=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Kizuna Encounter - Super Tag Battle AKA Fu'un Super Tag Battle FAQ By: Goh_Billy (billy_kane_32@hotmail.com) Version #: 5.0 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Sections -------- 1. Legend 2. System 2.1 Basics 2.2 Losing Your Weapon 2.3 Chain Combos 3. Characters 3.1 Rosa 3.2 Gozu 3.3 Kage "King Lion" Shishioh 3.4 Chung Paifu 3.5 Sho Hayate 3.6 Kim Sue Il 3.7 Mezu 3.8 Gordon Bowman 3.9 Joker 3.10 Max Eagle ----------------------------------------- 3.11 Shin "King Leo" Shishioh 3.12 Jyazu 4. Misc. And Easter Eggs 4.1 Boss Code 4.2 Other 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 WA - Weapon Attack , - Then / | \ d - Down T - Tag 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/b + WA close Throw Soften f/b + WA just as you timing is actually kind of are being thrown tight on this Dash Forward f, f Halt b Dash Backward b, b Halt f Recover Forward f, f after hitting the ground Recover Back b, b after hitting the ground Side Step P+K invulnerable for a second Sway f + P+K can sway past opponent if close enough; invulnerable for a second Air Block ub/u/uf, b Block High b Block Low db will not block overheads Tag Out T when in your tag the character on the sideline zone has their lifebar regenerate VERY slowly Taunt WA+T Universal Overhead K+WA overhead Universal Low df + P must be blocked low Guard Cancel qcf + P immediately after blocking the opponent's attack Character Desperation hcb, f + P when your your lifebar will flash lifebar is flashing once your initial lifebar red is depleted Surprise Attack b, d, db + P in your dash in must connect (not tag zone when your blocked) to perform the lifebar is flashing entire maneuver; your red lifebar will flash once your initial lifebar is depleted ************************** * 2.2 Losing Your Weapon * ************************** It is possible to lose your weapon during the match. This occurs if you are struck at almost the exact moment you are performing a move involving your weapon. For example, picture Hayate using his Hikon Nagejutsu (qcf + WA) with Rosa on the other side of the screen. If Hayate's boomerang strikes Rosa JUST as she is performing her Bee Needle (b, d, db + WA), her weapon will pop loose and hit the ground. So basically, if you're using a weapon based attack, be on the lookout that you can lose your weapon if struck during the early frame of it. Once your weapon pops loose, you will be unarmed. Your movelist will drastically change (from missing moves, WA moves changing, and somtimes even new moves added such as with Rosa). This guide presents the movelist of both the armed and unarmed versions of your character. Pick Your Weapon d + K/P/WA when ontop of weapon Auto Pick Up tag out when your character tags out they will automically get their weapon back ******************** * 2.3 Chain Combos * ******************** Looking at each character's movelist, you can see there are a variety of command moves. These are basically how heavy attacks are performed in the game. f + P/K/WA for heavy standing attacks. df + P/K/WA for heavy ducking attacks. And finally, f + P/K/WA in air for heavy air attacks. These attacks play an even bigger role in the game. You are able to link together these maneuvers, along with normal attacks, to create some devasting combos. Below is the chart of all the chain possibilites. This chart covers the general chain opportunities for everyone in the game. There is only one thing that prevents this chart from being universal, and that is certain characters have normals or command moves that knock the opponent down. In doing that, the character will end possible chain options. Because of this, each normal or command attack that knocks the opponent down is detailed as such in the movelist details. Also note, that for these attacks to chain into each other, the previous attack must touch the opponent. And finally, it is possible to link together air chains into ground chains. Chain Combo Legend ------------------ * = can perform special move immediately after this connects o = overhead _ = must be blocked low ################## # Punch Starters # ################## P in -----> f + P (*, o)---> WA (*, o)-----> f + WA air | f + WA | f + WA (*, o, E) (*, o) | (*, o, E) | (*, o, E) | | | | | -> f + K (*, o)--> WA (*, o) ------> f + WA | f + WA (*, o E) | (*, o, E) | | ---> f + K (*, o)---> WA (*, o)-----> f + WA (*, o, E) | | f + WA | | (*, o, E) | | | | | -> f + P (*, o)--> WA (*, o) ------> f + WA | f + WA (*, o E) | (*, o, E) | | ---> WA (*, o)------> f + WA | (*, o, E) | | ---> K (*, o) ------> f + P (*, o)--> WA ------> f + WA | | f + WA (*, o E) | | (*, o, E) | | | | | -> f + K (*, o)----> WA (*, o) ---+ | f + WA | | (*, o, E) | | | | | | f + WA <--+ | (*, o E) | | --> f + K (*, o)-> WA (*, o)-------> f + WA | f + WA (*, o, E) | (*, o, E) | | -> f + P (*, o)----> WA (*, o) ---+ f + WA | (*, o, E) | | | f + WA <--+ (*, o E) P (*)-----> f + P (*)------> WA (*) -------> f + WA (*, E) d + P | df + P (*) | d + WA (*, _) df + WA (*) | f + WA (*, E) | f + WA (*, E) (*, _, E) | df + WA | df + WA | (*, _, E) | (*, _, E) | df + K (_, E) | df + K (_, E) | | | | | -> f + K (*)-----> WA (*) ------> f + WA (*, E) | d + WA (*, _) df + WA | f + WA (*, E) (*, _, E) | df + WA | (*, _, E) | | ---> f + K (*)------> WA (*) -------> f + WA (*, E) | | d + WA (*, _) df + WA | | f + WA (*, E) (*, _, E) | | df + WA | | (*, _, E) | | | | | -> f + P (*)-----> WA (*) ------> f + WA (*, E) | df + P (*) d + WA (*, _) df + WA | f + WA (*, E) (*, _, E) | df + WA | (*, _, E) | | ---> WA (*) ------> f + WA (*, E) | d + WA (*, _) df + WA | (*, _, E) | | ---> P (*) ------> f + P (*)-----> WA (*) ------> f + WA (*, E) K (*) | df + P (*) | d + WA (*, _) df + WA d + P (*) | f + WA (*, E)| f + WA (*, E) (*, _, E) d + K (*, _) | df + WA | df + WA | (*, _, E) | (*, _, E) | df + K (_, E)| df + K (_, E) | | | -> f + K (*) ------> WA (*) ------+ | d + WA (*, _)| | f + WA (*, E)| | df + WA | | (*, _, E) | | | | | | f + WA (*, E) <--+ | df + WA | (*, _, E) | | -> f + K (*)-----> WA (*) ------> f + WA (*, E) | | d + WA (*, _) df + WA | | f + WA (*, E) (*, _, E) | | df + WA | | (*, _, E) | | | | | -> f + P (*) ------> WA (*) -----+ | df + P (*) d + WA (*, _)| | f + WA (*, E)| | df + WA | | (*, _, E) | | | | | | f + WA (*, E) <--+ | df + WA | (*, _, E) | | -> WA (*) ------> f + WA (*, E) d + WA (*, _) df + WA (*, _, E) f + P ----> WA (*) --------> f + WA (*, E) (*) | d + WA (*, _) df + WA hold | f + WA (*, E) (*, _, E) df + P| df + WA (*, _, E) (*) | (*, _, E) | df + K (_, E) | | ---> f + K (*)------> WA (*) -------> f + WA (*, E) d + WA (*, _) df + WA f + WA (*, E) (*, _, E) df + WA (*, _, E) ################# # Kick Starters # ################# K in -----> f + P (*, o)---> WA (*, o)-----> f + WA air | f + WA | f + WA (*, o, E) (*, o) | (*, o, E) | (*, o, E) | | | | | -> f + K (*, o)--> WA (*, o) ------> f + WA | f + WA (*, o E) | (*, o, E) | | ---> f + K (*, o)---> WA (*, o)-----> f + WA (*, o, E) | | f + WA | | (*, o, E) | | | | | -> f + P (*, o)--> WA (*, o) ------> f + WA | f + WA (*, o E) | (*, o, E) | | ---> WA (*, o)------> f + WA | (*, o, E) | | ---> P (*, o) ------> f + P (*, o)--> WA ------> f + WA | | f + WA (*, o E) | | (*, o, E) | | | | | -> f + K (*, o)----> WA (*, o) ---+ | f + WA | | (*, o, E) | | | | | | f + WA <--+ | (*, o E) | | --> f + K (*, o)-> WA (*, o)-------> f + WA | f + WA (*, o, E) | (*, o, E) | | -> f + P (*, o)----> WA (*, o) ---+ f + WA | (*, o, E) | | | f + WA <--+ (*, o E) K (*)-----> f + P (*)------> WA (*) -------> f + WA (*, E) d + K | df + P (*) | d + WA (*, _) df + WA (*, _)| f + WA (*, E) | f + WA (*, E) (*, _, E) | df + WA | df + WA | (*, _, E) | (*, _, E) | df + K (_, E) | df + K (_, E) | | | | | -> f + K (*)-----> WA (*) ------> f + WA (*, E) | d + WA (*, _) df + WA | f + WA (*, E) (*, _, E) | df + WA | (*, _, E) | | ---> f + K (*)------> WA (*) -------> f + WA (*, E) | | d + WA (*, _) df + WA | | f + WA (*, E) (*, _, E) | | df + WA | | (*, _, E) | | | | | -> f + P (*)-----> WA (*) ------> f + WA (*, E) | df + P (*) d + WA (*, _) df + WA | f + WA (*, E) (*, _, E) | df + WA | (*, _, E) | | ---> WA (*) ------> f + WA (*, E) | d + WA (*, _) df + WA | (*, _, E) | | ---> P (*) ------> f + P (*)-----> WA (*) ------> f + WA (*, E) K (*) | df + P (*) | d + WA (*, _) df + WA d + P (*) | f + WA (*, E)| f + WA (*, E) (*, _, E) d + K (*, _) | df + WA | df + WA | (*, _, E) | (*, _, E) | df + K (_, E)| df + K (_, E) | | | -> f + K (*) ------> WA (*) ------+ | d + WA (*, _)| | f + WA (*, E)| | df + WA | | (*, _, E) | | | | | | f + WA (*, E) <--+ | df + WA | (*, _, E) | | -> f + K (*)-----> WA (*) ------> f + WA (*, E) | | d + WA (*, _) df + WA | | f + WA (*, E) (*, _, E) | | df + WA | | (*, _, E) | | | | | -> f + P (*) ------> WA (*) -----+ | df + P (*) d + WA (*, _)| | f + WA (*, E)| | df + WA | | (*, _, E) | | | | | | f + WA (*, E) <--+ | df + WA | (*, _, E) | | -> WA (*) ------> f + WA (*, E) d + WA (*, _) df + WA (*, _, E) f + K ----> WA (*) --------> f + WA (*, E) (*) | d + WA (*, _) df + WA | f + WA (*, E) (*, _, E) | df + WA | (*, _, E) | | --> f + P (*)------> WA (*) -------> f + WA (*, E) df + P (*) d + WA (*, _) df + WA f + WA (*, E) (*, _, E) df + WA (*, _, E) ################### # Weapon Starters # ################### WA in -----> f + WA air (*, o, E) (*, o) WA (*)-----> f + WA (*, E) d + WA (*) =============================================================================== 3. Characters =============================================================================== ******************************************************************************* * 3.1 Rosa * ******************************************************************************* Colors ------ P - Red top and Steel Blue bottoms K - Purple top and Blue bottoms Throw ----- Layback Toss f/b + WA close using f will toss opponent behind Rosa, while using b will toss opponent in front of Rosa Basic Move ---------- N/A Command Moves ------------- Side Step P+K invulnerable for a second Sway f + P+K can sway past opponent if close enough; invulnerable for a second Handle Cracker K+WA overhead Sword Punch f + P in air overhead Step Elbow f + P far Palm Rising f + P close Shin Kick df + P must be blocked low Low Palm Rising hold df and press P Layback Kick f + K in air overhead Sliding Boot f + K far Knee To Jaw Opener f + K close Slide df + K must be blocked low; knocks opponent down Justice Slice f + WA in air overhead Moon Slash f + WA far Low Justice Slice d + WA must be blocked low Slice And Dice df + WA both parts must be blocked low Special Moves ------------- Counter Meteooru Angrurifu qcf + P immediately guard cancel after blocking the opponent's attack Turn Dive Kick jump towards one of note that this works only in the corners of the the corner, NOT the edge of stage and press the screen; if opponent is b + K grounded from the special, it is possible to hit them on the ground with d + K / df + K Meteooru Angrurifu qcb + K Sword Pierce qcf + K Meteooru Angrurifu must connect (not blocked) for this follow up to be possible Layback Toss qcb + K Meteooru Angrurifu must connect (not blocked) for this follow up to be possible; try performing this motion near the end of Rosa's front flip to perform it more reliably Surprise Task d + WA in air dive must touch opponent in order to perform the entire maneuver Slash Upper d + WA if opponent is grounded from the special, it is possible to hit them on the ground with d + K / df + K Crescent Slicer qcf + WA will collide with other projectiles as both will be returned/destroyed in the process Weltics f, d, df + WA Finish qcb + WA Weltics must touch the opponent for this follow up to be possible; if opponent is grounded from the special, it is possible to hit them on the ground with d + K / df + K Bee Needle b, d, db + WA Roses Sanction hcb + WA absorbs projectiles; if opponent is grounded from the special, it is possible to hit them on the ground with d + K / df + K Desperations ------------ Shorino Akatsuki hcb, f + P dash in must connect (not blocked) to perform the entire maneuver Surprise Attack b, d, db + P in your dash in must connect (not tag zone blocked) to perform the entire maneuver ``````````````````````` !Unarmed! ``````````````````````` Throw ----- Layback Toss f/b + WA close using f will toss opponent behind Rosa, while using b will toss opponent in front of Rosa Basic Move ---------- N/A Command Moves ------------- Side Step P+K invulnerable for a second Sway f + P+K can sway past opponent if close enough; invulnerable for a second Hop Fist K+WA overhead Fist Smash f + P in air / WA in overhead air Step Elbow f + P far / WA far Palm Rising f + P close / WA close Shin Kick df + P must be blocked low Low Palm Rising hold df and press P / d + WA Layback Kick f + K/WA in air overhead Sliding Boot f + K/WA far Knee To Jaw Opener f + K/WA close WA works close if used in a combo Slide df + K/WA must be blocked low; knocks opponent down Special Moves ------------- Counter Meteooru Angrurifu qcf + P immediately guard cancel after blocking the opponent's attack Turn Dive Kick jump towards one of note that this works only in the corners of the the corner, NOT the edge of stage and press the screen; if opponent is b + K grounded from the special, it is possible to hit them on the ground with d + K / df + K Meteooru Angrurifu qcb + K Layback Toss qcb + K Meteooru Angrurifu must connect (not blocked) for this follow up to be possible; try performing this motion near the end of Rosa's front flip to perform it more reliably Belt Slash f, d, df + WA if opponent is grounded from the special, it is possible to hit them on the ground with d + K / df + K Belt Sting b, d, db + WA Desperation ----------- Surprise Attack b, d, db + P in your dash in must connect (not tag zone blocked) to perform the entire maneuver ******************************************************************************* * 3.2 Gozu * ******************************************************************************* Colors ------ P - Red-Orange costume K - Pale Purple costume Throw ----- Flipping Tiger Bomb f/b + WA close f and b determine where opponent is thrown Basic Move ---------- Double Jump ub/u/uf, ub/u/uf Command Moves ------------- Side Step P+K invulnerable for a second Sway f + P+K can sway past opponent if close enough; invulnerable for a second Hop Poke K+WA overhead Air Shoveling f + P in air overhead Palm Blade f + P far Prop Headbutt f + P close Slide Low Poke df + P must be blocked low Palm Digging hold df and press P Flip Kick f + K in air overhead Blind Kick f + K far Ground Flip Kick f + K close Slide df + K must be blocked low; knocks opponent down Poke To X Slice f + WA in air both parts are overheads Step Double Bleeder f + WA far second part knocks opponent down Low Reach Blade d + WA far must be blocked low Low Blade d + WA close must be blocked low Creaping Cutter df + WA both parts must be blocked low Special Moves ------------- Counter Youen Ken qcf + P immediately guard cancel after blocking the opponent's attack Youen Ken tap P rapidly Low Palm Digging qcf + P Youen Ken must touch the opponent for this follow up to be possible; must be blocked low Gokuenkai hcf + P the bombs or the explosions they cause when they hit the ground can strike the opponent; the explosions absorb projectiles; if opponent is grounded from the special, it is possible to hit them on the ground with another Gokuenkai (though the timing is VERY strict) Straight Gouen Dan f, d, df + P will be destroyed by other projectiles Diagonal Gouen Dan f, d, df + K will be destroyed by other projectiles Upward Gouen Dan f, d, df + WA will be destroyed by other projectiles Mudoh Goenha Charge d for 1 absorbs projectiles second, u + P Mudoh Tenrinsou jump towards one of note that this works only in the corners of the the corner, NOT the edge of stage and press the screen b + WA Mikka Tsuki qcf + WA will collide with other projectiles as both will be returned/destroyed in the process Air Mikka Tsuki qcf + WA in air will collide with other projectiles as both will be returned/destroyed in the process Gohten qcb + WA Metsu Sassou Charge d for 1 will teleport and drop from second, u + WA above opponent's location when move is executed; overhead Desperations ------------ Jaga Rangeki Shoh hcb, f + P Surprise Attack b, d, db + P in your dash in must connect (not tag zone blocked) to perform the entire maneuver ``````````````````````` !Unarmed! ``````````````````````` Throw ----- Flipping Tiger Bomb f/b + WA close f and b determine where opponent is thrown Basic Move ---------- Double Jump ub/u/uf, ub/u/uf Command Moves ------------- Side Step P+K invulnerable for a second Sway f + P+K can sway past opponent if close enough; invulnerable for a second Hop Poke K+WA overhead Air Shoveling f + P in air / WA in overhead air Palm Blade f + P far / WA far Prop Headbutt f + P close / WA close Slide Low Poke df + P must be blocked low Palm Digging hold df and press P / d + WA Flip Kick f + K/WA in air overhead Blind Kick f + K/WA far Ground Flip Kick f + K/WA close WA works close if used in a combo Slide df + K/WA must be blocked low; knocks opponent down Special Moves ------------- Counter Youen Ken qcf + P immediately guard cancel after blocking the opponent's attack Youen Ken tap P rapidly Low Palm Digging qcf + P Youen Ken must touch the opponent for this follow up to be possible; must be blocked low Mudoh Goenha Charge d for 1 absorbs projectiles second, u + P Desperations ------------ Jaga Rangeki Shoh hcb, f + P Surprise Attack b, d, db + P in your dash in must connect (not tag zone blocked) to perform the entire maneuver ******************************************************************************* * 3.3 Kage "King Lion" Shishioh * ******************************************************************************* Colors ------ P - Purple costume K - Orange costume Throw ----- Hanging Upper f/b + WA close f and b determine where opponent is thrown Basic Move ---------- N/A Command Moves ------------- Side Step P+K invulnerable for a second Sway f + P+K can sway past opponent if close enough; invulnerable for a second Handle Buster K+WA overhead Body Splash f + P in air overhead Gut Punch f + P far Uppercut Knockdown f + P close knocks opponent down Shin Kick df + P must be blocked low Down Punch hold df and press P Jump Kick f + K in air overhead Side Blow f + K far High Axe Kick f + K close Power Sweep df + K must be blocked low; knocks opponent down Kick To Pierce f + WA in air both parts are overheads Punch Slash f + WA far Low Sword Slash d + WA far must be blocked low Low Handle d + WA close must be blocked low Moving Low Sword Slash df + WA both parts must be blocked low Special Moves ------------- Counter Minimum Upper qcf + P immediately guard cancel; if opponent is after blocking the grounded from special, it opponent's attack is possible to hit them on the ground with d + K / df + K / qcf + WA (Earth Chopper) Minimum Upper f, d, df + P if opponent is grounded from the special, it is possible to hit them on the ground with d + K / df + K / qcf + WA (Earth Chopper) Nightmare Knocker hcf + P high counter attack; opponent's attack must touch King Lion's glove for the counter attack to work; if opponent is counter attacked, it is possible to hit them on the ground with d + K / df + K / qcf + WA (Earth Chopper) Ground Chopper d + P counter attack must occur for this follow up to be possible Beast Blow qcb + P dash in must connect (not blocked) in order to perform the entire maneuver Earth Chopper qcf + WA absorbs projectiles Silent Storm hcb + WA absorbs projectiles God Breath d, u + WA absorbs projectiles Desperations ------------ King Straight hcb, f + P Surprise Attack b, d, db + P in your dash in must connect (not tag zone blocked) to perform the entire maneuver ``````````````````````` !Unarmed! ``````````````````````` Throw ----- Hanging Upper f/b + WA close f and b determine where opponent is thrown Basic Move ---------- N/A Command Moves ------------- Side Step P+K invulnerable for a second Sway f + P+K can sway past opponent if close enough; invulnerable for a second Knee Crush K+WA overhead Body Splash f + P in air / WA in overhead air Gut Punch f + P far / WA far Uppercut Knockdown f + P close / WA knocks opponent down close Shin Kick df + P must be blocked low Down Punch hold df and press P / d + WA Jump Kick f + K/WA in air overhead Side Blow f + K/WA far High Axe Kick f + K/WA close WA works close if used in a combo Power Sweep df + K/WA must be blocked low; knocks opponent down Special Moves ------------- Counter Minimum Upper qcf + P immediately guard cancel; if opponent is after blocking the grounded from special, it opponent's attack is possible to hit them on the ground with d + K / df + K Minimum Upper f, d, df + P if opponent is grounded from the special, it is possible to hit them on the ground with d + K / df + K Nightmare Knocker hcf + P high counter attack; opponent's attack must touch King Lion's glove for the counter attack to work; if opponent is counter attacked, it is possible to hit them on the ground with d + K / df + K Beast Blow qcb + P dash in must connect (not blocked) in order to perform the entire maneuver Desperation ----------- Surprise Attack b, d, db + P in your dash in must connect (not tag zone blocked) to perform the entire maneuver ******************************************************************************* * 3.4 Chung Paifu * ******************************************************************************* Colors ------ P - Yellow shirt w/ Blue trim K - Red shirt w/ Black trim Throw ----- Cane Toss f/b + WA close using f will toss opponent behind Chung, while using b will toss opponent in front of Chung Basic Move ---------- N/A Command Moves ------------- Side Step P+K invulnerable for a second Sway f + P+K can sway past opponent if close enough; invulnerable for a second Jump Palm K+WA overhead Diagonal Palm f + P in air overhead Dragon Push f + P Cane Scoop df + P must be blocked low Reaching Palm hold df and press P Split Kick f + K in air overhead; good for crossups Balance Kick f + K far Balance Breaker f + K close Thrust Kick df + K must be blocked low; knocks opponent down Split To Handle Stab f + WA in air both parts are overheads Charging Cane f + WA far Low Cane d + WA must be blocked low Thrust To Low Cane df + WA both parts must be blocked low; second part grounds opponent Special Moves ------------- Counter Kiden Dama qcf + P immediately guard cancel after blocking the opponent's attack Senshushou Uchi f, d, df + P Kiden Dama qcb + P Heaven Kick f + P Kiden Dama must touch the opponent for this follow up to be possible; if opponent is grounded from the special, it is possible to hit them on the ground with d + K / df + K / df + WA Chin Kaen qcf + WA will collide with other projectiles as both will be returned/destroyed in the process Hakukoh Dan f, d, df + WA if opponent is grounded from
the special, it is possible
to hit them on the ground
with d + K / df + K /
df + WA
Shien Ryu hcb + WA absorbs projectiles; if
opponent is grounded from
the special, it is possible
to hit them on the ground
with d + K / df + K /
df + WA
^Raged Chung once your first Chung will lose his hat, thus
lifebar depletes getting angry and charging
completely and you into a "red" version of
move onto the red himself (during the charge,
flashing one, this he is invulnerable)
will occur
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
^ Raged Chung (Added Special Moves) ^
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Double Jump ub/u/uf, ub/u/uf
Senpuu Enbu d + WA in air if opponent is grounded from
the special, it is possible
to hit them on the ground
with d + K / df + K /
df + WA
Chocho Henka f, b, f + WA absorbs projectiles; if this
move connects (not blocked)
the opponent will be
transformed into a chicken;
as a chicken, the opponent
can move back and forth,
jump, and use two attacks
while on the ground (K=hop
clawing, P=wing slap); the
opponent will morph back
once they are hit or after
8 seconds
Desperations
------------
Hermit Blast hcb, f + P flames can absorb
projectiles; careful, many
projectiles can sneak
underneath this desperation
Surprise Attack b, d, db + P in your dash in must connect (not
tag zone blocked) to perform the
entire maneuver
```````````````````````
!Unarmed!
```````````````````````
Throw
-----
N/A
Basic Move
----------
N/A
Command Moves
-------------
Side Step P+K invulnerable for a second
Sway f + P+K can sway past opponent if
close enough; invulnerable
for a second
Jump Palm K+WA overhead
Diagonal Palm f + P in air / WA in overhead
air
Dragon Push f + P / WA
Reaching Palm hold df and press P /
d + WA
Split Kick f + K/WA in air overhead; good for crossups
Slide Kick f + K/WA far
Hop Jaw Opener f + K/WA close
Thrust Kick df + K/WA must be blocked low; knocks
opponent down
Special Moves
-------------
Counter Kiden Dama qcf + P immediately guard cancel
after blocking the
opponent's attack
Senshushou Uchi f, d, df + P
Kiden Dama qcb + P
^Raged Chung once your first Chung will lose his hat, thus
lifebar depletes getting angry and charging
completely and you into a "red" version of
move onto the red himself (during the charge,
flashing one, this he is invulnerable); note,
will occur however, that being raged
while having no weapon
means you can't perform
the added moves he gets
(except the Double Jump),
nor his main desperation...
so pick up his weapon
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
^ Raged Chung (Added Special Moves) ^
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Double Jump ub/u/uf, ub/u/uf
Desperation
-----------
Surprise Attack b, d, db + P in your dash in must connect (not
tag zone blocked) to perform the
entire maneuver
*******************************************************************************
* 3.5 Sho Hayate *
*******************************************************************************
Colors
------
P - Red top and bandanna
K - Blue top and bandanna
Throw
-----
Palm Driver f/b + WA close f and b determine where
opponent is thrown
Basic Move
----------
N/A
Command Moves
-------------
Side Step P+K invulnerable for a second
Sway f + P+K can sway past opponent if
close enough; invulnerable
for a second
Skyward Knee K+WA overhead
Diagonal Punch f + P in air overhead
Gut Punch f + P far
Forearm Shot f + P close
Shin Kick df + P must be blocked low
Rising Slice hold df and press P
High Snap Kick f + K in air overhead
Roundhouse f + K far
Driving Knee f + K close
Sweep Spiral df + K must be blocked low; knocks
opponent down
Punch To Boomerang f + WA in air both parts are overheads
Charge And Chop f + WA far second part grounds opponent
Low Boomerang d + WA far must be blocked low
Low Rising Boomerang d + WA close must be blocked low
Slide Low To Boomerang df + WA both parts must be blocked
low
Special Moves
-------------
Counter Hitenshooh Kyaku qcf + P immediately guard cancel
after blocking the
opponent's attack
Reppuu Satsu d + P in air dive punch must touch the
the opponent to perform the
entire maneuver
Spiral Slash d + P if opponent is grounded from
the special, it is possible
to hit them on the ground
with d + K / df + K
Kyoretsu Zan hcf + P the second part of the move
will come out after a
considerable dash forward,
or come out directly if the
dash touches the opponent
Spiral Slash hcf + P the Kyoretsu Zan must touch
the opponent for this
follow up to be possible;
if opponent is grounded from
the special, it is possible
to hit them on the ground
with d + K / df + K
Hitenshooh Kyaku f, d, df + K
Straight Rush f + K Hitenshooh Kyaku must touch
the opponent for this
follow up to be possible;
perform this motion during
the first part of the
Hitenshooh (where Hayate
spins around on one foot);
if opponent is grounded from
the special, it is possible
to hit them on the ground
with d + K / df + K
Rising Rush df + K Hitenshooh Kyaku must touch
the opponent for this
follow up to be possible;
perform this motion during
the first part of the
Hitenshooh (where Hayate
spins around on one foot);
the first part of this
follow up must be blocked
low; if opponent is
grounded from the special,
it is possible to hit them
on the ground with d + K /
df + K
Straight Genei Hikon Charge d for 1 it looks as though Hayate
second, u + P throws three boomerangs,
but only the straight
flying one will strike the
opponent; absorbs
projectiles; if opponent is
grounded from the special,
it is possible to hit them
on the ground with d + K /
df + K
Diagonal Genei Hikon Charge d for 1 it looks as though Hayate
second, u + K throws three boomerangs,
but only the diagonal
flying one will strike the
opponent; absorbs
projectiles; if opponent is
grounded from the special,
it is possible to hit them
on the ground with d + K /
df + K
Upward Genei Hikon Charge d for 1 it looks as though Hayate
second, u + WA throws three boomerangs,
but only the upward
flying one will strike the
opponent; absorbs
projectiles; if opponent is
grounded from the special,
it is possible to hit them
on the ground with d + K /
df + K
Hikon Nagejutsu qcf + WA will collide with other
projectiles as both will be
returned/destroyed in the
process
Air Hikon Nagejutsu qcf + WA in air will collide with other
projectiles as both will be
returned/destroyed in the
process
Nendou Hikon hcb + WA absorbs projectiles; if
opponent is grounded from
the special, it is possible
to hit them on the ground
with d + K / df + K
Desperations
------------
Hioh Musou Ranbu hcb, f + P dash in must connect (not
blocked) to perform the
entire super; if opponent
is grounded from the
desperation, it is possible
to hit them on the ground
with d + K / df + K
Surprise Attack b, d, db + P in your dash in must connect (not
tag zone blocked) to perform the
entire maneuver
```````````````````````
!Unarmed!
```````````````````````
Throw
-----
Palm Driver f/b + WA close f and b determine where
opponent is thrown
Basic Move
----------
N/A
Command Moves
-------------
Side Step P+K invulnerable for a second
Sway f + P+K can sway past opponent if
close enough; invulnerable
for a second
Skyward Knee K+WA overhead
Diagonal Punch f + P in air / WA in overhead
air
Gut Punch f + P far / WA far
Forearm Shot f + P close / WA
close
Shin Kick df + P must be blocked low
Rising Slice hold df and press P /
d + WA
High Snap Kick f + K/WA in air overhead
Roundhouse f + K/WA far
Driving Knee f + K/WA close WA works close if used in a
combo
Sweep Spiral df + K/WA must be blocked low; knocks
opponent down
Special Moves
-------------
Counter Hitenshooh Kyaku qcf + P immediately guard cancel
after blocking the
opponent's attack
Reppuu Satsu d + P in air dive punch must touch the
the opponent to perform the
entire maneuver
Hitenshooh Kyaku f, d, df + K
Straight Rush f + K Hitenshooh Kyaku must touch
the opponent for this
follow up to be possible;
perform this motion during
the first part of the
Hitenshooh (where Hayate
spins around on one foot);
if opponent is grounded
from the special, it is
possible to hit them on the
ground with d + K / df + K
Rising Rush df + K Hitenshooh Kyaku must touch
the opponent for this
follow up to be possible;
perform this motion during
the first part of the
Hitenshooh (where Hayate
spins around on one foot);
the first part of this
follow up must be blocked
low; if opponent is
grounded from the special,
it is possible to hit them
on the ground with d + K /
df + K
Desperation
-----------
Surprise Attack b, d, db + P in your dash in must connect (not
tag zone blocked) to perform the
entire maneuver
*******************************************************************************
* 3.6 Kim Sue Il *
*******************************************************************************
Colors
------
P - Blue jacket w/ Brown staff
K - Red jacket w/ Blue staff
Throw
-----
Turn Dump f/b + WA close using f will toss opponent
behind Kim, while using
b will toss opponent in
front of Kim
Basic Move
----------
N/A
Command Moves
-------------
Side Step P+K invulnerable for a second
Sway f + P+K can sway past opponent if
close enough; invulnerable
for a second
Heavy Axe K+WA both hits are overheads
Reverse Kick f + P/K in air overhead
Quick Roundhouse f + P
Staff Prick df + P must be blocked low
Kick And Sting hold df and press P second part must be blocked
low
Deadly Double f + K far
Suicide Drop f + K close
Push Kick df + K must be blocked low; knocks
opponent down
Extend Staff f + WA in air overhead
Long Back Swipe f + WA far
Staff Straight f + WA close will come out if used in a
combo; knocks opponent
down
Weak Sting d + WA must be blocked low
Low Joust df + WA must be blocked low
Special Moves
-------------
Counter Dangetsu Zan qcf + P immediately guard cancel; if opponent is
after blocking the grounded from special, it
opponent's attack is possible to hit them on
the ground with qcb + K
(Dangetsu Zan) / Charge d
for 1 second, u + WA (Hisen
Zan)
Hishuu Kyaku d + K in air dive kick must touch opponent
to perform the entire
maneuver
Flatten d + K if opponent is grounded from
the special, it is possible
to hit them on the ground
with qcb + K (Dangetsu
Zan) / Charge d for 1
second, u + WA (Hisen Zan)
Dangetsu Zan qcb + K if opponent is grounded from
the special, it is possible
to hit them on the ground
with another Dangetsu Zan /
Charge d for 1 second,
u + WA (Hisen Zan)
Sanren Geki qcf + WA
Double Destruction qcf + WA
Finish qcf + WA
Hisen Zan Charge d for 1
second, u + WA
Dive Finish d + WA Hisen Zan must touch the
opponent for this follow
up to be possible; if
opponent is grounded from
the special, it is possible
to hit them on the ground
with qcb + K (Dangetsu
Zan) / Charge d for 1
second, u + WA (Hisen Zan)
Desperations
------------
Houou Kyaku hcb, f + P rolling kick must connect
(not blocked) to perform
the entire maneuver;
if opponent is grounded
from the desperation, it is
possible to hit them on the
ground with qcb + K
(Dangetsu Zan) / Charge d
for 1 second, u + WA (Hisen
Zan)
Surprise Attack b, d, db + P in your dash in must connect (not
tag zone blocked) to perform the
entire maneuver
```````````````````````
!Unarmed!
```````````````````````
Throw
-----
N/A
Basic Move
----------
N/A
Command Moves
-------------
Side Step P+K invulnerable for a second
Sway f + P+K can sway past opponent if
close enough; invulnerable
for a second
Heavy Axe K+WA both hits are overheads
Reverse Kick f + P/K/WA in air / overhead
WA in air
Quick Roundhouse f + P / WA
Low Kick hold df and press P /
d + WA
Deadly Double f + K/WA far
Suicide Drop f + K/WA close
Push Kick df + K/WA must be blocked low; knocks
opponent down
Special Moves
-------------
Counter Dangetsu Zan qcf + P immediately guard cancel; if opponent is
after blocking the grounded from special, it
opponent's attack is possible to hit them on
the ground with qcb + K
(Dangetsu Zan)
Hishuu Kyaku d + K in air dive kick must touch opponent
to perform the entire
maneuver
Flatten d + K if opponent is grounded from
the special, it is possible
to hit them on the ground
with qcb + K (Dangetsu
Zan)
Dangetsu Zan qcb + K if opponent is grounded from
the special, it is possible
to hit them on the ground
with another Dangetsu Zan
Sanren Geki qcf + WA
Desperation
-----------
Surprise Attack b, d, db + P in your dash in must connect (not
tag zone blocked) to perform the
entire maneuver
*******************************************************************************
* 3.7 Mezu *
*******************************************************************************
Colors
------
P - Blue costume
K - Green costume
Throw
-----
Flipping Tiger Bomb f/b + WA close f and b determine where
opponent is thrown
Basic Move
----------
Double Jump ub/u/uf, ub/u/uf
Command Moves
-------------
Side Step P+K invulnerable for a second
Sway f + P+K can sway past opponent if
close enough; invulnerable
for a second
Hop Kick K+WA overhead
Hand Blade f + P in air overhead
Fast Backfist f + P far
Prop Headbutt f + P close
Fake Youen df + P must be blocked low
Palm Digging hold df and press P
Flip Kick f + K in air overhead
Stationary Dropkick f + K far quick low dodge
Ground Flip Kick f + K close
Slide df + K must be blocked low; knocks
opponent down
Kamaitachi db + K knocks opponent down
Flip To X Slice f + WA in air both parts are overheads
Charge To Bleeder f + WA far second part knocks opponent
down
Low Reach Blade d + WA far must be blocked low
Low Blade d + WA close must be blocked low
Creaping Cutter df + WA both parts must be blocked
low
Special Moves
-------------
Counter Youen Kyaku qcf + P immediately guard cancel
after blocking the
opponent's attack
Youen Kyaku tap K rapidly
Flip Kick qcf + K Youen Kyaku must touch the
opponent for this follow up
to be possible; if opponent
is grounded from the
special, it is possible to
hit them on the ground with
hcf + K (Iced Ryuuhyou Dan)
Iced Ryuuhyou Dan hcf + K Mezu shoots an ice bullet on
the ground that creates a
wave of ice pillars to
rise; a max of 4 pillars
will rise; the move itself
will end once anything
touches the opponent (the
bullet or an ice pillar);
the ice pillars absorb
projectiles; if opponent
is grounded from the
special, it is possible to
hit them on the ground with
another Iced Ryuuhyou Dan
Higoromo hcb + K absorbs projectiles; if
opponent is grounded from
the special, it is possible
to hit them on the ground
with hcf + K (Iced Ryuuhyou
Dan)
Mudoh Suiryuu Ha f, d, df + K puddle must connect (not
blocked) in order to
perform the entire
maneuver; only Rosa's
Crescent Slicer rides low
enough to collide with
this, however, the Mudoh
Suiryuuha P will absorb it
Mudoh Tenrinsou jump towards one of note that this works only in
the corners of the the corner, NOT the edge of
stage and press the screen
b + WA
Mikka Tsuki qcf + WA will collide with other
projectiles as both will be
returned/destroyed in the
process
Gohten qcb + WA
Desperations
------------
Jaga Rangeki Kyaku hcb, f + P if opponent is grounded from
the desperation, it is
possible to hit them on the
ground with hcf + K (Iced
Ryuuhyou Dan)
Surprise Attack b, d, db + P in your dash in must connect (not
tag zone blocked) to perform the
entire maneuver
```````````````````````
!Unarmed!
```````````````````````
Throw
-----
Flipping Tiger Bomb f/b + WA close f and b determine where
opponent is thrown
Basic Move
----------
Double Jump ub/u/uf, ub/u/uf
Command Moves
-------------
Side Step P+K invulnerable for a second
Sway f + P+K can sway past opponent if
close enough; invulnerable
for a second
Hop Kick K+WA overhead
Hand Blade f + P in air / WA in overhead
air
Fast Backfist f + P far / WA far
Prop Headbutt f + P close / WA
close
Fake Youen df + P must be blocked low
Palm Digging hold df and press P /
d + WA
Flip Kick f + K/WA in air overhead
Stationary Dropkick f + K/WA far quick low dodge
Ground Flip Kick f + K/WA close WA works close if used in a
combo
Slide df + K/WA must be blocked low; knocks
opponent down
Kamaitachi db + K knocks opponent down
Special Moves
-------------
Counter Youen Kyaku qcf + P immediately guard cancel
after blocking the
opponent's attack
Youen Kyaku tap K rapidly
Flip Kick qcf + K Youen Kyaku must touch the
opponent for this follow up
to be possible
Mudoh Suiryuu Ha f, d, df + K puddle must connect (not
blocked) in order to
perform the entire
maneuver; only Rosa's
Crescent Slicer rides low
enough to collide with
this, however, the Mudoh
Suiryuuha P will absorb it
Desperations
------------
Jaga Rangeki Kyaku hcb, f + P
Surprise Attack b, d, db + P in your dash in must connect (not
tag zone blocked) to perform the
entire maneuver
*******************************************************************************
* 3.8 Gordon Bowman *
*******************************************************************************
Colors
------
P - Green costume w/ Purple billy club
K - Blue costume w/ Orange-Red billy club
Throws
------
Backbreaker f/b + WA close f and b determine where
opponent is thrown
Toss Away hcf + WA
Hard Pressure d + WA close in air opponent ends up behind
Gordon
Basic Move
----------
Diagonal Spark WA in air overhead; knocks opponent
down; if opponent
is grounded from basic
move, it is possible to hit
them on the ground with f,
d, df + P (Friction
Heater) / d + K in air (Hip
Bomber)
Command Moves
-------------
Side Step P+K invulnerable for a second
Sway f + P+K can sway past opponent if
close enough; invulnerable
for a second
Slight Tumble K+WA overhead
Air Slap f + P in air overhead
Down Punch f + P far
Down Forearm f + P close
Short Standing Slide df + P must be blocked low
Ducking Slap hold df and press P
Double Knee Press f + K in air overhead
Big Boot f + K far
Hip Bump f + K close
Full Tumble df + K must be blocked low; knocks
opponent down; if opponent
is grounded from command
move, it is possible to hit
them on the ground with f,
d, df + P (Friction
Heater) / d + K in air (Hip
Bomber)
Slap To Spark f + WA in air overhead; second part knocks
opponent down; if opponent
is grounded from command
move, it is possible to hit
them on the ground with f,
d, df + P (Friction
Heater) / d + K in air (Hip
Bomber)
Down Up f + WA far
Low Club Spin d + WA must be blocked low
Moving Club Spin df + WA must be blocked low
Special Moves
-------------
Counter Friction Heater qcf + P immediately guard cancel
after blocking the
opponent's attack
Moon-Shot Upper qcf + P dash in must connect (not
blocked) to perform the
entire maneuver; if Gordon
is blocked or the dash
ends without hitting
anything, he will perform a
slight backdash
Cancel Backdash P/K/WA
Crater qcf + P perform follow up just before
he uppercuts the opponent
from the Moon-Shot Upper
Friction Heater f, d, df + P Gordon rubs his stomach after
the maneuver, so if you
miss, you are completely
vulnerable
Hip Bomber d + K in air overhead
Cyclone Tonfa qcf + WA
Spark Bolt Charge d for 1 absorbs projectiles; if
second, u + WA opponent is grounded from
the special, it is possible
to hit them on the ground
with f, d, df + P (Friction
Heater) / d + K in air (Hip
Bomber)
Desperations
------------
Mad Police hcb, f + P close unblockable
Surprise Attack b, d, db + P in your dash in must connect (not
tag zone blocked) to perform the
entire maneuver
```````````````````````
!Unarmed!
```````````````````````
Throws
------
Backbreaker f/b + WA close f and b determine where
opponent is thrown
Hard Pressure d + WA close in air opponent ends up behind
Gordon
Basic Move
----------
N/A
Command Moves
-------------
Side Step P+K invulnerable for a second
Sway f + P+K can sway past opponent if
close enough; invulnerable
for a second
Slight Tumble K+WA overhead
Air Slap f + P in air / WA in overhead
air
Down Punch f + P far / WA far
Down Forearm f + P close / WA
close
Short Standing Slide df + P must be blocked low
Ducking Slap hold df and press P /
d + WA
Double Knee Press f + K/WA in air overhead
Big Boot f + K/WA far
Hip Bump f + K/WA close WA works close if used in a
combo
Full Tumble df + K/WA must be blocked low; knocks
opponent down; if opponent
is grounded from command
move, it is possible to hit
them on the ground with f,
d, df + P (Friction
Heater) / d + K in air (Hip
Bomber)
Special Moves
-------------
Counter Friction Heater qcf + P immediately guard cancel
after blocking the
opponent's attack
Moon-Shot Upper qcf + P dash in must connect (not
blocked) to perform the
entire maneuver; if Gordon
is blocked or the dash
ends without hitting
anything, he will perform a
slight backdash
Crater qcf + P perform follow up just before
he uppercuts the opponent
from the Moon-Shot Upper
Friction Heater f, d, df + P Gordon rubs his stomach after
the maneuver, so if you
miss, you are completely
vulnerable
Hip Bomber d + K in air overhead
Desperation
-----------
Surprise Attack b, d, db + P in your dash in must connect (not
tag zone blocked) to perform the
entire maneuver
*******************************************************************************
* 3.9 Joker *
*******************************************************************************
Colors
------
P - Red vest w/ Purple-Blue trim
K - Blue vest w/ Purple trim
Throw
-----
Roller Rage f/b + WA close f and b determine where
opponent is thrown
Roller Scrape hcf + WA
Basic Move
----------
N/A
Command Moves
-------------
Side Step P+K invulnerable for a second
Sway f + P+K can sway past opponent if
close enough; invulnerable
for a second
Butt Hop K+WA overhead
Large Palm Crush f + P in air overhead
Large Glove Slap f + P far
Skyscraper Uppercut f + P close
Skate Blade df + P must be blocked low
Low Large Glove Slap hold df and press P
Skate Dropkick f + K in air overhead
Roundhouse f + K far
Hop Knee f + K close
Split df + K must be blocked low; knocks
opponent down
Scare Claw db + K knocks opponent down
Crush To Hammer f + WA in air both parts are overheads
Slap To Hammer f + WA far
Low Hammer d + WA far must be blocked low
Low Hammer Tap d + WA close must be blocked low
Split To Hammer df + WA both parts must be blocked
low
Special Moves
-------------
Counter Roller Dash qcf + P immediately guard cancel
after blocking the
opponent's attack
Blood Parasol d + P in air
Roller Dash hcf + P
Rising Parasol hcf + P Roller Dash must touch
opponent for this follow
up to be possible
Transporter qcb + P/WA P=teleports close to
opponent; WA=stationary
teleport
Transporter Dive qcb + K teleports just in front of
the opponent in the air,
then dives forward with
a dropkick; the dropkick
is an overhead; if opponent
is grounded from the
special, it is possible to
hit them on the ground with
d + K / df + K / df + WA
Magician's Card qcf + WA will collide with other
projectiles as both will be
returned/destroyed in the
process
Crazy Toy f, d, df + WA absorbs projectiles; if
opponent is grounded from
the special, it is possible
to hit them on the ground
with d + K / df + K /
df + WA
Murder Hat Heave hcb + WA absorbs projectiles; has
slight tracking ability
Desperations
------------
Good Face hcb, f + P absorbs projectiles; if
opponent is grounded from
the desperation, it is
possible to hit them on
the ground with d + K /
df + K / df + WA
Surprise Attack b, d, db + P in your dash in must connect (not
tag zone blocked) to perform the
entire maneuver
```````````````````````
!Unarmed!
```````````````````````
Throw
-----
Roller Rage f/b + WA close f and b determine where
opponent is thrown
Basic Move
----------
N/A
Command Moves
-------------
Side Step P+K invulnerable for a second
Sway f + P+K can sway past opponent if
close enough; invulnerable
for a second
Butt Hop K+WA overhead
Large Palm Crush f + P in air /WA in overhead
air
Large Glove Slap f + P far / WA far
Skyscraper Uppercut f + P close / WA
close
Skate Blade df + P must be blocked low
Low Large Glove Slap hold df and press P /
d + WA
Skate Dropkick f + K/WA in air overhead
Roundhouse f + K/WA far
Hop Knee f + K/WA close WA works close if used in a
combo
Split df + K/WA must be blocked low; knocks
opponent down
Scare Claw db + K knocks opponent down
Special Moves
-------------
Counter Roller Dash qcf + P immediately guard cancel
after blocking the
opponent's attack
Blood Parasol d + P in air
Roller Dash hcf + P
Rising Parasol hcf + P Roller Dash must touch
opponent for this follow
up to be possible
Transporter qcb + P/WA P=teleports close to
opponent; WA=stationary
teleport
Transporter Dive qcb + K teleports just in front of
the opponent in the air,
then dives forward with
a dropkick; the dropkick
is an overhead; if opponent
is grounded from the
special, it is possible to
hit them on the ground with
d + K / df + K / df + WA
Desperation
-----------
Surprise Attack b, d, db + P in your dash in must connect (not
tag zone blocked) to perform the
entire maneuver
*******************************************************************************
* 3.10 Max Eagle *
*******************************************************************************
Colors
------
P - Blue costume w/ Light Blue trim
K - Green costume w/ Red trim
Throws
------
Power Slam f/b + WA close using f will toss opponent
behind Eagle, while using
b will toss opponent in
front of Eagle
Falling Power Slam any direction except opponent ends up behind Eagle
u + WA close in air
Basic Move
----------
N/A
Command Moves
-------------
Side Step P+K invulnerable for a second
Sway f + P+K can sway past opponent if
close enough; invulnerable
for a second
Nailing Elbow K+WA overhead
Hand Axe f + P in air overhead
Chop f + P far
Dangerous Forearm f + P close
Shin Kick df + P must be blocked low
Ducking Chop hold df and press P
Air Sobat f + K in air overhead
Sobat f + K far
High Knee f + K close
Shin Crush df + K must be blocked low; knocks
opponent down
Elbow To Axe f + WA in air both parts are overheads;
use in a combo to ensure
you get this and not
Eagle's air throw
Backfist Chop f + WA far
Low Axe Snap d + WA far must be blocked low
Handle Spike d + WA close must be blocked low
Chop To Axe Slice df + WA both parts must be blocked
low
Special Moves
-------------
Counter Flash Wing qcf + P immediately guard cancel
after blocking the
opponent's attack
Diving Body Attack jump towards one of note that this works only in
the corners of the the corner, NOT the edge of
stage and press the screen; if opponent is
b + P grounded from the special,
it is possible to hit them
on the ground with d + K /
df + K
Front Suplex hcf + P dash in must connect (not
blocked) to perform the
entire maneuver
Second Suplex hcf + P perform the motion just as
Eagle begins performing the
first suplex
American Screw d + K in air
Flash Wing f, d, df + K
Power Slam df + K Flash Wing must connect (not
blocked) for this follow up
to come out
Axe Throw qcf + WA will collide with other
projectiles as both will be
returned/destroyed in the
process
Air Axe Throw qcf + WA in air will collide with other
projectiles as both will be
returned/destroyed in the
process
Axe Boom qcb + WA absorbs projectiles; if
opponent is grounded from
the special, it is possible
to hit them on the ground
with d + K / df + K
Desperations
------------
Eagle Special hcb, f + P short dash must connect (not
blocked) to perform the
entire maneuver
Surprise Attack b, d, db + P in your dash in must connect (not
tag zone blocked) to perform the
entire maneuver
```````````````````````
!Unarmed!
```````````````````````
Throws
------
Power Slam f/b + WA close using f will toss opponent
behind Eagle, while using
b will toss opponent in
front of Eagle
Falling Power Slam any direction except opponent ends up behind Eagle
u + WA close in air
Basic Move
----------
N/A
Command Moves
-------------
Side Step P+K invulnerable for a second
Sway f + P+K can sway past opponent if
close enough; invulnerable
for a second
Nailing Elbow K+WA overhead
Hand Axe f + P in air / WA in overhead
air
Chop f + P far / WA far
Dangerous Forearm f + P close / WA
close
Shin Kick df + P must be blocked low
Ducking Chop hold df and press P /
d + WA
Air Sobat f + K/WA in air overhead
Sobat f + K/WA far
High Knee f + K/WA close WA works close if used in a
combo
Shin Crush df + K/WA must be blocked low; knocks
opponent down
Special Moves
-------------
Counter Flash Wing qcf + P immediately guard cancel
after blocking the
opponent's attack
Diving Body Attack jump towards one of note that this works only in
the corners of the the corner, NOT the edge of
stage and press the screen; if opponent is
b + P grounded from the special,
it is possible to hit them
on the ground with d + K /
df + K
Front Suplex hcf + P dash in must connect (not
blocked) to perform the
entire maneuver
Second Suplex hcf + P perform the motion just as
Eagle begins performing the
first suplex
American Screw d + K in air
Flash Wing f, d, df + K
Power Slam df + K Flash Wing must connect (not
blocked) for this follow up
to come out
Desperations
------------
Eagle Special hcb, f + P short dash must connect (not
blocked) to perform the
entire maneuver
Surprise Attack b, d, db + P in your dash in must connect (not
tag zone blocked) to perform the
entire maneuver
-------------------------------------------------------------------------------
To use the following two characters you must first enter the boss code.
Highlight Mezu and move to the following character icons in this order:
Kim, Rosa, Gozu, Rosa, Kim, Mezu, Gordon, Joker, Eagle, Hayate, Chung, King
Lion, and finally Gozu. Then press T (tag button). If done correctly you
should hear a laugh. Now, to select King Leo, highlight King Lion's icon and
press u. To select Jyazu, highlight Gozu's icon and press u. Note that King
Leo and Jyazu fight solo.
*******************************************************************************
* 3.11 Shin "King Leo" Shishioh *
*******************************************************************************
Colors
------
P - Purple costume w/ Gold armor
K - Red costume w/ Gold armor
Throw
-----
Hanging Upper f/b + WA close f and b determine where
opponent is thrown
Basic Move
----------
Shock Sword WA in air knocks opponent down
(depending on how the
opponent is hit while
standing determines
whether the move knocks
down or not); if opponent
is grounded from the basic
move, it is possible to hit
them on the ground with
d + K / df + K / df + WA /
qcf + WA (Earth Chopper)
Command Moves
-------------
Side Step P+K invulnerable for a second
Sway f + P+K can sway past opponent if
close enough; invulnerable
for a second
Handle Buster K+WA overhead
Body Splash f + P in air overhead
Shock Gut Punch f + P far
Uppercut Knockdown f + P close knocks opponent down; if
opponent is grounded from
the command move, it is
possible to hit them on the
ground with d + K /
df + K / df + WA / qcf + WA
(Earth Chopper)
Shin Kick df + P must be blocked low
Shock Down Punch hold df and press P
Jump Kick f + K in air overhead
Shock Side Blow f + K far knocks opponent down; if
opponent is grounded from
the command move, it is
possible to hit them on the
ground with d + K /
df + K / df + WA / qcf + WA
(Earth Chopper)
Shock High Axe Kick f + K close
Shock Power Sweep df + K both parts must be blocked
low; knocks opponent
down; if opponent is
grounded from the command
move, it is possible to hit
them on the ground with
d + K / df + K / df + WA /
qcf + WA (Earth Chopper)
Kick To Shock Pierce f + WA in air both parts are overheads;
second part knocks opponent
out of the air; if opponent
is grounded from the
command move, it is
possible to hit them on the
ground with d + K /
df + K / qcf + WA (Earth
Chopper)
Triple Threat f + WA far
Shock Low Sword Slash d + WA far must be blocked low
Shock Handle d + WA close must be blocked low
Shock Kick To Sword Slash df + WA all three hits must be
blocked low; third hit
knocks opponent down
Special Moves
-------------
Counter Minimum Upper qcf + P immediately guard cancel; if opponent is
after blocking the grounded from special, it
opponent's attack is possible to hit them on
the ground with d + K /
df + K / df + WA / qcf + WA
(Earth Chopper)
Minimum Upper f, d, df + P if opponent is grounded from
the special, it is possible
to hit them on the ground
with d + K / df + K /
df + WA / qcf + WA (Earth
Chopper)
Nightmare Knocker hcf + P high counter attack;
opponent's attack must
touch King Lion's glove
for the counter attack to
work; if opponent is
grounded from the special,
it is possible to hit them
on the ground with d + K /
df + K / df + WA / qcf + WA
(Earth Chopper)
Ground Chopper d + P counter attack must occur for
this follow up to be
possible
Beast Blow qcb + P dash in must connect (not
blocked) in order to
perform the entire
maneuver; if opponent is
grounded from the special,
it is possible to hit them
on the ground with d + K /
df + K / df + WA / qcf + WA
(Earth Chopper)
Hunter Killer qcb + K flying kick must touch
opponent for the entire
maneuver to come out; if
opponent is grounded from
the special, it is possible
to hit them on the ground
with d + K / df + K /
df + WA / qcf + WA (Earth
Chopper)
Earth Chopper qcf + WA absorbs projectiles; if
opponent is grounded from
the special, it is possible
to hit them on the ground
with another Earth Chopper
or with d + K /df + K /
df + WA
Silent Storm hcb + WA absorbs projectiles
God Breath d, u + WA absorbs projectiles; if
opponent is grounded from
the special, it is possible
to hit them on the ground
with d + K /df + K /
df + WA / qcf + WA (Earth
Chopper)
Desperations
------------
Shin King Straight hcb, f + P dash in must connect (not
blocked) to perfrom the
entire maneuver
King Upper hcf, b + P
```````````````````````
!Unarmed!
```````````````````````
Throw
-----
Hanging Upper f/b + WA close f and b determine where
opponent is thrown
Basic Move
----------
N/A
Command Moves
-------------
Side Step P+K invulnerable for a second
Sway f + P+K can sway past opponent if
close enough; invulnerable
for a second
High Boot K+WA overhead
Body Splash f + P in air / WA in overhead
air
Gut Punch f + P far / WA far
Uppercut Knockdown f + P close / WA knocks opponent down; if
close opponent is grounded from
command move, it is
possible to hit them on the
ground with d + K / df + K
Shin Kick df + P must be blocked low
Down Punch hold df and press P / knocks down when close; if
d + WA opponent is grounded from
command move, it is
possible to hit them on the
ground with d + K / df + K
Jump Kick f + K/WA in air overhead
Side Blow f + K/WA far
High Axe Kick f + K/WA close WA works close if used in a
combo
Power Sweep df + K/WA both parts must be blocked
low; knocks opponent
down; if opponent is
grounded from command move,
it is possible to hit them
on the ground with d + K /
df + K
Special Moves
-------------
Counter Minimum Upper qcf + P immediately guard cancel; if opponent is
after blocking the grounded from special, it
opponent's attack is possible to hit them on
the ground with d + K /
df + K
Minimum Upper f, d, df + P if opponent is grounded from
special, it is possible to
hit them on the ground with
d + K / df + K
Nightmare Knocker hcf + P high counter attack;
opponent's attack must
touch King Lion's glove
for the counter attack to
work; if opponent is
grounded from special, it
is possible to hit them on
the ground with d + K /
df + K
Beast Blow qcb + P dash in must connect (not
blocked) in order to
perform the entire
maneuver; if opponent is
grounded from special, it
is possible to hit them on
the ground with d + K /
df + K
Hunter Killer qcb + K flying kick must touch
opponent for the entire
maneuver to come out; if
opponent is grounded from
special, it is possible to
hit them on the ground with
d + K / df + K
Desperation
-----------
N/A
*******************************************************************************
* 3.12 Jyazu *
*******************************************************************************
Colors
------
P - Green costume w/ Gold mask and Red beads
K - Pale Purple costume w/ Silver mask and Yellow beads
Throw
-----
Fall Away Tiger Bomb f/b + WA close f and b determine where
opponent is thrown
Basic Move
----------
Double Jump ub/u/uf, ub/u/uf
Command Moves
-------------
Side Step P+K invulnerable for a second
Sway f + P+K can sway past opponent if
close enough; invulnerable
for a second
Hop Chop K+WA overhead
Hand Blade f + P in air overhead
Palm Blade f + P
Fake Youen df + P must be blocked low
Palm Digging hold df and press P
Flip Kick f + K in air overhead
Blind Kick f + K
Slide df + K must be blocked low; knocks
opponent down
Kamaitachi db + K knocks opponent down
Poke To X Slice f + WA in air both parts are overheads
Step Double Bleeder f + WA far second part grounds opponent
Low Reach Blade d + WA must be blocked low
Creaping Cutter df + WA both parts must be blocked
low
Special Moves
-------------
Counter Jaga Rangeki Shoh qcf + P immediately guard cancel
after blocking the
opponent's attack
Jaga Rangeki Shoh tap P rapidly if opponent is grounded from
special, it is possible to
hit them on the ground with
another Jaga Rangeki Shoh
or tap K rapidly (Jaga
Rangeki Kyaku / hcb + K
(Red Mudoh Shuiryyha P)
Jaga Rangeki Kyaku tap K rapidly if opponent is grounded from
special, it is possible to
hit them on the ground with
another Jaga Rangeki Kyaku
or tap P rapidly (Jaga
Rangeki Shoh / hcb + K (Red
Mudoh Shuiryyha P)
Haisui Kyoukan Satsu qcf + P high and low counter attack;
opponent's attack must
touch Jyazu's arm/hand
for the counter attack to
work; if counter attack
hits, it is possible to
hit opponent on the ground
with tap P rapidly (Jaga
Rangeki Shoh) / tap K
rapidly (Jaga Rangeki Kyaku
Sahyou Ma d, u + P icicles fall from directly
above opponent; overhead;
if opponent is grounded
from special, it is
possible to hit them on
the ground with tap P
rapidly (Jaga Rangeki
Shoh) / tap K rapidly (Jaga
Rangeki Kyaku / hcb + K
(Red Mudoh Shuiryyha P)
Straight Gouen Dan f, d, df + P will be destroyed by other
projectiles
Diagonal Gouen Dan f, d, df + K will be destroyed by other
projectiles
Upward Gouen Dan f, d, df + WA will be destroyed by other
projectiles
Red Mudoh Suiryuu Ha hcb + K puddle must connect (not
blocked) in order to
perform the entire
maneuver; only Rosa's
Crescent Slicer rides low
enough to collide with
this, however, the Red
Mudoh Suiryuuha P will
absorb it
Mudoh Tenrinsou jump towards one of note that this works only in
the corners of the the corner, NOT the edge of
stage and press the screen; if opponent is
b + WA grounded from special, it
is possible to hit them on
the ground with tap P
rapidly (Jaga Rangeki
Shoh) / tap K rapidly (Jaga
Rangeki Kyaku / hcb + K
(Red Mudoh Shuiryyha P)
Mikka Tsuki qcf + WA will collide with other
projectiles as both will be
returned/destroyed in the
process
Air Mikka Tsuki qcf + WA in air will collide with other
projectiles as both will be
returned/destroyed in the
process
Gohten qcb + WA will start to rise upward
when it touches the
opponent
Desperation
-----------
Jaga Zetsumei Chuu hcb, f + P fire pillars absorb
projectiles
```````````````````````
!Unarmed!
```````````````````````
Throw
-----
Fall Away Tiger Bomb f/b + WA close f and b determine where
opponent is thrown
Basic Move
----------
Double Jump ub/u/uf, ub/u/uf
Command Moves
-------------
Side Step P+K invulnerable for a second
Sway f + P+K can sway past opponent if
close enough; invulnerable
for a second
Hop Chop K+WA overhead
Hand Blade f + P in air / WA in overhead
air
Palm Blade f + P / WA
Fake Youen df + P must be blocked low
Palm Digging hold df and press P /
d + WA
Flip Kick f + K/WA in air overhead
Blind Kick f + K/WA
Slide df + K/WA must be blocked low; knocks
opponent down
Kamaitachi db + K knocks opponent down
Special Moves
-------------
Counter Jaga Rangeki Shoh qcf + P immediately guard cancel
after blocking the
opponent's attack
Jaga Rangeki Shoh tap P rapidly if opponent is grounded from
special, it is possible to
hit them on the ground with
another Jaga Rangeki Shoh
or tap K rapidly (Jaga
Rangeki Kyaku / hcb + K
(Red Mudoh Shuiryyha P)
Jaga Rangeki Kyaku tap K rapidly if opponent is grounded from
special, it is possible to
hit them on the ground with
another Jaga Rangeki Kyaku
or tap P rapidly (Jaga
Rangeki Shoh / hcb + K (Red
Mudoh Shuiryyha P)
Haisui Kyoukan Satsu qcf + P high and low counter attack;
opponent's attack must
touch Jyazu's arm/hand
for the counter attack to
work; if counter attack
hits, it is possible to
hit opponent on the ground
with tap P rapidly (Jaga
Rangeki Shoh) / tap K
rapidly (Jaga Rangeki Kyaku
Sahyou Ma d, u + P icicles fall from directly
above opponent; overhead;
if opponent is grounded
from special, it is
possible to hit them on
the ground with tap P
rapidly (Jaga Rangeki
Shoh) / tap K rapidly (Jaga
Rangeki Kyaku / hcb + K
(Red Mudoh Shuiryyha P)
Red Mudoh Suiryuu Ha hcb + K puddle must connect (not
blocked) in order to
perform the entire
maneuver; only Rosa's
Crescent Slicer rides low
enough to collide with
this, however, the Red
Mudoh Suiryuuha P will
absorb it
Desperation
-----------
Jaga Zetsumei Chuu hcb, f + P fire pillars absorb
projectiles
===============================================================================
4. Misc. And Easter Eggs
===============================================================================
*****************
* 4.1 Boss Code *
*****************
Highlight Mezu and move to the following character icons in this order:
Kim, Rosa, Gozu, Rosa, Kim, Mezu, Gordon, Joker, Eagle, Hayate, Chung, King
Lion, and finally Gozu. Then press T (tag button). If done correctly you
should hear a laugh. Now, to select King Leo, highlight King Lion's icon and
press u. To select Jyazu, highlight Gozu's icon and press u. Note that King
Leo and Jyazu fight solo.
*************
* 4.2 Other *
*************
*Bonus Battle - Beat Jyazu with one of the following teams:
King Lion and Gozu
King Lion and Mezu
Hayate and Eagle
Gordon and Rosa
*Joker's Crazy Toy (f, d, df + WA) has a 1/256 chance of having a girl
pop out and swing a bat upward.
*Rosa can have her entire top rip off exposing her bra. You partner's health
must be VERY low and Rosa must be KOed with less than 10 seconds left on the
clock
*You can defeat the opponent into a dizzy KO. If you finish the opponent off
with a normal K or P (while they are standing), they will stand there dizzy
for a few seconds and then fall over. During the time they are dizzy you can
perform any sort of action you like, from taunting to finishing them off with
an attack.
===============================================================================
5. Conclusion
===============================================================================
5.1 What's Missing/Needed
-Cleanup 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 the info on how to perform Gordon's and Joker's follow up throw
-And me for writing this faq