- Break Spiral hcf, uf, d + K+S unblockable close P. Power Super -------------- Duck Dance (BS) d, d + P+K+S ---you have the length of time before you P bar runs out to perform one of--- ---the following maneuvers:--- Air Cannonball f, df, d + K+S in air Cannonball b, f, b, f + K+S Dance Kick qcb, qcb + K+S Heaven's Knee qcf, qcf + K+S Chain Attacks ------------- Punch Starters `````````````` P (*) --------> S (1) -----> df + S (*, 2, A, E) P close (*) K (*, 1, E) d + P (*) d + K (*, 1, _, E) df + S (*, 1, A, E) P in air-------> K (*, 1, H, O)--> (*, 2, H, O, E) (*, O) S (*, 1, H, O, E) Kick Starters ````````````` K close (*)----> S (1) -----> df + S (*, 2, A, E) d + K df + S (*, A, E) (*, _) K in air-------> S (*, 1, H, O, E) (*, O) Strong Starters ``````````````` None Final Impact Chains ------------------- Head Spin Attack-----> Cannonball Riding Spin Attack Dance Kick Neo Break Storm Heaven's Knee Dancing Dive Beat Rush Flying Spin Attack---> Air Cannonball ******************************************************************************* * 3.9 Hon-Fu * ******************************************************************************* Colors ------ K - Black pants w/ Red top S - Red pants w/ White top Throw ----- Leg Toss f/b + S close Basic Moves ----------- Down Nunchaku S from short jump overhead High Roundhouse S close 2 hits Command Moves ------------- Slide Nunchaku Shot Dash Forward, d + P Rising Nunchaku df + P Blind Nunchaku Shot b + P must be blocked low Roundhouse f + K can be easily kara cancelled Side Nunchaku f + P while you will find this will blocking work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Feint Sky Of Fire Noogie b + P+K Special Moves ------------- Sky Of Fire Noogie (BS) f, d, df + P/S P=short, S=further Fire Stallion (BS) qcb + P, tap P if no P is tapped after repeatedly move, Hon-Fu will finish with himself in a "stun"; tap P in a good rythm to have Hon-Fu finish with a fire attack; if the tapped P portion is not in a good rythm you will again end up in a "stun" Heavenly Lightning qcb + K Lightning On Earth Charge db for 1.5 must be blocked low seconds, f + K Low Headbutt Exit tap K repeatedly must be blocked low Kaoloon's Prediction hcf + S kick must connect (not blocked) with opponent on the ground for entire move to come out Black Dragon hcf + S kick must connect (not blocked) with opponent in the air for entire move to come out Headbutt Charge b, f + P / secret move b, f + P Buddhist Bopper Catch d, d + S in air connects close to grounded opponents and is unblockable S. Power Super -------------- Neo Exploding Goro qcf, qcf + K+S P. Power Super -------------- Cadenza Storm qcf, qcf + S dash in must connect (not blocked) in order to perform the entire super Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*, 1) -----> df + S (*, 2, A, E) P close (*) d + P (*) P in air (O)---> K (1, H, O, E) S (1, H, O, E) Kick Starters ````````````` K (*) --------> S (*, 1, E) K close (*) d + K (*, _) K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` None Final Impact Chains ------------------- Sky Of Fire Noogie---> Cadenza Storm Fire Stallion Lightning On Earth ******************************************************************************* * 3.10 Geese Howard * ******************************************************************************* Colors ------ K - Red pants w/ Yellow trim and Flesh Color skin S - Black pants w/ Off White trim and Gray skin Throws ------ Vacuum Throw f/b + S close Mauling Tiger Crunch df + S close Basic Moves ----------- Jump Kick S from a short jump overhead Backfist S close 2 hits Command Moves ------------- Slide Punch Dash Forward, d + P Slide Tap Kick Dash Forward, d + K Rising Palm df + P Rolling Sweep b + K can be easily kara cancelled Slash Uppercut f + P while you will find this will blocking work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Feint Gale Fist d + P+K Feint Raging Storm d + K+S Special Moves ------------- Gale Fist (BS) qcb + P absorbs projectiles Double Gale Fist (BS) qcb + S absorbs projectiles Hurricane Fist qcb + P in air overhead; absorbs projectiles Second Hurricane Fist P can control descent with b or f; overhead absorbs projectiles True Hurricane Fist qcb + S in air overheads; absorbs projectiles Second True Hurricane qcb + S in air overheads; absorbs projectiles Jump Kick P/K/S overhead Evil Image Charge (BS) Charge b, f + K / dash must connect (not b, f + K blocked) to perform entire maneuver Evil Image Throw (BS) Charge b, f + S / dash must connect (not b, f + S blocked) to perform entire maneuver Dragon Throw (BS) hcf + K counter attack to jump maneuvers and special moves (not projectiles) Push Of The Tiger (BS) hcf + S high counter; moves opponent to other side of him where they are "stunned" for a split second S. Power Super -------------- Raging Storm (BS) db, hcb, df + K+S absorbs projectiles P. Power Supers --------------- Demonic Hurricane Fist qcf, qcf + S secret move; dash in must connect (not blocked) for entire super to be performed Deadly Rave qcb, f + P, P, P, dash in must connect (not K, K, K, S, S, S blocked) for the entire super to be performed Finish qcb + S Chain Attacks ------------- Punch Starters `````````````` P in air-------> S (1, H, O, E) (*, O) Kick Starters ````````````` K in air-------> S (1, H, O, E) (*, O) Strong Starters ``````````````` None Final Impact Chains ------------------- Gale Fist --------> Raging Storm Double Gale Fist Deadly Rave ******************************************************************************* * 3.11 Joe Higashi *
*******************************************************************************
Colors
------
K - Blue shorts w/ Red trim
S - Yellow shorts w/ Black trim
Throws
------
Jaws Special f/b + S close
Down Heel d + S
Knees Of Hell df + S close
Basic Move
----------
Straight Kick S from uf/ub short overhead
jump
Command Moves
-------------
Slide Fist Dash Forward, d + P
Slide Shin Kick Dash Forward, d + K
Quick Uppercut b + P
Rising Elbow df + P
High Kick b + K
Slide Kick df + K must be blocked low
Special Taunt d + S on downed pursue taunt
opponent
Jaw Opener f + P while you will find this will
blocking work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Feint Tiger Kick b + P+K
Feint Hurricane Upper d + P+K
Special Moves
-------------
Hurricane Upper (BS) hcf + P will collide with other
projectiles as both will
be "destroyed" in the
process
Exploding Hurricane hcf + S first tornado will collide
with other projectiles and
"destroy" them as well as
be "destroyed", while the
second and third tornadoes
will continue their path
TNT Punch tap P repeatedly
Dynamite Fist qcf + P overhead
Tiger Kick f, d, df + K
Pressure Knee (BS) guard an attack,
then f, d, df + S
Explosive Heel qcb + K Pressure Knee must connect
(not blocked) for this
follow up to be possible
Golden Heel (BS) qcb + K
Slash Kick Charge db, f + K /
db, f + K
Powerful Slash Kick Charge db, f + S / first part must connect (not
db, f + S blocked) to perform entire
maneuver
S. Power Super
--------------
Screw Upper qcf, qcf + K+S absorbs projectiles
P. Power Supers
---------------
Slide Screw qcf, qcf + S absorbs projectiles
Burn Tiger Heel qcb, qcb + S secret move
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*, 1) -----> S (2, E)
P close (*)| S (*, 1, E) d + S (2, _, E)
| df + S (*, 2, A, E)
|
|
----> d + K (*, 1, _)-> d + S (2, _, E)
df + S (*, 2, A, E)
d + P (*)------> K (*, 1) -----> S (2, E)
| d + S (2, _, E)
| df + S (*, 2, A, E)
|
|
----> d + K (*, 1, _)-> d + S (_, 2, E)
df + S (*, 2, A, E)
b + P (*)------> S (1, *, E)
P in air (O)---> K (1, H, O, E)
S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> S (*, 1) -----> S (*, 2) -----> qcf + S (3, A, E)
K close (*)----> K (*, 1) -----> S (2, E)
| d + S (2, _, E)
| df + S (*, 2, A, E)
|
|
----> d + K (*, 1, _)-> d + S (2, _, E)
df + S (*, 2, A, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
None
Final Impact Chains
-------------------
Hurricane Upper------> Slide Screw
TNT Punch
Tiger Kick
Pressure Knee
*******************************************************************************
* 3.12 Blue Mary *
*******************************************************************************
Colors
------
K - Black pants w/ Red jacket and Blonde hair
S - Blue pants w/ Black jacket and White hair
Throw
-----
Spine Crush f/b + S close
Achilles Hold f, df, d + S
Basic Moves
-----------
Air Backfist S from short jump overhead
Axe Kick K close 2 hits
Rising Slap S close 2 hits
Command Moves
-------------
Slide Punch Dash Forward, d + P
Slide Step Roller Dash Forward, f + K second part must be blocked
low
Step Roller b + K second part must be blocked
low
Leg Press d + K on downed pursue attack
opponent
Mary Dodge P+K dodges low and high attacks
(including projectiles)
Good Night Backbreaker df, df + S when unblockable; input most be
close done quickly after Mary
Dodge
Throat Elbow f + P while you will find this will
blocking work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Special Moves
-------------
Vertical Arrow (BS) f, d, df + K
Mary Snatcher f, d, df + K the first part must connect
(not blocked) for the
follow up to be possible
Face Lock db, f + S
Straight Slice (BS) Charge b for 1
second, f + K
Mary Crab Clutch hcf + K Straight Slice must connect
(not blocked) for this
follow up to be possible
Mary Spider (BS) qcf + S unblockable
S. Power Super
--------------
Mary Typhoon qcf, qcf + K+S close unblockable
Mary Splash Rose f, hcf + K+S secret move; dash in must
connect (not blocked) in
order to perform the
entire super
P. Power Super
--------------
Mary Spinning Toss qcf, qcf + S rising knee must connect
(not blocked) for entire
super to be performed
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> S (*, 1) -----> df, df + S (2, E)
P close (*)|
|
----> d + P (*) -----> d + S (*, A, E)
d + P (*)------> d + S (*, A, E)
P in air (O) --> K (1, H, O, E)
S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> S (*, 1) -----> df, df + S (2, E)
K close (*)
d + K (*, _)---> d + S (*, A, E)
K in air (O) --> S (1, H, O, E)
Strong Starters
```````````````
None
Final Impact Chains
-------------------
Face Lock --------> Mary Spinning Toss
*******************************************************************************
* 3.13 Wolfgang Krauser *
*******************************************************************************
Colors
------
K - Red pants w/ Gold armor and Purple hair
S - Blue pants w/ Silver armor and Brown hair
Throw
-----
Knee Thrust f/b + S close
Basic Move
----------
Crunch Upper S close 2 hits
Command Moves
-------------
Slide Chop Dash Forward, d + P
Slide Shin Kick Dash Forward, d + K
Ground Punch f + K+S overhead; can be easily kara
cancelled
Big Splash d + S in air overhead
Uppercut f + P while you will find this will
blocking work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Feint High Blitz Ball d + P+K
Feint Kaiser Wave d + K+S
Special Moves
-------------
High Blitz Ball (BS) qcb + P will collide with other
projectiles as both
will be "destroyed" in
the process
Low Blitz Ball (BS) qcb + S will collide with other
projectiles as both
will be "destroyed" in
the process
Dropping Elbow (BS) Charge d for 1 overhead
second, u + P
Leg Tomahawk qcf + K overhead
To The Moon Blow hcb + K close unblockable
Phoenix Thrust (BS) hcf + S counter attack to jump
maneuvers and special
moves (not projectiles)
Machine Gun Punch Charge d for .5 can only be cancelled from
seconds, df + S far S
S. Power Super
--------------
Kaiser Wave Charge b for 2 absorbs projectiles;
seconds, uf + K+S holding the last part of
(hold K+S to the motion (uf + K+S) will
delay) empower the super; hold
uf + K+S for:
0-1 second=level 1 wave
2 seconds=level 2 wave
3 seconds=level 3 wave
P. Power Supers
---------------
Gigatec Cyclone qcf, qcf + S sweep unblockable
distance away or
closer
Deadly Rave hcb, f + P, P, P, secret move; dash in must
K, K, K, S, S connect (not blocked) for
the entire super to be
performed
Finish 1 S
Finish 2 qcb + P+S
Chain Attacks
-------------
Punch Starters
``````````````
P close (*)----> S (*, 1, E)
d + P (*)
P in air (O) --> S (1, H, O, E)
Kick Starters
`````````````
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
S close (*)----> S (*, 1, E)
S far --------> Charge d for .5 second, df + S (1, E)
Final Impact Chains
-------------------
High Blitz Ball------> Kaiser Wave
Low Blitz Ball
*******************************************************************************
* 3.14 Ryuji Yamazaki *
*******************************************************************************
Colors
------
K - Black costume w/ Blonde hair
S - Blue costume w/ White hair
Throw
-----
Grab And Toss f/b + S close
Basic Move
----------
High Kick S close 2 hits
Command Moves
-------------
Slide Stomach Boot Dash Forward, d + K
Down Fist f + P both hits are overheads; can
be easily kara cancelled
Uppercut Swing df + S Down Fist must touch
opponent for this to come
out; launches opponent
Uppercut Swing df + P
Hell Stomp d + S on downed pursue attack
opponent
Swipe Away f + P while you will find this will
blocking work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Special Moves
-------------
Judgement Dagger (BS) f, db, f + P move must connect (not
blocked) to perform
entire maneuver
Hell Punch (BS) f, d, df + P+K overhead
Snake Tamer qcb + P/K/S (hold P=high, K=mid, S=low; S
button to delay) version must be blocked
low
Abort T
Multi Snake Tamer release button after first part must be blocked
charging for 4 low
seconds
Double Return qcf + S absorbs projectiles; will
only absorb Sokaku's
Makibishi Masher and will
only return Mai's
Butterfly Fan; will not
absorb or return super
projectiles such as
Cheng's Bursting Heavens,
Krauser's Kaiser Wave, etc
Meter Absorb perform Double adds significant amount to
Return on a your super meter
projectile
Projectile perform Double
Return on a
projectile and
continue to
hold S
Explosive Headbutt f, b, d, u + S close unblockable
Sadomazo (BS) hcf + K high counter attack
S. Power Super
--------------
Guillotine qcb, f + K+S move must connect (not
blocked) to perform
entire maneuver
P. Power Super
--------------
Yondan Drill 360 + S close, tap unblockable; tap S:
S repeatedly to 0-7=level 1, 11 hits
empower 8-9=level 2, 12 hits
10-15=level 3, 14 hits
+16=level 4, 27 hits
Chain Attacks
-------------
Punch Starters
``````````````
P close (*)----> S (*, 1, E)
d + P (*)
f + P (O)------> df + S (*, 1, A, E)
P in air (O)---> S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> S (*, 1, E)
K close (*)----> K (*, 1, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
None
Final Impact Chains
-------------------
Judgement Dagger-----> Yondan Drill
*******************************************************************************
* 3.15 Jin Chonshu *
*******************************************************************************
Colors
------
K - Red costume
S - Purple costume
Throw
-----
Mighty Dragon Activation f/b + S close
Basic Moves
-----------
Wind Stab P far 2 hits
Wave Swipe P close 2 hits
Kick Swipe K far 2 hits
Wind Knee K close 2 hits
Emperor Axe S far 2 hits
Rising Slap S close 2 hits
Command Moves
-------------
Slide Kick Swipe Dash Forward, d + K 2 hits
Slide Falling Slap Dash Forward, f + P both hits are overheads; can
be easily kara cancelled
Low Poke d + P 2 hits
Falling Slap b + P both hits are overheads; can
be easily kara cancelled
Crouch Punt d + K 2 hits; must be blocked low
Forward Roll df + S must be blocked low
Side Poke f + P while you will find this will
blocking work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Feint Emperor Drain d + K+S
Special Moves
-------------
Sight Of Heaven Whop (BS) qcf + P/S P=slow, S=fast; will
collide with other
projectiles as both
will be "destroyed" in
the process
Empire Heaven Smash f, d, df + P/S P=low, S=high
Eyes Of The Emperor (BS) hcb + P/S P=stationary teleport,
S=teleports behind
opponent; invulnerable for
split second while
teleporting
Emperor God's Eye (BS) hcb + K teleports Chonshu above
opponent; can control
descent with b or f;
invulnerable for split
second while teleporting
Rolling Dive P/K/S
Emperor God Bop f, f + P elbow must connect (not
blocked) to perform the
entire maneuver
Imperial Exterminator b, db, d + K in will not work on short
air / f, df, jumps; teleports above
d + K in air and behind opponent;
invulnerable for a split
second while teleporting;
can perform an air normal
after the teleport
S. Power Supers
---------------
Emperor Drain qcf, qcf + K+S not only causes damage to
opponent, but will also
regenerate a portion of
Chonshu's lifebar as well;
must connect (not blocked)
in order to do this
however; will absorb
projectiles
Air Emperor Drain qcb, f + K+S in will not work on short
air / qcf, jumps; not only causes
qcf + K+S in air damage to opponent, but
will also regenerate a
portion of Chonshu's
lifebar as well; must
connect (not blocked) in
order to do this however;
will absorb projectiles
P. Power Supers
---------------
Neo Emperor Destiny Fist qcf, qcf + S will absorb projectiles
Emperor Dragon Fist qcb, qcb + S secret move; elbow must
connect (not blocked) to
perform entire maneuver
Chain Attacks
-------------
Punch Starters
``````````````
P --------> K (*, 1) -----> S (2, E)
P close P (*, 1) d + S (2, _, E)
d + P d + K (*, 1, _) df + S (*, 2, A, E)
P in air (O)---> K (1, H, O, E)
S (1, H, O, E)
Kick Starters
`````````````
K --------> K (*, 1) -----> S (2, E)
K close d + K (*, 1, _) d + S (2, _, E)
d + K (_) df + S (*, 2, A, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
S close (*)----> S (*, 1) -----> S -----> f, b + S (*, A, >, E)
Final Impact Chains
-------------------
Sight Of Heaven Whop-> Neo Emperor Destiny Fist
Empire Heaven Smash
*******************************************************************************
* 3.16 Billy Kane *
*******************************************************************************
Colors
------
K - Blue costume
S - Black costume
Throws
------
Pole Toss f/b + S close
Pole Strangle f + K close
Basic Moves
-----------
Pole Charge K close 3 hits
Spin Strikes K far 2 hits
Pole Kick S far dodges low (not projectiles)
Down Pole P from u short jump overhead
Command Moves
-------------
Slide Pole Bust Dash Forward, d + P
Double Trip d + S both parts must be blocked
low
Pole Strike d + S on downed pursue attack
opponent
Lean Back Pole f + P while you will find this will
blocking work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Feint Pursuit Assault Cane b + P+K
Special Moves
-------------
Cudgel Cruncher (BS) Charge b for 1 absorbs projectiles
second, f + P
Flaming Cudgel Cruncher b, f + S Cudgel Cruncher must
connect (not blocked) to
perform this follow up
Sparrow Drop (BS) qcb + P
Whirlwind Pole tap P repeatedly absorbs projectiles
Dragon Flame (BS) qcb + K
Pursuit Assault Cane db, qcf + K control descent with b or f
S. Power Super
--------------
Super Fire Wheel qcf, qcf + K+S absorbs projectiles
P. Power Super
--------------
Scarlet Uppercut qcf, qcf + S
Burning Kane qcb, qcb + S secret move
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*, 1, E)
P close (*)----> K (*, 1) -----> qcf + S (2, E)
P in air (O)---> S (1, H, O, E)
Kick Starters
`````````````
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
N/A
Final Impact Chains
-------------------
Cudgel Cruncher------> Super Fire Wheel
Dragon Flame
*******************************************************************************
* 3.17 Bob Wilson *
*******************************************************************************
Colors
------
K - White pants w/ Green top
S - Yellow pants w/ Dark Blue top
Throws
------
Falcon f/b + S close
Hornet Attack df, df + S
Frog Hunting P/K/S/T
Monkey Dance b, f, f + K+S
Jaguar Combo b, df + P+S
Front Bison Horns f + K immediately
after Jaguar Combo
starts
Sweep d + K immediately
after Jaguar Combo
starts
Quick Roundhouse u + K immediately
after Jaguar Combo
starts
Hunting Hedgehog b, f, f + K+S
Air Falcon d + S close in air
Basic Moves
-----------
Dropkick S from uf/ub short overhead
jump
Head Hunter S close 2 hits
Command Moves
-------------
Slide Tip Kick Dash Forward, d + K
Elephant Tusk df + P
Leg Drop u + S on downed pursue attack
opponent
Low Kick f + P while you will find this will
blocking work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Feint Mad Spin Wolf d + K+S
Special Moves
-------------
Hunting Hedgehog qcb + P
Monkey Dance (BS) guard an attack,
then f, d, df + K
Rolling Turtle qcb + K move with b or f
Wild Wolf Charge b for 1 last 2 hits are overheads
second, f + K
Front Bison Horns Charge d for 1
second, u + K
Eagle Step K
Bison Horns Charge d for 1
second, u + S
Eagle Step S
Sidewinder Slide (BS) guard an attack, all parts must be blocked
then qcb + S low
S. Power Super
--------------
Dangerous Wolf qcb, qcb + K+S the falling Wild Wolf
maneuvers are overheads
P. Power Super
--------------
Mad Spin Wolf qcb, qcb + S
Wolf Fang tap S repeatedly
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> S (*, 1, E)
P close (*)
d + P (*)------> S (*, 1, E)
d + S (*, 1, E)
P in air (O)---> K (1, H, O, E)
S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> S (1, E)
K close (*)----> S (*, 1, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
None
Final Impact Chains
-------------------
Hunting Hedgehog-----> Mad Spin Wolf
Rolling Turtle
Bison Horns
Sidewinder Slide
Front Bison Horns
(from Jaguar Combo)
*******************************************************************************
* 3.18 Laurence Blood *
*******************************************************************************
Colors
------
K - Blue costume w/ Yellow trim
S - Green costume w/ White trim
Throws
------
Spine Slice f/b + S close
Backbreaker d + S close in air
Basic Moves
-----------
Air Cape Swipe S in air 2 hits; both hits are
overheads
Shin Kick K far must be blocked low
Toro S close 2 hits
Command Moves
-------------
Slide Cape Flick Dash Forward, d + P
Down Saber d + P in air overhead; does not work on
short jumps
Slide Trip d + S must be blocked low
Ole P+K dodges low and high attacks
(including projectiles)
Bull Kick f + P while you will find this will
blocking work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Feint Bloody Slash d + K+S
Special Moves
-------------
Bloody Saber qcf + P/S P=stationary, S=slides
forward
Bloody Axle (BS) qcb + P/K/S P and K versions are secret
moves; P=short, K=very
far, S=far and is only
version that is a break
shot
Bloody Cutter P
Bloody Shooter K will collide with other
projectiles as both
will be "destroyed" in
the process
Bloody Press S when close to unblockable
opponent
Bloody Spin (BS) Charge b for 1.5
seconds, f + K
S. Power Super
--------------
Bloody Slash (BS) qcf, qcf + K+S must get all 6 hits to
connect (not blocked) for
a extra 2 hit finish
P. Power Super
--------------
Certain Death qcf, qcf + S dash in must connect (not
blocked) to perform entire
super
Chain Attacks
-------------
Punch Starters
``````````````
P in air (O)---> S (1, H, O, E)
Kick Starters
`````````````
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
None
Final Impact Chains
-------------------
Bloody Saber---------> Certain Death
Bloody Slash
*******************************************************************************
* 3.19 Tung Fu Rue *
*******************************************************************************
Colors
------
K - Blue top
S - Black top
Throw
-----
Rapid Punches f/b + S close
Basic Moves
-----------
High Wave Kick S close 2 hits
Command Moves
-------------
Slide Stab Dash Forward, d + P
Slide Boot Dash Forward, d + K
Rising Fist df + P
Shoulder Strike f + P while you will find this will
blocking work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Feint Furious Face Shot d + P+K
Feint Giant Whirlwind d + K+S
Special Moves
-------------
Furious Face Shot (BS) qcf + P will collide with other
projectiles as both will
be "destroyed" in the
process
Quick Arrow (BS) qcb + P/S P=short, S=long
Surge Blast Charge db for 1 absorbs projectiles
second, f + P
Thousand Kicks (BS) f, d, df + K
Charging Surge Charge db for 1.5 absorbs projectiles
seconds, f + S
S. Power Super
--------------
Giant Whirlwind qcf, qcf + K+S
P. Power Supers
---------------
Spirit Release qcf, qcf + S absorbs projectiles; Tung
"ghost" will cause damage
if opponent touches him
Ascension Whirlwind Palm qcb, qcb + S secret move
Chain Attacks
--------------
Punch Starters
``````````````
P close (*)----> K (*, 1) -----> S (*, 2, E)
d + P (*)------> d + K (*, 1, _)-> d + S (*, _, 2, E)
P in air (O)---> K (1, H, 0, E)
S (1, H, O, E)
Kick Starters
`````````````
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
None
Final Impact Chains
-------------------
Furious Face Shot----> Spirit Release
Surge Blast
Charging Surge
Thousand Kicks
*******************************************************************************
* 3.20 Sokaku Mochizuki *
*******************************************************************************
Colors
------
K - Blue costume
S - Green costume
Throws
------
Hades Refusal Body Smash f/b + S close
Deadly Ascension d + S close in air
Basic Move
----------
Side Staff S close 2 hits
Command Moves
-------------
Slide Palm Dash Forward, d + P
Slide Knee Dash Forward, d + K
Staff Thrust df + P
Lightning Strike d + S on downed pursue attack; pursue is
opponent able to strike an opponent
no matter how far their
fallen body is from Sokaku
Low Staff f + P while you will find this will
blocking work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Feint Makibishi Masher d + P+K
Feint Thunder d + K+S
Special Moves
-------------
Makibishi Masher qcf + P when descending low enough,
the move must be blocked
low; will collide with
other projectiles as both
will be "destroyed" in
the process
Thunder God Trick f, d, df + K
Vortex Inferno qcb + K
Possession Blast f, b, f + S after performing this move
Sokaku will "rest" leaving
you unable to block for a
moment; it can absorb
projectiles, but low ones
can usually sneak by
Demon Legion 360 + S close unblockable
S. Power Super
--------------
Thunder (BS) qcf, qcf + K+S absorbs projectiles
P. Power Super
--------------
Sokaku Splat (BS) qcf, qcf + S Sokaku has very slight
"rest" period after super;
just outside sweep range
this super becomes
unblockable, and within
sweep range it simply
becomes an overhead
Chain Attacks
-------------
Punch Starters
``````````````
P in air (O)---> S (1, H, O, E)
Kick Starters
`````````````
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
None
Final Impact Chains
-------------------
Makibishi Masher-----> Sokaku Splat
Thunder God Trick
*******************************************************************************
* 3.21 Andy Bogard *
*******************************************************************************
Colors
------
K - White costume w/ Red trim
S - Green costume w/ Pink trim
Throw
-----
Inner-Thigh Thrombosis f/b + S close
Basic Move
----------
Dropping Heel S close 2 hits
Command Moves
-------------
Slide Palm Dash Forward, d + P
Rising Palm df + P
Ground Slash d + S on downed pursue attack
opponent
Crunch Kick f + P while you will find this will
blocking work if you perform it
while blocking a whiffed
attack or perform directly
after an attack hits your
block animation; on heavy
attacks (HP/HK/supers/etc),
wait a little longer to
perform after the move
hits your block animation
Feint Phantom Slash f + P+K
Feint Flying Slice d + P+K
Feint Super Ripping Shot d + K+S
Special Moves
-------------
Flying Slice (BS) qcb + P projectile does NOT travel
full screen distance; will
collide with other
projectiles as both will
be "destroyed" in the
process
Sky Ripping Shot (BS) hcf + K
Darkness Kick (BS) b, d, db + K
Violent Flying Fist qcb + S absorbs projectiles
Rising Dragon Blast f, d, df + S
Phantom Slash Charge db, f + P/S / P=short, S=long
db, f + P/S
Exploding Phantom Fist b, f + S follow up to S version of
Phantom Slash only
Heaven Phantom Fist d, u + S
Spider Hold d, d + S in air connects when you perform
move and land close to
opponent on ground;
unblockable
S. Power Super
--------------
Super Ripping Shot (BS) Charge d for 1.5
seconds, df,
f + K+S
P. Power Supers
---------------
Phantom Ripping Shot qcf, qcf + S
Rising Dragon Bullet qcb, qcb + S secret move
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> S (*) -----> S (*, E)
P close (*)
P in air (0)---> K (1, H, O, E)
S (1, H, O, E)
Kick Starters
`````````````
K in air (0)---> S (1, H, O, E)
Strong Starters
```````````````
None
Final Impact Chains
-------------------
Flying Slice --------> Phantom Ripping Shot
Phantom Slash Rising Dragon Bullet
-------------------------------------------------------------------------------
*******************************************************************************
* 3.22 White *
*******************************************************************************
Colors
------
K - Blonde hair and White costume w/ Red trim
S - Blue hair and Pink costume w/ Green trim
*****Notes*****
-White cannot jump, crouch, dash, or block
-Since White cannot block he has no break shots
-Nearly all of White's attacks have some sort of invulnerability (not f + P,
however). For example, performing a simple Straight Staff attack at the
right moment can allow projectiles to pass through him.
***************
Throw
-----
Vortex Scream f/b + S close
Basic Move
----------
Straight Staff P 2 hits
Staff Trip K must be blocked low
Staff Uppercut S 2 hits
Command Moves
-------------
Digging Staff f + P 2 hits; both hits are
overhead
Wild Swing df + P
Down Swing f + K overhead
Double Wild Swing df + K first part is an overhead
Special Moves
-------------
Baby Breath qcf + P absorbs projectiles;
dizzies opponent if it
connects (not blocked)
Possum qcf + K when you White will be hunched
are knocked down over and if the
opponent gets near him
he will attack with
a series of wild
swings
Doll Escape Forward qcf + T when you wake up recover
are knocked down
Doll Escape Backward qcb + T when you wake up recover
are knocked down
S. Power Super
--------------
None
P. Power Supers
---------------
World Destruction qcf + S absorbs projectiles
Hypnotize qcb + S power up that increases
your speed
KO Super
--------
Destruction Staff Shot lose 2 rounds if projectile shot from
White's staff connects
the opponent will lose
the entire match
Chain Attacks
-------------
None
Final Impact Chains
-------------------
None
===============================================================================
4. Menu Translation
===============================================================================
++++++++++++++++++++++++
| 4.1 Main Menu Screen |
++++++++++++++++++++++++
Arcade Mode
Versus Mode
Survival Mode
Option Menu
++++++++++++++++++++++
| 4.2 Options Screen |
++++++++++++++++++++++
Game Options
Difficulty - Beginner, Easy, Normal, Hard, Very Hard, Hyper Hard, Strong
Hard, Expert
Time Limit - 45, 60, 90, Infinite
Sound - Stereo, Mono
Shoulder Button Moves
Player 1 - On, Off
Player 2 - On, Off
Exit
Key Configuration
Player 1 Player 2
Punch
Kick
Strong Attack
Taunt
Shoulder Button Move 1
Shoulder Button Move 2
Shoulder Button Move 3
Shoulder Button Move 4
Exit
Memory Card
Save
Load
Autosave
Exit
Character Information
Omake Menu
Movie Gallery
Opening Movie
Movie 1 (Billy Kane's intro)
Movie 2 (White's intro)
Character Endings
Exit
Sketch Gallery
Movie 1 Sketches
Movie 2 Sketches
Ending Movie Sketches
Exit
Move Customization
Exit
++++++++++++++++++++
| 4.3 Pause Screen |
++++++++++++++++++++
Main Pause Screen
`````````````````
Key Configuration
Move List
Return to Main Menu
Training Mode Pause Screen
``````````````````````````
Restart Match
Character Select
CPU Action
Action - Stand, Jump, Crouch, Special Move
Autoguard - On, Off
Attack - On, Off
Exit
Key Configuration
Move List
Return To Main Menu Screen
===============================================================================
5. Unlockables
===============================================================================
Omake Menu 1 (Movie Gallery): Finish the game once in Arcade or Survival Mode.
Omake Menu 2 (Sketch Gallery): Finish Arcade without the use of continues.
Omake Menu 3 (Move Customization): Finish Survival Mode.
Secret Moves: Before entering Survival Mode, beat the game with every character
in Arcade Mode by not losing a round and meeting Geese each time.
Once you do this with every character the secret moves will
unlock.
===============================================================================
6. Conclusion
===============================================================================
6.1 What's Missing/Needed
-Cleanup and corrections
-Any other misc or easter eggs? Let me know.
-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.
6.2 Credits
-SNK
-Gamefaqs
-Giygas and myself for compiling and writing this guide