FAQ/Move List by Goh_Billy

    Version: 1.0 | Updated: 04/25/14 | Search Guide | Bookmark Guide

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                                 Martial Masters
                   FAQ By: Goh_Billy (billy_kane_32@hotmail.com)
                                 Version #: 1.0
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    
    Sections
    --------
          1. Legend
          2. System
             2.1  Basics
             2.2  Super Meter
          3. Characters
             3.1  Master Huang
             3.2  Drunk Master   
             3.3  Scorpion
             3.4  Crane 
             3.5  Red Snake 
             3.6  Ghost Kick
             3.7  Monkey Boy 
             3.8  Tiger
             3.9  Monk
             3.10 Reika 
             3.11 Lotus Master
        - - - - - - - - - - - - - -
             3.12 Saojin
          4. Codes 
          5. Conclusion
             5.1  What's Missing/Needed 
             5.2  Credits
            				
    	
    ===============================================================================
    1. Legend
    ===============================================================================
    
    
      ub  u  uf        f - Forward        HP - Heavy Punch     P - Any Punch
        \ | /          b - Back           LP - Light Punch     K - Any Kick
      b--   --f        u - Up             HK - Heavy Kick      + - And  
        / | \          d - Down           LK - Light Kick      / - Or  
      db  d  df                                                , - Then 
                                         
    
    qcf - quarter circle forward (d, df, f)
    qcb - quarter circle back (d, db, b)
    hcf - half circle forward (b, db, d, df, f)
    hcb - half circle back (f, df, d, db, b)
    
    
    
    ===============================================================================
    2. System
    ===============================================================================
    
    
    ++++++++++++++
    | 2.1 Basics |
    ++++++++++++++
    
    
    Throw                    LP+HK / LK+HK            connects close
    Throw Escape             press LP+HK / LK+HK      must use the same 
                               just as the opponent     combination that the
                               is throwing you          opponent is using
                                                        to throw you in order to
                                                        escape
                        
    Forward Run              f, f, then hold f       
                               to continue run 
      Dash Jump              uf                                    
      Halt                   b or stop holding f
    Dash Backward            b, b 
    
                       
    Block High               b
    Block Low                db                       will not block overheads
    
    Super Jump               d, ub/u/uf 
    Low Dodge Overhead       d + LP+LK                overhead
    Backroll and Jump        b + LP+LK                can follow with air attack
    Pursue Attack            d/u + LP/LK/HP/HK        pursue attack
                               when opponent is 
                               on floor
    
    Taunt                    HP+HK                    can hit opponent for very
                                                        minor damage; taunt 
                                                        fills Super Meter 
                                                        considerably
    
    Instant Roll Forward     f + LP+LK after being          
                               knocked down and 
                               before you hit the
                               floor
    Instant Roll Backward    b + LP+LK after being          
                               knocked down and 
                               before you hit the
                               floor
    Delayed Roll Forward     hold f after being          
                               knocked down 
    Delayed Roll Backward    hold b after being          
                               knocked down 
    
    
    +++++++++++++++++++
    | 2.2 Super Meter |
    +++++++++++++++++++
    
      You can build the Super Meter by using special moves, touching your opponent
    with attacks, taunting, and being hit by your opponent.  It is possible
    to have 9 stocks of meter.  The following are maneuvers that require super
    meter stocks:
    
    
    Guard Burst              HP+HK while blocking     requires one super meter
                               opponent's attack        stock
    
    
    Shadow Attack Launcher   qcf + LK+HP              requires one super meter
                                                        stock; must connect 
                                                        (not blocked) to perform 
                                                        entire maneuver; either 
                                                        launches or wall bounces
                                                        opponent
    Shadow Attack Rush       qcb + LK+HP              requires one super meter 
                                                        stock
    Stagger Grab             hcf + LP+LK              requires one super meter 
                                                        stock; connects close 
                                                        and is unblockable; 
                                                        small window for free
                                                        attack after landing
                                                        maneuver
    
    Super                    refer to character's     requires one super meter
                               movelist                 stock
       
    
    
    ===============================================================================
    3. Characters
    ===============================================================================
    
    *******************************************************************************
    * 3.1 Master Huang                                                            *
    *******************************************************************************
    Colors
    ------
    LP - Blue Gray pants w/ Mustard trim
    HP - Tan pants w/ Blue Gray trim
    LK - Gray pants w/ Green trim
    HK - Gray pants w/ Tan trim
    LP+LK - Blue Gray pants w/ Off White trim
    LP+HP - Light Gray pants w/ Off White trim
    LK+HK - White pants w/ White trim
    HP+HK - Purple pants w/ Gold trim
    
    
    
    Throws
    ------
    Chest Crush              LP+HK                    connects close
    Redirect                 LK+HK                    connects close
    
    
    Basic Moves
    -----------
    Open Fan                 u, LP                    2 hits; overhead
    Rock Fist                HP close                 2 hits
    Shin Kick                LK                       must be blocked low
    Axe Kick                 HK close                 2 hits; second hit is an
                                                        overhead
    
    
    Command Moves
    -------------
    Fan Wave                 HP+HK                    can hit opponent for very
                                                        minor damage; taunt 
                                                        fills Super Meter 
                                                        considerably
    Hopping Fist             d + LP+LK                overhead
    Backroll and Jump        b + LP+LK                can follow with air attack
    Step In Elbow            f + HP
    Snap Kick                b + LK                    
    Leg Drop                 d/u + LP/LK/HP/HK        pursue attack
                               when opponent is 
                               on floor
    
    
    Special Moves
    -------------
    Surge Fist               qcf + P                  LP=short, HP=far
    Swift Push               hcb + LP after
                               landing a close
                               HP/HK that 
                               connects (not
                               blocked)
    Turnover                 hcb + HP                 connects close and is
                                                        unblockable; small
                                                        window for free attack
                                                        after landing maneuver
    Grasshopper              qcf + K                  LK=short, HK=far; must be
                                                        blocked low
      Air Axe Kick           d + K                    Grasshopper must connect
                                                        to perform this follow
                                                        up; overhead  
    Drill Kick               hcf + K in air           LK=short, HK=far and 
                                                        overhead
    Nimble Knee              f, d, df + K             LK=short, HK=far
      Air Axe Kick           d + K                    Nimble Knee must connect
                                                        to perform this follow 
                                                        up; overhead
    Whirlwind Kick           qcb + K
      Heavy Axe              qcf + K                  axe kick portion is an
                                                        overhead
       High Kicks            qcb + K                  Heavy Axe portion must
                                                        connect (not blocked)
                                                        to perform this
                                                        follow up
         Final Kick          LK
    Dragon Kick              b, d, db + K             LK=short, HK=far; overhead
      Drill Kick             hcf + K                  Dragon Kick must connect
                                                        to perform this follow 
                                                        up
    
    Shadow Moves
    ------------
    Nimble Whirlwind         qcf + LK+HP              must connect (not blocked)
                                                        to perform entire 
                                                        maneuver; launches
                                                        opponent
    Double Drill Kick        qcb + LK+HP
    Stagger Grab             hcf + LP+LK              connects close and is
                                                        unblockable; small
                                                        window for free attack
                                                        after landing maneuver
    
    
    Supers
    ------
    Awakening Spirit         qcf, qcf + P             
    Dragon Rave              qcf, qcf + K             first part must connect
                                                        (not blocked) to
                                                        perform entire maneuver
    
    
    
    *******************************************************************************
    * 3.2 Drunk Master                                                            *
    *******************************************************************************
    Colors
    ------
    LP - Gray pants and Silver top 
    HP - Brown pants and Sand top
    LK - Olive pants and Light Olive top
    HK - Blue pants and Light Blue top
    LP+LK - Dark Gray pants and Gray top
    LP+HP - Purple pants and Blue top
    LK+HK - Dark Blue pants and Blue Gray top
    HP+HK - Green pants and Light Green top
    
    
    
    Throw
    -----
    Headbutt                 LP+HK / LK+HK            connects close
    
    
    Basic Moves
    -----------
    Drunken Combo            HP, HP, HK, HP           all parts must touch the
                                                        opponent to perform
                                                        the next part in the
                                                        chain
    Shin Kick                LK                       must be blocked low
    
    
    
    Command Moves
    -------------
    Sake                     HP+HK                    can hit opponent for very
                                                        minor damage; taunt 
                                                        fills Super Meter 
                                                        considerably
    Hopping Palm             d + LP+LK                overhead
    Backstep and Jump        b + LP+LK                can follow with air attack
    Drunken Claw             f + LP                   
    Slide Kick               d + HK                   must be blocked low
    Leg Drop                 d/u + LP/LK/HP/HK        pursue attack
                               when opponent is 
                               on floor
    
    
    Special Moves
    -------------
    Gourd Swing              f, d, df + P             second part must be
                                                        blocked low
    Stagger Top              hcf + P                  LP=short, HP=far
      Drunken Smash          cancel into hcf + LP     overhead
                               version or perform
                               hcf + HP without
                               canceling
    Forward Roll             qcb + P                  LP=short, HP=far
      Crushing Forearm       P                        launches opponent
    Butterfly Strike         hcb, f + P               connects close and is
                                                        unblockable; wall
                                                        bounces opponent; 
                                                        can be canceled into
    Rotating Kick            qcf + K                  LK=short, HK=far
      Drunken Slide          qcf + P
    Sake Spit                hcb + K                  HK version lasts longer; 
                                                        auto counter
    Drunken Dance            f, d, df + K             LK=4 hits with second hit
                                                        being an overhead, 
                                                        HK=6 hits with last hit
                                                        being an overhead
    
    
    Shadow Moves
    ------------
    Top Kick                 qcf + LK+HP              must connect (not blocked)
                                                        to perform entire 
                                                        maneuver; launches
                                                        opponent
    Gourd Frenzy             qcb + LK+HP
    Stagger Grab             hcf + LP+LK              connects close and is
                                                        unblockable; small
                                                        window for free attack
                                                        after landing maneuver
    
    
    Supers
    ------
    Gourd Nunchaku           qcf, qcf + P             
    Strong Sake              qcb, qcb + K             auto counter super
    
    
     
    *******************************************************************************
    * 3.3 Scorpion                                                                *
    *******************************************************************************
    Colors
    ------
    LP - Purple costume
    HP - Light Gray costume
    LK - Black costume
    HK - Blue costume
    LP+LK - Bronze costume
    LP+HP - Amber costume
    LK+HK - Red costume
    HP+HK - Gray costume
     
    
    
    Throw
    -----
    Lean Back Catapult       LP+HK / LK+HK            connects close
    
    
    Basic Move
    ----------
    Shin Kick                LK                       must be blocked low
    
    
    
    Command Moves
    -------------
    Come On                  HP+HK                    can hit opponent for very
                                                        minor damage; taunt 
                                                        fills Super Meter 
                                                        considerably
    Hopping Strike           d + LP+LK                overhead
    Backroll and Jump        b + LP+LK                can follow with air attack
    Snap Axe                 f + LK                   2 hits; second hit is an 
                                                        overhead
    Pincher Kick             f + HK                   2 hits; overhead
    Double Sting             d/u + LP/LK/HP/HK        2 hits; pursue attack
                               when opponent is 
                               on floor
    
    
    Special Moves
    -------------
    Aculeus Sting            f, d, df + P             LP=short and 2 hits;
                                                        HP=far and 3 hits with
                                                        first part being an
                                                        overhead
    Predator Crash           b, d, db + P             LP=straight, HP=diagonally
                                                        upward
      Hang Kick              qcf + K                  Predator Crash must touch
                                                        opponent to allow for
                                                        this follow up; overhead
    Predator Crash Fake      b, d, db + K
    Desert Crawl             hcf + K                  both hits must be blocked
                                                        low
      Trap Kick              qcf + K                  can be activated after
                                                        either hit of the Desert
                                                        Crawl; overhead
    Death Roll               hcb + K                  LK=short, HK=far
      Venomous Kick          f + K                    Death Roll must touch
                                                        opponent to perform this
                                                        follow up
    Arc Dropkick             f, d, df + K             LK=short and 4 hits, 
                                                        HK=far and 5 hits
      Captured Prey          qcf + LK                 Arc Dropkick must connect
                                                        (not blocked) to perform
                                                        this follow up
    
    
    Shadow Moves
    ------------
    Ruthless Kicks           qcf + LK+HP              must connect (not blocked)
                                                        to perform entire 
                                                        maneuver; wall bounces
                                                        opponent
    Shadow Arc Dropkick      qcb + LK+HP
    Stagger Grab             hcf + LP+LK              connects close and is
                                                        unblockable; small
                                                        window for free attack
                                                        after landing maneuver
    
    
    Supers
    ------
    Merciless Feast          qcf, qcf + P             first part must connect
                                                        (not blocked) to
                                                        perform entire maneuver
    Lethal Sting             qcf, qcf + K             overhead
    
     
    
    *******************************************************************************
    * 3.4 Crane                                                                   *
    *******************************************************************************
    Colors
    ------
    LP - White costume w/ Orange trim
    HP - Dark Gray costume w/ Orange trim
    LK - Orange costume w/ Gray trim
    HK - Light Green costume w/ Green trim
    LP+LK - Light Gray costume w/ Gray trim
    LP+HP - Lavender costume w/ Pink trim
    LK+HK - Alice Blue costume w/ Blue trim
    HP+HK - Yellow costume w/ Pink trim
     
    
    
    Throw
    -----
    Throat Tear              LP+HK / LK+HK            connects close
    
    
    Basic Move
    ----------
    Heavy Chop               HP                       2 hits
    
    
    Command Moves
    -------------
    Hair Groom               HP+HK                    can hit opponent for very
                                                        minor damage; taunt 
                                                        fills Super Meter 
                                                        considerably
    Hopping Bladed Hand      d + LP+LK                overhead
    Backroll and Jump        b + LP+LK                can follow with air attack
    Heavenly Spin            d + HP in air            up to 5 hits
    Crescent Swipe           f + LP                   2 hits with second hit
                                                        being an overhead
    Double Uppercut          d + HP                   2 hits
    Double Stomp             d/u + LP/LK/HP/HK        pursue attack
                               when opponent is 
                               on floor
    
    
    Special Moves
    -------------
    Spread Wing              qcf + P                  LP=short, HP=far
      Closing Wing           qcf + P                  LP=short, HP=far
        Final Wing           qcf + P                  LP=short, HP=far
    Majestic Flight          f, d, df + P             LP=short and 2 hits, 
                                                        HP=far and 2 hits
      Landing                d + P                    second part must touch
                                                        opponent to allow for
                                                        this follow up
    Sneaky Dart              qcb + P                  projectile can be 
                                                        destroyed by a well
                                                        timed physical attack
    Air Sneaky Dart          qcb + P/LK in air        LP=far, LK=medium, 
                                                        HP= short and steepest
                                                        angle; projectile
                                                        can be destroyed by a
                                                        well timed physical
                                                        attack
    Flapping Thrust          hcb + P                  LP=short, HP=far; 
                                                        unblockable
    Shouting Crane           f, d, df + K             LK=short and 5 hits,
                                                        HK=far and 6 hits
    
    
    Shadow Moves
    ------------
    Majestic Thrust          qcf + LK+HP              must connect (not blocked)
                                                        to perform entire 
                                                        maneuver; small launch
                                                        of opponent at end of
                                                        maneuver
    Dart Rain                qcb + LK+HP
    Stagger Grab             hcf + LP+LK              connects close and is
                                                        unblockable; small
                                                        window for free attack
                                                        after landing maneuver
    
    
    Supers
    ------
    Take Flight              qcf, qcf + P             
    Deadly Darts             qcb, qcb + P            
    
    
    
    *******************************************************************************
    * 3.5 Red Snake                                                               *
    *******************************************************************************
    Colors
    ------
    LP - Medium Purple costume and Yellow trim w/ Brown hair
    HP - Off White costume and Gray trim w/ Light Gray hair
    LK - Off White costume and Orange trim w/ Magenta hair
    HK - Black costume and Blue trim w/ Dirty Blonde hair
    LP+LK - Green costume and Blue trim w/ Red hair
    LP+HP - Orange costume and Green trim w/ Dark Blue hair
    LK+HK - Pink costume and Yellow trim w/ Blue hair
    HP+HK - Salmon costume and Purple trim w/ Green hair
    
    
     
    Throw
    -----
    Heavy Slaps              LP+HK / LK+HK            connects close
    
    
    Basic Move
    ----------
    N/A
    
    
    Command Moves
    -------------
    Charmer                  HP+HK                    can hit opponent for very
                                                        minor damage; taunt 
                                                        fills Super Meter 
                                                        considerably
    Hopping Spike            d + LP+LK                overhead
    Backroll and Jump        b + LP+LK                can follow with air attack
    Single Fang              f + LP                   
    Venom Stab               df + HP 
    Double Kick              d + HK                   first part must be blocked
                                                        low
    Bow Smash                d/u + LP/LK/HP/HK        pursue attack
                               when opponent is 
                               on floor
    
    
    Special Moves
    -------------
    Ravenous Fang            qcf + P                  LP=short and 4 hits, 
                                                        HP=far and 8 hits
      Finish                 qcf + P
    Viper Blade              f, d, df + LP            
      Hopping Spike          u + P                    Viper Blade must touch
                                                        opponent to allow for
                                                        this follow up; overhead 
      Sneaky Trip            d + K                    Viper Blade must touch
                                                        opponent to allow for
                                                        this follow up; must be
                                                        blocked low
    Viper Rush               f, d, df + HP
    Slither And Strike       hcb + P
      Final Strike           qcb + P                  Slither and Strike must
                                                        touch opponent to allow
                                                        this follow up
    Scissor Takedown         hcf + K                  running throw that connects
                                                        close and is unblockable;
                                                        LK=runs short, HK=runs
                                                        far
    Tail Whip Kick           f, d, df + K             LK=short and 2 hits, 
                                                        HK=far and 3 hits
    
    
    Shadow Moves
    ------------
    Snake Dance              qcf + LK+HP              must connect (not blocked)
                                                        to perform entire 
                                                        maneuver; launches
                                                        opponent at end of
                                                        maneuver
    Shadow Ravenous Fang     qcb + LK+HP
    Stagger Grab             hcf + LP+LK              connects close and is
                                                        unblockable; small
                                                        window for free attack
                                                        after landing maneuver
    
    
    Supers
    ------
    Snakebite                qcf, qcf + P             
    Serpent Flurry           qcf, qcf + K             first part must connect
                                                        (not blocked) to perform
                                                        the entire maneuver
    
    
     
    *******************************************************************************
    * 3.6 Ghost Kick                                                              *
    *******************************************************************************
    Colors
    ------
    LP - Orange top and Blue Green pants
    HP - Dark Olive Green top Glaucous pants
    LK - Burnt Orange top and Green pants
    HK - Dark Gray top and Khaki pants
    LP+LK - Steel Blue top and Bronze pants
    LP+HP - Light Gray top and Light Gray pants
    LK+HK - Brown top and Gray pants
    HP+HK - Gray top and Tan pants
    
    
    
    Throws
    ------
    Bully Punch              LP+HK                    connects close
    Crushing Knees           LK+HK                    connects close
    
    
    Basic Move
    ----------
    Shin Kick                LK                       must be blocked low
    
    
    Command Moves
    -------------
    Aggressive Pride         HP+HK                    can hit opponent for very
                                                        minor damage; taunt 
                                                        fills Super Meter 
                                                        considerably
    Hopping Knee             d + LP+LK                overhead
    Cartwheel and Jump       b + LP+LK                can follow with air attack 
    Reaching Axe Kick        f + LP  
    Driving Headbutt         f + HP
    Rolling Scissors         d + HP                   2 hits
    Flying Gut Kick          f + HK  
    Dirty Punt               d/u + LP/LK/HP/HK        pursue attack
                               when opponent is 
                               on floor
    
    
    Special Moves
    -------------
    Rumble Takedown          f, d, df + P             HP version jumps higher
                                                        and further; catches
                                                        opponents in air for
                                                        an air throw
    Violent Kicks            qcb + P                  LP=6 hits, HP=10 hits
      Riot Flash             f, d, df + P             LP=one flip, HP=two flips
    Supreme Crash            b, d, db + P             LP=short and 1 hit; 
                                                        HP=far and 2 hits;
                                                        overhead
    Handstand Wallop         qcf + K                  LK=short and 2 hits,
                                                        HK=far and 4 hits
    Corkscrew                f, d, df + K             LK=low and 5 hits,
                                                        HK=high and 8 hits
    Leg Whip                 qcb + K                  2 hits with both needing
                                                        to be blocked low;
                                                        launches opponent; can
                                                        follow with Rumble
                                                        Takedown
    
    
    Shadow Moves
    ------------
    Shadow Riot Flash        qcf + LK+HP              must connect (not blocked)
                                                        to perform entire 
                                                        maneuver; launches
                                                        opponent 
    Gatling Kicks            qcb + LK+HP
    Stagger Grab             hcf + LP+LK              connects close and is
                                                        unblockable; small
                                                        window for free attack
                                                        after landing maneuver
    
    
    Supers
    ------
    Horizontal Corkscrew     qcf, qcf + K             
    Tornado Corkscrew        qcb, qcb + K             has a slight vacuum 
                                                        affect
    
    
    
    *******************************************************************************
    * 3.7 Monkey Boy                                                              *
    *******************************************************************************
    Colors
    ------
    LP - Purple costume and Yellow trim
    HP - Back costume and White trim
    LK - Orange costume and Gray trim
    HK - Bronze costume and Blue trim
    LP+LK - Dark Blue costume and Yellow trim
    LP+HP - Gray costume and Dark Gray trim
    LK+HK - Green Blue costume and Yellow trim
    HP+HK - Gray costume and Blue Green trim
    
     
    
    Throws
    ------
    Blind Dropkick            LP+HK                    connects close
    Climbing Punt             LK+HK                    connects close
    
    
    Basic Move
    ----------
    N/A
    
    
    Command Moves
    -------------
    Butt Pat                 HP+HK                    can hit opponent for very
                                                        minor damage; taunt 
                                                        fills Super Meter 
                                                        considerably
    Hopping Fist             d + LP+LK                overhead
    Backroll and Jump        b + LP+LK                can follow with air attack 
    Backhand                 f + LP
    Skyward Uppercut         df + HP
    High Snap Kick           b + LK                   2 hits; launches opponent
    Rolling Axe              f + HK                   2 hits
    Monkey Drop              d/u + LP/LK/HP/HK        pursue attack
                               when opponent is 
                               on floor
    
    
    Special Moves
    -------------
    Fruit Toss               qcf + P/LK               LP=short and high, 
                                                        LK=medium and high,
                                                        HP=far and medium 
                                                        height; will collide
                                                        with other projectiles
                                                        as both will be
                                                        "destroyed" in the
                                                        process; fruits are
                                                        random and different
                                                        fruits cause different
                                                        damage
    Fruit Roll               qcf + HK                 must be blocked low; will
                                                        collide with other 
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process
    Sneaky Strike            f, d, df + P             must be blocked low
      Low Slider             qcb + P                  Sneaky Strike must connect
                                                        (not blocked) to perform
                                                        this follow up; Monkey
                                                        Boy switches to the
                                                        other side of the
                                                        opponent
    Tree Climb Kick          f, d, df + K             LK=short, HK=far
    Swing Kick               qcb + K                  LK=short, HK=far
      Second Swing Kick      qcb + K                  LK=short, HK=far
        Side Kick            qcb + K                  LK=short, HK=far
    Monkey Stomp             b, d, df + K             LK=short, HK=far; if third
                                                        hit touches opponent
                                                        Monkey Boy will throw
                                                        a fruit; fruit will
                                                        collide with other 
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process
    Air Monkey Stomp         b, d, df + K in air      LK=short and 1 hit, 
                                                        HK=far and 3 hits; if
                                                        HK version's third hit
                                                        touches opponent
                                                        Monkey Boy will throw
                                                        a fruit; fruit will
                                                        collide with other 
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process
    
    
    Shadow Moves
    ------------
    Swing To High Snap       qcf + LK+HP              must connect (not blocked)
                                                        to perform entire 
                                                        maneuver; launches
                                                        opponent 
    Monkey Fruit Toss        qcb + LK+HP              fruit will collide with 
                                                        other projectiles as 
                                                        both will be "destroyed"
                                                        in the process
    Stagger Grab             hcf + LP+LK              connects close and is
                                                        unblockable; small
                                                        window for free attack
                                                        after landing maneuver
    
    
    Supers
    ------
    Fruit Frenzy             qcf, qcf + P             a fruit will collide with 
                                                        other projectiles as 
                                                        both will be "destroyed"
                                                        in the process; can move
                                                        towards end of super and
                                                        use raining fruit as a
                                                        shield of sorts
    Sneaky Slider            qcb, qcb + P             first hit must connect
                                                        (not blocked) to perform
                                                        entire maneuver
     
    
    
    *******************************************************************************
    * 3.8 Tiger                                                                   *
    *******************************************************************************
    Colors
    ------
    LP - Blue pants and Alice Blue shirt w/ Red suspenders
    HP - Dark Gray pants and Light Gray shirt w/ Gray suspenders
    LK - Gray pants and Off White shirt w/ Red suspenders
    HK - Glaucous Blue pants and Off White shirt w/ Magenta suspenders
    LP+LK - Green pants and Vanilla shirt w/ Red suspenders
    LP+HP - Dark Blue pants and Blue shirt w/ Brown suspenders
    LK+HK - Brown pants and Vanilla shirt w/ Blue suspenders
    HP+HK - Dark Gray pants and Off White shirt w/ Blue suspenders
    
    
    
    Throw
    -----
    Swipe And Elbow          LP+HK / LK+HK            connects close
    
    
    Basic Moves
    -----------
    Driving Punch            HP far                   overhead
    Shin Kick                LK                       must be blocked low
    
    
    Command Moves
    -------------
    True Strength            HP+HK                    can hit opponent for very
                                                        minor damage; taunt 
                                                        fills Super Meter 
                                                        considerably
    Hopping Palms            d + LP+LK                overhead
    Backroll and Jump        b + LP+LK                can follow with air attack
    Jumping Palms            d + HP in air            overhead
    Claw Uppercut            d + HP                   2 hits
    Big Boot                 b + LK
    Crescent Axe             f + HK                   3 hits; second and third
                                                        are overheads    
    Straight Kick            b + HK
    Crushing Stomp           d/u + LP/LK/HP/HK        pursue attack
                               when opponent is 
                               on floor
    
    
    Special Moves
    -------------
    Hunting Fists            hcf + P                  connects close and is
                                                        unblockable; can be 
                                                        canceled into
    Roaring Elbow            f, d, df + P             LP=short, HP=far
      Second Elbow           qcf + P                  LP=short, HP=far
        Driving Fist         f + P                    overhead
        Claw Uppercut        qcf + P                  launches opponent
    Capture Claw             qcb + P                  LP=short, HP=far
    Hide Rush                hcf + K                  LK=short, HK=far
      Shoulder Launch        f + HP                   launches opponent
    Hide Launcher            f, d, df + K             LK=short and 2 hits,
                                                        HK=far and 7 hits
      Driving Back           qcf + K                 
    Backflip                 hcb + K                  
      Pounce                 qcf + P                  LP=short, HP=far; launches
                                                        opponent
    
    
    Shadow Moves
    ------------
    Pouncing Hide            qcf + LK+HP              must connect (not blocked)
                                                        to perform entire 
                                                        maneuver; launches
                                                        opponent 
    Double Shoulder Charge   qcb + LK+HP              first shoulder charge goes
                                                        past opponent and second
                                                        shoulder charge comes
                                                        from behind; despite the
                                                        second shoulder charge
                                                        being from behind you
                                                        block it normally, it
                                                        is not crossing you up
    Stagger Grab             hcf + LP+LK              connects close and is
                                                        unblockable; small
                                                        window for free attack
                                                        after landing maneuver
    
    
    Supers
    ------
    Tiger Barrage            qcf, qcf + P             first hit must connect
                                                        (not blocked) to perform
                                                        entire maneuver
    Bursting Tiger           qcf, qcf + K             first hit must connect
                                                        (not blocked) to perform
                                                        entire maneuver
    
    
    
    *******************************************************************************
    * 3.9 Monk                                                                    *
    *******************************************************************************
    Colors
    ------
    LP - Green and Saffron pants w/ Blue trim
    HP - Gray and Purple pants w/ Red trim (Gray skin)
    LK - Gray and Fawn pants w/ Gray trim
    HK - Iris pants w/ Cool Gray trim
    LP+LK - Gray and Peach Orange pants w/ Gray trim
    LP+HP - Orange and Purple pants w/ Gray trim (Green skin)
    LK+HK - Blue and White pants w/ Orange trim
    HP+HK - Deep Carrot Orange and Purple pants w/ Mint trim
    
    
    
    Throws
    ------
    Rough Toss               LP+HK                    connects close
    Headbutt                 LK+HK                    connects close
    
    
    Basic Moves
    -----------
    Double Stomach Punch     HP close                 2 hits
    Monster Stomp            HK close                 2 hits; second hit is an
                                                        overhead
    
    
    
    Command Moves
    -------------
    Yawn                     HP+HK                    can hit opponent for very
                                                        minor damage; taunt 
                                                        fills Super Meter 
                                                        considerably
    Hopping Knee             d + LP+LK                overhead
    Backroll and Jump        b + LP+LK                can follow with air attack
    Hammer Fist              f + HP                   2 hits; both hits are
                                                        overheads unless 
                                                        cancelled into
    Crushing Foot            d/u + LP/LK/HP/HK        pursue attack
                               when opponent is 
                               on floor
    
    
    Special Moves
    -------------
    Cauldron Drop            qcf + P/K                LP=short, LK=medium, 
                                                        HP=far, HK=very far;
                                                        overhead; can hit an
                                                        opponent on the ground;
                                                        will collide with 
                                                        other projectiles as 
                                                        both will be "destroyed"
                                                        in the process
    Tremor                   f, d, df + P             LP=hits very close, 
                                                        HP=has full screen
                                                        distance; must be
                                                        blocked low
    Spirit Charge            qcb + P                  overhead
      Spirit Strike          P                        overhead
        Spirit Chop          f + P                    overhead
          Punt Kick          f, d, df + K
    Heart Punch              hcb, f + P               connects close and is
                                                        unblockable; can be
                                                        cancelled into
    Punt Kick                f, d, df + K             LK=short, HK=far
    Ruthless Strangle        hcb, f + K               dash in must touch opponent
                                                        to perform maneuver;
                                                        unblockable; initial hop
                                                        of dash in can jump over
                                                        low attacks
    
    
    Shadow Moves
    ------------
    Charging Spirit          qcf + LK+HP              must connect (not blocked)
                                                        to perform entire 
                                                        maneuver; wall bounces
                                                        opponent
    Running Bull             qcb + LK+HP              
    Stagger Grab             hcf + LP+LK              connects close and is
                                                        unblockable; small
                                                        window for free attack
                                                        after landing maneuver
    
    
    Supers
    ------
    Flaming Cauldron         qcf, qcf + P             each individual cauldron 
                                                        can collide with 
                                                        other projectiles as 
                                                        both will be "destroyed"
                                                        in the process; all 
                                                        cauldrons hit as 
                                                        overheads; can hit an
                                                        opponent on the ground;
                                                        Monk has super armor
                                                        during the super
    Crushing Mountain        qcf, qcf + K             
    
    
    
    *******************************************************************************
    * 3.10 Reika                                                                  *
    *******************************************************************************
    Colors
    ------
    LP - Green and Pink costume w/ Blue trim
    HP - Isabelline White costume w/ Peach trim
    LK - Purple and Orange Red costume w/ Blue trim
    HK - Peach and Purple costume w/ Green trim
    LP+LK - Orange and Coral costume w/ Blue trim
    LP+HP - Gray and Light Gray costume w/ Blue trim
    LK+HK - Pink and Purple costume w/ Gold trim
    HP+HK - Purple and Pink costume w/ Gold trim
    
    
    
    Throw
    -----
    Layback Toss             LP+HK / LK+HK            connects close
    
    
    Basic Moves
    -----------
    Driving Short Uppercut   HP close                 2 hits
    Skyward Kick             HK close                 launches opponent
    Back Heel                HK far                   must be blocked low
    
    
    Command Moves
    -------------
    Laugh And Point          HP+HK                    can hit opponent for very
                                                        minor damage; taunt 
                                                        fills Super Meter 
                                                        considerably
    Hopping Jump Kick        d + LP+LK                overhead
    Backroll and Jump        b + LP+LK                can follow with air attack
    Side Stance Palm         f + HP                   
    Double Sweep             d + HK                   both parts must be blocked
                                                        low
    Double Foot Stomp        d/u + LP/LK/HP/HK        pursue attack
                               when opponent is 
                               on floor
    
    
    Special Moves
    -------------
    Chi Blast                qcf + P                  LP=slow, HP=fast; will 
                                                        collide with other 
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process
    Trap Uppercut            f, d, df + P             first part must connect
                                                        (not blocked) to perform
                                                        the entire maneuver
    Pressure Elbow           qcb + P                  LP=short, HP=far
      Iron Palms             qcb + P
    Opening Fan              qcf + K                  LK=short with last hit
                                                        being an overhead; far
                                                        with last two hits being
                                                        overheads
    Leaping Double Kick      f, d, df + K             LK=short, HK=far; launches
                                                        opponent
    Leap Frog                hcb + K                  leap must touch opponent
                                                        to perform entire 
                                                        maneuver; unblockable;
                                                        staggers opponent
    
    
    
    Shadow Moves
    ------------
    Pressure Leap Kicks      qcf + LK+HP              must connect (not blocked)
                                                        to perform entire 
                                                        maneuver; launches 
                                                        opponent
    Chi Storm                qcb + LK+HP              a fireball will collide 
                                                        with other projectiles 
                                                        as both will be 
                                                        "destroyed" in the 
                                                        process
    Stagger Grab             hcf + LP+LK              connects close and is
                                                        unblockable; small
                                                        window for free attack
                                                        after landing maneuver
    
              
    Supers
    ------
    Chi Bomb                 qcf, qcf + P             LP=vertically up and down,
                                                        HP=far toss; absorbs
                                                        projectiles
    Swift Barrage            qcf, qcf + K             end parts of the Opening
                                                        Fan maneuvers are
                                                        overheads; launches
                                                        opponent
     
    
    
    *******************************************************************************
    * 3.11 Lotus Master                                                           *
    *******************************************************************************
    Colors
    ------
    LP - Green skin and Red costume 
    HP - Blue skin and Gray costume 
    LK - Dark skin and Light Green costume 
    HK - Gray skin and Slate Gray costume
    LP+LK - Taupe skin and Gray costume
    LP+HP - Gray skin and Dark Gray costume
    LK+HK - Medium skin and White costume
    HP+HK - Green skin and Brown costume
    
    
    
    Throw
    -----
    Sling Toss               LP+HK / LK+HK            connects close
    
    
    Basic Moves
    -----------
    Double Jump Kick         HK in air                2 hits, overhead
    Slash Uppercut           HP close                 2 hits
    
    
    Command Moves
    -------------
    Flame Toss               HP+HK                    can hit opponent for very
                                                        minor damage; taunt 
                                                        fills Super Meter 
                                                        considerably
    Hopping Double Slash     d + LP+LK                overhead
    Backroll and Jump        b + LP+LK                can follow with air attack
    Dead Claw                f + HP                   2 hits and must be blocked
                                                        low; launches opponent
    Short Dual Slide Kick    db + HK                  must be blocked low
    Medium Dual Slide Kick   d + HK                   must be blocked low
    Far Dual Slide Kick      df + HK                  must be blocked low
    Pouncing Claw            d/u + LP/LK/HP/HK        pursue attack
                               when opponent is 
                               on floor
    
    
    Special Moves
    -------------
    Bloom                    qcf + P                  LP=appears stationary 
                                                        close, HP=appears 
                                                        stationary far; will 
                                                        collide with other 
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process
    Pouncing Claw            b, d, db + P             LP=short, HP=far; overhead
      Reaping Claw           qcb + P                  Pouncing Claw must touch
                                                        opponent for this follow
                                                        up to come out
        Sky Slash            qcf + P
          Air Double Claw    P
    Lotus Catch              hcf + P in air            must touch opponent to 
                                                        perform the entire 
                                                        maneuver; unblockable;
                                                        can catch both airborne
                                                        and grounded opponents
    Raising Bloom            qcf + K                  LK=short and upwards,
                                                        HK=far and upwards; will
                                                        collide with other 
                                                        projectiles as both 
                                                        will be "destroyed" in
                                                        the process
    Thunderous Strikes       hcb + K                  LK=4 hits, HK=9 hits; must
                                                        touch opponent to 
                                                        perform the entire 
                                                        maneuver; unblockable
    
    
    Shadow Moves
    ------------
    Lotus Rush               qcf + LK+HP              must connect (not blocked)
                                                        to perform entire 
                                                        maneuver; wall bounces
                                                        opponent
    Swallowing Lotus         qcb + LK+HP              absorbs projectiles; has
                                                        a vacuum effect; can
                                                        have two on the screen
                                                        at the same time
    Stagger Grab             hcf + LP+LK              connects close and is
                                                        unblockable; small
                                                        window for free attack
                                                        after landing maneuver
    
              
    Supers
    ------
    Death Touch              qcf, qcf + P             LP=short, HP=far; must
                                                        touch opponent to 
                                                        perform the entire
                                                        maneuver; unblockable
    Tower Of Flames          hcb + P                  LP=short, HP=far; catches
                                                        airborne opponent
    Giant Bloom              qcf, qcf + K             absorbs projectiles
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    *******************************************************************************
    * 3.12 Saojin                                                                 *
    *******************************************************************************
    Colors
    ------
    LP - Red costume w/ Blue trim
    HP - Purple costume w/ Blue trim
    LK - Green costume w/ Orange trim 
    HK - Purple costume w/ Cream trim
    LP+LK - Gray costume w/ Brown trim
    LP+HP - Off White costume w/ Cyan trim
    LK+HK - Blue costume w/ White trim
    HP+HK - Off White costume w/ Blue trim
    
    
    
    Throw
    -----
    Rolling Neck Snap        LP+HK / LK+HK            connects close
    
    
    Basic Moves
    -----------
    Blind Air Punches        ub/uf, HP                2 hits, overhead
    Blind Punches            LP                       2 hits
    
    
    Command Moves
    -------------
    Reading                  HP+HK                    can hit opponent for very
                                                        minor damage; taunt 
                                                        fills Super Meter 
                                                        considerably
    Hopping Double Knees     d + LP+LK                overhead
    Retreat and Jump         b + LP+LK                can follow with air attack
    Drilling Punch           f + HP                   2 hits
    Double Bash              d/u + LP/LK/HP/HK        pursue attack
                               when opponent is 
                               on floor
    
    
    Special Moves
    -------------
    Windmill Punch           qcf + LP                 overhead; Saojin is
                                                        knocked down afer use
    Punch Flurry             qcf + HP                 can cancel into any other
                                                        special move; if not
                                                        cancelled, Saojin will
                                                        be stunned for a bit
                                                        after maneuver
    Chaos Flurry             f, d, df + P             LP=short, HP=far
    Piercing Umbrella        qcb + P                  LP=short, HP=far
    Dust Slide               qcf + K                  LK=short, HK=far; must
                                                        be blocked low
    Crafty Slide             hcf + HK                 must connect (not 
                                                        blocked) to perform
                                                        entire maneuver; must
                                                        be blocked low
    Blast Palm               f, d, df + LK            launches opponent
    Double Blast             f, d, df + HK            last part is an overhead
    
    
    Shadow Moves
    ------------
    Blast Strikes            qcf + LK+HP              must connect (not blocked)
                                                        to perform entire 
                                                        maneuver; launches
                                                        opponent
    Curtain Call             qcb + LK+HP              
    Stagger Grab             hcf + LP+LK              connects close and is
                                                        unblockable; small
                                                        window for free attack
                                                        after landing maneuver
                
          
    Supers
    ------
    Photo Op                 qcf, qcf + P             strike must connect (not
                                                        blocked) to perform
                                                        entire maneuver
    Umbrella Rush            qcb, qcb + P             first part must connect
                                                        (not blocked) to 
                                                        perform the entire
                                                        maneuver; wall bounce
      
    
    
    ===============================================================================
    4. Conclusion
    ===============================================================================
    
    4.1  What's Missing/Needed
    -Cleanup and corrections
    -If you have anything to add, any corrections I need to make, please email me
    at billy_kane_32@hotmail.com.  Credit will be given for your contribution.
    
    4.2  Credits
    - IGS
    - Gamefaqs
    - And me for writing this faq
    
    

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