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Move List and Guide by Goh_Billy

Version: 4.0 | Updated: 06/14/2010

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                           Art Of Fighting 3
               FAQ By: Goh_Billy (billy_kane_32@hotmail.com)
                             Version #: 4.0
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


Sections
--------
      1. Legend
      2. System
         2.1  Basics
         2.2  Spirit Gauge
         2.3  Types Of Knockdowns And Stuns
      3. Characters
         3.1  Robert Garcia  
         3.2  Ryo Sakazaki 
         3.3  Rody Birts 
         3.4  Kasumi Todoh
         3.5  Koh-San Wang
         3.6  Lenny Creston
         3.7  Karman Cole
         3.8  Jin Fu-Ha
   -------------------------------
         3.9  Sinclair
         3.10 Wyler
      4. Misc. And Easter Eggs
         4.1  Unlocking Sinclair and Wyler
         4.2  Special Day
         4.3  Special Picture
      5. Conclusion
         5.1  What's Missing/Needed
         5.2  Credits
				
	
===============================================================================
1. Legend
===============================================================================


  ub  u  uf        f - Forward        P - Punch              + - And
    \ | /          b - Back           K - Kick               / - Or  
  b--   --f        u - Up             BO - Blow Out Attack   , - Then 
    / | \          d - Down           T - Taunt (aka Raz)     
  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)


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


2.1 Basics
----------
Throw                f + BO close                 Wyler cannot be thrown 
                                                    (except for Wang's Haigo
                                                    Tenda); Sinclair has no
                                                    throw; throws can be
                                                    avoided by crouching

Block High           b
Blow Low             db                           will not block overheads

Dash Forward         f, f                         can attack out of dash
Back Dash            b, b                         can attack out of dash
                                                    (except for Robert)
Short Hop            tap ub/u/uf
High Jump            press ub/uf/uf


Taunt                T                            taunting drains the 
                                                    opponent's spirit gauge;
                                                    taunts can be canceled out
                                                    of, but the longer you keep
                                                    the taunt, the more energy
                                                    it drains from your 
                                                    opponent's spirit gauge
Recharge Spirit      hold P/K/BO/T                replenishes your spirit 
                                                    gauge; you can cancel out
                                                    of a spirit charge (except
                                                    for Wyler)
Recovery Recharge    hold P/K/BO/T while on       replenishes your spirit gauge
                       the floor                  

Pursue Attack        df + P/K when close to       
                       downed opponent
Redirection          b + BO                       a high counter, which will
                                                    toss the opponent to the
                                                    ground (no damage, but
                                                    you can use moves that
                                                    hit floored opponents or
                                                    use a pursue attack)
Weak Recover Attack  d/df + P when getting off    for most characters, this
                       the floor                    must be blocked low
Destroy Projectile   if an attack strikes a       this even works on
                       projectile at the            projectiles such as the
                       appropriate height and       Haou Shoukou Ken
                       time, the projectile
                       will be destroyed


Heat Mode            when you are low on life     your attack strength
                       you will begin to flash      increases by 20% and you
                       orange                       can use your Desperation
                                                    move
Desperation          perform when your Spirit
                       gauge is very full and
                       you are in Heat Mode
Ultimate KO          finish your opponent off     you will win the entire match
                       with a Desperation when      with this, no matter if it
                       they are at 10% lifebar      is the first round or not
                       energy or less

     
2.2 Spirit Gauge
----------------
  The Spirit Gauge is located directly under your lifebar.  The Spirit Gauge
is drained after performing Special Moves, Desperations, or is depleted when
your opponent taunts.  The Spirit Gauge is recharged by holding any attack
button (while standing or while on the floor), blocking an attack, or simply
waiting as it autofills slowly.

  When your Spirit Gauge is full or mostly filled, it will be green.  Using
Special Moves in this color will assure your Specials are the most powerful.
When your Spirit Gauge is much lower, it will become blue.  Specials used in
this area will be weaker than those performed in a green bar.  When your
spirit gauge is near empty or completely empty, the bar will be purple.  Some
specials will not even come out when the Spirit Gauge is at this level.  And
the specials that do activate are usually very weak or useless.  


2.3 Types Of Knockdowns And Stuns
---------------------------------
  There are a variety of knockdowns and stuns in this game.  And since juggling
and pursue attacks hold a great importance in this game, each is listed 
accordingly in the characters' movelists.  The types are:

Normal Knockdown - Opponent will fall on their back. The opponent stays on the
                   floor longer, but they have the ability to perform wake up
                   attacks.  It is sometimes possible to juggle the opponent
                   from Normal Knockdowns.
Sit Knockdown    - Opponent will fall on their butt and quickly get up.  The 
                   opponent gets up much faster in a Sit Knockdown than they
                   would in a Normal Knockdown.  They can still be hit with a
                   pursue attack, however.  The opponent cannot perform wake up
                   attacks.  It is sometimes possible to juggle the opponent
                   from Sit Knockdowns.
Launcher         - The opponent is sent into the air and is able to be juggled.
                   Nearly every attack becomes a Launcher on counter hit.  The
                   ones that don't or that produce other properties on counter
                   hit are noted as such in the movelist details.
Stagger          - The opponent will stagger backward and be completely
                   vulnerable to attacks.
Stagger Fall     - The opponent will stagger backward and be completely 
                   vulnerable.  The difference between this and the regular
                   Stagger is that the opponent will fall into a Sit Knockdown
                   immediately afterwards.  If this happens, the opponent
                   cannot perform a wake up attack.




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

*******************************************************************************
* 3.1 Robert Garcia                                                           *
*******************************************************************************
Colors
------
P - Blue shirt
T - Dark Gray shirt



Throw
-----
Kubikiri Nage        f + BO close


Basic Move
----------
Heavy Axe            BO                           overhead; Normal Knockdown,
                                                    however becomes Stagger if 
                                                    connected as an overhead;
                                                    can hit an opponent who's
                                                    on the floor; on counter
                                                    hit, it is still a Normal
                                                    Knockdown


Command Moves
-------------
Backflip             b, b                         unlike other characters' back
                                                    dashes, Robert cannot
                                                    attack out of this
Trash Kick           df + P/K when close to       pursue attack
                       downed opponent
Digging Fist         P+K                          overhead; Launcher, however
                                                    becomes Stagger if 
                                                    connected as an overhead
Rush Jab             f + P
  Arc Kick           (while still holding f) K    if the move connects when
                                                    Robert's foot is high and
                                                    fully extended, you will
                                                    have a Normal Knockdown
                                                    (Normal Knockdown on 
                                                    counter hit); if the move
                                                    connects during the time
                                                    Robert's foot begins to 
                                                    fall, the opponent will
                                                    Stagger (Launcher on
                                                    counter hit)
  Second Jab         (while still holding f) P
    Arc Kick         (while still holding f) K    if the move connects when
                                                    Robert's foot is high and
                                                    fully extended, you will
                                                    have a Normal Knockdown
                                                    (Normal Knockdown on 
                                                    counter hit); if the move
                                                    connects during the time
                                                    Robert's foot begins to 
                                                    fall, the opponent will
                                                    Stagger (Launcher on
                                                    counter hit)
    Forearm Rush     (while still holding f) BO    
      Arc Kick       (while still holding f) K    if the move connects when
                                                    Robert's foot is high and
                                                    fully extended, you will
                                                    have a Normal Knockdown
                                                    (Normal Knockdown on 
                                                    counter hit); if the move
                                                    connects during the time
                                                    Robert's foot begins to 
                                                    fall, the opponent will
                                                    Stagger (Launcher on
                                                    counter hit)
      Elbow Rush     (while still holding f) BO   Stagger
      Ryuu Zanshou   b + K                        this acts as a special move
                                                    (it drains the Spirit 
                                                    Gauge); overhead; Normal
                                                    Knockdown, however becomes
                                                    Stagger if connected as an 
                                                    overhead; Green=strong; 
                                                    Blue=weak; Purple=move will
                                                    not come out     
Backfist             b + P                        Launcher
Knuckle Sweep        d + P                        must be blocked low; Sit 
                                                    Knockdown (even on counter
                                                    hit); note that pressing
                                                    P in the crouch position
                                                    will NOT perform this move
Weak Low Tap         crouch and press P           must be blocked low; Stagger
                                                    Fall on counter hit
Elbow Rush           df + P                       overhead; Stagger if 
                                                    connected as an overhead;
                                                    note that holding df and
                                                    pressing P in the crouch
                                                    position will NOT perform
                                                    this move
Roundhouse           f + K                        Stagger
  Arc Kick           (while still holding f) K    if the move connects when
                                                    Robert's foot is high and
                                                    fully extended, you will
                                                    have a Normal Knockdown
                                                    (Normal Knockdown on 
                                                    counter hit); if the move
                                                    connects on its own during
                                                    the time Robert's foot
                                                    begins to fall, the
                                                    opponent will Stagger 
                                                    (Launcher on counter hit)
  Knuckle Sweep      d + P                        must be blocked low; Sit 
                                                    Knockdown (even on counter
                                                    hit)
Strong Low Tap       d + K / crouch and press K   must be blocked low; Sit
                                                    Knockdown on counter hit;
                                                    the d + K version has
                                                    slightly better recovery
Driving Knee         df + K                       overhead; Stagger if 
                                                    connected as an overhead;
                                                    note that holding df and
                                                    pressing K in the crouch
                                                    position will NOT perform
                                                    this move
  Straight Kick      K                            Normal Knockdown
    High Kick        K                            will cause a Normal Knockdown
                                                    if the Straight Kick didn't
                                                    connect, otherwise it will
                                                    combo from the Straight 
                                                    Kick
Snap Kick            b + K           
  High Kick          (while still holding b) K    Normal Knockdown
    Quick Axe        (while still holding b) K    overhead; if this connects on
                                                    its own it will cause Sit
                                                    Knockdown (even on counter
                                                    hit), or if it connects as
                                                    an overhead on its own it
                                                    will Stagger
Tiger Bite           d, u + K                     overhead; Sit Knockdown if
                                                    connected as an overhead
Redirection          b + BO                       a high counter, which will
                                                    toss the opponent to the
                                                    ground (no damage, but
                                                    you can use moves that
                                                    hit floored opponents or
                                                    use a pursue attack)


Special Moves
-------------
Ryuugeki Ken         qcf + P/BO                   P=slow, BO=fast; 
                                                    Green=strong with no Launch
                                                    on counter hit; Blue=weak
                                                    with no Launch on counter
                                                    hit; Purple=very weak where
                                                    it no longer acts as a 
                                                    projectile but a close 
                                                    range blast
Ryuuga               f, d, df + P/BO              P=short, BO=far; Normal 
                                                    Knockdown; Green=strong;
                                                    Blue=weak; Purple=move will
                                                    not come out
Haou Shoukou Ken     f, hcf + BO                  move will only work when 
                                                    spirit gauge is in the 
                                                    Green; Normal Knockdown
Hien Ryuujin Kyaku   qcb + K in air               overhead; Normal Knockdown; 
                                                    Green=strong; Blue=weak;
                                                    Purple=move will not come
                                                    out
Genei Kayku          f, b, f + K                  one of his kicks must connect
                                                    (not blocked) for the
                                                    entire maneuver to come
                                                    out; Normal Knockdown; 
                                                    Green=strong; Blue=weak;
                                                    Purple=move will not come
                                                    out
Hien Senpuu Kyaku    db, f + K / Charge db,       overhead; first part must
                       f + K                        touch the opponent for the
                                                    entire maneuver to come 
                                                    out; Normal Knockdown; 
                                                    Green=strong and long;
                                                    Blue=weak and medium; 
                                                    Purple=very weak, short,
                                                    and has no second part
Ryuu Zanshou         Hold f and press P, P, BO,   the last part is the actual
                       and then release f and       special move (it drains the
                       press b + K                  spirit gauge); overhead; 
                                                    Normal Knockdown, however
                                                    becomes Stagger if
                                                    connected as an overhead;
                                                    Green=strong; Blue=weak;
                                                    Purple=move will not come
                                                    out     


Desperation
-----------                        
Ryuuko Ranbu         f, hcf, then leave the       unblockable; dash in must
                       joystick in the neutral      touch the opponent for
                       position for a split         the entire Desperation to
                       second, then press K         come out; Normal Knockdown,
                                                    even on counter hit
                        
                        
                        


*******************************************************************************
* 3.2 Ryo Sakazaki                                                            *
*******************************************************************************
Colors
------
P - Orange uniform	
T - White uniform



Throw
-----
Ippon Zeoi           f + BO close


Basic Moves
-----------
Back Kick            BO in air                    cross up attack, overhead;
                                                    Sit Knockdown (even on
                                                    counter hit)
Conquering Strike    BO                           Normal Knockdown, even on
                                                    counter hit


Command Moves
-------------
Triangle Jump        jump towards the wall and
                       press P
Sankaku Geri         jump towards the wall and    overhead; Normal Knockdown
                       press K
Kime Uchi            df + P/K when close to       pursue attack
                       downed opponent
Sway                 P+K                          invulnerable for a short
                                                    period of time
Ate Keri             K+BO                         Normal Knockdown, even on
                                                    counter hit
Joudan Mawashi Geri  f, b + K+BO                  Launcher
Rush Jab             f + P
  Arc Kick           (while still holding f) K    Normal Knockdown, even on
                                                    counter hit
  Second Jab         (while still holding f) P 
    Arc Kick         (while still holding f) K    Normal Knockdown, even on
                                                    counter hit
    Cross            (while still holding f) BO   
      Arc Kick       (while still holding f) K    Normal Knockdown, even on
                                                    counter hit
      Short Upper    (while still holding f) BO   Stagger
Torage Uchi          f, f + P                     overhead; becomes Stagger
                                                    if connected as an 
                                                    overhead
  Tsurabe Uchi       P                            overhead; Normal Knockdown,
                                                    however becomes Stagger
                                                    if connected as an overhead
                                                    on its own
Low Blow             d + P                        must be blocked low; note
                                                    that holding d and pressing
                                                    P in the crouch position
                                                    will NOT perform this move
Weak Low Tap         crouch and press P           must be blocked low; Stagger
                                                    Fall on counter hit
Tsurabe Uchi         df + P / d, u + P            overhead; Launcher, however
                                                    becomes Stagger if 
                                                    connected as an overhead;
                                                    note that holding df and
                                                    pressing P in the crouch
                                                    position will NOT perform
                                                    this move
Dashing Low Blow     df, df + P                   must be blocked low; Normal
                                                    Knockdown, even on counter
                                                    hit
Chopping Roundhouse  f + K                        Normal Knockdown, even on
                                                    counter hit
  Arc Kick           (while still holding f) K    Normal Knockdown, even on
                                                    counter hit
Fuusatsu Keri        b + K                        Normal Knockdown, even on
                                                    counter hit
Strong Low Tap       d + K / crouch and press K   must be blocked low; Normal
                                                    Knockdown on counter hit;
                                                    the d + K version has
                                                    slightly better recovery
Hiza Arashi          df + K                       overhead; becomes Stagger if
                                                    connected as an overhead;
                                                    note that holding df and 
                                                    pressing K in the crouch
                                                    position will NOT perform
                                                    this move
  High Kick          K                            Normal Knockdown
  Knee Drive         BO                           the second knee is an
                                                    overhead; the second knee
                                                    is a Normal Knockdown,
                                                    however it becomes a
                                                    Stagger if it connects as
                                                    an overhead
    Low Blow         press d + P before the       must be blocked low; Normal
                       second knee from the         Knockdown
                       Knee Drive comes out
Hopping Gale Kick    f, f + K                     will connect as an overhead
                                                    on the larger characters;
                                                    Normal Knockdown, even on
                                                    counter hit         
Redirection          b + BO                       a high counter, which will
                                                    toss the opponent to the
                                                    ground (no damage, but
                                                    you can use moves that
                                                    hit floored opponents or
                                                    use a pursue attack)


Special Moves
-------------
Ko'ou Ken            qcf + P/BO                   P=slow, BO=fast; 
                                                    Green=strong with no Launch
                                                    on counter hit; Blue=weak
                                                    with no Launch on counter
                                                    hit; Purple=very weak where
                                                    it no longer acts as a 
                                                    projectile but a close 
                                                    range blast 
Kohou                f, d, df + P/BO              P=short, BO=far; Normal 
                                                    Knockdown; Green=strong;
                                                    Blue=weak; Purple=move will
                                                    not come out
Zanretsu Ken         f, b, f + P                  one of his punches must
                                                    connect (not blocked) for
                                                    the entire maneuver to come
                                                    out; Normal Knockdown; 
                                                    Green=strong; Blue=weak;
                                                    Purple=move will not come
                                                    out
Koh Geki             qcb + P when close to        pursue attack; though it
                       downed opponent              drains your spirit meter,
                                                    it acts and damages the
                                                    opponent the same on all
                                                    three bar colors
Haou Shoukou Ken     f, hcf + BO                  move will only work when 
                                                    spirit gauge is in the 
                                                    Green; Normal Knockdown
Hien Shippuu Kyaku   db, f + K / Charge db,       overhead; first part must
                       f + K                        touch the opponent for the
                                                    entire maneuver to come 
                                                    out; Normal Knockdown; 
                                                    Green=strong and long;
                                                    Blue=weak and medium; 
                                                    Purple=very weak, short,
                                                    and has no second part


Desperation
-----------                        
Ryuuko Ranbu         f, hcf, then leave the       unblockable; dash in must
                       joystick in the neutral      touch opponent for entire
                       position for a split         Desperation to come out;
                       second, then press K         Normal Knockdown, even on
                                                    counter hit
                        
                        
		


*******************************************************************************
* 3.3 Rody Birts                                                              *
*******************************************************************************
Colors
------
P - Dark Gray top and Blue tonfas
T - Blue top and Red tonfas



Throw
-----
Hook Throw           f + BO close


Basic Move
----------
Charging High Kick   BO                           Normal Knockdown, even on
                                                    counter hit


Command Moves
-------------
Bounding Rod         df + P/K when close to       pursue attack
                       downed opponent
Clobber              P+K                          Normal Knockdown, even on
                                                    counter hit
  Quick Sweep        d + K                        must be blocked low; perform
                                                    this immediately after
                                                    pressing P+K; Causes Sit
                                                    Knockdown, even on counter
                                                    hit
    Final Sweep      K                            must be blocked low; causes
                                                    Sit Knockdown if this hits
                                                    on its own (even on counter
                                                    hit)
  Tonfa Swat         b + P                        Launcher; perform this
                                                    immediately after pressing
                                                    P+K
Tonfa Rush           f + P
  High Kick          (while still holding f) K    Normal Knockdown, even on
                                                    counter hit
  Tonfa Poke         (while still holding f) P
    Handle Strike    (while still holding f) BO   Stagger
    Driving Knee     (while still holding f) K    overhead; Launcher, however
                                                    it becomes a Stagger if
                                                    connected as an overhead
      High Kick      (while still holding f) K    Normal Knockdown, even on
                                                    counter hit
    Quick Sweep      db + K                       must be blocked low; causes
                                                    Sit Knockdown, even on
                                                    counter hit
      Final Sweep    K                            must be blocked low; causes
                                                    Sit Knockdown if this hits
                                                    on its own (even on counter
                                                    hit)
Tonfa Swat           b + P                        Launcher
Tonfa Sweep          d + P                        must be blocked low; Sit
                                                    Knockdown, even on counter
                                                    hit; note that holding d 
                                                    and pressing P in the
                                                    crouch position will NOT 
                                                    perform this move
Ankle Swipe          crouch and press P           must be blocked low; Stagger
                                                    Fall on counter hit
Beheading            df + P                       overhead; Launcher, however
                                                    it becomes a Stagger if
                                                    this connects as an 
                                                    overhead; note that holding
                                                    df and pressing P in the
                                                    crouch position will NOT
                                                    perform this move
Driving Knee         f + K                        overhead; Launcher, however
                                                    it becomes a Stagger if
                                                    this connects as an 
                                                    overhead
  High Kick          (while still holding f) K    Normal Knockdown, even on
                                                    counter hit
Dodge Knee Strike    after the opponent attacks   you will quickly dodge and
                       with a high striking K,      then rush in with a knee
                       press b + K (holding b       attack; this is a counter
                       and pressing K also          attack to K maneuvers that
                       works)                       strike high; this includes
                                                    normals, command moves such
                                                    as rush kicks (f+K), etc.;
                                                    the timing on this is very
                                                    tight; Normal Knockdown
Stub Kick/Quick S.   d + K                        must be blocked low; this
                                                    combination can manage to
                                                    produce two completely
                                                    seperate attacks; if the
                                                    d and K motion are pressed
                                                    exactly together, you will
                                                    get the Quick Sweep 
                                                    (complete with follow up);
                                                    if d or K are slightly off,
                                                    you will get a stronger 
                                                    version of the Stub Kick
                                                    (which has no pushback in
                                                    the corner);  The Quick
                                                    Sweep causes Sit Knockdown
                                                    even on counter hit while
                                                    the Stub Kick causes Normal
                                                    Knockdown on counter hit;
                                                    note that holding d and
                                                    pressing K in the crouch
                                                    position will NOT produce
                                                    any of these maneuvers
Stub Kick            crouch and press K           must be blocked low; Normal
                                                    Knockdown on counter hit
Dashing Knee         df + K                       overhead; Normal Knockdown,
                                                    however it becomes a 
                                                    Stagger if connected as an 
                                                    overhead; note that holding
                                                    df and pressing K in the
                                                    crouch position will NOT
                                                    perform this move
Quick Sweep          db + K                       must be blocked low; causes
                                                    Sit Knockdown, even on
                                                    counter hit; note that
                                                    holding db and pressing K
                                                    K in the crouch position
                                                    will NOT perform this move
  Final Sweep        K                            must be blocked low; causes
                                                    Sit Knockdown if this hits
                                                    on its own (even on counter
                                                    hit)
Redirection          b + BO                       a high counter, which will
                                                    toss the opponent to the
                                                    ground (no damage, but
                                                    you can use moves that
                                                    hit floored opponents or
                                                    use a pursue attack)


Special Moves
-------------
Revolving Rod        qcf + P/BO                   P=short, BO=long; Normal
                                                    Knockdown; Green=strong;
                                                    Blue=weak; Purple=move does
                                                    not come out (instead Rody
                                                    throws the tonfa straight
                                                    up and is completely
                                                    vulnerable)
Deception Impact     f, b, f + P                  this acts like a long
                                                    distance throw (however it
                                                    is blockable high); the 
                                                    range of this move is
                                                    around sweep distance; the 
                                                    opponent must fall victim 
                                                    to the first part (and not
                                                    duck or high block it) for
                                                    the entire maneuver to come
                                                    out; Green=strong; 
                                                    Blue=weak; Purple=the set
                                                    up for this move will not
                                                    come out (instead you just
                                                    get the tonfa strike, which
                                                    does not knockdown normally
                                                    but is a Launcher on 
                                                    counter hit)
Middle Impact TT     qcf + K                      the final kick in all
                                                    versions causes a Normal
                                                    Knockdown (even on counter
                                                    hit); Green=strong; 
                                                    Blue=weak; Purple=very weak
                                                    with only one of the
                                                    roundhouses coming out


Desperation
-----------                        
Hyper Tonfa          f, b, f, b, f + BO           unblockable; Normal 
                                                    Knockdown, even on counter
                                                    hit





*******************************************************************************
* 3.4 Kasumi Todoh                                                            *
*******************************************************************************
Colors
------
P - Blue costume w/ Red headband
T - Red costume w/ Purple headband



Throw
-----
Mochi Mawashi Zen    f + BO close


Basic Moves
-----------
Quick Elbow          P close
Chop Kick            BO                           Normal Knockdown, even on
                                                    counter hit
Rivalry              T against Robert or          taunt; drains opponent's 
                       Ryo                          spirit meter considerably
                       

Command Moves
-------------
Kanwari              df + P/K when close to       pursue attack
                       downed opponent
Gohsen               P+K                          Normal Knockdown, even on
                                                    counter hit
Jaw Slice            f + P
  Chop Kick          (while still holding f) K    Normal Knockdown, even on
                                                    counter hit
  Skyward Palm       (while still holding f) P
    Chop Kick        (while still holding f) K    Normal Knockdown, even on
                                                    counter hit
    Heavy Chop       (while still holding f) BO   Stagger

Sassho On Kyaku      after the opponent attacks   this is a counter attack to
                       with a high striking P,      P maneuvers that strike 
                       press b + P (holding b       high; this includes
                       and pressing P also          normals, command moves such
                       works)                       as rush jabs (f+P), and 
                                                    even combinations such as
                                                    P+K; to get this particular
                                                    counter, the opponent's 
                                                    attack must NOT be an 
                                                    overhead (again, it must
                                                    strike high) and must be
                                                    some sort of punch (in 
                                                    Rody's case a tonfa swat,
                                                    or for Lenny a whip attack,
                                                    etc.); the catch distance
                                                    can have deceptively longer
                                                    range depending on the 
                                                    attack coming at you; 
                                                    timing can be rather tight;
                                                    causes Stagger (Karman 
                                                    Stagger Falls for some
                                                    reason)   
Sakken On Uchi       after the opponent attacks   this is a counter attack to
                       with an overhead P, press    overhead P maneuvers; to
                       b + P (holding b and         get this particular 
                       pressing P also works)       counter, the opponent's 
                                                    attack must be an overhead
                                                    and must be some sort of
                                                    punch (in Rody's case a 
                                                    tonfa swat, or for Lenny a
                                                    whip attack, etc.); the 
                                                    catch distance can have
                                                    deceptively longer range 
                                                    depending on the attack
                                                    coming at you; timing is
                                                    rather tight; Normal 
                                                    Knockdown; you will get
                                                    this counter against
                                                    Wyler whether he uses
                                                    a high P or an overhead P
Driving Duck Punch   d + P                        must be blocked low; causes
                                                    Stagger Fall on counter
                                                    hit; note that holding d
                                                    and pressing P in the
                                                    crouch position will NOT
                                                    perform this move
Forearm Bash         df + P                       overhead; if the move barely
                                                    grazes the opponent as an
                                                    overhead, they will 
                                                    Stagger; note that holding
                                                    df and pressing P in the
                                                    crouch position will NOT
                                                    perform this move
Sousho Dan           f, f + P                     
  Kusanagi           d + K                        must be blocked low; Normal
                                                    Knockdown, even on counter
                                                    hit
  Yaritotsu Kyaku    b + K                        Launcher
Mid Crunch Kick      f + K                        Launcher
  Chop Kick          (while still holding f) K    Normal Knockdown if it hits
                                                    on its own (even on counter
                                                    hit)
  Skyward Palm       (while still holding f) P
    Chop Kick        (while still holding f) K    Normal Knockdown if it hits
                                                    on its own (even on counter
                                                    hit)
    Heavy Chop       (while still holding f) BO   Stagger if it hits on its own
Shiranami            b + K                        Normal Knockdown, even on
                                                    counter hit
    Gohsen           P+K                          Normal Knockdown, even on
                                                    counter hit
Kusanagi             d + K                        must be blocked low; Normal
                                                    Knockdown, even on counter
                                                    hit; note that holding d
                                                    and pressing K in the
                                                    crouch position will NOT
                                                    perform this move
Reverse Kusanagi     crouch and press K           must be blocked low; causes
                                                    Sit Knockdown on counter
                                                    hit
Yaritotsu Kyaku      df + K                       overhead; becomes Stagger if
                                                    used as an overhead; note
                                                    that holding df and
                                                    pressing K in the crouch
                                                    position will NOT perform
                                                    this move
Hisou                f, f + K                     overhead; Normal Knockdown,
                                                    even on counter hit
Redirection Rush     b + BO                       a high counter, which will
                                                    toss the opponent to the
                                                    ground (no damage, but
                                                    you can use moves that
                                                    hit floored opponents or
                                                    use a pursue attack); 
                                                    Kasumi can glide past the
                                                    opponent with this if close
                                                    enough
  Tsuyu Barai        slide past the opponent      unblockable
                       with the Redirection
                       Rush and press P


Special Moves
-------------
Kasane Ate           qcf + P                      Normal Knockdown, even on
                                                    counter hit; Green=strong
                                                    and long; Blue=medium and
                                                    medium; Purple=weak and
                                                    short
Raiho Hoh            qcb + P                      Green=strong, Stagger, 
                                                    overhead; Blue=weak, 
                                                    Stagger, overhead; 
                                                    Purple=Kasumi only throws
                                                    her hands forward for a
                                                    short range attack


Desperation
-----------                        
Chou Kasane Ate      b, hcb + P (hold P to        holding P will empower the
                       empower)                     Desperation; there are 3
                                                    levels of strength; holding
                                                    P too long will cause 
                                                    Kasumi to fall down,
                                                    aborting the Desperation;
                                                    Launcher





*******************************************************************************
* 3.5 Koh-San Wang                                                            *
*******************************************************************************
Colors
------
P - Dark Gray shirt w/ Blue trim
T - Red shirt w/ Dark Gray trim



Throws
------
Yanagi Hou           f + BO close
Haigo Tenda          f, b + P+BO close            you cannot avoid this throw
                                                    by ducking but this throw
                                                    CAN be blocked; this throw
                                                    works on Wyler


Basic Moves
-----------
Body Splash          BO in air                    overhead; Normal Knockdown,
                                                    even on counter hit; can
                                                    hit downed opponent
Kohboku Sho          BO                           Normal Knockdown, even on
                                                    counter hit (however if
                                                    this move just grazes the
                                                    opponent, they will not be
                                                    knocked down)

                       
Command Moves
-------------
Sou Ka Sui           df + P/K when close to       pursue attack; can sometimes
                       downed opponent              land two if fast enough
Tou Ten Hou          P+K                          Launcher
Senpuu Shin          d + P+K                      must be blocked low; causes
                                                    Sit Knockdown, even on
                                                    counter hit
  Kohboku Sho        f + P                        Normal Knockdown, even on
                                                    counter hit
  Atama Kun          f + K                        overhead; Stagger
  Ashi Harai         d + K                        must be blocked low; causes
                                                    Sit Knockdown if it hits
                                                    on its own (even on counter
                                                    hit)
Tobi Shiri Kougeki   P+K in air                   overhead; Normal Knockdown,
                                                    even on counter hit; can
                                                    hit downed opponent
Satankyaku           K+BO                         Normal Knockdown, even on
                                                    counter hit
Step Punch           f + P
  Hop Kick           (while still holding f) K    will cause Normal Knockdown
                                                    (even on counter hit) if
                                                    this hits on its own
    Air Punt         (while still holding f) K    Launcher if this hits by
                                                    itself
  Uppercut Blade     (while still holding f) P    Launcher
    Hop Kick         (while still holding f) K    will cause Normal Knockdown
                                                    (even on counter hit) if
                                                    this hits on its own
      Air Punt       (while still holding f) K    Launcher if this hits by
                                                    itself
    Pelican Strike   (while still holding f) BO   overhead; will Stagger if
                                                    connected as an overhead
Jikottsu             f, f + P                     must be blocked low; Normal
                                                    Knockdown, even on counter
                                                    hit
Hakuhja Tojin        b + P 
Shin Punch           d + P                        must be blocked low; Stagger
                                                    Fall on counter hit; note 
                                                    that holding d and pressing
                                                    P in the crouch position 
                                                    will NOT perform this move
Weak Low Tap         crouch and press P           must be blocked low; Stagger
                                                    Fall on counter hit
Iron Treatment       df + P                       both parts are overheads; the
                                                    first part is a Stagger;
                                                    the second part is a Normal
                                                    Knockdown, however it 
                                                    becomes a Stagger if 
                                                    connected by itself as an
                                                    overhead; note that holding
                                                    df and pressing P in the
                                                    crouch position will NOT 
                                                    perform this move
Hop Kick             f + K                        Normal Knockdown, even on
                                                    counter hit
  Air Punt           (while still holding f) K    Launcher if this hits by
                                                    itself
Utankyaku            b + K                        Launcher
Strong Low Tap       d + K / crouch and press K   must be blocked low; Normal
                                                    Knockdown on counter hit;
                                                    the d + K version has
                                                    slightly better recovery
Flying Butt Attack   df + K                       overhead; Normal Knockdown,
                                                    even on counter hit; note
                                                    that holding df and
                                                    pressing K in the crouch
                                                    position will NOT perform
                                                    this move
Ifuoh                db + K                       must be blocked low; Normal
                                                    Knockdown, even on counter
                                                    hit
Atama Kun            df + BO                      overhead; Stagger
  Ashi Harai         d + K                        must be blocked low; causes
                                                    Sit Knockdown, even on
                                                    counter hit
Redirection          b + BO                       a high counter, which will
                                                    toss the opponent to the
                                                    ground (no damage, but
                                                    you can use moves that
                                                    hit floored opponents or
                                                    use a pursue attack)


Special Moves
-------------
Kyoretsu Jirai Shiri d, d + P                     must be blocked low; can only
                                                    opponents who are standing
                                                    or crouching; Green=strong,
                                                    has huge range (3/4 screen
                                                    distance), and Sit
                                                    Knockdown (even on counter
                                                    hit); Blue=weak, medium
                                                    distance, and Sit Knockdown
                                                    (even on counter hit);
                                                    Purple=very weak, very 
                                                    short distance, and Stagger
Hisho Ishi Atama Kun f, d, df + P                 Normal Knockdown (only the
                                                    Purple version will launch
                                                    on counter hit since the
                                                    Green/Blue versions have
                                                    the follow up); 
                                                    Green=strong; Blue=weak;
                                                    Purple=very weak with only
                                                    the initial hop
Muteki Ranbu Kun     hcf + K                      Stagger; the initial kick
                                                    portion is an overhead; 
                                                    Green=strong; Blue=weak; 
                                                    Purple=move will whiff and
                                                    cause Wang to fall leaving
                                                    him vulnerable
  Atama Kun          b, f + P                     overhead; Normal Knockdown
                                                    (even on counter hit), 
                                                    however becomes a Stagger
                                                    if connected as an 
                                                    overhead; this follow up
                                                    does not work for the 
                                                    Purple version


Desperation
-----------                        
Kyuukyokuogi Randa   b, f, f + BO                 dash in must touch opponent
                                                    for entire Desperation to
                                                    come out; dash in is 
                                                    unblockable; Normal
                                                    Knockdown, even on counter
                                                    hit





*******************************************************************************
* 3.6 Lenny Creston                                                           *
*******************************************************************************
Colors
------
P - Blue costume
T - Green costume



Throw
-----
Twine Throw          f + BO close                 this has more range than
                                                    other throws in this game


Basic Moves
-----------
Heavy Roundhouse     K                            Normal Knockdown, even on
                                                    counter hit
Double Snap          BO                           the second part is a Normal
                                                    Knockdown, even on counter
                                                    hit


Command Moves
-------------
Small Stomp          df + P/K when close to       pursue attack
                       downed opponent
Sway                 P+K                          invulnerable for a short
                                                    period of time
Swing Shot           b + P+K                      Launcher
Viper Bite           f + P
  Heavy Roundhouse   (while still holding f) K    Normal Knockdown, even on
                                                    counter hit
  Second Bite        (while still holding f) P
    Heavy Roundhouse (while still holding f) K    Normal Knockdown, even on
                                                    counter hit
    Straight Shot    (while still holding f) BO   Stagger
    Backflip         b + K                        overhead; if this just clips
                                                    the opponent as an
                                                    overhead the opponent will
                                                    Stagger, otherwise it will
                                                    be a Normal Knockdown (even
                                                    on counter hit)
Long Snap            b + P                        Normal Knockdown, even on 
                                                    counter hit
Hot Feet             d + P                        must be blocked low; can hit
                                                    an opponent who is on the
                                                    ground; Normal Knockdown,
                                                    even on counter hit; note
                                                    that holding d and pressing
                                                    P in the crouch position
                                                    will NOT perform this move
Fang Snap            df + P                       overhead; Stagger if
                                                    connected as an overhead;
                                                    note that holding df and
                                                    pressing P in the crouch
                                                    position will NOT perform
                                                    this move
Stampede Palms       f, f + P                     Stagger
  Back Snap          (while still holding f) K    will cause a Normal Knockdown
                                                    if it combos from the 
                                                    Stampede Palms, or it will
                                                    cause a Stagger if it hits
                                                    by itself
  Backflip           b + K                        overhead; if this just clips
                                                    the opponent as an
                                                    overhead the opponent will
                                                    Stagger, otherwise it will
                                                    be a Normal Knockdown (even
                                                    on counter hit)
Turn Snap            f + K                        Stagger
  Back Snap          (while still holding f) K    will cause a Normal Knockdown
                                                    if it combos from the Turn
                                                    Snap, or it will cause a 
                                                    Stagger if it hits by 
                                                    itself
Shoulder Charge      f, f + K                     overhead; Launcher, however
                                                    it becomes a Stagger if
                                                    connected as an overhead
  Stampede Palms     P                            causes Sit Knockdown (even on
                                                    counter hit) if this hits
                                                    by itself
Backflip             b + K                        overhead; if this just clips
                                                    the opponent as an
                                                    overhead the opponent will
                                                    Stagger, otherwise it will
                                                    be a Normal Knockdown (even
                                                    on counter hit)
Heavy Prop Kick      d + K / crouch and press K   Normal Knockdown, even on
                                                    counter hit; the d + K
                                                    version has slightly better
                                                    recovery
  Backflip           b + K                        overhead; if this just clips
                                                    the opponent as an
                                                    overhead the opponent will
                                                    Stagger, otherwise it will
                                                    be a Normal Knockdown (even
                                                    on counter hit)
Stomach Kick         df + K                       overhead; Launcher, however
                                                    it becomes a Stagger if
                                                    connected as an overhead;
                                                    note that holding df and
                                                    pressing K in the crouch
                                                    position will NOT perform
                                                    this move
Redirection          b + BO                       a high counter, which will
                                                    toss the opponent to the
                                                    ground (no damage, but
                                                    you can use moves that
                                                    hit floored opponents or
                                                    use a pursue attack)


Special Moves
-------------
Flick Shot           qcf + P                      Green=strong with no Launch
                                                    on counter hit; Blue=weak
                                                    with no Launch on counter
                                                    hit; Purple=very weak where
                                                    it no longer acts as a 
                                                    projectile but a close
                                                    range blast 
4 Swish Rave         qcb + P                      last hit causes Normal
                                                    Knockdown; Green=strong; 
                                                    Blue=weak; Purple=very weak
                                                    and comes out considerably
                                                    slow
Whip Lash            f, b, f + P                  last part is an overhead; 
                                                    last part causes Normal 
                                                    Knockdown (even on counter
                                                    hit), however it becomes a
                                                    Stagger if it connects as
                                                    an overhead; Green=strong;
                                                    Blue=weak; Purple=very weak
                                                    in which only one whip
                                                    swing comes out (and no
                                                    overhead attack finish)


Desperation
-----------                        
Flick Break        f, hcf + BO                    dash in must touch opponent
                                                    for entire Desperation to
                                                    come out; dash in is 
                                                    unblockable; Normal
                                                    Knockdown, even on counter
                                                    hit
                        
                        
                        


*******************************************************************************
* 3.7 Karman Cole                                                             *
*******************************************************************************
Colors
------
P - Crimson jacket
T - Blue jacket



Throw
-----
Dive Drop            f + BO close


Basic Moves
-----------
Vicious Palm         BO                           Normal Knockdown, even on
                                                    counter hit
Get Ready            T against Robert or          taunt; drains opponent's 
                       Ryo                          spirit meter


Command Moves
-------------
Under Straight       df + P/K when close to       pursue attack
                       downed opponent's head
Mount Knuckle        df + P/K when close to       pursue attack; does not work
                       downed opponent's legs       against Sinclair or Wyler
Back Forearm         P+K                          Launcher
Dodge Backhand       b + P+BO                     invulnerable for a short
                                                    period of time; Normal
                                                    Knockdown, even on counter
                                                    hit
Dodge Kick           b + K+BO                     invulnerable for a short
                                                    period of time; Normal
                                                    Knockdown, even on counter
                                                    hit
Turn Palm            f + P
  Thrust Palm        (while still holding f) P
    One Two Kick     (while still holding f) K    first part is an overhead;
                                                    first part will Stagger
                                                    opponent if connected as an
                                                    overhead; last part is a
                                                    Normal Knockdown, even on
                                                    counter hit
Cut Straight         after the opponent attacks   this is a counter attack to
                       with a high striking K,      K maneuvers that strike 
                       press b + P (holding b       high; this includes
                       and pressing P also          normals, command moves such
                       works)                       as rush kicks (f+K), etc.; 
                                                    to get this particular
                                                    counter, the opponent's 
                                                    attack must NOT be an 
                                                    overhead (again, it must
                                                    strike high) and must be
                                                    some sort of kick; the 
                                                    catch distance can have 
                                                    deceptively longer range 
                                                    depending on the attack 
                                                    coming at you; timing can
                                                    be rather tight; Normal
                                                    Knockdown
Cut High Kick        after the opponent attacks   this is a counter attack to
                       with an overhead K, press    overhead K maneuvers; to
                       b + P (holding b and         get this particular 
                       pressing P also works)       counter, the opponent's 
                                                    attack must be an overhead
                                                    and must be some sort of
                                                    kick; the catch distance
                                                    can have deceptively longer
                                                    range depending on the
                                                    attack coming at you; 
                                                    timing can be rather tight;
                                                    Normal Knockdown
Critical Shatter     d + P / crouch and press P   must be blocked low; Stagger
                                                    Fall on counter hit; the
                                                    d + P version has slightly
                                                    better recovery
Wild Swing           df + P                       overhead; Stagger if
                                                    connected as an overhead;
                                                    note that holding df and
                                                    pressing P in the crouch
                                                    position will NOT perform
                                                    this move 
One Two Kick         f + K                        first part is an overhead;
                                                    first part will Stagger
                                                    opponent if connected as an
                                                    overhead; last part is a
                                                    Normal Knockdown, even on
                                                    counter hit
High Point Heel      b + K                        causes Sit Knockdown, even on
                                                    counter hit
  Light Palm         P
  High Kick          K
  Vicious Palm       BO                           Normal Knockdown (even on 
                                                    counter hit) if this hits
                                                    on its own
Shin Cracker         d + K / crouch and press K   must be blocked low; Normal
                                                    Knockdown on counter hit;
                                                    the d + K version has
                                                    slightly better recovery
Redirection          b + BO                       a high counter, which will
                                                    toss the opponent to the
                                                    ground (no damage, but
                                                    you can use moves that
                                                    hit floored opponents or
                                                    use a pursue attack)


Special Moves
-------------
Hefygar Shutosu      qcb, f + P                   high counter attack; Normal
                                                    Knockdown; Green and Blue
                                                    versions seem identical;
                                                    Purple=the move will not
                                                    come out
Quick Under Straight f, b, f + P                  overhead; Normal Knockdown
                                                    (even on counter hit),
                                                    however it becomes a
                                                    Stagger if connected as an
                                                    overhead; Green=strong and
                                                    long; Blue=weak and short;
                                                    Purple=move will not come
                                                    out
Quick Back Knuckle   f, b, f + K                  Normal Knockdown, even on
                                                    counter hit; Green=strong
                                                    and long; Blue=weak and
                                                    short; Purple=move will not
                                                    come out
Gebartigar Fustricht qcf + K                      Green=strong and Normal 
                                                    Knockdown (even on counter
                                                    hit); Blue=weak and Normal
                                                    Knockdown (even on counter
                                                    hit); Purple=very weak and
                                                    short


Desperation
-----------                        
Aufeinander Folgerte hcb, hcb + BO                dash in must touch opponent
                                                    for entire Desperation to
                                                    come out; dash in is 
                                                    unblockable; Normal
                                                    Knockdown, even on counter
                                                    hit





*******************************************************************************
* 3.8 Jin Fu-Ha                                                               *
*******************************************************************************
Colors
------
P - Blue costume
T - Green costume



Throw
-----
Tengeki Satsu        f + BO close


Basic Moves
-----------
Elbow Drop           BO in air                    overhead; Normal Knockdown,
                                                    even on counter hit
Buster Punch         BO                           overhead; Launcher, however
                                                    it becomes a Stagger if
                                                    connected as an overhead


Command Moves
-------------
Double Jump          ub/u/uf, ub/u/uf
Tenshin Dan          df + P/K when close to       pursue attack
                       downed opponent
Tenchuu Raku         d, u + P when close to       pursue attack
                       downed opponent
Kaikyaku Kakato      P+K                          overhead; Normal Knockdown
                                                    (even on counter hit),
                                                    however it becomes a
                                                    Stagger if connected as an
                                                    overhead; can hit an
                                                    opponent who's on the floor
Hand Slice           f + P
  Cartwheel          (while still holding f) K    Normal Knockdown, even on
                                                    counter hit
    Tatsumaki Keri   (while still holding f) K    overhead; causes Sit 
                                                    Knockdown, even on counter
                                                    hit (however if this
                                                    strikes taller characters
                                                    cleanly, you will get a
                                                    Normal Knockdown); becomes
                                                    Stagger if connected as an
                                                    overhead; can hit opponent
                                                    on the ground
  Backhand           (while still holding f) P
    Cartwheel        (while still holding f) K    Normal Knockdown, even on
                                                    counter hit
      Tatsumaki Keri (while still holding f) K    overhead; causes Sit 
                                                    Knockdown, even on counter
                                                    hit (however if this
                                                    strikes taller characters
                                                    cleanly, you will get a
                                                    Normal Knockdown); becomes
                                                    Stagger if connected as an
                                                    overhead; can hit opponent
                                                    on the ground
    Fatal Strike     (while still holding f) BO   overhead; Stagger
Zutsuki              f, f + P                     overhead; Launcher, however
                                                    it becomes a Stagger if
                                                    connected as an overhead
Eagle Blade          b + P                        Launcher
Slide Separation     d + P                        must be blocked low; Stagger
                                                    Fall on counter hit; note
                                                    that holding d and pressing
                                                    P in the crouch position
                                                    will NOT perform this move 
  Weak Sweep         (while still holding d) K    must be blocked low; Sit
                                                    Knockdown on counter hit
Separation           crouch and press P           must be blocked low; Stagger
                                                    Fall on counter hit
Crush                df + P                       overhead; Stagger if
                                                    connected as an overhead;
                                                    note that holding df and 
                                                    pressing P in the crouch 
                                                    position will NOT perform
                                                    this move 
Cartwheel            f + K                        Normal Knockdown, even on
                                                    counter hit
  Tatsumaki Keri     (while still holding f) K    overhead; causes Sit 
                                                    Knockdown, even on counter
                                                    hit (however if this
                                                    strikes taller characters
                                                    cleanly, you will get a
                                                    Normal Knockdown); becomes
                                                    Stagger if connected as an
                                                    overhead; can hit opponent
                                                    on the ground
Tatsumaki Keri       f, f + K                     overhead; causes Sit 
                                                    Knockdown, even on counter
                                                    hit (however if this
                                                    strikes taller characters
                                                    cleanly, you will get a
                                                    Normal Knockdown); becomes
                                                    Stagger if connected as an
                                                    overhead; can hit opponent
                                                    on the ground
Sokutai Geki         b + K                        overhead; Normal Knockdown
                                                    (even on counter hit), 
                                                    however it becomes a
                                                    Stagger if connected as an
                                                    overhead
Twirl Sweep          d + K                        must be blocked low; causes
                                                    Sit Knockdown, even on
                                                    counter hit; note that 
                                                    holding d and pressing K in
                                                    the crouch position will
                                                    NOT perform this move
  Short Upper        P                            Launcher if this connects on
                                                    its own
Weak Sweep           crouch and press K           must be blocked low; Sit
                                                    Knockdown on counter hit
Mid Kick             df + K                       overhead; Stagger if 
                                                    connected as an overhead;
                                                    note that holding df and
                                                    pressing K in the crouch
                                                    position will NOT perform
                                                    this move
Redirection          b + BO                       a high counter, which will
                                                    toss the opponent to the
                                                    ground (no damage, but
                                                    you can use moves that
                                                    hit floored opponents or
                                                    use a pursue attack)


Special Moves
-------------
Ryueijin             qcf + P                      Green and Blue versions 
                                                    reflect projectiles and
                                                    cause Stagger Fall on
                                                    counter hit (if the field
                                                    itself hits the opponent);
                                                    Purple=absorbs projectiles
Shinkuu Zankubi Toh  qcb + P                      last hit causes Normal 
                                                    Knockdown; Green=strong and
                                                    long; Blue=weak and medium;
                                                    Purple=very weak with only
                                                    a few spins and travels
                                                    almost no distance
Shinobikakure        d, b, db + K                 invulnerable for a split 
                                                    second; turns Jin invisible
                                                    for 4 seconds or until he
                                                    is hit; Green and Blue
                                                    versions are the same; 
                                                    Purple=move will not come 
                                                    out
Mougo Ryusatsujin    f, hcf + BO                  high counter attack; Normal
                                                    Knockdown; Green=strong;
                                                    Blue=weak; Purple=move will
                                                    not come out


Desperation
-----------                        
Tohshin Shoh         d, d + BO                    completely invulnerable
                                                    during Desperation; Normal
                                                    Knockdown, even on counter
                                                    hit




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




*******************************************************************************
* 3.9 Sinclair                                                                *
*******************************************************************************
Colors
------
P - Purple scarf and bandana
T - Steel Blue scarf and bandana



Throw
-----
None


Basic Moves
-----------
Takeoff              K                            Launcher
Bloody Slash         BO                           overhead; Normal Knockdown
                                                    (even on counter hit),
                                                    however it becomes a 
                                                    Stagger if connected as an
                                                    overhead


Command Moves
-------------
Guillotine Swing     df + P/K when close to       pursue attack
                       downed opponent
Escape Duel          b + P+K                      Normal Knockdown, even on
                                                    counter hit
Spiral Flash         f + A                        the second hit of this
                                                    maneuver causes a Stagger;
                                                    the last hit of this 
                                                    maneuver is an overhead; 
                                                    the last hit will cause a 
                                                    Normal Knockdown (even on
                                                    counter hit), however it
                                                    will Stagger the opponent
                                                    if connected as an
                                                    overhead  
  Takeoff            K                            Launcher; time the button
                                                    press just before the last
                                                    part comes out
  Blind Sacrifice    b + K                        overhead; Normal Knockdown
                                                    (even on counter hit),
                                                    however it becomes a
                                                    Stagger if connected as an
                                                    overhead; time the button
                                                    press just before the last
                                                    part comes out
Turning Edge         b + P                        overhead; first hit is a
                                                    Stagger; second hit is a
                                                    Launcher
Ankle Slice          d + P                        must be blocked low; Sit
                                                    Knockdown (even on counter
                                                    hit); note that holding d
                                                    and pressing P in the 
                                                    crouch position will NOT
                                                    perform this move
Low Cutter           crouch and press P           must be blocked low; Stagger
                                                    Fall on counter hit
Direct Stab          df + P/K                     overhead; causes Sit 
                                                    Knockdown (even on counter
                                                    hit), however it becomes
                                                    a Stagger if connected as
                                                    an overhead; note that
                                                    holding df and pressing P/K
                                                    in the crouch position will
                                                    NOT perform this move 
Blind Sacrifice      b + K                        overhead; Normal Knockdown
                                                    (even on counter hit),
                                                    however it becomes a
                                                    Stagger if connected as an
                                                    overhead
Strong Sweep Slice   d + K                        must be blocked low; Normal
                                                    Knockdown, even on counter
                                                    hit; note that holding d
                                                    and pressing K in the 
                                                    crouch position will NOT
                                                    perform this move
Low Cutter II        crouch and press K           must be blocked low; Normal
                                                    Knockdown on counter hit
Redirection          b + BO                       a high counter, which will
                                                    toss the opponent to the
                                                    ground (no damage, but
                                                    you can use moves that
                                                    hit floored opponents or
                                                    use a pursue attack)


Special Moves
-------------
Revolving Sword      qcb + P                      Normal Knockdown; 
                                                    Green=strong and long;
                                                    Blue=weak and medium;
                                                    Purple=very weak and
                                                    stationary
Vision Cutter        f, b, f + P                  Green=strong; Blue=weak;
                                                    Purple=the swords will 
                                                    appear but not strike,
                                                    leaving Sinclair vulnerable
Diving Sword         d, u + P                     must touch opponent for
                                                    entire maneuver to come
                                                    out; overhead; causes
                                                    Stagger Fall; can use any
                                                    air attack after move
                                                    connects (blocked or not);
                                                    can hit an opponent who's
                                                    on the floor; Green=strong;
                                                    Blue=weak; Purple=very weak
                                                    with short leap distance


Desperation
-----------                        
Hyper Aura Slicer    f, hcf + P                   unblockable; Normal
                                                    Knockdown, even on counter
                                                    hit





*******************************************************************************
* 3.10 Wyler                                                                  *
*******************************************************************************
Colors
------
P - Teal costume
T - Red costume



Throw
-----
None


Basic Moves
-----------
The Rage             have the opponent try to     will cause Stagger Fall
                       throw you                    
Iron Stomp           K                            overhead; will cause Sit
                                                    Knockdown (even on counter
                                                    hit) if this move just
                                                    clips them
Hammering            BO                           overhead; causes Sit
                                                    Knockdown (even on counter
                                                    hit), however it becomes a
                                                    Stagger if connected as an
                                                    overhead


Command Moves
-------------
Buster Hip           df + P/K when close to       pursue attack
                       downed opponent
Short Swing          f + P
  Uppercut           (while still holding f) P    Launcher
    Hammering        (while still holding f) BO   overhead; doesn't seem to
                                                    cause any kind of Launcher
                                                    on counter hit
Rising Uppercut      d + P/K / crouch and press   overhead; Launcher, however
                       P/K                          it becomes a Stagger if
                                                    connected as an overhead;
                                                    the d + P/K version has
                                                    slightly better recovery
                                                    than the crouch, P/K 
                                                    version
Smash Fist           df + P/K                     overhead; Normal Knockdown,
                                                    however it becomes a
                                                    Stagger if connected as an
                                                    overhead
Driving Kick         b + K                        Normal Knockdown, even on
                                                    counter hit
Rush Stomp           f + K                        overhead; Launcher, however
                                                    becomes a Stagger if
                                                    connected as an overhead
  Driving Kick       (while still holding f) K    Normal Knockdown, even on
                                                    counter hit
Redirection          b + BO                       a high counter, which will
                                                    toss the opponent to the
                                                    ground (no damage, but
                                                    you can use moves that
                                                    hit floored opponents or
                                                    use a pursue attack)
 

Special Moves
-------------
Blackout             qcf + P                      Green=strong and long;
                                                    Blue=weak and short;
                                                    Purple=very weak where
                                                    it no longer acts as a
                                                    projectile but a close
                                                    range blast
Lead Shoulder        f, b, f + P                  overhead; causes Stagger if
                                                    connected as an overhead;
                                                    Green=strong, long, and
                                                    Normal Knockdown (even on
                                                    counter hit); Blue=weak,
                                                    medium, and Normal 
                                                    Knockdown (even on counter
                                                    hit); Purple=very weak,
                                                    short, and causes Sit
                                                    Knockdown (even on counter
                                                    hit) 
Orbit Toss           d, u + P                     reflects projectiles; causes
                                                    Stagger Fall on counter 
                                                    hit; Purple=move does not
                                                    come out


Desperation
-----------                        
None





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

4.1 Unlocking Sinclair and Wyler
--------------------------------
  Sometimes Sinclair and Wyler will already be unlocked in the arcade version.
It seems there might be a time release for them.  The following codes, however,
can unlock them, including in the console version.

Sinclair= Highlight Jin and press K.  Now move left one space and press K 
          again.  Then left again and K.  Continue this until you end with
          Robert.

Wyler= Highlight Robert and press BO.  Move right one space and press BO again.
       Then right again and BO.  Continue this until you end with Jin.



4.2 Special Day
---------------
  A special day occurs when it is the date of a particular character's 
birthday.  When this happens, you will see a message displayed both on the
title screen and on the select screen.  When using this character, they will be
in Heat Mode at all times.  Thus they inflict 20% more damage and have full
access to their Desperations at any time.  The following are each character's
special day:


Robert Garcia      December 25
Ryo Sakazaki       August 2
Rody Birts         July 24
Kasumi Todoh       March 29
Koh-San Wang       April 17
Lenny Creston      May 20
Karman Cole        June 13
Jin Fu-Ha          September 4
Sinclair           November 14
Wyler              October 22


4.3 Special Picture
-------------------
  Finish the game without losing a round.  If done correctly, you will view a
comical picture of your character after the credits.






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

5.1  What's Missing/Needed
-Clean up and corrections  
-If you have anything to add, any corrections I need to make, please email me
at billy_kane_32@hotmail.com.  Credit will be given for your contribution.

5.2  Credits
-SNK
-Gamefaqs
-Giygas for correction and details on Kasumi's Sakken On Uchi maneuver.  Also
 for helping further explore, test, and figure out Karmen's and Kasumi's 
 situation counters
-And me for writing this faq

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