Virtua Fighter 3 - Teambattle

Virtua Fighter 3 - Teambattle

16.10.2013 14:36:21
All Moves for Virtua Fighter 3 Teambattle
Virtua Fighter 3 FAQ ® 1996 by Stephen Hamilton
First version: July 3, 1996: v .9
Current version: March 5, 1997: v 1.6
By: Dodee (Steve Hamilton)
steveh@ime.net -=or=- dodee@vfhome.com


(NOTE: Lots of this information is compiled from postings on the
rec.games.video.arcade newsgroup, as well as other sources on the Internet.
Some material is drawn from text, while others are inferred from pictures.)


Table of Contents:

INTRODUCTION

I)Basic Gameplay
a)conventions of this FAQ
b)control layout
c)changes from VF2
d)general moves
II) Characters
a)Akira
b)Pai
c)Lau
d)Wolf
e)Jeffry
f)Kage
g)Sarah
h)Jacky
i)Shun
j)Lion
k)Aoi
l)Takaarashi
m)Dural
III) Stages
IV) Miscellaneous Stuff
a)where to get new versions of this FAQ
b)version history
c)acknowledgements
d)legal crap


INTRODUCTION

This started out as a compilation of news posted about the game on
r.g.v.a and has grown. Hopefully it'll live up to the standards set by Chia
Jin Ngee, author of the VF2 FAQ. Hopefully in the future, each character's
section will be written by a master of that character, most likely the author
of that characters individual FAQ.

The model three boardset is what powers VF3 (see specs below). It
has the capability to do thousands more polygons per second than the model
2, and that means better, more realistic looking characters. One major
example of the power of the Model 3 is its ability to make different types
of cloth move in different manners. For instance, Aoi's first outfit is made
of silk. In the game it will move EXACTLY like silk would in the real world.
And Jacky's leather jacket will move like leather would. One more, less
interesting tidbit is that in Aoi's stage it is snowing. These snowflakes are
just like real ones, no two are alike. I assume they did this through the use
of fractals. Here are the specs:

GRAPHICS
Geometrizer; 1 million polygons per second. Renderer; 60 million pixels per
second. 16 million colored textures. Trilinear Interpolation Micro Texture.

SHADING
High Specular Gouraud shading. Fix Shading. Flat Shading. Texture and edge
Multi-Layered Anti Aliasing

LIGHTING EFFECTS
Parallel light. 4 Spot Lights. Pin Spot Light

OTHERS
Main CPU: Power PC 603e. Resolution 496x384~640x480

SPECIAL EFFECTS
Zoning-fog. 32 Levels of Translucency



I)Basic Gameplay
a)conventions used in this FAQ

G=Gaurd
P=Punch
K=Kick
E=Escape

f, b, u, d=Tap forward, backward, up, down

x/y=tap diagonally, i.e. d/f means tap diagonally between down and
forward.

F, B, U, D=Hold forward, backward, up, down

b)control layout
Scince it is finally out, there is no use whining about the less
than optimal control configuration. Adapt or die I guess...

P K E
G

c)changes from VF2
* Jump motion: In VF2 it was simply (u), now it is (d,u).
* Throws: all throws vs. standing opponents end in (P+G), and that
all throws vs. crouching opponents end in (P+K+G). Does this mean
that every high throw is escapable? We are yet to see.
* Pouncing: to big pounce on a downed enemy you now must do (d,U+P).
* Dashing: dashing can be accomplished by two procedures. The first
is the same as in VF2, f,F. The new method is F+E. Forward can be
exchanged for backward in both examples.
* New animation: missed throw and missed reversal animation. No
more cheesy "auto-select" crap.


d)general moves

E or u+E Dodge into screen
d+E Dodge out of screen
F or B Step forward or backward
D/F or D/B Crouch Step
f, f or f+E Forward Dash
b, b or b+E Back Dash
f, F or F+E Run
d/b, d/b Dash from Crouch (Not crouch dash)
d, u Small Jump
d, U Big Jump
u+P Small Pounce
d, U+P Big Pounce


II)Characters
KEY:
Outfit 1: Player 1 costume.
Outfit 2: Player 2 costume.
Moves: A list of that character's moves, duh. ;) Explination is as follows:

Name
Control Damage Frame Rates [(Exe-Ht-Rec) see below]
Level Reverse Level Notes


Exe-Ht-Rec: the number of frames the move takes to execute (Exe), Hit (Ht),
and Recover (Rec) to a ready stance. The Exe number is from the
time you finish the control motion to the time the move begins
to hit. The Ht number is how long it takes for the moveto hit
ONCE IT HAS STARTED HITTING. Note that attacks like straight
punches have a very short Ht rating, while throws have rather
long ones. The Rec number is how long it takes to get to a ready
stance after the hit animation is done. For an example look at
Akira's Dashing Elbow: 10 2 24. This means that it takes 10
frames before it hits, 2 frames to hit, and 24 frames to recover.
A total of 3 6 frames. Based on the 60 frames per second frame
rate of VF3, this means it t akes slightly over half a second to
execute, hit, and recover from.

TA: Turn Away. This move, after completion, leaves your character's back facing
the opponent.

TT: Turn Towards. This move can only be done if your back is facing the
opponent. After the move is completed, you are now facing the opponent.

b,f,d,u: *tap* back, forward, down or up.

B,F,D,U: *hold* back forward, down or up.

d/f,u/f,d/b,u/b: tap diagonally between down and forward, up and
forward, down and back, or up and back.

D/F,U/F,D/B,U/B: hold diagonally between down and forward, up and
forward, down and back, or up and back.

+: do the thing before the sign and after it at the same time. Ex:
"d+P " means "tap down and hit P at the same time."

,: indicates individual taps or presses or a combonation thereof. Ex:
"f,f+K" means "tap forward, then tap forward and press K at the same
time."

*: from crouch. If the asterisk is *before* the controller motions it
means that you have to be crouching before you can do the move. If
it is after the motion, it can be done from either a standing or
crouching position.

a>b: roll from position a to position b, downward. Ex: "b>f" means
"roll the joystick from back to down/back to down to
down/forward to forward."

a|b: alternative motion. This means that the motion "a" does the same
thing as motion "b".

~: ranged damage. This means that the closer you are to someone when
you do the move, the more damage it does. Ex: Akira's backcheck.

[]: long range version of an attack.

{}: different damage for throws versus takaarashi.

---
|L: Low
Attack |M: Mmedium
Levels |H: High
|G: Ground
---

---
|L: Low
Reversal |M: Medium
|H: High
|P: Punch
|K: Kick
|C: Crescent (sweep)
|K-Flip: Kickflip
|R: to reverse a reversal
---

---
|T: High throw
|L: Low throw
|S: Side throw
|B: Back throw
Throws |W: Wall throw
|G: Ground throw
|C: Catch throw
|TT: Combo throw
---

---
|Exe-Ht-Rec: the number of frames the move takes to execute (Exe),
| Hit (Ht), and Recover (Rec) to a ready stance. The Exe
| number is from the time you finish the control motion
| to the time the move begins to hit. The Ht number is
| how long it takes for the move to hit ONCE IT HAS
| STARTED HITTING. Note that attacks like straight
| punches have a very short Ht rating, while throws have
| rather long ones. The Rec number is how long it takes
| to get to a ready Frame stance after the hit animation
| Rate is done. For example look at Akira's Dashing
| Elbow: 10 2 24. This means that it takes 10 frames
| before it hits, Info 2 frames to hit, and 24 frames to
| recover. A total of 36 frames. Based on the 60 frames
| per second frame rate of VF3, this means it takes
| slightly over half a second to execute, hit, and
| recover from.
---
----
|/: In recovery time, a slash separates miss and hit recovery times
| if they are different
|(): Parenthesis indicate a different recovery time when an attack is
| blocked(stop animation), or when a catch or gro und throw
| whiffs (groping animation)
|{}: Curly braces indicate different animation frame rates for throws
| against Taka.
---

---
|+nDP: causes Shun to take a drink, giving him "n" druken points.
|-nDP: causes Shun to lose "n" druken points if he is hit by it.
|need nDP: Shun must have "n" druken points to perform this move.
|ground: the attacker end up on the ground after performing this move.
|crouch: this attack forces the opponent to crouch if it hits.
Notes

|G-half: if defender is crouching and guarding, this move only does
| half damage.
|G-full: if defender is crouching and guarding, it causes no damage
| and follows a different hit stun formula than normal attacks.
| G-full at tacks usually have special animation for
| hitting crouching defenders.
|TA: cause the opponent to turn so that their back or side is facing
| the attacker, if it hits.
---

a)Akira Yuki
Outfit 1: Dark Blue Gi, same as VF2
Outfit 2: Black Gi, Similar to VF1
Moves:

low punch
d+P 11 16-1-14
L Rvs:L-P

low punch
D+P 9 10-1-14
L Rvs:L-P

low backfist (LBF)
df+P+K 25 25-2-24
L Rvs:L-P

low kick
d+K 10 14-1-22
L Rvs:L-K

yoho uppercut
df,df+P 35 17-3-29
M Rvs:H-P

double palm (DbPm)
D,b,f+P 30~70 11-5-33
M Rvs:--

single palm (SgPm)
D,f+P 20~65 11-2-28(26)
M Rvs:H-P

elbow
f+P 19 11-1-28
M Rvs:M-P

dashing elbow (DE)
f,f+P 20~40 10-2-24(26)
M Rvs:M-P

super dashing elbow (SDE)
f,f,f+P 20~40 10-2-24(35)
M Rvs:M-P

dashing shoulder ram
D,f+P+K 30 14-1-31
M Rvs:--

double fist strike
b,f+P+K 55 27-2-31
M Rvs:--

bodycheck
b,f,f+P+K 20~80 11-1-45
M Rvs:--

break stance
d+P+G 12 16-2-17
M Rvs:H-P

mountain paste
b,f+P+K+E 32 17-2-37
M Rvs:--

stun palm
P+K+G 18 19-2-30
M Rvs:H-P

stun palm-reverse bodycheck (half SPoD)
P+K+Gb,df+P+K 18+26 = 44 17-1-49
MT Rvs:--

stun palm of doom (SPoD)
P+K+Gb,df+P+Kd,f|b+P 18+26+42 =86 19-1-34
MTTCombo Rvs:--

shin kick
df+K 24 14-2-27
M Rvs:M-K

single jump kick (SJK)
f,f+K 20[30] 13-3-32
M Rvs:H-K

double jump kick (DJK)
f,f+KK 20[30]+40 = 60[70] 11-3-41
MM Rvs:H-K

dodging side kick
df+K+E 23 14-1-42
M Rvs:M-K

knee
K+GK 30 15-2-30
M Rvs:Knee

dragon spear
df+K+G 19 15-2-32
M Rvs:M-K

dragon spear-dashing elbow
df+K+Gf+P 19+20 =39 20-1-32
MM Rvs:M-P
dragon lance combo (DLC)
df+K+Gf+Pb,f,f+P+K 19+20+20~80 = 59~119 11-1-45
MMM Rvs:--

punch
P 12 9-2-12
H Rvs:H-P

punch-kick
PK 12+20 = 32 12-2-25
HH Rvs:H-K

punch-body blow
PP 12+12 = 24 10-1-21
HM Rvs:H-P

punch
F+P 12 9-2-12
H Rvs:H-P

standing palm
b,f+P 20~65 12-1-24
H Rvs:H-P Notes: -2DP

punch
B+P 12 9-2-12
H Rvs:H-P

dodging punch
P+E 12 9-2-12
H Rvs:H-P

break guard
f+P+G 12 12-1-18
H Rvs:H-P

kick
K 25 14-2-23
H Rvs:H-K

kick
F+K 25 14-2-25
H Rvs:H-K

dodging kick
K+E 25 14-2-23
H Rvs:H-K

ground punch
df+P 12 17-2-47
G Rvs:--

backwards leaping fist pounce
u+P 20 49-3-24(57)
G Rvs:--

forwards leaping fist pounce
u+P 20 42-3-24(57)
G Rvs:--




TT low kick
d+K 10 17-2-20
L Rvs:L-K

TT sweep
D+K 30 15-3-33
L Rvs:L-K

TT overhead hammer
d+P 14 15-4-20
M Rvs:H-P

TT punch
P 12 11-1-21
H Rvs:H-P

TT punch
D+P 12 15-1-21
H Rvs:H-P

TT kick
K 25 14-3-26
H Rvs:H-K




kickflip reversal
ub+P+K 30 8-8-36
R-K-Flip Rvs:--

kick reversal
b+P+K 30 19-15-27
R-H Rvs:--

punch reversal
b+P+K 30 14-16-47
R-H Rvs:--

punch reversal
b+P+K 30 11-20-29
R-H Rvs:--

elbow reversal
db+P+K 30 12-15-35
R-M Rvs:--

knee reversal
db+P+K 30 18-20-58
R-M Rvs:--

midkick reversal
db+P+K 30 16-15-28
R-M Rvs:--

midkick reversal
db+P+K 30 19-18-26
R-M Rvs:--

low kick reversal
d+P+K 30 16-15-31
R-L Rvs:--

low punch reversal
d+P+K 30 15-17-35
R-L Rvs:--




trip and triple punch
P+G 10+20+10 = 40 20-84-1
T Rvs:--

surprise exchange (SE)
db+P+G 0 1-43-1
T Rvs:--

grasping mind
db,f+P+G 60{65} 20-89-1
T Rvs:--

inverted bodycheck
df+P+G 20+30 = 50 16-64-1
T Rvs:--

stumbling trip (ST)
b,d+P+G 10 20-50-1
T Rvs:--

reverse bodycheck (RBC)
b,df+P+G 40 20-7-48
T Rvs:--

close in ram
b,f+P+G 20+15+25 = 60 20-81-1
T Rvs:--

elbow rush
P+G 40 15-51-1
T-S Rvs:--

big finish push down
P+G 55 20-85-1(40)
T-B-C Rvs:--

wall bodycheck
df+P+G 80 57-63-1
T-W Rvs:--





b)Pai Chan
Outfit 1: White sleeveless top (flowers) w/tail and pajama-like pants
Outfit 2: Single peice pink dress, low cut top, high cut skirt.
Moves:

low punch
d+P 11 16-1-14
L Rvs:L-P

low blue fist (LBF)
df+P 12 19-2-26
L Rvs:L-P

low blue fist-punch
df+PP 12+8 = 20 11-2-18
LH Rvs:H-P

low blue fist-punch-upper
df+PPf+P 12+8+25 = 45 16-5-24
LHM Rvs:H-P

low blue fist-punch-straight kick
df+PPK 12+8+30 = 50 14-2-27
LHH Rvs:H-K

low blue fist-punch-punch
df+PPP 12+8+12 = 32 10-2-19
LHH Rvs:H-P

low blue fist-punch-punch-kickflip
df+PPPb+K 12+8+12+20 = 52 10-3-38
LHHM Rvs:K-flip

low blue fist-punch-punch-sweep
df+PPPd+K 12+8+12+35 = 67 17-4-38(45)
LHHL Rvs:L-C

low blue fist-punch-punch-straight kick
df+PPPf+K 12+8+12+30 = 52 16-2-34
LHHH Rvs:H-K

low blue fist-punch-punch-crescent
df+PPPK 12+8+12+45 = 77 17-5-35(43)
LHHH Rvs:H-C

low punch
D+P 9 10-1-14
L Rvs:L-P

low kick
d+K 10 12-1-24
L Rvs:L-K

low kick-heel kick
d+KK 10+19 = 29 16-2-30
LH Rvs:H-K

low kick-sweep
D+KK 10+12 = 22 25-4-32
LL Rvs:L-C

sweep
d+K+G 20~35 24-5-32(44)
L Rvs:L-C

quick sweep
db+K+G 25 19-5-37(45)
L Rvs:L-C

double palm
D,f+P 20 12-2-27
M Rvs:--

chop
f+P 14 12-1-21
M Rvs:H-P

puncture fist
f,f+P 20 14-3-30
M Rvs:--

puncture fist-jump kick
f,f+PK 20+20 = 40 12-2-45
MH Rvs:H-K

lunging underhand chop
b+P 20 18-1-26
M Rvs:H-P

sidekick
df+K 21 14-2-24
M Rvs:M-K

heel kick
D,K 40[35] 14-2-31[33]
M Rvs:H-K

backflip kick
ub+K 40 20-2-35
M Rvs:K-flip

backflip kick-reverse backflip kick
ub+Kf+K 40+30 = 70 32-4(19)-37(35)
MM Rvs:--

single swallow kick
uf+K 19 12-3-22
M Rvs:--

double swallow kick
uf+KK 19+16 = 45 4-3-1
MM Rvs:--

double swallow kick continuation
uf+KK 19+16+10 = 55 2-2-41
MMM Rvs:--

dodging sidekick
df+K+E 21 14-2-25
M Rvs:M-K

cartwheel kick
f+K+G 15 20-3-1
M Rvs:--

cartwheel kick continuation
f+K+G 18 5-4-19(36)
MM Rvs:--

reverse backflip kick
uf+K+G 30 32-4-37
M Rvs:--

reverse backflip kick-backflip kick
uf+K+Gb+K 30+40 = 70 20-2-35
MM Rvs:--

punch
P 10 8-2-13
H Rvs:H-P

punch-heel kick
PK 10+29 = 39 14-2-31
HH Rvs:H-K

double punch
PP 10+10 = 20 7-2-14
HH Rvs:H-P

double punch-sweep
PPd+K+G 10+10+35 = 55 19-4-24(33)
HHL Rvs:L-C

double punch-straight kick
PPK 10+10+29 = 49 14-2-27
HHH Rvs:H-K

double punch-crescent
PPK+G 10+10+20~40 = 40~60 17-5-25(33)
HHH Rvs:H-C

triple punch
PPP 10+10+12 = 32 10-2-19
HHH Rvs:H-P

triple punch-kickflip
PPPb+K 10+10+12+20 = 52 10-3-38
HHHM Rvs:K-flip

triple punch-sweep
PPPd+K 10+10+12+35 = 67 17-4-38(45)
HHHL Rvs:L-C

triple punch-straight kick
PPPf+K 10+10+12+30 = 52 16-2-34
HHHH Rvs:H-K

triple punch-crescent
PPPK 10+10+12+45 = 77 17-5-35(43)
HHHH Rvs:H-C

retreating chop
db+P 12 22-1-26
H Rvs:H-P Notes: -2DP

punch
F+P 10 8-2-13
H Rvs:H-P

punch
B+P 10 8-2-13
H Rvs:H-P

dodging punch
P+E 10 8-2-13
H Rvs:H-P

snap kick
K 20 12-3-28
H Rvs:H-K

snap kick-heel drop
KK 20+20 = 40 15-3-28(42)
HM Rvs:H-K Notes: crouch?

lunging kick
f,f+K 30 16-2-34
H Rvs:H-K

dodging snap kick
K+E 25 14-2-23
H Rvs:H-K

crescent
K+G 25~45 22-6-25(36)
H Rvs:H-C

reverse crescent
b+K+G 45 16-4-31(39)
H Rvs:H-C

backwards high jumping knee pounce
d,U+P 40 37-10-32(70)
G Rvs:--

forwards high jumping knee pounce
d,U+P 40 33-6-47(70)
G Rvs:--

ground punch
df+P 10 18-2-41
G Rvs:--

backwards jumping knee pounce
u+P 30 37-10-32(70)
G Rvs:--

forwards jumping knee pounce
u+P 30 30-9-40(70)
G Rvs:--




TT low punch
d+P 12 20-2-19
L Rvs:L-P

TT sweep
d+K 22 16-4-24
L Rvs:L-K

reverse backflip kick
ub+K 40 26-5-26
M Rvs:--

TT punch
P 12 11-1-21
H Rvs:H-P

TT kick
K 25 14-3-26
H Rvs:H-K




high reversal
b+P+K 25 1-67-4
R-H Rvs:--

high reversal
b+P+K 25 20-45-1
R-H Rvs:--

mid reversal
db+P+K 25 12-44-1
R-M Rvs:--

mid reversal
db+P+K 30 7-65-1
R-M Rvs:--

mid reversal
db+P+K 25 1-54-1
R-M Rvs:--

high/mid inashi
f+P+K 0 1-9-3
R-MH Rvs:--

high reverse reversal (Pai vs Pai b+P+K)
P+G 20 1-123-1
R-R Rvs:--




pull down throw
P+G 50 20-99-1
T Rvs:--

cartwheel over stander
df+P+G 0 10-50{59}-1
T Rvs:--

flip over throw
D,f+P+G 60 10-64-1
T Rvs:--

overhead cannon
f+P+G 50 14-140{147}-1
T Rvs:--

DDT
f,b+P+G 55 20-73-1
T Rvs:--

reaping throw and punch
f,f+P+G 10+40 = 50 20-97-1
T Rvs:--

stumbling trip (ST)
b,d+P+G 30 20-49-1
T Rvs:--

roll over throw
b,f+P+G 60 20-99-1
T Rvs:--

cartwheel over croucher
f+P+K+G 0 20-22-1
T-L Rvs:--

trap and back punch
P+G 40 19-39-1
T-S Rvs:--

off the wall overhead cannon
f+P+G 60 14-136{143}-1
T-W Rvs:--




reverse stumbling trip
P+G 10 10-93-13
T-B Rvs:--

reverse stumbling trip-reverse backflip kick
P+GK+G 10+30 = 40 32-4-25
T-B-Combo Rvs:--




flying kick
running+K 20~70 33-7-24
H Rvs:--




backflip
d,ub 1-49-1
Move Rvs:--


c)Lau Chan
Outfit 1: Red coat with orange tiger stripes, mint green pants. Eww.
Outfit 2: Green coat, blue pants.
Moves:

low punch
d+P 11 16-1-14
L Rvs:L-P

low punch
D+P 9 10-1-14
L Rvs:L-P

low kick
d+K 15 14-1-27
L Rvs:L-K

low kick-heel kick
d+KK 15+19 = 34 16-2-30
LH Rvs:L-C

double low kick
D+KK 15+19 = 34 19-2-28
LL Rvs:L-K

triple low kick
D+KKd+K 15+19+10 = 44 18-3-30
LLL Rvs:L-K

triple low kick-sweep
D+KKD+KK+G 15+19+10+12 = 56 18-5-38(46)
LLLL Rvs:L-C

lunging sweep
f,d+K 30 20-2-33
L Rvs:L-K

sweep
d+K+G 20~35 24-5-32(45)
L Rvs:L-C

auto knife (AutoKn)
P 22 13-2-24
M Rvs:H-P

knife hand (DnKn)
df+P 15[17] 17[13]-1-23[22]
M Rvs:H-P

knife hand-punch (DnKnP)
df+PP 15[17]+10 = 35[37] 9-1-23
MH Rvs:H-P

knife hand-punch-straight kick (DnKnPK)
df+PPK 15[17]+10+20 = 55[57] 14-2-27
MHH Rvs:H-K

knife hand-punch-punch (DnKnPP)
df+PPP 15[17]+10+14 = 39[41] 10-2-21
MHH Rvs:H-P

knife hand-punch-punch-kickflip
df+PPPb+K 15[17]+10+14+26 = 65[67] 10-3-41
MHHM Rvs:K-flip

knife hand-punch-punch-sweep (DnKnPPSweep)
df+PPPd+K 15[17]+10+14+40 = 79[81] 17-5-35(47)
MHHL Rvs:--

knife hand-punch-punch-crescent (DnKnPPK)
df+PPPK 15[17]+10+14+50 = 89[91] 17-5-35(43)
MHHH Rvs:H-C

lunging knife hand (LgKn)
df,df+P 22 22-2-23
M Rvs:H-P

lunging knife hand-punch (LgKnP)
df,df+PP 22+16 = 38 9-1-13
MH Rvs:H-P

lunging knife-punch-TA lifting palm (LgKnP-TA UpKn)
df,df+PPb+P 22+12+24 = 58 15-3-27
MHM Rvs:H-P

lunging knife-punch-TA lifting palm-TT double palm
df,df+PPb+Pf+P 22+12+24+28 = 86 28-2-33
MHMM Rvs:--

lunging knife hand-double punch (LgKnPP)
df,df+PPP 22+12+12 = 46 8-2-16
MHH Rvs:H-P

lunging knife hand-double punch-heel kick (LgKnPPK)
df,df+PPPK 22+12+12+30 = 76 15-3-25
MHHH Rvs:H-K

lunging knife hand-triple punch (LgKnPPP)
df,df+PPPP 22+12+12+14 = 60 10-2-19
MHHH Rvs:H-P

lunging knife hand-triple punch-kickflip
df,df+PPPPb+K 22+12+12+14+26 = 86 10-3-41
MHHHM Rvs:K-flip

lunging knife hand-triple punch-sweep (LgKnPPPSweep)
df,df+PPPPd+K 22+12+12+14+40 = 100 17-5-35(47)
MHHHL Rvs:--

lunging knife hand-triple punch-crescent (LgKnPPPK)
df,df+PPPPK 22+12+12+14+50 = 110 17-5-35(51)
MHHHH Rvs:H-C

lifting palm (UpKn)
DF+P 20[22] 13-3-23
M Rvs:H-P

lifting palm-punch (UpKnP)
DF+PP 20[22]+12 = 32[34] 13-1-14
MH Rvs:H-P

lifting palm-punch-TA lifting palm (UpKnP-TA UpKn)
DF+PPb+P 20[22]+12+24 = 56[58] 15-3-27
MHM Rvs:H-P

lifting palm-punch-TA lifting palm-TT double palm
DF+PPb+Pf+P 20[22]+12+24+28 = 84[86] 28-2-33
MHMM Rvs:--

lifting palm-double punch (UpKnPP)
DF+PPP 20[22]+12+12 = 44[46] 8-2-16
MHH Rvs:H-P

lifting palm-double punch-heel kick (UpKnPPK)
DF+PPPK 20[22]+12+12+30 = 74[76] 15-3-25
MHHH Rvs:H-K

lifting palm-triple punch (UpKnPPP)
DF+PPPP 20[22]+12+12+14 = 58[60] 10-2-19
MHHH Rvs:H-P

lifting palm-triple punch-kickflip
DF+PPPPb+K 20[22]+12+12+14+26 = 84[86] 10-3-41
MHHHM Rvs:K-flip

lifting palm-triple punch-sweep (UpKnPPPSweep)
DF+PPPPd+K 20[22]+12+12+14+40 = 98[100] 17-5-35(47)
MHHHL Rvs:--

lifting palm-triple punch-crescent (UpKnPPPK)
DF+PPPPK 20[22]+12+12+14+50 = 108[110] 17-5-35(51)
MHHHH Rvs:H-C

elbow
f+P 19 11-2-25
M Rvs:M-P

elbow-single palm
f+Pb,f+P 19+20 = 39 21-2-20
MH Rvs:H-P Notes: -1DP

double palm
b,f,f+P 35 15-2-42
M Rvs:--

super knife (SpKn)
df+P+K 34 21-4-33
M Rvs:H-P

lifting palm-super knife (UpKn-SpKn)
DF+Pdf+P+K 20[22]+22 = 42[44] 23-4-28
MM Rvs:H-P

sidekick
df+K 21 14-2-24
M Rvs:M-K

sidekick-punch
df+Kf+P 21+16 = 37 19-2-24
MH Rvs:H-P

sidekick-punch-single palm
df+Kf+Pb,f+P 21+16+15 = 52 16-2-19
MHH Rvs:H-P Notes: -1DP

heel kick
D,K 40 14[16]-2-29[31]
M Rvs:H-K

backflip kick
ub+K 40 20-2-35
M Rvs:K-flip

cartwheel kick
uf+K 30 20-4-21
M Rvs:--

dodging sidekick
df+K+E 23 14-2-27
M Rvs:M-K

hopping sidekick
uf+K+G 32 25-3-26
M Rvs:H-K

punch
P 12 9-2-12
H Rvs:H-P

punch-TA lifting palm (P-TA UpKn)
Pb+P 12+24 = 36 15-3-27
HM Rvs:H-P

punch-TA lifting palm-TT double palm (P-TA UpKn-DbPm)
Pb+Pf+P 12+24+28 = 64 28-2-33
HMM Rvs:--

punch-sweep
PD+K+G 12+20~35 = 32~47 19-4-24(33)
HL Rvs:--

punch-heel kick
PK 12+29 = 41 14-2-27
HH Rvs:H-K

punch-crescent
PK+G 12+20~40 = 32~52 17-5-25(42)
HH Rvs:H-C

double punch
PP 12+12 = 24 8-2-16
HH Rvs:H-P

double punch-heel kick
PPK 12+12+30 = 54 15-3-25
HHH Rvs:H-K

triple punch
PPP 12+12+14 = 38 10-2-19
HHH Rvs:H-P

triple punch-kickflip
PPPb+K 12+12+14+26 = 64 10-3-41
HHHM Rvs:K-flip

triple punch-sweep
PPPd+K 12+12+14+40 = 78 17-5-35(47)
HHHL Rvs:--

triple punch-crescent
PPPK 12+12+14+50 = 88 17-5-35(51)
HHHH Rvs:H-C

punch
F+P 12 9-2-12
H Rvs:H-P

punch
b+P 12 9-2-12
H Rvs:H-P

double punch
b+PP 12+12 = 24 8-2-16
HH Rvs:H-P

single palm (SgPm)
b,f+P 24 12-2-27
H Rvs:H-P Notes: -2DP

punch
B+P 12 9-2-12
H Rvs:H-P

dodging punch
P+E 12 9-2-12
H Rvs:H-P

kick
K 25 14-2-23
H Rvs:H-K

kick-crescent
KK 25+30 = 55 16[22]-4[3]-31(37)
HH Rvs:H-C

advancing kick
f,f+K 25 14-2-25
H Rvs:H-K

dodging kick
K+E 25 14-2-23
H Rvs:H-K

crescent
K+G 20~45 25-3-23(32)
H Rvs:H-C

super crescent
b>f+K+G 50 15-5-37(45)
H Rvs:H-C

backwards double jumping pounce
d,U+P 25+15 = 40 40-6-30(58)
G Rvs:--

forwards double jumping pounce
d,U+P 25+15 = 40 33-6-31
G Rvs:--

backwards jumping pounce
u+P 30 40-6-30(60)
G Rvs:--

forwards jumping pounce
u+P 30 32-7-24
G Rvs:--

twisting ground stomp
df+K 13 19-2-20(60)
G Rvs:--




TA lifting palm (TA UpKn)
b,b+P 30 21-5-29
M Rvs:H-P

TA lifting palm-TT sweep
b,b+PD+K 30+30 = 60 18-2-31
ML Rvs:L-K

TA lifting palm-TT knife hand (TA UpKn-TT DnKn)
b,b+Pd+P 30+18 = 48 27-1-19
MM Rvs:H-P

TA lifting palm-TT knife hand-punch
b,b+Pd+PP 30+18+10 = 58 9-1-23
MMH Rvs:H-P

TA lifting palm-TT knife hand-punch-straight kick
b,b+Pd+PPK 30+18+10+20 = 78 14-2-27
MMHH Rvs:H-K

TA lifting palm-TT knife hand-punch-punch
b,b+Pd+PPP 30+18+10+14 = 72 10-2-21
MMHH Rvs:H-P

TA lifting palm-TT knife hand-punch-punch-kickflip
b,b+Pd+PPPb+K 30+18+10+14+26 = 98 10-3-41
MMHHM Rvs:K-flip

TA lifting palm-TT knife hand-punch-punch-sweep
b,b+Pd+PPPd+K 30+18+10+14+40 = 112 17-5-35(47)
MMHHL Rvs:--

TA lifting palm-TT knife hand-punch-punch-crescent
b,b+Pd+PPPK 30+18+10+14+50 = 122 17-5-35(43)
MMHHH Rvs:H-C

TA lifting palm-TT crescent
b,b+PK+G 30+40 = 70 33-4-28(33)
MM Rvs:H-C

TA crescent
b,b+K+G 30 15-5-21(36)
H Rvs:H-K




TT sweep
d+K 22 16-4-24
L Rvs:--

TT knife hand (TT DnKn)
d+P 20 14-2-19
M Rvs:H-P

TT knife hand-punch (TT DnKnP)
d+PP 20+10 = 30 9-1-23
MH Rvs:H-P

TT knife hand-punch-straight kick (TT DnKnPK)
d+PPK 20+10+20 = 50 14-2-27
MHH Rvs:H-K

TT knife hand-punch-punch (TT DnKnPP)
d+PPP 20+10+14 = 44 10-2-21
MHH Rvs:H-P

TT knife hand-punch-punch-kickflip
d+PPPb+K 20+10+14+26 = 70 10-3-41
MHHM Rvs:K-flip

TT knife hand-punch-punch-sweep (TT DnKnPPSweep)
d+PPPd+K 20+10+14+40 = 84 17-5-35(47)
MHHL Rvs:--

TT knife hand-punch-punch-crescent (TT DnKnPPK)
d+PPPK 20+10+14+50 = 94 17-5-35(43)
MHHH Rvs:H-C

TT reverse kickflip
ub+K 40 26-5-26
M Rvs:--

drop kick
u+K+G 40 22-3-26
M Rvs:--

TT punch
P 12 11-1-11
H Rvs:H-P

TT kick
K 36 10-2-33
H Rvs:H-K




water wheel drop
P+G 40{50} 20-90{115}-1
T Rvs:--

shoulder whip
df,df+P+G 65{75} 20-110-1
T Rvs:--

overhead cannon
f+P+G 50 14-111{147}-1
T Rvs:--

back drop
b+P+G 50 20-79{58}-1
T Rvs:-- Notes: ground

stumbling trip (ST)
b,d+P+G 10 20-40-1
T Rvs:--

face grab
b,f+P+G 60{70} 20-145{112}-1
T Rvs:--

reaping throw
P+G 50{60} 20-80-1
T-B Rvs:--

DDT
P+G 40 15-97-1
T-S Rvs:--

off the wall overhead cannon
f+P+G 60 78{14}-42{143}-1
T-W Rvs:--

back drop wall slam
b+P+G 60 78-92-1
T-W Rvs:--




backflip
d,ub 1-49-1
Move Rvs:--



d)Wolf Hawkfield
Outfit 1: Orange/red spandex, chains as a belt. No shirt.
Outfit 2: "New Cowboy Wolf" cowboy hat, leather, streamers, the whole nine
yards. All he is missing is chaps and a horse...
Moves:

-- WOLF --



low punch
d+P 11 16-1-14
L Rvs:L-P

low punch
D+P 9 10-1-14
L Rvs:L-P

grizzly lariat
df+P+K 20 18-4-33
L Rvs:L-P

low kick
d+K 17 16-1-28
L Rvs:L-K

low drop kick
f,d+K 20 16-1-49
L Rvs:L-K

low kick (built in G-cancel)
d+K+G 17 16-1-28
L Rvs:L-K

hook punch
db+P 19 12-1-27
M Rvs:M-P

uppercut
df+P 24 14[18]-2-25[29]
M Rvs:H-P

two fisted upper
D>f+P 30 14-3-39
M Rvs:--

lifting upper
DF+P 22 14-2-23
M Rvs:H-P

body blow
f+P 14 15-2-24
M Rvs:H-P

body blow-overhead dragon fish blow
f+PP 14+20 = 34 18-2-37
MH Rvs:H-P

screw shot
f>b+P 20 12-2-31
M Rvs:M-P

screw lariat
f>b+PP 20+20 = 40 23-2-25
MH Rvs:--

shoulder ram
b,f+P 20~70 19-5-35
M Rvs:--

tomahawk chop
uf+P 15 18-2-17
M Rvs:-- Notes: -1DP

tomahawk chop-throw?
uf+Pf+P+G 15+60 = 75 1-0-86
MT Rvs:--

arrow knuckle
d+P+K 20 13-2-30
M Rvs:H-P Notes: crouch

short range shoulder
b,f+P+K 30 17-4-30
M Rvs:--

shin kick
df+K 28 16-2-37
M Rvs:M-K

knee
f+K 30 15-2-30
M Rvs:Knee

drop kick
uf+K 40 23-5-29(76)
M Rvs:-- Notes: ground(miss)

dodging sidekick
df+K+E 33 16-2-37
M Rvs:M-K

ballet kick
f+K+G 30 21-2-37
M Rvs:H-K

front roll kick
b,f+K+G 30 34-3-28
M Rvs:-- Notes: ground

punch
P 14 12-2-13
H Rvs:H-P

punch-kick
PK 14+20 = 34 12-2-25
HH Rvs:H-K

double punch
PP 14+14 = 28 9-1-19
HH Rvs:H-P

double punch-elbow
PPf+P 14+14+16 = 44 12-2-25
HHH Rvs:H-P

double punch-elbow-swat
PPf+Pb+P 14+14+16+20 = 64 13-3-31
HHHH Rvs:H-P

double punch-upper
PPP 14+14+24 = 52 18-2-29
HHM Rvs:H-P

punch
F+P 14 12-2-13
H Rvs:H-P

elbow drop
b+P 20 13-3-31
H Rvs:H-P

dodging punch
P+E 14 12-2-13
H Rvs:H-P

attack lariat
f+P+E 40 24-16-31
H Rvs:--

level back chop
P+K 24 21-2-26
H Rvs:H-P

tomahawk flash
f+P+K 20 15-3-23
H Rvs:H-P Notes: -2DP

double punch-elbow-double arm suplex throw
PPf+Pdb+P+K+G 14+14+16+70 20-163-1
HHHT-L Rvs:--

kick
K 30 16-2-23
H Rvs:H-K

double kick
KK 30+20 = 50 21-2-34
HH Rvs:H-K

kick
F+K 30 16-2-23
H Rvs:H-K

dodging kick
K+E 30 16-2-23
H Rvs:H-K

falling scissor kick
K+G 36 20-4-37
H Rvs:-- Notes: ground

flying knee kick
f,f+K+G 30 23-6-48
H Rvs:-- Notes: ground

high jumping elbow drop
d,U+P 40 39-3-23(72)
G Rvs:-- Notes: ground(miss)

elbow drop
df+P 15 29-2-50
G Rvs:--

jumping elbow drop
u+P 30 39-3-23(72)
G Rvs:-- Notes: ground(miss)

back drop pounce
u+K 16 32-3-76(61)
G Rvs:--

front roll kick
b,f+K+G 18 34-3-28
G Rvs:-- Notes: ground




TT low punch?
d+P 30 15-3-23
L Rvs:H-P

TT drop kick
d+K 36 16-2-33
L Rvs:L-K

TT drop kick
D+K 36 17-1-39
L Rvs:L-K

TT punch
P 12 11-1-21
H Rvs:H-P

TT punch
D+P 12 14-2-25
H Rvs:H-P

TT kick
K 36 14-3-26
H Rvs:H-K




high kick reversal
b+P+K 40 20-125-1
R-H Rvs:--

mid kick reversal
db+P+K 30 15-85-1
R-M Rvs:--




suplex
P+G 60{70} 20-120-1
T Rvs:-- Notes: ground

body slam
df+P+G 50{65} 20-159-1
T Rvs:--

steiner screwdriver
df,df+P+G 80{95} 20-194{204}-1
T Rvs:--

wrist lock and swing
f>b+P+G 80 145-60-1
T Rvs:--

giant swing
b>f+P+G 100 20-220{235}-1
T Rvs:--

side suplex
d+P+K+G 60 20-90-1
T-L Rvs:--

double arm suplex
db+P+K+G 70 20-163-1
T-L Rvs:--

tiger drop
df+P+K+G 70 20-160-1
T-L Rvs:--

german suplex
P+G 80 20-157-1
T-B Rvs:--

dragon suplex
b+P+G 85 20-150-1
T-B Rvs:--

german suplex
P+K+G 70 20-150-1
T-B-L Rvs:--

sliding leg takedown
P+G 50 15-119-1
T-S Rvs:--

arm extension
b,f|b,f+P+G 60 10-81-1
T-S Rvs:--

arm lock and break
P+K+G 50+20 = 70 10-156-1
T-S-L Rvs:--

arm whip takedown
f,f+P+G 60 1-111-1(63)
T-C Rvs:--

frankensteiner
uf+P+G 60 1-98-1(73)
T-C Rvs:--

body slam into wall then power slam
df+P+G 50+30 = 80 103-97-1
T-W Rvs:--

wrist lock and swing into wall
f>b+P+G 80 145-53-1
T-W Rvs:--

over the head pick up ground throw
d+P+G 0 1-120-1(80)
T-G Rvs:--

over the legs pick up ground throw
d+P+G 0 1-109-1(80)
T-G Rvs:--




catch
f+P+G 0 1-0-55
T-C Rvs:--

catch-front suplex
f+P+Gb+P+G 60 20-91-1
T-Combo Rvs:-- Notes: ground

catch-push
f+P+Gdb+P+G 60 10-1-113
T-Combo Rvs:--

catch-front neck chantry
f+P+Gdf+P+G 0 10-72-1
T-Combo Rvs:--

catch-powerbomb
f+P+GP+G 40+20 = 60 20-220-1
T-Combo Rvs:--

catch-change
f+P+Gf+P+G 0 1-49-1
T-Combo Rvs:--

catch-change-tiger suplex
f+P+Gf+P+Gb+P+G 70 1-160-1
T-Combo Rvs:--

catch-change-shove and grind
f+P+Gf+P+Gdf+P+G 70 1-117-1
T-Combo Rvs:--

catch-change-push
f+P+Gf+P+Gf+P+G 0 40-1-100
T-Combo Rvs:--

catch-change-german suplex
f+P+Gf+P+GP+G 70 1-142-1
T-Combo Rvs:--




running shoulder ram
running+P+K 20~35 20-3-29
H Rvs:--




e)Jeffry McWild
Outfit 1: No shirt, loose fitting pants. (Same as VF2?)
Outfit 2: Blue sleeveless shirt, fishing pants and fireman boots.
Moves:

-- JEFF --



low punch
d+P 11 16-1-14
L Rvs:L-P

low punch
D+P 9 10-1-14
L Rvs:L-P

low kick
db+K 17 16-2-27
L Rvs:L-K

low heel slide
d+K+G 21 16-1-29
L Rvs:L-K

ankle kick
df+K+G 20 16-1-29
L Rvs:L-K

uppercut
df+P 20[19] 14[18]-2-25[27]
M Rvs:H-P

double upper
df+PP 20[19]+15 = 35[34] 17-3-31
MM Rvs:H-P

triple upper
df+PPP 20[19]+15+20 = 55[54] 17-2-36
MMM Rvs:H-P

kenka upper
df,df+P 32 17-2-32
M Rvs:H-P

lifting upper
DF+P 22 14-2-23
M Rvs:H-P

elbow
f+P 19 12-2-26
M Rvs:M-P

elbow-hammer
f+Pb+P 19+30 = 49 28-4-29
MM Rvs:--

dashing elbow
f,f+P 19 16-2-21
M Rvs:M-P

dashing elbow-upper
f,f+PP 19+19 = 38 12-2-27
MM Rvs:H-P

drop elbow
b+P 20 15-4-35
M Rvs:M-P

two fisted hammer
b,df+P 20 18-3-45
M Rvs:--

two fisted hammer-two fisted upper
b,df+PP 30 17-3-33
M Rvs:--

hell dunk hammer
d+P+K 21 14-2-23
M Rvs:H-P Notes: crouch

dodging hell stab
f+P+K 35 21-1-30
M Rvs:H-P

stomach crush
b,df+P+K 20 19-2-40
M Rvs:--

stomach crush and lift up throw
b,df+P+Kd+P+G 20+30 = 50 10-73-1
MT Rvs:--

head butt
b,f+P+K 35 27-3-24
M Rvs:--

toe kick
d+K 24 18-2-25
M Rvs:--

toe kick of doom (TKoD)
d+Kd>f+P+G 24+100{110} = 124{134} 20-229{252}-1
MT Rvs:--

toe kick-hammer
d+KP 24+19 = 43 24-4-33
MM Rvs:--

front kick
df+K 28 16-2-37
M Rvs:M-K

knee
f+K 32 15-2-30
M Rvs:Knee

big boot
f,f+K 40 26-3-26
M Rvs:M-K

shot knee
b+K 22 12-1-30
M Rvs:Knee

shot knee-hook
b+KP 22+15 = 37 20-2-33
MH Rvs:H-P

axe kick
b,f+K 36 21-2-30(44)
M Rvs:H-K

dodging side kick
df+K+E 33 16-2-37
M Rvs:M-K

punch
P 14 12-2-13
H Rvs:H-P

punch-kick
PK 14+20 = 34 12-2-25
HH Rvs:H-K

double punch
PP 14+14 = 28 9-1-19
HH Rvs:H-P

double punch-hook
PPb+P 14+14+35 = 63 21-3-35
HHH Rvs:H-P

double punch-upper
PPP 14+14+19 = 47 18-2-27
HHM Rvs:H-P

tornado hammer
f,b+P 25 17-3-37
H Rvs:H-P Notes: -2DP

punch
F+P 14 12-2-13
H Rvs:H-P

kenka hook
b,f+P 35 21-3-35
H Rvs:H-P Notes: -2DP

punch
B+P 14 12-2-13
H Rvs:H-P

hell stab
P+E 20 14-1-22
H Rvs:H-P

double hell stab
P+EP+E 20+10 = 30 8-1-22
HH Rvs:H-P

machine gun hell stab
P+EP+EP+E 20+10+15 = 45 24-2-30
HHH Rvs:H-P

kick
K 30 16-2-23
H Rvs:H-K

kick-toe kick
KK 30+15 = 45 23-1-33
HM Rvs:H-K

kick-toe kick-hammer
KKP 30+15+20 = 65 24-4-33
HMM Rvs:--

kick
F+K 30 16-2-23
H Rvs:H-K

dodging kick
K+E 30 16-2-23
H Rvs:H-K

butt bomb pounce
d,U+P 40 31-4-65(76)
G Rvs:-- Notes: ground(miss)

crab pounce
u+P 30 25-6-79(60)
G Rvs:--

ground stomp
df+K 15 26-2-42
G Rvs:--




TT two fisted hammer
d+P 30 15-5-24
M Rvs:--

TT heel slide
d+K 30 18-5-42(53)
M Rvs:M-K

TT punch
P 12 11-1-21
H Rvs:H-P

TT punch
D+P 12 14-2-25
H Rvs:--

TT kick
K 36 14-3-26
H Rvs:H-K




fireman's carry
P+G 60{70} 20-157{169}-1
T Rvs:-- Notes: ground

pick up and slam
d+P+G 50 10-120{134}-1
T Rvs:--

box throw
db+P+G 0 10-55-1
T Rvs:--

machine gun hammer
db,f+P+G 20+10+10+20 = 60 10-130-1
T Rvs:--

crucifix pile driver (XPD)
df,df+P+G 80{90} 20-229{252}-1
T Rvs:--

power slam
f+P+G 50 20-139-1
T Rvs:--

military press
b+P+G 75 10{20}-257{247}-1
T Rvs:--

tackle and grind
b,df+P+G 30+25 = 55 21-107-1
T Rvs:--

front back breaker
b,f,f+P+G 70{80} 20-140{151}-1
T Rvs:--

iron claw
d+P+K+G 50 20-179{177}-1
T-L Rvs:--

machine gun knee lift
d,f+P+K+G 30+20+10+20 = 80 20-111-1
T-L Rvs:--

powerbomb
df+P+K+G 70 20-139-1
T-L Rvs:--

backbreaker
P+G 80{100} 20-180{195}-1
T-B Rvs:--

backbreaker
P+K+G 80{100} 20-180{195}-1
T-B-L Rvs:--

cocunut crush
P+G 20+30 = 50 15-116-1
T-S Rvs:--

arm extension
b,f|f,b+P+G 60 10-144-1
T-S Rvs:--

headlock hammer
P+K+G 70 10-105-1
T-S-L Rvs:--

fireman's carry into the wall
P+G 60 138-92-1
T-W Rvs:--

fireman's carry off the wall
P+G 60 159-41-1
T-W Rvs:--

wall grind and knee
db+P+G 20+4+4+4+4+4+20 = 60 38-162-1
T-W Rvs:--

triple shoulder ram
b,df+P+G 20+15+15 = 50 23-143-1
T-W Rvs:--

over the head pick up ground throw
d+P+G 0 1-120-1(80)
T-G Rvs:--

over the legs pick up ground throw
d+P+G 0 1-109-1(80)
T-G Rvs:--




head butt
b,f+P+G 20 20-7-61
T Rvs:--

head butt-knee smash
b,f+P+Gb+P+G 20+20+20 = 60 10-91-1
T-Combo Rvs:--

double head butt
b,f+P+Gf+P+G 20+16 = 36 20-14-65
T-Combo Rvs:--

double head butt-knee smash
b,f+P+Gf+P+Gb+P+G 20+16+20+20 = 76 10-93-1
T-Combo Rvs:--

triple head butt
b,f+P+Gf+P+Gf+P+G 20+16+32 = 68 20-50-1
T-Combo Rvs:--




flying butt attack
running+K+G 30 26-7-25
M Rvs:-- Notes: ground

flying superman splash
running+P+K 20~40 18-11-80
H Rvs:--




f)Kage-Maru
Outfit 1: Exact same outfit from VF2
Outfit 2: White pants, grey tee shirt, face mask, pony tail
Moves:





low punch
d+P 11 16-1-14
L Rvs:L-P

low punch
D+P 9 10-1-14
L Rvs:L-P

low heel slide
d+K 14 16-1-24
L Rvs:L-K

dodging tackle
db+K 19 19-6-48
L Rvs:L-K

back heel sweep
f,f+K 20~30 27-4-36
L Rvs:L-C

downward chop
D,df+P 20 14-1-32
M Rvs:H-P

elbow
f+P 19 11-2-22
M Rvs:M-P

rising dragon punch
f,d,df+P 40 15-5-41
M Rvs:H-P

downward side chop
P+K 16 23-3-20
M Rvs:H-P Notes: -1DP

whirling chop
d+P+K 20 16-2-25
M Rvs:H-P

spinning chop
df+P+K 24 16-3-30
M Rvs:H-P

shuto chop
f+P+K 16 16-3-27
M Rvs:H-P Notes: -2DP

shuto chop combo
f+P+KP+K 16+14 = 30 13-2-25
MH Rvs:H-P

sidekick
df+K 22 14-2-25
M Rvs:M-K

rising knee
D,f+K 38 14-2-39
M Rvs:--

backflip kick
ub+K 40 20-2-35
M Rvs:K-flip

dodging sidekick
df+K+E 22 14-2-26
M Rvs:M-K

heel kick
d+K+G 35 14-2-31
M Rvs:H-K

inverted kickflip
df+K+G 40 23-4-42
M Rvs:--

flying corkscrew
f,f+K+G 40 25-8-43
M Rvs:--

kickflip
ub+K+G 50 12-4-59
M Rvs:K-flip

reverse kickflip
uf+K+G 35 30-4-23(40)
M Rvs:H-K

punch
P 10 8-2-12
H Rvs:H-P

punch-kick
PK 10+20 = 30 12-2-25
HH Rvs:H-K

double punch
PP 10+10 = 20 8-2-17
HH Rvs:H-P

double punch-helix
PPb+P 10+10+17 = 37 13-2-21
HHH Rvs:H-P

double punch-helix-heel kick
PPb+PK 10+10+17+30 = 67 16-2-35
HHHM Rvs:M-K

double punch-straight kick
PPK 10+10+30 = 50 14-2-29
HHH Rvs:H-K

triple punch
PPP 10+10+12 = 32 9-2-18
HHH Rvs:H-P

triple punch-kickflip
PPPb+K 10+10+12+20 = 52 10-3-39
HHHM Rvs:K-flip

triple punch-heel kick
PPPK 10+10+10+30 = 60 16-2-35
HHHM Rvs:M-K

swipe punch
db+P 14 12-2-17
H Rvs:H-P

swipe punch-kick
db+PK 14+20 = 34 12-2-25
HH Rvs:H-K

punch
F+P 10 8-2-12
H Rvs:H-P

helix
b+P 17 13-2-21
H Rvs:H-P

helix-heel kick
b+PK 17+25 = 42 16-2-27
HM Rvs:M-K

punch
B+P 10 8-2-12
H Rvs:H-P

swipe punch
P+E 14 12-2-17
H Rvs:H-P

flying kick
f,f+P+K+G 40 20-20-77
H-Force Rvs:--

kick
K 25 14-2-23
H Rvs:H-K

kick
F+K 25 12-2-25
H Rvs:H-K

dodging kick
K+E 25 14-2-23
H Rvs:H-K

stepping back thrust
b+K+G 30 22-3-22
H Rvs:H-C

long leaping knee pounce
u+P 30 48-4-69(73)
G Rvs:--

medium leaping foot pounce
u+P 40 49-2-26(80)
G Rvs:--

short leaping head pounce
u+P 30 41-9-60(58)
G Rvs:-- Notes: ground(miss)

axe kick stomp
df+K 13 28-2-43
G Rvs:--




TA sweep
b,b+K+G 12 21-2-24
L Rvs:L-K

TA punch
b,b+P 14 13-2-16
H Rvs:H-P

TA kick
b,b+K 24 15-2-24
H Rvs:H-K




TT low punch
d+P 15 14-1-24
L Rvs:L-P

TT low punch
D+P 14 5-3-18
L Rvs:L-P

TT sweep
D+K 30 16-2-37
L Rvs:L-K

sky knee
u+K 30 31-5-31(42)
M Rvs:--

TT reverse kickflip
ub+K 40 26-5-26
M Rvs:--

TT reverse kickflip
uf+K 25 32-4-37(35)
M Rvs:--

TT punch
P 12 10-2-19
H Rvs:H-P

TT kick
K 25 14-3-26
H Rvs:H-K




punch reversal
b+P+K 30 1-75-1
R-H Rvs:--




backward roll
f>b 1-27-22
Move Rvs:--

forward roll
b>f 1-27-19
Move Rvs:--

another roll
roll,f>b+P 0 1-30-1
Move Rvs:--

shinsodan
roll,b>f+P 15 1-9-35
L Rvs:--

backward roll-sweep
f>b+K 20~35 27-5-31(36)
L Rvs:L-C

forward roll-sweep
b>f+K 20~35 25-5-41(36)
L Rvs:L-C

rising dragon punch
roll,f,d,df+P 40 15-5-41
M Rvs:H-P

flying kick
roll,b>f+P+K+G 40 20-20-77
H-Force Rvs:--




shoulder throw
P+G 50{60} 20-50{70}-10{1}
T Rvs:--

turnover throw
df+P+G 50{45} 20-60{75}-1
T Rvs:--

over the top
f+P+G 0 20-57[76]-1
T[-B] Rvs:--

flipping shoulder throw
b,d+P+G 60{65} 10-114-1
T Rvs:--

reaping throw
b,f+P+G 50 20-79-1
T Rvs:--

shoulder drop
P+G 50{60} 20-127{125}-1
T-B Rvs:--

shoulder drop
P+K+G 50 20-119-1
T-B-L Rvs:--

leg hold takedown
P+G 40 15-80-1
T-S Rvs:--

flying takedown and triple punch
uf+P+G 20{10}+10{20}+10+10 = 50{50} 24-146-1(71)
T-C Rvs:--

TT frankensteiner
u+P+G 50 19-91-1(65)
T-C Rvs:--




ten foot toss (TFT)
b+P+G 40{55} 20-8-60
T Rvs:--

ten foot toss-izuna drop
b+P+Gu+P+G 60{70} 107{45}-71{80}-1
T-Combo Rvs:--




low sliding attack
running+K 30 18-6-36
L Rvs:--




backflip
d,ub 1-43-1
Move Rvs:--

cartwheel
b+E 1-45-1
Move Rvs:--




g)Sarah Bryant
Outfit 1: Black, low slung tight pants, high heeled boots, shirt with
many revealing holes. Oh-la-la! ;)
Outfit 2: Shorts, high black boots, red top, hair is down
Moves:

low punch
d+P 11 16-1-14
L Rvs:L-P

low punch
D+P 9 10-1-14
L Rvs:L-P

low kick
D+K 15 14-1-26
L Rvs:L-K

double low kick
D+KK 15+19 = 34 19-2-28
LL Rvs:L-K

low kick
d+K+E 10 13-1-21
L Rvs:L-K

shin slicer
d+K+G 25 18-1-33
L Rvs:L-K

lunging sweep
df+K+G 20 24-2-35(40)
L Rvs:L-K

elbow
f+P 12 11-1-23
M Rvs:M-P

elbow-overhead edge kick
f+Pb+K 12+25 = 37 18-3-34
MM Rvs:H-K

elbow-chop
f+Pdf+P 12+12 = 24 15-2-20
MH Rvs:H-P Notes: -1DP

elbow-knee
f+PK 12+25 = 37 14-2-31
MM Rvs:Knee

toe kick
d+P+K 13 18-2-27
M Rvs:H-K

toe kick-punt kick
d+P+KK 13+26 = 39 17-3-29
MM Rvs:H-K

punt kick
d+K 24 13-3-28
M Rvs:H-K

punt kick-side kick
d+KK 24+23 = 47 18-2-29
MM Rvs:M-K

dragon cannon
db+K 35 15-3-36
M Rvs:H-K

sidekick
df+K 10 12-2-30
M Rvs:M-K

illusion kick
df+KK 10+14 = 24 9-2-28
MH Rvs:H-K

illusion kick-low kick
df+KKb+K 10+14+21 = 45 22-2-30
MHL Rvs:L-K

illusion kick-punt kick
df+KKf+K 10+14+21 = 45 28-3-31
MHM Rvs:H-K

mirage kick
df+KKK 10+14+20 = 44 17-1-35
MHH Rvs:H-K

rising knee
D,f+K 35 14-2-45
M Rvs:--

rising knee-knee
D,f+K,K 35+22 = 57 20-2-30
MM Rvs:Knee

rising knee-descending knee
D,f+KK 35+28 = 63 8-2-29
MM Rvs:--

knee
f+K 30 15-2-30
M Rvs:Knee

knee-rising knee
f+Kdf+K 30+45 = 75 49-3-37
MM Rvs:--

lunging knee
f,f+K 30 13-2-35
M Rvs:Knee

full spin dive
u+K 25 23-2-23(36)
M Rvs:--

full spin dive-moonsault
u+Ku+P 25 1-1-54
M-Move Rvs:--

kickflip
ub+K 50 12-4-43/67(44)
M Rvs:K-flip

dodging sidekick
df+K+E 19 12-2-40
M Rvs:M-K

crescent
K+G 20~35 22-2-27(24)
M Rvs:H-C

side hook kick
db+K+G 22 17-2-30
M Rvs:H-K

forward hopping spin kick
f+K+G 25 28-2-24
M Rvs:M-K

overhead edge kick
b+K+G 30 16-5-32
M Rvs:H-K

hopping spin kick
u+K+G 25 20-3-20
M Rvs:M-K

heel seed
ub+K+G 30 20-3-22(34)
M Rvs:H-K

punch
P 10 8-2-12
H Rvs:H-P

punch-sidekick
Pd+K 10+19 = 29 12-2-27
HM Rvs:M-K

punch-kick
PK 10+20 = 30 12-2-25
HH Rvs:H-K

double punch
PP 10+10 = 20 9-1-15
HH Rvs:H-P

triple punch
PPb+P 10+10+10 = 30 9-1-18
HHH Rvs:H-P

triple punch-kickflip
PPb+PK 10+10+10+35 = 65 10-4-46/67(44)
HHHM Rvs:K-flip

double punch
PPK 10+10+30 = 50 14-2-29
HHH Rvs:H-K

triple punch
PPP 10+10+10 = 30 10-2-18
HHH Rvs:H-P

triple punch-kickflip
PPPb+K 10+10+10+35 = 65 10-4-46/67(44)
HHHM Rvs:K-flip

triple punch-rising knee
PPPK 10+10+10+35 = 65 14-2-45
HHHM Rvs:--

triple punch-jump kick
PPPu+K 10+10+10+30 = 60 15-3-53
HHHM Rvs:--

double punch-straight
PPu+P 10+10+10 = 30 8-1-17
HHH Rvs:H-P

double punch-straight-jump kick
PPu+PK 10+10+10+30 = 60 15-3-53
HHHM Rvs:--

chop
df+P 12 12-2-19
H Rvs:H-P Notes: -2DP

punch
F+P 10 8-2-12
H Rvs:H-P

punch
B+P 10 8-2-12
H Rvs:H-P

dodging punch
P+E 14 21-2-20
H Rvs:H-P

kick
K 25 12-2-25
H Rvs:H-K

double kick
KK 25+10 = 35 17-3-30
HH Rvs:H-K

kick-punch
KP 25+8 = 33 20-3-13
HH Rvs:H-P

kick
F+K 25 12-2-25
H Rvs:H-K

knee smash kick
b+K 10 13-2-1
H Rvs:H-K

knee smash kick continuation
b+K 10+20 = 30 8-2-26
HH Rvs:H-K

dodging kick
K+E 25 12-2-25
H Rvs:H-K

tornado kick
uf+K+G 20~50 28-4-29(40)
H Rvs:H-C

backwards high jumping knee pounce
d,U+P 40 42-7-40(58)
G Rvs:--

forwards high jumping knee pounce
d,U+P 40 36-2-45(61)
G Rvs:--

backwards jumping knee pounce
u+P 30 42-7-40(58)
G Rvs:--

forwards jumping knee pounce
u+P 30 33-5-45(61)
G Rvs:--

ground kick
df+K 15 18-3-49
G Rvs:--




TA punch
b,b+P 14 10-1-16
H Rvs:H-P

TA hop kick
b,b+K 25 19-2-26
H Rvs:H-K

TA spin kick
D,b+K 20 12-1-27(29)
H Rvs:H-K

TA spin kick-TT spin kick
D,b+KK 20+20 = 40 18-2-21(29)
HH Rvs:H-K




TT low punch
d+P 14 13-1-25
L Rvs:L-P

TT sweep
d+K 20 17-4-25
L Rvs:L-K

TT sweep
D+K 36 17-4-27
L Rvs:L-K

TT punch
P 10 10-1-22
H Rvs:H-P

TT kick
K 36 10-2-33
H Rvs:H-K

TT mule kick
df+K 25 19-2-36
H Rvs:H-K

TT hop kick
f+K 36 27-3-34
H Rvs:H-K




suplex
P+G 50{60} 20-93{79}-1
T Rvs:-- Notes: ground

clothesline takedown
f,f+P+G 40 20-70-1
T Rvs:-- Notes: ground

triple knee bash
b+P+G 8+5+10+20 = 43 16-184-1
T Rvs:--

leg hold takedown
b,f+P+G 60 10-98-1
T Rvs:--

back drop
P+G 70 20-87-2
T-B Rvs:-- Notes: ground

back drop
P+K+G 60 20-79-0
T-B-L Rvs:-- Notes: ground

over the knee elbow smash
P+G 40 10-102-1
T-S Rvs:--

neck breaker
uf+P+G 70 15-105-1(61)
T-C Rvs:--

quadruple knee bash
b+P+G 10+20+10+10+10 = 60 16-222-1
T-W Rvs:--




running knee
running+K+G 20~70 19-3-39
M Rvs:--




backflip
d,ub 1-49-1
Move Rvs:--

backwards moonsault
uf+P 10-40-10
Move Rvs:--

forwards moonsault
uf+P 10-44-6
Move Rvs:--



h)Jacky Bryant (Jerky)
Outfit 1: New red-sleeved leather jacket, jeans.
Outfit 2: Blue jeans, belt, white and blue jacket
similar to above.
Moves:

low punch
d+P 11 16-1-14
L Rvs:L-P

low backfist (LBF)
db+P 22 15-2-30
L Rvs:L-P

low backfist-sweep
db+PK 22+20~35 = 42~57 28-4-37(43)
LL Rvs:L-C

low punch
D+P 9 10-1-14
L Rvs:L-P

low kick
db+K 15 14-1-26
L Rvs:L-K

double low kick
DB+KK 15+19 = 34 19-2-28
LL Rvs:L-K

shin slicer
d+K+G 25 18-1-33
L Rvs:L-K

elbow
f+P 19 11-2-22
M Rvs:M-P

elbow-heel kick
f+PK 19+20 = 39 14-2-31
MH Rvs:H-K

elbow-backfist
f+PP 19+15 = 34 14-1-28
MH Rvs:H-P

elbow-backfist-low kick
f+PPd+K 19+15+14 = 48 19-2-28
MHL Rvs:L-K

elbow-backfist-heel kick
f+PPK 19+15+18 = 52 18-1-42
MHH Rvs:H-K

beat knuckle
P+K 20 14-3-34
M Rvs:H-P Notes: -1DP

beat knuckle-heel kick
P+KK 20+20 = 40 16-2-36
MH Rvs:H-K

beat knuckle-backfist
P+KP 20+12 = 32 20-1-20
MH Rvs:H-P

beat knuckle-backfist-sweep
P+KPd+K 20+12+20~35 = 52~67 25-3-37(43)
MHL Rvs:L-C

beat knuckle-backfist-crescent
P+KPK 20+12+30~50 = 62~82 25-3-33(39)
MHH Rvs:H-C

lightning kick
d+P+K 8 9-2-28
M Rvs:H-K

lightning kick 2
d+P+KK 8+8 = 16 15-2-24
MM Rvs:H-K

lightning kick 3
d+P+KKK 8+8+8 = 24 13-2-24
MMM Rvs:H-K

lightning kick 4
d+P+KKKK 8+8+8+10 = 34 17-2-26
MMMH Rvs:H-K

lightning kick 5
d+P+KKKKK 8+8+8+10+30 = 64 20-2-1/103(31)
MMMHH Rvs:H-K

shot knee
db+P+K 8 12-1-18
M Rvs:Knee

lightning kick variant 2
db+P+KK 8+8 = 16 6-2-31
MM Rvs:H-K

lightning kick variant 3
db+P+KKK 8+8+8 = 24 14-2-24
MMM Rvs:H-K

lightning kick variant 4
db+P+KKKK 8+8+8+10 = 34 16-1-42
MMMH Rvs:H-K

lightning kick variant 5-low
db+P+KKKKd+K 8+8+8+10+30 = 64 20-1-1/104(29)
MMMHL Rvs:L-K

lightning kick variant 5-high
db+P+KKKKK 8+8+8+10+30 = 64 20-1-1/104(29)
MMMHH Rvs:H-K

toe kick
d+K 24 18-2-25
M Rvs:H-K

side kick
df+K 25 14-2-30
M Rvs:M-K

side kick-heel kick
df+KK 25+25 = 50 20-2-39
MM Rvs:M-K

knee
f+K 30 15-2-30
M Rvs:Knee

punt kick
f,f+K 30 13-3-31
M Rvs:H-K

side hook kick
b+K 20 17-2-26
M Rvs:H-K

kickflip
ub+K 50 12-4-51/92(53)
M Rvs:K-flip

dodging side kick
df+K+E 25 14-2-31
M Rvs:M-K

heel seed
b+K+G 30 20-3-22(34)
M Rvs:H-K

mid spin kick
b,f+K+G 36 17-3-41/125(48)
M Rvs:H-C

kickflip (built in G-cancel)
ub+K+G 50 12-4-51/92(53)
M Rvs:K-flip

punch
P 12 9-2-12
H Rvs:H-P

punch-sweep
Pd+K 12+20~35 = 32~47 22-4-35(42)
HL Rvs:L-C

punch-crescent
PK 12+30 = 42 18-4-19(33)
HH Rvs:H-C

punch-side kick
PK 12+19 = 31 12-2-27
HM Rvs:M-K

double punch
PP 12+12 = 24 8-2-19
HH Rvs:H-P

double punch-backfist
PPb+P 12+12+22 = 46 15-1-29
HHH Rvs:H-P

double punch-backfist-crescent
PPb+PK 12+12+22+25~50 = 71~96 25-3-33(39)
HHHH Rvs:H-C

double punch-low kick
PPd+K 12+12+15 = 39 14-1-26
HHL Rvs:L-K

double punch-knee
PPf+K 12+12+30 = 54 15-2-30
HHM Rvs:Knee

double punch-elbow
PPf+P 12+12+19 = 43 15-2-25
HHM Rvs:M-P

double punch-elbow-heel kick
PPf+PK 12+12+19+20 = 63 14-2-31
HHMH Rvs:H-K

double punch-straight kick
PPK 12+12+30 = 54 14-2-29
HHH Rvs:H-K

triple punch
PPP 12+12+14 = 38 10-2-20
HHH Rvs:H-P

double punch-straight
PPu+P 12+12+25 = 49 15-1-26
HHH Rvs:H-P

hook punch
df+P 10 12-2-21
H Rvs:H-P Notes: -1DP

double hook
df+PP 10+14 = 24 14-2-18
HH Rvs:H-P Notes: -1DP

double hook-straight
df+PPf+P 10+14+25 = 49 15-1-26
HHH Rvs:H-P

double hook-knuckle
df+PPP 10+14+14 = 38 15-2-25
HHM Rvs:H-P Notes: -1DP

double hook-knuckle-straight
df+PPPP 10+14+14+14 = 52 8-1-34
HHMM Rvs:H-P Notes: -1DP

punch
F+P 12 9-2-12
H Rvs:H-P

punch-kick
F+PK 12+20 = 32 12-2-25
HH Rvs:H-K

double punch
F+PP 12+12 = 24 10-1-16
HH Rvs:H-P

double punch-elbow
F+PPf+P 12+12+19 = 43 15-2-25
HHM Rvs:M-P

double punch-elbow-backfist
F+PPf+PP 12+12+19+15 = 68 14-1-28
HHMH Rvs:H-P

double punch-elbow-backfist-low kick
F+PPf+PPd+K 12+12+19+15+14 = 82 19-2-28
HHMHL Rvs:L-K

double punch-elbow-backfist-heel kick
F+PPf+PPK 12+12+19+15+18 = 86 18-1-42
HHMHH Rvs:H-K

triple punch
F+PPP 12+12+14 = 38 11-2-16
HHH Rvs:H-P

backfist
b+P 22 15-1-21
H Rvs:H-P

backfist-sweep
b+Pd+K 22+20~35 = 42~57 25-3-37(49)
HL Rvs:L-C

backfist-low backfist
b+Pdb+P 22+15 = 37 16-1-25
HL Rvs:L-P

backfist-crescent
b+PK 22+25~50 = 47~77 25-3-33(39)
HH Rvs:H-C

double backfist
b+PP 22+25 = 47 15-1-30
HH Rvs:H-P

dodging punch
P+E 14 12-2-17
H Rvs:H-P

kick
K 25 13-2-32
H Rvs:H-K

kick-low kick
Kd+K 25+15 = 40 19-2-26
HL Rvs:L-K

kick-heel kick
KK 25+20 = 45 19-2-43
HM Rvs:M-K

kick-backfist
KP 25+15 = 40 20-1-26
HH Rvs:H-P

kick-backfist-sweep
KPd+K 25+15+20~35 = 60~75 25-3-37(49)
HHL Rvs:L-C

kick-backfist-crescent
KPK 25+15+30~50 = 70~90 25-3-33(39)
HHH Rvs:H-C

dodging kick
K+E 25 13-2-32
H Rvs:H-K

crescent
K+G 30~50 24-6-25(34)
H Rvs:H-C

crescent-sweep
K+Gd+K+G 30~50+20~40 = 50~90 19-3-41(48)
HL Rvs:L-C

backwards high jumping knee pounce
d,U+P 40 42-7-40(58)
G Rvs:--

forwards high jumping knee pounce
d,U+P 40 36-2-45(58)
G Rvs:--

backwards jumping knee pounce
u+P 30 42-7-40(61)
G Rvs:--

forwards jumping knee pounce
u+P 30 33-5-45(61)
G Rvs:--

ground kick
df+K 15 18-3-49
G Rvs:--




TA punch
b,b+P 14 12-1-18
H Rvs:H-P

TA kick
b,b+K 30 15-2-32
H Rvs:H-K




TT low backfist
d+P 14 17-1-24
L Rvs:L-P

TT low backfist-sweep
d+PK 14+20~35 = 34~49 29-3-37(43)
LL Rvs:L-C

TT sweep
d+K 36 17-3-27
L Rvs:L-K

TT sweep
D+K 36 17-4-25
L Rvs:L-K

TT punch
P 20 9-1-26
H Rvs:H-P

TT punch-sweep
Pd+K 20+20~35 = 40~55 25-3-37(43)
HL Rvs:L-C

TT punch-crescent
PK 20+25~50 = 45~70 25-3-33(40)
HH Rvs:H-C

TT punch-sidekick
PK 20+19 = 39 12-2-27
HM Rvs:M-K

TT kick
K 36 14-3-43/70
H Rvs:H-K




brain buster
P+G 50 20-135-1
T Rvs:-- Notes: ground

arm lock and knee
df,df+P+G 10+40 = 50 10-117{122}-1
T Rvs:--

trip and hammer
f,b+P+G 10+50 = 60 20-46{45}-1
T Rvs:--

clothesline takedown
f,f+P+G 40 20-70-1
T Rvs:-- Notes: ground

bulldog
P+G 60 20-140-1
T-B Rvs:--

triple knee bash and axe kick
P+G 5{15}+5+15{5}+15 = 40{40} 10-103-1
T-S Rvs:--

off the wall bulldog
f,f+P+G 40 55-50-1
T-W Rvs:--




switch stance
d,d 1-9-11
Move Rvs:--

backflip
d,ub 1-49-1
Move Rvs:--





i)Shun Di
Outfit 1: Swiss clock maker/yodeler outfit. You must see a pic to believe.
Outfit 2: Blue outfit, very wierd. Hard to describe.
Moves:


low punch
d+P 11 16-1-14
L Rvs:L-P

low punch
D+P 8 10-1-15
L Rvs:L-P

low back push
db+P 15 20-2-34
L Rvs:L-P

low back push
DB+P 16 17-2-31
L Rvs:L-P

low back push-sweep
DB+PK 15[16]+15 = 30[31] 28-3-65(67)
LL Rvs:L-C

drunken sweep
d+P+K 10 24-2-30(41)
L Rvs:-- Notes: need 1DP

double drunken sweep
D+P+KK 10+10 = 20 23-3-28(41)
LL Rvs:-- Notes: need 6DP

triple drunken sweep
D+P+KKK 10+10+10 = 30 20-3-31(41)
LLL Rvs:L-C Notes: need 9DP

low kick
d+K 10 14-1-28
L Rvs:L-K

spinning low kick
db+K 10 18-2-33
L Rvs:L-K

spinning low kick-fall down
db+KG 10 1-1-23
L Rvs:-- Notes: ground

spinning low kick-high kick
db+KK 10+20 = 30 13-2-41
LH Rvs:L-K

spinning low kick-high kick-fall down
db+KKG 10+20 = 30 1-1-30
LH Rvs:-- Notes: ground

sweep
df+K+G 20~30 25-4-42(50)
L Rvs:L-K

old man knife (OMK)
d>f+P 28 13-3-25
M Rvs:H-P

old man knife-backfist
d>f+Pb+P 28+18 = 46 15-2-24
MH Rvs:H-P Notes: need 6DP

uppercut
df+P 19 15-2-28
M Rvs:H-P

old man palm (OMP)
D,f+P 30 16-1-34
M Rvs:H-P

knuckle
f+P 15 14-1-26
M Rvs:H-P Notes: -1DP

knuckle-hip check
f+PK 15+28 = 43 21-3-32/74
MM Rvs:--

double knuckle
f+PP 15+13 = 28 19-2-32
MM Rvs:M-P Notes: -1DP

double knuckle-hip check
f+PPK 15+13+28 = 56 21-3-32/74
MMM Rvs:--

double knuckle-backfist
f+PPP 15+13+10 = 38 17-2-29
MMH Rvs:H-P Notes: -1DP

double knuckle-backfist-hip check
f+PPPK 15+13+10+28 = 66 21-3-32/74
MMHM Rvs:--

lunging upper
b,df+P 23 16-2-33
M Rvs:H-P

thrust punch
P+K 12 13-2-32
M Rvs:H-P

thrust punch-sacrifice toe kick
P+KK 12+23 = 35 25-2-47
MM Rvs:M-K Notes: ground

uppercut-thrust punch
df+PP+K 19+16 = 45 16-2-24
MH Rvs:H-P Notes: need 8DP

uppercut-thrust punch-sacrifice toe kick
df+PP+KK 19+16+23 = 68 25-2-47
MHM Rvs:M-K Notes: need 8DP ground

twisting double fisted strike
f+P+K 39 32-2-34/58
M Rvs:-- Notes: +3DP

drunken crash
f,f+P+K 16 19-10-59
M Rvs:-- Notes: need 8DP

retreating two fisted sacrifice strike
ub+P+K 30 53-3-22
M Rvs:-- Notes: ground

tornado punch
uf+P+K 30 24-3-38
M Rvs:H-P

sidekick
df+K 21 15-1-29
M Rvs:M-K

cartwheel kick
f,f+K 29 18-2-37
M Rvs:--

falldown kick
b+K 24 17-1-36
M Rvs:M-K Notes: ground

mule kick
u+K 26 14-4-29
M Rvs:--

sacrifice drop kick
ub+K 30 20-4-32(31)
M Rvs:-- Notes: ground

stepping flip over kick
uf+K 35 32-3-45
M Rvs:-- Notes: ground

dodging sidekick
df+K+E 21 14-2-27
M Rvs:M-K

dodging cartwheel kick
f+K+E 20 20-4-4
M Rvs:--

dodging cartwheel kick continuation
f+K+E 20+10 = 30 3-3-30
MM Rvs:--

hopping spin kick
K+G 35 17-3-30
M Rvs:--

hopping spin kick-two hand push
K+GP 19 45-2-24
MH Rvs:--

scorpion kick
d+K+G 25 22-1-43
M Rvs:--

retreating hopping triple kick
b+K+G 20 15-30-34
M Rvs:M-K

punch
P 10 9-2-15
H Rvs:H-P

punch-heel kick
PK 10+20 = 30 13-1-29
HH Rvs:H-K

double punch
PP 10+12 = 22 9-2-18
HH Rvs:H-P

double punch-dodge
PPd+E 10+12 = 22 1-19-17
HH Rvs:--

double punch-spinning low kick
PPd+K 10+12+10 = 32 18-2-33
HHL Rvs:L-K Notes: need 6DP

double punch-spinning low kick-fall down
PPd+KG 10+12+10 = 32 1-1-30
HHL Rvs:-- Notes: need 6DP ground

double punch-spinning low kick-high kick
PPd+KK 10+12+10+20 = 52 13-2-41
HHLH Rvs:H-K Notes: need 6DP

double punch-spinning low kick-high kick-fall down
PPd+KKG 10+12+10+20 = 52 1-1-30
HHLH Rvs:-- Notes: need 6DP ground

double punch-dodge
PPE 10+12 = 22 1-19-17
HH Rvs:--

double punch-dodge-spinning low kick
PPEd+K 10+12+10 = 32 18-2-33
HHL Rvs:L-K Notes: need 6DP

double punch-dodge-spinning low kick-fall down
PPEd+KG 10+12+10 = 32 1-1-30
HHL Rvs:-- Notes: need 6DP ground

double punch-dodge-spinning low kick-high kick
PPEd+KK 10+12+10+20 = 52 13-2-41
HHLH Rvs:H-K Notes: need 6DP

double punch-dodge-spinning low kick-high kick-fall down
PPEd+KKG 10+12+10+20 = 52 1-1-30
HHLH Rvs:-- Notes: need 6DP ground

double punch-dodge-upper
PPEP 10+12+15 = 37 18-3-27
HHM Rvs:H-P

double punch-upper
PPP 10+12+15 = 37 18-3-27
HHM Rvs:H-P

punch
F+P 10 9-2-15
H Rvs:H-P

retreating backhand swipe
b+EP 15 10-2-17
H Rvs:H-P

backfist
b+P 24 15-3-23
H Rvs:H-P

straight punch
b,f+P 8 9-2-22
H Rvs:H-P

double straight punch
b,f+PP 8+10 = 18 7-2-24
HH Rvs:H-P

triple straight punch rush
b,f+PPP 8+10+14 = 32 13-2-21
HHH Rvs:H-P

backward dodge-backhand swipe
ub+EP 20 9-4-18
H Rvs:H-P

dodging punch
P+E 15 10-2-17
H Rvs:H-P

backward dodge-two fisted strike
b+P+E 30 19-4-28
H Rvs:H-P

backward dodge-two fisted strike
ub+EP+K 30 19-4-28
H Rvs:--

kick
K 25 14-1-28
H Rvs:H-K

double kick
KK 25+10 = 35 13-1-31
HH Rvs:H-K

double kick-low backfist
KKd+P 25+10+10 = 45 19-2-26
HHL Rvs:L-P

double kick-backfist
KKP 25+10+10 = 45 20-2-23
HHH Rvs:H-P

kick
F+K 20 14-1-32
H Rvs:H-K

dodging kick
K+E 25 14-1-28
H Rvs:H-K

falling double kick
db+K+G 20 15-2-2
H Rvs:M-K

falling double kick continuation
db+K+G 20+15 = 35 9-4-14
HH Rvs:-- Notes: ground

backwards roll and elbow drop
d,U+P 30 39-5-79/59
G Rvs:--

forwards roll and elbow drop
d,U+P 30 38-4-65/77
G Rvs:--

leaping sitting pounce
d,U,P 40?
G Rvs:--

spinning elbow drop
df+P 12 19-3-49
G Rvs:--

backwards heel stomp
u+P 30 38-2-56(66)
G Rvs:--

forwards heel stomp
u+P 30 38-5-51(66)
G Rvs:--

retreating two fisted sacrifice strike
UB+P 20 55-2-21
G Rvs:-- Notes: ground

advancing two fisted sacrifice strike
UF+P 20 46-4-15
G Rvs:-- Notes: ground




TA punch
b,b+P 12 14-3-20
H Rvs:--

TA spin kick
b,b+K 30 20-4-22
H Rvs:--




TT sitting low punch
d+P 14 16-2-25
L Rvs:L-P

TT sweep
d+K 25 19-2-30
L Rvs:L-K

thrust kick
P+K 15 12-3-32
M Rvs:M-K

thrust kick-sacrifice head thrust
P+KK 15+20 = 35 26-3-45
MH Rvs:--

TT punch
P 12 11-1-21
H Rvs:H-P

TT punch
D+P 12 15-1-21
H Rvs:H-P

TT kick
K 30 15-3-33/43(49)
H Rvs:H-K




sit down
d,d 1-28-2
Move Rvs:--

low kick and stand up
sitting,d+K 12 14-3-42
L Rvs:--

flip over kick
sitting,K 20 22-3(22)-41/49(18)
M Rvs:--

drink and stand up
sitting,P+K+G 0 1-120-1
Move Rvs:-- Notes: +3DP

lie down from sitting
sitting,d,d 1-19-88
Move Rvs:--




lie down
b>f 1-33-72
Move Rvs:--

sweep and stand up
lying,d+K 24 24-6-37(49)
L Rvs:L-K

rollover scissor kicks
lying,F+K 10 24-3-3
L Rvs:--

rollover scissor kicks continuation
lying,F+K 16 2-4-41
LL Rvs:--

thrust kick
lying,K 18 14-2-43
M Rvs:M-K

thrust kick-straight punch
lying,KP 25+12 = 37 12-1-32
MH Rvs:H-P

thrust kick-straight-spinning low kick
lying,KPd+K 25+12+10 = 47 18-2-33(41)
MHL Rvs:L-K Notes: need 10DP

thrust kick-straight-spinning low kick-fall down
lying,KPd+KG 25+12+10 = 47 1-1-30
MHL Rvs:-- Notes: need 10DP ground

thrust kick-straight-spinning low kick-high kick
lying,KPd+KK 25+12+10+20 = 67 13-2-41
MHLH Rvs:H-K Notes: need 10DP

thrust kick-straight-spinning low kick-high kick-fall down
lying,KPd+KKG 25+12+10+20 = 67 1-1-30
MHLH Rvs:-- Notes: need 10DP ground

thrust kick-straight-sacrifice toe kick
lying,KPK 25+12+24 = 61 17-1-36
MHM Rvs:M-K Notes: ground




handstand
f>b 1-42-2
Move Rvs:--

backflip to handstand
u+P+K 1-38-4
Move Rvs:--

hop backwards
handstand,b 1-39-5
Move Rvs:--

hop forward
handstand,f 1-29-1
Move Rvs:--

stand up from handstand
handstand,u 1-29-1
Move Rvs:--

rolling elbow smash
handstand,P+K 24 34-4-27
M Rvs:M-P

handstand kicks
handstand,K 30 11-19-26
M Rvs:--

flipover mule kick
handstand,K+G 25 34-3-20(42)
M Rvs:--

drunken frankensteiner
handstand,P+G 50 1-98-1(75)
T-C Rvs:--




dances with punches
P+G 10+10+10+20 = 50 10-169{167}-1
T Rvs:-- Notes: +3DP

over the shoulder switch
df+P+G 0 10-49{50}-1
T Rvs:--

pull down and elbow smash
b+P+G 30+20 = 50 20-80-1
T Rvs:-- Notes: ground

thru the legs and back kick
b,df+P+G 40 10-72-1
T Rvs:-- Notes: need 6DP

tidy bowl throw
P+G 9+7+4+2+4+4+4+4+2 = 40 20-306-1
T-B Rvs:-- Notes: +3DP

hip check, spin around and backfist
P+G 40 10-107-1
T-S Rvs:--

butt push and backfist
P+G 20{10}+30+20 = 70{60} 10-80-1
T-TT Rvs:--

butt push and backfist into the wall
b+P+G 20+40 = 60 43-197-1
T-W Rvs:--




running cartwheel
running+K 29 18-2-37
M Rvs:--




backflip
d,ub 1-1-45
Move Rvs:--

retreating dodge
b+E 1-12-17
Move Rvs:--

backward dodge
ub+E 1-12-23
Move Rvs:--

forward dodge
uf+E 1-6-16
Move Rvs:--

drink
d+P+K+G 0 1-1-49
Move Rvs:-- Notes: +1DP



j)Lion Rafale
Outfit 1: Black shorts, grey sweatshirt, red vest.
Outfit 2: White pants, wierd almost floral print shirt. (It's tho thweet!)
Moves:

low punch
d+P 11 16-1-14
L Rvs:L-P

dodging peck
db+P 12 17-2-28
L Rvs:L-P

dodging double peck
db+PP 12+8 = 20 6-2-25
LL Rvs:H-P

low punch
D+P 8 10-1-15
L Rvs:L-P

creeping peck
DF+P 7 13-2-24
L Rvs:L-P

creeping double peck
DF+PP 7+10 = 17 13-1-26
LL Rvs:L-P

lunging low poke
b,df+P 21 27-2-28
L Rvs:L-P

dodging swipe
d+P+E 20 17-3-24
L Rvs:L-P

sweeping hand
d+P+K 15 19-2-21
L Rvs:L-P

wind up swipe
df+P+K 20 21-2-44
L Rvs:L-P

low kick
d+K 12 18-2-27
L Rvs:L-K

double low kick
d+KK 12+20 = 32 17-3-33
LL Rvs:L-K

low kick-crescent
d+KK+G 12+30 = 42 20-6-27(29)
LH Rvs:H-C

handstand kick
db+K 24 16-2-2
L Rvs:L-K

handstand kick continuation
db+K 24+9 = 33 2-4-43
LL Rvs:L-K

sweep
d+K+G 24 20-4-38(39)
L Rvs:L-C

lunging sweep
df+K+G 24 26-5-33(39)
L Rvs:L-C

uppercut
df+P 10 12-2-19
M Rvs:H-P

uppercut-swipe
df+PP 10+20 =30 13-2-28
MM Rvs:H-P

dashing upper
D,f+P 24 13-2-26
M Rvs:H-P

elbow
f+P 14 11-2-22
M Rvs:M-P

elbow-lunging poke
f+PP 14+18 = 32 27-2-26
MM Rvs:H-P

lunging poke
f,f+P 35 27-2-26
M Rvs:H-P

helix
b+P 19 16-2-27
M Rvs:H-P

helix-reverse helix
b+PP 19+19 = 38 18-2-27
MM Rvs:H-P

helix-reverse helix-hopping spin kick
b+PPK 19+19+25 = 63 28-3-29(31)
MMM Rvs:M-K

overhead poke
u+P+K 20 12-4-33(34)
M Rvs:H-P

sidekick
df+K 24 15-2-28
M Rvs:M-K

knee
f+K 25 15-2-29
M Rvs:Knee

lunging knee
f,f+K 15 18-3-32
M Rvs:H-K

lunging knee-jump kick
f,f+KK 15+20 = 35 11-2-42
MM Rvs:H-K

hop kick
u+K 25 18-4-19(29)
M Rvs:M-K

hop kick-kick
u+KK 25+30 = 55 23-4-24(41)
MH Rvs:--

flop over kick
uf+K 20 30-6-62/49(49)
M Rvs:--

dodging sidekick
df+K+E 24 16-2-25
M Rvs:M-K

lunging spin kick
f,f+K+G 24 25-4-29(28)
M Rvs:H-C

punch
P 9[10] 10-1-13[15]
H Rvs:H-P

punch-heel kick
PK 9[10]+20 = 29[30] 11-2-35
HH Rvs:H-K

double punch
PP 9[10]+10 = 19[20] 9-2-18
HH Rvs:H-P

double punch-low swipe
PPd+P 9[10]+10+20 = 39[40] 21-2-44
HHL Rvs:L-P

triple punch
PPP 9[10]+10+12 = 31[32] 9-3-39
HHH Rvs:H-P

punch
F+P 10 10-1-15
H Rvs:H-P

dodging punch
P+E 10 10-1-15
H Rvs:H-P

spinning swipe
f+P+E 30 26-7-24
H Rvs:H-P

eye poke
f+P+K 24 19-3-21
H Rvs:--

dodging double poke
b+P+K 30 24-4-28
H Rvs:-- Notes: -2DP

kick
K 25 13-2-27
H Rvs:--

double kick
KK 25+20 = 45 16-2-33
HH Rvs:--

kick
F+K 25 13-2-26
H Rvs:--

dodging kick
K+E 25 13-2-27
H Rvs:--

backwards heel slam pounce
d,U+P 40 33-1-47(57)
G Rvs:--

forwards heel slam pounce
d,U+P 40 32-3-50(57)
G Rvs:--

ground chop
df+P 12 17-2-52
G Rvs:--

backwards elbow slam pounce
u+P 30 47-2-47(65)
G Rvs:--

forwards elbow slam pounce
u+P 30 27-4-56(65)
G Rvs:--

flop over kick
uf+K 20 30-6-62
G Rvs:--




TA punch
b,b+P 14 14-2-19
H Rvs:H-P

TA kick
b,b+K 25 11-2-28
H Rvs:H-K

TA hop kick
b,b+K+G 24 12-2-25(31)
H Rvs:H-K




TT double punch
P 12 12-1-1
H Rvs:H-P

TT double punch continuation
P 12+12 = 24 11-1-20
HH Rvs:H-P

TT low swipe
d+P 14 13-1-29
L Rvs:L-P

TT low swipe
D+P 12 11-1-13
L Rvs:--

TT sweep
D+K 20 14-2-25(36)
L Rvs:L-K

TT advancing poke
P+K 14 15-4-16
H Rvs:H-P

TT kick
K 36 10-2-33
H Rvs:--




trip throw
P+G 40 10-82-1
T Rvs:--

through the legs
df+P+G 0 10-39-1
T Rvs:--

kickflip throw
D,f+P+G 50 14-67{80}-1
T Rvs:--

alpha counter
f,f+P+G 30+20 = 50 20-61{55}-1
T Rvs:--

frontal piggy back
f>b+P+G 10+15+15+30 = 70 14-80-1
T Rvs:--

reaping throw
b+P+G 30+20 = 50 20-38-1
T Rvs:--

sky strike kick
b,f+P+G 25+25 = 50 10-80-1
T Rvs:--

falling neck choker
uf+P+G 45 16-124-1
T Rvs:--

piggy back
P+G 10+15+25 = 50 14-37-1
T-B Rvs:--

piggy back knee strike
P+G 10+20+20 = 50 20-70-1
T-S Rvs:--

sky strike kick into the wall
b,f+P+G 50 38-52-1
T-W Rvs:--

neck choker into the wall and pull down
uf+P+G 25+25 = 50 21-94-1
T-W Rvs:--




cartwheel
d,ub 1-49-1
Move Rvs:--

backward sidestep
ub+E 1-6-24
Move Rvs:--

forward sidestep
uf+E 1-6-18
Move Rvs:--



k)Aoi Umenokouji
Outfit 1: two-tone striped blue pants, sleeveless pink top.
Outfit 2: ?
Moves:


low punch
d+P 11 16-1-14
L Rvs:L-P

double stop
d,d+P 18 13-2-22
L Rvs:--

low punch
D+P 9 10-1-16
L Rvs:L-P

low kick
d+K 12 14-1-28
L Rvs:L-K

ankle kick
db+K 20 15-2-29
L Rvs:L-K

sweep
d+K+G 20 19-4-30(46)
L Rvs:L-C

overhead chop
df+P 23 18-3-25
M Rvs:H-P

dashing elbow
D,df+P 10~21 12-2-30
M Rvs:M-P

elbow
f+P 19 11-2-24
M Rvs:M-P

elbow-spinning strike
f+PP 19+14 = 33 21-1-25
MM Rvs:H-P

spinning elbow
f,f+P 27 17-2-32
M Rvs:M-P

overhead super chop
df+P+K 15 16-1-24
M Rvs:H-P Notes: crouch

front kick
df+K 21 14-2-27
M Rvs:M-K

knee
f+K 20 18-2-23
M Rvs:Knee

knee-jumping kick
f+KK 20+20 = 40 13-2-31
MH Rvs:H-K

dodging side kick
df+K+E 21 14-2-25
M Rvs:M-K

punch
P 10 9-2-13
H Rvs:H-P

punch-heel kick
PK 10+29 = 39 14-2-31
HH Rvs:H-K

double punch
PP 10+10 = 20 8-2-15
HH Rvs:H-P

double punch-elbow
PPf+P 10+10+20 = 40 19-3-29
HHM Rvs:M-P

double punch-elbow-spinning chop
PPF+PP 10+10+20+20 = 60 23-1-29
HHMM Rvs:M-P

double punch-straight kick
PPK 10+10+30 = 50 14-2-27
HHH Rvs:H-K

triple punch
PPP 10+10+12 = 32 12-2-29
HHH Rvs:H-P

triple punch-sweep
PPPd+K 10+10+12+20 = 52 19-4-32(46)
HHHL Rvs:L-C

triple punch-knee
PPPK 10+10+12+35 = 67 18-2-31
HHHM Rvs:Knee

punch
B+P 10 9-2-13
H Rvs:H-P

dodging punch
P+E 10 9-2-13
H Rvs:H-P

side chop
P+K 8 12-2-19
H Rvs:H-P

double side chop
P+KP 8+9 = 17 11-2-21
HH Rvs:H-P Notes: -1DP

machine gun side chop
P+KPP 8+9+9 = 26 15-2-25
HHH Rvs:H-P Notes: -1DP

spinning strike
f+P+K 20 15-3-25
H Rvs:M-P

helix
f,f+P+K 20 14-1-22
H Rvs:M-P

spinning strike-elbow
F+P+KP 20+20 = 40 23-1-29
HH Rvs:M-P Notes: -1DP

retreating chop
b,b+P+K 14 17-2-28
H Rvs:H-P

snap kick
K 20 12-3-32
H Rvs:H-K

snap kick-heel drop
KK 20+24 = 44 19-3-23(42)
HM Rvs:H-K Notes: crouch

snap kick
F+K 20 12-3-30
H Rvs:H-K

dodging snap kick
K+E 20 12-3-32
H Rvs:H-K

backwards akuma drop
d,U+P 40 37-5-46(65)
G Rvs:--

forwards akuma drop
d,U+P 40 28-5-38(65)
G Rvs:--

ground chop
df+P 10 19-1-41
G Rvs:--

backwards spiral leaping fist
u+P 30 39-3-36(75)
G Rvs:--

forwards spiral leaping fist pounce
u+P 30 30-2-37
G Rvs:--




TA chop
b,b+P 14 16-2-16
H Rvs:H-P

TA chop-TT double low punch
b,b+Pd+P 14+14 = 28 12-1-1
HL Rvs:L-P

TA chop-TT double low punch continuation
b,b+Pd+P 14+14+14 = 42 5-2-16
HLL Rvs:--




TT low chop
d+P 10 11-2-28
L Rvs:H-P

TT low kick
d+K 12 21-2-25
L Rvs:L-K

TT ankle kick
df+K 20 15-2-29
L Rvs:L-K

TT low kick
D+K 12 21-2-24
L Rvs:L-K

TT punch
P 12 12-1-20
H Rvs:H-P

TT chop
D+P 12 15-1-21
H Rvs:H-P

TT snap kick
K 20 15-3-27
H Rvs:H-K

TT snap kick-heel drop
KK 20+20 = 40 15-3-28
HM Rvs:H-K




kickflip reversal
ub+P+K 25 16-152-1
R-K-Flip Rvs:--

TT kick reversal
f+P+K 30 1-179-1
R-H Rvs:--

TT punch reversal
f+P+K 30 10-133-18
R-H Rvs:--

crescent reversal
b+P+K 0 15-51-1
R-H Rvs:--

kick reversal
b+P+K 20 1-174-1
R-H Rvs:--

kick reversal
b+P+K 20 20-115-1
R-H Rvs:--

punch reversal
b+P+K 25 37-44-1
R-H Rvs:--

punch reversal
b+P+K 25 4-151-1
R-H Rvs:--

knee reversal
db+P+K 30 10-96-1
R-M Rvs:--

mid reversal
db+P+K 30 20-49-1
R-M Rvs:--

mid reversal
db+P+K 30 20-106-1
R-M Rvs:--

mid reversal
db+P+K 30 1-88-1
R-M Rvs:--

mid reversal
db+P+K 30 21-64-1
R-M Rvs:--

low kick reversal
d+P+K 25 20-69-1
R-L Rvs:--

low punch reversal
d+P+K 25 20-131-1
R-L Rvs:--

sweep reversal
d+P+K 0 18-41-1
R-L Rvs:--

low kick reversal
D+P+K 20 20-50-1
R-L Rvs:--

low punch reversal
D+P+K 20 20-100-1
R-L Rvs:--

kick inashi
b+P 0 9-49-1
R-H Rvs:-- Notes: TA

punch inashi
b+P 0 10-15-1
R-H Rvs:-- Notes: TA

elbow inashi
db+P 0 12-39-1
R-M Rvs:-- Notes: TA

mid kick inashi
db+P 0 20-24-1
R-M Rvs:-- Notes: TA




irimi nage
P+G 40 13-93-1
T Rvs:--

hair grab takedown
db+P+G 45 12-94{91}-1
T Rvs:--

second control throw
df+P+G 50 10-135-1
T Rvs:--

third control throw
D,f+P+G 50 1-94-1
T Rvs:--

sixth kyu obi throw (mini-TFT)
b+P+G 50 20-83-1
T Rvs:--

third control takedown
d+P+K+G 30+15+15 = 60 20-165-1
T-L Rvs:--

fierce pat down
P+G 30+20 = 50 20-120-1
T-B Rvs:--

rotary throw
P+G 40 20-99{97}-1
T-S Rvs:--

hair grab takedown into the wall
db+P+G 50 42-58-1
T-W Rvs:--

ground throw
df+P+G 25 1-138-1(80)
T-G Rvs:--

ground throw
df+P+G 25 1-125-1(80)
T-G Rvs:--

ground throw
df+P+G 25 1-90-1(80)
T-G Rvs:--

ground throw
df+P+G 25+10 = 35 1-167-1(80)
T-G Rvs:--




first dan throw-style I
f>b+P+G 30 10-64-77
T Rvs:--

first dan throw-style II
b>f+P+G 20 20-46-70
T Rvs:--

second dan throw-style I
f>b+P+G,f|b,d+P+G 30+20 = 50 1-45-60
T-Combo Rvs:--

second dan throw-style II
f>b+P+G,f|b,u+P+G 30+35 = 65 10-90-1
T-Combo Rvs:--

second dan throw-style III
b>f+P+G,f|b,d+P+G 20+20 = 40 1-45-60
T-Combo Rvs:--

second dan throw-style IV
b>f+P+G,f|b,u+P+G 20+35 = 55 10-90-1
T-Combo Rvs:--

third dan throw-style I
f>b+P+G,f|b,d+P+G,d,u+P+G 30+20+25 = 75 1-94-1
T-Combo Rvs:--

third dan throw-style II
f>b+P+G,f|b,d+P+G,u,d+P+G 30+20+26 = 76 10-137-1
T-Combo Rvs:--

third dan throw-style III
b>f+P+G,f|b,d+P+G,d,u+P+G 20+20+25 = 65 1-94-1
T-Combo Rvs:--

third dan throw-style IV
b>f+P+G,f|b,d+P+G,u,d+P+G 20+20+26 = 66 10-137-1
T-Combo Rvs:--



l)Takaarashi (or Taka Arashi, not sure...)
Outfit 1: Blue sumo diaper-thing
Outfit 2: Larger blue and white sumo diaper-thing, with a blue sash.
Moves:


low slap
d+P 14 12-1-20
L Rvs:L-P

low swipe
d+P+K 15 17-2-30
L Rvs:L-P

double low swipe
D+P+KP+K 15+10 = 25 17-2-32
LL Rvs:L-P

low kick
d+K 25 15-3-43
L Rvs:L-K

uppercut
df+P 21 13-2-24
M Rvs:H-P

uppercut-throw?
df+Pf+P+G 21+60{50} = 81{71} 10-127{137}-1
MT Rvs:--

uppercut-punch
df+PP 21+10 = 31 12-2-17
MH Rvs:H-P

rising two handed upper
df,df+P 32 21-3-32
M Rvs:H-P

double palm (DbPm)
D,b,f+P 20~80 20-4-42(44)
M Rvs:--

slap
D,f+P 20~65 12-1-28(35)
M Rvs:H-P

elbow
f+P 19 12-2-26
M Rvs:M-P

elbow-toss
f+Pf,b+P+G 19+60 = 79 10-101{147}-1
MT Rvs:--

elbow-two handed hammer
f+PP 19+30 = 49 28-4-39
MM Rvs:--

short sumo thrust
f,f+P 20~30 12-1-34
M Rvs:--

short sumo thrust-punch
f,f+PP 20~30+14 = 34~44 13-3-25
MH Rvs:H-P

short sumo thrust-double punch
f,f+PPP 20~30+14+14 = 48~58 8-2-25
MHH Rvs:H-P

single palm (SgPm)
b+P 28 18-2-21
M Rvs:H-P

two handed sumo thrust
b,f+P 20~80 15-7-37(44)
M Rvs:--

beat knuckle
P+K 29 18-2-36
M Rvs:H-P Notes: -1DP

overhead chop
db+P+K 21 16-2-28
M Rvs:H-P Notes: crouch

super two handed upper
df+P+K 38 22-2-37
M Rvs:--

two handed upper
DF+P+K 28 15-4-25
M Rvs:--

thrust palm
f+P+K 10 14-1-21
M Rvs:H-P

double thrust palm
f+P+KP 10+10 = 20 12-1-18
MM Rvs:H-P

triple thrust palm
f+P+KPP 10+10+10 = 30 9-2-18
MMM Rvs:H-P

dodging two handed hammer
b+P+K 25 18-4-31
M Rvs:--

low cat's trick
d+P+K+G 5 15-1-30
M Rvs:--

sidekick
df+K 33 17-4-35
M Rvs:M-K

shot knee
f+K 26 14-1-36
M Rvs:Knee

heel drop
b+K 32 39-7-40/44(54)
M Rvs:H-K

punch
P 10 12-2-17
H Rvs:H-P

double punch
PP 10+10 = 20 10-2-17
HH Rvs:H-P

double punch-slap
PPf+P 10+10+20~65 = 40~85 12-1-28(35)
HHM Rvs:H-P

three punch rush
PPP 10+10+12 = 32 8-2-17
HHH Rvs:H-P

four punch rush
PPPP 10+10+12+12 = 44 8-2-17
HHHH Rvs:H-P

five punch rush
PPPPP 10+10+12+12+11 = 55 8-2-17
HHHHH Rvs:H-P

five punch rush-head thrust
PPPPPf+P 10+10+12+12+11+24 = 79 18-3-30
HHHHHH Rvs:--

six punch rush
PPPPPP 10+10+12+12+11+10 = 65 8-2-19
HHHHHH Rvs:H-P

punch
B+P 10 12-2-17
H Rvs:H-P

cat's trick
P+K+G 5 15-1-25
H Rvs:--

kick
K 30 17-2-26
H Rvs:H-K

ground slap
df+P 6 28-2-46
G Rvs:--

double ground slap
df+PP 10 21-2-43
G Rvs:--

ground stomp
df+K 20 35-1-53
G Rvs:--




TT low slap
d+P 12 20-2-29
L Rvs:L-P

TT low kick
d+K 25 20-2-44
L Rvs:L-K

TT slap
P 12 16-2-20
H Rvs:H-P

TT kick
K 36 18-2-38
H Rvs:H-K




hip toss
P+G 50 15-105-1
T Rvs:--

head grab and trip
db+P+G 65 20-80-15
T Rvs:--

face thrust
df+P+G 45 20-42{48}-56{78}
T Rvs:--

sumo toss
D,b+P+G 70 10-128{150}-1
T Rvs:--

sumo toss (vs. Jeff, Wolf & Dural)
D,b+P+G 50 10-128-1
T Rvs:--

bear hug and splash
f,f+P+G 55 30-79{167}-83{1}
T Rvs:--

head grab and wiggle
b>f+P+G 30{40}+5+10+15+20 = 80{90} 10-197-1
T Rvs:--

side suplex
df+P+K+G 60 20-105-1
T-L Rvs:--

lift up and slam
P+G 65{95} 10-130-1
T-B Rvs:--

hanging drop throw and stumble
P+K+G 10+80{70} = 90{80} 20-205-1
T-B-L Rvs:--

vicious face thrust
P+G 60 30-57-39
T-S Rvs:--

opening catis trick
P+K+G 1(5) 1-34-1(47)
T-C Rvs:--

opening low cat's trick
d+P+K+G 1(5) 1-34-1(50)
T-C Rvs:--

triple wall smash
f,f+P+G 20+20+20 = 60 90-200-1
T-W Rvs:--

hip toss into the wall
b+P+G 60 76-84-1
T-W Rvs:--




grab
f+P+G 0 20-10-131
T Rvs:--

grab-turnover throw
f+P+Gb+P+G 60{65} 10-47-64
T-Combo Rvs:--

grab-trip
f+P+Gd+P+G 60 10-70-21
T-Combo Rvs:--

grab-suplex
f+P+GP+G 60 1-85-42
T-Combo Rvs:--




catch
b,f+P+G 0 30-1-130(55)
T-C Rvs:--

catch-sumo reaping throw
b,f+P+Gb+P+G 75 10-71-30
T-Combo Rvs:--

catch-side to side push down
b,f+P+Gd+P+G 75 10-132-1
T-Combo Rvs:--

catch-over the hip throw
b,f+P+Gdb+P+G 75 10-125{147}-1
T-Combo Rvs:--

catch-turnover throw
b,f+P+GP+G 65 10-53-68
T-Combo Rvs:--




running thrust
running+P+K 20~70 10-7-24(44)
M Rvs:--



m)Dural
Outfit 1: T1000-ish liquid metal, silver.
Outfit 2: T1000-ish liquid metal, gold. (BIG FREAKING SUPRISE!)
Moves: ? (Unknown if she is playable)


III) Stages (no particular order)
* some stages have ring outs, others will not(walls).
* some stages have uneven ground. This means that there will
be hills and bumps, which will effect attacks. For instance, if player "A"
is on a small mound, and player "B" is below him/her A's high attack could
totally miss B, and B's low attack could hit the ground, and miss A. But
A's low and mid-level attacks could hit B, and B's mid and high-level
attacks could hit A. Confused yet? ;)

Skyscraper Stage:
The main characteristic of this stage is the feeling of great
height. The glass like floor and the perfectly scaled vanishing points really
give you that vertigo feeling. Various scaled buildings both near and far
give the impression of large open empty nothingness. And as one who used to
work at the top of high buildings I can say that it's incredibly realistic.
These two features counter the otherwise typically flat, square fighting area.
Although the fighting area is bounded on 2 sides with side railings the
other two are unprotected and if a character rings out here the camera pans
out as far as possible and as fast as possible leaving the remaining
character much smaller on the screen while the other plummets to his/her
death. This is furthest pan-out I've seen for VF3 and although the speed is
lightning fast the buildings' scaling is beautifully smooth. The attention
to detail for the scenery is incredible. The distant buildings just have
yellow squares for windows, the slightly closer ones have some sort of shape
to them but you can't quite make out what it is, however the nearest ones
are very clear and you can see desk lights, furniture and other office
equipment inside. It's difficult to tell because of the blur but it
sometimes looks like people are occasionally moving behind the windows.

South Sea Island Stage:
This has to be the best stage of all. There are so many things
moving around you it feels like the whole stage is alive. In general, you're
on a tiny sand bar just a few meters or so away from a small island or
peninsular. There are a few clouds in the sky but the sun is shining
brightly and it's light sparkles on the sea surface with gently undulating
aves. Because the sand bar is NOT flat but curved in an egg-like
hemispherical curve s the sea's current washes up/down against the tiny sand
bar the sea level rises/lowers and the playing area slowly gets
smaller/larger with the current. The ripple of the water rolling across the
sand is perfect and as the water subsides it leaves a little ring of lightly
darker wet sand. But in the hot sun this quickly dries so it gradually fades
back to a light yellow again until the water comes back. Around the fighting
area are a number of seagulls, sometimes a few, sometimes a lot. They
usually swoop and soar in the sky but occasionally dive into the water to
catch fish. The motion of the birds is very accurate with their wings
folding back as they dive but with the birds flapping like mad to get
airborne again. Those lazing around hover in the air, their wings stretched
ut wide to catch the hot air current. And they're not only in the distance
they fly towards and away from the camera a little as well. But it's not
just a pretty picture, your characters can interact with scenery. As you
walk a little bit of sand is kicked up and falling on the floor send sand
scattering as well. Also your fighting area is not limited to the dry sand
rea you can go splashing into the water and if you are knocked over you send
water flying. If you stand on the edge not moving the sea comes in around
your feet with a little ripple effect.

Japanese Castle Stage:
This looks like one of old fortresses that used to be all over Japan
in the Shogunate Era. Even though it's very old it's still in excellent
condition. The fighting area is set inside the fortress close to one of the
main outer walls and the main fortified entrance. The portcullis is down so
there's no obvious escape. This area has a number of graded areas with the
height changing depending where you are. There are a number of large steps
towards the entrance, a long inclined area (but not steep) and a long drop
to one side where the floor drops to a lower fortress level. The stone walls
floor slabs all have a weathered appearance with moss growing on the wall
and weeds growing between the slabs. It's probably Autumn because there are
plenty of leaves on the floor. There's no wind but these leaves a easily
disturbed. Merely walking on them causes them to shift position a little. A
fast kick or turning action lifts them off the floor and they spin around.
These leaves are 3D. Someone falling sends all the leaves around him flying
in all directions. Once again the attention to detail is amazing with the
leaves quickly rising off the ground but slowly floating down with a little
zig-zag movement. And if there's another strong or fast character movement
before they land they carry off again from where they are so, two
continuously fast moving characters are always surrounded in moving leaves.

Great Wall of China:
This stage has the most impressive scenery of all the stages. The
magnificent view of the Chinese wall stretching into the distance with
mountains in the background and the sharp drop of the hillside running
alongside the wall gives a great impression of grandeur. Every guard post
fortification on the wall has a giant banner fluttering in the wind. The
movement is unbelievably accurate with the ripple effect changing slightly
with the strength of wind occasionally. Each banner going into the distance
ripples slightly out of phase to the others. In the distance the sun looks
like it is rising above the land but has a slight blur due to the horizon.
Between the hills and mountains a mist still lingers. Probably a crisp early
morning. The wall goes up and down following the curve of the hills. You can
go up and down the steps on the wall using them for tactical advantage. You
can also use the small walls at either side of top to trap your opponent.
Because the fighting area is long and narrow, occasionally the camera angle
will put the wall in the way so you so can't see your character. However,
the game realizes this and fades the wall to an opaque see-through wall if
the viewing distance is far but as the camera eye gets closer and the
wall begins to fill the screen it fades away leaving a clear screen. Wow!

Chinese Restaurant Roof Stage:
This is the stage they're using for all the official screen
pictures. Apparently the fighting area is on top of a slanted wooden board
roof of a shop. There are a lot of Chinese signs around so it could be a
shopping area. The curved roof gives a great feeling of depth and as the
camera angle swings you can see all the other shops and houses and the
streets below. In the distance are only more houses so you really get the
impression that you're right in the center of a built-up town area. There's
a iron bar fence to one side preventing you from falling off there and the
slope of roof becomes steeper on one side making it look like you couldn't
get up it if you tried, however, it is possible to fall of other side.

Waterfall Stage:
Another excellently crafted stage, this time set in a small rock
gully at the base of two small waterfalls. It's snowing and there's a small
layer of snow on the floor and the gully walls are frozen with bits of ice
and snow clinging to the crags. The whole area gives an amazingly chilly
effect to this stage, in complete contrast to the Caribbean stage. The
playing area is a little uneven with an irregularly shaped floor caused by
the weathering of the mountain stream and a slightly sunk pool and a few
streams of water flowing between the rocks. Once again the rock floor is
smoothed off and dips into the water with a curved arc as opposed to a sharp
drop. The snow isn't small white drops falling in front of the screen. It's
3D! This means that the snow in the distance is smaller than the snow in
front of the screen and as the camera angle swings so does all the snow. The
snow will disappear if it goes behind a character and reappear again if the
character moves or it falls past the body part obscuring it. All the snow
flakes are different sizes so occasionally you get one of those big ones
falling. The falling path of the snow is at a slight angle and as the camera
angle changes the snow fall effect alters accordingly. In addition when the
camera pans out away from the characters there's a slight misting effect (to
simulate a lot of snow falling which would naturally obscure one's vision)
which changes in intensity (strong-weak) depending on the distance. The
waterfalls have a great downward flowing effect and at the bottom of the
waterfall where it hits the water there's a realistic splash effect with
white foam bubbling up and drifting away from the waterfall but slowly
fading with distance. The ripples on surface of the water for the pool and
streams flows with the current away from the waterfall. On this level also
walking, jumping or falling in the water sends water splashing in all
directions. Similar to other stages if the gully wall gets in the way the
computer fades it out and then removes it immediate. No ugly polygon
clipping here.

Cave Stage:
At first this stage looks a little simplistic and a bit of a let
down after some of the other stages but in reality it has some of the best
effects of all. Set inside either the back of a giant cave or in deep
underground cavern the only light comes from a large log fire in the
distance. The fire crackles and spits with little cinders occasionally
flying off. The flames twist and change with that characteristic roaring
effect of a big fire. As the flames twist and dance the light on the walls
flickers also. Sometimes bright, sometimes dim the shadows fade or darken
accordingly. The brightness is good enough to pick up the detail of the rock
strata and one can see some mold growing and the occasional mark where water
has run down the wall side. Nothing is flat. The walls curve and bend around
like a real cavern, there are stalagmites and stalactites in the distance
and the floor is uneven, rising and falling in places. The fighting area has
a few rock floor tiers rising on one side with a gentle slope running from
one side to the other but rising away from the front towards the fire. At
one-side of the stage there's large hole in the floor running away under
the wall revealing another dimly-lit cavern filled with stalagmites and
stalactites. All in all, despite the lack of immediately obvious graphical
tricks it has a disturbing claustrophobic feel to it which needs to be seen
to be believed.

Mountain Sumo Ring Stage:
Set up high on the cliff-side at the top of a mountain with a steep
drop to one side is a traditional Japanese shrine with the typical red
wooden entrance arch so typical of Japan. A long narrow stepped path cut
into the rock leads down from the Shrine underneath the arch and up to the
fighting area, a huge circular rock Sumo ring. In the distance, on one side,
one can see a cliff side path bending it's way around the mountainside and
going over a small red bridge that straddles a tiny waterfall. On the other
side you are looking away from the mountain and over the surrounding land
with a beautiful skyline and impressive scenery. Anyone who's climbed
Mt.Fuji will definitely come away with memories after playing this stage.
All though high up it can't be too high because there a variety of hardy
alpine plants growing. Especially that small, strong green bush that looks
like bracken and hugs the rock face in all the niches. All though the
fighting area level is basically flat the circular Sumo ring gives an
unusual visual effect and there's a sharp put not too far drop to a lower
ledge on the side away from the Shrine. One has to be careful of positioning
when fighting on this level because the tightness of the Sumo ring is hidden
by the deceptive wide open scenery. Once again as the fight progresses and
the camera angle changes you can't fail to notice the eye-catching
surroundings.

Subway Stage:
Set in an apparently disused underground subway station (the exits
all have metal grills blocking them) the two main features of note are the
passing of a subway train and the steps leading to an exit. The subway train
is very fast and smooth and appears behind the moving characters with no
problems whatsoever. No speed loss or poor polygon clipping. There are about
4 or 5 steps available (the rest are blocked by a metal grill) on one side
of the station for the character to use for strategic affect. The extra
height can be used to jump over your opponent or allow for easier head blows
with a kick attack. On a technical note, I saw Wolf knocked down while he
was standing on the stairs and his shadow was drawn perfectly on the steps
below him and it takes an incredibly difficult piece of programming to
accomplish that! Although the station looks a little plain at the moment
there are some superbly drawn billboard signs around to brighten the stage
up. Look out for the car commercial in particular. Whether or not you can
fall off the platform edge and be hit by a subway train isn't known yet but
it's certainly possible. What a way to go!

Desert Stage:
This is another stage that looks deceptively simple but contains
absolutely stunning visual effects. The entire stage is set in a vast desert
which stretches as far as the eye can see (which is to the horizon). In the
distance is a blazing sun beginning to set and it's just started to dip
below the dunes. The bottom part of it is slightly distorted by the heat
(haze effect). At the moment it's a still just a background picture but the
Model 3 board could easily produce that effect in real-time if they wanted
to program it in. The sand dunes are just out of Arabian Nights with huge
arcs and curved tips. There's a strong breeze blowing and when it catches
the edge of a dune it blows up a gust of sand which is blown over the edge
of the sand dune. The effect is truly amazing. It's not a 2D sprite trick in
the background but full 3D. The modeling of the air dynamics as the sand
billows and dissipates into the air is beyond belief. And it's not just in
the background either; occasionally the sand is blown across the characters'
fighting area and straight towards the camera. Wow! Another great effect is
on the surface of the sand. Just like the sand-bar in Jeffry's stage sand is
kicked up and sent scattering when the players land on the sand or try to
kick. However, because the sand is slightly darker here you can see all the
marks in the sand. For example, walking leaves foot steps, dragging your
feet leaves a line and falling over leaves an appropriately sized mark in
the sand. Of course the wind is still blowing so if you watch carefully the
marks gradually begin to fade away until they're all gone. So you have to
make some more. Incredible and this stage isn't even finished yet! The
actual stage area is a little difficult to determine and I never saw anyone
ring out on this stage so whether or not you can be pushed off the edge and
be sent rolling down the side of a giant sand dune is yet to be known.
However, they have to put some kind of ring-out in don't they or else you
could go on fighting for miles in the desert with out food and water and
die of dehydration or exhaustion.

Library Stage:
The best part to this stage is at the beginning of a new round when
the camera zooms across the great hall. It starts high up near the ceiling
and then swoops down low before then fixing on the characters. Although I
couldn't see any moving visual effects in the scenery the background is very
impressive. Huge pillars and marble arches hold up walkways around the side
of walls. Detailed patterns are found both in the wall design and stone
flooring. The side walls have giant windows running for most of their length
and there's a huge glass domed ceiling. The main arena is a raised dias in
the center of the library. However, you can come of here and fight around
the immediate area also. The steps are a lush velvet and all the railings
are a glittering gold color. However, the size of the library is what really
catches your attention. While the other levels, like the mountain and beach
areas, are visually bigger in appearance, the fact is that the backgrounds
are just pictures drawn to give the impression of distance. In the library
everything is constructed from polygons so the true scale of the model 3
board's capabilities are clearly shown.


IV) Miscellaneous Stuff
a)where to get new versions of this FAQ

The Home of Virtua Fighter:

http://www.vfhome.com/

there is also a non-frames version of The Home of Virtua Fighter:

http://www.vfhome.com/indexnf.htm

You may be able to get it other places too, depending on if it catches on,
and it will be posted when there is a new version on the
rec.games.video.arcade USENET newsgroup.

b)version history
v .9: the first version. This was posted on r.g.v.a upon the
request of "Aoki". It was the compilation of all available information at
the time.

v 1.0: this version added a "retained moves" section for each
character, in an attempt to allow players to decide if they will stay with
there old favorite characters from VF2, or seek new ones due to changes.
Most of the stuff in that section is speculative, taken from postings or
pictures from the AOU and E3 demos. It also added some new entries where
question marks were in the "Characters and their Stages" section. This
version also fixed my mistake about calling Shun's (P+K) move the
Hopping Spin Kick, when it is really the Two-hand push. This version
also had another bonus, I spel checked it!
/^\
HA! GET IT?!---|

v 1.1: added some stuff about differences from VF2 to VF3. I also
decided to protect it legally. That's it, so deal with it. :)

v 1.2: added lion's stage info, and "shadow" move stuff.

v 1.3: LOTS of new stuff. Move lists, stage info, etc. Became the
real FAQ. Retained moves bit the dust...

v 1.4: lots of new character and stage stuff. Hit levels, moves,
combo's, etc.

v 1.5: now includes the gamest mook listings for all but Lion and Taka,
which includes hit levels, damage ratings, motions, and frame
rates for attacks.

v 1.6: now uses a much nicer, more thorough move list, courtesy of
Firestarter. I also added explinations for the movelists
(also courtesy of Firestarter).

c)acknowledgements
Sega for having the good sense to allow Yu Suzuki to keep
making these astounding games.

Firestarter and Yupa for the use of their movelists, and all their hard
work.

Jirawat Uttayaya, for all his translation work

r.g.v.a for recieving my FAQ, especially the true VF'ers (those who
have posted great game info)

Chia Jin Ngee for writing such a great VF2 FAQ

Lars Holst Soerenson for allowing me to take [art in The Home of Virtua
Fighter.

Everyone that has bothered to come to #vfhome on IRC EFNet servers,
such as Akira_S, oneko, mukura, VFeug, ESMaggot, MetroX, Haoh, Larshs,
JAB, CreeD, Moby, SuprDoug, Aoki and everyone else who
got really bored. =)

And finally YOU THE READER! (how clichÚ...)

d)legal crap
VF3 FAQ ® 1996-1997 by Stephen Hamilton (I apologize for this, but
thereare quite a few weenies out there in I'net-land taking liberities with
this here FAQ, and I rekon I don't take that much too kindly [in a bad Ozarks
accent]).

Virtua Fighter is a trademark of Sega Co. I don't take any
responsibility for anything caused by this FAQ, unless it is something
good (refer to me for clarification). Model 3 is probably a trademark or
something of Sega Co. All information contained within this FAQ is subject
to change without notice, and if anything is wrong such as typos and the
like, sue me (I'll get over it, really). Blah blah blah, ho-hum,
yackaddy-shmackady, blah. This FAQ is a free service for the entire VF
community, I own it (because I wrote it, duh) so if you want to re-print
it, tough. Unless, of course, you ask nicely, or get written permission
by me or something. Bah, never mind. Go ahead and re-print it. Free
advertising, right? BUT, if you do re-print it, do so IN IT'S ENTIRETY
(that means the whole thing, no snipping out parts OR EDITING). I took my
time to compile this information, as well as write parts of it, so please
don't abuse it. Also, if you do re-print it, and receive money for it, gimme
some, or I'll sue you or something. I am not responsible for slurs or insults
regarding race, color, creed (pardon the pun, ya know who I'm talking
about...), religion, sex, hair length, sexual orientation, attitude, etc. In
other words, if I insult you or others like you, tough, you must've brought
it about yourself somehow, and you read this voluntarily, so na-na-na-na-na
(in an annoying, mocking tone :P).

 
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