======================================= VIRTUA FIGHTER 4: EVOLUTION (version B) GENERAL GUIDE & MOVELIST written by Wojciech Dworak (GLC) version 2.04 [19.02.2003] ======================================= 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. Copyright Wojciech Dworak, 2002-2003; all rights reserved. Other authors' material, when used, noted where applicable. To view this document, use a fixed-width font (like Courier), otherwise it will look crappy. ======== CONTENTS ======== 0. INTRODUCTION I. SYSTEM AND NOTATION a) Arcade Layout And General Information - Fighting Environment b) Motions Notation c) Movement d) Hit Levels - Strikes - Throws - Return Skills e) Move Execution Mechanics f) More On Throws g) Getting Up h) Damage And Counters i) Stuns, Staggers, Stumbles And Crumbles j) And Everything Else - Movelist Notes II. THE CHARACTERS a) Akira Yuki b) Aoi Umenokouji c) Brad Burns d) Goh Hinogami e) Jacky Bryant f) Jeffry McWild g) Kage-Maru h) Lau Chan i) Lei-Fei j) Lion Rafale k) Pai Chan l) Sarah Bryant m) Shun-Di n) Vanessa Lewis o) Wolf Hawkfield III. CREDITS =============== 0. INTRODUCTION =============== Evolution version B came up December 12, 2002 in Japan. The Playstation 2 release of the game is scheduled for March 13, 2003. Movelist stats are based on 1/60 website (http://www.dcn.ne.jp/~kazu68k/), English move names are half 'official' (as named by Sega/AM2) and half player created; as for now, new Evo moves are left with official japanese names (which are romanized in this document). IMPORTANT NOTE: SOME STATS ARE FROM VERSION A! I'm not accepting e-mail re: my FAQs - to contact me, private message GLC on VFDC messageboard at http://www.virtuafighter.com/versus/. ====================== I. SYSTEM AND NOTATION ====================== In the earlier versions of this FAQ there were two separate sections, one exclusively on notation (like a shorthand guide) and the second on the game system itself. I have been thinking of a better format, as within such a large document it's essential to provide 'tools' for finding your info fast. I don't think two separate sections are justified any more; you will find everything you need below. You may notice that some of the stuff has been copied off my VF4C FAQ; this is partly true. While not much stuff changed since version C, I tried to make the information easier to understand for VF newbies. Some subsections were written from scratch, others expanded/edited to meet Evo 'reality'. On the other hand, I tried to keep the system section as short as possible, the reason being the game system itself. You need to know EVERYTHING about the system, otherwise you will remain a scrub forever. This is a DEEP game, remember. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- a) Arcade Layout & General Information =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ub u uf [Start] \ | / \ | / b -- n -- f [P] [K] / | \ [G] / | \ db d df Character and stage select screens: | Akira | Pai | Lau | Wolf | Jeffry | Kage | Vanessa Goh | Sarah | Jacky | Shun | Lion | Aoi | Lei | Brad This is the official, original arcade machine layout. Reverse the directions for right side of the machine. Japanese sticks are usually square- or octagon-based, while the European and US ones may also be circle-based. The button layout maybe be reversed for your machine, especially for 2P side, making it "PKG" instead of "GPK". Press G or P or K to select your character; Start to select alternate outfit - if your opponent has already chosen that outfit, you're left with the other one. Costumes can be further altered by special vf.net options, and, as noted before, these are not available on export versions of VF4. You have 15 seconds to choose your character. It's not necessary to beat Dural to see the ending credits. As you can see, I've introduced some notation above; those stick directions and button presses. This and everything else you can come up against in the 'motions' section of the movelist is explained in the section below. Read it and memorize it - otherwise you WILL run into problems when reading the whole document! Fighting Environment -------------------- In Virtua Fighter 4, all stages are squared. Some stages are surrounded by walls, high or low; the walls are divided into sections. Most short walls can be destroyed one section at a time - if smashed, they stay that way until the end of match. Beginning of round: - the match is preceded by sweeping views of the arena, and the challenging character taunting the opponent, which can be chosen by pressing either G, P or K; this entire sequence can be cancelled to start the round more quickly, by pressing either start button. - before "Go!" is called, you cannot buffer any moves or stances in (unlike VF3). Means of winning the round: - opponent's vitality bar reaches 0. - opponent falls out of the ring (if both characters fall at the same time, the first one touching the round outside is the loser). - time runs out, in which case the player with most remaining stamina wins. - if there's a draw, both adversaries are awarded a round. If they are tied at the end of the final round, a sudden death round commences: both players get a single point of life on the life bar; the ring and time limit remain unchanged. If the sudden death match round ends in a draw, the player with the win streak will be given the win. If neither player has a win to his/her credit, then the 1P player will be awarded the victory. End of round: - if you win, the character is returned to the middle of the ring. - you can choose your winning pose by pressing P, K or G during replay. - by pressing P+K+G or P+K you can choose so-called "old winning pose for your character (new VF4 characters also have special P+K+G poses). Also, each character has a unique pose during the end of round "Continue?" countdown. =-=-=-=-=-=-=-=-=-= b) Motions Notation =-=-=-=-=-=-=-=-=-= As promised, here's a full list of notation used in 'motions' section of the movelists. + Execute simultaneously, used for joining commands. , Denotes a pause between separate motions. | Denotes a motion variant. Some moves can be performed in more than one way; if that's the case, it's denoted by that move's motions. Keep in mind that I will not list all the possible means of executing a move. P,K,G Press punch, kick or guard buttons, respectively. Buttons presses may be executed simultaneously with joystick directional inputs. b,d,f,u Enter back, down, forward or up on the stick; B,D,F,U hold direction if capitalized. db,df,ub,uf Down-back, down-forward, up-back and up-forward - diagonals. DB,DF,UB,UF again, hold if capitalized. n Denotes neutral input or no motion. It means you should either a) just stay there without doing anything (note: this includes guarding!) or b) let go the stick and buttons for a split second. BT Execute from back-turned position - that is, with opponent facing your back. See also: Special Stances (scroll down). FC Move must be executed from crouching position. FS Move must be executed from standing position; if a character is crouching, the move won't come out (instead, you'll end up doing something else or nothing). WS Move must be executed in the exact moment when you're standing up from crouch - such motion can also be listed using 'FC,n,X' (from crouching -> neutral -> input). asc,P / asc,K Execute while ascending into a hop (press P or K then). Other variants also possible. mid,P / mid,K Execute while in the middle of a hop. Other variants also possible. desc,P / desc,K Execute while descending from a hop (there's also a rather popular desc,d+K variant for some characters). x DP Shun requires so-called 'drinking points' to execute some special moves and throws - the notation above lists the minimum number of drinking points necessary for a move to come out. If you don't have enough DP, Shun will either a) do nothing, b) do a lesser version of the move, c) the move's properties change or d) do an entirely different move. back to wall Throw must be executed with your character's back at the wall. facing wall Throw must be executed with your opponent's back to wall - therefore your character must be facing the wall. side Execute the throw from the side of the opponent; right-side and left-side notation is used when either a) the type of a side throw depends on which side you're on or b) it's the same throw but its properties change. back Execute the throw from the side of the opponent. on guard All those to refer hit throws. You can execute those throws if on hit the move is a) guarded against, b) hits normally or as mC, or on MC c) major counters (interrupts). A technical term needs to be introduced here - stance. In general meaning, it's characters' feet alignment in relation to each other. There are two types of regular stance: closed stance: open stance: Player 1 Player 2 Player 1 Player 2 -------- -------- -------- -------- left right left right right left right left With 'left' and 'right' denoting respective limbs. If a character gets knocked down, he/she retains the last stance. All characters except Lion possess a special stance, here's a rundown of those: Akira BS : backstep stance (cannot be held) Aoi YY : yin-yang stance (can be held) Brad CT : catch position (cannot be held) DK : ducking (cannot be held) SB : sway back (cannot be held) SR : slipping right (cannot be held) SL : slipping left (cannot be held) Goh TS : tsukami stance (cannot be held) Jacky SH : slide shuffle (cannot be held) Jeffry TH : threat stance (cannot be held) Kage JM : jumonji stance (can be held) Lau TG : tiger stance (can be held) Lei BO : bokutai stance (cannot be held) DM : defeat/miss system (can be held) EV : evade stance (can be held) IN : independent system (can be held) TG : tiger stance (can be held) Pai CE : circular evade (can be held) SW : sway step (cannot be held) Sarah FL : flamingo stance (can be held) Shun DR : drunken stance (cannot be held) HS : handstand position (can be held) LD : lying position (can be held) ST : sitting position (can be held) Vanessa DS : defensive style (can be held) OS : offensive style (can be held) TK : takedown position (cannot be held) Wolf RR : roar (cannot be held) The means of getting into stance are listed in the movelists (there are usually a few possibilities for each stance). Some stances can be held indefinitely, some only last for a definite time; look for details in the movelist section. =-=-=-=-=-= c) Movement =-=-=-=-=-= In VF4:E, you can walk around the ring freely, with your opponent being a sort of "center point". Besides simple walking around, there are several move patterns: - step forward/backward: f / b - inch forward/backward: F / B - dash forward/backward: f,f / b,b - crouch dash forward: df,DF / df,d,DF / f,d,DF / FC,DF - crouch dash backward: db,DB / db,d,DB / b,d,DB / FC,DB - run: f,F - hop: u,hold P / u,hold K (uf / ub) - there are no high jumps except for Pai's and Kage's specials, and jumping pounces that hit standing opponents - dodge into screen: ub / u / uf - dodge out of screen: db / d / df - instant stand-up from crouching: buffer f,f / b,b - instant crouch from standing: buffer df,df / db,db (there are also other methods, like df,d,df etc.) There are also special moves like evades, somersaults etc. - covered in details in movelist section. Movement notes: - a character is considered a standing non-defender during dashes, runs and dodges, and a crouching non-defender during crouch dashes. - dashes and runs can be cancelled by any button/stick input. - dodges require you to return the stick to neutral. - the above can be cancelled by crouch dashes or special evade moves. - dodges have more distance if executed simultaneously with opponent's attack, i.e., a "MC dodge" or "MC evade"; the dodging character can also emit a yell, or the dodge can be accompanied with a special sound effect. While you are back turned: - tapping or holding G / b / db / ub will make you turn around. - you may only walk (inch) away from the opponent by pressing forward on the stick, or walk in any direction away from the opponent by initiating 8-way walk. - backdashes and backward crouch dashes (toward opponent) can only be buffered in during TA moves, moves executed while back-turned, and preceeding backdashes. Executing moves like Kage's backturned ub+K or back-turned dash requires you to enter the motions the moment you've turned away - otherwise, no move will come out (you'll just turn towards your opponent, rather slowly.) =-=-=-=-=-=-= d) Hit Levels =-=-=-=-=-=-= To execute a move, input the correct motions on your controls. Unlike in games like Tekken, you can't do things like P,P+K by pressing P and then adding K. You must release the first button. To block moves, just hold G (press/hold d+G to block low-level moves). There is no guard damage in this game. Note that throws cannot be guarded against. Strikes ------- For non-throw moves, there are 4 main hit levels in the game: HIGH (abbreviated 'H') - Opponent Standing, non-guarding: hits - Opponent Standing, guard: blocked - Opponent Crouching, no guard: goes over opponent's head - Opponent Crouching, guard: goes over opponent's head - Opponent Lying down: goes over opponent's body - Opponent Bouncing: usually misses but rarely some moves hit MID (abbreviated 'M') - Opponent Standing, non-guarding: hits - Opponent Standing, guard: blocked - Opponent Crouching, no guard: hits - Opponent Crouching, guard: hits - Opponent Lying down: goes over opponent's body - Opponent Bouncing: usually misses but some moves hit LOW (abbreviated 'L') - Opponent Standing, non-guarding: hits - Opponent Standing, guard: hits - Opponent Crouching, no guard: hits - Opponent Crouching, guard: blocked - Opponent Lying down: usually misses but some moves hit - Opponent Bouncing: usually hits hit but some moves miss * GROUND (abbreviated G) - Opponent Standing, non-guarding: hits - Opponent Standing, guard: blocked - Opponent Crouching, no guard: hits - Opponent Crouching, guard: hits - Opponent Lying down: hits - Opponent Bouncing: hits We also distinguish the following variants: * Special High (abbreviated H*) - Hits hits but cannot be interruped by low level attacks in hit phase. * Special Mid (abbreviated M*) - Hits mid but does no damage to crouching, guarding character and forces the opponent to stand. * Special Low (abbreviated L*) - Hits low but can be guarded by a standing character. Note that there is no 'Special Ground' level. You cannot execute ground-type attacks if your opponent is not lying down, falling down or in recovery phase of a so-called 'sacrifice' move (like Shun's db+K,G). Throws ------ We also distinguish a few types of throws, both level- and execution type-wise: HIGH THROW (abbreviated 'Ht') - Opponent Standing: hits - Opponent Crouching: whiffed - Opponent Lying Down: whiffed - Opponent Bouncing: whiffed LOW THROW (abbreviated 'Lt') - Opponent Standing: whiffed - Opponent Crouching: hits - Opponent Lying Down: whiffed - Opponent Bouncing: whiffed GROUND THROW (abbreviated 'Gt') - Opponent Standing: whiffed - Opponent Crouching: whiffed - Opponent Lying Down: hits - Opponent Bouncing: sometimes hits (very low to the ground) CATCH THROW (abbreviated 'Ct') A throw that has longer than normal execution time (more than 8 frames). Such throw can be interruped by any moves that's quick enough, a quicker throws and you can also crouch under it (all catch throws are HIGH mechanics-wise). SPECIAL CATCH THROW (abbreviated 'Ct*') A very distinctive type of catch throw; it still hits HIGH but it also 'catches' low-level moves that opponent's may attempt to do. HIT THROW (abbreviated 'Hit') A link throw done after a move within one sequence. These throws cannot be escaped from. WALL THROW (abbreviated 'Wt') A variant of specific throws that changes animation and/or properties, damage etc. when executed near a wall; exact positioning is listed besides wall throws in movelists. All wall throws in VF4E are HIGH throws. Return Skills ------------- So we're left with reversals, inashi and sabaki. All the above are called 'return skills' (japanese term). They come into effect when an opposing character is executing a move. As a result of performing a reversal, his move is swept aside and your opponent is directly damaged. Reversals aren't moves on their own - if you miss it (eg. due to range, or simply input the wrong one), you get a missed animation; if you get hit while that animation's still on, that hit counts as minor counter. Inashi also isn't a move (missed animation!). It's a bit different than reversal, since it doesn't damage the opponent; it only sets him up for other type of punishment - in that field inashi moves are similar to stumble throws. Sabaki is a new technique introduced in VF4 - it wasn't present in previous versions. Some of the VF moves now have sabaki characteristics - it means that they're able to sweep opponent's attack away while damaging him. Since sabaki are also special moves, there's no missed animation. In other words, sabaki have the highest priority against certain types of moves. Reversal, inashi and sabaki levels correspond to move hit levels. You can only reverse strike attacks - throws cannot be reversed (although the term 'throw reversal' is sometimes used to denote a throw escape). Example: HP : high-level punch (the reversal/inashi/sabaki counters a high-level punch type of move.) The full list: HP : high-level punch HE : high-level elbow HK : high-level kick HCR : high-level crescent MP : mid-level punch MK : mid-level kick SK : mid-level sidekick EL : mid-level elbow KN : mid-level knee MCR : mid-level crescent SM : mid-level somersault LP : low-level punch LK : low-level kick LCR : low-level crescent GP : ground-level punch GK : ground-level kick New reversal types introduced in VF4: Evolution (there weren't reversals of those types in version C of VF4 and earlier on): HDP : high-level double-handed strike MDP : mid-level double-handed strike HDK : high-level double-legged strike MDK : mid-level double-legged strike LDK : low-level double-legged strike MHD : mid-level head strike LHD : mid-level head strike SH : mid-level shoulder strike BK : mid-level back strike =-=-=-=-=-=-=-=-=-=-=-=-= e) Move Execution Tidbits =-=-=-=-=-=-=-=-=-=-=-=-= You cannot execute anything while holding guard, but you can buffer some motions in. There are two types of buffering: while guarding -------------- Input the whole sequence while holding guard but left the last motion out, for instance: * Akira, super dashing elbow: press & hold G, input f,f, let go of G and input f+P without delay, * Lion, face grab throw: press & hold G, input f,df,d,db, release G and input b+P+G; You cannot buffer the whole sequences! The last motion MUST be entered without guard. There are a few exceptions to this rule; some things can be buffered completely: * dashes: press & hold G, f,f or b,b, release G; * crouch dashes: ditto, just use any of crouch dash motions instead of f,f/b,b; You can't buffer the following at all: * evades/dodges/sidesteps; * hops/jumps; * single-motion moves: P, K, f+P, d+P etc. * single-motion throws: P+G, f+P+G etc. while in recovery or stun ------------------------- This type of buffering offers greater possibilities, since you can buffer whole sequences in after letting go of guard button - you can do that as long as the block sound comes out. special case: turning around, dodging while backturned ------------------------------------------------------ Usually, you can't execute moves with your back to opponent (any move input will make you do a turn-towards attack, with slight exceptions), nor buffer anything while holding G (you'll just TT after pressing G). But there's a possibility of executing an attack right after you've turned away - just enter the motions without any delay. Same applies to back-turned dodge. You can turn away by executing an appropriate TA move, or by being hit while executing some moves (eg. Jeffry's run,K+G). special case: rising attacks ---------------------------- One press of K or d+K, in any point of a roll, is enough to execute an appropriate rising attack (regardless of widely used notation). If a rising attack that can be delayed, press K or d+K in the first few frames of a roll to execute it without delay. Almost all the moves that do not require stick motions can be performed while holding forward or back on the joystick; all exceptions are noted - the same applies to executing attacks from crouching position. Some attacks that require a "d" motion can be executed from crouching position by holding the stick and pressing appropriate buttons. When executing a move in a juggle, and motion doubles as stomp, hold the direction before inputting P or K, otherwise standing pounce will come out. Phases of a move in VF: - initiation (ini): input motions, nothing comes out on the screen yet - this is a fairly abstract phase; however it's important nonetheless, because this phase can be cancelled by tapping G before the execution phase begins. - execution (ex): after the motions are entered, a move takes some time before it collides with opponent; this is called execution phase. It determines the move's attack speed. - collision/coverage (co): polygon collision detection takes place at this point, as well as the application of damage (there are exceptions to this, read on). - recovery (re): after the collision phase ends, the character can't just snap back into ready state; it takes a number of frames to reach it. The recovery time determines the rest of move's properties, like counterability, etc. You might as well omit the first phase, at least for practical reference. Only the three main ones, ex-co-re, are important during actual gameplay. Damage is usually applied in the moment of move's collision detection; however, in case of some arts, damage isn't dealt until character's body hits the ground, wall or area outside the ring. Frame data in movelists ----------------------- x-x-x/x/x Ex-Co-Re1/Re2/Re3 _ A break between separate hits of one move. -x / +x Frame disadvantage or advantage for the character executing a move. D Move knocks down in given situation. xKD Move causes kuzure down, refer to that move's notes for details. There are three types of such knockdown: * HKD : head kuzure down * SKD : stomach kuzure down * FKD : feet kuzure down * VKD : vital area kuzure down =-=-=-=-=-=-=-=-= f) More On Throws =-=-=-=-=-=-=-=-= To throw, you must be close to your opponent. If you enter the throw motions while not in range (or eg. opponent crouched under your high throw), you get a whiffed throw animation. Throwing is usually easier in closed stance. Types of throwing techniques: - High throws (Ht): requires opponent to be standing; all high throws end with P+G and are escapable, including side- and wall- throws. Wall throws are possible on both low and high walls. Back throws were made inescapable in VF4 version B - this property was preserved in C and Evolution. - Low throws (Lt): requires opponent to be crouching; all low throws (Lt) end with P+K+G and are escapable, including side- throws. - Ground throw (Gt): requires opponent to be lying on ground; ground throws end with P+G and escapable normally, but see the note of multiple ground throw escapes. - Hit throws (Hit): these arts are executed after connecting a special attack on your opponent; all hit throws are high throws, and most are not escapable. Special Shun note: he cannot be high thrown while in handstand (HS) position, low thrown while sitting down (ST), or ground thrown in lying down (LD) position. Also, pressing guard on itself makes your character align to opponent (if you're in a middle of tech roll, pressing G will make opponent's attacks track you). Additional throw properties: - side: you must be at opponent's side, more than 30 degrees off axis. Sometimes left and right side throws differ in either stats or animation. - back: you must be at opponent's back. - catch: throws with longer execution time and a unique animation; catch throws are not escapable. Most will only work on opponent's front, however some catch throws can work as back catch throws (it's denoted in movelists). - wall: you must be within +/- 30 degrees to wall in order for the throw to come out (positioning requirements vary, refer to movelist for details). You cannot throw when: - opponent is knocked down (exception: Aoi's, Jeffry's and Wolf's ground level throws), - opponent is falling down (exception: some kuzure down situations, see Section F for explanation on what KD is), - opponent is juggled (floated), - opponent is executing a move (there are exceptions to this rule, as some throws are capable of interrupting moves, and some moves are vulnerable to throws; check the character movelists for details), - opponent is hopping, - opponent is staggered or stumbled, either after staggering/stumbling moves, hitting the wall, stepping on ring edge (though you can throw just as the special animation ends) or being KOed by specific moves while on the ground. If opponent is back-turned, crouching or not, he/she can't be thrown by normal means, even by stuff like surprise exchange type throws or Pai's f+P+K+G (cartwheel). Only usual back throws and low back throws come into effect. The only exception is Kage's f+P+G throw, which works regardless of position (front, side or back). Throws can be escaped by entering the last motions of the technique within 10 frames of opponent's throw coming into execution (after he finishes his throw motion input AND execution phase ends!) Therefore, to escape: * regular, simple-input P+G throws, enter P+G; * so-called complex throws, with x+P+G input (all throws besides "pure" P+G fall into that category), enter the last motion of the throw; that would be f+P+G for: f+P+G / b,f+P+G / b,db,d,df,f+P+G, and so on and so forth. * ditto for low throws, enter the last motion (eg. df+P+K+G to escape Jeffry's power bomb). The situation after a throw escape is usually advantageous to the escapee but refer to appendix a) for complete stats on throw escapes. It's possible to enter as many throw escapes as you can within 10 frames (usually, a triple is max humanly possible), for instance, P+G,b+P+G,f+P+G will escape Kage's both TFT and SE throws, and his regular throw. Peculiarities: * you can mix low and high throw escapes - in version C, only ONE low throw escape could be entered in a sequence; it's no longer the case, you can enter multiple low throw escapes now. * within a throw combo (like Aoi's b,db,d,df,f+P+G -> b,d+P+G -> u,d+P+G), you are allowed to enter ONE escape - if you enter more, and they're all in correct frame windows, the last one comes into effect; * you are allowed to enter only ONE ground throw escape, if you enter d+P+G and df+P+G to escape Wolf's pickup, you will get thrown. =-=-=-=-=-=-= g) Getting Up =-=-=-=-=-=-= After being knocked down, there are several ways of getting up: - tapping P+G,P+G,P+G... (or P,G,P,G,P,G...) will make you stand up in place, you can also use P,P,P... however it's much slower. You can double P+G and x+P+G getting up technique as ground throw escape. - tapping u,u,u and P,P,P... will make you do a handspring (kip up). - tapping u,u,u and G,G,G... will make you roll into screen. - tapping d,d,d and G,G,G... will make you roll out of screen. - tap b,b,b and G,G,G for backward roll. Tapping P,P,P with other motions will make you rise faster; if you add K, the character will execute the appropriate rising attack (which can be delayed a certain amount of time.) If you're floated and execute a proper motion just before touching the ground, you can perform quick rises and tech rolls (instant recovery - IR, aka fast get-up techniques): - P+K+G for an instant handspring (quick rise: QR). - u+P+K+G for an instant roll into screen and d+P+K+G - out of screen (tech roll: TR). QR/TR techniques have special properties, specifically: - you cannot TR towards or away from your opponent's position. - in case of QR, you are still vulnerable to ground attacks up to a certain point. Past this point, near the end of the QR animation, at the end of the kip, you are considered a standing non-defender. - after performing a TR, you are still vulnerable to ground attacks up to a certain point. Past this point, near the end of the roll, you are considered a crouching non-defender. Furthermore, if you hold G during the TR, your opponent's attacks will track you. - if you've knocked your opponent down and he/she TRs, pressing G will make you align with his/her character. - if the character tries to TR while face down, head towards, attacks can interrupt the character and will leave him/her back-turned. - if the character tries to QR while face down, head away, attacks can interrupt the character and will leave him/her back-turned. You cannot TR/QR when: - after hitting a wall hard, i.e., bouncing off the wall (after being hit with an attack that does 21 points of damage or more). If you hit or nudge the wall lightly you can QR/TR normally, but not if you hit the wall hard; the visual effect is similar to that of being glued to or bouncing off the wall. - after any crumble knockdown, flop or slam knockdowns; this is very important, and moves that do this are noted in the movelist. - after most throws; however there are some important exceptions. Check the movelist for details. If you don't decide to QR/TR, you may perform a rising attack. All rising attacks are kicks, and their type depends on the knockdown position. Delayable rising attacks can be performed in-place, after siderolling or backrolling. Note: as an exception, it is possible to reverse some two-footed rising attacks. =-=-=-=-=-=-=-=-=-=-=- h) Damage And Counters =-=-=-=-=-=-=-=-=-=-=- Almost all the moves in VF4 do some damage. Damage is measured in points, and sometimes (indirectly) as percentage of lifebar (such notation usually occurs in combo lists). Damage is scaled in juggle combos by the rules below: - opponent is juggled in the air and is defenseless, - opponent is hit while hopping or jump pouncing, - opponent is hit by non-struggable, non-avoidable attack (ground attacks and pounces also fall to this category but they must be technically guaranteed), - if a player doesn't QR/TR from non-guaranteed sequence. Damage does NOT scale when: - the opponent is hit by juggling move (combo damage begins to scale AFTER that hit), - whole combo occurs on the ground (opponent isn't knocked off his feet), - the 'combo' is not guaranteed. Some moves have built-in 50% damage penalty when they're used on knockdowned opponents (does not apply to pounces). More on damage scaling in Nutlog's FAQ - refer to that document for exact numbers and exceptions to the above rules. There are two types of counters (don't mistake them with reversals, discussed in the next section): - major counter (abbr. MC): hitting an opponent while he's in the execution phase of a move. Generally, you cannot throw as MC (but check the throwing section). Major counters are represented by small yellow flashes on the characters at the time of the hit. - minor counter (abbr. mC): hitting an opponent while he's in the recovery phase of a move or inside whiffed throw/reversal animation. You can throw as mC, it's even encouraged. Move damage increases with counter hits: +50% of base damage of attacking move on MC, and +25% of base damage of attacking move on mC. There is no damage bonus for mC throws. Damage is always rounded down in case of fractions. If a character is KOed by low-damaging move, he/she doesn't fall to the ground immediately - after "KO!" is called, he/she can be hit again, floated, thrown etc. Every character has their own RO-behaviour style; it's usually rather humorous. Damage in movelists ------------------- Damage inflicted by respective attacks, in points. A "0" means that a move connects with opponent but does no damage, while a "-" means damage isn't applicable in such case. x+x Damage within the same move/throw. x~x Denotes damage range, in case of charge- and range-dependant moves. x,x Damage of separate elements of a sequence. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= i) Stuns, Staggers, Stumbles And Crumbles =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= When a character is hit, he/she enters the phase knows as "stun" (also called "hitstun"). Most stuns have a distinctive animation; the character usually will show a certain reaction to being hit, and/or freeze in place for a time. Usually you may buffer any moves freely while stunned, the same as general rules allow. Certain special situations and animations exist after a character is struck by a particular move and/or while in a particular state. While there are quite a few special animations, only the most important are noted: * Stagger: staggers generally look like the character is about to slip and fall down. During a stagger a character is considered a 'standing non-defender' (check the "Executing Moves" section for details). You can struggle out of stagger (and therefore reduce the period of defenselesness) by wiggling the stick and pressing buttons in rapid motion. You can also be staggered when back-turned, usually under the same rules as when facing the opponent. * Stumble: very similar to the above; the character falls to the ground for a few frames and is helpless for a short period of time. That window can be further reduced by struggling. Stumbles are produced by tsukame throws and some special strike attacks. * Crumble: a translation of the Japanese term "kuzure down". The character will collapse in a special manner. There are three types of crumbling animations, which all appear similar but have different properties: - stomach crumble: the character holds his/her gut and falls face down and head towards the opponent. During the initial frames of the stomach crumble the character is vulnerable to low throws, as well as most strike attacks and pounces. - foot crumble: the character loses his footing, collapses and rolls onto his/her back before landing face up head towards the opponent. The character is not vulnerable to low throws but is vulnerable to most strike attacks and pounces. - head crumble: similar in appearance to the stomach crumble, but slightly slower and perhaps more dramatic. The character will snap back, waver and then fall face down head toward the opponent, vulnerable to most strike attacks and pounces. The character cannot be low thrown. - back crumble: the opponent arches their back and drops to his knees. The character cannot TR/QR after any crumble knockdown, and the character is vulnerable to ground throws after he has fallen. * Flop: the character is whacked end-over and his/her legs flop up in the air as he/she lands. The character cannot TR/QR and is vulnerable to pounces, ground throws, and many strike attacks. * Slam: the character is slammed hard, flat into to the ground; you can QR/TR, though it's sometimes very hard to do - as you can't buffer the QR/TR before a hit (take Kage's f+K+G as an example). It should be noted that the vast majority of Flop moves will also Slam the opponent if it connects in an air float. * Side knockdown: an attack that knocks the opponent to the side. He recovers in FD/HT position, with no QR/TR possibility. * Head Over Heels: an attack which sends the opponent flying backward, head over heels. Recovers in FD/HT, no QR/TR possibility. Many normal stun animations appear similar to stagger animations which can be struggled out of. It must be known that if there is any possibility of being able to reduce rigour time, a small animated stick appears in the upper-corner of the screen (on the side of character capable of doing so). At first the stick is green, which means the system won't accept any input towards reducing stagger/stumble time. This is basically to let you know that you will be able to struggle out of a stagger. When it turns red, you may begin to struggle. Also, the hit flash for a move that has produced a struggle-able stagger is red. During stagger or stumble, you cannot buffer any moves in. Lastly, some moves that normally knock down will only stun a back- or side-facing opponent. =-=-=-=-=-=-=-=-=-=-=- j) And Everything Else =-=-=-=-=-=-=-=-=-=-=- Stuff that didn't fit into any of the other sections. Oh yeah, and also a description of movelist notes. < Special Shun feature: drinking > Shun has a unique ability of increasing the damage inflicted. For each drinking point earned, damage is increased 1%, with 40% (40 drinking points) being the maximum; while calculating, remember damage is always rounded down. The movelist lists the detailed ways of gaining DPs (look below); keep in mind that Shun can be sobered after being hit with certain attacks - those are listed in each character's section. There are also other effects, mainly the result of damage increase - attacks that normally stun begin to knock down, etc. - more info on this later. Some of Shun's attacks make him sacrifice some of his drinking points. When Shun is sobered or sacrifices his DP, n * 10% of points is deducted, rounded down. Movelist Notes -------------- * drink +x DP Shun gains x drinking points after hitting with the move. Shun will not drink if the move is blocked or if the throw is escaped. * sober -x DP Shun loses x * 10% (rounded down) drinking points after the move connects (if noted at every move of a string, it doesn't mean that the combo takes away the sum of those DPs). * sacrifice x DP Shun sacrifices a number of his drinking points to perform a respective move. Uses the same formula as sober. * chargeable Hold the last button press to perform a charged version of the attack. The fully charged attack will crush opponent's guard (will stagger opponent without any damage). * G-cancel Move can be guard-cancelled while in execution; after-cancel effects vary from move to move, check the movelists for details. The default result is character returning to normal stance. * ground The character is on the ground after executing the move. * force crouch Respective move makes opponent crouch when it hits. * sabaki vs. x Denotes a sabaki, a new return skill in VF4. * to xx Character enters a special stance after executing the move and usually gains new characteristics and move systems - refer to respective movelists and stances section for further details. * exits xx After performing the move, character exits the respective stance/system and return to normal stance. If there is no "exit" or "to" notice, then the characters will stay in the respective stance. * continue with Px sequence The move can be chained to one of the character's punch strings (the ones that start with regular P); refer to respective special moves section. * flop ; slam ; head over heels Denotes that the moves causes a special animation when it connects under a certain condition; consult the system section for more details. * crouch stagger on guard and/or hit The move will stagger crouchers instead of knocking them down. * guard stagger Move causes a special stagger even if it's blocked. Fully charged special moves will usually remove opponent's guard. * evade to opponent's back * evade to opponent's front * cannot be evaded For half-spinning attacks , evades must be made either to opponent's leading foot ('back') or rear foot ('front'). Full-spinning (circular) attacks cannot be evaded by normal means at all ('cannot be evaded'), exception: some character-unique dodging moves. If no note is given, the move can be evaded to either way. Other, more descriptive notes, can also occur - it would be useless to repeat that stuff here. ================== II. THE CHARACTERS ================== The place for movelists of Virtua Fighter 4: Evolution characters and character data. Movelist template: ------------------ SPECIAL MOVES: > 1 [2] 3 4 / 5 6 7 8 9 10 THROWS/REVERSALS: > 1 [2] 4 6 7 8a 9 10 Examples: --------- > overhead smash b,df+P M / MP 25 24-2-50/50/50 0 / +2 / +2 / +13 [b,df+P](19) +2 on crouch guard > reaping throw and punches P+G Ht 35 8-4-36 D / -6 1. MOVE NAME Official move names or created by players / widely used in VF community. 2. ABBREVIATION Players tend to use abbreviations when talking/writing about the moves; I've listed those that are most commonly used. You may come up against other acronyms too - if they're not included here, please refer to my abbreviation guide, also available on GameFAQs.com (since I've stopped updating it, you will not find Evo-specific acronyms there, though). 3. MOTIONS Shortened description on how to execute the move - refer to Notation and Game System sections for explanation of the notation used. 4. HIT LEVEL The level a move or throw hits at. Notation differs for throws. 5. REVERSAL LEVEL The level a move is reversed / inashi'd / sabaki'd at. 6. DAMAGE In points, not the percentage of lifebar (standard lifebar is 200 points). 7. EXECUTION-COLLISION-RECOVERY MISSED/RECOVERY GUARDED/RECOVERY IF HIT Move's execution stat, collision (coverage), recovery if the move is a) missed (whiffed), b) guarded by the opponent and c) if it hits normally. 8. GUARDED / REGULAR HIT / MINOR COUNTER / MAJOR COUNTER Frame advantage/disadvantage when the character's move is a) guarded by the opponent, b) hits normally, c) hits as minor counter and d) hits as major counter (interrupts); respectively. 8a. EXECUTED SUCCESSFULLY / ESCAPED (throws, 1st element only for reversals) Frame advantage/disadvantage when the throw/reversal is executed (throws can also be whiffed). 9. FRAME NOTES Time in frames allowed for motions; plus anything that doesn't fit into any of pre-defined sections in each move's description. Example: Akira's double palm - FC[b,f+P](10)(19) * Assume FC position; * (10) frames allowed for the [b,f+P] part; * (19) frames allowed for the whole sequence; 10. OTHER NOTES Anything else there is to a respective move. =-=-=-=-=-=-= a) AKIRA YUKI =-=-=-=-=-=-= Attacks ------- > punch P H / HP 12 12-2-24/24/24 +1 / +5 / +5 / +8 > double punch P,P M / MP 12 13-2-40/40/36 -10 / -1 / ? / +3 P(23)P > punch, kick P,K H / HK 20 12-2-39/39/39 -2 / +2 / +2 / D P(23)K, G-cancel P(23)K(10)G evade to opponent's back > low punch d+P L* / LP 9 12-1-29/27/27 -4 / +3 / +3 / +5 > mid punch FS,f+P M / MP 19 16-2-41/41/41 -3 / +3 / +3 / +5 FS,f(5)P crouch stagger on guard/hit > mid punch, backstep FS,f+P,b - / - - 16-2-45/45/45 -7 / -1 / -1 / +1 FS,f(5)P(20)b to BS, crouch stagger on guard/hit > dashing elbow [DE] f,f+P M / EL 20 14-2-38/38/36 -3 / +2 / +2 / D f(12)f(9)P crouch stagger on guard/hit > super dashing elbow [SDE] f,f,f+P M / EL 20 14-2-42/42/36 -6 / D / D / D f(12)f(10)f(9)P crouch stagger on guard/hit > single palm [SgPm] FC,f+P M* / MP 22~30 16-2-46/46/43 -10 / +4 / +4 / +8 FC[f+P](5) > single palm, dashing elbow FC,f+P,P M / EL 20 20-?-46/46/46 -4 / D / D / D FC[f+P](5)(5)P > overhead double palm d,db,b+P M / DP 23 24-5-55/55/48 -9 / D / D / D [d,db,b+P](24) > standing palm b,f+P H / HP 25 14-2-36/36/36 +1 / D / D / D [b,f+P](19) > double palm [DbPm] FC,b,f+P M / DP 30 12-3-50/50/46 -14 / D / D / D [FC[b,f+P](10)](19) > overhead smash b,df+P M / MP 25 24-2-50/50/50 0 / +2 / +2 / +13 [b,df+P](19) +2 on crouch guard > youhou df,df+P M / MP 30 18-2-51/51/42 -12 / D / D / D df(18)df+P > roundhouse K H / HK 25 14-2-41/41/41 -1 / D / D / D G-cancel K(12)G evade to opponent's back > roundhouse F+K H / HK 25 16-2-40/40/40 -4 / D / D / D G-cancel F+K(14)G evade to opponent's back > shin kick d+K L / LK 14 ? ? > low kick D+K | db+K L / LK 10 ? ? > single jumping kick [SJK] f,f+K M / MK 20 14-5-52/52/52 -15 / D / D / D f(12)f(9)K > double jumping kick [DJK] f,f+K,K M / MK 22 11-4-57/57/57 -26 / D / D / D f(12)f(9)K(24)K > side kick df+K M / SK 24 16-2-43/43/43 -5 / 0 / +5 / +8 df(1)K crouch stagger on guard/hit > shoulder ram [Shrm] FC,f+P+K M / SH 28 16-2-50/50/42 -13 / D / D / D FC[f+P+K](6) > double fisted strike [DFS] b,f+P+K M / DP 25 18~39-2-47~68/47~68/47~68 -3 / D / D / D [b,f+P+K](19) chargeable, evade to opponent's back > double fisted strike [DFS] - max charge b,f+P+K M / DP 45 49-2-78/78/78 +12~+46 / D / D / D [b,f+P+K](19) - hold P+K for up to 31 frames guard stagger, evade to opponent's back > body check [BC] b,f,f+P+K M / BK 65 13-2-63/63/63 -24 / D / D / D [b,f,f+P+K](27) > low backfist [LBF] FS,df+P+K L / LP 21 26-2-50/50/50 -4 / +3 / +3 / D FS[df+P+K](6) > zanshu K+G M / KN 18 17-4-46/46/46 -7 / -1 / -1 / D crouch stagger on guard/hit > youshisaiken K+G,P M / SH 20 18-6-55/55/55 -14 / D / D / D K+G(24)P > knee K+G M / KN 30 17-3-50/50/44 -10 / D / D / D hold G for only one frame > crumbling hand df+P+K+G M / MP 15 19-3-46/46/46 -6 / 0 / 0 / +3 df(7)P+K+G +1 on crouch guard/hit, sabaki vs. HP/LP frames 8-16 > crumbling hand, elbow df+P+K+G,P M / EL 20 20-4-55/55/44 -14 / D / D / D df(7)P+K+G(20)P > break guard d+P+K+G M / EL 5 15-3-38/38/38 +9~+18 / -11 / -12 / -12 > break stance f+P+K+G H / HP 5 12-3-40/28/28 +15~+24 / -4 / -4 / -3 f(8)P+K+G > power fist b,f+P+K+G M / MP 28 23-3-60/60/54 -16 / D / D / D [b,f+P+K+G](20) evade to opponent's back > evading body check d | u,P+K+G M / SH 20 19-2-58/58/58 -16 / D / D / D evade to opponent's front > stun palm P+K+G M / MP 18 20-1-57/57/53 -15 / -11 / -8 / -4 > stun palm, reverse body check [2/3 SPoD] P+K+G,b,df+P+G - / - 22 - - / - / - / - P+K+G(19)[b,df+P+G](13) > stun palm, reverse body check, double palm [SPoD/AS] P+K+G,b,df+P+G,d,f | b+P - / - 27 - - / - / - / - P+K+G(19)[b,df+P+G](13)(36)b+P > dragon lance df+K+G M / MK 19 16-1-44/44/44 -6 / -4 / -4 / +2 df(6)K+G > dragon lance, dashing elbow [2/3 DLC] df+K+G,f+P M / EL 19 20-1-53/53/50 -13 / -4 / -4 / 0 df(6)K+G(16)f(9)P > dragon lance, dashing elbow, dodge df+K+G,f+P,d | u - / - - 20-1-45/45/45 -5 / +1 / +1 / +5 df(6)K+G(16)f(9)P,d | u > dragon lance, dashing elbow, body check [DLC/AS2] df+K+G,f+P,b,f,f+P+K M / BK 30 13-2-56/53/53 -17 / D / D / D df(6)K+G(16)f(9)P[b,f,f+P+K](27) > axe blade d+K+G L* / LK 10 16-2-45/45/45 -17 / -13 / -12 / -9 > axe blade, shot knee d+K+G,f+K M / KN 10 21-2-56/56/56 -17 / -17 / -17 / -15 d+K+G(17)f(7)K > axe blade, shot knee, overhead smash [AS3] d+K+G,f+K,b,f+P M / MP 15 14-2-46/45/40 -16 / -2 / -2 / -1 d+K+G(17)f(7)K[b,f+P](19) > backstep stance db+P+K+G - / - - - 55 - / - / - / - db(7)P+K+G to BS > choushinchuu BS P M / EL 20 10-3-37/37/32 -6 / +2 / +2 / D BS(48)P crouch stagger on guard/hit, exits BS > fujinkyaku BS K L / LK 14 17-3-50/50/46 -13 / -3 / ? / +1 BS(26)K, exits BS > honshinshouten BS P+K - / - 0 8-12-47/-/- see below BS(36)P+K inashi vs. HP(+14~+26)/HK(+22~+34)/MP(+14~+26)/EL(+14~+26/KN(+21~+33), exit BS > honshinshouten, shoutenhousui BS P+K,f+P - / - 30 - D BS(36)P+K,f(7)P sabaki vs. ?, exits BS Back-Turned Attacks ------------------- > punch BT P H / HP 12 ? ? > smash BT d+P M / MP 14 ? ? > roundhouse BT K H / HK 30 ? ? > shin kick BT d+K L / LK 10 ? ? > sweep BT D+K L / SW 30 ? ? > body check BT P+K M / SH 30 ? ? Jump Attacks ------------ > hopping smash asc,P | mid,P M / MP 25 ? ? > hopping punch desc,P M / MP 25 ? ? > hopkick asc,K | mid,K M / MK 25 ? ? > landing side kick desc,K M / MK 20 ? ? Throws ------ > reaping throw and punches P+G Ht 35 8-4-36 D / -6 > elbow rush (side) P+G Ht 40 8-?-36 D / -6 > big finish (back) P+G Ht 55 8-4-36 D / - inescapable > stumbling trip [ST] b,d+P+G Ht 0 8-4-36 +13~+43 / -6 [b,d+P+G](19) > close-in ram b,f+P+G Ht 50 8-4-36 D / -25 [b,f+P+G](19) > reverse body check [RBC] b,df+P+G Ht 28 8-4-36 +11 / -6 [b,df+P+G](19) > inverted body check df+P+G Ht 40 8-4-36 D / -6 df(6)P+G > wall inverted body check (back to wall) df+P+G Ht 65 8-4-36 D / -6 df(6)P+G > surprise exchange [SE] FS,db+P+G Ht 0 8-4-36 +5 / -6 db(6)P+G > headbutt throw db,f+P+G Ht 62 8-4-36 D / -8 [db,f+P+G](19) > pull-in throw f,b+P+G Ct 0 19-3-40 +5 / - [f,b+P+G](19) inescapable > pull-in throw, dodge f,b+P+G,d | u - - ? ? / - [f,b+P+G](19) > pull-in throw, reverse body check f,b+P+G,d+P+K | u+P+K - 25 ? ? [f,b+P+G](19),d | u+P+K > pull-in throw, shoulder ram f,b+P+G,P+K - 20 ? ? [f,b+P+G](19),P+K Reversals & Inashi ------------------ > high reversal b+P+K - 30 1-10-30 D b(4)P+K reversal vs. HP/HE/HK > mid reversal db+P+K - 30 1-10-30 D db(6)P+K reversal vs. MP/EL/MK/KN/SM > low reversal d+P+K - 30 1-10-30 D reversal vs. LP/LK > heaven cannon b+P+K+G - 0 1-13-44 see below b(8)P+K+G inashi vs. HP(+10~+22)/HK(+18~+30)/LP(+21~+33) > heaven cannon, crumbling hand b+P+K+G,f+P - 30 ? D b(8)P+K+G,f(7)P Down Attacks ------------ > ground punch df+P G 12 ? ? > jumping stomach punch u+P G 20 ? ? Wall Actions ------------ > spring wall jump kick f+P+K+G M ? ? ? Rising Attacks -------------- > face down, feet towards K,K,K M / ? 20 ? ? > face down, feet towards (delay) K,K,K M / ? 20 ? ? > face down, feet towards (sideroll) K,K,K M / ? 20 ? ? > face down, feet towards (backroll) K,K,K M / ? 20 ? ? > face down, head towards K,K,K M / ? 20 ? ? > face down, head towards (delay) K,K,K M / ? 20 ? ? > face down, head towards (sideroll) K,K,K M / ? 20 ? ? > face down, head towards (backroll) K,K,K M / ? 20 ? ? > face up, feet towards K,K,K M / ? 20 ? ? > face up, feet towards (delay) K,K,K M / ? 20 ? ? > face up, feet towards (sideroll) K,K,K M / ? 20 ? ? > face up, feet towards (backroll) K,K,K M / ? 20 ? ? > face up, head towards K,K,K M / ? 20 ? ? > face up, head towards (delay) K,K,K M / ? 20 ? ? > face up, head towards (sideroll) K,K,K M / ? 20 ? ? > face up, head towards (backroll) K,K,K M / ? 20 ? ? > face down, feet towards D+K,K,K L / ? 20 ? ? > face down, feet towards (delay) D+K,K,K L / ? 20 ? ? > face down, feet towards (sideroll) D+K,K,K L / ? 20 ? ? > face down, feet towards (backroll) D+K,K,K L / ? 20 ? ? > face down, head towards D+K,K,K L / ? 20 ? ? > face down, head towards (delay) D+K,K,K L / ? 20 ? ? > face down, head towards (sideroll) D+K,K,K L / ? 20 ? ? > face down, head towards (backroll) D+K,K,K L / ? 20 ? ? > face up, feet towards D+K,K,K L / ? 20 ? ? > face up, feet towards (delay) D+K,K,K L / ? 20 ? ? > face up, feet towards (sideroll) D+K,K,K L / ? 20 ? ? > face up, feet towards (backroll) D+K,K,K L / ? 20 ? ? > face up, head towards D+K,K,K L / ? 20 ? ? > face up, head towards (delay) D+K,K,K L / ? 20 ? ? > face up, head towards (sideroll) D+K,K,K L / ? 20 ? ? > face up, head towards (backroll) D+K,K,K L / ? 20 ? ? =-=-=-=-=-=-=-=-= b) AOI UMENOKOUJI =-=-=-=-=-=-=-=-= Attacks ------- > punch P H / HP 10 11-2-23/23/23 +1 / +5 / +5 / +8 > double punch P,P H / HP 10 ? ? > triple punch P,P,P H / HP 12 ? ? / ? / ? / ? > triple punch, knee P,P,P,K M / KN 25 ? ? / D / D / D > triple punch, knee, yin-yang stance P,P,P,K,P+K+G - / - - ? - / - / - / - > triple punch, sweep P,P,P,d+K L / LCR 20 ? ? / D / D / D G-cancel > triple punch, sweep, yin-yang stance P,P,P,d+K,P+K+G - / - - ? - / - / - / - > double punch, chop P,P,f+P M / EL 20 ? ? / ? / ? / ? G-cancel > double punch, chop, elbow P,P,f+P,P M / EL 20 ? ? / ? / ? / D G-cancel > double punch, kick P,P,K H / HK 20 ? ? / D / D / D > punch, kick P,K H / HK 20 14-2-40/40/40 -6 / +2 / ? / D P(22)K > low punch d+P L* / LP 9 12-1-29/27/27 -4 / +3 / +3 / +5 > elbow f+P M / EL 15 14-3-39/39/39 -5 / -1 / -1 / +5 f(5)P crouch stagger on guard/hit > elbow, chop f+P,P M / EL 15 21-1-52/52/46 -10 / -1 / -1 / +1 f(5)P(38)P, G-cancel f(5)P(38)P(20)G evade to opponent's front > spinning elbow f,f+P M / EL 25 17-2-46/?/? -7 / +2 / +2 / +4 f(16)f(5)P, G-cancel f(16)f(5)P(16)G evade to opponent's front > chin slap f,b+P H / HP 10 25-3-43/43/43 0 / +4 / +4 / +6 [f,b+P](19) sabaki vs. HK/MK/SK/KN frames 7-19 > kagetsurou b+P H / HP 19 16-?-46/43/43 -5 / +1 / +1 / +4 b(7)P > kagetsurou, yin-yang stance b+P,P+K+G - / - - ? - / - / - / - b(7)P(17)P+K+G > standing palms b,f+P M / MP 10+15 17-1_25-3/51/51/51 -6 / +2 / +2 / +3 [b,f+P](19) > standing palms, flip throw b,f+P,P+G Hit 25 ? - / - / - / - [b,f+P](19)P+G inescapable > double stop b,df+P M* / MDP 15 13-2-42/42/42 -6 / -4 / -4 / +2 [b,df+P](19) +1 on crouch guard, crouch stagger on hit > uppercut FS,df+P M* / MP 24 18-3-49/49/45 -5 / 0 / D / D G-cancel df+P(17)G, rec 27~32 > uppercut, yin-yang stance df+P,P+K+G - / - - ? - / - / - / - > rising elbow FC,df+P M / ? 18 15-3-47/47/43 -10 / -2 / -2 / +2 FC,df(6)P > rising elbow, shoulder throw FC,df+P,b+P+G Hit 25 ? - / - / - / - [FC,df(6)P](19)b(7)P+G inescapable > low smash db+P L / LP 20 23-4-55/55/48 -11 / -1 / -1 / +12 db(1)P > high kick K H / HK 25 14-3-42/42/40 -2 / +2 / D / D > knee f+K M / KN 20 18-2-44/44/41 -6 / -2 / -2 / D f(4)K > knee, yin-yang stance f+K,P+K+G - / - - ? - / - / - / - f(4)K(17)P+K+G > knee, jumping kick f+K,K H / HK 20 13-2-50/50/45 -16 / D / D / D f(4)K(19)K > kasumigeri d+K L / LK 16 15-2-49/49/43 -14 / -4 / -4 / 0 > low kick D+K L / LK 12 ? ? / ? / ? / ? > side kick df+K M / SK 12 17-2-43/43/43 -5 / 0 / 0 / +8 df(1)K crouch stagger on guard/hit > ankle kick db+K L / LK 12 ? ? / ? / ? / ? > side chop P+K H / HP 8 ? ? / ? / ? / ? > double side chop P+K,P H / HP 9 ? ? / ? / ? / ? > triple side chop P+K,P,P H / HP 9 ? ? / ? / ? / ? > tengu otoshi WS,P+K M / MP 15 14-1-41/41/41 -5 / -1 / -1 / D stumble on MC > spinning strike f+P+K M / EL 20 15-3-43/43/43 -5 / -4 / -4 / +4 f(5)P+K crouch stagger on guard/hit, evade to opponent's back > spinning strike, elbow f+P+K,P M / EL 15 23-1-56/56/56 -12 / D / D / D f(5)P+K(29)P, G-cancel f(5)P+K(29)P(20)G rec 34~39 evade to opponent's back > elbow strike f,f+P+K M / EL 21 19-2-43/43/43 -4 / 0 / 0 / D f(12)f(9)P+K crouch stagger on guard/hit > elbow strike, double palm f,f+P+K,P H / HDP 20 20-2-50/50/50 -10 / D / D / D f(12)f(9)P+K(32)P > shinchuuzuki d,df,f+P+K M / MP 21 20-2-52/52/48 -10 / -4 / -4 / -1 [d,df,f+P+K](24) sabaki vs. HP/MP/EL frames 3-13 > retreating chop b,b+P+K H / HP 14 17-2-50/50/45 -13 / D / D / D b(12)b(9)P+K, G-cancel b(12)b(9)P+K(10)G rec 26 > slow double strike b,f+P+K M / MDP 20 24-2-50/50/50 -4 / D / D / D [b,f+P+K](19) > inshou b,df+P+K M / MP 15 16-2-42/42/42 -6 / -1 / -1 / D [b,df+P+K](19) > phoenix palm df+P+K M / MP 15 16-1-44/40/40 -4 / +1 / +1 / +13 df(6)P+K > shigure K+G H / HCR 22 25-?-50/50/50 -3 / +1 / +1 / D > sweep d+K+G L / LCR 20 19-?-60/60/49 -18 / -6 / -2 / D G-cancel d+K+G(15)G rec 33~35 > sweep, yin-yang stance d+K+G,P+K+G - / - - ?-?-50/-/- - / - / - / - > spinning roundhouse f+K+G H / HK 18 16-4-45/45/45 -7 / -3 / -3 / +1 f(7)K+G evade to opponent's back > spinning roundhouse, body blow f+K+G,P M / MP 15 34-1-50/50/50 +4 / D / D / D f(7)K+G(24)P sabaki vs. HP/MP/EL frames 12-19 > back heel thrust b+K+G M / MK 25 20-3-57/57/49 -16 / -3 / -3 / D b(1)K+G sabaki vs. MK/SK frames 1-12 > evading elbow d | u,P+K+G M / ? 22 ? ? / D / D / D > yin-yang stance b+P+K+G - / - - 1-14-40/-/- - / - / - / - b(4)P+K+G > yin-yang auto-inashi YY n - / - - ? - / - / - / - inashi vs. HP(+20)/MP(+20)/HK(+22)/MK(+11)/KN(+19)/EL(+20) frames 1-14 exit YY > evade YY d | u - / - - ?-?-35/-/- - / - / - / - exit YY > ryuusen YY d+P | u+P M / MP 19 21-?-51/51/48 -10 / -1 / D / D YY(25)d | u+P crouch stagger, exit YY > knife hand b,b+P H / HP 14 16-2-31/31/31 0 / +2 / +2 / +5 b(12)b(9)P Back-Turned Attacks ------------------- > punch BT P H / HP 12 12-2-24/24/24 +2 / +5 / +8 / +10 > low chop BT d+P L / LP 20 11-2-33/33/33 -4 / +2 / +2 / +5 > high kick BT K H / HK 20 15-3-44/44/44 -6 / D / D / D > low kick BT d+K L / LK 12 15-2-41/41/41 -3 / -2 / +2 / D > low sweep BT D+K L / LK 20 21-2-40/40/40 -5 / -2 / +1 / +5 Jump Attacks ------------ > hopping chop asc,P M / ? 25 ? ? > hopping punch mid,P M / ? 25 ? ? > hopkick asc,K M / ? 18 ? ? > hopping kick mid,K M / ? 20 ? ? > landing side kick desc,K M / ? 20 ? ? Throws ------ > ko ate P+G Ht 40 ? D / ? > hiki chigai P+G,f Ht 0 ? ? / ? > hiki chigai P+G,d Ht 0 ? ? / ? > hiki chigai P+G,b Ht 0 ? ? / ? > hiki chigai P+G,u Ht 0 ? ? / ? > morotebiki FC,b+P+G Ht 55 ? D / ? > second control throw df+P+G Ht 50 ? D / ? > obaro guruma df,df+P+G Ht 42 ? D / ? > hair grab db+P+G Ht 45 ? D / ? > aiki throw FC,f+P+G Ht 40 ? D / ? > reverse body flip b,f+P+G Ht 50 ? D / ? > first dan throw f,df,d,db,b+P+G Ht 30 ? D / ? > first dan throw b,db,d,df,f+P+G Ht 20 ? D / ? > second dan throw (after first dan throw) f,d | b,d+P+G Ht 20 ? D / ? > second dan finish (after first dan throw) f,u | b,u+P+G Ht 35 ? D / ? > third dan throw (after second dan throw) d,u+P+G Ht 25 ? D / ? > third dan throw (after second dan throw) u,d+P+G Ht 26 ? D / ? > shiho nage u,f,d,b | d,f,u,b+P+G Ht 57 ? D / ? > sacrifice throw u,b,d,f | d,b,u,f+P+G Ht 40 ? D / ? > falling combo (after sacrifice throw) b,db,d,df,f+K+G - 20 ? D / ? > sami dare (right side) P+G Ht 40 ? D / ? > rotary throw (left side) P+G Ht 40 ? D / ? > fierce pat throw (back) P+G Ht 50 ? D / ? inescapable > low takedown d+P+K+G Lt 50 ? D / ? > arm lock and break db+P+K+G Lt 53 ? D / ? Reversals --------- > high right punch reversal b+P+K - 25 1-12-30 D b(4)P+K reversal vs. HP > high left punch reversal b+P+K - 25 1-12-30 D b(4)P+K reversal vs. HP > high right kick reversal b+P+K - 20 1-12-30 D b(4)P+K reversal vs. HK > high left kick reversal b+P+K - 20 1-12-30 D b(4)P+K reversal vs. HK > high double-handed punch reversal b+P+K - 20 1-12-30 D b(4)P+K reversal vs. DHP > high double-legged kick reversal b+P+K - 0 1-12-30 ? b(4)P+K reversal vs. DHK > high crescent reversal b+P+K - 0 1-12-30 +19 b(4)P+K reversal vs. HCR > backturned high punch reversal BT b+P+K - 30 1-12-30 D b(4)P+K reversal vs. HP > backturned high kick reversal BT b+P+K - 30 1-12-30 D b(4)P+K reversal vs. HK > mid right punch reversal db+P+K - 25 1-12-30 D db(6)P+K reversal vs. MP > mid left punch reversal db+P+K - 25 1-12-30 D db(6)P+K reversal vs. MP > mid right kick reversal db+P+K - 20 1-12-30 D db(6)P+K reversal vs. MK > mid left kick reversal db+P+K - 20 1-12-30 D db(6)P+K reversal vs. MK > mid elbow reversal db+P+K - 30 1-12-30 D db(6)P+K reversal vs. EL > mid right sidekick reversal db+P+K - 30 1-12-30 D db(6)P+K reversal vs. SK > mid left sidekick reversal db+P+K - 30 1-12-30 D db(6)P+K reversal vs. SK > mid right knee reversal db+P+K - 30 1-12-30 D db(6)P+K reversal vs. KN > mid left knee reversal db+P+K - 30 1-12-30 D db(6)P+K reversal vs. KN > mid somersault reversal db+P+K - 25 1-12-30 D db(6)P+K reversal vs. SM > mid double-handed punch reversal b+P+K - 20 1-12-30 D b(4)P+K reversal vs. DMP > mid double-legged kick reversal b+P+K - 0 1-12-30 +19 b(4)P+K reversal vs. DMK > mid shoulder reversal db+P+K - 20 1-12-30 D db(6)P+K reversal vs. SH > mid head reversal db+P+K - 25 1-12-30 D db(6)P+K reversal vs. MHD > mid back reversal db+P+K - 30 1-12-30 D db(6)P+K reversal vs. BK > mid crescent reversal db+P+K - 0 1-12-30 +19 b(4)P+K reversal vs. MCR > backturned mid punch reversal BT db+P+K - 30 1-12-30 D b(4)P+K reversal vs. MP > backturned mid kick reversal BT db+P+K - 30 1-12-30 D b(4)P+K reversal vs. MK > low punch reversal d+P+K - 25 1-12-30 D reversal vs. LP > low kick reversal d+P+K - 25 1-12-30 D reversal vs. LK > low double-legged kick reversal d+P+K - 0 1-12-30 ? reversal vs. DLK > low head reversal d+P+K - 25 1-12-30 D reversal vs. LHD > low crescent reversal d+P+K - 0 1-12-30 +25 reversal vs. LCR Down Attacks ------------ > ground chop df+P G ? ? ? > jumping stomach punch u+P G ? ? ? > high pounce u+K+G G ? ? ? > leg break d | df+P+G Gt ? ? ? / ? > flip and arm break d | df+P+G Gt ? ? ? / ? > hip break d | df+P+G Gt ? ? ? / ? > arm lock and break d | df+P+G Gt ? ? ? / ? Rising Attacks -------------- > face down, feet towards K,K,K M / ? 20 ? ? > face down, feet towards (delay) K,K,K M / ? 20 ? ? > face down, feet towards (sideroll) K,K,K M / ? 20 ? ? > face down, feet towards (backroll) K,K,K M / ? 20 ? ? > face down, head towards K,K,K M / ? 20 ? ? > face down, head towards (delay) K,K,K M / ? 20 ? ? > face down, head towards (sideroll) K,K,K M / ? 20 ? ? > face down, head towards (backroll) K,K,K M / ? 20 ? ? > face up, feet towards K,K,K M / ? 20 ? ? > face up, feet towards (delay) K,K,K M / ? 20 ? ? > face up, feet towards (sideroll) K,K,K M / ? 20 ? ? > face up, feet towards (backroll) K,K,K M / ? 20 ? ? > face up, head towards K,K,K M / ? 20 ? ? > face up, head towards (delay) K,K,K M / ? 20 ? ? > face up, head towards (sideroll) K,K,K M / ? 20 ? ? > face up, head towards (backroll) K,K,K M / ? 20 ? ? > face down, feet towards D+K,K,K L / ? 20 ? ? > face down, feet towards (delay) D+K,K,K L / ? 20 ? ? > face down, feet towards (sideroll) D+K,K,K L / ? 20 ? ? > face down, feet towards (backroll) D+K,K,K L / ? 20 ? ? > face down, head towards D+K,K,K L / ? 20 ? ? > face down, head towards (delay) D+K,K,K L / ? 20 ? ? > face down, head towards (sideroll) D+K,K,K L / ? 20 ? ? > face down, head towards (backroll) D+K,K,K L / ? 20 ? ? > face up, feet towards D+K,K,K L / ? 20 ? ? > face up, feet towards (delay) D+K,K,K L / ? 20 ? ? > face up, feet towards (sideroll) D+K,K,K L / ? 20 ? ? > face up, feet towards (backroll) D+K,K,K L / ? 20 ? ? > face up, head towards D+K,K,K L / ? 20 ? ? > face up, head towards (delay) D+K,K,K L / ? 20 ? ? > face up, head towards (sideroll) D+K,K,K L / ? 20 ? ? > face up, head towards (backroll) D+K,K,K L / ? 20 ? ? =-=-=-=-=-=-= c) BRAD BURNS =-=-=-=-=-=-= Attacks ------- > jab P H / HP ? 12-2-24/24/24 +1 / +5 / +5 / +8 > jab, straight P,P H / HP ? ? ? / ? / ? / ? f to DK, d to SR, u to SL > combination upper P,P,P H / HP ? ? ? / ? / ? / ? > jab, spin kick P,K H / HK ? 15-2-44/40/40 -6 / +2 / +2 / D P(23)K evade to opponent's back > combination low P,P,K L / LK ? ? ? / ? / ? / ? > jab, body straight P,f+P M / MP ? ? ? / ? / ? / ? > grinding knee P,f+P,K M / KN ? ? ? / ? / ? / ? > sit jab d+P L* / LP ? 12-1-29/27/27 -4 / +3 / +3 / +5 > elbow hook f+P M / MP ? 14-2-38/38/36 -6 / -4 / -4 / +4 f(7)P crouch stagger on guard/hit > elbow hook, screw high kick f+P,K > spine whip b+P > rump knee combination b+P,K > rump knee combination, catch b+P,K,P+G > jolt upper FS,df+P > ti sok combination FS,df+P,P > rising upper FC,df+P > stepping K > stepping, mobility jab K,P > step combination K,P,K > step combination, catch K,P,K,P+G > cutting low d+K > low kick D+K > double strike D+K,K > knee upper f+K > kao loy f,f+K > flare kick FC,b+K > step change knee b,f+K > middle kick df+K > middle kick, catch df+K,P+K > ti sok bon P+K > shovel hook d+P+K > shovel hook double d+P+K,P > shovel hook triple d+P+K,P,P > last shot d+P+K,f+P > sok club f+P+K > destruction body df+P+K > ti sok ran df+P+K,P > high spin kick K+G > tornado combination K+G,d+K+G > jaguar tail d+K+G > pap sok kao b,f+K+G > over step middle d | u,P+K+G Special Actions --------------- ducking f+P+K+G sway back b+P+K+G slipping right d+P+K+G slipping left u+P+K+G Ducking Actions --------------- body hook DK P cross upper DK P,P ducking knee upper DK K ducking knee upper, catch DK K,P+G middle spin kick DK K+G Sway Back Actions ----------------- sway back jab SB P sway back middle kick SB K Slipping Right Actions ---------------------- smash hook SR P hunting middle kick SR K hunting middle kick, catch SR K,P+G Slipping Left Actions --------------------- body break SL P piercing knee SL K Catch Position Actions ---------------------- elbow slash CT P gokko ti kao 1 CT K gokko ti kao 2 CT K gokko ti kao 3 CT K position change - left CT d position change - back CT f position change - right CT u left through CT d back through CT f right through CT u Throws ------ elbow slash P+G pap sok kao (right side) P+G reu impact (left side) P+G power gradation (back) P+G body knee crush b,f+P+G neck slash b+P+G face fang df,df+P+G change db+P+G Reversals --------- death trap db+K Jump Attacks ------------ jump knuckle asc,P | mid,P jump straight desc,P jump toe kick asc,K | mid,K jump side kick desc,K Down Attacks ------------ gambit df+K hell dive u+P Back-Turned Attacks ------------------- spine whip BT P rump knee combination BT P,K jutting elbow BT d+P needle kick BT K waikuru turn BT d+K face crush elbow BT P+K Wall Actions ------------ jumping knee f+P+K+G Rising Attacks -------------- > face down, feet towards K,K,K M / ? 20 ? ? > face down, feet towards (delay) K,K,K M / ? 20 ? ? > face down, feet towards (sideroll) K,K,K M / ? 20 ? ? > face down, feet towards (backroll) K,K,K M / ? 20 ? ? > face down, head towards K,K,K M / ? 20 ? ? > face down, head towards (delay) K,K,K M / ? 20 ? ? > face down, head towards (sideroll) K,K,K M / ? 20 ? ? > face down, head towards (backroll) K,K,K M / ? 20 ? ? > face up, feet towards K,K,K M / ? 20 ? ? > face up, feet towards (delay) K,K,K M / ? 20 ? ? > face up, feet towards (sideroll) K,K,K M / ? 20 ? ? > face up, feet towards (backroll) K,K,K M / ? 20 ? ? > face up, head towards K,K,K M / ? 20 ? ? > face up, head towards (delay) K,K,K M / ? 20 ? ? > face up, head towards (sideroll) K,K,K M / ? 20 ? ? > face up, head towards (backroll) K,K,K M / ? 20 ? ? > face down, feet towards D+K,K,K L / ? 20 ? ? > face down, feet towards (delay) D+K,K,K L / ? 20 ? ? > face down, feet towards (sideroll) D+K,K,K L / ? 20 ? ? > face down, feet towards (backroll) D+K,K,K L / ? 20 ? ? > face down, head towards D+K,K,K L / ? 20 ? ? > face down, head towards (delay) D+K,K,K L / ? 20 ? ? > face down, head towards (sideroll) D+K,K,K L / ? 20 ? ? > face down, head towards (backroll) D+K,K,K L / ? 20 ? ? > face up, feet towards D+K,K,K L / ? 20 ? ? > face up, feet towards (delay) D+K,K,K L / ? 20 ? ? > face up, feet towards (sideroll) D+K,K,K L / ? 20 ? ? > face up, feet towards (backroll) D+K,K,K L / ? 20 ? ? > face up, head towards D+K,K,K L / ? 20 ? ? > face up, head towards (delay) D+K,K,K L / ? 20 ? ? > face up, head towards (sideroll) D+K,K,K L / ? 20 ? ? > face up, head towards (backroll) D+K,K,K L / ? 20 ? ? =-=-=-=-=-=-=-= d) GOH HINOGAMI =-=-=-=-=-=-=-= Attacks ------- shouda P tsuraneshouda P,P suneuchi d+P hibauchi f+P rengoku f+P,P abarakudaki f,f+P abarakudaki, yomiokuri f,f+P,b+P+G tettsui b+P soukyuu b,f+P sunekudaki b,df+P raika df+P inazumageri migihibarageri K uchikurubushigeri d+K tsukikage f+K kyousengeri b,f+K uranainazumageri uramigihibarageri df+K senryuugeri db+K kumiteharai P+K kumiteharai, tsukami P+K,P+G minamobarai d+P+K hayabusa f+P+K junyo f+P+K,P goukitotsu WS,f+P+K fudousatsu f,f+P+K karura b+P+K kotetsu b+P+K yorodooshi b,f+P+K yamibarai b,df+P+K yamibarai, tsukami b,df+P+K,f+P+G minamobarai u+P+K gohou yuriori df+P+K kiribarai K+G ikaruga K+G,P deashibarai d | u+K+G anikubigari f,f+K+G murakumo f,f+K+G,b+P+G nioudaoshi df+K+G nioudaoshi, niousatsu df+K+G,f+P+G orosanagi db+K+G suigetsugeri d | u+P+K+G Tsukami Actions --------------- tsukitobashi TS P+G oosotogari TS f+P+G oosotoguruma TS f,f+P+G seoiotoshi TS f,b+P+G okurioshibarai TS f,d+P+G oshibarai TS f,u+P+G tamanage TS b+P+G oosotootoshi-todome TS b,f+P+G yashaguruma TS b,b+P+G okurioshibarai TS b,d+P+G oshibarai TS b,u+P+G okurioshibarai TS d+P+G oosotogari TS d,f+P+G hizaguruma TS d,b+P+G okurioshibarai gou-todome TS d,d+P+G oshibarai TS d,u+P+G oshibarai TS u+P+G oshibarai TS u,f+P+G hizaguruma TS u,b+P+G okurioshibarai TS u,d+P+G oshibarai gou-todome TS u,u+P+G Throws ------ makikomi P+G hijote-kuchikiori (side) P+G kegonotoshi (back) P+G uchimata f,d+P+G tsuyuharai-todome b,db,d,df,f+P+G hizaate-ooguruma d,b,u,f | u,b,d,f+P+G tsuchigumo f,f+P+G gansekiotoshi b+P+G narakuotoshi f,b+P+G tachidori-todome f,df,d,db,b+P+G enma df+P+G raika df,df+P+G kuchikitate d+P+K+G orochi df+P+K+G hijote-kuchikiori (side) d | df+P+K+G kegonotoshi (back) d | df+P+K+G Jump Attacks ------------ tobitsuki asc,P | mid,P tobitetsubishi desc,P tobigeri asc,K | mid,K tobisuigetsugeri desc,K Down Attacks ------------ todome df+P hayate u+P hayate (back) u+P matachiki (opponent face up, feet towards) d | df+P+G kesagatame (opponent face up, head towards) d | df+P+G udehishigi (opponent face up, right side) d | df+P+G murasame (opponent face up, left side) d | df+P+G hiengaeshi (opponent face down, feet towards) d | df+P+G haorigatame (opponent face down, head towards) d | df+P+G udehishigi (opponent face down, right side) d | df+P+G enmasatsu (opponent face down, left side) d | df+P+G Back-Turned Attacks ------------------- tsuki BT P tettsui BT d+P mawashigeri BT K sunegeri BT d+K | D+K Rising Attacks -------------- > face down, feet towards K,K,K M / ? 20 ? ? > face down, feet towards (delay) K,K,K M / ? 20 ? ? > face down, feet towards (sideroll) K,K,K M / ? 20 ? ? > face down, feet towards (backroll) K,K,K M / ? 20 ? ? > face down, head towards K,K,K M / ? 20 ? ? > face down, head towards (delay) K,K,K M / ? 20 ? ? > face down, head towards (sideroll) K,K,K M / ? 20 ? ? > face down, head towards (backroll) K,K,K M / ? 20 ? ? > face up, feet towards K,K,K M / ? 20 ? ? > face up, feet towards (delay) K,K,K M / ? 20 ? ? > face up, feet towards (sideroll) K,K,K M / ? 20 ? ? > face up, feet towards (backroll) K,K,K M / ? 20 ? ? > face up, head towards K,K,K M / ? 20 ? ? > face up, head towards (delay) K,K,K M / ? 20 ? ? > face up, head towards (sideroll) K,K,K M / ? 20 ? ? > face up, head towards (backroll) K,K,K M / ? 20 ? ? > face down, feet towards D+K,K,K L / ? 20 ? ? > face down, feet towards (delay) D+K,K,K L / ? 20 ? ? > face down, feet towards (sideroll) D+K,K,K L / ? 20 ? ? > face down, feet towards (backroll) D+K,K,K L / ? 20 ? ? > face down, head towards D+K,K,K L / ? 20 ? ? > face down, head towards (delay) D+K,K,K L / ? 20 ? ? > face down, head towards (sideroll) D+K,K,K L / ? 20 ? ? > face down, head towards (backroll) D+K,K,K L / ? 20 ? ? > face up, feet towards D+K,K,K L / ? 20 ? ? > face up, feet towards (delay) D+K,K,K L / ? 20 ? ? > face up, feet towards (sideroll) D+K,K,K L / ? 20 ? ? > face up, feet towards (backroll) D+K,K,K L / ? 20 ? ? > face up, head towards D+K,K,K L / ? 20 ? ? > face up, head towards (delay) D+K,K,K L / ? 20 ? ? > face up, head towards (sideroll) D+K,K,K L / ? 20 ? ? > face up, head towards (backroll) D+K,K,K L / ? 20 ? ? =-=-=-=-=-=-=-= e) JACKY BRYANT =-=-=-=-=-=-=-= Attacks ------- straight lead P jab, straight P,P flash piston punch P,P,P double punch, groin kick P,P,K double punch, middle smash P,P,f+P combo smash sword P,P,f+P,K combo smash back knuckle P,P,f+P,P combo smash knuckle, spin kick P,P,f+P,P,K combo smash knuckle, low spin kick P,P,f+P,P,d+K jab, straight, back knuckle P,P,b+P com