Virtua Fighter 3 FAQ © 1996 by Stephen Hamilton First version: July 3, 1996: v .9 Current version: March 5, 1997: v 1.6 By: Dodee (Steve Hamilton) steveh@ime.net -=or=- dodee@vfhome.com (NOTE: Lots of this information is compiled from postings on the rec.games.video.arcade newsgroup, as well as other sources on the Internet. Some material is drawn from text, while others are inferred from pictures.) Table of Contents: INTRODUCTION I)Basic Gameplay a)conventions of this FAQ b)control layout c)changes from VF2 d)general moves II) Characters a)Akira b)Pai c)Lau d)Wolf e)Jeffry f)Kage g)Sarah h)Jacky i)Shun j)Lion k)Aoi l)Takaarashi m)Dural III) Stages IV) Miscellaneous Stuff a)where to get new versions of this FAQ b)version history c)acknowledgements d)legal crap INTRODUCTION This started out as a compilation of news posted about the game on r.g.v.a and has grown. Hopefully it'll live up to the standards set by Chia Jin Ngee, author of the VF2 FAQ. Hopefully in the future, each character's section will be written by a master of that character, most likely the author of that characters individual FAQ. The model three boardset is what powers VF3 (see specs below). It has the capability to do thousands more polygons per second than the model 2, and that means better, more realistic looking characters. One major example of the power of the Model 3 is its ability to make different types of cloth move in different manners. For instance, Aoi's first outfit is made of silk. In the game it will move EXACTLY like silk would in the real world. And Jacky's leather jacket will move like leather would. One more, less interesting tidbit is that in Aoi's stage it is snowing. These snowflakes are just like real ones, no two are alike. I assume they did this through the use of fractals. Here are the specs: GRAPHICS Geometrizer; 1 million polygons per second. Renderer; 60 million pixels per second. 16 million colored textures. Trilinear Interpolation Micro Texture. SHADING High Specular Gouraud shading. Fix Shading. Flat Shading. Texture and edge Multi-Layered Anti Aliasing LIGHTING EFFECTS Parallel light. 4 Spot Lights. Pin Spot Light OTHERS Main CPU: Power PC 603e. Resolution 496x384~640x480 SPECIAL EFFECTS Zoning-fog. 32 Levels of Translucency I)Basic Gameplay a)conventions used in this FAQ G=Gaurd P=Punch K=Kick E=Escape f, b, u, d=Tap forward, backward, up, down x/y=tap diagonally, i.e. d/f means tap diagonally between down and forward. F, B, U, D=Hold forward, backward, up, down b)control layout Scince it is finally out, there is no use whining about the less than optimal control configuration. Adapt or die I guess... P K E G c)changes from VF2 * Jump motion: In VF2 it was simply (u), now it is (d,u). * Throws: all throws vs. standing opponents end in (P+G), and that all throws vs. crouching opponents end in (P+K+G). Does this mean that every high throw is escapable? We are yet to see. * Pouncing: to big pounce on a downed enemy you now must do (d,U+P). * Dashing: dashing can be accomplished by two procedures. The first is the same as in VF2, f,F. The new method is F+E. Forward can be exchanged for backward in both examples. * New animation: missed throw and missed reversal animation. No more cheesy "auto-select" crap. d)general moves E or u+E Dodge into screen d+E Dodge out of screen F or B Step forward or backward D/F or D/B Crouch Step f, f or f+E Forward Dash b, b or b+E Back Dash f, F or F+E Run d/b, d/b Dash from Crouch (Not crouch dash) d, u Small Jump d, U Big Jump u+P Small Pounce d, U+P Big Pounce II)Characters KEY: Outfit 1: Player 1 costume. Outfit 2: Player 2 costume. Moves: A list of that character's moves, duh. ;) Explination is as follows: Name Control Damage Frame Rates [(Exe-Ht-Rec) see below] Level Reverse Level Notes Exe-Ht-Rec: the number of frames the move takes to execute (Exe), Hit (Ht), and Recover (Rec) to a ready stance. The Exe number is from the time you finish the control motion to the time the move begins to hit. The Ht number is how long it takes for the moveto hit ONCE IT HAS STARTED HITTING. Note that attacks like straight punches have a very short Ht rating, while throws have rather long ones. The Rec number is how long it takes to get to a ready stance after the hit animation is done. For an example look at Akira's Dashing Elbow: 10 2 24. This means that it takes 10 frames before it hits, 2 frames to hit, and 24 frames to recover. A total of 3 6 frames. Based on the 60 frames per second frame rate of VF3, this means it t akes slightly over half a second to execute, hit, and recover from. TA: Turn Away. This move, after completion, leaves your character's back facing the opponent. TT: Turn Towards. This move can only be done if your back is facing the opponent. After the move is completed, you are now facing the opponent. b,f,d,u: *tap* back, forward, down or up. B,F,D,U: *hold* back forward, down or up. d/f,u/f,d/b,u/b: tap diagonally between down and forward, up and forward, down and back, or up and back. D/F,U/F,D/B,U/B: hold diagonally between down and forward, up and forward, down and back, or up and back. +: do the thing before the sign and after it at the same time. Ex: "d+P " means "tap down and hit P at the same time." ,: indicates individual taps or presses or a combonation thereof. Ex: "f,f+K" means "tap forward, then tap forward and press K at the same time." *: from crouch. If the asterisk is *before* the controller motions it means that you have to be crouching before you can do the move. If it is after the motion, it can be done from either a standing or crouching position. a>b: roll from position a to position b, downward. Ex: "b>f" means "roll the joystick from back to down/back to down to down/forward to forward." a|b: alternative motion. This means that the motion "a" does the same thing as motion "b". ~: ranged damage. This means that the closer you are to someone when you do the move, the more damage it does. Ex: Akira's backcheck. []: long range version of an attack. {}: different damage for throws versus takaarashi. --- |L: Low Attack |M: Mmedium Levels |H: High |G: Ground --- --- |L: Low Reversal |M: Medium |H: High |P: Punch |K: Kick |C: Crescent (sweep) |K-Flip: Kickflip |R: to reverse a reversal --- --- |T: High throw |L: Low throw |S: Side throw |B: Back throw Throws |W: Wall throw |G: Ground throw |C: Catch throw |TT: Combo throw --- --- |Exe-Ht-Rec: the number of frames the move takes to execute (Exe), | Hit (Ht), and Recover (Rec) to a ready stance. The Exe | number is from the time you finish the control motion | to the time the move begins to hit. The Ht number is | how long it takes for the move to hit ONCE IT HAS | STARTED HITTING. Note that attacks like straight | punches have a very short Ht rating, while throws have | rather long ones. The Rec number is how long it takes | to get to a ready Frame stance after the hit animation | Rate is done. For example look at Akira's Dashing | Elbow: 10 2 24. This means that it takes 10 frames | before it hits, Info 2 frames to hit, and 24 frames to | recover. A total of 36 frames. Based on the 60 frames | per second frame rate of VF3, this means it takes | slightly over half a second to execute, hit, and | recover from. --- ---- |/: In recovery time, a slash separates miss and hit recovery times | if they are different |(): Parenthesis indicate a different recovery time when an attack is | blocked(stop animation), or when a catch or gro und throw | whiffs (groping animation) |{}: Curly braces indicate different animation frame rates for throws | against Taka. --- --- |+nDP: causes Shun to take a drink, giving him "n" druken points. |-nDP: causes Shun to lose "n" druken points if he is hit by it. |need nDP: Shun must have "n" druken points to perform this move. |ground: the attacker end up on the ground after performing this move. |crouch: this attack forces the opponent to crouch if it hits. Notes |G-half: if defender is crouching and guarding, this move only does | half damage. |G-full: if defender is crouching and guarding, it causes no damage | and follows a different hit stun formula than normal attacks. | G-full at tacks usually have special animation for | hitting crouching defenders. |TA: cause the opponent to turn so that their back or side is facing | the attacker, if it hits. --- a)Akira Yuki Outfit 1: Dark Blue Gi, same as VF2 Outfit 2: Black Gi, Similar to VF1 Moves: low punch d+P 11 16-1-14 L Rvs:L-P low punch D+P 9 10-1-14 L Rvs:L-P low backfist (LBF) df+P+K 25 25-2-24 L Rvs:L-P low kick d+K 10 14-1-22 L Rvs:L-K yoho uppercut df,df+P 35 17-3-29 M Rvs:H-P double palm (DbPm) D,b,f+P 30~70 11-5-33 M Rvs:-- single palm (SgPm) D,f+P 20~65 11-2-28(26) M Rvs:H-P elbow f+P 19 11-1-28 M Rvs:M-P dashing elbow (DE) f,f+P 20~40 10-2-24(26) M Rvs:M-P super dashing elbow (SDE) f,f,f+P 20~40 10-2-24(35) M Rvs:M-P dashing shoulder ram D,f+P+K 30 14-1-31 M Rvs:-- double fist strike b,f+P+K 55 27-2-31 M Rvs:-- bodycheck b,f,f+P+K 20~80 11-1-45 M Rvs:-- break stance d+P+G 12 16-2-17 M Rvs:H-P mountain paste b,f+P+K+E 32 17-2-37 M Rvs:-- stun palm P+K+G 18 19-2-30 M Rvs:H-P stun palm-reverse bodycheck (half SPoD) P+K+Gb,df+P+K 18+26 = 44 17-1-49 MT Rvs:-- stun palm of doom (SPoD) P+K+Gb,df+P+Kd,f|b+P 18+26+42 =86 19-1-34 MTTCombo Rvs:-- shin kick df+K 24 14-2-27 M Rvs:M-K single jump kick (SJK) f,f+K 20[30] 13-3-32 M Rvs:H-K double jump kick (DJK) f,f+KK 20[30]+40 = 60[70] 11-3-41 MM Rvs:H-K dodging side kick df+K+E 23 14-1-42 M Rvs:M-K knee K+GK 30 15-2-30 M Rvs:Knee dragon spear df+K+G 19 15-2-32 M Rvs:M-K dragon spear-dashing elbow df+K+Gf+P 19+20 =39 20-1-32 MM Rvs:M-P dragon lance combo (DLC) df+K+Gf+Pb,f,f+P+K 19+20+20~80 = 59~119 11-1-45 MMM Rvs:-- punch P 12 9-2-12 H Rvs:H-P punch-kick PK 12+20 = 32 12-2-25 HH Rvs:H-K punch-body blow PP 12+12 = 24 10-1-21 HM Rvs:H-P punch F+P 12 9-2-12 H Rvs:H-P standing palm b,f+P 20~65 12-1-24 H Rvs:H-P Notes: -2DP punch B+P 12 9-2-12 H Rvs:H-P dodging punch P+E 12 9-2-12 H Rvs:H-P break guard f+P+G 12 12-1-18 H Rvs:H-P kick K 25 14-2-23 H Rvs:H-K kick F+K 25 14-2-25 H Rvs:H-K dodging kick K+E 25 14-2-23 H Rvs:H-K ground punch df+P 12 17-2-47 G Rvs:-- backwards leaping fist pounce u+P 20 49-3-24(57) G Rvs:-- forwards leaping fist pounce u+P 20 42-3-24(57) G Rvs:-- TT low kick d+K 10 17-2-20 L Rvs:L-K TT sweep D+K 30 15-3-33 L Rvs:L-K TT overhead hammer d+P 14 15-4-20 M Rvs:H-P TT punch P 12 11-1-21 H Rvs:H-P TT punch D+P 12 15-1-21 H Rvs:H-P TT kick K 25 14-3-26 H Rvs:H-K kickflip reversal ub+P+K 30 8-8-36 R-K-Flip Rvs:-- kick reversal b+P+K 30 19-15-27 R-H Rvs:-- punch reversal b+P+K 30 14-16-47 R-H Rvs:-- punch reversal b+P+K 30 11-20-29 R-H Rvs:-- elbow reversal db+P+K 30 12-15-35 R-M Rvs:-- knee reversal db+P+K 30 18-20-58 R-M Rvs:-- midkick reversal db+P+K 30 16-15-28 R-M Rvs:-- midkick reversal db+P+K 30 19-18-26 R-M Rvs:-- low kick reversal d+P+K 30 16-15-31 R-L Rvs:-- low punch reversal d+P+K 30 15-17-35 R-L Rvs:-- trip and triple punch P+G 10+20+10 = 40 20-84-1 T Rvs:-- surprise exchange (SE) db+P+G 0 1-43-1 T Rvs:-- grasping mind db,f+P+G 60{65} 20-89-1 T Rvs:-- inverted bodycheck df+P+G 20+30 = 50 16-64-1 T Rvs:-- stumbling trip (ST) b,d+P+G 10 20-50-1 T Rvs:-- reverse bodycheck (RBC) b,df+P+G 40 20-7-48 T Rvs:-- close in ram b,f+P+G 20+15+25 = 60 20-81-1 T Rvs:-- elbow rush P+G 40 15-51-1 T-S Rvs:-- big finish push down P+G 55 20-85-1(40) T-B-C Rvs:-- wall bodycheck df+P+G 80 57-63-1 T-W Rvs:-- b)Pai Chan Outfit 1: White sleeveless top (flowers) w/tail and pajama-like pants Outfit 2: Single peice pink dress, low cut top, high cut skirt. Moves: low punch d+P 11 16-1-14 L Rvs:L-P low blue fist (LBF) df+P 12 19-2-26 L Rvs:L-P low blue fist-punch df+PP 12+8 = 20 11-2-18 LH Rvs:H-P low blue fist-punch-upper df+PPf+P 12+8+25 = 45 16-5-24 LHM Rvs:H-P low blue fist-punch-straight kick df+PPK 12+8+30 = 50 14-2-27 LHH Rvs:H-K low blue fist-punch-punch df+PPP 12+8+12 = 32 10-2-19 LHH Rvs:H-P low blue fist-punch-punch-kickflip df+PPPb+K 12+8+12+20 = 52 10-3-38 LHHM Rvs:K-flip low blue fist-punch-punch-sweep df+PPPd+K 12+8+12+35 = 67 17-4-38(45) LHHL Rvs:L-C low blue fist-punch-punch-straight kick df+PPPf+K 12+8+12+30 = 52 16-2-34 LHHH Rvs:H-K low blue fist-punch-punch-crescent df+PPPK 12+8+12+45 = 77 17-5-35(43) LHHH Rvs:H-C low punch D+P 9 10-1-14 L Rvs:L-P low kick d+K 10 12-1-24 L Rvs:L-K low kick-heel kick d+KK 10+19 = 29 16-2-30 LH Rvs:H-K low kick-sweep D+KK 10+12 = 22 25-4-32 LL Rvs:L-C sweep d+K+G 20~35 24-5-32(44) L Rvs:L-C quick sweep db+K+G 25 19-5-37(45) L Rvs:L-C double palm D,f+P 20 12-2-27 M Rvs:-- chop f+P 14 12-1-21 M Rvs:H-P puncture fist f,f+P 20 14-3-30 M Rvs:-- puncture fist-jump kick f,f+PK 20+20 = 40 12-2-45 MH Rvs:H-K lunging underhand chop b+P 20 18-1-26 M Rvs:H-P sidekick df+K 21 14-2-24 M Rvs:M-K heel kick D,K 40[35] 14-2-31[33] M Rvs:H-K backflip kick ub+K 40 20-2-35 M Rvs:K-flip backflip kick-reverse backflip kick ub+Kf+K 40+30 = 70 32-4(19)-37(35) MM Rvs:-- single swallow kick uf+K 19 12-3-22 M Rvs:-- double swallow kick uf+KK 19+16 = 45 4-3-1 MM Rvs:-- double swallow kick continuation uf+KK 19+16+10 = 55 2-2-41 MMM Rvs:-- dodging sidekick df+K+E 21 14-2-25 M Rvs:M-K cartwheel kick f+K+G 15 20-3-1 M Rvs:-- cartwheel kick continuation f+K+G 18 5-4-19(36) MM Rvs:-- reverse backflip kick uf+K+G 30 32-4-37 M Rvs:-- reverse backflip kick-backflip kick uf+K+Gb+K 30+40 = 70 20-2-35 MM Rvs:-- punch P 10 8-2-13 H Rvs:H-P punch-heel kick PK 10+29 = 39 14-2-31 HH Rvs:H-K double punch PP 10+10 = 20 7-2-14 HH Rvs:H-P double punch-sweep PPd+K+G 10+10+35 = 55 19-4-24(33) HHL Rvs:L-C double punch-straight kick PPK 10+10+29 = 49 14-2-27 HHH Rvs:H-K double punch-crescent PPK+G 10+10+20~40 = 40~60 17-5-25(33) HHH Rvs:H-C triple punch PPP 10+10+12 = 32 10-2-19 HHH Rvs:H-P triple punch-kickflip PPPb+K 10+10+12+20 = 52 10-3-38 HHHM Rvs:K-flip triple punch-sweep PPPd+K 10+10+12+35 = 67 17-4-38(45) HHHL Rvs:L-C triple punch-straight kick PPPf+K 10+10+12+30 = 52 16-2-34 HHHH Rvs:H-K triple punch-crescent PPPK 10+10+12+45 = 77 17-5-35(43) HHHH Rvs:H-C retreating chop db+P 12 22-1-26 H Rvs:H-P Notes: -2DP punch F+P 10 8-2-13 H Rvs:H-P punch B+P 10 8-2-13 H Rvs:H-P dodging punch P+E 10 8-2-13 H Rvs:H-P snap kick K 20 12-3-28 H Rvs:H-K snap kick-heel drop KK 20+20 = 40 15-3-28(42) HM Rvs:H-K Notes: crouch? lunging kick f,f+K 30 16-2-34 H Rvs:H-K dodging snap kick K+E 25 14-2-23 H Rvs:H-K crescent K+G 25~45 22-6-25(36) H Rvs:H-C reverse crescent b+K+G 45 16-4-31(39) H Rvs:H-C backwards high jumping knee pounce d,U+P 40 37-10-32(70) G Rvs:-- forwards high jumping knee pounce d,U+P 40 33-6-47(70) G Rvs:-- ground punch df+P 10 18-2-41 G Rvs:-- backwards jumping knee pounce u+P 30 37-10-32(70) G Rvs:-- forwards jumping knee pounce u+P 30 30-9-40(70) G Rvs:-- TT low punch d+P 12 20-2-19 L Rvs:L-P TT sweep d+K 22 16-4-24 L Rvs:L-K reverse backflip kick ub+K 40 26-5-26 M Rvs:-- TT punch P 12 11-1-21 H Rvs:H-P TT kick K 25 14-3-26 H Rvs:H-K high reversal b+P+K 25 1-67-4 R-H Rvs:-- high reversal b+P+K 25 20-45-1 R-H Rvs:-- mid reversal db+P+K 25 12-44-1 R-M Rvs:-- mid reversal db+P+K 30 7-65-1 R-M Rvs:-- mid reversal db+P+K 25 1-54-1 R-M Rvs:-- high/mid inashi f+P+K 0 1-9-3 R-MH Rvs:-- high reverse reversal (Pai vs Pai b+P+K) P+G 20 1-123-1 R-R Rvs:-- pull down throw P+G 50 20-99-1 T Rvs:-- cartwheel over stander df+P+G 0 10-50{59}-1 T Rvs:-- flip over throw D,f+P+G 60 10-64-1 T Rvs:-- overhead cannon f+P+G 50 14-140{147}-1 T Rvs:-- DDT f,b+P+G 55 20-73-1 T Rvs:-- reaping throw and punch f,f+P+G 10+40 = 50 20-97-1 T Rvs:-- stumbling trip (ST) b,d+P+G 30 20-49-1 T Rvs:-- roll over throw b,f+P+G 60 20-99-1 T Rvs:-- cartwheel over croucher f+P+K+G 0 20-22-1 T-L Rvs:-- trap and back punch P+G 40 19-39-1 T-S Rvs:-- off the wall overhead cannon f+P+G 60 14-136{143}-1 T-W Rvs:-- reverse stumbling trip P+G 10 10-93-13 T-B Rvs:-- reverse stumbling trip-reverse backflip kick P+GK+G 10+30 = 40 32-4-25 T-B-Combo Rvs:-- flying kick running+K 20~70 33-7-24 H Rvs:-- backflip d,ub 1-49-1 Move Rvs:-- c)Lau Chan Outfit 1: Red coat with orange tiger stripes, mint green pants. Eww. Outfit 2: Green coat, blue pants. Moves: low punch d+P 11 16-1-14 L Rvs:L-P low punch D+P 9 10-1-14 L Rvs:L-P low kick d+K 15 14-1-27 L Rvs:L-K low kick-heel kick d+KK 15+19 = 34 16-2-30 LH Rvs:L-C double low kick D+KK 15+19 = 34 19-2-28 LL Rvs:L-K triple low kick D+KKd+K 15+19+10 = 44 18-3-30 LLL Rvs:L-K triple low kick-sweep D+KKD+KK+G 15+19+10+12 = 56 18-5-38(46) LLLL Rvs:L-C lunging sweep f,d+K 30 20-2-33 L Rvs:L-K sweep d+K+G 20~35 24-5-32(45) L Rvs:L-C auto knife (AutoKn) P 22 13-2-24 M Rvs:H-P knife hand (DnKn) df+P 15[17] 17[13]-1-23[22] M Rvs:H-P knife hand-punch (DnKnP) df+PP 15[17]+10 = 35[37] 9-1-23 MH Rvs:H-P knife hand-punch-straight kick (DnKnPK) df+PPK 15[17]+10+20 = 55[57] 14-2-27 MHH Rvs:H-K knife hand-punch-punch (DnKnPP) df+PPP 15[17]+10+14 = 39[41] 10-2-21 MHH Rvs:H-P knife hand-punch-punch-kickflip df+PPPb+K 15[17]+10+14+26 = 65[67] 10-3-41 MHHM Rvs:K-flip knife hand-punch-punch-sweep (DnKnPPSweep) df+PPPd+K 15[17]+10+14+40 = 79[81] 17-5-35(47) MHHL Rvs:-- knife hand-punch-punch-crescent (DnKnPPK) df+PPPK 15[17]+10+14+50 = 89[91] 17-5-35(43) MHHH Rvs:H-C lunging knife hand (LgKn) df,df+P 22 22-2-23 M Rvs:H-P lunging knife hand-punch (LgKnP) df,df+PP 22+16 = 38 9-1-13 MH Rvs:H-P lunging knife-punch-TA lifting palm (LgKnP-TA UpKn) df,df+PPb+P 22+12+24 = 58 15-3-27 MHM Rvs:H-P lunging knife-punch-TA lifting palm-TT double palm df,df+PPb+Pf+P 22+12+24+28 = 86 28-2-33 MHMM Rvs:-- lunging knife hand-double punch (LgKnPP) df,df+PPP 22+12+12 = 46 8-2-16 MHH Rvs:H-P lunging knife hand-double punch-heel kick (LgKnPPK) df,df+PPPK 22+12+12+30 = 76 15-3-25 MHHH Rvs:H-K lunging knife hand-triple punch (LgKnPPP) df,df+PPPP 22+12+12+14 = 60 10-2-19 MHHH Rvs:H-P lunging knife hand-triple punch-kickflip df,df+PPPPb+K 22+12+12+14+26 = 86 10-3-41 MHHHM Rvs:K-flip lunging knife hand-triple punch-sweep (LgKnPPPSweep) df,df+PPPPd+K 22+12+12+14+40 = 100 17-5-35(47) MHHHL Rvs:-- lunging knife hand-triple punch-crescent (LgKnPPPK) df,df+PPPPK 22+12+12+14+50 = 110 17-5-35(51) MHHHH Rvs:H-C lifting palm (UpKn) DF+P 20[22] 13-3-23 M Rvs:H-P lifting palm-punch (UpKnP) DF+PP 20[22]+12 = 32[34] 13-1-14 MH Rvs:H-P lifting palm-punch-TA lifting palm (UpKnP-TA UpKn) DF+PPb+P 20[22]+12+24 = 56[58] 15-3-27 MHM Rvs:H-P lifting palm-punch-TA lifting palm-TT double palm DF+PPb+Pf+P 20[22]+12+24+28 = 84[86] 28-2-33 MHMM Rvs:-- lifting palm-double punch (UpKnPP) DF+PPP 20[22]+12+12 = 44[46] 8-2-16 MHH Rvs:H-P lifting palm-double punch-heel kick (UpKnPPK) DF+PPPK 20[22]+12+12+30 = 74[76] 15-3-25 MHHH Rvs:H-K lifting palm-triple punch (UpKnPPP) DF+PPPP 20[22]+12+12+14 = 58[60] 10-2-19 MHHH Rvs:H-P lifting palm-triple punch-kickflip DF+PPPPb+K 20[22]+12+12+14+26 = 84[86] 10-3-41 MHHHM Rvs:K-flip lifting palm-triple punch-sweep (UpKnPPPSweep) DF+PPPPd+K 20[22]+12+12+14+40 = 98[100] 17-5-35(47) MHHHL Rvs:-- lifting palm-triple punch-crescent (UpKnPPPK) DF+PPPPK 20[22]+12+12+14+50 = 108[110] 17-5-35(51) MHHHH Rvs:H-C elbow f+P 19 11-2-25 M Rvs:M-P elbow-single palm f+Pb,f+P 19+20 = 39 21-2-20 MH Rvs:H-P Notes: -1DP double palm b,f,f+P 35 15-2-42 M Rvs:-- super knife (SpKn) df+P+K 34 21-4-33 M Rvs:H-P lifting palm-super knife (UpKn-SpKn) DF+Pdf+P+K 20[22]+22 = 42[44] 23-4-28 MM Rvs:H-P sidekick df+K 21 14-2-24 M Rvs:M-K sidekick-punch df+Kf+P 21+16 = 37 19-2-24 MH Rvs:H-P sidekick-punch-single palm df+Kf+Pb,f+P 21+16+15 = 52 16-2-19 MHH Rvs:H-P Notes: -1DP heel kick D,K 40 14[16]-2-29[31] M Rvs:H-K backflip kick ub+K 40 20-2-35 M Rvs:K-flip cartwheel kick uf+K 30 20-4-21 M Rvs:-- dodging sidekick df+K+E 23 14-2-27 M Rvs:M-K hopping sidekick uf+K+G 32 25-3-26 M Rvs:H-K punch P 12 9-2-12 H Rvs:H-P punch-TA lifting palm (P-TA UpKn) Pb+P 12+24 = 36 15-3-27 HM Rvs:H-P punch-TA lifting palm-TT double palm (P-TA UpKn-DbPm) Pb+Pf+P 12+24+28 = 64 28-2-33 HMM Rvs:-- punch-sweep PD+K+G 12+20~35 = 32~47 19-4-24(33) HL Rvs:-- punch-heel kick PK 12+29 = 41 14-2-27 HH Rvs:H-K punch-crescent PK+G 12+20~40 = 32~52 17-5-25(42) HH Rvs:H-C double punch PP 12+12 = 24 8-2-16 HH Rvs:H-P double punch-heel kick PPK 12+12+30 = 54 15-3-25 HHH Rvs:H-K triple punch PPP 12+12+14 = 38 10-2-19 HHH Rvs:H-P triple punch-kickflip PPPb+K 12+12+14+26 = 64 10-3-41 HHHM Rvs:K-flip triple punch-sweep PPPd+K 12+12+14+40 = 78 17-5-35(47) HHHL Rvs:-- triple punch-crescent PPPK 12+12+14+50 = 88 17-5-35(51) HHHH Rvs:H-C punch F+P 12 9-2-12 H Rvs:H-P punch b+P 12 9-2-12 H Rvs:H-P double punch b+PP 12+12 = 24 8-2-16 HH Rvs:H-P single palm (SgPm) b,f+P 24 12-2-27 H Rvs:H-P Notes: -2DP punch B+P 12 9-2-12 H Rvs:H-P dodging punch P+E 12 9-2-12 H Rvs:H-P kick K 25 14-2-23 H Rvs:H-K kick-crescent KK 25+30 = 55 16[22]-4[3]-31(37) HH Rvs:H-C advancing kick f,f+K 25 14-2-25 H Rvs:H-K dodging kick K+E 25 14-2-23 H Rvs:H-K crescent K+G 20~45 25-3-23(32) H Rvs:H-C super crescent b>f+K+G 50 15-5-37(45) H Rvs:H-C backwards double jumping pounce d,U+P 25+15 = 40 40-6-30(58) G Rvs:-- forwards double jumping pounce d,U+P 25+15 = 40 33-6-31 G Rvs:-- backwards jumping pounce u+P 30 40-6-30(60) G Rvs:-- forwards jumping pounce u+P 30 32-7-24 G Rvs:-- twisting ground stomp df+K 13 19-2-20(60) G Rvs:-- TA lifting palm (TA UpKn) b,b+P 30 21-5-29 M Rvs:H-P TA lifting palm-TT sweep b,b+PD+K 30+30 = 60 18-2-31 ML Rvs:L-K TA lifting palm-TT knife hand (TA UpKn-TT DnKn) b,b+Pd+P 30+18 = 48 27-1-19 MM Rvs:H-P TA lifting palm-TT knife hand-punch b,b+Pd+PP 30+18+10 = 58 9-1-23 MMH Rvs:H-P TA lifting palm-TT knife hand-punch-straight kick b,b+Pd+PPK 30+18+10+20 = 78 14-2-27 MMHH Rvs:H-K TA lifting palm-TT knife hand-punch-punch b,b+Pd+PPP 30+18+10+14 = 72 10-2-21 MMHH Rvs:H-P TA lifting palm-TT knife hand-punch-punch-kickflip b,b+Pd+PPPb+K 30+18+10+14+26 = 98 10-3-41 MMHHM Rvs:K-flip TA lifting palm-TT knife hand-punch-punch-sweep b,b+Pd+PPPd+K 30+18+10+14+40 = 112 17-5-35(47) MMHHL Rvs:-- TA lifting palm-TT knife hand-punch-punch-crescent b,b+Pd+PPPK 30+18+10+14+50 = 122 17-5-35(43) MMHHH Rvs:H-C TA lifting palm-TT crescent b,b+PK+G 30+40 = 70 33-4-28(33) MM Rvs:H-C TA crescent b,b+K+G 30 15-5-21(36) H Rvs:H-K TT sweep d+K 22 16-4-24 L Rvs:-- TT knife hand (TT DnKn) d+P 20 14-2-19 M Rvs:H-P TT knife hand-punch (TT DnKnP) d+PP 20+10 = 30 9-1-23 MH Rvs:H-P TT knife hand-punch-straight kick (TT DnKnPK) d+PPK 20+10+20 = 50 14-2-27 MHH Rvs:H-K TT knife hand-punch-punch (TT DnKnPP) d+PPP 20+10+14 = 44 10-2-21 MHH Rvs:H-P TT knife hand-punch-punch-kickflip d+PPPb+K 20+10+14+26 = 70 10-3-41 MHHM Rvs:K-flip TT knife hand-punch-punch-sweep (TT DnKnPPSweep) d+PPPd+K 20+10+14+40 = 84 17-5-35(47) MHHL Rvs:-- TT knife hand-punch-punch-crescent (TT DnKnPPK) d+PPPK 20+10+14+50 = 94 17-5-35(43) MHHH Rvs:H-C TT reverse kickflip ub+K 40 26-5-26 M Rvs:-- drop kick u+K+G 40 22-3-26 M Rvs:-- TT punch P 12 11-1-11 H Rvs:H-P TT kick K 36 10-2-33 H Rvs:H-K water wheel drop P+G 40{50} 20-90{115}-1 T Rvs:-- shoulder whip df,df+P+G 65{75} 20-110-1 T Rvs:-- overhead cannon f+P+G 50 14-111{147}-1 T Rvs:-- back drop b+P+G 50 20-79{58}-1 T Rvs:-- Notes: ground stumbling trip (ST) b,d+P+G 10 20-40-1 T Rvs:-- face grab b,f+P+G 60{70} 20-145{112}-1 T Rvs:-- reaping throw P+G 50{60} 20-80-1 T-B Rvs:-- DDT P+G 40 15-97-1 T-S Rvs:-- off the wall overhead cannon f+P+G 60 78{14}-42{143}-1 T-W Rvs:-- back drop wall slam b+P+G 60 78-92-1 T-W Rvs:-- backflip d,ub 1-49-1 Move Rvs:-- d)Wolf Hawkfield Outfit 1: Orange/red spandex, chains as a belt. No shirt. Outfit 2: "New Cowboy Wolf" cowboy hat, leather, streamers, the whole nine yards. All he is missing is chaps and a horse... Moves: -- WOLF -- low punch d+P 11 16-1-14 L Rvs:L-P low punch D+P 9 10-1-14 L Rvs:L-P grizzly lariat df+P+K 20 18-4-33 L Rvs:L-P low kick d+K 17 16-1-28 L Rvs:L-K low drop kick f,d+K 20 16-1-49 L Rvs:L-K low kick (built in G-cancel) d+K+G 17 16-1-28 L Rvs:L-K hook punch db+P 19 12-1-27 M Rvs:M-P uppercut df+P 24 14[18]-2-25[29] M Rvs:H-P two fisted upper D>f+P 30 14-3-39 M Rvs:-- lifting upper DF+P 22 14-2-23 M Rvs:H-P body blow f+P 14 15-2-24 M Rvs:H-P body blow-overhead dragon fish blow f+PP 14+20 = 34 18-2-37 MH Rvs:H-P screw shot f>b+P 20 12-2-31 M Rvs:M-P screw lariat f>b+PP 20+20 = 40 23-2-25 MH Rvs:-- shoulder ram b,f+P 20~70 19-5-35 M Rvs:-- tomahawk chop uf+P 15 18-2-17 M Rvs:-- Notes: -1DP tomahawk chop-throw? uf+Pf+P+G 15+60 = 75 1-0-86 MT Rvs:-- arrow knuckle d+P+K 20 13-2-30 M Rvs:H-P Notes: crouch short range shoulder b,f+P+K 30 17-4-30 M Rvs:-- shin kick df+K 28 16-2-37 M Rvs:M-K knee f+K 30 15-2-30 M Rvs:Knee drop kick uf+K 40 23-5-29(76) M Rvs:-- Notes: ground(miss) dodging sidekick df+K+E 33 16-2-37 M Rvs:M-K ballet kick f+K+G 30 21-2-37 M Rvs:H-K front roll kick b,f+K+G 30 34-3-28 M Rvs:-- Notes: ground punch P 14 12-2-13 H Rvs:H-P punch-kick PK 14+20 = 34 12-2-25 HH Rvs:H-K double punch PP 14+14 = 28 9-1-19 HH Rvs:H-P double punch-elbow PPf+P 14+14+16 = 44 12-2-25 HHH Rvs:H-P double punch-elbow-swat PPf+Pb+P 14+14+16+20 = 64 13-3-31 HHHH Rvs:H-P double punch-upper PPP 14+14+24 = 52 18-2-29 HHM Rvs:H-P punch F+P 14 12-2-13 H Rvs:H-P elbow drop b+P 20 13-3-31 H Rvs:H-P dodging punch P+E 14 12-2-13 H Rvs:H-P attack lariat f+P+E 40 24-16-31 H Rvs:-- level back chop P+K 24 21-2-26 H Rvs:H-P tomahawk flash f+P+K 20 15-3-23 H Rvs:H-P Notes: -2DP double punch-elbow-double arm suplex throw PPf+Pdb+P+K+G 14+14+16+70 20-163-1 HHHT-L Rvs:-- kick K 30 16-2-23 H Rvs:H-K double kick KK 30+20 = 50 21-2-34 HH Rvs:H-K kick F+K 30 16-2-23 H Rvs:H-K dodging kick K+E 30 16-2-23 H Rvs:H-K falling scissor kick K+G 36 20-4-37 H Rvs:-- Notes: ground flying knee kick f,f+K+G 30 23-6-48 H Rvs:-- Notes: ground high jumping elbow drop d,U+P 40 39-3-23(72) G Rvs:-- Notes: ground(miss) elbow drop df+P 15 29-2-50 G Rvs:-- jumping elbow drop u+P 30 39-3-23(72) G Rvs:-- Notes: ground(miss) back drop pounce u+K 16 32-3-76(61) G Rvs:-- front roll kick b,f+K+G 18 34-3-28 G Rvs:-- Notes: ground TT low punch? d+P 30 15-3-23 L Rvs:H-P TT drop kick d+K 36 16-2-33 L Rvs:L-K TT drop kick D+K 36 17-1-39 L Rvs:L-K TT punch P 12 11-1-21 H Rvs:H-P TT punch D+P 12 14-2-25 H Rvs:H-P TT kick K 36 14-3-26 H Rvs:H-K high kick reversal b+P+K 40 20-125-1 R-H Rvs:-- mid kick reversal db+P+K 30 15-85-1 R-M Rvs:-- suplex P+G 60{70} 20-120-1 T Rvs:-- Notes: ground body slam df+P+G 50{65} 20-159-1 T Rvs:-- steiner screwdriver df,df+P+G 80{95} 20-194{204}-1 T Rvs:-- wrist lock and swing f>b+P+G 80 145-60-1 T Rvs:-- giant swing b>f+P+G 100 20-220{235}-1 T Rvs:-- side suplex d+P+K+G 60 20-90-1 T-L Rvs:-- double arm suplex db+P+K+G 70 20-163-1 T-L Rvs:-- tiger drop df+P+K+G 70 20-160-1 T-L Rvs:-- german suplex P+G 80 20-157-1 T-B Rvs:-- dragon suplex b+P+G 85 20-150-1 T-B Rvs:-- german suplex P+K+G 70 20-150-1 T-B-L Rvs:-- sliding leg takedown P+G 50 15-119-1 T-S Rvs:-- arm extension b,f|b,f+P+G 60 10-81-1 T-S Rvs:-- arm lock and break P+K+G 50+20 = 70 10-156-1 T-S-L Rvs:-- arm whip takedown f,f+P+G 60 1-111-1(63) T-C Rvs:-- frankensteiner uf+P+G 60 1-98-1(73) T-C Rvs:-- body slam into wall then power slam df+P+G 50+30 = 80 103-97-1 T-W Rvs:-- wrist lock and swing into wall f>b+P+G 80 145-53-1 T-W Rvs:-- over the head pick up ground throw d+P+G 0 1-120-1(80) T-G Rvs:-- over the legs pick up ground throw d+P+G 0 1-109-1(80) T-G Rvs:-- catch f+P+G 0 1-0-55 T-C Rvs:-- catch-front suplex f+P+Gb+P+G 60 20-91-1 T-Combo Rvs:-- Notes: ground catch-push f+P+Gdb+P+G 60 10-1-113 T-Combo Rvs:-- catch-front neck chantry f+P+Gdf+P+G 0 10-72-1 T-Combo Rvs:-- catch-powerbomb f+P+GP+G 40+20 = 60 20-220-1 T-Combo Rvs:-- catch-change f+P+Gf+P+G 0 1-49-1 T-Combo Rvs:-- catch-change-tiger suplex f+P+Gf+P+Gb+P+G 70 1-160-1 T-Combo Rvs:-- catch-change-shove and grind f+P+Gf+P+Gdf+P+G 70 1-117-1 T-Combo Rvs:-- catch-change-push f+P+Gf+P+Gf+P+G 0 40-1-100 T-Combo Rvs:-- catch-change-german suplex f+P+Gf+P+GP+G 70 1-142-1 T-Combo Rvs:-- running shoulder ram running+P+K 20~35 20-3-29 H Rvs:-- e)Jeffry McWild Outfit 1: No shirt, loose fitting pants. (Same as VF2?) Outfit 2: Blue sleeveless shirt, fishing pants and fireman boots. Moves: -- JEFF -- low punch d+P 11 16-1-14 L Rvs:L-P low punch D+P 9 10-1-14 L Rvs:L-P low kick db+K 17 16-2-27 L Rvs:L-K low heel slide d+K+G 21 16-1-29 L Rvs:L-K ankle kick df+K+G 20 16-1-29 L Rvs:L-K uppercut df+P 20[19] 14[18]-2-25[27] M Rvs:H-P double upper df+PP 20[19]+15 = 35[34] 17-3-31 MM Rvs:H-P triple upper df+PPP 20[19]+15+20 = 55[54] 17-2-36 MMM Rvs:H-P kenka upper df,df+P 32 17-2-32 M Rvs:H-P lifting upper DF+P 22 14-2-23 M Rvs:H-P elbow f+P 19 12-2-26 M Rvs:M-P elbow-hammer f+Pb+P 19+30 = 49 28-4-29 MM Rvs:-- dashing elbow f,f+P 19 16-2-21 M Rvs:M-P dashing elbow-upper f,f+PP 19+19 = 38 12-2-27 MM Rvs:H-P drop elbow b+P 20 15-4-35 M Rvs:M-P two fisted hammer b,df+P 20 18-3-45 M Rvs:-- two fisted hammer-two fisted upper b,df+PP 30 17-3-33 M Rvs:-- hell dunk hammer d+P+K 21 14-2-23 M Rvs:H-P Notes: crouch dodging hell stab f+P+K 35 21-1-30 M Rvs:H-P stomach crush b,df+P+K 20 19-2-40 M Rvs:-- stomach crush and lift up throw b,df+P+Kd+P+G 20+30 = 50 10-73-1 MT Rvs:-- head butt b,f+P+K 35 27-3-24 M Rvs:-- toe kick d+K 24 18-2-25 M Rvs:-- toe kick of doom (TKoD) d+Kd>f+P+G 24+100{110} = 124{134} 20-229{252}-1 MT Rvs:-- toe kick-hammer d+KP 24+19 = 43 24-4-33 MM Rvs:-- front kick df+K 28 16-2-37 M Rvs:M-K knee f+K 32 15-2-30 M Rvs:Knee big boot f,f+K 40 26-3-26 M Rvs:M-K shot knee b+K 22 12-1-30 M Rvs:Knee shot knee-hook b+KP 22+15 = 37 20-2-33 MH Rvs:H-P axe kick b,f+K 36 21-2-30(44) M Rvs:H-K dodging side kick df+K+E 33 16-2-37 M Rvs:M-K punch P 14 12-2-13 H Rvs:H-P punch-kick PK 14+20 = 34 12-2-25 HH Rvs:H-K double punch PP 14+14 = 28 9-1-19 HH Rvs:H-P double punch-hook PPb+P 14+14+35 = 63 21-3-35 HHH Rvs:H-P double punch-upper PPP 14+14+19 = 47 18-2-27 HHM Rvs:H-P tornado hammer f,b+P 25 17-3-37 H Rvs:H-P Notes: -2DP punch F+P 14 12-2-13 H Rvs:H-P kenka hook b,f+P 35 21-3-35 H Rvs:H-P Notes: -2DP punch B+P 14 12-2-13 H Rvs:H-P hell stab P+E 20 14-1-22 H Rvs:H-P double hell stab P+EP+E 20+10 = 30 8-1-22 HH Rvs:H-P machine gun hell stab P+EP+EP+E 20+10+15 = 45 24-2-30 HHH Rvs:H-P kick K 30 16-2-23 H Rvs:H-K kick-toe kick KK 30+15 = 45 23-1-33 HM Rvs:H-K kick-toe kick-hammer KKP 30+15+20 = 65 24-4-33 HMM Rvs:-- kick F+K 30 16-2-23 H Rvs:H-K dodging kick K+E 30 16-2-23 H Rvs:H-K butt bomb pounce d,U+P 40 31-4-65(76) G Rvs:-- Notes: ground(miss) crab pounce u+P 30 25-6-79(60) G Rvs:-- ground stomp df+K 15 26-2-42 G Rvs:-- TT two fisted hammer d+P 30 15-5-24 M Rvs:-- TT heel slide d+K 30 18-5-42(53) M Rvs:M-K TT punch P 12 11-1-21 H Rvs:H-P TT punch D+P 12 14-2-25 H Rvs:-- TT kick K 36 14-3-26 H Rvs:H-K fireman's carry P+G 60{70} 20-157{169}-1 T Rvs:-- Notes: ground pick up and slam d+P+G 50 10-120{134}-1 T Rvs:-- box throw db+P+G 0 10-55-1 T Rvs:-- machine gun hammer db,f+P+G 20+10+10+20 = 60 10-130-1 T Rvs:-- crucifix pile driver (XPD) df,df+P+G 80{90} 20-229{252}-1 T Rvs:-- power slam f+P+G 50 20-139-1 T Rvs:-- military press b+P+G 75 10{20}-257{247}-1 T Rvs:-- tackle and grind b,df+P+G 30+25 = 55 21-107-1 T Rvs:-- front back breaker b,f,f+P+G 70{80} 20-140{151}-1 T Rvs:-- iron claw d+P+K+G 50 20-179{177}-1 T-L Rvs:-- machine gun knee lift d,f+P+K+G 30+20+10+20 = 80 20-111-1 T-L Rvs:-- powerbomb df+P+K+G 70 20-139-1 T-L Rvs:-- backbreaker P+G 80{100} 20-180{195}-1 T-B Rvs:-- backbreaker P+K+G 80{100} 20-180{195}-1 T-B-L Rvs:-- cocunut crush P+G 20+30 = 50 15-116-1 T-S Rvs:-- arm extension b,f|f,b+P+G 60 10-144-1 T-S Rvs:-- headlock hammer P+K+G 70 10-105-1 T-S-L Rvs:-- fireman's carry into the wall P+G 60 138-92-1 T-W Rvs:-- fireman's carry off the wall P+G 60 159-41-1 T-W Rvs:-- wall grind and knee db+P+G 20+4+4+4+4+4+20 = 60 38-162-1 T-W Rvs:-- triple shoulder ram b,df+P+G 20+15+15 = 50 23-143-1 T-W Rvs:-- over the head pick up ground throw d+P+G 0 1-120-1(80) T-G Rvs:-- over the legs pick up ground throw d+P+G 0 1-109-1(80) T-G Rvs:-- head butt b,f+P+G 20 20-7-61 T Rvs:-- head butt-knee smash b,f+P+Gb+P+G 20+20+20 = 60 10-91-1 T-Combo Rvs:-- double head butt b,f+P+Gf+P+G 20+16 = 36 20-14-65 T-Combo Rvs:-- double head butt-knee smash b,f+P+Gf+P+Gb+P+G 20+16+20+20 = 76 10-93-1 T-Combo Rvs:-- triple head butt b,f+P+Gf+P+Gf+P+G 20+16+32 = 68 20-50-1 T-Combo Rvs:-- flying butt attack running+K+G 30 26-7-25 M Rvs:-- Notes: ground flying superman splash running+P+K 20~40 18-11-80 H~M Rvs:-- f)Kage-Maru Outfit 1: Exact same outfit from VF2 Outfit 2: White pants, grey tee shirt, face mask, pony tail Moves: low punch d+P 11 16-1-14 L Rvs:L-P low punch D+P 9 10-1-14 L Rvs:L-P low heel slide d+K 14 16-1-24 L Rvs:L-K dodging tackle db+K 19 19-6-48 L Rvs:L-K back heel sweep f,f+K 20~30 27-4-36 L Rvs:L-C downward chop D,df+P 20 14-1-32 M Rvs:H-P elbow f+P 19 11-2-22 M Rvs:M-P rising dragon punch f,d,df+P 40 15-5-41 M Rvs:H-P downward side chop P+K 16 23-3-20 M Rvs:H-P Notes: -1DP whirling chop d+P+K 20 16-2-25 M Rvs:H-P spinning chop df+P+K 24 16-3-30 M Rvs:H-P shuto chop f+P+K 16 16-3-27 M Rvs:H-P Notes: -2DP shuto chop combo f+P+KP+K 16+14 = 30 13-2-25 MH Rvs:H-P sidekick df+K 22 14-2-25 M Rvs:M-K rising knee D,f+K 38 14-2-39 M Rvs:-- backflip kick ub+K 40 20-2-35 M Rvs:K-flip dodging sidekick df+K+E 22 14-2-26 M Rvs:M-K heel kick d+K+G 35 14-2-31 M Rvs:H-K inverted kickflip df+K+G 40 23-4-42 M Rvs:-- flying corkscrew f,f+K+G 40 25-8-43 M Rvs:-- kickflip ub+K+G 50 12-4-59 M Rvs:K-flip reverse kickflip uf+K+G 35 30-4-23(40) M Rvs:H-K punch P 10 8-2-12 H Rvs:H-P punch-kick PK 10+20 = 30 12-2-25 HH Rvs:H-K double punch PP 10+10 = 20 8-2-17 HH Rvs:H-P double punch-helix PPb+P 10+10+17 = 37 13-2-21 HHH Rvs:H-P double punch-helix-heel kick PPb+PK 10+10+17+30 = 67 16-2-35 HHHM Rvs:M-K double punch-straight kick PPK 10+10+30 = 50 14-2-29 HHH Rvs:H-K triple punch PPP 10+10+12 = 32 9-2-18 HHH Rvs:H-P triple punch-kickflip PPPb+K 10+10+12+20 = 52 10-3-39 HHHM Rvs:K-flip triple punch-heel kick PPPK 10+10+10+30 = 60 16-2-35 HHHM Rvs:M-K swipe punch db+P 14 12-2-17 H Rvs:H-P swipe punch-kick db+PK 14+20 = 34 12-2-25 HH Rvs:H-K punch F+P 10 8-2-12 H Rvs:H-P helix b+P 17 13-2-21 H Rvs:H-P helix-heel kick b+PK 17+25 = 42 16-2-27 HM Rvs:M-K punch B+P 10 8-2-12 H Rvs:H-P swipe punch P+E 14 12-2-17 H Rvs:H-P flying kick f,f+P+K+G 40 20-20-77 H-Force Rvs:-- kick K 25 14-2-23 H Rvs:H-K kick F+K 25 12-2-25 H Rvs:H-K dodging kick K+E 25 14-2-23 H Rvs:H-K stepping back thrust b+K+G 30 22-3-22 H Rvs:H-C long leaping knee pounce u+P 30 48-4-69(73) G Rvs:-- medium leaping foot pounce u+P 40 49-2-26(80) G Rvs:-- short leaping head pounce u+P 30 41-9-60(58) G Rvs:-- Notes: ground(miss) axe kick stomp df+K 13 28-2-43 G Rvs:-- TA sweep b,b+K+G 12 21-2-24 L Rvs:L-K TA punch b,b+P 14 13-2-16 H Rvs:H-P TA kick b,b+K 24 15-2-24 H Rvs:H-K TT low punch d+P 15 14-1-24 L Rvs:L-P TT low punch D+P 14 5-3-18 L Rvs:L-P TT sweep D+K 30 16-2-37 L Rvs:L-K sky knee u+K 30 31-5-31(42) M Rvs:-- TT reverse kickflip ub+K 40 26-5-26 M Rvs:-- TT reverse kickflip uf+K 25 32-4-37(35) M Rvs:-- TT punch P 12 10-2-19 H Rvs:H-P TT kick K 25 14-3-26 H Rvs:H-K punch reversal b+P+K 30 1-75-1 R-H Rvs:-- backward roll f>b 1-27-22 Move Rvs:-- forward roll b>f 1-27-19 Move Rvs:-- another roll roll,f>b+P 0 1-30-1 Move Rvs:-- shinsodan roll,b>f+P 15 1-9-35 L Rvs:-- backward roll-sweep f>b+K 20~35 27-5-31(36) L Rvs:L-C forward roll-sweep b>f+K 20~35 25-5-41(36) L Rvs:L-C rising dragon punch roll,f,d,df+P 40 15-5-41 M Rvs:H-P flying kick roll,b>f+P+K+G 40 20-20-77 H-Force Rvs:-- shoulder throw P+G 50{60} 20-50{70}-10{1} T Rvs:-- turnover throw df+P+G 50{45} 20-60{75}-1 T Rvs:-- over the top f+P+G 0 20-57[76]-1 T[-B] Rvs:-- flipping shoulder throw b,d+P+G 60{65} 10-114-1 T Rvs:-- reaping throw b,f+P+G 50 20-79-1 T Rvs:-- shoulder drop P+G 50{60} 20-127{125}-1 T-B Rvs:-- shoulder drop P+K+G 50 20-119-1 T-B-L Rvs:-- leg hold takedown P+G 40 15-80-1 T-S Rvs:-- flying takedown and triple punch uf+P+G 20{10}+10{20}+10+10 = 50{50} 24-146-1(71) T-C Rvs:-- TT frankensteiner u+P+G 50 19-91-1(65) T-C Rvs:-- ten foot toss (TFT) b+P+G 40{55} 20-8-60 T Rvs:-- ten foot toss-izuna drop b+P+Gu+P+G 60{70} 107{45}-71{80}-1 T-Combo Rvs:-- low sliding attack running+K 30 18-6-36 L Rvs:-- backflip d,ub 1-43-1 Move Rvs:-- cartwheel b+E 1-45-1 Move Rvs:-- g)Sarah Bryant Outfit 1: Black, low slung tight pants, high heeled boots, shirt with many revealing holes. Oh-la-la! ;) Outfit 2: Shorts, high black boots, red top, hair is down Moves: low punch d+P 11 16-1-14 L Rvs:L-P low punch D+P 9 10-1-14 L Rvs:L-P low kick D+K 15 14-1-26 L Rvs:L-K double low kick D+KK 15+19 = 34 19-2-28 LL Rvs:L-K low kick d+K+E 10 13-1-21 L Rvs:L-K shin slicer d+K+G 25 18-1-33 L Rvs:L-K lunging sweep df+K+G 20 24-2-35(40) L Rvs:L-K elbow f+P 12 11-1-23 M Rvs:M-P elbow-overhead edge kick f+Pb+K 12+25 = 37 18-3-34 MM Rvs:H-K elbow-chop f+Pdf+P 12+12 = 24 15-2-20 MH Rvs:H-P Notes: -1DP elbow-knee f+PK 12+25 = 37 14-2-31 MM Rvs:Knee toe kick d+P+K 13 18-2-27 M Rvs:H-K toe kick-punt kick d+P+KK 13+26 = 39 17-3-29 MM Rvs:H-K punt kick d+K 24 13-3-28 M Rvs:H-K punt kick-side kick d+KK 24+23 = 47 18-2-29 MM Rvs:M-K dragon cannon db+K 35 15-3-36 M Rvs:H-K sidekick df+K 10 12-2-30 M Rvs:M-K illusion kick df+KK 10+14 = 24 9-2-28 MH Rvs:H-K illusion kick-low kick df+KKb+K 10+14+21 = 45 22-2-30 MHL Rvs:L-K illusion kick-punt kick df+KKf+K 10+14+21 = 45 28-3-31 MHM Rvs:H-K mirage kick df+KKK 10+14+20 = 44 17-1-35 MHH Rvs:H-K rising knee D,f+K 35 14-2-45 M Rvs:-- rising knee-knee D,f+K,K 35+22 = 57 20-2-30 MM Rvs:Knee rising knee-descending knee D,f+KK 35+28 = 63 8-2-29 MM Rvs:-- knee f+K 30 15-2-30 M Rvs:Knee knee-rising knee f+Kdf+K 30+45 = 75 49-3-37 MM Rvs:-- lunging knee f,f+K 30 13-2-35 M Rvs:Knee full spin dive u+K 25 23-2-23(36) M Rvs:-- full spin dive-moonsault u+Ku+P 25 1-1-54 M-Move Rvs:-- kickflip ub+K 50 12-4-43/67(44) M Rvs:K-flip dodging sidekick df+K+E 19 12-2-40 M Rvs:M-K crescent K+G 20~35 22-2-27(24) M Rvs:H-C side hook kick db+K+G 22 17-2-30 M Rvs:H-K forward hopping spin kick f+K+G 25 28-2-24 M Rvs:M-K overhead edge kick b+K+G 30 16-5-32 M Rvs:H-K hopping spin kick u+K+G 25 20-3-20 M Rvs:M-K heel seed ub+K+G 30 20-3-22(34) M Rvs:H-K punch P 10 8-2-12 H Rvs:H-P punch-sidekick Pd+K 10+19 = 29 12-2-27 HM Rvs:M-K punch-kick PK 10+20 = 30 12-2-25 HH Rvs:H-K double punch PP 10+10 = 20 9-1-15 HH Rvs:H-P triple punch PPb+P 10+10+10 = 30 9-1-18 HHH Rvs:H-P triple punch-kickflip PPb+PK 10+10+10+35 = 65 10-4-46/67(44) HHHM Rvs:K-flip double punch PPK 10+10+30 = 50 14-2-29 HHH Rvs:H-K triple punch PPP 10+10+10 = 30 10-2-18 HHH Rvs:H-P triple punch-kickflip PPPb+K 10+10+10+35 = 65 10-4-46/67(44) HHHM Rvs:K-flip triple punch-rising knee PPPK 10+10+10+35 = 65 14-2-45 HHHM Rvs:-- triple punch-jump kick PPPu+K 10+10+10+30 = 60 15-3-53 HHHM Rvs:-- double punch-straight PPu+P 10+10+10 = 30 8-1-17 HHH Rvs:H-P double punch-straight-jump kick PPu+PK 10+10+10+30 = 60 15-3-53 HHHM Rvs:-- chop df+P 12 12-2-19 H Rvs:H-P Notes: -2DP punch F+P 10 8-2-12 H Rvs:H-P punch B+P 10 8-2-12 H Rvs:H-P dodging punch P+E 14 21-2-20 H Rvs:H-P kick K 25 12-2-25 H Rvs:H-K double kick KK 25+10 = 35 17-3-30 HH Rvs:H-K kick-punch KP 25+8 = 33 20-3-13 HH Rvs:H-P kick F+K 25 12-2-25 H Rvs:H-K knee smash kick b+K 10 13-2-1 H Rvs:H-K knee smash kick continuation b+K 10+20 = 30 8-2-26 HH Rvs:H-K dodging kick K+E 25 12-2-25 H Rvs:H-K tornado kick uf+K+G 20~50 28-4-29(40) H Rvs:H-C backwards high jumping knee pounce d,U+P 40 42-7-40(58) G Rvs:-- forwards high jumping knee pounce d,U+P 40 36-2-45(61) G Rvs:-- backwards jumping knee pounce u+P 30 42-7-40(58) G Rvs:-- forwards jumping knee pounce u+P 30 33-5-45(61) G Rvs:-- ground kick df+K 15 18-3-49 G Rvs:-- TA punch b,b+P 14 10-1-16 H Rvs:H-P TA hop kick b,b+K 25 19-2-26 H Rvs:H-K TA spin kick D,b+K 20 12-1-27(29) H Rvs:H-K TA spin kick-TT spin kick D,b+KK 20+20 = 40 18-2-21(29) HH Rvs:H-K TT low punch d+P 14 13-1-25 L Rvs:L-P TT sweep d+K 20 17-4-25 L Rvs:L-K TT sweep D+K 36 17-4-27 L Rvs:L-K TT punch P 10 10-1-22 H Rvs:H-P TT kick K 36 10-2-33 H Rvs:H-K TT mule kick df+K 25 19-2-36 H Rvs:H-K TT hop kick f+K 36 27-3-34 H Rvs:H-K suplex P+G 50{60} 20-93{79}-1 T Rvs:-- Notes: ground clothesline takedown f,f+P+G 40 20-70-1 T Rvs:-- Notes: ground triple knee bash b+P+G 8+5+10+20 = 43 16-184-1 T Rvs:-- leg hold takedown b,f+P+G 60 10-98-1 T Rvs:-- back drop P+G 70 20-87-2 T-B Rvs:-- Notes: ground back drop P+K+G 60 20-79-0 T-B-L Rvs:-- Notes: ground over the knee elbow smash P+G 40 10-102-1 T-S Rvs:-- neck breaker uf+P+G 70 15-105-1(61) T-C Rvs:-- quadruple knee bash b+P+G 10+20+10+10+10 = 60 16-222-1 T-W Rvs:-- running knee running+K+G 20~70 19-3-39 M Rvs:-- backflip d,ub 1-49-1 Move Rvs:-- backwards moonsault uf+P 10-40-10 Move Rvs:-- forwards moonsault uf+P 10-44-6 Move Rvs:-- h)Jacky Bryant (Jerky) Outfit 1: New red-sleeved leather jacket, jeans. Outfit 2: Blue jeans, belt, white and blue jacket similar to above. Moves: low punch d+P 11 16-1-14 L Rvs:L-P low backfist (LBF) db+P 22 15-2-30 L Rvs:L-P low backfist-sweep db+PK 22+20~35 = 42~57 28-4-37(43) LL Rvs:L-C low punch D+P 9 10-1-14 L Rvs:L-P low kick db+K 15 14-1-26 L Rvs:L-K double low kick DB+KK 15+19 = 34 19-2-28 LL Rvs:L-K shin slicer d+K+G 25 18-1-33 L Rvs:L-K elbow f+P 19 11-2-22 M Rvs:M-P elbow-heel kick f+PK 19+20 = 39 14-2-31 MH Rvs:H-K elbow-backfist f+PP 19+15 = 34 14-1-28 MH Rvs:H-P elbow-backfist-low kick f+PPd+K 19+15+14 = 48 19-2-28 MHL Rvs:L-K elbow-backfist-heel kick f+PPK 19+15+18 = 52 18-1-42 MHH Rvs:H-K beat knuckle P+K 20 14-3-34 M Rvs:H-P Notes: -1DP beat knuckle-heel kick P+KK 20+20 = 40 16-2-36 MH Rvs:H-K beat knuckle-backfist P+KP 20+12 = 32 20-1-20 MH Rvs:H-P beat knuckle-backfist-sweep P+KPd+K 20+12+20~35 = 52~67 25-3-37(43) MHL Rvs:L-C beat knuckle-backfist-crescent P+KPK 20+12+30~50 = 62~82 25-3-33(39) MHH Rvs:H-C lightning kick d+P+K 8 9-2-28 M Rvs:H-K lightning kick 2 d+P+KK 8+8 = 16 15-2-24 MM Rvs:H-K lightning kick 3 d+P+KKK 8+8+8 = 24 13-2-24 MMM Rvs:H-K lightning kick 4 d+P+KKKK 8+8+8+10 = 34 17-2-26 MMMH Rvs:H-K lightning kick 5 d+P+KKKKK 8+8+8+10+30 = 64 20-2-1/103(31) MMMHH Rvs:H-K shot knee db+P+K 8 12-1-18 M Rvs:Knee lightning kick variant 2 db+P+KK 8+8 = 16 6-2-31 MM Rvs:H-K lightning kick variant 3 db+P+KKK 8+8+8 = 24 14-2-24 MMM Rvs:H-K lightning kick variant 4 db+P+KKKK 8+8+8+10 = 34 16-1-42 MMMH Rvs:H-K lightning kick variant 5-low db+P+KKKKd+K 8+8+8+10+30 = 64 20-1-1/104(29) MMMHL Rvs:L-K lightning kick variant 5-high db+P+KKKKK 8+8+8+10+30 = 64 20-1-1/104(29) MMMHH Rvs:H-K toe kick d+K 24 18-2-25 M Rvs:H-K side kick df+K 25 14-2-30 M Rvs:M-K side kick-heel kick df+KK 25+25 = 50 20-2-39 MM Rvs:M-K knee f+K 30 15-2-30 M Rvs:Knee punt kick f,f+K 30 13-3-31 M Rvs:H-K side hook kick b+K 20 17-2-26 M Rvs:H-K kickflip ub+K 50 12-4-51/92(53) M Rvs:K-flip dodging side kick df+K+E 25 14-2-31 M Rvs:M-K heel seed b+K+G 30 20-3-22(34) M Rvs:H-K mid spin kick b,f+K+G 36 17-3-41/125(48) M Rvs:H-C kickflip (built in G-cancel) ub+K+G 50 12-4-51/92(53) M Rvs:K-flip punch P 12 9-2-12 H Rvs:H-P punch-sweep Pd+K 12+20~35 = 32~47 22-4-35(42) HL Rvs:L-C punch-crescent PK 12+30 = 42 18-4-19(33) HH Rvs:H-C punch-side kick PK 12+19 = 31 12-2-27 HM Rvs:M-K double punch PP 12+12 = 24 8-2-19 HH Rvs:H-P double punch-backfist PPb+P 12+12+22 = 46 15-1-29 HHH Rvs:H-P double punch-backfist-crescent PPb+PK 12+12+22+25~50 = 71~96 25-3-33(39) HHHH Rvs:H-C double punch-low kick PPd+K 12+12+15 = 39 14-1-26 HHL Rvs:L-K double punch-knee PPf+K 12+12+30 = 54 15-2-30 HHM Rvs:Knee double punch-elbow PPf+P 12+12+19 = 43 15-2-25 HHM Rvs:M-P double punch-elbow-heel kick PPf+PK 12+12+19+20 = 63 14-2-31 HHMH Rvs:H-K double punch-straight kick PPK 12+12+30 = 54 14-2-29 HHH Rvs:H-K triple punch PPP 12+12+14 = 38 10-2-20 HHH Rvs:H-P double punch-straight PPu+P 12+12+25 = 49 15-1-26 HHH Rvs:H-P hook punch df+P 10 12-2-21 H Rvs:H-P Notes: -1DP double hook df+PP 10+14 = 24 14-2-18 HH Rvs:H-P Notes: -1DP double hook-straight df+PPf+P 10+14+25 = 49 15-1-26 HHH Rvs:H-P double hook-knuckle df+PPP 10+14+14 = 38 15-2-25 HHM Rvs:H-P Notes: -1DP double hook-knuckle-straight df+PPPP 10+14+14+14 = 52 8-1-34 HHMM Rvs:H-P Notes: -1DP punch F+P 12 9-2-12 H Rvs:H-P punch-kick F+PK 12+20 = 32 12-2-25 HH Rvs:H-K double punch F+PP 12+12 = 24 10-1-16 HH Rvs:H-P double punch-elbow F+PPf+P 12+12+19 = 43 15-2-25 HHM Rvs:M-P double punch-elbow-backfist F+PPf+PP 12+12+19+15 = 68 14-1-28 HHMH Rvs:H-P double punch-elbow-backfist-low kick F+PPf+PPd+K 12+12+19+15+14 = 82 19-2-28 HHMHL Rvs:L-K double punch-elbow-backfist-heel kick F+PPf+PPK 12+12+19+15+18 = 86 18-1-42 HHMHH Rvs:H-K triple punch F+PPP 12+12+14 = 38 11-2-16 HHH Rvs:H-P backfist b+P 22 15-1-21 H Rvs:H-P backfist-sweep b+Pd+K 22+20~35 = 42~57 25-3-37(49) HL Rvs:L-C backfist-low backfist b+Pdb+P 22+15 = 37 16-1-25 HL Rvs:L-P backfist-crescent b+PK 22+25~50 = 47~77 25-3-33(39) HH Rvs:H-C double backfist b+PP 22+25 = 47 15-1-30 HH Rvs:H-P dodging punch P+E 14 12-2-17 H Rvs:H-P kick K 25 13-2-32 H Rvs:H-K kick-low kick Kd+K 25+15 = 40 19-2-26 HL Rvs:L-K kick-heel kick KK 25+20 = 45 19-2-43 HM Rvs:M-K kick-backfist KP 25+15 = 40 20-1-26 HH Rvs:H-P kick-backfist-sweep KPd+K 25+15+20~35 = 60~75 25-3-37(49) HHL Rvs:L-C kick-backfist-crescent KPK 25+15+30~50 = 70~90 25-3-33(39) HHH Rvs:H-C dodging kick K+E 25 13-2-32 H Rvs:H-K crescent K+G 30~50 24-6-25(34) H Rvs:H-C crescent-sweep K+Gd+K+G 30~50+20~40 = 50~90 19-3-41(48) HL Rvs:L-C backwards high jumping knee pounce d,U+P 40 42-7-40(58) G Rvs:-- forwards high jumping knee pounce d,U+P 40 36-2-45(58) G Rvs:-- backwards jumping knee pounce u+P 30 42-7-40(61) G Rvs:-- forwards jumping knee pounce u+P 30 33-5-45(61) G Rvs:-- ground kick df+K 15 18-3-49 G Rvs:-- TA punch b,b+P 14 12-1-18 H Rvs:H-P TA kick b,b+K 30 15-2-32 H Rvs:H-K TT low backfist d+P 14 17-1-24 L Rvs:L-P TT low backfist-sweep d+PK 14+20~35 = 34~49 29-3-37(43) LL Rvs:L-C TT sweep d+K 36 17-3-27 L Rvs:L-K TT sweep D+K 36 17-4-25 L Rvs:L-K TT punch P 20 9-1-26 H Rvs:H-P TT punch-sweep Pd+K 20+20~35 = 40~55 25-3-37(43) HL Rvs:L-C TT punch-crescent PK 20+25~50 = 45~70 25-3-33(40) HH Rvs:H-C TT punch-sidekick PK 20+19 = 39 12-2-27 HM Rvs:M-K TT kick K 36 14-3-43/70 H Rvs:H-K brain buster P+G 50 20-135-1 T Rvs:-- Notes: ground arm lock and knee df,df+P+G 10+40 = 50 10-117{122}-1 T Rvs:-- trip and hammer f,b+P+G 10+50 = 60 20-46{45}-1 T Rvs:-- clothesline takedown f,f+P+G 40 20-70-1 T Rvs:-- Notes: ground bulldog P+G 60 20-140-1 T-B Rvs:-- triple knee bash and axe kick P+G 5{15}+5+15{5}+15 = 40{40} 10-103-1 T-S Rvs:-- off the wall bulldog f,f+P+G 40 55-50-1 T-W Rvs:-- switch stance d,d 1-9-11 Move Rvs:-- backflip d,ub 1-49-1 Move Rvs:-- i)Shun Di Outfit 1: Swiss clock maker/yodeler outfit. You must see a pic to believe. Outfit 2: Blue outfit, very wierd. Hard to describe. Moves: low punch d+P 11 16-1-14 L Rvs:L-P low punch D+P 8 10-1-15 L Rvs:L-P low back push db+P 15 20-2-34 L Rvs:L-P low back push DB+P 16 17-2-31 L Rvs:L-P low back push-sweep DB+PK 15[16]+15 = 30[31] 28-3-65(67) LL Rvs:L-C drunken sweep d+P+K 10 24-2-30(41) L Rvs:-- Notes: need 1DP double drunken sweep D+P+KK 10+10 = 20 23-3-28(41) LL Rvs:-- Notes: need 6DP triple drunken sweep D+P+KKK 10+10+10 = 30 20-3-31(41) LLL Rvs:L-C Notes: need 9DP low kick d+K 10 14-1-28 L Rvs:L-K spinning low kick db+K 10 18-2-33 L Rvs:L-K spinning low kick-fall down db+KG 10 1-1-23 L Rvs:-- Notes: ground spinning low kick-high kick db+KK 10+20 = 30 13-2-41 LH Rvs:L-K spinning low kick-high kick-fall down db+KKG 10+20 = 30 1-1-30 LH Rvs:-- Notes: ground sweep df+K+G 20~30 25-4-42(50) L Rvs:L-K old man knife (OMK) d>f+P 28 13-3-25 M Rvs:H-P old man knife-backfist d>f+Pb+P 28+18 = 46 15-2-24 MH Rvs:H-P Notes: need 6DP uppercut df+P 19 15-2-28 M Rvs:H-P old man palm (OMP) D,f+P 30 16-1-34 M Rvs:H-P knuckle f+P 15 14-1-26 M Rvs:H-P Notes: -1DP knuckle-hip check f+PK 15+28 = 43 21-3-32/74 MM Rvs:-- double knuckle f+PP 15+13 = 28 19-2-32 MM Rvs:M-P Notes: -1DP double knuckle-hip check f+PPK 15+13+28 = 56 21-3-32/74 MMM Rvs:-- double knuckle-backfist f+PPP 15+13+10 = 38 17-2-29 MMH Rvs:H-P Notes: -1DP double knuckle-backfist-hip check f+PPPK 15+13+10+28 = 66 21-3-32/74 MMHM Rvs:-- lunging upper b,df+P 23 16-2-33 M Rvs:H-P thrust punch P+K 12 13-2-32 M Rvs:H-P thrust punch-sacrifice toe kick P+KK 12+23 = 35 25-2-47 MM Rvs:M-K Notes: ground uppercut-thrust punch df+PP+K 19+16 = 45 16-2-24 MH Rvs:H-P Notes: need 8DP uppercut-thrust punch-sacrifice toe kick df+PP+KK 19+16+23 = 68 25-2-47 MHM Rvs:M-K Notes: need 8DP ground twisting double fisted strike f+P+K 39 32-2-34/58 M Rvs:-- Notes: +3DP drunken crash f,f+P+K 16 19-10-59 M Rvs:-- Notes: need 8DP retreating two fisted sacrifice strike ub+P+K 30 53-3-22 M Rvs:-- Notes: ground tornado punch uf+P+K 30 24-3-38 M Rvs:H-P sidekick df+K 21 15-1-29 M Rvs:M-K cartwheel kick f,f+K 29 18-2-37 M Rvs:-- falldown kick b+K 24 17-1-36 M Rvs:M-K Notes: ground mule kick u+K 26 14-4-29 M Rvs:-- sacrifice drop kick ub+K 30 20-4-32(31) M Rvs:-- Notes: ground stepping flip over kick uf+K 35 32-3-45 M Rvs:-- Notes: ground dodging sidekick df+K+E 21 14-2-27 M Rvs:M-K dodging cartwheel kick f+K+E 20 20-4-4 M Rvs:-- dodging cartwheel kick continuation f+K+E 20+10 = 30 3-3-30 MM Rvs:-- hopping spin kick K+G 35 17-3-30 M Rvs:-- hopping spin kick-two hand push K+GP 19 45-2-24 MH Rvs:-- scorpion kick d+K+G 25 22-1-43 M Rvs:-- retreating hopping triple kick b+K+G 20 15-30-34 M Rvs:M-K punch P 10 9-2-15 H Rvs:H-P punch-heel kick PK 10+20 = 30 13-1-29 HH Rvs:H-K double punch PP 10+12 = 22 9-2-18 HH Rvs:H-P double punch-dodge PPd+E 10+12 = 22 1-19-17 HH Rvs:-- double punch-spinning low kick PPd+K 10+12+10 = 32 18-2-33 HHL Rvs:L-K Notes: need 6DP double punch-spinning low kick-fall down PPd+KG 10+12+10 = 32 1-1-30 HHL Rvs:-- Notes: need 6DP ground double punch-spinning low kick-high kick PPd+KK 10+12+10+20 = 52 13-2-41 HHLH Rvs:H-K Notes: need 6DP double punch-spinning low kick-high kick-fall down PPd+KKG 10+12+10+20 = 52 1-1-30 HHLH Rvs:-- Notes: need 6DP ground double punch-dodge PPE 10+12 = 22 1-19-17 HH Rvs:-- double punch-dodge-spinning low kick PPEd+K 10+12+10 = 32 18-2-33 HHL Rvs:L-K Notes: need 6DP double punch-dodge-spinning low kick-fall down PPEd+KG 10+12+10 = 32 1-1-30 HHL Rvs:-- Notes: need 6DP ground double punch-dodge-spinning low kick-high kick PPEd+KK 10+12+10+20 = 52 13-2-41 HHLH Rvs:H-K Notes: need 6DP double punch-dodge-spinning low kick-high kick-fall down PPEd+KKG 10+12+10+20 = 52 1-1-30 HHLH Rvs:-- Notes: need 6DP ground double punch-dodge-upper PPEP 10+12+15 = 37 18-3-27 HHM Rvs:H-P double punch-upper PPP 10+12+15 = 37 18-3-27 HHM Rvs:H-P punch F+P 10 9-2-15 H Rvs:H-P retreating backhand swipe b+EP 15 10-2-17 H Rvs:H-P backfist b+P 24 15-3-23 H Rvs:H-P straight punch b,f+P 8 9-2-22 H Rvs:H-P double straight punch b,f+PP 8+10 = 18 7-2-24 HH Rvs:H-P triple straight punch rush b,f+PPP 8+10+14 = 32 13-2-21 HHH Rvs:H-P backward dodge-backhand swipe ub+EP 20 9-4-18 H Rvs:H-P dodging punch P+E 15 10-2-17 H Rvs:H-P backward dodge-two fisted strike b+P+E 30 19-4-28 H Rvs:H-P backward dodge-two fisted strike ub+EP+K 30 19-4-28 H Rvs:-- kick K 25 14-1-28 H Rvs:H-K double kick KK 25+10 = 35 13-1-31 HH Rvs:H-K double kick-low backfist KKd+P 25+10+10 = 45 19-2-26 HHL Rvs:L-P double kick-backfist KKP 25+10+10 = 45 20-2-23 HHH Rvs:H-P kick F+K 20 14-1-32 H Rvs:H-K dodging kick K+E 25 14-1-28 H Rvs:H-K falling double kick db+K+G 20 15-2-2 H Rvs:M-K falling double kick continuation db+K+G 20+15 = 35 9-4-14 HH Rvs:-- Notes: ground backwards roll and elbow drop d,U+P 30 39-5-79/59 G Rvs:-- forwards roll and elbow drop d,U+P 30 38-4-65/77 G Rvs:-- leaping sitting pounce d,U,P 40? G Rvs:-- spinning elbow drop df+P 12 19-3-49 G Rvs:-- backwards heel stomp u+P 30 38-2-56(66) G Rvs:-- forwards heel stomp u+P 30 38-5-51(66) G Rvs:-- retreating two fisted sacrifice strike UB+P 20 55-2-21 G Rvs:-- Notes: ground advancing two fisted sacrifice strike UF+P 20 46-4-15 G Rvs:-- Notes: ground TA punch b,b+P 12 14-3-20 H Rvs:-- TA spin kick b,b+K 30 20-4-22 H Rvs:-- TT sitting low punch d+P 14 16-2-25 L Rvs:L-P TT sweep d+K 25 19-2-30 L Rvs:L-K thrust kick P+K 15 12-3-32 M Rvs:M-K thrust kick-sacrifice head thrust P+KK 15+20 = 35 26-3-45 MH Rvs:-- TT punch P 12 11-1-21 H Rvs:H-P TT punch D+P 12 15-1-21 H Rvs:H-P TT kick K 30 15-3-33/43(49) H Rvs:H-K sit down d,d 1-28-2 Move Rvs:-- low kick and stand up sitting,d+K 12 14-3-42 L Rvs:-- flip over kick sitting,K 20 22-3(22)-41/49(18) M Rvs:-- drink and stand up sitting,P+K+G 0 1-120-1 Move Rvs:-- Notes: +3DP lie down from sitting sitting,d,d 1-19-88 Move Rvs:-- lie down b>f 1-33-72 Move Rvs:-- sweep and stand up lying,d+K 24 24-6-37(49) L Rvs:L-K rollover scissor kicks lying,F+K 10 24-3-3 L Rvs:-- rollover scissor kicks continuation lying,F+K 16 2-4-41 LL Rvs:-- thrust kick lying,K 18 14-2-43 M Rvs:M-K thrust kick-straight punch lying,KP 25+12 = 37 12-1-32 MH Rvs:H-P thrust kick-straight-spinning low kick lying,KPd+K 25+12+10 = 47 18-2-33(41) MHL Rvs:L-K Notes: need 10DP thrust kick-straight-spinning low kick-fall down lying,KPd+KG 25+12+10 = 47 1-1-30 MHL Rvs:-- Notes: need 10DP ground thrust kick-straight-spinning low kick-high kick lying,KPd+KK 25+12+10+20 = 67 13-2-41 MHLH Rvs:H-K Notes: need 10DP thrust kick-straight-spinning low kick-high kick-fall down lying,KPd+KKG 25+12+10+20 = 67 1-1-30 MHLH Rvs:-- Notes: need 10DP ground thrust kick-straight-sacrifice toe kick lying,KPK 25+12+24 = 61 17-1-36 MHM Rvs:M-K Notes: ground handstand f>b 1-42-2 Move Rvs:-- backflip to handstand u+P+K 1-38-4 Move Rvs:-- hop backwards handstand,b 1-39-5 Move Rvs:-- hop forward handstand,f 1-29-1 Move Rvs:-- stand up from handstand handstand,u 1-29-1 Move Rvs:-- rolling elbow smash handstand,P+K 24 34-4-27 M Rvs:M-P handstand kicks handstand,K 30 11-19-26 M Rvs:-- flipover mule kick handstand,K+G 25 34-3-20(42) M Rvs:-- drunken frankensteiner handstand,P+G 50 1-98-1(75) T-C Rvs:-- dances with punches P+G 10+10+10+20 = 50 10-169{167}-1 T Rvs:-- Notes: +3DP over the shoulder switch df+P+G 0 10-49{50}-1 T Rvs:-- pull down and elbow smash b+P+G 30+20 = 50 20-80-1 T Rvs:-- Notes: ground thru the legs and back kick b,df+P+G 40 10-72-1 T Rvs:-- Notes: need 6DP tidy bowl throw P+G 9+7+4+2+4+4+4+4+2 = 40 20-306-1 T-B Rvs:-- Notes: +3DP hip check, spin around and backfist P+G 40 10-107-1 T-S Rvs:-- butt push and backfist P+G 20{10}+30+20 = 70{60} 10-80-1 T-TT Rvs:-- butt push and backfist into the wall b+P+G 20+40 = 60 43-197-1 T-W Rvs:-- running cartwheel running+K 29 18-2-37 M Rvs:-- backflip d,ub 1-1-45 Move Rvs:-- retreating dodge b+E 1-12-17 Move Rvs:-- backward dodge ub+E 1-12-23 Move Rvs:-- forward dodge uf+E 1-6-16 Move Rvs:-- drink d+P+K+G 0 1-1-49 Move Rvs:-- Notes: +1DP j)Lion Rafale Outfit 1: Black shorts, grey sweatshirt, red vest. Outfit 2: White pants, wierd almost floral print shirt. (It's tho thweet!) Moves: low punch d+P 11 16-1-14 L Rvs:L-P dodging peck db+P 12 17-2-28 L Rvs:L-P dodging double peck db+PP 12+8 = 20 6-2-25 LL Rvs:H-P low punch D+P 8 10-1-15 L Rvs:L-P creeping peck DF+P 7 13-2-24 L Rvs:L-P creeping double peck DF+PP 7+10 = 17 13-1-26 LL Rvs:L-P lunging low poke b,df+P 21 27-2-28 L Rvs:L-P dodging swipe d+P+E 20 17-3-24 L Rvs:L-P sweeping hand d+P+K 15 19-2-21 L Rvs:L-P wind up swipe df+P+K 20 21-2-44 L Rvs:L-P low kick d+K 12 18-2-27 L Rvs:L-K double low kick d+KK 12+20 = 32 17-3-33 LL Rvs:L-K low kick-crescent d+KK+G 12+30 = 42 20-6-27(29) LH Rvs:H-C handstand kick db+K 24 16-2-2 L Rvs:L-K handstand kick continuation db+K 24+9 = 33 2-4-43 LL Rvs:L-K sweep d+K+G 24 20-4-38(39) L Rvs:L-C lunging sweep df+K+G 24 26-5-33(39) L Rvs:L-C uppercut df+P 10 12-2-19 M Rvs:H-P uppercut-swipe df+PP 10+20 =30 13-2-28 MM Rvs:H-P dashing upper D,f+P 24 13-2-26 M Rvs:H-P elbow f+P 14 11-2-22 M Rvs:M-P elbow-lunging poke f+PP 14+18 = 32 27-2-26 MM Rvs:H-P lunging poke f,f+P 35 27-2-26 M Rvs:H-P helix b+P 19 16-2-27 M Rvs:H-P helix-reverse helix b+PP 19+19 = 38 18-2-27 MM Rvs:H-P helix-reverse helix-hopping spin kick b+PPK 19+19+25 = 63 28-3-29(31) MMM Rvs:M-K overhead poke u+P+K 20 12-4-33(34) M Rvs:H-P sidekick df+K 24 15-2-28 M Rvs:M-K knee f+K 25 15-2-29 M Rvs:Knee lunging knee f,f+K 15 18-3-32 M Rvs:H-K lunging knee-jump kick f,f+KK 15+20 = 35 11-2-42 MM Rvs:H-K hop kick u+K 25 18-4-19(29) M Rvs:M-K hop kick-kick u+KK 25+30 = 55 23-4-24(41) MH Rvs:-- flop over kick uf+K 20 30-6-62/49(49) M Rvs:-- dodging sidekick df+K+E 24 16-2-25 M Rvs:M-K lunging spin kick f,f+K+G 24 25-4-29(28) M Rvs:H-C punch P 9[10] 10-1-13[15] H Rvs:H-P punch-heel kick PK 9[10]+20 = 29[30] 11-2-35 HH Rvs:H-K double punch PP 9[10]+10 = 19[20] 9-2-18 HH Rvs:H-P double punch-low swipe PPd+P 9[10]+10+20 = 39[40] 21-2-44 HHL Rvs:L-P triple punch PPP 9[10]+10+12 = 31[32] 9-3-39 HHH Rvs:H-P punch F+P 10 10-1-15 H Rvs:H-P dodging punch P+E 10 10-1-15 H Rvs:H-P spinning swipe f+P+E 30 26-7-24 H Rvs:H-P eye poke f+P+K 24 19-3-21 H Rvs:-- dodging double poke b+P+K 30 24-4-28 H Rvs:-- Notes: -2DP kick K 25 13-2-27 H Rvs:-- double kick KK 25+20 = 45 16-2-33 HH Rvs:-- kick F+K 25 13-2-26 H Rvs:-- dodging kick K+E 25 13-2-27 H Rvs:-- backwards heel slam pounce d,U+P 40 33-1-47(57) G Rvs:-- forwards heel slam pounce d,U+P 40 32-3-50(57) G Rvs:-- ground chop df+P 12 17-2-52 G Rvs:-- backwards elbow slam pounce u+P 30 47-2-47(65) G Rvs:-- forwards elbow slam pounce u+P 30 27-4-56(65) G Rvs:-- flop over kick uf+K 20 30-6-62 G Rvs:-- TA punch b,b+P 14 14-2-19 H Rvs:H-P TA kick b,b+K 25 11-2-28 H Rvs:H-K TA hop kick b,b+K+G 24 12-2-25(31) H Rvs:H-K TT double punch P 12 12-1-1 H Rvs:H-P TT double punch continuation P 12+12 = 24 11-1-20 HH Rvs:H-P TT low swipe d+P 14 13-1-29 L Rvs:L-P TT low swipe D+P 12 11-1-13 L Rvs:-- TT sweep D+K 20 14-2-25(36) L Rvs:L-K TT advancing poke P+K 14 15-4-16 H Rvs:H-P TT kick K 36 10-2-33 H Rvs:-- trip throw P+G 40 10-82-1 T Rvs:-- through the legs df+P+G 0 10-39-1 T Rvs:-- kickflip throw D,f+P+G 50 14-67{80}-1 T Rvs:-- alpha counter f,f+P+G 30+20 = 50 20-61{55}-1 T Rvs:-- frontal piggy back f>b+P+G 10+15+15+30 = 70 14-80-1 T Rvs:-- reaping throw b+P+G 30+20 = 50 20-38-1 T Rvs:-- sky strike kick b,f+P+G 25+25 = 50 10-80-1 T Rvs:-- falling neck choker uf+P+G 45 16-124-1 T Rvs:-- piggy back P+G 10+15+25 = 50 14-37-1 T-B Rvs:-- piggy back knee strike P+G 10+20+20 = 50 20-70-1 T-S Rvs:-- sky strike kick into the wall b,f+P+G 50 38-52-1 T-W Rvs:-- neck choker into the wall and pull down uf+P+G 25+25 = 50 21-94-1 T-W Rvs:-- cartwheel d,ub 1-49-1 Move Rvs:-- backward sidestep ub+E 1-6-24 Move Rvs:-- forward sidestep uf+E 1-6-18 Move Rvs:-- k)Aoi Umenokouji Outfit 1: two-tone striped blue pants, sleeveless pink top. Outfit 2: ? Moves: low punch d+P 11 16-1-14 L Rvs:L-P double stop d,d+P 18 13-2-22 L Rvs:-- low punch D+P 9 10-1-16 L Rvs:L-P low kick d+K 12 14-1-28 L Rvs:L-K ankle kick db+K 20 15-2-29 L Rvs:L-K sweep d+K+G 20 19-4-30(46) L Rvs:L-C overhead chop df+P 23 18-3-25 M Rvs:H-P dashing elbow D,df+P 10~21 12-2-30 M Rvs:M-P elbow f+P 19 11-2-24 M Rvs:M-P elbow-spinning strike f+PP 19+14 = 33 21-1-25 MM Rvs:H-P spinning elbow f,f+P 27 17-2-32 M Rvs:M-P overhead super chop df+P+K 15 16-1-24 M Rvs:H-P Notes: crouch front kick df+K 21 14-2-27 M Rvs:M-K knee f+K 20 18-2-23 M Rvs:Knee knee-jumping kick f+KK 20+20 = 40 13-2-31 MH Rvs:H-K dodging side kick df+K+E 21 14-2-25 M Rvs:M-K punch P 10 9-2-13 H Rvs:H-P punch-heel kick PK 10+29 = 39 14-2-31 HH Rvs:H-K double punch PP 10+10 = 20 8-2-15 HH Rvs:H-P double punch-elbow PPf+P 10+10+20 = 40 19-3-29 HHM Rvs:M-P double punch-elbow-spinning chop PPF+PP 10+10+20+20 = 60 23-1-29 HHMM Rvs:M-P double punch-straight kick PPK 10+10+30 = 50 14-2-27 HHH Rvs:H-K triple punch PPP 10+10+12 = 32 12-2-29 HHH Rvs:H-P triple punch-sweep PPPd+K 10+10+12+20 = 52 19-4-32(46) HHHL Rvs:L-C triple punch-knee PPPK 10+10+12+35 = 67 18-2-31 HHHM Rvs:Knee punch B+P 10 9-2-13 H Rvs:H-P dodging punch P+E 10 9-2-13 H Rvs:H-P side chop P+K 8 12-2-19 H Rvs:H-P double side chop P+KP 8+9 = 17 11-2-21 HH Rvs:H-P Notes: -1DP machine gun side chop P+KPP 8+9+9 = 26 15-2-25 HHH Rvs:H-P Notes: -1DP spinning strike f+P+K 20 15-3-25 H Rvs:M-P helix f,f+P+K 20 14-1-22 H Rvs:M-P spinning strike-elbow F+P+KP 20+20 = 40 23-1-29 HH Rvs:M-P Notes: -1DP retreating chop b,b+P+K 14 17-2-28 H Rvs:H-P snap kick K 20 12-3-32 H Rvs:H-K snap kick-heel drop KK 20+24 = 44 19-3-23(42) HM Rvs:H-K Notes: crouch snap kick F+K 20 12-3-30 H Rvs:H-K dodging snap kick K+E 20 12-3-32 H Rvs:H-K backwards akuma drop d,U+P 40 37-5-46(65) G Rvs:-- forwards akuma drop d,U+P 40 28-5-38(65) G Rvs:-- ground chop df+P 10 19-1-41 G Rvs:-- backwards spiral leaping fist u+P 30 39-3-36(75) G Rvs:-- forwards spiral leaping fist pounce u+P 30 30-2-37 G Rvs:-- TA chop b,b+P 14 16-2-16 H Rvs:H-P TA chop-TT double low punch b,b+Pd+P 14+14 = 28 12-1-1 HL Rvs:L-P TA chop-TT double low punch continuation b,b+Pd+P 14+14+14 = 42 5-2-16 HLL Rvs:-- TT low chop d+P 10 11-2-28 L Rvs:H-P TT low kick d+K 12 21-2-25 L Rvs:L-K TT ankle kick df+K 20 15-2-29 L Rvs:L-K TT low kick D+K 12 21-2-24 L Rvs:L-K TT punch P 12 12-1-20 H Rvs:H-P TT chop D+P 12 15-1-21 H Rvs:H-P TT snap kick K 20 15-3-27 H Rvs:H-K TT snap kick-heel drop KK 20+20 = 40 15-3-28 HM Rvs:H-K kickflip reversal ub+P+K 25 16-152-1 R-K-Flip Rvs:-- TT kick reversal f+P+K 30 1-179-1 R-H Rvs:-- TT punch reversal f+P+K 30 10-133-18 R-H Rvs:-- crescent reversal b+P+K 0 15-51-1 R-H Rvs:-- kick reversal b+P+K 20 1-174-1 R-H Rvs:-- kick reversal b+P+K 20 20-115-1 R-H Rvs:-- punch reversal b+P+K 25 37-44-1 R-H Rvs:-- punch reversal b+P+K 25 4-151-1 R-H Rvs:-- knee reversal db+P+K 30 10-96-1 R-M Rvs:-- mid reversal db+P+K 30 20-49-1 R-M Rvs:-- mid reversal db+P+K 30 20-106-1 R-M Rvs:-- mid reversal db+P+K 30 1-88-1 R-M Rvs:-- mid reversal db+P+K 30 21-64-1 R-M Rvs:-- low kick reversal d+P+K 25 20-69-1 R-L Rvs:-- low punch reversal d+P+K 25 20-131-1 R-L Rvs:-- sweep reversal d+P+K 0 18-41-1 R-L Rvs:-- low kick reversal D+P+K 20 20-50-1 R-L Rvs:-- low punch reversal D+P+K 20 20-100-1 R-L Rvs:-- kick inashi b+P 0 9-49-1 R-H Rvs:-- Notes: TA punch inashi b+P 0 10-15-1 R-H Rvs:-- Notes: TA elbow inashi db+P 0 12-39-1 R-M Rvs:-- Notes: TA mid kick inashi db+P 0 20-24-1 R-M Rvs:-- Notes: TA irimi nage P+G 40 13-93-1 T Rvs:-- hair grab takedown db+P+G 45 12-94{91}-1 T Rvs:-- second control throw df+P+G 50 10-135-1 T Rvs:-- third control throw D,f+P+G 50 1-94-1 T Rvs:-- sixth kyu obi throw (mini-TFT) b+P+G 50 20-83-1 T Rvs:-- third control takedown d+P+K+G 30+15+15 = 60 20-165-1 T-L Rvs:-- fierce pat down P+G 30+20 = 50 20-120-1 T-B Rvs:-- rotary throw P+G 40 20-99{97}-1 T-S Rvs:-- hair grab takedown into the wall db+P+G 50 42-58-1 T-W Rvs:-- ground throw df+P+G 25 1-138-1(80) T-G Rvs:-- ground throw df+P+G 25 1-125-1(80) T-G Rvs:-- ground throw df+P+G 25 1-90-1(80) T-G Rvs:-- ground throw df+P+G 25+10 = 35 1-167-1(80) T-G Rvs:-- first dan throw-style I f>b+P+G 30 10-64-77 T Rvs:-- first dan throw-style II b>f+P+G 20 20-46-70 T Rvs:-- second dan throw-style I f>b+P+G,f|b,d+P+G 30+20 = 50 1-45-60 T-Combo Rvs:-- second dan throw-style II f>b+P+G,f|b,u+P+G 30+35 = 65 10-90-1 T-Combo Rvs:-- second dan throw-style III b>f+P+G,f|b,d+P+G 20+20 = 40 1-45-60 T-Combo Rvs:-- second dan throw-style IV b>f+P+G,f|b,u+P+G 20+35 = 55 10-90-1 T-Combo Rvs:-- third dan throw-style I f>b+P+G,f|b,d+P+G,d,u+P+G 30+20+25 = 75 1-94-1 T-Combo Rvs:-- third dan throw-style II f>b+P+G,f|b,d+P+G,u,d+P+G 30+20+26 = 76 10-137-1 T-Combo Rvs:-- third dan throw-style III b>f+P+G,f|b,d+P+G,d,u+P+G 20+20+25 = 65 1-94-1 T-Combo Rvs:-- third dan throw-style IV b>f+P+G,f|b,d+P+G,u,d+P+G 20+20+26 = 66 10-137-1 T-Combo Rvs:-- l)Takaarashi (or Taka Arashi, not sure...) Outfit 1: Blue sumo diaper-thing Outfit 2: Larger blue and white sumo diaper-thing, with a blue sash. Moves: low slap d+P 14 12-1-20 L Rvs:L-P low swipe d+P+K 15 17-2-30 L Rvs:L-P double low swipe D+P+KP+K 15+10 = 25 17-2-32 LL Rvs:L-P low kick d+K 25 15-3-43 L Rvs:L-K uppercut df+P 21 13-2-24 M Rvs:H-P uppercut-throw? df+Pf+P+G 21+60{50} = 81{71} 10-127{137}-1 MT Rvs:-- uppercut-punch df+PP 21+10 = 31 12-2-17 MH Rvs:H-P rising two handed upper df,df+P 32 21-3-32 M Rvs:H-P double palm (DbPm) D,b,f+P 20~80 20-4-42(44) M Rvs:-- slap D,f+P 20~65 12-1-28(35) M Rvs:H-P elbow f+P 19 12-2-26 M Rvs:M-P elbow-toss f+Pf,b+P+G 19+60 = 79 10-101{147}-1 MT Rvs:-- elbow-two handed hammer f+PP 19+30 = 49 28-4-39 MM Rvs:-- short sumo thrust f,f+P 20~30 12-1-34 M Rvs:-- short sumo thrust-punch f,f+PP 20~30+14 = 34~44 13-3-25 MH Rvs:H-P short sumo thrust-double punch f,f+PPP 20~30+14+14 = 48~58 8-2-25 MHH Rvs:H-P single palm (SgPm) b+P 28 18-2-21 M Rvs:H-P two handed sumo thrust b,f+P 20~80 15-7-37(44) M Rvs:-- beat knuckle P+K 29 18-2-36 M Rvs:H-P Notes: -1DP overhead chop db+P+K 21 16-2-28 M Rvs:H-P Notes: crouch super two handed upper df+P+K 38 22-2-37 M Rvs:-- two handed upper DF+P+K 28 15-4-25 M Rvs:-- thrust palm f+P+K 10 14-1-21 M Rvs:H-P double thrust palm f+P+KP 10+10 = 20 12-1-18 MM Rvs:H-P triple thrust palm f+P+KPP 10+10+10 = 30 9-2-18 MMM Rvs:H-P dodging two handed hammer b+P+K 25 18-4-31 M Rvs:-- low cat's trick d+P+K+G 5 15-1-30 M Rvs:-- sidekick df+K 33 17-4-35 M Rvs:M-K shot knee f+K 26 14-1-36 M Rvs:Knee heel drop b+K 32 39-7-40/44(54) M Rvs:H-K punch P 10 12-2-17 H Rvs:H-P double punch PP 10+10 = 20 10-2-17 HH Rvs:H-P double punch-slap PPf+P 10+10+20~65 = 40~85 12-1-28(35) HHM Rvs:H-P three punch rush PPP 10+10+12 = 32 8-2-17 HHH Rvs:H-P four punch rush PPPP 10+10+12+12 = 44 8-2-17 HHHH Rvs:H-P five punch rush PPPPP 10+10+12+12+11 = 55 8-2-17 HHHHH Rvs:H-P five punch rush-head thrust PPPPPf+P 10+10+12+12+11+24 = 79 18-3-30 HHHHHH Rvs:-- six punch rush PPPPPP 10+10+12+12+11+10 = 65 8-2-19 HHHHHH Rvs:H-P punch B+P 10 12-2-17 H Rvs:H-P cat's trick P+K+G 5 15-1-25 H Rvs:-- kick K 30 17-2-26 H Rvs:H-K ground slap df+P 6 28-2-46 G Rvs:-- double ground slap df+PP 10 21-2-43 G Rvs:-- ground stomp df+K 20 35-1-53 G Rvs:-- TT low slap d+P 12 20-2-29 L Rvs:L-P TT low kick d+K 25 20-2-44 L Rvs:L-K TT slap P 12 16-2-20 H Rvs:H-P TT kick K 36 18-2-38 H Rvs:H-K hip toss P+G 50 15-105-1 T Rvs:-- head grab and trip db+P+G 65 20-80-15 T Rvs:-- face thrust df+P+G 45 20-42{48}-56{78} T Rvs:-- sumo toss D,b+P+G 70 10-128{150}-1 T Rvs:-- sumo toss (vs. Jeff, Wolf & Dural) D,b+P+G 50 10-128-1 T Rvs:-- bear hug and splash f,f+P+G 55 30-79{167}-83{1} T Rvs:-- head grab and wiggle b>f+P+G 30{40}+5+10+15+20 = 80{90} 10-197-1 T Rvs:-- side suplex df+P+K+G 60 20-105-1 T-L Rvs:-- lift up and slam P+G 65{95} 10-130-1 T-B Rvs:-- hanging drop throw and stumble P+K+G 10+80{70} = 90{80} 20-205-1 T-B-L Rvs:-- vicious face thrust P+G 60 30-57-39 T-S Rvs:-- opening catis trick P+K+G 1(5) 1-34-1(47) T-C Rvs:-- opening low cat's trick d+P+K+G 1(5) 1-34-1(50) T-C Rvs:-- triple wall smash f,f+P+G 20+20+20 = 60 90-200-1 T-W Rvs:-- hip toss into the wall b+P+G 60 76-84-1 T-W Rvs:-- grab f+P+G 0 20-10-131 T Rvs:-- grab-turnover throw f+P+Gb+P+G 60{65} 10-47-64 T-Combo Rvs:-- grab-trip f+P+Gd+P+G 60 10-70-21 T-Combo Rvs:-- grab-suplex f+P+GP+G 60 1-85-42 T-Combo Rvs:-- catch b,f+P+G 0 30-1-130(55) T-C Rvs:-- catch-sumo reaping throw b,f+P+Gb+P+G 75 10-71-30 T-Combo Rvs:-- catch-side to side push down b,f+P+Gd+P+G 75 10-132-1 T-Combo Rvs:-- catch-over the hip throw b,f+P+Gdb+P+G 75 10-125{147}-1 T-Combo Rvs:-- catch-turnover throw b,f+P+GP+G 65 10-53-68 T-Combo Rvs:-- running thrust running+P+K 20~70 10-7-24(44) M Rvs:-- m)Dural Outfit 1: T1000-ish liquid metal, silver. Outfit 2: T1000-ish liquid metal, gold. (BIG FREAKING SUPRISE!) Moves: ? (Unknown if she is playable) III) Stages (no particular order) * some stages have ring outs, others will not(walls). * some stages have uneven ground. This means that there will be hills and bumps, which will effect attacks. For instance, if player "A" is on a small mound, and player "B" is below him/her A's high attack could totally miss B, and B's low attack could hit the ground, and miss A. But A's low and mid-level attacks could hit B, and B's mid and high-level attacks could hit A. Confused yet? ;) Skyscraper Stage: The main characteristic of this stage is the feeling of great height. The glass like floor and the perfectly scaled vanishing points really give you that vertigo feeling. Various scaled buildings both near and far give the impression of large open empty nothingness. And as one who used to work at the top of high buildings I can say that it's incredibly realistic. These two features counter the otherwise typically flat, square fighting area. Although the fighting area is bounded on 2 sides with side railings the other two are unprotected and if a character rings out here the camera pans out as far as possible and as fast as possible leaving the remaining character much smaller on the screen while the other plummets to his/her death. This is furthest pan-out I've seen for VF3 and although the speed is lightning fast the buildings' scaling is beautifully smooth. The attention to detail for the scenery is incredible. The distant buildings just have yellow squares for windows, the slightly closer ones have some sort of shape to them but you can't quite make out what it is, however the nearest ones are very clear and you can see desk lights, furniture and other office equipment inside. It's difficult to tell because of the blur but it sometimes looks like people are occasionally moving behind the windows. South Sea Island Stage: This has to be the best stage of all. There are so many things moving around you it feels like the whole stage is alive. In general, you're on a tiny sand bar just a few meters or so away from a small island or peninsular. There are a few clouds in the sky but the sun is shining brightly and it's light sparkles on the sea surface with gently undulating aves. Because the sand bar is NOT flat but curved in an egg-like hemispherical curve s the sea's current washes up/down against the tiny sand bar the sea level rises/lowers and the playing area slowly gets smaller/larger with the current. The ripple of the water rolling across the sand is perfect and as the water subsides it leaves a little ring of lightly darker wet sand. But in the hot sun this quickly dries so it gradually fades back to a light yellow again until the water comes back. Around the fighting area are a number of seagulls, sometimes a few, sometimes a lot. They usually swoop and soar in the sky but occasionally dive into the water to catch fish. The motion of the birds is very accurate with their wings folding back as they dive but with the birds flapping like mad to get airborne again. Those lazing around hover in the air, their wings stretched ut wide to catch the hot air current. And they're not only in the distance they fly towards and away from the camera a little as well. But it's not just a pretty picture, your characters can interact with scenery. As you walk a little bit of sand is kicked up and falling on the floor send sand scattering as well. Also your fighting area is not limited to the dry sand rea you can go splashing into the water and if you are knocked over you send water flying. If you stand on the edge not moving the sea comes in around your feet with a little ripple effect. Japanese Castle Stage: This looks like one of old fortresses that used to be all over Japan in the Shogunate Era. Even though it's very old it's still in excellent condition. The fighting area is set inside the fortress close to one of the main outer walls and the main fortified entrance. The portcullis is down so there's no obvious escape. This area has a number of graded areas with the height changing depending where you are. There are a number of large steps towards the entrance, a long inclined area (but not steep) and a long drop to one side where the floor drops to a lower fortress level. The stone walls floor slabs all have a weathered appearance with moss growing on the wall and weeds growing between the slabs. It's probably Autumn because there are plenty of leaves on the floor. There's no wind but these leaves a easily disturbed. Merely walking on them causes them to shift position a little. A fast kick or turning action lifts them off the floor and they spin around. These leaves are 3D. Someone falling sends all the leaves around him flying in all directions. Once again the attention to detail is amazing with the leaves quickly rising off the ground but slowly floating down with a little zig-zag movement. And if there's another strong or fast character movement before they land they carry off again from where they are so, two continuously fast moving characters are always surrounded in moving leaves. Great Wall of China: This stage has the most impressive scenery of all the stages. The magnificent view of the Chinese wall stretching into the distance with mountains in the background and the sharp drop of the hillside running alongside the wall gives a great impression of grandeur. Every guard post fortification on the wall has a giant banner fluttering in the wind. The movement is unbelievably accurate with the ripple effect changing slightly with the strength of wind occasionally. Each banner going into the distance ripples slightly out of phase to the others. In the distance the sun looks like it is rising above the land but has a slight blur due to the horizon. Between the hills and mountains a mist still lingers. Probably a crisp early morning. The wall goes up and down following the curve of the hills. You can go up and down the steps on the wall using them for tactical advantage. You can also use the small walls at either side of top to trap your opponent. Because the fighting area is long and narrow, occasionally the camera angle will put the wall in the way so you so can't see your character. However, the game realizes this and fades the wall to an opaque see-through wall if the viewing distance is far but as the camera eye gets closer and the wall begins to fill the screen it fades away leaving a clear screen. Wow! Chinese Restaurant Roof Stage: This is the stage they're using for all the official screen pictures. Apparently the fighting area is on top of a slanted wooden board roof of a shop. There are a lot of Chinese signs around so it could be a shopping area. The curved roof gives a great feeling of depth and as the camera angle swings you can see all the other shops and houses and the streets below. In the distance are only more houses so you really get the impression that you're right in the center of a built-up town area. There's a iron bar fence to one side preventing you from falling off there and the slope of roof becomes steeper on one side making it look like you couldn't get up it if you tried, however, it is possible to fall of other side. Waterfall Stage: Another excellently crafted stage, this time set in a small rock gully at the base of two small waterfalls. It's snowing and there's a small layer of snow on the floor and the gully walls are frozen with bits of ice and snow clinging to the crags. The whole area gives an amazingly chilly effect to this stage, in complete contrast to the Caribbean stage. The playing area is a little uneven with an irregularly shaped floor caused by the weathering of the mountain stream and a slightly sunk pool and a few streams of water flowing between the rocks. Once again the rock floor is smoothed off and dips into the water with a curved arc as opposed to a sharp drop. The snow isn't small white drops falling in front of the screen. It's 3D! This means that the snow in the distance is smaller than the snow in front of the screen and as the camera angle swings so does all the snow. The snow will disappear if it goes behind a character and reappear again if the character moves or it falls past the body part obscuring it. All the snow flakes are different sizes so occasionally you get one of those big ones falling. The falling path of the snow is at a slight angle and as the camera angle changes the snow fall effect alters accordingly. In addition when the camera pans out away from the characters there's a slight misting effect (to simulate a lot of snow falling which would naturally obscure one's vision) which changes in intensity (strong-weak) depending on the distance. The waterfalls have a great downward flowing effect and at the bottom of the waterfall where it hits the water there's a realistic splash effect with white foam bubbling up and drifting away from the waterfall but slowly fading with distance. The ripples on surface of the water for the pool and streams flows with the current away from the waterfall. On this level also walking, jumping or falling in the water sends water splashing in all directions. Similar to other stages if the gully wall gets in the way the computer fades it out and then removes it immediate. No ugly polygon clipping here. Cave Stage: At first this stage looks a little simplistic and a bit of a let down after some of the other stages but in reality it has some of the best effects of all. Set inside either the back of a giant cave or in deep underground cavern the only light comes from a large log fire in the distance. The fire crackles and spits with little cinders occasionally flying off. The flames twist and change with that characteristic roaring effect of a big fire. As the flames twist and dance the light on the walls flickers also. Sometimes bright, sometimes dim the shadows fade or darken accordingly. The brightness is good enough to pick up the detail of the rock strata and one can see some mold growing and the occasional mark where water has run down the wall side. Nothing is flat. The walls curve and bend around like a real cavern, there are stalagmites and stalactites in the distance and the floor is uneven, rising and falling in places. The fighting area has a few rock floor tiers rising on one side with a gentle slope running from one side to the other but rising away from the front towards the fire. At one-side of the stage there's large hole in the floor running away under the wall revealing another dimly-lit cavern filled with stalagmites and stalactites. All in all, despite the lack of immediately obvious graphical tricks it has a disturbing claustrophobic feel to it which needs to be seen to be believed. Mountain Sumo Ring Stage: Set up high on the cliff-side at the top of a mountain with a steep drop to one side is a traditional Japanese shrine with the typical red wooden entrance arch so typical of Japan. A long narrow stepped path cut into the rock leads down from the Shrine underneath the arch and up to the fighting area, a huge circular rock Sumo ring. In the distance, on one side, one can see a cliff side path bending it's way around the mountainside and going over a small red bridge that straddles a tiny waterfall. On the other side you are looking away from the mountain and over the surrounding land with a beautiful skyline and impressive scenery. Anyone who's climbed Mt.Fuji will definitely come away with memories after playing this stage. All though high up it can't be too high because there a variety of hardy alpine plants growing. Especially that small, strong green bush that looks like bracken and hugs the rock face in all the niches. All though the fighting area level is basically flat the circular Sumo ring gives an unusual visual effect and there's a sharp put not too far drop to a lower ledge on the side away from the Shrine. One has to be careful of positioning when fighting on this level because the tightness of the Sumo ring is hidden by the deceptive wide open scenery. Once again as the fight progresses and the camera angle changes you can't fail to notice the eye-catching surroundings. Subway Stage: Set in an apparently disused underground subway station (the exits all have metal grills blocking them) the two main features of note are the passing of a subway train and the steps leading to an exit. The subway train is very fast and smooth and appears behind the moving characters with no problems whatsoever. No speed loss or poor polygon clipping. There are about 4 or 5 steps available (the rest are blocked by a metal grill) on one side of the station for the character to use for strategic affect. The extra height can be used to jump over your opponent or allow for easier head blows with a kick attack. On a technical note, I saw Wolf knocked down while he was standing on the stairs and his shadow was drawn perfectly on the steps below him and it takes an incredibly difficult piece of programming to accomplish that! Although the station looks a little plain at the moment there are some superbly drawn billboard signs around to brighten the stage up. Look out for the car commercial in particular. Whether or not you can fall off the platform edge and be hit by a subway train isn't known yet but it's certainly possible. What a way to go! Desert Stage: This is another stage that looks deceptively simple but contains absolutely stunning visual effects. The entire stage is set in a vast desert which stretches as far as the eye can see (which is to the horizon). In the distance is a blazing sun beginning to set and it's just started to dip below the dunes. The bottom part of it is slightly distorted by the heat (haze effect). At the moment it's a still just a background picture but the Model 3 board could easily produce that effect in real-time if they wanted to program it in. The sand dunes are just out of Arabian Nights with huge arcs and curved tips. There's a strong breeze blowing and when it catches the edge of a dune it blows up a gust of sand which is blown over the edge of the sand dune. The effect is truly amazing. It's not a 2D sprite trick in the background but full 3D. The modeling of the air dynamics as the sand billows and dissipates into the air is beyond belief. And it's not just in the background either; occasionally the sand is blown across the characters' fighting area and straight towards the camera. Wow! Another great effect is on the surface of the sand. Just like the sand-bar in Jeffry's stage sand is kicked up and sent scattering when the players land on the sand or try to kick. However, because the sand is slightly darker here you can see all the marks in the sand. For example, walking leaves foot steps, dragging your feet leaves a line and falling over leaves an appropriately sized mark in the sand. Of course the wind is still blowing so if you watch carefully the marks gradually begin to fade away until they're all gone. So you have to make some more. Incredible and this stage isn't even finished yet! The actual stage area is a little difficult to determine and I never saw anyone ring out on this stage so whether or not you can be pushed off the edge and be sent rolling down the side of a giant sand dune is yet to be known. However, they have to put some kind of ring-out in don't they or else you could go on fighting for miles in the desert with out food and water and die of dehydration or exhaustion. Library Stage: The best part to this stage is at the beginning of a new round when the camera zooms across the great hall. It starts high up near the ceiling and then swoops down low before then fixing on the characters. Although I couldn't see any moving visual effects in the scenery the background is very impressive. Huge pillars and marble arches hold up walkways around the side of walls. Detailed patterns are found both in the wall design and stone flooring. The side walls have giant windows running for most of their length and there's a huge glass domed ceiling. The main arena is a raised dias in the center of the library. However, you can come of here and fight around the immediate area also. The steps are a lush velvet and all the railings are a glittering gold color. However, the size of the library is what really catches your attention. While the other levels, like the mountain and beach areas, are visually bigger in appearance, the fact is that the backgrounds are just pictures drawn to give the impression of distance. In the library everything is constructed from polygons so the true scale of the model 3 board's capabilities are clearly shown. IV) Miscellaneous Stuff a)where to get new versions of this FAQ The Home of Virtua Fighter: http://www.vfhome.com/ there is also a non-frames version of The Home of Virtua Fighter: http://www.vfhome.com/indexnf.htm You may be able to get it other places too, depending on if it catches on, and it will be posted when there is a new version on the rec.games.video.arcade USENET newsgroup. b)version history v .9: the first version. This was posted on r.g.v.a upon the request of "Aoki". It was the compilation of all available information at the time. v 1.0: this version added a "retained moves" section for each character, in an attempt to allow players to decide if they will stay with there old favorite characters from VF2, or seek new ones due to changes. Most of the stuff in that section is speculative, taken from postings or pictures from the AOU and E3 demos. It also added some new entries where question marks were in the "Characters and their Stages" section. This version also fixed my mistake about calling Shun's (P+K) move the Hopping Spin Kick, when it is really the Two-hand push. This version also had another bonus, I spel checked it! /^\ HA! GET IT?!---| v 1.1: added some stuff about differences from VF2 to VF3. I also decided to protect it legally. That's it, so deal with it. :) v 1.2: added lion's stage info, and "shadow" move stuff. v 1.3: LOTS of new stuff. Move lists, stage info, etc. Became the real FAQ. Retained moves bit the dust... v 1.4: lots of new character and stage stuff. Hit levels, moves, combo's, etc. v 1.5: now includes the gamest mook listings for all but Lion and Taka, which includes hit levels, damage ratings, motions, and frame rates for attacks. v 1.6: now uses a much nicer, more thorough move list, courtesy of Firestarter. I also added explinations for the movelists (also courtesy of Firestarter). c)acknowledgements Sega for having the good sense to allow Yu Suzuki to keep making these astounding games. Firestarter and Yupa for the use of their movelists, and all their hard work. Jirawat Uttayaya, for all his translation work r.g.v.a for recieving my FAQ, especially the true VF'ers (those who have posted great game info) Chia Jin Ngee for writing such a great VF2 FAQ Lars Holst Soerenson for allowing me to take [art in The Home of Virtua Fighter. Everyone that has bothered to come to #vfhome on IRC EFNet servers, such as Akira_S, oneko, mukura, VFeug, ESMaggot, MetroX, Haoh, Larshs, JAB, CreeD, Moby, SuprDoug, Aoki and everyone else who got really bored. =) And finally YOU THE READER! (how cliché...) d)legal crap VF3 FAQ © 1996-1997 by Stephen Hamilton (I apologize for this, but thereare quite a few weenies out there in I'net-land taking liberities with this here FAQ, and I rekon I don't take that much too kindly [in a bad Ozarks accent]). Virtua Fighter is a trademark of Sega Co. I don't take any responsibility for anything caused by this FAQ, unless it is something good (refer to me for clarification). Model 3 is probably a trademark or something of Sega Co. All information contained within this FAQ is subject to change without notice, and if anything is wrong such as typos and the like, sue me (I'll get over it, really). Blah blah blah, ho-hum, yackaddy-shmackady, blah. This FAQ is a free service for the entire VF community, I own it (because I wrote it, duh) so if you want to re-print it, tough. Unless, of course, you ask nicely, or get written permission by me or something. Bah, never mind. Go ahead and re-print it. Free advertising, right? BUT, if you do re-print it, do so IN IT'S ENTIRETY (that means the whole thing, no snipping out parts OR EDITING). I took my time to compile this information, as well as write parts of it, so please don't abuse it. Also, if you do re-print it, and receive money for it, gimme some, or I'll sue you or something. I am not responsible for slurs or insults regarding race, color, creed (pardon the pun, ya know who I'm talking about...), religion, sex, hair length, sexual orientation, attitude, etc. In other words, if I insult you or others like you, tough, you must've brought it about yourself somehow, and you read this voluntarily, so na-na-na-na-na (in an annoying, mocking tone :P).