Introduction
Move List
Quick Movelist
Normal Attacks:
F+D Bk+B Bk+D Air Dn+C
Special Attack:
Crouching B, Crouch A
Advanced Attacks:
Domination HCB+K,(Jump Over Opponent)QCF+P Tiger Turn F,QCF+P, Elbow Strike QCF+P Down Strike Elbow Strike F+P Sky-High Elbow Strike QCF+P Tiger Crow QCB+P Tiger Attack HCF+K,F+C Explorer F,QCF+K x2 Random Strike HCF+P
Deadly Attaks:
Breaker QCFx2+P Destroyer QCFx2+K
Shadow Moves
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
Throw Moves
Command Moves
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
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
Super Moves
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
Combos
Crossups: j.D
Normals:
f.C - High. 4C - May miss short characters. 4D - May miss short characters. 6D - 2nd and 3rd hits are High. c.663B - Very odd normal. Must be very deep and running to do it. Has the special property of being cancelable to C and 2C, where 2B normally can't.
Specials:
41236P - Command Grab. Can be comboed into. 623A/C - C version does slightly more damage and moves farther forward. -> 236P - Always connects. -> 6P - Launches, hits High. Always connects. -> 236P - Big launcher. 214A/C 623B/D - Invincible Startup. -> 623K - Followup. Always connects. 41236B/D - Frame advantage on block? -> 6C - Launches, but very unsafe. Can't be canceled to on wiff. 63214K - Launches. -> 236A/C - Launches. Counts as a hit of a juggle, but always connects. C version travels farther forward but has more recovery.
Supers:
236236P - Invincible startup. Slow but covers distance. 236236K - Invincible startup. Has massive Vacuum on startup.
Running Command Grab: 412366P
Must input P very fast after you hit 6, but you will extend the range on the command grab greatly doing this.
Wiff Grab Setup: 4B 41236B/D (wiff), 41236P
Decent setup once you've convinced people to start blocking your Tackle. You can also use 41236A+B.
Combos:
2B 2A 41236B 6C, 63214D 236C, 623B 623K 2B 2A 623P 236P 236P, 236236K or 41236D 6C 2B 2A 623P 236P 236B+C ...
2B 2A 4B/4D 41236D 6C ... 2B 2A 4B 623C 236C 236C ... - Slightly more damage. 2B 2A 4B 214A 236B+C ...
... 41236K 6C, 41236D 6C, 623B 623K - Easier but less damage. ... 41236K 6C, 236236K, 623K 623K - Stronger but needs meter.
c.663B 2C 4B ... - Special combo, see above about this normal.
c.C 6D 214P or 41236D ... - For overhead. Combos on some characters. c.C 4B 214P or 41236D ... - For direct combo c.C 4D 236236K, 623K 623K - Simple, Easy, Strong.
f.C 236B+C ...
... 4B 214P 236B+C ... - Strong setup for shadow combo
63214K 236P, 623B 623K 63214K, 236236K, 623B 623K 63214K (wiff) 236P, 63214K, 236C, 623B 623K 63214K (wiff) 236P, 236236K, 623K 623K
... 236B+C, D, 66 623D, j.D, 623D 623K - Easy. ... 236B+C, D, 66 623D, 623D, 236236K, 623K 623K ... 236B+C, 63214K (wiff) 236C, 623D, 623D, 63214K 236C, 623B 623K
- Strong but somewhat tricky.
... 236B+C, c.D, 63214K (wiff) 236C, 623D, 63214K 236C, 623B 623K
- Even stronger, but hard to do outside of the corner.
... 236B+C, Taunt, 66 D, 623D, j.D, 63214D, 236P, 623B 623K
- Combo with Taunt! Corner only.
... 236B+C, Taunt, 236236P, Taunt(hits), 623D, 63214D or 236236P ...
- It's silly but why not.
Launcher ... 63214K 236C, 214B+C, 66 63214K, 236C, 63214K, 236C, 623B 623K
- Special alternative juggle combo with 214B+C. Very strong!
41236A+B, c.C 4B ...
j.D 2C 214B+C, 66 c.C 41236B, 2A+B, c.C 4D 623P 236P 6P, 236236K, 623D 623D
- Requires you to 'quick cancel' his 2C.
... ( 623P (wiff) 236P, 6P )*n - Infinite loop. Timing is very tricky.