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    Combo FAQ by PCArrellaga

    Version: 1.2 | Updated: 04/01/98 | Printable Version | Search This Guide

    Subject: Last Blade/Gekka no Kenshi Combo FAQ 1.2
    From: hissatsu@concentric.net (Pedro Colman-Arrellaga)
    Date: Wed, 01 Apr 1998 23:10:22 GMT
    Reply-To: hissatsu@concentric.net
    Newsgroups: rec.games.video.arcade
    
                              Gekka no Kenshi
                              "The Last Blade"      
                           Combo FAQ version 1.2
                                    by
         Travis (Ukyo) Bayne, Pedro Colman-Arrellaga, Steve Kidwell 
    =====================================================================
     
    Key:
     
    A   = weak slash
    B   = heavy slash
    C   = kick
    D   = deflect 
    u   = up
    d   = down
    b   = back 
    f   = forward
    df  = down-forward
    db  = down-back
    qcf = quarter circle forward
    qcb = quarter circle back
    hcf = half circle forward
    hcb = half circle back
    dp  = "dragon punch" motion (forward, down, down-forward)
    cd  = charge down
    cb  = charge back
    DM  = Desperation move
    SDM = Super Desperation move
    (g) = move performed while opponent is on ground
    (a) = move performed while airborne
    *   = combo must be performed in corner
    !   = requires maxed meter or low health
    ~   = requires maxed meter and low health
    #   = non-interruptible normal move
    
    =====================================================================
    
    Combo tips
    ----------
    
    In most places jumping C or B can be substituted for each other in
    combos (although jumping C must usually be done deeper as the hit
    stun is shorter), as can a crouching B for most of the Standing B's.
    Of course you can usually tack on a Weak slash special instead of the
    B slash, but why?  Use the B if it's available. Generally what is
    shown here is most hits and damage possible.
    
    Multiple hit normal moves (such as Zantetsu's d+B) can generally be
    interrupted on either hit, the tradeoff being that waiting for the
    second hit pushes you slightly farther away.
    
    Use the deflect (D) to open up combo opportunities.
    
    Running (f,f) after hitting an opponent with a special move often
    makes it possible to hit then again on the ground with a ground
    attack. It is also significantly easier to perform df+B and df+C
    ground attacks while running.
    
    Many moves can be made easier to combo by pre-buffering the move. An 
    example of this is Jump B, A, hcb+C with Zantetsu. This is
    easier to perform if you do Jump B, hcb+A, C. hcb+A isn't a special
    move with Zantetsu, but the hcb registers and when C is hit, the
    hcb+C move comes out.  Another example of this method is Jump B, B,
    SDM (qcb,hcf+B) with Kagami before he is powered up. It is more
    easily performed as Jump B, qcb+B, hcf+B. Since qcb+B isn't a special
    move, the motion gets registered and just a B comes out. When you
    perform the hcf+B you complete the SDM motion and it comes out.
    
    All qcb,hcf motions can be replaced with qcb,f. This is easier and it
    gives you that extra split second you may need when comboing many
    DM's and SDM's
    
    =====================================================================
     
    Last Blade Chain Combo System in Speed mode             
    ---------------------------------------------------------------------
     
    Basically all chain combos (with a few exceptions) are variations on 
    this chain: 
     
    b+A, A, A, B, f+B# 
    
    All characters can perform this chain combo. The only rules that have
    to be followed are:
    
    1. Chains must flow from A to B. No A, B, A chains.
    2. Portions of the chains are chains on their own. 
    
    Ex: A, B, f+B#
        A, f+B#
        b+A, B, f+B
         
    3. b+A may only be performed at the beginning of a chain.
    4. Every character has an uninterruptable f+B#.
    5. Crouching normals may be done in place of standing moves, however  
        once a crouching move has been done, that button may not be used 
        again in the chain. No d+A, d+A. (With 3 exceptions)
     
    Ex: d+A, d+B, f+B#
        b+A, A, d+A, f+B#
         
    Character specific exceptions will be described in each character's
    combo guide.
     
    =====================================================================
     
    d,d+AB in Speed mode
    --------------------
    
    Pressing d,d+AB in Speed mode with a maxed meter and while low in
    health activates a "custom combo." While in this mode all your moves
    are faster, interruptible, and linkable. You cannot perform DM's
    while in this mode. The custom combo mode lasts as long as it takes
    for your meter to run out. Performing moves reduces the meter more 
    quickly. (About enought time for 12 A's (11 Custom Combo A's chained
    into a 12th "normal" A); 8-9 B's.)
     
    =====================================================================
    
    Boss code
    ---------
    
    At character select screen press C x 6, B x 3, C x 4 within three
    seconds. Arrows will appear to the left of Kaede and right of Moriya.
    Moving to the left or right of the top row of characters will select
    Musashi, moving to the left or right of the bottom row of characters
    will select Kagami.
    
    Note: Kagami is NOT selectable in the arcade (MVS) version of the
    game.
    
    =====================================================================
     
    Character combo guides
     
    Combo totals in "Both modes" area are counted in Power mode.  Totals 
    may vary between mode used and (in some cases) screen position.
    
    Note on Character Names:
    
    Names are written in Japanese order - Family name first, proper name
    last. (As spoken by the announcer) 
      
    =====================================================================
    
    Kaede
    -----
    
    Pressing BCD changes Kaede into a more powerful form. This requires a
    maxed meter or low health. In this form he is faster, does more
    damage and gets more hits, however he steadily loses health until it
    reaches almost zero. His 2nd DM (qcfx2+AB) and 2nd SDM (qcfx2+B) can
    only be done after BCD awakening.  
    
    Unique normal moves
    -------------------
    B can be followed up with A, b+A, or d+A after BCD awakening
    
    Ground attacks
    ---------------
    C 
    df+B
    
    Finishers
    ---------------
    dp+B can be finished off with a dp+B
    dp+A can be finished off with a dp+B only in Speed mode
    
    Note: While dp+B adds one more hit to a combo, the tradeoff is that
    you no longer have time to do a ground attack unless if you've already
    done the BCD awakening. 
    
    Combos
    ======
    
    Both modes
    ---------------
    
    Before BCD awakening:
    
    Jump B, B, qcf+B  (3 hits)
    Jump B, B, dp+B,dp+B  (5 hits)
    Jump B, B, qcb+A x 3, df+B(g)  (6 hits)
    Jump B, B, qcb+A x 2, dp+B,dp+B  (7 hits)
    hcf+C, qcf+B  (2 hits)
    hcf+C, dp+B,dp+B  (7 hits)
    !hcf+C, DM (qcb,hcf+AB)  (5 hits)
    
    After BCD awakening:
    
    Jump B, B, dp+B,dp+B, df+B(g)  (7 hits) 
    Jump B, B, A, qcb+A x 3, df+B(g)  (7 hits)
    Jump B, B, A, qcb+A x 2, qcf+A  (6 hits)
    Jump B, B, qcb+B, qcf+B  (4 hits)
    hcf+C, dp+B,dp+B  (7-9 hits)
    !hcf+C, DM (qcb,hcf+AB)  (5 hits)
    !hcf+C, 2nd DM (qcfx2+AB)  (5 hits)
     
    Power mode only
    ---------------
     
    Before BCD awakening:
    
    BC, dp+B,dp+B  (4 hits)
    !Jump B, B, qcb+A x 2, DM (qcb,hcf+AB)  (5 hits)
    
    After BCD awakening:
     
    BC, qcf+B  (2 hits)
    BC, dp+B,dp+B  (6 hits)
    !Jump B, B, qcb+B x 2, 2nd DM (qcfx2+AB)  (6 hits)
    ~hcf+C, SDM (qcb,hcf+B)  (8 hits)
    ~Jump B, B, A, qcb+A x 2, SDM  (9 hits)
    ~Jump B, B, A, qcb+A, 2nd SDM (qcfx2+B)  (12 hits) 
    
    Speed mode only
    ---------------
     
    Before BCD awakening:
    
    Jump B, d+A, d+B, qcf+B  (4 hits)
    Jump B, b+A, A, A, B, dp+B,dp+B  (7 hits)
    Jump B, b+A, A, A, B, qcb+A x 3, df+B(g)  (9 hits)
    Jump B, b+A, A, A, B, qcb+A x 2, qcf+B  (8 hits)
    *Jump B, b+A, A, A, B, qcb+A x 2, dp+B,dp+B  (10 hits) 
    
    After BCD awakening:
    
    Note: If you remove the B after Jump B in these combos, they do not
          have to be performed in the corner, but of course they'll do
          one less hit.
     
    *Jump B, b+A, A, A, B, dp+b,dp+B, df+B(g)  (10 hits)
    *Jump B, B, b+A, A, A, B, qcf+B  (7 hits)
    *Jump B, B, b+A, A, A, B, qcb+A x 3, df+B  (10 hits)
    *Jump B, B, b+A, A, A, B, qcb+A x 2, qcf+B  (9 hits)
    *Jump B, B, b+A, A, A, B, qcb+A x 2, dp+B,dp+B, df+B(g)  (14 hits)
    
    =====================================================================
     
    Minakata Moriya
    ---------------
    
    Unique normal moves
    -------------------
    b+B
    df+A#
    
    Ground attacks
    ---------------
    C
    df+B
    
    Finishers
    ---------------
    dp+A can be finished with a dp+B in Speed mode
    
    Combos
    ======
    
    Both modes
    ---------------
    Jump B, B, qcb+B (4 hits)
    Jump B, B, dp+B, df+B(g) (5 hits)
    Jump B, B, qcf+A x 3, C(g) (6 hits)
    Jump B, B, qcf+A x 2, qcb+B  (5 hits)
    Jump B, B, qcf+A x 2, dp+B, C(g) (7 hits)
    Jump B, B, qcf+A, qcb+B  (5 hits)
    !Jump B, B, DM (f,hcf+AB)  (17-18 hits)
    
    Power mode only
    ---------------
    *BC, dp+A, df+B  (3 hits)
    !Jump B, B, qcf+A, DM (f,hcf+AB)  (18-19 hits)
    !Jump B, B, qcf+A x 2, DM (f,hcf+AB)  (6 hits)
    ~Jump B, B, SDM (f,hcf+B)  (13 hits)
     
    
    Speed mode only
    ---------------
    Chain combo specifics:
    
    Chains can be ended with a b+B, but this can only be performed after
    an A slash. Chains can also be ended with a df+A#. (ex: d+A, df+A#)
    
    Jump B, b+A, A, A, B, dp+A,dp+B  (7 hits)
    Jump B, b+A, A, A, B, qcf+A, qcb+C  (7 hits)
    Jump B, b+A, A, A, B, qcf+A x 3, df+B(g)  (9 hits)
    Jump B, b+A, A, A, B, qcf+A x 2, dp+B  (8 hits)
    Jump B, b+A, A, A, B, qcf+A x 2, qcb+B, df+B(g)  (9 hits)
    *Jump B, b+A, A, d+A, B, qcf+A,qcf+B, qcb+A, dp+A,dp+B, df+B (g)
     (11-12 hits)
    !Jump B, b+A, A, A, B, DM (f,hcf+AB)  (14-15 hits)
    *~Jump B, b+A, A, A, B, d,d+AB, B, d+B, qcb+A, qcf+A, A, A, A, A, A,
      A, B, DM (f,hcf+AB)  (24-25 hits)
    
    =====================================================================
    
    Yuki
    ---------------
    
    Ground attacks
    ---------------
    C
    df+B (can be held... why?)
    
    Finishers
    ---------------
    DM can be finished with either a qcf+B or qcf+C
    Command throw (hcb+C) is interruptible by any special move
    
    Combos
    ========
    Note that all combos that begin with qcf+A must be done point blank
    and are only truly effective vs. a dizzy or taunting character!
    Timing is VERY strict!
    
    Both modes
    ---------------
    qcf+A, qcb+B  (3 hits)
    Jump B, B, dp+B  (4 hits)
    Jump B, B, qcb+B  (4 hits)
    Jump B, B, hcf+C  (3 hits)
    qcf+A, A, dp+A  (3 hits)
    qcf+A, A, qcb+B  (3 hits)
    qcf+A, A, hcf+C  (3 hits)
    hcb+C (close), dp+B  (6 hits)
    hcb+C (close), qcf+B  (6 hits)
    hcb+C (close), hcf+C  (6 hits)
    !Jump B, B, DM (qcb,hcf+AB),qcf+C, df+B(g)  (7 hits)
    
    Power mode
    ---------------
    !Jump B, B, qcb+A, DM (qcb,hcf+AB),qcf+C, df+B(g)  (9 hits)
    !qcf+A, A, qcb+A, DM (qcb,hcf+AB),qcf+C, df+B(g)  (9 hits)
    
    Speed mode
    ---------------
    Jump B, b+A, A, A, B, qcb+B (7 hits)
    Jump B, b+A, A, A, B, dp+B (6 hits)
    Jump B, b+A, A, A, B, qcf+C (6 hits)
    qcf+A, b+A, A, A, B, qcb+B (7 hits)
    qcf+A, b+A, A, A, B, qcb+B (6 hits)
    qcf+A, b+A, A, A, B, qcb+B (6 hits)
    !Jump B, b+A, A, A, B, DM (qcb,hcf+AB),qcf+C, df+B(g) (10 hits)
    !qcf+A, b+A, A, A, B, DM (qcb,hcf+AB),qcf+C, df+B(g) (10 hits)
    ~Jump B, b+A, A, A, B, d,d+AB, B, qcf+B, qcb+B, hcf+C, B, A, A, B,
     DM (qcb,hcf+AB),qcf+C, df+B(g)  (18 hits)
     
    =====================================================================
     
    Naoe Shigen
    -----------
     
    Unique normal moves
    -------------------
    b+B# (2 hits in Speed mode, 1 in Power mode. A punch with auto block.
    on first half of move)
    f+B (2 hits)
    
    Ground attacks
    ---------------
    C
    df+C
    
    Combos
    ======
    
    Both modes
    ---------------
    Deep jump B, B, qcb+A  (3 hits)
    Deep jump B, B, hcb,f+C  (5 hits)
    !Deep jump B, B, DM (hcbx2+AB)  (4 hits) 
    
    Power mode only
    ---------------
    BC, dp+B  (? hits)
    BC, qcb+B (2 hits)
    !Deep jump B, B, qcb+A, DM (hcbx2+AB)  (5 hits)
    
    
    Speed mode only 
    ---------------
    Chain combo specifics:
    
    d+B# does not chain from any other move. Chains can be ended with a
    b+B#.
    
    Jump B, A, B, dp+A (tap A repeatedly), df+C(g)  (12 hits)
    Jump B, A, A, B, qcb+B  (6 hits)
    *~Jump B, A, A, B, d,d+A, B, dp+A, qcb+B, d+B, BC, dp+B (tap B
      repeatedly)  (10+ hits)
    
    =====================================================================
     
    Genbu no Okina
    --------------
    
    Unique normal moves
    -------------------
    Okina's Jump A can hit twice, depending on height of opponent and
    timing.
    d+A (2 hits)
    f+B (2 hits)
    d+C (2 hits)
    
    Ground attacks
    ---------------
    C
    df+B
    qcf+A or qcf+B
    hcb+A or hcb+B
     
    Combos
    ======
     
    Both modes
    ---------------
    Jump B, B, qcf+B  (3 hits)
    Jump B, B, dp+A  (3 hits)
    Jump B, B, hcb+A  (5-6 hits)
    Jump B, B, hcb+C, C(g)  (5 hits)
     
     
    Power mode only
    ---------------
    BC, qcf+B  (2 hits)
    BC, hcb+C, hcb+A  (3 hits)  
    Note: You will be on the opposite side of your opponent from when
          you started the combo after juggling with the hcb+C.  In order
          to get the hcb+A to come out you must do hcf+A. It's a bug.
          The game must still be recognizing where you started the combo
          and not where you are currently standing.
    !BC, DM (f,hcf+AB)  (6 hits)
    !hcb+B, DM (f,hcf+AB), df+B(g)  (12 hits)
    ~BC, SDM (f,hcf+B)  (3 hits) 
     
    Speed mode only
    ---------------
    Chain combo specifics:
     
    A, A - The second A in this chain hits twice
     
    Jump B, d+A, d+B, qcf+B  (5 hits)
    Jump B, d+A, d+B, dp+A  (5 hits)
    Jump B, A, A, B, hcb+A  (6 hits)
    Jump B, b+A, A, A, B, qcf+B  (7 hits)
    ~Jump B, b+A, A, A, B, d,d+AB, A, A, A, A, f+B, hcb+C, C(g)  
     (17-19 hits) 
    *~Jump B, b+A, A, A, B, d,d+AB, hcb+C, hcb+A, d+B, BC, DM (f,hcf+AB)
      ,C(g)  (21-23 hits)  Note: Timing on the d+B is EXTREMELY tight.
       
    ====================================================================
     
    Washizuka Keiichirou
    --------------------
     
    Ground attacks
    ---------------
    C
    df+B
     
    Finishers
    ---------------
    cb,f+C can be ended with qcf+C or qcb+C
     
    Combos
    ======
     
    Both modes
    ---------------
    Jump B (cd), d+B, u+B, df+B(g)  (3 hits)
    Jump B (cb), B, f+A  (3 hits)
    Jump B (cb), B, f+C,qcf+C  (4 hits)
    Jump B (cb), B, f+C,qcb+C  (4 hits)
    Jump B, B, qcb+B (Tap B rapidly)  (8 hits)
    !Jump B, B, DM (qcb,hcf+AB), df+B(g)  (11 hits)
     
    Power mode
    ---------------
    BC (cd), u+B, df+B (3 hits)
    BC, qcb+A (2 hits)
    !Jump B (cb), B, f+C,qcf+C, DM (qcb,hcf+AB), df+B(g)  (14 hits)
     
    Speed mode
    ---------------
     
    Jump B (cb), b+A, A, d+A, d+B, f+A  (6 hits)
    Jump B (cb), b+A, A, d+A, d+B, f+C,qcb+C, df+B(g)  (8 hits)
    Jump B, b+A, A, d+A, B, qcb+B (tap B rapidly) (10 hits)
    !Jump B, b+A, A, d+A, d+B, DM (qcb,hcf+AB), df+b(g)  (14 hits)
    *~Jump B, b+A, A, d+A, d+B, d,d+AB, d+B (cd), u+B, B (cd), d+B, u+B,
      Jump B, df+B(g)  (12 hits)
     
    =====================================================================
     
    Shikyo
    ------
     
    Unique Normal moves
    -------------------
    b+A can be followed up with A, d+A, B, or d+C
    d+A, d+A# is a chain
     
    Ground attacks
    ---------------
    C
    u+B
     
    Finishers
    ---------------
    qcb+A or B can be finished with u+B, but it requires good timing
    Almost any attack will connect as opponent falls from DM.
    
    u+B after qcb+A or qcb+B is not the normal u+B ground attack. It
    can be done even if you miss your opponent entirely. It causes the
    blade to fall in mid flight and if you time it right it will fall on
    your opponent, hitting them on the ground after having been hit with
    the qcb+A or qcb+B.
    
    dp+A can be finished by tapping A rapidly. This extends range for the
    move but reduces the number of hits. Tapping B during dp+B has the
    same effect.
    
    Combos
    ======
     
    Both modes
    ---------------
    Jump B, b+A, B, qcb+B,u+B(g) (4-5 hits)
    Jump B, b+A, B, dp+A  (13-15 hits)
    Jump B, b+A, B, hcf+A, u+B(g)  (5 hits)
    Jump B, B, hcb+C  (2+ hits)
    !Jump B, b+A, B, DM (qcfx2+AB), (as opponent falls) f+C  (21 hits)
    
    Power mode only
    ---------------
    BC, dp+B  (3 hits)
    BC, qcb+B,u+B(g)  (2-3 hits)
    !BC, DM (qcfx2+AB), (as opponent falls) f+C (up to 23 hits)
    ~Jump B, b+A, B, SDM (qcfx2+B)  (12 hits)
    
    Speed mode only
    ---------------
    Jump B, b+A, A, B, hcf+A, u+B(g)  (6 hits)
    Jump B, b+A, A, d+B, dp+A  (13 hits)
    Jump B, A, d+B, qcb+B,u+B(g)  (4-5 hits)
      
    ====================================================================
     
    Kanzaki Juzou
    -------------
     
    Ground attacks
    ---------------
    C
    u+B
    Hold A, B, or C then release.
    Running (f,f) over your opponent also hits them.
    dp+A or dp+B (does not have to make contact with opponent to hit;
    dp+A hits up to about half screen length, dp+B will hit from all
    the way across the screen)
    
    Finishers
    ---------      
    DM (qcb,hcf+AB) is finished with qcf+B
                  
    Combos
    ======
     
    Both modes
    ---------------
    BC, dp+B  (2 hits)
    Jump C, C, dp+B  (4 hits)
    Hold A, Deep Jump B, B, release A  (3 hits)
    Deep jump B, B, qcf+A, dp+B(g)  (5 hits)
    hcb+B (close),qcf+B,qcf+B, dp+B(g)  (3 hits) 
    !DM (qcb,hcf+AB),qcf+B, hold B, release B(g)  (9 hits)  (timing is
    required so that your opponent winds up in the corner at the end of
    the DM)
     
    Power mode only
    ---------------
    !Deep jump B, B, qcf+A, DM (qcb,hcf+AB),qcf+B, hold B, release B(g)
    (12 hits)  (Timing is as in DM combo in Both modes section)  
     
    Speed mode only
    ---------------
    Chain combo specifics:
     
    d+B# chains but is to slow to combo
     
    Jump C, Hold C, b+A, A, A, B, release C  (6 hits)
    Jump B, b+A, A, A, B, dp+A  (6 hits)
    Jump B, b+A, A, A, B, qcf+A, dp+B(g)  (8 hits)
    ~Jump B, A, A, B, qcf+B, hold B, dp+A, dp+A, dp+A, dp+A, release B(g)
     (12 hits)
    Note: The 3rd hit of the qcf+B must be interrupted by the dp+A. The
          following dp+A's juggle; they are not ground hits.
                                                    
    ====================================================================
     
    Ichijo Akari
    ------------
     
    Unique normal moves
    -------------------
    b+B can be performed 2 times in a row in the corner and be followed
    up with A, d+A, d+B, or d+C.
    d+B (2 hits) can only be interrupted on the first hit.
     
    Ground attacks
    ---------------
    C
    u+C
    df+B
     
    Finishers
    ---------------
    dp+A or dp+B can be finished with an A or B; this does not add hits,
    but
    instead makes you roll away after hitting. A rolls forward, B rolls
    back.
    
    dp+A or dp+B can be finished with a d+C if you miss and bounce off the
    ground;
    the d+C causes you to attack again.
    
    dp+C can be finished with a d+C.
    
    d,u+C can be interrupted with the DM on the 1st hit. (Power mode) 
    
    Combos
    ======
    
    Both modes
    ---------------
    Jump B, B, qcf+B  (3 hits)
    Jump B, B, qcb+A, u+C(g)  (3+ hits)
    Jump B, B, d,u+C, u+C(g)  (8 hits)
    Jump B, b+B, d+B  (4 hits)
    *Jump B, b+B, b+B, qcf+B  (4 hits)
    !Jump B, b+B, d+B, DM (qcb,hcf+AB)  (23 hits)
    
    Power mode only
    ---------------
    BC, d,u+C (2 hits)
    !Jump B, b+B, d,u+C, DM (qcb,hcf+AB) (23 hits)
    ~Jump B, b+B, SDM (hcb,f+B) (26 hits)
    ~Jump B, d+B, SDM (hcb,f+B) (26 hits)  
    Note: You can add an A between the b+B and the SDM for one more hit
          in a corner The SDM combo with the d+B is mainly there for
          the difficulty - harder to do but more stylish.
          
    Speed mode only
    ---------------
    Chain combo specifics:
    
    Chains can be ended with a b+B
    
    *Jump B, b+B, d+B, d,u+C, u+C(g)  (9 hits)
    Jump B, b+A, A, A, B, d,u+C, u+C(g) (11 hits)
    Jump B, b+A, A, A, B, qcf+A (6 hits)
    Jump B, b+A, A, A, B, qcb+A (5+ hits)
    !Jump B, b+A, A, A, B, DM (qcb,hcf+AB) (25 hits)
    ~Jump B, A, A, B, d,d+AB, d,u+C, d+B, qcf+B, qcf+B, qcf+B, u+C(g)
     (14 hits) 
    
    ====================================================================
     
    Amano Hyou
    ----------
     
    A few things: 
    
    DO NOT USE AMANO's JUMP B IN POWER MODE!! It is by far the worst jump
    B
    in the entire game, It has terrible lag if you miss, leaving you very
    vulnerable, and even if you connect with it, you still can't combo
    anything off of it. Use jump C instead. You can however combo after a
    jump B in speed mode. 
    
    Use b+B instead of B. Unlike B, it has very little lag if you miss,
    and it is much more flexible in terms of combo possibilities.
    
    For Jump in comboing use d+B, as b+B is too slow.
     
    Amano's SDM can be done with either hcbx2+A or hcbx2+B. With A it 
    travels diagonally upwards, while with B it goes straight forward.
     
    Amano's f,db,f+A or f,db,f+B move can be performed as f,b,f+A or 
    f,b,f+B to make things easier. 
    
    Note that the combo that opens with hcb+B (hold) requires you to
    hold the button until Amano "grunts" at least twice.  The move can
    still be held until unblockable to get the DM combo.
     
    Unique normal moves
    -------------------
    b+B can be followed by any of the following: A, d+A, f+B, d+B, C,
    f+C, d+C, or df+C
    d+B (2 hits)
    f+B (2 hits)
     
    Ground attacks
    ---------------
    C
    df+B (can be held)
    
    Finishers
    ---------------
    After starting the "tap A rapidly" attack, finish it with qcf+B.  The 
    attack may or may not combo.  
     
    Combos
    ======
     
    Both modes
    ---------------
    Jump C, A (tap A rapidly),qcf+B  (9-10 hits)
    Deep jump C, d+B, f,db,f+B, df+B(g)  (5 hits)
    Deep jump C, d+B, dp+C  (7 hits)
    Deep jump C, d+B, df,df+C  (6 hits)
    hcb+C, (after hit) A, dp+C  (5 hits)
    hcb+C, (after hit) tap A rapidly,qcf+B  (8-9 hits)
    hcb+C, (after hit) f,db,f+B, df+B(g)  (3 hits) 
    hcb+C, (after hit) hcb+B  (2 hits)
    hcb+C, (after hit) df,df+C  (4 hits)
    hcb+B, f,db,f+A (3 hits)
    hcb+B, df,df+C, df+B(g) (6 hits)
    hcb+B, dp+C, df+B(g) (7 hits)
    !hcb+B (hold B), DM (hcbx2+AB)  (12-13 hits)
     
    Power mode only
    --------------- 
    !hcb+C, (after hit), f,db,f+B, DM (hcbx2+AB)  (12 hits) 
    !Deep jump C, d+B, f,db,f+B, DM (hcbx2+AB)  (12 hits)
    ~SDM (hcbx2+B), dp+C, df+B  (up to 8 hits)
     
    Speed mode only
    ---------------
    Chain combo specifics:
    
    b+B, d+B, f+B is a chain
     
    Jump B, df,df+C  (4 hits)
    Jump B, dp+C, df+B(g)  (6 hits)
    Jump C, A, B, dp+C  (6 hits) 
    Jump C, A, d+B, tap A rapidly,qcf+B  (9-10 hits)
    Jump C, d+A, d+B (after first hit) df,df+C  (6 hits)
    Jump C, b+A, d+A, d+B, f,db,f+B, df+B(g) (7 hits)
    Crossup jump B, A, tap A rapidly,qcf+B  (10-11 hits)
    Crossup jump B, d+A, d+B, dp+C  (6 hits)
    Crossup jump B, A, d+A, d+B, f,db,f+B, df+B(g)  (7 hits)
    *~Jump C, A, d+A, d+B, d,d+AB, B, d+B, C, dp+C, hcb+B  (15 hits)
      
    ====================================================================
     
    Zantetsu
    --------
    
    Unique normal moves
    ------------------- 
    d+A, d+A# is a chain
    d+B (2 hits)
     
    Ground attacks
    ---------------
    C
    df+B
    qcf+A(a) or qcf+B(a) (distance relative)
     
    Finishers
    ---------------
    d+C(a) can be finished with d+C
    qcf+A or B can be finished with another qcf+A or B
    DM (qcb,hcf+AB) can be finished in four ways:
    
    qcf+B (ends in move similar to qcb+B)
    qcf+B, qcf+B (ends in move similar to qcf+B,qcf+B; the final hit is
    unblockable)
    qcf+C (ends in move similar dp+C followed by a slam to the ground)
    qcf+C, qcf+C (ends in move similar dp+C followed by a downward kick
    similar to the first part of his d+C(a))
     
    Combos
    ======
    
    Both modes
    ---------------
    Dash A, hcb+C  (2 hits)
    Jump B, hcb+C  (2 hits)
    Crossup jump B, C, hcb+C  (3 hits)
    Jump B, d+B, qcf+B,qcf+B  (5 hits)
    Jump B, d+B, qcb+B  (6 hits)
    Jump B, d+B, f,hcf+B  (4 hits)
    Jump B, d+B, dp+C, df+B  (6 hits)
    qcf+A(a) (very deep), A, hcb+C  (3 hits)
    qcf+A(a) (very deep), A, qcb+B  (6 hits)
    qcf+A(a) (very deep), A, dp+C  (4 hits)
    qcf+A(a) (very deep), A, qcf+A,qcf+A  (5 hits)
    !Jump B, d+B, DM (qcb,hcf+AB),(any finisher)  (10-11 hits)
    
    Power Mode only
    ---------------
    Jump B, B, hcb+C  (3 hits)
    !Jump B, d+B, qcb+B, DM (qcb,hcf+AB),(any finisher)  (11-13 hits)  
    ~qcf+A(a) (very deep), A, SDM (hcbx2+B)  (7 hits)
    ~Jump B, C, SDM (hcbx2+B)  (6 hits)
    
    Speed Mode only
    ---------------
    Crossup jump B, b+A, A, A, B, qcb+B  (8 hits)
    Crossup jump B, b+A, A, A, B, qcf+B,qcf+B  (7 hits)
    Crossup jump B, b+A, A, A, d+B, f,hcf+B  (7 hits)
    Crossup jump B, A, A, B, dp+C, df+B  (10 hits)
    qcf+A(a) (very deep), A, A, B, qcf+B,qcf+B  (7 hits)
    qcf+A(a) (very deep), A, A, B, qcb+B  (8 hits)
    !Crossup jump B, b+A, A, A, d+B, DM (qcb,hcf+AB),(any finisher)
     (13-14 hits)
    !qcf+A(a) (very deep), A, A, d+B, DM (qcb,hcf+AB),(any finisher)
     (12-13 hits)
    *~Jump B, b+A, A, A, B, d,d+AB, Hop B, d+C(a),(on 6th hit) d+C,
      B(a), dp+C,df+B(g)  (19-21 hits)
      
    ====================================================================
     
    Lee Rekka
    ---------
     
    Unique normal moves
    -------------------
    B, f+C# (4 hits)
    Lee's Jump B can hit twice, depending on height of
    opponent and timing
    f+B (2 hits)
           
    Ground attacks 
    ---------------
    C
    u+C
    
    Finishers
    ---------------
    dp+B can be finished with d+B
    AB can be finished with either A, B, or C (all 3 are the same),
    d+C x 3, or db,b+B
    
    hcb+B can be finished with a hcf+B, unfortunately it does not come
    out quickly enough to combo, except during a custom combo in Speed
    mode. It can however be performed on the other side of your
    opponent, requiring them to block in the opposite direction, so it
    does have the virtue of being slightly tricky 
    
    Combos
    ======
     
    Both modes
    ---------------
    Jump B, B, C, hcb+A  (5 hits)
    Jump B, B, C, dp+B,d+B, u+C(g)  (7 hits)
    Jump B, B, C, qcb+C x 3, C(g)  (13 hits)
    AB, B, dp+B,d+B, u+C(g)  (5 hits)
    AB, A, hcb+A  (3 hits)
    AB, C, qcb+C x 3, C(g)  (11 hits)
    AB, d+C x 2, hcb+A  (4 hits)
    AB, d+C x 2, qcb+C x 3, C(g)  (12 hits)
    AB, d+C x 2, dp+B,d+B, u+C(g)  (5 hits)
    !Jumping B, B, C, DM (hcb,db,f+AB), C(g)  (7 hits)
     
    Power mode only
    ---------------
    B, b+C  (2 hits)
    BC, dp+B,d+B, u+C(g) (4-7 hits)
    !AB, B, DM (hcb,db,f+AB), C(g)  (5 hits)
    !AB, d+C x 2, DM (hcb,db,f+AB), C(g)  (6 hits)
    !AB, B, hcb+A, DM (hcb,db,f+AB), C(g)  (7 hits)
    ~AB, B, SDM (qcb,hcf+B)  (27 hits)
     
    Speed mode only
    ---------------
    Chain combo specifics:
     
    B, d+C x 3 and d+B, d+C x 2 and d+B, df+C are all chains.
    B, f+C# and d+B, f+C# and d+B, d+C, f+C# are all chains, but
    unfortunately the f+C# does not come out quickly enough to actually
    combo. B, f+C# can be followed by an A, B, C, or a special move.
     
    Jump B, b+A, A, A, B, d+C x 2, hcb+A  (9 hits)
    Jump B, b+A, A, A, B, dp+b,d+B, u+C(g)  (9 hits)
    Jump B, b+A, A, A, B, d+C x 2, dp+B, u+C(g)  (9 hits)  
    Jump B, b+A, A, A, B, d+C x 2, qcb+C x 3, C(g)  (17 hits)
    !Jump B, A, B, DM (hcb,db,f+AB), C(g)  (7 hits)
    ~Jump B, b+A, A, A, B, d+C x 2, d,d+AB, f+B, hcb+B,hcf+B, dp+B,
     u+C(g)  (14-17 hits)
    Note: If this combo is performed in the corner you can juggle with
          another dp+B after the first and then follow it up with u+C
          for up to 20 hits
    *~Jump B, b+A, A, A, B, d,d+AB, Hop d+C(a), f+B, A, B, f+C,
      qcb+C x 3, C(g)  (29 hits) 
     
    ====================================================================
     
    Hakazuki Musashi
    ----------------
     
    Musashi can raise his power meter by holding down A
    
    Unique normal moves
    -------------------
    b+B (2 hits - juggles)
    df+B# (2 hits)
    d+B is uninterruptable in Power mode
     
    Ground attacks
    ---------------
    df+B
    
    Combos
    ======
    
    Both modes
    ---------------
    Jump B, B, dp+B  (3 hits)
    Jump B, B, hcf+A  (6 hits)
    b+B, dp+B  (3 hits)
    b+B, qcf+B  (5 hits)
    !Jump B, B, DM (qcb,hcf+AB)  (8 hits)
    
    Power mode only
    ---------------
    !Jump B, B, qcf+A, DM (qcb,hcf+AB)  (11 hits)
    ~b+B, SDM  (3 hits) Not effective, but a combo all the same...
    
    Speed mode only
    ---------------
    Chain combo specifics:
    
    Chains can be ended with a b+B or df+B#.
    
    Jump B, b+A, A, A, B, dp+B  (6 hits) 
    Jump B, b+A, A, A, B, b+B, qcf+B  (8 hits)
    Jump B, b+A, A, A, B, hcf+A (9 hits)
    *Jump B, b+A, A, A, B, b+B, dp+B, df+B(g) (9 hits)
     
    ====================================================================
     
    Kagami Shinnosuke
    -----------------
     
    Pressing BCD changes Kagami into his 2nd round form from the single
    player game. This requires a maxed meter or low health. In this form
    he does more damage, more hits, and has more moves. 2nd DM
    (f,hcf+AB) can only be done after BCD powerup; it is unblockable.
    Kagami's BCD powerup does not diminish health like Kaede's BCD
    awakening.
                          
    After the BCD powerup, B can often be replaced with C for an extra
    hit in combos, but this does less damage.
     
    Unique normal moves
    -------------------
    When powered up with BCD
     
    C (2 hits)
    A (2 hits)
     
    Ground attacks
    ---------------
    C (Only when powered up with BCD)  
    df+B
     
    Combos
    ======
     
    Both modes
    ---------------
     
    Before BCD powerup:
    
    Jump B, A, hcb+C, df+B  (5 hits)
    Jump B, B, qcf+B  (5 hits)
    Jump B, B, dp+B, df+B(g)  (5 hits)  
    d+C(a), hcb+C  (2 hits)
    d+C(a), qcf+B  (4 hits)
    d+C(a), dp+B, df+B(g)  (3 hits)
    !Jump B, DM (qcf+AB)(a)  (3 hits)
     
    After BCD powerup:
    
    Jump B, B, hcb+C, df+B  (5 hits)
    Jump B, B, qcf+B, df+B(g)  (4-5 hits)
    Jump B, B, dp+B, C(g)  (9 hits)
    Jump B, B, hcf+C  (3 hits)
    d+C(a), hcb+C  (2 hits)
    d+C(a), qcf+B, df+B(g)   (3-4 hits)
    d+C(a), dp+B, C(g)  (8 hits)
    !Jump B, DM (qcf+AB)(a)  (6 hits)
     
    Power mode only
    ---------------
    
    Before BCD powerup:
     
    !d+C(a), DM (qcf+AB)  (3 hits)
    ~Jump B, B, SDM (qcb,hcf+B) (5 hits)
     
    After BCD powerup:
     
    *BC, dp+B, df+B(g)  (5 hits)
    !d+C(a), DM (qcf+AB)  (6 hits)
    
    Speed mode only
    ---------------
     
    Before BCD powerup:
     
    Jump B, b+A, A, A, B, qcb+B  (8 hits)
    Jump B, b+A, A, A, B, dp+B, df+B(g)  (6-8 hits)
     
    After BCD powerup:
     
    A, A - Both A's in this chain hit twice
     
    Jump B, b+A, A, A, B, qcb+A, df+B  (9 hits, df+B hits in corner)
    Jump B, b+A, A, A, B, qcb+B, C (10 hits, C only hits in corner)
    Jump B, b+A, A, A, B, dp+B, C(g)  (11-13 hits)
    *~Jump B, b+A, A, A, B, d,d+AB, A, B, qcf+B, qcb+A, hcf+C, dp+B
      (20 hits) 
     
    ====================================================================
    
    Credits:
    
    Travis (Ukyo) Bayne  (ukyo@avana.net)     Co-author
    
    Pedro Colman-Arrellaga  (hissatsu@cris.com)     Co-author
    
    Steve Kidwell  (skidwell@rebel.ticz.com)     Co-author
         
    Lots of thanks to Andrew Seyoon Park for some explanation of
    pre-buffering and general combo help.
     
    Thanks to Barry Newsome for help with combos. 
     
    Thanks to SNK for making the game.
     
    ====================================================================