========================================== VIRTUA FIGHTER 3tb GENERAL GUIDE by Wojciech Dworak version 2.58 ========================================== DISCLAIMER ---------- This FAQ is for private and personal use only. It can only be reproduced or placed on a web page or site as long as it is unaltered, with this disclaimer and the copyright notice appearing in full, and with permission granted by the author. Any information used from this document, quoted or no, should have this author's name somewhere clearly as acknowledgement. With the above in mind, feel free to distribute between members of VF community, but this FAQ is not to be used for profitable or promotional purposes; this includes being used by publishers of magazines, guides, books, etc. or being incorporated into magazines, etc. in any way. Movelist statistics Copyright Gamest, 1996,1998; all rights reserved. Translation copyright Wojciech Dworak, 1999; all rights reserved. Other authors' material used by permission, noted where applicable. To view this document, use a fixed-width font (like Courier), otherwise it will look crappy. ======== CONTENTS ======== 0. Introduction I. General Notation II. The System a) General Movement b) Executing Moves c) Throwing d) The Round e) Character Data III. Character Movelists a) Akira Yuki b) Aoi Umenokouji c) Jacky Bryant d) Jeffry McWild e) Kage-Maru f) Lau Chan g) Lion Rafale h) Pai Chan i) Sarah Bryant j) Shun-Di k) Taka-Arashi l) Wolf Hawkfield IV. Appendices a) Throw Escape Follow-ups b) Ticking c) Option Select d) Dodging Rising Attacks e) Formulae f) Shun's drinking g) Codes, Tricks & Easter Eggs h) Taunts V. Credits & Kudos 0. INTRODUCTION =============== This FAQ evolved from my Gamest Mook movelist translation. Although there are some good docs available on the internet, I decided to write my own, with the last version of Virtua Fighter 3 in mind (Team Battle, doh). So, everything here applies to TB version ARCADE, use in OB (or DC version) at your own risk. I left Dural out as I think she's not a normal character. This FAQ will concentrate on characters you can use in vs. battles - if you're looking for Dural-related stuff, go somewhere else :P As always, comments / suggestions are welcome. If you try to flame me, go for it... see if I care. Also, stupid e-mails ("how to unlock movies on DC?" or "this faq is so printer unfriendly! change its format!") will be met with total indifference. I. GENERAL NOTATION =================== Read this section throughly! It's important that you understand everything; if you don't, the rest of the doc will probably fly over your head! Movelist template looks like this: Move Name Motions Damage Hit Level / Reversal Level Ex-Co-Re[/Re2/Re3] Advantage (G/hit/MC) Throw Counterable? +Level Notes Move Name --------- Self-explanatory; names mostly classical or created by players themselves. Motions ------- f,b,d,u joystick motions (forward, back, down, up); hold if capitalized db... diagonals (db,df,uf,ub); again, hold if capitalized P,K,G,E press punch, kick, guard or evade buttons, respectively + buttons must be pressed together , move separator ,, denotes a slight pause between motions n return joystick to neutral FS execute from standing position only FC execute from crouching position only Damage ------ Given in points, standardized to Wolf's giant swing throw being 100 points. Not the percentage of the lifebar. Attacks that do damage equal or greater than 30 points usually knock down. ~ : damage range; as a general rule, sweeps/crescents do more damage when executed from further away, while other moves do more when executed as close as possible; {}: stat changes vs. Taka-Arashi Hit Level --------- H,M,L,G attack levels; low, mid, high and ground respectively Ht,Lt high and low throw, respectively Reversal Level -------------- H*P, H*K high-level punch or kick M*P, M*K mid-level punch or kick L*P, L*K low-level punch or kick elbow ] sweep ] respective crescent ] reversals flipkick ] Ex-Co-Re -------- Ex: execution; Co: collision (aka coverage), when collision detection takes place; Re: recovery; / : different stat figure, as explained in 'notes' {}: stat changes vs. Taka-Arashi Some stats (ex-co) are based on VF3 version D, as no figures have been published solely for TB. Therefore numbers for new moves are missing and some others CAN be inaccurate. Note: as the throws are instantaneous, and the execution time listed is for their animation before actual hit collision; catch throws have two execution times listed, so-called "charge-up" and "before collision" ones :) Advantage --------- In frames; the more, the better. Generally, moves that are of equal or less time in execution time are guaranteed to connect (you must take the hit level into account though). The format is: * move blocked / regular hit / major counter hit Throw Counter ------------- Note: I've assumed that all rising attacks are throw-counterable, which may not be true! Corrections are more than welcome. Also, Jeffry's rising attacks may be incorrect, since AM2's movelist was unfinished and I had to figure them out basing on other characters' charts. Ht,Lt move can be countered with either high- or low-throw when blocked Bt,LBt move can be countered with either high- or low-back throw when blocked Notes ----- (1) can be used as throw combo starter =link (2) throw/move combo (2nd element) ==link (3) throw/move combo (3rd element) crouch forces opponent to crouch if hits ground character recovers on the ground needs x DP the move requires Shun to have 'x' drinking points to execute +x DP Shun gains x drinking points after connecting with this move -x DP the move sobers Shun (-x drinking points) Note: the above are only for approximate reference. Check appendix f) for details on Shun's drinking. Other Notes ----------- > If a hopping/jumping move has "f+x" in its motion, it can usually be done with "df+x" and "uf+x". Same with "b+x" motion (..."db+x" & "ub+x") > ~s denote stat range II. THE SYSTEM ============== Refer to earlier General Notation section for explanation on conventions. This section is also very important. Although I tried to make things as concise as possible, it's still much to learn. But believe me, it can't be made any shorter. a) General Movement =-=-=-=-=-=-=-=-=-= to inch: F / B to dash: f,f / b,b or f+E / b+E to crouch dash (CD): df,DF / df,d,DF (you cannot crouch dash back) to run: f,F or F+E dodge into the screen: E / u+E / uf+E / ub+E dodge out of the screen: d+E / df+E / db+E regular hop: d,u / d,uf / d,ub regular jump: d,U / d,UF / d,UB Stance: In other words, characters' feet alignment. There are two types of stance: closed stance: open stance: Player 1 Player 2 Player 1 Player 2 -------- -------- -------- -------- left right left right right left right left When a character gets knocked down, he/she retains the stance from before being knocked down. Tidbits: * character is considered a standing non-defender during dashes and dodges, and crouching non-defender during crouch dashes; * E & d+E can be cancelled by CDs; * normal dashes or running can be cancelled by anything; * you cannot do several consecutive back dashes; * to do a back-turned dash to opponent, press & hold G, enter b,b, release G; * when a move requires the character to be standing, while crouching do f,f (or b,b) then input the move - everything as one motion. This results in so-called instant stand and you execute the move like you would normally. b) Executing Moves =-=-=-=-=-=-=-=-=- Try to chain your moves into one flow, mixing them up with dashes, evades and, most importantly, throws! Easier said than done, especially for VF-newbies, but as you progress with your play, it will eventually become a habit. There are some documents available on the net, discussing so-called move flowcharts. I'm not a big fan of them but you can check them to see what the "chaining" is all about. You cannot execute moves while holding guard, but you can buffer the motions. The move is then executed after releasing the G button. There are some rules and exceptions to buffering: * you can only buffer one-hit moves, therefore you cannot buffer multi-hit sequences like PPK etc.; * you can buffer moves with complex motions by leaving the last motion out, for instance: press G, b,f, release G, f+P+K for Akira's body check; Damage: It's usually applied in the moment of move's collision detection but: * in case of some throws, damage isn't dealt until character's body hits the ground or wall (eg. Wolf's giant swing, Akira's pull-in push-out throw); Hit levels: There are 4 hit levels in the game, high, mid, low and ground (H/M/L/G). You cannot execute pounce-type moves if your opponent isn't on the ground. There are some exceptions to this - for example, opponent stumbling or executing a sacrifice move like Shun's db+K,G. Character's behaviour: * standing: H/M/L moves hit normally; * crouching: H moves miss, M moves connect, L moves hit, subject to low throws; * standing guard: blocks H/M moves, L moves hit, subject to high throws; * crouching guard: H moves miss, M moves connect, blocks L moves, subject to low throws; * lying on the ground: H/M/L moves miss, G moves hit; * bouncing on the ground: any move may hit, it largely depends on move's properties, bouncing height plus other circumstances like angulation etc.; If you are hit while backfacing the opponent: * you can crouch under H moves normally; * as a general rule if you're hit, you turn towards automatically; * if he executes a sequence of moves not being a guaranteed combo, you automatically turn towards after being hit with the last guaranteed move; * the above this is true for moves at H or L level... if you're hit with M move, you stumble forward; * in case of sequences, like PK/PPP etc., it's possible that first hit pushes you forward, making the rest of normally guaranteed combo escapable; * some moves just knock down or float; Priority hits (borrowed from Jirawat Uttayaya's translation): When two moves hit at the same time, which move wins? 1. Rising Attacks always has first priority 2. The attack with the greater damage wins 3. If same damage, then air attacks wins 4. If the difference between the opponents' life bar is 50 or over, then the player with the smaller life bar has priority. 5. The move with the quicker detection, then execution time hits. 6. If it's still a tie, then both players get knocked down. Staggers: If you hit your opponent with mid-level move and it doesn't knock them down, the character enters the stagger animation (be warned though, as not all the mid-hitting moves stagger!) You can struggle out of stagger by wiggling the stick and pressing buttons as fast as possible. Tidbits: - you cannot be thrown during staggers; - you cannot buffer any moves, all joystick/button inputs count towards shortening stagger time; - all attacks hit normally, although stagger is a special case, the character is considered standing non-defender; You can easily tell which moves stagger by looking into the movelist; usually, the chart provides range of frame advantage, eg. Akira's elbow (-2~-5) means up to -2 frames for Akira if you struggle, -5 if you don't. Countering is either: * hitting the opponent while he's executing a move, that is, in his execution phase (major counter - MC), move damage increases by 50% of damage of the move interrupted. You cannot throw as MC. * hitting the opponent while he's still in his move's recovery phase (minor counter - mC), move's damage increases by 25% of damage of the move countered. You can throw as mC but the damage doesn't increase in that case. General minor countering rules: - if you have +8 frames of advantage, you have a free throw; - counter with fast moves such as punch combos, elbows etc.; - frame advantage statistic is your friend, check the movelist section... consult moves' execution stats to determine which are best used for counters. In some cases you cannot execute a throw for some reason (weird angle, opponent stumbles etc.) - learn to recognize and react accordingly. Reversals: Techniques that come into action when opponent is executing a move. As the result, you block the opponent's move with technique of your own, either directly damaging him or shoving his attack aside (in which case you have frame advantage). Tidbits: - there are three levels of reversals; - moves that hit with two limbs, may that be arms or legs, cannot be reversed; - executing a reversals without your opponent executing an appropriate attack will result in whiffed reversals animation (just like in case of throws, although the recovery time is quicker); c) Throwing =-=-=-=-=-= All characters have a regular throw done by inputting P+G and complex throws that require additional joystick motions. Normally throws are instantaneous, meaning they have no execution time (but you have to be in range for a throw). If you enter the throw motion while throwing isn't possible, you get a whiffed throw animation. Throwing is usually easier in closed stance. You cannot throw when: - opponent is floated (juggled); - opponent is executing a move; - opponent is hopping/jumping; - opponent is staggered (although after stagger animation ends, there's a small window when your throw is guaranteed); - opponent stumbles (including falling out of the ring and hitting the wall); * High throw (Ht): requires opponent to be standing; all high throws' motions end with P+G. * Low throw (Lt): requires opponent to be crouching; all low throws' motions end with P+K+G. * Catch throw (Ct): a special throw with execution and recovery time. Cannot be escaped by normal means but can be crouched under, your opponent can miss it or you can hit him out of it with fast moves such as regular punches. * Side throw (St): requires opponent side-facing you; can be either high or low, cannot be escaped. * Back throw (Bt): requires opponent back-facing you; can be either high or low, cannot be escaped. * Wall throw (Wt): special cases when you execute a throw in wall's victinity, check the move listings for description on how to do them. All wall throws are high throws. With exception of Aoi's, they can be escaped. * Ground throw (Gt): requires opponent to be on the ground and not moving. Aoi has a throw that does damage, while Wolf's and Jeffry's are pickups (nothing guaranteed). Ground throws cannot be escaped normally (only by making your opponent miss, much like catch throws). * Hit throw (Hit): a throw that can only be executed after connecting some of the moves, explained later. Hit throws are inescapable. The are also throw sequences (multi-throws) - basically, one throw after another. You can escape each part provided you enter the escape motions right. Refer to next section. Escaping throws: * P+G, regular throw: input P+G. * x+P+G, complex throw: input the last motion + P+G for example df+P+G, to escape Jeffry's df,df+P+G; b+P+G to escape Jacky's f,b+P+G. * throws done by b,db,d,df,f+P+G or f,df,d,db,b+P+G: input first and last direction plus P+G, for example b,f+P+G to escape Wolf's b,db,d,df,f+P+G or f,b+P+G to escape Lion's f,df,d,db,b+P+G. Throw escape must be entered within 10 frames after opponent's throw motion input. The situation after a throw escapes differs, you can have advantage (even as much as for guaranteed throw/side throw) or be in disadvantage. Look for details in Appendix A: throw escape followups. In some cases you have a guaranteed throw, provided YOU'RE IN RANGE for one (this is very important!). Those include: * having +9 frames after hitting your opponent or being hit by him; * having +1 frame of advantage after hitting your opponent with MC; * having +8 frames of advantage after blocking your opponent's attack; As always refer to movelist section for details. d) The Round =-=-=-=-=-=- Beginning of the round (before 'go!' is called): * every character can crouch; * Jacky can change stance by (d,d); * Shun can sit (d,d), then lie down (d,d) or get up (u,u); * you cannot buffer any moves in; Means of winning the round: * opponent's vitality bar reaches 0; * opponent's character falls out of the stage's playing area (if both fall out at the same time, the first one that touches the ground loses); * if time runs out, the character with more vitality wins; * if there's a draw for any reason, both opponents are awarded a round - if they're tied at the end of the match, it becomes sudden death (fast round with only 10 vitality points each); e) Character data =-=-=-=-=-=-=-=-= The following table is borrowed from Jirawat Uttayaya's Gamest translation, with slight modifications. All distances are in metres. Weight High Low Back Ground Jump Hop (kg) Throw Throw Throw Attack Taka 230.0 1.50 1.5 1.4 2.5 n/a 23 Jeffry 111.0 1.50 1.5 1.4 2.5 48 32 Wolf 101.0 1.50 1.5 1.4 2.5 48 32 Akira 79.0 1.40 1.5 Ct 3.0 52 32 Jacky 75.0 1.40 1.5 1.3 3.0 52 32 Kage 66.0 1.40 1.5 1.3 5.0 80 32 Lau 65.0 1.40 1.5 1.3 3.0 52 32 Shun 63.0 1.40 1.5 1.3 3.0 52 32 Lion 61.0 1.40 1.5 1.3 3.0 58 32 Sarah 55.0 1.40 1.5 1.3 3.5 55 32 Pai 48.0 1.40 1.5 1.3 3.0 58 32 Aoi 47.0 1.40 1.5 1.3 3.0 52 32 Notes: * throwing distance does not apply to catch throws; * units which jumping and hopping are measured with are unknown; General weight classes: * Lightweight - Aoi, Pai, Sarah, Lion(1), Shun(1) * Middleweight - Lau, Kage, Jacky, Akira * Heavyweight - Wolf, Jeffry * Super-heavyweight - Taka (1) These characters behave differently in some circumstances. III. CHARACTER MOVELISTS ======================== a) AKIRA YUKI =-=-=-=-=-=-= Country: Japan Sex: Male Birthday: 1968.09.23 Blood Type: 0 Job: Kung-Fu Teacher Hobby: Kung-Fu Fighting Style: Hakkyoku-Ken BASIC MOVES ----------- punch P (B+P or F+P) 12 H / H*P 9-2-12 +2 / +3 / +8 - - dodging punch P+E 12 H / H*P 9-2-12 +3 / +1 / +7 - - roundhouse I K 25 H / H*K 14-2-23 -2 / D / D - - roundhouse II F+K 25 H / H*K 14-2-25 -3 / D / D - - dodging kick K+E 25 H / H*K 14-2-23 -2 / D / D - - sidekick df+K 24 M / M*K 14-2-27 -6 / -3 / D - - sidekick (stagger) df+K 24 M / - 14-2-27 - / +2~+12 / - - - dodging sidekick df+K+E 24 M / M*K 14-1-42 -6 / D / D - - low punch I D+P 9 L / L*P 10-1-14 -2 / -1 / +2 - - low punch II d+P 11 L / L*P 16-1-14 -2 / 0 / +4 - - low kick D+K 10 L / L*K 14-1-22 -10 / -3 / +2 Ht - HOPPING MOVES ------------- hopping smash u+P 30 M / - 35-2-30 -6 / D / D - - hopping punch d,u+P 30 M / - 26-3-22 0 / D / D - - hopkick u+K 30 M / - 10-4-23 -6 / D / D - - landing sidekick d,u+K 20 M / - 10-2-25 -8 / -4 / 0 - - JUMPING MOVES ------------- jumping hammer d,U,f+P 30 M / - 21-6-43 -22 / D / D Ht - take-off kick d,U+K 30 M / - 6-4-61 -34 / D / D Ht - landing kick d,U,K desc. 30 M / - 11-5-11 +10 / D / D - - in-air kick d,U,K asc. 30 M / - 10-2-28 -8 / D / D - - jumping dropkick d,U,f+K 40 M / - 12-4-54 -36 / D / D Ht - backward dropkick d,U,b+K 40 M / - 12-4-44 -23 / D / D Bt TURN-TOWARDS MOVES ------------------ TT punch P 12 H / H*P 11-1-21 -7 / -6 / -1 - - TT roundhouse K 30 H / H*K 15-3-26 -3 / D / D - - TT smash d+P 14 M / - 17-4-20 -7 / -4 / +2 - - TT low kick d+K 10 L / - 17-2-20 -9 / -6 / +2 Ht - TT sweep D+K 30 L / - 15-3-33 -12 / D / D Lt - SPECIAL MOVES ------------- punch-body blow P,P 12 M / H*P 10-1-21 -12 / -7 / +2 Ht - punch-kick P,K 20 H / H*K 12-2-25 -1 / +3 / 0 - - elbow FS,f+P 19 M / elbow 11-1-28 -10 / -7 / -2 Ht - elbow (stagger) FS,f+P 19 M / - 11-1-28 - / -2~-5 / - - - dashing elbow (near) f,f+P 20~40 M / elbow 10-2-24/26 -4 / D / D - re 26 if blocked or hits dashing elbow (far) f,f+P 20~40 M / elbow 10-2-24/26 -7 / -3 / +1 - re 26 if blocked or hits dashing elbow (stagger) f,f+P 20~40 M / - 10-2-24/26 - / +1~+7 / - - re 26 if blocked or hits super dashing elbow (near) f,f,f+P 20~40 M / elbow 10-2-34/35 -16 / D / D Ht re 35 if blocked or hits super dashing elbow (far) f,f,f+P 20~40 M / elbow 10-2-34/35 -15 / D / D Ht re 35 if blocked or hits super dashing elbow (stagger) f,f,f+P 20~40 M / - 10-2-34/35 - / +4~+10 / D - re 35 if blocked or hits single palm (near) FC,f+P 25~65 M / H*P 11-2-26/28 -9 / D / D Ht re 28 if blocked single palm (far) FC,f+P 25~65 M / H*P 11-2-26/28 -7 / -1 / D - re 28 if blocked single palm (stagger) FC,f+P 0 M / - 11-2-26/28 - / -2~+6 / - - re 28 if blocked double palm (near) FC,b,f+P 30~70 M / - 11-5-33 -13 / D / D Ht - double palm (far) FC,b,f+P 30~70 M / - 11-5-33 -12 / D / D Ht - standing palm (near) b,f+P 20~65 H / H*P 12-1-24 -1 / D / D - -2 DP standing palm (far) b,f+P 20~65 H / H*P 12-1-24 -6 / D / D - -2 DP uppercut / yoho df,df+P 35 M / H*P 16-3-29 -12 / D / D Ht - break stance f+P+G 5 H / H*P 12-1-18 +17~+20 / -8 / -7 - unblockable break guard d+P+G 5 M / H*P 16-2-17 +17~+20 / -8 / -7 - unblockable knee K+G, release G 30 M / knee 15-2-30 -10 / D / D Ht - single jumping kick f,f+K 20 M / H*K 13-3-32 -16 / D / D Ht damage 30 if used after break guard/stance double jumping kick f,f+K,K 40 M / H*K 11-3-41 -18 / D / D Ht - low backfist df+P+K 25 L / L*P 25-2-24 -7 / +1 / D - - shoulder ram FC,f+P+K 30 M / - 14-1-31 -12 / D / D Ht - double fist strike b,f+P+K 55 M / - 27-2-31 -8 / D / D Ht - evading body check b,f+P+K+E 30 M / H*P 18-2-37 -13 / D / D Ht - body check (near) b,f,f+P+K 20~80 M / - 11-1-45 -21 / D / D Ht body check (far) b,f,f+P+K 20~80 M / - 11-1-45 -27 / D / D Ht - dragon spear df+K+G 19 M / M*K 15-2-32 -15 / -12 / -7 Ht - dragon spear-elbow df+K+G,f+P 20 M / elbow 20-1-32 -27 / -25 / -6 Ht - dragon spear-elbow-body check b,f,f+P+K 30 M / - 11-1-45 -21 / D / D Ht - stun palm P+K+G 18 M / H*P 19-2-30 -13 / -13 / -6 Ht - = reverse body check b,df+P+K 22 H 17-1-49 -6 / - / - - = link (2), you may escape with df+P+G == double palm b+P 40 M / - 19-1-34 - / - / - - == link (3) THROWS ------ reaping throw & punches P+G 20+10+10 Ht 20-84-1 - / - / - - high throw fake pull-in push-out f,b+P+G 0 Ht ? - / +10~+13 / - - high throw inverted body check df+P+G 30+20 Ht 16-64-1 - / - / - - high throw close-in ram b,f+P+G 15+25+20{15} Ht 20-81-1 - / - / - - high throw stumbling trip b,d+P+G 10 Ht 20-50-1 - / +12~+44 / - - high throw reverse body check b,df+P+G 40 Ht 20-7-48 - / -8~+10 / - - high throw surprise exchange db+P+G 0 Ht 1-43-1 - / -6~0 / - - high throw pull-in push-out db,f+P+G 60{55} Ht 20-89-1 - / - / - - high throw elbow rush P+G 40 Ht 15-51-1 - / - / - - high-side throw big finish P+G 55 Ht 11; 20-85-1/40 - / - / - - high-back-catch throw, re 40 if missed wall body check df+P+G 80 Ht 57-63-1 - / - / - - wall throw, Akira's back to wall REVERSALS --------- closed stance punch reversal b+P+K 30 H 14-16-47 - / - / - - - open stance punch reversal b+P+K 30 H 11-20-29 - / - / - - - high kick reversal b+P+K 30 H 19-15-27 - / - / - - - mid punch reversal db+P+K 30 M 12-15-35 - / - / - - - closed stance mid kick reversal db+P+K 30 M 16-15-28 - / - / - - - open stance mid kick reversal db+P+K 30 M 19-18-26 - / - / - - - kickflip reversal ub+P+K 30 M 8-8-36 - / - / - - - low punch reversal d+P+K 30 L 15-17-35 - / - / - - - low kick reversal d+P+K 30 L 16-15-31 - / - / - - - POUNCES ------- ground punch df+P 12 G 17-2-47 - / - / - - - jumping stomach punch (forward) u+P 20 G 42-3-24/57 - / - / - - re 57 if hits jumping stomach punch (backward)u+P 20 G 49-3-24/57 - / - / - - re 57 if hits RISING ATTACKS: IN-PLACE ------------------------ face up, feet towards K,K,K... 20 M / - 35-3-23/37 - / - / - Ht re 37 if blocked face up, feet towards delay K,K,K... 20 M / - 15-2-29/37 - / - / - Ht re 37 if blocked face up, feet towards D+K,K,K... 20 L / - 34-2-33/37 - / - / - Lt re 37 if blocked face up, feet towards delay D+K,K,K... 20 L / - 17-2-35/37 - / - / - Lt re 37 if blocked face up, head towards K,K,K... 20 M / - 34-2-21/37 - / - / - Ht re 37 if blocked face up, head towards delay K,K,K... 20 M / - 14-2-35/37 - / - / - Ht re 37 if blocked face up, head towards D+K,K,K... 20 L / - 34-2-35/37 - / - / - Lt re 37 if blocked face up, head towards delay D+K,K,K... 20 L / - 16-2-32/37 - / - / - Lt re 37 if blocked face down, feet towards K,K,K... 20 M / - 29-2-27/37 - / - / - Ht re 37 if blocked face down, feet towards delay K,K,K... 20 M / - 14-2-33/37 - / - / - Ht re 37 if blocked face down, feet towards D+K,K,K... 20 L / - 30-3-26/37 - / - / - Lt re 37 if blocked face down, feet towards delay D+K,K,K... 20 L / - 16-2-32/37 - / - / - Lt re 37 if blocked face down, head towards K,K,K... 20 M / - 35-2-24/37 - / - / - Ht re 37 if blocked face down, head towards delay K,K,K... 20 M / - 15-2-29/37 - / - / - Ht re 37 if blocked face down, head towards D+K,K,K... 20 L / - 17-2-35/37 - / - / - Lt re 37 if blocked face down, head towards delay D+K,K,K... 20 L / - 17-2-35/37 - / - / - Lt re 37 if blocked RISING ATTACKS: SIDE-ROLL ------------------------- face up, feet towards K,K,K... 20 M / - 15-2-29/37 - / - / - Ht re 37 if blocked face up, feet towards D+K,K,K... 20 L / - 17-2-35/37 - / - / - Lt re 37 if blocked face up, head towards K,K,K... 20 M / - 14-2-35/37 - / - / - Ht re 37 if blocked face up, head towards D+K,K,K... 20 L / - 16-2-32/37 - / - / - Lt re 37 if blocked face down, feet towards K,K,K... 20 M / - 14-2-33/37 - / - / - Ht re 37 if blocked face down, feet towards D+K,K,K... 20 L / - 16-2-32/37 - / - / - Lt re 37 if blocked face down, head towards K,K,K... 20 M / - 15-2-29/37 - / - / - Ht re 37 if blocked face down, head towards D+K,K,K... 20 L / - 17-2-35/37 - / - / - Lt re 37 if blocked RISING ATTACKS: FRONT-ROLL -------------------------- face up, feet towards K,K,K... 20 M / - 15-2-29/37 - / - / - Ht re 37 if blocked face up, feet towards D+K,K,K... 20 L / - 17-2-35/37 - / - / - Lt re 37 if blocked face up, head towards K,K,K... 20 M / - 14-2-35/37 - / - / - Ht re 37 if blocked face up, head towards D+K,K,K... 20 L / - 16-2-32/37 - / - / - Lt re 37 if blocked face down, feet towards K,K,K... 20 M / - 14-2-33/37 - / - / - Ht re 37 if blocked face down, feet towards D+K,K,K... 20 L / - 16-2-32/37 - / - / - Lt re 37 if blocked face down, head towards K,K,K... 20 M / - 15-2-29/37 - / - / - Ht re 37 if blocked face down, head towards D+K,K,K... 20 L / - 17-2-35/37 - / - / - Lt re 37 if blocked RISING ATTACKS: BACK-ROLL ------------------------- face up, feet towards K,K,K... 20 M / - 15-2-29/37 - / - / - Ht re 37 if blocked face up, feet towards D+K,K,K... 20 L / - 17-2-35/37 - / - / - Lt re 37 if blocked face up, head towards K,K,K... 20 M / - 14-2-35/37 - / - / - Ht re 37 if blocked face up, head towards D+K,K,K... 20 L / - 16-2-32/37 - / - / - Lt re 37 if blocked face down, feet towards K,K,K... 20 M / - 14-2-33/37 - / - / - Ht re 37 if blocked face down, feet towards D+K,K,K... 20 L / - 16-2-32/37 - / - / - Lt re 37 if blocked face down, head towards K,K,K... 20 M / - 15-2-29/37 - / - / - Ht re 37 if blocked face down, head towards D+K,K,K... 20 L / - 17-2-35/37 - / - / - Lt re 37 if blocked b) AOI UMENOKOUJI =-=-=-=-=-=-=-=-= Country: Japan Sex: Female Birthday: 1979.03.14 Blood Type: A Job: High School Student Hobby: Ikebana Fighting Style: Aiki Ju-Jutsu BASIC MOVES ----------- punch (B)+P 10 H / H*P 9-2-13 0 / +2 / +6 - - dodging punch P+E 10 H / H*P 9-2-13 0 / +2 / +6 - - high kick I K 20 H / H*K 12-3-32 -15 / -12 / -8 Ht - high kick II F+K 20 H / H*K 12-3-29 -12 / -10 / -6 Ht - dodging kick K+E 20 H / H*K 12-3-32 -15 / -12 / -8 Ht - sidekick df+K 21 M / M*K 14-2-27 -7 / -6 / -2 - - sidekick (stagger) df+K 21 M / - 14-2-27 - / +2~+12 / - - - dodging sidekick df+K+E 21 M / M*K 14-2-25 -8 / D / D Ht - low punch I D+P 9 L / L*P 10-1-16 -4 / -3 / +2 - - low punch II d+P 11 L / L*P 16-1-14 -4 / 0 / +4 - - low kick d+K 12 L / L*K 14-1-28 -16 / -5 / 0 Lt HOPPING MOVES ------------- hopping chop u+P 30 M / - 34-3-24 -2 / D / D - - hopping punch d,u,P 30 M / - 26-2-23 0 / D / D - - hopkick u+K 18 M / - 20-1-20 -7 / 0 / +4 - - hopping kick d,u,K asc. 20 M / - 10-2-13 -2 / -2 / +6 - - landing sidekick d,u,K desc. 20 M / - 10-2-19 -7 / 0 / +11 - - JUMPING MOVES ------------- jumping hammer d,U,f+P 30 M / - 21-5-48 -22 / D / D Ht - take-off kick d,U+K 30 M / - 5-4-56 -29 / D / D Ht - in-air kick d,U,K asc. 30 M / - 11-2-25 +1 / D / D - - landing kick d,U,K desc. 30 M / - 10-6-11 +8 / D / D - - backward dropkick d,U,b+K 40 M / - 12-4-44 -23 / D / D Bt - TURN-AROUND MOVES ----------------- TA knifehand b,b+P 14 H / - 16-2-16 -3 / 0 / +4 - - TA knifehand-TT double punch b,b+P,d+P 14 L / L*P 12-1-1 - / - / - - 1st hit TA knifehand-TT double punch b,b+P,d+P 14 L / - 5-2-16 -3 / 0 / +5 - 2nd hit TURN-TOWARDS MOVES ------------------ TT punch P 12 H / H*P 12-1-20 -6 / -5 / -1 - - TT high kick K 20 H / H*K 15-3-27 -11 / D / D Ht - TT high kick-heel drop K,K 20 H / - 15-3-28 -26 / D / D Ht - TT ankle kick df+K 20 L / L*K 15-2-29 -12 / -4 / 0 Ht - TT low punch d+P 10 L / L*P 11-2-28 -10 / -5 / -2 Ht - TT low kick d+K 12 L / L*K 21-2-25 -11 / -7 / 0 Ht - SPECIAL MOVES ------------- side chop P+K 8 H / H*P 12-2-19 -10 / -8 / -5 Ht -1 DP double side chop P+K,P 9 H / H*P 11-2-21 -10 / -9 / -6 Ht -1 DP triple side chop P+K,P,P 9 H / H*P 15-2-25 -7 / -6 / 0 - -1 DP double punch P,P 10 H / H*P 8-2-15 -4 / -2 / +2 - - punch-heelkick P,K 29 H / H*K 14-2-31 -6 / -3 / +1 - - double punch-elbow P,P,P 12 H / H*P 12-2-29 -16 / -15 / -10 Ht - double punch-chop P,P,f+P 20 M / elbow 19-3-29 -13 / -9 / -5 Ht - double punch-chop (stagger) P,P,f+P 0 or 20 M / - 19-3-29 - / -4~+4 / - - - double punch-chop-elbow P,P,F+P,P 20 M / elbow 23-1-29 -11 / D / D Ht - double punch-kick P,P,K 30 H / H*K 14-2-27 -4 / D / D - - triple punch-knee P,P,P,K 35 M / knee 18-2-31 -14 / D / D Ht - triple punch-knee (stagger) P,P,P,K 35 M / - 18-2-31 - / -10~-3 / - Ht - triple punch-sweep P,P,P,d+K 20 L / sweep 19-4-32/46 -17 / D / D Lt re 46 if blocked elbow f+P 19 M / elbow 11-2-24 -11 / -8 / -4 Ht - elbow (stagger) f+P 0 or 19 M / - 11-2-24 - / -2~+6 / - - - elbow-chop f+P,P 14 M / H*P 20-1-25 -11 / -7 / -2 Ht - elbow-chop (stagger) f+P,P 14 M / - 20-1-25 - / +3~+10 / - - - spinning elbow f,f+P 27 M / elbow 17-2-31 -10 / D / D Ht - uppercut FS,df+P 23 M / H*P 18-3-25 -7 / -3 / +1 - - dashing elbow FC,df+P 10~21 M / elbow 12-2-30 -13 / -4 / +2 Ht - double stop d,d+P 18 L / - 13-2-22 -9 / -5 / -1 Ht - double stop (stagger) d,d+P 18 L / - 13-2-22 - / +3~+13 / - - - high kick-heel drop K,K 24 M / H*K 19-3-23/42 -20 / 0 / +7 Ht crouch, re 42 if blocked knee f+K 20 M / knee 18-2-23 -12 / D / D Ht knee (stagger) f+K 0 M / - 18-2-23 - / 0~+7 / - - - knee-jumping kick f+K,K 20 H / H*K 13-2-31 -14 / D / D Ht - ankle kick db+K 20 L / L*K 15-2-29 -10 / -1 / +2 Ht - spinning strike f+P+K 0 or 20 H / elbow 15-3-25 -11 / -9 / -3 Ht - spinning strike (stagger) f+P+K 20 H / - 15-3-25 - / -2~+6 / - - - spinning strike-elbow F+P+K,P 20 M / elbow 23-1-29 -11 / D / D Ht - helix f,f+P+K 20 H / elbow 14-1-22 -12 / D / D Ht - retreating chop b,b+P+K 14 H / H*P 17-2-28 -14 / D / D Ht -2 DP phoenix palm df+P+K 15 M / H*P 16-1-24 -8 / -6 / +9 Ht crouch sweep d+K+G 20 L / sweep 19-4-30/46 -16 / D / D Lt re 46 if blocked THROWS ------ irimi nage P+G 40 Ht 13-91-1 - / - / - - high throw second control throw df+P+G 50 Ht 10-135-1 - / - / - - high throw sixth kyu obi throw b+P+G 50 Ht 20-83-1 - / - / - - high throw hair grab throw db+P+G 45 Ht 12-94/92-1 - / - / - - high throw aiki throw FC,f+P+G 50 Ht 1-94-1 - / - / - - high throw first dan throw I f,df,d,db,b+P+G 30 Ht 10-64-77 - / - / - - high throw (1) = second dan throw I b,d+P+G 20 Ht 1-45-60 - / - / - - = link (2) == third dan throw I d,u+P+G 25 Ht 1-94-1 - / - / - - == link (3) == third dan throw II u,d+P+G 26 Ht 10-137-1 - / - / - - == link (3) = second dan throw II b,u+P+G 35 Ht 10-90-1 - / - / - - = link (2) first dan throw II b,db,d,df,f+P+G 20 Ht 20-46-70 - / - / - - high throw (1) = second dan throw III b,d+P+G 20 Ht 1-45-60 - / - / - - = link (2) == third dan throw III d,u+P+G 25 Ht 1-94-1 - / - / - - == link (3) == third dan throw IV u,d+P+G 26 Ht 10-137-1 - / - / - - == link (3) = second dan throw IV b,u+P+G 35 Ht 10-90-1 - / - / - - = link (2) rotary throw P+G 40 Ht 20-99(97)-1 - / - / - - high-side throw fierce pat throw P+G 30+20 Ht 20-120-1 - / - / - - high-back throw wall hair grab db+P+G 50 Ht 42-58-1 - / - / - - wall throw, Aoi's back to wall low takedown d+P+K+G 30+15+15 Lt 20-165-1 - / - / - - low throw ground throw I df+P+G 25 Gt 1-138-1/80 - / - / - - ground throw, re 80 if missed ground throw II df+P+G 25 Gt 1-125-1/80 - / - / - - ground throw, re 80 if missed ground throw III df+P+G 10+25 Gt 1-167-1/80 - / - / - - ground throw, re 80 if missed REVERSALS --------- TT punch reversal f+P+K 30 H 10-133-18 - / - / - - - TT kick reversal f+P+K 30 H 1-179-1 - / - / - - - high punch inashi b+P 0 H 10-15-1 - / +7~+21 / - - - high kick inashi b+P 0 H 9-49-1 - / +7~+21 / - - - punch reversal b+P+K 25 H 37-44-1 - / - / - - closed stance punch reversal b+P+K 25 H 4-151-1 - / - / - - open stance kick reversal b+P+K 20 H 1-174-1 - / - / - - closed stance kick reversal b+P+K 20 H 20-115-1 - / - / - - open stance crescent reversal b+P+K 25 H 15-51-1 - / - / - - closed stance crescent reversal b+P+K 0 H 15-51-1 - / +8~+21 / - - open stance elbow inashi db+P 0 M 12-39-1 - / +8~+21 / - - - mid kick inashi db+P 0 M 20-24-1 - / +8~+20 / - - - mid punch reversal db+P+K 30 M 20-49-1 - / - / - - left-handed mid punch reversal db+P+K 30 M 20-49-1 - / - / - - right-handed mid kick reversal db+P+K 30 M 10-96-1 - / - / - - closed stance mid kick reversal db+P+K 30 M 20-106-1 - / - / - - open stance knee reversal db+P+K 30 M 10-96-1 - / - / - - closed stance knee reversal db+P+K 30 M 21-64-1 - / - / - - open stance kickflip reversal ub+P+K 25 M 16-152-1 - / - / - - - low punch reversal I D+P+K 20 L 20-50-1 - / - / - - - low punch reversal II d+P+K 25 L 20-131-1 - / - / - - - low kick reversal I D+P+K 20 L 20-50-1 - / - / - - - low kick reversal II d+P+K 25 L 20-69-1 - / - / - - - sweep reversal d+P+K 0 L 18-41-1 - / - / - - - POUNCES ------- ground chop df+P 10 G 19-1-41 - / - / - - - leaping knifehand (forward) u+P 30 G 30-2-37 - / - / - - - leaping knifehand (backward) u+P 30 G 30-2-36/75 - / - / - - re 75 if missed leaping tile kick (forward) d,U+P 40 G 28-5-38/65 - / - / - - re 65 if missed leaping tile kick (backward) d,U+P 40 G 37-5-46/65 - / - / - - re 65 if missed RISING ATTACKS: IN-PLACE ------------------------ face up, feet towards K,K,K... 20 M / - 34-6-17/34 - / - / - Ht re 37 if blocked face up, feet towards delay K,K,K... 20 M / - 14-4-30/34 - / - / - Ht re 34 if blocked face up, feet towards D+K,K,K... 20 L / - 32-5-22/27 - / - / - Lt re 27 if blocked face up, feet towards delay D+K,K,K... 20 L / - 16-5-26/35 - / - / - Lt re 35 if blocked face up, head towards K,K,K... 20 M / - 34-2-21/37 - / - / - Ht re 37 if blocked face up, head towards delay K,K,K... 20 M / - 14-2-35/37 - / - / - Ht re 37 if blocked face up, head towards D+K,K,K... 20 L / - 34-4-21/27 - / - / - Lt re 27 if blocked face up, head towards delay D+K,K,K... 20 L / - 17-3-30/27 - / - / - Lt re 27 if blocked face down, feet towards K,K,K... 20 M / - 29-2-27/37 - / - / - Ht re 37 if blocked face down, feet towards delay K,K,K... 20 M / - 14-2-33/37 - / - / - Ht re 37 if blocked face down, feet towards D+K,K,K... 20 L / - 17-3-30/27 - / - / - Lt re 27 if blocked face down, feet towards delay D+K,K,K... 20 L / - 17-3-30/27 - / - / - Lt re 27 if blocked face down, head towards K,K,K... 20 M / - 28-4-34 - / - / - Ht - face down, head towards delay K,K,K... 20 M / - 14-3-30/34 - / - / - Ht re 34 if blocked face down, head towards D+K,K,K... 20 L / - 33-6-22/27 - / - / - Lt re 27 if blocked face down, head towards delay D+K,K,K... 20 L / - 17-2-28/27 - / - / - Lt re 27 if blocked RISING ATTACKS: SIDE-ROLL ------------------------- face up, feet towards K,K,K... 20 M / - 14-4-30/34 - / - / - Ht re 34 if blocked face up, feet towards D+K,K,K... 20 L / - 16-5-26/35 - / - / - Lt re 35 if blocked face up, head towards K,K,K... 20 M / - 14-2-35/37 - / - / - Ht re 37 if blocked face up, head towards D+K,K,K... 20 L / - 17-3-30/37 - / - / - Lt re 37 if blocked face down, feet towards K,K,K... 20 M / - 14-2-33/37 - / - / - Ht re 37 if blocked face down, feet towards D+K,K,K... 20 L / - 20-3-33/27 - / - / - Lt re 27 if blocked face down, head towards K,K,K... 20 M / - 14-3-30/34 - / - / - Ht re 34 if blocked face down, head towards D+K,K,K... 20 L / - 17-2-28/27 - / - / - Lt re 27 if blocked RISING ATTACKS: FRONT-ROLL -------------------------- face up, feet towards K,K,K... 20 M / - 14-4-30/34 - / - / - Ht re 34 if blocked face up, feet towards D+K,K,K... 20 L / - 16-5-26/35 - / - / - Lt re 35 if blocked face up, head towards K,K,K... 20 M / - 14-2-35/37 - / - / - Ht re 37 if blocked face up, head towards D+K,K,K... 20 L / - 16-5-26/35 - / - / - Lt re 35 if blocked face down, feet towards K,K,K... 20 M / - 14-2-33/37 - / - / - Ht re 37 if blocked face down, feet towards D+K,K,K... 20 L / - 17-2-28/27 - / - / - Lt re 27 if blocked face down, head towards K,K,K... 20 M / - 14-3-30/34 - / - / - Ht re 34 if blocked face down, head towards D+K,K,K... 20 L / - 17-2-28/27 - / - / - Lt re 27 if blocked RISING ATTACKS: BACK-ROLL ------------------------- face up, feet towards K,K,K... 20 M / - 14-4-30/34 - / - / - Ht re 34 if blocked face up, feet towards D+K,K,K... 20 L / - 16-5-26/35 - / - / - Lt re 35 if blocked face up, head towards K,K,K... 20 M / - 19-2-35/37 - / - / - Ht re 37 if blocked face up, head towards D+K,K,K... 20 L / - 20-3-33/35 - / - / - Lt re 35 if blocked face down, feet towards K,K,K... 20 M / - 14-2-33/37 - / - / - Ht re 37 if blocked face down, feet towards D+K,K,K... 20 L / - 17-2-28/27 - / - / - Lt re 27 if blocked face down, head towards K,K,K... 20 M / - 14-3-30/34 - / - / - Ht re 34 if blocked face down, head towards D+K,K,K... 20 L / - 17-2-28/27 - / - / - Lt re 27 if blocked c) JACKY BRYANT =-=-=-=-=-=-=-= Country: USA Sex: Male Birthday: 1970.08.28 Blood Type: A Job: Indy Car Racer Hobby: Training Fighting Style: Jeet Kune Do BASIC MOVES ----------- punch (F)+P 12 H / H*P 9-2-12 +2 / +2 / +7 - - dodging punch P+E 14 H / H*P 12-2-17 -4 / -1 / +4 - - roundhouse K 25 H / H*K 13-2-32 -11 / D / D Ht - dodging kick K+E 25 H / H*K 13-2-32 -11 / D / D Ht - sidekick df+K 25 M / M*K 14-2-30 -9 / -5 / D Ht - sidekick (stagger) df+K 25 M / - 14-2-30 - / -1~+9 / - - - dodging sidekick df+K+E 25 M / M*K 14-2-31 -9 / D / D Ht - low punch I D+P 9 L / L*P 10-1-14 -2 / -1 / +2 - - low punch II d+P 11 L / L*P 16-1-14 -2 / 0 / +4 - - low kick D+K 12 L / L*K 14-1-26 -12 / -7 / +2 Lt - HOPPING MOVES ------------- hopping elbow u+P 30 M / H*P 34-3-28 -6 / D / D - - hopping smash d,u,P 30 M / H*P 26-2-23 0 / D / D - - hopkick u+K 30 M / - 10-2-22 -7 / D / D - - landing sidekick d,u,K 20 M / - 10-2-25 -8 / -4 / 0 Ht - JUMPING MOVES ------------- jumping hammer d,U,f+P 30 M / - 21-6-43 -22 / D / D Ht - take-off kick d,U+K 30 M / - 5-4-56 -29 / D / D - - in-air kick d,U,K asc. 30 M / - 10-2-28 -5 / D / D - - landing kick d,U,K desc. 30 M / - 10-5-11 +10 / D / D - - jumping dropkick d,U,f+K 40 M / - 12-4-54 -36 / D / D Ht - backward dropkick d,U,b+K 40 M / - 12-4-44 -36 / D / D Bt - TURN-AROUND MOVES ----------------- TA punch b,b+P 14 H / H*P 12-1-18 -4 / -1 / +4 - - TA kick b,b+K 30 H / H*K 15-2-32 -15 / D / D Bt - TURN-TOWARDS MOVES ------------------ TT backfist P 20 H / H*P 9-1-26 -8 / -4 / 0 Ht - TT backfist-crescent P,K (far) 25~50 H / crescent 25-3-33/40 -10 / D / D Ht re 40 if blocked TT backfist-sidekick P,K (near) 19 M / M*K 12-2-27 -10 / -6 / -2 Ht - TT backfist-sweep (near) P,d+K 20~35 L / sweep 25-3-37/43 -25 / D / D Lt re 43 if blocked TT backfist-sweep (far) P,d+K 20~35 L / sweep 25-3-37/43 -19 / D / D Lt re 43 if blocked TT high kick K 36 H / H*K 14-3-43/70 -32 / D / D Ht re 70 if blocked TT low backfist d+P 14 L / L*P 17-1-24 -12 / -7 / 0 Lt - TT low backfist-sweep (near) d+P,K 20~35 L / sweep 29-3-37/43 -26 / D / D Lt re 43 if blocked TT low backfist-sweep (far) d+P,K 20~35 L / sweep 29-3-37/43 -20 / D / D Lt re 43 if blocked TT sweep d+K 20 L / L*K 17-3-27 -25 / D / D Lt - SPECIAL MOVES ------------- punch-sidekick P,K (near) 19 M / M*K 12-2-27 -10 / -7 / -1 Ht - punch-sidekick (stagger) P,K (near) 19 M / - 12-2-27 - / +2~+12 / - - - punch-crescent P,K (far) 30 H / crescent 18-4-19/33 -10 / D / D Ht re 33 if blocked punch-sweep (near) P,d+K 20~35 L / sweep 22-4-35/42 -25 / D / D Lt re 42 if blocked punch-sweep (far) P,d+K 20~35 L / sweep 22-4-35/42 -19 / D / D Lt re 42 if blocked double punch P,P 12 H / H*P 8-2-19 -5 / -5 / +3 - - double punch-elbow P,P,f+P 19 M / elbow 15-2-25 -8 / -5 / 0 Ht - double punch-elbow (stagger) P,P,f+P 19 M / - 15-2-25 - / +2~+8 / - - - double punch-elbow-heelkick P,P,f+P,K 20 H / H*K 14-2-31 -20 / D / D Ht - double punch-backfist P,P,b+P 22 H / H*P 15-1-29 -9 / -2 / -1 Ht - double punch-backfist-crescent P,P,b+P,K 25~50 H / crescent 25-3-33/39 -10 / D / D Ht re 39 if blocked double punch-straight P,P,u+P 25 H / H*P 15-1-26 -7 / D / D - - double punch-kick P,P,K 30 H / H*K 14-2-29 -6 / D / D - - double punch-knee P,P,f+K 30 M / knee 15-2-30 -11 / D / D Ht - double punch-low kick P,P,d+K 12 L / L*K 14-1-26 -12 / -7 / +2 Lt - triple punch P,P,P 14 H / H*P 10-2-20 -3 / 0 / +5 - - punch-kick F+P,K 20 H / H*K 12-2-25 -1 / +3 / D - - double punch F+P,P 12 H / H*P 10-1-16 -5 / -5 / +2 - - double punch-elbow F+P,P,f+P 19 M / elbow 15-2-25 -8 / -5 / +1 Ht - double punch-elbow (stagger) F+P,P,f+P 19 M / - 15-2-25 - / +2~+8 / - - - double punch-elbow-backfist F+P,P,f+P,P 15 H / H*P 14-1-28 -12 / -10 / -6 Ht - double punch-elbow-backf-heelk F+P,P,f+P,P,K 18 H / H*K 18-1-42 -16 / -7 / 0 Ht - double punch-elbow-backf-lowk F+P,P,f+P,P,d+K 14 L / L*K 19-2-28 -15 / -6 / 0 Lt - triple punch F+P,P,P 14 H / H*P 11-2-16 -3 / 0 / +5 - - elbow f+P 19 M / elbow 11-2-22 -7 / -5 / +2 - - elbow (stagger) f+P 19 M / - 11-2-22 - / +5~+11 / - - - elbow-backfist f+P,P 15 H / H*P 14-1-28 -12 / -10 / -6 Ht - elbow-backfist-heelkick f+P,P,K 18 H / H*K 18-1-42 -16 / -7 / 0 Ht - elbow-backfist-low kick f+P,P,d+K 14 L / L*K 19-2-28 -15 / -6 / 0 Lt - elbow-heelkick f+P,K 20 H / H*K 14-2-31 -14 / D / D Ht - hook punch df+P 10 H / H*P 12-2-21 -10 / -8 / -4 Ht -1 DP double hook df+P,P 14 H / H*P 14-2-18 -5 / -1 / +3 - -1 DP double hook-knuckle df+P,P,P 24 H / H*P 15-2-25 -7 / D / D - - backfist b+P 22 H / H*P 15-1-21 -6 / +2 / +7 - - double backfist b+P,P 25 H / H*P 15-1-30 -8 / D / D Ht - backfist-crescent b+P,K 25~50 H / crescent 25-3-33/39 -16 / D / D Ht re 39 if blocked backfist-sweep (near) b+P,d+K 20~35 L / sweep 25-3-37/49 -32 / D / D Lt re 49 if blocked backfist-sweep (far) b+P,d+K 20~35 L / sweep 25-3-37/49 -26 / D / D Lt re 49 if blocked backfist-low backfist b+P,db+P 15 L / L*P 16-1-25 -11 / -7 / +2 Lt - low backfist db+P 20 L / L*P 15-2-30 -13 / -7 / -1 Lt - low backfist-sweep (near) db+P,K 20~35 L / sweep 28-4-37 -26 / D / D Lt - low backfist-sweep (far) db+P,K 20~35 L / sweep 28-4-37 -20 / D / D Lt - beatknuckle P+K 20 M / H*P 14-3-34 -28 / D / D Ht - beatknuckle-backfist P+K,P 12 H / H*P 20-1-20 -6 / -5 / 0 - - beatknuckle-backfist-crescent P+K,P,K 30~50 H / crescent 25-3-33/39 -16 / D / D Ht re 39 if blocked beatknuckle-backfist-sweep P+K,P,d+K 20~35 L / sweep 25-3-37/43 -26 / D / D Lt re 43 if blocked beatknuckle-heelkick P+K,K 20 H / H*K 16-2-36 -19 / D / D Ht - kick-backfist K,P 15 H / H*P 20-1-26 -10 / -6 / -4 Ht - kick-backfist-crescent K,P,K 30~50 H / crescent 25-3-33/39 -16 / D / D Ht re 39 if blocked kick-backfist-sweep (near) K,P,d+K 20~35 L / sweep 25-3-37/49 -32 / D / D Lt re 49 if blocked kick-backfist-sweep (far) K,P,d+K 20~35 L / sweep 25-3-37/49 -26 / D / D Lt re 49 if blocked kick-heelkick K,K 20 M / M*K 19-2-43 -26 / D / D Ht - kick-heelkick (stagger) K,K 20 M / - 19-2-43 - / -14~-4 / - - - kick-low kick K,d+K 12 L / L*K 15-2-26 -11 / -9 / -5 Lt - knee f+K 30 M / knee 15-2-30 -11 / D / D Ht - punt kick f,f+K 30 M / H*K 13-3-31 -9 / D / D Ht - toekick d+K 24 M / H*K 18-2-25 -4 / -1 / D Ht - double low kick D+K,K 15 L / L*K 19-2-26 -13 / -7 / +2 Lt - sidekick-heelkick df+K,K 25 M / M*K 20-2-39 -18 / D / D Ht - axe kick b+K 20 M / H*K 17-2-26 -8 / -4 / -1 Ht - kickflip ub+K 60 M / kickflip 12-4-51/53/92 -32 / D / D Ht re 53 if missed, 92 if hits crescent K+G 30~50 H / crescent 25-6-25/34 -11 / D / D Ht re 34 if blocked crescent-sweep (near) K+G,d+K+G 20~40 L / sweep 19-3-41/48 -31 / D / D Lt re 48 if blocked crescent-sweep (far) K+G,d+K+G 20~40 L / sweep 19-3-41/48 -25 / D / D Lt re 48 if blocked shin slicer d+K+G 25 L / L*K 18-1-33 -12 / -7 / D Lt - 1 lightning kick d+P+K 8 M / H*K 9-2-28 -19 / -17 / -14 Ht - 2 lightning kicks d+P+K,K 8 M / H*K 15-2-24 -15 / -13 / -10 Ht - 3 lightning kicks d+P+K,K,K 8 M / H*K 13-2-24 -15 / -13 / -10 Ht - 4 lightning kicks d+P+K,K,K,K 10 H / H*K 17-2-26 -15 / -13 / -9 Ht - 5 lightning kicks d+P+K,K,K,K,K 30 H / H*K 20-2-31/103 -9 / D / D Ht re 103 if hits shot knee db+P+K 8 M / knee 12-1-18 -10 / -8 / -5 Ht - lightning kick variant 2 db+P+K,K 8 M / H*K 6-2-31 -22 / -20 / -16 Ht - lightning kick variant 3 db+P+K,K,K 8 M / H*K 14-2-24 -15 / -13 / -10 Ht - lightning kick variant 4 db+P+K,K,K,K 10 H / H*K 16-1-42 -32 / -28 / -24 Ht - lightning kick variant 4-high db+P+K,K,K,K,K 30 H / H*K 20-1-29/104 -17 / D / D Ht re 104 if hits lightning kick variant 4-low db+P+K,K,K,K,d+K 30 L / L*K 201-29/104 -17 / D / D Ht re 104 if hits heel seed b+K+G 30 M / H*K 20-3-22/34 -12 / D / D Ht re 34 if blocked low crescent b,f+K+G 36 M / crescent 17-3-41/48/125 -25 / D / D Ht re 48 if missed, 125 if hits MOVEMENT -------- switch stance d,d - - 1-9-11 - / - / - - - backflip d,ub - - 1-49-1 - / - / - - - THROWS ------ brainbuster P+G 50{55} Ht 20-135-1 - / - / - - high throw, ground clothesline f,f+P+G 40 Ht 20-70-1 - / - / - - high throw trip & hammer f,b+P+G 50+10 Ht 20-46{45}-1 - / - / - - high throw arm lock & knee df,df+P+G 40+10 Ht 10-117{122}-1 - / - / - - high throw knee bash P+G 5{15}+5+15{5}+15 Ht 10-103-1 - / - / - - high-side throw bulldog P+G 50 Ht 20-140-1 - / - / - - high-back throw wall clothesline f,f+P+G 65 Ht 55-50-1 - / - / - - wall throw, opponent's back to wall POUNCES ------- soccer kick df+K 13 G 18-3-43 - / - / - - - knee slam u+P 30 G 33-5-45/61 - / - / - - forward direction, re 61 if hits knee slam u+P 30 G 42-7-40/61 - / - / - - backward direction, re 61 if hits heavy knee slam d,U+P 40 G 36-2-45/58 - / - / - - forward direction, re 58 if hits heavy knee slam d,U+P 40 G 42-7-40/58 - / - / - - backward direction, re 58 if hits RISING ATTACKS: IN-PLACE ------------------------ face up, feet towards K,K,K... 20 M / - 34-6-17/34 - / - / - Ht re 34 if blocked face up, feet towards delay K,K,K... 20 M / - 14-4-30/34 - / - / - Ht re 34 if blocked face up, feet towards D+K,K,K... 20 L / - 32-5-22/27 - / - / - Lt re 27 if blocked face up, feet towards delay D+K,K,K... 20 L / - 16-5-26/35 - / - / - Lt re 35 if blocked face up, head towards K,K,K... 20 M / - 34-4-21/37 - / - / - Ht re 37 if blocked face up, head towards delay K,K,K... 20 M / - 14-2-35/37 - / - / - Ht re 37 if blocked face up, head towards D+K,K,K... 20 L / - 34-3-30/27 - / - / - Lt re 27 if blocked face up, head towards delay D+K,K,K... 20 L / - 17-3-30/37 - / - / - Lt re 37 if blocked face down, feet towards K,K,K... 20 M / - 29-2-27/37 - / - / - Ht re 37 if blocked face down, feet towards delay K,K,K... 20 M / - 14-2-33/37 - / - / - Ht re 37 if blocked face down, feet towards D+K,K,K... 20 L / - 29-5-25/27 - / - / - Lt re 27 if blocked face down, feet towards delay D+K,K,K... 20 L / - 17-3-30/27 - / - / - Lt re 27 if blocked face down, head towards K,K,K... 20 M / - 28-4-34 - / - / - Ht - face down, head towards delay K,K,K... 20 M / - 14-3-30/34 - / - / - Ht re 34 if blocked face down, head towards D+K,K,K... 20 L / - 33-6-22/27 - / - / - Lt re 27 if blocked face down, head towards delay D+K,K,K... 20 L / - 17-2-28/27 - / - / - Lt re 27 if blocked RISING ATTACKS: SIDE-ROLL ------------------------- face up, feet towards K,K,K... 20 M / - 14-4-30/34 - / - / - Ht re 34 if blocked face up, feet towards D+K,K,K... 20 L / - 16-5-26/35 - / - / - Lt re 35 if blocked face up, head towards K,K,K... 20 M / - 34-2-21/37 - / - / - Ht re 37 if blocked face up, head towards D+K,K,K... 20 L / - 17-3-30/37 - / - / - Lt re 37 if blocked face down, feet towards K,K,K... 20 M / - 14-2-33/37 - / - / - Ht re 37 if blocked face down, feet towards D+K,K,K... 20 L / - 17-3-30/27 - / - / - Lt re 27 if blocked face down, head towards K,K,K... 20 M / - 14-3-30/34 - / - / - Ht re 34 if blocked RISING ATTACKS: FRONT-ROLL -------------------------- face up, feet towards K,K,K... 20 M / - 14-4-30/34 - / - / - Ht re 34 if blocked face up, feet towards D+K,K,K... 20 L / - 16-5-26/35 - / - / - Lt re 35 if blocked face up, head towards K,K,K... 20 M / - 14-2-35/37 - / - / - Ht re 37 if blocked face up, head towards D+K,K,K... 20 L / - 17-3-30/37 - / - / - Lt re 37 if blocked face down, feet towards K,K,K... 20 M / - 14-2-33/37 - / - / - Ht re 37 if blocked face down, feet towards D+K,K,K... 20 L / - 17-3-30/27 - / - / - Lt re 27 if blocked face down, head towards K,K,K... 20 M / - 14-3-30/34 - / - / - Ht re 34 if blocked face down, head towards D+K,K,K... 20 L / - 17-2-28/27 - / - / - Lt re 27 if blocked RISING ATTACKS: BACK-ROLL ------------------------- face up, feet towards K,K,K... 20 M / - 14-4-30/34 - / - / - Ht re 34 if blocked face up, feet towards D+K,K,K... 20 L / - 16-5-26/35 - / - / - Lt re 35 if blocked face up, head towards K,K,K... 20 M / - 19-2-35/37 - / - / - Ht re 37 if blocked face up, head towards D+K,K,K... 20 L / - 20-3-33/37 - / - / - Lt re 37 if blocked face down, feet towards K,K,K... 20 M / - 14-2-33/37 - / - / - Ht re 37 if blocked face down, feet towards D+K,K,K... 20 L / - 17-3-30/27 - / - / - Lt re 27 if blocked face down, head towards K,K,K... 20 M / - 14-3-30/34 - / - / - Ht re 34 if blocked face down, head towards D+K,K,K... 20 L / - 17-2-28/27 - / - / - Lt re 27 if blocked d) JEFFRY MCWILD =-=-=-=-=-=-=-=- Country: Australia Sex: Male Birthday: 1957.02.20 Blood Type: A Job: Fisherman Hobby: Reggae Music Fighting Style: Pancratium BASIC MOVES ----------- punch (B or F)+P 14 H / H*P 12-2-13 +1 / +3 / +8 - - roundhouse K 30 H / H*K 16-2-23 0 / D / D - - dodging kick K+E 30 H / H*K 16-2-23 0 / D / D - - sidekick df+K 28 M / M*K 16-2-37 -14 / D / D Ht - dodging sidekick df+K+E 28 M / M*K 16-2-37 -14 / D / D Ht - low punch I D+P 9 L / L*P 10-1-14 -2 / -1 / +2 - - low punch II d+P 11 L / L*P 16-1-14 -2 / 0 / +4 - - low kick D+K 17 L / L*K 16-2-27 -14 / -3 / +2 Lt - HOPPING MOVES ------------- hopping hammer u+P 30 M / - 34-4-27 -6 / D / D - - hopping punch d,u,P 30 M / - 26-2-23 0 / D / D - - hopping heel drop u+K 30 M / - 19-4-40 -9 / D / D Ht - hopkick d,u,K asc. 22 M / - 10-2-25 -6 / -3 / +3 - - hopping kick d,u,K desc. 30 M / - 39-4-28 -7 / D / D - - JUMPING MOVES ------------- in-air hammer d,U+P 40 M / - 40-3-24 -2 / D / D - - jumping hammer d,U,f+P 30 M / - 21-6-43 -22 / D / D Ht - take-off kick d,U+K 36 M / - 4-5-61 -30 / D / D Ht - in-air kick d,U,K asc. 30 M / - 10-2-28 -7 / D / D - - landing kick d,U,K desc. 30 M / - 11-5-11 +9 / D / D - - jumping dropkick d,U,f+K 50 M / - 12-4-45 - / D / D - - backward dropkick d,U,b+K 48 M / - 12-3-45 -23 / D / D Bt - TURN-TOWARDS MOVES ------------------ TT punch P 12 H / H*P 11-1-21 -7 / -6 / -1 - - TT kick K 36 H / H*K 15-3-26 -2 / D / D - - TT hammer d+P 30 M / - 15-5-24 -11 / D / D Ht - TT heel slide d+K 30 M / M*K 18-5-43/53 -30 / D / D Ht re 53 if blocked TT punch from crouch D+P 12 H / H*P 14-2-25 -12 / -11 / -6 Ht - SPECIAL MOVES ------------- punch-kick P,K 20 H / H*K 12-2-25 -1 / +3 / +1 - - double punch P,P 14 H / H*P 9-1-19 -5 / -2 / +3 - - double punch-uppercut P,P,P 19 M / H*P 18-2-27 -10 / -7 / -2 Ht - double punch-hook P,P,b+P 35 H / H*P 21-3-35 -13 / D / D Ht -2 DP hell stab P+E 20 H / H*P 14-1-22 -4 / D / D - - double hell stab P+E,P+E 10 H / H*P 8-1-22 -10 / D / D Ht - machine gun hell stab P+E,P+E,P+E 15 H / H*P 24-2-30 -15 / D / D Ht - elbow f+P 19 M / elbow 12-2-26 -9 / -6 / -1 Ht - elbow (stagger) f+P 19 M / - 12-2-26 - / 0~+7 / - - - elbow-hammer f+P,b+P 30 M / - 28-4-29 -10 / D / D Ht - dashing elbow f,f+P 19 M / elbow 16-2-21 -4 / -1 / +4 - - dashing elbow (stagger) f,f+P 0 or 19 M / - 16-2-21 - / +5~+12 / - - - dashing elbow-uppercut f,f+P,P 19 M / H*P 12-2-27 -10 / -7 / -2 Ht - tornado hammer f,b+P 25 H / H*P 19-3-37 -15 / +1 / +4 Ht -2 DP drop elbow b+P 20 M / elbow 15-4-35 -14 / D / D Ht - kenka hook b,f+P 35 H / H*P 21-3-35 -13 / D / D Ht -2 DP double fisted hammer b,df+P 20 M / - 18-3-45 -29 / D / D Ht - double fister hammer-uppercut b,df+P,P 30 M / - 17-3-33 -11 / D / D Ht - uppercut (near) FS,df+P 20 M / H*P 14-2-25 -8 / -4 / +1 Ht - uppercut (far) FS,df+P 19 M / H*P 18-2-27 -10 / -7 / -2 Ht - double uppercut FS,df+P,P 15 M / H*P 17-3-31 -17 / -15 / -10 Ht - triple uppercut FS,df+P,P,P 20 M / H*P 17-2-36 -15 / D / D Ht - uppercut from crouch DF+P 22 M / H*P 14-2-23 -4 / -1 / +5 - - kenka uppercut df,df+P 30 M / H*P 17-2-32 -12 / D / D Ht - kick-toekick K,K 15 M / H*K 23-1-33 -17 / -15 / -10 Ht - kick-toekick-hammer K,K,P 20 M / - 24-4-33 -18 / D / D Ht - knee f+K 28 M / knee 15-2-30 -12 / D / D Ht - big boot f,f+K 40 M / M*K 26-3-26 -4 / D / D - - shot knee b+K 22 M / knee 12-1-30 -10 / D / D Ht - shot knee-hook b+K,P 15 H / H*P 20-2-33 -18 / D / D Ht - axe kick b,f+K 36 M / H*K 21-2-30/44 -20 / D / D Ht re 44 if blocked toekick d+K 24 M / H*K 18-2-25 -4 / 0 / +4 - - = crucifix piledriver d,df,f+P+G 100{110} Hit 20-229{252}-1 - / - / - - hit throw toekick-hammer d+K,P 19 M / - 24-4-33 -18 / D / D Ht - dodging hell stab f+P+K 35 M / H*P 21-1-30 -12 / D / D Ht - headbutt b,f+P+K 35 M / - 27-3-24 -7 / D / D - - baseball pitch b,f,f+P+K 45 M / H*P 45-?-? -12 / D / D Ht - stomach crush b,df+P+K 20 M / - 19-2-40 -23 / -11 / -14 Ht - = spine buster d+P+G 40 Hit 10-73-1 - / - / - - hit throw = lift up throw b+P+G 50 Hit ?-?-? - / - / - - hit throw hell dunk hammer d+P+K 21 M / H*P 14-2-23 -9 / 0 / +9 Ht crouch low heel slide d+K+G 21 L / L*K 16-1-29 -14 / -7 / 0 Lt - ankle kick df+K+G 20 L / L*K 16-1-29 -11 / -7 / -2 Ht - RUNNING MOVES ------------- running splash f,F or F+E,P+K 20~40 H or M / - 18-11-80 -38 / D / D Ht - running butt slam f,F or F+E,K+G 30 M / - 26-7-25 - / D / D - ground THROWS ------ fireman's carry P+G 60 Ht 20-157{169}-1 - / - / - - high throw, ground power slam f+P+G 50 Ht 20-193-1 - / - / - - high throw military press b+P+G 60{65} Ht 10{20}-257{247}-1 - / - / - - high throw pick up & slam d+P+G 50 Ht 10-120{134}-1 - / - / - - high throw crucifix piledriver df,df+P+G 80{85} Ht 20-229{252}-1 - / - / - - high throw box throw db+P+G 0 Ht 10-55-1 - / - / - - high throw machine gun hammer db,f+P+G 10+10+20+20 Ht 10-130-1 - / - / - - high throw frontal backbreaker b,f,f+P+G 70{75} Ht 20-140{151}-1 - / - / - - high throw tackle & grind b,df+P+G 25+30 Ht 21-107-1 - / - / - - high throw headbutt b,f+P+G 20 Ht 20-7-61 - / +2 / - - high throw (1) = 2nd headbutt f+P+G 16 Ht 20-14-65 - / +2 / - - = link (2) == 3rd headbutt f+P+G 32 Ht 20-50-1 - / - / - - == link (3) == knee smash b+P+G 20+20 Ht 10-93-1 - / - / - - == link (3) = knee smash b+P+G 20+20 Ht 10-91-1 - / - / - - = link (2) coconut crush P+G 20+30 Ht 15-116-1 - / - / - - high-side throw arm extension (b,f or f,b)+P+G 60 Ht 10-144-1 - / - / - - high-side throw backbreaker P+G 75{80} Ht 20-180{195}-1 - / - / - - high-back throw choke and swing b+P+G 80 Ht 10-257-1 - / - / - - high-back throw fireman's carry off the wall P+G 65 Ht 159-41-1 - / - / - - wall throw, opponent's back to wall fireman's carry into the wall P+G 70 Ht 138-92-1 - / - / - - wall throw, Jeffry's back to wall wall grind & knee db+P+G 20+20+5+5+5+5 Ht 38-162-1 - / - / - - wall throw, opponent's back to wall triple shoulder ram b,df+P+G 15+15+30 Ht 23-143-1 - / - / - - wall throw, opponent's back to wall iron claw d+P+K+G 50{45} Lt 20-179{177}-1 - / - / - - low throw power bomb df+P+K+G 70 Lt 20-139-1 - / - / - - low throw machine gun knee d,f+P+K+G 20+10+20+30 Lt 20-111-1 - / - / - - low throw headlock hammer P+K+G 70 Lt 10-105-1 - / - / - - low-side throw low backbreaker P+K+G 80{85} Lt 20-180{195}-1 - / - / - - low-back throw devil's claw (over the head) d+P+G 0 Gt 1-120-1/80 - / - / - - ground throw, re 80 if missed devil's claw (over the legs) d+P+G 0 Gt 1-109-1/80 - / - / - - ground throw, re 80 if missed POUNCES ------- stomp df+K 15 G 26-2-42 - / - / - - - stomach splash u+P 30 G 25-6-79/60 - / - / - - re 60 if hits jumping butt splash d,U+P 40 G 31-4-65/76 - / - / - - ground if missed, re 76 if hits RISING ATTACKS: IN-PLACE ------------------------ face up, feet towards K,K,K... 20 M / - 34-6-17/34 - / - / - Ht re 34 if blocked face up, feet towards delay K,K,K... 20 M / - 14-4-30/34 - / - / - Ht re 34 if blocked face up, feet towards D+K,K,K... 20 L / - 32-5-22/27 - / - / - Lt re 27 if blocked face up, feet towards delay D+K,K,K... 20 L / - 16-5-26/27 - / - / - Lt re 27 if blocked face up, head towards K,K,K... 20 M / - 34-2-21/37 - / - / - Ht re 37 if blocked face up, head towards delay K,K,K... 20 M / - 14-2-35/37 - / - / - Ht re 37 if blocked face up, head towards D+K,K,K... 20 L / - 34-4-21/27 - / - / - Lt re 27 if blocked face up, head towards delay D+K,K,K... 20 L / - 17-3-30/27 - / - / - Lt re 27 if blocked face down, feet towards K,K,K... 20 M / - 29-2-27/37 - / - / - Ht re 37 if blocked face down, feet towards delay K,K,K... 20 M / - 14-2-33/37 - / - / - Ht re 37 if blocked face down, feet towards D+K,K,K... 20 L / - 17-3-30/34 - / - / - Lt re 34 if blocked face down, feet towards delay D+K,K,K... 20 L / - 30-3-26/35 - / - / - Lt re 35 if blocked face down, head towards K,K,K... 20 M / - 36-3-22/37 - / - / - Ht re 37 if blocked face down, head towards delay K,K,K... 20 M / - 14-3-30/37 - / - / - Ht re 37 if blocked face down, head towards D+K,K,K... 20 L / - 34-2-31/37 - / - / - Lt re 37 if blocked face down, head towards delay D+K,K,K... 20 L / - 17-2-28/37 - / - / - Lt re 37 if blocked RISING ATTACKS: SIDE-ROLL ------------------------- face up, feet towards K,K,K... 20 M / - 14-4-30/34 - / - / - Ht re 34 if blocked face up, feet towards D+K,K,K... 20 L / - 16-5-26/27 - / - / - Lt re 27 if blocked face up, head towards K,K,K... 20 M / - 17-3-28/34 - / - / - Ht re 34 if blocked face up, head towards D+K,K,K... 20 L / - 17-3-30/27 - / - / - Lt re 27 if blocked face down, feet towards K,K,K... 20 M / - 14-2-33/37 - / - / - Ht re 37 if blocked face down, feet towards D+K,K,K... 20 L / - 17-3-30/35 - / - / - Lt re 35 if blocked face down, head towards K,K,K... 20 M / - 14-3-30/37 - / - / - Ht re 37 if blocked face down, head towards D+K,K,K... 20 L / - 17-2-28/37 - / - / - Lt re 37 if blocked RISING ATTACKS: FRONT-ROLL -------------------------- face up, feet towards K,K,K... 20 M / - 14-4-30/34 - / - / - Ht re 34 if blocked face up, feet towards D+K,K,K... 20 L / - 16-5-26/27 - / - / - Lt re 27 if blocked face up, head towards K,K,K... 20 M / - 14-2-35/34 - / - / - Ht re 34 if blocked face up, head towards D+K,K,K... 20 L / - 17-3-30/27 - / - / - Lt re 27 if blocked face down, feet towards K,K,K... 20 M / - 14-2-33/37 - / - / - Ht re 37 if blocked face down, feet towards D+K,K,K... 20 L / - 17-3-30/35 - / - / - Lt re 35 if blocked face down, head towards K,K,K... 20 M / - 14-3-30/37 - / - / - Ht re 37 if blocked face down, head towards D+K,K,K... 20 L / - 17-2-28/37 - / - / - Lt re 37 if blocked RISING ATTACKS: BACK-ROLL ------------------------- face up, feet towards K,K,K... 20 M / - 14-4-30/34 - / - / - Ht re 34 if blocked face up, feet towards D+K,K,K... 20 L / - 16-2-26/27 - / - / - Lt re 27 if blocked face up, head towards K,K,K... 20 M / - 19-2-35/34 - / - / - Ht re 34 if blocked face up, head towards D+K,K,K... 20 L / - 20-3-33/27 - / - / - Lt re 27 if blocked face down, feet towards K,K,K... 20 M / - 14-2-33/35 - / - / - Ht re 35 if blocked face down, feet towards D+K,K,K... 20 L / - 17-3-30/35 - / - / - Lt re 35 if blocked face down, head towards K,K,K... 20 M / - 14-3-30/37 - / - / - Ht re 37 if blocked e) KAGE-MARU =-=-=-=-=-=- Country: Japan Sex: Male Birthday: 1970.06.06 Blood Type: B Job: Ninja Hobby: Mahjong Fighting Style: Ju-Jutsu BASIC MOVES ----------- punch (B or F)+P 10 H / H*P 8-2-12 0 / +2 / +5 - - dodging punch P+E 14 H / H*P 12-2-17 -4 / -1 / +3 - - roundhouse I K 25 H / H*K 12-2-25 -2 / D / D - - roundhouse II F+K 25 H / H*K 14-2-23 -2 / D / D - - dodging kick K+E 25 H / H*K 14-2-23 -2 / D / D - - sidekick df+K 22 M / M*K 14-2-25 -6 / -3 / +1 - - sidekick (stagger) df+K 22 M / - 14-2-25 - / +4~+14 / - - - dodging sidekick df+K+E 22 M / M*K 14-2-26 -6 / D / D - - low punch I D+P 9 L / L*P 10-1-14 -2 / -1 / +2 - - low punch II d+P 11 L / L*P 16-1-14 -2 / 0 / +4 - - low kick d+K 14 L / L*K 16-1-24 -13 / -4 / +2 Lt - HOPPING MOVES ------------- hopping chop u+P 30 M / H*P 33-4-23 -6 / D / D - - hopping punch d,u,P 24 M / L*P 14-3-34 -7 / -4 / +1 - - van-halen kick u+K 20 M / - 10-2-34 -11 / D / D Ht - hopkick d,u,K asc. 20 M / - 10-2-13 -6 / +8 / +12 Ht - landing sweep d,u,K desc. 20 L / L*K 19-4-40 -20 / D / D Lt - JUMPING MOVES ------------- jumping hammer d,U,f+P 30 M / - 14-2-44 -21 / D / D Ht - take-off kick d,U+K 30 M / - 5-4-61 -62 / D / D Ht - in-air kick d,U,K asc. 30 M / - 10-2-28 - / D / D - - landing kick d,U,K desc. 30 M / - 11-5-11 +9 / D / D - - 2.5 roll & slam d,UF+K (far) 30 M / - 30-38-46 -21 / D / D Ht - jumping dropkick d,U,f+K 40 M / - 21-4-39 -18 / D / D Ht - backward dropkick d,U,b+K 40 M / - 12-4-44 -23 / D / D Bt - TURN-AROUND MOVES ----------------- TA punch b,b+P 17 H / - 13-2-16 -1 / +2 / +5 - - TA kick b,b+K 24 H / - 15-2-24 -3 / D / D - - TA slide kick b,b+K+G 12 L / - 21-2-24 -11 / D / D LBt - TURN-TOWARDS MOVES ------------------ TT punch P 12 H / H*P 10-2-19 -6 / -5 / -1 - - TT kick K 30 H / H*K 15-3-26 -2 / D / D - - TT low punch d+P 15 L / L*P 14-1-24 -13 / -6 / -2 Lt - TT reverse kickflip ub+K 40 M / - 26-5-26 -5 / D / D - - sky knee u+K 30 H / - 31-5-31/42 -24 / D / D Bt re 42 if blocked reverse kickflip uf+K 25 M / - 32-4-37/35 -32 / D / D Bt re 35 if blocked TT low kick D+K 30 L / L*K 16-2-37 -14 / D / D Lt - TT frankensteiner u+P+G 50 Ht 21-91-1/65 - / - / - - high throw, re 65 if missed SPECIAL MOVES ------------- punch-kick P,K 20 H / H*K 12-2-25 -1 / +3 / 0 - - double punch P,P 10 H / H*P 8-2-17 -6 / -6 / 0 - - triple punch P,P,P 12 H / H*P 9-2-18 -5 / -1 / 0 - - triple punch-heelkick P,P,P,K 30 M / M*K 16-2-35 -12 / D / D Ht - triple punch-backflip kick P,P,P,b+K or ub+K 20 M / kickflip 10-3-39 -22 / D / D Ht - double punch-kick P,P,K