*****#####*****#####*****@@@@@$$$$$@@@@@$$$$$@@@@@*****#####*****#####*****&&&& This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Most move instructions based on Anonymous' FAQ. Copyright 2005 Andrew K.K. Ah New ********************************************* KEY TO BASIC MOVES j. jump (any direction) ju. jump up js. jump sideways jf. jump forward jb. jump back s. stand (any distance) sf. stand far sm. stand medium sc. stand close c. crouch (at any distance and in any direction or lack thereof) cf. crouch forward cb. crouch back cn. crouch neutral cs. crouch side l: hits low (must crouch-block) m: hits medium (can crouch-block or stand-block) M: (will be blocked if target does a crouch-block or stand-block, but will miss entirely if target is in cn/cf) h: overhead (must stand-block) H: (will be blocked if target does a stand-block, but will miss entirely if target is crouching) #: (will miss entirely unless target is in the air) B: unblockable x: not an attack A "|" between rows or a "=" between columns means that the two attacks share the same sprites, but are of different speeds. An "I" between colums or a "-" between columns means that the two attacks share the same sprites and speed. A "." between attacks means that the attacks cannot connect A "," between attacks means that the attacks can connect Just below the chart will be some 'extra notes': The following are lists of moves with certain properties Up: can function as anti-air attacks Sw: will sweep a standing/crouching opponent As: will 'air sweep' an airborn opponent (they will fall on their backs) Sl: will cause your base position to move forward and stay there after the move has finished -Numbers in square brackets indicate what hit qualifies for the list. Also included in the 'extra notes' section are any throws that the character has. Angle brackets on either side indicate what side the opponent ends up on. So: throw left if you press left, throw right if you press right >th< throw right if you press left, throw left if you press right >th> throw right regardless of whether you press left or right sc.HP/C/cs.C SPECIAL MOVES (double jump) u,u (???) (H) looks like sc.HK sc.f/b+LK (???) (H) looks like sf.HK sc.f/b+HK EiKuuDan(?) (m) {as} qcf+P KouRyuuHa(?) (m) {as} dp+P NinPouHouRinKyaku(?) (H2/H3) {as} qcb+K LINKS ju.LP/HK ju.LP js.LP,HK sc.LP(7),HP,LK,HK c.LP(7),HP,LK(2),HK s.b/f+LK EiKuuDan KouRyuuHa HP/LK ju.LP js.LP,HK sc.LP(8),HP,LK,HK c.LP(8),HP,LK(2),HK s.b/f+LK s.b/f+HK EiKuuDan KouRyuuHa js.LP/HP/LK ju.LP js.LP,HK sc.LP(8),HP,LK,HK c.LP(7),HP,LK(2),HK s.b/f+LK s.b/f+HK EiKuuDan KouRyuuHa HK ju.LP js.LP,HK sc.LP(8),HP,LK c.LP(7),HP,LK(2),HK s.b/f+LK EiKuuDan KouRyuuHa sc.LP sc.LP(8) EiKuuDan LP.KouRyuuHa HP ju.LP js.LP,HK EiKuuDan KouRyuuHa D.NinPo LK js.LP,HK s.LP(5) c.LP,LK,HK EiKuuDan c.LP sc.LP(8),LK c.LK(2),HK EiKuuDan KouRyuuHa LK js.LP,HK sc.LP(4),HP,LK,HK c.LP(2),HP,LK,HK s.b/f+HK EiKuuDan HK EiKuuDan -js.HK, sc.HP, HP.ReppuDan ***Fuuma*** plays just like Hanzo, but does not have the sc.b/f+HK j.P/K j.LP js.HK sc.LP(7),HP,LK,HK c.LP(7),HP,LK(2),HK s.b/f+LK EiKuuDan KouRyuuHa ju.LP/HK, js.P/K s.b/f+LK sc.LP sc.LP(8) EiKuuDan LP.KouRyuuHa HP j.LP js.HK EiKuuDan KouRyuuHa D.NinPo LK j.LP js.HK s.LP(5),LK,HK c.LP,HP,LK,HK EiKuuDan c.LP sc.LP(8),LK c.LK(2),HK EiKuuDan KouRyuuHa LK js.LP,HK sc.LP(4),HP,LK,HK c.LP(2),HP,LK,HK EiKuuDan HK EiKuuDan KouRyuuHa ***Dragon*** BASIC MOVES p K L H L H *-----------* ju| h H h h | I | js| h H h h | sf| H H m m | I I sc| H m,m m m,m | | c| m--m l--l *-----------* up: sc.HK[2] ju.LK sw: c.HK sc.HP/C/cs.C SPECIAL MOVES (wall jump) js, b/f at wall (???) (m) looks like sf.HK s.b/f+LK (elbow jab) (m) looks like sc.HP[1] sc.b/f+LP (???) (?) looks like sc.HP[2] sf.b/f+LP (gut punch) (m) sc.b/f+HP (fists of fury) (m) {as} mash P (dragon flying kick) (m) {a/s} can follow with wall jump hold b,f+K LINKS ju.LP sc.LP HP sc.LP c.LP LK ju.LP,HP,HK js.LP sc.LK,HP,LK,HK s.f/b+LP,HP,LK c.LP,HP,LK,HK fists of fury dragon kick HK ju.LP,HP,HK js.LP,HK sf.HP sc.LP,HP,LK,HK s.f/b+LP,HP,LK c.LP,HP,LK,HK fists of fury dragon kick js.HP sc.LP,HP s.b/f+LP c.LP,LK LK ju.LP sc.LP,HP,LK,HK s.b/f+LP,HP c.LP,HP,LK,HK fists of fury dragon kick HK ju.LP,HP,HK js.LP,LK sc.LP,HP,LK,HK s.b/f+LP,HP c.LP,HP,LK,HK fists of fury dragon kick sc.LP ju.LP,HP,HK js.LP,LK sc.LP,HP,LK,HK s.b/f+LP c.LP,HP,LK,HK fists of fury dragon kick LK ju.HP,HK js.LP,HK sc.LP,HP,LK,HK s.b/f+LP,HP c.LP,HP,LK,HK fists of fury HK sc.LP sf.HP c.LK,HK fists of fury dragon kick s.b/f+LP sc.LP,HP,HK c.LK,HK HP fists of fury HK c.LP,HP,LK,HK c.LP sc.LP,HP,LK,HK s.b/f+LP c.LP,HP,LK,HK LK sc.LP,HP,HK s.b/f+LP c.LP,HP,LK,HK fists of fury -js.HK, sc.HK, sf.HP seems to redizzy Fuuma. ***Janne*** BASIC MOVES p K L H L H *--------* ju| h h h h | | I I js| h h h-h | / s| m m m H | c| m-m l l *--------* up: j.HP sw: c.HK s.HP/C/cs.C >g> s.HK SPECIAL MOVES (slide) (l) {sw[D]} df+K (sword poke) (h) can follow with any air move, even another poke a.d+P (fire bird) (m) {as} hold b,f+P (sword homerun) (m) {a/s} hold d,u+K LINKS ju.LP ju.LP,LK s.LP,HP,LK,HK c.LP,HP,LK,HK LK.slide HP ju.LK s.LP,HP,LK,HK c.LP,HP,LK,HK HP.fire bird LK ju.LP,LK s.LP,HP,LK,HK c.LP,HP,LK,HK LP.fire bird LK.homerun HK ju.LP,HP,LK,HK s.LP,HP,LK,HK c.LP,HP,LK,HK LK.homerun js.LP s.LP,HP,LK,HK c.LP,HP,LK,HK HP.fire bird HP s.LP,HP,LK,HK c.LP,HP,LK,HK HP.fire bird LK ju.LP,LK s.LP,HP,LK,HK c.LP,HP,LK,HK HP.fire bird LK.homerun HK ju.HK s.LP,HP,LK,HK c.LP,HP,LK,HK HP.fire bird LK.homerun s.LP s.HP c.LP,HP,LK HP s.HP,HK c.LK,HK HP.fire bird LK s.HP,LK,HK c.LP,HP,LK,HK HP.fire bird HK c.HK c.LP s.HP,LK,HK c.LP,HP,LK,HK LK.homerun HP ju.LP,HP,LK,HK js.LP,HP,LK,HK s.HP,HK c.HP,LK,HK LK.homerun LK ju.LP,HP,LK,HK js.LP,HP,LK,HK s.HP,LK,HK c.LP,HP,LK,HK LK.homerun HK homerun -js.HK, sc.HP, HP.firebird, sc.HP redizzies Fuuma ***J. Carn*** BASIC MOVES p K L H L H *--------* ju| h h H h | I I I js| h h h h | sf| H m m-m | I I I sc| m m m-m | c| m-m l-l *--------* up: ju.LK sw: s.K HP/C/cd.C SPECIAL MOVES (slide) (l) {sw[D]} df+K (headbutt) (m,m) sc.f/b+HP (flying shoulder) (m) {as} hold b,f+P (ground flames) (m/m,m) {a/s} hold d,u+P LINKS ju.LP sc.LP,HP,LK,HK sf.LP s.b/f+HP c.LP,HP,LK,HK LK.slide HP sc.HP,HK sf.LP c.LP,LK s.b/f+HP HP.shoulder LK.slide LK sc.LP,LK s.b/f+LK c.LP,LK LK.slide HK sc.LP,HP,LK,HK sf.LP s.b/f+HP c.LP,HP,LK,HK HP.shoulder js.LP sc.LP,HP,LK,HK sf.LP s.b/f+HP c.LP,LK LK.slide HP sc.LP,HP,LK,HK s.b/f+HP c.LP,LK HP.shoulder LK.slide LK sc.LP,HP,LK,HK s.b/f+HP c.LP,LK HP.shoulder LK.slide HK sc.LP,HP,LK,HK sf.LP s.b/f+HP c.LP,LK HP.shoulder LK.slide sc.LP ju.LP,HK js.LP,LK,HK sf.LP sc.LP,HP,LK,HK c.LP,HP,LK,HK shoulder LK.slide HP ju.LP,HK js.LP,LK,HK sc.LP,HP,LK,HK c.LP,HP LK ju.LP js.LP sc.LP,LK c.LP c.LP ju.LP js.LP sc.LP,HP,LK,HK s.b/f+HP c.LP,HP,LK,HK slide shoulder LP.ground flame LK ju.LP,HK js.LP,LK,HK sc.LP,HP,LK,HK s.b/f+HP c.LP,HP,LK,HK slide shoulder ground flame -js.HP, b/f+HP, HP.shoulder redizzies Fuuma. ***Muscle Power*** BASIC MOVES p K L H L H *----------* ju| h--h H h | I I js| h h H-h | sf| H m m H | I I I sc| H m m H | c| m m.? l-l *----------* up: c.HP[2] s.HK sw: c.HK th> sc.HP/C/df+C sc.HK th> sm.HK >gb> sm.C/HP/ds+C -ju.HK shortens Muscle Power's jump SPECIAL MOVES (elbow run) (H/m) {as} hold b,f+P (command grab) (B) {sw} 270+P LINKS ju.LP js.HP sc.LP,LK,HK c.LP,HP,LK,HK HP sc.LP,LK,HK c.LP,HP,LK,HK LK js.HK sc.LP,LK,HK c.LP,HP,LK,HK js.LP js.HK sc.LP,HP,LK,HK c.LP,HP,LK,HK HP sc.LP,LK,HK c.LP,HP,LK,HK LK sc.LP,LK,HK c.LP,HP,LK,HK HK sc.LP,HK c.LP,HP,LK,HK sc.LP ju.HK js.HP,HK sc.LP,LK,HK c.LP,HP,LK,HK HP ju.HP,HK js.HP,HK sc.LP,LK,HK c.LP,LK,HK elbow LK ju.HP,HK js.HP,HK sc.LP,HK c.LP,HP,LK,HK LP,elbow HK ju.HP,HK js.HP,HK c.LP ju.HP,HK js.HP,HK sc.LP,LK,HK c.LP,HP,LK,HK elbow LK ju.HP,HK js.HP,HK sc.LP,LK,HK c.LP,HP,LK,HK elbow HK c.LP ***Brocken*** BASIC MOVES P K L H L H *-------* ju| h h H h | I I I js| H h h h | sf| H H m H | I I I sc| H m m H | c| m m l l *-------* up: sc.HP s.HK ju.B HP/C/cs.C SPECIAL MOVES (knee thrust) (m,m) sc.f/b+HK ??? (H) looks like sf.HK, but moving forward sf.f/b+HK (missile) (m) {a/s} b,f+P (hand shock) (m,m,m...) {a/s} mash P Hurricane(?) (#) {as} d,f,df+P (superman dive) (H) {as} a.b/f+HP LINKS note: sc.HP and c.HK can be cancelled into a jump or any special move. ju.LP ju.LP js.LK sc.LP,LK c.LP,HP,LK,HK dive HP ju.LP js.LK sc.LP,LK c.LP,HP,LK,HK dive LK ju.LP,HP js.LP sc.LP,LK,b/f+HK c.LP,HP,LK,HK dive HK ju.LP,HP js.LK sc.LP,LK,b/f+HK c.LP,HP,LK,HK dive HP.missle js.LP ju.LP sc.LP,LK c.LP,LK dive HP ju.LP js.LK sc.LP,LK c.LP,HP,LK,HK HP.missile dive LK ju.LP sc.LP,LK,b/f+HK c.LP,HP,LK,HK dive HK ju.LP,HP js.LK sc.LP,LK c.LP,HP,LK,HK dive sc.LP sc.LP,LK c.LP,LK HP ju.LP,HP js.LK,HK shock missile dive LK sc.LP c.LP,LK c.LP ju.LP sc.LP,LK c.LP,LK LK sc.LP c.LP,LK HK ju.LP,HP,HK js.HP,LK,HK shock missile dive ***Rasputin*** BASIC MOVES p K L H L H *---------* ju| H h H m | I I I I js| H h H m | | sf| H m m m | I I I sc| H m m m | | c| m-m l-l,l *---------* up: j.LK HK s.HK sw: c.HK[all] >g> sc.HP/C/cs.C SPECIAL MOVES ??? (m) similar to s.LK sc.f/b+HP (fireball (ground)) (m) {as} s.qcf+P (fireball (air)) (m) {as} shoots at 45-degree angle. Stops Rasputin wherever a.qcf+P or qcf,uf+HP he is in the air and makes him fall straight down afterwards. (twirl) (m3/m6) {a/s} qcb+K can move b/f during twirl LINKS ju.LP sc.LP,HP,LK,HK,b/f+HK c.LP,HP,LK,HK HP sc.LP,HP,LK,HK,b/f+HK c.LP,HP,LK,HK twirl LK sc.LP,HP,LK,HK,b/f+HK c.LP,HP,LK,HK twirl HK sc.LP,HP,LK,HK,b/f+HK c.LP,HP,LK,HK twirl js.LP sc.LP,HP,LK,HK,b/f+HK c.LP,HP,LK,HK twirl HP sc.LP,HP,LK,HK,b/f+HK c.LP,HP,LK,HK twirl LK sc.LP,HP,LK,HK,b/f+HK c.LP,HP,LK,HK twirl HK sc.LP,HP,LK,HK,b/f+HP sf.HP c.LP,HP,LK,HK twirl sc.LP c.LK HP sc.LP,HK sf.HP c.HP twirl LK ju.HP,HK js.HP,HK sc.LP,HP,LK,HK,b/f+HK sf.HP c.LP,HP,LK,HK twirl HK sc.HK sf.HP c.HP s.b/f+HK ju.HP,HK js.HP,HK sc.LP,HP,LK,HK,b/f+HK sf.HP c.LP,HP,LK,HK twirl air fire ju.LP,HP,HK js.LP,HP,HK sc.LP,HP,LK,HK,b/f+HK sf.HP s.air fire c.LP,HP,LK,HK fire twirl c.HP sc.LP,HK sf.HP c.HP twirl LK ju.LP,HP,HK js.LP,HP,HK sc.LP,HP,LK,HK,b/f+HK sf.HP c.LP,HP,LK,HK twirl HK (cancellable on first hit) sc.LP,HP,LK,HK sf.HP c.LP,HP twirl ************************* MISC: -Winning a round with over half of your life left will cause your character to strike his/her good pose. Winning with less than half will earn you a bad pose. -Winning a match with two good poses gives you the best win quote. Two bad poses will give you the worst win quote. One of each pose will get you the medium quote. -Mirror matches are not allowed. The closest you will get to this is if Geegus mimicks you when you fight him. -In his true form Geegus cannot jump or be tripped, thrown, or dizzied. He also has not attacks of his own. -Speed Rankings (from fastest to slowest) Walking backwards: Janne/Dragon, Hanzou/Fuuma/Geegus/Carne/Muscle/Brock/Rasp Walking forwards: Janne, Hanzou/Fuuma/Dragon/Geegus, Rasp, Carn/Muscle/Brock -Some jumping attacks shift from 'h' to 'm' if done too late. -Stages: NORMAL: Hanzou- North-East Japan (Gate to temple?) Fuuma- South-West Japan (Monkey zoo?) Dragon- China (Temple that is used for the bonus stages) Break: pots Janne- France (Circus) J. Carn- Mongolia (Outside 'Castle') Muscle Power- Central USA (Cage) Break: lights Brocken- Germany (Rising elevator) Break: Oil drums Rasputin- NW Russia (Church clock tower) Break: Wooden barrels Geegus- (Spaceship above earth) Break: Crystals DEATH MATCH High Energy Battle: NE Japan, blue floor Trap: lower part of walls are electrified. Oil Battle: China, green floor Trap: Two spots on the floor are slippery. Fire Battle: Mongolia, red floor Trap: lower part of walls are on fire. High Energy Oil Battle: Russia, blue floor Trap: Oil and electric fences. Hair Splitting Battle: France ,yellow floor No traps; loser's lose-portrait is bald. Minefield Battle: USA,red/blue floor Trap: each side has mines on the floor that explode when touched (only the large one in the center of each pile actually does anything to the players; the smaller, side mines are part of the background) and grow back after a short time. Needle Battle: Germany, grey floor Trap: spiked walls Needle Oil Battle: SW Japan, grey floor Trap:oil and spiked walls (Geegus) Blue floor Traps: electricity, mines -Bonus stages after 2nd and 6th battles. The first bonus involves demolishing a giant rock, while the second bonus involves destroying falling pots. They're respectively similar the car and falling barrel bonus stages from Street Fighter II. -You will fight Geegus after the 7th battle ************************* FAQ CHANGES 2/12-15/05 Initial version 2/28/05 Links sections, added note on h -> m shifts, sample combo for Janne