hide results

    FAQ/Move List by Goh_Billy

    Version: 8.0 | Updated: 04/03/08 | Printable Version | Search This Guide

    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                             Power Instinct Matrimelee
                  FAQ By: Goh_Billy (billy_kane_32@hotmail.com)
                                 Version #: 8.0
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Sections
    --------
          1. Legend
          2. System
             2.1  Basics
             2.2  Stress Meter
          3. Characters
             3.1  Gouketsu Ume
             3.2  Kanji Kokuin
             3.3  Clara
             3.4  Reiji Oyama
             3.5  Keith Wayne
             3.6  Anny Hamilton
             3.7  Chinnen
             3.8  Gouketsu Tane
             3.9  Saizo Hattori
             3.10 White Buffalo
             3.11 Poochy
             3.12 Buntaro
             3.13 Shintaro
             3.14 Olof
             3.15 Hikaru
            -----------------------
             3.16 Jimmy Lewis
             3.17 Mr. Jones
             3.18 Lynn Baker
             3.19 Patrick Elias
            ```````````````````````
             3.20 Princess Sissy
          4. Conclusion
             4.1  What's Missing/Needed
             4.2  Credits
    				
    	
    ===============================================================================
    1. Legend
    ===============================================================================
    
    
      ub  u  uf        f - Forward        HP - Hevay Punch     P - Any Punch
        \ | /          b - Back           LP - Light Punch     K - Any Kick
      b--   --f        u - Up             HK - Heavy Kick      + - And  
        / | \          d - Down           LK - Light Kick      / - Or  
      db  d  df                                                , - Then 
                                         
                                         
    
    
    qcf - quarter circle forward (d, df, f)
    qcb - quarter circle back (d, db, b)
    hcf - half circle forward (b, db, d, df, f)
    hcb - half circle back (f, df, d, db, b)
    
    
    ===============================================================================
    2. System
    ===============================================================================
    
    **************
    * 2.1 Basics *
    **************
    
    
    Standard Throw       f/b + HP close                   f and b determine where
                                                            opponent is thrown
    Standard Air Throw   f + HP close in air              Sissy, Jimmy, and Elias
                                                            have no air throw
    Throw Escape         perform throw right after
                           opponent's throw attempt
    
    Taunt                Start                            charges 1/3 of your
                                                            Stress Meter 
    Taunt Battle         have both players Taunt at       if both players taunt 
                           the time                         around the same time,
                                                            a screen will drop and
                                                            a series of random key
                                                            presses (A, B, C, or D)
                                                            will be displayed; hit
                                                            the correct button the
                                                            fastest to get a hit
                                                            onto the opponent
    
    Dash Forward         f, f (hold f to run)
      Dashing Punch      P
      Dashing Kick       K                                knocks opponent down;
                                                            Sissy's does not knock
                                                            down
      Halt               b
    Dash Backward        b, b                             invulnerable for a split
                                                            second
    
    Knockdown Attack     HP+HK                            knocks opponent down 
    Launch Attack        d + HP+HK                        launches opponent; must
                                                            be blocked low
    
    Forward Roll         LP+LK                            invulnerable for a split
                                                            second
    Backward Roll        b + LP+LK                        invulnerable for a split
                                                            second
    Recover Roll Forward f + LP+LK immediately after      invulnerable for a split
                           being knocked down               second
    Recover Roll Back    LP+LK immediately after          invulnerable for a split
                           being knocked down               second
    
    Double Jump          ub/u/uf after first jump
    Small Jump           tap ub/u/uf
    High Jump            press ub/u/uf
    Super Jump           db/d/df, ub/uf  /  Dash 
                           Forward, uf
    
    Air Block            ub/u/uf, b
    Block High           b
    Block Low            db                               will not block overheads
    Guard Crush          if you guard too often you   
                           will lose your ability to
                           block for a split second
    
    Referee Call         LK+HP                            brings referee to 
                                                            foreground
      Referee Return     LK+HP                            returns referee to
                                                            background
    Referee Shield       f/b + LK+HP when referee is
                           in front of you
    Referee Toss         f/b + LK+HP when referee is
                           behind you
    Referee Projectile   HP+HK when referee is in
                           front of you
    
    
    ********************
    * 2.2 Stress Meter *
    ********************
      
       The Stress Meter builds when you are hit or when opponent blocks your 
    attacks.  You can also build the Stress Meter by 1/3 by performing a taunt.
    When you completely fill your Stress Meter, your character will be surrounded
    by a blast, known as a Stress Scream.  During this time you are completely
    invulnerable.  The energy wave can also strike the opponent for damage (and
    can set up juggle opportunities).  The Stress Meter maxes at 3 stocks.  The
    following are mechanics that use the Stress Meter:
    
    Counter Attack       HK+HP while blocking the         costs one stock
                           opponent's attack 
    
    Stress Shot          Level 1 super costing 1 stock
    Ippatsu Ougi         Level 2 super costing 2 stocks
    Kinjite              Level 3 hidden super costing     not all characters have
                           3 stocks                         a Kinjite
    
    
    
    
    ===============================================================================
    3. Characters
    ===============================================================================
    
    *******************************************************************************
    * 3.1 Gouketsu Ume                                                            *
    *******************************************************************************
    Colors
    ------
    LP - Yellow pants w/ Purple top
    LK - Tan pants w/ Brown top
    HP - Black pants w/ Orange top
    HK - Brown pants w/ Pink top
    
    
    
    Throws
    ------
    Shoulder Toss        f/b + HP close                   f and b determine where 
                                                            opponent is thrown
    Quick Air Toss       f + HP close in air
    
    
    Basic Moves
    -----------
    Stomp Out            ub/uf, HK                        both kicks are overheads
    Rapid Punches        HP close                         3 hits
    Shin Kick            LK close                         must be blocked low
    Ume Twister          HK far
    Triple Foot          LK, LK, LK about a sweep away    fist LK must touch 
                                                            opponent for entire
                                                            string to come out
    
    
    Command Moves
    -------------
    Swiping Touch        HP+HK
    Rising Uppercut      d + HP+HK                        launches opponent; must 
                                                            be blocked low
    Forward Roll         LP+LK                            invulnerable for a split
                                                            second
    Backward Roll        b + LP+LK                        invulnerable for a split
                                                            second
    Dashing Chop         Dash Forward, P
    Layback Kick         Dash Forward, K
    Slap To Punch        d + HP, HP                       the d + HP must touch
                                                            opponent for entire
                                                            string to come out
    Stomping Fall        d + LK in air                    overhead
    Slide                df + LK                          must be blocked low
    
    
    Special Moves
    -------------
    Teeth Throw          qcf + P                          LP=slow, HP=fast; will
                                                            collide with other 
                                                            projectiles as both 
                                                            will be "destroyed"
                                                            in the process
    Flying Face Attack   f, d, df + P                     LP=short and low, 
                                                            HP=further and high
    Super Flying Face A. Dash Forward, f, d, df + P       can also be done if you
                                                            use a dashing P or K
                                                            that touches the 
                                                            opponent and then
                                                            perform the f, d,
                                                            df + P motion
    Comet Attack         hcb + P                          LP=two fireballs, 
                                                            HP=five fireballs;
                                                            usually the first 
                                                            fireball will collide
                                                            with other projectiles
                                                            as both will be 
                                                            "destroyed" in the 
                                                            process while the 
                                                            remaining fireball(s)
                                                            continue its/their
                                                            path
    Wave Kick            qcf + K in air                   LK=steeper angle;
                                                            overhead
    
    
    Supers
    ------
    Stress Shot 
    ```````````
    Super Face Flash     qcf, qcf + LP/LK/HP/HK           LP=corner behind Ume, 
                                                            LK=1/3, HP=2/3, 
                                                            HK=corner in front of
                                                            Ume; energy pillar 
                                                            absorbs projectiles
    
    Ippatsu Ougi
    ````````````    
    Ghostly Leech        db, df, b, f + LP+HP             will collide with other 
                                                             projectiles as both 
                                                             will be "destroyed"
                                                             in the process; must
                                                             connect (not blocked)
                                                             to perform entire 
                                                             super
    
    Kinjite
    ```````
    Ultra Face Flash     qcf, qcf, qcf + HP               tracks opponent
    
    
    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    Ending
    ------
    Ume: Oooh, I've waited for this.
    Prince: My bride!
    Ume: Yes, prince. I am your bride.
    Prince: Good grief! H, help me! A beast!
    
    
    
    *******************************************************************************
    * 3.2 Kanji Kokuin                                                            *
    *******************************************************************************
    Colors
    ------
    LP - Purple
    LK - Green
    HP - Black
    HK - Red
    
    
    
    Throws
    ------
    Pogo Cane            f/b + HP close                   f and b determine where 
                                                            opponent is thrown
    Cane Toss            f + HP close in air
    
    
    Basic Move
    ----------
    Shin Kick            LK close                         must be blocked low
    
    
    Command Moves
    -------------
    Dropkick             HP+HK
    Rising Knee          d + HP+HK                        launches opponent; must 
                                                            be blocked low
    Forward Roll         LP+LK                            invulnerable for a split
                                                            second
    Backward Roll        b + LP+LK                        invulnerable for a split
                                                            second
    Triple Cane          Dash Forward, P
    Power Kick           Dash Forward, K
    Balancing Cane       f + P
      Get Off Cane       d
      Hop Forward        f
      Hop Backward       b
      Hop Up             u
      Roll Out           LK/HK                            overhead
      Cane Smash         LP/HP                            overhead
    Low To Shin Kick     d + LK, LK                       the d + LK must touch
                                                            opponent for entire
                                                            string to come out; 
                                                            both parts must be
                                                            blocked low
    Step Trip            d + HK                           must be blocked low
    
    
    Special Moves
    -------------
    Rapid Cane           tap P rapidly
    Super Rapid Cane     Dash Forward, tap P rapidly      can also be done if you
                                                            use a dashing P or K
                                                            that touches the 
                                                            opponent and then
                                                            tap P rapidly
    Libido Attack        hcb + P                          HP=slight start up 
                                                            delay; absorbs 
                                                            projectiles
    Stun Loincloth Snap  hcf + LK                         if move connects (not
                                                            blocked), opponent 
                                                            will be pulled next
                                                            to Kanji and be
                                                            "stunned" for a split
                                                            second        
    Loincloth Snaps      hcf + HK             
    Headbutt Launch      f, hcf + P                       LP=short, HP=long
    S. Headbutt Launch   Dash Forward, f, hcf + P         can also be done if you
                                                            use a dashing P or K
                                                            that touches the 
                                                            opponent and then
                                                            perform the f, hcf + P
                                                            motion
    
    
    Supers
    ------
    Stress Shot 
    ```````````
    Kanji Combo Rush     Hold b for 2 seconds,            dash in must connect
                           f + LK+HK                        (not blocked) to 
                                                            perform the entire 
                                                            super
    
    Ippatsu Ougi
    ```````````` 
    Restore to Life      LK+HK, LK, LK, HK                loincloth must connect
                                                            (not blocked) to 
                                                            perform the entire 
                                                            super
    
    Kinjite
    ```````
    None
    
    
    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    Ending
    ------
    Kanji: This meeting caps the red cloth legend. Well, my bride. Take this red
           cloth. For both our future...
    Sissy: Eeew! This's a loincloth? Never again, pal! No way!
    
    
    
    *******************************************************************************
    * 3.3 Clara                                                                   *
    *******************************************************************************
    Colors
    ------
    LP - Orange w/ White shirt
    LK - Pink w/ Light Pink shirt
    HP - Light Orange w/ White shirt
    HK - Orange w/ Blue shirt
    
    
    
    Throws
    ------
    Wand Throw           f/b + HP close                   f and b determine where 
                                                            opponent is thrown
    Air Wand Throw       f + HP close in air
    
    
    Basic Moves
    -----------
    Tap To Wand Swipe    LP close, HP                     the close LP must touch
                                                            opponent for entire
                                                            string to come out
    Shin Kick            LK close                         must be blocked low
    Triple Kicks         LK close, LK, HK                 the close LK must touch
                                                            opponent for entire
                                                            string to come out;
                                                            first LK must be 
                                                            blocked low
    
    
    Command Moves
    -------------
    Forward Kick         HP+HK
    Rising Wand          d + HP+HK                        launches opponent; must 
                                                            be blocked low
    Forward Roll         LP+LK                            invulnerable for a split
                                                            second
    Backward Roll        b + LP+LK                        invulnerable for a split
                                                            second
    Straight Wand        Dash Forward, P
    Side Kick            Dash Forward, K
    Falling Foot         d + LK in air                    overhead
    Downward Wand        f + HP                           overhead
    Short Slide Dropkick d + HK                           must be blocked low
    
    
    Special Moves
    -------------
    Baton Throw          qcf + P                          LP=slow, HP=fast; will
                                                            collide with other 
                                                            projectiles as both 
                                                            will be "destroyed"
                                                            in the process
    Vacuum Spin          qcb + K                          HK=spins longer; f or b
                                                            to maneuver
    Super Vacuum Spin    Dash Forward, qcb + K            can also be done if you
                                                            use a dashing P or K
                                                            that touches the 
                                                            opponent and then
                                                            perform the qcb + K
                                                            motion
    Air Vacuum Spin      qcb + K in air                   LK=steeper angle;
                                                            overhead
    Hammer Blow          qcb + P                          HP=opponent must block 
                                                            low if on ground
    Heart Freeze         f, hcf + LK+HK                   stuns opponent; absorbs
                                                            projectiles
    
    
    Supers
    ------
    Stress Shot 
    ```````````
    Starlight Trans.     qcf, qcf + HP                    absorbs projectiles;
                                                            must connect (not
                                                            blocked) to transform
                                                            the opponent
    
    Ippatsu Ougi
    ```````````` 
    Rabbit Release       hcf, f, df, d + HP
      Rabbit Chomp       HP                               chomp is unblockable; 
                                                            must connect chomp to
                                                            perform the entire 
                                                            super
    
    Kinjite
    ```````
    None
    
    
    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    Ending
    ------
    Clara: Come to Clara, the winner! Oh, princey!
    Prince: I've come for you, my honey!
    Clara: ????!!!
    Prince: My lovely bride, oh, you're cute!
    Clara: UGH.
    Prince: First, a kissy-poo of betrothal!
    Clara: You're no prince. Uh, I lied. I'm not the winner!
    
    
    
    *******************************************************************************
    * 3.4 Reiji Oyama                                                             *
    *******************************************************************************
    Colors
    ------
    LP - White w/ Purple hair
    LK - Off White w/ Brown hair
    HP - Light Gray w/ Brown hair
    HK - Blue w/ Purple hair
    
    
    
    Throws
    ------
    Kick Toss            f/b + HP close                   f and b determine where
                                                            opponent is thrown
    Neck Ringer          f + HP close in air
    
    
    Basic Moves
    -----------
    Strong Uppercut      HP close                         2 hits
    High To Jump Kick    LK close, HK                     the close LK must touch
                                                            opponent for entire
                                                            string to come out
    Shin Kick            LK far                           must be blocked low
    
    
    Command Moves
    -------------
    Downward Punch       HP+HK
    Swiping Kick         d + HP+HK                        launches opponent; must 
                                                            be blocked low
    Forward Roll         LP+LK                            invulnerable for a split
                                                            second
    Backward Roll        b + LP+LK                        invulnerable for a split
                                                            second
    Uppercut             Dash Forward, P
    Jaw Kick             Dash Forward, K
    Swiping Fist         f + LP                           overhead
    Low To Uppercut      d + HP, HP                       the d + HP must touch
                                                            opponent for entire
                                                            string to come out
    Elbow Drop Combo     df + LK
    
    
    Special Moves
    -------------
    Thunder Globe        qcf + P                          LP=slow, HP=fast; will
                                                            collide with other 
                                                            projectiles as both 
                                                            will be "destroyed"
                                                            in the process
    Flying Dragon Punch  f, d, df + P                     LP=short, HP=further
    S. Flying Dragon P.  Dash Forward, f, d, df + P       can also be done if you
                                                            use a dashing P or K
                                                            that touches the 
                                                            opponent and then
                                                            perform the f, d,
                                                            df + P motion
    Thunder Kick         tap K rapidly
    Super Thunder Kick   Dash Forward, tap K rapidly      can also be done if you
                                                            use a dashing P or K
                                                            that touches the 
                                                            opponent and then
                                                            tap K rapidly
    Super Spin Kick      qcf + K in air                   LK=steeper angle;
                                                            overhead
    Roll Tackle Pound    hcb + HK close                   unblockable
    
    
    Supers
    ------
    Stress Shot 
    ```````````
    Great Dragon Rush    hcb, f + HP
      Dragon Tail        f, d, df + HP                    overhead
    
    Ippatsu Ougi
    ```````````` 
    Giant Tiger Roar     qcf, qcf + HP                    unblockable; absorbs
                                                            projectiles
    
    Kinjite
    ```````
    None
    
    
    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    Ending
    ------
    Reiji: This is my present to you. Please, take it.
    Sissy: Huh?
    Reiji: You use it like this.
    Sissy: Two peas in a pod, huh? 
    
    
    
    *******************************************************************************
    * 3.5 Keith Wayne                                                             *
    *******************************************************************************
    Colors
    ------
    LP - Black pants w/ Gray top
    LK - Light Blue pants w/ Black top
    HP - Maroon pants w/ Gray top
    HK - Gray pants w/ Black top
    
    
    
    Throws
    ------
    Mount Kick           f/b + HP close                   f and b determine where 
                                                            opponent is thrown
    Air Mount Kick       f + HP close in air
    
    
    Basic Moves
    -----------
    Upper. To Backfist   HP close, HP                     the close HP must touch
                                                            opponent for entire
                                                            string to come out;
                                                            can wait until the
                                                            initial close HP hits
                                                            twice to follow with
                                                            another HP to get 3
                                                            hits
    Knee To Jump Kick    LK close, HK                     the close LK must touch
                                                            opponent for entire
                                                            string to come out
    
    
    Command Moves
    -------------
    Fast Knuckle         HP+HK
    Uppercut             d + HP+HK                        launches opponent; must 
                                                            be blocked low
    Forward Roll         LP+LK                            invulnerable for a split
                                                            second
    Backward Roll        b + LP+LK                        invulnerable for a split
                                                            second
    Strong Fist          Dash Forward, P
    Turn Kick            Dash Forward, K
    Axe Kick             f + LK                           overhead
    Step Kick            f + HK
    
    
    Special Moves
    -------------
    Lightning Flash      qcb + P                          LP=slow, HP=fast; will
                                                            collide with other 
                                                            projectiles as both 
                                                            will be "destroyed"
                                                            in the process; goes
                                                            under most of the
                                                            projectiles in the
                                                            game
    Knuckle Bomber       Charge b for 2 seconds, f + P    LP=short, HP=long
    Rolling Cannon       qcb + K                          LK=short, HK=further
    Super Rolling Cannon Dash Forward, qcb + K            can also be done if you
                                                            use a dashing P or K
                                                            that touches the 
                                                            opponent and then
                                                            perform the qcb + K
                                                            motion
    Spiral Kick          qcf + K                          LK=grounds opponent
      Double Spiral      qcf + K                          follow up for HK Spiral
                                                            Kick only
        Trip Finish      qcf + HK                         must be blocked low
        Down Kick Finish qcf + LK                         overhead
    Air Spiral Kick      qcf + K in air                   LK=grounds opponent, 
                                                            HK=three spiral kicks;
                                                            overhead
    
    
    Supers
    ------
    Stress Shot 
    ```````````
    Knuckle Bomb Flash    qcb, hcf + HP                   start up ground blasts
                                                            absorb projectiles
      Rolling Bomber      qcb, hcf + HP                   uses up another stock;
                                                            can cancel this anytime
                                                            between the 1st to 5th
                                                            hit
    
    Ippatsu Ougi
    ```````````` 
    Tidal Wave Bomb       qcf, qcf + HP                   fire pillar absorbs
                                                            projectiles
    
    Kinjite
    ```````
    None
    
    
    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    Ending
    ------
    Keith: The ladies of the world are mine! The Princess is mine for sure.
    Ellen: ...
    Sissy: ...
    Ellen: Lady Sissy, Master Keith is a playboy!
    Sissy: I know, Ellen. Let's serve him his just deserts.
    Keith: Hey! It's I the winner, Keith Wayne! The pleasures all mine.
    
    
    
    *******************************************************************************
    * 3.6 Anny Hamilton                                                           *
    *******************************************************************************
    Colors
    ------
    LP - Red
    LK - Orange
    HP - Blue
    HK - White
    
    
    
    Throws
    ------
    Thrust Down          f/b + HP close                   f and b determine where
                                                            opponent is thrown
    Air Thrust Down      f + HP close in air
    
    
    Basic Moves
    -----------
    Poke To Slap         LP close, HP                     the close LP must touch
                                                            opponent for entire
                                                            string to come out
    Step Uppercut        HP close                         2 hits
    
    
    Command Moves
    -------------
    Spin Kick            HP+HK
    Back Flip            d + HP+HK                        launches opponent; must 
                                                            be blocked low
    Forward Roll         LP+LK                            invulnerable for a split
                                                            second
    Backward Roll        b + LP+LK                        invulnerable for a split
                                                            second
    Slap                 Dash Forward, P
    Twirl Kick           Dash Forward, K
    Upward Slap          df + LP
    Scissors             f + LK                           overhead
    Low To Roundhouse    d + LK, HK                       the d + LK must touch
                                                            opponent for entire
                                                            string to come out;
                                                            first part must be
                                                            blocked low
    Sneaking Sweep       d + HK                           must be blocked low
    
    
    Special Moves
    -------------
    Swan Toss            qcf + P                          LP=straight, HP=rising;
                                                            will collide with 
                                                            other projectiles as 
                                                            both will be 
                                                            "destroyed" in the 
                                                            process
    Rainbow Sweep        f, d, df + P                     LP=short, HP=further
    Super Rainbow Sweep  Dash Forward, f, d, df + P       can also be done if you
                                                            use a dashing P or K
                                                            that touches the 
                                                            opponent and then
                                                            perform the f, d,
                                                            df + P motion
    Anny Dynamic         Charge HK for 3 seconds,         overhead
                           release
    Strong Anny Dynam.   Charge HK for 6 seconds,         overhead
                           release
    Photon Ball          qcf + P in air                   LP=steeper angle; will
                                                            collide with other 
                                                            projectiles as both 
                                                            will be "destroyed"
                                                            in the process
    
    
    Supers
    ------
    Stress Shot 
    ```````````
    Psychedelic Throw    hcb, hcb + HP                    connects close; 
                                                            unblockable
    
    Ippatsu Ougi
    ```````````` 
    Angel Ring           b, f + LP, db, df + HP           absorbs projectiles;
                                                            unblockable; ring must
                                                            connect to perform
                                                            the entire super
    
    Kinjite
    ```````
    None
    
    
    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    Ending
    ------
    Prince: My beloved bride!
    Anny: What? What is that trembling?
    Prince: Oh, I love you!
    Anny: Yaaaaaaah!
    Anny: I'm sorry, Andy! 
    Andy: GARGH! 
    Anny: I forfeit my victory!
    
    
    
    *******************************************************************************
    * 3.7 Chinnen                                                                 *
    *******************************************************************************
    Colors
    ------
    LP - Orange
    LK - Yellow-Orange
    HP - Off White
    HK - Gray
    
    
    
    Throws
    ------
    Backdrop             f/b + HP close                   f and b determine where
                                                            opponent is thrown
    Neck Ringer          f + HP close in air
    
    
    Basic Moves
    -----------
    Punch To High Kick   LP close, LK                     the close LP must touch
                                                            opponent for entire
                                                            string to come out
    Gut To Jump Kick     HP close, HK                     the close HP must touch
                                                            opponent for entire
                                                            string to come out
    Shin Kick            LK close                         must be blocked low
    Sobat                HK far                           can dodge some low 
                                                            attacks
    
    
    Command Moves
    -------------
    Flying Headbutt      HP+HK
    Strong Uppercut      d + HP+HK                        launches opponent; must 
                                                            be blocked low
    Forward Roll         LP+LK                            invulnerable for a split
                                                            second
    Backward Roll        b + LP+LK                        invulnerable for a split
                                                            second
    Palm Strike          Dash Forward, P
    Hop Kick             Dash Forward, K
    Double Kick          f + LK
    Slide                df + LK                          must be blocked low
    
    
    Special Moves
    -------------
    Freeze Curse Card    hcf + LP+HP                      stuns opponent; will
                                                            collide with other 
                                                            projectiles as both 
                                                            will be "destroyed"
                                                            in the process; goes
                                                            over most of the 
                                                            projectiles in the 
                                                            game
    Oro Ball Wave        hcb + P                          LP=fast start and slow
                                                            skull, HP=slow start
                                                            and fast skull; start 
                                                            up orb will absorb
                                                            projectiles; skull
                                                            projectile will
                                                            collide with other 
                                                            projectiles as both 
                                                            will be "destroyed"
                                                            in the process
    Blade Kick           hcf + K                          LK=short, HK=further;
                                                            last hit is an 
                                                            overhead
    Striking Th. Fist    f, b, f + P                      LP=straight punch 
                                                            finish, HP=uppercut 
                                                            finish
    Super St. Th. Fist   Dash Forward, f, b, f + P        can also be done if you
                                                            use a dashing P or K
                                                            that touches the 
                                                            opponent and then
                                                            perform the f, b,
                                                            f + P motion
    Oro Ball             hcb + LP in air                  absorbs projectiles
    Air Flying Skull     hcb + HP in air                  will collide with other 
                                                            projectiles as both 
                                                            will be "destroyed"
                                                            in the process
    
    
    Supers
    ------
    Stress Shot 
    ```````````
    Turn Of Fate         hold LP, hold LK (while still    absorbs projectiles
                           holding LP), hold HP (while
                           still holding LP and LK)     
    
    Ippatsu Ougi
    ```````````` 
    Vengeful Priest      qcf, hcb + LK                    dash in must connect 
                                                            (not blocked) for
                                                            the entire super to
                                                            come out
    
    Kinjite
    ```````
    Crumbling Temple     b, df , uf, db, ub, f + HK       unblockable
                           during stress scream
    
    
    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    Ending
    ------
    Chinnen: Come to my embrace, I shall take you. 
    Sissy: No, I'll take you. Come to me, I'm mad about you. 
    
    
    
    *******************************************************************************
    * 3.8 Gouketsu Tane                                                           *
    *******************************************************************************
    Colors
    ------
    LP - Pink pants w/ Green top
    LK - Green pants w/ Pink top
    HP - Pink pants w/ Purple top
    HK - Purple pants w/ Green top
    
    
    
    Throws
    ------
    Draining Kiss        f/b + HP close                   f and b determine where
                                                            opponent is thrown
    Quick Air Toss       f + HP close in air
    
    
    Basic Moves
    -----------
    Stomp Out            ub/uf, HK                        both kicks are overheads
    Close Palms          HP close, HP                     the close HP must touch
                                                            opponent for entire
                                                            string to come out;
                                                            can wait until the
                                                            initial close HP hits
                                                            twice to follow with
                                                            another HP to get 3
                                                            hits
    Shin Kick            LK close                         must be blocked low
    Double Foot          LK, LK, about a sweep away       the first LK must touch
                                                            opponent for entire
                                                            string to come out
    Tane Twister         HK far
    
    
    Command Moves
    -------------
    Swiping Touch        HP+HK
    Rising Uppercut      d + HP+HK                        launches opponent; must 
                                                            be blocked low
    Forward Roll         LP+LK                            invulnerable for a split
                                                            second
    Backward Roll        b + LP+LK                        invulnerable for a split
                                                            second
    Dashing Chop         Dash Forward, P
    Layback Kick         Dash Forward, K
    Stomping Fall        d + LK in air                    overhead
    Slide To Punches     df + HP
    Kick Assault         d + LK, LK, HK                   the d + LK must touch
                                                            opponent for entire
                                                            string to come out;
                                                            first two parts must
                                                            be blocked low
    Slide                d + HK                           must be blocked low
    
    
    Special Moves
    -------------
    Hopping Teeth Throw  Charge b for 2 seconds, f + P    LP=low, HP=high; will
                                                            collide with other 
                                                            projectiles as both 
                                                            will be "destroyed"
                                                            in the process; 
                                                            overhead
    Floating Head        Charge b for 2 seconds, f + K    LK=short, HK=long; 
                                                            absorbs projectiles
    Rising Wave Kick     Charge d for 2 seconds, u + K    LK=short, HK=long
    Switch And Comet A.  hcb + P close                    unblockable
    
    
    Supers
    ------
    Stress Shot 
    ```````````
    Giant Face Attack    qcf, qcf + HP                    absorbs projectiles
    
    Ippatsu Ougi
    ```````````` 
    Demon Hand           b, db, b, f + HP                 absorbs projectiles;
                                                            grabbing hand is 
                                                            unblockable; super
                                                            must connect to 
                                                            perform the entire
                                                            maneuver
    
    Kinjite
    ```````
    Triple Face Attack   qcf, qcf, qcf + HP               absorbs projectiles
    
    
    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    Ending
    ------
    Tane: Now to prepare for my first kiss...
    Prince: Run away! Get me out of here!
    Attendant: OK, OK. Oh, the pain!
    
    
    
    *******************************************************************************
    * 3.9 Saizo Hattori                                                           *
    *******************************************************************************
    Colors
    ------
    LP - Purple w/ Orange trim
    LK - Blue-Gray w/ Yellow-Orange trim
    HP - Gray w/ Green trim
    HK - White w/ Orange trim
    
    
    
    Throws
    ------
    Ninja Drill          f/b + HP close                   f and b determine where
                                                            opponent is thrown
    Izuna Drop           f + HP close in air
    
    
    Basic Move
    ----------
    Kick Clash           LK close, HK, HK                 the close LK must touch
                                                            opponent for entire
                                                            string to come out
    
    
    Command Moves
    -------------
    Gut Punch            HP+HK
    Knee Thrust          d + HP+HK                        launches opponent; must 
                                                            be blocked low
    Forward Roll         LP+LK                            invulnerable for a split
                                                            second
    Backward Roll        b + LP+LK                        invulnerable for a split
                                                            second
    Ninja Fist           Dash Forward, P
    High Kick            Dash Forward, K
    Dive Kick            d + HK in air                    overhead
    Strike To Gut Punch  d + HP, HP                       the d + HP must touch
                                                            opponent for entire
                                                            string to come out
    Slide                df + LK                          must be blocked low
    
    
    Special Moves
    -------------
    Dragon Flame Flash   qcf + P                          LP=slow, HP=fast; will
                                                            collide with other 
                                                            projectiles as both 
                                                            will be "destroyed"
                                                            in the process
    Dragon Flash Bomb    qcb + P                          LP=short, HP=long
    Dragon Flash Dud     qcb + LK
    Blue Flame Slice     hcf + K                          LK=short, HK=long
    Super Blue Flame S.  Dash Forward, hcf + K            can also be done if you
                                                            use a dashing P or K
                                                            that touches the 
                                                            opponent and then
                                                            perform the hcf + K
                                                            motion
    Tsunami Slash        qcb + P in air                   LP=steeper angle; 
                                                            overhead
    
    
    Supers
    ------
    Stress Shot 
    ```````````
    Flaming Flash Wave   qcf, hcb + HP                    bomb blasts absorb 
                                                            projectiles
    
    Ippatsu Ougi
    ```````````` 
    Shadow Crawler       db, df, db, df + HK              moving shadow is 
                                                            unblockable; shadow 
                                                            must connect to 
                                                            perform the entire 
                                                            super
    
    Kinjite
    ```````
    None
    
    
    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    Ending
    ------
    Sissy: So, you're a ninja I hear?
    Saizo: Uh, that is correct...
    Sissy: Then disappear for us!
    Saizo: Uh, very well... ah!
    Sissy: Wow! He really did disappear!  Huh? He's not coming back.
    Saizo: Whew (That was too easy.)
    
    
    
    *******************************************************************************
    * 3.10 White Buffalo                                                          * 
    *******************************************************************************
    Colors
    ------
    LP - Green
    LK - Dark Green
    HP - Blue
    HK - Off White
    
    
    Throws
    ------
    Flipping Slam        f/b + HP close                   f and b determine where
                                                            opponent is thrown
    Air Flipping Slam    f + HP close in air
    
    
    Basic Moves
    -----------
    Power Upper          HP close                         2 hits
    Shin Kick            LK close                         must be blocked low
    Finishing Kick       HK close, HK                     the close HK must touch
                                                            opponent for entire
                                                            string to come out
    
    
    Command Moves
    -------------
    Backfist             HP+HK
    Uppercut Swing       d + HP+HK                        launches opponent; must 
                                                            be blocked low
    Forward Roll         LP+LK                            invulnerable for a split
                                                            second
    Backward Roll        b + LP+LK                        invulnerable for a split
                                                            second
    Short Uppercut       Dash Forward, P
    Turn Kick            Dash Forward, K
    Shoulder Rush        df + LP
    Knee Catch           f + LK                           counters high attacks
    
    
    Special Moves
    -------------
    Arrow Shot           qcf + P                          LP=slow, HP=fast; will
                                                            collide with other 
                                                            projectiles as both 
                                                            will be "destroyed"
                                                            in the process; goes
                                                            over most projectiles
                                                            in the game
    Smash Tackle         Charge b for 2 seconds, f + P    LP=short, HP=long
      Uppercut           f, d, df + HP                    only works off HP Smash
                                                            Tackle
    Charging Buffalo     Charge b for 2 seconds, f + K    LK=slow, HK=fast; buffalo
                                                            absorbs projectiles
    Flying Elbow Blow    qcb + P in air                   LP=steeper angle;
                                                            overhead
    
    
    Supers
    ------
    Stress Shot 
    ```````````
    Totem Of Ashes       qcf, hcb + HP                    absorbs projectiles
    
    Ippatsu Ougi
    ````````````
    Tribute To The E.    hcb, hcb + HP                    connects close; 
                                                            unblockable
    
    Kinjite
    ```````
    None
    
    
    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    Ending
    ------
    White: My bride, I have come. Please, go with me.
    Sissy: Hey, you're not who I expected!
    White: I, I hate kids! I prefer her.
    Ellen: PASS!
    
    
    
    *******************************************************************************
    * 3.11 Poochy                                                                 *
    *******************************************************************************
    Colors
    ------
    LP - Red
    LK - Blue-Purple
    HP - Green
    HK - Yellow
    
    
    
    Throws
    ------
    Kick Away            f/b + HP close                   f and b determine where
                                                            opponent is thrown
    Doggie Chomp         f + HP close in air
    
    
    Basic Moves
    -----------
    Doggy Punches        LP close                         4 hits
    Upper. To Straight   HP close, HP                     the close HP must touch
                                                            opponent for entire
                                                            string to come out
    
    
    Command Moves
    -------------
    Double Punch         HP+HK
    Doggie Flip          d + HP+HK                        launches opponent; must 
                                                            be blocked low
    Forward Roll         LP+LK                            invulnerable for a split
                                                            second
    Backward Roll        b + LP+LK                        invulnerable for a split
                                                            second
    Flying Butt          Dash Forward, P
    Flip Heal            Dash Forward, K
    Crouch Doggy Punches d + LP                           4 hits
    Falling Heal         f + LK                           overhead
    Arc Dropkick         df + HK
    
    
    Special Moves
    -------------
    Flying Ear Slap      qcf + LP                        
    Flying Bear Ear Slap qcf + HP                         bear will collide with
                                                            other projectiles as
                                                            both will be 
                                                            "destroyed" in the
                                                            process; bear goes 
                                                            under most projectiles
                                                            in the game
    Super Fly. Ear Slap  Dash Forward, qcf + P            produces two bear 
                                                            projectiles; first 
                                                            bear will usually
                                                            collide with other
                                                            projectiles as both
                                                            will be "destroyed" in
                                                            the process while the
                                                            second bear continues
                                                            its path; both bears
                                                            go under most 
                                                            projectiles in the 
                                                            game; can also be done
                                                            if you use a dashing P
                                                            or K that touches the
                                                            opponent and then
                                                            perform the qcf + P
                                                            motion
    Doggy Dive           qcb + K                          LK=short, HK=long;
                                                            overhead
    Heavy Dig            qcb + P                          LP=high, HP=low; one
                                                            item will usually
                                                            collide with other 
                                                            projectiles and 
                                                            "destroy" them as well
                                                            as be "destroyed",
                                                            while the other item
                                                            will continue its path
    Ferocious Charge     qcf + K                          LK=short, HK=long
    Super Fer. Charge    Dash Forward, qcf + K            can also be done if you
                                                            use a dashing P or K
                                                            that touches the 
                                                            opponent and then
                                                            perform the qcf + K
                                                            motion
    Sky Dive             qcb + K in air                   LK=steeper angle;
                                                            overhead
    
    
    Supers
    ------
    Stress Shot 
    ```````````
    Great Bear Assault   hold LP, hold LK (while still    bear charge is 
                           holding LP), hold HP (while      unblockable; large
                           still holding LP and LK)         bear absorbs 
                                                            projectiles
    Ippatsu Ougi
    ````````````
    Giant Cyclone        f, b, f, b, f, b, f, b, f        cyclone absorbs 
                                                            projectiles
    Giant Cyclone II     f, b, f, b, f, b, f, b, f        cyclones absorb
                           during stress scream             projectiles
    
    Kinjite
    ```````
    None
    
    
    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    Ending
    ------
    Poochy: Woofun, woo (My bridey bride!). Woof, woof, woof.
    Sissy: I, hate dogs. Yuck!
    Poochy: Gya-oooh (You're so cruel!)!
    
    
    
    *******************************************************************************
    * 3.12 Buntaro                                                                *
    *******************************************************************************
    Colors
    ------
    LP - Blue
    LK - Red
    HP - White
    HK - Dark Blue
    
    
    
    Throws
    ------
    Layback Toss         f/b + HP close                   f and b determine where
                                                            opponent is thrown
    Flip Toss            f + HP close in air
    
    
    Basic Move
    ----------
    Knee To Back Kick    LK close, HK                     the close LK must touch
                                                            opponent for entire
                                                            string to come out
    
    
    Command Moves
    -------------
    Slide Kick           HP+HK
    Sky Kick             d + HP+HK                        launches opponent; must 
                                                            be blocked low
    Forward Roll         LP+LK                            invulnerable for a split
                                                            second
    Backward Roll        b + LP+LK                        invulnerable for a split
                                                            second
    Straight Punch       Dash Forward, P
    Swing Kick           Dash Forward, K
    Shoulder Charge      df + HP
    Low To Spin Kick     d + LK, HK                       the d + LK must touch
                                                            opponent for entire
                                                            string to come out;
                                                            first part must be 
                                                            blocked low
    Slide                d + HK                           must be blocked low
    
    
    Special Moves
    -------------
    Violent Crescent     f, d, df + K                     LK=short, HK=further
    Super Violent Cres.  Dash Forward, f, d, df + K       can also be done if you
                                                            use a dashing P or K
                                                            that touches the 
                                                            opponent and then
                                                            perform the f, d,
                                                            df + K motion
    Self Confidence      hcb + P                          high counter attack
    Bird Of Prey         qcf + K in air                   LK=steeper angle; 
                                                            overhead
      Sharp Talon        qcf + LK                         overhead
      Ground Talon       qcf + HK                         must be blocked low
    Mach Slide           hcb + K
    Bird Crash           d, d + K                         stomps once; Self 
                                                            Confidence and Mach
                                                            Slide powered up to 
                                                            level 1
      Bird Crash II      d, d + K                         stomps twice; Self 
                                                            Confidence and Mach
                                                            Slide powered up to 
                                                            level 2
        Bird Crash III   d, d + K                         stomps three times; 
                                                            Self Confidence and 
                                                            Mach Slide powered up 
                                                            to level 3
    
    
    Supers
    ------
    Stress Shot 
    ```````````
    Violence For Vio.    qcb, hcf + HK                    flip kick must connect 
                                                            (not blocked) to 
                                                            perform the entire 
                                                            super
    
    Ippatsu Ougi
    ````````````
    Terminal Crash       Charge b, HK, LK, HK, LK         shoulder charge must
                                                            connect (not blocked)
                                                            to perform the entire
                                                            super
    
    Kinjite
    ```````
    None
    
    
    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    Ending
    ------
    Buntaro: Ooh! Ah! I am the champion!
    Groupies: You're so dreamy!
    Sissy: Excuse me, it just got out of the box.
    Groupies: Oh, she's awesome!
    Buntaro: ........ 
    
    
    
    *******************************************************************************
    * 3.13 Shintaro                                                               *
    *******************************************************************************
    Colors
    ------
    LP - Green-Blue
    LK - Blue
    HP - Gray
    HK - Orange
    
    
    
    Throws
    ------
    Layback Toss         f/b + HP close                   f and b determine where
                                                            opponent is thrown
    Flip Toss            f + HP close in air
    
    
    Basic Move
    ----------
    One Two              HP close, HP                     the close HP must touch
                                                            opponent for entire
                                                            string to come out
    
    
    Command Moves
    -------------
    Gut Elbow            HP+HK
    High Uppercut        d + HP+HK                        launches opponent; must 
                                                            be blocked low
    Forward Roll         LP+LK                            invulnerable for a split
                                                            second
    Backward Roll        b + LP+LK                        invulnerable for a split
                                                            second
    Quick Punch          Dash Forward, P
    Back Kick            Dash Forward, K
    Falling Headbutt     f + LP                           overhead
    Low To Uppercut      d + LP, HP                       the d + LP must touch
                                                            opponent for entire
                                                            string to come out
    Slide                d + HK                           must be blocked low
    
    
    Special Moves
    -------------
    Bicycle Ride         f, d, df + K                     LK=short, HK=further
    Super Bicycle Ride   Dash Forward, f, d, df + K       can also be done if you
                                                            use a dashing P or K
                                                            that touches the 
                                                            opponent and then
                                                            perform the f, d,
                                                            df + K motion
    Hammer Drop          hcb + P                          LP=short, HP=long;
                                                            overhead
    Air Hammer Drop      hcb + P in air                   LP=short, HP=long
                                                            overhead
    Super Hammer Drop    Dash Forward, hcb + P            can also be done if you
                                                            use a dashing P or K
                                                            that touches the 
                                                            opponent and then
                                                            perform the hcb + P
                                                            motion; overhead
    Roadblock            f, df, d + P                     LP=low autoguard, 
                                                            HP=high autoguard; 
                                                            punch must connect
                                                            (not blocked) to
                                                            perform the entire
                                                            move
    First Crown          qcf + P                          LP=short, HP=long
      Second Crown       qcf + P
        Triple Crown     qcf + P
    
    
    Supers
    ------
    Stress Shot 
    ```````````
    Lucky Novice         qcf, qcf + HP                    punch must connect
                                                            (not blocked) to
                                                            perform the entire
                                                            super
    
    Ippatsu Ougi
    ````````````
    No Remorse           Charge b, HP, LP, HP, LP         punch must connect
                                                            (not blocked) to
                                                            perform the entire
                                                            super
    
    Kinjite
    ```````
    Bitter End           f, qcf, b + HP close             unblockable
    
    
    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    Ending
    ------
    Shintaro: Oh! I won! What do I get?
    Sissy: ....How do you like my present? 
    Shintaro: Ugh. Argh (Hey! Give it back!). 
    
    
    
    *******************************************************************************
    * 3.14 Olof                                                                   *
    *******************************************************************************
    Colors
    ------
    LP -  Purple
    LK -  Black
    HP -  Dark Purple
    HK -  Brown
    
    
    
    Throws
    ------
    Foot Plant           f/b + HP close                   f and b determine where
                                                            opponent is thrown
    Leg Smash            f + HP close in air
    
    
    Basic Moves
    -----------
    Double Air Kick      ub/uf, HK, HK                     the first HK must touch
                                                            opponent for entire
                                                            string to come out; 
                                                            this string will only
                                                            work from a ub/uf 
                                                            jump; both parts are
                                                            air attacks and 
                                                            overheads
    Shin Kick            LP close                         must be blocked low
    High To Knockdown    HP close, HK                     the close HP must touch
                                                            opponent for entire
                                                            string to come out
    Knee To Jaw Kick     LK close, LK                     the close LK must touch
                                                            opponent for entire
                                                            string to come out
    
    
    Command Moves
    -------------
    Big Boot             HP+HK
    Angle Kick           d + HP+HK                        launches opponent; must
                                                            be blocked low
    Forward Roll         LP+LK                            invulnerable for a split
                                                            second
    Backward Roll        b + LP+LK                        invulnerable for a split
                                                            second
    Heal Fall            Dash Forward, P
    Twist Kick           Dash Forward, K
    Axe Kick             f + LP                           overhead
    Low Poke             d + LP                           must be blocked low
    Slide Punt           d + HP
    One Two Kick         df + LK
    Auto Axe             stand still until knee raises    counters high attacks
    
    
    Special Moves
    -------------
    Purple Sulfur        qcf + P                          LP=slow, HP=fast; will
                                                            collide with other 
                                                            projectiles as both 
                                                            will be "destroyed"
                                                            in the process
    Angle Purple Sulfur  qcf + K                          LK=diagonal down, 
                                                            HK=diagonal upward; 
                                                            will collide with 
                                                            other projectiles as
                                                            both will be 
                                                            "destroyed" in the 
                                                            process
    Acid Rain            f, d, df + K                     LK=short, HK=further;
                                                            second hit is an 
                                                            overhead
    Super Acid Rain      Dash Forward, f, d, df + K       can also be done if you
                                                            use a dashing P or K
                                                            that touches the 
                                                            opponent and then
                                                            perform the f, d,
                                                            df + K motion; last
                                                            part is an overhead
    Foot Sting           qcb + K                          LK=short, HK=long
    Super Foot Sting     Dash Forward, qcb + K            can also be done if you
                                                            use a dashing P or K
                                                            that touches the 
                                                            opponent and then
                                                            perform the qcb + K
                                                            motion
    Air Foot Sting       qcb + K in air                   LK=short, HK=long
      Dense Sulfur       qcb + K                          follow up from HK Air 
                                                            Foot Sting only
    
    
    Supers
    ------
    Stress Shot 
    ```````````
    Crazy Plague         qcf, hcb + HK                    dash in kick must 
                                                            connect (not blocked)
                                                            to perform the entire
                                                            super
    
    Ippatsu Ougi
    ````````````
    Final Disease        b, qcb, f + LP                   feint; still costs meter
                                                            though
    Rotting Fist         b, qcb, f + HP                   unblockable; Olof takes
                                                            damage as well
    
    Kinjite
    ```````
    None
    
    
    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    Ending
    ------
    Olof: My true purpose is not a royal position. I want to make the world a
    flower patch... how wonderful!
    Sissy: He won't do. Let's look for another one.
    
    
    
    *******************************************************************************
    * 3.15 Hikaru                                                                 *
    *******************************************************************************
    Colors
    ------
    LP - Black top w/ Gray bottom 
    LK - Green top w/ Light Green bottom
    HP - Dark Purple top w/ White bottom
    HK - Purple top w/ Pink bottom
    
    
    
    Throws
    ------
    Cane Bust            f/b + HP close                   f and b determine where
                                                            opponent is thrown
    Quick Throw          f + HP close in air
    
    
    Basic Moves
    -----------
    Double Cane          HP close, HP                     the close HP must touch
                                                            opponent for entire
                                                            string to come out
    Shin Kick            LK close                         must be blocked low
    Dash Shin Kick       LK far
    Knee To Kick         HK close, HK                     the close HK must touch
                                                            opponent for entire
                                                            string to come out
    
    
    Command Moves
    -------------
    Cane Poke            HP+HK
    Upward Strike        d + HP+HK                        launches opponent; must 
                                                            be blocked low
    Forward Roll         LP+LK                            invulnerable for a split
                                                            second
    Backward Roll        b + LP+LK                        invulnerable for a split
                                                            second
    Cane Swipe           Dash Forward, P
    Swift Kick           Dash Forward, K
    Roll Forward         df + LP
    Dive Knee            f + LK                           overhead; only air 
                                                            specials and supers
                                                            will cancel from this
                                                            (ie. Flying Needle)
    Slide                d + HK                           must be blocked low
    
    
    Special Moves
    -------------
    Cane Circle          f, d, df + P                     LP=short, HP=long
    Super Cane Circle    Dash Forward, f, d, df + P       can also be done if you
                                                            use a dashing P or K
                                                            that touches the 
                                                            opponent and then
                                                            perform the f, d,
                                                            df + P motion
    Iron Cane            f, d, df + K                     counters high attacks
    Leap Crush           hcb + P                          LP=short, HP=long; 
                                                            overhead
    Super Leap Crush     Dash Forward, hcb + P            can also be done if you
                                                            use a dashing P or K
                                                            that touches the 
                                                            opponent and then
                                                            perform the hcb + P
                                                            motion; overhead
    Sweep Run            hcb + K                          must be blocked low; 
                                                            HK=start up back roll
    Flying Needle        qcb + K in air                   LK=steeper angle; 
                                                            overhead
    
    
    Supers
    ------
    Stress Shot 
    ```````````
    Justice Circle       qcb, hcf + LP+HP
    Needle To Just. C.   qcb, hcf + LP+HP in air          overhead; needle kick 
                                                            must connect (not
                                                            blocked) to perfrom 
                                                            the entire super
    
    Ippatsu Ougi
    ````````````
    Iron Cane Duel       d, d, qcf + HK                   counters high attacks
    
    Kinjite
    ```````
    None
    
    
    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    Ending
    ------
    Hikaru: I've no interest in the princess.
    Sissy: Why you! What? Then why did you join the tournament?
    Hikaru: To show the world my awesome strength, silly child!
    
    
    
     ---------------------------------------------------------------------------
     To use the following characters, at the character select screen tap up four 
     times, down three times, left two times and right one time.
     ---------------------------------------------------------------------------
    
    *******************************************************************************
    * 3.16 Jimmy Lewis                                                            *
    *******************************************************************************
    Colors
    ------
    LP - Black pants w/ Red top
    LK - Purple-Blue pants w/ Red top
    HP - Brown pants w/ Off White top
    HK - Maroon pants w/ Blue top
    
    
    
    Throw
    -----
    Grab And Toss        f/b + HP close                   f and b determine where
                                                            opponent is thrown
    
    
    Basic Moves
    -----------
    Punch To Upper       HP close                         2 hits
    Shin Kick            LK close                         must be blocked low
    Sobat                HK far                           can dodge some low 
                                                            attacks
    
    
    Command Moves
    -------------
    Power Fist           HP+HK
    Rising Forearm       d + HP+HK                        launches opponent; must
                                                            be blocked low
    Forward Roll         LP+LK                            invulnerable for a split
                                                            second
    Backward Roll        b + LP+LK                        invulnerable for a split
                                                            second
    Chop                 Dash Forward, P
    Power Kick           Dash Forward, K
    Down Elbow           f + LP                           overhead
    Low And Chop         d + HP, HP                       the d + HP must touch
                                                            opponent for entire
                                                            string to come out
    Step Uppercut        df + LP                          first part is a high 
                                                            autoguard
    
    
    Special Moves
    -------------
    Red Rage             qcf + P                          LP=slow, HP=fast; will
                                                            collide with other 
                                                            projectiles as both 
                                                            will be "destroyed"
                                                            in the process
    Sho Ryu Dan          f, d, df + P                     LP=short, HP=further
    Super Sho Ryu Dan    Dash Forward, f, d, df + P       can also be done if you
                                                            use a dashing P or K
                                                            that touches the 
                                                            opponent and then
                                                            perform the f, d,
                                                            df + P motion
    Cannon Kick          qcb + K                          LK=short, HK=long;
                                                            overhead
    Heat Hurricane       hcb + LP                         
    Hurricane Charge     hcb + HP
      Heat Straight      qcf + HP
      Heat Elbow         qcb + HP                         overhead
      Heat Upper         f, d, df + HP                    must be blocked low
    
    
    Supers
    ------
    Stress Shot 
    ```````````
    Gun Blow             qcb, f + LP                      flame knuckle must 
                                                            connect (not blocked)
                                                            to perform the entire
                                                            super
    
    Ippatsu Ougi
    ````````````
    Super Gun Blow       qcb, f + HP                      flame knuckle must 
                                                            connect (not blocked)
                                                            to perform the entire
                                                            super
    
    Kinjite
    ```````
    None
    
    
    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    Ending
    ------
    Attendant: Princess Sissy, the victor has declined his right.
    Sissy: Well! Preposterous! But so be it. Let's try another tournament, big
           brother.
    Prince: Yes, Princess Sissy. Let's do.
    Sissy & Prince: I just can't wait!
    
    
    
    *******************************************************************************
    * 3.17 Mr. Jones                                                              *
    *******************************************************************************
    Colors
    ------
    LP - Yellow w/ Gray trim
    LK - White w/ Blue-Gray trim
    HP - Blue w/ Purple trim
    HK - Pink w/ Purple-Blue trim
    
    
    
    Throws
    ------
    Toss To Ground       f/b + HP close                   f and b determine where
                                                            opponent is thrown
    Air Toss To Ground   f + HP close in air
    
    
    Basic Moves
    -----------
    Knee To Kick         LK close, LK                     the close LK must touch
                                                            opponent for entire
                                                            string to come out
    Rising Kick          HK close, HK                     the close HK must touch
                                                            opponent for entire
                                                            string to come out
    
    
    Command Moves
    -------------
    Double Fist          HP+HK
    Snap Kick            d + HP+HK                        launches opponent; must
                                                            be blocked low
    Forward Roll         LP+LK                            invulnerable for a split
                                                            second
    Backward Roll        b + LP+LK                        invulnerable for a split
                                                            second
    Kung Fu Punch        Dash Forward, P
    Big Boot             Dash Forward, K  
    Down Elbow           f + LP                           overhead
    Uppercut To Double   d + HP, HP                       the d + HP must touch
                                                            opponent for entire
                                                            string to come out
    Slide Double         df + LK                          both parts must be 
                                                            blocked low
    
    
    Special Moves
    -------------
    Funky Impact         qcf + P                          LP=fast, HP=slow; the
                                                            start up has high
                                                            autoguard
    Super Funky Impact   Dash Forward, qcf + P            can also be done if you
                                                            use a dashing P or K
                                                            that touches the 
                                                            opponent and then
                                                            perform the qcf + P
                                                            motion
    Retro Knuckle        qcb + P                          LP=short, HP=long
    Gaudy Punch          tap P rapidly
    Arc Fliegan          qcb + K                          LK=stationary, HK=long
    
    
    Supers
    ------
    Stress Shot 
    ```````````
    Groove Master        qcb, qcb + LK                    sliding part must be 
                                                            blocked low
    
    Ippatsu Ougi
    ````````````
    King Kang            hcf + LK+HK                      unblockable; can be
                                                            hurt by Kang; Kang
                                                            absorbs projectiles
    
    Kinjite
    ```````
    None 
    
    
    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    Ending
    ------
    Attendant: Princess Sissy, the victor has declined his right.
    Sissy: Well! Preposterous! But so be it. Let's try another tournament, big
           brother.
    Prince: Yes, Princess Sissy. Let's do.
    Sissy & Prince: I just can't wait!
    
    
    
    *******************************************************************************
    * 3.18 Lynn Baker                                                             *
    *******************************************************************************
    Colors
    ------
    LP - Yellow
    LK - Red
    HP - Gray
    HK - White
    
    
    
    Throws
    ------
    Toss Over            f/b + HP close                   f and b determine where
                                                            opponent is thrown
    Air Toss Over        f + HP close in air
    
    
    Basic Moves
    -----------
    Double Stretch Palm  HP close, HP                     the close HP must touch
                                                            opponent for entire
                                                            string to come out
    Double High          HK close, HK                     the close HK must touch
                                                            opponent for entire
                                                            string to come out
    
            
    Command Moves
    -------------
    Double Palm          HP+HK
    Hop Kick             d + HP+HK                        launches opponent; must
                                                            be blocked low
    Forward Roll         LP+LK                            invulnerable for a split
                                                            second
    Backward Roll        b + LP+LK                        invulnerable for a split
                                                            second
    Flying Palms         Dash Forward, P
    High Kick            Dash Forward, K
    Down Palm            f + LP                           overhead
    Crossup Kick         b + LK in air                    overhead
    
    
    Special Moves
    -------------
    Ko Ryu Sho Zan       qcf + P                          LP=slow, HP=fast; will
                                                            collide with other 
                                                            projectiles as both 
                                                            will be "destroyed"
                                                            in the process
    Ryu En Hou           f, d, df + P
      Karasu Kyaku       qcf + K
        Kyaku Binta      K
    Enretsu Ken          hcb + P                          LP=short, HP=long
    Super Enretsu Ken    Dash Forward, hcb + P            can also be done if you
                                                            use a dashing P or K
                                                            that touches the 
                                                            opponent and then
                                                            perform the hcb + P
                                                            motion
    Ko Ryu Kyaku         Charge d for 2 seconds, u + K    LK=short, HK=further
    
    
    Supers
    ------
    Stress Shot 
    ```````````
    Tobi Ryu             qcb, hcf + LK                    second hit is an 
                                                            overhead
    
    Ippatsu Ougi
    ````````````
    Shin Tobi Ryu        qcb, hcf + HK                    second hit is an
                                                            overhead; second hit
                                                            must connect (not
                                                            blocked) to perform
                                                            the entire super
    
    Kinjite
    ```````
    None
    
    
    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    Ending
    ------
    Attendant: Princess Sissy, the victor has declined his right.
    Sissy: Well! Preposterous! But so be it. Let's try another tournament, big
           brother.
    Prince: Yes, Princess Sissy. Let's do.
    Sissy & Prince: I just can't wait!
    
    
    
    *******************************************************************************
    * 3.19 Patrick Elias                                                          *
    *******************************************************************************
    Colors
    ------
    LP - Purple
    LK - Black
    HP - Maroon
    HK - White
    
    
    
    Throw
    -----
    Heart Punch          f/b + HP close                   f and b determine where
                                                            opponent is thrown
    
    
    Basic Moves
    -----------
    Elbow To Straight    HP close, HP                     the close HP must touch
                                                            opponent for entire
                                                            string to come out;
                                                            can wait until the
                                                            initial close HP hits
                                                            twice to follow with
                                                            another HP to get 3
                                                            hits
    Low To High          LK close, HK                     the close LK must touch
                                                            opponent for entire
                                                            string to come out;
                                                            first part must be
                                                            blocked low
    
    
    Command Moves
    -------------
    Flying Kick          HP+HK
    Strong Uppercut      d + HP+HK                        launches opponent; must
                                                            be blocked low
    Forward Roll         LP+LK                            invulnerable for a split
                                                            second
    Backward Roll        b + LP+LK                        invulnerable for a split
                                                            second
    Power Fist           Dash Forward, P
    High Kick            Dash Forward, K
    Punch Down           f + LP                           overhead
    Rising Uppercut      d + HP                           2 hits
    Double Low           df + LK                          both parts must be 
                                                            blocked low
    
    
    Special Moves
    -------------
    Holy Flare           qcf + P                          LP=slow, HP=fast; will
                                                            collide with other 
                                                            projectiles as both 
                                                            will be "destroyed"
                                                            in the process
    Magnus               qcb + P                          LP=stationary, HP=long;
                                                            absorbs projectiles
    Super Magnus         Dash Forward, qcb + P            absorbs projectiles; can
                                                            also be done if you use
                                                            a dashing P or K that
                                                            touches the opponent
                                                            and then perform the
                                                            qcb + P motion
    Hell Or Heaven       hcf + K                          LK=short, HK=long; must
                                                            connect (not blocked)
                                                            to perform entire 
                                                            move; gains life back
    Sinful               f, d, df + P                     connects close; 
                                                            unblockable
    
    
    Supers
    ------
    Stress Shot 
    ```````````
    Maximum Delirium     hcb, f + LP                      must connect (not 
                                                            blocked) to perform 
                                                            the entire super;
                                                            gains life back
    
    Ippatsu Ougi
    ````````````
    Super Maximum Del.   hcb, f + HP                      must connect (not 
                                                            blocked) to perform 
                                                            the entire super;
                                                            gains life back
    
    Kinjite
    ```````
    None
    
    
    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    Ending
    ------
    Attendant: Princess Sissy, the victor has declined his right.
    Sissy: Well! Preposterous! But so be it. Let's try another tournament, big
           brother.
    Prince: Yes, Princess Sissy. Let's do.
    Sissy & Prince: I just can't wait!
    
    
    
     ---------------------------------------------------------------------------
     To use Sissy, hold LP+LK+HP+HK after selecting a character until the versus
     screen appears
     ---------------------------------------------------------------------------
    
    *******************************************************************************
    * 3.20 Princess Sissy                                                         *
    *******************************************************************************
    Colors
    ------
    LP - White cloak w/ Green trim
    LK - White cloak w/ Blue trim
    HP - White cloak w/ Orange trim
    HK - White cloak w/ Purple trim
    
    
    
    Throw
    -----
    One Handed Toss      f/b + HP close                   f and b determine where
                                                            opponent is thrown
    
    
    Basic Moves
    -----------
    Invulnerable Forward Dash Forward                     when you disappear you 
                                                            are invulnerable
    Invulnerable Back    Dash Back                        when you disappear for a
                                                            second you are 
                                                            invulnerable
    Weak Weights         LP/LK in air                     can hit twice; both hits
                                                            are overheads
    Strong Weights       HP/HK in air                     can hit twice; both hits
                                                            are overheads
    Quick Drill          LK close                         2 hits
    Slide Drill          LK far                           3 hits
    Buzzsaw              HK close                         3 hits
    Slide Buzzsaw        HK far                           3 hits
    
    
    Command Moves
    -------------
    Boxing Glove         HP+HK
    Low Boxing Glove     d + HP+HK                        launches opponent; must
                                                            be blocked low
    Forward Roll         LP+LK                            invulnerable for a split
                                                            second
    Backward Roll        b + LP+LK                        invulnerable for a split
                                                            second
    Secret Glove         Dash Forward, P
    Drill And Buzz       Dash Forward, K
    Low Weight           d + HK                           2 hits; both hits must be
                                                            blocked low
    
    
    Special Moves
    -------------
    Abubo The Djinn      qcf + P
    Sword In The Box     f, d, df + P
    Booby Trap           qcb + K                          LK=short, HK=long; blast
                                                            absorbs projectiles
    Frogger              qcf + K                          breaks opponent's block;
                                                            will collide with 
                                                            other projectiles as
                                                            both will be 
                                                            "destroyed" in the 
                                                            process
    
    
    Supers
    ------
    Stress Shot 
    ```````````
    Exploding Treasure   qcb, hcf + LP                    blasts absorb 
                                                            projectiles
    
    Ippatsu Ougi
    ````````````
    Amazing Weird Wea.   qcb, hcf + HP                    gun blast absorbs 
                                                            projectiles; gun blast
                                                            is unblockable; blast
                                                            must connect in order
                                                            to transform the 
                                                            opponent
    
    Kinjite
    ```````
    None
    
    
    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    Ending
    ------
    Attendant: Princess Sissy, the victor has declined his right.
    Sissy: Well! Preposterous! But so be it. Let's try another tournament, big
           brother.
    Prince: Yes, Princess Sissy. Let's do.
    Sissy & Prince: I just can't wait!
    
    
    
    ===============================================================================
    4. Conclusion
    ===============================================================================
    4.1  What's Missing/Needed
    
    -Possible missing moves or supers
    -Does everyone have a Kinjite? Not sure...
    -Cleanup and corrections
    -If you have anything to add, any corrections I need to make, please email me
    at billy_kane_32@hotmail.com.  Credit will be given for your contribution.
    
    4.2  Credits
    
    - Playmore
    - Atlus
    - Noise Factory
    - Gamefaqs
    - Jay (IRalfLoireI@aol.com) for helping me with corrections, thanks :)
    - And me for writing this faq