____ | ___| /| /| ||__ __|| __|| THE "AVENGER" | __| / _ |/ _ |/| /| A TTT FAQ CHARACTER GUIDE ||___ ||_||||_||||__|| By Easternborder |____|\___|\___|\__ | Created on May 17, 2003 ___________/ | Updated on July 28, 2003 / ___________/ /| Version 3.50 || __ __ ___ __|| ___ Copyright 2003 Easternborder || |_ |/ _ \/ __// _ |/ _ \ eastborder@edsamail.com.ph ||___||||_|||| ||_||||_|| FAQ #: 03-002-001 \_____/\___/|/ \___|\___/ ========== DISCLAIMER ========== If you are learning about Eddy Gordo for the first time, you can refer to other FAQs from Tekkenzaibatsu or at my Eddy Character Guide at www.gamefaqs.com (recommended). ========= COPYRIGHT ========= This FAQ my not be reproduced under any circumstances except for personal, private use only. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Using this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. =0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0= ========== EMBU INTRO ========== -Eddy quarrels with Hwoarang. -Eddy does a Weed Whacker followed by a Cutting Leg Whip against Hwoarang's Rejection. -Eddy points. ===================== WHAT'S NEW WITH EDDY? ===================== Eddy has new moves, new costumes, and has better details. Eddy's moves have greatly improved and more faster to connect in juggles. And with the help of the tag system, you can create better juggles, offensive & defensive moves and alternative combos. ================== PLAYING CONDITIONS ================== Eddy's Costumes: Both with an imprint design "Faisca" Left Punch: Belted Blue Capoeira Martial Outfit with Chain Necklace Left Kick: Luminous Green & Maroon Jersey, Black Shorts & Sneakers Right Punch: Yellow & Green Muscle Shirt, Belted Martial Outfit Right Kick: Luminous Red & Purple Jersey, Black Shorts & Sneakers Tag Button: Tiger Jackson ======= LEGENDS ======= You can look at this section anytime you want to know how to execute a Move or a move name (based from Tekken Zaibatsu Move List). -------- COMMANDS -------- u -tap up U -hold up 1 -left punch 5 - tags to your d -tap down D -hold down 2 -right punch partner b -tap back B -hold back 3 -left kick f -tap forward F -hold forward 4 -right kick u/f -tap up forward U/F -hold up forward d/f -tap down forward D/F -hold down forward u/b -tap up back U/B -hold up back d/b -tap down back D/F -hold down back hcf -half circle forward --------- NOTATIONS --------- - -descriptions or move name otherwise N -neutral position WS -while standing SS -side step either left or right WC -while crouching FC -full crouch QR -quick recovery; cancels slow recovery frames for fast control + -command at the same time , -the next command to follow ~ -the next immediate command to follow = -next sequence you can follow < -you can delay the command for attack, & timing variations _ -optional move that produces the same execution # -see corresponding footnote * -Special Strings ! -part of the string or combo that can be escaped ^ -part of the string where opponent should stand for the move to work { } -the string or move can be continued infinitely [ ] -optional commands after the move ( ) -notes or conventions otherwise ---------- HIT RANGES ---------- h -hits high H -hits high and grounded m -hits middle M -hits middle and grounded l -hits low L -hits low and grounded sm -hits special middle ----------------------------- CHARACTER SPECIFIFC NOTATIONS ----------------------------- HSP -Hanstand Position RLX -Relaxed Position RWD -Rewinder ------------ GRAPPLE ARTS ------------ Move Move Name Side Escape -------------------------------------------------------------------- 1+3 Rio Deal Front 1 2+4 Rio Special Front 2 hcf+1+2 Rodeo Spin 1+2 Front 3 1+3_2+4 [~5] Missile Launcher [tag] Left 4 1+3_2+4 Shadow Dancer Right 5 1+3_2+4 Air Mail Back none ------------ SPECIAL ARTS ------------ Move Move Name Range ------------------------------------------------------------------ 1,2 Combo Jillar hh = 3 = Fire Kick L = = High Thrust h b+1+2 Straight Jab h d/f+1 Elbow Sting m FC+1+2 [~D] Crying Needle [QR] m = ~1<2 = Hammer Head m (f_FC_d/f)+1+2 [~d/b] Handstand Position [Fake Out] (u_u/b)+1+2 Vasuuna h b+2 Asfixiante h WS+2 Upper m d/f+2 Elbow Upper m f+2,1,4 [~SS] Carnival Rush [QR] hhm (u_u/f)+N+2 Diving Fist Drop L 3 Standing Left Kick m WS+3 Face Jammer m f+3 Brush Fire m f,f+3 [~B][~D] Lunging Brush Fire [HSP][RLX] m d/f+3 [~D] Island Mirage [RLX] m b+3 Knee Thruster m d/b+3 [~B] Weed Whacker [HSP] L = ~3 [~B] = Bush Whacker [HSP] M = 3 [~B_B][~D] = Hot Plate [HSP][RLX] m = ~4 [~B] = Shin Cutter [HSP] L = 4 [~B] = Cross Cutter [HSP] m = 1+2 [~D_~1] = Crying Needle [QR] m = ~1<2 = Hammerhead m = {4 [3]} = {Cutting Leg Whip [WW]} h [L] = 4 [~D] = Mars Attacks [RLX] MM = 3+4 = Full Mars Attack M (u/b_u_u/f)+3+4 [~D_~B] Fire Kick [RLX] h 3+4 [~B] Back Handstand Spring [HSP] M (FC_WS)+3+4 [~B][~D] Front Stinger [HSP][RLX] M f,f+3+4 [~SS_~D_~F][~5] Boomerang [QR][tag] M d/f+3+4 [~D][~5] Freak Show [QR][tag] m 3~4 [~B] Slippery Kick [HSP] LL = 4 [~B] = Slider [HSP] L = 4 [~B] = Side Flop [HSP] l = 1+2 [~D_~1] = Crying Needle [QR] m = ~1<2 = Hammerhead m 3~3 Heran Bago M WS+4 Circle Kick m f+4 [~B] Samba [HSP] m = 3+4 [~B] = Slippery Kick [HSP] LL = 4 [~B] = Slider [HSP] L = 4 [~B] = Side Flop [HSP] l = 1+2 [~D_~1] = Crying Needle [QR] m = ~1<2 = Hammerhead m f,f+4 Black Summy = 3 = Fire Kick L = 4 = High Thrust h d/f+4 Knee Cap Crusher l b+4 Leg Whip h = 3 [~B] = Weed Whacker [HSP] L = ~3 [~B] = Bush Whacker [HSP] M = 3 [~B_B][~D] = Hot Plate [HSP][RLX] m = ~4 [~B] = Shin Cutter [HSP] L = 4 [~B] = Cross Cutter [HSP] l =1+2 [~D_~1] = Crying Needle [QR] m = ~1<2 = Hammerhead m = {4 [3]} = {Cutting Leg Whip [WW]} h [L] = 4 [~D] = Mars Attacks [HSP] MM = 3+4 = Full Mars Attack M d/b+4,{4} [b+4] Barbed Wire [HSP] h (u_u/f)+4 Roundhouse m U/F~N+4 Rising Kick m 4~3 Satellite Moon mh = 3 [~B] = Hot Plate [HSP] m = 4 = Roundhouse m (D,d/b+4_D/B+4) Haule m 1+2+3+4 Ki Power Up (u/b_B,u/b_u,u/b,b) [~F] Evasive Backflip [HSP] (SS_1+2_D+1+2) Rewinder ----------------------------- HANDSTAND POSITION ARTS (HSP) ----------------------------- Move Move Name Range ----------------------------------------------------------------- (u_d) Handstand Sidestep F Handstand Walk D Handstand Perch = <3+4 [~5] = Delayed Perch Flop Kick [tag] m N Roll Out f+1+2 Tuck & Roll b Stand Up 1 Left Flop Punch m = 3 [~B] = Weed Whacker [HSP] L = ~3 [~B] = Bush Whacker [HSP] M = 3 [~B_B][~D] = Hot Plate [HSP][RLX] m = 4 [~B] = Shin Cutter [HSP] L = 4 [~B] = Cross Cutter [HSP] l =1+2 [~D_~1] = Crying Needle [QR] m = ~1<2 = Hammerhead m = {4 [3]} = {Cutting Leg Whip [WW]} h [L] = 4 [~D] = Mars Attacks [HSP] MM = 3+4 = Full Mars Attack M 2 Right Flop Punch m = 4 [~B] = Swirl Kick [HSP] L = 3 [~B] = Carnival Sweep [HSP] L 3 Scoot Kick L b+3 [~B_B][~D] Hot Plate [HSP][RLX] m (u_d)~(3_4) Carnival Sweep L (u_d)+(3_4) [~D] Slice Kick [RLX] M 3~4 [~B] Slippery Kick [HSP] LL = 4 [~B] = Slider [HSP] L = 4 [~B] = Side Flop [HSP] l = 1+2 [~D_~1] = Crying Needle [QR] m = ~1<2 = Hammerhead m d+3+4 [~5] Perch Flop Kick [tag] m 4 Helicopter Smh = 3+4 [~B] = Slippery Kick [HSP] LL = 4 [~B] = Slider [HSP] L = 4 [~B] = Side Flop [HSP] l = 1+2 [~D_~1] = Crying Needle [QR] m = ~1<2 = Hammerhead m ------------------- REWINDER ARTS (RWD) ------------------- Move Move Name Range ----------------------------------------------------------------- 1+2 [~SS] Spin Slaps [QR] hh = ~3 [~5] = Freak Show [tag] m = 3 = Island Mirage m 2 Cruncher m 3 [~D][~B] Hot Plate [RLX][HSP] m = B = Handstand Position = 3+4 [~5] = Instant Perch Flop Kick [tag] m 3+4 Wheel Kick hm = 3+4 = Skull Kick M = 3+4 = Sao Paulo Special M = u/f+3+4 [~D_~B] = Fire Kick [RLX] h u+3 [~D) Skull Kick [RLX] m = ~3 [~5] = Freak Show [tag] m = 3 [~B] = Carnival Sweep [HSP] L = 3+4 = Kick Out L 4~3 [~B] Leaping Face Kick [HSP] h 4 [~B] = Swirl Kick [HSP] L = 3 [~B] = Carnival Sweep [HSP] L = 3+4 [~B][~D] = Front Stinger [HSP][RLX] M --------------------------- RELAXED POSITION ARTS (RLX) --------------------------- Move Move Name Range ----------------------------------------------------------------- (b_f) Roll Back or Forward (u_d) Relaxed Side Roll Out 1+2 [~D_~1] Crying Needle [QR] m = ~1<2 = Hammerhead m f+1+2 Headlong Dive m 3,4 Rio Delight lm 3~4 Scoop Up Kick M 3+4 [~B_~3] Back Handspring [HSP] M b,b+3+4 Rising Feet Lunge m 4~3 Flare Lm 4 Mid Kick m = 3+4 [~B_~3][~D_~SS] = Back Handspring [HSP][QR] M 5 Tag --------------- UNBLOCKABLE ART --------------- Move Move Name Range ----------------------------------------------------------------- d/b+3+4 Fruit Picker mH = b,b = Cancel --------------- STRING HIT ARTS --------------- Move Move Name Range -------------------------------------------------------------------------- 4~3,4,2,4,3, [~B] Weed Whacker [HSP] mmmhhL = ~3 [~B] = Bush Whacker [HSP] M = 3 [~B_B][~D] = Hot Plate [HSP][RLX] m = ~4 [~B] = Shin Cutter [HSP] L = 4 [~B] = Cross Cutter [HSP] l =1+2 [~D_~1] = Crying Needle [QR] m = ~1<2 = Hammerhead m = {4 [3]} = {Cutting Leg Whip [WW]} h [L] = 4 [~D] = Mars Attacks [HSP] MM = 3+4 = Full Mars Attack M 4~3,4,2,4,4,3+4,3+4,3+4,d/b+3+4,u/f+3+4 mhmhhMMMhmMMh ======== EPILOGUE ======== Eddy and Tiger performs a rhythmic dance in a roda. =0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0= ____ ___ ______ _____ _______ / _ \ / _ \ \__ _| / _ \ \__ __| | / \_| | | | | | | | |_| / | | | | _ | |_| | | | | _ \ | | | \_/ | | _ | | | | |_| | | | \____/O |_| |_|O |_|O |_____/O |_|O ==================================== CAPOEIRA ADVANCED TAG BATTLE TACTICS ==================================== "CATBT is made for future tactics that can be used by Eddy Gordo and Tiger Jackson lovers to win against CPU and Human opponents. Remember to use these tips wisely and not to abuse them against your opponent." "CATBT recommends that you know all the moves of EDDY GORDO to ensure that you can properly execute the specified moves listed here. It doesn't hurt to know more of what EDDY can do for you." "CATBT can be used against CPU and Human opponents most likely the seasoned players out there. Let's show them what EDDY can really do. Shall we begin?" ============== CATBT SETTINGS ============== Game Configuration: Time: 40 Secs. Rounds: Any Difficulty: Very Hard BGM: Silent (optional) Guard Damage: On Controller Configuration for PS2: Square: LP L1: LP+RK Triangle: RP L2: Tag Button Cross: LK R1: LP+RP Circle: RK R2: LK+RK ====================== CATBT SPARRING GROUNDS ====================== = Free Mode Configuration = Key Displays: Off Attack Data: On Counter Attacks: On Training Dummy: Stand and/or Technical Roll Not all of CATBT can be executed on Practice mode. Therefore, you should try the rest of CATBT on the Team Battle Mode, whenever you have the chance. =================== CABT BATTLE GROUNDS =================== If you feel ready to test your moves try them in the Team Battle Mode. Select a Team Battle of 8, select EDDY, then start. Your battle begins. If you got all the characters complete, select EDDY, DOCTOR B, and GON, then start. This prevents from encountering DOCTOR B and GON as opponents in the Team Battle. This scheme only works on the 1 PLAYER side. The reason why the Team Battle Mode is better than any other mode is that you'll be able to fight characters at the hardest effort they will give you. They may be just 8, but it won't easy to get a straight win from all of them at your first try. You might even try, try, & try again from repetitive losses. Besides, if you get the hang of getting a straight win every time, the more you'll be able to win from any type of modes from the game. Should you lose from a Team Battle, press START~SELECT to return to the Menu Screen and start all over again. =0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0= ============== RECOVERY MOVES ============== When knocked down after a hit, try pressing one of these buttons at the same time you hit the ground: -(1_2) to technical roll far from the screen -or (3_4) to technical roll near the screen ====================== NEW KNOCKDOWN RECOVERS ====================== Recover from knockdowns by executing the following: Sliding knockdown: ~b to backspring after being hit Rolling knockdown: ~D/B to quickly defend after being hit. Bounce knockdown: ~f to hop up while after being hit. ========= REVERSALS ========= A reversal occurs when a character grabs the attacking opponent's arm or leg and executes a grapple so that the damage returns to the opponent instead. Only a few characters can do the reversal. Press b+(1+3_2_4) at the same time the opponent attack you to execute a reversal. Unfortunately, Eddy has no reversal art. The following moves are irreversible so use them to your advantage: Normal Stance: Handstand Position: FC+1+2 [~1<2] 4 b+3 3+4 d/b+3 = ~4,1+2 [~1<2] Relaxed Position: = 4,3+4 1+2 [~1<2] 3~4,4,1+2 [~1<2] 3+4 b+4 = 3~4,1+2 [~1<2] = 4 = 3+4 3+4 f+4 (FC_WS)+3+4 The (FC_WS)+3+4 is an irreversible move except to Anna and Paul. It cannot be chickened. Other irreversible moves are moves that have low range hit properties. The rest of the moves that aren't mentioned are reversible moves. ======== PARRYING ======== Parrying occurs when the character grabs the attacking opponent's arm or leg and moves it aside, so that the character has a chance to counter attack. Parrying can interrupt high, middle and low range attacks. Like the reversal, Eddy has no parrying art. Refer to the reversal section for moves that cannot be parried. ========== CHICKENING ========== Chickening has got nothing do with chickens. A Chickening occurs when the opponent escapes the character's reversal, and damages the character while escaping. All characters can perform the Chickening art. To execute a chickening art, depends on the leg or the arm that is reversed. Also the move needs to be done immediately after the reversal: To chicken a reversed left arm or leg: f+1+3 To chicken a reversed right arm or leg: f+2+4 Here are some moves that can be chickened regardless of side: For f+1+3 chickening: For f+2+4 chickening: b+1+2 SS+3+4 (Right) u/f+3+4 RLX+3~4 f,f+3+4 4~3 d/f+3+4 SS+3+4 (Left) For f+2+4 chickening against Anna: SS+3+4 [3+4,3+4,u/f+3+4] u/f+3+4 SS+4~3 f,f+3+4 d/b+3+4 (1st or 2nd Hit) SS+3+4 [3+4,3+4,u/f+3+4] RLX+4,3+4 SS+4~3 u/f+1+2 u/f+1+2 =========== KI POWER UP =========== By pressing 1+2+3+4, Eddy hands and feet will charge a powerful aura. Ki Power Ups enables you to increases the damages of your normal attacks and grapples. It also turns a normal hit into a counter-hit damage. All the characters can Power Up their Ki. However, Ki Power Ups disables you to block any attacks from your opponent. Yet, should your opponent blocks your charged attack, it won't disappear. The Ki Power Up lasts about 2 seconds, so make those seconds count and, remember to keep attacking on a charged Ki. =0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0= ================ SPECIAL STRINGS* ================ These are special chains of attacks I made and compiled for Eddy's Juggles, Counter-hits and Combos. You can refer to this section if you encounter special strings that ends in *. An ! indicates the part of the string where your opponent can possibly escape before the next move. An ^ means that your opponent should STAND UP in that section of the string for the combo to work. *Weed Whacker 1 (WW1*) d/b+3 = !~3 = !~4,1+2 [~D] *Weed Whacker 2 (WW2*) d/b+3,!4,4,3+4 --------------------------------------------------------------------------- *Slippery Kick Strings (SKS*) 3~4,4 = 4 [~B] = 1+2 [~D] --------------------------------------------------------------------------- *Front Stinger 1 (FS1*) D+3,!FC+3+4 [~B] *Front Stinger 2 (FS2*) ^D+4,!^FC+3+4 *Front Stinger 3 (FS3*) ^D+3,!^FC+3+4 *Front Stinger 4 (FS4*) !^RLX+3+4 = !^FC+3+4~D = ^D+4,!^FC+3+4~D --------------------------------------------------------------------------- *Helicopter 1 (H1*) HSP+4 = !(u_d)+(3_4)~D,RLX+4~3 = !3 *Helicopter 2 (H2*) HSP+4,!4 [~B] --------------------------------------------------------------------------- *Wheel Kick 1 (WK1*) RWD+3+4,3+4,!3+4 *Wheel Kick 2 (WK2*) RWD+3+4~FC,!^FC+3+4 *Wheel Kick 3 (WK3*) RWD+3+4~FC,!^~RWD+u+3,3+4 --------------------------------------------------------------------------- *Carnival Sweep 1 (CS1*) RWD+4,!3 *Carnival Sweep 2 (CS2*) HSP+2,!4,3 *Carnival Sweep 3 (CS3*) RWD+4,!3+4 [~B][~D] --------------------------------------------------------------------------- *Double Punch 1 (DP1*) 1,2 = d/f+2 = !D+3 *Double Punch 2 (DP2*) 1,2,4~4 --------------------------------------------------------------------------- *Flop Punch 1 (FP1*) HSP+(1_2)~FC,D+(3_4),!FC+3+4 [~B][~D] *Flop Punch 2 (FP2*) ^HSP+1,3 = !~3 = !3,!~4 = 4 = 1+2 [~D] --------------------------------------------------------------------------- *Leg Whip 1 (LW1*) b+4,!4,3+4 *Leg Whip 2 (LW2*) b+4,!3 = !~3 = !~4 = 4 = 1+2 [~D] = !4,4,!3+4 --------------------------------------------------------------------------- *Perch Flop Kick Strings (PFKS*) HSP+d+3+4,(u_d)+(3_4) [~D] --------------------------------------------------------------------------- *Heran Bago Strings (HBS*) 3~3 = RLX+!3 = RLX+3~4 = RLX+4~3 = RLX+4,!3+4 ===================================== EDDY'S JUGGLES, COUNTER HITS & COMBOS ===================================== The reason I made this FAQ so that I can provide the reader with the necessary combos that they can use when playing Eddy. This is it! Now you can show how lethal Capoeira can be. EJCC works both for recommended CPU and Human opponents & especially useful to Okizeme tactics. Some EJCCs have specific properties. See their corresponding footnote (#) in the Property Column (PRC). The Attack Percentage (ATK%) indicates how successful the EJCC against the opponent based upon my research. The higher the ATK% the less chance to escape the EJCC. Keep in mind though that in order for the EJCC to work, you need to get close to the opponent by dashing forward; remember to time your juggles, and just pure luck. ============================== JUGGLES START-UP USED FOR EJCC ============================== FREAK SHOW (d/f+3+4) SLIPPERY KICK (3~4) Other related versions: Other related version: Freak Show (RWD+u+3,~3) Slippery Kick (HSP+3~4) Freak Show (RWD+1+2,~3) Scoop Up Kick (RLX+3~4) PERCH FLOP KICK (HSP+d+3+4) Other related version: UPPER (WS+2) Instant Perch Flop Kick (RWD+3,B,HSP+3+4) (Note: execute a kick from 3 before B to HSP WHEEL KICK (RWD+3+4) for the 3+4 to work) RISING KICK (u/f+N+4) LOW KICK RISE (Grounded Position+3) (Note: 3 trips the opponent) HERAN BAGO (3~3) BANDA (RWD+1+4) --------------------------------------------------------------------------- =FREAK SHOW JUGGLES= (FRS) PRC ATK% --------------------------------------------------------------------------- 1. FRS,DP1* 80-95% 2. FRS,1,1,d/f+3 90-95% 3. FRS,FS1* #1 #3 90-95% 4. FRS,1,{FS2*},3+4,{FS4*} #2 85-90% 5. FRS,!WW1* #1 90-95% 6. FRS,!^SKS* 75% 7. FRS,3 100% 8. FRS,1,CS1* #1 75-85% 9. FRS,1,CS3* #1 80-85% 10. FRS,DP2* 95-100% 11. FRS,1,HBS* #1 90-95% 12. FRS,(d/f+1_1),d/b+3~4,1+2 #1 75-80% --------------------------------------------------------------------------- =UPPER JUGGLES= (UP) PRC ATK% --------------------------------------------------------------------------- 1. UP,DP1* 75-90% 2. UP,1,1,d/f+3 85-90% 3. UP,FS1* #1 #3 85-90% 4. UP,1,{FS2*}~D,{FS4*} #2 80-90% 5. UP,!WW1* #1 85-95% 6. UP,!^SKS* 75% 7. UP,CS1* #1 80-85% 8. UP,u/f+3+4 100% 9. UP,LW1* #1 80-90% 10. UP,1,CS1* #1 75-80% 11. UP,1,CS3* #1 75-85% 12. UP,DP2* 95-100% 13. UP,1,HBS* #1 90-95% 14. UP,(d/f+1_1),d/b+3~4,1+2 #1 75-80% --------------------------------------------------------------------------- =SLIPPERY KICK JUGGLES= (SK) PRC ATK% --------------------------------------------------------------------------- 1. SKS* 95-100% 2. SK,^RLX+3~FC,!D+3,FC+3+4,~B(stand) #1 #4 60-70% 3. SK,RLX+,4~3 95-100% 4. SK,RLX,3~4 95-100% 5. SK~B,HSP+(u_d)+(3_4), ~B(stand) #1 95-100% 6. SK~B,HSP+3 80-85% 7. SK~B,HSP+3~4 95-100% 8. SK~B,!H1* #3 75% 9. SK~B,^FP2* #2 #3 80-85% 10. SK~B,^CS2* #1 #3 80-85% 11. SK,{FS4*} #2 80-85% --------------------------------------------------------------------------- =WHEEL KICK JUGGLES= (WK) PRC ATK% --------------------------------------------------------------------------- 1. WK1* #1 90-95% 2. WK2* [~B] 95-100% 3. WK,CS1* #1 95% 4. WK2*,{FS2*} #2 #5 75%-95% 5. WK,!d/b+3+4 #2 #6 75% 6. WK,!(u_u/f)+2 #1 75-85% 7. WK3*,!^{FS4*} #1 80-90% 8. WK,CS3* #1 90% 9. WK2*~D,{FS4*} #2 85-90% 10. WK,f,f,!^WK1* #2 #3 85-95% 11. WK,f,f,3~3 #1 80-90% --------------------------------------------------------------------------- =PERCH FLOP KICK JUGGLES= (PFK) PRC ATK% --------------------------------------------------------------------------- 1. PFK,H1* 80-90% 2. PFK,H2* #3 75% 3. PFK,FP1* #1 #3 80-90% 4. PFK,CS2* #1 #3 85-100% 5. PFK,!^SKS* 75-85% 6. PFKS*,{FS4*} #2 85-90% 7. PFKS*,RLX+4~3 90-95% --------------------------------------------------------------------------- =RISING KICK JUGGLES= (RK) PRC ATK% --------------------------------------------------------------------------- 1. RK,LW1* #1 85-100% 2. RK,!WW1* #1 85-95% 3. RK,DP1* 80-90% 4. RK,1,1,d/f+3 90-100% 5. RK,FS1* #1 #3 90-100% 6. RK,1,{FS2*}~D,{FS4*} #2 90-95% 7. RK,CS1* #1 75-85% 8. RK,!^SKS* 75% 9. RK,f+3 95-100% 10. RK,u/f+3+4 95-100% 11. RK,RWD+1+2,!~3 75-85% 12. RK,1,CS3* #1 75-85% 13. RK,DP2* 95-100% 14. RK,1,HBS* #1 90-95% 15. RK,(d/f+1_1),d/b+3~4,1+2 #1 75-80% --------------------------------------------------------------------------- =LOW KICK RISE JUGGLES= (LKR) PRC ATK% --------------------------------------------------------------------------- 1. LKR,FC+3+4,[FS2*]~D,[FS4*] #2 80-90% 2. LKR,!^WW1* #1 80-85% 3. LKR,!(u_u/f)+N+2 #1 85-90% 4. LKR,HBS* #1 80-90% --------------------------------------------------------------------------- =BANDA TRIP JUGGLES= (BA) PRC ATK% --------------------------------------------------------------------------- 1. BA,!^SK JUGGLES (EJCC) #1 75-80% 2. BA,CS1* #1 80-90% 3. BA,CS3* #1 80-90% 4. BA,!3~3 #1 80-85% --------------------------------------------------------------------------- =HERAN BAGO JUGGLES= (HB) PRC ATK% --------------------------------------------------------------------------- 1. HBS* #1 85-95% ================================== COUNTER HIT START-UP USED FOR EJCC ================================== CRUNCHER (RWD+2) LEG WHIP (b+4) Other related versions: Cutting Leg Whip (d/b+3,4) --------------------------------------------------------------------------- =CRUNCHER BOUNCE JUGGLES= (CR) PRC ATK% --------------------------------------------------------------------------- 1. CR,LW1* #1 95-100% 2. CR,u_u/f+4 100% 3. CR,!WW1* #1 85-90% 4. CR,f+(3_4~B),~B(Stand) 90-95% 5. CR,CS1* #1 75-90% 6. CR,FS1* #1 #3 80-90% 7. CR,!d/b+3+4 #2 75% 8. CR,!(u_u/f)+2 #1 75-85% 9. CR,f,f+3+4 80-90% 10. CR,RWD+1+2,!~3 75-85% 11. CR,CS3* #1 75-85% 12. CR,f+1+2,!HSP+(u_d)+(3_4),~B(stand) #1 80-90% 13. CR,FC+3+4,{FS2*}~D,{FS4*} #2 85-90% 14. CR,3~3 85-90% --------------------------------------------------------------------------- =LEG WHIP COUNTER HIT COMBOS= (LW) PRC ATK% --------------------------------------------------------------------------- 1. LW,