=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Fatal Fury 3 FAQ By: Goh_Billy (billy_kane_32@hotmail.com) Version #: 6.0 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Sections -------- 1. Legend 1.1 Basic Game Legend 1.2 Chain Attack Legend 2. System 2.1 Basics 2.2 Planes 2.3 Desperations 2.4 Finishes 3. Characters 3.1 Geese Howard 3.2 Joe Higashi 3.3 Terry Bogard 3.4 Andy Bogard 3.5 Franco Bash 3.6 Hon-Fu 3.7 Blue Mary 3.8 Sokaku Mochizuki 3.9 Mai Shiranui 3.10 Bob Wilson --------------------------- 3.11 Ryuji Yamazaki 3.12 Jin Chonshu 3.13 Jin Chonrei 4. Misc. And Easter Eggs 4.1 Special Intros 4.2 Other 5. Conclusion 5.1 What's Missing/Needed 5.2 Credits =============================================================================== 1. Legend =============================================================================== 1.1 Basic Game Legend --------------------- ub u uf f - Forward S - Strong Attack + - And \ | / b - Back P - Punch / - Or b-- --f u - Up K - Kick , - Then / | \ d - Down L - Line Change db d df qcf - quarter circle forward (d, df, f) qcb - quarter circle back (d, db, b) hcf - half circle forward (b, db, d, df, f) hcb - half circle back (f, df, d, db, b) 1.2 Chain Attack Legend ----------------------- * - can perform special/super right after if connected E - ends string 1 - first hit must connect for this part to come out 2 - second hit must connect for this part to come out 3 - third hit must connect for this part to come out O - overhead _ - must be blocked low A - launches opponent into the air G - opponent must be on ground and must be close enough to connect the pursue (otherwise dash towards them before they recover to get close enough) < - backdash > - shifts to other side of opponent ^ - knocks opponent to back sway plane v - knocks opponent to front sway plane T - taunt H - first attack must be from a high jump for this part to come out =============================================================================== 2. System =============================================================================== ++++++++++++++ | 2.1 Basics | ++++++++++++++ Crawl hold df Quick Sway tap df quick high dodge Quick Sway Attack LP/LK/HP/HK Dash Forward f, f can attack out of dash Dash Jump uf Halt b Dash Backward b, b invulnerable for a second Short aka Small Jump tap ub/u/uf High Jump press ub/u/uf Air Block ub/u/uf, b Block High b Block Low db will not block overheads Throw f + HP close different for most characters Defensive Attack f + LP while blocking you will find this will work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Dizzy Recovery shake joystick and tap the buttons rapidly when dizzied Taunt HP from far ++++++++++++++ | 2.2 Planes | ++++++++++++++ Switch To Back Sway Plane LK+HP Quick Dive Attack LP/LK from back sway plane Strong Attack HP/HK from back sway knocks opponent to plane front sway plane if connected (not blocked); does not work for Joe or Hon-Fu on their HK attacks Low Strong Attack HK from back sway plane must be blocked low; for Joe and Hon-Fu on their HK attacks Return To Middle Plane d Switch To Front Sway Plane LK+LP Quick Dive Attack LP/LK from front sway plane Strong Attack HP/HK from front sway knocks opponent to plane back sway plane if connected (not blocked); does not work for Joe or Hon-Fu on their HK attacks Low Strong Attack HK from front sway must be blocked low; for plane Joe and Hon-Fu only on their HK attacks Return To Middle Plane u Front Reach Attack LP+LK when opponent is pulls opponent to middle in a sway plane plane; only hits opponents in front sway plane Back Reach Attack LK+HP when opponent is pulls opponent to middle in a sway plane plane; only hits opponents in back sway plane Front Sweep d + LP+LK when opponent pulls opponent to middle is in sway plane plane; only hits opponents in front sway plane Back Sweep d + LK+HP when opponent pulls opponent to middle is in a sway plane plane; only hits opponents in --when one character is in a sway plane and the other is in the--- ---middle plane--- middle plane character: *can do anything sway plane character: *cannot perform special moves *cannot perform supers *cannot duck *cannot crawl *cannot jump *dashing forward or backward automatically switches you to the middle plane *standing still for 2 seconds automatically switches you to the middle plane *walking b or f will move you for a moment and then automatically switches you to the middle plane *pressing d in back sway plane or pressing u in front sway plane switches you back to middle plane ++++++++++++++++++++ | 2.3 Desperations | ++++++++++++++++++++ Super Desperation - You can perform these moves when your lifebar begins to flash red. This occurs when you have only 1/6 of your meter left. You can perform as many Super Desperations as you want while your lifebar is flashing Hidden Desperation - These must first be activated before the match starts. To do this, press Start+LP+LK+HP+HK as soon as you see the words "GO!" appear on the screen. If done correctly your character's name will turn green. To perform these supers you must first have your lifebar flashing red. Every character then has a set up (whether another move or distance) that will cause your name to flash. Once it flashes, you can perform the hidden super. Hidden Desperations can be performed only once per round. ++++++++++++++++ | 2.4 Finishes | ++++++++++++++++ Finishes are maneuvers that will knock the opponent towards the screen or into the background or into the ceiling when they are beaten with these moves at the final deciding round. Each character's movelist has a list of maneuvers that will produce this effect. All that needs to be done is to have the particular move listed to be the final move that KOs the opponent. To make sure that the special finish works, you must also land these moves when the opponent is on the ground. If an opponent is in the air or performing certain special attacks while being hit, they will fall back like in a normal KO and not have a special finish. Background finishes can only be done on character stages Joe, Terry, Andy, Hon-Fu, and Mai. Knockout finishes can only be done on character stages Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei. Finally, Ceiling finishes can only be done on Blue Mary's stage. =============================================================================== 3. Characters =============================================================================== ******************************************************************************* * 3.1 Geese Howard * ******************************************************************************* Colors ------ LP - Orange pants HK - White pants Throws ------ Clamp Of The Tiger b + HP close Fatal Blow Bopper HP Shinkuu Nage df + HP close Push Of The Tiger uf + HP close Fatal Squeeze Fury HP Mauling Tiger Crunch f + HK close Basic Moves ----------- Crawl hold df Quick Sway tap df quick high dodge Tiger Palm LP/HP/LK/HK Bloody Palm HP close 2 hits Low Tap LK close must be blocked low Double Kick HK close Quick Punch LP from high jump can perform another air attack after move; overhead Down Kick LK from high jump can perform another air attack after move; overhead Plane Moves ----------- Dive Elbow LP from sway planes Dive Low Foot LK from sway planes must be blocked low Strong Elbow HP from sway planes knocks opponent to opposite sway plane if connected (not blocked) Strong Low Foot HK from sway planes knocks opponent to opposite sway plane if connected (not blocked); must be blocked low Turn Around Backfist LP+LK when opponent is pulls opponent to middle in a sway plane plane; only hits opponents in front sway plane Reaching Backfist LK+HP when opponent is pulls opponent to middle in a sway plane plane; only hits opponents in back sway plane Arc Sweep d + LP+LK when opponent pulls opponent to middle is in sway plane plane; only hits opponents in front sway plane Reaching Sweep d + LK+HP when opponent pulls opponent to middle is in a sway plane plane; only hits opponents in back sway plane Command Moves ------------- Rising Palm d + HP 2 hits Rolling Sweep b + HK knocks opponent into back sway plane Slash Uppercut f + LP while blocking you will find this will work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation 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; if start up absorbs a projectile, a small Reppu Ken will be released and continue its path; if no absorbing is done on the start up of the move the actual Reppu Ken will appear larger, however, both the large and small Reppu Ken will collide with other projectiles to "destroy" them and be "destroyed" as well Feint Reppu Ken qcf + LK+HK Shippu Ken qcb + P in air LP=fast and small, HP=slow and large; it can hit low enough on the opponent in that it must be blocked low; will collide with other projectiles as both will be "destroyed" in the process Jaei Ken Charge b for 2 seconds, LK=short, HK=long; dash must f + K connect (not blocked) to perform the entire maneuver Feint Jaei Ken qcb, f + LK+HK Dragon Throw hcf + LK counter attack to jump maneuvers and special moves (not projectiles) Dragon Throw II hcf + HK high counter Super Desperation ----------------- Raging Storm db, hcb, df + HP+HK absorbs projectiles Feint Raging Storm db, hcb, df + LP+HP does NOT require flashing meter Hidden Desperation ------------------ Set Up Rising Palm d + S this part MUST connect (not blocked) to move onto the next part Forward Palm Dash S name will flash, which means hidden super can now be performed; enter the next motion VERY quickly after this part connects Shin Raging Storm qcb, f + HP+HK hits in all planes; absorbs projectiles (properties for hacked version of super without set up) Chain Attacks ------------- Punch Starters `````````````` HP close (*)---> HP (1) -----> HP -----> HP -----> HP (E) LP/LK/HK (E) LP/LK/HK (E) LP/LK/HK (E) Kick Starters ````````````` HK far --------> HK (E) ----------------------Send To Background Moves------------------------ | Use as last hit on final deciding round. Works on character stages:| | Joe, Terry, An dy, Hon-Fu, and Mai | ---------------------------------------------------------------------- Dive Elbow LP/HP from front sway plane Dive Low Foot LK/HK from front sway plane Tiger Palm tap df, LP/HP/LK/HK Air Backhand u, HP Quick Swipe Kick LK far Roll Kick, Swipe Kick HK far, HK either one will work Rolling Sweep b + HK Sweep d + HK Jump Kick ub/uf, HK --------------------------Knockout Moves------------------------------ | Use as last hit on final deciding round. Works on character stages:| | Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei | ---------------------------------------------------------------------- Dive Elbow LP/HP from back sway plane Dive Low Foot LK/HK from back sway plane -------------------------Ceiling Strike Moves------------------------- | Use as last hit on final deciding round. Works on character stage: | | Blue Mary | ---------------------------------------------------------------------- Rising Palm d + HP Slash Uppercut f + LP while blocking ******************************************************************************* * 3.2 Joe Higashi * ******************************************************************************* Colors ------ LP - Yellow shorts w/ Red trim HK - Red shorts w/ Green trim Throws ------ Lifting Pressure f + HP close Rapid Knees f + HK close Basic Moves ----------- Crawl hold df Quick Sway tap df quick high dodge Snapping Punch LP/HP/LK/HK Falling Punch HP close 2 hits Shin Kick LK far must be blocked low Quick Punch LP from high jump can perform another air attack after move; overhead Air Knee LK from high jump can perform another air attack after move; overhead Sky Kick HK from u short jump overhead Straight Kick HK from uf/ub short overhead jump Plane Moves ----------- Dive Elbow LP from sway planes Slide Kick LK from sway planes must be blocked low Strong Elbow HP from sway planes knocks opponent to opposite sway plane if connected (not blocked) Strong Slide Kick HK from back sway plane knocks opponent to opposite sway plane if connected (not blocked); must be blocked low Knockdown Slide Kick HK from front sway must be blocked low plane Jaw Kick LP+LK when opponent is pulls opponent to middle in a sway plane plane; only hits opponents in front sway plane Back Kick LK+HP when opponent is pulls opponent to middle in a sway plane plane; only hits opponents in back sway plane Sweep d + LP+LK when opponent pulls opponent to middle is in sway plane plane; only hits opponents in front sway plane Back Sweep d + LK+HP when opponent pulls opponent to middle is in a sway plane plane; only hits opponents in back sway plane Command Moves ------------- Quick Uppercut b + HP Elbow Uppercut d + HP 2 hits Roundhouse b + HK knocks opponent to front sway plane Slide Kick df + HK must be blocked low Backfist f + LP while blocking you will find this will work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation; knocks opponent to front sway plane if it connects (not blocked) Special Moves ------------- Hurricane Upper hcf + P LP=slow, HP=fast with slightly larger tornado; will collide with other projectiles as both will be "destroyed" in the process Feint Hurricane Upper hcf + LK+HK Tiger Kick qcf, uf + K LK=short, HK=further Feint Tiger Kick f, d, df + LP+HP Golden Heel qcb + K LK=short, HK=long Slash Kick Charge db, f + LK / db, f + LK Powerful Slash Kick Charge db, f + HK / first part must connect (not db, f + HK blocked) to perform entire maneuver Feint Slash Kick Charge db, f + LP+HP / db, f + LP+HP Super Desperation ----------------- Screw Upper f, hcf + HP+HK absorbs projectiles Hidden Desperation ------------------ Set Up Distance stand very far away name will flash, which from opponent means hidden super can now be performed Slide Screw b, hcb + HP+HK absorbs projectiles Chain Attacks ------------- Punch Starters `````````````` HP close (*)---> HP (1) -----> HP -----> HP (E) b + HP --------> HK (1) -----> d + HK (_, E) d + HP (*)-----> HK (1) -----> HK (E) Kick Starters ````````````` LK far (*)-----> HK -----> HK (*, E) ----------------------Send To Background Moves------------------------ | Use as last hit on final deciding round. Works on character stages:| | Joe, Terry, Andy, Hon-Fu, and Mai | ---------------------------------------------------------------------- Dive Elbow LP/HP from front sway plane Slide Kick LK/HK from front sway plane Falling Punch HP close Shin Kick LK far Chop Kick HK far --------------------------Knockout Moves------------------------------ | Use as last hit on final deciding round. Works on character stages:| | Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei | ---------------------------------------------------------------------- Dive Elbow LP/HP from back sway plane Slide Kick LK/HK from back sway plane Quick Elbow LP close Backfist f + LP while blocking Falling Punch uf/ub, HP Sweep d + HK Roundhouse b + HK Straight Kick HK from uf/ub short jump -------------------------Ceiling Strike Moves------------------------- | Use as last hit on final deciding round. Works on character stage: | | Blue Mary | ---------------------------------------------------------------------- Elbow Uppercut d + HP Quick Uppercut b + HP ******************************************************************************* * 3.3 Terry Bogard * ******************************************************************************* Colors ------ LP - Red jacket and hat HK - Blue jacket and hat Throw ----- Buster Throw f + HP close Basic Moves ----------- Crawl hold df Quick Sway tap df quick high dodge Side Knuckle LP/HP/LK/HK knocks opponent to back sway plane if it connects (not blocked) Gut Crunch HP close 2 hits Roundhouse HK close 2 hits Quick Punch LP from high jump can perform another air attack after move; overhead Diagonal Kick LK from high jump can perform another air attack after move; overhead Plane Moves ----------- Dive Knuckle LP from sway planes Dive Kick LK from sway planes Strong Knuckle HP from sway planes knocks opponent to opposite sway plane if connected (not blocked) Strong Kick HK from sway planes knocks opponent to opposite sway plane if connected (not blocked) Reach Punch LP+LK when opponent is pulls opponent to middle in a sway plane plane; only hits opponents in front sway plane Backfist LK+HP when opponent is pulls opponent to middle in a sway plane plane; only hits opponents in back sway plane Sweep d + LP+LK when opponent pulls opponent to middle is in sway plane plane; only hits opponents in front sway plane Reverse Sweep d + LK+HP when opponent pulls opponent to middle is in a sway plane plane; only hits opponents in back sway plane Command Moves ------------- Uppercut db + HP Flying Turn Kick f + HK knocks opponent into back sway plane if it connects (not blocked) Gut Uppercut f + LP while blocking you will find this will work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Special Moves ------------- Power Wave qcf + P LP=slow, HP=fast; will collide with other projectiles as both will be "destroyed" in the process Feint Power Wave qcf + LK+HK Burning Knuckle qcb + P LP=short, HP=long Feint Burning Knuckle qcb + LK+HK Power Dunk f, d, df + K LK=short, HK=further; last part of the move is an overhead Crack Shoot qcb + K LK=short, HK=long Feint Crack Shoot qcb + LP+HP Super Desperation ----------------- Power Geyser qcb, db, f + HP+HK absorbs projectiles; hits in all planes Feint Power Geyser qcb, db, f + LK+HP does NOT require flashing meter Hidden Desperation ------------------ Uppercut Set Up db + HP this part MUST connect (not blocked) to move onto the next part Charging Gut Punch f + HP name will flash, which means hidden super can now be performed; enter the next motion VERY quickly after this part connects Overheat Geyser qcb, f + HP+HK absorbs projectiles; hits in all planes (properties for hacked version of super without set up) Chain Attacks ------------- Punch Starters `````````````` LP far (*)-----> LP -----> HP (E) LP close | | | | ----> LK -----> HK (E) f + LP close---> HP (1) -----> HP -----> HP -----> HK (E) (*) | | | | --> HK -----> HK (E) HP close (*)---> HP (1) -----> HP (E) db + HP (E) Kick Starters ````````````` None ----------------------Send To Background Moves------------------------ | Use as last hit on final deciding round. Works on character stages:| | Joe, Terry, Andy, Hon-Fu, and Mai | ---------------------------------------------------------------------- Dive Knuckle LP/HP from front sway plane Dive Kick LK/HK from front sway plane Side Knuckle tap df, LP/HP/LK/HK Mid Kick LK far High Kick HK far Sweep d + HK Flying Turn Kick f + HK Power Foot u, HK also the HP of his basic chain (aka LP, LP, HP) --------------------------Knockout Moves------------------------------ | Use as last hit on final deciding round. Works on character stages:| | Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei | ---------------------------------------------------------------------- Dive Knuckle LP/HP from back sway plane Dive Kick LK/HK from back sway plane Roundhouse HK close -------------------------Ceiling Strike Moves------------------------- | Use as last hit on final deciding round. Works on character stage: | | Blue Mary | ---------------------------------------------------------------------- Uppercut db + HP Gut Uppercut f + LP while blocking ******************************************************************************* * 3.4 Andy Bogard * ******************************************************************************* Colors ------ LP - White costume HK - Black costume Throw ----- Uchimata f + HP close Basic Moves ----------- Crawl hold df Quick Sway tap df quick high dodge Retreat Elbow LP/HP/LK/HK Short Elbow HP close 2 hits Dropping Heel HK close 2 hits Quick Punch LP from high jump can perform another air attack after move; overhead Diagonal Kick LK from high jump can perform another air attack after move; overhead Plane Moves ----------- Dive Fist LP from sway planes Turn Kick LK from sway planes Strong Fist HP from sway planes knocks opponent to opposite sway plane if connected (not blocked) Strong Turn Kick HK from sway planes knocks opponent to opposite sway plane if connected (not blocked) Reach Kick LP+LK when opponent is pulls opponent to middle in a sway plane plane; only hits opponents in front sway plane Backhand LK+HP when opponent is pulls opponent to middle in a sway plane plane; only hits opponents in back sway plane Arc Sweep d + LP+LK when opponent pulls opponent to middle is in sway plane plane; only hits opponents in front sway plane Reaching Sweep d + LK+HP when opponent pulls opponent to middle is in a sway plane plane; only hits opponents in back sway plane Command Moves ------------- Upward Palm d + HP 2 hits Falling Roll Kick f + HK Forearm Blow f + LP while blocking you will find this will work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Special Moves ------------- Hi Sho Ken qcb + P LP=slow, HP=fast; will collide with other projectiles as both will be "destroyed" in the process Feint Hi Sho Ken qcb + LK+HK Shoryudan f, d, df + P LP=short, HP=further Feint Shoryudan f, d, df + LK+HK Zanei Ken Charge db, f + P / LP=short, HP=long db, f + P Feint Zanei Ken Charge db, f + LK+HK / db, f + LK+HK Phantom Shiranui qcf + HK in air move will not work if opponent is in either one of the sway planes; Andy moves from the back sway plane and returns to the middle plane with a roll kick; if the roll kick connects it will knock the opponent to the front sway plane Spider Hold Charge d for 2 seconds, will work if his descent u + HK comes into contact with an opponent that has his/her feet on the ground; unblockable Super Desperation ----------------- Choreppa Dan Charge d for 2 seconds, df, f + HP+HK Feint Choreppu Dan qcf + LP+HP does NOT require flashing meter Hidden Desperation ------------------ Sw. Kick/F. Kick Set Up HK far/close this part MUST connect (not blocked) to move onto the next part Upward Palm d + HP name will flash, which means hidden super can now be performed; enter the next motion VERY quickly after this part connects Bokosuka Reppa qcb, f + HP+HK Chain Attacks ------------- Punch Starters `````````````` HP close (*)---> HP (1) -----> HP -----> HP (E) LP close (*)---> HP (1) -----> HP -----> HP -----> HP --+ HK (E) | | | | HK (E) <----+ Kick Starters ````````````` LK close (*)---> LK (*) -----> LK -----> f + HP (E) ----------------------Send To Background Moves------------------------ | Use as last hit on final deciding round. Works on character stages:| | Joe, Terry, Andy, Hon-Fu, and Mai | ---------------------------------------------------------------------- Dive Fist LP/HP from front sway plane Turn Kick LK/HK from front sway plane Retreat Elbow tap df, LP/HP/LK/HK Short Elbow HP close --------------------------Knockout Moves------------------------------ | Use as last hit on final deciding round. Works on character stages:| | Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei | ---------------------------------------------------------------------- Dive Fist LP/HP from back sway plane Turn Kick LK/HK from back sway plane Backslap HP far Forearm Blow f + LP while blocking Side Kick LK close Swipe Kick HK far Air Swipe Kick u, HK Shoryudan f, d, df + P a step away Phantom Shiranui qcf + HK in air also the last LK in his basic kick chain (aka LK close, LK, LK) -------------------------Ceiling Strike Moves------------------------- | Use as last hit on final deciding round. Works on character stage: | | Blue Mary | ---------------------------------------------------------------------- Upward Palm d + HP ******************************************************************************* * 3.5 Franco Bash * ******************************************************************************* Colors ------ LP - Blue costume HK - Orange costume Throw ----- Head Crunch Elbow f + HP close Basic Moves ----------- Crawl hold df Quick Sway tap df quick high dodge Bash Blow LP/HP/LK/HK knocks opponent to back sway plane if it connects (not blocked) Blast Uppercut HP close 2 hits High Train HK close 2 hits Quick Punch LP from high jump can perform another air attack after move; overhead Diagonal Kick LK from high jump can perform another air attack after move; overhead High Blow HP from ub/uf short overhead jump Air Knee HK from ub/uf short overhead jump Plane Moves ----------- Big Swing LP from sway planes Dive Knee LK from sway planes Strong Swing HP from sway planes knocks opponent to opposite sway plane if connected (not blocked) Strong Knee HK from sway planes knocks opponent to opposite sway plane if connected (not blocked) Reach Punch LP+LK when opponent is pulls opponent to middle in a sway plane plane; only hits opponents in front sway plane Reach Kick LK+HP when opponent is pulls opponent to middle in a sway plane plane; only hits opponents in back sway plane Sweep d + LP+LK when opponent pulls opponent to middle is in sway plane plane; only hits opponents in front sway plane Low Swiping Foot d + LK+HP when opponent pulls opponent to middle is in a sway plane plane; only hits opponents in back sway plane Command Moves ------------- Skyward Uppercut d + HP 2 hits Chopping Roundhouse f + HK pushes opponent to front sway plane Short Punch f + LP while blocking you will find this will work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation; will knock opponent to front sway plane if this connects (not blocked) Special Moves ------------- Double Kong qcb + P LP=fast, HP=slow; second part is an overhead Feint Double Kong qcb + LK+HK Reaping Blow hcf + LP start up dodges low and high attacks; will throw out an uppercut when he gets close to the opponent Waving Blow hcf + HP move will not work if opponent is in either one of the sway planes; Franco moves to the front sway plane, attacks to the back sway plane, and will move directly back to the middle plane if no follow up is used Waving Blow Finish hcf + HP the initial Waving Blow must connect (not blocked) for this follow up to be possible; Franco will attack from the back sway plane to the front sway plane and then move back into the middle plane Power Bicycle qcf + K LK=stationary, HK=long; hits opponents in middle plane and front sway plane Feint Power Bicycle qcf + LP+HP Super Desperation ----------------- Armageddon Buster hcb + HP+HK uppercut must connect (not blocked) in order for the whole super to be performed Armageddon Smash hcb + HP+HK Mess Up Pose do nothing Hidden Desperation ------------------ Busting Kick HK close this part MUST connect (not blocked) to move onto the next part Skyward Uppercut d + HP name will flash, which means hidden super can now be performed; enter the next motion VERY quickly after this part connects Genocide Buster qcb, f + HP+HK Genocide Smash b, d, db + LP this will only work if both punches of the Genocide Buster connect Mess Up Pose do nothing Chain Attacks ------------- Punch Starters `````````````` f + LP (*)-----> f + LP (1) -----> LK -----> HK -----> HK (E) | | --> LK -----> HK (E) HP close (*)---> HP (1) -----> HP -----> HP (E) HK (E) Kick Starters ````````````` None ----------------------Send To Background Moves------------------------ | Use as last hit on final deciding round. Works on character stages:| | Joe, Terry, Andy, Hon-Fu, and Mai | ---------------------------------------------------------------------- Big Swing LP/HP from front sway plane Dive Knee LK/HK from front sway plane Bash Blow tap df, LP/HP/LK/HK Busting Kick HK close Sweep d + HK Air Sweep HK from ub/uf high jump Waving Blow hcf + HP --------------------------Knockout Moves------------------------------ | Use as last hit on final deciding round. Works on character stages:| | Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei | ---------------------------------------------------------------------- Big Swing LP/HP from back sway plane Dive Knee LK/HK from back sway plane Short Punch f + LP while blocking Chopping Roundhouse f + HK Power Bicycle f, d, df + K -------------------------Ceiling Strike Moves------------------------- | Use as last hit on final deciding round. Works on character stage: | | Blue Mary | ---------------------------------------------------------------------- Skyward Uppercut d + HP ******************************************************************************* * 3.6 Hon-Fu * ******************************************************************************* Colors ------ LP - Orange pants w/ Black top HK - Red pants w/ White top Throws ------ Leg Toss b + HP close Buddhist Bopper b + HK close Basic Moves ----------- Crawl hold df Quick Sway tap df quick high dodge Side Nunchaku LP/HP/LK/HK knocks opponent to back sway plane if it connects (not blocked) Backfist HP close 2 hits High Roundhouse HK close 2 hits Quick Punch LP from u high jump can perform another air attack after move; overhead Laydown Elbow LP from ub/uf high jump can perform another air attack after move; overhead Classic Jump Kick LK from u high jump can perform another air attack after move; overhead Diagonal Kick LK from ub/uf high jump can perform another air attack after move; overhead Plane Moves ----------- Dive Kick LP from sway planes Slide Kick LK from sway planes must be blocked low Strong Kick HP from sway planes knocks opponent to opposite sway plane if connected (not blocked) Knockdown Slide Kick HK from sway planes must be blocked low Reach Nunchaku LP+LK when opponent is pulls opponent to middle in a sway plane plane; only hits opponents in front sway plane Reach Kick LK+HP when opponent is pulls opponent to middle in a sway plane plane; only hits opponents in back sway plane Nunchaku Sweep d + LP+LK when opponent pulls opponent to middle is in sway plane plane; only hits opponents in front sway plane Sweep d + LK+HP when opponent pulls opponent to middle is in a sway plane plane; only hits opponents in back sway plane Command Moves ------------- Roundhouse f + HK Kick Sting f + LP while blocking you will find this will work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation; will knock opponent to front sway plane if this connects (not blocked) Kaoloon's Prediction f + LK while blocking you will find this will work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation; kick must connect (not blocked) with opponent on the ground for entire move to come out Special Moves ------------- Seikuu Rekka Kon f, d, df + P LP=short, HP=further Feint Seikuu Rekka Kon f, d, df + LK+HK Heavenly Lightning qcb, ub + K LK=short, HK=further Lightning On Earth Charge db for 2 LK=short, HK=long; must be seconds, f + K blocked low Low Headbutt Exit tap K repeatedly must be blocked low Super Desperation ----------------- Gadenza No Arashi qcb, db, f + LK+HK dash in must connect (not blocked in order to perform the entire super Hidden Desperation ------------------ Backdash Set Up b, b once this backdash is done you are able to perform the hidden super anytime the timer is on an odd number; having infinite time on will not allow this hidden super to be performed Storm In Gadentsa hcb, hcb + HP+HK dash in must connect (not blocked in order to perform the entire super Chain Attacks ------------- Punch Starters `````````````` HP close (*)---> HP (1) -----> HP -----> HP -----> HK (E) HK (E) Kick Starters ````````````` None ----------------------Send To Background Moves------------------------ | Use as last hit on final deciding round. Works on character stages:| | Joe, Terry, Andy, Hon-Fu, and Mai | ---------------------------------------------------------------------- Dive Kick LP/HP from front sway plane Slide Kick LK/HK from front sway plane Side Nunchaku tap df, LP/HP/LK/HK Side Splitting Nunchaku HP far Backfist HP close Sweep d + HK Busting Kick u, HK --------------------------Knockout Moves------------------------------ | Use as last hit on final deciding round. Works on character stages:| | Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei | ---------------------------------------------------------------------- Dive Kick LP/HP from back sway plane Slide Kick LK/HK from back sway plane Kick Sting f + LP while blocking Roundhouse HK far High Roundhouse HK close Chopping Jump Kick ub/uf, HK -------------------------Ceiling Strike Moves------------------------- | Use as last hit on final deciding round. Works on character stage: | | Blue Mary | ---------------------------------------------------------------------- None? ******************************************************************************* * 3.7 Blue Mary * ******************************************************************************* Colors ------ LP - Blue pants w/ Red-Orange top HK - Green pants w/ Blue top Throw ----- Tomi Nage df + HK close Achilles Hold HK Basic Moves ----------- Crawl hold df Quick Sway tap df quick high dodge Short Swipe LP/HP/LK/HK Back Drop 360 + HP close unblockable Face Lock HP Rising Slap HP close 2 hits Axe Kick HK close 2 hits Quick Punch LP from high jump can perform another air attack after move; overhead Diagonal Kick LK from high jump can perform another air attack after move; overhead Plane Moves ----------- Dive Elbow LP from sway planes Low Foot LK from sway planes Strong Elbow HP from sway planes knocks opponent to opposite sway plane if connected (not blocked) Strong Low Foot HK from sway planes knocks opponent to opposite sway plane if connected (not blocked) Punt Kick LP+LK when opponent is pulls opponent to middle in a sway plane plane; only hits opponents in front sway plane Reach Kick LK+HP when opponent is pulls opponent to middle in a sway plane plane; only hits opponents in back sway plane Sweep d + LP+LK when opponent pulls opponent to middle is in sway plane plane; only hits opponents in front sway plane Arc Swipe d + LK+HP when opponent pulls opponent to middle is in a sway plane plane; only hits opponents in back sway plane Command Moves ------------- Step Rolling f + HK knocks opponent to front sway plane if it connects (not blocked) Short Elbow f + LP while blocking you will find this will work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Special Moves ------------- Spin Fall qcf, uf + LP overhead Mary Spider qcf, uf + HP unblockable Vertical Arrow f, d, df + LK Feint Vertical Arrow f, d, df + LP+HP Mary Snatcher f, d, df + HK catches airborne opponents Straight Slice Charge b for 2 seconds, must be blocked low f + LK Mary Crab Clutch Charge b for 2 seconds, move must connect (not f + HK blocked) to perform the entire maneuver Super Desperation ----------------- Mary Typhoon Charge db for 2 seconds, unblockable qcf, uf + LK+HK Hidden Desperation ------------------ Stand Up Set Up get knocked down by once Mary is getting up from the opponent being grounded her name will flash, which means the hidden super can now be performed Mary Cyclone b, d, db + HP / b, unblockable hcb + HP Chain Attacks ------------- Punch Starters `````````````` LP close (*)---> HP -----> HP (1) -----> HP (A)----> f, d, df + HK LP far (*) HP close (*)---> HP (1) -----> HP (E) HK (E) Kick Starters ````````````` LK close (*)---> LK -----> HK (E) LK far (*) f + HK (v, E) ----------------------Send To Background Moves------------------------ | Use as last hit on final deciding round. Works on character stages:| | Joe, Terry, Andy, Hon-Fu, and Mai | ---------------------------------------------------------------------- Dive Elbow LP/HP from front sway plane Low Foot LK/HK from front sway plane Short Elbow f + LP while blocking --------------------------Knockout Moves------------------------------ | Use as last hit on final deciding round. Works on character stages:| | Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei | ---------------------------------------------------------------------- Dive Elbow LP/HP from back sway plane Low Foot LK/HK from back sway plane Short Swipe tap df, LP/HP/LK/HK Back Kick HK far Step Rolling f + HK Cutting Kick u, HK Vertical Arrow f, d, df + LK -------------------------Ceiling Strike Moves------------------------- | Use as last hit on final deciding round. Works on character stage: | | Blue Mary | ---------------------------------------------------------------------- Rising Slap HP close ******************************************************************************* * 3.8 Sokaku Mochizuki * ******************************************************************************* Colors ------ LP - Blue costume w/ Red beads HK - Red costume w/ Yellow beads Throws ------ Fall Back Slam b + HP close No Way Out Crush b + HK close Hell's Gate HK Falling Slam d + HP close in air Basic Moves ----------- Crawl hold df Quick Sway tap df quick high dodge Low Backfist LP/HP/LK/HK knocks opponent to back sway plane if it connects (not blocked) Side Staff HP close 2 hits Straight Quick Palm LP from u high jump can perform another air attack after move; overhead Quick Palm LP from ub/uf high jump can perform another air attack after move; overhead Quick Kick LK from high jump can perform another air attack after move; overhead Straight Staff HP from ub/uf short overhead jump Plane Moves ----------- Staff Charge LP from sway planes Low Foot LK from sway planes must be blocked low Strong Staff Charge HP from sway planes knocks opponent to opposite sway plane if connected (not blocked) Strong Low Foot HK from sway planes knocks opponent to opposite sway plane if connected (not blocked); must be blocked low Reach Staff LP+LK when opponent is pulls opponent to middle in a sway plane plane; only hits opponents in front sway plane Energy Hand LK+HP when opponent is pulls opponent to middle in a sway plane plane; only hits opponents in back sway plane Staff Sweep d + LP+LK when opponent pulls opponent to middle is in sway plane plane; only hits opponents in front sway plane Back Staff Sweep d + LK+HP when opponent pulls opponent to middle is in a sway plane plane; only hits opponents in back sway plane Command Moves ------------- Staff Shin Crush d + HP must be blocked low Staff Thrust db + HP Low Staff f + LP while blocking you will find this will work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Special Moves ------------- Makibishi Masher qcf + LP when descending low enough, the move must be blocked low; will collide with other projectiles as both will be "destroyed" in the process Demon Staff Toss hcf + HP when descending low enough, the move must be blocked low; will collide with other projectiles as both will be "destroyed" in the process; if the Demon Staff is "destroyed" with another projectile during the move's start up, Sokaku will have his hands forward and be vulnerable for a second Ki Mon Jin 360 + HP close unblockable Higi Kaminari Otoshi f, d, df + HK absorbs projectiles Vortex Inferno d, b, db + LK low dodge Wild Ape Hunting qcb + HK projectile Sokakus must connect (not blocked) for entire move to be performed; it is possible for Sokakus to hit low enough that the move must be blocked low; will collide with other projectiles as both will be "destroyed" in the process Possession Blast f, b, f + HK after performing this move Sokaku will "rest" leaving you unable to block for a moment; move must connect (not blocked) to perform the entire maneuver; absorbs projectiles Dance Of Demons tap HK repeatedly absorbs projectiles Super Desperation ----------------- Thunder f, df, d, qcf + HP+HK absorbs projectiles Hidden Desperation ------------------ Struck Set Up the opponent must name will flash, which means connect (not hidden super can now be blocked) a heavy performed; enter the next attack (HP/HK) on motion VERY quickly after your character this part connects Raijin No Ibuki hcb + HP+HK absorbs projectiles (properties for hacked version of super without set up) Chain Attacks ------------- Punch Starters `````````````` HP close (*)---> HP (1) -----> HP -----> HP -----> HP --+ | | | | HP (E) <-----+ Kick Starters ------------- LK close (*)---> HK (1) ------> df + HK (E) ----------------------Send To Background Moves------------------------ | Use as last hit on final deciding round. Works on character stages:| | Joe, Terry, Andy, Hon-Fu, and Mai | ---------------------------------------------------------------------- Staff Charge LP/HP from front sway plane Low Foot LK/HK from front sway plane Wild Swing HP far Side Staff HP close Ankle Buster d + HP Straight Staff HP from ub/uf short jump / u, HP Sweep d + HK Demon Staff Toss hcf + HP --------------------------Knockout Moves------------------------------ | Use as last hit on final deciding round. Works on character stages:| | Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei | ---------------------------------------------------------------------- Staff Charge LP/HP from back sway plane Low Foot LK/HK from back sway plane Spin Around Strike HK close Foot Plant HK in air -------------------------Ceiling Strike Moves------------------------- | Use as last hit on final deciding round. Works on character stage: | | Blue Mary | ---------------------------------------------------------------------- Staff Thrust db + HP ******************************************************************************* * 3.9 Mai Shiranui * ******************************************************************************* Colors ------ LP - Red costume HK - Blue costume Throws ------ Fuushakuzushi f + HK close Yumezakura d + HP close in air Basic Moves ----------- Crawl hold df Quick Sway tap df quick high dodge Side Swipe LP/HP/LK/HK knocks opponent to back sway plane if it connects (not blocked) Jaw Strike HP close 2 hits Turn Fan HP far 2 hits Roundhouse HK close 2 hits Quick Fan LP from high jump can perform another air attack after move; overhead Air Knee LK from high jump can perform another air attack after move; overhead Plane Moves ----------- Dive Forearm/Fan Charge LP from sway planes Flip Kick LK from sway planes Strong F./Charge HP from sway planes knocks opponent to opposite sway plane if connected (not blocked) Strong Flip Kick HK from sway planes knocks opponent to opposite sway plane if connected (not blocked) Fan Swipe LP+LK when opponent is pulls opponent to middle in a sway plane plane; only hits opponents in front sway plane Reach Kick LK+HP when opponent is pulls opponent to middle in a sway plane plane; only hits opponents in back sway plane Sweep d + LP+LK when opponent pulls opponent to middle is in sway plane plane; only hits opponents in front sway plane Back Sweep d + LK+HP when opponent pulls opponent to middle is in a sway plane plane; only hits opponents in back sway plane Command Moves ------------- Tail Strike b + HK knocks opponent to back sway plane if move connects (not blocked) Backfist f + LP while blocking you will find this will work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Special Moves ------------- Ka Cho Sen qcf + P LP=slow, HP=fast; will collide with other projectiles as both will be "destroyed" in the process Feint Ka Cho Sen qcf + LK+HK Ryu Em Bu qcb + P LP=fast, HP=slow; absorbs projectiles Feint Ryu En Bu qcb + LK+HK Shinobi Bachi hcf + HP Musasabi Mai d + LK+HP/HP+HK in air Feint Musasabi Mai d + LP+LK in air Kagerono Mai d, d + LP+LK+HP absorbs projectiles Super Desperation ----------------- Cho Shinobi Bachi f, db, f + HP+HK / f, hcf + HP+HK Hidden Desperation ------------------ Taunt Set Up hold HP far name will flash, which means hidden super can now be performed; enter the next motion VERY quickly after this part; remember to hold HP as this will keep your name flashing to perform hidden super Shiranui Hiohgi f, db, f + LK+HK / f, hcf + LK+HK Chain Attacks ------------- Punch Starters `````````````` HP close (*)---> HP (1) -----> HP -----> HK (E) HK (E) LK (E) Kick Starters ````````````` LK close (*)---> f + LK -----> f + LK (1) ----------------------Send To Background Moves------------------------ | Use as last hit on final deciding round. Works on character stages:| | Joe, Terry, Andy, Hon-Fu, and Mai | ---------------------------------------------------------------------- Dive Forearm/Fan Charge LP/HP from front sway plane Flip Kick LK/HK from front sway plane Side Swipe tap df, LP/HP/LK/HK Short Backhand LP close Jaw Strike HP close Face Splitter LK far Tail Strike b + HK Power Kick ub/uf, HK --------------------------Knockout Moves------------------------------ | Use as last hit on final deciding round. Works on character stages:| | Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei | ---------------------------------------------------------------------- Dive Forearm/Fan Charg LP/HP from back sway plane Flip Kick LK/HK from back sway plane Backfist f + LP Slicing Fan HP far Roundhouse HK close Sweep d + HK -------------------------Ceiling Strike Moves------------------------- | Use as last hit on final deciding round. Works on character stage: | | Blue Mary | ---------------------------------------------------------------------- None? ******************************************************************************* * 3.10 Bob Wilson * ******************************************************************************* Colors ------ LP - White pants w/ Green top HK - Dark Blue pants w/ Red top Throw ----- Falcon f + HK close Hornet Attack uf, uf + HK Leg Drop df, df + HK Basic Moves ----------- Crawl hold df Quick Sway tap df quick high dodge Back Fang LP/HP/LK/HK Head Hunter HP close 2 hits Low Poke LK close must be blocked low Air Backhand LP from high jump can perform another air attack after move; overhead Skyward Kick LK from u high jump can perform another air attack after move; overhead Quick Double Foot LK from ub/uf high jump can perform another air attack after move; overhead Slow Skyward Kick LK from ub/uf short overhead jump Air Knee HP from ub/uf short overhead jump Dropkick HK from ub/uf short overhead jump Plane Moves ----------- Dive Headbutt LP from sway planes Dive Kick LK from sway planes Strong Headbutt HP from sway planes knocks opponent to opposite sway plane if connected (not blocked) Strong Kick HK from sway planes knocks opponent to opposite sway plane if connected (not blocked) Reach Headbutt LP+LK when opponent is pulls opponent to middle in a sway plane plane; only hits opponents in front sway plane Reach Kick LK+HP when opponent is pulls opponent to middle in a sway plane plane; only hits opponents in back sway plane Low Boot d + LP+LK when opponent pulls opponent to middle is in sway plane plane; only hits opponents in front sway plane Sweep d + LK+HP when opponent pulls opponent to middle is in a sway plane plane; only hits opponents in back sway plane Command Moves ------------- Eagle Step df + HK in air overhead; if connected (not blocked), you can follow with another air attack Pull Kick d + LP must be blocked low Step Elbow f + HP Flying Fish u + HP after you are struck by an attack Low Foot f + LP while blocking you will find this will work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Special Moves ------------- Rolling Turtle LP+HP move with b or f Rolling Sea Turtle LK+HK move with b or f Wild Wolf Charge b for 2 seconds, LK=short, HK=long; last part f + K of the move is an overhead Bison Horns Charge d for 2 seconds, HK version "escapes" u + K backward further Super Desperation ----------------- Dangerous Bob d, d, d + LK+HP+HK the falling Wild Wolf maneuvers are overheads Hidden Desperation ------------------ Dash Forward Set Up f, f name will flash, which means hidden super can now be performed; enter the next motion VERY quickly after this part Dangerous Wolf db, uf + HP+HK the falling Wild Wolf maneuvers are overheads Chain Attacks ------------- Punch Starters `````````````` LP close (*)---> LK -----> HP -----> HP ------> HK (E) LP far (*) HP close (*)---> HP (1) -----> HP -----> HP ------> HK (E) HK (1, E) f + HP (E) Kick Starters ````````````` None ----------------------Send To Background Moves------------------------ | Use as last hit on final deciding round. Works on character stages:| | Joe, Terry, Andy, Hon-Fu, and Mai | ---------------------------------------------------------------------- Dive Headbutt LP/HP from front sway plane Dive Kick LK/HK from front sway plane Back Fang tap df, LP/HP/LK/HK Weak Backhand LP far Low Foot f + LP while blocking Head Hunter HP close Air Backhand LP in air Low Poke LK close Strong Diagonal Kick HP from ub/uf high jump Rolling Turtle LP+HP Rolling Sea Turtle LK+HK also any hit from his basic HP chain --------------------------Knockout Moves------------------------------ | Use as last hit on final deciding round. Works on character stages:| | Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei | ---------------------------------------------------------------------- Dive Headbutt LP/HP from back sway plane Dive Kick LK/HK from back sway plane Roundhouse HP far Sweep d + HK -------------------------Ceiling Strike Moves------------------------- | Use as last hit on final deciding round. Works on character stage: | | Blue Mary | ---------------------------------------------------------------------- Head Chop HK close Elephant Tusk d + HP ------------------------------------------------------------------------------- ******************************************************************************* * 3.11 Ryuji Yamazaki * ******************************************************************************* Colors ------ LP - Black costume HK - Red costume Throws ------ The Reaper b + HP close Face Crush HP Headbutts f + HK close Basic Moves ----------- Crawl hold df Quick Sway tap df quick high dodge Cheap Elbow LP/HP/LK/HK Shin Kick LK close must be blocked low Quick Punch LP from high jump can perform another air attack after move; overhead Down Foot LK from high jump can perform another air attack after move; overhead Low Backfist HP from u short jump overhead Stomp Out HK from ub/uf jump overhead; grounds standing opponent or knocks opponent out of the air Plane Moves ----------- Dive Uppercut LP from sway planes Low Kick LK from sway planes must be blocked low Strong Uppercut HP from sway planes knocks opponent to opposite sway plane if connected (not blocked) Strong Low Kick HK from sway planes knocks opponent to opposite sway plane if connected (not blocked); must be blocked low Reach Kick LP+LK when opponent is pulls opponent to middle in a sway plane plane; only hits opponents in front sway plane Back Kick LK+HP when opponent is pulls opponent to middle in a sway plane plane; only hits opponents in back sway plane Hand Sweep d + LP+LK when opponent pulls opponent to middle is in sway plane plane; only hits opponents in front sway plane Sweep d + LK+HP when opponent pulls opponent to middle is in a sway plane plane; only hits opponents in back sway plane Command Moves ------------- Down Fist f + HP overhead Uppercut Swing d + HP 2 hits Short Swing f + LP while blocking you will find this will work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation Special Moves ------------- Snake Tamer Stance qcb + HP Zenpou Snake Tamer f + HP Taikuu Snake Tamer uf + HP Abort do nothing for 3 seconds Double Return qcf + HP absorbs projectiles and will send a projectile of his own back if successful with an absorb; will only absorb Sokaku's Wild Ape Hunting and not send anything back; will send Sokaku's Makibishi Masher and Mai's Ka Cho Sen back instead of his own projectile when he absorbs them Sado Maso hcf + HK high counter attack Super Desperation ----------------- Guillotine Charge d for 2 seconds, the descent catch is an df, f + LK+HK overhead Hidden Desperation ------------------ Backdash Set Up b, b name will flash, which means hidden super can now be performed; enter the next motion VERY quickly after this part Shin Guillotine hcb + HP+HK the descent catch is an overhead Chain Attacks ------------- LP close (*)---> LP -----> LP -----> LP ------> HP (v, E) LP far (*)-----> LP -----> LP (E) f + HP (O)-----> HP (1) -----> HP -----> HK (E) Kick Starters ------------- None ----------------------Send To Background Moves------------------------ | Use as last hit on final deciding round. Works on character stages:| | Joe, Terry, Andy, Hon-Fu, and Mai | ---------------------------------------------------------------------- Dive Uppercut LP/HP from front sway plane Low Kick LK/HK from front sway plane Cheap Elbow tap df, LP/HP/LK/HK High Kick HK close --------------------------Knockout Moves------------------------------ | Use as last hit on final deciding round. Works on character stages:| | Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei | ---------------------------------------------------------------------- Dive Uppercut LP/HP from back sway plane Low Kick LK/HK from back sway plane Short Swing f + LP while blocking Hellish Swipe HP close/far Swiping Air Fist ub/uf HP / HP from u high jump Long Straight Kick HK far -------------------------Ceiling Strike Moves------------------------- | Use as last hit on final deciding round. Works on character stage: | | Blue Mary | ---------------------------------------------------------------------- Uppercut Swing d + HP ******************************************************************************* * 3.12 Jin Chonshu * ******************************************************************************* Colors ------ LP - Red costume HK - Green costume Throw ----- Blast Away f + HP close Basic Moves ----------- Crawl hold df Quick Sway tap df quick high dodge Side Poke LP/HP/LK/HK knocks opponent to back sway plane if move connects (not blocked) Wave Swipe LP close 2 hits Falling Slap HP far 2 hits Rising Slap HP close 2 hits Wind Kick LK close 2 hits Skyward Kick LP/LK from high jump can perform another air attack after move; overhead Plane Moves ----------- Push/Dive Elbow LP from sway planes Knee Slide/Low Foot LK from sway planes must be blocked low Strong Push/Elbow HP from sway planes knocks opponent to opposite sway plane if connected (not blocked) Strong Slide/Foot HK from sway planes knocks opponent to opposite sway plane if connected (not blocked); must be blocked low Reach Swipe LP+LK when opponent is pulls opponent to middle in a sway plane plane; only hits opponents in front sway plane Back Swipe LK+HP when opponent is pulls opponent to middle in a sway plane plane; only hits opponents in back sway plane Arc Sweep d + LP+LK when opponent pulls opponent to middle is in sway plane plane; only hits opponents in front sway plane Sweep d + LK+HP when opponent pulls opponent to middle is in a sway plane plane; only hits opponents in back sway plane Command Moves ------------- Low Poke d + LP 2 hits Strong Low Poke d + HP 2 hits Forward Roll df + HP must be blocked low Crouch Punt d + LK must be blocked low; 2 hits Short Palm f + LP while blocking you will find this will work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation; will knock opponent to front sway plane if this connects (not blocked) Special Moves ------------- Emperor God Bop Charge db, f + P / LP=short, HP=long; elbow db, f + P must connect (not blocked) to perform the entire maneuver Emperor Crunch f, d, df + P LP=short, HP=further Teio Tengan Ken qcf + K LK=slow, HK=fast; will collide with other projectiles as both will be "destroyed" in the process Feint Teio Tengan Ken qcf + LK+HK Super Desperation ----------------- Emperor Drain Burst qcb, f + HP+HK not only causes damage to opponent, but will also regenerate a portion of Chonshu's lifebar as well; must connect (not blocked) in order to do this however Hidden Desperation ------------------ Distance Set Up stand about a sweap name will flash, which means away hidden super can now be performed; enter the next motion VERY quickly after this part Shin Emperor Drain B. qcf, b + HP+HK not only causes damage to opponent, but will also regenerate a portion of Chonshu's lifebar as well; must connect (not blocked) in order to do this however Chain Attacks ------------- Punch Starters `````````````` None Kick Starters ````````````` None ----------------------Send To Background Moves------------------------ | Use as last hit on final deciding round. Works on character stages:| | Joe, Terry, Andy, Hon-Fu, and Mai | ---------------------------------------------------------------------- Push/Dive Elbow LP/HP from front sway plane Knee Slide/Low Foot LK/HK from front sway plane Side Poke tap df, LP/HP/LK/HK Wave Swipe LP close Low Kick d + LK Sweep d + HK --------------------------Knockout Moves------------------------------ | Use as last hit on final deciding round. Works on character stages:| | Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei | ---------------------------------------------------------------------- Push/Dive Elbow LP/HP from back sway plane Knee Slide/Low Foot LK/HK from back sway plane Short Palm f + LP while blocking Falling Slap HP far Roundhouse LK far Jumping Kick Slice HK close Emperor Crunch f, d, df + P -------------------------Ceiling Strike Moves------------------------- | Use as last hit on final deciding round. Works on character stage: | | Blue Mary | ---------------------------------------------------------------------- Rising Slap HP close Sliding Face Kick HK far ******************************************************************************* * 3.13 Jin Chonrei * ******************************************************************************* Colors ------ LP - Blue costume HK - Orange costume Throw ----- Blast Away f + HP close Basic Moves ----------- Crawl hold df Quick Sway tap df quick high dodge Side Poke LP/HP/LK/HK knocks opponent to back sway plane if move connects (not blocked) Wave Swipe LP close 2 hits Dragon Pound HP far knocks opponent down Driving Elbow HP close 2 hits Wind Kick LK close 2 hits Skyward Kick LP/LK from high jump can perform another air attack after move; overhead Plane Moves ----------- Push/Dive Elbow LP from sway planes Knee Slide/Low Foot LK from sway planes must be blocked low Strong Push/Elbow HP from sway planes knocks opponent to opposite sway plane if connected (not blocked) Strong Slide/Foot HK from sway planes knocks opponent to opposite sway plane if connected (not blocked); must be blocked low Reach Swipe LP+LK when opponent is pulls opponent to middle in a sway plane plane; only hits opponents in front sway plane Back Swipe LK+HP when opponent is pulls opponent to middle in a sway plane plane; only hits opponents in back sway plane Arc Sweep d + LP+LK when opponent pulls opponent to middle is in sway plane plane; only hits opponents in front sway plane Sweep d + LK+HP when opponent pulls opponent to middle is in a sway plane plane; only hits opponents in back sway plane Command Moves ------------- Low Poke d + LP 2 hits Strong Low Poke d + HP 2 hits Forward Roll df + HP must be blocked low Crouch Punt d + LK must be blocked low; 2 hits Short Palm f + LP while blocking you will find this will work if you perform it while blocking a whiffed attack or perform directly after an attack hits your block animation; on heavy attacks (HP/HK/supers/etc), wait a little longer to perform after the move hits your block animation; will knock opponent to front sway plane if this connects (not blocked) Special Moves ------------- Emperor God Bop Charge db, f + P / LP=short, HP=long; elbow db, f + P must connect (not blocked) to perform the entire maneuver Emperor Crunch f, d, df + P LP=short, HP=further Teio Tengan Ken qcf + K LK=fast, HK=faster; will collide with other projectiles as both will be "destroyed" in the process Feint Teio Tengan Ken qcf + LK+HK Teio Tashin Ken when a projectile is reflects projectiles on the screen, qcb + HK Emperor Blast qcb, f + HP not only causes damage to opponent, but will also regenerate a portion of Chonrei's lifebar as well Super Desperation ----------------- Weak Empire Destiny S. f, hcf + LK+HK will collide with other projectiles as both will be "destroyed" in the process Hidden Desperation ------------------ Distance Set Up stand very far away name will flash, which means hidden super can now be performed; enter the next motion VERY quickly after this part Empire Destiny Slash hcb + HP+HK will collide with other projectiles as both will be "destroyed" in the process Chain Attacks ------------- Punch Starters `````````````` None Kick Starters ````````````` None ----------------------Send To Background Moves------------------------ | Use as last hit on final deciding round. Works on character stages:| | Joe, Terry, Andy, Hon-Fu, and Mai | ---------------------------------------------------------------------- Push/Dive Elbow LP/HP from front sway plane Knee Slide/Low Foot LK/HK from front sway plane Side Poke tap df, LP/HP/LK/HK Wave Swipe LP close Low Kick d + LK Sweep d + HK --------------------------Knockout Moves------------------------------ | Use as last hit on final deciding round. Works on character stages:| | Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei | ---------------------------------------------------------------------- Push/Dive Elbow LP/HP from back sway plane Knee Slide/Low Foot LK/HK from back sway plane Short Palm f + LP while blocking Roundhouse LK far Jumping Kick Slice HK close Emperor Crunch f, d, df + P -------------------------Ceiling Strike Moves------------------------- | Use as last hit on final deciding round. Works on character stage: | | Blue Mary | ---------------------------------------------------------------------- Sliding Face Kick HK far =============================================================================== 4. Misc. And Easter Eggs =============================================================================== 4.1 Special Intros ------------------- Geese vs Terry Geese vs Andy 4.2 Other ---------- -Terry's pet monkey will sometimes jump into the water on his stage -The frog on Andy's stage will sometimes jump into the water -The alligator in Joe's stage will have a ribbon on round four -You can knock the opponent into the "Geese Training Dummy" in the background as a finisher and knock it out of the tree -The turtle in Joe's stage will sometimes "jump." You can cause this to happen with Sokaku by using his Demon Staff Toss when the turtle is not raising his neck -Jubei Yamada will sometimes jump out of the water and then dive back in at Joe's stage -A penguin will sometimes run across the screen on the floor in Mai's stage -Jubei Yamada will sometimes be seen swimming in the tank in the background on Mai's stage -Akuma like head in both corners of Geese's stage -Geese's stage erupts in flames in 1 player mode -Kyo Kusanagi, Sie Kensou, and Richard Meyer can all be found on the left side of Bob's stage -Cheng appears in a helicopter in Hon-Fu's stage -I've seen 3 stages for the Jin brothers. One has dragons with flags flapping in the wind with a small waterfall in back. Another is a room decorated with bones with flames surrounding the area. The last one is a green type stage with dragons and light shimmering in one part of the background. Even when using them hacked in versus mode, the background that is chosen seems to be completely random...or is it :)? =============================================================================== 5. Conclusion =============================================================================== 5.1 What's Missing/Needed **************************************************************************** * NEED YOUR HELP. Are there any Ceiling Strike moves for Blue Mary and * * Hon-Fu? And I know I found more chain attacks, but there might still be * * some missing. If anyone has any extra info on this please let me know. * * Credit will be given for your contribution, of course. Also, if there * * are any other things not here or any corrections to be made, email me * * and let me know. :) * **************************************************************************** -Cleanup and corrections -Any other missing Knockout/Background/Ceiling moves? If you know or find any, let me know :). -Did I get all the chain attack possibilities? -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 - musolini for helping me with corrections and for the motion for Bash's Hidden Despertaion - And me for writing this faq