======================================================================= Legal Stuff ======================================================================= This FAQ must not be reproduced or copied, unless given permission by me (Richard "Ryu" Pajooh). I can be contacted at RYU5@prodigy.net. This Strategy Guide will include three characters, but I will try to add more later. ======================================================================= Basic Moves ======================================================================= Punch = P Kick = K Light Punch = LP Light Kick = LK Heavy Punch = HP Heavy Kick = HK Forward = F Down Forward = DF Down = D Down Back = DB Back = B Up Back = UB Up = U Up Forward = UF Jump = U High Jump = D, U Run = F, Hold F Dash Toward = Tap F, F Dash Back = Tap B, B Sidestep = LK + HK Foreground Sidestep = D + LK + HK Shoulder Charge = While running, tap P Slide Attack = While running, tap LK Flying Kick Attack = While running, tap HK Block = Hold B Air Block = While in air, hold B Throw = LP + HP Crouch Throw = D + LP + HP * = Indicates move can be done in air. x 2 = Indicates motion must be done twice. ======================================================================= Knockdown Recoveries ======================================================================= After your character is knocked down from an attack, you can perform numerous offensive and defensive recoveries. Tap P or K to attack after the get up. Roll Backwards = Tap B Roll Forwards = Tap F Stand Up = Tap U Roll into Foreground = Tap D ======================================================================= Advanced Techniques ======================================================================= Burning Vigor Attacks = Each fighter has a bar in the lower left or right hand corner. There is a default setting of 3 Vigor Bars, but you can change the amount of bars in the option section. Vigor Bars are built up by attacking, getting hit, taunting, performing special moves, etc. Your character can perform a super when the bar reaches one or higher. The Vigor Bar will max out at nine levels. Team Up Attacks = Each character has a Team Up Attack. However, the Team Up Attack depends on the character off the screen, not on the screen. Most of them consist of high damaging supers, but some can heal or increase your character's Vigor Bar. The Vigor Bar must be at Level 2 or higher to perform a Team Up Attack, which can be performed by tapping LP + LK or HP + HK. Juggle Starter = This is the best way to knock your opponent in the air, and start an air combo. It can be performed by tapping DF + HP or DF + HK. Air Recovery = If your character is knocked in the air, hit any two buttons to perform a mid air jump that will land you to safety. If you do not master this move, then your opponent can juggle you forever. Tardy Counter = When your opponent attacks, and if your character blocks, immediately perform an attack, when you begin to block. This can be any attack, such as F + HP or a Burning Vigor Attack. Lightning Strikes = When you and your opponent attack at the same time, it is possible to cancel each other's attack with a Lightning Strike. There is no true way to perform this, just that you attack at the same time. It is easy to tell when one has initiated a Lightning Strike, because a bolt of lightning crashes down the screen, and both you and your opponent's Vigor Bar goes up. ======================================================================= Characters Strategies ======================================================================= 1. Hayato 2. Hyo 3. Kyoko 1 & 2 ======================================================================= Hayato ======================================================================= Special Moves: Scolding Slash = D, DF, F + P* Hayato quickly slashes with his stick. This move racks up about 4 to 5 hits, and is his best air combo finisher. Counter Thrust = D, DB, B + P Hayato slowly charges this blue orb around his body, then releases all that energy with a flaming punch. This moves gets three hits, but cannot be comboed in. Also, it has a horrible delay time, but will eat through any attack. Devastation Kick = D, DF, F + K Hayato does a small flip, into a multi-hitting jump kick. This is his best ground combo finisher, but leaves him open if missed. Second Kick = D, DB, B + K Hayato does a basic jump kick that has great speed and priority. Nothing special about this move, but more safe to use than the others. Burning Vigor Attacks: Super Counter Thrust = D, DB, B + P x 2 Hayato once again charges for his Counter Thrust, but only longer and a tad stronger. This move is completely useless. True, it can eat through all attacks, but it cannot be comboed in, and your opponent can easily block it. They will have time to hit Hayato with two quick light punches, and still have time to block. PE Smack = D, DF, F + P x 2 Hayato takes a long downward swipe with his stick, causing his opponent to do push ups, then knocking them across the screen. This is his strongest and best super. As with his other super, it cannot be comboed in, but is much safer and better to use. Even if you miss, there should be plenty of time to block. Team Up Attack: Sphere of Confidence = LP + LK or HP + HK Hayato's partner uppercuts their opponent to the ground, then Hayato jumps on the screen. He repeatedly beats his partner with his stick, causing an orb to form around their body. When his partner can't take anymore, they release the fireball, as soon as the enemy gets up. This Team Up Attack does decent damage, but has a great quick uppercut for a start up. Combos: 1. HP, B + HP 2. B + HK, HP Scolding Slash 3. HP, B + HP, HK Second Kick 4. LP, LP, HK, HK Devastation Kick 5. HP, B + HP, HP Scolding Slash 6. HP, DF + HP, U + LK, LP, HP, HP Scolding Slash 7. HP, DF + HP, U + LP, LK, F + HK, LP Scolding Slash ======================================================================= Hyo ======================================================================= Special Moves: Ichimonji Giri = D, DF, F + P Hyo takes a quick swipe with his sword. This move has a huge range, massive damage, and can be comboed in easily. Jyumonji Giri = D, DF, F + P, P Hyo starts with his Ichimonji Giri, but then takes another swipe. This version does even more damage, but is not as safe to use. It is best used in a combo. Ial Giri = D, DB, B + P Hyo sidesteps back, then launches forward with a quick sword swipe. If you hit LP, it will do one swipe, but if you hit HP, it will do two swipes of the sword. Not as strong as the Jyumonji Giri, but has greater range, and can start a combo. Oouryuu Zan = F, D, DF + P Hyo does a basic dragon punch type move, only he uses his sword. A great way to end a ground combo, but not safe to use on it's own. It's possible to connect a Back Flip or Sword Fury after an Ooryuu Zan. Kogetsu = When enemy is behind you, tap P. Hyo quickly turns around and slashes his opponent. Genei Shuu = D, DB, B + K* Hyo does a back flip, which is his best air combo finisher. Also, it Hyo can add a Genei-Shuu after an Ooryuu-zan, as long as the opponent does not do an Air Recovery. It is fairly safe to use, but best stuck in a combo. Tenrai Zen = In air, D, DF, F + P Hyo quickly falls with his sword pointed down, causing a small ring to form around him. This is a stronger air combo finisher than the Genei- Shuu, but not as safe to use. Even if you connect with the Tenrai-zen, your opponent might have time to counter before you recover. Pick and choose when to use this attack. Burning Vigor Attacks: Ankoku Genei Shuu = D, DB, B + K x 2 Hyo does two Genei Shuu then follows it up with a multi-hitting sword slice, causing his enemy to tumble into the ground. This move is strong and can be comboed after almost any attack. This is the best super to do after a Tardy Counter. It can also connect with opponents who try to jump in. If Hyo misses, expect your opponent to retaliate. Ankoku Genei Zan = D, DF, F + K x 2 Hyo hit his opponent with a kick, then turns himself into two mirages, going into a crazed ass whoopin combo. This super does insane amounts of damage, is easy to combo in, and does 25 hits! It has a great start up, but still it should be utilized in a combo. Team Up Attack: Zankoku Zan = LP + LK or HP + HK Hyo's partner dashes at the opponent with a flaming fist. If it connects, they grab the opponent, which causes Hyo to jump on screen. Finally, Hyo starts a barrage of slashes, finishing with one final swoop, which causes both the enemy and your partner to take damage. Despite the fact that your partner takes some damage, this is one of the best moves in the game. The amount of damage done is worth the 5% that your partner takes. Just make sure that the final hit does not kill your partner. Combos: 1. LP, LP, HP 2. LP, LP, HP, B + HK, F + HK (only works in Aracade Mode) 3. LP, LP, HP, HP Jyumonji Giri 4. LP, LP, HP, HP, HP Jyumonji Giri (only works in Arcade Mode) 5. LP, LP, HP, HP, HP Oouryuu Zan (only works in Arcade Mode) 6. LP, LP, HP,F + HP, B + HP 7. LP, LP, HP, HP, LP Oouryuu Zan, HK Genei Shuu (only works in Arcade Mode) 8. LP, LP, HP, Ankoku Genei Shuu or Ankoku Genei Zan 9. LP, LP, HP, HP, Ankoku Genei Shuu or Ankoku Genei Zan (only works in Arcade Mode) 10. LP, LP, HP, F + HP, B + HP, Ankoku Genei Shuu (only works in Arcade Mode) 11. LP, LP, HP, B + HK, F + HK, Ankoku Genei Shuu or Ankoku Genei Zan (only works in Arcade Mode) 12. LP, LP, HP, HP Oouryuu Zan, Ankoku Genei Shuu 13. LP, LP, HP, F + HP, DF + HP, U + LK, LP, LK, HP, HK Genei Shuu 14. LP, LP, HP, F + HP, DF + HP, U + LK, LP, HP, HP Tenrai Zeni, HK Genei Shuu ======================================================================= Kyoko 1 & 2 ======================================================================= Special Moves: Shussekikakuniui = D, DB, B + P Kyoko sidesteps then connects with a low hitting punch. This move has great range and is the best counter to fireballs and Burning Vigor Attacks. Be careful when using this move, because your opponent can time an attack if you miss. Still it is quite safe, and annoying for your opponent, to use. Kaishin = D, DB, B + K* Kyoko spins in the air, doing a multiple hitting kick. This is her best air combo finisher. Not much to say about it, except it is quite useful. Shokushin = D, DF, F + P, then K Kyoko grabs her opponent, if you decide to hit K, then she will do a barrage of kicks. This is stronger than her regular throw, but has a longer delay. This move is unblockable, and is a great get up move or a surprise attack for when your opponent rolls up from the ground. One King Stance = D, DF, F + K, then P or K Kyoko goes into a crane looking stance, if P or K is hit, she will do a three hit version of her Knee Check. If you decide to hit punch, then she will dash forward with a palm strike. This move cannot be comboed in, and anyone can easily tell what Kyoko is planning, because of her stance. It is possible to jump after you opponent if you nail them with the kick version of One King Stance, but most likely they will block before you get the chance. Pop Quiz = B + LK + HK Kyoko does a back flip. Kind of dangerous to use, and useless. Knee Check = F, D, DF + K, K Kyoko does a rising knee kick, which slams her opponent into the ground. This is her best ground combo finisher. If your opponent has not perfected Air Recoveries, then Kyoko can nail them with a Juggle Starter or Tag Team Attack after a Knee Check. Burning Vigor Attacks: Final Prescription = D, DF, F + P x 2 Kyoko grabs her opponent, does various breaks, which cause massive damage. This move is unblockable, and can be used in many different situations, such as a counter, get up attack, after a LP (even though it's not a combo), etc. Its uses goes on and on. Class Curve Kicks = D, DF, F + K x 2 Kyoko does a super version of her Knee Check. This is the only Burning Vigor Attack that Kyoko can combo in. As with the Knee Check, it is possible to connect a Juggle Starter or Team Up Attack, as long as your opponent does not do an Air Recovery. It works as a decent counter, but since it has a long delay, try to use it in a combo. Team Up Attack: Kyoko 1: Rest & Relax = LP + LK or HP + HK Kyoko's partner causes a small burst, which must connect with the opponent to make Kyoko massage her partner. It will increase her partner's bar, and do some damage to the enemy. You must be closer to execute this move than with most Team Up Attacks. Kyoko 2: Heart Attack = LP + LK or HP + HK The only difference between Kyoko 1 and Kyoko 2, is their appearance and Team Up Attacks. Kyoko's partner does a snap kick, which stuns the opponent, then Kyoko and her partner dance, forming a heart, which they shoot at the dazed opponent. It is not as strong as most Team Up Attacks, but is better than her Rest & Relax. Combos: 1. LP, LP, HP 2. LP, LP, HP, F + HP 3. LP, LP, HP, HK Knee Check 4. LP, LP, HK, B + HK (can only be done in Arcade Mode) 5. LP, LP, HP, Class Curve Kicks 6. LP, LP, HP, F + HP, Class Curve Kicks (can only be done in Arcade Mode) 7. LP, LP, HK, B + HK, Class Curve Kicks (can only be done in Arcade Mode) 8. LP, LP, HP, DF + HK, U + LK, LP, LK, HP, HK Kaishin 9. LP, LP, HP, DF + HK, U + LK, LP, HP, HK Kaishin 10. LP, LP, HP, HK Knee Check, DF + HK, U + LK, LP, HP, HK Kaishin (This combo will work as long as your opponent does not do an Air Recovery after the Knee Check) 11. LP, LP, HP, Class Curve Kicks or HK Knee Check, Team Up Attack (This combo will work as long as your opponent does not do an Air Recovery after the Class Curve Kicks or HK Knee Check)