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Move List and Guide by Goh_Billy

Version: 6.0 | Updated: 08/22/2007

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                              Fatal Fury 3
               FAQ By: Goh_Billy (billy_kane_32@hotmail.com)
                             Version #: 6.0
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


Sections
--------
      1. Legend
         1.1  Basic Game Legend
         1.2  Chain Attack Legend
      2. System
         2.1  Basics
         2.2  Planes
         2.3  Desperations
         2.4  Finishes
      3. Characters
         3.1  Geese Howard     
         3.2  Joe Higashi      
         3.3  Terry Bogard 
         3.4  Andy Bogard 
         3.5  Franco Bash 
         3.6  Hon-Fu 
         3.7  Blue Mary  
         3.8  Sokaku Mochizuki
         3.9  Mai Shiranui 
         3.10 Bob Wilson 
      ---------------------------
         3.11 Ryuji Yamazaki   
         3.12 Jin Chonshu 
         3.13 Jin Chonrei  
      4. Misc. And Easter Eggs
         4.1  Special Intros
         4.2  Other
      5. Conclusion
         5.1  What's Missing/Needed 
         5.2  Credits
        				
	
===============================================================================
1. Legend
===============================================================================

1.1 Basic Game Legend
---------------------

  ub  u  uf        f - Forward        S - Strong Attack     + - And     
    \ | /          b - Back           P - Punch             / - Or 
  b--   --f        u - Up             K - Kick              , - Then 
    / | \          d - Down           L - Line Change        
  db  d  df                                                
                                     
                                     

qcf - quarter circle forward (d, df, f)
qcb - quarter circle back (d, db, b)
hcf - half circle forward (b, db, d, df, f)
hcb - half circle back (f, df, d, db, b)


1.2 Chain Attack Legend
-----------------------

* - can perform special/super right after if connected
E - ends string
1 - first hit must connect for this part to come out
2 - second hit must connect for this part to come out
3 - third hit must connect for this part to come out
O - overhead
_ - must be blocked low
A - launches opponent into the air
G - opponent must be on ground and must be close enough to connect the pursue
    (otherwise dash towards them before they recover to get close enough)
< - backdash
> - shifts to other side of opponent
^ - knocks opponent to back sway plane
v - knocks opponent to front sway plane
T - taunt
H - first attack must be from a high jump for this part to come out



===============================================================================
2. System
===============================================================================

++++++++++++++
| 2.1 Basics |
++++++++++++++

Crawl                      hold df
Quick Sway                 tap df                 quick high dodge
 Quick Sway Attack         LP/LK/HP/HK

Dash Forward               f, f                   can attack out of dash
  Dash Jump                uf
  Halt                     b
Dash Backward              b, b                   invulnerable for a second

Short aka Small Jump       tap ub/u/uf
High Jump                  press ub/u/uf

Air Block                  ub/u/uf, b
Block High                 b
Block Low                  db                     will not block overheads

Throw                      f + HP close           different for most
                                                    characters  
  
Defensive Attack           f + LP while blocking  you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation
Dizzy Recovery             shake joystick and
                             tap the buttons 
                             rapidly when
                             dizzied
Taunt                      HP from far



++++++++++++++
| 2.2 Planes |
++++++++++++++

Switch To Back Sway Plane  LK+HP
  Quick Dive Attack        LP/LK from back sway 
                             plane    
  Strong Attack            HP/HK from back sway     knocks opponent to 
                             plane                    front sway plane if
                                                      connected (not blocked);
                                                      does not work for Joe or
                                                      Hon-Fu on their HK 
                                                      attacks
  Low Strong Attack        HK from back sway plane  must be blocked low; for
                                                      Joe and Hon-Fu on their
                                                      HK attacks
  Return To Middle Plane   d
Switch To Front Sway Plane LK+LP
  Quick Dive Attack        LP/LK from front sway 
                             plane    
  Strong Attack            HP/HK from front sway  knocks opponent to 
                             plane                    back sway plane if
                                                      connected (not blocked);
                                                      does not work for Joe or
                                                      Hon-Fu on their HK 
                                                      attacks
  Low Strong Attack        HK from front sway     must be blocked low; for
                            plane                     Joe and Hon-Fu only on
                                                      their HK attacks
  Return To Middle Plane   u



Front Reach Attack       LP+LK when opponent is   pulls opponent to middle 
                           in a sway plane          plane; only hits 
                                                    opponents in front sway
                                                    plane
Back Reach Attack        LK+HP when opponent is   pulls opponent to middle
                           in a sway plane          plane; only hits 
                                                    opponents in back sway
                                                    plane
Front Sweep              d + LP+LK when opponent  pulls opponent to middle
                           is in sway plane         plane; only hits 
                                                    opponents in front sway
                                                    plane
Back Sweep               d + LK+HP when opponent  pulls opponent to middle
                           is in a sway plane       plane; only hits 
                                                    opponents in


      --when one character is in a sway plane and the other is in the--- 
                               ---middle plane---


middle plane character: 
*can do anything

sway plane character:
*cannot perform special moves
*cannot perform supers
*cannot duck
*cannot crawl
*cannot jump
*dashing forward or backward automatically switches you to the middle plane 
*standing still for 2 seconds automatically switches you to the middle plane
*walking b or f will move you for a moment and then automatically switches
 you to the middle plane
*pressing d in back sway plane or pressing u in front sway plane switches you
 back to middle plane



++++++++++++++++++++
| 2.3 Desperations |
++++++++++++++++++++

Super Desperation - You can perform these moves when your lifebar begins to
                    flash red.  This occurs when you have only 1/6 of your
                    meter left.  You can perform as many Super Desperations
                    as you want while your lifebar is flashing

Hidden Desperation - These must first be activated before the match starts.
                     To do this, press Start+LP+LK+HP+HK as soon as you
                     see the words "GO!" appear on the screen.  If done 
                     correctly your character's name will turn green.
                     To perform these supers you must first have your
                     lifebar flashing red.  Every character then has a set
                     up (whether another move or distance) that will cause
                     your name to flash.  Once it flashes, you can perform
                     the hidden super.  Hidden Desperations can be performed
                     only once per round.


++++++++++++++++
| 2.4 Finishes |
++++++++++++++++

  Finishes are maneuvers that will knock the opponent towards the screen or
into the background or into the ceiling when they are beaten with these moves
at the final deciding round.  Each character's movelist has a list of 
maneuvers that will produce this effect.  All that needs to be done is to have
the particular move listed to be the final move that KOs the opponent.  To 
make sure that the special finish works, you must also land these moves when
the opponent is on the ground.  If an opponent is in the air or performing
certain special attacks while being hit, they will fall back like in a normal
KO and not have a special finish.  Background finishes can only be done
on character stages Joe, Terry, Andy, Hon-Fu, and Mai.  Knockout finishes
can only be done on character stages  Geese, Bash, Sokaku, Bob, Yamazaki, 
and Chonshu/Chonrei.  Finally, Ceiling finishes can only be done on Blue
Mary's stage.  




===============================================================================
3. Characters
===============================================================================

*******************************************************************************
* 3.1 Geese Howard                                                            *
*******************************************************************************
Colors
------
LP - Orange pants
HK - White pants



Throws
------
Clamp Of The Tiger       b + HP close  
  Fatal Blow Bopper      HP 
Shinkuu Nage             df + HP close
Push Of The Tiger        uf + HP close             
  Fatal Squeeze Fury     HP 
Mauling Tiger Crunch     f + HK close


Basic Moves
-----------
Crawl                    hold df
Quick Sway               tap df                   quick high dodge
  Tiger Palm             LP/HP/LK/HK
Bloody Palm              HP close                 2 hits
Low Tap                  LK close                 must be blocked low
Double Kick              HK close
Quick Punch              LP from high jump        can perform another air 
                                                    attack after move; 
                                                    overhead
Down Kick                LK from high jump        can perform another air 
                                                    attack after move;
                                                    overhead


Plane Moves
-----------
Dive Elbow               LP from sway planes
Dive Low Foot            LK from sway planes      must be blocked low
Strong Elbow             HP from sway planes      knocks opponent to opposite
                                                    sway plane if connected 
                                                    (not blocked)
Strong Low Foot          HK from sway planes      knocks opponent to opposite
                                                    sway plane if connected 
                                                    (not blocked); must be
                                                    blocked low 
Turn Around Backfist     LP+LK when opponent is   pulls opponent to middle 
                           in a sway plane          plane; only hits 
                                                    opponents in front sway
                                                    plane
Reaching Backfist        LK+HP when opponent is   pulls opponent to middle
                           in a sway plane          plane; only hits 
                                                    opponents in back sway
                                                    plane
Arc Sweep                d + LP+LK when opponent  pulls opponent to middle
                           is in sway plane         plane; only hits 
                                                    opponents in front sway
                                                    plane
Reaching Sweep           d + LK+HP when opponent  pulls opponent to middle
                           is in a sway plane       plane; only hits 
                                                    opponents in back sway
                                                    plane


Command Moves
-------------
Rising Palm              d + HP                   2 hits
Rolling Sweep            b + HK                   knocks opponent into back
                                                    sway plane
Slash Uppercut           f + LP while blocking    you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation

                                                                             
Special Moves
-------------
Reppu Ken                qcf + LP                 will collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process
Double Reppu Ken         qcf + HP                  start up absorbs other 
                                                    projectiles; if start up
                                                    absorbs a projectile, a 
                                                    small Reppu Ken will be
                                                    released and continue its
                                                    path; if no absorbing is
                                                    done on the start up of 
                                                    the move the actual 
                                                    Reppu Ken will appear
                                                    larger, however, both
                                                    the large and small Reppu
                                                    Ken will collide with 
                                                    other projectiles to
                                                    "destroy" them and be
                                                    "destroyed" as well
Feint Reppu Ken          qcf + LK+HK
Shippu Ken               qcb + P in air           LP=fast and small, HP=slow
                                                    and large; it can hit low 
                                                    enough on the opponent in
                                                    that it must be blocked 
                                                    low; will collide with 
                                                    other projectiles as both
                                                    will be "destroyed" in 
                                                    the process
Jaei Ken                 Charge b for 2 seconds,  LK=short, HK=long; dash must
                           f + K                    connect (not blocked) to 
                                                    perform the entire 
                                                    maneuver
Feint Jaei Ken           qcb, f + LK+HK
Dragon Throw             hcf + LK                 counter attack to jump 
                                                    maneuvers and special
                                                    moves (not projectiles)
Dragon Throw II          hcf + HK                 high counter
                                                          

Super Desperation
-----------------
Raging Storm             db, hcb, df + HP+HK      absorbs  projectiles
Feint Raging Storm       db, hcb, df + LP+HP      does NOT require flashing 
                                                    meter


Hidden Desperation
------------------
Set Up Rising Palm       d + S                   this part MUST connect (not
                                                   blocked) to move onto the
                                                   next part
  Forward Palm Dash      S                       name will flash, which means
                                                   hidden super can now be 
                                                   performed; enter the next
                                                   motion VERY quickly after
                                                   this part connects
    Shin Raging Storm    qcb, f + HP+HK          hits in all planes; absorbs
                                                    projectiles (properties
                                                    for hacked version of
                                                    super without set up)


Chain Attacks
-------------
Punch Starters
``````````````
HP close (*)---> HP (1)     -----> HP        -----> HP     -----> HP (E)
                                   LP/LK/HK (E)     LP/LK/HK (E)  LP/LK/HK (E)


Kick Starters
`````````````
HK far --------> HK (E)



----------------------Send To Background Moves------------------------
| Use as last hit on final deciding round. Works on character stages:|
|                 Joe, Terry, An dy, Hon-Fu, and Mai                  |
----------------------------------------------------------------------
Dive Elbow               LP/HP from front sway 
                           plane
Dive Low Foot            LK/HK from front sway
                           plane    
Tiger Palm               tap df, LP/HP/LK/HK 
Air Backhand             u, HP
Quick Swipe Kick         LK far
Roll Kick, Swipe Kick    HK far, HK               either one will work
Rolling Sweep            b + HK 
Sweep                    d + HK
Jump Kick                ub/uf, HK


--------------------------Knockout Moves------------------------------
| Use as last hit on final deciding round. Works on character stages:|
|      Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei       |
----------------------------------------------------------------------
Dive Elbow               LP/HP from back sway 
                           plane
Dive Low Foot            LK/HK from back sway
                           plane 


-------------------------Ceiling Strike Moves-------------------------
| Use as last hit on final deciding round. Works on character stage: |
|                              Blue Mary                             |
----------------------------------------------------------------------
Rising Palm              d + HP
Slash Uppercut           f + LP while blocking





*******************************************************************************
* 3.2 Joe Higashi                                                             *
*******************************************************************************
Colors
------
LP - Yellow shorts w/ Red trim
HK - Red shorts w/ Green trim



Throws
------
Lifting Pressure         f + HP close  
Rapid Knees              f + HK close


Basic Moves
-----------
Crawl                    hold df
Quick Sway               tap df                   quick high dodge
  Snapping Punch         LP/HP/LK/HK
Falling Punch            HP close                 2 hits
Shin Kick                LK far                   must be blocked low
Quick Punch              LP from high jump        can perform another air 
                                                    attack after move; 
                                                    overhead
Air Knee                 LK from high jump        can perform another air 
                                                    attack after move;
                                                    overhead
Sky Kick                 HK from u short jump     overhead
Straight Kick            HK from uf/ub short      overhead
                            jump    


Plane Moves
-----------
Dive Elbow               LP from sway planes
Slide Kick               LK from sway planes      must be blocked low
Strong Elbow             HP from sway planes      knocks opponent to opposite
                                                    sway plane if connected 
                                                    (not blocked)
Strong Slide Kick        HK from back sway plane  knocks opponent to opposite
                                                    sway plane if connected 
                                                    (not blocked); must be
                                                    blocked low 
Knockdown Slide Kick     HK from front sway        must be blocked low
                           plane
Jaw Kick                 LP+LK when opponent is   pulls opponent to middle 
                           in a sway plane          plane; only hits 
                                                    opponents in front sway
                                                    plane
Back Kick                LK+HP when opponent is   pulls opponent to middle
                           in a sway plane          plane; only hits 
                                                    opponents in back sway
                                                    plane
Sweep                    d + LP+LK when opponent  pulls opponent to middle
                           is in sway plane         plane; only hits 
                                                    opponents in front sway
                                                    plane
Back Sweep               d + LK+HP when opponent  pulls opponent to middle
                           is in a sway plane       plane; only hits 
                                                    opponents in back sway
                                                    plane


Command Moves
-------------
Quick Uppercut           b + HP
Elbow Uppercut           d + HP                   2 hits
Roundhouse               b + HK                   knocks opponent to front 
                                                    sway plane
Slide Kick               df + HK                  must be blocked low          
Backfist                 f + LP while blocking    you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation;
                                                    knocks opponent to front 
                                                    sway plane if it connects
                                                    (not blocked)


Special Moves
------------- 
Hurricane Upper          hcf + P                  LP=slow, HP=fast with 
                                                    slightly larger tornado; 
                                                    will collide with other 
                                                    projectiles as both will

                                                    be "destroyed" in the
                                                    process
Feint Hurricane Upper    hcf + LK+HK
Tiger Kick               qcf, uf + K              LK=short, HK=further
Feint Tiger Kick         f, d, df + LP+HP 
Golden Heel              qcb + K                  LK=short, HK=long        
Slash Kick               Charge db, f + LK / 
                           db, f + LK
Powerful Slash Kick      Charge db, f + HK /      first part must connect (not
                           db, f + HK               blocked) to perform entire 
                                                    maneuver
Feint Slash Kick         Charge db, f + LP+HP / 
                           db, f + LP+HP


Super Desperation
-----------------
Screw Upper              f, hcf + HP+HK           absorbs projectiles


Hidden Desperation
------------------
Set Up Distance          stand very far away      name will flash, which 
                           from opponent            means hidden super can
                                                    now be performed
  Slide Screw            b, hcb + HP+HK           absorbs projectiles


Chain Attacks
-------------
Punch Starters
``````````````
HP close (*)---> HP (1)     -----> HP        -----> HP (E)


b + HP --------> HK (1)     -----> d + HK (_, E)


d + HP (*)-----> HK (1)     -----> HK (E)
 

Kick Starters
`````````````
LK far (*)-----> HK         -----> HK (*, E)



----------------------Send To Background Moves------------------------
| Use as last hit on final deciding round. Works on character stages:|
|                 Joe, Terry, Andy, Hon-Fu, and Mai                  |
----------------------------------------------------------------------
Dive Elbow               LP/HP from front sway 
                           plane 
Slide Kick               LK/HK from front sway
                           plane
Falling Punch            HP close
Shin Kick                LK far
Chop Kick                HK far


--------------------------Knockout Moves------------------------------
| Use as last hit on final deciding round. Works on character stages:|
|      Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei       |
----------------------------------------------------------------------
Dive Elbow               LP/HP from back sway 
                           plane 
Slide Kick               LK/HK from back sway
                           plane
Quick Elbow              LP close
Backfist                 f + LP while blocking
Falling Punch            uf/ub, HP
Sweep                    d + HK
Roundhouse               b + HK 
Straight Kick            HK from uf/ub short      
                            jump    


-------------------------Ceiling Strike Moves-------------------------
| Use as last hit on final deciding round. Works on character stage: |
|                              Blue Mary                             |
----------------------------------------------------------------------
Elbow Uppercut           d + HP
Quick Uppercut           b + HP





*******************************************************************************
* 3.3 Terry Bogard                                                            *
*******************************************************************************
Colors
------
LP - Red jacket and hat
HK - Blue jacket and hat



Throw
-----
Buster Throw             f + HP close  


Basic Moves
-----------
Crawl                    hold df
Quick Sway               tap df                   quick high dodge
  Side Knuckle           LP/HP/LK/HK              knocks opponent to back sway
                                                    plane if it connects (not
                                                    blocked)
Gut Crunch               HP close                 2 hits
Roundhouse               HK close                 2 hits
Quick Punch              LP from high jump        can perform another air 
                                                    attack after move; 
                                                    overhead
Diagonal Kick            LK from high jump        can perform another air 
                                                    attack after move;
                                                    overhead


Plane Moves
-----------
Dive Knuckle             LP from sway planes
Dive Kick                LK from sway planes     
Strong Knuckle           HP from sway planes      knocks opponent to opposite
                                                    sway plane if connected 
                                                    (not blocked)
Strong Kick              HK from sway planes      knocks opponent to opposite
                                                    sway plane if connected 
                                                    (not blocked)
Reach Punch              LP+LK when opponent is   pulls opponent to middle 
                           in a sway plane          plane; only hits 
                                                    opponents in front sway
                                                    plane
Backfist                 LK+HP when opponent is   pulls opponent to middle
                           in a sway plane          plane; only hits 
                                                    opponents in back sway
                                                    plane
Sweep                    d + LP+LK when opponent  pulls opponent to middle
                           is in sway plane         plane; only hits 
                                                    opponents in front sway
                                                    plane
Reverse Sweep            d + LK+HP when opponent  pulls opponent to middle
                           is in a sway plane       plane; only hits 
                                                    opponents in back sway
                                                    plane

                                                    
Command Moves
-------------
Uppercut                 db + HP
Flying Turn Kick         f + HK                   knocks opponent into back 
                                                    sway plane if it connects
                                                    (not blocked)
Gut Uppercut             f + LP while blocking    you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation


Special Moves
-------------
Power Wave               qcf + P                  LP=slow, HP=fast; will 
                                                    collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process
Feint Power Wave         qcf + LK+HK
Burning Knuckle          qcb + P                  LP=short, HP=long
Feint Burning Knuckle    qcb + LK+HK
Power Dunk               f, d, df + K             LK=short, HK=further; last 
                                                    part of the move is an
                                                    overhead
Crack Shoot              qcb + K                  LK=short, HK=long
Feint Crack Shoot        qcb + LP+HP


Super Desperation
-----------------
Power Geyser             qcb, db, f + HP+HK       absorbs projectiles; hits in
                                                    all planes
Feint Power Geyser       qcb, db, f + LK+HP       does NOT require flashing 
                                                    meter

  
Hidden Desperation
------------------
Uppercut Set Up          db + HP                  this part MUST connect (not
                                                    blocked) to move onto the
                                                    next part
  Charging Gut Punch     f + HP                   name will flash, which means
                                                    hidden super can now be 
                                                    performed; enter the next
                                                    motion VERY quickly after
                                                    this part connects
    Overheat Geyser      qcb, f + HP+HK          absorbs projectiles; hits in
                                                    all planes (properties
                                                    for hacked version of
                                                    super without set up)


Chain Attacks
-------------
Punch Starters
``````````````
LP far (*)-----> LP         -----> HP (E) 
LP close   | 
           |
           |
           |
           ----> LK         -----> HK (E)


f + LP close---> HP (1)     -----> HP        -----> HP      -----> HK (E)
 (*)                                            |
                                                |
                                                |
                                                |
                                                --> HK      -----> HK (E)


HP close (*)---> HP (1)     -----> HP (E)
                                   db + HP (E)              


Kick Starters       
`````````````
None



----------------------Send To Background Moves------------------------
| Use as last hit on final deciding round. Works on character stages:|
|                 Joe, Terry, Andy, Hon-Fu, and Mai                  |
----------------------------------------------------------------------
Dive Knuckle             LP/HP from front sway
                           plane
Dive Kick                LK/HK from front sway
                           plane
Side Knuckle             tap df, LP/HP/LK/HK 
Mid Kick                 LK far
High Kick                HK far
Sweep                    d + HK
Flying Turn Kick         f + HK
Power Foot               u, HK

also the HP of his basic chain (aka LP, LP, HP)


--------------------------Knockout Moves------------------------------
| Use as last hit on final deciding round. Works on character stages:|
|      Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei       |
----------------------------------------------------------------------
Dive Knuckle             LP/HP from back sway
                           plane
Dive Kick                LK/HK from back sway
                           plane
Roundhouse               HK close


-------------------------Ceiling Strike Moves-------------------------
| Use as last hit on final deciding round. Works on character stage: |
|                              Blue Mary                             |
----------------------------------------------------------------------
Uppercut                 db + HP
Gut Uppercut             f + LP while blocking 





*******************************************************************************
* 3.4 Andy Bogard                                                             *
*******************************************************************************
Colors
------
LP - White costume 
HK - Black costume 



Throw
-----
Uchimata                 f + HP close  


Basic Moves
-----------
Crawl                    hold df
Quick Sway               tap df                   quick high dodge
  Retreat Elbow          LP/HP/LK/HK
Short Elbow              HP close                 2 hits
Dropping Heel            HK close                 2 hits
Quick Punch              LP from high jump        can perform another air 
                                                    attack after move; 
                                                    overhead
Diagonal Kick            LK from high jump        can perform another air 
                                                    attack after move;
                                                    overhead


Plane Moves
-----------
Dive Fist                LP from sway planes
Turn Kick                LK from sway planes      
Strong Fist              HP from sway planes      knocks opponent to opposite
                                                    sway plane if connected 
                                                    (not blocked)
Strong Turn Kick         HK from sway planes      knocks opponent to opposite
                                                    sway plane if connected 
                                                    (not blocked)
Reach Kick               LP+LK when opponent is   pulls opponent to middle 
                           in a sway plane          plane; only hits 
                                                    opponents in front sway
                                                    plane
Backhand                 LK+HP when opponent is   pulls opponent to middle
                           in a sway plane          plane; only hits 
                                                    opponents in back sway
                                                    plane
Arc Sweep                d + LP+LK when opponent  pulls opponent to middle
                           is in sway plane         plane; only hits 
                                                    opponents in front sway
                                                    plane
Reaching Sweep           d + LK+HP when opponent  pulls opponent to middle
                           is in a sway plane       plane; only hits 
                                                    opponents in back sway
                                                    plane


Command Moves
-------------
Upward Palm              d + HP                  2 hits
Falling Roll Kick        f + HK    
Forearm Blow             f + LP while blocking   you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation
               

Special Moves
-------------
Hi Sho Ken               qcb + P                  LP=slow, HP=fast; will 
                                                    collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process
Feint Hi Sho Ken         qcb + LK+HK
Shoryudan                f, d, df + P             LP=short, HP=further
Feint Shoryudan          f, d, df + LK+HK
Zanei Ken                Charge db, f + P /       LP=short, HP=long
                           db, f + P
Feint Zanei Ken          Charge db, f + LK+HK /
                           db, f + LK+HK
Phantom Shiranui         qcf + HK in air          move will not work if 
                                                    opponent is in either one
                                                    of the sway planes; Andy 
                                                    moves from the back sway 
                                                    plane and returns to the 
                                                    middle plane with a roll 
                                                    kick;  if the roll kick 
                                                    connects it will knock the
                                                    opponent to the front sway
                                                    plane
Spider Hold              Charge d for 2 seconds,  will work if his descent 
                           u + HK                   comes into contact with 
                                                    an opponent that has 
                                                    his/her feet on the 
                                                    ground; unblockable
                                                   
      
Super Desperation
-----------------
Choreppa Dan             Charge d for 2 seconds,
                           df, f + HP+HK      
Feint Choreppu Dan       qcf + LP+HP              does NOT require flashing 
                                                    meter


Hidden Desperation
------------------
Sw. Kick/F. Kick Set Up  HK far/close             this part MUST connect (not
                                                    blocked) to move onto the
                                                    next part
  Upward Palm            d + HP                   name will flash, which means
                                                    hidden super can now be 
                                                    performed; enter the next
                                                    motion VERY quickly after
                                                    this part connects
    Bokosuka Reppa       qcb, f + HP+HK         


Chain Attacks
-------------
Punch Starters
``````````````
HP close (*)---> HP (1)     -----> HP        -----> HP (E)


LP close (*)---> HP (1)     -----> HP        -----> HP      -----> HP  --+
                                                    HK (E)               |
                                                                         |
                                                                         |
                                                                         |
                                                             HK (E) <----+


Kick Starters
`````````````
LK close (*)---> LK (*)     -----> LK        -----> f + HP (E)

   

----------------------Send To Background Moves------------------------
| Use as last hit on final deciding round. Works on character stages:|
|                 Joe, Terry, Andy, Hon-Fu, and Mai                  |
----------------------------------------------------------------------
Dive Fist                LP/HP from front sway
                           plane
Turn Kick                LK/HK from front sway
                           plane
Retreat Elbow            tap df, LP/HP/LK/HK
Short Elbow              HP close


--------------------------Knockout Moves------------------------------
| Use as last hit on final deciding round. Works on character stages:|
|      Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei       |
----------------------------------------------------------------------
Dive Fist                LP/HP from back sway
                           plane
Turn Kick                LK/HK from back sway
                           plane
Backslap                 HP far
Forearm Blow             f + LP while blocking 
Side Kick                LK close
Swipe Kick               HK far
Air Swipe Kick           u, HK
Shoryudan                f, d, df + P a step away
Phantom Shiranui         qcf + HK in air

also the last LK in his basic kick chain (aka LK close, LK, LK)


-------------------------Ceiling Strike Moves-------------------------
| Use as last hit on final deciding round. Works on character stage: |
|                              Blue Mary                             |
----------------------------------------------------------------------
Upward Palm              d + HP





*******************************************************************************
* 3.5 Franco Bash                                                             *
*******************************************************************************
Colors
------
LP - Blue costume
HK - Orange costume



Throw
-----
Head Crunch Elbow        f + HP close


Basic Moves
-----------
Crawl                    hold df
Quick Sway               tap df                   quick high dodge
  Bash Blow              LP/HP/LK/HK              knocks opponent to back sway
                                                    plane if it connects (not
                                                    blocked)
Blast Uppercut           HP close                 2 hits
High Train               HK close                 2 hits
Quick Punch              LP from high jump        can perform another air 
                                                    attack after move; 
                                                    overhead
Diagonal Kick            LK from high jump        can perform another air 
                                                    attack after move;
                                                    overhead
High Blow                HP from ub/uf short      overhead
                           jump
Air Knee                 HK from ub/uf short      overhead
                           jump


Plane Moves
-----------
Big Swing                LP from sway planes
Dive Knee                LK from sway planes      
Strong Swing             HP from sway planes      knocks opponent to opposite
                                                    sway plane if connected 
                                                    (not blocked)
Strong Knee              HK from sway planes      knocks opponent to opposite
                                                    sway plane if connected 
                                                    (not blocked)
Reach Punch              LP+LK when opponent is   pulls opponent to middle 
                           in a sway plane          plane; only hits 
                                                    opponents in front sway
                                                    plane
Reach Kick               LK+HP when opponent is   pulls opponent to middle
                           in a sway plane          plane; only hits 
                                                    opponents in back sway
                                                    plane
Sweep                    d + LP+LK when opponent  pulls opponent to middle
                           is in sway plane         plane; only hits 
                                                    opponents in front sway
                                                    plane
Low Swiping Foot         d + LK+HP when opponent  pulls opponent to middle
                           is in a sway plane       plane; only hits 
                                                    opponents in back sway
                                                    plane


Command Moves
-------------     
Skyward Uppercut         d + HP                   2 hits
Chopping Roundhouse      f + HK                   pushes opponent to front
                                                    sway plane
Short Punch              f + LP while blocking    you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation;
                                                    will knock opponent to 
                                                    front sway plane if this 
                                                    connects (not blocked)


Special Moves
-------------
Double Kong              qcb + P                  LP=fast, HP=slow; second 
                                                    part is an overhead
Feint Double Kong        qcb + LK+HK
Reaping Blow             hcf + LP                 start up dodges low and 
                                                    high attacks; will throw
                                                    out an uppercut when he
                                                    gets close to the opponent
Waving Blow              hcf + HP                 move will not work if 
                                                    opponent is in either one
                                                    of the sway planes; Franco
                                                    moves to the front sway
                                                    plane, attacks to the back
                                                    sway plane, and will move
                                                    directly back to the
                                                    middle plane if no follow
                                                    up is used
  Waving Blow Finish     hcf + HP                 the initial Waving Blow must
                                                    connect (not blocked) for
                                                    this follow up to be 
                                                    possible; Franco will
                                                    attack from the back sway
                                                    plane to the front sway
                                                    plane and then move back
                                                    into the middle plane
Power Bicycle            qcf + K                  LK=stationary, HK=long; hits
                                                    opponents in middle plane
                                                    and front sway plane
Feint Power Bicycle      qcf + LP+HP 


Super Desperation
-----------------         
Armageddon Buster        hcb + HP+HK              uppercut must connect (not 
                                                    blocked) in order for the
                                                    whole super to be 
                                                    performed
  Armageddon Smash       hcb + HP+HK    
  Mess Up Pose           do nothing


Hidden Desperation
------------------
Busting Kick             HK close                this part MUST connect (not
                                                   blocked) to move onto the
                                                   next part
  Skyward Uppercut       d + HP                  name will flash, which means
                                                   hidden super can now be 
                                                   performed; enter the next
                                                   motion VERY quickly after
                                                   this part connects
    Genocide Buster      qcb, f + HP+HK
      Genocide Smash     b, d, db + LP           this will only work if both
                                                   punches of the Genocide
                                                   Buster connect
      Mess Up Pose       do nothing
      

Chain Attacks
-------------
Punch Starters
``````````````
f + LP (*)-----> f + LP (1) -----> LK        -----> HK      -----> HK (E)
                                                |
                                                |
                                                --> LK      -----> HK (E) 


HP close (*)---> HP (1)     -----> HP        -----> HP (E)
                                                    HK (E)


Kick Starters
`````````````
None



----------------------Send To Background Moves------------------------
| Use as last hit on final deciding round. Works on character stages:|
|                 Joe, Terry, Andy, Hon-Fu, and Mai                  |
----------------------------------------------------------------------
Big Swing                LP/HP from front sway
                           plane
Dive Knee                LK/HK from front sway
                           plane
Bash Blow                tap df, LP/HP/LK/HK 
Busting Kick             HK close
Sweep                    d + HK
Air Sweep                HK from ub/uf high jump
Waving Blow              hcf + HP 


--------------------------Knockout Moves------------------------------
| Use as last hit on final deciding round. Works on character stages:|
|      Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei       |
----------------------------------------------------------------------
Big Swing                LP/HP from back sway
                           plane
Dive Knee                LK/HK from back sway
                           plane
Short Punch              f + LP while blocking 
Chopping Roundhouse      f + HK
Power Bicycle            f, d, df + K 


-------------------------Ceiling Strike Moves-------------------------
| Use as last hit on final deciding round. Works on character stage: |
|                              Blue Mary                             |
----------------------------------------------------------------------
Skyward Uppercut         d + HP





*******************************************************************************
* 3.6 Hon-Fu                                                                  *
*******************************************************************************
Colors
------
LP - Orange pants w/ Black top
HK - Red pants w/ White top



Throws
------
Leg Toss                 b + HP close
Buddhist Bopper          b + HK close 


Basic Moves
-----------
Crawl                    hold df
Quick Sway               tap df                   quick high dodge
  Side Nunchaku          LP/HP/LK/HK              knocks opponent to back sway
                                                    plane if it connects (not
                                                    blocked)
Backfist                 HP close                 2 hits
High Roundhouse          HK close                 2 hits
Quick Punch              LP from u high jump      can perform another air 
                                                    attack after move; 
                                                    overhead
Laydown Elbow            LP from ub/uf high jump  can perform another air 
                                                    attack after move; 
                                                    overhead
Classic Jump Kick        LK from u high jump      can perform another air 
                                                    attack after move; 
                                                    overhead
Diagonal Kick            LK from ub/uf high jump  can perform another air 
                                                    attack after move;
                                                    overhead


Plane Moves
-----------
Dive Kick                LP from sway planes
Slide Kick               LK from sway planes      must be blocked low   
Strong Kick              HP from sway planes      knocks opponent to opposite
                                                    sway plane if connected 
                                                    (not blocked)
Knockdown Slide Kick     HK from sway planes      must be blocked low
Reach Nunchaku           LP+LK when opponent is   pulls opponent to middle 
                           in a sway plane          plane; only hits 
                                                    opponents in front sway
                                                    plane
Reach Kick               LK+HP when opponent is   pulls opponent to middle
                           in a sway plane          plane; only hits 
                                                    opponents in back sway
                                                    plane
Nunchaku Sweep           d + LP+LK when opponent  pulls opponent to middle
                           is in sway plane         plane; only hits 
                                                    opponents in front sway
                                                    plane
Sweep                    d + LK+HP when opponent  pulls opponent to middle
                           is in a sway plane       plane; only hits 
                                                    opponents in back sway
                                                    plane


Command Moves
-------------
Roundhouse               f + HK                    
Kick Sting               f + LP while blocking    you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation; 
                                                    will knock opponent to 
                                                    front sway plane if this 
                                                    connects (not blocked)
Kaoloon's Prediction     f + LK while blocking    you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation;
                                                    kick must connect (not 
                                                    blocked) with opponent on
                                                    the ground for entire move
                                                    to come out


Special Moves
-------------
Seikuu Rekka Kon         f, d, df + P             LP=short, HP=further
Feint Seikuu Rekka Kon   f, d, df + LK+HK
Heavenly Lightning       qcb, ub + K              LK=short, HK=further    
Lightning On Earth       Charge db for 2          LK=short, HK=long; must be
                           seconds, f + K            blocked low
   Low Headbutt Exit     tap K repeatedly         must be blocked low

            
Super Desperation
----------------- 
Gadenza No Arashi        qcb, db, f + LK+HK       dash in must connect (not 
                                                    blocked in order to 
                                                    perform the entire super


Hidden Desperation
------------------ 
Backdash Set Up          b, b                     once this backdash is done
                                                    you are able to perform
                                                    the hidden super anytime
                                                    the timer is on an odd
                                                    number; having infinite 
                                                    time on will not allow
                                                    this hidden super to be
                                                    performed
  Storm In Gadentsa      hcb, hcb + HP+HK         dash in must connect (not 
                                                    blocked in order to 
                                                    perform the entire super


Chain Attacks
-------------
Punch Starters
``````````````
HP close (*)---> HP (1)     -----> HP        -----> HP      -----> HK (E)
                                   HK (E)


Kick Starters
`````````````
None



----------------------Send To Background Moves------------------------
| Use as last hit on final deciding round. Works on character stages:|
|                 Joe, Terry, Andy, Hon-Fu, and Mai                  |
----------------------------------------------------------------------
Dive Kick                LP/HP from front sway
                           plane
Slide Kick               LK/HK from front sway
                           plane
Side Nunchaku            tap df, LP/HP/LK/HK 
Side Splitting Nunchaku  HP far
Backfist                 HP close
Sweep                    d + HK
Busting Kick             u, HK


--------------------------Knockout Moves------------------------------
| Use as last hit on final deciding round. Works on character stages:|
|      Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei       |
----------------------------------------------------------------------
Dive Kick                LP/HP from back sway
                           plane
Slide Kick               LK/HK from back sway
                           plane
Kick Sting               f + LP while blocking
Roundhouse               HK far
High Roundhouse          HK close
Chopping Jump Kick       ub/uf, HK


-------------------------Ceiling Strike Moves-------------------------
| Use as last hit on final deciding round. Works on character stage: |
|                              Blue Mary                             |
----------------------------------------------------------------------
None?





*******************************************************************************
* 3.7 Blue Mary                                                               *
*******************************************************************************
Colors
------
LP - Blue pants w/ Red-Orange top
HK - Green pants w/ Blue top



Throw
-----
Tomi Nage                df + HK close
  Achilles Hold          HK                  


Basic Moves
-----------
Crawl                    hold df
Quick Sway               tap df                   quick high dodge
  Short Swipe            LP/HP/LK/HK   
  Back Drop              360 + HP close           unblockable
    Face Lock            HP
Rising Slap              HP close                 2 hits
Axe Kick                 HK close                 2 hits
Quick Punch              LP from high jump        can perform another air 
                                                    attack after move; 
                                                    overhead
Diagonal Kick            LK from high jump        can perform another air 
                                                    attack after move;
                                                    overhead


Plane Moves
-----------           
Dive Elbow               LP from sway planes
Low Foot                 LK from sway planes       
Strong Elbow             HP from sway planes      knocks opponent to opposite
                                                    sway plane if connected 
                                                    (not blocked)
Strong Low Foot          HK from sway planes      knocks opponent to opposite
                                                    sway plane if connected 
                                                    (not blocked)
Punt Kick                LP+LK when opponent is   pulls opponent to middle 
                           in a sway plane          plane; only hits 
                                                    opponents in front sway
                                                    plane
Reach Kick               LK+HP when opponent is   pulls opponent to middle
                           in a sway plane          plane; only hits 
                                                    opponents in back sway
                                                    plane
Sweep                    d + LP+LK when opponent  pulls opponent to middle
                           is in sway plane         plane; only hits 
                                                    opponents in front sway
                                                    plane
Arc Swipe                d + LK+HP when opponent  pulls opponent to middle
                           is in a sway plane       plane; only hits 
                                                    opponents in back sway
                                                    plane


Command Moves
-------------
Step Rolling             f + HK                   knocks opponent to front
                                                    sway plane if it connects
                                                    (not blocked)
Short Elbow              f + LP while blocking    you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation


Special Moves
-------------
Spin Fall                qcf, uf + LP             overhead
Mary Spider              qcf, uf + HP             unblockable
Vertical Arrow           f, d, df + LK
Feint Vertical Arrow     f, d, df + LP+HP
Mary Snatcher            f, d, df + HK            catches airborne opponents 
Straight Slice           Charge b for 2 seconds,  must be blocked low
                           f + LK
Mary Crab Clutch         Charge b for 2 seconds,  move must connect (not 
                           f + HK                   blocked) to perform the
                                                    entire maneuver


Super Desperation
----------------- 
Mary Typhoon             Charge db for 2 seconds, unblockable
                           qcf, uf + LK+HK


Hidden Desperation
------------------ 
Stand Up Set Up          get knocked down by      once Mary is getting up from
                           the opponent             being grounded her name
                                                    will flash, which means the
                                                    hidden super can now be 
                                                    performed 
  Mary Cyclone           b, d, db + HP / b,       unblockable
                           hcb + HP


Chain Attacks
-------------
Punch Starters
``````````````
LP close (*)---> HP         -----> HP (1)    -----> HP (A)----> f, d, df + HK
LP far (*)


HP close (*)---> HP (1)     -----> HP (E) 
                                   HK (E)


Kick Starters
`````````````
LK close (*)---> LK         -----> HK (E)
LK far (*)       f + HK (v, E)



----------------------Send To Background Moves------------------------
| Use as last hit on final deciding round. Works on character stages:|
|                 Joe, Terry, Andy, Hon-Fu, and Mai                  |
----------------------------------------------------------------------
Dive Elbow               LP/HP from front sway
                           plane
Low Foot                 LK/HK from front sway
                           plane
Short Elbow              f + LP while blocking 


--------------------------Knockout Moves------------------------------
| Use as last hit on final deciding round. Works on character stages:|
|      Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei       |
----------------------------------------------------------------------
Dive Elbow               LP/HP from back sway
                           plane
Low Foot                 LK/HK from back sway
                           plane
Short Swipe              tap df, LP/HP/LK/HK 
Back Kick                HK far
Step Rolling             f + HK 
Cutting Kick             u, HK
Vertical Arrow           f, d, df + LK


-------------------------Ceiling Strike Moves-------------------------
| Use as last hit on final deciding round. Works on character stage: |
|                              Blue Mary                             |
----------------------------------------------------------------------
Rising Slap              HP close





*******************************************************************************
* 3.8 Sokaku Mochizuki                                                        *
*******************************************************************************
Colors
------
LP - Blue costume w/ Red beads
HK - Red costume w/ Yellow beads



Throws
------
Fall Back Slam           b + HP close
No Way Out Crush         b + HK close  
  Hell's Gate            HK
Falling Slam             d + HP close in air         
  

Basic Moves
-----------
Crawl                    hold df
Quick Sway               tap df                   quick high dodge
  Low Backfist           LP/HP/LK/HK              knocks opponent to back sway
                                                    plane if it connects (not
                                                    blocked)
Side Staff               HP close                 2 hits
Straight Quick Palm      LP from u high jump      can perform another air 
                                                    attack after move; 
                                                    overhead
Quick Palm               LP from ub/uf high jump  can perform another air 
                                                    attack after move; 
                                                    overhead
Quick Kick               LK from high jump        can perform another air 
                                                    attack after move;
                                                    overhead
Straight Staff           HP from ub/uf short      overhead
                           jump


Plane Moves
-----------
Staff Charge             LP from sway planes
Low Foot                 LK from sway planes      must be blocked low      
Strong Staff Charge      HP from sway planes      knocks opponent to opposite
                                                    sway plane if connected 
                                                    (not blocked)
Strong Low Foot          HK from sway planes      knocks opponent to opposite
                                                    sway plane if connected 
                                                    (not blocked); must be
                                                    blocked low
Reach Staff              LP+LK when opponent is   pulls opponent to middle 
                           in a sway plane          plane; only hits 
                                                    opponents in front sway
                                                    plane
Energy Hand              LK+HP when opponent is   pulls opponent to middle
                           in a sway plane          plane; only hits 
                                                    opponents in back sway
                                                    plane
Staff Sweep              d + LP+LK when opponent  pulls opponent to middle
                           is in sway plane         plane; only hits 
                                                    opponents in front sway
                                                    plane
Back Staff Sweep         d + LK+HP when opponent  pulls opponent to middle
                           is in a sway plane       plane; only hits 
                                                    opponents in back sway
                                                    plane


Command Moves
-------------
Staff Shin Crush         d + HP                   must be blocked low
Staff Thrust             db + HP
Low Staff                f + LP while blocking    you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation


Special Moves
-------------
Makibishi Masher         qcf + LP                 when descending low enough,
                                                    the move must be blocked
                                                    low; will collide with 
                                                    other projectiles as both
                                                    will be "destroyed" in 
                                                    the process
Demon Staff Toss         hcf + HP                 when descending low enough,
                                                    the move must be blocked
                                                    low; will collide with 
                                                    other projectiles as both
                                                    will be "destroyed" in 
                                                    the process; if the Demon
                                                    Staff is "destroyed" with
                                                    another projectile during
                                                    the move's start up, 
                                                    Sokaku will have his hands
                                                    forward and be vulnerable
                                                    for a second
Ki Mon Jin               360 + HP close           unblockable
Higi Kaminari Otoshi     f, d, df + HK            absorbs projectiles
Vortex Inferno           d, b, db + LK            low dodge 
Wild Ape Hunting         qcb + HK                 projectile Sokakus must 
                                                    connect (not blocked) for
                                                    entire move to be 
                                                    performed; it is possible
                                                    for Sokakus to hit low
                                                    enough that the move
                                                    must be blocked low; will 
                                                    collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process
Possession Blast         f, b, f + HK             after performing this move 
                                                    Sokaku will "rest" leaving
                                                    you unable to block for a
                                                    moment; move must connect
                                                    (not blocked) to perform
                                                    the entire maneuver; 
                                                    absorbs projectiles
Dance Of Demons          tap HK repeatedly        absorbs projectiles

                                                                        
Super Desperation
----------------- 
Thunder                  f, df, d, qcf + HP+HK    absorbs projectiles


Hidden Desperation
------------------ 
Struck Set Up            the opponent must        name will flash, which means
                           connect (not              hidden super can now be
                           blocked) a heavy          performed; enter the next
                           attack (HP/HK) on         motion VERY quickly after
                           your character            this part connects
  Raijin No Ibuki        hcb + HP+HK              absorbs projectiles 
                                                    (properties for hacked 
                                                    version of super without
                                                    set up)


Chain Attacks
-------------
Punch Starters
``````````````
HP close (*)---> HP (1)     -----> HP        -----> HP     -----> HP  --+
                                                                        |
                                                                        |
                                                                        |
                                                                        |
                                                           HP (E) <-----+


Kick Starters
-------------
LK close (*)---> HK (1)    ------> df + HK (E)



----------------------Send To Background Moves------------------------
| Use as last hit on final deciding round. Works on character stages:|
|                 Joe, Terry, Andy, Hon-Fu, and Mai                  |
----------------------------------------------------------------------
Staff Charge             LP/HP from front sway
                           plane
Low Foot                 LK/HK from front sway
                           plane
Wild Swing               HP far
Side Staff               HP close
Ankle Buster             d + HP
Straight Staff           HP from ub/uf short   
                           jump / u, HP
Sweep                    d + HK
Demon Staff Toss         hcf + HP


--------------------------Knockout Moves------------------------------
| Use as last hit on final deciding round. Works on character stages:|
|      Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei       |
----------------------------------------------------------------------
Staff Charge             LP/HP from back sway
                           plane
Low Foot                 LK/HK from back sway
                           plane
Spin Around Strike       HK close
Foot Plant               HK in air


-------------------------Ceiling Strike Moves-------------------------
| Use as last hit on final deciding round. Works on character stage: |
|                              Blue Mary                             |
----------------------------------------------------------------------
Staff Thrust             db + HP





*******************************************************************************
* 3.9 Mai Shiranui                                                            *
*******************************************************************************
Colors
------
LP - Red costume
HK - Blue costume



Throws
------
Fuushakuzushi            f + HK close 
Yumezakura               d + HP close in air


Basic Moves
-----------
Crawl                    hold df
Quick Sway               tap df                   quick high dodge
  Side Swipe             LP/HP/LK/HK              knocks opponent to back sway
                                                    plane if it connects (not
                                                    blocked)
Jaw Strike               HP close                 2 hits
Turn Fan                 HP far                   2 hits
Roundhouse               HK close                 2 hits
Quick Fan                LP from high jump        can perform another air 
                                                    attack after move; 
                                                    overhead
Air Knee                 LK from high jump        can perform another air 
                                                    attack after move;
                                                    overhead


Plane Moves
-----------
Dive Forearm/Fan Charge  LP from sway planes
Flip Kick                LK from sway planes           
Strong F./Charge         HP from sway planes      knocks opponent to opposite
                                                    sway plane if connected 
                                                    (not blocked)
Strong Flip Kick         HK from sway planes      knocks opponent to opposite
                                                    sway plane if connected 
                                                    (not blocked)
Fan Swipe                LP+LK when opponent is   pulls opponent to middle 
                           in a sway plane          plane; only hits 
                                                    opponents in front sway
                                                    plane
Reach Kick               LK+HP when opponent is   pulls opponent to middle
                           in a sway plane          plane; only hits 
                                                    opponents in back sway
                                                    plane
Sweep                    d + LP+LK when opponent  pulls opponent to middle
                           is in sway plane         plane; only hits 
                                                    opponents in front sway
                                                    plane
Back Sweep               d + LK+HP when opponent  pulls opponent to middle
                           is in a sway plane       plane; only hits 
                                                    opponents in back sway
                                                    plane


Command Moves
-------------
Tail Strike              b + HK                   knocks opponent to back 
                                                    sway plane if move 
                                                    connects (not blocked)
Backfist                 f + LP while blocking    you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation


Special Moves
-------------
Ka Cho Sen               qcf + P                  LP=slow, HP=fast; will
                                                    collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process
Feint Ka Cho Sen         qcf + LK+HK
Ryu Em Bu                qcb + P                  LP=fast, HP=slow; absorbs
                                                    projectiles
Feint Ryu En Bu          qcb + LK+HK
Shinobi Bachi            hcf + HP
Musasabi Mai             d + LK+HP/HP+HK in air
Feint Musasabi Mai       d + LP+LK in air
Kagerono Mai             d, d + LP+LK+HP          absorbs projectiles


Super Desperation
----------------- 
Cho Shinobi Bachi        f, db, f + HP+HK /
                           f, hcf + HP+HK


Hidden Desperation
------------------ 
Taunt Set Up             hold HP far              name will flash, which means
                                                    hidden super can now be 
                                                    performed; enter the next
                                                    motion VERY quickly after
                                                    this part; remember to 
                                                    hold HP as this will keep
                                                    your name flashing to 
                                                    perform hidden super
  Shiranui Hiohgi        f, db, f + LK+HK /
                           f, hcf + LK+HK               


Chain Attacks
-------------
Punch Starters
``````````````
HP close (*)---> HP (1)     -----> HP        -----> HK (E)
                 HK (E)            LK (E)


Kick Starters
`````````````
LK close (*)---> f + LK     -----> f + LK (1)



----------------------Send To Background Moves------------------------
| Use as last hit on final deciding round. Works on character stages:|
|                 Joe, Terry, Andy, Hon-Fu, and Mai                  |
----------------------------------------------------------------------
Dive Forearm/Fan Charge  LP/HP from front sway
                           plane
Flip Kick                LK/HK from front sway
                           plane
Side Swipe               tap df, LP/HP/LK/HK    
Short Backhand           LP close
Jaw Strike               HP close
Face Splitter            LK far
Tail Strike              b + HK 
Power Kick               ub/uf, HK


--------------------------Knockout Moves------------------------------
| Use as last hit on final deciding round. Works on character stages:|
|      Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei       |
----------------------------------------------------------------------
Dive Forearm/Fan Charg   LP/HP from back sway
                           plane
Flip Kick                LK/HK from back sway
                           plane
Backfist                 f + LP
Slicing Fan              HP far
Roundhouse               HK close
Sweep                    d + HK


-------------------------Ceiling Strike Moves-------------------------
| Use as last hit on final deciding round. Works on character stage: |
|                              Blue Mary                             |
----------------------------------------------------------------------
None?





*******************************************************************************
* 3.10 Bob Wilson                                                             *
*******************************************************************************
Colors
------
LP - White pants w/ Green top
HK - Dark Blue pants w/ Red top



Throw
-----
Falcon                   f + HK close 
  Hornet Attack          uf, uf + HK
  Leg Drop               df, df + HK


Basic Moves
-----------
Crawl                    hold df
Quick Sway               tap df                   quick high dodge
  Back Fang              LP/HP/LK/HK  
Head Hunter              HP close                 2 hits
Low Poke                 LK close                 must be blocked low
Air Backhand             LP from high jump        can perform another air 
                                                    attack after move; 
                                                    overhead
Skyward Kick             LK from u high jump      can perform another air 
                                                    attack after move; 
                                                    overhead
Quick Double Foot        LK from ub/uf high jump  can perform another air 
                                                    attack after move;
                                                    overhead
Slow Skyward Kick        LK from ub/uf short      overhead
                           jump
Air Knee                 HP from ub/uf short      overhead
                           jump
Dropkick                 HK from ub/uf short      overhead
                           jump  


Plane Moves
-----------          
Dive Headbutt            LP from sway planes
Dive Kick                LK from sway planes           
Strong Headbutt          HP from sway planes      knocks opponent to opposite
                                                    sway plane if connected 
                                                    (not blocked)
Strong Kick              HK from sway planes      knocks opponent to opposite
                                                    sway plane if connected 
                                                    (not blocked)
Reach Headbutt           LP+LK when opponent is   pulls opponent to middle 
                           in a sway plane          plane; only hits 
                                                    opponents in front sway
                                                    plane
Reach Kick               LK+HP when opponent is   pulls opponent to middle
                           in a sway plane          plane; only hits 
                                                    opponents in back sway
                                                    plane
Low Boot                 d + LP+LK when opponent  pulls opponent to middle
                           is in sway plane         plane; only hits 
                                                    opponents in front sway
                                                    plane
Sweep                    d + LK+HP when opponent  pulls opponent to middle
                           is in a sway plane       plane; only hits 
                                                    opponents in back sway
                                                    plane


Command Moves
-------------
Eagle Step               df + HK in air           overhead; if connected (not
                                                    blocked), you can follow
                                                    with another air attack
Pull Kick                d + LP                   must be blocked low
Step Elbow               f + HP                    
Flying Fish              u + HP after you are
                           struck by an attack
Low Foot                 f + LP while blocking    you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation 


Special Moves
-------------
Rolling Turtle           LP+HP                    move with b or f
Rolling Sea Turtle       LK+HK                    move with b or f
Wild Wolf                Charge b for 2 seconds,  LK=short, HK=long; last part  
                           f + K                    of the move is an overhead
Bison Horns              Charge d for 2 seconds,  HK version "escapes" 
                           u + K                    backward further


Super Desperation
----------------- 
Dangerous Bob            d, d, d + LK+HP+HK       the falling Wild Wolf 
                                                    maneuvers are overheads


Hidden Desperation
------------------ 
Dash Forward Set Up      f, f                     name will flash, which means
                                                    hidden super can now be 
                                                    performed; enter the next
                                                    motion VERY quickly after
                                                    this part
  Dangerous Wolf         db, uf + HP+HK           the falling Wild Wolf 
                                                    maneuvers are overheads


Chain Attacks
-------------
Punch Starters
``````````````
LP close (*)---> LK         -----> HP        -----> HP      ------> HK (E)
LP far (*)


HP close (*)---> HP (1)     -----> HP        -----> HP      ------> HK (E)
                 HK (1, E)                          f + HP (E)


Kick Starters
`````````````
None
      
                       

----------------------Send To Background Moves------------------------
| Use as last hit on final deciding round. Works on character stages:|
|                 Joe, Terry, Andy, Hon-Fu, and Mai                  |
----------------------------------------------------------------------
Dive Headbutt            LP/HP from front sway
                           plane
Dive Kick                LK/HK from front sway
                           plane
Back Fang                tap df, LP/HP/LK/HK 
Weak Backhand            LP far
Low Foot                 f + LP while blocking 
Head Hunter              HP close
Air Backhand             LP in air
Low Poke                 LK close 
Strong Diagonal Kick     HP from ub/uf high 
                           jump
Rolling Turtle           LP+HP                    
Rolling Sea Turtle       LK+HK                    

also

any hit from his basic HP chain


--------------------------Knockout Moves------------------------------
| Use as last hit on final deciding round. Works on character stages:|
|      Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei       |
----------------------------------------------------------------------
Dive Headbutt            LP/HP from back sway
                           plane
Dive Kick                LK/HK from back sway
                           plane
Roundhouse               HP far
Sweep                    d + HK


-------------------------Ceiling Strike Moves-------------------------
| Use as last hit on final deciding round. Works on character stage: |
|                              Blue Mary                             |
----------------------------------------------------------------------
Head Chop                HK close
Elephant Tusk            d + HP






-------------------------------------------------------------------------------


*******************************************************************************
* 3.11 Ryuji Yamazaki                                                         *
*******************************************************************************
Colors
------
LP - Black costume
HK - Red costume



Throws
------
The Reaper               b + HP close 
  Face Crush             HP 
Headbutts                f + HK close


Basic Moves
-----------
Crawl                    hold df
Quick Sway               tap df                   quick high dodge
  Cheap Elbow            LP/HP/LK/HK   
Shin Kick                LK close                 must be blocked low
Quick Punch              LP from high jump        can perform another air 
                                                    attack after move; 
                                                    overhead
Down Foot                LK from high jump        can perform another air 
                                                    attack after move;
                                                    overhead
Low Backfist             HP from u short jump     overhead 
Stomp Out                HK from ub/uf jump       overhead; grounds standing
                                                    opponent or knocks opponent
                                                    out of the air


Plane Moves
-----------          
Dive Uppercut            LP from sway planes
Low Kick                 LK from sway planes      must be blocked low
Strong Uppercut          HP from sway planes      knocks opponent to opposite
                                                    sway plane if connected 
                                                    (not blocked)
Strong Low Kick          HK from sway planes      knocks opponent to opposite
                                                    sway plane if connected 
                                                    (not blocked); must be
                                                    blocked low
Reach Kick               LP+LK when opponent is   pulls opponent to middle 
                           in a sway plane          plane; only hits 
                                                    opponents in front sway
                                                    plane
Back Kick                LK+HP when opponent is   pulls opponent to middle
                           in a sway plane          plane; only hits 
                                                    opponents in back sway
                                                    plane
Hand Sweep               d + LP+LK when opponent  pulls opponent to middle
                           is in sway plane         plane; only hits 
                                                    opponents in front sway
                                                    plane
Sweep                    d + LK+HP when opponent  pulls opponent to middle
                           is in a sway plane       plane; only hits 
                                                    opponents in back sway
                                                    plane


Command Moves
-------------
Down Fist                f + HP                   overhead
Uppercut Swing           d + HP                   2 hits
Short Swing              f + LP while blocking    you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation
                     

Special Moves
-------------
Snake Tamer Stance       qcb + HP 
  Zenpou Snake Tamer     f + HP
  Taikuu Snake Tamer     uf + HP
  Abort                  do nothing for 3 
                           seconds
Double Return            qcf + HP                 absorbs projectiles and will
                                                    send a projectile of his
                                                    own back if successful 
                                                    with an absorb; will only
                                                    absorb Sokaku's Wild Ape 
                                                    Hunting and not send 
                                                    anything back; will send 
                                                    Sokaku's Makibishi Masher
                                                    and Mai's Ka Cho Sen back
                                                    instead of his own 
                                                    projectile when he absorbs
                                                    them
Sado Maso                hcf + HK                 high counter attack  





Super Desperation
----------------- 
Guillotine               Charge d for 2 seconds,  the descent catch is an 
                          df, f + LK+HK             overhead         


Hidden Desperation
------------------ 
Backdash Set Up          b, b                     name will flash, which means
                                                    hidden super can now be 
                                                    performed; enter the next
                                                    motion VERY quickly after
                                                    this part
  Shin Guillotine        hcb + HP+HK              the descent catch is an
                                                    overhead  
                                                   

Chain Attacks
-------------
LP close (*)---> LP         -----> LP        -----> LP      ------> HP (v, E)

 
LP far (*)-----> LP         -----> LP (E)


f + HP (O)-----> HP (1)     -----> HP        -----> HK (E)


Kick Starters
-------------
None



----------------------Send To Background Moves------------------------
| Use as last hit on final deciding round. Works on character stages:|
|                 Joe, Terry, Andy, Hon-Fu, and Mai                  |
----------------------------------------------------------------------
Dive Uppercut            LP/HP from front sway
                           plane
Low Kick                 LK/HK from front sway
                           plane
Cheap Elbow              tap df, LP/HP/LK/HK  
High Kick                HK close


--------------------------Knockout Moves------------------------------
| Use as last hit on final deciding round. Works on character stages:|
|      Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei       |
----------------------------------------------------------------------
Dive Uppercut            LP/HP from back sway
                           plane
Low Kick                 LK/HK from back sway
                           plane
Short Swing              f + LP while blocking
Hellish Swipe            HP close/far
Swiping Air Fist         ub/uf HP / HP from 
                           u high jump
Long Straight Kick       HK far


-------------------------Ceiling Strike Moves-------------------------
| Use as last hit on final deciding round. Works on character stage: |
|                              Blue Mary                             |
----------------------------------------------------------------------
Uppercut Swing           d + HP





*******************************************************************************
* 3.12 Jin Chonshu                                                            *
*******************************************************************************
Colors
------
LP - Red costume 
HK - Green costume



Throw
-----
Blast Away               f + HP close


Basic Moves
-----------
Crawl                    hold df
Quick Sway               tap df                   quick high dodge
  Side Poke              LP/HP/LK/HK              knocks opponent to back sway
                                                    plane if move connects
                                                    (not blocked)
Wave Swipe               LP close                 2 hits
Falling Slap             HP far                   2 hits
Rising Slap              HP close                 2 hits
Wind Kick                LK close                 2 hits
Skyward Kick             LP/LK from high jump     can perform another air 
                                                    attack after move; 
                                                    overhead


Plane Moves
-----------
Push/Dive Elbow          LP from sway planes
Knee Slide/Low Foot      LK from sway planes      must be blocked low
Strong Push/Elbow        HP from sway planes      knocks opponent to opposite
                                                    sway plane if connected 
                                                    (not blocked)
Strong Slide/Foot        HK from sway planes      knocks opponent to opposite
                                                    sway plane if connected 
                                                    (not blocked); must be
                                                    blocked low
Reach Swipe              LP+LK when opponent is   pulls opponent to middle 
                           in a sway plane          plane; only hits 
                                                    opponents in front sway
                                                    plane
Back Swipe               LK+HP when opponent is   pulls opponent to middle
                           in a sway plane          plane; only hits 
                                                    opponents in back sway
                                                    plane
Arc Sweep                d + LP+LK when opponent  pulls opponent to middle
                           is in sway plane         plane; only hits 
                                                    opponents in front sway
                                                    plane
Sweep                    d + LK+HP when opponent  pulls opponent to middle
                           is in a sway plane       plane; only hits 
                                                    opponents in back sway
                                                    plane


Command Moves
-------------
Low Poke                 d + LP                   2 hits
Strong Low Poke          d + HP                   2 hits
Forward Roll             df + HP                  must be blocked low 
Crouch Punt              d + LK                   must be blocked low; 2 hits
Short Palm               f + LP while blocking    you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation;
                                                    will knock opponent to 
                                                    front sway plane if this 
                                                    connects (not blocked)


Special Moves
-------------
Emperor God Bop          Charge db, f + P /       LP=short, HP=long; elbow
                           db, f + P                must connect (not blocked)
                                                    to perform the entire 
                                                    maneuver
Emperor Crunch           f, d, df + P             LP=short, HP=further
Teio Tengan Ken          qcf + K                  LK=slow, HK=fast; will 
                                                    collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the 
                                                    process
Feint Teio Tengan Ken    qcf + LK+HK


Super Desperation
----------------- 
Emperor Drain Burst      qcb, f + HP+HK           not only causes damage to 
                                                    opponent, but will also
                                                    regenerate a portion of 
                                                    Chonshu's lifebar as well;
                                                    must connect (not blocked)
                                                    in order to do this 
                                                    however


Hidden Desperation
------------------ 
Distance Set Up          stand about a sweap      name will flash, which means
                           away                     hidden super can now be 
                                                    performed; enter the next
                                                    motion VERY quickly after
                                                    this part
  Shin Emperor Drain B.  qcf, b + HP+HK           not only causes damage to 
                                                    opponent, but will also
                                                    regenerate a portion of 
                                                    Chonshu's lifebar as well;
                                                    must connect (not blocked)
                                                    in order to do this 
                                                    however


Chain Attacks
-------------
Punch Starters
``````````````
None

Kick Starters
`````````````
None



----------------------Send To Background Moves------------------------
| Use as last hit on final deciding round. Works on character stages:|
|                 Joe, Terry, Andy, Hon-Fu, and Mai                  |
----------------------------------------------------------------------
Push/Dive Elbow          LP/HP from front sway
                           plane
Knee Slide/Low Foot      LK/HK from front sway
                           plane
Side Poke                tap df, LP/HP/LK/HK   
Wave Swipe               LP close
Low Kick                 d + LK
Sweep                    d + HK

         
--------------------------Knockout Moves------------------------------
| Use as last hit on final deciding round. Works on character stages:|
|      Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei       |
----------------------------------------------------------------------
Push/Dive Elbow          LP/HP from back sway
                           plane
Knee Slide/Low Foot      LK/HK from back sway
                           plane
Short Palm               f + LP while blocking 
Falling Slap             HP far
Roundhouse               LK far
Jumping Kick Slice       HK close
Emperor Crunch           f, d, df + P 


-------------------------Ceiling Strike Moves-------------------------
| Use as last hit on final deciding round. Works on character stage: |
|                              Blue Mary                             |
----------------------------------------------------------------------
Rising Slap              HP close
Sliding Face Kick        HK far





*******************************************************************************
* 3.13 Jin Chonrei                                                            *
*******************************************************************************
Colors
------
LP - Blue costume 
HK - Orange costume



Throw
-----
Blast Away               f + HP close


Basic Moves
-----------
Crawl                    hold df
Quick Sway               tap df                   quick high dodge
  Side Poke              LP/HP/LK/HK              knocks opponent to back sway
                                                    plane if move connects
                                                    (not blocked)
Wave Swipe               LP close                 2 hits
Dragon Pound             HP far                   knocks opponent down
Driving Elbow            HP close                 2 hits
Wind Kick                LK close                 2 hits
Skyward Kick             LP/LK from high jump     can perform another air 
                                                    attack after move; 
                                                    overhead


Plane Moves
-----------
Push/Dive Elbow          LP from sway planes
Knee Slide/Low Foot      LK from sway planes      must be blocked low
Strong Push/Elbow        HP from sway planes      knocks opponent to opposite
                                                    sway plane if connected 
                                                    (not blocked)
Strong Slide/Foot        HK from sway planes      knocks opponent to opposite
                                                    sway plane if connected 
                                                    (not blocked); must be
                                                    blocked low
Reach Swipe              LP+LK when opponent is   pulls opponent to middle 
                           in a sway plane          plane; only hits 
                                                    opponents in front sway
                                                    plane
Back Swipe               LK+HP when opponent is   pulls opponent to middle
                           in a sway plane          plane; only hits 
                                                    opponents in back sway
                                                    plane
Arc Sweep                d + LP+LK when opponent  pulls opponent to middle
                           is in sway plane         plane; only hits 
                                                    opponents in front sway
                                                    plane
Sweep                    d + LK+HP when opponent  pulls opponent to middle
                           is in a sway plane       plane; only hits 
                                                    opponents in back sway
                                                    plane


Command Moves
-------------
Low Poke                 d + LP                   2 hits
Strong Low Poke          d + HP                   2 hits
Forward Roll             df + HP                  must be blocked low 
Crouch Punt              d + LK                   must be blocked low; 2 hits
Short Palm               f + LP while blocking    you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation;
                                                    will knock opponent to 
                                                    front sway plane if this 
                                                    connects (not blocked)


Special Moves
-------------         
Emperor God Bop          Charge db, f + P /       LP=short, HP=long; elbow
                           db, f + P                must connect (not blocked)
                                                    to perform the entire 
                                                    maneuver
Emperor Crunch           f, d, df + P             LP=short, HP=further
Teio Tengan Ken          qcf + K                  LK=fast, HK=faster; will 
                                                    collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the 
                                                    process
Feint Teio Tengan Ken    qcf + LK+HK
Teio Tashin Ken          when a projectile is     reflects projectiles
                          on the screen, 
                          qcb + HK
Emperor Blast            qcb, f + HP              not only causes damage to 
                                                    opponent, but will also
                                                    regenerate a portion of 
                                                    Chonrei's lifebar as well

                                                       
Super Desperation
----------------- 
Weak Empire Destiny S.  f, hcf + LK+HK            will collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the 
                                                    process


Hidden Desperation
------------------ 
Distance Set Up         stand very far away      name will flash, which means
                                                    hidden super can now be 
                                                    performed; enter the next
                                                    motion VERY quickly after
                                                    this part     
Empire Destiny Slash    hcb + HP+HK              will collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the 
                                                    process


Chain Attacks
-------------
Punch Starters
``````````````
None

Kick Starters
`````````````
None



----------------------Send To Background Moves------------------------
| Use as last hit on final deciding round. Works on character stages:|
|                 Joe, Terry, Andy, Hon-Fu, and Mai                  |
----------------------------------------------------------------------
Push/Dive Elbow          LP/HP from front sway
                           plane
Knee Slide/Low Foot      LK/HK from front sway
                           plane
Side Poke                tap df, LP/HP/LK/HK   
Wave Swipe               LP close
Low Kick                 d + LK
Sweep                    d + HK

         
--------------------------Knockout Moves------------------------------
| Use as last hit on final deciding round. Works on character stages:|
|      Geese, Bash, Sokaku, Bob, Yamazaki, and Chonshu/Chonrei       |
----------------------------------------------------------------------
Push/Dive Elbow          LP/HP from back sway
                           plane
Knee Slide/Low Foot      LK/HK from back sway
                           plane
Short Palm               f + LP while blocking 
Roundhouse               LK far
Jumping Kick Slice       HK close
Emperor Crunch           f, d, df + P 


-------------------------Ceiling Strike Moves-------------------------
| Use as last hit on final deciding round. Works on character stage: |
|                              Blue Mary                             |
----------------------------------------------------------------------
Sliding Face Kick        HK far






===============================================================================
4. Misc. And Easter Eggs
===============================================================================

4.1  Special Intros
-------------------
Geese vs Terry
Geese vs Andy


4.2  Other
----------
-Terry's pet monkey will sometimes jump into the water on his stage
-The frog on Andy's stage will sometimes jump into the water
-The alligator in Joe's stage will have a ribbon on round four
-You can knock the opponent into the "Geese Training Dummy" in the background
 as a finisher and knock it out of the tree
-The turtle in Joe's stage will sometimes "jump."  You can cause this to
 happen with Sokaku by using his Demon Staff Toss when the turtle is not
 raising his neck
-Jubei Yamada will sometimes jump out of the water and then dive back in at
 Joe's stage
-A penguin will sometimes run across the screen on the floor in Mai's stage
-Jubei Yamada will sometimes be seen swimming in the tank in the background on
 Mai's stage
-Akuma like head in both corners of Geese's stage
-Geese's stage erupts in flames in 1 player mode
-Kyo Kusanagi, Sie Kensou, and Richard Meyer can all be found on the left side
 of Bob's stage
-Cheng appears in a helicopter in Hon-Fu's stage
-I've seen 3 stages for the Jin brothers.  One has dragons with flags flapping
 in the wind with a small waterfall in back.  Another is a room decorated with
 bones with flames surrounding the area.  The last one is a green type stage
 with dragons and light shimmering in one part of the background.  Even when
 using them hacked in versus mode, the background that is chosen seems to be
 completely random...or is it :)?



===============================================================================
5. Conclusion
===============================================================================

5.1  What's Missing/Needed

****************************************************************************
* NEED YOUR HELP.  Are there any Ceiling Strike moves for Blue Mary and    *
* Hon-Fu?  And I know I found more chain attacks, but there might still be *
* some missing.  If anyone has any extra info on this please let me know.  *
* Credit will be given for your contribution, of course.  Also, if there   *
* are any other things not here or any corrections to be made, email me    *
* and let me know. :)                                                      *
****************************************************************************

-Cleanup and corrections
-Any other missing Knockout/Background/Ceiling moves?  If you know or find 
any, let me know :).
-Did I get all the chain attack possibilities?
-If you have anything to add, any corrections I need to make, please email me
at billy_kane_32@hotmail.com.  Credit will be given for your contribution.


5.2  Credits
- SNK
- Gamefaqs
- musolini for helping me with corrections and for the motion for Bash's 
  Hidden Despertaion
- And me for writing this faq


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