******************************************************************************* note: in easy moves patch, charge moves not need charging! * 3.1 Ray McDougal * ******************************************************************************* Colors Weak Point: lightning bolt ------ P - Blue jeans w/ Red lightning bolt K - Gray jeans w/ Blue lightning bolt Throws ------ DDT f/b + MP/HP close f and b determine where opponent is thrown Air DDT f/b + MP/HP close in f and b determine where air opponent is thrown Basic Move ---------- N/A Command Move ------------ N/A Special Moves ------------- Big Tornado qcf + P LP=slow, MP=medium, HP=fast; will collide with other projectiles as both will be "destroyed" in the process Dynamite Tackle f, f + P / f, f, P LP=short, MP=medium, HP=long Wheel Kick qcb + K LK=short, MK=medium, HK=long ====================================== In easy move patch Special Moves ------------- Big Tornado back + P LP=slow, MP=medium, HP=fast; will collide with other projectiles as both will be "destroyed" in the process Dynamite Tackle Forward + P LP=short, MP=medium, HP=long Wheel Kick back + K LK=short, MK=medium, HK=long ``````````````````````````````````````````````````````````````````````````````` ******************************************************************************* * 3.2 Liu Feilin * ******************************************************************************* Colors Weak Point: breastplate ------ P - Green top w/ Orange bottoms K - Red top w/ Purple bottoms Throw ----- Mantis Slam f/b + MP/HP close f and b determine where opponent is thrown Basic Move ---------- N/A Command Moves ------------- N/A Special Moves ------------- Touroh Zan qcf + P LP=slow, MP=medium, HP=fast; will collide with other projectiles as both will be "destroyed" in the process Diving Touroh Zan b, db, d + P in air LP=slow, MP=medium, HP=fast; (at the peak of the will collide with other jump) projectiles as both will be "destroyed" in the process; overhead Hakkaku Soubi Ken Charge d for 2 seconds, LP=short, MP=medium, HP=far u + P ====================================== In easy move patch Special Moves ------------- Touroh Zan back + P Diving Touroh Zan forward + P in air Hakkaku Soubi Ken back + forward + kick ``````````````````````````````````````````````````````````````````````````````` ******************************************************************************* * 3.3 Kano Ryoko * ******************************************************************************* Colors Weak Point: headband ------ P - Off White costume w/ Red trim K - Dark Orange costume w/ Blue trim Throws ------ Heave Toss f/b + MP close f and b determine where opponent is thrown Side Slam f/b + HP close f and b determine where opponent is thrown Layback Toss df/db + MP/HP close df throws the opponent in front of Ryoko while db throws the opponent behind Ryoko Submission Hold d, d + P Izuna Drop f/b + MP/HP close in f and b determine where air opponent is thrown Basic Moves ----------- Short Sweep LK must be blocked low; grounds opponent Axe Kick HK close 2 hits Command Move ------------ Double Fist Sweep d + HP must be blocked low Special Moves ------------- Cho Yama Arashi hcf/hcb + MP/HP close unblockable Ippon Seoi hcf/hcb + MP/HP at Ryoko will fly forward to about sweep distance grab the opponent; dash in is unblockable Air Ippon Seoi hcf/hcb + MP/HP in air unblockable next to opponent (the grab will work close to the opponent or at a sweep distance away and at any distance between those two points) Zenten Ukemi Charge b for 2 seconds, can use this to get in close f + P for your special move throws ``````````````````````````````````````````````````````````````````````````````` ====================================== In easy move patch Special Moves ------------- Special Moves ------------- Cho Yama Arashi F + F + P or F + B + P Ippon Seoi D + D + P Air Ippon Seoi F + B + P in air Zenten Ukemi B + F + K ******************************************************************************* * 3.4 Matlok Jade * ******************************************************************************* Colors Weak Point: headgear ------ P - Green pants w/ Blonde hair K - Blue pants w/ Orange hair Throw ----- Monkey Flip f/b + MP/HP close f and b determine where opponent is thrown Basic Move ---------- Hop Kick HK close 2 hits Command Moves ------------- Head Press d + MK in air can perform another air attack after move (but not another Head Press; can guide descent slightly with b/f; overhead Hop Spear d + HP quick low dodge Special Moves ------------- Spinning Wave Charge b for 2 seconds, LP=slow, MP=medium, HP=fast; f + P will collide with other projectiles as both will be "destroyed" in the process Overhead Kick Charge b for 2 seconds, LK=short, MK=medium, HK=far; f + K overhead Road Hurricane Charge d for 2 seconds, u + K ``````````````````````````````````````````````````````````````````````````````` ====================================== In easy move patch Special Moves ------------- Spinning Wave B + F P Overhead Kick F + B K Road Hurricane B + F K ******************************************************************************* * 3.5 Samchay Tomyamgun * ******************************************************************************* Colors Weak Point: armband ------ P - Green costume w/ Red trim K - Orange costume w/ Blue trim Throws ------ Head Crush f/b + MP/HP close f and b determine where opponent is thrown Deadly Knees f/b + MK/HK close f and b determine where opponent is thrown Basic Move ---------- Rising Snap HK close 2 hits Command Move ------------ N/A Special Moves ------------- Maddron Jusarop qcf + P LP=slow, MP=medium, HP=fast; will collide with other projectiles as both will be "destroyed" in the process Ti Kaukoun qcf + K LK=short, MK=medium, HK=long Pap Soukau LP+LK / MP+MK / HP+HK LP+LK=short, MP+MK=medium, HP+HK=long ``````````````````````````````````````````````````````````````````````````````` ====================================== In easy move patch Special Moves ------------- Maddron Jusarop back + p LP=slow, MP=medium, HP=fast; will collide with other projectiles as both will be "destroyed" in the process Ti Kaukoun back + K LK=short, MK=medium, HK=long Pap Soukau LP+LK / MP+MK / HP+HK LP+LK=short, MP+MK=medium, HP+HK=long ******************************************************************************* * 3.6 Lee Diendo * ******************************************************************************* Colors Weak Point: knees ------ P - Purple costume K - Orange costume Throw ----- Fireman's Carry f/b + MP close f and b determine where opponent is thrown Energy Thrust f/b + HP close f and b determine where opponent is thrown; sends opponent clear across the screen Basic Move ---------- N/A Command Move ------------ N/A Special Moves ------------- Zesshou Hou qcf + P LP=short, MP=medium, HP=long Choshin Kou f + MP Zesshou Hou must touch the opponent for this follow up to be possible Senkyuu Tai qcf + K LK=short, MK=medium, HK=far ``````````````````````````````````````````````````````````````````````````````` ====================================== In easy move patch Special Moves ------------- Zesshou Hou F + P LP=short, MP=medium, HP=long Choshin Kou Back + Weak punch Zesshou Hou must touch the opponent for this follow up to be possible Senkyuu Tai F + K LK=short, MK=medium, HK=far ******************************************************************************* * 3.7 Mizoguchi Makoto * ******************************************************************************* Colors Weak Point: headband ------ P - Black pants w/ Red trim K - Green pants w/ Blue trim Throws ------ Neckringer Slam f/b + MP/HP close f and b determine where opponent is thrown Shuffle Kick f/b + MK/HK close f and b determine where opponent is thrown Basic Moves ----------- Axe Kick HK close 2 hits Air Falling Axe u, HK 2 hits; overhead Command Move ------------ N/A Special Moves ------------- Tiger Bazooka qcf + P LP=slow, MP=medium, HP=fast; will collide with other projectiles as both will be "destroyed" in the process Koryuu Sai b, db, d + P LP=short, MP=medium, HP=long Ren Zoku Keri qcf + K LK=short, MK=medium, HK=long; mashing K with the qcf motion is a good way to make sure all the follow ups come out Single Follow K Swipe qcf + K Single Follow K Finish qcf + K ``````````````````````````````````````````````````````````````````````````````` ====================================== In easy move patch Special Moves ------------- Tiger Bazooka f + P Koryuu Sai back + P Ren Zoku Keri f + K ******************************************************************************* * 3.8 Jean Pierre * ******************************************************************************* Colors Weak Point: leg band ------ P - Green costume K - Purple costume Throws ------ Frankensteiner f/b + MK/HK close f and b determine where opponent is thrown Flying Mayor f/b + MP/HP close in f and b determine where air opponent is thrown Basic Move ---------- Back Flip HK close if move touches the opponent, Jean hops backwards away from the opponent Command Move ------------ Slide df + HK must be blocked low Special Moves ------------- Needle Shower tap P rapidly can use b/f to guide move VERY slightly Ball Rose Charge b for 2 seconds, LP=slow, MP=medium, HP=fast; f + P will collide with other projectiles as both will be "destroyed" in the process Chojaku Needle Shower LP+MP+HP+LK+MK+HK, then this basically allows the tap P rapidly to player to start the Needle continue maneuver Shower without the use of tapping rapidly; can use b/f to guide move VERY slightly ====================================== In easy move patch Special Moves ------------- Ball Rose Back + forward + p ******************************************************************************* * 3.9 Marstorius * ******************************************************************************* Colors Weak Point: leg warmers ------ P - Brown top w/ White bottom K - Black top w/ Green bottom Throws ------ German Suplex f/b + MP/HP close f and b determine where opponent is thrown Turn Slam df/db + MP/HP close df throws the opponent in front of Marstorius while db throws the opponent behind Marstorius Basic Move ---------- Single Foot Dropkick HK close slow starting; low dodge Command Move ------------ Single Foot Dropkick d + HK close slow starting; low dodge Special Moves ------------- Dash Lariat Charge b for 2 seconds, LP=short, MP=medium, HP=long f + P Moonsault Press Charge d for 2 seconds, overhead u + P Double German hcf/hcb + MP/HP from unblockable; the range of close to a sweep the grab is quite large, distance away as it can grab from a sweep distance away Heel Kick Charge b for 2 seconds, LK=short, MK=medium, HK=long f + K ====================================== In easy move patch Special Moves ------------- Dash Lariat back + forward + punch Moonsault Press forward + back + punch Double German forward + forward + punch Heel Kick back + forward + kick ------------------------------------------------------------------------------- ******************************************************************************* * 3.10 Clown * ******************************************************************************* Colors Weak Point: mask ------ P/K - Purple w/ Red trim Throw ----- N/A Basic Move ---------- Happy Twirl K low dodge Command Move ------------ N/A Special Moves ------------- Pick A Card qcf + P LP=slow, MP=medium, HP=fast; will collide with other projectiles as both will be "destroyed" in the process Homing Head Stamp f/b + K slight homing ability; overhead Spin Attack f/b + P LP=slow, MP=medium, HP=fast Spin Drop d + P LP=short, MP=medium, HP=far; overhead ====================================== In easy move patch Special Moves ------------- Card B + F + P Head Stamp F + B + p spin attack B + F + K Spin drop F + B + K ******************************************************************************* * 3.11 Karnov * ******************************************************************************* Colors Weak Point: ghutrah ------ P/K - Red pants Throw ----- N/A Basic Move ---------- N/A Command Move ------------ Head Slide d + K must be blocked low Special Moves ------------- Fireball qcf + P LP=short bounce, MP=medium bounce, HP=far bounce; will collide with other projectiles as both will be "destroyed" in the process Fire Breath qcf + P LP=quick, MP=medium, HP=longest lasting; absorbs projectiles Low Fire Breath qcf + K LK=quick, MK=medium, HK=longest lasting; absorbs projectiles Balloon Attack 360 + HP in air Karnov is invulnerable (except to air throws) during his inflation; the attack happens after the inflation, which is an overhead Super 100 Kick Charge d for 2 seconds, F + K ====================================== In easy move patch Special Moves ------------- fireball forward + P fire breath Down + P low fire breath Down + K Balloon Attack Up + Up + punch in air Super 100 Kick B + F + K ===========================================================================================================================================================