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==============================================================================
= :::::: The Tekken 3 Manual ::::::::: ACT.1 :::::::::: Revision r.06 :::::: =
==============================================================================
_________________________ __.____ __._________________ ________
\__ ___|_ _____/ |/ _| |/ _\_ _____/\ \ \_____ \
The | | | __)_| < | < | __)_ / | \ _(__ <
| | | \ | \| | \ | Y | \ / \
|____| /_______ /____|__ \____|__ Y_______ |____|__ / /______Manual
\/ \/ \/ \/ \/ \/
__ ___ ____ __
/__\ / __)(_ _) / )
/(__)\( (__ )( )(
(__)(__)\___) (__)()(__)
==============================================================================
= :::::::::::::: By Ben Cureton ::::::::: (tragic@tekken.net) :::::::::::::: =
==============================================================================
| .......... This file MUST be viewed in a monospace typeface. |
| 1234567890 Please remember this before emailing me =P. |
This document looks super awesome when printed from an MS-DOS prompt using the
generic text editor, edit.com. It can be viewed with Notepad and also Wordpad
and still look great. Make sure "word-wrap" is off, and you are using a mono-
spaced typeface... like "courier new". Print from edit.com for best results!!
==============================================================================
= ::::::::::::::::::::::::::::::::: LEGAL :::::::::::::::::::::::::::::::::: =
==============================================================================
This guide is for the Tekken 3 community. It is also meant to be free. You may
distribute this guide at your leisure, so long as you leave the content intact
and receive no monetary compensation for it. All text, strategies, and other
non-official information contained in this guide regarding Tekken 3 and/or any
of the Tekken 3 characters is (C)1997, 1998 Ben Cureton. Reproduction in whole
or part without the express written permission of Ben Cureton is prohibited.
Basically, you suck if this information ends up in your Faq/Guide/Magazine/Web
Page. You know you didn't work for it. Just ask... you might get lucky... =P
Tekken 3 and all characters are (C)1994 1995 1996 1997, 1998 Namco (R) Ltd.
All rights reserved.
==============================================================================
= ::::::::::::::::::::::::::: TABLE OF CONTENTS :::::::::::::::::::::::::::: =
==============================================================================
LEGAL ----------------------------------------------------------------- LEGAL
-
TABLE OF CONTENTS ---------------------------------------------------- T.O.C.
-
BASE STORY OF TEKKEN 3 ------------------------------------------------ STORY
-
INTRODUCTION --------------------------------------------------------- INTRO.
-
CONVENTIONS ----------------------------------------------------- CONVENTIONS
|
`- Command
`- Notation
`- Comments
`- Position
`- Levels
-
SYSTEM --------------------------------------------------------------- SYSTEM
|
`- Movement --------------------------------------------------------- SYSTEM
| `- Walking
| `- Dashing
| `- Running
| `- Crouch Walking
| `- Crouch Dashing
| `- Rolling Dashing
| `- Swaying
| `- Side Stepping
| `- Jumping
| `- Backflip Evades
|
`- Gameplay Elements ------------------------------------------------ SYSTEM
| `- Damage
| `- Guarding
| `- Guard Damage
| `- Attack Ranges
| `- Throws
| `- Multi-Part Throws
| `- Escapes
| `- Reversals
| `- Parries
| `- Special Reversal/Parry Information
| `- Chickens
| `- Stuns
| `- Staggers
| `- Combos
| `- Buffering
| `- Counters
| `- Supercharger
|
`- Getting Up From The Ground --------------------------------------- SYSTEM
`- Rise/Roll-Block
`- Attack
`- Roll/Attack
`- Rising Information
`- Special Rising Attacks
`- Tech Rolls
`- Lightning Kick
-
MOVES ----------------------------------------------------------------- MOVES
|
`- Jin Kazama
`- Paul Phoenix
`- Forest Law
`- Lei Wulong
`- King
`- Nina Williams
`- Yoshimitsu
`- Ling Xiaoyu
`- Hwoarang
`- Eddy Gordo
`- Kuma
`- Julia Chang
`- Gun Jack
`- Mokujin
`- Bryan Fury
`- Heihachi Mishima
`- Ogre & Ogre 2
`- Anna Williams (PSX ONLY)
`- Gon (PSX ONLY)
`- Dr. Boskonovitch (PSX ONLY)
-
EXTRA STUFF ----------------------------------------------------- EXTRA STUFF
`- Different Costumes
`- ARCADE Secret Characters
`- PSX Secret Characters
`- PSX Secret Modes
`- PSX Extra Secrets
-
PROFILES ----------------------------------------------------------- PROFILES
-
CREDITS ------------------------------------------------------------- CREDITS
==============================================================================
= ::::::::::::::::::::::::: BASE STORY OF TEKKEN 3 ::::::::::::::::::::::::: =
==============================================================================
The King of Iron Fist Tournament 2 draws to a close. Jun Kazama comes to the
stunning realization that Kazuya's supernatural strength stems from Devil. But
she cannot help being drawn to him, propelled by a mystic force beyond her
control.
Several days later, the final challenger arrives to face Kazuya, the organizer
of the King of Iron Fist Tournament 2. In a reprise of the first Tekken
Tournament, the father and son clash in a cursed blood battle.
Eventually, Heihachi emerges scarred but victorious to regain control of the
immense Mishima Conglomerate. Unaware of Devil's presence, Heihachi casts the
lifeless Kazuya into a fiery volcano.
As Kazuya's body burns, Devil appears before the pregnant Jun Kazama in a bid
to enter the soul of the new life beating within her. But in a desperate
struggle for the future of her child, Jun defeats Devil and retires to
desolate Yakushima so as to raise Kazuya's son, Jin, alone.
Having regained control of the Mishima Conglomerate, Heihachi sets about to
further increase his powers. He embarks on a crusade to win the trust of world
leaders by putting wars and conflicts to rest. Using his immeasurable wealth,
he forms Tekkenshu, a mercenary group employed to quell conflicts efficiently.
He also takes strong interest in the well-being of developing nations by
helping them build agricultural systems that will sustain them.
Through Heihachi's efforts, the world appears to be regaining peace.
Around fifteen years have passed, Jin Kazama is 15 years old now.
Under Heihachi's orders, the Tekkenshu are excavating a Central American
archeological site when they discover a mysterious life form.
Heihachi orders the creature's capture, but loses contact with the Tekkenshu
after a garbled radio message, "... they are all dead... Toshin
(Fighting God)?!..."
Upon arriving at the dig, Heihachi finds a field of corpses. Heihachi is
wracked by sorrow, but also realizes "the power of the mysterious life form
could be the key to my long dormant dream of world domination." To obtain
Toshin, and moreover, the world, Heihachi tempts the fates once again...
Within weeks, strange disappearances occur throughout the world. Persons of
strong soul, masters of martial arts and other derivative fighting disciplines
are reported missing... with no knowledge of their whereabouts.
Jun Kazama instinctively picks up on the dark power encroaching on her life.
She has no understanding of what it is, but senses that she has become a
target. Accepting her destiny, she tells Jin everything she knows of their
haunted past to prepare him for the fateful day she now feels is imminent.
Among her instructions, one is for Jin to go to his grandfather Heihachi if
anything happens to her.
Her intuition proves right on a cold, stormy night. Toshin comes to the
mountains bringing a chilling, swirling wind. "Run away!" cries Jun, Jin opts
to face Toshin against his mother's pleas and is knocked unconscious.
When Jin awakens, the house and everything around it is burned to the ground.
Searching frantically for his mother she is nowhere to be found.
Jun dies at Toshin's hands. Honoring her instructions, Jin goes to Heihachi
and begs to be trained to exact revenge.
Heihachi, hearing Jin's tale, is convinced that Toshin is after the souls of
powerful fighters. To attract Toshin, Heihachi decides to host the King of
Iron Fist Tournament 3.
Four years later, on Jin Kazama's 19th birthday, the curtains rise for the
King of Iron Fist Tournament 3...
==============================================================================
= :::::::::::::::::::::::::::::: INTRODUCTION :::::::::::::::::::::::::::::: =
==============================================================================
Well, after months of hard work, The Tekken 3 Manual: ACT.1 is finally a
reality. This is the first in a series of three guides created to make you a
better player, no matter what your skill level. The idea for this series was
sparked from reading the wonderful Japanese Gamest Mook books, and wishing
there were something similar for American players. After looking around, I
realized there was nothing, so I decided to go for it. What follows is the
result of many months of hard work and research by not only myself, but a
great team of Tekken 3 players and friends. Well, that's about it. Start
reading, and remember this is new... and I am sure there are many corrections
to be made. Feel free to send them to me via, e-mail. Have fun!!!
The Tekken 3 Manual: Act.1 now includes Playstation information, covering all
new characters, and secrets. Be sure to check out www.tekken.net too!!!
==============================================================================
= :::::::::::::::::::::::::::::: CONVENTIONS ::::::::::::::::::::::::::::::: =
==============================================================================
-Command-
f - tap forward F - hold forward
b - tap back B - hold back
u - tap up U - hold up
d - tap down D - hold down
d/f - tap down+forward D/F - hold down+forward
d/b - tap down+back D/B - hold down+back
u/f - tap up+forward U/F - hold up+forward
u/b - tap up+back U/B - hold up+back
QCF - quarter circle forward (d,d/f,f)
QCB - quarter circle back (d,d/b,b)
HCF - half circle forward (b,d/b,d,d/f,f)
HCB - half circle back (f,d/f,d,d/b,b)
left punch = 1 (O) (O) 2 = right punch
left kick = 3 (O) (O) 4 = right kick
-Notation-
FC - full crouch (must be in full crouching animation)
N - neutral (no direction pressed on the joystick)
WS - while rising from a crouch
SS - side step
+ - do moves on either side of + together
~ - immediately followed by...
[ _ ] - you have a choice of which way to continue the move
= - next part of sequence
- - N/A
BK - back towards opponent
ANY - any button
ALL - 1+2+3+4
@ - guard point in string, hit can be blocked if previous hit connected
( ) - F on joystick results in damage contained in parentheses
( *) - damage next to * signifies "on clean hit" (deep hit)
< - moves on either side of < can be slightly delayed
-Comments-
BK - this move recovers with back towards opponent
JG - this move, or one of the moves in the string, juggles opponent
RC - recovers crouching (you may go into any WS after indicated move)
BN - this move bounce juggles your opponent off the ground
OB - if unguarded against, this move forces opponents back towards you
OS - if unguarded against, this move forces opponents side towards you
DY - this move damages your character
DS - Double Over Stun (opponent clutches stomach and falls over)
KS - Drop Knee Stun (if opponent is hit with move, they drop to one knee)
(if opponent is counterhit with move, they fall into SLD)
(move creates guard stun (GS) if guarded correctly)
GS - Guard Stun (opponents guard is broken for a short time)
CS - Crumple Stun (opponent crumples over when hit)
SG - Stagger (opponent is staggered backwards)
TS - Turn Stun (move turns opponent sideways if guarded correctly)
CH - move must be a counter hit
# - "see note # below"
c - modifies a Comment, means "on counterhit", ex. JGc "juggles on counterhit"
-Position-
PLD - Play Dead (on ground, face up, feet away from opponent)
SLD - Slide (on ground, face down, feet away opponent)
FCD - Face Down (on ground, face down, feet towards from opponent)
KND - Knockdown (on ground, face up, feet towards from opponent)
-Levels-
l - move hits low range (D/B to block)
m - move hits mid range (B to block)
h - move hits high range (B to block / D/B crouch under)
L - move hits low range and downed opponents (D/B to block)
M - move hits mid range and downed opponents (B to block)
H - move hits high range and downed opponents (B to block / D/B crouch under)
Sm - move hits special mid range (B or D/B to block)
! - move is unblockable
{!} - move is unblockable and hits downed opponents
==============================================================================
= ::::::::::::::::::::::::::::::::: SYSTEM ::::::::::::::::::::::::::::::::: =
==============================================================================
_____________.___. _____________________________ _____
/ _____|__ | |/ _____|__ ___|_ _____/ / \
\_____ \ / | |\_____ \ | | | __)_ / \ / \
/ \\____ |/ \ | | | Y Y \
/_______ // ______/_______ / |____| /_______ |____|__ /
\/ \/ \/ \/ \/
==============================================================================
= ::::::::::::::::::::::::::::::::: SYSTEM ::::::::::::::::::::::::::::::::: =
==============================================================================
The System section is basically designed to teach players how the Tekken 3
engine (system) works. Whether you are an advanced player, or just starting
out, I'm sure there is something in here for you. Take your time getting
accustomed to each of the various gameplay options, in the long run it will
surely pay off.
Many times during this guide you will see the term "frames". The word "frames"
refers to frames of animation. Tekken 3 runs at a smooth 60 frames per second
(fps) and all references to "frames" refers to the number of frames it takes
for a particular move to execute/recover.
==============================================================================
= :: Movement :::::::::::::::::::::::::::::::::::::::::::::::::::: SYSTEM :: =
==============================================================================
In order to be able to successfully attack and defend against your opponent,
you need to know how to move around in order to gain the initiative. Moving
around in Tekken 3 is used to position yourself to attack and/or defend. Each
of the different movement options has its own special uses and you should
definitely be familiar with each of them before you try anything tricky.
-Walking-
This is the most basic of all movement options. Walking is also the least
effective. Walking can be useful to move slight distances when it's important
to move only a small amount, such as in combos.
-Dashing-
Dashing is definitely the most common way to get around in Tekken 3. Dashing
can be performed either forwards or backwards, and is done by quickly tapping
the controller twice in the direction you wish to travel. Since dashing is
faster than walking, covering 4.5 steps at once, it's the obvious choice to
get around. Often players find themselves being struck during or after a
backdash is fully complete. This is because you are unable to block during the
backdash, and for 60 frames after it has been fully completed. However, during
a backdash, you can attack or sidestep cancel.
-Running-
Running is one of the most misunderstood aspects of Tekken 3 movement. First
of all, running is the quickest way to cover large distances. Depending on how
long your character runs for, different options are available to them. After
running for between 11 and 18 steps, every character will tackle their
opponent to the ground. From the 12th step on, characters with slides and
cross chops will be able to perform them. From the 18th until the run ends,
all characters will perform the unblockable shoulder ram. The entire run
animation ends at the 22nd step. The numbers in the grid below represent steps
traveled.
.
_________________________________|\
| | | | | | \
| 6 | 11 |12| 18 | 18-22 | ' Run ends at 22nd step
|___|____|__|____|___________|____ /
| | | | | |/
| | \ | | `
| | \/ `- (between 18-22 steps) will perform shoulder ram
| |_____/\
| | `- (12 steps on) can perform slide/cross chop
| |
| `- (between 11-18 steps) will perform tackle
|
`- (6 steps) begin running
Slides are performed by running for at least 12 steps, then pressing right
kick (4). Slides hit low and connect with downed opponents. The characters
that cannot perform slides are: King/Yoshimitsu/Gon.
Flying Cross Chops are performed by running for as least 12 steps, then
pressing both punches (1+2). Flying cross chops hit mid and cause guard stun.
-Crouch Walking-
Crouch walking is a universal feature and is great for getting right up in an
opponent's face when you expect a standing throw or high attack attempt.
Crouch walking is performed by holding down/forward (D/F) on the controller.
-Crouch Dashing-
Crouch dashing is an alternate form of dashing which can actually avoid many
high attacks. A crouch dash is a special advancement maneuver which begins
high, moves you towards your opponent, and recovers in a crouch. Characters
which can perform a crouch dash are: Jin/King/Hwoarang/Heihachi. To perform a
crouch dash, tap forward on the controller, return the joystick to neutral,
then roll the controller from down to down/forward: f,N,d,D/F. Holding back on
the controller will cancel the crouch dash.
Law has his own unique way to crouch dash. First he must be in a full crouch,
then you must roll the controller to down/forward, back to down, then back to
down/forward, which you must hold for a split second. I'm sure this sounds
tricky. This is how it looks in standard conventions: FC,d/f,d,D/F.
-Rolling Dashing-
Rolling dashing is very much like crouch dashing, except that rolling dashes
recover high. Characters will a rolling dash are: Paul/Nina/Bryan/Heihachi/
and Anna. To perform a rolling dash, roll the controller from down to forward:
QCF, or d,d/f,f.
-Swaying-
Swaying is basically a backwards crouch dash, and can only be performed by:
Paul/Nina/Bryan. To perform a sway, roll the controller from down to back:
QCB, or d,d/b,b. A special bonus of Nina's sway is the fact that it
auto-blocks low for you.
-Side Stepping-
Sidestepping is basically a new feature for Tekken 3, since not everyone had a
sidestep in Tekken 2. Sidestepping is used to avoid attacks, as well as for
confusing opponents. To perform a sidestep, tap up or down on the controller
and return the stick to neutral. Sidesteps are best used when in close as you
will have a better chance of getting to your opponent's side for a side throw.
The distance characters travel during their sidestep differs. About halfway
through a sidestep, you can cut it short by pressing any button or joystick
motion. By doing this, you will immediately perform the attack or direction
you input. Every character can also sidestep while their back is turned (BK).
This is performed the same way as a normal sidestep. The back-turned sidestep
is quick and doesn't cover as much distance as a normal sidestep. It will also
turn your character back around to face your opponent, except Ling who remains
standing with her back turned. The particular sidestep frame information is
listed below.
Normal Sidestep Information
.
___________________________________|\
| | | | | \
|1| 11 | 17 | 25-40 | ' 40 frames for a full Sidestep
|_|______|________|____________|____ /
| | | | |/
| | | | `
| | | `- advantage point of SS
| | |
| | `- SS can be canceled from this point on
| |
| `- frames in which you cannot block
|
`- frames to initiate
Back Turned (BK) Sidestep Information
.
_______________________________|\
| | | | | \
|1| 9 | 9-16 | 16-22 | ' 22 frames for a full BK Sidestep
|_|_____|________|_________|____ /
| | | | |/
| | | | `
| | | `- can input moves
| | |
| | `- considered turning around (no longer BK)
| |
| `- considered back turned to this point
|
`- frames to initiate
-Jumping-
There are two types of jumping in Tekken 3: Hopping and Leaping. A hop is a
short jump which is performed by tapping the controller up/back, up, or
up/forward and holding for a split second. Hops are great for jumping over low
attacks and jumping over downed opponents. A leap is a larger jump which is
performed by holding up/back, up, or up/forward. While in a leap, each
character can perform a jump-stun by pressing left kick (3) as they begin to
descend from their leap. If the kick is unguarded, your opponent will become
double over stunned (DS). After landing from a Leap, characters can perform
any WS attack.
-Backflip Evades-
A backflip evade is a character-specific maneuver which allows a character to
handspring backwards away from an opponent. The characters that can perform a
backflip evade are: Nina/Yoshimitsu/Ling/Eddy/Anna. A backflip evade is
executed by rolling the stick from up to up/back: u,u/b. The advantages of a
backflip evade are very decent. First of all, you cannot be thrown out of a
backflip evade. They also cover more distance than a basic backdash. The main
problem of backflip evades is that you are vulnerable during the entire
execution time.
==============================================================================
= :: Gameplay Elements ::::::::::::::::::::::::::::::::::::::::::: SYSTEM :: =
==============================================================================
-Damage-
Damage in Tekken 3 is based on a points system. Throughout this guide you will
see numbers referring to "damage". This simply refers to the amount of energy
a particular move will take from your opponent's energy bar. Typical settings
in the arcade give a 110-point energy bar during 1player mode and a 140-point
energy bar in 2player mode. These numbers might be different in your arcade if
the settings have been adjusted. Even if the settings have been changed in
your arcade, the points inflicted by a move will always remain constant. The
only exception to this is if the move hits on a counter hit of any kind. This
will actually make the move do more damage than is actually listed in this
guide.
-Guarding-
Guarding is the single most important element of Tekken 3. Without being able
to successfully defend against your opponent's attacks, you have no chance of
surviving long enough to damage them. The two basic forms of guarding are:
Neutral/Active guarding. They are as follows:
Neutral guarding is a relatively straightforward procedure. To defend against
high and mid attacks, leave the joystick neutral. To defend against low
attacks, hold down. The problem with neutral guarding is that is it is not a
certainty. After many guard-breaking attacks and/or hits chained onto moves
which have already connected, leaving the joystick neutral will not guard. The
way around this is active guarding. It is important to know that this is a dip
switch setting within the Tekken 3 options menu, and in some arcades it might
be turned off.
Active guarding is most used by the majority of top level players. To defend
against high and mid attacks, hold back on the joystick. To defend against low
attacks, hold back/down simultaneously. This technique is much more effective
against strings of attacks, and is highly recommended by top level players.
-Guard Damage-
Guard damage is a term which refers to damage which is actually inflicted when
an opponent guards certain attacks. It is important to know that this is a dip
switch setting within the Tekken 3 options menu, and in some arcades it might
be turned on. This means that every attack that is guarded against will do a
small amount of damage. By default, guard damage is turned off.
-Attack Ranges-
Knowing when and where to strike is a major aspect of Tekken 3 success. There
are 4 basic hit ranges: High (h); Mid (m); Low (l); and Special Mid (Sm). To
guard against high/mid attacks, hold back on the joystick (unless you prefer
to use neutral guard). To guard against low attacks, hold down/back on the
joystick (unless you prefer to use neutral guard, in which case you just hold
down). To guard against special mid attacks, you may hold either back or
down/back on the joystick (unless you prefer to use neutral guard, in which
case you would do nothing).
There are 4 advanced hit ranges: High Throw; Crouch Throw; Ground Attack; and
Unblockable. High throws only connect with standing opponents. Crouch throws
only connect with crouching opponents. A very select few throws in Tekken 3
are actually catch throws. This means, besides being throws, they actually
have hit ranges as well. The advantage to this is, if you guard a catch throw
wrong, but the actual throw doesn't grab you, it still can do damage to you
like a special attack would. Ground attacks hit opponents on the ground and
are signified throughout this guide by way of capital letters (ex. H,M,L). A
capitol letter as a hit range signifies that the indicated attack will hit a
downed opponent. Unblockable attacks cannot be guarded against by simply
holding back or down/back on the joystick (unless otherwise noted). To guard
against unblockable attacks, either get out of range, sidestep the attack,
stop the attack before it executes completely, or you can choose to use an
attack reversal/parry.
-Throws-
Throws are moves which, after intiated, do a considerable amount of damage to
your opponent. The best thing about throws is the that they are very quick
ways do deal damage. Also, most throws are easier to execute than combos. To
perform a basic throw with any character, simultaneously press either left
punch and left kick or right punch and right kick (1+3 or 2+4). Even though
the motion to perform basic throws is the same for each character, the actual
throw performed, as well as the damage, differs depending on which character
you are using.
Special throws are similar to basic throws except they require specific
joystick and button combinations to perform. On the whole, special throws
inflict more damage that basic throws. This is not always the case, but
generally, special throws are more rewarding than basic throws.
Side throws are performed exactly like basic throws (1+3 or 2+4) except they
only take effect when you grab an opponent from the side. Most sidethrows also
inflict more damage than basic throws, and they also have great animations.
Back throws are performed exactly like basic and side throws (1+3 or 2+4)
except they only take effect when you grab an opponent from behind. Back
throws generally do more damage than any other form of throw, and once
initiated, they cannot be escaped.
Every character can perform a throw while in back-turned (BK) position by
simultaneously pressing either left punch and left kick or right punch and
right kick (1+3 or 2+4). For a back-turned throw, characters will turn around
and attempt to grab their opponent. If they whiff the throw-attempt, they
remain facing forward. Lei/Ling will turn back around into back-turned
position after a whiffed back turned throw attempt.
-Multi-Part Throws-
Multi-Part throws, also known as link throws, are throws which have an initial
grab, followed by one or more continuations. Multi-part throws take special
timing to perform and often take a lot of practice. Most of the major damage
multi-part throws can be escaped to avoid excess damage.
-Escapes-
Escapes are maneuvers which can evade taking damage, even after certain
attacks have been initiated. Every throw/multi-throw can be escaped except the
Ogres' Waning Moon (d/f,d/f+2+4) and certain links within multi-throws. All
throw escapes will be listed in the character's throw section.
Tackle escapes are the most complex of all escapes. Depending on whether your
opponent uses a punch series, an arm bar/leg hold, or both, you must use the
correct escape. You also have escape options as you are being tackled. All
tackle escape information is listed below. Yoshi's Sword cut and Gun Jack's
Face Bash cannot be escaped after a tackle.
________ __________________________ ______________________
| During | | Punch Series | Escapes | | Armbar Escapes |
|_Tackle_| |________________|1st_|_4th| |______________________|
| 2+4 | | if: 1,2,1,2,1 | 2 | 1 | |Everyone| 1+2,2,2,2 |
|____*1__| |________________|____|____| |________|_____________|
| if: 1,2,1,1,2 | 2 | 2 | | J/P/N/K| 1+2,2,2,2,2 |
________ |________________|____|____| |________|______*3_____|
| During | | if: 2,1,2,1,2 | 1 | 2 | ______________________
|Takedown| |________________|____|____| | Leg Hold Escapes |
| b+1+2 | | if: 2,1,2,2,1 | 1 | 1 | |______________________|
|____*2__| |________________|____|____| |Everyone| 1+2,1,1,1,1 |
|________|_____________|
(*1: must be input during tackle animation) | N/K |1+2,1,1,1,1,1|
(*2: must be input as character hits ground) |________|______*4_____|
(*3: will damage character after escape)
(*4: will damage character after escape)
J=Jin P=Paul N=Nina K=King
-Reversals-
Attack reversals are character-specific maneuvers which grab an opponent's
outstretched limbs, then do damage depending on which move was reversed. The
characters with attack reversals are: Nina/Jin/Paul/King/Law/Anna. Out of
these characters, only Nina/Jin/Paul/Anna can reverse both high/mid kicks and
high/mid punches. King can only reverse high/mid kicks and the special
Lightning Kick. Law can only reverse high/mid punches.
Heihachi has a special right-kick-only reversal which will automatically
reverse any right kick that hits Heihachi on major counter (MC).
Ogre's God Reversal high attack reversal has no whiff animation. You must
perform the reversal motion right as an attack is about to make contact with
your character.
Ogre 2's Deadly Revenge mid/low punch reversal has no whiff animation. You
must first be in a full crouch, then as a mid/low punch is about to hit you,
roll the stick from the full crouch to down/forward.
Reversal specific damage/input time/recovery information is listed below.
Jin/Paul/Nina/Anna: High/Mid Reversal
(b+1+3 or b+2+4)
Active between the 2nd-10th frames
26 frames of recovery (if whiffed)
38 frames of execution (if whiffed)
King: High/Mid Kick Reversal
(b+1+3 or b+2+4)
Active between the 2nd-14th frames
22 frames of recovery (if whiffed)
36 frames of execution (if whiffed)
Law: Tricky Step High/Mid Punch Reversal
(b+1+2)
Active between the 5th-20th frames
Recovers in the Tricky Step (if whiffed)
-Parries-
Parries are character-specific maneuvers which knock/push an opponent's attack
to the side, giving the character performing the parry an advantage. There are
two different types of parries: High/Mid Parries; and low parries. Characters
with the High/Mid Parry are: Law/Ling/Lei. Characters with the Low Parry are:
Nina/King/Yoshimitsu/Bryan/Julia/Lei/Law/Ling/Hwoarang. A high/mid parry gives
a 7-frame advantage. A low parry against a low punch gives a 14-frame
advantage. A low parry against a low kick is the best possible parry situation
as it gives a 26-frame advantage.
Law/Ling: High Parry
(Law: b+1+3 or b+2+4, Ling: 1+4)
Active between the 2nd-11th frames
24 frames of recovery (if whiffed)
35 frames of execution (if whiffed)
Law/Nina/Lei/King/Yoshi/Ling/Hwoarang/Julia/Bryan: Low Parry
(Law/Nina/Lei/Yoshi/Hwoarang/Julia/Bryan: d+1+3 or d+2+4)
(King: d+1+4 or d+2+3)
(Ling: d+1+4)
Active between the 2nd-14th frames
2 frames of recovery (if whiffed)
16 frames of execution (if whiffed)
Lei: Drunken Stance High/Mid Punch Parry
(f+3+4)
Active between the 5th-25th frames*
Recovers in Drunken Stance (DRN)
(*: the active time becomes reactive again during the Drunken Stance. also
permanently active against high punches)(need to confirm)
-Special Reversal/Parry Information-
Within Tekken 3, there are numerous reversal and parry tricks that you should
be aware of. There are also special options available to specific characters
during certain matches. Each of them are listed below:
As a special High/Mid punch reversal and High/Mid punch parry option, the
characters with high/mid punch reversals and high/mid punch parries can
actually reverse/parry a tackle attempt. This works for either running tackles
or character specific tackles.
As a bonus, maybe even a bug/glitch, King's kick reversal can actually grab
lightning kicks.
Law and Lei have a special Reversal/Parry option available against Nina/Anna
only. If Nina/Anna attempts her Neck Throw (u/f+1+2), Law can Tricky Step
Reversal, and Lei can Drunken Stance Parry.
As a special low parry option, the characters with low parries can actually
parry low rising kicks and lightning kicks. The characters with this ability
are: Law/Nina/Lei/King/Yoshi/Ling/Hwoarang/Julia/Bryan.
Heihachi's Headbutt Carnival can only be performed on certain characters, but
as a bonus, those characters, Jin/Paul/Lei/Kuma/Heihachi, can actually reverse
the throw with both punches (1+2) and headbutt Heihachi back. This can be
continued until one character loses all their energy.
If Nina performs her Single Slap (b+2) or Double Slap (b+2,2) and the first
slap connects, any female character can slap her back by simply pressing right
punch (2). This can continue until one character loses all their energy. This
slap reversal also works with Mokujin, and have a female character's moves.
Certain attacks or certain hits within attacks cannot be reversed or parried.
A complete listing of irreversable/unparriable moves is below:
X = character cannot reverse move
O = character can reverse move
- = non applicable
1st / 2nd / 3rd = moves in series which cannot be reversed
If no move is indicated, all hits of move cannot be reversed
Jin Kazama
| Move Name: | Command: | Jin | Paul |Nin/An| King |Comment|
| Three Ring Circus-High| 1+4,2,4 | X | X | X | X | 1st |
| Three Ring Circus-Low | 1+4,2,d+4 | X | X | X | X | 1st |
| Laser Cannon | b,f+2<1<2 | X | X | X | - | 2nd |
| Laser Scraper | b,f+2<1<d+2 | X | X | X | - | 2nd |
| Knee | f+4 | X | X | X | X | |
| Slash Kick | f,f,f+3 | X | X | X | X | |
| Demon Scissors | 4~3 | O | O | O | X | |
| Force Block | b+1+2 | X | X | X | - | |
Paul Phoenix
| Move Name: | Command: | Jin | Paul |Nin/An| King |Comment|
| Flash Elbow | f,f+2 | X | X | X | - | |
| Thruster | QCF+1 | X | X | X | - | |
| Falling Leaf | d+4,2 | X | X | X | - | 2nd |
| Hammer-Falling Leaf | d+1,4,2 | X | X | X | - | 3rd |
| Jaw Breaker | FC,d/f+2 | X | X | X | - | |
| Gut Buster | FC,d/f+2<1 | X | X | X | - | 1st |
| Stone Breaker | FC,d/f+2<2 | X | X | X | - | 1st |
| Rolling Kick | f,f+4 | O | O | O | X | |
| Shoulder Ram | f+1+4 | X | X | X | X | |
| Sway-Phoenix Rush | QCB,N+3,2<1 | X | X | X | - | 2nd |
| Sway-Stone Break Rush | QCB,N+3,2<2 | X | X | X | - | 2nd |
Forest Law
| Move Name: | Command: | Jin | Paul |Nin/An| King |Comment|
| Rave War Attack | f+2<2<2 | X | X | X | - | 2nd |
| Dragon Whip | d/b+2 | X | X | X | - | |
| Elbow Spring Kick | d/b+2,4 | X | X | X | X | |
| Frogman | d+3+4 | X | X | X | X | 1st |
| Rainbow Kick | FC,U/F+3+4 | X | X | X | X | |
Lei Wulong
| Move Name: | Command: | Jin | Paul |Nin/An| King |Comment|
| Cannonball | b+1+2 | X | X | X | - | |
| Spiral Upper | 1+2,2 | X | X | X | - | 2nd |
| Tornado Kick | 3~4 | X | X | X | X | |
| Tornado Kick Evade | F+3~4 | X | X | X | X | |
| Slash Kick | f,f,f+3 | X | X | X | X | |
| Spinning Back Blow | BK 1 | X | X | X | - | |
| Back Flip Flop | BK 3+4,3+4,3+4 | X | X | X | X | |
| Phoenix Strike | PHS,4 | X | X | X | X | |
King
| Move Name: | Command: | Jin | Paul |Nin/An| King |Comment|
| Exploder | [3+4_f,f+3+4] | X | X | X | X | |
| Running Exploder | f,f,f+3+4 | X | X | X | X | |
| Elbow Drop | [u/b_u_u/f]+2+4 | X | X | X | - | |
| Lay Off | f,f+1+2 | X | X | X | - | |
| Moonsault | 1+4 | X | X | X | X | |
| Jaguar Lariat | f+1+2 | O | X | O | - | |
| Mini Elbow Drop | d+1+2 | X | X | X | - | |
| Frankensteiner | d/f+3+4 | O | O | O | X | |
| Axel Twist | 1+2 | X | X | X | - | |
| Axel Spinner | 1+2<1 | X | X | X | - | |
| Push Block | f,f,N+1+2 | X | X | X | - | |
| Shoulder Ram | f+2+3 | X | X | X | X | |
| Boomerang | SS+3+4 | X | X | X | X | |
| Low Punch-Quick Upper | d+1,N+2 | X | X | X | - | 1st |
Nina Williams
| Move Name: | Command: | Jin | Paul |Nin/An| King |Comment|
| Left B-hand Body Blow | b+1 | X | X | X | - | |
| Running Jump Kick | f,f,f+3 | O | O | O | X | |
| Evil Mist | QCF,D/B+2+3 | X | X | X | - | |
Yoshimitsu
| Move Name: | Command: | Jin | Paul |Nin/An| King |Comment|
| Dive Bomb | f,f+1+2 | X | X | X | - | |
| Shark Attack Starter | f,f+3+4 | X | X | X | X | |
| Shark Attack Follow-Up| = 1+2 | X | X | X | - | |
| Knee Bash | f,f+4 | X | X | X | X | |
| Ninja Blade Rush | f,f+2 | X | X | X | - | |
| Poison Wind | u/f+3+4 | X | X | X | X | |
| Backhand Followup | = b+1 | X | X | X | - | |
| Poison Typhoon | = 3+4 | X | X | X | X | |
| Poison Hurricane | = 4 | X | X | X | X | |
| Sword Slice Extension | = d/b | O | X | O | - | |
| Reverse Helicopter | U/F+1+2,B | X | X | X | - | |
| Sword Slice | d/b+1 | O | X | O | - | |
| Delay Sword Slice | d/b+1,N,D/B | O | X | O | - | |
| Sword Sweep | FC,d/b,b+1 | X | X | X | - | |
| Wood Chopper | f,f+3,1 | X | X | X | - | 2nd |
| Sword Pogo | u+1+2 | X | X | X | - | |
| = Pogo Rush | [b,b_f,f] | X | X | X | - | |
| = Pogo Hop | [u/b_u_u/f] | X | X | X | - | |
| Dive Bomb | f,f+1+2 | X | X | X | - | |
| Sword Counter | B+1+4 | X | X | X | X | |
| Sword Impale | b,b+1 | O | X | O | - | |
| Spinning Sword | b,b+1~1 | X | X | X | - | |
| Turning Suicide | f,F+1+4 | X | X | X | - | |
| Second Stab Extension | = f,f | X | X | X | - | |
| Standing Suicide | d+1+4 | X | X | X | - | |
| = Spinning Suicide | = B+1,1,1... | X | X | X | - | |
Ling Xiaoyu
| Move Name: | Command: | Jin | Paul |Nin/An| King |Comment|
| Shady Lotus | FC,d/f+2 | X | X | X | - | |
| Lotus Twist | FC,d/f+2,1 | X | X | X | - | |
| Quick Shady Lotus | FC,d/f+2,D/F | X | X | X | - | |
| Knee Cracker | d/b+3 | X | X | X | X | |
| Back Layout | BK f,f+3+4 | X | X | X | X | |
Hwoarang
| Move Name: | Command: | Jin | Paul |Nin/An| King |Comment|
| Misdemeanor | LFL,b+4 | X | X | X | X | |
| Misdemeanor | RFF,b+4 | X | X | X | X | |
Eddy Gordo
| Move Name: | Command: | Jin | Paul |Nin/An| King |Comment|
| Brush Fire | f+3 | X | X | X | X | |
| Any Crying Needle | ...1+2 | X | X | X | - | |
| Any Hammerhead | ...1+2,1+2 | X | X | X | - | |
| Front Stinger | [FC_WS+]3+4 | X | O | X | X | |
| Back Handspring Kick | 3+4 | X | X | X | X | |
| Knee Thruster | b+3 | X | X | X | X | |
| Perch-Flop Kick | HSP,d+3+4 | X | X | X | X | |
| Helicopter | 4 | X | X | X | X | |
| Circle Sit | 4,3+4 | X | X | X | X |1st-2nd|
Kuma & Panda
| Move Name: | Command: | Jin | Paul |Nin/An| King |Comment|
| Slash Kick | f,f,f+3 | X | X | X | X | |
| Wakeup Hammer | KND,D+1+2 | X | X | X | - | |
| Jab-Elbow-Hammer | 2,1,2 | X | X | X | - | 2nd |
| Pancake Press | u/f+3+4 | X | X | X | X | |
| Rolling Bear | b+1+2,360,U/F | X | X | X | - | |
| Fatal Wind | b,b+2+3+4 | X | X | X | X | |
Julia Chang
| Move Name: | Command: | Jin | Paul |Nin/An| King |Comment|
| Uppercut-Elbow | [WS+2_3~2]2 | X | X | X | - | 2nd |
| Elbow | f,f+1 | X | X | X | - | |
| Lightning Bolt | d,D/F+1,2 | X | X | X | - | 2nd |
| Body Elbow | FC,d/f+2 | X | X | X | - | |
| Foot Stomp | u/f+3+4 | X | X | X | X | |
Gun Jack
| Move Name: | Command: | Jin | Paul |Nin/An| King |Comment|
| Sit-Pancake Press | d+3+4,3+4 | X | X | X | X | |
| Sliding Attack | [F_f]+3+4 | X | X | X | X | |
| Giant Foot Stomp | 3+4(3+4,3+4) | X | X | X | X | |
| Whiff Body Press | d/f+1+3 | X | X | X | X | |
| Wakeup Hammer | KND,D+1+2 | X | X | X | - | |
| Jab-Elbow-Hammer | 2,1,2 | X | X | X | - | 2nd |
| Pancake Press | u/f+3+4 | X | X | X | X | |
| Windup Punch | HCF[3+ times]1 | X | X | X | - | |
Bryan Fury
| Move Name: | Command: | Jin | Paul |Nin/An| King |Comment|
| Side Step Elbow | f+1+2 | X | X | X | - | |
| Flying Knee Kick | b,b+4 | X | X | X | X | |
| Front Knee | b+4 | X | X | X | X | |
| Gravity Blow | f+1+4 | X | X | X | X | |
| Meteor Smash | b+1+4 | X | X | X | X | |
| Front Kick-Knee | b+3,4 | X | X | X | X | 2nd |
| Slash Kick | f,f,f+3 | X | X | X | X | |
Heihachi Mishima
| Move Name: | Command: | Jin | Paul |Nin/An| King |Comment|
| Demon's Boar | b+2 | X | X | X | - | |
| Demon Massacre | f+1,b+2,1 | X | X | X | - | 2nd |
| Demon Lair | f+1,b+2,4 | X | X | X | - | 2nd |
| Slash Kick | f,f,f+3 | X | X | X | X | |
| Demon Scissors | 4~3 | O | O | O | X | |
Ogre & Ogre 2
| Move Name: | Command: | Jin | Paul |Nin/An| King |Comment|
| Double Elbow | d/f+1,2 | X | X | X | - | |
| Power Slap | FC,f+2 | X | X | X | - | |
| Shoulder Ram | f+1+4 | X | X | X | X | |
| Double Knuckle | [u_u/f]+1+2 | X | X | X | - | |
| Delay Double Knuckle | [u_u/f]N+1+2 | X | X | X | - | |
| Burning Knuckle | [u_u/f]d+1+2 | X | X | X | - | |
| Delay Burning Knuckle | [u_u/f]N,D+1+2 | X | X | X | - | |
| Deadly Slice | b+2 | X | X | X | - | |
| Deadly Slash | f,f,N+2 | X | X | X | - | |
| Heavy Body Blow | WS+2 | O | X | X | - | |
| Demon Scissors | 4~3 | O | O | O | X | |
Ogre 2 Only
| Move Name: | Command: | Jin | Paul |Nin/An| King |Comment|
| Hell Flame | 1+2 | X | X | X | - | |
| Blazing Inferno | d+1+2 | X | X | X | - | |
| Buffalo Horn | d/f+1+2 | X | X | X | - | |
| Mid Tail Spinner | d/f+3+4 | X | X | X | X | |
| Dble Mid Tail Spinner | d/f+3+4,3+4 | X | X | X | X | |
| Evil Wheel | u+3+4 | X | X | X | X | |
| Owl's Hunt | [KND_PLD]3+4 | X | X | X | X | |
Anna Williams
| Move Name: | Command: | Jin | Paul |Nin/An| King |Comment|
| Running Jump Kick | f,f,f+3 | O | O | O | X | |
Gon
| Move Name: | Command: | Jin | Paul |Nin/An| King |Comment|
Dr. B.
| Move Name: | Command: | Jin | Paul |Nin/An| King |Comment|
-Chickens-
If you know that your opponent is going to reverse one of your attacks, you
can use an attack-reversal reversal, also known as a "chicken". To perform a
chicken, you must be aware of the limb you are using to attack. If you attack
with a left limb (left punch, left kick, or most moves in which a left limb is
being used to attack) you must chicken with f+1+3. If you attack with a right
limb (right punch, right kick, or most moves in which a right limb is being
used to attack) you must chicken with f+2+4. To explain it better, here is a
scenario: Nina performed her Bad Habit (f,f+3), and Jin reverses (b+2+4), Nina
must chicken with f+1+3 because the Bad Habit is a left kick. It is probably
near impossible to perform chickens on reaction, so it is best just to perform
them immediately after you perform any move you think might be reversed. Law's
and King's reversal cannot be chickened. Special chicken frame information is
listed below.
VS Jin:
Left Punch is reversed: 10 frames to input a chicken
Right Punch is reversed: 10 frames to input a chicken
Left Kick is reversed: 8 frames to input a chicken
Right Kick is reversed: 7 frames to input a chicken
VS Nina/Anna:
Left Punch is reversed: 8 frames to input a chicken
Right Punch is reversed: 7 frames to input a chicken
Left Kick is reversed: 8 frames to input a chicken
Right Kick is reversed: 8 frames to input a chicken
VS Paul:
Left Punch is reversed: 10 frames to input a chicken
Right Punch is reversed: 10 frames to input a chicken
Left Kick is reversed: 8 frames to input a chicken
Right Kick is reversed: 8 frames to input a chicken
Against a Deathfist (Paul/Heihachi)
Must be chickened with u/f+2+4 against Paul/Jin within 7 frames.
Must be chickened with f+2+4 against Nina/Anna within 8 frames.
Against a Thunder Godfist (Jin/Heihachi)
Must be chickened with f+2+4 against Nina/Anna within 6 frames.
Against a Nina right kick
Must be chickened with f+2+4 against Nina/Anna within 5 frames.
Against a Nina/Anna right punch
Must be chickened with f+2+4 against within 7 frames.
Chickens do different damage and give different advantage times depending on
who is chickening who. The specifics are below.
A chickened Left Punch/Right Punch/Left Kick with everyone except Jin/Heihachi
results in 0 frames of advantage and 11 damage.
A chickened Right Kick with everyone except Jin/Heihachi results in 14 frames
of advantage and 12 damage.
A chickened Left Punch/Right Punch/Left Kick with Jin/Heihachi results in 7
frames of advantage and 12 damage.
A chickened Right Kick with Jin/Heihachi results in 8 frames of advantage and
13 damage.
Certain special attacks can be confusing to chicken. This is either because of
a double button input to actually perform the move (ex. Jin's d+3+4), or the
character attacks with two limbs at once (ex. Nina's f+1+2). Below is a list
to clarify which side an attack must be chickened from:
Jin Kazama
| Move Name: | Command: | Chicken Side: |
| Lightning Uppercut | b+1+4 | right |
| Can Can Kicks | d+3+4 | left / left |
| Ultimate Tackle | d/b+1+2 | left |
Paul Phoenix
| Move Name: | Command: | Chicken Side: |
| God Hand | f+1+2 | left |
| Burning Fist | b+1+2 | right * |
| Whiff Somersault | FC,u+2+3+4 | right |
Forest Law
| Move Name: | Command: | Chicken Side: |
| Dragon Fang | d/b+1+2 | right * |
| Frogman | d+3+4 | right |
| Quick Somersault | 3+4 | right |
| Double Dragon | SS+3+4 | right |
Lei Wulong
| Move Name: | Command: | Chicken Side: |
| Hook Punch | 1+2 | right |
| Spring Kick | PLD,3+4 | left |
| Hop Up | KND,3+4 | right |
| Dragon Spark | DRG,1+2 | right |
King
| Move Name: | Command: | Chicken Side: |
| Black Bomb | f,d,d/f,N+1+2 | right |
| Double Fist Leap | u/f+1+2 | left |
| Atomic Blaster | BK 1+2 | right |
Nina Williams
| Move Name: | Command: | Chicken Side: |
| Blonde Bomb | [f_WS]+1+2 | right |
| Power Blonde Bomb | f,f+1+2 | right |
| Hunting Swan | d/b+1+2 | right |
Yoshimitsu
| Move Name: | Command: | Chicken Side: |
| Kangaroo Kick | 4~3 | right |
| Shark Attack Finish | ...3+4 | right |
Ling Xiaoyu
| Move Name: | Command: | Chicken Side: |
| Double Fan | u+1+2 | left |
| Thunder Strike | HYP,1+2 | right |
| Phoenix Wings | f,f+1+2,1+2 | right / right |
| Front Layout | f,f+3+4 | right |
| Cyclone | BK,f+3+4~3+4 | right |
| Greetings (taunt) | 2+3+4 | right |
| Any Crest | AOP,d+1+2 | right |
Hwoarang
| Move Name: | Command: | Chicken Side: |
| Body Blow | d/f+1+2 | left |
| Dynamite Heel | d/b+3+4 | left |
| Power Blast | 1+4 | right |
Eddy Gordo
| Move Name: | Command: | Chicken Side: |
| Boomerang | f,f+3+4 | right |
| Fire Kick | [u_u/f]+3+4 | right |
| Fruit Picker | d/b+3+4 | left |
| Freak Show | d/f+3+4 | left |
| Hand Slaps | SS,1+2 | right |
| Wheel | 3+4 | left / right |
Kuma & Panda
| Move Name: | Command: | Chicken Side: |
| Double Hammer | 1+2,1+2 | left / right |
| Batter Up-Smash | WS+1+2,1+2 | right / left |
| Double Claw | [F_f,f]+1+2 | right |
| Deadly Claw | b+1+2 | left |
Julia Chang
| Move Name: | Command: | Chicken Side: |
| Twin Arrow | 1+2 | right |
| Heaven Cannon | f+1+4 | right |
Gun Jack
| Move Name: | Command: | Chicken Side: |
| Double Hammer | 1+2,1+2 | left / right |
| Batter Up-Smash | WS+1+2,1+2 | right / left |
| Cross Cut | [F_f]+1+2 | right |
| Double Axe | d+1+2 | right |
Bryan Fury
| Move Name: | Command: | Chicken Side: |
| Hammer Driver | [d+_FC_b+]1+2 | right / left |
| Short Uppercut | WS+1+2 | left |
| Rising Kick | WS+3+4 | left |
| Taunt | 1+3+4 | left |
Heihachi Mishima
| Move Name: | Command: | Chicken Side: |
| Demon Palm | 1+2 | right |
| Lightning Hammer | d+1+4 | left |
Ogre
| Move Name: | Command: | Chicken Side: |
| Hammer Fist | f,f+1+2 | right |
| Dragon Power Punch | b,b+1+2 | right * |
| Killing Blow | b+2+3 | right |
| Bloody Scissors | d/b+1+2 | right |
| Rising Kick | WS+3+4 | left |
Anna Williams
| Move Name: | Command: | Chicken Side: |
| Anna Bomb | WS+1+2 | right |
| Power Anna Bomb | f,f+1+2 | right |
| Hunting Swan | d/b+1+2 | right |
Gon
| Move Name: | Command: | Chicken Side: |
Dr. B.
| Move Name: | Command: | Chicken Side: |
(*: Special Deathfist Properties to chicken:
Must be chickened with u/f+2+4 against Paul/Jin within 7 frames.
Must be chickened with f+2+4 against Nina within 8 frames.)
-Stuns-
A stun is a move which renders an opponent helpless for a short period of
time. Certain stuns knock opponents over such as: double-over stuns/crumple
stuns. Other stuns just stop an opponent from being able to control their
character for a short time such as: drop-knee stun/guard stun/turn stun.
A double-over stunned (DS) opponent grabs his/her stomach and slowly falls to
the ground. During this time, opponents can be thrown, you are guaranteed at
least one quick strike, and quick combos can be initiated. Double-over stuns
are probably the deadliest of all stuns. Certain double-over stuns can be
escaped by holding forward on the joystick as soon as you are stunned. Those
that can be escaped are: Second hit of Jin's Laser Cannon/Scraper; Bryan's
Cheap Trick and his High Knee Kick; Julia's Palm Explosion; Heihachi's Left
Splits Kick; and the first hit of Lei's Snakebite.
A crumple stun (CS) is a faster version of a double-over stun. When characters
are hit with a crumple stun they will immediately fall to the ground. Even
though characters fall to the ground, some combos can be initiated from a
crumple stun.
A drop-knee stun (KS) happens when your opponent fails to guard a drop stun
move correctly. If they are hit with a drop-knee stun maneuver while guarding
the incorrect way, they will be forced down to their knee. This gives the
stunning character a small advantage. Characters caught guarding the incorrect
way against a drop-knee stun will recover crouching (RC).
A guard stun (GS)is any move which strips your opponents ability to guard for
a short period of time. Any character hit with a guard stun will be unable to
control their character, thus giving the character initiating the guard stun a
small advantage.
A turn stun (TS) is any move which knocks your opponents position out of
alignment. These stuns have basically the same property as a guard stun, with
the added ability to force your opponent to turn slightly away from you.
-Staggers-
A stagger is another style move which renders your opponent helpless for a
short period of time, except they do have an option. A stagger knocks your
opponent backwards, giving you a short advantage time. If you are staggered
you can hold down and your character will fall to the ground. This is very
useful for avoiding guaranteed stagger follow-ups.
-Combos-
Combos (or combinations) are a very important part of attacking, especially in
high level play. By definition in "fighting game terms", a "combo" is a string
of moves which are unblockable after the first hit. This basically means that
once you have initiated a combo, all following hits cannot be guarded against.
It is very important to have a good repertoire of combos at your disposal for
different situations that arise. By being able to damage your opponent as much
and as fast as possible, you can definitely increase your odds of victory.
To try to keep combo damage within reason, Namco made it so that consecutive
hits within a "true" combo do less damage than if the move(s) had actually hit
outside of the combo. The damage modifiers for a combo basically follow the
rule of: 1st = 100%(+); 2nd = 80%; 3rd-Final = 50%. This means that the first
hit within a combo always inflicts full damage. The second hit within a combo
inflicts 80% of its normal damage. Any hit after the second hit in a combo
will inflict 50% damage. I'm not sure if this is 100% accurate, but that's
what the Gamest Mook has listed, so until it's proved otherwise, that's it. =)
-Buffering-
Buffering is an advanced technique used by top level players to make their
command inputs more efficient. By buffering, you can actually speed up the
input time for executing moves. Another great use for buffering is to keep
your opponent from catching you with a surprise attack reversal. This
technique is called "buffering a chicken". Yes, I know it sounds funny, but it
is one technique you should have down. To buffer a chicken, execute your
desired attack and immediately follow the command with the appropriate chicken
motion. To help you understand what I mean, take a look at this scenario: You
are playing as Nina against Jin. You want to use her Bad Habit (f,f+3) but you
are worried about Jin reversing it. To be on the safe side, you decide to
buffer a chicken. This is how the whole sequence would look: f,f+3,f+1+3. This
way, you perform the bad habit, and you have a chicken buffered in the game's
short term memory. If the Jin player reversed your Bad Habit, Nina would
immediately chicken the reversal. The buffered chicken will only remain in
memory for a very short time, and it does not carry over to other moves. If
Jin blocks the Bad Habit and decides not to reverse, the buffered chicken will
no longer be in memory.
-Counters-
Countering is a loosely used term in many fighting games, and the meaning can
differ from situation to situation. In Tekken 3, there is a very complex
countering system, which needs to be explained. There are 2 different types of
counters, both with their own properties. These are: Minor Counter; Major
Counter. Damage changes between a regular hit, a minor counter, and a major
counter.
A minor counter (mC) is basically any move which hits your opponent during the
recovery time of one of their moves. An example of this would be: Heihachi
performs his Twin Pistons (d/f+1,2) and King blocks it. While Heihachi is
recovering from the blocked Twin Pistons, King performs his Prison Break
(b+4). The Prison Break hits on a minor counter, and the damage is adjusted
accordingly. If any move connects on a minor counter, the damage it inflicts
normally is modified by 1.25. So, for example, if a move normally inflicts
50 damage, if it connects on a minor counter, it will inflict about 62-63
damage.
A major counter (MC) is basically any move which hits your opponent during the
execution time of one of their moves. An example of this would be: Paul
performs his Burning Fist (b+1+2). Before the Burning Fist actually attacks,
Julia performs her Twin Arrow. The Twin Arrow hits on a major counter, and the
damage is adjusted accordingly. If any move connects on a major counter, the
damage it inflicts normally is modified by 1.50. So, for example, if a move
normally inflicts 50 damage, if it connects on a major counter, it will
inflict 75 damage.
Throughout this guide, any CH or c modifier comment will refer to a Major
Counter.
-Supercharger-
The supercharger is a new Tekken 3 feature, which has some very interesting
side effects. Each character can perform a supercharger by pressing ALL four
buttons together (ALL or 1+2+3+4). The specific effects after a supercharger
it performed are:
When charged/charging, your character is unable to guard. If you are struck
with any attack, it will be treated as a counter hit (CH) and the charge will
instantly wear off.
When charged, the first hit that your opponent fails to block will be treated
as a counter hit (CH) and the charge will wear off instantly.
When charged, any attacks your opponent guards will incur guard damage.
Charging wears off by itself after about 5 seconds. You can be thrown while
charged and you will still remained charged.
==============================================================================
= :: Getting Up From The Ground :::::::::::::::::::::::::::::::::: SYSTEM :: =
==============================================================================
Getting up from the ground is a tactic that you must really have a handle on
to survive at high level play. Even though you are lying on the ground, it
does not mean you are safe from attacks. Also, if you try to get up the wrong
way, your opponent can pummel you right back down to the ground. There are
many different ways to get off the floor, each with their own advantages and
disadvantages.
-Rise/Roll-Block-
The most basic form of getting off the ground is simply standing and guarding,
or rolling once, then guarding. To stand up, hold up on the joystick and your
character will stand right up. To roll first, press forwards or backwards on
the joystick and your character will roll, then stand up. When your character
is lying on his/her back, holding down and pressing left punch (1) will roll
them over to their face and they will remain grounded, then you have the other
options of either standing up or rolling a direction first. From each
different downed position, the execution time and attack recovery varies, each
will be explained in the grid below.
-Attack-
Once knocked down, any character can attack with either a mid or low kick by
pressing left kick (3) for a low kick, or right kick (4) for a mid kick. From
each different downed position, the execution time and attack recovery varies,
each will be explained in the grid below.
-Roll/Attack-
Rolling then attacking is useful to avoid an opponents ground attack, then
striking them before they can recover. A rolling attack is done by first
tapping the joystick forward or backwards to roll in the desired direction,
then pressing left kick (3) for a low kick, or right kick (4) for a mid kick.
From each different downed position, the execution time and attack recovery
varies, each will be explained in the grid below.
-Rising Information-
Guard: indicates the number of frames it takes to stand/roll forward/roll
backward and guard.
Attack: indicates the number of frames it takes to stand/roll forward/roll
backward and attack, and the recovery of that action.
Input: indicates the number of frames you have to input the desired attack
after beginning to stand/roll.
Recovery: indicates the position that your character will recover in after
performing the desired action.
h/m/l represent attack ranges. The first number represents frames of execution
before the attack makes contact. The number in parentheses (if applicable)
shows the recovery time for the indicated attack.
From KND position:
| Stand H/L: | Roll Forward H/L: | Roll Backward H/L:
Guard: | h-19 l-19 | h-48 l-49 | h-49 l-49
Attack: | m-24(14) l-24(17) | m-47(15) l-50(8) | m-55(14) l-59(18)
Input: | 0-15 | 1-39 | 1-44
Recovery: | crouching | crouching | crouching
From PLD position:
| Stand H/L: | Roll Forward H/L: | Roll Backward H/L:
Guard: | h-16 l-16 | h-40 l-50 | h-38 l-39
Attack: | m-26(19) l-26(19) | m-53(14) l-55(17) | m-49(16) l-49(19)
Input: | 0-10 | 1-39 | 1-38
Recovery: | crouching | crouching | crouching
From FCD position:
| Stand H/L: | Roll Forward H/L: | Roll Backward H/L:
Guard: | h-11 l-11 | h-35 l-45 | h-35 l-35
Attack: | m-22(18) l-22(18) | m-47(14) l-49(17) | m-44(16) l-44(19)
Input: | 0-15 | 0-34 | 0-33
Recovery: | standing | crouching | crouching
From SLD position:*
| Stand H/L: | Roll Forward H/L: | Roll Backward H/L:
Guard: | h-16 l-20 | h-43 l-44 | h-43 l-45
Attack: | m-18(14) l-20(15) | m-42(15) l-45(8) | m-50(14) l-54(18)
Input: | 0-14 | 0-34 | 0-39
Recovery: | standing | crouching | crouching
(*: Lei has no rising mid kick from Slide Position (SLD).)
-Special Rising Attacks-
When knocked down, certain characters can perform special rising attacks which
yield different result. Cross Chops are performed by rolling forward or
backward then immediately pressing forward and both punches (f+1+2). Depending
on how close your opponent is, you will create a different amount of stun,
giving you the advantage. Lei/Ling/Hwoarang cannot perform the cross chop. A
double pop kick can only be performed while in knockdown position (KND) which
is done by pressing back twice on the joystick and both kicks (b,b+3+4).
King/Eddy/Paul/Yoshi/Ling/Gun Jack/Ogres cannot perform the double pop kick. A
reverse double pop kick is performed exactly the same way as the reverse pop
kick, only King/Eddy have this attack. Each special rising attack has
different recovery and execution time, and is listed below. The backflip to
front dive is a fake roll back into a cross chop. It is performed exactly like
the double pop kick. Only Yoshi/Paul can perform the backflip to front cross
chop. (need to confirm list)
Type: | Execution Frms: | Recovery Frms: | Advantage Frms:
For. Rll-Cross Chop: | 50 | 11 | 4 to 31
Back. Rll-Cross Chop: | 42 | 4 | 4 to 30
Backflip-Cross Chop: | 62 | 10 | 4 to 14
Double Pop Kick: | 30 | 22 | 4 to 14
Reverse Dbl Pop Kick: | 30 | +38 (BK) | 4 to 14
-Tech Rolls-
A tech roll, also known as a quick rise (QR), is a move which breaks your
fall and rolls you to the side immediately after being knocked down. A tech
roll can only be performed if you are knocked down and you land on your back.
Landing any other way (on your head, side, face, knees...) will strip you of
the ability to tech roll. To perform a tech roll, you must press any button
within 3 frames of hitting the ground. By pressing either punch (1 or 2), your
character will land and roll towards the background. By pressing either kick
button (3 or 4), the character will land and roll towards the foreground.
.
________________________|\
| | | | | \
| 0-19 |20|21| 22-32 | ' 32 frames total (recovers crouching)
|______|__|__|_______|___ /
| | | | |/
| | | | `
| | | `- (between 22nd-32nd frames) can guard low. cannot guard mid
| | |
| | `- (21st frame) can be hit in any range
| |
| `- (20th frame) cannot guard low. high/mid attacks will whiff
|
`- (between 0-19 frames) character is invulnerable
There are a few other special tech roll options. If your character is thrown
by Jin's Stonehead, Law's Knee Lift, King's Giant Swing, Kuma & Panda's
Stonehead, Gun Jack's Lift Up-Megaton Hit, and Heihachi's Stonehead, you can
tech roll as you hit the ground. This is especially important in the case of
King's Giant Swing, as you will considerably reduce the damage inflicted. The
last special tech roll option is available only to Paul. If Nina reverses one
of Paul's high punches, he can tech roll as he lands.
-Lightning Kick-
A lightning kick, also known as ankle kick, is a very high priority maneuver
which can only be performed while your character in knockdown position (KND).
A lightning kick is performed by holding down on the joystick and pressing
either left kick or right kick (D+3 or D+4). Character which do not have a
lightning kick are: Heihachi/Bryan/Ogre/Ogre 2/Gun Jack/Kuma/Dr. B. If a
lightning kick makes contact with an opponent, you can usually rise safely.
==============================================================================
= ::::::::::::::::::::::::::::::::: MOVES :::::::::::::::::::::::::::::::::: =
==============================================================================
_____ ____________ ______________ _________
/ \ \_____ \ \ / |_ _____// _____/
/ \ / \ / | \ Y / | __)_ \_____ \
/ Y Y | \ / | \/ \
\____|__ |_______ /\___/ /_______ /_______ /
\/ \/ \/ \/
==============================================================================
= :: Jin Kazama ::::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================
____.__
| |__| ____
| | |/ \
/\__| | | | \____ __.
\________|__|___| / |/ _|____ ____________ _____ _____
\/| < \__ \ \___ |__ \ / \\__ \
| | \ / __ \_/ / / __ \| Y Y \/ __ \_
\____|__ (____ /_____ (____ /__|_| (____ /
\/ \/ \/ \/ \/ \/
==============================================================================
= :: Jin Kazama ::::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================
-Special Arts-
Move Name Command Lev. Damage Com.
One-Two Punches 1,2 hh 6,10 #1
Shining Fists 1,1<2 hhm 6,8,18
Devil Fists 1,2<2 hhh 6,10,18
Shoot The Works-High 1,2,3,4 hhmm 6,10,25,30 GS
Shoot The Works-Upper 1,2,3,f+4 hhmm 6,10,25,10 GS
1-2-Knee 1,2,4 hhm 6,10,12
Three Ring Circus-High 1+4,2,4 Smhhm 5,10,10,21
Three Ring Circus-Low 1+4,2,d+4 SmhhL 5,10,10,14
Back Spin Kick 4 h 30
Demon Scissors 4~3 M 25 KND
Power Overhead f+2 m 18 KS
Spinning High Kick f+3 h 35
Knee f+4 m 12
Rush Punch f,f+2 m 27
Foot Jam f,f+3 m 23 GS
Slash Kick f,f,f+3 m 30 GS
Twin Lancers d/f+1,2 mm 10,16 KS
Double Axe d/f+4,4 mm 10,16
Can Can Kicks d+3+4 Smh 5,20
Twin Pistons WS+1,2 mm 10,15 JGc
Rising Upper WS+2 m 18 JG
Rising Double Axe WS+4,4 mm 13,21
Tooth Fairy SS+2 m 16 JG
Laser Cannon b,f+2<1<2 mmm 18,14,24 DSc #2
Laser Scraper b,f+2<1<d+2 mmm 18,14,15 DSc JG #2
Thunder Godfist-M/Kick f,N,d,d/f+1,3 mm 35,20(49*,12)
Thunder Godfist-Sweep f,N,d,d/f+1,4 mL 35,12(49*,12)
Wind Godfist f,N,d,d/f+2 h 25 JG
Electric Godfist f,N,d,D/F+2 m 30 JG GS
Hell Sweeps f,N,d,d/f+4,4 Lm 15,15
Corpse Splitter U/F+2+4 M ?
Leaping Spin Kicks u/f+4,4,4,4 hLLm 25,15,12,25
Force Block b+1+2 - - #3
High/Mid Reversal [b+1+3_b+2+4] - *
Lightning Uppercut b+1+4 ! 40
Super Twist Uppercut B+1+4 ! 80
#1: with precise timing, One-Two Punches can chain directly into either Three
Ring Circus string.
#2: on counter hit (CH), the stun created by the first hit is inescapable. if
both hits are used to stun on counter hit (CH), opponent can escape by
tapping F.
#3: Jin is invincible for a short time. if opponent attacks while Force Block
is activated, they will be pushed away.
-Throws-
Throw Name Command Position Damage Escape Com.
Bitch Kicks 1+3 f-throw 10,20 1
Shoulder Reverse 2+4 f-throw 5,8,17 2
Trip Wire QCB+1+3 f-throw 35 1
Elbow Slam d/f+2+3 f-throw 38 2
Stonehead f,f+1+2 f-throw 33 1+2
Shoulder Flip [1+3 or 2+4] ls-throw 12,19 1
Limit Break [1+3 or 2+4] rs-throw 40 2
Spinning Butcher [1+3 or 2+4] b-throw 60 -
Ultimate Tackle [d_D/B]+1+2 f-throw 5 1+2
= Arm Bar 1+2 link 25 1+2,2,2,2,2 #1b
= Ultimate Punches 2,1,2,1,2 link 5,5,5,5,5 [1_2]
= Arm Bar 1+2 link 25 1+2,2,2,2,2 #1b
#1b: follow up from third hit of Ultimate Punches. Paul, Nina, King, Jin can
reverse with 1+2,2,2,2,2 and deal 10 damage to Jin.
-Strings-
::Command Flowchart:: ::Statistics::
_______________________________________ _____________________________
|_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10| |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
_______________________________________
| | | | | | | | | | |
| 3 | 2 @ 4 | 3 |1+4| - | 2 @ 2 | 1 | 2 | Lev: h h m h l h h m m m
|___|___|___|___|___|___|___|___|___|___| Dam: 15 6 10 10 7 5 7 10 15 30
|___
_|_ -----------------------------------
| |
@ 1 | Lev: m
|_*1| Dam: 21
_______________________________________ _____________________________
|_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10| |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
___________
| | | |
| 3 @ 2 | 1 | Lev: L m !
|___|___|___| Dam: 5 25 30
___|
_________________________|_____________ -----------------------------------
|f,f| | | | | | | | | |
| + | 1 | 2 | 2 @ 3 | 4 @ 4 | 1 | 2 | 1 | Lev: h h h h m m L h m m
|_2_|___|___|___|___|___|___|___|___|___| Dam: 7 8 6 7 6 11 5 5 8 30
|___
_|_________________________ -----------------------------------
| | | | | | | |
@ 4 | 4 @ 2 | 4 | 3 @ 2 | 1 | Lev: m m Sm m L m !
|___|___|___|___|___|___|___| Dam: 7 10 5 7 5 25 30
_______________________________________ _____________________________
|_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10| |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
___
| |
|3+4| Lev: Sm-h
|___| Dam: 21-21
___|
_________________________________|_____ -----------------------------------
| | | | | | | | | | |
|b+2| 4 @ 4 | 4 @ 4 | 2 |1+4| - | 2 @ 1 | Lev: h h h L m m l h h m
|___|___|___|___|___|___|___|___|___|_*1| Dam: 12 10 10 8 6 6 5 5 5 21
|___
_|_________ -----------------------------------
| | | |
@ 2<| 1<| 2 | Lev: m m m
|___|___|___| Dam: 18 14 24
|___
_|_ -----------------------------------
| |
|d+2| Lev: m
|___| Dam: 15
_______________________________________ _____________________________
|_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10| |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
*1 side kick (3) or low sweep (4) can be linked after uppercut finish.
-Basic Move Frame Info-
Ex = Execution / Grd = Advantage if opponent guards
Hit = Advantage if hits opponent / Cnt = advantage if hits on counter hit (CH)
+ = your advantage / - = opponents advantage
D = knocks opponent down / s = staggers opponent for # of frames
__________________________________________________________________________
| 1 | F+1 | 2 | F+2 | 3 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|10| +1| +9|+10|10| +1| +9|+10|10| 0 | +9 |17| +3| +8 |14|-14| -3 |
|__|___|___|___|__|___|___|___|__|___|_______|__|___|_______|__|___|_______|
__________________________________________________________________________
| F+3 | 4 | F+4 | FC 1 | d+1 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|14|-14| -3 |19|-10| D |19|-10| D | 8| -2| +9 | 8| -2| +9 |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
__________________________________________________________________________
| FC 2 | d+2 | FC 3 | d+3 | FC 4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|10| -2| +9 |10| -2| +9 |16|-17| -3 |18|-14| -3| +5|12| -8| +3 |
|__|___|_______|__|___|_______|__|___|_______|__|___|___|___|__|___|_______|
__________________________________________________________________________
| d+4 | WS+1 | WS+2 | WS+3 | WS+4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|12| -8| +3 |13| -6| +5 |14|-12| D |16|-16| D |11| -3| +8 |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
__________________________________________________________________________
| d/f+1 | d/f+2 | d/f+3 | d/f+4 | u/f+4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|13| -2| +9 |15| -2|s30| D |16| -9| +2 |13| -9| +2 | ?| ?| D |
|__|___|_______|__|___|___|___|__|___|_______|__|___|_______|__|___|_______|
==============================================================================
= :: Paul Phoenix ::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================
__________ .__
\______ \____ __ __| |
| ___|__ \ | | \ |
| | / __ \| | / |__
|____| (____ /____/|____/__ .__
\/ \______ \ |__ ____ ____ ____ |__|__ ___
| ___/ | \ / _ \_/ __ \ / \| \ \/ /
| | | Y ( <_> ) ___/| | \ |> <
\____| |___| /\____/ \___ >___| /__/__/\_ \
\/ \/ \/ \/
==============================================================================
= :: Paul Phoenix ::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================
-Special Arts-
Move Name Command Lev. Damage Com.
One-Two Punches 1,2 hh 5,15(6,15)
PDK Combo 1,4 hL 5,8 RC
PK Combo 2,3 hh 12,21
Reverse PDK Combo 2,d+3 hL 12,8 RC
Shoulder Ram f+1+4 m 20
Quick PK Combo f+2,3 hh 12,20
God Hand f+1+2 m 32 KS
Flash Elbow f,f+2 m 15
Double Hop Kick-High f,f+3,4,4 mmh 20,15,25
Triple Hop Kick Combo f,f+3,4,[f_d/f]+4 mmm 20,15,15
Double Hop Kick-Low f,f+3,4,[d/b_d]+4 mmL 20,15,15
Rolling Kick f,f+4 M 20 GS RC
Hammer Punch d+1 m 15
Hammer-Power Punch d+1,2 mm 15,26
Hammer-Falling Leaf d+1,4,2 mlm 15,15,21
Down Strike d+2 M 16 #1
Falling Leaf d+4,2 lm 15,20 CHP =P
Shredder u/f+3,4 mm 17,28
Thruster QCF+1 h 20 JG DSc
Deathfist QCF+2 m 33(49*) CHP
Sway QCB,N - -
Sway-God Hammer QCB,N+1 m 15 BNc
Sway-Power Fist QCB,N+2 m 18 GS
Sway-Phoenix Rush QCB,N+3,2<1 Lmm 12,21,25 #2
Sway-Stone Break Rush QCB,N+3,2<2 LmL 12,21,21
Jaw Breaker FC,d/f+2 m 21
Gut Buster FC,d/f+2<1 mm 21,25
Stone Breaker FC,d/f+2<2 mL 21,21
Taunt FC (for 1 sec) - -
= Whiff Somersault = u+2+3+4 m 25(-15 to you) DY
Burning Fist b+1+2 ! 100
#1: can only be performed when opponent is downed.
#2: final hit does 19 damage if delayed.
-Throws-
Throw Name Command Position Damage Escape
Shoulder Flip 1+3 f-throw 30 1
Arm Bar Rollover 2+4 f-throw 30 2
Foot Launch b+2+3 f-throw 35 2
Death Push Away f,f+1+2 f-throw 35 1+2
Face Smash d/f+1+2 f-throw 40 1+2
Phoenix Screw [1+3 or 2+4] ls-throw 45 1
Trip Push Down [1+3 or 2+4] rs-throw 40 2
Reverse Neck Throw [1+3 or 2+4] b-throw 50 -
Ultimate Tackle d/b+1+2 f-throw 5 b+1+2
= Arm Bar 1+2 link 25 1+2,2,2,2,2 #1b
= Ultimate Punches 2,1,2,1,2 link 5,5,5,5,5 [1_2]
= Arm Bar 1+2 link 25 1+2,2,2,2,2 #1b
= Ultimate Choke 2,d+1,1,N,4,1,1+2 link 5,8,8,35 1
#1b: follow up from third hit of Ultimate Punches. Paul, Nina, King, Jin can
reverse with 1+2,2,2,2,2 and deal 10 damage to Paul.
-Strings-
::Command Flowchart:: ::Statistics::
_______________________________________ _____________________________
|_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10| |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
___
| |
@ 2 | Lev: m
|___| Dam: 30
___|
_____________|_________________________ -----------------------------------
| | | | | | | | | | |
| 1 | 2 | 3 @ 1 @ 4 | 2 | 1 @ 4 | 2 | 1 | Lev: h h m m l m h m L m
|___|___|___|___|___|___|___|___|___|___| Dam: 5 15 7 6 7 8 5 8 10 30
|___
_|_________________________ -----------------------------------
| | | | | | | |
@ 2 | 1 | 2 | 1 @ 4 | 2 | 1 | Lev: h m h h l m m
|___|___|___|___|___|___|___| Dam: 5 7 4 5 7 8 30
_______________________________________ _____________________________
|_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10| |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
-Basic Move Frame Info-
Ex = Execution / Grd = Advantage if opponent guards
Hit = Advantage if hits opponent / Cnt = advantage if hits on counter hit (CH)
+ = your advantage /- = opponents advantage
D = knocks opponent down
__________________________________________________________________________
| 1 | F+1 | 2 | F+2 | 3 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
| 8| +2| +7|+11|10| +3| +7|+12|10| 0 | +6 |12| 0 | +7|+11|16|-14| D |
|__|___|___|___|__|___|___|___|__|___|_______|__|___|___|___|__|___|_______|
__________________________________________________________________________
| F+3 | 4 | F+4 | FC 1 | d+1 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|16|-16| D |12| -4| +5| D |12| -4| +5| D | 8| -2| +9 |14| -8| -8| +4|
|__|___|_______|__|___|___|___|__|___|___|___|__|___|_______|__|___|___|___|
__________________________________________________________________________
| FC 2 | d+2 | FC 3 | d+3 | FC 4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|10| -2| +9 |10| -2| +9 |16|-17| -3 |16|-17| -3 |12| -8| +3 |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
__________________________________________________________________________
| d+4 | WS+1 | WS+2 | WS+3 | WS+4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|14|-34| D |10| -4| +7 |15| -7| D |16|-16| D |11| -6| +6 |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
__________________________________________________________________________
| d/f+1 | d/f+2 | d/f+3 | d/f+4 | u/f+4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|13| 0 | +6 |14| -8| D |16| -9| +2 |12| -4| +7 | ?| ?| D |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
==============================================================================
= :: Forest Law ::::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================
___________ __
\_ _____/__________ ____ ______/ |_
| __)/ _ \_ __ \/ __ \ / ___| __\
| \( <_> ) | \| ___/ \___ \ | |
\___ / \____/|__| \___ >____ >|__|
\/ \/| \/ _____ __ _ __
| | \__ \\ \/ \/ /
| |___ / __ \\ /
|_______ (____ /\/\_/
\/ \/
==============================================================================
= :: Forest Law ::::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================
-Special Arts-
Move Name Command Lev. Damage Com.
One-Two Punches 1,2 hh 5,12(6,12)
Machine Gun Arrow 1,1,1,1,1 hhhhh 10,5,5,5,5 #3
Mini Rave War Attack 2,2 hh 10,10
H/Kick-Somersault Kick 3,4 hm 18,21 JG
Triple Head Kick 3,3,3 hhh 18,10,10
Dbl Head Kick-Smrsault 3,3,4 hhm 18,10,25 JG RC
Dbl Head Kick-M/Kick 3,3,f+3 hhm 18,10,15
Trpl Head Kick-M/Kick 3,3,3,f+3 hhhm 18,10,15
Trpl Head Kick-Smrsault3,3,3,4 hhhm 18,10,10,25 JG RC
Shaolin Spin Kicks 4,3,4 hhh 16,12,12
Crescent Kick 4,u+3 hm 16,30 JG
Quick Somersault 3+4 m 25 JG RC
Back Flipper [3+4,4_u+4,3] mm [25,21_25,25] JG RC
Poison Arrow f+2~1 m 40
Rave War Attack f+2<2<2 hmh 12,6,6
Running Side Kick f,f,f+3 m 30 GS
Junkyard Attack b+2,3,4 mlm 12,8,22 JG
Dragon Storm b+1<2<1 mmm 12,12,15 JG
Dragon Low Kick d+3 l 8
Trcky Kicks-M/Kick d+3,3,f+3 lhm 8,10,21
Trcky Kcks-Somersault d+3,3,4 lhm 8,10,21 JG
Trcky Kcks-Somersault d+3,3,3,4 lhhm 8,10,10,21 JG
Trcky Kcks-Somersault d+3,3,3,3,4 lhhhm 8,10,10,10,21 JG RC
Frogman d+3+4 m 25,27
Frogman Feint d+3+4~D m 25 KND
Mid Kick d/f+3 m 21
Front Kick-Somersault d/f+4,3 mm 12,21 JG RC
Dragon Whip d/b+2 m 15 BK
Elbow Spring Kick d/b+2,4 mM 15,25
Elbow Spring Feint d/b+2,4~D mM 15,25 PLD
Dragon Tail d/b+4 l 25 RC
Jump Kick-Somersault [u/b_u_u/f]3,4 hm 25,25 JG
Double Dragon SS+3+4 Smh 16,22
Side Kick-Somersault WS+3,4 hm 28,25 JG RC
Front Kick-Somersault WS,4,3 mm 12,21 JG RC
Double Impact FC,3,4 Lm 12,21 JG RC
Body Blow-Somersault [d+_FC]2,3 Smm [8_10,21] JG
Low Kick-Somersault [d+_FC]4,3 lm 7,21 JG RC
Somersault Fake FC,[u/b_u_u/f],4 m 24 JG
Catapult Kick Low FC,[U/B_U_U/F]+4 m [22_15_25] JG RC
Catapult Kick High FC,[u/b_u_u/f]+4 m [28_25_35]
Rainbow Kick FC,[U/B_U_U/F]+3+4 M 30 KND #1
Dragon Slide FC,d/f,d,d/f+3 L 17 #2
Fatal Backhand BK [1_2] m 12 OB
Blackout ALL, 1 h 10
Mugging ALL, 1,3 hl 10,7
Trick Step b+1+2 - -
= Dragon Blow 1 m 43
= Dragon Fist 2 h 12
Punch Reversal b+1+2 (as counter) - -
= Fatal Backhand 1 ! 12 OB
= Stagger Fist 2 ! 12 SG
= Dragon Mid Kick 3 m 22
= Dragon Low Kick 4 l 15
High/Mid Parry b+[1+3_2+4] - -
Low Parry [d_d/b]+[1+3_2+4] - -
Dragon Fang d/b+1+2 ! 100
= Dragon Cancel u,u - -
#1: Rainbow Kick does 20 damage to downed opponents.
#2: if Slide Kick is blocked, or hits a downed opponent. Law recovers in KND.
if Slide Kick connects, Law recovers in PLD.
#3: can be chained directly into Mini Rave War Attack or Rave War Attack
between 1-4 jabs.
-Throws-
Throw Name Command Position Damage Escape Com.
Dragon's Fire 1+3 f-throw 7-23 1
Hopping Frog 2+4 f-throw 30 2
Atomic Drop f+2+3 f-throw 30 1
Chastisement Punch d/f+1+2 f-throw 30 1+2
Bulldog d/f+1+2,1,2,1+2 f-throw 35 - #1b
Knee Lift f,f+3+4 f-throw 28 1+2
Headlock Kick [1+3 or 2+4] ls-throw 40 1
Dragon Ballbreaker [1+3 or 2+4] rs-throw 42 2
Ultimate Dragon [1+3 or 2+4] b-throw 50 -
#1b: can be escaped during initial grab only with 1+2. once Bulldog extention
has been initiated, the throw is inescapable.
-Strings-
::Command Flowchart:: ::Statistics::
_______________________________________ _____________________________
|_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10| |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
___
| |
@ 3 | Lev: l
|___| Dam: 7
___|
_____________________|______________ -----------------------------------
| | | | | | | | | |
| 3 | 2 @ 2 | 3 |d+3| 3 @ 4 | 4 | 4 | Lev: l m h m l m h l m
|___|___|___|___|___|___|___|___|___| Dam: 6 6 8 6 6 6 8 7 38
___| \___/
_|___________________/___\_____________ -----------------------------------
|d/f| | | | | | | | | |
| + | 2 | 2 @ 1 | 3 @ 3 | 3 | 4 | 3 | 4 | Lev: m h h h h l h h h m
|_1_|___|___|___|___|___|___|___|___|___| Dam: 10 5 6 5 7 6 7 7 10 25
_______________________________________ _____________________________
|_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10| |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
-Basic Move Frame Info-
Ex = Execution / Grd = Advantage if opponent guards
Hit = Advantage if hits opponent / Cnt = advantage if hits on counter hit (CH)
+ = your advantage / - = opponents advantage
D = knocks opponent down
__________________________________________________________________________
| 1 | F+1 | 2 | F+2 | 3 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
| 8| +1| +7|+10|10| +1| +7|+10|10| +1| +7 |12| +1| +7|+10|14|-14| -3 |
|__|___|___|___|__|___|___|___|__|___|_______|__|___|___|___|__|___|_______|
__________________________________________________________________________
| F+3 | 4 | F+4 | FC 1 | d+1 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|14|-14| -3 |11| -4| +5| D |13| -4| +5| D | 8| -2| +9 | 8| -2| +9 |
|__|___|_______|__|___|___|___|__|___|___|___|__|___|_______|__|___|_______|
__________________________________________________________________________
| FC 2 | d+2 | FC 3 | d+3 | FC 4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|10| -2| +9 |10| -2| +9 |16|-14| -3 |16|-14| -3 |12| -8| +3 |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
__________________________________________________________________________
| d+4 | WS+1 | WS+2 | WS+3 | WS+4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|12| -8| -3 |10| -4| +7 |15| -7| D |16|-16| D |11| -3| +8 |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
__________________________________________________________________________
| d/f+1 | d/f+2 | d/f+3 | d/f+4 | u/f+4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|13| +1| +8 |14| -8| D |18|-14| -3 |12| -4| +7 | ?| ?| D |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
==============================================================================
= :: Lei Wulong ::::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================
.____ .__
| | ____ |__|
| | _/ __ \| |
| |__\ ___/| |
|_______ \___ >__| __ .__
\/ \// \ / \__ __| | ____ ____ ____
\ \/\/ / | \ | / _ \ / \ / ___\
\ /| | / |_( <_> ) | Y /_/ >
\__/\ / |____/|____/\____/|___| |___ /
\/ \/_____/
==============================================================================
= :: Lei Wulong ::::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================
::Special Conventions::
CRS - Crane Stance
TGS - Tiger Stance
PNS - Panther Stance
DRG - Dragon Stance
SNS - Snake Stance
DRS - Drunken Stance
PHS - Phoenix Stance
SSL - Side Step Left
SSR - Side Step Right
-Special Arts-
Move Name Command Lev. Damage Com.
Hook Punch 1+2 h 18 BK
Hook-Spin Back Blow 1+2,1 hh 18,18 BK
Spiral Upper 1+2,2 hm 18,20 JG
High-Low Kick 3,3 hL 28,20 BK
Tornado Kick 3~4 m 30 BK GS
= KND = d - - KND
Triple Tornado Kick 3~4,U mmm 30,30,30 BK
= KND = d - - KND
Rolling Kick 4~4 L 7 KND
Rolling Kicks 4~4,3 LL 7,7 KND
Lift Up Cannon 4~4,3,3 LLm 7,7,35 FCD
Clean Sweep 4~3 m 25 FCD
Art Of Snake SS+[1+4_2+3] - - SNS
Art Of Snake f+2+3 - - SNS
Tornado Kick Evade F+3~4 m 30 BK GS
= KND = d - - KND
Trple Trndo Kck Evade F+3~4,U mmm 30,30,30 BK
= KND = d - - KND
Razor Rush-SNS f,N+1[u_d] m 10 [SNS]
Razor Rush-DRG f,N+1<2[u_d] mm 10,8 [DRG]
Razor Rush-PNS f,N+1<2<1[u_d] mmm 10,8,8 [PNS]
Razor Rush-TGS f,N+1<2<1<2[u_d] mmmm 10,8,8,8 [TGS]
Razor Rush-Low f,N+1<2<1<2,3 mmmml 10,8,8,8,15
Razor Rush-CRS f,N+1<2<1<2<4[u_d] mmmmm 10,8,8,8,15 [CRS]
Defense Breaker f,N+2,1,2,1 hmmm -,-,25,30 GS #1
One-Two Kick f,N+3,4 hm 35,20
One-Two Kick & Low f,N+3,d+4 hL 35,10
Rush Combo & Mid Kick f,N+4,1,2,3,4 hmmhm 15,12,5,17,20
Rush Combo & Low Kick f,N+4,1,2,3,d+4 hmmhL 15,12,5,17,10
Beating Low Kick f+4,2,1<2,3 hmmml 35,12,12,8,15
Beating Middle Kick f+4,2,1<2<4[u_d] hmmmm 35,12,12,8,15 [CRS]
Jumping Kick f,f,f+3 m 30 GS
Falling Tree [u/f_u/b]+2 M 15 PLD
Reverse Falling Tree BK[u/f_u/b]+2 M 15 PLD
Cannonball b+1+2 m 30
Phoenix Illusion b+1+4 - - PHS
Turn Around b+3+4 - - BK
Rave Spin d/b+4,4 Lh 10,25 #2 #3
Sidewind d+1+2 - - SLD
Play Dead d+3+4 - - PLD
Spinning Back Blow BK 1 h 12 BK
Low Back Spin BK[d+_FC]1 l 8 BK
Reverse Uppercut BK 2 m 20 JG
Back Flip Flop BK 3+4,3+4,3+4 MMM 15,15,15 BK
Reverse Double Slicer BK[d+_FC]4,4 Lh 10,35 #2 #3
Drunk Master f+3+4 - - DRS
Drunk H/M Punch Parry f+3+4 - -
Low Parry [d_d/b]+[1+3_2+4] - -
Moves From Play Dead Position (PLD)
Move Name Command Lev. Damage Com.
Stand Up u - -
Lei On Stomach D+1 - - KND
Rave Spin 3,4 Lh 7,21 #3
Spring Kick 3+4 m 20 JG
Moves From Slide Position (SLD)
Move Name Command Lev. Damage Com.
Stand Up u - -
Lei On Back 1 - - PLD
Sliding Kick 4~3 L 15 #4
Moves From Face Down Position (FCD)
Move Name Command Lev. Damage Com.
Stand Up u - -
Lei on Back 1 - - KND
Deep Sleep 3~4 L 10 PLD
= Rave Spin = 4 h 21
Go To Sleep 4~3 m 18 FCD
Moves From Knockdown Position (KND)
Move Name Command Lev. Damage Com.
Stand Up u - -
Lei On Stomach D+1 - - FCD
Hop Up 3+4 m 20
Moves From Crane Stance (CRS)
Move Name Command Lev. Damage Com.
Crane's Bill 1 m 27 GS #5
Wing Of Crane 2 h 30 OB BK
Crane Dance 3<4<2<3 mLmM 21,10,10,15 JG
Crane Kick 4 L 20
Moves From Tiger Stance (TGS)
Move Name Command Lev. Damage Com.
Tiger Strike 1 m 25 BN GS
Tiger Claw 2 m 26 KS
Tiger Kick 3 h 32
Razor Rush-SNS 3,1[u_d] hm 32,10 [SNS]
Razor Rush-DRG 3,1<2[u_d] hmm 32,10,8 [DRG]
Razor Rush-PNS 3,1<2<1[u_d] hmmm 32,10,8,8 [PNS]
Razor Rush-TGS 3,1<2<1<2[u_d] hmmmm 32,10,8,8,8 [TGS]
Razor Rush-CRS 3,1<2<1<2<4[u_d] hmmmmm 32,10,8,8,8,15 [CRS]
Tiger Kick-Razor Low 3,1<2<1<2,3 hmmmml 32,10,8,8,8,15
Tiger Tail 4 L 20 RC
High/Mid Parry F - -
Snake Stance SSL - - SNS
Dragon Stance SSR - - DRG
Moves From Panther Stance (PNS)
Move Name Command Lev. Damage Com.
Panther Scratch 1,2 lh 16,20
Panther Paw 2 M 25 JG #6
Panther Tail 3 L 18 #7
Beating Low Kick 4,2,1<2,3 hmmml 26,12,12,8,15
Beating Middle Kick 4,2,1<2<4[u_d] hmmmm 26,12,12,8,15 [CRS]
Low Parry F - -
Snake Stance SSL - - SNS
Crane Stance SSR - - CRS
Moves From Dragon Stance (DRG)
Move Name Command Lev. Damage Com.
Spin To Grab 1 (see throw section for information)
Dragon Roar 2[F] M 20 JGc GS [TGS]
Dragon Spark 1+2[F] m 25 [TGS]
Dragon Blast 3 h 28
Rush Combo 4,1,2,3,4 mmmhm 15,12,5,17,20
Rush Combo & Low Kick 4,1,2,3,d+4 mmmhL 15,12,5,17,10
Tiger Stance SSL - - TGS
Snake Stance SSR - - SNS
Moves From Snake Stance (SNS)
Move Name Command Lev. Damage Com.
Spin To Grab 1+3 (see throw section for information)
Rushing Snake 1,1,1,1,1,1[F] hhhhhh 13,10,8,6,5,5 [SNS]
Snake Fang 2 m 15 DSc
Snakebite 2,2<2 mml 15,10,15 DSc #8
Rattlesnake 3 m 21 FCD
Low Kick 4 l 11 SNS
Dragon Stance SSL - - DRG
Panther Stance SSR - - PNS
Moves From Drunken Stance (DRS)
Move Name Command Lev. Damage Com.
Kiss My Fist 1 m 25
Staggering Slide 3+4 L 15 FCD
Moves From Phoenix Stance (PHS)
Move Name Command Lev. Damage Com.
Hopping Phoenix 3,3,3,3 mmmm 15,15,15,15 #9
Phoenix Strike 4 ! 90
#1: can only be started on a blocking opponent. is final hit is blocked, Lei
recovers BK.
#2: holding U or D immediately after first hit will result in SNS.
#3: first hit recovers crouching (RC).
#4: if Slide Kick is blocked, Lei recovers in KND. if Slide Kick connects, Lei
recovers in PLD.
#5: if Crane's Bill is blocked, Lei recovers BK.
#6: if Panther Paw is blocked, can link directly into Defense Breaker.
#7: holding back after Panther Tail results in Phoenix Illusion.
#8: holding forward after the first or second hit results in Dragon Stance,
holding forward after third hit results in Panther Stance.
#9: can link directly into Phoenix Strike.
-Throws-
Throw Name Command Position Damage Escape Com.
Double Foot Stomp 1+3 f-throw 30 1
Sleeper Hold 2+4 f-throw 30 2
Tripping f,f+1+2 f-throw 33 1+2
Dragon Falls u/f+1+2 f-throw 35 1+2 SLD
Out Of Control [DRG,1 or SNS,1+3] f-throw 33 1
= Life Gain 1+2 link +11 - DRS #1b
Booby Trap [1+3 or 2+4] b-throw 50 -
Sailboat Stretch [1+3 or 2+4] ls-throw 40 1
Closing Fan [1+3 or 2+4] rs-throw 5,10,25 2
#1b: if Life Gain is initiated, amount of life added to Lei's energy bar is
subtracted from the damage of throw.
-Strings-
::Command Flowchart:: ::Statistics::
_______________________________________ _____________________________
|_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10| |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
___________________
| | | | | |
|3+4@3+4| 1 | 1 @ 2 | Lev: M M L L m
|___|___|___|___|___| Dam: 9 10 11 12 21
___|
_____________|_________________________ -----------------------------------
| | | | | | | | | | |
| 1 | 2 @ 1 |3+4@ 2 @ 1 | 4 | 1 @ 2 | 3 | Lev: h h L M m m h m m h
|___|___|___|___|___|___|___|___|___|___| Dam: 5 8 7 8 6 6 10 6 6 30
|___
_|_____ -----------------------------------
| | |
@ 4 | 3 | Lev: L h
|___|___| Dam: 7 35
_______________________________________ _____________________________
|_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10| |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
-Basic Move Frame Info-
Ex = Execution / Grd = Advantage if opponent guards
Hit = Advantage if hits opponent / Cnt = advantage if hits on counter hit (CH)
+ = your advantage / - = opponents advantage
D = knocks opponent down
__________________________________________________________________________
| 1 | F+1 | 2 | F+2 | 3 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
| 8| +1| +7|+10|10| +1| +7|+10|10| +1| +7 |12| +1| +7|+10|14|-14| -4| -2|
|__|___|___|___|__|___|___|___|__|___|_______|__|___|___|___|__|___|___|___|
__________________________________________________________________________
| F+3 | 4 | F+4 | FC 1 | d+1 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|14|-14| -4| -3|11| -4| +5| D |13| -4| D | 8| -2| +9 | 8| -2| +9 |
|__|___|___|___|__|___|___|___|__|___|_______|__|___|_______|__|___|_______|
__________________________________________________________________________
| FC 2 | d+2 | FC 3 | d+3 | FC 4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|10| -2| +9 |10| -2| +9 |15|-18| -4 |16|-14| -3 |12| -8| +3 |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
__________________________________________________________________________
| d+4 | WS+1 | WS+2 | WS+3 | WS+4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|12|-11|-12| 0 |10| -4| +7 |15| -7| D |10|-21| -10 |11| -6| +5 |
|__|___|___|___|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
__________________________________________________________________________
| d/f+1 | d/f+2 | d/f+3 | d/f+4 | u/f+4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|13| +1| +7 |14| -8| D |18|-14| -3 |12| -4| +7 | ?| ?| D |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
==============================================================================
= :: King ::::::::::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================
____ __.__
| |/ _|__| ____ ____
| < | |/ \ / ___\
| | \| | | Y /_/ >
|____|__ \__|___| |___ /
\/ \/_____/
==============================================================================
= :: King ::::::::::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================
-Special Arts-
Move Name Command Lev. Damage Com.
One-Two Punches 1,2 hh 6,15(7,15)
One-Two Punches-Upper 1,2,1 hhm 6,15,10(7,15,10)
Cross-Uppercut 2,1 hm 10,12(12,10)
Axel Twist 1+2 m 15 BK
Axel Spinner 1+2<1 mm 15,21
Strike Elbow d/f+1 m 6 KS
Forearm Bust d/f+2 m 6
Smash-Frankensteiner d/f+3+4 M 15 KND
Low Punch-Quick Upper d+1,N+2 Smm 5,15
King Flicker f,f+2 m 20 JGc
Stomach Smash f,f,N+2 L 6 DSc
Black Bomb f,d,d/f,N+1+2 M 28 BNc
Leg Breaker FC,d/f+1 L 21 RC
Crouching Upper FC,d/f+2 m 20 JG
Double Fist Leap u/f+1+2 m 35
Elbow Drop [u/b_u_u/f]+2+4 M 35 PLD GS
Mini Elbow Drop d+1+2 M 15 PLD GS
Shoulder Tackle f+2+3 m 40
Ali Kick [d+3+4_FC,d/f+4] L 13 RC
= Upper = 2 m 10
= Ali Kicks = 4,4 LL 7,7 RC
= Ali Kicks-Upper = 4,2 Lm 7,10 CH
= Ali Kicks-Upper = 4,4,2 LLm 7,7,10 CH
= Steady Ali Kicks = 4,4,4,4 LLLL 7,5,4,3 RC #1
Exploder [3+4_f,f+3+4] m 25 KND GS
Running Exploder f,f,f+3+4 h 40 KND GS
Konvict Kick f,f+4 m 30
Prison Break b+4 h 20(30*) BK
Boomerang SS+3+4 h 60 GS
Knockout Punch SS+2 h 30 DSc
High/Mid Kick Reversal b+[1+3_2+4] - * #2
Low Parry [d_d/b]+[1+3_2+4] - -
Jaguar Lariat f+1+2 ! 50 #3
Push Block f,f,N+1+2 ! - GS
Moonsault 1+4 {!} 25 FCD
Reverse Moonsault BK 1+4 {!} 25 FCD
Atomic Blaster BK 1+2 ! 50 #3
Lay Off f,f+1+2 [!_{!}] 15 GS #4
#1: first hit must counterhit (CH) in order to perform 4-5 Ali Kicks. first
hit does 17 on counterhit (CH).
#2: cannot be chickened.
#3: unblockable, but can be crouched under.
#4: hits h up close, hits L from a distance.
-Throws-
Throw Name Command Position Damage Escape Com.
Winding Nut 1+3 f-throw 35 1
Suplex 2+4 f-throw 35 2
Falling Headlock d/b,d/b+1+2 f-throw 55 1+2
Tombstone Piledriver d/b,f+2 f-throw 58 2
Spinning Swing f,HCF+1 f-throw 70 1
Frankensteiner d/f+3+4 f-throw (15)+45 - BK
Figure Four Leg Lock d/b+1+2 f-throw 32 1+2 (3+4)
Muscle Buster d,d/b,b+1+2 f-throw 50 1+2
Knee Bash d/f+2+3 f-throw 30 2
Power Backbreaker [1+3 or 2+4] ls-throw 20,20 1
Atomic Drop [1+3 or 2+4] rs-throw 42 2
Powerbomb d+[1+3 or 2+4] d-throw 45 1+2
Half Boston Crab 1+3 b-throw 60 -
Cobra Twist 2+4 b-throw 60 -
Octopus Slam b,f+1+2 b-throw 75 -
Ultimate Tackle [D/B+_FC]1+2 f-throw 5 2
= Cross Arm Lock 1+2 link 25 1+2,2,2,2,2 #1b
= Arm Twist 1+2 link 10 -
= Leg Cross Hold 3+4 link 20 1+2,1,1,1,1 #2b
= Bar Series 1+2 link 20,20 - #3b
= Ultimate Punches 2,1,2,1,2 link 5,5,5,5,5 [1_2]
= Cross Arm Lock 1+2 link 25 1+2,2,2,2,2 #1b
= Arm Twist 1+2 link 10 -
= Leg Cross Hold 3+4 link 20 1+2,1,1,1,1 #2b
= Bar Series 1+2 link 20,20 - #3b
Irish Whip b+1+2 f-throw - -
= Spin Feint 1+3 link - 1
= Quick Slam 2+4 link 8 2
= Turn Around 1+2 link - 1+2
= Destruction 3+4 link 10 3+4
Hi-Jack Backbreaker 1+2 link 30 1+2 #5b
Jaguar Driver 1+2,u,d+3+4 link 60 3+4 #5b
Jaguar Driver QCF+1 f-throw 25 1
= Face Buster 1+2 link 30 -
= Boston Crab 1+2,3,4,1+2 link 25 -
Arm Breaker f,N,d,d/f+1+4 f-throw 20 1
= Triple Buster 1+2,1+2 link 10,15 1
= Head Jammer 1+2,4,2+4 link 20 2
= Struggle Combo 4,3,4,3+4,1+2 link 25 -
= Chicken Wing 2,1,1+2+3 link 25 1+2
= Dragon Sleeper 2,1,3,1+2+4,1+2+4 link 30 1
= R.D.C. 1+3,3+4,2+4,1+2,1+2+3 link 70 2
Reverse Full Nelson d/f,d/f+2+4 d-throw 28 2
Reverse Full Nelson d/f+1+2 f-throw 28 1+2
Reverse Full Nelson SS+2+4 f-throw 28_18* [1_2] #4b#6b#7b
= Cannonball 2,2,1+2 link 18 -
= Powerbomb 1,2,3+4 link 22 1
= Big Swing 2,1,3,4 link 27 1
= T-Bone 3,2,1,3+4,ALL link 32 2
= Manhattan Drop 3+4,1+2,1+2+4 link 17 2
= Super Freak 1,2,3+4,1+2 link 20 -
= Big Swing 2,1,3,4 link 27 1
= T-Bone 3,2,1,3+4,ALL link 32 2
(* depends on throw initiated from SS+2+4. 28 if R.F.N. 18 if Cannonball.)
Reverse Arm Clutch f,D/F+1+3 (A) f-throw 25 1
Reverse Arm Clutch f,D/F+2+4 (B) f-throw 25 2
= Backdrop 2,1,1+2 link 18 [1_2] #8b
= German Suplex 3+4,1+2 link 18 1 #8b
= Powerbomb 1,2,3+4 link 22 -
= Big Swing 2,1,3,4 link 27 1
= T-Bone 3,2,1,3+4,ALL link 32 2
= Cannonball 2,2,1+2 link 18 2
= Powerbomb 1,2,3+4 link 22 1
= Big Swing 2,1,3,4 link 27 1
= T-Bone 3,2,1,3+4,ALL link 32 2
= Mnhttan Drp 3+4,1+2,1+2+4 link 17 2
= Spr Freak 1,2,3+4,1+2 link 20 -
= Big Swng 2,1,3,4 link 27 1
= T-Bone 3,2,1,3+4,ALL link 32 2
Standing Achilles f,N,d,d/f+2+3 f-throw 30 2
= Scorpion Lock 1+2,3,1,1+3 link 35 1
= S.T.F. 1,2,3,1+2 link 40 2
= Indian Lock 1+2,1,3,1+2 link 30 1+2
= Romero Special 1,3,4,1+2,3+4 link 50 -
-Ground Throws-
Opponent Face Up/Feet Towards:
Mini Giant Swing d/b+1+3 g-throw 30 1
Head Bomber d/b+2+4 g-throw 33 2
Figure Four Leg Lock D/B+2+4 g-throw 33 1+2
Opponent Face Up/Feet Away:
Shoulder Cracker d/b+[1+3 or 2+4] g-throw 28 1+2
Opponent Face Down/Feet Towards:
Half Boston Crab d/b+[1+3 or 2+4] g-throw 30 3+4
Opponent Face Down/Feet Away:
Chicken Wing d/b+[1+3 or 2+4] g-throw 32 1+2
Opponent Face Down/Left Side:
Camel Clutch d/b+[1+3 or 2+4] g-throw 35 1
Opponent Face Down/Right Side:
Mini Romero d/b+[1+3 or 2+4] g-throw 37 2
Opponent Face Up/Side
Roll Over d/b+[1+3 or 2+4] g-throw - [1_2] #4b
#1b: follow up from third hit of Ultimate Punches. Paul, Nina, King, Jin can
reverse with 1+2,2,2,2,2 and deal 10 damage to King.
#2b: follow up from third hit of Ultimate Punches. Nina and King can reverse
with 1+2,1,1,1,1 and deal 10 damage to King.
#3b: requires perfect timing.
#4b: 1 escapes if grabbed from left side, 2 escapes if grabbed from right
side.
#5b: can be done only when opponent is stunned.
#6b: inescapable if grabbed from behind.
#7b: if throw connects from side, Cannonball will be the first throw)
#8b: escape with 1 if thrown with (A), escape with 2 if thrown with (B).
-Strings-
::Command Flowchart:: ::Statistics::
_______________________________________ _____________________________
|_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10| |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
_______________________
| | | | | | |
| 3 @ 3 | 4 | 3 @ 2 |1+2| Lev: h m L L L -
|___|___|___|___|___|_*2| Dam: 8 10 5 5 6 30
___| |___
_____________|_______________|_________ -----------------------------------
| | | | | | | | | | |
| 1 | 2 | 1 @ 1 @ 2 @ 4 | 4 | 4 @ 1 | 3 | Lev: h h m m m L L L m m
|_*1|___|___|___|___|___|___|___|___|___| Dam: 6 15 10 6 6 5 5 5 7 30
|___
_|_ -----------------------------------
| |
| 1 | Lev: M
|___| Dam: 23
_______________________________________ _____________________________
|_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10| |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
*1 all strings can be started with the second hit by holding f (ie. f+2,1,1..)
*2 can be broken like a regular powerbomb
-Basic Move Frame Info-
Ex = Execution / Grd = Advantage if opponent guards
Hit = Advantage if hits opponent / Cnt = advantage if hits on counter hit (CH)
+ = your advantage / - = opponents advantage
D = knocks opponent down
__________________________________________________________________________
| 1 | F+1 | 2 | F+2 | 3 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|10| +1| +9|+10|10| -2| +7 |10| +1| +9 |10| -1| +5 |17|-14| D |
|__|___|___|___|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
__________________________________________________________________________
| F+3 | 4 | F+4 | FC 1 | d+1 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|19|-14| D |13| -5| +4| D |14| -4| +5| D | 8| -2| +9 | 8| -2| +9 |
|__|___|_______|__|___|___|___|__|___|___|___|__|___|_______|__|___|_______|
__________________________________________________________________________
| FC 2 | d+2 | FC 3 | d+3 | FC 4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|10| -2| +9 |10| -2| +9 |18|-16| -2 |18|-16| -2 |14| -7| +4 |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
__________________________________________________________________________
| d+4 | WS+1 | WS+2 | WS+3 | WS+4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|14| -7| +4 |10| -4| +7 |15|-13| D |16|-16| D |11| -6| +5 |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
__________________________________________________________________________
| d/f+1 | d/f+2 | d/f+3 | d/f+4 | u/f+4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|14| -1| +1| D |14|-10| +1 |14| -6| +5 |14| -6| +5 | ?| ?| D |
|__|___|___|___|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
==============================================================================
= :: Nina Williams :::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================
_______ .__ __ __.__.__ .__ .__
\ \ |__| ____ _____ / \ / \__| | | | |__|____ _____ ______
/ | \| |/ \\__ \ \ \/\/ / | | | | | \__ \ / \ / ___/
/ | \ | | \/ __ \_ \ /| | |_| |_| |/ __ \| Y Y \\___ \
\____|__ /__|___| (____ / \__/\ / |__|____/____/__(____ /__|_| /____ >
\/ \/ \/ \/ \/ \/ \/
==============================================================================
= :: Nina Williams :::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================
-Special Arts-
Move Name Command Lev. Damage Com.
One-Two Punches 1,2 hh 4,10(5,10)
Uppercut-Punch d/f+1,2 mh 10,15
Bermuda Triangle 1,2,4 hhh 4,10,15 #1
Jail Crusher 1,2,d+3,4 hhLh 4,10,10,15 #1
Jail Crusher-Uppercut 1,2,d+3,2 hhLm 4,10,10,10 JG #1
Biting Snake 1,2,1,4 hhhL 4,10,6,8 #1
Double Explosion 1 1,2,f+1+2 hhm 4,10,20 #1
Double Explosion 2 1,2,1,2,f+1+2 hhhhm 4,10,6,6,20 #1
PK Combo 2,3 hh 10,20
PDK Uppercut Combo 2,d+3,2 hLm 10,10,10 JG
PDK Roundhouse Combo 2,d+3,4 hLh 10,10,15
Cross-Roundhouse 2,4 hh 10,15
Spike Combo-Uppercut 3,3,2 hLm 25,10,10 JG
Spike Combo-Right HK 3,3,4 hLh 25,10,15
Spike Combo-Right LK 3,3,d+4 hLl 25,10,7
Left-Right HK 3,4 hh 25,15
Blonde Attack-Uppercut 4,3,2 hLm 15,15,10(16,15,10) JG
Blonde Attack-Right HK 4,3,4 hLh 15,15,15(16,15,15)
Blonde Attack-Right LK 4,3,d+4 hLl 15,15,7(16,15,7)
Low Jab-Rising Kick d+1,N+4 Smm 5,10
Toe Kick [d+_FC]2,4 Smm 10(8),15
Left LK-Right HK [d+_FC]3,N+4 Lh 12,15
Left LK-Right LK [d+_FC]3,d+4 Ll 12,7
Right LK-Backhand Chop [d+_FC]4,1 lh 7(10),10 #3
Blonde Bomb [f_WS]+1+2 m 20(30*)
Power Blonde Bomb f,f+1+2 m 30(45*)
Bad Habit [f,f_QCF]+3 m 20 DSc
Forward Flip Kick [f,f_QCF]+4 M 20(30*) DY (miss)
Assassin Dagger f,f+1 h 20 #2
Panther Claw f,f+2 h 21
Shut Up b,d/b,d,D/F+2 m 24 JG
Creeping Snake d/f+3,2,1,4 mhhL 10,12,6,8 #3
Creeping Snake-Upper d/f+3,2,d+3,2 mhLm 10,12,10 #3
Creeping Snake-L HK d/f+3,2,3 mhm 10,12,20 #3
Creeping Snake-L LK d/f+3,2,d+3 mhL 10,12,10 #3
Creeping Snake-R HK d/f+3,2,4 mhh 10,12,15 #3
Assault Bomb d/f+3,1,2,f+1+2 mhhm 10,10,6,20
Flash Kick-Left LK d/f+3,3,3,3 mhhL 10,6,8,10
Flash Kick-Right HK d/f+3,3,3,4 mhhh 10,6,8,15
Flash Kick-Blonde Bomb d/f+3,3,3,1,2,f+1+2mhhhhm 10,6,8,10,6,20
Left Mid-Right HK d/f+3,4 mh 10,15
Left B-hand Body Blow b+1 h 15
Single Slap b+2 h 15
Double Slap b+2,2 hh 15,18 #4
Helping Hand d/b+1 m 10
Right B-hand Body Blow d/b+2 m 20(30*) DSc
Slicer d/b+4 L 10 FCD
Geyser Cannon Combo d/b+4,3 Lm 10,25 JG
Divine Cannon d,D/B+3 m 25 JG
Modified Divine Cannon d/b+3+4 m 25 JG
Nicolella u/f+3 m 20
Can Opener u/f+4,3,4 hLh 20,10,14
Hopping LK-Uppercut u/f,N,d+3,2 Lm 25,10 JG
Hopping LK-Side Kick u/f,N,d+3,3 Lm 25,15
Hopping LK-Right HK u/f,N,d+3,4 Lh 25,15
Wipe The Floor FC,d/f+4 L 18
Running Jump Kick f,f,f+3 m 20 #5
Heel Stomp [d_d/f]+3+4 L 20
Snakeshot SS+1 m 15 #6
Liftshot SS+2 m 15 JGc #6
Low Whip SS+4 L 10 #6
Spiral Explosion SS+1+2 m 20(30*)
High/Mid Reversal b+[1+3_2+4] - *
Low Parry [d_d/b]+[1+3_2+4] - -
Evil Mist QCF,D/B+2+3 ! 0 SG
Hunting Swan d/b+1+2 ! 95 CS
= Swan Cancel u,u - -
#1: d/f+1 can be substituted as the first move of string, and when used, the
second hit (2) will take 15 damage.
#2: if Assassin Dagger connects, opponent is turned sideways.
#3: holding U or D immediately after second move will result in a sidestep.
#4: if only the second hit connects, opponent is turned sideways.
#5: if Running Jump Kick connects on counter hit (CH), it becomes Bone Cutter.
#6: cannot be performed after #3.
-Throws-
Throw Name Command Position Damage Escape
Arm Turn 1+3 f-throw 30 1
Lifting Toss 2+4 f-throw 30 2
Neck Throw u/f+1+2 f-throw 40 1+2
Embracing Elbow d/f,d/f+1 f-throw 50 1+2
Triple Break [1+3 or 2+4] b-throw 60 -
Rolling Lock [1+3 or 2+4] ls-throw 40 1
Swinging Toss [1+3 or 2+4] rs-throw 38 2
Falling Elbow 2+4,1,2,1 f-throw 35 2
= Arm Lock 2,1,3 link 10 -
Palm Grab QCF+1+2 f-throw 15 2
= Arm Bar 3,4,3,1+2 link 30 1+2
= S.R.A.L 1,3,2,1 link 20 1
= Rear G-Tech 3,1,4,1+2,1+2 link 25 1+2
= Falling R.A.L. 2,1,3,4,1+2 link 25 2
= Double Attack 2,3,4,2,2 link 15,15 2
= Neck Crusher 1,3+4,1,2,1+2 link 35 1
= G-Tech Stretch 1,2,4,3,1+2+3 link 45 1+2
= Octopus Grab 2,1,1+2,1+2+3 link 28 1+2
= Neck Crusher 1,3+4,1,2,1+2 link 35 1
= G-Tech Stretch 1,2,4,3,1+2+3 link 45 1+2
Crab Claw QCF+3+4 f-throw 15 1
= Arm Bar 3+4,3,4,1+2 link 35 1
= Heel Hold 3+4,4,2,1+2 link 20 2
= Leg Cross Hold 3,1,4,2+4 link 35 1
= Tendon Lock 1,3,2+4,3+4,1+2 link 45 2
Bone Cutter f,f,f+3 (CH) f-throw 20,20 2
= Leg Cross Hold 3,1,4,2+4 link 35 1
= Tendon Lock 1,3,2+4,3+4,1+2 link 45 2
Betrayer QCB+1+4 f-throw 15 -
= S.R.A.L. 1,3,2,1 link 20 1
= Rear G-Tech 3,1,4,1+2,1+2 link 25 1+2
= Falling R.A.L. 2,1,3,4,1+2 link 25 2
= Octopus Grab 2,1,1+2,1+2+3 link 28 1+2
= Neck Crusher 1,3+4,1,2,1+2 link 35 1
= G-Tech Stretch 1,2,4,3,1+2+3 link 45 1+2
-Strings-
::Command Flowchart:: ::Statistics::
_______________________________________ _____________________________
|_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10| |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
_______
| | |
| 4 | 3 | Lev: L m
|___|___| Dam: 5 25
___|
_____________________________|_________ -----------------------------------
| | | | | | | | | | |
| 1 | 2 @ 1 @ 2 @ 3 @ 3 | 2 | 1 | 2 | 4 | Lev: h h h h h L m h h h
|___|___|___|___|___|___|___|___|___|___| Dam: 4 10 6 6 7 9 6 6 6 30
___| |___
_____|_ _|_____________________ -----------------------------------
|d/f| | | | | | | | |
| + | 2 | @ 4 @ 3 | 4 | 2 @ 4 | 3 | Lev: m h h L L m L m
|_1_|___| |___|___|___|___|___|___| Dam: 10 15 9 9 5 6 5 25
_______________________________________ _____________________________
|_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10| |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
-Basic Move Frame Info-
Ex = Execution / Grd = Advantage if opponent guards
Hit = Advantage if hits opponent / Cnt = advantage if hits on counter hit (CH)
+ = your advantage / - = opponents advantage
D = knocks opponent down / s = staggers opponent for # of frames
__________________________________________________________________________
| 1 | F+1 | 2 | F+2 | 3 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
| 8| +1| +7|+10|10| +1| +7|+10|10| +1| +7 |10| +1|+12|+10|14|-16| D |
|__|___|___|___|__|___|___|___|__|___|_______|__|___|___|___|__|___|_______|
__________________________________________________________________________
| F+3 | 4 | F+4 | FC 1 | d+1 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|16|-16| D |10| -4| +7|s28|12| -4| +7| D | 8| -2| +9 | 8| -2| +9 |
|__|___|_______|__|___|___|___|__|___|___|___|__|___|_______|__|___|_______|
__________________________________________________________________________
| FC 2 | d+2 | FC 3 | d+3 | FC 4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|10| -2| +9 |10| -2| +9 |16|-14| -3 |16|-14| -3 |12| -8| +3 |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
__________________________________________________________________________
| d+4 | WS+1 | WS+2 | WS+3 | WS+4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|12| -8| +3 |12| -2| +9 |14| -8| D |16|-16| D |11| -3| +8 |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
__________________________________________________________________________
| d/f+1 | d/f+2 | d/f+3 | d/f+4 | u/f+4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|13| +1| +10 |14| -8| D |14|-14| -3 |12| -4| +7 | ?| ?| D |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
==============================================================================
= :: Yoshimitsu ::::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================
_____.___. .__ .__ .__ __
\__ | | ____ _____| |__ |__| _____ |__|/ |_ ________ __
/ | |/ _ \/ ___/ | \| |/ \| \ __Y ___/ | \
\____ ( <_> )___ \| Y \ | Y Y \ || | \___ \| | /
/ ______|\____/____ >___| /__|__|_| /__||__|/____ >____/
\/ \/ \/ \/ \/
==============================================================================
= :: Yoshimitsu ::::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================
::Special Conventions::
SDP - Sword Debate Position
-Special Arts-
Move Name Command Lev. Damage Com.
Punch-Uppercut 1,2 hm 5,8
Punch-Double Uppercut 1,2,1 hmm 5,8,6
PK Combo 2,3 hh 12,21
PDK Combo 2,d+3 hL 12,8 RC
Zig-Zag 3,4 hm 30,30
Kangaroo Kick 4~3 m 30 JG
Triple Roundhouses 4,4,4 hhh 20,20,21 TS
Backhand f+2 h 12 OB #1
Ninja Blade Rush f,f+2 m 18
Ninja Blade Slice f,f+2 m 18 CH
= Sit = d+3+4 - -
Knee Bash f,f+4 m 20
Dive Bomb f,f+1+2 m 40 BK
Shark Attack Combo f,f+3+4,1+2,3+4 Mmm 40,40,30 JG
Stone Fists B+1,1,1,1,1,1 hhhhhh 10,10,10,10,10,10 #2 #3
Uppercut-Backhand d/f+1,2 mh 15-12 OB #1
Door Knocker d/f+1<1<1<1 mhhm 15,12,12,18 GS
Basic Uppercut d/f+2 m 13 JG
Side Kick d/f+4 m 19
Stone Backhands D/B+2,2,2,2,2,2 mmmmmm 10,10,12,12,14,15 RC #3
Spinning Low Kicks D/B+3,3,3,3,3 lllll 12,7,7,5,5 RC #3
= Front Kick = f+4 m 12 #4
Sword Debate Position SS+3+4 - - SDP
Jumping Twist Foot [u/b_u_u/f]+4 m 25
Lunging Sweep FC,d/f+3 L 12 RC
Sit d+3+4 - -
Gain Life d+3+4,N - +5(each bounce)
Teleport d+3+4[b_f] - - #5
Meditate d+3+4,D - -
Feint Stone Backhands d+3+4,2,2,2,2,2 mmmmm 10,12,12,14,15 RC #3
Feint Kangaroo Kick d+3+4,4 m 30 JG
Sit-Stand Up d+3+4,U - -
Spinning Evade b+3+4 (up to 6x) - -8 each spin DY
Low Parry [d_d/b]+[1+3_2+4] - -
Poison Wind u/f+3+4 M 10
Poison Rush u/f+3+4,b+1 Mh 10,2
Poison Typhoon u/f+3+4,b+1,3+4 MhM 10,2,20
Poison Hurricane u/f+3+4,b+1,4 MhM 10,2,15
= Delay Sword = D/B - -
= Sword Slice = N {!} (varies) #6
Sword Slice d/b+1 {!} 10
= Delay Sword = ~N,D/B - -
= Sword Slice = N {!} (varies) #6
Sword Impale b,b+1 ! 90
Spinning Sword b,b+1~1 ! 30
= Spin Cancel = b,b - -
Sword Sweep FC,d/b,b+1 ! 20
Helicopter Leap U/F+1+2 {!} 25/30/40
Heli Quick Down Slash U/F+1+2~d {!} 25/25/40
Reverse Helicopter U/F+1+2,B {!} 35
Standing Suicide d+1+4 ! 60(-60 to you) DY
= Spinning Suicide B+1,1,1... ! 3(-3 to you) DY
Fake Turning Suicide f,f+1+4,N - - BK
Turning Suicide f,F+1+4 ! 100(-100 to you) DY
= Second Stab = f,f ! 100(-100 to you) DY
Sword Pogo u+1+2 {!} 30
= Pogo Rush [b,b_f,f] {!} 25
= Pogo Hop [u/b_u_u/f] {!} 15/15/15
= Kangaroo Kick 3+4 m 30 JG
Death Pose B+1+2 - -
= Bad Breath ANY ! 30 CS
Wood Chopper f,f+3,1 m{!} 20,18
Double Front Slice QCF+1 !{!} 15,28
Sword Counter B+1+4 ! 35 CS
Backflip u/b - -
#1: can link directly into the Stone Backhands
#2: can chain into Spinning Low Kicks after one or more Spinning Stone Fists.
#3: after any spin series ending with a backhand after 6 consecutive spins,
Yoshi will become dizzy and fall over. after any spin series ending with
a low spinning sweep after 5 consecutive spins, Yoshi will become dizzy
and fall over.
#4: can only go into Front Kick after two or more Spinning Low Kicks.
#5: if opponent is close when Yoshimitsu teleports, he will appear behind
directly behind them. if Yoshi was more than 3 character lengths away,
he will teleport to the same location he was sitting in, but face his
back towards opponent.
#6: after 6 1/2 hops, Delayed Sword Slice will do 100% damage.
-Throws-
Throw Name Command Position Damage Escape
Jumping Body Slam 1+3 f-throw 30 1
Jaw Smash 2+4 f-throw 30 2
Rainbow Drop QCB+1+2 f-throw 50 1+2
Life Siphon SDP [1+4_2+3] f-throw varies -
Live Give SDP [F+1+4_F+2+3] f-throw varies -
Tornado Drop [1+3 or 2+4] b-throw 70 -
Flying Cartwheel [1+3 or 2+4] ls-throw 15-25 1
Clonimitsu (heh) [1+3 or 2+4] rs-throw 15-25 2
-Strings-
::Command Flowchart:: ::Statistics::
_______________________________________ _____________________________
|_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10| |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
_______________________
| | | | | | |
| 2 | 2 | 2 | 4 @ 1 | 1 | Lev: m m m m {!}{!}
|___|___|___|___|___|___| Dam: 3 3 3 7 8 30
___|
_____________|_________________________ -----------------------------------
| | | | | | | | | | |
| 1 | 2 | 1 @ 4 @ 4 @ 4 | 1 | 1 | 1 | 1 | Lev: h m m h h L m {!}{!} !
|___|___|___|___|___|___|___|___|___|___| Dam: 5 8 6 9 9 5 5 8 8 30
___| |___
_____________|_____ _|_ -----------------------------------
| | | | | | | |
| 4 @ 4 | 2 | 2 | 1 | @ 4 | Lev: h h m h ! M
|___|___|___|___|___| |___| Dam: 20 20 5 6 30 25
_______________________________________ _____________________________
|_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10| |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
-Basic Move Frame Info-
Ex = Execution / Grd = Advantage if opponent guards
Hit = Advantage if hits opponent / Cnt = advantage if hits on counter hit (CH)
+ = your advantage / - = opponents advantage
D = knocks opponent down
__________________________________________________________________________
| 1 | F+1 | 2 | F+2 | 3 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
| 8| +2| +7|+11|10| +3| +7|+12|10| 0 | +6 |17|-13| +17 |16|-17| D |
|__|___|___|___|__|___|___|___|__|___|_______|__|___|_______|__|___|_______|
__________________________________________________________________________
| F+3 | 4 | F+4 | FC 1 | d+1 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|16|-19| D |14|-14| -3 |14|-14| -5| D | 8| -2| +9 | 8| -2| +9 |
|__|___|_______|__|___|_______|__|___|___|___|__|___|_______|__|___|_______|
__________________________________________________________________________
| FC 2 | d+2 | FC 3 | d+3 | FC 4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|10| -2| +9 |10| -2| +9 |16|-17| -3 |16|-17| -3 |12| -8| +3 |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
__________________________________________________________________________
| d+4 | WS+1 | WS+2 | WS+3 | WS+4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|12| -8| +3 |12| -2| +9 |15| -7| D |16|-16| D |11| -6| +5 |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
__________________________________________________________________________
| d/f+1 | d/f+2 | d/f+3 | d/f+4 | u/f+4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|14|-10| +1 |16| -1| D |16| -9| +2 |12| -7| +4 | ?| ?| D |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
==============================================================================
= :: Ling Xiaoyu :::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================
.____ .__
| | |__| ____ ____
| | | |/ \ / ___\
| |___| | | Y /_/ >
|_______ \__|___| |___ /___ _____
\/ \/_____/\ \/ /__|____ ____ ___.__.__ __
\ /| \__ \ / _ < | | | \
/ \| |/ __ \( <_> )___ | | /
/___/\ \__(____ /\____// ____|____/
\_/ \/ \/
==============================================================================
= :: Ling Xiaoyu :::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================
::Special Conventions::
AOP - Art Of Phoenix Stance
HYP - Hypnotist Stance
-Special Arts-
Move Name Command Lev. Damage Com.
Bayonet 1,2 hh 4,7(5,7)
Bayonet McTwist 1,d+2 hm 4,10(5,10)
April Showers 2,1 hm 8,10 BK
May Flowers 2,d/f+1 hm 8,10
Spinner Away 3+4 - -
Spinner Near d+3+4 - -
Cloud Kick f+3 h 25
Cartwheel Right f+1+2 - -
Cartwheel Left f+3+4 - -
Phoenix Wings f,f+1+2,1+2 mm 12,27 BNc KS
Raccoon Swing f,f+3 M 13 OS BK
Step Kick f,f+4 m 25 GS
Front Layout f,f+3+4 M 25
Belly Chop-Backward d/f+1 m 10 BK
Belly Chop-Forward D/F+1 m 10
Butter The Bread d/f+2 m 15 SG
Great Wall-Left b+1 Sm 10
Great Wall-Right b+2 Sm 10
Hypnotist Stance b+1+2 - - HYP
Raindance b+3+4 - - BK
Storming Flower d/b+1 m 25(35*) #1
Knee Cracker d/b+3 ! - GS
Nutcracker d/b+4 L 10 KS
Back Palm-Backward u+1 m 5 BK
Back Palm-Forward U+1 m 5
Double Fan u+1+2 mm 5,8
Hydrangea u+1+2<2 mmm 5,8,12
Fortune Cookie u+1+2<2<1 mmmm 5,8,12,25
Ginger Snap u+1+2~3+4 mm 5,8
Cyanide [u_u/f]+4 m 25 BNc
Sunset Fan d+1 mmM 7,7,7 RC
Flapping Wings D+1 mmM 7,7,7 AOP
Art Of Phoenix d+1+2 - - AOP
Sunflower WS+2 m 12 JG BK
Wake Up Call WS+2~F m 12 JG
Skyscraper Kick WS+4 m 14
Lotus Twist FC,d/f+2,1 SmSm 10,15 RC
Shady Lotus FC,d/f+2 Sm 10 BK RC
Quick Shady Lotus FC,d/f+2,D/F Sm 10 RC
Fire Dancer FC,3,2,1,4 Lhhm 8,6,6,12 JG
Flower Garden FC,d/f+4 L 6 AOP
Double Map Sweep FC,d/f+4,4 LL 6,10 RC
Low Back Turn FC,d/b+3+4 - - BK RC
False Salute (taunt) 1+3+4 - -
Greetings (taunt) 2+3+4 m 0
High/Mid Parry 1+4 - -
Low Parry [d_d/b]+1+4 - -
Moves From Art Of Phoenix Stance (AOP)
Move Name Command Lev. Damage Com.
Butterfly d - - AOP
Stand u - -
Jump U - -
Roll-Throw [1+3 or 2+4] (see throw section for information)
Sideroll [1+3 or 2+4]~D - - RC
Left Handful 1 m 7
Right Handful 2 m 12
Wave Crest-Power 1+2 m 16 JG
Wave Crest-Quick d+1+2 m 14 JG #2
Wave Crest-Heavy d+1+2 m 25 JG
Knee Stabber 3 l 15 AOP
Back Kick 4 m 32
Flower Scissors 4~b m 32 BK
Firecracker 4~3 L 15 KND
Firecracker-Roll Up 4~3,u L 15 RC
Firecracker-Roll Down 4~3,d L 15 RC
Back Turn f+1+2 - - BK
Roll Ball f+3+4 - - RC
Flower Garden f+4 L 7 AOP
Double Map Sweep f+4,4 LL 7,10 RC
Double Barrel Shotgun [u/b_u_u/f]+3,3 mh 15,23 JG
Double Scissor Kick [u/b_u_u/f]+3,4 mm 15,25
Sky Kick [u/b_u_u/f],3 L 19 RC #3
Pirouette Kick [u/b_u_u/f]N+3 m 30 OB
Crane Kick [u/b_u_u/f]N+4 m 25
Flower Power u+4,4 mm 8,12 RC
Trick Flower U+4 m 8 BK
Moves From Raindance Position (BK)
Reverse Slap 2 h 10 BK
Dark & Stormy 2,1,4 hhm 10,10,15 JG
Mistrust 4 m 16 JG
Spin Tornado-Up 3+4 - -
Spin Tornado-Down d+3+4 - -
Spin Tornado-Away u+3+4 - - BK
California Roll f+3+4 - - BK
Cyclone f+3+4~3+4 m 25 BK JG
Peg Leg f,f+3 m 20 BK
Back Layout f,f+3+4 M 25 BK
Ultra Phoenix d+1+2 - - AOP
Back Circle Breaker d+3 L 15 BK
Switch Circle Breaker D+3 L 15
Moves From Hypnotist Stance (HYP)
Move Name Command Lev. Damage Com.
Spin Sticker 2 m 25/30/35 #4
Thunder Strike 1+2 ! 40/50/80 #4
#1: goes automatically into False Salute on counter hit (CH).
#2: must be preformed immediately as Ling gets into AOP.
#3: button 3 must be pressed as Ling lands.
#4: varies on walking distance.
-Throws-
Throw Name Command Position Damage Escape
Jade 1+3 f-throw 10,20 1
Ruby 2+4 f-throw 30 2
So Shoe Me f+2~1 f-throw 4 1+2
Dislocator QCB+2 f-throw 35 2
Back Layout BK f,f+3+4 f-throw 17,30 -
Jump Reverse Clutch BK f,f+[1+3 or 2+4] f-throw (varies) (varies)
Crank Up [1+3 or 2+4] b-throw 50 -
Arm Flip [1+3 or 2+4] ls-throw 45 1
Dump The Bucket [1+3 or 2+4] rs-throw 38 2
-Strings-
::Command Flowchart:: ::Statistics::
_______________________________________ _____________________________
|_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10| |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
_______________________________________
|u/f| | | | | | | | | |
| + @ 1 | 2 @1+2| 1 | 3 @ 4 | 4 @ 4 | 1 | Lev: m h h m m h L L m m
|_4_|___|___|___|___|___|___|___|___|___| Dam: 20 4 7 12 10 15 6 10 14 20
|___
_|_________________________ -----------------------------------
| | | | | | | |
@ 4 | 4 @ 2 |1+2@ 1 @ 4 | 2 | Lev: L L m m l m m
|___|___|___|___|___|___|___| Dam: 6 10 12 12 10 16 21
_______________________________________ _____________________________
|_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10| |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
-Basic Move Frame Info-
Ex = Execution / Grd = Advantage if opponent guards
Hit = Advantage if hits opponent / Cnt = advantage if hits on counter hit (CH)
+ = your advantage / - = opponents advantage
s = staggers opponent for # of frames
D = knocks opponent down
__________________________________________________________________________
| 1 | F+1 | 2 | F+2 | 3 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
| 8| +1| +7|+10| 9| 0 | +7 |10| -2| +9| +7|12| -2| +9| +7|14|-16| D |
|__|___|___|___|__|___|_______|__|___|___|___|__|___|___|___|__|___|_______|
__________________________________________________________________________
| F+3 | 4 | F+4 | FC 1 | d+1 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|15|-15| D |10| -4| +7| D |10| -7| -7| D | 8| -2| +9 |17| -7| +4 |
|__|___|_______|__|___|___|___|__|___|___|___|__|___|_______|__|___|_______|
__________________________________________________________________________
| FC 2 | d+2 | FC 3 | d+3 | FC 4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|10| -2| +9 |10| -2| +9 |15|-15| -4 |16|-16| -5 |12| -8| +3 |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
__________________________________________________________________________
| d+4 | WS+1 | WS+2 | WS+3 | WS+4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|12| -8| +3 |10| -4| +7 |14| -3| D |16|-16| D |11|-11| D |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
__________________________________________________________________________
| d/f+1 | d/f+2 | d/f+3 | d/f+4 | u/f+4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|14| -1| +10 |14| -8| s24 |14|-10| +6 |12| -4| +7 | ?| ?| D |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
==============================================================================
= :: Hwoarang (Bob) ::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================
___ ___
/ | \__ _ ___________ ____________ ____ ____
/ ~ \ \/ \/ / _ \__ \\_ __ \__ \ / \ / ___\
\ Y /\ ( <_> ) __ \| | \// __ \| | Y /_/ >
\___|_ / \/\_/ \____(____ /__| (____ /___| |___ /
\/ \/ \/ \/_____/
==============================================================================
= :: Hwoarang (Bob) ::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================
::Special Conventions::
LFF - Left Foot Forward (Basic Stance)
RFF - Right Foot Forward
LFL - Left Flamingo (Left Foot In Air)
RLF - Right Flamingo (Right Foot In Air)
-Special Arts-
Moves From Left Foot Forward Stance (LFF)
Move Name Command Lev. Damage Com.
Disrespect 1+2 - - BK
Stance Change 3+4 - - RFF
Migraine 1,1 hh 5,8(6,9)
Slice And Dice 1,1,3 hhl 5,8,10(6,8,10)
Home Surgery 1,1,3,3 hhlh 5,8,18(6,8,10,18)
Left-Right 1,2 hh 5,10(6,10)
Rejected 1,2,3 hhm 5,10,16(6,10,16)
Rejection 1,2,4 hhh 5,10,25(6,10,37*)
Machine Gun Kicks High 3,3,3,3 hmmh 15,12,10,25 GS JG
Disorderly Conduct 3,3,4[F] hmh 15,12,20 RFL[LFF]
Party Hearty 3,3,3,4[F] hmmh 15,12,20,15 RFL[LFF]
Rock Your World 3,3,4,4 hmhm 15,12,10,20 RFF
Total Outrage 3,3,3,4,4 hmmhm 15,12,10,20,15 RFF
Menace 3,3,d+3 hml 15,12,7
Menace To Society 3,3,d+3,4[F] hmlh 15,12,7,13 RFL[LFF]
Menace To Society Dbl 3,3,d+3,4,4 hmlhm 15,12,7,13,15 RFF
Flying Eagle 3~4 mh 15,28
Ax Murderer 4,3 hm 14,20
Hot Feet 4,4,4,4 hhhm 14,10,10,20 TS
Toe Jam 4,4 hh 14,10
Rude Boy 4,f+3 hm 14,17
Hard Rocker 4,f+4 hh 14,20
Kitchen Sink 4,4,b+4 hhh 14,10,10
Da Bomb 4,4,f+4 hhh 14,10,25
Blizzard Kicks 4,4,4,3 hhhL 14,10,10,10
Rusty Knife f+2 m 15 RFF
Tetanous F+2 m 15
Left Flamingo Feint f+3,N - - LFL
Ecoli [f+_f,N,d,d/f]+3~3 m 22
Doggie Lift f+4 h 20 RFL
Grand Theft f+4,4 hm 20,15 RFF
Spiral Tap f,f+3 m 30 RFF
Torpedo Kick f,f+4 h 30 OB #1
Body Blow d/f+1+2 m 10
Public Enemy d/f+3,4 mm 17,21
Reverse Shot b+2 h 12
Nose Bleeder-Right b+4 h 28 OS RFF
Firecracker d+4,4 lh 7,22 JG
Crippler d/b+4 L 10 OSc
Repeater d/b+4~4 m 30 #2
Sky Rocket f,N,d,d/f+4 m 23 JG
Jump Kick u+3 h 20 LFL
Hunting Hawk u/f+3,4,3 mmh 15,14,25 GS
Tsunami Kick WS+4,4 mM 13,15 RFF
Low Parry [d_d/b]+[1+3_2+4] - -
Dynamite Heel d/b+3+4 {!} 40
= Dynamite Cancel = b,b - - LFL
Moves From Right Foot Forward Stance (RFF)
Move Name Command Lev. Damage Com.
Disrespect 1+2 - - BK
Stance Change 3+4 - - LFF
Migrane 1,1 hm 10,12 LFF
Big Fists 2,1,1 hhm 6,10,12 LFF
Ecoli 3,3 lh 15,40 TS LFF
Backlash 3~4 h 36(54*) TS LFF
Chainsaw Kick 4,3 hM 15,20
Cheap Shot f+3 h 25 LFL
Cheap Shot-R-Treat f+3,B h 25
Bad Dancer f+3,3 hm 15,20
Grand Theft f+4~4 m 20 JG
Rip-off f,f+3 h 25 GS
Screw Kick f,f+4~3 mh 18,20 GS
Nose Bleeder-Left b+3 h 28 OS LFF
Misdemeanor b+4 m 32 TS
Moves From Left Flamingo Stance (LFL)
Move Name Command Lev. Damage Com.
Flamingo Sidestep [u_d] - -
Flamingo Steppin' f - -
Flamingo Back Dash b - -
Left Punch 1 h 12
Right Backhand 2 m 12
Rocket Launcher 3,3,3 mmh 22,10,25 GS JG
Cannon Kicks 3,3,4[F] mmh 22,10,20 RFL[LFF]
Kick Combo 3,3,4,4 mmhm 22,10,20,15
Jump Kick 4 h 28 RFL
Left Snap Kick f+3 m 18
Snap Spin Kick b+3 m 32 GS
Left Cutter d/b+3 l 12
Right Cutter d/b+4 l 15
Power Blast 1+4 ! 80
= Blast Cancel b,b - - LFF
Moves From Right Flamingo Stance (RFL)
Move Name Command Lev. Damage Com.
Flamingo Sidestep [u_d] - -
Flamingo Steppin' f - -
Flamingo Back Dash b - -
Left Backhand 1 m 12
Right Punch 2 h 12
Jump Kick 3 h 25 LFL
Super Right 4 m 20 DSc RFF
Right Snap Kick f+4 m 18
Snap Spin Kick b+4 m 32 GS
Left Cutter d/b+3 l 15
Right Cutter d/b+4 l 13
#1: hwoarang recovers BK if Torpedo Kick is guarded against.
#2: if unguarded, opponent recovers in Slide Position (SLD).
-Throws-
Throw Name Command Position Damage Escape
Pick Pocket 1+3 f-throw 20,10 1
Human Cannonball 2+4 f-throw 18,20 2
Door Mat QCB+3 f-throw 40 1
Leg Hook d,D/B+1+3 f-throw 30 1+2
Roll and Choke f,f+2 f-throw 30 2
Slaughterhouse [1+3 or 2+4] b-throw 55 -
Bring It On [1+3 or 2+4] ls-throw 38 1
Dead-end [1+3 or 2+4] rs-throw 22,22 2
-Strings-
::Command Flowchart:: ::Statistics::
_______________________________________ _____________________________
|_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10| |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
_______________________________________
|LFL| | | | | | | | | |
| 2 | 2 | 3 | 4 @ 3 | 4 @ 4 | 4 | 4 | 3 | Lev: m h h l m m l h m h
|___|___|___|___|___|___|___|___|___|___| Dam: 12 7 10 7 7 8 7 10 21 42
___|
_|_ -----------------------------------
|RFL|
| 1 | Lev: m
|___| Dam: 12
_______________________________________ _____________________________
|_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10| |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
-Basic Move Frame Info-
Ex = Execution / Grd = Advantage if opponent guards
Hit = Advantage if hits opponent / Cnt = advantage if hits on counter hit (CH)
+ = your advantage / - = opponents advantage
D = knocks opponent down / s = staggers opponent for # of frames
__________________________________________________________________________
| 1 | F+1 | 2 | F+2 | 3 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|10| +1| +9|+10|10| 0 | +6| +9|10| 0 |+11| +9|15| -6| +5 |14| -7| +4 |
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|_______|__|___|_______|
__________________________________________________________________________
| F+3 | 4 | F+4 | FC 1 | d+1 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
| N/A |11| -4| +7|s28|17| N/A | 8| -2| +9 | 8| -2| +9 |
|______________|__|___|___|___|__|___________|__|___|_______|__|___|_______|
__________________________________________________________________________
| FC 2 | d+2 | FC 3 | d+3 | FC 4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|10| -2| +9 |10| -2| +9 |16|-14| -3 |17|-16| -2 |12| -8| +3 |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
__________________________________________________________________________
| d+4 | WS+1 | WS+2 | WS+3 | WS+4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|19|-17| -6 |10| -4| +7 |15| -7| D |14|-18| D |11| -3| +8 |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
__________________________________________________________________________
| d/f+1 | d/f+2 | d/f+3 | d/f+4 | u/f+4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|13| +1| +8 |14| -8|s24| D |14|-14| -3 |12| -4| +7 | ?| ?| D |
|__|___|_______|__|___|___|___|__|___|_______|__|___|_______|__|___|_______|
==============================================================================
= :: Eddy Gordo (Tiger Jackson) ::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================
___________ .___ .___ ________ .___
\_ _____/ __| _/__| _/__.__. / _____/ ___________ __| _/____
| __)_ / __ |/ __ < | | / \ ___ / _ \_ __ \/ __ |/ _ \
| Y /_/ / /_/ |\___ | \ \_\ ( <_> ) | \/ /_/ ( <_> )
/_______ |____ \____ |/ ____| \______ /\____/|__| \____ |\____/
\/ \/ \/\/ \/ \/
_____ _ _ _
|_ _(_)__ _ ___ _ _ _ | |__ _ __| |________ _ _
| | | / _` / -_) '_|| || / _` / _| / (_-< _ \ ' \
|_| |_\__, \___|_| \__/\__,_\__|_\_Y__|___/_||_|
|___/
==============================================================================
= :: Eddy Gordo (Tiger Jackson) ::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================
::Special Conventions::
HSP - Handstand Position
RLX - Relaxed Position
-Special Arts-
Move Name Command Lev. Damage Com.
One-Two Punches 1,2 hh 6,15
Rewinder Away 1+2 - -
Rewinder Near d+1+2 - -
Slippery Kick 3~4 LL 10,10 RLX #1
= Slider = 4 l 15 #1
= Side Flop = 4,4 ll 15,15 #1
= Slider-Needle = 4,1+2 lm 15,25
= Slider-Hammerhead = 4,1+2,1+2 lm 15,30
Satellite Moon 4~3 m 25
= Hot Plate Special = 3 m 15 RLX #1
= Roundhouse = 4 m
Back Handspring Kick 3+4 M 25
Fakie Handspring 3+4~b - - HSP
Crying Needle FC,1+2 m 25
Hammerhead FC,1+2,1+2 m 30
Front Stinger [FC_WS+]3+4 M 20 #1 #2
Face Jammer WS+3 h 25
Circle Kick WS+4 m 20
Shin Cutter Combo f+2,1,4 hhm 8,10,20
Brush Fire f+3 m 25 HSP
Samba f+4 m 20 #1 #3
Handstand (HSP) f+1+2 - - HSP
Lunging Brush Fire f,f+3 m 30 #1 #2
Back Summy f,f+4 - -
Back Summy-Fire Kick f,f+4,3 L 20 RLX
Back Summy-High Thrust f,f+4,4 m 35 RLX
Boomerang f,f+3+4 M 16 BNc
Elbow Sting d/f+1 m 10
Elbow Uppercut d/f+2 m 15
Toe Tap d/f+3 m 15 HSP
Kneecap Crusher d/f+4 l 12
Freak Show d/f+3+4 m 20 JG
Knee Thruster b+3 m 20
Leg Whip b+4 h 15 DS #1
Leg Whip-Thing Bikini b+4,3,3 hLm 15,12,25
Leg Whip-Low Kick b+4,3,4 hLl 15,12,15 #1
Leg Whip-Needle b+4,3,4,1+2 hLlm 15,12,15,15
Leg Whip-Hammerhead b+4,3,4,1+2,1+2 hLlm 15,12,15,30
Leg Whip-Low Kicks b+4,3,4,4 hLll 15,12,15,15 #1
Leg Whip-Mars Attack b+4,4 hM 15,12 #2
Leg Whip-Mars Attack b+4,4,3+4 hMM 15,12,25,20
Weed Whacker d/b+3 L 12 #1
Bushwhacker d/b+3,3 LM 12,25
Shin Cutter d/b+3,4 Ll 12,15 #1
Cross Cutter d/b+3,4,4 Lll 12,15,15 #1
Cut Cross Needle d/b+3,4,1+2 Llm 12,12,15
Cut Cross Hammerhead d/b+3,4,1+2,1+2 Llm 12,12,30
Bushwacker-Hot Plate d/b+3,N+3 Lm 12,13 #1
Cutting Leg Whipper d/b+3,N+4 Lh 12,15 #4
Barbed Wire d/b+4(4...) h(h) 15(30...)
Barbed Wire-Handstand d/b+4(4...)b+4 h(h)m 15(30...)12 HSP
Roundhouse [u_u/f]+4 m 28
Fire Kick [u_u/f]+3+4 m 20 #2
Backflip u,u/b,b - -
= Handstand ~f - - HSP
Fruit Picker d/b+3+4 !! 40,40
= Picker Cancel b,b - -
Moves From Handstand Position (HSP)
Handstand Walking F - -
Regular Stance b - -
Handstand Tilt Away u - -
Handstand Tilt Near d - -
Rotator [u_d][3_4] m 25
Perch D - - JG
= Flop Kick = 3+4 m 25 HSP
Flop Right 1 m 10
Calypso 1,3,3 mlm 10,15,25
Flop Left 2 m 10
Circus 2,4 ml 10,12 #1
Carnival 2,4,3 mll 10,12,25
Giant Step 3 l 15 RLX
Psyche Out 3~b - - HSP
Slippery Kick 3~4 ll 10,13 RLX #1 #3
Helicopter 4 Smm 12,12 HSP
Circle Sit 4,3+4 Smmll 12,12,10,10 RLX #1 #3
Slice Kick u+[3_4] M 10 HSP #2
Hot Plate Special b+3 m 15 RLX #1
Moves During Rewinder (During Rewinder or Side Step)
Hand Slaps 1+2 h 12,15
Mirage 1+2~3 hm 12,20 JG
Island Mirage 1+2,3 hhm 12,15,13 HSP
Cruncher 2 m 18 JGc
Hot Plate Special 3 m 15 RLX #1
Swirl Kick 4 l 15 #1
= Spinner 3 L
= handspring 3+4 M #1 #2
Wheel 3+4 hM 6,6
Sau Paulo Special 3+4(x3),u/f+3+4 hMMMm 6,6,30,18,20
Chop Down u+3 M ?
Chop Down-Freak Show u+3,3 Mm ? JG
Chop Down-Take Down u+3,d+3 ML ?
Chop Down-Kick Out u+3,3+4 Ml ? RLX
Moves From Relaxed Position (RLX)
Low Header 1+2 m 20
Hammerhead 1+2,1+2 m 30
Rio Delight 3,4 mm 7,28
Scoop Up Kick 3~4 m 20 JG
Back Handspring Kick 3+4 M 25
Fakie Handspring 3+4~b - - HSP
Low Stinger Combo 4,3+4 mm 10,25 #1
Twister-Handstand 4~3 LL 12 HSP
Twister-Slippery Kick 4~3,3+4 LLL 12,10,10 RLX #1 #3
#1: holding back puts Eddy into HSP.
#2: holding down puts Eddy into RLX.
#3: can link directly into Slippery Kick series.
#4: can link directly into any of the Leg Whip series.
-Throws-
Throw Name Command Position Damage Escape
Rio Deal 1+3 f-throw 30 1
Rio Special 2+4 f-throw 30 2
Rodeo Spin HCF+1+2 f-throw 55 1+2
Air Mail [1+3 or 2+4] b-throw 60 -
Missile Launcher [1+3 or 2+4] ls-throw 40 1
Shadow Dancer [1+3 or 2+4] rs-throw 42 2
-Strings-
::Command Flowchart:: ::Statistics::
_______________________________________ _____________________________
|_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10| |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
_______________________________________
| | | | | | | | |d/b|u/f|
|4~3@ 4 | 2 | 4 | 4 |3+4|3+4|3+4| + | + | Lev: m m h h mm m hm m m m
|___|___|___|___|___|___|___|___|3+4|3+4| Dam: 20 28 7 8 22 10 12 21 15 20
|___
_|_ -----------------------------------
| |
| 3 | Lev: L
|___| Dam: 12
_______________________________________ _____________________________
|_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10| |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
-Basic Move Frame Info-
Ex = Execution / Grd = Advantage if opponent guards
Hit = Advantage if hits opponent / Cnt = advantage if hits on counter hit (CH)
+ = your advantage / - = opponents advantage
D = knocks opponent down / s = staggers opponent for # of frames
__________________________________________________________________________
| 1 | F+1 | 2 | F+2 | 3 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|10| -1| +7| +8|10| -1| +7| +8|10| 0 | +8 |12|-10| +1 |15|-18| -7 |
|__|___|___|___|__|___|___|___|__|___|_______|__|___|_______|__|___|_______|
__________________________________________________________________________
| F+3 | 4 | F+4 | FC 1 | d+1 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|18| N/A |12| -5| +4| D |23|-18| -7 | 8| -4| +7 | 8| -4| +7 |
|__|___________|__|___|___|___|__|___|_______|__|___|_______|__|___|_______|
__________________________________________________________________________
| FC 2 | d+2 | FC 3 | d+3 | FC 4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|10| -2| +9 |10| -2| +9 |16|-17| -3 |16|-17| -3 |13| -7| +4 |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
__________________________________________________________________________
| d+4 | WS+1 | WS+2 | WS+3 | WS+4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|13| -7| +4 |10| -3| +7 |15| -7| D |18| -6| D |14| -4| +7 |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
__________________________________________________________________________
| d/f+1 | d/f+2 | d/f+3 | d/f+4 | u/f+4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|13| -5| +3 |14|-10| D |15| N/A |16|-13| -2 | ?| ?| D |
|__|___|_______|__|___|_______|__|___________|__|___|_______|__|___|_______|
==============================================================================
= :: Kuma (Panda) ::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================
____ __.
| |/ _|__ __ _____ _____
| < | | \/ \\__ \
| | \| | / Y Y \/ __ \_
|____|__ \____/|__|_| (____ /
\/ \// _ \/ __________ .___
> _ </\\______ \____ ____ __| _/____
/ <_\ \/ | ___|__ \ / \ / __ |\__ \
\_____\ \ | | / __ \| | Y /_/ | / __ \_
\/ \____| (____ /___| |____ |(____ /
\/ \/ \/ \/
==============================================================================
= :: Kuma (Panda) ::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================
-Special Arts-
Move Name Command Lev. Damage Com.
Bear Hammer 1,1,1 hhm 18,15,18
Jab-Elbow-Hammer 2,1,2 hmm 12,21,20 JG RC
Overhead Smash 1+2 M 21
Double Hammer 1+2,1+2 Mm 21,21
Sit 3+4 - -
= Sit Punches-Left 1,2,1,2 llll 10,10,10,10
= Sit Punches-Right 2,1,2,1 llll 10,10,10,10
G-Clef Cannon f+1,1,1 hMm 10,8,14 JG
Demon Uppercut f,f+2 m 22 JG
Double Claw [F_f,f]+1+2 m 25 CS
Leaping Side Kicks f,f,f+3 m 30 GS
Rushing Uppercut-Left D/F+1,2,1,2 mmmm 10,15,10,15 JG
Rushing Uppercut-Right D/F+2,1,2,1 mmmm 10,15,12,15 JG
Salmon Hunter b,f+1+4 L 60
Grizzly Claw b,d/b,d,D/F+2 m 40
Pancake Press u/f+3+4 M 26
Killing Uppercut WS+1 m 12 JG
Uppercut-Grizzly Claw WS+1,2 mm 12,27 JG
Batter Up WS+1+2 m 21 JG
Batter Up-Smash WS+1+2,1+2 mM 21,17
Windmill Punches FC,d/f+1,2,1,1 mmmh 12,15,15,30 GS CS
Rushing Uppercut FC,D/F+2,1,2 mmm 10,10,15
Hammer Rush-High FC,D/F+2,f+1 mh 10,8
Hammer Rush-Mid FC,D/F+2,d/f+1 mm 15,10
Hammer Rush-Low FC,D/F+2,d+1 mL 10,8
Hammer Rush-High FC,D/F+1,2,f+1 mmh 15,12,12
Hammer Rush-Mid FC,D/F+1,2,d/f+1 mmm 15,12,15
Hammer Rush-Low FC,D/F+1,2,d+1 mmL 15,12,8
Sweep Rush-High FC,1,1,1,2,f+1 LLmmh 12,8,12,12,12
Sweep Rush-Mid FC,1,1,1,2,d/f+1 LLmmm 12,8,12,12,15
Sweep Rush-Low FC,1,1,1,2,d+1 LLmmL 12,8,12,12,8
Wakeup Hammer KND,D+1+2 m 12
= Sit Punches-Left 1,2,1,2 llll 10,10,10,10
= Sit Punches-Right 2,1,2,1 llll 10,10,10,10
No Problem 1+2+3 - -
Dance d+4 M 20,60 #1
Deadly Claw b+1+2 ! 35 CS
Rolling Bear b+1+2,360 M 40 #2
Fatal Wind b,b+2+3+4 ! 200
#1: only works if initiated when opponent is downed.
#2: 360 in this case, means f,d/f,d,d/b,b,u/b,u,U/F.
-Throws-
Throw Name Command Position Damage Escape
Bear Bite 1+3 f-throw 40 1
Bear Hug 2+4 f-throw 10,25 2
Stonehead f,f+1+4 f-throw 35 1+2
Circus Roll HCB,f+1+2 f-throw 60 1+2
Choke Slam [1+3 or 2+4] ls-throw 10,15,25 1
Bear Slam [1+3 or 2+4] rs-throw 40 2
Swing Swung [1+3 or 2+4] b-throw 70 -
-Strings-
Kuma has no known Strings.
-Basic Move Frame Info-
Ex = Execution / Grd = Advantage if opponent guards
Hit = Advantage if hits opponent / Cnt = advantage if hits on counter hit (CH)
+ = your advantage - = opponents advantage
D = knocks opponent down
__________________________________________________________________________
| 1 | F+1 | 2 | F+2 | 3 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|20| -7| +4 | 8| +1| +8 |10| 0 | +7 |12| -0| +11 |18|-10| D |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
__________________________________________________________________________
| F+3 | 4 | F+4 | FC 1 | d+1 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|20|-10| D |16| -4| +5| D |17| -4| -5| D |19| -8| +2 |10| -9| +2 |
|__|___|_______|__|___|___|___|__|___|___|___|__|___|_______|__|___|_______|
__________________________________________________________________________
| FC 2 | d+2 | FC 3 | d+3 | FC 4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|10| -2| +9 |10| -2| +9 |20|-15| -1 |20|-15| -1 |16| -6| +5 |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
__________________________________________________________________________
| d+4 | WS+1 | WS+2 | WS+3 | WS+4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|16| -6| +5 |13|-15| D |15| -7| D |16|-16| D |11| -6| +5 |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
__________________________________________________________________________
| d/f+1 | d/f+2 | d/f+3 | d/f+4 | u/f+4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|15|-11| 0 |14|-12| D |16| -9| +2 |12| -4| +7 | ?| ?| D |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
==============================================================================
= :: Julia Chang :::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================
____. .__ .__
| |__ __| | |__|____
| | | \ | | \__ \
/\__| | | / |_| |/ __ \_
\________|____/|____/__(____ /________ .__
\/\_ ___ \| |__ _____ ____ ____
/ \ \/| | \\__ \ / \ / ___\
\ \___| Y \/ __ \| | Y /_/ >
\______ /___| (____ /___| |___ /
\/ \/ \/ \/_____/
==============================================================================
= :: Julia Chang :::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================
-Special Arts-
Move Name Command Lev. Damage Com.
G-Clef Cannon 1,1,1 hmm 10,5,21 JG
Rush-Mini Bow 1,1,4 hmL 10,5,12 RC
Rush-Bow Leg Kicks 1,1,4,3 hmLm 10,5,12,15
Machine Gun Cannon 1~2,1 hm- 10,15,21 JGc #1
Machine Gun-Low 1~2,3 hmL 10,8,10
Machine Gun-High 1~2,4 hmh 10,8,20
Spin Behind 2~b h 12 #2
Twin Arrow 1+2 m 25 GS
Ultimate Cannon 2+3,1 SmmM 8,9,25 JG
Spin Sideways 3+4 - -
Spin-Roundhouse 3+4,4 h 20
High Kick-Razor's Edge 4,4,1 hLm 20,12,21 JG
Triple Spinning Kick 4,4,4 hLh 20,12,23
Double Spin-Low Kick 4,4,d+4 hLL 20,12,23
Flash Uppercut f+1 m 15 JG
Palm Explosion f+1~2 m 21 DSc
Elbow f,f+1 m 10
Elbow-Skyscraper Kick f,f+1,4 mm 10,15
Foot Stomp u/f+3+4 M 35
Thunder Palm d,D/F+1 m 14
Lightning Bolt d,D/F+1,2 mm 14,21 DSc
Axe Cannon d/f+1,1 mm 8,21 JG
Axe-Mini Bow [1+4_d/f+1,4] mL [12_8]12 RC
Axe-Bow Leg Kicks [1+4_d/f+1,4]3 mLm [12_8]12,15
Front Snap Kick d/f+3 m 17
Mid-Ultimate Cannon d+2,3,1 SmmM 8,9,25 JG
Low Razor d+4 L 10 RC
Razor's Edge d+4,1 Lm 10,21 JG
Sweep-Headkick d+4,4 Lh 10,23
Sweep-Low Kick d+4,d+4 LL 10,10
Mini G-Clef Cannon d/f+2,1 m- 10,21 JG #3
Uppercut-Elbow [WS+2_3~2]2 mm 15,22
Uppercut-G-Glef Cannon [WS+2_3~2]1,1 mmm 18,5,21 JG
Uppercut-Low Razor [WS+2_3~2]4 mL 15,12 JG RC
Uppercut-Razor's Edge [WS+2_3~2]4,1 mLm 15,12,21 JG
Uppercut-Sweep-Headkick[WS+2_3~2]4,4 mLh 15,12,23
Uppercut-Sweep-Low Kick[WS+2_3~2]4,d+4 mLL 15,12,10
Skyscraper Kick WS+4 m 15
Body Elbow FC,d/f+2 m 20 DSc
Bow Leg Kicks FC,d/f+4,3 Lm 12,15
Taunt 2+3+4 - -
Low Parry [d_d/b]+[1+3_2+4] - -
Heaven Cannon f+1+4 ! 50 JG
#1: basic left punch must counter hit.
#2: can only be performed if right punch connects.
#3: Low Power Punch must connect to work.
-Throws-
Throw Name Command Position Damage Escape
Death Valley Bomb 1+3 f-throw 35 1
Knee Suplex 2+4 f-throw 30 2
Waist Suplex d,d/b+1+3 f-throw 35 1
Arm Lock Suplex d/f+1+2 f-throw 37 2
Mad Axes d,d/b,b,f+2 f-throw 14,14,14 1+2
Cross Arm Suplex FC,d/b,d,d/b+1+2 f-throw 45 1+2
Running Bulldog [1+3 or 2+4] ls-throw 40 1
Twisted Sister [1+3 or 2+4] rs-throw 45 2
Branded [1+3 or 2+4] b-throw 50 -
-Strings-
::Command Flowchart:: ::Statistics::
_______________________________________ _____________________________
|_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10| |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
_______________________________________
| | | | | | | | | | |
| 2 | 1 | 1 @ 2 | 3 | 3 @ 3 | 4 @ 4 | 1 | Lev: h m m h L m h h L m
|___|___|___|___|___|___|___|___|___|___| Dam: 8 6 6 6 6 6 6 7 8 25
|___
_|_____________ -----------------------------------
| | | | |
@ 2 | 3 @ 2 | 1 | Lev: m L m !
|___|___|___|_*1| Dam: 7 5 5 30
|___
_|_________ -----------------------------------
| | | |
| 1 @ 4 | 3 | Lev: m L m
|___|___|___| Dam: 7 10 25
_______________________________________ _____________________________
|_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10| |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
*1 can only be performed if previous hit is unguarded.
-Basic Move Frame Info-
Ex = Execution / Grd = Advantage if opponent guards
Hit = Advantage if hits opponent / Cnt = advantage if hits on counter hit (CH)
+ = your advantage / - = opponents advantage
D = knocks opponent down
__________________________________________________________________________
| 1 | F+1 | 2 | F+2 | 3 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
| 8| 0 | +6| +9| 8| +1| +12 |10| -2| +9| +7|10| -2| +9| +7|14|-16| D |
|__|___|___|___|__|___|_______|__|___|___|___|__|___|___|___|__|___|_______|
__________________________________________________________________________
| F+3 | 4 | F+4 | FC 1 | d+1 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|16|-16| D |10| -7| -7| D |10| -7| -7| D | 8| -2| +9 |10| -2| +9 |
|__|___|_______|__|___|___|___|__|___|___|___|__|___|_______|__|___|_______|
__________________________________________________________________________
| FC 2 | d+2 | FC 3 | d+3 | FC 4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|10| -2| +9 |10| -2| +9 |16|-17| -3 |16|-17| -3 |12| -8| +3 |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
__________________________________________________________________________
| d+4 | WS+1 | WS+2 | WS+3 | WS+4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|20| -9| -10 |10| -4| +7 |18|-11| 0 | -5|16|-16| D |11|-17| D |
|__|___|_______|__|___|_______|__|___|___|___|__|___|_______|__|___|_______|
__________________________________________________________________________
| d/f+1 | d/f+2 | d/f+3 | d/f+4 | u/f+4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|20|-15| -4 |16| -6| +5 |14|-10| +1 |12| -4| +7 | ?| ?| D |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
==============================================================================
= :: Gun Jack ::::::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================
________
/ _____/ __ __ ____
/ \ ___| | \/ \
\ \_\ \ | / | \____. __
\______ /____/|___| / |____ ____ | | __
\/ \/| \__ \ _/ ___\| |/ /
/\__| |/ __ \\ \___| <
\________(____ /\___ >__|_ \
\/ \/ \/
==============================================================================
= :: Gun Jack ::::::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================
-Special Arts-
Move Name Command Lev. Damage Com.
Jack Hammer 1,1,1 hhm 18,15,18
Jab-Elbow-Hammer 2,1,2 hmm 12,21,20 JG
Overhead Smash 1+2 m 21
Double Hammer 1+2,1+2 mm 21,22
High-Low Cross Cut Saw [F_f]+1+2,1+2 ml 22,15
Cross Cut-Saw Blast [F_f]+1+2,d/f+2 mm 22,25
Sliding Attack [F_f]+3+4 [M_L] 25 GS #1
Double Axe d+1+2 m 45 JG
Sit d+3+4 - -
= Sit Punches-Left 1,2,1,2 llll 10,10,10,10
= Sit Punches-Right 2,1,2,1 llll 10,10,10,10
Sit-Pancake Press d+3+4,3+4 M 35
= Sit Punches-Left 1,2,1,2 llll 10,10,10,10
= Sit Punches-Right 2,1,2,1 llll 10,10,10,10
Whiff Body Press d/f+1+3 M 20 GS SLD
Thunder Slap d/f+2+3 L 12
Rushing Uppercut-Left D/F+1,2,1,2 mmmm 10,15,10,15 JG
Rushing Uppercut-Right D/F+2,1,2,1 mmmm 10,15,12,15 JG
Debugger b,d/b,d,D/F+1 L 29
Megaton Blast b,d/b,d,D/F+2 m 40
Machine Gun Blast d/b+1,1,1,1,1,2 lllllm 15,15,15,15,15,40
Cossack Dance d/b+3,4,3,4,3,4 LLLLLL 18,12,10,12,12,12
Pancake Press u/f+3+4 M 26
= Press Punches-Left 1,2,1,2 llll 10,10,10,10
= Press Punches-Right2,1,2,1 llll 10,10,10,10
Killing Uppercut WS+1 m 12 JG
Batter Up WS+1+2 m 21 JG
Batter Up-Smash WS+1+2,1+2 mm 21,17
One-Two Blast FC,1,2 Lm 10,25
Takedown FC,1+2 L 21
Windmill Punches FC,d/f+1,2,1,1 mmmh 12,15,15,30 GS
Rushing Uppercut FC,D/F+2,1,2 mmm 10,10,15
Hammer Rush-High FC,D/F+2,f+1 mh 10,8
Hammer Rush-Mid FC,D/F+2,d/f+1 mm 15,10
Hammer Rush-Low FC,D/F+2,d+1 mL 10,8
Hammer Rush-High FC,D/F+1,2,f+1 mmh 15,12,12
Hammer Rush-Mid FC,D/F+1,2,d/f+1 mmm 15,12,15
Hammer Rush-Low FC,D/F+1,2,d+1 mmL 15,12,8
Sweep Rush-High FC,1,1,1,2,f+1 LLmmh 12,8,12,12,12
Sweep Rush-Mid FC,1,1,1,2,d/f+1 LLmmm 12,8,12,12,15
Sweep Rush-Low FC,1,1,1,2,d+1 LLmmL 12,8,12,12,8
Low Cross Cut Saw FC,D/F+1+2 l 21
Wakeup Hammer KND,D+1+2 m 12
= Sit Punches-Left 1,2,1,2 llll 10,10,10,10
= Sit Punches-Right 2,1,2,1 llll 10,10,10,10
Megaton Upper HCF,D/F+2 m 22 JG
Dark Greeting f+4~1 ! 101 #2
Giant Foot Stomp 3+4(3+4,3+4) {!} 60 #3
Windup Punch HCF(HCF up to 5)1 m[!] 20,40,60,80,199 GS #4
#1: hits M up close, hits L from a distance.
#2: can be crouched under.
#3: pressing 3+4 or 3+4,3+4 after initial Giant Foot Stomp extends air time.
#4: after initial HCT, up to 4 more HCT can be performed before pressing 1 to
punch; after 3 windups, punch in unblockable.
-Throws-
Throw Name Command Position Damage Escape Com.
Body Slam 1+3 f-throw 35 1
Lift Slam 2+4 f-throw 30 2
Pyramid Driver QCF+1 f-throw 40 1
Ground Zero u/f+1+2 f-throw 33 1
Lift Up-Megaton Hit u/f+1+2,d,d/f+2 f-throw 60 - #1b
Backbreaker QCB+2 f-throw 45 2
Volcano d/f+2+4 f-throw 30 2
Volcano Blaster d/f,d/f+2+4 f-throw 30 2 JG
Body Smash d/b+2+3 f-throw 32 2
Choke Slam f,f+2+3 f-throw 35 2
Pile Driver d/b,f+1+2 f-throw 58 1+2
Long Bomb [1+3 or 2+4] ls-throw 40 1
Hanging Neck Throw [1+3 or 2+4] rs-throw 40 2
Spinal Crush 1+3 b-throw 30,40 -
Throw Away 2+4 b-throw 70 -
Body Press d/f+1+3 f-throw 25 -
= Hammer 1+2 link 10 -
#1b: can be escaped during initial grab only with 1. once Megaton Hit
extention has been initiated, the throw is inescapable.
-Strings-
::Command Flowchart:: ::Statistics::
_______________________________________ _____________________________
|_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10| |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
_______________________________________
| | | | | | | | | | |
|d+2| 1 | 1 @ 1 | 2 | 1 | 2 | 1 |1+2|1+2| Lev: Sm L L m m m m m m m
|___|___|___|___|___|___|___|___|___|___| Dam: 10 6 5 7 7 6 6 8 21 25
___| |___
_____________________|_ _|_____ -----------------------------------
|u/f| | | | | | | d | |
| + | 1 @ 4 | 3 | 4 @ 1 | @ + |1+2| Lev: h m L L L m l m
|_1_|___|___|___|___|___| |1+2|___| Dam: 15 8 5 5 5 8 12 35
_______________________________________ _____________________________
|_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10| |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
-Basic Move Frame Info-
Ex = Execution / Grd = Advantage if opponent guards
Hit = Advantage if hits opponent / Cnt = advantage if hits on counter hit (CH)
+ = your advantage / - = opponents advantage
D = knocks opponents down
__________________________________________________________________________
| 1 | F+1 | 2 | F+2 | 3 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|20| -7| +4 |20| -7| +4 |10| 0 | +7 |12| 0 | +11 |18|-10| D |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
__________________________________________________________________________
| F+3 | 4 | F+4 | FC 1 | d+1 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|20|-10| D |16| -4| +5| D |17| -4| +5| D |19| -8| +2 | 8| -2| +9 |
|__|___|_______|__|___|___|___|__|___|___|___|__|___|_______|__|___|_______|
__________________________________________________________________________
| FC 2 | d+2 | FC 3 | d+3 | FC 4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|10| -2| +9 |10| -2| +9 |20|-15| -1 |20|-15| -1 |16| -6| +5 |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
__________________________________________________________________________
| d+4 | WS+1 | WS+2 | WS+3 | WS+4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|53|-38| D |15|-13| D |15| -7| D |16|-16| D |11| -6| +5 |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
__________________________________________________________________________
| d/f+1 | d/f+2 | d/f+3 | d/f+4 | u/f+4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|15|-11| 0 |14|-12| D |16| -9| +2 |12| -4| +7 | ?| ?| D |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
==============================================================================
= :: Mokujin :::::::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================
_____ __ __.__
/ \ ____ | | ____ __ |__|__| ____
/ \ / \ / _ \| |/ / | \ | | |/ \
/ Y ( <_> ) <| | / | | | | \
\____|__ /\____/|__|_ \____/\__| |__|___| /
\/ \/ \______| \/
==============================================================================
= :: Mokujin :::::::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================
At the beginning of each round, Mokujin will randomly gain the Special Arts,
Throws, and Strings of another character. Mokujin has no character specific
moves of his/her own.
==============================================================================
= :: Bryan Fury ::::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================
__________
\______ \______ ___.__.____ ____
| | _|_ __ < | \__ \ / \
| | \| | \/\___ |/ __ \| | \
|______ /|__| / ____(____ /___| /__________
\/ \/ \/ \/\_ _____/_ _________ ___.__.
| __)| | \_ __ < | |
| \ | | /| | \/\___ |
\___ / |____/ |__| / ____|
\/ \/
==============================================================================
= :: Bryan Fury ::::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================
-Special Arts-
Move Name Command Lev. Damage Com.
One-Two Punches 1,2 hh 6,8
Bruce Rush 1,2,1,2 hhmm 6,8,11,14(8,8,11,14)
Rush-Low Kick 1,2,1,4 hhml 6,8,11,12
One-Two Punch-Low Kick 1,2,3 hhl 6,8,15
Hammer Driver [d+_FC_b+]1+2 mm 14,21
Punch-Double Spin Kick 1~4,3 hhm 6,15,17
Running Blind 1~4,3,3 hhmh 6,15,17,16
Dash Changeup 1~4,2,4 hhhm 6,15,21,26 GS #1
Lair's Dance 1~4,2,1,2 hhhhh 6,15,21,21,21 #1 #2
Dance Of Doom 1~4,2,1,4 hhhhm 6,15,21,21,26 GS #1 #2
Quick Spin Kick 3,3 mh 16,16
Bruce Special-Elbow 3,2,1,2 mmmm 18,11,10,14
Bruce Special-Low Kick 3,2,1,4 mmml 18,11,10,12
Triple Roundhouses f+4,3,4 hmh 18,14,18
Mach Breaker f,f+2 h 30
Spinning Roundhouse f,f+3 m 36
Side Step Elbow f+1+2 h 26
Slash Kick f,f,f+3 m 36 GS
Light Back Knuckle b+2 h 21 DSc
Double Back Knuckle b+2,1 hh 21,21 DSc #1
Hands Of Doom b+2,1,2 hhh 21,21,21 #1 #2
Rush Of Doom b+2,1,4 hhm 21,21,26 GS #1 #2
Backhand-Side Stunner b+2,4 hm 21,26 GS #1
Front Kick b+3 h 20
Front Kick-Rush Elbow b+3,2,1,2 hhmm 20,12,11,14
Front Kick-Rush L/Kick b+3,2,1,4 hhml 20,12,11,12
Front Kick-Knee b+3,4 hm 20,12
Flying Knee Kick b,b+4 h 25 KND
Thin Low Kick d+3+4 l 15
Left Body Blow d/f+1 m 10
One Two-Body Blow D/F+1,2 mm 10,16 GS
Vulcan Body Blow D/F+1,1,1,1,2 mmmm 10,15,12,11,16 GS
Rolling Driver [u_u/f]+3 m 25
Orbital Heel Kick [u_u/f]+4 m 21 BN
Right Body Blow d/f+2 m 16
Snake Edge d/f+3 L 17 RC
Power Axe d/f+4 m 26 GS
Sway QCB,N - -
Sway-Slash Elbow QCB,N+2 h 21 JG
Left Upper WS+1 m 18 JG
Right Upper WS+2 m 18
Fisherman's Slam WS+2[f_b]+2 m 18,21 BN
Power Knee WS+3 m 22 DSc
Double Power Knee WS+3,4 mm 22,16
Short Uppercut WS+1+2 m 12
Rising Kick WS+3+4 h 28
Headhunter SS+1 h 33
Cheap Trick SS+1,2 m 28
Shell Shock SS+2 h 26 OS
Taunt 1+3+4 ! 0
Low Parry [d_d/b]+[1+3_2+4] - -
Gravity Blow f+1+4 ! 21
Meteor Smash b+1+4 ! 60
#1: can be cancelled with f+1 before initial elbow is performed.
#2: can be cancelled in between first and second elbows with a SS which will
initiate a side crouch dash. side crouch dash recovers crouching (RC).
-Throws-
Throw Name Command Position Damage Escape
Swing DDT 1+3 f-throw 30 1
Gravity Suplex 2+4 f-throw 30 2
Chains Of Misery FC,d/f,d,d/f+1+2 f-throw 10,8,27 1+2
Gravity Elbow [1+3 or 2+4] ls-throw 40 1
Knee Blast [1+3 or 2+4] rs-throw 40 2
Neck Wringer [1+3 or 2+4] b-throw 60 -
-Strings-
::Command Flowchart:: ::Statistics::
_______________________________________ _____________________________
|_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10| |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
___
| |
@ 4 | Lev: m
|___| Dam: 7
___|
_________________________|_____________ -----------------------------------
| | | | | | | | | | |
|b+3@ 4 @ 1 | 2 | 1 | 4 @ 2 | 1 | 4 | 2 | Lev: h m m m h h h h m h
|___|___|___|___|___|___|___|___|___|___| Dam: 8 6 6 6 6 6 6 7 8 25
|___
_|_____ -----------------------------------
| | |
@ 3 @ 3 | Lev: m h
|___|___| Dam: 7 10
_______________________________________ _____________________________
|_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10| |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
-Basic Move Frame Info-
Ex = Execution / Grd = Advantage if opponent guards
Hit = Advantage if hits opponent / Cnt = advantage if hits on counter hit (CH)
+ = your advantage / - = opponents advantage
D = knocks opponent down
__________________________________________________________________________
| 1 | F+1 | 2 | F+2 | 3 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
| 8| +1| +7|+10|10| -6| +5 |10| +1| +7 |12| +1| +7|+10|16| -4| +7 |
|__|___|___|___|__|___|_______|__|___|_______|__|___|___|___|__|___|_______|
__________________________________________________________________________
| F+3 | 4 | F+4 | FC 1 | d+1 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|18| -7| D |12|-14| -5| D |13| -4| +7| D | 8| -2| +9 | 8| -2| +9 |
|__|___|_______|__|___|___|___|__|___|___|___|__|___|_______|__|___|_______|
__________________________________________________________________________
| FC 2 | d+2 | FC 3 | d+3 | FC 4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|10| -2| +9 |10| -2| +9 |16|-17| -3 |16|-10| +1 |12| -8| +3 |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
__________________________________________________________________________
| d+4 | WS+1 | WS+2 | WS+3 | WS+4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|15|-13| +3 |15|-16| D |19| -8| +3| +1|12| -7| +4| +7|11| -6| +5 |
|__|___|_______|__|___|_______|__|___|___|___|__|___|___|___|__|___|_______|
__________________________________________________________________________
| d/f+1 | d/f+2 | d/f+3 | d/f+4 | u/f+4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|15| -2| +4 |15| -1| +4 |28|-21| D |22| -1| D | ?| ?| D |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
==============================================================================
= :: Heihachi Mishima ::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================
___ ___ .__.__ .__ .__
/ | \ ____ |__| |__ _____ ____ | |__ |__|
/ ~ \/ __ \| | | \\__ \ _/ ___\| | \| |
\ Y | ___/| | Y \/ __ \\ \___| Y \ |
\___|_ / \___ >__|___| (____ /\___ >___| /__|__ .__
\/ \/ \/ \/ \/|__| \/___| |__ |__| _____ _____
/ \ / \| |/ ___/ | \| |/ \\__ \
/ Y \ |\___ \| Y \ | Y Y \/ __ \_
\____|__ /__/____ >___| /__|__|_| (____ /
\/ \/ \/ \/ \/
==============================================================================
= :: Heihachi Mishima ::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================
-Special Arts-
Move Name Command Lev. Damage Com.
One-Two Punches 1,2 hh 8,8(6,8)
Shining Fists 1,1<2 hhm 5,8,18(6,8,18)
Devil Fists 1,2<2 hhh 6,10,18(6,8,18)
Demon Executer 1,2<2~1+2 hhm 5,8,22(6,8,22)
Demon Scissors 4~3 M 25 KND DY #1
Demon Palm 1+2 m 22
Demon Massacre f+1,b+2,1 hmm 6,21,35 GS
Demon Lair f+1,b+2,4 hmm 6,21,30 GS
Backhand [f_F]+2 h 18
Demon Shout [f_F]+2~1+2 m 22
Right Splits Kick f+4 m 27
Demon Uppercut f,f+2 m 30 JG
Left Splits Kick f,f+3 m 24 GS DSc
Slash Kick f,f,f+3 m 30 GS
Demon's Boar b+2 m 25 GS
Shadow Step b,b,N+3+4 - -
Hammer Punch d+1 m 15
Hammer-Power Punch d+1,2 mm 15,26
Geta Stomp d+4 M 25 #2
Twin Pistons d/f+1,2 mm 8,21 JG
Hell Axle u/f+3,4 mm 17,22 GS
Rising Sun u/f+4,4 hL 25,15
Deathfist QCF+2 m 30(*40)
Thunder Godfist f,N,d,d/f+1 m 35(*52)
Wind Godfist f,N,d,d/f+2 m 25 JG
Jumping Mid Kick f,N,d,d/f+3 m 35
Jumping Low Kick f,N,d,D/F+3 L 21
Hell Sweeps f,N,d,D/F+4(4,4) LLL 17(14,14) #3 RC
= Thunder Godfist 1 m 35(*52)
= Demon Godfist 2 m 25
= Tsunami Kick N+4,4 mm 12,21
Tsunami Kick WS+4,4 mm 12,21
Auger (Taunt) 2+3+4 - -
Lightning Hammer d+1+4 ! 70
#1: will only damage your character if whiffed.
#2: can only be performed when opponent is downed.
#3: if any of the Hell Sweeps is guarded high as the initial hit, opponent
will take slight guard damage.
-Throws-
Throw Name Command Position Damage Escape Com.
Neck Breaker 1+3 f-throw 30 1
Powerbomb 2+4 f-throw 30 2
Stonehead f,f+1+2 f-throw 33 1+2
Headbutt Carnival f,f+1+4 f-throw 29 1+2 #1b
Neck Chopper [1+3 or 2+4] ls-throw 40 1
Freefall [1+3 or 2+4] rs-throw 46 2
Atomic Drop [1+3 or 2+4] b-throw 60 1
#1b: can only be performed on Jin/Paul/Lei/Kuma/Heihachi.
-Strings-
::Command Flowchart:: ::Statistics::
_______________________________________ _____________________________
|_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10| |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
___
| |
| 1 | Lev: m
|___| Dam: 30
___|
_________________________________|_____ -----------------------------------
|d/f| | | | | | | | | |
| + | 2 @ 2 | 4 | 4 @ 1 | 4 | 1 @ 2 | 4 | Lev: m h h L L m h h m m
|_3_|___|___|___|___|___|___|___|___|___| Dam: 17 5 6 8 8 5 10 5 6 35
|___
_|_____________ -----------------------------------
| | | | |
| 2 | 1 | 2 | 1 | Lev: h m m m
|___|___|___|___| Dam: 5 8 21 25
_______________________________________ _____________________________
|_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10| |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
_______________________________________
|f,f| | | | | | | | | |
| N+| 1 | 2 | 2 @ 3 | 4 @ 4 | 1 | 2 | 1 | Lev: h h h h m m L h m m
|_2_|___|___|___|___|___|___|___|___|___| Dam: 7 8 6 7 6 11 5 5 8 30
_______________________________________ _____________________________
|_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10| |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
-Basic Move Frame Info-
Ex = Execution / Grd = Advantage if opponent guards
Hit = Advantage if hits opponent / Cnt = advantage if hits on counter hit (CH)
+ = your advantage / - = opponents advantage
D = knocks opponent down / s = staggers opponent for # of frames
__________________________________________________________________________
| 1 | F+1 | 2 | F+2 | 3 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|10| +1| +9|+10|10| +3| +10 |10| 0 | +9 |17|-13| -2 |14|-14| -3 |
|__|___|___|___|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
__________________________________________________________________________
| F+3 | 4 | F+4 | FC 1 | d+1 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|14|-14| -3 |16|-14| D |16|-14| D | 8| -2| +9 |14| -8| -8| +4|
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|___|___|
__________________________________________________________________________
| FC 2 | d+2 | FC 3 | d+3 | FC 4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|10| -2| +9 |10| -2| +9 |16|-17| -3 |16|-17| -3 |12| -8| +3 |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
__________________________________________________________________________
| d+4 | WS+1 | WS+2 | WS+3 | WS+4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|12| -8| +3 |10| -4| +7 |15| -7| D |16|-16| D |11| -5| +6 |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
__________________________________________________________________________
| d/f+1 | d/f+2 | d/f+3 | d/f+4 | u/f+4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|13| -1| +9 |15| -2|s30| D |16| -9| +2 |12| -4| +7 | ?| ?| D |
|__|___|_______|__|___|___|___|__|___|_______|__|___|_______|__|___|_______|
==============================================================================
= :: Ogre & Ogre 2 :::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================
________
\_____ \ ___________ ____
/ | \ / ___\_ __ \/ __ \
/ | Y /_/ > | \| ___/
\_______ |___ /|__| _\___ >
\/_____/ / _ \\/________ ________
> _ </\\_____ \ ___________ ____ \_____ \
/ <_\ \/ / | \ / ___\_ __ \/ __ \ / ____/
\_____\ \/ | Y /_/ > | \| ___/ / \
\/ \_______ |___ /|__| \___ > \_______ \
\/_____/ \/ \/
==============================================================================
= :: Ogre & Ogre 2 :::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================
-Special Arts-
Move Name Command Lev. Damage Com.
One-Two Punches 1,2 hh 5,8(6,8)
Shining Fists 1,1<2 hhm 5,8,15
Devil Fists 1,2<2 hhh 5,8,18
Cross-Backhand 2,2 hh 12,21
Demon Scissors 4~3 M 25 KND
Power Punch f+2 m 28
Right Splits Kick f+4 m 27
Shoulder Ram f+1+4 m 30
Hammer Fist f,f+1+2 M 40
Left Splits Kick f,f+3 m 23 GS
Bazooka Kick f,f+4 h 35
Hammer Heel f,f,N+4 M 20
Exploder f,f+3+4 h 40 FCD
Dragon Dive f,f,N+3+4 L 15 #1
Slash Kick f,f,f+3 m 30 GS
Shin Kick-Head Kick d+4,N+4 lh 7,20
Double Elbow d/f+1,2 mm 16,10
Blazing Kick d,d/b+4 m 30 JGc
Double Knuckle [u_u/f]+1+2 M 35
Delay Double Knuckle [u_u/f]N+1+2 M 35
Hunting Hawk u/f+3,4,3 mmh 15,14,25 GS
Windmill Kick u/b+3 M 20
Windmill-Tooth Fairy u/b+3,2 Mm 20,25 JG
Heavy Body Blow WS+2 m 25 DSc
Infinity Kick Combo WS+3,3,d+3,3... mmlm 10,25,15,10...
= Infinity Extension u+3... h 15... #2
= Infinity Extension d/f+3... m 15... #2
= Infinity Extension d+3... l 10... #2
Tsunami Kick WS+4,4 mm 13,21
Rising Kick WS+3+4 h 28
Groin Punch FC,f+1 m 30 CS
Power Slap FC,f+2 M 40
Low Backhand Sweep FC,d/f+2 L 25
Snake Creeper FC,3,3,3 LLm 12,19,25 JG
Snake Dimension FC,3,3,d+3 LLL 12,19,7
Deadly Slice b+2 ! 22
God Reverse b+1+2 ! 25 #3
Killing Blow b+2+3 ! 60
Serpent's Venom f,f+2 m! 15,20 #4
Deadly Slash f,f,N+2 ! 25
Dragon Power Punch b,b+1+2 ! 100
Bloody Scissors d/b+1+2 ! 60
Burning Knuckle [u_u/f]d+1+2 {!} 45
Delay Burning Knuckle [u_u/f]N,D+1+2 {!} 45
#1: if Dragon Dive is blocked, Ogre/Ogre 2 recovers in KND. if Dragon Dive
connects, Ogre/Ogre 2 recovers in PLD.
#2: Infinity Kick Combo can be immediately re-chained onto any Infinity
Extension without having to use WS+3,3...
#3: against opponents high punches. Only Ogre has this move.
#4: if the first hit is guarded against, dashing back (b,b) or sidestepping
will escape the second unblockable hit.
-Special Arts (Ogre 2 Only)
Move Name Command Lev. Damage Com.
Evil Wheel u+3+4 m 25
Buffalo Horn d/f+1+2 m 25 JG
Low Tail Spinner d+3+4 L 25
Mid Tail Spinner d/f+3+4 m 25
Dble Mid Tail Spinner d/f+3+4,3+4 mm 25,25
Deadly Revenge FC,d/f - - #1b
Hell Flame 1+2 (!) 30
Blazing Inferno d+1+2 ! 40 #2b
Owl's Hunt [KND_PLD]3+4 ! 40 #2b
#1b: perform after being hit with a mid punch.
#3b: can be crouched under.
-Throws-
Throw Name Command Position Damage Escape Com.
Body Slam 1+3 f-throw 30 1
Bear Hug 2+4 f-throw 10,25 2
Waning Moon d/f,d/f+2+4 f-throw 30 - OB
Choke Slam [1+3 or 2+4] ls-throw 10,15,25 1
Power Wringer [1+3 or 2+4] rs-throw 40 2
Swing Swung [1+3 or 2+4] b-throw 70 -
-Strings-
Ogre & Ogre 2 have no known Strings.
-Basic Move Frame Info-
Ex = Execution / Grd = Advantage if opponent guards
Hit = Advantage if hits opponent / Cnt = advantage if hits on counter hit (CH)
+ = your advantage / - = opponents advantage
D = knocks opponent down / s = staggers opponent for # of frames
__________________________________________________________________________
| 1 | F+1 | 2 | F+2 | 3 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|10| -5| +3| +6|10| -5| +3| +6|10| -2| +7 |18|-17| D |14|-14| -3 |
|__|___|___|___|__|___|___|___|__|___|_______|__|___|_______|__|___|_______|
__________________________________________________________________________
| F+3 | 4 | F+4 | FC 1 | d+1 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|14|-14| -3 |16|-14| D |16|-14| D | 8| -7| +4 | 8| -2| +9 |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
__________________________________________________________________________
| FC 2 | d+2 | FC 3 | d+3 | FC 4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|10| -5| +6 |10| -2| +9 |16|-14| -3 |16|-17| -3 |12| -8| +3 |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
__________________________________________________________________________
| d+4 | WS+1 | WS+2 | WS+3 | WS+4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|12|-11|-12| 0 |10| -4| +7 |16| -4| -2 |10|-21| -10 |11| -3| +8 |
|__|___|___|___|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
__________________________________________________________________________
| d/f+1 | d/f+2 | d/f+3 | d/f+4 | u/f+4 |
|______________|______________|______________|______________|______________|
| | | | | | | | | | | | | | | | | | | | |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|14| -3| +8 |15| -8|s24| D |16| -9| +2 |12| -4| +7 | ?| ?| D |
|__|___|_______|__|___|___|___|__|___|_______|__|___|_______|__|___|_______|
==============================================================================
= :: Anna Williams :::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================
_____
/ _ \ ____ ____ _____
/ /_\ \ / \ / \\__ \
/ | \ | \ | \/ __ \_
\____|__ /___| /___| (____ / __.__.__ .__ .__
\/ \/ \/ / \\/ / \__| | | | |__|____ _____ ______
\ \/\/ / | | | | | \__ \ / \ / ___/
\ /| | |_| |_| |/ __ \| Y Y \\___ \
\__/\ / |__|____/____/__(____ /__|_| /____ >
\/ \/ \/ \/
==============================================================================
= :: Anna Williams :::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================
-Special Arts-
Move Name Command Lev. Damage Com.
One-Two Punches 1,2 hh 4,10(5,10)
Uppercut-Punch d/f+1,2 mh 10,15
Bermuda Triangle 1,2,4 hhh 4,10,15 GS #1
Mini Snake-Feint SS 1,2,1,4,2[U_D] hhhhh 4,10,6,15,12 GS #1
Quick Snake Mid 1,2,1,4,2,3 hhhhhm 4,10,6,15,12,17 GS #1
Quick Snake Low 1,2,1,4,2,4 hhhhhl 4,10,6,15,12,21 GS #1
Quick Snake Grabber 1,2,1,4,2,u/f+3 hhhhhh 1,10,6,15,12,12,10 GS #1
PDK Quick Combo 1,4 hL 4,8
Double Punch-DK Combo 2,1,4 hhl 10,6,8
Punch-Anna Bomb 2,f+1+2 hm 10,20
PK Combo 2,3 hh 10,20
PDK Combo 2,d+3 hL 10,10
Cross-Roundhouse 2,4 hh 10,15
Left-Right HK 3,4 hh 25,15
High Kick-Low Kick 4,3 hL 15,15(16,15,)
Toe Kick Quick [d+_FC]1,N+4 Smm 5,10
Toe Kick [d+_FC]2,4 Smm 10(8),15
Low Kick-Upper [d+_FC]3,2 Lm 12,10 JG
Left LK-Right HK [d+_FC]3,N+4 Lh 12,15
Right LK-Backhand Chop [d+_FC]4,1 Sm(l)h 7(10),10 #2
Arm Stab FC,f+1 m 27 CS
Overhead Windmill FC,f+2 m 22
Arm Sweep FC,d/f+2 l 18
Guard Break 1+2 m 0
Delay Guard Break f+1+2 m 0
Super Riser [WS_QCF]+2 m 15 JGc
Anna Bomb WS+1+2 m 20(30*)
Power Anna Bomb f,f+1+2 m 25(37*)
Head Banger f,f+2 h 21
Rolling Kick f,f+4 M 20(30*) KND
Super Creeper-Feint SS d/f+3,1,4,2[U_D] mhhh 10,10,15,12 GS
Super Creeper Mid d/f+3,1,4,2,3 mhhhm 10,10,15,12,17 GS
Super Creeper Low d/f+3,1,4,2,4 mhhhl 10,10,15,12,21 GS
Super Creeper Grabber d/f+3,1,4,2,u/f+3 mhhhh 10,10,15,12,12,10 GS
Creeping Snake d/f+3,2,1,4 mhhL 10,12,6,8
Creeping Snake-L HK d/f+3,2,3 mhm 10,12,20
Creeping Snake-L LK d/f+3,2,d+3 mhL 10,12,10
Creeping Snake-R HK d/f+3,2,4 mhh 10,12,15
Assault Bomb d/f+3,1,2 mhh 10,10,6
Flash Kick-Left LK d/f+3,3,3 mhh 10,6,8
Flash Kick-Right HK d/f+3,3,3,4 mhhh 10,6,8,15
Flash Kick-Punches d/f+3,3,3,1,2 mhhhh 10,6,8,10,6
Left Mid-Right HK d/f+3,4 mh 10,15
Triple Slaps b+1,1,1 h 12,8,10
Double Slaps b+2,2 hh 15,18 GS #3
Leg Grabber u/f+3 h 12,10
Nicolella [u/b_u]+3 m 20
Can Opener [u_u/f]+4,3,4 hLh 20,10,14
Can Opener-Feint SS [u_u/f]+4,3,4[U_D] hLh 20,10,14
Hopping LK-Uppercut u/f,N,d+3,2 Lm 25,10 JG
Hopping LK-Right HK u/f,N,d+3,4 Lh 25,15
Jump Kick Left f,f,f+3 m 20
Heel Stomp [d_d/f]+3+4 L 20
Arm Sweep SS+2 l 16 KS
Double Lift SS+1+2 mm 8,21 JG
Mystic Booty 1+2+3 - 0 DS
High/Mid Reversal b+[1+3_2+4] - *
Cat Stance b+4 (auto parries low) -
Cat Stance Kick b+4,4 m 21
Bloody Scissors d+1+2 ! 50
Hunting Swan d/b+1+2 ! 95
= Swan Cancel u,u - -
#1: d/f+1 can be substituted as the first move of string, and when used, the
second hit (2) will take 15 damage.
#2: holding U or D immediately after second move will result in a sidestep.
#3: if only the second hit connects, opponent is turned sideways.
-Throws-
Throw Name Command Position Damage Escape
Arm Turn 1+3 f-throw 30 1
Lifting Toss 2+4 f-throw 30 2
Neck Throw u/f+1+2 f-throw 40 1+2
Embracing Elbow d/f,d/f+1 f-throw 50 1+2
Triple Break [1+3 or 2+4] b-throw 60 -
Side Elbow Smash [1+3 or 2+4] ls-throw 40 1
Legover Takedown [1+3 or 2+4] rs-throw 38 2
Palm Grab QCF+1+2 f-throw 15 2
= Arm Bar 3,4,3,1+2 link 30 1+2
= S.R.A.L 1,3,2,1 link 20 1
= Rear G-Tech 3,1,4,1+2,1+2 link 25 1+2
= Falling R.A.L. 2,1,3,4,1+2 link 25 2
= Galetech Toss 2,3,1+2,3+4,1+2 link 40 1
= Arm Sprain 1+3,4,1+2 link 30 2
= Inverted Crux. 4,3,4,3+4,1+2,3+4 link 32 1+2
= Rear Cross 1+2,4,3,1+2,1+2,1+2 link 32 1
-Strings-
::Command Flowchart:: ::Statistics::
_______________________________________ _____________________________
|_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10| |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
_______________________________________
| | | | | | | | | | |
| 1 | 2 @ 1 @ 2 @ 3 @ 3 | 2 | 1 | 2 | 4 | Lev: h h h h h L m h h h
|___|___|___|___|___|___|___|___|___|___| Dam: 4 10 6 6 7 9 6 6 6 30
_______________________________________ _____________________________
|_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10| |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
==============================================================================
= :: Gon :::::::::::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================
________
/ _____/ ____ ____
/ \ ___ / _ \ / \
\ \_\ ( <_> ) | \
\______ /\____/|___| /
\/ \/
==============================================================================
= :: Gon :::::::::::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================
-Special Arts-
Move Name Command Lev. Damage Com.
Advancing Punches 1,1,1... hmm... 5,8,6...
Mid Headbutt 3+4 M 25 CS
Tailspins 4,4,4,4,4,3+4 MLLLLM 10,10,10,10,10,25
Helicopter f+2+3 m 40
Double Sweeps f+3,3 LL 12,17
Mini Exploder f+3+4 m 40 GS
Rushing Headbutts F+1+2,1+2,1+2 MMM 7,14,21
Rolling Sawblade f,f+1+2 M(M) 21(21) GS
Roll Sawblade-Upper f,f+1+2,1+2 MM 21,21 GS
Dino Shoulder f,N,d,d/f+1+2 M 20 JG
Roger Punch b+1 m 30 GS
Norweigian Step b+3+4[B] - -
Tail Smack d+4 M 22 GS
Whiff Frankensteiner d/f+3+4 M 15 KND
Lay Down [d_d/b+1+2] - - PLD
Sit d/b+3+4 - -
= Roll Forward-Boot f,[3_4] m 15
= Roll Back-Roo Kick b,[3_4] m 22
Buttflop u+4 M 15
Quick Helicopter Spin u+3+4 mhmL 10,10,10,10 KS
Dino Gonfist [u/f_u_u/b]+1 m 21 JG
Backdrop [u/f_u_u/b]+1+2 M 35
Belly Flop [U/F_U,U/B]+1+2 M 15 GS
Mini Buttflop [u/f_u_u/b],[3_4] M 15
Hop Kick Left [u/f_u_u/b]+3 m 15 JG
Hop Kick Right [u/f_u/b]+4 m 15 JG
Flipstomp-Buttflip [u/f_u/b]+3+4 MM 10,26
Buttflop [U/F_U_U/B]+[3_4] M 15
Helicopter Spin [U/F_U/B]+3+4 mhmL 10,10,10,10 KS
Mini Upper WS+[1_2] m 15 JG
Low Shin Charge FC,d/f+3+4 L 21
Roll Back Roo Kick FC,d/b+3+4 m 20
Headdive RN,f+3+4 m 25
Kickup KND,[3_4] m 20
Scoot Kick FCD,[3_4] L 15
Lying Tailsmack PLD,[3_4] M 20 GS
Lying Kickout SLD,[3_4] L 15
Roll Forward-Boot SLD,f,[3_4] m 15
Roll Back-Roo Kick SLD,b,[3_4] m 22
Fire Breath 1+2 ! 20
Dino Charge 1+2~[1_2] ! 15
= Fall Down ~2 ! 15
Super Sino Rush f+1+4 !! 100,1
Dino Fart b+4 ! 10 CS
Guard Break d/f+1+2 ! 0 GS
-Throws-
Throw Name Command Position Damage
Kickup-Bite Grab [1+3 or 2+4] f-throw 35
Dino Swing [1+3 or 2+4] ls-throw 42
Multi Slam [1+3 or 2+4] rs-throw 10,15,25
Dino Pounce [1+3 or 2+4] b-throw 42
Tail Tossover b+1+2 *-throw 17
(*Note: works from any side)
-Strings-
Gon has no known strings.
==============================================================================
= :: Dr. Boskonovitch ::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================
________
\______ \_______
| | \_ __ \
| ` \ | \/
___/_______ /__| /\ __ .__ __ .__
\______ \\/___ __\/_| | ______ ____ _______ _|__|/ |_ ____ | |__
| | _// _ \/ ___/ |/ / _ \ / \ / _ \ \/ / \ __\/ ___\| | \
| | ( <_> )___ \| < <_> ) | ( <_> ) /| || | \ \___| Y \
|______ /\____/____ >__|_ \____/|___| /\____/ \_/ |__||__| \___ >___| /
\/ \/ \/ \/ \/ \/
==============================================================================
= :: Dr. Boskonovitch ::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================
:Special Conventions:
FB: Fall Back (Doctor B. will fall back after this move)
EFB: Electric Fall Back (Doctor B. will spark, then fall back after this move)
During FB, press 2 to speed up falling animation. Press 1 during accellerated
fall down to go directly into Panic Doctor.
At any time during FB, press 3+4 to perform Flip Flop.
During initial animation of FB or EFB, tap forward to recover.
At any time during FB or EFB press U for Doctor Bounce.
-Special Arts-
Move Name Command Lev. Damage Com.
One-Two Punches 1,2 mm 4,10
Bad Stomach 1+4 - - #3
Panic Doctor 2~1 - - FB
Left Lk-Right LK 3,4 ll 12,7
Thunder Oldfist u/f+1 m 25 EFB
Wind Oldfist u/f+2 h 15 FB
Trip Slide f+3+4 M 17 (7 guard damage)
Crouch Dash f,f - -
Jam Combo f,f+1<4<3<2<1 mLLmm 13,8,10,12,13 EFB
Jam Combo Extention f,f+1<4<3,3,3,2<1 mLLLLmm 13,8,10,10,7,12,13 EFB
Jack Tamer f,f+2 m 20 DSc GS
Slash Kick f,f+3 m 30 GS
Whiff Frankensteiner f,f+4 M 21
Steel Dive f,f+1+2 M 27
Head Dive f,f+3+4 M 30
Elbow Rush f,f,N+2 m 8 FB
Elbow Warp f,f,N+2 (CH) m 12,5
= Laughing Doctor = f,f - -
= Mind Warp = 1+2 M 25 PLD
= Hopping Back Kick = 3 M 20 FB
Panicsmoka f,f,N+3 M 25
Twin Pistons d/f+1,2 mm 8,21 FB
Slicer d+4 L 10 FCD
Dr. Kossak Kicks D/B+3,4,3,4,3,4 LLLLLL 15,12,10,12,12,12 FB
Guard Break b+1+4 m - KND
= Shadow Legs Front = ~B - -
= Overhead Crescent = 3 h 28 FB
= Prison Break = 4 m 21 FB GS
Panik Reverse Charge b+3+4 - -
= Super Doctor U ! 48
= Shadow Legs Back = ~B or ~F - -
= Summer Kick = 3 m 25 FB
= Winter Kick = 4 m 21 FB
Gut Stun SS+2 m 18 FB DSc
= Thunder Oldfist = 1 m 25 FB
Doctor Scoot KND[f_b] - -
Doctor Roll KND[f,f_b,b] - - FB
= Rolling Kick = 4 M 16 GS
= Flying Cross Chop = f+1+2 M 15 GS
= Flip Flop = 3+4 M 25 KND
Doctor Breath KND[1_2] ! 3
Hop Up KND 3+4 m 20
Rolling Kicks KND 3<3 lm 7,30
Roger Kicks KND 4,3,4,3,4 !mmmmm -,10,10,10,17 #3
Trick Roger Kicks KND 4,4,3,4,3,4 !!mmmmm -,-,10,10,10,10,17 #3
Chi Charge KND ALL - -
Doctor Scoot Away PLD[f_b] - -
Doctor Roll PLD[f,f_b,b] - - FB
= Flying Cross Chop = f+1+2 M 15 GS
= Flip Flop = 3+4 M 25 PLD
Roo Kick PLD 3+4 m 21 EFB
Chi Charge PLD ALL - -
Lying Trip Slide SLD 3+4 L 15
Spinnng Crescent Lunge FCD 4 m 18 FCD
Doctor Roll FCD b,b - - FB
= Rolling Roo Kick = ~3+4 m 25 EFB
Mind Blast BK 1+2 M 25
Mind Blast Away BK b+1+2 M 25
Panic Charge Reverse BK 3+4 - -
= Shadow Legs Back = ~B or ~F - -
= Summer Kick = 3 m 25 FB
= Winter Kick = 4 m 21 FB
High/Mid Punch Parry 1+2 - - #1
Low Parry d+1+2 - -
Bio Reactor b+1+2 ! 10(10,10,10...) #2
Resting Doctor d+3+4 - -
= Skidding Doctor = 3_4... - -
Diagnosis (RK parry) f (during RK) - 40 #4
#1: can chain directly into Irish Whip
#2: escaped with 3+4, will contuniously do damage until escaped.
#3: after any 4 in the string, holding B will make Dr. B. roll backwards.
#4: will automatically parry if opponent's right kick hits on CH.
-Throws-
BDS (must perform Bad Stomach first 1+4)
Throw Name Command Position Damage Escape Com.
Irish Whip BDS,1+2 f-throw 10 1+2
= Elbow Drop = 2,2,1+2 link 21 ?
= Kingstep = 1+4 link - -
= Running Bulldog = 2,1,3,4 link 38 ?
= Cartwheel = 1+2 link - -
= Taunting Doctor = 3+4 link - -
= Shoulder Ram = 1+2 link 50 ?
= Flying Cross Chop = 3+4 link 10 ?
Arm Takedown BDS,1+2 ls-throw 45 ?
Trip Up BDS,1+2 rs-throw 40 ?
Atomic Drop BDS,1+2 b-throw 60 -
Rolling Powerbomb 1+2 (Parry), 3+4 l-throw 37 -
Dr. Frankensteiner f,f+4 f-throw 15,18 -
Stone Head KND[f,f_b,b] b+1+2 f-throw 33 ?
-Strings-
Banik Charge 3+4 - -
= Banik Oldfist Chain = u/f+1,3,3,3,3 mmmmmm 25,20,10,10,10 FB
= Super Panic Chain... = u/f+1,3,3,... mmm... 25,20,10...
...Super Panic Chain ...F+3,3,3,3,3,3, mmhmmm 10,10,15,10,10,10...
...Super Panic Chain ...3,4,4,4,3,3, lhhhLL 10,10,10,10,10,10
...Super Panic Chain ...3,3,3,2,1 LLLmm 10,10,7,12,13
==============================================================================
= :::::::::::::::::::::::::::::::: PROFILES :::::::::::::::::::::::::::::::: =
==============================================================================
____________________________ ______________.____ ___________ _________
\______ \______ \_____ \\_ _____/ | | \_ _____// _____/
| ___/| _// | \| __) | | | | __)_ \_____ \
| | | | Y | \ \ | | |___ | \/ \
|____| |____|_ |_______ |___ / |___|_______ Y_______ /_______ /
\/ \/ \/ \/ \/ \/
==============================================================================
= :: Jin Kazama :::::::::::::::::::::::::::::::::::::::::::::::: PROFILES :: =
==============================================================================
-Catch Copy-
Jin Kazama: Fatal Lightning
Nationality: Japanese
Fighting Style: Advanced Mishima Fighting style Karate,
Kazama style of self-defense
Age: 19
Height: 180cm
Weight: 75kg
Blood Type: AB
Occupation: Martial Artist
Hobby: Bathing in forest
Likes: Mother's precepts
Dislikes: Deceiving others
-Story-
MEETING WITH DESTINY
At the age of 15, Jin found out that he was Kazuya Mishima' son. At the same
time, he lost his mother, Jun Kazama. Jin trained himself under the
supervision of Heihachi with the intention of defeating the "God of Fight",
who is supposed to have killed his mother. Heihachi was not only his
grandfather, but a reliable teacher.
Four years have passed. Having mastered the Kazama style of Judo and Mishima
style fighting karate, Jin starts to take action as a martial artist.
==============================================================================
= :: Paul Phoenix :::::::::::::::::::::::::::::::::::::::::::::: PROFILES :: =
==============================================================================
-Catch Copy-
Paul Phoenix: Hot-Blooded Martial Artist
Nationality: American
Fighting Style: Combined martial arts based on Judo
Age: 46
Height: 187cm
Weight: 81kg
Blood Type: O
Occupation: None. Still trains with intention
of being #1
Hobby: Motorcycles
Likes: Pizza, smell of gasoline
Dislikes: Japanese freeways
-Story-
WAITING FOR THE BIG ONE
In the last tournament Paul earned the right to fight Kazuya, but a multi-car
accident on the expressway prevented Paul from getting to the match on time.
He was forced to forfeit.
Through Paul enviable career, he has yet to win the one tournament that would
mark him as being one of the true greats.
Last spring he received an unexpected invitation to the '3rd King of the Iron
Fist Tournament'. With training still a part of his daily regiment, he is
still in peak condition and feels he still has what it takes to win the big
one. Thought now 46, he still has the eyes of an eagle with the strength and
reflexes of a tiger!
==============================================================================
= :: Forest Law :::::::::::::::::::::::::::::::::::::::::::::::: PROFILES :: =
==============================================================================
-Catch Copy-
Forest Law: Return of the Flaming Dragon
Nationality: American
Fighting Style: Martial Arts
Age: 25
Height: 177cm
Weight: 66kg
Blood Type: B
Occupation: Second Dojo Master
Hobby: Shopping
Likes: Credit Cards... Paul got Forest to pay his
tournament fee as well
Dislikes: Riding on the back of Paul's motorcycle
-Story-
LIVING IN HIS FATHER'S SHADOW
The proud son of Marshall Law, Forest trains at his father's dojo to achieve
Law's success and greatness. As a protective father, Marshall has forbidden
his son from entering any contests outside the dojo. Marshall's long-time
friend and competitor Paul Phoenix visits once every few months to spar with
Marshall. One day when Paul arrived, Marshall was away supervising the
building of a new dojo. Paul insisted that Forest join him in some training
exercises. Forest declined knowing that his father would disapprove. But Paul
wouldn't take no for an answer.
Unaware of Marshall's restrictions on fighting, Paul suggested to Forest that
he join 'The King of Iron Fist Tournament 3'. Paul sold Forest on the idea by
telling him he's a better fighter than his father. Forest knew his father
would be angry, but he had to prove that he was worthy of one day inheriting
the dojo. Marshall was enraged when he found out what happened. To him, it was
as if his son had been kidnapped.
==============================================================================
= :: King :::::::::::::::::::::::::::::::::::::::::::::::::::::: PROFILES :: =
==============================================================================
-Catch Copy-
King: Anger of Beast
Nationality: Mexican
Fighting Style: Wrestling
Age: 28
Height: 200cm
Weight: 90kg
Blood Type: A
Occupation: Professional wrestler, orphanage manager
Hobby: Pleasing children
Likes: Drinking beer in victory with Armor King
Dislikes: Tears of children
-Story-
HEIR TO THE THRONE
He's really King the second. Raised in King's orphanage, he was 24 years old
when the original King was killed. He put on the mask and assumed the role of
King's successor, in order to honor his mentor and save the orphanage.
The new King had only watched his mentor and really was incapable of
fulfilling the legend. Armor King, knowing who killed King, felt an obligation
to prepare King the Second for a rightful revenge.
Four years have passed and King the Second is now a skillful wrestler. Feeling
the time is right, Armor King tells his student that the God of Fighting was
responsible for King's death. Armor King breaks down in tears as he tells the
gruesome story. King the Second now knows his purpose in life.
==============================================================================
= :: Lei Wulong :::::::::::::::::::::::::::::::::::::::::::::::: PROFILES :: =
==============================================================================
-Catch Copy-
Lei Wulong: Super Police
Nationality: Chinese
Fighting Style: Combination of 5 Chinese martial arts
Age: 45
Height: 175cm
Weight: 65kg
Blood Type: A
Occupation: Policeman
Hobby: Movies, naps
Likes: Sony products
Dislikes: Crime, villians
-Story-
SUPERCOP
He drove Bruce to the brink of total defeat at the previous tournament, but
unfortunately he managed to escape. After the tournament, Bruce's homeward
bound plane crashed against the ground. There once was a rumour that Kazuya's
corp made it happen in order to silence him, but Lei thinks it might be a
disguised accident and doubts if Bruce is dead.
For 18 years since then, Lei has solved a lot of international crimes. He is
such an agile person that doesn't look 45 years old, therefore he is liked by
everybody called by the name of "Super Police", and the crime organizations
all over the world were afraid of that name most.
In the meantime, the cases that the prominent martial artists are missing
frequently happen within the jurisdiction of his station. Lei, who was
investigating the cases, was visited by Heihachi Mishima, the head of Mishima
financial group, who asked Lei to participate in "The King of Iron Fist
Tournament 3". Lei couldn't understand the reasons why Heihachi asked him to
participate, but he made up his mind to participate hearing him saying
"You'll see if you participate"
==============================================================================
= :: Nina Williams ::::::::::::::::::::::::::::::::::::::::::::: PROFILES :: =
==============================================================================
-Catch Copy-
Nina Williams: Silent Assassin
Nationality: Irish
Fighting Style: Assassination techniques based on bone
martial arts and Akido
Age: 22
Height: 161cm
Weight: 49kg
Blood Type: A
Occupation: To assassinate Jin Kazama (under the
control of the God of Fighting)
Hobby: Retracing faint memories
Likes: Doesn't remember
Dislikes: Doesn't remember
-Story-
SLEEPING BEAUTY
In the last tournament she was ordered to assassinate Kazuya, but an untimely
quarrel with her sister Anna prevented it. Shortly thereafter both sisters
were captured by Kazuya's corps and were used as guinea pigs in Boskonovitch's
Cold Sleep No. 2 experiment.
They did not wake up for 15 years. Heihachi's private corps, the Tekken Forces
went to the burial site and excavated the God of Fighting. This unearthing
unleashed its spirit which awakened Nina's resting soul. Now controlled by
the God of Fighting Nina acts robotically with the command to assassinate Jin
Kazama.
==============================================================================
= :: Yoshimitsu :::::::::::::::::::::::::::::::::::::::::::::::: PROFILES :: =
==============================================================================
-Catch Copy-
Yoshimitsu: Cyborg Ninja
Nationality: None
Fighting Style: Manji Martial Arts
Age: Unknown
Height: 178cm
Weight: 63kg
Blood Type: 0
Occupation: Leader of Manji Clan
Hobby: Sumo wrestling, net surfing
Likes: Arcades, especially those in Shinjuku Japan
Dislikes: Villains, poor losers
-Story-
LENDING A HELPING HAND
Boskonovitch created the Cold Sleep machine during experiments in his search
for eternal life. The technology, still unproven, was used to preserve his
young daughter who suddenly passed away.
Yoshimitsu raises research funds and as the leader of the "Manji" party he
helps the poor and disadvantaged. Yoshimitsu visited Boskonovitch when he
learned of the many martial artist disappearances. The "Yo-man" was surprised
to find Boskonovitch suffering from a mysterious pathological organism. It's
believed to have been contracted during lab experiments while making the Cold
Sleep machine. Like some weird sci-fi story, Boskonovich claims he needs
blood from the God of Fighting to complete his research and bring his
daughter back to life. Indebted to Boskonovitch for saving his life,
Yoshimitsu enters the tournament to help an old friend.
==============================================================================
= :: Ling Xiaoyu ::::::::::::::::::::::::::::::::::::::::::::::: PROFILES :: =
==============================================================================
-Catch Copy-
Ling Xiaoyu: High-Spirited Girl
Nationality: Chinese
Fighting Style: Hakke Ken, Hike Ken, and various
Chinese martial arts
Age: 16
Height: 157cm
Weight: 42kg
Blood Type: A
Occupation: Student, panda caretaker
Hobby: Traveling, visiting amusement parks
across the world
Likes: Chinese steamed buns and shrimp dumplings,
Peking duck
Dislikes: Math teachers
-Story-
CUTE, SPIRITED, HAS PANDA... WILL TRAVEL
This young girl loves amusement and theme parks. Her dream is to build the
perfect amusement park in China when she grows up.
She is both young and small in stature but Ling is a skilled martial arts
expert. Many believe if she was more serious she could achieve real greatness.
Having learned that the Mishima Financial Empire is rich and powerful she
seeks out Heihachi (president and CEO) to make her dream a reality.
While vacationing in Hong Kong with her family, Ling stowed away on a yacht
bearing the name, Mishima Financial Empire. Heihachi was not on board but
Mishima's men discovered her soon after the ship left port and Heihachi was
informed immediately.
Upon his arrival, Heihachi found his men beaten and strewn around the ship as
if it was hit by a hurricane. She threatened that she would go berzerk again
if he did not accept her challenge. Roaring with laughter, he promises to
build the amusement park of her dreams if she wins the tournament.
==============================================================================
= :: Hwoarang :::::::::::::::::::::::::::::::::::::::::::::::::: PROFILES :: =
==============================================================================
-Catch Copy-
Hwoarang: Blood Talon
Nationality: Korean
Fighting Style: Tae Kwon Do
Age: 19
Height: 181cm
Weight: 68kg
Blood Type: 0
Occupation: Street punk
Hobby: Yachting
Likes: Rock 'n roll, street fighting
Dislikes: Mishima Style fighting Karate,
Jin Kazama
-Story-
KILLING TWO BIRDS WITH ONE STONE
A student of Tae Kwan Do who works out at Baek Doo San's dojo, Hwoarang makes
a lot of money through dishonest gambling wagers. As part of what's called a
fraud team, he and other members pick fights for money. They manipulate the
odds by concealing their true strength. He escalates the odds against him and
makes what appears to be a foolish wager. His opponents soon realize they're
the real fools when Hwoarang soundly beats each and every one of them.
One day, members of the Mishima Group came to town, including among them Jin
Kazama. Hwoarang talks them into his game and is matched against Jin. Hwoarang
embarrassingly can only manage a draw. He hangs his head in disbelief at the
first blemish in his perfect career. Sickened at the thought of having to tell
his teacher Baek the bad news, Hwoarang vows to practice every day to
guarantee that it would never happen again. Then: terrible news. The God of
Fighting claims Baek as yet another victim.
Hwoarang now has a purpose in life. He will participate in the tournament,
beat Jin Kazama and seek revenge against the God of Fighting.
==============================================================================
= :: Eddy Gordo :::::::::::::::::::::::::::::::::::::::::::::::: PROFILES :: =
==============================================================================
-Catch Copy-
Eddy Gordo: Avenger
Nationality: Brazilian
Fighting Style: Capoeira
Age: 27
Height: 188cm
Weight: 75kg
Blood Type: B
Occupation: None
Hobby: Leadership training
Likes: Power
Dislikes: Weaknesses
-Story-
FROM RAGS TO RICHES
Eddy was born into one of the richest families in Brazil. Since he was a small
boy he knew he would one day take over the family business. He was well-liked
in his home town because he was a hard worker who treated others as his
equals.
One day, when he was 19, Eddy came home from school to find his father shot
and dying. He recalled that his father had been unusually nervous and fearful
in recent weeks.
Eddy's father working to destroy the drug cartel in Brazil. His untimely death
occurred just when he had obtained enough evidence to put the kingpins away
for good. In his last breaths, Eddy's father told him, "Now is not the right
time to fight. Falsely admit to the crime and hide in prison. Only there will
you be safe". Eddy went along with his father's last wish and the model
student went from a life of luxury to incarceration as a murderer.
Prison life was hell and not a day went by that Eddy didn't vow to get even
with his father's killers. One day during a prison riot he watched an old man
with great power fighting using a technique he called Capoeira. For 8 years
Eddy practiced until he became a master and could be considered a lethal
weapon.
Upon his release from prison, Eddy heard about the 'King of Iron Fist
Tournament 3' and the MFE. He decided to enter the tournament, believing he
could persuade the MFE to help him seek his long-awaited revenge.
==============================================================================
= :: Kuma :::::::::::::::::::::::::::::::::::::::::::::::::::::: PROFILES :: =
==============================================================================
-Catch Copy-
Kuma: Raging Bear
Nationality: Heihachi's pet
Fighting Style: Advanced bear fighting
Age: 8 (20 bear years)
Height: 280cm
Weight: 210kg
Blood Type: ?
Occupation: Bodyguard to Heihachi and Xiaoyu
Hobby: Training, cooking salmon
Likes: TV, Heihachi, Panda
Dislikes: 14 inch black and white TV
(because it's hard to see)
-Story-
BEAR SMASH PAUL!
The first Kuma died of old age during its travels with Heihachi. Its child,
also named Kuma, became Heihachi's second pet.
This Kuma is smarter than its father, and a good bodyguard for Heihachi. One
day, when it was absorbed in watching TV, it suddenly went wild at the sight
of a martial artist with a scarlet go-gi. It was Paul Phoenix!
Kuma has trained since that day to defeat Paul in battle. It doesn't think
anything of the God of Fighting, only of defeating Paul.
By the way, Kuma is secretly in love with Xiaoyu's Panda.
==============================================================================
= :: Panda ::::::::::::::::::::::::::::::::::::::::::::::::::::: PROFILES :: =
==============================================================================
-Catch Copy-
Panda: Red Data Animal
Nationality: Chinese
Fighting Style: Advanced bear fighting
Age: 16-17 (if it were human)
Height: 277cm
Weight: 200kg
Blood Type: ?
Occupation: Xiaoyu's pet
Hobby: Taking care of flower garden
Likes: Ling Xiaoyu
Dislikes: Kuma
-Story-
PROTECTOR OF XIAOYU
She is cared for at Ling Xiaoyu's high school. To participate in the
tournament, Ling moved to the Mishima Industrial College in Japan. Heihachi
taught Panda advanced bear fighting so that she could act as a bodyguard for
Xiaoyu during the tournament. Although Kuma is fond of Panda, she dislikes him
and keeps her distance.
==============================================================================
= :: Julia Chang ::::::::::::::::::::::::::::::::::::::::::::::: PROFILES :: =
==============================================================================
-Catch Copy-
Julia Chang: Wandering Fighter
Nationality: American
Fighting Style: Various Chinese martial arts
Age: 18
Height: 165cm
Weight: 54kg
Blood Type: B
Occupation: Archeology student
Hobby: Hunting
Likes: Buffalo
Dislikes: Mishima Financial Empire
-Story-
SEARCHING FOR MICHELLE
Julia studies archeology in Michelle Chang's tribal lands. As a baby, Julia
was deserted in the ruins of ancient Native American settlements, where
Michelle found her. Michelle rescued Julia and brought her up with love.
Julia loved Michelle and her adopted tribe and trained with Michelle to
protect her beloved homeland.
When Julia was 18, stories of sudden disappearances of famous martial artists
all over the world began to reach the tribe. The tribe knew the cause, which
was contained in the tribal legends...the legend of the God of Fighting.
People in the tribe feared that Michelle's pendant, the key to Native American
sacred treasure, had something to do with the disappearances.
With apprehension spreading through the tribe, Michelle left for Japan to ask
Heihachi why he had sought to take the pendant during the second tournament.
Michelle hoped to learn about the origin of the God of Fighting's power.
Michelle did not return. Julia suspected Heihachi and now seeks him out to
discover the truth.
==============================================================================
= :: Gun Jack :::::::::::::::::::::::::::::::::::::::::::::::::: PROFILES :: =
==============================================================================
-Catch Copy-
Gun Jack: Disordered Killing Machine
Nationality: Unknown
Fighting Style: Power fighting, guns are installed in
both arms (though defected)
Age: 7
Height: 220cm
Weight: 170kg
Blood Type: Plutonium
Occupation: Purpose unknown
Hobby: Weapon training
Likes: Self-analysis
Dislikes: Scrap factories
-Story-
JACK-2 IS REBORN
When Jane, now a physicist, was eight years old, she was rescued from a
bacteriological war by the Russian military robot Jack-2. However, Jack-2 was
later destroyed by a satellite weapon as Jane, still a young girl, watched in
horror.
Jane, now 27, could not forget the nightmare of Jack-2's having collapsed
beside her. She spent ten years restoring Jack-2 to 90% functionality, but it
seemed to have lost the humane characteristics that set it apart from Jack-1.
Jane worked hard analyzing the program in order to return to Jack2 the gentle
soul which had saved her life. Through detailed analysis, she found that most
of Jack-2's programming was created by Mishima Heavy Industry, one of the
subsidiaries of the Mishima Financial Empire. Moreover, she discovered a
hidden program... 'Project Gun Jack'. It laid the groundwork for a new weapon,
a pivot gun.
In order to restore Jack-2 completely, Jane had to approach Mishima Financial
Empire and solve the mystery of the project. She quickly installed the hidden
program and brought to Mishima Financial Empire the newly dubbed Gun Jack.
==============================================================================
= :: Mokujin ::::::::::::::::::::::::::::::::::::::::::::::::::: PROFILES :: =
==============================================================================
-Catch Copy-
Mokujin: Wooden Person
Nationality: Unknown
Fighting Style: Mimicry
Age: Unknown
Height: 178cm
Weight: 95kg
Blood Type: Sap
Occupation: Training dummy
Hobby: Mimicry
Likes: Mimicry
Dislikes: Mimicry
-Story-
I KNOW YOU ARE BUT WHAT AM I?
Mokujin is a training dummy made from a 2000 year old oak tree.
Mokujin has been kept in a museum for a long time, but when the God of
Fighting awoke, it gained self-identity and started to act on its own. Some
people say it is motivated by the desire to help martial artists and only God
and Mokujin know for sure.
==============================================================================
= :: Bryan Fury :::::::::::::::::::::::::::::::::::::::::::::::: PROFILES :: =
==============================================================================
-Catch Copy-
Bryan Fury: Snake Eye
Nationality: American
Fighting Style: Kickboxing
Age: 29
Height: 186cm
Weight: 80kg
Blood Type: AB
Occupation: Collecting brain data
Hobby: Collecting cigarette
Likes: Haircuts, solitude
Dislikes: Bright sunlight
-Story-
PART MAN, PART COP, ALL ZOMBIE
Bryan Fury, an officer in the International Police Organization was killed
in a shoot-out in Hong Kong.
Bryan's corpse was transported to the laboratory of a man named Dr. Abel. This
88-year-old scientist was fairly famous in the underground society, but his
findings were often preceded by Dr. Boskonovitch's. However, at last, he came
to the last step of completing his master project... the Cyborg Army. Dr Abel
thought that a perfect cyborg must have the mechanics built by his rival, Dr.
Boskonovitch and reanimated Fury's body and sent him off to collect this data.
In his former life, Bryan was known as a skillful detective, but on the other
side, he was always followed by dark rumors. Investigating the Hong Kong drug
trade, Lei Wulong discovered that Fury had connections with drug dealers.
Bryan sneaks into the 'King of Iron Fist Tournament', targeting Yoshimitsu who
has strong ties with Boskonovitch.
==============================================================================
= :: Heihachi Mishima :::::::::::::::::::::::::::::::::::::::::: PROFILES :: =
==============================================================================
-Catch Copy-
Heihachi Mishima: King of the Iron Fist
Nationality: Japanese (although Japanese government
denies it)
Fighting Style: Mishima style Fighting Karate
Age: 73
Height: 179cm
Weight: 80kg
Blood Type: B
Occupation: Leader of Mishima Financial Empire
Hobby: Meditation, bathing
Likes: Ruling the world
Dislikes: Nothing
-Story-
FAMILY MATTERS
Heihachi retrieved the Mishima Financial Empire by defeating his son.
Scheming to further develop the MFE, Heihachi organized "Tekken Force", the
MFE's private corps and dispatched them to settle disputes and brought waste
land under cultivation to feed the poor countries of the world to gain support
of leaders worldwide.
Fifteen years later, a secret excavation by the Tekken Forces in Central
American ruins unearths an unusual find. They were annihilated by a mysterious
being.
Heihachi realized that the mysterious being could be the legendary God of
Fighting, and took action to realize his life's goal, to capture the God of
Fighting and therefore rule the world.
One day, Heihachi was visited by a 15-year-old boy named Jin Kazama. Being
informed that Jin was his grandson and hearing what had happened to his mother
Jun, Heihachi reasoned that the God of Fighting thrives on the "strong souls"
of others. Heihachi trained Jin to use him as a decoy to lure the God of
Fighting.
In Jin's nineteenth year Heihachi declared to the world that the third 'King
of the Iron Fist Tournament' was forthcoming. At the same time he noticed that
Jin, the youngest of Mishima bloodline, began to show the same "dangerous
power" as Kazuya had. Heihachi decided to dispose of Jin after he lured the
God of Fighting in order to end the doomed destiny of the MFE.
==============================================================================
= :: Ogre & Ogre 2 ::::::::::::::::::::::::::::::::::::::::::::: PROFILES :: =
==============================================================================
-Catch Copy-
Ogre & Ogre 2: God of Fighting
Nationality: None
Fighting Style: Unknown, legend says it absorbs one's soul
Age: Unknown, perhaps timeless
Height: Unknown, varying reports
Weight: Unknown, varying reports
Blood Type: Unknown
Occupation: None
Hobby: None
Likes: None
Dislikes: None
-Story-
THE GOD OF FIGHTING
The legend of Native Americans says the Ogre was the war weapon which
creatures from outerspace left on earth in ancient time. It understands entire
structures of all living and artificial beings, and absorbed them.
It wanders the earth in search of strong souls.
==============================================================================
= :: Anna Williams ::::::::::::::::::::::::::::::::::::::::::::: PROFILES :: =
==============================================================================
-Catch Copy-
Anna Williams: Lightning Scarlet
Nationality: Irish
Fighting Style: Assassination techniques based on bone
martial arts and Akido
Age: 20
Height: 163cm
Weight: 49kg
Blood Type: A
Occupation: Student (retired)
Hobby: Planting false memories in Nina
Likes: Espresso Coffee, Jerry (from "Tom & Jerry")
Dislikes: Nina, because she is no longer interested
in her
-Story-
SCARLET DREAMS
19 years ago Kazuya confided some alarming news to Anna. Her sister Nina was
planning to become a guinea pig of Dr. Boskonovitch's "Cold Sleep". As much as
they quarreled, Anna would miss her sleeping sister. Worse yet, she would
continue to age while her sister was frozen in time! She too went to
Boskonovitch, subjected her to the Cold Sleep, and asked to be awakened along
with Nina.
Sensing the God of Fight's evil presence, both Nina and Anna awoke 19 years
later. Making an effort to continue their sibling rivalry, Anna was saddened
to find that her sister had somehow lost all memeory of her. Now, rather than
fighting, Anna felt the need to help Nina and prevent her from again becoming
an assassin.
==============================================================================
= ::::::::::::::::::::::::::::::: EXTRA STUFF :::::::::::::::::::::::::::::: =
==============================================================================
-Different Costumes-
Each character has at least 2 different costumes from which to choose. Certain
characters have 3. Those characters with 3 selectable costumes are: Jin, Law,
Ling. Below is a description of each characters different costume selections.
Jin Kazama
Punch Button: No shirt, black pants with flames.
Kick Button: Orange/Black shirt, black pants with red design
Start Button: School uniform, blue sweater, pinstriped pants
On the PSX version, Jin's third outfit is only available after he has been
selected 50 times in ARCADE, VERSUS, FORCE, or TEKKEN BALL MODE. It can also
be selected with right punch.
Paul Phoenix
Punch Button: Red Karate Gi
Kick Button: Black motorcycle riding suit
Forest Law
Punch Button: White shirt, blue pants
Kick Button: White tank-top, maroon pants
Start Button: Yellow jump-suit
Lei Wulong
Punch Button: Green Kung-Fu shirt, red pants
Kick Button: White button-up shirt, brown pants
King
Punch Button: Blue pants, yellow elbow and knee pads
Kick Button: Blue shirt, gray sweat pants
Nina Williams
Punch Button: Purple bodysuit
Kick Button: Black hotpants, dark maroon plush top
Start Button: (Anna Williams - ARCADE ONLY)
Yoshimitsu
Punch Button: Black pants, metal shin guards, silver body-armor
Kick Button: Full siver body-armor
Ling Xiaoyu
Punch Button: Orange warm-up suit, yellow sash
Kick Button: Blue top, tight black shorts
Start Button: School uniform, blue/white top, pinstriped dress
On the PSX version, Ling's third outfit is only available after she has been
selected 50 times in ARCADE, VERSUS, FORCE, or TEKKEN BALL MODE. It can also
be selected with right punch.
Hwoarang
Punch Button: White Karate Gi
Kick Button: Jeans, black chaps, blue tank-top
Eddy Gordo
Punch Button: Matching yellow and green pants
Kick Button: Black shorts, purple and red tank-top
Start Button: (Tiger Jackson)
On the PSX version, Eddy's third outfit (Tiger) is only available after you
have beaten ARCADE MODE with 16 different characters. Tiger can also be
selected with right punch.
Kuma
Punch Button: Kuma, brown bear, red hankerchief around neck
Kick Button: Panda, white/black panda, happy face =)
Julia Chang
Punch Button: Jean skirt, leather boots, tan leather top
Kick Button: Brown shirt, bell-bottom jeans
Gun Jack
Punch Button: Dark grey body-armor
Kick Button: Dark green body-armor
Start Button: Original Jack-2 (ARCADE ONLY)
On the PSX version, Gun Jack's third outfit (Original Jack-2) is only
available after he has been selected 10 times in ARCADE, VERSUS, FORCE, or
TEKKEN BALL MODE. It can also be selected with right punch.
Mokujun
Punch Button: Male Mokujun
Kick Button: Female Mokujin
Bryan Fury
Punch Button: Leather vest, black and white pants
Kick Button: Tan Snake-skin pants
Heihachi Mishima
Punch Button: Dark blue Samurai pants
Kick Button: Purple pimp jacket, white pants
Ogre
Punch Button: Green Ogre
Kick Button: Pink Ogre
Ogre 2
Punch Button: Brown Ogre 2
Kick Button: Green Ogre 2
Anna Williams (Special PSX ONLY)
Punch Button: Red Chinese-style dress
Kick Button: Blue Chinese-style dress
Start Button: Zebra Stripped Suit
Anna's's third outfit is only available after she has been selected 25 times
in ARCADE, VERSUS, FORCE, or TEKKEN BALL MODE. It can also be selected with
right punch.
Gon (Special PSX ONLY)
Punch Button: Naked Dinosaur
Kick Button: Koopa Shell Dinosaur
Dr. Boskonovitch (Special PSX ONLY)
Punch Button: Lab Coat, Brown Slacks
Kick Button: Modified Yoshimitsu Armor
-ARCADE Secret Characters-
Anna Williams
To play as Anna Williams, highlight Nina Williams, and press the Start button.
Anna Williams plays identical to Nina Williams. This option is only available
after Bryan Fury is play-againstable from Time Release.
Tiger Jackson
To play as Tiger Jackson, highlight Eddy Gordo, and press the Start button.
Tiger Jackson plays identical to Eddy Gordo. This option is only available
after Ogre 2 is play-asable from Time Release.
-PSX Secret Characters-
Releasing Kuma: To release Kuma you must beat ARCADE MODE with any
character.
Releasing Julia: To release Julia you must beat arcade mode with any two
different characters.
Releasing Gun Jack: To release Gun Jack you must beat ARCADE MODE with any
three different characters.
Releasing Mokujin: To release Mokujin you must beat ARCADE MODE with any
four different characters.
Releasing Anna: To release Anna you must beat ARCADE MODE with any five
different characters.
Releasing Bryan: To release Bryan you must beat ARCADE MODE with any six
different characters.
Releasing Heihachi: To release Heihachi you must beat ARCADE MODE with any
seven different characters.
Releasing Ogre: To release Ogre you must beat ARCADE MODE with any eight
different characters.
Releasing Ogre 2: To release True Ogre beat ARCADE MODE with any nine
different characters
Releasing Gon: To release Gon you must first beat ARCADE MODE with the
ten default characters. Gon will then be playable as the
first opponent in TEKKEN BALL MODE and as a random
opponent in ARCADE MODE. One you defeate Gon in either
mode, he will be selectable. (Note: If you fail to defeat
Gon in Tekken Ball, he will not appear again, so you must
defeat him in ARCADE MODE.)
Releasing Dr. B. To release Dr. Boskonovitch you must beat FORCE MODE with
any character four times.
-PSX Secret Modes-
TEKKEN BALL MODE: To gain access to TEKKEN BALL MODE you must beat ARCADE
MODE with any ten different characters.
THEATER MODE: To gain access to THEATER MODE you bust beat ARCADE MODE
with the ten default characters.
-PSX Extra Secrets-
Gun Jack Ending: Gun Jack's extended ending will appear when you beat ARCADE
MODE with Gun Jack after his Jack-2 suit is released.
2p Costume EMBU: The 2p Costume EMBU appears after you have defeated ARCADE
MODE with the ten default characters. (Note: The original
EMBU will still also appear. Every other EMBU will be the
2p Costume EMBU.)
Alternate EMBU: The Switch Character EMBU appears after you have defeated
ARCADE MODE with every character. (Note: The original and
2p Costume EMBUs will still also appear. Every third EMBU
will be the Switch Character EMBU.)
Motion Record: To access the secret Motion Record, go into PRACTICE MODE
and select FREE. In the FREE settings, hold L1+L2+R1+R2 and
press circle.
==============================================================================
= :::::::::::::::::::::::::::::::: CREDITS ::::::::::::::::::::::::::::::::: =
==============================================================================
_____________________________________ ._______________________
\_ ___ \______ \_ _____|______ \ | \__ ___/ _____/
/ \ \/| _/| __)_ | | \| | | | \_____ \
\ \___| | \| \| ` \ | | | / \
\______ /____|_ /_______ /_______ /___| |____| /_______ /
\/ \/ \/ \/ \/
==============================================================================
= :::::::::::::::::::::::::::::::: CREDITS ::::::::::::::::::::::::::::::::: =
==============================================================================
The Tekken 3 Manual: Act.1 is the result of long hard work by not only myself,
but numerous people from the Tekken 3 community. I would like to thank every
one of the "online" Tekken 3 players who have contributed even the smallest
amount of information. I would also like to thank all of the people I have had
the privilege of playing against from across the U.S. Thanks to everyone...
Ben Cureton (tragic) author/layout ------------------------ tragic@tekken.net
Matthew Gosling (-MG-) head proofreader/research -------- MATTHEW@bitscorp.com
Dee Zheng (Dee) assistant proofreader/research -------------- dz21@cornell.edu
Vik Steyaert (Castel) proofreading/research ------------ steyaert@deltanet.com
Shiang Liu (Chimmy) proofreading/research --------------- lilelephant@juno.com
Dan Benedict (PPhoenix) ---------------------------------- pphoenix@sssnet.com
Jason Arney (jarney) translating ---------------------------- jarney@namco.com
Jin Hei Kang (psylocke) just for being you ----------------- jk207@is5.nyu.edu
Thanks to everyone - It's finally out!!!
Please e-mail any additions/correction to Ben Cureton tragic@tekken.net.
TEKKEN.NET - http://www.tekken.net
Be sure to pick up The Brady Games Unauthorized Tekken 3 Fighting Guide By
Ben Cureton!
==============================================================================
= :: The Tekken 3 Manual :::::::::: ACT.1 ::::::::::::::::::: END OF FILE :: =
==============================================================================