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COSTUMES
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P1 costume |
P2 costume |
STORY
ang was a companion of Jinpachi Mishima; Heihachi's father.
Wang watched Heihachi and Kazuya with great interest as they grew and chose thier respective paths of life.
Wang remained generous and kind whilst living as a recluse in the Mishima gardens.
Now, Wang tends to the huge number of vegetables in the gardens, finding time to hone his awesome (and highly individual) martial arts skill.
Every morning at the crack of dawn, he can be seen strolling down the mountains gazing at the clouds.
His lithe athletiscism, despite his age, has meant that his inner chi strength is channelled with great purity of spirit, despite his frail bones.
His reason for entering the second tournament is to carry out the final wishes of the long-dead Jinpachi.
During his life, Jinpachi watched with grief as Heihachi and Kazuya followed the path of evil.
He instructed his faithful friend to eliminate both of them when the time was right.
Wang theorises that the best way to fulfill this plea is to face all challengers giving way to those adept enough to defeat Kazuya and dispatches those unworthy of his attention.
Heihachi will stare into the face of destiny at another time! |
THROWS
NAME |
COMMAND |
DAMAGE |
ESCAPE |
Headlock Toss |
1+3 |
30 |
1 |
Body Slam |
2+4 |
30 |
2 |
Spin Behind Elbow Smash |
d/f,d/f+2+4 |
35 |
None |
Whirlwind Toss |
d/f+1+3+4 |
30 |
None |
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Reverse Neck Throw (behind) |
1+3 or 2+4 |
40 |
None |
MOVES
NAME |
COMMAND |
DAMAGE |
RANGE |
G-Clef Cannon |
1,1,1 |
10/5/21 |
H/M/M |
G-Clef Cannon |
d/f+1,1 |
8/21 |
M/M |
Power Punch |
f+2 |
21 |
M |
Slow Power Punch |
d/f+2 |
10 |
M |
Slow Power Punch Combo |
d/f+2,1 |
15/21 |
M/T |
Throw if 1st hit connects. |
Medium Power Punch |
d/f+1+2 |
28 |
M |
Hits ground ?. |
Heavy Power Punch |
QCF+1 |
30 |
M |
Damage is 45 on clean hit. |
Tequila Sunrise Combo |
WS+2,1,1 |
15/10/21 |
M/M/M |
Double Palm Thrust |
f,f+1+2 |
20 |
M |
Damage is 30 on clean hit. |
Front Snap Kick |
d/f+3 |
17 |
M |
Skyscraper Kick |
WS+4 |
15 |
M |
Triple Spin Razor |
4,d+4,1 |
20/12/21 |
H/L/M |
2nd hit hits ground. |
Triple Spin Kicks |
4,d+4,N,4 |
20/12/21 |
H/L/H |
2nd hit hits ground. |
Triple Spin Low |
4,D+4,4 |
20/12/10 |
H/L/L |
2nd hit hits ground. |
Razor's Edge |
d+4,1 |
10/21 |
L/M |
Hits ground. |
Sweep to Head Kick |
d+4,N,4 |
10/23 |
L/H |
Hits ground. |
Sweep to Low Kick |
D+4,4 |
10/10 |
L/L |
Hits ground. |
Arrow Kicks |
D,d/f+4,3 |
12/15 |
M/L/H |
Hits ground. |
Foot Stomp |
u/f+3+4 |
35 |
M |
Hits ground. |
Spin Behind to Behind Back Suplex |
2,B,1+2 |
12/45 |
H/T |
Throw if 1st hit connects. Throw can be ducked. |
SPECIAL MOVES
NAME |
COMMAND |
DAMAGE |
RANGE |
Heavy Uppercut |
b,b+1 |
70 |
! |
Hold B to cancel. |
Dragon Power Punch |
b+1+2 |
100 |
! |
Attack Reversal |
b+1+3 or b+2+4 |
N/A |
Reversal |
Does 80% of reversed hit. |
10-HIT STRING
COMMAND |
DAMAGE |
RANGE |
HITS |
2,1,1,2,3,3,3,4,4,1 |
12/6/6/6/6/6/6/7/8/25 |
H/M/M/M/L/H/M/H/L/M |
10 |
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