=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Real Bout Fatal Fury 2 FAQ By: Goh_Billy (billy_kane_32@hotmail.com) Version #: 9.0 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 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 Obstacles 3. Characters 3.1 Li Xiang Fei 3.2 Rick Strowd 3.3 Terry Bogard 3.4 Ryuji Yamazaki 3.5 Billy Kane 3.6 Bob Wilson 3.7 Andy Bogard 3.8 Joe Higashi 3.9 Sokaku Mochizuki 3.10 Geese Howard 3.11 Cheng Sinzan 3.12 Mai Shiranui 3.13 Kim Kaphwan 3.14 Hon-Fu 3.15 Wolfgang Krauser 3.16 Tung Fu Rue 3.17 Duck King 3.18 Blue Mary 3.19 Jin Chonshu 3.20 Laurence Blood 3.21 Jin Chonrei 3.22 Franco Bash ---------------------------- 3.23 Alfred 4. Misc. And Easter Eggs 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 4 - fourth 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 plane v - knocks opponent to front plane if opponent is in back plane T - taunt H - first attack must be from a high jump for this part to come out =============================================================================== 2. System =============================================================================== ++++++++++++++ | 2.1 Basics | ++++++++++++++ Throw f/b + S close Crawl hold df Dash Forward f, f can attack out of dash Dash Jump uf Halt b Dash Backward b, b character is invulnerable for a second Air Turn Around L in air works only on high jumps Short aka Small Jump tap ub/u/uf High Jump press ub/u/uf Air Block ub/u/uf, b Block High b Block Low db will not block overheads Quick Recovery db/d/df + L after being knocked down Recovery To Back Plane u + L after being knocked down Dizzy Recovery shake joystick and tap the buttons rapidly when dizzied Taunt S+L Counter Move P+K use at the very moment you are about to be hit by the opponent (not projectiles) to avoid them and counter attack Break Shot perform move marked requires H. Power or higher with (BS) while blocking ++++++++++++++ | 2.2 Planes | ++++++++++++++ ---two characters CANNOT be in the back plane at the same time--- Switch To Back Plane L Low Attack K from back plane must be blocked low Overhead Attack P from back plane overhead Strong Attack S from back plane Switch To Front Plane L from back plane Roll To Front Plane d High Plane Attack L when opponent is in overhead; pulls opponent to back plane front plane if attack touches them Low Plane Attack d + L when opponent is must be blocked low; pulls in back plane opponent to front plane if attack touches them ---when both characters are in opposing planes--- front plane character: *cannot crawl back plane character: *cannot perform special moves (unless specified) *cannot perform supers *cannot duck (will show duck block animation with db blocking) *cannot crawl *cannot jump *dashing forward or backward automatically switches you to the front plane *standing still for 2 seconds automatically switches you to the front plane *holding u allows you to stay in back plane *walking b or f allows you to stay in back plane ++++++++++++++++++++++++++++++ | 2.3 Power Gauge And Supers | ++++++++++++++++++++++++++++++ Power Gauge - This fills when you use special moves, connect (not blocked) any attack, or when you block an opponent's attack. H. Power - This occurs when half your power gauge is filled. This allows you to use Break Shots. 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 Obstacles | +++++++++++++++++ In Real Bout 2 there are two kinds of levels, one line and two line stages. In two line stages you are able to perform all the listed moves and use the back plane as a sway zone. In a one line battle, maneuvers that move into the back plane will not work. Movement to the back plane will also not work, as an obstacle will be there instead. The one line stages are the China Street (Xiang Fei and Hon-Fu's stage), the Rooftop (Cheng and Yamazaki's stage), and the Desert (Alfred's stage). One line stages have one unique quality in that any move that would normally knock the opponent to the back plane will now knock the opponent off the obstacle in the background. They will strike it and fall back into the front plane. =============================================================================== 3. Characters =============================================================================== ******************************************************************************* * 3.1 Li Xiang Fei * ******************************************************************************* Colors ------ P - White pants w/ Red top L - Blue pants w/ White top Throw ----- Reverse Elbows f/b + S close Basic Move ---------- Crawl hold df Plane Moves ----------- Dive Poke P from back plane overhead Slide Kick K from back plane must be blocked low Powerful Palm S from back plane Roundhouse L when opponent is in overhead; pulls opponent to back plane front plane if attack touches them Sweep d + L when opponent is must be blocked low; pulls in back plane opponent to front plane if attack touches them Command Moves ------------- Ri Mon Chou Chu f + P Low Foot b + K must be blocked low; can feint the Low Foot into a special/super which is done by performing a special/super just before the Low Foot comes out Hop Cancel S the previous attack will not fully come out, thus it will not strike, but instead cancel into a forward hop; low dodge Drunken Backhand P+K use at the very moment you are about to be hit by the opponent (not projectiles) to avoid them and counter attack Feint Ten Poh Zan b + P+S Feint Taitetsujin d + K+S Special Moves ------------- Nanpa (BS) qcf + P/S P=short, S=long; absorbs projectiles Zen Chuoh qcf + K the rolling grab must connect (not blocked) to perform the maneuver Kanku qcf + K performed after a successful Zen Chuoh attack Shin Saiha qcb + K perform this during her roll or just before she reaches the opponent; If the Zen Chouh elbow connects, you performed this followup too late; this changes Li's grab to one that is unblockable Ten Poh Zan (BS) f, d, df + K High Counter (BS) P, then u just when you counters only high attacks are about to get hit Mid Counter (BS) P, then f just when you counters only mid attacks are about to get hit Low Counter (BS) P, then d just when you counters only low attacks are about to get hit S. Power Supers --------------- Taitetsujin (BS) f, hcf + K+S Chou Pairon Starter S this must touch opponent for follow ups to come out Follow Up f, db, f + P+K if Chou Pairon Starter is blocked, this follow up is possible but you cannot proceed to finish Finish f, db, f + P+K P. Power Super -------------- Majinga 360 + S connects close; unblockable; the missed blast can hurt the opponent Chain Attacks ------------- Punch Starters `````````````` P (*) --------> P (*) -----> P (*) -----> P -----> f + P (E) d + P (*) | d + P (*) d + P (*) d + P f + P (*) | S (*, E) K (*, E) | S (E) | -----> K (*) -----> S (O, E) | d + K (*, _) d + S (_, E) | df + S (*, A, E) | L (<, E) | -----> S (*) -----> P (*) -----> S (E) K (*, E) P+K (T, E) L (T, E) P in air (O)---> K (1, H, O, E) S (1, H, O, E) Kick Starters ````````````` K (*) --------> K (*) -----> S (0, E) d + K (*, _) d + K (*, _) d + S (_, E) df + S (*, A, E) L (<, E) b + K (*, _)---> S (E) K in air (O)---> S (F, H, 0, E) Strong Starters ``````````````` S (*) --------> f, f + P (1, >, E) ******************************************************************************* * 3.2 Rick Strowd * ******************************************************************************* Colors ------ P - White pants w/ Blue trim L - Off White pants w/ Black trim Throw ----- Punching Bag f/b + S close Basic Move ---------- Crawl hold df Plane Moves ----------- Dive Punch P from back plane overhead Low Uppercut K from back plane must be blocked low Gut Punch S from back plane Power Punch L when opponent is in overhead; pulls opponent to back plane front plane if attack touches them Fist Sweep d + L when opponent is must be blocked low; pulls in back plane opponent to front plane if attack touches them Command Moves ------------- One Two f + P both hits are overheads; can feint the One Two into a special/super which is done by performing a special/super just before the One Two comes out Uppercut df + P Step Punch P+K use at the very moment you are about to be hit by the opponent (not projectiles) to avoid them and counter attack Feint Shooting Star f + P+S Special Moves ------------- Shooting Star (BS) qcf + P must reach opponent to execute the maneuver Launch Shooting Star qcf + S last hit launches opponent; can link a Hellion Devine Blast (BS) qcb + S Abort L Blazing Sunburst (BS) qcb + P unblockable Hellion (BS) f, d, df + P Full Moon Fever qcb + K, hold K to high dodge continue Abort continue holding K for more than 4 seconds or stop holding K S. Power Supers --------------- Ex Shooting Star qcf + S drains a little over a forth of a meter; can perform until S meter empties; this automatically replaces his Launch Shooting Star when S gauge is full; you MUST have a S meter to perform this, as simply having a flashing meter will not work; can cancel into this maneuver directly from a connected Blazing Sunburst Gaia Press f, hcf + K+S tornado stream absorbs projectiles P. Power Supers --------------- Ex Shooting Star qcf + S drains a little over a forth of a meter; can perform until P meter empties; this automatically replaces his Launch Shooting Star when P gauge is full; same exact maneuver as the S. Power version; can cancel into this maneuver directly from a connected Blazing Sunburst Howling Bull f, hcf + S the super's range is about 3/4 of the screen and must be blocked low; fireball at the end of the super has full screen distance and does NOT have to be blocked low; absorbs projectiles Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*) -----> S (E) | S (*, E) | | | ----> d + P (*) -----> d + K (*, _)---> d + S (_, E) : S (*, E) : : : ----> P (*) -----> K (*) -----> S (E) S (*, E) P close (*)----> K (*) -----> S (E) | S (*, E) | | | ----> d + P (*) -----> d + K (*, _)---> d + S (_, E) : : S (*, E) : : : : : : : ---> d + P (*) -----> d + K (*, _)-> d + S (_, E) : : S (*, E) : : : : : : : ---> P (*) -----> K (*) -----> S (E) : S (*, E) : : ----> P (*) -----> K (*) -----> S (E) : S (*, E) : : : ---> P (*) -----> K (*) -----> S (E) : S (*, E) : : : ---> d + P (*) -----> d + K (*, _)-> d + S (_, E) S (*, E) d + P (*)------> d + K (*, _)----> d + S (_, E) | S (*, E) | | | ----> P (*) -----> K (*) -----> S (E) : : S (*, E) : : : : : : : ---> P (*) -----> K (*) -----> S (E) : : S (*, E) : : : : : : : ---> d + P (*) -----> d + K (*, _)-> d + S (_, E) : S (*, E) : : ----> d + P (*) -----> d + K (*, _)---> d + S (_, E) : S (*, E) : : ---> d + P (*) -----> d + K -----> d + S (_, E) : (_, E) : S (*, E) : : ---> P (*) -----> K (*) -----> S (E) S (*, E) df + P (*)-----> K (*) -----> f + S -----> d, d + S (O, E) df + K (O, <, E) b + S (^, E) P in air (O)---> S (1, H, O, E) Kick Starters ````````````` K (*) --------> f + S -----> d, d + S (O, E) S (*, E) K close (*)----> K (*) -----> S (*, E) | S (*, E) df + S (*, A, E) | | | ----> d + K (*, _)----> d + S (_, E) d + K (*, _)---> d + S (_) -----> f + S (E) K (*, E) K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` S close (*)----> S (*, 1, E) Dash Forward,--> S (*, 1, E) f + S ******************************************************************************* * 3.3 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 from back plane overhead Slide Kick K from back plane must be blocked low Strong Kick S from back plane Backfist L when opponent is in overhead; pulls opponent to back plane front plane if attack touches them Sweep d + L when opponent is must be blocked low; pulls in back plane opponent to front plane if attack touches them Command Moves ------------- Uppercut df + P Power Dunk uf + K last part is an overhead Flying Turn Kick f + K knocks opponent into back plane; can feint the Flying Turn Kick into a special/super which is done by performing a special/super just before the Flying Turn Kick comes out Punt Kick Dash Forward, f + S overhead; can feint the Punt Kick into a special/super which is done by performing a special/super just before the Punt Kick comes out Gut Uppercut P+K use at the very moment you are about to be hit by the opponent (not projectiles) to avoid them and counter attack Power Charge f + S Feint Burning Knuckle f + P+S Feint Power Geyser d + K+S Special Moves ------------- Power Wave (BS) qcf + P will collide with other projectiles as both will be "destroyed" in the process Round Wave (BS) qcf + S hits in both planes; must be blocked low by opponent when they are in the back plane; pulls opponent to front plane even if they block the attack; absorbs projectiles Burning Knuckle (BS) qcb + P/S P=short, S=long Rising Tackle Charge d for 2 seconds, u + P Fire Kick (BS) qcf + K the sliding kick must be blocked low; the sliding kick must also connect (not blocked) to perform the entire maneuver; follow up kick launches opponent and can be linked into a Rising Tackle Crack Shoot (BS) qcb + K Bashing Sway qcf + L move will not work if opponent is in back plane; Terry switches to the back plane S. Power Super -------------- Power Geyser (BS) qcb, db, f + K+S absorbs projectiles P. Power Super -------------- Overheat Geyser qcb, db, f + S absorbs projectiles Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*) -----> S (E) | S (*, E) f + S (^, E) | d + S (_, E) | df + S (*, A, E) | ----> d + K (*, _)----> d + S (_, E) : df + S (*, A, E) : : : ----> P (*) -----> K (*) -----> S (E) P close (*)----> K (*) -----> S (E) | S (*, E) f + S (^, E) | d + S (_, E) | df + S (*, A, E) | ----> d + K (*, _)----> d + S (_, E) : df + S (*, A, E) : : : ----> P (*) -----> K (*) -----> S (E) : : S (*, E) f + S (^, E) : : d + S (_, E) : : : : : ---> d + K (*, _)---> d + S (_, E) : : : : : : : : : ---> P (*) -----> K (*) -----> S (E) : : ----> d + P (*) -----> K (*) -----> S (E) : d + S (*, E) f + S (^, E) : d + S (_, E) : : ---> d + K (*, _)---> d + S (_, E) : : : : ---> P (*) -----> K (*) -----> S (E) d + P (*)------> K (*) -----> S (E) | d + S (*, E) f + S (^, E) | d + S (_, E) | df + S (*, A, E) | ----> d + K (*, _)----> d + S (_, E) : df + S (*, A, E) : : : ----> P (*) -----> K (*) -----> S (E) : : S (*, E) f + S (^, E) : : d + S (_, E) : : : : : ---> d + K (*, _)---> d + S (_, E) : : : : : : : : : ---> P (*) -----> K (*) -----> S (E) : : ----> d + P (*) -----> K (*) -----> S (E) : d + S (*, E) f + S (^, E) : d + S (_, E) : : ---> d + K (*, _)---> d + S (_, E) : : : : ---> P (*) -----> K (*) -----> S (E) df + P (*)-----> S (*, 1) -----> S (*, 2, E) d + S (*, _, E) uf + K (O, E) P in air (O)---> S (1, H, O, E) Kick Starters ````````````` K (*) --------> K (*) -----> S (E) d + K | f + S (^, E) (*, _) | d + S (_, E) | df + S (*, A, E) | ----> d + K (*, _)----> d + S (_, E) df + S (*, A, E) K close (*)----> K (*) -----> S (E) | S (*, E) f + S (^, E) | d + S (_, E) | df + S (*, A, E) | ----> d + K (*, _)----> d + S (_, E) df + S (*, A, E) f + K (^)------> L (*, v, 1, E) d + L (*, v, 1, _, E) K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` None Other Starters `````````````` P+K (*)--------> f + S (*, A, E) ******************************************************************************* * 3.4 Ryuji Yamazaki * ******************************************************************************* Colors ------ P - Black costume w/ Blonde hair L - Red costume w/ White hair Throw ----- Grab And Toss f/b + S close Basic Moves ----------- Crawl hold df Long Kick S from uf/ub short jump overhead High Kick S close 2 hits Plane Moves ----------- Dive Elbow P from back plane overhead Slide Kick K from back plane must be blocked low Strong Boot S from back plane must be blocked low; will ground opponent and can use Hell Stomp as a follow up Swing Kick L when opponent is in overhead; pulls opponent to back plane front plane if attack touches them Sweep d + L when opponent is must be blocked low; pulls in back plane opponent to front plane if attack touches them Command Moves ------------- Down Fist f + P both hits are overheads; can feint the Down Fist into a special/super which is done by performing a special/super just before the Down Fist comes out Uppercut Swing df + P Rage Uppercut K+S in air knocks the opponent out of the air; can use a High Snake Tamer to hit falling opponent Sand Shower tap S repeatedly when wake up move you are knocked down Hell Stomp Fury d, d + S on downed pursue attack; first stomp opponent must connect for the entire move to come out Swipe Away P+K use at the very moment you are about to be hit by the opponent (not projectiles) to avoid them and counter attack Feint Judgement Dagger f + P+S Special Moves ------------- Judgement Dagger (BS) f, d, df + P move must connect (not blocked) to perform entire maneuver Snake Tamer (BS) qcb + P/K/S (hold P=high, K=mid, S=low; S button to delay) version must be blocked low Abort L Multi Snake Tamer release button after first part must be blocked charging for 3 low seconds Double Return qcf + S absorbs projectiles; will only absorb Sokaku's Makibishi Masher and will only return Mai's Ka Cho Sen; despite its look, Sokaku's Wild Monkey Slash can be absorbed or sent back as a projectile; will not absorb or return super projectiles such as Cheng's Bursting Heavens, Krauser's Kaiser Wave, etc Meter Absorb perform Double Return adds significant amount to on a projectile your super meter Projectile perform Double Return on a projectile and continue to hold S Explosive Headbutt f, b, d, u + S close unblockable Yakiire f, d, df + K overhead; try using Hell Stomp as a follow up Sado Maso hcf + K high counter attack S. Power Super -------------- Guillotine f, hcf + K+S second part is an overhead; try following with Hell Stomp Fury P. Power Super -------------- Yondan Drill 360 + S close, tap S unblockable; tap S: repeatedly to 0-4=level 1, 11 hits empower 5-8=level 2, 12 hits 9-12=level 3, 14 hits +13=level 4, 27 hits 13, then press P+K+S when Yamazaki turns red=level 5, 14 hits Chain Attacks ------------- Punch Starters `````````````` P (*) --------> f + S (1) -----> d, d + S (G, E) P close (*) S (*, E) d + S (*, 1, _, E) df + S (*, A, E) f + P (*, O)---> S (*, ^, E) df + P (*)-----> S (*) -----> S (E) P in air (O)---> S (1, H, O, E) Kick Starters ````````````` K (*) --------> S (*, ^, E) K close (*) d + S (*, 1, _, E) df + S (*, A, E) K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` None ******************************************************************************* * 3.5 Billy Kane * ******************************************************************************* Colors ------ P - Blue costume w/ Red bandana L - Black costume w/ Blue bandana Throws ------ Pole Toss f/b + S close Pole Strangle df + S close Basic Moves ----------- Crawl hold df Pole Charge K close 3 hits Spin Strikes K far Pole Kick S far dodges low (not projectiles) Down Pole S from u short jump overhead Upward Pole S from uf/ub short jump overhead Plane Moves ----------- Dive Pole P from back plane overhead Slide Kick K from back plane must be blocked low Helicopter Pole S from back plane Pole Swipe L when opponent is in overhead; pulls opponent to back plane front plane if attack touches them Pole Sweep d + L when opponent is must be blocked low; pulls in back plane opponent to front plane if attack touches them Command Moves ------------- Double Trip d + S both parts must be blocked low Leaning Pole Strike P+K use at the very moment you are about to be hit by the opponent (not projectiles) to avoid them and counter attack Feint Power Hi Sho Bonk b + P+S Special Moves ------------- San Setsu Kon Charge b for 2 seconds, absorbs projectiles f + P Flame San Setsu Kon b, f + S San Setsu Kon must connect (not blocked) to perform this follow up Sparrow Drop (BS) qcb + P Whirlwind Pole tap P repeatedly absorbs projectiles Dragon Flame (BS) qcb + K Power Hi Sho Bonk (BS) db, qcf + K control descent with b or f S. Power Supers --------------- Scarlet Uppercut f, df, d + S Super Fire Wheel f, hcf + K+S absorbs projectiles P. Power Super -------------- Salamander Stream f, hcf + S absorbs projectiles Chain Attacks ------------- Punch Starters `````````````` P close (*)----> S (*, E) f + S (*, ^, E) P two steps----> S (E) away (*) d + P (*)------> d + S (*, E) P in air (O)---> S (1, H, O, E) Kick Starters ````````````` K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` d + S (_)------> S (1) -----> qcf + S (E) ******************************************************************************* * 3.6 Bob Wilson * ******************************************************************************* Colors ------ P - White pants w/ Green top L - Blue pants w/ Orange top Throws ------ Falcon f/b + S close Hornet Attack df, df + S can link in a Frog Hunting right after; can link in other attacks such as a Monkey Dance or Dancing Bison (using a corner helps) Air Falcon db/df + S close in air Basic Moves ----------- Crawl hold df Upward Kick K from uf/ub short jump overhead Head Hunter S close 2 hits Plane Moves ----------- Dive Kick P from back plane overhead Slide Kick K from back plane must be blocked low Flying Headbutt S from back plane Reach Kick L when opponent is in overhead; pulls opponent to back plane front plane if attack touches them Sweep d + L when opponent is must be blocked low; pulls in back plane opponent to front plane if attack touches them Command Moves ------------- Slide Backhand Dash Forward, d + P Slide Tip Kick Dash Forward, d + K Elephant Tusk df + 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 Dashing Elbow Dash Forward, f + S can feint the Dashing Elbow into a special/super which is done by performing a special/super just before the Dashing Elbow comes out Flying Fish tap S repeatedly when wake up attack you are knocked down Leg Drop u + S on downed pursue attack opponent Low Fang P+K use at the very moment you are about to be hit by the opponent (not projectiles) to avoid them and counter attack Feint Dancing Bison d + K+S Special Moves ------------- Monkey Dance (BS) f, d, df + K try following with Bison Horns Rolling Turtle (BS) qcb + K move with b or f Wild Wolf (BS) Charge b for 2 seconds, last 2 hits are overheads f + K Bison Horns Charge d for 2 seconds, u + S Sidewinder (BS) qcb + S all parts must be blocked low Frog Hunting b, f, f + K+S if blocked you will fall to the ground S. Power Super -------------- Dangerous Wolf f, hcf + K+S the falling Wild Wolf maneuvers are overheads P. Power Super -------------- Dancing Bison f, hcf + S Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*) -----> S (E) | S (*, E) df + S (*, A, E) | | | ----> d + K (*, _)----> d + S (_, E) : : : : ----> P (*) -----> K (*) -----> S (E) S (*, E) P close (*)----> K (*) -----> S (E) | S (*, E) df + S (*, A, E) | | | ----> d + K (*, _)----> d + S (_, E) : : : : ----> P (*) -----> K (*) -----> S (E) : : S (*, E) df + S (*, A, E) : : : : : : : : : ---> d + K (*, _)---> d + S (_, E) : : : : : : : : : ---> P (*) -----> K (*) -----> S (E) : S (*, E) : : ----> d + P (*) -----> K (*) -----> S (E) : df + S (*, A, E) : : : ---> d + K (*, _)---> d + S (_, E) : : : : ---> P (*) -----> K (*) -----> S (E) S (*, E) d + P (*)------> K (*) -----> S (E) | df + S (*, A, E) | | | ---> d + K (*, _)----> d + S (_, E) : : : : ---> P (*) -----> K (*) -----> S (E) : : S (*, E) df + S (*, A, E) : : : : : : : ---> d + K (*, _)---> d + S (_, E) : : : : : : : : : ---> P (*) -----> K (*) -----> S (E) : S (*, E) : : ---> d + P (*) -----> K (*) -----> S (E) : df (*, A, E) : : : ---> d + K (*, _)---> d + S (_, E) : : : : ---> P (*) -----> K (*) -----> S (E) S (*, E) df + P (*)-----> d + K -----> d + S (*, _, E) P in air (O)---> S (1, H, O, E) Kick Starters ````````````` K (*) --------> K (*) -----> S (E) K close (*)| S (*, E) df + S (*, A, E) | | | ----> d + K (*, _)----> d + S (_, E) d + K (_, *)----> K (*) -----> S (E) | df + S (*, A, E) | | | ---> d + K (*, _)----> d + S (_, E) K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` S (*) --------> S -----> f + S (E) S close (*) u + S (O, E) ******************************************************************************* * 3.7 Andy Bogard * ******************************************************************************* Colors ------ P - White costume w/ Red trim L - Black costume w/ Yellow trim Throw ----- Uchimata f/b + S close Basic Moves ----------- Crawl hold df Dropping Heel S close 2 hits Plane Moves ----------- Dive Palm P from back plane overhead Slide Kick K from back plane must be blocked low Spin Kick S from back plane Back Chop L when opponent is in overhead; pulls opponent to back plane front plane if attack touches them Sweep d + L when opponent is must be blocked low; pulls in back plane opponent to front plane if attack touches them Command Moves ------------- Rising Palm df + P Falling Roll Kick f + K can feint the Falling Roll Kick into a special/super which is done by performing a special/super just before the Falling Roll Kick comes Flip Kick uf + S Lean Down Kick P+K use at the very moment you are about to be hit by the opponent (not projectiles) to avoid them and counter attack Feint Zanei Ken f + P+S Feint Hi Sho Ken d + P+S Feint Choreppa Dan d + K+S Special Moves ------------- Hi Sho Ken (BS) qcb + P projectile does NOT travel full screen distance; will collide with other projectiles as both will be "destroyed" in the process Geki Hi Sho Ken (BS) qcb + S absorbs projectiles Shoryudan (BS) f, d, df + S Zanei Ken Charge db, f + P/S / P=short, S=long db, f + P/S Shippu Uraken db, f + S follow up to S version of Zanei Ken only Kuhadan (BS) hcf + K Genei Shiranui qcb + L in air move must touch opponent in order to perform entire maneuver; after touching opponent Andy will move into the back plane and then attack back into the front plane S. Power Super -------------- Choreppa Dan qcb, db, f + K+S P. Power Super -------------- Dan Da Dan (BS) qcb, db, f + S, tap S move must touch opponent in reapeatedly for more order to perform entire gut punches before super finish Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*) -----> S (E) | S (*, E) f + S (^, E) | d + S (_, E) | df + S (*, A, E) | ----> d + K (*, _)----> d + S (_, E) df + S (*, A, E) P close (*)----> K (*) -----> S (E) | S (*, E) f + S (^, E) | d + S (_, E) | df + S (*, A, E) | ----> d + K (*, _)----> d + S (_, E) : df + S (*, A, E) : : : ----> P (*) -----> K (*) -----> S (E) : : S (*, E) f + S (^, E) : : d + S (_, E) : : df + S (*, A, E) : : : ---> d + K (*, _)---> d + S (_, E) : df + S (*, A, E) : : ----> d + P (*) -----> K (*) -----> S (E) : f + S (^, E) : d + S (_, E) : df + S (*, A, E) : ---> d + K (*, _)---> d + S (_, E) df + S (*, A, E) d + P (*)------> K (*) -----> S (E) | f + S (^, E) | d + S (_, E) | df + S (*, A, E) | ----> d + K (*, _)----> d + S (_, E) : df + S (*, A, E) : : : ----> P (*) ------> K (*) -----> S (E) : : S (*, E) f + S (^, E) : : d + S (_, E) : : df + S (*, A, E) : : : ----> d + K (*, _)--> d + S (_, E) : df + S (*, A, E) : : : ----> d + P (*) -----> K (*) -----> S (E) : f + S (^, E) : d + S (_, E) : df + S (*, A, E) : ---> d + K (*, _)---> d + S (_, E) df + S (*, A, E) df + P (*)-----> K -----> S (O, E) | d + S (*, _, E) | | | ----> S (*, 1) -----> S (*, E) P in air-------> K (1, H, O, E) (*, O) S (1, H, O, E) Kick Starters ````````````` K (*) --------> K (*) -----> S (E) K close (*)| f + S (^, E) d + K | d + S (_, E) (*, _) | df + S (*, A, E) | ----> d + K (*, _)----> d + S (_, E) df + S (*, A, E) f + K --------> uf + S (A, E) K in air-------> S (1, H, O, E) (*, O) Strong Starters ``````````````` S in air-------> P (1, H, O, E) (*, O) ******************************************************************************* * 3.8 Joe Higashi * ******************************************************************************* Colors ------ P - Blue shorts w/ Red trim L - White shorts w/ Orange trim Throws ------ Lifting Pressure f/b + S close Down Heel d + S Rapid Knees df + S close Basic Moves ----------- Crawl hold df Straight Kick S from uf/ub short jump overhead Plane Moves ----------- Dive Elbow P from back plane overhead Slide Shin K from back plane must be blocked low Blasting Knee S from back plane Roundhouse L when opponent is in overhead; pulls opponent to back plane front plane if attack touches them Sweep d + L when opponent is must be blocked low; pulls in back plane opponent to front plane if attack touches them Command Moves ------------- High Kick b + K Slide Kick df + K must be blocked low Special Taunt d + S on downed pursue taunt opponent Side Kick P+K use at the very moment you are about to be hit by the opponent (not projectiles) to avoid them and counter attack Feint Slash Kick f + P+S Feint Hurricane Upper d + P+S Special Moves ------------- Hurricane Upper (BS) hcf + P will collide with other projectiles as both will be "destroyed" in the process Exploding Hurricane (BS) hcf + S first tornado will collide with other projectiles and "destroy" them as well as be "destroyed", while the second tornado will continue its path TNT Punch (BS) tap P repeatedly Dynamite Fist qcf + P overhead Dynamite Uppercut qcf + S Tiger Kick (BS) f, d, df + K Golden Heel (BS) qcb + K Slash Kick Charge db, f + K / db, f + K Powerful Slash Kick Charge db, f + S / first part must connect (not db, f + S blocked) to perform entire maneuver S. Power Super -------------- Screw Upper f, hcf + K+S absorbs projectiles P. Power Supers --------------- Thunder Fire f, hcf + S Thunder Fire Shifter f, hcf + L performs super from front plane to back plane, and then to front plane again Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K -----> S (2, E) S (E) P close (*)----> P (*, 1) -----> P (E) : K (*, 1) K (*, E) : d + K (*, 1, _) S (E) : S (*, 1, E) df + S (*, A, E) : u + S (O, E) : : ----> d + P (*) -----> K (*, 1)----> K (*, E) S (*, 1, E) S (E) df + S (*, A, E) d + P (*)------> P (*, 1) -----> P (E) K (*, 1) K (*, E) d + K (*, 1, _) S (E) S (*, 1, E) df + S (*, A, E) u + S (O, E) P in air (O)---> S (1, H, O, E) Kick Starters ````````````` K (*) --------> S (*) -----> qcf + S (E) K close (*)----> S (*, E) K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` None ******************************************************************************* * 3.9 Sokaku Mochizuki * ******************************************************************************* Colors ------ P - Blue costume L - Green costume Throws ------ No Way Out Crush f/b + S close Hell's Gate f, df, d + S Falling Slam db/df + S close in air Basic Moves ----------- Crawl hold df Straight Staff Swing S from a short jump overhead Side Staff S close 2 hits Plane Moves ----------- Dive Palm P from back plane overhead Slide Kick K from back plane must be blocked low Lightning Staff S from back plane will ground opponent and can use Lightning Strike as a follow up Energy Fist L when opponent is in overhead; pulls opponent to back plane front plane if attack touches them Staff Sweep d + L when opponent is must be blocked low; pulls in back plane opponent to front plane if attack touches them Command Moves ------------- Staff Thrust df + P Lightning Strike d + S on downed pursue attack; pursue is opponent able to strike an opponent no matter how far their fallen body is from Sokaku Gut Staff P+K use at the very moment you are about to be hit by the opponent (not projectiles) to avoid them and counter attack Feint Makibishi Masher d + P+S Feint Thunder God d + K+S Special Moves ------------- Makibishi Masher (BS) 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 Monkey Slash (BS) qcb + P projectile Sokaku's must connect (not blocked) for entire move to be performed; will collide with other projectiles as both will be "destroyed" in the process 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 Energy Palm L hits in both planes; if opponent is in back plane, this move is an overhead; pulls opponent to front plane if attack touches them The Wailer (BS) hcb + K absorbs projectiles Staff Thrust S The Wailer must connect (not blocked) for the follow up to come out; the S is pressed a little "late" as the Wailer is dealing damage Hand Crush Finish 360 + S this has to be performed quickly after the Staff Thrust Possession Blast (BS) f, b, f + S after performing this move Sokaku will "rest" leaving you unable to block for a moment; it can absorb projectiles, but low ones can usually sneak by Ki Mon Jin 360 + S close unblockable Vortex Inferno u, d + L from back overhead; moves back into plane the front plane S. Power Super -------------- Thunder God f, hcf + K+S hits in both planes; absorbs projectiles P. Power Super -------------- Sokaku Splat f, hcf + S Sokaku has very slight "rest" period after super; just outside sweep range this super becomes unblockable, and within sweep range it simply becomes an overhead Chain Attacks ------------- Punch Starters `````````````` P (*) --------> S (*, _, E) P close (*) d + P (*)------> d + S (*, _, E) P in air (O)---> S (1, H, O, E) Kick Starters ````````````` K (*) --------> S (*, E) K close (*)----> S (*) -----> d, d + S (1, E) d + K (*, _)---> S -----> d, d + S (E) f + S (^, E) K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` S close (*)----> f + K (O) -----> f, d, df + P (A, E) ******************************************************************************* * 3.10 Geese Howard * ******************************************************************************* Colors ------ P - Red pants w/ Yellow trim and Blonde hair L - Blue pants w/ White trim and White hair Throws ------ Clamp Of The Tiger f/b + S close Fatal Blow Bopper f, df, d + S Mauling Tiger Crunch df + S close Basic Moves ----------- Crawl hold df Jump Kick S from a short jump overhead Energy Palm S far 3 hits Backfist S close 2 hits Plane Moves ----------- Dive Elbow P from back plane overhead Slide Kick K from back plane must be blocked low Strong Trip S from back plane must be blocked low; will ground opponent and can use Diven Punishment as a follow up Backfist L when opponent is in overhead; pulls opponent to back plane front plane if attack touches them Sweep d + L when opponent is must be blocked low; pulls in back plane opponent to front plane if attack touches them Command Moves ------------- Slide Tap Kick Dash Forward, K Buzzsaw f + P overhead Rising Palm df + P Rolling Sweep b + K knocks opponent into back plane; can feint the Rolling Sweep into a special/super which is done by performing a special/super just before the Rolling Sweep comes out Divine Punishment d + S close on downed pursue attack opponent Slash Uppercut P+K use at the very moment you are about to be hit by the opponent (not projectiles) to avoid them and counter attack Feint Reppu Ken d + P+S Feint Raging Storm d + K+S Special Moves ------------- Reppu Ken (BS) qcb + P will collide with other projectiles as both will be "destroyed" in the process Double Reppu Ken (BS) qcb + S start up absorbs other projectiles; if start up absorbs a projectile, a small Reppu Ken will be released and continue its path; if no absorbing is done on the start up of the move the actual Reppu Ken will appear larger, and will absorb other projectiles and continue to run its path Shinkuu Nage 360 + P close unblockable Palm Blast hcf + P low counter attack Dragon Throw hcf + K counter attack to jump maneuvers and special moves (not projectiles) Push Of The Tiger hcf + S high counter; moves opponent to other side of him where they are "stunned" for a split second S. Power Super -------------- Raging Storm f, hcf + K+S absorbs projectiles P. Power Supers --------------- Rashoumon 360 + S close unblockable Deadly Rave hcb, f + P, P, P, K, dash in must connect (not K, K, S, S, S blocked) for the entire super to be performed Finish qcb + S Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*) -----> S (E) P close (*) d + S (*, _, E) df + P (*)-----> S (_) -----> d + S (2) -----> d + S (G, E) d + S (*, _, E) f + P --------> S -----> 360 + P (2, E) d + P (*)------> S (*, E) d + S (*, E) P in air (O)---> S (1, H, O, E) Kick Starters ````````````` K close (*)----> S (*, E) d + K (*)------> d + K (*) -----> d + S (*, _, E) df + S (*, A, E) b + K (*, ^)---> L (*, v, 1, E) d + L (*, v, 1, _, E) K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` None ******************************************************************************* * 3.11 Cheng Sinzan * ******************************************************************************* Colors ------ P - White pants w/ Green shirt L - Yellow pants w/ Blue shirt Throws ------ Double Hand Toss f/b + S close Headbutts df + S close Basic Moves ----------- Crawl hold df Head Soften S close 2 hits Plane Moves ----------- Dive Palm P from back plane overhead Slide Kick K from back plane must be blocked low Energy Palms S from back plane Powerful Slap L when opponent is in overhead; pulls opponent to back plane front plane if attack touches them Double Foot Sweep d + L when opponent is must be blocked low; pulls in back plane opponent to front plane if attack touches them Command Moves ------------- Glowing Orb b + P knocks opponent to back plane; can feint the Glowing Orb into a special/super which is done by performing a special/super just before the Glowing Orb comes out Double Orb Attack f + P overhead; can feint the Double Orb Attack into a special/super which is done by performing a special/super just before the Double Orb Attack comes out Quick Crawl Forward df + S must be performed before the Double Orb Attack has a chance to come out; high dodge Quick Crawl Backward db + S must be performed before the Double Orb Attack has a chance to come out; high dodge Prop Tantrum d + S all parts must be blocked low Straight Palm P+K use at the very moment you are about to be hit by the opponent (not projectiles) to avoid them and counter attack Feint Avalanche Crunch f + P+S Feint Fatty Bazooka d + P+S Special Moves ------------- Kiten Hinzan (BS) qcf + P will collide with other projectiles as both will be "destroyed" in the process High Kiten Hinzan (BS) f, d, df + P will collide with other projectiles as both will be "destroyed" in the process Belly Drum Blast Charge d for 2 seconds, use b or f to move; tap P to u + P delay move; overhead Flexible Geezer qcb + K, hold K dodges high attacks, including high fireballs Abort continue holding K for you will be in a short more than 4 seconds "stun" if you abort by or stop holding K holding K for more than 4 seconds Avalanche Crunch (BS) Charge b for 2 seconds, K=short, S=long; must be f + K/S blocked low Fatty Bazooka qcb + S must be blocked low; the sneeze portion can absorb low projectiles S. Power Super -------------- Bursting Heavens (BS) Charge db for 2 seconds, the projectile itself qcf + K+S absorbs other projectiles P. Power Super -------------- Collapse Of Creation hcf + S in air, hold S use b or f to move; releasing S will end the super; if S is released 1 second into the super, Cheng will drop with a Belly Drum Blast which is an overhead Chain Attacks ------------- Punch Starters `````````````` P (*) --------> S (*, E) df + S (*, A, E) P close (*)----> S (*, E) : df + S (*, A, E) : : : ----> P (*) -----> S (*, E) df + S (*, A, E) d + P (*)------> P (*) -----> S (*, E) d + S (*, _, E) df + S (*, A, E) P (O) from-----> S (0) -----> S (_) -----> S (_) -----> S (_)-+ back plane | | | b, b + K (<, E) <----+ b + P (*, ^)---> L (*, v, 1, E) f + P (O)------> df + S (E) db + S (E) P in air (O)---> S (1, H, O, E) Kick Starters ````````````` d + K (*, _)---> d + S (*, _, E) K (_) from-----> S (0) -----> S (_) -----> S (_) -----> S (_)-+ back plane | | | b, b + K (<, E) <----+ K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` S --------> S (<, E) S close (*) S from back----> S (0) -----> S (_) -----> S (_) -----> S (_)-+ plane | | | b, b + K (<, E) <----+ ******************************************************************************* * 3.12 Mai Shiranui * ******************************************************************************* Colors ------ P - Red costume L - Blue-Purple costume Throws ------ Fuushakuzushi f/b + S close Yumezakura db/df + S close in air Basic Moves ----------- Crawl hold df Down Fan S from a short jump overhead Roundhouse S close 2 hits Turn Fan S far 2 hits Plane Moves ----------- Dive Forearm P from back plane overhead Slide Kick K from back plane must be blocked low Flip Kick S from back plane Roundhouse L when opponent is in overhead; pulls opponent to back plane front plane if attack touches them Sweep d + L when opponent is must be blocked low; pulls in back plane opponent to front plane if attack touches them Command Moves ------------- Triangle Jump jump toward the wall, then away Slide Back Kick Dash Forward, d + K Tail Strike b + P knocks opponent to back plane; can feint the Tail Strike into a special/super which is done by performing a special/super just before the Tail Strike comes out Double Foot Strike tap S repeatedly when wake up attack you are knocked down Fan Uppercut P+K use at the very moment you are about to be hit by the opponent (not projectiles) to avoid them and counter attack Feint Ka Cho Sen d + P+S Feint Flower Hurricane d + K+S Special Moves ------------- Ka Cho Sen (BS) qcf + P will collide with other projectiles as both will be "destroyed" in the process Ryu Em Bu (BS) qcb + P absorbs projectiles Night Bird (BS) qcb + S Shinobi Bachi (BS) hcf + S Musasabi Mai d + P+K in air S. Power Super -------------- Cho Shinobi Bachi f, db, f + K+S / f, hcf + K+S P. Power Super -------------- Flower Hurricane f, db, f + S, hold S / releasing S will make Mai f, hcf + S, hold S stop her dash and perform the rising part of the super; holding S will make her continue to dash Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*) -----> df + S (*, A)--> S (*, 3)-----> K (*, 4, E) P close (*) S (*, E) S (E) S (*, O, E) d + K (*, _, E) d + P (*)------> K (*) -----> df + S (*, A)--> S (*, 3)-----> K (*, 4, E) : S (*, E) S (E) S (*, O, E) : d + K (*, _, E) : d + S (*, E) : ----> d + P (*) -----> K (*) -----> df + S -----> S (*, 3)-+ : S (*, E) (*, A) : : d + K (*, _, E) S (E) : : d + S (*, E) : : : : K (*, 4, E) <--+ : S (*, O, E) : : ---> d + P (*) -----> K (*) -----> df + S---+ d + S (*, E) (*, A) : S (E) : : : S (*, O, E) <---- S (*, 3) <--+ b + P (*, ^)---> L (*, v, 1, E) d + L (*, v, 1, _, E) P in air-------> K (1, H, 0, E) (*, O) S (1, H, O, E) Kick Starters ````````````` K (*) --------> K (*) -----> df + S (*, A)--> S (*, 3)-----> K (*, 4, E) K close (*) S (*, E) S (E) S (*, O, E) d + K (*, _, E) d + K (*, _)---> S (*, E) d + S (*, E) K in air-------> S (1, H, O, E) (*, O) Strong Starters ```````````````` S in air-------> P (1, H, O, E) (*, O) ******************************************************************************* * 3.13 Kim Kaphwan * ******************************************************************************* Colors ------ P - White costume L - Aqua costume Throw ----- Taiotoshi f/b + S close Basic Moves ----------- Crawl hold df Double Assault S far 2 hits Deep Roundhouse S close 2 hits Plane Moves ----------- Dive Foot P from back plane overhead Slide Kick K from back plane must be blocked low Turn Kick S from back plane Foot Swipe L when opponent is in overhead; pulls opponent to back plane front plane if attack touches them Sweep d + L when opponent is must be blocked low; pulls in back plane opponent to front plane if attack touches them Command Moves ------------- Slide Snap Kick Dash Forward, d + P Nericage f + K overhead Gut Kick P+K use at the very moment you are about to be hit by the opponent (not projectiles) to avoid them and counter attack Feint Phoenix Flattner d + K+S Special Moves ------------- Ku Sa Zan Charge d for 2 seconds, u + P Finish d + P Ku Sa Zan must connect (not blocked), for this follow up to be possible Crescent Moon Slash (BS) qcb + K/S K=short, S=long Hakikyaku (BS) d, d + K must be blocked low; will stagger opponent a little if this move connects Hien Zan (BS) Charge d for 2 seconds, u + K Hi Sho Kyaku d + K in air Judgment Kick df + K Hi Sho Kyaku must touch opponent to allow this follow up; must be blocked low 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 (*, 2, ^, E) P close (*)| f + K (O, E) | | | ----> P (*, 1) -----> K (*) -----> S (E) S (*, ^, E) d + P (*)------> P (*) -----> K (*) -----> S (*, 2, ^, E) : f + K (O, E) | f + K (O, E) : | : | : | : ---> P (*, 1) -----> K (*) -----> S (E) : S (*, ^, E) : : ---> d + P (*) -----> P (*) -----> K (*) -----> S (*, 2, f + K (O, E) : f + K (O, E) ^, E) : : : ---> P (*, 1)---> S (*, ^, E) P in air-------> K (1, H, 0, E) (*, O) S (1, H, O, E) Kick Starters ````````````` K (*) --------> f + K (O, E) K close (*) d + K (*, _) K in air-------> S (1, H, O, E) (*, O) Strong Starters ``````````````` S close (*)----> P (*) -----> K -----> S (A, E) ******************************************************************************* * 3.14 Hon-Fu * ******************************************************************************* Colors ------ P - Black pants w/ Red top L - Red pants w/ Blue 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 Elbow P from back plane overhead Slide Kick K from back plane must be blocked low Strong High Kick S from back plane Reaching Foot L when opponent is in overhead; pulls opponent to back plane front plane if attack touches them Sweep d + L when opponent is must be blocked low; pulls in back plane opponent to front plane if attack touches them Command Moves ------------- Rising Nunchaku df + P Roundhouse f + K can feint the Roundhouse into a special/super which is done by performing a special/super just before the Roundhouse comes out Nunchaku Bop d + S on downed pursue attack opponent Side Nunchaku P+K use at the very moment you are about to be hit by the opponent (not projectiles) to avoid them and counter attack Feint Double Fire Noogie b + P+S Special Moves ------------- Sky Of Fire Noogie (BS) f, d, df + P Double Fire Noogie (BS) f, d, df + S Fire Stallion qcb + P, tap P if no P is tapped after repeatedly move, Hon-Fu will finish with himself in a "stun"; tap P in a good rythm to have Hon-Fu finish with a fire attack; if the tapped P portion is not in a good rythm you will again end up in a "stun" Heavenly Lightning (BS) qcb + K Lightning On Earth (BS) Charge db for 2 must be blocked low seconds, f + K Headbutt Exit tap K repeatedly Confident Counterattack qcb + S protects Hon-Fu from high attacks only (not projectiles); if Hon-Fu uses this move against a high attack he will turn red and take no damage; after two successful protects Hon-Fu's next successful protect will produce a 13 hit ranbu style super (NO super meter needed) 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 -------------- Yoka Tonhanma (BS) qcb, db, f + S both parts are overheads; the explosion after the second part will absorb projectiles Chain Attacks ------------- Punch Starters `````````````` P (*) --------> S (E) P close (*)----> K (*) -----> S (E) | f + S (^, E) | d + S (_, E) | df + S (*, A, E) | ----> S (*) -----> S (*, E) | | | | ----> d + K (*, _)----> d + S (_, E) : df + S (*, A, E) : : : ----> d + P (*) -----> d + K (*, _)---> d + S (_, E) : : d + S (*, E) : : : : : : : ---> K (*) -----> S (E) : : f + S (^, E) : : d + S (_, E) : : : : : ---> P (*) -----> S (E) : : ----> P (*) -----> K -----> S (E) : f + S (^, E) : d + S (_, E) : df + S (*, A, E) : ---> S (*) -----> S (*, E) : : : : ---> d + K (*, _)---> d + S (_. E) : : : : ---> P (*) -----> S (E) d + P (*)------> K (*) -----> S (E) | d + S (*, E) f + S (^, E) | d + S (_, E) | df + S (*, A, E) | ----> d + K (*, _)----> d + S (_, E) : df + S (*, A, E) : : : ----> d + P (*) -----> d + K (*, _)---> d + S (_, E) : : d + S (*, E) : : : : : : : ---> K (*) -----> S (E) : : f + S (^, E) : : d + S (_, E) : : : : : ---> P (*) -----> S (E) : : : : ----> P (*) -----> K (*) -----> S (E) : f + S (^, E) : d + S (_, E) : : ---> S (*) -----> S (*, E) : : : : ----> d + K (*, _)--> d + S (_, E) : : : : ---> P (*) -----> S (E) df + P (*)-----> S (1) -----> S (*, A, E) d + S (_, E) P in air (O)---> S (1, H, O, E) Kick Starters ````````````` K (*) --------> K -----> S (O, E) K close (*)----> K (*) -----> S (E) | f + S (^, E) | d + S (_, E) | df + S (*, A, E) | ----> d + K (*, _)----> d + S (_, E) df + S (*, A, E) d + K (*, _)---> K (*) -----> S (E) | d + S (*, E) f + S (^, E) | d + S (_, E) | df + S (*, A, E) | ----> d + K (*, _)----> d + S (_, E) df + S (*, A, E) f + K --------> df + S (_, E) K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` None ******************************************************************************* * 3.15 Wolfgang Krauser * ******************************************************************************* Colors ------ P - Red pants w/ Gold armor and Purple hair L - Blue pants w/ Silver armor and Brown hair Throw ----- Knee Thrust f/b + S close Basic Moves ----------- Crawl hold df Crunch Upper S close 2 hits Plane Moves ----------- Dive Palm P from back plane overhead Slide Kick K from back plane must be blocked low Flying Push S from back plane Reaching Fist L when opponent is in overhead; pulls opponent to back plane front plane if attack touches them Sweep d + L when opponent is must be blocked low; pulls in back plane opponent to front plane if attack touches them Command Moves ------------- Ground Punch f + P overhead; can feint the Ground Punch into a special/super which is done by performing a special/super just before the Ground Punch comes out Big Splash d + S in air overhead Elbow Drop d + S on downed pursue attack opponent Uppercut P+K use at the very moment you are about to be hit by the opponent (not projectiles) to avoid them and counter attack Feint Low Blitz Ball d + P+S Feint Kaiser Wave d + K+S Special Moves ------------- High Blitz Ball (BS) qcb + P will collide with other projectiles as both will be "destroyed" in the process Low Blitz Ball (BS) qcb + S will collide with other projectiles as both will be "destroyed" in the process Leg Tomahawk (BS) qcf + K overhead To The Moon Blow hcb + K close unblockable Kaiser Claw f, d, df + S catches airborne opponent's Phoenix Thrust hcf + S counter attack to jump maneuvers and special moves (not projectiles) Scum Gale hcf + P close unblockable; opponent is tossed to the other side of Krauser and is "stunned" for a split second Uppercut Blow b, b + S use the Kaiser Claw right after the uppercut connects S. Power Super -------------- Kaiser Wave (BS) Charge b/db for 2 absorbs projectiles; seconds, uf + K+S holding the last part of (hold K+S to delay) the motion (uf + K+S) will empower the super; hold uf + K+S for: 0-1 second=level 1 wave 2 seconds=level 2 wave 3 seconds=level 3 wave which strikes in both planes P. Power Supers --------------- Gigatec Cyclone 360 + S close unblockable Deadly Rave hcb, f + P, P, K, S, dash in must connect (not K, S, P, K, S blocked) for the entire super to be performed Finish 1 S Finish 2 b, d, db + P+S Chain Attacks ------------- Punch Starters `````````````` P (*) --------> S (1, E) P close (*)----> S (*, E) d + P (*)------> S (*, 1, E) P in air (O)---> S (1, H, O, E) Kick Starters ````````````` K (*) --------> S (1, E) K close (*) d + K (*, L)---> d + S (1, _, E) K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` S close (*)----> S (*) -----> qcf + S (E) df + S (*, A, E) ******************************************************************************* * 3.16 Tung Fu Rue * ******************************************************************************* Colors ------ P - Green top L - Purple top Throw ----- Rapid Punches f/b + S close Basic Moves ----------- Crawl hold df High Wave Kick S close 2 hits Plane Moves ----------- Dive Fist P from back plane overhead Slide Kick K from back plane must be blocked low Spinning Fists S from back plane Energy Blast L when opponent is in overhead; pulls opponent to back plane front plane if attack touches them Sweep d + L when opponent is must be blocked low; pulls in back plane opponent to front plane if attack touches them Command Moves ------------- Slide Stab Dash Forward, P Rising Fist df + P Shoulder Thrust P+K use at the very moment you are about to be hit by the opponent (not projectiles) to avoid them and counter attack Feint Senpu Gouken d + K+S Special Moves ------------- Shou Ha (BS) qcf + P absorbs projectiles Shin Shippu (BS) qcb + P/S P=short, S=long; possible to link a Thousand Kicks after S version Thousand Kicks (BS) f, d, df + K Geki Ha qcf + S, hold S to if charged past 1 second empower and released, Tung throws his arms out for extra damage; while holding S, you are able to hit the opponent four times if they walk or jump into you, after that the only damage that can be dealt is from releasing S; the second part can hit up to 5 times (which is unlikely unless they are on top of you) Abort continue holding S for more than 4 seconds Meditation S+L Scratch S+L Super Shin Shippu S possible to link a Thousand Kicks maneuver after this Super Thousand Kicks K Drained S+L Super Shin Shippu S possible to link a Thousand Kicks maneuver after this Super Thousand Ki. K S. Power Super -------------- Senpu Gouken f, hcf + K+S hits in both planes P. Power Super -------------- Super Geki Ha f, hcf + S last part is an overhead Chain Attacks -------------- Punch Starters `````````````` P close (*)----> P (*) -----> d + K (*, _, E) d + P (*) d + P (*) S (*, E) d + K (*, _, E) df + A (*)-----> S (*, E) P in air (O)---> K (1, H, 0, E) S (1, H, O, E) Kick Starters ````````````` K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` None Other Starters `````````````` P+K (*)--------> S (O, E) ******************************************************************************* * 3.17 Duck King * ******************************************************************************* Colors ------ P - Yellow top w/ Blue vest L - Red top w/ Black vest Throw ----- Slam Dunk f/b + S close Basic Moves ----------- Crawl hold df Hop Kick K far low dodge Rising Beat S close 2 hits Plane Moves ----------- Dive Elbow P from back plane overhead Slide Kick K from back plane must be blocked low Powerful Knee S from back plane Backhand L when opponent is in overhead; pulls opponent to back plane front plane if attack touches them Split Sweep d + L when opponent is must be blocked low; pulls in back plane opponent to front plane if attack touches them 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, but Duck can perform a Flying Spin Attack; can use as an air dodge as Duck is invulnerable for a split second Drop Straight Down do nothing Drop Diagonally Back b Drop Diagon. Forward f Duck Fake Ground Dash Forward, df + S dodges high attacks, will slide past opponent Down Swipe b + P overhead; can feint the Down Swipe into a special/super which is done by performing a special/super just before the Down Swipe comes out Slide df + K must be blocked low Double Hand Spin d + S both parts must be blocked low Ground Spin d + S on downed pursue attack opponent Power Headbutt P+K use at the very moment you are about to be hit by the opponent (not projectiles) to avoid them and counter attack Feint Duck Dance d + K+S Special Moves ------------- Head Spin Attack (BS) qcf + P Riding Spin Attack (BS) 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 Break Storm f, d, df + K Violent Spin tap K repeatedly Dancing Dive (BS) qcb + K move can hit and go past opponent Dive Away qcf + K Dancing Dive must touch opponent in order for this follow up to be available Cross Head Spin u, d + L from back moves back into the front plane plane S. Power Supers --------------- Break Storm f, d, df + K no meter needed, just a starter Duck Drill hcf + K+S Duck Drill Catch hcf + K+S close in air unblockable Break Spiral 360 + K+S close unblockable P. Power Super -------------- Duck Dance f, hcf + S, tap S tap S: repeatedly charge 0-2=level 1 charge levels (one chick) 3-5=level 2 charge (two chicks) 6-10=level 3 charge (three chicks) 11+=level 4 charge (four chicks) ---you have the length of time before your P bar runs out to perform one of--- ---the following maneuvers:--- Air Cannonball qcb + K+S in air requires level 1 charge or higher Cannonball qcf + K+S requires level 2 charge or higher Dance Kick qcb + K+S requires level 3 charge or higher Heaven's Knee f, d, df + K+S requires level 3 charge or higher Duck Rave hcb + S requires level 4 charge; must be blocked low Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*) -----> S (E) f + S (^, E) d + S (_, E) df + S (*, A, E) P close (*)----> K (*) -----> S (E) : f + S (^, E) : d + S (_, E) : df + S (*, A, E) : ----> d + P (*) -----> K (*) -----> f + S (^, E) : P (*, E) d + S (_, E) : d + S (E) df + S (*, A, E) : : : ----> P (*) -----> K (*) -----> f + S (^, E) P (*, E) d + S (_, E) df + S (*, A, E) d + P (*)------> K (*) -----> S (E) : d + S (E) f + S (^, E) : d + S (_, E) : df + S (*, A, E) : ----> d + P (*) -----> K (*) -----> f + S (^, E) : P (*, E) d + S (_, E) : d + S (E) df + S (*, A, E) : : ----> P (*) -----> K (*) -----> f + S (^, E) P (*, E) d + S (_, E) df + S (*, A, E) P in air-------> S (1, H, O, E) (*, O) Kick Starters ````````````` K close (*)----> K (*) -----> S (E) d + K | f + S (^, E) (*, _) | d + S (_, E) | df + S (*, A, E) | ----> d + K (*, _)----> d + S (_, E) df + S (*, A, E) K in air-------> S (1, H, O, E) (*, O) Strong Starters ```````````````` d + S (_)------> d + S (*, 1, _)-> qcf, uf + K (E) ******************************************************************************* * 3.18 Blue Mary * ******************************************************************************* Colors ------ P - Blue pants w/ Green jacket and Blonde hair L - Brown pants w/ Black jacket and White hair Throw ----- Tomi Nage f/b + S close Achilles Hold f, df, d + S Basic Moves ----------- Crawl hold df Air Backfist S from short jump overhead Rising Slap S close 2 hits Plane Moves ----------- Dive Palm P from back plane overhead Slide Kick K from back plane must be blocked low Side Kick S from back plane Reaching Kick L when opponent is in overhead; pulls opponent to back plane front plane if attack touches them Double Leg Sweep d + L when opponent is must be blocked low; pulls in back plane opponent to front plane if attack touches them Command Moves ------------- Dropping Heel f + K overhead; can feint the Dropping Heel into a special/super which is done by performing a special/super just before the Dropping Heel comes out Step Roller b + K second part must be blocked low Leg Press d + K on downed pursue attack opponent Straight Elbow P+K use at the very moment you are about to be hit by the opponent (not projectiles) to avoid them and counter attack Feint Mary Snatcher b + P+S Special Moves ------------- Mary Dodge qcb + P quick high dodge Good Night Backbreaker P when opponent is unblockable close Face Lock K when opponent is unblockable close German Suplex S when opponent is unblockable close Mary Snatcher (BS) f, d, df + K Mary Crab Clutch Charge b for 2 seconds, must be blocked low; move f + K must connect (not blocked) to perform the entire maneuver Young Dive Charge d for 2 seconds, overhead u + S Reverse Kick b + K use as crossup Dangerous Spider qcf + S unblockable Mary Spider uf, qcf + S unblockable S. Power Super -------------- Mary Typhoon f, hcf + K+S unblockable P. Power Super -------------- Mary Escalation f, hcf + S ---you have the length of time before your P bar runs out to perform the--- ---following maneuvers:--- Vertical Arrow (BS) f, d, df + P Mary Snatchbreaker f, d, df + K Vertical Arrow must connect (not blocked) for this follow up to be available Mary Dynamite Sw. f + S automatically ends P bars count down Straight Slicer (BS) Charge b for 2 seconds, must be blocked low f + P Double Crunch b, f + K Straight Slicer must connect not blocked) for this follow up to be available Mary Dynamite Sw. d + S automatically ends P bars count down Spin Fall (BS) qcf + S Double Spider qcf + S Spin Fall must connect (not blocked) for this follow up to be available Mary Dynamite Sw. d + S automatically ends P bars count down Mary Double Swing d + S close on downed pursue attack opponent Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*) -----> S (E) | S (*, E) f + S (^, E) | d + S (_, E) | df + S (*, A, E) | ----> d + K (*, _)----> d + S (_, E) df + S (*, A, E) P close (*)----> K (*) -----> S (E) | S (*, E) f + S (^, E) | d + S (_, E) | df + S (*, A, E) | ----> d + K (*, _)----> d + S (_, E) : df + S (*, A, E) : : : ----> P (*) -----> K (*) -----> S (E) : : S (*, E) f + S (^, E) : : d + S (_, E) : : df + S (*, A, E) : : : ---> d + K (*, _)---> d + S (_, E) : df + S (*, A, E) : : ----> d + P (*) -----> d + K (*, _)---> d + S (_, E) : df + S (*, A, E) : : : ---> S -----> df, df + S (3, E) d + P (*)------> S -----> df, df + S (3, E) | | | | | ----> d + K (*, _)----> d + S (_, E) : df + S (*, A, E) : : : ----> P (*) -----> K (*) -----> S (E) : : S (*, E) f + S (^, E) : : d + S (_, E) : : df + S (*, A, E) : : : ---> d + K (*, _)---> d + S (_, E) : df + S (*, A, E) : : ----> d + P (*) -----> d + K (*, _)---> d + S (_, E) : df + S (*, A, E) : : : ---> S -----> df, df + S (3, E) P in air (O) --> S (1, H, O, E) Kick Starters ````````````` K (*) --------> K (*) -----> S (E) K close (*)| f + S (^, E) d + K | d + S (_, E) (*, _) | df + S (*, A, E) | ----> d + K (*, _)----> d + S (_, E) df + S (*, A, E) b + K (_)------> df + S (*, A, E) K in air (O) --> S (1, H, O, E) Strong Starters ``````````````` S close (*)----> S -----> S (2, E) Other Starters `````````````` P+K (*)--------> S (A, E) ******************************************************************************* * 3.19 Jin Chonshu * ******************************************************************************* Colors ------ P - Red costume w/ Yellow trim L - Purple costume w/ White trim Throw ----- Blast Away f/b + S close Basic Moves ----------- Crawl hold df Wind Stab P far 2 hits Wave Swipe P close 2 hits Swipe Kick K far 2 hits Wind Knee K close 2 hits Emperor Axe S far 2 hits Rising Slap S close 2 hits Plane Moves ----------- Dive Swipe P from back plane overhead Slide Kick K from back plane must be blocked low Hard Push S from back plane Hand Swipe L when opponent is in overhead; pulls opponent to back plane front plane if attack touches them Sweep d + L when opponent is must be blocked low; pulls in back plane opponent to front plane if attack touches them Command Moves ------------- Falling Slap f + P overhead; can feint the Falling Slap into a special/super which is done by performing a special/super just before the Falling Slap comes out Low Poke d + P 2 hits Crouch Punt d + K 2 hits; must be blocked low Quick Poke P+K use at the very moment you are about to be hit by the opponent (not projectiles) to avoid them and counter attack Feint Leviathan's Strain d + K+S Special Moves ------------- Sight Of Heaven W. (BS) qcf + P/S P=slow, S=fast; will collide with other projectiles as both will be "destroyed" in the process Empire Heaven Smash (BS) f, d, df + P/S P=low, S=high Eyes Of The Emperor (BS) hcb + P/S P=stationary teleport, S=teleports behind opponent; invulnerable for split second while teleporting Emperor God's Eye (BS) hcb + K teleports Chonshu above opponent; can control descent with b or f; invulnerable for split second while teleporting Rolling Dive P/K/S Emperor God Bop f, f + P elbow must connect (not blocked) to perform the entire maneuver Dragon's Light qcf + K move must connect (not blocked) to perform the entire maneuver Teleport Attack hcb + K Imperial Exterminator qcb + K in air will not work on short jumps; teleports above and behind opponent; invulnerable for a split second while teleporting; can perform an air normal after the teleport S. Power Supers --------------- Emperor Drain (BS) f, hcf + K+S not only causes damage to opponent, but will also regenerate a portion of Chonshu's lifebar as well; must connect (not blocked) in order to do this however; will absorb projectiles Air Emperor Drain qcb, f + K+S in air will not work on short jumps; 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 -------------- Leviathan's Strain f, hcf + S will absorb projectiles Chain Attacks ------------- Punch Starters `````````````` P --------> P (*, 1) -----> S (E) P close K (*, 1) f + S (^, E) d + K (*, 1, _) d + S (_, E) df + S (*, A, E) d + P --------> P (*, 1) -----> S (E) K (*, 1) f + S (^, E) d + K (*, _) d + S (_, E) S (1, _, E) df + S (*, A, E) P in air (O)---> K (1, H, O, E) S (1, H, O, E) Kick Starters ````````````` K --------> K (*, 1) -----> S (E) K close d + K (*, 1, _) f + S (^, E) d + S (_, E) df + S (*, A, E) d + K (_)------> P (*, 1) -----> S (E) K (*, 1) f + S (^, E) d + K (*, _) d + S (_, E) S (1, _, E) df + S (*, A, E) K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` S close (*)----> S -----> S -----> f, b + S (*, A, >, E) ******************************************************************************* * 3.20 Laurence Blood * ******************************************************************************* Colors ------ P - Blue costume w/ Yellow trim L - Pink costume w/ White trim Throw ----- Backbreaker f/b + S close Basic Moves ----------- Crawl hold df Down Kick K from u short jump overhead Toro S close 2 hits Plane Moves ----------- Dive Palm P from back plane overhead Slide Kick K from back plane must be blocked low Hard Kick S from back plane Reaching Kick L when opponent is in overhead; pulls opponent to back plane front plane if attack touches them Sweep d + L when opponent is must be blocked low; pulls in back plane opponent to front plane if attack touches them Command Moves ------------- Slide Cape Flick Dash Forward, P Swiping Kick f + K pushes opponent to back plane; can feint the Swiping Kick into a special/super which is done by performing a special/super just before the Swiping Kick comes out Ole K+S dodges low and high attacks (including projectiles) Back Kick P+K use at the very moment you are about to be hit by the opponent (not projectiles) to avoid them and counter attack Special Moves ------------- Bloody Mixer tap P repeatedly absorbs projectiles Bloody Spin (BS) hcb + P/S P=short, S=long Bloody Cutter (BS) Charge d for 2 seconds, u + S Bloody Saber Charge b for 2 seconds, f + S S. Power Super -------------- Bloody Slash f, hcf + K+S must get all 6 hits to connect (not blocked) for a extra 2 hit finish P. Power Super -------------- Bloody Shadow f, hcf + S cape swipe must connect (not blocked) to perform entire super Chain Attacks ------------- Punch Starters `````````````` P in air (O)---> S (1, H, O, E) Kick Starters ````````````` f + K (*, ^)---> L (*, v, 1, E) d + L (*, v, 1, _, E) K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` S close--------> S (*) -----> S (A, E) Other Starters `````````````` K+S (*)--------> S -----> f, df, d + S (O, E) d + S (_, E) K (*, E) ******************************************************************************* * 3.21 Jin Chonrei * ******************************************************************************* Colors ------ P - Blue costume w/ Yellow trim L - Green costume w/ White trim Throw ----- Blast Away f/b + S close Basic Move ---------- Crawl hold df Plane Moves ----------- Dive Swipe P from back plane overhead Slide Knees K from back plane must be blocked low Hard Push S from back plane Reaching Swipe L when opponent is in overhead; pulls opponent to back plane front plane if attack touches them Sweep d + L when opponent is must be blocked low; pulls in back plane opponent to front plane if attack touches them Command Moves ------------- Axe Kick f + K overhead; can feint the Axe Kick into a special/super which is done by performing a special/super just before the Axe Kick comes out Quick Punch P+K use at the very moment you are about to be hit by the opponent (not projectiles) to avoid them and counter attack Feint Empire Destiny B. d + K+S Special Moves ------------- Emperor's Eye (BS) 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 Emperor God Bop f, f + P Extended Emperor God Bop f, f, f + P Dragon Transformation qcf + K hold K to roll further; high dodge; can roll past opponent Imperial Disembodied qcb + K hold K to roll back farther; high dodge Emperor Blast (BS) qcb, f + S not only causes damage to opponent, but will also regenerate a portion of Chonrei's lifebar as well; will collide with other projectiles as both will be "destroyed" in the process S. Power Supers --------------- Empire Destiny Slash f, hcf + K+S and hold, energy ball will travel as release to activate long as K+S is held (and super does no damage); as soon as K+S is released the energy ball will stop and grow (this inflicts the damage and absorbs projectiles) Empire Destiny Blow f, hcf + K+S, tap S absorbs projectiles; tap S: repeatedly 0 times=one projectiles 1 time=two projectiles 2 times=three projectiles 3 times=four projectiles P. Power Super -------------- Emperor Roar Destroyer f, hcf + S absorbs projectiles Chain Attacks ------------- Punch Starters `````````````` P (*) --------> K (*) -----> S (E) P close (*) d + K (*, _) f + S (*, ^, E) d + P (*) d + S (_, E) P in air (O)---> K (1, H, O, E) S (1, H, O, E) Kick Starters ````````````` K close (*)----> S (*, 1) -----> S (*, E) df + S (*, A, E) u + S (O, E) K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` S close (*)----> f + K (O, E) d + K (*, _, E) ******************************************************************************* * 3.22 Franco Bash * ******************************************************************************* Colors ------ P - Orange costume L - Yellow costume Throw ----- Gut Crunch And Slam f/b + S close Basic Moves ----------- Crawl hold df Down Punch S from short jump overhead Mega Upper S close 2 hits Plane Moves ----------- Dive Gut Punch P from back plane overhead Slide Kick K from back plane must be blocked low Hard Knee S from back plane Backfist L when opponent is in overhead; pulls opponent to back plane front plane if attack touches them Sweep d + L when opponent is must be blocked low; pulls in back plane opponent to front plane if attack touches them Command Moves ------------- Slide Jab Dash Forward, d + P Chopping Kick f + K pushes opponent to back plane; can feint the Chopping Kick into a special/super which is done by performing a special/super just before the Chopping Kick comes out Rising Uppercut tap S repeatedly when wake up attack you are knocked down Barom Punch K+S can feint the Barom Punch into a special/super which is done by performing a special/super just before the Barom Punch comes out Quick Jab P+K use at the very moment you are about to be hit by the opponent (not projectiles) to avoid them and counter attack Feint Guts Dunk f + P+S Feint Armageddon Buster d + K+S Special Moves ------------- Zapper (BS) qcf + P will collide with other projectiles as both will be "destroyed" in the process Double Kong (BS) qcb + P second part is an overhead Guts Dunk (BS) qcf, uf + K the stomp from the last part is an overhead Golden Bomber (BS) Charge db for 2 seconds, f + S Waving Blow qcf + L last punch pushes opponent to back plane S. Power Supers --------------- Megaton Scruncher hcb + K+S can link in a Guts Dunk when they are falling from a connected (not blocked) super Final Omega Blast (BS) f, hcf + K+S the blast from his punch can absorb projectiles; overhead P. Power Super -------------- Armageddon Buster f, hcf + S flex must connect (not blocked) in order for the whole super to be performed; the axel smash that results will stun the opponent if it connects (it is possible to miss the second part even if the flex connects) Chain Attacks ------------- Punch Starters `````````````` P (*) --------> P (*, 1) -----> P (*, E) P close (*) d + K (*, 1, _) K (*, _, E) d + P (*) S (*, 1) S (O, E) d + S (_, E) df + S (*, A, E) P in air (O)---> S (1, H, O, E) Kick Starters ````````````` K (*) --------> P (*, 1) -----> P (*, E) K close (*) d + K (*, 1, _) K (*, _, E) d + K (*, _) S (*, 1) S (O, E) d + S (_, E) df + S (*, A, E) f + K (*, ^)---> L (*, v, 1, E) K in air (O)---> S (1, H, O, E) Strong Starters ``````````````` None ------------------------------------------------------------------------------ ---to face Alfred in a 1 player game:--- 1 - Win the first 10 fights in a row with no losses 2 - Score over 750000 by 10th match 3 - connect either five P. Power Supers or seven S. Power Supers ******************************************************************************* * 3.23 Alfred * ******************************************************************************* Colors ------ P - Yellow pants w/ Blue top L - Black pants w/ Red top Throw ----- Sonic Wing f/b + S close Basic Moves ----------- Slide To Front Plane P/K/S from back plane Propeller Chop S close 2 hits Plane Move ---------- Pause L / d + L when opponent is in back plane Command Moves ------------- Slide Chop Dash Forward, P Fokker d + K in air overhead; does not work with short jumps Hop Off b/f use b/f after Fokker connects to hop off in that direction Slide Kick f + K Retreat Kick b + K if connected (not blocked), follow with Augmentor Wing Slash Swipe P+K use at the very moment you are about to be hit by the opponent (not projectiles) to avoid them and counter attack Side Step b + P+S dodges low and high attacks (including projectiles) Feint Critical Wing d + P+S Special Moves ------------- Augmentor Wing (BS) qcf + P Critical Wing (BS) qcb + P/S P=short, S=long S. Tol f, uf, u + K if dash hits, he throws opponent; unblockable Mayday Mayday qcb + K in air Slash K overhead Kick Follow Up K Slash must connect for this follow up and the others to be possible Kick Follow Up K Turn Slice Fin. K Divergence (BS) qcf + S absorbs projectiles S. Power Supers --------------- Shock Stall hcf + K+S in air dive must connect (not (connect on ground blocked) to perform entire opponent) super Shock Augmentor hcf + K+S in air dive must connect (not (connect on airborne blocked) to perform entire opponent) super P. Power Super -------------- Wave Rider f, hcf + S launches opponent if super connects (not blocked); can follow with Augmentor Wing Chain Attacks ------------- Punch Starters `````````````` P close (*)----> P (*) -----> P (*, E) d + P (*) : d + P (*) d + P (*, E) : K (*, E) f + K (E) : f + K (E) d + K (*, _, E) : S (*, E) : : ----> d + K (*, _)----> P (*, E) d + P (*, E) d + K (*, _, E) P in air-------> S (1, H, O, E) (*, 0) Kick Starters ````````````` d + K (*, _)---> P (*) -----> P (*, E) : d + P (*) d + P (*, E) : f + K (E) : d + K (*, _, E) : ----> d + K (*, _)----> P (*, E) d + P (*, E) d + K (*, _, E) K in air-------> P (1, H, O, E) (*, O) Strong Starters ``````````````` S a step-------> P (*) -----> P (*, E) away : d + P (*) d + P (*, E) : K (*, E) f + K (E) : f + K (E) d + K (*, _, E) : S (*, E) : : ----> d + K (*, _)----> P (*, E) d + P (*, E) d + K (*, _, E) S in air-------> P (1, H, O, E) (*, O) K (1, H, O, E) S (1, H, O, E) =============================================================================== 4. Misc. And Easter Eggs =============================================================================== -The person getting beat up in the intro by Xiang Fe and Rick is named Lao -To get the first win pose of your character win the first round with a time over -Duck King's chick imitates some of his moves while Duck is performing them -Each character has two time over lose poses (although Bash and Cheng seem to use the same one for both situations). One is for losing the round to a time over and the other is for a Draw Game. -On Cheng's/Yamazaki's stage: *an "Andy's" sign can be seen -On Kim's stage: *you can see Jubei sitting down and cheering *very high up at the center of Kim's stage (you can see it if you land Kim's Phoenix Flattner) is Choi hanging on a wire -On Tung's stage: *Choi is tied up near the left side of the stage -On Duck's/Mary's stage: *above the guy sitting by the wall reads "Terry's on fire 1994." *on the right side is a sign in the window reading "RB2 now on sale!" -On Chonshu's/Chonrei's stage: *the large orb will sometimes have a demon face in it =============================================================================== 5. Conclusion =============================================================================== 5.1 What's Missing/Needed -Cleanup and corrections -Any other misc and easter eggs? Let me know. -If you have anything to add, any corrections I need to make, please email me at billy_kane_32@hotmail.com. Credit will be given for your contribution. 5.2 Credits - SNK - Gamefaqs - Ghostpilot for his Cheng contribution on the f + P follow ups - And me for writing this faq