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