=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Real Bout Fatal Fury FAQ By: Goh_Billy (billy_kane_32@hotmail.com) Version #: 6.0 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Sections -------- 1. Legend 1.1 Basic Game Legend 1.2 Chain Attack Legend 2. System 2.1 Basics 2.2 Planes 2.3 Power Gauge And Supers 2.4 Corners 2.5 Knockout Finishes 3. Characters 3.1 Terry Bogard 3.2 Andy Bogard 3.3 Joe Higashi 3.4 Franco Bash 3.5 Mai Shiranui 3.6 Bob Wilson 3.7 Geese Howard 3.8 Billy Kane 3.9 Hon-Fu 3.10 Ryuji Yamazaki 3.11 Sokaku Mochizuki 3.12 Blue Mary 3.13 Kim Kaphwan 3.14 Jin Chonrei 3.15 Jin Chonshu 3.16 Duck King 4. Misc. And Easter Eggs 4.1 Special Intros 4.2 Special Animated Ring Outs 4.3 Other 5. Conclusion 5.1 What's Missing/Needed 5.2 Credits =============================================================================== 1. Legend =============================================================================== 1.1 Basic Game Legend --------------------- ub u uf f - Forward S - Strong Attack + - And \ | / b - Back P - Punch / - Or b-- --f u - Up K - Kick , - Then / | \ d - Down L - Line Change 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 ^ - knocks opponent to back sway plane v - knocks opponent to front sway plane T - taunt H - first attack must be from a high jump for this part to come out : - used to indicate links =============================================================================== 2. System =============================================================================== ++++++++++++++ | 2.1 Basics | ++++++++++++++ Throw f/b + S close Crawl hold df Dash Forward f, f can attack out of Dash Jump uf Halt b Dash Backward b, b invulnerable for a second Air Turn Around L in air 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 Roll Recovery (Front Plane) L after getting works only for: Andy, knocked down Franco, Geese, Billy, Yamazaki, and Kim Roll Recovery (Back Plane) L after getting works only for: Terry, knocked down Joe, Mai, Bob, Hon-Fu, Sokaku, Mary, Chonrei, Chonshu, and Duck 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 Taunt S from far Reversal guard, and then perform a special move after blockstun Break Shot perform move marked requires H. Power or (Guard Break) with (BS) while higher blocking Kara Cancel input a special or super during the early frames of a normal/command attack ++++++++++++++ | 2.2 Planes | ++++++++++++++ Switch To Back Sway Plane L Quick Dive Attack P/K from back sway plane Strong Attack S from back sway knocks opponent to plane opposite sway plane if connected (not blocked); does not work for Joe or Hon-Fu Low Strong Attack S from back sway must be blocked low; for plane Joe and Hon-Fu only Return To Middle Plane L / d Switch To Front Sway Plane d + L Quick Dive Attack P/K from front sway plane Strong Attack S from front sway knocks opponent to plane opposite sway plane if connected (not blocked); does not work for Joe or Hon-Fu Low Strong Attack S from front sway must be blocked low; for plane Joe and Hon-Fu only Return To Middle Plane L / u Reach Attack L when opponent pulls opponent to middle is in a sway plane plane Sweep d + L when opponent pulls opponent to middle is in a sway plane plane --when one character is in a sway plane and the other is in the--- ---middle plane--- middle plane character: *can do anything sway plane character: *cannot perform special moves *cannot perform supers *cannot duck *cannot crawl *cannot jump *dashing forward or backward automatically switches you to the middle plane *standing still for 2 seconds automatically switches you to the middle plane *pressing d in back sway plane or pressing u in front sway plane switches you back to middle plane *walking b or f allows you to stay in sway plane ++++++++++++++++++++++++++++++ | 2.3 Power Gauge And Supers | ++++++++++++++++++++++++++++++ Power Gauge - This fills when you use special moves or when you connect (not blocked) any attack. H. Power - This occurs when half your power gauge is filled. This allows you to use Break Shots. Note that in Real Bout 1, H. Power is not labeled as such. Instead you see that the power bar turns yellow when it reaches the halfway point. 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. +++++++++++++++ | 2.4 Corners | +++++++++++++++ In each stage (with the exception of Geese Tower and the third version of the Subway), there are walls located at both corners. These walls are weakened when a character is attacked against them (whether blocked or not). The walls can even be damaged by projectiles and other attacks that miss the opponent and strike the wall/object directly. All walls in this game have a durability value of 11. That means that once the object is subjected to 11 values of damage, it will be destroyed. When the object is subjected to 10 values of damage, it will be shown to be weakened. This warns the player that the next successful attack against it will destroy it. Damage ridden walls and completely destroyed ones carry over to each round until the match between the two characters is over. When the wall is destroyed, you have a open area either to the left or right (depending on the corner). If one should go outside the regular fighting area into these newly opened or damaged areas, the character will be outside the "ring" and lose the round. You can "fall" out to these areas in many ways. One way is by performing a maneuver that moves you any direction toward the open area. A whiffed Burn Knuckle, for example, can send Terry to a ring out. Back dashing and forward dashes can also send you out of the ring. If one has their back near the ring out area, any attack could also send you out. Interesting enough, you cannot walk out of the ring, but will be shown with a funny animation of your character teetering on the edge. To avoid going out try using the sway plane to get around your opponent. You CAN, however, be sent from the sway plane to a ring out as well. The relative damage caused by an attack to the wall is almost too numerous to list. A few constants are: | Not Blocked | Blocked | Move Hits Object| | | | Not Opponent | --------------|-------------|-------------------------------- Normals | 1 | 0 | N/A | Special Moves | 2 | 2 | 3 | ------------------------------------------------------------- Super moves seem to cause a wide array of damage to the wall. One thing supers can do that normal moves and special moves can't is inflict multiple damage numbers to the wall. This allows them put the wall into a weaken state and destroy it all in one maneuver. Again, Geese Tower has no walls or ring outs. The third version of the Subway (the empty one) has no walls to be broken. So both ring out areas in the Subway are open from the start...yikes. ++++++++++++++++++++++++++ | 2.5 Knockout Finishes | ++++++++++++++++++++++++++ Knockout moves are maneuvers that will knock the opponent towards the screen when they are beaten with them on the final deciding round. Each character's movelist has a list of maneuvers that will produce this effect. All that needs to be done is to have the particular move listed to be the final move that KOs the opponent. To make sure that the special finish works, you must also land these moves when the opponent is on the ground. If an opponent is in the air or performing certain special attacks while being hit, they will fall back like in a normal KO and not be knocked toward the screen. =============================================================================== 3. Characters =============================================================================== ******************************************************************************* * 3.1 Terry Bogard * ******************************************************************************* Colors ------ P - Red jacket and hat L - Black jacket and hat Throw ----- Buster Throw f/b + S close Basic Moves ----------- Crawl hold df Down Punch S from short jump overhead Roundhouse S close 2 hits Plane Moves ----------- Dive Knuckle P/K from sway planes Dive Kick S from sway planes knocks opponent to opposite sway plane if connected (not blocked) Backfist/Reach Punch L when opponent is pulls opponent to middle in a sway plane plane Sweep d + L when opponent pulls opponent to middle is in a sway plane plane Command Moves ------------- Uppercut db + P Flying Turn Kick f + K knocks opponent into back sway plane; can be easily kara cancelled Punt Kick Dash Forward, f + S overhead when it strikes close 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 Wave d + P+S Feint Power Geyser d + K+S Special Moves ------------- Power Wave qcf + P will collide with other projectiles as both will be "destroyed" in the process Sliding Round Wave qcf + S hits in all planes; projectile does NOT travel full screen distance; will collide with other projectiles as both will be "destroyed" in the process Burning Knuckle qcb + P/S P=short, S=long Rising Tackle Charge d for 2 seconds, u + P Power Dunk (BS) f, d, df + K last part of the move is an overhead Crack Shoot qcb + K Bashing Sway qcf + L move will not work if opponent is in either one of the sway planes; Terry switches to the back sway plane S. Power Super -------------- Power Geyser (BS) qcb, db, f + K+S absorbs projectiles; hits in all planes P. Power Super -------------- Triple Geyser qcb, db, f + S absorbs projectiles; hits in all planes Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*) -----> S (O, E) d + K (*, _) f + S (*, ^, E) S (*, E) d + S (_, E) db + S (*, A, E) P close (*)----> K (*) -----> S (O, E) : d + K (*, _) f + S (*, ^, E) : S (*, E) d + S (_, E) : db + S (*, A, E) : : : ----> P (*) -----> K (*) -----> S (O, E) d + K (*, _) f + S (*, ^, E) S (*, E) d + S (_, E) db + S (*, A, E) d + P (*)------> K (*) -----> S (O, E) : d + K (*, _) f + S (*, ^, E) : d + S (*, E) d + S (_, E) : db + S (*, A, E) : : : ----> d + P (*) -----> K (*) -----> S (O, E) : d + K (*, _) f + S (*, ^, E) : d + S (*, E) d + S (_, E) : db + S (*, A, E) : : : ---> d + P (*) ----> K (*) -----> S (O, E) : d + K (*, _) f + S : d + S (*, E) (*, ^, E) : d + S (_, E) : db + S : (*, A, E) : : ---> d + P (*)---> K (*) ----+ d + S : (*, E) : : : S (O, E) <----+ f + S (*, ^, E) d + S (_, E) db + S (*, A, E) Dash Forward,--> S (*) -----> S (*) -----> S (*) -----> S (E) P (*) P in air (0)---> S (1, H, O, E) Kick Starters ````````````` K (*) --------> K (*) -----> S (O, E) K close (*) d + K (*, _) f + S (*, ^, E) d + S (_, E) db + S (*, A, E) d + K (*, _)---> K (*) -----> S (O, E) d + K (*, _) f + S (*, ^, E) d + S (_, E) db + S (*, A, E) K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` None -----------------Knockout Moves------------------- | Use as last hit on final deciding round. | -------------------------------------------------- Dive Knuckle P/K from back sway plane Dive Kick S from back sway plane Roundhouse S close Bashing Sway qcf + L far ******************************************************************************* * 3.2 Andy Bogard * ******************************************************************************* Colors ------ P - White costume w/ Red trim L - Green costume w/ Pink trim Throw ----- Inner-Thigh Thrombosis f/b + S close Basic Moves ----------- Crawl hold df Dropping Heel K close 2 hits Short Elbow S close 2 hits Plane Moves ----------- Dive Fist P/K from sway planes Turn Kick S from sway planes knocks opponent to opposite sway plane if connected (not blocked) Backhand/Reach Kick L when opponent is pulls opponent to middle in a sway plane plane Sweep d + L when opponent pulls opponent to middle is in a sway plane plane Command Moves ------------- Rising Palm db + P this command only works when you are close or within a medium distance from your opponent Rising Palm 2 df + P this command only works when you are a very far distance from your opponent Falling Roll Kick f + K can be easily kara cancelled 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 qcb + P will collide with other projectiles as both will be "destroyed" in the process Darkness Kick f, d, df + K Sky Ripping Shot hcf + K Rising Dragon Blast (BS) f, d, df + S Violent Flying Fist qcb + S hits in all planes; absorbs projectiles (note, however, there is considerable start up time before this move can absorb anything) Phantom Slash db, f + P/S / Charge P=short, S=long db, f + P/S Exploding Phantom Fist db, f + S follow up to S version of Phantom Slash only Spider Hold d, d + S in air connects when you perform move and land close to opponent on ground; unblockable Gale Force Dragon Kick qcb + L Andy switches to the back sway plane Shiranui Illusion qcf + L in air move will not work if opponent is in either one of the sway planes; Andy moves from the back sway plane and returns to the middle plane with a roll kick; if the roll kick connects it will knock the opponent to the front sway plane S. Power Super -------------- Super Ripping Shot Charge d for 2 seconds, df, f + K+S P. Power Super -------------- Phantom Ripping Shot hcf + S Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*) -----> S -----> d + S (G, E) d + K (*, _) f + S (*, v, E) d + S (_, E) db + S (*, A, E) P close (*)----> K (*) -----> S -----> d + S (G, E) : d + K (*, _) f + S (*, v, E) : d + S (_, E) : db + S (*, A, E) : : ----> P (*) -----> K (*) -----> S -----> d + S (G, E) d + K (*) f + S (*, v, E) d + S (_, E) db + S (*, A, E) d + P (*)------> K (*) -----> S -----> d + S (G, E) : d + K (*, _) f + S (*, v, E) : d + S (_, E) : db + S (*, A, E) : : ----> d + P (*) -----> K (*) -----> S -----> d + S (G, E) : d + K (*, _) f + S (*, v, E) : d + S (_, E) : db + S (*, A, E) : : : ---> d + P (*) ----> K (*) -----> S ----+ : d + K (*, _) f + S : : (*, v, E) : : d + S : : (_, E) : : db + S : : (*, A, E) : : : : : : d + S (G, E) <----+ : : : ---> d + P (*)---> K (*) ----+ : : : : d + S (G, E) <----- S <----+ f + S (*, v, E) d + S (_, E) db + S (*, A, E) P in air (0)---> S (1, H, O, E) Kick Starters ````````````` K (*) --------> K (*) -----> S -----> d + S (G, E) K close (*) d + K (*, _) f + S (*, v, E) d + K (*, _) d + S (_, E) db + S (*, A, E) K in air (0)---> S (1, H, O, E) Strong Starters ``````````````` S close (*)----> S (*) -----> S (*) -----> S (*) -----> f + S (v, E) -----------------Knockout Moves------------------- | Use as last hit on final deciding round. | -------------------------------------------------- Dive Fist P/K from back sway plane Turn Kick S from back sway plane Mid Kick Swipe K far Backslap S far Air Chop Kick u, S Shiranui Illusion qcf + L in air also any chain ending with f + S fourth S on the Strong Starter chain ******************************************************************************* * 3.3 Joe Higashi * ******************************************************************************* Colors ------ P - Yellow shorts w/ Red trim L - White shorts w/ Blue trim Throws ------ Jaws Special f/b + S close Knees Of Hell df + S close Basic Moves ----------- Crawl hold df Straight Punch S from u short jump overhead Straight Kick S from uf/ub short overhead jump Plane Moves ----------- Dive Elbow P/K from sway planes Slide Kick S from sway planes must be blocked low Reach Kick L when opponent is pulls opponent to middle in a sway plane plane Sweep d + L when opponent pulls opponent to middle is in a sway plane plane Command Moves ------------- Slide Punch Dash Forward, d + P Quick Uppercut b + P Rising Elbow db + P High Kick b + K knocks opponent to front sway plane Slide Kick df + K must be blocked low 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 Feint Slash Kick f + P+K Feint Screw Upper d + K+S Special Moves ------------- Hurricane Upper hcf + P will collide with other projectiles as both will be "destroyed" in the process Exploding Hurricane hcf + S hits in all planes; projectile does NOT travel full screen distance; will collide with other projectiles as both will be "destroyed" in the process TNT Punch tap P repeatedly Dynamite Fist qcf + P overhead Tiger Kick (BS) f, d, df + K Golden Heel qcb + K Slash Kick db, f + K / Charge db, f + K Powerful Slash Kick db, f + S / Charge first part must connect (not db, f + S blocked) to perform entire maneuver Pressure Knee Slice qcf + L move will not work if opponent is in either one of the sway planes; Joe switches to the front sway plane S. Power Super -------------- Screw Upper f, hcf + K+S absorbs projectiles P. Power Super -------------- Slide Screw f, hcf + S absorbs projectiles Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*) -----> S (E) P close (*) d + K (*, _) f + S (*, v, E) S (*, E) d + S (_, E) db + S (*, A, E) d + P (*)------> K (*) -----> S (E) d + K (*, _) f + S (*, v, E) d + S (_, E) db + S (*, A, E) b + P (*)------> S (*) -----> S (*) -----> S (*) -----> S (*, A, E) db + P (*)----> S -----> S (E) P in air (O)---> S (1, H, O, E) Kick Starters ````````````` K (*) --------> K (*) -----> S (E) K close (*) d + K (*, _) f + S (*, v, E) d + K (*, _) d + S (_, E) db + S (*, A, E) K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` None -----------------Knockout Moves------------------- | Use as last hit on final deciding round. | -------------------------------------------------- Dive Elbow P/K from back sway plane Slide Kick S from back sway plane Quick Elbow P close Sweep d + S Straight Kick S from uf/ub short jump High Kick b + K Pressure Knee Slice qcf + L far high kick must win the match, NOT the knee start up also the second kick in the basic chain any chain ending with f + S ******************************************************************************* * 3.4 Franco Bash * ******************************************************************************* Colors ------ P - Blue costume L - Green costume Throw ----- Sand Buster f/b + S close Basic Moves ----------- Crawl hold df Down Punch S from short jump overhead High Train S close 2 hits Plane Moves ----------- Dive Knee P/K from sway planes Power Punch S from sway planes knocks opponent to opposite sway plane if connected (not blocked) Reach Kick/Reach Punch L when opponent is pulls opponent to middle in a sway plane plane Sweep d + L when opponent pulls opponent to middle is in a sway plane plane Command Moves ------------- Slide Punch Dash Forward, d + P Power Straight Dash Forward, S Chopping Roundhouse f + K pushes opponent to front sway plane Rising Uppercut tap S repeatedly wake up attack when you are knocked down 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 qcf + P will collide with other projectiles as both will be "destroyed" in the process Double Kong (BS) qcb + P/S P=fast, S=slow; second part is an overhead; Break Shot works for S version only Power Bicycle qcf + K hits in all planes; knocks opponent to front sway plane Waving Step Charge b for 2 dodges low and high attacks seconds, f + K (including projectiles); can go through opponent Quick Step b, f + K / f, b + K stops the Waving Step Meteo Tackle db, f + S / Charge db, f + S Meteo Back Blow db, f + S Meteo Tackle must touch opponent for this follow up to be possible Waving Blow hcf + L move will not work if opponent is in either one of the sway planes; Franco moves to the front sway plane, attacks to the back sway plane, and will move directly back to the middle plane if no follow up is used Waving Blow Finish hcf + L the initial Waving Blow must connect (not blocked) for this follow up to be possible; Franco will attack from the back sway plane to the front sway plane and then move back into the middle plane S. Power Super -------------- Final Omega Blast qcb, db, f + K+S P. Power Super -------------- Armageddon Buster hcb + S uppercut must connect (not blocked) in order for the whole super to be performed Mess Up Pose do nothing ---the opponent will be launched in the air; you have a chance to perform--- ---up to five maneuvers to juggle or attack them with; finishers will end--- ---your string possibilities immediately as you can only perform them once;--- ---it's best to try to get four combination attacks in, and end the string--- ---with a finisher; (note: any significant pause between parts will--- ---effectively end the super)--- Combination Attacks ``````````````````` One Two Straights qcf + P Reaching Uppercut qcb + P Uppercut f, d, df + P High Kick qcb + K Roundhouse f, d, df + K Finishers ````````` Straight Kick qcf + K Meteo Tackle Uppercut qcf + S Omega Shot qcb + S Power Bicycle f, d, df + S Chain Attacks ------------- Punch Starters `````````````` P (*) --------> S (*) -----> S (*) -----> S (*) -----> f + S P close (*)| (*, ^, E) | u + S (O, E) | | ----> K (*) -----> S (E) d + K (*, _) f + S (E) d + S (_, E) db + S (*, A, E) u + S (^, O, E) d + P (*)------> d + P (*) -----> d + P (*) -----> d + P (*, E) P in air (O)---> S (1, H, O, E) Kick Starters ````````````` K (*) --------> K (*) -----> S (E) K close (*) d + K (*, _) f + S (E) S (*, E) d + S (_, E) db + S (*, A, E) u + S (^, O, E) d + K (*, _)---> K (*) -----> S (E) d + K (*, _) f + S (E) d + S (_, E) db + S (*, A, E) u + S (^, O, E) K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` None -----------------Knockout Moves------------------- | Use as last hit on final deciding round. | -------------------------------------------------- Dive Knee P/K from back sway plane Power Punch S from back sway plane Small Swing f + P while blocking Chopping Roundhouse f + K Power Bicycle qcf + K ******************************************************************************* * 3.5 Mai Shiranui * ******************************************************************************* Colors ------ P - Red costume L - Green costume Throws ------ Windmill Breaker f/b + S close Dreamy Cherry Blossoms d + S close in air Basic Moves ----------- Crawl hold df Double Punch S from a short jump overhead Roundhouse S close 2 hits Turn Fan S far 2 hits Plane Moves ----------- Dive Forearm/Palm P/K from sway planes Flip Kick S from sway planes knocks opponent to opposite sway plane if connected (not blocked) Reach Kick/Fan Swipe L when opponent is pulls opponent to middle in a sway plane plane Sweep d + L when opponent pulls opponent to middle is in a sway plane plane Command Moves ------------- Slide High Kick Dash Forward, d + K Tail Strike b + P knocks opponent to back sway plane; can be easily kara cancelled Thrust Kick f + K Double Foot Strike tap S repeatedly wake up attack when you are knocked down Head 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 Feint Butterfly Fan d + P+K Feint Dragon Blaze Dance b + P+K Special Moves ------------- Butterfly Fan qcf + P will collide with other projectiles as both will be "destroyed" in the process Dragon Blaze Dance (BS) qcb + P absorbs projectiles Violent Flower qcb + S hits in all planes; will NOT collide with other projectiles; it will be absorbed and the opponent's projectile will continue its path Deadly Ninja Bees hcf + S Sun Flash Flamenco d, d + S Flying Squirrel d + P+K in air Phantom Shiranui qcf + L in air move will not work if opponent is in either one of the sway planes; Mai moves from the back sway plane and returns to the middle plane with a roll if the roll connects it will knock the opponent to the front sway plane S. Power Super -------------- Super Deadly Ninja Bees f, db, f + K+S / f, hcf + K+S P. Power Super -------------- Leotard Ninja Bees f, db, f + S / f, hcf + S Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*) -----> S (E) P close (*) P (*) f + S (*, v, E) d + K (*, _) d + S (_, E) S (*, E) db + S (*, A, E) d + P (*)------> K (*) -----> S (E) : P (*) f + S (*, v, E) : d + K (*, _) d + S (_, E) : d + S (*, E) db + S (*, A, E) : ---> d + P (*) -----> K (*) -----> S (E)
: P (*) f + S (*, v, E)
: d + K (*, _) d + S (_, E)
: d + S (*, E) db + S (*, A, E)
:
---> d + P (*) -----> K (*) -----> S (E)
: P (*) f + S
: d + K (*, _) (*, v, E)
: d + S (*, E) d + S (_, E)
: db + S
: (*, A, E)
:
:
---> d + P -----> K (*) ----+
P (*) :
d + S :
(*, E) :
:
S (E) <----+
f + S (*, v, E)
d + S (_, E)
db + S (*, A, E)
P in air-------> S (1, H, O, E)
(*, O)
Kick Starters
`````````````
K (*) --------> K (*) -----> S (E)
K close (*)| d + K (*, _) f + S (*, v, E)
| d + S (_, E)
| db + S (*, A, E)
|
----> S (O) -----> S (E)
d + K (*, _)---> K (*) -----> S (E)
d + K (*, _) f + S (*, v, E)
d + S (_, E)
db + S (*, A, E)
K in air-------> S (1, H, O, E)
(*, O)
Strong Starters
````````````````
None
-----------------Knockout Moves-------------------
| Use as last hit on final deciding round. |
--------------------------------------------------
Dive Forearm P/K from back sway
plane
Flip Kick S from back sway
plane
Slicing Fan S far
Roundhouse S close
Sweep d + S
Phantom Shiranui qcf + L in air
also
any chain ending with f + S
any chain ending with d + S (the trip attack, NOT the back elbow)
*******************************************************************************
* 3.6 Bob Wilson *
*******************************************************************************
Colors
------
P - White pants w/ Green top
L - Yellow pants w/ Red top
Throw
-----
Falcon f/b + S close
Hornet Attack uf, uf + S
Basic Moves
-----------
Crawl hold df
Dropkick S from uf/ub short overhead
jump
Head Hunter S close 2 hits
Low Shin Kick K close must be blocked low
Plane Moves
-----------
Dive Headbutt P from sway planes
Dive Kick K from sway planes
Strong Headbutt S from sway planes knocks opponent to opposite
sway plane if connected
(not blocked)
Reach Kick/Headbutt L when opponent is pulls opponent to middle
in a sway plane plane
Sweep d + L when opponent pulls opponent to middle
is in a sway plane plane
Command Moves
-------------
Holding Kick d + P must be blocked low
Elephant Tusk db + P
Eagle Step d + K in air overhead; if connected (not
blocked), you can follow
with another air attack;
does not work on small
jumps
Step Elbow f + P can be easily kara cancelled
Flying Fish tap S repeatedly wake up attack
when you are
knocked down
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
-------------
Monkey Dance (BS) f, d, df + K
Rolling Turtle qcb + K
Rolling Sea Turtle qcb + S move with b or f
Wild Wolf Charge b for 1.5 last 2 hits are overheads
seconds, f + K
Bison Horns Charge d for 1.5 S version "escapes" backward
seconds, u + K/S further
S. Power Super
--------------
Dangerous Wolf f, hcf + 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 (*) --------> K (*) -----> S -----> u + S (G, E)
d + P (*, _) S (*, E) f + S (*, v, E)
df + S (_, E)
db + S (*, A, E)
P close (*)----> K (*) -----> S -----> u + S (G, E)
: S (*, E) f + S (*, v, E)
: df + S (_, E)
: db + S (*, A, E)
:
:
--> P (*) -----> K (*) -----> S -----> u + S (G, E)
: S (*, E) f + S (*, v, E)
: df + S (_, E)
: db + S (*, A, E)
:
:
---> P (*) -----> K (*) -----> S ----+
S (*, E) f + S :
(*, v, E) :
df + S :
(_, E) :
db + S :
(*, A, E) :
:
:
u + S (G, E) <----+
P in air (O)---> S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> K (*) -----> S -----> u + S (G, E)
K close (*, _) S (*, E) f + S (*, v, E)
df + S (_, E)
db + S (*, A, E)
d + K (*, _)---> d + K (*, _)----> d + K (*, _, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
S close (*)----> S (*) -----> S (*) -----> S (*) -----> S (E)
u + S (O, E) u + S (O, E) u + S (O, E)
-----------------Knockout Moves-------------------
| Use as last hit on final deciding round. |
--------------------------------------------------
Dive Headbutt P from back sway
plane
Dive Kick K from back sway
plane
Strong Headbutt S from back sway
plane
Quick Roundhouse K far
Sweep d + S
Rolling Sea Turtle qcb + S
also
any chain ending with f + S, df + S, or db + S
*******************************************************************************
* 3.7 Geese Howard *
*******************************************************************************
Colors
------
P - Red pants
L - Blue pants
Throws
------
Vacuum Throw f + S close
Clamp Of The Tiger b + S close
Fatal Blow Bopper f + S
Mauling Tiger Crunch df + S close
Push Of The Tiger db + S close opponent is tossed to the
other side of Geese and is
"stunned" for a split
second
Fatal Squeeze Fury uf + S
Basic Moves
-----------
Crawl hold df
Jump Kick S from a short jump overhead
Energy Palm S far 3 hits
Double Kick S close 2 hits
Plane Moves
-----------
Dive Elbow P/K from sway planes
Low Foot S from sway planes knocks opponent to opposite
sway plane if connected
(not blocked); must be
blocked low if performed
from front sway plane
Reach Fist L when opponent is pulls opponent to middle
in a sway plane plane
Sweep d + L when opponent pulls opponent to middle
is in a sway plane plane
Command Moves
-------------
Rising Palm db + P
Rolling Sweep b + K knocks opponent into back
sway plane; can be easily
kara cancelled
Thunder Break Throw d + S close on pursue attack
downed opponent
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 Evil Shadow Fist f + P+K
Feint Raging Storm d + K+S
Special Moves
-------------
Gale Fist qcb + P will collide with other
projectiles as both will
be "destroyed" in the
process
Double Gale Fist qcb + S start up absorbs other
projectiles; if start up
absorbs a projectile, a
small Gale Fist will be
released and continue its
path; if no absorbing is
done on the start up of
the move the actual
Gale Fist will appear
larger, however, both
the large and small Gale
Fist will collide with
other projectiles to
"destroy" them and be
"destroyed" as well
Hurricane Fist qcb + P in air overhead; can control
descent with b or f; will
collide with other
projectiles as both will
be "destroyed" in the
process
True Hurricane Fist qcb + S in air must be blocked low; passes
through other projectiles
as they pass through it
Evil Shadow Fist Charge b for 1.5 dash must connect (not
seconds, f + K blocked) to perform entire
maneuver
Evil Shadow Charge (BS) Charge b for 1.5 dash must connect (not
seconds, f + S blocked) to perform entire
maneuver
Dragon Throw hcf + K counter attack to jump
maneuvers and special
moves (not projectiles)
Counter Gale Strike (BS) hcf + S high counter
S. Power Super
--------------
Raging Storm db, hcb, df + K+S hits in all planes; absorbs
projectiles
P. Power Supers
---------------
Thunder Break f, df, d + S hits in both planes; absorbs
projectiles
Deadly Rave hcb, f + P, P, K, S dash in must connect (not
S, S, K, S, blocked) for the entire
super to be performed
Finish qcb + S
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> S (A, E)
P close (*)| P (*) f + S (*, ^, E)
| d + P (*) d + S (_, E)
| db + S (*, A, E)
|
----> S (*) -----> S (*) -----> S (*) -----> f + S ----+
|
|
|
|
d + S (G, E) <--+
d + P (*)------> K (*) -----> S (A, E)
P (*) f + S (*, ^, E)
d + P (*) d + S (_, E)
db + S (*, A, E)
P in air-------> S (1, H, O, E)
(*, O)
Kick Starters
`````````````
K (*) --------> K (*) -----> S (A, E)
K close (*) f + S (*, ^, E)
d + K (*, _) d + S (_, E)
db + S (*, A, E)
K in air-------> S (1, H, O, E)
(*, O)
Strong Starters
```````````````
None
-----------------Knockout Moves-------------------
| Use as last hit on final deciding round. |
--------------------------------------------------
Dive Elbow P/K from back sway
plane
Low Foot S from back sway
plane
*******************************************************************************
* 3.8 Billy Kane *
*******************************************************************************
Colors
------
P - Blue costume
L - Black costume
Throws
------
Pole Toss f/b + S close
Pole Strangle f + K close
Basic Moves
-----------
Crawl hold df
Spin Strikes K far
Pole Charge K close 2 hits
Pole Kick S far dodges low
Plane Moves
-----------
Dive Spin Pole P/K from sway planes
Pole Thrust S from sway planes knocks opponent to opposite
sway plane if connected
(not blocked)
Reach Pole L when opponent is pulls opponent to middle
in a sway plane plane
Pole Sweep d + L when opponent pulls opponent to middle
is in a sway plane plane
Command Moves
-------------
Pole Stab f + P
Low Poke d + P must be blocked low
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 Charge b for 1.5 absorbs projectiles
seconds, f + P
Flame Cudgel Cruncher b, f + S Cudgel Cruncher must connect
(not blocked) to perform
this follow up
Sparrow Drop qcb + P
Whirlwind Pole tap P repeatedly absorbs projectiles
Fire Pursuit Cane (BS) qcb + K high counter attack
Water Pursuit Cane (BS) qcb + S counter attack to jump
maneuvers and special
moves (not projectiles)
Pursuit Assault Cane db, qcf + K control descent with b or f;
descending part is an
overhead
S. Power Super
--------------
Super Fire Wheel qcf, hcb + K+S absorbs projectiles
P. Power Super
--------------
Scarlet Uppercut (BS) f, df, d + S
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> P (*) -----> S -----> d + S (G, E)
P close (*)| d + K (*, _) f + S (*, ^, E)
d + P | d + S (_, E)
(*, _) |
|
----> K (*) -----> qcf + S (E)
P in air (O)---> S (1, H, O, E)
Kick Starters
`````````````
K close (*)----> d + K (*, _)----> S -----> d + S (G, E)
d + K (*, _) f + S (*, ^, E)
d + S (_, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
None
-----------------Knockout Moves-------------------
| Use as last hit on final deciding round. |
--------------------------------------------------
Dive Spin Pole P/K from back sway
plane
Pole Thrust S from back sway
plane
Quick Low Foot d + K
Double Trip d + S
also
any chain ending with d + S (the trip NOT the pursue attack)
*******************************************************************************
* 3.9 Hon-Fu *
*******************************************************************************
Colors
------
P - Orange pants w/ Black top
L - Red pants w/ Red top
Throws
------
Leg Toss f/b + S close
Buddhist Bopper df + S close
Basic Moves
-----------
Crawl hold df
Down Nunchaku S from short jump overhead
High Roundhouse S close 2 hits
Plane Moves
-----------
Dive Kick P/K from sway planes
Slide Kick S from sway planes must be blocked low
Reach Kick/Reach Nunchaku L when opponent is pulls opponent to middle
in a sway plane plane
Sweep/Nunchaku Sweep d + L when opponent pulls opponent to middle
is in a sway plane plane
Command Moves
-------------
Slide Boot Dash Forward, d + K
Rising Nunchaku db + P
Roundhouse f + K can be easily kara cancelled
Nunchaku Bop d + S on downed pursue attack
opponent
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
Feint Lightning On Earth f + P+K
Special Moves
-------------
Sky Of Fire Noogie (BS) f, d, df + P
Fire Stallion tap P repeatedly if no P is tapped after
move starts, 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
Sure Victory Counter qcb + S if kicks reaches low enough
then the move 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
S. Power Super
--------------
Exploding Goro qcb, db, f + K+S
P. Power Super
--------------
Cadenza Storm qcb, db, f + S dash in must connect (not
blocked in order to
perform the entire super
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> S (A, E)
P close (*) P (*) f + S (*, v, E)
d + K (*) d + S (_, E)
S (*, E) db + S (*, A, E)
d + P (*)------> K (*) -----> S (A, E)
d + K (*, _) f + S (*, v, E)
d + S (_, E)
db + S (*, A, E)
db + P (*)-----> S (O) -----> S (E)
P in air (O)---> S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> K (*) -----> S (A, E)
K close (*) d + K (*) f + S (*, v, E)
d + K (*) d + S (_, E)
db + S (*, A, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
None
-----------------Knockout Moves-------------------
| Use as last hit on final deciding round. |
--------------------------------------------------
Dive Kick P/K from back sway
plane
Slide Kick S from back sway
plane
Roundhouse S close
Chopping Jump Kick S ub/uf high jump
also
any chain ending with f + S
the regular S finish on the basic chain
*******************************************************************************
* 3.10 Ryuji Yamazaki *
*******************************************************************************
Colors
------
P - Black costume w/ Blonde hair
L - Blue costume w/ Red hair
Throws
------
Grab And Toss f/b + S close
Headbutts df + S close
Basic Move
----------
Crawl hold df
Plane Moves
-----------
Dive Uppercut P from sway planes
Dive Kick K from sway planes
Strong Uppercut S from sway planes knocks opponent to opposite
sway plane if connected
(not blocked)
Reach Kick L when opponent is pulls opponent to middle
in a sway plane plane
Sweep/Hand Sweep d + L when opponent pulls opponent to middle
is in a sway plane plane
Command Moves
-------------
Down Fist f + P both hits are overheads; can
be easily kara cancelled
Uppercut Swing db + P
Sand Shower tap S repeatedly wake up move
when you are
knocked down
Hellish Palm 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/S P=short, S=long; Break Shot
for S version only
Forward Snake Tamer qcb + S (hold
button to delay)
Abort P
Upward Snake Tamer uf you must being pressing uf
just before releasing S
or holding it during the
release to get the Upward
version
Abort P
Double Return qcf + S absorbs projectiles and will
send a projectile of his
own back if successful
with an absorb; will only
absorb Sokaku's Wild Ape
Hunting and not send
anything back; will send
Sokaku's Makibishi Masher
and Mai's Butterfly Fan
back instead of his own
projectile when he absorbs
them; if Yamazaki absorbs
Mai's Violent Flower, he
will send one Butterfly
Fan back; does not absorb
or send back Chonrei's
Emperor Blast; does not
absorb or send back any
projectile supers
Sadomazo hcf + K high counter attack
S. Power Super
--------------
Guillotine hcb, f + K+S the descent catch is an
overhead
P. Power Super
--------------
Yondan Drill 360 + S close, tap unblockable; tap S:
S repeatedly to 0-7=level 1, 4 hits
empower 8-9=level 2, 5 hits
10-15=level 3, 6 hits
+16=level 4, 8 hits
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*, _) -----> f + S -----> d + S (G, E)
P close (*)| f + K (*) S (*, E)
| d + K (*, _) d + S (_, E)
| db + S (*, A, E)
|
----> S (*) -----> S (*, 1) -----> b + S -----> d + S (G, E)
S (*, E)
f + S (O, E)
P in air (O)---> S (1, H, O, E)
Kick Starters
-------------
K (*) --------> K (*, _) -----> f + S -----> d + S (G, E)
K close f + K (*) S (*, E)
(*, _) d + K (*, _) d + S (_, E)
S (*, ^, E) db + S (*, A, E)
f + S (*, v, E)
d + K (*, _)---> K (*, _) -----> f + S -----> d + S (G, E)
f + K (*) S (*, E)
d + K (*, _) d + S (_, E)
db + S (*, A, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
None
-----------------Knockout Moves-------------------
| Use as last hit on final deciding round. |
--------------------------------------------------
Dive Uppercut P from back sway
plane
Dive Kick K from back sway
plane
Strong Uppercut S from back sway
plane
also
the first and last regular S in his basic chain (aka P, S, S, S, S)
*******************************************************************************
* 3.11 Sokaku Mochizuki *
*******************************************************************************
Colors
------
P - White pants w/ Blue top
L - Blue pants w/ Yellow top
Throws
------
Hades Refusal Body Smash f + S close
No Way Out Crush b + S close
Hell's Gate f + S
Deadly Ascension d + S close in air
Basic Moves
-----------
Crawl hold df
Staff Swipe S from a short jump overhead
Side Staff S close 2 hits
Plane Moves
-----------
Dive Low Foot P/K from sway planes must be blocked low
Staff Charge S from sway planes knocks opponent to opposite
sway plane if connected
(not blocked)
Energy Hand/Reach Staff L when opponent is pulls opponent to middle
in a sway plane plane
Staff Sweep d + L when opponent pulls opponent to middle
is in a sway plane plane
Command Moves
-------------
Staff Thrust db + P
Lightning Strike d + S on downed pursue attack
opponent
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
Wild Ape Hunting qcb + P projectile Sokakus must
connect (not blocked) for
entire move to be
performed; it is possible
for Sokakus to hit low
enough that the move
must be blocked low; will
collide with other
projectiles as both will
be "destroyed" in the
process
Dream Legion f, d, df + P teleport above opponent and
descends with an attack;
overhead
Dance Of Demons tap P repeatedly absorbs projectiles
Heaven Break db + S
Swipe Break df + S must be blocked low
Falling Staff uf + S overhead
Straight Swing f + S
Fell Break L hits in all planes
Secret Thunderclap f, d, df + K will collide with other
projectiles as both will
be "destroyed" in the
process
Vortex Inferno (BS) d, b, db + K low dodge
Evil One Bop hcf + K reflects projectiles
Possession Blast f, b, f + S after performing this move
Sokaku will "rest" leaving
you unable to block for a
moment; move must connect
(not blocked) to perform
the entire maneuver;
absorbs projectiles
Demon Legion 360 + S close unblockable
S. Power Super
--------------
Thunder f, df, d, qcf + K+S absorbs projectiles
P. Power Super
--------------
Thunder God Exhalation f, df, d, qcf + S absorbs projectiles
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> f + S -----> d + S (G, E)
P close (*) d + K (*, _) S (*, ^, E)
S (*, _, E) d + S (_, E)
db + S (*, A, E)
P in air (O)---> S (1, H, O, E)
Kick Starters
-------------
K (*) --------> K (*) -----> f + S -----> d + S (G, E)
K close (*)| d + K (*, _) S (*, ^, E)
| d + S (_, E)
| db + S (*, A, E)
|
|
----> f + S (*) -----> f + S (*, v, E)
d + K (*, _)---> K (*) -----> f + S -----> d + S (G, E)
d + K (*, _) S (*, ^, E)
S (*, _, E) d + S (_, E)
db + S (*, A, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
S close (*)----> S (*) -----> S (*) -----> S (*) -----> d + S (E)
-----------------Knockout Moves-------------------
| Use as last hit on final deciding round. |
--------------------------------------------------
Dive Low Foot P/K from back sway
plane
Staff Charge S from back sway
plane
also
the second and fourth regular S in his basic chain (aka S, S, S, S, d +S)
the final f + S off his kick basic chain (aka K, f + S, f + S)
*******************************************************************************
* 3.12 Blue Mary *
*******************************************************************************
Colors
------
P - Blue pants w/ Red-Orange top
L - Purple pants w/ Purple top
Throw
-----
Layback Toss b + S close
Achilles Hold f + S holding f directly after the
previous part helps in
performing this follow up
Basic Moves
-----------
Crawl hold df
Air Elbow S from a short jump overhead
Axe Kick K close 2 hits
Rising Slap S close 2 hits
Plane Moves
-----------
Dive Elbow P/K from sway planes
Low Foot S from sway planes knocks opponent to opposite
sway plane if connected
(not blocked); must be
blocked low if performed
from front sway plane
Reach Kick L when opponent is pulls opponent to middle
in a sway plane plane
Sweep d + L when opponent pulls opponent to middle
is in a sway plane plane
Command Moves
-------------
Slide Punch Dash Forward, d + P
Slide Step Roller Dash Forward, f + K second part must be blocked
low
Crouching Punch df + P
Step Roller b + K second part must be blocked
low
Pounce d + S on downed pursue attack
opponent
Leg Drop u + S on downed pursue attack
opponent
Fire Kick d, u + S when you wake up attack
are knocked down
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
-------------
Spin Fall qcf + P overhead
Mary Dodge qcb + P quick high dodge
Good Night Backbreaker b + P when close unblockable
Face Lock b + K
Vertical Arrow f, d, df + K
Mary Snatcher f, d, df + K first part must connect (not
blocked) for the follow up
to be possible
Mary Head Buster qcb + K high counter attack;
launches opponent into the
air; can follow with
Vertical Arrow
Straight Slice (BS) Charge b for 1
second, f + K
Stun Slice b, f + K first part much connect (not
blocked) for this follow
up to be possible
Mary Crab Clutch Charge b for 1 must be blocked low; move
second, f + S must connect (not blocked)
to perform the entire
maneuver
Mary Spider qcf + S unblockable
Stun Gun Smasher qcb + S counter attack to jump
maneuvers and special
moves (not projectiles)
S. Power Super
--------------
Mary Typhoon f, hcf + K+S dash in must touch
opponent to perform
the entire maneuver;
unblockable
P. Power Super
--------------
Mary Driving Smasher f, hcf + S close unblockable
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> S -----> u + S (G, E)
d + K (*, _) b + S (v, E) d + S (G, E)
S (*, E) f + S (*, A, E)
d + S (_, E)
db/df + S (*, E)
P close (*)----> K (*) -----> S -----> u + S (G, E)
: d + K (*, _) b + S (v, E) d + S (G, E)
: S (*, E) f + S (*, A, E)
: d + S (_, E)
: db/df + S (*, E)
:
:
----> P (*) -----> K (*) -----> S ------> u + S
d + K (*, _) b + S (v, E) (G, E)
S (*, E) f + S (*, A, E) d + S
d + S (_, E) (G, E)
db/df + S (*, E)
d + P (*)------> d + P (*) -----> d + P (*, E)
P in air (O) --> S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> K (*) -----> S -----> u + S (G, E)
K close (*) d + K (*, _) b + S (v, E) d + S (G, E)
d + K (*, _) f + S (*, A, E)
d + S (_, E)
db/df + S (*, E)
K in air (O) --> S (1, H, O, E)
Strong Starters
```````````````
None
-----------------Knockout Moves-------------------
| Use as last hit on final deciding round. |
--------------------------------------------------
Dive Elbow P/K from back sway
plane
Low Foot S from back sway
plane
Step Roller b + K first part only
also
any chain ending with b + S
*******************************************************************************
* 3.13 Kim Kaphwan *
*******************************************************************************
Colors
------
P - White costume w/ Blue trim
L - Black costume w/ Red trim
Throw
-----
Body Drop f/b + S close
Basic Moves
-----------
Crawl hold df
Cyclone Kick S far
Deep Roundhouse S close 2 hits
Plane Moves
-----------
Dive Kick P/K from sway planes
Turn Kick S from sway planes knocks opponent to opposite
sway plane if connected
(not blocked)
Reach Kick L when opponent is pulls opponent to middle
in a sway plane plane
Sweep d + L when opponent pulls opponent to middle
is in a sway plane plane
Command Moves
-------------
Quick Poke d + P must be blocked low
Axe Kick f + K overhead
Domination Kick P+K must be blocked low
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 Crescent Moon Slash f + P+K
Feint Phoenix Flattner d + K+S
Special Moves
-------------
Aerial Dust Storm (BS) f, d, df + P hits in all planes
Crescent Moon Slash qcb + K/S K=short, S=long
Flying Swallow Slice Charge d for 2
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
S. Power Super
--------------
Phoenix Kick Dance hcf + K+S in air move must connect (not
blocked) to perform entire
super
P. Power Super
--------------
Phoenix Flattner qcb, db, f + S dash in must connect (not
blocked) to perform entire
super
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> S (E)
d + K (*, _) | f + S (*, v, E)
| d + S (_, E)
| db + S (*, A, E)
|
|
--> K (*) -----> S (*, A)----> S (E)
P close (*)----> K (*) -----> S (E)
: d + K (*, _) | f + S (*, v, E)
: | d + S (_, E)
: | db + S (*, A, E)
: |
: |
: --> K (*) -----> S (*, A)----> S (E)
:
:
----> P (*) -----> K (*) -----> S (E)
: d + K (*, _) : f + S (*, v, E)
: : d + S (_, E)
: : db + S (*, A, E)
: :
: :
: --> K (*) -----> S ----+
: (*, A) :
: :
: :
: S (E) <--+
:
:
---> P (*) -----> K (*)-----> S (E)
: d + K : f + S
: (*, _) : (*, v, E)
: : d + S (_, E)
: : db + S
: : (*, A, E)
: :
: :
: --> K (*) ----+
: :
: :
: S (E) <- S (*, A) <--+
:
:
--> P (*)-----> K (*) ----+
d + K :
(*, _) :
:
:
S (E) <--+
f + S (*, v, E) :
d + S (_, E) :
db + S (*, A, E) :
:
:
S (E) <-- S (*, A) <------ K (*) <-
d + P (*, _)----> K (*) -----> S (E)
: d + K (*, _) | f + S (*, v, E)
: | d + S (_, E)
: | db + S (*, A, E)
: |
: |
: --> K (*) -----> S (*, A)----> S (E)
:
:
----> d + P (*, _)-----> K (*) -----> S (E)
: d + K (*, _): f + S (*, v, E)
: : d + S (_, E)
: : db + S (*, A, E)
: :
: :
: --> K (*) -----> S ----+
: (*, A) :
: :
: :
: S (E) <--+
:
:
---> d + P (*, _)--> K (*)-----> S (E)
: d + K : f + S
: (*, _) : (*, v, E)
: : d + S (_, E)
: : db + S
: : (*, A, E)
: :
: :
: --> K (*) ----+
: :
: :
: S (E) <- S (*, A) <--+
:
:
--> d + P-----> K (*) ----+
(*, _) d + K :
(*, _) :
:
:
S (E) <--+
f + S (*, v, E) :
d + S (_, E) :
db + S (*, A, E) :
:
:
S (E) <-- S (*, A) <------ K (*) <-
P in air-------> S (1, H, O, E)
(*, O)
Kick Starters
`````````````
K (*) --------> K (*) -----> S (E)
K close (*) d + K (*, _) | f + S (*, v, E)
d + K (*, _) | d + S (_, E)
| db + S (*, A, E)
|
|
--> K (*) -----> S (*, A)----> S (E)
K in air-------> S (1, H, O, E)
(*, O)
Strong Starters
```````````````
S far --------> S (E)
-----------------Knockout Moves-------------------
| Use as last hit on final deciding round. |
--------------------------------------------------
Dive Kick P/K from back sway
plane
Turn Kick S from back sway
plane
Quick Side Kick K far
Low Foot Poke d + K
also
any chain ending with f + S or d + K
the first or last regular S on his basic chain (aka S, S)
*******************************************************************************
* 3.14 Jin Chonrei *
*******************************************************************************
Colors
------
P - Blue costume
L - Black costume
Throw
-----
Mighty Dragon Activation f/b + S close
Basic Moves
-----------
Crawl hold df
Driving Elbow S close 2 hits
Plane Moves
-----------
Push/Dive Elbow P/K from sway planes
Knee Slide/Low Foot S from sway planes must be blocked low; knocks
opponent to opposite
sway plane if connected
(not blocked)
Reach Swipe L when opponent is pulls opponent to middle
in a sway plane plane
Sweep d + L when opponent pulls opponent to middle
is in a sway plane plane
Command Moves
-------------
Slide Poke Dash Forward, d + P
Axe Kick f + K
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 Emperor Heavenly Eye d + P+K
Feint Empire Destiny Slash d + K+S
Special Moves
-------------
Emperor Heavenly Eye qcf + P/S P=slow, S=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; Break
Shot works for P version
only
Emperor God Bop f, f + P
Extended Emperor God Bop f, f, f + P
Dragon Transformation qcf + K hold K to roll further; can
roll past opponent
Emperor Hidden Blow qcb + K (when reflects projectiles
projectile is on
screen)
Emperor Blast 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 Super
--------------
Empire Destiny Slash f, hcf + K+S hits in all planes; absorbs
projectiles
P. Power Super
--------------
Emperor Roar Destroyer f, hcf + S absorbs projectiles
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> S (E)
P close (*) P (*) f + S (*, ^, E)
d + K (*, _) d + S (_, E)
d + P (*)------> K (*) -----> S (E)
: P (*) f + S (*, ^, E)
: d + K (*, _) d + S (_, E)
:
:
----> d + P (*) -----> K (*) -----> S (E)
: P (*) f + S (*, ^, E)
: d + K (*, _) d + S (_, E)
:
:
---> d + P (*) -----> K (*) -----> S (E)
: P (*) f + S
: d + K (*, _) (*, ^, E)
: d + S (_, E)
:
:
---> d + P (*)--> P (*) ----+
d + K :
(*, _) :
:
:
S (E) <----+
f + S (*, ^, E)
d + S (_, E)
P in air (O)---> S (1, H, O, E)
Kick Starters
`````````````
K (*) --------> K (*) -----> S (E)
K close (*) d + K (*, _) f + S (*, ^, E)
d + K (*, _) d + S (_, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
None
-----------------Knockout Moves-------------------
| Use as last hit on final deciding round. |
--------------------------------------------------
Push P/K from back sway
plane
Knee Slide S from back sway
plane
Quick Poke f + P while blocking
Roundhouse K far
Double Punch S far
*******************************************************************************
* 3.15 Jin Chonshu *
*******************************************************************************
Colors
------
P - Red costume
L - Teal costume
Throw
-----
Mighty Dragon Activation f/b + S close
Basic Moves
-----------
Crawl hold df
Wave Swipe P close 2 hits
Spin Snap K close 2 hits
Emperor Axe S far 2 hits
Rising Slap S close 2 hits
Plane Moves
-----------
Push/Dive Elbow P from sway planes
Knee Slide/Low Foot K from sway planes must be blocked low
Strong Knee Slide/S. Foot S from sway planes must be blocked low; knocks
opponent to opposite
sway plane if connected
(not blocked)
Reach Swipe L when opponent is pulls opponent to middle
in a sway plane plane
Sweep d + L when opponent pulls opponent to middle
is in a sway plane plane
Command Moves
-------------
Slide Poke Dash Forward, d + P
Falling Slap f + P both hits are overheads
Low Poke d + P 2 hits
Crouch Punt d + K 2 hits
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 Heavenly Eye d + P+K
Feint Emperor Drain d + K+S
Special Moves
-------------
Emperor Heavenly Eye qcf + P/S P=slow, S=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; Break
Shot works for S version
only
Emperor God Bop f, f + P elbow must connect (not
blocked) to perform the
entire maneuver
Eyes Of The Emperor hcb + P/S P=stationary teleport,
S=teleports behind
opponent; invulnerable for
split second while
teleporting
Emperor God's Eye hcb + K teleports Chonshu above
opponent; can control
descent with b or f;
invulnerable for split
second while teleporting
Rolling Dive P/K/S overhead; after connecting
move (not blocked) you
can control roll away
descent with b or f
S. Power Super
--------------
Emperor Drain qcb, f + 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
P. Power Super
--------------
Emperor Roar Destroyer qcb, f + S hits in all planes; will
absorb projectiles
Chain Attacks
-------------
Punch Starters
``````````````
P --------> K (*) -----> S (O, E)
P close P (*, 1) f + S (*, v, E)
d + P d + K (*, _) d + S (_, E)
P in air (O)---> S (1, H, O, E)
Kick Starters
`````````````
K --------> K (*) -----> S (O, E)
K close d + K (*, _) f + S (*, v, E)
d + K (_) d + S (_, E)
K in air (O)---> S (1, H, O, E)
Strong Starters
```````````````
None
-----------------Knockout Moves-------------------
| Use as last hit on final deciding round. |
--------------------------------------------------
Push P/K from back sway
plane
Knee Slide S from back sway
plane
Roundhouse K far
also
any chain ending with f + S
*******************************************************************************
* 3.16 Duck King *
*******************************************************************************
Colors
------
P - Yellow top w/ Blue vest and Black pants
L - White top w/ Green vest and Blue pants
Throws
------
Slam Dunk f/b + S close
Neck Slam d + S close in air
Basic Moves
-----------
Crawl hold df
Hop Kick K far low dodge
Shin Kick K close must be blocked low
Rising Beat S close 2 hits
Plane Moves
-----------
Dive Elbow P from sway planes
Dive Knee/Slide Kick K from sway planes must be blocked low if
performed from front
sway plane
Strong Knee/ S. Slide Kick S from sway planes knocks opponent to opposite
sway plane if connected
(not blocked); must be
blocked low if performed
from front sway plane
Backhand/Reach Slap L when opponent is pulls opponent to middle
in a sway plane plane
Sweep d + L when opponent pulls opponent to middle
is in a sway plane plane
Command Moves
-------------
Duck Fake Air d, d in air causes duck to stop in mid
air for a split second;
cannot perform air
normals after this; 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
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 qcf + P
Riding Spin Attack qcf + S
Kick Finish S Riding Head Spin Attack must
touch opponent in order
for this follow up to be
available
Flying Spin Attack qcb + P in air
Neo Break Storm f, d, df + K
Dancing Dive (BS) qcb + K
S. Power Super
--------------
Break Spiral hcf, uf, d + K+S unblockable
close
P. Power Super
--------------
Duck Dance 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 Charge b for 2
seconds, f, b,
f + K+S
Dance Kick qcb, qcb + K+S
Heaven's Knee qcf, qcf + K+S
Enhanced Break Spiral hcf, uf, d + K+S unblockable
close
Chain Attacks
-------------
Punch Starters
``````````````
P (*) --------> K (*) -----> S (*, ^, E)
P close (*)| d + K (*, _) u + S (v, E)
| d + S (_, E)
| b + S (*, A, E)
|
|
----> P (*) -----> K (*, _) -----> K (*) -----> S ----+
b + S |
(*, O, E) |
|
|
d + S (G, E) <--+
d + P (*)------> d + P (*) -----> d + P (*, E)
P in air-------> S (*, 1, H, O, E)
(*, O)
Kick Starters
`````````````
K close (*)----> K (*) -----> S (*, ^, E)
d + K u + S (v, E)
(*, _) d + S (_, E)
b + S (*, A, E)
K in air-------> S (*, 1, H, O, E)
(*, O)
Strong Starters
````````````````
None
-----------------Knockout Moves-------------------
| Use as last hit on final deciding round. |
--------------------------------------------------
Dive Elbow P from back sway
plane
Slide Kick K from back sway
plane
Strong Slide Kick S from back sway
plane
also
any chain ending in u + S
===============================================================================
4. Misc. And Easter Eggs
===============================================================================
**********************
* 4.1 Special Intros *
**********************
Terry vs Geese
Andy vs Mai
Andy vs Geese
Joe vs Geese
Joe vs Kim
Mai vs Kim
Billy vs Geese
Hon-Fu vs Kim
Kim vs Geese/Billy/Yamazaki
Duck vs Terry/Geese
Duck vs Mai/Mary
***********************************
* 4.2 Special Animated Ring Outs *
***********************************
Knocked Down The Elevator Shaft
````````````````````````````````
Terry sitting down holding his stomach
Andy a hand on his head and one on his hip with a disappointed look
Joe laughs
Bash looking up in the air
Mai sitting down and looks very disappointed
Bob performs a Capoeira dance
Geese gives an evil laugh
Billy is sitting down looking very tired
Hon-Fu is laying down beaten
Yamazaki holds his head as if it hurts
Sokaku looks at the screen and pulls his hat slightly down
Mary hops up and down
Kim on his stomach reaching his hand toward the screen, then collapses
Chonrei stands with his fist at his side looking very angry
Chonshu shrugs
Duck dances
Knocked Into Subway Train
`````````````````````````
Terry pushes his hat down in front of his face
Andy a hand on his head and one on his hip with a disappointed look
Joe laughs
Bash shrugs while angry
Mai folds her arms looking upset
Bob shrugs in disbelief
Geese gives an evil laugh
Billy smashes on the window with his pole
Hon-Fu jumps up and down crying
Yamazaki rips off his shirt and is very angry
Sokaku small Sokaku gets angry and dances on his head
Mary wipes forehead and smacks the window when the train starts to move
Kim gives a disappointed look and hits the window with his fist
Chonrei yells with his hands forward while glowing brightly
Chonshu waves arms up and down and throws a fit
Duck puts hands on face and acts dizzy
---------------------------------------------------------------------
| Falls Into Water | Falls Into Water Second With Opponent|
------------------------------------------------------------------------------
Terry | stands up and shakes the | stands up and grabs the brim of his |
| water off himself | cap |
------------------------------------------------------------------------------
Andy | tries to stand up out of | stands up and knocks water out of |
| the water and falls | his ear |
| back in | |
------------------------------------------------------------------------------
Joe | struggling while throwing| looks back and forth shocked |
| his hands up | |
------------------------------------------------------------------------------
Bash | you just see bubbles on | an arm is raised out of the water |
| the surface | |
------------------------------------------------------------------------------
Mai | butt floats up | stands up and hits her head with her |
| | fan |
------------------------------------------------------------------------------
Bob | stands up and tries | stands up and tries to fix hair and |
| to fix his hair | gives a smile |
------------------------------------------------------------------------------
Geese | stands up with arms | stands up with arms crossed and gives |
| crossed and has an | a quick laughing shrug |
| embarrassment bubble | |
| on his face | |
------------------------------------------------------------------------------
Billy | bandana floats up to the | stands up, puts pole around his |
| surface | neck and sings |
------------------------------------------------------------------------------
Hon-Fu | jumps out of water, gets | jumps out of water, but the Nunchaku |
| bopped in the head by | does not bop him in the head, |
| his Nunchaku, and goes | and he smiles |
| back under | |
------------------------------------------------------------------------------
Yamazaki | stands up with his hair | same, but he pulls the hair out of |
| in his face | his face |
------------------------------------------------------------------------------
Sokaku | hat floats up to the | hat floats up and a little Sokaku |
| surface | beats a drum on top of it |
------------------------------------------------------------------------------
Mary | bra floats up to the | Mary stands out of water with no bra |
| surface | and covers her chest |
------------------------------------------------------------------------------
Kim | back floats up | stands up and puts hand on head |
| | confused |
------------------------------------------------------------------------------
Chonrei | jumps up and down with | floats out of water and levitates in |
| arms out crying | the air |
------------------------------------------------------------------------------
Chonshu | jumps up and down with | stands up, yawns, and rubs nose |
| arms out crying | |
------------------------------------------------------------------------------
Duck | head sticks out of | same, except his hair returns |
| water, tries to wave | to normal |
| his hair around to | |
| fix it and it gets | |
| very messed up | |
------------------------------------------------------------------------------
*************
* 4.3 Other *
*************
-Get perfect with Mai for a special win victory
-It is possible to fly out of bounds far enough in the Dock stage to hit the
other dock across the water with your back
-To get the train to appear in the Subway stage, you must first break the
barrier in the previous round
===============================================================================
5. Conclusion
===============================================================================
5.1 What's Missing/Needed
-Cleanup and corrections
-Any other misc or secrets? Let me know.
-Any other missing Knockout moves? If you know or find any, 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.
5.2 Credits
-SNK
-Gamefaqs
-And me for writing this faq