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Garou: Mark Of The Wolves


FAQ By: Goh_Billy (billy_kane_32@hotmail.com)
Version #: 7.4
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Sections
-------1. Legend
2. System
2.1 Basics
2.2 Top Meter
2.3 Counter Hits
3. Characters
3.1 Rock Howard
3.2 Kim Dong Hwan
3.3 Hotaru Futaba
3.4 Khushnood Butt
3.5 Hokutomaru
3.6 Kevin Rian
3.7 Freeman
3.8 Tizoc
3.9 Bonne Jenet
3.10 Gato
3.11 Kim Jae Hoon
3.12 Terry Bogard
`````````````````````````````````
3.13 Grant
3.14 Kain Heinlein
4. Misc. And Easter Eggs
4.1 Codes
4.2 Versus Handicaps
4.3 Stage Movements
4.4 Special Intros
4.5 Special Win Victories
4.6 Other
5. Conclusion
5.1 What's Missing/Needed
5.2 Credits
===============================================================================
1. Legend
===============================================================================
ub u
\ |
b-/ |
db d

qcf
qcb
hcf
hcb

uf
/
--f
\
df

f
b
u
d

Forward
Back
Up
Down

HP
LP
HK
LK

quarter circle forward (d, df, f)


quarter circle back (d, db, b)
half circle forward (b, db, d, df, f)
half circle back (f, df, d, db, b)

Heavy
Light
Heavy
Light

Punch
Punch
Kick
Kick

P
K
+
/
,

Any Punch
Any Kick
And
Or
Then

===============================================================================
2. System
===============================================================================
++++++++++++++
| 2.1 Basics |
++++++++++++++
Dash Forward

f, f

Halt
Forward Run

b
f, f, then hold f
to continue run

Halt
Dash Backward

b or stop holding f
b, b

Small Jump
High Jump
Dash/Run Jump

tap ub/u/uf
press ub/u/uf
f, f, uf

Small Roll Forward

press LP when being


knocked down
press HP when being
knocked down
press LK when being
knocked down
press HK when being
knocked down

Large Roll Forward


Small Roll Backward
Large Roll Backward
Block High
Block Low
Just Defend
Guard Cancel
Air Just Defend

Air Guard Cancel

b
db
block a move at the
last second
perform a special move
or super during
just defend
block a move in air at
the last second

Guard Crush

perform an air special


move or super during
just defend
if you guard too often
you will start to
blink red and
eventually you will
be guard crushed

Feint Move 1

f + LP+HP

for characters: Butt,


Kevin, Freeman, Tizoc,
Jenet, Hoon, Grant, and
Kain; can attack out of
dash
Tizoc halts very late
for characters: Rock, Dong,
Hotaru, Hokutomaru, Gato,
and Terry; can attack out
of run
character is invulnerable
for a second

invulnerable for a second


invulnerable for a second
invulnerable for a second
invulnerable for a second

will not block overheads


gains small amount of life
back; guard stamina does
not decrease

gains small amount of life


back; guard stamina does
not decrease; does not work
on Small Jumps

Top Attacks can bring


opponents to the critical
point of a guard crush
very fast
reduces recovery in moves
and allows more combo
possibilities

Feint Move 2

d + LP+HP

reduces recovery in moves


and allows more combo
possibilities

Throw

f/b + HP close

f and b determine where


opponent is thrown

Throw Escape

f/b + HP/HK just as you


are being thrown

Crouching Strong Punch

d + HP

Low Dodge Overhead

LP+LK

High Attack

d + LP+LK

Brake

LP+LK during move

Taunt

press start

Special Taunt 1

f + start
winning
b + start
winning

Special Taunt 2
S-Power Supers
P-Power Supers

great way to link specials


and supers
overhead (except Gato)
and dodges low
cancelable into specials
and supers (except Tizoc);
mid-high invincibility
only works for certain moves;
refer to movelist
causes something in the stage
to "move"

just after
the round
just after
the round

supers that require one


stock
supers that require two
stocks

+++++++++++++++++
| 2.2 Top Meter |
+++++++++++++++++
When in top meter you deal out more damage, heal slowly, and
have access to your top attack. The top meter is set before each match.
You may move it by pressing left and right. In console mode you can increase
or decrease the size of the meter by pressing up and down. The smaller the
top meter, the more damage you deal out...but the easier it is to lose it,
too.
Top Attack

HP+HK when in Top


portion of your
meter

decrease guard stamina by a


lot; these moves are
marked with TOP! in the
character's move list
section

++++++++++++++++++++
| 2.2 Counter Hits |
++++++++++++++++++++
Counter hits in this game have a special property. They have the ability
to either "stun" or "float" an opponent. This allows you to expand your combo

possibilities.
"Stun" Counter Hits
```````````````````
This usually occurs when you counter the opponent while they are simply on
the ground. That means that the move you are countering isn't launching in
the air (ala a Rising Tackle), and the move you used to counter them doesn't
pop the opponent in the air as well. The message "Counter Hit" will appear
and you may notice the opponent will turn a bit. During this, they are
stunned for a split second. If you recover from the move you used to cause
this counter hit, you have a chance to attack them and combo.
"Float" Counter Hits
`````````````````````
This usually occurs when you counter the opponent while they are in air or
if you counter an opponent with an attack that pops the opponent up (ala a
Power Dunk brake move). The message "Counter Hit" will appear and you will
notice the opponent falling similar to how they fall when hit with Dong Hwan's
Launch Shiden Kyaku. When this happens, you have another chance to juggle
or attack them. Ever wonder how someone juggles with two brake moves? This
is it. It's a great way to set up some nice combos. Say you use Terry's
Power Dunk brake move (f, d, df + K, LP+LK). If this causes a counter hit,
you can perform another Power Dunk brake move and pop the opponent back into
the air again and then finish the series with a Buster Wolf (qcf, qcf + K).
Or maybe in Butt's case, you counter hit an air opponent with his Powerful
Shippu Kyaku (qcf + HK). Try landing a Kohou brake move (f, d, df + P,
LP+LK), then his TOP! Zanretsuken (HP+HK), then finish with a Kyokugen Ko Hou
(qcf, qcf + K). There are tons of possibilities, so be aware of recognizing
when you counter hit and take advantage of it.
Missed Follow Up On "Float" Counter Hits
`````````````````````````````````````````
If you miss the chance to follow up on a counter hit float, you MIGHT have
another chance to get some extra damage. This all depends on what the
opponent does. If the opponent uses a roll recovery, then you can't do
anything. But if the opponent fails to do that, then you will have the
ability to strike the opponent while they are on the ground. When falling
from a float, the opponent will fall face first into the ground and will
lay on their stomach. They will stay there for a split second before they
get up. During that time, you have the chance to hit them with a low attack,
such as a trip or a ground projectile. You can only strike them once while
they are stunned like this.

===============================================================================
3. Characters
===============================================================================
*******************************************************************************
* 3.1 Rock Howard
*
*******************************************************************************
Colors
-----LP - Red top
HP - Green top
LK - Blue top
HK - Purple top

Throw
----Koku Sen

f/b + HP close

f and b determine where


opponent is thrown

Basic Moves
----------Air Punch To Kick

HP, LK in air

Weak Punch To Strong

LP, HP in air

the jumping HP part must


touch the opponent for
the LK part to come out;
overheads
the jumping LP part must
touch the opponent for
the HP part to come out;
overheads

Command Moves
------------TOP! Overhead Kick
Arcing Heal

HP+HK
LP+LK

Rising Elbow

d + LP+LK

Feint Reppu Ken


Feint Shine Knuckle
Axe Kick

d + LP+HP
f + LP+HP
HK close, f + HK

Special Moves
------------Reppu Ken

qcf + LP

Double Reppu Ken

qcf + HP

Hard Edge

qcb + P

Crack Counter Jou-Dan

qcf + LK

Crack Counter Ge-Dan

qcf + HK

Rage Run Dunk

qcb + LK

overhead
overhead; cancelable into
specials and supers; low
dodge; does not low dodge
ground projectiles however
cancelable into specials
and supers
second part is
the close HK
the opponent
Kick to come

an overhead;
must touch
for the Axe
out

will collide with other


projectiles as both will
be "destroyed" in the
process
start up absorbs other
projectiles; the actual
released Reppu Ken will
collide with other
projectiles as both will
be "destroyed" in the
process
LP=short with 1 hit, HP=long
with 2 hits; HP only
produces 2 hits if first
part touches the opponent
high counter attack; will
not counter throws or
projectiles
low counter attack; will
not counter throws or
projectiles
move must reach opponent

Rage Run Shift

Rising Tackle
Shinkuu Nage
Brake
Rassetsu

S-Power Supers
-------------Raging Storm
Shine Knuckle
P-Power Supers
-------------Raging Storm
Shine Knuckle

Deadly Rave

Finish

to execute otherwise Rock


simply dashes; overhead;
low dodge
qcb + HK
move must reach opponent
to execute otherwise Rock
simply dashes; move
"teleports" to the other
side of the opponent;
a good set up to use the
Shinkuu Nage
Charge d for 2 seconds, LP=low with 3 hits, HP=high
u + P
with 4 hits
360 + HP
connects close; unblockable
LP+LK
Shinkuu Nage must connect to
use the brake; good set up
to Raging Storm
continue to hold LP+LK
from previous brake,
release to perform

qcf, qcf + LP
qcf, qcf + LK

will absorb projectiles

qcf, qcf + HP (hold


HP to delay)
qcf, qcf + HK

will absorb projectiles

first part must connect (not


blocked) with opponent to
perform the entire super
move
hcb, f + LP, LP, LP, LK dash in must connect (not
LK, HP, HP, HK, HK
blocked) to be able to
perform the entire
maneuver
qcb + HP

*******************************************************************************
* 3.2 Kim Dong Hwan
*
*******************************************************************************
Colors
-----LP - Black costume w/ Red trim and Red hair
HP - Yellow costume w/ Brown trim and Blue hair
LK - White costume w/ Blue trim and Red hair
HK - Pink costume w/ Red trim and Blonde hair

Throws
-----Tai Otoshi

f/b + HP close

f and b determine where


opponent is thrown

Tai Hineri
Basic Moves
----------Super Jump
Triangle Jump

f/d + HP close in air

Down Tap To Strong

d, ub/u/uf
jump against wall and
then away
LP, HP in air

Straight Tap To Strong

LK, HP in air

Sky Break
One Two Tap

HP close
HK close

Command Moves
------------Ushiro Geri
TOP! Kaiten Dong Hwan
Dropping Heal
Turn Kick

b + HP in air
HP+HK
LP+LK
d + LP+LK

Feint L. Shiden Kyaku


Feint Q. Shiden Kyaku
Quick Poke

d + LP+HP
f + LP+HP
d + LP

Special Moves
------------Kuu Sa Jin

f, d, df + P

Brake

LP+LK

Quick Shiden Kyaku


Launch Shiden Kyaku

qcf + LK
qcf + HK

Raimei Zan

qcb + K

Ashi Binta
Hishou Kyaku

hcb + HP
d + K in air

S-Power Supers
-------------Super Dong Hwan Kyaku

qcf, qcf + LP in air

the jumping LP part must


touch the opponent for
the HP part to come out;
overheads
the jumping LK part must
touch the opponent for
the HP part to come out;
overheads
2 hits
2 hits

crossup
overhead; low dodge
cancelable into specials
and supers
must be blocked low

LP=5 hits, HP=6 hits; HP


version must touch
opponent in order for
the kick "down" part to
come out
good set up to Oresama Hou
Ou Kyaku
must be blocked low
must be blocked low;
launches opponent; normals
will not follow up, but
specials and supers will;
good set up for one of his
S-Power Supers or his
Oresama Hou Ou Kyaku
LK=short, HK=long; overhead;
low dodge
LK=slow, HK=fast

first part must touch


opponent to perform
the entire super move;

Raimei Dan

qcf, qcf + LK

P-Power Supers
-------------Super Dong Hwan Kyaku

qcf, qcf + HP in air

Raimei Dan

qcf, qcf + HK (hold


HK to empower)

Oresama Hou Ou Kyaku

qcf, qcf, qcf + HP

if opponent "makes it"


to the corner, a Kuu Sa
Jin can be a follow up;
with good timing you can
link two S-Power Super
Dong Hwan Kyakus together
can absorb projectiles, but
timing is strict; low dodge

first part must touch


opponent to perform
the entire super move
the Raimei Zan looking
start up maneuvers are
overheads; last part can
absorb projectiles, but
timing is strict; low
dodge; if super is
empowered and the entire
maneuver strikes the
opponent's guard, it will
cause a guard crush
dash in must connect (not
blocked) in order to
perform the entire super
move

*******************************************************************************
* 3.3 Hotaru Futaba
*
*******************************************************************************
Colors
-----LP - Purple-Blue vest w/ White pants and Red hair bow
HP - Black vest w/ Off White pants and Blue hair bow
LK - Purple vest w/ Pink pants and Yellow hair bow
HK - Brown vest w/ Green pants and White hair bow

Throws
-----Ten Rankutou
Hantentou

f/b + HP close

f and b determine where


opponent is thrown

any direction except


u + HP close in air

Basic Moves
----------Palm To Foot

LP, LK in air

Palm To Strong Palm

LP, HP in air

the jumping LP part must


touch the opponent for
the LK part to come out;
overheads
the jumping LP part must

touch the opponent for


the HP part to come out;
overheads
Command Moves
------------Koushuu Da

d + LK in air

Kuuchuu Furi Muki


TOP! Sen Kai En
Falling Heal

HP+HK in air
HP+HK
LP+LK

Needle Kick

d + LP+LK

Feint Sou Shou Shin


Feint Hakki Shou

d + LP+HP
f + LP+HP

Special Moves
------------Hakki Shou

qcf + P

Sou Shou Shin


Ten Shin Shou

qcb + P
f, d, df + K

Kobi Kyaku

qcb + K

Brake

LP+LK

Ren Geki Shou

qcb + K in air

Shin Jou Tai

hcf + HK

S-Power Supers
-------------Sou Shou Ten Ren Ge
Ten Shou Ran Ki

qcf, qcf + LP
qcf, qcf + LK

P-Power Supers
-------------Sou Shou Ten Ren Ge

qcf, qcf + HP

can follow with another air


attack; overhead
turns Hotaru around in air
overhead; low dodge; can
cancel into Ren Geki Shou
cancelable into specials
and supers

LP=slow, HP=fast; will


collide with other
projectiles as both will
be "destroyed" in the
process
LP=short, HP=long
LK=short and 2 hits,
HK=further and 6 hits
reflects projectiles; will
reflect Butt's Haou
Shoukou Ken; will only
absorb Kain's Himmlische
Seele, Himmlischer Atem,
and Schwarze Lanze; will
absorb Hokutomaru's Chou
Hissatsu Shuriken, but
will reflect the large
shuriken at the end; does
NOT absorb and does NOT
reflect Jenet's Buffrass
good set up to Ten Shou Ran
Ki
LK=steeper angle; must touch
opponent for move to
execute
connects close; unblockable

the dive portion must connect


(not blocked) to perform
the entire super

the dive at the end is an

Ten Shou Ran Ki

qcf, qcf + HK

overhead
the dive portion must connect
(not blocked) to perform
the entire super

*******************************************************************************
* 3.4 Khushnood Butt
*
*******************************************************************************
Colors
-----LP - White pants w/ White top
HP - Black pants w/ Black top
LK - Orange pants w/ Orange top
HK - Pink pants w/ Green top

Throw
----Kyokugen Zu Tsuki

f/b + HP close

f and b determine where


opponent is thrown

Basic Moves
----------Kick To Weak Punch

LK, LP in air

Kick To Strong Punch

LK, HP in air

Driving Force
Fake Roundhouse

HP close
HK far, HP

the jumping LK part must


touch the opponent for
the LP part to come out;
overheads
the jumping LK part must
touch the opponent for
the HP part to come out;
overheads
2 hits

Command Moves
------------TOP! Zanretsuken

HP+HK

Heal Strike
Violent Poke

LP+LK
d + LP+LK

Feint Kyokugen Ko Hou


Feint Haou Shoukou Ken
Kyokugen Hiji

d + LP+HP
f + LP+HP
f + LP

if opponent grazes the top


part of this move such as
jumping or falling into
it, you have time to
combo with a Kyokugen Ko
Hou
overhead; low dodge
cancelable into specials
and supers
overhead; can feint the
Kyokugen Hiji into a
special/super which is
done by performing a
special/super just before
the Kyokugen Hiji comes
out

Special Moves
------------Kohou Ken

qcf + P

Kohou
Brake

f, d, df + P
LP+LK

Hien Shippu Kyaku

qcf + LK

Powerful Shippu Kyaku


Joudan Harai

qcf + HK
qcb + LP

Gedan Harai

qcb + LK

Ryuu Sen Ken

Charge HP, release

Ko Sen Kyaku

Charge HK, release

S-Power Supers
-------------Haou Shoukou Ken
Kyokugen Ko Hou

qcf, qcf + LP
qcf, qcf + LK

P-Power Supers
-------------Haou Shoukou Ken
Kyokugen Ko Hou
Ryuuko Ranbu

qcf,
qcf,
qcf,
HP

LP=slow, HP=fast; will


collide with other
projectiles as both will
be "destroyed" in the
process
LP=short, HP=further
good set up to Kyokugen
Ko Hou
must touch opponent for move
to execute; low dodge
high counter attack; will
not counter throws or
projectiles; can follow
the counter move with many
things such as a Kohou
Ken, Hien Shippu Kyaku, or
even a P-Power Haou
Shoukou Ken
low counter attack; will
not counter throws or
projectiles; can follow
the counter move with many
things such as a Kohou
Ken, Hien Shippu Kyaku, or
even a P-Power Haou
Shoukou Ken
hold HP for: 3 seconds=level
one, 5 seconds=level two,
10 seconds=level three, 20
seconds=level four
hold HK for: 3 seconds=level
one, 5 seconds=level two,
10 seconds=level three, 20
seconds=level four; low
dodge

will absorb projectiles

qcf + HP
will absorb projectiles
qcf + HK
qcf, qcf + HP, tap tap HP: 0-2 times for
to empower
thirteen hits, 3-6 for
nineteen hits (note that
the seventh hit must be
blocked low), 7-9 for
twenty-two hits (note
that seventh hit must be
blocked low), 10+ for
twelve hit level four

super

*******************************************************************************
* 3.5 Hokutomaru
*
*******************************************************************************
Colors
-----LP - Black costume w/ Red scarf
HP - Brown costume w/ Green scarf
LK - White costume w/ Purple scarf
HK - Orange costume w/ Gray scarf

Throws
-----Hikkaki
Nonmen Tsukuri

Basic Moves
----------Double Jump

f/b + HP close

f and b determine where


opponent is thrown

any direction except


u + HP close in air

Elbow To Hammer

ub/u/uf after initial


jump
LP, HP in air

Elbow To Kick

LP, LK in air

Elbow To Strong Kick

LP, HK in air

Kick To Elbow

LK, LP in air

Kick To Hammer

LK, HP in air

Kick To Strong Kick

LK, HK in air

Hammer To Elbow

HP, LP in air

Hammer To Kick

HP, LK in air

the jumping LP part must


touch the opponent for
the HP part to come out;
overheads
the jumping LP part must
touch the opponent for
the LK part to come out;
overheads
the jumping LP part must
touch the opponent for
the HK part to come out;
overheads
the jumping LK part must
touch the opponent for
the LP part to come out;
overheads
the jumping LK part must
touch the opponent for
the HP part to come out;
overheads
the jumping LK part must
touch the opponent for
the HK part to come out;
overheads
the jumping HP part must
touch the opponent for
the LP part to come out;
overheads
the jumping HP part must
touch the opponent for
the LK part to come out;

Hammer To Strong Kick

HP, HK in air

Strong Kick To Elbow

u, HK, LP

Strong Kick To Hammer

u, HK, HP

Strong Kick To Weak

u, HK, LK

Wild Swing
Palm To Swing

HP close
LP, HP

Oh No
Palm To Punt

HP
LP, LK

Kick To Roundhouse

LK, HK

Oh No

the LP must touch the


opponent to produce the
follow up
the LK must touch the
opponent to produce the
follow up attacks

HP

Command Moves
------------TOP! Ninpou Bakuen Jump HP+HK
Double Pound
LP+LK

Quick Fist

d + LP+LK

Invisible Advance
Feint Shuriken
Feint Karakusa Giri
Low Palm To Swing

LK+HP
d + LP+HP
f + LP+HP
d + LP, d + HP

Yikes
Low Palm To Low Kick

HP
d + LP, d + LK

Kick To Trip

d + LK, d + HK

Yikes

overheads
the jumping HP part must
touch the opponent for
the HK part to come out;
overheads
the jumping HK part must
touch the opponent for
the LP part to come out;
overheads
the jumping HK part must
touch the opponent for
the HP part to come out;
overheads
the jumping HK part must
touch the opponent for
the LK part to come out;
overheads
2 hits
the LP must touch the
opponent to produce the
follow up attacks

HP

Kick To Swing

d + LK, d + HP

Yikes
Sliding
Kuuten Keri

HP
df + LK
df + HK

both parts are overheads;


low dodge; cancelable into
Kuuchuu Shuriken, Air
Kyou, or Air Jitsu
cancelable into specials
and supers
can "teleport" past opponent
the d + LP must touch the
opponent to produce the
follow up attacks
the second part must be
blocked low
the d + LK must touch the
opponent to produce the
follow up attacks
if done early enough, you can
cancel the trip entirely
the d + LK must touch the
opponent to produce the
follow up attacks
must be blocked low
launches opponent;

cancelable into
Kuuchuu Shuriken, Air
Kyou, or Air Jitsu;
a good set up to
Ougi Chou Hissatsu
Tatsumaki when opponent
is in the corner
Special Moves
------------Shuriken

qcf + LP

Triple Shuriken

qcf + HP

Kuuchuu Shuriken

qcf + P in air

Karakusa Giri

qcb + P

Dash
Kuuha Dan
Brake

hold P from previous


motion
qcf + K
LP+LK

Kyou

qcb + LK

Air Kyou

qcb + LK in air

Jitsu

qcb + HK

projectile can be knocked


away usually with strong
normals, specials, low
dodge overheads, high
attacks and so on that
hit at the right height;
will collide with other
projectiles as both will
be "destroyed" in the
process
projectile can be knocked
away usually with strong
normals, specials, low
dodge overheads, high
attacks and so on that
hit at the right height;
will collide with other
projectiles usually
leaving the first one to
be "destroyed" as the
other two continue their
path
projectile can be knocked
away usually with strong
normals, specials, low
dodge overheads, high
attacks and so on that
hit at the right height;
will collide with other
projectiles as both will
be "destroyed" in the
process; can be done out
of a backward dash
LP=short with 1 hit,
HP=long with 2 hits
LK=short, HK=long
good set up to Kuuten Keri
and then to the Ougi Chou
Hissatsu Tatsumaki when
opponent is in the corner
teleports above where he
started
teleports where he started;
can be done out of a
backward dash
overhead; teleports above
opponent

Air Jitsu

qcb + HK in air

overhead; teleports above


opponent; can be done out
of a backward dash

S-Power Supers
-------------Chou Hissatsu Shuriken qcf, qcf + LP
Shuriken Ender
LP+LK
Ougi Chou Hissatsu Tats. qcf, qcf + LK

will absorb projectiles

P-Power Supers
-------------Chou Hissatsu Shuriken qcf, qcf + HP
Shuriken Ender
LP+LK
Ougi Chou Hissatsu Tats. qcf, qcf + HK

will absorb projectiles

*******************************************************************************
* 3.6 Kevin Rian
*
*******************************************************************************
Colors
-----LP - Blue costume w/ Black vest
HP - Red costume w/ Black vest
LK - Orange costume w/ Blue vest
HK - Green costume w/ Green vest

Throw
----Poli Throw

f/b + HP close

f and b determine where


opponent is thrown

Basic Move
---------N/A
Command Moves
------------TOP! Blast Charge
Stomp
Layback Kick

HP+HK
LP+LK
d + LP+LK

Feint High Punch


Feint Hell Rotor
Poli Kick

d + LP+HP
f + LP+HP
f + LK

Special Moves
------------Hell Snipe
Hell Rotor

f, d, df + P
qcb + LP (hold LP to

overhead; low dodge


cancelable into specials
and supers
first part must be blocked
low

LP=short, HP=further
hold LP for: 0 seconds=level

delay)

one, 1 second=level two, 2


seconds=level three

Abort Abide Mine


Abort Heavy Kick

HK early
HK late

Abort
Abort Light Kick

LK+HK

Abort Poli Kick

f + LK+HK

Abort Light Punch

LP+HK

Abort Heavy Punch

HP+HK

Abort Blast Charge


Abort Stomp
Abort Layback Kick

HP+HK when in Top meter


LP+LK+HK
overhead; low dodge
d + LP+LK+HK
cancelable into specials
and supers
qcb + HP (hold HP to
hold HP for:0 seconds=level
delay)
one, 1 second=level two, 2
seconds=level three;
overhead
HK early
HK late
heavy kick attack determined
by direction being held

Downward Hell Rotor

Abort Abide Mine


Abort Heavy Kick

heavy kick attack determined


by direction being held
light kick attack determined
by direction being held
first part must be blocked
low
light punch attack determined
by direction being held;
since LPs are a quick, you
can use a series of Hell
Rotors and LP cancels to
build meter quickly
heavy punch attack determined
by direction being held

Abort
Abort Light Kick

LK+HK

Abort Poli Kick

f + LK+HK

Abort Light Punch

LP+HK

Abort Heavy Punch

HP+HK

Abort Blast Charge


Abort Stomp
Abort Layback Kick

HP+HK when in Top meter


LP+LK+HK
overhead; low dodge
d + LP+LK+HK
cancelable into specials
and supers
qcf + K
first part must be blocked
low
LP+LK
good set up to Gattling
Freezer
qcb + LK
LP
must be blocked low
LK
overhead
HP
qcb + HK
can roll past opponent
hcf + P
connects close; unblockable

Hell Trap
Brake
Creeper
Arm Sweep
Falling Heal
Abort
Abide Mine
Hell Arrest
S-Power Supers
--------------

light kick attack determined


by direction being held
first part must be blocked
low
light punch attack determined
by direction being held;
since LPs are a quick, you
can use a series of Hell
Rotors and LP cancels to
build meter quickly
heavy punch attack determined
by direction being held

Lucky Strike

qcf, qcf + LP

Gattling Freezer

qcf, qcf + LK

P-Power Supers
-------------Lucky Strike

qcf, qcf + HP

Gattling Freezer

qcf, qcf + HK

launches opponent; normals


will not follow up, but
specials and supers will;
good set up to Gattling
Freezer
"stuns" opponent for 2
seconds if on ground and
causes opponent to fall
slowly if in air

first part must connect (not


blocked) with opponent to
perform the entire super
move
"stuns" opponent for 2
seconds if on ground and
causes opponent to fall
slowly if in air

*******************************************************************************
* 3.7 Freeman
*
*******************************************************************************
Colors
-----LP - White pants w/ Orange-Red hair
HP - Blue pants w/ White hair
LK - Red pants w/ Blonde hair
HK - Gray pants w/ Red hair

Throw
----Gore Fest

f/b + HP close

f and b determine where


opponent is thrown

Basic Moves
----------Crazy Swipe Kick
Double Slap

HK close
LP a step away, LP

Elbow And Slaps

LP close, LP, LP

2 hits
fist LP must connect for
second LP to come out
elbow must connect for
following LPs to come out

Command Moves
------------TOP! Overkill
Jumping Slap
Quick Sting

HP+HK
LP+LK
d + LP+LK

Feint Phobia
Feint Full Blast

d + LP+HP
f + LP+HP

overhead; low dodge


cancelable into specials
and supers

Special Moves
------------Nightmare
Phobia
Double Phobia
V.O.D.
Low Slice
Down Slice
Straight Slice
Upward Slice
Crow

qcf +
f, d,
f, d,
qcb +
qcb +
qcb +
qcb +
qcb +
qcb +

Morbid Angel

hcf + K

Brake

S-Power Supers
-------------Full Blast
Creeping Death

P-Power Supers
-------------Full Blast
Creeping Death

P
df + LP
df + HP
P
LP
HP
LP
HP
K

LP+LK

LP=short, HP=long
LP=short, HP=long
must be blocked low

LK=short, HK=long; both


parts are overheads
LK=short, HK=long; connects
on standing opponents
(although getting this to
connect is tricky);
unblockable
Morbid Angel must connect to
use the break

qcf, qcf + LP (hold LP


to delay)
qcf, qcf + LK

will absorb projectiles

qcf, qcf + HP (hold HP


to delay)
qcf, qcf + HK

will absorb projectiles

high and low counter attack;


will not counter throws or
projectiles; if you connect
this while the opponent is
in the corner, you will
be able to hit them with
a low attack (d + HP,
d + HK, etc) directly after
the super

high and low counter attack;


will not counter throws or
projectiles

*******************************************************************************
* 3.8 Tizoc
*
*******************************************************************************
Colors
-----LP - Red costume w/ Yellow trim
HP - Green costume w/ White trim
LK - Blue costume w/ Yellow trim
HK - Gray costume w/ Red trim

Throws
-----Griffon Tower

f/b + HP close

Griffon Fall
Griffon Hug

df, df + HP
f/b + HK close

f and b determine where


opponent is thrown
f and b determine where
opponent is thrown

Basic Move
---------N/A
Command Moves
------------TOP! Gridro Super Kick
Wrestling Boot

HP+HK
LP+LK

Forward Peck
Feint Daedalus Attack
Feint Move In

d + LP+LK
d + LP+HP
f + LP+HP

Special Moves
------------Active Tupon

f, d, df + P

Poseidon Wave

b, d, db + LP

Dash Back Poseidon Wave b, d, db + HP

Brake
Olympus Over
Dash Back Olympus Over
Brake
Justice Hurricane

LP+LK
qcb + LK
qcb + HK
LP+LK
360 + P

low dodge
overhead; low dodge;
cancelable into Active Crash
use this to buffer in 360s;
has some high invincibility

LP=short, HP=long;
unblockable
if you hit a standing
opponent with this, they
will hit the ground on
their stomach, thus they
are able to be followed up
with a low attack (d + HK,
d + LK, ect); since the
Poseidon Wave hits the
opponent pretty far back,
the follow up will only
work if they are near the
corner
if you hit a standing
opponent with this, they
will hit the ground on
their stomach, thus they
are able to be followed up
with a low attack (d + HK,
d + LK, ect); since the
Dash Poseidon Wave hits the
opponent pretty far back,
the follow up will only
work if they are near the
corner
overhead
overhead
LP=weak, HP=strong; connects
close; unblockable

Active Crash

qcf + LP in air

connects close in air;


unblockable
connects close; unblockable;
bounces opponent off wall;
normals will not follow up,
but specials and supers
will (excluding ground
grabs); can use Daedalus
Attack as follow up or
you can even jump in and
perform an Active Crash

Hercule's Throw

hcf + LK

S-Power Supers
-------------Big Fall Griffon
Daedalus Attack

720 + LP
qcf, qcf + HK

connects close; unblockable


downward clotheslines are
overheads

P-Power Supers
-------------Big Fall Griffon
Daedalus Attack

720 + HP
qcf, qcf + HK

connects close; unblockable


downward clotheslines are
overheads

*******************************************************************************
* 3.9 Bonne Jenet
*
*******************************************************************************
Colors
-----LP - Purple costume
HP - Black costume
LK - Blue costume
HK - Red costume

Throws
-----Bye-Bye Boo
Falling Crush

f/b + HP close

f and b determine where


opponent is thrown

any direction except


u + HP close in air

Basic Moves
----------Super Jump
Kick To Palm

d, ub/u/uf
u, HK, LP

High Heel
Quick Triple Slap
Double Slap

HK close
LP close, LP, LP
HP a step away, HP

the jumping HK part must


touch the opponent for
the LP part to come out;
overheads
2 hits
first HP must touch for
second HP to come out

Command Moves
------------TOP! Rolling Thunder

HP+HK

Falling Elbow

LP+LK

Rising Kick

d + LP+LK

first part must connect (not


blocked) to perform entire
move
overhead; low dodge;
cancelable into Harrier
Bee Dive
cancelable into specials
and supers

Feint Aurora
d + LP+HP
Feint Many Many Torped. f + LP+HP
Special Moves
------------Buffrass

qcf + P

Crazy Ivan
The Hind

qcb + P
qcf + K

Brake
Gulf Tomahawk
Harrier Bee Dive

LP+LK
qcb + K
d + K in air

Harrier Bee Sting


Follow Up Kick
Follow Up Kick
Finish

LP=almost stationary,
HP=long; will collide
with other projectiles as
both will be "destroyed"
in the process; note that
there is a small window of
time before the execution
of this move and after it
travels where other
projectiles can sneak
through
LP=stationary, HP=long
LK=short and 3 hits, HK=long
and 5 hits; has a low
dodge when she hops
forward
good set up to Aurora
LK=short, HK=long; overhead
LK=steeper dive; follow ups
must use the same kick
that you started the
Harrier Bee Dive with; can
be done out of a backward
dash

K
K
K
K

S-Power Supers
-------------Many Many Torpedoes
Aurora

qcf, qcf + LP
qcf, qcf + LK

P-Power Supers
-------------Many Many Torpedoes
Aurora

qcf, qcf + HP
qcf, qcf + HK

first part must connect (not


blocked) with opponent to
perform the entire super
move

first part must connect (not

blocked) with opponent to


perform the entire super
move
Ab Oi Mademoiselle

LP, LK, HP during


Just Defend

*******************************************************************************
* 3.10 Gato
*
*******************************************************************************
Colors
-----LP - Green pants w/ Orange-Yellow top
HP - Blue pants w/ White top
LK - Black pants w/ Black top
HK - Brown pants w/ Green top

Throws
-----Daien Shin

f/b + HP close

Dan Zetsu Dai

f/b + HK close

Basic Moves
----------Kick To Straight Punch

LK, LP in air

Standing Split
Fake Double Palm
Fake High Kick

HK close
HP far, HK
HK far, HP

Command Moves
------------Kuuchuu Furi Muki
TOP! Mouko Kou Hazan
Double Kick

HP+HK in air
HP+HK
LP+LK

Shoulder Strike

d + LP+LK

Feint Rai Ga
Feint Shin Ga
Sai Gaku

d + LP+HP
f + LP+HP
f + LP

Muran Geri

f + LK

f and b determine where


opponent is thrown
f and b determine where
opponent is thrown

the jumping LK part must


touch the opponent for
the LP part to come out;
overheads
2 hits

turns Gato around in air


will beat out low attacks,
however it is NOT an
overhead and you can't
dodge ground fireballs
cancelable into specials
and supers
overhead; can feint the
Sai Gaku into a
special/super which is
done by performing a
special/super just before
the Sai Gaku comes out
low dodge

Special Moves
------------Shin Ga
Tsuika Kougeki

qcf + P
f, f, + P

Houzan Sai Heki Ga

Charge d
u + HP

Rai Ga

f, d, df

Brake
Fuu Ga
Kou Ga
Kyuu Ga
Sen Ga

LP+LK
qcb + K
LP
HP
LK

Katsu Ga

HK

LP=short, HP=long
follow up must use same P
you started with
for 2 seconds, high counter attack; will
not counter throws or
projectiles
+ K
LK=short with 5 hits,
HK=further with 6 hits; HK
version has a kick "down"
maneuver
good set up to Zero Kiba
LK=short jump, HK=long jump
absorbs projectiles
overhead
launches opponent; normals
will not follow up, but
specials and supers will;
good set up for Zero Kiba
must be blocked low

S-Power Supers
-------------Zero Kiba

qcf, qcf + LP

Tatsu Kiba

qcf, qcf + LK

P-Power Supers
-------------Zero Kiba

qcf, qcf + HP

Tatsu Kiba
Ten Ryuu Retsu Kiba

qcf, qcf + HK
f, d, df + LP+LK

Follow Up
Finish

punch must connect (not


blocked) in order to
perform the entire super
move

punch must connect (not


blocked) in order to
perform the entire super
move
fist part must touch
opponent for follow up
and finish to be possible;
super can decrease
opponent's guard stamina
by a significant amount

f, d, df + LP+LK
f, d, df + LP+LK

*******************************************************************************
* 3.11 Kim Jae Hoon
*
*******************************************************************************
Colors
-----LP - White costume w/ Green trim and Blue hair
HP - Yellow costume w/ Brown trim and Brown hair
LK - Red costume w/ Green trim and Blue hair

HK - Black costume w/ Yellow trim and Purple hair

Throw
----Tai Otoshi

f/b + HP close

f and b determine where


opponent is thrown

Basic Moves
----------Down Tap To Strong

LP, HP in air

Straight Tap To Kick

LK, HK in air

Sky Break
One Two Tap

HP close
HK close

the jumping LP part must


touch the opponent for
the HP part to come out;
overheads
the jumping LK part must
touch the opponent for
the HP part to come out;
overheads
2 hits
2 hits

Command Moves
------------TOP! Neri Chagi
Dropping Heal
Turn Kick

HP+HK
LP+LK
d + LP+LK

Feint Hou'ou Kyaku


Feint Shakka Shuu
Shou Kyaku Hou

d + LP+HP
f + LP+HP
Back Dash, LK

Quick Poke

d + LP

Special Moves
------------Shakka Shuu

Ryuusei Kyaku
Hangetsu Zan
Hien Zan
Tenchuu Zan
Brake
Hishou Kyaku
Hassei Waza Trip

qcf + P (hold P to
delay in a high
autoguard stance)

overhead
overhead; low dodge
cancelable into specials
and supers
cancelable into specials
and supers; move itself
launches opponent and is
good set up to Hou'ou
Kyaku
must be blocked low

LP=short with ability to


hold stance for a short
amount of time, HP=long
with the ability to hold
stance for a long time
qcf + K
LK=short, HK=long; first
part must be blocked low
qcb + K
LK=short, HK=long
Charge d for 2 seconds, LK=low, HK=high
u + K
d + HK
only works with HK version
of the Hien Zan
LP+LK
good set up to Hou'ou Kyaku
d + K in air
LK=slow, HK=fast; must touch
opponent for move to
execute
df + K
must be blocked low; follow
up must use same K you

Hassei Waza Ov.

qcb + K

S-Power Supers
-------------Houyoku Ten Shou Kyaku

qcf, qcf + LP

Hou'ou Kyaku

qcf, qcf + LK

P-Power Supers
-------------Houyoku Ten Shou Kyaku

Hou'ou Kyaku

qcf, qcf + HP (hold HP


to charge a flame
kick and release at
the right time to hit
falling opponent)
qcf, qcf + HK

started with
overhead; follow up must use
same K you started with

first part is an overhead;


good set up to Hou'ou
Kyaku; low dodge
dash in must connect (not
blocked) in order to
perform the entire super
move

first part is an overhead;


flame kick portion will
only work if super
connects (not blocked);
low dodge
dash in must connect (not
blocked) in order to
perform the entire super
move

*******************************************************************************
* 3.12 Terry Bogard
*
*******************************************************************************
Colors
-----LP - Blue jeans w/ Brown jacket
HP - Brown jeans w/ Black jacket
LK - Blue jeans w/ Green jacket
HK - Blue-Green jeans w/ Red jacket

Throw
----Buster Throw

f/b + HP close

f and b determine where


opponent is thrown

Basic Move
---------High Roundhouse

HK close

2 hits

Command Moves
------------TOP! Max Dunk

HP+HK

Hop Kick

LP+LK

first part must connect (not


blocked) to perform entire
move
overhead; low dodge

Uppercut

d + LP+LK

Feint Long Burn Knuckle d + LP+HP


Feint Short Burn Knuckle f + LP+HP
Double Gut Punch
HP close, f + HP

Special Moves
------------Power Wave

qcf + P

Burn Knuckle
Power Charge
Part Two

qcb + P
f, f + P
f, f + P

Finish

f, f + P

cancelable into specials


and supers
the close HP must touch
the opponent for the
second Gut Punch to come
out

LP=slow, HP=fast; will


collide with other
projectiles as both
will be "destroyed"
in the process
LP=short, HP=long
follow up must use same P
you started with
follow up must use same P
you started with
LK=short, HK=further; last
part is an overhead
good set up to Buster Wolf
LK=short, HK=far; overhead

Power Dunk

f, d, df + K

Brake
Crack Shoot

LP+LK
qcb + K

S-Power Supers
-------------Power Geyser
Buster Wolf

qcf, qcf + LP
qcf, qcf + LK

will absorb projectiles


first part must touch
opponent to perform
the entire super move

P-Power Supers
-------------Power Geyser
Buster Wolf

qcf, qcf + HP
qcf, qcf + HK

will absorb projectiles


first part must touch
opponent to perform
the entire super move

```````````````````````````````````````````````````````````````````````````````
*******************************************************************************
* 3.13 Grant
*
*******************************************************************************
Colors
-----LP - Red costume w/ White hair
HP - Orange costume w/ White hair
LK - Blue costume w/ Blonde hair
HK - Black costume w/ Red hair

Throw
----Ankoku Otoshi

f/b + HP close

f and b determine where


opponent is thrown

Basic Move
---------Step High Kick

HK far

knocks opponent down

Command Moves
------------TOP! Majin Gan

HP+HK

Jumping Foot Swipe

LP+LK

Elbow And Punch

d + LP+LK

first part must touch


opponent to perform
the entire move
overhead; low dodge;
cancelable into Messhou
Hisetsu
cancelable into specials
and supers however you
must do it before the
punch portion of the move
comes out

Feint Majin Haten Dan


Feint Kokuen Ryuu
Reach Punch
Ma Heki

d + LP+HP
f + LP+HP
d + HP
df + HP

Special Moves
------------Kyou Chou Jin

f, d, df + LP

Messhou Hisetsu
Brake

d + K
LP+LK

Brake And Whiff

LP+LK very early

Kokuen Ryuu

qcb + P

Gou Retsu Shou

f, b, f + P

Gou Dangai
Messhou Hisetsu

qcf + K
d + K in air

2 hits

LP=low, HP=very high with


a ground pound; HP
version's ground pound
must be blocked low
LK=steeper dive; overhead
good set up to Majin Haten
Dan
Grant will stop the move with
his hand out, but will not
strike his opponent
LP=stationary, HP=long;
absorbs projectiles
LP=short, HP=long; first
part is an overhead;
launches opponent;
normals will not follow
up, but specials and
supers will; good set up
for Majin Haten Dan or a
quick Ma Heki and then a
Majin Haten Dan; use this
on the opponent when they
are in the corner and
land three Ma Hekis,
then a Majin Haten Dan
LK=short, HK=long
LK=steeper angle; overhead

S-Power Supers
-------------Majin Haten Dan
Majin Engetsu Rin

qcf, qcf + LP
qcf, qcf + LK

P-Power Supers
-------------Majin Haten Dan
Majin Engetsu Rin

qcf, qcf + HP
qcf, qcf + HK

super must connect (not


blocked) in order to
perform the entire
maneuver

super must connect (not


blocked) in order to
perform the entire
maneuver

*******************************************************************************
* 3.14 Kain Heinlein
*
*******************************************************************************
Colors
-----LP - White costume w/ Blue-Purple trim
HP - Red costume w/ Brown trim
LK - White costume w/ Brown trim
HK - Red costume w/ Black trim

Throw
----Schwarze Mond

f/b + HP close

f and b determine where


opponent is thrown; can be
linked to things in
corner, especially the
Schwarze Lanze

Basic Moves
----------Kick To Weak Punch

u, HK, LP

Uppercut
Energy Punt

HP far
HK

the jumping HK part must


touch the opponent for
the LP part to come out;
overheads
2 hits
3 hits

Command Moves
------------TOP! Schwarzer Stob
Front Flip
Backfist

HP+HK
LP+LK
d + LP+LK

Uppercut

HP

overhead; low dodge


cancelable into specials
and supers
good set up to Himmlischer

Atem; Backfist must touch


opponent for this follow
up to come out
Feint Himmlischer Atem
Feint Schwarze Pan. F.
Special Moves
------------Schwarze Flamme Low

Schwarze Flamme High

Schwarze Panzer
Schwarze Panzer Force
Brake
Schwarze Lanze

Brake

d + LP+HP
f + LP+HP

Charge b for 2 seconds, low dodge; will collide


f + LP
with other projectiles
as both will be
"destroyed" in the
process
Charge b for 2 seconds, low dodge; will collide
f + HP
with other projectiles
as both will be
"destroyed" in the
process
Charge b for 2 seconds,
f + LK
Charge b for 2 seconds,
f + HK
LP+LK
Charge d for 2 seconds, LK=short and small
u + K
projectile, HK=long and
wider projectile; will
collide with other
projectiles as both will
be "destroyed" in the
process
LP+LK
good set up to Himmlische
Seele

S-Power Supers
-------------Himmlischer Atem
Himmlische Seele

qcf, qcf + LP
qcf, qcf + LK

absorbs projectiles
Kain can move and attack
after projectile is
thrown; absorbs
projectiles

P-Power Supers
-------------Himmlischer Atem
Himmlische Seele

qcf, qcf + HP
qcf, qcf + HK

absorbs projectiles
Kain can move and attack
after projectile is
thrown; absorbs
projectiles

===============================================================================
4. Misc. And Easter Eggs
===============================================================================
*************

* 4.1 Codes *
*************
Random Select - Hold start at the select screen (Arcade mode only).
Play as Grant - At Dong hold start, and press u, u, d, d, u, d (Arcade mode
only).
Play as Grant - Press left past Rock (Console mode only).
Play as Kain - At Jae hold start, and press d, d, u, u, d, u (Arcade mode only).
Play as Kain - Press right past Terry (Console mode only).
To Fight Kain - Have a fighting level average of at least AAA.
Survival Mode - Hold LP+HP+LK+HP when pressing start to play (Arcade mode only).

************************
* 4.2 Versus Handicaps *
************************
--This is only available in Console Mode-10 wins = opponent has raz power (this means they can charge their super meter
by taunting)
20 wins = opponent starts out with a full super meter each round
30 wins = opponent's super meter charges much faster
40 wins = opponent's super meter fills automatically
50 wins = opponent's lifebar is entirely Top Meter

***********************
* 4.3 Stage Movements *
***********************
--Taunting during a match causes something in the stage to "move"-Live House "Old Line" (Rock's Stage)
````````````````````````````````````
All Rounds: Red car on left has it's lights blink and people outside on
the balcony cheer.
Oriental Casino "Woo" (Dong's Stage)
````````````````````````````````````
All Rounds: Spectators in front cheer.
Philanthropy Belfry (Hotaru's Stage)
````````````````````````````````````
1st And 2nd Round: The large bells will ring.
3rd Round: Bats will fly out of the large bells.
Sarah Forest (Butt's Stage)
```````````````````````````
1st Round: The wolves howl and the eagle flaps it's wings while the bear on
the left stands. Porcupine in the left corner also cheers.
2nd And 3rd Rounds: Bear on the left throws a bowl up in the air and gets it
in the face. The wolves howl, the eagle flaps it's wings,
and the squirrels on fallen weight jitter. The porcupine

in left corner also cheers.


5th Ave And 2nd St. (Hokutomaru's Stage)
````````````````````````````````````````
1st Round: The cop in center points toward the screen. The man in the suit
and the cop next to him pause and then point toward the screen.
The guy with the microphone pauses and looks at the screen. The
rest of the people in the stage generally move faster.
2nd Round: The cop in the center pulls his victim up in a full nelson. In the
right corner a cop and lady pause and look at screen. In the
center there is a person in red inside the green car. He/she
cheers you on. The rest of the people generally move faster.
3rd Round: The cop sitting on the hood of the red car wipes his face. The
rest of the people generally move faster.
S.S.P. Maneuver Field (Kevin's Stage)
`````````````````````````````````````
1st Round: The men in purple on the right cheer, while the guy in left corner
cheers as well.
2nd And 3rd Rounds: Nothing (?)
Slam "Free Field" (Freeman's Stage)
```````````````````````````````````
All Rounds: Nothing (?)
Universal Arena (Tizoc's Stage)
------------------------------All Rounds: The screen in the back will show the audience cheering or booing.
Blue Wave Harbour (Jenet's Stage)
`````````````````````````````````
1st Round: The pirates in right corner cheer and the girl in the center goes
crazy on the guy that has her leg.
2nd Round: The pirates in right corner cheer and the pirates in the center get
scared.
3rd Round: The pirates in right corner, center, and the one in the left corner
cheer.
Barbaroi Falls (Gato's Stage)
`````````````````````````````
1st Round: Nothing (?)
2nd Round: Nothing (?)
3rd Round: Nothing (?)
Yok Chong Market (Jae's Stage)
``````````````````````````````
Dong Or Jae Must Be In The Match - If Dong brags his group will cheer for him.
If Jae brags his group will cheer.
Freight Express (Terry's Stage)
```````````````````````````````
Round 1: Nothing (?)

Round 2: The traveler's in back cheer.


Round 3: Nothing (?)
Dark Palace Basement (Grant's Stage)
````````````````````````````````````
All Rounds: The flames flare.
Dark Palace Donjon (Kain's Stage)
`````````````````````````````````
All Rounds: A gust of leaves blow by.
Kevin In Story Mode
```````````````````
Marky takes off his helmet and spins it on his hand.

**********************
* 4.4 Special Intros *
**********************
-Rock vs Terry
-Rock vs Kain
-Dong vs Jae
-Hotaru vs Gato
-Hotaru at the Philanthropy Belfry stage
-Hokutomaru vs Jenet/Grant/Kain
-Hokutomaru at the 5th Ave And 2nd St. stage
-Kevin in Story Mode
-Freeman at the Slam "Free Field" stage
-Tizoc vs Grant
-Tizoc vs Kain
-Jenet vs Grant/Kain
-Jae vs Freeman/Gato/Grant/Kain
-Grant vs Kain
-vs Grant in Story Mode
*****************************
* 4.5 Special Win Victories *
*****************************
Rock
````
-Finish match with Top Attack or Shine Knuckle
-Finish match with Raging Storm
Dong
````
-Win match with any of his supers
Hotaru
``````
-Win match against Gato
-Win match with any of her supers or her Top Attack
Butt

````
None
Hokutomaru
``````````
-Win match with any of his supers
Kevin
`````
-Win match with Kevin in Story Mode
Freeman
```````
-Win match with any of his supers
Tizoc
`````
None
Jenet
`````
-Win match with any of her supers
Gato
````
-Win a match against Hotaru
Jae
```
-Win match with any of his supers, his Top Attack, or any special moves
Terry
`````
-Win a match against Rock
Grant
`````
-Win a match against Kain
Kain
````
-Win a match against Rock
-Win a match against Terry
*************
* 4.6 Other *
*************
-The big guy in Jenet's pirate crew is Lao (the guy getting beat up in the
Real Bout 2 intro by Rick and Xiang Fe)
-Cheng looks to be cheering you on in Dong's stage
-Hokutomaru's stage has the follow things
+
+
+
+
+

Kaede and Moriya from the Last Blade series are in the middle
Picture of Mai and Andy holding hands on the building in the back
Picture of Alfred under the Mai and Andy sign
Real Bout 2 advertisement at the very left corner
Just right of the theatre located on the left side of the stage is
another Real Bout advertisement

+ During the third round, who looks to be Ryo, is scratching his head
in the far right corner

===============================================================================
5. Conclusion
===============================================================================
5.1 What's Missing/Needed
-Cleanup and corrections
-If you have anything to add, any corrections I need to make, please email me
at billy_kane_32@hotmail.com. Credit will be given for your contribution.
5.2 Credits
-SNK
-Gamefaqs
-And me for writing this faq

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