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    FAQ/Move List by Syochan

    Version: 1.1 | Updated: 07/16/03 | Printable Version | Search Guide | Bookmark Guide

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    NEW POWER INSTINCT ; MATRIMELEE
    (SHIN GOUKETUJI ICHIZOKU ; MATRIMELEE)
    -------------------------------------------------------------------------------
    
    FAQ / MOVELIST
    
    VERSION 01.1
    
    by SYOCHAN
    
    -------------------------------------------------------------------------------
    
    CONTENTS ;
    
    0. VERSION HISTORY                                                        [VER]
    1. INTRODUCTION                                                           [INT]
    2. GAME SYSTEM                                                            [SYS]
       2.1 SYSTEM NOTATION                                                    [NOT]
       2.2 REFEREE CONTROLS                                                   [REF]
       2.3 STRESS METER                                                       [STR]
       2.4 LIFE METER                                                         [LIF]
    3. MOVE SETS                                                              [MOV]
       3.01 ANNY                                                              [ANN]
       3.02 BUNTARO                                                           [BUN]
       3.03 CHINNEN                                                           [CHI]
       3.04 CLARA                                                             [CLA]
       3.05 ELIAS                                                             [ELI]
       3.06 HIKARU                                                            [HIK]
       3.07 JIMMY                                                             [JIM]
       3.08 JONES                                                             [JON]
       3.09 KANJI                                                             [KAN]
       3.10 KEITH                                                             [KEI]
       3.11 LYNN                                                              [LYN]
       3.12 OLOF                                                              [OLO]
       3.13 POOCHY                                                            [POO]
       3.14 REIJI                                                             [REI]
       3.15 SAIZO                                                             [SAI]
       3.16 SHINTARO                                                          [SHI]
       3.17 SISSY                                                             [SIS]
       3.18 TANE                                                              [TAN]
       3.19 UME                                                               [UME]
       3.20 WHITE                                                             [WHI]
    4. SECRETS                                                                [SEC]
    5. CONTACT ME                                                             [ME!]
    
    ===============================================================================
    
    0. VERSION HISTORY                                                        [VER]
    
       01.1 - Basic FAQ, 
              Version history added,
              Introduction added,
              Game system added,
              Most characters move sets added,
              Secrets added,
    
    ===============================================================================
    
    1. INTRODUCTION                                                           [INT]
    
       Hi there and welcome to my first attempt at a FAQ.  I wanted to make this
    FAQ since at the time of writing, there is no other FAQ/Movelist for this game.
    I just didn't want anybody missing out on another great game from SNK Playmore.
       At the current state, ver01.1, all the information is a compilation of stuff
    that I discovered in my play and from the Noise Factory website.  Hopefully, 
    later versions will carry information provided by other players as well, I also
    intend to include a combo and tactics section into this FAQ when I have devoted
    more time to this game.  That's really all for now...
    
    ===============================================================================
    
    2. GAME SYSTEM                                                            [SYS]
    
       Firstly, this game uses a common SNK Neo Geo layout, ie. buttons A,B,C,D.
    As such, this FAQ shall refer to these buttons as A,B,C, and D.
    
    -------------------------------------------------------------------------------
    
       2.1 SYSTEM NOTATION                                                    [NOT]
    
       Please note that these controls assume you are on the LEFT side of the
    screen, mirror directions for the RIGHT side, ie. LEFT becomes RIGHT but UP
    DOESN'T become DOWN!  When two or more buttons are typed beside each other, 
    ie. AB, it means to press A and B together.
    
       NOTATION = DESCRIPTION
    
       A          Light Punch
       B          Light Kick
       C          Hard Punch
       D          Hard Kick
       START      Taunt
    
       u          Direction UP = Jump
       AIR u      Second jump in the air 
       d          Direction DOWN = Crouch
       b          Direction LEFT = Move's back enemy (also blocks)
       AIR b      Aerial block
       f          Direction RIGHT = Move's forward
    
       HOLD       Hold the designated button / direction
       CLOSE      Be beside enemy
       AIR        Can only be done when your character is in the air 
       BLOCK      Can only be done during a successful block
       
       f,f HOLD   RUN
       b,b        Hops backwards
       f+AB       EVADES forward, temporary invincibility except against throws
       b+AB       EVADES backwards, same properties as forward evade
    
       CLOSE f+C  THROWS enemy when near them
       CD         KNOCKDOWN, forces enemy to fall to the ground upon connection
       d+CD       LAUNCHER, hits enemy into the air, opens up combo opportunities
       BLOCK CD   COUNTER that breaks enemy's attack but consumes 1 STRESS METER
    
    -------------------------------------------------------------------------------
    
       2.2 REFEREE CONTROLS                                                   [REF]
    
       If you happen to see the Referee in the background during a fight, you can
    call him on for some support!
    
       REF in background - press BC - brings REF to foreground and allows these;
    
       REF in front - press b/f+BC - use REF as sheild to allow quick counters
       REF behind - press b/f+BC - use REF as a human projectile
    
    -------------------------------------------------------------------------------
    
       2.3 STRESS METER                                                       [STR]
    
       Your chosen character's life is displayed at the top of the screen and on
    the bottom is where your Stress Meter is. This is basically a bar that lets you
    use COUNTER, STRESS SHOT, IPPATSU OUGI, AND KINJITE.  When one bar fills up,
    your character will scream and release an aura for a second.  This aura
    protects the player from any further attack, thereby breaking any combos and
    this aura also cannot be blocked in the air.  The downside of this stress meter
    is that you cannot build it up by attacking.  You can only build it up by doing
    actions the game would deem stressful.  That means getting attacked whether
    blocked or not will build the stress meter, as will having your attacks blocked
    by the enemy. This is similar to the RAGE bar in SNK's Samurai Showdown series,
    where the player at an disadvantage will recieve more stress meter to help them
    out.  Taunting successfully also builds up your stress meter.
    
       TECHNIQUE  =  STRESS METER CONSUMPTION
    
       COUNTER       1 METER
       STRESS SHOT   1 METER
       IPPATSU OUGI  2 METERS
       KINJITE       3 METERS
    
    -------------------------------------------------------------------------------
    
       2.4 LIFE METER                                                         [LIF]
    
       Your characters life is shown across the top of the screen like most
    fighting games. In Matrimelee, the life drains when you receive damage but you
    will see two overlapping bars when you do get hit, the lime green bar on top,
    and a red bar underneath.  The green bar records your health, once that is down
    to nothing, you'll be KO'd.  The red bar always appears when you get hit. It
    shows recoverable health.  By avoiding further damage after an attack, the red
    bar slowly turns green, giving more life to you.  In theory, this means you can
    defeat someone very quickly if you stay close and combo them heavily to avoid
    their red bar from recovering.  This also means you may want to play on the
    defensive when you are in trouble to regain some precious health.  If you are
    knocked into the air, and fail to perform a safe landing, ie. hit the ground,
    then you will automatically lose all of the red bar.  Final note, when you
    build up a Stress Meter and 'scream' the red bar will refill completely.
    
    ===============================================================================
    
    3. MOVE SETS                                                              [MOV]
    
       Here there are move lists for the characters.  This section is organized so,
    you can see the character's name, quick stats, and move commands followed by a
    description of the move.  Character's are sorted alphabetically by their ingame
    names, ie. the names displayed under their life bars.  Moves are written in
    level, ie.normal moves at top and Stress Shots and Ippatsu Ougis at the bottom.
    My descriptions may take several lines so each line should describe one motion
    of the move, special notes such as overheads and sweeps will be marked on a new
    line in the description with brackets.  Notations as follows;
    
       QCF - quarter circle forward - d,df,f
       QCB -  quarter circle back   - d,db,b
       FDP -  forward dragon punch  - f,d,df
       RDP -  reverse dragon punch  - b,d,db
       HCF -  half circle forward   - b,db,d,df,f
       HCB -    half circle back    - f,df,d,db,b
    
       +      - press buttons on both sides of the symbol simultaneously
       HOLD   - hold designated button while carrying on with the move
       CHARGE - hold designated button for 1 second
       RAPID  - tap button rapidly
       [#]    - start of move link chain
       ;      - move is done after previous move  
       *      - Stress Shot
       **     - Ippatsu Ougi
       ***    - Kinjite
    
    -------------------------------------------------------------------------------
    
       3.01 ANNY                                                              [ANN]
    
                         A - reverse jab
                         B - thrusting side kick
                               (moves forwards)
                         C - reverse slap
                         D - roundhouse kick
                        CD - jumping reverse turn kick
    
                   CLOSE A - jab
                   CLOSE B - knee thrust
                   CLOSE C - 2 hit uppercut
                   CLOSE D - forward somersault axe kick
             CLOSE b/f + C - hip throw slam
    
                     d + A - jab
                     d + B - low toe jab
                     d + C - reverse punch
                     d + D - extended leg circle sweep
                               (moves forward)
                    d + CD - backward flip double kick
    
                     AIR A - 45 degrees finger jab
                     AIR B - 45 degrees toe jab
                     AIR C - double axe handle
               AIR b/f + C - extended chop
                     AIR D - 45 degrees reverse kick
               AIR b/f + D - front kick
    
                     f + B - forward flip kick, flip back
                               (overhead)
                    df + A - upward slap
                               (anti air)
    
                    D HOLD - for 3 seconds for overhead leg crush
                               (must be blocked high)
                             for 6 seconds for strong overhead leg crush
                               (must be blocked high)
                   QCF + A - full screen swan projectile
                   QCF + C - full screen curved swan projectile
                               (after half screen curves in 30 degrees arc)
                   FDP + A - jumps low with a rainbow trail in her hand
                               (anti air move)
                   FDP + C - jumps high with a rainbow trail in her hand
                               (anti air move)
               AIR QCF + A - 30 degrees aerial projectile
               AIR QCF + C - 60 degrees aerial projectile
    
              *HCB,HCB + C - rolls 1/2 screen distance,
                             grabs enemy and throws them into orbit
    
       **b,f + A,db,df + C - throws ring horizontally across screen
                               (unblockable)
                             angel appears and fires laser while Anny prays
    
    -------------------------------------------------------------------------------
    
       3.02 BUNTARO                                                           [BUN]
    
                          A - straight jab to chest
                          B - side kick to the hips
                          C - reverse punch to chest
                          D - reverse horizontal spin kick
                         CD - strong thrust kick to hips
                                (moves forwards)
    
                    CLOSE A - elbow jab to chest
                    CLOSE B - knee to hips
                    CLOSE C - forward punch to chest
                    CLOSE D - reverse turn kick to head
              CLOSE b/f + C - Judo back throw
    
                      d + A - jab to knee
                      d + B - toe jab to shins
                      d + C - reverse punch to shins
                      d + D - ground slide sweep
                     d + CD - upward side kick
                                (launcher)
    
                      AIR A - 60 degrees jab
                      AIR B - knee poke
                      AIR C - horizontal straight punch
                AIR b/f + C - elbow drop
                      AIR D - reverse horizontal spin kick
                AIR b/f + D - 60 degrees side kick
    
                      f + A - head butt
                                (must be blocked high)
                     df + C - shoulder charge
    
                    FDP + B - low back somersault kick
                                (1/2 screen height, 1/4 screen range)
                                (anti air move)
                    FDP + D - high back somersault kick
                                (full screen height, 1/2 screen range)
                                (anti air move)
                  HCB + B/D - horizontal teleport kick
                                (1/3 screen range)
                  HCB + A/C - taunt counter,
                              double elbow to top of head
    
         [1]    AIR QCF + B - 30 degrees dive kick
           ;        QCF + B - second dive kick followup
           ;        QCF + D - ground slide followup
    
         [2]    AIR QCF + D - 45 degrees dive kick
           ;        QCF + B - second dive kick followup
           ;        QCF + D - ground slide followup
    
           [3]    d,d + B/D - ground stomp
             ;    HCB + B/D - horizontal teleport kick
                                (1/2 screen range)
                                (drains one stomp)
             ;    HCB + A/C - taunt counter,
                              double elbow to top of head,
                              upward knee thrust
                                (drains one stomp)
    
             ;    d,d + B/D - double ground stomp
               ;  HCB + B/D - horizontal teleport kick
                                (2/3 screen range)
                                (drains one stomp)
               ;  HCB + A/C - taunt counter,
                              double elbow to top of head
                              upward knee thrust,
                              reverse turn kick
                                (drains one stomp)
    
               ;  d,d + B/D - triple ground stomp
                 ;HCB + B/D - horizontal teleport kick
                                (full screen range)
                                (drains one stomp)
                 ;HCB + A/C - taunt counter,
                              double elbow to top of head
                              upward knee thrust,
                              reverse horizontal spin kick,
                              low back somersault kick
                                (drains one stomp)
                              
    
              *QCB, HCF + D - high back somersault kick,
                              45 degrees dive kick,
                              stomp on enemy
                                (doesn't finish if back somersault kick misses)
    
          **b HOLD, D,B,D,B - 1/2 screen shoulder charge,
                              knee jab, side kick, reverse turn kick,
                              double elbow from above, straight punch,
                              2 low back somersault kicks,
                              horizontal teleport kick, combs hair
    
    -------------------------------------------------------------------------------
    
       3.03 CHINNEN                                                           [CHI]
    
                        f + B - overhead double kick
                       df + B - ground slide
    
                  f,b,f + A/C - rapid punches
                                A finishes with straight punch
                                C finishes with uppercut
                    QCB + A/C - delayed full screen skull projectile
                    HCF + B/D - upward spin kick into dive kick
                                  (dive kick is an overhead)
                     HCF + AC - throws a ward that lifts enemy into the air
    
           *A HOLD, B HOLD, C - full screen running skeleton projectile
    
                **QCF,HCB + B - full screen ranbu
                                  (vacuum)
    
       ***b,df,uf,db,ub,f + D - crazy combo rush
                                  (can only be done during the stress scream)
                                  (unblockable, i think?)
    
    -------------------------------------------------------------------------------
    
       3.04 CLARA                                                             [CLA]
    
                 f + A - long wand down swipe
                           (overhead)
      
             QCF + A/C - throws her wand at the enemy
             QCB + A/C - turns wand into a hammer and hits the floor
            f,HCF + BD - blows a kiss at enemy that will lift them into the air
                           (C version has shockwave that hits standing enemies)
             QCB + B/D - spins herself
                           (free to move left or right during this move)
         AIR QCB + B/D - spins and falls forwards
    
          *QCF,QCF + C - throws dust at the enemy, turns them into an animal
    
       **HCF,QCD + C,C - fires shadow across ground,
                         time the giant rabbit to eat the enemy
    
    -------------------------------------------------------------------------------
    
       3.05 ELIAS                                                             [ELI]
    
                 QCF + A/C - throws a circle of fire at the enemy
                 QCB + A/C - uppercuts with a pillar of fire
                               (steps forward during C version)
        CLOSE f,d,df + A/C - grabs enemy and rapidly punches them
                 HCF + B/D - runs forwards and grabs the enemy,
                             drains their energy and absorbs it himself
                               (blockable)
    
                *HCB,f + A - runs forwards and grabs the enemy,
                             drains their energy and absorbs it himself
                               (blockable)
    
               **HCB,f + C - runs forwards and grabs the enemy,
                             drains their energy and absorbs it himself
                               (blockable)
    
    -------------------------------------------------------------------------------
    
       3.06 HIKARU                                                            [HIK]
    
            AGE    13
            SEX    FEMALE
            BLOOD  AB
    
                       A  - quick elbow jab aimed at the face
                       B  - quick step with back leg,
                            kicks with front leg to the shin
                              (moves forwards)
                       C  - horizontal staff swipe
                       D  - roundhouse kick aimed at the head
                       CD - horizontal staff thrust
    
                  CLOSE C - shoulder slam with flat side of staff
                  CLOSE D - knee thrust aimed at the head
            CLOSE b/f + C - shoulder slam with falt edge of staff
    
                   d + A  - quick staff swipe at shins
                   d + B  - pokes with her toe
                   d + C  - crouching back swing with staff
                   d + D  - sliding heel sweep
                   d + CD - upward staff swing
                              (launcher)
    
                    AIR A - 45 degrees spinning staff
                    AIR B - knee strike
                    AIR C - downward staff swing
                    AIR D - 45 degrees heel thrust
    
                    f + B - Knee hop
                              (must be blocked high)
                   df + A - forward roll
                              (doesn't roll past enemy like the evade)
    
                  FDP + A - creates sphere with a single staff spin,
                            jumps with a low staff uppercut
                              (anti air move)
                  FDP + C - creates 2 spheres by spinning twice,
                            jumps with a high staff uppercut
                              (anti air move)
                  HCB + B - rolls 1/3 screen forwards,
                            low sweep,
                              (must be crouch blocked)
                            upward staff strike
                  HCB + D - rolls 1/3 screen backwards,
                            runs 1/2 screen forwards,
                            low staff sweep,
                              (must be crouch blocked)
                            upward staff strike
              AIR QCB + B - 20 degrees dive kick
              AIR QCB + D - 45 degrees dive kick
                  FDP + B - short staff counter
                              (physical attacks only)
                  FDP + D - long staff counter
                              (physical attacks only)
    
           *QCB, HCF + AC - 5 sphere staff spins,
                            2 hit high staff uppercut
                              (no vacuum)
       *AIR QCB, HCF + AC - 45 degrees dive kick, 
                            5 sphere staff spins,
                            2 hit high staff uppercut
                              (no vacuum)
                              (more damage than ground version)
                              (doesn't finish if kick misses)
    
             **d, QCF + D - super staff counter,
                            horizontal staff swipe,
                            upward staff strike,
                            second upward staff strike launcher,
                            20 degrees dive kick,
                            6 hit high staff uppercut
                              (vacuum)
    
    -------------------------------------------------------------------------------
    
       3.07 JIMMY                                                             [JIM]
    
    
           QCF + A/C - full screen flame projectile
           FDP + A/C - spins while jumping into the air with a spiral of fire
           QCB + B/D - forward somersault axe kick
             HCB + A - elbow strike, reverse punch, flame fist
    
          [1]HCB + C - elbow strike, reverse punch
            ;QCF + C - flame fist
            ;QCB + C - flame elbow
                         (overhead)
            ;FDP + C - flame uppercut
                         (must be blocked low)
    
        *QCB,HCF + A - 7/8 screen flying fist, uppercut
    
       **QCB,HCF + C - 7/8 screen flying fist, uppercut
                       punches the ground releasing a pillar of fire
    
    -------------------------------------------------------------------------------
    
       3.08 JONES                                                             [JON]
    
          QCF + A/C - palm strike
                        (has auto gaurd)
          QCB + A/C - jumps forwards with a straight punch
          RAPID A/C - rapid punches
          QCB + B/D - spins with his legs creating sphere around himself
    
       *QCB,QCB + B - slides forwards, diagonal rising kick
                        (slide must be blocked low)
    
    -------------------------------------------------------------------------------
    
       3.09 KANJI                                                             [KAN]
    
                [1]f + A - balances on his stick
                  ;    d - gets off his stick
                  ;  A/C - whacks with his cane
                             (overhead)
                  ;  B/D - does a spinning roll
                             (overhead)
    
               HCB + A/C - old man projectile runs across screen
               A/C RAPID - rapid stick poking
               HCF + B/D - slaps enemy with his sash
             f,HCF + A/C - jumps into the air with a headbutt
    
    
       *b CHARGE, f + BD - runs at enemy and combos with a fart finish
    
              **BD,B,B,D - flicks his sash at enemy,
                           if hit turns into a samurai and slashes continuously
    
    -------------------------------------------------------------------------------
    
       3.10 KEITH                                                             [KEI]
    
               QCB + A/C - full screen ground level projectile
       b CHARGE, f + A/C - runs forwards with a punch rush
               QCB + B/D - 60 degrees aerial flying kick
                 QCF + B - horizontal flying kick
           AIR QCF + B/D - horizontal fly kick combo
    
            [1]  QCF + C - horizontal flying kick
              ;  QCF + C - additional 2 kicks
                ;QCF + C - ground slide finisher
                             (must be crouch blocked)
    
            *QCB,HCF + C - throws a wave of projectiles along the ground,
                           does a combo rush during the projectile
    
           **QCF,QCF + C - runs forward with an uppercut,
                           exploding uppercut
    
    -------------------------------------------------------------------------------
    
       3.11 LYNN                                                              [LYN]
    
    
    
    
               QCF + A/C - full screen projectile
               HCB + A/C - steps forward with palm strikes
       d CHARGE, u + B/D - upward dive kick
    
            [1]FDP + A/C - exploding double palm strike
              ;QCF + B/D - upward dive kick
                ;d + B/D - downward kick
    
            *QCB,HCF + B - upward dive kick,
                           downward dive kick,
    
           **QCB,HCF + D - upward dive kick,
                           downward dive kick,
                           slide on opponent
    
    -------------------------------------------------------------------------------
    
       3.12 OLOF                                                              [OLO]
    
       (IF OLOF STANDS WITH HIS LEG RAISED, HE'LL AUTO COUNTER ATTACKS!!)
    
    
            QCB + B/D - steps forwards with an upward kick, forward kick
            FDP + B/D - upward dive kick, downward axe kick
                          (overhead)
            QCF + A/C - full screen projectile
              QCF + B - projectile aimed at the ground and rebounds
              QCF + D - projectile aimed diagonally into the air
    
       [1]AIR QCB + B/D - horizontal flying kick, upward kick
         ;    QCB + B/D - upward projectile
    
         *QCF,HCB + D - teleports forwards with a 2 kicks,
                        if hit, he'll throw his shades into the air,
                        follows with a kick rush,
                        catches shades and puts them back on
    
       **b,db,b,f + A - ???
                          (isn't a counter, I've tried)
    
       **b,db,b,f + C - steps forward with a very powerful punch
                          (unblockable)
                          (takes some damage himself)
    
    -------------------------------------------------------------------------------
    
       3.13 POOCHY                                                            [POO]
    
                QCB + A/C - digs up 2 random objects at the enemy
                              (each thing has different effects)
                QCF + A/C - swings his ears, small dog runs out with C version
                QCF + B/D - running shoulder charge
                QCB + B/D - small leap backwards and dives forwards
            AIR QCB + B/D - dives down            
    
       *A HOLD, B HOLD, C - very large dog runs across screen
    
        **f,b,f,b,f,b,f,b - spins and a tornado flys across the screen
                              (do during stress scream for 2 tornados)
    
    -------------------------------------------------------------------------------
    
       3.14 REIJI                                                             [REI]
    
           B/D RAPID - rapid kicks
           QCF + A/C - full screen projectile
           FDP + A/C - multi hit jumping uppercut
       CLOSE HCB + D - Judo back throw into a mounted punch barrage
       AIR QCB + B/D - dive kick into aerial roundhouse kick
    
       [1]*HCB,f + C - runs and performs a combo rush
         ;   FDP + C - flaming overhead back knuckle
    
       **QCF,QCF + C - chops the ground and a tiger bust rises from the ground
    
    -------------------------------------------------------------------------------
    
       3.15 SAIZO                                                             [SAI]
    
               QCF + A/C - full screen projectile 
           AIR QCB + A/C - diagonal cannonball
               HCF + B/D - forward elbow dash
               QCB + A/C - bomb throw
                 QCB + B - fake bomb throw
    
            *QCF,HCB + C - leaps into the air and throws many bombs
        *AIR QCF,HCB + C - throws many bombs
    
       **db,df,db,df + D - shadow moves across the screen and performs a combo
    
    -------------------------------------------------------------------------------
    
       3.16 SHINTARO                                                          [SHI]
    
                HCB + A/C - leaping double hammer smash
            AIR HCB + A/C - leaps forward with a double hammer smash 
                FDP + B/D - upward bicycle kick
                QCD + A/C - auto guard into punch rush
    
             *QCF,QCF + C - swing punch into elbow jab into 5 hit jump uppercut
    
        **b HOLD, C,A,C,A - swinging punch into combo rush
    
       ***CLOSE FDP,b + C - elbow jab into 13 hit jump uppercut
    
    -------------------------------------------------------------------------------
    
       3.17 SISSY                                                             [SIS]
    
           QCF + A/C - Abubo attacks from her box
                         (Abubo is the Sub Boss from 'Rage of the Dragons')
           FDP + A/C - a sword comes vertically from her box
           QCF + B/D - giant frog comes from her box and goes across the screen
    
        *QCB,HCF + A - many bombs fly out of her box and explode
    
       **QCB,HCF + C - fires enemy with a gun and turns them into a frog
    
    -------------------------------------------------------------------------------
    
       3.18 TANE                                                              [TAN]
    
       b CHARGE, f + A/C - fires dentures into the air
       b CHARGE, f + B/D - giant head appears in front of her
         CLOSE HCB + A/C - multi hit grab that switches positions
       d CHARGD, u + B/D - upward drill kick
    
            *QCF,QCF + C - giant head flys across screen
    
          **b,db,b,f + C - demon hand comes from a mirror and crushes enemy
    
    -------------------------------------------------------------------------------
    
       3.19 UME                                                               [UME]
    
                QCF + A/C - full screen flying dentures
                FDP + A/C - jumping giant head attack
                HCB + A/C - throws multiple full screen projectiles
            AIR QCF + B/D - diving drill
    
       *QCF,QCF + A/B/C/D - an exploding pillar from the ground
    
         **db,df,b,f + AC - giant granny flies at enemy and kisses them
    
       ***QCF,QCF,QCF + C - throws her head into the ground,
                            4 exploding pillars appear under enemy
    
    -------------------------------------------------------------------------------
    
       3.20 WHITE                                                             [WHI]
    
                    QCF + A/C - full screen projectile
            b CHARGE, f + B/D - runs on spot then kicks a buffalo projectile
                AIR QCB + A/C - delayed diving elbow
    
       [1]  b CHARGE, f + A/C - steps forward, elbow strike, big slap
         ;            FDP + C - uppercut
           ;AIR CLOSE b/f + C - air grab
    
                 *QCF,HCB + C - rips a totem pole from the ground
    
          **CLOSE HCB,HCB + C - jumping rolling crush,
                                3 jumping power bombs
                                slaps enemy to slam against wall
    
    -------------------------------------------------------------------------------
    
       The move lists aren't finished yet, still missing;
    
       - all the moves, haven't got many kinjite's yet
       - correct move names
       - need to tidy the layout a bit
       - give everyone as much detail as Hikaru, Buntaro and Anny
       - other things I can't think of at this time
       - help will be much appreciated, and credited
       - details for contacting me in the relevant section
    
    ===============================================================================
    
    4. SECRETS                                                                [SEC]
    
       This is where the secrets for the game go;
       
       - RAGE OF THE DRAGONS CHARACTERS
         To play as the RotD fighters (Elias, Jimmy, Jones, Lynn) do this at the
    character select screen [UP, UP, UP, UP, DOWN, DOWN, DOWN, LEFT, LEFT, RIGHT]
            (note ; this is the Abubo code in RotD)
    
       - PLAY AS PRINCESS SISSY
         To play as Sissy, the games boss, just pick any character and HOLD ABCD
    untill the prefight screen appears.  If done correctly, Sissy will replace your
    fighter.
    
    ===============================================================================
    
    5. CONTACT ME                                                             [ME!]
    
       I can be e-mailed at the following address;
    
       chan_man_saiyan@hotmail.com
    
       Please feel free to send e-mails offering suggestions, corrections, etc.
       Please mark subject as 'Matrimelee' or 'Poweer Instinct'
       If not, I will probably regard it as junk mail and not read it
    
    ===============================================================================
    
    6. CREDITS
    
       Copyright 2003 SYOCHAN
         (just pop me a mail if you plan to do anything with this FAQ, ok?)
    
       Samurai Showdown is a trademark of SNK
       Rage of the Dragons is a trademark of Evoga / Plamore / Noise Factory
       Matrimelee is a trademark of Playmore / Moise Factory / Atlus
    
       I am in no way associated to these companies
    
    ===============================================================================