============================================================================== = :::::: 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 ) ___/| | \ |> < \____| |___| /\____/ \___ >___| /__/__/\_ \ \/ \/ \/ \/ ============================================================================== = :: 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 \/ __ \_ |____|__ \____/|__|_| (____ / \/ \// _ \/ __________ .___ > _ \______ /___| (____ /___| |___ / \/ \/ \/ \/_____/ ============================================================================== = :: 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 /_/ > | \| ___/ \_______ |___ /|__| _\___ > \/_____/ / _ \\/________ ________ > _ | \| ___/ / \ \/ \_______ |___ /|__| \___ > \_______ \ \/_____/ \/ \/ ============================================================================== = :: 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 :: = ==============================================================================