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