T H E K I N G O F ___ ______ ___ _____ _ __ ______ ___ _ _____ _____ / / _______ ______ / ___// / ___/ /_/ /__ __/ /==// __ // __/ /_// == / == / / /__ / / /__/ __ / / / / ___// --_/ \ \ /____ / / / ___// / /\ / / / / / / / /__ / /| \ _| | ____/ / == / /__/ /__/ \___/__/ /__/ /__/ /_____//__/ \__\/___/ /______/_____ / D R E A M M A T C H N E V E R E N D S ( T H E S L U G F E S T ) ============================================================================================== T H E K I N G O F F I G H T E R S ' 1 9 9 8 C O M B O C O L L E C T I O N F A Q v4.0a By : mOOnrun (m00nrun@yahoo.com) Resurrection! (http://i.am/moonrun) ICQ# 5068215 [ Best Viewed using Wordpad 800 x 600 ] ============================================================================================== Warning: This FAQ is copyright 1997-99 by mOOnrun. All information in this FAQ should not by any means be used as a source of profit. Non-commercial products may use the information in this FAQ for "FREE" but provided that credit is given to the author where credit is due. But please inform the author first before doing so. King Of Fighters 98 is Copyright (C) SNK USA (C) SNK Japan FAQ can be found at : www.gamefaqs.com i.am/moonrun ============================================================================================== T A B L E O F C O N T E N T S ============================================================================================== * Section I * - introduction to the FAQ. 1.1 Introduction. 1.2 Revision History. * Section II * - notations used in the game and in this FAQ. 2.1 General Notations. 2.2 Gameplay Notations. 2.3 Combo Notations. * Section III * - information, moveslist and combos divided into skill levels 3.1 Japan Team. 3.2 Fatal Fury Team. 3.3 Art of Fighting Team. 3.4 New Ikari Team. 3.5 Psycho Soldier Team. 3.6 Neo Girls Team. 3.7 Kim Team. 3.8 New Face Team. 3.9 97' Special Team. 3.10 Assasins Team. 3.11 Seniors Team. 3.12 USA Team. 3.13 Solo Entrees'. * Section IV * - interesting stuffs. 5.1 Infinite Combos. 5.2 Bug Reports. * Section V * - miscellanous info. 6.1 Codes. 6.2 Rumours & Unconfirmed Stuff. 6.3 Crossup(Over-Lap) Table. 6.4 Performance Chart. * Section VI * - closing stuff... 7.1 Credits & Special Thanks. 7.2 Links. 7.3 Closing Words. ============================================================================================== S E C T I O N I ============================================================================================== 1.1 I N T R O D U C T I O N ============================================================================================== Ah, you must have read the old intro over and over for the past few months infront of yer PC eh? I guess its been very long since i've really updated the FAQ fully, heh, now its done with all the combos that may be possible in the game, including some really nice wierd bugs. So enjoy, ah also, look out for the KoF99 Combo Faq, should be out roughly a month after the game reach Singapore. < old intro > Another year has passed. The time has come for the next installment in the KoF series... King of Fighters 98 : The Slugfest or Dream Match Never Ends. Being an avid fan of this SNK game, since kof94, well, here it is, my combo faq for this series. Its the full version now. KoF is always full of combos and other 'BUG' stuff that even now my kof'97 faqs do have not been updated with some multihit bugs. I am slowly updating more stuff into the FAQ. Enjoy this FAQ.. Oh yeah, now all combos are in one faq. Well, i did receive some complains that the split-up FAQs in KoF'97 were bothersome...*) ============================================================================================== 1.2 R E V I S I O N H I S T O R Y ============================================================================================== v 0.10 (21/07/1998 Tuesday) Date of Creation of FAQ first beta version inclusive of moveslists as well as basic combos. KoF'98 Not released in Singapore yet, so not much combos..some unconfirmed ones only. v 0.15 (22/07/1998 Wednesday) some changes done. Added more moveslists from Madman's Cafe Entree' section. Infinite for kyo added. v 0.30 (26/07/1998 Sunday) 3rd day since KoF'98 has arrived in Singapore. Added combos seen and done while playing KoF'98. Not all combos in yet. v 0.40 (28/07/1998 Tuesday) Added Goro's BUG combo and damage quota for some character. More combos for other characters. 60% more till version 1.0(complete) v 0.45 (30/07/1998 Thursday) Movelists updated with more command attacks. v 1.00 (01/08/1998 Saturday) Took the whole day, but finally finished the FAQ. All combos are added. But more to come soon. v 1.05 (02/08/1998 Sunday) Corrected some mix-ups. Added 1 combo for Kim, forgot to add it in. v 1.20 (05/08/1998 Wednesday) Corrected more movelists. Combos corrected and added for Goro, Andy RB2, Terry 97, Robert 97, Yuri 95, Ralf, Mai RB2/97, Chang, Choi, Shermie Orochi, Chris Orochi, Iori, Rugal, Shingo and also explaination on Kyo's infinite. v 1.25 (05/08/1998 Wednesday) Minor update. Added combos for Chizuru Kagura and Shermie Orochi. v 1.40 (09/08/1998 Sunday)Corrected some combos. Added more combos for Chizuru, Chris Orochi, Kyo, Andy RB2 as well as a Crossup(Over-Lap) table. BUGS section also updated. v 1.55 (13/08/1998 Thursday) Corrected FAQ for errors. Updated BUG section as well as crossup table. Added combos for Kim and Chizuru. v 1.65 (18/08/1998 Tuesday) Added combos for Athena. v 3.0b (10/11/1998 Wednesday) Major update for all characters. Added lotsa new sections, revamped the whole faq, trying to make it simpler. Performance charts for each character are added. Along with a lot of information of each character. Combos galore.... v 4.0a (11/07/1999 Sunday) Finally got time to "finish" the so-called major update in v 3.0b. Uploaded to new updated site. Check out the FAQ slowly, there are quite ALOT of new combos. Also renamed the FAQ cause there will be other versions for the other SNK KOF series coming soon. Ah, still unfinished tho' cuz i've not included the damage percentage for every combo and the hits for each combo. ============================================================================================== S E C T I O N II ============================================================================================== 2.1 G E N E R A L N O T A T I O N S ============================================================================================== K E Y [all notations are in 1st player's side] o o o jump backwards vertical jump jump forward \ | / o-- n --o block/go back neutral go forward / | \ o o o blocking crouch normal crouch forward crouch/crawl* * - for some characters A = light punch B = light kick C = heavy punch D = heavy kick dn/dwn = down joystick direction up = up joystick motion bk = hold joystick in blocking direction fw = joystick forward motion s = store for few seconds QCB = quarter cirlce back joystick motion QCF = quarter circle forward joystick motion HCB = half circle back joystick motion HCF = half circle forward joystick motion DP = uppercut joystick motion RDP = reverse uppercut joystick motion HC = chain hits j = jump s = stand cx = crossup jump -> = after this to do this i.e d B -> s C means crouching C, then standing C ============================================================================================== 2.2 G A M E P L A Y N O T A T I O N S ============================================================================================== 2.2.1 -------------- MODE SELECTION -------------- If you've never played King of Fighters' 97, here is the intro to the 2 modes of play available where you can select after selecting your 3 characters. Each mode got their own advantages and have different ways of fighting and winning, so choose the best suited for you style. There are basically only 2 types of mode. 1 from KoF'95 style of play [Extra], the other is KoF'97 style of play [Advance]. But both are already given certain improvements. 2.2.1a -------------- A D V A N C E -------------- This is KoF'97 style of play. Users of this mode can stock up their 'supers' in their gauge located at the bottom left(1st player) or bottom right(2nd player). This can be done by executing special moves or while blocking attacks from opponent. In KoF'98, advantage is given to the 2nd and 3rd character of your team. 1st character in your team is given 3 spaces to store their 'supers' stock, and when 1st character loses, 2nd character gets 4 spaces and 3rd character will get 5 spaces. Besides this, there are other moves available : +-------------------------------------------------------------------------------+ |Motion | Description | +-------------------------------------------------------------------------------+ |bk | block/move backward | +-------------------------------------------------------------------------------+ |fw | move forward | +-------------------------------------------------------------------------------+ |bk, bk | hop backwards(can hop over ground fireballs with timing) | +-------------------------------------------------------------------------------+ |fw, fw | run/dash | +-------------------------------------------------------------------------------+ |tap upbk/upfw | short jump | +-------------------------------------------------------------------------------+ |press upbk/up/upfw | normal jump | +-------------------------------------------------------------------------------+ |dwn, tap upbk/upfw | short hyperjump | |or dash, tap jump | | +-------------------------------------------------------------------------------+ |dwn, upbk/upfw | hyperjump | |or dash and jump | | +-------------------------------------------------------------------------------+ |A+B or bk A+B | rolling(can roll through most moves) | +-------------------------------------------------------------------------------+ |A+B as land | recovery roll(not advisable when fighting grabbers | +-------------------------------------------------------------------------------+ |bk then fw/bk A+B | counter roll( while blocking but takes 1 stock of super) | +-------------------------------------------------------------------------------+ |C+D | body-toss attack(heavy attack - knocks opponent down | +-------------------------------------------------------------------------------+ |bk, C+D | counter attack(pushes opponent away - knocks opponent ) | +-------------------------------------------------------------------------------+ |tap A-D | slam-escape (prevents getting thrown by normal slam) | +-------------------------------------------------------------------------------+ |A+B+C | activate power gauge meter (to get MAXed out) | +-------------------------------------------------------------------------------+ |A+B+C+D | when dizzy or being slammed with multi hit slam and this | | | is where you teamates come out and help to hit enemy | +-------------------------------------------------------------------------------+ |Start | taunting (cancel by any joystick motion) | +-------------------------------------------------------------------------------+ 2.2.1b ---------- E X T R A ---------- Extra mode takes after KoF'95 style of play. Where users can MAX-up by press and holding A+B+C together till power gauge is full. Users also can do infinite-times of DMs if the life is flashing red, and SDM id gauge is MAXed and life is flashing red. In KoF'98, this mode is given some improvements. Similiar to ADVANCE mode, EXTRA mode also have advantage given to 2nd and 3rd character in your team, where the length of the power gauge is shorten every time a character loses. +-------------------------------------------------------------------------------+ |Motion | Description | +-------------------------------------------------------------------------------+ |bk | block/move backward | +-------------------------------------------------------------------------------+ |fw | move forward | +-------------------------------------------------------------------------------+ |bk, bk | hop backwards(can hop over ground fireballs with timing) | +-------------------------------------------------------------------------------+ |fw, fw | hop forward(can execute air special moves) | +-------------------------------------------------------------------------------+ |tap upbk/upfw | short jump | +-------------------------------------------------------------------------------+ |press upbk/up/upfw | normal jump | +-------------------------------------------------------------------------------+ |dwn, tap upbk/upfw | short hyperjump | |or dash, tap jump | | +-------------------------------------------------------------------------------+ |dwn, upbk/upfw | hyperjump | |or dash and jump |(hold down after hyperjump for short-hyperjump) | +-------------------------------------------------------------------------------+ |A+B | dodging (can evade most attacks) | +-------------------------------------------------------------------------------+ |A+B then A~D | dodge cancel/attack (can hit opponents while user in | | | dodge animation) | +-------------------------------------------------------------------------------+ |A+B as land | recovery roll(not advisable when fighting grabbers | +-------------------------------------------------------------------------------+ |bk then fw/bk A+B | counter roll( while blocking but takes 1 stock of super) | +-------------------------------------------------------------------------------+ |C+D | body-toss attack(heavy attack - knocks opponent down | +-------------------------------------------------------------------------------+ |bk, C+D | counter attack(pushes opponent away - knocks opponent ) | +-------------------------------------------------------------------------------+ |A+B+C | increase power gauge meter (to get MAXed out) | +-------------------------------------------------------------------------------+ |A+B+C+D | when dizzy or being slammed with multi hit slam and this | | | is where you teamates come out and help to hit enemy | +-------------------------------------------------------------------------------+ |Start | taunting (cancel by any joystick motion) | +-------------------------------------------------------------------------------+ EXTRA Notes : Now in KoF'98, another advantage that EXTRA mode has over ADVANCE mode is that while in fw, fw (hop) animation, any character with aerial moves either special or command attack move, can be executed. i.e Kyo, fw-fw dwn C or Athena fw-fw QCB + B/D. 2.2.2 ------------ MISC. Info ------------ Besides the 2 types of modes, there are also other miscellanous stuff in the gameplay system. The stuff listed below appear on screen in battles. - Guard Crush when an opponent keep blocking an attacking challenger, there is a limit in which the opponent can block. after a certain time of blocking or number of hits, the opponent will be unable to block and the sentence 'Guard Crush' will appear leaving the opponent for further attacks. - Counter if an attacker hits an opponent who is about to execute a move and breaks that move, 'Counter' appears and the 2nd hit after will cause the opponent to take more damage. 'Counter' allows for more juggling and leaves enemy to get hit more. i.e jump CD, 'Counter', jump CD again. - Critical Hit this appears at random, and only certain characters have this condition like Shingo Yabuki. when 'Critical Hit' appears, it allows the attacker to add in more moves in a split-second. ============================================================================================== 2.3 C O M B O N O T A T I O N S ============================================================================================== (C) - corner combos, combos that only work in the corner. (nC) - combos done near a corner. (DM) - DM combos, combos that involve super moves or desperation moves. (SDM)- SDM combos, combos that involve a MAXed up version of a DM. (INF)- infinite combos, combos that can be repeated and result in a continued combo. (MAX)- must be maxed out or POWered up for this combo to work. (MID)- opponent must be mid-air for this to work. (DIZ)- combos that dizzies. (BUG)- combos that are only work because of the bugs in the game. (CSP)- combos that are started off a crossup/overlap attack. (ADV)- combos only done in Advance mode. (EX) - combos only done in Extra mode. (CNT)- "COUNTER" must appear for it to work. (2nd)- combos that involve more than 3 stocks of super(Advance mode) i.e. 2nd Character onwards in advance mode. (1P) - combos that can only be done by first player CONTROLLER. (1Pc)- combos that can be done only at first player CORNER. (2P) - combos that can only be done by second player CONTROLLER. (2Pc)- combos that can be done only at second player CORNER. (t.C)- for tall characters (OPB)- combos that are started on opponents back (back stabbing?!) (OPD)- combos that startup while opponent are about to recover from a knockdown move. * - new combos. + - chain combos involved. ++ - uncombo-able chain combos or general combos(i.e can be cancelled but no RUSH hits) +++ - refer to explaination of combos. ============================================================================================== S E C T I O N III ============================================================================================== 3.1 J A P A N T E A M ============================================================================================== 3.1.1 ------------ Kyo Kusanagi ------------ Moveslist --------- Foreign Style: : jump dwn + C (knockdown if hit in air) Mysterious Falling Drop Foreign Style: : fw + B (overheard if not chained, 2 hits) Thunder Axe Positive Style No. 88 : dnfw + D (sweeps feet, 2 hits) +-------------------------------------------------------------------------------------------+ Style No. 104: Wild Bite : QCF + A Style No. 128: Nine Wounds : QCF + A/C (after Wild Bite) Self (Taught) Style No. 127 : HCB + A/C (after Wild Bite) : Eight Tarnish Self (Taught) Style No. 125 : B/D (after Nine Wounds/Eight Wounds) : Seven Chance Foreign Style: Time Drill : A/C (after Nine Wounds/Eight Wounds) Style No. 105: Poison Bite : QCF + C Style No. 401: Guilt Compose : HCB + C (after Poison Bite) Style No. 402: Punishment Compose : fw + C (after Guilt Compose) Style No. 100: Demon Scorcher : DP + A/C (anti-air) Style No. 902: Clipping Chimera : QCB + A/C (counter move) Style No. 202: Koto Moon Positive : HCB + B/D Style No. 75: Modified : QCF + B x 2 or D x 2 R.E.D. Kick : RDP + B/D (knockdown if hit in air/land) +-------------------------------------------------------------------------------------------+ Reverse Style No. 180 : QCB, HCF + A/C (MAXed version anti-air) : Great Serpent Mow Final Deciding Battle Secret : QCF x 2 + A/C "No Style" ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ (% is damage incurred) d A, d A ( 2 hits 7% ) d A, d B ( 2 hits 7% ) d A, s A ( 2 hits 7% ) d A, s B ( 2 hits 7% ) d B, d A ( 2 hits 7% ) d B, d B ( 2 hits 7% ) d B, s A ( 2 hits 7% ) d B, s B ( 2 hits 7% ) s A, d A ( 2 hits 7% ) s A, s A ( 2 hits 7% ) s A, d B ( 2 hits 7% ) s A, s B ( 2 hits 7% ) s B, d A ( 2 hits 7% ) s B, s A ( 2 hits 7% ) s B, d B ( 2 hits 7% ) s B, s B ( 2 hits 7% ) d A, d A, d A ( 3 hits 10.5% ) d A, d B, d A ( 3 hits 10.5% ) d A, d A, s A ( 3 hits 10.5% ) d A, d B, s A ( 3 hits 10.5% ) d A, s A, d A ( 3 hits 10.5% ) d A, s B, d A ( 3 hits 10.5% ) d A, s A, s A ( 3 hits 10.5% ) d A, s B, s A ( 3 hits 10.5% ) d B, d A, d A ( 3 hits 10.5% ) d B, d B, d A ( 3 hits 10.5% ) d B, d A, s A ( 3 hits 10.5% ) d B, d B, s A ( 3 hits 10.5% ) d B, s A, d A ( 3 hits 10.5% ) d B, s B, d A ( 3 hits 10.5% ) d B, s A, s A ( 3 hits 10.5% ) d B, s B, s A ( 3 hits 10.5% ) s A, d A, s A ( 3 hits 10.5% ) s A, s A, s A ( 3 hits 10.5% ) s A, d B, s A ( 3 hits 10.5% ) s A, s B, s A ( 3 hits 10.5% ) s A, d A, s B ( 3 hits 10.5% ) s A, s A, s B ( 3 hits 10.5% ) s A, d B, s B ( 3 hits 10.5% ) s A, s B, s B ( 3 hits 10.5% ) s B, d A, s A ( 3 hits 10.5% ) s B, s A, s A ( 3 hits 10.5% ) s B, d B, s A ( 3 hits 10.5% ) s B, s B, s A ( 3 hits 10.5% ) s B, d A, s B ( 3 hits 10.5% ) s B, s A, s B ( 3 hits 10.5% ) s B, d B, s B ( 3 hits 10.5% ) s B, s B, d B ( 3 hits 10.5% ) s B, s B, s B ( 3 hits 10.5% ) s B, s B, d B, s A ( 4 hits 14% ) s B, s B, s B, s A ( 4 hits 14% ) d A, d A, dwnfw + D ( 4 hits 21% ) d A, s A, dwnfw + D ( 4 hits 21% ) d A, s B, dwnfw + D ( 4 hits 21% ) d B, d A, dwnfw + D ( 4 hits 21% ) d B, s A, dwnfw + D ( 4 hits 21% ) d B, s B, dwnfw + D ( 4 hits 21% ) s A, d A, dwnfw + D ( 4 hits 21% ) s A, s A, dwnfw + D ( 4 hits 21% ) s A, d B, dwnfw + D ( 4 hits 21% ) s A, s B, dwnfw + D ( 4 hits 21% ) s B, d A, dwnfw + D ( 4 hits 21% ) s B, s A, dwnfw + D ( 4 hits 21% ) s B, d B, dwnfw + D ( 4 hits 21% ) s B, s B, dwnfw + D ( 4 hits 21% ) d A, d A, d A, dwnfw + D ( 5 hits 24.5% ) d A, d B, d A, dwnfw + D ( 5 hits 24.5% ) d A, d A, s A, dwnfw + D ( 5 hits 24.5% ) d A, d B, s A, dwnfw + D ( 5 hits 24.5% ) d A, s A, d A, dwnfw + D ( 5 hits 24.5% ) d A, s B, d A, dwnfw + D ( 5 hits 24.5% ) d A, s A, s A, dwnfw + D ( 5 hits 24.5% ) d A, s B, s A, dwnfw + D ( 5 hits 24.5% ) d B, d A, d A, dwnfw + D ( 5 hits 24.5% ) d B, d B, d A, dwnfw + D ( 5 hits 24.5% ) d B, d A, s A, dwnfw + D ( 5 hits 24.5% ) d B, d B, s A, dwnfw + D ( 5 hits 24.5% ) d B, s A, d A, dwnfw + D ( 5 hits 24.5% ) d B, s B, d A, dwnfw + D ( 5 hits 24.5% ) d B, s A, s A, dwnfw + D ( 5 hits 24.5% ) d B, s B, s A, dwnfw + D ( 5 hits 24.5% ) s A, d A, s A, dwnfw + D ( 5 hits 24.5% ) s A, s A, s A, dwnfw + D ( 5 hits 24.5% ) s A, d B, s A, dwnfw + D ( 5 hits 24.5% ) s A, s B, s A, dwnfw + D ( 5 hits 24.5% ) s A, s B, s B, dwnfw + D ( 5 hits 24.5% ) s B, d A, s A, dwnfw + D ( 5 hits 24.5% ) s B, s A, s A, dwnfw + D ( 5 hits 24.5% ) s B, d B, s A, dwnfw + D ( 5 hits 24.5% ) s B, s B, s A, dwnfw + D ( 5 hits 24.5% ) s B, s B, s B, dwnfw + D ( 5 hits 24.5% ) s B, s B, d B, s A, dwnfw + D ( 28% ) s B, s B, s B, s A, dwnfw + D ( 28% ) ++ d A, d A, fw + B (no RUSH hits) ++ d A, s A, fw + B (no RUSH hits) ++ d A, s B, fw + B (no RUSH hits) ++ d B, d A, fw + B (no RUSH hits) ++ d B, s A, fw + B (no RUSH hits) ++ d B, s B, fw + B (no RUSH hits) ++ s A, d A, fw + B (no RUSH hits) ++ s A, s A, fw + B (no RUSH hits) ++ s A, s B, fw + B (no RUSH hits) ++ s B, d A, fw + B (no RUSH hits) ++ s B, s A, fw + B (no RUSH hits) ++ s B, s B, fw + B (no RUSH hits) ++ d A, d A, d A, fw + B (no RUSH hits) ++ d A, d B, d A, fw + B (no RUSH hits) ++ d A, d A, s A, fw + B (no RUSH hits) ++ d A, d B, s A, fw + B (no RUSH hits) ++ d A, s A, d A, fw + B (no RUSH hits) ++ d A, s B, d A, fw + B (no RUSH hits) ++ d A, s A, s A, fw + B (no RUSH hits) ++ d A, s B, s A, fw + B (no RUSH hits) ++ d B, d A, d A, fw + B (no RUSH hits) ++ d B, d B, d A, fw + B (no RUSH hits) ++ d B, d A, s A, fw + B (no RUSH hits) ++ d B, d B, s A, fw + B (no RUSH hits) ++ d B, s A, d A, fw + B (no RUSH hits) ++ d B, s B, d A, fw + B (no RUSH hits) ++ d B, s A, s A, fw + B (no RUSH hits) ++ d B, s B, s A, fw + B (no RUSH hits) ++ s A, d A, s A, fw + B (no RUSH hits) ++ s A, s A, s A, fw + B (no RUSH hits) ++ s A, d B, s A, fw + B (no RUSH hits) ++ s A, s B, s A, fw + B (no RUSH hits) ++ s B, d A, s A, fw + B (no RUSH hits) ++ s B, s A, s A, fw + B (no RUSH hits) ++ s B, d B, s A, fw + B (no RUSH hits) ++ s B, s B, s A, fw + B (no RUSH hits) ++ s B, s B, d B, s A, fw + B (no RUSH hits) ++ s B, s B, s B, s A, fw + B (no RUSH hits) s A, s C ( 2 hits 10.5% ) d A, s C ( 2 hits 10.5% ) d B, s C ( 2 hits 10.5% ) s A, s C, dnfw + D ( 24.5% ) d A, s C, dnfw + D ( 24.5% ) d B, s C, dnfw + D ( 24.5% ) s C, fw + B ( 3 hits 21% ) s C, dnfw + D ( 3 hits 21% ) s D, fw + B ( 3 hits 21% ) s D, dnfw + D ( 3 hits 21% ) j A, dwnfw + D ( 3 hits 17.5% ) j B, dwnfw + D ( 3 hits 17.5% ) j C, dwnfw + D ( 3 hits 21% ) j D, dwnfw + D ( 3 hits 21% ) j d C, dwnfw + D ( 3 hits 21% ) j A -> j B j B -> j B j C -> j B j D -> j B j A -> j C j B -> j C j C -> j C j D -> j C j A -> j d C j B -> j d C j C -> j d C j D -> j d C +++ d B, tap C, dwnfw + D ( 3 hits 17.5% ) +++ d B, d B, tap C, dwnfw + D ( 4 hits 21% ) +++ d B, d B, d B, tap C, dwnfw + D ( 4 hits 24.5% ) +++ s B, d B, d B, tap C, dwnfw + D ( varies ) +++ s B, s B, d B, tap C, dwnfw + D ( varies ) +++ s B, s B, s B, d B, tap C, dwnfw + D ( varies ) fw, fw + d C x ??? ( 100% ) * Note: its an infinite chain combo. To do it with more ease, tap forward, then turn HCB + C fast. ) +++ Notes : The above chain combos denoted by +++ are 'special' chain combos than involve cancelling a C into dwnfw + D even before the C animation comes out. To make this possible, press dwn B then tap C as soon as dwn B animation is about to finish, but remember, C animation cannot come out. The timing is like dwn B, stand C chain combo, but slightly faster. Takes some time to get the feel of the timing. _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) s C/D d C -> QCF + A standing/crouching heavy punch or standing heavy kick combo-ed into qcf + A. [2 hit] s C/D d C -> QCF + C standing/crouching heavy punch or standing heavy kick combo-ed into qcf + C. [2 hit] s C/D d C -> DP + A/C standing/crouching heavy punch or standing heavy kick combo-ed into uppercut motion + A/C. [A - 2 hit] [C - 3 hit] s C/D d C -> HCB + B/D standing/crouching heavy punch or standing heavy kick combo-ed into hcb + B or D. [B - 3 hit] [D - 3 hit] s C/D d C -> QCB + A/C standing/crouching heavy punch or standing heavy kick combo-ed into qcb + A or C. [A - 2 hit] [C - 2 hit] s C/D d C -> RDP + B standing/crouching heavy punch or standing heavy kick combo-ed into reverse uppercut motion + B. [2 hit ] (C) s C/D QCF B, B d C -> QCF D, D standing/crouching heavy punch or standing heavy kick combo-ed into qcf + D, D or qcf + B, B. [3 hit] (DM) s C/D d C -> QCB, HCF + A/C standing/crouching heavy punch or standing heavy kick combo-ed into qcb, hcf + A or C. [2 hit] (DM) s C/D d C -> QCF, QCF + A/C standing/crouching heavy punch or standing heavy kick combo-ed into qcf, qcf + A or C. [2 hit] j A~D s C/D d C -> d C -> QCF + A jump-in attack with either A/B/C/D or down heavy punch, standing/crouching heavy punch or standing heavy kick combo-ed into qcf + A. [3 hit] j A~D s C/D d C -> d C -> QCF + C jump-in attack with either A/B/C/D or down heavy punch, standing/crouching heavy punch or standing heavy kick combo-ed into qcf + C. [3 hit] j A~D s C/D d C -> d C -> HCB + B/D jump-in attack with either A/B/C/D or down heavy punch, standing/crouching heavy punch or standing heavy kick combo-ed into hcb + B or D. [4 hit] j A~D s C/D d C -> d C -> DP + A/C jump-in attack with either A/B/C/D or down heavy punch, standing/crouching heavy punch or standing heavy kick combo-ed into uppercut motion + A or C. [4 hit] j A~D s C/D d C -> d C -> RDP + B jump-in attack with either A/B/C/D or down heavy punch, standing/crouching heavy punch or standing heavy kick combo-ed into reverse uppercut motion + B. [3 hit] (C) j A~D s C/D QCF B, B d C -> d C -> QCF D, D jump-in attack with either A/B/C/D or down heavy punch, standing/crouching heavy punch or standing heavy kick combo-ed into qcf + D, D or qcf + B, B. [4 hit] (DM) j A~D s C/D d C -> d C -> QCB, HCF + A/C jump-in attack with either A/B/C/D or down heavy punch, standing/crouching heavy punch or standing heavy kick combo-ed into qcb, hcf + A or C. [3 hit] Note : combo works with MAX version of DM as well. (DM) j A~D s C/D d C -> d C -> QCF, QCF + A/C jump-in attack with either A/B/C/D or down heavy punch, standing/crouching heavy punch or standing heavy kick combo-ed into qcf, qcf + A or C [ hit] Note : combos work with MAX version of DM as well. _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) s C/D B/D d C -> QCF + A -> QCF + A/C -> A/C standing/crouching heavy punch or standing heavy kick combo-ed into qcf + A, qcf + A, then press B/D or A/C. [ hit] s C/D d C -> QCF + C -> HCB + C -> fw + C standing/crouching heavy punch or standing heavy kick combo-ed into qcf + C, hcb + C, then press forward + C. [ hit] + s C/D d C -> fw + B -> QCF + C -> HCB + C -> fw + C standing/crouching heavy punch or standing heavy kick chained into forward B then combo-ed into qcf + C, hcb + C, then press forward + C. [ hit] + s C/D d C -> fw + B -> QCF + A standing/crouching heavy punch or standing heavy kick chained into forward B then combo-ed into qcf + A. [ hit] + s C/D d C -> fw + B -> HCB + B/D standing/crouching heavy punch or standing heavy kick chained into forward B then combo-ed into hcb + B or D. [ hit] + s C/D d C -> fw + B -> RDP + B standing/crouching heavy punch or standing heavy kick chained into forward B then combo-ed into reverse uppercut motion + B. [ hit] +(DM) s C/D d C -> fw + B -> QCB, HCF + A/C standing/crouching heavy punch or standing heavy kick chained into forward B then combo-ed into qcb, hcf + A/C. [ hit] +(DM)(C) s C/D j A~D -> d C -> fw + B -> QCB, HCF + A/C jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick chained into forward B then combo-ed into qcb, hcf + A/C. [ hit] Some information from Olivier(thonglith@easynet.fr) about the combo above ; Here are the characters which allow Kyo to perform the combo in the corner I was talking about last time. The characters are listed as in the selection grid : _________ _________ __________ [ ] [ ] [ ] [ Goro ] [ Terry ] [ Ryo ] [ ] [ Andy ] [ ] [ ] [ Joe ] [ ] [_________] [_________] [__________] _________ _________ __________ [ ] [ ] [ ] [ ] [ Athena ] [ Chizuru ] [ ] [ ] [ ] [ ] [ ] [ ] [_________] [_________] [__________] _________ _________ __________ [ ] [ ] [ ] [ Kim ] [ Yashiro ] [ Yamazaki ] [ Chang* ] [ Chris ] [ Mary ] [ Choi ] [ ] [ Billy ] [_________] [_________] [__________] _________ _________ __________ [ ] [ ] [ ] [ Iori ] [ Heidern ] [ Heavy D* ] [ Mature ] [ Takuma ] [ Lucky* ] [ Vice ] [ ] [ Brian* ] [_________] [_________] [__________] Rugal Olivier's Note : The characters with a star are the only one against who Kyo can do the combo anywhere in the stage. Please notice the combo takes off 50% if you finish with Orochinagi and 40% if you do instead QCF+C, HC+C, Fd+C. You can also use his QCF,QCF+A DM against the characters with the star (but only in corner, needs timing). It will take off 60-65% of the opponent life bar. You can also use the Dwn+C instead of the simple Jump C, but it needs more timing and takes off the same amount of damage than the Jump C. I guess everyone has his preference... To execute the combo, you have to hit as high as possible. You have to hit as the height of the opponent's head. Curiously, it's easier to perform against some characters. Author's Note : The combo explained above can also be combo-ed off with other moves like HCB + K and etc. It depends on the characters, as shown in the grid. (C) s C/D d C -> QCF + D, D -> fw B standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then finished with forward + B. [ hit] (C) s C/D d C -> QCF + D, D -> d D standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then finished with low sweep heavy kick. [ hit] (C) s C/D d C -> QCF + D, D -> DP + A/C standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then juggle with uppercut + A or C. [ hit] (C) s C/D d C -> QCF + D, D -> RDP + B standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then juggle with reverse uppercut + B. [ hit] (C) s C/D d C -> QCF + D, D -> HCB + B/D standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then juggle with hcb + B or D. [ hit] (C) s C/D QCF + A/C d C -> QCF + D, D -> QCF + A -> HCB + A/C -> A/C standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then juggle with qcf + A, qcf + A or finish with qcf + A, qcb + A or C, A or C. [ hit] (C) s C/D s C d C -> QCF + D, D -> QCF + A -> d C or s D standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then juggle with qcf + A, followed by stand heavy punch or kick or a crouching heavy punch. [ hit] (C) s C/D j A~D d C -> QCF + D, D -> j CD or j d C standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then continued with a jump A/B/C or D, or jump CD or jump down + C. [ hit] (C) s C/D d C -> QCF + D, D -> QCF B, B -> DP + A/C standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then juggle with qcf B, B, then finished with uppercut + A or C. [ hit] (C)(DM) s C/D d C -> QCF + D, D -> QCB, HCF A/C standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then finish with qcb, hcf + A/C. [ hit] s C/D B/D j A~D -> d C -> QCF + A -> QCF + A/C -> A/C jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf + A, qcf + A, then press B/D or A/C. [ hit] s C/D j A~D -> d C -> QCF + C -> HCB + C -> fw + C jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf + C, hcb + C, then press forward + C. [ hit] (C) s C/D d C -> QCF B, B -> RDP B stand heavy punch/kick or crouch heavy punch combo-ed into qcf B, B then juggled with reverse uppercut + B. [ hit] (C) s C/D d C -> QCF B, B -> DP + A/C stand heavy punch/kick or crouch heavy punch combo-ed into qcf B, B then juggled with uppercut + A or C. [ hit] (C) s C/D j d C d C -> QCF B, B -> j A~D j CD stand heavy punch/kick or crouch heavy punch combo-ed into qcf B, B then do either a jumping attack with down + C/CD or any other button. [ hit] (C) s C/D j A~D -> d C -> QCF + D, D -> fw B jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then finished with forward + B. [ hit] (C) s C/D j A~D -> d C -> QCF + D, D -> d D jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then finished with low sweep heavy kick. [ hit] (C) s C/D j A~D -> d C -> QCF + D, D -> DP + A/C jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then juggle with uppercut + A or C. [ hit] (C) s C/D j A~D -> d C -> QCF + D, D -> RDP + B jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then juggle with reverse uppercut + B. [ hit] (C) s C/D j A~D -> d C -> QCF + D, D -> HCB + B/D jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then juggle with hcb + B or D. [ hit] (C) s C/D QCF + A/C j A~D -> d C -> QCF + D, D -> QCF + A -> HCB + A/C -> A/C jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then juggle with qcf + A, qcf + A or finish with qcf + A, qcb + A or C, A or C. [ hit] (C) s C/D s C j A~D --> d C --> QCF + D, D --> QCF + A --> d C or s D jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then juggle with qcf + A, followed by stand heavy punch or kick or a crouching heavy punch. [ hit] (C) s C/D j A~D j A~D --> d C --> QCF + D, D --> j CD or j d C jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then continued with a jump A/B/C or D, or jump CD or jump down + C. [ hit] (C) s C/D j A~D --> d C --> QCF + D, D --> QCF + B, B --> DP + A/C jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then juggle with qcf B, B, then finished with uppercut + A or C. [ hit] (C)(DM) s C/D j A~D --> d C --> QCF + D, D --> QCB, HCF + A/C jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then finish with qcb, hcf + A/C. [ hit] (CSP) cx B~D s C/D d C --> d C --> QCB + P crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch combo-ed into qcb + A or C. [ hit] (CSP) cx B~D s C/D d C --> d C --> RDP + B crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch combo-ed into reverse uppercut + B. [3 hits] (CSP) cx B~D s C/D d C --> d C --> HCB + K crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch combo-ed into hcb + B or D. [4 hits] (CSP) cx B~D s C/D d C --> d C --> QCF + C --> HCB + P --> fw + P crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch combo-ed into qcf + C, hcb + A or C, forward + A or C. [5 hits] (CSP) cx B~D s C/D d C --> d C --> QCF + A --> QCF + P --> K crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch combo-ed into qcf + A, qcf + A or C, then press any kick button. [5 hits] (CSP)(nC) cx B~D s C/D d C --> d C --> QCF + A --> QCF + P --> P crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch combo-ed into qcf + A, qcf + A or C, then press any punch button. [5 hits] (CSP)(DM) cx B~D s C/D d C --> d C --> QCF, QCF + P crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch combo-ed into qcf ,qcf + A or C. [7 hits] (CSP)(DM) cx B~D s C/D d C --> d C --> QCB, HCF + A/C crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch combo-ed into qcb, hcf + A or C. [3 hits] +(CSP) cx B~D s C/D d C --> d C --> fw B --> QCF + A crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch chain-ed into forward B then combo-ed into qcf + A. [5 hits] +(CSP) cx B~D s C/D d C --> d C --> fw B --> DP + P crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch chain-ed into forward B then combo-ed into uppercut + A. [5 hits] +(CSP) cx B~D s C/D d C --> d C --> fw B --> RDP + B crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch chain-ed into forward B then combo-ed into reverse uppercut + B. [5 hits] +(CSP) cx B~D s C/D d C --> d C --> fw B --> HCB + B/D crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch chain-ed into forward B then combo-ed into hcb + B or D. [6 hits] +(CSP) cx B~D s C/D d C --> d C --> fw B --> QCF + C --> HCB + P --> fw + P crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch chain-ed into forward B then combo-ed into qcf + C, hcb + A or C then followed by forward A or C. [7 hits] +(CSP)(DM) cx B~D s C/D d C --> d C --> fw B --> QCB, HCF + P crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch chain-ed into forward B then combo-ed into qcb, hcf + A or C. [5 hits] (CSP)(DM)(nC) cx B~D s C/D d C --> d C --> QCF + D, D --> QCF, QCF + P crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch combo-ed into qcf + D, D, then finished with qcf qcf A or C. [7 hits] (SDM)(DM)(nC) s C/D d C --> QCF + D, D --> QCF, QCF + P standing heavy punch/kick or crouch heavy punch combo-ed into qcf D, D, combo-ed into qcf, qcf A or C. [ hits] Note: this will only combo if opponent is near the corner and Kyo SDM/DM is executed as soon as Kyo lands. __ ___ _\__\ / /___ _____ ____ _______ _____ _____ __ ____ _____ _____ _____ / ___/\/ / == / ___/ __ /__ __/ / __/ / \/ \/ = // / __/ / _/_\ / __/ _/_/ \ / / / /__/ = / / == / = /_\ \ /____// /__/ /____/__/\__\ /__/ /____/_____/__/\__/\__/_____/____ /_____/ / /\ \ (WARNING : High level of skill/experience needed.) /__/ \__\ +(DM) DP + A/C any 2 HC --> QCF, QCF + A/C any 2 hit light chain ending with a stand B or stand A combo-ed into either uppercut + A/C or qcf qcf + A or C. [ hit] +(DM) DP + A/C any 3 HC --> QCF, QCF + A/C any 3 hit light chain ending with a stand B or stand A combo-ed into either uppercut + A/C or qcf qcf + A or C. [ hit] +(DM) DP + A/C any 4 HC --> QCF, QCF + A/C any 4 hit light chain ending with a stand B or stand A combo-ed into either uppercut + A/C or qcf qcf + A or C. [ hit] +(DM)(CSP) cx B~D DP + A/C d C --> 2 HC --> QCF, QCF + A/C crossup attack with B, C, D or down C, standing light kick, any 2 hit light chain ending with a stand B or stand A combo-ed into either uppercut + A/C or qcf qcf + A or C. [ hit] +(DM)(CSP) cx B~D DP + A/C d C --> 3 HC --> QCF, QCF + A/C crossup attack with B, C, D or down C, standing light kick, any 3 hit light chain ending with a stand B or stand A combo-ed into either uppercut + A/C or qcf qcf + A or C. [ hit] +(DM)(CSP) cx B~D DP + A/C d C --> 4 HC --> QCF, QCF + A/C crossup attack with B, C, D or down C, standing light kick, any 4 hit light chain ending with a stand B or stand A combo-ed into either uppercut + A/C or qcf qcf + A or C. [ hit] +(DM) DP + A/C j A~D --> 2 HC --> QCF, QCF + A/C jump in attack with A, B, C or D, then any 2 hit light chain ending with a stand B or stand A combo-ed into uppercut + A/C or qcf, qcf + A or C [ hit] j CD rdp + B QCF D, D --> dash QCF B, B --> j A~D or j d C qcf D, D, then dash and juggle with qcf B, B, finished with either, jumping down + C, CD, A/B/C/D or execute reverse uppercut + B. [ hit] (C) s C/D j A~C j A~D --> d C --> QCF + D,D --> QCF + A --> DP + A/C jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf D, D, juggle with an early qcf + A, then finish with uppercut + A/C or jumping attack with either A, B or C. [ hit] (C) s C/D j d C j A~D --> d C --> QCF + D,D --> QCF + B, B --> RDP + B DP + P jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf D, D, juggle with qcf B, B, and finish off with jumping attack down + C or reverse uppercut + B or uppercut + A/C. Note : the first qcf + B will have to hit opponent as low as possible to the ground to be able to connect with the other moves. [ hit] + s A j A~D --> d A or B --> s C --> QCF + A jump in attack with A, B, C or D, then standing light punch or crouching light punch/kick chained into standing heavy punch combo-ed into qcf + A. [ hit] + s A j A~D --> d A or B --> s C --> DP + A/C jump in attack with A, B, C or D, then standing light punch or crouching light punch/kick chained into standing heavy punch combo-ed into uppercut + A or C. [ hit] + s A j A~D --> d A or B --> s C --> HCB + B/D jump in attack with A, B, C or D, then standing light punch or crouching light punch/kick chained into standing heavy punch combo-ed into hcb + B or D. [ hit] + s A j A~D --> d A or B --> s C --> RDP + B jump in attack with A, B, C or D, then standing light punch or crouching light punch/kick chained into standing heavy punch combo-ed into reverse uppercut + B. [ hit] + s A j A~D --> d A or B --> s C --> QCF + C --> HCB + P --> fw + P jump in attack with A, B, C or D, then standing light punch or crouching light punch/kick chained into standing heavy punch combo-ed into qcf + C, hcb + A or C followed by forward A or C. [ hit] +(DM) s A j A~D --> d A or B --> s C --> QCB, HCF + P jump in attack with A, B, C or D, then standing light punch or crouching light punch/kick chained into standing heavy punch combo-ed into qcb, hcf + A or C. [ hit] +(DM) s A j A~D --> d A or B --> s C --> QCF, QCF + P jump in attack with A, B, C or D, then standing light punch or crouching light punch/kick chained into standing heavy punch combo-ed into qcf, qcf + A or C. [ hit] +(CSP) cx B~D s A d C --> d A or B --> s C --> QCF + A crossup attack with B, C, D or down C, standing light punch or crouching light punch/kick chained into standing heavy punch combo-ed into qcf + A. [ hit] +(CSP) cx B~D s A d C --> d A or B --> s C --> DP + P crossup attack with B, C, D or down C, then standing light punch or crouching light punch/kick chained into standing heavy punch combo-ed into uppercut + A or C. [ hit] +(CSP) cx B~D s A d C --> d A or B --> s C --> HCB + K crossup attack with B, C, D or down C, standing light punch or crouching light punch/kick chained into standing heavy punch combo-ed into hcb + B or D. [ hit] +(CSP) cx B~D s A d C --> d A or B --> s C --> RDP + B crossup attack with B, C, D or down C, then a standing light punch or crouching light punch/kick chained into standing heavy punch combo-ed into reverse uppercut + B. [ hit] +(CSP) cx B~D s A d C --> d A or B --> s C --> QCF + C --> HCB + P --> fw + P crossup attack with B, C, D or down C, then a standing light punch or crouching light punch/kick chained into standing heavy punch combo-ed into qcf + C, hcb + A or C then followed by forward A or C. [ hit] +(CSP)(DM) cx B~D s A d C --> d A or B --> s C --> QCB, HCF + P crossup attack with B, C, D or down C, then a standing light punch or crouching light punch/kick chained into standing heavy punch combo-ed into qcb, hcf + A or C. [ hit] +(CSP) cx B~D s A d C --> d A or B --> s C --> QCF, QCF + P crossup attack with B, C, D or down C, then a standing light punch or crouching light punch/kick chained into standing heavy punch combo-ed into qcf, qcf + A or C. [ hit] (CSP) cx B~D s C/D d C --> d C --> QCF + D, D --> RDP + B crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into qcf D, D, then juggled with reverse uppercut + B. [ hit] (CSP) cx B~D s C/D d C --> d C --> QCF + D, D --> QCF + A crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into qcf D, D, then juggled with qcf + A. [ hit] (CSP) cx B~D s C/D d C --> d C --> QCF + D, D --> QCF + C crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into qcf D, D, then juggled with qcf + C. [ hit] (CSP) cx B~D s C/D d C --> d C --> QCF + D, D --> dash in DP + P crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into qcf D, D, then juggled with a dash-in uppercut + A or C. [ hit] (CSP) cx B~D s C/D d C --> d C --> QCF + D, D --> dash in HCB + K crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into qcf D, D, then juggled with a dash-in hcb + B or D. [ hit] (CSP) cx B~D s C/D d C --> d C --> QCF + D, D --> dash in QCF + B, B crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into qcf D, D, then juggled with a dash-in qcf B, B. Note : only first qcf B will hit [ hit] (CSP) cx B~D s C/D CD d C --> d C --> QCF + D, D --> j A~D d C crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into qcf D, D, then do either a jumping attack with down + C/CD or any other button. [ hit] (CSP) cx B~D s C/D d C --> d C --> QCF + D, D --> HCB + K crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into qcf D, D, then juggled with hcb + B or D. Note : only first hit will hit opponent. [ hit] (CSP) cx B~D s C/D d C --> d C --> QCF + D, D --> walk fw + B crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into qcf D, D, then juggled with a walk-in forward + B. [ hit] (CSP)(DM) cx B~D s C/D d C --> d C --> QCF + D, D --> QCB, HCF + P crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into qcf D, D, then juggled with qcb, hcf + A or C. [ hit] (MAX)(C) s C/D j A~D --> d C --> QCF + D,D --> QCF + A --> QCF + A --> HCB + P --> P jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf D, D, juggle with early qcf + A(starter), qcf + A(starter), qcb + A or C, then press A or C. Note : this combo involves 2 starters, an early qcf + A, then pause slightly and do another qcf + A starter into the rest of the combination. [ hit] (MAX)(CSP)(SDM) cx B~D s C/D d C --> d C --> QCB, HCF + A/C --> hold A/C crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch combo-ed into SDM serpent wave, qcb, hcf + A or C and whole A or C for first 2 hits and letgo to finish. [ hit] (MAX)(C)(SDM) s C/D j A~D --> d C --> QCF + D,D --> QCB, HCF + A/C --> DP + A/C jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf + D, pause D, then execute the SDM serpent wave fast, qcb, hcf + A or C, finally finish off with an uppercut + A or C. Note : timing for the qcf D, D must be slow, second D is done slower to hit opponent higher, SDM is then done fast to get only 2 Hits to allow the uppercut + A or C to hit. [ hit] (MAX)(C)(SDM) s C/D j A~D --> d C --> QCF + D,D --> QCB, HCF + A/C --> fw + B jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf + D, pause D, then execute the SDM serpent wave fast, qcb, hcf + A or C, finally finish off with forward + B. Note : timing for the qcf D, D must be slow, second D is done slower to hit opponent higher, SDM is then done fast to get only 2 Hits to allow the forward + B to hit. [ hit] (MAX)(C)(SDM) s C/D d C j A~D --> d C --> QCF + D,D --> QCB, HCF + A/C --> QCF + A --> s C s D jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf + D, pause D, then execute the SDM serpent wave fast, qcb, hcf + A or C, continue to juggle with qcf + A, then finish off with a standing/crouching heavy punch or kick. Note : timing for the qcf D, D must be slow, second D is done slower to hit opponent higher, SDM is then done fast to get only 2 Hits to allow the combination to hit. [ hit] (MAX)(C)(SDM) s C/D j A~D --> d C --> QCF + D,D --> QCB, HCF + A/C --> QCF + A --> QCF + A jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf + D, pause D, then execute the SDM serpent wave fast, qcb, hcf + A or C, finally finish off with a combination of qcf + A, qcf + A. Note : timing for the qcf D, D must be slow, second D is done slower to hit opponent higher, SDM is then done fast to get only 2 Hits to allow the combination to hit. [ hit] (MAX)(C)(SDM) s C/D RDP B j A~D --> d C --> QCF + D,D --> QCB, HCF + A/C --> QCF + B, B --> DP C j d C jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf + D, pause D, then execute the SDM serpent wave fast, qcb, hcf + A or C, juggled with qcf B, B, and finishing off with either reverse uppercut + B or uppercut + C or a jumping attack with down + C. Note : timing for the qcf D, D must be slow, second D is done slower to hit opponent higher, SDM is then done fast to get only 2 Hits to allow the combination to hit. [ hit] (MAX)(C)(SDM) s C/D j A~D --> d C --> QCF + D,D --> QCB, HCF + A/C --> QCF + A --> QCB + P --> P jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf + D, pause D, then execute the SDM serpent wave fast, qcb, hcf + A or C, finally finish off with qcf + A, qcb + A or C, A or C. Note : timing for the qcf D, D must be slow, second D is done slower to hit opponent higher, SDM is then done fast to get only 2 Hits to allow the combination hit. [ hit] (DIZ)(EX) d C fw, fw d C x 5 --> s C/D --> QCF + C --> HCB + P --> P hop forward with down + C to attack x 5, then standing heavy punch/kick or crouching heavy punch combo-ed into qcf + C, hcb + A or C, A or C. Note : this can be an infinite combos as well, but if done as stated above, opponent would be dizzy. besides the qcf + C combination, other combinations can also be added. this combo can be done in corner or at anywhere in the screen. [ hit] (EX) AB --> A~D --> etc. AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are available for Kyo, that may start from standing C/D or down C. [ hit] Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have the same characteristics as a standing CD that his opponent in mid air. if "COUNTER" appears, the dodge hit can also combo just like a CD attack. (Refer to Goro for some useful combos of such nature) __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (CNT)(C) s CD --> s C or d C standing CD(body toss attack)("COUNTER"), then juggle with standing or crouching heavy punch. [ hit] (CNT)(C) s CD --> QCB + P standing CD(body toss attack)("COUNTER"), then juggle with qcb + A or C. [ hit] (CNT) s CD --> RDP + B standing CD(body toss attack)("COUNTER"), then combo-ed into reverse uppercut + B. Note : can also be done in corner or near corner. [ hit] (CNT) s CD --> DP + P standing CD(body toss attack)("COUNTER"), then combo-ed into uppercut + A or C. Note : can also be done in corner or near corner. [ hit] (CNT)(C) s CD --> QCF B, B --> DP + C standing CD(body toss attack)("COUNTER"), then combo-ed into qcf B, B, and finished with uppercut + C. [ hit] (CNT) s CD --> QCF + C standing CD(body toss attack)("COUNTER"), then combo-ed into qcf + C. Note : can also be done in corner or near corner. [ hit] (CNT)(C) B/D s CD --> QCF + A --> QCF + A --> A/C standing CD(body toss attack)("COUNTER"), then combo-ed into qcf + A, qcf + A or C , press A/C or B/D. Note : first QCF + A will not combo. [ hit] (CNT)(DM)(SDM)(C)(nC) s CD --> QCB, HCF + A/C standing CD(body toss attack)("COUNTER"), then combo-ed into qcb, hcf + A or C. Note : can be SDM or DM, but if SDM, hold A or C momentarily. [ hit] (CNT)(DM)(nC) s CD --> QCF, QCF + A/C standing CD(body toss attack)("COUNTER"), then combo-ed into qcf, qcf + A/C [ hit] (CNT) j CD --> j CD jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into jumping attack with CD(body toss attack). Note : can also be done in corner or near corner. [ hit] (CNT) d C j CD --> j A~D jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into jumping attack with either down + C or any punch or kick. Note : can also be done in corner or near corner. [ hit] (CNT) j CD --> s A~D jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into standing A, B, C or D. Note : can also be done in corner or near corner. [ hit] (CNT)(C) j CD --> fw + B jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into forward + B. [ hit] (CNT)(C) j CD --> dwnfw + B jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into downforward + B. [ hit] (CNT)(C) j CD --> QCB + A jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcb + A. [ hit] (CNT) j CD --> RDP + B jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into reverse uppercut + B. Note : can also be done in corner or near corner. [ hit] (CNT) j CD --> HCB + B/D jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into hcb + B or D. Note : can also be done in corner or near corner. [ hit] (CNT) j CD --> QCF + A jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcf + A. Note : can also be done in corner or near corner. [ hit] (CNT) j CD --> QCF + C jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcf + C. Note : can also be done in corner or near corner. [ hit] (CNT) j CD --> DP + P jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into uppercut + A or C. Note : can also be done in corner or near corner. [ hit] (CNT)(C) j CD --> QCF B, B --> DP + C jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcf + B, B, then juggle with uppercut + C. [ hit] (CNT)(C)(nC) j CD --> QCF + A --> DP + P jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcf + A, then juggle with uppercut + A or C. [ hit] (CNT)(MAX)(C) j CD --> QCF + A --> QCF + A --> QCF + P jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcf + A(starter), qcf + A(starter), qcf + A or C. Note : 2 qcf + A starters involved. [ hit] (CNT)(MAX)(C) j CD --> QCF + A --> QCF + A --> HCB + P --> A/C jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcf + A(starter), qcf + A(starter), hcb + A or C then finish with any punch attack. [ hit] (CNT)(DM)(SDM) j CD --> QCB, HCF + P jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcb, hcf + A or C. Note : can also be done in corner or near corner. if SDM, hold A or C mementarily. [ hit] (CNT)(DM)(SDM)(nC) j CD --> QCF, QCF + P jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcf, qcf + A or C. [ hit] (CNT) d C QCB + P --> j A~C qcb + A or C("COUNTER"), then juggle with jumping attack with A, B or C. near corner, do down heavy punch. Note : can also be done in corner or near corner. [ hit] j d C --> HCB + K jumping attack with down + C, then combo-ed into hcb + B or D. [ hit] B/D j d C --> QCF + A --> QCF + A --> A/C jumping attack with down + C, then combo-ed into qcf + A, qcf + A or C , press A/C or B/D. Note : can also be done in corner or near corner. [ hit] (C) j d C j d C --> QCF + B, B --> RDP + B DP + P jumping attack with down + C, then combo-ed into qcf + B, B, then finished with either jumping down + C or reverse uppercut + B or uppercut + A/C. [ hit] (DM)(SDM) j d C --> QCF, QCF + P jumping attack with down + C, then combo-ed into qcf, qcf + A or C. Note : can also be done in corner or near corner. if SDM, hold A or C temporarily. [ hit] General Note : the combos that start from jumping down + C can also be started off from a crossup with down + C as well. (C)(MID) RDP + B QCF B, B --> QCF B, B --> etc. DP + P j d C qcf B, B, then into any one listed above or if after qcf + B, B, do any move that would still juggle opponent. Note : the first qcf + B should not hit, only if second kick hit then the other set of qcf + B, B will hit. [ hit] (2Pc)(OPB) s A --> fw + B --> QCF + D, D --> etc. or etc. standing A into forward + B then into qcf + D, D and juggle with any similar combos as shown above or simply do any special moves after the forward + B. Note : standing A int oforward B will not combo, no RUSH hits. this is just classified as a miscellanous combo, combos that are not really applicable in versus play mode. just something to try in Practice Mode. [ hit] (OPB)(C) - againts Chang only s C --> fw + B --> QCF + D, D --> etc. standing heavy punch chained into forward + B, combo-ed into qcf + D, D then into any juggle that can be done from qcf D, D. Note : if hit from Chang's back, stand C, forward + B can combo-ed into QCF + D, D. [ hit] Character Notes (based on my opinion, any suggestions? e-mail me) ---------------- * - sucks, takes eternal to recover or lotsa etc. ** - still ok but got long recovery time or etc. *** - ok only but some etc. **** - good, effective, and not much flaws at all ***** - very good, very effective but excessive usage is unadviced i)Normal attacks : - stand A (far/near)** far A hits with fist, near A hits with elbow not very good move. hits short, far A can be low priority anti-air. can be comboed into : a)uppercut + A/C b)dwnfw + D c)qcf x 2 + A/C - stand B(far)** hits with extended kick hits from quite a distance, can push grabbers who are trying to come near, away. But not as fast as Ryo's or Terry's standing B. recovery also quite slow. - stand B(near)** near standing low kick hits low, must be blocked crouching. can be combo-ed into : a)uppercut + A/C b)dwnfw + D c)qcf x 2 + A/C - down B*1/2 low kick hits low, can be starter for biggers combos. refer to chain combos for more - down A* still same as stand A. hits short, but can combo-ed into : a)uppercut + A/C b)dwnfw + D c)qcf x 2 + A/C - stand C(far/near)*** both hits with fist can be cancelled far or near but only qcf + C or rdp + B can be combo-ed to register RUSH hits if far C. anti air if opponents jump in with 'non-pointing down' attacks like Iori's jump C or Chris's jump CD or D. stand C(near) can be combo-ed into all of Kyo's moves. - stand D(far)* mid-length jump kick animation sucks! not much use except when opponent with really short sweeps try to sweep Kyo. got range but looooonng recovery time. uncombo-able - stand D(near)** mid-length kick can be comboable but must be real near to do so and most of times instead of the stand D (near) animation, stand D(far) animation comes out. combo-ed into everyone of Kyo's moves. - down C**** uppercut fist good, effective, most 'turtle' players just wait and do down C as anti-air. Wins alot of jump in attacks with this. but too bad, not much horizontal range. comboable into everone of Kyo's moves. - down D*** sweeping low kick ok, got some range, can be cancelled to fireballs or firefists. can sweep jump-in opponents. cancellable into everyone of Kyo's moves, can go under aerial fireballs - stand CD* standing body-toss attack wow, this really sucks, slow to come out and got looonnng recovery time, only thing effective about this is to fake it or buffer into other Special moves like rdp + B or qcf + A - jump-in A** hits with elbow, points forward not advisable to do if trying to attack and jump in with this, although can win some other character's jump in attack as Kyo meets in air. it has a long 'hang-time' if pressed as you jump, because the animations lasts long. - jump-in B*** hits with knee, points down ok, good, also got long 'hang-time', can overlap/crossup with this, win most air to air attacks but not always. can be pressed late or early while trying to jump-in attack - jump-in C**** downward fist, points down this is far the best jump-in attack for Kyo, quite high priority if pressed early when jumping. but no long 'hang-time'. more effective if you jumpin with hyper jump and C. crossup/overlap is fairly easy with this. - jump-in D*** extend kick, points forward second on the list as best jump-in attack, same ranking as jump-in B. better in someways than jump-in B. effective as semi-antiair attack as you press D and jump, but average priority. can overlap/crossup on opponents, but quite difficult. - jump vertical D** extend kick points forward, further range good anti-air priority. - jump-CD* CD attack really sucks for Kyo either jump-in or standing, can uppercut easily by opponent. a small character can easily duck low and press down B into bigger combos as Kyo does jump-in CDs either late or early. - jump-in dwn + C**** slamming 2-hand fist better than the '97 version, comes out faster. can be even combo-ed into infinite combo with this in Extra mode(refer to infinite section). got priority if hyperjump-in. but not very good air-air attack if againts some character i.e Iori, Choi, Chris. can crossup using this - fw + B**1/2 this is only ok when Kyo does a crossup/overlap then combo into stand C, fw + B. 2nd hit is overhead attack. altough can be used as anti-air but VERY low priority. combo-able if chained into : a) qcf + A b) qcf + C c) hcb + B/D d) rdp + B - dwnfw + D*** low sweep used commonly as a chain combo finisher. got range, non combo-able, hits 2 times. fast recovery as well ii)Special attacks - QCF + A**** Kyo does a short firefist has autoguard. effective, good, can 'counter' lots of attacks. but quite fast recovery. opponents with short sweeps cannot hit Kyo when qcf + A is executed - QCF + A/C(after first QCF + A)*** Kyo does a upper firefist nothing special except that this move is second part of the whole combo. if hit, hits opponent up in air. i think this also has autoguard - C(after 2nd QCF + A/C or HCB + A/C)*** Kyo does a low firefist one of the finisher of qcf + A combo. overhead attack, quite good recovery and hits low. if done after hcb + A/C, hits opponent while on the ground - B(after 2nd QCF + A/C)** Kyo does a flying kick not as good as the C finisher, just hits opponent high up spinning. slow recovery if block-ed - HCB + A/C(after 1st QCF + A)** Kyo does a low firefist same as the C finisher, an overhead, but slow to start and end - QCF + C*** Kyo does a long firefist also has autoguard, quite fast recovery. got long range. one of 3 moves that can be combo-ed from far stand C. - HCB + A/C(after 1st QCF + C)** Kyo does a upper firefist nothing special, part of whole combo, leaves opponent in flames for finisher - fw + A/C(after 2nd HCB + A/C from QCF + C)** Kyo does a body toss uppercut finisher for QCF + C combo, hits opponent up and spinning. - DP or uppercut + A/C**** Kyo does a fire uppercut A or C version has autoguard. good and very effective as anti-air, but got slow recovery if blocked. has high priority for jump-in attacks from opponent. A version is knockdown if hit while opponent on land, but C version won't. - QCB + A/C (counter move)*** Kyo does a counter firefist ok, good for normal moves, but leaves Kyo open for special attacks. counter almost every normal attack. can be used as a low priority anti-air. fast recovery - HCB + B/D** Kyo does a rushing attack effective only in combos. Kyo runs in and grab opponent, doesn't do much damage also. recovery is slow if missed or blocked. - QCF + B/D x 2*** Kyo does a double hop-kick ok, effective in combos, can juggle into Desperation moves after second qcf + D. 2nd B version can only be juggled into uppercut + C in corners. got slow recovery if blocked in mid-screen, but can trap some begineer players in corner with this. - RDP + B/D** Kyo does a leaping reverse kick quite bad move, but fast recovery. can work as anti-air from far only. iii)Desperation Moves - QCB, HCF + A/C **(**** if MAXed) Kyo does a fireblast move and Kyo body burns up if maxed very lousy if non-maxed, altough damaging. MAXed version is good, effective, can be used as high-priority anti-air and opponents cannot roll through the MAXed one unlike the unMAXed one. very damaging if MAXed. - QCF x 2 + A/C*** Kyo does a multi firefists attack ok, effective in combos, damaging even if not maxed. can hit opponents as they try to sweep or slide. can also be anti-air, but i don't knoe abt the priority. 3.1.1b ----------------- Kyo Kusanagi '95 ----------------- Moveslist --------- Foreign Style: : jump dwn + C (knockdown if hit in air) Mysterious Falling Drop Foreign Style: : fw + B (overhead if not chained, 2 hits) Thunder Axe Positive Style No. 88 : dnfw + D (sweeps feet, 2 hits) +---------------------------------------------------------------------------------------------+ Style No. 180: Darkness Sweep : QCF + A/C (ground projectile) Style No. 100: Demon Scorcher : DP + A/C (anti-air) Style No 101: Indistinct Wheel : RDP + B/D (B version anti-air) Style No. 75: Modified : QCF + B x 2 or D x 2 (juggling kick) Style No. 202: Koto Moon Positive : HCB + B/D +---------------------------------------------------------------------------------------------+ Reverse Style No. 180 : QCB, HCF + A/C (MAXed C version anti-air) : Great Serpent Mow ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ (% is damage incurred) d A, d A ( 2 hits 7% ) d A, d B ( 2 hits 7% ) d A, s A ( 2 hits 7% ) d A, s B ( 2 hits 7% ) d B, d A ( 2 hits 7% ) d B, d B ( 2 hits 7% ) d B, s A ( 2 hits 7% ) d B, s B ( 2 hits 7% ) s A, d A ( 2 hits 7% ) s A, s A ( 2 hits 7% ) s A, d B ( 2 hits 7% ) s A, s B ( 2 hits 7% ) s B, d A ( 2 hits 7% ) s B, s A ( 2 hits 7% ) s B, d B ( 2 hits 7% ) s B, s B ( 2 hits 7% ) d A, d A, d A ( 3 hits 10.5% ) d A, d B, d A ( 3 hits 10.5% ) d A, d A, s A ( 3 hits 10.5% ) d A, d B, s A ( 3 hits 10.5% ) d A, s A, d A ( 3 hits 10.5% ) d A, s B, d A ( 3 hits 10.5% ) d A, s A, s A ( 3 hits 10.5% ) d A, s B, s A ( 3 hits 10.5% ) d B, d A, d A ( 3 hits 10.5% ) d B, d B, d A ( 3 hits 10.5% ) d B, d A, s A ( 3 hits 10.5% ) d B, d B, s A ( 3 hits 10.5% ) d B, s A, d A ( 3 hits 10.5% ) d B, s B, d A ( 3 hits 10.5% ) d B, s A, s A ( 3 hits 10.5% ) d B, s B, s A ( 3 hits 10.5% ) s A, d A, s A ( 3 hits 10.5% ) s A, s A, s A ( 3 hits 10.5% ) s A, d B, s A ( 3 hits 10.5% ) s A, s B, s A ( 3 hits 10.5% ) s A, d A, s B ( 3 hits 10.5% ) s A, s A, s B ( 3 hits 10.5% ) s A, d B, s B ( 3 hits 10.5% ) s A, s B, s B ( 3 hits 10.5% ) s B, d A, s A ( 3 hits 10.5% ) s B, s A, s A ( 3 hits 10.5% ) s B, d B, s A ( 3 hits 10.5% ) s B, s B, s A ( 3 hits 10.5% ) s B, d A, s B ( 3 hits 10.5% ) s B, s A, s B ( 3 hits 10.5% ) s B, d B, s B ( 3 hits 10.5% ) s B, s B, d B ( 3 hits 10.5% ) s B, s B, s B ( 3 hits 10.5% ) s B, s B, d B, s A ( 4 hits 14% ) s B, s B, s B, s A ( 4 hits 14% ) d A, d A, dwnfw + D ( 4 hits 21% ) d A, s A, dwnfw + D ( 4 hits 21% ) d A, s B, dwnfw + D ( 4 hits 21% ) d B, d A, dwnfw + D ( 4 hits 21% ) d B, s A, dwnfw + D ( 4 hits 21% ) d B, s B, dwnfw + D ( 4 hits 21% ) s A, d A, dwnfw + D ( 4 hits 21% ) s A, s A, dwnfw + D ( 4 hits 21% ) s A, d B, dwnfw + D ( 4 hits 21% ) s A, s B, dwnfw + D ( 4 hits 21% ) s B, d A, dwnfw + D ( 4 hits 21% ) s B, s A, dwnfw + D ( 4 hits 21% ) s B, d B, dwnfw + D ( 4 hits 21% ) s B, s B, dwnfw + D ( 4 hits 21% ) d A, d A, d A, dwnfw + D ( 5 hits 24.5% ) d A, d B, d A, dwnfw + D ( 5 hits 24.5% ) d A, d A, s A, dwnfw + D ( 5 hits 24.5% ) d A, d B, s A, dwnfw + D ( 5 hits 24.5% ) d A, s A, d A, dwnfw + D ( 5 hits 24.5% ) d A, s B, d A, dwnfw + D ( 5 hits 24.5% ) d A, s A, s A, dwnfw + D ( 5 hits 24.5% ) d A, s B, s A, dwnfw + D ( 5 hits 24.5% ) d B, d A, d A, dwnfw + D ( 5 hits 24.5% ) d B, d B, d A, dwnfw + D ( 5 hits 24.5% ) d B, d A, s A, dwnfw + D ( 5 hits 24.5% ) d B, d B, s A, dwnfw + D ( 5 hits 24.5% ) d B, s A, d A, dwnfw + D ( 5 hits 24.5% ) d B, s B, d A, dwnfw + D ( 5 hits 24.5% ) d B, s A, s A, dwnfw + D ( 5 hits 24.5% ) d B, s B, s A, dwnfw + D ( 5 hits 24.5% ) s A, d A, s A, dwnfw + D ( 5 hits 24.5% ) s A, s A, s A, dwnfw + D ( 5 hits 24.5% ) s A, d B, s A, dwnfw + D ( 5 hits 24.5% ) s A, s B, s A, dwnfw + D ( 5 hits 24.5% ) s A, s B, s B, dwnfw + D ( 5 hits 24.5% ) s B, d A, s A, dwnfw + D ( 5 hits 24.5% ) s B, s A, s A, dwnfw + D ( 5 hits 24.5% ) s B, d B, s A, dwnfw + D ( 5 hits 24.5% ) s B, s B, s A, dwnfw + D ( 5 hits 24.5% ) s B, s B, s B, dwnfw + D ( 5 hits 24.5% ) s B, s B, d B, s A, dwnfw + D ( 28% ) s B, s B, s B, s A, dwnfw + D ( 28% ) ++ d A, d A, fw + B (no RUSH hits) ++ d A, s A, fw + B (no RUSH hits) ++ d A, s B, fw + B (no RUSH hits) ++ d B, d A, fw + B (no RUSH hits) ++ d B, s A, fw + B (no RUSH hits) ++ d B, s B, fw + B (no RUSH hits) ++ s A, d A, fw + B (no RUSH hits) ++ s A, s A, fw + B (no RUSH hits) ++ s A, s B, fw + B (no RUSH hits) ++ s B, d A, fw + B (no RUSH hits) ++ s B, s A, fw + B (no RUSH hits) ++ s B, s B, fw + B (no RUSH hits) ++ d A, d A, d A, fw + B (no RUSH hits) ++ d A, d B, d A, fw + B (no RUSH hits) ++ d A, d A, s A, fw + B (no RUSH hits) ++ d A, d B, s A, fw + B (no RUSH hits) ++ d A, s A, d A, fw + B (no RUSH hits) ++ d A, s B, d A, fw + B (no RUSH hits) ++ d A, s A, s A, fw + B (no RUSH hits) ++ d A, s B, s A, fw + B (no RUSH hits) ++ d B, d A, d A, fw + B (no RUSH hits) ++ d B, d B, d A, fw + B (no RUSH hits) ++ d B, d A, s A, fw + B (no RUSH hits) ++ d B, d B, s A, fw + B (no RUSH hits) ++ d B, s A, d A, fw + B (no RUSH hits) ++ d B, s B, d A, fw + B (no RUSH hits) ++ d B, s A, s A, fw + B (no RUSH hits) ++ d B, s B, s A, fw + B (no RUSH hits) ++ s A, d A, s A, fw + B (no RUSH hits) ++ s A, s A, s A, fw + B (no RUSH hits) ++ s A, d B, s A, fw + B (no RUSH hits) ++ s A, s B, s A, fw + B (no RUSH hits) ++ s B, d A, s A, fw + B (no RUSH hits) ++ s B, s A, s A, fw + B (no RUSH hits) ++ s B, d B, s A, fw + B (no RUSH hits) ++ s B, s B, s A, fw + B (no RUSH hits) ++ s B, s B, d B, s A, fw + B (no RUSH hits) ++ s B, s B, s B, s A, fw + B (no RUSH hits) s A, s C ( 2 hits 10.5% ) d A, s C ( 2 hits 10.5% ) d B, s C ( 2 hits 10.5% ) s A, s C, dnfw + D ( 24.5% ) d A, s C, dnfw + D ( 24.5% ) d B, s C, dnfw + D ( 24.5% ) s C, fw + B ( 3 hits 21% ) s C, dnfw + D ( 3 hits 21% ) s D, fw + B ( 3 hits 21% ) s D, dnfw + D ( 3 hits 21% ) j A, dwnfw + D ( 3 hits 17.5% ) j B, dwnfw + D ( 3 hits 17.5% ) j C, dwnfw + D ( 3 hits 21% ) j D, dwnfw + D ( 3 hits 21% ) j d C, dwnfw + D ( 3 hits 21% ) j A -> j B j B -> j B j C -> j B j D -> j B j A -> j C j B -> j C j C -> j C j D -> j C j A -> j d C j B -> j d C j C -> j d C j D -> j d C +++ d B, tap C, dwnfw + D ( 3 hits 17.5% ) +++ d B, d B, tap C, dwnfw + D ( 4 hits 21% ) +++ d B, d B, d B, tap C, dwnfw + D ( 4 hits 24.5% ) +++ s B, d B, d B, tap C, dwnfw + D ( varies ) +++ s B, s B, d B, tap C, dwnfw + D ( varies ) +++ s B, s B, s B, d B, tap C, dwnfw + D ( varies ) fw, fw + d C x ??? ( 100% ) * Note: its an infinite chain combo. To do it with more ease, tap forward, then turn HCB + C fast. ) +++ Notes : The above chain combos denoted by +++ are 'special' chain combos than involve cancelling a C into dwnfw + D even before the C animation comes out. To make this possible, press dwn B then tap C as soon as dwn B animation is about to finish, but remember, C animation cannot come out. The timing is like dwn B, stand C chain combo, but slightly faster. Takes some time to get the feel of the timing. _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) s C/D d C -> QCF + P standing/crouching heavy punch or standing heavy kick combo-ed into qcf + A or C. [ hit] s C/D d C -> DP + A/C standing/crouching heavy punch or standing heavy kick combo-ed into uppercut motion + A/C. [ hit] s C/D d C -> HCB + B/D standing/crouching heavy punch or standing heavy kick combo-ed into hcb + B or D. [ hit] s C/D d C -> RDP + B/D standing/crouching heavy punch or standing heavy kick combo-ed into reverse uppercut motion + B or D. [ hit] (C) s C/D QCF B, B d C -> QCF D, D standing/crouching heavy punch or standing heavy kick combo-ed into qcf + D, D or qcf + B, B. [ hit] (DM) s C/D d C -> QCB, HCF + A/C standing/crouching heavy punch or standing heavy kick combo-ed into qcb, hcf + A or C. [ hit] j A~D s C/D d C -> d C -> QCF + P jump-in attack with either A/B/C/D or down heavy punch, standing/crouching heavy punch or standing heavy kick combo-ed into qcf + A or C. [ hit] j A~D s C/D d C -> d C -> HCB + B/D jump-in attack with either A/B/C/D or down heavy punch, standing/crouching heavy punch or standing heavy kick combo-ed into hcb + B or D. [ hit] j A~D s C/D d C -> d C -> DP + A/C jump-in attack with either A/B/C/D or down heavy punch, standing/crouching heavy punch or standing heavy kick combo-ed into uppercut motion + A or C. [ hit] j A~D s C/D d C -> d C -> RDP + B jump-in attack with either A/B/C/D or down heavy punch, standing/crouching heavy punch or standing heavy kick combo-ed into reverse uppercut motion + B. [ hit] (C) j A~D s C/D QCF B, B d C -> d C -> QCF D, D jump-in attack with either A/B/C/D or down heavy punch, standing/crouching heavy punch or standing heavy kick combo-ed into qcf + D, D or qcf + B, B. [ hit] (DM) j A~D s C/D d C -> d C -> QCB, HCF + A/C jump-in attack with either A/B/C/D or down heavy punch, standing/crouching heavy punch or standing heavy kick combo-ed into qcb, hcf + A or C. [A - 3 hit {KO)] [C - 3 hit (KO)] Note : combo works with MAX version of DM as well. [ hit] _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) + s C/D d C -> fw + B -> HCB + B/D standing/crouching heavy punch or standing heavy kick chained into forward B then combo-ed into hcb + B or D. [ hit] +(C)(nC) s C/D d C -> fw + B -> RDP + B/D standing/crouching heavy punch or standing heavy kick chained into forward B then combo-ed into reverse uppercut motion + B or D. [ hit] +(DM) s C/D d C -> fw + B -> QCB, HCF + A/C standing/crouching heavy punch or standing heavy kick chained into forward B then combo-ed into qcb, hcf + A/C. [ hit] +(DM)(C) s C/D j A~D -> d C -> fw + B -> QCB, HCF + A/C jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick chained into forward B then combo-ed into qcb, hcf + A/C. [ hit] Some information from Olivier(thonglith@easynet.fr) about the combo above ; Here are the characters which allow Kyo to perform the combo in the corner I was talking about last time. The characters are listed as in the selection grid : _________ _________ __________ [ ] [ ] [ ] [ Goro ] [ Terry ] [ Ryo ] [ ] [ Andy ] [ ] [ ] [ Joe ] [ ] [_________] [_________] [__________] _________ _________ __________ [ ] [ ] [ ] [ ] [ Athena ] [ Chizuru ] [ ] [ ] [ ] [ ] [ ] [ ] [_________] [_________] [__________] _________ _________ __________ [ ] [ ] [ ] [ Kim ] [ Yashiro ] [ Yamazaki ] [ Chang* ] [ Chris ] [ Mary ] [ Choi ] [ ] [ Billy ] [_________] [_________] [__________] _________ _________ __________ [ ] [ ] [ ] [ Iori ] [ Heidern ] [ Heavy D* ] [ Mature ] [ Takuma ] [ Lucky* ] [ Vice ] [ ] [ Brian* ] [_________] [_________] [__________] Rugal Olivier's Note : The characters with a star are the only one against who Kyo can do the combo anywhere in the stage. Please notice the combo takes off 50% if you finish with Orochinagi and 40% if you do instead QCF+C, HC+C, Fd+C. You can also use his QCF,QCF+A DM against the characters with the star (but only in corner, needs timing). It will take off 60-65% of the opponent life bar. You can also use the Dwn+C instead of the simple Jump C, but it needs more timing and takes off the same amount of damage than the Jump C. I guess everyone has his preference... To execute the combo, you have to hit as high as possible. You have to hit as the height of the opponent's head. Curiously, it's easier to perform against some characters. Author's Note : The combo explained above can also be combo-ed off with other moves like HCB + K and etc for a variation of combinations. These combinations consist of the standing combos which start of a heavy hit into forward B. Just simply add in the jumping attack to any of the combo of such nature. It depends on the characters, as shown in the grid. (C) s C/D d C -> QCF + D, D -> fw B standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then finished with forward + B. [4 hits] (C) s C/D d C -> QCF + D, D -> d D standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then finished with low sweep heavy kick. [4 hits] (C) s C/D d C -> QCF + D, D -> QCF + A/C standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then finished with qcf + A or C. [ hit] (C) s C/D d C -> QCF + D, D -> DP + A/C standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then juggle with uppercut + A or C. [4 hits] (C) s C/D d C -> QCF + D, D -> RDP + B/D standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then juggle with reverse uppercut + B or D. [4 hits] (C) s C/D d C -> QCF + D, D -> HCB + B/D standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then juggle with hcb + B or D. [5 hits] (C) s C/D j A~D d C -> QCF + D, D -> j CD or j d C standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then continued with a jump A/B/C or D, or jump CD or jump down + C. [4 hits] (C) s C/D d C -> QCF + D, D -> QCF B, B -> DP + A/C standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then juggle with qcf B, B, then finished with uppercut + A or C. [6 hits] (C) s C/D s A~D d C -> QCF + D, D -> RDP + B -> DP + A/C standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then juggle with reverse uppercut + B followed by standing A/B/C/D or finish with uppercut + A or C. [ hit] (C)(DM) s C/D d C -> QCF + D, D -> QCB, HCF A/C standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then finish with qcb, hcf + A/C. [4 hits] (C) s C/D d C -> QCF B, B -> DP + A/C stand heavy punch/kick or crouch heavy punch combo-ed into qcf B, B then juggled with uppercut + A or C. [ hit] (C) s C/D j d C d C -> QCF B, B -> j A~D j CD stand heavy punch/kick or crouch heavy punch combo-ed into qcf B, B then do either a jumping attack with down + C/CD or any other button. [ hit] (C) s C/D j A~D -> d C -> QCF + D, D -> fw B jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then finished with forward + B. [4 hits] (C) s C/D j A~D -> d C -> QCF + D, D -> d D jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then finished with low sweep heavy kick. [4 hits] (C) s C/D j A~D -> d C -> QCF + D, D -> DP + A/C jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then juggle with uppercut + A or C. [4 hits] (C) s C/D j A~D -> d C -> QCF + D, D -> RDP + B jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then juggle with reverse uppercut + B. [4 hits] (C) s C/D j A~D -> d C -> QCF + D, D -> HCB + B/D jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then juggle with hcb + B or D. [5 hits] (C) s C/D j A~D j A~D -> d C -> QCF + D, D -> j CD or j d C jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then continued with a jump A/B/C or D, or jump CD or jump down + C. [ hit] (C) s C/D j A~D -> d C -> QCF + D, D -> QCF + B, B -> DP + A/C jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then juggle with qcf B, B, then finished with uppercut + A or C. [6 hits] (C) s C/D s A~D j A~D -> d C -> QCF + D, D -> RDP + B -> DP + A/C jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then juggle with reverse uppercut + B followed by standing A/B/C/D or finish it off with an uppercut + A or C. [ hit] (C)(DM) s C/D j A~D -> d C -> QCF + D, D -> QCB, HCF + A/C jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then finish with qcb, hcf + A/C. [ hit] (CSP) cx B~D s C/D d C -> d C -> QCF + A/C crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch combo-ed into qcf + A or C. [ hit] (CSP) cx B~D s C/D d C -> d C -> DP + A/C crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch combo-ed into uppercut + A or C. [ hit] (CSP) cx B~D s C/D d C -> d C -> RDP + B crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch combo-ed into reverse uppercut + B. [3 hits] (CSP) cx B~D s C/D d C -> d C -> HCB + K crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch combo-ed into hcb + B or D. [4 hits] (CSP)(DM) cx B~D s C/D d C -> d C -> QCB, HCF + A/C crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch combo-ed into qcb, hcf + A or C. [3 hits] +(CSP) cx B~D s C/D d C -> d C -> fw B -> QCF + C crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch chain-ed into forward B then combo-ed into qcf + C. [5 hits] +(CSP) cx B~D s C/D d C -> d C -> fw B -> DP + P crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch chain-ed into forward B then combo-ed into uppercut + A or C. [5 hits] +(CSP) cx B~D s C/D d C -> d C -> fw B -> RDP + B crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch chain-ed into forward B then combo-ed into reverse uppercut + B. [5 hits] +(CSP) cx B~D s C/D d C -> d C -> fw B -> HCB + B/D crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch chain-ed into forward B then combo-ed into hcb + B or D. [6 hits] +(CSP)(DM) cx B~D s C/D d C -> d C -> fw B -> QCB, HCF + P crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch chain-ed into forward B then combo-ed into qcb, hcf + A or C. [5 hits] __ ___ _\__\ / /___ _____ ____ _______ _____ _____ __ ____ _____ _____ _____ / ___/\/ / == / ___/ __ /__ __/ / __/ / \/ \/ = // / __/ / _/_\ / __/ _/_/ \ / / / /__/ = / / == / = /_\ \ /____// /__/ /____/__/\__\ /__/ /____/_____/__/\__/\__/_____/____ /_____/ / /\ \ (WARNING : High level of skill/experience needed.) /__/ \__\ (MID) DP + A/C RDP + B -> s A~D reverse upperuct + B to hit opponent in mid-air, then juggle with a standing A/B/C/D or finish with uppercut + A/C. [ hit] + RDP + B/D any 2 HC -> DP + A/C any 2 hit light chain ending with a stand B or stand A combo-ed into uppercut + A/C or reverse uppercut + B or D. Note : D version is only combo-able in corner or near corner. [ hit] + RDP + B/D any 3 HC -> DP + A/C any 3 hit light chain ending with a stand B or stand A combo-ed into uppercut + A/C or reverse uppercut + B or D. Note : D version is only combo-able in corner or near corner. [ hit] + RDP + B any 4 HC -> DP + A/C any 4 hit light chain ending with a stand B or stand A combo-ed into uppercut + A/C or reverse uppercut + B or D. Note : RDP + B only combo-able in corner or near corner. [ hit] +(CSP) cx B~D RDP + B/D d C -> 2 HC -> DP + A/C crossup attack with B, C, D or down C, standing light kick, any 2 hit light chain ending with a stand B or stand A combo-ed into uppercut + A/C or reverse uppercut + B or D. Note : D version is only combo-able in corner or near corner. [ hit] +(CSP) cx B~D d C -> 3 HC -> DP + A/C crossup attack with B, C, D or down C, standing light kick, any 3 hit light chain ending with a stand B or stand A combo-ed into uppercut + A/C. [ hit] +(CSP) cx B~D d C -> 4 HC -> DP + A/C crossup attack with B, C, D or down C, standing light kick, any 4 hit light chain ending with a stand B or stand A combo-ed into uppercut + A/C. [ hit] + RDP + B/D j A~D -> 2 HC -> DP + A/C jump in attack with A, B, C or D, then any 2 hit light chain ending with a stand B or stand A combo-ed into uppercut + A/C or reverse uppercut + B or D. Note : D version is only combo-able in corner or near corner. [ hit] j CD rdp + B QCF D, D -> dash QCF B, B -> j A~D or j d C qcf D, D, then dash and juggle with qcf B, B, finished with either, jumping down + C, CD, A/B/C/D or execute reverse uppercut + B. [ hit] (C) s C/D j d C j A~D -> d C -> QCF + D,D -> QCF + B, B -> RDP + B DP + P jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf D, D, juggle with qcf B, B, and finish off with jumping attack down + C or reverse uppercut + B or uppercut + A/C. Note : the first qcf + B will have to hit opponent as low as possible to the ground to be able to connect with the other moves. [ hit] + s A j A~D -> d A or B -> s C -> QCF + A/C jump in attack with A, B, C or D, then standing light punch or crouching light punch/kick chained into standing heavy punch combo-ed into qcf + A or C. [ hit] + s A j A~D -> d A or B -> s C -> DP + A/C jump in attack with A, B, C or D, then standing light punch or crouching light punch/kick chained into standing heavy punch combo-ed into uppercut + A or C. [ hit] + s A j A~D -> d A or B -> s C -> HCB + B/D jump in attack with A, B, C or D, then standing light punch or crouching light punch/kick chained into standing heavy punch combo-ed into hcb + B or D. [ hit] + s A j A~D -> d A or B -> s C -> RDP + B/D jump in attack with A, B, C or D, then standing light punch or crouching light punch/kick chained into standing heavy punch combo-ed into reverse uppercut + B. Note : D version is only combo-able in corner or near corner. [ hit] +(DM) s A j A~D -> d A or B -> s C -> QCB, HCF + P jump in attack with A, B, C or D, then standing light punch or crouching light punch/kick chained into standing heavy punch combo-ed into qcb, hcf + A or C. [ hit] +(CSP) cx B~D s A d C -> d A or B -> s C -> QCF + A/C crossup attack with B, C, D or down C, standing light punch or crouching light punch/kick chained into standing heavy punch combo-ed into qcf + A/C. [ hit] +(CSP) cx B~D s A d C -> d A or B -> s C -> DP + P crossup attack with B, C, D or down C, standing light punch or crouching light punch/kick chained into standing heavy punch combo-ed into uppercut + A or C. [ hit] +(CSP) cx B~D s A d C -> d A or B -> s C -> HCB + K crossup attack with B, C, D or down C, standing light punch or crouching light punch/kick chained into standing heavy punch combo-ed into hcb + B or D. [ hit] +(CSP) cx B~D s A d C -> d A or B -> s C -> RDP + B/D crossup attack with B, C, D or down C, then a standing light punch or crouching light punch/kick chained into standing heavy punch combo-ed into reverse uppercut + B. [ hit] +(CSP)(DM) cx B~D s A d C -> d A or B -> s C -> QCB, HCF + P crossup attack with B, C, D or down C, then a standing light punch or crouching light punch/kick chained into standing heavy punch combo-ed into qcb, hcf + A or C. [ hit] (CSP) cx B~D s C/D d C -> d C -> QCF + D, D -> RDP + B/D crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into qcf D, D, then juggled with reverse uppercut + B or D. [ hit] (CSP) cx B~D s C/D d C -> d C -> QCF + D, D -> QCF + A/C crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into qcf D, D, then juggled with qcf + A. [ hit] (CSP) cx B~D s C/D d C -> d C -> QCF + D, D -> dash in DP + P crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into qcf D, D, then juggled with a dash-in uppercut + A or C. [ hit] (CSP) cx B~D s C/D d C -> d C -> QCF + D, D -> dash in HCB + K crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into qcf D, D, then juggled with a dash-in hcb + B or D. [ hit] (CSP) cx B~D s C/D d C -> d C -> QCF + D, D -> dash in QCF + B, B crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into qcf D, D, then juggled with a dash-in qcf B, B. Note : only first qcf B will hit. [ hit] (CSP) cx B~D s C/D CD d C -> d C -> QCF + D, D -> j A~D d C crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into qcf D, D, then do either a jumping attack with down + C/CD or any other button. [ hit] (CSP) cx B~D s C/D d C -> d C -> QCF + D, D -> HCB + K crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into qcf D, D, then juggled with hcb + B or D. Note : only first hit will hit opponent. [ hit] (CSP) cx B~D s C/D d C -> d C -> QCF + D, D -> walk fw + B crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into qcf D, D, then juggled with a walk-in forward + B. [ hit] (CSP)(DM) cx B~D s C/D d C -> d C -> QCF + D, D -> QCB, HCF + P crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into qcf D, D, then juggled with qcb, hcf + A or C. [ hit] (MAX)(CSP)(SDM) cx B~D s C/D d C -> d C -> QCB, HCF + A/C -> hold A/C crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch combo-ed into SDM serpent wave, qcb, hcf + A or C and whole A or C for first 2 hits and letgo to finish. [ hit] (MAX)(C)(SDM) s C/D j A~D -> d C -> QCF + D,D -> QCB, HCF + A/C -> DP + A/C jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf + D, pause D, then execute the SDM serpent wave fast, qcb, hcf + A or C, finally finish off with an uppercut + A or C. Note : timing for the qcf D, D must be slow, second D is done slower to hit opponent higher, SDM is then done fast to get only 2 Hits to allow the uppercut + A or C to hit. [ hit] (MAX)(C)(SDM) s C/D j A~D -> d C -> QCF + D,D -> QCB, HCF + A/C -> RDP + B -> DP + A/C jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf + D, pause D, then execute the SDM serpent wave fast, qcb, hcf + A or C, juggle with reverse uppercut + B, then finally finish off with an uppercut + A or C. Note : timing for the qcf D, D must be slow, second D is done slower to hit opponent higher, SDM is then done fast to get only 2 Hits to allow the uppercut + A or C to hit. [ hit] (MAX)(C)(SDM) s C/D j A~D -> d C -> QCF + D,D -> QCB, HCF + A/C -> fw + B jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf + D, pause D, then execute the SDM serpent wave fast, qcb, hcf + A or C, finally finish off with forward + B. Note : timing for the qcf D, D must be slow, second D is done slower to hit opponent higher, SDM is then done fast to get only 2 Hits to allow the forward + B to hit. [ hit] (MAX)(C)(SDM) s C/D RDP B j A~D -> d C -> QCF + D,D -> QCB, HCF + A/C -> QCF + B, B -> DP C j d C jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick combo-ed into qcf + D, pause D, then execute the SDM serpent wave fast, qcb, hcf + A or C, juggled with qcf B, B, and finishing off with either reverse uppercut + B or uppercut + C or a jumping attack with down + C. Note : timing for the qcf D, D must be slow, second D is done slower to hit opponent higher, SDM is then done fast to get only 2 Hits to allow the combination to hit. [ hit] (DIZ)(EX) d C fw, fw d C x 5 -> s C/D -> HCB + K hop forward with down + C to attack x 5, then standing heavy punch/kick or crouching heavy punch combo-ed into hcb + B or D. Note : this can be an infinite combos as well if fw fw + dwn C ir repeated over and over, but if done as stated above, opponent would be dizzy. besides executing hcb + K, other combinations can also be added. this combo can be done in corner or at anywhere in the screen. [ hit] (EX) AB -> A~D -> etc. AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are available for Kyo, that may start from standing C/D or down C. [ hit] Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have the same characteristics as a standing CD that his opponent in mid air. if "COUNTER" appears, the dodge hit can also combo just like a CD attack. (Refer to Goro for some useful combos of such nature) __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (CNT)(C) s CD -> s C or d C standing CD(body toss attack)("COUNTER"), then juggle with standing or crouching heavy punch. [ hit] (CNT)(C) s CD -> QCF + A/C standing CD(body toss attack)("COUNTER"), then combo-ed into qcf + A or C. [ hit] (CNT) s CD -> RDP + B/D standing CD(body toss attack)("COUNTER"), then combo-ed into reverse uppercut + B or D. Note : can also be done in corner or near corner. [ hit] (CNT) s CD -> DP + P standing CD(body toss attack)("COUNTER"), then combo-ed into uppercut + A or C. Note : can also be done in corner or near corner. [ hit] (CNT)(C) s CD -> QCF B, B -> DP + C standing CD(body toss attack)("COUNTER"), then combo-ed into qcf B, B, and finished with uppercut + C. [ hit] (CNT) s CD -> QCF + C standing CD(body toss attack)("COUNTER"), then combo-ed into qcf + C. Note : can also be done in corner or near corner. [ hit] (CNT)(DM)(SDM)(C)(nC) s CD -> QCB, HCF + A/C standing CD(body toss attack)("COUNTER"), then combo-ed into qcb, hcf + A or C. Note : can be SDM or DM, but if SDM, hold A or C momentarily. [ hit] (CNT) j CD -> j CD jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into jumping attack with CD(body toss attack). Note : can also be done in corner or near corner. [ hit] (CNT) d C j CD -> j A~D jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into jumping attack with either down + C or any punch or kick. Note : can also be done in corner or near corner. [ hit] (CNT) j CD -> s A~D jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into standing A, B, C or D. Note : can also be done in corner or near corner. [ hit] (CNT)(C) j CD -> fw + B jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into forward + B. [ hit] (CNT)(C) j CD --> dwnfw + B jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into downforward + B. [ hit] (CNT) j CD -> RDP + B jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into reverse uppercut + B. Note : can also be done in corner or near corner. [ hit] (CNT) j CD -> HCB + B/D jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into hcb + B or D. Note : can also be done in corner or near corner. [ hit] (CNT) j CD -> QCF + A/C jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcf + A or C. [ hit] (CNT) j CD -> DP + P jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into uppercut + A or C. Note : can also be done in corner or near corner. [ hit] (CNT)(C) j CD -> RDP + B -> s C/D jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into reverse uppercut + B and juggle with standing heavy punch or kick. [ hit] (CNT)(C) j CD -> QCF B, B -> DP + C jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcf + B, B, then juggle with uppercut + C. [ hit] (CNT)(DM)(SDM) j CD -> QCB, HCF + P jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcb, hcf + A or C. Note : can also be done in corner or near corner. if SDM, hold A or C mementarily. [ hit] j d C -> HCB + K jumping attack with down + C, then combo-ed into hcb + B or D. [ hit] (C) j d C j d C -> QCF + B, B -> RDP + B DP + P jumping attack with down + C, then combo-ed into qcf + B, B, then finished with either jumping down + C or reverse uppercut + B or uppercut + A/C. [ hit] General Note : the combos that start from jumping down + C can also be started off from a crossup with down + C as well. (C)(MID) RDP + B QCF B, B -> QCF B, B -> etc. DP + P j d C qcf B, B, then into any one listed above or if after qcf + B, B, do any move that would still juggle opponent. Note : the first qcf + B should not hit, only if second kick hit then the other set of qcf + B, B will hit. [ hit] (C) QCF + A -> j D while opponent in corner, and Kyo from other corner, after qcf + A, hyper jump-in D. [ hit] (C) QCF + A -> dash into etc. while opponent running towards other corner, dash after Kyo's fireball, and combo into any combinations that is preferred. Note : this is just classified as a miscellanous combo, combos that are not really applicable in versus play mode, just something to try in Practice Mode. [ hit] (OPD) s A d A/B -> s D -> etc. standing light punch or crouching light punch/kick chained into standing D, then combo-ed into any combination preferred. Note : the first light punch or kick is hit early, meaning the last frame of the punch or kick hits the opponent then it can be chained into a standing heavy kick. Also works when opponent about to land from a vertical jump. (2Pc)(OPB) s A -> fw + B -> QCF + D, D -> etc. or etc. standing A into forward + B then into qcf + D, D and juggle with any similar combos as shown above or simply do any special moves after the forward + B. Note : standing A int oforward B will not combo, no RUSH hits. this is just classified as a miscellanous combo, combos that are not really applicable in versus play mode. just something to try in Practice Mode. [ hit] (OPB)(C) - againts Chang only s C -> fw + B -> QCF + D, D -> etc. standing heavy punch chained into forward + B, combo-ed into qcf + D, D then into any juggle that can be done from qcf D, D. Note : if hit from Chang's back, stand C, forward + B can combo-ed into QCF + D, D. [ hit] Character Notes (based on my opinion, any suggestions? e-mail me) ---------------- * - sucks, take eternal to recover or lotsa etc. ** - still ok but got long recovery time or etc. *** - ok only but some etc. **** - good, effective, and not much flaws at all ***** - very good, very effective but excessive usage is unadviced i)Normal attacks : - stand A (far/near)** far A hits with fist, near A hits with elbow not very good move. hits short, far A can be low priority anti-air. can be comboed into : a)uppercut + A/C b)dwnfw + D c)rdp + B - stand B(far)** hits with extended kick hits from quite a distance, can push grabbers who are trying to come near, away. But not as fast as Ryo's or Terry's standing B. recovery also quite slow. - stand B(near)** near standing low kick hits low, must be blocked crouching. can be combo-ed into : a)uppercut + A/C b)dwnfw + D c)rdp + B - down B*1/2 low kick hits low, can be starter for biggers combos. refer to chain combos for more - down A* still same as stand A. hits short, but can combo-ed into : a)uppercut + A/C b)dwnfw + D c)rdp + B - stand C(far/near)*** both hits with fist can be cancelled far or near but only qcf + C or rdp + B can be combo-ed to register RUSH hits if far C. anti air if opponents jump in with 'non-pointing down' attacks like Iori's jump C or Chris's jump CD or D. stand C(near) can be combo-ed into all of Kyo's moves. - stand D(far)* mid-length jump kick animation sucks! not much use except when opponent with really short sweeps try to sweep Kyo. got range but looooonng recovery time. uncombo-able - stand D(near)** mid-length kick can be comboable but must be real near to do so and most of times instead of the stand D (near) animation, stand D(far) animation comes out. combo-ed into everyone of Kyo's moves. - down C**** uppercut fist good, effective, most 'turtle' players just wait and do down C as anti-air. Wins alot of jump in attacks with this. but too bad, not much horizontal range. comboable into everone of Kyo's moves. - down D*** sweeping low kick ok, got some range, can be cancelled to fireballs or firefists. can sweep jump-in opponents. cancellable into everyone of Kyo's moves - stand CD* standing body-toss attack wow, this really sucks, slow to come out and got looonnng recovery time, only thing effective about this is to fake it or buffer into other Special moves like rdp + B or qcf + A - jump-in A** hits with elbow, points forward not advisable to do if trying to attack and jump in with this, although can win some other character's jump in attack as Kyo meets in air. it has a long 'hang-time' if pressed as you jump, because the animations lasts long. - jump-in B*** hits with knee, points down ok, good, also got long 'hang-time', can overlap/crossup with this, win most air to air attacks but not always. can be pressed late or early while trying to jump-in attack - jump-in C**** downward fist, points down this is far the best jump-in attack for Kyo, quite high priority if pressed early when jumping. but no long 'hang-time'. more effective if you jumpin with hyper jump and C. crossup/overlap is fairly easy with this. - jump-in D*** extend kick, points forward second on the list as best jump-in attack, same ranking as jump-in B. better in someways than jump-in B. effective as semi-antiair attack as you press D and jump, but average priority. can overlap/crossup on big opponents. - jump vertical D** extend kick points forward, further range good anti-air priority. - jump-CD* CD attack really sucks for Kyo either jump-in or standing, can uppercut easily by opponent. a small character can easily duck low and press down B into bigger combos as Kyo does jump-in CDs either late or early. - jump-in dwn + C*** slamming 2-hand fist better than the '97 version, comes out faster. can be even combo-ed into infinite combo with this in Extra mode(refer to infinite section). got priority if hyperjump-in. but not very good air-air attack if againts some character i.e Iori, Choi, Chris - fw + B**1/2 this is only ok when Kyo does a crossup/overlap then combo into stand C, fw + B. 2nd hit is overhead attack. altough can be used as anti-air but VERY low priority. combo-able if chained into : a) qcf + A b) qcf + C c) hcb + B/D d) rdp + B - dwnfw + D*** low sweep used commonly as a chain combo finisher. got range, non combo-able, hits 2 times. fast recovery as well ii)Special attacks: - QCF + A/C*** Kyo does a ground fire-projectile good and effective only when from a distance. but has slow recovery as opponents can easily jump-in and attack - DP or uppercut + A/C**** Kyo does a fire uppercut no autoguard like Kyo'97. good and very effective as anti-air, but got slow recovery if blocked. has high priority for jump-in attacks from opponent. A version is knockdown if hit while opponent on land, but C version won't. - HCB + B/D** Kyo does a rush in attack effective only in combos. Kyo runs in and grab opponent, doesn't do much damage also - QCF + B/D x 2*** Kyo does a double hop-kick ok, effective in combos, can juggle into Desperation moves after second qcf + D. 2nd B version can only be juggled into uppercut + C in corners. got slow recovery if blocked in mid-screen, but can trap some begineer players in corner with this. - RDP + B/D ** Kyo does a hop kick of B version, triple hop kick for D version B version can be low-priority anti-air. D hits 3 times. iii)Desperation Moves: - QCB, HCF + A/C **(**** if MAXed) Kyo does a fire blast move, Kyo body burns up if MAXed very lousy if non-maxed, altough damaging. MAXed version is good, effective, can be used as high-priority anti-air and opponents cannot roll through the MAXed one unlike the unMAXed one. very damaging if MAXed. 3.1.2 ----------------- Benimaru Nikaido ----------------- Moveslist --------- Flying Drill : jump dwn + D (drilling air kick, 2-5 hits) Jack-knife Kick : fw + B (invincible againts some sweeps, 1 hit) +-------------------------------------------------------------------------------------------+ Quivering Lightning Fist : QCF + A/C (C is diagonal upwards) Air Quivering Lightning Fist : jump, QCF + A/C Vacuum One-Hand Top : QCB + A/C Super Lightning Flash Kick : DP + B/D (anti-air) Sword-Drawing Kick : QCF + B/D Reactionary Three Step Kick : HCB + B/D Benimaru Coleda : HCB, fw + A/C (close) +-------------------------------------------------------------------------------------------+ Lightning Gleam Fist : QCF x 2 + A/C (MAXed anti-air) Elec-Trigger : HCB x 2 + A/C (close) ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ d B, d B d B, d A d B, s B d B, s A s B, s B s B, s A s B, d A s B, d B d B, d B, s B d B, d B, s A d B, d B, d B d B, d A, d B d B, s A, d B s B, d A, d B s B, d B, d B d A, s D j A -> j B j B -> j B j C -> j B j D -> j B ++ d B, d A, fw + B (no RUSH hits) ++ d B, d B, fw + B (no RUSH hits) ++ s B, s B, fw + B (no RUSH hits) ++ s C, fw + B (no RUSH hits) ++ s D, fw + B (no RUSH hits) ++ j B, dwn + D (MID) (no RUSH hits) ++ d A, stand D, fw + B (no RUSH hits) _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) s C/D d C -> QCF + A/C standing heavy punch/kick or crouching heavy punch combo-ed into qcf + A or C. [ hit] s C/D d C -> QCF + B/D standing heavy punch/kick or crouching heavy punch combo-ed into qcf + B or D. [ hit] s C/D d C -> DP + B/D standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D. [ hit] s C/D d C -> HCB + B/D standing heavy punch/kick or crouching heavy punch combo-ed into hcb + B or D. [ hit] s C/D d C -> HCB + A/C standing heavy punch/kick or crouching heavy punch combo-ed into hcb + A or C. [ hit] s C/D d C -> HCB, fw + A/C standing heavy punch/kick or crouching heavy punch combo-ed into hcb, fw + A or C. [ hit] (DM) s C/D d C -> QCF, QCF + A/C standing heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + A or C. [ hit] (DM) s C/D d C -> HCB x 2 + A/C standing heavy punch/kick or crouching heavy punch combo-ed into hcb, hcb + A or C. [ hit] fw + B -> QCF + A/C forward + B combo-ed into qcf + A or C. [ hit] fw + B -> QCF + B/D forward + B combo-ed into qcf + B or D. [ hit] fw + B -> DP + B/D forward + B combo-ed into uppercut + B or D. [ hit] fw + B -> HCB + B/D forward + B combo-ed into hcb + B or D. [ hit] fw + B -> HCB + A/C forward + B combo-ed into hcb + A or C. [ hit] fw + B -> HCB, fw + A/C forward + B combo-ed into hcb, fw + A or C. [ hit] (DM) fw + B -> QCF, QCF + A/C forward + B combo-ed into qcf, qcf + A or C. [ hit] (DM) fw + B -> HCB x 2 + A/C forward + B combo-ed into hcb, hcb + A or C. [ hit] s C/D j A~D -> d C -> QCF + A/C jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into qcf + A or C. [ hit] s C/D j A~D -> d C -> QCF + B/D jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into qcf + B or D. [ hit] s C/D j A~D -> d C -> DP + B/D jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D. [ hit] s C/D j A~D -> d C -> HCB + B/D jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into hcb + B or D. [ hit] s C/D j A~D -> d C -> HCB + A/C jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into hcb + A or C. [ hit] (DM) s C/D j A~D -> d C -> QCF, QCF + A/C jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + A or C. [ hit] (DM) s C/D j A~D -> d C -> HCB x 2 + A/C jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into hcb, hcb + A or C. [ hit] _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) + 1 HC 2 HC -> QCF + B/D 3 HC any 1, 2 or 3 hit light chain combo-ed into qcf + B or D. [ hit] + 1 HC 2 HC -> QCF + A/C 3 HC any 1, 2 or 3 hit light chain combo-ed into qcf + A or C. [ hit] + 1 HC 2 HC -> DP + B/D 3 HC any 1, 2 or 3 hit light chain combo-ed into uppercut + B or D. [ hit] + 1 HC 2 HC -> HCF, fw + A/C any 1 or 2 hit light chain combo-ed into hcb, fw + A or C . [ hit] + 1 HC j A~D -> 2 HC -> QCF + B/D crossup with light kick or heavy kick, then any 2 hit light chain combo-ed into qcf + B or D. [ hit] + 1 HC j A~D -> 2 HC -> QCF + A/C crossup with light kick or heavy kick, then any 2 hit light chain combo-ed into qcf + A or C. [ hit] + 1 HC j A~D -> 2 HC -> DP + B/D crossup with light kick or heavy kick, then any 2 hit light chain combo-ed into uppercut + B or D. [ hit] +(CSP) 1 HC cx B/D -> 2 HC -> QCF + B/D crossup with light kick or heavy kick, then any 2 hit light chain combo-ed into qcf + B or D. [ hit] +(CSP) 1 HC cx B/D -> 2 HC -> QCF + A/C crossup with light kick or heavy kick, then any 2 hit light chain combo-ed into qcf + A or C. [ hit] +(CSP) 1 HC cx B/D -> 2 HC -> DP + B/D crossup with light kick or heavy kick, then any 2 hit light chain combo-ed into uppercut + B or D. [ hit] +(CSP) 1 HC cx B/D -> 2 HC -> HCB, fw + A/C crossup with light kick or heavy kick, then any 2 hit light chain combo-ed into hcb, fw + A or C. [ hit] +(CSP)(DM) 1 HC cx B/D -> 2 HC -> HCB x 2 + A/C crossup with light kick or heavy kick, then any 2 hit light chain combo-ed into hcb, hcb + A or C. [ hit] +(CSP) 4 HC cx B/D -> 3 HC -> QCF + B/D crossup with light kick or heavy kick, then any 3 or 4 hit light chain combo-ed into qcf + B or D. [ hit] +(CSP) 4 HC cx B/D -> 3 HC -> QCF + C crossup with light kick or heavy kick, then any 3 or 4 hit light chain combo-ed into qcf + C. [ hit] +(CSP) 4 HC cx B/D -> 3 HC -> DP + B/D crossup with light kick or heavy kick, then any 3 or 4 hit light chain combo-ed into uppercut + B or D. [ hit] (CSP)(DM) s C/D cx B/D -> d C -> QCF, QCF + A/C crossup with light kick or heavy kick, standing heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + A or C. [ hit] (CSP)(DM) s C/D cx B/D -> d C -> HCB x 2 + A/C crossup with light kick or heavy kick, standing heavy punch/kick or crouching heavy punch combo-ed into hcb, hcb + A or C. [ hit] +(CSP)(SDM)(MAX) 1 HC 2 HC -> QCF, QCF + A/C 3 HC any 1, 2 or 3 hit light chain combo-ed into qcf, qcf + A or C. Note : 3 light hits can be done on larger opponents like Chang or Daimon. [ hit] +(CSP)(SDM)(MAX) 1 HC cx B/D -> 2 HC -> QCF, QCF + A/C 3 HC crossup with light kick or heavy kick, then any 1, 2 or 3 hit light chain combo-ed into qcf, qcf + A or C. Note : 3 light hits can be done on larger opponents like Chang or Daimon. [ hit] (C)(MAX)(MID) QCF + A/C j CD j d D -> QCF + B/D or j A~D DP + B/D s A~D while opponent in mid air, in corner, execute jump down + D to hit opponent at low mid-air and then juggle opponent with any of the combinations listed above. (C)(MAX)(MID)(SDM) j d D -> QCF, QCF + A/C while opponent in mid air, in corner, execute jump down + D to hit opponent at low mid-air and then juggle opponent with qcf, qcf + A or C. [ hit] (EX) AB -> A~D -> etc. AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are available for Benimaru, that may start from standing C/D or down C. [ hit] Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have the same characteristics as a standing CD that his opponent in mid air. if "COUNTER" appears, the dodge hit can also combo just like a CD attack. (Refer to Goro for some useful combos of such nature) __ ___ _\__\ / /___ _____ ____ _______ _____ _____ __ ____ _____ _____ _____ / ___/\/ / == / ___/ __ /__ __/ / __/ / \/ \/ = // / __/ / _/_\ / __/ _/_/ \ / / / /__/ = / / == / = /_\ \ /____// /__/ /____/__/\__\ /__/ /____/_____/__/\__/\__/_____/____ /_____/ / /\ \ (WARNING : High level of skill/experience needed.) /__/ \__\ + d A -> s D -> QCF + A/C crouch light punch, stand heavy kick, combo-ed into qcf + A or C. [ hit] + d A -> s D -> QCF + B/D crouch light punch, stand heavy kick, combo-ed into qcf + B or D. [ hit] + d A -> s D -> DP + B/D crouch light punch, stand heavy kick, combo-ed into uppercut + B or D. [ hit] + d A -> s D -> HCB + B/D crouch light punch, stand heavy kick, combo-ed into hcb + B or D. [ hit] + d A -> s D -> HCB + A/C crouch light punch, stand heavy kick, combo-ed into hcb + A or C. [ hit] + d A -> s D -> QCF, QCF + A/C crouch light punch, stand heavy kick, combo-ed into qcf, qcf + A or C. [ hit] + cx B/D -> d A -> s D -> QCF + A/C crossup with light kick or heavy kick, crouch light punch, stand heavy kick, combo-ed into qcf + A or C . [ hit] + cx B/D -> d A -> s D -> QCF + B/D crossup with light kick or heavy kick, crouch light punch, stand heavy kick, combo-ed into qcf + B or D. [ hit] + cx B/D -> d A -> s D -> DP + B/D crossup with light kick or heavy kick, crouch light punch, stand heavy kick, combo-ed into uppercut + B or D. [ hit] + cx B/D -> d A -> s D -> HCB + B/D crossup with light kick or heavy kick, crouch light punch, stand heavy kick, combo-ed into hcb + B or D. [ hit] + cx B/D -> d A -> s D -> HCB + A/C crossup with light kick or heavy kick, crouch light punch, stand heavy kick, combo-ed into hcb + A or C. [ hit] +(DM) cx B/D -> d A -> s D -> QCF, QCF + A/C crossup with light kick or heavy kick, crouch light punch, stand heavy kick, combo-ed into qcf, qcf + A or C. [ hit] (CNT)(MID)(SDM)(C)(MAX) j CD -> j d D -> QCF, QCF + A/C while opponent in mid air, in corner, jump CD(body toss attack), then execute jump down + D to hit opponent at low mid-air and then juggle opponent with qcf, qcf + A or C. [ hit] (EX)(CNT)(MID)(SDM)(C)(MAX) j CD -> fw fw + d D -> QCF, QCF + A/C while opponent in mid air, in corner, jump CD(body toss attack), then hop forward down + D to hit opponent at low mid-air and then juggle opponent with qcf, qcf + A or C. [ hit] (CNT)(MID)(C) QCF + A/C j CD j CD -> j d D -> QCF + B/D or j A~D DP + B/D s A~D while opponent in mid air, in corner, jump CD(body toss attack), then execute jump down + D to hit opponent at low mid-air and then juggle opponent with any of the combinations listed above. [ hit] (EX)(CNT)(MID)(C) QCF + A/C j CD j CD -> fw fw + d D -> QCF + B/D or j A~D DP + B/D s A~D while opponent in mid air, in corner, jump CD(body toss attack), then hop forward down + D to hit opponent at low mid-air and then juggle opponent with any of the combinations listed above. [ hit] __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (CNT) s CD -> QCF + B/D standing CD(body toss attack)("COUNTER"), then combo-ed into qcf + A or C. Note : can also be done in corner or near corner. [ hit] (CNT) s CD -> QCF + A/C standing CD(body toss attack("COUNTER")), then combo-ed into qcf + A or C. Note : can also be done in corner or near corner. [ hit] (CNT) s CD -> DP + B/D standing CD(body toss attack("COUNTER")), then combo-ed into uppercut + B/D. Note : can also be done in corner or near corner. [ hit] (CNT) s CD -> QCF, QCF + A/C standing CD(body toss attack)("COUNTER"), then combo-ed into qcf, qcf + A/C. Note : can also be done in corner or near corner. [ hit] (CNT) j CD -> j CD jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into jumping attack with CD(body toss attack). Note : can also be done in corner or near corner. [ hit] (CNT) d C j CD -> j A~D jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into jumping attack with either down + C or any punch or kick. Note : can also be done in corner or near corner. [ hit] (CNT)(MID) j CD -> QCF + A/C jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcf + A or C. Note : can also be done in corner or near corner. qcf + A/C is also done whilst in mid air. [ hit] (CNT) j CD -> s A~D jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into standing A, B, C or D. Note : can also be done in corner or near corner. [ hit] (CNT)(C) j CD -> fw + B jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into forward + B. [ hit] (CNT) j CD -> QCF + A/C jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcf + A or C. Note : can also be done in corner or near corner. [ hit] (CNT) j CD -> QCF, QCF + P jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcf, qcf + A or C. Note : can also be done in corner or near corner. [ hit] (OPD) s A d A/B -> s C/D -> etc. standing light punch or crouching light punch/kick chained into standing C or D, then combo-ed into any combination preferred. Note : the first light punch or kick is hit early, meaning the last frame of the punch or kick hits the opponent then it can be chained into a standing heavy punch/kick. Also works when opponent about to land from a vertical jump. [ hit] Character Notes (based on my opinion, any suggestions? e-mail me) ---------------- * - sucks, take eternal to recover or lotsa etc. ** - still ok but got long recovery time or etc. *** - ok only but some etc. **** - good, effective, and not much flaws at all ***** - very good, very effective but excessive usage is unadviced i)Normal attacks: - stand A(near)** hits with elbow. short range but can combo into most special attacks except hcb + A/C and hcb + B/D. fast recovery. - stand A(far)** hits with fist. short range and combo-able in everyway like near stand A. recovery quite fast - stand B(far)*** diagonal extended kick. good range, something like Kyo's stand B, but slightly faster. un-comboable. can be used as a low priority anti-air. - stand B(near)*** high kick no need to be so near to get its animation. can even do 2 near stand B and still be comboed into : a)qcf + B/D b)hcb, fw + A/C c)dp + B/D d)qcf + A/C d)hcb x 2 + A/C - down B ** low kick Benimaru goes really low, altough short range, its fast and recover fast. can be setup to big combos when opponent hyperjump in to attack. combo-able into : a)qcf + B/D b)hcb, fw + A/C c)dp + B/D d)qcf + A/C d)hcb x 2 + A/C - stand C(near)** hits with lunging fist/elbow very short range and must go really near to get comboable animation. recovery slower then stand D. combos into every move. - stand C(far)**** hits with extended fist very fast. fast recovery but too bad its uncombo-able. good move, has range. - down C** low uppercut fist low range but combo-able and recovers quite fast. - stand D(near)**1/2 high knee kick slightly better than stand C(near) but must execute special attacks fast to combo from stand D recovers fast but must also go really near to be effective. combos into everthing - stand D(far)* extended straight kick lousy, got range but recovery is slow and uncombo-able. - down D** low sweep ok, long range, quite slow but cancellable into everything - jump-in A* hits with elbow. long 'hang-time' same as B, but lousy air to air combat and cannot crossup with this. - jump-in B**** hits with knee long 'hang-time', can overlap/crossup, cancellable with dwn + D command attack while in mid-air when hits opponent and has good high priority air to air combat. - jump-in C*** lunging fist, points down can overlap/crossup with this. high priority if done while hyperjump. - jump-in D**** forward extended kick, points straight forward best to jump-in to overlap/crossup easily. has high priority in air to air combat is pressed early upon jumping. - jump-in CD*** double kick, points down quite good, points downwards and has relatively high priority in air to air combat. - jump-in dwn + D** drilling kick, hits a few times in air or land, but low prority, cannot crossup/overlap. only effective way to use is to fake or stop in mid-air to prevent from getting uppercut - Air Slam*** quite high priority againts some jumping in characters. ii)Special attacks: - QCF + B/D**1/2 Benimaru does a 'slapping' kick fast if combo-ed but recovery quite slow if done from a far. if combos with this move is used often, opponentmay dizzy faster. setback is that opponent isn't knockdown. - QCF + A/C** Benimaru executes a lightning fist A is horizontal, C is diagonal and anti-air. recovery is quite slow and is prone to rushing desperation moves from opponents if move is blocked. C version is combo-able from dwn B but A version is not. - jump, QCF + A/C** Benimaru does a aerial lightning fist one of the lousiests moves. recovery is looooonnng if blocked and also leaves Benimaru suspended in air for a few secs. Only way effective to use is to execute while jumpin in to opponents that uses normal attacks like dwn + C as anti-airs and knocks them them down. - HCB + B/D** Benimaru does a triple kick auto-combo ending with uppercut i don't see much use in this move except in combos only. only ting besides combo-ing that makes it useful is to fake an opponent that rolls frequently and hit the opponent while trying to roll or from recovery from roll. altough it knocks opponent down if hit, but leaves Beimaru as target practice if blocked. - HCB + A/C*** Benimaru does a multi-hit spinning kick. in '98 its only combo-able after heavy hits like C or D. if hits opponent fliew away spinning but if blocked or missed, Benimaru is left open for grabbers and combos. but its effective to fake opponents into dashing towards Benimaru and 'eat' an Electro-trigger. - DP or uppercut + B/D*** Benimaru does a lightning uppercut kick anti-air, high priority. B version won't knockdown a standing opponent but D does. but recovery is slow if missed or blocked. - HCB, fw + A/C(close)*** Benimaru does a command throw got better range than in '97. iii)Desperation moves: - QCF x 2 + A/C **(*** MAXed) Benimaru does a HUGE lightning fist slow recovery, no more invincibility like in '97. when unMAXed can only be combo-ed after heavy hits C or D, but MAXed version can be combo-ed from dwn B, dwn B. damaging when MAXed - HCB x 2 + A/C(close)**** Benimaru executes a special command throw, grabbing the opponent and electrocute. good range, more damaging. very effective especially after a blocked hcb + A/C 3.1.3 ------------ Goro Daimon ------------ Moveslist --------- Treasure Smash : dnfw + C (anti-air) Overhead Sweep : fw + A (overhead) +-------------------------------------------------------------------------------------------+ Mine Quake : DP + A/C (C is fake move) Super Great Outside Cut : DP + B/D (close) Cloud Grabbing Throw : HCF + A (anti-air) Sliced Stump Return : HCF + C Heaven and Hell Return : HCB, fw + A/C (close) Reverse Throw : HCB, fw + B/D Root Smash : QCF + B/D (counter move) Super Tumble : QCB + B/D (evade roll) +-------------------------------------------------------------------------------------------+ Hell Paradise Drop : HCB x 2 + A/C(close) Root Puller : HCF x 2 + B/D(close) Continued Sliced : HCF + B/D (after Root Puller) Stump Return Root Puller : DP + B/D (after Continued Sliced Stump Return) Reverse Throw ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ s A, d A s A, d B s A, s A d B, d A d B, s A ++ d A, fw + A ++ s B, fw + A ++ s A, dwn A, fw + A ++ s A, fw + A ++ s C, fw + A ++ s D, fw + A d A, dnfw + C s A, dnfw + C s B, dnfw + C s A, d A, dwnfw + C s A, s A, dwnfw + C s A, dnfw + C s C, dnfw + C s D, dnfw + C j A -> j B j B -> j B j C -> j B j D -> j B j A -> j D j B -> j D j C -> j D j D -> j D (MID)(nC) dwnfw + C[slow], dwnfw + C[fast] _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) s C/D -> HCF + C standing heavy punch or kick combo-ed into hcf + C. [ hit] (t.C) s C/D -> HCF + A standing heavy punch or kick combo-ed into hcf + A. Note : againts tall characters [ hit] (t.C) 1 HC -> HCF + A any single hit light punch/kick combo-ed into hcf + A. Note : againts tall characters [ hit] s C/D -> HCB, fw + A/C standing heavy punch or kick combo-ed into hcb, fw + A or C. [ hit] 1 HC -> DP + B/D any single hit light punch/kick combo-ed into uppercut + B or D. [ hit] 1 HC -> HCB, fw + A/C any single hit light punch/kick combo-ed into hcb, fw + A or C. [ hit] (DM) 1 HC -> HCB x 2 + A/C any single hit light punch/kick combo-ed into hcb, hcb + A or C. [ hit] (DM) s C/D -> HCB x 2 + A/C standing heavy punch or kick combo-ed into hcb, hcb + A or C. [ hit] j A~D -> s C/D -> HCF + C jumping with A/B/C/D, standing heavy punch or kick combo-ed into hcf + C. [ hit] (t.C) j A~D -> s C/D -> HCF + A jumping with A/B/C/D, standing heavy punch or kick combo-ed into hcf + A. Note : againts tall characters. [ hit] (t.C) j A~D -> 1 HC -> HCF + A jumping with A/B/C/D, any single hit light punch/kick combo-ed into hcf + A. Note : againts tall characters. [ hit] j A~D -> 1 HC -> HCB, fw + A/C jumping with A/B/C/D, any single hit light punch/kick combo-ed into hcb, fw + A or C. [ hit] j A~D -> s C/D -> HCF + C jumping with A/B/C/D, standing heavy punch or kick combo-ed into hcf + C. [ hit] j A~D -> s C/D -> HCB, fw + C jumping with A/B/C/D, standing heavy punch or kick combo-ed into hcf + C. [ hit] (DM) j A~D -> 1 HC -> HCB x 2 + A or C jumping with A/B/C/D, any single hit light punch/kick combo-ed into hcb, hcb + A or C. [ hit] (DM) j A~D -> s C/D -> HCB x 2 + A or C jumping with A/B/C/D, standing heavy punch or kick combo-ed into hcb, hcb + A or C. [ hit] _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) + 2 HC -> HCB, fw + A/C any single hit light punch/kick combo-ed into hcb, fw + A or C. [ hit] dwnfw + C -> HCF + C downforward + C combo-ed into hcf + C. [ hit] (t.C) dwnfw + C -> HCF + A downforward + C combo-ed into hcf + A. [ hit] dwnfw + C -> HCB, fw + A/C downforward + C combo-ed into hcb, fw + A or C. [ hit] dwnfw + C -> HCB x 2 + A/C downforward + C combo-ed into hcb, hcb + A or C. [ hit] +(DM) 2 HC -> HCB x 2 + A/C any near 2 hit light chain, combo-ed into hcb, hcb + A or C. [ hit] + s C/D -> dwnfw + C -> HCF + C standing heavy punch or kick, then downforward + C combo-ed into hcf + C. [ hit] + s C/D -> dwnfw + C -> HCB, fw + A/C standing heavy punch or kick, then downforward + C combo-ed into hcb, fw + A or C. [ hit] + 1 HC -> dwnfw + C -> HCF + C any 1 hit light chain, followed by downforward + C, combo-ed into hcf + C. + 1 HC -> dwnfw + C -> HCB, fw + A/C any 1 hit light chain, followed by downforward + C, combo-ed into hcb, fw + A or C. +(CSP) j A~D cx B/C -> s C/D -> dwnfw + C -> HCF + C jumping attack with A/B/C/D, standing heavy punch or kick, then downforward + C combo-ed into hcf + C. [ hit] +(CSP) j A~D cx B/C -> s C/D -> dwnfw + C -> HCB, fw + A/C jumping attack with A/B/C/D or crossup attack with B or C, then standing heavy punch or kick, then downforward + C combo-ed into hcb, fw + A or C. [ hit] +(CSP) j A~D cx B/C -> 1 HC -> dwnfw + C -> HCF + C jumping attack with A/B/C/D or crossup attack with B or C, then any 1 hit light chain, followed by downforward + C, combo-ed into hcf + C. [ hit] +(CSP) j A~D cx B/C -> 1 HC -> dwnfw + C -> HCB, fw + A/C jumping attack with A/B/C/D or crossup attack with B or C, then any 1 hit light chain, followed by downforward + C, combo-ed into hcb, fw + A or C. [ hit] +(CSP)(DM) cx B/C -> 2 HC -> HCB x 2 + A/C crossup attack with B or C, then any near 2 hit light chain, combo-ed into hcb, hcb + A or C. [ hit] s CD j CD -> pause HCF + C standing/jumping CD(body toss attack) then pause for a split second, then execute hcf + C to grab opponent from the ground. [ hit] d D -> pause HCF + C down heavy kick, then pause for a split second, then execute hcf + C to grab opponent from the ground. [ hit] fw + A -> pause HCF + C forward + A, then pause for a split second, then execute hcf + C to grab opponent from the ground. [ hit] (DM) 1 HC -> HCF x 2 + K -> HCF + K -> pause HCF + C any 1 hit light chain, into hcf, hcf + B or D, then another hcf + B or D, pause for a split second, then execute hcf + C. [ hit] (BUG) d D s CD -> any special move -> DP + A -> pause HCF + C down heavy kick or standing CD(body toss attack), cancelled into any special moves(won't combo), then execute uppercut + A(rush counter will increase), pause for split second, finally grab opponent with hcf + C. Note: This is a bug combo..works on all characters, VERY damaging. If there are any questions, e-mail me. [ hit] (BUG)(MID) dwnfw + C -> any special move -> DP + A -> pause HCF + C while opponent in mid air, hit with downforward + C, cancelled into any special moves (won't combo), then execute uppercut + A (rush counter will increase), pause for split second, finally grab opponent with hcf + C. Note: This is a bug combo..works on all characters, VERY damaging. If there are any questions, e-mail me. [ hit] (BUG) j A~D -> d D -> any special move -> DP + A -> pause HCF + C jumping attack with A/B/C/D, down heavy kick cancelled into any special moves(won't combo), then execute uppercut + A(rush counter will increase), pause for split second, finally grab opponent with hcf + C. Note: This is a bug combo..works on all characters, VERY damaging. If there are any questions, e-mail me. [ hit] (EX) AB --> A~D --> etc. AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are available for Goro, that may start from standing C/D or down C. [ hit] Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have the same characteristics as a standing CD that his opponent in mid air. if "COUNTER" appears, the dodge hit can also combo just like a CD attack. (Refer to Goro for some useful combos of such nature) __ ___ _\__\ / /___ _____ ____ _______ _____ _____ __ ____ _____ _____ _____ / ___/\/ / == / ___/ __ /__ __/ / __/ / \/ \/ = // / __/ / _/_\ / __/ _/_/ \ / / / /__/ = / / == / = /_\ \ /____// /__/ /____/__/\__\ /__/ /____/_____/__/\__/\__/_____/____ /_____/ / /\ \ (WARNING : High level of skill/experience needed.) /__/ \__\ s A~D -> dwnfw + C -> HCB x 2 + A/C standing hit with A/B/C/D, downforward + C combo-ed into hcb, hcb + A or C. Note : to do with ease, do it this way, standing attack first, A/B/C/D then do dwnfw + C, qcb + P, hcb + P. [ hit] j A~D cx B/D -> s A~D -> dwnfw + C -> HCB x 2 + A/C jumping attack with A/B/C/D or crossup attack with B or C, standing hit with A/B/C/D, downforward + C combo-ed into hcb, hcb + A or C. [ hit] (nC)(C)(BUG)(MID) dwnfw + C(low) -> dwnfw + C(fast) -> any special move -> DP + A -> pause HCF + C hit opponent in corner or near corner as low as possible with downforward + C, then jugg;e with another downforward + C fast, cancelled into any special moves(won't combo), then execute uppercut + A(rush counter will increase), pause for split second, finally grab opponent with hcf + C. Note: Apsrt from waiting for the first downforward + C to recover before executing the second downfoward + C, cancelling the first downforward + C into any special move would also help to get the timing right. If there are any questions, email me. [ hit] __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (OPD) s A d A/B -> s C/D -> etc. standing light punch or crouching light punch/kick chained into standing C or D, then combo-ed into any combination preferred. Note : the first light punch or kick is hit early, meaning the last frame of the punch or kick hits the opponent then it can be chained into a standing heavy punch/kick. Also works when opponent about to land from a vertical jump. [ hit] (OPD) s C/D -> s A/B etc. standing C or D chained into stand A or B. Note : the heavy punch or kick is hit early, meaning the last frame of the punch or kick hits the opponent then it can be chained into a light punch/kick. [ hit] (CNT) s CD -> HCF + A standing CD(body toss attack)("COUNTER"), combo-ed into hcf + A. [ hit] (EX)(MID)(CNT) AB --> A~D --> any special move -> DP + A -> pause HCF + C AB to dodge, then press A/B/C or D to hit opponent ("COUNTER") while in mid-air, then cancelled into any special moves(won't combo), then execute uppercut + A (rush counter will increase), pause for split second, finally grab opponent withhcf + C. Note: This is a bug combo..works on all characters, VERY damaging. If there are any questions, e-mail me. [ hit] (EX) AB --> A~D --> etc. AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are available for , that may start from standing C/D. [ hit] Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have the same characteristics as a standing CD that his opponent in mid air. if "COUNTER" appears, the dodge hit can also combo just like a CD attack. (BUG)(CNT)(C) s CD -> dwnfw + C -> any special move -> DP + A -> pause HCF + C standing CD(body toss attack)("COUNTER"), then execute downforward + C as soon as possible, then cancelled into any special moves(won't combo), then execute uppercut + A (rush counter will increase), pause for split second, finally grab opponent with hcf + C. Note: This is a bug combo..works on all characters, VERY damaging. If there are any questions, e-mail me. [ hit] (BUG)(CNT)(MID) s C/D -> dwnfw + C -> any special move -> DP + A -> pause HCF + C standing C or D ("COUNTER") chained into downforward + C, then cancelled into any special moves(won't combo), then execute uppercut + A(rush counter will increase), pause for split second, finally grab opponent with hcf + C. Note: Apsrt from waiting for the first downforward + C to recover before executing the second downfoward + C, cancelling the first downforward + C into any special move would also help to get the timing right. If there are any questions, email me. [ hit] (BUG)(CNT)(C) s CD -> dwnfw + C(low) -> dwnfw + C(fast) -> any special move -> DP + A -> pause HCF + C standing CD(body toss attack)("COUNTER"), then execute downforward + C as soon as possible, then jugg;e with another downforward + C fast, cancelled into any special moves(won't combo), then execute uppercut + A(rush counter will increase), pause for split second, finally grab opponent with hcf + C. Note: Apsrt from waiting for the first downforward + C to recover before executing the second downfoward + C, cancelling the first downforward + C into any special move would also help to get the timing right. If there are any questions, email me. [ hit] (CNT)(BUG)(MID) dwnfw + C -> any special move -> dwnfw + C -> any special move -> DP + A -> HCF + C execute anti-air command move dnfw + C("COUNTER"), cancelled into any special move(qcb + B preferred), then execute anti-air command move dnfw + C, cancelled into any special move (qcb + B preferred) then immediately execute uppercut + A, then grab opponent from the ground with hcf + C. Note: The BUG actually occurs after dnfw + C into any special move, where opponent cannot block the uppercut + A even if they do a recovery roll. It hits opponent even in roll animation. This combo works anywhere in the screen. [ hit] (C)(MID)(BUG)(CNT) dwnfw + C -> any special move -> dwnfw + C(low) -> dwnfw + C(fast) -> any special move -> DP + A -> pause HCF + C execute anti-air command move dnfw + C("COUNTER"), cancelled into any special move(qcb + B preferred), then hit opponent in corner or near corner as low as possible with 2nd downforward + C, jugg;e with another downforward + C fast, cancelled into any special moves(won't combo), then execute uppercut + A(rush counter will increase), pause for split second, finally grab opponent with hcf + C. Note: Apsrt from waiting for the first downforward + C to recover before executing the second downfoward + C, cancelling the first downforward + C into any special move would also help to get the timing right. If there are any questions, email me. The BUG actually occurs after dnfw + C into any special move, where opponent cannot block the uppercut + A even if they do a recovery roll. It hits opponent even in roll animation. [ hit] Character Notes (based on my opinion, any suggestions? e-mail me) ---------------- * - sucks, take eternal to recover or lotsa etc. ** - still ok but got long recovery time or etc. *** - ok only but some etc. **** - good, effective, and not much flaws at all ***** - very good, very effective but excessive usage is unadviced i)Normal attacks: - stand A(near)** hits with fist at mid-length, combo-able into most moves, short range, fast recovery. - stand A(far)**1/2 hits with palm. combo-able just like near stand A in every way. altough further range. low priority anti-air - down A** hits with palm. same in everyway as stand A(near) - stand B(near)** looks rather weak, but combo-able in everyway same as stand A(near). fast recovery, can fake into command throws. - stand B(far)**** high low-kick believe it or not, this is an overhead. must be blocked crouching. got range, recovers fast and very irritating from a distance. - down B* low kick sucks, cannot combo, altough quite fast. - stand C(near)*** mid-length fist its ok, fast recovery, can combo into everything. - stand C(far)**1/2 extended two-hand palm attack not very good, altough got long range, its also comboable for some moves. - down C** headbutt comes out fast, but not as effective as it was in '96. can be used as low priority anti-air - stand D(near)*** extended high-kick also quite ok, comes out fast, combo-able into everything. - stand D(far)**** diagonal extended kick this move is good and effective but seems cheap if abused. fast, damaging, high priority anti-air but its uncombo-able. its a high heavy kick. - down D** low sweep low range, but comes out quite fast altough recovery is slow. - stand CD*1/2 open palm attack this is really lousy, slow, loooong recovery but cancel-able - fw + A1/2 overhead fist slow, un-comboable, recovery is also slow. no much use even if used as a fake move. - dwnfw + C***** diagonal punch the only move for Goro that is 5 stars. the best, comes out fast, combo-able. recovery fast can be starter for really big damaging combos. VERY high priority anti-air move, what more can you ask for? - jump-in A** short fist average 'hang-time', but cannot overlap/crossup. low priority in air to air - jump-in B***1/2 knee kick ok, long 'hang-time' . can overlap/crossup with this when facing big opponents. air to air combat priority is quite good. - jump-in C**1/2 body-attack can overlap/crossup, good air to air combat priority if pressed early upon jumping. - jump-in D***1/2 downward kick 2nd best to jump in, can overlap/crossup and also if a short jump back D is done to a crouch blocking opponent, it will hit like an overhead attack - jump-in CD** open palm attack hits with open palm. not too good, altough average 'hang-time', but open for ground sweeps if CD is presses to early. ii)Special attacks: - DP or uppercut + A/C** Goro stomps the ground HARD A version is good from a distance and knocksdown opponent that are trying to execute projectile but recovery is looong.damaging if used as part of the 'bug' combo. C version is fake move, recovers quite fast and allows Goro to grab approaching opponent. - DP or uppercut + B/D(close)**** Goro does a judo-style tripping slam this move is good, its like Clark's uppercut + B/D, can grab opponent out of some DM animation. good damage but must be near. recovery is fast. high priority when on ground. - HCF + A*** Goro grabs opponent from air. this move is as good as dwnfw + C but not as effective altough it has VERY high anti-air priority and does considerable damage. bad point is that there is a range of high at which this move is effective. i.e 000 degrees to 045 degrees - HCF + C*** Goro grabs from the feet and throws to other side if misses, recovery is loooong. quite damaging. - HCB, fw + A/C(close)***1/2 Goro grabs opponent and throws in the air the range on this one is good and far, quite damaging and can be combo-ed from most normal attacks, but when missed, recover is loong - HCB, fw + B/D* Goro runs, turns around behind opponent and grabs and do a suplex this move actually has no use at all, its slow and recovers slow if missed. opponents can easily see it coming. altough it has some invicibility for some normal attacks. i.e Ralf's stand C, or Ryo's stand B, and also Iori's stand C...etc. - QCF + B/D** Goro counters normal attacks above the waist with a grab-slam altough bad, it has fast recovery and most experienced Goro users know when to use this move. - QCB + B/D*** Goro tumbles and roll evading most attacks fast, good at times, but does no damage. good as faking move only. can also avoind command throws ii)Desperation moves: - HCB x 2 + A/C(close)*** Goro grabs and trips opponent a few times and throw in the air has same range as '97 and does more damage. if missed, recovery is as long as hcb, fw + A/C - HCF x 2 + B/D(close), HCF + B/D, DP + B/D***1/2 Goro does a multi-throw move has autoguard, good and effective if done at the correct timings. can be used as anti-air in some ways. does more damage if done all the way. also used as fake move. ============================================================================================== 3.2 F A T A L F U R Y T E A M ============================================================================================== 3.2.1a ----------------- Terry Bogard '97 ----------------- Moveslist --------- Back Knuckle : fw + A (2 hits) Rising Upper : dnfw + C (anti-air, 1 hit) +-------------------------------------------------------------------------------------------+ Power Wave : QCF + A/C(ground projectile) Burn Knuckle : QCB + A/C Crack Shoot : QCB + B/D Rising Tackle : DP + A/C (anti-air) Power Dunk : DP + B/D (anti-air) Power Charge : HCF + B/D (launcher) +-------------------------------------------------------------------------------------------+ Power Geyser : QCB, dwnbk, fw + A/C (anti-air) High Angle Geyser : QCF x 2 + B/D ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ d A, d A d A, d B d B, d A d B, d B d A, s A d A, s B d B, s A d B, s B s A, d A s A, d B s B, d A s B, d B s A, s A s A, s B s B, s A s B, s B d A, d A, d A d A, d B, d A d B, d A, d A d B, d B, d A d A, s A, d A d A, s B, d A d B, s A, d A d B, s B, d A s A, d A, d A s A, d B, d A s B, d A, d A s B, d B, d A s A, s A, d A s A, s B, d A s B, s A, d A s B, s B, d A d A, d A, d B d A, d B, d B d B, d A, d B d B, d B, d B d A, s A, d B d A, s B, d B d B, s A, d B d B, s B, d B s A, d A, d B s A, d B, d B s B, d A, d B s B, d B, d B s A, s A, d B s A, s B, d B s B, s A, d B s B, s B, d B d A, d A, s A d A, d B, s A d B, d A, s A d B, d B, s A d A, s A, s A d A, s B, s A d B, s A, s A d B, s B, s A s A, d A, s A s A, d B, s A s B, d A, s A s B, d B, s A s A, s A, s A s A, s B, s A s B, s A, s A s B, s B, s A d A, d A, s B d A, d B, s B d B, d A, s B d B, d B, s B d A, s A, s B d A, s B, s B d B, s A, s B d B, s B, s B s A, d A, s B s A, d B, s B s B, d A, s B s B, d B, s B s A, s A, s B s A, s B, s B s B, s A, s B s B, s B, s B d A, d A, dwnfw + C d B, d A, dwnfw + C d A, s A, dwnfw + C d A, s B, dwnfw + C d B, s A, dwnfw + C d B, s B, dwnfw + C s A, d A, dwnfw + C s B, d A, dwnfw + C s A, s A, dwnfw + C s A, s B, dwnfw + C s B, s A, dwnfw + C s B, s B, dwnfw + C d A, d A, d A, dwnfw + C d A, d B, d A, dwnfw + C d B, d A, d A, dwnfw + C d B, d B, d A, dwnfw + C d A, s A, d A, dwnfw + C d A, s B, d A, dwnfw + C d B, s A, d A, dwnfw + C d B, s B, d A, dwnfw + C s A, d A, d A, dwnfw + C s A, d B, d A, dwnfw + C s B, d A, d A, dwnfw + C s B, d B, d A, dwnfw + C s A, s A, d A, dwnfw + C s A, s B, d A, dwnfw + C s B, s A, d A, dwnfw + C s B, s B, d A, dwnfw + C d A, d A, s A, dwnfw + C d A, d B, s A, dwnfw + C d B, d A, s A, dwnfw + C d B, d B, s A, dwnfw + C d A, s A, s A, dwnfw + C d A, s B, s A, dwnfw + C d B, s A, s A, dwnfw + C d B, s B, s A, dwnfw + C s A, d A, s A, dwnfw + C s A, d B, s A, dwnfw + C s B, d A, s A, dwnfw + C s B, d B, s A, dwnfw + C s A, s A, s A, dwnfw + C s A, s B, s A, dwnfw + C s B, s A, s A, dwnfw + C s B, s B, s A, dwnfw + C ++ d A, d A, fw + A ++ d B, d A, fw + A ++ d A, s A, fw + A ++ d A, s B, fw + A ++ d B, s A, fw + A ++ d B, s B, fw + A ++ s A, d A, fw + A ++ s B, d A, fw + A ++ s A, s A, fw + A ++ s A, s B, fw + A ++ s B, s A, fw + A ++ s B, s B, fw + A ++ d A, d A, d A, fw + A ++ d A, d B, d A, fw + A ++ d B, d A, d A, fw + A ++ d B, d B, d A, fw + A ++ d A, s A, d A, fw + A ++ d A, s B, d A, fw + A ++ d B, s A, d A, fw + A ++ d B, s B, d A, fw + A ++ s A, d A, d A, fw + A ++ s A, d B, d A, fw + A ++ s B, d A, d A, fw + A ++ s B, d B, d A, fw + A ++ s A, s A, d A, fw + A ++ s A, s B, d A, fw + A ++ s B, s A, d A, fw + A ++ s B, s B, d A, fw + A ++ d A, d A, s A, fw + A ++ d A, d B, s A, fw + A ++ d B, d A, s A, fw + A ++ d B, d B, s A, fw + A ++ d A, s A, s A, fw + A ++ d A, s B, s A, fw + A ++ d B, s A, s A, fw + A ++ d B, s B, s A, fw + A ++ s A, d A, s A, fw + A ++ s A, d B, s A, fw + A ++ s B, d A, s A, fw + A ++ s B, d B, s A, fw + A ++ s A, s A, s A, fw + A ++ s A, s B, s A, fw + A ++ s B, s A, s A, fw + A ++ s B, s B, s A, fw + A s C(2 hits), dwnfw + C s C(2 hits), fw + A d C, fw + A s D, fw + A s D, dWnfw + C d C, dWnfw + C j A -> j B j B -> j B j C -> j B j D -> j B j A -> j D j B -> j D j C -> j D j D -> j D ++ d D, dwnfw + C ++ d D, fw + A _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) s C fw + A -> QCF + A standing heavy punch(2 hits) or forward + A(2 hits) combo-ed into qcf + A. [ hit] s C fw + A -> QCB + A standing heavy punch(2 hits) or forward + A(2 hits) combo-ed into qcb + A. [ hit] s C fw + A -> DP + B/D standing heavy punch(2 hits) or forward + A(2 hits) combo-ed into uppercut + B or D. [ hit] s C fw + A -> DP + A/C standing heavy punch(2 hits) or forward + A(2 hits) combo-ed into uppercut + A or C. [ hit] s C fw + A -> HCF + B/D standing heavy punch(2 hits) or forward + A(2 hits) combo-ed into hcf + B or D. [ hit] s C fw + A -> QCB + B standing heavy punch(2 hits) or forward + A(2 hits) combo-ed into qcb + B. [ hit] (DM) s C fw + A -> QCB, HCF + A/C standing heavy punch(2 hits) or forward + A(2 hits) combo-ed into qcb, hcf + A or C. [ hit] (DM) s C fw + A -> QCF, QCF + B/D standing heavy punch(2 hits) or forward + A(2 hits) combo-ed into qcf, qcf + B or D. [ hit] d C s C/D dwnfw + C -> QCF + A standing heavy punch/kick or crouching heavy punch or downforward + C combo-ed into qcf + A. [ hit] d C s C/D dwnfw + C -> QCB + A standing heavy punch/kick or crouching heavy punch or downforward + C combo-ed into qcb + A. [ hit] d C s C/D dwnfw + C -> DP + B/D standing heavy punch/kick or crouching heavy punch or downforward + C combo-ed into uppercut + B or D. [ hit] d C s C/D dwnfw + C -> DP + A/C standing heavy punch/kick or crouching heavy punch or downforward + C combo-ed into uppercut + A or C. [ hit] d C s C/D dwnfw + C -> HCF + B/D standing heavy punch/kick or crouching heavy punch or downforward + C combo-ed into hcf + B or D. [ hit] d C s C/D dwnfw + C -> QCB + B standing heavy punch/kick or crouching heavy punch or downforward + C combo-ed into qcb + B. [ hit] (DM) d C s C/D dwnfw + C -> QCB, HCF + A/C standing heavy punch/kick or crouching heavy punch or downforward + C combo-ed into qcb, hcf + A or C. [ hit] (DM) d C s C/D dwnfw + C -> QCF, QCF + B/D standing heavy punch/kick or crouching heavy punch or downforward + C combo-ed into qcf, qcf + B or D. [ hit] d C j A~D -> s C/D -> QCF + A df + C jumping attack with A/B/C/D, standing heavy punch(2 hit or 1 hit)/kick or crouching heavy punch or downforward + C combo-ed into qcf + A. [ hit] d C j A~D -> s C/D -> QCB + A df + C jumping attack with A/B/C/D, standing heavy punch(2 hit or 1 hit)/kick or crouching heavy punch or downforward + C combo-ed intoqcb + A. [ hit] (C)(nC) d C j A~D -> s C/D -> DP + B/D df + C jumping attack with A/B/C/D, standing heavy punch(2 hit or 1 hit)/kick or crouching heavy punch or downforward + C combo-ed into uppercut + B or D. [ hit] d C j A~D -> s C/D -> DP + A/C df + C jumping attack with A/B/C/D, standing heavy punch(2 hit or 1 hit)/kick or crouching heavy punch or downforward + C combo-ed into uppercut + A or C. [ hit] d C j A~D -> s C/D -> HCF + B/D df + C jumping attack with A/B/C/D, standing heavy punch(2 hit or 1 hit)/kick or crouching heavy punch or downforward + C combo-ed into hcf + B or D. [ hit] d C j A~D -> s C/D -> QCB + B df + C jumping attack with A/B/C/D, standing heavy punch(2 hit or 1 hit)/kick or crouching heavy punch or downforward + C combo-ed into qcb + B. [ hit] (DM) d C j A~D -> s C/D -> QCB, HCF + A/C df + C jumping attack with A/B/C/D, standing heavy punch(2 hit or 1 hit)/kick or crouching heavy punch or downforward + C combo-ed into qcb, hcf + A or C. [ hit] (DM) d C j A~D -> s C/D -> QCF, QCF + B/D df + C jumping attack with A/B/C/D, standing heavy punch(2 hit or 1 hit)/kick or crouching heavy punch or downforward + C combo-ed into qcf, qcf + B or D. [ hit] _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) +(DM) 1 HC 2 HC 3 HC -> QCF, QCF + B/D 4 HC any 1, 2, 3 or 4 hit light chain combo-ed into qcf, qcf + B or D. [ hit] +(C) s C/D d C -> dwnfw + C -> QCF + A standing heavy punch/kick or crouching heavy punch chained into downforward + C, combo-ed into qcf + A. [ hit] +(C) s C/D d C -> dwnfw + C -> DP + C standing heavy punch/kick or crouching heavy punch chained into downforward + C, combo-ed into uppercut + C. [ hit] +(C) s C/D d C -> dwnfw + C -> DP + B/D standing heavy punch/kick or crouching heavy punch chained into downforward + C, combo-ed into uppercut + B or D. [ hit] + d C fw + A s C/D -> dwnfw + C -> QCB + A standing heavy punch(2 hit or 1 hit)/kick or crouching heavy punch, into either forward + A or downforward + C, combo-ed into qcb + A. [ hit] + d C fw + A s C/D -> dwnfw + C -> HCF + B/D standing heavy punch(2 hit or 1 hit)/kick or crouching heavy punch, into either forward + A or downforward + C, combo-ed into hcf + B or D. [ hit] + d C fw + A s C/D -> dwnfw + C -> DP + A standing heavy punch(2 hit or 1 hit)/kick or crouching heavy punch, into either forward + A or downforward + C, combo-ed into uppercut + A. [ hit] + d C fw + A s C/D -> dwnfw + C -> QCB + B standing heavy punch(2 hit or 1 hit)/kick or crouching heavy punch, into either forward + A or downforward + C, combo-ed into qcb + B. [ hit] + d C fw + A j A~D s C/D -> dwnfw + C -> HCF + B/D --> DP + A/C standing heavy punch(2 hit or 1 hit)/kick or crouching heavy punch, into either forward + A or downforward + C, combo-ed into hcf + B or D then juggled with jumping A/B/C/D or finished with uppercut + A or C. [ hit] + 1 HC 2 HC -> dwnfw + C -> QCB + A 3 HC any 1, 2 or 3 hit light chain into downforward + C, combo-ed into qcb + A. [ hit] + 1 HC 2 HC -> dwnfw + C -> HCF + B/D 3 HC any 1, 2 or 3 hit light chain into downforward + C, combo-ed into hcf + B or D. [ hit] + 1 HC 2 HC -> dwnfw + C -> DP + A 3 HC any 1, 2 or 3 hit light chain into downforward + C, combo-ed into uppercut + A. [ hit] + 1 HC 2 HC -> dwnfw + C -> QCB + B 3 HC any 1, 2 or 3 hit light chain into downforward + C, combo-ed into qcb + B. [ hit] + 1 HC j A~D 2 HC - > dwnfw + C -> HCF + B/D --> DP + A/C 3 HC any 1, 2 or 3 hit light chain into downforward + C, combo-ed into hcf + B or D then juggled with jumping A/B/C/D or finished with uppercut + A or C. [ hit] +(CSP) cx C/D d C fw + A j A~D -> s C/D -> dwnfw + C -> QCB + A jumping attack with A/B/C/D or crossup attack with C or D, standing heavy punch(2 hit or 1 hit)/ kick or crouching heavy punch, into either forward + A or downforward + C, combo-ed into qcb + A. [ hit] +(CSP) cx C/D d C fw + A j A~D -> s C/D -> dwnfw + C -> HCF + B/D jumping attack with A/B/C/D or crossup attack with C or D, standing heavy punch(2 hit or 1 hit)/ kick or crouching heavy punch, into either forward + A or downforward + C, combo-ed into hcf + B or D. [ hit] +(CSP) cx C/D d C fw + A j A~D -> s C/D -> dwnfw + C -> DP + A jumping attack with A/B/C/D or crossup attack with C or D, standing heavy punch(2 hit or 1 hit)/ kick or crouching heavy punch, into either forward + A or downforward + C, combo-ed into uppercut + A. [ hit] +(CSP) cx C/D d C fw + A j A~D -> s C/D -> dwnfw + C -> QCB + B jumping attack with A/B/C/D or crossup attack with C or D, standing heavy punch(2 hit or 1 hit)/ kick or crouching heavy punch, into either forward + A or downforward + C, combo-ed into qcb + B. [ hit] +(CSP) cx C/D d C fw + A j A~D j A~D -> s C/D -> dwnfw + C -> HCF + B/D --> DP + A/C jumping attack with A/B/C/D or crossup attack with C or D, standing heavy punch(2 hit or 1 hit)/ kick or crouching heavy punch, into either forward + A or downforward + C, combo-ed into hcf + B or D then juggled with jumping A/B/C/D or finished with uppercut + A or C. [ hit] +(CSP) cx C/D d C fw + A j A~D -> s C/D -> dwnfw + C -> HCF + B/D --> DP + B/D jumping attack with A/B/C/D or crossup attack with C or D, standing heavy punch(2 hit or 1 hit)/ kick or crouching heavy punch, into either forward + A or downforward + C, combo-ed into hcf + B or D then juggled with uppercut + B or D. [ hit] +(DM)(CSP) 1 HC 2 HC cx C/D -> 3 HC -> QCF, QCF + B/D 4 HC crossup attack with C or D, any 1, 2, 3 or 4 hit light chain combo-ed into qcf, qcf + B or D. [ hit] +(CSP) cx C/D 1 HC j A~D -> 2 HC -> dwnfw + C -> QCB + A 3 HC jumping attack with A/B/C/D or crossup attack with C or D, any 1, 2 or 3 hit light chain into downforward + C, combo-ed into qcb + A. [ hit] +(CSP) cx C/D 1 HC j A~D -> 2 HC -> dwnfw + C -> HCF + B/D 3 HC jumping attack with A/B/C/D or crossup attack with C or D, any 1, 2 or 3 hit light chain into downforward + C, combo-ed into hcf + B or D. [ hit] +(CSP) cx C/D 1 HC j A~D -> 2 HC -> dwnfw + C -> DP + A 3 HC jumping attack with A/B/C/D or crossup attack with C or D, any 1, 2 or 3 hit light chain into downforward + C, combo-ed into uppercut + A. [ hit] +(CSP) cx C/D 1 HC j A~D -> 2 HC -> dwnfw + C -> QCB + B 3 HC jumping attack with A/B/C/D or crossup attack with C or D, any 1, 2 or 3 hit light chain into downforward + C, combo-ed into qcb + B. [ hit] +(CSP) cx C/D 1 HC j A~D j A~D -> 2 HC -> dwnfw + C -> HCF + B/D --> DP + A/C 3 HC jumping attack with A/B/C/D or crossup attack with C or D, any 1, 2 or 3 hit light chain into downforward + C, combo-ed into hcf + B or D then juggled with jumping A/B/C/D or finished with uppercut + A or C. [ hit] +(CSP) cx C/D 1 HC j A~D -> 2 HC -> dwnfw + C -> HCF + B/D --> DP + B/D 3 HC jumping attack with A/B/C/D or crossup attack with C or D, any 1, 2 or 3 hit light chain into downforward + C, combo-ed into hcf + B or D then juggled with uppercut + B or D. [ hit] (EX) AB --> A~D --> etc. AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are available for Terry, that may start from standing C/D or down C. [ hit] Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have the same characteristics as a standing CD that his opponent in mid air. if "COUNTER" appears, the dodge hit can also combo just like a CD attack. (Refer to Goro for some useful combos of such nature) __ ___ _\__\ / /___ _____ ____ _______ _____ _____ __ ____ _____ _____ _____ / ___/\/ / == / ___/ __ /__ __/ / __/ / \/ \/ = // / __/ / _/_\ / __/ _/_/ \ / / / /__/ = / / == / = /_\ \ /____// /__/ /____/__/\__\ /__/ /____/_____/__/\__/\__/_____/____ /_____/ / /\ \ (WARNING : High level of skill/experience needed.) /__/ \__\ +(CSP)(DM) cx C/D 1 HC j A~D -> 2 HC -> dwnfw + C -> QCB, HCF + A/C jumping attack with A/B/C/D or crossup attack with C or D, any 1 or 2 hit light chain into downforward + C, combo-ed into qcb, hcf + A or C. [ hit] +(CSP)(DM) cx C/D 1 HC j A~D -> 2 HC -> dwnfw + C -> QCF, QCF + B/D jumping attack with A/B/C/D or crossup attack with C or D, any 1 or 2 hit light chain into downforward + C, combo-ed into qcf, qcf + B or D. [ hit] +(CSP)(DM) cx C/D d C fw + A j A~D -> s C/D -> dwnfw + C -> QCB, HCF + A/C jumping attack with A/B/C/D or crossup attack with C or D, standing heavy punch(2 hit or 1 hit)/ kick or crouching heavy punch, into either forward + A or downforward + C, combo-ed into qcb, hcf + A or C. [ hit] +(CSP)(DM) cx C/D d C fw + A j A~D -> s C/D -> dwnfw + C -> QCF, QCF + B/D jumping attack with A/B/C/D or crossup attack with C or D, standing heavy punch(2 hit or 1 hit)/ kick or crouching heavy punch, into either forward + A or downforward + C, combo-ed into qcf, qcf + B or D. [ hit] __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (MID) QCB + B -> j B/D execute qcb + B, then into jumping B or D. [ hit] (MID) QCB + B -> DP + A/C execute qcb + B, then into uppercut + A or C. [ hit] (MID) QCB + B -> DP + B/D execute qcb + B, then into uppercut + B or D. [ hit] (MID)(C)(DM) QCB + B -> QCF, QCF + B/D execute qcb + B, then into qcf, qcf + B or D. [ hit] (CNT)(C)(nC) QCB + A/C -> DP + A/C or etc. execute qcb + A or C("COUNTER"), then into either uppercut + A or C or any move that would juggle off from the qcb + A/C counter hit. [ hit] (CNT)(C)(nC) HCF + B -> QCB, HCF + A/C execute hcf + B("COUNTER"), then into qcb, hcf + A/C. [ hit] (CNT)(C) s CD -> QCF + A/C standing CD(body toss attack)("COUNTER"), then combo-ed into qcf + A or C. [ hit] (CNT)(C) s CD -> QCB + A/C standing CD(body toss attack)("COUNTER"), then combo-ed into qcb + A or C. [ hit] (CNT)(C) s CD -> QCB + B standing CD(body toss attack)("COUNTER"), then combo-ed into qcb + B. [ hit] (CNT)(C) s CD -> QCB + B -> j B/D standing CD(body toss attack)("COUNTER"), then combo-ed into qcb + B then juggle with jummping attack with light kick or heavy kick. [ hit] (CNT) s CD -> DP + P standing CD(body toss attack)("COUNTER"), then combo-ed into uppercut + A or C. Note : can also be done in corner or near corner. [ hit] (CNT) s CD -> DP + B/D standing CD(body toss attack)("COUNTER"), then combo-ed into uppercut + A or C. Note : can also be done in corner or near corner. [ hit] (CNT)(DM) s CD -> QCB, HCF + P jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcb, hcf + A or C. [ hit] (CNT)(DM) s CD -> QCF, QCF + K standing attack with CD(body toss attack)("COUNTER"), then combo-ed into qcf, qcf + B or D. [ hit] (CNT) j CD -> j CD jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into jumping attack with CD(body toss attack). Note : can also be done in corner or near corner. [ hit] (CNT) j A~D j CD -> dwnfw + C jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into jumping attack with either down + C or any punch or kick. Note : can also be done in corner or near corner. [ hit] (CNT) j CD -> s A~D jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into standing A, B, C or D. Note : can also be done in corner or near corner. [ hit] (CNT)(C) j CD -> fw + A jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into forward + B. [ hit] (CNT) j CD -> DP + B jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into uppercut + B. Note : can also be done in corner or near corner. [ hit] (CNT) j CD -> QCB + B jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcb + B. Note : can also be done in corner or near corner. [ hit] (CNT) j CD -> QCB + B -> j B/D jumping attack with CD(body toss attack)("COUNTER"), combo-ed into qcb + B, then juggle with jummping attack with light kick or heavy kick. Note : can also be done in corner or near corner. [ hit] (CNT) j CD -> QCF + A/C jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcf + A or C. [ hit] (CNT) j CD -> QCB + A/C jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcb + A or C. [ hit] (CNT) j CD -> DP + P jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into uppercut + A or C. Note : can also be done in corner or near corner. [ hit] (CNT)(DM) j CD -> QCB, HCF + P jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcb, hcf + A or C. [ hit] (CNT)(DM) j CD -> QCF, QCF + K jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcf, qcf + B or D. [ hit] (OPD) s A d B -> s C/D -> etc. early standing A or crouching B chained into standing heavy punch or kick, combo-ed into any combinations that is preferred. [ hit] (CNT)(DM) s C/D QCF, QCF + B/D -> dash d C -> etc. execute qcf, qcf + B or D, then if double contact where both Terry and opponent gets hit and "COUNTER" appears, dash in and start a combo that is preferred. [ hit] 3.2.1b ------------------ Terry Bogard (RB2) ------------------ Moveslist --------- Back Knuckle : fw + A(2 hits) Rising Upper : dnfw + C(anti air, 1 hit) +---------------------------------------------------------------------------------------------+ Power Wave : QCF + A/C(ground projectile - all screen) Burn Knuckle : QCB + A/C Crack Shoot : QCB + B/D Rising Tackle : dwn s up + A/C(anti-air) Fire Kick : QCF + B/D(hits low) +---------------------------------------------------------------------------------------------+ Power Geyser : QCB, dwnbk, fw + A/C(anti air) ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ d A, d A d A, d B d B, d A d B, d B d A, s A d A, s B d B, s A d B, s B s A, d A s A, d B s B, d A s B, d B s A, s A s A, s B s B, s A s B, s B d A, d A, d A d A, d B, d A d B, d A, d A d B, d B, d A d A, s A, d A d A, s B, d A d B, s A, d A d B, s B, d A s A, d A, d A s A, d B, d A s B, d A, d A s B, d B, d A s A, s A, d A s A, s B, d A s B, s A, d A s B, s B, d A d A, d A, d B d A, d B, d B d B, d A, d B d B, d B, d B d A, s A, d B d A, s B, d B d B, s A, d B d B, s B, d B s A, d A, d B s A, d B, d B s B, d A, d B s B, d B, d B s A, s A, d B s A, s B, d B s B, s A, d B s B, s B, d B d A, d A, s A d A, d B, s A d B, d A, s A d B, d B, s A d A, s A, s A d A, s B, s A d B, s A, s A d B, s B, s A s A, d A, s A s A, d B, s A s B, d A, s A s B, d B, s A s A, s A, s A s A, s B, s A s B, s A, s A s B, s B, s A d A, d A, s B d A, d B, s B d B, d A, s B d B, d B, s B d A, s A, s B d A, s B, s B d B, s A, s B d B, s B, s B s A, d A, s B s A, d B, s B s B, d A, s B s B, d B, s B s A, s A, s B s A, s B, s B s B, s A, s B s B, s B, s B d A, d A, dwnfw + C d B, d A, dwnfw + C d A, s A, dwnfw + C d A, s B, dwnfw + C d B, s A, dwnfw + C d B, s B, dwnfw + C s A, d A, dwnfw + C s B, d A, dwnfw + C s A, s A, dwnfw + C s A, s B, dwnfw + C s B, s A, dwnfw + C s B, s B, dwnfw + C d A, d A, d A, dwnfw + C d A, d B, d A, dwnfw + C d B, d A, d A, dwnfw + C d B, d B, d A, dwnfw + C d A, s A, d A, dwnfw + C d A, s B, d A, dwnfw + C d B, s A, d A, dwnfw + C d B, s B, d A, dwnfw + C s A, d A, d A, dwnfw + C s A, d B, d A, dwnfw + C s B, d A, d A, dwnfw + C s B, d B, d A, dwnfw + C s A, s A, d A, dwnfw + C s A, s B, d A, dwnfw + C s B, s A, d A, dwnfw + C s B, s B, d A, dwnfw + C d A, d A, s A, dwnfw + C d A, d B, s A, dwnfw + C d B, d A, s A, dwnfw + C d B, d B, s A, dwnfw + C d A, s A, s A, dwnfw + C d A, s B, s A, dwnfw + C d B, s A, s A, dwnfw + C d B, s B, s A, dwnfw + C s A, d A, s A, dwnfw + C s A, d B, s A, dwnfw + C s B, d A, s A, dwnfw + C s B, d B, s A, dwnfw + C s A, s A, s A, dwnfw + C s A, s B, s A, dwnfw + C s B, s A, s A, dwnfw + C s B, s B, s A, dwnfw + C ++ d A, d A, fw + A ++ d B, d A, fw + A ++ d A, s A, fw + A ++ d A, s B, fw + A ++ d B, s A, fw + A ++ d B, s B, fw + A ++ s A, d A, fw + A ++ s B, d A, fw + A ++ s A, s A, fw + A ++ s A, s B, fw + A ++ s B, s A, fw + A ++ s B, s B, fw + A ++ d A, d A, d A, fw + A ++ d A, d B, d A, fw + A ++ d B, d A, d A, fw + A ++ d B, d B, d A, fw + A ++ d A, s A, d A, fw + A ++ d A, s B, d A, fw + A ++ d B, s A, d A, fw + A ++ d B, s B, d A, fw + A ++ s A, d A, d A, fw + A ++ s A, d B, d A, fw + A ++ s B, d A, d A, fw + A ++ s B, d B, d A, fw + A ++ s A, s A, d A, fw + A ++ s A, s B, d A, fw + A ++ s B, s A, d A, fw + A ++ s B, s B, d A, fw + A ++ d A, d A, s A, fw + A ++ d A, d B, s A, fw + A ++ d B, d A, s A, fw + A ++ d B, d B, s A, fw + A ++ d A, s A, s A, fw + A ++ d A, s B, s A, fw + A ++ d B, s A, s A, fw + A ++ d B, s B, s A, fw + A ++ s A, d A, s A, fw + A ++ s A, d B, s A, fw + A ++ s B, d A, s A, fw + A ++ s B, d B, s A, fw + A ++ s A, s A, s A, fw + A ++ s A, s B, s A, fw + A ++ s B, s A, s A, fw + A ++ s B, s B, s A, fw + A s C(2 hits), dwnfw + C s C(2 hits), fw + A d C, fw + A s D, fw + A s D, dWnfw + C d C, dWnfw + C j A -> j B j B -> j B j C -> j B j D -> j B j A -> j D j B -> j D j C -> j D j D -> j D ++ d D, dwnfw + C ++ d D, fw + A _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) s C fw + A -> QCF + C standing heavy punch(2 hits) or forward + A(2 hits) combo-ed into qcf + C. [ hit] s C fw + A -> QCB + A standing heavy punch(2 hits) or forward + A(2 hits) combo-ed into qcb + A. [ hit] s C fw + A -> dwn s up + A/C standing heavy punch(2 hits) or forward + A(2 hits) combo-ed into down store up + A or C. [ hit] s C fw + A -> QCF + B/D standing heavy punch(2 hits) or forward + A(2 hits) combo-ed into qcf + B or D. [ hit] s C fw + A -> QCB + B standing heavy punch(2 hits) or forward + A(2 hits) combo-ed into qcb + B. [ hit] (DM) s C fw + A -> QCB, HCF + A/C standing heavy punch(2 hits) or forward + A(2 hits) combo-ed into qcb, hcf + A or C. [ hit] d C s C/D dwnfw + C -> QCF + C standing heavy punch/kick or crouching heavy punch or downforward + C combo-ed into qcf + C. [ hit] d C s C/D dwnfw + C -> QCB + A standing heavy punch/kick or crouching heavy punch or downforward + C combo-ed into qcb + A. [ hit] d C s C/D dwnfw + C -> DP + A/C standing heavy punch/kick or crouching heavy punch or downforward + C combo-ed into uppercut + A or C. [ hit] d C s C/D dwnfw + C -> QCF + B/D standing heavy punch/kick or crouching heavy punch or downforward + C combo-ed into qcf + B or D. [ hit] d C s C/D dwnfw + C -> QCB + B standing heavy punch/kick or crouching heavy punch or downforward + C combo-ed into qcb + B. [ hit] (DM) d C s C/D dwnfw + C -> QCB, HCF + A/C standing heavy punch/kick or crouching heavy punch or downforward + C combo-ed into qcb, hcf + A or C. [ hit] d C j A~D -> s C/D -> QCF + C df + C jumping attack with A/B/C/D, standing heavy punch(2 hit or 1 hit)/kick or crouching heavy punch or downforward + C combo-ed into qcf + C. [ hit] d C j A~D -> s C/D -> QCB + A df + C jumping attack with A/B/C/D, standing heavy punch(2 hit or 1 hit)/kick or crouching heavy punch or downforward + C combo-ed intoqcb + A. [ hit] d C j A~D -> s C/D -> dwn s up + A/C df + C jumping attack with A/B/C/D, standing heavy punch(2 hit or 1 hit)/kick or crouching heavy punch or downforward + C combo-ed into down, store, up + A or C. [ hit] d C j A~D -> s C/D -> QCF + B/D df + C jumping attack with A/B/C/D, standing heavy punch(2 hit or 1 hit)/kick or crouching heavy punch or downforward + C combo-ed into qcf + B or D. [ hit] d C j A~D -> s C/D -> QCB + B df + C jumping attack with A/B/C/D, standing heavy punch(2 hit or 1 hit)/kick or crouching heavy punch or downforward + C combo-ed into qcb + B. [ hit] (DM) d C j A~D -> s C/D -> QCB, HCF + A/C df + C jumping attack with A/B/C/D, standing heavy punch(2 hit or 1 hit)/kick or crouching heavy punch or downforward + C combo-ed into qcb, hcf + A or C. [ hit] _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) +(DM) 1 HC 2 HC 3 HC -> QCF + B/D 4 HC any 1, 2, 3 or 4 hit light chain combo-ed into qcf + B or D. [ hit] +(C) s C/D d C -> dwnfw + C -> QCF + C standing heavy punch/kick or crouching heavy punch chained into downforward + C, combo-ed into qcf + A. [ hit] +(C) s C/D d C -> dwnfw + C -> dwn s up + A/C standing heavy punch/kick or crouching heavy punch chained into downforward + C, combo-ed into down, store, up + A/C. [ hit] + d C fw + A s C/D -> dwnfw + C -> QCB + A standing heavy punch(2 hit or 1 hit)/kick or crouching heavy punch, into either forward + A or downforward + C, combo-ed into qcb + A. [ hit] + d C fw + A s C/D -> dwnfw + C -> QCF + B/D standing heavy punch(2 hit or 1 hit)/kick or crouching heavy punch, into either forward + A or downforward + C, combo-ed into qcf + B or D. [ hit] + d C fw + A s C/D -> dwnfw + C -> QCB + B standing heavy punch(2 hit or 1 hit)/kick or crouching heavy punch, into either forward + A or downforward + C, combo-ed into qcb + B. [ hit] + d C fw + A j A~D s C/D -> dwnfw + C -> QCF + B/D --> dwn s up + A/C standing heavy punch(2 hit or 1 hit)/kick or crouching heavy punch, into either forward + A or downforward + C, combo-ed into hcf + B or D then juggled with jumping A/B/C/D or finished with down, store, up + A or C. [ hit] + 1 HC 2 HC -> dwnfw + C -> QCB + A 3 HC any 1, 2 or 3 hit light chain into downforward + C, combo-ed into qcb + A. [ hit] + 1 HC 2 HC -> dwnfw + C -> QCF + B/D 3 HC any 1, 2 or 3 hit light chain into downforward + C, combo-ed into qcf + B or D. [ hit] + 1 HC 2 HC -> dwnfw + C -> dwn s up + A/C 3 HC any 1, 2 or 3 hit light chain into downforward + C, combo-ed into dwn s up + A/C. [ hit] + 1 HC 2 HC -> dwnfw + C -> QCB + B 3 HC any 1, 2 or 3 hit light chain into downforward + C, combo-ed into qcb + B. [ hit] + 1 HC j A~D 2 HC - > dwnfw + C -> HCF + B/D --> dwn s up + A/C 3 HC any 1, 2 or 3 hit light chain into downforward + C, combo-ed into hcf + B or D then juggled with jumping A/B/C/D or finished with dwn s up + A/C. [ hit] +(CSP) cx C/D d C fw + A j A~D -> s C/D -> dwnfw + C -> QCB + A jumping attack with A/B/C/D or crossup attack with C or D, standing heavy punch(2 hit or 1 hit)/ kick or crouching heavy punch, into either forward + A or downforward + C, combo-ed into qcb + A. [ hit] +(CSP) cx C/D d C fw + A j A~D -> s C/D -> dwnfw + C -> QCF + B/D jumping attack with A/B/C/D or crossup attack with C or D, standing heavy punch(2 hit or 1 hit)/ kick or crouching heavy punch, into either forward + A or downforward + C, combo-ed into qcf + B or D. [ hit] +(CSP) cx C/D d C fw + A j A~D -> s C/D -> dwnfw + C -> dwn s up + A/C jumping attack with A/B/C/D or crossup attack with C or D, standing heavy punch(2 hit or 1 hit)/ kick or crouching heavy punch, into either forward + A or downforward + C, combo-ed into dwn s up + A/C. [ hit] +(CSP) cx C/D d C fw + A j A~D -> s C/D -> dwnfw + C -> QCB + B jumping attack with A/B/C/D or crossup attack with C or D, standing heavy punch(2 hit or 1 hit)/ kick or crouching heavy punch, into either forward + A or downforward + C, combo-ed into qcb + B. [ hit] +(CSP) cx C/D d C fw + A j A~D j A~D -> s C/D -> dwnfw + C -> HCF + B/D --> dwn s up + A/C jumping attack with A/B/C/D or crossup attack with C or D, standing heavy punch(2 hit or 1 hit)/ kick or crouching heavy punch, into either forward + A or downforward + C, combo-ed into hcf + B or D then juggled with jumping A/B/C/D or finished with dwn s up + A/C. [ hit] +(CSP) cx C/D 1 HC j A~D -> 2 HC -> dwnfw + C -> QCB + A 3 HC jumping attack with A/B/C/D or crossup attack with C or D, any 1, 2 or 3 hit light chain into downforward + C, combo-ed into qcb + A. [ hit] +(CSP) cx C/D 1 HC j A~D -> 2 HC -> dwnfw + C -> QCF + B/D 3 HC jumping attack with A/B/C/D or crossup attack with C or D, any 1, 2 or 3 hit light chain into downforward + C, combo-ed into qcf + B or D. [ hit] +(CSP) cx C/D 1 HC j A~D -> 2 HC -> dwnfw + C -> dwn s up + A/C 3 HC jumping attack with A/B/C/D or crossup attack with C or D, any 1, 2 or 3 hit light chain into downforward + C, combo-ed into dwn s up + A/C. [ hit] +(CSP) cx C/D 1 HC j A~D -> 2 HC -> dwnfw + C -> QCB + B 3 HC jumping attack with A/B/C/D or crossup attack with C or D, any 1, 2 or 3 hit light chain into downforward + C, combo-ed into qcb + B. [ hit] +(CSP) cx C/D 1 HC j A~D j A~D -> 2 HC -> dwnfw + C -> QCF + B/D --> DP + A/C 3 HC jumping attack with A/B/C/D or crossup attack with C or D, any 1, 2 or 3 hit light chain into downforward + C, combo-ed into qcf + B or D then juggled with jumping A/B/C/D or finished with uppercut + A or C. [ hit] (EX) AB --> A~D --> etc. AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are available for Terry, that may start from standing C/D or down C. [ hit] Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have the same characteristics as a standing CD that his opponent in mid air. if "COUNTER" appears, the dodge hit can also combo just like a CD attack. (Refer to Goro for some useful combos of such nature) __ ___ _\__\ / /___ _____ ____ _______ _____ _____ __ ____ _____ _____ _____ / ___/\/ / == / ___/ __ /__ __/ / __/ / \/ \/ = // / __/ / _/_\ / __/ _/_/ \ / / / /__/ = / / == / = /_\ \ /____// /__/ /____/__/\__\ /__/ /____/_____/__/\__/\__/_____/____ /_____/ / /\ \ (WARNING : High level of skill/experience needed.) /__/ \__\ +(CSP)(DM) cx C/D 1 HC j A~D -> 2 HC -> dwnfw + C -> QCB, HCF + A/C jumping attack with A/B/C/D or crossup attack with C or D, any 1 or 2 hit light chain into downforward + C, combo-ed into qcb, hcf + A or C. [ hit] +(CSP)(DM) cx C/D d C fw + A j A~D -> s C/D -> dwnfw + C -> QCB, HCF + A/C jumping attack with A/B/C/D or crossup attack with C or D, standing heavy punch(2 hit or 1 hit)/ kick or crouching heavy punch, into either forward + A or downforward + C, combo-ed into qcb, hcf + A or C. [ hit] __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (MID) QCB + B -> j B/D execute qcb + B, then into jumping B or D. [ hit] (MID) QCB + B -> DP + A/C execute qcb + B, then into uppercut + A or C. [ hit] (MID)(C)(DM) QCB + B -> QCF, QCF + B/D execute qcb + B, then into qcf, qcf + B or D. [ hit] (CNT)(C)(nC) QCB + A/C -> DP + A/C or etc. execute qcb + A or C("COUNTER"), then into either uppercut + A or C or any move that would juggle off from the qcb + A/C counter hit. [ hit] (CNT)(C)(nC) HCF + B -> QCB, HCF + A/C execute hcf + B("COUNTER"), then into qcb, hcf + A/C. [ hit] (CNT)(C) s CD -> QCF + A/C standing CD(body toss attack)("COUNTER"), then combo-ed into qcf + A or C. [ hit] (CNT)(C) s CD -> QCB + A/C standing CD(body toss attack)("COUNTER"), then combo-ed into qcb + A or C. [ hit] (CNT)(C) s CD -> QCB + B standing CD(body toss attack)("COUNTER"), then combo-ed into qcb + B. [ hit] (CNT)(C) s CD -> QCB + B -> j B/D standing CD(body toss attack)("COUNTER"), then combo-ed into qcb + B then juggle with jummping attack with light kick or heavy kick. [ hit] (CNT) s CD -> dwn s up + A/C standing CD(body toss attack)("COUNTER"), then combo-ed into dwn s up + A/C. Note : can also be done in corner or near corner. [ hit] (CNT)(DM) s CD -> QCB, HCF + P jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcb, hcf + A or C. [ hit] (CNT) j CD -> j CD jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into jumping attack with CD(body toss attack). Note : can also be done in corner or near corner. [ hit] (CNT) j A~D j CD -> dwnfw + C jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into jumping attack with either down + C or any punch or kick. Note : can also be done in corner or near corner. [ hit] (CNT) j CD -> s A~D jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into standing A, B, C or D. Note : can also be done in corner or near corner. [ hit] (CNT)(C) j CD -> fw + A jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into forward + B. [ hit] (CNT) j CD -> QCB + B jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcb + B. Note : can also be done in corner or near corner. [ hit] (CNT) j CD -> QCB + B -> j B/D jumping attack with CD(body toss attack)("COUNTER"), combo-ed into qcb + B, then juggle with jummping attack with light kick or heavy kick. Note : can also be done in corner or near corner. [ hit] (CNT) j CD -> QCF + A/C jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcf + A or C. [ hit] (CNT) j CD -> QCB + A/C jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcb + A or C. [ hit] (CNT) j CD -> dwn s up + A/C jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into dwn s up + A/C. Note : can also be done in corner or near corner. [ hit] (CNT)(DM) j CD -> QCB, HCF + P jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcb, hcf + A or C. [ hit] (OPD) s A d B -> s C/D -> etc. early standing A or crouching B chained into standing heavy punch or kick, combo-ed into any combinations that is preferred. [ hit] 3.2.2a ---------------- Andy Bogard '97 ---------------- Moveslist --------- Upper Jaw : fw + B(overhead) Upper Fist : dnfw + A(low priority anti-air) +-------------------------------------------------------------------------------------------+ Flying Fist : QCB + A/C(stationary projectile) Rising Dragon Bullet : DP + A/C(anti-air) Quicksilver Elbow : dwnbk, fw + A/C Elbow FInisher : QCF + A/C (after Quicksilver Elbow) Sky Ripping Bullet : HCF + B/D(low priority anti-air) Shiranui Illusion : QCF + B/D (mid-air) Illusion Finisher : fw + A/C or B/D (after Shiranui Illusion) Dam-Attacking Palm : HCF + A/C (close) +-------------------------------------------------------------------------------------------+ Flying Meteor Fist : QCF x 2 + A/C Super Violent : QCB, HCF + A/C(low priority anti-air) Ripping Bullet ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ d A, d A d B, d A d A, d B d B, d B d A, s A d B, s A d A, s B d B, s B s A, d A s A, d B s A, s A s A, s B d A, d A, d A d B, d A, d A d A, d B, d A d B, d B, d A d A, s A, d A d B, s A, d A s A, d A, d A s A, d B, d A s A, s A, d A d A, d A, s A d B, d A, s A d A, d B, s A d B, d B, s A d A, s A, s A d B, s A, s A s A, d A, s A s A, d B, s A s A, s A, s A d A, d A, d B d B, d A, d B d A, d B, d B d B, d B, d B d A, s A, d B d B, s A, d B s A, d A, d B s A, d B, d B s A, s A, d B d A, d A, dwnfw + A d B, d A, dwnfw + A d A, d B, dwnfw + A d B, d B, dwnfw + A d A, s A, dwnfw + A d B, s A, dwnfw + A d A, s B, dwnfw + A d B, s B, dwnfw + A s A, d A, dwnfw + A s A, d B, dwnfw + A s A, s A, dwnfw + A s A, s B, dwnfw + A ++ d A, d A, fw + B ++ d B, d A, fw + B ++ d A, d B, fw + B ++ d B, d B, fw + B ++ d A, s A, fw + B ++ d B, s A, fw + B ++ d A, s B, fw + B ++ d B, s B, fw + B ++ s A, d A, fw + B ++ s A, d B, fw + B ++ s A, s A, fw + B ++ s A, s B, fw + B ++ s C(2 hits), fw + B ++ d C, fw + B (C) s C, fw + B (C) d C, fw + B (C) s C(2 hits), fw + B j A -> j A j B -> j A j C -> j A j D -> j A j A -> j C j B -> j C j C -> j C j D -> j C j A -> j D j B -> j D j C -> j D j D -> j D _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) 1 HC -> DP + A/C any 1 hit light attack, combo-ed into uppercut + A or C. [ hit] 1 HC -> HCF + A/C any 1 hit light attack, combo-ed into hcf + A or C. [ hit] 1 HC -> dwnbk, fw + A/C -> QCF + A/C any 1 hit light attack, combo-ed into dwnbk, forward + A or C. [ hit] d C s C(2 hits) dwnfw + A -> QCB + A standing heavy punch (2 hits) or crouching heavy punch or downforward + A combo-ed into qcb + A. [ hit] d C s C(2 hits) dwnfw + A -> DP + A/C standing heavy punch (2 hits) or crouching heavy punch or downforward + A combo-ed into uppercut + A or C. [ hit] d C s C(2 hits) dwnfw + A -> HCF + B standing heavy punch (2 hits) or crouching heavy punch or downforward + A combo-ed into hcf + B. [ hit] d C s C(2 hits) dwnfw + A -> dwnbk, fw + A/C -> QCF + A/C standing heavy punch (2 hits) or crouching heavy punch or downforward + A combo-ed into dwn bk, forward + A or C. then the finisher with qcf + A or C. [ hit] s C d C -> HCF + A/C standing or crouching heavy punch combo-ed into hcf + A/C. [ hit] j A~D --> 1 HC -> DP + A/C jumping attack with A/B/C/D, any 1 hit light attack, combo-ed into uppercut + A or C. [ hit] j A~D --> 1 HC -> HCF + A/C jumping attack with A/B/C/D, any 1 hit light attack, combo-ed into hcf + A or C. [ hit] j A~D --> 1 HC -> dwnbk, fw + A/C -> QCF + A/C jumping attack with A/B/C/D, any 1 hit light attack, combo-ed into dwnbk, forward + A or C. [ hit] d C s C(2 hits) j A~D --> dwnfw + A -> QCB + A jumping attack with A/B/C/D, standing heavy punch (2 hits) or crouching heavy punch or downforward + A combo-ed into qcb + A. [ hit] d C s C(2 hits) j A~D --> dwnfw + A -> DP + A/C jumping attack with A/B/C/D, standing heavy punch (2 hits) or crouching heavy punch or downforward + A combo-ed into uppercut + A or C. [ hit] d C s C(2 hits) j A~D --> dwnfw + A -> HCF + B jumping attack with A/B/C/D, standing heavy punch (2 hits) or crouching heavy punch or downforward + A combo-ed into hcf + B. [ hit] d C s C(2 hits) j A~D --> dwnfw + A -> dwnbk, fw + A/C -> QCF + A/C jumping attack with A/B/C/D, standing heavy punch (2 hits) or crouching heavy punch or downforward + A combo-ed into dwn bk, forward + A or C. then the finisher with qcf + A or C. [ hit] s C j A~D --> d C -> HCF + A/C jumping attack with A/B/C/D, standing or crouching heavy punch combo-ed into hcf + A/C. [ hit] _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) s C d C dwnfw + A -> HCF + A/C -> QCB + A standing or crouching heavy punch combo-ed into hcf + A/C then juggled with qcb + A. Note : works well near corner and in corner as well. [ hit] s C d C dwnfw + A -> HCF + A/C -> DP + A/C standing or crouching heavy punch combo-ed into hcf + A/C then juggled with uppercut + A or C. Note : works well near corner and in corner as well. [ hit] s C d C dwnfw + A -> HCF + A/C -> HCF + K standing or crouching heavy punch combo-ed into hcf + A/C then juggled with hcf + B or D. Note : works well near corner and in corner as well. [ hit] s C d C dwnfw + A -> HCF + A/C -> dwnbk, fw + A/C standing or crouching heavy punch combo-ed into hcf + A/C then juggled with dwnbk, fw + A or C. Note : works well near corner and in corner as well. [ hit] s C d C j CD dwnfw + A -> HCF + A/C -> j A ~D standing or crouching heavy punch combo-ed into hcf + A/C then juggled with jumping attack with A/B/C/D or CD(body toss attack). Note : works well near corner and in corner as well. [ hit] s C d C dwnfw + A -> HCF + A/C -> j QCF + K standing or crouching heavy punch combo-ed into hcf + A/C then juggled with jumping attack with qcf + B or D. Note : works well near corner and in corner as well. [ hit] s C d C dwnfw + A -> HCF + A/C -> dash dwnfw + A -> DP + A/C standing or crouching heavy punch combo-ed into hcf + A/C then juggled with a dash in downforward + A followed by uppercut + A or C. Note : works well near corner and in corner as well. [ hit] s C d C dwnfw + A -> HCF + A/C -> dash dwnfw + A -> HCF + D standing or crouching heavy punch combo-ed into hcf + A/C then juggled with a dash in downforward + A followed by hcf + D. Note : works well near corner and in corner as well. [ hit] s C d C dwnfw + A -> HCF + A/C -> dash dwnfw + A -> j CD standing or crouching heavy punch combo-ed into hcf + A/C then juggled with a dash in downforward + A followed by jumping attack with CD(body toss attack). Note : works well near corner and in corner as well. [ hit] (C)(DM) s C d C dwnfw + A -> HCF + A/C -> QCB, HCF + B/D standing or crouching heavy punch combo-ed into hcf + A/C then juggled with qcb, hcf + B or D. [ hit] (C) s C d C dwnfw + A -> HCF + A/C -> dwnfw + A -> HCF + K standing or crouching heavy punch combo-ed into hcf + A/C then juggled with dwnfw + A followed by hcf + B or D. [ hit] (C) s C d C dwnfw + A -> HCF + A/C -> dwnfw + A -> DP + A/C standing or crouching heavy punch combo-ed into hcf + A/C then juggled with dwnfw + A followed by uppercut + A or C. [ hit] (C) s C d C j A~D dwnfw + A -> HCF + A/C -> dwnfw + A -> j CD standing or crouching heavy punch combo-ed into hcf + A/C then juggled with dwnfw + A followed by jumping attack with A/B/C/D or CD(body toss attack). [ hit] (C)(DM) s C d C dwnfw + A -> HCF + A/C -> dwnfw + A -> QCB, HCF + B/D standing or crouching heavy punch combo-ed into hcf + A/C then juggled with dwnfw + A followed by qcb, hcf + B or D. Note : hit opponent as low as possible with the dwnfw + A. works with SDM, but either DM or SDM won't get all the hits, just the startup few hits. [ hit] +(C) s C d C d C s C(2 hits) -> fw + B -> QCF + K -> P -> s C standing/crouching heavy punch or 2 hit standing heavy punch chained into forward + B then combo-ed into qcf + B or D, then punch finished, and finally a standing/crouching heavy punch. [ hit] (C) s C d C j A~D -> dwnfw + A -> HCF + A/C -> QCB + A jumping attack with A/B/C/D, standing or crouching heavy punch combo-ed into hcf + A/C then juggled with qcb + A. [ hit] (C) s C d C j A~D --> dwnfw + A -> HCF + A/C -> DP + A/C jumping attack with A/B/C/D, standing or crouching heavy punch combo-ed into hcf + A/C then juggled with uppercut + A or C. [ hit] (C) s C d C j A~D --> dwnfw + A -> HCF + A/C -> HCF + K jumping attack with A/B/C/D, standing or crouching heavy punch combo-ed into hcf + A/C then juggled with hcf + B or D. [ hit] (C) s C d C j A~D --> dwnfw + A -> HCF + A/C -> dwnbk, fw + A/C jumping attack with A/B/C/D, standing or crouching heavy punch combo-ed into hcf + A/C then juggled with dwnbk, fw + A or C. [ hit] (C) s C d C j CD j A~D --> dwnfw + A -> HCF + A/C -> j A ~D jumping attack with A/B/C/D, standing or crouching heavy punch combo-ed into hcf + A/C then juggled with jumping attack with A/B/C/D or CD(body toss attack). [ hit] (C) s C d C j A~D --> dwnfw + A -> HCF + A/C -> j QCF + K jumping attack with A/B/C/D, standing or crouching heavy punch combo-ed into hcf + A/C then juggled with jumping attack with qcf + B or D. [ hit] s C j A~D --> d C -> HCF + A/C -> dash dwnfw + A -> DP + A/C jumping attack with A/B/C/D, standing or crouching heavy punch combo-ed into hcf + A/C then juggled with a dash in downforward + A followed by uppercut + A or C. [ hit] s C j A~D --> d C -> HCF + A/C -> dash dwnfw + A -> HCF + D jumping attack with A/B/C/D, standing or crouching heavy punch combo-ed into hcf + A/C then juggled with a dash in downforward + A followed by hcf + D. [ hit] s C j A~D --> d C -> HCF + A/C -> dash dwnfw + A -> j CD jumping attack with A/B/C/D, standing or crouching heavy punch combo-ed into hcf + A/C then juggled with a dash in downforward + A followed by jumping attack with CD(body toss attack). [ hit] (C)(DM) s C d C j A~D --> dwnfw + A -> HCF + A/C -> QCB, HCF + B/D jumping attack with A/B/C/D, standing or crouching heavy punch combo-ed into hcf + A/C then juggled with qcb, hcf + B or D. [ hit] (C) s C d C j A~D --> dwnfw + A -> HCF + A/C -> dwnfw + A -> HCF + K jumping attack with A/B/C/D, standing or crouching heavy punch combo-ed into hcf + A/C then juggled with dwnfw + A followed by hcf + B or D. [ hit] (C) s C d C j A~D --> dwnfw + A -> HCF + A/C -> dwnfw + A -> DP + A/C jumping attack with A/B/C/D, standing or crouching heavy punch combo-ed into hcf + A/C then juggled with dwnfw + A followed by uppercut + A or C. [ hit] (C) s C d C j A~D j A~D --> dwnfw + A -> HCF + A/C -> dwnfw + A -> j CD jumping attack with A/B/C/D, standing or crouching heavy punch combo-ed into hcf + A/C then juggled with dwnfw + A followed by jumping attack with A/B/C/D or CD(body toss attack). [ hit] (C)(DM) s C d C j A~D -> dwnfw + A -> HCF + A/C -> dwnfw + A -> QCB, HCF + B/D jumping attack with A/B/C/D, standing or crouching heavy punch combo-ed into hcf + A/C then juggled with dwnfw + A followed by qcb, hcf + B or D. Note : hit opponent as low as possible with the dwnfw + A. works with SDM, but either DM or SDM won't get all the hits, just the startup few hits. [ hit] +(C) s C d C d C j A~D -> s C(2 hits) -> fw + B -> QCF + K -> P -> s C jumping attack with A/B/C/D, standing/crouching heavy punch or 2 hit standing heavy punch chained into forward + B then combo-ed into qcf + B or D, then punch finished, and finally a standing/crouching heavy punch. [ hit] + s C d C -> dwnfw + A -> dwnbk, fw + A/C -> QCF + A/C standing heavy punch(1 or 2 hit) or crouching heavy punch, chained into dwnfw + A, combo-ed into dwnbk fw + A/C then finish with qcf + A/C. [ hit] + s C d C -> dwnfw + A -> QCB + A standing heavy punch(1 or 2 hit) or crouching heavy punch, chained into dwnfw + A, combo-ed into qcb + A. [ hit] + s C d C -> dwnfw + A -> dwnbk, fw + A/C -> QCF + A/C standing heavy punch(1 or 2 hit) or crouching heavy punch, chained into dwnfw + A, combo-ed into dwnbk fw + A/C then finish with qcf + A/C. [ hit] + s C d C -> dwnfw + A -> QCB + A standing heavy punch(1 or 2 hit) or crouching heavy punch, chained into dwnfw + A, combo-ed into qcb + A. [ hit] + s C j A~D -> d C -> dwnfw + A -> dwnbk, fw + A/C -> QCF + A/C jumping attack with A/B/C/D, standing heavy punch(1 or 2 hit) or crouching heavy punch, chained into dwnfw + A, combo-ed into dwnbk fw + A/C then finish with qcf + A/C. Note : standing 2 hit heavy punch would only combo in the corner. [ hit] + s C j A~D -> d C -> dwnfw + A -> QCB + A jumping attack with A/B/C/D, standing heavy punch(1 or 2 hit) or crouching heavy punch, chained into dwnfw + A, combo-ed into qcb + A. Note : standing 2 hit heavy punch would only combo in the corner. [ hit] (C)(DM) s C d C -> QCB, HCF + B/D standing/crouching heavy punch combo-ed into qcb, hcf + B/D. [ hit] (C)(DM) s C d C -> QCF, QCF + A/C 1 HC standing/crouching heavy punch or any light punch or kick, combo-ed into qcf, qcf + A or C. Note : 2 hit standing heavy punch can also combo. [ hit] (C)(DM) s C j A~D -> d C -> QCB, HCF + B/D jumping attack with A/B/C/D, standing/crouching heavy punch combo-ed into qcb, hcf + B or D . [ hit] (C)(DM) s C j A~D -> d C -> QCF, QCF + A/C 1 HC jumping attack with A/B/C/D, standing/crouching heavy punch or any light punch or kick, into combo-ed qcf, qcf + A or C. [ hit] + 1 HC 2 HC -> dwnfw + A -> QCB + A any 1 or 2 light hit chained into downforward + A, combo-ed into qch + A. [ hit] + 1 HC 2 HC -> dwnfw + A -> dwnbk, fw + A/C -> QCF + A/C any 1 or 2 light hit chained into downforward + A, combo-ed into dwnbk, fw + A or C, finished with qcf + A or C finisher. [ hit] +(CSP) 1 HC cx A -> 2 HC -> dwnfw + A -> QCB + A crossup attack with A, then any 1 or 2 light hit chained into downforward + A, combo-ed into qcb + A. [ hit] +(CSP) 1 HC cx A -> 2 HC -> dwnfw + A -> dwnbk, fw + A/C -> QCF + A/C crossup attack with A, then any any 1 or 2 light hit chained into downforward + A, combo-ed intob dwnbk, fw + A or C, finished with qcf + A or C finisher. [ hit] (CSP) cx A -> s C(2 hit) -> QCB + A crossup attack with A, standing heavy punch(2 hits) , combo-ed into qcb + A. Note : downforward + A can replace the standing 2 hit heavy punch. [ hit] (CSP) cx A -> s C(2 hit) -> DP + A/C crossup attack with A, standing heavy punch(2 hits) , combo-ed into uppercut + A or C. Note : downforward + A can replace the standing 2 hit heavy punch. [ hit] (CSP) cx A -> s C(2 hit) -> HCF + B/D crossup attack with A, standing heavy punch(2 hits) , combo-ed into hcf + B or D. Note : downforward + A can replace the standing 2 hit heavy punch. [ hit] (CSP) cx A -> s C(2 hit) -> dwnbk, fw + A/C -> QCF + A/C crossup attack with A, standing heavy punch(2 hits) , combo-ed into downforward + A, combo-ed into dwnbk, fw + A or C, finished with qcf + A or C finisher. Note : downforward + A can replace the standing 2 hit heavy punch. [ hit] (CSP)(DM) cx A -> s C(2 hit) -> QCB, HCF + B/D crossup attack with A, standing heavy punch(2 hits) , combo-ed into qcb, hcf + B or D. Note : downforward + A can replace the standing 2 hit heavy punch. [ hit] (CSP)(DM) 1 HC cx A -> s C(2 hit) -> QCF, QCF + A/C crossup attack with A, standing heavy punch(2 hits) or any light punch or kick, combo-ed into qcf, qcf + A or C. Note : downforward + A can replace the standing 2 hit heavy punch. [ hit] cx A -> s C(2 hit) -> dwnfw + A -> QCB + A crossup attack with A, standing heavy punch(2 hits) chained into downforward + A, combo-ed into qcb + A. [ hit] cx A -> s C(2 hit) -> dwnfw + A -> dwnbk, fw + A/C -> QCF + A/C crossup attack with A, standing heavy punch(2 hits) chained into downforward + A, combo-ed into dwnbk, fw + A or C, finished with qcf + A or C finisher. [ hit] (CSP)(nC) d C cx QCF + K -> P -> s C crossup attack with qcf + B or D, then into punch finisher and juggle with standing or crouching heavy punch. [ hit] (CSP)(nC)(MID) s A~D QCF + K -> P -> DP + A/C execute qcf + B or D (no hit), then into punch finisher and juggle with standing A/B/C/D or uppercut + A or C. Note : opponent in mid air, near corner and the first move, qcf + K is not a hit. [ hit] (EX) AB --> A~D --> etc. AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are available for Andy, that may start from standing C/D or down C. [ hit] Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have the same characteristics as a standing CD that his opponent in mid air. if "COUNTER" appears, the dodge hit can also combo just like a CD attack. (Refer to Goro for some useful combos of such nature) __ ___ _\__\ / /___ _____ ____ _______ _____ _____ __ ____ _____ _____ _____ / ___/\/ / == / ___/ __ /__ __/ / __/ / \/ \/ = // / __/ / _/_\ / __/ _/_/ \ / / / /__/ = / / == / = /_\ \ /____// /__/ /____/__/\__\ /__/ /____/_____/__/\__/\__/_____/____ /_____/ / /\ \ (WARNING : High level of skill/experience needed.) /__/ \__\ (CSP)(SDM)(MAX) cx A -> 1 HC -> QCF, QCF + A/C crossup attack with A, then any light punch or kick, combo-ed into qcf, qcf + A or C. [ hit] (C) d C s A~C j A~D -> s C -> HCF + A/C -> QCF,upfw + K -> P/K -> DP + A/C jumping attack with A/B/C/D, standing or crouching heavy kick, combo-ed into hcf + A or C then execute qcf upfw + B or D(no hit), punch/kick finisher to juggle and then either finish with standing A/B/C or uppercut + A or C. Note : nice corner juggle, timing needs to be precise and accurate. the qcf upfw + B or D is NOT suppose to hit to make the combo complete.also works with a from a crossup jump attack if near corner. [ hit] (C) s A~C j A/B -> dwnfw + A -> HCF + A/C -> QCF,upfw + K -> P/K -> DP + A/C jumping attack with A or B, downforward + A, combo-ed into hcf + A or C then execute qcf upfw + B or D(no hit), punch/kick finisher to juggle and then either finish with standing A/B/C or uppercut + A or C. Note : nice corner juggle, timing needs to be precise and accurate. the qcf upfw + B or D is NOT suppose to hit to make the combo complete. also works with a from a crossup jump attack if near corner. [ hit] (C)(MAX) d C j A~D -> s C -> HCF + A/C -> QCF,upfw + K -> P -> dwnfw + A -> DP + A/C jumping attack with A/B/C/D, standing or crouching heavy kick, combo-ed into hcf + A or C then execute qcf upfw + B or D(no hit), punch finisher to juggle and continue with downforward + A, then finish with uppercut + A or C. Note : nice corner juggle, timing needs to be precise and accurate. the qcf upfw + B or D is NOT suppose to hit to make the combo complete.also works with a from a crossup jump attack if near corner. uppercut + A/C can either be cancelled of dwnfw + A or after it recovers. [ hit] (C)(MAX) d C j A~D -> s C -> HCF + A/C -> QCF,upfw + K -> P -> dwnfw + A -> HCF + B/D jumping attack with A/B/C/D, standing or crouching heavy kick, combo-ed into hcf + A or C then execute qcf upfw + B or D(no hit), punch finisher to juggle and continue with downforward + A, then finish with hcf + B or D. Note : nice corner juggle, timing needs to be precise and accurate. the qcf upfw + B or D is NOT suppose to hit to make the combo complete.also works with a from a crossup jump attack if near corner. hcf + B/D must be cancelled from dwnfw + A. [ hit] (C)(MAX) d C j CD j A~D -> s C -> HCF + A/C -> QCF,upfw + K -> P -> dwnfw + A -> j A~D jumping attack with A/B/C/D, standing or crouching heavy kick, combo-ed into hcf + A or C then execute qcf upfw + B or D(no hit), punch finisher to juggle and continue with downforward + A, then finish with jumping attack with A/B/C/D or CD(bosy toss attack). Note : nice corner juggle, timing needs to be precise and accurate. the qcf upfw + B or D is NOT suppose to hit to make the combo complete.also works with a from a crossup jump attack if near corner. jumping attack is done after dwnfw + A recovers. [ hit] (C)(MAX) d C j A~D -> s C -> HCF + A/C -> QCF,upfw + K -> P -> dwnfw + A -> QCB, HCF + K jumping attack with A/B/C/D, standing or crouching heavy kick, combo-ed into hcf + A or C then execute qcf upfw + B or D(no hit), punch finisher to juggle and continue with downforward + A, then finish with qcb, hcf + B or D. Note : nice corner juggle, timing needs to be precise and accurate. the qcf upfw + B or D is NOT suppose to hit to make the combo complete.also works with a from a crossup jump attack if near corner. the qcb, hcf + B/D SDM needs to be timed correctly to get more hits and must be cancelled from the dwnfw + A. [ hit] __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (CNT) s CD -> QCB + A/C standing CD(body toss attack)("COUNTER"), then combo-ed into qcf + A or C. Note : works well in corner or near corner. [ hit] (CNT) s CD -> HCF + K standing CD(body toss attack)("COUNTER"), then combo-ed into hcf + B or D. Note : works well in corner or near corner. [ hit] (CNT) s CD -> DP + A/C standing CD(body toss attack)("COUNTER"), then combo-ed into uppercut + A/C. Note : works well in corner or near corner. [ hit] (CNT)(DM)(C) s CD -> QCB, HCF + K jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcb, hcf + B or D. [ hit] (CNT)(SDM)(DM)(C) s CD -> QCF, QCF + P jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcf, qcf + A or C. Note : if MAX qcf. qcf + A/C is done, there will be 2 hits, if just a DM version, then 1 hit. [ hit] (CNT) j CD -> j CD jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into jumping attack with CD(body toss attack). Note : can also be done in corner or near corner. [ hit] (CNT) j A~D j CD -> fw + B jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into forward + B or jumping attack with either A/B/C/D. Note : can also be done in corner or near corner. [ hit] (CNT) j CD -> s A~D jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into standing A, B, C or D. Note : can also be done in corner or near corner. [ hit] (CNT)(C) j CD -> dwnfw + A -> etc. jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into dwnfw + A then juggle into any combination preferred. [ hit] (CNT) j CD -> QCB + B -> j B/D jumping attack with CD(body toss attack)("COUNTER"), combo-ed into qcb + B, then juggle with jummping attack with light kick or heavy kick. Note : can also be done in corner or near corner. [ hit] (CNT) j CD -> QCB + A/C jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcb + A or C. [ hit] (CNT) j CD -> uppercut + A/C jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into uppercut + A/C. Note : can also be done in corner or near corner. [ hit] (CNT) j CD -> HCF + K jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into hcf + B or D. [ hit] (CNT)(DM) j CD -> QCB, HCF + K jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcb, hcf + B or D. [ hit] (CNT)(MID) DP + A/C -> etc hit opponent with last frame of uppercut + A or C("COUNTER"), then into any juggle combination preferred. Note : the last frame of the uppercut + A or C acts like dwnfw + A, so the best juggle would be a SDM version of qcb, hcf + K. [ hit] (OPD) s A d C d A/B -> s C -> etc. early standing A or crouching A/B chained into standing/crouching heavy punch, combo-ed into any combinations that is preferred. [ hit] (C) d C s A/B -> fw + B -> QCF + K -> P -> s C standing A or B, cancel into forward + B then combo-ed into qcf + B or D, punch finisher, then juggle with standing or crouching heavy punch. Note : just a combo for practice mode :) [ hit] 3.2.2b ----------------- Andy Bogard (RB2) ----------------- Moveslist --------- Upper Jaw : fw + B(overhead) Upper Fist : dnfw + A(low priority anti-air) +-------------------------------------------------------------------------------------------+ Flying Fist : QCB + A/C(air projectile) Rising Dragon Bullet : DP + A/C(anti air) Quicksilver Elbow : dwnbk, fw + A/C Sky Ripping Bullet : HCF + B/D(low priority anti air) +-------------------------------------------------------------------------------------------+ Dan Da Dan : QCF x 2 + A/C Rapid A/C Super Violent : QCB, HCF + A/C(low priority anti-air) Ripping Bullet ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ d A, d A d B, d A d A, d B d B, d B d A, s A d B, s A d A, s B d B, s B s A, d A s A, d B s A, s A s A, s B d A, d A, d A d B, d A, d A d A, d B, d A d B, d B, d A d A, s A, d A d B, s A, d A s A, d A, d A s A, d B, d A s A, s A, d A d A, d A, s A d B, d A, s A d A, d B, s A d B, d B, s A d A, s A, s A d B, s A, s A s A, d A, s A s A, d B, s A s A, s A, s A d A, d A, d B d B, d A, d B d A, d B, d B d B, d B, d B d A, s A, d B d B, s A, d B s A, d A, d B s A, d B, d B s A, s A, d B d A, d A, dwnfw + A d B, d A, dwnfw + A d A, d B, dwnfw + A d B, d B, dwnfw + A d A, s A, dwnfw + A d B, s A, dwnfw + A d A, s B, dwnfw + A d B, s B, dwnfw + A s A, d A, dwnfw + A s A, d B, dwnfw + A s A, s A, dwnfw + A s A, s B, dwnfw + A ++ d A, d A, fw + B ++ d B, d A, fw + B ++ d A, d B, fw + B ++ d B, d B, fw + B ++ d A, s A, fw + B ++ d B, s A, fw + B ++ d A, s B, fw + B ++ d B, s B, fw + B ++ s A, d A, fw + B ++ s A, d B, fw + B ++ s A, s A, fw + B ++ s A, s B, fw + B ++ s C(2 hits), fw + B ++ d C, fw + B (C) s C, fw + B (C) d C, fw + B (C) s C(2 hits), fw + B j A -> j A j B -> j A j C -> j A j D -> j A j A -> j C j B -> j C j C -> j C j D -> j C j A -> j D j B -> j D j C -> j D j D -> j D _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) 1 HC -> DP + A/C any 1 hit light attack, combo-ed into uppercut + A or C. [ hit] 1 HC -> dwnbk, fw + A/C -> QCF + A/C any 1 hit light attack, combo-ed into dwnbk, forward + A or C. [ hit] d C s C(2 hits) dwnfw + A -> QCB + A/C standing heavy punch (2 hits) or crouching heavy punch or downforward + A combo-ed into qcb + A or C. [ hit] d C s C(2 hits) dwnfw + A -> DP + A/C standing heavy punch (2 hits) or crouching heavy punch or downforward + A combo-ed into uppercut + A or C. [ hit] d C s C(2 hits) dwnfw + A -> HCF + B standing heavy punch (2 hits) or crouching heavy punch or downforward + A combo-ed into hcf + B. [ hit] d C s C(2 hits) dwnfw + A -> dwnbk, fw + A/C -> QCF + A/C standing heavy punch (2 hits) or crouching heavy punch or downforward + A combo-ed into dwn bk, forward + A or C. then the finisher with qcf + A or C. [ hit] j A~D --> 1 HC -> DP + A/C jumping attack with A/B/C/D, any 1 hit light attack, combo-ed into uppercut + A or C. [ hit] j A~D --> 1 HC -> dwnbk, fw + A/C -> QCF + A/C jumping attack with A/B/C/D, any 1 hit light attack, combo-ed into dwnbk, forward + A or C. [ hit] d C s C(2 hits) j A~D --> dwnfw + A -> QCB + A/C jumping attack with A/B/C/D, standing heavy punch (2 hits) or crouching heavy punch or downforward + A combo-ed into qcb + A/C. [ hit] d C s C(2 hits) j A~D --> dwnfw + A -> DP + A/C jumping attack with A/B/C/D, standing heavy punch (2 hits) or crouching heavy punch or downforward + A combo-ed into uppercut + A or C. [ hit] d C s C(2 hits) j A~D --> dwnfw + A -> HCF + B jumping attack with A/B/C/D, standing heavy punch (2 hits) or crouching heavy punch or downforward + A combo-ed into hcf + B. [ hit] d C s C(2 hits) j A~D --> dwnfw + A -> dwnbk, fw + A/C -> QCF + A/C jumping attack with A/B/C/D, standing heavy punch (2 hits) or crouching heavy punch or downforward + A combo-ed into dwn bk, forward + A or C. then the finisher with qcf + A or C. [ hit] _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) + s C d C -> dwnfw + A -> dwnbk, fw + A/C -> QCF + A/C standing heavy punch(1 or 2 hit) or crouching heavy punch, chained into dwnfw + A, combo-ed into dwnbk fw + A/C then finish with qcf + A/C. [ hit] + s C d C -> dwnfw + A -> QCB + A/C standing heavy punch(1 or 2 hit) or crouching heavy punch, chained into dwnfw + A, combo-ed into qcb + A or C. [ hit] + s C d C -> dwnfw + A -> dwnbk, fw + A/C -> QCF + A/C standing heavy punch(1 or 2 hit) or crouching heavy punch, chained into dwnfw + A, combo-ed into dwnbk fw + A/C then finish with qcf + A/C. [ hit] + s C d C -> dwnfw + A -> QCB + A/C standing heavy punch(1 or 2 hit) or crouching heavy punch, chained into dwnfw + A, combo-ed into qcb + A or C. [ hit] + s C j A~D -> d C -> dwnfw + A -> dwnbk, fw + A/C -> QCF + A/C jumping attack with A/B/C/D, standing heavy punch(1 or 2 hit) or crouching heavy punch, chained into dwnfw + A, combo-ed into dwnbk fw + A/C then finish with qcf + A/C. Note : standing 2 hit heavy punch would only combo in the corner. [ hit] + s C j A~D -> d C -> dwnfw + A -> QCB + A jumping attack with A/B/C/D, standing heavy punch(1 or 2 hit) or crouching heavy punch, chained into dwnfw + A, combo-ed into qcb + A. Note : standing 2 hit heavy punch would only combo in the corner. [ hit] (C)(DM) s C d C -> QCB, HCF + B/D standing/crouching heavy punch combo-ed into qcb, hcf + B/D. [ hit] (C)(DM) s C d C -> QCF, QCF + A/C 1 HC standing/crouching heavy punch or any light punch or kick, combo-ed into qcf, qcf + A or C. Note : 2 hit standing heavy punch can also combo. [ hit] (C)(DM) s C j A~D -> d C -> QCB, HCF + B/D jumping attack with A/B/C/D, standing/crouching heavy punch combo-ed into qcb, hcf + B or D . [ hit] (C)(DM) s C j A~D -> d C -> QCF, QCF + A/C 1 HC jumping attack with A/B/C/D, standing/crouching heavy punch or any light punch or kick, into combo-ed qcf, qcf + A or C. [ hit] + 1 HC 2 HC -> dwnfw + A -> QCB + A/C any 1 or 2 light hit chained into downforward + A, combo-ed into qch + A. [ hit] + 1 HC 2 HC -> dwnfw + A -> dwnbk, fw + A/C -> QCF + A/C any 1 or 2 light hit chained into downforward + A, combo-ed into dwnbk, fw + A or C, finished with qcf + A or C finisher. [ hit] +(CSP) 1 HC cx A -> 2 HC -> dwnfw + A -> QCB + A/C crossup attack with A, then any 1 or 2 light hit chained into downforward + A, combo-ed into qcb + A or C. [ hit] +(CSP) 1 HC cx A -> 2 HC -> dwnfw + A -> dwnbk, fw + A/C -> QCF + A/C crossup attack with A, then any any 1 or 2 light hit chained into downforward + A, combo-ed into dwnbk, fw + A or C, finished with qcf + A or C finisher. [ hit] (CSP) cx A -> s C(2 hit) -> QCB + A/C crossup attack with A, standing heavy punch(2 hits) , combo-ed into qcb + A. Note : downforward + A can replace the standing 2 hit heavy punch. [ hit] (CSP) cx A -> s C(2 hit) -> DP + A/C crossup attack with A, standing heavy punch(2 hits) , combo-ed into uppercut + A or C. Note : downforward + A can replace the standing 2 hit heavy punch. [ hit] (CSP) cx A -> s C(2 hit) -> HCF + B/D crossup attack with A, standing heavy punch(2 hits) , combo-ed into hcf + B or D. Note : downforward + A can replace the standing 2 hit heavy punch. [ hit] (CSP) cx A -> s C(2 hit) -> dwnbk, fw + A/C -> QCF + A/C crossup attack with A, standing heavy punch(2 hits) , combo-ed into downforward + A, combo-ed into dwnbk, fw + A or C, finished with qcf + A or C finisher. Note : downforward + A can replace the standing 2 hit heavy punch. [ hit] (CSP)(DM) cx A -> s C(2 hit) -> QCB, HCF + B/D crossup attack with A, standing heavy punch(2 hits) , combo-ed into qcb, hcf + B or D. Note : downforward + A can replace the standing 2 hit heavy punch. [ hit] (CSP)(DM) 1 HC cx A -> s C(2 hit) -> QCF, QCF + A/C crossup attack with A, standing heavy punch(2 hits) or any light punch or kick, combo-ed into qcf, qcf + A or C. Note : downforward + A can replace the standing 2 hit heavy punch. [ hit] cx A -> s C(2 hit) -> dwnfw + A -> QCB + A/C crossup attack with A, standing heavy punch(2 hits) chained into downforward + A, combo-ed into qcb + A or C. [ hit] cx A -> s C(2 hit) -> dwnfw + A -> dwnbk, fw + A/C -> QCF + A/C crossup attack with A, standing heavy punch(2 hits) chained into downforward + A, combo-ed into dwnbk, fw + A or C, finished with qcf + A or C finisher. [ hit] (CSP)(SDM)(MAX) cx A -> 1 HC -> QCF, QCF + A/C crossup attack with A, then any light punch or kick, combo-ed into qcf, qcf + A or C. [ hit] (SDM)(MAX) 1 HC 2 HC -> dwnfw + A -> QCF, QCF + A/C any 1 or 2 light punch or kick chained into downforward + A then combo-ed into qcf, qcf + A or C. Note : works without MAX also. [ hit] (CSP)(SDM)(MAX) 1 HC cx A -> 2 HC -> dwnfw + A -> QCF, QCF + A/C crossup attack with A, then any 1 or 2 light punch or kick chained into downforward + A then combo-ed into qcf, qcf + A or C. Note : works without MAX also. [ hit] (EX) AB --> A~D --> etc. AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are available for Andy, that may start from standing C/D or down C. [ hit] Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have the same characteristics as a standing CD that his opponent in mid air. if "COUNTER" appears, the dodge hit can also combo just like a CD attack. (Refer to Goro for some useful combos of such nature) Note : ah, you noticed eh? no eXpert combos for RB2 version of Andy.. __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) QCB + A -> dwnbk fw + A/C -> QCF + A/C execute fireball from a far, then dwnbk fw + A/C into qcf + A/C finisher. Note : done from far away, works in corner or near corner as well [ hit] (CNT) s CD -> QCB + A/C standing CD(body toss attack)("COUNTER"), then combo-ed into qcf + A or C. Note : works well in corner or near corner. [ hit] (CNT) s CD -> HCF + K standing CD(body toss attack)("COUNTER"), then combo-ed into hcf + B or D. Note : works well in corner or near corner. [ hit] (CNT) s CD -> DP + A/C standing CD(body toss attack)("COUNTER"), then combo-ed into uppercut + A/C. Note : works well in corner or near corner. [ hit] (CNT)(DM)(C) s CD -> QCB, HCF + K jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcb, hcf + B or D. [ hit] (CNT) j CD -> j CD jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into jumping attack with CD(body toss attack). Note : can also be done in corner or near corner. [ hit] (CNT) j A~D j CD -> fw + B jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into forward + B or jumping attack with either A/B/C/D. Note : can also be done in corner or near corner. [ hit] (CNT) j CD -> s A~D jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into standing A, B, C or D. Note : can also be done in corner or near corner. [ hit] (CNT)(C) j CD -> dwnfw + A -> etc. jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into dwnfw + A then juggle into any combination preferred. [ hit] (CNT) j CD -> QCB + A/C jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcb + A or C. [ hit] (CNT) j CD -> uppercut + A/C jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into uppercut + A/C. Note : can also be done in corner or near corner. [ hit] (CNT) j CD -> HCF + K jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into hcf + B or D. [ hit] (CNT)(DM) j CD -> QCB, HCF + K jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcb, hcf + B or D. [ hit] (CNT)(MID) DP + A/C -> etc hit opponent with last frame of uppercut + A or C("COUNTER"), then into any juggle combination preferred. Note : the last frame of the uppercut + A or C acts like dwnfw + A, so the best juggle would be a SDM version of qcb, hcf + K. [ hit] (CNT)(MID) QCB + A/C -> etc hit opponent with qcb + A or C("COUNTER"), then into any juggle combination preferred. Note : the hit from qcb + A or C acts like dwnfw + A, so the best juggle would be a SDM version of qcb, hcf + K. [ hit] (OPD) s A d C d A/B -> s C -> etc. early standing A or crouching A/B chained into standing/crouching heavy punch, combo-ed into any combinations that is preferred. [ hit] (C) d C s A/B -> fw + B -> QCF + K -> P -> s C standing A or B, cancel into forward + B then combo-ed into qcf + B or D, punch finisher, then juggle with standing or crouching heavy punch. Note : just a combo for practice mode :) [ hit] 3.2.3a --------------- Joe Higashi '97 --------------- Moveslist --------- Sliding : dwnfw + B(low sliding kick, 1 hit) Low Kick : fw + B('soccer' kick, 1 hit) +-------------------------------------------------------------------------------------------+ Hurricane Upper : HCF + A/C(ground projectile) Exploding Fist : Rapid A/C Exploding Fist Finisher : QCF + A/C Tiger Kick : DP + B/D(anti-air) Slash Kick : HCF + B/D Golden Heel : QCB + B/D(mid-priority anti-air) +-------------------------------------------------------------------------------------------+ Screw Upper : QCF x 2 + A/C(anti air) Exploding Hurricane : QCF, HCB + A/C Tiger Heel ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ d A, d A d B, d A d A, d B d B, d B d A, s A d B, s A d A, s B d B, s B s A, d A s A, d B s A, s A d A, d A, d A d B, d A, d A d A, d B, d A d B, d B, d A s A, s A, d A d A, d A, d B d B, d A, d B d A, d B, d B d B, d B, d B s A, s A, d B d A, d A, d A, s A d B, d A, d A, s A d A, d B, d A, s A d B, d B, d A, s A d A, d A, d B, s A d B, d A, d B, s A d A, d B, d B, s A d B, d B, d B, s A ++ d A, d A, dwnfw + B ++ d B, d A, dwnfw + B ++ d A, d B, dwnfw + B ++ d B, d B, dwnfw + B ++ d A, s A, dwnfw + B ++ d B, s A, dwnfw + B ++ d A, s B, dwnfw + B ++ d B, s B, dwnfw + B ++ s A, d A, dwnfw + B ++ s A, d B, dwnfw + B ++ s A, s A, dwnfw + B ++ d A, d A, d A, dwnfw + B ++ d B, d A, d A, dwnfw + B ++ d A, d B, d A, dwnfw + B ++ d B, d B, d A, dwnfw + B ++ s A, s A, d A, dwnfw + B ++ d A, d A, d B, dwnfw + B ++ d B, d A, d B, dwnfw + B ++ d A, d B, d B, dwnfw + B ++ d B, d B, d B, dwnfw + B ++ s A, s A, d B, dwnfw + B ++ d A, d A, d A, s A, dwnfw + B ++ d B, d A, d A, s A, dwnfw + B ++ d A, d B, d A, s A, dwnfw + B ++ d B, d B, d A, s A, dwnfw + B ++ d A, d A, d B, s A, dwnfw + B ++ d B, d A, d B, s A, dwnfw + B ++ d A, d B, d B, s A, dwnfw + B ++ d B, d B, d B, s A, dwnfw + B ++ d A, d A, fw + B ++ d B, d A, fw + B ++ d A, d B, fw + B ++ d B, d B, fw + B ++ d A, s A, fw + B ++ d B, s A, fw + B ++ d A, s B, fw + B ++ d B, s B, fw + B ++ s A, d A, fw + B ++ s A, d B, fw + B ++ s A, s A, fw + B ++ d A, d A, d A, fw + B ++ d B, d A, d A, fw + B ++ d A, d B, d A, fw + B ++ d B, d B, d A, fw + B ++ s A, s A, d A, fw + B ++ d A, d A, d B, fw + B ++ d B, d A, d B, fw + B ++ d A, d B, d B, fw + B ++ d B, d B, d B, fw + B ++ s A, s A, d B, fw + B ++ d A, d A, d A, s A, fw + B ++ d B, d A, d A, s A, fw + B ++ d A, d B, d A, s A, fw + B ++ d B, d B, d A, s A, fw + B ++ d A, d A, d B, s A, fw + B ++ d B, d A, d B, s A, fw + B ++ d A, d B, d B, s A, fw + B ++ d B, d B, d B, s A, fw + B d A, s C s C, dnfw + B d C, dnfw + B s C, fw + B d C, fw + B d A, s C, dwnfw + B d A, s C, fw + B j A -> j B j B -> j B j C -> j B j C -> j B j A -> j D j B -> j D j C -> j D j C -> j D _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) s C d C -> HCF + A standing/crouching heavy punch combo-ed into hcf + A. [ hit] s C d C -> DP + B/D standing/crouching heavy punch combo-ed into uppercut + B or D. [ hit] s C d C -> HCF + B/D standing/crouching heavy punch combo-ed into hcf + B or D. [ hit] s C d C -> rapid A/C standing/crouching heavy punch combo-ed into rapid A. [ hit] + s C fw + B d C -> dwnfw + B standing/crouching heavy punch combo-ed into downforward + B or forward + B. [ hit] (DM) s C d C -> QCF, HCB + A/C standing/crouching heavy punch combo-ed into qcf, hcb + A or C. [ hit] (DM) s C d C -> QCF, QCF + A/C standing/crouching heavy punch combo-ed into qcf, qcf + A or C. [ hit] s C j A~D -> d C -> HCF + A jumping attack with A/B/C/D, standing/crouching heavy punch combo-ed into hcf + A. [ hit] s C j A~D -> d C -> DP + B/D jumping attack with A/B/C/D, standing/crouching heavy punch combo-ed into uppercut + B or D. [ hit] s C j A~D -> d C -> HCF + B/D jumping attack with A/B/C/D, standing/crouching heavy punch combo-ed into hcf + B or D. [ hit] s C j A~D -> d C -> rapid A/C jumping attack with A/B/C/D, standing/crouching heavy punch combo-ed into rapid A. [ hit] s C fw + B j A~D -> d C -> dwnfw + B jumping attack with A/B/C/D, standing/crouching heavy punch combo-ed into downforward + B or forward + B. [ hit] (DM) s C j A~D -> d C -> QCF, HCB + A/C jumping attack with A/B/C/D, standing/crouching heavy punch combo-ed into qcf, hcb + A or C. [ hit] (DM) s C j A~D -> d C -> QCF, QCF + A/C jumping attack with A/B/C/D, standing/crouching heavy punch combo-ed into qcf, qcf + A or C. [ hit] _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) + s C d C -> fw + B -> DP + B/D standing/crouching heavy punch chained into forward + B then combo-ed into uppercut + B or D. [ hit] + s C d C -> fw + B -> HCF + B/D standing/crouching heavy punch chained into forward + B then combo-ed into hcf + B or D. [ hit] +(DM) s C d C -> fw + B -> QCF, HCB + A/C standing/crouching heavy punch chained into forward + B then combo-ed into qcf, hcb + A or C. [ hit] +(DM) s C d C -> fw + B -> QCF, QCF + C standing/crouching heavy punch chained into forward + B then combo-ed into qcf, qcf + C. [ hit] +(CSP) cx D s C j A~D -> d C -> fw + B -> DP + B/D jumping attack with A/B/C/D or crossup attack with heavy kick, standing/crouching heavy punch chained into forward + B then combo-ed into uppercut + B or D. [ hit] +(CSP) cx D s C j A~D -> d C -> fw + B -> HCF + B/D jumping attack with A/B/C/D or crossup attack with heavy kick, standing/crouching heavy punch chained into forward + B then combo-ed into hcf + B or D. [ hit] +(DM)(CSP) cx D s C j A~D -> d C -> fw + B -> QCF, HCB + A/C jumping attack with A/B/C/D or crossup attack with heavy kick, standing/crouching heavy punch chained into forward + B then combo-ed into qcf, hcb + A or C. [ hit] +(DM)(CSP) cx D s C j A~D -> d C -> fw + B -> QCF, QCF + C jumping attack with A/B/C/D or crossup attack with heavy kick, standing/crouching heavy punch chained into forward + B then combo-ed into qcf, qcf + C. [ hit] (C) s C j A~D -> d C -> rapid A/C -> QCF + C -> s C jumping attack with A/B/C/D, standing/crouching heavy punch combo-ed into rapid A or C, then into qcf + C finisher and juggled with standing heavy punch. [ hit] (C)(DM) s C j A~D -> d C -> rapid A/C -> QCF + C -> QCF, HCB + A/C jumping attack with A/B/C/D, standing/crouching heavy punch combo-ed into rapid A or C, then into qcf + C finisher and juggled with qcf, hcb + A or C. Note : DM only hit a few hits [ hit] +(C) s C j A~D -> d C -> fw + B -> rapid A/C -> QCF + C -> s C jumping attack with A/B/C/D, standing/crouching heavy punch chained into forward + B, combo-ed into rapid A or C, then into qcf + C finisher and juggled with standing heavy punch. [ hit] +(C)(DM) s C j A~D -> d C -> fw + B -> rapid A/C -> QCF + C -> QCF, HCB + A/C jumping attack with A/B/C/D, standing/crouching heavy punch chained into forward + B, combo-ed into rapid A or C, then into qcf + C finisher and juggled with qcf, hcb + A or C. Note : DM only hit a few hits [ hit] +(DM) 1 HC 2 HC 3 HC -> rapid A/C -> QCF + A/C any 1, 2 or 3 hit light chain, combo-ed into rapid + A or C then into either A finisher or C finisher. Note : if done with C finisher, then juggle with either stand C or qcf, hcb + A/C. [ hit] +(DM) 1 HC 2 HC 3 HC -> QCF, QCF + A/C any 1, 2 or 3 hit light chain, combo-ed into qcf, qcf + A or C. [ hit] +(DM) 1 HC 2 HC 3 HC -> QCF, HCB + A/C any 1, 2 or 3 hit light chain, combo-ed into qcf, hcb + A or C. [ hit] +(DM)(CSP) 1 HC 2 HC cx D -> 3 HC -> rapid A/C -> QCF + A/C any 1, 2 or 3 hit light chain, combo-ed into rapid + A or C then into either A finisher or C finisher. Note : if done with C finisher, then juggle with either stand C or qcf, hcb + A/C. [ hit] +(DM)(CSP) 1 HC 2 HC cx D -> 3 HC -> QCF, QCF + A/C crossup attack with D, then any 1, 2 or 3 hit light chain, combo-ed into qcf, qcf + A or C. [ hit] +(DM)(CSP) 1 HC 2 HC cx D -> 3 HC -> QCF, HCB + A/C crossup attack with D, then any 1, 2 or 3 hit light chain, combo-ed into qcf, hcb + A or C. [ hit] +(t.C)(CSP) cx D d C j A~D -> s C -> fw + B -> QCB + B jumping attack with A/B/C/D or crossup with D, then standing/crouching heavy punch chained into forward + B, combo-ed into qcb + B. [ hit] (MID) QCB + B -> HCF + K juggle opponent with qcb + B in mid air and finish with hcf + B or D. [ hit] (MID)(nC) QCB + B -> HCF + A juggle opponent with qcb + B in mid air and finish with hcf + A. [ hit] (MID)(C) QCB + B -> DP + K juggle opponent with qcb + B in mid air and finish with uppercut + B or D. [ hit] (MID)(C) QCB + B -> s A~D juggle opponent with qcb + B in mid air and finish with standing A/B/C/D. [ hit] (MID)(C) QCB + B -> j A~D juggle opponent with qcb + B in mid air and finish with jumping attack with A/B/C/D. [ hit] (EX) AB -> A~D -> etc. AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are available for Joe, that may start from standing C/D or down C. [ hit] Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have the same characteristics as a standing CD that his opponent in mid air. if "COUNTER" appears, the dodge hit can also combo just like a CD attack. (Refer to Goro for some useful combos of such nature) __ ___ _\__\ / /___ _____ ____ _______ _____ _____ __ ____ _____ _____ _____ / ___/\/ / == / ___/ __ /__ __/ / __/ / \/ \/ = // / __/ / _/_\ / __/ _/_/ \ / / / /__/ = / / == / = /_\ \ /____// /__/ /____/__/\__\ /__/ /____/_____/__/\__/\__/_____/____ /_____/ / /\ \ (WARNING : High level of skill/experience needed.) /__/ \__\ + d A -> s C -> HCF + K crouching light punch, standing heavy punch, combo-ed into hcf + B or D. [ hit] + d A -> s C -> DP + K crouching light punch, standing heavy punch, combo-ed into uppercut + B or D. [ hit] +(DM) d A -> s C -> QCF, QCF + A/C crouching light punch, standing heavy punch, combo-ed into qcf, qcf + A or C. [ hit] +(DM) d A -> s C -> QCF, HCB + A/C crouching light punch, standing heavy punch, combo-ed into qcf, hcb + A or C. [ hit] + d A -> s C -> fw + B -> HCF + K crouching light punch, standing heavy punch, forward + B, combo-ed into hcf + B or D. [ hit] + d A -> s C -> fw + B -> DP + K crouching light punch, standing heavy punch, forward + B, combo-ed into uppercut + B or D. [ hit] +(DM) d A -> s C -> fw + B -> QCF, HCB + A/C crouching light punch, standing heavy punch, forward + B, combo-ed into qcf, hcb + A or C. [ hit] + cx D -> d A -> s C -> HCF + K crossup attack with D, crouching light punch, standing heavy punch, combo-ed into hcf + B or D. [ hit] + cx D -> d A -> s C -> DP + K crossup attack with D, crouching light punch, standing heavy punch, combo-ed into uppercut + B or D. [ hit] +(DM) cx D -> d A -> s C -> QCF, QCF + A/C crossup attack with D, crouching light punch, standing heavy punch, combo-ed into qcf, qcf + A or C. [ hit] +(DM) cx D -> d A -> s C -> QCF, HCB + A/C crossup attack with D, crouching light punch, standing heavy punch, combo-ed into qcf, hcb + A or C. [ hit] + cx D -> d A -> s C -> fw + B -> HCF + K crossup attack with D, crouching light punch, standing heavy punch, forward + B, combo-ed into hcf + B or D. [ hit] + cx D -> d A -> s C -> fw + B -> DP + K crossup attack with D, crouching light punch, standing heavy punch, forward + B, combo-ed into uppercut + B or D. [ hit] +(DM) cx D -> d A -> s C -> fw + B -> QCF, HCB + A/C crossup attack with D, crouching light punch, standing heavy punch, forward + B, combo-ed into qcf, hcb + A or C. [ hit] __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (CNT) s CD -> QCB + B standing CD(body toss attack),"COUNTER", juggled with qcb + B. [ hit] (CNT) s CD -> HCF + D standing CD(body toss attack),"COUNTER", juggled with hcf + D. [ hit] (CNT) s CD -> HCF + A standing CD(body toss attack),"COUNTER", juggled with hcf + A. [ hit] (CNT) s CD -> rapid A/C standing CD(body toss attack),"COUNTER", juggled with rapid A or C. Note : only first 2~3 hits of rapid A/C will hit. [ hit] (CNT) s CD -> DP + K standing CD(body toss attack),"COUNTER", juggled with uppercut + B or D. [ hit] (CNT) s CD -> QCB + B -> s A~D standing CD(body toss attack),"COUNTER", juggled with qcb + B then continue with jumping attack with A/B/C/D. [ hit] (CNT) s CD -> QCB + B -> j A~D standing CD(body toss attack) ,"COUNTER", juggled with qcb + B, then continue with jumping attack with A/B/C/D. [ hit] (CNT) s CD -> QCB + B -> DP + K standing CD(body toss attack),"COUNTER", juggled with qcb + B then finish with uppercut + B or D. [ hit] (CNT) s CD -> QCF, QCF + A/C standing CD(body toss attack),"COUNTER", juggled with qcf, qcf + A or C. [ hit] (CNT) s CD -> QCF, HCB + A/C standing CD(body toss attack),"COUNTER", juggled with qcf, hcb + A or C. Note : only first few hits connect. [ hit] (CNT) j CD -> QCB + B jumping CD(body toss attack),"COUNTER", juggled with qcb + B. [ hit] (CNT) j CD -> HCF + D jumping CD(body toss attack),"COUNTER", juggled with hcf + D. [ hit] (CNT) j CD -> rapid A/C jumping CD(body toss attack),"COUNTER", juggled with rapid A or C. Note : only first 2~3 hits of rapid A/C will hit. [ hit] (CNT) j CD -> DP + K jumping CD(body toss attack),"COUNTER", juggled with uppercut + B or D. [ hit] (CNT) j CD -> QCB + B -> DP + K jumping CD(body toss attack),"COUNTER", juggled with qcb + B then finish with uppercut + B or D. [ hit] (CNT) j CD -> QCF, QCF + A/C jumping CD(body toss attack),"COUNTER", juggled with qcf, qcf + A or C. [ hit] (CNT) j CD -> QCF, HCB + A/C jumping CD(body toss attack),"COUNTER", juggled with qcf, hcb + A or C. Note : only first few hits connect. [ hit] (CNT)(C)(MID) s A~D HCF + A -> j A~D hit mid-air opponent in corner with hcf + A, then juggle with a standing or jumping attack with A/B/C/D. [ hit] (OPD) d B d A -> d C -> etc. early crouching B or A, chained into crouching heavy punch, combo-ed into any combination preferred. Note : low A/B hits opponent at last frame to allow the down C to combo. [ hit] (EX)(MID)(CNT) AB -> A~D -> QCB + B -> etc. AB to dodge, then press A/B/C or D to hit opponent("COUNTER") and juggle with qcb + B and finish with any move depeding on position in the screen. [ hit] 3.2.3b ----------------- Joe Higashi (RB2) ----------------- Moveslist --------- Sliding : dwnfw + B(low sliding kick, 1 hit) Low Kick : fw + B('soccer' kick, 1 hit) +-------------------------------------------------------------------------------------------+ Hurricane Upper : HCF + A/C(ground projectile, all screen) Exploding Fist : Rapid A/C Exploding Fist Finisher : QCF + A/C Tiger Kick : DP + B/D(anti-air) Slash Kick : HCF + B/D +-------------------------------------------------------------------------------------------+ Screw Upper : QCF x 2 + A/C(anti-air) ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ d A, d A d B, d A d A, d B d B, d B d A, s A d B, s A d A, s B d B, s B s A, d A s A, d B s A, s A d A, d A, d A d B, d A, d A d A, d B, d A d B, d B, d A s A, s A, d A d A, d A, d B d B, d A, d B d A, d B, d B d B, d B, d B s A, s A, d B d A, d A, d A, s A d B, d A, d A, s A d A, d B, d A, s A d B, d B, d A, s A d A, d A, d B, s A d B, d A, d B, s A d A, d B, d B, s A d B, d B, d B, s A ++ d A, d A, dwnfw + B ++ d B, d A, dwnfw + B ++ d A, d B, dwnfw + B ++ d B, d B, dwnfw + B ++ d A, s A, dwnfw + B ++ d B, s A, dwnfw + B ++ d A, s B, dwnfw + B ++ d B, s B, dwnfw + B ++ s A, d A, dwnfw + B ++ s A, d B, dwnfw + B ++ s A, s A, dwnfw + B ++ d A, d A, d A, dwnfw + B ++ d B, d A, d A, dwnfw + B ++ d A, d B, d A, dwnfw + B ++ d B, d B, d A, dwnfw + B ++ s A, s A, d A, dwnfw + B ++ d A, d A, d B, dwnfw + B ++ d B, d A, d B, dwnfw + B ++ d A, d B, d B, dwnfw + B ++ d B, d B, d B, dwnfw + B ++ s A, s A, d B, dwnfw + B ++ d A, d A, d A, s A, dwnfw + B ++ d B, d A, d A, s A, dwnfw + B ++ d A, d B, d A, s A, dwnfw + B ++ d B, d B, d A, s A, dwnfw + B ++ d A, d A, d B, s A, dwnfw + B ++ d B, d A, d B, s A, dwnfw + B ++ d A, d B, d B, s A, dwnfw + B ++ d B, d B, d B, s A, dwnfw + B ++ d A, d A, fw + B ++ d B, d A, fw + B ++ d A, d B, fw + B ++ d B, d B, fw + B ++ d A, s A, fw + B ++ d B, s A, fw + B ++ d A, s B, fw + B ++ d B, s B, fw + B ++ s A, d A, fw + B ++ s A, d B, fw + B ++ s A, s A, fw + B ++ d A, d A, d A, fw + B ++ d B, d A, d A, fw + B ++ d A, d B, d A, fw + B ++ d B, d B, d A, fw + B ++ s A, s A, d A, fw + B ++ d A, d A, d B, fw + B ++ d B, d A, d B, fw + B ++ d A, d B, d B, fw + B ++ d B, d B, d B, fw + B ++ s A, s A, d B, fw + B ++ d A, d A, d A, s A, fw + B ++ d B, d A, d A, s A, fw + B ++ d A, d B, d A, s A, fw + B ++ d B, d B, d A, s A, fw + B ++ d A, d A, d B, s A, fw + B ++ d B, d A, d B, s A, fw + B ++ d A, d B, d B, s A, fw + B ++ d B, d B, d B, s A, fw + B d A, s C s C, dnfw + B d C, dnfw + B s C, fw + B d C, fw + B d A, s C, dwnfw + B d A, s C, fw + B j A -> j B j B -> j B j C -> j B j C -> j B j A -> j D j B -> j D j C -> j D j C -> j D _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) s C d C -> HCF + A/C standing/crouching heavy punch combo-ed into hcf + A or C. [ hit] s C d C -> DP + B/D standing/crouching heavy punch combo-ed into uppercut + B or D. [ hit] s C d C -> HCF + B/D standing/crouching heavy punch combo-ed into hcf + B or D. [ hit] s C d C -> rapid A/C standing/crouching heavy punch combo-ed into rapid A. [ hit] + s C fw + B d C -> dwnfw + B standing/crouching heavy punch combo-ed into downforward + B or forward + B. [ hit] (DM) s C d C -> QCF, QCF + A/C standing/crouching heavy punch combo-ed into qcf, qcf + A or C. [ hit] s C j A~D -> d C -> HCF + A/C jumping attack with A/B/C/D, standing/crouching heavy punch combo-ed into hcf + A or C. [ hit] s C j A~D -> d C -> DP + B/D jumping attack with A/B/C/D, standing/crouching heavy punch combo-ed into uppercut + B or D. [ hit] s C j A~D -> d C -> HCF + B/D jumping attack with A/B/C/D, standing/crouching heavy punch combo-ed into hcf + B or D. [ hit] s C j A~D -> d C -> rapid A/C jumping attack with A/B/C/D, standing/crouching heavy punch combo-ed into rapid A. [ hit] s C fw + B j A~D -> d C -> dwnfw + B jumping attack with A/B/C/D, standing/crouching heavy punch combo-ed into downforward + B or forward + B. [ hit] (DM) s C j A~D -> d C -> QCF, QCF + A/C jumping attack with A/B/C/D, standing/crouching heavy punch combo-ed into qcf, qcf + A or C. [ hit] _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) + s C d C -> fw + B -> DP + B/D standing/crouching heavy punch chained into forward + B then combo-ed into uppercut + B or D. [ hit] + s C d C -> fw + B -> HCF + B/D standing/crouching heavy punch chained into forward + B then combo-ed into hcf + B or D. [ hit] + s C d C -> fw + B -> HCF + C standing/crouching heavy punch chained into forward + B then combo-ed into hcf + C. [ hit] +(DM) s C d C -> fw + B -> QCF, QCF + C standing/crouching heavy punch chained into forward + B then combo-ed into qcf, qcf + C. [ hit] +(CSP) cx D s C j A~D -> d C -> fw + B -> DP + B/D jumping attack with A/B/C/D or crossup attack with heavy kick, standing/crouching heavy punch chained into forward + B then combo-ed into uppercut + B or D. [ hit] +(CSP) cx D s C j A~D -> d C -> fw + B -> HCF + B/D jumping attack with A/B/C/D or crossup attack with heavy kick, standing/crouching heavy punch chained into forward + B then combo-ed into hcf + B or D. [ hit] +(CSP) cx D s C j A~D -> d C -> fw + B -> HCF + C jumping attack with A/B/C/D or crossup attack with heavy kick, standing/crouching heavy punch chained into forward + B then combo-ed into hcf + C. [ hit] +(DM)(CSP) cx D s C j A~D -> d C -> fw + B -> QCF, QCF + C jumping attack with A/B/C/D or crossup attack with heavy kick, standing/crouching heavy punch chained into forward + B then combo-ed into qcf, qcf + C. [ hit] +(DM) 1 HC 2 HC 3 HC -> rapid A/C -> QCF + A/C any 1, 2 or 3 hit light chain, combo-ed into rapid + A or C then into either A finisher or C finisher. [ hit] +(DM) 1 HC 2 HC 3 HC -> QCF, QCF + A/C any 1, 2 or 3 hit light chain, combo-ed into qcf, qcf + A or C. [ hit] +(DM)(CSP) 1 HC 2 HC cx D -> 3 HC -> rapid A/C -> QCF + A/C any 1, 2 or 3 hit light chain, combo-ed into rapid + A or C then into either A finisher or C finisher. [ hit] +(DM)(CSP) 1 HC 2 HC cx D -> 3 HC -> QCF, QCF + A/C crossup attack with D, then any 1, 2 or 3 hit light chain, combo-ed into qcf, qcf + A or C. [ hit] (EX) AB --> A~D --> etc. AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are available for Joe, that may start from standing C/D or down C. [ hit] Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have the same characteristics as a standing CD that his opponent in mid air. if "COUNTER" appears, the dodge hit can also combo just like a CD attack. (Refer to Goro for some useful combos of such nature) __ ___ _\__\ / /___ _____ ____ _______ _____ _____ __ ____ _____ _____ _____ / ___/\/ / == / ___/ __ /__ __/ / __/ / \/ \/ = // / __/ / _/_\ / __/ _/_/ \ / / / /__/ = / / == / = /_\ \ /____// /__/ /____/__/\__\ /__/ /____/_____/__/\__/\__/_____/____ /_____/ / /\ \ (WARNING : High level of skill/experience needed.) /__/ \__\ + d A -> s C -> HCF + K crouching light punch, standing heavy punch, combo-ed into hcf + B or D. [ hit] + d A -> s C -> HCF + C crouching light punch, standing heavy punch, combo-ed into hcf + C. [ hit] + d A -> s C -> DP + K crouching light punch, standing heavy punch, combo-ed into uppercut + B or D. [ hit] +(DM) d A -> s C -> QCF, QCF + A/C crouching light punch, standing heavy punch, combo-ed into qcf, qcf + A or C. [ hit] + d A -> s C -> fw + B -> HCF + K crouching light punch, standing heavy punch, forward + B, combo-ed into hcf + B or D. [ hit] + d A -> s C -> fw + B -> HCF + C crouching light punch, standing heavy punch, forward + B, combo-ed into hcf + C. [ hit] + d A -> s C -> fw + B -> DP + K crouching light punch, standing heavy punch, forward + B, combo-ed into uppercut + B or D. [ hit] + cx D -> d A -> s C -> HCF + K crossup attack with D, crouching light punch, standing heavy punch, combo-ed into hcf + B or D. [ hit] + cx D -> d A -> s C -> HCF + C crossup attack with D, crouching light punch, standing heavy punch, combo-ed into hcf + C. [ hit] + cx D -> d A -> s C -> DP + K crossup attack with D, crouching light punch, standing heavy punch, combo-ed into uppercut + B or D. [ hit] +(DM) cx D -> d A -> s C -> QCF, QCF + A/C crossup attack with D, crouching light punch, standing heavy punch, combo-ed into qcf, qcf + A or C. [ hit] + cx D -> d A -> s C -> fw + B -> HCF + K crossup attack with D, crouching light punch, standing heavy punch, forward + B, combo-ed into hcf + B or D. [ hit] + cx D -> d A -> s C -> fw + B -> HCF + C crossup attack with D, crouching light punch, standing heavy punch, forward + B, combo-ed into hcf + C. [ hit] + cx D -> d A -> s C -> fw + B -> DP + K crossup attack with D, crouching light punch, standing heavy punch, forward + B, combo-ed into uppercut + B or D. [ hit] __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (CNT)(MID)(nC) HCF + A -> HCF + C juggle hcf + A, "COUNTER", with hcf + C [2 hit] (CNT) s CD -> HCF + D standing CD(body toss attack),"COUNTER", juggled with hcf + D. [ hit] (CNT) s CD -> HCF + A standing CD(body toss attack),"COUNTER", juggled with hcf + A. [ hit] (CNT) s CD -> rapid A/C standing CD(body toss attack),"COUNTER", juggled with rapid A or C. Note : only first 2~3 hits of rapid A/C will hit. [ hit] (CNT) s CD -> DP + K standing CD(body toss attack),"COUNTER", juggled with uppercut + B or D. [ hit] (CNT) s CD -> QCB + B -> DP + K standing CD(body toss attack),"COUNTER", juggled with qcb + B then finish with uppercut + B or D. [ hit] (CNT) s CD -> QCF, QCF + A/C standing CD(body toss attack),"COUNTER", juggled with qcf, qcf + A or C. [ hit] (CNT) j CD -> HCF + D jumping CD(body toss attack),"COUNTER", juggled with hcf + D. [ hit] (CNT) j CD -> rapid A/C jumping CD(body toss attack),"COUNTER", juggled with rapid A or C. Note : only first 2~3 hits of rapid A/C will hit. [ hit] (CNT) j CD -> DP + K jumping CD(body toss attack),"COUNTER", juggled with uppercut + B or D. [ hit] (CNT) j CD -> QCF, QCF + A/C jumping CD(body toss attack),"COUNTER", juggled with qcf, qcf + A or C. [ hit] (CNT)(C)(MID) s A~D HCF + A -> j A~D hit mid-air opponent in corner with hcf + A, then juggle with a standing or jumping attack with A/B/C/D. [ hit] (OPD) d B d A -> d C -> etc. early crouching B or A, chained into crouching heavy punch, combo-ed into any combination preferred. Note : low A/B hits opponent at last frame to allow the down C to combo. [ hit] ============================================================================================== 3.3 __________________________ / / Art of Fighting Team /_________________________/ 3.3.1a ----------------- Ryo Sakazaki '97 ----------------- Moveslist --------- Ice Pillar Split : fw + A(overhead) +-------------------------------------------------------------------------------------------+ Tiger Gleam Fist : QCF + A/C(stationary projectile) Tiger Cannon : DP + A/C (also after QCB + A/C) Wild Tiger Thunder : QCB + A/C(low priority anti-air) God's Strength Wild Tiger Thunder : QCF + B/D(overhead) God's Temple Flying Swallow Gale Leg : HCB + B/D(B version low priority anti-air) Kyokugen Style : HCF + A/C (close) Rapid Fist Dance +-------------------------------------------------------------------------------------------+ Supreme King Flying : fw, HCF + A/C(anti-air) Roaring Fist Tiger Boisterous Dance : QCF, HCB + A/C Heaven and Earth : QCF x 2 + A/C(anti-air) Supreme Gleaming Fist ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ d A, d A d B, d A d B, d B d B, s A d B, s B d A, d A, s A d B, d A, s A d B, d B, s A d B, d B, d B d B, s A, s A d B, d B, d B, d B d B, d B, d B, d B, s B ++ d A, d A, fw + A ++ d B, d A, fw + A ++ d B, d B, fw + A ++ d B, s A, fw + A ++ d B, s B, fw + A ++ d A, d A, s A, fw + A ++ d B, d A, s A, fw + A ++ d B, d B, s A, fw + A ++ d B, s A, s A, fw + A j A -> j B j B -> j B j C -> j B j D -> j B j A -> j C j B -> j C j C -> j C j D -> j C j A -> j D j B -> j D j C -> j D j D -> j D s C, fw + A s D, fw + A d C, fw + A d B, d A, s C d B, d B, s C d B, d A, s C, fw + A d B, d B, s C, fw + A ++ dwn D, fw + A _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) + s C/D d C -> fw + A standing heavy punch/kick or crouching heavy punch combo-ed into forward + A. [ hit] s C/D d C -> QCF + A standing heavy punch/kick or crouching heavy punch combo-ed into qcf + A. [ hit] s C/D d C -> QCB + A/C -> DP + A/C standing heavy punch/kick or crouching heavy punch combo-ed into qcb + A or C, then uppercut + A or C finisher. [ hit] s C/D d C -> DP + A/C standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C. [ hit] s C/D d C -> HCB + B/D standing heavy punch/kick or crouching heavy punch combo-ed into hcb + B or D. [ hit] s C/D d C -> HCF + A/C -> DP + A/C standing heavy punch/kick or crouching heavy punch combo-ed into hcf + A/C then juggle with uppercut + A or C. [ hit] s C/D j A~D d C -> HCF + A/C -> j CD standing heavy punch/kick or crouching heavy punch combo-ed into hcf + A/C then juggle with jumping attack with A/B/C/D or CD(body toss attack). [ hit] (DM) s C/D d C -> fw, HCF + A/C standing heavy punch/kick or crouching heavy punch combo-ed into fw, hcf + A or C. [ hit] (DM) s C/D d C -> QCF, QCF + A/C standing heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + A or C. [ hit] (DM) s C/D d C -> QCF, HCB + A/C standing heavy punch/kick or crouching heavy punch combo-ed into qcf, hcb + A or C. [ hit] + s C/D j A~D -> d C -> fw + A jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into forward + A. [ hit] s C/D j A~D -> d C -> QCF + A jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into qcf + A. [ hit] s C/D j A~D -> d C -> QCB + A/C -> DP + A/C jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into qcb + A or C, then uppercut + A or C finisher. [ hit] s C/D j A~D -> d C -> DP + A/C jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C. [ hit] s C/D j A~D -> d C -> HCB + B/D jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into hcb + B or D. [ hit] s C/D j A~D -> d C -> HCF + A/C -> DP + A/C jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into hcf + A/C then juggle with uppercut + A or C. [ hit] s C/D j A~D j A~D -> d C -> HCF + A/C -> j CD jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into hcf + A/C then juggle with jumping attack with A/B/C/D or CD(body toss attack). [ hit] (DM) s C/D j A~D -> d C -> fw, HCF + A/C jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into fw, hcf + A or C. [ hit] (DM) s C/D j A~D -> d C -> QCF, QCF + A/C jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + A or C. [ hit] (DM) s C/D j A~D -> d C -> QCF, HCB + A/C jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into qcf, hcb + A or C. [ hit] _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) + 1 HC 2 HC 3 HC -> DP + P any 1, 2 or 3 hit light chain, combo-ed into uppercut + A or C. [ hit] + 1 HC 2 HC 3 HC -> HCB + K any 1, 2 or 3 hit light chain, combo-ed into hcb + B or D. [ hit] + 1 HC j CD 2 HC -> HCF + A/C -> j A~D any 1 or 2 hit light chain, combo-ed into hcf + A or C, then juggled with jumping attack with A/B/C/D or CD(bosy toss attack). [ hit] + 1 HC 2 HC -> HCF + A/C -> DP + A/C any 1 or 2 hit light chain, combo-ed into hcf + A or C, then juggled with uppercut + A or C. [ hit] + 1 HC 2 HC 3 HC 4 HC -> HCB + B any 1, 2 or 3 hit light chain, combo-ed into hcb + B. [ hit] +(DM) 1 HC 2 HC 3 HC 4 HC -> QCF, QCF + A/C any 1, 2, 3 or 4 hit light chain, combo-ed into qcf, qcf + A or C. [ hit] +(CSP) 1 HC 2 HC cx C/D -> 3 HC -> DP + P crossup with C/D, any 1, 2 or 3 hit light chain, combo-ed into uppercut + A or C. [ hit] +(CSP) 1 HC j A~D 2 HC cx C/D -> 3 HC -> HCB + K jumping attack with A/B/C/D or crossup with C/D, then any 1, 2 or 3 hit light chain, combo-ed into hcb + B or D. [ hit] +(CSP) 1 HC j CD cx C/D -> 2 HC -> HCF + A/C -> j A~D crossup with C/D, then any 1 or 2 hit light chain, combo-ed into hcf + A or C, then juggled with jumping attack with A/B/C/D or CD(bosy toss attack). [ hit] +(CSP) 1 HC cx C/D -> 2 HC -> HCF + A/C -> DP + A/C crossup with C/D, any 1 or 2 hit light chain, combo-ed into hcf + A or C, then juggled with uppercut + A or C. [ hit] +(CSP) 1 HC 2 HC 3 HC cx C/D -> 4 HC -> HCB + B crossup with C/D, any 1, 2, 3 or 4 hit light chain, combo-ed into hcb + B. [ hit] +(DM)(CSP) 1 HC 2 HC 3 HC cx C/D -> 4 HC -> QCF, QCF + A/C any 1, 2, 3 or 4 hit light chain, combo-ed into qcf, qcf + A or C. [ hit] (CSP) j A~D cx C/D -> CD jumping attack with A/B/C/D or crossup with C/D, then combo-ed into standing CD (body toss attack). [2 hit] (CSP)(DM) j A~D cx C/D -> QCF, QCF + A/C jumping attack with A/B/C/D or crossup with C/D, then combo-ed into qcf, qcf + A/C [2 hit] (2nd)(MAX) - 95% Variable Combo After.. s C/D j A~D -> d C -> QCF, QCF + A/C jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into a MAX version of qcf, qcf + A or C. Note : any heavy hits can be replace with any hit chain. opponent will dizzy with a MAX qcf,qcf + A/C. Follow-up up with... s C/D cx C/D -> d C -> QCF, HCB + A/C crossup with heavy punch or kick, standing heavy punch/kick or crouching heavy punch combo-ed into qcf, hcb + A or C. Note : after the above combo, sometimes, opponent will die, depends on luck i guess..sometimes the damage gets more. (EX) AB --> A~D --> etc. AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are available for Ryo, that may start from standing C/D or down C. [ hit] Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have the same characteristics as a standing CD that his opponent in mid air. if "COUNTER" appears, the dodge hit can also combo just like a CD attack. (Refer to Goro for some useful combos of such nature) __ ___ _\__\ / /___ _____ ____ _______ _____ _____ __ ____ _____ _____ _____ / ___/\/ / == / ___/ __ /__ __/ / __/ / \/ \/ = // / __/ / _/_\ / __/ _/_/ \ / / / /__/ = / / == / = /_\ \ /____// /__/ /____/__/\__\ /__/ /____/_____/__/\__/\__/_____/____ /_____/ / /\ \ (WARNING : High level of skill/experience needed.) /__/ \__\ + d 1 HC d 2 HC -> d C -> QCF + A any 1 or 2 hit low chain, crouching heavy punch, combo-ed into qcf + A. [ hit] + d 1 HC d 2 HC -> d C -> DP + A/C any 1 or 2 hit low chain, crouching heavy punch, combo-ed into uppercut + A or C. [ hit] + d 1 HC d 2 HC -> d C -> HCB + K any 1 or 2 hit low chain, crouching heavy punch, combo-ed into hcb + B or D. [ hit] +(DM) d 1 HC d 2 HC -> d C -> fw, HCF + A/C any 1 or 2 hit low chain, crouching heavy punch, combo-ed into fw, hcf + A or C. [ hit] +(DM) d 1 HC d 2 HC -> d C -> QCF, QCF + A/C any 1 or 2 hit low chain, crouching heavy punch, combo-ed into qcf, qcf + A/C [ hit] +(DM) d 1 HC d 2 HC -> d C -> QCF, HCB + A/C any 1 or 2 hit low chain, crouching heavy punch, combo-ed into qcf, hcb + A/C [ hit] +(CSP) d 1 HC cx C/D -> d 2 HC -> d C -> QCF + A crossup attack with C/D, then any 1 or 2 hit low chain, crouching heavy punch, combo-ed into qcf + A. [ hit] +(CSP) d 1 HC cx C/D -> d 2 HC -> d C -> DP + A/C crossup attack with C/D, then any 1 or 2 hit low chain, crouching heavy punch, combo-ed into uppercut + A or C. [ hit] +(CSP) d 1 HC cx C/D -> d 2 HC -> d C -> HCB + K crossup attack with C/D, then any 1 or 2 hit low chain, crouching heavy punch, combo-ed into hcb + B or D. [ hit] +(CSP) d 1 HC cx C/D -> d 2 HC -> d C -> QCB + A/C -> DP + A/C crossup attack with C/D, then any 1 or 2 hit low chain, crouching heavy punch, combo-ed into qcb + A or C then finish with uppercut + A or C finisher. [ hit] +(DM)(CSP) d 1 HC cx C/D -> d 2 HC -> d C -> fw, HCF + A/C crossup attack with C/D, then any 1 or 2 hit low chain, crouching heavy punch, combo-ed into fw, hcf + A or C. [ hit] +(DM)(CSP) d 1 HC cx C/D -> d 2 HC -> d C -> QCF, QCF + A/C crossup attack with C/D, then any 1 or 2 hit low chain, crouching heavy punch, combo-ed into qcf, qcf + A/C [ hit] +(DM)(CSP) d 1 HC cx C/D -> d 2 HC -> d C -> QCF, HCB + A/C crossup attack with C/D, then any 1 or 2 hit low chain, crouching heavy punch, combo-ed into qcf, hcb + A/C [ hit __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (CNT) s CD -> QCF + A/C standing CD(body toss attack),"COUNTER", juggled with qcf + A or C. [ hit] (CNT) s CD -> QCB + A/C standing CD(body toss attack),"COUNTER", juggled with qcb + A or C. [ hit] (CNT) s CD -> DP + A/C standing CD(body toss attack),"COUNTER", juggled with uppercut + A or C. [ hit] (CNT) s CD -> HCB + B standing CD(body toss attack),"COUNTER", juggled with hcb + B. [ hit] (CNT) s CD -> QCF + B standing CD(body toss attack),"COUNTER", juggled with qcf + B. [ hit] (CNT)(DM) s CD -> QCF, QCF + A/C standing CD(body toss attack),"COUNTER", juggled with qcf, qcf + A or C. [ hit] (CNT)(DM) s CD -> QCF, HCB + A/C standing CD(body toss attack),"COUNTER", juggled with qcf, hcb + A or C. [ hit] (CNT) j CD -> fw + A jumping CD(body toss attack),"COUNTER", juggled with forward + A. [ hit] (CNT) j CD -> QCF + A/C jumping CD(body toss attack),"COUNTER", juggled with qcf + A or C. [ hit] (CNT) j CD -> QCB + A/C jumping CD(body toss attack),"COUNTER", juggled with qcb + A or C. [ hit] (CNT) j CD -> DP + A/C jumping CD(body toss attack),"COUNTER", juggled with uppercut + B or D. [ hit] (CNT) j CD -> HCB + B jumping CD(body toss attack),"COUNTER", juggled with hcb + B. [ hit] (CNT) j CD -> QCF + B jumping CD(body toss attack),"COUNTER", juggled with qcf + B. [ hit] (CNT) j CD -> QCF, QCF + A/C jumping CD(body toss attack),"COUNTER", juggled with qcf, qcf + A or C. [ hit] (CNT)(MID)(nC) fw + A -> DP + A/C hit mid-air opponent with forward + A, "COUNTER", then juggle with uppercut + A or C. [ hit] (CNT)(MID)(nC) fw + A -> QCF, QCF + A/C hit mid-air opponent with forward + A, "COUNTER", then juggle with qcf, qcf + A or C. [ hit] (CNT)(C) QCF + A -> etc. hit mid-air opponent in corner with hcf + A, then juggle with a standing or jumping attack with A/B/C/D. [ hit] (OPD) s C -> s A -> HCB + B. early standing heavy punch, chained into standing A, combo-ed hcb + B . Note : stand C hits opponent at last frame to allow the stand A to combo. [ hit] (OPD) s C -> s A -> DP + A early standing heavy punch, chained into standing A, combo-ed uppercut + A. Note : stand C hits opponent at last frame to allow the stand A to combo. [ hit] (OPD)(DM) s C -> s A -> QCF, QCF + A/C early standing heavy punch, chained into standing A, combo-ed qcf, qcf + A or C. Note : stand C hits opponent at last frame to allow the stand A to combo. [ hit] 3.3.1b ----------------- Ryo Sakazaki '95 ----------------- Moveslist --------- Ice Pillar Split : fw + A(overhead) +-------------------------------------------------------------------------------------------+ Tiger Projectile : QCF + A/C(air projectile) Aerial Tiger Projectile : QCF + A/C (mid-air projectile) Build Power : DP + A/C(anti-air) Illusion Punch : fw, bk, fw + A/C(low priority anti-air) Flying Swallow Gale Leg : HCB + B/D(B version low priority anti-air) Kyokugen Style : HCF + A/C (close) Rapid Fist Dance +-------------------------------------------------------------------------------------------+ Supreme King Flying : fw, HCF + A/C(anti-air) Roaring Fist Tiger Boisterous Dance : QCF, HCB + A/C ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ d A, d A d B, d A d B, d B d B, s A d B, s B d A, d A, s A d B, d A, s A d B, d B, s A d B, d B, d B d B, s A, s A d B, d B, d B, d B d B, d B, d B, d B, s B ++ d A, d A, fw + A ++ d B, d A, fw + A ++ d B, d B, fw + A ++ d B, s A, fw + A ++ d B, s B, fw + A ++ d A, d A, s A, fw + A ++ d B, d A, s A, fw + A ++ d B, d B, s A, fw + A ++ d B, s A, s A, fw + A j A -> j B j B -> j B j C -> j B j D -> j B j A -> j C j B -> j C j C -> j C j D -> j C j A -> j D j B -> j D j C -> j D j D -> j D s C, fw + A s D, fw + A d C, fw + A d B, d A, s C d B, d B, s C d B, d A, s C, fw + A d B, d B, s C, fw + A ++ dwn D, fw + A _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) + s C/D d C -> fw + A standing heavy punch/kick or crouching heavy punch combo-ed into forward + A. [ hit] s C/D d C -> QCF + A/C standing heavy punch/kick or crouching heavy punch combo-ed into qcf + A or C. [ hit] s C/D d C -> DP + A/C standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C. [ hit] s C/D d C -> HCB + B/D standing heavy punch/kick or crouching heavy punch combo-ed into hcb + B or D. [ hit] s C/D d C -> fw, bk, fw + A/C standing heavy punch/kick or crouching heavy punch combo-ed into fw, bk, fw + A or C. [ hit] (DM) s C/D d C -> fw, HCF + A/C standing heavy punch/kick or crouching heavy punch combo-ed into fw, hcf + A or C. [ hit] (DM) s C/D d C -> QCF, HCB + A/C standing heavy punch/kick or crouching heavy punch combo-ed into qcf, hcb + A or C. [ hit] + s C/D j A~D -> d C -> fw + A jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into forward + A. [ hit] s C/D j A~D -> d C -> QCF + A/C jumping attack with A/B/C/D standing heavy punch/kick or crouching heavy punch combo-ed into qcf + A or C. [ hit] s C/D j A~D -> d C -> DP + A/C jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C. [ hit] s C/D j A~D -> d C -> HCB + B/D jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into hcb + B or D. [ hit] (DM) s C/D j A~D -> d C -> fw, HCF + A/C jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into fw, hcf + A or C. [ hit] (DM) s C/D j A~D -> d C -> QCF, QCF + A/C jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + A or C. [ hit] (DM) s C/D j A~D -> d C -> QCF, HCB + A/C jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into qcf, hcb + A or C. [ hit] _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) + 1 HC 2 HC 3 HC -> DP + P any 1, 2 or 3 hit light chain, combo-ed into uppercut + A or C. [ hit] + 1 HC 2 HC 3 HC -> HCB + K any 1, 2 or 3 hit light chain, combo-ed into hcb + B or D. [ hit] + 1 HC 2 HC 3 HC 4 HC -> HCB + B any 1, 2 or 3 hit light chain, combo-ed into hcb + B. [ hit] +(CSP) 1 HC 2 HC cx C/D -> 3 HC -> DP + P crossup with C/D, any 1, 2 or 3 hit light chain, combo-ed into uppercut + A or C. [ hit] +(CSP) 1 HC j A~D 2 HC cx C/D -> 3 HC -> HCB + K jumping attack with A/B/C/D or crossup with C/D, then any 1, 2 or 3 hit light chain, combo-ed into hcb + B or D. [ hit] +(CSP) 1 HC 2 HC 3 HC cx C/D -> 4 HC -> HCB + B crossup with C/D, any 1, 2, 3 or 4 hit light chain, combo-ed into hcb + B. [ hit] (CSP) j A~D cx C/D -> CD jumping attack with A/B/C/D or crossup with C/D, then combo-ed into standing CD (body toss attack). [2 hit] (MAX) s C/D cx C/D -> d C -> QCF, HCB + A/C crossup with heavy punch or kick, standing heavy punch/kick or crouching heavy punch combo-ed into qcf, hcb + A or C. (EX) AB --> A~D --> etc. AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are available for Ryo, that may start from standing C/D or down C. [ hit] Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have the same characteristics as a standing CD that his opponent in mid air. if "COUNTER" appears, the dodge hit can also combo just like a CD attack. (Refer to Goro for some useful combos of such nature) __ ___ _\__\ / /___ _____ ____ _______ _____ _____ __ ____ _____ _____ _____ / ___/\/ / == / ___/ __ /__ __/ / __/ / \/ \/ = // / __/ / _/_\ / __/ _/_/ \ / / / /__/ = / / == / = /_\ \ /____// /__/ /____/__/\__\ /__/ /____/_____/__/\__/\__/_____/____ /_____/ / /\ \ (WARNING : High level of skill/experience needed.) /__/ \__\ + d 1 HC d 2 HC -> d C -> QCF + A/C any 1 or 2 hit low chain, crouching heavy punch, combo-ed into qcf + A or C. [ hit] + d 1 HC d 2 HC -> d C -> DP + A/C any 1 or 2 hit low chain, crouching heavy punch, combo-ed into uppercut + A or C. [ hit] + d 1 HC d 2 HC -> d C -> HCB + K any 1 or 2 hit low chain, crouching heavy punch, combo-ed into hcb + B or D. [ hit] +(DM) d 1 HC d 2 HC -> d C -> fw, HCF + A/C any 1 or 2 hit low chain, crouching heavy punch, combo-ed into fw, hcf + A or C. [ hit] +(DM) d 1 HC d 2 HC -> d C -> QCF, HCB + A/C any 1 or 2 hit low chain, crouching heavy punch, combo-ed into qcf, hcb + A/C [ hit] +(CSP) d 1 HC cx C/D -> d 2 HC -> d C -> QCF + A/C crossup attack with C/D, then any 1 or 2 hit low chain, crouching heavy punch, combo-ed into qcf + A or C. [ hit] +(CSP) d 1 HC cx C/D -> d 2 HC -> d C -> DP + A/C crossup attack with C/D, then any 1 or 2 hit low chain, crouching heavy punch, combo-ed into uppercut + A or C. [ hit] +(CSP) d 1 HC cx C/D -> d 2 HC -> d C -> HCB + K crossup attack with C/D, then any 1 or 2 hit low chain, crouching heavy punch, combo-ed into hcb + B or D. [ hit] +(DM)(CSP) d 1 HC cx C/D -> d 2 HC -> d C -> fw, HCF + A/C crossup attack with C/D, then any 1 or 2 hit low chain, crouching heavy punch, combo-ed into fw, hcf + A or C. [ hit] +(DM)(CSP) d 1 HC cx C/D -> d 2 HC -> d C -> QCF, HCB + A/C crossup attack with C/D, then any 1 or 2 hit low chain, crouching heavy punch, combo-ed into qcf, hcb + A/C [ hit __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (C) QCF + A -> HCB + D execute fireball, qcf + A, from a far, then hcb + D. [ hit] (CNT) s CD -> QCF + A/C standing CD(body toss attack),"COUNTER", juggled with qcf + A or C. [ hit] (CNT) s CD -> DP + A/C standing CD(body toss attack),"COUNTER", juggled with uppercut + A or C. [ hit] (CNT) s CD -> HCB + B standing CD(body toss attack),"COUNTER", juggled with hcb + B. [ hit] (CNT) s CD -> fw, bk, fw + A/C standing CD(body toss attack),"COUNTER", juggled with fw, bk, fw + A/C. [ hit] (CNT)(DM) s CD -> QCF, HCB + A/C standing CD(body toss attack),"COUNTER", juggled with qcf, hcb + A or C. [ hit] (CNT) j CD -> fw + A jumping CD(body toss attack),"COUNTER", juggled with forward + A. [ hit] (CNT) j CD -> QCF + A/C jumping CD(body toss attack),"COUNTER", juggled with qcf + A or C. [ hit] (CNT) j CD -> fw, bk, fw + A/C jumping CD(body toss attack),"COUNTER", juggled with fw, bk, fw + A/C. [ hit] (CNT) j CD -> DP + A/C jumping CD(body toss attack),"COUNTER", juggled with uppercut + A or C. [ hit] (CNT) j CD -> HCB + B jumping CD(body toss attack),"COUNTER", juggled with hcb + B. [ hit] (CNT)(MID)(nC) fw + A -> DP + A/C hit mid-air opponent with forward + A, "COUNTER", then juggle with uppercut + A or C. [ hit] (CNT)(C) QCF + A -> etc. hit mid-air opponent in corner with hcf + A, then juggle with a standing or jumping attack with A/B/C/D. [ hit] (OPD) s C -> s A -> HCB + B. early standing heavy punch, chained into standing A, combo-ed hcb + B . Note : stand C hits opponent at last frame to allow the stand A to combo. [ hit] (OPD) s C -> s A -> DP + A early standing heavy punch, chained into standing A, combo-ed uppercut + A. Note : stand C hits opponent at last frame to allow the stand A to combo. [ hit] (OPD) fw + A -> s A -> HCB + B. early forward + A, then standing A, combo-ed hcb + B. Note : stand C hits opponent at last frame to allow the stand A to combo. [ hit] (OPD) fw + A -> s A -> DP + A early forward + A, then standing A, combo-ed uppercut + A. Note : forward + A hits opponent at last frame to allow the stand A to combo. [ hit] 3.3.2a ----------------- Robert Garcia '97 ----------------- Moveslist --------- Dragon Flip Kick : fw + B(forward kick) Dragon Bash Fist : fw + A(low jump kick) +-------------------------------------------------------------------------------------------+ Attacking Dragon Fist : QCF + A/C(stationary projectile) Dragon Fang : DP + A/C(anti-air) Dragon Slice Flight : DP + B/D(anti-air) Flying Swallow : HCB + B/D Whirlwind Leg Flying Swallow : QCB + B/D (mid-air) Dragon God Leg Kyokugen Style : HCF + B/D(close) Rapid Leg Dance +-------------------------------------------------------------------------------------------+ Supreme King : fw, HCF + A/C(anti-air) Flying Roaring Fist Dragon Boisterous Dance : QCF, HCB + A/C Shadowless Gale : QCF x 2 + B/D Heavy Step Leg ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ d A, d A d A, d B d B, d A d B, d B d A, d B, d B d B, d A, d B d B, d B, d B d A, d B, d B, s A d B, d A, d B, s A d B, d B, d B, s A s C, fw + B d C, fw + B ++ s C, fw + A ++ d C, fw + A ++ d D, fw + B ++ d D, fw + A ++ d A, d A, fw + B ++ d A, d B, fw + B ++ d B, d A, fw + B ++ d B, d B, fw + B ++ d A, d B, d B, fw + B ++ d B, d A, d B, fw + B ++ d B, d B, d B, fw + B ++ d A, d A, fw + A ++ d A, d B, fw + A ++ d B, d A, fw + A ++ d B, d B, fw + A ++ d A, d B, d B, fw + A ++ d B, d A, d B, fw + A ++ d B, d B, d B, fw + A (C) s C d C -> fw + A j A -> j B j B -> j B j C -> j B j D -> j B _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) s C d C fw + B -> QCF + A standing/crouching heavy punch or forward + B, combo-ed into qcf + A. [ hit] s C d C fw + B -> HCB + K standing/crouching heavy punch or forward + B, combo-ed into hcb + B or D. [ hit] s C d C fw + B -> DP + K standing/crouching heavy punch or forward + B, combo-ed into uppercut + B or D. [ hit] s C d C fw + B -> DP + P standing/crouching heavy punch or forward + B, combo-ed into uppercut + A or C. [ hit] s C d C fw + B -> HCF + K -> fw + B standing/crouching heavy punch or forward + B, combo-ed into hcf + B or D then juggle with forward + B. [ hit] s C d C fw + B -> HCF + K -> fw + A standing/crouching heavy punch or forward + B, combo-ed into hcf + B or D then juggle with forward + A. (C)(nC) s C d C s A~D fw + B -> HCF + K -> s CD standing/crouching heavy punch or forward + B, combo-ed into hcf + B or D then juggle with standing A/B/C/D or standing CD(body toss attack). Note : must be near or in corner. [ hit] s C d C j A~D fw + B -> HCF + K -> j CD standing/crouching heavy punch or forward + B, combo-ed into hcf + B or D then juggle with jumping A/B/C/D or jumping CD(body toss attack) . [ hit] s C d C fw + B -> HCF + K -> QCF + A/C standing/crouching heavy punch or forward + B, combo-ed into hcf + B or D then juggle with qcf + A or C. [ hit] s C d C fw + B -> HCF + K -> DP + P standing/crouching heavy punch or forward + B, combo-ed into hcf + B or D then juggle with uppercut + A or C. [ hit] s C d C fw + B -> HCF + K -> DP + K standing/crouching heavy punch or forward + B, combo-ed into hcf + B or D then juggle with uppercut + B or D. [ hit] s C d C fw + B -> HCF + K -> HCB + K standing/crouching heavy punch or forward + B, combo-ed into hcf + B or D then juggle with hcb + B or D. [ hit] [ hit] s C d C fw + B -> HCF + K -> far C/D standing/crouching heavy punch or forward + B, combo-ed into hcf + B or D then juggle with standing far C or D. [ hit] (CSP) cx B/D s C j A~D -> d C -> QCF + A crossup attack with B/D or jumping attack with A/B/C/D standing/crouching heavy punch, combo-ed into qcf + A. [ hit] (CSP) cx B/D s C j A~D -> d C -> HCB + K crossup attack with B/D or jumping attack with A/B/C/D standing/crouching heavy punch, combo-ed into hcb + B or D. [ hit] (CSP) cx B/D s C j A~D -> d C -> DP + K crossup attack with B/D or jumping attack with A/B/C/D standing/crouching heavy punch, combo-ed into uppercut + B or D. [ hit] (CSP) cx B/D s C j A~D -> d C -> DP + P crossup attack with B/D or jumping attack with A/B/C/D standing/crouching heavy punch, combo-ed into uppercut + A or C. [ hit] (CSP) cx B/D s C j A~D -> d C -> HCF + K -> fw + B crossup attack with B/D or jumping attack with A/B/C/D standing/crouching heavy punch, combo-ed into hcf + B or D then juggle with forward + B. [ hit] (CSP) cx B/D s C j A~D -> d C -> HCF + K -> fw + A crossup attack with B/D or jumping attack with A/B/C/D standing/crouching heavy punch, combo-ed into hcf + B or D then juggle with forward + A. [ hit] (C)(nC)(CSP) cx B/D s C s A~D j A~D -> d C -> HCF + K -> s CD crossup attack with B/D or jumping attack with A/B/C/D standing/crouching heavy punch, combo-ed into hcf + B or D then juggle with standing A/B/C/D or standing CD(body toss attack). Note : must be near or in corner. [ hit] (CSP) cx B/D s C j A~D j A~D -> d C -> HCF + K -> j CD crossup attack with B/D or jumping attack with A/B/C/D standing/crouching heavy punch, combo-ed into hcf + B or D then juggle with jumping A/B/C/D or jumping CD(body toss attack) . [ hit] (CSP) cx B/D s C j A~D -> d C -> HCF + K -> QCF + A/C crossup attack with B/D or jumping attack with A/B/C/D standing/crouching heavy punch, combo-ed into hcf + B or D then juggle with qcf + A or C. [ hit] (CSP) cx B/D s C j A~D -> d C -> HCF + K -> DP + P crossup attack with B/D or jumping attack with A/B/C/D standing/crouching heavy punch, combo-ed into hcf + B or D then juggle with uppercut + A or C. [ hit] (CSP) cx B/D s C j A~D -> d C -> HCF + K -> DP + K crossup attack with B/D or jumping attack with A/B/C/D standing/crouching heavy punch, combo-ed into hcf + B or D then juggle with uppercut + B or D. [ hit] (CSP) cx B/D s C j A~D -> d C -> HCF + K -> HCB + K crossup attack with B/D or jumping attack with A/B/C/D standing/crouching heavy punch, combo-ed into hcf + B or D then juggle with hcb + B or D. [ hit] (CSP) cx B/D s C j A~D -> d C -> HCF + K -> far C/D crossup attack with B/D or jumping attack with A/B/C/D standing/crouching heavy punch, combo-ed into hcf + B or D then juggle with standing far C or D. [ hit] _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) + s C d C -> fw + B -> QCF + A/C standing/crouching heavy punch, chained into forward + B, combo-ed into qcf + A or C. [ hit] + s C d C -> fw + B -> DP + P standing/crouching heavy punch, chained into forward + B, combo-ed into uppercut + A or C. [ hit] + s C d C -> fw + B -> DP + K standing/crouching heavy punch, chained into forward + B, combo-ed into uppercut + B or D. [ hit] + s C d C -> fw + B -> HCB + K standing/crouching heavy punch, chained into forward + B, combo-ed into hcb + B or D. [ hit] +(DM) s C d C -> fw + B -> QCF, HCB + P standing/crouching heavy punch, chained into forward + B, combo-ed into qcf, hcb + A or C. [ hit] +(CSP) cx B/D s C j A~D -> d C -> fw + B -> QCF + A crossup attack with B/D or jumping attack with A/B/C/D, standing/crouching heavy punch, chained into forward + B, combo-ed into into qcf + A. [ hit] +(CSP) cx B/D s C j A~D -> d C -> fw + B -> DP + P crossup attack with B/D or jumping attack with A/B/C/D, standing/crouching heavy punch, chained into forward + B, combo-ed into into uppercut + A or C. [ hit] +(CSP) cx B/D s C j A~D -> d C -> fw + B -> DP + K crossup attack with B/D or jumping attack with A/B/C/D, standing/crouching heavy punch, chained into forward + B, combo-ed into uppercut + B or D. [ hit] +(CSP) cx B/D s C j A~D -> d C -> fw + B -> HCB + K crossup attack with B/D or jumping attack with A/B/C/D standing/crouching heavy punch, chained into forward + B, combo-ed into hcb + B or D. [ hit] +(CSP) cx B/D s C j A~D -> d C -> fw + B -> QCF, HCB + P crossup attack with B/D or jumping attack with A/B/C/D standing/crouching heavy punch, chained into forward + B, combo-ed into qcf, hcb + A or C. [ hit] s C d C fw + B -> HCF + K -> fw + B -> QCF + A/C standing/crouching heavy punch or forward + B, combo-ed into hcf + B or D then juggle with forward + B into qcf + A or C. Note : the forward + B must be timed correctly to hit opponent. i normally whiff a crouching D(no hit) into forward + B(hit) to get the timing right. [ hit] s C d C fw + B -> HCF + K -> fw + B -> DP + P standing/crouching heavy punch or forward + B, combo-ed into hcf + B or D then juggle with forward + B into uppercut + A or C. Note : the forward + B must be timed correctly to hit opponent. i normally whiff a crouching D(no hit) into forward + B(hit) to get the timing right. [ hit] s C d C fw + B -> HCF + K -> fw + B -> DP + K standing/crouching heavy punch or forward + B, combo-ed into hcf + B or D then juggle with forward + B into uppercut + B or D. Note : the forward + B must be timed correctly to hit opponent. i normally whiff a crouching D(no hit) into forward + B(hit) to get the timing right. [ hit] s C d C fw + B -> HCF + K -> fw + B -> HCB + K standing/crouching heavy punch or forward + B, combo-ed into hcf + B or D then juggle with forward + B into hcb + B or D. Note : the forward + B must be timed correctly to hit opponent. i normally whiff a crouching D(no hit) into forward + B(hit) to get the timing right. [ hit] (CSP) cx B/D s C j A~D -> d C -> HCF + K -> fw + B -> QCF + A/C crossup attack with B/D or jumping attack with A/B/C/D, standing/crouching heavy punch, combo-ed into hcf + B or D then juggle with forward + B into qcf + A or C. Note : the forward + B must be timed correctly to hit opponent. i normally whiff a crouching D(no hit) into forward + B(hit) to get the timing right. [ hit] (CSP) cx B/D s C j A~D -> d C -> HCF + K -> fw + B -> DP + P crossup attack with B/D or jumping attack with A/B/C/D, standing/crouching heavy punch, combo-ed into hcf + B or D then juggle with forward + B into uppercut + A or C. Note : the forward + B must be timed correctly to hit opponent. i normally whiff a crouching D(no hit) into forward + B(hit) to get the timing right. [ hit] (CSP) cx B/D s C j A~D -> d C -> HCF + K -> fw + B -> DP + K crossup attack with B/D or jumping attack with A/B/C/D, standing/crouching heavy punch, combo-ed into hcf + B or D then juggle with forward + B into uppercut + B or D. Note : the forward + B must be timed correctly to hit opponent. i normally whiff a crouching D(no hit) into forward + B(hit) to get the timing right. [ hit] (CSP) cx B/D s C j A~D -> d C -> HCF + K -> fw + B -> HCB + K crossup attack with B/D or jumping attack with A/B/C/D standing/crouching heavy punch, combo-ed into hcf + B or D then juggle with forward + B into hcb + B or D. Note : the forward + B must be timed correctly to hit opponent. i normally whiff a crouching D(no hit) into forward + B(hit) to get the timing right. [ hit] + 1 HC 2 HC -> DP + P any 1 or 2 hit light chain combo-ed into uppercut + A or C. [ hit] + 1 HC 2 HC -> DP + K any 1 or 2 hit light chain combo-ed into uppercut + B or D. [ hit] + 1 HC 2 HC 3 HC -> HCB + K any 1, 2 or 3 hit light chain combo-ed into hcb + B or D. [ hit] + 1 HC 2 HC -> HCF + K -> fw + B -> QCF + A/C any 1 or 2 hit light chain combo-ed into hcf + B or D then juggle with forward + B into qcf + A or C. Note : the light chains into hcf + K will not register rush hits but its still a combo. [ hit] + 1 HC 2 HC -> HCF + K -> fw + B -> DP + P any 1 or 2 hit light chain combo-ed into hcf + B or D then juggle with forward + B into uppercut + A or C. Note : the light chains into hcf + K will not register rush hits but its still a combo. [ hit] + 1 HC 2 HC -> HCF + K -> fw + B -> DP + K any 1 or 2 hit light chain combo-ed into hcf + B or D then juggle with forward + B into uppercut + B or D. Note : the light chains into hcf + K will not register rush hits but its still a combo. [ hit] + 1 HC 2 HC -> HCF + K -> fw + B -> HCB + K any 1 or 2 hit light chain combo-ed into hcf + B or D then juggle with forward + B into hcb + B or D. Note : the light chains into hcf + K will not register rush hits but its still a combo. [ hit] +(CSP) 1 HC cx B/D -> 2 HC -> DP + P crossup attack with B/D, any 1 or 2 hit light chain, combo-ed into uppercut + A or C. [ hit] +(CSP) 1 HC cx B/D -> 2 HC -> DP + K crossup attack with B/D, any 1 or 2 hit light chain, combo-ed into uppercut + B or D. [ hit] +(CSP) 1 HC 2 HC cx B/D -> 3 HC -> HCB + K crossup attack with B/D, any 1, 2 or 3 hit light chain, combo-ed into hcb + B or D. [ hit] +(CSP) 1 HC cx B/D -> 2 HC -> HCF + K -> fw + B -> QCF + A/C crossup attack with B/D, any 1 or 2 hit light chain, combo-ed into hcf + B or D then juggle with forward + B into qcf + A or C. Note : the light chains into hcf + K will not register rush hits but its still a combo. [ hit] +(CSP) 1 HC cx B/D -> 2 HC -> HCF + K -> fw + B -> DP + P crossup attack with B/D, any 1 or 2 hit light chain, combo-ed into hcf + B or D then juggle with forward + B into uppercut + A or C. Note : the light chains into hcf + K will not register rush hits but its still a combo. [ hit] +(CSP) 1 HC cx B/D -> 2 HC -> HCF + K -> fw + B -> DP + K crossup attack with B/D, any 1 or 2 hit light chain, combo-ed into hcf + B or D then juggle with forward + B into uppercut + B or D. Note : the light chains into hcf + K will not register rush hits but its still a combo. [ hit] +(CSP) 1 HC cx B/D -> 2 HC -> HCF + K -> fw + B -> HCB + K crossup attack with B/D, any 1 or 2 hit light chain, combo-ed into hcf + B or D then juggle with forward + B into hcb + B or D. Note : the light chains into hcf + K will not register rush hits but its still a combo. [ hit] (nC)(CSP) s C d C -> fw + A -> QCB + K standing/crouching heavy punch, chained into forward + A, combo-ed into qcb + B or D. [ hit] (nC)(CSP) cx B/D s C j A~D -> d C -> fw + A -> QCB + K crossup attack with B/D or jumping attack with A/B/C/D standing/crouching heavy punch, chained into forward + A, combo-ed into qcb + B or D. [ hit] (EX) AB --> A~D --> etc. AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are available for Robert, that may start from standing C/D or down C. [ hit] Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have the same characteristics as a standing CD that his opponent in mid air. if "COUNTER" appears, the dodge hit can also combo just like a CD attack. (Refer to Goro for some useful combos of such nature) ah...yet another character without "expert-skilled level" combos. __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (CNT) s CD -> QCF + A/C standing CD(body toss attack),"COUNTER", juggled with qcf + A or C. [ hit] (CNT) s CD -> DP + A/C standing CD(body toss attack),"COUNTER", juggled with uppercut + A or C. [ hit] (CNT) s CD -> DP + K standing CD(body toss attack),"COUNTER", juggled with uppercut + B or D. [ hit] (CNT) s CD -> HCB + B/D standing CD(body toss attack),"COUNTER", juggled with hcb + B/D. [ hit] (CNT)(DM) s CD -> QCF, HCB + A/C standing CD(body toss attack),"COUNTER", juggled with qcf, hcb + A or C. [ hit] (CNT)(DM) s CD -> QCF, QCF + B/D standing CD(body toss attack),"COUNTER", juggled with qcf, qcf + B or D. [ hit] (CNT)(DM) s CD -> fw, HCF + A/C standing CD(body toss attack),"COUNTER", juggled with fw, hcf + A or C. [ hit] (CNT) j CD -> fw + A jumping CD(body toss attack),"COUNTER", juggled with forward + A. [ hit] (CNT) j CD -> QCF + A/C jumping CD(body toss attack),"COUNTER", juggled with qcf + A or C. [ hit] (CNT) j CD -> DP + A/C jumping CD(body toss attack),"COUNTER", juggled with uppercut + A or C. [ hit] (CNT) j CD -> DP + K jumping CD(body toss attack),"COUNTER", juggled with uppercut + B or D. [ hit] (CNT) j CD -> HCB + K jumping CD(body toss attack),"COUNTER", juggled with hcb + B or D. [ hit] (CNT)(MID) j CD -> QCB + K jumping CD(body toss attack),"COUNTER", combo-ed with qcb + B or D. Note : both hits are in mid-air. [ hit] (CNT) j CD -> fw + B -> DP + A/C jumping CD(body toss attack),"COUNTER", juggled with forward + B into uppercut + A or C. [ hit] (CNT) j CD -> fw + B -> DP + B/D jumping CD(body toss attack),"COUNTER", juggled with forward + B into uppercut + B or D. [ hit] (CNT) j CD -> fw + B -> HCB + B/D jumping CD(body toss attack),"COUNTER", juggled with forward + B into hcb + B or D. [ hit] (CNT) QCF + A -> QCF + A qcf + A, "COUNTER", juggled with qcf + A. Note : works better in near corner. [ hit] (CNT) QCF + A -> DP + K qcf + A, "COUNTER", juggled with uppercut + B or D. Note : works better in near corner. [ hit] (CNT) QCF + A -> DP + P qcf + A, "COUNTER", juggled with uppercut + A or C. Note : works better in near corner. [ hit] (CNT) QCF + A -> HCB + B/D qcf + A, "COUNTER", juggled with hcb + B or D. Note : works better in near corner. [ hit] (CNT) QCF + A -> j QCB + K qcf + A, "COUNTER", juggled with jumping qcb + B or D. Note : works better in near corner. [ hit] (CNT) j A~D QCF + A -> j CD qcf + A, "COUNTER", juggled with jumping attack with A/B/C/D or CD(body toss attack). Note : works better in near corner. [ hit] (CNT)(C) s A~D QCF + A -> s CD qcf + A, "COUNTER", juggled with standing attack with A/B/C/D or CD(body toss attack). [ hit] (CNT) QCF + A -> fw + B -> DP + A/C qcf + A, "COUNTER", juggled with forward + B into uppercut + A or C. Note : works better in near corner. [ hit] (CNT) QCF + A -> fw + B -> DP + K qcf + A, "COUNTER", juggled with forward + B into uppercut + B or D. Note : works better in near corner. [ hit] (CNT) QCF + A -> fw + B -> HCB + K qcf + A, "COUNTER", juggled with forward + B into hcb + B or D. Note : works better in near corner. [ hit] (CNT)(C) j QCB + B/D -> DP + A/C jump, qcb + B or D, "COUNTER", juggle with uppercut + A or C. [ hit] (CNT)(C) j QCB + B/D -> DP + B/D jump, qcb + B or D, "COUNTER", juggle with uppercut + B or D. [ hit] (CNT)(C) j QCB + B/D -> s A~D jump, forward, qcb + B or D, "COUNTER", juggle with standing A/B/C/D. [ hit] (CNT)(C)(EX) fw, fw QCB + B/D -> DP + A/C hop forward, qcb + B or D, "COUNTER", juggle with uppercut + A or C. [ hit] (CNT)(C)(EX) fw, fw QCB + B/D -> DP + B/D hop forward, qcb + B or D, "COUNTER", juggle with uppercut + B or D. [ hit] (CNT)(C)(EX) fw, fw, QCB + B/D -> s A~D hop forward, qcb + B or D, "COUNTER", juggle with standing A/B/C/D. [ hit] (CNT)(OPD) DP + A -> DP + P/K while opponent recovering, execute uppercut + A, "COUNTER", then do an uppercut + A/C or B/D. [ hit] (OPD)(nC) fw + A -> s C -> fw + A -> QCB + K. early forward + A, then standing heavy punch, chained into forward + A, combo-ed qcb + B or D. Note : forward + A hits opponent at last frame to allow the stand C to combo. [ hit] (OPD) fw + A -> d B -> HCB + B/D early forward + A, then crouching light kick, combo-ed hcb + B or D. Note : forward + A hits opponent at last frame to allow crouching B to combo. [ hit] (OPD) fw + A -> d B -> DP + A/C early forward + A, then crouching light kick, combo-ed uppercut + A or C. Note : forward + A hits opponent at last frame to allow crouching B to combo. [ hit] (OPD) fw + A -> s C -> fw + B -> etc. early forward + A, then standing heavy punch, chained into forward + B, combo-ed into any combination preferred. Note : forward + A hits opponent at last frame to allow the stand C to combo. [ hit] (OPD) d C d B -> s C -> etc. early crouch light kick, chained into standing/crouching heavy punch combo-ed into any combination preferred. Note : crouching light kick hits opponent at last frame to allow standing/crouching heavy punch to combo. [ hit] (C) 1 HC -> fw + A -> QCB + B/D any 1 hit light hit, chained into forward + A(no Rush hit from light hit), combo-ed into qcb + B/D Note : err..just another "practice mode - no guard" combo. 3.3.2b ----------------- Robert Garcia '95 ----------------- Moveslist --------- Dragon Flip Kick : fw + B(forward kick) Dragon Bash Fist : fw + A(low jump kick) +-------------------------------------------------------------------------------------------+ Dragon Projectile : QCF + A/C(air projectile) Dragon Fang : DP + A/C(anti-air) Flying Swallow : HCB + B/D Whirlwind Leg Flying Swallow : QCB + B/D (mid-air) Dragon God Leg Illusion Kick : fw, bk, fw + B/D(low priority ani-air) +-------------------------------------------------------------------------------------------+ Supreme King : fw, HCF + A/C Flying Roaring Fist Dragon Boisterous Dance : QCF, HCB + A/C ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ d A, d A d A, d B d B, d A d B, d B d A, d B, d B d B, d A, d B d B, d B, d B d A, d B, d B, s A d B, d A, d B, s A d B, d B, d B, s A s C, fw + B d C, fw + B ++ s C, fw + A ++ d C, fw + A ++ d D, fw + B ++ d D, fw + A ++ d A, d A, fw + B ++ d A, d B, fw + B ++ d B, d A, fw + B ++ d B, d B, fw + B ++ d A, d B, d B, fw + B ++ d B, d A, d B, fw + B ++ d B, d B, d B, fw + B ++ d A, d A, fw + A ++ d A, d B, fw + A ++ d B, d A, fw + A ++ d B, d B, fw + A ++ d A, d B, d B, fw + A ++ d B, d A, d B, fw + A ++ d B, d B, d B, fw + A (C) s C d C -> fw + A j A -> j B j B -> j B j C -> j B j D -> j B _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) s C d C fw + B -> QCF + A/C standing/crouching heavy punch or forward + B, combo-ed into qcf + A/C. [ hit] s C d C fw + B -> HCB + K standing/crouching heavy punch or forward + B, combo-ed into hcb + B or D. [ hit] s C d C fw + B -> DP + P standing/crouching heavy punch or forward + B, combo-ed into uppercut + A or C. [ hit] s C d C -> fw, bk, fw + B/D standing/crouching heavy punch, combo-ed into fw, bk, fw + B/D. [ hit] (CSP) cx B/D s C j A~D -> d C -> QCF + A/C crossup attack with B/D or jumping attack with A/B/C/D, standing/crouching heavy punch, combo-ed into qcf + A or C. [ hit] (CSP) cx B/D s C j A~D -> d C -> HCB + K crossup attack with B/D or jumping attack with A/B/C/D, standing/crouching heavy punch, combo-ed into hcb + B or D. [ hit] (CSP) cx B/D s C j A~D -> d C -> DP + P crossup attack with B/D or jumping attack with A/B/C/D, standing/crouching heavy punch, combo-ed into uppercut + A or C. [ hit] (CSP) s C cx B/D -> d C -> fw, bk, fw + B/D crossup attack with B/D, standing/crouching heavy punch, combo-ed into fw, bk, fw + B/D. [ hit] _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) + s C d C -> fw + B -> QCF + C standing/crouching heavy punch, chained into forward + B, combo-ed into qcf + C. [ hit] + s C d C -> fw + B -> DP + P standing/crouching heavy punch, chained into forward + B, combo-ed into uppercut + A or C. [ hit] + s C d C -> fw + B -> HCB + K standing/crouching heavy punch, chained into forward + B, combo-ed into hcb + B or D. [ hit] +(DM) s C d C -> fw + B -> QCF, HCB + P standing/crouching heavy punch, chained into forward + B, combo-ed into qcf, hcb + A or C. [ hit] +(CSP) cx B/D s C j A~D -> d C -> fw + B -> QCF + C crossup attack with B/D or jumping attack with A/B/C/D, standing/crouching heavy punch, chained into forward + B, combo-ed into into qcf + C. [ hit] +(CSP) cx B/D s C j A~D -> d C -> fw + B -> DP + P crossup attack with B/D or jumping attack with A/B/C/D, standing/crouching heavy punch, chained into forward + B, combo-ed into into uppercut + A or C. [ hit] +(CSP) s C cx B/D -> d C -> fw + B -> HCB + K crossup attack with B/D, standing/crouching heavy punch, chained into forward + B, combo-ed into hcb + B or D. [ hit] +(CSP)(DM) cx B/D s C j A~D -> d C -> fw + B -> QCF, HCB + P crossup attack with B/D or jumping attack with A/B/C/D, standing/crouching heavy punch, chained into forward + B, combo-ed into qcf, hcb + A or C. [ hit] + 1 HC 2 HC -> DP + P any 1 or 2 hit light chain combo-ed into uppercut + A or C. [ hit] +(CSP) 1 HC cx B/D -> 2 HC -> DP + P crossup attack with B/D, any 1 or 2 hit light chain, combo-ed into uppercut + A or C. [ hit] (nC)(CSP) s C d C -> fw + A -> QCB + K standing/crouching heavy punch, chained into forward + A, combo-ed into qcb + B or D. [ hit] (nC)(CSP) cx B/D s C j A~D -> d C -> fw + A -> QCB + K crossup attack with B/D or jumping attack with A/B/C/D standing/crouching heavy punch, chained into forward + A, combo-ed into qcb + B or D. [ hit] (EX) AB --> A~D --> etc. AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are available for Robert, that may start from standing C/D or down C. [ hit] Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have the same characteristics as a standing CD that his opponent in mid air. if "COUNTER" appears, the dodge hit can also combo just like a CD attack. (Refer to Goro for some useful combos of such nature) ah...yet another character without "expert-skilled level" combos. __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (CNT) s CD -> QCF + A/C standing CD(body toss attack),"COUNTER", juggled with qcf + A or C. [ hit] (CNT) s CD -> DP + A/C standing CD(body toss attack),"COUNTER", juggled with uppercut + A or C. [ hit] (CNT) s CD -> HCB + B/D standing CD(body toss attack),"COUNTER", juggled with hcb + B/D. [ hit] (CNT)(DM) s CD -> QCF, HCB + A/C standing CD(body toss attack),"COUNTER", juggled with qcf, hcb + A or C. [ hit] (CNT)(DM) s CD -> fw, HCF + A/C standing CD(body toss attack),"COUNTER", juggled with fw, hcf + A or C. [ hit] (CNT) j CD -> fw + A jumping CD(body toss attack),"COUNTER", juggled with forward + A. [ hit] (CNT) j CD -> QCF + A/C jumping CD(body toss attack),"COUNTER", juggled with qcf + A or C. [ hit] (CNT) j CD -> DP + A/C jumping CD(body toss attack),"COUNTER", juggled with uppercut + A or C. [ hit] (CNT) j CD -> HCB + K jumping CD(body toss attack),"COUNTER", juggled with hcb + B or D. [ hit] (CNT)(MID) j CD -> QCB + K jumping CD(body toss attack),"COUNTER", combo-ed with qcb + B or D. Note : both hits are in mid-air. [ hit] (CNT) j CD -> fw + B -> DP + A/C jumping CD(body toss attack),"COUNTER", juggled with forward + B into uppercut + A or C. [ hit] (CNT)(MID) QCF + A -> QCF + C qcf + A, "COUNTER", juggled with qcf + C. Note : works better in near corner. [ hit] (CNT)(MID) QCF + A -> DP + P qcf + A, "COUNTER", juggled with uppercut + A or C. Note : works better in near corner. [ hit] (CNT)(MID) QCF + A -> HCB + B/D qcf + A, "COUNTER", juggled with hcb + B or D. Note : works better in near corner. [ hit] (CNT)(MID) QCF + A -> j QCB + K qcf + A, "COUNTER", juggled with jumping qcb + B or D. Note : works better in near corner. [ hit] (CNT)(MID) j A~D QCF + A -> j CD qcf + A, "COUNTER", juggled with jumping attack with A/B/C/D or CD(body toss attack). Note : works better in near corner. [ hit] (CNT)(C)(MID) s A~D QCF + A -> s CD qcf + A, "COUNTER", juggled with standing attack with A/B/C/D or CD(body toss attack). [ hit] (CNT) QCF + A -> fw + B -> DP + A/C qcf + A, "COUNTER", juggled with forward + B into uppercut + A or C. Note : works better in near corner. [ hit] (CNT)(C) j QCB + B/D -> DP + A/C jump, qcb + B or D, "COUNTER", juggle with uppercut + A or C. [ hit] (CNT)(C) j QCB + B/D -> s A~D jump, forward, qcb + B or D, "COUNTER", juggle with standing A/B/C/D. [ hit] (CNT)(C)(EX) fw, fw QCB + B/D -> DP + A/C hop forward, qcb + B or D, "COUNTER", juggle with uppercut + A or C. [ hit] (CNT)(C)(EX) fw, fw, QCB + B/D -> s A~D hop forward, qcb + B or D, "COUNTER", juggle with standing A/B/C/D. [ hit] (CNT)(OPD) DP + A -> DP + P while opponent recovering, execute uppercut + A, "COUNTER", then do an uppercut + A/C. [ hit] (OPD)(nC) fw + A -> s C -> fw + A -> QCB + K. early forward + A, then standing heavy punch, chained into forward + A, combo-ed qcb + B or D. Note : forward + A hits opponent at last frame to allow the stand C to combo. [ hit] (OPD) fw + A -> d B -> DP + A/C early forward + A, then crouching light kick, combo-ed uppercut + A or C. Note : forward + A hits opponent at last frame to allow crouching B to combo. [ hit] (OPD)(nC) fw + A -> s C -> fw + B -> etc. early forward + A, then standing heavy punch, chained into forward + B, combo-ed into any combination preferred. Note : forward + A hits opponent at last frame to allow the stand C to combo. [ hit] (OPD) d C d B -> s C -> etc. early crouch light kick, chained into standing/crouching heavy punch combo-ed into any combination preferred. Note : crouching light kick hits opponent at last frame to allow standing/crouching heavy punch to combo. [ hit] (C) 1 HC -> fw + A -> QCB + B/D any 1 hit light hit, chained into forward + A(no Rush hit from light hit), combo-ed into qcb + B/D Note : err..just another "practice mode - no guard" combo. 3.3.3a ----------------- Yuri Sakazaki '97 ----------------- Moveslist --------- Swallow Wing : fw + B(overhead) +-------------------------------------------------------------------------------------------+ Tiger Gleam Fist : QCF + A/C(stationary projectile) Lightning Gleam Fist : QCF + B/D Yuri Super Upper : DP + A/C(anti-air) Yuri Super Upper Finisher : DP + A/C(after C Yuri Super Upper) Yuri Super Knuckle : QCB + A/C Yuri Super Revolving Leg : QCB + B/D Hundred Violent Slaps : HCB + A/C(A close) +-------------------------------------------------------------------------------------------+ Supreme King : fw, HCF + A/C(anti-air) Flying Roaring Fist Flying Swallow : QCF, HCB + B/D Phoenix Leg Flying Swallow Violent Pierce : QCF x 2 + A/C ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ d A, d A d A, d B d B, d A d B, d B d A, s A d A, s B d A, d A, d A d A, d B, d A d B, d A, d A d B, d B, d A d A, s A, d A d A, s B, s A d A, d A, d B d A, d B, d B d B, d A, d B d B, d B, d B d A, s A, d B d A, s B, d B d A, d A, s A d A, d B, s A d B, d A, s A d B, d B, s A d A, s A, s A d A, d C d B, d C j A -> j B j B -> j B j C -> j B j D -> j B j A -> j A j B -> j A j C -> j A j D -> j A ++ d A, d A, fw + B ++ d B, d A, fw + B ++ d A, d A, d A, fw + B ++ d B, d B, d A, fw + B ++ s C, fw + B ++ d C, fw + B ++ d B, d C, fw + B ++ dwn D, fw + B _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) s C/D d C -> QCF + A standing heavy punch/kick or crouching heavy punch combo-ed into qcf + A. [ hit] s C/D d C -> QCB + K standing heavy punch/kick or crouching heavy punch combo-ed into qcb + B or D. [ hit] s C/D d C -> DP + A standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A. [ hit] s C/D d C -> DP + C -> DP + A standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + C then into uppercut + A finisher. [ hit] (DM) s C/D d C -> QCF, HCB + K standing heavy punch/kick or crouching heavy punch combo-ed into qcf, hcb + B or D. [ hit] (DM) s C/D d C -> QCF, QCF + A/C standing heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + A or C. [ hit] (CSP) j A~D s C/D cx D -> d C -> QCF + A jumping attack with A/B/C/D or crossup with D, standing heavy punch/kick or crouching heavy punch combo-ed into qcf + A. [ hit] (CSP) j A~D s C/D cx D -> d C -> QCB + K jumping attack with A/B/C/D or crossup with D, standing heavy punch/kick or crouching heavy punch combo-ed into qcb + B or D. [ hit] (CSP) j A~D s C/D cx D -> d C -> DP + A jumping attack with A/B/C/D or crossup with D, standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A. [ hit] (CSP) j A~D s C/D cx D -> d C -> DP + C -> DP + A/C jumping attack with A/B/C/D or crossup with D, standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + C then into uppercut + A/C finisher. [ hit] (DM)(CSP) j A~D s C/D cx D -> d C -> QCF, HCB + K jumping attack with A/B/C/D or crossup with D, standing heavy punch/kick or crouching heavy punch combo-ed into qcf, hcb + B or D. [ hit] (DM)(CSP) j A~D s C/D cx D -> d C -> QCF, QCF + A/C jumping attack with A/B/C/D or crossup with D, standing heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + A or C. [ hit] _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) = 1 HC 2 HC 3 HC --> QCB + B any 1, 2 or 3 hit light chain combo-ed into qcb + B. [ hit] = 1 HC 2 HC 3 HC --> DP + C -> DP + A/C any 1, 2 or 3 hit light chain combo-ed into uppercut + C, then uppercut + A/C finisher. [ hit] +(DM) 1 HC 2 HC 3 HC --> QCF, HCB + B/D any 1, 2 or 3 hit light chain combo-ed into qcf, hcb + B or D. [ hit] +(DM) 1 HC 2 HC 3 HC --> QCF, QCF + A/C any 1, 2 or 3 hit light chain combo-ed into qcf, qcf + A or C. [ hit] +(CSP) 1 HC 2 HC cx D -> 3 HC --> QCB + B crossup with D, any 1, 2 or 3 hit light chain combo-ed into qcb + B. [ hit] +(CSP) 1 HC 2 HC cx D -> 3 HC --> DP + C -> DP + A/C crossup with D, any 1, 2 or 3 hit light chain combo-ed into uppercut + C, then uppercut + A/C finisher. [ hit] +(CSP)(DM) 1 HC 2 HC cx D -> 3 HC --> QCF, HCB + B/D crossup with D, any 1, 2 or 3 hit light chain combo-ed into qcf, hcb + B or D. [ hit] +(CSP)(DM) 1 HC 2 HC cx D -> 3 HC --> QCF, QCF + A/C crossup with D, any 1, 2 or 3 hit light chain combo-ed into qcf, qcf + A or C. [ hit] (EX) AB --> A~D --> etc. AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are available for Yuri, that may start from standing C/D or down C. [ hit] Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have the same characteristics as a standing CD that his opponent in mid air. if "COUNTER" appears, the dodge hit can also combo just like a CD attack. (Refer to Goro for some useful combos of such nature) __ ___ _\__\ / /___ _____ ____ _______ _____ _____ __ ____ _____ _____ _____ / ___/\/ / == / ___/ __ /__ __/ / __/ / \/ \/ = // / __/ / _/_\ / __/ _/_/ \ / / / /__/ = / / == / = /_\ \ /____// /__/ /____/__/\__\ /__/ /____/_____/__/\__/\__/_____/____ /_____/ / /\ \ (WARNING : High level of skill/experience needed.) /__/ \__\ + d B -> d C -> QCF + A crouching light kick chained into crouching heavy punch, combo-ed into qcf + A. [ hit] + d B -> d C -> QCB + B/D crouching light kick chained into crouching heavy punch, combo-ed into qcb + B or D. [ hit] + d B -> d C -> DP + C -> DP + P crouching light kick chained into crouching heavy punch, combo-ed into uppercut + C, then into uppercut + A or C finisher. [ hit] +(DM) d B -> d C -> QCF, HCB + B/D crouching light kick chained into crouching heavy punch, combo-ed into qcf, hcb + B or D. [ hit] +(DM) d B -> d C -> QCF, QCF + A/C crouching light kick chained into crouching heavy punch, combo-ed into qcf, qcf + A or C. [ hit] +(CSP) cx D -> d B -> d C -> QCF + A crossup with D, crouching light kick chained into crouching heavy punch, combo-ed into qcf + A. [ hit] +(CSP) cx D -> d B -> d C -> QCB + B/D crossup with D, crouching light kick chained into crouching heavy punch, combo-ed into qcb + B or D. [ hit] +(CSP) cx D -> d B -> d C -> DP + C -> DP + P crossup with D, crouching light kick chained into crouching heavy punch, combo-ed into uppercut + C, then into uppercut + A or C finisher. [ hit] +(DM)(CSP) cx D -> d B -> d C -> QCF, HCB + B/D crossup with D, crouching light kick chained into crouching heavy punch, combo-ed into qcf, hcb + B or D. [ hit] +(DM)(CSP) cx D -> d B -> d C -> QCF, QCF + A/C crossup with D, crouching light kick chained into crouching heavy punch, combo-ed into qcf, qcf + A or C. [ hit] (CSP) j A~D cx D -> DP + A jumping attack with A/B/C/D or crossup with D, combo-ed into uppercut + A. [ hit] (CSP) j A~D cx D -> QCB + B jumping attack with A/B/C/D or crossup with D, combo-ed into qcb + B. [ hit] (DM)(CSP) j A~D cx D -> QCF, QCF + A/C jumping attack with A/B/C/D or crossup with D, combo-ed into qcf, qcf + A or C. [ hit] __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (CNT)(C) j A/B/C QCB + P -> s A/C/D qcb + A or C, "COUNTER", then juggle with standing A/C/D or jumping with A/B/C. [ hit] (CNT)(C) QCB + P -> QCB + B/D qcb + A or C, "COUNTER", qcb + B or D. [ hit] (CNT)(C) QCB + P -> DP + C -> DP + P qcb + A or C, "COUNTER", then juggle with uppercut + C, finished with uppercut + A or C. [ hit] (DM)(CNT)(C) QCB + P -> QCF, QCF + A/C qcb + A or C, "COUNTER", then juggle with qcf, qcf + A or C. [ hit] (CNT) s CD -> QCF + A/C standing CD(body toss attack),"COUNTER", juggled with qcf + A or C. [ hit] (CNT) s CD -> DP + C -> DP + P standing CD(body toss attack),"COUNTER", juggled with uppercut + C, then finished with uppercut + A or C. [ hit] (CNT) s CD -> QCB + B/D standing CD(body toss attack),"COUNTER", juggled with qcb + B/D. [ hit] (CNT)(DM) s CD -> QCF, HCB + B/D standing CD(body toss attack),"COUNTER", juggled with qcf, hcb + B or D. [ hit] (CNT)(DM) s CD -> QCF, QCF + A/C standing CD(body toss attack),"COUNTER", juggled with qcf, qcf + A or C. [ hit] (CNT)(DM) s CD -> fw, HCF + A/C standing CD(body toss attack),"COUNTER", juggled with fw, hcf + A or C. [ hit] (CNT) j CD -> fw + B jumping CD(body toss attack),"COUNTER", juggled with forward + B. [ hit] (CNT) j CD -> QCB + A jumping CD(body toss attack),"COUNTER", juggled with qcb + A. [ hit] (CNT) j CD -> QCF + A/C jumping CD(body toss attack),"COUNTER", juggled with qcf + A or C. [ hit] (CNT) j CD -> DP + C -> DP + P jumping CD(body toss attack),"COUNTER", juggled with uppercut + C, finished with uppercut + A or C. [ hit] (CNT) j CD -> QCB + K jumping CD(body toss attack),"COUNTER", combo-ed with qcb + B or D. [ hit] (CNT)(DM) j CD -> QCF, QCF + A/C jumping CD(body toss attack),"COUNTER", combo-ed with qcf, qcf + A or C. [ hit] 3.3.3b ----------------- Yuri Sakazaki '95 ----------------- Moveslist --------- Swallow Wing : fw + B(overhead) +-------------------------------------------------------------------------------------------+ Tiger Projectile : QCF + A/C(air projectile) Reverse Gleam Fist : QCB + A/C Lightning Gleam Fist : QCF + B/D Hundred Violent Slaps : HCB + B/D +-------------------------------------------------------------------------------------------+ Supreme King : fw, HCF + A/C Flying Roaring Fist Flying Swallow : QCF, HCB + B/D Phoenix Leg Flying Swallow Violent Pierce : QCF x 2 + A/C ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ d A, d A d A, d B d B, d A d B, d B d A, s A d A, s B d A, d A, d A d A, d B, d A d B, d A, d A d B, d B, d A d A, s A, d A d A, s B, s A d A, d A, d B d A, d B, d B d B, d A, d B d B, d B, d B d A, s A, d B d A, s B, d B d A, d A, s A d A, d B, s A d B, d A, s A d B, d B, s A d A, s A, s A d A, d C d B, d C j A -> j B j B -> j B j C -> j B j D -> j B j A -> j A j B -> j A j C -> j A j D -> j A ++ d A, d A, fw + B ++ d B, d A, fw + B ++ d A, d A, d A, fw + B ++ d B, d B, d A, fw + B ++ s C, fw + B ++ d C, fw + B ++ d B, d C, fw + B ++ dwn D, fw + B _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) s C/D d C -> QCF + P standing heavy punch/kick or crouching heavy punch combo-ed into qcf + A or C. [ hit] s C/D d C -> QCB + P standing heavy punch/kick or crouching heavy punch combo-ed into qcb + A or C. [ hit] (DM) s C/D d C -> QCF, HCB + K standing heavy punch/kick or crouching heavy punch combo-ed into qcf, hcb + B or D. [ hit] (DM) s C/D d C -> QCF, QCF + A/C standing heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + A or C. [ hit] (CSP) j A~D s C/D cx D -> d C -> QCF + P jumping attack with A/B/C/D or crossup with D, standing heavy punch/kick or crouching heavy punch combo-ed into qcf + A or C. [ hit] (CSP) j A~D s C/D cx D -> d C -> QCB + P jumping attack with A/B/C/D or crossup with D, standing heavy punch/kick or crouching heavy punch combo-ed into qcb + A or C. [ hit] (DM)(CSP) j A~D s C/D cx D -> d C -> QCF, HCB + K jumping attack with A/B/C/D or crossup with D, standing heavy punch/kick or crouching heavy punch combo-ed into qcf, hcb + B or D. [ hit] (DM)(CSP) j A~D s C/D cx D -> d C -> QCF, QCF + A/C jumping attack with A/B/C/D or crossup with D, standing heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + A or C. [ hit] _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) +(DM) 1 HC 2 HC 3 HC --> QCF, HCB + B/D any 1, 2 or 3 hit light chain combo-ed into qcf, hcb + B or D. [ hit] +(DM) 1 HC 2 HC 3 HC --> QCF, QCF + A/C any 1, 2 or 3 hit light chain combo-ed into qcf, qcf + A or C. [ hit] +(CSP)(DM) 1 HC 2 HC cx D -> 3 HC --> QCF, HCB + B/D crossup with D, any 1, 2 or 3 hit light chain combo-ed into qcf, hcb + B or D. [ hit] +(CSP)(DM) 1 HC 2 HC cx D -> 3 HC --> QCF, QCF + A/C crossup with D, any 1, 2 or 3 hit light chain combo-ed into qcf, qcf + A or C. [ hit] (EX) AB --> A~D --> etc. AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are available for Yuri, that may start from standing C/D or down C. [ hit] Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have the same characteristics as a standing CD that his opponent in mid air. if "COUNTER" appears, the dodge hit can also combo just like a CD attack. (Refer to Goro for some useful combos of such nature) __ ___ _\__\ / /___ _____ ____ _______ _____ _____ __ ____ _____ _____ _____ / ___/\/ / == / ___/ __ /__ __/ / __/ / \/ \/ = // / __/ / _/_\ / __/ _/_/ \ / / / /__/ = / / == / = /_\ \ /____// /__/ /____/__/\__\ /__/ /____/_____/__/\__/\__/_____/____ /_____/ / /\ \ (WARNING : High level of skill/experience needed.) /__/ \__\ + d B -> d C -> QCF + A/C crouching light kick chained into crouching heavy punch, combo-ed into qcf + A or C. [ hit] + d B -> d C -> QCB + P crouching light kick chained into crouching heavy punch, combo-ed into qcb + A or C. [ hit] +(DM) d B -> d C -> QCF, HCB + B/D crouching light kick chained into crouching heavy punch, combo-ed into qcf, hcb + B or D. [ hit] +(DM) d B -> d C -> QCF, QCF + A/C crouching light kick chained into crouching heavy punch, combo-ed into qcf, qcf + A or C. [ hit] +(CSP) cx D -> d B -> d C -> QCF + P crossup with D, crouching light kick chained into crouching heavy punch, combo-ed into qcf + A or C. [ hit] +(CSP) cx D -> d B -> d C -> QCB + P crossup with D, crouching light kick chained into crouching heavy punch, combo-ed into qcb + A or C. [ hit] +(DM)(CSP) cx D -> d B -> d C -> QCF, HCB + B/D crossup with D, crouching light kick chained into crouching heavy punch, combo-ed into qcf, hcb + B or D. [ hit] +(DM)(CSP) cx D -> d B -> d C -> QCF, QCF + A/C crossup with D, crouching light kick chained into crouching heavy punch, combo-ed into qcf, qcf + A or C. [ hit] (DM)(CSP) j A~D cx D -> QCF, QCF + A/C jumping attack with A/B/C/D or crossup with D, combo-ed into qcf, qcf + A or C. [ hit] __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (CNT)(C)(MID) j A/B/C QCB + P -> s A/C/D qcb + A or C, "COUNTER", then juggle with standing A/C/D or jumping with A/B/C. [ hit] (CNT)(C)(MID) QCB + P -> QCB + P qcb + A or C, "COUNTER", then into another qcb + A or C [ hit] (DM)(CNT)(C)(MID) QCB + P -> QCF, QCF + A/C qcb + A or C, "COUNTER", then juggle with qcf, qcf + A or C. [ hit] (CNT) s CD -> QCF + A/C standing CD(body toss attack),"COUNTER", juggled with qcf + A or C. [ hit] (CNT) s CD -> QCB + P standing CD(body toss attack),"COUNTER", juggled with qcb + A or C. [ hit] (CNT)(DM) s CD -> QCF, HCB + B/D standing CD(body toss attack),"COUNTER", juggled with qcf, hcb + B or D. [ hit] (CNT)(DM) s CD -> QCF, QCF + A/C standing CD(body toss attack),"COUNTER", juggled with qcf, qcf + A or C. [ hit] (CNT)(DM) s CD -> fw, HCF + A/C standing CD(body toss attack),"COUNTER", juggled with fw, hcf + A or C. [ hit] (CNT) j CD -> fw + B jumping CD(body toss attack),"COUNTER", juggled with forward + B. [ hit] (CNT) j CD -> QCB + A?C jumping CD(body toss attack),"COUNTER", juggled with qcb + A or C. [ hit] (CNT) j CD -> QCF + A/C jumping CD(body toss attack),"COUNTER", juggled with qcf + A or C. [ hit] (CNT)(DM) j CD -> QCF, QCF + A/C jumping CD(body toss attack),"COUNTER", combo-ed with qcf, qcf + A or C. [ hit] (OPD) 1 HC -> s D -> etc. any early 1 hit light chain, into standing heavy kick, combo-ed into any combination preferred. Note : the early single hit chain hits opponent at the last frame. [ hit] ============================================================================================== 3.4 ______________________ / / New Ikari Team /_____________________/ 3.4.1 ------- Leona ------- Moveslist --------- Strike Arc : fw + B (overhead) +--------------------------------------------------------------------------------------------+ Moon Slasher : dn s up + A/C(anti air) X Caliber : dn s up + B/D(low priority anti-air) Baltic Launcher : bk s fw + A/C(anti-air) Ground Saber : bk s fw + B/D(low priority anti-air) Sonic Kick : fw + D (after D Ground Saber) Eye Slasher : QCB + A/C Earring Bomb : QCB + B/D(anti-air) +-------------------------------------------------------------------------------------------+ V Slasher : QCF, HCB + A/C (mid-air) Gravity Storm : QCF x 2 + A/C(anti-air) Rebel Spark : QCB, HCF + B/D ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ d A, d A d B, d A d B, d B s A, d A s B, d A s B, d B d A, s A d B, s A s A, s A s B, s A d A, d A, d A d A, d A, d B d B, d A, d A d B, d A, d B d B, d B, d A d B, d B, d B s A, d A, d A s A, d A, d B s B, d A, d A s B, d A, d B s B, d B, d A s B, d B, d B d A, s A, d A d A, s A, d B d B, s A, d A d B, s A, d B s A, s A, d A s A, s A, d B s B, s A, d A s B, s A, d B d A, d A, d A, d B d A, d A, d B, d B d B, d A, d A, d B d B, d A, d B, d B d B, d B, d A, d B d B, d B, d B, d B s A, d A, d A, d B s A, d A, d B, d B s B, d A, d A, d B s B, d A, d B, d B s B, d B, d A, d B s B, d B, d B, d B d A, s A, d A, d B d A, s A, d B, d B d B, s A, d A, d B d B, s A, d B, d B s A, s A, d A, d B s A, s A, d B, d B s B, s A, d A, d B s B, s A, d B, d B ++ d A, d A, fw + B ++ d B, d A, fw + B ++ d A, d A, d A, fw + B ++ d B, d A, d A, fw + B ++ d B, d B, d A, fw + B j A -> j A j B -> j A j C -> j A j D -> j A j A -> j C j B -> j C j C -> j C j D -> j C j A -> j D j B -> j D j C -> j D j D -> j D s C(1 hit), fw + B d C, fw + B s D(1 hit), fw + B s D(2 hits), fw + B _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) s C d C s D -> dwn s up + A/C standing(1 hit)/crouching heavy punch or standing heavy kick (1 or 2 hit) combo-ed into dwn s up + A or C. [2 hit] (C) s C d C s D -> dwn s up + B/D standing(1 hit)/crouching heavy punch or standing heavy kick (1 hit) combo-ed into dwn s up + B or D. [2 hit] (DM) s C d C s D -> QCB, HCF + B/D standing(1 hit)/crouching heavy punch or standing heavy kick (1 or 2 hit) combo-ed into qcb, hcf + B or D. [2~3 hit] (CSP) s C cx C/D d C j A~D -> s D -> dwn s up + A/C jumping attack with A/B/C/D or crossup with C/D, standing(1 hit)/crouching heavy punch or standing heavy kick (1 or 2 hit) combo-ed into dwn s up + A or C. [3 hit] (C)(CSP) s C cx C/D d C j A~D -> s D -> dwn s up + B/D jumping attack with A/B/C/D or crossup with C/D, standing(1 hit)/crouching heavy punch or standing heavy kick (1 or 2 hit) combo-ed into dwn s up + B or D. Note : this combos works better for medium to larger sized characters. [3 hit] (CSP)(DM) s C cx C/D d C j A~D -> s D -> QCB, HCF + B/D jumping attack with A/B/C/D or crossup with C/D, standing(1 hit)/crouching heavy punch or standing heavy kick (1 or 2 hit) combo-ed into qcb, hcf + B or D. [3~4 hit] _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) + 1 HC 2 HC 3 HC -> dwn s up + C any 1, 2 or 3 hit light chain, combo-ed into dwn s up + C Note : light chains must be those that end with As only. A version is combo-able from 1 or 2 hit light chain. [ hit] + 1 HC cx C/D 2 HC j A~D - > 3 HC -> dwn s up + C jumping attack with A/B/C/D or crossup with C/D, any 1, 2 or 3 hit light chain, combo-ed into dwn s up + C. Note : light chains must be those that end with As only. A version is combo-able from 1 or 2 hit light chain. [ hit] +(C) 1 HC -> dwn s up + B/D any 1 hit light chain, combo-ed into dwn s up + B or D. [2 hit] +(DM) 1 HC s D(1 hit) -> QCF, QCF + A/C any 1 hit light chain or standing heavy kick(1 hit) combo-ed into qcf, qcf + A or C. [ hit] +(DM) cx C/D 1 HC j A~D - > s D(1 hit) -> QCF, QCF + A/C jumping attack with A/B/C/D or crossup with C/D, any 1 hit light chain or standing heavy kick(1 hit) combo-ed into qcf, qcf + A or C. [ hit] bk s fw + A/C -> fw + B launch baltic launcher, bk s fw + A or C, then juggle with forward + B. [ hit] s CD bk s fw + A/C -> s A~D launch baltic launcher, bk s fw + A or C, then juggle with standing A/B/C/D or CD(body toss attack). [ hit] j CD bk s fw + A/C -> j A~D launch baltic launcher, bk s fw + A or C, then juggle with jumping A/B/C/D or CD(body toss attack). [ hit] bk s fw + C -> bk s fw + D -> fw D launch baltic launcher, bk s fw + A or C, then bk s fw + D(no hit), finished with fw + D. [ hit] bk s fw + C -> dwn s up + B/D launch baltic launcher, bk s fw + A or C, then juggle with dwn s up + B or D. [ hit] (DM) bk s fw + A/C -> j QCF, HCB + A/C launch baltic launcher, bk s fw + A or C, then juggle with jumping qcf, hcb + A or C. [ hit] (DM) bk s fw + A/C -> QCF, QCF + A/C launch baltic launcher, bk s fw + A or C, then juggle with qcf, qcf + A or C. [ hit] (C) bk s fw + K -> s A~D launch ground sabre, bk s fw + B or D, then juggle with standing A/B/C/D. [ hit] j CD bk s fw + K -> j A~D launch ground sabre, bk s fw + B or D, then juggle with jumping A/B/C/D or CD(body toss attack). Note : works better in corner, or near corner. [ hit] (C) bk s fw + K -> dwn s up + B/D launch ground sabre, bk s fw + B or D, then juggle with dwn s up + B or D. [ hit] (DM) bk s fw + K -> j QCF, HCB + A/C launch ground sabre, bk s fw + B or D, then juggle with jumping qcf, hcb + A or C. [ hit] (DM)(C) bk s fw + K -> QCF, QCF + A/C launch ground sabre, bk s fw + B or D, juggle with qcf, qcf + A or C. [ hit] (DM)(C) bk s fw + K -> QCB, HCF + B/D launch ground sabre, bk s fw + B or D, then juggle with jumping qcb, hcf + B or D. Note : u must start to turn qcf, hcb command as soon as the ground sabre hits. [ hit] (DM) j B/D -> QCF, HCB + A/C jumping attack with B or D, and combo-ed into qcf, hcb + A or C, while in mid air. [ hit] +(DM) j A~D -> j B/D -> QCF, HCB + A/C jumping attack with A/B/C/d, then do another jumping attack with B or D, and combo-ed into qcf, hcb + A or C, while in mid air. Note : must be fast to do this. [ hit] (EX) AB --> A~D --> etc. AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are available for , that may start from standing C/D or down C. [ hit] Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have the same characteristics as a standing CD that his opponent in mid air. if "COUNTER" appears, the dodge hit can also combo just like a CD attack. (Refer to Goro for some useful combos of such nature) __ ___ _\__\ / /___ _____ ____ _______ _____ _____ __ ____ _____ _____ _____ / ___/\/ / == / ___/ __ /__ __/ / __/ / \/ \/ = // / __/ / _/_\ / __/ _/_/ \ / / / /__/ = / / == / = /_\ \ /____// /__/ /____/__/\__\ /__/ /____/_____/__/\__/\__/_____/____ /_____/ / /\ \ (WARNING : High level of skill/experience needed.) /__/ \__\ +(DM) s C d C s D s C(far) -> fw + B -> QCF, HCB + B/D standing/crouching heavy punch or standing heavy kick(1 or 2 hit) or far standing heavy punch, chained into forward + B then combo-ed into qcf, hcb + B or D. Note : this combo does not excatly require expert skills, but its still kinda difficult to pull off. [ hit] +(CSP)(DM) s C cx C/D d C j A~D -> s D -> fw + B -> QCF, HCB + B/D jumping attack with A/B/C/D or crossup with C/D, standing/crouching heavy punch or standing heavy kick(1 or 2 hit), chained into forward + B then combo-ed into qcf, hcb + B or D. Note : this combo does not excatly require expert skills, but its still kinda difficult to pull off. [ hit] __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (CNT) s CD -> dwn s up + A/C standing CD(body toss attack), "COUNTER", combo-ed into dwn s up + A or C. [ hit] (CNT)(C) s CD -> dwn s up + B/D standing CD(body toss attack), "COUNTER", combo-ed into dwn s up + B or D. [ hit] (CNT)(C) s CD -> QCF, QCF + A/C standing CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + A or C. [ hit] (CNT) j CD -> fw + B jumping CD(body toss attack), "COUNTER", juggled with forward + B. [ hit] (CNT)(C) s CD j CD -> s A~D jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD j CD -> j A~D jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. [ hit] (CNT)(C) j CD -> dwn s up + A/C jumping CD(body toss attack), "COUNTER", juggled with dwn s up + A or C. [ hit] (CNT)(C) j CD -> dwn s up + B/D jumping CD(body toss attack), "COUNTER", juggled with dwn s up + B or D. [ hit] (CNT)(DM)(C) j CD -> QCB, HCF + A/C jumping CD(body toss attack), "COUNTER", juggled with qcf, qcf + A or C. [ hit] (CNT)(DM) j CD -> j QCF, HCB + A/C jumping CD(body toss attack), "COUNTER", juggled with jumping qcf, hcb + A or C. [ hit] (CNT)(DM)(MID) j CD -> QCF, HCB + A/C jumping CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + A or C. Note : combo-ed in mid air. [ hit] (CNT)(DM)(C) j CD -> QCF, QCF + A/C jumping CD(body toss attack), "COUNTER", juggled with qcf, qcf + A or C. [ hit] (OPD) d B -> s C/D -> etc. early crouching light kick chained into standing heavy punch or kick, combo-ed into any combination preferred. Note : crouching light kick hits opponent at last frame to allow s C/D to combo. [ hit] 3.4.2 ----------- Ralf Jones ----------- Moveslist --------- Vulcan Punch : rapid A/C(low priority anti-air) Gatling Attack : bk s fw + A/C Diving Bomb Punch : dwn s up + A/C(anti air) Aerial Diving Bomb Punch : QCF + A/C (mid-air) Ralf Kick : bk s fw + B/D(low priority anti-air) Super Argentine Backbreaker : HCF + B/D (close) +-------------------------------------------------------------------------------------------+ Blazing Vulcan Punch : QCF, HCB + A/C Horse-Mounted Vulcan Punch : QCB, HCF + B/D Galactica Phantom : QCF x 2 + A/C ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ j A -> j B j B -> j B j C -> j B j D -> j B j A -> j C j B -> j C j C -> j C j D -> j C _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) 1 HC s C d C -> bk s fw + A/C any 1 hit light chain or standing/crouching heavy punch combo-ed into bk s fw + A or C. [ hit] 1 HC s C d C -> HCF + K any 1 hit light chain or standing/crouching heavy punch combo-ed into hcf + B or D. [ hit] 1 HC s C d C -> rapid A/C any 1 hit light chain or standing/crouching heavy punch combo-ed into rapid A or C. [ hit] (DM) s C d C -> QCB, HCF + B/D standing or crouching heavy punch combo-ed into qcb, hcf + B or D. [ hit] (DM) s C d C -> QCF, HCB + A/C standing or crouching heavy punch combo-ed into qcf, hcb + A or C. [ hit] (CSP) 1 HC cx C s C j A~D -> d C -> bk s fw + A/C jumping attack with A/B/C/D or crossup with C,any 1 hit light chain or standing/crouching heavy punch combo-ed into bk s fw + A or C. [ hit] (CSP) 1 HC cx C s C j A~D -> d C -> HCF + K jumping attack with A/B/C/D or crossup with C,any 1 hit light chain or standing/crouching heavy punch combo-ed into hcf + B or D. [ hit] (CSP) 1 HC cx C s C j A~D -> d C -> rapid A/C jumping attack with A/B/C/D or crossup with C, any 1 hit light chain or standing/crouching heavy punch combo-ed into rapid A or C. [ hit] (DM)(CSP) cx C s C j A~D -> d C -> QCB, HCF + B/D jumping attack with A/B/C/D or crossup with C, standing or crouching heavy punch combo-ed into qcb, hcf + B or D. [ hit] (DM)(CSP) cx C s C j A~D -> d C -> QCF, HCB + A/C jumping attack with A/B/C/D or crossup with C, standing or crouching heavy punch combo-ed into qcf, hcb + A or C. [ hit] 3.4.3 Not much spectacular combos for Ralf :( Only basic skilled combos.. __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (CNT) s CD -> bk s fw + A/C standing CD(body toss attack), "COUNTER", combo-ed into bk s fw + A or C. [ hit] (CNT)(C) s CD -> dwn s up + A/C standing CD(body toss attack), "COUNTER", combo-ed into dwn s up + A or C. [ hit] (CNT)(C) s CD -> QCF, HCB + A/C standing CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + A or C. [ hit] (CNT)(C) s CD -> QCB, HCF + B/D standing CD(body toss attack), "COUNTER", combo-ed into qcb, hcf + A or C. [ hit] (CNT)(C) s CD j CD -> s A~D jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD j CD -> j A~D jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. [ hit] (CNT)(C) j CD -> dwn s up + A/C jumping CD(body toss attack), "COUNTER", juggled with dwn s up + A or C. [ hit] (CNT) j CD -> bk s fw + A/C jumping CD(body toss attack), "COUNTER", combo-ed into bk s fw + A or C. [ hit] (CNT)(DM)(C) j CD -> QCB, HCF + B/D jumping CD(body toss attack), "COUNTER", juggled with qcf, qcf + A or C. [ hit] (CNT)(DM)(C) j CD -> QCF, HCB + A/C jumping CD(body toss attack), "COUNTER", juggled with jumping qcf, hcb + A or C. [ hit] (CNT)(C) s CD bk s fw + B/D -> s A~D bk s fw + B/D, "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. [ hit] (CNT)(C) bk s fw + B/D -> j A~D bk s fw + B/D, "COUNTER", juggled with jumping A/B/C/D. [ hit] (CNT)(C) bk s fw + B/D -> dwn s up + A/C bk s fw + B/D, "COUNTER", juggled with dwn s up + A or C. [ hit] (CNT)(C) bk s fw + B/D -> bk s fw + A/C bk s fw + B/D, "COUNTER", juggled with bk s fw + A or C. [ hit] (CNT)(DM)(C) bk s fw + B/D -> QCB, HCF + B/D bk s fw + B/D, "COUNTER", juggled with qcb, hcf + B or D. [ hit] (CNT)(DM)(C) bk s fw + B/D -> QCF, HCB + A/C bk s fw + B/D, "COUNTER", juggled with jumping qcf, hcb + A or C. [ hit] ------------ Clark Steel ------------ Moveslist --------- Stomping : fw + B(low forward kick) +-------------------------------------------------------------------------------------------+ Napalm Stretch : DP + A/C(anti air) Frankensteiner : DP + B/D(anti-air) Rolling Cradle'95 : HCF + A Rolling Cradle'97 : HCF + C Argentine Back Breaker : HCF + D (close) Flashing Elbow : QCF + A/C (after any command throw) Vulcan Punch : rapid A/C +-------------------------------------------------------------------------------------------+ Ultra Argentine Backbreaker : HCB x 2 + A/C (close) Running Spree : HCF x 2 + B/D ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ d A, d A d B, d A s A, s A d B, s A d A, d B d B, d B d A, s B d B, s B j A -> j B j B -> j B j C -> j B j D -> j B j A -> j A j B -> j A j C -> j A j D -> j A j A -> j D j B -> j D j C -> j D j D -> j D s C(1 hit), fw + B _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) s C 1 HC 2 HC fw + B -> HCF + K -> QCF + A/C standing heavy punch(1 hit) or any 1 or 2 hit light chain or forward + B, combo-ed into hcf + B or D then finish with qcf + A or C. [ hit] s C 1 HC fw + B -> rapid A/C standing heavy punch(1 hit) or any 1 hit light chain or forward + B, combo-ed into rapid A or C. [ hit] s C fw + B -> HCF + A -> QCF + A/C standing heavy punch(1 hit) or any 1 hit light chain or forward + B, combo-ed into hcf + A then finish with qcf + A or C. [ hit] 1 HC -> DP + B/D -> QCF + A/C any 1 hit light chain combo-ed into uppercut + B or D then finish with qcf + A or C. [ hit] +(CSP) s C 1 HC cx B -> 2 HC -> HCF + K -> QCF + A/C crossup with B, then either standing heavy punch(1 hit) or any 1 or 2 hit light chain, combo-ed into hcf + B or D then finish with qcf + A or C. Note : works from jumping in with A/B/C/D as well, instead of the crossup B, but not the 2 hit light chains. [ hit] (CSP) cx B s C j A~D -> 1 HC -> rapid A/C crossup with B, then either standing heavy punch(1 hit) or any 1 hit light chain, combo-ed into rapid A or C. [ hit] (CSP) cx B j A~D -> s C -> HCF + A -> QCF + A/C crossup with B, then standing heavy punch(1 hit)combo-ed into hcf + A then finish with qcf + A or C. [ hit] 1 HC -> DP + B/D -> QCF + A/C any 1 hit light chain combo-ed into uppercut + B or D then finish with qcf + A or C. [ hit] cx B -> 1 HC -> DP + B/D -> QCF + A/C crossup with B, then any 1 hit light chain combo-ed into uppercut + B or D then finish with qcf + A or C. [ hit] _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) +(CSP)(C) s C cx B -> 1 HC -> rapid A/C -> s D crossup with B, then either standing heavy punch(1 hit) or any 1 or 2 hit light chain, combo-ed into rapid A or C then standing D. Note : works from jumping in with A/B/C/D as well, instead of the crossup B. [ hit] (CSP)(DM) cx B j A~D -> s C -> HCF x 2 + B crossup with B, then standing heavy punch(1 hit)combo-ed into hcf, hcf + B. [ hit] (CSP)(DM) cx B 1 HC j A~D -> s C -> HCB x 2 + A/C crossup with B, then either any 1 hit light chain or standing heavy punch(1 hit)combo-ed into hcb, hcb + A or C [ hit] (DM)(CSP) cx B -> 1 HC -> HCB x 2 + A/C crossup with B, then any 1 hit light chain combo-ed into uppercut + B or D. [ hit] (EX) AB --> A~D --> etc. AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are available for Clark, that may start from standing C/D or down C. [ hit] Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have the same characteristics as a standing CD that his opponent in mid air. if "COUNTER" appears, the dodge hit can also combo just like a CD attack. (Refer to Goro for some useful combos of such nature) Ah, yet another one without expert-level combos.. __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (CNT) s CD -> rapid A/C standing CD(body toss attack), "COUNTER", combo-ed into rapid + A or C. [ hit] (CNT)(C) s CD -> DP + A standing CD(body toss attack), "COUNTER", combo-ed into uppercut + A. [ hit] (CNT)(C) s CD j CD -> s A~D jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD j CD -> j A~D jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. [ hit] (CNT)(C) j CD -> fw + B jumping CD(body toss attack), "COUNTER", juggled with fw + B. [ hit] (CNT) j CD -> DP + A jumping CD(body toss attack), "COUNTER", combo-ed into uppercut + A. [ hit] ============================================================================================== 3.5 ___________________________ / / Psycho Soldier Team /__________________________/ 3.5.1 --------------- Athena Asamiya --------------- Moveslist --------- Chain Thigh : fw + B(hop double kick) Phoenix Bomb : dwn + B (mid-air overhead(EXTRA)) +-------------------------------------------------------------------------------------------+ Psycho Ball Attack : QCB + A/C(low priority anti-air)/(air projectile) Psycho Sword : DP + A/C(anti air) Aerial Psycho Sword : DP + A/C(mid-air anti air) Phoenix Arrow : QCB + B/D(mid air) Psychic Teleport : QCF + B/D Classic Psycho Reflector : HCB + B(low priority anti-air) Neo Psycho Reflector : HCB + D +-------------------------------------------------------------------------------------------+ Shining Crystal Bit : HCB x 2 + A/C(anti-air) Crystal Bit Shoot : QCB + A/C (during Shining Crystal Bit) Phoenix Fang Arrow : QCF x 2 + B/D(mid-air) ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ d A, d A d A, d B d B, d A d B, d B d A, s A d A, s B d B, s A s A, s A d B, s B s A, d A s B, d A s B, d B s B, s A s B, s B d A, d A, s A d B, d A, s A d B, d B, s A d A, s A, s A d B, s A, s A d B, s B, s A s A, d A, s A s B, d A, s A s B, d B, s A s A, s A, s A s B, s A, s A s B, s B, s A d A, d A, s B d B, d A, s B d B, d B, s B d A, s A, s B d B, s A, s B d B, s B, s B s A, d A, s B s B, d A, s B s B, d B, s B s A, s A, s B s B, s A, s B s B, s B, s B d A, fw + B d B, fw + B s A, fw + B s B, fw + B ++ d A, d A, fw + B ++ d B, d A, fw + B ++ d B, d B, fw + B ++ d A, s A, fw + B ++ d B, s A, fw + B ++ d B, s B, fw + B ++ s A, d A, fw + B ++ s B, d A, fw + B ++ s B, d B, fw + B ++ s A, s A, fw + B ++ s B, s A, fw + B ++ s B, s B, fw + B s C, fw + B d C, fw + B s D, fw + B j A -> j A j B -> j A j C -> j A j D -> j A j A -> j B j B -> j B j C -> j B j D -> j B j A -> j D j B -> j D j C -> j D j D -> j D (MID) j A -> d B jump A, then down + B command attack in mid air (MID) j C -> d B jump C, then down + B command attack in mid air (MID) ++ j CD -> d B jump CD, then down + B command attack in mid air _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) s C/D d C -> DP + A/C standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C. [ hit] 1 HC -> HCF + A/C any 1 hit light chain, combo-ed into hcf + A or C. [ hit] + 1 HC 2 HC 3 HC -> DP + A/C any 1, 2 or 3 hit light chain, combo-ed into uppercut + A or C. [ hit] (C) fw + B -> DP + A/C forward + B, combo-ed into uppercut + A or C. [ hit] (C) fw + B -> QCB + B/D forward + B, combo-ed into qcb + B or D. [ hit] (C)(DM) fw + B -> HCB x 2 + A/C forward + B, combo-ed into hcb, hcb + A or C. [ hit] (C)(DM) fw + B -> QCF x 2 + B/D forward + B, combo-ed into qcf, qcf + B or D. [ hit] (CSP) cx B s C/D j A~D -> d C -> DP + A/C crossup with B ot jumping with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C. [ hit] (CSP) cx B 1 HC j A~D -> 2 HC -> DP + A/C crossup with B ot jumping with A/B/C/D, any 1 or 2 hit light chain, combo-ed into uppercut + A or C. [ hit] _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) (CSP) s C/D cx B -> d C -> QCB + C crossup with B, standing heavy punch/kick or crouching heavy punch combo-ed into qcb + C. [ hit] (CSP)(DM) s C/D cx B -> d C -> HCB x 2 + A/C crossup with B, standing heavy punch/kick or crouching heavy punch combo-ed into hcb, hcb + A or C. [ hit] (CSP) cx B j CD j A/B -> 1 HC -> HCF + A/C -> j A~D crossup with B or jumping with A/B, any 1 hit light chain, combo-ed into hcf + A or C then follow up with jumping A/B/C/D or CD(body toss atack). [ hit] (CSP) cx B j A/B -> 1 HC -> HCF + A/C -> dash/hop s A~D crossup with B or jumping with A/B, any 1 hit light chain, combo-ed into hcf + A or C then follow up with dash/hop in with standing A/B/C/D. [ hit] (CSP) cx B j A/B -> 1 HC -> HCF + A/C -> fw + B crossup with B or jumping with A/B, any 1 hit light chain, combo-ed into hcf + A or C then follow up with forward + B. [ hit] (CSP) cx B j A/B -> 1 HC -> HCF + A/C -> QCB + A/C crossup with B or jumping with A/B, any 1 hit light chain, combo-ed into hcf + A or C then follow up with qcb + A or C. [ hit] (CSP) cx B j A/B -> 1 HC -> HCF + A/C -> DP + A/C crossup with B or jumping with A/B, any 1 hit light chain, combo-ed into hcf + A or C then follow up with uppercut + A or C. [ hit] (CSP)(DM) cx B j A/B -> 1 HC -> HCF + A/C -> j QCF, QCF + B/D crossup with B or jumping with A/B, any 1 hit light chain, combo-ed into hcf + A or C then follow up with jumping qcf, qcf + B or D. Note : the DM only hit a few hits. [ hit] (CSP)(DM) cx B dash/hop HCB x 2 + A/C j A/B -> 1 HC -> HCF + A/C -> j HCB x 2 + A/C crossup with B or jumping with A/B, any 1 hit light chain, combo-ed into hcf + A or C then follow up with either a jumping, dashing or hopping with hcb, hcb + A/C. [ hit] (C)(CSP) cx B j A~D -> fw + B -> DP + A/C crossup with B or jumping with A/B/C/D, forward + B, combo-ed into uppercut + A or C. [ hit] (C) cx B j A~D -> fw + B -> QCB + B/D crossup with B or jumping with A/B/C/D, forward + B, combo-ed into qcb + B or D. [ hit] (C)(DM) cx B j A~D -> fw + B -> HCB x 2 + A/C crossup with B or jumping with A/B/C/D, forward + B, combo-ed into hcb, hcb + A or C. [ hit] (C)(DM) cx B j A~D -> fw + B -> QCF x 2 + B/D crossup with B or jumping with A/B/C/D, forward + B, combo-ed into qcf, qcf + B or D. [ hit] j A/C -> DP + A/C jumping attack with A or C, then combo-ed into uppercut + A or C while in mid air. [ hit] j A/C -> QCB + B/D jumping attack with A or C, then combo-ed into qcb + B or D while in mid air. [ hit] (DM) j A/C -> QCF, QCF + B/D jumping attack with A or C, then combo-ed into qcf, qcf + B or D while in mid air. [ hit] (DM) j A/C -> HCB x 2 + A/C jumping attack with A or C, then combo-ed into hcb, hcb + A or C while in mid air. [ hit] (C) s C/D d C 1 HC -> fw + B -> DP + A/C standing heavy punch/kick or crouching heavy punch or any 1 hit light chain, into forward + B combo-ed into uppercut + A or C. [ hit] (C) s C/D d C 1 HC -> fw + B -> QCB + K standing heavy punch/kick or crouching heavy punch or any 1 hit light chain, into forward + B combo-ed into qcb + B or D. [ hit] (C)(DM) s C/D d C 1 HC -> fw + B -> HCB x 2 + A/C standing heavy punch/kick or crouching heavy punch or any 1 hit light chain, into forward + B combo-ed into hcb, hcb + A or C. [ hit] (C)(DM) s C/D d C 1 HC -> fw + B -> qcf, qcf + B or D standing heavy punch/kick or crouching heavy punch or any 1 hit light chain, into forward + B combo-ed into qcf, qcf + B or D. Note : works better for medium to large sized characters. [ hit] (C) s C/D d C j A~D -> 1 HC -> fw + B -> DP + A/C jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch or any 1 hit light chain, into forward + B combo-ed into uppercut + A or C. [ hit] (C) s C/D d C j A~D -> 1 HC -> fw + B -> QCB + K jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch or any 1 hit light chain, into forward + B combo-ed into qcb + B or D. [ hit] (C)(DM) s C/D d C j A~D -> 1 HC -> fw + B -> HCB x 2 + A/C jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch or any 1 hit light chain, into forward + B combo-ed into hcb, hcb + A or C. [ hit] (C)(DM) s C/D d C j A~D -> 1 HC -> fw + B -> qcf, qcf + B or D jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch or any 1 hit light chain, into forward + B combo-ed into qcf, qcf + B or D. Note : works better for medium to large sized characters. [ hit] (C)(EX) QCB + A -> fw, fw, d B while opponent in corner, execute air projectile then hop forward and while in fw, fw, hop animation, execute down + B. [ hit] d C/D QCB + A -> dash/hop in s C/D from a distance away, execute air projectile, qcb + A, then dash or hop in with standing or crouching C/D. [ hit] QCB + A -> hj d B from a distance away, execute air projectile, qcb + A, then hyperjump and execute down + B. [ hit] QCB + A -> hj D from a distance away, execute air projectile, qcb + A, then hyperjump attack with D. [ hit] QCB + A -> hj CD from a distance away, execute air projectile, qcb + A, then hyperjump attack with CD(body toss attack). [ hit] (EX) AB --> A~D --> etc. AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are available for , that may start from standing C/D or down C. [ hit] Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have the same characteristics as a standing CD that his opponent in mid air. if "COUNTER" appears, the dodge hit can also combo just like a CD attack. (Refer to Goro for some useful combos of such nature) __ ___ _\__\ / /___ _____ ____ _______ _____ _____ __ ____ _____ _____ _____ / ___/\/ / == / ___/ __ /__ __/ / __/ / \/ \/ = // / __/ / _/_\ / __/ _/_/ \ / / / /__/ = / / == / = /_\ \ /____// /__/ /____/__/\__\ /__/ /____/_____/__/\__/\__/_____/____ /_____/ / /\ \ (WARNING : High level of skill/experience needed.) /__/ \__\ + j A~D -> j A -> DP + A/C jumping attack with A/B/C/D, then jumping A, combo-ed into uppercut + A or C. [ hit] + j A~D -> j A -> QCB + B jumping attack with A/B/C/D, then jumping A, combo-ed into qcb + B. [ hit] +(DM) j A~D -> j A -> HCB x 2 + A/C jumping attack with A/B/C/D, then jumping A, combo-ed into hcb, hcb + A or C. [ hit] +(DM) j A~D -> j A -> QCF x 2 + B/D jumping attack with A/B/C/D, then jumping A, combo-ed into qcf, qcf + B or D. [ hit] (CSP)(BUG) d C/D cx B s C/D j A/B -> 1 HC -> HCF + A/C -> bk bk d B -> QCB + A -> HCF + D -> s CD crossup with B or jumping with A/B, any 1 hit light chain, combo-ed into hcf + A or C then back hop with down + B to go further back, then execute qcb + A, then teleport with hcf + D to enable unblockable bug, and follow up with either standing/crouching heavy punch/kick or a standing CD(body toss attack). Note : if done in corner, there are other variations. although the hits do not increase in the rush counter, it is un-escapable. [ hit] (CSP)(BUG)(DM) cx B j A/B -> 1 HC -> HCF + A/C -> bk bk d B -> QCB + A -> HCF + D -> HCB x 2 + A/C crossup with B or jumping with A/B, any 1 hit light chain, combo-ed into hcf + A or C then back hop with down + B to go further back, then execute qcb + A, then teleport with hcf + D to enable unblockable bug, and follow up with hcb, hcb + A or C. Note : if done in corner, there are other variations. although the hits do not increase in the rush counter, it is un-escapable. [ hit] (C)(CSP)(BUG) 1 HC cx B s C/D j A/B -> 1 HC -> HCF + A/C -> bk bk d B -> QCB + A -> HCF + D -> d C -> fw + B -> DP + A/C crossup with B or jumping with A/B, any 1 hit light chain, combo-ed into hcf + A or C then back hop with down + B to go further back, then execute qcb + A, then teleport with hcf + D to enable unblockable bug, and follow up with standing heavy punch/kick or crouching heavy punch or any 1 hit light chain, chained into forward + B, combo-ed into uppercut + A/C . Note : although the hits do not increase in the rush counter, it is un-escapable. [ hit] (C)(CSP)(BUG) 1 HC cx B s C/D j A/B -> 1 HC -> HCF + A/C -> bk bk d B -> QCB + A -> HCF + D -> d C -> fw + B -> QCB + B/D crossup with B or jumping with A/B, any 1 hit light chain, combo-ed into hcf + A or C then back hop with down + B to go further back, then execute qcb + A, then teleport with hcf + D to enable unblockable bug, and follow up with standing heavy punch/kick or crouching heavy punch or any 1 hit light chain, chained into forward + B, combo-ed into qcb + B or D. Note : although the hits do not increase in the rush counter, it is un-escapable. [ hit] (C)(CSP)(BUG)(DM) 1 HC cx B s C/D j A/B -> 1 HC -> HCF + A/C -> bk bk d B -> QCB + A -> HCF + D -> d C -> fw + B -> HCB x 2 + A/C crossup with B or jumping with A/B, any 1 hit light chain, combo-ed into hcf + A or C then back hop with down + B to go further back, then execute qcb + A, then teleport with hcf + D to enable unblockable bug, and follow up with standing heavy punch/kick or crouching heavy punch or any 1 hit light chain, chained into forward + B, combo-ed into hcb, hcb + A or C. Note : although the hits do not increase in the rush counter, it is un-escapable. [ hit] (C)(CSP)(BUG)(DM) 1 HC cx B s C/D j A/B -> 1 HC -> HCF + A/C -> bk bk d B -> QCB + A -> HCF + D -> d C -> fw + B -> QCF x 2 + B/D crossup with B or jumping with A/B, any 1 hit light chain, combo-ed into hcf + A or C then back hop with down + B to go further back, then execute qcb + A, then teleport with hcf + D to enable unblockable bug, and follow up with standing heavy punch/kick or crouching heavy punch or any 1 hit light chain, chained into forward + B, combo-ed into qcf, qcf + B or D. Note : although the hits do not increase in the rush counter, it is un-escapable. works better with medium to large sized characters [ hit] (TOD)(MAX)(C)(CSP)(BUG) cx B j A/B -> 1 HC -> HCF + A/C -> bk bk d B -> QCB + A -> HCF + D -> 1 HC -> HCF + A/C cont.. s C/D QCF x 2 + B/D bk bk d B -> HCF + D -> d C -> fw + B -> HCB x 2 + A/C 1 HC crossup with B or jumping with A/B, any 1 hit light chain, combo-ed into hcf + A or C then back hop with down + B to go further back, then execute qcb + A, then teleport with hcf + D to enable unblockable bug, followed by any 1 hit light chain, combo-ed into hcf + A or C then back hop with down + B to go further back, then execute qcb + A, then teleport with hcf + D to enable unblockable bug, and follow up with standing heavy punch/kick or crouching heavy punch or any 1 hit light chain, chained into forward + B, combo-ed into qcf, qcf + B or D or hcb, hcb + A or C. Note : this is a TOD, and its quite difficult to perform. it is based on Athena's unblockable fireball bug. The teleport with hcf + D helps to bring Athena infront of opponent to allow standing light hits to combo into hcf + A/C and repeat... i knoe it is difficult to understand from the text, include below is an ASCII art graphical intepretation of the combo. A-Athena F-fireball O-opponent | | |A O | near corner, Athena in corner | A | | O | Athena crossup opponent with B | | | OA | Athena execute combo, any light hit into hcf P throw |O | | --->A | Athena immediately do bk bk down B after throw to go far back | | |0 fA | As soon after bk bk d B, do fireball, opponent still about to land and recover. | | |O f A | As soon as fireball about to reach opponent, do hcf D teleport, this enables the bug. | | |Of A<--- | Athena teleport.. | | |fOA | Athena should appear infront of opponent as soon as fireball hit and opponent is still stunned from fireball and open for combo Then simply combo with any light hit into hcf P again to repeat process |O | | --->A | Athena immediately do bk bk down B after throw to go far back | | |0 fA | As soon after bk bk d B, do fireball, opponent still about to land and recover. | | |O f A | As soon as fireball about to hit opponent, do hcf D teleport | | |Of A<--- | Athena teleport... | | |fOA | Athena should appear infront of opponent as soon as fireball hit Then finally do the final few combos as listed above. Naturally opponent dies...by this time Note : listed below are the infinite combos that Athena has (INF)(C) HCF + A/C -> QCB, upbk + B x infinity execute command throw on opponent in corner, then as soon as opponent about to land, juggle with qcb, upbk + B x infinity. Note : this is quite difficult to do compared to Kim's corner juggle. the qcb upbk + B is actually the mid air, qcb + K. there is a lag after the qcb upbk lands, so there is a split second timing to it. (INF)(nC)(BUG) HCF + A/C -> bk bk d B -> QCB + A -> HCFupfw + D -> 1 HC x infinity execute command throw on opponent near corner, then back hop with down + B to bring Athena to "screen corner", execute fireball, qcb + A, and while there is a recovery lag from the qcb + A, start to turn hcf, then upfw + D, to enable floating bug and the unblockable fireball bug. when this is done, Athena will teleport while floating, and hence appear in front of opponent which is open for combo in the corner from the unblockable fireball bug. Also, since when Athena is floating, crouching light hits can be done onto the opponent until the opponent dizzies because Athena will not move back from the down As or Bs. (INF)(BUG)(nC) 1 HC -> HCF + P -> bk bk d B -> HCF + D ....repeat whole process over and over.. any 1 hit light chain, combo-ed into hcf + A/C, then back hop with down + B to go further back, then execute qcb + A, then teleport with hcf + D to enable unblockable bug...and repeat the whole process over again..and again.. Note : this is similar to the TOD combo, but this is rather risky, because you need to be accurate in doing this combo. E-mail me if there are any questions. (INF)(BUG)(C) 1 HC x infinity after athena floats...in corner, any light chain repeated until opponent dies or dizzies, then repeat the whole process.. Note : listed below are the floating techniques to enable Athena to "float". +==============================================================================+ | F L O A T I N G T E C H N I Q U E S ( A T H E N A A S A M I Y A ) | +==============================================================================+ | #1 | | (C)(nC) | | HCF + P -> dash, QCB, upbk + A~D | | execute command throw while in corner or near corner, then dash | | towards corner and execute qcb, upbk + A/B/C or D. | | | | Ascii : | | | | A-Athena F-fireball O-opponent | | | | | | | | | | | | | OA | | | execute hcf + A or C command throw. | | | | | | | | | O | | | | <-A | | | Athena dash towards corner.. | | | | | | | | |O | | | |A | | | as soon as in corner, do qcb upbk + A/B/C/D. | | | | | | | | | A | | | |O | | | if done correctly, Athena should float slightly above the ground. | | | +------------------------------------------------------------------------------+ | #2 | | HCF + P -> j QCB + B -> QCBupbk + A~D | | execute command throw, hcf + A/C, then jump and hit opponent with | | qcb + B, this enables Athena to land faster, then as soon as Athena | | land, execute qcb upbk + A~D | | | | Ascii : | | | | A-Athena F-fireball O-opponent | | | | | | | | | | | | | OA | | | execute hcf + A or C command throw. | | | | | | | | | OA | | | | | | | Athena jump and hit opponent with qcb + B.. | | | | | | | | |O | | | |A | | | as soon as Athena land, do qcb upbk + A/B/C/D. | | | | | | | | | A | | | |O | | | if done correctly, Athena should float slightly above the ground. | | | +------------------------------------------------------------------------------+ | #3 | | - "COUNTER" | | (C)(CNT) | | j d B | | j CD -> QCB + B -> QCBupbk + A~D | | jumping attack with either down + B or CD, "COUNTER" combo-ed into | | qcb + B, then as soon as Athena land, execute qcb,upbk + A/B/C/D | | | | Ascii : | | | | A-Athena O-opponent | | | | | | | | | A | | | |O | | | jump attack with down + B or CD, combo-ed into qcb + B.. | | | | | | | | |O | | | |A | | | Athena should land under opponent, then do qcb upbk + A/B/C/D. | | | | | | | | | A | | | |O | | | if done correctly, Athena should float slightly above the ground. | +------------------------------------------------------------------------------+ | #4 | | - "COUNTER" | | (EX)(C)(CNT) | | fw, fw + d B -> QCB + B -> QCBupbk + A~D | | forward hop with down + B, "COUNTER" combo-ed into qcb + B, then as soon | | as Athena land, execute qcb,upbk + A/B/C/D | | | | Note : if done correctly, Athena will float at the end of the motion. | | | | Ascii explaination similar to #3 | +------------------------------------------------------------------------------+ | #5 | | (C) | | bk + AB -> HCF,upfw + A~D | | roll backwards towards the corner, then as roll about to recover, | | start to turn hcf motion, then as roll recovers, do upfw + A/B/C/D | | | | Note : if done correctly, Athena will float at the end of the motion. | | | +------------------------------------------------------------------------------+ | #4 | | (EX) | | AB -> etc. | | dodge with AB, then as dodge animation about to end, | | start to turn any special move, then as dodge animation ends, add | | upfw + A/B/C/D to any special move preferred | | | | Special moves the can be use to "float" : | | i) HCF + P | | ii) HCF + K | | | | Note : if done correctly, Athena will float at the end of the motion. | | | +==============================================================================+ __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (CNT) s CD -> DP + A/C standing CD(body toss attack), "COUNTER", combo-ed into uppercut + A or C. [ hit] (CNT) s CD -> QCB + A/C standing CD(body toss attack), "COUNTER", combo-ed into qcb + A or C. [ hit] (CNT) s CD -> HCB + K standing CD(body toss attack), "COUNTER", combo-ed into hcb + B or D. [ hit] (CNT)(DM) s CD -> HCB x 2 + A/C standing CD(body toss attack), "COUNTER", combo-ed into hcb, hcb + A or C. [ hit] (CNT) s CD j CD -> s A~D jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD j CD -> j A~D jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. [ hit] (CNT)(C) j CD -> fw + B jumping CD(body toss attack), "COUNTER", juggled with fw + B. [ hit] (CNT) j CD -> DP + A/C jumping CD(body toss attack), "COUNTER", combo-ed into uppercut + A or C. Note : can done while in mid air [ hit] (CNT) j CD -> QCB + A/C jumping CD(body toss attack), "COUNTER", combo-ed into qcb + A or C. [ hit] (CNT) j CD -> HCB + K jumping CD(body toss attack), "COUNTER", combo-ed into hcb + B or D. [ hit] (CNT)(DM) j CD -> HCB x 2 + A/C jumping CD(body toss attack), "COUNTER", combo-ed into hcb, hcb + A or C. Note : can done while in mid air [ hit] (CNT)(DM) j CD -> QCF x 2 + B/D jumping CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + B or D. Note : done while still in mid air [ hit] (CNT) fw + B -> DP + A/C forward + B, "COUNTER", combo-ed into uppercut + A or C. Note : can done while in mid air [ hit] (CNT) fw + B -> QCB + A/C forward + B, "COUNTER", combo-ed into qcb + A or C. [ hit] (CNT) fw + B -> HCB + K forward + B, "COUNTER", combo-ed into hcb + B or D. [ hit] (CNT)(DM) fw + B -> HCB x 2 + A/C forward + B, "COUNTER", combo-ed into hcb, hcb + A or C. Note : can done while in mid air [ hit] (CNT)(DM) fw + B -> QCF x 2 + B/D forward + B, "COUNTER", combo-ed into qcf, qcf + B or D. Note : done while still in mid air [ hit] (CNT)(C) j d B -> DP + A/C jumping attack with down + B, "COUNTER", combo-ed into uppercut + A or C. [ hit] (CNT)(C) j d B -> QCB + B/D jumping attack with down + B, "COUNTER", combo-ed into qcb + B or D. [ hit] (CNT)(C) j d B -> QCF x 2 + B/D jumping attack with down + B, "COUNTER", combo-ed into qcf, qcf + A or C. [ hit] (CNT)(C) j d B -> HCB x 2 + A/C jumping attack with down + B, "COUNTER", combo-ed into hcb, hcb + A or C. [ hit] (CNT)(C)(DM) j d B -> QCB + B -> HCB x 2 + A/C jumping attack with down + B, "COUNTER", combo-ed into qcb + B, then juggled with hcb, hcb + A or C. [ hit] (OPD) 1 HC -> s C/D -> etc. any early 1 hit light chain, chained into standing C or D, combo-ed into any combination preferred. Note : the early light chain hits at last frame to allow standing C/D to combo. [ hit] 3.5.2 ----------- Sie Kensou ----------- Moveslist --------- Drunken Hand Slap : fw + A(overhead) Backwards Revolving Thigh : fw + B(overhead) +-------------------------------------------------------------------------------------------+ Super Ball Bullet : QCB + A/C(low priority anti-air)/(air projectile) Dragon Talon Attack : QCB + A/C (mid-air) Rapid Dragon Fang: Earth Dragon : HCF + A Rapid Dragon Fang: Heaven Dragon : HCF + C(anti-air) Dragon Barrage : DP + A/C(close) Dragon Jaw Smash : RDP + B/D(anti-air) +-------------------------------------------------------------------------------------------+ 'Bun to Eat' : QCB x 2 + A/C Dragon Swifter : QCF, HCB + B Dragon Raiser : QCF, HCB + D Hermit Mind Strong Discharge : QCF x 2 + A/C (close) ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ d A, d A d A, d B d A, s A d A, s B d B, d A d B, d B d B, s A d B, s B s A, d A s A, d B s A, s A s A, s B s B, d A s B, d B s B, s A s B, s B d A, d A, d A d A, d B, d A d A, s A, d A d A, s B, d A d B, d A, d A d B, d B, d A d B, s A, d A d B, s B, d A s A, d A, d A s A, d B, d A s A, s A, d A s A, s B, d A s B, d A, d A s B, d B, d A s B, s A, d A s B, s B, d A d A, d A, s A d A, d B, s A d A, s A, s A d A, s B, s A d B, d A, s A d B, d B, s A d B, s A, s A d B, s B, s A s A, d A, s A s A, d B, s A s A, s A, s A s A, s B, s A s B, d A, s A s B, d B, s A s B, s A, s A s B, s B, s A d A, d A, s B d A, d B, s B d A, s A, s B d A, s B, s B d B, d A, s B d B, d B, s B d B, s A, s B d B, s B, s B s A, d A, s B s A, d B, s B s A, s A, s B s A, s B, s B s B, d A, s B s B, d B, s B s B, s A, s B s B, s B, s B s C, fw + A s C, fw + B s D, fw + A s D, fw + B d C, fw + A d C, fw + B far s C(2 hits), fw + A far s C(2 hits), fw + B j A -> j B j B -> j B j C -> j B j D -> j B j A -> j D j B -> j D j C -> j D j D -> j D ++ d A, d A, fw + A ++ d A, d B, fw + A ++ d A, s A, fw + A ++ d A, s B, fw + A ++ d B, d A, fw + A ++ d B, d B, fw + A ++ d B, s A, fw + A ++ d B, s B, fw + A ++ s A, d A, fw + A ++ s A, d B, fw + A ++ s A, s A, fw + A ++ s A, s B, fw + A ++ s B, d A, fw + A ++ s B, d B, fw + A ++ s B, s A, fw + A ++ s B, s B, fw + A ++ d A, d A, fw + B ++ d A, d B, fw + B ++ d A, s A, fw + B ++ d A, s B, fw + B ++ d B, d A, fw + B ++ d B, d B, fw + B ++ d B, s A, fw + B ++ d B, s B, fw + B ++ s A, d A, fw + B ++ s A, d B, fw + B ++ s A, s A, fw + B ++ s A, s B, fw + B ++ s B, d A, fw + B ++ s B, d B, fw + B ++ s B, s A, fw + B ++ s B, s B, fw + B ++ d D, fw + B ++ d D, fw + A _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) s C/D d C -> QCB + C standing heavy punch/kick or crouching heavy punch combo-ed into qcb + C. [ hit] s C/D d C -> HCF + A standing heavy punch/kick or crouching heavy punch combo-ed into hcf + A. [ hit] s C/D d C -> DP + P standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C. [ hit] (DM) s C/D d C -> QCF, HCB + K standing heavy punch/kick or crouching heavy punch combo-ed into qcf, hcb + B or D. [ hit] (DM) s C/D d C -> QCF x 2 + A/C standing heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + A or C. [ hit] 1 HC -> HCF + C any 1 hit light chain combo-ed into hcf + C. [ hit] 1 HC -> RDP + K any 1 hit light chain combo-ed into reverse uppercut + B or D. [ hit] (CSP) cx B~D s C/D j A~D -> d C -> QCB + C jumping attack with A/B/C/D or crossup with B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into qcb + C. [ hit] (CSP) cx B~D s C/D j A~D -> d C -> HCF + A jumping attack with A/B/C/D or crossup with B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into hcf + A. [ hit] (CSP) cx B~D s C/D j A~D -> d C -> DP + P jumping attack with A/B/C/D or crossup with B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C. [ hit] (CSP)(DM) cx B~D s C/D j A~D -> d C -> QCF, HCB + K jumping attack with A/B/C/D or crossup with B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into qcf, hcb + B or D. [ hit] (CSP)(DM) cx B~D s C/D j A~D -> d C -> QCF x 2 + A/C jumping attack with A/B/C/D or crossup with B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + A or C. [ hit] (CSP) cx B~D j A~D -> 1 HC -> HCF + C jumping attack with A/B/C/D or crossup with B/C/D, any 1 hit light chain combo-ed into hcf + C. [ hit] (CSP) cx B~D j A~D -> 1 HC -> RDP + K jumping attack with A/B/C/D or crossup with B/C/D, any 1 hit light chain combo-ed into reverse uppercut + B or D. [ hit] _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) +(C) 1 HC s A~D 2 HC -> DP + P -> s CD any 1 or 2 hit light chain combo-ed into uppercut + A/C, juggled with standing A/B/C/D or CD(body toss attack). [ hit] + 1 HC j A~D 2 HC -> DP + P -> j CD any 1 or 2 hit light chain combo-ed into uppercut + A/C, juggled with jumping A/B/C/D or CD(body toss attack). [ hit] + 1 HC 2 HC -> DP + P -> fw + B any 1 or 2 hit light chain combo-ed into uppercut + A/C, juggled with forward + B. [ hit] + 1 HC 2 HC -> DP + P -> QCB + A/C any 1 or 2 hit light chain combo-ed into uppercut + A/C, juggled with qcb + A or C. [ hit] + 1 HC 2 HC -> DP + P -> HCF + A/C any 1 or 2 hit light chain combo-ed into uppercut + A/C, juggled with hcf + A or C. [ hit] + 1 HC 2 HC -> DP + P -> RDP + K any 1 or 2 hit light chain combo-ed into uppercut + A/C, juggled with reverse uppercut + B/D. [ hit] +(t.C) 1 HC 2 HC -> HCF + C any 1 hit light chain combo-ed into hcf + C. [ hit] 1 HC 2 HC -> QCF x 2 + A/C any 1 hit light chain combo-ed into qcf, qcf + A or C. [ hit] (C) s C/D s CD d C -> DP + P -> s A~D standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C, juggled with standing A/B/C/D or CD(body toss attack). [ hit] s C/D j A~D d C -> DP + P -> j CD standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C, juggled with jumping A/B/C/D or CD(body toss attack). [ hit] s C/D d C -> DP + P -> fw + B standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C, juggled with forward + B. [ hit] s C/D d C -> DP + P -> QCB + A/C standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C, juggled with qcb + A or C. [ hit] s C/D d C -> DP + P -> HCF + A/C standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C, juggled with hcf + A or C. [ hit] s C/D d C -> DP + P -> RDP + K standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C, juggled with reverse uppercut + B/D. [ hit] +(C) cx B~D 1 HC s A~D j A~D -> 2 HC -> DP + P -> s CD jumping attack with A/B/C/D or crossup with B/C/D, any 1 or 2 hit light chain combo-ed into uppercut + A/C, juggled with standing A/B/C/D or CD(body toss attack). [ hit] + cx B~D 1 HC j A~D j A~D -> 2 HC -> DP + P -> j CD jumping attack with A/B/C/D or crossup with B/C/D, any 1 or 2 hit light chain combo-ed into uppercut + A/C, juggled with jumping A/B/C/D or CD(body toss attack). [ hit] + cx B~D 1 HC j A~D -> 2 HC -> DP + P -> fw + B jumping attack with A/B/C/D or crossup with B/C/D, any 1 or 2 hit light chain combo-ed into uppercut + A/C, juggled with forward + B. [ hit] + cx B~D 1 HC j A~D -> 2 HC -> DP + P -> QCB + A/C jumping attack with A/B/C/D or crossup with B/C/D, any 1 or 2 hit light chain combo-ed into uppercut + A/C, juggled with qcb + A or C. [ hit] + cx B~D 1 HC j A~D -> 2 HC -> DP + P -> HCF + A/C jumping attack with A/B/C/D or crossup with B/C/D, any 1 or 2 hit light chain combo-ed into uppercut + A/C, juggled with hcf + A or C. [ hit] + cx B~D 1 HC j A~D -> 2 HC -> DP + P -> RDP + K jumping attack with A/B/C/D or crossup with B/C/D, any 1 or 2 hit light chain combo-ed into uppercut + A/C, juggled with reverse uppercut + B/D. [ hit] +(t.C) cx B~D 1 HC j A~D -> 2 HC -> HCF + C jumping attack with A/B/C/D or crossup with B/C/D, any 1 hit light chain combo-ed into hcf + C. [ hit] cx B~D 1 HC j A~D -> 2 HC -> QCF x 2 + A/C jumping attack with A/B/C/D or crossup with B/C/D, any 1 hit light chain combo-ed into qcf, qcf + A or C. [ hit] (CSP)(C) cx B~D s C/D s CD j A~D -> d C -> DP + P -> s A~D jumping attack with A/B/C/D or crossup with B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C, juggled with standing A/B/C/D or CD(body toss attack). [ hit] (CSP) cx B~D s C/D j A~D j A~D -> d C -> DP + P -> j CD jumping attack with A/B/C/D or crossup with B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C, juggled with jumping A/B/C/D or CD(body toss attack). [ hit] (CSP) cx B~D s C/D j A~D -> d C -> DP + P -> fw + B jumping attack with A/B/C/D or crossup with B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C, juggled with forward + B. [ hit] (CSP) cx B~D s C/D j A~D -> d C -> DP + P -> HCF + A/C jumping attack with A/B/C/D or crossup with B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C, juggled with hcf + A or C. [ hit] (CSP) cx B~D s C/D j A~D -> d C -> DP + P -> RDP + K jumping attack with A/B/C/D or crossup with B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C, juggled with reverse uppercut + B/D. [ hit] (CSP) cx B~D s C/D j A~D -> d C -> DP + P -> QCB + A/C jumping attack with A/B/C/D or crossup with B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C, juggled with qcb + A or C. [ hit] +(DM) s C/D d C -> fw + A -> QCF, HCB + K standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into qcf, hcb + B. [ hit] +(DM)(C) s C/D d C -> fw + B -> QCF, QCF + P standing heavy punch/kick or crouching heavy punch, forward + B, land, then execute qcf, qcf + A or C. [ hit] +(CSP)(DM) cx B~D s C/D j A~D -> d C -> fw + A -> QCF, HCB + B jumping attack with A/B/C/D or crossup with B/C/D, standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into qcf, hcb + B. [ hit] +(CSP)(DM) cx B~D s C/D j A~D -> d C -> fw + B -> QCF, QCF + A/C jumping attack with A/B/C/D or crossup with B/C/D, standing heavy punch/kick or crouching heavy punch, forward + B, land, execute qcf, qcf + A or C. [ hit] far s C -> DP + A/C -> etc far standing C(2 hits), combo-ed into uppercut + A or C, then into any move that would juggle. [ hit +(SDM)(C)(MAX) far s C -> fw + B -> QCF, QCF + A/C far standing C(2 hits), forward + B, land, execute, qcf, qcf + A or C. [ hit] (C) QCB + A -> hj D -> s D -> etc. while from a distance away from opponent, execute qcb + A, then hyperjump in with D, stand D combo-ed into any combination preferred. [ hit] (EX) AB --> A~D --> etc. AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are available for Kensou, that may start from standing C/D or down C. [ hit] Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have the same characteristics as a standing CD that his opponent in mid air. if "COUNTER" appears, the dodge hit can also combo just like a CD attack. (Refer to Goro for some useful combos of such nature) __ ___ _\__\ / /___ _____ ____ _______ _____ _____ __ ____ _____ _____ _____ / ___/\/ / == / ___/ __ /__ __/ / __/ / \/ \/ = // / __/ / _/_\ / __/ _/_/ \ / / / /__/ = / / == / = /_\ \ /____// /__/ /____/__/\__\ /__/ /____/_____/__/\__/\__/_____/____ /_____/ / /\ \ (WARNING : High level of skill/experience needed.) /__/ \__\ +(MAX)(C)(SDM) far s C -> fw + B -> s D -> QCF, HCB + B/D far standing C(2 hits), forward + B, then standing heavy kick, combo-ed into qcf, hcb + B/D. [ hit] +(MAX)(C)(SDM) j A~D -> s D -> fw + B -> s D -> QCF, HCB + B/D jumping attack with A/B/C/D, then standing heavy kick, forward + B, followed by another standing heavy kick, combo-ed into qcf, hcb + B or D. [ hit] __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (CNT) s CD -> RDP + B/D standing CD(body toss attack), "COUNTER", combo-ed into reverse uppercut + B or D. [ hit] (CNT) s CD -> QCB + A/C standing CD(body toss attack), "COUNTER", combo-ed into qcb + A or C. [ hit] (CNT) s CD -> HCF + A/C standing CD(body toss attack), "COUNTER", combo-ed into hcb + B or D. [ hit] (CNT)(DM) s CD -> QCF, HCB + D standing CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + D. [ hit] (CNT) s CD j CD -> s A~D jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD j CD -> j A~D jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. [ hit] (CNT)(C) j CD -> fw + B jumping CD(body toss attack), "COUNTER", juggled with fw + B. [ hit] (CNT) j CD -> RDP + B/D jumping CD(body toss attack), "COUNTER", combo-ed into reverse uppercut + B or D. [ hit] (CNT) j CD -> QCB + A/C jumping CD(body toss attack), "COUNTER", combo-ed into qcb + A or C. [ hit] (CNT) j CD -> HCF + A/C jumping CD(body toss attack), "COUNTER", combo-ed into hcf + A or C. [ hit] (CNT)(DM) j CD -> QCF, HCB + D jumping CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + D. [ hit] (CNT)(C)(MID) s CD QCB + A -> s A~D qcb + A, "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. [ hit] (CNT)(C)(MID) j CD QCB + A -> j A~D qcb + A, "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. [ hit] (CNT)(C)(MID) QCB + A -> fw + B qcb + A, "COUNTER", juggled with fw + B. [ hit] (CNT)(C)(MID) QCF + A -> RDP + B/D qcb + A, "COUNTER", combo-ed into reverse uppercut + B or D. [ hit] (CNT)(MID) QCF + A -> QCB + A/C qcb + A, "COUNTER", combo-ed into qcb + A or C. [ hit] (CNT)(MID) QCF + A -> HCF + A/C qcb + A, "COUNTER", combo-ed into hcf + A or C. [ hit] (CNT)(DM)(MID) QCF + A -> QCF, HCB + D qcb + A, "COUNTER", combo-ed into qcf, hcb + D. [ hit] (OPB) s C/D d C -> HCF + C while at opponent's back, standing C/D or crouching C, combo-ed into hcf + C. [ hit] (OPB) s C/D d C -> RDP + B/D while at opponent's back, standing C/D or crouching C, combo-ed into reverse uppercut + B or D. [ hit] (OPD) 1 HC -> s C/D -> etc. any 1 hit light chain, into standing C or D, combo-ed into any combination preferred. Note: light chain hits opponent at last frame, to allow standing C/D to combo. [ hit] 3.5.3 ------------ Chin Gensai ------------ Moveslist --------- Drunken Walk Gourd-Basket Attack : fw + A (overhead) +-------------------------------------------------------------------------------------------+ Gourd-Basket Attack : QCB + A/C Willow Phosphorous : DP + A/C(anti-air) Sagebrush Pigweed Coiled Pipe Drunken Snoop : dwn, dwn + A/C(dodge high attack) Full Moon Drunken Snoop : dwn, dwn + B/D(dodge high attack) Rotary Sky Piercing Fist : HCF + B/D (after any Drunken Snoop) Butterfly Attack Fist : fw + A/C (after dwn, dwn + A/C) Dragon Snake Anti Strike : up + B (after dwn, dwn + B/D) +-------------------------------------------------------------------------------------------+ Roaring Flame Blaze Burn : QCF x 2 + A/C(anti air) Roaring Flame Invitation : QCF, HCB + A/C(low priority anti air) ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ d A, d A d A, d B d B, d A d B, d B d A, s A d A, s B d B, s A d B, s B s A, d A s A, d B s B, d A s B, d B s A, s A s A, s B s B, s A s B, s B d A, d A, s A d A, d B, s A d B, d A, s A d B, d B, s A d A, s A, s A d A, s B, s A d B, s A, s A d B, s B, s A s A, d A, s A s A, d B, s A s B, d A, s A s B, d B, s A s A, s A, s A s A, s B, s A s B, s A, s A s B, s B, s A j A -> j A j B -> j A j C -> j A j D -> j A j A -> j B j B -> j B j C -> j B j D -> j B j A -> j C j B -> j C j C -> j C j D -> j C ++ d A, d A, fw + A ++ d B, d A, fw + A ++ d B, d B, fw + A ++ d A, s A, fw + A ++ d B, s A, fw + A ++ d B, s B, fw + A ++ s C, fw + A ++ s D(2 hits), fw + A _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) s C d C s D(2 hits) -> QCB + P standing/crouching heavy punch or standing heavy kick(2 hit), combo-ed into qcb + A or C. [ hit] s C d C s D(2 hits) -> dwn dwn + P -> fw + P standing/crouching heavy punch or standing heavy kick(2 hit), combo-ed into dwn dwn + A or C, then forward + A or C. [ hit] s C d C s D(2 hits) -> DP + A/C standing/crouching heavy punch or standing heavy kick(2 hit), combo-ed into uppercut + A or C. [ hit] (DM) s C d C s D(2 hits) -> QCF, QCF + P standing/crouching heavy punch or standing heavy kick(2 hit), combo-ed into qcf, qcf + A or C. [ hit] (CSP) cx C/D s C j A~D -> d C -> QCB + P jumping attack with A/B/C/D or crossup with C/D, standing/crouching heavy punch, combo-ed into qcb + A or C. [ hit] (CSP) cx C/D s C j A~D -> d C -> dwn dwn + P -> fw + P jumping attack with A/B/C/D or crossup with C/D, standing/crouching heavy punch, combo-ed into dwn dwn + A or C, then forward + A or C. [ hit] (CSP) cx C/D s C j A~D -> d C -> DP + A/C jumping attack with A/B/C/D or crossup with C/D, standing/crouching heavy punch, combo-ed into uppercut + A or C. [ hit] (DM)(CSP) cx C/D s C j A~D -> d C -> QCF, QCF + P jumping attack with A/B/C/D or crossup with C/D, standing/crouching heavy punch, combo-ed into qcf, qcf + A or C. [ hit] _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) + 1 HC 2 HC -> DP + A/C any 1 or 2 hit light chain, combo-ed into uppercut + A or C. [ hit] + cx C/D 1 HC j A~D -> 2 HC -> DP + A/C jumping attack with A/B/C/D or crossup with C/D, any 1 or 2 hit light chain, combo-ed into uppercut + A or C. [ hit] (DM) 1 HC -> QCF, HCB + A/C any 1 hit chain up close, combo-ed into qcf, hcb + A or C. [ hit] +(DM) 1 HC 2 HC -> QCF, QCF + P any 1 or 2 hit light chain, combo-ed into qcf, qcf + A or C. [ hit] +(DM) cx C/D 1 HC j A~D -> 2 HC -> QCF, QCF + P jumping attack with A/B/C/D or crossup with C/D, any 1 or 2 hit light chain, combo-ed into qcf, qcf + A or C. [ hit] (EX) AB --> A~D --> etc. AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are available for , that may start from standing C/D or down C. [ hit] Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have the same characteristics as a standing CD that his opponent in mid air. if "COUNTER" appears, the dodge hit can also combo just like a CD attack. (Refer to Goro for some useful combos of such nature) __ ___ _\__\ / /___ _____ ____ _______ _____ _____ __ ____ _____ _____ _____ / ___/\/ / == / ___/ __ /__ __/ / __/ / \/ \/ = // / __/ / _/_\ / __/ _/_/ \ / / / /__/ = / / == / = /_\ \ /____// /__/ /____/__/\__\ /__/ /____/_____/__/\__/\__/_____/____ /_____/ / /\ \ (WARNING : High level of skill/experience needed.) /__/ \__\ + s D(2 hits) -> dwn dwn + P -> C, ABD -> QCB + A/C standing heavy kick(2 hits), into down, down + A or C(no hit), then tap C, ABD, combo-ed into qcb + A or C. Note : this combo utilises Chin's cancelling abilities. the down down + A or C is cancelled by the command of tapping C, ABD. by tapping C first, the down, down + P animation is cancelled and a standing C animation will be produced and hit opponent. the tapping of C must be done fast to connect. [ hit] + s D(2 hits) -> dwn dwn + P -> C, ABD -> dwn dwn + P -> C, ABD -> QCB + A/C standing heavy kick(2 hits), into down, down + A or C(no hit), then tap C, ABD, into down, down + A or C(no hit), then tap C, ABD, combo-ed into qcb + A or C. Note : this combo utilises Chin's cancelling abilities. the down down + A or C is cancelled by the command of tapping C, ABD. by tapping C first, the down, down + P animation is cancelled and a standing C animation will be produced and hit opponent. the tapping of C must be done fast to connect. standing C can also be used to start the combo. [ hit] +(DM) s D(2 hits) -> dwn dwn + P -> C, ABD -> QCF, QCF + A/C standing heavy kick(2 hits), into down, down + A or C(no hit), then tap C, ABD, combo-ed into qcf, qcf + A or C. Note : this combo utilises Chin's cancelling abilities. the down down + A or C is cancelled by the command of tapping C, ABD. by tapping C first, the down, down + P animation is cancelled and a standing C animation will be produced and hit opponent. the tapping of C must be done fast to connect. standing C can also be used to start the combo. [ hit] +(DM) s D(2 hits) -> dwn dwn + P -> C, ABD -> dwn dwn + P -> C, ABD -> QCF, QCF + A/C standing heavy kick(2 hits), into down, down + A or C(no hit), then tap C, ABD, into down, down + A or C(no hit), then tap C, ABD, combo-ed into qcf, qcf + A or C. Note : this combo utilises Chin's cancelling abilities. the down down + A or C is cancelled by the command of tapping C, ABD. by tapping C first, the down, down + P animation is cancelled and a standing C animation will be produced and hit opponent. the tapping of C must be done fast to connect. standing C can also be used to start the combo. [ hit] + s D(2 hits) -> dwn dwn + P -> C, ABD -> dwn dwn + P -> C, ABD -> dwn dwn + P -> C, ABD standing heavy kick(2 hits), into down, down + A or C(no hit), then tap C, ABD, into down, down + A or C(no hit), then tap C, ABD, into down, down + A or C(no hit), then tap C, ABD, . Note : this combo utilises Chin's cancelling abilities. the down down + A or C is cancelled by the command of tapping C, ABD. by tapping C first, the down, down + P animation is cancelled and a standing C animation will be produced and hit opponent. the tapping of C must be done fast to connect. standing C can also be used to start the combo. fot this version, the last C will be a far C. and cannot be combo-ed into any move that would still combo. [5 hit] __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (CNT) s CD -> DP + A/C standing CD(body toss attack), "COUNTER", combo-ed into reverse uppercut + A or C. [ hit] (CNT) s CD -> dwn, dwn + P -> A, BCD standing CD(body toss attack), "COUNTER", cancelled into down down + A or C, tap A, BCD. [ hit] (CNT) s CD -> dwn, dwn + P -> B, ACD standing CD(body toss attack), "COUNTER", cancelled into down down + A or C, tap B, ACD. [ hit] (CNT) s CD -> dwn, dwn + P -> C, ABD standing CD(body toss attack), "COUNTER", cancelled into down down + A or C, tap C, ABD. [ hit] (CNT) s CD -> dwn, dwn + P -> D, ABC standing CD(body toss attack), "COUNTER", cancelled into down down + A or C, tap D, ABC. [ hit] (CNT)(DM) s CD -> QCF, QCF + A/C standing CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + A or C. [ hit] (CNT)(DM) s CD -> QCF, HCB + A/C standing CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + A or C. Note : only first hit of the DM connects. [ hit] (CNT) s CD j CD -> s A~D jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD j CD -> j A~D jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD -> DP + A/C jumping CD(body toss attack), "COUNTER", combo-ed into uppercut + A or C. [ hit] (CNT) j CD -> dwn, dwn + K -> up + D jumping CD(body toss attack), "COUNTER", juggled with down down + K into up + D. [ hit] (CNT) j CD -> dwn, dwn + P -> fw + P jumping CD(body toss attack), "COUNTER", juggled with down down + P into forward + A or C. [ hit] (CNT)(DM) j CD -> QCF, HCB + A/C jumping CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + A/C. [ hit] (CNT)(DM) j CD -> QCF, QCF + A/C jumping CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + A/C. [ hit] (MID(CNT) j C hit opponent in mid air with jumping C, 2 hits. Note : hey, its still a 2 hit combo... :) (CNT)(DM) QCF, QCF + A/C 2 hits, if "COUNTER"...but not on max. Note the damage is also doubled. [ hit] (OPD) d A -> s C -> early crouching A, standing C, combo-ed into any combination preferred. Note : down A hits opponent at last frame to allow stand C to combo. [ hit] (OPD) d C -> s A -> etc. early crouching C, standing A, combo-ed into any combination preferred. Note : down C hits opponent at last frame to allow stand A to combo. [ hit] ============================================================================================== 3.6 _______________________ / / Heroine Team /______________________/ 3.6.1 --------------- Chizuru Kagura --------------- Moveslist --------- HandLash : fw + A (overhead) Hop Kick : fw + B Slider Kick : dwnfw + B (low slide) +-------------------------------------------------------------------------------------------+ Heavenly Force : DP + A/C(anti air) Heavenly Slash : HCB + A~D Heavenly Edge : QCB + A~D(after Heavenly Slash) Ancient Echo : QCF + A/C(reflect fireballs) Needle Stinger : dwn, dwn + A-D +-------------------------------------------------------------------------------------------+ Ancient Seal : QCB, HCF + A/C Heavenly Replication : QCF x 2 + B/D ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ d A, d A d A, d B d B, d A d B, d B s A, d A s A, d B d A, s A d B, s A s A, s A d A, d A, d A d A, d B, d A d B, d A, d A d B, d B, d A s A, d A, d A s A, d B, d A d A, s A, s A d B, s A, s A s A, s A, s A d A, d A, d B d A, d B, d B d B, d A, d B d B, d B, d B s A, d A, d B s A, d B, d B d A, s A, d B d B, s A, d B s A, s A, d B d A, d A, dwfw + B d B, d A, dwfw + B s A, d A, dwfw + B d A, s A, dwfw + B d B, s A, dwfw + B s A, s A, dwfw + B d A, d A, d A, dwfw + B d A, d B, d A, dwfw + B d B, d A, d A, dwfw + B d B, d B, d A, dwfw + B s A, d A, d A, dwfw + B s A, d B, d A, dwfw + B d A, s A, s A, dwfw + B d B, s A, s A, dwfw + B s A, s A, s A, dwfw + B ++ d A, d A, fw + B ++ d B, d A, fw + B ++ s A, d A, fw + B ++ d A, s A, fw + B ++ d B, s A, fw + B ++ s A, s A, fw + B ++ d A, d A, d A, fw + B ++ d A, d B, d A, fw + B ++ d B, d A, d A, fw + B ++ d B, d B, d A, fw + B ++ s A, d A, d A, fw + B ++ s A, d B, d A, fw + B ++ d A, s A, s A, fw + B ++ d B, s A, s A, fw + B ++ s A, s A, s A, fw + B ++ d A, d A, fw + A ++ d B, d A, fw + A ++ s A, d A, fw + A ++ d A, s A, fw + A ++ d B, s A, fw + A ++ s A, s A, fw + A ++ d A, d A, d A, fw + A ++ d A, d B, d A, fw + A ++ d B, d A, d A, fw + A ++ d B, d B, d A, fw + A ++ s A, d A, d A, fw + A ++ s A, d B, d A, fw + A ++ d A, s A, s A, fw + A ++ d B, s A, s A, fw + A ++ s A, s A, s A, fw + A j A -> j A j B -> j A j C -> j A j D -> j A j A -> j B j B -> j B j C -> j B j D -> j B j A -> j D j B -> j D j C -> j D j D -> j D s C, fw + A d C, fw + A s D, fw + A s C, dwnfw + B d C, dwnfw + B s D, dwnfw + B _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) + 1 HC 2 HC -> DP + A/C any 1 or 2 hit chain, combo-ed into uppercut + A or C. [ hit} s C/D d C fw + B -> QCF + A standing heavy punch/kick or crouching heavy punch or forward + B, combo-ed into qcf + A. [ hit] s C/D d C fw + B -> DP + P standing heavy punch/kick or crouching heavy punch or forward + B, combo-ed into uppercut + A or C. [ hit] s C/D d C fw + B -> QCB + A/B/C/D -> tap A/B/C/D standing heavy punch/kick or crouching heavy punch or forward + B, combo-ed into qcb + A/B/C/D, tap A/B/C/D. Note : which ever button you pressed execute the qcb move, follow up by tapping the button. [ hit] s C/D d C fw + B -> dwn dwn + A/B/C/D -> tap A/B/C/D standing heavy punch/kick or crouching heavy punch or forward + B, combo-ed into down, down + A/B/C/D, tap A/B/C/D. Note : which ever button you pressed execute the down, down move, follow up by tapping the button. [ hit] (DM) s C/D d C fw + B -> QCF, QCF + K -> walk/dash + A/B/C/D standing heavy punch/kick or crouching heavy punch or forward + B, combo-ed into qcf, qcf + B or D then either walk forward towards opponent and mash any button to get more hits from the shadow DM. [ hit] (DM) s C/D d C fw + B -> QCB, HCF + A/C standing heavy punch/kick or crouching heavy punch or forward + B, combo-ed into qcb, hcf + A or C. [ hit] +(CSP) j A~D 1 HC cx D -> 2 HC -> DP + A/C jumping attack with A/B/C/D, or crossup with D, then any 1 or 2 hit chain, combo-ed into uppercut + A or C. [ hit} (CSP) j A~D s C/D cx D -> d C -> QCF + A jumping attack with A/B/C/D, or crossup with D, standing heavy punch/kick or crouching heavy punch combo-ed into qcf + A. [ hit] (CSP) j A~D s C/D cx D -> d C -> DP + P jumping attack with A/B/C/D, or crossup with D, standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C. [ hit] (CSP) j A~D s C/D cx D -> d C -> QCB + A~D -> tap A~D jumping attack with A/B/C/D, or crossup with D, standing heavy punch/kick or crouching heavy punch combo-ed into qcb + A/B/C/D, tap A/B/C/D. Note : which ever button you pressed execute the qcb move, follow up by tapping the button. [ hit] (CSP) j A~D s C/D cx D -> d C -> dwn dwn + A~D -> tap A~D jumping attack with A/B/C/D, or crossup with D, standing heavy punch/kick or crouching heavy punch combo-ed into down, down + A/B/C/D, tap A/B/C/D. Note : which ever button you pressed execute the down, down move, follow up by tapping the button. D version will land behind opponent while in mid-screen [ hit] (DM)(CSP) j A~D s C/D cx D -> d C -> QCF, QCF + K -> walk/dash + A~D jumping attack with A/B/C/D, or crossup with D, standing heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + B or D then either walk forward towards opponent and mash any button to get more hits from the shadow DM. [ hit] (DM0(CSP) j A~D s C/D cx D -> d C -> QCB, HCF + A/C jumping attack with A/B/C/D, or crossup with D, standing heavy punch/kick or crouching heavy punch combo-ed into qcb, hcf + A or C. [ hit] _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) + s C/D d C -> fw + A -> QCF + A standing heavy punch/kick or crouching heavy punch, chained into forward + A, combo-ed into qcf + A. [ hit] + s C/D d C -> fw + A -> DP + P standing heavy punch/kick or crouching heavy punch, chained into forward + A, combo-ed into uppercut + A or C. [ hit] fw + B -> QCB + A~D -> tap A~D -> QCB + A~D forward + B, combo-ed into qcb + A/B/C/D, tap A/B/C/D, then finished with qcb + A/B/C/D. Note : which ever button you pressed execute the qcb move, follow up by tapping the button. but for the 3rd part, the qcb + A/B/C/D, depends on which version of the first qcb + A/B/C/D move. i.e if qcb + A, then tap A, qcb + A/C qcb + C, then tap B, qcb + A/C qcb + B, then tap B, qcb + D qcb + D, then tap D, qcb + D [ hit] + s C/D d C -> fw + A -> QCB + A~D -> tap A~D -> QCB + A~D standing heavy punch/kick or crouching heavy punch, chained into forward + A, combo-ed into qcb + A/B/C/D, tap A/B/C/D, then finished with qcb + A/B/C/D. Note : which ever button you pressed execute the qcb move, follow up by tapping the button. but for the 3rd part, the qcb + A/B/C/D, depends on which version of the first qcb + A/B/C/D move. i.e if qcb + A, then tap A, qcb + A/C qcb + C, then tap B, qcb + A/C qcb + B, then tap B, qcb + D qcb + D, then tap D, qcb + D [ hit] + s C/D d C -> fw + A -> dwn dwn + A~D -> tap A~D standing heavy punch/kick or crouching heavy punch, chained into forward + A, combo-ed into down, down + A/B/C/D, tap A/B/C/D. Note : which ever button you pressed execute the down, down move, follow up by tapping the button. [ hit] +(DM) s C/D d C -> fw + A -> QCF, QCF + K -> walk/dash + A~D standing heavy punch/kick or crouching heavy punch, chained into forward + A, combo-ed into qcf, qcf + B or D then either walk forward towards opponent and mash any button to get more hits from the shadow DM. [ hit] +(DM) s C/D d C -> fw + A -> QCB, HCF + A/C standing heavy punch/kick or crouching heavy punch, chained into forward + A, combo-ed into qcb, hcf + A or C. [ hit] +(CSP) j A~D s C/D cx D -> d C -> fw + A -> QCF + A jumping attack with A/B/C/D, or crossup with D, standing heavy punch/kick or crouching heavy punch, chained into forward + A, combo-ed into qcf + A. [ hit] +(CSP) j A~D s C/D cx D -> d C -> fw + A -> DP + P jumping attack with A/B/C/D, or crossup with D, standing heavy punch/kick or crouching heavy punch, chained into forward + A, combo-ed into uppercut + A or C. [ hit] +(CSP) j A~D s C/D cx D -> d C -> fw + A -> QCB + A~D -> tap A~D -> QCB + A~D jumping attack with A/B/C/D, or crossup with D, standing heavy punch/kick or crouching heavy punch, chained into forward + A, combo-ed into qcb + A/B/C/D, tap A/B/C/D then finish with qcb + A/B/C/D. Note : which ever button you pressed execute the qcb move, follow up by tapping the button. but for the 3rd part, the qcb + A/B/C/D, depends on which version of the first qcb + A/B/C/D move. i.e if qcb + A, then tap A, qcb + A/C qcb + C, then tap B, qcb + A/C qcb + B, then tap B, qcb + D qcb + D, then tap D, qcb + D [ hit] +(CSP) j A~D s C/D cx D -> d C -> fw + A -> dwn dwn + A~D -> tap A~D jumping attack with A/B/C/D, or crossup with D, standing heavy punch/kick or crouching heavy punch, chained into forward + A, combo-ed into down, down + A/B/C/D, tap A/B/C/D. Note : which ever button you pressed execute the down, down move, follow up by tapping the button. D version will land behind opponent while in mid-screen [ hit] +(DM)(CSP) j A~D s C/D cx D -> d C -> fw + A -> QCF, QCF + K -> walk/dash + A~D jumping attack with A/B/C/D, or crossup with D, standing heavy punch/kick or crouching heavy punch, chained into forward + A, combo-ed into qcf, qcf + B or D then either walk forward towards opponent and mash any button to get more hits from the shadow DM. [ hit] +(DM0(CSP) j A~D s C/D cx D -> d C -> fw + A -> QCB, HCF + A/C jumping attack with A/B/C/D, or crossup with D, standing heavy punch/kick or crouching heavy punch, chained into forward + A, combo-ed into qcb, hcf + A or C. [ hit] +(DM) 1 HC 2 HC 3 HC -> QCB, HCF + A/C any 1, 2 or 3 light chain hit, combo-ed into qcb, hcf + A/C [ hit] +(DM) 1 HC j A~D 2 HC cx D -> 3 HC -> QCB, HCF + A/C jumping attack with A/B/C/D, or crossup with D, then any 1, 2 or 3 light chain hit, combo-ed into qcb, hcf + A/C [ hit] +(C)(nC) s C/D d C -> fw + A -> QCB + A -> tap A -> j B~D standing heavy punch/kick or crouching heavy punch, chained into forward + A, combo-ed into qcb + A, tap A, then juggle with jumping B/C or D. Note : which ever button you pressed execute the qcb move, follow up by tapping the button. [ hit] +(C)(nC) s C/D d C -> fw + A -> QCB + A/C -> tap A/C -> s C/D standing heavy punch/kick or crouching heavy punch, chained into forward + A, combo-ed into qcb + A or C, tap A or C, then juggle with standing heavy punch/kick. Note : which ever button you pressed execute the qcb move, follow up by tapping the button. [ hit] +(C)(nC) s C/D d C -> fw + A -> QCB + A -> tap A -> DP + A/C standing heavy punch/kick or crouching heavy punch, chained into forward + A, combo-ed into qcb + A, tap A, then juggle with uppercut + A or C. Note : which ever button you pressed execute the qcb move, follow up by tapping the button. [ hit] +(C)(nC)(DM) s C/D d C -> fw + A -> QCB + A -> tap A -> QCB, HCF + A standing heavy punch/kick or crouching heavy punch, chained into forward + A, combo-ed into qcb + A, tap A, then juggle with qcb, hcf + A. Note : which ever button you pressed execute the qcb move, follow up by tapping the button. [ hit] +(C)(nC) j A~D s C/D cx D -> d C -> fw + A -> QCB + A -> tap A -> j B~D jumping attack with A/B/C/D, or crossup with D, standing heavy punch/kick or crouching heavy punch, chained into forward + A, combo-ed into qcb + A, tap A, then juggle with jumping B/C or D. Note : which ever button you pressed execute the qcb move, follow up by tapping the button. [ hit] +(C)(nC) j A~D s C/D cx D -> d C -> fw + A -> QCB + A/C -> tap A/C -> s C/D jumping attack with A/B/C/D, or crossup with D, standing heavy punch/kick or crouching heavy punch, chained into forward + A, combo-ed into qcb + A or C, tap A or C, then juggle with standing heavy punch/kick. Note : which ever button you pressed execute the qcb move, follow up by tapping the button. [ hit] +(C)(nC) j A~D s C/D cx D -> d C -> fw + A -> QCB + A -> tap A -> DP + A/C jumping attack with A/B/C/D, or crossup with D, standing heavy punch/kick or crouching heavy punch, chained into forward + A, combo-ed into qcb + A, tap A, then juggle with uppercut + A or C. Note : which ever button you pressed execute the qcb move, follow up by tapping the button. [ hit] +(C)(nC)(DM) j A~D s C/D cx D -> d C -> fw + A -> QCB + A -> tap A -> QCB, HCF + A jumping attack with A/B/C/D, or crossup with D, standing heavy punch/kick or crouching heavy punch, chained into forward + A, combo-ed into qcb + A, tap A, then juggle with qcb, hcf + A. Note : which ever button you pressed execute the qcb move, follow up by tapping the button. C version of the DM will not connect. [ hit] s CD -> QCD + D -> tap D -> QCB + D standing CD(body toss attack), cancelled into qcb + D, tap D, then qcb + D to hit opponent on the ground. [ hit] (EX) AB --> A~D --> etc. AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are available for Chizuru, that may start from standing C/D or down C. [ hit] Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have the same characteristics as a standing CD that his opponent in mid air. if "COUNTER" appears, the dodge hit can also combo just like a CD attack. (Refer to Goro for some useful combos of such nature) for now, some unconfirmed expert-skill level combos are not added in.. __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (CNT) s CD -> DP + A/C standing CD(body toss attack), "COUNTER", combo-ed into uppercut + A or C. [ hit] (CNT) s CD -> QCF + A standing CD(body toss attack), "COUNTER", combo-ed into qcf + A. [ hit] (CNT) s CD -> dwn, dwn + A~D -> tap A~D standing CD(body toss attack), "COUNTER", combo-ed into down, down + A/B/C/D, tap A/B/C/D. Note : which ever button you pressed execute the down, down move, follow up by tapping the button. [ hit] +(C)(nC)(CNT) s CD -> QCB + A -> tap A -> j B~D standing CD(body toss attack), "COUNTER", combo-ed into qcb + A, tap A, then juggle with jumping B/C or D. Note : which ever button you pressed execute the qcb move, follow up by tapping the button. [ hit] +(C)(nC)(CNT) s CD -> QCB + A/C -> tap A/C -> s C/D standing CD(body toss attack), "COUNTER", combo-ed into qcb + A or C, tap A or C, then juggle with standing heavy punch/kick. Note : which ever button you pressed execute the qcb move, follow up by tapping the button. [ hit] +(C)(nC)(CNT) s CD -> QCB + A -> tap A -> DP + A/C standing CD(body toss attack), "COUNTER", combo-ed into qcb + A, tap A, then juggle with uppercut + A or C. Note : which ever button you pressed execute the qcb move, follow up by tapping the button. [ hit] +(C)(nC)(CNT)(DM) s CD -> QCB + A~D -> tap A~D -> QCB, HCF + A standing CD(body toss attack), "COUNTER", combo-ed into qcb + A, tap A, then juggle with qcb, hcf + A. Note : which ever button you pressed execute the qcb move, follow up by tapping the button. [ hit] (CNT)(DM) s CD -> QCF, QCF + K standing CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + B or D. [ hit] (CNT)(DM) s CD -> QCB, HCF + A standing CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + A. [ hit] (CNT) fw + A j CD -> fw + B jumping CD(body toss attack), "COUNTER", juggled with forward + A or forward + B. [ hit] (CNT) s CD j CD -> s A~D jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD j CD -> j A~D jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD -> DP + A/C jumping CD(body toss attack), "COUNTER", juggled with uppercut + A or C. [ hit] (CNT) j CD -> QCF + A jumping CD(body toss attack), "COUNTER", juggled with qcf + A. [ hit] (CNT)(DM) j CD -> QCB, HCF + A/C jumping CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + A/C. [ hit] (CNT)(DM) j CD -> QCF, QCF + K jumping CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + B or D. [ hit] (OPD) dwnfw + B -> d C -> etc. early slidw with downforward + B, crouching heavy punch, combo-ed into any combination preferred. Note : downforward + B hits opponent at last frame to allow down C to combo. (OPD) d B -> d C -> etc. early down B, crouching heavy punch, combo-ed into any combination preferred. Note : down B hits opponent at last frame to allow down C to combo. 3.6.2a ---------------- Mai Shiranui'97 ---------------- Moveslist --------- Wheel Drop : dwn + A (mid-air) BlackBird : fw + B (overhead) Scarlet Crane : dwnfw + B (low slide) +-------------------------------------------------------------------------------------------+ Butterfly Fan : QCF + A/C (projectile) Dragon's Flame Tail : QCB + A/C Ankle Tackle : HCF + B/D (low priority anti-air) Dance of Fury : DP + A/C (low priority anti-air) Tornado Flame : DP + B/D (high priority anti-air) Musasabi Attack : QCB + A/C (mid-air) or dwn s up + A/C +-------------------------------------------------------------------------------------------+ Phoenix Meteor : QCB x 2 + A/C (crossup) Super Ankle Tackle : QCB, HCF + B/D Fan Fury : QCF x 2 + A/C (multi projectile) ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ d A, d A d B, d A d A, s A d B, s A d A, d B d B, d B d A, s B d B, s B s A, d A s B, d A s A, s A s B, s A s A, d B s B, d B s A, s B s B, s B d A, d A, s A d B, d A, s A d A, s A, s A d B, s A, s A d A, d B, s A d B, d B, s A d A, s B, s A d B, s B, s A s A, d A, s A s B, d A, s A s A, s A, s A s B, s A, s A s A, d B, s A s B, d B, s A s A, s B, s A s B, s B, s A d A, d A, s B d B, d A, s B d A, s A, s B d B, s A, s B d A, d B, s B d B, d B, s B d A, s B, s B d B, s B, s B s A, d A, s B s B, d A, s B s A, s A, s B s B, s A, s B s A, d B, s B s B, d B, s B s A, s B, s B s B, s B, s B d A, s A, dwnfw + B d B, s A, dwnfw + B d A, s B, dwnfw + B d B, s B, dwnfw + B s A, s A, dwnfw + B s B, s A, dwnfw + B s A, s B, dwnfw + B s B, s B, dwnfw + B d A, d A, s A, dwnfw + B d B, d A, s A, dwnfw + B d A, s A, s A, dwnfw + B d B, s A, s A, dwnfw + B d A, d B, s A, dwnfw + B d B, d B, s A, dwnfw + B d A, s B, s A, dwnfw + B d B, s B, s A, dwnfw + B s A, d A, s A, dwnfw + B s B, d A, s A, dwnfw + B s A, s A, s A, dwnfw + B s B, s A, s A, dwnfw + B s A, d B, s A, dwnfw + B s B, d B, s A, dwnfw + B s A, s B, s A, dwnfw + B s B, s B, s A, dwnfw + B d A, d A, s B, dwnfw + B d B, d A, s B, dwnfw + B d A, s A, s B, dwnfw + B d B, s A, s B, dwnfw + B d A, d B, s B, dwnfw + B d B, d B, s B, dwnfw + B d A, s B, s B, dwnfw + B d B, s B, s B, dwnfw + B s A, d A, s B, dwnfw + B s B, d A, s B, dwnfw + B s A, s A, s B, dwnfw + B s B, s A, s B, dwnfw + B s A, d B, s B, dwnfw + B s B, d B, s B, dwnfw + B s A, s B, s B, dwnfw + B s B, s B, s B, dwnfw + B ++ d A, s A, fw + B ++ d B, s A, fw + B ++ d A, s B, fw + B ++ d B, s B, fw + B ++ s A, s A, fw + B ++ s B, s A, fw + B ++ s A, s B, fw + B ++ s B, s B, fw + B ++ d A, d A, s A, fw + B ++ d B, d A, s A, fw + B ++ d A, s A, s A, fw + B ++ d B, s A, s A, fw + B ++ d A, d B, s A, fw + B ++ d B, d B, s A, fw + B ++ d A, s B, s A, fw + B ++ d B, s B, s A, fw + B ++ s A, d A, s A, fw + B ++ s B, d A, s A, fw + B ++ s A, s A, s A, fw + B ++ s B, s A, s A, fw + B ++ s A, d B, s A, fw + B ++ s B, d B, s A, fw + B ++ s A, s B, s A, fw + B ++ s B, s B, s A, fw + B ++ d A, d A, s B, fw + B ++ d B, d A, s B, fw + B ++ d A, s A, s B, fw + B ++ d B, s A, s B, fw + B ++ d A, d B, s B, fw + B ++ d B, d B, s B, fw + B ++ d A, s B, s B, fw + B ++ d B, s B, s B, fw + B ++ s A, d A, s B, fw + B ++ s B, d A, s B, fw + B ++ s A, s A, s B, fw + B ++ s B, s A, s B, fw + B ++ s A, d B, s B, fw + B ++ s B, d B, s B, fw + B ++ s A, s B, s B, fw + B ++ s B, s B, s B, fw + B ++ s C, fw + B ++ d C, fw + B ++ s D, fw + B s C, dwnfw + B d C, dwnfw + B s D, dwnfw + B j A -> j A j B -> j A j C -> j A j D -> j A j A -> j B j B -> j B j C -> j B j D -> j B j A -> j D j B -> j D j C -> j D j D -> j D j d A -> j A j d A -> j D j d A -> j B j d A -> dwnfw + B j d A -> dwnfw + B j d A -> dwnfw + B fw + B, d A fw + B, d B fw + B, s A fw + B, s B fw + B, s C fw + B, d C fw + B, s D fw + B, d D fw + B, s A, dwnfw + B fw + B, s B, dwnfw + B fw + B, s C, dwnfw + B fw + B, d C, dwnfw + B fw + B, s D, dwnfw + B fw + B, d D, dwnfw + B _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) (nC)(C) s C/D d C -> QCF + C standing heavy punch/kick or crouching heavy punch combo-ed into qcf + C. [ hit] s C/D d C -> QCB + A/C standing heavy punch/kick or crouching heavy punch combo-ed into qcb + A or C. [ hit] s C/D d C -> HCF + K standing heavy punch/kick or crouching heavy punch combo-ed into hcf + B or D. [ hit] s C/D d C -> DP + K standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D. [ hit] s C/D d C -> DP + P standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C. [ hit] (DM) s C/D d C -> QCB, HCF + K standing heavy punch/kick or crouching heavy punch combo-ed into qcb, hcf + B or D. [ hit] (DM) s C/D d C -> QCF, QCF + P standing heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + A or C. [ hit] (MID) j d A -> QCB + A/C jumping attack with down A, combo-ed into qcb + A or C in mid-air. (nC)(CSP) j A~D s C/D cx B/D -> d C -> QCF + C jumping attack with A/B/C/D or crossup with B or D, standing heavy punch/kick or crouching heavy punch combo-ed into qcf + C. [ hit] (CSP) j A~D s C/D cx B/D -> d C -> QCB + A/C jumping attack with A/B/C/D or crossup with B or D, standing heavy punch/kick or crouching heavy punch combo-ed into qcb + A or C. [ hit] (CSP) j A~D s C/D cx B/D -> d C -> HCF + K jumping attack with A/B/C/D or crossup with B or D, standing heavy punch/kick or crouching heavy punch combo-ed into hcf + B or D. [ hit] (CSP) j A~D s C/D cx B/D -> d C -> DP + K jumping attack with A/B/C/D or crossup with B or D, standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D. [ hit] (CSP) j A~D s C/D cx B/D -> d C -> DP + P jumping attack with A/B/C/D or crossup with B or D, standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C. [ hit] (DM)(CSP) j A~D s C/D cx B/D -> d C -> QCB, HCF + K jumping attack with A/B/C/D or crossup with B or D, standing heavy punch/kick or crouching heavy punch combo-ed into qcb, hcf + B or D. [ hit] (DM)(CSP) j A~D s C/D cx B/D -> d C -> QCF, QCF + P jumping attack with A/B/C/D or crossup with B or D, standing heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + A or C. [ hit] _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) + 1 HC 2 HC 3 HC -> QCB + C any 1, 2 or 3 hit chain combo-ed into qcb + C. Note : A version not so effective. [ hit] + 1 HC 2 HC 3 HC -> DP + K any 1, 2 or 3 hit chain combo-ed into uppercut + B or D. [ hit] + 1 HC 2 HC 3 HC -> HCF + K any 1, 2 or 3 hit chain combo-ed into hcf + B or D. [ hit] +(DM) 1 HC 2 HC 3 HC -> QCB, HCF + K any 1, 2 or 3 hit chain combo-ed into qcb, hcf + B or D. [ hit] + 1 HC cx B/D 2 HC j A~D -> 3 HC -> QCB + C jumping attack with A/B/C/D or crossup with B or D, then any 1, 2 or 3 hit chain combo-ed into qcb + C. Note : A version not so effective. For jumping attack with A/B/C/D, only 2 hit chains are applicable. [ hit] + 1 HC cx B/D 2 HC j A~D -> 3 HC -> DP + K jumping attack with A/B/C/D or crossup with B or D, then any 1, 2 or 3 hit chain combo-ed into uppercut + B or D. Note : for jumping attack with A/B/C/D, only 2 hit chains are applicable. [ hit] + 1 HC cx B/D 2 HC j A~D -> 3 HC -> HCF + K jumping attack with A/B/C/D or crossup with B or D, then any 1, 2 or 3 hit chain combo-ed into hcf + B or D. Note : for jumping attack with A/B/C/D, only 2 hit chains are applicable. [ hit] +(DM) 1 HC cx B/D 2 HC j A~D -> 3 HC -> QCB, HCF + K jumping attack with A/B/C/D or crossup with B or D, then any 1, 2 or 3 hit chain combo-ed into qcb, hcf + B or D. Note : for jumping attack with A/B/C/D, only 2 hit chains are applicable. [ hit] (C) fw + B -> DP + K forward + B, combo-ed into uppercut + B or D [ hit] (C) fw + B -> QCB + P forward + B, combo-ed into qcb + A or C. [ hit] (C)(DM) fw + B -> QCB, HCF + K forward + B, combo-ed into qcb, hcf + B or D. [ hit] +(C) s C/D fw + B -> d C -> QCF + C forward + B, then standing heavy punch/kick or crouching heavy punch combo-ed into qcf + C. [ hit] + 1 HC s C/D fw + B -> d C -> QCB + A/C forward + B, then standing heavy punch/kick or crouching heavy punch or any 1 hit light chain combo-ed into qcb + A or C. [ hit] +(C) 1 HC s C/D fw + B -> d C -> HCF + K forward + B, then standing heavy punch/kick or crouching heavy punch or any 1 hit light chain combo-ed into hcf + B or D. Note : for heavy hits, can also work in mid screen. [ hit] +(C) 1 HC s C/D fw + B -> d C -> DP + K forward + B, then standing heavy punch/kick or crouching heavy punch or any 1 hit light chain combo-ed into uppercut + B or D. [ hit] +(C) s C/D fw + B -> d C -> DP + P forward + B, then standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C. [ hit] +(DM) 1 HC s C/D fw + B -> d C -> QCB, HCF + K forward + B, then standing heavy punch/kick or crouching heavy punch or any 1 hit light chain combo-ed into qcb, hcf + B or D. [ hit] +(DM)(C) s C/D fw + B -> d C -> QCF, QCF + P forward + B, then standing heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + A or C. [ hit] (MID)(C) QCB, QCB + P -> s A~D hit opponent in mid air with qcb, qcb + A or C, then juggle with standing A/B/C/D. [ hit] (MID)(C) QCB, QCB + P -> DP + K hit opponent in mid air with qcb, qcb + A or C, then juggle with uppercut + B or D. [ hit] (MID)(C) QCB, QCB + P -> QCB + P hit opponent in mid air with qcb, qcb + A or C, then juggle with qcb + A or C. [ hit] (MID)(C)(DM) QCB, QCB + P -> QCB, HCF + K hit opponent in mid air with qcb, qcb + A or C, then juggle with qcb, hcf + B or D. [ hit] QCF + A -> HCF + D from a distance away, qcf + A, followed by hcf + D. [ hit] (MAX)(SDM) QCF + A -> QCB, HCF + K from a distance away, qcf + A, followed by qcb, hcf + B or D. [ hit] (C) s C/D QCF + A -> j D -> d C -> etc. from a distance away, qcf + A, followed by a hyper-jump in with standing heavy punch/kick or crouching heavy punch, combo-ed into any combination preferred. (EX) AB --> A~D --> etc. AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are available for , that may start from standing C/D or down C. [ hit] (EX) s C/D fw fw d A -> d C -> QCB + P hop forward with down + A, then standing heavy punch/kick or crouching heavy punch combo-ed into qcb + A or C. [ hit] (EX) s C/D fw fw d A -> d C -> HCF + K hop forward with down + A, then standing heavy punch/kick or crouching heavy punch combo-ed into hcf + B or D. [ hit] (EX)(DM) s C/D fw fw d A -> d C -> QCB, HCF + K hop forward with down + A, then standing heavy punch/kick or crouching heavy punch combo-ed into qcb, hcf + B or D. [ hit] (EX) s C/D j d A -> fw fw d A -> d C -> QCB + P jump down + A, hop forward with down + A, then standing heavy punch/kick or crouching heavy punch combo-ed into qcb + A or C. [ hit] (EX) s C/D j d A -> fw fw d A -> d C -> HCF + K jump down + A, hop forward with down + A, then standing heavy punch/kick or crouching heavy punch combo-ed into hcf + B or D. [ hit] (EX)(DM) s C/D j d A -> fw fw d A -> d C -> QCB, HCF + K jump down + A, hop forward with down + A, then standing heavy punch/kick or crouching heavy punch combo-ed into qcb, hcf + B or D. [ hit] Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have the same characteristics as a standing CD that his opponent in mid air. if "COUNTER" appears, the dodge hit can also combo just like a CD attack. (Refer to Goro for some useful combos of such nature) __ ___ _\__\ / /___ _____ ____ _______ _____ _____ __ ____ _____ _____ _____ / ___/\/ / == / ___/ __ /__ __/ / __/ / \/ \/ = // / __/ / _/_\ / __/ _/_/ \ / / / /__/ = / / == / = /_\ \ /____// /__/ /____/__/\__\ /__/ /____/_____/__/\__/\__/_____/____ /_____/ / /\ \ (WARNING : High level of skill/experience needed.) /__/ \__\ +(SDM)(C)(MAX)(t.C) s C/D fw + B -> d C -> QCB, QCB + P -> DP + K forward + B, then standing heavy punch/kick or crouching heavy punch combo-ed into qcb, qcb + A or C, then juggled with uppercut + B or D. [ hit] (SDM)(C)(MAX)(t.C) s C/D d C -> QCB, QCB + P -> DP + K standing heavy punch/kick or crouching heavy punch combo-ed into qcb, qcb + A or C, then juggled with uppercut + B or D. [ hit] (SDM)(C)(MAX)(t.C) s C/D j A~D -> d C -> QCB, QCB + P -> DP + K jumping attack with A/B/C/D, then standing heavy punch/kick or crouching heavy punch combo-ed into qcb, qcb + A or C, then juggled with uppercut + B or D. [ hit] (SDM)(C)(MAX)(t.C) s C/D QCF + A -> j D -> d C -> QCB, QCB + P -> DP + K from a distance away, execute qcf + A, then jumping attack with D, then standing heavy punch/kick or crouching heavy punch combo-ed into qcb, qcb + A or C, then juggled with uppercut + B or D. [ hit] (EX)(INF) fw fw d A x infinity hop forward with down + A x infinity Note : its possible to do this only if you're familiar with Kyo's infinite. Must be really fast to get it to connect many times. I only managed to get 4 hits, but it can be repeated. [ hit] (BUG)(C)(t.C) s B x 18+ -> d A -> QCB + P after Mai floats...in corner, standing light kick x 18 or so, then down + A, combo-ed into qcb + A or C. Note : when Mai floats, the down + A will become her mid-air command attack. (INF)(BUG)(C) s B x infinity after Mai floats...in corner, standing light kick repeated until opponent dies or dizzies, then repeat the whole process.. [ hit] Note : listed below are the floating techniques to enable Mai to "float". +==============================================================================+ | F L O A T I N G T E C H N I Q U E S ( M A I S H I R A N U I ) | +==============================================================================+ | #1 | | j QCB + P -> QCBupbk + P | | jump and hit opponent in mid-air with qcb + A or C, then as soon as Mai | | land, execute qcb upbk + A or C | | | | Ascii : | | | | M-Mai O-opponent | | | | | | | | |OM | | | | | | | Mai jump and hit opponent with qcb + A or C.. | | | | | | | | |O | | | |M | | | as soon as Mai land, do qcb upbk + A or C. | | | | | | | | | M | | | |O | | | if done correctly, Mai should float slightly above the ground. | | | +------------------------------------------------------------------------------+ | #2 | | - "COUNTER" | | (C)(CNT) | | j CD -> QCB + P -> QCBupbk + P | | jumping attack with CD, "COUNTER" combo-ed into | | qcb + A or C, then as soon as Mai land, execute qcb,upbk + A or C | | | | Ascii : | | | | M-Mai O-opponent | | | | | | | | | M | | | |O | | | jump attack with CD, combo-ed into qcb + A.. | | | | | | | | |O | | | |M | | | Mai should land under opponent, then do qcb upbk + A or C. | | | | | | | | | M | | | |O | | | if done correctly, Mai should float slightly above the ground. | | | +------------------------------------------------------------------------------+ | #3 | | (C) | | bk + AB -> etc. | | roll backwards towards the corner, then as roll about to recover, | | start to turn any special move, then as roll recovers, add | | upfw + A/B/C/D to any special move preferred | | | | Special moves the can be use to "float" : | | i) QCF + P | | ii) DP + P | | iii) QCF, QCF + P | | | | Note : if done correctly, Mai will float at the end of the motion. | | | +------------------------------------------------------------------------------+ | #4 | | (EX) | | AB -> etc. | | dodge with AB, then as dodge animation about to end, | | start to turn any special move, then as dodge animation ends, add | | upfw + A/B/C/D to any special move preferred | | | | Special moves the can be use to "float" : | | i) QCF + P | | ii) DP + P | | iii) QCF, QCF + P | | | | Note : if done correctly, Mai will float at the end of the motion. | | | +==============================================================================+ __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (CNT) s CD -> QCF + A standing CD(body toss attack), "COUNTER", combo-ed into qcf + A. [ hit] (CNT) s CD -> QCB + P standing CD(body toss attack), "COUNTER", combo-ed into qcb + A or C. [ hit] (CNT) s CD -> HCF + K standing CD(body toss attack), "COUNTER", combo-ed into hcf + B or D. [ hit] (CNT) s CD -> DP + K standing CD(body toss attack), "COUNTER", combo-ed into uppercut + B or D. [ hit] (CNT) s CD -> DP + P standing CD(body toss attack), "COUNTER", combo-ed into uppercut + A or C. [ hit] (CNT)(DM) s CD -> QCF, QCF + P standing CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + A or C. [ hit] (CNT)(DM) s CD -> QCB, HCF + K standing CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + B or D. [ hit] (CNT)(SDM)(MAX) s CD -> QCB, QCB + P -> DP + K standing CD(body toss attack), "COUNTER", combo-ed into qcb, qcb + A or C, then juggled with uppercut + B or D. [ hit] (CNT) fw + B j CD -> dwnfw + B jumping CD(body toss attack), "COUNTER", juggled with forward + B or downforward + B. [ hit] (CNT) s CD j CD -> s A~D jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD j CD -> j A~D jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD -> QCF + A jumping CD(body toss attack), "COUNTER", combo-ed into qcf + A. [ hit] (CNT) j CD -> QCB + P jumping CD(body toss attack), "COUNTER", combo-ed into qcb + A or C. [ hit] (CNT) j CD -> HCF + K jumping CD(body toss attack), "COUNTER", combo-ed into hcf + B or D. [ hit] (CNT) j CD -> DP + K jumping CD(body toss attack), "COUNTER", combo-ed into uppercut + B or D. [ hit] (CNT) j CD -> DP + P jumping CD(body toss attack), "COUNTER", combo-ed into uppercut + A or C. [ hit] (CNT)(DM) j CD -> QCF, QCF + P jumping CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + A or C. [ hit] (CNT)(DM) j CD -> QCB, HCF + K jumping CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + B or D. [ hit] (CNT)(SDM)(MAX) j CD -> QCB, QCB + P -> DP + K jumping CD(body toss attack), "COUNTER", combo-ed into qcb, qcb + A or C, then juggled with uppercut + B or D. [ hit] (CNT)(MID) QCB + P -> QCB + P hit opponent in mid air with qcb + A or C, "COUNTER", juggled with qcb + A or C. [ hit] (CNT)(MID) QCB + P -> HCF + K hit opponent in mid air with qcb + A or C, "COUNTER", juggled with hcf + B or D. [ hit] (CNT)(MID) QCB + P -> DP + K hit opponent in mid air with qcb + A or C, "COUNTER", juggled with uppercut + B or D. [ hit] (CNT)(DM)(MID) QCB + P -> QCF, QCF + P hit opponent in mid air with qcb + A or C, "COUNTER", juggled with qcf, qcf + A or C. [ hit] (CNT)(SDM)(MAX)(MID) QCB + P -> QCB, HCF + K hit opponent in mid air with qcb + A or C, "COUNTER", juggled with hcb + B or D. [ hit] (CNT)(SDM)(MAC)(MID) QCB + P -> QCB, QCB + P -> DP + K hit opponent in mid air with qcb + A or C, "COUNTER", juggled with qcb, qcb + A or C, then juggled with uppercut + B or D. [ hit] (CNT)(MID) QCF + A -> QCF + C from a distance away, qcf + A, "COUNTER", followed by qcf + C. [ hit] 3.6.2b ------------------ Mai Shiranui (RB2) ------------------ Moveslist --------- Wheel Drop : dwn + A (mid-air) BlackBird : fw + B Scarlet Crane : dwnfw + B +-------------------------------------------------------------------------------------------+ Butterfly Fan : QCF + A/C Dragon's Flame Tail : QCB + A/C Ankle Tackle : HCF + B/D Night Bird : QCB + B/D Musasabi Attack : QCB + A/C (mid-air) or dwn s up + A/C +-------------------------------------------------------------------------------------------+ Super Ankle Tackle : QCB, HCF + B/D Flower Hurricane : QCF x 2 + A/C ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ d A, d A d B, d A d A, s A d B, s A d A, d B d B, d B d A, s B d B, s B s A, d A s B, d A s A, s A s B, s A s A, d B s B, d B s A, s B s B, s B d A, d A, s A d B, d A, s A d A, s A, s A d B, s A, s A d A, d B, s A d B, d B, s A d A, s B, s A d B, s B, s A s A, d A, s A s B, d A, s A s A, s A, s A s B, s A, s A s A, d B, s A s B, d B, s A s A, s B, s A s B, s B, s A d A, d A, s B d B, d A, s B d A, s A, s B d B, s A, s B d A, d B, s B d B, d B, s B d A, s B, s B d B, s B, s B s A, d A, s B s B, d A, s B s A, s A, s B s B, s A, s B s A, d B, s B s B, d B, s B s A, s B, s B s B, s B, s B d A, s A, dwnfw + B d B, s A, dwnfw + B d A, s B, dwnfw + B d B, s B, dwnfw + B s A, s A, dwnfw + B s B, s A, dwnfw + B s A, s B, dwnfw + B s B, s B, dwnfw + B d A, d A, s A, dwnfw + B d B, d A, s A, dwnfw + B d A, s A, s A, dwnfw + B d B, s A, s A, dwnfw + B d A, d B, s A, dwnfw + B d B, d B, s A, dwnfw + B d A, s B, s A, dwnfw + B d B, s B, s A, dwnfw + B s A, d A, s A, dwnfw + B s B, d A, s A, dwnfw + B s A, s A, s A, dwnfw + B s B, s A, s A, dwnfw + B s A, d B, s A, dwnfw + B s B, d B, s A, dwnfw + B s A, s B, s A, dwnfw + B s B, s B, s A, dwnfw + B d A, d A, s B, dwnfw + B d B, d A, s B, dwnfw + B d A, s A, s B, dwnfw + B d B, s A, s B, dwnfw + B d A, d B, s B, dwnfw + B d B, d B, s B, dwnfw + B d A, s B, s B, dwnfw + B d B, s B, s B, dwnfw + B s A, d A, s B, dwnfw + B s B, d A, s B, dwnfw + B s A, s A, s B, dwnfw + B s B, s A, s B, dwnfw + B s A, d B, s B, dwnfw + B s B, d B, s B, dwnfw + B s A, s B, s B, dwnfw + B s B, s B, s B, dwnfw + B ++ d A, s A, fw + B ++ d B, s A, fw + B ++ d A, s B, fw + B ++ d B, s B, fw + B ++ s A, s A, fw + B ++ s B, s A, fw + B ++ s A, s B, fw + B ++ s B, s B, fw + B ++ d A, d A, s A, fw + B ++ d B, d A, s A, fw + B ++ d A, s A, s A, fw + B ++ d B, s A, s A, fw + B ++ d A, d B, s A, fw + B ++ d B, d B, s A, fw + B ++ d A, s B, s A, fw + B ++ d B, s B, s A, fw + B ++ s A, d A, s A, fw + B ++ s B, d A, s A, fw + B ++ s A, s A, s A, fw + B ++ s B, s A, s A, fw + B ++ s A, d B, s A, fw + B ++ s B, d B, s A, fw + B ++ s A, s B, s A, fw + B ++ s B, s B, s A, fw + B ++ d A, d A, s B, fw + B ++ d B, d A, s B, fw + B ++ d A, s A, s B, fw + B ++ d B, s A, s B, fw + B ++ d A, d B, s B, fw + B ++ d B, d B, s B, fw + B ++ d A, s B, s B, fw + B ++ d B, s B, s B, fw + B ++ s A, d A, s B, fw + B ++ s B, d A, s B, fw + B ++ s A, s A, s B, fw + B ++ s B, s A, s B, fw + B ++ s A, d B, s B, fw + B ++ s B, d B, s B, fw + B ++ s A, s B, s B, fw + B ++ s B, s B, s B, fw + B ++ s C, fw + B ++ d C, fw + B ++ s D, fw + B s C, dwnfw + B d C, dwnfw + B s D, dwnfw + B j A -> j A j B -> j A j C -> j A j D -> j A j A -> j B j B -> j B j C -> j B j D -> j B j A -> j D j B -> j D j C -> j D j D -> j D j d A -> j A j d A -> j D j d A -> j B j d A -> dwnfw + B j d A -> dwnfw + B j d A -> dwnfw + B fw + B, d A fw + B, d B fw + B, s A fw + B, s B fw + B, s C fw + B, d C fw + B, s D fw + B, d D fw + B, s A, dwnfw + B fw + B, s B, dwnfw + B fw + B, s C, dwnfw + B fw + B, d C, dwnfw + B fw + B, s D, dwnfw + B fw + B, d D, dwnfw + B _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) (nC)(C) s C/D d C -> QCF + C standing heavy punch/kick or crouching heavy punch combo-ed into qcf + C. [ hit] s C/D d C -> QCB + A/C standing heavy punch/kick or crouching heavy punch combo-ed into qcb + A or C. [ hit] s C/D d C -> QCB + K -> QCB + P standing heavy punch/kick or crouching heavy punch combo-ed into qcb + B or D, then qcb + A or C. [ hit] s C/D d C -> HCF + K standing heavy punch/kick or crouching heavy punch combo-ed into hcf + B or D. [ hit] (DM) s C/D d C -> QCB, HCF + K standing heavy punch/kick or crouching heavy punch combo-ed into qcb, hcf + B or D. [ hit] (DM) s C/D d C -> QCF, QCF + P standing heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + A or C. [ hit] (MID) j d A -> QCB + A/C jumping attack with down A, combo-ed into qcb + A or C in mid-air. (nC)(CSP) j A~D s C/D cx B/D -> d C -> QCF + C jumping attack with A/B/C/D or crossup with B or D, standing heavy punch/kick or crouching heavy punch combo-ed into qcf + C. [ hit] (CSP) j A~D s C/D cx B/D -> d C -> QCB + A/C jumping attack with A/B/C/D or crossup with B or D, standing heavy punch/kick or crouching heavy punch combo-ed into qcb + A or C. [ hit] (CSP) j A~D s C/D cx B/D -> d C -> HCF + K jumping attack with A/B/C/D or crossup with B or D, standing heavy punch/kick or crouching heavy punch combo-ed into hcf + B or D. [ hit] (DM)(CSP) j A~D s C/D cx B/D -> d C -> QCB, HCF + K jumping attack with A/B/C/D or crossup with B or D, standing heavy punch/kick or crouching heavy punch combo-ed into qcb, hcf + B or D. [ hit] (DM)(CSP) j A~D s C/D cx B/D -> d C -> QCF, QCF + P jumping attack with A/B/C/D or crossup with B or D, standing heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + A or C. [ hit] _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) + 1 HC 2 HC 3 HC -> QCB + C any 1, 2 or 3 hit chain combo-ed into qcb + C. Note : A version not so effective. [ hit] + 1 HC 2 HC 3 HC -> HCF + K any 1, 2 or 3 hit chain combo-ed into hcf + B or D. [ hit] +(DM) 1 HC 2 HC 3 HC -> QCB, HCF + K any 1, 2 or 3 hit chain combo-ed into qcb, hcf + B or D. [ hit] + 1 HC cx B/D 2 HC j A~D -> 3 HC -> QCB + C jumping attack with A/B/C/D or crossup with B or D, then any 1, 2 or 3 hit chain combo-ed into qcb + C. Note : A version not so effective. For jumping attack with A/B/C/D, only 2 hit chains are applicable. [ hit] + 1 HC cx B/D 2 HC j A~D -> 3 HC -> HCF + K jumping attack with A/B/C/D or crossup with B or D, then any 1, 2 or 3 hit chain combo-ed into hcf + B or D. Note : for jumping attack with A/B/C/D, only 2 hit chains are applicable. [ hit] +(DM) 1 HC cx B/D 2 HC j A~D -> 3 HC -> QCB, HCF + K jumping attack with A/B/C/D or crossup with B or D, then any 1, 2 or 3 hit chain combo-ed into qcb, hcf + B or D. Note : for jumping attack with A/B/C/D, only 2 hit chains are applicable. [ hit] (C) fw + B -> QCB + P forward + B, combo-ed into qcb + A or C. [ hit] (C) fw + B -> QCB + K -> QCB + P forward + B, combo-ed into qcb + B or D, then qcb + A or C. [ hit] (C)(DM) fw + B -> QCB, HCF + K forward + B, combo-ed into qcb, hcf + B or D. [ hit] +(C) s C/D fw + B -> d C -> QCF + C forward + B, then standing heavy punch/kick or crouching heavy punch combo-ed into qcf + C. [ hit] + 1 HC s C/D fw + B -> d C -> QCB + A/C forward + B, then standing heavy punch/kick or crouching heavy punch or any 1 hit light chain combo-ed into qcb + A or C. [ hit] +(C) 1 HC s C/D fw + B -> d C -> HCF + K forward + B, then standing heavy punch/kick or crouching heavy punch or any 1 hit light chain combo-ed into hcf + B or D. Note : for heavy hits, can also work in mid screen. [ hit] +(DM) 1 HC s C/D fw + B -> d C -> QCB, HCF + K forward + B, then standing heavy punch/kick or crouching heavy punch or any 1 hit light chain combo-ed into qcb, hcf + B or D. [ hit] +(DM)(C) s C/D fw + B -> d C -> QCF, QCF + P forward + B, then standing heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + A or C. [ hit] QCF + A -> HCF + D from a distance away, qcf + A, followed by hcf + D. [ hit] (MAX)(SDM) QCF + A -> QCB, HCF + K from a distance away, qcf + A, followed by qcb, hcf + B or D. [ hit] (C) s C/D QCF + A -> j D -> d C -> etc. from a distance away, qcf + A, followed by a hyper-jump in with standing heavy punch/kick or crouching heavy punch, combo-ed into any combination preferred. (EX) AB --> A~D --> etc. AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are available for Mai, that may start from standing C/D or down C. [ hit] (EX) s C/D fw fw d A -> d C -> QCB + P hop forward with down + A, then standing heavy punch/kick or crouching heavy punch combo-ed into qcb + A or C. [ hit] (EX) s C/D fw fw d A -> d C -> HCF + K hop forward with down + A, then standing heavy punch/kick or crouching heavy punch combo-ed into hcf + B or D. [ hit] (EX)(DM) s C/D fw fw d A -> d C -> QCB, HCF + K hop forward with down + A, then standing heavy punch/kick or crouching heavy punch combo-ed into qcb, hcf + B or D. [ hit] (EX) s C/D j d A -> fw fw d A -> d C -> QCB + P jump down + A, hop forward with down + A, then standing heavy punch/kick or crouching heavy punch combo-ed into qcb + A or C. [ hit] (EX) s C/D j d A -> fw fw d A -> d C -> HCF + K jump down + A, hop forward with down + A, then standing heavy punch/kick or crouching heavy punch combo-ed into hcf + B or D. [ hit] (EX)(DM) s C/D j d A -> fw fw d A -> d C -> QCB, HCF + K jump down + A, hop forward with down + A, then standing heavy punch/kick or crouching heavy punch combo-ed into qcb, hcf + B or D. [ hit] Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have the same characteristics as a standing CD that his opponent in mid air. if "COUNTER" appears, the dodge hit can also combo just like a CD attack. (Refer to Goro for some useful combos of such nature) __ ___ _\__\ / /___ _____ ____ _______ _____ _____ __ ____ _____ _____ _____ / ___/\/ / == / ___/ __ /__ __/ / __/ / \/ \/ = // / __/ / _/_\ / __/ _/_/ \ / / / /__/ = / / == / = /_\ \ /____// /__/ /____/__/\__\ /__/ /____/_____/__/\__/\__/_____/____ /_____/ / /\ \ (WARNING : High level of skill/experience needed.) /__/ \__\ (EX)(INF) fw fw d A x infinity hop forward with down + A x infinity Note : its possible to do this only if you're familiar with Kyo's infinite. Must be really fast to get it to connect many times. I only managed to get 4 hits, but it can be repeated. [ hit] (BUG)(C)(t.C) s B x 18+ -> d A -> QCB + P after Mai floats...in corner, standing light kick x 18 or so, then down + A, combo-ed into qcb + A or C. Note : when Mai floats, the down + A will become her mid-air command attack. (INF)(BUG)(C) s B x infinity after Mai floats...in corner, standing light kick repeated until opponent dies or dizzies, then repeat the whole process.. [ hit] Note : listed below are the floating techniques to enable Mai to "float". +==============================================================================+ | F L O A T I N G T E C H N I Q U E S ( M A I S H I R A N U I ) | +==============================================================================+ | #1 | | j QCB + P -> QCBupbk + P | | jump and hit opponent in mid-air with qcb + A or C, then as soon as Mai | | land, execute qcb upbk + A or C | | | | Ascii : | | | | M-Mai O-opponent | | | | | | | | |OM | | | | | | | Mai jump and hit opponent with qcb + A or C.. | | | | | | | | |O | | | |M | | | as soon as Mai land, do qcb upbk + A or C. | | | | | | | | | M | | | |O | | | if done correctly, Mai should float slightly above the ground. | | | +------------------------------------------------------------------------------+ | #2 | | - "COUNTER" | | (C)(CNT) | | j CD -> QCB + P -> QCBupbk + P | | jumping attack with CD, "COUNTER" combo-ed into | | qcb + A or C, then as soon as Mai land, execute qcb,upbk + A or C | | | | Ascii : | | | | M-Mai O-opponent | | | | | | | | | M | | | |O | | | jump attack with CD, combo-ed into qcb + A.. | | | | | | | | |O | | | |M | | | Mai should land under opponent, then do qcb upbk + A or C. | | | | | | | | | M | | | |O | | | if done correctly, Mai should float slightly above the ground. | | | +------------------------------------------------------------------------------+ | #3 | | (C) | | bk + AB -> etc. | | roll backwards towards the corner, then as roll about to recover, | | start to turn any special move, then as roll recovers, add | | upfw + A/B/C/D to any special move preferred | | | | Special moves the can be use to "float" : | | i) QCF + P | | ii) DP + P | | iii) QCF, QCF + P | | | | Note : if done correctly, Mai will float at the end of the motion. | | | +------------------------------------------------------------------------------+ | #4 | | (EX) | | AB -> etc. | | dodge with AB, then as dodge animation about to end, | | start to turn any special move, then as dodge animation ends, add | | upfw + A/B/C/D to any special move preferred | | | | Special moves the can be use to "float" : | | i) QCF + P | | ii) DP + P | | iii) QCF, QCF + P | | | | Note : if done correctly, Mai will float at the end of the motion. | | | +==============================================================================+ __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (CNT) s CD -> QCF + A standing CD(body toss attack), "COUNTER", combo-ed into qcf + A. [ hit] (CNT) s CD -> QCB + P standing CD(body toss attack), "COUNTER", combo-ed into qcb + A or C. [ hit] (CNT) s CD -> QCB + K standing CD(body toss attack), "COUNTER", combo-ed into qcb + B or D. [ hit] (CNT) s CD -> HCF + K standing CD(body toss attack), "COUNTER", combo-ed into hcf + B or D. [ hit] (CNT)(DM) s CD -> QCF, QCF + P standing CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + A or C. [ hit] (CNT)(DM) s CD -> QCB, HCF + K standing CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + B or D. [ hit] (CNT) fw + B j CD -> dwnfw + B jumping CD(body toss attack), "COUNTER", juggled with forward + B or downforward + B. [ hit] (CNT) s CD j CD -> s A~D jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD j CD -> j A~D jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD -> QCF + A jumping CD(body toss attack), "COUNTER", combo-ed into qcf + A. [ hit] (CNT) j CD -> QCB + P jumping CD(body toss attack), "COUNTER", combo-ed into qcb + A or C. [ hit] (CNT) j CD -> QCB + K jumping CD(body toss attack), "COUNTER", combo-ed into qcb + B or D. [ hit] (CNT) j CD -> HCF + K jumping CD(body toss attack), "COUNTER", combo-ed into hcf + B or D. [ hit] (CNT)(DM) j CD -> QCF, QCF + P jumping CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + A or C. [ hit] (CNT)(DM) j CD -> QCB, HCF + K jumping CD(body toss attack), "COUNTER", combo-ed into qcb, hcf + B or D. [ hit] (CNT)(MID) QCB + P -> QCB + P hit opponent in mid air with qcb + A or C, "COUNTER", juggled with qcb + A or C. [ hit] (CNT)(MID) QCB + P -> QCB + K hit opponent in mid air with qcb + A or C, "COUNTER", juggled with qcb + B or D. [ hit] (CNT)(MID) QCB + P -> HCF + K hit opponent in mid air with qcb + A or C, "COUNTER", juggled with hcf + B or D. [ hit] (CNT)(DM)(MID) QCB + P -> QCF, QCF + P hit opponent in mid air with qcb + A or C, "COUNTER", juggled with qcf, qcf + A or C. [ hit] (CNT)(SDM)(MAX)(MID) QCB + P -> QCB, HCF + K hit opponent in mid air with qcb + A or C, "COUNTER", juggled with hcb + B or D. [ hit] (CNT)(MID) QCF + A -> QCF + C from a distance away, qcf + A, "COUNTER", followed by qcf + C. [ hit] 3.6.3 ----- King ----- Moveslist --------- Sliding Kick : dwnfw + D +-------------------------------------------------------------------------------------------+ Venom Strike : QCF + B/D Double Strike : QCF x 2 + B/D Tornado Kick : HCB + B/D Mirage Kick : HCB + A/C Suprise Rose : DP + A/C Trap Shot : DP + B/D +-------------------------------------------------------------------------------------------+ Illusion Dance : QCF, HCB + B/D Silent Flash : QCB x 2 + B/D ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ d A, d A d B, d A d A, d B d B, d B d A, s A d B, s A d A, s B d B, s B s A, d A s A, d B s A, s A s A, s B d A, d A, s B d B, d A, s B d A, d B, s B d B, d B, s B d A, s A, s B d B, s A, s B d A, s B, s B d B, s B, s B s A, d A, s B s A, d B, s B s A, s A, s B s A, s B, s B d A, s A, s C d B, s A, s C s A, s A, s C ++ d A, d A, dwnfw + D ++ d B, d A, dwnfw + D ++ d A, s A, dwnfw + D ++ d B, s A, dwnfw + D ++ d A, s B, dwnfw + D ++ d B, s B, dwnfw + D ++ s A, d A, dwnfw + D ++ s A, s A, dwnfw + D ++ s A, s B, dwnfw + D s C, dwnfw + D d C, dwnfw + D s D(1 hit), dwnfw + D s D(2 hit), dwnfw + D j A -> j D j B -> j D j C -> j D j D -> j D _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) s C d C s D(1 hit) s D(2 hit) -> QCF + K standing/crouching heavy punch or standing heavy kick(1 or 2 hit) combo-ed into qcf + B or D. [ hit] s C d C s D(1 hit) s D(2 hit) -> HCB + K standing/crouching heavy punch or standing heavy kick(1 or 2 hit) combo-ed into hcb + B or D. [ hit] s C d C s D(1 hit) s D(2 hit) -> HCB + P standing/crouching heavy punch or standing heavy kick(1 or 2 hit) combo-ed into hcb + A or C. [ hit] s C d C s D(1 hit) s D(2 hit) -> DP + P standing/crouching heavy punch or standing heavy kick(1 or 2 hit) combo-ed into uppercut + A or C. Note : if done from standing D(2 hits), the uppercut + A/C won't connect with all the hits on some characters. [ hit] s C d C s D(1 hit) s D(2 hit) -> DP + K standing/crouching heavy punch or standing heavy kick(1 or 2 hit) combo-ed into uppercut + B or D. [ hit] s C d C s D(1 hit) s D(2 hit) -> QCF, QCF + K standing/crouching heavy punch or standing heavy kick(1 or 2 hit) combo-ed into qcf, qcf + B or D. [ hit] (DM) s C d C s D(1 hit) s D(2 hit) -> QCB, QCB + K standing/crouching heavy punch or standing heavy kick(1 or 2 hit) combo-ed into qcb, qcb + B or D. Note : if done from standing D(2 hits), the qcb, qcb + B/D won't connect with all the hits on some characters. [ hit] s C d C s D(1 hit) j A~D -> s D(2 hit) -> QCF + K jumping attack with A/B/C/D, then standing/crouching heavy punch or standing heavy kick (1 or 2 hit) combo-ed into qcf + B or D. [ hit] s C d C s D(1 hit) j A~D -> s D(2 hit) -> HCB + K jumping attack with A/B/C/D, then standing/crouching heavy punch or standing heavy kick (1 or 2 hit) combo-ed into hcb + B or D. [ hit] s C d C s D(1 hit) j A~D -> s D(2 hit) -> HCB + P jumping attack with A/B/C/D, then standing/crouching heavy punch or standing heavy kick (1 or 2 hit) combo-ed into hcb + A or C. [ hit] s C d C s D(1 hit) j A~D -> s D(2 hit) -> DP + P jumping attack with A/B/C/D, then standing/crouching heavy punch or standing heavy kick (1 or 2 hit) combo-ed into uppercut + A or C. Note : the uppercut + A/C won't connect with all the hits on some characters. [ hit] s C d C s D(1 hit) j A~D -> s D(2 hit) -> DP + K jumping attack with A/B/C/D, then standing/crouching heavy punch or standing heavy kick (1 or 2 hit) combo-ed into uppercut + B or D. [ hit] s C d C s D(1 hit) j A~D -> s D(2 hit) -> QCF, QCF + K jumping attack with A/B/C/D, then standing/crouching heavy punch or standing heavy kick (1 or 2 hit) combo-ed into qcf, qcf + B or D. [ hit] (DM) j A~D -> s D(1 hit) -> QCB, QCB + K jumping attack with A/B/C/D, then standing heavy kick(1 hit) combo-ed into qcb, qcb + B or D. Note : very impressive combo if its done on MAX. [ hit] _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) + 1 HC -> HCB + P any 1 hit chain, combo-ed into hcb + A or C. [ hit] + 1 HC 2 HC -> DP + C any 1 or 2 hit chain combo-ed into uppercut + C. [ hit] + 1 HC 2 HC -> DP + K any 1 or 2 hit chain combo-ed into uppercut + B or D. [ hit] + 1 HC 2 HC -> HCB + K any 1 or 2 hit chain combo-ed into hcb + B or D. [ hit] +(C) 1 HC 2 HC -> DP + A -> HCB + K any 1 or 2 hit chain combo-ed into uppercut + A or C, then juggled with hcb + B or D. Note : the uppercut + A/C won't connect with all the hits on some characters. [ hit] + j A~D -> 1 HC -> HCB + P jumping attack with A/B/C/D, then any 1 hit chain, combo-ed into hcb + A or C. [ hit] + j A~D -> 1 HC -> DP + C jumping attack with A/B/C/D, then any 1 hit chain, combo-ed into uppercut + C. [ hit] + j A~D -> 1 HC -> DP + K jumping attack with A/B/C/D, then any 1 hit chain, combo-ed into uppercut + B or D. [ hit] + j A~D -> 1 HC -> HCB + K jumping attack with A/B/C/D, then any 1 hit chain, combo-ed into hcb + B or D. [ hit] (C) j A/B/D s A~D d C j A~D -> DP + A -> HCB + K jumping attack with A/B/C/D, then uppercut + A, juggled with hcb + B or D. [ hit] +(C) j A/B/D s A~D d C j A~D -> 1 HC -> DP + A -> HCB + K jumping attack with A/B/C/D, then any 1 hit chain, combo-ed into uppercut + A or C, then juggled with any one of these ; i) jumping A/B/D ii) standing A/B/C/D iii) crouching C iv) hcb + B or D Note : the uppercut + A/C won't connect with all the hits on some characters. [ hit] (C) s C j A/B/D d C s A~D s D(1 hit) d C s D(2 hit) -> DP + A -> HCB + K standing/crouching heavy punch or standing heavy kick(1 or 2 hit) combo-ed into uppercut + A, juggled with any one of these ; i) jumping A/B/D ii) standing A/B/C/D iii) crouching C iv) hcb + B or D Note : the uppercut + A/C won't connect with all the hits on some characters. [ hit] s C j A/B/D d C s A~D s D(1 hit) d C j A~D -> s D(2 hit) -> DP + A -> HCB + K jumping attack with A/B/C/D, then standing/crouching heavy punch or standing heavy kick (1 or 2 hit) combo-ed into uppercut + A, juggled with any one of these ; i) jumping A/B/D ii) standing A/B/C/D iii) crouching C iv) hcb + B or D Note : the uppercut + A/C won't connect with all the hits on some characters. [ hit] (EX) AB --> A~D --> etc. AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are available for King, that may start from standing C/D or down C. [ hit] Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have the same characteristics as a standing CD that his opponent in mid air. if "COUNTER" appears, the dodge hit can also combo just like a CD attack. (Refer to Goro for some useful combos of such nature) urghh..this sucks..King don't have any expert-skill level combos. __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (CNT)(C) s CD -> s A~D standing CD(body toss attack), "COUNTER", juggled with standing A/B/C/D. [ hit] (CNT) s CD -> QCF + K standing CD(body toss attack), "COUNTER", combo-ed into qcf + B or D. [ hit] (CNT) s CD -> HCB + P standing CD(body toss attack), "COUNTER", combo-ed into hcb + A or C. [ hit] (CNT) s CD -> HCB + K standing CD(body toss attack), "COUNTER", combo-ed into hcb + B or D. [ hit] (CNT) s CD -> DP + C standing CD(body toss attack), "COUNTER", combo-ed into uppercut + C. [ hit] (CNT)(C) s CD -> DP + A -> s C/D standing CD(body toss attack), "COUNTER", combo-ed into uppercut + A, then juggled with standing C or D. [ hit] (CNT)(DM) s CD -> QCF, QCF + K standing CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + B or D. [ hit] (CNT)(DM) s CD -> QCF, HCB + B standing CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + B. [ hit] (CNT) s CD j CD -> s A~D jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD j CD -> j A~D jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD -> QCF + K jumping CD(body toss attack), "COUNTER", combo-ed into qcf + B or D. [ hit] (CNT) j CD -> HCB + P jumping CD(body toss attack), "COUNTER", combo-ed into qcb + A or C. [ hit] (CNT) j CD -> HCB + K jumping CD(body toss attack), "COUNTER", combo-ed into qcb + B or D. [ hit] (CNT) j CD -> DP + C jumping CD(body toss attack), "COUNTER", combo-ed into uppercut + C. [ hit] (CNT)(C) j A/B/D s A~D d C j CD -> DP + A -> HCB + K jumping CD(body toss attack), "COUNTER", combo-ed into uppercut + A, juggled with any one of these ; i) jumping A/B/D ii) standing A/B/C/D iii) crouching C iv) hcb + B or D [ hit] (CNT)(DM) j CD -> QCF, QCF + K jumping CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + B or D. [ hit] (CNT)(DM) j CD -> QCF, HCB + B jumping CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + B. [ hit] (MID)(CNT)(nC) QCF + B -> QCF, QCF + K hit opponent in mid air with qcf + B, "COUNTER", then juggle qcf, qcf + B or D (OPD) 1 HC -> s D -> etc. any early 1 hit light chain, standing heavy kick, combo-ed into any combination preferred. Note : the early 1 hit chain hits opponent at last frame to allow the standing heavy kick to combo. [ hit] ----------- N O T I C E ----------- - the following combos can only be done on Chang Koehan. j A~D -> any chain combo that ends with standing C jumping attack with A/B/C/D, then combo-ed into any chain combo that ends with standing C. (OPD)(C) QCF + B -> d A -> HCB + K execute an early qcf + B. down A, combo-ed into hcb + B or D. Note : qcf + B hits Chang's back because Chang's character sprite is exceptionally large [ hit] (OPD)(C) QCF + B -> d A -> DP + K execute an early qcf + B. down A, combo-ed into uppercut + B or D. Note : qcf + B hits Chang's back because Chang's character sprite is exceptionally large [ hit] (OPD)(C) j A/B/D s A~D d C QCF + B -> d A -> DP + A -> HCB + K execute an early qcf + B. down A, combo-ed into uppercut + A, then juggle with any one of these ; i) jumping A/B/D ii) standing A/B/C/D iii) crouching C iv) hcb + B or D Note : qcf + B hits Chang's back because Chang's character sprite is exceptionally large [ hit] ============================================================================================== 3.7 _________________ / / Kim Team /_________________/ 3.7.1 ------------ Kim Kaphwan ------------ Moveslist --------- Turning Kick : fw + A Descending Kick : fw + B (overhead) +-------------------------------------------------------------------------------------------+ Somersault Slash : dwn s up + B/D (anti-air) Sand Sweep : dwn s up + A/C (low priority anti-air) Comet Crush : bk s fw + B/D (low sweep) Crecent Kick : QCB + B/D (close-up anti-air) Triple Slash : QCB + A/C x 3 (1st QCB + P, anti-air) Air Stomp : QCF + B/D(mid air) Ground Eraser : dwn, dwn + B/D (stops ground projectiles) +-------------------------------------------------------------------------------------------+ Phoenix Combo : QCF, HCB + B/D(mid air) Phoenix Rage : QCB, dwnbk, fw + B/D (mid-air possible) ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ d B, d A d B, d B d B, s A d B, s B d B, d B, d A d B, d B, s A d B, d B, d B d B, d B, d B, d A d B, d B, d B, s A ++ d B, d A, fw + A ++ d B, s A, fw + A ++ d B, s B, fw + A ++ d B, d B, d A, fw + A ++ d B, d B, d B, d A, fw + A ++ d B, d A, fw + B ++ d B, s A, fw + B ++ d B, s B, fw + B ++ d B, d B, d A, fw + B ++ d B, d B, d B, d A, fw + B s A, s C d A, s C d B, s C s A, s C, fw + A d A, s C, fw + A d B, s C, fw + A ++ s A, s C, fw + B ++ d A, s C, fw + B ++ d B, s C, fw + B ++ s C(1 hit), fw + B ++ d C(1 hit), fw + B j A -> j A j B -> j A j C -> j A j D -> j A j A -> j B j B -> j B j C -> j B j D -> j B _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) d C s C(1 hit) -> QCB + K standing/crouching heavy kick, combo-ed into qcb + B or D. [ hit] d C s C(1 hit) -> QCB + P standing/crouching heavy kick, combo-ed into qcb + A or C. [ hit] d C s C(1 hit) -> bk s fw + B or D standing/crouching heavy kick, combo-ed into . [ hit] d C s C(1 hit) -> dwn s up + P standing/crouching heavy kick, combo-ed into dwn s up + A or C. [ hit] d C s C(1 hit) -> dwn s up + K standing/crouching heavy kick, combo-ed into dwn s up + B or D. Note : after D version, do down + K [ hit] (DM) d C s C(1 hit) -> QCB, HCF + K standing/crouching heavy kick, combo-ed into qcb, hcf + B or D. [ hit] (CSP) cx A/D j A~D -> s C(1 hit) -> QCB + K jumping attack with A/B/C/D or crossup with A or D, then standing/crouching heavy kick, combo-ed into qcb + B or D. [ hit] (CSP) cx A/D j A~D -> s C(1 hit) -> QCB + P jumping attack with A/B/C/D or crossup with A or D, then standing/crouching heavy kick, combo-ed into qcb + A or C. [ hit] (CSP) cx A/D j A~D -> s C(1 hit) -> bk s fw + K jumping attack with A/B/C/D or crossup with A or D, then standing/crouching heavy kick, combo-ed into bk s fw + B or D. [ hit] (CSP) cx A/D j A~D -> s C(1 hit) -> dwn s up + P jumping attack with A/B/C/D or crossup with A or D, then standing/crouching heavy kick, combo-ed into dwn s up + A or C. [ hit] (CSP) cx A/D j A~D -> s C(1 hit) -> dwn s up + K jumping attack with A/B/C/D or crossup with A or D, then standing/crouching heavy kick, combo-ed into dwn s up + B or D. Note : after D version, do down + K [ hit] (DM)(CSP) cx A/D j A~D -> s C(1 hit) -> QCB, HCF + K jumping attack with A/B/C/D or crossup with A or D, then standing/crouching heavy kick, combo-ed into qcb, hcf + B or D. [ hit] _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) j A~D -> dwn s up + K jumping attack with A/B/C/D, then land and do dwn s up + B or D. Note : if D version, do down + K for finisher. [ hit] (DM) j A~D -> QCB, dwnbk, fw + K jumping attack with A/B/C/D, then land and do qcb, dwnbkfw + B or D. [ hit] +(DM) fw + A -> QCB, dwnbk, fw + K forward + A, combo-ed into qcb, dwnbkfw + B or D [ hit] 1 HC -> QCB + P x 3 any 1 hit light chain, combo-ed into qcb + A or C x 3. [ hit] 1 HC -> dwn s up + P any 1 hit light chain, combo-ed into dwn s up + A or C. [ hit] 1 HC -> dwn s up + K any 1 hit light chain, combo-ed into dwn s up + B or D. Note : if D version, do down + K for finisher. [ hit] (DM) 1 HC -> QCB, dwnbk, fw + K any 1 hit light chain, combo-ed into qcb, dwnbk fw + B or D. [ hit] + 2 HC 3 HC -> QCB + P x 2 any 2 or 3 hit light chain, combo-ed into qcb + A or C x 2. Note : for 3 light chain, must end with a down A. [ hit] + 2 HC 3 HC -> dwn s up + P any 2 or 3 hit light chain, combo-ed into dwn s up + A or C. Note : for 3 light chain, must end with a down A. [ hit] + 2 HC 3 HC -> dwn s up + K any 2 or 3 hit light chain, combo-ed into dwn s up + B or D. Note : for 3 light chain, must end with a down A. [ hit] +(DM) 2 HC 3 HC -> QCB, dwnbk, fw + K any 2 or 3 hit light chain, combo-ed into qcb. dwnbk fw + B or D. Note : for 3 light chain, must end with a down A. [ hit] d C s C(1 hit) -> QCB + P x 3 standing or crouching heavy punch combo-ed into qcb + A or C x 3. [ hit] + d C s C(1 hit) -> fw + A -> QCB, dwnbk, fw + K standing or crouching heavy punch, forward + A, combo-ed into qcb, dwnbk fw + B or D. [ hit] (DM) d C s C(1 hit) -> d d K -> QCB, dwnbk fw + K standing or crouching heavy punch combo-ed into down, down + B or D, then into qcb, dwnbk fw + B or D. [ hit] cx A/D j A~D -> 1 HC -> QCB + P x 3 jumping attack with A/B/C/D or crossup with A or D, any 1 hit light chain, combo-ed into qcb + A or C x 3. [ hit] cx A/D j A~D -> 1 HC -> dwn s up + P jumping attack with A/B/C/D or crossup with A or D, any 1 hit light chain, combo-ed into dwn s up + A or C. [ hit] cx A/D j A~D -> 1 HC -> dwn s up + K jumping attack with A/B/C/D or crossup with A or D, any 1 hit light chain, combo-ed into dwn s up + B or D. Note : if D version, do down + K for finisher. [ hit] (DM) cx A/D j A~D -> 1 HC -> QCB, dwnbk, fw + K jumping attack with A/B/C/D or crossup with A or D, any 1 hit light chain, combo-ed into qcb, dwnbk fw + B or D. [ hit] + 2 HC cx A/D -> 3 HC -> QCB + P x 2 crossup with A or D, any 2 or 3 hit light chain, combo-ed into qcb + A or C x 2. Note : for 3 light chain, must end with a down A. [ hit] + 2 HC cx A/D -> 3 HC -> dwn s up + P crossup with A or D, any 2 or 3 hit light chain, combo-ed into dwn s up + A or C. Note : for 3 light chain, must end with a down A. [ hit] + 2 HC cx A/D -> 3 HC -> dwn s up + K crossup with A or D, any 2 or 3 hit light chain, combo-ed into dwn s up + B or D. Note : for 3 light chain, must end with a down A. [ hit] +(DM) 2 HC cx A/D -> 3 HC -> QCB, dwnbk, fw + K crossup with A or D, any 2 or 3 hit light chain, combo-ed into qcb. dwnbk fw + B or D. Note : for 3 light chain, must end with a down A. [ hit] (CSP) cx A/D j A~D -> s C(1 hit) -> QCB + P x 3 jumping attack with A/B/C/D or crossup with A or D, then standing/crouching heavy kick, combo-ed into qcb + A or C x 3. [ hit] +(DM)(CSP) cx A/D j A~D -> s C(1 hit) -> fw + A -> QCB, dwnbk, fw + K jumping attack with A/B/C/D or crossup with A or D, then standing/crouching heavy kick, combo-ed into qcb, dwnbk fw + B or D. [ hit] (DM)(CSP) cx A/D j A~D -> s C(1 hit) -> d d K -> QCB, dwnbk, fw + K jumping attack with A/B/C/D or crossup with A or D, then standing/crouching heavy kick, combo-ed into down, down + B or D, then into qcb, hcf + B or D. [ hit] __ ___ _\__\ / /___ _____ ____ _______ _____ _____ __ ____ _____ _____ _____ / ___/\/ / == / ___/ __ /__ __/ / __/ / \/ \/ = // / __/ / _/_\ / __/ _/_/ \ / / / /__/ = / / == / = /_\ \ /____// /__/ /____/__/\__\ /__/ /____/_____/__/\__/\__/_____/____ /_____/ / /\ \ (WARNING : High level of skill/experience needed.) /__/ \__\ + 1 HC -> s C -> QCB + K any 1 hit light chain, chained into standing heavy punch, combo-ed into qcb + B or D. [ hit] + 1 HC -> s C -> QCB + P x 3 any 1 hit light chain, chained into standing heavy punch, combo-ed into qcb + A or C x 3. [ hit] + 1 HC -> s C -> bk s fw + K any 1 hit light chain, chained into standing heavy punch, combo-ed into bk s fw + B or D. [ hit] + 1 HC -> s C -> dwn s up + P any 1 hit light chain, chained into standing heavy punch, combo-ed into dwn s up + A or C. [ hit] + 1 HC -> s C -> dwn s up + K any 1 hit light chain, chained into standing heavy punch, combo-ed into dwn s up + B or D. [ hit] +(DM) 1 HC -> s C -> QCB, dwnbk, fw + K any 1 hit light chain, chained into standing heavy punch, combo-ed into qcb, dwnbk fw + B or D [ hit] +(DM) 1 HC -> s C -> fw + A -> QCB, dwnbk fw + K any 1 hit light chain, chained into standing heavy punch, then forward + A, combo-ed into qcb, dwnbk fw + B or D. [ hit] +(DM) 1 HC -> s C -> d d K -> QCB, dwnbk fw + K any 1 hit light chain, chained into standing heavy punch, combo-ed into down down + B or D, followed by qcb, dwnbk fw + B or D. [ hit] +(CSP) cx A/D cx QCF + B -> 1 HC -> s C -> QCB + K crossup with A/D or QCF + B, then any 1 hit light chain, chained into standing heavy punch, combo-ed into qcb + B or D. [ hit] +(CSP) cx A/D cx QCF + B -> 1 HC -> s C -> QCB + P x 3 crossup with A/D or QCF + B, then any 1 hit light chain, chained into standing heavy punch, combo-ed into qcb + A or C x 3. [ hit] +(CSP) cx A/D cx QCF + B -> 1 HC -> s C -> bk s fw + K crossup with A/D or QCF + B, then any 1 hit light chain, chained into standing heavy punch, combo-ed into bk s fw + B or D. [ hit] +(CSP) cx A/D cx QCF + B -> 1 HC -> s C -> dwn s up + P crossup with A/D or QCF + B, then any 1 hit light chain, chained into standing heavy punch, combo-ed into dwn s up + A or C. [ hit] +(CSP) cx A/D cx QCF + B -> 1 HC -> s C -> dwn s up + K crossup with A/D or QCF + B, then any 1 hit light chain, chained into standing heavy punch, combo-ed into dwn s up + B or D. [ hit] +(DM)(CSP) cx A/D cx QCF + B -> 1 HC -> s C -> QCB, dwnbk, fw + K crossup with A/D or QCF + B, then any 1 hit light chain, chained into standing heavy punch, combo-ed into qcb, dwnbk fw + B or D. [ hit] +(DM)(CSP) cx A/D cx QCF + B -> 1 HC -> s C -> fw + A -> QCB, dwnbk fw + K crossup with A/D or QCF + B, then any 1 hit light chain, chained into standing heavy punch, then forward + A, combo-ed into qcb, dwnbk fw + B or D. [ hit] +(DM) cx A/D cx QCF + B -> 1 HC -> s C -> d d K -> QCB, dwnbk fw + K crossup with A/D or QCF + B, then any 1 hit light chain, chained into standing heavy punch, combo-ed into down down + B or D, followed by qcb, dwnbk fw + B or D. [ hit] (MID) QCF + B -> j A~D hit opponent in mid air with qcf + B, then juggle with jumping attack with A/B/C/D. [ hit] (MID) QCF + B -> dwn s up + P hit opponent in mid air with qcf + B, then juggle with dwn s up + A or C. [ hit] (MID) QCF + B -> dwn s up + K hit opponent in mid air with qcf + B, then juggle with dwn s up + B or D. [ hit] (MID)(DM) QCF + B -> j QCF, HCB + K hit opponent in mid air with qcf + B, then juggle with jumping qcf, hcb + B or D. [ hit] (MID)(DM) QCF + B -> QCB, dwnbk fw + K hit opponent in mid air with qcf + B, then juggle with qcb, dwnbk fw + B or D. [ hit] (C)(MID) QCF + B -> QCB + B -> dwn s up + K hit opponent in mid air with qcf + B, then juggle with qcb + B, followed by dwn s up + B or D. Note : if D version of dwn s up + K, add down + K at the end. [ hit] (C)(MID) QCB + A -> QCB + A -> QCB + K -> dwn s up + K hit opponent in mid air with qcb + A, qcb + A(slow) then juggle with qcb + B or D, finished with dwn s up + B or D. Note : if D version of dwn s up + K, add down + K at the end. [ hit] (C)(MID)(DM) QCB + A -> QCB + A -> QCB, dwnbk fw + K hit opponent in mid air with qcb + A, qcb + A(slow) then juggle with qcb, dwnbk fw + B or D. [ hit] (INF)(C)(MID) QCF upfw + B x infinity juggled opponent in corner with qcf + B. Note : to get the proper height, qcf + B is turned qcf upfw + B. [ hit] ------------ N O T I C E ------------ - the following combos can only be done when ; i) no stock(advance mode) ii) no maximum power bar(extra mode) iii) no flashing life meter(extra mode) (BUG) s C d C -> d d + K -> QCB, dwnbk fw + K -> d D standing/crouching heavy punch, combo-ed into down, down + B or D, whiffed into a DM, then low sweep down D. Note : this is a bug combo, the down down + K can also be whiffed or cancelled by executing a DM when there is no stock, and this allows other moves to follow up from the down down + K. to cancel the down down + K with ease, do it this way : i ) s C, down down + B or D, hcf + K or ii) s C, down down + B or D, hcb,fw + K. [ hit] (BUG)(CSP) cx A/D s C cx QCF + B -> d C -> d d + K -> QCB, dwnbk fw + K -> d D crossup with A/D or qcf + B, then standing/crouching heavy punch, combo-ed into down, down + B or D, cancelled into a DM, then low sweep down D. Note : this is a bug combo, the down down + K can also be whiffed or cancelled by executing a DM when there is no stock, and this allows other moves to follow up from the down down + K. also, the down D must be pressed a soon as possible. best way is to tap C directly after pressing any K for the DM. to cancel the down down + K with ease, do it this way : i ) s C, down down + B or D, hcf + K or ii) s C, down down + B or D, hcb,fw + K. [ hit] (BUG)(C) s C -> d d K -> QCB dwnbk fw + K -> s C -> QCB + P x 3 standing heavy punch combo-ed into down down + B or D, cancelled into a DM, then standing C into qcb + A or C x 3. Note : this is a bug combo, the down down + K can also be whiffed or cancelled by executing a DM when there is no stock, and this allows other moves to follow up from the down down + K. also, the 2nd stand C must be pressed a soon as possible. best way is to tap C directly after pressing any K for the DM. to cancel the down down + K with ease, do it this way : i ) s C, down down + B or D, hcf + K or ii) s C, down down + B or D, hcb,fw + K. [ hit] (BUG)(C) s C -> d d K -> QCB dwnbk fw + K -> d A -> dwn s up + K standing heavy punch combo-ed into down down + B or D, cancelled into a DM, then low A into dwn s up + B or D. Note : this is a bug combo, the down down + K can also be whiffed or cancelled by executing a DM when there is no stock, and this allows other moves to follow up from the down down + K. also, the low A must be pressed a soon as possible. best way is to tap low A directly after pressing any K for the DM. the down A can be replace with standing A/B or standing C, but it is humanly impossible to combo it into dwn s up + B or D. to cancel the down down + K with ease, do it this way : i ) s C, down down + B or D, hcf + K or ii) s C, down down + B or D, hcb,fw + K. [ hit] (BUG)(C) s C -> d d K -> QCB dwnbk fw + K -> d A -> dwn s up + P standing heavy punch combo-ed into down down + B or D, cancelled into a DM, then low A into dwn s up + S or C. Note : this is a bug combo, the down down + K can also be whiffed or cancelled by executing a DM when there is no stock, and this allows other moves to follow up from the down down + K. also, the low A must be pressed a soon as possible. best way is to tap low A directly after pressing any K for the DM. the down A can be replace with standing A/B or standing C, but it is humanly impossible to combo it into dwn s up + A or C. to cancel the down down + K with ease, do it this way : i ) s C, down down + B or D, hcf + K or ii) s C, down down + B or D, hcb,fw + K. [ hit] (BUG)(C)(DM) s C -> d d K -> QCB dwnbk fw + K -> s C -> fw + A -> QCB dwnbk fw + K standing heavy punch combo-ed into down down + B or D, cancelled into a DM, then standing C into forward + A, combo-ed into qcb, dwnbk fw + B or D. Note : this is a bug combo, the down down + K can also be whiffed or cancelled by executing a DM when there is no stock, and this allows other moves to follow up from the down down + K. also, the 2nd stand C must be pressed a soon as possible. best way is to tap C directly after pressing any K for the DM. this combos has to be timed in such a way that as soon as you execute forward + A, you'll get a stock of crystal. to cancel the down down + K with ease, do it this way : i ) s C, down down + B or D, hcf + K or ii) s C, down down + B or D, hcb,fw + K. [ hit] (BUG)(C)(DM) s C -> d d K -> QCB dwnbk fw + K -> s C -> d d K -> QCB dwnbk fw + K -> s C -> d d K -> QCB dwnbk fw + K -> s C -> d d K -> QCB dwnbk fw + K standing heavy punch combo-ed into down down + B or D, cancelled into a DM, then standing heavy punch combo-ed into down down + B or D, cancelled into a DM, then standing heavy punch combo-ed into down down + B or D, cancelled into a DM, then standing heavy punch combo-ed into down down + B or D, combo-ed into qcb, dwnbk fw + B or D. Note : this is a bug combo, the down down + K can also be whiffed or cancelled by executing a DM when there is no stock, and this allows other moves to follow up from the down down + K. also, the stand C must be pressed a soon as possible. best way is to tap C directly after pressing any K for the DM. this combos has to be timed in such a way that as soon as you execute the last down down + K, you'll get a stock of crystal. to cancel the down down + K with ease, do it this way : i ) s C, down down + B or D, hcf + K or ii) s C, down down + B or D, hcb,fw + K. [ hit] ------------ N O T I C E ------------ - for the above bug combos, they work just as well with a jump in attack, but in the corner. the combos are already hard enough to pull off without the jumping attack. __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (CNT) s CD -> QCB + K standing CD(body toss attack), "COUNTER", combo-ed into qcb + B or D. [ hit] (CNT) s CD -> dwn s up + P standing CD(body toss attack), "COUNTER", combo-ed into dwn s up + A or C. [ hit] (CNT) s CD -> dwn s up + K standing CD(body toss attack), "COUNTER", combo-ed into dwn s up + B or D. [ hit] (CNT)(C) s CD -> QCB + A -> QCB + A -> QCB + K -> dwn s up + K standing CD(body toss attack), "COUNTER", combo-ed into qcb + A, qcb + A(slow) then juggle with qcb + B or D, finished with dwn s up + B or D. Note : if D version of dwn s up + K, add down + K at the end. [ hit] (CNT)(C)(DM) s CD -> QCB + A -> QCB + A -> QCB dwnbk fw + K standing CD(body toss attack), "COUNTER", combo-ed into qcb + A, qcb + A(slow) then juggle with qcb, dwnbk fw + B or D. Note : if D version of dwn s up + K, add down + K at the end. [ hit] (CNT)(DM) s CD -> QCB, dwnbk fw + K standing CD(body toss attack), "COUNTER", combo-ed into qcb, dwnbk fw + B or D. [ hit] (CNT) s CD j CD -> s A~D jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD j CD -> j A~D jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD -> QCB + K jumping CD(body toss attack), "COUNTER", combo-ed into qcb + B or D. [ hit] (CNT) j CD -> dwn s up + P jumping CD(body toss attack), "COUNTER", combo-ed into dwn s up + A or C. [ hit] (CNT) j CD -> dwn s up + K jumping CD(body toss attack), "COUNTER", combo-ed into dwn s up + B or D. [ hit] (CNT)(C) j CD -> QCB + A -> QCB + A -> QCB + K -> dwn s up + K jumping CD(body toss attack), "COUNTER", combo-ed into qcb + A, qcb + A(slow) then juggle with qcb + B or D, finished with dwn s up + B or D. Note : if D version of dwn s up + K, add down + K at the end. [ hit] (CNT)(C)(DM) j CD -> QCB + A -> QCB + A -> QCB dwnbk fw + K jumping CD(body toss attack), "COUNTER", combo-ed into qcb + A, qcb + A(slow) then juggle with qcb, dwnbk fw + B or D. Note : if D version of dwn s up + K, add down + K at the end. [ hit] (CNT)(DM) j CD-> QCB, dwnbk fw + K jumping CD(body toss attack), "COUNTER", combo-ed into qcb, dwnbk fw + B or D. [ hit] (CNT)(DM)(MID) fw + A -> QCB, dwnbk fw + K forward + A, "COUNTER", combo-ed into qcb, dwnbk fw + B or D. [ hit] (C)(CNT)(INF) j CD -> QCF + B x infinity jumping CD(body toss attack), "COUNTER", then juggled with qcf + B(mid air) x infinity. [ hit] (OPD)(DM)(C) fw + A -> QCF, HCB + K early forward + A, combo-ed into qcf, hcb + B or D. Note : forward + A hits opponent at last frame to allow the DM to combo. [ hit] 1 HC -> fw + B -> etc. any light hits, chain into forward + B, combo-ed into any combination preferred. Note : NO RUSH hit from any light chain into forward + B. this just enables the forward + B to be combo-able. [ hit] 3.7.2 -------------- Chang Koehan -------------- Moveslist --------- Pull Escape : dwnfw + A (low slide) +-------------------------------------------------------------------------------------------+ Iron Ball Smash : bk s fw + P Somersault Crush : dwn s up + K (low priority anti-air) Iron Ball Swing : Rapid A/C (anti air) Great Destruction Throw : HCB, fw + C (command throw) +-------------------------------------------------------------------------------------------+ Pressure Of Death : QCF x 2 + A/C Iron Ball Frenzy : QCF, HCB + A/C ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ d A, d A d A, s B s A, dwnfw + A d A, dwnfw + A s B, dwnfw + A d B, dwnfw + A d A, d A, dwnfw + A d A, s B, dwnfw + A s C, dwnfw + A s D, dwnfw + A j A -> j B j B -> j B j C -> j B j D -> j B j A -> j A j B -> j A j C -> j A j D -> j A _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) 1 HC s D d C -> dwn s up + K any 1 hit light chain or standing heavy kick or crouching heavy punch combo-ed into dwn s up + B or D. [ hit] 1 HC s D d C -> rapid P any 1 hit light chain or standing heavy kick or crouching heavy punch combo-ed into rapid A or C. [ hit] 1 HC s D d C -> HCB, fw + P any 1 hit light chain or standing heavy kick or crouching heavy punch combo-ed into hcb, fw + A or C. [ hit] (DM) 1 HC s D d C -> QCF, QCF + P any 1 hit light chain or standing heavy kick or crouching heavy punch combo-ed into qcf, qcf + A or C. [ hit] j A~D -> 1 HC -> dwn s up + K jumping attack with A/B/C/D, then any 1 hit light chain or standing heavy kick or crouching heavy punch combo-ed into dwn s up + B or D. [ hit] j A~D -> 1 HC -> rapid P jumping attack with A/B/C/D, then any 1 hit light chain or standing heavy kick or crouching heavy punch combo-ed into rapid A or C. [ hit] j A~D -> 1 HC -> HCB, fw + P jumping attack with A/B/C/D, then any 1 hit light chain or standing heavy kick or crouching heavy punch combo-ed into hcb, fw + A or C. [ hit] (DM) j A~D -> 1 HC -> QCF, QCF + P jumping attack with A/B/C/D, then any 1 hit light chain or standing heavy kick or crouching heavy punch combo-ed into qcf, qcf + A or C. [ hit] ah..Chang, all simple combos, but then again, with his power and size, COMBOS?? __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (CNT) s CD -> bk s fw + A standing CD(body toss attack), "COUNTER", combo-ed into bk s fw + A. [ hit] (CNT) s CD -> dwn s up + K standing CD(body toss attack), "COUNTER", combo-ed into dwn s up + B or D. [ hit] (CNT) s CD -> rapid P standing CD(body toss attack), "COUNTER", combo-ed into rapid + A or C. [ hit] (CNT)(DM) s CD -> QCF, HCB + P standing CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + A or C. [ hit] (CNT)(DM) s CD -> QCF, QCF + P standing CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + A or C. [ hit] (CNT)(SDM)(MAX)(TOD)(C) s CD -> QCF, HCB + P -> QCF, QCF + P standing CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + A or C, then if SDM finish with a standing B animation finisher, execute qcf, qcf + A or C. [ hit] (CNT) s CD j CD -> s A~D jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD j CD -> j A~D jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD -> dwn s up + K jumping CD(body toss attack), "COUNTER", combo-ed into dwn s up + B or D. [ hit] (CNT) j CD -> rapid P jumping CD(body toss attack), "COUNTER", combo-ed into rapid + A or C. [ hit] (CNT)(DM) j CD -> QCF, HCB + P jumping CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + A or C. [ hit] (CNT)(DM) j CD -> QCF, QCF + P jumping CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + A or C. [ hit] (CNT)(SDM)(MAX)(TOD)(C) j CD -> QCF, HCB + P -> QCF, QCF + P jumping CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + A or C, then if SDM finish with a standing B animation finisher, execute qcf, qcf + A or C. [ hit] 3.7.3 ------------ Choi Bounge ------------ Moveslist --------- Two Step Slash : fw + A(knockdown blow) Phantom Killer Kick : fw + B(overhead) +-------------------------------------------------------------------------------------------+ Tornado Gale Slash : dwn s up + A/C(low priority anti-air) Dashing Slash : bk s fw + A/C Air Stomp : QCF + B/D (mid-air) Monkey Swing Kick : QCB + A/C Aerial Flying Slash : dwn s up + B/D (hold button) Monkey Flying Slash : bk s fw + B/D Spin Slash : any direction + A/B/C/D (after Aerial/Monkey Flying Slash) +-------------------------------------------------------------------------------------------+ Super Tornado Swing : HCB x 2 + A/C(anti-air) Phoenix Combo : QCB, HCF + B/D ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ d A, d A d A, d B d B, d A d B, d B d A, s A d B, s A d B, s B s A, d A s A, d B s B, d A s B, d B s A, s A s B, s A s B, s B d A, d A, d A d A, d B, d A d B, d A, d A d B, d B, d A d A, s A, d A d B, s A, d A d B, s B, d A s A, d A, d A s A, d B, d A s B, d A, d A s B, d B, d A s A, s A, d A s B, s A, d A s B, s B, d A d A, d A, s A d A, d B, s A d B, d A, s A d B, d B, s A d A, s A, s A d B, s A, s A d B, s B, s A s A, d A, s A s A, d B, s A s B, d A, s A s B, d B, s A s A, s A, s A s B, s A, s A s B, s B, s A d A, d A, d B d A, d B, d B d B, d A, d B d B, d B, d B d A, s A, d B d B, s A, d B d B, s B, d B s A, d A, d B s A, d B, d B s B, d A, d B s B, d B, d B s A, s A, d B s B, s A, d B s B, s B, d B d A, d A, s B d A, d B, s B d B, d A, s B d B, d B, s B d A, s A, s B d B, s A, s B d B, s B, s B s A, d A, s B s A, d B, s B s B, d A, s B s B, d B, s B s A, s A, s B s B, s A, s B s B, s B, s B ++ d A, d A, fw + A ++ d B, d A, fw + A ++ d A, s A, fw + A ++ d B, s A, fw + A ++ d B, s B, fw + A ++ s A, d A, fw + A ++ s B, d A, fw + A ++ s A, s A, fw + A ++ s B, s A, fw + A ++ s B, s B, fw + A ++ d A, d A, d A, fw + A ++ d A, d B, d A, fw + A ++ d B, d A, d A, fw + A ++ d B, d B, d A, fw + A ++ d A, s A, d A, fw + A ++ d B, s A, d A, fw + A ++ d B, s B, d A, fw + A ++ s A, d A, d A, fw + A ++ s A, d B, d A, fw + A ++ s B, d A, d A, fw + A ++ s B, d B, d A, fw + A ++ s A, s A, d A, fw + A ++ s B, s A, d A, fw + A ++ s B, s B, d A, fw + A ++ d A, d A, s A, fw + A ++ d A, d B, s A, fw + A ++ d B, d A, s A, fw + A ++ d B, d B, s A, fw + A ++ d A, s A, s A, fw + A ++ d B, s A, s A, fw + A ++ d B, s B, s A, fw + A ++ s A, d A, s A, fw + A ++ s A, d B, s A, fw + A ++ s B, d A, s A, fw + A ++ s B, d B, s A, fw + A ++ s A, s A, s A, fw + A ++ s B, s A, s A, fw + A ++ s B, s B, s A, fw + A ++ d A, d A, s B, fw + A ++ d A, d B, s B, fw + A ++ d B, d A, s B, fw + A ++ d B, d B, s B, fw + A ++ d A, s A, s B, fw + A ++ d B, s A, s B, fw + A ++ d B, s B, s B, fw + A ++ s A, d A, s B, fw + A ++ s A, d B, s B, fw + A ++ s B, d A, s B, fw + A ++ s B, d B, s B, fw + A ++ s A, s A, s B, fw + A ++ s B, s A, s B, fw + A ++ s B, s B, s B, fw + A ++ d A, d A, fw + B ++ d B, d A, fw + B ++ d A, s A, fw + B ++ d B, s A, fw + B ++ d B, s B, fw + B ++ s A, d A, fw + B ++ s B, d A, fw + B ++ s A, s A, fw + B ++ s B, s A, fw + B ++ s B, s B, fw + B ++ d A, d A, d A, fw + B ++ d A, d B, d A, fw + B ++ d B, d A, d A, fw + B ++ d B, d B, d A, fw + B ++ d A, s A, d A, fw + B ++ d B, s A, d A, fw + B ++ d B, s B, d A, fw + B ++ s A, d A, d A, fw + B ++ s A, d B, d A, fw + B ++ s B, d A, d A, fw + B ++ s B, d B, d A, fw + B ++ s A, s A, d A, fw + B ++ s B, s A, d A, fw + B ++ s B, s B, d A, fw + B ++ d A, d A, s A, fw + B ++ d A, d B, s A, fw + B ++ d B, d A, s A, fw + B ++ d B, d B, s A, fw + B ++ d A, s A, s A, fw + B ++ d B, s A, s A, fw + B ++ d B, s B, s A, fw + B ++ s A, d A, s A, fw + B ++ s A, d B, s A, fw + B ++ s B, d A, s A, fw + B ++ s B, d B, s A, fw + B ++ s A, s A, s A, fw + B ++ s B, s A, s A, fw + B ++ s B, s B, s A, fw + B ++ d A, d A, s B, fw + B ++ d A, d B, s B, fw + B ++ d B, d A, s B, fw + B ++ d B, d B, s B, fw + B ++ d A, s A, s B, fw + B ++ d B, s A, s B, fw + B ++ d B, s B, s B, fw + B ++ s A, d A, s B, fw + B ++ s A, d B, s B, fw + B ++ s B, d A, s B, fw + B ++ s B, d B, s B, fw + B ++ s A, s A, s B, fw + B ++ s B, s A, s B, fw + B ++ s B, s B, s B, fw + B ++ s C, fw + A ++ d C, fw + A s C, fw + B d C, fw + B s C, fw + B, s A d C, fw + B, s A s C, fw + B, s B d C, fw + B, s B j A -> j A j B -> j A j C -> j A j D -> j A j A -> j C j B -> j C j C -> j C j D -> j C _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) + 1 HC 2 HC -> dwn s up + P any 1 or 2 hit light chain combo-ed into dwn s up + A or C. [ hit] s C d C -> dwn s up + P standing/crouching heavy punch combo-ed into dwn s up + A or C. [ hit] (DM) s C d C -> QCF, HCB + K standing/crouching heavy punch combo-ed into qcf, hcb + B or D. [ hit] + cx C 1 HC j A~D -> 2 HC -> dwn s up + P jumping attack with A/B/C/D or crossup with C, then any 1 or 2 hit light chain combo-ed into dwn s up + A or C. [ hit] cx C s C j A~D -> d C -> dwn s up + P jumping attack with A/B/C/D or crossup with C, then standing/crouching heavy punch combo-ed into dwn s up + A or C. [ hit] (DM) cx C s C j A~D -> d C -> QCF, HCB + K jumping attack with A/B/C/D or crossup with C, then standing/crouching heavy punch combo-ed into qcf, hcb + B or D. [ hit] _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) + 1 HC 2 HC 3 HC -> QCF, HCB + K any 1, 2 or 3 hit light chain, combo-ed into qcf, hcb + B or D. [ hit] + 1 HC 2 HC cx C -> 3 HC -> QCF, HCB + K any 1, 2 or 3 hit light chain, combo-ed into qcf, hcb + B or D. [ hit] j C -> QCF + B jumping heavy punch, combo-ed into qcf + B. Note : qcf + B done before landing [ hit] +(t.C) j C -> j C -> QCF + B jumping heavy punch, chained into jumping heavy punch, combo-ed into qcf + B. Note : qcf + B done before landing [ hit] +(DM) s C d C -> fw + B -> QCF, HCB + K standing/crouching heavy punch chained into forward + B, then execute qcf, hcb + B or D. Note : forward + B is not combo-ed into qcf, hcb + K, but the DM is done after Choi recovers from the forward + B command attack. [ hit] +(C) s C d C -> fw + B -> s A -> QCF, HCB + K standing/crouching heavy punch chained into forward + B, then standing light punch combo-ed into qcf, hcb + B or D. [ hit] +(C)(t.C) s C d C -> fw + B -> j C -> QCF + B standing/crouching heavy punch chained into forward + B, then jumping C, combo-ed into qcf + B. [ hit] (C)(t.C) s C d C -> dwn s up + B -> dwnbk + A~D x 3 standing or crouching heavy punch, combo-ed into dwn s up + B, then point direction in downforward position + any button x 3. Note : works with some medium size characters as well. [ hit] +(DM) s C j A~D -> d C -> fw + B -> QCF, HCB + K jumping attack with A/B/C/D, then standing/crouching heavy punch chained into forward + B, then execute qcf, hcb + B or D. Note : forward + B is not combo-ed into qcf, hcb + K, but the DM is done after Choi recovers from the forward + B command attack. [ hit] +(C) s C j A~D -> d C -> fw + B -> s A -> QCF, HCB + K jumping attack with A/B/C/D, then standing/crouching heavy punch chained into forward + B, then standing light punch combo-ed into qcf, hcb + B or D. [ hit] +(C)(t.C) s C j A~D -> d C -> fw + B -> j C -> QCF + B jumping attack with A/B/C/D, then standing/crouching heavy punch chained into forward + B, then jumping C, combo-ed into qcf + B. [ hit] (C)(t.C) s C j A~D -> d C -> dwn s up + B -> dwnbk + A~D x 3 jumping attack with A/B/C/D, then standing or crouching heavy punch, combo-ed into dwn s up + B, then point direction in downforward position + any button x 3. Note : works with some medium size characters as well. [ hit] (C)(MID) bk s fw + K dwn s up + D -> fw + A~D -> dwn s up + P hit opponent in mid air with either bk s fw + B/D or dwn s up + D, then forward + any button x 3, then finish with down s up + A or C. [ hit] __ ___ _\__\ / /___ _____ ____ _______ _____ _____ __ ____ _____ _____ _____ / ___/\/ / == / ___/ __ /__ __/ / __/ / \/ \/ = // / __/ / _/_\ / __/ _/_/ \ / / / /__/ = / / == / = /_\ \ /____// /__/ /____/__/\__\ /__/ /____/_____/__/\__/\__/_____/____ /_____/ / /\ \ (WARNING : High level of skill/experience needed.) /__/ \__\ (BUG)(1P)(1Pc)(MID)(nC) bk s fw + K dwn s up + D -> fw + A~D x 3 -> dwn s up + D -> fw + A~D x 3 hit opponent in mid air with either bk s fw + B/D or dwn s up + D, then forward + any button x 3, then execute down s up(towards 1st Player corner) + D, then forward + any button x 3. [ hit] (INF)(C)(MID) QCF upfw + B x infinity juggled opponent in corner with qcf + B. Note : to get the proper height, qcf + B is turned qcf upfw + B. [ hit] (INF)(C) 1 HC x infinity after Choi "float", continously do any 1 hit light chain till opponent dies or dizzy [ hit] Note : listed below are the floating techniques to enable Choi to "float". +==============================================================================+ | F L O A T I N G T E C H N I Q U E S ( C H O I B O U N G E ) | +==============================================================================+ | #1 | | j QCF + B -> QCBupbk + P or HCB, HCB upbk + P | | jump and hit opponent in mid-air with qcf + B, then as soon as Choi | | land, execute qcb upbk + A/C or hcb, hcbupbk + A or C | | | | Ascii : | | | | C-Choi O-opponent | | | | | | | | |OC | | | | | | | Choi jump and hit opponent with qcf + B.. | | | | | | | | |O | | | |C | | | as soon as Choi land, do qcb upbk + A/C or hcb, hcbupbk + A or C | | | | | | | | | C | | | |O | | | if done correctly, Choi should float slightly above the ground. | | | +------------------------------------------------------------------------------+ | #2 | | - "COUNTER" | | (C)(CNT) | | j CD -> QCF + B -> QCBupbk + P or HCB, HCB upbk + P | | jumping attack with CD, "COUNTER" combo-ed into | | qcf + B, then as soon as Choi land, execute qcb upbk + A/C or hcb, | | hcbupbk + A or C | | | | Ascii : | | | | C-Choi O-opponent | | | | | | | | | C | | | |O | | | jump attack with CD, combo-ed into qcf + B.. | | | | | | | | |O | | | |C | | | as soon as Choi land, do qcb upbk + A/C or hcb, hcbupbk + A or C | | | | | | | | | C | | | |O | | | if done correctly, Choi should float slightly above the ground. | | | +------------------------------------------------------------------------------+ | #3 | | (C) | | bk + AB | | jump bk -> etc. | | roll/jump backwards towards the corner, then as roll/jump about to recover, | | start to turn any special move, then as roll recovers or land from jump, add | | upfw + A/B/C/D to any special move preferred | | | | Special moves the can be use to "float" : | | i) QCB + P | | ii) HCB, HCB + P | | | | Note : if done correctly, Choi will float at the end of the motion. | | | +------------------------------------------------------------------------------+ | #4 | | (EX) | | AB -> etc. | | dodge with AB, then as dodge animation about to end, | | start to turn any special move, then as dodge animation ends, add | | upfw + A/B/C/D to any special move preferred | | | | Special moves the can be use to "float" : | | i) QCB + P | | ii) HCB, HCB + P | | | | Note : if done correctly, Choi will float at the end of the motion. | | | | | +------------------------------------------------------------------------------+ | #5 | | (MID) | | bk s fw + K | | dwn s up + D -> fw + A~D -> upfw + A~D -> dwnfw + A~D -> QCBupbk + P | | execute bk s fw + B/D or dwn s up + D, then followed by forward + | | any button, upfw + any button, dwnfw + any button, and finally when | | Choi lands, do qcbupbk + A or C. | | | | Note : if done correctly, Choi will float at the end of the motion. | | | | Ascii art soon to come... | | | +==============================================================================+ __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (CNT) s CD -> dwn s up + P standing CD(body toss attack), "COUNTER", combo-ed into dwn s up + A or C. [ hit] (CNT) s CD -> QCB + P standing CD(body toss attack), "COUNTER", combo-ed into qcb + A or C. [ hit] (CNT)(C) s CD -> bk s fw + K standing CD(body toss attack), "COUNTER", combo-ed into bk s fw + B or D. [ hit] (CNT)(C) s CD -> bk s fw + P standing CD(body toss attack), "COUNTER", combo-ed into bk s fw + A or C. [ hit] (CNT)(DM) s CD -> QCF, HCB + K standing CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + B or D. [ hit] (CNT)(DM) s CD -> HCB, HCB + P standing CD(body toss attack), "COUNTER", combo-ed into hcb, hcb + A or C. [ hit] (CNT) s CD j CD -> s A~D jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD j CD -> j A~D jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD -> dwn s up + P jumping CD(body toss attack), "COUNTER", combo-ed into dwn s up + A or C. [ hit] (CNT) j CD -> QCB + P jumping CD(body toss attack), "COUNTER", combo-ed into qcb + A or C. [ hit] (CNT)(C) j CD -> bk s fw + K jumping CD(body toss attack), "COUNTER", combo-ed into bk s fw + B or D. [ hit] (CNT)(C) j CD -> bk s fw + P jumping CD(body toss attack), "COUNTER", combo-ed into bk s fw + A or C. [ hit] (CNT)(DM) j CD -> QCF, HCB + K jumping CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + B or D. [ hit] (CNT)(DM) j CD -> HCB, HCB + P jumping CD(body toss attack), "COUNTER", combo-ed into hcb, hcb + A or C. [ hit] (C)(CNT)(INF) j CD -> QCF + B x infinity jumping CD(body toss attack), "COUNTER", then juggled with qcf + B(mid air) x infinity. [ hit] (C)(TOD)(MAX)(CNT) j CD -> bk s fw + D -> fw + A~D -> upfw + A~D -> dwnfw + A~D -> HCB, HCB + P jumping CD(body toss attack), "COUNTER", then juggled with bk s fw + D, forward + any button, upforward + any button, downforward + any button, then finish with hcb, hcb + A or C. Note : i don't really know the proper conditions to get the SDM to hit at the end, but i only can do this 4 out 10 tries. ============================================================================================== 3.8 ______________________ / / New Face Team /_____________________/ 3.8.1a ----------------- Yashiro Nanakase ----------------- Moveslist --------- Step Side Kick : fw + B Regret Bash : fw + A (overhead) +---------------------------------------------------------------------------------------------+ Upper Duel : DP + A/C (anti-air) Sledgehammer : QCB + A/C (overhead) Missle Might Bash : HCB + A/C Jet Counter : HCF + A/C Jet Counter Stale : QCF + A/C (after Jet Counter) +---------------------------------------------------------------------------------------------+ Final Impact : QCF x 2 + A/C (hold button to store) Million Bash Stream : QCB, HCF + A/C (rapid A/C) ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ d A, d A d B, d A d A, s A d B, s A s A, d A s B, d A s A, s A s B, s A s A, s B s B, s B d A, d A, d A d B, d A, d A d A, s A, d A d B, s A, d A s A, d A, d A s B, d A, d A s A, s A, d A s B, s A, d A s A, s B, d A s B, s B, d A d A, d A, s A d B, d A, s A d A, s A, s A d B, s A, s A s A, d A, s A s B, d A, s A s A, s A, s A s B, s A, s A s A, s B, s A s B, s B, s A d A, d A, s B d B, d A, s B d A, s A, s B d B, s A, s B s A, d A, s B s B, d A, s B s A, s A, s B s B, s A, s B s A, s B, s B s B, s B, s B d A, d A, d A, s A d B, d A, d A, s A d A, s A, d A, s A d B, s A, d A, s A s A, d A, d A, s A s B, d A, d A, s A s A, s A, d A, s A s B, s A, d A, s A s A, s B, d A, s A s B, s B, d A, s A d A, d A, s A, s A d B, d A, s A, s A d A, s A, s A, s A d B, s A, s A, s A s A, d A, s A, s A s B, d A, s A, s A s A, s A, s A, s A s B, s A, s A, s A s A, s B, s A, s A s B, s B, s A, s A d A, d A, d A, s B d B, d A, d A, s B d A, s A, d A, s B d B, s A, d A, s B s A, d A, d A, s B s B, d A, d A, s B s A, s A, d A, s B s B, s A, d A, s B s A, s B, d A, s B s B, s B, d A, s B d A, d A, s A, s B d B, d A, s A, s B d A, s A, s A, s B d B, s A, s A, s B s A, d A, s A, s B s B, d A, s A, s B s A, s A, s A, s B s B, s A, s A, s B s A, s B, s A, s B s B, s B, s A, s B d A, d A, d A, s A, s B d B, d A, d A, s A, s B d A, s A, d A, s A, s B d B, s A, d A, s A, s B s A, d A, d A, s A, s B s B, d A, d A, s A, s B s A, s A, d A, s A, s B s B, s A, d A, s A, s B s A, s B, d A, s A, s B s B, s B, d A, s A, s B d A, d A, s A, s A, s B d B, d A, s A, s A, s B d A, s A, s A, s A, s B d B, s A, s A, s A, s B s A, d A, s A, s A, s B s B, d A, s A, s A, s B s A, s A, s A, s A, s B s B, s A, s A, s A, s B s A, s B, s A, s A, s B s B, s B, s A, s A, s B ++ d A, d A, fw + A ++ d B, d A, fw + A ++ d A, s A, fw + A ++ d B, s A, fw + A ++ s A, d A, fw + A ++ s B, d A, fw + A ++ s A, s A, fw + A ++ s B, s A, fw + A ++ s A, s B, fw + A ++ s B, s B, fw + A ++ d A, d A, d A, fw + A ++ d B, d A, d A, fw + A ++ d A, s A, d A, fw + A ++ d B, s A, d A, fw + A ++ s A, d A, d A, fw + A ++ s B, d A, d A, fw + A ++ s A, s A, d A, fw + A ++ s B, s A, d A, fw + A ++ s A, s B, d A, fw + A ++ s B, s B, d A, fw + A ++ d A, d A, s A, fw + A ++ d B, d A, s A, fw + A ++ d A, s A, s A, fw + A ++ d B, s A, s A, fw + A ++ s A, d A, s A, fw + A ++ s B, d A, s A, fw + A ++ s A, s A, s A, fw + A ++ s B, s A, s A, fw + A ++ s A, s B, s A, fw + A ++ s B, s B, s A, fw + A ++ d A, d A, d A, s A, fw + A ++ d B, d A, d A, s A, fw + A ++ d A, s A, d A, s A, fw + A ++ d B, s A, d A, s A, fw + A ++ s A, d A, d A, s A, fw + A ++ s B, d A, d A, s A, fw + A ++ s A, s A, d A, s A, fw + A ++ s B, s A, d A, s A, fw + A ++ s A, s B, d A, s A, fw + A ++ s B, s B, d A, s A, fw + A ++ d A, d A, s A, s A, fw + A ++ d B, d A, s A, s A, fw + A ++ d A, s A, s A, s A, fw + A ++ d B, s A, s A, s A, fw + A ++ s A, d A, s A, s A, fw + A ++ s B, d A, s A, s A, fw + A ++ s A, s A, s A, s A, fw + A ++ s B, s A, s A, s A, fw + A ++ s A, s B, s A, s A, fw + A ++ s B, s B, s A, s A, fw + A ++ d A, d A, fw + B ++ d B, d A, fw + B ++ d A, s A, fw + B ++ d B, s A, fw + B ++ s A, d A, fw + B ++ s B, d A, fw + B ++ s A, s A, fw + B ++ s B, s A, fw + B ++ s A, s B, fw + B ++ s B, s B, fw + B ++ d A, d A, d A, fw + B ++ d B, d A, d A, fw + B ++ d A, s A, d A, fw + B ++ d B, s A, d A, fw + B ++ s A, d A, d A, fw + B ++ s B, d A, d A, fw + B ++ s A, s A, d A, fw + B ++ s B, s A, d A, fw + B ++ s A, s B, d A, fw + B ++ s B, s B, d A, fw + B ++ d A, d A, s A, fw + B ++ d B, d A, s A, fw + B ++ d A, s A, s A, fw + B ++ d B, s A, s A, fw + B ++ s A, d A, s A, fw + B ++ s B, d A, s A, fw + B ++ s A, s A, s A, fw + B ++ s B, s A, s A, fw + B ++ s A, s B, s A, fw + B ++ s B, s B, s A, fw + B ++ d A, d A, d A, s A, fw + B ++ d B, d A, d A, s A, fw + B ++ d A, s A, d A, s A, fw + B ++ d B, s A, d A, s A, fw + B ++ s A, d A, d A, s A, fw + B ++ s B, d A, d A, s A, fw + B ++ s A, s A, d A, s A, fw + B ++ s B, s A, d A, s A, fw + B ++ s A, s B, d A, s A, fw + B ++ s B, s B, d A, s A, fw + B ++ d A, d A, s A, s A, fw + B ++ d B, d A, s A, s A, fw + B ++ d A, s A, s A, s A, fw + B ++ d B, s A, s A, s A, fw + B ++ s A, d A, s A, s A, fw + B ++ s B, d A, s A, s A, fw + B ++ s A, s A, s A, s A, fw + B ++ s B, s A, s A, s A, fw + B ++ s A, s B, s A, s A, fw + B ++ s B, s B, s A, s A, fw + B ++ d D, fw + A ++ d D, fw + B s A, s C s A, d C s A, s D s A, s A, d C d B, s A, d C s C, fw + A d C, fw + A s D, fw + A s A, s C, fw + A s A, d C, fw + A s A, s D, fw + A s A, s A, d C, fw + A d B, s A, d C, fw + A s C, fw + B d C, fw + B s D, fw + B s A, s C, fw + B s A, d C, fw + B s A, s D, fw + B s A, s A, d C, fw + B d B, s A, d C, fw + B j A -> j A j B -> j A j C -> j A j D -> j A _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) s C/D d C -> DP + P standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C. [ hit] s C/D d C -> HCF + A standing heavy punch/kick or crouching heavy punch combo-ed into qcf + A. [ hit] s C/D d C -> HCB + P standing heavy punch/kick or crouching heavy punch combo-ed into hcb + A or C. [ hit] (DM) s C/D d C -> QCF, QCF + P standing heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + A or C. [ hit] (DM) s C/D d C -> QCB, HCF + P standing heavy punch/kick or crouching heavy punch combo-ed into qcb, hcf + A or C. [ hit] (CSP) cx C s C/D j A~D -> d C -> DP + P jumping attack with A/B/C/D or crossup with C, standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C. [ hit] (CSP) cx C s C/D j A~D -> d C -> QCF + A jumping attack with A/B/C/D or crossup with C, standing heavy punch/kick or crouching heavy punch combo-ed into qcf + A. [ hit] (CSP) cx C s C/D j A~D -> d C -> HCB + P jumping attack with A/B/C/D or crossup with C, standing heavy punch/kick or crouching heavy punch combo-ed into hcb + A or C. [ hit] (DM)(CSP) cx C s C/D j A~D -> d C -> QCF, QCF + P jumping attack with A/B/C/D or crossup with C, standing heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + A or C. [ hit] (DM)(CSP) cx C s C/D j A~D -> d C -> QCB, HCF + P jumping attack with A/B/C/D or crossup with C, standing heavy punch/kick or crouching heavy punch combo-ed into qcb, hcf + A or C. [ hit] _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) + s C/D fw + B d C -> fw + A -> DP + P standing heavy punch/kick or crouching heavy punch, forward + A or forward + B, combo-ed into uppercut + A or C. [ hit] + s C/D fw + B d C -> fw + A -> HCF + A -> QCF + P standing heavy punch/kick or crouching heavy punch, forward + A or forward + B, combo-ed into hcf + A then finish with qcf + A or C. [ hit] + s C/D fw + B d C -> fw + A -> HCB + P standing heavy punch/kick or crouching heavy punch, forward + A or forward + B, combo-ed into hcb + A or C. [ hit] +(DM) s C/D fw + B d C -> fw + A -> QCF, QCF + P standing heavy punch/kick or crouching heavy punch, forward + A or forward + B, combo-ed into qcf, qcf + A or C. [ hit] +(DM) s C/D fw + B d C -> fw + A -> QCB, HCF + P standing heavy punch/kick or crouching heavy punch, forward + A or forward + B, combo-ed into qcb, hcf + A or C. [ hit] +(CSP) cx C s C/D fw + B j A~D -> d C -> fw + A -> DP + P jumping attack with A/B/C/D or crossup with C, then standing heavy punch/kick or crouching heavy punch, forward + A or forward + B, combo-ed into uppercut + A or C. [ hit] +(CSP) cx C s C/D fw + B j A~D -> d C -> fw + A -> HCF + A -> QCF + P jumping attack with A/B/C/D or crossup with C, then standing heavy punch/kick or crouching heavy punch, forward + A or forward + B, combo-ed into hcf + A, finished with qcf + A or C. [ hit] +(CSP) cx C s C/D fw + B j A~D -> d C -> fw + A -> HCB + P jumping attack with A/B/C/D or crossup with C, then standing heavy punch/kick or crouching heavy punch, forward + A or forward + B, combo-ed into hcb + A or C. [ hit] +(DM)(CSP) cx C s C/D fw + B j A~D -> d C -> fw + A -> QCF, QCF + P jumping attack with A/B/C/D or crossup with C, then standing heavy punch/kick or crouching heavy punch, forward + A or forward + B, combo-ed into qcf, qcf + A or C. [ hit] +(DM)(CSP) cx C s C/D fw + B j A~D -> d C -> fw + A -> QCB, HCF + P jumping attack with A/B/C/D or crossup with C, then standing heavy punch/kick or crouching heavy punch, forward + A or forward + B, combo-ed into qcb, hcf + A or C. [ hit] __ ___ _\__\ / /___ _____ ____ _______ _____ _____ __ ____ _____ _____ _____ / ___/\/ / == / ___/ __ /__ __/ / __/ / \/ \/ = // / __/ / _/_\ / __/ _/_/ \ / / / /__/ = / / == / = /_\ \ /____// /__/ /____/__/\__\ /__/ /____/_____/__/\__/\__/_____/____ /_____/ / /\ \ (WARNING : High level of skill/experience needed.) /__/ \__\ + s A -> s C/D -> DP + A standing light punch, chaiend into standing heavy punch/kick, combo-ed into uppercut + A. [ hit] + s A -> s C/D -> HCF + A -> QCF + P standing light punch, chaiend into standing heavy punch/kick, combo-ed into hcf + A then finish with qcf + A or C. [ hit] + s A -> s C/D -> HCB + P standing light punch, chaiend into standing heavy punch/kick, combo-ed into hcb + A or C. [ hit] +(DM) s A -> s C/D -> QCF, QCF + P standing light punch, chaiend into standing heavy punch/kick, combo-ed into qcf, qcf + A or C. [ hit] +(DM) s A -> s C/D -> QCB, HCF + P standing light punch, chaiend into standing heavy punch/kick, combo-ed into qcb, hcf + A or C. [ hit] + j A~D -> s A -> s C/D -> DP + A jumping attack with A/B/C/D, then standing light punch chained into standing heavy punch/kick, combo-ed into uppercut + A. [ hit] + j A~D -> s A -> s C/D -> HCF + A -> QCF + P jumping attack with A/B/C/D, then standing light punch chained into standing heavy punch/kick, combo-ed into hcf + A, finished with qcf + A or C. [ hit] + j A~D -> s A -> s C/D -> HCB + P jumping attack with A/B/C/D, then standing light punch chained into standing heavy punch/kick, combo-ed into hcb + A or C. [ hit] +(DM) j A~D -> s A -> s C/D -> QCF, QCF + P jumping attack with A/B/C/D, then standing light punch chained into standing heavy punch/kick, combo-ed into qcf, qcf + A or C. [ hit] +(DM) j A~D -> s A -> s C/D -> QCB, HCF + P jumping attack with A/B/C/D, then standing light punch chained into standing heavy punch/kick, combo-ed into qcb, hcf + A or C. [ hit] + 2 HC -> d C -> HCF + A -> QCF + P any 2 hit light chain that ends with standing A, then crouching heavy punch, combo-ed into hcf + A then finish with qcf + A or C. [ hit] + 2 HC -> d C -> HCB + P any 2 hit light chain that ends with standing A, then crouching heavy punch, combo-ed into hcb + A or C. [ hit] +(DM) 2 HC -> d C -> QCF, QCF + P any 2 hit light chain that ends with standing A, then crouching heavy punch, combo-ed into qcf, qcf + A or C. [ hit] +(DM) 2 HC -> d C -> QCB, HCF + P any 2 hit light chain that ends with standing A, then crouching heavy punch, combo-ed into qcb, hcf + A or C. [ hit] +(CSP) cx C -> 2 HC -> d C -> HCF + A -> QCF + P crossup with C, then any 2 hit light chain that ends with standing A, into crouching heavy punch, combo-ed into hcf + A, finished with qcf + A or C. [ hit] +(CSP) cx C -> 2 HC -> d C -> HCB + P crossup with C, then any 2 hit light chain that ends with standing A, into crouching heavy punch, combo-ed into hcb + A or C. [ hit] +(DM)(CSP) cx C -> 2 HC -> d C -> QCF, QCF + P crossup with C, then any 2 hit light chain that ends with standing A, into crouching heavy punch, combo-ed into qcf, qcf + A or C. [ hit] +(DM)(CSP) cx C -> 2 HC -> d C -> QCB, HCF + P crossup with C, then any 2 hit light chain that ends with standing A, into crouching heavy punch, combo-ed into qcb, hcf + A or C. [ hit] + fw + B s A -> s C/D -> fw + A -> DP + A standing light punch, chaiend into standing heavy punch/kick,then forward + A or forward + B, combo-ed into uppercut + A. [ hit] + fw + B s A -> s C/D -> fw + A -> HCF + A -> QCF + P standing light punch, chaiend into standing heavy punch/kick,then forward + A or forward + B, combo-ed into hcf + A then finish with qcf + A or C. [ hit] + fw + B s A -> s C/D -> fw + A -> HCB + P standing light punch, chaiend into standing heavy punch/kick,then forward + A or forward + B, combo-ed into hcb + A or C. [ hit] +(DM) fw + B s A -> s C/D -> fw + A -> QCF, QCF + P standing light punch, chaiend into standing heavy punch/kick,then forward + A or forward + B, combo-ed into qcf, qcf + A or C. [ hit] +(DM) fw + B s A -> s C/D -> fw + A -> QCB, HCF + P standing light punch, chaiend into standing heavy punch/kick,then forward + A or forward + B, combo-ed into qcb, hcf + A or C. [ hit] + fw + B j A~D -> s A -> s C/D -> fw + A -> DP + A jumping attack with A/B/C/D, then standing light punch chained into standing heavy punch/kick, forward + A or forward + B, combo-ed into uppercut + A. [ hit] + fw + B j A~D -> s A -> s C/D -> fw + A -> HCF + A -> QCF + P jumping attack with A/B/C/D, then standing light punch chained into standing heavy punch/kick, forward + A or forward + B, combo-ed into hcf + A, finished with qcf + A or C. [ hit] + fw + B j A~D -> s A -> s C/D -> fw + A -> HCB + P jumping attack with A/B/C/D, then standing light punch chained into standing heavy punch/kick, forward + A or forward + B, combo-ed into hcb + A or C. [ hit] +(DM) fw + B j A~D -> s A -> s C/D -> fw + A -> QCF, QCF + P jumping attack with A/B/C/D, then standing light punch chained into standing heavy punch/kick, forward + A or forward + B, combo-ed into qcf, qcf + A or C. [ hit] +(DM) fw + B j A~D -> s A -> s C/D -> fw + A -> QCB, HCF + P jumping attack with A/B/C/D, then standing light punch chained into standing heavy punch/kick, forward + A or forward + B, combo-ed into qcb, hcf + A or C. [ hit] + 1+ HC -> QCF, QCF + P any light hit chains up to 4 hits that end with low or standing A, combo-ed into qcf, qcf + A or C. [ hit] +(CSP)(DM) cx C j A~D -> 1+ HC -> QCF, QCF + P jumping attack with A/B/C/D or crossup with C, then any light hit chains up to 4 hits that end with low or standing A, combo-ed into qcf, qcf + A or C. [ hit] + fw + B 2 HC -> d C -> fw + A -> HCF + A -> QCF + P any 2 hit light chain that ends with standing A, then crouching heavy punch, forward + A or forward + B, combo-ed into hcf + A then finish with qcf + A or C. [ hit] + fw + B 2 HC -> d C -> fw + A -> HCB + P any 2 hit light chain that ends with standing A, then crouching heavy punch, forward + A or forward + B, combo-ed into hcb + A or C. [ hit] +(DM) fw + B 2 HC -> d C -> fw + A -> QCF, QCF + P any 2 hit light chain that ends with standing A, then crouching heavy punch, forward + A or forward + B, combo-ed into qcf, qcf + A or C. [ hit] +(DM) fw + B 2 HC -> d C -> fw + A -> QCB, HCF + P any 2 hit light chain that ends with standing A, then crouching heavy punch, forward + A or forward + B, combo-ed into qcb, hcf + A or C. [ hit] +(CSP) fw + B cx C -> 2 HC -> d C -> fw + A -> HCF + A -> QCF + P crossup with C, then any 2 hit light chain that ends with standing A, into crouching heavy punch, forward + A or forward + B, combo-ed into hcf + A, finished with qcf + A or C. [ hit] +(CSP) fw + B cx C -> 2 HC -> d C -> fw + A -> HCB + P crossup with C, then any 2 hit light chain that ends with standing A, into crouching heavy punch, forward + A or forward + B, combo-ed into hcb + A or C. [ hit] +(DM)(CSP) fw + B cx C -> 2 HC -> d C -> fw + A -> QCF, QCF + P crossup with C, then any 2 hit light chain that ends with standing A, into crouching heavy punch, forward + A or forward + B, combo-ed into qcf, qcf + A or C. [ hit] +(DM)(CSP) fw + B cx C -> 2 HC -> d C -> fw + A -> QCB, HCF + P crossup with C, then any 2 hit light chain that ends with standing A, into crouching heavy punch, forward + A or forward + B, combo-ed into qcb, hcf + A or C. [ hit] __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (CNT) s CD -> QCF + P standing CD(body toss attack), "COUNTER", combo-ed into qcf + A or C. [ hit] (CNT) s CD -> QCB + K standing CD(body toss attack), "COUNTER", combo-ed into qcb + B or D. [ hit] (CNT)(C) s CD -> HCB + P standing CD(body toss attack), "COUNTER", combo-ed into hcb + A or C. [ hit] (CNT)(C) s CD -> DP + P standing CD(body toss attack), "COUNTER", combo-ed into uppercut + A or C. [ hit] (CNT)(DM) s CD -> QCB, HCF + P standing CD(body toss attack), "COUNTER", combo-ed into qcb, hcf + A or C. [ hit] (CNT)(DM) s CD -> QCF, QCF + P standing CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + A or C. [ hit] (CNT) s CD j CD -> s A~D jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD j CD -> j A~D jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD -> QCF + P jumping CD(body toss attack), "COUNTER", combo-ed into qcf + A or C. [ hit] (CNT) j CD -> QCB + K jumping CD(body toss attack), "COUNTER", combo-ed into qcb + B or D. [ hit] (CNT)(C) j CD -> HCB + P jumping CD(body toss attack), "COUNTER", combo-ed into hcb + A or C. [ hit] (CNT)(C) j CD -> DP + P jumping CD(body toss attack), "COUNTER", combo-ed into uppercut + A or C. [ hit] (CNT)(DM) j CD -> QCB, HCF + P jumping CD(body toss attack), "COUNTER", combo-ed into qcb, hcf + A or C. [ hit] (CNT)(DM) j CD -> QCF, QCF + P jumping CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + A or C. [ hit] (CNT)(MID)(C) d C HCB + A -> j CD hit opponent with 2nd hit of hcb + A, then jumping CD(body toss attack) or down heavy punch. [ hit] 3.8.1b -------------------------- Yashiro Nanakase (Orochi) -------------------------- Moveslist --------- Scorn : fw + B Regret Bash : fw + A +---------------------------------------------------------------------------------------------+ Dancing Land : HCF + B/D Broken Land : QCB + A/C Suffering Land : HCF + A/C (close) Dry Land : HCB, fw + A/C (close) +---------------------------------------------------------------------------------------------+ Rage of the Land : HCF x 2 + A/C Flip-around Hell : HCB x 2 + A/C (close) Roar of the Land : QCF x 2 + A/C (hold to power-up) ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ d A, d A d B, d A d A, s A d B, s A s A, d A s B, d A s A, s A s B, s A s A, s B s B, s B d A, d A, d A d B, d A, d A d A, s A, d A d B, s A, d A s A, d A, d A s B, d A, d A s A, s A, d A s B, s A, d A s A, s B, d A s B, s B, d A d A, d A, s A d B, d A, s A d A, s A, s A d B, s A, s A s A, d A, s A s B, d A, s A s A, s A, s A s B, s A, s A s A, s B, s A s B, s B, s A d A, d A, s B d B, d A, s B d A, s A, s B d B, s A, s B s A, d A, s B s B, d A, s B s A, s A, s B s B, s A, s B s A, s B, s B s B, s B, s B d A, d A, d A, s A d B, d A, d A, s A d A, s A, d A, s A d B, s A, d A, s A s A, d A, d A, s A s B, d A, d A, s A s A, s A, d A, s A s B, s A, d A, s A s A, s B, d A, s A s B, s B, d A, s A d A, d A, s A, s A d B, d A, s A, s A d A, s A, s A, s A d B, s A, s A, s A s A, d A, s A, s A s B, d A, s A, s A s A, s A, s A, s A s B, s A, s A, s A s A, s B, s A, s A s B, s B, s A, s A d A, d A, d A, s B d B, d A, d A, s B d A, s A, d A, s B d B, s A, d A, s B s A, d A, d A, s B s B, d A, d A, s B s A, s A, d A, s B s B, s A, d A, s B s A, s B, d A, s B s B, s B, d A, s B d A, d A, s A, s B d B, d A, s A, s B d A, s A, s A, s B d B, s A, s A, s B s A, d A, s A, s B s B, d A, s A, s B s A, s A, s A, s B s B, s A, s A, s B s A, s B, s A, s B s B, s B, s A, s B d A, d A, d A, s A, s B d B, d A, d A, s A, s B d A, s A, d A, s A, s B d B, s A, d A, s A, s B s A, d A, d A, s A, s B s B, d A, d A, s A, s B s A, s A, d A, s A, s B s B, s A, d A, s A, s B s A, s B, d A, s A, s B s B, s B, d A, s A, s B d A, d A, s A, s A, s B d B, d A, s A, s A, s B d A, s A, s A, s A, s B d B, s A, s A, s A, s B s A, d A, s A, s A, s B s B, d A, s A, s A, s B s A, s A, s A, s A, s B s B, s A, s A, s A, s B s A, s B, s A, s A, s B s B, s B, s A, s A, s B ++ d A, d A, fw + A ++ d B, d A, fw + A ++ d A, s A, fw + A ++ d B, s A, fw + A ++ s A, d A, fw + A ++ s B, d A, fw + A ++ s A, s A, fw + A ++ s B, s A, fw + A ++ s A, s B, fw + A ++ s B, s B, fw + A ++ d A, d A, d A, fw + A ++ d B, d A, d A, fw + A ++ d A, s A, d A, fw + A ++ d B, s A, d A, fw + A ++ s A, d A, d A, fw + A ++ s B, d A, d A, fw + A ++ s A, s A, d A, fw + A ++ s B, s A, d A, fw + A ++ s A, s B, d A, fw + A ++ s B, s B, d A, fw + A ++ d A, d A, s A, fw + A ++ d B, d A, s A, fw + A ++ d A, s A, s A, fw + A ++ d B, s A, s A, fw + A ++ s A, d A, s A, fw + A ++ s B, d A, s A, fw + A ++ s A, s A, s A, fw + A ++ s B, s A, s A, fw + A ++ s A, s B, s A, fw + A ++ s B, s B, s A, fw + A ++ d A, d A, d A, s A, fw + A ++ d B, d A, d A, s A, fw + A ++ d A, s A, d A, s A, fw + A ++ d B, s A, d A, s A, fw + A ++ s A, d A, d A, s A, fw + A ++ s B, d A, d A, s A, fw + A ++ s A, s A, d A, s A, fw + A ++ s B, s A, d A, s A, fw + A ++ s A, s B, d A, s A, fw + A ++ s B, s B, d A, s A, fw + A ++ d A, d A, s A, s A, fw + A ++ d B, d A, s A, s A, fw + A ++ d A, s A, s A, s A, fw + A ++ d B, s A, s A, s A, fw + A ++ s A, d A, s A, s A, fw + A ++ s B, d A, s A, s A, fw + A ++ s A, s A, s A, s A, fw + A ++ s B, s A, s A, s A, fw + A ++ s A, s B, s A, s A, fw + A ++ s B, s B, s A, s A, fw + A ++ d A, d A, fw + B ++ d B, d A, fw + B ++ d A, s A, fw + B ++ d B, s A, fw + B ++ s A, d A, fw + B ++ s B, d A, fw + B ++ s A, s A, fw + B ++ s B, s A, fw + B ++ s A, s B, fw + B ++ s B, s B, fw + B ++ d A, d A, d A, fw + B ++ d B, d A, d A, fw + B ++ d A, s A, d A, fw + B ++ d B, s A, d A, fw + B ++ s A, d A, d A, fw + B ++ s B, d A, d A, fw + B ++ s A, s A, d A, fw + B ++ s B, s A, d A, fw + B ++ s A, s B, d A, fw + B ++ s B, s B, d A, fw + B ++ d A, d A, s A, fw + B ++ d B, d A, s A, fw + B ++ d A, s A, s A, fw + B ++ d B, s A, s A, fw + B ++ s A, d A, s A, fw + B ++ s B, d A, s A, fw + B ++ s A, s A, s A, fw + B ++ s B, s A, s A, fw + B ++ s A, s B, s A, fw + B ++ s B, s B, s A, fw + B ++ d A, d A, d A, s A, fw + B ++ d B, d A, d A, s A, fw + B ++ d A, s A, d A, s A, fw + B ++ d B, s A, d A, s A, fw + B ++ s A, d A, d A, s A, fw + B ++ s B, d A, d A, s A, fw + B ++ s A, s A, d A, s A, fw + B ++ s B, s A, d A, s A, fw + B ++ s A, s B, d A, s A, fw + B ++ s B, s B, d A, s A, fw + B ++ d A, d A, s A, s A, fw + B ++ d B, d A, s A, s A, fw + B ++ d A, s A, s A, s A, fw + B ++ d B, s A, s A, s A, fw + B ++ s A, d A, s A, s A, fw + B ++ s B, d A, s A, s A, fw + B ++ s A, s A, s A, s A, fw + B ++ s B, s A, s A, s A, fw + B ++ s A, s B, s A, s A, fw + B ++ s B, s B, s A, s A, fw + B ++ d D, fw + A ++ d D, fw + B s A, s C s A, d C s A, s D s A, s A, d C d B, s A, d C s C, fw + A d C, fw + A s D, fw + A s A, s C, fw + A s A, d C, fw + A s A, s D, fw + A s A, s A, d C, fw + A d B, s A, d C, fw + A s C, fw + B d C, fw + B s D, fw + B s A, s C, fw + B s A, d C, fw + B s A, s D, fw + B s A, s A, d C, fw + B d B, s A, d C, fw + B j A -> j A j B -> j A j C -> j A j D -> j A _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) s C/D d C -> HCF + B standing heavy punch/kick or crouching heavy punch combo-ed into hcf + B. [ hit] s C/D d C -> HCB, fw + P standing heavy punch/kick or crouching heavy punch combo-ed into hcb, fw + A or C. [ hit] (DM) s C/D d C -> HCB, HCB + P standing heavy punch/kick or crouching heavy punch combo-ed into hcb, hcb + A or C. [ hit] (CSP) cx C s C/D j A~D -> d C -> HCF + B jumping attack with A/B/C/D or crossup with C, standing heavy punch/kick or crouching heavy punch combo-ed into hcf + B. [ hit] (CSP) cx C s C/D j A~D -> d C -> HCB, fw + P jumping attack with A/B/C/D or crossup with C, standing heavy punch/kick or crouching heavy punch combo-ed into hcb, fw + A or C. [ hit] (DM)(CSP) cx C s C/D j A~D -> d C -> HCB, HCB + P jumping attack with A/B/C/D or crossup with C, standing heavy punch/kick or crouching heavy punch combo-ed into hcb, hcb + A or C. [ hit] _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) 1 HC -> HCF + P any 1 hit light chain, combo-ed into hcf + A/C. [ hit] s CD 1 HC -> HCF + P -> s A~D any 1 hit light chain, combo-ed into hcf + A/C, then juggle with standing A/B/C/D or CD (body toss attack). [ hit] j CD 1 HC -> HCF + P -> j A~D any 1 hit light chain, combo-ed into hcf + A/C, then juggle with jumping A/B/C/D or CD (body toss attack). [ hit] + 2 HC -> HCB, fw + P any 2 hit chain, combo-ed into hcb, fw + A or C. [ hit] +(DM) 2 HC -> HCB, HCB + P any 2 hit chain, combo-ed into hcb, hcb + A or C. [ hit] + s C/D fw + B d C -> fw + A -> HCF + B standing heavy punch/kick or crouching heavy punch, forward + A or forward + B, combo-ed into hcf + B. [ hit] + s C/D fw + B d C -> fw + A -> HCB, fw + P standing heavy punch/kick or crouching heavy punch, forward + A or forward + B, combo-ed into hcb, fw + A or C. [ hit] +(DM) s C/D fw + B d C -> fw + A -> HCB, HCB + P standing heavy punch/kick or crouching heavy punch, forward + A or forward + B, combo-ed into hcb, hcb + A or C. [ hit] (CSP) cx C -> 1 HC -> HCF + P crossup with C, then any 1 hit light chain, combo-ed into hcf + A/C. [ hit] (CSP) s CD cx C -> 1 HC -> HCF + P -> s A~D crossup with C, then any 1 hit light chain, combo-ed into hcf + A/C, then juggle with standing A/B/C/D or CD(body toss attack). [ hit] (CSP) j CD cx C -> 1 HC -> HCF + P -> j A~D crossup with C, then any 1 hit light chain, combo-ed into hcf + A/C, then juggle with jumping A/B/C/D or CD(body toss attack). [ hit] +(CSP) cx C -> 2 HC -> HCB, fw + P crossup with C, any 2 hit chain, combo-ed into hcb, fw + A or C. [ hit] +(DM)(CSP) cx C -> 2 HC -> HCB, HCB + P crossup with C, any 2 hit chain, combo-ed into hcb, hcb + A or C. [ hit] +(CSP) cx C s C/D fw + B j A~D -> d C -> fw + A -> HCF + B jumping attack with A/B/C/D or crossup with C, then standing heavy punch/kick or crouching heavy punch, forward + A or forward + B, combo-ed into hcf + B. [ hit] +(CSP) cx C s C/D fw + B j A~D -> d C -> fw + A -> HCB, fw + P jumping attack with A/B/C/D or crossup with C, then standing heavy punch/kick or crouching heavy punch, forward + A or forward + B, combo-ed into hcb, fw + A or C. [ hit] +(DM)(CSP) cx C s C/D fw + B j A~D -> d C -> fw + A -> HCB, HCB + P jumping attack with A/B/C/D or crossup with C, then standing heavy punch/kick or crouching heavy punch, forward + A or forward + B, combo-ed into hcb, hcb + A or C. [ hit] (EX) AB --> A~D --> etc. AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are available for Yashiro, that may start from standing C/D or down C. [ hit] Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have the same characteristics as a standing CD that his opponent in mid air. if "COUNTER" appears, the dodge hit can also combo just like a CD attack. (Refer to Goro for some useful combos of such nature) __ ___ _\__\ / /___ _____ ____ _______ _____ _____ __ ____ _____ _____ _____ / ___/\/ / == / ___/ __ /__ __/ / __/ / \/ \/ = // / __/ / _/_\ / __/ _/_/ \ / / / /__/ = / / == / = /_\ \ /____// /__/ /____/__/\__\ /__/ /____/_____/__/\__/\__/_____/____ /_____/ / /\ \ (WARNING : High level of skill/experience needed.) /__/ \__\ + s A -> s C/D -> HCF + B standing light punch, chained into standing heavy punch/kick, combo-ed into hcf + B [ hit] + s A -> s C/D -> HCB, fw + P standing light punch, chained into standing heavy punch/kick, combo-ed into hcb + A or C. [ hit] +(DM) s A -> s C/D -> HCB, HCB + P standing light punch, chained into standing heavy punch/kick, combo-ed into hcb, hcb + A or C. [ hit] + j A~D -> s A -> s C/D -> HCF + B jumping attack with A/B/C/D, then standing light punch chained into standing heavy punch/kick, combo-ed into hcf + B. [ hit] + j A~D -> s A -> s C/D -> HCB, fw + P jumping attack with A/B/C/D, then standing light punch chained into standing heavy punch/kick, combo-ed into hcb, fw + A or C. [ hit] + 2 HC -> d C -> HCF + B any 2 hit light chain that ends with standing A, then crouching heavy punch, combo-ed into hcf + B. [ hit] + 2 HC -> d C -> HCB, fw + P any 2 hit light chain that ends with standing A, then crouching heavy punch, combo-ed into hcb, fw + A or C. [ hit] +(DM) 2 HC -> d C -> HCB, HCB + P any 2 hit light chain that ends with standing A, then crouching heavy punch, combo-ed into hcb, hcb + A or C. [ hit] +(CSP) cx C -> 2 HC -> d C -> HCF + B crossup with C, then any 2 hit light chain that ends with standing A, into crouching heavy punch, combo-ed into hcf + B. [ hit] +(CSP) cx C -> 2 HC -> d C -> HCB, fw + P crossup with C, then any 2 hit light chain that ends with standing A, into crouching heavy punch, combo-ed into hcb, fw + A or C. [ hit] +(DM)(CSP) cx C -> 2 HC -> d C -> HCB, HCB + P crossup with C, then any 2 hit light chain that ends with standing A, into crouching heavy punch, combo-ed into hcb, hcb + A or C. [ hit] + fw + B s A -> s C/D -> fw + A -> HCF + B standing light punch, chaiend into standing heavy punch/kick,then forward + A or forward + B, combo-ed into hcf + B. [ hit] + fw + B s A -> s C/D -> fw + A -> HCB, fw + P standing light punch, chaiend into standing heavy punch/kick,then forward + A or forward + B, combo-ed into hcb, fw + A or C. [ hit] +(DM) fw + B s A -> s C/D -> fw + A -> HCB, HCB + P standing light punch, chaiend into standing heavy punch/kick,then forward + A or forward + B, combo-ed into hcb, hcb + A or C. [ hit] + fw + B j A~D -> s A -> s C/D -> fw + A -> HCF + B jumping attack with A/B/C/D, then standing light punch chained into standing heavy punch/kick, forward + A or forward + B, combo-ed into hcf + B. [ hit] + fw + B j A~D -> s A -> s C/D -> fw + A -> HCB, fw + P jumping attack with A/B/C/D, then standing light punch chained into standing heavy punch/kick, forward + A or forward + B, combo-ed into hcb, fw + A or C. [ hit] +(DM) fw + B j A~D -> s A -> s C/D -> fw + A -> HCB, HCB + P jumping attack with A/B/C/D, then standing light punch chained into standing heavy punch/kick, forward + A or forward + B, combo-ed into hcb, hcb + A or C. [ hit] + fw + B 2 HC -> d C -> fw + A -> HCF + B any 2 hit light chain that ends with standing A, then crouching heavy punch, forward + A or forward + B, combo-ed into hcf + B. [ hit] + fw + B 2 HC -> d C -> fw + A -> HCB, fw + P any 2 hit light chain that ends with standing A, then crouching heavy punch, forward + A or forward + B, combo-ed into hcb, fw + A or C. [ hit] +(DM) fw + B 2 HC -> d C -> fw + A -> HCB, HCB + P any 2 hit light chain that ends with standing A, then crouching heavy punch, forward + A or forward + B, combo-ed into hcb, hcb + A or C. [ hit] +(CSP) fw + B cx C -> 2 HC -> d C -> fw + A -> HCF + B crossup with C, then any 2 hit light chain that ends with standing A, into crouching heavy punch, forward + A or forward + B, combo-ed into hcf + B. [ hit] +(CSP) fw + B cx C -> 2 HC -> d C -> fw + A -> HCB, fw + P crossup with C, then any 2 hit light chain that ends with standing A, into crouching heavy punch, forward + A or forward + B, combo-ed into hcb, fw + A or C. [ hit] +(DM)(CSP) fw + B cx C -> 2 HC -> d C -> fw + A -> HCB, HCB + P crossup with C, then any 2 hit light chain that ends with standing A, into crouching heavy punch, forward + A or forward + B, combo-ed into hcb, hcb + A or C. [ hit] s C/D QCB + P -> walk d C -> HCF + B execute qcb + A or C, then walk forward and standing heavy punch/kick or crouching heavy punch combo-ed into hcf + B. [ hit] s C/D QCB + P -> walk d C -> HCB, fw + P execute qcb + A or C, then walk forward and standing heavy punch/kick or crouching heavy punch combo-ed into hcb, fw + A or C. [ hit] (DM) s C/D QCB + P -> walk d C -> HCB, HCB + P execute qcb + A or C, then walk forward and standing heavy punch/kick or crouching heavy punch combo-ed into hcb, hcb + A or C. [ hit] QCB + P -> walk 1 HC -> HCF + P execute qcb + A or C, then walk forward and any 1 hit light chain, combo-ed into hcf + A/C. [ hit] s CD QCB + P -> walk 1 HC -> HCF + P -> s A~D execute qcb + A or C, then walk forward and any 1 hit light chain, combo-ed into hcf + A/C, then juggle with standing A/B/C/D or CD (body toss attack). [ hit] j CD QCB + P -> walk 1 HC -> HCF + P -> j A~D execute qcb + A or C, then walk forward and any 1 hit light chain, combo-ed into hcf + A/C, then juggle with jumping A/B/C/D or CD (body toss attack). [ hit] + QCB + P -> walk 2 HC -> HCB, fw + P execute qcb + A or C, then walk forward and any 2 hit chain, combo-ed into hcb, fw + A or C. [ hit] +(DM) QCB + P -> walk 2 HC -> HCB, HCB + P execute qcb + A or C, then walk forward and any 2 hit chain, combo-ed into hcb, hcb + A or C. [ hit] + s C/D fw + B QCB + P -> walk d C -> fw + A -> HCF + B execute qcb + A or C, then walk forward and standing heavy punch/kick or crouching heavy punch, forward + A or forward + B, combo-ed into hcf + B. [ hit] + s C/D fw + B QCB + P -> walk d C -> fw + A -> HCB, fw + P execute qcb + A or C, then walk forward and standing heavy punch/kick or crouching heavy punch, forward + A or forward + B, combo-ed into hcb, fw + A or C. [ hit] +(DM) s C/D fw + B QCB + P -> walk d C -> fw + A -> HCB, HCB + P execute qcb + A or C, then walk forward and standing heavy punch/kick or crouching heavy punch, forward + A or forward + B, combo-ed into hcb, hcb + A or C. [ hit] + QCB + P -> walk s A -> s C/D -> HCF + B execute qcb + A or C, then walk forward and standing light punch, chained into standing heavy punch/kick, combo-ed into hcf + B [ hit] + QCB + P -> s A -> s C/D -> HCB, fw + P execute qcb + A or C, then walk forward and standing light punch, chained into standing heavy punch/kick, combo-ed into hcb + A or C. [ hit] +(DM) QCB + P -> s A -> s C/D -> HCB, HCB + P execute qcb + A or C, then walk forward and standing light punch, chained into standing heavy punch/kick, combo-ed into hcb, hcb + A or C. [ hit] + QCB + P -> 2 HC -> d C -> HCF + B execute qcb + A or C, then walk forward and any 2 hit light chain that ends with standing A, then crouching heavy punch, combo-ed into hcf + B. [ hit] + QCB + P -> 2 HC -> d C -> HCB, fw + P execute qcb + A or C, then walk forward and any 2 hit light chain that ends with standing A, then crouching heavy punch, combo-ed into hcb, fw + A or C. [ hit] +(DM) QCB + P -> 2 HC -> d C -> HCB, HCB + P execute qcb + A or C, then walk forward and any 2 hit light chain that ends with standing A, then crouching heavy punch, combo-ed into hcb, hcb + A or C. [ hit] + fw + B QCB + P -> s A -> s C/D -> fw + A -> HCF + B execute qcb + A or C, then walk forward and standing light punch, chaiend into standing heavy punch/kick,then forward + A or forward + B, combo-ed into hcf + B. [ hit] + fw + B QCB + P -> s A -> s C/D -> fw + A -> HCB, fw + P execute qcb + A or C, then walk forward and standing light punch, chaiend into standing heavy punch/kick,then forward + A or forward + B, combo-ed into hcb, fw + A or C. [ hit] +(DM) fw + B QCB + P -> s A -> s C/D -> fw + A -> HCB, HCB + P execute qcb + A or C, then walk forward and standing light punch, chaiend into standing heavy punch/kick,then forward + A or forward + B, combo-ed into hcb, hcb + A or C. [ hit] + fw + B QCB + P -> 2 HC -> d C -> fw + A -> HCF + B execute qcb + A or C, then walk forward and any 2 hit light chain that ends with standing A, then crouching heavy punch, forward + A or forward + B, combo-ed into hcf + B. [ hit] + fw + B QCB + P -> 2 HC -> d C -> fw + A -> HCB, fw + P execute qcb + A or C, then walk forward and any 2 hit light chain that ends with standing A, then crouching heavy punch, forward + A or forward + B, combo-ed into hcb, fw + A or C. [ hit] +(DM) fw + B QCB + P -> 2 HC -> d C -> fw + A -> HCB, HCB + P execute qcb + A or C, then walk forward and any 2 hit light chain that ends with standing A, then crouching heavy punch, forward + A or forward + B, combo-ed into hcb, hcb + A or C. [ hit] __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (CNT) s CD j CD -> s A~D jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD j CD -> j A~D jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. [ hit] 3.8.2a -------- Shermie -------- Moveslist --------- Shermie Stand : fw + B +-------------------------------------------------------------------------------------------+ Shermie Spiral : HCF + A/C (close) Shermie Shoot : HCF + B/D Axel Spin-Kick : QCB + B/D Shermie Clutch : DP + B/D Shermie Whip : QCB + P (close) Shermie Finisher : QCF + B/D (from Shermie Spiral, Clutch or Whip) +-------------------------------------------------------------------------------------------+ Shermie Flash : HCB x 2 + A/C (close) Shermie Carnival : HCF x 2 + A/C (close) ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ d A, d A d B, d A d A, d B d B, d B d A, s A d B, s A d A, s B d B, s B s A, d A s A, d B s A, s A s A, s B s B, s B d B, d B, d B d A, d A, d A d B, d A, d A d A, s A, d A d B, s A, d A s A, d A, d A s A, s A, d A d A, d A, s A d B, d A, s A d A, s A, s A d B, s A, s A s A, d A, s A s A, s A, s A d A, d A, s B d B, d A, s B d A, s A, s B d B, s A, s B s A, d A, s B s A, s A, s B ++ d A, d A, fw + B ++ d B, d A, fw + B ++ d A, s A, fw + B ++ d B, s A, fw + B ++ d A, s B, fw + B ++ d B, s B, fw + B ++ s A, d A, fw + B ++ s A, s A, fw + B ++ s A, s B, fw + B ++ s B, s B, fw + B ++ d A, d A, d A, fw + B ++ d B, d A, d A, fw + B ++ d A, s A, d A, fw + B ++ d B, s A, d A, fw + B ++ s A, d A, d A, fw + B ++ s A, s A, d A, fw + B ++ d A, d A, s A, fw + B ++ d B, d A, s A, fw + B ++ d A, s A, s A, fw + B ++ d B, s A, s A, fw + B ++ s A, d A, s A, fw + B ++ s A, s A, s A, fw + B ++ d A, d A, s B, fw + B ++ d B, d A, s B, fw + B ++ d A, s A, s B, fw + B ++ d B, s A, s B, fw + B ++ s A, d A, s B, fw + B ++ s A, s A, s B, fw + B s C, fw + B d C, fw + B j A -> j C j B -> j C j C -> j C j D -> j C _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) + 1 HC -> HCF + P -> QCF + K any 1 hit chain, combo-ed into hcf + A or C, then qcf + B or D. [ hit] + 1 HC -> QCB + P -> QCF + K any 1 hit chain, combo-ed into qcf + A or C, then qcf + B or D. [ hit] +(DM) 1 HC -> HCB x 2 + P any 1 hit chain, combo-ed into hcb, hcb + A or C. [ hit] +(DM) 1 HC -> HCF x 2 + P any 1 hit chain, combo-ed into hcf, hcf + A or C. [ hit] s C d C -> HCF + P -> QCF + K standing/crouching heavy punch, combo-ed into hcf + A or C, then qcf + B or D. [ hit] s C d C -> QCB + P -> QCF + K standing/crouching heavy punch, combo-ed into qcb + A or C, then qcf + B or D. [ hit] s C d C -> HCF + B standing/crouching heavy punch, combo-ed into hcf + B. [ hit] (DM) s C d C -> HCB x 2 + P standing/crouching heavy punch, combo-ed into hcb, hcb + A or C. [ hit] +(CSP) j A~D cx B~D -> 1 HC -> HCF + P -> QCF + K jumping attack with A/B/C/D or crossup with B/C/D, then any 1 hit chain, combo-ed into hcf + A or C, then qcf + B or D. [ hit] +(CSP) j A~D cx B~D -> 1 HC -> QCB + P -> QCF + K jumping attack with A/B/C/D or crossup with B/C/D, then any 1 hit chain, combo-ed into qcb + A or C, then qcf + B or D. [ hit] +(DM)(CSP) j A~D cx B~D -> 1 HC -> HCB x 2 + P jumping attack with A/B/C/D or crossup with B/C/D, then any 1 hit chain, combo-ed into hcb, hcb + A or C. [ hit] +(DM)(CSP) j A~D cx B~D -> 1 HC -> HCF x 2 + P jumping attack with A/B/C/D or crossup with B/C/D, then any 1 hit chain, combo-ed into hcf, hcf + A or C. [ hit] (CSP) j A~D s C cx B~D -> d C -> HCF + P -> QCF + K jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch, combo-ed into hcf + A or C, then qcf + B or D. [ hit] (CSP) j A~D s C cx B~D -> d C -> QCB + P -> QCF + K jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch, combo-ed into qcb + A or C, then qcf + B or D. [ hit] (CSP) j A~D s C cx B~D -> d C -> HCF + B jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch, combo-ed into hcf + B. [ hit] (DM)(CSP) j A~D s C cx B~D -> d C -> HCB x 2 + P jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch, combo-ed into hcb, hcb + A or C. [ hit] _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) + 2 HC -> HCF + P -> QCF + K any 2 hit chain, combo-ed into hcf + A or C, then qcf + B or D. [ hit] + 2 HC -> QCB + P -> QCF + K any 2 hit chain, combo-ed into qcf + A or C, then qcf + B or D. [ hit] +(DM) 2 HC -> HCB x 2 + P any 2 hit chain, combo-ed into hcb, hcb + A or C. [ hit] +(CSP) cx B~D -> 2 HC -> HCF + P -> QCF + K crossup with B/C/D, then any 2 hit chain, combo-ed into hcf + A or C, then qcf + B or D. [ hit] +(CSP) cx B~D -> 2 HC -> QCB + P -> QCF + K crossup with B/C/D, then any 2 hit chain, combo-ed into qcb + A or C, then qcf + B or D. [ hit] +(CSP) cx B~D -> 3 HC -> QCB + P -> QCF + K crossup with B/C/D, then any 3 hit chain, combo-ed into qcb + A or C, then qcf + B or D. [ hit] +(DM)(CSP) cx B~D -> 2 HC -> HCB x 2 + P crossup with B/C/D, then any 2 hit chain, combo-ed into hcb, hcb + A or C. [ hit] (EX) AB --> A~D --> etc. AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are available for Shermie, that may start from standing C or down C. [ hit] Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have the same characteristics as a standing CD that his opponent in mid air. if "COUNTER" appears, the dodge hit can also combo just like a CD attack. (Refer to Goro for some useful combos of such nature) __ ___ _\__\ / /___ _____ ____ _______ _____ _____ __ ____ _____ _____ _____ / ___/\/ / == / ___/ __ /__ __/ / __/ / \/ \/ = // / __/ / _/_\ / __/ _/_/ \ / / / /__/ = / / == / = /_\ \ /____// /__/ /____/__/\__\ /__/ /____/_____/__/\__/\__/_____/____ /_____/ / /\ \ (WARNING : High level of skill/experience needed.) /__/ \__\ (BUG)(INF)(C) s A d A x infinity after Shermie "floats", standing/crouching As are repeated till opponent dies or dizzies. [ hit] Note : listed below are the floating techniques to enable Shermie to "float". +==============================================================================+ | F L O A T I N G T E C H N I Q U E S ( S H E R M I E ) | +==============================================================================+ | #1 | | HCB x 2 + P | | simply execute the DM, hcb, hcb + A or C on Goro Daimon or Robert Garcia | | and Shermie will float after the DM. | | | +==============================================================================+ __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (CNT) s CD -> d C standing CD(body toss attack), "COUNTER", juggled with crouching heavy punch. [ hit] (CNT) s CD -> QCB + P -> QCF + K standing CD(body toss attack), "COUNTER", combo-ed into qcb + A or C, then finish with qcf + B or D. [ hit] (MID)(CNT) d C -> QCB + P -> QCF + K hit mid-air opponent with crouching heavy punch, "COUNTER" then combo-ed into qcb + A or C, then finish with qcf + B or D. [ hit] (CNT) s CD j CD -> s A~D jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD j CD -> j A~D jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD -> fw + B jumping CD(body toss attack), "COUNTER", juggled with forward + B. [ hit] (CNT) j CD -> QCB + P -> QCF + K jumping CD(body toss attack), "COUNTER", combo-ed into qcb + A or C, then finish with qcf + B or D. [ hit] (MID)(CNT)(C) d C fw + B(2nd hit) -> s A/B hit opponent in mid air with 2nd hit of forward + B, "COUNTER" then juggled with standing A/B or crouching heavy punch. [ hit] (MID)(CNT)(C) fw + B(2nd hit) -> QCB + P -> QCF + K hit opponent in mid air with 2nd hit of forward + B, "COUNTER" then juggled with qcb + A or C, then finished with qcf + B or D. [ hit] 3.8.2b ----------------- Shermie (Orochi) ----------------- Moveslist --------- Lightning Ray : fw + B (overhead) +-------------------------------------------------------------------------------------------+ Moonless Thunder Cloud : HCF + A/B/C/D Yata Mowing Whip : QCB + A/C Dance of Realism : QCB + B/D Cane of Lightning God : QCF + B/D (mid-air) +-------------------------------------------------------------------------------------------+ Darkness Lightning Gleam Fist : QCF x 2 + A/C Destiny Illusion Sincerity : QCB, HCF + B/D ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ d A, d A d B, d A d A, d B d B, d B d A, s A d B, s A d A, s B d B, s B s A, d A s A, d B s A, s A s A, s B s B, s B d B, d B, d B d A, d A, d A d B, d A, d A d A, s A, d A d B, s A, d A s A, d A, d A s A, s A, d A d A, d A, s A d B, d A, s A d A, s A, s A d B, s A, s A s A, d A, s A s A, s A, s A d A, d A, s B d B, d A, s B d A, s A, s B d B, s A, s B s A, d A, s B s A, s A, s B ++ d A, d A, fw + B ++ d B, d A, fw + B ++ d A, s A, fw + B ++ d B, s A, fw + B ++ d A, s B, fw + B ++ d B, s B, fw + B ++ s A, d A, fw + B ++ s A, s A, fw + B ++ s A, s B, fw + B ++ s B, s B, fw + B ++ d A, d A, d A, fw + B ++ d B, d A, d A, fw + B ++ d A, s A, d A, fw + B ++ d B, s A, d A, fw + B ++ s A, d A, d A, fw + B ++ s A, s A, d A, fw + B ++ d A, d A, s A, fw + B ++ d B, d A, s A, fw + B ++ d A, s A, s A, fw + B ++ d B, s A, s A, fw + B ++ s A, d A, s A, fw + B ++ s A, s A, s A, fw + B ++ d A, d A, s B, fw + B ++ d B, d A, s B, fw + B ++ d A, s A, s B, fw + B ++ d B, s A, s B, fw + B ++ s A, d A, s B, fw + B ++ s A, s A, s B, fw + B s C, fw + B d C, fw + B j A -> j C j B -> j C j C -> j C j D -> j C _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) s C d C -> QCB + P standing/crouching heavy punch, combo-ed into qcb + A or C [ hit] (DM) s C d C -> QCF x 2 + P standing/crouching heavy punch, combo-ed into qcf, qcf + A or C. [ hit] (DM) s C d C -> QCF x 2 + B standing/crouching heavy punch, combo-ed into qcf, qcf + B. [ hit] (CSP) j A~D s C cx B~D -> d C -> QCB + P jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch, combo-ed into qcb + A or C. [ hit] (DM)(CSP) j A~D s C cx B~D -> d C -> QCF x 2 + P jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch, combo-ed into qcf, qcf + A or C. [ hit] (DM)(CSP) j A~D s C cx B~D -> d C -> QCF x 2 + B jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch, combo-ed into qcf, qcf + B. [ hit] _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) +(DM) 3 HC 2 HC -> QCF x 2 + P any 2 or 3 hit chain, combo-ed into qcf, qcf + A or C. [ hit] s C d C -> fw + B -> QCB + P standing/crouching heavy punch, forward + B, combo-ed into qcb + A or C [ hit] (DM) s C d C -> fw + B -> QCF x 2 + P standing/crouching heavy punch, forward + B, combo-ed into qcf, qcf + A or C. [ hit] (CSP) s C cx B~D -> d C -> fw + B -> QCB + P jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch, forward + B, combo-ed into qcb + A or C. [ hit] (DM)(CSP) s C cx B~D -> d C -> fw + B -> QCF x 2 + P jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch, forward + B, combo-ed into qcf, qcf + A or C. [ hit] +(DM)(CSP) 3 HC cx B~D -> 2 HC -> QCF x 2 + P crossup with B/C/D, then any 2 or 3 hit chain, combo-ed into qcf, qcf + A or C. [ hit] + s C QCF + B -> d C -> fw + B -> QCB + P execute qcf + B, then standing/crouching heavy punch, forward + B, combo-ed into qcf + A or C. Note : qcf + B will be launched behind opponent. [ hit] +(DM) s C QCF + B -> d C -> fw + B -> QCF, QCF + P execute qcf + B, then standing/crouching heavy punch, forward + B, combo-ed into qcf, qcf + A or C. Note : qcf + B will be launched behind opponent. [ hit] +(DM) s C QCF + B -> d C -> fw + B -> QCF, QCF + B execute qcf + B, then standing/crouching heavy punch, forward + B, combo-ed into qcf, qcf + B. Note : qcf + B will be launched behind opponent. [ hit] (EX) AB --> A~D --> etc. AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are available for Shermie, that may start from standing C or down C. [ hit] Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have the same characteristics as a standing CD that his opponent in mid air. if "COUNTER" appears, the dodge hit can also combo just like a CD attack. (Refer to Goro for some useful combos of such nature) nothing really spectacular for Orochi Shermie... __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (CNT) s CD -> d C standing CD(body toss attack), "COUNTER", juggled with crouching heavy punch. [ hit] (CNT) s CD -> QCF + A standing CD(body toss attack), "COUNTER", combo-ed into qcf + A. [ hit] (CNT) s CD -> QCF, QCF + P standing CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + A or C. [ hit] (CNT) s CD -> QCF, QCF + B standing CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + B. [ hit] (CNT) j CD -> fw + B jumping CD(body toss attack), "COUNTER", juggled with forward + B. [ hit] (CNT) s CD j CD -> s A~D jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD j CD -> j A~D jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. [ hit] (MID)(CNT)(C) d C fw + B(2nd hit) -> s A/B hit opponent in mid air with 2nd hit of forward + B, "COUNTER" then juggled with standing A/B or crouching heavy punch. [ hit] (MID)(CNT)(C) fw + B(2nd hit) -> QCB + P hit opponent in mid air with 2nd hit of forward + B, "COUNTER" then juggled with qcb + A or C. [ hit] (MID)(CNT)(C)(DM) fw + B(2nd hit) -> QCF, QCF + P hit opponent in mid air with 2nd hit of forward + B, "COUNTER" then juggled with qcf, qcf + A or C. [ hit] 3.8.3a ------ Chris ------ Moveslist --------- Spinning Array : fw + A Reverse Anchor Kick : fw + B (overhead) Carryoff Kick : dwnfw + B (low slide) +-------------------------------------------------------------------------------------------+ Hunting Air : DP + B/D (anti-air) Twisting Air : DP + A/C (command throw) Sliding Touch : QCF + A/C Shooting Dancer Thrust : HCB + A/C Shooting Dancer Step : HCB + B/D Scramble Dash : QCF + B/D +-------------------------------------------------------------------------------------------+ Twister Drive : QCB x 2 + B/D Chain Slide Touch : QCF x 2 + A/C ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ d A, d B, d A d B, d B d B, s A d B, s B d B, d B, d A d B, d B, d B, s B d A, d C d B, d C d B, d A, d C d A, fw + A d A, fw + B d A, dwnfw + B d B, d A, fw + A d B, s A, fw + A d B, s B, fw + A d B, d A, fw + B d B, s A, fw + B d B, s B, fw + B d B, d A, dwnfw + B d B, s A, dwnfw + B d B, s B, dwnfw + B d B, d B, d A, fw + A d B, d B, d A, fw + B d B, d B, d A, dwnfw + B s C, fw + A d C, fw + A d A, d C, fw + A d B, d C, fw + A d B, d A, d C, fw + A s C, fw + B d C, fw + B d A, d C, fw + B d B, d C, fw + B d B, d A, d C, fw + B s C, dwnfw + B d C, dwnfw + B d A, d C, dwnfw + B d B, d C, dwnfw + B d B, d A, d C, dwnfw + B j A -> j B j B -> j B j C -> j B j D -> j B j A -> dwnfw + B j B -> dwnfw + B j C -> dwnfw + B j D -> dwnfw + B _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) s C/D d C -> QCF + A standing heavy punch/kick or crouching heavy punch combo-ed into qcf + A. [ hit] s C/D d C -> HCB + A~D standing heavy punch/kick or crouching heavy punch combo-ed into hcb + A/B/C/D. Note : B and D version will launch Chris in air and leave Chris open for combos. [ hit] s C/D d C -> DP + K standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D. [ hit] (DM) s C/D d C -> QCF, QCF + P standing heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + A or C. [ hit] (DM) s C/D d C -> QCB, QCB + K standing heavy punch/kick or crouching heavy punch combo-ed into qcb, qcb + B or D. [ hit] (CSP) cx B/D s C/D j A~D -> d C -> QCF + A jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching heavy punch combo-ed into qcf + A. [ hit] (CSP) cx B/D s C/D j A~D -> d C -> HCB + A~D jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching heavy punch combo-ed into hcb + A/B/C/D. Note : B and D version will launch Chris in air and leave Chris open for combos. [ hit] (CSP) cx B/D s C/D j A~D -> d C -> DP + K jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D. [ hit] (DM)(CSP) cx B/D s C/D j A~D -> d C -> QCF, QCF + P jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + A or C. [ hit] (DM)(CSP) cx B/D s C/D j A~D -> d C -> QCB, QCB + K jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching heavy punch combo-ed into qcb, qcb + B or D. [ hit] _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) + s C/D d C -> fw + A -> QCF + A standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into qcf + A. [ hit] + s C/D d C -> fw + A -> HCB + A~D standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into hcb + A/B/C/D. Note : B and D version will launch Chris in air and leave Chris open for combos. [ hit] + s C/D d C -> fw + A -> DP + K standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into uppercut + B or D. [ hit] +(DM) s C/D d C -> fw + A -> QCF, QCF + P standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into qcf, qcf + A or C. [ hit] +(DM) s C/D d C -> fw + A -> QCB, QCB + K standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into qcb, qcb + B or D. [ hit] +(CSP) cx B/D s C/D j A~D -> d C -> fw + A -> QCF + A jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into qcf + A. [ hit] +(CSP) cx B/D s C/D j A~D -> d C -> fw + A -> HCB + A~D jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into hcb + A/B/C/D. Note : B and D version will launch Chris in air and leave Chris open for combos. [ hit] +(CSP) cx B/D s C/D j A~D -> d C -> fw + A -> DP + K jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into uppercut + B or D. [ hit] +(DM)(CSP) cx B/D s C/D j A~D -> d C -> fw + A -> QCF, QCF + P jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into qcf, qcf + A or C. [ hit] +(DM)(CSP) cx B/D s C/D j A~D -> d C -> fw + A -> QCB, QCB + K jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into qcb, qcb + B or D. [ hit] + 1 HC 2 HC -> fw + A -> QCF + A any 1 or 2 hit light chain, forward + A, combo-ed into qcf + A. [ hit] + 1 HC 2 HC -> fw + A -> HCB + A~D any 1 or 2 hit light chain, forward + A, combo-ed into hcb + A/B/C/D. Note : B and D version will launch Chris in air and leave Chris open for combos. [ hit] + 1 HC 2 HC -> fw + A -> DP + K any 1 or 2 hit light chain, forward + A, combo-ed into uppercut + B or D. [ hit] +(DM) 1 HC 2 HC -> fw + A -> QCF, QCF + P any 1 or 2 hit light chain, forward + A, combo-ed into qcf, qcf + A or C. [ hit] +(DM) 1 HC 2 HC -> fw + A -> QCB, QCB + K any 1 or 2 hit light chain, forward + A, combo-ed into qcb, qcb + B or D. [ hit] +(CSP) cx B/D 1 HC j A~D -> 2 HC -> fw + A -> QCF + A jumping attack with A/B/C/D or crossup with B/D, then any 1 or 2 hit light chain, forward + A, combo-ed into qcf + A. [ hit] +(CSP) cx B/D 1 HC j A~D -> 2 HC -> fw + A -> HCB + A~D jumping attack with A/B/C/D or crossup with B/D, then any 1 or 2 hit light chain, forward + A, combo-ed into hcb + A/B/C/D. Note : B and D version will launch Chris in air and leave Chris open for combos. [ hit] +(CSP) cx B/D 1 HC j A~D -> 2 HC -> fw + A -> DP + K jumping attack with A/B/C/D or crossup with B/D, then any 1 or 2 hit light chain, forward + A, combo-ed into uppercut + B or D. [ hit] +(DM)(CSP) cx B/D 1 HC j A~D -> 2 HC -> fw + A -> QCF, QCF + P jumping attack with A/B/C/D or crossup with B/D, then any 1 or 2 hit light chain, forward + A, combo-ed into qcf, qcf + A or C. [ hit] +(DM)(CSP) cx B/D 1 HC j A~D -> 2 HC -> fw + A -> QCB, QCB + K jumping attack with A/B/C/D or crossup with B/D, then any 1 or 2 hit light chain, forward + A, combo-ed into qcb, qcb + B or D. [ hit] +(C) 1 HC 2 HC -> fw + B -> QCF + A any 1 or 2 hit light chain, forward + B, combo-ed into qcf + A. [ hit] +(C) 1 HC 2 HC -> fw + B -> HCB + A~D any 1 or 2 hit light chain, forward + B, combo-ed into hcb + A/B/C/D. Note : B and D version will launch Chris in air and leave Chris open for combos. [ hit] +(C) 1 HC 2 HC -> fw + B -> DP + K any 1 or 2 hit light chain, forward + B, combo-ed into uppercut + B or D. [ hit] +(DM)(C) 1 HC 2 HC -> fw + B -> QCF, QCF + P any 1 or 2 hit light chain, forward + B, combo-ed into qcf, qcf + A or C. [ hit] +(DM)(C) 1 HC 2 HC -> fw + B -> QCB, QCB + K any 1 or 2 hit light chain, forward + B, combo-ed into qcb, qcb + B or D. [ hit] +(CSP) 1 HC cx B/D -> 2 HC -> fw + B -> QCF + A crossup with B/D, then any 1 or 2 hit light chain, forward + B, combo-ed into qcf + A. [ hit] +(CSP) 1 HC cx B/D -> 2 HC -> fw + B -> HCB + A~D crossup with B/D, then any 1 or 2 hit light chain, forward + B, combo-ed into hcb + A/B/C/D. Note : B and D version will launch Chris in air and leave Chris open for combos. [ hit] +(DM)(CSP) 1 HC cx B/D -> 2 HC -> fw + B -> QCF, QCF + P crossup with B/D, then any 1 or 2 hit light chain, forward + B, combo-ed into qcf, qcf + A or C. [ hit] +(DM)(CSP) 1 HC cx B/D -> 2 HC -> fw + B -> QCB, QCB + K crossup with B/D, then any 1 or 2 hit light chain, forward + B, combo-ed into qcb, qcb + B or D. [ hit] (EX) AB --> A~D --> etc. AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are available for Chris, that may start from standing C/D or down C. [ hit] Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have the same characteristics as a standing CD that his opponent in mid air. if "COUNTER" appears, the dodge hit can also combo just like a CD attack. (Refer to Goro for some useful combos of such nature) __ ___ _\__\ / /___ _____ ____ _______ _____ _____ __ ____ _____ _____ _____ / ___/\/ / == / ___/ __ /__ __/ / __/ / \/ \/ = // / __/ / _/_\ / __/ _/_/ \ / / / /__/ = / / == / = /_\ \ /____// /__/ /____/__/\__\ /__/ /____/_____/__/\__/\__/_____/____ /_____/ / /\ \ (WARNING : High level of skill/experience needed.) /__/ \__\ + 1 HC 2 HC -> d C -> fw + A -> QCF + A any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed into qcf + A. Note : the light chains must be low or crouching. [ hit] + 1 HC 2 HC -> d C -> fw + A -> HCB + A~D any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed into hcb + A/B/C/D. Note : B and D version will launch Chris in air and leave Chris open for combos. Note : the light chains must be low or crouching. [ hit] +(DM)(C) 1 HC 2 HC -> d C -> fw + A -> QCF, QCF + P any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed into qcf, qcf + A or C. Note : the light chains must be low or crouching. [ hit] +(DM) 1 HC 2 HC -> d C -> fw + A -> QCB, QCB + K any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed into qcb, qcb + B or D. Note : the light chains must be low or crouching. [ hit] +(CSP) 1 HC cx B/D -> 2 HC -> d C -> fw + A -> QCF + A crossup with B/D, then any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed into qcf + A. Note : the light chains must be low or crouching. [ hit] +(CSP) 1 HC cx B/D -> 2 HC -> d C -> fw + A -> HCB + A~D crossup with B/D, then any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed into hcb + A/B/C/D. Note : B and D version will launch Chris in air and leave Chris open for combos. Note : the light chains must be low or crouching. [ hit] +(DM)(CSP)(nC) 1 HC cx B/D -> 2 HC -> d C -> fw + A -> QCF, QCF + P crossup with B/D, then any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed into qcf, qcf + A or C. Note : the light chains must be low or crouching. [ hit] +(DM)(CSP) 1 HC cx B/D -> 2 HC -> d C -> fw + A -> QCB, QCB + K crossup with B/D, then any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed into qcb, qcb + B or D. Note : the light chains must be low or crouching. [ hit] s C/D DP + P -> d C -> QCF + A uppercut + A or C, then standing heavy punch/kick or crouching heavy punch combo-ed into qcf + A. [ hit] s C/D DP + P -> d C -> HCB + A~D uppercut + A or C, then standing heavy punch/kick or crouching heavy punch combo-ed into hcb + A/B/C/D. Note : B and D version will launch Chris in air and leave Chris open for combos. [ hit] s C/D DP + P -> d C -> DP + K uppercut + A or C, then standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D. [ hit] (DM) s C/D DP + P -> d C -> QCF, QCF + P uppercut + A or C, then standing heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + A or C. [ hit] (DM) s C/D DP + P -> d C -> QCB, QCB + K uppercut + A or C, then standing heavy punch/kick or crouching heavy punch combo-ed into qcb, qcb + B or D. [ hit] + s C/D DP + P -> d C -> fw + A -> QCF + A uppercut + A or C, then standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into qcf + A. [ hit] + s C/D DP + P -> d C -> fw + A -> HCB + A~D uppercut + A or C, then standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into hcb + A/B/C/D. Note : B and D version will launch Chris in air and leave Chris open for combos. [ hit] + s C/D DP + P -> d C -> fw + A -> DP + K uppercut + A or C, then standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into uppercut + B or D. [ hit] +(DM) s C/D DP + P -> d C -> fw + A -> QCF, QCF + P uppercut + A or C, then standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into qcf, qcf + A or C. [ hit] +(DM) s C/D DP + P -> d C -> fw + A -> QCB, QCB + K uppercut + A or C, then standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into qcb, qcb + B or D. [ hit] + 1 HC DP + P -> 2 HC -> fw + A -> QCF + A uppercut + A or C, then any 1 or 2 hit light chain, forward + A, combo-ed into qcf + A. [ hit] + 1 HC DP + P -> 2 HC -> fw + A -> HCB + A~D uppercut + A or C, then any 1 or 2 hit light chain, forward + A, combo-ed into hcb + A/B/C/D. Note : B and D version will launch Chris in air and leave Chris open for combos. [ hit] + 1 HC DP + P -> 2 HC -> fw + A -> DP + K uppercut + A or C, then any 1 or 2 hit light chain, forward + A, combo-ed into uppercut + B or D. [ hit] +(DM) 1 HC DP + P -> 2 HC -> fw + A -> QCF, QCF + P uppercut + A or C, then any 1 or 2 hit light chain, forward + A, combo-ed into qcf, qcf + A or C. [ hit] +(DM) 1 HC DP + P -> 2 HC -> fw + A -> QCB, QCB + K uppercut + A or C, then any 1 or 2 hit light chain, forward + A, combo-ed into qcb, qcb + B or D. [ hit] +(C) 1 HC DP + P -> 2 HC -> fw + B -> QCF + A uppercut + A or C, then any 1 or 2 hit light chain, forward + B, combo-ed into qcf + A. [ hit] +(C) 1 HC DP + P -> 2 HC -> fw + B -> HCB + A~D uppercut + A or C, then any 1 or 2 hit light chain, forward + B, combo-ed into hcb + A/B/C/D. Note : B and D version will launch Chris in air and leave Chris open for combos. [ hit] +(C) 1 HC DP + P -> 2 HC -> fw + B -> DP + K uppercut + A or C, then any 1 or 2 hit light chain, forward + B, combo-ed into uppercut + B or D. [ hit] +(DM)(C) 1 HC DP + P -> 2 HC -> fw + B -> QCF, QCF + P uppercut + A or C, then any 1 or 2 hit light chain, forward + B, combo-ed into qcf, qcf + A or C. [ hit] +(DM)(C) 1 HC DP + P -> 2 HC -> fw + B -> QCB, QCB + K uppercut + A or C, then any 1 or 2 hit light chain, forward + B, combo-ed into qcb, qcb + B or D. [ hit] + 1 HC DP + P -> 2 HC -> d C -> fw + A -> QCF + A uppercut + A or C, then any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed into qcf + A. Note : the light chains must be low or crouching. [ hit] + 1 HC DP + P -> 2 HC -> d C -> fw + A -> HCB + A~D uppercut + A or C, then any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed into hcb + A/B/C/D. Note : B and D version will launch Chris in air and leave Chris open for combos. Note : the light chains must be low or crouching. [ hit] +(DM)(C) 1 HC DP + P -> 2 HC -> d C -> fw + A -> QCF, QCF + P uppercut + A or C, then any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed into qcf, qcf + A or C. Note : the light chains must be low or crouching. [ hit] +(DM) 1 HC DP + P -> 2 HC -> d C -> fw + A -> QCB, QCB + K uppercut + A or C, then any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed into qcb, qcb + B or D. Note : the light chains must be low or crouching. [ hit] (C)(MID)(DM) QCF, QCF + P -> QCB, QCB + K execute qcf, qcf + A or C to hit opponent in mid air, then juggled with qcb, qcb + B or D. Note : qcf, qcf + P hits opponent must only hit at first and fourth hit to allow qcb, qcb + K to juggle. Note : the light chains must be low or crouching. [ hit] __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (CNT) d C s CD -> QCF + B -> s A~D standing CD(body toss attack), "COUNTER", then cancelled into qcf + B, then juggled with standing A/B/C/D or crouching heavy punch. [ hit] (CNT) s CD -> QCF + B -> j B standing CD(body toss attack), "COUNTER", then cancelled into qcf + B, then juggled with jumping attack with B. [ hit] (CNT)(DM) s CD -> QCF + B -> QCF, QCF + P standing CD(body toss attack), "COUNTER", then cancelled into qcf + B, then juggled with qcf, qcf + A or C [ hit] (CNT)(DM) s CD -> QCF + B -> QCB, QCB + K standing CD(body toss attack), "COUNTER", then cancelled into qcf + B, then juggled with qcb, qcb + B or D. [ hit] (CNT)(DM) s CD -> DP + K standing CD(body toss attack), "COUNTER", then combo-ed into uppercut + B or D. [ hit] (CNT)(DM) s CD -> QCF, QCF + P standing CD(body toss attack), "COUNTER", combo-ed with qcf, qcf + A or C [ hit] (CNT)(DM) s CD -> QCB, QCB + K standing CD(body toss attack), "COUNTER", combo-ed with qcb, qcb + B or D. [ hit] (CNT) s CD j CD -> s A~D jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD j CD -> j A~D jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD -> DP + K jumping CD(body toss attack), "COUNTER", juggled with uppercut + B or D. [ hit] (CNT)(DM) j CD -> QCF, QCF + P jumping CD(body toss attack), "COUNTER", juggled with qcf, qcf + A or C. [ hit] (CNT)(DM) j CD -> QCB, QCB + K jumping CD(body toss attack), "COUNTER", juggled with qcb, qcb + B or D. [ hit] (CNT)(DM) j CD -> QCF, QCF + P -> QCB, QCB + K jumping CD(body toss attack), "COUNTER", juggled with qcf, qcf + A or C then finish with qcb, qcb + B or D. Note : only 1st and 4th hits of qcf x 2 + P can hit to allow qcb, qcb+ K to combo. [ hit] (OPD) dwnfw + B -> d C -> dwnfw + B early slide, dwnfw + B, crouching heavy punch, chained into downforward + B. Note : dwnfw + B hits opponent at last frame to allow crouching C to combo. [ hit] (OPD) dwnfw + B -> d C -> fw + A -> etc early slide, dwnfw + B, crouching heavy punch, chained into forward + A, then combo-ed into any combination preferred. Note : dwnfw + B hits opponent at last frame to allow crouching C to combo. [ hit] 3.8.3b --------------- Chris (Orochi) --------------- Moveslist --------- Spinning Array : fw + A Reverse Anchor Kick : fw + B (overhead) Carryoff Kick : dwnfw + B (low slide) +-------------------------------------------------------------------------------------------+ Sun Killer : QCF + A/C Moon Killer : DP + A/C(anti air) Mirror Killer : QCB + A/C Decision Killer : HCF + B/D (close) +-------------------------------------------------------------------------------------------+ FLames of Darkness : QCF x 2 + A/C Dark Orochinagi : QCB, HCF + A/C ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ d A, d B, d A d B, d B d B, s A d B, s B d B, d B, d A d B, d B, d B, s B d A, d C d B, d C d B, d A, d C d A, fw + A d A, fw + B d A, dwnfw + B d B, d A, fw + A d B, s A, fw + A d B, s B, fw + A d B, d A, fw + B d B, s A, fw + B d B, s B, fw + B d B, d A, dwnfw + B d B, s A, dwnfw + B d B, s B, dwnfw + B d B, d B, d A, fw + A d B, d B, d A, fw + B d B, d B, d A, dwnfw + B s C, fw + A d C, fw + A d A, d C, fw + A d B, d C, fw + A d B, d A, d C, fw + A s C, fw + B d C, fw + B d A, d C, fw + B d B, d C, fw + B d B, d A, d C, fw + B s C, dwnfw + B d C, dwnfw + B d A, d C, dwnfw + B d B, d C, dwnfw + B d B, d A, d C, dwnfw + B j A -> j B j B -> j B j C -> j B j D -> j B j A -> dwnfw + B j B -> dwnfw + B j C -> dwnfw + B j D -> dwnfw + B _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) s C/D d C -> HCF + K standing heavy punch/kick or crouching heavy punch combo-ed into hcf + B or D. [ hit] s C/D d C -> DP + P standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C. [ hit] s C/D d C -> QCB + P standing heavy punch/kick or crouching heavy punch combo-ed into qcb + A or C. [ hit] (DM) s C/D d C -> QCF, QCF + A standing heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + A. [ hit] (DM) s C/D d C -> QCB, HCF + A standing heavy punch/kick or crouching heavy punch combo-ed into qcb, hcf + A. [ hit] (CSP) cx B/D s C/D j A~D -> d C -> HCF + K jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching heavy punch combo-ed into hcf + B or D. [ hit] (CSP) cx B/D s C/D j A~D -> d C -> DP + P jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C. [ hit] (CSP) cx B/D s C/D j A~D -> d C -> QCB + P jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching heavy punch combo-ed into hcb + A or C. [ hit] (DM)(CSP) cx B/D s C/D j A~D -> d C -> QCF, QCF + A jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + A. [ hit] (DM)(CSP) cx B/D s C/D j A~D -> d C -> QCB, HCF + A jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching heavy punch combo-ed into qcb, hcf + A. [ hit] _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) s C/D d C -> HCF + K -> j B/D standing heavy punch/kick or crouching heavy punch combo-ed into hcf + B or D then juggled with jumping attack with B or D. [ hit] s C/D d C -> HCF + K -> DP + A standing heavy punch/kick or crouching heavy punch combo-ed into hcf + B or D then combo-ed with uppercut + A. [ hit] (CSP) cx B/D s C/D j A~D -> d C -> HCF + K -> j B/D jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching heavy punch combo-ed into hcf + B or D then juggled with jumping attack with B or D. [ hit] (CSP) cx B/D s C/D j A~D -> d C -> HCF + K -> DP + A jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching heavy punch combo-ed into hcf + B or D then combo-ed with uppercut + A. [ hit] (CSP)(nC) cx B/D s C/D s D j A~D -> d C -> HCF + K -> d C jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching heavy punch combo-ed into hcf + B or D then juggled with crouching heavy punch or standing heavy kick. [ hit] + s C/D d C -> fw + A -> HCF + K -> j B/D standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into hcf + B or D then juggled with jumping attack with B or D. [ hit] + s C/D d C -> fw + A -> HCF + K -> DP + A standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into hcf + B or D then combo-ed with uppercut + A. [ hit] + s C/D d C -> fw + A -> DP + P standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into uppercut + A or C. [ hit] + s C/D d C -> fw + A -> QCB + P standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into qcb + A or C. [ hit] +(DM) s C/D d C -> fw + A -> QCF, QCF + A standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into qcf, qcf + A. [ hit] +(DM) s C/D d C -> fw + A -> QCB, HCF + A standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into qcb, hcf + A. [ hit] +(CSP) cx B/D s C/D j A~D -> d C -> fw + A -> HCF + K -> j B/D jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into hcf + B or D then juggled with jumping attack with B or D. [ hit] +(CSP)(nC) cx B/D s C/D s D j A~D -> d C -> fw + A -> HCF + K -> d C jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into hcf + B or D then juggled with standing heavy kick or crouching heavy punch. [ hit] +(CSP) cx B/D s C/D j A~D -> d C -> fw + A -> HCF + K -> DP + A jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into hcf + B or D then combo-ed with uppercut + A. [ hit] +(CSP) cx B/D s C/D j A~D -> d C -> fw + A -> DP + P jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into uppercut + A or C. [ hit] +(CSP) cx B/D s C/D j A~D -> d C -> fw + A -> QCB + P jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into hcb + A or C. [ hit] +(DM)(CSP) cx B/D s C/D j A~D -> d C -> fw + A -> QCF, QCF + A jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into qcf, qcf + A. [ hit] +(DM)(CSP) cx B/D s C/D j A~D -> d C -> fw + A -> QCB, HCF + A jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into qcb, hcf + A. [ hit] + 1 HC 2 HC -> fw + A -> HCF + K -> j B/D standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into hcf + B or D then juggled with jumping attack with B or D. [ hit] + 1 HC 2 HC -> fw + A -> HCF + K -> DP + A standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into hcf + B or D then combo-ed with uppercut + A. [ hit] + 1 HC 2 HC -> fw + A -> DP + P standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into uppercut + A or C. [ hit] + 1 HC 2 HC -> fw + A -> QCB + P standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into qcb + A or C. [ hit] (DM) + 1 HC 2 HC -> fw + A -> QCF, QCF + A standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into qcf, qcf + A. [ hit] +(DM) 1 HC 2 HC -> fw + A -> QCB, HCF + A standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into qcb, hcf + A. [ hit] +(CSP) cx B/D 1 HC j A~D -> 2 HC -> fw + A -> HCF + K -> j B/D jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into hcf + B or D then juggled with jumping attack with B or D. [ hit] +(CSP)(nC) cx B/D 1 HC s D j A~D -> 2 HC -> fw + A -> HCF + K -> d C jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into hcf + B or D then juggled with standing heavy kick or crouching heavy punch. [ hit] +(CSP) cx B/D 1 HC j A~D -> 2 HC -> fw + A -> HCF + K -> DP + A jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into hcf + B or D then combo-ed with uppercut + A. [ hit] +(CSP) cx B/D 1 HC j A~D -> 2 HC -> fw + A -> DP + P jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into uppercut + A or C. [ hit] +(CSP) cx B/D 1 HC j A~D -> 2 HC -> fw + A -> QCB + P jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into hcb + A or C. [ hit] +(CSP)(DM) cx B/D 1 HC j A~D -> 2 HC -> fw + A -> QCF, QCF + A jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into qcf, qcf + A. [ hit] +(DM)(CSP) cx B/D 1 HC j A~D -> 2 HC -> fw + A -> QCB, HCF + A jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into qcb, hcf + A. [ hit] +(C) 1 HC 2 HC -> fw + B -> QCB + P any 1 or 2 hit light chain, forward + B, combo-ed into qcb + A or C. [ hit] +(C)(DM) 1 HC 2 HC -> fw + B -> QCF, HCB + A any 1 or 2 hit light chain, forward + B, combo-ed into qcf, hcb + A. [ hit] +(CSP) 1 HC cx B/D -> 2 HC -> fw + B -> QCB + P crossup with B/D, then any 1 or 2 hit light chain, forward + B, combo-ed into qcf + A or C. [ hit] +(CSP)(DM) 1 HC cx B/D -> 2 HC -> fw + B -> QCB, HCF + A crossup with B/D, then any 1 or 2 hit light chain, forward + B, combo-ed into qcf, hcb + A. [ hit] (EX) AB --> A~D --> etc. AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are available for Chris, that may start from standing C/D or down C. [ hit] Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have the same characteristics as a standing CD that his opponent in mid air. if "COUNTER" appears, the dodge hit can also combo just like a CD attack. (Refer to Goro for some useful combos of such nature) __ ___ _\__\ / /___ _____ ____ _______ _____ _____ __ ____ _____ _____ _____ / ___/\/ / == / ___/ __ /__ __/ / __/ / \/ \/ = // / __/ / _/_\ / __/ _/_/ \ / / / /__/ = / / == / = /_\ \ /____// /__/ /____/__/\__\ /__/ /____/_____/__/\__/\__/_____/____ /_____/ / /\ \ (WARNING : High level of skill/experience needed.) /__/ \__\ + 1 HC 2 HC -> d C -> HCF + K -> j B/D any 1 or 2 hit light chain, crouching heavy punch, combo-ed into hcf + B or D then juggled with jumping attack with B or D. Note : the light chains must be low or crouching. [ hit] + 1 HC 2 HC -> d C -> HCF + K -> DP + A any 1 or 2 hit light chain, crouching heavy punch, combo-ed into hcf + B or D then combo-ed with uppercut + A. Note : the light chains must be low or crouching. [ hit] +(nC) 1 HC s D 2 HC -> d C -> HCF + K -> d C any 1 or 2 hit light chain, crouching heavy punch, combo-ed into hcf + B or D then jugg;ed with standing heavy kick or crouching heavy punch. Note : the light chains must be low or crouching. [ hit] + 1 HC 2 HC -> d C -> DP + P any 1 or 2 hit light chain, crouching heavy punch, combo-ed into uppercut + A or C. Note : the light chains must be low or crouching. [ hit] + 1 HC 2 HC -> d C -> QCB + P any 1 or 2 hit light chain, crouching heavy punch, combo-ed into qcb + A or C. Note : the light chains must be low or crouching. [ hit] +(DM) 1 HC 2 HC -> d C -> QCF, QCF + A any 1 or 2 hit light chain, crouching heavy punch, combo-ed into qcf, qcf + A. Note : the light chains must be low or crouching. [ hit] +(DM) 1 HC 2 HC -> d C -> QCB, HCF + A any 1 or 2 hit light chain, crouching heavy punch, combo-ed into qcb, hcf + A. Note : the light chains must be low or crouching. [ hit] +(CSP) 1 HC cx B/D -> 2 HC -> d C -> HCF + K -> j B/D crossup with B/D, then any 1 or 2 hit light chain, crouching heavy punch, combo-ed into hcf + B or D then juggled with jumping attack with B or D. Note : the light chains must be low or crouching. [ hit] +(CSP)(nC) 1 HC s D cx B/D -> 2 HC -> d C -> HCF + K -> d C crossup with B/D, then any 1 or 2 hit light chain, crouching heavy punch, combo-ed into hcf + B or D then juggled with standing heavy kick or crouching heavy punch. Note : the light chains must be low or crouching. [ hit] +(CSP) 1 HC cx B/D -> 2 HC -> d C -> HCF + K -> DP + A crossup with B/D, then any 1 or 2 hit light chain, crouching heavy punch, combo-ed into hcf + B or D then combo-ed with uppercut + A. Note : the light chains must be low or crouching. [ hit] +(CSP) 1 HC cx B/D -> 2 HC -> d C -> DP + P crossup with B/D, then any 1 or 2 hit light chain, crouching heavy punch, combo-ed into uppercut + A or C. Note : the light chains must be low or crouching. [ hit] +(CSP) 1 HC cx B/D -> 2 HC -> d C -> QCB + P crossup with B/D, then any 1 or 2 hit light chain, crouching heavy punch, combo-ed into qcb + A or C. Note : the light chains must be low or crouching. [ hit] +(CSP)(DM) 1 HC cx B/D -> 2 HC -> d C -> QCF, QCF + A crossup with B/D, then any 1 or 2 hit light chain, crouching heavy punch, combo-ed into qcf, qcf + A. Note : the light chains must be low or crouching. [ hit] +(DM)(CSP) 1 HC cx B/D -> 2 HC -> d C -> QCB, HCF + A crossup with B/D, then any 1 or 2 hit light chain, crouching heavy punch, combo-ed into qcb, hcf + A. Note : the light chains must be low or crouching. [ hit] + 1 HC 2 HC -> d C -> fw + A -> HCF + K -> j B/D any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed into hcf + B or D then juggled with jumping attack with B or D. Note : the light chains must be low or crouching. [ hit] + 1 HC 2 HC -> d C -> fw + A -> HCF + K -> DP + A any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed into hcf + B or D then combo-ed with uppercut + A. Note : the light chains must be low or crouching. [ hit] +(nC) 1 HC s D 2 HC -> d C -> fw + A -> HCF + K -> d C any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed into hcf + B or D then jugg;ed with standing heavy kick or crouching heavy punch. Note : the light chains must be low or crouching. [ hit] + 1 HC 2 HC -> d C -> fw + A -> DP + P any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed into uppercut + A or C. Note : the light chains must be low or crouching. [ hit] + 1 HC 2 HC -> d C -> fw + A -> QCB + P any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed into qcb + A or C. Note : the light chains must be low or crouching. [ hit] +(DM) 1 HC 2 HC -> d C -> fw + A -> QCF, QCF + A any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed into qcf, qcf + A. Note : the light chains must be low or crouching. [ hit] +(DM) 1 HC 2 HC -> d C -> fw + A -> QCB, HCF + A any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed into qcb, hcf + A. Note : the light chains must be low or crouching. [ hit] +(CSP) 1 HC cx B/D -> 2 HC -> d C -> fw + A -> HCF + K -> j B/D crossup with B/D, then any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed into hcf + B or D then juggled with jumping attack with B or D. Note : the light chains must be low or crouching. [ hit] +(CSP)(nC) 1 HC s D cx B/D -> 2 HC -> d C -> fw + A -> HCF + K -> d C crossup with B/D, then any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed into hcf + B or D then juggled with standing heavy kick or crouching heavy punch. Note : the light chains must be low or crouching. [ hit] +(CSP) 1 HC cx B/D -> 2 HC -> d C -> fw + A -> HCF + K -> DP + A crossup with B/D, then any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed into hcf + B or D then combo-ed with uppercut + A. Note : the light chains must be low or crouching. [ hit] +(CSP) 1 HC cx B/D -> 2 HC -> d C -> fw + A -> DP + P crossup with B/D, then any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed into uppercut + A or C. Note : the light chains must be low or crouching. [ hit] +(CSP) 1 HC cx B/D -> 2 HC -> d C -> fw + A -> QCB + P crossup with B/D, then any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed into qcb + A or C. Note : the light chains must be low or crouching. [ hit] +(CSP)(DM) 1 HC cx B/D -> 2 HC -> d C -> fw + A -> QCF, QCF + A crossup with B/D, then any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed into qcf, qcf + A. Note : the light chains must be low or crouching. [ hit] +(DM)(CSP) 1 HC cx B/D -> 2 HC -> d C -> fw + A -> QCB, HCF + A crossup with B/D, then any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed into qcb, hcf + A. Note : the light chains must be low or crouching. [ hit] (C) s C/D QCF + A -> dash/walk d C -> HCF + K execute qcf + A, then dash or walk in, standing heavy punch/kick or crouching heavy punch combo-ed into hcf + B or D. [ hit] (C) s C/D QCF + A -> dash/walk d C -> DP + P execute qcf + A, then dash or walk in, standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C. [ hit] (C) s C/D QCF + A -> dash/walk d C -> QCB + P execute qcf + A, then dash or walk in, standing heavy punch/kick or crouching heavy punch combo-ed into qcb + A or C. [ hit] (DM)(C) s C/D QCF + A -> dash/walk d C -> QCF, QCF + A execute qcf + A, then dash or walk in, standing heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + A. [ hit] (DM)(C) s C/D QCF + A -> dash/walk d C -> QCB, HCF + A execute qcf + A, then dash or walk in, standing heavy punch/kick or crouching heavy punch combo-ed into qcb, hcf + A. [ hit] (DM) QCF + A -> QCB, HCF + P execute qcf + A, then combo-ed with qcb, hcf + A or C. [ hit] (DM) QCF + A -> QCF, QCF + P execute qcf + A, then combo-ed with qcf, qcf + A or C. [ hit] (C) s C/D QCF + A -> dash/walk d C -> HCF + K -> j B/D execute qcf + A, then dash or walk in, standing heavy punch/kick or crouching heavy punch combo-ed into hcf + B or D then juggled with jumping attack with B or D. [ hit] (C) s C/D QCF + A -> dash/walk d C -> HCF + K -> DP + A execute qcf + A, then dash or walk in, standing heavy punch/kick or crouching heavy punch combo-ed into hcf + B or D then combo-ed with uppercut + A. [ hit] +(C) s C/D QCF + A -> dash/walk d C -> fw + A -> HCF + K -> j B/D execute qcf + A, then dash or walk in, standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into hcf + B or D then juggled with jumping attack with B or D. [ hit] +(C) s C/D QCF + A -> dash/walk d C -> fw + A -> HCF + K -> DP + A execute qcf + A, then dash or walk in, standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into hcf + B or D then combo-ed with uppercut + A. [ hit] +(C) s C/D QCF + A -> dash/walk d C -> fw + A -> DP + P execute qcf + A, then dash or walk in, standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into uppercut + A or C. [ hit] +(C) s C/D QCF + A -> dash/walk d C -> fw + A -> QCB + P execute qcf + A, then dash or walk in, standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into qcb + A or C. [ hit] +(DM)(C) s C/D QCF + A -> dash/walk d C -> fw + A -> QCF, QCF + A execute qcf + A, then dash or walk in, standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into qcf, qcf + A. [ hit] +(DM)(C) s C/D QCF + A -> dash/walk d C -> fw + A -> QCB, HCF + A execute qcf + A, then dash or walk in, standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into qcb, hcf + A. [ hit] +(C) 1 HC QCF + A -> dash/walk 2 HC -> fw + A -> HCF + K -> j B/D execute qcf + A, then dash or walk in, standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into hcf + B or D then juggled with jumping attack with B or D. [ hit] +(C) 1 HC QCF + A -> dash/walk 2 HC -> fw + A -> HCF + K -> DP + A execute qcf + A, then dash or walk in, standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into hcf + B or D then combo-ed with uppercut + A. [ hit] +(C) 1 HC QCF + A -> dash/walk 2 HC -> fw + A -> DP + P execute qcf + A, then dash or walk in, standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into uppercut + A or C. [ hit] +(C) 1 HC QCF + A -> dash/walk 2 HC -> fw + A -> QCB + P execute qcf + A, then dash or walk in, standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into qcb + A or C. [ hit] +(DM)(C) 1 HC QCF + A -> dash/walk 2 HC -> fw + A -> QCF, QCF + A execute qcf + A, then dash or walk in, standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into qcf, qcf + A. [ hit] +(DM)(C) 1 HC QCF + A -> dash/walk 2 HC -> fw + A -> QCB, HCF + A execute qcf + A, then dash or walk in, standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into qcb, hcf + A. [ hit] +(C) 1 HC QCF + A -> dash/walk 2 HC -> fw + B -> QCB + P execute qcf + A, then dash or walk in, any 1 or 2 hit light chain, forward + B, combo-ed into qcb + A or C. [ hit] +(C)(DM) 1 HC QCF + A -> dash/walk 2 HC -> fw + B -> QCF, HCB + A execute qcf + A, then dash or walk in, any 1 or 2 hit light chain, forward + B, combo-ed into qcf, hcb + A. [ hit] +(C) 1 HC QCF + A -> dash/walk 2 HC -> d C -> HCF + K -> j B/D execute qcf + A, then dash or walk in, any 1 or 2 hit light chain, crouching heavy punch, combo-ed into hcf + B or D then juggled with jumping attack with B or D. Note : the light chains must be low or crouching. [ hit] +(C) 1 HC QCF + A -> dash/walk 2 HC -> d C -> HCF + K -> DP + A execute qcf + A, then dash or walk in, any 1 or 2 hit light chain, crouching heavy punch, combo-ed into hcf + B or D then combo-ed with uppercut + A. Note : the light chains must be low or crouching. [ hit] +(C) 1 HC s D QCF + A -> dash/walk 2 HC -> d C -> HCF + K -> d C execute qcf + A, then dash or walk in, any 1 or 2 hit light chain, crouching heavy punch, combo-ed into hcf + B or D then juggled with standing heavy kick or crouching heavy punch. Note : the light chains must be low or crouching. [ hit] +(C) 1 HC QCF + A -> dash/walk 2 HC -> d C -> DP + P execute qcf + A, then dash or walk in, any 1 or 2 hit light chain, crouching heavy punch, combo-ed into uppercut + A or C. Note : the light chains must be low or crouching. [ hit] +(C) 1 HC QCF + A -> dash/walk 2 HC -> d C -> QCB + P execute qcf + A, then dash or walk in, any 1 or 2 hit light chain, crouching heavy punch, combo-ed into qcb + A or C. Note : the light chains must be low or crouching. [ hit] +(DM)(C) 1 HC QCF + A -> dash/walk 2 HC -> d C -> QCF, QCF + A execute qcf + A, then dash or walk in, any 1 or 2 hit light chain, crouching heavy punch, combo-ed into qcf, qcf + A. Note : the light chains must be low or crouching. [ hit] +(DM)(C) 1 HC QCF + A -> dash/walk 2 HC -> d C -> QCB, HCF + A execute qcf + A, then dash or walk in, any 1 or 2 hit light chain, crouching heavy punch, combo-ed into qcb, hcf + A. Note : the light chains must be low or crouching. [ hit] +(C) 1 HC QCF + A -> dash/walk 2 HC -> d C -> fw + A -> HCF + K -> j B/D execute qcf + A, then dash or walk in, any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed into hcf + B or D then juggled with jumping attack with B or D. Note : the light chains must be low or crouching. [ hit] +(C) 1 HC QCF + A -> dash/walk 2 HC -> d C -> fw + A -> HCF + K -> DP + A execute qcf + A, then dash or walk in, any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed into hcf + B or D then combo-ed with uppercut + A. Note : the light chains must be low or crouching. [ hit] +(C) 1 HC s D QCF + A -> dash/walk 2 HC -> d C -> fw + A -> HCF + K -> d C execute qcf + A, then dash or walk in, any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed into hcf + B or D then juggled with standing heavy kick or crouching heavy punch. Note : the light chains must be low or crouching. [ hit] +(C) 1 HC QCF + A -> dash/walk 2 HC -> d C -> fw + A -> DP + P execute qcf + A, then dash or walk in, any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed into uppercut + A or C. Note : the light chains must be low or crouching. [ hit] +(C) 1 HC QCF + A -> dash/walk 2 HC -> d C -> fw + A -> QCB + P execute qcf + A, then dash or walk in, any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed into qcb + A or C. Note : the light chains must be low or crouching. [ hit] +(DM)(C) 1 HC QCF + A -> dash/walk 2 HC -> d C -> fw + A -> QCF, QCF + A execute qcf + A, then dash or walk in, any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed into qcf, qcf + A. Note : the light chains must be low or crouching. [ hit] +(DM)(C) 1 HC QCF + A -> dash/walk 2 HC -> d C -> fw + A -> QCB, HCF + A execute qcf + A, then dash or walk in, any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed into qcb, hcf + A. Note : the light chains must be low or crouching. [ hit] Note : the above combos that atart with QCF + A, you can add in a jump in attack before the ground combos. __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (CNT) s CD -> QCB + P standing CD(body toss attack), "COUNTER", then combo-ed with qcb + A or C. [ hit] (CNT)(DM) s CD -> DP + A standing CD(body toss attack), "COUNTER", then combo-ed into uppercut + A. hit] (CNT)(DM) s CD -> QCF, QCF + P standing CD(body toss attack), "COUNTER", combo-ed with qcf, qcf + A or C [ hit] (CNT)(DM) s CD -> QCB, HCF + P standing CD(body toss attack), "COUNTER", combo-ed with qcb, hcf + A or C. [ hit] (CNT) s CD j CD -> s A~D jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD j CD -> j A~D jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD -> DP + A jumping CD(body toss attack), "COUNTER", juggled with uppercut + A. [ hit] (CNT)(DM) j CD -> QCF, QCF + P jumping CD(body toss attack), "COUNTER", juggled with qcf, qcf + A or C. [ hit] (CNT)(DM) j CD -> QCB, HCF + P jumping CD(body toss attack), "COUNTER", juggled with qcb, hcf + A or C. [ hit] (OPD) dwnfw + B -> d C -> dwnfw + B early slide, dwnfw + B, crouching heavy punch, chained into downforward + B. Note : dwnfw + B hits opponent at last frame to allow crouching C to combo. [ hit] (OPD) dwnfw + B -> d C -> fw + A -> etc early slide, dwnfw + B, crouching heavy punch, chained into forward + A, then combo-ed into any combination preferred. Note : dwnfw + B hits opponent at last frame to allow crouching C to combo. [ hit] ============================================================================================== 3.9 _________________________ / / 97' Special Team /________________________/ 3.9.1 --------------- Ryuji Yamazaki --------------- Moveslist --------- Poke : fw + A (overhead) +-------------------------------------------------------------------------------------------+ Snake Arms : QCB + A/B/C (hold possible) Snake Fake : D (during Snake Arms) Projectile Counter : QCF + A/C Dynamite HeadButt : HCB, fw + A/C (close) Sado-Maso : HCF + K Judgement Dagge : DP + A/C Foor Crunch : DP + B(2nd hit overhead) Sand Sweeper : DP + D +-------------------------------------------------------------------------------------------+ Guillotine : QCF x 2 + A/C The Drill : HCB x 2 + A/C (close) ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ d A, d A d B, d A d B, d B d A, s A d B, s A d B, s B s A, d A s B, d A s B, d B s A, s A s B, s A s B, s B s A, d A, d A s B, d A, d A s B, d B, d A s A, s A, d A d A, s A, d A d B, s A, d A d A, d A, d A d B, d A, d A d B, d B, d A ++ d A, d A, fw + A ++ d B, d A, fw + A ++ d A, s A, fw + A ++ d B, s A, fw + A ++ d B, s B, fw + A ++ s A, d A, fw + A ++ s B, d A, fw + A ++ s A, s A, fw + A ++ s B, s A, fw + A ++ s B, s B, fw + A ++ s A, d A, d A, fw + A ++ s B, d A, d A, fw + A ++ s B, d B, d A, fw + A ++ s A, s A, d A, fw + A ++ d A, s A, d A, fw + A ++ d B, s A, d A, fw + A ++ d A, d A, d A, fw + A ++ d B, d A, d A, fw + A ++ d B, d B, d A, fw + A s C, fw + A d C, fw + A s D(1 hit) fw + A j A -> j A j B -> j A j C -> j A j D -> j A j A -> j B j B -> j B j C -> j B j D -> j B j A -> j C j B -> j C j C -> j C j D -> j C _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) s C/D d C -> QCB + B/C standing heavy punch/kick or crouching heavy punch combo-ed into qcb + B or C. [ hit] s C/D d C -> HCB, fw + P standing heavy punch/kick or crouching heavy punch combo-ed into hcb, fw + A or C. [ hit] s C/D d C -> QCF + P standing heavy punch/kick or crouching heavy punch combo-ed into qcf + A or C. [ hit] s C/D d C -> DP + P standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C. [ hit] s C/D d C -> DP + K standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D. [ hit] (DM) s C/D d C -> QCF, QCF + P standing heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + A or C. [ hit] (DM) s C/D d C -> HCB, HCB + P standing heavy punch/kick or crouching heavy punch combo-ed into hcb, hcb + A or C. [ hit] (CSP) j A~D s C/D cx B -> d C -> QCB + B/C jumping attack with A/B/C/D or crossup with B, then standing heavy punch/kick or crouching heavy punch combo-ed into qcb + B or C. [ hit] (CSP) j A~D s C/D cx B -> d C -> HCB, fw + P jumping attack with A/B/C/D or crossup with B, then standing heavy punch/kick or crouching heavy punch combo-ed into hcb, fw + A or C. [ hit] (CSP) s C/D cx B -> d C -> QCF + P crossup with B, then standing heavy punch/kick or crouching heavy punch combo-ed into qcf + A or C. [ hit] (CSP) j A~D s C/D cx B -> d C -> DP + P jumping attack with A/B/C/D or crossup with B, then standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C. [ hit] (CSP) j A~D s C/D cx B -> d C -> DP + K jumping attack with A/B/C/D or crossup with B, then standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D. [ hit] (DM)(CSP) j A~D s C/D cx B -> d C -> QCF, QCF + P jumping attack with A/B/C/D or crossup with B, then standing heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + A or C. [ hit] (DM)(CSP) j A~D s C/D cx B -> d C -> HCB, HCB + P jumping attack with A/B/C/D or crossup with B, then standing heavy punch/kick or crouching heavy punch combo-ed into hcb, hcb + A or C. [ hit] _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) + 1 HC 2 HC -> HCB, fw + P any 1 or 2 hit chain combo-ed into hcb, fw + P [ hit] + 1 HC 2 HC 3 HC -> QCB + B/C any 1, 2 or 3 hit light chain, combo-ed into qcb + B or C. [ hit] +(DM) 1 HC 2 HC 3 HC -> QCF, QCF + P any 1, 2 or 3 hit light chain, combo-ed into qcf, qcf + A or C. [ hit] +(DM) 1 HC 2 HC 3 HC -> HCB, HCB + P any 1, 2 or 3 hit light chain, combo-ed into hcb, hcb + A or C. [ hit] s C/D d C -> DP + D -> QCB + B/C standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + D, then follow up with qcb + B or C. [ hit] + s C/D d C -> fw + A -> QCB + B/C standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into qcb + B or C. [ hit] +(CSP) 1 HC cx B -> 2 HC -> HCB, fw + P any 1 or 2 hit chain combo-ed into hcb, fw + P Note : can start the combo with jumping attack with A/B/C/D if 1 hit chain [ hit] +(CSP) 1 HC 2 HC cx B -> 3 HC -> QCB + B/C crossup with B, then any 1, 2 or 3 hit light chain, combo-ed into qcb + B or C. Note : can start the combo with jumping attack with A/B/C/D if 1 or 2 hit chain [ hit] +(DM)(CSP) 1 HC 2 HC cx B -> HC -> QCF, QCF + P crossup with B, then any 1, 2 or 3 hit light chain, combo-ed into qcf, qcf + A or C. Note : can start the combo with jumping attack with A/B/C/D if 1 or 2 hit chain [ hit] +(DM)(CSP) 1 HC 2 HC cx B -> 3 HC -> HCB, HCB + P crossup with B, then any 1, 2 or 3 hit light chain, combo-ed into hcb, hcb + A or C. Note : can start the combo with jumping attack with A/B/C/D if 1 or 2 hit chain [ hit] (CSP) j A~D s C/D cx B -> d C -> DP + D -> QCB + B/C jumping attack with A/B/C/D or crossup with B, standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + D, then follow up with qcb + B or C. [ hit] +(CSP) j A~D s C/D cx B -> d C -> fw + A -> QCB + B/C jumping attack with A/B/C/D or crossup with B, standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into qcb + B or C. [ hit] (t.C) s C/D d C -> QCB + A standing heavy punch/kick or crouching heavy punch combo-ed into qcb + A. [ hit] (t.C)(C) s C/D d C -> fw + A -> DP + B standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into uppercut + B. [ hit] (t.C)(C)(CSP) j A~D s C/D cx B -> d C -> fw + A -> DP + B jumping attack with A/B/C/D or crossup with B, standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into uppercut + B. [ hit] (EX) AB --> A~D --> etc. AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are available for Yamazaki, that may start from standing C/D or down C. [ hit] Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have the same characteristics as a standing CD that his opponent in mid air. if "COUNTER" appears, the dodge hit can also combo just like a CD attack. (Refer to Goro for some useful combos of such nature) __ ___ _\__\ / /___ _____ ____ _______ _____ _____ __ ____ _____ _____ _____ / ___/\/ / == / ___/ __ /__ __/ / __/ / \/ \/ = // / __/ / _/_\ / __/ _/_/ \ / / / /__/ = / / == / = /_\ \ /____// /__/ /____/__/\__\ /__/ /____/_____/__/\__/\__/_____/____ /_____/ / /\ \ (WARNING : High level of skill/experience needed.) /__/ \__\ s C/D DP + D -> QCB + A~C -> tap D -> dash d C -> QCB + B/C execute uppercut + D, then cancel into qcb + A/B/C, tap D to cancel, then dash in with standing heavy punch/kick or crouching heavy punch combo-ed into qcb + B or C. [ hit] s C/D DP + D -> QCB + A~C -> tap D -> dash d C -> HCB, fw + P execute uppercut + D, then cancel into qcb + A/B/C, tap D to cancel, then dash in with standing heavy punch/kick or crouching heavy punch combo-ed into hcb, fw + A or C. [ hit] s C/D DP + D -> QCB + A~C -> tap D -> dash d C -> DP + P execute uppercut + D, then cancel into qcb + A/B/C, tap D to cancel, then dash in with standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C. [ hit] s C/D DP + D -> QCB + A~C -> tap D -> dash d C -> DP + K execute uppercut + D, then cancel into qcb + A/B/C, tap D to cancel, then dash in with standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D. [ hit] (C) s C/D DP + D -> QCB + A~C -> tap D -> dash d C -> DP + D -> HCB + B/C execute uppercut + D, then cancel into hcb + A/B/C, tap D to cancel, then dash in with standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + D, followed by hcb + B or C. [ hit] +(C) s C/D DP + D -> QCB + A~C -> tap D -> dash d C -> fw + A -> QCB + B/C execute uppercut + D, then cancel into qcb + A/B/C, tap D to cancel, then dash in with standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into qcb + B or D. [ hit] (DM) s C/D DP + D -> QCB + A~C -> tap D -> dash d C -> HCB, HCB + P execute uppercut + D, then cancel into qcb + A/B/C, tap D to cancel, then dash in with standing heavy punch/kick or crouching heavy punch combo-ed into hcb, hcb + A or C. [ hit] (DM)(C) s C/D DP + D -> QCB + A~C -> tap D -> dash d C -> QCF, QCF + P execute uppercut + D, then cancel into hcb + A/B/C, tap D to cancel, then dash in with standing heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + A or C. [ hit] __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (C)(CNT) s CD -> QCB + A~C -> tap D -> s A~D standing CD(body toss attack), "COUNTER", cancelled into qcb + A/B/C tap D, then standing A/B/C/D. [ hit] (C)(CNT) s CD -> QCB + A~C -> tap D -> j A~D standing CD(body toss attack), "COUNTER", cancelled into qcb + A/B/C tap D, then jumping A/B/C/D. [ hit] (CNT) s CD -> QCB + A/C standing CD(body toss attack), "COUNTER", combo-ed into qcb + A or C. [ hit] (CNT) s CD -> DP + P standing CD(body toss attack), "COUNTER", combo-ed into uppercut + A or C. [ hit] (CNT) s CD -> DP + B standing CD(body toss attack), "COUNTER", combo-ed into uppercut + B. [ hit] (CNT) s CD -> QCF + P standing CD(body toss attack), "COUNTER", combo-ed into qcf + A or C. [ hit] (CNT)(DM) s CD -> QCF, QCF + P standing CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + A or C. [ hit] (CNT) s CD j CD -> s A~D jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD j CD -> j A~D jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD -> QCB + A/C jumping CD(body toss attack), "COUNTER", juggled with qcb + A or C. [ hit] (CNT) j CD -> DP + P jumping CD(body toss attack), "COUNTER", juggled with uppercut + A or C. [ hit] (CNT) j CD -> DP + B jumping CD(body toss attack), "COUNTER", juggled with uppercut + B. [ hit] (CNT) j CD -> QCF + P jumping CD(body toss attack), "COUNTER", juggled with qcf + A or C. [ hit] (CNT)(DM) j CD -> QCF, QCF + P jumping CD(body toss attack), "COUNTER", juggled with qcf, qcf + A or C. [ hit] (CNT) HCF + K -> QCB + A execute hcf + B or D, then if opponent tries to attack and Yamazaki counter hit, "COUNTER", juggled with qcb + A. [ hit] (CNT)(DM) HCF + K -> QCF, QCF + P execute hcf + B or D, then if opponent tries to attack and Yamazaki counter hit, "COUNTER", juggled with qcf, qcf + A or C. [ hit] 3.9.2 ---------- Blue Mary ---------- Moveslist --------- Hammer Arch : fw + A (overhead) Climbing Arrow : dwnfw + B (anti-air) Double Rolling : fw + B (2nd hit hits low) +-------------------------------------------------------------------------------------------+ Spin-Fall : QCF + B/D Mary's Spider : QCF + A/C Real Backdrop : HCB, fw + A/C (close) Mary Reverse Headlock : QCB + B (special moves) Mary Headbuster : QCB + D (normal moves) Straight Slicer : bk s fw + B/D (low slide) Crab Clutch : QCF + A/C (from Straight Slicer) Vertical Arrow : DP + B/D (anti-air) Mary's Snatcher : DP + B/D (from Vertical Arrow) +-------------------------------------------------------------------------------------------+ Mary Splash Rose : QCF, HCB + A/C Mary Dynamite Swing : QCF x 2 + B/D Mary Typhoon : HCB x 2 + B/D (close) ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ d A, d A d B, d A d A, d B d B, d B d A, s A d B, s A d A, s B d B, s B s A, d A s B, d A s A, d B s B, d B s A, s A s B, s A s A, s B s B, s B d A, d A, d A d B, d A, d A d A, d B, d A d B, d B, d A d A, s A, d A d B, s A, d A d A, s B, d A d B, s B, d A s A, d A, d A s B, d A, d A s A, d B, d A s B, d B, d A s A, s A, d A s B, s A, d A s A, s B, d A s B, s B, d A d A, d A, d B d B, d A, d B d A, d B, d B d B, d B, d B d A, s A, d B d B, s A, d B d A, s B, d B d B, s B, d B s A, d A, d B s B, d A, d B s A, d B, d B s B, d B, d B s A, s A, d B s B, s A, d B s A, s B, d B s B, s B, d B d A, d A, s A d B, d A, s A d A, d B, s A d B, d B, s A d A, s A, s A d B, s A, s A d A, s B, s A d B, s B, s A s A, d A, s A s B, d A, s A s A, d B, s A s B, d B, s A s A, s A, s A s B, s A, s A s A, s B, s A s B, s B, s A d A, d A, s B d B, d A, s B d A, d B, s B d B, d B, s B d A, s A, s B d B, s A, s B d A, s B, s B d B, s B, s B s A, d A, s B s B, d A, s B s A, d B, s B s B, d B, s B s A, s A, s B s B, s A, s B s A, s B, s B s B, s B, s B d A, d A, d A, s B d B, d A, d A, s B d A, d B, d A, s B d B, d B, d A, s B d A, s A, d A, s B d B, s A, d A, s B d A, s B, d A, s B d B, s B, d A, s B s A, d A, d A, s B s B, d A, d A, s B s A, d B, d A, s B s B, d B, d A, s B s A, s A, d A, s B s B, s A, d A, s B s A, s B, d A, s B s B, s B, d A, s B d A, d A, d B, s B d B, d A, d B, s B d A, d B, d B, s B d B, d B, d B, s B d A, s A, d B, s B d B, s A, d B, s B d A, s B, d B, s B d B, s B, d B, s B s A, d A, d B, s B s B, d A, d B, s B s A, d B, d B, s B s B, d B, d B, s B s A, s A, d B, s B s B, s A, d B, s B s A, s B, d B, s B s B, s B, d B, s B d A, d A, s A, s B d B, d A, s A, s B d A, d B, s A, s B d B, d B, s A, s B d A, s A, s A, s B d B, s A, s A, s B d A, s B, s A, s B d B, s B, s A, s B s A, d A, s A, s B s B, d A, s A, s B s A, d B, s A, s B s B, d B, s A, s B s A, s A, s A, s B s B, s A, s A, s B s A, s B, s A, s B s B, s B, s A, s B s A, s C s B, s C s C, fw + A s D, fw + A d C, fw + A s C, fw + B s D, fw + B d C, fw + B s A, s C, fw + A s B, s C, fw + A s A, s C, fw + B s B, s C, fw + B ++ d A, d A, fw + A ++ d B, d A, fw + A ++ d A, d B, fw + A ++ d B, d B, fw + A ++ d A, s A, fw + A ++ d B, s A, fw + A ++ d A, s B, fw + A ++ d B, s B, fw + A ++ s A, d A, fw + A ++ s B, d A, fw + A ++ s A, d B, fw + A ++ s B, d B, fw + A ++ s A, s A, fw + A ++ s B, s A, fw + A ++ s A, s B, fw + A ++ s B, s B, fw + A ++ d A, d A, d A, fw + A ++ d B, d A, d A, fw + A ++ d A, d B, d A, fw + A ++ d B, d B, d A, fw + A ++ d A, s A, d A, fw + A ++ d B, s A, d A, fw + A ++ d A, s B, d A, fw + A ++ d B, s B, d A, fw + A ++ s A, d A, d A, fw + A ++ s B, d A, d A, fw + A ++ s A, d B, d A, fw + A ++ s B, d B, d A, fw + A ++ s A, s A, d A, fw + A ++ s B, s A, d A, fw + A ++ s A, s B, d A, fw + A ++ s B, s B, d A, fw + A ++ d A, d A, fw + B ++ d B, d A, fw + B ++ d A, d B, fw + B ++ d B, d B, fw + B ++ d A, s A, fw + B ++ d B, s A, fw + B ++ d A, s B, fw + B ++ d B, s B, fw + B ++ s A, d A, fw + B ++ s B, d A, fw + B ++ s A, d B, fw + B ++ s B, d B, fw + B ++ s A, s A, fw + B ++ s B, s A, fw + B ++ s A, s B, fw + B ++ s B, s B, fw + B ++ d A, d A, d A, fw + B ++ d B, d A, d A, fw + B ++ d A, d B, d A, fw + B ++ d B, d B, d A, fw + B ++ d A, s A, d A, fw + B ++ d B, s A, d A, fw + B ++ d A, s B, d A, fw + B ++ d B, s B, d A, fw + B ++ s A, d A, d A, fw + B ++ s B, d A, d A, fw + B ++ s A, d B, d A, fw + B ++ s B, d B, d A, fw + B ++ s A, s A, d A, fw + B ++ s B, s A, d A, fw + B ++ s A, s B, d A, fw + B ++ s B, s B, d A, fw + B j A -> j A j B -> j A j C -> j A j D -> j A j A -> j B j B -> j B j C -> j B j D -> j B j A -> j D j B -> j D j C -> j D j D -> j D ----------- N O T I C E ----------- - the following chain combos are based on the multi-hit bug, standing A, hcb + P. the hcb + P will make the standing A to be 2 hit. thanks to Olivier(thonglith@easynet.fr) d A, d B, s A, HCB + P, s B d B, d B, s A, HCB + P, s B d A, s A, s A, HCB + P, s B d B, s A, s A, HCB + P, s B d A, s B, s A, HCB + P, s B d B, s B, s A, HCB + P, s B s A, d A, s A, HCB + P, s B s B, d A, s A, HCB + P, s B s A, d B, s A, HCB + P, s B s B, d B, s A, HCB + P, s B s A, s A, s A, HCB + P, s B s B, s A, s A, HCB + P, s B s A, s B, s A, HCB + P, s B s B, s B, s A, HCB + P, s B - the following are for larger characters only. d A, d A, s A, HCB + P, s A, HCB + P, s B d B, d A, s A, HCB + P, s A, HCB + P, s B d A, d B, s A, HCB + P, s A, HCB + P, s B d B, d B, s A, HCB + P, s A, HCB + P, s B d A, s A, s A, HCB + P, s A, HCB + P, s B d B, s A, s A, HCB + P, s A, HCB + P, s B d A, s B, s A, HCB + P, s A, HCB + P, s B d B, s B, s A, HCB + P, s A, HCB + P, s B s A, d A, s A, HCB + P, s A, HCB + P, s B s B, d A, s A, HCB + P, s A, HCB + P, s B s A, d B, s A, HCB + P, s A, HCB + P, s B s B, d B, s A, HCB + P, s A, HCB + P, s B s A, s A, s A, HCB + P, s A, HCB + P, s B s B, s A, s A, HCB + P, s A, HCB + P, s B s A, s B, s A, HCB + P, s A, HCB + P, s B s B, s B, s A, HCB + P, s A, HCB + P, s B _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) s C d C s C(2 hits) s D(2 hits) -> bk s fw + K -> QCF + K standing/crouching heavy punch or heavy punch/kick (2 hits), combo-ed into bk s fw + B or D, then finish with qcf + B or D. [ hit] s C d C s C(2 hits) s D(2 hits) -> DP + K -> DP + K standing/crouching heavy punch or heavy punch/kick (2 hits), combo-ed into uppercut + B or D, then finish with uppercut + B or D. [ hit] s C d C s C(2 hits) s D(2 hits) -> HCB, fw + P standing/crouching heavy punch or heavy punch/kick (2 hits), combo-ed into hcb, fw + A or C. [ hit] (DM) s C d C s C(2 hits) s D(2 hits) -> QCF, QCF + K standing/crouching heavy punch or heavy punch/kick (2 hits), combo-ed into qcf, qcf + B or D. [ hit] (DM) s C d C s C(2 hits) s D(2 hits) -> QCF, HCB + P standing/crouching heavy punch or heavy punch/kick (2 hits), combo-ed into qcf, hcb + A or C. [ hit] (DM) s C d C s C(2 hits) s D(2 hits) -> HCB, HCB + K standing/crouching heavy punch or heavy punch/kick (2 hits), combo-ed into hcb, hcb + B or D. [ hit] (CSP) s C j A~D d C cx D -> s C(2 hits) -> bk s fw + K -> QCF + K jumping attack with A/B/C/D or crossup with D, then standing/crouching heavy punch or heavy punch(2 hits), combo-ed into bk s fw + B or D, then finish with qcf + B or D. [ hit] (CSP) s C j A~D d C cx D -> s C(2 hits) -> DP + K -> DP + K jumping attack with A/B/C/D or crossup with D, then standing/crouching heavy punch or heavy punch(2 hits), combo-ed into uppercut + B or D, then finish with uppercut + B or D. [ hit] (CSP) s C j A~D d C cx D -> s C(2 hits) -> HCB, fw + P jumping attack with A/B/C/D or crossup with D, then standing/crouching heavy punch or heavy punch(2 hits), combo-ed into hcb, fw + A or C. [ hit] (DM)(CSP) s C j A~D d C cx D -> s C(2 hits) -> QCF, QCF + K jumping attack with A/B/C/D or crossup with D, then standing/crouching heavy punch or heavy punch(2 hits), combo-ed into qcf, qcf + B or D. [ hit] (DM)(CSP) s C j A~D d C cx D -> s C(2 hits) -> QCF, HCB + P jumping attack with A/B/C/D or crossup with D, then standing/crouching heavy punch or heavy punch(2 hits), combo-ed into qcf, hcb + A or C. [ hit] (DM)(CSP) s C j A~D d C cx D -> s C(2 hits) -> HCB, HCB + K jumping attack with A/B/C/D or crossup with D, then standing/crouching heavy punch or heavy punch(2 hits), combo-ed into hcb, hcb + B or D. [ hit] _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) + s C d C s C(2 hits) s D(2 hits) -> fw + A -> bk s fw + K -> QCF + K standing/crouching heavy punch or heavy punch/kick (2 hits), into forward + A, combo-ed into bk s fw + B or D, then finish with qcf + B or D. Note : humanly impossible combo, but its possible..try using PS version of KoF98 and use the shortcut keys, R1, R2.. [ hit] + s C d C s C(2 hits) s D(2 hits) -> fw + A -> DP + K -> DP + K standing/crouching heavy punch or heavy punch/kick (2 hits), into forward + A, combo-ed into uppercut + B or D, then finish with uppercut + B or D. [ hit] + s C d C s C(2 hits) s D(2 hits) -> fw + A -> HCB, fw + P standing/crouching heavy punch or heavy punch/kick (2 hits), into forward + A, combo-ed into hcb, fw + A or C. [ hit] +(DM) s C d C s C(2 hits) s D(2 hits) -> fw + A -> QCF, QCF + K standing/crouching heavy punch or heavy punch/kick (2 hits), into forward + A, combo-ed into qcf, qcf + B or D. [ hit] +(DM) s C d C s C(2 hits) s D(2 hits) -> fw + A -> QCF, HCB + P standing/crouching heavy punch or heavy punch/kick (2 hits), into forward + A, combo-ed into qcf, hcb + A or C. [ hit] +(DM) s C d C s C(2 hits) s D(2 hits) -> fw + A -> HCB, HCB + K standing/crouching heavy punch or heavy punch/kick (2 hits), into forward + A, combo-ed into hcb, hcb + B or D. [ hit] +(CSP) s C j A~D d C cx D -> s C(2 hits) -> fw + A -> bk s fw + K -> QCF + K jumping attack with A/B/C/D or crossup with D, then standing/crouching heavy punch or heavy punch(2 hits), into forward + A, combo-ed into bk s fw + B or D, then finish with qcf + B or D. Note : humanly impossible combo, but its possible..try using PS version of KoF98 and use the shortcut keys, R1, R2.. [ hit] +(CSP) s C j A~D d C cx D -> s C(2 hits) -> fw + A -> DP + K -> DP + K jumping attack with A/B/C/D or crossup with D, then standing/crouching heavy punch or heavy punch(2 hits), into forward + A, combo-ed into uppercut + B or D, then finish with uppercut + B or D. [ hit] +(CSP) s C j A~D d C cx D -> s C(2 hits) -> fw + A -> HCB, fw + P jumping attack with A/B/C/D or crossup with D, then standing/crouching heavy punch or heavy punch(2 hits), into forward + A, combo-ed into hcb, fw + A or C. [ hit] +(DM)(CSP) s C j A~D d C cx D -> s C(2 hits) -> fw + A -> QCF, QCF + K jumping attack with A/B/C/D or crossup with D, then standing/crouching heavy punch or heavy punch(2 hits), into forward + A, combo-ed into qcf, qcf + B or D. [ hit] +(DM)(CSP) s C j A~D d C cx D -> s C(2 hits) -> fw + A -> QCF, HCB + P jumping attack with A/B/C/D or crossup with D, then standing/crouching heavy punch or heavy punch(2 hits), into forward + A, combo-ed into qcf, hcb + A or C. [ hit] +(DM)(CSP) s C j A~D d C cx D -> s C(2 hits) -> fw + A -> HCB, HCB + K jumping attack with A/B/C/D or crossup with D, then standing/crouching heavy punch or heavy punch(2 hits), into forward + A, combo-ed into hcb, hcb + B or D. [ hit] + 1 HC 2 HC -> DP + K -> DP + K any 1 or 2 hit light chain, combo-ed into uppercut + B or D, then finish with uppercut + B or D. [ hit] + 1 HC 2 HC -> HCB, fw + P any 1 or 2 hit light chain, combo-ed into hcb, fw + A or C. [ hit] +(DM) 1 HC 2 HC -> QCF, QCF + K any 1 or 2 hit light chain, combo-ed into qcf, qcf + B or D. [ hit] +(DM) 1 HC 2 HC -> HCB, HCB + K any 1 or 2 hit light chain, combo-ed into hcb, hcb + B or D. [ hit] + 1 HC 2 HC -> DP + K -> DP + K any 1 or 2 hit light chain, combo-ed into uppercut + B or D, then finish with uppercut + B or D. [ hit] + 1 HC 2 HC -> HCB, fw + P any 1 or 2 hit light chain, combo-ed into hcb, fw + A or C. [ hit] +(DM) 1 HC 2 HC -> QCF, QCF + K any 1 or 2 hit light chain, combo-ed into qcf, qcf + B or D. [ hit] +(DM) 1 HC 2 HC -> HCB, HCB + K any 1 or 2 hit light chain, combo-ed into hcb, hcb + B or D. [ hit] (EX) AB --> A~D --> etc. AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are available for Mary, that may start from standing C/D or down C. [ hit] Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have the same characteristics as a standing CD that his opponent in mid air. if "COUNTER" appears, the dodge hit can also combo just like a CD attack. (Refer to Goro for some useful combos of such nature) __ ___ _\__\ / /___ _____ ____ _______ _____ _____ __ ____ _____ _____ _____ / ___/\/ / == / ___/ __ /__ __/ / __/ / \/ \/ = // / __/ / _/_\ / __/ _/_/ \ / / / /__/ = / / == / = /_\ \ /____// /__/ /____/__/\__\ /__/ /____/_____/__/\__/\__/_____/____ /_____/ / /\ \ (WARNING : High level of skill/experience needed.) /__/ \__\ + s A/B -> s C(2 hits) -> bk s fw + K -> QCF + K standing light punch or kick, chained into standing heavy punch(2 hits), combo-ed into bk s fw + B or D, then finish with qcf + B or D. [ hit] + s A/B -> s C(2 hits) -> DP + K -> DP + K standing light punch or kick, chained into standing heavy punch(2 hits), combo-ed into uppercut + B or D, then finish with uppercut + B or D. [ hit] + s A/B -> s C(2 hits) -> HCB, fw + P standing light punch or kick, chained into standing heavy punch(2 hits), combo-ed into hcb, fw + A or C. [ hit] +(DM) s A/B -> s C(2 hits) -> QCF, QCF + K standing light punch or kick, chained into standing heavy punch(2 hits), combo-ed into qcf, qcf + B or D. [ hit] +(DM) s A/B -> s C(2 hits) -> QCF, HCB + P standing light punch or kick, chained into standing heavy punch(2 hits), combo-ed into qcf, hcb + A or C. [ hit] +(DM) s A/B -> s C(2 hits) -> HCB, HCB + K standing light punch or kick, chained into standing heavy punch(2 hits), combo-ed into hcb, hcb + B or D. [ hit] +(CSP) j A~D cx D -> s A/B - > s C(2 hits) -> bk s fw + K -> QCF + K jumping attack with A/B/C/D or crossup with D, then standing light punch or kick, chained into standing heavy punch(2 hits), combo-ed into bk s fw + B or D, then finish with qcf + B or D. [ hit] +(CSP) j A~D cx D -> s A/B - > s C(2 hits) -> DP + K -> DP + K jumping attack with A/B/C/D or crossup with D, then standing light punch or kick, chained into standing heavy punch(2 hits), combo-ed into uppercut + B or D, then finish with uppercut + B or D. [ hit] +(CSP) j A~D cx D -> s A/B - > s C(2 hits) -> HCB, fw + P jumping attack with A/B/C/D or crossup with D, then standing light punch or kick, chained into standing heavy punch(2 hits), combo-ed into hcb, fw + A or C. [ hit] +(DM)(CSP) j A~D cx D -> s A/B - > s C(2 hits) -> QCF, QCF + K jumping attack with A/B/C/D or crossup with D, then standing light punch or kick, chained into standing heavy punch(2 hits), combo-ed into qcf, qcf + B or D. [ hit] +(DM)(CSP) j A~D cx D -> s A/B - > s C(2 hits) -> QCF, HCB + P jumping attack with A/B/C/D or crossup with D, then standing light punch or kick, chained into standing heavy punch(2 hits), combo-ed into qcf, hcb + A or C. [ hit] +(DM)(CSP) j A~D cx D -> s A/B - > s C(2 hits) -> HCB, HCB + K jumping attack with A/B/C/D or crossup with D, then standing light punch or kick, chained into standing heavy punch(2 hits), combo-ed into hcb, hcb + B or D. [ hit] + s A/B -> s C -> fw + A -> bk s fw + K -> QCF + K standing light punch or kick, standing heavy punch, into forward + A, combo-ed into bk s fw + B or D, then finish with qcf + B or D. [ hit] + s A/B -> s C -> fw + A -> DP + K -> DP + K standing light punch or kick, standing heavy punch, into forward + A, combo-ed into uppercut + B or D, then finish with uppercut + B or D. [ hit] + s A/B -> s C -> fw + A -> HCB, fw + P standing light punch or kick, standing heavy punch, into forward + A, combo-ed into hcb, fw + A or C. [ hit] +(DM) s A/B -> s C -> fw + A -> QCF, QCF + K standing light punch or kick, standing heavy punch, into forward + A, combo-ed into qcf, qcf + B or D. [ hit] +(DM) s A/B -> s C -> fw + A -> QCF, HCB + P standing light punch or kick, standing heavy punch, into forward + A, combo-ed into qcf, hcb + A or C. [ hit] +(DM) s A/B -> s C -> fw + A -> HCB, HCB + K standing light punch or kick, standing heavy punch, into forward + A, combo-ed into hcb, hcb + B or D. [ hit] +(CSP) j A~D cx D -> s A/B - > s C -> fw + A -> bk s fw + K -> QCF + K jumping attack with A/B/C/D or crossup with D, then standing light punch or kick, standing heavy punch, into forward + A, combo-ed into bk s fw + B or D, then finish with qcf + B or D. [ hit] +(CSP) j A~D cx D -> s A/B - > s C -> fw + A -> DP + K -> DP + K jumping attack with A/B/C/D or crossup with D, then standing light punch or kick, standing heavy punch, into forward + A, combo-ed into uppercut + B or D, then finish with uppercut + B or D. [ hit] +(CSP) j A~D cx D -> s A/B - > s C -> fw + A -> HCB, fw + P jumping attack with A/B/C/D or crossup with D, then standing light punch or kick, standing heavy punch, into forward + A, combo-ed into hcb, fw + A or C. [ hit] +(DM)(CSP) j A~D cx D -> s A/B - > s C -> fw + A -> QCF, QCF + K jumping attack with A/B/C/D or crossup with D, then standing light punch or kick, standing heavy punch, into forward + A, combo-ed into qcf, qcf + B or D. [ hit] +(DM)(CSP) j A~D cx D -> s A/B - > s C -> fw + A -> QCF, HCB + P jumping attack with A/B/C/D or crossup with D, then standing light punch or kick, standing heavy punch, into forward + A, combo-ed into qcf, hcb + A or C. [ hit] +(DM)(CSP) j A~D cx D -> s A/B - > s C -> fw + A -> HCB, HCB + K jumping attack with A/B/C/D or crossup with D, then standing light punch or kick, standing heavy punch, into forward + A, combo-ed into hcb, hcb + B or D. [ hit] (BUG)(MID)(C)(DM) QCF, QCF + K -> any normal slam execute qcf, qcf + B or D to hit opponent in mid air, then as opponent about to land, simply push forward + C/D to slam opponent. Note : qcf, qcf + K must only hit once. (BUG)(MID)(C)(DM) QCF, QCF + K -> HCB, fw + P execute qcf, qcf + B or D to hit opponent in mid air, then as opponent about to land, execute hcb, fw + A or C. Note : qcf, qcf + K must only hit once. (BUG)(MID)(C)(DM) QCF, QCF + K -> HCB, HCB + K execute qcf, qcf + B or D to hit opponent in mid air, then as opponent about to land, execute hcb, hcb + B or D. Note : qcf, qcf + K must only hit once. (BUG)(C)(INF) 1 HC x infinity after Mary floats, repeat any light hits x infinity. [ hit] Note : listed below are the floating techniques to enable Blue Mary to "float". +==============================================================================+ | F L O A T I N G T E C H N I Q U E S ( B L U E M A R Y ) | +==============================================================================+ | #1 | | (MID)(DM)(C) | | QCF x 2 + K -> HCB, fw + P | | execute the DM, qcf, qcf + B or D, then as opponent about to land, | | execute her command throw, hcb, fw + P. | | | | Note : the hcb, fw + P must catch opponent while they are about to land | | about micro-pixels before the ground. if done correctly then | | Mary will float slightly above the ground | | | +==============================================================================+ __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) HCB + D -> counter opponent normal attacks -> s A~D execute hcb + D, then when opponent does normal move attack, then Mary will grab opponent and launch them in mid air, then juggle with standing A/B/C/D. [ hit] HCB + D -> counter opponent normal attacks -> DP + K -> DP + K execute hcb + D, then when opponent does normal move attack, then Mary will grab opponent and launch them in mid air, then juggle with uppercut + B or D, then finish with uppercut + B or D. [ hit] (DM) HCB + D -> counter opponent normal attacks -> QCF, HCB + P execute hcb + D, then when opponent does normal move attack, then Mary will grab opponent and launch them in mid air, then juggle with qcf, hcb + A or C. [ hit] (DM) HCB + D -> counter opponent normal attacks -> QCF, QCF + K execute hcb + D, then when opponent does normal move attack, then Mary will grab opponent and launch them in mid air, then juggle with qcf, qcf + B or D. Note : if near corner, execute the qcf, qcf + K fast, and then attempt to do the "float" bug. this will enable you to do the infinite in the corner. [ hit] (CNT) s CD -> DP + K -> DP + K standing CD(body toss attack), "COUNTER", combo-ed into uppercut + B or D, then finish with uppercut + B or D. [ hit] (CNT) s CD -> QCF + K standing CD(body toss attack), "COUNTER", combo-ed into qcf + B or D. [ hit] (CNT)(DM) s CD -> QCF, QCF + K standing CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + B or D. [ hit] (CNT)(DM) s CD -> QCF, HCB + P standing CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + A or C. [ hit] (CNT) s CD j CD -> s A~D jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD j CD -> j A~D jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD -> DP + K -> DP + K jumping CD(body toss attack), "COUNTER", combo-ed into uppercut + B or D, then finish with uppercut + B or D. [ hit] (CNT) j CD -> QCF + K jumping CD(body toss attack), "COUNTER", combo-ed into qcf + B or D. [ hit] (CNT)(DM) j CD -> QCF, QCF + K jumping CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + B or D. [ hit] (CNT)(DM) j CD -> QCF, HCB + P jumping CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + A or C. [ hit] (CNT)(MID) dwnfw + B -> DP + K, DP + K hit mid air opponent with dwnfw + B, "COUNTER", then combo-ed into uppercut + B or D, then finished with uppercut + B or D. [ hit] (CNT)(MID)(DM) dwnfw + B -> QCF, QCF + K hit mid air opponent with dwnfw + B, "COUNTER", then combo-ed into qcf, qcf + B or D [ hit] (CNT)(MID)(DM) dwnfw + B -> QCF, HCB + P hit mid air opponent with dwnfw + B, "COUNTER", then combo-ed into qcf, hcb + A or C [ hit] (OPD) d A/B -> s C -> etc. any early low hit chain, standing heavy punch, combo-ed into any combination preferred. Note : low A/B hits opponent at last frame to allow standing C to combo. [ hit] 3.9.3a --------------- Billy Kane '97 --------------- Moveslist --------- Great Revolving Kick : fw + A Pole Vault Kick : fw + B +-------------------------------------------------------------------------------------------+ Whirlwind Cane : Rapid A Rapid Wave Cane : Rapid C Three Part Cane: : HCF + A/C Middle Grade Strike Flaming Three Part Cane: : QCF + A/C (after HCF + A/C) Middle Grade Thrust Rotating Circle Slice Cane : DP + A/C Strong Attack Flying Cane : DP + B/D Fire Dragon Pursuit Cane : QCB + B (normal moves) Water Dragon Pursuit Cane : QCB + D (normal moves) +-------------------------------------------------------------------------------------------+ Flaming Stick Spin : QCF, HCB + A/C Super Stick Swing : QCF x 2 + A/C ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ d B, s A d B, s B d B, d B d B, d B, s B d B, d B, s A d B, d B, d B, s A d B, s A, fw + A d B, s B, fw + A d B, d B, s B, fw + A d B, d B, s A, fw + A d B, d B, d B, s A, fw + A ++ d B, s A, fw + B ++ d B, s B, fw + B ++ d B, d B, s B, fw + B ++ d B, d B, s A, fw + B ++ d B, d B, d B, s A, fw + B s C, fw + A d C, fw + A s D, fw + A ++ s D, fw + B ++ d C, fw + B ++ s C, fw + B _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) s C/D d C -> HCF + P -> QCF + P standing heavy punch/kick or crouching heavy punch combo-ed into hcf + A or C, the finish with qcf + A or C. [ hit] s C/D d C -> DP + P standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C. [ hit] s C/D d C -> DP + K standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D. [ hit] s C/D d C -> rapid P standing heavy punch/kick or crouching heavy punch combo-ed into rapid A or C. [ hit] (DM) s C/D d C -> QCF, QCF + P standing heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + A or C. [ hit] (CSP) j A~D s C/D cx D -> d C -> HCF + P -> QCF + P jumping attack with A/B/C/D or crossup with D, then standing heavy punch/kick or crouching heavy punch combo-ed into hcf + A or C, the finish with qcf + A or C. [ hit] (CSP) j A~D s C/D cx D -> d C -> DP + P jumping attack with A/B/C/D or crossup with D, then standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C. [ hit] (CSP) j A~D s C/D cx D -> d C -> DP + K jumping attack with A/B/C/D or crossup with D, then standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D. [ hit] (CSP) j A~D s C/D cx D -> d C -> rapid P jumping attack with A/B/C/D or crossup with D, then standing heavy punch/kick or crouching heavy punch combo-ed into rapid A or C. [ hit] (DM)(CSP) j A~D s C/D cx D -> d C -> QCF, QCF + P jumping attack with A/B/C/D or crossup with D, then standing heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + A or C. [ hit] _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) + 1 HC 2 HC 3 HC -> DP + P any 1, 2 or 3 hit light chain, combo-ed into uppercut + A or C. [ hit] +(DM) 1 HC 2 HC 3 HC -> QCF, QCF + P any 1, 2 or 3 hit light chain, combo-ed into qcf, qcf + A or C. [ hit] + 1 HC j A~D -> 2 HC -> DP + P jumping attack with A/B/C/D, then any 1, 2 or 3 hit light chain, combo-ed into uppercut + A or C. [ hit] +(DM) 1 HC j A~D -> 2 HC -> QCF, QCF + P jumping attack with A/B/C/D, then any 1, 2 or 3 hit light chain, combo-ed into qcf, qcf + A or C. [ hit] +(CSP) cx D -> 3 HC -> DP + P crossup D, then any 1, 2 or 3 hit light chain, combo-ed into uppercut + A or C. [ hit] +(DM)(CSP) cx D -> 3 HC -> QCF, QCF + P crossup D, then any 1, 2 or 3 hit light chain, combo-ed into qcf, qcf + A or C. [ hit] (DM) s A/B -> QCF, HCB + P standing light punch or kick, combo-ed into qcf, hcb + A or C. [ hit] (DM)(CSP) cx D -> s A/B -> QCF, HCB + P crossup with D, then standing light punch or kick, combo-ed into qcf, hcb + A or C. Note : works in MAX, and does lots more damage [ hit] s C/D d C -> DP + K -> fw + A standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D, then juggle with forward + A. [ hit] (C) s C/D d C d C -> DP + K -> s A~D standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D, then juggle with standing A/B/C/D or down C. [ hit] (C) s C/D d C -> DP + K -> j A~D standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D, then juggle with jumping A/B/C/D. [ hit] (C) s C/D d C -> DP + K -> DP + P standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D, then juggle with uppercut + A or C. [ hit] (C)(DM) s C/D d C -> DP + K -> QCF, HCB + P standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D, then juggle with qcf, hcb + A or C. [ hit] (CSP) s C/D cx D -> d C -> DP + K -> fw + A crossup with D, then standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D, then juggle with forward + A. [ hit] (C) s C/D d C j A~D -> d C -> DP + K -> s A~D jumping attack with A/B/C/D, then standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D, then juggle with standing A/B/C/D or down C. Note : can be started from crossup D, if near corner. [ hit] (C) s C/D j A~D -> d C -> DP + K -> j A~D jumping attack with A/B/C/D, then standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D, then juggle with jumping A/B/C/D. Note : can be started from crossup D, if near corner. [ hit] (C) s C/D j A~D -> d C -> DP + K -> DP + P jumping attack with A/B/C/D, then standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D, then juggle with uppercut + A or C. Note : can be started from crossup D, if near corner. [ hit] (C)(DM) s C/D j A~D -> d C -> DP + K -> QCF, HCB + P jumping attack with A/B/C/D, then standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D, then juggle with qcf, hcb + A or C. Note : can be started from crossup D, if near corner. [ hit] (EX) AB --> A~D --> etc. AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are available for , that may start from standing C/D or down C. [ hit] Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have the same characteristics as a standing CD that his opponent in mid air. if "COUNTER" appears, the dodge hit can also combo just like a CD attack. (Refer to Goro for some useful combos of such nature) Nothing "expert" bout Billy Kane. __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (CNT) s CD -> DP + K standing CD(body toss attack), "COUNTER", combo-ed into uppercut + B or D. [ hit] (CNT) s CD -> DP + P standing CD(body toss attack), "COUNTER", combo-ed into uppercut + A or C. [ hit] (CNT)(DM) s CD -> QCF, QCF + P standing CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + A or C. [ hit] (CNT)(DM) s CD -> QCF, HCB + P standing CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + A or C. [ hit] (CNT) s CD j CD -> s A~D jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD j CD -> j A~D jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. [ hit] (CNT) fw + A j CD -> fw + B jumping CD(body toss attack), "COUNTER", juggled with forward + A or forward + B. [ hit] (CNT) j CD -> DP + K jumping CD(body toss attack), "COUNTER", combo-ed into uppercut + B or D. [ hit] (CNT) j CD -> DP + P jumping CD(body toss attack), "COUNTER", combo-ed into uppercut + A or C. [ hit] (CNT)(DM) j CD -> QCF, QCF + P jumping CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + A or C. [ hit] (CNT)(DM)(C) j CD -> QCF, HCB + P jumping CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + A or C. [ hit] (OPD) d A/B -> d C -> etc. any early low hit chain, crouching heavy punch, combo-ed into any combination preferred. Note : low A/B hits opponent at last frame to allow down C to combo. [ hit] 3.9.3b ---------------- Billy Kane (RB2) ---------------- Moveslist --------- Great Revolving Kick : fw + A Pole Vault Kick : fw + B +-------------------------------------------------------------------------------------------+ Whirlwind Cane : Rapid A Three Part Cane: : HCF + A/C Middle Grade Strike Flaming Three Part Cane: : QCF + A/C (after HCF + A/C) Middle Grade Thrust Strong Attack Flying Cane : DP + B/D Sparrow Killer : QCB + A/C +-------------------------------------------------------------------------------------------+ Flaming Stick Spin : QCF, HCB + A/C Salamander Stream : QCF x 2 + A/C ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ d B, s A d B, s B d B, d B d B, d B, s B d B, d B, s A d B, d B, d B, s A d B, s A, fw + A d B, s B, fw + A d B, d B, s B, fw + A d B, d B, s A, fw + A d B, d B, d B, s A, fw + A ++ d B, s A, fw + B ++ d B, s B, fw + B ++ d B, d B, s B, fw + B ++ d B, d B, s A, fw + B ++ d B, d B, d B, s A, fw + B s C, fw + A d C, fw + A s D, fw + A ++ s D, fw + B ++ d C, fw + B ++ s C, fw + B _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) s C/D d C -> HCF + P -> QCF + P standing heavy punch/kick or crouching heavy punch combo-ed into hcf + A or C, the finish with qcf + A or C. [ hit] s C/D d C -> DP + K standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D. [ hit] s C/D d C -> rapid P standing heavy punch/kick or crouching heavy punch combo-ed into rapid A or C. [ hit] (DM) s C/D d C -> QCF, QCF + P standing heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + A or C. [ hit] (CSP) j A~D s C/D cx D -> d C -> HCF + P -> QCF + P jumping attack with A/B/C/D or crossup with D, then standing heavy punch/kick or crouching heavy punch combo-ed into hcf + A or C, the finish with qcf + A or C. [ hit] (CSP) j A~D s C/D cx D -> d C -> DP + K jumping attack with A/B/C/D or crossup with D, then standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D. [ hit] (CSP) j A~D s C/D cx D -> d C -> rapid P jumping attack with A/B/C/D or crossup with D, then standing heavy punch/kick or crouching heavy punch combo-ed into rapid A or C. [ hit] (DM)(CSP) j A~D s C/D cx D -> d C -> QCF, QCF + P jumping attack with A/B/C/D or crossup with D, then standing heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + A or C. [ hit] _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) (DM) s A/B -> QCF, HCB + P standing light punch or kick, combo-ed into qcf, hcb + A or C. [ hit] (DM)(CSP) cx D -> s A/B -> QCF, HCB + P crossup with D, then standing light punch or kick, combo-ed into qcf, hcb + A or C. Note : works in MAX, and does lots more damage [ hit] s C/D d C -> DP + K -> fw + A standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D, then juggle with forward + A. [ hit] s C/D d C -> DP + K -> QCB + P standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D, then juggle with qcb + A or C. [ hit] (C) s C/D d C d C -> DP + K -> s A~D standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D, then juggle with standing A/B/C/D or down C. [ hit] (C) s C/D d C -> DP + K -> j A~D standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D, then juggle with jumping A/B/C/D. [ hit] (C)(DM) s C/D d C -> DP + K -> QCF, HCB + P standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D, then juggle with qcf, hcb + A or C. [ hit] (CSP) s C/D cx D -> d C -> DP + K -> fw + A crossup with D, then standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D, then juggle with forward + A. [ hit] (CSP) s C/D cx D -> d C -> DP + K -> QCB + P crossup with D, then standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D, then juggle with qcb + A or C. [ hit] (C) s C/D d C j A~D -> d C -> DP + K -> s A~D jumping attack with A/B/C/D, then standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D, then juggle with standing A/B/C/D or down C. Note : can be started from crossup D, if near corner. [ hit] (C) s C/D j A~D -> d C -> DP + K -> j A~D jumping attack with A/B/C/D, then standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D, then juggle with jumping A/B/C/D. Note : can be started from crossup D, if near corner. [ hit] (C)(DM) s C/D j A~D -> d C -> DP + K -> QCF, HCB + P jumping attack with A/B/C/D, then standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D, then juggle with qcf, hcb + A or C. Note : can be started from crossup D, if near corner. [ hit] (EX) AB --> A~D --> etc. AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are available for , that may start from standing C/D or down C. [ hit] Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have the same characteristics as a standing CD that his opponent in mid air. if "COUNTER" appears, the dodge hit can also combo just like a CD attack. (Refer to Goro for some useful combos of such nature) Nothing "expert" bout Billy Kane. __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (CNT) s CD -> DP + K standing CD(body toss attack), "COUNTER", combo-ed into uppercut + B or D. [ hit] (CNT) s CD -> QCB + P standing CD(body toss attack), "COUNTER", combo-ed into uppercut + A or C. [ hit] (CNT)(DM) s CD -> QCF, QCF + P standing CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + A or C. [ hit] (CNT)(DM) s CD -> QCF, HCB + P standing CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + A or C. [ hit] (CNT)(C) s CD j CD -> s A~D jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD j CD -> j A~D jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. [ hit] (CNT) fw + A j CD -> fw + B jumping CD(body toss attack), "COUNTER", juggled with forward + A or forward + B. [ hit] (CNT) j CD -> DP + K jumping CD(body toss attack), "COUNTER", combo-ed into uppercut + B or D. [ hit] (CNT) j CD -> DP + P jumping CD(body toss attack), "COUNTER", combo-ed into uppercut + A or C. [ hit] (CNT)(DM) j CD -> QCF, QCF + P jumping CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + A or C. [ hit] (CNT)(DM)(C) j CD -> QCF, HCB + P jumping CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + A or C. [ hit] (OPD) d A/B -> d C -> etc. any early low hit chain, crouching heavy punch, combo-ed into any combination preferred. Note : low A/B hits opponent at last frame to allow down C to combo. [ hit] ============================================================================================== 3.10 ______________________ / / Assasins Team /_____________________/ 3.10.1 ------------ Iori Yagami ------------ Moveslist --------- Lily Break : bk + B (mid-air) Foreign Style: : fw + B Thunder Axe Negative "Death God" Foreign Style: Dream Bullet : fw + A, A +-------------------------------------------------------------------------------------------+ Style No. 180: Darkness Sweep : QCF + A/C Style No. 100: Demon Scorcher : DP + A/C Style No. 127: Hollyhock Flower : QCB + A/C x 3 Style No. 202: Koto Moon Negative : HCB + B/D Scum Gale : HCB, fw + A/C Nail Gale : DP + B/D +-------------------------------------------------------------------------------------------+ Forbidden Style No. 1201: : QCF, HCB + A/C Eight MaidensReverse Style No. 180: : QCB, HCF + A/C Eight Wine Glasses ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ d A, d A d B, d A d A, d B d B, d B d A, s A d B, s A d A, s B d B, s B s A, d A s A, d B s A, s A s A, s B d A, d A, d A d B, d A, d A d A, d B, d A d B, d B, d A d A, s A, d A d B, s A, d A s A, d A, d A s A, d B, d A s A, s A, d A s A, fw + A d A, fw + A s B, fw + A s A, fw + A, A d A, fw + A, A s B, fw + A, A d A, d A, fw + A d B, d A, fw + A d A, s A, fw + A d B, s A, fw + A d A, s B, fw + A d B, s B, fw + A s A, d A, fw + A s A, s A, fw + A s A, s B, fw + A ++ s A, fw + B ++ d A, fw + B ++ s B, fw + B ++ d A, d A, fw + B ++ d B, d A, fw + B ++ d A, s A, fw + B ++ d B, s A, fw + B ++ d A, s B, fw + B ++ d B, s B, fw + B ++ s A, d A, fw + B ++ s A, s A, fw + B ++ s A, s B, fw + B ++ d A, d A, d A, fw + B ++ d B, d A, d A, fw + B ++ d A, d B, d A, fw + B ++ d B, d B, d A, fw + B ++ d A, s A, d A, fw + B ++ d B, s A, d A, fw + B ++ s A, d A, d A, fw + B ++ s A, d B, d A, fw + B ++ s A, s A, d A, fw + B ++ d A, d A, d A, fw + A ++ d B, d A, d A, fw + A ++ d A, d B, d A, fw + A ++ d B, d B, d A, fw + A ++ d A, s A, d A, fw + A ++ d B, s A, d A, fw + A ++ s A, d A, d A, fw + A ++ s A, d B, d A, fw + A ++ s A, s A, d A, fw + A s C, fw + A d C, fw + A s A, s C s A, s C, fw + A ++ s C, fw + B ++ d C, fw + B ++ s A, s C, fw + B j A -> j A j B -> j A j C -> j A j D -> j A j A -> j B j B -> j B j C -> j B j D -> j B cx bk B -> j A cx bk B -> j B ----------- N O T I C E ----------- - the following combos are for larger characters only (i.e Chang) d A, d A, fw + A, A d B, d A, fw + A, A d A, s A, fw + A, A d B, s A, fw + A, A d A, s B, fw + A, A d B, s B, fw + A, A s A, d A, fw + A, A s A, s A, fw + A, A s A, s B, fw + A, A d A, d A, d A, fw + A d B, d A, d A, fw + A d A, d B, d A, fw + A d B, d B, d A, fw + A d A, s A, d A, fw + A d B, s A, d A, fw + A s A, d A, d A, fw + A s A, d B, d A, fw + A s A, s A, d A, fw + A _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) 1 HC -> HCB, fw + P any standing light hit or crouching A, combo-ed into hcb, fw + A or C. [ hit] s C d C -> QCF + P standing/crouching heavy punch combo-ed into qcf + A or C. [ hit] s C d C -> DP + P standing/crouching heavy punch combo-ed into uppercut + A or C. [ hit] s C d C -> HCB + K standing/crouching heavy punch combo-ed into hcb + B or D. [ hit] s C d C -> QCB + P x 3 standing/crouching heavy punch combo-ed into qcb + A or C x 3. [ hit] (DM) s C d C -> QCF, HCB + P standing/crouching heavy punch combo-ed into qcf, hcb + A or C. Note : MAX version looks nicer. [ hit] cx bk + B -> 1 HC -> HCB, fw + P crossup with bk + B, then any standing light hit or crouching A, combo-ed into hcb, fw + A or C. [ hit] (CSP) cx bk + B s C j A~D -> d C -> QCF + P jumping attack with A/B/C/D or crossup with bk + B, then standing/crouching heavy punch combo-ed into qcf + A or C. [ hit] (CSP) cx bk + B s C j A~D -> d C -> DP + P jumping attack with A/B/C/D or crossup with bk + B, then standing/crouching heavy punch combo-ed into uppercut + A or C. [ hit] (CSP) cx bk + B s C j A~D -> d C -> HCB + K jumping attack with A/B/C/D or crossup with bk + B, then standing/crouching heavy punch combo-ed into hcb + B or D. [ hit] (CSP) cx bk + B s C j A~D -> d C -> QCB + P x 3 jumping attack with A/B/C/D or crossup with bk + B, then standing/crouching heavy punch combo-ed into qcb + A or C x 3. [ hit] (DM)(CSP) cx bk + B s C j A~D -> d C -> QCF, HCB + P jumping attack with A/B/C/D or crossup with bk + B, then standing/crouching heavy punch combo-ed into qcf, hcb + A or C. Note : MAX version looks nicer. [ hit] _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) DP + K -> QCB + P x 3 execute uppercut + B or D, then qcb + A or C x 3. Note : dp + K will go through almost all projectiles and low sweeps. [ hit] QCF + A -> HCB + K from a far, qcf + A, then execute hcb + B or D. [ hit] (DM) QCF + A -> QCF, HCB + P from a far, qcf + A, then execute DM, qcf, hcb + A or C. [ hit] (CSP) cx bk + B -> j A/B crossup with bk + B, then jump A or B. [ hit] (CSP) cx bk + B -> d D crossup with bk + B, then crouching heavy kick. [ hit] (CSP) cx bk + B -> s CD crossup with bk + B, then standing CD. [ hit] (CSP)(DM) cx bk + B -> QCF, HCB + P crossup with bk + B, then into qcf, hcb + A or C. [ hit] (CSP) cx bk + B -> fw + A -> QCF + P crossup with bk + B, then forward + A, combo-ed into qcf + A or C. [ hit] (CSP) cx bk + B -> fw + A -> DP + P crossup with bk + B, then forward + A, combo-ed into uppercut + A or C. [ hit] (CSP) cx bk + B -> fw + A -> HCB + K crossup with bk + B, then forward + A, combo-ed into hcb + B or D. [ hit] (CSP) cx bk + B -> fw + A -> QCB + P x 3 crossup with bk + B, then forward + A, combo-ed into qcb + A or C x 3 [ hit] (CSP)(DM) cx bk + B -> fw + A -> QCF, HCB + P crossup with bk + B, then forward + A, combo-ed into qcf, hcb + A or C. [ hit] d C 1 HC -> HCB, fw + P -> dash s C -> QCF + C any standing light hit or crouching A, combo-ed into hcb, fw + A or C, then dash in towards opponent and combo with standing/crouching heavy punch, into qcf + C. Note : qcf + A, sometimes don't combo but it will in corner. [ hit] d C 1 HC -> HCB, fw + P -> dash s C -> DP + P any standing light hit or crouching A, combo-ed into hcb, fw + A or C, then dash in towards opponent and combo with standing/crouching heavy punch, into uppercut + A or C. [ hit] d C 1 HC -> HCB, fw + P -> dash s C -> HCB + K any standing light hit or crouching A, combo-ed into hcb, fw + A or C, then dash in towards opponent and combo with standing/crouching heavy punch, into hcb + B or D. [ hit] d C 1 HC -> HCB, fw + P -> dash s C -> QCB + P x 3 any standing light hit or crouching A, combo-ed into hcb, fw + A or C, then dash in towards opponent and combo with standing/crouching heavy punch, into qcb + A or C x 3. Note : besides dashing in to combo, standing far C or forward + A or crouching A can replace the dash in C [ hit] (DM) d C 1 HC -> HCB, fw + P -> dash s C -> QCF, HCB + P any standing light hit or crouching A, combo-ed into hcb, fw + A or C, then dash in towards opponent and combo with standing/crouching heavy punch, qcf, hcb + A or C. Note : works on MAX, and looks impressive. Note : besides dashing in to combo, standing far C or forward + A or crouching A can replace the dash in C [ hit] +(nC) d C 1 HC -> HCB, fw + P -> dash s C -> fw + A -> QCF + P any standing light hit or crouching A, combo-ed into hcb, fw + A or C, then dash in towards opponent and combo with standing/crouching heavy punch, forward + A, into qcf + A or C. Note : after the command throw, opponent must be the one in the corner. [ hit] + d C 1 HC -> HCB, fw + P -> dash s C -> fw + A -> QCB + A x 3 any standing light hit or crouching A, combo-ed into hcb, fw + A or C, then dash in towards opponent and combo with standing/crouching heavy punch, forward + A, into qcb + A x 3. Note : must do the qcb + A x 3 fast, first qcb + A will not hit, but the other 2 will. [ hit] + d C 1 HC -> HCB, fw + P -> dash s C -> fw + A -> QCB + C x 3 any standing light hit or crouching A, combo-ed into hcb, fw + A or C, then dash in towards opponent and combo with standing/crouching heavy punch, forward + A, into qcb + C x 3. [ hit] +(DM) d C 1 HC -> HCB, fw + P -> dash s C -> fw + A -> QCF, HCB + P any standing light hit or crouching A, combo-ed into hcb, fw + A or C, then dash in towards opponent and combo with standing/crouching heavy punch, forward + A, into qcf, hcb + A or C. [ hit] (CSP) d C cx bk + B -> 1 HC -> HCB, fw + P -> dash s C -> QCF + C crossup with bk + B, then any standing light hit or crouching A, combo-ed into hcb, fw + A or C, then dash in towards opponent and combo with standing/crouching heavy punch, into qcf + C. Note : qcf + A, sometimes don't combo but it will in corner. [ hit] (CSP) d C cx bk + B -> 1 HC -> HCB, fw + P -> dash s C -> DP + P crossup with bk + B, then any standing light hit or crouching A, combo-ed into hcb, fw + A or C, then dash in towards opponent and combo with standing/crouching heavy punch, into uppercut + A or C. [ hit] (CSP) d C cx bk + B -> 1 HC -> HCB, fw + P -> dash s C -> HCB + K crossup with bk + B, then any standing light hit or crouching A, combo-ed into hcb, fw + A or C, then dash in towards opponent and combo with standing/crouching heavy punch, into hcb + B or D. [ hit] (CSP) d C cx bk + B -> 1 HC -> HCB, fw + P -> dash s C -> QCB + P x 3 crossup with bk + B, then any standing light hit or crouching A, combo-ed into hcb, fw + A or C, then dash in towards opponent and combo with standing/crouching heavy punch, into qcb + A or C x 3. [ hit] (DM)(CSP) d C cx bk + B -> 1 HC -> HCB, fw + P -> dash s C -> QCF, HCB + P crossup with bk + B, then any standing light hit or crouching A, combo-ed into hcb, fw + A or C, then dash in towards opponent and combo with standing/crouching heavy punch, into qcf, hcb + A or C. Note : works on MAX, and looks impressive. [ hit] +(nC)(CSP) cx bk + B -> 1 HC -> HCB, fw + P -> dash s C -> fw + A -> QCF + P crossup with bk + B, any standing light hit or crouching A, combo-ed into hcb, fw + A or C, then dash in towards opponent and combo with standing heavy punch, forward + A, into qcf + A or C. Note : after the command throw, opponent must be the one in the corner. [ hit] +(CSP) cx bk + B -> 1 HC -> HCB, fw + P -> dash s C -> fw + A -> QCB + A x 3 crossup with bk + B, any standing light hit or crouching A, combo-ed into hcb, fw + A or C, then dash in towards opponent and combo with standing heavy punch, forward + A, into qcb + A x 3. Note : must do the qcb + A x 3 fast, first qcb + A will not hit, but the other 2 will. [ hit] +(CSP) cx bk + B -> 1 HC -> HCB, fw + P -> dash s C -> fw + A -> QCB + C x 3 crossup with bk + B, any standing light hit or crouching A, combo-ed into hcb, fw + A or C, then dash in towards opponent and combo with standing heavy punch, forward + A, into qcb + C x 3. [ hit] +(DM)(CSP) cx bk + B -> 1 HC -> HCB, fw + P -> dash s C -> fw + A -> QCF, HCB + P crossup with bk + B, any standing light hit or crouching A, combo-ed into hcb, fw + A or C, then dash in towards opponent and combo with standing heavy punch, forward + A, into qcf, hcb + A or C. [ hit] + s C d C -> fw + A -> QCF + P standing/crouching heavy punch, forward + A, combo-ed into qcf + A or C. [ hit] + s C d C -> fw + A -> QCB + P x 3 standing/crouching heavy punch, forward + A, combo-ed into qcb + A or C x 3. Note : A version, first hit will not combo, but when done fast enough, the 2nd and 3rd will combo. [ hit] +(DM) s C d C -> fw + A -> QCF, HCB + P standing/crouching heavy punch, forward + A, combo-ed into qcf, hcb + A or C. [ hit] +(CSP)(nC) cx bk + B j A~D -> s C -> fw + A -> QCF + P jumping attack with A/B/C/D or crossup with bk + B, then standing heavy punch, into forward + A, combo-ed into qcf + A or C. Note : C version don't require to be near corner. also, down C can replace stand C if started off with crossup bk + B. [ hit] +(CSP) s C cx bk + B -> d C -> fw + A -> DP + P jumping attack with A/B/C/D or crossup with bk + B, then standing/crouching heavy punch, into forward + A, combo-ed into uppercut + A or C. [ hit] +(CSP) cx bk + B j A~D -> s C -> fw + A -> QCB + P x 3 jumping attack with A/B/C/D or crossup with bk + B, then standing heavy punch, into forward + A, combo-ed into qcb + A or C x 3. Note : A version, first hit will not combo, but when done fast enough, the 2nd and 3rd will combo. also, if started off with crossup bk + B, crouch C can replace stand C. [ hit] +(DM)(CSP) cx bk + B j A~D -> s C -> QCF, HCB + P jumping attack with A/B/C/D or crossup with bk + B, then standing heavy punch, into forward + A, combo-ed into qcf, hcb + A or C. Note : if started off with crossup bk + B, crouch C can replace stand C. [ hit] + 1 HC 2 HC -> QCF + P any 1 or 2 hit light chain(except crouching B), combo-ed into qcf + A or C. [ hit] + 1 HC 2 HC -> DP + P any 1 or 2 hit light chain(except crouching B), combo-ed into uppercut + A or C. [ hit] + 1 HC 2 HC 3 HC -> QCB + A x 3 any 1, 2 or 3 hit light chain(except crouching B), combo-ed into qcb + A x 3. [ hit] +(DM) 1 HC 2 HC 3 HC -> QCF, HCB + P any 1, 2 or 3 hit light chain(except crouching B), combo-ed into qcf, hcb + A or C. [ hit] + 1 HC 2 HC -> fw + A -> QCF + C any 1 or 2 hit light chain(except crouching B), into forward + A, combo-ed into qcf + C. [ hit] + 1 HC -> fw + A -> DP + P any 1 hit light chain(except crouching B), into forward + A, combo-ed into uppercut + A or C. [ hit] + 1 HC 2 HC -> fw + A -> QCB + P x 3 any 1 or 2 hit light chain(except crouching B), into forward + A, combo-ed into qcb + A or C x 3. Note : must do the qcb + A x 3 fast, first qcb + A will not hit, but the other 2 will. [ hit] + 1 HC 2 HC -> fw + A -> QCF, HCB + P any 1 or 2 hit light chain(except crouching B), into forward + A, combo-ed into qcf, hcb + A or C. [ hit] +(CSP) 1 HC cx bk + B -> 2 HC -> QCF + P crossup with bk + B, then any 1 or 2 hit light chain(except crouching B), combo-ed into qcf + A or C. Note : can start off with jumping A/B/C/D if 1 hit chain combo. [ hit] +(CSP) 1 HC cx bk + B -> 2 HC -> DP + P crossup with bk + B, then any 1 or 2 hit light chain(except crouching B), combo-ed into uppercut + A or C. Note : can start off with jumping A/B/C/D if 1 hit chain combo. [ hit] +(CSP) 1 HC 2 HC cx bk + B -> 3 HC -> QCB + A x 3 crossup with bk + B, then any 1, 2 or 3 hit light chain(except crouching B), combo-ed into qcb + A x 3. Note : can start off with jumping A/B/C/D if 1 hit chain combo. [ hit] +(DM)(CSP) 1 HC 2 HC cx bk + B -> 3 HC -> QCF, HCB + P crossup with bk + B, then any 1, 2 or 3 hit light chain(except crouching B), combo-ed into qcf, hcb + A or C. Note : can start off with jumping A/B/C/D if 1 hit chain combo. [ hit] +(CSP) 1 HC cx bk + B -> 2 HC -> fw + A -> QCF + C crossup with bk + B, then any 1 or 2 hit light chain(except crouching B), into forward + A, combo-ed into qcf + C. Note : can start off with jumping A/B/C/D if 1 hit chain combo. [ hit] +(CSP) cx bk + B -> 1 HC -> fw + A -> DP + P crossup with bk + B, then any 1 hit light chain(except crouching B), into forward + A, combo-ed into uppercut + A or C. [ hit] + +(CSP) 1 HC cx bk + B -> 2 HC -> fw + A -> QCB + P x 3 crossup with bk + B, then any 1 or 2 hit light chain(except crouching B), into forward + A, combo-ed into qcb + A or C x 3. Note : must do the qcb + A x 3 fast, first qcb + A will not hit, but the other 2 will. can start off with jumping A/B/C/D if 1 hit chain combo. [ hit] +(CSP) 1 HC cx bk + B -> 2 HC -> fw + A -> QCF, HCB + P crossup with bk + B, then any 1 or 2 hit light chain(except crouching B), into forward + A, combo-ed into qcf, hcb + A or C. Note : can start off with jumping A/B/C/D if 1 hit chain combo. [ hit] (nC) d C cx bk + B -> 1 HC -> HCB, fw + P -> 1 HC -> HCB, fw + P -> dash s C -> QCF + C crossup with bk + B, any standing light hit or crouching A, combo-ed into hcb, fw + A or C, any standing light hit or crouching A, combo-ed into hcb, fw + A or C, then dash in towards opponent and combo with standing/crouching heavy punch, into qcf + C. Note : qcf + A, sometimes don't combo but it will in corner. crossup opponent near corner and after the first command throw, opponent should be thrown into corner. [ hit] (nC) d C cx bk + B -> 1 HC -> HCB, fw + P -> 1 HC -> HCB, fw + P -> dash s C -> DP + P crossup with bk + B, any standing light hit or crouching A, combo-ed into hcb, fw + A or C, any standing light hit or crouching A, combo-ed into hcb, fw + A or C, then dash in towards opponent and combo with standing/crouching heavy punch, into uppercut + A or C. Note : crossup opponent near corner and after the first command throw, opponent should be thrown into corner. [ hit] (nC) d C cx bk + B -> 1 HC -> HCB, fw + P -> 1 HC -> HCB, fw + P -> dash s C -> HCB + K crossup with bk + B, any standing light hit or crouching A, combo-ed into hcb, fw + A or C, any standing light hit or crouching A, combo-ed into hcb, fw + A or C, then dash in towards opponent and combo with standing/crouching heavy punch, into hcb + B or D. Note : crossup opponent near corner and after the first command throw, opponent should be thrown into corner. [ hit] (nC) d C cx bk + B -> 1 HC -> HCB, fw + P -> 1 HC -> HCB, fw + P -> dash s C -> QCB + P x 3 crossup with bk + B, any standing light hit or crouching A, combo-ed into hcb, fw + A or C, any standing light hit or crouching A, combo-ed into hcb, fw + A or C, then dash in towards opponent and combo with standing/crouching heavy punch, into qcb + A or C x 3. Note : besides dashing in to combo, standing far C or forward + A or crouching A can replace the dash in C. crossup opponent near corner and after the first command throw, opponent should be thrown into corner. [ hit] (DM)(nC) d C cx bk + B -> 1 HC -> HCB, fw + P -> 1 HC -> HCB, fw + P -> dash s C -> QCF, HCB + P crossup with bk + B, any standing light hit or crouching A, combo-ed into hcb, fw + A or C, any standing light hit or crouching A, combo-ed into hcb, fw + A or C, then dash in towards opponent and combo with standing/crouching heavy punch, into qcf, hcb + A or C. Note : works on MAX, and looks impressive. besides dashing in to combo, standing far C or forward + A or crouching A can replace the dash in C. crossup opponent near corner and after the first command throw, opponent should be thrown into corner. [ hit] +(nC) d C cx bk + B -> 1 HC -> HCB, fw + P -> 1 HC -> HCB, fw + P -> dash s C -> fw + A -> QCF + P crossup with bk + B, any standing light hit or crouching A, combo-ed into hcb, fw + A or C, any standing light hit or crouching A, combo-ed into hcb, fw + A or C, then dash in towards opponent and combo with standing/crouching heavy punch, into forward + A, into qcf + A or C. Note : crossup opponent near corner and after the first command throw, opponent should be thrown into corner. [ hit] +(nC) d C cx bk + B -> 1 HC -> HCB, fw + P -> 1 HC -> HCB, fw + P -> dash s C -> fw + A -> QCB + A x 3 crossup with bk + B, any standing light hit or crouching A, combo-ed into hcb, fw + A or C, any standing light hit or crouching A, combo-ed into hcb, fw + A or C, then dash in towards opponent and combo with standing/crouching heavy punch, into forward + A, into qcb + A x 3. Note : must do the qcb + A x 3 fast, first qcb + A will not hit, but the other 2 will. crossup opponent near corner and after the first command throw, opponent should be thrown into corner. [ hit] +(nC) d C cx bk + B -> 1 HC -> HCB, fw + P -> 1 HC -> HCB, fw + P -> dash s C -> fw + A -> QCB + C x 3 crossup with bk + B, any standing light hit or crouching A, combo-ed into hcb, fw + A or C, any standing light hit or crouching A, combo-ed into hcb, fw + A or C, then dash in towards opponent and combo with standing/crouching heavy punch, into forward + A, into qcb + C x 3. Note : crossup opponent near corner and after the first command throw, opponent should be thrown into corner. [ hit] +(DM)(nC) d C cx bk + B -> 1 HC -> HCB, fw + P -> 1 HC -> HCB, fw + P -> dash s C -> fw + A -> QCF, HCB + P crossup with bk + B, any standing light hit or crouching A, combo-ed into hcb, fw + A or C, any standing light hit or crouching A, combo-ed into hcb, fw + A or C, then dash in towards opponent and combo with standing/crouching heavy punch, into forward + A, into qcf, hcb + A or C. Note : crossup opponent near corner and after the first command throw, opponent should be thrown into corner. [ hit] (EX) AB --> A~D --> etc. AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are available for Iori, that may start from standing C or down C. [ hit] Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have the same characteristics as a standing CD that his opponent in mid air. if "COUNTER" appears, the dodge hit can also combo just like a CD attack. (Refer to Goro for some useful combos of such nature) __ ___ _\__\ / /___ _____ ____ _______ _____ _____ __ ____ _____ _____ _____ / ___/\/ / == / ___/ __ /__ __/ / __/ / \/ \/ = // / __/ / _/_\ / __/ _/_/ \ / / / /__/ = / / == / = /_\ \ /____// /__/ /____/__/\__\ /__/ /____/_____/__/\__/\__/_____/____ /_____/ / /\ \ (WARNING : High level of skill/experience needed.) /__/ \__\ + s A -> s C -> QCF + P standing light punch, standing heavy punch combo-ed into qcf + A or C. [ hit] + s A -> s C -> DP + P standing light punch, standing heavy punch combo-ed into uppercut + A or C. [ hit] + s A -> s C -> HCB + K standing light punch, standing heavy punch combo-ed into hcb + B or D. [ hit] + s A -> s C -> QCB + P x 3 standing light punch, standing heavy punch combo-ed into qcb + A or C x 3. [ hit] +(DM) s A -> s C -> QCF, HCB + P standing light punch, standing heavy punch combo-ed into qcf, hcb + A or C. Note : MAX version looks nicer. [ hit] +(CSP) cx bk + B -> s A -> s C -> QCF + P crossup with bk + B, then standing light punch, standing heavy punch combo-ed into qcf + A or C. [ hit] +(CSP) cx bk + B -> s A -> s C -> DP + P crossup with bk + B, then standing light punch, standing heavy punch combo-ed into uppercut + A or C. [ hit] +(CSP) cx bk + B -> s A -> s C -> HCB + K crossup with bk + B, then standing light punch, standing heavy punch combo-ed into hcb + B or D. [ hit] +(CSP) cx bk + B -> s A -> s C -> QCB + P x 3 crossup with bk + B, then standing light punch, standing heavy punch combo-ed into qcb + A or C x 3. [ hit] +(CSP)(DM) cx bk + B -> s A -> s C -> QCF, HCB + P crossup with bk + B, then standing light punch, standing heavy punch combo-ed into qcf, hcb + A or C. Note : MAX version looks nicer. [ hit] +(CSP) cx bk + B -> s A -> s C -> fw + A -> QCF + P crossup with bk + B, standing light punch, standing heavy punch, forward + A, combo-ed into qcf + A or C. [ hit] +(CSP) cx bk + B -> s A -> s C -> fw + A -> QCB + P x 3 crossup with bk + B, standing light punch, standing heavy punch, forward + A, combo-ed into qcb + A or C x 3. Note : A version, first hit will not combo, but when done fast enough, the 2nd and 3rd will combo. [ hit] +(CSP)(DM) cx bk + B -> s A -> s C -> fw + A -> QCF, HCB + P crossup with bk + B, standing light punch, standing heavy punch, forward + A, combo-ed into qcf, hcb + A or C. [ hit] ------------ N O T I C E ------------ - the following combos are for Chang Koehan only. +(CSP) cx bk + B -> 2 HC -> fw A, A -> QCB + P x 3 crossup with bk + B, then any 2 hit light chain that ends with low A or any standing hit, into forward + A, A, combo-ed into [ hit] +(CSP) cx bk + B -> 2 HC -> fw A, A -> QCF, HCB + P crossup with bk + B, then any 2 hit light chain that ends with low A or any standing hit, into forward + A, A, combo-ed into qcf, hcb + A or C [ hit] __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (CNT) s CD -> DP + P standing CD(body toss attack), "COUNTER", combo-ed into uppercut + A or C. [ hit] (CNT) s CD -> HCB + K standing CD(body toss attack), "COUNTER", combo-ed into hcb + B or D. [ hit] (CNT)(C) s CD -> fw + A, A standing CD(body toss attack), "COUNTER", combo-ed into forward + A, A. Note : only second A will hit. [ hit] (CNT) s CD -> fw + B standing CD(body toss attack), "COUNTER", combo-ed into forward + B. [ hit] (CNT) s CD -> QCB + P x 3 standing CD(body toss attack), "COUNTER", combo-ed into qcb + P x 3. Note : only 2nd qcb + P won't hit. [ hit] (CNT) s CD -> DP + K -> QCB + P x 3 standing CD(body toss attack), "COUNTER", combo-ed into uppercut + B or D, then juggle with qcb + P x 3. Note : only last qcb + P will hit. [ hit] (CNT)(DM)(C) s CD -> QCF, HCB + P standing CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + A or C. [ hit] (CNT)(C) s CD -> QCB, HCF + P -> QCB + A x 2 -> s C standing CD(body toss attack), "COUNTER", combo-ed into qcb, hcf + A or C, then juggled withqcb + A x 2, then standing C. [ hit] (CNT)(C) s CD -> QCB, HCF + P -> QCF, HCB + P standing CD(body toss attack), "COUNTER", combo-ed into qcb, hcf + A or C, then juggled with qcf, hcb + A or C. [ hit] (CNT)(C) s CD j CD -> s A~D jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD j CD -> j A~D jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. [ hit] (CNT)(C) j CD -> DP + P jumping CD(body toss attack), "COUNTER", juggled with uppercut + A or C. [ hit] (CNT)(C) j CD -> fw + A, A jumping CD(body toss attack), "COUNTER", juggled with forward + A, A. Note : only second A will hit. [ hit] (CNT)(C) j CD -> fw + B jumping CD(body toss attack), "COUNTER", juggled with forward + B. [ hit] (CNT) j CD -> QCB + P x 3 jumping CD(body toss attack), "COUNTER", juggled with qcb + P x 3. Note : only 2nd qcb + P won't hit. [ hit] (CNT)(C) j CD -> DP + K -> QCB + P x 3 jumping CD(body toss attack), "COUNTER", juggled with uppercut + B or D, then juggle with qcb + P x 3. Note : only last qcb + P will hit. [ hit] (CNT)(DM)(C) j CD -> QCF, HCB + P jumping CD(body toss attack), "COUNTER", juggled with qcf, hcb + A or C. [ hit] (CNT)(C) j CD -> QCB, HCF + P -> QCB + A x 2 -> s C jumping CD(body toss attack), "COUNTER", juggled with qcb, hcf + A or C, then juggled withqcb + A x 2, then standing C. [ hit] (CNT)(C) j CD -> QCB, HCF + P -> QCF, HCB + P jumping CD(body toss attack), "COUNTER", juggled with qcb, hcf + A or C, then qcf, hcb + A or C. [ hit] (OPB) fw + B a 3 hit forward + B if hit opponent's back. Note : works on some characters..dunno whether this is a bug or not. [3 hit] (OPD) d A/B -> s C early crouching light punch/kick, into standing heavy punch, combo-ed into any combination preferred. Note : early light hits, hits opponent at last frame to allow standing C to combo. [ hit] 1 HC -> fw + B -> etc. any light hit(except low B), into forward + B, combo-ed into any combination preferred. Note : a combo..in practice mode, for the fun of it..not applicable in any way in normal versus gameplay. [ hit] 3.10.2 ------- Mature ------- Moveslist --------- Crimatory : fw + B +-------------------------------------------------------------------------------------------+ Death Claws : QCB + A/C x 3 De Side : HCF + B/D Metal Massacre : QCB + B/D Despair : QCF + A/C Sacrilege : DP + A/C Ebony Tears : QCF, HCB + A/C +-------------------------------------------------------------------------------------------+ Noctural Lights : QCF x 2 + A/C Heaven's Gate : QCB, HCF + A/C ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ d A, d A d A, d B d B, d A d B, d B d A, s A d A, s B d B, s A d B, s B s A, d A s A, d B s A, s A s A, s B d A, d A, d A d A, d B, d A d B, d A, d A d B, d B, d A d A, s A, d A d B, s A, d A s A, d A, d A s A, d B, d A s B, d A, d A s B, d B, d A s A, s A, d A d A, d A, d B d A, d B, d B d B, d A, d B d B, d B, d B d A, s A, d B d B, s A, d B s A, d A, d B s A, d B, d B s A, s A, d B d A, d A, s A d A, d B, s A d B, d A, s A d B, d B, s A d A, s A, s A d B, s A, s A s A, d A, s A s A, d B, s A s A, s A, s A d A, d A, s B d A, d B, s B d B, d A, s B d B, d B, s B d A, s A, s B d B, s A, s B s A, d A, s B s A, d B, s B s A, s A, s B d A, d A, d A, s A d A, d B, d A, s A d B, d A, d A, s A d B, d B, d A, s A d A, s A, d A, s A d B, s A, d A, s A s A, d A, d A, s A s A, d B, d A, s A s A, s A, d A, s A d A, d A, d B, s A d A, d B, d B, s A d B, d A, d B, s A d B, d B, d B, s A d A, s A, d B, s A d B, s A, d B, s A d B, s B, d B, s A s A, d A, d B, s A s A, d B, d B, s A s A, s A, d B, s A d A, d A, s A, s A d A, d B, s A, s A d B, d A, s A, s A d B, d B, s A, s A d A, s A, s A, s A d B, s A, s A, s A s A, d A, s A, s A s A, d B, s A, s A s A, s A, s A, s A d A, d A, s B, s A d A, d B, s B, s A d B, d A, s B, s A d B, d B, s B, s A d A, s A, s B, s A d A, s B, s B, s A d B, s A, s B, s A d B, s B, s B, s A s A, d A, s B, s A s A, d B, s B, s A s A, s A, s B, s A d A, fw + B s A, fw + B s B, fw + B d A, d A, fw + B d A, d B, fw + B d B, d A, fw + B d B, d B, fw + B d A, s A, fw + B d A, s B, fw + B d B, s A, fw + B d B, s B, fw + B s A, d A, fw + B s A, d B, fw + B s A, s A, fw + B s A, s B, fw + B d A, d A, d A, fw + B d A, d B, d A, fw + B d B, d A, d A, fw + B d B, d B, d A, fw + B d A, s A, d A, fw + B d B, s A, d A, fw + B s A, d A, d A, fw + B s A, d B, d A, fw + B s B, d A, d A, fw + B s B, d B, d A, fw + B s A, s A, d A, fw + B d A, d A, d B, fw + B d A, d B, d B, fw + B d B, d A, d B, fw + B d B, d B, d B, fw + B d A, s A, d B, fw + B d B, s A, d B, fw + B s A, d A, d B, fw + B s A, d B, d B, fw + B s A, s A, d B, fw + B d A, d A, s A, fw + B d A, d B, s A, fw + B d B, d A, s A, fw + B d B, d B, s A, fw + B d A, s A, s A, fw + B d B, s A, s A, fw + B s A, d A, s A, fw + B s A, d B, s A, fw + B s A, s A, s A, fw + B d A, d A, s B, fw + B d A, d B, s B, fw + B d B, d A, s B, fw + B d B, d B, s B, fw + B d A, s A, s B, fw + B d B, s A, s B, fw + B s A, d A, s B, fw + B s A, d B, s B, fw + B s A, s A, s B, fw + B s C, fw + B d C, fw + B s D(2 hits), fw + B j A -> j A j B -> j A j C -> j A j D -> j A j A -> j B j B -> j B j C -> j B j D -> j B _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) s C d C s D(2 hits) -> QCF + A standing/crouching heavy punch or standing heavy kick(2 hits), combo-ed into qcf + A. [ hit] s C d C s D(2 hits) -> HCB + K standing/crouching heavy punch or standing heavy kick(2 hits), combo-ed into hcb + B or D. [ hit] s C d C s D(2 hits) -> DP + P standing/crouching heavy punch or standing heavy kick(2 hits), combo-ed into uppercut + A or C. [ hit] s C d C s D(2 hits) -> QCB + P x 3 standing/crouching heavy punch or standing heavy kick(2 hits), combo-ed into qcb + A or C x 3. [ hit] (DM) s C d C s D(2 hits) -> QCB, HCF + K standing/crouching heavy punch or standing heavy kick(2 hits), combo-ed into qcb, hcf + B or D. [ hit] (DM) s C d C s D(2 hits) -> QCF, QCF + P standing/crouching heavy punch or standing heavy kick(2 hits), combo-ed into qcf, qcf + A or C. [ hit] (CSP) cx B s C j A~D -> d C -> QCF + A jumping attack with A/B/C/D or crossup with B, then standing/crouching heavy punch, combo-ed into qcf + A. [ hit] (CSP) cx B s C j A~D -> d C -> HCB + K jumping attack with A/B/C/D or crossup with B, then standing/crouching heavy punch, combo-ed into hcb + B or D. [ hit] (CSP) cx B s C j A~D -> d C -> DP + P jumping attack with A/B/C/D or crossup with B, then standing/crouching heavy punch, combo-ed into uppercut + A or C. [ hit] (CSP) cx B s C j A~D -> d C -> QCB + P x 3 jumping attack with A/B/C/D or crossup with B, then standing/crouching heavy punch, combo-ed into qcb + A or C x 3. [ hit] (DM)(CSP) cx B s C j A~D -> d C -> QCB, HCF + K jumping attack with A/B/C/D or crossup with B, then standing/crouching heavy punch, combo-ed into qcb, hcf + B or D. [ hit] (DM)(CSP) cx B s C j A~D -> d C -> QCF, QCF + P jumping attack with A/B/C/D or crossup with B, then standing/crouching heavy punch, combo-ed into qcf, qcf + A or C. [ hit] _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) + 1 HC 2 HC 3 HC -> DP + P any 1, 2 or 3 hit chain, combo-ed into uppercut + A or C. [ hit] + 1 HC 2 HC 3 HC -> QCB + C x 3 any 1, 2 or 3 hit chain, combo-ed into qcb + C x 3. [ hit] +(DM) 1 HC 2 HC 3 HC -> QCF, QCF + P any 1, 2 or 3 hit chain, combo-ed into qcf, qcf + A or C. [ hit] + 4 HC -> QCB + C x 3 any 4 hit chain, combo-ed into qcb + C x 3. [ hit] +(DM) 4 HC -> QCF, QCF + P any 4 hit chain, combo-ed into qcf, qcf + A or C. [ hit] +(CSP) 1 HC j A~D 2 HC cx B -> 3 HC -> DP + P jumping attack with A/B/C/D or crossup + B, then any 1, 2 or 3 hit chain, combo-ed into uppercut + A or C. [ hit] +(CSP) 1 HC j A~D 2 HC cx B -> 3 HC -> QCB + C x 3 jumping attack with A/B/C/D or crossup + B, then any 1, 2 or 3 hit chain, combo-ed into qcb + C x 3. [ hit] +(DM)(CSP) 1 HC j A~D 2 HC cx B -> 3 HC -> QCF, QCF + P jumping attack with A/B/C/D or crossup + B, then any 1, 2 or 3 hit chain, combo-ed into qcf, qcf + A or C. [ hit] ------------ N O T I C E ------------ - the following combos can only be done on Chang Koehan +(CSP) 4 HC cx B -> 5 HC -> QCB + C x 3 crossup + B, then any 4 or 5 hit chain, combo-ed into qcb + C x 3. [ hit] +(DM)(CSP) 4 HC cx B -> 5 HC -> QCF, QCF + P crossup + B, then any 4 or 5 hit chain, combo-ed into qcf, qcf + A or C. [ hit] (EX) AB --> A~D --> etc. AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are available for Mature, that may start from standing C/D or down C. [ hit] Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have the same characteristics as a standing CD that his opponent in mid air. if "COUNTER" appears, the dodge hit can also combo just like a CD attack. (Refer to Goro for some useful combos of such nature) __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (CNT) s CD -> QCF + P standing CD(body toss attack), "COUNTER", combo-ed into qcf + A or C. [ hit] (CNT) s CD -> QCB + P standing CD(body toss attack), "COUNTER", combo-ed into qcb + A or C. [ hit] (CNT) s CD -> DP + P standing CD(body toss attack), "COUNTER", combo-ed into uppercut + A or C. [ hit] (CNT) s CD -> HCF + K standing CD(body toss attack), "COUNTER", combo-ed into hcf + B or D. [ hit] (CNT) s CD -> QCF, HCB + P standing CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + A or C. [ hit] (CNT)(DM) s CD -> QCF, QCF + P standing CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + A or C. Note : only juggles with the first few hits. [ hit] (CNT)(DM) s CD -> QCB, HCF + K standing CD(body toss attack), "COUNTER", combo-ed into qcb, hcf + B or D. [ hit] (CNT)(C) s CD j CD -> s A~D jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD j CD -> j A~D jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD -> QCF + P jumping CD(body toss attack), "COUNTER", juggled with qcf + A or C. [ hit] (CNT) j CD -> QCB + P jumping CD(body toss attack), "COUNTER", juggled with qcb + A or C. [ hit] (CNT) j CD -> DP + P jumping CD(body toss attack), "COUNTER", juggled with uppercut + A or C. [ hit] (CNT) j CD -> HCF + K jumping CD(body toss attack), "COUNTER", juggled with hcf + B or D. [ hit] (CNT) j CD -> QCF, HCB + P jumping CD(body toss attack), "COUNTER", juggled with qcf, hcb + A or C. [ hit] (CNT)(DM) j CD -> QCF, QCF + P jumping CD(body toss attack), "COUNTER", juggled with qcf, qcf + A or C. Note : only juggles with the first few hits. [ hit] (CNT)(DM) j CD -> QCB, HCF + K jumping CD(body toss attack), "COUNTER", juggled with qcb, hcf + B or D. [ hit] (CNT)(MID)(nC) QCF, HCB + P -> QCF + P execute qcf, hcb + A or C, "COUNTER", juggled with qcf + A or C. [ hit] (CNT)(MID)(nC) QCF, HCB + P -> QCB + P execute qcf, hcb + A or C, "COUNTER", juggled with qcb + A or C. [ hit] (CNT)(MID)(nC) QCF, HCB + P -> DP + P execute qcf, hcb + A or C, "COUNTER", juggled with uppercut + A or C. [ hit] (CNT)(MID)(nC) QCF, HCB + P -> HCF + K execute qcf, hcb + A or C, "COUNTER", juggled with hcf + B or D. [ hit] (CNT)(MID)(nC) QCF, HCB + P -> QCF, HCB + P execute qcf, hcb + A or C, "COUNTER", juggled with qcf, hcb + A or C. [ hit] (CNT)(MID)(nC)(DM) QCF, HCB + P -> QCF, QCF + P execute qcf, hcb + A or C, "COUNTER", juggled with qcf, qcf + A or C. Note : only juggles with the first few hits. [ hit] (CNT)(MID)(nC)(DM) QCF, HCB + P -> QCB, HCF + K execute qcf, hcb + A or C, "COUNTER", juggled with qcb, hcf + B or D. [ hit] 3.10.3 ----- Vice ----- Moveslist --------- Monstrosity : fw + A +-------------------------------------------------------------------------------------------+ Outrage : QCB + B/D Leivnas : QCB + B/D (mid-air) Gore Fest : HCB, fw + A/C (close) Decider : HCF + B/D Black End : HCF + A/C (close) Mayhem : QCB + A/C Mithen's Robe : QCF + A/C (after Mayhem or Black End) +-------------------------------------------------------------------------------------------+ Withering Surface : QCF x 2 + A/C Negative Gain : HCB x 2 + B/D (close) ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ d A, d A d A, d B d B, d A d B, d B d A, s A d A, s B d B, s A d B, s B s A, d A s A, d B s A, s A s A, s B d A, d A, d A d A, d B, d A d B, d A, d A d B, d B, d A d A, s A, d A d B, s A, d A s A, d A, d A s A, d B, d A s B, d A, d A s B, d B, d A s A, s A, d A d A, d A, d B d A, d B, d B d B, d A, d B d B, d B, d B d A, s A, d B d B, s A, d B s A, d A, d B s A, d B, d B s A, s A, d B d A, d A, s A d A, d B, s A d B, d A, s A d B, d B, s A d A, s A, s A d B, s A, s A s A, d A, s A s A, d B, s A s A, s A, s A d A, d A, s B d A, d B, s B d B, d A, s B d B, d B, s B d A, s A, s B d B, s A, s B s A, d A, s B s A, d B, s B s A, s A, s B ++ d A, fw + A ++ s A, fw + A ++ s B, fw + A ++ d A, d A, fw + A ++ d B, d A, fw + A ++ d A, s A, fw + A ++ d A, s B, fw + A ++ d B, s A, fw + A ++ d B, s B, fw + A ++ s A, d A, fw + A ++ s A, s A, fw + A ++ s A, s B, fw + A ++ d A, d A, d A, fw + A ++ d A, d B, d A, fw + A ++ d B, d A, d A, fw + A ++ d B, d B, d A, fw + A ++ d A, s A, d A, fw + A ++ d B, s A, d A, fw + A ++ s A, d A, d A, fw + A ++ s A, d B, d A, fw + A ++ s B, d A, d A, fw + A ++ s B, d B, d A, fw + A ++ s A, s A, d A, fw + A ++ d A, d A, s A, fw + A ++ d A, d B, s A, fw + A ++ d B, d A, s A, fw + A ++ d B, d B, s A, fw + A ++ d A, s A, s A, fw + A ++ d B, s A, s A, fw + A ++ s A, d A, s A, fw + A ++ s A, d B, s A, fw + A ++ s A, s A, s A, fw + A ++ d A, d A, s B, fw + A ++ d A, d B, s B, fw + A ++ d B, d A, s B, fw + A ++ d B, d B, s B, fw + A ++ d A, s A, s B, fw + A ++ d B, s A, s B, fw + A ++ s A, d A, s B, fw + A ++ s A, d B, s B, fw + A ++ s A, s A, s B, fw + A s C, fw + A d C, fw + A s D(2 hits), fw + A j A -> j A j B -> j A j C -> j A j D -> j A j A -> j B j B -> j B j C -> j B j D -> j B _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) s C d C s D(2 hits) -> HCF + B standing/crouching heavy punch or standing heavy kick(2 hits), combo-ed into hcf + B. [ hit] s C d C s D(2 hits) -> QCB + B standing/crouching heavy punch or standing heavy kick(2 hits), combo-ed into qcb + B. [ hit] s C d C s D(2 hits) -> HCF + P -> QCF + P standing/crouching heavy punch or standing heavy kick(2 hits), combo-ed into hcf + A or C, then finish with qcf + A or C. [ hit] s C d C s D(2 hits) -> HCB, fw + P standing/crouching heavy punch or standing heavy kick(2 hits), combo-ed into hcb, fw + A or C. [ hit] s C d C s D(2 hits) -> QCB + P -> QCF + P standing/crouching heavy punch or standing heavy kick(2 hits), combo-ed into qcb + A or C, then finish with qcf + A or C. [ hit] (DM) s C d C s D(2 hits) -> HCB, HCB + K standing/crouching heavy punch or standing heavy kick(2 hits), combo-ed into hcb, hcb + B or D. [ hit] s C d C j A~D -> s D(2 hits) -> HCF + B jumping attack with A/B/C/D, then standing/crouching heavy punch or standing heavy kick(2 hits), combo-ed into hcf + B. [ hit] s C d C j A~D -> s D(2 hits) -> QCB + B jumping attack with A/B/C/D, then standing/crouching heavy punch or standing heavy kick(2 hits), combo-ed into qcb + B. [ hit] s C d C j A~D -> s D(2 hits) -> HCF + P -> QCF + P jumping attack with A/B/C/D, then standing/crouching heavy punch or standing heavy kick(2 hits), combo-ed into hcf + A or C, then finish with qcf + A or C. [ hit] s C d C j A~D -> s D(2 hits) -> HCB, fw + P jumping attack with A/B/C/D, then standing/crouching heavy punch or standing heavy kick(2 hits), combo-ed into hcb, fw + A or C. [ hit] s C d C j A~D -> s D(2 hits) -> QCB + P -> QCF + P jumping attack with A/B/C/D, then standing/crouching heavy punch or standing heavy kick(2 hits), combo-ed into qcb + A or C, then finish with qcf + A or C. [ hit] (DM) s C d C j A~D -> s D(2 hits) -> HCB, HCB + K jumping attack with A/B/C/D, then standing/crouching heavy punch or standing heavy kick(2 hits), combo-ed into hcb, hcb + B or D. [ hit] _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) s C d C s D(2 hits) -> fw + A -> HCF + B standing/crouching heavy punch or standing heavy kick(2 hits), then forward + A, combo-ed into hcf + B. [ hit] s C d C j A~D -> s D(2 hits) -> fw + A -> HCF + B jumping attack with A/B/C/D, then standing/crouching heavy punch or standing heavy, then forward + A, kick(2 hits), combo-ed into qcb + B. [ hit] + 1 HC 2 HC -> HCB, fw + P any 1 or 2 hit light chain, then combo-ed into hcb, fw + A or C. [ hit] + 1 HC 2 HC -> QCB + A -> QCF + P any 1 or 2 hit light chain, then combo-ed into qcb + A, then finish with qcf + A or C. [ hit] +(MAX) 1 HC j A~D 2 HC -> QCB + A -> j CD any 1 or 2 hit light chain, then combo-ed into qcb + A, then jumping A/B/C/D or CD(body toss attack). [ hit] + 3 HC 4 HC -> QCB + A -> QCF + P any 3 or 4 hit light chain, then combo-ed into qcb + A, then finish with qcf + A or C. [ hit] +(MAX) 3 HC j A~D 4 HC -> QCB + A -> j CD any 3 or 4 hit light chain, then combo-ed into qcb + A, then jumping attack with A/B/C/D or CD(body toss attack). Note : for Chang Koehan only. [ hit] + 1 HC j A~D -> 2 HC -> HCB, fw + P jumping attack with A/B/C/D, then any 1 or 2 hit light chain, then combo-ed into hcb, fw + A or C. [ hit] + 1 HC j A~D -> 2 HC -> QCB + A -> QCF + P jumping attack with A/B/C/D, any 1 or 2 hit light chain, then combo-ed into qcb + A, then finish with qcf + A or C. [ hit] +(MAX) 1 HC j A~D j A~D -> 2 HC -> QCB + A -> j CD jumping attack with A/B/C/D, any 1 or 2 hit light chain, then combo-ed into qcb + A, then jumping A/B/C/D or CD(body toss attack). [ hit] (MID)(nC) s D QCB + K(air) -> d C hit opponent in mid air with qcb + B or D, then juggled with standing heavy kick or crouching heavy punch. [ hit] (MID)(nC) j A~D QCB + K(air) -> j CD hit opponent in mid air with qcb + B or D, then juggled with jumping A/B/C/D or CD(body toss attack). [ hit] (MID)(nC) j A~D QCB + K(air) -> QCB + P -> j CD hit opponent in mid air with qcb + B or D, then juggled with hcb + A or C, then followed by jumping attack with A/B/C/D or CD(body toss attack). [ hit] (MID)(nC) QCB + K(air) -> QCB + P -> QCF + P hit opponent in mid air with qcb + B or D, then juggled with hcb + A or C, then finished with qcf + A or C. [ hit] (EX) AB --> A~D --> etc. AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are available for Vice, that may start from standing C/D or down C. [ hit] Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have the same characteristics as a standing CD that his opponent in mid air. if "COUNTER" appears, the dodge hit can also combo just like a CD attack. (Refer to Goro for some useful combos of such nature) __ ___ _\__\ / /___ _____ ____ _______ _____ _____ __ ____ _____ _____ _____ / ___/\/ / == / ___/ __ /__ __/ / __/ / \/ \/ = // / __/ / _/_\ / __/ _/_/ \ / / / /__/ = / / == / = /_\ \ /____// /__/ /____/__/\__\ /__/ /____/_____/__/\__/\__/_____/____ /_____/ / /\ \ (WARNING : High level of skill/experience needed.) /__/ \__\ (C)(MID) s D hj QCB + B(air) -> QCB + B(land) -> hj QCB + B -> d C execute qcb + B while in hyperjump and hit opponent in mid air, then land, qcb + B, hyperjump and execute qcb + B, then juggled with standing heavy kick or crouching heavy punch. Note : HUMANLY IMPOSSIBLE COMBO!! Can ONLY be done with Playstation version of KoF98, because of the shortcut(hotkeys) option, simply hyperjump and press R1 to get the hj QCB + B. [ hit] (C)(MID) j A~D hj QCB + B(air) -> QCB + B(land) -> hj QCB + B -> j CD execute qcb + B while in hyperjump and hit opponent in mid air, then land, qcb + B, hyperjump and execute qcb + B, then juggled with jumping attack with A/B/C/D or CD(body toss attack) Note : HUMANLY IMPOSSIBLE COMBO!! Can ONLY be done with Playstation version of KoF98, because of the shortcut(hotkeys) option, simply hyperjump and press R1 to get the hj QCB + B. [ hit] (C)(MID) hj QCB + B(air) -> QCB + B(land) -> hj QCB + B -> HCB + P -> QCF + P execute qcb + B while in hyperjump and hit opponent in mid air, then land, qcb + B, hyperjump and execute qcb + B, then juggled with hcb + A or C, then finish with qcf + A or C. Note : HUMANLY IMPOSSIBLE COMBO!! Can ONLY be done with Playstation version of KoF98, because of the shortcut(hotkeys) option, simply hyperjump and press R1 to get the hj QCB + B. [ hit] (C)(INF)(MID) hj QCB + B(air) x infinity execute qcb + B while in hyperjump and hit opponent in mid air... repeat till opponent dies or dizzies. Note : HUMANLY IMPOSSIBLE COMBO!! Can ONLY be done with Playstation version of KoF98, because of the shortcut(hotkeys) option, simply hyperjump and press R1 to get the hj QCB + B. [ hit] __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (CNT) s CD -> QCB + P -> QCF + P standing CD(body toss attack), "COUNTER", combo-ed into qcb + A or C, then finish with qcf + A or C. [ hit] (CNT) s CD -> HCF + K standing CD(body toss attack), "COUNTER", combo-ed into hcf + B or D. [ hit] (CNT) s CD -> QCB + K standing CD(body toss attack), "COUNTER", combo-ed into qcb + B or D. [ hit] (CNT)(C) s CD j CD -> s A~D jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD j CD -> j A~D jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD -> QCB + P -> QCF + P jumping CD(body toss attack), "COUNTER", juggled with qcb + A or C, then finish with qcf + A or C. [ hit] (CNT) j CD -> HCF + K jumping CD(body toss attack), "COUNTER", juggled with hcf + B or D. [ hit] (MID)(CNT)(MAX) j A~D QCB + A -> QCB + A -> j CD hit opponent in mid air with qcb + A, "COUNTER", then juggle with qcb + A, [ hit] (MID)(CNT) QCB + A -> QCB + A -> QCF + P hit opponent in mid air with qcb + A, "COUNTER", then juggle with qcb + A, finish with qcf + A or C. [ hit] (MID)(INF)(C)(CNT) QCB + A -> hj QCB + B(air) x infinity hit opponent in mid air with qcb + A, "COUNTER", then execute qcb + B while in hyperjump ... repeat hj QCB + B till opponent dies or dizzies. Note : HUMANLY IMPOSSIBLE COMBO!! Can ONLY be done with Playstation version of KoF98, because of the shortcut(hotkeys) option, simply hyperjump and press R1 to get the hj QCB + B. [ hit] (MID)(C)(CNT) s D QCB + A -> hj QCB + B(air) -> QCB + B(land) -> hj QCB + B -> d C hit opponent in mid air with qcb + A, "COUNTER", then execute qcb + B while in hyperjump and then land, qcb + B, hyperjump and execute qcb + B, then juggled with standing heavy kick or crouching heavy punch. Note : HUMANLY IMPOSSIBLE COMBO!! Can ONLY be done with Playstation version of KoF98, because of the shortcut(hotkeys) option, simply hyperjump and press R1 to get the hj QCB + B. [ hit] (MID)(C)(CNT) j A~D QCB + A -> hj QCB + B(air) -> QCB + B(land) -> hj QCB + B -> j CD hit opponent in mid air with qcb + A, "COUNTER", then execute qcb + B while in hyperjump and then land, qcb + B, hyperjump and execute qcb + B, then juggled with jumping attack with A/B/C/D or CD(body toss attack) Note : HUMANLY IMPOSSIBLE COMBO!! Can ONLY be done with Playstation version of KoF98, because of the shortcut(hotkeys) option, simply hyperjump and press R1 to get the hj QCB + B. [ hit] (MID)(C)(CNT) QCB + A -> hj QCB + B(air) -> QCB + B(land) -> hj QCB + B -> HCB + P -> QCF + P hit opponent in mid air with qcb + A, "COUNTER", then execute qcb + B while in hyperjump and then land, qcb + B, hyperjump and execute qcb + B, then juggled with hcb + A or C, then finish with qcf + A or C. Note : HUMANLY IMPOSSIBLE COMBO!! Can ONLY be done with Playstation version of KoF98, because of the shortcut(hotkeys) option, simply hyperjump and press R1 to get the hj QCB + B. [ hit] (OPD) d B -> s D -> early low B, standing heavy kick, combo-ed into any combination preferred. Note : early low B hits opponent at last frame to allow stand D to combo. [ hit] ============================================================================================== 3.11 ____________________ / / Seniors Team /___________________/ 3.11.1 -------- Heidern -------- Moveslist --------- Schneider Gale : fw + B (overhead) +-------------------------------------------------------------------------------------------+ Cross Cutter : bk s fw + A/C (projectile) Moon Slasher : dwn s up + A/C (anti-air) Neck Roller : dwn s up + B/D (low priority anti-air) Storm Bringer : HCB + A/C (close) Killing Bringer : HCB + B/D (counter move) +-------------------------------------------------------------------------------------------+ Final Bringer : QCF x 2 + A/C Heidern's End : QCB, HCF + B/D ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ d A, d A d A, d B d A, s A s A, d A s A, d B s A, s A s B, s A d A, d A, d A d A, s A, d A d A, s B, d A s A, d A, d A s A, s B, d A s B, s A, d A d A, d A, d B d A, s A, d B d A, s B, d B s A, d A, d B s A, s B, d B s B, s A, d B d A, d A, s A d A, s A, s A d A, s B, s A s A, d A, s A s A, s B, s A s B, s A, s A d A, d A, s B d A, s A, s B d A, s B, s B s A, d A, s B s A, s B, s B s B, s A, s B d A, d A, d A, s B d A, s A, d A, s B d A, s B, d A, s B s A, d A, d A, s B s A, s B, d A, s B s B, s A, d A, s B d A, d A, s A, s B d A, s A, s A, s B d A, s B, s A, s B s A, d A, s A, s B s A, s B, s A, s B s B, s A, s A, s B d C, fw + B s D, fw + B s C(2 hits), fw + B ++ d A, d A, fw + B ++ d A, d B, fw + B ++ d A, s A, fw + B ++ s A, d A, fw + B ++ s A, d B, fw + B ++ s A, s A, fw + B ++ s B, s A, fw + B ++ d A, d A, d A, fw + B ++ d A, s A, d A, fw + B ++ d A, s B, d A, fw + B ++ s A, d A, d A, fw + B _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) s D d C s C(2 hits) -> dwn s up + P standing heavy punch or crouching heavy punch or standing heavy kick, combo-ed into dwn s up + A or C. [ hit] (t.c) s D d C s C(2 hits) -> dwn s up + K standing heavy punch or crouching heavy punch or standing heavy kick, combo-ed into dwn s up + B or D. [ hit] (DM) s D d C s C(2 hits) -> QCB, HCF + K standing heavy punch or crouching heavy punch or standing heavy kick, combo-ed into qcb, hcf + B or D. [ hit] (CSP) s D j A~D d C cx C/D -> s C(2 hits) -> dwn s up + P jumping attack with A/B/C/D or crossup with C/D, then standing heavy punch or crouching heavy punch or standing heavy kick, combo-ed into dwn s up + A or C. [ hit] (t.c)(CSP)(C) s D j A~D d C cx C/D -> s C(2 hits) -> dwn s up + K jumping attack with A/B/C/D or crossup with C/D, then standing heavy punch or crouching heavy punch or standing heavy kick, combo-ed into dwn s up + B or D. Note : if start from crossup C/D, then Heidern must be in corner and crossup opponent to the corenr. [ hit] (DM)(CSP) s D j A~D d C cx C/D -> s C(2 hits) -> QCB, HCF + K jumping attack with A/B/C/D or crossup with C/D, then standing heavy punch or crouching heavy punch or standing heavy kick, combo-ed into qcb, hcf + B or D. [ hit] _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) (C)(t.c)(DM) j A~D -> QCF, QCF + P jumping attack with A/B/C/D, then execute qcf, qcf + A or C. [ hit] 1 HC -> HCB + P any 1 hit chain (except low B), combo-ed into hcb + A or C. [ hit] (DM)(t.c)(C) 1 HC -> QCF, QCF + P any 1 hit chain (except low B), combo-ed into qcf, qcf + A or C. [ hit] + 1 HC 2 HC -> dwn s up + P any 1 or 2 hit light chain, combo-ed into dwn s up + P. [ hit] (t.c)(DM)(C) s D d C s C(2 hits) -> QCF, QCF + P standing heavy punch or crouching heavy punch or standing heavy kick, combo-ed into qcf, qcf + A or C. [ hit] + s D d C s C(2 hits) -> fw + B -> dwn s up + P standing heavy punch or crouching heavy punch or standing heavy kick, into forward + B, combo-ed into dwn s up + A or C. Note : Humanly quite impossible combo, but doing it using shorcut(hotkeys) in the Playstation was easy. [ hit] +(t.c)(C) s D d C s C(2 hits) -> fw + B -> dwn s up + K standing heavy punch or crouching heavy punch or standing heavy kick, into forward + B, combo-ed into dwn s up + B or D. Note : Humanly quite impossible combo, but doing it using shorcut(hotkeys) in the Playstation was easy. [ hit] +(t.c)(DM)(C) s D d C s C(2 hits) -> fw + B -> QCF, QCF + P standing heavy punch or crouching heavy punch or standing heavy kick, into forward + B, combo-ed into qcf, qcf + A or C. [ hit] +(DM) s D d C s C(2 hits) -> fw + B -> QCB, HCF + K standing heavy punch or crouching heavy punch or standing heavy kick, into forward + B, combo-ed into qcb, hcf + B or D. [ hit] (CSP) cx C/D -> 1 HC -> HCB + P crossup with C or D, then any 1 hit chain (except low B), combo-ed into hcb + A or C. [ hit] + j A~D 1 HC cx C/D -> 2 HC -> dwn s up + P jumping attack with A/B/C/D or crossup with C/D, then any 1 or 2 hit light chain, combo-ed into dwn s up + P. [ hit] +(CSP) s D j A~D d C cx C/D -> s C(2 hits) -> fw + B -> dwn s up + P jumping attack with A/B/C/D or crossup with C/D, then standing heavy punch or crouching heavy punch or standing heavy kick, into forward + B, combo-ed into dwn s up + A or C. Note : Humanly quite impossible combo, but doing it using shorcut(hotkeys) in the Playstation was easy. for 2 hit standing C, try to use C version of dwn s up + P [ hit] +(t.c)(CSP)(C) s D j A~D d C cx C/D -> s C(2 hits) -> fw + B -> dwn s up + K jumping attack with A/B/C/D or crossup with C/D, then standing heavy punch or crouching heavy punch or standing heavy kick, into forward + B, combo-ed into dwn s up + B or D. Note : if start from crossup C/D, then Heidern must be in corner and crossup opponent to the corenr. Humanly quite impossible combo, but doing it using shorcut(hotkeys) in the Playstation was easy. [ hit] +(DM)(CSP)(C)(t.c) s D j A~D d C cx C/D -> s C(2 hits) -> QCF, QCF + P jumping attack with A/B/C/D or crossup with C/D, then standing heavy punch or crouching heavy punch or standing heavy kick, combo-ed into qcf, qcf + A or C. [ hit] +(DM) s D j A~D d C cx C/D -> s C(2 hits) -> fw + B -> QCB, HCF + K jumping attack with A/B/C/D or crossup with C/D, then standing heavy punch or crouching heavy punch or standing heavy kick, into forward + B, combo-ed into qcb, hcf + B or D. [ hit] bk s fw + A -> dwn s up + K execute bk s fw + A from afar, then do dwn s up + B or D. [ hit] bk s fw + A -> dash in d D execute bk s fw + A from afar, then dash in with low sweep, crouching heavy kick. [ hit] (DM) bk s fw + A -> QCF, QCF + P execute bk s fw + A from afar, then do qcf, qcf + A or C. [ hit] __ ___ _\__\ / /___ _____ ____ _______ _____ _____ __ ____ _____ _____ _____ / ___/\/ / == / ___/ __ /__ __/ / __/ / \/ \/ = // / __/ / _/_\ / __/ _/_/ \ / / / /__/ = / / == / = /_\ \ /____// /__/ /____/__/\__\ /__/ /____/_____/__/\__/\__/_____/____ /_____/ / /\ \ (WARNING : High level of skill/experience needed.) /__/ \__\ +(C) 1 HC 3 HC 3 HC bk s fw + A -> dash 4 HC execute bk s fw + A from afar then dash in and combo with any chain combo preferred. [ hit] (C) s D d C bk s fw + A -> dash s C(2 hits) -> dwn s up + P execute bk s fw + A from afar then dash in with standing heavy punch or crouching heavy punch or standing heavy kick, combo-ed into dwn s up + A or C. [ hit] (t.c)(C) s D d C bk s fw + A -> dash s C(2 hits) -> dwn s up + K execute bk s fw + A from afar then dash in with standing heavy punch or crouching heavy punch or standing heavy kick, combo-ed into dwn s up + B or D. [ hit] (DM)(C) s D d C bk s fw + A -> dash s C(2 hits) -> QCB, HCF + K execute bk s fw + A from afar then dash in with standing heavy punch or crouching heavy punch or standing heavy kick, combo-ed into qcb, hcf + B or D. [ hit] (C) bk s fw + A -> dash 1 HC -> HCB + P execute bk s fw + A from afar then dash in with any 1 hit chain (except low B), combo-ed into hcb + A or C. [ hit] (DM)(t.c)(C) bk s fw + A -> dash 1 HC -> QCF, QCF + P execute bk s fw + A from afar then dash in with any 1 hit chain (except low B), combo-ed into qcf, qcf + A or C. [ hit] +(C) 1 HC bk s fw + A -> dash 2 HC -> dwn s up + P execute bk s fw + A from afar then dash in with any 1 or 2 hit light chain, combo-ed into dwn s up + P. [ hit] (t.c)(DM)(C) s D d C bk s fw + A -> dash s C(2 hits) -> QCF, QCF + P execute bk s fw + A from afar then dash in with standing heavy punch or crouching heavy punch or standing heavy kick, combo-ed into qcf, qcf + A or C. [ hit] +(C) s D d C bk s fw + A -> dash s C(2 hits) -> fw + B -> dwn s up + P execute bk s fw + A from afar then dash in with standing heavy punch or crouching heavy punch or standing heavy kick, into forward + B, combo-ed into dwn s up + A or C. Note : Humanly quite impossible combo, but doing it using shorcut(hotkeys) in the Playstation was easy. [ hit] +(t.c)(C) s D d C bk s fw + A -> dash s C(2 hits) -> fw + B -> dwn s up + K execute bk s fw + A from afar then dash in with standing heavy punch or crouching heavy punch or standing heavy kick, into forward + B, combo-ed into dwn s up + B or D. Note : Humanly quite impossible combo, but doing it using shorcut(hotkeys) in the Playstation was easy. [ hit] +(t.c)(DM)(C) s D d C bk s fw + A -> dash s C(2 hits) -> fw + B -> QCF, QCF + P execute bk s fw + A from afar then dash in with standing heavy punch or crouching heavy punch or standing heavy kick, into forward + B, combo-ed into qcf, qcf + A or C. [ hit] +(DM)(C) s D d C bk s fw + A -> dash s C(2 hits) -> fw + B -> QCB, HCF + K execute bk s fw + A from afar then dash in with standing heavy punch or crouching heavy punch or standing heavy kick, into forward + B, combo-ed into qcb, hcf + B or D. [ hit] __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (CNT) s CD -> dwn s up + P standing CD(body toss attack), "COUNTER", combo-ed into dwn s up + A or C. [ hit] (CNT) s CD -> dwn s up + K standing CD(body toss attack), "COUNTER", combo-ed into dwn s up + B or D. [ hit] (CNT) s CD -> bk s fw + P standing CD(body toss attack), "COUNTER", combo-ed into bk s fw + A or C. [ hit] (CNT)(DM) s CD -> QCF, QCF + P standing CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + A or C. [ hit] (CNT)(DM) s CD -> QCB, HCF + K standing CD(body toss attack), "COUNTER", combo-ed into qcb, hcf + B or D [ hit] (CNT)(C) s CD j CD -> s A~D jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD j CD -> j A~D jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD -> dwn s up + P jumping CD(body toss attack), "COUNTER", juggle with dwn s up + A or C. [ hit] (CNT) j CD -> dwn s up + K jumping CD(body toss attack), "COUNTER", juggle with dwn s up + B or D. [ hit] (CNT) j CD -> bk s fw + P jumping CD(body toss attack), "COUNTER", juggle with bk s fw + A or C. [ hit] (CNT)(DM) j CD -> QCF, QCF + P jumping CD(body toss attack), "COUNTER", juggle with qcf, qcf + A or C. [ hit] (CNT)(DM) j CD -> QCB, HCF + K jumping CD(body toss attack), "COUNTER", juggle with qcb, hcf + B or D [ hit] (MID)(CNT) bk s fw + A -> dwn s up + K hit opponent in mid air with bk s fw + A, "COUNTER", then combo-ed into dwn s up + B or D. [ hit] (MID)(CNT)(DM) bk s fw + A -> QCF, QCF + P hit opponent in mid air with bk s fw + A, "COUNTER", then combo-ed into qcf, qcf + A or C. [ hit] (OPD) s C -> d A -> etc. early standing C, crouching A, combo-ed into any combination preferred. Note : early standing C hits opponent at last frame to allow crouching A to combo. [ hit] 3.11.2 ---------------- Takuma Sakazaki ---------------- Moveslist --------- Hot Axe Punch : fw + A Hot Axe Kick : fw + B (overhead) +-------------------------------------------------------------------------------------------+ Tiger Projectile : QCF + A/C (projectile) Illusion Punches : fw, bk, fw + A/C Dashing Knee : HCB + B/D Flying Double Kick : dwnbk s fw + B/D Guard Shot : QCB + A/C Supreme King : fw, HCF + A/C Flying Roaring Fist +-------------------------------------------------------------------------------------------+ Demon's Death Shot : QCF x 2 + A/C (close) Dragon's Dance : QCF, HCB + A/C ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ d A, d A d B, d A d A, d B d B, d B d A, s A d B, s A d A, s B d B, s B s A, d A s B, d A s A, d B s B, d B s A, s A s B, s A s A, s B s B, s B d A, d A, d A d B, d A, d A d A, d B, d A d B, d B, d A d A, s A, d A d B, s A, d A d A, s B, d A d B, s B, d A s A, d A, d A s B, d A, d A s A, d B, d A s B, d B, d A s A, s A, d A s B, s A, d A s A, s B, d A s B, s B, d A d A, d A, d B d B, d A, d B d A, d B, d B d B, d B, d B d A, s A, d B d B, s A, d B d A, s B, d B d B, s B, d B s A, d A, d B s B, d A, d B s A, d B, d B s B, d B, d B s A, s A, d B s B, s A, d B s A, s B, d B s B, s B, d B d A, d A, s A d B, d A, s A d A, d B, s A d B, d B, s A d A, s A, s A d B, s A, s A d A, s B, s A d B, s B, s A s A, d A, s A s B, d A, s A s A, d B, s A s B, d B, s A s A, s A, s A s B, s A, s A s A, s B, s A s B, s B, s A d A, d A, s B d B, d A, s B d A, d B, s B d B, d B, s B d A, s A, s B d B, s A, s B d A, s B, s B d B, s B, s B s A, d A, s B s B, d A, s B s A, d B, s B s B, d B, s B s A, s A, s B s B, s A, s B s A, s B, s B s B, s B, s B d A, d A, d B, d A d B, d A, d B, d A d A, d B, d B, d A d B, d B, d B, d A d A, s A, d B, d A d B, s A, d B, d A d A, s B, d B, d A d B, s B, d B, d A s A, d A, d B, d A s B, d A, d B, d A s A, d B, d B, d A s B, d B, d B, d A s A, s A, d B, d A s B, s A, d B, d A s A, s B, d B, d A s B, s B, d B, d A d A, d A, d B, d B d B, d A, d B, d B d A, d B, d B, d B d B, d B, d B, d B d A, s A, d B, d B d B, s A, d B, d B d A, s B, d B, d B d B, s B, d B, d B s A, d A, d B, d B s B, d A, d B, d B s A, d B, d B, d B s B, d B, d B, d B s A, s A, d B, d B s A, s B, d B, d B s A, s A, s A, d B d B, d B, d B, d B, d A s A, s A, s A, d B, d A d A, fw + A s A, fw + A s B, fw + A d A, d A, fw + A d B, d A, fw + A d A, s A, fw + A d B, s A, fw + A d A, s B, fw + A d B, s B, fw + A s A, d A, fw + A s B, d A, fw + A s A, s A, fw + A s B, s A, fw + A s A, s B, fw + A s B, s B, fw + A d A, d A, d A, fw + A d B, d A, d A, fw + A d A, d B, d A, fw + A d B, d B, d A, fw + A d A, s A, d A, fw + A d B, s A, d A, fw + A d A, s B, d A, fw + A d B, s B, d A, fw + A s A, d A, d A, fw + A s B, d A, d A, fw + A s A, d B, d A, fw + A s B, d B, d A, fw + A s A, s A, d A, fw + A s B, s A, d A, fw + A s A, s B, d A, fw + A s B, s B, d A, fw + A d A, d A, d B, d A, fw + A d B, d A, d B, d A, fw + A d A, d B, d B, d A, fw + A d B, d B, d B, d A, fw + A d A, s A, d B, d A, fw + A d B, s A, d B, d A, fw + A d A, s B, d B, d A, fw + A d B, s B, d B, d A, fw + A s A, d A, d B, d A, fw + A s B, d A, d B, d A, fw + A s A, d B, d B, d A, fw + A s B, d B, d B, d A, fw + A s A, s A, d B, d A, fw + A s B, s A, d B, d A, fw + A s A, s B, d B, d A, fw + A s B, s B, d B, d A, fw + A d B, d B, d B, d B, d A, fw + A s A, s A, s A, d B, d A, fw + A d A, fw + B s A, fw + B s B, fw + B d A, d A, fw + B d B, d A, fw + B d A, s A, fw + B d B, s A, fw + B d A, s B, fw + B d B, s B, fw + B s A, d A, fw + B s B, d A, fw + B s A, s A, fw + B s B, s A, fw + B s A, s B, fw + B s B, s B, fw + B d A, d A, d A, fw + B d B, d A, d A, fw + B d A, d B, d A, fw + B d B, d B, d A, fw + B d A, s A, d A, fw + B d B, s A, d A, fw + B d A, s B, d A, fw + B d B, s B, d A, fw + B s A, d A, d A, fw + B s B, d A, d A, fw + B s A, d B, d A, fw + B s B, d B, d A, fw + B s A, s A, d A, fw + B s B, s A, d A, fw + B s A, s B, d A, fw + B s B, s B, d A, fw + B _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) s C d C -> QCF + P standing/crouching heavy punch, combo-ed into qcf + A or C. [ hit] s C d C -> dwnbk, fw + K standing/crouching heavy punch, combo-ed into dwnbk, fw + B or D. [ hit] s C d C -> fw, bk, fw + P standing/crouching heavy punch, combo-ed into fw, bk, fw + A or C. [ hit] (DM) s C d C -> QCF, QCF + P standing/crouching heavy punch, combo-ed into qcf, qcf + A or C. [ hit] (DM) s C d C -> QCF, HCB + P standing/crouching heavy punch, combo-ed into qcf, hcb + A or C. [ hit] (CSP) j A~D s C cx B~D -> d C -> QCF + P jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch, combo-ed into qcf + A or C. [ hit] (CSP) j A~D s C cx B~D -> d C -> dwnbk, fw + K jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch, combo-ed into dwnbk, fw + B or D. [ hit] (CSP)(nC) j A~D s C cx B~D -> d C -> fw, bk, fw + P jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch, combo-ed into fw, bk, fw + A or C. [ hit] (DM)(CSP) j A~D s C cx B~D -> d C -> QCF, QCF + P jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch, combo-ed into qcf, qcf + A or C. [ hit] (DM)(CSP) j A~D s C cx B~D -> d C -> QCF, HCB + A jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch, combo-ed into qcf, hcb + A. [ hit] _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) j A~D -> QCF, HCB + P jumping attack with A/B/C/D, then execute qcf, hcb + A or C. [ hit] 1 HC -> QCB + A any 1 hit light chain(except low B), combo-ed into qcb + A. [ hit] +(DM) 1 HC 2 HC -> QCF, QCF + P any 1 or 2 hit light chain, combo-ed into qcf, qcf + A or C. [ hit] +(DM)(CSP) 1 HC cx B~D -> 2 HC -> QCF, QCF + P crossup with B/C/D, then any 1 or 2 hit light chain, combo-ed into qcf, qcf + A or C. Note : can start with jumping attack with A/B/C/D if 1 HC is used. [ hit] (CSP) 1 HC d C cx B~D -> s C -> QCB + A crossup with B/C/D, then any 1 hit light chain(except low B) or standing/crouching heavy punch, combo-ed into qcb + A. [ hit] s C s CD d C -> dwnbk, fw + K -> s A~D standing/crouching heavy punch, combo-ed into dwnbk, fw + D, then juggled with standing A/B/C/D or CD(body toss attack). [ hit] s C j CD d C -> dwnbk, fw + K -> j A~D standing/crouching heavy punch, combo-ed into dwnbk, fw + D, then juggled with jumping attack with A/B/C/D or CD(body toss attack). [ hit] s C d C -> dwnbk, fw + K -> QCF + P standing/crouching heavy punch, combo-ed into dwnbk, fw + D, then juggled with qcf + A or C. [ hit] s C d C -> dwnbk, fw + K -> fw, bk, fw + P standing/crouching heavy punch, combo-ed into dwnbk, fw + D, then juggled with fw, bk, fw + A or C. [ hit] (nC) s C d C -> dwnbk, fw + K -> QCB + P standing/crouching heavy punch, combo-ed into dwnbk, fw + D, then juggled with qcb + A or C. Note : A version is not soo effective. [ hit] + s C fw + B d C -> fw + A -> QCF + P standing/crouching heavy punch, into forward + A or B, combo-ed into qcf + A or C. [ hit] + (DM) s C fw + B d C -> fw + A -> QCF, HCB + P standing/crouching heavy punch, into forward + A or B, combo-ed into qcf, hcb + A or C. [ hit] (CSP) j A~D s C s CD cx B~D -> d C -> dwnbk, fw + K -> s A~D jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch, combo-ed into dwnbk, fw + D, then juggled with standing A/B/C/D or CD(body toss attack). [ hit] (CSP) j A~D s C j CD cx B~D -> d C -> dwnbk, fw + K -> j A~D jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch, combo-ed into dwnbk, fw + D, then juggled with jumping attack with A/B/C/D or CD(body toss attack). [ hit] (CSP) j A~D s C cx B~D -> d C -> dwnbk, fw + K -> QCF + P jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch, combo-ed into dwnbk, fw + D, then juggled with qcf + A or C. [ hit] (CSP) j A~D s C cx B~D -> d C -> dwnbk, fw + K -> fw, bk, fw + P jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch, combo-ed into dwnbk, fw + D, then juggled with fw, bk, fw + A or C. [ hit] (nC)(CSP) j A~D s C cx B~D -> d C -> dwnbk, fw + K -> QCB + P jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch, combo-ed into dwnbk, fw + D, then juggled with qcb + A or C. Note : A version is not soo effective. [ hit] +(CSP) j A~D s C fw + B cx B~D -> d C -> fw + A -> QCF + P jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch, into forward + A or B, combo-ed into qcf + A or C. [ hit] +(DM)(CSP) j A~D s C fw + B cx B~D -> d C -> fw + A -> QCF, HCB + A jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch, into forward + A or B, combo-ed into qcf, hcb + A. [ hit] (EX) AB --> A~D --> etc. AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are available for Takuma, that may start from standing C or down C. [ hit] Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have the same characteristics as a standing CD that his opponent in mid air. if "COUNTER" appears, the dodge hit can also combo just like a CD attack. (Refer to Goro for some useful combos of such nature) __ ___ _\__\ / /___ _____ ____ _______ _____ _____ __ ____ _____ _____ _____ / ___/\/ / == / ___/ __ /__ __/ / __/ / \/ \/ = // / __/ / _/_\ / __/ _/_/ \ / / / /__/ = / / == / = /_\ \ /____// /__/ /____/__/\__\ /__/ /____/_____/__/\__/\__/_____/____ /_____/ / /\ \ (WARNING : High level of skill/experience needed.) /__/ \__\ + 2 HC fw + B 3 HC -> fw + A -> QCF + C any 2 or 3 hit light chain, into forward + A or C, combo-ed into qcf + C. [ hit] +(DM) 2 HC fw + B 3 HC -> fw + A -> QCF, HCB + A any 2 or 3 hit light chain, into forward + A or C, combo-ed into qcf, hcb + A. [ hit] +(DM) 4 HC 5 HC -> fw + A -> QCF, HCB + A any 2 or 3 hit light chain, into forward + A or C, combo-ed into qcf, hcb + A. [ hit] +(CSP) 2 HC fw + B cx B~D -> 3 HC -> fw + A -> QCF + C crossup with B/C/D, then any 2 or 3 hit light chain, into forward + A or C, combo-ed into qcf + C. [ hit] +(DM)(CSP) 2 HC fw + B cx B~D -> 3 HC -> fw + A -> QCF, HCB + A crossup with B/C/D, then any 2 or 3 hit light chain, into forward + A or C, combo-ed into qcf, hcb + A. [ hit] +(DM)(CSP) 4 HC cx B~D -> 5 HC -> fw + A -> QCF, HCB + A crossup with B/C/D, then any 2 or 3 hit light chain, into forward + A or C, combo-ed into qcf, hcb + A. [ hit] + s A -> s C -> QCF + P standing A, then standing heavy punch, combo-ed into qcf + A or C. [ hit] + s A -> s C -> dwnbk, fw + K standing A, then standing heavy punch, combo-ed into dwnbk, fw + B or D. [ hit] +(DM) s A -> s C -> QCF, QCF + P standing A, then standing heavy punch, combo-ed into qcf, qcf + A or C. [ hit] +(DM) s A -> s C -> QCF, HCB + A standing A, then standing heavy punch, combo-ed into qcf, hcb + A. [ hit] + s CD s A -> s C -> dwnbk, fw + K -> s A~D standing A, then standing heavy punch, combo-ed into dwnbk, fw + D, then juggled with standing A/B/C/D or CD(body toss attack). Note : another combos that is done with ease when using Playstation shortcuts. [ hit] + j CD s A -> s C -> dwnbk, fw + K -> j A~D standing A, then standing heavy punch, combo-ed into dwnbk, fw + D, then juggled with jumping attack with A/B/C/D or CD(body toss attack). Note : another combos that is done with ease when using Playstation shortcuts. [ hit] + s A -> s C -> dwnbk, fw + K -> QCF + P standing A, then standing heavy punch, combo-ed into dwnbk, fw + D, then juggled with qcf + A or C. Note : another combos that is done with ease when using Playstation shortcuts. [ hit] + s A -> s C -> dwnbk, fw + K -> fw, bk, fw + P standing A, then standing heavy punch, combo-ed into dwnbk, fw + D, then juggled with fw, bk, fw + A or C. Note : another combos that is done with ease when using Playstation shortcuts. [ hit] +(nC) s A -> s C -> dwnbk, fw + K -> QCB + P standing A, then standing heavy punch, combo-ed into dwnbk, fw + D, then juggled with qcb + A or C. Note : A version is not soo effective. another combos that is done with ease when using Playstation shortcuts. [ hit] + fw + B s A -> s C -> fw + A -> QCF + P standing A, then standing/crouching heavy punch, into forward + A or B, combo-ed into qcf + A or C. [ hit] +(DM) fw + B s A -> s C -> fw + A -> QCF, HCB + P standing A, then standing/crouching heavy punch, into forward + A or B, combo-ed into qcf, hcb + A or C. [ hit] +(CSP) cx B~D -> s A -> s C -> QCF + P crossup with B/C/D, then standing A, then standing heavy punch, combo-ed into qcf + A or C. [ hit] +(CSP) cx B~D -> s A -> s C -> dwnbk, fw + K crossup with B/C/D, then standing A, then standing heavy punch, combo-ed into dwnbk, fw + B or D. [ hit] +(DM)(CSP) cx B~D -> s A -> s C -> QCF, QCF + P crossup with B/C/D, then standing A, then standing heavy punch, combo-ed into qcf, qcf + A or C. [ hit] +(DM)(CSP) cx B~D -> s A -> s C -> QCF, HCB + A crossup with B/C/D, then standing A, then standing heavy punch, combo-ed into qcf, hcb + A. [ hit] +(CSP) s CD cx B~D -> s A -> s C -> dwnbk, fw + K -> s A~D crossup with B/C/D, then standing A, then standing heavy punch, combo-ed into dwnbk, fw + D, then juggled with standing A/B/C/D or CD(body toss attack). Note : another combos that is done with ease when using Playstation shortcuts. [ hit] +(CSP) j CD cx B~D -> s A -> s C -> dwnbk, fw + K -> j A~D crossup with B/C/D, then standing A, then standing heavy punch, combo-ed into dwnbk, fw + D, then juggled with jumping attack with A/B/C/D or CD(body toss attack). Note : another combos that is done with ease when using Playstation shortcuts. [ hit] +(CSP) cx B~D -> s A -> s C -> dwnbk, fw + K -> QCF + P crossup with B/C/D, then standing A, then standing heavy punch, combo-ed into dwnbk, fw + D, then juggled with qcf + A or C. Note : another combos that is done with ease when using Playstation shortcuts. [ hit] +(CSP) cx B~D -> s A -> s C -> dwnbk, fw + K -> fw, bk, fw + P crossup with B/C/D, then standing A, then standing heavy punch, combo-ed into dwnbk, fw + D, then juggled with fw, bk, fw + A or C. Note : another combos that is done with ease when using Playstation shortcuts. [ hit] +(nC)(CSP) cx B~D -> s A -> s C -> dwnbk, fw + K -> QCB + P crossup with B/C/D, then standing A, then standing heavy punch, combo-ed into dwnbk, fw + D, then juggled with qcb + A or C. Note : A version is not soo effective. another combos that is done with ease when using Playstation shortcuts. [ hit] +(CSP) fw + B cx B~D -> s A -> s C -> fw + A -> QCF + P crossup with B/C/D, then standing A, then standing/crouching heavy punch, into forward + A or B, combo-ed into qcf + A or C. [ hit] +(DM)(CSP) fw + B cx B~D -> s A -> s C -> fw + A -> QCF, HCB + P crossup with B/C/D, then standing A, then standing/crouching heavy punch, into forward + A or B, combo-ed into qcf, hcb + A or C. [ hit] ------------- N O T I C E ------------- - the following combos can only be done on Chang Koehan +(DM) s A x 2 -> s C -> fw + A -> QCF, HCB + A standing A x 2, then standing C, into forward + A, combo-ed into qcf, hcb + A. [ hit] +(DM) cx B~D -> s A x 2 -> s C -> fw + A -> QCF, HCB + A crossup with B/C/D, then standing A x 2, then standing C, into forward + A, combo-ed into qcf, hcb + A. [ hit] __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (CNT) s CD -> QCF + P standing CD(body toss attack), "COUNTER", combo-ed into qcf + A or C. [ hit] (CNT)(nC) s CD -> QCB + P standing CD(body toss attack), "COUNTER", combo-ed into qcb + A or C. [ hit] (CNT)(nC) s CD -> fw, bk, fw + P standing CD(body toss attack), "COUNTER", combo-ed into fw, bk, fw + A or C. [ hit] (CNT)(DM) s CD -> QCF, HCB + P standing CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + A or C. [ hit] (CNT)(C) s CD j CD -> s A~D jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD j CD -> j A~D jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD -> QCF + P jumping CD(body toss attack), "COUNTER", juggle with qcf + A or C. [ hit] (CNT)(nC) j CD -> QCB + P jumping CD(body toss attack), "COUNTER", juggle with qcb + A or C. [ hit] (CNT)(nC) j CD -> fw, bk, fw + P jumping CD(body toss attack), "COUNTER", juggle with fw, bk, fw + A or C. [ hit] (CNT)(DM) j CD -> QCF, HCB + P jumping CD(body toss attack), "COUNTER", juggle with qcf, hcb + A or C. [ hit] 3.11.3 ---------------- Siasyu Kusanagi ---------------- Moveslist --------- Demon's Wheel : fw + A (overhead) Brick Crusher : fw + B (overhead) +-------------------------------------------------------------------------------------------+ Darkness Sweeper : QCF + A/C Flaming Uppercut : DP + A/C (anti-air) God's Flair : HCB + B/D Broken Wheels : DP + B/D Overflame : QCB + A/C x 2 +-------------------------------------------------------------------------------------------+ Orochinagi : QCB, HCF + A/C Combo Flamer : QCF x 2 + A/C ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ d A, d A d B, d A d A, d B d B, d B s A, d A s A, d B d A, s A d B, s A d A, s B d B, s B s A, s A s A, s B d A, d A, d A d B, d A, d A d A, d B, d A d B, d B, d A s A, d A, d A s A, d B, d A d A, s A, d A d B, s A, d A s A, s A, d A d A, d A, d B d B, d A, d B d A, d B, d B d B, d B, d B s A, d A, d B s A, d B, d B d A, s A, d B d B, s A, d B s A, s A, d B d A, d A, d B, s B d B, d A, d B, s B d A, d B, d B, s B d B, d B, d B, s B s A, d A, d B, s B s A, d B, d B, s B d A, s A, d B, s B d B, s A, d B, s B s A, s A, d B, s B d B, s C s A, s C s C, fw + A d C, fw + A s C(2 hits), fw + A d B, s C, fw + A s A, s C, fw + A fw + B, s C fw + B, d A fw + B, d B j A -> j A j B -> j A j C -> j A j D -> j A j A -> j B j B -> j B j C -> j B j D -> j B ++ d A, d A, fw + A ++ d B, d A, fw + A ++ s A, d A, fw + A ++ d A, s A, fw + A ++ d B, s A, fw + A ++ d A, s B, fw + A ++ d B, s B, fw + A ++ s A, s A, fw + A ++ s A, s B, fw + A ++ d A, d A, d A, fw + A ++ d B, d A, d A, fw + A ++ d A, d B, d A, fw + A ++ d B, d B, d A, fw + A ++ s A, d A, d A, fw + A ++ s A, d B, d A, fw + A ++ d A, s A, d A, fw + A ++ d B, s A, d A, fw + A ++ s A, s A, d A, fw + A ++ d A, d A, fw + B ++ d B, d A, fw + B ++ s A, d A, fw + B ++ d A, s A, fw + B ++ d B, s A, fw + B ++ d A, s B, fw + B ++ d B, s B, fw + B ++ s A, s A, fw + B ++ s A, s B, fw + B ++ d A, d A, d A, fw + B ++ d B, d A, d A, fw + B ++ d A, d B, d A, fw + B ++ d B, d B, d A, fw + B ++ s A, d A, d A, fw + B ++ s A, d B, d A, fw + B ++ d A, s A, d A, fw + B ++ d B, s A, d A, fw + B ++ s A, s A, d A, fw + B ++ d B, s C, fw + B ++ s A, s C, fw + B ++ s C, fw + B ++ d C, fw + B ++ s C(2 hits), fw + B _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) s C d C s C(2 hits) -> QCF + P standing/crouching heavy punch or 2 hit standing heavy punch combo-ed into qcf + A or C. [ hit] s C d C s C(2 hits) -> DP + P standing/crouching heavy punch or 2 hit standing heavy punch combo-ed into uppercut + A or C. [ hit] s C d C s C(2 hits) -> DP + K standing/crouching heavy punch or 2 hit standing heavy punch combo-ed into uppercut + B or D. [ hit] s C d C s C(2 hits) -> QCB + P x 2 standing/crouching heavy punch or 2 hit standing heavy punch combo-ed into qcb + A or C x 2. [ hit] (DM) s C d C s C(2 hits) -> QCB, HCF + P standing/crouching heavy punch or 2 hit standing heavy punch combo-ed into qcb, hcf + A or C. [ hit] (DM) s C d C s C(2 hits) -> QCF, QCF + P standing/crouching heavy punch or 2 hit standing heavy punch combo-ed into qcf, qcf + A or C. [ hit] (CSP) s C j A~D d C cx B~D -> s C(2 hits) -> QCF + P jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch or 2 hit standing heavy punch combo-ed into qcf + A or C. [ hit] (CSP) s C j A~D d C cx B~D -> s C(2 hits) -> DP + P jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch or 2 hit standing heavy punch combo-ed into uppercut + A or C. [ hit] (CSP) s C j A~D d C cx B~D -> s C(2 hits) -> DP + K jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch or 2 hit standing heavy punch combo-ed into uppercut + B or D. [ hit] (CSP) s C j A~D d C cx B~D -> s C(2 hits) -> QCB + P x 2 jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch or 2 hit standing heavy punch combo-ed into qcb + A or C x 2. [ hit] (DM)(CSP) s C j A~D d C cx B~D -> s C(2 hits) -> QCB, HCF + P jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch or 2 hit standing heavy punch combo-ed into qcb, hcf + A or C. [ hit] (DM)(CSP) s C j A~D d C cx B~D -> s C(2 hits) -> QCF, QCF + P jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch or 2 hit standing heavy punch combo-ed into qcf, qcf + A or C. [ hit] _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) + 1 HC 2 HC -> DP + B any 1 or 2 hit light chain, combo-ed into uppercut + B. [ hit] + 1 HC 2 HC -> DP + P any 1 or 2 hit light chain, combo-ed into uppercut + A or C. [ hit] + s C -> fw + A -> QCF + P standing heavy punch, into forward + A, combo-ed into qcf + A or C. [ hit] + s C -> fw + A -> DP + A standing heavy punch, into forward + A, combo-ed into uppercut + A. [ hit] + s C -> fw + A -> DP + K standing heavy punch, into forward + A, combo-ed into uppercut + B or D. [ hit] + s C -> fw + A -> QCB + P x 2 standing heavy punch, into forward + A, combo-ed into qcb + A or C x 2. [ hit] + s C -> fw + A -> QCB + C x 2 -> j A/B standing heavy punch, into forward + A, combo-ed into qcb + C x 2, then juggled with jumping attack A or B. [ hit] + s C -> fw + A -> QCB + C x 2 -> d C standing heavy punch, into forward + A, combo-ed into qcb + C x 2, then juggled with crouching heavy punch. [ hit] + s C -> fw + A -> QCB + C x 2 -> DP + P standing heavy punch, into forward + A, combo-ed into qcb + C x 2, then juggled with uppercut + A or C. [ hit] +(DM) s C -> fw + A -> QCB, HCF + P standing heavy punch, into forward + A, combo-ed into qcb, hcf + A or C. [ hit] +(DM) s C -> fw + A -> QCF, QCF + P standing heavy punch, into forward + A, combo-ed into qcf, qcf + A or C. [ hit] +(DM) s C(2 hits) -> fw + A -> QCB, HCF + P 2 hit standing heavy punch, into forward + A, combo-ed into qcb, hcf + A or C. [ hit] +(DM) s C(2 hits) -> fw + A -> QCF, QCF + P 2 hit standing heavy punch, into forward + A, combo-ed into qcf, qcf + A or C. [ hit] +(CSP) j A~D 1 HC cx B~D -> 2 HC -> DP + B any 1 or 2 hit light chain, combo-ed into uppercut + B. [ hit] +(CSP) j A~D 1 HC cx B~D -> 2 HC -> DP + P any 1 or 2 hit light chain, combo-ed into uppercut + A or C. [ hit] +(CSP) j A~D cx B~D -> s C -> fw + A -> QCF + C jumping attack with A/B/C/D or crossup with B/C/D, then standing heavy punch, into forward + A, combo-ed into qcf + C. [ hit] +(CSP) j A~D cx B~D -> s C -> fw + A -> DP + A jumping attack with A/B/C/D or crossup with B/C/D, then standing heavy punch, into forward + A, combo-ed into uppercut + A. [ hit] +(CSP) j A~D cx B~D -> s C -> fw + A -> DP + K jumping attack with A/B/C/D or crossup with B/C/D, then standing heavy punch, into forward + A, combo-ed into uppercut + B or D. [ hit] +(CSP) j A~D cx B~D -> s C -> fw + A -> QCB + P x 2 jumping attack with A/B/C/D or crossup with B/C/D, then standing heavy punch, into forward + A, combo-ed into qcb + A or C x 2. [ hit] +(CSP) j A~D cx B~D -> s C -> fw + A -> QCB + C x 2 -> j A/B jumping attack with A/B/C/D or crossup with B/C/D, then standing heavy punch, into forward + A, combo-ed into qcb + C x 2, then juggled with jumping attack A or B. [ hit] +(CSP) j A~D cx B~D -> s C -> fw + A -> QCB + C x 2 -> d C jumping attack with A/B/C/D or crossup with B/C/D, then standing heavy punch, into forward + A, combo-ed into qcb + C x 2, then juggled with crouching heavy punch. [ hit] +(CSP) j A~D cx B~D -> s C -> fw + A -> QCB + C x 2 -> DP + P jumping attack with A/B/C/D or crossup with B/C/D, then standing heavy punch, into forward + A, combo-ed into qcb + C x 2, then juggled with uppercut + A or C. [ hit] +(DM)(CSP) j A~D cx B~D -> s C -> fw + A -> QCB, HCF + P jumping attack with A/B/C/D or crossup with B/C/D, then standing heavy punch, into forward + A, combo-ed into qcb, hcf + A or C. [ hit] +(DM)(CSP) j A~D cx B~D -> s C -> fw + A -> QCF, QCF + P jumping attack with A/B/C/D or crossup with B/C/D, then standing heavy punch, into forward + A, combo-ed into qcf, qcf + A or C. [ hit] +(DM)(CSP) j A~D cx B~D -> s C(2 hits) -> fw + A -> QCB, HCF + P jumping attack with A/B/C/D or crossup with B/C/D, then 2 hit standing heavy punch, into forward + A, combo-ed into qcb, hcf + A or C. [ hit] +(DM)(CSP) j A~D cx B~D -> s C(2 hits) -> fw + A -> QCF, QCF + P jumping attack with A/B/C/D or crossup with B/C/D, then 2 hit standing heavy punch, into forward + A, combo-ed into qcf, qcf + A or C. [ hit] (C)(MAX)(SDM) QCF + A -> QCB, HCF + P from afar, execute qcf + A, followed by qcb, hcf + A or C. Note : opponnent in corner, gets hit by last few flames of the SDM. [ hit] (EX) AB --> A~D --> etc. AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are available for , that may start from standing C/D or down C. [ hit] Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have the same characteristics as a standing CD that his opponent in mid air. if "COUNTER" appears, the dodge hit can also combo just like a CD attack. (Refer to Goro for some useful combos of such nature) __ ___ _\__\ / /___ _____ ____ _______ _____ _____ __ ____ _____ _____ _____ / ___/\/ / == / ___/ __ /__ __/ / __/ / \/ \/ = // / __/ / _/_\ / __/ _/_/ \ / / / /__/ = / / == / = /_\ \ /____// /__/ /____/__/\__\ /__/ /____/_____/__/\__/\__/_____/____ /_____/ / /\ \ (WARNING : High level of skill/experience needed.) /__/ \__\ + s A d B -> s C(2 hits) -> QCF + P stand A or crouching B, into 2 hit standing heavy punch combo-ed into qcf + A or C. [ hit] + s A d B -> s C(2 hits) -> DP + P stand A or crouching B, into 2 hit standing heavy punch combo-ed into uppercut + A or C. [ hit] + s A d B -> s C(2 hits) -> DP + K stand A or crouching B, into 2 hit standing heavy punch combo-ed into uppercut + B or D. [ hit] + s A d B -> s C(2 hits) -> QCB + P x 2 stand A or crouching B, into 2 hit standing heavy punch combo-ed into qcb + A or C x 2. [ hit] +(DM) s A d B -> s C(2 hits) -> QCB, HCF + P stand A or crouching B, into 2 hit standing heavy punch combo-ed into qcb, hcf + A or C. [ hit] (DM) + s A d B -> s C(2 hits) -> QCF, QCF + P stand A or crouching B, into 2 hit standing heavy punch combo-ed into qcf, qcf + A or C. [ hit] + s A d B -> s C(2 hits) -> QCB + C x 2 -> j A/B stand A or crouching B, into 2 hit standing heavy punch combo-ed into qcb + C x 2, then juggled with jumping attack A or B. [ hit] + s A d B -> s C(2 hits) -> QCB + C x 2 -> d C stand A or crouching B, into 2 hit standing heavy punch combo-ed into qcb + C x 2, then juggled with crouching heavy punch. [ hit] + s A d B -> s C(2 hits) -> QCB + C x 2 -> DP + P stand A or crouching B, into 2 hit standing heavy punch combo-ed into qcb + C x 2, then juggled with uppercut + A or C. [ hit] +(CSP) s A cx B~D -> d B -> s C(2 hits) -> QCB + C x 2 -> j A/B crossup with B/C/D, then stand A or crouching B, into 2 hit standing heavy punch combo-ed into qcb + C x 2, then juggled with jumping attack A or B. [ hit] +(CSP) s A cx B~D -> d B -> s C(2 hits) -> QCB + C x 2 -> d C crossup with B/C/D, then stand A or crouching B, into 2 hit standing heavy punch combo-ed into qcb + C x 2, then juggled with crouching heavy punch. [ hit] +(CSP) s A cx B~D -> d B -> s C(2 hits) -> QCB + C x 2 -> DP + P crossup with B/C/D, then stand A or crouching B, into 2 hit standing heavy punch combo-ed into qcb + C x 2, then juggled with uppercut + A or C. [ hit] +(CSP) s A cx B~D -> d B -> s C(2 hits) -> QCF + P crossup with B/C/D, then stand A or crouching B, into 2 hit standing heavy punch combo-ed into qcf + A or C. [ hit] +(CSP) s A cx B~D -> d B -> s C(2 hits) -> DP + P crossup with B/C/D, then stand A or crouching B, into 2 hit standing heavy punch combo-ed into uppercut + A or C. [ hit] +(CSP) s A cx B~D -> d B -> s C(2 hits) -> DP + K crossup with B/C/D, then stand A or crouching B, into 2 hit standing heavy punch combo-ed into uppercut + B or D. [ hit] +(CSP) s A cx B~D -> d B -> s C(2 hits) -> QCB + P x 2 crossup with B/C/D, then stand A or crouching B, into 2 hit standing heavy punch combo-ed into qcb + A or C x 2. [ hit] +(DM)(CSP) s A cx B~D -> d B -> s C(2 hits) -> QCB, HCF + P crossup with B/C/D, then stand A or crouching B, into 2 hit standing heavy punch combo-ed into qcb, hcf + A or C. [ hit] +(DM)(CSP) s A cx B~D -> d B -> s C(2 hits) -> QCF, QCF + P crossup with B/C/D, then stand A or crouching B, into 2 hit standing heavy punch combo-ed into qcf, qcf + A or C. [ hit] + s A d B -> s C -> fw + A -> QCF + P standing A or crouching B into standing heavy punch, into forward + A, combo-ed into qcf + A or C. [ hit] + s A d B -> s C -> fw + A -> DP + A standing A or crouching B into standing heavy punch, into forward + A, combo-ed into uppercut + A. [ hit] + s A d B -> s C -> fw + A -> DP + K standing A or crouching B into standing heavy punch, into forward + A, combo-ed into uppercut + B or D. [ hit] + s A d B -> s C -> fw + A -> QCB + P x 2 standing A or crouching B into standing heavy punch, into forward + A, combo-ed into qcb + A or C x 2. [ hit] + s A d B -> s C -> fw + A -> QCB + C x 2 -> j A/B standing A or crouching B into standing heavy punch, into forward + A, combo-ed into qcb + C x 2, then juggled with jumping attack A or B. [ hit] + s A d B -> s C -> fw + A -> QCB + C x 2 -> d C standing A or crouching B into standing heavy punch, into forward + A, combo-ed into qcb + C x 2, then juggled with crouching heavy punch. [ hit] + s A d B -> s C -> fw + A -> QCB + C x 2 -> DP + P standing A or crouching B into standing heavy punch, into forward + A, combo-ed into qcb + C x 2, then juggled with uppercut + A or C. [ hit] +(DM) s A d B -> s C -> fw + A -> QCB, HCF + P standing A or crouching B into standing heavy punch, into forward + A, combo-ed into qcb, hcf + A or C. [ hit] +(DM) s A d B -> s C -> fw + A -> QCF, QCF + P standing A or crouching B into standing heavy punch, into forward + A, combo-ed into qcf, qcf + A or C. [ hit] +(CSP) s A cx B~D -> d B -> s C -> fw + A -> QCF + C crossup with B/C/D, then standing A or crouching B into standing heavy punch, into forward + A, combo-ed into qcf + C. [ hit] +(CSP) s A cx B~D -> d B -> s C -> fw + A -> DP + A crossup with B/C/D, then standing A or crouching B into standing heavy punch, into forward + A, combo-ed into uppercut + A. [ hit] +(CSP) s A cx B~D -> d B -> s C -> fw + A -> DP + K crossup with B/C/D, then standing A or crouching B into standing heavy punch, into forward + A, combo-ed into uppercut + B or D. [ hit] +(CSP) s A cx B~D -> d B -> s C -> fw + A -> QCB + P x 2 crossup with B/C/D, then standing A or crouching B into standing heavy punch, into forward + A, combo-ed into qcb + A or C x 2. [ hit] +(CSP) s A cx B~D -> d B -> s C -> fw + A -> QCB + C x 2 -> j A/B crossup with B/C/D, then standing A or crouching B into standing heavy punch, into forward + A, combo-ed into qcb + C x 2, then juggled with jumping attack A or B. [ hit] +(CSP) s A cx B~D -> d B -> s C -> fw + A -> QCB + C x 2 -> d C crossup with B/C/D, then standing A or crouching B into standing heavy punch, into forward + A, combo-ed into qcb + C x 2, then juggled with crouching heavy punch. [ hit] +(CSP) s A cx B~D -> d B -> s C -> fw + A -> QCB + C x 2 -> DP + P crossup with B/C/D, then standing A or crouching B into standing heavy punch, into forward + A, combo-ed into qcb + C x 2, then juggled with uppercut + A or C. [ hit] +(DM)(CSP) s A cx B~D -> d B -> s C -> fw + A -> QCB, HCF + P crossup with B/C/D, then standing A or crouching B into standing heavy punch, into forward + A, combo-ed into qcb, hcf + A or C. [ hit] +(DM)(CSP) s A cx B~D -> d B -> s C -> fw + A -> QCF, QCF + P crossup with B/C/D, then standing A or crouching B into standing heavy punch, into forward + A, combo-ed into qcf, qcf + A or C. [ hit] +(C)(DM) fw + B -> s C -> QCB, HCF + P forward + B, then standing far C, combo-ed into qcb, hcf + A or C. [ hit] __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (CNT) s CD -> QCF + P standing CD(body toss attack), "COUNTER", combo-ed into qcf + A or C. [ hit] (CNT) s CD -> DP + A standing CD(body toss attack), "COUNTER", combo-ed into uppercut + A. [ hit] (CNT) s CD -> HCB + B standing CD(body toss attack), "COUNTER", combo-ed into hcb + B. [ hit] (CNT)(DM) s CD -> QCB, HCF + P standing CD(body toss attack), "COUNTER", combo-ed into qcb, hcf + A or C. [ hit] (CNT)(C) s CD j CD -> s A~D jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD j CD -> j A~D jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. [ hit] (CNT)(C) j CD -> fw + A jumping CD(body toss attack), "COUNTER", juggled with forward + A. [ hit] (CNT) j CD -> fw + B jumping CD(body toss attack), "COUNTER", juggled with forward + B. [ hit] (CNT) j CD -> QCF + P jumping CD(body toss attack), "COUNTER", juggled with qcf + A or C. [ hit] (CNT) j CD -> DP + A jumping CD(body toss attack), "COUNTER", juggled with uppercut + A. [ hit] (CNT) j CD -> HCB + B jumping CD(body toss attack), "COUNTER", juggled with hcb + B. [ hit] (CNT)(DM) j CD -> QCB, HCF + P jumping CD(body toss attack), "COUNTER", juggled with qcb, hcf + A or C. [ hit] (C)(MAX)(SDM) QCB, HCF + P -> QCB, HCF + P from afar, execute qcb, hcf + A or C, then juggled with another qcb, hcf + A or C. Note : the first qcb, hcf + A or C will produce a 2 hit "COUNTER" which can still be juggled with another qcb, hcf + A or C. [ hit] ============================================================================================== 3.12 _____________________ / / U.S.A Team /____________________/ 3.12.1 --------- Heavy D! --------- Moveslist --------- Rock Crush : fw + A (overhead) +-------------------------------------------------------------------------------------------+ R.S.D : QCF + A/C Blast Uppercut : QCF + B/D (anti-air) Soul Flower : QCB + B/D (anti-air) Shadow : dwn, dwn + A/C (power-up move) Dancing Beat : DP + A/C (close) Ducking Combination : QCB + A/C x 2 +-------------------------------------------------------------------------------------------+ Crazy D! : QCB, HCF + A/C D.Magnum : QCF x 2 + A/C ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ - VERY freaking looooong d A, d A d B, d A d A, d B d B, d B d A, s A d B, s A d A, s B d B, s B s A, d A s B, d A s A, d B s B, d B s A, s A s B, s A s A, s B s B, s B d A, d A, d A d B, d A, d A d A, d B, d A d B, d B, d A d A, s A, d A d B, s A, d A d A, s B, d A d B, s B, d A s A, d A, d A s B, d A, d A s A, d B, d A s B, d B, d A s A, s A, d A s B, s A, d A s A, s B, d A s B, s B, d A d A, d A, d B d B, d A, d B d A, d B, d B d B, d B, d B d A, s A, d B d B, s A, d B d A, s B, d B d B, s B, d B s A, d A, d B s B, d A, d B s A, d B, d B s B, d B, d B s A, s A, d B s B, s A, d B s A, s B, d B s B, s B, d B d A, d A, s A d B, d A, s A d A, d B, s A d B, d B, s A d A, s A, s A d B, s A, s A d A, s B, s A d B, s B, s A s A, d A, s A s B, d A, s A s A, d B, s A s B, d B, s A s A, s A, s A s B, s A, s A s A, s B, s A s B, s B, s A d A, d A, s B d B, d A, s B d A, d B, s B d B, d B, s B d A, s A, s B d B, s A, s B d A, s B, s B d B, s B, s B s A, d A, s B s B, d A, s B s A, d B, s B s B, d B, s B s A, s A, s B s B, s A, s B s A, s B, s B s B, s B, s B d A, d A, d A, d A d B, d A, d A, d A d A, d B, d A, d A d B, d B, d A, d A d A, s A, d A, d A d B, s A, d A, d A d A, s B, d A, d A d B, s B, d A, d A s A, d A, d A, d A s B, d A, d A, d A s A, d B, d A, d A s B, d B, d A, d A s A, s A, d A, d A s B, s A, d A, d A s A, s B, d A, d A s B, s B, d A, d A d A, d A, d B, d A d B, d A, d B, d A d A, d B, d B, d A d B, d B, d B, d A d A, s A, d B, d A d B, s A, d B, d A d A, s B, d B, d A d B, s B, d B, d A s A, d A, d B, d A s B, d A, d B, d A s A, d B, d B, d A s B, d B, d B, d A s A, s A, d B, d A s B, s A, d B, d A s A, s B, d B, d A s B, s B, d B, d A d A, d A, s A, d A d B, d A, s A, d A d A, d B, s A, d A d B, d B, s A, d A d A, s A, s A, d A d B, s A, s A, d A d A, s B, s A, d A d B, s B, s A, d A s A, d A, s A, d A s B, d A, s A, d A s A, d B, s A, d A s B, d B, s A, d A s A, s A, s A, d A s B, s A, s A, d A s A, s B, s A, d A s B, s B, s A, d A d A, d A, s B, d A d B, d A, s B, d A d A, d B, s B, d A d B, d B, s B, d A d A, s A, s B, d A d B, s A, s B, d A d A, s B, s B, d A d B, s B, s B, d A s A, d A, s B, d A s B, d A, s B, d A s A, d B, s B, d A s B, d B, s B, d A s A, s A, s B, d A s B, s A, s B, d A s A, s B, s B, d A s B, s B, s B, d A d A, d A, d A, d B d B, d A, d A, d B d A, d B, d A, d B d B, d B, d A, d B d A, s A, d A, d B d B, s A, d A, d B d A, s B, d A, d B d B, s B, d A, d B s A, d A, d A, d B s B, d A, d A, d B s A, d B, d A, d B s B, d B, d A, d B s A, s A, d A, d B s B, s A, d A, d B s A, s B, d A, d B s B, s B, d A, d B d A, d A, d B, d B d B, d A, d B, d B d A, d B, d B, d B d B, d B, d B, d B d A, s A, d B, d B d B, s A, d B, d B d A, s B, d B, d B d B, s B, d B, d B s A, d A, d B, d B s B, d A, d B, d B s A, d B, d B, d B s B, d B, d B, d B s A, s A, d B, d B s B, s A, d B, d B s A, s B, d B, d B s B, s B, d B, d B d A, d A, s A, d B d B, d A, s A, d B d A, d B, s A, d B d B, d B, s A, d B d A, s A, s A, d B d B, s A, s A, d B d A, s B, s A, d B d B, s B, s A, d B s A, d A, s A, d B s B, d A, s A, d B s A, d B, s A, d B s B, d B, s A, d B s A, s A, s A, d B s B, s A, s A, d B s A, s B, s A, d B s B, s B, s A, d B d A, d A, s B, d B d B, d A, s B, d B d A, d B, s B, d B d B, d B, s B, d B d A, s A, s B, d B d B, s A, s B, d B d A, s B, s B, d B d B, s B, s B, d B s A, d A, s B, d B s B, d A, s B, d B s A, d B, s B, d B s B, d B, s B, d B s A, s A, s B, d B s B, s A, s B, d B s A, s B, s B, d B s B, s B, s B, d B d A, d A, d A, s A d B, d A, d A, s A d A, d B, d A, s A d B, d B, d A, s A d A, s A, d A, s A d B, s A, d A, s A d A, s B, d A, s A d B, s B, d A, s A s A, d A, d A, s A s B, d A, d A, s A s A, d B, d A, s A s B, d B, d A, s A s A, s A, d A, s A s B, s A, d A, s A s A, s B, d A, s A s B, s B, d A, s A d A, d A, d B, s A d B, d A, d B, s A d A, d B, d B, s A d B, d B, d B, s A d A, s A, d B, s A d B, s A, d B, s A d A, s B, d B, s A d B, s B, d B, s A s A, d A, d B, s A s B, d A, d B, s A s A, d B, d B, s A s B, d B, d B, s A s A, s A, d B, s A s B, s A, d B, s A s A, s B, d B, s A s B, s B, d B, s A d A, d A, s A, s A d B, d A, s A, s A d A, d B, s A, s A d B, d B, s A, s A d A, s A, s A, s A d B, s A, s A, s A d A, s B, s A, s A d B, s B, s A, s A s A, d A, s A, s A s B, d A, s A, s A s A, d B, s A, s A s B, d B, s A, s A s A, s A, s A, s A s B, s A, s A, s A s A, s B, s A, s A s B, s B, s A, s A d A, d A, s B, s A d B, d A, s B, s A d A, d B, s B, s A d B, d B, s B, s A d A, s A, s B, s A d B, s A, s B, s A d A, s B, s B, s A d B, s B, s B, s A s A, d A, s B, s A s B, d A, s B, s A s A, d B, s B, s A s B, d B, s B, s A s A, s A, s B, s A s B, s A, s B, s A s A, s B, s B, s A s B, s B, s B, s A d A, d A, d A, s B d B, d A, d A, s B d A, d B, d A, s B d B, d B, d A, s B d A, s A, d A, s B d B, s A, d A, s B d A, s B, d A, s B d B, s B, d A, s B s A, d A, d A, s B s B, d A, d A, s B s A, d B, d A, s B s B, d B, d A, s B s A, s A, d A, s B s B, s A, d A, s B s A, s B, d A, s B s B, s B, d A, s B d A, d A, d B, s B d B, d A, d B, s B d A, d B, d B, s B d B, d B, d B, s B d A, s A, d B, s B d B, s A, d B, s B d A, s B, d B, s B d B, s B, d B, s B s A, d A, d B, s B s B, d A, d B, s B s A, d B, d B, s B s B, d B, d B, s B s A, s A, d B, s B s B, s A, d B, s B s A, s B, d B, s B s B, s B, d B, s B d A, d A, s A, s B d B, d A, s A, s B d A, d B, s A, s B d B, d B, s A, s B d A, s A, s A, s B d B, s A, s A, s B d A, s B, s A, s B d B, s B, s A, s B s A, d A, s A, s B s B, d A, s A, s B s A, d B, s A, s B s B, d B, s A, s B s A, s A, s A, s B s B, s A, s A, s B s A, s B, s A, s B s B, s B, s A, s B d A, d A, s B, s B d B, d A, s B, s B d A, d B, s B, s B d B, d B, s B, s B d A, s A, s B, s B d B, s A, s B, s B d A, s B, s B, s B d B, s B, s B, s B s A, d A, s B, s B s B, d A, s B, s B s A, d B, s B, s B s B, d B, s B, s B s A, s A, s B, s B s B, s A, s B, s B s A, s B, s B, s B s B, s B, s B, s B d A, d A, d A, d A, d A d B, d A, d A, d A, d A d A, d B, d A, d A, d A d B, d B, d A, d A, d A d A, s A, d A, d A, d A d B, s A, d A, d A, d A d A, s B, d A, d A, d A d B, s B, d A, d A, d A s A, d A, d A, d A, d A s B, d A, d A, d A, d A s A, d B, d A, d A, d A s B, d B, d A, d A, d A s A, s A, d A, d A, d A s B, s A, d A, d A, d A s A, s B, d A, d A, d A s B, s B, d A, d A, d A d A, d A, d B, d A, d A d B, d A, d B, d A, d A d A, d B, d B, d A, d A d B, d B, d B, d A, d A d A, s A, d B, d A, d A d B, s A, d B, d A, d A d A, s B, d B, d A, d A d B, s B, d B, d A, d A s A, d A, d B, d A, d A s B, d A, d B, d A, d A s A, d B, d B, d A, d A s B, d B, d B, d A, d A s A, s A, d B, d A, d A s B, s A, d B, d A, d A s A, s B, d B, d A, d A s B, s B, d B, d A, d A d A, d A, s A, d A, d A d B, d A, s A, d A, d A d A, d B, s A, d A, d A d B, d B, s A, d A, d A d A, s A, s A, d A, d A d B, s A, s A, d A, d A d A, s B, s A, d A, d A d B, s B, s A, d A, d A s A, d A, s A, d A, d A s B, d A, s A, d A, d A s A, d B, s A, d A, d A s B, d B, s A, d A, d A s A, s A, s A, d A, d A s B, s A, s A, d A, d A s A, s B, s A, d A, d A s B, s B, s A, d A, d A d A, d A, s B, d A, d A d B, d A, s B, d A, d A d A, d B, s B, d A, d A d B, d B, s B, d A, d A d A, s A, s B, d A, d A d B, s A, s B, d A, d A d A, s B, s B, d A, d A d B, s B, s B, d A, d A s A, d A, s B, d A, d A s B, d A, s B, d A, d A s A, d B, s B, d A, d A s B, d B, s B, d A, d A s A, s A, s B, d A, d A s B, s A, s B, d A, d A s A, s B, s B, d A, d A s B, s B, s B, d A, d A d A, d A, d A, d B, d A d B, d A, d A, d B, d A d A, d B, d A, d B, d A d B, d B, d A, d B, d A d A, s A, d A, d B, d A d B, s A, d A, d B, d A d A, s B, d A, d B, d A d B, s B, d A, d B, d A s A, d A, d A, d B, d A s B, d A, d A, d B, d A s A, d B, d A, d B, d A s B, d B, d A, d B, d A s A, s A, d A, d B, d A s B, s A, d A, d B, d A s A, s B, d A, d B, d A s B, s B, d A, d B, d A d A, d A, d B, d B, d A d B, d A, d B, d B, d A d A, d B, d B, d B, d A d B, d B, d B, d B, d A d A, s A, d B, d B, d A d B, s A, d B, d B, d A d A, s B, d B, d B, d A d B, s B, d B, d B, d A s A, d A, d B, d B, d A s B, d A, d B, d B, d A s A, d B, d B, d B, d A s B, d B, d B, d B, d A s A, s A, d B, d B, d A s B, s A, d B, d B, d A s A, s B, d B, d B, d A s B, s B, d B, d B, d A d A, d A, s A, d B, d A d B, d A, s A, d B, d A d A, d B, s A, d B, d A d B, d B, s A, d B, d A d A, s A, s A, d B, d A d B, s A, s A, d B, d A d A, s B, s A, d B, d A d B, s B, s A, d B, d A s A, d A, s A, d B, d A s B, d A, s A, d B, d A s A, d B, s A, d B, d A s B, d B, s A, d B, d A s A, s A, s A, d B, d A s B, s A, s A, d B, d A s A, s B, s A, d B, d A s B, s B, s A, d B, d A d A, d A, s B, d B, d A d B, d A, s B, d B, d A d A, d B, s B, d B, d A d B, d B, s B, d B, d A d A, s A, s B, d B, d A d B, s A, s B, d B, d A d A, s B, s B, d B, d A d B, s B, s B, d B, d A s A, d A, s B, d B, d A s B, d A, s B, d B, d A s A, d B, s B, d B, d A s B, d B, s B, d B, d A s A, s A, s B, d B, d A s B, s A, s B, d B, d A s A, s B, s B, d B, d A s B, s B, s B, d B, d A d A, d A, d A, s A, d A d B, d A, d A, s A, d A d A, d B, d A, s A, d A d B, d B, d A, s A, d A d A, s A, d A, s A, d A d B, s A, d A, s A, d A d A, s B, d A, s A, d A d B, s B, d A, s A, d A s A, d A, d A, s A, d A s B, d A, d A, s A, d A s A, d B, d A, s A, d A s B, d B, d A, s A, d A s A, s A, d A, s A, d A s B, s A, d A, s A, d A s A, s B, d A, s A, d A s B, s B, d A, s A, d A d A, d A, d B, s A, d A d B, d A, d B, s A, d A d A, d B, d B, s A, d A d B, d B, d B, s A, d A d A, s A, d B, s A, d A d B, s A, d B, s A, d A d A, s B, d B, s A, d A d B, s B, d B, s A, d A s A, d A, d B, s A, d A s B, d A, d B, s A, d A s A, d B, d B, s A, d A s B, d B, d B, s A, d A s A, s A, d B, s A, d A s B, s A, d B, s A, d A s A, s B, d B, s A, d A s B, s B, d B, s A, d A d A, d A, s A, s A, d A d B, d A, s A, s A, d A d A, d B, s A, s A, d A d B, d B, s A, s A, d A d A, s A, s A, s A, d A d B, s A, s A, s A, d A d A, s B, s A, s A, d A d B, s B, s A, s A, d A s A, d A, s A, s A, d A s B, d A, s A, s A, d A s A, d B, s A, s A, d A s B, d B, s A, s A, d A s A, s A, s A, s A, d A s B, s A, s A, s A, d A s A, s B, s A, s A, d A s B, s B, s A, s A, d A d A, d A, s B, s A, d A d B, d A, s B, s A, d A d A, d B, s B, s A, d A d B, d B, s B, s A, d A d A, s A, s B, s A, d A d B, s A, s B, s A, d A d A, s B, s B, s A, d A d B, s B, s B, s A, d A s A, d A, s B, s A, d A s B, d A, s B, s A, d A s A, d B, s B, s A, d A s B, d B, s B, s A, d A s A, s A, s B, s A, d A s B, s A, s B, s A, d A s A, s B, s B, s A, d A s B, s B, s B, s A, d A d A, d A, d A, s B, d A d B, d A, d A, s B, d A d A, d B, d A, s B, d A d B, d B, d A, s B, d A d A, s A, d A, s B, d A d B, s A, d A, s B, d A d A, s B, d A, s B, d A d B, s B, d A, s B, d A s A, d A, d A, s B, d A s B, d A, d A, s B, d A s A, d B, d A, s B, d A s B, d B, d A, s B, d A s A, s A, d A, s B, d A s B, s A, d A, s B, d A s A, s B, d A, s B, d A s B, s B, d A, s B, d A d A, d A, d B, s B, d A d B, d A, d B, s B, d A d A, d B, d B, s B, d A d B, d B, d B, s B, d A d A, s A, d B, s B, d A d B, s A, d B, s B, d A d A, s B, d B, s B, d A d B, s B, d B, s B, d A s A, d A, d B, s B, d A s B, d A, d B, s B, d A s A, d B, d B, s B, d A s B, d B, d B, s B, d A s A, s A, d B, s B, d A s B, s A, d B, s B, d A s A, s B, d B, s B, d A s B, s B, d B, s B, d A d A, d A, s A, s B, d A d B, d A, s A, s B, d A d A, d B, s A, s B, d A d B, d B, s A, s B, d A d A, s A, s A, s B, d A d B, s A, s A, s B, d A d A, s B, s A, s B, d A d B, s B, s A, s B, d A s A, d A, s A, s B, d A s B, d A, s A, s B, d A s A, d B, s A, s B, d A s B, d B, s A, s B, d A s A, s A, s A, s B, d A s B, s A, s A, s B, d A s A, s B, s A, s B, d A s B, s B, s A, s B, d A d A, d A, s B, s B, d A d B, d A, s B, s B, d A d A, d B, s B, s B, d A d B, d B, s B, s B, d A d A, s A, s B, s B, d A d B, s A, s B, s B, d A d A, s B, s B, s B, d A d B, s B, s B, s B, d A s A, d A, s B, s B, d A s B, d A, s B, s B, d A s A, d B, s B, s B, d A s B, d B, s B, s B, d A s A, s A, s B, s B, d A s B, s A, s B, s B, d A s A, s B, s B, s B, d A s B, s B, s B, s B, d A d A, d A, d A, d A, s A d B, d A, d A, d A, s A d A, d B, d A, d A, s A d B, d B, d A, d A, s A d A, s A, d A, d A, s A d B, s A, d A, d A, s A d A, s B, d A, d A, s A d B, s B, d A, d A, s A s A, d A, d A, d A, s A s B, d A, d A, d A, s A s A, d B, d A, d A, s A s B, d B, d A, d A, s A s A, s A, d A, d A, s A s B, s A, d A, d A, s A s A, s B, d A, d A, s A s B, s B, d A, d A, s A d A, d A, d B, d A, s A d B, d A, d B, d A, s A d A, d B, d B, d A, s A d B, d B, d B, d A, s A d A, s A, d B, d A, s A d B, s A, d B, d A, s A d A, s B, d B, d A, s A d B, s B, d B, d A, s A s A, d A, d B, d A, s A s B, d A, d B, d A, s A s A, d B, d B, d A, s A s B, d B, d B, d A, s A s A, s A, d B, d A, s A s B, s A, d B, d A, s A s A, s B, d B, d A, s A s B, s B, d B, d A, s A d A, d A, s A, d A, s A d B, d A, s A, d A, s A d A, d B, s A, d A, s A d B, d B, s A, d A, s A d A, s A, s A, d A, s A d B, s A, s A, d A, s A d A, s B, s A, d A, s A d B, s B, s A, d A, s A s A, d A, s A, d A, s A s B, d A, s A, d A, s A s A, d B, s A, d A, s A s B, d B, s A, d A, s A s A, s A, s A, d A, s A s B, s A, s A, d A, s A s A, s B, s A, d A, s A s B, s B, s A, d A, s A d A, d A, s B, d A, s A d B, d A, s B, d A, s A d A, d B, s B, d A, s A d B, d B, s B, d A, s A d A, s A, s B, d A, s A d B, s A, s B, d A, s A d A, s B, s B, d A, s A d B, s B, s B, d A, s A s A, d A, s B, d A, s A s B, d A, s B, d A, s A s A, d B, s B, d A, s A s B, d B, s B, d A, s A s A, s A, s B, d A, s A s B, s A, s B, d A, s A s A, s B, s B, d A, s A s B, s B, s B, d A, s A d A, d A, d A, d B, s A d B, d A, d A, d B, s A d A, d B, d A, d B, s A d B, d B, d A, d B, s A d A, s A, d A, d B, s A d B, s A, d A, d B, s A d A, s B, d A, d B, s A d B, s B, d A, d B, s A s A, d A, d A, d B, s A s B, d A, d A, d B, s A s A, d B, d A, d B, s A s B, d B, d A, d B, s A s A, s A, d A, d B, s A s B, s A, d A, d B, s A s A, s B, d A, d B, s A s B, s B, d A, d B, s A d A, d A, d B, d B, s A d B, d A, d B, d B, s A d A, d B, d B, d B, s A d B, d B, d B, d B, s A d A, s A, d B, d B, s A d B, s A, d B, d B, s A d A, s B, d B, d B, s A d B, s B, d B, d B, s A s A, d A, d B, d B, s A s B, d A, d B, d B, s A s A, d B, d B, d B, s A s B, d B, d B, d B, s A s A, s A, d B, d B, s A s B, s A, d B, d B, s A s A, s B, d B, d B, s A s B, s B, d B, d B, s A d A, d A, s A, d B, s A d B, d A, s A, d B, s A d A, d B, s A, d B, s A d B, d B, s A, d B, s A d A, s A, s A, d B, s A d B, s A, s A, d B, s A d A, s B, s A, d B, s A d B, s B, s A, d B, s A s A, d A, s A, d B, s A s B, d A, s A, d B, s A s A, d B, s A, d B, s A s B, d B, s A, d B, s A s A, s A, s A, d B, s A s B, s A, s A, d B, s A s A, s B, s A, d B, s A s B, s B, s A, d B, s A d A, d A, s B, d B, s A d B, d A, s B, d B, s A d A, d B, s B, d B, s A d B, d B, s B, d B, s A d A, s A, s B, d B, s A d B, s A, s B, d B, s A d A, s B, s B, d B, s A d B, s B, s B, d B, s A s A, d A, s B, d B, s A s B, d A, s B, d B, s A s A, d B, s B, d B, s A s B, d B, s B, d B, s A s A, s A, s B, d B, s A s B, s A, s B, d B, s A s A, s B, s B, d B, s A s B, s B, s B, d B, s A d A, d A, d A, s A, s A d B, d A, d A, s A, s A d A, d B, d A, s A, s A d B, d B, d A, s A, s A d A, s A, d A, s A, s A d B, s A, d A, s A, s A d A, s B, d A, s A, s A d B, s B, d A, s A, s A s A, d A, d A, s A, s A s B, d A, d A, s A, s A s A, d B, d A, s A, s A s B, d B, d A, s A, s A s A, s A, d A, s A, s A s B, s A, d A, s A, s A s A, s B, d A, s A, s A s B, s B, d A, s A, s A d A, d A, d B, s A, s A d B, d A, d B, s A, s A d A, d B, d B, s A, s A d B, d B, d B, s A, s A d A, s A, d B, s A, s A d B, s A, d B, s A, s A d A, s B, d B, s A, s A d B, s B, d B, s A, s A s A, d A, d B, s A, s A s B, d A, d B, s A, s A s A, d B, d B, s A, s A s B, d B, d B, s A, s A s A, s A, d B, s A, s A s B, s A, d B, s A, s A s A, s B, d B, s A, s A s B, s B, d B, s A, s A d A, d A, s A, s A, s A d B, d A, s A, s A, s A d A, d B, s A, s A, s A d B, d B, s A, s A, s A d A, s A, s A, s A, s A d B, s A, s A, s A, s A d A, s B, s A, s A, s A d B, s B, s A, s A, s A s A, d A, s A, s A, s A s B, d A, s A, s A, s A s A, d B, s A, s A, s A s B, d B, s A, s A, s A s A, s A, s A, s A, s A s B, s A, s A, s A, s A s A, s B, s A, s A, s A s B, s B, s A, s A, s A d A, d A, s B, s A, s A d B, d A, s B, s A, s A d A, d B, s B, s A, s A d B, d B, s B, s A, s A d A, s A, s B, s A, s A d B, s A, s B, s A, s A d A, s B, s B, s A, s A d B, s B, s B, s A, s A s A, d A, s B, s A, s A s B, d A, s B, s A, s A s A, d B, s B, s A, s A s B, d B, s B, s A, s A s A, s A, s B, s A, s A s B, s A, s B, s A, s A s A, s B, s B, s A, s A s B, s B, s B, s A, s A d A, d A, d A, s B, s A d B, d A, d A, s B, s A d A, d B, d A, s B, s A d B, d B, d A, s B, s A d A, s A, d A, s B, s A d B, s A, d A, s B, s A d A, s B, d A, s B, s A d B, s B, d A, s B, s A s A, d A, d A, s B, s A s B, d A, d A, s B, s A s A, d B, d A, s B, s A s B, d B, d A, s B, s A s A, s A, d A, s B, s A s B, s A, d A, s B, s A s A, s B, d A, s B, s A s B, s B, d A, s B, s A d A, d A, d B, s B, s A d B, d A, d B, s B, s A d A, d B, d B, s B, s A d B, d B, d B, s B, s A d A, s A, d B, s B, s A d B, s A, d B, s B, s A d A, s B, d B, s B, s A d B, s B, d B, s B, s A s A, d A, d B, s B, s A s B, d A, d B, s B, s A s A, d B, d B, s B, s A s B, d B, d B, s B, s A s A, s A, d B, s B, s A s B, s A, d B, s B, s A s A, s B, d B, s B, s A s B, s B, d B, s B, s A d A, d A, s A, s B, s A d B, d A, s A, s B, s A d A, d B, s A, s B, s A d B, d B, s A, s B, s A d A, s A, s A, s B, s A d B, s A, s A, s B, s A d A, s B, s A, s B, s A d B, s B, s A, s B, s A s A, d A, s A, s B, s A s B, d A, s A, s B, s A s A, d B, s A, s B, s A s B, d B, s A, s B, s A s A, s A, s A, s B, s A s B, s A, s A, s B, s A s A, s B, s A, s B, s A s B, s B, s A, s B, s A d A, d A, s B, s B, s A d B, d A, s B, s B, s A d A, d B, s B, s B, s A d B, d B, s B, s B, s A d A, s A, s B, s B, s A d B, s A, s B, s B, s A d A, s B, s B, s B, s A d B, s B, s B, s B, s A s A, d A, s B, s B, s A s B, d A, s B, s B, s A s A, d B, s B, s B, s A s B, d B, s B, s B, s A s A, s A, s B, s B, s A s B, s A, s B, s B, s A s A, s B, s B, s B, s A s B, s B, s B, s B, s A d B, d B, d B, d B, d B, d A d B, d B, d B, d B, d B, s A d B, d B, d B, d B, d B, d B, d A d B, d B, d B, d B, d B, d B, s A d B, d C d A, fw + A s A, fw + A s B, fw + A d A, d A, fw + A d B, d A, fw + A d A, s A, fw + A d B, s A, fw + A d A, s B, fw + A d B, s B, fw + A s A, d A, fw + A s B, d A, fw + A s A, s A, fw + A s B, s A, fw + A s A, s B, fw + A s B, s B, fw + A d A, d A, d A, fw + A d B, d A, d A, fw + A d A, d B, d A, fw + A d B, d B, d A, fw + A d A, s A, d A, fw + A d B, s A, d A, fw + A d A, s B, d A, fw + A d B, s B, d A, fw + A s A, d A, d A, fw + A s B, d A, d A, fw + A s A, d B, d A, fw + A s B, d B, d A, fw + A s A, s A, d A, fw + A s B, s A, d A, fw + A s A, s B, d A, fw + A s B, s B, d A, fw + A d A, d A, s A, fw + A d B, d A, s A, fw + A d A, d B, s A, fw + A d B, d B, s A, fw + A d A, s A, s A, fw + A d B, s A, s A, fw + A d A, s B, s A, fw + A d B, s B, s A, fw + A s A, d A, s A, fw + A s B, d A, s A, fw + A s A, d B, s A, fw + A s B, d B, s A, fw + A s A, s A, s A, fw + A s B, s A, s A, fw + A s A, s B, s A, fw + A s B, s B, s A, fw + A d A, d A, s B, fw + A d B, d A, s B, fw + A d A, d B, s B, fw + A d B, d B, s B, fw + A d A, s A, s B, fw + A d B, s A, s B, fw + A d A, s B, s B, fw + A d B, s B, s B, fw + A s A, d A, s B, fw + A s B, d A, s B, fw + A s A, d B, s B, fw + A s B, d B, s B, fw + A s A, s A, s B, fw + A s B, s A, s B, fw + A s A, s B, s B, fw + A s B, s B, s B, fw + A s C, fw + A d C, fw + A s D, fw + A s D(2 hits), fw + A d B, d C, fw + A j A -> j A j B -> j A j C -> j A j D -> j A j A -> j C j B -> j C j C -> j C j D -> j C _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) QCB + P -> QCB + C execute qcb + A or C, then qcb + C. [ hit] s C d C s D -> QCF + P standing/crouching heavy punch or 1 hit standing heavy kick, combo-ed into qcf + A or C. [ hit] s C d C s D -> QCF + K standing/crouching heavy punch or 1 hit standing heavy kick, combo-ed into qcf + B or D. [ hit] s C d C s D -> DP + P standing/crouching heavy punch or 1 hit standing heavy kick, combo-ed into uppercut + A or C. [ hit] (DM) s C d C s D -> QCB, HCF + P standing/crouching heavy punch or 1 hit standing heavy kick, combo-ed into qcb, hcf + A or C. [ hit] s D(2 hits) -> QCF + P 2 hit standing heavy kick, combo-ed into qcf + A or C. [ hit] (C) s D(2 hits) -> QCF + K 2 hit standing heavy kick, combo-ed into qcf + B or D. [ hit] (DM) s D(2 hits) -> QCB, HCF + P 2 hit standing heavy kick, combo-ed into qcb. hcf + A or C. [ hit] (CSP) s C j A~D d C cx B -> s D -> QCF + P jumping attack with A/B/C/D or crossup with B, then standing/crouching heavy punch or 1 hit standing heavy kick, combo-ed into qcf + A or C. [ hit] (CSP)(nC) s C j A~D d C cx B -> s D -> QCF + K jumping attack with A/B/C/D or crossup with B, then standing/crouching heavy punch or 1 hit standing heavy kick, combo-ed into qcf + B or D. [ hit] (CSP) s C d C cx B -> s D -> DP + P jumping attack with A/B/C/D or crossup with B, then standing/crouching heavy punch or 1 hit standing heavy kick, combo-ed into uppercut + A or C. [ hit] (DM)(CSP) s C j A~D d C cx B -> s D -> QCB, HCF + P jumping attack with A/B/C/D or crossup with B, then standing/crouching heavy punch or 1 hit standing heavy kick, combo-ed into qcb, hcf + A or C. [ hit] (CSP) cx B -> s D(2 hits) -> QCF + P crossup with B, then 2 hit standing heavy kick, combo-ed into qcf + A or C. [ hit] (CSP) cx B -> s D(2 hits) -> DP + P crossup with B, then 2 hit standing heavy kick, combo-ed into uppercut + A or C. [ hit] (CSP) cx B -> s D(2 hits) -> QCF + K crossup with B, then 2 hit standing heavy kick, combo-ed into qcf + B or D. [ hit] (DM)(CSP) cx B -> s D(2 hits) -> QCB, HCF + P crossup with B, then 2 hit standing heavy kick, combo-ed into qcb. hcf + A or C. [ hit] _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) + 1 HC 2 HC -> DP + P any 1 or 2 hit light chain(except those ending with low B), combo-ed into uppercut + A or C. [ hit] + 1 HC cx B -> 2 HC -> DP + P crossup with B, then any 1 or 2 hit light chain(except those ending with low B), combo-ed into uppercut + A or C. Note : can start off with jumping A/B/C/D if 1 HC. [ hit] after d, d + P -> QCB + P -> QCB + C after down, down + A or C, execute qcb + A or C, then qcb + C. [ hit] after d, d + P -> QCB + P -> QCB + C after down, down + A or C, execute qcb + A or C, then qcb + A. [ hit] + s C d C s D -> fw + A -> QCF + P standing/crouching heavy punch or 1 hit standing heavy kick, into forward + A, combo-ed into qcf + A or C. [ hit] +(DM) s C d C s D -> fw + A -> QCB, HCF + P standing/crouching heavy punch or 1 hit standing heavy kick, into forward + A, combo-ed into qcb, hcf + A or C. [ hit] s D(2 hits) -> fw + A -> QCF + P 2 hit standing heavy kick, into forward + A, combo-ed into qcf + A or C. [ hit] (DM) s D(2 hits) -> fw + A -> QCB, HCF + P 2 hit standing heavy kick, into forward + A, combo-ed into qcb. hcf + A or C. [ hit] s C d C after d, d + P -> s D -> d, d + P after down, down + A or C, standing/crouching heavy punch or 1 hit standing heavy kick, combo-ed into down, down + A or C. [ hit] s C d C after d, d + P -> s D -> QCF + P after down, down + A or C, standing/crouching heavy punch or 1 hit standing heavy kick, combo-ed into qcf + A or C. [ hit] + s C d C after d, d + P -> s D -> fw + A -> QCF + P after down, down + A or C, standing/crouching heavy punch or 1 hit standing heavy kick, into forward + A, combo-ed into qcf + A or C. [ hit] s C d C after d, d + P -> s D -> QCF + K after down, down + A or C, standing/crouching heavy punch or 1 hit standing heavy kick, combo-ed into qcf + B or D. [ hit] s C d C after d, d + P -> s D -> DP + P after down, down + A or C, standing/crouching heavy punch or 1 hit standing heavy kick, combo-ed into uppercut + A or C. [ hit] after d, d + P -> s D(2 hits) -> QCF + P after down, down + A or C, 2 hit standing heavy kick, combo-ed into qcf + A or C. [ hit] (C) after d, d + P -> s D(2 hits) -> QCF + K after down, down + A or C, 2 hit standing heavy kick, combo-ed into qcf + B or D. [ hit] (CSP) s C j A~D d C after d, d + P -> cx B -> s D -> QCF + P after down, down + A or C, jumping attack with A/B/C/D or crossup with B, then standing/crouching heavy punch or 1 hit standing heavy kick, combo-ed into qcf + A or C. [ hit] (CSP)(nC) s C j A~D d C after d, d + P -> cx B -> s D -> QCF + K after down, down + A or C, jumping attack with A/B/C/D or crossup with B, then standing/crouching heavy punch or 1 hit standing heavy kick, combo-ed into qcf + B or D. [ hit] (CSP) s C d C after d, d + P -> cx B -> s D -> DP + P after down, down + A or C, jumping attack with A/B/C/D or crossup with B, then standing/crouching heavy punch or 1 hit standing heavy kick, combo-ed into uppercut + A or C. [ hit] (CSP) after d, d + P -> cx B -> s D(2 hits) -> QCF + P after down, down + A or C, crossup with B, then 2 hit standing heavy kick, combo-ed into qcf + A or C. [ hit] (CSP) after d, d + P -> cx B -> s D(2 hits) -> DP + P after down, down + A or C, crossup with B, then 2 hit standing heavy kick, combo-ed into uppercut + A or C. [ hit] (CSP) after d, d + P -> cx B -> s D(2 hits) -> QCF + K after down, down + A or C, crossup with B, then 2 hit standing heavy kick, combo-ed into qcf + B or D. [ hit] (DM)(CSP) after d, d + P -> cx B -> s D(2 hits) -> QCB, HCF + P after down, down + A or C, crossup with B, then 2 hit standing heavy kick, combo-ed into qcb. hcf + A or C. [ hit] +(CSP) s C j A~D d C cx B -> s D -> fw + A -> QCF + P jumping attack with A/B/C/D or crossup with B, then standing/crouching heavy punch or 1 hit standing heavy kick, into forward + A, combo-ed into qcf + A or C. [ hit] +(DM)(CSP) s C j A~D d C cx B -> s D -> fw + A -> QCB, HCF + P jumping attack with A/B/C/D or crossup with B, then standing/crouching heavy punch or 1 hit standing heavy kick, into forward + A, combo-ed into qcb, hcf + A or C. [ hit] (CSP) cx B -> s D(2 hits) -> fw + A -> QCF + P crossup with B, then 2 hit standing heavy kick, into forward + A, combo-ed into qcf + A or C. [ hit] (DM)(CSP) cx B -> s D(2 hits) -> QCB, HCF + P crossup with B, then 2 hit standing heavy kick, into forward + A, combo-ed into qcb. hcf + A or C. [ hit] + 1 HC 2 HC 3 HC -> fw + A -> QCF + P any 1, 2 or 3 hit light chain(except those ending low B), into forward + A, combo-ed into qcf + A or C. [ hit] +(DM) 1 HC 2 HC 3 HC -> fw + A -> QCB, HCF + P any 1, 2 or 3 hit light chain(except those ending low B), into forward + A, combo-ed into qcb, hcf + A or C. [ hit] +(CSP) 1 HC 2 HC cx B -> 3 HC -> fw + A -> QCF + P crossup with B, then any 1, 2 or 3 hit light chain(except those ending low B), into forward + A, combo-ed into qcf + A or C. Note : can start off with jumping attack with A/B/C/D if 1 or 2 HCs only. [ hit] +(DM)(CSP) 1 HC 2 HC cx B -> 3 HC -> fw + A -> QCB, HCF + P crossup with B, then any 1, 2 or 3 hit light chain(except those ending low B), into forward + A, combo-ed into qcb, hcf + A or C. Note : can start off with jumping attack with A/B/C/D if 1 or 2 HCs only. [ hit] + 1 HC 2 HC s C d C d C s CD after d, d + P -> s D -> DP + P -> s A~D after down, down + A or C, any 1/2 hit light chain(except those ending low B) or standing/crouching heavy punch or 1 hit standing heavy kick, combo-ed into uppercut + A or C. then juggled with standing A/B/C/D or CD(body toss attack) or crouching heavy punch. [ hit] + 1 HC 2 HC s C d C after d, d + P -> s D -> DP + P -> j A~D after down, down + A or C, any 1/2 hit light chain(except those ending low B) or standing/crouching heavy punch or 1 hit standing heavy kick, combo-ed into uppercut + A or C. then juggled with jumping A/B/C/D. [ hit] + 1 HC 2 HC s C d C after d, d + P -> s D -> DP + P -> QCF + P after down, down + A or C, any 1/2 hit light chain(except those ending low B) or standing/crouching heavy punch or 1 hit standing heavy kick, combo-ed into uppercut + A or C. then juggled with qcf + A or C. [ hit] + 1 HC 2 HC s C d C after d, d + P -> s D -> DP + P -> QCF + K after down, down + A or C, any 1/2 hit light chain(except those ending low B) or standing/crouching heavy punch or 1 hit standing heavy kick, combo-ed into uppercut + A or C. then juggled with qcf + B or D. [ hit] +(DM) 1 HC 2 HC s C d C after d, d + P -> s D -> DP + P -> QCB, HCF + P after down, down + A or C, any 1/2 hit light chain(except those ending low B) or standing/crouching heavy punch or 1 hit standing heavy kick, combo-ed into uppercut + A or C. then juggled with qcb, hcf + A or C. Note : DM will only juggle with first few hits. [ hit] +(MAX)(SDM) 1 HC 2 HC s C d C after d, d + P -> s D -> DP + P -> QCF, QCF + P after down, down + A or C, any 1/2 hit light chain(except those ending low B) or standing/crouching heavy punch or 1 hit standing heavy kick, combo-ed into uppercut + A or C. then juggled with qcf, qcf + A or C. [ hit] (CSP) 1 HC s C d C j A~D d C s CD after d, d + P -> cx B -> s D -> DP + P -> s A~D after down, down + A or C, jumping attack with A/B/C/D or crossup with B, then any 1/2 hit light chain(except those ending low B) or standing/crouching heavy punch or 1 or 2 hit standing heavy kick, combo-ed into uppercut + A or C, then juggled with standing A/B/C/D or CD(body toss attack) or crouching heavy punch. Note : if from crossup B, 2 HC can be used as well. [ hit] (CSP) 1 HC s C j A~D d C after d, d + P -> cx B -> s D -> DP + P -> j A~D after down, down + A or C, jumping attack with A/B/C/D or crossup with B, then any 1/2 hit light chain(except those ending low B) or standing/crouching heavy punch or 1 or 2 hit standing heavy kick, combo-ed into uppercut + A or C, then juggled with jumping A/B/C/D. Note : if from crossup B, 2 HC can be used as well. [ hit] (CSP) 1 HC s C j A~D d C after d, d + P -> cx B -> s D -> DP + P -> QCF + P after down, down + A or C, jumping attack with A/B/C/D or crossup with B, then any 1/2 hit light chain(except those ending low B) or standing/crouching heavy punch or 1 or 2 hit standing heavy kick, combo-ed into uppercut + A or C, then juggled with qcf + A or C. Note : if from crossup B, 2 HC can be used as well. [ hit] (CSP) 1 HC s C j A~D d C after d, d + P -> cx B -> s D -> DP + P -> QCF + K after down, down + A or C, jumping attack with A/B/C/D or crossup with B, then any 1/2 hit light chain(except those ending low B) or standing/crouching heavy punch or 1 or 2 hit standing heavy kick, combo-ed into uppercut + A or C, then juggled with qcf + B or D. Note : if from crossup B, 2 HC can be used as well. [ hit] (DM)(CSP) 1 HC s C j A~D d C after d, d + P -> cx B -> s D -> DP + P -> QCB, HCF + P after down, down + A or C, jumping attack with A/B/C/D or crossup with B, then any 1/2 hit light chain(except those ending low B) or standing/crouching heavy punch or 1 or 2 hit standing heavy kick, combo-ed into uppercut + A or C, then juggled with qcb, hcf + A or C. Note : DM will only juggle with first few hits. if from crossup B, 2 HC can be used as well. [ hit] +(MAX)(SDM)(CSP) 1 HC 2 HC s C d C after d, d + P -> cx B -> s D -> DP + P -> QCF, QCF + P after down, down + A or C, crossup with B, then any 1/2 hit light chain(except those ending low B) or standing/crouching heavy punch or 1 or 2 hit standing heavy kick, combo-ed into uppercut + A or C, then juggled with qcf, qcf + A or C. [ hit] (EX) AB --> A~D --> etc. AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are available for Heavy D!, that may start from standing C/D or down C. [ hit] Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have the same characteristics as a standing CD that his opponent in mid air. if "COUNTER" appears, the dodge hit can also combo just like a CD attack. (Refer to Goro for some useful combos of such nature) __ ___ _\__\ / /___ _____ ____ _______ _____ _____ __ ____ _____ _____ _____ / ___/\/ / == / ___/ __ /__ __/ / __/ / \/ \/ = // / __/ / _/_\ / __/ _/_/ \ / / / /__/ = / / == / = /_\ \ /____// /__/ /____/__/\__\ /__/ /____/_____/__/\__/\__/_____/____ /_____/ / /\ \ (WARNING : High level of skill/experience needed.) /__/ \__\ +(DM) 1~7 HC -> QCB, HCF + P any 1 to 7 hit light chains(except those ending low B), combo-ed into qcb, hcf + A or C. [ hit] +(DM)(CSP) cx B -> 1~7 HC -> QCB, HCF + P crossup with B, then any 1 to 7 hit light chains(except those ending low B), combo-ed into qcb, hcf + A or C. Note : can start off with jumping A/B/C/D if light chains are between 1 to 4. [ hit] + d B -> d C -> QCF + P crouching B, crouching heavy punch, combo-ed into qcf + A or C. [ hit] + after d, d + P -> d B -> d C -> QCF + P after down, down + A or C, crouching B, crouching heavy punch, combo-ed into qcf + A or C. [ hit] +(DM) d B -> d C -> QCB, HCF + P crouching B, crouching heavy punch, combo-ed into qcb, hcf + A or C. [ hit] +(CSP) cx B -> d B -> d C -> QCF + P crossup with B, then crouching B, crouching heavy punch, combo-ed into qcf + A or C. [ hit] +(CSP) after d, d + P -> cx B -> d B -> d C -> QCF + P after down, down + A or C, crossup with B, then crouching B, crouching heavy punch, combo-ed into qcf + A or C. [ hit] +(DM)(CSP) cx B -> d B -> d C -> QCB, HCF + P crossup with B, then crouching B, crouching heavy punch, combo-ed into qcb, hcf + A or C. [ hit] __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (C)(CNT) d C QCB + B -> s A~D execute qcb + B, "COUNTER", juggled withs standing A/B/C/D or crouching heavy punch. [ hit] (CNT) QCB + B -> j A~D execute qcb + B, "COUNTER", juggled with jumping attack A/B/C/D [ hit] (C)(CNT) QCB + B -> QCF + K execute qcb + B, "COUNTER", juggled with qcf + B or D. [ hit] (CNT)(C) s CD -> s A~D standing CD(body toss attack), "COUNTER", juggled with standing A/B/C/D. [ hit] (CNT)(C) s CD -> j A~D standing CD(body toss attack), "COUNTER", juggled with jumping attack A/B/C/D. [ hit] (CNT) s CD -> QCF + C standing CD(body toss attack), "COUNTER", combo-ed into qcf + C [ hit] (CNT) s CD -> QCF + K standing CD(body toss attack), "COUNTER", combo-ed into qcf + B or D. [ hit] (CNT)(DM) s CD -> QCB, HCF + P standing CD(body toss attack), "COUNTER", combo-ed into qcb, hcf + A or C Note : juggles with only first few hits of the DM. [ hit] (CNT)(DM) s CD -> QCF, QCF + P standing CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + A or C. [ hit] (CNT)(C) s CD j CD -> s A~D jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD j CD -> j A~D jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD -> QCF + C jumping CD(body toss attack), "COUNTER", juggled with qcf + C [ hit] (CNT) j CD -> QCF + K jumping CD(body toss attack), "COUNTER", juggled with qcf + B or D. [ hit] (CNT) j CD -> QCB + K jumping CD(body toss attack), "COUNTER", juggled with qcb + B or D. [ hit] (CNT)(DM) j CD -> QCB, HCF + P jumping CD(body toss attack), "COUNTER", juggled with qcb, hcf + A or C Note : juggles with only first few hits of the DM. [ hit] (CNT)(DM) j CD -> QCF, QCF + P jumping CD(body toss attack), "COUNTER", juggled with qcf, qcf + A or C. [ hit] 3.12.2 -------------- Lucky Glauber -------------- Moveslist --------- Lucky Kick : fw + B Dunk Double Hammer : dwn + A (mid-air) +-------------------------------------------------------------------------------------------+ Death Bound : QCF + A/C Cyclone Break : QCB + B/D (anti-air) Death Dunk : QCB + A/C Death Shoot : dwn, dwn + A/B/C/D Death Heel : DP + B/D (anti-air) Lucky Vision : QCF + B/D (teleport) +-------------------------------------------------------------------------------------------+ Hell Bound : QCF x 2 + A/C (anti-air) Lucky Driver : QCF x 2 + B/D ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ d A, d A d B, d A d A, d B d B, d B d A, s A d B, s A d A, s B d B, s B s A, d A s B, d A s A, d B s B, d B s A, s A s B, s A s A, s B s B, s B d A, d A, d A d B, d A, d A d A, d B, d A d B, d B, d A d A, s A, d A d B, s A, d A s A, d A, d A s B, d A, d A s A, d B, d A s B, d B, d A s A, s A, d A s B, s A, d A d A, d A, d B d B, d A, d B d A, d B, d B d B, d B, d B d A, s A, d B d B, s A, d B s A, d A, d B s B, d A, d B s A, d B, d B s B, d B, d B s A, s A, d B s B, s A, d B d A, d A, s A d B, d A, s A d A, d B, s A d B, d B, s A d A, s A, s A d B, s A, s A s A, d A, s A s B, d A, s A s A, d B, s A s B, d B, s A s A, s A, s A s B, s A, s A d A, d A, s B d B, d A, s B d A, d B, s B d B, d B, s B d A, s A, s B d B, s A, s B s A, d A, s B s B, d A, s B s A, d B, s B s B, d B, s B s A, s A, s B s B, s A, s B d A, d A, d A, s B d B, d A, d A, s B d A, d B, d A, s B d B, d B, d A, s B d A, s A, d A, s B d B, s A, d A, s B s A, d A, d A, s B s B, d A, d A, s B s A, d B, d A, s B s B, d B, d A, s B s A, s A, d A, s B s B, s A, d A, s B d A, d A, d B, s B d B, d A, d B, s B d A, d B, d B, s B d B, d B, d B, s B d A, s A, d B, s B d B, s A, d B, s B s A, d A, d B, s B s B, d A, d B, s B s A, d B, d B, s B s B, d B, d B, s B s A, s A, d B, s B s B, s A, d B, s B d A, d A, s A, s B d B, d A, s A, s B d A, d B, s A, s B d B, d B, s A, s B d A, s A, s A, s B d B, s A, s A, s B s A, d A, s A, s B s B, d A, s A, s B s A, d B, s A, s B s B, d B, s A, s B s A, s A, s A, s B s B, s A, s A, s B d A, d A, s B, s B d B, d A, s B, s B d A, d B, s B, s B d B, d B, s B, s B d A, s A, s B, s B d B, s A, s B, s B s A, d A, s B, s B s B, d A, s B, s B s A, d B, s B, s B s B, d B, s B, s B s A, s A, s B, s B s B, s A, s B, s B ++ d A, fw + B ++ d B, fw + B ++ s A, fw + B ++ d A, d A, fw + B ++ d B, d A, fw + B ++ d A, d B, fw + B ++ d B, d B, fw + B ++ d A, s A, fw + B ++ d B, s A, fw + B ++ d A, s B, fw + B ++ d B, s B, fw + B ++ s A, d A, fw + B ++ s B, d A, fw + B ++ s A, d B, fw + B ++ s B, d B, fw + B ++ s A, s A, fw + B ++ s B, s A, fw + B ++ s A, s B, fw + B ++ s B, s B, fw + B ++ d A, d A, d A, fw + B ++ d B, d A, d A, fw + B ++ d A, d B, d A, fw + B ++ d B, d B, d A, fw + B ++ d A, s A, d A, fw + B ++ d B, s A, d A, fw + B ++ s A, d A, d A, fw + B ++ s B, d A, d A, fw + B ++ s A, d B, d A, fw + B ++ s B, d B, d A, fw + B ++ s A, s A, d A, fw + B ++ s B, s A, d A, fw + B ++ d A, d A, d B, fw + B ++ d B, d A, d B, fw + B ++ d A, d B, d B, fw + B ++ d B, d B, d B, fw + B ++ d A, s A, d B, fw + B ++ d B, s A, d B, fw + B ++ s A, d A, d B, fw + B ++ s B, d A, d B, fw + B ++ s A, d B, d B, fw + B ++ s B, d B, d B, fw + B ++ s A, s A, d B, fw + B ++ s B, s A, d B, fw + B ++ d C, fw + B s C, fw + B j A -> j A j B -> j A j C -> j A j D -> j A j A -> j B j B -> j B j C -> j B j D -> j B _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) s C fw + B -> DP + K standing heavy punch or forward + B, combo-ed into uppercut+ B or D. [ hit] s C fw + B -> QCB + K standing heavy punch or forward + B, combo-ed into qcb + B or D. [ hit] (DM) s C fw + B -> QCF, QCF + P standing heavy punch or forward + B, combo-ed into qcf, qcf + A or C. [ hit] (DM) s C fw + B -> QCF, QCF + K standing heavy punch or forward + B, combo-ed into qcf, qcf + B or D. [ hit] (CSP)(nC) j A~D cx D -> s C -> DP + K jumping attack with A/B/C/D or crossup with D, then standing heavy punch, combo-ed into uppercut+ B or D. [ hit] (CSP) j A~D cx D -> s C -> QCB + K jumping attack with A/B/C/D or crossup with D, then standing heavy punch, combo-ed into qcb + B or D. [ hit] (DM)(CSP) j A~D cx D -> s C -> QCF, QCF + P jumping attack with A/B/C/D or crossup with D, then standing heavy punch, combo-ed into qcf, qcf + A or C. [ hit] (DM)(CSP) j A~D cx D -> s C -> QCF, QCF + K jumping attack with A/B/C/D or crossup with D, then standing heavy punch, combo-ed into qcf, qcf + B or D. [ hit] _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) + 1 HC 2 HC 3 HC -> DP + K any 1, 2 or 3 hit light chain, combo-ed into uppercut + B or D. [ hit] +(DM) 1 HC 2 HC 3 HC -> QCF, QCF + P any 1, 2 or 3 hit light chain, combo-ed into qcf, qcf + A or C. [ hit] +(CSP) 1 HC j A~D 2 HC cx D -> 3 HC -> DP + K jumping attack with A/B/C/D or crossup with D, then any 1, 2 or 3 hit light chain, combo-ed into uppercut + B or D. Note : for 3 HC, it works best with crossup. [ hit] +(DM)(CSP) 1 HC j A~D 2 HC cx D -> 3 HC -> QCF, QCF + P jumping attack with A/B/C/D or crossup with D, then any 1, 2 or 3 hit light chain, combo-ed into qcf, qcf + A or C. Note : for 3 HC, it works best with crossup. [ hit] +(t.c) s C -> fw + B -> QCB + K standing heavy punch, into forward + B, combo-ed into qcb + B or D. [ hit] +(DM) s C -> fw + B -> QCF, QCF + P standing heavy punch, into forward + B, combo-ed into qcf, qcf + A or C. [ hit] +(DM) s C -> fw + B -> QCF, QCF + K standing heavy punch, into forward + B, combo-ed into qcf, qcf + B or D. [ hit] +(CSP) j A~D cx D -> s C -> fw + B -> QCB + K jumping attack with A/B/C/D or crossup with D, then standing heavy punch, into forward + B, combo-ed into qcb + B or D. [ hit] +(DM)(CSP) j A~D cx D -> s C -> fw + B -> QCF, QCF + P jumping attack with A/B/C/D or crossup with D, then standing heavy punch, into forward + B, combo-ed into qcf, qcf + A or C. [ hit] +(DM)(CSP) j A~D cx D -> s C -> fw + B -> QCF, QCF + K jumping attack with A/B/C/D or crossup with D, then standing heavy punch, into forward + B, combo-ed into qcf, qcf + B or D. [ hit] QCF + P QCB + P s A~D d, d + A~D -> dash s C/D execute any one of the move above for the basketball-projectile, then either standing A/B/C/D or dash in with standing C/D. [2 hit] d,d + A s C QCF + P -> fw + B -> DP + K execute qcf + A/C or down, down + A, then standing heavy punch or forward + B, combo-ed into uppercut+ B or D. [ hit] d,d + A s C QCF + P -> fw + B -> QCB + K execute qcf + A/C or down, down + A, then standing heavy punch or forward + B, combo-ed into qcb + B or D. [ hit] (DM) d,d + A s C QCF + P -> fw + B -> QCF, QCF + P execute qcf + A/C or down, down + A, then standing heavy punch or forward + B, combo-ed into qcf, qcf + A or C. [ hit] (DM) d,d + A s C QCF + P -> fw + B -> QCF, QCF + K execute qcf + A/C or down, down + A, then standing heavy punch or forward + B, combo-ed into qcf, qcf + B or D. [ hit] (DM) d,d + C/D QCF + P -> j A~D -> s C -> QCF, QCF + P execute qcf + A/C or down, down + C or D, then jumping in with A/B/C/D, standing heavy punch, combo-ed into qcf, qcf + A or C. [ hit] (DM) d,d + C/D QCF + P -> j A~D -> s C -> QCF, QCF + K execute qcf + A/C or down, down + C or D, then jumping in with A/B/C/D, standing heavy punch, combo-ed into qcf, qcf + B or D. [ hit] + 1 HC d,d + A 2 HC QCF + P -> 3 HC -> DP + K execute qcf + A/C or down, down + A, then any 1, 2 or 3 hit light chain, combo-ed into uppercut + B or D. [ hit] +(DM) 1 HC d,d + A 2 HC QCF + P -> 3 HC -> QCF, QCF + P execute qcf + A/C or down, down + A, then any 1, 2 or 3 hit light chain, combo-ed into qcf, qcf + A or C. [ hit] +(t.c) d,d + A QCF + P -> s C -> fw + B -> QCB + K execute qcf + A/C or down, down + A, then standing heavy punch, into forward + B, combo-ed into qcb + B or D. [ hit] +(DM) d,d + A QCF + P -> s C -> fw + B -> QCF, QCF + P execute qcf + A/C or down, down + A, then standing heavy punch, into forward + B, combo-ed into qcf, qcf + A or C. [ hit] +(DM) d,d + A QCF + P -> s C -> fw + B -> QCF, QCF + K execute qcf + A/C or down, down + A, then standing heavy punch, into forward + B, combo-ed into qcf, qcf + B or D. [ hit] +(t.c) QCB + A -> QCF + B -> s C -> fw + B -> QCB + K from afar, qcb + A, then qcf + B, standing heavy punch, into forward + B, combo-ed into qcb + B or D. [ hit] +(DM) QCB + A -> QCF + B -> s C -> fw + B -> QCF, QCF + P from afar, qcb + A, then qcf + B, standing heavy punch, into forward + B, combo-ed into qcf, qcf + A or C. [ hit] +(DM) QCB + A -> QCF + B -> s C -> fw + B -> QCF, QCF + K from afar, qcb + A, then qcf + B, standing heavy punch, into forward + B, combo-ed into qcf, qcf + B or D. [ hit] (EX) AB --> A~D --> etc. AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are available for Lucky, that may start from standing C or forward + B. [ hit] Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have the same characteristics as a standing CD that his opponent in mid air. if "COUNTER" appears, the dodge hit can also combo just like a CD attack. (Refer to Goro for some useful combos of such nature) nothing spectacular with Lucky.. __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (CNT) s CD -> s A~D standing CD(body toss attack), "COUNTER", juggle with standing A/B/C/D. [ hit] (CNT) s CD -> j A/B standing CD(body toss attack), "COUNTER", juggle with jumping A/B. [ hit] (CNT) s CD -> DP + K standing CD(body toss attack), "COUNTER", combo-ed into uppercut + B or D. Note : D will connect all hits. [ hit] (CNT)(C) s CD -> QCB + K standing CD(body toss attack), "COUNTER", combo-ed into QCB + B or D. [ hit] (CNT)(DM) s CD -> QCF, QCF + P standing CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + A or C. [ hit] (CNT)(C) s CD j CD -> s A~D jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. [ hit] (CNT) j d A j CD j CD -> j A~D jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D or down + A. [ hit] (CNT) j CD -> DP + K jumping CD(body toss attack), "COUNTER", juggled with uppercut + B or D. Note : D will connect all hits. [ hit] (CNT) j CD -> QCB + K jumping CD(body toss attack), "COUNTER", juggled with qcb + B or D. [ hit] (CNT)(DM) j CD -> QCF, QCF + P jumping CD(body toss attack), "COUNTER", juggled with qcf, qcf + A or C. [ hit] 3.12.3 -------------- Brian Battler -------------- Moveslist --------- Buster Tomahawk : dwn + C (mid-air) +-------------------------------------------------------------------------------------------+ Bryant Tornado : HCF + A/C Screw Body Press : QCF + A/C (mid-air) Rocket Tackle : DP + B/D (anti-air) Bryant Hammer : QCB + A/C Double Hammer : QCB + A/C (after Bryant Hammer) DDT : QCB + A/C (after Double Hammer) Tiger Driver : HCF + A/C (after Bryant Hammer) Samurai Bomb : dwn, dwn + A/C (after Tiger Driver) Shoulder Backbreaker : dwn, dwn, dwn + B/D (after Tiger Driver) Buster & Bomb : dwn, up + A/C (after Shoulder Backbreaker) +-------------------------------------------------------------------------------------------+ Big Bang Tackle : QCF x 2 + A/C American Super Nova : QCF x 2 + B/D (mid-air opponents) ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ d B, d A d B, d B s A, d A s A, d B d B, s A d B, s B s A, s A s A, s B d B, d B, d B s A, d B, d B d B, s A, d B d B, s B, d B s A, s A, d B s A, s B, d B d B, d B, d B, s A s A, d B, d B, s A d B, s A, d B, s A d B, s B, d B, s A s A, s A, d B, s A s A, s B, d B, s A d B, d B, d B, s B s A, d B, d B, s B d B, s A, d B, s B d B, s B, d B, s B s A, s A, d B, s B s A, s B, d B, s B j A -> j A j B -> j A j C -> j A j D -> j A j A -> j D j B -> j D j C -> j D j D -> j D _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) s C d C s D s C(2 hits) -> QCF + P standing/crouching heavy punch or standing heavy punch or 2 hit standing heavy punch, combo-ed into qcf + A or C. [ hit] s C d C s D s C(2 hits) -> QCB + P standing/crouching heavy punch or standing heavy punch or 2 hit standing heavy punch, combo-ed into qcb + A or C. [ hit] s C d C s D s C(2 hits) -> DP + K standing/crouching heavy punch or standing heavy punch or 2 hit standing heavy punch, combo-ed into uppercut + B or D. [ hit] (DM) s C d C s D s C(2 hits) -> QCF, QCF + K standing/crouching heavy punch or standing heavy punch or 2 hit standing heavy punch, combo-ed into qcf, qcf + B or D. [ hit] (CSP) j d C j A~D s C cx C d C cx d C s D cx QCF + P -> s C(2 hits) -> QCF + P jumping attack with A/B/C/D/down C or crossup with C/down C/qcf + A or C, then standing /crouching heavy punch or standing heavy punch or 2 hit standing heavy punch, combo-ed into qcf + A or C. [ hit] (CSP) s C cx C d C cx d C s D cx QCF + P -> s C(2 hits) -> QCB + P crossup with C/down C/qcf + A or C, then standing/crouching heavy punch or standing heavy punch or 2 hit standing heavy punch, combo-ed into qcb + A or C. [ hit] j A~D -> s C(2 hits) -> QCB + P jumping attack with A/B/C/D, then 2 hit standing heavy punch, combo-ed into qcb + A or C. [ hit] (CSP) j d C j A~D s C cx C d C cx d C s D cx QCF + P -> s C(2 hits) -> DP + K jumping attack with A/B/C/D/down C or crossup with C/down C/qcf + A or C, then standing /crouching heavy punch or standing heavy punch or 2 hit standing heavy punch, combo-ed into uppercut + B or D. [ hit] (DM)(CSP) j d C j A~D s C cx C d C cx d C s D cx QCF + P -> s C(2 hits) -> QCF, QCF + K jumping attack with A/B/C/D/down C or crossup with C/down C/qcf + A or C, then standing /crouching heavy punch or standing heavy punch or 2 hit standing heavy punch, combo-ed into qcf, qcf + B or D. [ hit] _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) s C d C s D s C(2 hits) -> QCB + P x 3 standing/crouching heavy punch or standing heavy punch or 2 hit standing heavy punch, combo-ed into qcb + A or C x 3. [ hit] s C -> QCB + P -> HCF + P -> d, d + P standing heavy punch, combo-ed into slam combination of, qcb + A or C, hcf + A or C, down x 2 + A or C. [ hit] s C -> QCB + P -> HCF + P -> d, d, d + K -> dwn s up + P standing heavy punch, combo-ed into slam combination of, qcb + A or C, hcf + A or C, down x 3 + B or D, then finisher, dwn s up + A or C. Note : on MAX, this slam combo is as damaging as a SDM combo. [ hit] (CSP) j d C j A~D cx C cx d C cx QCF + P -> s C -> QCB + P x 3 jumping attack with A/B/C/D/down C or crossup with C/down C/qcf + A or C, then standing heavy punch, combo-ed into qcb + A or C x 3. [ hit] (CSP) cx C cx d C d C cx QCF + P -> s C(2 hits) -> QCB + P x 3 jumping attack with A/B/C/D/down C or crossup with C/down C/qcf + A or C, then crouching heavy punch or 2 hit standing heavy punch, combo-ed into qcb + A or C x 3. [ hit] (CSP) j d C j A~D cx C cx d C cx QCF + P -> s C -> QCB + P -> HCF + P -> d, d, + P jumping attack with A/B/C/D/down C or crossup with C/down C/qcf + A or C, then standing heavy punch, combo-ed into slam combination of, qcb + A or C, hcf + A or C, down x 2 + A or C. [ hit] (CSP) j d C j A~D cx C cx d C cx QCF + P -> s C -> QCB + P -> HCF + P -> d, d, d + K -> dwn s up + P jumping attack with A/B/C/D/down C or crossup with C/down C/qcf + A or C, then standing heavy punch, combo-ed into slam combination of, qcb + A or C, hcf + A or C, down x 3 + B or D, then finisher, dwn s up + A or C. Note : on MAX, this slam combo is as damaging as a SDM combo. [ hit] + 1 HC 2 HC -> DP + K any 1 or 2 hit light chain, combo-ed into uppercut + B or D. [ hit] +(DM) 1 HC 2 HC -> QCF, QCF + K any 1 or 2 hit light chain, combo-ed into qcf, qcf + B or D. [ hit] + 3 HC -> DP + K any 1 or 2 hit light chain, combo-ed into uppercut + B or D. Note : for larger characters only. [ hit] +(DM) 3 HC -> QCF, QCF + K any 1 or 2 hit light chain, combo-ed into qcf, qcf + B or D. Note : for larger characters only. [ hit] +(CSP) j d C j A~D cx C cx d C 1 HC cx QCF + P -> 2 HC -> DP + K jumping attack with A/B/C/D/down C or crossup with C/down C/qcf + A or C, then any 1 or 2 hit light chain, combo-ed into uppercut + B or D. [ hit] +(DM)(CSP) j d C j A~D cx C cx d C 1 HC cx QCF + P -> 2 HC -> QCF, QCF + K jumping attack with A/B/C/D/down C or crossup with C/down C/qcf + A or C, then any 1 or 2 hit light chain, combo-ed into qcf, qcf + B or D. [ hit] +(CSP) cx C cx d C cx QCF + P -> 3 HC -> DP + K crossup with C/down C/qcf + A or C, then any 1 or 2 hit light chain, combo-ed into uppercut + B or D. Note : for larger characters only. [ hit] +(DM)(CSP) cx C cx d C cx QCF + P -> 3 HC -> QCF, QCF + K crossup with C/down C/qcf + A or C, then any 1 or 2 hit light chain, combo-ed into qcf, qcf + B or D. Note : for larger characters only. [ hit] (EX) fw, fw d C -> etc. forward, forward + down C, then into any combination that may start from jump in or crossup attack. Note : this is a fast move, effective if Brian is in Extra Mode. [ hit] (EX) AB --> A~D --> etc. AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are available for Brian, that may start from standing C/D or down C. [ hit] Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have the same characteristics as a standing CD that his opponent in mid air. if "COUNTER" appears, the dodge hit can also combo just like a CD attack. (Refer to Goro for some useful combos of such nature) __ ___ _\__\ / /___ _____ ____ _______ _____ _____ __ ____ _____ _____ _____ / ___/\/ / == / ___/ __ /__ __/ / __/ / \/ \/ = // / __/ / _/_\ / __/ _/_/ \ / / / /__/ = / / == / = /_\ \ /____// /__/ /____/__/\__\ /__/ /____/_____/__/\__/\__/_____/____ /_____/ / /\ \ (WARNING : High level of skill/experience needed.) /__/ \__\ (EX)(CSP) fw, fw QCFupfw + P -> etc. forward, forward + qcf, upfw + A or C tp crossup, then into any combination that may start from jump in or crossup attack. [ hit] (EX) j d C -> fw, fw d C jump in attack with down C, then forward, forward down + C, then into any combination preferred. [ hit] (EX)(CSP)(MAX) fw, fw QCFupfw + P -> s C(2 hit) -> QCB + P -> HCF + P -> d, d, d + K -> dwn s up + P forward, forward + qcf, upfw + A or C tp crossup, then 2 hit standing heavy punch, combo-ed into slam combination of, qcb + A or C, hcf + A or C, down x 3 + B or D, then finisher, dwn s up + A or C. Note : HIGH DAMAGE!! [ hit] (EX)(CSP)(MAX)(SDM) fw, fw QCFupfw + P -> s C(2 hit) -> QCF, QCF + K forward, forward + qcf, upfw + A or C tp crossup, then 2 hit standing heavy punch, combo-ed into qcf, qcf + B or D. Note : 1 word..WOW!! 16 hits!! [ hit] __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (CNT) s CD -> DP + K standing CD(body toss attack), "COUNTER", combo-ed into uppercut + B or D. [ hit] (CNT) s CD -> QCF + P standing CD(body toss attack), "COUNTER", combo-ed into qcf + A or C. [ hit] (CNT)(DM) s CD -> QCF, QCF + K standing CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + B or D. [ hit] (CNT)(C) s CD j CD -> s A~D jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. [ hit] (CNT) j d C j CD j CD -> j A~D jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D or down + C. [ hit] (CNT) j CD -> DP + K jumping CD(body toss attack), "COUNTER", juggled with uppercut + B or D. [ hit] (CNT) j CD -> QCF + P jumping CD(body toss attack), "COUNTER", juggled with qcf + A or C. [ hit] (CNT)(DM) j CD -> QCF, QCF + K jumping CD(body toss attack), "COUNTER", juggled with qcf, qcf + B or D. [ hit] ============================================================================================== 3.13 ______________________ / / Solo Entrees' /_____________________/ 3.13.1 ---------------- Rugal Bernstein ---------------- Moveslist --------- Double Tomahawk : fw + B +-------------------------------------------------------------------------------------------+ Reppuken : QCF + A/C Kaiser Wave : fw, HCF + A/C (hold possible) Dark Barrier : QCF + B/D Genocide Cutter : DP + B/D God Press : HCB + A/C +-------------------------------------------------------------------------------------------+ Gigatec Pressure : QCF x 2 + B/D Dead End Screamer : QCB, HCF + A/C ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ d A, d A d B, d A d A, d B d B, d B d A, s A d B, s A d A, s B d B, s B s A, d A s B, d A s A, d B s B, d B s A, s A s B, s A s A, s B s B, s B d A, d A, d A d B, d A, d A d A, d B, d A d B, d B, d A d A, s A, d A d B, s A, d A d B, s B, d A s A, d A, d A s B, d A, d A s A, d B, d A s B, d B, d A s A, s A, d A s B, s A, d A d A, d A, d B d B, d A, d B d A, d B, d B d B, d B, d B d A, s A, d B d B, s A, d B s A, d A, d B s B, d A, d B s A, d B, d B s B, d B, d B s A, s A, d B s B, s A, d B d A, d A, s A d B, d A, s A d A, d B, s A d B, d B, s A d A, s A, s A d B, s A, s A s A, d A, s A s B, d A, s A s A, d B, s A s B, d B, s A s A, s A, s A s B, s A, s A d A, d A, s B d B, d A, s B d A, d B, s B d B, d B, s B d A, s A, s B d B, s A, s B s A, d A, s B s B, d A, s B s A, d B, s B s B, d B, s B s A, s A, s B s B, s A, s B d A, fw + B s A, fw + B s B, fw + B d A, d A, fw + B d B, d A, fw + B d A, s A, fw + B d B, s A, fw + B d A, s B, fw + B d B, s B, fw + B s A, d A, fw + B s B, d A, fw + B s A, s A, fw + B s B, s A, fw + B s A, s B, fw + B s B, s B, fw + B d A, d A, d A, fw + B d B, d A, d A, fw + B d A, d B, d A, fw + B d B, d B, d A, fw + B d A, s A, d A, fw + B d B, s A, d A, fw + B d B, s B, d A, fw + B s A, d A, d A, fw + B s B, d A, d A, fw + B s A, d B, d A, fw + B s B, d B, d A, fw + B s A, s A, d A, fw + B s B, s A, d A, fw + B s C, fw + B s D, fw + B s C(2 hits), fw + B j A -> j A j B -> j A j C -> j A j D -> j A j A -> j B j B -> j B j C -> j B j D -> j B j A -> j D j B -> j D j C -> j D j D -> j D _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) s C d C s D fw + B -> QCF + P standing(1 or 2 hit)/crouching heavy punch or standing heavy punch or forward + B(1 hit), combo-ed into qcf + A or C. [ hit] s C d C s D fw + B -> QCF + K standing(1 or 2 hit)/crouching heavy punch or standing heavy punch or forward + B(1 hit), combo-ed into qcf + B or D. [ hit] s C d C s D fw + B -> HCB + P standing(1 or 2 hit)/crouching heavy punch or standing heavy punch or forward + B(1 hit), combo-ed into hcb + A or C. [ hit] s C d C s D fw + B -> DP + K standing(1 or 2 hit)/crouching heavy punch or standing heavy punch or forward + B(1 hit), combo-ed into uppercut + B or D. [ hit] (DM) s C d C s D fw + B -> QCF, HCB + P standing(1 or 2 hit)/crouching heavy punch or standing heavy punch or forward + B(1 hit), combo-ed into qcf, hcb + A or C. [ hit] (CSP) s C j A~D d C cx B/D -> s D -> QCF + P jumping attack with A/B/C/D or crossup with B/D, then standing(1 or 2 hit)/crouching heavy punch or standing heavy punch, combo-ed into qcf + A or C. [ hit] (CSP) s C j A~D d C cx B/D -> s D -> QCF + K jumping attack with A/B/C/D or crossup with B/D, then standing(1 or 2 hit)/crouching heavy punch or standing heavy punch, combo-ed into qcf + B or D. [ hit] (CSP) s C j A~D d C cx B/D -> s D -> HCB + P jumping attack with A/B/C/D or crossup with B/D, then standing(1 or 2 hit)/crouching heavy punch or standing heavy punch, combo-ed into hcb + A or C. [ hit] (CSP) s C j A~D d C cx B/D -> s D -> DP + K jumping attack with A/B/C/D or crossup with B/D, then standing(1 or 2 hit)/crouching heavy punch or standing heavy punch, combo-ed into uppercut + B or D. [ hit] (DM)(CSP) s C j A~D d C cx B/D -> s D -> QCF, HCB + P jumping attack with A/B/C/D or crossup with B/D, then standing(1 or 2 hit)/crouching heavy punch or standing heavy punch, combo-ed into qcf, hcb + A or C. [ hit] _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) j A~D -> DP + K jumping attack with A/B/C/D, then into uppercut + B or D. [ hit] + 1 HC 2 HC 3 HC -> DP + K any 1, 2 or 3 hit light chain, combo-ed into uppercut + B or D. [ hit] +(DM) 1 HC 2 HC 3 HC -> QCF, HCB + P any 1, 2 or 3 hit light chain, combo-ed into qcf, hcb + A or C. [ hit] + 1 HC 2 HC 3 HC -> fw + B -> QCF + P any 1, 2 or 3 hit light chain, into forward + B(1 hit), combo-ed into qcf + A or C. [ hit] + 1 HC 2 HC 3 HC -> fw + B -> QCF + K any 1, 2 or 3 hit light chain, into forward + B(1 hit), combo-ed into qcf + B or D. [ hit] + 1 HC 2 HC 3 HC -> fw + B -> HCB + P any 1, 2 or 3 hit light chain, into forward + B(1 hit), combo-ed into hcb + A or C. [ hit] + 1 HC 2 HC 3 HC -> fw + B -> DP + K any 1, 2 or 3 hit light chain, into forward + B(1 hit), combo-ed into uppercut + B or D. [ hit] +(DM) 1 HC 2 HC 3 HC -> fw + B -> QCF, HCB + P any 1, 2 or 3 hit light chain, into forward + B(1 hit), combo-ed into qcf, hcb + A or C. [ hit] + s C d C s D -> fw + B -> QCF + P standing(1 or 2 hit)/crouching heavy punch or standing heavy punch, into forward + B(1 hit), combo-ed into qcf + A or C. [ hit] + s C d C s D -> fw + B -> QCF + K standing(1 or 2 hit)/crouching heavy punch or standing heavy punch, into forward + B(1 hit), combo-ed into qcf + B or D. [ hit] + s C d C s D -> fw + B -> HCB + P standing(1 or 2 hit)/crouching heavy punch or standing heavy punch, into forward + B(1 hit), combo-ed into hcb + A or C. [ hit] + s C d C s D -> fw + B -> DP + K standing(1 or 2 hit)/crouching heavy punch or standing heavy punch, into forward + B(1 hit), combo-ed into uppercut + B or D. [ hit] +(DM) s C d C s D -> fw + B -> QCF, HCB + P standing(1 or 2 hit)/crouching heavy punch or standing heavy punch, into forward + B(1 hit), combo-ed into qcf, hcb + A or C. [ hit] +(CSP) 1 HC 2 HC cx B/D -> 3 HC -> DP + K crossup with B/D, then any 1, 2 or 3 hit light chain, combo-ed into uppercut + B or D. Note : can start off with jumping attack with A/B/C/D if 1/2 HC is used. [ hit] +(DM)(CSP) 1 HC 2 HC cx B/D -> 3 HC -> QCF, HCB + P crossup with B/D, then any 1, 2 or 3 hit light chain, combo-ed into qcf, hcb + A or C. Note : can start off with jumping attack with A/B/C/D if 1/2 HC is used. [ hit] +(CSP) 1 HC 2 HC cx B/D -> 3 HC -> fw + B -> QCF + P crossup with B/D, then any 1, 2 or 3 hit light chain, into forward + B(1 hit), combo-ed into qcf + A or C. Note : can start off with jumping attack with A/B/C/D if 1/2 HC is used. [ hit] +(CSP) 1 HC 2 HC cx B/D -> 3 HC -> fw + B -> QCF + K crossup with B/D, then any 1, 2 or 3 hit light chain, into forward + B(1 hit), combo-ed into qcf + B or D. Note : can start off with jumping attack with A/B/C/D if 1/2 HC is used. [ hit] +(CSP) 1 HC 2 HC cx B/D -> 3 HC -> fw + B -> HCB + P crossup with B/D, then any 1, 2 or 3 hit light chain, into forward + B(1 hit), combo-ed into hcb + A or C. Note : can start off with jumping attack with A/B/C/D if 1/2 HC is used. [ hit] +(CSP) 1 HC 2 HC cx B/D -> 3 HC -> fw + B -> DP + K crossup with B/D, then any 1, 2 or 3 hit light chain, into forward + B(1 hit), combo-ed into uppercut + B or D. Note : can start off with jumping attack with A/B/C/D if 1/2 HC is used. [ hit] +(DM)(CSP) 1 HC 2 HC cx B/D -> 3 HC -> fw + B -> QCF, HCB + P crossup with B/D, then any 1, 2 or 3 hit light chain, into forward + B(1 hit), combo-ed into qcf, hcb + A or C. Note : can start off with jumping attack with A/B/C/D if 1/2 HC is used. [ hit] +(CSP) s C j A~D d C cx B/D -> s D -> fw + B -> QCF + P jumping attack with A/B/C/D or crossup with B/D, then standing(1 or 2 hit)/crouching heavy punch or standing heavy punch, into forward + B(1 hit), combo-ed into qcf + A or C. [ hit] +(CSP) s C j A~D d C cx B/D -> s D -> fw + B -> QCF + K jumping attack with A/B/C/D or crossup with B/D, then standing(1 or 2 hit)/crouching heavy punch or standing heavy punch, into forward + B(1 hit), combo-ed into qcf + B or D. [ hit] +(CSP) s C j A~D d C cx B/D -> s D -> fw + B -> HCB + P jumping attack with A/B/C/D or crossup with B/D, then standing(1 or 2 hit)/crouching heavy punch or standing heavy punch, into forward + B(1 hit), combo-ed into hcb + A or C. [ hit] +(CSP) s C j A~D d C cx B/D -> s D -> fw + B -> DP + K jumping attack with A/B/C/D or crossup with B/D, then standing(1 or 2 hit)/crouching heavy punch or standing heavy punch, into forward + B(1 hit), combo-ed into uppercut + B or D. [ hit] +(DM)(CSP) s C j A~D d C cx B/D -> s D -> fw + B -> QCF, HCB + P jumping attack with A/B/C/D or crossup with B/D, then standing(1 or 2 hit)/crouching heavy punch or standing heavy punch, into forward + B(1 hit), combo-ed into qcf, hcb + A or C. [ hit] QCF + A -> HCB + P from afar, execute qcf + A, followed by hcb + A or C. [ hit] (DM) QCF + A -> QCF, QCF + K from afar, execute qcf + A, followed by qcf, qcf + B or D. [ hit] (DM) QCF + A -> QCF, HCB + P from afar, execute qcf + A, followed by qcf, hcb + A or C. [ hit] __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (MID)(CNT) s CD DP + K -> s A~D execute uppercut + B or D upon jumping in opponent, then if both hits, and "COUNTER" appears, juggled with standing A/B/C/D or CD(body toss attack). [ hit] (MID)(CNT) j CD DP + K -> j A~D execute uppercut + B or D upon jumping in opponent, then if both hits, and "COUNTER" appears, juggled with jumping attack with A/B/C/D or CD(body toss attack). [ hit] (MID)(CNT) DP + K -> HCB + P execute uppercut + B or D upon jumping in opponent, then if both hits, and "COUNTER" appears, juggled with hcb + A or C. [ hit] (MID)(CNT) DP + K -> DP + K execute uppercut + B or D upon jumping in opponent, then if both hits, and "COUNTER" appears, juggled with uppercut + B or D. [ hit] (MID)(CNT)(DM) DP + K -> QCF, HCB + P execute uppercut + B or D upon jumping in opponent, then if both hits, and "COUNTER" appears, juggled with qcf, hcb + A or C. [ hit] (CNT) s CD -> QCF + P standing CD(body toss attack), "COUNTER", combo-ed into qcf + A or C. [ hit] (CNT) s CD -> HCB + P standing CD(body toss attack), "COUNTER", combo-ed into hcb + A or C. [ hit] (CNT) s CD -> QCF + K standing CD(body toss attack), "COUNTER", combo-ed into qcf + B or D. [ hit] (CNT) s CD -> DP + K standing CD(body toss attack), "COUNTER", combo-ed into uppercut + B or D. [ hit] (CNT) s CD -> QCF, HCB + P standing CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + A or C. [ hit] (CNT)(C) s CD j CD -> s A~D jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD j CD -> j A~D jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD -> QCF + P jumping CD(body toss attack), "COUNTER", juggled with qcf + A or C. [ hit] (CNT) j CD -> HCB + P jumping CD(body toss attack), "COUNTER", juggled with hcb + A or C. [ hit] (CNT) j CD -> QCF + K jumping CD(body toss attack), "COUNTER", juggled with qcf + B or D. [ hit] (CNT) j CD -> DP + K jumping CD(body toss attack), "COUNTER", juggled with uppercut + B or D. [ hit] (CNT) j CD -> QCF, HCB + P jumping CD(body toss attack), "COUNTER", juggled with qcf, hcb + A or C. [ hit] 3.13.2 -------------- Shingo Yabuki -------------- Moveslist --------- Foreign Style: Thunder Axe Only in Looks : fw + B (overhead) +-------------------------------------------------------------------------------------------+ Style No. 104: Incomplete Wild Bite : QCF + A Style No. 105: Incomplete Poison Bite : QCF + C Style No. 100: Incomplete Demon Scorcher : DP + A/C Style No 101: Incomplete Indistinct Wheel : QCB + B/D Shingo Kick : HCF + B/D Shingo Throw : DP + B/D Unperfected Elbow Blow : QCB + A/C +-------------------------------------------------------------------------------------------+ Foreign Style: Phosphorous Driving Phoenix : QCF x 2 + A/C Burning Shingo : QCB, HCF + A/C ________ ___ _______ __ _ ___ _____ _____ __ ____ _____ _____ _____ / __/ /_/ / == / / \/ / / __/ / \/ \/ = // / __/ / /__/ __ / __ / / / / /__/ = / / == / = /_\ \ /____/__/ /__/__/ /__/__/__/\__/ /____/_____/__/\__/\__/_____/____ /_____/ d A, d A d B, d A d A, d B d B, d B d A, s A d B, s A d A, s B d B, s B s A, d A s B, d A s A, d B s B, d B s A, s A s B, s A s A, s B s B, s B d A, d A, d A d B, d A, d A d A, d B, d A d B, d B, d A d A, s A, d A d B, s A, d A d A, s B, d A d B, s B, d A s A, d A, d A s B, d A, d A s A, d B, d A s B, d B, d A s A, s A, d A s B, s A, d A s A, s B, d A s B, s B, d A d A, d A, d B d B, d A, d B d A, d B, d B d B, d B, d B d A, s A, d B d B, s A, d B d A, s B, d B d B, s B, d B s A, d A, d B s B, d A, d B s A, d B, d B s B, d B, d B s A, s A, d B s B, s A, d B s A, s B, d B s B, s B, d B d A, d A, s A d B, d A, s A d A, d B, s A d B, d B, s A d A, s A, s A d B, s A, s A d A, s B, s A d B, s B, s A s A, d A, s A s B, d A, s A s A, d B, s A s B, d B, s A s A, s A, s A s B, s A, s A s A, s B, s A s B, s B, s A d A, d A, s B d B, d A, s B d A, d B, s B d B, d B, s B d A, s A, s B d B, s A, s B d A, s B, s B d B, s B, s B s A, d A, s B s B, d A, s B s A, d B, s B s B, d B, s B s A, s A, s B s B, s A, s B s A, s B, s B s B, s B, s B d A, d B, d A, s B d B, d B, d A, s B s B, d B, d A, s B d A, d B, d B, s B d B, d B, d B, s B s A, d B, d B, s B s B, d B, d B, s B d A, d B, s A, s B d B, d B, s A, s B s A, d B, s A, s B s B, d B, s A, s B d A, d B, s B, s B d B, d B, s B, s B s A, d B, s B, s B s B, d B, s B, s B ++ d A, d A, fw + B ++ d B, d A, fw + B ++ d A, s A, fw + B ++ d B, s A, fw + B ++ d A, s B, fw + B ++ d B, s B, fw + B ++ s A, d A, fw + B ++ s B, d A, fw + B ++ s A, s A, fw + B ++ s B, s A, fw + B ++ s A, s B, fw + B ++ s B, s B, fw + B ++ d A, d A, d A, fw + B ++ d B, d A, d A, fw + B ++ d A, d B, d A, fw + B ++ d B, d B, d A, fw + B ++ d A, s A, d A, fw + B ++ d B, s A, d A, fw + B ++ d A, s B, d A, fw + B ++ d B, s B, d A, fw + B ++ s A, d A, d A, fw + B ++ s B, d A, d A, fw + B ++ s A, d B, d A, fw + B ++ s B, d B, d A, fw + B ++ s A, s A, d A, fw + B ++ s B, s A, d A, fw + B ++ s A, s B, d A, fw + B ++ s B, s B, d A, fw + B ++ d A, d A, s A, fw + B ++ d B, d A, s A, fw + B ++ d A, d B, s A, fw + B ++ d B, d B, s A, fw + B ++ d A, s A, s A, fw + B ++ d B, s A, s A, fw + B ++ d A, s B, s A, fw + B ++ d B, s B, s A, fw + B ++ s A, d A, s A, fw + B ++ s B, d A, s A, fw + B ++ s A, d B, s A, fw + B ++ s B, d B, s A, fw + B ++ s A, s A, s A, fw + B ++ s B, s A, s A, fw + B ++ s A, s B, s A, fw + B ++ s C, fw + B ++ d C, fw + B ++ s D, fw + B ++ d B, s C, fw + B d B, s C j A -> j B j B -> j B j C -> j B j D -> j B j A -> j D j B -> j D j C -> j D j D -> j D _____ _______ _____ __ ____ _____ _____ __ ____ _____ _____ _____ / = // == / __/ / ___/ / __/ / \/ \/ = // / __/ / == / __ /_\ \/ / /__ / /__/ = / / == / = /_\ \ /_____/__/ /__/_____/__/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Basic combos, for begineers) fw + B -> QCF + C forward + B, combo-ed into qcf + C. [ hit] fw + B -> QCF + A forward + B, combo-ed into qcf + A. [ hit] (DM) fw + B -> QCF, QCF + P forward + B, combo-ed into qcf, qcf + A or C. [ hit] s C d C s D -> QCF + A standing/crouching heavy punch or standing heavy kick, combo-ed into qcf + A. [ hit] s C d C s D -> QCF + C standing/crouching heavy punch or standing heavy kick, combo-ed into qcf + C. Note : at random, QCF + C will produce 2 hits. [ hit] s C d C s D -> QCB + P standing/crouching heavy punch or standing heavy kick, combo-ed into qcb + A or C. [ hit] s C d C s D -> QCF + B standing/crouching heavy punch or standing heavy kick, combo-ed into qcf + B. [ hit] s C d C s D -> QCB + K standing/crouching heavy punch or standing heavy kick, combo-ed into qcb + B or D. Note : D version must be near corner. [ hit] s C d C s D -> DP + P standing/crouching heavy punch or standing heavy kick, combo-ed into uppercut + A or C. [ hit] s C d C s D -> DP + K standing/crouching heavy punch or standing heavy kick, combo-ed into uppercut + B or D. [ hit] (DM) s C d C s D -> QCF, QCF + P standing/crouching heavy punch or standing heavy kick, combo-ed into qcf, qcf + A or C. [ hit] (DM) s C d C s D -> QCB, HCF + P standing/crouching heavy punch or standing heavy kick, combo-ed into qcb, hcf + A or C. [ hit] (CSP) s C j A~D d C cx D -> s D -> QCF + A jumping attack with A/B/C/D or crossup D, then standing/crouching heavy punch or standing heavy kick, combo-ed into qcf + A. [ hit] (CSP) s C j A~D d C cx D -> s D -> QCF + C jumping attack with A/B/C/D or crossup D, then standing/crouching heavy punch or standing heavy kick, combo-ed into qcf + C. Note : at random, QCF + C will produce 2 hits. [ hit] (CSP) s C j A~D d C cx D -> s D -> QCB + P jumping attack with A/B/C/D or crossup D, then standing/crouching heavy punch or standing heavy kick, combo-ed into qcb + A or C. Note : if jumping attack A/B/C/D, do qcb + C. [ hit] (CSP) s C j A~D d C cx D -> s D -> QCF + B jumping attack with A/B/C/D or crossup D, then standing/crouching heavy punch or standing heavy kick, combo-ed into qcf + B. [ hit] (CSP) s C j A~D d C cx D -> s D -> QCB + K jumping attack with A/B/C/D or crossup D, then standing/crouching heavy punch or standing heavy kick, combo-ed into qcb + B or D. Note : D version must be near corner. [ hit] (CSP) s C j A~D d C cx D -> s D -> DP + P jumping attack with A/B/C/D or crossup D, then standing/crouching heavy punch or standing heavy kick, combo-ed into uppercut + A or C. [ hit] (CSP) s C j A~D d C cx D -> s D -> DP + K jumping attack with A/B/C/D or crossup D, then standing/crouching heavy punch or standing heavy kick, combo-ed into uppercut + B or D. [ hit] (DM)(CSP) s C j A~D d C cx D -> s D -> QCF, QCF + P jumping attack with A/B/C/D or crossup D, then standing/crouching heavy punch or standing heavy kick, combo-ed into qcf, qcf + A or C. [ hit] (DM)(CSP) s C j A~D d C cx D -> s D -> QCB, HCF + P jumping attack with A/B/C/D or crossup D, then standing/crouching heavy punch or standing heavy kick, combo-ed into qcb, hcf + A or C. [ hit] _______ ___ __ __ _______ _ ___ ____ ____ _____ _____ __ ____ _____ _____ _____ / == / \ \ / / == / \/ / ___/ ___/ / __/ / \/ \/ = // / __/ / __ / = |\_ \/ _/ __ / / /__/ _/_ / /__/ = / / == / = /_\ \ /__/ /__/_____/ \__//__/ /__/__/\__/____/____/ /____/_____/__/\__/\__/_____/____ /_____/ (Requires a certain level skill : intermediate players) + 1 HC 2 HC 3 HC -> QCB + K any 1, 2 or 3 hit light chain, combo-ed into qcb = B or D. Note : qcb + D done near corner. [ hit] + 1 HC 2 HC 3 HC -> QCF + A any 1, 2 or 3 hit light chain, combo-ed into qcf + A. [ hit] + 1 HC 2 HC 3 HC -> QCF + C any 1, 2 or 3 hit light chain, combo-ed into qcf + C. Note : this happeneds at ramdom, only combos when qcf + C is the 2 hit version. [ hit] + 1 HC 2 HC 3 HC -> DP + P any 1, 2 or 3 hit light chain, combo-ed into uppercut + A or C. [ hit] +(CSP) 1 HC 2 HC cx D -> 3 HC -> QCB + K crossup with D, then any 1, 2 or 3 hit light chain, combo-ed into qcb = B or D. Note : qcb + D done near corner. can start off with jumpin attack with A/B/C/D if 1 or 2 HCs. [ hit] +(CSP) 1 HC 2 HC cx D -> 3 HC -> QCF + A any 1, 2 or 3 hit light chain, combo-ed into qcf + A. Note : can start off with jumpin attack with A/B/C/D if 1 or 2 HCs. [ hit] +(CSP) 1 HC 2 HC cx D -> 3 HC -> QCF + C any 1, 2 or 3 hit light chain, combo-ed into qcf + C. Note : this happeneds at ramdom, only combos when qcf + C is the 2 hit version. can start off with jumpin attack with A/B/C/D if 1 or 2 HCs. [ hit] +(CSP) 1 HC 2 HC cx D -> 3 HC -> DP + P any 1, 2 or 3 hit light chain, combo-ed into uppercut + A or C. Note : can start off with jumpin attack with A/B/C/D if 1 or 2 HCs. [ hit] + 1 HC 2 HC s C d C s D -> DP + K -> QCF + A any 1/2 hit light chain or standing/crouching heavy punch or standing heavy kick, combo-ed into uppercut + B or D, then follow up with qcf + A. [ hit] + 1 HC 2 HC s C d C s D -> DP + K -> QCF + C any 1/2 hit light chain or standing/crouching heavy punch or standing heavy kick, combo-ed into uppercut + B or D, then follow up with qcf + C. Note : at random, will connect if QCF + C will produce 2 hits. [ hit] + 1 HC 2 HC s C d C d C s D -> DP + K -> s A~D any 1/2 hit light chain or standing/crouching heavy punch or standing heavy kick, combo-ed into uppercut + B or D, then follow up with standing A/B/C/D or crouching C. [ hit] + 1 HC 2 HC s C d C s D -> DP + K -> QCB + K any 1/2 hit light chain or standing/crouching heavy punch or standing heavy kick, combo-ed into uppercut + B or D, then follow up with qcb + B or D. Note : D version connects only near corner. [ hit] + 1 HC 2 HC s C d C s D -> DP + K -> DP + P any 1/2 hit light chain or standing/crouching heavy punch or standing heavy kick, combo-ed into uppercut + B or D, then follow up with uppercut + A or C. [ hit] +(MAX)(SDM) 1 HC 2 HC s C d C s D -> DP + K -> QCB, HCF + P any 1/2 hit light chain or standing/crouching heavy punch or standing heavy kick, combo-ed into uppercut + B or D, then follow up with qcb, hcf + A or C. Note : SDM will only connect with 1 or 2 hits. [ hit] +(CSP) 1 HC 2 HC s C j A~D d C cx D -> s D -> DP + K -> QCF + A jumping attack with A/B/C/D or crossup D, then any 1/2 hit light chain or standing/crouching heavy punch or standing heavy kick, combo-ed into uppercut + B or D, then follow up with qcf + A. Note : 2 HC only works if crossup D. [ hit] +(CSP) 1 HC 2 HC s C j A~D d C cx D -> s D -> DP + K -> QCF + C jumping attack with A/B/C/D or crossup D, then any 1/2 hit light chain or standing/crouching heavy punch or standing heavy kick, combo-ed into uppercut + B or D, then follow up with qcf + C. Note : at random, will connect if QCF + C will produce 2 hits. 2 HC only works if crossup D. [ hit] +(CSP) 1 HC 2 HC s C j A~D d C d C cx D -> s D -> DP + K -> s A~D jumping attack with A/B/C/D or crossup D, then any 1/2 hit light chain or standing/crouching heavy punch or standing heavy kick, combo-ed into uppercut + B or D, then follow up with standing A/B/C/D or crouching C. Note : 2 HC only works if crossup D. [ hit] +(CSP) 1 HC 2 HC s C j A~D d C cx D -> s D -> DP + K -> QCB + K jumping attack with A/B/C/D or crossup D, then any 1/2 hit light chain or standing/crouching heavy punch or standing heavy kick, combo-ed into uppercut + B or D, then follow up with qcb + B or D. Note : D version connects only near corner. 2 HC only works if crossup D. [ hit] +(CSP) 1 HC 2 HC s C j A~D d C cx D -> s D -> DP + K -> DP + P jumping attack with A/B/C/D or crossup D, then any 1/2 hit light chain or standing/crouching heavy punch or standing heavy kick, combo-ed into uppercut + B or D, then follow up with uppercut + A or C. Note : 2 HC only works if crossup D. [ hit] +(MAX)(SDM)(CSP) 1 HC 2 HC s C j A~D d C cx D -> s D -> DP + K -> QCB, HCF + P jumping attack with A/B/C/D or crossup D, then any 1/2 hit light chain or standing/crouching heavy punch or standing heavy kick, combo-ed into uppercut + B or D, then follow up with qcb, hcf + A or C. Note : SDM will only connect with 1 or 2 hits. 2 HC only works if crossup D. [ hit] (DM) s C d C s D -> QCF, QCF + P -> s A/C/D standing/crouching heavy punch or standing heavy kick, combo-ed into qcf, qcf + A or C, then juggle with standing A/C/D. [ hit] (DM) s C d C s D -> QCF, QCF + P -> j A~D standing/crouching heavy punch or standing heavy kick, combo-ed into qcf, qcf + A or C, then juggle with jumping A/B/C/D. [ hit] (DM) s C d C s D -> QCF, QCF + P -> QCF + A standing/crouching heavy punch or standing heavy kick, combo-ed into qcf, qcf + A or C, then juggle with qcf + A. [ hit] (DM) s C d C s D -> QCF, QCF + P -> QCF + C standing/crouching heavy punch or standing heavy kick, combo-ed into qcf, qcf + A or C, then juggle with qcf + C. [ hit] (DM) s C d C s D -> QCF, QCF + P -> QCB + B standing/crouching heavy punch or standing heavy kick, combo-ed into qcf, qcf + A or C, then juggle with qcb + B. [ hit] (DM) s C d C s D -> QCF, QCF + P -> DP + P standing/crouching heavy punch or standing heavy kick, combo-ed into qcf, qcf + A or C, then juggle with uppercut + A or C. [ hit] (MAX)(DM) s C d C s D -> QCF, QCF + P -> DP + P standing/crouching heavy punch or standing heavy kick, combo-ed into qcf, qcf + A or C, then combo-ed into uppercut + A or C. Note : the mvoe after qcf, qcf + P is cancelled/done upon contact. [ hit] (MAX)(DM) s C d C s D -> QCF, QCF + P -> QCB, HCF + P standing/crouching heavy punch or standing heavy kick, combo-ed into qcf, qcf + A or C, then combo-ed into qcb, hcf + A or C. Note : the mvoe after qcf, qcf + P is cancelled/done upon contact. [ hit] (DM)(CSP) s C j A~D d C cx D -> s D -> QCF, QCF + P -> s A/C/D jumping attack with A/B/C/D or crossup D, then standing/crouching heavy punch or standing heavy kick, combo-ed into qcf, qcf + A or C, then juggle with standing A/C/D. [ hit] (DM)(CSP) s C j A~D d C cx D -> s D -> QCF, QCF + P -> j A~D jumping attack with A/B/C/D or crossup D, then standing/crouching heavy punch or standing heavy kick, combo-ed into qcf, qcf + A or C, then juggle with jumping A/B/C/D. [ hit] (DM)(CSP) s C j A~D d C cx D -> s D -> QCF, QCF + P -> QCF + A jumping attack with A/B/C/D or crossup D, then standing/crouching heavy punch or standing heavy kick, combo-ed into qcf, qcf + A or C, then juggle with qcf + A. [ hit] (DM)(CSP) s C j A~D d C cx D -> s D -> QCF, QCF + P -> QCF + C jumping attack with A/B/C/D or crossup D, then standing/crouching heavy punch or standing heavy kick, combo-ed into qcf, qcf + A or C, then juggle with qcf + C. [ hit] (DM)(CSP) s C j A~D d C cx D -> s D -> QCF, QCF + P -> QCB + B jumping attack with A/B/C/D or crossup D, then standing/crouching heavy punch or standing heavy kick, combo-ed into qcf, qcf + A or C, then juggle with qcb + B. [ hit] (DM)(CSP) s C j A~D d C cx D -> s D -> QCF, QCF + P -> DP + P jumping attack with A/B/C/D or crossup D, then standing/crouching heavy punch or standing heavy kick, combo-ed into qcf, qcf + A or C, then juggle with uppercut + A or C. [ hit] (MAX)(DM)(CSP) s C j A~D d C cx D -> s D -> QCF, QCF + P -> DP + P jumping attack with A/B/C/D or crossup D, then standing/crouching heavy punch or standing heavy kick, combo-ed into qcf, qcf + A or C, then combo-ed into uppercut + A or C. Note : the mvoe after qcf, qcf + P is cancelled/done upon contact. [ hit] (MAX)(DM)(CSP) s C j A~D d C cx D -> s D -> QCF, QCF + P -> QCB, HCF + P jumping attack with A/B/C/D or crossup D, then standing/crouching heavy punch or standing heavy kick, combo-ed into qcf, qcf + A or C, then combo-ed into qcb, hcf + A or C. Note : the mvoe after qcf, qcf + P is cancelled/done upon contact. [ hit] (CSP) j A~D cx D -> DP + P jumping attack with A/B/C/D or crossup D, then land, uppercut + A or C. [ hit] (CSP) j A~D cx D -> DP + K -> etc. jumping attack with A/B/C/D or crossup D, then land, uppercut + B or D and then juggle with any move preferred. [ hit] (EX) AB --> A~D --> etc. AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are available for Shingo, that may start from standing C/D or down C. [ hit] Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have the same characteristics as a standing CD that his opponent in mid air. if "COUNTER" appears, the dodge hit can also combo just like a CD attack. (Refer to Goro for some useful combos of such nature) __ ___ _\__\ / /___ _____ ____ _______ _____ _____ __ ____ _____ _____ _____ / ___/\/ / == / ___/ __ /__ __/ / __/ / \/ \/ = // / __/ / _/_\ / __/ _/_/ \ / / / /__/ = / / == / = /_\ \ /____// /__/ /____/__/\__\ /__/ /____/_____/__/\__/\__/_____/____ /_____/ / /\ \ (WARNING : High level of skill/experience needed.) /__/ \__\ + d B -> s C -> QCF + A crouching B, into standing heavy punch, combo-ed into qcf + A. [ hit] + d B -> s C -> QCF + C crouching B, into standing heavy punch, combo-ed into qcf + C. Note : at random, QCF + C will produce 2 hits. [ hit] + d B -> s C -> QCF + B crouching B, into standing heavy punch, combo-ed into qcf + B. [ hit] + d B -> s C -> QCB + K crouching B, into standing heavy punch, combo-ed into qcb + B or D. Note : D version must be near corner. [ hit] + d B -> s C -> DP + P crouching B, into standing heavy punch, combo-ed into uppercut + A or C. [ hit] +(DM) d B -> s C -> QCF, QCF + P crouching B, into standing heavy punch, combo-ed into qcf, qcf + A or C. [ hit] +(DM) d B -> s C -> QCB, HCF + P crouching B, into standing heavy punch, combo-ed into qcb, hcf + A or C. [ hit] +(CSP) cx D -> d B -> s C -> QCF + A crossup D, then crouching B, into standing heavy punch, combo-ed into qcf + A. [ hit] +(CSP) cx D -> d B -> s C -> QCF + C crossup D, then crouching B, into standing heavy punch, combo-ed into qcf + C. Note : at random, QCF + C will produce 2 hits. [ hit] +(CSP) cx D -> d B -> s C -> QCF + B crossup D, then crouching B, into standing heavy punch, combo-ed into qcf + B. [ hit] +(CSP) cx D -> d B -> s C -> QCB + K crossup D, then crouching B, into standing heavy punch, combo-ed into qcb + B or D. Note : D version must be near corner. [ hit] +(CSP) cx D -> d B -> s C -> DP + P crossup D, then crouching B, into standing heavy punch, combo-ed into uppercut + A or C. [ hit] +(DM)(CSP) cx D -> d B -> s C -> QCF, QCF + P crossup D, then crouching B, into standing heavy punch, combo-ed into qcf, qcf + A or C. [ hit] +(DM)(CSP) cx D -> d B -> s C -> QCB, HCF + P crossup D, then crouching B, into standing heavy punch, combo-ed into qcb, hcf + A or C. [ hit] __ ____ __ _____ ____ ____ __ ___ ________ _ __ ____ _____ __ __ _____ / \/ \/ / __/ ___/ ___/ / / / / == / \/ / ___/ / / / / __/ / / /_\ \/ /__/ _/_/ /__/ /__/ __ / / _/_/ = / /_/ /_\ \ /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ (Unclassified combos, some are improbable in normal versus gameplay) (nC)(CNT) d C QCF + K -> s C/D qcf + B or D, "COUNTER", juggled with standing/crouching heavy punch or standing heavy kick. [ hit] (nC)(CNT) QCF + K -> DP + P qcf + B or D, "COUNTER", juggled with uppercut + A or C. [ hit] (CNT) s CD -> s A~D standing CD(body toss attack), "COUNTER", juggle with standing A/B/C/D. [ hit] (CNT) s CD -> fw + B standing CD(body toss attack), "COUNTER", combo-ed into forward + B. [ hit] (CNT) s CD -> j A~C standing CD(body toss attack), "COUNTER", juggle with jumping A/B/C. [ hit] (CNT) s CD -> DP + P standing CD(body toss attack), "COUNTER", combo-ed into uppercut + A or C. [ hit] (CNT) s CD -> pause DP + A standing CD(body toss attack), "COUNTER", juggle with uppercut + A. Note : this differes from the one above. pause slightly before executing uppercut + A. [ hit] (CNT) s CD -> QCB + K standing CD(body toss attack), "COUNTER", combo-ed into qcb + B or D. Note : D version is near corner. [ hit] (CNT) s CD -> QCF + A standing CD(body toss attack), "COUNTER", combo-ed into qcf + A. [ hit] (CNT) s CD -> QCF + C standing CD(body toss attack), "COUNTER", combo-ed into qcf + C. [ hit] (CNT) s CD -> QCF + K standing CD(body toss attack), "COUNTER", combo-ed into qcf + B or D. [ hit] (CNT)(C) s CD j CD -> s A~D jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD j CD -> j A~D jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. [ hit] (CNT) j CD -> fw + B jumping CD(body toss attack), "COUNTER", juggled with forward + B. [ hit] (CNT) j CD -> DP + P jumping CD(body toss attack), "COUNTER", juggled with uppercut + A or C. [ hit] (CNT) j CD -> QCB + K jumping CD(body toss attack), "COUNTER", juggled with qcb + B or D. Note : D version is near corner [ hit] (CNT) j CD -> QCF + A jumping CD(body toss attack), "COUNTER", juggled with into qcf + A. [ hit] (CNT) j CD -> QCF + C jumping CD(body toss attack), "COUNTER", juggled with into qcf + C. [ hit] (CNT) j CD -> QCF + K jumping CD(body toss attack), "COUNTER", juggled with qcf + B or D. [ hit] ============================================================================================== S E C T I O N IV ============================================================================================== 4.1 ______________________ / / Infinite Combos /_____________________/ Infinites section! Use these combos only when you think necessary. Overdosage may lead to being scrubby. Preferably done on computer only. If YOU have any infinites to add, feel free to e-mail author. Credit will be given where due. Kyo Kusanagi '94 or '97 ----------------------- - in Extra mode - anywhere hop, Dwn + C, hop, Dwn + C, hop, Dwn + C, hop...... Note : seen the infinite being done by me fren, Rafee.Timing, VERY FAST...6 hits will dizzy. Athena Asamiya --------------- #1 - opponent in corner HCF + A/C -> QCB, upbk + B x infinity execute command throw on opponent in corner, then as soon as opponent about to land, juggle with qcb, upbk + B x infinity. Note : this is quite difficult to do compared to Kim's corner juggle. the qcb upbk + B is actually the mid air, qcb + K. there is a lag after the qcb upbk lands, so there is a split second timing to it. #2 - opponent near corner HCF + A/C -> bk bk d B -> QCB + A -> HCFupfw + D -> 1 HC x infinity execute command throw on opponent near corner, then back hop with down + B to bring Athena to "screen corner", execute fireball, qcb + A, and while there is a recovery lag from the qcb + A, start to turn hcf, then upfw + D, to enable floating bug and the unblockable fireball bug. when this is done, Athena will teleport while floating, and hence appear in front of opponent which is open for combo in the corner from the unblockable fireball bug. Also, since when Athena is floating, crouching light hits can be done onto the opponent until the opponent dizzies because Athena will not move back from the down As or Bs. #3 - opponent near corner 1 HC -> HCF + P -> bk bk d B -> HCF + D ....repeat whole process over and over.. any 1 hit light chain, combo-ed into hcf + A/C, then back hop with down + B to go further back, then execute qcb + A, then teleport with hcf + D to enable unblockable bug...and repeat the whole process over again..and again.. Note : this is similar to the TOD combo, but this is rather risky, because you need to be accurate in doing this combo. E-mail me if there are any questions. #4 - opponent in corner 1 HC x infinity after athena floats...in corner, any light chain repeated until opponent dies or dizzies, then repeat the whole process.. Mai Shiranui '97 or RB2 ------------------------ #1 - in EXTRA Mode fw fw d A x infinity hop forward with down + A x infinity Note : its possible to do this only if you're familiar with Kyo's infinite. Must be really fast to get it to connect many times. I only managed to get 4 hits, but it can be repeated. [ hit] #2 - opponent in corner s B x infinity after Mai floats...in corner, standing light kick repeated until opponent dies or dizzies, then repeat the whole process.. [ hit] Kim Kaphwan -------------- #1 - corner - opponent mid-air j QCF + B, QCF upfw + B, QCF upfw + B, QCF upfw + B...repeat Note : 18 hits will dizzy. this infinite is available on MPG format at my page. #2 - "COUNTER" j CD -> QCF + B x infinity jumping CD(body toss attack), "COUNTER", then juggled with qcf + B(mid air) x infinity. [ hit] Choi Bounge ------------ #1 - opponent in corner - mid air QCF upfw + B x infinity juggled opponent in corner with qcf + B. Note : to get the proper height, qcf + B is turned qcf upfw + B. [ hit] #2 - opponent in corner 1 HC x infinity after Choi "float", continously do any 1 hit light chain till opponent dies or dizzy [ hit] Shermie -------- - opponent in corner - only againts Robert or Daimon s A d A x infinity after Shermie "floats", standing/crouching As are repeated till opponent dies or dizzies. [ hit] Chris ------ - againts Takuma only. Chris in 1st player corner, dash, and hold dashing, Takuma roll, Chris continue to dash. Takuma do fireball, QCF + A version, then run after fireball. As soon as Chris, about to reach 2nd player corner and fireball hits Chris, Takuma execute rush DM, QCF, HCB + P. Chris will be able to block the rush DM, then Chris immediately do QCF, QCF + P DM. Chris will go through Takuma and continue with QCF, QCF + P DM animation till other corner. To get infinite, Takuma jumps towards Chris, and gets juggled by never-ending DM. +_+ Ascii representation ; C - Chris T -Takuma F - fireball(qcf + A) |CT | - Chris in corner, start to dash and hold dashing |T C| - Takuma rolls and let Chris dash, and hold screen by not moving forward. |T F C| - Takuma do fireball, and dash after fireball while Chris also still in dashing animation. | T F C| - as soon as Chris reach 2nd player corner, still hold dashing, then as soon as firball seems to hit Chris, Takuma execute rush DM(qcf, hcb + A or C). | TC| - Chris should be able to block the rush DM halfway. | C<-- T | - Chris execute QCF, QCF + P immediately when able to move, and will go through Takuma!!! |C<--- T| - Chris will continue to do QCF, QCF + P animation until time is over and will stay in 1st player corner. |T | |C<-- | - to get infintie, Takuma jumps towards Chris and will be juggled forever even after time is over. Blue Mary --------- - opponent in corner 1 HC x infinity after Mary floats, repeat any light hits x infinity. [ hit] Vice ----- - mid-air - corner hj QCB + B(air) x infinity execute qcb + B while in hyperjump and hit opponent in mid air... repeat till opponent dies or dizzies. Note : HUMANLY IMPOSSIBLE COMBO!! Can ONLY be done with Playstation version of KoF98, because of the shortcut(hotkeys) option, simply hyperjump and press R1 to get the hj QCB + B. [ hit] ============================================================================================== 4.2 ____________________ / / Bug Reports /___________________/ B U G S! Without fail, in every KoF series since KoF'94 there are bound to be 'Bugs' present. So if there are any bugs that may arise in KoF'98, you may hope to find in here in this section. Do feel free to mail the author if there are any contributions. Credit will be given when due. #1 Kyo Kusanagi infinite in Extra Mode.(refer to Infinites section) #2 Goro Daimon combo. i.e dwn D, qcb + B, then dp + A, then hcf + C uppercut + A will hit opponent even if opponent does recovery roll #3 Iori Yagami fast back dash in Advance or Extra mode. bk, bk + B. Iori will goto end of screen just like Orochi Iori Yagami back in KoF97 doing jumping backwards #4 (from Darklancer's Gamer de Pub) Heidern's unblockable Cross-Cutter. execute bk s fw + A/C then execute hcb + A/C as it approaches opponent. Cross Cutter will be unblockable. #5 (posted by Pancho) Chin Gensai's QCF x 2 + A/C DM, if get hit by last flame, does 2/3 damage #6(from EDF & Rafee) unblockable projectiles : - Athena Asamiya; from a distance, execute qcb + A/C, then as projectile reaches blocking opponent, execute qcf + B/D(teleport) or hcf + P command throw - Takuma Sakazaki; from a distance, execute qcf + A/C, then as projectile reaches blocking opponent, execute qcb + K or dash forward. - Iori Yagami from a distance, execute qcf + A/C, then as projectile reaches blocking opponent, execute hcb, fw + A/C(command throw) #7 fast back dash : - Kyo Kusanagi in Advance or Extra mode bk, bk, dwn + C. Kyo will dash/hop backwards faster than usual bk, bk hop/dash. - Mai Shiranui in Advance or Extra mode bk, bk, dwn + A. Mai will dash/hop backwards faster than usual bk, bk hop/dash. - Athena Asamiya in Advance or Extra mode bk, bk, dwn + B. Athena will dash/hop backwards faster than usual bk, bk hop/dash. - Brian Battler in Advance or Extra mode bk, bk, dwn + C. Brian will dash/hop backwards faster than usual bk, bk hop/dash. - Lucky Clauber in Advance or Extra mode bk, bk, dwn + A. Lucky will dash/hop backwards faster than usual bk, bk hop/dash. #8(from GamesWeekly VCD) - Kim Kaphwan's infinite. (refer to infinites section) #9 Kim "roach-killer" bug - when no stock, dwn dwn + K can be cancelled by executing DM. down down + K animation will seem to stop and can continue to combo from it. #10 - Athena Asamiya infinites. (refer to infinites section) #11 - Mai Shiranui infinite. (refer to infinites section) #12 - Shermie infinite (refer to infinites section) #13 - Choi Bounge infinite. (refer to infinites section) #14 - Blue Mary infinite. (refer to infinites section) #15 Flying!! - Athena after floating, roll with AB, then as roll recover, do down + B - Mai after floating, roll with AB, then as roll recover, do down + A #16 - Chris BUG infinite. (refer to infinites section) #17 - Chris DISAPPEAR!!! - againts Takuma only. Chris in 1st player corner, dash, and hold dashing, Takuma roll, Chris continue to dash. Takuma do fireball, QCF + A version, then run after fireball. As soon as Chris, about to reach 2nd player corner and fireball hits Chris, Takuma execute rush DM, QCF, HCB + P. Chris will be able to block the rush DM, then Chris immediately do back hop, bk, bk to disappear. When this happeneds, the area where Chris disappear will seem to have an invisible "force-field". If Takuma goes into that area, he will be seem to have got hit by Orochi Chris' DP + P move. Ascii representation ; C - Chris T -Takuma F - fireball(qcf + A) |CT | - Chris in corner, start to dash and hold dashing |T C| - Takuma rolls and let Chris dash, and hold screen by not moving forward. |T F C| - Takuma do fireball, and dash after fireball while Chris also still in dashing animation. | T F C| - as soon as Chris reach 2nd player corner, still hold dashing, then as soon as firball seems to hit Chris, Takuma execute rush DM(qcf, hcb + A or C). | TC| - Chris should be able to block the rush DM halfway. | T C->| - Chris do back hop, bk, bk immediately when able to move, and Chris will disappear!!! #18 - Vice infinite.(refer to infinite section) ============================================================================================== S E C T I O N V ============================================================================================== _________________________ / / Miscellanous /________________________/ 5.1 ------ Codes ------ Alternate Characters -------------------- Kyo Kusanagi'95 - goto character, hold start and press A/B/C/D Terry Bogard (RB2) - goto character, hold start and press A/B/C/D Andy Bogard (RB2) - goto character, hold start and press A/B/C/D Joe Higashi (RB2) - goto character, hold start and press A/B/C/D Ryo Sakazaki'95 - goto character, hold start and press A/B/C/D Robert Garcia'95 - goto character, hold start and press A/B/C/D Yuri Sakazaki'95 - goto character, hold start and press A/B/C/D Mai Shiranui (RB2) - goto character, hold start and press A/B/C/D Orochi Yashiro Nanakase - goto character, hold start and press A/B/C/D Orochi Shermie - goto character, hold start and press A/B/C/D Orochi Chris - goto character, hold start and press A/B/C/D Billy Kane (RB2) - goto character, hold start and press A/B/C/D Omega Rugal(Home consoles ONLY) - goto character, hold start and press A/B/C/D 5.2 ------------------------------ Rumours and Unconfirmed Stuff ------------------------------ - Rugal's 2 new secretaries??? 5.3 -------------------------- Crossups(Over-Laps) Table -------------------------- 1 - possible to overlap with this button 0 - not possible to overlap with this button +------------------------------------+--------------+ |Character | A | B | C | D | Others.. | +------------------------------------+--------------+ |Kyo Kusanagi | 0 | 1 | 1 | 1 | dwn + C | +------------------------------------+--------------+ |Benimaru Nikaido | 0 | 1 | 1 | 1 | dwn + D | +------------------------------------+--------------+ |Goro Daimon | 0 | 1 | 1 | 1 | | +------------------------------------+--------------+ |Terry Bogard | 0 | 0 | 1 | 1 | j CD | +------------------------------------+--------------+ |Andy Bogard | 1 | 0 | 1 | 1 | j QCF + K | +------------------------------------+--------------+ |Joe Higashi | 0 | 0 | 1 | 1 | | +------------------------------------+--------------+ |Ryo Sakazaki | 0 | 0 | 1 | 1 | | +------------------------------------+--------------+ |Robert Garcia | 0 | 1 | 1 | 0 | | +------------------------------------+--------------+ |Yuri Sakazaki | 0 | 1 | 0 | 1 | | +------------------------------------+--------------+ |Leona | 1 | 0 | 1 | 1 | | +------------------------------------+--------------+ |Ralf Jones | 0 | 0 | 1 | 1 | | +------------------------------------+--------------+ |Clark Steel | 1 | 1 | 0 | 1 | | +------------------------------------+--------------+ |Athena Asamiya | 0 | 1 | 0 | 0 | j QCB + K | +------------------------------------+--------------+ |Sie Kensou | 0 | 1 | 1 | 1 | j QCB + P | +------------------------------------+--------------+ |Chin Gensai | 0 | 1 | 1 | 1 | | +------------------------------------+--------------+ |Chizuru Kagura | 0 | 1 | 0 | 1 | | +------------------------------------+--------------+ |Mai Shiranui | 0 | 0 | 0 | 1 | HCB x 2 + P | +------------------------------------+--------------+ |King | 0 | 0 | 1 | 0 | DP + P | +------------------------------------+--------------+ |Kim Kaphwan | 1 | 0 | 0 | 1 | j QCF + K | +------------------------------------+--------------+ |Chang Koehan | 0 | 0 | 0 | 0 | | +------------------------------------+--------------+ |Choi Bounge | 0 | 0 | 1 | 1 | j QCF + K | +------------------------------------+--------------+ |Yashiro Nanakase | 0 | 0 | 1 | 1 | | +------------------------------------+--------------+ |Shermie | 0 | 1 | 1 | 1 | | +------------------------------------+--------------+ |Chris | 0 | 1 | 0 | 1 | | +------------------------------------+--------------+ |Ryuji Yamazaki | 0 | 1 | 0 | 1 | | +------------------------------------+--------------+ |Blue Mary | 0 | 1 | 0 | 1 | | +------------------------------------+--------------+ |Billy Kane | 0 | 0 | 0 | 1 | DP + D | +------------------------------------+--------------+ |Iori Yagami | 0 | 1 | 1 | 1 | j bk + B | +------------------------------------+--------------+ |Mature | 0 | 1 | 0 | 0 | | +------------------------------------+--------------+ |Vice | 0 | 0 | 0 | 0 | | +------------------------------------+--------------+ |Heidern | 0 | 0 | 1 | 1 | | +------------------------------------+--------------+ |Takuma Sakazaki | 0 | 1 | 1 | 1 | | +------------------------------------+--------------+ |Siasyu Kusanagi | 0 | 1 | 1 | 1 | | +------------------------------------+--------------+ |Heavy D! | 0 | 1 | 0 | 0 | | +------------------------------------+--------------+ |Brian Battler | 0 | 0 | 1 | 0 | j QCF + P | +------------------------------------+--------------+ |Lucky Glauber | 0 | 0 | 0 | 1 | | +------------------------------------+--------------+ |Rugal Bernstein | 0 | 1 | 0 | 1 | | +------------------------------------+--------------+ |Shingo Yabuki | 0 | 1 | 0 | 1 | | +------------------------------------+--------------+ 5.4 -------------------------- Interruptable Moves Table -------------------------- +-----------------------------------------------------------+ |Character | Standing | Crouching | Standing far | +-----------------------------------------------------------+ |Kyo Kusanagi | ABCD | A-CD | A-C- | +-----------------------------------------------------------+ |Benimaru Nikaido | ABCD | ABCD | A--- | +-----------------------------------------------------------+ |Goro Daimon | ABCD | A--D | AB-- | +-----------------------------------------------------------+ |Terry Bogard | ABCD | A-CD | A--- | +-----------------------------------------------------------+ |Andy Bogard | ABCD | ABC | ---- | +-----------------------------------------------------------+ |Joe Higashi | ABC- | A-CD | -B-- | +-----------------------------------------------------------+ |Ryo Sakazaki | ABCD | A-CD | A--- | +-----------------------------------------------------------+ |Robert Garcia | -BC- | A-CD | ---- | +-----------------------------------------------------------+ |Yuri Sakazaki | ABCD | A-CD | A--- | +-----------------------------------------------------------+ |Leona | ABCD | A-C- | --C- | +-----------------------------------------------------------+ |Ralf Jones | -BC- | A-C- | ---- | +-----------------------------------------------------------+ |Clark Steel | ABC- | A-C- | A--- | +-----------------------------------------------------------+ |Athena Asamiya | ABCD | ABCD | AB-- | +-----------------------------------------------------------+ |Sie Kensou | ABCD | A-CD | A-C- | +-----------------------------------------------------------+ |Chin Gensai | ABCD | A-C- | ABC- | +-----------------------------------------------------------+ |Chizuru Kagura | ABCD | A-CD | A--- | +-----------------------------------------------------------+ |Mai Shiranui | ABCD | A-CD | A--- | +-----------------------------------------------------------+ |King | ABCD | --CD | ---- | +-----------------------------------------------------------+ |Kim Kaphwan | ABC- | A-C- | ---- | +-----------------------------------------------------------+ |Chang Koehan | AB-D | ABCD | -B-- | +-----------------------------------------------------------+ |Choi Bounge | ABC- | A-C- | -B-- | +-----------------------------------------------------------+ |Yashiro Nanakase | ABCD | A-CD | A-C- | +-----------------------------------------------------------+ |Shermie | ABC- | A-C- | AB-- | +-----------------------------------------------------------+ |Chris | ABCD | A-C- | A-C- | +-----------------------------------------------------------+ |Ryuji Yamazaki | ABCD | A-C- | ---- | +-----------------------------------------------------------+ |Blue Mary | ABCD | A-C- | ---- | +-----------------------------------------------------------+ |Billy Kane | ABCD | --C- | A--- | +-----------------------------------------------------------+ |Iori Yagami | ABC- | A-C- | --C- | +-----------------------------------------------------------+ |Mature | ABCD | A-CD | -B-D | +-----------------------------------------------------------+ |Vice | ABCD | ABCD | AB-- | +-----------------------------------------------------------+ |Heidern | ABCD | A-CD | ---- | +-----------------------------------------------------------+ |Takuma Sakazaki | ABC- | ABCD | ---- | +-----------------------------------------------------------+ |Siasyu Kusanagi | ABC- | A-CD | --C- | +-----------------------------------------------------------+ |Heavy D! | ABCD | A-C- | AB-- | +-----------------------------------------------------------+ |Brian Battler | ABCD | A-C- | --C- | +-----------------------------------------------------------+ |Lucky Glauber | ABC- | AB-D | ---- | +-----------------------------------------------------------+ |Rugal Bernstein | ABCD | A-CD | ---- | +-----------------------------------------------------------+ |Shingo Yabuki | ABCD | A-CD | A--- | +-----------------------------------------------------------+ ============================================================================================== S E C T I O N VI ============================================================================================== _________________________ / / Closing time....... /________________________/ 6.1 ------------------------- Credits & Special Thanks ------------------------- Professor Henry Moriarty (mmcafe@deathsdoor.com) - lotsa pre-release information and pics, several combos and moveslists. Kao Megura (kmegura@yahoo.com) - moves names and character info from his kof'97 FAQ. Joe Palanca (JGPalanca@aol.com) - some character info also from his FAQ. Yasakani Iori (iori@chez.com) - helped me here and there to make it possible and corrected a few things here and there Serpent Wave(http://i.am/serpent_wave) - for being there helping with lotsa combo research and a regular ICQ chat partner. Olivier(thonglith@easynet.fr) - Mary Bug and of course that Kyo combo-able chart/grid. also for lots of other stuff thats KoF related. King of Fighters Mailing List (kof@dhp.com) - has several interesting information and discussion. got some combos and info from there King of Fighters Combo Mailing List (kof_combo@egroups.com) - great place to discuss combos. Soleimoon (riggs@binternet.com) - posted me some info and combos on Kim Pancho (ICQ# 5143942) - Chin Gensai bug Darren (ICQ# 2178119) - also other BIG combos Greg Kasavin (shrike@slip.net) - Robert's stand C, fw + A, QCB + D combo Rafee (jefeelina@pacific.net.sg) - gave me info on combos, tactics and etc. EDF (imdoris@pacific.net.sg) - gave me info on combos, tactics and etc. Orochi Lee (orochi1800@hotmail.com) - for the installer CD and for going to the endless GKOFM with me recently. Lin Junhong (lincom@singa.pore.net) - some Chizuru combos came from him Challengers & Victims - those players at the arcade who challenged me and those who were by combo practice...:) Mum & Dad & me Bro and Sis. - not some nicks, but my mum and dad, hey, they paid for the PC i'm using to do this.... also me bro for...errr...advicing me on gameplay and combos. 6.2 ------------------------------------------ Links - KoF related sites & General Sites ------------------------------------------ Madman's Cafe (Prof Henry Moriarty) http://mmcafe.telnet.or.jp KoF4ever (Yasakani) http://i.am/kof Lancer's Dance Floor (Darklancer's BBS) http://www.guestbook.de/yasg.cgi?X=132761 Sham Bun's Homepage (Sham Bun) http://home.ust.hk/~eg_sbxaa/index.html Fighters to Finish Webring http://mmcafe.telnet.or.jp/webring.htm Kao Megura Homepage (Kao Megura) http://kao.home.ml.org Gamefaqs http://www.gamefaqs.com Resurrection! (mOOnrun - author's homepage) http://i.am/moonrun 6.3 -------------- Closing Words -------------- AHhhhhhhh...finally, after 2 looooong months of research, the end of the faq..for now. I took great effort in trying to get all these combos, and i personally tried them out to make sure each and everyone of it works, so i hope you guys..and gals, will appreciate what i have done. If you have any comments or and contributions, mail me or visit my webpage BBS. To those whom i may indirectly have forgotten to give credits to, don't SUE me..just mail me and remind me ok. Till then, enjoy KoF'98 and the FAQ until KoF'99 hits at an arcade near you, and do have some spare change left to go home.. +_- Copyright (C) 1997-1999 mOOnrun All rights reserved. ~ E N D ~