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