THE DOJO > HONMARU: THE GREAT HALL > TEKKEN 3

THE DOJO > HONMARU: THE GREAT HALL > TEKKEN 3 > PROFILE: NINA WILLIAMS

THE DOJO > HONMARU: THE GREAT HALL > TEKKEN 3 > PROFILE: YOSHIMITSU

THE DOJO > HONMARU: THE GREAT HALL > TEKKEN 3 > PROFILE: LING XIAOYU

THE DOJO > HONMARU: THE GREAT HALL > TEKKEN 3 > PROFILE: FOREST LAW

THE DOJO > HONMARU: THE GREAT HALL > TEKKEN 3 > PROFILE: HWOARANG

THE DOJO > HONMARU: THE GREAT HALL > TEKKEN 3 > PROFILE: EDDY GORDO

THE DOJO > HONMARU: THE GREAT HALL > TEKKEN 3 > PROFILE: PAUL PHOENIX

THE DOJO > HONMARU: THE GREAT HALL > TEKKEN 3 > PROFILE: LEI WULONG

THE DOJO > HONMARU: THE GREAT HALL > TEKKEN 3 > PROFILE: KING

THE DOJO > HONMARU: THE GREAT HALL > TEKKEN 3 > PROFILE: JIN KAZAMA

THE DOJO > HONMARU: THE GREAT HALL > TEKKEN 3 > PROFILE: MOKUJIN

THE DOJO > HONMARU: THE GREAT HALL > TEKKEN 3 > PROFILE: DR. BOSKONOVITCH

THE DOJO > HONMARU: THE GREAT HALL > TEKKEN 3 > PROFILE: BRYAN FURY

THE DOJO > HONMARU: THE GREAT HALL > TEKKEN 3 > PROFILE: KUMA / PANDA

THE DOJO > HONMARU: THE GREAT HALL > TEKKEN 3 > PROFILE: HEIHACHI MISHIMA

THE DOJO > HONMARU: THE GREAT HALL > TEKKEN 3 > PROFILE: OGRE

THE DOJO > HONMARU: THE GREAT HALL > TEKKEN 3 > PROFILE: TRUE OGRE

THE DOJO > HONMARU: THE GREAT HALL > TEKKEN 3 > PROFILE: JULIA CHANG

THE DOJO > HONMARU: THE GREAT HALL > TEKKEN 3 > PROFILE: GUN JACK

THE DOJO > HONMARU: THE GREAT HALL > TEKKEN 3 > PROFILE: ANNA WILLIAMS

THE DOJO > HONMARU: THE GREAT HALL > TEKKEN 3 > PROFILE: GON

The King of Iron Fist Tournament 2 draws to a close. Jun Kazama comes to the stunning realization that Kazuya’s supernatural strength stems from Devil. But she cannot help being drawn to him, propelled by a mystic force beyond her control. Several days later, the final challenger arrives to face Kazuya, the organizer of the King of Iron Fist Tournament 2. In a reprise of the first Tekken Tournament, the father and son clash in a cursed blood battle. Eventually, Heihachi emerges scarred but victorious to regain control of the immense Mishima Conglomerate. Unaware of Devil’s presence, Heihachi casts the lifeless Kazuya into a fiery volcano.

As Kazuya’s body burns, the Devil appears before the pregnant Jun Kazama in a bid to enter the soul of the new life beating within her. But in a desperate struggle for the future of her child, Jun defeats Devil and retires to desolate Yakushima so as to raise Kazuya’s son, Jin, alone.

Having regained control of the Mishima Conglomerate, Heihachi sets about to further increase his powers. He embarks on a crusade to win the trust of world leaders by putting wars and conflicts to rest. Using his immeasurable wealth, he forms Tekkenshu, a mercenary group employed to quell conflicts efficiently. He also takes a strong interest in the well being of developing nations by helping them build agricultural systems that will sustain them. Through Heihachi’s efforts, the world appears to be regaining peace.

Around fifteen years have passed and Jin Kazama is now 15 years old.

Under Heihachi’s orders, the Tekkenshu are excavating a Central American archeological site when they discover a mysterious life form. Heihachi orders the creature’s capture, but loses contact with the Tekkenshu after a garbled radio message, "… they are all dead… Toshin (Fighting God)?!…"

Upon arriving at the dig, Heihachi finds a field of corpses. Heihachi is wracked by sorrow, but also realizes that the power of the mysterious life form could be the key to his long dormant dream of world domination. To obtain this mysterious power of Toshin, and the world, Heihachi tempts the fates once again…

Within weeks, strange disappearances occur throughout the world. Persons of strong soul, masters of martial arts and other derivative fighting disciplines are reported missing… with no knowledge of their whereabouts.

Jun Kazama instinctively picks up on the dark power encroaching on her life. She has no understanding of what it is, but senses that she has become a target. Accepting her destiny, she tells Jin everything she knows of their haunted past to prepare him for the fateful day she now feels is imminent. She tells Jin to go to his grandfather Heihachi if anything befalls her.

Her intuition proves right on a cold, stormy night. Toshin comes to the mountains bringing a chilling, swirling wind. "Run away!" cries Jun. But against his mother’s pleas Jin opts to face Toshin and is knocked unconscious.

When Jin awakens, the house and everything around it is burned to the ground. Jin searches frantically for his mother but she is nowhere to be found.

Jun has died at Toshin’s hands. Honoring her instructions, Jin goes to Heihachi and begs to be trained in order exact revenge. Heihachi, hearing Jin’s tale, is convinced that Toshin is after the souls of powerful fighters. To attract Toshin, Heihachi decides to host the King of Iron Fist Tournament 3.

Four years later, on Jin Kazama’s 19th birthday, the curtains rise for the King of Iron Fist Tournament 3.


							

							

							

character profiles / forums

Nina Williams

Origin:
Ireland
Fighting Style:
Assassination Techniques based on Bone Martial Arts and Akido
Age:
22
Height:
161 cm
Weight:
49 kg
Blood Type:
A
Occupation:
Assassinate Jin Kazama
Hobby:
Retracing Memories
Likes:
Not Remembered (Maybe Tea with Milk)
Dislikes:
Not Remembered (Perhaps Anna)

In the last tournament she was ordered to assassinate Kazuya, but an untimely quarrel with her sister Anna prevented it. Shortly thereafter, both sisters were captured by Kazuya’s corps and were used as guinea pigs at Boskonovitch’s Cold Sleep Number 2 experiment.

They did not wake up for 21 years. Heihachi’s private corps, the Tekken Forces, went to the burial site and excavated the God of Fighting. The unearthing unleashed its spirit, which awakened Nina’s resting soul. Now controlled by the God of Fighting, Nina acts neocontrically with the command to assassinate Jin Kazama.

==============================================================================
= :: Nina Williams :::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================
 _______  .__                __      __.__.__  .__  .__
 \      \ |__| ____ _____   /  \    /  \__|  | |  | |__|____    _____   ______
 /   |   \|  |/    \\__  \  \   \/\/   /  |  | |  | |  \__  \  /     \ /  ___/
/    |    \  |   |  \/ __ \_ \        /|  |  |_|  |_|  |/ __ \|  Y Y  \\___ \
\____|__  /__|___|  (____  /  \__/\  / |__|____/____/__(____  /__|_|  /____  >
        \/        \/     \/         \/                       \/      \/     \/

==============================================================================
= :: Nina Williams :::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================

-Special Arts-

Move Name              Command            Lev.    Damage             Com.

One-Two Punches        1,2                hh      4,10(5,10)
Uppercut-Punch         d/f+1,2            mh      10,15
Bermuda Triangle       1,2,4              hhh     4,10,15            #1
Jail Crusher           1,2,d+3,4          hhLh    4,10,10,15         #1
Jail Crusher-Uppercut  1,2,d+3,2          hhLm    4,10,10,10         JG #1
Biting Snake           1,2,1,4            hhhL    4,10,6,8           #1
Double Explosion 1     1,2,f+1+2          hhm     4,10,20            #1
Double Explosion 2     1,2,1,2,f+1+2      hhhhm   4,10,6,6,20        #1
PK Combo               2,3                hh      10,20
PDK Uppercut Combo     2,d+3,2            hLm     10,10,10           JG
PDK Roundhouse Combo   2,d+3,4            hLh     10,10,15
Cross-Roundhouse       2,4                hh      10,15
Spike Combo-Uppercut   3,3,2              hLm     25,10,10           JG
Spike Combo-Right HK   3,3,4              hLh     25,10,15
Spike Combo-Right LK   3,3,d+4            hLl     25,10,7
Left-Right HK          3,4                hh      25,15
Blonde Attack-Uppercut 4,3,2              hLm     15,15,10(16,15,10) JG
Blonde Attack-Right HK 4,3,4              hLh     15,15,15(16,15,15)
Blonde Attack-Right LK 4,3,d+4            hLl     15,15,7(16,15,7)
Low Jab-Rising Kick    d+1,N+4            Smm     5,10
Toe Kick               [d+_FC]2,4         Smm     10(8),15
Left LK-Right HK       [d+_FC]3,N+4       Lh      12,15
Left LK-Right LK       [d+_FC]3,d+4       Ll      12,7
Right LK-Backhand Chop [d+_FC]4,1         lh      7(10),10           #3
Blonde Bomb            [f_WS]+1+2         m       20(30*)
Power Blonde Bomb      f,f+1+2            m       30(45*)
Bad Habit              [f,f_QCF]+3        m       20                 DSc
Forward Flip Kick      [f,f_QCF]+4        M       20(30*)            DY (miss)
Assassin Dagger        f,f+1              h       20                 #2
Panther Claw           f,f+2              h       21
Shut Up                b,d/b,d,D/F+2      m       24                 JG
Creeping Snake         d/f+3,2,1,4        mhhL    10,12,6,8          #3
Creeping Snake-Upper   d/f+3,2,d+3,2      mhLm    10,12,10           #3
Creeping Snake-L HK    d/f+3,2,3          mhm     10,12,20           #3
Creeping Snake-L LK    d/f+3,2,d+3        mhL     10,12,10           #3
Creeping Snake-R HK    d/f+3,2,4          mhh     10,12,15           #3
Assault Bomb           d/f+3,1,2,f+1+2    mhhm    10,10,6,20
Flash Kick-Left LK     d/f+3,3,3,3        mhhL    10,6,8,10
Flash Kick-Right HK    d/f+3,3,3,4        mhhh    10,6,8,15
Flash Kick-Blonde Bomb d/f+3,3,3,1,2,f+1+2mhhhhm  10,6,8,10,6,20
Left Mid-Right HK      d/f+3,4            mh      10,15
Left B-hand Body Blow  b+1                h       15
Single Slap            b+2                h       15
Double Slap            b+2,2              hh      15,18              #4
Helping Hand           d/b+1              m       10
Right B-hand Body Blow d/b+2              m       20(30*)            DSc
Slicer                 d/b+4              L       10                 FCD
Geyser Cannon Combo    d/b+4,3            Lm      10,25              JG
Divine Cannon          d,D/B+3            m       25                 JG
Modified Divine Cannon d/b+3+4            m       25                 JG
Nicolella              u/f+3              m       20
Can Opener             u/f+4,3,4          hLh     20,10,14
Hopping LK-Uppercut    u/f,N,d+3,2        Lm      25,10              JG
Hopping LK-Side Kick   u/f,N,d+3,3        Lm      25,15
Hopping LK-Right HK    u/f,N,d+3,4        Lh      25,15
Wipe The Floor         FC,d/f+4           L       18
Running Jump Kick      f,f,f+3            m       20                 #5
Heel Stomp             [d_d/f]+3+4        L       20
Snakeshot              SS+1               m       15                 #6
Liftshot               SS+2               m       15                 JGc #6
Low Whip               SS+4               L       10                 #6
Spiral Explosion       SS+1+2             m       20(30*)
High/Mid Reversal      b+[1+3_2+4]        -       *
Low Parry              [d_d/b]+[1+3_2+4]  -       -
Evil Mist              QCF,D/B+2+3        !       0                  SG
Hunting Swan           d/b+1+2            !       95                 CS
  = Swan Cancel        u,u                -       -

#1: d/f+1 can be substituted as the first move of string, and when used, the
    second hit (2) will take 15 damage.
#2: if Assassin Dagger connects, opponent is turned sideways.
#3: holding U or D immediately after second move will result in a sidestep.
#4: if only the second hit connects, opponent is turned sideways.
#5: if Running Jump Kick connects on counter hit (CH), it becomes Bone Cutter.
#6: cannot be performed after #3.


-Throws-

Throw Name           Command             Position   Damage     Escape

Arm Turn             1+3                 f-throw    30         1
Lifting Toss         2+4                 f-throw    30         2
Neck Throw           u/f+1+2             f-throw    40         1+2
Embracing Elbow      d/f,d/f+1           f-throw    50         1+2
Triple Break         [1+3 or 2+4]        b-throw    60         -
Rolling Lock         [1+3 or 2+4]        ls-throw   40         1
Swinging Toss        [1+3 or 2+4]        rs-throw   38         2

Falling Elbow        2+4,1,2,1           f-throw    35         2
  = Arm Lock         2,1,3               link       10         -

Palm Grab            QCF+1+2             f-throw    15         2
  = Arm Bar          3,4,3,1+2           link       30         1+2
  = S.R.A.L          1,3,2,1             link       20         1
    = Rear G-Tech    3,1,4,1+2,1+2       link       25         1+2
    = Falling R.A.L. 2,1,3,4,1+2         link       25         2
  = Double Attack    2,3,4,2,2           link       15,15      2
    = Neck Crusher   1,3+4,1,2,1+2       link       35         1
    = G-Tech Stretch 1,2,4,3,1+2+3       link       45         1+2
  = Octopus Grab     2,1,1+2,1+2+3       link       28         1+2
    = Neck Crusher   1,3+4,1,2,1+2       link       35         1
    = G-Tech Stretch 1,2,4,3,1+2+3       link       45         1+2

Crab Claw            QCF+3+4             f-throw    15         1
  = Arm Bar          3+4,3,4,1+2         link       35         1
  = Heel Hold        3+4,4,2,1+2         link       20         2
    = Leg Cross Hold 3,1,4,2+4           link       35         1
    = Tendon Lock    1,3,2+4,3+4,1+2     link       45         2

Bone Cutter          f,f,f+3 (CH)        f-throw    20,20      2
    = Leg Cross Hold 3,1,4,2+4           link       35         1
    = Tendon Lock    1,3,2+4,3+4,1+2     link       45         2

Betrayer             QCB+1+4             f-throw    15         -
  = S.R.A.L.         1,3,2,1             link       20         1
    = Rear G-Tech    3,1,4,1+2,1+2       link       25         1+2
    = Falling R.A.L. 2,1,3,4,1+2         link       25         2
  = Octopus Grab     2,1,1+2,1+2+3       link       28         1+2
    = Neck Crusher   1,3+4,1,2,1+2       link       35         1
    = G-Tech Stretch 1,2,4,3,1+2+3       link       45         1+2


-Strings-

          ::Command Flowchart::                          ::Statistics::
 _______________________________________        _____________________________
|_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
                                 _______
                                |   |   |
                                | 4 | 3 |  Lev:                          L  m
                                |___|___|  Dam:                          5 25
                               ___|
 _____________________________|_________   -----------------------------------
|   |   |   |   |   |   |   |   |   |   |
| 1 | 2 @ 1 @ 2 @ 3 @ 3 | 2 | 1 | 2 | 4 |  Lev:  h  h  h  h  h  L  m  h  h  h
|___|___|___|___|___|___|___|___|___|___|  Dam:  4 10  6  6  7  9  6  6  6 30
       ___|   |___
 _____|_         _|_____________________   -----------------------------------
|d/f|   |       |   |   |   |   |   |   |
| + | 2 |       @ 4 @ 3 | 4 | 2 @ 4 | 3 |  Lev:  m  h        h  L  L  m  L  m
|_1_|___|       |___|___|___|___|___|___|  Dam: 10 15        9  9  5  6  5 25
 _______________________________________        _____________________________
|_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|


-Basic Move Frame Info-

Ex = Execution / Grd = Advantage if opponent guards
Hit = Advantage if hits opponent / Cnt = advantage if hits on counter hit (CH)
+ = your advantage / - = opponents advantage
D = knocks opponent down / s = staggers opponent for # of frames
 __________________________________________________________________________
|      1       |      F+1     |      2       |      F+2     |      3       |
|______________|______________|______________|______________|______________|
|  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
| 8| +1| +7|+10|10| +1| +7|+10|10| +1|  +7   |10| +1|+12|+10|14|-16|   D   |
|__|___|___|___|__|___|___|___|__|___|_______|__|___|___|___|__|___|_______|

 __________________________________________________________________________
|      F+3     |      4       |      F+4     |     FC 1     |      d+1     |
|______________|______________|______________|______________|______________|
|  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|16|-16|   D   |10| -4| +7|s28|12| -4| +7| D | 8| -2|  +9   | 8| -2|  +9   |
|__|___|_______|__|___|___|___|__|___|___|___|__|___|_______|__|___|_______|

 __________________________________________________________________________
|     FC 2     |      d+2     |     FC 3     |      d+3     |     FC 4     |
|______________|______________|______________|______________|______________|
|  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|10| -2|  +9   |10| -2|  +9   |16|-14|  -3   |16|-14|  -3   |12| -8|  +3   |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|

 __________________________________________________________________________
|      d+4     |     WS+1     |     WS+2     |     WS+3     |     WS+4     |
|______________|______________|______________|______________|______________|
|  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|12| -8|  +3   |12| -2|  +9   |14| -8|   D   |16|-16|   D   |11| -3|  +8   |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|

 __________________________________________________________________________
|     d/f+1    |     d/f+2    |     d/f+3    |     d/f+4    |     u/f+4    |
|______________|______________|______________|______________|______________|
|  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|13| +1|  +10  |14| -8|   D   |14|-14|  -3   |12| -4|  +7   | ?|  ?|   D   |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|

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Yoshimitsu

Origin:
None
Fighting Style:
Manji Ninja Arts
Age:
Unknown
Height:
178 cm
Weight:
63 kg
Blood Type:
O
Occupation:
Leader of the Manji Clan
Hobby:
Watching Sumo Wrestling and Net Surfing
Likes:
Video Game Arcades (especially those in Shinjuku, Japan)
Dislikes:
Villains and Poor Losers in Videogames

Boskonovitch created the Cold Sleep machine during experiments in his search for eternal life. The technology, still unproven, was used to preserve his young daughter who suddenly passed away.

Yoshimitsu raises research funds and as the leader of the “Manji” party he helps the poor and disadvantaged. Yoshimitsu visited Boskonovitch when he learned of the many martial artist disappearances. The “Yo-man” was surprised to find Boskonovitch suffering from a mysterious pathological organism. It’s believed to have been contracted during lab experiments while making the Cold Sleep machine. Like some weird sci-fi story, Boskonovich claims he needs blood from the God of Fighting to complete his research and bring his daughter back to life. Indebted to Boskonovitch for saving his life, Yoshimitsu enters the tournament to help an old friend.

==============================================================================
= :: Yoshimitsu ::::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================
        _____.___.            .__    .__        .__  __
        \__  |   | ____  _____|  |__ |__| _____ |__|/  |_ ________ __
         /   |   |/  _ \/  ___/  |  \|  |/     \|  \   __Y  ___/  |  \
         \____   (  <_> )___ \|   Y  \  |  Y Y  \  ||  | \___ \|  |  /
         / ______|\____/____  >___|  /__|__|_|  /__||__|/____  >____/
         \/                 \/     \/         \/             \/

==============================================================================
= :: Yoshimitsu ::::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================

::Special Conventions::

SDP - Sword Debate Position

-Special Arts-

Move Name              Command            Lev.    Damage             Com.

Punch-Uppercut         1,2                hm      5,8
Punch-Double Uppercut  1,2,1              hmm     5,8,6
PK Combo               2,3                hh      12,21
PDK Combo              2,d+3              hL      12,8               RC
Zig-Zag                3,4                hm      30,30
Kangaroo Kick          4~3                m       30                 JG
Triple Roundhouses     4,4,4              hhh     20,20,21           TS
Backhand               f+2                h       12                 OB #1
Ninja Blade Rush       f,f+2              m       18
Ninja Blade Slice      f,f+2              m       18                 CH
  = Sit                  = d+3+4          -       -
Knee Bash              f,f+4              m       20
Dive Bomb              f,f+1+2            m       40                 BK
Shark Attack Combo     f,f+3+4,1+2,3+4    Mmm     40,40,30           JG
Stone Fists            B+1,1,1,1,1,1      hhhhhh  10,10,10,10,10,10  #2 #3
Uppercut-Backhand      d/f+1,2            mh      15-12              OB #1
Door Knocker           d/f+1<1<1<1        mhhm    15,12,12,18        GS
Basic Uppercut         d/f+2              m       13                 JG
Side Kick              d/f+4              m       19
Stone Backhands        D/B+2,2,2,2,2,2    mmmmmm  10,10,12,12,14,15  RC #3
Spinning Low Kicks     D/B+3,3,3,3,3      lllll   12,7,7,5,5         RC #3
  = Front Kick           = f+4            m       12                 #4
Sword Debate Position  SS+3+4             -       -                  SDP
Jumping Twist Foot     [u/b_u_u/f]+4      m       25
Lunging Sweep          FC,d/f+3           L       12                 RC
Sit                    d+3+4              -       -
Gain Life              d+3+4,N            -       +5(each bounce)
Teleport               d+3+4[b_f]         -       -                  #5
Meditate               d+3+4,D            -       -
Feint Stone Backhands  d+3+4,2,2,2,2,2    mmmmm   10,12,12,14,15     RC #3
Feint Kangaroo Kick    d+3+4,4            m       30                 JG
Sit-Stand Up           d+3+4,U            -       -
Spinning Evade         b+3+4 (up to 6x)   -       -8 each spin       DY
Low Parry              [d_d/b]+[1+3_2+4]  -       -
Poison Wind            u/f+3+4            M       10
Poison Rush            u/f+3+4,b+1        Mh      10,2
Poison Typhoon         u/f+3+4,b+1,3+4    MhM     10,2,20
Poison Hurricane       u/f+3+4,b+1,4      MhM     10,2,15
  = Delay Sword          = D/B            -       -
    = Sword Slice        = N              {!}     (varies)           #6
Sword Slice            d/b+1              {!}     10
  = Delay Sword          = ~N,D/B         -       -
    = Sword Slice          = N            {!}     (varies)           #6
Sword Impale           b,b+1              !       90
Spinning Sword         b,b+1~1            !       30
  = Spin Cancel          = b,b            -       -
Sword Sweep            FC,d/b,b+1         !       20
Helicopter Leap        U/F+1+2            {!}     25/30/40
Heli Quick Down Slash  U/F+1+2~d          {!}     25/25/40
Reverse Helicopter     U/F+1+2,B          {!}     35
Standing Suicide       d+1+4              !       60(-60 to you)     DY
  = Spinning Suicide   B+1,1,1...         !       3(-3 to you)       DY
Fake Turning Suicide   f,f+1+4,N          -       -                  BK
Turning Suicide        f,F+1+4            !       100(-100 to you)   DY
  = Second Stab          = f,f            !       100(-100 to you)   DY
Sword Pogo             u+1+2              {!}     30
  = Pogo Rush          [b,b_f,f]          {!}     25
  = Pogo Hop           [u/b_u_u/f]        {!}     15/15/15
  = Kangaroo Kick      3+4                m       30                 JG
Death Pose             B+1+2              -       -
  = Bad Breath         ANY                !       30                 CS
Wood Chopper           f,f+3,1            m{!}    20,18
Double Front Slice     QCF+1              !{!}    15,28
Sword Counter          B+1+4              !       35                 CS
Backflip               u/b                -       -

#1: can link directly into the Stone Backhands
#2: can chain into Spinning Low Kicks after one or more Spinning Stone Fists.
#3: after any spin series ending with a backhand after 6 consecutive spins,
    Yoshi will become dizzy and fall over. after any spin series ending with
    a low spinning sweep after 5 consecutive spins, Yoshi will become dizzy
    and fall over.
#4: can only go into Front Kick after two or more Spinning Low Kicks.
#5: if opponent is close when Yoshimitsu teleports, he will appear behind
    directly behind them. if Yoshi was more than 3 character lengths away,
    he will teleport to the same location he was sitting in, but face his
    back towards opponent.
#6: after 6 1/2 hops, Delayed Sword Slice will do 100% damage.


-Throws-

Throw Name           Command             Position   Damage     Escape

Jumping Body Slam    1+3                 f-throw     30        1
Jaw Smash            2+4                 f-throw     30        2
Rainbow Drop         QCB+1+2             f-throw     50        1+2
Life Siphon          SDP [1+4_2+3]       f-throw     varies    -
Live Give            SDP [F+1+4_F+2+3]   f-throw     varies    -
Tornado Drop         [1+3 or 2+4]        b-throw     70        -
Flying Cartwheel     [1+3 or 2+4]        ls-throw    15-25     1
Clonimitsu (heh)     [1+3 or 2+4]        rs-throw    15-25     2


-Strings-

          ::Command Flowchart::                          ::Statistics::
 _______________________________________        _____________________________
|_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
                 _______________________
                |   |   |   |   |   |   |
                | 2 | 2 | 2 | 4 @ 1 | 1 |  Lev:              m  m  m  m {!}{!}
                |___|___|___|___|___|___|  Dam:              3  3  3  7  8 30
               ___|
 _____________|_________________________   -----------------------------------
|   |   |   |   |   |   |   |   |   |   |
| 1 | 2 | 1 @ 4 @ 4 @ 4 | 1 | 1 | 1 | 1 |  Lev:  h  m  m  h  h  L  m {!}{!} !
|___|___|___|___|___|___|___|___|___|___|  Dam:  5  8  6  9  9  5  5  8  8 30
               ___|       |___
 _____________|_____         _|_           -----------------------------------
|   |   |   |   |   |       |   |
| 4 @ 4 | 2 | 2 | 1 |       @ 4 |          Lev:  h  h  m  h  !        M
|___|___|___|___|___|       |___|          Dam: 20 20  5  6 30       25
 _______________________________________        _____________________________
|_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|


-Basic Move Frame Info-

Ex = Execution / Grd = Advantage if opponent guards
Hit = Advantage if hits opponent / Cnt = advantage if hits on counter hit (CH)
+ = your advantage / - = opponents advantage
D = knocks opponent down
 __________________________________________________________________________
|      1       |      F+1     |      2       |      F+2     |      3       |
|______________|______________|______________|______________|______________|
|  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
| 8| +2| +7|+11|10| +3| +7|+12|10| 0 |  +6   |17|-13|  +17  |16|-17|   D   |
|__|___|___|___|__|___|___|___|__|___|_______|__|___|_______|__|___|_______|

 __________________________________________________________________________
|      F+3     |      4       |      F+4     |     FC 1     |      d+1     |
|______________|______________|______________|______________|______________|
|  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|16|-19|   D   |14|-14|  -3   |14|-14| -5| D | 8| -2|  +9   | 8| -2|  +9   |
|__|___|_______|__|___|_______|__|___|___|___|__|___|_______|__|___|_______|

 __________________________________________________________________________
|     FC 2     |      d+2     |     FC 3     |      d+3     |     FC 4     |
|______________|______________|______________|______________|______________|
|  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|10| -2|  +9   |10| -2|  +9   |16|-17|  -3   |16|-17|  -3   |12| -8|  +3   |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|

 __________________________________________________________________________
|      d+4     |     WS+1     |     WS+2     |     WS+3     |     WS+4     |
|______________|______________|______________|______________|______________|
|  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|12| -8|  +3   |12| -2|  +9   |15| -7|   D   |16|-16|   D   |11| -6|  +5   |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|

 __________________________________________________________________________
|     d/f+1    |     d/f+2    |     d/f+3    |     d/f+4    |     u/f+4    |
|______________|______________|______________|______________|______________|
|  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|14|-10|  +1   |16| -1|   D   |16| -9|  +2   |12| -7|  +4   | ?|  ?|   D   |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
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Ling Xiaoyu

Origin:
China
Fighting Style:
Hakke-sho & Hika Ken-based Chinese martial arts style
Age:
16
Height:
157 cm
Weight:
43 kg
Blood Type:
A
Occupation:
Student, Panda Caretaker
Hobby:
Traveling, visiting amusement parks worldwide
Likes:
Chinese steamed buns, shrimp, dumplings, Peking duck, etc.
Dislikes:
Math teachers

This young girl loves amusement and theme parks. Her dream is to build the perfect amusement park in China when she grows up.

She is both young and small in stature but Ling is a skilled martial arts expert. Many believe if she was more serious she could achieve real greatness. Having learned that the Mishima Financial Empire is rich and powerful she seeks out Heihachi (president and CEO) to make her dream a reality.

While vacationing in Hong Kong with her family, Ling stowed away on a yacht bearing the name, Mishima Financial Empire. Heihachi was not on board but Mishima’s men discovered her soon after the ship left port and Heihachi was informed immediately.

Upon his arrival, Heihachi found his men beaten and strewn around the ship as if it was hit by a hurricane. She threatened that she would go berzerk again if he did not accept her challenge. Roaring with laughter, he promises to build the amusement park of her dreams if she wins the tournament.

==============================================================================
= :: Ling Xiaoyu :::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================
       .____    .__
       |    |   |__| ____   ____
       |    |   |  |/    \ / ___\
       |    |___|  |   |  Y /_/  >
       |_______ \__|___|  |___  /___  _____
               \/       \/_____/\   \/  /__|____    ____ ___.__.__ __
                                 \     /|  \__  \  /  _ <   |  |  |  \
                                 /     \|  |/ __ \(  <_> )___  |  |  /
                                /___/\  \__(____  /\____// ____|____/
                                      \_/       \/       \/

==============================================================================
= :: Ling Xiaoyu :::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================

::Special Conventions::

AOP - Art Of Phoenix Stance
HYP - Hypnotist Stance

-Special Arts-

Move Name              Command            Lev.    Damage             Com.

Bayonet                1,2                hh      4,7(5,7)
Bayonet McTwist        1,d+2              hm      4,10(5,10)
April Showers          2,1                hm      8,10               BK
May Flowers            2,d/f+1            hm      8,10
Spinner Away           3+4                -       -
Spinner Near           d+3+4              -       -
Cloud Kick             f+3                h       25
Cartwheel Right        f+1+2              -       -
Cartwheel Left         f+3+4              -       -
Phoenix Wings          f,f+1+2,1+2        mm      12,27              BNc KS
Raccoon Swing          f,f+3              M       13                 OS BK
Step Kick              f,f+4              m       25                 GS
Front Layout           f,f+3+4            M       25
Belly Chop-Backward    d/f+1              m       10                 BK
Belly Chop-Forward     D/F+1              m       10
Butter The Bread       d/f+2              m       15                 SG
Great Wall-Left        b+1                Sm      10
Great Wall-Right       b+2                Sm      10
Hypnotist Stance       b+1+2              -       -                  HYP
Raindance              b+3+4              -       -                  BK
Storming Flower        d/b+1              m       25(35*)            #1
Knee Cracker           d/b+3              !       -                  GS
Nutcracker             d/b+4              L       10                 KS
Back Palm-Backward     u+1                m       5                  BK
Back Palm-Forward      U+1                m       5
Double Fan             u+1+2              mm      5,8
Hydrangea              u+1+2<2              mmm     5,8,12
Fortune Cookie         u+1+2<2<1            mmmm    5,8,12,25
Ginger Snap            u+1+2~3+4          mm      5,8
Cyanide                [u_u/f]+4          m       25                 BNc
Sunset Fan             d+1                mmM     7,7,7              RC
Flapping Wings         D+1                mmM     7,7,7              AOP
Art Of Phoenix         d+1+2              -       -                  AOP
Sunflower              WS+2               m       12                 JG BK
Wake Up Call           WS+2~F             m       12                 JG
Skyscraper Kick        WS+4               m       14
Lotus Twist            FC,d/f+2,1         SmSm    10,15              RC
Shady Lotus            FC,d/f+2           Sm      10                 BK RC
Quick Shady Lotus      FC,d/f+2,D/F       Sm      10                 RC
Fire Dancer            FC,3,2,1,4         Lhhm    8,6,6,12           JG
Flower Garden          FC,d/f+4           L       6                  AOP
Double Map Sweep       FC,d/f+4,4         LL      6,10               RC
Low Back Turn          FC,d/b+3+4         -       -                  BK RC
False Salute (taunt)   1+3+4              -       -
Greetings (taunt)      2+3+4              m       0
High/Mid Parry         1+4                -       -
Low Parry              [d_d/b]+1+4        -       -

Moves From Art Of Phoenix Stance (AOP)

Move Name              Command            Lev.    Damage             Com.

Butterfly              d                  -       -                  AOP
Stand                  u                  -       -
Jump                   U                  -       -
Roll-Throw             [1+3 or 2+4]       (see throw section for information)
Sideroll               [1+3 or 2+4]~D     -       -                  RC
Left Handful           1                  m       7
Right Handful          2                  m       12
Wave Crest-Power       1+2                m       16                 JG
Wave Crest-Quick       d+1+2              m       14                 JG #2
Wave Crest-Heavy       d+1+2              m       25                 JG
Knee Stabber           3                  l       15                 AOP
Back Kick              4                  m       32
Flower Scissors        4~b                m       32                 BK
Firecracker            4~3                L       15                 KND
Firecracker-Roll Up    4~3,u              L       15                 RC
Firecracker-Roll Down  4~3,d              L       15                 RC
Back Turn              f+1+2              -       -                  BK
Roll Ball              f+3+4              -       -                  RC
Flower Garden          f+4                L       7                  AOP
Double Map Sweep       f+4,4              LL      7,10               RC
Double Barrel Shotgun  [u/b_u_u/f]+3,3    mh      15,23              JG
Double Scissor Kick    [u/b_u_u/f]+3,4    mm      15,25
Sky Kick               [u/b_u_u/f],3      L       19                 RC #3
Pirouette Kick         [u/b_u_u/f]N+3     m       30                 OB
Crane Kick             [u/b_u_u/f]N+4     m       25
Flower Power           u+4,4              mm      8,12               RC
Trick Flower           U+4                m       8                  BK

Moves From Raindance Position (BK)

Reverse Slap           2                  h       10                 BK
Dark & Stormy          2,1,4              hhm     10,10,15           JG
Mistrust               4                  m       16                 JG
Spin Tornado-Up        3+4                -       -
Spin Tornado-Down      d+3+4              -       -
Spin Tornado-Away      u+3+4              -       -                  BK
California Roll        f+3+4              -       -                  BK
Cyclone                f+3+4~3+4          m       25                 BK JG
Peg Leg                f,f+3              m       20                 BK
Back Layout            f,f+3+4            M       25                 BK
Ultra Phoenix          d+1+2              -       -                  AOP
Back Circle Breaker    d+3                L       15                 BK
Switch Circle Breaker  D+3                L       15

Moves From Hypnotist Stance (HYP)

Move Name              Command            Lev.    Damage             Com.

Spin Sticker           2                  m       25/30/35           #4
Thunder Strike         1+2                !       40/50/80           #4

#1: goes automatically into False Salute on counter hit (CH).
#2: must be preformed immediately as Ling gets into AOP.
#3: button 3 must be pressed as Ling lands.
#4: varies on walking distance.


-Throws-

Throw Name           Command             Position   Damage     Escape

Jade                 1+3                 f-throw    10,20      1
Ruby                 2+4                 f-throw    30         2
So Shoe Me           f+2~1               f-throw    4          1+2
Dislocator           QCB+2               f-throw    35         2
Back Layout          BK f,f+3+4          f-throw    17,30      -
Jump Reverse Clutch  BK f,f+[1+3 or 2+4] f-throw    (varies)   (varies)
Crank Up             [1+3 or 2+4]        b-throw    50         -
Arm Flip             [1+3 or 2+4]        ls-throw   45         1
Dump The Bucket      [1+3 or 2+4]        rs-throw   38         2


-Strings-

          ::Command Flowchart::                          ::Statistics::
 _______________________________________        _____________________________
|_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
 _______________________________________
|u/f|   |   |   |   |   |   |   |   |   |
| + @ 1 | 2 @1+2| 1 | 3 @ 4 | 4 @ 4 | 1 |  Lev:  m  h  h  m  m  h  L  L  m  m
|_4_|___|___|___|___|___|___|___|___|___|  Dam: 20  4  7 12 10 15  6 10 14 20
          |___
             _|_________________________   -----------------------------------
            |   |   |   |   |   |   |   |
            @ 4 | 4 @ 2 |1+2@ 1 @ 4 | 2 |  Lev:           L  L  m  m  l  m  m
            |___|___|___|___|___|___|___|  Dam:           6 10 12 12 10 16 21
 _______________________________________        _____________________________
|_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|


-Basic Move Frame Info-

Ex = Execution / Grd = Advantage if opponent guards
Hit = Advantage if hits opponent / Cnt = advantage if hits on counter hit (CH)
+ = your advantage / - = opponents advantage
s = staggers opponent for # of frames
D = knocks opponent down
 __________________________________________________________________________
|      1       |      F+1     |      2       |      F+2     |      3       |
|______________|______________|______________|______________|______________|
|  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
| 8| +1| +7|+10| 9| 0 |  +7   |10| -2| +9| +7|12| -2| +9| +7|14|-16|   D   |
|__|___|___|___|__|___|_______|__|___|___|___|__|___|___|___|__|___|_______|

 __________________________________________________________________________
|      F+3     |      4       |      F+4     |     FC 1     |      d+1     |
|______________|______________|______________|______________|______________|
|  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|15|-15|   D   |10| -4| +7| D |10| -7| -7| D | 8| -2|  +9   |17| -7|  +4   |
|__|___|_______|__|___|___|___|__|___|___|___|__|___|_______|__|___|_______|

 __________________________________________________________________________
|     FC 2     |      d+2     |     FC 3     |      d+3     |     FC 4     |
|______________|______________|______________|______________|______________|
|  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|10| -2|  +9   |10| -2|  +9   |15|-15|  -4   |16|-16|  -5   |12| -8|  +3   |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|

 __________________________________________________________________________
|      d+4     |     WS+1     |     WS+2     |     WS+3     |     WS+4     |
|______________|______________|______________|______________|______________|
|  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|12| -8|  +3   |10| -4|  +7   |14| -3|   D   |16|-16|   D   |11|-11|   D   |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|

 __________________________________________________________________________
|     d/f+1    |     d/f+2    |     d/f+3    |     d/f+4    |     u/f+4    |
|______________|______________|______________|______________|______________|
|  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|14| -1| +10   |14| -8|  s24  |14|-10|  +6   |12| -4|  +7   | ?|  ?|   D   |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
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Forest Law

Origin:
USA
Fighting Style:
Martial Arts
Age:
25
Height:
177 cm
Weight:
66 kg
Blood Type:
B
Occupation:
Marshall Dojo, Second Master (maybe)
Hobby:
Shopping
Likes:
Credit cards (paid for Paul's tournament entrance fee and gas as well)
Dislikes:
Riding as a passenger on a motorcycle (Paul's driving scares him).

The proud son of Marshall Law, Forest trains at his father’s dojo to achieve Law’s success and greatness. As a protective father, Marshall has forbidden his son from entering any contests outside the dojo. Marshall’s long-time friend and competitor Paul Phoenix visits once every few months to spar with Marshall. One day when Paul arrived, Marshall was away supervising the building of a new dojo. Paul insisted that Forest join him in some training exercises. Forest declined knowing that his father would disapprove. But Paul wouldn’t take no for an answer.

Unaware of Marshall’s restrictions on fighting, Paul suggested to Forest that he join ‘The King of Iron Fist Tournament 3’. Paul sold Forest on the idea by telling him he’s a better fighter than his father. Forest knew his father would be angry, but he had to prove that he was worthy of one day inheriting the dojo. Marshall was enraged when he found out what happened. To him, it was as if his son had been kidnapped.

==============================================================================
= :: Forest Law ::::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================
             ___________                          __
             \_   _____/__________  ____   ______/  |_
              |    __)/  _ \_  __ \/ __ \ /  ___|   __\
              |     \(  <_> )  | \|  ___/ \___ \ |  |
              \___  / \____/|__|   \___  >____  >|__|
                  \/                   \/|    \/  _____ __  _  __
                                         |    |   \__  \\ \/ \/ /
                                         |    |___ / __ \\     /
                                         |_______ (____  /\/\_/
                                                 \/    \/

==============================================================================
= :: Forest Law ::::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================

-Special Arts-

Move Name              Command            Lev.    Damage             Com.

One-Two Punches        1,2                hh      5,12(6,12)
Machine Gun Arrow      1,1,1,1,1          hhhhh   10,5,5,5,5         #3
Mini Rave War Attack   2,2                hh      10,10
H/Kick-Somersault Kick 3,4                hm      18,21              JG
Triple Head Kick       3,3,3              hhh     18,10,10
Dbl Head Kick-Smrsault 3,3,4              hhm     18,10,25           JG RC
Dbl Head Kick-M/Kick   3,3,f+3            hhm     18,10,15
Trpl Head Kick-M/Kick  3,3,3,f+3          hhhm    18,10,15
Trpl Head Kick-Smrsault3,3,3,4            hhhm    18,10,10,25        JG RC
Shaolin Spin Kicks     4,3,4              hhh     16,12,12
Crescent Kick          4,u+3              hm      16,30              JG
Quick Somersault       3+4                m       25                 JG RC
Back Flipper           [3+4,4_u+4,3]      mm      [25,21_25,25]      JG RC
Poison Arrow           f+2~1              m       40
Rave War Attack        f+2<2<2            hmh     12,6,6
Running Side Kick      f,f,f+3            m       30                 GS
Junkyard Attack        b+2,3,4            mlm     12,8,22            JG
Dragon Storm           b+1<2<1            mmm     12,12,15           JG
Dragon Low Kick        d+3                l       8
Trcky Kicks-M/Kick     d+3,3,f+3          lhm     8,10,21
Trcky Kcks-Somersault  d+3,3,4            lhm     8,10,21            JG
Trcky Kcks-Somersault  d+3,3,3,4          lhhm    8,10,10,21         JG
Trcky Kcks-Somersault  d+3,3,3,3,4        lhhhm   8,10,10,10,21      JG RC
Frogman                d+3+4              m       25,27
Frogman Feint          d+3+4~D            m       25                 KND
Mid Kick               d/f+3              m       21
Front Kick-Somersault  d/f+4,3            mm      12,21              JG RC
Dragon Whip            d/b+2              m       15                 BK
Elbow Spring Kick      d/b+2,4            mM      15,25
Elbow Spring Feint     d/b+2,4~D          mM      15,25              PLD
Dragon Tail            d/b+4              l       25                 RC
Jump Kick-Somersault   [u/b_u_u/f]3,4     hm      25,25              JG
Double Dragon          SS+3+4             Smh     16,22
Side Kick-Somersault   WS+3,4             hm      28,25              JG RC
Front Kick-Somersault  WS,4,3             mm      12,21              JG RC
Double Impact          FC,3,4             Lm      12,21              JG RC
Body Blow-Somersault   [d+_FC]2,3         Smm     [8_10,21]          JG
Low Kick-Somersault    [d+_FC]4,3         lm      7,21               JG RC
Somersault Fake        FC,[u/b_u_u/f],4   m       24                 JG
Catapult Kick Low      FC,[U/B_U_U/F]+4   m       [22_15_25]         JG RC
Catapult Kick High     FC,[u/b_u_u/f]+4   m       [28_25_35]
Rainbow Kick           FC,[U/B_U_U/F]+3+4 M       30                 KND #1
Dragon Slide           FC,d/f,d,d/f+3     L       17                 #2
Fatal Backhand         BK [1_2]           m       12                 OB
Blackout               ALL, 1             h       10
Mugging                ALL, 1,3           hl      10,7
Trick Step             b+1+2              -       -
  = Dragon Blow        1                  m       43
  = Dragon Fist        2                  h       12
Punch Reversal         b+1+2 (as counter) -       -
  = Fatal Backhand     1                  !       12                 OB
  = Stagger Fist       2                  !       12                 SG
  = Dragon Mid Kick    3                  m       22
  = Dragon Low Kick    4                  l       15
High/Mid Parry         b+[1+3_2+4]        -       -
Low Parry              [d_d/b]+[1+3_2+4]  -       -
Dragon Fang            d/b+1+2            !       100
  = Dragon Cancel      u,u                -       -

#1: Rainbow Kick does 20 damage to downed opponents.
#2: if Slide Kick is blocked, or hits a downed opponent. Law recovers in KND.
    if Slide Kick connects, Law recovers in PLD.
#3: can be chained directly into Mini Rave War Attack or Rave War Attack
    between 1-4 jabs.


-Throws-

Throw Name           Command             Position   Damage     Escape     Com.

Dragon's Fire        1+3                 f-throw    7-23       1
Hopping Frog         2+4                 f-throw    30         2
Atomic Drop          f+2+3               f-throw    30         1
Chastisement Punch   d/f+1+2             f-throw    30         1+2
Bulldog              d/f+1+2,1,2,1+2     f-throw    35         -           #1b
Knee Lift            f,f+3+4             f-throw    28         1+2
Headlock Kick        [1+3 or 2+4]        ls-throw   40         1
Dragon Ballbreaker   [1+3 or 2+4]        rs-throw   42         2
Ultimate Dragon      [1+3 or 2+4]        b-throw    50         -

#1b: can be escaped during initial grab only with 1+2. once Bulldog extention
     has been initiated, the throw is inescapable.


-Strings-

          ::Command Flowchart::                          ::Statistics::
 _______________________________________        _____________________________
|_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
                             ___
                            |   |
                            @ 3 |          Lev:                       l
                            |___|          Dam:                       7
                           ___|
     _____________________|______________  -----------------------------------
    |   |   |   |   |   |   |   |   |   |
    | 3 | 2 @ 2 | 3 |d+3| 3 @ 4 | 4 | 4 |  Lev:     l  m  h  m  l  m  h  l  m
    |___|___|___|___|___|___|___|___|___|  Dam:     6  6  8  6  6  6  8  7 38
   ___|               \___/
 _|___________________/___\_____________   -----------------------------------
|d/f|   |   |   |   |   |   |   |   |   |
| + | 2 | 2 @ 1 | 3 @ 3 | 3 | 4 | 3 | 4 |  Lev:  m  h  h  h  h  l  h  h  h  m
|_1_|___|___|___|___|___|___|___|___|___|  Dam: 10  5  6  5  7  6  7  7 10 25
 _______________________________________        _____________________________
|_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|


-Basic Move Frame Info-

Ex = Execution / Grd = Advantage if opponent guards
Hit = Advantage if hits opponent / Cnt = advantage if hits on counter hit (CH)
+ = your advantage / - = opponents advantage
D = knocks opponent down
 __________________________________________________________________________
|      1       |      F+1     |      2       |      F+2     |      3       |
|______________|______________|______________|______________|______________|
|  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
| 8| +1| +7|+10|10| +1| +7|+10|10| +1|  +7   |12| +1| +7|+10|14|-14|  -3   |
|__|___|___|___|__|___|___|___|__|___|_______|__|___|___|___|__|___|_______|

 __________________________________________________________________________
|      F+3     |      4       |      F+4     |     FC 1     |      d+1     |
|______________|______________|______________|______________|______________|
|  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|14|-14|  -3   |11| -4| +5| D |13| -4| +5| D | 8| -2|  +9   | 8| -2|  +9   |
|__|___|_______|__|___|___|___|__|___|___|___|__|___|_______|__|___|_______|

 __________________________________________________________________________
|     FC 2     |      d+2     |     FC 3     |      d+3     |     FC 4     |
|______________|______________|______________|______________|______________|
|  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|10| -2|  +9   |10| -2|  +9   |16|-14|  -3   |16|-14|  -3   |12| -8|  +3   |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|

 __________________________________________________________________________
|      d+4     |     WS+1     |     WS+2     |     WS+3     |     WS+4     |
|______________|______________|______________|______________|______________|
|  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|12| -8|  -3   |10| -4|  +7   |15| -7|   D   |16|-16|   D   |11| -3|  +8   |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|

 __________________________________________________________________________
|     d/f+1    |     d/f+2    |     d/f+3    |     d/f+4    |     u/f+4    |
|______________|______________|______________|______________|______________|
|  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|13| +1|  +8   |14| -8|   D   |18|-14|  -3   |12| -4|  +7   | ?|  ?|   D   |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
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Hwoarang

Origin:
South Korea
Fighting Style:
Tae Kwon Do
Age:
19
Height:
181 cm
Weight:
68 kg
Blood Type:
O
Occupation:
Street Thug Leader
Hobby:
Yachting (good at all sports)
Likes:
Rock Music, Street Fighting, Arguing
Dislikes:
Mishima Style Fighting Karate, Jin Kazama

A student of Tae Kwan Do who works out at Baek Doo San’s dojo, Hwoarang makes a lot of money through dishonest gambling wagers. As part of what’s called a fraud team, he and other members pick fights for money. They manipulate the odds by concealing their true strength. He escalates the odds against him and makes what appears to be a foolish wager. His opponents soon realize they’re the real fools when Hwoarang soundly beats each and every one of them.

One day, members of the Mishima Group came to town, including among them Jin Kazama. Hwoarang talks them into his game and is matched against Jin. Hwoarang embarrassingly can only manage a draw. He hangs his head in disbelief at the first blemish in his perfect career. Sickened at the thought of having to tell his teacher Baek the bad news, Hwoarang vows to practice every day to guarantee that it would never happen again. Then, terrible news. The God of Fighting claims Baek as yet another victim.

Hwoarang now has a purpose in life. He will participate in the tournament, beat Jin Kazama and seek revenge against the God of Fighting.

==============================================================================
= :: Hwoarang (Bob) ::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================
            ___ ___
           /   |   \__  _  ___________ ____________    ____   ____
          /    ~    \ \/ \/ /  _ \__  \\_  __ \__  \  /    \ / ___\
          \    Y    /\     (  <_> ) __ \|  | \// __ \|   |  Y /_/  >
           \___|_  /  \/\_/ \____(____  /__|  (____  /___|  |___  /
                 \/                   \/           \/     \/_____/

==============================================================================
= :: Hwoarang (Bob) ::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================

::Special Conventions::

LFF - Left Foot Forward (Basic Stance)
RFF - Right Foot Forward
LFL - Left Flamingo (Left Foot In Air)
RLF - Right Flamingo (Right Foot In Air)

-Special Arts-

Moves From Left Foot Forward Stance (LFF)

Move Name              Command            Lev.    Damage             Com.

Disrespect             1+2                -       -                  BK
Stance Change          3+4                -       -                  RFF

Migraine               1,1                hh      5,8(6,9)
Slice And Dice         1,1,3              hhl     5,8,10(6,8,10)
Home Surgery           1,1,3,3            hhlh    5,8,18(6,8,10,18)
Left-Right             1,2                hh      5,10(6,10)
Rejected               1,2,3              hhm     5,10,16(6,10,16)
Rejection              1,2,4              hhh     5,10,25(6,10,37*)
Machine Gun Kicks High 3,3,3,3            hmmh    15,12,10,25        GS JG
Disorderly Conduct     3,3,4[F]           hmh     15,12,20           RFL[LFF]
Party Hearty           3,3,3,4[F]         hmmh    15,12,20,15        RFL[LFF]
Rock Your World        3,3,4,4            hmhm    15,12,10,20        RFF
Total Outrage          3,3,3,4,4          hmmhm   15,12,10,20,15     RFF
Menace                 3,3,d+3            hml     15,12,7
Menace To Society      3,3,d+3,4[F]       hmlh    15,12,7,13         RFL[LFF]
Menace To Society Dbl  3,3,d+3,4,4        hmlhm   15,12,7,13,15      RFF
Flying Eagle           3~4                mh      15,28
Ax Murderer            4,3                hm      14,20
Hot Feet               4,4,4,4            hhhm    14,10,10,20        TS
Toe Jam                4,4                hh      14,10
Rude Boy               4,f+3              hm      14,17
Hard Rocker            4,f+4              hh      14,20
Kitchen Sink           4,4,b+4            hhh     14,10,10
Da Bomb                4,4,f+4            hhh     14,10,25
Blizzard Kicks         4,4,4,3            hhhL    14,10,10,10
Rusty Knife            f+2                m       15                 RFF
Tetanous               F+2                m       15
Left Flamingo Feint    f+3,N              -       -                  LFL
Ecoli                  [f+_f,N,d,d/f]+3~3 m       22
Doggie Lift            f+4                h       20                 RFL
Grand Theft            f+4,4              hm      20,15              RFF
Spiral Tap             f,f+3              m       30                 RFF
Torpedo Kick           f,f+4              h       30                 OB #1
Body Blow              d/f+1+2            m       10
Public Enemy           d/f+3,4            mm      17,21
Reverse Shot           b+2                h       12
Nose Bleeder-Right     b+4                h       28                 OS RFF
Firecracker            d+4,4              lh      7,22               JG
Crippler               d/b+4              L       10                 OSc
Repeater               d/b+4~4            m       30                 #2
Sky Rocket             f,N,d,d/f+4        m       23                 JG
Jump Kick              u+3                h       20                 LFL
Hunting Hawk           u/f+3,4,3          mmh     15,14,25           GS
Tsunami Kick           WS+4,4             mM      13,15              RFF
Low Parry              [d_d/b]+[1+3_2+4]  -       -
Dynamite Heel          d/b+3+4            {!}     40
  = Dynamite Cancel      = b,b            -       -                  LFL

Moves From Right Foot Forward Stance (RFF)

Move Name              Command            Lev.    Damage             Com.

Disrespect             1+2                -       -                  BK
Stance Change          3+4                -       -                  LFF

Migrane                1,1                hm      10,12              LFF
Big Fists              2,1,1              hhm     6,10,12            LFF
Ecoli                  3,3                lh      15,40              TS LFF
Backlash               3~4                h       36(54*)            TS LFF
Chainsaw Kick          4,3                hM      15,20
Cheap Shot             f+3                h       25                 LFL
Cheap Shot-R-Treat     f+3,B              h       25
Bad Dancer             f+3,3              hm      15,20
Grand Theft            f+4~4              m       20                 JG
Rip-off                f,f+3              h       25                 GS
Screw Kick             f,f+4~3            mh      18,20              GS
Nose Bleeder-Left      b+3                h       28                 OS LFF
Misdemeanor            b+4                m       32                 TS

Moves From Left Flamingo Stance (LFL)

Move Name              Command            Lev.    Damage             Com.

Flamingo Sidestep      [u_d]              -       -
Flamingo Steppin'      f                  -       -
Flamingo Back Dash     b                  -       -
Left Punch             1                  h       12
Right Backhand         2                  m       12
Rocket Launcher        3,3,3              mmh     22,10,25           GS JG
Cannon Kicks           3,3,4[F]           mmh     22,10,20           RFL[LFF]
Kick Combo             3,3,4,4            mmhm    22,10,20,15
Jump Kick              4                  h       28                 RFL
Left Snap Kick         f+3                m       18
Snap Spin Kick         b+3                m       32                 GS
Left Cutter            d/b+3              l       12
Right Cutter           d/b+4              l       15
Power Blast            1+4                !       80
  = Blast Cancel       b,b                -       -                  LFF

Moves From Right Flamingo Stance (RFL)

Move Name              Command            Lev.    Damage             Com.

Flamingo Sidestep      [u_d]              -       -
Flamingo Steppin'      f                  -       -
Flamingo Back Dash     b                  -       -
Left Backhand          1                  m       12
Right Punch            2                  h       12
Jump Kick              3                  h       25                 LFL
Super Right            4                  m       20                 DSc RFF
Right Snap Kick        f+4                m       18
Snap Spin Kick         b+4                m       32                 GS
Left Cutter            d/b+3              l       15
Right Cutter           d/b+4              l       13

#1: hwoarang recovers BK if Torpedo Kick is guarded against.
#2: if unguarded, opponent recovers in Slide Position (SLD).

-Throws-

Throw Name           Command             Position   Damage     Escape

Pick Pocket          1+3                 f-throw    20,10      1
Human Cannonball     2+4                 f-throw    18,20      2
Door Mat             QCB+3               f-throw    40         1
Leg Hook             d,D/B+1+3           f-throw    30         1+2
Roll and Choke       f,f+2               f-throw    30         2
Slaughterhouse       [1+3 or 2+4]        b-throw    55         -
Bring It On          [1+3 or 2+4]        ls-throw   38         1
Dead-end             [1+3 or 2+4]        rs-throw   22,22      2


-Strings-

          ::Command Flowchart::                          ::Statistics::
 _______________________________________        _____________________________
|_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
 _______________________________________
|LFL|   |   |   |   |   |   |   |   |   |
| 2 | 2 | 3 | 4 @ 3 | 4 @ 4 | 4 | 4 | 3 |  Lev:  m  h  h  l  m  m  l  h  m  h
|___|___|___|___|___|___|___|___|___|___|  Dam: 12  7 10  7  7  8  7 10 21 42
   ___|
 _|_                                       -----------------------------------
|RFL|
| 1 |                                      Lev:  m
|___|                                      Dam: 12
 _______________________________________        _____________________________
|_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|


-Basic Move Frame Info-

Ex = Execution / Grd = Advantage if opponent guards
Hit = Advantage if hits opponent / Cnt = advantage if hits on counter hit (CH)
+ = your advantage / - = opponents advantage
D = knocks opponent down / s = staggers opponent for # of frames
 __________________________________________________________________________
|      1       |      F+1     |      2       |      F+2     |      3       |
|______________|______________|______________|______________|______________|
|  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|10| +1| +9|+10|10| 0 | +6| +9|10| 0 |+11| +9|15| -6|  +5   |14| -7|  +4   |
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|_______|__|___|_______|

 __________________________________________________________________________
|      F+3     |      4       |      F+4     |     FC 1     |      d+1     |
|______________|______________|______________|______________|______________|
|  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|     N/A      |11| -4| +7|s28|17|    N/A    | 8| -2|  +9   | 8| -2|  +9   |
|______________|__|___|___|___|__|___________|__|___|_______|__|___|_______|

 __________________________________________________________________________
|     FC 2     |      d+2     |     FC 3     |      d+3     |     FC 4     |
|______________|______________|______________|______________|______________|
|  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|10| -2|  +9   |10| -2|  +9   |16|-14|  -3   |17|-16|  -2   |12| -8|  +3   |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|

 __________________________________________________________________________
|      d+4     |     WS+1     |     WS+2     |     WS+3     |     WS+4     |
|______________|______________|______________|______________|______________|
|  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|19|-17|  -6   |10| -4|  +7   |15| -7|   D   |14|-18|   D   |11| -3|  +8   |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|

 __________________________________________________________________________
|     d/f+1    |     d/f+2    |     d/f+3    |     d/f+4    |     u/f+4    |
|______________|______________|______________|______________|______________|
|  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|13| +1|  +8   |14| -8|s24| D |14|-14|  -3   |12| -4|  +7   | ?|  ?|   D   |
|__|___|_______|__|___|___|___|__|___|_______|__|___|_______|__|___|_______|
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Eddy Gordo

Origin:
Brazil
Fighting Style:
Capoeira
Age:
27
Height:
188 cm
Weight:
75 kg
Blood Type:
B
Occupation:
None
Hobby:
Leadership training
Likes:
Power
Dislikes:
Weakness

Eddy was born into one of the richest families in Brazil. Since he was a small boy he knew he would one day take over the family business. He was well-liked in his home town because he was a hard worker who treated others as his equals.

One day, when he was 19, Eddy came home from school to find his father shot and dying. He recalled that his father had been unusually nervous and fearful in recent weeks.

Eddy’s father working to destroy the drug cartel in Brazil. His untimely death occurred just when he had obtained enough evidence to put the kingpins away for good. In his last breaths, Eddy’s father told him, “Now is not the right time to fight. Falsely admit to the crime and hide in prison. Only there will you be safe”. Eddy went along with his father’s last wish and the model student went from a life of luxury to incarceration as a murderer.

Prison life was hell and not a day went by that Eddy didn’t vow to get even with his father’s killers. One day during a prison riot he watched an old man with great power fighting using a technique he called Capoeira. For 8 years Eddy practiced until he became a master and could be considered a lethal weapon.

Upon his release from prison, Eddy heard about the ‘King of Iron Fist Tournament 3’ and the MFE. He decided to enter the tournament, believing he could persuade the MFE to help him seek his long-awaited revenge.

==============================================================================
= :: Eddy Gordo (Tiger Jackson) ::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================
     ___________   .___  .___         ________                 .___
     \_   _____/ __| _/__| _/__.__.  /  _____/  ___________  __| _/____
      |    __)_ / __ |/ __ <   |  | /   \  ___ /  _ \_  __ \/ __ |/  _ \
      |        Y /_/ / /_/ |\___  | \    \_\  (  <_> )  | \/ /_/ (  <_> )
     /_______  |____ \____ |/ ____|  \______  /\____/|__|  \____ |\____/
             \/     \/    \/\/              \/                  \/
               _____ _                  _         _
              |_   _(_)__ _ ___ _ _  _ | |__ _ __| |________ _ _
                | | | / _` / -_) '_|| || / _` / _| / (_-< _ \ ' \
                |_| |_\__, \___|_|   \__/\__,_\__|_\_Y__|___/_||_|
                      |___/

==============================================================================
= :: Eddy Gordo (Tiger Jackson) ::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================

::Special Conventions::

HSP - Handstand Position
RLX - Relaxed Position

-Special Arts-

Move Name              Command            Lev.    Damage             Com.

One-Two Punches        1,2                hh      6,15
Rewinder Away          1+2                -       -
Rewinder Near          d+1+2              -       -
Slippery Kick          3~4                LL      10,10              RLX #1
  = Slider               = 4              l       15                 #1
  = Side Flop            = 4,4            ll      15,15              #1
  = Slider-Needle        = 4,1+2          lm      15,25
  = Slider-Hammerhead    = 4,1+2,1+2      lm      15,30
Satellite Moon         4~3                m       25
  = Hot Plate Special    = 3              m       15                 RLX #1
  = Roundhouse           = 4              m
Back Handspring Kick   3+4                M       25
Fakie Handspring       3+4~b              -       -                  HSP
Crying Needle          FC,1+2             m       25
Hammerhead             FC,1+2,1+2         m       30
Front Stinger          [FC_WS+]3+4        M       20                 #1 #2
Face Jammer            WS+3               h       25
Circle Kick            WS+4               m       20
Shin Cutter Combo      f+2,1,4            hhm     8,10,20
Brush Fire             f+3                m       25                 HSP
Samba                  f+4                m       20                 #1 #3
Handstand (HSP)        f+1+2              -       -                  HSP
Lunging Brush Fire     f,f+3              m       30                 #1 #2
Back Summy             f,f+4              -       -
Back Summy-Fire Kick   f,f+4,3            L       20                 RLX
Back Summy-High Thrust f,f+4,4            m       35                 RLX
Boomerang              f,f+3+4            M       16                 BNc
Elbow Sting            d/f+1              m       10
Elbow Uppercut         d/f+2              m       15
Toe Tap                d/f+3              m       15                 HSP
Kneecap Crusher        d/f+4              l       12
Freak Show             d/f+3+4            m       20                 JG
Knee Thruster          b+3                m       20
Leg Whip               b+4                h       15                 DS #1
Leg Whip-Thing Bikini  b+4,3,3            hLm     15,12,25
Leg Whip-Low Kick      b+4,3,4            hLl     15,12,15           #1
Leg Whip-Needle        b+4,3,4,1+2        hLlm    15,12,15,15
Leg Whip-Hammerhead    b+4,3,4,1+2,1+2    hLlm    15,12,15,30
Leg Whip-Low Kicks     b+4,3,4,4          hLll    15,12,15,15        #1
Leg Whip-Mars Attack   b+4,4              hM      15,12              #2
Leg Whip-Mars Attack   b+4,4,3+4          hMM     15,12,25,20
Weed Whacker           d/b+3              L       12                 #1
Bushwhacker            d/b+3,3            LM      12,25
Shin Cutter            d/b+3,4            Ll      12,15              #1
Cross Cutter           d/b+3,4,4          Lll     12,15,15           #1
Cut Cross Needle       d/b+3,4,1+2        Llm     12,12,15
Cut Cross Hammerhead   d/b+3,4,1+2,1+2    Llm     12,12,30
Bushwacker-Hot Plate   d/b+3,N+3          Lm      12,13              #1
Cutting Leg Whipper    d/b+3,N+4          Lh      12,15              #4
Barbed Wire            d/b+4(4...)        h(h)    15(30...)
Barbed Wire-Handstand  d/b+4(4...)b+4     h(h)m   15(30...)12        HSP
Roundhouse             [u_u/f]+4          m       28
Fire Kick              [u_u/f]+3+4        m       20                 #2
Backflip               u,u/b,b            -       -
  = Handstand          ~f                 -       -                  HSP
Fruit Picker           d/b+3+4            !!      40,40
  = Picker Cancel      b,b                -       -

Moves From Handstand Position (HSP)

Handstand Walking      F                  -       -
Regular Stance         b                  -       -
Handstand Tilt Away    u                  -       -
Handstand Tilt Near    d                  -       -
Rotator                [u_d][3_4]         m       25
Perch                  D                  -       -                  JG
  = Flop Kick            = 3+4            m       25                 HSP
Flop Right             1                  m       10
Calypso                1,3,3              mlm     10,15,25
Flop Left              2                  m       10
Circus                 2,4                ml      10,12              #1
Carnival               2,4,3              mll     10,12,25
Giant Step             3                  l       15                 RLX
Psyche Out             3~b                -       -                  HSP
Slippery Kick          3~4                ll      10,13              RLX #1 #3
Helicopter             4                  Smm     12,12              HSP
Circle Sit             4,3+4              Smmll   12,12,10,10        RLX #1 #3
Slice Kick             u+[3_4]            M       10                 HSP #2
Hot Plate Special      b+3                m       15                 RLX #1

Moves During Rewinder (During Rewinder or Side Step)

Hand Slaps             1+2                h       12,15
Mirage                 1+2~3              hm      12,20              JG
Island Mirage          1+2,3              hhm     12,15,13           HSP
Cruncher               2                  m       18                 JGc
Hot Plate Special      3                  m       15                 RLX #1
Swirl Kick             4                  l       15                 #1
  = Spinner            3                  L
  = handspring         3+4                M                          #1 #2
Wheel                  3+4                hM      6,6
Sau Paulo Special      3+4(x3),u/f+3+4    hMMMm   6,6,30,18,20
Chop Down              u+3                M       ?
Chop Down-Freak Show   u+3,3              Mm      ?                  JG
Chop Down-Take Down    u+3,d+3            ML      ?
Chop Down-Kick Out     u+3,3+4            Ml      ?                  RLX

Moves From Relaxed Position (RLX)

Low Header             1+2                m       20
Hammerhead             1+2,1+2            m       30
Rio Delight            3,4                mm      7,28
Scoop Up Kick          3~4                m       20                 JG
Back Handspring Kick   3+4                M       25
Fakie Handspring       3+4~b              -       -                  HSP
Low Stinger Combo      4,3+4              mm      10,25              #1
Twister-Handstand      4~3                LL      12                 HSP
Twister-Slippery Kick  4~3,3+4            LLL     12,10,10           RLX #1 #3

#1: holding back puts Eddy into HSP.
#2: holding down puts Eddy into RLX.
#3: can link directly into Slippery Kick series.
#4: can link directly into any of the Leg Whip series.


-Throws-

Throw Name           Command             Position   Damage     Escape

Rio Deal             1+3                 f-throw    30         1
Rio Special          2+4                 f-throw    30         2
Rodeo Spin           HCF+1+2             f-throw    55         1+2
Air Mail             [1+3 or 2+4]        b-throw    60         -
Missile Launcher     [1+3 or 2+4]        ls-throw   40         1
Shadow Dancer        [1+3 or 2+4]        rs-throw   42         2


-Strings-

          ::Command Flowchart::                          ::Statistics::
 _______________________________________        _____________________________
|_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
 _______________________________________
|   |   |   |   |   |   |   |   |d/b|u/f|
|4~3@ 4 | 2 | 4 | 4 |3+4|3+4|3+4| + | + |  Lev:  m  m  h  h mm  m hm  m  m  m
|___|___|___|___|___|___|___|___|3+4|3+4|  Dam: 20 28  7  8 22 10 12 21 15 20
              |___
                 _|_                       -----------------------------------
                |   |
                | 3 |                      Lev:              L
                |___|                      Dam:             12
 _______________________________________        _____________________________
|_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|


-Basic Move Frame Info-

Ex = Execution / Grd = Advantage if opponent guards
Hit = Advantage if hits opponent / Cnt = advantage if hits on counter hit (CH)
+ = your advantage / - = opponents advantage
D = knocks opponent down / s = staggers opponent for # of frames
 __________________________________________________________________________
|      1       |      F+1     |      2       |      F+2     |      3       |
|______________|______________|______________|______________|______________|
|  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|10| -1| +7| +8|10| -1| +7| +8|10| 0 |  +8   |12|-10|  +1   |15|-18|  -7   |
|__|___|___|___|__|___|___|___|__|___|_______|__|___|_______|__|___|_______|

 __________________________________________________________________________
|      F+3     |      4       |      F+4     |     FC 1     |      d+1     |
|______________|______________|______________|______________|______________|
|  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|18|    N/A    |12| -5| +4| D |23|-18|  -7   | 8| -4|  +7   | 8| -4|  +7   |
|__|___________|__|___|___|___|__|___|_______|__|___|_______|__|___|_______|

 __________________________________________________________________________
|     FC 2     |      d+2     |     FC 3     |      d+3     |     FC 4     |
|______________|______________|______________|______________|______________|
|  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|10| -2|  +9   |10| -2|  +9   |16|-17|  -3   |16|-17|  -3   |13| -7|  +4   |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|

 __________________________________________________________________________
|      d+4     |     WS+1     |     WS+2     |     WS+3     |     WS+4     |
|______________|______________|______________|______________|______________|
|  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|13| -7|  +4   |10| -3|  +7   |15| -7|   D   |18| -6|   D   |14| -4|  +7   |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|

 __________________________________________________________________________
|     d/f+1    |     d/f+2    |     d/f+3    |     d/f+4    |     u/f+4    |
|______________|______________|______________|______________|______________|
|  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|13| -5|  +3   |14|-10|   D   |15|    N/A    |16|-13|  -2   | ?|  ?|   D   |
|__|___|_______|__|___|_______|__|___________|__|___|_______|__|___|_______|
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> Enter Character Forum

Paul Phoenix

Origin:
USA
Fighting Style:
A hybrid martial arts style based on judo
Age:
46
Height:
187 cm
Weight:
81 kg
Blood Type:
O
Occupation:
None. Still trains with the intention of becoming the #1 fighter in the universe.
Hobby:
Motorcycles
Likes:
Pizza, smell of gasoline
Dislikes:
Freeways in Japan (he was caught in a massive traffic jam during the previous Tournament)

In the last tournament Paul earned the right to fight Kazuya, but a multi-car accident on the expressway prevented Paul from getting to the match on time. He was forced to forfeit.

Through Paul enviable career, he has yet to win the one tournament that would mark him as being one of the true greats.

Last spring he received an unexpected invitation to the ‘3rd King of the Iron Fist Tournament’. With training still a part of his daily regiment, he is still in peak condition and feels he still has what it takes to win the big one. Though now 46, he still has the eyes of an eagle with the strength and reflexes of a tiger!

==============================================================================
= :: Paul Phoenix ::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================
     __________             .__
     \______   \____   __ __|  |
      |     ___|__  \ |  |  \  |
      |    |    / __ \|  |  /  |__
      |____|   (____  /____/|____/__                         .__
                    \/ \______   \  |__   ____   ____   ____ |__|__  ___
                        |     ___/  |  \ /  _ \_/ __ \ /    \|  \  \/  /
                        |    |   |   Y  (  <_> )  ___/|   |  \  |>    <
                        \____|   |___|  /\____/ \___  >___|  /__/__/\_ \
                                      \/            \/     \/         \/

==============================================================================
= :: Paul Phoenix ::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
==============================================================================

-Special Arts-

Move Name              Command            Lev.    Damage             Com.

One-Two Punches        1,2                hh      5,15(6,15)
PDK Combo              1,4                hL      5,8                RC
PK Combo               2,3                hh      12,21
Reverse PDK Combo      2,d+3              hL      12,8               RC
Shoulder Ram           f+1+4              m       20
Quick PK Combo         f+2,3              hh      12,20
God Hand               f+1+2              m       32                 KS
Flash Elbow            f,f+2              m       15
Double Hop Kick-High   f,f+3,4,4          mmh     20,15,25
Triple Hop Kick Combo  f,f+3,4,[f_d/f]+4  mmm     20,15,15
Double Hop Kick-Low    f,f+3,4,[d/b_d]+4  mmL     20,15,15
Rolling Kick           f,f+4              M       20                 GS RC
Hammer Punch           d+1                m       15
Hammer-Power Punch     d+1,2              mm      15,26
Hammer-Falling Leaf    d+1,4,2            mlm     15,15,21
Down Strike            d+2                M       16                 #1
Falling Leaf           d+4,2              lm      15,20              CHP =P
Shredder               u/f+3,4            mm      17,28
Thruster               QCF+1              h       20                 JG DSc
Deathfist              QCF+2              m       33(49*)            CHP
Sway                   QCB,N              -       -
Sway-God Hammer        QCB,N+1            m       15                 BNc
Sway-Power Fist        QCB,N+2            m       18                 GS
Sway-Phoenix Rush      QCB,N+3,2<1        Lmm     12,21,25           #2
Sway-Stone Break Rush  QCB,N+3,2<2        LmL     12,21,21
Jaw Breaker            FC,d/f+2           m       21
Gut Buster             FC,d/f+2<1         mm      21,25
Stone Breaker          FC,d/f+2<2         mL      21,21
Taunt                  FC (for 1 sec)     -       -
  = Whiff Somersault     = u+2+3+4        m       25(-15 to you)     DY
Burning Fist           b+1+2              !       100

#1: can only be performed when opponent is downed.
#2: final hit does 19 damage if delayed.


-Throws-

Throw Name           Command             Position   Damage     Escape

Shoulder Flip        1+3                 f-throw    30         1
Arm Bar Rollover     2+4                 f-throw    30         2
Foot Launch          b+2+3               f-throw    35         2
Death Push Away      f,f+1+2             f-throw    35         1+2
Face Smash           d/f+1+2             f-throw    40         1+2
Phoenix Screw        [1+3 or 2+4]        ls-throw   45         1
Trip Push Down       [1+3 or 2+4]        rs-throw   40         2
Reverse Neck Throw   [1+3 or 2+4]        b-throw    50         -
Ultimate Tackle      d/b+1+2             f-throw    5          b+1+2
  = Arm Bar          1+2                 link       25         1+2,2,2,2,2 #1b
  = Ultimate Punches 2,1,2,1,2           link       5,5,5,5,5  [1_2]
    = Arm Bar        1+2                 link       25         1+2,2,2,2,2 #1b
  = Ultimate Choke   2,d+1,1,N,4,1,1+2   link       5,8,8,35   1

#1b: follow up from third hit of Ultimate Punches. Paul, Nina, King, Jin can
     reverse with 1+2,2,2,2,2 and deal 10 damage to Paul.


-Strings-

          ::Command Flowchart::                          ::Statistics::
 _______________________________________        _____________________________
|_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
                 ___
                |   |
                @ 2 |                      Lev:              m
                |___|                      Dam:             30
               ___|
 _____________|_________________________   -----------------------------------
|   |   |   |   |   |   |   |   |   |   |
| 1 | 2 | 3 @ 1 @ 4 | 2 | 1 @ 4 | 2 | 1 |  Lev:  h  h  m  m  l  m  h  m  L  m
|___|___|___|___|___|___|___|___|___|___|  Dam:  5 15  7  6  7  8  5  8 10 30
          |___
             _|_________________________   -----------------------------------
            |   |   |   |   |   |   |   |
            @ 2 | 1 | 2 | 1 @ 4 | 2 | 1 |  Lev:           h  m  h  h  l  m  m
            |___|___|___|___|___|___|___|  Dam:           5  7  4  5  7  8 30
 _______________________________________        _____________________________
|_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|


-Basic Move Frame Info-

Ex = Execution / Grd = Advantage if opponent guards
Hit = Advantage if hits opponent / Cnt = advantage if hits on counter hit (CH)
+ = your advantage /- = opponents advantage
D = knocks opponent down
 __________________________________________________________________________
|      1       |      F+1     |      2       |      F+2     |      3       |
|______________|______________|______________|______________|______________|
|  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
| 8| +2| +7|+11|10| +3| +7|+12|10| 0 |  +6   |12| 0 | +7|+11|16|-14|   D   |
|__|___|___|___|__|___|___|___|__|___|_______|__|___|___|___|__|___|_______|

 __________________________________________________________________________
|      F+3     |      4       |      F+4     |     FC 1     |      d+1     |
|______________|______________|______________|______________|______________|
|  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|16|-16|   D   |12| -4| +5| D |12| -4| +5| D | 8| -2|  +9   |14| -8| -8| +4|
|__|___|_______|__|___|___|___|__|___|___|___|__|___|_______|__|___|___|___|

 __________________________________________________________________________
|     FC 2     |      d+2     |     FC 3     |      d+3     |     FC 4     |
|______________|______________|______________|______________|______________|
|  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|10| -2|  +9   |10| -2|  +9   |16|-17|  -3   |16|-17|  -3   |12| -8|  +3   |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|

 __________________________________________________________________________
|      d+4     |     WS+1     |     WS+2     |     WS+3     |     WS+4     |
|______________|______________|______________|______________|______________|
|  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|14|-34|   D   |10| -4|  +7   |15| -7|   D   |16|-16|   D   |11| -6|  +6   |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|

 __________________________________________________________________________
|     d/f+1    |     d/f+2    |     d/f+3    |     d/f+4    |     u/f+4    |
|______________|______________|______________|______________|______________|
|  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
|13| 0 |  +6   |14| -8|   D   |16| -9|  +2   |12| -4|  +7   | ?|  ?|   D   |
|__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
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Lei Wulong

Origin:
China
Fighting Style:
Five-Style Chinese Martial Arts
Age:
45
Height:
175 cm
Weight:
65 kg
Blood Type:
A
Occupation:
Policeman
Hobby:
Movies, naps
Likes:
Electronics
Dislikes:
Crime and criminals

He drove Bruce to the brink of total defeat at the previous tournament, but unfortunately he managed to escape. After the tournament, Bruce’s homeward bound plane crashed against the ground. There once was a rumour that Kazuya’s corp made it happen in order to silence him, but Lei thinks it might be a disguised accident and doubts if Bruce is dead.

For 18 years since then, Lei has solved a lot of international crimes. He is such an agile person that doesn’t look 45 years old, therefore he is liked by everybody called by the name of “Super Police”, and the crime organizations all over the world were afraid of that name most.

In the meantime, the cases that the prominent martial artists are missing frequently happen within the jurisdiction of his station. Lei, who was investigating the cases, was visited by Heihachi Mishima, the head of Mishima financial group, who asked Lei to participate in “The King of Iron Fist Tournament 3”. Lei couldn’t understand the reasons why Heihachi asked him to participate, but he made up his mind to participate hearing him saying “You’ll see if you participate”.


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King

Origin:
Mexico
Fighting Style:
Pro Wrestling
Age:
28
Height:
200 cm
Weight:
90 kg
Blood Type:
A
Occupation:
Pro-wrestler, manager of an orphanage
Hobby:
Helping orphaned children
Likes:
Celebrating victory with Armor King
Dislikes:
Tears of children

He’s really King the second. Raised in King’s orphanage, he was 24 years old when the original King was killed. He put on the mask and assumed the role of King’s successor, in order to honor his mentor and save the orphanage.

The new King had only watched his mentor and really was incapable of fulfilling the legend. Armor King, knowing who killed King, felt an obligation to prepare King the Second for a rightful revenge.

Four years have passed and King the Second is now a skillful wrestler. Feeling the time is right, Armor King tells his student that the God of Fighting was responsible for King’s death. Armor King breaks down in tears as he tells the gruesome story. King the Second now knows his purpose in life.


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Jin Kazama

Origin:
Japan
Fighting Style:
Advanced Mishima Style Fighting Karate, Kazama Style of Self-Defense (a derivative of his mother’s style)
Age:
19
Height:
180 cm
Weight:
75 kg
Blood Type:
AB
Occupation:
Martial Artist
Hobby:
Walks in the forest
Likes:
Mother’s teachings
Dislikes:
Deception

At the age of 15, Jin found out that he was Kazuya Mishima’s son. At the same time, he lost his mother, Jun Kazama. Jin trained himself under the supervision of Heihachi with the intention of defeating the “God of Fight”, who is supposed to have killed his mother. Heihachi was not only his grandfather, but a reliable teacher.

Four years have passed. Having mastered the Kazama style of Judo and Mishima style fighting karate, Jin starts to take action as a martial artist.


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Mokujin

Origin:
Wooden Person
Fighting Style:
Mimicry
Age:
Unknown
Height:
178 cm
Weight:
95 kg
Blood Type:
Sap
Occupation:
Training Dummy
Hobby:
Mimicry
Likes:
Mimicry
Dislikes:
Mimicry

I KNOW YOU ARE BUT WHAT AM I?

Mokujin is a training dummy made from a 2000 year old oak tree.

Mokujin has been kept in a museum for a long time, but when the God of Fighting awoke, it gained self-identity and started to act on its own. Some people say it is motivated by the desire to help martial artists and only God and Mokujin know for sure.


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Dr. Boskonovitch

Origin:
Russia
Fighting Style:
Everything That He Knows
Age:
Unknown
Height:
Unknown
Weight:
Unknown
Blood Type:
Unknown
Occupation:
Research to Revive His Dead Daughter
Hobby:
Chess
Likes:
Vodka
Dislikes:
Unknown

Dr. Boskonovitch was a leading scientist of the former USSR. At the age of 12, he designed an new type of ballistic missile, and instantly became famous in the scientific world. After losing his own daughter, Boskonovitch has been doing research on human resurrections and cold-sleep machines. Through these experiments, he became active in cloning and the creation of andriods, such as Jack.

With no sense of good or evil, he works only to somehow revive his daughter.

During the first King of Iron Fist tournament, he was captured by Kazuya Mishima and was forced to do genetic research pertaining to martial artists. However, he was also able to create a new type of cold-sleep machine. He is responsible for saving Yoshimitsu from death, and Boskonovitch himself was also saved from the Mishimas by Yoshimitsu.

Now, Boskonovitch is infected with a mysterious disease. In order to cure himself and to revive his daughter, he needs the blood of the fighting god. He is the only man in the world who knows the truth behind the mysterious fighting god in this tounament.


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Bryan Fury

Origin:
USA
Fighting Style:
Kick Boxing
Age:
29
Height:
186 cm
Weight:
80 kg
Blood Type:
AB
Occupation:
Collecting Brain Data
Hobby:
Collecting Cigarette Lighters
Likes:
Haircuts, Loneliness, and his Pants
Dislikes:
Bright Sunlight

Bryan Fury, an officer in the International Police Organization was killed in a shoot-out in Hong Kong.

Bryan’s corpse was transported to the laboratory of a man named Dr. Abel. This 88-year-old scientist was fairly famous in the underground society, but his findings were often preceded by Dr. Boskonovitch’s. However, at last, he came to the last step of completing his master project... the Cyborg Army. Dr Abel thought that a perfect cyborg must have the mechanics built by his rival, Dr. Boskonovitch and reanimated Fury’s body and sent him off to collect this data.

In his former life, Bryan was known as a skillful detective, but on the other side, he was always followed by dark rumors. Investigating the Hong Kong drug trade, Lei Wulong discovered that Fury had connections with drug dealers.

Bryan sneaks into the “King of Iron Fist Tournament”, targeting Yoshimitsu who has strong ties with Boskonovitch.


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KUMA / PANDA

Origin:
Heihachi’s Pet
Fighting Style:
Advanced Bear Fighting
Age:
8
Height:
280 cm
Weight:
210 kg
Blood Type:
Unknown
Occupation:
Bodyguard to Heihachi
Hobby:
Training and Cooking Salmon
Likes:
TV, Heihachi, and Panda
Dislikes:
Small Black and White TV (Because it’s hard to see)

The first Kuma died of old age during its travels with Heihachi. Its child, also named Kuma, became Heihachi’s second pet.

This Kuma is smarter than its father, and a good bodyguard for Heihachi. One day, when it was absorbed in watching TV, it suddenly went wild at the sight of a martial artist with a scarlet go-gi. It was Paul Phoenix!

Kuma has trained since that day to defeat Paul in battle. It doesn’t think anything of the God of Fighting, only of defeating Paul.

By the way, Kuma is secretly in love with Xiaoyu’s Panda.

Origin:
China
Fighting Style:
Advanced Bear Fighting
Age:
7
Height:
277 cm
Weight:
200 kg
Blood Type:
Unknown
Occupation:
Xiaoyu’s Pet
Hobby:
Taking Care of Flower Garden
Likes:
Ling Xiaoyu
Dislikes:
Kuma

She is cared for at Ling Xiaoyu’s high school. To participate in the tournament, Ling moved to the Mishima Industrial College in Japan. Heihachi taught Panda advanced bear fighting so that she could act as a bodyguard for Xiaoyu during the tournament. Although Kuma is fond of Panda, she dislikes him and keeps her distance.


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Heihachi Mishima

Origin:
Japanese (although Japanese government denies it)
Fighting Style:
Mishima style Fighting Karate
Age:
73
Height:
179 cm
Weight:
80 kg
Blood Type:
B
Occupation:
Leader of Mishima Financial Empire
Hobby:
Meditation, bathing
Likes:
Ruling the world
Dislikes:
Nothing

Heihachi retrieved the Mishima Financial Empire by defeating his son.

Scheming to further develop the MFE, Heihachi organized “Tekken Force”, the MFE’s private corps and dispatched them to settle disputes and brought waste land under cultivation to feed the poor countries of the world to gain support of leaders worldwide.

Fifteen years later, a secret excavation by the Tekken Forces in Central American ruins unearths an unusual find. They were annihilated by a mysterious being.

Heihachi realized that the mysterious being could be the legendary God of Fighting, and took action to realize his life’s goal, to capture the God of Fighting and therefore rule the world.

One day, Heihachi was visited by a 15-year-old boy named Jin Kazama. Being informed that Jin was his grandson and hearing what had happened to his mother Jun, Heihachi reasoned that the God of Fighting thrives on the “strong souls” of others. Heihachi trained Jin to use him as a decoy to lure the God of Fighting.

In Jin’s nineteenth year Heihachi declared to the world that the third ‘King of the Iron Fist Tournament’ was forthcoming. At the same time he noticed that Jin, the youngest of Mishima bloodline, began to show the same “dangerous power” as Kazuya had. Heihachi decided to dispose of Jin after he lured the God of Fighting in order to end the doomed destiny of the MFE.


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Ogre

Origin:
None
Fighting Style:
Unknown, legend says it absorbs one’s soul
Age:
Unknown, perhaps timeless
Height:
Unknown, varying reports
Weight:
Unknown, varying reports
Blood Type:
Unknown
Occupation:
None
Hobby:
None
Likes:
None
Dislikes:
None

The legend of Native Americans says the Ogre was the war weapon which creatures from outerspace left on earth in ancient times. It understands entire structures of all living and artificial beings, and absorbed them.

It wanders the earth in search of strong souls.


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True Ogre

Origin:
None
Fighting Style:
Unknown, legend says it absorbs one’s soul
Age:
Unknown, perhaps timeless
Height:
Unknown, varying reports
Weight:
Unknown, varying reports
Blood Type:
Unknown
Occupation:
None
Hobby:
None
Likes:
None
Dislikes:
None

The legend of Native Americans says the Ogre was the war weapon which creatures from outerspace left on earth in ancient times. It understands entire structures of all living and artificial beings, and absorbed them.

It wanders the earth in search of strong souls.


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Julia Chang

Origin:
Native American
Fighting Style:
Various Chinese Martial Arts
Age:
18
Height:
165 cm
Weight:
54 kg
Blood Type:
B
Occupation:
Archeology Student
Hobby:
Hunting
Likes:
Buffalo
Dislikes:
Mishima Financial Empire

Julia studies archeology in Michelle Chang’s tribal lands. As a baby, Julia was deserted in the ruins of ancient Native American settlements, where Michelle found her. Michelle rescued Julia and brought her up with love. Julia loved Michelle and her adopted tribe and trained with Michelle to protect her beloved homeland.

When Julia was 18, stories of sudden disappearances of famous martial artists all over the world began to reach the tribe. The tribe knew the cause, which was contained in the tribal legends...the legend of the God of Fighting. People in the tribe feared that Michelle’s pendant, the key to Native American sacred treasure, had something to do with the disappearances.

With apprehension spreading through the tribe, Michelle left for Japan to ask Heihachi why he had sought to take the pendant during the second tournament. Michelle hoped to learn about the origin of the God of Fighting’s power. Michelle did not return. Julia suspected Heihachi and now seeks him out to discover the truth.


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Gun Jack

Origin:
Unknown
Fighting Style:
Power fighting, guns are installed in both arms (though defected)
Age:
7
Height:
220 cm
Weight:
170 kg
Blood Type:
Plutonium
Occupation:
Purpose unknown
Hobby:
Weapon training
Likes:
Self-analysis
Dislikes:
Scrap factories

When Jane, now a physicist, was eight years old, she was rescued from a bacteriological war by the Russian military robot Jack-2. However, Jack-2 was later destroyed by a satellite weapon as Jane, still a young girl, watched in horror.

Jane, now 27, could not forget the nightmare of Jack-2’s having collapsed beside her. She spent ten years restoring Jack-2 to 90% functionality, but it seemed to have lost the humane characteristics that set it apart from Jack-1.

Jane worked hard analyzing the program in order to return to Jack2 the gentle soul which had saved her life. Through detailed analysis, she found that most of Jack-2’s programming was created by Mishima Heavy Industry, one of the subsidiaries of the Mishima Financial Empire. Moreover, she discovered a hidden program... ‘Project Gun Jack’. It laid the groundwork for a new weapon, a pivot gun.

In order to restore Jack-2 completely, Jane had to approach Mishima Financial Empire and solve the mystery of the project. She quickly installed the hidden program and brought to Mishima Financial Empire the newly dubbed Gun Jack.


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Anna Williams

Origin:
Irish
Fighting Style:
Assassination techniques based on bone martial arts and Akido
Age:
20
Height:
163 cm
Weight:
49 kg
Blood Type:
A
Occupation:
Student (retired)
Hobby:
Planting false memories in Nina
Likes:
Espresso Coffee, Jerry (from “Tom & Jerry”)
Dislikes:
Nina, because she is no longer interested in her

19 years ago Kazuya confided some alarming news to Anna. Her sister Nina was planning to become a guinea pig of Dr. Boskonovitch’s “Cold Sleep”. As much as they quarreled, Anna would miss her sleeping sister. Worse yet, she would continue to age while her sister was frozen in time! She too went to Boskonovitch, subjected her to the Cold Sleep, and asked to be awakened along with Nina.

Sensing the God of Fight’s evil presence, both Nina and Anna awoke 19 years later. Making an effort to continue their sibling rivalry, Anna was saddened to find that her sister had somehow lost all memeory of her. Now, rather than fighting, Anna felt the need to help Nina and prevent her from again becoming an assassin.


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Gon

Origin:
Unknown
Fighting Style:
Unknown
Age:
Unknown
Height:
Unknown
Weight:
Unknown
Blood Type:
Unknown
Occupation:
Unknown
Hobby:
Unknown
Likes:
Unknown
Dislikes:
Unknown

Unknown


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