TEKKEN MOVES

 
 ==========================================================================
 
 Copyright 1995 by loki@linex.com. This FAQ may freely be distributed among
 the PSX Tekken community in non-altered form. This FAQ cannot be published
 in whole or in part without the author's permission (loki@linex.com) or
 sold for any profit. Any use of this FAQ (after author's consent) must
 give proper credit to the contributors.
 
 ==========================================================================
 (Note: best viewed using a Courier type font at 10point.)
 
 PREFACE:
 --------
 
  Here's the PSX Tekken FAQ for all you proud Sony Playstation owners who own
 this incredible arcade translation. Many improvements have been made over
 the original arcade version in such areas as speed, graphics, animation and
 gameplay. There are a total of 18 characters to choose from, all featuring
 creatively different costumes and special moves. This FAQ is derived from
 the the arcade Tekken FAQ published by Slycer. All moves in here have been
 verified and notated in the easiest way to pull them off.
 
    Changes since last version:
 
         - New throw move for King/A.King
         - New variation of King/A.King's Suplex throw
         - New P.Jack move
         - New Heihachi Ariel Killer Combo
         - Fixed Jack's throw moves
         - Fixed Whirlwind Toss for King/A.King
         - Fixed Kazuya's 10-hitter
         - Fixed Nina/Anna's Elbow Strike
 
 ==========================================================================
 
 STORY:
 ------
 
  Towards the end of the 20th century, a mysterious challenge went out to
 all who were deserving.  No one knows from where it originated, but its
 draw was irresistible.  The promise of power and riches beyond those
 attainable by the common man all to go to the survivor. From the depths
 of the lower earth to the far reaches of the outlands the call escaped
 no one. Many perished during the mortal street fights that were only a
 preview of the challenges that were to come. Only 8 remain, those with
 the true killer instinct, all ready to die, to gain the title of "TEKKEN",
 "Lord of the Rave War."
 
 ==========================================================================
 
 
 KEYPAD/BUTTON ABBREVIATIONS:
 ----------------------------
 
         F = Forward           LP = Left Punch (square)
         D = Down              RP = Right Punch (triangle)
         B = Back              LK = Left Kick (cross)
         U = Up                RK = Right Kick (circle)
         , = denotes an individual press
         + = designates these must be pressed simultaneously
         taps = designates the keypad must be lightly tapped (not pressed)
         crouches = signifies that your character must perform the move
                    after reaching a crouched position, the low-point of
                    their knee bend, then releasing D and continuing with
                    the button sequence
         hold = designates that the last button should be held until noted
         "()" = notates a grouping of simutaneous button presses
         *stuns* = denotes this move stuns your opponent
 
  Note: You can set the controllers to setting where the top buttons are
  assigned tasks, this is accessible via the Title Screen/Test Mode/
  Options Mode/Key Config/. You alter the settings by moving the keypad l/r
  until all buttons are assigned w/ the "Free Setting" selected.
 
         L1 = pressing LP/LK simutaneously
         R1 = pressing RP/RK simutaneously
         L2 = pressing LK/RK simutaneously
         R2 = pressing LP/RP simutaneously
 
 ==========================================================================
 
 GENERAL MOVES:
 --------------
 
  Basic Attacks:
 
         Left Punch: LP
         Right Punch: RP
         Left Kick: LK
         Right Kick: RK
         Low Punch: D + LP [or RP]
         Weak Uppercut: D(crouch), + LP [or RP]
         Low Kick: D + LK [or RK]
         Rising Kick: D(crouch) + LK [or RK]
 
  Jumping Attacks: (note: U may be substituted by UB/UF)
 
         Jump High: U
         Jump Low: (tap)U
         High Jumping Punch: U + LP [or RP]
         High Jumping Kick: U + LK [or RK]
         Low Jumping Left Punch:(tap)U + LP [or RP]
         Low Jumping Kick:(tap)U + LK [or RK]
         High Power Sweep: U, (almost down) LK
         High Power Punch: U, (almost down) LP
 
         (more to be added in future FAQ versions)
 
  Dashing:
 
         Forward: F, F
         Backward: B, B
 
  Running Attacks:  (approx. 1-2 screen lengths from opponent)
 
         Run: F, F, F (press any keypad to interrupt run)
         Run Tackle: F, F, F (uninterrupted)
         Run Diving Attack: F, F, F, (LP+RP)
         Run Slide Attack: F, F, F, RK
                 (except Jack, P Jack, Yoshimitsu, Kunimitsu, Kuma, King,
                  Armor King, and Ganryu)
         Run Kick Attack: F, F, F, LK
                 (except Jack, P Jack, Kuma and Ganryu)
 
  Recovery Attacks:
 
         (note: there are slight variations between characters. Also if
          your character performs a move that makes them "fall", you can
          perform these moves as you get up)
 
         Striaght Up: repeatedly tap U
         Roll Forward: repeatledly tap F
         Roll Backward: repeatedly tap B
         Kick Up Attack: B + (LK+RK)
         Forward Diving Roll: F + (LP+RP)
         Back Roll and Forward Attack: B, F + (LP+RP)
                 (opponent must be in front of you for forward attacks)
 
         Only for Jack, P Jack, Kuma and Ganryu
                 Kick Up Attack: B + LK + RK (Except for Ganryu)
                 Forward Roll, Arm Swing: F + LP + RP
                 (can be followed with sitting punches, except for Ganryu)
                 Arm Swing: LP + RP
                 (can be followed with sitting punches, except for Ganryu)
 
  Ground Attacks:
 
         (use any combo of UB/U/UF with RP for placement of pounce,
          any variation of a pounce for a special character will be noted
          in the moves section)
 
         Low Pounce: U + RP (anytime)
         High Pounce: U + RP (hold both for duration of move)
 
  10-Attack Strings:
 
         The 10-Attack Strings are a series of punch/kick attacks characters
         can execute. If successfully executed, these attacks can do a
         considerable amount of damage on your opponent. However, they can
         be escaped, blocked, or counter-attacked (i.e.while your in a 10-
         hitter, your opponent might be able to perform a throw move on you)
         Variations can be performed on the attack strings, yet you must
         follow the notated moves in this faq to achieve the full 10 hits.
         These attacks are impressive to witness and hard to block if part
         of the string connects.
 
  Unblockable Attacks:
 
         These attacks generally take a while to execute, which allows your
         opponent to knock you out of it's execution. If they do connect,
         these attacks cannot be blocked and do considerable damage. The
         amount of damage is variable when your playing in the 2-player mode
         where handicaps can be adjusted.
 
  Hard Pounces:
 
         Normally to execute a pounce attack, you just hit U + RP when your
         opponent is on the ground. This causes you to automatically jump
         into the air and land on your opponent with a pounce attack that is
         usually different from your character's regular ground punch while
         jumping. When normal pounces tend to "home in" on the opponent to
         some extent, heavy pounces have a set range, which is rather short,
         so you must aim correctly if you want to hit the them. Also, hard
         pounces can be done any time, even if they're not on the ground.
         If you do a hard pounce while your opponent is just standing there,
         expect to get hit. Hard pounces are also slower than normal pounces,
         so your opponent has more time to recover before you hit, and there
         is a greater lag time for you after doing a heavy pounce, giving
         your opponent more time to retaliate.
 
  Throws:
 
         As most games, all throws must be performed at a very close range.
         Many people have accused Tekken of being cheap because so many throw
         type moves are included in the game. I feel that this makes for much
         more strategic game play and although every player has two basic
         throw moves (LP/LK, RP/RK), the more elaberate throws are harder to
         pull off in the heat of battle against good players. Briefly (as a
         Technique Section will be added sometime), it's very easy to see if
         someone's trying to pull a throw on you, most characters will be
         attempting to 'grab' at the air. It's very easy to hit or counter-
         throw them at this point when their unsuccessful grab is relaxing
         and pulling back to their body. Executing a throw move while your
         opponent is performing a jumping attack will cause them to be
         "bounced" back onto the ground unhurt, with their jumping attack
         and your throw attack unsuccessful (damage-wise).
 
 ==========================================================================
 
 FIGHTING MOVES:
 ---------------
 
  Kazuya Mishima:
  ---------------
 
    Throws:
 
         Double Kick hold: (LP+LK)
         Hip Toss: (RP+RK)
         Headbutt: F, F + (LP+RP)
 
    Moves:
 
         Dragon Punch: F, D, DF + LP
         Spinning Backhand: F + RP
         Double Punch: LP, RP
         Punch, Spinning Backhand: RP, RP
         Double Punch Spinning Backhand: LP, RP, RP
         Lunging Uppercut: F, D, DF + RP
         Double Walking Uppercut: DF + LP, RP
         Double Jab, Power Punch: LP, LP, RP
         Somersault: UF(hold) + RK, LK
         Axe Kicks: F, F + LK    *stuns*
                    F, RK                *stuns*
         Double Axe Kick: D(crouch/or hold),(release D) RK, RK   *stuns*
         Jump Kick: F, F, F + LK
         Foot Sweep: F, D, DF + RK
         Double Foot Sweep: F, D, DF(hold) + RK, RK
         Jumping Roundhouse/Foot Sweep: UF(tap), RK, RK
 
    10-Attack String:
 
         F, F(Hold) + RP, LP, RP, RP, LK, RK, RK, LP, RP, LP
 
    Hard Pounce:
 
         Hopback Punch - UB/U/UF + (RP+RK)
 
  Paul Phoenix:
  -------------
 
    Throws:
 
         Shoulder Throw: (LP+LK)
         T-Flip: (RP+RK)
         Rollback Toss: B + (LP+LK)
         Forearm Smash: F, F + (LP+RP)
 
    Moves:
 
         Hammer Fist: D + LP             *stuns*
         Hammer Fist/Power Punch: D + LP, F + RP
         Elbow Rush: D(crouch), F + RP
         Ground Punch: D + RP
         Punch, Sweep: RP, D + LK
         Power Punch: D,DF,F + RP
         Punch/High Kick: RP, LK
         Double Jump Kick: U(tap) [or UF/UB(tap)] + LK, RK
         Lunging Jump Kick: F, F + LK
         Lunging Double Jump Kick: F, F + LK, RK
         Lunging Double Jump Kick/Roundhouse: F, F + LK, RK, RK
         Lunging Double Jump Kick/Sweep: F, F + LK, D(hold) + RK, RK
         Forward Flip: F, F + RK *stuns*
         Foot Sweep: D + LK
                     D + RK
         Foot Sweep/Elbow Rush: D + RK, RP
 
    10-Attack String:
 
         LP, RP, LK, RP, LP, RP, LP, RK, RP, LP
 
  Marshall Law:
  -------------
 
    Throws:
 
         Death From Above: (LP+LK)
         Face Smash: (RP+RK)
         Knee Bash: F, F + (LK+RK)
 
    Moves:
 
         Punch/Backhand: RP, RP
         Punch/Elbow/Backhand: F (hold) + RP, RP, RP
         Punch/Punch/Elbow,/Backhand: F(hold) + LP, RP, RP, RP
         Triple Head Kick: LK, LK, LK
         Jump Kick: F, F, F + LK *stuns if blocked*
         Flipkick: D(crouch), U + RK
         Power Flipkick: D(crouch), U + (LK+RK)
         Lightening Flipkick: D(crouch), UU(tap) + RK
                 (note: all flipkicks can use UB/U/UF)
         High Kick/Lightening Flipkick: RK, U + LK (RK must connect)
         Triple Roundhouse: RK, LK, RK
         Low Kick/Triple High Kick: D + LK, LK, LK, LK
         Low Kick/Head Kick/Body Kick: D + LK, F(hold) + LK, LK
 
    10-Attack String:
 
         (tap)DF + LP, RP, RP, LP, LK, LK, LK, RK, LK, RK
 
    Unblockable Attack:
 
         Dashing Fist: DB + LP + RP (tap U, U to abort attack)
 
  Nina Williams:
  --------------
 
    Throws:
 
         Arm Throw: (LP+LK)
         Reverse Toss: (RP+RK)
         Handstand Toss: F + (LP+LK)
         Elbow Strike: DF, DF + LP
         Chin Bash: D, DF, F + (LP+RP)
                 -During Chin Bash:
                         a) Leg Scissors Arm Snap - LK, RK, LK, (LP+RP)
                         b) Sidestep Arm Snap - LP, LK, RP, LP
                   -During Sidestep Arm Snap:
                           a) Falling Arm Snap - RP, LP, LK, RK, (LP+RP)
                           b) Double Arm Snap - LK, LP, RK, (LP+RP), (LP+RP)
 
    Moves:
 
         Chi Release: F, F + (LP+RP)
         Punch/Roundhouse: RP, RK
         Punch/High Kick: RP, LK
         Punch/Low Sweep" RP, D + LK
         5 Punch Combo: LP, RP, LP, RP, LP
         Flip Tumble: F, F + RK  *stuns*
         Double Punch/Roundhouse: LP, RP, RK
         Double Punch/ High Kick: LP, RP, LK
         Double Punch/ Low Sweep: LP, RP, D + LK
         Flying Kick: F, F, F + LK
         Triple Kick: DF + LK, LK, LK
         Mid Kick/Punch: DF + LK, RP
         Mid Kick/Punch/Punch: DF + LK, RP, LP
         Mid Kick/Punch/Roundhouse: DF + LK, RP, RK
         Mid Kick/Punch/High Kick: DF + LK, RP, LK
         Mid Kick/Punch/Low Sweep: DF + LK, RP, D + LK
         Triple Kick/Punch: DF + LK, LK, LK, RP
         Mid Kick/Roundhouse: DF + LK, RK
         Triple Kick/Roundhouse: DF + LK, LK, LK, RK
         Mid Kick/Spinning Chop: DF + LK, LP
         Triple Kick/Spinning Chop: DF + LK, LK, LK, LP
         Kick/Spinning Chop/Double Punch: DF + LK, LP, RP, RP
         Kick/Punch/Kick: DF + LK, RP, LK
         Kick/Punch/Roundhouse: DF + LK, RP, RK
         Hop Kick/Low Sweep/High Kick: UF + RK, LK, RK
 
    10-Attack String:
 
         LP, RP, LP, RP, LK, LK, RP, LP, RP, RP
 
    Unblockable Attack:
 
         Crane Chop: DB, LP + RP (tap U, U to abort attack)
 
  Jack:
  -----
 
    Throws:
 
         Blanket: (LP+LK)
         Lifter: (RP+RK)
         Backbreaker: D, DB, B + RP
         Piledriver: DB, F + LP
 
    Moves:
 
         Sandwich Clap: F, F + (LP+RP)
         Power Punch: B, DB, D, DF + RP
         Punch/Elbow Rush: RP, LP
         Double Hammer: DF + (LP+RP)
         Reverse Hammer: D(crouch), B + (LP+RP)
         Reverse Hammer/Double Hammer: D(crouch), B + (LP+RP), (LP+RP)
         Double Slap: LP, LP
         Double Slap/Hammer: LP, LP, LP
         Double Uppercut: DF(crouch) + LP, RP
         Triple Uppercut: DF(crouch) + LP, RP, LP
         Crouch Double Slap/Uppercut: D(hold) + LP, LP, LP
         Triple Windmill Punch: D(crouch), F + LP, RP, LP
         Cop a Squat: D + LK + RK
         Sitting Punches: LP, RP, LP, RP (4 max, while sitting)
         Triple Drill Punch: DB + LP, LP, LP
         Triple Drill Punch/Uppercut: DB + LP, LP, LP, RP (timed)
         Mega Crouch Combo: D(crouch) + LP, LP, LP, RP, LP, RP
         Triple Drill Punch/Power Punch: DB + LP, LP, LP, (B, DB, D, DF + RP)
 
    10-Attack String:
 
         D + RP, LP, LP, LP, RP, LP, RP, LP, LP + RP, LP + RP
 
    Unblockable Attack:
 
         Windup Punch: B, DB, D, DF, rotate controller counterclockwise
                       until Jack reaches the count of 5, then tap LP.
                       - if count isn't at 5, punch can be blocked
                       - if count reaches 5, it is an instant 1-hit kill
 
    Hard Pounce:
 
         Cannonball: UF + (LK+RK) (can be followed with sitting punches)
 
  King:
  -----
 
    Throws:
 
         Knee Bash: (LP+LK)
         Suplex: (RP+RK)
         Piledriver: D, DF, F + LP
         Hopping Piledriver: DF, F + (LP+RP)
         Whirlwind Toss: DB, F + LP
         Scissor Flip: DF(tap) + (LK+RK)
         DDT - DB(tap), DB + (LP+RP)
 
    Moves:
 
         Kidney Punch: DF(tap), RP
         Hammer Elbow: DF, LP    *stuns*
         Jumping Hammer: UF + (LP+RP)
         Forward Dive: F, F + (LP+RP)
         Double Punch/Uppercut: LP, RP, LP
         Bunch'a'Punches: LP, RP, LP, LP, RP
         High Uppercut: F, F + RP
         Low Uppercut: F, F, RP (hurts opponents on the ground)
         Crouching Uppercut: D, F + RP
         Double Punch/Uppercut: LP, RP, LP
         Big Boot: F, F + RK
         Drop Kick: F, F + (LK+RK)       *stuns blocked*
         Spinning Drop Kick: F, F, F + (LK+RK)           *stuns blocked*
         Spinning Drop Kick/Dive: F, F, F(hold remainder) + (LK+RK), (LP+RP)
         Triple Slide Kick: DF(crouch) + RK, RK, RK      *stuns*
 
    10-Attack String:
 
         LP, RP, LP, LP, RP, RK, RK, RK, RK, LP, LK
 
    Hard Pounce:
 
         Elbow Drop: UF [or U] + (RP+RK)
         Knee Drop: UF + (LK+RK)
 
  Yoshimitsu:
  -----------
 
    Throws:
 
         Flying 69 Slam: (LP+LK)
         Trip Smash: (RP+RK)
 
    Moves:
 
         Tornado Spin: B + LP (can be pressed up to 5x)
                       (If done 5x, Yoshimitsu will become dizzy & colapse)
         Tornado Sweep: DB(hold) + LK (up to 5x, dizzy on the 5th)
                 -The Tornado moves are interchangable (ex. 3spins/2sweeps)
                  and are best pulled off if you roll from B into DB
         Twist Hit: F + RP
         Knee Rush: F, F + RK
         Roundhouse/Mid Kick: LK, RK(rolled)
         Kick/Double Roundhouse: RK, RK, RK
         Forward Cartwheel: F, F + (LK+RK)
         Forward Cartwheel/Diving Corkscrew: F, F(hold) + (LK+RK), (LP+RP)
 
    10-Attack String:
 
         LP, RP, LP, RK, RK, RK, RK, LP, LP, LP
 
    Unblockable Attack:
 
         Sword Slash: DB + LP
         Sword Skewer: B, B + LP
 
    Hard Pounce:
 
         Hopback Stomp: UF + (LK+RK)
 
  Michelle Chan:
  --------------
 
    Throws:
 
         Bridge Slammer: (LP+LK)
         Hook Slammer: (RP+RK)
         Reverse Checklift: RP, B (RP must hit opponent) + (LP+RP)
         Sky Uppercut: DF + RP, LP (RP must hit opponent)
 
    Moves:
 
         5 Punch Attack: RP, LP(rolled), LP, LP, RP
         Double-Fisted Body Blow: F, F + (LP+RP) *stuns if blocked*
         Uppercut: D(crouch), RP
         Uppercut/Hammer/Uppercut: D(crouch), RP, LP, LP
         Roundhouse: D(crouch), LK
         Vertical Kick: DF + LK
         Power Vertical Kick: D(crouch), RK
         Sleep Sweep: DF(crouch), RK
         Sleep Sweep/Flying Kick: DF(crouch), RK, LK
         Sweep Kick: D + LK
                     D + RK
         Sweep Kick/Low Kick: D + RK, RK (holding D)
         Sweep Kick/High Kick: D + RK, RK (D released)
         Sweep Kick/Uppercut: D +, RK, LP
         High Kick/Sweep Kick/Uppercut: F + RK, D + RK, LP
         High Kick/Sweep Kick/Low Kick: F + RK, D + RK, RK (holding D)
         High Kick/Sweep Kick/High Kick: F + RK, D + RK, RK (released D)
 
    10-Attack String:
 
         RP, LP, LP, RP, LK, LK, LK, RK, RK, LP
 
    Unblockable Attack:
 
         Running Uppercut: B, B, B(hold till her left leg rises)
                           Tap LP as her leg is in the air to run/uppercut
 
    Hard Pounce:
 
         Hopback Stomp: UF + (LK+RK)
 
  Lee Chow Lang: (derivative of Law)
  --------------
 
    Throws:
 
         Neck Takedown: (LP+LK)
         Face Smash: (RP+RK)
         Knee Bash: F, F(hold) + (LK+RK)
 
    Moves:
 
         Punch/Backhand: RP, RP
         Double Punch: LP, RP
         Double Punch/Elbow: F(hold) + LP, RP, RP
         Double Punch/Elbow/Backhand: F(hold) + LP, RP, RP, RP
         Double Punch/Double Backhand: F(hold) + LP, RP, RP, RP
         Uppercut/Punch/Backhand: DF + LP, RP, RP
         Backflip: B, B, B
         Flipkick: D(crouch), UB/U/UF + RK
         Power Flipkick: D(crouch), UB/U/UF + (LK+RK)
         Lightning Flip: D(crouch), UB/U/UF(tap) (non-attack move)
         Lightening Flipkick: D(crouch), UB/U/UF(tap) + RK
         High Kick/Lightening Flipkick: RK, U + LK (RK must connect)
         Axe Kick: F, F + LK
         Double Axe Kick: D(crouch), LK, LK
         Low/High Kick: D + RK, RK
         Triple Head Kick: LK, LK, LK
         Triple Low/Mid Kick: D + RK, RK, RK, RK
         Double Kick/Roundhouse: D + RK, RK, LK
         Double Kick/Roundhouse/High Kick: D + RK, RK, LK, RK
         Double Jump Kick/Roundhouse: F, F, LK, RK, RK
         Double Jump Kick/Sweep: F, F, LK, D(hold) + RK, RK
                 (for the above two moves, the dbl jump kick may be more
                  consistently pulled off by pressing F, F, F + LK)
         Jump Kick: F, F, F + LK *stuns if blocked*
         High Kick/Roundhouse: RK, LK
         High Kick/Roundhouse/High Kick: RK, LK, RK
         Low Kick/Triple High kick: D + LK, LK, LK, LK
         Low Kick/Head Kick/Body Kick: D + LK, F(hold) + LK, LK
         Spinning Slide: F, F, (LK+RK)
         Multikicks: D(crouch), LK, LK, D(tap), LK, LK... (repeat pressing)
                     (LK, D(tap), LK,... must be performed quickly to work)
                     The multikick will continue while you tap LK, while
                     doing so you can press the following for variations in
                     the move at any time while LK'ing.
                 - High Attack: hold U ( Axe kick, Mid Kick)
                 - Mid Attack: hold F [or neutral] (Mid Kick, High Kick)
                 - Low Attack: hold D (Low Kick, Mid Kick)
 
    Unblockable Attack:
 
         Dashing Fist: DB + (LP+RP) (tap U, U to abort attack)
 
    10-Attack String:
 
         (tap)DF + LP, RP, RP, LP, LK, LK, LK, RK, LK, RK
 
  Kuma: (derivative of Jack)
  -----
 
    Throws:
 
         Blanket: (LP+LK)
         Headbutt: F + (RP+RK)
         Bear Hug: (RP+RK) (note: will not work on another Kuma)
 
    Moves:
 
         Sandwich Clap: F, F + (LP+RP)
         Punch/Elbow Rush: RP, LP
         Double Hammer: DF + (LP+RP)
         Reverse Hammer: D(crouch), B + (LP+RP)
         Reverse Hammer/Double Hammer: D(crouch), B + (LP+RP), (LP+RP)
         Double Slap/Hammer: LP, LP, LP
         Low Double Slap/Hammer: D(hold) + LP, LP, LP
         Double Uppercut: DF(hold) + LP, RP
         Triple Uppercut: DF(hold) + LP, RK, LP
         Triple Windmill Punch: D(crouch), F + LP, RP, LP
         Cop a Squat: D + (LK+RK)
         Sitting Punches: LP, RP, LP, RP (4 max, while sitting)
         Power Punch: B, DB, D, DF + RP
         Mega Crouch Combo: (crouch) + LP, LP, LP, RP, LP, RP
 
    Hard Pounce:
 
         Cannonball: UF + (LK+RK) (can be combined with sitting punches)
 
    10-Attack String:
 
         D + RP, LP, LP, LP, RP, LP, RP, LP, LP + RP, LP + RP
 
  Wang Gin Lei: (derivative of Michelle)
  -------------
 
    Throws:
 
         Spin Toss: (LP+LK)
         Backlash: (RP+RK)       *stuns*
         Reverse Check: RP, B (RP must hit opponent), (LP+RP)
         Sky Uppercut: DF + RP, LP (RP must hit opponent)
 
    Moves:
 
         Palm Rush: F + RP
         Hammer: DF + LP
         Bolwer Smash: DF + (LP+RP)
         Chi Release: F, F + (LP+RP)
         Strong Uppercut: D(crouch), RP
         Punch/Hammer: RP, LP
         Punch/Hammer/Uppercut: RP, LP, LP
         Uppercut/Hammer/Uppercut: D(crouch), RP, LP, LP
         5 Punch Attack: RP, LP, LP, LP, RP
         Sleep Sweep: DF(crouch), RK
         Sleep Sweep/Flying Kick: DF(crouch), RK, LK
         Sweeping Kick: D + RK
         Sweep Kick/Low Kick: D + RK, RK (holding D)
         Sweep Kick/High Kick: D + RK, RK (released D)
         Sweep Kick/Uppercut: D + RK, LP
         Jumping Foot Dive: F, F, F, LK (at least one B,B or F,F away)
         Vertical Kick: DF(tap), LK
         Power Vertical Kick: D(crouch), RK
         High Kick/Sweep Kick/Uppercut: F + RK, D + RK, LP
         High Kick/Sweep Kick/Low Kick: F + RK, D + RK, RK (holding D)
         High Kick/Sweep Kick/High Kick: F + RK, D + RK, RK (released D)
 
    10-Attack String:
 
         RP, LP, LP, RP, LK, LK, LK, LK, RK, RK, LP
 
    Hard Pounce:
 
         Hopback Stomp: UF + (LK+RK)
 
  Anna Williams: (derivative of Nina)
  --------------
 
    Throws:
 
         Arm Throw: (LP+LK)
         Reverse Toss: (RP+RK)
         Handstand Toss: F + (LP+LK)
         Elbow Strike: DF, DF + LP
         Chin Bash: D, DF, F + (LP+RP)
                 During Chin Bash:
                         a) Leg Scissors Arm Snap - LK, RK, LK, (LP+RP)
                         b) Sidestep Arm Snap - LP, LK, RP, LP
                   During Sidestep Arm Snap:
                           a) Falling Arm Snap - RP, LP, LK, RK, (LP+RP)
                           b) Double Arm Snap - LK, LP, RK, (LP+RP), (LP+RP)
 
    Moves:
 
         Knife Strike: D(crouch), F + LP
         Side Knife Strike: D(crouch), F + RP
         Flipkick: D(crouch), UB/U/UF + RK
         Lightening Flipkick: D(crouch), UB/U/UF(tap) + RK
         Chi Release: F, F + (LP+RP)
         Hand Sweep: DF(crouch) + RP
         Triple Slap: B + LP, LP, LP
         Flip Tumble: F, F + RK  *stuns*
         5 Punch Combo: LP, RP, LP, RP, LP
         Double Punch/Roundhouse: LP, RP, RK
         Double Punch/ High Kick: LP, RP, LK
         Mid Kick/Punch: DF + LK, RP
         Mid Kick/Punch/Roundhouse: DF + LK, RP, RK
         Mid Kick/Punch/Punch: DF + LK, RP, LP
         Mid Kick/Punch/High Kick: DF + LK, RP, LK
         Mid Kick/Punch/Low Sweep: DF + LK, RP, D + LK
         Triple Kick/Punch: DF + LK, LK, LK, RP
         Mid Kick/Roundhouse: DF + LK, RK
         Triple Kick/Roundhouse: DF + LK, LK, LK, RK
         Mid Kick/Spinning Chop: DF + LK, LP
         Triple Kick/Spinning Chop: DF + LK, LK, LK, LP
         Punch/Roundhouse: RP, RK
         Triple Kick: DF + LK, LK, LK
         Kick/Spinning Chop/Double Punch: DF + LK, LP, RP, RP
         Kick/Punch/Kick: DF + LK, RP, LK
         Kick/Punch/Roundhouse: DF + LK, RP, RK
         Hop Kick/Low Sweep/Kick: UF + RK, LK, RK
         Flying Kick: F, F, F + LK       *stuns if blocked*
 
    10-Attack String:
 
         LP, RP, LP, RP, LK, LK, RP, LP, RP, RP
 
    Unblockable Attack:
 
         Crane Chop: DB, (LP+RP) (tap U, U to abort attack)
 
  P. Jack: (derivative of Jack)
  --------
 
    Throws:
 
         Blanket: (LP+LK)
         One Arm Lifter: (RP+RK)
 
    Moves:
 
         Punch/Elbow Rush: RP, LP
         Lightening Hammer: D + LP
         Lightening Hammer/Power Punch: D + LP, F + RP
         Double Hammer: DF + (LP+RP)
         Reverse Hammer: D(crouch), B + (LP+RP)
         Reverse Hammer/Double Hammer: D(crouch), B + (LP+RP), (LP+RP)
         Sandwich Clap: F, F + (LP+RP)
         Double Slap: LP, LP
         Double Slap/Hammer: LP, LP, LP
         Double Uppercut: FD(hold) + LP, RP
         Triple Uppercut: FD(hold) + LP, RK, LP
         Lightning Hammer/Power Punch: D + LP, F + RP
         Low Double Slap/Uppercut: D + LP, LP, LP
         Triple Windmill Punch: D(crouch), F + LP, RP, LP
         Cop a Squat: D + LK + RK
         Sitting Punches: LP, RP, LP, RP (4 max, while sitting)
         Winding Uppercut: B, DB, D, DF + LP
         Power Punch: B, DB, D, DF + RP
         Triple Drill Punch: DB + LP, LP, LP
         Triple Drill Punch/Uppercut: DB + LP, LP, LP, RP(timed)
         Triple Drill Punch/Power Punch: DB + LP, LP, LP, (B, DB, D, DF + RP)
         Mega Crouch Combo: (Crouch) + LP, LP, LP, RP, LP, RP
 
    10-Attack String:
 
         D + RP, LP, LP, LP, RP, LP, RP, LP, LP + RP, LP + RP
 
    Unblockable Attack:
 
         Windup Punch: B, DB, D, DF, rotate controller counterclockwise
                       until Jack reaches the count of 5, then tap LP.
                       - if count isn't at 5, punch can be blocked
                       - if count reaches 5, it is an instant 1-hit kill

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