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Tao Feng: Fist of the Lotus FAQ

by Ed Osciak III

Tao Feng: Fist of the Lotus
Version: Final - August 24, 2003
Creator: Ed Osciak III
Alias: Psycho0022
Platform:  XBOX
Email: [email protected]


Copyright 2003, Ed Osciak III
This walkthrough may not be changed, reproduced, or printed in any form 
without the author\'s expressed permission.  This FAQ is owned and made 
by me.  Feel free to print out and distribute this FAQ as long as 
nothing is changed.  However, if you wish to post this guide on your 
website, please email me first!


=================
TABLE OF CONTENTS
=================

SECTION 1: The History Behind Tao Feng  
SECTION 2: Pale Lotus Sect (Biographies)
     SECTION 2.1: Master Sage
     SECTION 2.2: Fiery Phoenix
     SECTION 2.3: Fierce Tiger
     SECTION 2.4: Iron Monk
     SECTION 2.5: Jade Dragon
     SECTION 2.6: Divine Fist
SECTION 3: Black Mantis Sect (Biographies)
     SECTION 3.1: Wulong Goth
     SECTION 3.2: The Fatalist
     SECTION 3.3: Exile
     SECTION 3.4: Vapor
     SECTION 3.5: Divinity
     SECTION 3.6: Geist
SECTION 4: Default Controller Configuration 
SECTION 5: Way of the Pale Lotus (Move Lists)
     SECTION 5.1: Master Sage
     SECTION 5.2: Fiery Phoenix
     SECTION 5.3: Fierce Tiger
     SECTION 5.4: Iron Monk
     SECTION 5.5: Jade Dragon
     SECTION 5.6: Divine Fist 
SECTION 6: Way of the Black Mantis (Move Lists)
     SECTION 6.1: Wulong Goth
     SECTION 6.2: The Fatalist
     SECTION 6.3: Exile
     SECTION 6.4: Vapor
     SECTION 6.5: Divinity
     SECTION 6.6: Geist
SECTION 7: Un-lockable Character (Zhao Yen)
     SECTION 7.1: Zhao Yen
SECTION 8: Un-lockable Stage (Ethereal Plane of Immortality) 
SECTION 9: Acknowledgments
 

======================================
SECTION 1: THE HISTORY BEHIND TAO FENG
======================================

     Tao Feng takes place in Metro China, the largest population center 
in New China, a fictional country occupying the Pacific coast of North 
America.  With Mexico to the south, Canada to the north, and the United 
States to the east, New China is a sovereign nation, independent from 
the People\'s Republic of China.  Our story is based upon years of 
conflict between two ancient Chinese sects: the Pale Lotus and the 
Black Mantis.  The leader of the Pale Lotus has been known fro 
generations as the Master Sage, and for as long as there have been a 
Black Mantis sect, their leader has been called Wulong Goth.

     The members of these sects have battled for centuries and now the 
fight has intensified over two tablets that contain riddles revealing 
the hiding places of the long lost treasures of the Pale Lotus temple.  
According to legend, these treasures may be used to bargain with the 
gods of immortality.  One tablet, the Yang tablet, is rightfully still 
in the possession of the Pale Lotus, but the Yin tablet was stolen by 
force and has fallen into the hands of the Black Mantis.  Through use 
of the tablets, both sects hope to recover the lost treasures and 
achieve immortality.  The Pale Lotus hope to defend truth and harmony, 
while the Black Mantis serve a much darker purpose.


=========================================
SECTION: 2: PALE LOTUS SECT (BIOGRAPHIES)
=========================================


========================
SECTION 2.1: MASTER SAGE
========================

Master   : MASTER SAGE
Real Name: Lo Shu
Height   : 5\'6\"
Weight   : 145lbs.
Age      : 90

     Master Sage incorporates Tai Chi in his fighting style, especially 
for his Chi Attacks.  He is able to create a sphere of pure chi energy 
which can be launched toward his opponent.  Lo Shu is unique among his 
generations of Master Sages who have come before him.  He is the first 
to grow up in a new country and never experience living in Old China.  
He is the only Master Sage not to study and train in the company of 
other Pale Lotus members at Tai He Gong (the supreme Harmony Temple).  
Finally, at age 90 years old, he is the first Master Sage who has lived 
nearly his entire life without facing the Black Mantis sect.

     However, Lo Shu has decades ahead of him to carry on the fight.  
Despite his advanced age, his mastery of chi gives him the endurance, 
agility, and reflexes of a man one-third his age.  Lo Shu is wise, 
patients, gentle in peace, strong in battle, and a grandfather figure 
to those who have joined his cause.  Once his mind is set, the Master 
Sage doesn\'t falter or doubt.  His role as protector of the new Pale 
Lotus is the most important thing in his life, and he would gladly 
sacrifice himself for any one of his comrades.

     Lo Shu\'s one fear, which he strives to hide from the others, is 
that he might fail them due to either lack of experience facing the 
Black Mantis or his lack of knowledge of the past.  After all, 
everything that Lo Shu knows he learned from one mentor: Shihao.  And 
though Shihao did his best to pass along all his wisdom, some Pale 
Lotus lore has inevitably been lost.


     HISTORY:  Though he was born in old China, Lo Shu was an infant 
when the lack Mantis raided the Perfect Harmony Temple.  Thus, he has 
no recollection of his father, his family, or his naive land.  His 
earliest memories are of the fields, orchids and rice fields in New 
China where Shihao worked.  Shihao never openly stated that they were 
in danger, but Lo Shu saw and mimicked the secretive habits of his 
foster father, learning to view every stranger with caution.  When Lo 
Shu was eight, Shihao moved them to Metro-China where Lo Shu attended 
school during the day.  But at night, he began an even more intense 
education.

     From Shihao, Lo Shu learned legends, myths, history, The Tao, and 
the martial arts of the Pale Lotus.  As one of the last survivors of a 
hunted sect, Lo Shu understood that what he must never reveal what he 
was learning.  Yet he felt the weight of a destiny that eluded him.  
When he heard the story of his parents\' death, or Shihao\'s battle with 
Iron Monk, he felt as though he should rise up and take action.  As he 
grew older and raised his family, he tried to set aside these feelings.  
He was respected for his knowledge of Feng Shui, he had fine children, 
and his life seemed quiet and settled.  But with each passing year, Lo 
Shu found himself questioning more and more whether he had followed the 
right path.  

     Finally, he decided that he could remain silent no longer.  In 
facing the Black Mantis, Lo Shu has found his true path and he will 
never veer from it.  He has trained a new generation and returned the 
Pale Lotus to life.  He is dedicated to winning the battle.
 

==========================
SECTION 2.2: FIERY PHOENIX
==========================

Pupil    : FIERY PHOENIX
Real Name: Jiao Feng
Height   : 5\'11\"
Weight   : 180lbs.
Age      : 22

     Fiery Phoenix is able to produce fire in wave that travel towards 
his opponents.  When he runs and jumps he takes a phoenix-like pose.  
Jiao is a fierce and competent fighter, but has a tendency towards 
reckless behavior that he needs to overcome.  He takes chances that he 
shouldn\'t, mainly to prove that he can handle everything.  He has a big 
heart, a generous nature, a sly sense of humor, and he laughs easily.  
Jiao Feng still yearns for vengeance on the one who killed his parents: 
Exile.


     HISTORY:  For generations, Jiao\'s family ran the Feng Packing 
Company from one of Metro-China\'s main piers.  Long before the Fengs 
gave Shihao both a job and their friendship when he and Lo Shu first 
arrived in Metro-China.  Lo Shu remained a close friend of the Feng 
family over the years and eventually Jin Feng (Jiao\'s father) consulted 
with Lo Shu to design a new headquarters along Feng Shui principles.  
The Feng\'s expansion did not sit well with Wulong Goth.

     He had been using the triads to drive out honest businesspeople 
along the pier so that his front company, Yan-Lo Corporation could 
acquire their properties cheaply.  When Jin Feng refused to sell out, 
the Black Mantis torched his packing plant, and Exile murdered both Jin 
and his wife.  He was about to kill Jiao when Lo Shu appeared, fought 
off Exile, and rescued the boy from the burning building.  Jiao was 
only 14, an orphan with no inheritance.

     But during his many visits to the Fengs, Lo Shu had seen the 
potential in the boy who would follow him around like a shadow.  And 
so, even though Jiao had relatives who would have cared for him, Lo Shu 
took Jiao in.  He financed Jiao\'s education and secretly began training 
him in the ways of the Pale Lotus thinking that Jiao could very well be 
the one to become the next Master Sage.  Jiao didn\'t understand why the 
training had to be done in such secrecy, but he never once thought of 
betraying Lo Shu\'s confidence in him.  He was also delighted when first 
Aria, then Isis came to train with them.

     Jiao often visited and dined with the Chen family, and came to 
know Aria even more closely.  He developed a hopeless crush on her and 
was disappointed when she didn\'t return the interest.  The most he\'s 
been able to get from her so far is her sympathy and understanding for 
losing his parents.  Thanks to Lo Shu\'s patronage, Jiao entered 
college, where he is studying for a business degree.  He dreams of one 
day rebuilding his father\'s business.


=========================  
SECTION 2.3: FIERCE TIGER
=========================

Pupil    : FIERCE TIGER
Real Name: Isis Williams
Height   : 5\'7\"
Weight   : 135lbs.
Age      : 23

     Fierce Tiger generates her Chi Attacks from the claws on her hands 
and feet.  When she swipes them toward her opponents, they emit streaks 
of energy that act as extensions of the blades.  Isis is an 
independent, vivacious woman with a wicked sense of humor.  Her mood 
can change quickly from aggressive to playful or vice versa.  She is 
fiercely protective of those she cares about, but she also has a strong 
competitive streak, born of a lack of confidence in herself and her 
abilities.  She likes to have the last word in an argument.  Her 
movements are catlike: smooth and sinuous.  She is fastidious about her 
appearance, perhaps even a touch vain.

  
     HISTORY:  She grew up with a strange mother, three brothers and 
two sisters in a rough neighborhood.  Isis is the \"baby\" of the family, 
something that annoys her no end.  In her part of town, there are many 
gangs, both male and female, and it\'s hard to avoid being forced to 
join one of them.  

     When she was young, she felt trapped by the cycle of violence 
around her.  She developed an aggressive, challenging attitude, and 
became one of the leaders of a girl gang.  Desperate to keep Isis from 
continuing down a troublesome path, Isis\' mother decided to send her to 
a different high school.  At the new high school, Isis continued to be 
a troublemaker.  One day, Isis made the mistake of trying to shake down 
Aria.  Aria\'s effortless ability to turn aside Isis\' attacks both 
infuriated and fascinated the budding, but still impressionable, young 
gangster.  Isis began to stalk Aria, trying to take her by surprise, 
but was never successful.

     Tiring of the game, Aria proposed they settle their differences 
with a single fight, with the loser required to submit to the winner\'s 
every whim.  After Aria won easily, Isis gritted her teeth, wondering 
what sort of humiliating things Aria would make her do.  Instead, to 
Isis\'s amazement, Aria demanded that the girl improve her grades, and 
train with Aria in secret.  From that point on, Aria was dedicated to 
helping Isis.  They did all their schoolwork together, and then spent 
hours training.  With Aria\'s help, Isis became a good student and 
learned the methods of the Pale Lotus that Aria was learning from Lo 
Shu.  The change in Isis was dramatic.  Her entire outlook on life was 
forever changed.  She was learning the Tao.       

     Eventually, though, Lo Shu discovered Aria\'s clandestine 
arrangement.  Aria broke the news to Isis, explaining that she had 
violated a vow of secrecy by sharing the knowledge, and that the 
training would have to stop.  Isis refused to give up easily, insisting 
on meeting Lo Shu and having a chance to prove herself.  Isis was a 
bundle of nerves during her first session with Lo Shu, and when they 
were done, she steeled herself for the worst.  

     Instead, Lo Shu said that she was strong in the yin force, that 
she was perfectly suited to learning a tiger style of martial arts, and 
that he would take her on as a student.  Isis was overjoyed, and 
happily joined Aria and Jiao in training under Lo Shu.  With help from 
Lo Shu and Aria, Isis won a scholarship to Dai Fou University and plans 
to work toward the preservation of endangered big cats. 


=======================
SECTION 2.4: IRON MONK
=======================

Pupil    : IRON MONK
Real Name: Damon Li
Height   : 5\'11\"
Weight   : 190lbs.
Age      : 22

     Iron Monk uses his bladed ponytail to deliver Chi Attacks.  During 
an attack, the blade surges with energy.  Damon is a silent type, 
accustomed to keeping his month shut and his secrets hidden.  He has 
lived his life under the constant threat of violence, and it has made 
him slow to trust others.  He is wary, intensely aware of his 
environment, and never able to relax.  Don\'t walk behind him when he 
isn\'t expecting you, as he will strike first and ask questions later.  

     In spite of all of this, he is fundamentally good.  He is deeply 
driven to prove himself, to overcome both his ancestry and the 
circumstances of his childhood.  He is solemn, not given to smiling or 
laughing.  He craves a sense of belonging, but has always felt like an 
outsider.  To Damon, the acceptance offered by his fellow Pale Lotus 
members is like water to a man dying of thirst.

  
     HISTORY: Like so many other children, Damon was \"sold\" to a Black 
Mantis-controlled triad and forced into a life of petty crime.  He 
learned to pick pockets, run drugs, and steal small items that could 
easily be sold.  His life was a nightmare, but he didn\'t know any way 
out, as the Black Mantis are merciless toward those they consider their 
property.  A boy who tries to break free ends up flowing face down off 
the pier, or with his neck broken by Exile.

     Damon\'s natural talents kept him alive in this brutal environment, 
and by age 17 he was an accomplished burglar.  One night, he 
impulsively decided to see if an innocuous sanctuary had anything worth 
taking.  Of course, it was Lo Shu\'s Neidan Sanctuary, where Damon 
received the shock of his young life: a seemingly ancient grandfather 
who tossed of his attacks with one hand as though they were nothing.  
Time and time again, Damon attacked hoping to discover the old man\'s 
trick, only to end up flat on his back.  Lo Shu, sensing no evil in 
Damon, was careful not to really hurt the boy, but simply to teach him 
a lesson.  But during the conflict, Damon\'s shirt was torn open, 
revealing the only thing he retained from his forgotten family: an 
ancient amulet which he ordinarily kept hidden.

     Lo Shu was stunned.  He immediately recognized it as the amulet of 
Iron Monk, which Shihao had drawn for him to memorize.  It could only 
mean the boy was a direct descendant of Shihao\'s Black Mantis foe.  
Damon decided he\'d had enough and tried to escape, but Lo Shu flipped 
him flat on his back and demanded to know who the boy was, who he 
served and why he had come there.  After some persuasion, Damon 
grudgingly told Lo Shu about his life.  As he spoke, he could see the 
old man genuinely cared about his plight.  It was the first time anyone 
had shown him that sort of kindness, and it touched something in Damon 
that he didn\'t know was there.

     Lo Shu made a bargain with Damon.  In return for a vow of complete 
secrecy, Lo Shu offered to train him and teach him the truth of the 
Tao.  Damon agreed without hesitation.  He had found something he never 
had before: hope.  With Lo Shu\'s help, Damon was able to turn away from 
the dark path that he had been forced down.  Lo Shu introduced Damon to 
Metro-China detective Shen Zhen, and Damon embarked on a life even more 
dangerous than before.  He remained inside the Black Mantis triad, 
feeding vital information to Zhen and Lo Shu, never suspecting Lo Shu 
was acting upon some of this information himself.

     About three years into his training, there came a night when Damon 
was given a new exercise that drew upon a particular aspect of his Chi.  
Student and teacher were equally astonished when this exercise 
triggered a dramatic change in Damon, transforming him into the Iron 
Monk.  Startled by Damon\'s forbidding new visage, Lo Shu was reassured 
to find the inner Damon was unchanged.  But the teacher had no choice 
but to tell Damon about his ancestry, a secret which Lo Shu had kept 
until that moment.  Lo Shu worked with Damon until that boy could 
control the transformation, and warned him never to let the Black 
Mantis to see the change occur.

     Damon continued his role as a double-agent until the night Lo Shu 
revealed everything to them and established the new order of Pale 
Lotus.  Damon now lives in the Neidan Sanctuary, totally dedicated to 
the honor the Master Sage has bestowed upon him.  He is especially 
committed to ending the Black Mantis slave trade in children.  The 
sight of a child being abused can send the otherwise tightly-controlled 
Iron Monk into a berserk rage.


========================      
SECTION 2.5: JADE DRAGON
========================

Pupil    : JADE DRAGON
Real Name: Aria Chen
Height   : 5\'07\"
Weight   : 130lbs.
Age      : 23

     Jade Dragon harnesses her Yang energy to invoke a Dragon Spirit, 
which takes form and strikes at her opponents.  Aria Chen is a 
remarkable young woman.  She has always been single-minded, determined 
and fearless, and years of training with Lo Shu have made her a 
formidable fighter.  But beyond that, she is the direct descendant of a 
line of Master Sages, and their power is alive in her; it makes her 
wise beyond years and Lo Shu is considering that maybe she should be 
the next Master Sage, even though she is female and traditionally it 
was forbidden for anyone other than a male blood relative to earn the 
title.

     She is more serious than most women her age, less concerned with 
the trivial matters of life, and more focused on what is essential.  If 
anything, she is too serious, and that is the weakness that Lo Shu sees 
in Aria.  She is so obsessed with being worthy of her role in the Pale 
Lotus, she doesn\'t let herself relax and enjoy life.

     HISTORY: Aria was about 11 when she realized there was something 
unusual about her great-grandfather.  She loved visiting the Neidan 
Sanctuary where she intuitively picked up the principles of Feng Shui.  
Aria sensed there were secrets to learn, and she was deeply hurt when 
she discovered Lo Shu was teaching martial arts to Jiao without 
offering that same training to her.  She made a fuss about it until she 
was allowed to train along with Jiao.  From the moment she began 
learning the movements, she knew that she had found what she was born 
to do.

     Even before she began learning the way of the Pale Lotus, Aria was 
aware that there was danger all around.  She knew that Shen Zhen, who 
she knew as Uncle Shen, stopped by more often than was necessary, and 
she sensed her father\'s constant fear.  She became cautious and 
protective, especially after the events that brought Jiao Feng into 
their family as an orphan.  Aria has always had a strong sense of right 
and wrong.  It drove her to help Williams and, for a while, Aria toyed 
with the idea of joining the police force after high school.

     Instead she decided to take up the practice of Fend Shui and 
eventually carry on Lo Shu\'s consultation business.  To that end, she 
attends Dai Fou University, where she studies architecture and 
engineering.  Lo Shu tried to shield Aria from danger, but she is far 
too observant to be easily fooled.  When her great-grandfather began 
disappearing at odd hours, she wondered what he was up to, once going 
so far as to follow him to a dangerous section of town before losing 
track of him.  The more she heard from her Uncle Shen about a 
mysterious sorcerer who battle crime, the more she began to suspect Lo 
Shu.  Torn between her loyalty to Lo Shu and her need to know more, she 
gave in to her burning curiosity.
          
     One night, she searched the Neidan Sanctuary and found the Book of 
the Pale Lotus.  As she devoured its pages, everything she ever 
wondered about Lo Shu, and herself, became clear.  Her path was 
revealed; she was the blood of the Pale Lotus.  It is her destiny to be 
the protector of the helpless, and bringer of justice.


========================
SECTION 2.6: DIVINE FIST
========================

Pupil    : DIVINE FIST
Real Name: Shen Zhen
Height   : 6\'0\"
Weight   : 185lbs.
Age      : 34

     Shen Zhen uses the Divine Fist Technique to strike opponents.  
Energy is taken in and then released as a pulse with the strike of a 
fist.  Thanks to a strict upbringing within the secretive Eastern Sun 
sect, Shen Zhen is something very rare in Metro-China: a dedicated, 
honest, and utterly incorruptible police detective.  He has a deep 
sense of honor and an even deeper sense of duty.  Shen\'s awareness of 
duty and honor is heightened by the pain of betrayal he suffered at the 
hands of Divinity.  

     Traditionally, Eastern Sun members marry within their own group 
and that is where Shen met Divinity at an early age.  The two were 
naturally drawn to each other and their families thought a match was 
inevitable.  But Divinity could not accept it when Shen entered the 
police force and once he began his training, she began to drift away 
due to Wulong Goth\'s tempting seductions.  Realizing she still loved 
Shen, she gave him the ultimatum to give up his career or lose her.  
When he rejected her offer she was so spurned that she joined the Black 
Mantis and gave herself over totally to her new lover, Wulong Goth.  It 
was the most painful betrayal Shen had ever experienced and one that he 
can never forget.

     Shen is a Buddhist, but instead of seeking enlightenment by 
denying the physical world, he chooses instead to remain a part of the 
world in order to combat evil and restore justice.  He is idealistic, 
but his idealism is tempered by a sharp pragmatism.  He is disturbed by 
the corruption he sees around him in the police force, as more and more 
of his fellow officers fall under the sway of Black Mantis.  He has 
learned to watch his back and trust no one.  But is spite of all the 
danger, he refuses to quit; he will fight corruption until his final 
breath.


HISTORY:  From the day he was born, Shen Zhen was inculcated with the 
beliefs and practices of the Eastern Sun, including the need for 
absolute secrecy outside the sect.  He was also taught his family\'s 
history in detail, including the one blot upon the honor of their line: 
the loss of Shihao\'s Yin Tablet.  From the Eastern Sun teaching, Shen 
had heard of both Shihao and Lo Shu, including the fact that Lo Shu was 
the son of the last known Master Sage of Pale Lotus.

     A brilliant student, Shen Zhen entered the police academy after 
high school.  He went against his parents\' wishes to do this, and they 
are still disappointed with the chosen path, despite his 
accomplishments.  He was promoted to detective in record time, and has 
continued to advance rapidly within the department.  Shen\'s troubles 
with family haven\'t improved.  He has avoided starting a family of his 
own, partly because they would be in constant danger and partly because 
he has never fully recovered from being betrayed by the one woman who 
he did allow to love, Divinity.

     Shen\'s one bright spot has been the Chens.  During the years Shen 
spent working undercover with Charles, he became very close to the 
whole family and their foster son, Jiao Feng.  They took the place of 
the family he did not seem destined to have himself.  In truth, Shen 
was surprised when Lo Shu asked him to help Charles Chen.  Taken in by 
Lo Shu\'s mild demeanor, Shen wrote him off as a harmless old man, 
dismissing any thought that Lo Shu could be a powerful Master Sage, 
even when Shen began to hear rumors of an old sorcerer making life 
difficult for the Black Mantis.   

     All became clear on one night, when Shen was drawn into an ambush 
laid by the Black Mantis.  He was forced to use Eastern Sun training to 
survive, and was astonished to find himself fighting side by side with 
none other than Lo Shu!  He wondered how he could have failed to 
realize that Lo Shu was the old sorcerer who was giving the Black 
Mantis such trouble.  During the revelations that followed that night, 
Zhen broke his lifelong vow of secrecy, telling Lo Shu\'s pupils that he 
belonged to the Eastern Sun sect.  Though he could not become a Pale 
Lotus himself, he found bound by honor to give his full allegiance to 
the new Pale Lotus, and his fate in now entwined with theirs.  

     His greatest worry is not for Lo Shu, but for the four students 
who have taken on this deadly responsibility.  They are young, 
inexperienced, and untested.  But their first battles will quickly 
prove their worthiness.


==========================================
SECTION 3: BLACK MANTIS SECT (BIOGRAPHIES)
==========================================


========================
SECTION 3.1: WULONG GOTH
========================

Master   : WULONG GOTH
Real Name: Wulong Goth
Height   : 6\'8\"
Weight   : 235lbs.
Age      : 79

     Wulong Goth releases black energies from his eyes, mouth, or both.  
These energies rush at and strike his opponent.  He can also release of 
a swarm of bugs from his mouth, which is fitting, given his deadly 
adaptation of the Praying Mantis WuShu style.  Both a name and a title, 
Wulong Goth is how the masters of the Black Mantis have always been 
known.  When the previous Wulong Goth dies, the successor inherits not 
only the title, but also certain characteristics and powers, which are 
mystically transferred.  The new master also receives the ancestral 
memories of generations of Wulong Goth warlords that preceded him.  

     He cannot remember every single moment of every previous life, but 
he can call upon key moments and powerful incidents from those live.  
In this fashion, the current Wulong Goth remembers the battle in which 
Lo Shu\'s father and the rest of the Pale Lotus were slain.  He 
remembers the face of the slain Master Sage, and instantly recognizes 
Lo Shu as a branch of a tree he had thought destroyed.  He has already 
inherited the hatred of every Wulong Goth who ever lived for every 
Master Sage who ever contended with him.  But beyond that, Wulong Goth 
has his own reasons for hating Lo Shu.

     Wulong Goth is fiercely determined to stave off old age and defy 
death.  He will stop at nothing in his quest for immortality, and he 
has the vitality and appearance of a twenty year old man, even though 
he is 79 years old.  But he has used black alchemies and the arcane 
sorceries of the Black Mantis sect to extend his life, and he envies Lo 
Shu for achieving longevity simply through internal mastery of chi.  
Wulong Goth is enormously cunning, aggressive, bold, supremely 
confident, and patient.  He is the spider weaving a web, taking action 
when he needs to while bringing numerous illegal operations together 
into a cohesive whole under his control.  His ambitions are monumental: 
nothing less than the overthrow the government of New China, which 
would replace as dictator.     

     HISTORY: Little is known of Wulong Goth\'s origins, and he\'s 
careful to keep it that way.  He joined the Black Mantis sect at a 
young age and quickly became a favorite of the reigning Wulong Goth.  
He was merciless and effective in carrying out his missions, and before 
long the young warrior had been officially named as the warlord\'s 
successor.  Like his master and the rest of the sect, he thought the 
Pale Lotus had been eradicated in 1951 when Shihao returned to 
challenge them.  The young warrior arrived at the battle too late to 
keep Shihao from killing the current Wulong Goth.  But in that same 
moment, he was reborn as the new Wulong Goth, and easily killed the 
worn-out Shihao.

     As the new leader of the Black Mantis, Wulong Goth modernized the 
ancient sect, paying more attention to the changes in the outside world 
than his old master had.  He moved the sect beyond traditional thuggery 
into more sophisticated forms of crime.  Seeking ever more power, he 
began bribing government officials, and eventually crossed paths with a 
shadowy circle of individuals dedicated to destroying the state of New 
China.  When they asked him to lead their efforts, Goth accepted, 
intrigued by the challenge.  

     He sent three of his most powerful and trusted companions- Exile, 
Vapor, and The Fatalist- to Dai Fou/Metro China.  They established the 
Yan-Lo Corporation, a front company that hid everything from smuggling 
to money laundering.  In lavish surroundings, they catered to the 
dubious tastes of corrupt officials, leading to a profitable sideline 
in blackmail.

     Things seemed to be going according to plan until his trio of 
enforcers reported that their operations were being disrupted by an 
ancient sorcerer.  The more Wulong Goth heard about this sorcerer the 
more frustrated he became until finally, in 1996, he moved to Metro-
China himself to take charge.  Wulong Goth has all but finished off the 
remaining triads: absorbing them if they cooperated, or wiping them out 
if they didn\'t.  However, he allows very few into the inner circle of 
the Black Mantis sect.  His most trusted comrades are Exile, Divinity, 
The Fatalist, Vapor, and Geist.  

     Wulong Goth believes completely in the existence of the Immortal 
of the South Pole, and he burns to gain enough of the lost treasures of 
the Perfect Harmony Temple to wrest immortality from Shou-Hsing.   


=========================
SECTION 3.2: THE FATALIST
=========================

Pupil    : THE FATALIST
Real Name: Unknown
Height   : 6\'3\"
Weight   : 225lbs.
Age      : Unknown

     The Fatalist draws his powers for Chi Attacks from the symbol on 
his chest.  He uses the energy to strike at his opponent.  This strange 
Germanic mercenary is known for his ferocity and brutality.  He is 
unmatched as a tenacious tracker of men or beasts.  Though he has 
undergone Black Manti training, he relies primarily on his European 
fighting techniques.  Their rough, unrefined method style seems to suit 
him better.

     However, he will not hesitate to use one of the gifts he\'s learned 
from the Black Mantis: a way to channel the energy he draws from a set 
of supernatural Runes that rule his life.  The Fatalist believes that 
all actions are preordained.  He carries a bag of Run tablets.  Before 
every battle, he tosses the Runes in order to read the message that 
Fate has for him.  Of course, he tends to read the Runes in the way 
that is most favorable to him.  Nevertheless, he firmly believes that 
an outside force, which he calls \"Fate\", controls him.  Interestingly, 
the Runes have never told him how to avoid a fight.

     The Fatalist is emotional, given to flashes of rage and other 
bursts of passion.  His appetites are not far removed from Vapor\'s, but 
he is the fire to her ice.  He can be loud and boisterous, likes to 
drink heavily and eats with gusto.  He\'s a tireless woman chaser who 
doesn\'t understand how any female can resist his manly charms.

     The Fatalist is also and inveterate liar.  He has told a dozen 
different variations of his life story, all of dubious veracity.  He 
has claimed that he is in the last in the line of Vlad the Impaler; 
that he\'s secretly the ruling Prince of Austria, given away to peasants 
as a baby; that his parents where killed by wolves in the Black Forest 
who then raised him as one of their pack; and that he\'s a super-soldier 
who was engineered and raised in a lab.  Take your pick.

     What is known is that he speaks German, Austrian, and a smattering 
of other languages.  He appears to be roughly 40 years old, knows how 
to use every weapon ever made, and was an accomplished soldier of 
fortune who has seen action in the most violent parts of the world.  He 
came to China with a price on his head, looking for a new challenge.  
He found it in the Black Mantis.

     With a little help from Wulong Goth, anyone who was stupid enough 
to offer a price for The Fatalist was quickly eliminated.  In return, 
The Fatalist gave his allegiance to the Black Mantis.  Actually, it was 
the Runes who told him that he should join the Black Mantis.  Maybe one 
day the Runes will tell him something else.  That\'s Fate for you.
    

==================
SECTION 3.3: EXILE
==================

Pupil    : EXILE
Real Name: Unknown
Height   : 6\'8\"
Weight   : 300lbs.
Age      : 39

     Exile attacks his opponents by using his Chi to shake the earth.  
He will either pound the ground with his fist to cause the tremor, or 
by clap both hands together, creating a shockwave.  Exile is the 
epitome of brute force.  Massively powerful and unblinkingly vicious, 
he is a born killer without mercy or conscience.  The very sight of 
Exile brings fear to those who know of him, as he is famous as Wulong 
Goth\'s enforcer, and infamous for killing without warning.

     He is not highly intelligent, though it\'s hard to know for sure 
because he utters very few words.  Speaking is either too difficult for 
him or a waste of time.  Exile would rather reply with his fists.  
Whatever his mental level, it doesn\'t interfere with Exile carrying out 
and order Wulong Goth gives him, without hesitation, and without fail.  
To Goth, Exile is an invaluable tool, a raw, elemental juggernaut who 
crushes his victims quickly and completely.

     HISTORY: Exile was born to poor parents in old China.  He was such 
a terror to those around him that his miserable parents were forced to 
move constantly, thrown out of one village after another.  Eventually, 
even his parents couldn\'t endure the boy any longer and abandoned him, 
hoping to escape to a life without him.  Exile rewarded this action by 
later tracking them down and breaking their necks.

     Wulong Goth discovered him and took him in.  Exile cared for no 
one, but he responded to the respect Wulong Goth showed him.  For the 
first time, he had found someone who actually valued him for what he 
was.  Exile became Wulong Goth\'s primary henchman, and the former 
outcast\'s loyalty to his patron is beyond question.  He went to Metro-
China to carry out Wulong Goth\'s orders, where he killed Jiao Feng\'s 
parents.  Exile regrets he was too young to be around when the original 
Pale Lotus were wiped out, and hopes to have a chance to do the same to 
the new Pale Lotus.

      
==================
SECTION 3.4: VAPOR
==================

Pupil    : VAPOR
Real Name: Unknown
Height   : 5\'8\"
Weight   : 140lbs.
Age      : Unknown

     By focusing her Chi energy, Vapor can teleport and make herself 
intangible at will.  Personality: Vapor is an enigma, gifted with 
strange powers and an abnormally long life.  As her name suggests, she 
seems able to turn into vapor and instantly appear somewhere else.  She 
is cold and detached, and speaks in a sardonic, biting way, as though 
she regards everyone else as barely competent children.  But as her 
unpleasant as her haughty manner is, her smile is even worse.  One 
sight of it is enough to make anyone do anything to avoid seeing it 
again.

     Vapor appears to respect only two people: Wulong Goth and, oddly 
enough, Master Sage.  Lo Shu\'s prolonged vitality and advanced age 
fascinate Vapor and. If they weren\'t sworn enemies, Vapor might come to 
Lo Shu to learn his longevity secrets (not that he would show her).  
Vapor is fond of strong, handsome men, and there are dark tales of 
Vapor using the energies of her partners to enhance her powers.  Many 
an unfortunate suitor has been found raving mad in the aftermath of her 
attentions.

     HISTORY: Not even Wulong Goth knows exactly when or where Vapor 
was born.  The most plausible guess is in Russia at the turn of the 20th 
century.  She first surfaced as a Bogoroditsa, a young girl worshipped 
by a Russian religious sect known as the Khlisti (whippers).  The sect 
was marked by its radenya (joyous gatherings) where the members engaged 
in ritual dancing (dervishes) and self-flagellation.  Most of this is 
just rumor, of course, since anyone who revealed the sect\'s secrets was 
marked for death.

     The Romanov dynasty tried to eliminate many such sects, and Vapor 
claims to have taken her revenge on the tsars by engineering the 
Russian revolution.  She is particularly bitter about the death of her 
favorite pupil, Rasputin.  True or not, there is nobody who dares 
contradict her story.  Tiring of Russia, Vapor traveled widely, 
searching for new methods of extending life to augment those she 
already knew as a Khlisti.  This brought her eventually to China where 
she discovered kindred spirits in the Black Mantis.

     Vapor joined the Black Mantis during the time of the current 
Wulong Goth\'s master.  When the mantle passed, Vapor liked what she saw 
and remained with the new Wulong Goth.   


=====================
SECTION 3.5: DIVINITY
=====================

Pupil    : DIVINITY
Real Name: Savitri Bindra 
Height   : 6\'7\"
Weight   : 130lbs.
Age      : 27

     Divinity transforms her Chi into intense light and heat, which she 
then directs at her enemies.  She can also transform herself into a 
beam of light that strikes through her opponent.  Divinity is 
beautiful, sensual, and filled with the heat of passion.  She has a 
subtle mind, and is well suited to executing the intricate plots Wulong 
Goth likes to create.  She is as graceful as a dancer, and men cannot 
resist her silky persuasive voice.  Savitri is also self-centered and 
selfish beyond reason.  She firmly believes that she is special, and 
that the world exists for her pleasure alone.  She reveals in the power 
that her position as Wulong Goth\'s favorite affords her.

     HISTORY:  Savitri grew up in Metro- China as the darling of the 
Eastern Sun sect.  Her natural beauty, cleverness, and overwhelming 
skill on the training ground won her endless praise, while her doting 
parents treated her like a princess.  The indulgence turned her into 
spoiled brat, but she was careful to cloak it beneath a proper social 
demeanor.  As she grew older, she became more demanding.  She insisted 
that people conform to her wishes, and used ploys to get her way 
whenever possible.

     The more she succeeded, the more firmly she believed that no one 
could say no to her.  Her mask of false modesty was even clever enough 
to fool young Shen Zhen, who fell in love with her.  For Savitri, Shen 
was simply a prize that she deserved, the only one within the sect 
worthy of her.  When he became a police officer against her wishes, she 
was doubly insulted: first for refusing to listen to her and second for 
choosing such an inferior and demanding job, one which would never suit 
the lifestyle she wanted to lead.  How could he possibly expect her to 
be the wife of a mere police officer?

     When Shen was out of touch beginning his police training, Savitri 
came to know Wulong Goth.  Their secret meetings titillated the girl, 
appealing to the darkness within her.  She resisted his careful 
seduction for a time, thinking that Shen would come to his senses and 
return to her.  Finally, Savitri confronted Shen and gave him an 
ultimatum: he would change his path or she would leave him.  She still 
could not imagine that his sense of honor and justice would prove 
stronger than his feelings for her.

     When Shen refused, it was the greatest rebuke of Savitri\'s life, 
and her fury was appalling.  Flinging spiteful curses in his face, she 
abandoned him, the Eastern Suns, her family, and everything she had 
known.  She gave herself heart and soul to Wulong Goth, who renamed her 
Divinity.  In addition to the abilities she gained from her Eastern Sun 
training, Divinity has the gift of clairvoyance.  She uses this gift to 
feed Wulong Goth valuable information about friends, enemies, or anyone 
else he wants to know about.

     Divinity also has obtained the Yin Tablet of Shihao, containing 
the encoded information about the locations of six of the Treasures of 
the Perfect Harmony.  Though she doesn\'t have the knowledge of the Tao 
or Feng Shui that Lo Shu has, she has been using her extrasensory power 
to divine the locations by tapping into the resident power of the 
tablet itself.  She knows how fiercely Wulong wants this information, 
so she\'s been drawing out the process as much as she dares.

     Divinity has served Wulong Goth for years with no sign of regret, 
except for the fact that she will give Goth no information about Divine 
Fist or any of the Pale Lotus.  She claims they have the means to cloud 
her perception.  Whether this is true or whether she is secretly 
protecting Divine Fist is something only Divinity knows.  But the 
longer she remains under the influence of Wulong Goth, the more evil 
she becomes.  It may be too late to save her.    


==================
SECTION 3.6: GEIST
==================

Pupil    : GEIST
Real Name: Gei-Yi
Height   : 5\'9\"
Weight   : 140lbs.
Age      : 30

     Geist depends on the bladed weapons that are positioned on her 
thighs.  Using Chi, she is able to control their paths so that they 
track and strike her opponent.  Geist is cunning, ruthless, and a 
devious manipulator.  She has had to fight for every step of her life, 
so she is as cold as steel, hardened both in body and in spirit.  
Nobody has ever shown her pity or compassion, and she has never felt 
either.  Her first and only great love, if it could be called love, was 
for Wulong Goth.  She has been obsessed with him since they first met, 
and while she discards people when they no longer suit her, she cannot 
bear to have something or someone taken from her.

     Her pride is as sharp as her blades.  Geist\'s other great passion 
is for sharp objects, be they swords, knives, spikes...anything with an 
edge.  She regards her new cybernetic blades as her children, her 
darlings.  It\'s unnerving, most of all to those on the receiving end of 
Geist\'s slashing attack.

     HISTORY:  Years ago in Macao, a tough, dirty-faced, street urchin 
named Gei-Yi caught Wulong Goth\'s attention.  She was already renowned 
in the slums for her dangerous skill with knives.  Under Wulong Goth\'s 
tutelage, Gei-Yi flowered into a beautiful and utterly lethal Black 
Mantis assassin.  She rose through the ranks and in his esteem, 
eventually becoming his lover and his most trusted comrade.

     It was The Fatalist who gave her the nickname Geist, when he 
mangled her Chinese name into a German one.  She liked the hard sound 
of it and kept it.  Her perfect life was shattered in 1995, when she 
was seriously injured wile battling to protect Wulong Goth.  Her wounds 
left her paralyzed from the neck down.  Both traditional and modern 
medicine failed to heal her, so Wulong Goth left her in the care of an 
experimental scientist who was working in the secret Black Mantis 
laboratory, attempting to unite technology with biology.

     Goth told the scientist to do whatever he could to cure Geist\'s 
paralysis.  But as time passed without a cure, Goth thought less and 
less about Geist, and he left her behind when he went to Metro-China.  
The scientist, overcome by Geist\'s beauty, devoted all of his time to 
curing her and, in 2001, he made a stunning breakthrough, fitting her 
with cybernetic devise that allowed her to regain complete control over 
her body.  By that time, Geist had manipulated the scientist into 
believing that she was in love with him.  She convinced him how 
impressed Wulong would be if she had mind-controlled weapons as well, 
which he invented and installed.  Once Geist had everything she wanted, 
she murdered the man, and destroyed the lab to keep anyone from sharing 
her advanced technology.

     Geist showed up unannounced in Metro-China, expecting to simply 
step in and take her old position at Wulong Goth\'s side.  Discovering 
that Divinity had taken her place was a mortal insult.  She serves 
Wulong Goth as she did before, but she will never heal the fury in her 
soul until he belongs to her once more.


===========================================
SECTION 4: DEFAULT CONTROLLER CONFIGURATION
===========================================

LEFT TRIGGER      : Deflect Throw/Heal Limb Damage
RIGHT TRIGGER     : Attack Off Object (with D-Pad)
LEFT ANALOG STICK : Free Movement (optional)
DIRECTIONAL PAD   : Movement of Character 
     UP   : Jump
     DOWN : Crouch
     LEFT : Move Left
     RIGHT: Move Right
X BUTTON          : Lead Kick
Y BUTTON          : Lead Punch
A BUTTON          : Trailing Kick
B BUTTON          : Trailing Punch
WHITE BUTTON      : Chi Attacks
BLACK BUTTON      : Taunt
RIGHT ANALOG STICK: Not used


=============================================
SECTION 5: WAY OF THE PALE LOTUS (MOVE LISTS)
=============================================

========================
SECTION 5.1: MASTER SAGE
========================

\"You\'ve strayed from the Path of harmony...Now the feeble old sage will 
show you the way.\"

\"Against an old fool...Victory should come easily for an accomplished 
warrior such as you.\"

(NOTE: All the moves that are presented here are performed assuming 
that you are on the left side of the screen).


***OFFENSIVE ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Lead Punch                           01             06         060
   Y

Trailing Punch                       01             06         060
   B

Lead Kick                            01             08         080
   X

Trailing Kick                        01             08         080
   A

Lead Punch Forward                   01             08         160
   RIGHT+Y

In-Close Lead Punch                  01             08         160
   LEFT+Y

Trailing Punch Forward               01             08         160
   RIGHT+B

In-Close Trailing Punch              01             06         120
   LEFT+B

Lead Kick Forward                    01             08         160
   RIGHT+X

In-Close Lead Kick                   01             07         140
   LEFT+X

Low Lead Kick                        01             08         160
   RIGHT/DOWN+X 

Trailing Kick Forward                02             14         280
   RIGHT+A

In-Close Trailing Kick               01             08         160
   LEFT+A

Low Trailing Kick                    01             08         160
   DOWN/RIGHT+A

Crouching Punch                      01             06         120
   DOWN+B

Crouching Kick                       01             06         120
   DOWN +A

Attack Off Wall                      03             16         320
   RIGHT TRIGGER + D-PAD TOWARDS WALL

Attack Off Pole                      03             20         400
   RIGHT TRIGGER + D-PAD TOWARDS POLE

Running Attack                       02             08         080
   RIGHT+A

Throw                                01             18         180
   B+Y

Long Reach Throw                     01             06         060
   RIGHT+B+Y

Quick Reach Throw                    01             10         100
   LEFT+B+A

Taunt 1                              --             --         ---
   BLACK

Taunt 2                              --             --         ---
   LEFT+BLACK

Get-Up Attack 2                      01             04         080
   Y (when you are knocked down)

Ground Attack                        01             08         160
   DOWN+X (when opponent is knocked down)

Lead Punch Short Form Combo          06             20         400
   Y, B, A

Trailing Punch Short Form Combo      03             20         400
   B, Y, X

Lead Kick Short Form Combo           03             20         400
   X, X, A

Trailing Kick Short Form Combo       03             20         400
   A, B, A

Lead Punch Long Form Combo           04             18         360
   Y, Y, RIGHT+Y
   
Trailing Punch Long Form Combo       05             23         460
   B, B, B, Y, RIGHT+B

Lead Kick Long Form Combo            04             24         480
   X, B, A, LEFT+X

Trailing Kick Long Form Combo        07             38         760
   A, X, A, RIGHT+B, RIGHT+A

Jump Punch                           01             05         050
   UP+B

Jump Punch Combo                     03             15         300
   UP+B, Y, RIGHT+Y

Jump Kick                            02             16         160
   UP+A

Jump Kick Combo                      03             24         480
   UP+A, RIGHT+A

Forward Jump Punch                   01             03         030
   UP/RIGHT+B

Forward Jump Punch Combo             03             10         200
   UP/RIGHT+B, B, RIGHT+B

Forward Jump Kick                    01             08         080
   UP/RIGHT+A

Forward Jump Kick Combo              02             12         240
   UP/RIGHT+A, RIGHT+A

Running Attack Combo                 09             31         620
   RIGHT+A, A, UP+A, A, A, LEFT+A

Alternate Stance 1 Punch             01             08         080
   LEFT+X+Y, B

Alternate Stance 1 Kick              01             08         160
   LEFT+X+Y, A

Alternate Stance 1 Punch Combo       08             40         800
   LEFT+X+Y, Y, UP+Y, Y, RIGHT+Y, RIGHT+B

Alternate Stance 2 Punch             01             05         100
   LEFT+A+B, B

Alternate Stance 2 Kick              01             08         080
   LEFT+A+B, A

Alternate Stance 2 Kick Combo        04             24         480
   LEFT+A+B, A, A, A, RIGHT+A

Chi Attack (Chi Warp)                01             15         150
   WHITE

Chi Attack 2 (Double Chi Collision)  01             18         180
   LEFT+WHITE

Chi Attack 3 (Chi Cage)              01             22         220
   RIGHT+WHITE

Chi Healing (Heal Limb Damage)       --             --         ---
   LEFT TRIGGER (when Chi Gage is full)


***DEFENSIVE TECHNIQUES***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.
     

Block High                           --             --         ---
   LEFT

Block Low                            --             --         ---
   DOWN, DOWN/LEFT

Block Jump Attack                    --             --         ---
   LEFT

Sidestep jump Attack                 --             --         ---
   UP, UP

Duck Under Attack                    --             --         ---
   HOLD DOWN

Jump To Avoid Attack                 --             --         ---
   UP/RIGHT


***COUNTER ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Deflect Throw                        02             15         300
   LEFT TRIGGER

Sidestep Attack and Punch            01             06         060
   UP, UP+B

Sidestep Attack and Throw            01             18         180
   UP, UP+B+Y

Duck High Attack, Crouching Punch    01             07         120
   DOWN+B

Jump Kick over Low Attack            02             18         160
   UP+A

Counter Opponent w/Faster Attack     01             07         060
   Y


==========================
SECTION 5.2: FIERY PHOENIX
==========================

\"Forged by revenge and tempered by fire...the Phoenix will always burn 
bright.\"

\"Are you ready to burn?\"

\"I\'ve trained hard for this moment.\"

(NOTE: All the moves that are presented here are performed assuming 
that you are on the left side of the screen).


***OFFENSIVE ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Lead Punch                           01             03         030
   Y

Trailing Punch                       01             04         040
   B

Lead Kick                            01             06         060
   X

Trailing Kick                        01             08         080
   A

Lead Punch Forward                   01             06         120
   RIGHT+Y

In-Close Lead Punch                  01             06         120
   LEFT+Y

Trailing Punch Forward               01             06         120
   RIGHT+B

In-Close Trailing Punch              01             06         120
   LEFT+B

Lead Kick Forward                    01             10         200
   RIGHT+X

In-Close Lead Kick                   01             10         200
   LEFT+X

Low Lead Kick                        01             08         160
   RIGHT/DOWN+X 

Trailing Kick Forward                01             10         200
   RIGHT+A

In-Close Trailing Kick               01             10         200
   LEFT+A

Low Trailing Kick                    01             08         160
   DOWN/RIGHT+A

Crouching Punch                      01             05         100
   DOWN+B

Crouching Kick                       01             05         100
   DOWN +A

Attack Off Wall                      02             16         320
   RIGHT TRIGGER + D-PAD TOWARDS WALL

Attack Off Pole                      02             20         400
   RIGHT TRIGGER + D-PAD TOWARDS POLE

Running Attack                       02             08         080
   RIGHT+A

Throw                                01             18         180
   B+Y

Long Reach Throw                     01             12         120
   RIGHT+B+Y

Quick Reach Throw                    01             06         060
   LEFT+B+A

Taunt 1                              --             --         ---
   BLACK

Taunt 2                              --             --         ---
   LEFT+BLACK

Get-Up Attack 2                      01             10         200
   Y (when you are knocked down)

Ground Attack                        01             08         160
   DOWN+X (when opponent is knocked down)

Lead Punch Short Form Combo          03             09         180
   Y, Y, A

Trailing Punch Short Form Combo      03             10         210
   B, B, X

Lead Kick Short Form Combo           03             13         260
   X, X, A

Trailing Kick Short Form Combo       03             16         320
   A, A, DOWN+A

Lead Punch Long Form Combo           07             22         480
   Y, Y, B, Y, Y, A
   
Trailing Punch Long Form Combo       04             14         290
   B, B, B, A

Lead Kick Long Form Combo            07             27         550
   X, A, A, A, A, A, DOWN+A

Trailing Kick Long Form Combo        06             34         680
   A, LEFT+X, RIGHT+A, LEFT+X, UP+A

Jump Punch                           01             04         040
   UP+Y

Jump Punch Combo                     02             10         200
   UP+Y, Y

Jump Kick                            01             08         080
   UP+A

Jump Kick Combo                      02             12         240
   UP+A, A

Forward Jump Punch                   01             08         080
   UP/RIGHT+B

Forward Jump Punch Combo             03             14         280
   UP/RIGHT+B, B

Forward Jump Kick                    03             08         080
   UP/RIGHT+A

Forward Jump Kick Combo              02             12         240
   UP/RIGHT+A, RIGHT+A

Running Attack Combo                 05             20         400
   RIGHT+A, A, X, RIGHT+A

Alternate Stance 1 Punch             02             08         160
   LEFT+X+Y, B

Alternate Stance 1 Kick              02             10         100
   LEFT+X+Y, A

Alternate Stance 1 Punch Combo       06             21         420
   LEFT+X+Y, X, X, A, UP+A, RIGHT+A

Alternate Stance 2 Punch             02             08         160
   LEFT+A+B, B

Alternate Stance 2 Kick              03             15         150
   LEFT+A+B, A

Alternate Stance 2 Kick Combo        07             26         520
   LEFT+A+B, X, RIGHT+X, RIGHT+A, A, A

Chi Attack (Ring of Fire)            01             10         100
   WHITE

Chi Attack 2 (Vertical Ring of Fire) 01             10         100
   LEFT+WHITE

Chi Attack 3 (Phoenix Fall)          01             15         150
   UP+WHITE

Chi Healing (Heal Limb Damage)       --             --         ---
   LEFT TRIGGER (when Chi Gage is full)


***DEFENSIVE TECHNIQUES***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.
     

Block High                           --             --         ---
   LEFT

Block Low                            --             --         ---
   DOWN, DOWN/LEFT

Block Jump Attack                    --             --         ---
   LEFT

Sidestep jump Attack                 --             --         ---
   UP, UP

Duck Under Attack                    --             --         ---
   HOLD DOWN

Jump To Avoid Attack                 --             --         ---
   UP/RIGHT


***COUNTER ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Deflect Throw                        01             15         000
   LEFT TRIGGER

Sidestep Attack and Punch            01             04         040
   UP, UP+B

Sidestep Attack and Throw            01             18         180
   UP, UP+B+Y

Duck High Attack, Crouching Punch    01             06         100
   DOWN+B

Jump Kick over Low Attack            01             10         080
   UP+A

Counter Opponent w/Faster Attack     01             03         030
   Y


=========================
SECTION 5.3: FIERCE TIGER
=========================

\"A cat always lands on her feet.\"

\"Get ready for pain!\"

\"I\'m gonna eat you alive!\"

(NOTE: All the moves that are presented here are performed assuming 
that you are on the left side of the screen).


***OFFENSIVE ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Lead Punch                           01             03         030
   Y

Trailing Punch                       01             04         040
   B

Lead Kick                            01             06         060
   X

Trailing Kick                        01             06         060
   A

Lead Punch Forward                   01             08         160
   RIGHT+Y

In-Close Lead Punch                  01             10         200
   LEFT+Y

Trailing Punch Forward               01             10         200
   RIGHT+B

In-Close Trailing Punch              01             10         200
   LEFT+B

Lead Kick Forward                    01             08         160
   RIGHT+X

In-Close Lead Kick                   02             06         120
   LEFT+X

Low Lead Kick                        01             10         200
   RIGHT/DOWN+X 

Trailing Kick Forward                01             08         160
   RIGHT+A

In-Close Trailing Kick               01             10         200
   LEFT+A

Low Trailing Kick                    01             08         160
   DOWN/RIGHT+A

Crouching Punch                      01             05         100
   DOWN+B

Crouching Kick                       01             04         080
   DOWN +A

Attack Off Wall                      02             16         320
   RIGHT TRIGGER + D-PAD TOWARDS WALL

Attack Off Pole                      02             20         400
   RIGHT TRIGGER + D-PAD TOWARDS POLE

Running Attack                       02             06         060
   RIGHT+A

Throw                                01             16         160
   B+Y

Long Reach Throw                     01             03         030
   RIGHT+B+Y

Quick Reach Throw                    01             20         160
   LEFT+B+A

Taunt 1                              --             --         ---
   BLACK

Taunt 2                              --             --         ---
   LEFT+BLACK

Get-Up Attack 2                      01             05         100
   Y (when you are knocked down)

Ground Attack                        01             08         160
   DOWN+X (when opponent is knocked down)

Lead Punch Short Form Combo          04             16         320
   Y, X, A

Trailing Punch Short Form Combo      05             14         280
   B, A, X

Lead Kick Short Form Combo           04             15         300
   X, X, Y

Trailing Kick Short Form Combo       03             15         300
   A, DOWN+A, A

Lead Punch Long Form Combo           04             16         320
   Y, B, X, A
   
Trailing Punch Long Form Combo       07             22         460
   B, B, B, RIGHT+X, UP+X

Lead Kick Long Form Combo            05             21         420
   X, A, A, A, RIGHT+A

Trailing Kick Long Form Combo        07             34         680
   A, X, A, Y, LEFT+A

Jump Punch                           01             08         080
   UP+B

Jump Punch Combo                     03             16         320
   UP+Y, Y

Jump Kick                            01             08         080
   UP+A

Jump Kick Combo                      03             18         360
   UP+A, A

Forward Jump Punch                   01             06         060
   UP/RIGHT+B

Forward Jump Punch Combo             04             22         440
   UP/RIGHT+B, B, B, B

Forward Jump Kick                    01             06         060
   UP/RIGHT+A

Forward Jump Kick Combo              03             18         360
   UP/RIGHT+A, A

Running Attack Combo                 10             26         520
   RIGHT+A, A, RIGHT+A, RIGHT+B

Alternate Stance 1 Punch             02             10         200
   LEFT+X+Y, B

Alternate Stance 1 Kick              01             08         080
   LEFT+X+Y, A

Alternate Stance 1 Kick Combo        04             22         440
   LEFT+X+Y, A, LEFT+A, DOWN+A, A       

Alternate Stance 2 Punch             02             10         200
   LEFT+A+B, B

Alternate Stance 2 Kick              01             08         080
   LEFT+A+B, A

Alternate Stance 2 Kick Combo        02             28         560
   LEFT+A+B, A, A, B, A, DOWN+A

Chi Attack (Trailing Claws)          01             16         160
   WHITE

Chi Attack 2 (Spiral Cage)           01             18         180
   LEFT+WHITE

Chi Attack 3 (Multiple Swipes)       01             17         100
   RIGHT+WHITE

Chi Healing (Heal Limb Damage)       --             --         ---
   LEFT TRIGGER (when Chi Gage is full)


***DEFENSIVE TECHNIQUES***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.
     

Block High                           --             --         ---
   LEFT

Block Low                            --             --         ---
   DOWN, DOWN/LEFT

Block Jump Attack                    --             --         ---
   LEFT

Sidestep jump Attack                 --             --         ---
   UP, UP

Duck Under Attack                    --             --         ---
   HOLD DOWN

Jump To Avoid Attack                 --             --         ---
   UP/RIGHT


***COUNTER ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Deflect Throw                        01             15         000
   LEFT TRIGGER

Sidestep Attack and Punch            01             04         040
   UP, UP+B

Sidestep Attack and Throw            01             16         160
   UP, UP+B+Y

Duck High Attack, Crouching Punch    01             06         100
   DOWN+B

Jump Kick over Low Attack            01             10         080
   UP+A

Counter Opponent w/Faster Attack     01             03         030
   Y


======================
SECTION 5.4: IRON MONK
======================

\"Hard as iron, smooth as silk...there is no match for my style!\"

\"Prepare...to kiss the iron fist!\"

\"I am ready!\"

(NOTE: All the moves that are presented here are performed assuming 
that you are on the left side of the screen).


***OFFENSIVE ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.



Lead Punch                           01             05         050
   Y

Trailing Punch                       01             08         080
   B

Lead Kick                            01             06         060
   X

Trailing Kick                        01             06         060
   A

Lead Punch Forward                   01             10         200
   RIGHT+Y

In-Close Lead Punch                  01             10         200
   LEFT+Y

Trailing Punch Forward               01             10         200
   RIGHT+B

In-Close Trailing Punch              01             10         200
   LEFT+B

Lead Kick Forward                    01             10         200
   RIGHT+X

In-Close Lead Kick                   01             10         200
   LEFT+X

Low Lead Kick                        01             08         160
   RIGHT/DOWN+X 

Trailing Kick Forward                01             10         200
   RIGHT+A

In-Close Trailing Kick               01             06         120
   LEFT+A

Low Trailing Kick                    01             08         160
   DOWN/RIGHT+A

Crouching Punch                      01             06         120
   DOWN+B

Crouching Kick                       01             06         120
   DOWN +A

Attack Off Wall                      02             16         320
   RIGHT TRIGGER + D-PAD TOWARDS WALL

Attack Off Pole                      02             20         400
   RIGHT TRIGGER + D-PAD TOWARDS POLE

Running Attack                       01             06         060
   RIGHT+A

Throw                                01             16         000
   B+Y

Long Reach Throw                     01             12         000
   RIGHT+B+Y

Quick Reach Throw                    01             20         140
   LEFT+B+A

Taunt 1                              --             --         ---
   BLACK

Taunt 2                              --             --         ---
   LEFT+BLACK

Get-Up Attack 2                      01             10         200
   B (when you are knocked down)

Ground Attack                        01             04         080
   DOWN+B (when opponent is knocked down)

Lead Punch Short Form Combo          06             21         420
   Y, Y, X

Trailing Punch Short Form Combo      03             20         400
   B, A, X

Lead Kick Short Form Combo           03             16         320
   X, X, A

Trailing Kick Short Form Combo       03             21         420
   A, A, Y

Lead Punch Long Form Combo           11             25         536
   Y, B, Y, RIGHT+B, DOWN+B
   
Trailing Punch Long Form Combo       09             34         680
   B, Y, Y, DOWN+B, RIGHT+B, RIGHT+B

Lead Kick Long Form Combo            05             21         420
   X, A, A, X, A

Trailing Kick Long Form Combo        06             25         500
   A, X, A, X, X

Jump Punch                           01             08         080
   UP+B

Jump Punch Combo                     03             16         320
   UP+Y, Y

Jump Kick                            01             08         080
   UP+A

Jump Kick Combo                      02             16         320
   UP+A, A

Forward Jump Punch                   02             12         120
   UP/RIGHT+B

Forward Jump Punch Combo             04             18         360
   UP/RIGHT+B, X

Forward Jump Kick                    01             06         060
   UP/RIGHT+A

Forward Jump Kick Combo              03             20         400
   UP/RIGHT+A, A

Running Attack Combo                 06             26         520
   RIGHT+Y, RIGHT+X, RIGHT+A, RIGHT+X, RIGHT+A

Alternate Stance 1 Punch             01             08         160
   LEFT+X+Y, B

Alternate Stance 1 Kick              01             06         060
   LEFT+X+Y, A

Alternate Stance 1 Kick Combo        08             30         600
   LEFT+X+Y, A, RIGHT+A, A, A, A, UP+A       

Alternate Stance 2 Punch             02             16         320
   LEFT+A+B, B

Alternate Stance 2 Kick              01             08         080
   LEFT+A+B, A

Alternate Stance 2 Kick Combo        02             16         320
   LEFT+A+B, A, A, B, A, DOWN+A

Chi Attack (Vertical Tornado Whip)   01             25         250
   WHITE

Chi Attack 2 (Tornado Whip)          01             18         180
   LEFT+WHITE

Chi Attack 3 (Double Hair Whip)      02             20         400
   RIGHT+WHITE

Chi Healing (Heal Limb Damage)       --             --         ---
   LEFT TRIGGER (when Chi Gage is full)


***DEFENSIVE TECHNIQUES***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.
     

Block High                           --             --         ---
   LEFT

Block Low                            --             --         ---
   DOWN, DOWN/LEFT

Block Jump Attack                    --             --         ---
   LEFT

Sidestep jump Attack                 --             --         ---
   UP, UP

Duck Under Attack                    --             --         ---
   HOLD DOWN

Jump To Avoid Attack                 --             --         ---
   UP/RIGHT


***COUNTER ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Deflect Throw                        01             15         000
   LEFT TRIGGER

Sidestep Attack and Punch            01             08         080
   UP, UP+B

Sidestep Attack and Throw            01             16         000
   UP, UP+B+Y

Duck High Attack, Crouching Punch    01             07         120
   DOWN+B

Jump Kick over Low Attack            01             10         080
   UP+A

Counter Opponent w/Faster Attack     01             06         050
   Y


========================
SECTION 5.5: JADE DRAGON
========================

\"Bring it baby!\"

\"I\'ve been waiting for you...now let\'s dance!\"

\"Bet you\'ve never partied with a real dragon.\"

(NOTE: All the moves that are presented here are performed assuming 
that you are on the left side of the screen).


***OFFENSIVE ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Lead Punch                           02             08         080
   Y

Trailing Punch                       02             60         060
   B

Lead Kick                            02             08         080
   X

Trailing Kick                        02             08         080
   A

Lead Punch Forward                   02             06         120
   RIGHT+Y

In-Close Lead Punch                  01             03         030
   LEFT+Y

Trailing Punch Forward               01             08         160
   RIGHT+B

In-Close Trailing Punch              02             08         160
   LEFT+B

Lead Kick Forward                    02             08         160
   RIGHT+X

In-Close Lead Kick                   02             08         160
   LEFT+X

Low Lead Kick                        02             06         120
   RIGHT/DOWN+X 

Trailing Kick Forward                02             08         160
   RIGHT+A

In-Close Trailing Kick               02             08         160
   LEFT+A

Low Trailing Kick                    02             06         120
   DOWN/RIGHT+A

Crouching Punch                      02             06         120
   DOWN+B

Crouching Kick                       02             06         120
   DOWN +A

Attack Off Wall                      01             08         080
   RIGHT TRIGGER + D-PAD TOWARDS WALL

Attack Off Pole                      02             20         400
   RIGHT TRIGGER + D-PAD TOWARDS POLE

Running Attack                       02             06         060
   RIGHT+A

Throw                                01             18         000
   B+Y

Long Reach Throw                     01             04         040
   RIGHT+B+Y

Quick Reach Throw                    01             20         000
   LEFT+B+Y

Taunt 1                              --             --         ---
   BLACK

Taunt 2                              --             --         ---
   LEFT+BLACK

Get-Up Attack 2                      02             08         160
   Y (when you are knocked down)

Ground Attack                        02             08         160
   DOWN+X (when opponent is knocked down)

Lead Punch Short Form Combo          04             18         360
   Y, A, X

Trailing Punch Short Form Combo      04             12         240
   B, A, A

Lead Kick Short Form Combo           06             20         400
   X, X, A

Trailing Kick Short Form Combo       06             22         440
   A, X, Y

Lead Punch Long Form Combo           06             18         360
   Y, B, Y
   
Trailing Punch Long Form Combo       08             22         440
   B, Y, B, Y

Lead Kick Long Form Combo            08             22         440
   X, A, RIGHT+A, RIGHT+X

Trailing Kick Long Form Combo        08             24         480
   A, A, A, UP+A

Jump Punch                           01             04         040
   UP+B

Jump Punch Combo                     03             08         160
   UP+Y, X

Jump Kick                            02             06         060
   UP+A

Jump Kick Combo                      04             12         240
   UP+A, A

Forward Jump Punch                   01             02         020
   UP/RIGHT+B

Forward Jump Punch Combo             02             08         160
   UP/RIGHT+B, B

Forward Jump Kick                    01             04         040
   UP/RIGHT+A

Forward Jump Kick Combo              04             12         240
   UP/RIGHT+A, A

Running Attack Combo                 09             22         440
   RIGHT+A, RIGHT+A, RIGHT+A, RIGHT+A, DOWN+A, RIGHT+X

Alternate Stance 1 Punch             02             06         120
   LEFT+X+Y, B

Alternate Stance 1 Kick              02             06         060
   LEFT+X+Y, A

Alternate Stance 1 Kick Combo        05             14         280
   LEFT+X+Y, X, RIGHT+X, RIGHT+A       

Alternate Stance 2 Punch             02             06         120
   LEFT+A+B, B

Alternate Stance 2 Kick              02             08         080
   LEFT+A+B, A

Alternate Stance 2 Kick Combo        07             22         440
   LEFT+A+B, X, DOWN+X, DOWN+X, UP+X, RIGHT+X

Chi Attack (Dragon Spirit)           01             18         180
   WHITE

Chi Attack 2 (Dragon Rises)          01             20         220
   LEFT+WHITE

Chi Attack 3 (Dragon\'s Axe)          01             22         220
   RIGHT+WHITE

Chi Healing (Heal Limb Damage)       --             --         ---
   LEFT TRIGGER (when Chi Gage is full)


***DEFENSIVE TECHNIQUES***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.
     

Block High                           --             --         ---
   LEFT

Block Low                            --             --         ---
   DOWN, DOWN/LEFT

Block Jump Attack                    --             --         ---
   LEFT

Sidestep jump Attack                 --             --         ---
   UP, UP

Duck Under Attack                    --             --         ---
   HOLD DOWN

Jump To Avoid Attack                 --             --         ---
   UP/RIGHT


***COUNTER ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Deflect Throw                        02             15         300
   LEFT TRIGGER

Sidestep Attack and Punch            02             06         060
   UP, UP+B

Sidestep Attack and Throw            01             18         000
   UP, UP+B+Y

Duck High Attack, Crouching Punch    01             02         040
   DOWN+B

Jump Kick over Low Attack            02             07         060
   UP+A

Counter Opponent w/Faster Attack     02             09         080
   Y


=========================
SECTION 5.6: DIVINE FIST
=========================

\"Truth, Harmony, and Justice...they exist as one under the Eastern Sun.\"

\"If a lesson in civility is what you seek...I can be your teacher.\"

\"If a fight is what you want...than a fight you shall get.\"

(NOTE: All the moves that are presented here are performed assuming 
that you are on the left side of the screen).


***OFFENSIVE ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Lead Punch                           01             04         040
   Y

Trailing Punch                       01             60         060
   B

Lead Kick                            01             06         060
   X

Trailing Kick                        01             08         080
   A

Lead Punch Forward                   01             10         200
   RIGHT+Y

In-Close Lead Punch                  01             08         160
   LEFT+Y

Trailing Punch Forward               01             10         200
   RIGHT+B

In-Close Trailing Punch              01             08         160
   LEFT+B

Lead Kick Forward                    01             10         200
   RIGHT+X

In-Close Lead Kick                   01             08         160
   LEFT+X

Low Lead Kick                        01             08         160
   RIGHT/DOWN+X 

Trailing Kick Forward                01             10         200
   RIGHT+A

In-Close Trailing Kick               01             08         160
   LEFT+A

Low Trailing Kick                    01             08         160
   DOWN/RIGHT+A

Crouching Punch                      01             03         060
   DOWN+B

Crouching Kick                       01             03         160
   DOWN +A

Attack Off Wall                      02             16         320
   RIGHT TRIGGER + D-PAD TOWARDS WALL

Attack Off Pole                      03             20         400
   RIGHT TRIGGER + D-PAD TOWARDS POLE

Running Attack                       01             10         100
   RIGHT+Y

Throw                                01             16         160
   B+Y

Long Reach Throw                     02             06         120
   RIGHT+B+Y

Quick Reach Throw                    01             20         000
   LEFT+B+Y

Taunt 1                              --             --         ---
   BLACK

Taunt 2                              --             --         ---
   LEFT+BLACK

Get-Up Attack 2                      01             10         200
   Y (when you are knocked down)

Ground Attack                        01             04         080
   DOWN+A (when opponent is knocked down)

Lead Punch Short Form Combo          03             14         280
   Y, B, Y

Trailing Punch Short Form Combo      03             16         320
   B, Y, B

Lead Kick Short Form Combo           03             14         280
   X, X, RIGHT+X

Trailing Kick Short Form Combo       03             20         400
   A, X, A

Lead Punch Long Form Combo           05             20         400
   Y, A, Y, RIGHT+A, RIGHT+Y
   
Trailing Punch Long Form Combo       06             30         600
   B, A, RIGHT+A, B, B, RIGHT+Y

Lead Kick Long Form Combo            06             24         480
   X, DOWN+A, A, A, A, RIGHT+A

Trailing Kick Long Form Combo        08             34         680
   A, A, RIGHT+A, RIGHT+A, RIGHT+A, Y, Y, A, RIGHT+A

Jump Punch                           01             08         080
   UP+B

Jump Punch Combo                     02             16         320
   UP+Y, RIGHT+Y

Jump Kick                            01             08         080
   UP+A

Jump Kick Combo                      03             24         480
   UP+A, RIGHT+A, RIGHT+A

Forward Jump Punch                   01             04         040
   UP/RIGHT+B

Forward Jump Punch Combo             04             18         360
   UP/RIGHT+B, UP+X, RIGHT+X, RIGHT+A

Forward Jump Kick                    01             08         080
   UP/RIGHT+A

Forward Jump Kick Combo              02             12         240
   UP/RIGHT+A, RIGHT+A

Running Attack Combo                 06             36         720
   RIGHT+Y, Y, B, B, B, RIGHT+B

Alternate Stance 1 Punch             01             10         100
   LEFT+X+Y, B

Alternate Stance 1 Kick              01             10         200
   LEFT+X+Y, A

Alternate Stance 1 Punch Combo       06             36         720
   LEFT+X+Y, Y, Y, Y, Y, Y, Y, RIGHT+Y       

Alternate Stance 2 Punch             01             10         200
   LEFT+A+B, B

Alternate Stance 2 Kick              01             10         100
   LEFT+A+B, A

Alternate Stance 2 Kick Combo        08             36         720
   LEFT+A+B, A, A, A, X, A, A, A

Chi Attack (Divine Double Fist)      02             32         320
   WHITE

Chi Attack 2 (Divine Fist Technique) 01             18         180
   LEFT+WHITE

Chi Attack 3 (Divine Force)          01             20         200
   RIGHT+WHITE

Chi Healing (Heal Limb Damage)       --             --         ---
   LEFT TRIGGER (when Chi Gage is full)


***DEFENSIVE TECHNIQUES***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.
     

Block High                           --             --         ---
   LEFT

Block Low                            --             --         ---
   DOWN, DOWN/LEFT

Block Jump Attack                    --             --         ---
   LEFT

Sidestep jump Attack                 --             --         ---
   UP, UP

Duck Under Attack                    --             --         ---
   HOLD DOWN

Jump To Avoid Attack                 --             --         ---
   UP/RIGHT


***COUNTER ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Deflect Throw                        01             15         300
   LEFT TRIGGER

Sidestep Attack and Punch            01             06         060
   UP, UP+B

Sidestep Attack and Throw            01             16         160
   UP, UP+B+Y

Duck High Attack, Crouching Punch    01             03         060
   DOWN+B

Jump Kick over Low Attack            01             10         080
   UP+A

Counter Opponent w/Faster Attack     01             05         040
   Y


===============================================
SECTION 6: WAY OF THE BLACK MANTIS (MOVE LISTS)
===============================================


========================
SECTION 6.1: WULONG GOTH
========================

\"I can smell your fear...it carries the aroma of defeat.\"

\"Come forth cretin...and except your inevitable defeat.\"

(NOTE: All the moves that are presented here are performed assuming 
that you are on the left side of the screen).


***OFFENSIVE ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Lead Punch                           01             06         060
   Y

Trailing Punch                       01             60         060
   B

Lead Kick                            01             06         060
   X

Trailing Kick                        01             06         060
   A

Lead Punch Forward                   01             08         160
   RIGHT+Y

In-Close Lead Punch                  01             08         160
   LEFT+Y

Trailing Punch Forward               01             08         160
   RIGHT+B

In-Close Trailing Punch              01             08         160
   LEFT+B

Lead Kick Forward                    01             04         080
   RIGHT+X

In-Close Lead Kick                   01             08         160
   LEFT+X

Low Lead Kick                        01             08         160
   RIGHT/DOWN+X 

Trailing Kick Forward                01             04         080
   RIGHT+A

In-Close Trailing Kick               01             08         160
   LEFT+A

Low Trailing Kick                    01             08         160
   DOWN/RIGHT+A

Crouching Punch                      01             05         100
   DOWN+B

Crouching Kick                       01             06         120
   DOWN +A

Attack Off Wall                      02             16         320
   RIGHT TRIGGER + D-PAD TOWARDS WALL

Attack Off Pole                      03             20         400
   RIGHT TRIGGER + D-PAD TOWARDS POLE

Running Attack                       01             08         080
   RIGHT+B

Throw                                01             21         110
   B+Y

Long Reach Throw                     01             12         000
   RIGHT+B+Y

Quick Reach Throw                    01             10         000
   LEFT+B+Y

Taunt 1                              --             --         ---
   BLACK

Taunt 2                              --             --         ---
   LEFT+BLACK

Get-Up Attack 2                      01             05         100
   Y (when you are knocked down)

Ground Attack                        01             06         120
   DOWN+B (when opponent is knocked down)

Lead Punch Short Form Combo          04             22         440
   Y, X, Y

Trailing Punch Short Form Combo      04             18         360
   B, Y, X

Lead Kick Short Form Combo           03             18         360
   X, X, RIGHT+Y

Trailing Kick Short Form Combo       03             14         290
   A, X, A

Lead Punch Long Form Combo           06             30         600
   Y, LEFT+Y, UP+Y, DOWN+X, RIGHT+Y
   
Trailing Punch Long Form Combo       06             30         600
   B, A, UP+B, RIGHT+B, RIGHT+Y, RIGHT+B

Lead Kick Long Form Combo            05             26         520
   X, A, X, DOWN+A, DOWN+B

Trailing Kick Long Form Combo        08             32         640
   A, A, Y, B, Y, B, UP+A

Jump Punch                           01             08         080
   UP+B

Jump Punch Combo                     03             22         440
   UP+Y, RIGHT+Y

Jump Kick                            01             08         080
   UP+A

Jump Kick Combo                      03             22         440
   UP+A, A

Forward Jump Punch                   01             04         040
   UP/RIGHT+B

Forward Jump Punch Combo             02             12         240
   UP/RIGHT+B, B

Forward Jump Kick                    01             06         060
   UP/RIGHT+A

Forward Jump Kick Combo              02             14         280
   UP/RIGHT+A, A

Running Attack Combo                 06             30         600
   RIGHT+B, B, Y, RIGHT+X, RIGHT+Y

Alternate Stance 1 Punch             01             06         060
   LEFT+X+Y, B

Alternate Stance 1 Kick              01             08         160
   LEFT+X+Y, A

Alternate Stance 1 Punch Combo       04             22         440
   LEFT+X+Y, Y, Y, B, RIGHT+A

Alternate Stance 2 Punch             02             10         200
   LEFT+A+B, B

Alternate Stance 2 Kick              01             08         160
   LEFT+A+B, A

Alternate Stance 2 Punch Combo       07             34         680
   LEFT+A+B, Y, A, Y, RIGHT+X

Chi Attack (Infinite Swarm)          01             10         100
   WHITE

Chi Attack 2 (Storm of Black Arts)   01             16         160
   LEFT+WHITE

Chi Attack 3 (Burning Venom)         01             18         040
   RIGHT+WHITE

Chi Healing (Heal Limb Damage)       --             --         ---
   LEFT TRIGGER (when Chi Gage is full)


***DEFENSIVE TECHNIQUES***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.
     

Block High                           --             --         ---
   LEFT

Block Low                            --             --         ---
   DOWN, DOWN/LEFT

Block Jump Attack                    --             --         ---
   LEFT

Sidestep jump Attack                 --             --         ---
   UP, UP

Duck Under Attack                    --             --         ---
   HOLD DOWN

Jump To Avoid Attack                 --             --         ---
   UP/RIGHT


***COUNTER ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Deflect Throw                        01             15         300
   LEFT TRIGGER

Sidestep Attack and Punch            01             06         060
   UP, UP+B

Sidestep Attack and Throw            02             21         110
   UP, UP+B+Y

Duck High Attack, Crouching Punch    01             06         100
   DOWN+B

Jump Kick over Low Attack            01             10         080
   UP+A

Counter Opponent w/Faster Attack     01             07         060
   Y


=========================
SECTION 6.2: THE FATALIST
=========================

\"Against the power of fate...you don\'t stand a chance.\"

\"The runes have spoken...there is no escaping fate\'s grip.\"

(NOTE: All the moves that are presented here are performed assuming 
that you are on the left side of the screen).


***OFFENSIVE ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Lead Punch                           01             04         040
   Y

Trailing Punch                       01             04         040
   B

Lead Kick                            01             04         040
   X

Trailing Kick                        01             04         040
   A

Lead Punch Forward                   01             08         160
   RIGHT+Y

In-Close Lead Punch                  01             08         160
   LEFT+Y

Trailing Punch Forward               01             08         160
   RIGHT+B

In-Close Trailing Punch              01             08         160
   LEFT+B

Lead Kick Forward                    01             08         160
   RIGHT+X

In-Close Lead Kick                   01             08         160
   LEFT+X

Low Lead Kick                        01             08         160
   RIGHT/DOWN+X 

Trailing Kick Forward                01             08         160
   RIGHT+A

In-Close Trailing Kick               01             08         160
   LEFT+A

Low Trailing Kick                    01             08         160
   DOWN/RIGHT+A

Crouching Punch                      01             04         080
   DOWN+B

Crouching Kick                       01             04         080
   DOWN +A

Attack Off Wall                      02             16         320
   RIGHT TRIGGER + D-PAD TOWARDS WALL

Attack Off Pole                      02             20         400
   RIGHT TRIGGER + D-PAD TOWARDS POLE

Running Attack                       01             08         080
   RIGHT+A

Throw                                01             16         160
   B+Y

Long Reach Throw                     01             12         000
   RIGHT+B+Y

Quick Reach Throw                    01             20         000
   LEFT+B+Y

Taunt 1                              --             --         ---
   BLACK

Taunt 2                              --             --         ---
   LEFT+BLACK

Get-Up Attack 2                      01             08         160
   X (when you are knocked down)

Ground Attack                        01             08         160
   DOWN+X (when opponent is knocked down)

Lead Punch Short Form Combo          03             15         300
   Y, A, A

Trailing Punch Short Form Combo      03             13         260
   B, Y, X

Lead Kick Short Form Combo           04             24         480
   X, A, B

Trailing Kick Short Form Combo       03             14         280
   A, A, A

Lead Punch Long Form Combo           05             21         420
   Y, B, Y, LEFT+A, RIGHT+Y
   
Trailing Punch Long Form Combo       07             32         640
   B, RIGHT+B, B, B, B, UP+A

Lead Kick Long Form Combo            06             28         560
   X, LEFT+X, LEFT+A, RIGHT+X, RIGHT+A

Trailing Kick Long Form Combo        07             30         600
   A, X, RIGHT+A, DOWN+A, RIGHT+A

Jump Punch                           01             08         080
   UP+B

Jump Punch Combo                     03             24         480
   UP+Y, Y

Jump Kick                            01             08         080
   UP+A

Jump Kick Combo                      03             24         480
   UP+A, A

Forward Jump Punch                   01             12         120
   UP/RIGHT+B

Forward Jump Punch Combo             04             24         400
   UP/RIGHT+B, Y

Forward Jump Kick                    01             08         080
   UP/RIGHT+A

Forward Jump Kick Combo              02             16         320
   UP/RIGHT+A, A

Running Attack Combo                 03             20         400
   RIGHT+A, RIGHT+A, RIGHT+A

Alternate Stance 1 Punch             02             08         080
   LEFT+X+Y, B

Alternate Stance 1 Kick              02             08         160
   LEFT+X+Y, A

Alternate Stance 1 Punch Combo       07             32         640
   LEFT+X+Y, B, B, DOWN+A, RIGHT+A

Alternate Stance 2 Punch             01             08         160
   LEFT+A+B, B

Alternate Stance 2 Kick              02             08         080
   LEFT+A+B, A

Alternate Stance 2 Punch Combo       07             34         680
   LEFT+A+B, A, A, RIGHT+A, RIGHT+A

Chi Attack (Rune Blade)              01             20         200
   WHITE

Chi Attack 2 (Rune Fire)             01             16         160
   LEFT+WHITE

Chi Attack 3 (Rune Thrust)           01             18         180
   RIGHT+WHITE

Chi Healing (Heal Limb Damage)       --             --         ---
   LEFT TRIGGER (when Chi Gage is full)


***DEFENSIVE TECHNIQUES***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.
     

Block High                           --             --         ---
   LEFT

Block Low                            --             --         ---
   DOWN, DOWN/LEFT

Block Jump Attack                    --             --         ---
   LEFT

Sidestep jump Attack                 --             --         ---
   UP, UP

Duck Under Attack                    --             --         ---
   HOLD DOWN

Jump To Avoid Attack                 --             --         ---
   UP/RIGHT


***COUNTER ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Deflect Throw                        01             15         300
   LEFT TRIGGER

Sidestep Attack and Punch            01             04         040
   UP, UP+B

Sidestep Attack and Throw            01             16         160
   UP, UP+B+Y

Duck High Attack, Crouching Punch    01             05         080
   DOWN+B

Jump Kick over Low Attack            01             10         080
   UP+A

Counter Opponent w/Faster Attack     01             05         040
   Y


==================
SECTION 6.3: EXILE
==================

\"Prepare...for pain!\"

\"I will crush you!\"

(NOTE: All the moves that are presented here are performed assuming 
that you are on the left side of the screen).


***OFFENSIVE ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Lead Punch                           01             05         050
   Y

Trailing Punch                       01             08         080
   B

Lead Kick                            01             08         080
   X

Trailing Kick                        01             08         080
   A

Lead Punch Forward                   01             10         200
   RIGHT+Y

In-Close Lead Punch                  01             10         200
   LEFT+Y

Trailing Punch Forward               01             10         200
   RIGHT+B

In-Close Trailing Punch              01             11         220
   LEFT+B

Lead Kick Forward                    01             08         160
   RIGHT+X

In-Close Lead Kick                   01             11         220
   LEFT+X

Low Lead Kick                        01             08         160
   RIGHT/DOWN+X 

Trailing Kick Forward                01             08         160
   RIGHT+A

In-Close Trailing Kick               01             08         160
   LEFT+A

Low Trailing Kick                    01             08         160
   DOWN/RIGHT+A

Crouching Punch                      01             07         140
   DOWN+B

Crouching Kick                       01             05         100
   DOWN +A

Attack Off Wall                      01             16         320
   RIGHT TRIGGER + D-PAD TOWARDS WALL

Attack Off Pole                      02             20         400
   RIGHT TRIGGER + D-PAD TOWARDS POLE

Running Attack                       01             10         100
   RIGHT+Y

Throw                                01             22         000
   B+Y

Long Reach Throw                     01             16         000
   RIGHT+B+Y

Quick Reach Throw                    01             26         000
   LEFT+B+Y

Taunt 1                              --             --         ---
   BLACK

Taunt 2                              --             --         ---
   LEFT+BLACK

Get-Up Attack 2                      01             10         200
   Y (when you are knocked down)

Ground Attack                        01             08         160
   DOWN+B (when opponent is knocked down)

Lead Punch Short Form Combo          03             18         360
   Y, B, A

Trailing Punch Short Form Combo      03             22         440
   B, Y, A

Lead Kick Short Form Combo           04             26         520
   X, Y, B

Trailing Kick Short Form Combo       03             18         360
   A, Y, B

Lead Punch Long Form Combo           04             16         320
   Y, Y, RIGHT+Y
   
Trailing Punch Long Form Combo       07             40         800
   B, B, Y, B, Y, X, UP+Y

Lead Kick Long Form Combo            04             24         480
   X, A, LEFT+A, RIGHT+A

Trailing Kick Long Form Combo        04             27         540
   A, X, A, RIGHT+X

Jump Punch                           01             10         100
   UP+B

Jump Punch Combo                     02             20         400
   UP+Y, B

Jump Kick                            01             08         080
   UP+A

Jump Kick Combo                      02             16         320
   UP+A, A

Forward Jump Punch                   01             12         120
   UP/RIGHT+B

Forward Jump Punch Combo             04             24         480
   UP/RIGHT+Y, Y

Forward Jump Kick                    01             08         080
   UP/RIGHT+A

Forward Jump Kick Combo              04             26         540
   UP/RIGHT+A, A, A, A

Running Attack Combo                 11             38         760
   RIGHT+Y, Y, B, Y, B, Y, RIGHT+B

Alternate Stance 1 Punch             01             10         100
   LEFT+X+Y, B

Alternate Stance 1 Kick              01             10         200
   LEFT+X+Y, A

Alternate Stance 1 Punch Combo       06             36         720
   LEFT+X+Y, B, RIGHT+B, RIGHT+B, UP+B

Alternate Stance 2 Punch             01             10         200
   LEFT+A+B, B

Alternate Stance 2 Kick              01             10         100
   LEFT+A+B, A

Alternate Stance 2 Punch Combo       03             22         440
   LEFT+A+B, X, DOWN+X, DOWN+A

Chi Attack (Knuckle Rupture)         01             22         220
   WHITE

Chi Attack 2 (Force Wave)            01             18         180
   LEFT+WHITE

Chi Attack 3 (Big Stomp Implode)     01             10         100
   RIGHT+WHITE

Chi Healing (Heal Limb Damage)       --             --         ---
   LEFT TRIGGER (when Chi Gage is full)


***DEFENSIVE TECHNIQUES***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.
     

Block High                           --             --         ---
   LEFT

Block Low                            --             --         ---
   DOWN, DOWN/LEFT

Block Jump Attack                    --             --         ---
   LEFT

Sidestep jump Attack                 --             --         ---
   UP, UP

Duck Under Attack                    --             --         ---
   HOLD DOWN

Jump To Avoid Attack                 --             --         ---
   UP/RIGHT


***COUNTER ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Deflect Throw                        01             15         000
   LEFT TRIGGER

Sidestep Attack and Punch            01             08         080
   UP, UP+B

Sidestep Attack and Throw            01             22         000
   UP, UP+B+Y

Duck High Attack, Crouching Punch    01             07         140
   DOWN+B

Jump Kick over Low Attack            01             10         080
   UP+A

Counter Opponent w/Faster Attack     01             06         050
   Y


==================
SECTION 6.4: VAPOR
==================

\"Your desire to battle arouses my inner passion...I will fight you.\"

\"You feeble mind limits your abilities...prepare to be vanquished.\"

(NOTE: All the moves that are presented here are performed assuming 
that you are on the left side of the screen).


***OFFENSIVE ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.



Lead Punch                           01             04         040
   Y

Trailing Punch                       01             04         040
   B

Lead Kick                            01             04         040
   X

Trailing Kick                        01             04         040
   A

Lead Punch Forward                   01             06         120
   RIGHT+Y

In-Close Lead Punch                  01             06         120
   LEFT+Y

Trailing Punch Forward               01             06         120
   RIGHT+B

In-Close Trailing Punch              01             05         100
   LEFT+B

Lead Kick Forward                    01             06         120
   RIGHT+X

In-Close Lead Kick                   01             06         120
   LEFT+X

Low Lead Kick                        01             08         160
   RIGHT/DOWN+X 

Trailing Kick Forward                01             08         160
   RIGHT+A

In-Close Trailing Kick               01             04         080
   LEFT+A

Low Trailing Kick                    01             08         160
   DOWN/RIGHT+A

Crouching Punch                      01             03         060
   DOWN+B

Crouching Kick                       01             04         080
   DOWN +A

Attack Off Wall                      01             16         320
   RIGHT TRIGGER + D-PAD TOWARDS WALL

Attack Off Pole                      02             20         400
   RIGHT TRIGGER + D-PAD TOWARDS POLE

Running Attack                       01             04         040
   RIGHT+A

Throw                                01             16         000
   B+Y

Long Reach Throw                     01             12         000
   RIGHT+B+Y

Quick Reach Throw                    01             20         000
   LEFT+B+Y

Taunt 1                              --             --         ---
   BLACK

Taunt 2                              --             --         ---
   LEFT+BLACK

Get-Up Attack 2                      01             05         100
   Y (when you are knocked down)

Ground Attack                        01             04         080
   DOWN+B (when opponent is knocked down)

Lead Punch Short Form Combo          03             14         280
   Y, X, A

Trailing Punch Short Form Combo      03             14         280
   B, B, A

Lead Kick Short Form Combo           03             14         280
   X, X, A

Trailing Kick Short Form Combo       04             14         280
   A, X, LEFT+A

Lead Punch Long Form Combo           06             22         440
   Y, Y, B, X, A, B
   
Trailing Punch Long Form Combo       04             16         320
   B, X, A, Y

Lead Kick Long Form Combo            04             16         320
   X, A, X, RIGHT+X

Trailing Kick Long Form Combo        06             23         460
   A, A, A, X, X, A

Jump Punch                           01             06         060
   UP+B

Jump Punch Combo                     05             28         560
   UP+Y, Y, Y, Y

Jump Kick                            02             16         160
   UP+A

Jump Kick Combo                      04             24         480
   UP+A, LEFT+A

Forward Jump Punch                   01             08         080
   UP/RIGHT+B

Forward Jump Punch Combo             04             24         480
   UP/RIGHT+Y, X, A, RIGHT+A

Forward Jump Kick                    01             06         060
   UP/RIGHT+A

Forward Jump Kick Combo              03             18         360
   UP/RIGHT+A, RIGHT+A

Running Attack Combo                 09             19         380
   RIGHT+X, X, A, B, DOWN+A 

Alternate Stance 1 Punch             01             05         050
   LEFT+X+Y, B

Alternate Stance 1 Kick              01             06         120
   LEFT+X+Y, A

Alternate Stance 1 Punch Combo       04             19         380
   LEFT+X+Y, Y, Y, B, X

Alternate Stance 2 Punch             01             04         080
   LEFT+A+B, B

Alternate Stance 2 Kick              01             05         050
   LEFT+A+B, A

Alternate Stance 2 Punch Combo       06             25         500
   LEFT+A+B, A, A, X, A, X, RIGHT+A

Chi Attack (Teleport Opponent)       01             16         000
   WHITE

Chi Attack 2 (Teleport Ground Slam)  01             18         000
   LEFT+WHITE

Chi Attack 3 (Teleport Multi-Strike) 01             20         000
   RIGHT+WHITE

Chi Healing (Heal Limb Damage)       --             --         ---
   LEFT TRIGGER (when Chi Gage is full)


***DEFENSIVE TECHNIQUES***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.
     

Block High                           --             --         ---
   LEFT

Block Low                            --             --         ---
   DOWN, DOWN/LEFT

Block Jump Attack                    --             --         ---
   LEFT

Sidestep jump Attack                 --             --         ---
   UP, UP

Duck Under Attack                    --             --         ---
   HOLD DOWN

Jump To Avoid Attack                 --             --         ---
   UP/RIGHT


***COUNTER ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Deflect Throw                        01             15         300
   LEFT TRIGGER

Sidestep Attack and Punch            01             04         040
   UP, UP+B

Sidestep Attack and Throw            01             16         000
   UP, UP+B+Y

Duck High Attack, Crouching Punch    01             03         060
   DOWN+B

Jump Kick over Low Attack            02             18         160
   UP+A

Counter Opponent w/Faster Attack     01             05         040
   Y


=====================
SECTION 6.5: DIVINITY
=====================

\"The heavens shine upon my every graceful step.\"

\"Show me your moves...and I\'ll show you mine.\"

\"Only divine intervention can save you from defeat.\"

(NOTE: All the moves that are presented here are performed assuming 
that you are on the left side of the screen).


***OFFENSIVE ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Lead Punch                           01             06         060
   Y

Trailing Punch                       01             06         060
   B

Lead Kick                            01             06         060
   X

Trailing Kick                        01             06         120
   A

Lead Punch Forward                   01             04         080
   RIGHT+Y

In-Close Lead Punch                  01             08         160
   LEFT+Y

Trailing Punch Forward               01             06         120
   RIGHT+B

In-Close Trailing Punch              01             08         160
   LEFT+B

Lead Kick Forward                    01             08         160
   RIGHT+X

In-Close Lead Kick                   01             08         160
   LEFT+X

Low Lead Kick                        01             08         160
   RIGHT/DOWN+X 

Trailing Kick Forward                01             08         160
   RIGHT+A

In-Close Trailing Kick               01             08         160
   LEFT+A

Low Trailing Kick                    01             08         160
   DOWN/RIGHT+A

Crouching Punch                      01             08         160
   DOWN+B

Crouching Kick                       02             06         120
   DOWN +A

Attack Off Wall                      02             16         320
   RIGHT TRIGGER + D-PAD TOWARDS WALL

Attack Off Pole                      01             12         120
   RIGHT TRIGGER + D-PAD TOWARDS POLE

Running Attack                       02             08         080
   RIGHT+A

Throw                                01             16         000
   B+Y

Long Reach Throw                     01             12         000
   RIGHT+B+Y

Quick Reach Throw                    01             20         000
   LEFT+B+Y

Taunt 1                              --             --         ---
   BLACK

Taunt 2                              --             --         ---
   LEFT+BLACK

Get-Up Attack 2                      01             10         200
   Y (when you are knocked down)

Ground Attack                        01             08         160
   DOWN+B (when opponent is knocked down)

Lead Punch Short Form Combo          03             15         300
   Y, X, A

Trailing Punch Short Form Combo      03             18         360
   B, A, RIGHT+X

Lead Kick Short Form Combo           04             18         360
   X, X, RIGHT+A

Trailing Kick Short Form Combo       03             18         360
   A, Y, X

Lead Punch Long Form Combo           04             18         360
   Y, A, X, A
   
Trailing Punch Long Form Combo       07             29         580
   B, A, B, B, Y, A, X

Lead Kick Long Form Combo            06             26         520
   X, A, B, A, RIGHT+X

Trailing Kick Long Form Combo        06             26         520
   A, LEFT+A, B, B, X, UP+X

Jump Punch                           01             08         080
   UP+B

Jump Punch Combo                     02             16         320
   UP+B, RIGHT+B

Jump Kick                            01             08         080
   UP+A

Jump Kick Combo                      03             20         400
   UP+A, RIGHT+A

Forward Jump Punch                   01             06         060
   UP/RIGHT+B

Forward Jump Punch Combo             02             09         180
   UP/RIGHT+Y, RIGHT+X

Forward Jump Kick                    01             06         060
   UP/RIGHT+A

Forward Jump Kick Combo              03             17         340
   UP/RIGHT+A, RIGHT+A

Running Attack Combo                 06             22         440
   RIGHT+A, A, A, RIGHT+A 

Alternate Stance 1 Punch             01             08         160
   LEFT+X+Y, B

Alternate Stance 1 Kick              01             08         080
   LEFT+X+Y, A

Alternate Stance 1 Kick Combo        06             32         640
   LEFT+X+Y, A, A, X, A, RIGHT+A

Alternate Stance 2 Punch             01             08         160
   LEFT+A+B, B

Alternate Stance 2 Kick              01             08         080
   LEFT+A+B, A

Alternate Stance 2 Kick Combo        06             25         500
   LEFT+A+B, A, A, X, RIGHT+A

Chi Attack (Shafts of Light)         01             15         150
   WHITE

Chi Attack 2 (Heaven\'s Light)        01             12         125
   LEFT+WHITE

Chi Attack 3 (Ray of Light)          01             10         100
   RIGHT+WHITE

Chi Healing (Heal Limb Damage)       --             --         ---
   LEFT TRIGGER (when Chi Gage is full)


***DEFENSIVE TECHNIQUES***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.
     

Block High                           --             --         ---
   LEFT

Block Low                            --             --         ---
   DOWN, DOWN/LEFT

Block Jump Attack                    --             --         ---
   LEFT

Sidestep jump Attack                 --             --         ---
   UP, UP

Duck Under Attack                    --             --         ---
   HOLD DOWN

Jump To Avoid Attack                 --             --         ---
   UP/RIGHT


***COUNTER ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Deflect Throw                        01             15         300
   LEFT TRIGGER

Sidestep Attack and Punch            01             06         060
   UP, UP+B

Sidestep Attack and Throw            01             16         000
   UP, UP+B+Y

Duck High Attack, Crouching Punch    01             10         160
   DOWN+B

Jump Kick over Low Attack            01             10         080
   UP+A

Counter Opponent w/Faster Attack     01             07         060
   Y


==================
SECTION 6.6: GEIST
==================

\"Give me more!\"

\"Your pain is my pleasure!\"

\"I\'m ready for you now.\"

(NOTE: All the moves that are presented here are performed assuming 
that you are on the left side of the screen).


***OFFENSIVE ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Lead Punch                           01             04         040
   Y

Trailing Punch                       01             06         060
   B

Lead Kick                            01             06         060
   X

Trailing Kick                        01             06         120
   A

Lead Punch Forward                   01             06         120
   RIGHT+Y

In-Close Lead Punch                  01             06         120
   LEFT+Y

Trailing Punch Forward               01             06         120
   RIGHT+B

In-Close Trailing Punch              01             06         120
   LEFT+B

Lead Kick Forward                    01             06         120
   RIGHT+X

In-Close Lead Kick                   01             06         120
   LEFT+X

Low Lead Kick                        01             08         160
   RIGHT/DOWN+X 

Trailing Kick Forward                01             06         120
   RIGHT+A

In-Close Trailing Kick               01             06         120
   LEFT+A

Low Trailing Kick                    01             08         160
   DOWN/RIGHT+A

Crouching Punch                      01             04         080
   DOWN+B

Crouching Kick                       01             04         080
   DOWN +A

Attack Off Wall                      02             16         320
   RIGHT TRIGGER + D-PAD TOWARDS WALL

Attack Off Pole                      02             20         400
   RIGHT TRIGGER + D-PAD TOWARDS POLE

Running Attack                       01             05         050
   RIGHT+A

Throw                                01             16         100
   B+Y

Long Reach Throw                     01             12         000
   RIGHT+B+Y

Quick Reach Throw                    01             18         000
   LEFT+B+Y

Taunt 1                              --             --         ---
   BLACK

Taunt 2                              --             --         ---
   LEFT+BLACK

Get-Up Attack 2                      01             08         160
   Y (when you are knocked down)

Ground Attack                        01             08         160
   DOWN+X (when opponent is knocked down)

Lead Punch Short Form Combo          04             16         220
   Y, A, X

Trailing Punch Short Form Combo      03             18         360
   B, A, X

Lead Kick Short Form Combo           03             15         300
   X, X, B

Trailing Kick Short Form Combo       03             16         320
   A, A, A

Lead Punch Long Form Combo           04             18         360
   Y, B, Y, A
   
Trailing Punch Long Form Combo       08             38         760
   B, B, Y, B, B, RIGHT+A, RIGHT+X

Lead Kick Long Form Combo            05             26         320
   X, A, A, RIGHT+B, RIGHT+A

Trailing Kick Long Form Combo        07             29         580
   A, B, B, A, LEFT+A, RIGHT+A, DOWN+A

Jump Punch                           02             08         080
   UP+B

Jump Punch Combo                     04             20         400
   UP+Y, Y, Y

Jump Kick                            01             06         060
   UP+A

Jump Kick Combo                      02             14         280
   UP+A, A

Forward Jump Punch                   01             04         040
   UP/RIGHT+B

Forward Jump Punch Combo             05             19         380
   UP/RIGHT+B, B, B

Forward Jump Kick                    01             03         030
   UP/RIGHT+A

Forward Jump Kick Combo              03             12         240
   UP/RIGHT+A, A, A

Running Attack Combo                 06             23         460
   RIGHT+X, B, Y, B, RIGHT+Y

Alternate Stance 1 Punch             02             09         090
   LEFT+X+Y, B

Alternate Stance 1 Kick              01             06         120
   LEFT+X+Y, A

Alternate Stance 1 Punch Combo       05             23         460
   LEFT+X+Y, Y, X, RIGHT+X

Alternate Stance 2 Punch             01             06         120
   LEFT+A+B, B

Alternate Stance 2 Kick              02             09         090
   LEFT+A+B, A

Alternate Stance 2 Kick Combo        06             26         520
   LEFT+A+B, A, A, B, A, B

Chi Attack (Double Blades)           01             16         000
   WHITE

Chi Attack 2 (Rain of Steel)         01             18         040
   LEFT+WHITE

Chi Attack 3 (Searching Blades)      01             20         200
   RIGHT+WHITE

Chi Healing (Heal Limb Damage)       --             --         ---
   LEFT TRIGGER (when Chi Gage is full)


***DEFENSIVE TECHNIQUES***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.
     

Block High                           --             --         ---
   LEFT

Block Low                            --             --         ---
   DOWN, DOWN/LEFT

Block Jump Attack                    --             --         ---
   LEFT

Sidestep jump Attack                 --             --         ---
   UP, UP

Duck Under Attack                    --             --         ---
   HOLD DOWN

Jump To Avoid Attack                 --             --         ---
   UP/RIGHT


***COUNTER ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Deflect Throw                        01             15         300
   LEFT TRIGGER

Sidestep Attack and Punch            01             06         060
   UP, UP+B

Sidestep Attack and Throw            01             16         100
   UP, UP+B+Y

Duck High Attack, Crouching Punch    01             05         080
   DOWN+B

Jump Kick over Low Attack            01             07         060
   UP+A

Counter Opponent w/Faster Attack     01             05         040
   Y


===========================================
SECTION 7: UN-LOCKABLE CHARACTER (ZHAO YEN)
===========================================

     To unlock Zhao Yen, you must defeat Zhao Yen in Quest Mode with 
both the Pale Lotus Sect as well as the Black Mantis Sect.  Zhao Yen is 
only a selectable character in Versus Mode.


=====================
SECTION 7.1: ZHAO YEN
=====================

\"The Tao is with me, and now I will show you the true meaning of 
enlightenment.\"

\"The Tao is with me.  At last, a chance to practice centuries of 
training.\"

\"The Tao is with me.\"

(NOTE: All the moves that are presented here are performed assuming 
that you are on the left side of the screen).


***OFFENSIVE ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Lead Punch                           02             07         070
   Y

Trailing Punch                       02             11         110
   B

Lead Kick                            01             08         080
   X

Trailing Kick                        01             10         100
   A

Lead Punch Forward                   02             15         300
   RIGHT+Y

In-Close Lead Punch                  02             12         240
   LEFT+Y

Trailing Punch Forward               02             12         240
   RIGHT+B

In-Close Trailing Punch              01             12         240
   LEFT+B

Lead Kick Forward                    01             08         080
   RIGHT+X

In-Close Lead Kick                   01             08         080
   LEFT+X

Low Lead Kick                        02             12         240
   RIGHT/DOWN+X 

Trailing Kick Forward                01             10         100
   RIGHT+A

In-Close Trailing Kick               01             10         100
   LEFT+A

Low Trailing Kick                    01             12         240
   DOWN/RIGHT+A

Crouching Punch                      02             10         200
   DOWN+B

Attack Off Wall                      01             20         400
   RIGHT TRIGGER + D-PAD TOWARDS WALL

Attack Off Pole                      02             16         000
   RIGHT TRIGGER + D-PAD TOWARDS POLE

Running Attack                       01             12         240
   RIGHT+B

Throw                                01             16         100
   B+Y

Taunt 1                              --             --         ---
   BLACK

Get-Up Attack 1                      01             10         200
   Y (when you are knocked down)

Get-Up Attack 2                      02             10         200
   Y (when you are knocked down)

Ground Attack                        01             10         200
   DOWN+B (when opponent is knocked down)

Lead Punch Long Form Combo           15             36         720
   Y, B, LEFT+Y, RIGHT+Y, RIGHT+B
   
Trailing Punch Long Form Combo       08             42         840
   B, Y, LEFT+B, RIGHT+Y

Lead Kick Long Form Combo            05             31         620
   X, Y, LEFT+B, Y, RIGHT+B

Trailing Kick Long Form Combo        07             45         900
   A, B, X, RIGHT+B, RIGHT+Y

Jump Punch                           01             04         040
   UP+Y

Forward Jump Punch                   01             04         080
   UP/RIGHT+B

Running Attack Combo                 06             12         240
   RIGHT+B, RIGHT+B

Chi Healing (Heal Limb Damage)       --             --         ---
   LEFT TRIGGER (when Chi Gage is full)


***DEFENSIVE TECHNIQUES***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.
     

Block High                           --             --         ---
   LEFT

Block Low                            --             --         ---
   DOWN, DOWN/LEFT

Block Jump Attack                    --             --         ---
   LEFT

Sidestep jump Attack                 --             --         ---
   UP, UP

Duck Under Attack                    --             --         ---
   HOLD DOWN

Jump To Avoid Attack                 --             --         ---
   UP/RIGHT


***COUNTER ATTACKS***

MOVE NAME/COMMAND                 # OF HITS    % OF DAMAGE  # OF PTS.


Deflect Throw (Circles Around)       00             00         000
   LEFT TRIGGER

Sidestep Attack and Punch            02             12         110
   UP, UP+B

Duck High Attack, Crouching Punch    02             11         200
   DOWN+B

Jump Kick over Low Attack            01             12         120
   UP+A

Counter Opponent w/Faster Attack     02             08         070
   Y


===========================================================
SECTION 8: UNLOCKABLE STAGE (ETHEREAL PLANE OF IMMORTALITY)
===========================================================

     To unlock the Ethereal Plane of Immortality Stage, you must beat 
the Advanced Training Mode with any character of your choice.  All the 
tasks must be completed by at least one character.  Only then will this 
stage be selectable, so get to it!


===========================
SECTION 9: ACKNOWLEDGEMENTS
===========================

    I would to thank a couple of people for making this guide possible.  
First, I would like to thank the team at Studio Gigante and Microsoft 
for a fighting game well done and for writing compelling biographical 
stories to accompany their characters within the game.  Without this 
game, there would be no guide.  Second, I would like to also 
acknowledge that a good friend of mine named Mark Talon also helped out 
with the move testing parts of this guide.  Thanks for making my job a 
little easier.  Third, I would also like to thank my girlfriend, 
Angela, for continuing to support me with whatever endeavors I decide 
to go after.  Finally, as always, I would like to thank Gamefaqs.com 
for continuing to support my work.  See ya next guide...