=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Garou: Mark Of The Wolves FAQ By: Goh_Billy (billy_kane_32@hotmail.com) Version #: 7.4 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Sections -------- 1. Legend 2. System 2.1 Basics 2.2 Top Meter 2.3 Counter Hits 3. Characters 3.1 Rock Howard 3.2 Kim Dong Hwan 3.3 Hotaru Futaba 3.4 Khushnood Butt 3.5 Hokutomaru 3.6 Kevin Rian 3.7 Freeman 3.8 Tizoc 3.9 Bonne Jenet 3.10 Gato 3.11 Kim Jae Hoon 3.12 Terry Bogard ````````````````````````````````` 3.13 Grant 3.14 Kain Heinlein 4. Misc. And Easter Eggs 4.1 Codes 4.2 Versus Handicaps 4.3 Stage Movements 4.4 Special Intros 4.5 Special Win Victories 4.6 Other 5. Conclusion 5.1 What's Missing/Needed 5.2 Credits =============================================================================== 1. Legend =============================================================================== ub u uf f - Forward HP - Heavy Punch P - Any Punch \ | / b - Back LP - Light Punch K - Any Kick b-- --f u - Up HK - Heavy Kick + - And / | \ d - Down LK - Light Kick / - Or db d df , - Then 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 | ++++++++++++++ Dash Forward f, f for characters: Butt, Kevin, Freeman, Tizoc, Jenet, Hoon, Grant, and Kain; can attack out of dash Halt b Tizoc halts very late Forward Run f, f, then hold f for characters: Rock, Dong, to continue run Hotaru, Hokutomaru, Gato, and Terry; can attack out of run Halt b or stop holding f Dash Backward b, b character is invulnerable for a second Small Jump tap ub/u/uf High Jump press ub/u/uf Dash/Run Jump f, f, uf Small Roll Forward press LP when being invulnerable for a second knocked down Large Roll Forward press HP when being invulnerable for a second knocked down Small Roll Backward press LK when being invulnerable for a second knocked down Large Roll Backward press HK when being invulnerable for a second knocked down Block High b Block Low db will not block overheads Just Defend block a move at the gains small amount of life last second back; guard stamina does not decrease Guard Cancel perform a special move or super during just defend Air Just Defend block a move in air at gains small amount of life the last second back; guard stamina does not decrease; does not work on Small Jumps Air Guard Cancel perform an air special move or super during just defend Guard Crush if you guard too often Top Attacks can bring you will start to opponents to the critical blink red and point of a guard crush eventually you will very fast be guard crushed Feint Move 1 f + LP+HP reduces recovery in moves and allows more combo possibilities Feint Move 2 d + LP+HP reduces recovery in moves and allows more combo possibilities Throw f/b + HP close f and b determine where opponent is thrown Throw Escape f/b + HP/HK just as you are being thrown Crouching Strong Punch d + HP great way to link specials and supers Low Dodge Overhead LP+LK overhead (except Gato) and dodges low High Attack d + LP+LK cancelable into specials and supers (except Tizoc); mid-high invincibility Brake LP+LK during move only works for certain moves; refer to movelist Taunt press start causes something in the stage to "move" Special Taunt 1 f + start just after winning the round Special Taunt 2 b + start just after winning the round S-Power Supers supers that require one stock P-Power Supers supers that require two stocks +++++++++++++++++ | 2.2 Top Meter | +++++++++++++++++ When in top meter you deal out more damage, heal slowly, and have access to your top attack. The top meter is set before each match. You may move it by pressing left and right. In console mode you can increase or decrease the size of the meter by pressing up and down. The smaller the top meter, the more damage you deal out...but the easier it is to lose it, too. Top Attack HP+HK when in Top decrease guard stamina by a portion of your lot; these moves are meter marked with TOP! in the character's move list section ++++++++++++++++++++ | 2.2 Counter Hits | ++++++++++++++++++++ Counter hits in this game have a special property. They have the ability to either "stun" or "float" an opponent. This allows you to expand your combo possibilities. "Stun" Counter Hits ``````````````````` This usually occurs when you counter the opponent while they are simply on the ground. That means that the move you are countering isn't launching in the air (ala a Rising Tackle), and the move you used to counter them doesn't pop the opponent in the air as well. The message "Counter Hit" will appear and you may notice the opponent will turn a bit. During this, they are stunned for a split second. If you recover from the move you used to cause this counter hit, you have a chance to attack them and combo. "Float" Counter Hits ````````````````````` This usually occurs when you counter the opponent while they are in air or if you counter an opponent with an attack that pops the opponent up (ala a Power Dunk brake move). The message "Counter Hit" will appear and you will notice the opponent falling similar to how they fall when hit with Dong Hwan's Launch Shiden Kyaku. When this happens, you have another chance to juggle or attack them. Ever wonder how someone juggles with two brake moves? This is it. It's a great way to set up some nice combos. Say you use Terry's Power Dunk brake move (f, d, df + K, LP+LK). If this causes a counter hit, you can perform another Power Dunk brake move and pop the opponent back into the air again and then finish the series with a Buster Wolf (qcf, qcf + K). Or maybe in Butt's case, you counter hit an air opponent with his Powerful Shippu Kyaku (qcf + HK). Try landing a Kohou brake move (f, d, df + P, LP+LK), then his TOP! Zanretsuken (HP+HK), then finish with a Kyokugen Ko Hou (qcf, qcf + K). There are tons of possibilities, so be aware of recognizing when you counter hit and take advantage of it. Missed Follow Up On "Float" Counter Hits ````````````````````````````````````````` If you miss the chance to follow up on a counter hit float, you MIGHT have another chance to get some extra damage. This all depends on what the opponent does. If the opponent uses a roll recovery, then you can't do anything. But if the opponent fails to do that, then you will have the ability to strike the opponent while they are on the ground. When falling from a float, the opponent will fall face first into the ground and will lay on their stomach. They will stay there for a split second before they get up. During that time, you have the chance to hit them with a low attack, such as a trip or a ground projectile. You can only strike them once while they are stunned like this. =============================================================================== 3. Characters =============================================================================== ******************************************************************************* * 3.1 Rock Howard * ******************************************************************************* Colors ------ LP - Red top HP - Green top LK - Blue top HK - Purple top Throw ----- Koku Sen f/b + HP close f and b determine where opponent is thrown Basic Moves ----------- Air Punch To Kick HP, LK in air the jumping HP part must touch the opponent for the LK part to come out; overheads Weak Punch To Strong LP, HP in air the jumping LP part must touch the opponent for the HP part to come out; overheads Command Moves ------------- TOP! Overhead Kick HP+HK overhead Arcing Heal LP+LK overhead; cancelable into specials and supers; low dodge; does not low dodge ground projectiles however Rising Elbow d + LP+LK cancelable into specials and supers Feint Reppu Ken d + LP+HP Feint Shine Knuckle f + LP+HP Axe Kick HK close, f + HK second part is an overhead; the close HK must touch the opponent for the Axe Kick to come out Special Moves ------------- Reppu Ken qcf + LP will collide with other projectiles as both will be "destroyed" in the process Double Reppu Ken qcf + HP start up absorbs other projectiles; the actual released Reppu Ken will collide with other projectiles as both will be "destroyed" in the process Hard Edge qcb + P LP=short with 1 hit, HP=long with 2 hits; HP only produces 2 hits if first part touches the opponent Crack Counter Jou-Dan qcf + LK high counter attack; will not counter throws or projectiles Crack Counter Ge-Dan qcf + HK low counter attack; will not counter throws or projectiles Rage Run Dunk qcb + LK move must reach opponent to execute otherwise Rock simply dashes; overhead; low dodge Rage Run Shift qcb + HK move must reach opponent to execute otherwise Rock simply dashes; move "teleports" to the other side of the opponent; a good set up to use the Shinkuu Nage Rising Tackle Charge d for 2 seconds, LP=low with 3 hits, HP=high u + P with 4 hits Shinkuu Nage 360 + HP connects close; unblockable Brake LP+LK Shinkuu Nage must connect to use the brake; good set up to Raging Storm Rassetsu continue to hold LP+LK from previous brake, release to perform S-Power Supers -------------- Raging Storm qcf, qcf + LP will absorb projectiles Shine Knuckle qcf, qcf + LK P-Power Supers -------------- Raging Storm qcf, qcf + HP (hold will absorb projectiles HP to delay) Shine Knuckle qcf, qcf + HK first part must connect (not blocked) with opponent to perform the entire super move Deadly Rave hcb, f + LP, LP, LP, LK dash in must connect (not LK, HP, HP, HK, HK blocked) to be able to perform the entire maneuver Finish qcb + HP ******************************************************************************* * 3.2 Kim Dong Hwan * ******************************************************************************* Colors ------ LP - Black costume w/ Red trim and Red hair HP - Yellow costume w/ Brown trim and Blue hair LK - White costume w/ Blue trim and Red hair HK - Pink costume w/ Red trim and Blonde hair Throws ------ Tai Otoshi f/b + HP close f and b determine where opponent is thrown Tai Hineri f/d + HP close in air Basic Moves ----------- Super Jump d, ub/u/uf Triangle Jump jump against wall and then away Down Tap To Strong LP, HP in air the jumping LP part must touch the opponent for the HP part to come out; overheads Straight Tap To Strong LK, HP in air the jumping LK part must touch the opponent for the HP part to come out; overheads Sky Break HP close 2 hits One Two Tap HK close 2 hits Command Moves ------------- Ushiro Geri b + HP in air crossup TOP! Kaiten Dong Hwan HP+HK Dropping Heal LP+LK overhead; low dodge Turn Kick d + LP+LK cancelable into specials and supers Feint L. Shiden Kyaku d + LP+HP Feint Q. Shiden Kyaku f + LP+HP Quick Poke d + LP must be blocked low Special Moves ------------- Kuu Sa Jin f, d, df + P LP=5 hits, HP=6 hits; HP version must touch opponent in order for the kick "down" part to come out Brake LP+LK good set up to Oresama Hou Ou Kyaku Quick Shiden Kyaku qcf + LK must be blocked low Launch Shiden Kyaku qcf + HK must be blocked low; launches opponent; normals will not follow up, but specials and supers will; good set up for one of his S-Power Supers or his Oresama Hou Ou Kyaku Raimei Zan qcb + K LK=short, HK=long; overhead; low dodge Ashi Binta hcb + HP Hishou Kyaku d + K in air LK=slow, HK=fast S-Power Supers -------------- Super Dong Hwan Kyaku qcf, qcf + LP in air first part must touch opponent to perform the entire super move; if opponent "makes it" to the corner, a Kuu Sa Jin can be a follow up; with good timing you can link two S-Power Super Dong Hwan Kyakus together Raimei Dan qcf, qcf + LK can absorb projectiles, but timing is strict; low dodge P-Power Supers -------------- Super Dong Hwan Kyaku qcf, qcf + HP in air first part must touch opponent to perform the entire super move Raimei Dan qcf, qcf + HK (hold the Raimei Zan looking HK to empower) start up maneuvers are overheads; last part can absorb projectiles, but timing is strict; low dodge; if super is empowered and the entire maneuver strikes the opponent's guard, it will cause a guard crush Oresama Hou Ou Kyaku qcf, qcf, qcf + HP dash in must connect (not blocked) in order to perform the entire super move ******************************************************************************* * 3.3 Hotaru Futaba * ******************************************************************************* Colors ------ LP - Purple-Blue vest w/ White pants and Red hair bow HP - Black vest w/ Off White pants and Blue hair bow LK - Purple vest w/ Pink pants and Yellow hair bow HK - Brown vest w/ Green pants and White hair bow Throws ------ Ten Rankutou f/b + HP close f and b determine where opponent is thrown Hantentou any direction except u + HP close in air Basic Moves ----------- Palm To Foot LP, LK in air the jumping LP part must touch the opponent for the LK part to come out; overheads Palm To Strong Palm LP, HP in air the jumping LP part must touch the opponent for the HP part to come out; overheads Command Moves ------------- Koushuu Da d + LK in air can follow with another air attack; overhead Kuuchuu Furi Muki HP+HK in air turns Hotaru around in air TOP! Sen Kai En HP+HK Falling Heal LP+LK overhead; low dodge; can cancel into Ren Geki Shou Needle Kick d + LP+LK cancelable into specials and supers Feint Sou Shou Shin d + LP+HP Feint Hakki Shou f + LP+HP Special Moves ------------- Hakki Shou qcf + P LP=slow, HP=fast; will collide with other projectiles as both will be "destroyed" in the process Sou Shou Shin qcb + P LP=short, HP=long Ten Shin Shou f, d, df + K LK=short and 2 hits, HK=further and 6 hits Kobi Kyaku qcb + K reflects projectiles; will reflect Butt's Haou Shoukou Ken; will only absorb Kain's Himmlische Seele, Himmlischer Atem, and Schwarze Lanze; will absorb Hokutomaru's Chou Hissatsu Shuriken, but will reflect the large shuriken at the end; does NOT absorb and does NOT reflect Jenet's Buffrass Brake LP+LK good set up to Ten Shou Ran Ki Ren Geki Shou qcb + K in air LK=steeper angle; must touch opponent for move to execute Shin Jou Tai hcf + HK connects close; unblockable S-Power Supers -------------- Sou Shou Ten Ren Ge qcf, qcf + LP Ten Shou Ran Ki qcf, qcf + LK the dive portion must connect (not blocked) to perform the entire super P-Power Supers -------------- Sou Shou Ten Ren Ge qcf, qcf + HP the dive at the end is an overhead Ten Shou Ran Ki qcf, qcf + HK the dive portion must connect (not blocked) to perform the entire super ******************************************************************************* * 3.4 Khushnood Butt * ******************************************************************************* Colors ------ LP - White pants w/ White top HP - Black pants w/ Black top LK - Orange pants w/ Orange top HK - Pink pants w/ Green top Throw ----- Kyokugen Zu Tsuki f/b + HP close f and b determine where opponent is thrown Basic Moves ----------- Kick To Weak Punch LK, LP in air the jumping LK part must touch the opponent for the LP part to come out; overheads Kick To Strong Punch LK, HP in air the jumping LK part must touch the opponent for the HP part to come out; overheads Driving Force HP close 2 hits Fake Roundhouse HK far, HP Command Moves ------------- TOP! Zanretsuken HP+HK if opponent grazes the top part of this move such as jumping or falling into it, you have time to combo with a Kyokugen Ko Hou Heal Strike LP+LK overhead; low dodge Violent Poke d + LP+LK cancelable into specials and supers Feint Kyokugen Ko Hou d + LP+HP Feint Haou Shoukou Ken f + LP+HP Kyokugen Hiji f + LP overhead; can feint the Kyokugen Hiji into a special/super which is done by performing a special/super just before the Kyokugen Hiji comes out Special Moves ------------- Kohou Ken qcf + P LP=slow, HP=fast; will collide with other projectiles as both will be "destroyed" in the process Kohou f, d, df + P LP=short, HP=further Brake LP+LK good set up to Kyokugen Ko Hou Hien Shippu Kyaku qcf + LK must touch opponent for move to execute; low dodge Powerful Shippu Kyaku qcf + HK Joudan Harai qcb + LP high counter attack; will not counter throws or projectiles; can follow the counter move with many things such as a Kohou Ken, Hien Shippu Kyaku, or even a P-Power Haou Shoukou Ken Gedan Harai qcb + LK low counter attack; will not counter throws or projectiles; can follow the counter move with many things such as a Kohou Ken, Hien Shippu Kyaku, or even a P-Power Haou Shoukou Ken Ryuu Sen Ken Charge HP, release hold HP for: 3 seconds=level one, 5 seconds=level two, 10 seconds=level three, 20 seconds=level four Ko Sen Kyaku Charge HK, release hold HK for: 3 seconds=level one, 5 seconds=level two, 10 seconds=level three, 20 seconds=level four; low dodge S-Power Supers -------------- Haou Shoukou Ken qcf, qcf + LP will absorb projectiles Kyokugen Ko Hou qcf, qcf + LK P-Power Supers -------------- Haou Shoukou Ken qcf, qcf + HP will absorb projectiles Kyokugen Ko Hou qcf, qcf + HK Ryuuko Ranbu qcf, qcf, qcf + HP, tap tap HP: 0-2 times for HP to empower thirteen hits, 3-6 for nineteen hits (note that the seventh hit must be blocked low), 7-9 for twenty-two hits (note that seventh hit must be blocked low), 10+ for twelve hit level four super ******************************************************************************* * 3.5 Hokutomaru * ******************************************************************************* Colors ------ LP - Black costume w/ Red scarf HP - Brown costume w/ Green scarf LK - White costume w/ Purple scarf HK - Orange costume w/ Gray scarf Throws ------ Hikkaki f/b + HP close f and b determine where opponent is thrown Nonmen Tsukuri any direction except u + HP close in air Basic Moves ----------- Double Jump ub/u/uf after initial jump Elbow To Hammer LP, HP in air the jumping LP part must touch the opponent for the HP part to come out; overheads Elbow To Kick LP, LK in air the jumping LP part must touch the opponent for the LK part to come out; overheads Elbow To Strong Kick LP, HK in air the jumping LP part must touch the opponent for the HK part to come out; overheads Kick To Elbow LK, LP in air the jumping LK part must touch the opponent for the LP part to come out; overheads Kick To Hammer LK, HP in air the jumping LK part must touch the opponent for the HP part to come out; overheads Kick To Strong Kick LK, HK in air the jumping LK part must touch the opponent for the HK part to come out; overheads Hammer To Elbow HP, LP in air the jumping HP part must touch the opponent for the LP part to come out; overheads Hammer To Kick HP, LK in air the jumping HP part must touch the opponent for the LK part to come out; overheads Hammer To Strong Kick HP, HK in air the jumping HP part must touch the opponent for the HK part to come out; overheads Strong Kick To Elbow u, HK, LP the jumping HK part must touch the opponent for the LP part to come out; overheads Strong Kick To Hammer u, HK, HP the jumping HK part must touch the opponent for the HP part to come out; overheads Strong Kick To Weak u, HK, LK the jumping HK part must touch the opponent for the LK part to come out; overheads Wild Swing HP close 2 hits Palm To Swing LP, HP the LP must touch the opponent to produce the follow up attacks Oh No HP Palm To Punt LP, LK the LP must touch the opponent to produce the follow up Kick To Roundhouse LK, HK the LK must touch the opponent to produce the follow up attacks Oh No HP Command Moves ------------- TOP! Ninpou Bakuen Jump HP+HK Double Pound LP+LK both parts are overheads; low dodge; cancelable into Kuuchuu Shuriken, Air Kyou, or Air Jitsu Quick Fist d + LP+LK cancelable into specials and supers Invisible Advance LK+HP can "teleport" past opponent Feint Shuriken d + LP+HP Feint Karakusa Giri f + LP+HP Low Palm To Swing d + LP, d + HP the d + LP must touch the opponent to produce the follow up attacks Yikes HP Low Palm To Low Kick d + LP, d + LK the second part must be blocked low Kick To Trip d + LK, d + HK the d + LK must touch the opponent to produce the follow up attacks Yikes HP if done early enough, you can cancel the trip entirely Kick To Swing d + LK, d + HP the d + LK must touch the opponent to produce the follow up attacks Yikes HP Sliding df + LK must be blocked low Kuuten Keri df + HK launches opponent; cancelable into Kuuchuu Shuriken, Air Kyou, or Air Jitsu; a good set up to Ougi Chou Hissatsu Tatsumaki when opponent is in the corner Special Moves ------------- Shuriken qcf + LP projectile can be knocked away usually with strong normals, specials, low dodge overheads, high attacks and so on that hit at the right height; will collide with other projectiles as both will be "destroyed" in the process Triple Shuriken qcf + HP projectile can be knocked away usually with strong normals, specials, low dodge overheads, high attacks and so on that hit at the right height; will collide with other projectiles usually leaving the first one to be "destroyed" as the other two continue their path Kuuchuu Shuriken qcf + P in air projectile can be knocked away usually with strong normals, specials, low dodge overheads, high attacks and so on that hit at the right height; will collide with other projectiles as both will be "destroyed" in the process; can be done out of a backward dash Karakusa Giri qcb + P LP=short with 1 hit, HP=long with 2 hits Dash hold P from previous motion Kuuha Dan qcf + K LK=short, HK=long Brake LP+LK good set up to Kuuten Keri and then to the Ougi Chou Hissatsu Tatsumaki when opponent is in the corner Kyou qcb + LK teleports above where he started Air Kyou qcb + LK in air teleports where he started; can be done out of a backward dash Jitsu qcb + HK overhead; teleports above opponent Air Jitsu qcb + HK in air overhead; teleports above opponent; can be done out of a backward dash S-Power Supers -------------- Chou Hissatsu Shuriken qcf, qcf + LP will absorb projectiles Shuriken Ender LP+LK Ougi Chou Hissatsu Tats. qcf, qcf + LK P-Power Supers -------------- Chou Hissatsu Shuriken qcf, qcf + HP will absorb projectiles Shuriken Ender LP+LK Ougi Chou Hissatsu Tats. qcf, qcf + HK ******************************************************************************* * 3.6 Kevin Rian * ******************************************************************************* Colors ------ LP - Blue costume w/ Black vest HP - Red costume w/ Black vest LK - Orange costume w/ Blue vest HK - Green costume w/ Green vest Throw ----- Poli Throw f/b + HP close f and b determine where opponent is thrown Basic Move ---------- N/A Command Moves ------------- TOP! Blast Charge HP+HK Stomp LP+LK overhead; low dodge Layback Kick d + LP+LK cancelable into specials and supers Feint High Punch d + LP+HP Feint Hell Rotor f + LP+HP Poli Kick f + LK first part must be blocked low Special Moves ------------- Hell Snipe f, d, df + P LP=short, HP=further Hell Rotor qcb + LP (hold LP to hold LP for: 0 seconds=level delay) one, 1 second=level two, 2 seconds=level three Abort Abide Mine HK early Abort Heavy Kick HK late heavy kick attack determined by direction being held Abort Abort Light Kick LK+HK light kick attack determined by direction being held Abort Poli Kick f + LK+HK first part must be blocked low Abort Light Punch LP+HK light punch attack determined by direction being held; since LPs are a quick, you can use a series of Hell Rotors and LP cancels to build meter quickly Abort Heavy Punch HP+HK heavy punch attack determined by direction being held Abort Blast Charge HP+HK when in Top meter Abort Stomp LP+LK+HK overhead; low dodge Abort Layback Kick d + LP+LK+HK cancelable into specials and supers Downward Hell Rotor qcb + HP (hold HP to hold HP for:0 seconds=level delay) one, 1 second=level two, 2 seconds=level three; overhead Abort Abide Mine HK early Abort Heavy Kick HK late heavy kick attack determined by direction being held Abort Abort Light Kick LK+HK light kick attack determined by direction being held Abort Poli Kick f + LK+HK first part must be blocked low Abort Light Punch LP+HK light punch attack determined by direction being held; since LPs are a quick, you can use a series of Hell Rotors and LP cancels to build meter quickly Abort Heavy Punch HP+HK heavy punch attack determined by direction being held Abort Blast Charge HP+HK when in Top meter Abort Stomp LP+LK+HK overhead; low dodge Abort Layback Kick d + LP+LK+HK cancelable into specials and supers Hell Trap qcf + K first part must be blocked low Brake LP+LK good set up to Gattling Freezer Creeper qcb + LK Arm Sweep LP must be blocked low Falling Heal LK overhead Abort HP Abide Mine qcb + HK can roll past opponent Hell Arrest hcf + P connects close; unblockable S-Power Supers -------------- Lucky Strike qcf, qcf + LP launches opponent; normals will not follow up, but specials and supers will; good set up to Gattling Freezer Gattling Freezer qcf, qcf + LK "stuns" opponent for 2 seconds if on ground and causes opponent to fall slowly if in air P-Power Supers -------------- Lucky Strike qcf, qcf + HP first part must connect (not blocked) with opponent to perform the entire super move Gattling Freezer qcf, qcf + HK "stuns" opponent for 2 seconds if on ground and causes opponent to fall slowly if in air ******************************************************************************* * 3.7 Freeman * ******************************************************************************* Colors ------ LP - White pants w/ Orange-Red hair HP - Blue pants w/ White hair LK - Red pants w/ Blonde hair HK - Gray pants w/ Red hair Throw ----- Gore Fest f/b + HP close f and b determine where opponent is thrown Basic Moves ----------- Crazy Swipe Kick HK close 2 hits Double Slap LP a step away, LP fist LP must connect for second LP to come out Elbow And Slaps LP close, LP, LP elbow must connect for following LPs to come out Command Moves ------------- TOP! Overkill HP+HK Jumping Slap LP+LK overhead; low dodge Quick Sting d + LP+LK cancelable into specials and supers Feint Phobia d + LP+HP Feint Full Blast f + LP+HP Special Moves ------------- Nightmare qcf + P LP=short, HP=long Phobia f, d, df + LP Double Phobia f, d, df + HP V.O.D. qcb + P LP=short, HP=long Low Slice qcb + LP must be blocked low Down Slice qcb + HP Straight Slice qcb + LP Upward Slice qcb + HP Crow qcb + K LK=short, HK=long; both parts are overheads Morbid Angel hcf + K LK=short, HK=long; connects on standing opponents (although getting this to connect is tricky); unblockable Brake LP+LK Morbid Angel must connect to use the break S-Power Supers -------------- Full Blast qcf, qcf + LP (hold LP will absorb projectiles to delay) Creeping Death qcf, qcf + LK high and low counter attack; will not counter throws or projectiles; if you connect this while the opponent is in the corner, you will be able to hit them with a low attack (d + HP, d + HK, etc) directly after the super P-Power Supers -------------- Full Blast qcf, qcf + HP (hold HP will absorb projectiles to delay) Creeping Death qcf, qcf + HK high and low counter attack; will not counter throws or projectiles ******************************************************************************* * 3.8 Tizoc * ******************************************************************************* Colors ------ LP - Red costume w/ Yellow trim HP - Green costume w/ White trim LK - Blue costume w/ Yellow trim HK - Gray costume w/ Red trim Throws ------ Griffon Tower f/b + HP close f and b determine where opponent is thrown Griffon Fall df, df + HP Griffon Hug f/b + HK close f and b determine where opponent is thrown Basic Move ---------- N/A Command Moves ------------- TOP! Gridro Super Kick HP+HK low dodge Wrestling Boot LP+LK overhead; low dodge; cancelable into Active Crash Forward Peck d + LP+LK Feint Daedalus Attack d + LP+HP Feint Move In f + LP+HP use this to buffer in 360s; has some high invincibility Special Moves ------------- Active Tupon f, d, df + P LP=short, HP=long; unblockable Poseidon Wave b, d, db + LP if you hit a standing opponent with this, they will hit the ground on their stomach, thus they are able to be followed up with a low attack (d + HK, d + LK, ect); since the Poseidon Wave hits the opponent pretty far back, the follow up will only work if they are near the corner Dash Back Poseidon Wave b, d, db + HP if you hit a standing opponent with this, they will hit the ground on their stomach, thus they are able to be followed up with a low attack (d + HK, d + LK, ect); since the Dash Poseidon Wave hits the opponent pretty far back, the follow up will only work if they are near the corner Brake LP+LK Olympus Over qcb + LK overhead Dash Back Olympus Over qcb + HK overhead Brake LP+LK Justice Hurricane 360 + P LP=weak, HP=strong; connects close; unblockable Active Crash qcf + LP in air connects close in air; unblockable Hercule's Throw hcf + LK connects close; unblockable; bounces opponent off wall; normals will not follow up, but specials and supers will (excluding ground grabs); can use Daedalus Attack as follow up or you can even jump in and perform an Active Crash S-Power Supers -------------- Big Fall Griffon 720 + LP connects close; unblockable Daedalus Attack qcf, qcf + HK downward clotheslines are overheads P-Power Supers -------------- Big Fall Griffon 720 + HP connects close; unblockable Daedalus Attack qcf, qcf + HK downward clotheslines are overheads ******************************************************************************* * 3.9 Bonne Jenet * ******************************************************************************* Colors ------ LP - Purple costume HP - Black costume LK - Blue costume HK - Red costume Throws ------ Bye-Bye Boo f/b + HP close f and b determine where opponent is thrown Falling Crush any direction except u + HP close in air Basic Moves ----------- Super Jump d, ub/u/uf Kick To Palm u, HK, LP the jumping HK part must touch the opponent for the LP part to come out; overheads High Heel HK close 2 hits Quick Triple Slap LP close, LP, LP Double Slap HP a step away, HP first HP must touch for second HP to come out Command Moves ------------- TOP! Rolling Thunder HP+HK first part must connect (not blocked) to perform entire move Falling Elbow LP+LK overhead; low dodge; cancelable into Harrier Bee Dive Rising Kick d + LP+LK cancelable into specials and supers Feint Aurora d + LP+HP Feint Many Many Torped. f + LP+HP Special Moves ------------- Buffrass qcf + P LP=almost stationary, HP=long; will collide with other projectiles as both will be "destroyed" in the process; note that there is a small window of time before the execution of this move and after it travels where other projectiles can sneak through Crazy Ivan qcb + P LP=stationary, HP=long The Hind qcf + K LK=short and 3 hits, HK=long and 5 hits; has a low dodge when she hops forward Brake LP+LK good set up to Aurora Gulf Tomahawk qcb + K LK=short, HK=long; overhead Harrier Bee Dive d + K in air LK=steeper dive; follow ups must use the same kick that you started the Harrier Bee Dive with; can be done out of a backward dash Harrier Bee Sting K Follow Up Kick K Follow Up Kick K Finish K S-Power Supers -------------- Many Many Torpedoes qcf, qcf + LP Aurora qcf, qcf + LK first part must connect (not blocked) with opponent to perform the entire super move P-Power Supers -------------- Many Many Torpedoes qcf, qcf + HP Aurora qcf, qcf + HK first part must connect (not blocked) with opponent to perform the entire super move Ab Oi Mademoiselle LP, LK, HP during Just Defend ******************************************************************************* * 3.10 Gato * ******************************************************************************* Colors ------ LP - Green pants w/ Orange-Yellow top HP - Blue pants w/ White top LK - Black pants w/ Black top HK - Brown pants w/ Green top Throws ------ Daien Shin f/b + HP close f and b determine where opponent is thrown Dan Zetsu Dai f/b + HK close f and b determine where opponent is thrown Basic Moves ----------- Kick To Straight Punch LK, LP in air the jumping LK part must touch the opponent for the LP part to come out; overheads Standing Split HK close 2 hits Fake Double Palm HP far, HK Fake High Kick HK far, HP Command Moves ------------- Kuuchuu Furi Muki HP+HK in air turns Gato around in air TOP! Mouko Kou Hazan HP+HK Double Kick LP+LK will beat out low attacks, however it is NOT an overhead and you can't dodge ground fireballs Shoulder Strike d + LP+LK cancelable into specials and supers Feint Rai Ga d + LP+HP Feint Shin Ga f + LP+HP Sai Gaku f + LP overhead; can feint the Sai Gaku into a special/super which is done by performing a special/super just before the Sai Gaku comes out Muran Geri f + LK low dodge Special Moves ------------- Shin Ga qcf + P LP=short, HP=long Tsuika Kougeki f, f, + P follow up must use same P you started with Houzan Sai Heki Ga Charge d for 2 seconds, high counter attack; will u + HP not counter throws or projectiles Rai Ga f, d, df + K LK=short with 5 hits, HK=further with 6 hits; HK version has a kick "down" maneuver Brake LP+LK good set up to Zero Kiba Fuu Ga qcb + K LK=short jump, HK=long jump Kou Ga LP absorbs projectiles Kyuu Ga HP overhead Sen Ga LK launches opponent; normals will not follow up, but specials and supers will; good set up for Zero Kiba Katsu Ga HK must be blocked low S-Power Supers -------------- Zero Kiba qcf, qcf + LP punch must connect (not blocked) in order to perform the entire super move Tatsu Kiba qcf, qcf + LK P-Power Supers -------------- Zero Kiba qcf, qcf + HP punch must connect (not blocked) in order to perform the entire super move Tatsu Kiba qcf, qcf + HK Ten Ryuu Retsu Kiba f, d, df + LP+LK fist part must touch opponent for follow up and finish to be possible; super can decrease opponent's guard stamina by a significant amount Follow Up f, d, df + LP+LK Finish f, d, df + LP+LK ******************************************************************************* * 3.11 Kim Jae Hoon * ******************************************************************************* Colors ------ LP - White costume w/ Green trim and Blue hair HP - Yellow costume w/ Brown trim and Brown hair LK - Red costume w/ Green trim and Blue hair HK - Black costume w/ Yellow trim and Purple hair Throw ----- Tai Otoshi f/b + HP close f and b determine where opponent is thrown Basic Moves ----------- Down Tap To Strong LP, HP in air the jumping LP part must touch the opponent for the HP part to come out; overheads Straight Tap To Kick LK, HK in air the jumping LK part must touch the opponent for the HP part to come out; overheads Sky Break HP close 2 hits One Two Tap HK close 2 hits Command Moves ------------- TOP! Neri Chagi HP+HK overhead Dropping Heal LP+LK overhead; low dodge Turn Kick d + LP+LK cancelable into specials and supers Feint Hou'ou Kyaku d + LP+HP Feint Shakka Shuu f + LP+HP Shou Kyaku Hou Back Dash, LK cancelable into specials and supers; move itself launches opponent and is good set up to Hou'ou Kyaku Quick Poke d + LP must be blocked low Special Moves ------------- Shakka Shuu qcf + P (hold P to LP=short with ability to delay in a high hold stance for a short autoguard stance) amount of time, HP=long with the ability to hold stance for a long time Ryuusei Kyaku qcf + K LK=short, HK=long; first part must be blocked low Hangetsu Zan qcb + K LK=short, HK=long Hien Zan Charge d for 2 seconds, LK=low, HK=high u + K Tenchuu Zan d + HK only works with HK version of the Hien Zan Brake LP+LK good set up to Hou'ou Kyaku Hishou Kyaku d + K in air LK=slow, HK=fast; must touch opponent for move to execute Hassei Waza Trip df + K must be blocked low; follow up must use same K you started with Hassei Waza Ov. qcb + K overhead; follow up must use same K you started with S-Power Supers -------------- Houyoku Ten Shou Kyaku qcf, qcf + LP first part is an overhead; good set up to Hou'ou Kyaku; low dodge Hou'ou Kyaku qcf, qcf + LK dash in must connect (not blocked) in order to perform the entire super move P-Power Supers -------------- Houyoku Ten Shou Kyaku qcf, qcf + HP (hold HP first part is an overhead; to charge a flame flame kick portion will kick and release at only work if super the right time to hit connects (not blocked); falling opponent) low dodge Hou'ou Kyaku qcf, qcf + HK dash in must connect (not blocked) in order to perform the entire super move ******************************************************************************* * 3.12 Terry Bogard * ******************************************************************************* Colors ------ LP - Blue jeans w/ Brown jacket HP - Brown jeans w/ Black jacket LK - Blue jeans w/ Green jacket HK - Blue-Green jeans w/ Red jacket Throw ----- Buster Throw f/b + HP close f and b determine where opponent is thrown Basic Move ---------- High Roundhouse HK close 2 hits Command Moves ------------- TOP! Max Dunk HP+HK first part must connect (not blocked) to perform entire move Hop Kick LP+LK overhead; low dodge Uppercut d + LP+LK cancelable into specials and supers Feint Long Burn Knuckle d + LP+HP Feint Short Burn Knuckle f + LP+HP Double Gut Punch HP close, f + HP the close HP must touch the opponent for the second Gut Punch to come out Special Moves ------------- Power Wave qcf + P LP=slow, HP=fast; will collide with other projectiles as both will be "destroyed" in the process Burn Knuckle qcb + P LP=short, HP=long Power Charge f, f + P Part Two f, f + P follow up must use same P you started with Finish f, f + P follow up must use same P you started with Power Dunk f, d, df + K LK=short, HK=further; last part is an overhead Brake LP+LK good set up to Buster Wolf Crack Shoot qcb + K LK=short, HK=far; overhead S-Power Supers -------------- Power Geyser qcf, qcf + LP will absorb projectiles Buster Wolf qcf, qcf + LK first part must touch opponent to perform the entire super move P-Power Supers -------------- Power Geyser qcf, qcf + HP will absorb projectiles Buster Wolf qcf, qcf + HK first part must touch opponent to perform the entire super move ``````````````````````````````````````````````````````````````````````````````` ******************************************************************************* * 3.13 Grant * ******************************************************************************* Colors ------ LP - Red costume w/ White hair HP - Orange costume w/ White hair LK - Blue costume w/ Blonde hair HK - Black costume w/ Red hair Throw ----- Ankoku Otoshi f/b + HP close f and b determine where opponent is thrown Basic Move ---------- Step High Kick HK far knocks opponent down Command Moves ------------- TOP! Majin Gan HP+HK first part must touch opponent to perform the entire move Jumping Foot Swipe LP+LK overhead; low dodge; cancelable into Messhou Hisetsu Elbow And Punch d + LP+LK cancelable into specials and supers however you must do it before the punch portion of the move comes out Feint Majin Haten Dan d + LP+HP Feint Kokuen Ryuu f + LP+HP Reach Punch d + HP 2 hits Ma Heki df + HP Special Moves ------------- Kyou Chou Jin f, d, df + LP LP=low, HP=very high with a ground pound; HP version's ground pound must be blocked low Messhou Hisetsu d + K LK=steeper dive; overhead Brake LP+LK good set up to Majin Haten Dan Brake And Whiff LP+LK very early Grant will stop the move with his hand out, but will not strike his opponent Kokuen Ryuu qcb + P LP=stationary, HP=long; absorbs projectiles Gou Retsu Shou f, b, f + P LP=short, HP=long; first part is an overhead; launches opponent; normals will not follow up, but specials and supers will; good set up for Majin Haten Dan or a quick Ma Heki and then a Majin Haten Dan; use this on the opponent when they are in the corner and land three Ma Hekis, then a Majin Haten Dan Gou Dangai qcf + K LK=short, HK=long Messhou Hisetsu d + K in air LK=steeper angle; overhead S-Power Supers -------------- Majin Haten Dan qcf, qcf + LP Majin Engetsu Rin qcf, qcf + LK super must connect (not blocked) in order to perform the entire maneuver P-Power Supers -------------- Majin Haten Dan qcf, qcf + HP Majin Engetsu Rin qcf, qcf + HK super must connect (not blocked) in order to perform the entire maneuver ******************************************************************************* * 3.14 Kain Heinlein * ******************************************************************************* Colors ------ LP - White costume w/ Blue-Purple trim HP - Red costume w/ Brown trim LK - White costume w/ Brown trim HK - Red costume w/ Black trim Throw ----- Schwarze Mond f/b + HP close f and b determine where opponent is thrown; can be linked to things in corner, especially the Schwarze Lanze Basic Moves ----------- Kick To Weak Punch u, HK, LP the jumping HK part must touch the opponent for the LP part to come out; overheads Uppercut HP far 2 hits Energy Punt HK 3 hits Command Moves ------------- TOP! Schwarzer Stob HP+HK Front Flip LP+LK overhead; low dodge Backfist d + LP+LK cancelable into specials and supers Uppercut HP good set up to Himmlischer Atem; Backfist must touch opponent for this follow up to come out Feint Himmlischer Atem d + LP+HP Feint Schwarze Pan. F. f + LP+HP Special Moves ------------- Schwarze Flamme Low Charge b for 2 seconds, low dodge; will collide f + LP with other projectiles as both will be "destroyed" in the process Schwarze Flamme High Charge b for 2 seconds, low dodge; will collide f + HP with other projectiles as both will be "destroyed" in the process Schwarze Panzer Charge b for 2 seconds, f + LK Schwarze Panzer Force Charge b for 2 seconds, f + HK Brake LP+LK Schwarze Lanze Charge d for 2 seconds, LK=short and small u + K projectile, HK=long and wider projectile; will collide with other projectiles as both will be "destroyed" in the process Brake LP+LK good set up to Himmlische Seele S-Power Supers -------------- Himmlischer Atem qcf, qcf + LP absorbs projectiles Himmlische Seele qcf, qcf + LK Kain can move and attack after projectile is thrown; absorbs projectiles P-Power Supers -------------- Himmlischer Atem qcf, qcf + HP absorbs projectiles Himmlische Seele qcf, qcf + HK Kain can move and attack after projectile is thrown; absorbs projectiles =============================================================================== 4. Misc. And Easter Eggs =============================================================================== ************* * 4.1 Codes * ************* Random Select - Hold start at the select screen (Arcade mode only). Play as Grant - At Dong hold start, and press u, u, d, d, u, d (Arcade mode only). Play as Grant - Press left past Rock (Console mode only). Play as Kain - At Jae hold start, and press d, d, u, u, d, u (Arcade mode only). Play as Kain - Press right past Terry (Console mode only). To Fight Kain - Have a fighting level average of at least AAA. Survival Mode - Hold LP+HP+LK+HP when pressing start to play (Arcade mode only). ************************ * 4.2 Versus Handicaps * ************************ --This is only available in Console Mode-- 10 wins = opponent has raz power (this means they can charge their super meter by taunting) 20 wins = opponent starts out with a full super meter each round 30 wins = opponent's super meter charges much faster 40 wins = opponent's super meter fills automatically 50 wins = opponent's lifebar is entirely Top Meter *********************** * 4.3 Stage Movements * *********************** --Taunting during a match causes something in the stage to "move"-- Live House "Old Line" (Rock's Stage) ```````````````````````````````````` All Rounds: Red car on left has it's lights blink and people outside on the balcony cheer. Oriental Casino "Woo" (Dong's Stage) ```````````````````````````````````` All Rounds: Spectators in front cheer. Philanthropy Belfry (Hotaru's Stage) ```````````````````````````````````` 1st And 2nd Round: The large bells will ring. 3rd Round: Bats will fly out of the large bells. Sarah Forest (Butt's Stage) ``````````````````````````` 1st Round: The wolves howl and the eagle flaps it's wings while the bear on the left stands. Porcupine in the left corner also cheers. 2nd And 3rd Rounds: Bear on the left throws a bowl up in the air and gets it in the face. The wolves howl, the eagle flaps it's wings, and the squirrels on fallen weight jitter. The porcupine in left corner also cheers. 5th Ave And 2nd St. (Hokutomaru's Stage) ```````````````````````````````````````` 1st Round: The cop in center points toward the screen. The man in the suit and the cop next to him pause and then point toward the screen. The guy with the microphone pauses and looks at the screen. The rest of the people in the stage generally move faster. 2nd Round: The cop in the center pulls his victim up in a full nelson. In the right corner a cop and lady pause and look at screen. In the center there is a person in red inside the green car. He/she cheers you on. The rest of the people generally move faster. 3rd Round: The cop sitting on the hood of the red car wipes his face. The rest of the people generally move faster. S.S.P. Maneuver Field (Kevin's Stage) ````````````````````````````````````` 1st Round: The men in purple on the right cheer, while the guy in left corner cheers as well. 2nd And 3rd Rounds: Nothing (?) Slam "Free Field" (Freeman's Stage) ``````````````````````````````````` All Rounds: Nothing (?) Universal Arena (Tizoc's Stage) ------------------------------- All Rounds: The screen in the back will show the audience cheering or booing. Blue Wave Harbour (Jenet's Stage) ````````````````````````````````` 1st Round: The pirates in right corner cheer and the girl in the center goes crazy on the guy that has her leg. 2nd Round: The pirates in right corner cheer and the pirates in the center get scared. 3rd Round: The pirates in right corner, center, and the one in the left corner cheer. Barbaroi Falls (Gato's Stage) ````````````````````````````` 1st Round: Nothing (?) 2nd Round: Nothing (?) 3rd Round: Nothing (?) Yok Chong Market (Jae's Stage) `````````````````````````````` Dong Or Jae Must Be In The Match - If Dong brags his group will cheer for him. If Jae brags his group will cheer. Freight Express (Terry's Stage) ``````````````````````````````` Round 1: Nothing (?) Round 2: The traveler's in back cheer. Round 3: Nothing (?) Dark Palace Basement (Grant's Stage) ```````````````````````````````````` All Rounds: The flames flare. Dark Palace Donjon (Kain's Stage) ````````````````````````````````` All Rounds: A gust of leaves blow by. Kevin In Story Mode ``````````````````` Marky takes off his helmet and spins it on his hand. ********************** * 4.4 Special Intros * ********************** -Rock vs Terry -Rock vs Kain -Dong vs Jae -Hotaru vs Gato -Hotaru at the Philanthropy Belfry stage -Hokutomaru vs Jenet/Grant/Kain -Hokutomaru at the 5th Ave And 2nd St. stage -Kevin in Story Mode -Freeman at the Slam "Free Field" stage -Tizoc vs Grant -Tizoc vs Kain -Jenet vs Grant/Kain -Jae vs Freeman/Gato/Grant/Kain -Grant vs Kain -vs Grant in Story Mode ***************************** * 4.5 Special Win Victories * ***************************** Rock ```` -Finish match with Top Attack or Shine Knuckle -Finish match with Raging Storm Dong ```` -Win match with any of his supers Hotaru `````` -Win match against Gato -Win match with any of her supers or her Top Attack Butt ```` None Hokutomaru `````````` -Win match with any of his supers Kevin ````` -Win match with Kevin in Story Mode Freeman ``````` -Win match with any of his supers Tizoc ````` None Jenet ````` -Win match with any of her supers Gato ```` -Win a match against Hotaru Jae ``` -Win match with any of his supers, his Top Attack, or any special moves Terry ````` -Win a match against Rock Grant ````` -Win a match against Kain Kain ```` -Win a match against Rock -Win a match against Terry ************* * 4.6 Other * ************* -The big guy in Jenet's pirate crew is Lao (the guy getting beat up in the Real Bout 2 intro by Rick and Xiang Fe) -Cheng looks to be cheering you on in Dong's stage -Hokutomaru's stage has the follow things + Kaede and Moriya from the Last Blade series are in the middle + Picture of Mai and Andy holding hands on the building in the back + Picture of Alfred under the Mai and Andy sign + Real Bout 2 advertisement at the very left corner + Just right of the theatre located on the left side of the stage is another Real Bout advertisement + During the third round, who looks to be Ryo, is scratching his head in the far right corner =============================================================================== 5. Conclusion =============================================================================== 5.1 What's Missing/Needed -Cleanup and corrections -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 -And me for writing this faq