What do you need help on? Cancel X

BOOKMARK
Jump to:
Would you recommend this Guide? Yes No Hide
Send Skip Hide

FAQ/Move List by Goh_Billy

Version: 2.0 | Updated: 06/23/17

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                               Double Dragon 
              FAQ By: Goh_Billy (billy_kane_32@hotmail.com)
                              Version #: 2.0
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


Sections
--------
      1. Legend
      2. System
         2.1  Basics
         2.2  Charge Meter
         2.3  Dizzies
      3. Characters
         3.1  Marian
         3.2  Dulton
         3.3  Eddie
         3.4  Rebecca 
         3.5  Billy Lee
         3.6  Jimmy Lee
         3.7  Burnov
         3.8  Amon
         3.9  Abobo
         3.10 Cheng-Fu
    -----------------------
         3.11 Duke
         3.12 Kugo Shuko 
      4. Conclusion
         4.1  What's Missing/Needed
         4.2  Credits


===============================================================================
1. Legend
===============================================================================



  ub  u  uf        f - Forward        LA - Light Attack    + - And 
    \ | /          b - Back           MA - Medium Attack   / - Or  
  b--   --f        u - Up             HA - Heavy Attack    , - Then  
    / | \          d - Down           SA - Super Attack       
  db  d  df                           A  - Any Button                       

 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/b + MA/HA/SA close        check character movelist
                                                        for exact motion and
                                                        properties

Block High                b
Block Low                 db                          does not block overheads
Air Block                 b in air                    can jump again after air
                                                        blocking an attack

Double Jump               ub/u/uf after any first
                            jump
Forward Hop               f, f                        
Backward Hop              b, b                       
                      
Negative Edge             allows you to perform       an example would be
                            maneuvers by holding        performing a qcf + P
                            the attack button           maneuver by instead
                            down, performing            holding P, qcf,
                            the motion, then            releasing P; this
                            releasing the attack        works for specials
                            button                      and supers

++++++++++++++++++++
| 2.2 Charge Meter |
++++++++++++++++++++

  In this game the "Super" meter, or in this case, the "Charge Meter" is 
integrated into your lifebar.  Your lifebar is indicated by the color
yellow.  By landing hits on your opponent (including blocked attacks)
you will see your lifebar begin to fill with blue.  When the blue completely
fills your lifebar you will see the word "Charge" and you will have access to
your Charge Supers.  The lower your lifebar is, the faster you can fill your
meter to have access to your Charge Supers.

Charge Super              refer to character's        when lifebar is 
                            movelist                    completely filled with
                                                        blue and is flashing


+++++++++++++++
| 2.3 Dizzies |
+++++++++++++++

  In this game you are able to dizzy your opponent in a variety of ways.  A
dizzy can occur from hitting your opponent many times and can even occur
after a throw.  There a two types of dizzies in this game.  One is a standing
dizzy state and the other is a floored dizzy state.  The type of dizzy is
determined by the attack used to cause your opponent to become dizzy.  If the
move does not knock down normally, your opponent will be in a standing dizzy
state.  If the move does knock down normally then your opponent will be in a
floored dizzy state.  Note that a floored dizzy state is needed to use your 
character's pursue attack.  

Dizzy Recovery            shake joystick and tap A
                            rapidly when dizzied

Pursue Attack             d + A when opponent is      
                            on the ground dizzy



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

*******************************************************************************
* 3.1 Marian                                                                  *
*******************************************************************************
Colors        
------ 
LA/Start - Salmon Pink top and Blue shorts
MA       - Purple top and Salmon Pink shorts
HA       - Baby Blue top and Cornflower Blue shorts
SA       - Gunmetal Gray top and Ash Gray shorts



Throws
------
Bulldog                   f/b + MA/HA close           MA=medium distance, 
                                                        HA=long distance; HA
                                                        version deals slightly
                                                        more damage; opponent 
                                                        ends up behind Marian
Head Crush And Knee       f/b + SA close              opponent ends up in front
                                                        of Marian
Air Bulldog               f/b + MA/HA close in air    MA=medium distance, 
                                                        HA=long distance; HA
                                                        version deals slightly
                                                        more damage; opponent 
                                                        ends up behind Marian


Basic Moves
-----------
Double Jump               ub/u/uf after initial 
                            jump  
Forward Hop               f, f 
  Butt Bump               LA
  Diagonal Punch          MA
  Diagonal Jump Kick      HA
  Front Flip              SA                          overhead         
Backward Hop              b, b                        
  Butt Bump               LA
  Diagonal Punch          MA
  Diagonal Jump Kick      HA
  Front Flip              SA                          overhead 
Low To High Kick          SA close                    2 hits
Palm To Backhand          SA far                      2 hits  
Front Flip                ub/uf, SA                   2 hits; overhead
Back Flip                 u, SA                       2 hits; overhead 


Command Moves
-------------
Low Tap Kick              d + LA                      must be blocked low
Trip Kick                 d + HA                      must be blocked low
Butt Drop                 d + A when opponent is      pursue attack
                            on the ground dizzy


Special Moves
-------------
Moon Drive                Charge b for 1.25 seconds,  LA=short and low damage,
                            f + A                        MA=medium and medium
                                                         damage, HA=far and
                                                         high damage, SA=very
                                                         far and very high 
                                                         damage
Ikaros Crash              hcb + A close               LA=low drop with low
                                                        damage, MA=medium
                                                        drop with medium
                                                        damage, HA=high drop
                                                        with high damage, 
                                                        SA=very high drop with
                                                        very high damage;
                                                        unblockable
Accele Breaker            Charge d for 1.25 seconds,  LA=short and low damage,
                            u + A                       MA=medium and medium
                                                        damage, HA=far and high
                                                        damage, SA=very far and
                                                        very high damage; drill
                                                        kick portion is an 
                                                        overhead


Charge Supers
-------------
Full Moon Drive           Charge b for 1.25 seconds,  invulnerable during the
                            f + 2 attack buttons        super
Accele Destroyer          Charge d for 1.25 seconds,  invulnerable during the
                            u + 2 attack buttons        super




*******************************************************************************
* 3.2 Dulton                                                                  *
*******************************************************************************
Colors        
------ 
LA/Start - Blue costume w/ Red trim
MA       - Gunmetal Gray costume w/ Blue trim
HA       - Purple costume w/ Orange trim
SA       - Green costume w/ Blue trim



Throws
------
Driving Punch To Forearm  f/b + MA close              opponent ends up in front
                                                        Dulton
Driving Punch To Uppercut f/b + HA close              opponent ends up in front
                                                        Dulton
Mounted Pounding          f/b + SA close              opponent ends up in front
                                                        Dulton
Air Mounted Pounding      f/b + SA close in air       opponent ends up in front
                                                        Dulton


Basic Moves
-----------
Double Jump               ub/u/uf after initial 
                            jump 
Forward Hop               f, f 
  Shoulder Charge         LA
  Axe Handle              MA                          overhead
  Drop Kick               HA
  Low Stomp               SA                          overhead         
Backward Hop              b, b                        
  Shoulder Charge         LA
  Axe Handle              MA                          overhead
  Drop Kick               HA
  Low Stomp               SA                          overhead 
Back Forearm              MA close
  Blind Kick              MA
Sliding Uppercut          MA far
  Digging Punch           MA
Flying Sobat              HA                          low dodge


Command Moves
-------------            
Straight Punch            f + LA close    
Low Tap Kick              d + MA                      must be blocked low  
Hop Punch                 f + HA                      overhead
Head Charge               d + HA
Elbow Drop                d + A when opponent is      pursue attack
                            on the ground dizzy


Special Moves
-------------
Machine Gun Punch         qcf + A                     LA=short charge with 1
                                                        projectile, MA=medium
                                                        charge with 2
                                                        projectiles, HA=long
                                                        charge with 3
                                                        projectiles, SA=very
                                                        long charge with 4
                                                        projectiles; a single
                                                        projectile will collide
                                                        with another single
                                                        projectile with both
                                                        being "destroyed" in 
                                                        the process; note that
                                                        since Dalton's MA/HA/SA
                                                        versions of the move
                                                        shoot multiple 
                                                        projectiles he can have
                                                        some pass through after
                                                        one of the projectiles
                                                        is negated
Elbow Neckbreaker         Charge b for 1.24 seconds,  LA=short dash forward and
                            f + A                       low damage, MA=medium 
                                                        dash forward and medium
                                                        damage, HA=long dash 
                                                        forward and high 
                                                        damage, SA=very long 
                                                        dash forward and very
                                                        high damage; dash in 
                                                        must connect (not 
                                                        blocked) to perform the
                                                        entire maneuver
Dynamite Combo            tap A rapidly               LA=2 hits, MA=3 hits, 
                                                        HA=4 hits, SA=5 hits


Charge Supers
-------------
Cannon Punch              qcf + 2 attack buttons      fireball absorbs 
                                                        projectiles
Dynamite Finisher         tap 2 attack buttons        invulnerable during the
                            rapidly                     super




*******************************************************************************
* 3.3 Eddie                                                                   *
*******************************************************************************
Colors        
------ 
LA/Start - Green costume w/ Red armbands
MA       - Orange costume w/ Blue armbands
HA       - Dark Gray costume w/ Yellow armbands
SA       - Blue costume w/ Orange armbands



Throws
------
Knee Lift                 f/b + MA close              opponent ends up in front
                                                        of Eddie
Crash Elbows To Uppercut  f/b + HA close              opponent ends up in front
                                                        of Eddie
Crash Elbows To Jaw Elbow f/b + SA close              opponent ends up in front
                                                        of Eddie


Basic Moves
-----------
Double Jump               ub/u/uf after initial 
                            jump 
Forward Hop               f, f 
  Crunch Elbow            LA
  Diagonal Punch          MA                          overhead
  Power Jump Kick         HA
  Flying Sobat            SA                                  
Backward Hop              b, b                        
  Crunch Elbow            LA
  Diagonal Punch          MA                          overhead
  Power Jump Kick         HA
  Flying Sobat            SA                          overhead 
Turn Elbow                SA close                    2 hits
Back Kick                 SA far  
  Mid Kick                SA


Command Moves
-------------
Low Crouch Kick           d + MA                      must be blocked low
Digging Elbow             d + HA                      2 hits
Scissor Sweep             d + SA                      must be blocked low
Double Knee Drop          d + A when opponent is      pursue attack
                            on the ground dizzy


Special Moves
-------------
Burning Knee              f, d, df + A                LA=short and low damage,
                                                        MA=medium damage,
                                                        HA=far and high damage,
                                                        SA=very far and very 
                                                        high damage
Low Leg Slash             Charge b for 1.25 seconds,  LA=low damage, MA=medium
                            f + A                       damage, HA=high damage,
                                                        SA=very high damage
High Leg Slash            Charge d for 1.25 seconds,  LA=low damage, MA=medium
                            u + A                       damage, HA=high damage,
                                                        SA=very high damage


Charge Supers
-------------
Dragon Finisher           f, d, df + 2 attack         invulnerable during the
                            buttons                     super
Volcano Upper             Charge d for 1.25 seconds,  fire pillar will absorb
                            u + 2 attack buttons        projectiles (including
                                                        Dulton's Super Dulton
                                                        Blaster)




*******************************************************************************
* 3.4 Rebecca                                                                 *
*******************************************************************************
Colors        
------ 
LA/Start - Light Blue top and Red pants
MA       - Gray top and Royal Blue pants
HA       - Gold top and Medium Gray pants
SA       - Gray top and Light Blue Gray pants



Throws
------
Layback Toss              f/b + MA/HA close           MA=medium distance, 
                                                        HA=long distance; HA
                                                        version deals slightly
                                                        more damage; opponent 
                                                        ends up behind Rebecca
Trip And Elbow            f/b + SA close              opponent ends up in front
                                                        of Rebecca
Air Layback Toss          f/b + MA/HA close in air    MA=medium distance, 
                                                        HA=long distance; HA
                                                        version deals slightly
                                                        more damage; opponent 
                                                        ends up behind Rebecca


Basic Moves
-----------
Double Jump               ub/u/uf after initial 
                            jump 
Forward Hop               f, f 
  Weak Jump Kick          LA
  Downward Tonfa Strike   MA                          overhead
  Heavy Jump Kick         HA
  Heel Drop               SA                          overhead         
Backward Hop              b, b                        
  Weak Jump Kick          LA
  Downward Tonfa Strike   MA                          overhead
  Heavy Jump Kick         HA
  Heel Drop               SA                          overhead
Tonfa Punch               MA 
  Tonfa Stab              MA  
Roundhouse And Reverse    HA far                      2 hits
Top Spin Swat             SA close                    2 hits
Spiral Hop Punch          SA far                      3 hits
Heel Drop                 SA in air                   2 hits; overhead
 
    
Command Moves
-------------
Crouching Tonfa Spin      d + LA                      2 hits
Tonfa Trip                d + SA                      must be blocked low
Reverse Elbow Splash      d + A when opponent is      pursue attack
                            on the ground dizzy


Special Moves
-------------
Ko Bi Ken                 qcf + A                     LA=slow speed and very
                                                        low damage, MA=medium
                                                        speed and low damage,
                                                        HA=fast speed and 
                                                        medium damage, SA=very
                                                        fast speed and high
                                                        damage; will collide
                                                        with other projectiles
                                                        as both will be 
                                                        "destroyed" in the 
                                                        process          
Kuchu Ko Bi Ken           b, db, d + A in air         LA=slow speed and very
                                                        low damage, MA=medium
                                                        speed and low damage,
                                                        HA=fast speed and 
                                                        medium damage, SA=very
                                                        fast speed and high
                                                        damage; will collide
                                                        with other projectiles
                                                        as both will be 
                                                        "destroyed" in the 
                                                        process  
Hi Sho Zan                f, d, df + A                LA=low jump with low 
                                                        damage, MA=medium jump
                                                        with medium damage,
                                                        HA=high jump with high
                                                        damage, SA=very high
                                                        jump with very high 
                                                        damage


Charge Supers
-------------
Rekko Zan                 qcf + 2 attack buttons      spiral shot will absorb
                                                        projectiles (including
                                                        Dulton's Super Dulton
                                                        Blaster)
Kuchu Rekko Zan           b, db, d + 2 attack         spiral shot will absorb
                            buttons in air              projectiles (including
                                                        Dulton's Super Dulton
                                                        Blaster)
Cho Hi Sho Zan            f, d, df + 2 attack         dash in must connect (not
                            buttons                     blocked) to perform the
                                                        entire maneuver




*******************************************************************************
* 3.5 Billy Lee                                                               *
*******************************************************************************
Colors        
------ 
LA/Start - Red top and Blue pants
MA       - Orange top and Navy Blue pants
HA       - Cardinal Red top and Blue Ocean pants
SA       - Cardinal Red top and Gray pants



Throws
------
Shoulder Toss             f/b + MA/HA/SA close        MA=medium distance,
                                                        HA=long distance,
                                                        SA=very long distance;
                                                        the stronger the button
                                                        press the more damage 
                                                        the throw does; f and b
                                                        determine where 
                                                        opponent is thrown
Air Shoulder Toss         f/b + MA/HA/SA close        MA=medium distance,
                                                        HA=long distance,
                                                        SA=very long distance;
                                                        the stronger the button
                                                        press the more damage 
                                                        the throw does; f and b
                                                        determine where
                                                        opponent is thrown


Basic Moves
-----------
Double Jump               ub/u/uf after initial 
                            jump 
Forward Hop               f, f 
  Flying Knee             LA
  Diagonal Punch          MA                          overhead
  Flying Jump Kick        HA
  Dropping Heel           SA                          2 hits; overhead   
Backward Hop              b, b                        
  Flying Knee             LA
  Diagonal Punch          MA                          overhead
  Flying Jump Kick        HA
  Dropping Heel           SA                          2 hits; overhead 
Low To High Kick          SA close                    2 hits  
Dropping Heel             SA in air                   2 hits; overhead


Command Moves
-------------
Low Crouch Kick           d + LA                      must be blocked low
Sweep                     d + SA                      must be blocked low
Mount Punch               d + A when opponent is      pursue attack
                            on the ground dizzy


Special Moves
-------------
So Syu Ga                 qcf + A                     LA=short and low damage,
                                                        MA=medium and medium
                                                        damage, HA=far and high
                                                        damage, SA=very far and
                                                        very high damage
Rekko Ha                  f, d, df + A                LA=short and low damage,
                                                        MA=medium and medium
                                                        damage, HA=far and high
                                                        damage, SA=very far and
                                                        very high damage
Ryu Bi Sen                qcb + A                     LA=short, MA=medium, 
                                                        HA=far, SA=very far; 
                                                        you get more kicks and
                                                        thus more damage with
                                                        each increased attack
                                                        level               
Air Ryu Bi Sen            qcb + A


Charge Supers
-------------
Cho So Syu Ga             qcf + 2 attack buttons      dragon aura will absorb
                                                        projectiles (including
                                                        Dulton's Super Dulton
                                                        Blaster)
Dragon Transformation     LA+MA+HA+SA                 invulnerable during
                                                        transformation; can
                                                        hit opponent during
                                                        transformation startup;
                                                        refer to "while 
                                                        transformed" section
                                                        

                    `````````````````````````````````````
                             While Transformed 
                    ````````````````````````````````````` 

Throws
------
Shoulder Toss             f/b + MA/HA/SA close        MA=medium distance,
                                                        HA=long distance,
                                                        SA=very long distance;
                                                        the stronger the button
                                                        press the more damage 
                                                        the throw does; f and b
                                                        determine where
                                                        opponent is thrown
Air Shoulder Toss         f/b + MA/HA/SA close        MA=medium distance,
                                                        HA=long distance,
                                                        SA=very long distance;
                                                        the stronger the button
                                                        press the more damage 
                                                        the throw does; f and b
                                                        determine where
                                                        opponent is thrown


Basic Moves
-----------
Double Jump               ub/u/uf after initial 
                            jump 
Forward Hop               f, f 
  Flying Knee             LA
  Diagonal Punch          MA                          overhead
  Flying Jump Kick        HA
  Flying Back Kick        SA                          
Backward Hop              b, b                        
  Flying Knee             LA
  Diagonal Punch          MA                          overhead
  Flying Jump Kick        HA
  Flying Back Kick        SA      
High Punch                LA far
  Stomach Punch           LA
Wild Punch                MA far
  Second Punch            MA
Low To High Kick          SA close                    2 hits  


Command Moves
-------------
Low Crouch Kick           d + LA                      must be blocked low
Sweep                     d + SA                      must be blocked low
Mount Punch               d + A when opponent is      pursue attack
                            on the ground dizzy


Special Moves
-------------
Hi Ryu Ken                qcf + A                     LA=slow speed and very
                                                        low damage, MA=medium
                                                        speed and low damage,
                                                        HA=fast speed and 
                                                        medium damage, SA=very
                                                        fast speed and high
                                                        damage; will collide
                                                        with other projectiles
                                                        as both will be 
                                                        "destroyed" in the 
                                                        process         
Ryu Jin Ken               f, d, df + A                LA=short and low damage,
                                                        MA=medium and medium
                                                        damage, HA=far and high
                                                        damage, SA=very far and
                                                        very high damage; 
                                                        invulnerable at the
                                                        beginning of the move
Ryu Jin Kyaku             qcb + A                     LA=short and low damage,
                                                        MA=medium and medium
                                                        damage, HA=far and high
                                                        damage, SA=very far and
                                                        very high damage 
Sho Ryu Ha                hcf + A                     LA=slow speed and very
                                                        low damage, MA=medium
                                                        speed and low damage,
                                                        HA=fast speed and 
                                                        medium damage, SA=very
                                                        fast speed and high
                                                        damage; a single dragon
                                                        will collide with 
                                                        another single 
                                                        projectile as both will 
                                                        be "destroyed" in the 
                                                        process; the second
                                                        dragon projectile will
                                                        pass through after the
                                                        first dragon is negated
                                                        (unless colliding with
                                                        multiple projectiles or
                                                        a projectile super) 


Charge Supers
-------------
N/A




*******************************************************************************
* 3.6 Jimmy Lee                                                               *
*******************************************************************************
Colors        
------ 
LA/Start - Dark Gray top and Orange pants
MA       - Steel Blue top and Amber pants
HA       - Dark Gray top and Purple pants
SA       - Blue top and Gray pants



Throws
------
Shoulder Toss             f/b + MA/HA/SA close        MA=medium distance,
                                                        HA=long distance,
                                                        SA=very long distance;
                                                        the stronger the button
                                                        press the more damage 
                                                        the throw does; f and b
                                                        determine where
                                                        opponent is thrown
Air Shoulder Toss         f/b + MA/HA/SA close        MA=medium distance,
                                                        HA=long distance,
                                                        SA=very long distance;
                                                        the stronger the button
                                                        press the more damage 
                                                        the throw does; f and b
                                                        determine where
                                                        opponent is thrown


Basic Moves
-----------
Double Jump               ub/u/uf after initial 
                            jump 
Forward Hop               f, f 
  Flying Knee             LA
  Diagonal Punch          MA                          overhead
  Flying Jump Kick        HA
  Dropping Heel           SA                          2 hits; overhead   
Backward Hop              b, b                        
  Flying Knee             LA
  Diagonal Punch          MA                          overhead
  Flying Jump Kick        HA
  Dropping Heel           SA                          2 hits; overhead 
Low To High Kick          SA close                    2 hits  
Dropping Heel             SA in air                   2 hits; overhead


Command Moves
-------------
Low Crouch Kick           d + LA                      must be blocked low
Sweep                     d + SA                      must be blocked low
Mount Punch               d + A when opponent is      pursue attack
                            on the ground dizzy


Special Moves
-------------
So Syu Ga                 qcf + A                     LA=short and low damage,
                                                        MA=medium and medium
                                                        damage, HA=far and high
                                                        damage, SA=very far and
                                                        very high damage
Rekko Ha                  f, d, df + A                LA=short and low damage,
                                                        MA=medium and medium
                                                        damage, HA=far and high
                                                        damage, SA=very far and
                                                        very high damage
Ryu Bi Sen                qcb + A                     LA=short, MA=medium, 
                                                        HA=far, SA=very far; 
                                                        unlike Billy, Jimmy's
                                                        Ryu Bi Sen knocks down
                                                        with 1 hit           
Air Ryu Bi Sen            qcb + A                     LA=low damage, MA=medium
                                                        damage, HA=high damage,
                                                        SA=very high damage;
                                                        unlike Billy, Jimmy's
                                                        Ryu Bi Sen knocks down
                                                        with 1 hit


Charge Supers
-------------
Cho Rekko Ha              f, d, df + 2 attack         invulnerable during the
                            buttons                     super             
Dragon Transformation     LA+MA+HA+SA                 invulnerable during
                                                        transformation; can
                                                        hit opponent during
                                                        transformation startup;
                                                        refer to "while 
                                                        transformed" section
                                                        

                    `````````````````````````````````````
                             While Transformed 
                    ````````````````````````````````````` 

Throws
------
Shoulder Toss             f/b + MA/HA/SA close        MA=medium distance,
                                                        HA=long distance,
                                                        SA=very long distance;
                                                        the stronger the button
                                                        press the more damage 
                                                        the throw does; f and b
                                                        determine where
                                                        opponent is thrown
Air Shoulder Toss         f/b + MA/HA/SA close        MA=medium distance,
                                                        HA=long distance,
                                                        SA=very long distance;
                                                        the stronger the button
                                                        press the more damage 
                                                        the throw does; f and b
                                                        determine where
                                                        opponent is thrown


Basic Moves
-----------
Double Jump               ub/u/uf after initial 
                            jump 
Forward Hop               f, f 
  Flying Knee             LA
  Diagonal Punch          MA                          overhead
  Flying Jump Kick        HA
  Flying Back Kick        SA                          
Backward Hop              b, b                        
  Flying Knee             LA
  Diagonal Punch          MA                          overhead
  Flying Jump Kick        HA
  Flying Back Kick        SA      
High Punch                LA far
  Stomach Punch           LA
Wild Punch                MA far
  Second Punch            MA
Low To High Kick          SA close                    2 hits  


Command Moves
-------------
Low Crouch Kick           d + LA                      must be blocked low
Sweep                     d + SA                      must be blocked low
Mount Punch               d + A when opponent is      pursue attack
                            on the ground dizzy


Special Moves
-------------
Hi Ryu Ken                qcf + A                     LA=slow speed and very
                                                        low damage, MA=medium
                                                        speed and low damage,
                                                        HA=fast speed and 
                                                        medium damage, SA=very
                                                        fast speed and high
                                                        damage; will collide
                                                        with other projectiles
                                                        as both will be 
                                                        "destroyed" in the 
                                                        process         
Ryu Jin Ken               f, d, df + A                LA=short and low damage,
                                                        MA=medium and medium
                                                        damage, HA=far and high
                                                        damage, SA=very far and
                                                        very high damage; 
                                                        invulnerable at the
                                                        beginning of the move
Ryu Jin Kyaku             qcb + A                     LA=short and low damage,
                                                        MA=medium and medium
                                                        damage, HA=far and high
                                                        damage, SA=very far and
                                                        very high damage 
Sho Ryu Ha                hcf + A                     LA=slow speed and very
                                                        low damage, MA=medium
                                                        speed and low damage,
                                                        HA=fast speed and 
                                                        medium damage, SA=very
                                                        fast speed and high
                                                        damage; a single dragon
                                                        will collide with 
                                                        another single 
                                                        projectile as both will
                                                        be "destroyed" in the 
                                                        process; the second
                                                        dragon projectile will
                                                        pass through after the
                                                        first dragon is negated
                                                        (unless colliding with
                                                        multiple projectiles or
                                                        a projectile super) 


Charge Supers
-------------
N/A




*******************************************************************************
* 3.7 Burnov                                                                  *
*******************************************************************************
Colors        
------ 
LA/Start - Red armor and Blue pants
MA       - Citrine armor and Teal Blue pants
HA       - Taupe Gray armor and Teal Blue pants
SA       - Blue armor and Charcoal pants



Throws
------
Powerbomb                 f/b + MA close              opponent ends up in front
                                                        of Burnov 
High Drop Suplex          f/b + HA close              opponent ends up behind
                                                        Burnov 
Jumping Powerbomb         f/b + SA close              opponent ends up in front
                                                        of Burnov
Air Jumping Powerbomb     f/b + SA close in air       opponent ends up in front
                                                        of Burnov


Basic Moves
-----------
Double Jump               ub/u/uf after initial 
                            jump 
Forward Hop               f, f 
  Cross Dive              LA
  Body Splash             MA                          overhead
  Dropkick                HA
  Flipping Heel Drop      SA                          overhead         
Backward Hop              b, b                        
  Cross Dive              LA
  Body Splash             MA                          overhead
  Dropkick                HA
  Flipping Heel Drop      SA                          overhead    
Low Tap Kick              LA close                    must be blocked low
Shoulder Bump             SA close
  Flipping Heel Drop      SA                          overhead
Flipping Heel Drop        SA far                      overhead


Command Moves
-------------
Low Tap Kick              d + MA                      must be blocked low
Rolling Heel Strike       d + HA                      2 hits with the second
                                                        hit being the knock
                                                        down
Belly Splash              d + A when opponent is      pursue attack
                            on the ground dizzy


Special Moves
-------------
Burning Belch             qcf + A                      LA=short and very low 
                                                        damage, MA=medium and 
                                                        low damage, HA=far and
                                                        medium damage, SA=far
                                                        and high damage; nitro
                                                        spit will collide with
                                                        other projectiles as 
                                                        both will be 
                                                        "destroyed" in the 
                                                        process; nitro blast 
                                                        will absorb projectiles
Bone Crusher              hcb + A close               LA=suplex with low 
                                                        damage, MA=atomic drop
                                                        to suplex with medium
                                                        damage, HA=atomic drop
                                                        to suplex to splash 
                                                        with high damage, 
                                                        SA=atomic drop to
                                                        suplex to big splash
                                                        with very high damage;
                                                        unblockable
Running Tackle            Charge b for 1.25 seconds,  LA=slow run with low
                            f + A                       damage, MA=medium run
                                                        with medium damage, 
                                                        HA=fast with high 
                                                        damage, SA=very fast
                                                        with very high damage


Charge Supers
-------------
Bomb Belch                qcf + 2 attack buttons      if nitro spit hits a
                                                        projectile it will be
                                                        split into smaller
                                                        nitro spits that will
                                                        still hit the ground
                                                        and cause a series of
                                                        nitro blasts; nitro 
                                                        blasts absorb 
                                                        projectiles
Dynamite Tackle           Charge b for 1.25 seconds,  invulnerable during the
                            b + 2 attack buttons        super




*******************************************************************************
* 3.8 Amon                                                                    *
*******************************************************************************
Colors        
------ 
LA/Start - Off White costume
MA       - Blue costume
HA       - Dark Gray costume
SA       - Red costume



Throws
------
Vacuum Throw              f/b + MA close              opponent ends up behind
                                                        Amon
Dragging Strike           f/b + HA close              opponent ends up behind
                                                        Amon
Leaping Slam              f/b + SA close              opponent ends up in front
                                                        of Amon
Air Dragging Strike       f/b + HA close in air       opponent ends up behind
                                                        Amon
Air Leaping Slam          f/b + SA close in air       opponent ends up in front
                                                        of Amon


Basic Moves
-----------
Double Jump               ub/u/uf after initial 
                            jump 
Forward Hop               f, f 
  Flying Knee             LA
  Diagonal Punch          MA                          overhead
  Flying Jump Kick        HA
  Double Kick             SA                          2 hits  
Backward Hop              b, b                        
  Flying Knee             LA
  Diagonal Punch          MA                          overhead
  Flying Jump Kick        HA
  Double Kick             SA                          
Kick Backflip             HA close
Elbow And Axe Kick        SA close                    2 hits; second hit is an
                                                        overhead
Axe Wheel Kick            SA far                      overhead
Double Kick               SA in air                   2 hits; overhead


Command Moves
-------------
Low Tap Kick              d + MA                      must be blocked low
Super Slide Kick          d + SA                      must be blocked low
Double Stomp              d + A when opponent is      pursue attack
                            on the ground dizzy


Special Moves
-------------
Shi Ho Ken                Charge b for 1.25 seconds,  LA=very slow and low
                            f + A                       damage, MA=slow and 
                                                        medium damage, 
                                                        HA=medium and high 
                                                        damage, SA=fast and 
                                                        very high damage; elbow
                                                        attack will activate
                                                        when close to the 
                                                        opponent
  Teleport Elbow          A before Shi Ho Ken elbow   LA=low damage, MA=medium
                            come out                    damage, HA=high damage,
                                                        SA=very high damage
Rekka Bakuen Heki         Charge d for 1.25 seconds,  LA=1 blast, MA=2 blasts,
                            u + A                       HA=3 blasts, SA=4 
                                                        blasts; blast will 
                                                        absorb projectiles (can
                                                        even avoid projectile
                                                        supers like the Dulton
                                                        Blaster by using the
                                                        MA/HA/SA versions)
Yo So Ken                 b, db, d + A in air         LA=3 ninja stars, MA=4
                                                        ninja stars, HA=5 hits,
                                                        SA=6 hits; a ninja star
                                                        will be absorbed if it
                                                        strikes a projectile


Charge Supers
-------------
Mokko Bakudan             hcf + 2 attack buttons      teleports near opponent;
                                                        overhead
Air Mokko Bakudan         hcf + 2 attack button in    teleports near opponent;
                            air                         overhead
Cho Bakuen Rai            Charge d for 1.25 seconds,  absorbs projectiles 
                            u + 2 attack buttons        including super 
                                                        projectiles




*******************************************************************************
* 3.9 Abobo                                                                   *
*******************************************************************************
Colors        
------ 
LA/Start - Blue costume w/ Verdigris trim
MA       - Dark Gray costume w/ Cadet Gray trim
HA       - Gray costume w/ Amber trim
SA       - Green costume w/ Laurel Green trim



Throws
------
Overhead Toss             f/b + MA                    opponent ends up behind
                                                        Abobo
Crashing Punch            f/b + HA                    opponent ends up in front
                                                        of Abobo
Face Slam                 f/b + SA                    opponent ends up in front
                                                        of Abobo
Air Face Slam             f/b + SA in air             opponent ends up in front
                                                        of Abobo


Basic Moves
-----------
Double Jump               ub/u/uf after initial 
                            jump 
Forward Hop               f, f 
  Flying Knee             LA
  Diagonal Punch          MA                          overhead
  Diagonal Jump Kick      HA
  High Boot               SA                               
Backward Hop              b, b                        
  Flying Knee             LA
  Diagonal Punch          MA                          overhead
  Diagonal Jump Kick      HA
  High Boot               SA  
Wild Swing                MA far
  Second Wild Swing       MA
Charging Wild Swing       SA far
  Second Wild Swing       SA


Command Moves
-------------
Back Sweep                d + SA                      must be blocked low
Double Knee Drop          d + A when opponent is      pursue attack
                            on the ground dizzy


Special Moves
-------------
Hammer Blow               f, df, d + A                LA=short and low damage,
                                                        MA=medium and medium
                                                        damage, HA=far and high
                                                        damage, SA=very far and
                                                        very high damage;
                                                        overhead
Hyper Bomb                qcf + A close               LA=1 slam and low damage,
                                                        MA=2 slams and medium
                                                        damage, HA=3 slams and
                                                        high damage, SA=4 slams
                                                        and very high damage
Giant Swing               hcf/hcb + A close           LA=2 swings and low 
                                                        damage, MA=3 swings and
                                                        medium damage, HA=4
                                                        swings and high damage,
                                                        SA=5 swings and very
                                                        high damage


Charge Supers
-------------
Triple Jackhammer         f, df, d + 2 attack         absorbs projectiles
                            buttons                     (including super
                                                        projectiles); has full
                                                        screen distance that
                                                        must be blocked low
Earthquake Bomb           hcf/hcb + 2 attack          unblockable
                            buttons close




*******************************************************************************
* 3.10 Cheng-Fu                                                               *
*******************************************************************************
Colors        
------ 
LA/Start - Purple costume
MA       - Blue costume 
HA       - Green costume 
SA       - Dark Gray costume



Throw
-----
Sake Spit                 f/b + MA/HA/SA close        throw does no damage, it
                                                        instead stuns the 
                                                        opponent; the higher 
                                                        the attack button used
                                                        the longer the stun;
                                                        cannot attempt a throw
                                                        again if the opponent
                                                        is in the stun state


Basic Moves
-----------
Double Jump               ub/u/uf after initial 
                            jump 
Forward Hop               f, f 
  Diagonal Poke           LA
  Double Poke             MA                          overhead
  Split Kick              HA
  Twirl Split Kick        SA                                
Backward Hop              b, b                        
  Diagonal Poke           LA
  Double Poke             MA                          overhead
  Split Kick              HA
  Twirl Split Kick        SA    
Leaning Elbow             LA close
  Low Claw                LA
Double Claw               MA close
  Low Claw                MA
Lean Back Kick            HA close
  Backhand                HA
Reverse Backhand          SA close
  Side Kick               SA
Tornado Roundhouse        SA far                      2 hits
   

Command Moves
-------------
Sweep                     d + HA                      must be blocked low
Poke And Sweep            d + SA                      second part must be 
                                                        blocked low
Rolling Elbow Drop        d + A when opponent is      pursue attack
                            on the ground dizzy


Special Moves
-------------
Suiko Retsu Ken           qcf + A                     LA=short with 3 pokes,
                                                        MA=medium with 4 pokes,
                                                        HA=far with 5 pokes,
                                                        SA=very far with 6 
                                                        pokes
Ko Ryu Kyaku              f, d, df + A                LA=short and low damage,
                                                        MA=medium and medium
                                                        damage, HA=far and high
                                                        damage, SA=very far and
                                                        very high damage; 
                                                        second part is an 
                                                        overhead
Hi Sho Kyaku              qcb + A                     LA=medium and low damage,
                                                        MA=far and medium 
                                                        damage, HA=very far and
                                                        high damage, 
                                                        SA=farthest and very 
                                                        high damage
Counter Toss              b, d, db + A                note that this motion is
                                                        very tight (you must
                                                        end the motion directly
                                                        on the db direction or
                                                        else you will end up
                                                        performing the Hi Sho
                                                        Kyaku by mistake); when
                                                        Cheng's hands are out
                                                        he will counter 
                                                        physical attacks with a
                                                        throw; LA=short toss
                                                        and low damage, 
                                                        MA=medium toss and 
                                                        medium damage, HA=far
                                                        toss and high damage,
                                                        SA=very far toss and
                                                        very high damage


Charge Supers
-------------
Cho Suiko Retsu Ken       qcf + 2 attack buttons      
Cho Ko Ryu Kyaku          f, d, df + 2 attack         dash in must connect (not
                            buttons                     blocked) to perform the
                                                        entire maneuver; 
                                                        invulnerable during 
                                                        dash in


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


*******************************************************************************
* 3.11 Duke                                                                   *
*******************************************************************************
Colors        
------ 
LA/Start - Orange costume w/ Steel Blue armor
MA       - Gold costume w/ Purple armor
HA       - Teal costume w/ Gray armor
SA       - Blue costume w/ Metallic Gold armor



Throw
-----
Blast Fist                f/b + MA/HA/SA close        MA=medium distance,
                                                        HA=far distance, 
                                                        SA=very far distance;
                                                        the stronger the button
                                                        press the more damage 
                                                        the throw does; 
                                                        opponent ends up in
                                                        front of Duke


Basic Moves
-----------
Double Jump               ub/u/uf after initial 
                            jump 
Forward Hop               f, f 
  Weak Jump Kick          LA
  Medium Jump Kick        MA                          
  Heavy Jump Kick         HA
  Wheel Kick              SA                          2 hits; overhead 
Backward Hop              b, b                        
  Weak Jump Kick          LA
  Medium Jump Kick        MA                          
  Heavy Jump Kick         HA
  Wheel Kick              SA                          2 hits; overhead
Energy Kicks              HA close                    2 hits
Energy Palm               HA far
  Energy Punch            HA
Triple Kick               SA close                    3 hits
Wheel Kick                SA far                      2 hits, overhead

    
Command Moves
-------------
Weak Crouch Kick          d + LA                      must be blocked low
Strong Crouch Kick        d + MA                      must be blocked low
Sliding Energy Kick       d + HA                      must be blocked low
Backward Wheel Kick       d + SA
Diving Knee               d + A when opponent is      pursue attack
                            on the ground dizzy


Special Moves
-------------
Moko Resshoda             qcf + A
Sho So Kyaku              f, d, df + A                invulnerable during
                                                        maneuver
Cho Geki Hasho            Charge b for 1.25 seconds,  LA/MA=teleports in front
                            f + A                       of opponent to punch, 
                                                        HA/SA=teleports behind
                                                        opponent to punch; 
                                                        invulnerable during
                                                        teleport
Ko Soran Shobu            Charge d for 1.25 seconds,  jumps near and above
                            u + A                       opponent; overhead
Hi So Kyaku               b, db, d + A in air         overhead


Charge Supers
-------------
Moko Ressho Geki Enha     qcf + 2 attack buttons      absorbs projectiles
                                                        (includes super
                                                        projectiles)
Hooh Tensho Kyaku         f, d, df + 2 attack         invulnerable during
                            buttons                     maneuver
Hooh Chizan Kyaku         b, db, d + 2 attack         invulnerable during
                            buttons                     maneuver




*******************************************************************************
* 3.12 Kugo Shuko                                                             *
*******************************************************************************
Colors        
------ 
LA/Start - Purple costume w/ Metallic Gold
MA       - Blue costume w/ Metallic Gold
HA       - Red costume w/ Blue trim
SA       - Green costume w/ Gray trim



Throw
-----
Force Push                f/b + MA/HA close           MA=medium distance,
                                                        HA=far distance; HA
                                                        version deals slightly
                                                        more damage; opponent 
                                                        ends up in front of 
                                                        Shuko
High Toss                 f/b + SA close              opponent ends up behind
                                                        Shuko; can juggle
                                                        opponent after toss


Basic Moves
-----------
Double Jump               ub/u/uf after initial 
                            jump 
Forward Hop               f, f 
  Flying Knee             LA
  Weak Jump Kick          MA 
  Heavy Jump Kick         HA                         
  Energy Heel Kick        SA                          overhead      
Backward Hop              b, b                        
  Flying Knee             LA
  Weak Jump Kick          MA 
  Heavy Jump Kick         HA                         
  Energy Heel Kick        SA                          overhead 
Forward Palm              HA
Energy Heel Kick          SA far                      overhead


Command Moves
-------------
Weak Foot Tap             d + LA                      must be blocked low
Strong Foot Tap           d + MA                      must be blocked low
Sweep                     d + SA                      must be blocked low
Double Foot Stomp         d + A when opponent is      pursue attack
                            on the ground dizzy


Special Moves
-------------
Suzaku                    qcf + A                     LA=very slow and very low
                                                        damage, MA=slow and low
                                                        damage, HA=medium and
                                                        medium damage, SA=fast
                                                        and high damage; this
                                                        is a homing projectile;
                                                        when projectile is in
                                                        Shuko's hands it will
                                                        absorb other 
                                                        projectiles; fireball
                                                        will collide with other
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process    
Suiryu                    f, d, df + A                LA/MA=1 bolt, HA/SA=2 
                                                        bolts; hand swat is an
                                                        overhead
Genbu                     f, df, d + A                LA=very slow and very low
                                                        damage, MA=slow and low
                                                        damage, HA=medium and
                                                        medium damage, SA=fast
                                                        and high damage; goes
                                                        under the other 
                                                        projectiles in the 
                                                        game, but will collide
                                                        with another Genbu as
                                                        both will be 
                                                        "destroyed" in the 
                                                        process; hand swat is 
                                                        an overhead
Kasumi                    b, f + A / Charge b,        LA=short, MA=medium, 
                            f + A                       HA=far, SA=very far;
                                                        can teleport past
                                                        opponent; invulnerable
                                                        during teleport
Hooh                      b, db, d + A in air         A=very slow and very low
                                                        damage, MA=slow and low
                                                        damage, HA=medium and
                                                        medium damage, SA=fast
                                                        and high damage; will 
                                                        collide with other
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process
Byakko                    d, u + A / Charge d,        teleports near and above
                            u + A                       opponent; overhead
Air Byakko                d, u + A in air / Charge    teleports near and above
                            d, u + A in air             opponent; overhead


Charge Supers
-------------
Kirin                     f, d, df + 2 attack         teleport dash in must
                            buttons                     connect (not blocked)
                                                        to perform the entire
                                                        super; must be blocked
                                                        low; invulnerable 
                                                        during teleport
Ge Kirin                  f, df, d + 2 attack         will absorb projectiles
                            buttons                     and negate with super
                                                        projectiles; hand swat
                                                        is an overhead




===============================================================================
4. Conclusion
===============================================================================

4.1  What's Missing/Needed
-Corrections and clean up
-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.

4.2  Credits
-Technos
-SNK
-Gamefaqs
-And me for writing this faq

View in: