=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                         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