Dead or Alive 3 Walkthrough :
This walkthrough for Dead or Alive 3 [X-BOX] has been posted at 09 Jun 2010 by yo_momma and is called "Environmental Stun FAQ". If walkthrough is usable don't forgot thumbs up yo_momma and share this with your freinds. And most important we have 10 other walkthroughs for Dead or Alive 3, read them all!
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Walkthrough - Environmental Stun FAQ===============================================================
~+~+~+~+~+ DEAD OR ALIVE 3: ENVIRONMENTAL (STUN) FAQ +~+~+~+~+~
===============================================================
by Christopher Keith ("virtuaPAI")
dead_or_alive3x@yahoo.com
ENVIRONMENTAL (STUN) faq
Dead or Alive 3 (XBoX)
Version 1.00 : JULY, 8 2003
By C.KEITH , dead_or_alive3x@yahoo.com
This FAQ has been happily provided to the following, and ONLY the following:
http://www.gamefaqs.com
http://www.dfwgames.com/doa3
====================================
~+~+~+~+~+ update history +~+~+~+~+~
====================================
JULY 2003 - version 1.00
===========================================
~+~+~+~+~+ copyright information +~+~+~+~+~
===========================================
All information contained in this document Copyright 2003 Christopher Keith. This
document may be distributed freely (and ONLY freely) and electronically.
If reproduced anywhere in whole or in part, this document may not be used for promotional
or profitable purposes. If placed on a webpage or website or any other public domain,
this document must be reproduced in its entirety without alteration in any form, unless
given
written permission by this author Christopher Keith, and this auther only. Any
information from this document (whether quoted or not) that is used elsewhere should have
this author's name stated clearly in acknowledgment.
This document created by Christopher Keith [dead_or_alive3x@yahoo.com]
Any print-based, broadcast-based, or electronic-based publishers or
publications are expressly forbidden from usage of any information or ideas
expressed within this document.
Dead Or Alive 3 and characters are (c) Tecmo
XBoX are (c) Microsoft
Soul Calibur 1&2 and Tekken 4 are (c) Namco
Virtua Fighter 4 (c) Sega
===========================================
~+~+~+~+~+ TABLE OF CONTENTS +~+~+~+~+~+~+~
===========================================
-1) Extra damage points (MODIFIERS)
-2) Stage description
-3) Wall Types and description
-4) Stun Descriptions
-5) Characters Environmental, Critical, counter blow stun Chart
-6) Character High counter Blow Chart
-7) Altering Strategies
1) EXTRA DAMAGE POINTS (MODIFIERS):
Walls=10
Danger zones =14
Multi tiered environments & cliffs= 40
2) STAGE DESCRIPTIONS
DOATEC HK:
This is a multi-tiered environment, which is composed of two levels.
Level 1:
Curved somewhat narrow passage. It has walls, half walls, obstacles and 2 stage breaks.
Level 2:
(2a) This is a laboratory, and it has an irregular circular shape. There are electrical
generators (walls) and basic walls. This area is tight and cramped.
(2B) Is the outer street level? It is very spacious and contains walls, and half walls.
Environmental dangers/effects: walls, half walls, stage breaks, obstacles, and electrical
walls
This is a very good stage for all the characters and their unique abilities. The first
level in good for those with good knock back potential, and those with running attacks.
(2a) Is good for Grapplers and knocbacks, and (2b) is good for everyone.
LORELEI:
This level is Located in Europe, somewhere in France. This is the largest stage in the
game. It is composed of three levels, with walls, half walls and obstacles. It is one of
the most beautiful stages in the game.
Level 1:
The first level has an irregular circular shape, with half walls and 2 different stage
breaks. It is medium in size.
Level 2:
(2a) Has a rectangle shape, sloped and has a wall. It is small in size, with stage breaks
(2B) Level has an irregular shape, with half walls, and stage breaks. It is medium in
size.
Level 3:
Is a long (narrow) level with walls, half walls, a dried up well (obstacle), and stage
breaks. Some areas are cramped.
Level 4:
Is a long (narrow) level, with walls, half walls, and sloped terrain?
Environmental dangers/effects: stage breaks, walls, obstacles, sloped terrain and cramped
corners.
Every part of Lorelei is good for a specific character. The long narrow levels are good
for running, knocbacks and grappling, the medium sized levels are great for knock backs
and running, the small stages are good for grappling characters, and characters with good
knock back potential. And the more cramped section of the stages is excellent for
characters with knocbacks and grappling
TAO:
Tao is located in china. Tao is mostly a square like stage, with small wings at the ends,
which give it a T like appearance. Tao is a medium sized arena
Environmental dangers/effects: walls, half walls, and cramped corners.
This stage is pretty basic. The only threat is the walls and the cramped corners. Getting
your opponent into those corners are great for grapplers, and those who have good knock
back potential.
LOST WORLD:
The lost world is located in South America's rain forest.
This is a multi-tiered level with a never-ending fall. The environments are irregular
shaped ovals that vary from small to medium sizes.
Environmental dangers/effects: falling off cliffs, walls, obstacles, slippery surfaces
This is the easiest stage to get knocked off of, and the Hardest to not get knocked off.
This stage requires a lot of environmental awareness, and a lot of strategies. Some of
the stages you fall on are composed of shallow pools of water and walls, or obstacles
(stone pillars) and walls. This stage is perfect for characters with good knock back
potential, and grapplers
ICE CAVE:
The ice cave is located in the North Pole. This is an irregular shaped level, which is
dominated with Ice and water. There are a few patches of dry land further back in the
cave.
Environmental dangers/effects: walls, half walls obstacles, and slippery surfaces
The Ice cave is one of the more dangerous stages in Doa3.This stage is very good for
combos, because of its slippery nature and the walls and obstacles. Those with good knock
back abilities and running attacks have more of an advantage on this stage.
BEACH:
This stage is set at a resort in Hawaii.
This is a rectangular stage, which is large is size. The environment consists of tree's
walls, half walls, slippery surfaces, and undulated terrain.
Environmental dangers/effects: Walls, half walls, slippery surfaces, undulated terrain
and obstacles.
This stage has very nice scenery with deadly environmental effects. Be warned, coconuts
can fall from the trees and take 5pts of damage. This stage is very good for characters
with good running attacks.
FOREST:
This stage is located in mid Japan. The forest stage is the most intensive and causes the
highest environmental awareness out of all the stages. This stage is huge, cluttered at
points and spacious at others. This stage has a rectangular shape.
Environmental dangers/effects: walls, half walls, obstacles, slippery surfaces, and
undulated terrain
This stage is filled to the brim with trees, and undulated terrain. There are walls at
the outer rim of the stage, with flowing streams on the two opposite ends. In the middle,
there is a clear path that is a walkway through the forest.
The safest area in the forest is the walkway, everywhere else you are faced with the
trees, walls, undulated terrain and the slippery surfaces. This stage is great for
grapplers, those with good knock back potential, and those with great juggling abilities,
and overall the forest is great for all fighting styles
AZUCHI:
This is one of the multi-tiered environments with in doa3.
This stage is located in south Japan. This stage is a Japanese castle, and its courtyard.
Level 1:
The first level has walls, obstacles, and stage breaks and is fairly large in size. It
has an octagonal shape to it.
Level 2:
The second level is a slanted incline with undulated ridges, with half walls that only
allow you to corner you opponent against it, and get advantages in the okizeme
department. It is very small in size, and has a rectangular shape to it.
Level 3:
The last level is a courtyard with walls, half walls, and a breakable obstacle, this
stage is fairly large in size, and has a square shape.
Environmental dangers/effects: Walls, half walls, undulated and sloped terrain, obstacles
and stage breaks.
The whole environment caters to all the characters within doa3. Knowing your character
strength and weaknesses will help you capitalize on each of the three levels.
The first level caters more to the characters with good knock back potential and those
with running attacks. The second level caters more to the grapplers and characters with
knock back potential, while the third is just like the first one.
SNOW:
This is a stage that is in a snow storm/shower, located in northern Japan. This is a
small arena with an irregular rectangle shape. There is undulated terrain, slippery
surfaces, walls and obstacles littered through out this stage.
Environmental dangers/effects: Walls, half walls, obstacles, undulated terrain, and
slippery surfaces
This is one of the most dangerous stages in the game. You have a lot of environmental
factors to take advantage of, and the stage is fairly small. You are constantly slipping
through out this stage. This stage is perfect for grapplers, and characters with knock
back potential, and characters who are good in tight spaces.
IRON HELL:
This stage is oil refinery, set in the Middle East. This is stage has an Octagon/circular
shape, which is pretty large in size. It has sloped inclines leading to the
walls/electrical walls, which causes the striking range of moves to become closer.
Environmental dangers/effects: Walls, electrical walls, and sloped inclines.
Like The pancratium, the majority of this stage is filled with electrical walls, with a
few areas of basic walls. Unlike the pancratium, the iron hell has sloped inclines that
affect the move out come. This stage is good for those who have grappling abilities; good
knock back potential, and those with running attacks.
PANCRATIUM:
This is a stage set in Greece in and near the coliseum. This stage seems to be set
directly in the lion pit/ the fighting arena. The Pancratium is a circular shaped arena,
which is fairly large in size. There are areas of Undulation around the walls, which have
little effect on the move out come. (Well timed combos may be thrown off). Located in
Italy.
Environmental dangers/effects: Walls, electrical walls, and undulated terrain
The majority of this stage is filled with electrical walls, with a few areas of basic
walls. The undulated terrain around the walls will have minimal effect on your attacks.
This stage is good for those who have good knock back potential, and those with running
attacks.
AQUA PALACE:
This stage is a Marine life Aquarium with different species of marine life swimming
around. This is one of the smaller stages in Doa3; there are not a lot of environmental
factors affecting the match. This is one of the more basic stages in Doa3. This is a
rectangle shaped arena. This stage is located in Australia.
Environmental dangers/effects: walls and half walls
Because there are two different types of walls, You have to be aware of what moves you
are capable of that will cause a wall stun for that particular wall, special okizime
factors, wall techs, and wall stuns. This stage is good for those with good knock back
potential and Grappling abilities.
DANGER ZONE:
The danger zone is a square shaped arena with basic and explosive walls. This stage is
one of the bigger doa3 stages (very spacious). With no undulated terrain, or multi-tiered
environmental factors, The danger Zone is just an all around (basic) good fighting stage.
This arena is located in America.
Environmental dangers/effects: electric walls, and basic walls
Because of its size, getting hit against the wall is not too often, and you have the
space to easily Maneuver around within the danger zone. This stage is good for those who
have running attacks and good knock back potential.
X OCTAGON:
The X octagon, Is an octagon shaped Arena, with Electric Bob wired Fences. There is a
crowd in the background, cheering you on with every slam against the fence. The size of
this arena is medium. This stage is located in America
Environmental dangers/effects: electric walls
This stage is fairly simple, yet very dangerous. Continuous hits against the fence will
chip away your life at a very quick rate.
Avoid the fences. This stage is very good for those with good Knock back potential and
running attacks.
3)WALL TYPES AND DESCRIPTION
-Walls:
Any of the various permanent upright constructions used as a barrier or obstruction,
Which are obove the characters heads.
-10 points damage modifier when your opponent hit the wall directly.
-5 points damage modifier when opponent hits the wall at an angle.
-Wall stuns:
crumple stun, and backwards crumple stun are possible.
Wall slump stun(from the sitting position and on the knee position) is possible.
-Wall techrolls are possible
-Half walls:
Any of the various permanent upright constructions used as a barrier or obstruction,
which are below, slightly above or at the waist level of the characters.
-10 points damage modifier when your opponent hit the wall directly.
-5 points damage modifier when opponent hits the wall at an angle.
-Wall stuns:
crumple stun, and backwards crumple stun are possible.
Halfwall stun(head crumple stun) is possible
-no Techroll ability
-Electrical fences(and or danger zones):
Any of the various permanent upright constructions used as a barrier or obstruction,
Which are obove the characters heads, and generate explosives/electricity on impact.
-20pts damage modifier when the opponent hits the wall directly.
-15pts damage modifier when the opponent hits the wall on an angle.
-Wall stuns:
crumple stun, and backwards crumple stun are possible.
Wall slump stun(from the sitting position and on the knee position) is possible.
-Wall techrolls are possible
-Stage breaks(multi-tiered environments):
Any of the various upright constructions used as a barrier or obstruction, Which are
above the characters heads, or below, slightly above or at the waist level of the
characters. These walls are breakable, And allow players to knock there opponent through
the wall for a damage modifier.
-40pts damage modifier when opponent is broken through
-5pts damage modifier when opponent is hit on an angle(when not broken)
-No tech roll ability
-No wall stuns
Pt.3
Most stuns occur during a critical hit. Poke stuns, wall stuns and limbo stuns are all
inescapable, all other stuns are escapable.
4)STUN DESCRIPTIONS
-STUNS-
-POKE STUN:
when ever a character is hit, he/she will snap back to reflect being hit. This is a stun
because no attacks can be executed at this time.
-FACE STUN:
the opponents recoils a bit and hold his/her face, still standing relatively straight.
-Extra:
None
-LIFT STUN:
The opponent goes limp and "shrugs" upward.
-Extra:
-Counter hit- lift stun attacks becomes a launching attacks .
-slippery surface- lift stun attacks become slip stun attacks.
-CRYING STUN:
The opponent leans forward, usually to the side, and holds his/her face like a weaping
baby.
-Extra:
-slippery surface- crying stun attacks become slip stun attacks
-STAGGER # 1:
The opponent takes a little stumble in the direction you hit them and his/her upper torso
flails back.
-Extra:
-Counter Hit- Stagger # 1 attacks become a fall down side stun.
-slippery surface- Stagger # 1 attacks become a Fall down side stun.
-STAGGER # 2:
The opponent takes a medium stumble in the direction you hit them and his/her upper torso
flails back.
-Extra:
-Counter Hit- Stagger #2 attacks Become a stagger #3
-Slippery surface- stagger #2 attacks Become a slip stun
-STAGGER # 3:
The opponent takes a big step back and shakes his/her head in confusement
-Extra:
-slippery surfaces, Stagger # 3 becomes a sit down stun.
-STAGGER #4
The opponent takes a stumble backwards.
-Extra:
-slippery surfaces, stagger 4 becomes a Fall down side stun
-STAGGER #5
The opponent takes a jump back and staggers.
-Extra:
None
-LOW STAGGER # 1:
the opponent takes a little stumble backwards with the upper torso doubling over.
-Extra:
None
-LOW STAGGER # 2
The opponent staggers left or right with torso doubling over
-Extra:
None
-LIMBO STUN:
Opponent bends way over backwards, slowly falling.
-Extra:
None
- STOMACH CRUMPLE STUN:
Opponent bends way over forward, slowly falling.
-Extra:
None
-DIZZY STUN:
Opponent gets dizzy(opponent becomes disoriented, body quivers like a snake) and falls
face forward to the ground.
-Extra:
None
-HEAD CRUMPLE STUN:
The head crumple is similar to a stomach crumple, but your opponent head will snap back
than fall backwards on his or her back.
-FOOT CRUMPLE STUN:
A stun that cause your opponent to hold his/her leg and fall to his/her back or the stun
will cause your opponent to tip over and fall on his/her face.
This is one of the poke stuns on a counter hit or slippery surface.
-DOUBLE OVER STUN:
The opponent bends over, usually because of a jumping punch, knee or fist to the gut.
-Extra:
-Counter hit- Double Over Stun attacks become stagger attacks.
-slippery surfaces- Double over stun attacks become slip stun attacks.
-DOUBLE OVER SHOVE STUN(double over stagger):
a more power full double over stun, pushing the victim back in addition to doubling
over.(double over stagger is almost Indistinguishable. the only difference is in the
speed of which your character staggers back)
-CRYING DOUBLE OVER STUN:
The opponent doubles over while crying.
DEPENDING ON THE CHARACTER YOU USE:
-Extra # 1:
-counter hit- Crying Double over stun attacks become a sit down stun. (when on slippery
surfaces, it becomes a shoved sit down stun)
-slippery surfaces-Double over shove stun attacks become a sit down stun.
-Extra # 2:
-counter hit- crying Double over stun attacks become Double over stuns.
-slippery surfaces- Double over shove stun attacks become slip stuns.
-DOUBLE OVER LIFT STUNS(or lift double over stun):
The opponent is lifted off the ground and doubles over.
-Extra:
-counter hit- Double over lift attacks, become launching attacks.
-PIN DOWN DOUBLE OVER STUNS:
the opponent bends way over and is considered a crouching opponent.
DEPENDING ON THE CHARACTER YOU USE:
-Extra # 1:
-Counter hit- Pin down double over stun attacks become knock down attacks.
-Extra # 2:
-Counter hit- Pin down double over stun attacks become double over stuns attacks.
-SIT DOWN STUN # 1:
A stun that causes your opponent to sit down than rise again.
-Extra:
None
-SIT DOWN STUN # 2:
a stun that causes your opponent to sit down than lay down.
-Extra:
None
-SLIP STUN:
A stun that causes your opponent to stagger and slip back or foward.
-Extra:
None
-TRIP STUN-
A stun caused by a sweep or any other tripping method. Your opponent will fall in a
tripping motion.
-Extra:
-counter hit- Your opponent will be knocked down.
-FALL DOWN SIDE STUN:
A stun that will cause your opponent to tip over, and fall to his/her side.
-Extra:
None
-HALF WALL STUN:
This is a head crumple similar to a crumple, but your opponent will snap back than fall
face down head towards the opponent.
-Extra:
None
-WALL STUN:
This a crumple stun that occurs from being hit against the wall.
-Extra:
none
-WALL SLUMP STUN:
A stun that causes your opponent to fall against the wall and the floor or your opponent
will fall face forward to the wall, and pressing against the wall on his/her knees.
-Extra:
None
-WALL TECHS:
Wall techs are done by pressing either up or down.
5)-Characters Environmental, Critical, counter blow stun Chart:
AYANE
===============
Renjin-ryugaku-sen
(P),(P),(P),(K)
===============
NORMAL HITS- 3rd hit -crying stun.
ON SLIPPERY SURFACE- slip stun.
COUNTER BLOW- no change
===============
Renjin-Renten
(P),(P),(K),(K)
===============
NORMAL HITS- 3rd hit-launches
ON SLIPPERY SURFACE- the 3rd hit- fall down side stun, 4th hit -launches.
COUNTER BLOW- the 3rd hit-a fall down side stun, 4th hit -launches.
===============
Renjin- Koeiso
(P),(P),f+(P),(P)
===============
NORMAL HITS -3rd hit -poke stun, 4th hit -lift stun.
ON SLIPPERY SURFACE- 3rd hit -slip stun ,4th hit -launches.
COUNTER BLOW- 3rd hit -crying stun, 4th hit -launches
===============
Renjin-Ryuoso
(P),(P),f+(K),(K)
===============
NORMAL HITS- 3rd hit -lift double over stun.
ON SLIPPERY SURFACE-no change
COUNTER BLOW- no change
===============
Renjin- roso
(P),(P),f+(K),d+(K)
===============
NORMAL HITS-3rd hit -lift double over stun, 4th hit -
low stagger#1.
SLIPPERY SURFACES- no changes.
COUNTER BLOW- No changes
===========
Koeiso
f+(P),(P)
===========
NORMAL HITS- 1st hit -poke stun, 2nd hit- lift stun.
ON SLIPPERY SURFACE- 1st hit- slip stun, 2nd hit- launches
COUNTER BLOW- 1st hit- crying stun, 2nd hit- launches.
=============
Koku-ryugau-sen
f,f+(P),(K)
=============
NORMAL HITS-1st hit -cry stun, 2nd hit-knockback
ON SLIPPERY SURFACE- 1st hit-slip stun, 2nd hit- misses.
COUNTER BLOW- No changes
=============
RASIN URAJIN
b+(P),(K)
=============
NORMAL HITS-1st hit-poke stun
SLIPPERY SURFACE- no change
COUNTER BLOW- 1st hit- launch
=============
RASIN HISHU
b+(P)--(K)**MUST DELAY BETWEEN THE (P) AND THE (K).**
=============
NORMAL HITS-1st hit- poke stun
SLIPPERY SURFACE- no change
COUNTER BLOW- 1st hit- launch
=============
RASIN URACHI
b+(P),d+(K)
=============
NORMAL HITS- 1st hit-poke stun, 2nd hit- trip stun
ON SLIPPERY SURFACE- 1st hit -poke stun, 2nd hit- trip stun
COUNTER BLOW- 1st hit -launches
=============
RASIN HEIN
b+(P)--d+(K)
=============
NORMAL HITS- 1st hit- poke stun, 2nd hit- trip stun
ON SLIPPERY SURFACE- 1st hit -poke stun, 2nd hit -trip stun
COUNTER BLOW- 1st hit- launches
=============
JINRAI ROSO
f+(K),d+(K)
=============
NORMAL HITS- 1st hit -lift double over stun, 2nd hit -low stagger#2
ON SLIPPERY SURFACE-no changes
COUNTER BLOW-no changes
============
Fuzan-ryubu
d/f+(P),(P)
============
NORMAL HITS-1st hit -is a slip stun, 2nd hit- launches.
COUNTER BLOW- 1st hit-stagger#3, 2nd hit- launches
=============
Jirai-enjin
d/f,d/f+(P),(K)
=============
NORMAL HITS-1st hit- poke stun, 2nd hit-low stagger#1.
ON SLIPPERY SURFACE- 1st hit-sit down stun#1, 2nd hit-
low stagger#1.
COUNTER BLOW- 1st hit-sit down stun#1, 2nd hit- low stagger#1
==============
Futen-ryugaku-sen
u/f+(P),(P),(P),(K)
==============
NORMAL HITS-1st & 2nd hits-stagger #3, 3rd hit-crying stun, 4th hit -knockback
ON SLIPPER SURFACE- 1st hit-slip stun, 2nd hit-stagger #1 , 3rd hit -crying stun, 4th hit
-knockback
COUNTER BLOW- no changes
================
Fujin-renten-kyaku
u/f+(P),(K),(K)
================
NORMAL HITS-1st hit-stagger #3,2nd hit -fall down side stun, 3rd hit- launches.
ON SLIPPERY SURFACE- 1st hit-slip stun, the 2nd hit- fall down side stun, the 3rd hit-
launches.
COUNTER BLOW- no changes
================
Yoku-tu
d/b+(P)
================
NORMAL HITS- a poke stun
ON SLIPPERY SURFACE- a low stagger #2
COUNTER BLOW- low stagger#2
================
Sajin shu
d/b+(P),(K)
================
NORMAL HITS -1st hit-poke stun, 2nd hit-trip stun
ON SLIPPER SURFACE- 1st hit-low stagger #2, 2nd hit-knockdown.
COUNTER BLOW- 1st hit-low stagger #2, 2nd hit- knock down.
=================
Renten-ryugaku-sen
(K),(K),(K)
=================
NORMAL HITS-1st hit-stagger #4, 2nd hit -launches
ON SLIPPERY SURFACE- 1st hit-a fall down side stun, 2nd hit- launches
COUNTER BLOW- 1st hit-fall down side stun, 2nd hit- launches
===============
Jin rai-ryuso
f+(K),(K)
===============
NORMAL HITS-1st hit -lift double over stun, 2nd hit- knockback.
ON SLIPPERY SURFACE- no changes.
COUNTER- BLOW- no changes
============
Soten-kyaku
u+(K)
============
NORMAL HITS- lift stun.
ON SLIPPERY SURFACE- slip stun.
COUNTER BLOW- launches
==============
Roso-kyaku
d+(FR)+(K)
==============
NORMAL HITS-low stagger #1
ON SLIPPERY SURFACE- no changes.
COUNTER BLOW- no changes
================
Eiko-Hajin-Genki
(P)+(K),(P),(P)
================
NORMAL HITS-1st and 2nd hits- poke stuns, the 3rd hit- stagger #4
ON SLIPPERY SURFACE- 1st hit-a slip stun, 2nd hit -stagger#2 3rd hit -stagger#5.
COUNTER BLOW- 1st hit-stagger#2, 2nd hit- stagger#2, 3rd hit-stagger#5
================
Eiko-fujin-sai
(P)+(K),(P),(K)
================
NORMAL HITS-1st and 2nd hits- poke stuns, 3rd hit -knock back
ON SLIPPERY SURFACE- 1st hit- slip stun, 2nd hit- stagger#2, 3rd hit -knockdown
COUNTER BLOW- 1st & 2nd hits-stagger#2,3rd hit-knock down.
================
Eiko-hajin-sai
(P)+(K),(P),u/b+(K)
================
NORMAL HITS-1st and 2nd hits-poke stuns, 3rd hit -launches
ON SLIPPERY SURFACE- 1st hit- slip stun, 2nd hit -stagger#2 3rd hit -launches.
COUNTER BLOW- 1st & 2nd hits-stagger#2, 3rd hit- launches
================
Eiko-hajin-shu
(P)+(K),(P),d+(K)
================
NORMAL HITS-1st and 2nd hits- poke stuns, 3rd hit -trip stun.
ON SLIPPERY SURFACE- the 1st hit- slip stun, 2nd hit- stagger#2 ,3rd hit -knockdown.
COUNTER BLOW- 1st & 2nd hits-stagger #2, 3rd hit knockback.
================
Sho ayane
b+(FR)+(K)
================
NORMAL HITS-limbo stun or a stomach crumple stun (depending on the stance of both your
character and your opponent.)
ON SLIPPERY SURFACE- no changeS.
COUNTER BLOW- no changes
ATTACKS WHILE BACK IS FACING OPPONENT:
==============
Rashin-ryugaku
(P),(P),(P),(K)
==============
NORMAL HITS-3rd hit -crying stun, 4th hit-knockback.
ON SLIPPERY SURFACES- 3rd hit -slip stun, 4th hit misses.
COUNTER BLOW- no change
================
Rashin-eiko-genki
(P),(P),b+(P),(P),(P)
================
NORMAL HITS-1st, 2nd , 3rd, and 4th hits- poke stun, 5th hit-stagger#3.
ON SLIPPERY SURFACE- 3rd hit-slip stun, the 4th and 5th hits-stagger #2
COUNTER BLOW-1st & 2nd hits -poke stuns, 3rd, 4th and 5th hits -stagger #2
================
Rashin-fujin-sai
(P),(P),b+(P),(P),(K)
================
NORMAL HITS -3rd, and 4th hits - poke stun , the 5th hit- knockback
ON SLIPPERY SURFACE- 3rd hit- slip stun, 4th hit- stagger#2 ,5th hit-knockback
COUNTER BLOW- 3rd hit- crying stun, 4th hit -stagger #2, 5th hit -knock back
==============
Rashin-eiko-sai
(P),(P),b+(P),(P),u/b+(K)
================
NORMAL HITS- 3rd, and 4th hits - poke stun , 5th hit- launches.
ON SLIPPERY SURFACE- 3rd hit-slip stun, the 4th hit- stagger#2, 5th hit- launches.
COUNTER BLOW- 3rd hit -crying stun, 4th hit- stagger #2, 5th hit -launches.
=================
Rashin-eiko-shu
(P),(P),b+(P),(P),d+(K)
=================
NORMAL HITS -3rd, and 4th hits- poke stun ,5th hit-trip stun.
ON SLIPPERY SURFACES- 3rd hit-slip stun, 4th hit-stagger#2 5th hit-Knockdown
COUNTER BLOW- 3rd hit- crying stun, 4th hit -stagger #2, 5th hit- knock back.
==============
Rajin-urachi
(P),(P),f+(P),d+(K)
==============
NORMAL HITS- 3rd hit-poke stun, 4th hit-trip stun.
ON SLIPPERY SURFACE- no changes.
COUNTER BLOW- 3rd hit- launches, 4th hit- knockdown.
==============
Rajin-Jakuko
(P),(P),d+(P)
==============
NORMAL HITS- 3rd hit- poke stun
ON SLIPPERY SURFACE- 3rd hit-Low stagger #2
COUNTER BLOW- 3rd hit-Low stagger #2
==============
Rajin -sajin-shu
(P),(P),d+(P),(K)
==============
NORMAL HITS-3rd hit-poke stun, 4th hit-trip stun.
ON SLIPPERY SURFACE- 3rd hit-Low stagger #2, 4th hit- knockdown.
COUNTER BLOW- 3rd hit-Low stagger #2, 4th hit-knockdown.
===============
Zanei-hajin-genki
b+(P),(P),(P)
===============
NORMAL HITS-1st & 2nd hits -poke stuns, 3rd hit -stagger#4
ON SLIPPERY SURFACE- all the hits - stagger #2.
COUNTER BLOW- 1st and 2nd hits -stagger #2, 3rd hit- stagger#5
==============
Zanei-fujin-sai
b+(P),(P),(K)
===============
NORMAL HITS-1st & 2nd hits -poke stuns, 3rd hit -knockback.
ON SLIPPERY SURFACE- 1st and 2nd hits-stagger #2, 3rd hit-knockback attack.
COUNTER BLOW- 1st and 2nd hits -stagger #2, 3rd hit-knockback
==============
Zaneu-hajin-sai
b+(P),(P),u/b+(K)
==============
NORMAL HITS-1st and 2nd hits-poke stuns, 3rd hit- launches
ON SLIPPERY SURFACE- the 1st and 2nd hits-stagger#2, 3rd hit-launches.
COUNTER BLOW- 1st and 2nd hits-stagger#2, 3rd hit- launches.
==============
Zanei-hajin-shu
b+(P),(P),d+(K)
==============
NORMAL HITS-1st and 2nd hits-poke stuns, 3rd hit- trip stun.
ON SLIPPERY SURFACE- 1st and 2nd hits-stagger#2, 3rd hit-knockdown.
COUNTER BLOW- 1st and 2nd hits-stagger#2, 3rd hit-knockdown.
==============
Jakuko-tu
d/b+(P)
==============
NORMAL HITS-poke stun
ON SLIPPERY SURFACE- Low stagger#2.
COUNTER BLOW- Low stagger#2.
==============
Jakuko-sajin-shu
d/b+(P),(K)
==============
NORMAL HITS-1st hit-poke stun, 2nd hit-trip stun.
ON SLIPPERY SURFACES- 1st hit-Low stagger#2, 2nd hit-knockdown.
COUNTER BLOW- 1st hit-Low stagger#2, 2nd hit-knockdown
==============
Enshu-sen
d+(FR)+(K)
==============
NORMAL HITS-trip stun.
ON SLIPPERY SURFACE- no changes.
COUNTER BLOW- knock down
=============
RAJIN URAJIN
(P),(P),f+(P),(K)
=============
NORMAL HIT- 3rd hit poke stun
ON SLIPPERY SURFACE- no changes
COUNTER BLOW- 3rd hit launches
=============
RAJIN-HISHU
(P),(P),f+(P)--(K)
=============
NORMAL HIT- 3rd hit poke stun
ON SLIPPERY SURFACE- no changes
COUNTER BLOW- 3rd hit launches
==============
RAJIN HIEN
(P),(P),f+(P),d+(K)
==============
NORMAL HIT- 3rd hit poke stun, 4th hit trip stun
ON SLIPPERY SURFACE- no changes
COUNTER BLOW- 3rd hit launches
BASS:
=============
COMBO HAMMER
(P),(P)d+(P)
=============
NORMAL HITS- 3rd hit- trip stun
ON SLIPPERY SURFACE- no changes
COUNTER BLOW- 3rd hit-knock down
==============
COMBO KICK RUSH
(P),(K),(K)
==============
NORMAL HITS- 2nd hit -double over stagger
ON SLIPPERY SURFACE- 2nd hit -sit down stun
COUNTER BLOW- no changes
===============
WILD SWING
f+(P),(P)
===============
NORMAL HITS- 1st hit -poke stun
ON SLIPPERY SURFACE- 1st hit- limbo stun or stomach crumple stun(depending on stance)
COUNTER BLOW- 1st hit -limbo stun or stomach crumple(depending on stance)
==============
ELBOW RUSH
u/f+(P),(P)
==============
NORMAL HITS- 1st hit- stagger#2
ON SLIPPERY SURFACE-1st hit- slip stun
COUNTER BLOW- no change
==============
ELBOW GONG
u/f+(P),(K),(P)
==============
NORMAL HITS- 1st hit -stagger#2, 2nd hit -lift double over stun.
ON SLIPPERY SURFACE- 1st hit- slip stun, 2nd hit- lift double over stun
COUNTER BLOW- 1st hit- stagger #2, 2nd hit- knockdown
==============
ELBOW HAMMER
u/f+(P),(K),d+(P)
==============
NORMAL HITS- 1st hit-stagger#2, 2nd hit -lift double over stun, 3rd hit- trip or knock
down(depending on your timing)
ON SLIPPERY SURFACE- 1st hit -slip stun, 2nd hit- lift double over stun, 3rd hit -trip or
knock down(depending on your timing)
COUNTER BLOW- 1st hit- stagger #2, 2nd -hit kock down, third hit knock down.
=================
ELBOW JUMPING HIGH
u/f+(P),(K)
=================
NORMAL HITS- 1st hit- stagger #2, 2nd hit- lift double over stun.
ON SLIPPERY SURFACE- 1st hit- slip stun, 2nd hit -lift double over stun.
COUNTER BLOW- 1st hit -stagger#2, 2nd hit- knock down.
===============
STUN GUN CHOPS
b+(P),(P),(P)
===============
NORMAL HITS- 1st & 2nd hits - poke stuns
ON SLIPPERY SURFACE- 1st hit -slip stun, 2nd hit -stagger#2
COUNTER BLOW- 1st & 2nd hits- stagger#2
================
POWER GONG
d/b+(P),(P)
================
NORMAL HITS- 1st hit- trip stun
ON SLIPPERY SURFACE- no change
COUNTER BLOW- 1st hit -knock down
================
HELL SCISORS
u/b+(P),(P)
================
NORMAL HITS- 1st hit -stagger #3
ON SLIPPERY SURFACE- 1st hit -trip stun
COUNTER BLOW- 1st hit -stagger #3
==================
ONE HAND HAMMER
u+(P)
==================
NORMAL HITS- pin down double over stun
ON SLIPPERY SURFACE- pin down double over stun
COUNTER BLOW- knock down
===============
RISING PALM
QCf+(P)
===============
NORMAL HITS- lift stun
ON SLIPPERY SURFACE- slip stun
COUNTER BLOW- launcher
==============
KNEE HAMMER
f+(K),(P)
==============
NORMAL HITS- 1st hit -lift double over stun
ON SLIPPERY SURFACE- no change
COUNTER BLOW- no change
===============
KICK RUSH
d/f+(K),(K)
===============
NORMAL HITS- 1st hit -double over stun
ON SLIPPERY SURFACE- 1st hit -sit down stun #1
COUNTER BLOW- 1st hit -sit down stun #1
===========
LEG BREAK
d/b+(K)
===========
NORMAL HITS- poke stun
ON SLIPPERY SURFACE- low stagger #1
COUNTER BLOW- low stagger #1
============
HELL STAB
(P)+(K)
============
NORMAL HITS- lift stun
ON SLIPPERY SURFACE- slip stun
COUNTER BLOW- launches
===============
BEAR SCISORS
d/f+(P)+(K),(P)
===============
NORMAL HITS- 1st hit- dizzy stun
ON SLIPPERY SURFACE- no change
COUNTER BLOW- 1st hit -launches
WHILE BACK FACING OPPONENT
=============
TRASS KICK
b+(K)
=============
NORMAL HITS- lift stun
ON SLIPPERY SURFACE- slip stun
COUNTER BLOW- launches
BAYMAN
============
PALM ARROW
u/b+(P)
============
NORMAL HIT- crying stun
ON SLIPPERY SURFACE- slip stun
COUNTER BLOW- crying double over stun
================
SMASH UPPERCUT
u+(P),(P)
================
NORMAL HIT-1st hit- pin down double over stun
ON SLIPPERY SURFACE- 1st hit- slip stun
COUNTER BLOW- 1st hit-double over stun
================
TURN LOW JAVELIN
d+(F)+(K)
================
NORMAL HIT- trip stun
ON SLIPPERY SURFACE- slip stun
COUNTER BLOW-knock down
=============
SIDE WONDER
(F)+(K)
=============
NORMAL HIT-stomach crumple stun or limbo stun(depending on stance)
ON SLIPPERY SURFACE- no change
COUNTER BLOW- no change
================
FIRE BULLET
b+(P)+(K)
================
NORMAL HIT- lift stun
ON SLIPPERY SURFACE- slip stun
COUNTER BLOW- launches
================
CHARGING BOLT
d/b+(P),(P)
================
NORMAL HIT- 1st hit -low stagger#2
ON SLIPPERY SURFACE- no change
COUNTER BLOW- 1st hit- knock down
=============
BLAST TRASS
b+(P),(K)
=============
NORMAL HIT-1st hit -stagger #2
ON SLIPPERY SURFACE-st hit- slip stun
COUNTER BLOW- no changes
==============
BLAST STINGER
b+(P)f+(K),(P)
==============
NORMAL HIT- 1st hit- stagger#2, 2nd hit -lift double over stun, 3rd hit face stun.
ON SLIPPERY SURFACE- 1st hit-slip stun, 2nd hit- lift double over stun, 3rd hit -face
stun
COUNTER BLOW- no changes
================
BLAST LOW JAVELIN
b+(P),d+(K)
================
NORMAL HIT- 1st hit- stagger#2
ON SLIPPERY SURFACE- 1st hit-slip stun
COUNTER BLOW- no changes
==============
FLAME STINGER
f+(K),(P)
==============
NORMAL HIT- 1st hit -lift double over stun, 2nd hit-face stun.
ON SLIPPERY SURFACE- no changes
COUNTER BLOW- no changes
===============
UNKNOWN ATTACK
d/f+(P)
===============
NORMAL HIT- poke stun
ON SLIPPERY SURFACE- slip stun
COUNTER BLOW- lift stun
==============
SMASH
HOLD d/f+(P)
==============
NORMAL HIT- launches
ON SLIPPERY SURFACE- no change
COUNTER BLOW- no change
==============
BULK UPPERCUT
Qcf+(P)
==============
NORMAL HIT- lift stun
ON SLIPPERY SURFACE- slip stun
COUNTER BLOW- launches
==============
SIDE EDGE TRASS
(P)+(K),(P),(K)
==============
NORMAL HIT-1st hit -stagger #2, 2nd hit -stagger #2
ON SLIPPERY SURFACE- 1st hit- slip stun, 2nd hit -stagger #2
COUNTER BLOW- no changes
================
SIDE EDGE JAVELIN
(P)+(K),(P),d,(P)
================
NORMAL HIT-1st hit -stagger #2, 2nd hit- stagger #2
ON SLIPPERY SURFACE- 1st hit -slip stun, 2nd hit- stagger #2
COUNTER BLOW- no changes
================
FLAME KNUCKLE
f,f(P)
================
NORMAL HIT- face stagger
ON SLIPPERY SURFACE- no changes
COUNTER BLOW- no changes
==============
SPIKE SOBAT
d/b,(K),(K)
==============
NORMAL HIT- 1st hit- poke stun
ON SLIPPERY SURFACE- st hit-low stagger#1
COUNTER BLOW-1st hit- low stagger#1
==============
SOLID CRASH
f,(P),(P),(P)
==============
NORMAL HIT- 1st & 2nd hits- poke stuns
ON SLIPPERY SURFACE- 1st hit- slip stun, 2nd hit -crying double over stun
COUNTER BLOW- 1st & 2nd hits- crying double over stun
=================
CRASH LEG SPIKE
f,(P),(P),(K)
=================
NORMAL HIT- 1st & 2nd hits- poke stuns, 3rd hit- low stagger#1.
ON SLIPPERY SURFACE- 1st hit -slip stun, 2nd hit- crying double over stun, 3rd hit -low
stagger #1
COUNTER BLOW- 1st & 2nd hits- crying double over stun, 3rd hit -knock down.
==============
STOMACH BREAK
f,(P),(K)
==============
NORMAL HIT- 1st hit- poke stun, 2nd hit-crying double over stun.
ON SLIPPERY SURFACE- 1st hit- slip stun, 2nd hit -sit down stun#1
COUNTER BLOW- 1st hit -crying double over stun, 2nd hit- sit down stun#1
===============
RUSH SOBAT
(P),f,(P),(K)
===============
NORMAL HIT- 2nd hit -poke stun
ON SLIPPERY SURFACE- 2nd hit- slip stun
COUNTER BLOW- 2nd hit- poke or crying double over stun (depends on the timing of the hit)
===============
RUSH LEG SPIKE
(P),f(P),d,(K)
===============
NORMAL HIT- 2nd hit- poke stun, 3rd hit- low stagger #1
ON SLIPPERY SURFACE- 2nd hit- slip stun, 3rd hit- low stagger#1
COUNTER BLOW- 2nd hit- poke stun or crying double over stun (depends on the timing of the
hit)
=================
COMBO HEEL HAMMER
(P),(K),(K)
=================
NORMAL HIT- 2nd hit -stagger#1
ON SLIPPERY SURFACE- no changes
COUNTER BLOW- no changes
================
KNOCKLE SHOT
(P),(P),(P)
================
NORMAL HIT- 3rd hit -face stun
ON SLIPPERY SURFACE- no changes
COUNTER BLOW- no changes
================
STORM BLAST TRASS
(P),(P),b,(P),(K)
================
NORMAL HIT-3rd hit -stagger#2
ON SLIPPERY SURFACE- slip stun
COUNTER BLOW- no changes
=================
STORM BLAST JAVELIN
(P),(P),b,(P),d,(K)
=================
NORMAL HIT-3rd hit- stagger#2
ON SLIPPERY SURFACE- slip stun
COUNTER BLOW- no changes
==============
CHARGING TIGER
(P),(P),d,(P),(P)
==============
NORMAL HIT- 3rd hit- low stagger#2
ON SLIPPERY SURFACE- no change
COUNTER BLOW- 3rd hit- knockdown
===============
TRAP HEEL HAMMER
(K),(K)
===============
NORMAL HIT- 1st hit -stagger#1
ON SLIPPERY SURFACE- 1st hit -fall down side stun
COUNTER BLOW- 1st hit- fall down side stun
===================
TRAP REVERSE HAMMER
(K),(P),(P)
===================
NORMAL HIT- 1st hit -stagger#1
ON SLIPPERY SURFACE- 1st hit- fall down side stun
COUNTER BLOW- 1st hit- fall down side stun
=================
TURN BLADE
Qcb,(P)
=================
NORMAL HIT- lift stun
ON SLIPPERY SURFACE- slip stun
COUNTER BLOW- launches
=================
SLIDING KICK
f,f,(K)
=================
NORMAL HIT- low stagger#1
ON SLIPPERY SURFACE- no changes
COUNTER BLOW- no changes
================
DOUBLE SPIKE
d,(K),(K)
================
NORMAL HIT- 1st hit -poke stun, 2nd hit- low stagger#1
ON SLIPPERY SURFACE- 1st hit -trip stun, 2nd hit- low stagger#1
COUNTER BLOW-1st hit -trip stun, 2nd hit -low stagger#1
WHILE BACK IS FACING OPPONENT
=================
SMASH UPPERCUT
(P),(P),(P)
=================
NORMAL HIT- 1st hit- stagger#2, 2nd hit- double over stun
ON SLIPPERY SURFACE- 1st hit- slip stun, 2nd hit -double over stun
COUNTER BLOW- no change
BRAD WONG
============
TENSHIN-CHU
(P),(P),(P)
============
NORMAL HITS- 3rd hit- lift stun
ON SLIPPERY SURFACE- 3rd hit- slip stun
COUNTER HIT- 3rd hit- launches
============
TESSA
(P),(P),d+(K)
============
NORMAL HITS- 3rd hit -stagger #1
ON SLIPPERY SURFACE- no changes
COUNTER HIT- no changes
============
KATSUMEN-TAI
(P),(K),b
============
NORMAL HITS- 2nd hit- stagger#2
ON SLIPPERY SURFACE- 2nd hit- slip stun
COUNTER HIT- 2nd hit -launches
================
SOKUSEN-GETSUGA
f+(P),(P)
================
NORMAL HITS- 1st hit -poke stun
ON SLIPPERY SURFACE- 1st hit- slip stun
COUNTER HIT- 1st hit -crying double over stun
===============
SOKO-SHU-SUIHO
f+(P),b+(P)
===============
NORMAL HITS- 1st hit- poke stun, 2nd hit- pin down double over stun
ON SLIPPERY SURFACE- 1st hit -slip stun, 2nd hit -crying double over stun
COUNTER HIT-1st and 2nd hits- crying double over stun
=============
SUIHO-CHOGEKI
u+(P)
=============
NORMAL HITS- pin down double over stun
ON SLIPPERY SURFACE- slip stun
COUNTER HIT- crying double over stun
=============
KOSHU
(P)+(K)
=============
NORMAL HITS- Face stun
ON SLIPPERY SURFACE- no changes
COUNTER HIT- no changes
=============
REN-CHOWAN
d/f+(P),(P)
=============
NORMAL HITS- 1st hit- poke stun, 2nd hit- lift stun
ON SLIPPERY SURFACE- 1st hit -slip stun, 2nd hit -launch
COUNTER HIT- 1st hit -lift stun, 2nd hit -launch.
==================
KASENKO YOGEKI
b,f+(P),(P),(P)
==================
NORMAL HITS- 1st hit- poke stun, 2nd hit- poke stun, 3rd hit -double over stun
ON SLIPPERY SURFACE- 1st hit- slip stun, 2nd hit- crying stun, 3rd hit- crying double
over stun
COUNTER HIT- 1st and 2nd hits- crying stun, 3rd hit -crying double over stun
==================
KASENKO-TANTAI-SON
b,f+(P),(P),(K)
==================
NORMAL HITS- 1st hit -poke stun, 2nd hit- poke stun, 3rd hit- trip stun
ON SLIPPERY SURFACE- 1st hit -slip stun, 2nd hit -crying stun, 3rd hit -knock down
COUNTER HIT- 1st and 2nd hits- crying stun, 3rd hit Knockdown
==============
GYOIN-CHOWAN
b+(P),(P)
==============
NORMAL HITS- 2nd- hit lift stun
ON SLIPPERY SURFACE- 2nd -hit slip stun
COUNTER HIT- 2nd hit- launch
==========
SOHAKU
f,f+(P),(P)
==========
NORMAL HITS- 1st hit -crying double over stun
ON SLIPPERY SURFACE- 1st hit -slip stun
COUNTER HIT- no changes
===========
KYUHO TODA
d/f+(P),(P)
===========
NORMAL HITS- 1st hit -lift stun
ON SLIPPERY SURFACE- 1st hit- slip stun
COUNTER HIT- 1st hit -launch
=====================
HONSHIN-JOKAKU-ZENGEKI
Qcf+(P)
=====================
NORMAL HITS- lift stun
ON SLIPPERY SURFACE- slip stun
COUNTER HIT- launch
=============
TAIHO GETSUGA
b+(P)+(K)
=============
NORMAL HITS- crying Double over stun
ON SLIPPERY SURFACE- slip stun
COUNTER HIT- knock down
===================
KEPPO-HONSHIN-DANTAI
d/b+(P),(K)
===================
NORMAL HITS- 1st hit- poke stun
ON SLIPPERY SURFACE- 1st hit -trip stun
COUNTER HIT- 1st hit -trip stun
============
KEPPO SOKUTO
hold d/b+(P),(K)
============
NORMAL HITS- 1st hit -poke stun, 2nd hit -low stagger#1
ON SLIPPERY SURFACE- 1st hit- trip stun, 2nd hit- low stagger#1
COUNTER HIT- 1st hit -trip stun, 2nd hit -low stagger#1
===============
REN-SOKUTO
hold d/b+(P),(P),(K)
===============
NORMAL HITS- 1st hit -poke stun, 2nd hit- poke stun, 3rd hit -low stagger#1
ON SLIPPERY SURFACE- 1st & 2nd hits -trip stun, 3rd hit -low stagger#1
COUNTER HIT- 1st & 2nd hits -trip stuns, 3rd hit -knock down
=================
REN-HOSHIN-DANTAI
d/b+(P),(P),(K)
=================
NORMAL HITS- 1st & 2nd hits- poke stun,
SLIPPERY SURFACE- 1st & 2nd hits- trip stun
COUNTER HITS- 1st & 2nd hits- trip stun
================
SOKUSEN-GETSUGA
u,u+(P) or d,d+(P)
================
NORMAL HITS- limbo stun or stomach crumple (stance dependant)
SLIPPERY SURFACE- no changes
COUNTER HITS- no changes
============
REN-KOSHUTAI
(K),(K),(K)
============
NORMAL HITS- 1st hit-stagger#4, 2nd hit-fall down side stun
SLIPPERY SURFACE- 1st & 2nd hits-fall down side stun
COUNTER HITS-1st hit-fall down side stun, 2nd hit-stagger#5
================
REN-SENTAI-ZACHI
(K),(K)d+(K)
===============
NORMAL HITS- 1st hit-stagger#4, 2nd hit-fall down side stun, 3rd hit-low stagger#1
SLIPPERY SURFACE- 1st & 2nd hits-fall down side stun, 3rd hit-knockdown
COUNTER HITS-1st hit-fall down side stun, 2nd hit-stagger#5, 3rd hit-knockdown
============
BANSO
hold d/b+(K),d
============
NORMAL HITS- poke stun
SLIPPERY SURFACE- trip stun
COUNTER HITS- trip stun
==========
RENSO TAI
d/b+(K),(K),d
===========
NORMAL HITS- 1st & 2nd hits-poke stun
SLIPPERY SURFACE-1st & 2nd hits- trip stun
COUNTER HITS- 1st & 2nd hits- trip stun
=================
RENKAN-BOKKO
hold d/b+(K),(K),(K),d
=================
NORMAL HITS- 1st & 2nd hits- poke stun, 3rd hit-trip stun
SLIPPERY SURFACE- 1st & 2nd hits-trip stun, 3rd hit- knockdown
COUNTER HITS-1st & 2nd hits-trip stun, 3rd hit- knockdown
================
REN-KOHONTAI
hold d/b+(K),(K),(K)
================
NORMAL HITS- 1st hit- poke stun, 2nd hit- lift stun
SLIPPERY SURFACE- 1st hit- trip stun, 2nd hit- launch
COUNTER HITS- 1st hit- trip stun, 2nd hit- launch
==================
ZANTEKI, SENPU-KYAKU
hold d/f+(K),(K),d
==================
NORMAL HITS- 1st hit-lift stun
SLIPPERY SURFACE- 1st hit-slip stun
COUNTER HITS-1st hit- launch
====================
ZANTEKI, REN-CHOWAN
hold d/f+(K),(P),(P)
NORMAL HITS- 1st & 2nd hits-lift stun
SLIPPERY SURFACE- 1st hit-slip stun, 2nd hit-lift stun
COUNTER HITS- 1st hit launch
==================
KOCHO, SOTEKI-KOHON
hold,d/f, d/f,(K),(K)
==================
NORMAL HITS- 1st hit-lift stun
SLIPPERY SURFACE- 1st hit-slip stun
COUNTER HITS- 1st hit-launch
===================
KOCHO, SOTEKI-BOKKO
hold d/f, d/f+(K),d+(K)
===================
NORMAL HITS- 1st hit- lift stun, 2nd hit- low stagger#1
SLIPPERY SURFACE- 1st hit-slip stun, 2nd hit-lowstagger#1
COUNTER HITS- 1st hit launches
============
SENPU-ZENKU
f+(K),(K)
============
NORMAL HITS- 1st hit-crying double over stun
SLIPPERY SURFACE- 1st hit-slip stun
COUNTER HITS- 1st hit-knock down
==========
HOHO-SOHI
u+(K)
==========
NORMAL HITS- stagger #4
SLIPPERY SURFACE- no change
COUNTER HITS- launch
==================
TANTAI, SENPU-KYAKU
hold d+(K),(K),d
==================
NORMAL HITS- 1st hit-poke stun, 2nd hit trip stun
SLIPPERY SURFACE- 1st hit-foot crumple, 2nd hit knock down
COUNTER HITS- 1st hit-foot crumple, 2nd hit knock down
==========
KOSEN-TAI
d+(K),(K)
==========
NORMAL HITS- 1st hit-poke stun
SLIPPERY SURFACE- 1st hit foot crumple
COUNTER HITS- 1st hit foot crumple
====================
TANTAI,SHOSHI-SUITEKI
d+(K),(P)
====================
NORMAL HITS- 1st hit-poke stun, 2nd hit-face stun
SLIPPERY SURFACE- 1st hit-foot crumple, 2nd hit-face stun
COUNTER HITS- 1st hit-foot crumple, 2nd hit-face stun
=====================
KOSOTA
d+(FR)+(K) or d+(FR)+(K),d
=====================
NORMAL HITS- trip stun
SLIPPERY SURFACE- no changes
COUNTER HITS- knock down
============
SENTAI-ZACHI
f,f+(K)
============
NORMAL HITS- low stagger#1
SLIPPERY SURFACE- no changes
COUNTER HITS- no changes
============
YAKUHO-CHODA
hold u/f+(P),(P)
============
NORMAL HITS- 1st hit-lift stun
SLIPPERY SURFACE- 1st hit-slip stun
COUNTER HITS- 1st hit- launches
BACK FACING ATTACKS
=============
RENKAN-YOGEKI
(P),(P),f+(P),(P)
=============
NORMAL HITS- 3rd hit- stagger#3
SLIPPERY SURFACE- 3rd hit slip stun
COUNTER HITS- no changes
===============
RENKAN-KASO
(P),(P),f+(P),d+(P)
===============
NORMAL HITS- 3rd hit- stagger#3
SLIPPERY SURFACE- 3rd hit slip stun
COUNTER HITS- no changes
====================
RENGEKI, HOSHIN-DANTAI
(P),(P),d+(K)
====================
NORMAL HITS- 3rd hit- low stagger#1
SLIPPERY SURFACE- no changes
COUNTER HITS- no changes
================
GETSUGA-KOHSUTAI
(P),(K)
================
NORMAL HITS- 2nd hit-lift stun
SLIPPERY SURFACE- 2nd hit-slip stun
COUNTER HITS- 2nd hit-launches
=============
RENSEN-SOGEKI
d+(P),(P)
=============
NORMAL HITS- 1st hit-poke stun
SLIPPERY SURFACE- 1st hit- limbo stun or stomach crumple stun(stance dependant)
COUNTER HITS- 1st hit- limbo stun or stomach crumple stun(stance dependant)
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