=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Suiko Enbu AKA Outlaws Of The Lost Dynasty FAQ By: Goh_Billy (billy_kane_32@hotmail.com) Version #: 3.0 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Sections -------- 1. Legend 2. System 2.1 Basics 2.2 Launchers And Juggles 2.3 Weapon Gauge 3. Characters 3.1 Shishin 3.2 Rinchuu 3.3 Kosanjyou 3.4 Taisou 3.5 Riki 3.6 Rochishin 3.7 Kousonsyou 3.8 Bushou 3.9 Gen Shouji 3.10 Gen Shougo 3.11 Gen Shoushichi ````````````````````````````` 3.12 Chougai 3.13 Mizoguchi Makoto 4. Codes, Misc., and Easter Eggs 6. Conclusion 6.1 What's Missing/Needed 6.2 Credits =============================================================================== 1. Legend =============================================================================== ub u uf f - Forward HP - Heavy Punch P - Any Punch \ | / b - Back MP - Medium Punch K - Any Kick b-- --f u - Up LP - Light Punch + - And / | \ d - Down HK - Heavy Kick / - Or db d df MK - Medium Kick , - Then LK - Light Kick 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) =============================================================================== 2. System =============================================================================== ++++++++++++++ | 2.1 Basics | ++++++++++++++ Throw f/b + MP/HP close refer to character movelist for specific motion and details Block High b Block Low db will not block overheads Forward Run f, f, then hold f to continue run Halt b or stop holding f Dash Backward b, b Backward Run b, b, b very quickly, then hold b to continue to run Halt f or stop holding b Projectile Hop db/d/df when just db=hop backwards, d=hop about to land on top straight up, df=hop of a projectile forward Taunt LP+LK Fake Dizzy MP+MK use any attack to exit dizzy state Throw Weapon HP+HK refer to character movelist for details Dizzy Recovery shake joystick and tap P and K rapidly when dizzied Negative Edge allows you to perform an example would be maneuvers by holding performing a qcf + P the attack button maneuver by instead holding down, performing P, qcf, releasing P; this the motion, then works for specials releasing the attack button Desperation perform motion listed in available only in Special character movelist Mode when lifebar is low and flashing Arcade vs Special Mode - There are notable differences between these two modes. The immediate difference is that Desperation moves are only available in Special Mode. Special moves, properties, and inputs also change in Special Mode depending on the character. These differences or additions are noted as such in the movelist details. +++++++++++++++++++++++++++++ | 2.2 Launchers And Juggles | +++++++++++++++++++++++++++++ This game has four special move properties that will be detailed here in this section. These properties are Launcher, Spin Launcher, Bound Attack, and Wall Crush. Each of these are essential in creating juggles and performing other combos in this game. The maneuvers with these properties are marked as such in the movelist details. Launcher -------- This is an attack that will launch your opponent into the air allowing you to juggle them. You can use a Spin Launcher after a Launcher to hit them back into the air allowing for another juggle opportunity. You can also use a Bound Attack after a Launcher to continue your combo and allow another juggle opportunity. A Wall Crush may also be used after a Launcher to stun the opponent against the wall. You can even use an air throw (if your character has one) after a Launcher. Using another Launcher after an initial Launcher will only strike the opponent. It will not give it the property of allowing you to juggle the opponent again. A Launcher will also not have it's unique property if you use it after a Wall Crush, a Bound Attack, or a Spin Launcher. Below is a flow chart to help understand when a Launcher works and when it doesn't. Launcher -----> Spin Launcher Launcher -----> Bound Attack Launcher -----> Wall Crush Launcher --X--> Launcher Spin Launcher --X--> Launcher Bound Attack --X--> Launcher Wall Crush --X--> Launcher Spin Launcher ------------- Like the Launcher, this launches your opponent into the air allowing you to juggle them. You can even use an air throw (if your character has one) after a Spin Launcher. It is worth noting that only Riki and Rochishin CANNOT be Spin Launched. Instead, moves that are labeled Spin Launchers will act as regular Launchers to them. All other characters are pray to Spin Launchers. The difference between a Spin Launcher and a regular Launcher is that a Spin Launcher can be used after a Wall Crush, a Bound Attack, or a regular Launcher. Using another Spin Launcher after a regular Launcher or a Spin Launcher will strike the opponent, but not produce the properties of allowing you to juggle the opponent again. Below is a flow chart to help understand when a Spin Launcher works and when it doesn't. Spin Launcher -----> Bound Attack Spin Launcher -----> Wall Crush Launcher -----> Spin Launcher Bound Attack -----> Spin Launcher Wall Crush -----> Spin Launcher Spin Launcher --X--> Launcher Spin Launcher --X--> Spin Launcher Bound Attack ------------ A Bound Attack is a maneuver that hits the opponent to the floor so hard they bounce back into the air allowing for you to juggle them. You can even use an air throw (if your character has one) after a Bound Attack. You can use a Spin Launcher or a Wall Crush after a Bound Attack. You can also use a Bound Attack after any launcher (Launcher or Spin Launcher). You cannot use a Bound Attack after a Wall Crush. It will only hit the opponent but not produce the same properties that allow you to juggle the opponent after. This also occurs if you try to use another Bound Attack after an initial Bound Attack. Finally, a Launcher will not produce juggle properties if used after a Bound Attack. Below is a flow chart to help understand when a Bound Attack works and when it doesn't. Bound Attack -----> Spin Launcher Bound Attack -----> Wall Crush Launcher -----> Bound Attack Spin Launcher -----> Bound Attack Bound Attack --X--> Launcher Bound Attack --X--> Bound Attack Wall Crush --X--> Bound Attack Wall Crush ---------- A Wall Crush is a maneuver that sends the opponent flying across the screen. If the opponent comes in contact with the corner of the stage they will splat against it and remain stuck for a short amount of time. The opponent will be in a stunned state and can be comboed. Surprisingly, you can use an air throw (if your character has one) after an opponent is crushed against the corner of the stage. The only thing that allows you to launch the opponent again for a juggle after a Wall Crush is a Spin Launcher. You can link a Wall Crush from a Launcher, a Spin Launcher, and a Bound Attack. Below is a flow chart to help understand when a Wall Crush works and when it doesn't. Wall Crush -----> Spin Launcher Launcher -----> Wall Crush Spin Launcher -----> Wall Crush Bound Attack -----> Wall Crush Wall Crush --X--> Launcher Wall Crush --X--> Bound Attack Wall Crush --X--> Wall Crush ++++++++++++++++++++ | 2.3 Weapon Gauge | ++++++++++++++++++++ The Weapon Gauge is the sword shaped gauge at the bottom of the screen. This meter will decrease if you block an opponent's weapon based attack. Block too many of these and your weapon gauge will completely deplete. Once empty your weapon will be destroyed and you will be dizzied. You will not have your weapon for the rest of the match. Only two characters are able to get their "weapons" back during the match. These two characters are Kousonsyou and Gen Shouji. In their case, the meter will slowly increase. Once full, they will be given back use of their weapon. Another interesting fact is that your Weapon Gauge will decrease very slightly if your opponent blocks one of your weapon based attacks. The Weapon Gauge can also be completely emptied if you throw your weapon (HP+HK). If the opponent is hit with the weapon they will be dizzied. Kousonsyou and Gen Shouji are again the exception to this rule as they cannot throw their weapon. It is also worth noting that Chougai does not have a Weapon Gauge. =============================================================================== 3. Characters =============================================================================== ******************************************************************************* * 3.1 Shishin * ******************************************************************************* Colors ------ LP - Gray pants w/ Blue trim and Powder Blue bandana MP - Red pants w/ Orange trim and Mint Green bandana HP - Powder Blue pants w/ Green trim and Gray bandana LK - Glaucous Blue pants w/ Green trim and Red bandana MK - Sapphire pants w/ Turquoise trim and Yellow bandana HK - Medium Gray pants w/ Purple trim and Medium Gray bandana Start - Green pants w/ Floral Lavender trim and Orange bandana LK after opponent chooses Shishin with LK - Gold pants w/ Turquoise trim and Yellow bandana ````````````````````````````````````` While Armed ````````````````````````````````````` Throw ----- Shoulder Throw f/b + MP/HP close f and b determine where opponent is thrown Basic Moves ----------- Fierce Roundhouse HK far Spin Launcher Downward Air Slice ub/uf, HP Bound Attack; overhead Command Moves ------------- Crossed Arms LP+LK taunt Fake Dizzy MP+MK use any attack to exit dizzy state Throw Weapon HP+HK will collide with other projectiles as both will be "destroyed" in the process; refer to unarmed movelist Special Moves ------------- Flying Serpent Missile qcf + P LP=slow, MP=medium, HP=fast; Special Mode adds size differences to the fireballs (LP=small, MP=medium, HP=large); will collide with other projectiles as both will be "destroyed" in the process Flaming Serpent Sword f, d, df + P LP=only sword slash portion, MP=medium with leap attack, HP=far with leap attack Serpent Bite qcf + HP after leap Arcade Mode only attack connects (not blocked) from MP/HP version of Flaming Serpent Sword Serpent Bite 2 P after leap attack Special Mode only connects (not blocked) from MP version of Flaming Serpent Sword / automatically will occur if leap attack connects (not blocked) from HP version of Flaming Serpent Sword Knee Kick d, u + K / Charge d, LK=short, MK=medium, HK=far; u + K overhead Desperation ----------- Rising Dragon f, hcf + P tornado absorbs projectiles; tornado must connect (not blocked) to perform the entire maneuver; Special Mode only ````````````````````````````````````` While Unarmed ````````````````````````````````````` Throw ----- Death Valley Driver f/b + MP/HP close f and b determine where opponent is thrown Basic Move ---------- Fierce Roundhouse HK far Spin Launcher Command Moves ------------- Crossed Arms LP+LK taunt Fake Dizzy MP+MK use any attack to exit dizzy state Claw Strike d + HP 2 hits; Launcher Special Moves ------------- Flying Serpent Missile qcf + P LP=slow, MP=medium, HP=fast; Special Mode adds size differences to the fireballs (LP=small, MP=medium, HP=large); will collide with other projectiles as both will be "destroyed" in the process Knee Kick d, u + K / Charge d, LK=short, MK=medium, HK=far; u + K overhead Dashing Serpent Punch qcb + P LP=short and is a Spin Launcher, MP=medium, HP=far and is a Wall Crush Serpent Sting P after MP/HP version follow up of the MP version of Dashing Serpent of Dashing Serpent Punch Punch is a Launcher; Special Mode only Desperation ----------- Berserker Rage qcb, qcb + HP increases strength and speed; lifebar will slowly decrease; Special Mode only ******************************************************************************* * 3.2 Rinchuu * ******************************************************************************* Colors ------ LP - Emerald costume w/ Gray waist cushion and Purple scarf MP - Indian Red costume w/ Red waist cushion and Green scarf HP - Off White costume w/ Purple waist cushion and Blue scarf LK - Rose costume w/ Dark Gray waist cushion and Green scarf MK - Violet costume w/ Purple waist cushion and Rose scarf HK - Medium Gray costume w/ Auburn waist cushion and Purple scarf Start - Orchid costume w/ Gray waist cushion and Buff scarf LK after opponent chooses Rinchuu with LK - Gold costume w/ Gray waist cushion and Straw scarf ````````````````````````````````````` While Armed ````````````````````````````````````` Throw ----- Setup Impale f/b + MP/HP close f and b determine where opponent is thrown Basic Moves ----------- Slash Uppercut HP close 2 hits; Launcher Circle Stab MP in air has two parts but only one can strike the opponent; overhead Crushing Axe Kick HK close Bound Attack; overhead High Snap HK far Wall Crush Command Moves ------------- Hand Beckon LP+LK taunt Fake Dizzy MP+MK use any attack to exit dizzy state Throw Weapon HP+HK will collide with other projectiles as both will be "destroyed" in the process; refer to unarmed movelist Spear Sweep d + HP must be blocked low; knocks down Thrust Kick f + HK Wall Crush; can step past opponent Special Moves ------------- Savage Panther Claw hcf + P LP=slow, MP=medium, HP=fast and knocks down; Special Mode adds size differences to the fireballs (LP=small, MP=medium, HP=large); will collide with other projectiles as both will be "destroyed" in the process Cartwheel Kick hcb + P LP=short, MP=medium, HP=far with final part being a Bound Attack; maneuver parts are overheads Invincible Rapid Fire tap P rapidly LP=slow stabs, MP=medium stabs, HP=fast stabs Foothold Spear qcf + K Typhoon Spear f, d, df + K LK=only kick portion, MK=long distance with spear slash, HK=very long distance with spear slash (spear slash is a Bound Attack); spear slash in MK and HK version is an overhead Desperation ----------- Spaz Attack hcb + K dash in must connect (not blocked) to perform the entire maneuver; Special Mode only ````````````````````````````````````` While Unarmed ````````````````````````````````````` Throw ----- One Handed Throw f/b + MP/HP close f and b determine where opponent is thrown Basic Moves ----------- Rising Palm HP close knocks down Push Palm HP far knocks down Crushing Axe Kick HK close Bound Attack; overhead High Snap HK far Wall Crush Command Moves ------------- Hand Beckon LP+LK taunt Fake Dizzy MP+MK use any attack to exit dizzy state Rising Palm d + HP Launcher Thrust Kick f + HK Wall Crush; can step past opponent Special Moves ------------- Savage Panther Claw hcf + P LP=slow, MP=medium, HP=fast and knocks down; Special Mode adds size differences to the fireballs (LP=small, MP=medium, HP=large); will collide with other projectiles as both will be "destroyed" in the process Cartwheel Kick hcb + P overhead Desperation ----------- Berserker Rage qcb, f + HP increases strength and speed; lifebar will slowly decrease; Special Mode only ******************************************************************************* * 3.3 Kosanjyou * ******************************************************************************* Colors ------ LP - Blue sleeves and Green top w/ Yellow scarf MP - Off White sleeves and Red top w/ Mustard scarf HP - Light Gray sleeves and Gray top w/ Light Gray scarf LK - Pink sleeves and Red top w/ Cream scarf MK - Moss Green sleeves and Green top w/ Gray scarf HK - Medium Gray sleeves and Mulberry top w/ Blue scarf Start - Gold sleeves and Blue top w/ Amber scarf LK after opponent chooses Kosanjyou with LK - Gold sleeves and Buff top w/ Orange scarf ````````````````````````````````````` While Armed ````````````````````````````````````` Throws ------ Frankensteiner f/b + MP/HP close f and b determine where opponent is thrown Earth Direct f/b + MP/HP close in f and b determine where air opponent is thrown Basic Moves ----------- Double Slash HP far 2 hits Air Uppercut Slash ub/uf, HP Launcher; overhead Falling Heel HK close 2 hits Command Moves ------------- Flower Toss LP+LK taunt Fake Dizzy MP+MK use any attack to exit dizzy state Throw Weapons HP+HK first weapon will collide with other projectiles as both will be "destroyed" in the process while second weapon will usually continue and strike opponent; refer to unarmed movelist Slide Kick d + HK must be blocked low Sankaku Tobi f + P/K when at edge a triangle jump of screen Special Moves ------------- Flaming Jasmine Wave qcf + P the higher the attack button used the higher the damage output (although very little difference); Special Mode adds size differences to the fireballs (LP=small, MP=medium, HP=large); will go under most projectiles however will collide with another Flaming Jasmine Wave as both will be "destroyed" in the process Typhoon Slasher f, d, df + P LP=stationary slice, MP=medium leap slice, HP=far leap slice Samsara Kick qcf + K LK=short with single kick, MK=medium with double kicks, HK=far with double kicks Desperation ----------- Vacuum Jasmine Wave qcf + P in air orb blast must connect (not blocked) to perform the entire maneuver; orb blast absorbs projectiles; end of Desperation is a Wall Crush; Special Mode only ````````````````````````````````````` While Unarmed ````````````````````````````````````` Throws ------ Changing Winds f/b + MP/HP close f and b determine where opponent is thrown Earth Direct f/b + MP/HP close in f and b determine where air opponent is thrown Basic Moves ----------- Skyward Uppercut MP close Launcher Punch To Driving Elbow HP close 2 hits; Wall Crush Falling Heel HK close 2 hits Command Moves ------------- Flower Toss LP+LK taunt Fake Dizzy MP+MK use any attack to exit dizzy state Slide Kick d + HK must be blocked low Sankaku Tobi f + P/K when at edge a triangle jump of screen Special Moves ------------- Flaming Jasmine Wave qcf + P the higher the attack button used the higher the damage output (although very little difference); Special Mode adds size differences to the fireballs (LP=small, MP=medium, HP=large); will go under most projectiles however will collide with another Flaming Jasmine Wave as both will be "destroyed" in the process Samsara Kick qcf + K LK=short with single kick, MK=medium with double kicks, HK=far with double kicks Desperation ----------- Berserker Rage qcb, f + HP in air increases strength and speed; lifebar will slowly decrease; Special Mode only ******************************************************************************* * 3.4 Taisou * ******************************************************************************* Colors ------ LP - Blue costume w/ Green trim and Bronze gloves MP - Spring Green costume w/ Gold trim and Green gloves HP - Light Gray costume w/ Dark Gray trim and Dark Gray gloves LK - Orange Red costume w/ Yellow trim and Medium Gray gloves MK - Purple costume w/ Cream trim and Medium Gray gloves HK - Medium Gray costume w/ Yellow trim and Auburn gloves Start - Blue costume w/ Yellow trim and Red gloves LK after opponent chooses Taisou with LK - Gold costume w/ White trim and Red gloves ````````````````````````````````````` While Armed ````````````````````````````````````` Throws ------ Neckringer f/b + MP/HP close Taisou ends up behind the opponent Chest Stomp f/b + MP/HP close in f and b determine where air opponent is thrown Basic Moves ----------- Sai Uppercut MP close Launcher Air Sobat u, MK Wall Crush; overhead Lean Kick HK close Wall Crush Swift Roundhouse HK far Spin Launcher Command Moves ------------- Hand Beckon LP+LK taunt Fake Dizzy MP+MK use any attack to exit dizzy state Throw Weapons HP+HK first weapon will collide with other projectiles as both will be "destroyed" in the process while second weapon will usually continue and strike opponent; refer to unarmed movelist Double Sweep d + HK 2 hits; both parts must be blocked low Sankaku Tobi f + P/K when at edge a triangle jump of screen Special Moves ------------- Flaming Ki Punch Charge db for 1.25 LP=small burst, MP=medium seconds, f + P / burst, HP=large burst and hcf + P is a Wall Crush; absorbs projectiles; hcf motion in Special Mode only Majestic Teleport Attack f, d, df + P LP=low, MP=medium, HP=high; overhead (although HP version is too high to hit crouching opponent); Bound Attack; invulnerable for a short time when Taisou disappears Ki Bomb qcf + P in air LP=fireball and follow ups are slow, MP=fireball and follow ups are medium speed, HP=fireball and follow ups are fast; will collide with other projectiles as both will be "destroyed" in the process Second Ki Bomb qcf + same punch used will collide with other in initial command projectiles as both will be "destroyed" in the process Third Ki Bomb qcf + same punch used will collide with other in initial command projectiles as both will be "destroyed" in the process Fourth Ki Bomb qcf + same punch used will collide with other in initial command projectiles as both will be "destroyed" in the process Fifth Ki Bomb qcf + same punch used will collide with other in initial command projectiles as both will be "destroyed" in the process Teleport hcb + K LK=teleports backwards, MK=stationary teleport, HK=teleports forward (can teleport past opponent); invulnerable for a short time when Taisou disappears; Arcade Mode only Teleport 2 qcb + P/K / qcb + two LP=teleports above and near punch buttons / opponent, MP=teleports qcb + two kick above and behind opponent, buttons HP=teleports a sweep distance from opponent, LP+MP/MP+HP/LP+HP=ends up behind and near opponent, LK=teleports backwards, MK=stationary teleport, HK=teleports forward (can teleport past opponent), LK+MK/MK+HK/LK+HK=ends up in air from stationary position; invulnerable for a short time when Taisou disappears; Special Mode only Desperation ----------- Super Ki Beam hcb, f + HP absorbs projectiles; Special Mode only ````````````````````````````````````` While Unarmed ````````````````````````````````````` Throws ------ Chest Chop f/b + MP/HP close f and b determine where opponent is thrown Chest Stomp f/b + MP/HP close in f and b determine where air opponent is thrown Basic Moves ----------- Uppercut MP close Launcher Air Sobat u, MK Wall Crush; overhead Lean Kick HK close Wall Crush Swift Roundhouse HK far Spin Launcher Command Moves ------------- Hand Beckon LP+LK taunt Fake Dizzy MP+MK use any attack to exit dizzy state Double Sweep d + HK 2 hits; both parts must be blocked low Sankaku Tobi f + P/K when at edge a triangle jump of screen Special Moves ------------- Flaming Ki Punch Charge db for 1.25 LP=small burst, MP=medium seconds, f + P / burst, HP=large burst and hcf + P is a Wall Crush; absorbs projectiles; hcf motion in Special Mode only Majestic Teleport Attack f, d, df + P LP=low, MP=medium, HP=high; overhead (although HP version is too high to hit crouching opponent); Bound Attack; invulnerable for a short time when Taisou disappears Ki Bomb qcf + P in air LP=fireball and follow ups are slow, MP=fireball and follow ups are medium speed, HP=fireball and follow ups are fast; will collide with other projectiles as both will be "destroyed" in the process Second Ki Bomb qcf + same punch used will collide with other in initial command projectiles as both will be "destroyed" in the process Third Ki Bomb qcf + same punch used will collide with other in initial command projectiles as both will be "destroyed" in the process Fourth Ki Bomb qcf + same punch used will collide with other in initial command projectiles as both will be "destroyed" in the process Fifth Ki Bomb qcf + same punch used will collide with other in initial command projectiles as both will be "destroyed" in the process Teleport hcb + K LK=teleports backwards, MK=stationary teleport, HK=teleports forward (can teleport past opponent); invulnerable for a short time when Taisou disappears; Arcade Mode only Teleport 2 qcb + P/K / qcb + two LP=teleports above and near punch buttons / opponent, MP=teleports qcb + two kick above and behind opponent, buttons HP=teleports a sweep distance from opponent, LP+MP/MP+HP/LP+HP=ends up behind and near opponent, LK/LK+MK/LK+HK=teleports backwards, MK=stationary teleport, HK=teleports forward (can teleport past opponent), MK+HK=ends up in air from stationary position; invulnerable for a short time when Taisou disappears; Special Mode only Desperation ----------- Shadow Charge qcf + K Spin Launcher; Special Mode only ******************************************************************************* * 3.5 Riki * ******************************************************************************* Colors ------ LP - Arylide Yellow top and Gray shorts w/ Green belt MP - Red top and Arylide yellow shorts w/ Blue belt HP - Off White top and Gray shorts w/ Blue belt LK - Purple top and Light Gray shorts w/ Orange belt MK - Blue top and Red shorts w/ Orange belt HK - Gray top and Blue shorts w/ Pink belt Start - Green top and Orange shorts w/ Gray belt LK after opponent chooses Riki with LK - Gold top and Buff shorts w/ Cream belt ````````````````````````````````````` While Armed ````````````````````````````````````` Throw ----- Slice And Dice f/b + MP/HP close f and b determine where opponent is thrown; tap P rapidly for more damage Basic Moves ----------- Air Axe Swipe u, HP Spin Launcher; overhead Double Axe Chop ub/uf, HP Bound Attack; overhead Command Moves ------------- Nose Pick LP+LK taunt Fake Dizzy MP+MK use any attack to exit dizzy state Throw Weapons HP+HK first weapon will collide with other projectiles as both will be "destroyed" in the process while second weapon will usually continue and strike opponent; refer to unarmed movelist Shin Slice d + LP must be blocked low Shin Swipe d + MP must be blocked low Horizontal Swipe d + HP must be blocked low; knocks down Special Moves ------------- Black Death Blizzard hcf + P LP=short, MP=medium, HP=far Scorching Breath f, d, df + P LP=quick fire burst, MP=medium length fire burst, HP=long lasting fire burst; fire burst absorbs projectiles Mandarin Earth Splitter qcb + P / qcb + two LP=very close, LP+MP=close, punch buttons MP=medium, MP+HP=far, HP=very far; rock will absorb projectiles Desperation ----------- Mandarin Death Chop b, d, db, f + P dash in must connect (not blocked) to perform the entire maneuver; Special Mode only ````````````````````````````````````` While Unarmed ````````````````````````````````````` Throw ----- Body Fling f/b + MP/HP close f and b determine where opponent is thrown Basic Moves ----------- Axe Handle Crush HP close Bound Attack Bladed Chop HP far Spin Launcher Air Hand Swipe u, HP Spin Launcher; overhead Air Axe Handle Smash ub/uf, HP Bound Attack; overhead Command Moves ------------- Nose Pick LP+LK taunt Fake Dizzy MP+MK use any attack to exit dizzy
state
Shin Poke d + LP must be blocked low
Chopping Sweep d + HP must be blocked low; knocks
down
Special Moves
-------------
Scorching Breath f, d, df + P LP=quick fire burst,
MP=medium length fire
burst, HP=long lasting
fire burst; fire burst
absorbs projectiles
Mandarin Earth Splitter qcb + P / qcb + two LP=very close, LP+MP=close,
punch buttons MP=medium, MP+HP=far,
HP=very far; rock will
absorb projectiles
Dropping Kick qcf + K in air (at LK=slow, MK=medium, HK=fast
peak of jump) and 2 parts if it touches
opponent (blocked or not)
with the second part being
a Spin Launcher; Special
Mode only
Desperation
-----------
Atomic Earth Splitter qcb, db, d + HP blast absorbs projectiles;
Special Mode only
*******************************************************************************
* 3.6 Rochishin *
*******************************************************************************
Colors
------
LP - Bronze top and Gray pants w/ Red belt
MP - Red top and Yellow pants w/ Green belt
HP - Silver top and Silver pants w/ Red belt
LK - Medium Gray top and Pink pants w/ Orange belt
MK - Green top and Red pants w/ Orange belt
HK - Blue Gray top and Medium Gray pants w/ Orange belt
Start - Orange top and Cool Gray pants w/ Blue belt
LK after opponent chooses Rochishin with LK - Buff top and Gold pants w/ Green
belt
`````````````````````````````````````
While Armed
`````````````````````````````````````
Throw
-----
Delayed Choke Slam f/b + MP/HP close f and b determine where
opponent is thrown
Basic Move
----------
Crushing Side Kick HK close knocks down
Command Moves
-------------
Neck Crack LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Throw Weapon HP+HK will collide with other
projectiles as both will
be "destroyed" in the
process; refer to unarmed
movelist
Uppercut Slash d + HP Wall Crush
Special Moves
-------------
Manchurian Fang hcf + P (hold P to LP=short, MP=medium, HP=far;
delay and shake projectile and blast
joystick while absorb projectiles; can
delaying to empower delay up to 3 seconds
maneuver) before maneuver
automatically executes;
opponent can jump into and
be damaged by the blue orb
Rochishin creates at the
beginning of the maneuver
Flying Shadow Fist Charge db for 1.25 LP=short, MP=medium, HP=far
seconds, f + P
Twin Fist qcf + initial punch MP version is a Spin
used in Flying Shadow Launcher and HP version is
Fist motion (does not a Launcher; Arcade Mode
work for LP version) only
after Flying Shadow
Fist touches opponent
(blocked or not)
Twin Fist 2 P after MP or HP MP version follow up is a
version of Flying Spin Launcher and HP
Shadow Fist touches version follow up is a
opponent (blocked or Launcher; Special Mode
not) only
Silkworm Slash f, b, f + P in air LP=trap strikes last very
little time, MP=trap
strikes last a medium
amount of time, HP=trap
strikes last a long time
and the connected maneuver
will Wall Crush; trap
strikes must connect (not
blocked) to perform the
entire maneuver
Desperation
-----------
Super Earth Scorcher b, d, db + P connects close; Special Mode
only
`````````````````````````````````````
While Unarmed
`````````````````````````````````````
Throw
-----
Delayed Choke Slam f/b + MP/HP close f and b determine where
opponent is thrown
Basic Moves
-----------
Power Uppercut HP close Launcher
Wild Swing HP far Bound Attack
Double Bladed Hands HP in air Bound Attack; overhead
Crushing Side Kick HK close knocks down
Command Moves
-------------
Neck Crack LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Special Moves
-------------
Manchurian Fang hcf + P (hold P to LP=short, MP=medium, HP=far;
delay and shake projectile and blast
joystick while absorb projectiles; can
delaying to empower delay up to 3 seconds
maneuver) before maneuver
automatically executes;
opponent can jump into and
be damaged by the blue orb
Rochishin creates at the
beginning of the maneuver
Freeze Ball qcb + P LP=slow, MP=medium, HP=fast;
Special Mode adds size
differences to the
projectiles (LP=small,
MP=medium, HP=large); will
collide with other
projectiles as both will
be "destroyed" in the
process; freezes opponent
leaving them in a stunned
state (lasts 3 seconds or
until you hit the them);
throwing another Freeze
Ball at frozen opponent
will strike and unfreeze
them
Low Freeze Ball qcb + K LK=slow, MK=medium, HK=fast;
Special Mode adds size
differences to the
projectiles (LP=small,
MP=medium, HP=large); will
go under most projectiles
however will collide with
other low projectiles (ie
Kosanjyou's Flaming
Jasmine Wave or another
Low Freeze Ball) as both
will be "destroyed" in the
process; freezes opponent
leaving them in a stunned
state (lasts 3 seconds or
until you hit the them);
throwing another Freeze
Ball at frozen opponent
will strike and unfreeze
them
Desperations
------------
Super Earth Scorcher b, d, db + P connects close; Special Mode
only
Manchurian Meteor Fang f, hcf, d, df + HP blasts absorb projectiles;
Special Mode only
*******************************************************************************
* 3.7 Kousonsyou *
*******************************************************************************
Colors
------
LP - Green costume w/ Purple spirit wearing Blue costume
MP - Blue costume w/ Red spirit wearing Gray costume
HP - Light Gray costume w/ Azure spirit wearing Gray costume
LK - Pink costume w/ Gold spirit wearing Green costume
MK - Purple costume w/ Yellow spirit wearing Orange costume
HK - Dark Gray costume w/ Olive Green spirit wearing Steel Blue costume
Start - Red costume w/ Purple spirit wearing Magenta costume
LP after opponent chooses Kousonsyou with LP - Gold costume w/ Red spirit
wearing Gold costume
`````````````````````````````````````
While Armed
`````````````````````````````````````
Throw
-----
Hair Flip f/b + MP/HP close f and b determine where
opponent is thrown
Basic Moves
-----------
Digging Spirit Fist MP close Bound Attack
Strong Spirit Punch HP far Wall Crush
Skyward Kick HK close Launcher
Boot To Jump Kick ub/uf, HK 2 hits; Spin Launcher;
overhead
Command Moves
-------------
Butt Pat LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Spirit Hesitation HP+HK taunt
Sankaku Tobi f + P/K when at edge a triangle jump
of screen
Weak Spirit Swipe d + LP must be blocked low
Heavy Spirit Swipe d + MP must be blocked low
Sweeping Spirit Swipe d + HP must be blocked low; knocks
down
Crouch Dance d + LK 2 hits; both parts must be
blocked low
Slide Kick d + HK must be blocked low
Special Moves
-------------
Earth Scorcher qcf + P (hold b/f to LP=medium, MP=far and Bound
change distance of Attack, HP=very far and
throw) Bound Attack; invulnerable
at beginning of maneuver
Low Earth Scorcher qcf + K LK=medium, MK=far, HK=very
far; must be blocked low;
invulnerable at beginning
of maneuver; if performed
close to opponent you will
miss and slide past them
Meteor Strike f, b, f + P LP=medium, MP=far and Spin
Launcher, HP=very far and
Wall Crush; if performed
close to opponent you will
miss and fly past them
Horrifying Hellraiser Charge b for 1.25 LP=short, MP=medium, HP=far
seconds, f + P
Hellraiser Slide Charge b for 1.25 LK=short, MK=medium, HK=far;
seconds, f + K must be blocked low; if
performed close to
opponent spirit will miss
and slide past them
Mongolian Bear Hug hcb, db, d + MP/HP unblockable
close
Desperation
-----------
Pinball Bounce qcb, qcb + HP hits will cause a Wall
Crush; Special Mode only
`````````````````````````````````````
While Unarmed
`````````````````````````````````````
Throw
-----
Punch Wheel f/b + HP close f and b determine where
opponent is thrown; tap
P rapidly for more damage
Basic Moves
-----------
Rolling Smash HP close Bound Attack
Heavy Air Chop u, HP Bound Attack; overhead
Skyward Kick HK close Launcher
Boot To Jump Kick ub/uf, HK 2 hits; Spin Launcher;
overhead
Command Moves
-------------
Butt Pat LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Sankaku Tobi f + P/K when at edge a triangle jump
of screen
Hand Sweep d + HP must be blocked low; knocks
down
Crouch Dance d + LK 2 hits; both parts must be
blocked low
Slide Kick d + HK must be blocked low
Special Moves
-------------
Earth Scorcher qcf + P (hold b/f to LP=medium, MP=far and Bound
change distance of attack, HP=very far and
throw) Bound attack
Low Earth Scorcher qcf + K LK=medium, MK=far, HK=very
far; must be blocked low
Meteor Strike f, b, f + P LP=medium, MP=far and Spin
Launcher, HP=very far and
Wall Crush
Desperation
-----------
Super Meteor Strike qcf + P in air (at Special Mode only
peak of jump)
*******************************************************************************
* 3.8 Bushou *
*******************************************************************************
Colors
------
LP - Medium Gray top and Powder Blue pants w/ Red belt
MP - Red top and Medium Gray pants w/ Buff belt
HP - Off White top and Off White pants w/ Buff belt
LK - Powder Blue top and Gunmetal Gray pants w/ Purple belt
MK - Purple top and Amber pants w/ Green belt
HK - Gunmetal Gray top and Gunmetal Gray pants w/ Purple belt
Start - Green top and Platinum pants w/ Orange belt
LK after opponent chooses Bushou with LK - Gold top and Buff pants w/ Red belt
`````````````````````````````````````
While Armed
`````````````````````````````````````
Throws
------
Beat Down f/b + MP close f and b determine where
opponent is thrown; tap
P rapidly for more damage
Double Hook Suplex f/b + HP close f and b determine where
opponent is thrown
Air Double Hook Suplex f/b + MP/HP close in f and b determine where
air opponent is thrown
Basic Moves
-----------
Charging Back HP close knocks down
Falling Roundhouse HK close 2 hits
Command Moves
-------------
Shoulder Roll LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Throw Weapons HP+HK first weapon will collide
with other projectiles as
both will be "destroyed"
in the process while
second weapon will usually
continue and strike
opponent; refer to unarmed
movelist
Hop Knee f + HK knocks down
Special Moves
-------------
Crushing Tiger Claw f, d, df + P LP=2 hits, MP=2 hits and is
a Launcher, HP=3 hits and
is a Launcher
Doomsday Dragon hcb, db, d + P close LP=low slam, MP=medium slam,
HP=high and explosive
slam; unblockable
Shredding Talon qcb + K LK=short, MK=medium, HK=far
and is a Spin Launcher
Desperation
-----------
Tiger Fighting Hero lose a round while Special Mode only
still armed with your
weapons, then
immediately hold
LP+MP+HP all the way
until the next round
starts
`````````````````````````````````````
While Unarmed
`````````````````````````````````````
Throws
------
Beat Down f/b + MP close f and b determine where
opponent is thrown; tap
P rapidly for more damage
DDT f/b + HP close f and b determine where
opponent is thrown
Air Double Hook Suplex f/b + MP/HP close in f and b determine where
air opponent is thrown
Basic Moves
-----------
Charging Back HP close knocks down
Falling Roundhouse HK close 2 hits
Command Moves
-------------
Laydown Beckon LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Hop Knee f + HK knocks down
Special Moves
-------------
Rushing Dragon qcb + P LP=short, MP=medium, HP=far
Second Dragon qcb + P LP=short, MP=medium, HP=far;
if in the initial Rushing
Dragon you used HP and you
also use HP with the
Second Dragon then the
Second Dragon will become
a Launcher
Final Dragon qcb + P LP=short and knocks down,
MP=medium, HP=far and is a
Bound Attack
Doomsday Dragon hcb, db, d + P close LP=low slam, MP=medium slam,
HP=high and explosive
slam; unblockable
Piledriver hcb + P close unblockable
Shredding Talon qcb + K LK=short, MK=medium, HK=far
and is a Spin Launcher
Axe Kick hcb, hcb + K LK=short, MK=medium and
falling part is a Bound
Attack, HK=far and falling
part is a Bound Attack;
overhead
Desperation
-----------
Tiger Drill f, d, df + P uppercut must connect (not
blocked) to perform the
entire maneuver; Special
Mode only
*******************************************************************************
* 3.9 Gen Shouji *
*******************************************************************************
Colors
------
LP - Red loincloth and Dark Gray wraps w/ Turquoise water
MP - Glaucous loincloth and Eggplant wraps w/ Green water
HP - Off White loincloth and Off White wraps w/ Gray water
LK - Purple loincloth and Dark Gray wraps w/ Red water
MK - Green loincloth and Brown wraps w/ Blue water
HK - Medium Gray loincloth and Dark Gray wraps w/ Midnight Blue water
Start - Orange loincloth and Blue wraps w/ Purple water
LK after opponent chooses Shouji with LK - Gold loincloth and Gold wraps w/
Gold water
`````````````````````````````````````
While Armed
`````````````````````````````````````
Throw
-----
Pinwheel Toss f/b + MP/HP close f and b determine where
opponent is thrown
Basic Moves
-----------
Power Straight u, HP Spin Launcher; overhead
Step High Kick MK far Wall Crush
Pull Kick HK close Launcher
Back Kick HK far Spin Launcher
Command Moves
-------------
All Me LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Sharp Water d + LP must be blocked low
Slicing Water d + HP must be blocked low; knocks
down
Special Moves
-------------
Shao Lin Slash And Burn Charge b for 1.25 LP=slow, MP=medium, HP=fast
seconds, f + P and knocks down; will
collide with other
projectiles as both will
be "destroyed" in the
process; Arcade Mode only
Shao Lin Slash And Burn 2 qcf + P LP=slow, MP=medium, HP=fast
and knocks down; will
collide with other
projectiles as both will
be "destroyed" in the
process; Special Mode only
Skull Crusher d, u + P / Charge d, LP=1 slam, MP=2 slams,
u + P HP=3 slams; water hand
must catch the opponent
in air to perform the
entire maneuver; this will
catch opponents jumping
over Gen Shouji's head
Water Torture hcf + K (hold K and use will retain control of water
b/f to move water) puddle as long as you
continue to hold K; water
control will end if you
are hit or use the Skull
Crusher special
Water Claw LP
Water Spike MP Launcher
Water Cage HP
Skull Crusher d, u + P LP=1 slam, MP=2 slams,
HP=3 slams; water hand
must catch the opponent
in air to perform the
entire maneuver; use
after Water Spike to
catch opponent after
launch; using Skull
Crusher ends Water Torture
special
Shao Lin Crescent f, d, df + K LK=short, MK=medium, HK=far;
freezes opponent leaving
them in a stunned state
(lasts 3 seconds or until
you hit the them); using
another Shao Lin Crescent
on a frozen opponent will
strike and unfreeze them
Desperation
-----------
Tsunami Strike qcb + P wave must connect (not
blocked) to perform the
entire maneuver; Special
Mode only
`````````````````````````````````````
While Unarmed
`````````````````````````````````````
Throw
-----
Throat Kick f/b + MP/HP close f and b determine where
opponent is thrown
Basic Moves
-----------
One Two Punch HP far 2 hits; knocks down
Step High Kick MK far Wall Crush
Pull Kick HK close Launcher
Back Kick HK far Spin Launcher
Command Moves
-------------
Only Me LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Jawing Uppercut d + HP Launcher
Special Moves
-------------
Shao Lin Slash And Burn Charge b for 1.25 LP=slow, MP=medium, HP=fast
seconds, f + P and knocks down; will
collide with other
projectiles as both will
be "destroyed" in the
process; Arcade Mode only
Shao Lin Slash And Burn 2 qcf + P LP=slow, MP=medium, HP=fast
and knocks down; will
collide with other
projectiles as both will
be "destroyed" in the
process; Special Mode only
Shao Lin Crescent f, d, df + K LK=short, MK=medium, HK=far;
freezes opponent leaving
them in a stunned state
(lasts 3 seconds or until
you hit the them); using
another Shao Lin Crescent
on a frozen opponent will
strike and unfreeze them
Water Summoning LK+MK+HK (hold) while holding it will
increase the speed the
Weapon Gauge refills
Desperation
-----------
Phoenix Rush qcf, qcf + HP phoenix wave absorbs
projectiles; Special Mode
only
*******************************************************************************
* 3.10 Gen Shougo *
*******************************************************************************
Colors
------
LP - Green wraps and Red loincloth w/ Bronze belt
MP - Dark Gray wraps and Green loincloth w/ Amber belt
HP - Light Gray wraps and Off White loincloth w/ Light Blue belt
LK - Red wraps and Yellow loincloth w/ Blue belt
MK - Gold wraps and Electric Blue loincloth w/ Bronze belt
HK - Dark Moss Green wraps and Dark Gray loincloth w/ Medium Gray belt
Start - Ruby wraps and Pink loincloth w/ Yellow belt
LK after opponent chooses Shougo with LK - Brown wraps and Gold loincloth w/
Buff belt (Gold skin)
`````````````````````````````````````
While Armed
`````````````````````````````````````
Throw
-----
Head Bite f/b + MP/HP close f and b determine where
opponent is thrown; tap
P rapidly for more damage
Basic Moves
-----------
Nunchaku Smash HP far Spin Launcher
Power High Kick MK far Wall Crush
Back Kick HK far Spin Launcher
Command Moves
-------------
Butt Pose LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Throw Weapon HP+HK will collide with other
projectiles as both will
be "destroyed" in the
process; refer to unarmed
movelist
Low Nunchaku Swipe d + MP must be blocked low
Special Moves
-------------
Punishing 1-2 qcf + P LP=slow, MP=medium, HP=fast;
Gen Shougo throws either a
fish, frog (must be
blocked low), or a crab
(must be blocked low and
stuns opponent if it
connects); objects will
collide with other
projectiles as both will
be "destroyed" in the
process; Arcade Mode only
Punishing 1-2 II Charge b for 1.25 LP=slow and small, MP=medium
seconds, f + P and medium size, HP=fast
and large; Gen Shougo
throws either a fish, frog
(must be blocked low), or
a crab (must be blocked
low and stuns opponent if
it connects); objects will
collide with other
projectiles as both will
be "destroyed" in the
process; Special Mode only
Phantom Cyclone Stinger hcb + P water geyser will occur at
opponent's location;
Launcher
Nunchaku Rage tap P rapidly (use b/f LP=slow swings, MP=medium
to guide maneuver swings, HP=fast swings
slightly)
Mirage Roll f, hcf + K LK=short, MK=medium, HK=far;
invulnerable during roll
Brilliant Storm db, d, df, d, db + K LK=slow and stationary but
can control movement with
b/f, MK=medium speed and
medium distance, HK=fast
and long distance
Desperation
-----------
Brilliant Storm Drop qcb + K (use b/f to Wall Crush; Special Mode
control descent) only
`````````````````````````````````````
While Unarmed
`````````````````````````````````````
Throw
-----
Head Bite f/b + MP/HP close f and b determine where
opponent is thrown; tap
P rapidly for more damage
Basic Moves
-----------
One Two Punch HP far 2 hits
Power High Kick MK far Wall Crush
Back Kick HK far Spin Launcher
Command Moves
-------------
Butt Pose LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Special Moves
-------------
Punishing 1-2 qcf + P LP=slow, MP=medium, HP=fast;
Gen Shougo throws either a
fish, frog (must be
blocked low), or a crab
(must be blocked low and
stuns opponent if it
connects); objects will
collide with other
projectiles as both will
be "destroyed" in the
process; Arcade Mode only
Punishing 1-2 II Charge b for 1.25 LP=slow and small, MP=medium
seconds, f + P and medium size, HP=fast
and large; Gen Shougo
throws either a fish, frog
(must be blocked low), or
a crab (must be blocked
low and stuns opponent if
it connects); objects will
collide with other
projectiles as both will
be "destroyed" in the
process; Special Mode only
Phantom Cyclone Stinger hcb + P water geyser will occur at
opponent's location;
Launcher
Mirage Roll f, hcf + K LK=short, MK=medium, HK=far;
invulnerable during roll
Brilliant Storm db, d, df, d, db + K LK=slow and stationary but
can control movement with
b/f, MK=medium speed and
medium distance, HK=fast
and long distance; must be
blocked low
Desperation
-----------
Rising Phoenix b, f, qcf, d, df + HP Special Mode only
*******************************************************************************
* 3.11 Gen Shoushichi *
*******************************************************************************
Colors
------
LP - Azure wraps and Off White loincloth w/ Dark Gray belt
MP - Blue wraps and Celeste loincloth w/ Mint Cream belt
HP - Red wraps and Ivory loincloth w/ Medium Gray belt
LK - Green wraps and Platinum loincloth w/ Bole belt
MK - Ruby wraps and Green loincloth w/ Gold belt
HK - Medium Gray wraps and Medium Gray loincloth w/ Medium Gray belt
Start - Medium Gray wraps and Blue loincloth w/ Yellow belt
LK after opponent chooses Shoushichi with LK - Gold wraps and Gold loincloth w/
Buff belt
`````````````````````````````````````
While Armed
`````````````````````````````````````
Throw
-----
Throat Kick f/b + MP/HP close f and b determine where
opponent is thrown
Basic Moves
-----------
One Inch HP close Launcher
Nunchaku Smash HP far Bound Attack
Air Nunchaku Smash ub/uf, HP Spin Launcher; overhead
Step High Kick MK far Wall Crush
Back Kick HK far Spin Launcher
High Air Kick u, MK Spin Launcher; overhead
Heavy High Air Kick u, HK Spin Launcher; overhead
Command Moves
-------------
Come Here LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Throw Weapon HP+HK will collide with other
projectiles as both will
be "destroyed" in the
process; refer to unarmed
movelist
Low Nunchaku Swipe d + MP must be blocked low; knocks
down
Special Moves
-------------
Shao Lin Slash And Burn Charge b for 1.25 LP=slow, MP=medium, HP=fast;
seconds, f + P will collide with other
projectiles as both will
be "destroyed" in the
process; Arcade Mode only
Shao Lin Slash And Burn 2 qcf + P LP=slow, MP=medium, HP=fast;
will collide with other
projectiles as both will
be "destroyed" in the
process; Special Mode only
Phantom Cyclone Stinger hcb + P water geyser will occur at
opponent's location;
Launcher
Nunchaku Rage tap P rapidly LP=slow swings, MP=medium
swings, HP=fast swings
Shao Lin Crescent Shock f, d, df + K LK=short, MK=medium, HK=far
Mirage Roll f, hcf + K LK=short, MK=medium, HK=far;
invulnerable during roll
Desperation
-----------
Thunderstorm Arc f, d, df + P lightning absorbs
projectiles; Special Mode
only
`````````````````````````````````````
While Unarmed
`````````````````````````````````````
Throw
-----
Pinwheel Toss f/b + MP/HP close f and b determine where
opponent is thrown
Basic Moves
-----------
One Two Punch HP far 2 hits; knocks down
Step High Kick MK far Wall Crush
Back Kick HK far Spin Launcher
High Air Kick u, MK Spin Launcher; overhead
Heavy High Air Kick u, HK Spin Launcher; overhead
Command Moves
-------------
Come Here LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Jawing Uppercut d + HP Launcher
Special Moves
-------------
Shao Lin Slash And Burn Charge b for 1.25 LP=slow, MP=medium, HP=fast;
seconds, f + P will collide with other
projectiles as both will
be "destroyed" in the
process
Phantom Cyclone Stinger hcb + P water geyser will occur at
opponent's location;
Launcher
Shao Lin Crescent Shock f, d, df + K LK=short, MK=medium, HK=far
Triple-Leg Deathtrap qcb + K LK=short, MK=medium, HK=far
with a backflip at the end
of the maneuver
Mirage Roll f, hcf + K LK=short, MK=medium, HK=far;
invulnerable during roll
Desperations
------------
Thunderstorm Arc f, d, df + P lightning absorbs
projectiles; Special Mode
only
Yama Phoenix b, hcb, f + HP phoenix wave absorbs
projectiles; Special Mode
only
```````````````````````````````````````````````````````````````````````````````
*******************************************************************************
* 3.12 Chougai *
*******************************************************************************
Colors
------
LP - Green costume w/ Gold and Magenta trim
MP - Purple costume w/ Gold and Green trim
HP - Gray costume w/ Camel and Green trim
LK - Light Gray costume w/ Purple and Medium Gray trim
MK - Light Green costume w/ Gold and Blue trim
HK - Gray costume w/ Red and Red trim
Start - Forest Green costume w/ Gray and Teal trim
Start after opponent chooses Chougai with Start - Gold costume w/ Red and Gold
trim
Throw
-----
One Handed Toss f/b + MP/HP close f and b determine where
opponent is thrown
Basic Moves
-----------
Smash Fist HP far Bound Attack
Air Chop u, HP Bound Attack
Step Roundhouse MK far Spin Launcher
Swing To Roundhouse HK far 2 hits; Spin Launcher
Air Slash Kick u, HK Spin Launcher; overhead
Command Moves
-------------
Interesting LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Crouch Slap d + MP Launcher
Special Moves
-------------
Inferno Gust qcf + P LP=small blast, MP=medium
blast, HP=large blast and
it is a Wall Crush;
absorbs projectiles
Miniature Army qcb + P LP=first miniature high and
is an overhead while
second miniature is low
and must be blocked low,
MP=both miniatures are
high and are overheads
with the second miniature
being a Spin Launcher,
HP=both miniatures go low
with both needing to be
blocked low; miniatures
will collide with other
projectiles as both will
be "destroyed" in the
process
Grave Kick qcb + K LK=short, MK=medium, HK=far
and is a Wall Crush
Desperation
-----------
Transform lose a round and hold refer to transformed
LP+MP+HP all the way movelist
until the next round
starts
`````````````````````````````````````
Transformed
`````````````````````````````````````
Throw
-----
One Handed Toss f/b + MP close f and b determine where
opponent is thrown
Choking Spike f/b + HP close in using f puts opponent behind
air Chougai and using b puts
opponent in front of
Chougai
Basic Moves
-----------
Powerful Forearm HP close Wall Crush
Diagonal Backfist HP in air Bound Attack; overhead
Shin Kick LK must be blocked low
Step Roundhouse MK far knocks down
Falling Darkness HK close 2 hits; Bound Attack
Swing To Roundhouse HK far 2 hits; Spin Launcher
Air Slash Kick u, HK Spin Launcher; overhead
Command Moves
-------------
Hair Straighten LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Rock Headbutt f + HP Bound Attack
Rising Darkness d + HP 2 hits; Launcher
Special Move
------------
Ki Wave f, d, df + P Ki blasts will collide with
other projectiles as both
will be "destroyed" in the
process
Grave Kick qcb + K LK=short, MK=medium, HK=far
and is a Wall Crush
Desperation
-----------
Dark Ki Beam hcb, f + P beam absorbs projectiles;
Wall Crush
*******************************************************************************
* 3.13 Mizoguchi Makoto *
*******************************************************************************
Colors
------
LP - Gray pants
MP - Blue pants
HP - Green pants
LK - Red pants
MK - Brown pants
HK - Purple pants
Start - Light Gray pants
Start after opponent chooses Mizoguchi with Start - Gold pants
Throws
------
Neckringer Slam f/b + MP/HP close f and b determine where
opponent is thrown
Shuffle Kick f/b + MK/HK close f and b determine where
opponent is thrown
Basic Moves
-----------
Driving Headbutt HP close 2 hits
Air Bladed Hand MP in air Bound Attack
Shin Kick LK close must be blocked low
Axe Kick HK close 2 hits; Bound Attack
Roundhouse HK far Spin Launcher
Air Falling Axe u, HK 2 hits; Bound Attack;
overhead
Command Moves
-------------
Wiggle LP+LK taunt
Fake Dizzy MP+MK use any attack to exit dizzy
state
Weak Reaching Backfist f + LP
Strong Reaching Backfist f + MP
Reaping Punch f + HP 2 hits; Bound Attack
Crouching Uppercut d + HP 2 hits; Launcher
Shin Cracker f + LK
Stomach Slash Kick f + MK Spin Launcher
Deadly Axe Kick f + HK 2 hits; overhead
Special Moves
-------------
Tiger Bazooka qcf + P LP=slow and small, MP=medium
and medium size, HP=fast
and large; will collide
with other projectiles as
both will be "destroyed"
in the process
Air Tiger Bazooka qcf + P in air LP=slow and small, MP=medium
and medium size, HP=fast
and large; can fire
multiple Tiger Bazookas in
one jump; will collide
with other projectiles as
both will be "destroyed"
in the process
Air Dropping Bazooka qcf + K in air LK=slow and small, MK=medium
and medium size, HK=fast
and large; can fire
multiple Tiger Bazookas in
one jump; will collide
with other projectiles as
both will be "destroyed"
in the process
Koryuu Sai f, d, df + P LP=short, 1 hit, and knocks
down, MP=medium, 2 hits,
and is a Launcher, HP=far
with 3 hits
Stadium Hero hcb + P LP=quick and Spin Launcher,
MP=medium and knocks down,
HP=slow and Wall Crush;
energy bat can send
projectiles back to the
opponent
Ren Zoku Keri qcb + K LK=short with 1 kick,
MK=medium with 3 kicks,
HK=far with 5 kicks and
the last kick being an
overhead
Follow And Finish qcb + LK four more this allows you to extend
times after LK the maneuver and make it
version of Ren Zoku act like the HK version of
Keri / qcb + MK two the Ren Zoku Keri; last
more times after MK part is an overhead
version of Ren Zoku
Keri
Air Ren Zoku Keri qcb + K LK=short with 1 kick,
MK=medium with 3 kicks,
HK=far with 5 kicks and
the last kick being an
overhead
Follow And Finish qcb + LK four more this allows you to extend
times after LK the maneuver and make it
version of Ren Zoku act like the HK version of
Keri / qcb + MK two the Air Ren Zoku Keri;
more times after MK last part is an overhead
version of Ren Zoku
Keri
Gottsui Tiger Bazooka qcf + two punch buttons hold for:
(hold the two punch 0-1 second=standard hit
buttons to empower 1-2.9 seconds=Spin Launcher
maneuver) 3-3.9 seconds=knocks down
4+=Wall Crush
after holding for a little
over 4 seconds maneuver
will automatically
execute; will collide with
other projectiles as both
will be "destroyed" in the
process
Shoten Sai f, d, df + two punch perform close and connect
buttons move (not blocked) to have
the entire maneuver come
out; if you strike from
far move will be a Spin
Launcher
Desperation
-----------
Never Forget Me hcb, f, d, df + HP+HK stance with sheep will last
a few seconds or until you
are hit
Sheep Curse P/K (can press multiple if any of the mini sheep
times for multiple projectiles connect (not
mini sheep blocked) the opponent will
projectiles) be transformed into a
sheep and cannot attack
(they can move, jump, and
duck however); the sheep
transformation will last
a few seconds or until
the opponent is hit with
an attack that doesn't
involve the mini sheep
projectiles; a single
sheep projectile can
connect with other
projectiles as both will
be "destroyed" in the
process
===============================================================================
4. Codes, Misc., and Easter Eggs
===============================================================================
Use Chougai
-----------
Enter Special Mode and then go the 2P Battle. Chougai is available for
selection here.
Unlock Mizoguchi
----------------
At the title screen press Up, Down, Left, Right, Down, Up, Right, Left, L2
button, R2 button. You will hear Mizoguchi shout indicating the code was
entered correctly. Mizoguchi can only be used in Special Mode.
Challenge Huyan Zhuo
--------------------
Remain undefeated throughout the game up until the final boss fight. Huyan
Zhuo will challenge you. He can only be hurt using special moves. If the
timer reaches 20 he will automatically execute an attack that kills you in one
hit.
Beginner Mode
-------------
Go to Game Start. At the character select screen hold down L2 and R2 and
select your character.
Changing Character's Skin Tone
------------------------------
When selecting your character hold down the button you are using to pick
their costume color. While holding this button move the joystick either to
the right or to the left. While continuing to hold the direction on the
joystick release the button you were holding. You will now have a different
skin tone for the match.
Hidden Character Color
----------------------
If the opponent chooses a character with LK and you select the same character
after them with LK you will get a special Gold costume. Note that Kousonsyou's
special Gold costume is accessed by selecting him with LP after the opponent
selected him with LP. Chougai and Mizoguchi's methods are also different in
that the opponent needs to select them with Start and you choose your mirror
match with Start as well.
Dizzy icons
-----------
Every character in the game has a unique dizzy icon above their heads. These
are listed below.
Shishin - Blue Dragons
Rinchuu - Jaguars
Kosanjyou - Suns and Moons
Taisou - Doves
Riki - Sake Gourds
Rochishin - Cherry Blossoms
Kousonsyou - Turtles
Bushou - Tigers
Gen Shouji - Fish
Gen Shougo - Frogs
Gen Shoushichi - Ducks
Chougai - Person Holding Pink Snake?
Mizoguchi - Octopuses
Sprite Differences
------------------
An odd but unique feature in this game is that mirror matches feature the
two characters having different idle stances. A nice attention to detail.
===============================================================================
5. Conclusion
===============================================================================
5.1 What's Missing/Needed
-Cleanup and corrections
-Missing moves?
****************************************************************************
* NEED YOUR HELP. Mizoguchi's Desperation Move seems to have a very odd *
* motion to execute it. While it does work, it isn't very consistent. It *
* is possible I may have the motion slightly wrong. I might have *
* overstated the motion or have something missing from the motion. If *
* anyone can help find the correct motion for this Desperation please let *
* me know by emailing me at billy_kane_32@hotmail.com. Credit will be *
* given for your contribution, of course. *
****************************************************************************
5.2 Credits
-Data East
-Gamefaqs
-And me for writing this faq