Bakumatsu Rouman Dai Ni Maku
                             Gekka no Kenshi
                   Tsuki ni Saku Hana, Chiri Yuku Hana

                            "The Last Blade 2"
                             FAQ version 2.0
                    by Deuce (deuce@classicgaming.com)

----------------------------------------------------------------------------

Last Blade and all associated names, story events and characters are the
sole copyright of SNK, and are used without permission.  All other aspects
of this document are Copyright Jeff Nussbaum, aka Deuce.

Neither this FAQ nor any portion of it may be reprinted in any strategy
guide, periodical, CD-ROM collection of FAQs, or the like.  Don't even ask
me, the answer is no.  You may distribute this FAQ as often as you like,
wherever you like, provided it is not modified in ANY way and that there is
NO charge for the distribution.  Under NO circumstances should any
distribution have anything added or removed except by the author.  If you
wish to include portions of this FAQ in another document, email the author
for permission and detail exactly how and why, and he will contact you back
personally.

----------------------------------------------------------------------------

-------------------
 Table of Contents
-------------------

1.0 -- Overview
 1.1 -- Version History
 1.2 -- Credits
 1.3 -- Notations
 1.4 -- Game Story

2.0 -- Game Features and Conventions
 2.1  -- Speed Mode
 2.2  -- Power Mode
 2.3  -- EX Mode
 2.4  -- The Super Meter
 2.5  -- Repelling
 2.6  -- Desperation Moves
 2.7  -- Super Desperation Moves
 2.8  -- Combo Specials
 2.9  -- Super Cancels
 2.10 -- Chain Combos
 2.11 -- Overheads and Unblockables
 2.12 -- Airblocking
 2.13 -- Air recoveries
 2.14 -- Ground Recoveries
 2.15 -- Interrupting Normal Moves
 2.16 -- Guard Cancels
 2.17 -- Pounce Attacks
 2.18 -- Throws
 2.19 -- Damage Ratios and Levels

3.0 -- Character Specifics
 3.1  -- Common Moves
 3.2  -- Amano Hyo
 3.3  -- Genbu no Okina
 3.4  -- Ichijo Akari
 3.5  -- Kaede
 3.6  -- Kagami Shinnosuke
 3.7  -- Kanzaki Juzo
 3.8  -- Lee Rekka
 3.9  -- Minakata Moriya
 3.10 -- Mukuro
 3.11 -- Naoe Shigen
 3.12 -- Sanada Kojiro
 3.13 -- Setsuna
 3.14 -- Takane Hibiki
 3.15 -- Washizuka Keiichiro
 3.16 -- Yuki
 3.17 -- Zantetsu

4.0 -- Hidden Characters
 4.1  -- Hagure Hitogata
 4.2  -- Kaede (normal version)
 4.3  -- Naoe Kotetsu
 4.4  -- Kouryu (boss)

5.0 -- What's Left
 5.1 -- Stuff that's needed
 5.2 -- Contacting the author


--------------
1.0 - Overview
--------------
Welcome to the Last Blade 2 (aka "Bakumatsu Rouman Dai Ni Maku -
Gekka no Kenshi: Tsuki ni Saku Hana, Chiri Yuku Hana") FAQ.  Most of
you who are reading this have probably read my FAQ for the original
Last Blade.  As the original's format met with approval from every
reader who chose to comment on it, I'm sticking with it.  Some of it
will be completely unaltered from the original, as it doesn't need
changing (joystick notation, for instance).  I hope to make this as
comprehensive as it can be, and explain every aspect of the game
possible, in order to allow everyone who plays it to get the most out
of it.  Thanks for reading, and enjoy.


---------------------
1.1 - Version History
---------------------

1.0  - Released 2/13/99
       As big as this document is, there actually isn't much here.
       Just a movelist.  Thing is, there are quite a lot of
       characters, and each one has a good number of moves.  Each
       move is described here, to give you some idea of what to
       expect.  Future versions will contain more "goodies" like
       character poses, ending transcriptions, and so on.  But in
       the meantime, this should function well for anyone seeking
       to learn any character in the game.
1.5  - Released 2/25/99
       Added notes on damage in the general information section
       as well as normal move interruptibility charts for all
       characters.  Corrected a lot of errors and omissions (I had
       the Kouryu code in wrong, for one thing).  Damn, this thing
       is large, and I haven't even done ending transcriptions yet.
2.0  - Released 7/1/99
       Added diagrams of all the options available when doing Combo
       Specials.  Many thanks to Anthony for these, and to Pedro for
       helping me correct some glitches in the diagrams.  Backstory
       translations are now included in each character's section, as
       well as a translation of the main storyline.  These have all
       been translated by myself, Chris Cruz and Pedro Colman-
       Arrellaga.  Lots of general mistakes corrected.  If I can get
       them done, I also will have translations for the original
       Japanese dialogue scenes and endings.  It will likely be a
       while before then, however.


-------------
1.2 - Credits
-------------

SNK (http://www.snkusa.com, http://www.neogeo.co.jp)
    For providing us with an excellent followup to an already great
    2D fighting game.
Pedro Colman-Arrellaga (hissatsu@concentric.net)
    For providing me with Romanizations of Japanese move names, as
    well as a much more complete movelist than that contained in the
    instruction manual.  Without his help, this initial version would
    not be nearly as complete as it is.  Also, for multiple corrections,
    added notes about damage calculation, Combo Special research and
    translation help.
Justin Boley (jboley@sas.upenn.edu)
    For various miscellaneous corrections and additions.
Lord Grynn (grynn@hotmail.com)
    For other miscellaneous corrections and additions.
Anthony (dalmo97@aol.com)
    For the use of his VERY handy Combo Special charts.  Many thanks! :)
Chris Cruz (sylia_stingray@hotmail.com)
    For translation help and for being a good friend after all this time.
    My eternal thanks.
Mike Pureka (mpureka@wesleyan.edu)
    For lots of niggling little corrections that needed to be made.


---------------
1.3 - Notations
---------------

Rather than textual notations, this FAQ will be using joystick diagrams,
because they are, on the whole, easier to read.  All joystick motions
displayed assume the character is facing RIGHT.

                            jump up (u)

       (ub) jump backward   O   O   O   jump forward (uf)
                             \  |  /

      (b) walk back/guard   O-  O  -O   walk forward (f)

                             /  |  \
           (db) low guard   O   O   O   offensive crouch (df)

                            crouch (d)

Notes:
  1. "Forward" always means toward the opponent.
  2. "Back" or "backwards" always means away from the opponent.

Last Blade uses the standard Neo*Geo button configuration.  There are a
total of four buttons, arranged horizontally, like so:

   A  B  C  D

Each attack button (A, B and C) has multiple attacks attached to it,
depending on which direction is pushed when the button is pressed.  For
instance, -O + B and B by itself give two different types of attacks.
See "Common Moves" for more details.


----------------
1.4 - Game Story
----------------

Long before humanity existed, in a far off time of myth, death was an
unknown, equally distant concept.  But when death first came to the
world, the "Messenger from Afar" was born.

With time, the Sealing Rite was held in order to seal Death behind
Hell's Gate.  At that time, two worlds, one near and one far, were
born.  Thus the history of life and death began.

Half a year has passed since Suzaku's madness, and the underworld is
still linked by a great portal.  Kagami's great sin is still heard as
if ringing from the heavens.  Our world has been called upon.  Legends
of long ago told of the sealing of the boundary between the two worlds.
The Sealing Rite would be necessary to hold back the spirits of that
far away world.

However, the Sealing Rite brings together the power of the Four Gods
and Sealing Maiden, for the first time properly completing the ritual.

To find the Sealing Maiden, Genbu began searching in the center of the
world, from which all things begin.  At the same time in the underworld,
in the depths of darkness, many spirits conspired, plotting to hinder
the Sealing Rite.  They had but one wish, to be reborn into our world.

The leader of the Four Gods, Seiryuu, Awakened Kaede.

Looking up to the sky, Moriya sought to understand his own unsettled
past.  

Yuki began to feel the signs of a new destiny. 

And, miraculously, his life having been spared, Kagami accepted his
own destiny. 

Their many hopes joined, they have once again been drawn together
to fight.


-----------------------------------
2.0 - Game Features and Conventions
-----------------------------------

Last Blade 2 has an entirely unique gameplay system.  There are two modes
of play which can be selected when you choose your character: Speed and
Power, along with a new mode, accessible via a code when you select your
character.  This innovative system allows one to choose a mode which
caters to his/her favorite style of play.  The two play very differently,
so experiment to find which one best suits you.

All modes are worthwhile to play, but certain characters excel in a
specific mode.  On the whole, bigger characters are not at their best in
Speed Mode, while they excel in Power.  The author's personal suggestion is
to try both modes with a given character to see which you like best.


----------------
2.1 - Speed Mode
----------------

In Speed Mode, your character
  - can chain multiple normal moves together, and interrupt into specials.
  - does less damage per hit, but this is offset by the chains.
  - does not do tick damage with normal moves.
  - can do an overhead (must be blocked high) move by pressing BC.
  - cannot use Super Desperation Moves.
  - can do the Combo Special when Super Meter is full.  (see below)


----------------
2.2 - Power Mode
----------------

In Power Mode, your character
  - does more damage per strike.
  - will do tick damage when normal moves are blocked.
  - cannot use chain combos.
  - can do an unblockable (slow but powerful) move by pressing BC.
  - can interrupt certain special moves into his/her Desperation Move.
  - cannot use the "Combo Special."
  - can do Super Desperation Moves when lifemeter is flashing and 
    Super Meter is full.


-------------
2.3 - EX Mode
-------------

EX (or Extreme) Mode is a new addition to Last Blade 2, one which
combines the best of both Speed and Power, at the price of a severe
damage handicap.  A character in this mode has many options at
his/her disposal, but can take very little punishment before being
defeated.

To access EX Mode, select your character.  Then set the mode to
Speed, then press C six times, then move the mode to Power, press
B three times, move back to Speed and press C four times.  EX Mode
will now be selected.  In the Neo*Geo CD version of the game, this
code is not necessary.

In EX Mode, your character
  - does less damage per strike, slightly more than Speed.
  - takes significantly more damage when hit.
  - takes longer to charge up his/her Super Meter.
  - can use chain combos.
  - can interrupt certain special moves into his/her Desperation Move.
  - can do Super Desperation Moves when lifemeter is flashing and
    Super Meter is full.
  - can do Combo Specials when Super Meter is full (see below).
  

---------------------
2.4 - The Super Meter
---------------------

At the bottom of the screen in either corner is a gauge.  As you do moves
and inflict damage it will gradually fill.  It is filled a tiny bit from
blocking attacks, but the amount is negligible at best.  When it is
completely full, it will flash (blue for Speed mode, red for Power and
green for EX) and allow you to use your Desperation Move (see below).


---------------
2.5 - Repelling
---------------

In Last Blade 2, one of the fundamentals of play is the "Repel."  In doing
so, you effectively parry the attack and leave the opponent open to a
counter.  If Repel is pressed at the wrong time (too early or too late),
then you will be left open to a counter yourself.  Repelling is
considerably more stringent this time, requiring even better timing and
anticipation than before.

By simply pressing D, you will attempt a Repel.  Bear in mind that a normal
Repel will ONLY deflect a normal attack (ie. non-special move).  In order
to Repel a special move, you must press FORWARD and D at the same time.
This will deflect any PHYSICAL attack, involving the opponent striking at
your character with some part (or extension) of his/her body.  Thereby, it
will have no effect on projectiles or the like.  Desperation Moves and
Super Desperation Moves (see below) can be Repelled now, whereas they could
not in the previous game.

Obviously, in order to deflect a low attack (special move or otherwise),
you must be crouching during the Repel.  To deflect a low special move,
press diagonally down-forward (offensive crouch, see above diagram) and
press D at the appropriate time.

Standing and crouching attacks simply leave the opponent open when
successfully Repelled, and if you are quick, you can unleash a quick
offensive to regain the upper hand.  By pressing D a second time after a
Repel, you will counter automatically, but this will not do as much damage
as a full-fledged combo.

If a jumping attack is Repelled, the attacker is bounced into the air
slightly, allowing the defender time to get off a quick attack to knock
the person out of the air as he/she falls.

New to Last Blade 2 is the ability to Repel in midair.  By pressing D
while jumping, your character will trail blue shadows.  If this is done
just before an attack strikes, your character will knock the opponent
off guard.  If the Repelled attack is done from the ground, then the
opponent will be stunned for a moment and can be comboed.  If the attack is
from the air, he/she will bounce into the air, allowing you to land and
perform a move to juggle.  The timing is especially strict on these.


-----------------------
2.6 - Desperation Moves
-----------------------

Desperation Moves (or DMs) are special power moves which can only be done
under two circumstances.

 1) Your Super Meter is full, or 
 2) your lifemeter is flashing red.

These are moves which, if done properly, can drain the opponent of a lot
of life in a very quick fashion.  Each one is unique to each character.
Desperation Moves are available in modes of play.  Use them wisely, or
pay the price....


-----------------------------
2.7 - Super Desperation Moves
-----------------------------

Super Desperation Moves (or SDMs) are even more powerful than the normal
DMs, and are ONLY accessible in Power Mode.  In order to use one of these,
you must

 1) Have a full Super Meter, and
 2) have a flashing red lifebar.

These will do extreme damage if properly applied, and are (as with most
attacks) best used in combos.


--------------------
2.8 - Combo Specials
--------------------

A Combo Special (or CS) is an ability available to any character in
Speed or EX Mode (but NOT in Power).  The conditions for use are more
specialized.  In order to use one, you must have a full super meter.
Your life may be flashing red, but it makes no difference.  If you do
not have a full Super Meter, a CS cannot be performed under any
circumstances.

In order to start the CS, perform the following motion:

  | | + A (hits high) or B (hits low)
  O O

When this is done, the background switches to a starfield for a moment,
and then your character begins to flash blue, and will dash at the opponent
and strike.  Immediately afterwards, you must input the correct series of
button presses and joystick motions in order to get the most out of the
opportunity.  After each character's move list, you will see a flowchart of
sorts, listing what options are available for that particular character.
After the initial hit, the sequence always begins with A, as shown below in
this example:

A --> B --> C +-> A --> B --> C +-> A --> B --> |  \   -O + C
              |                 |               O   O
              |                 |
              |                 +-> C --> B --> |  \   -O + A
              |                                 O   O
              | 
              +-> | + C --> A +-> | + C --> -O + BC
                  O           |   O
                              |
                              +-> BC --> A --> |  \   -O + B
                                               O   O

Once mastered, this will do significant damage to the opponent.  The
timing is fairly strict, so this will take plenty of practice to do
reliably during a competitive match.  Spazzing on the buttons will most
definitely NOT work.  The joystick motions shown above correspond, like
all other joystick diagrams in the FAQ, to if your character is facing
right.


-------------------
2.9 - Super Cancels
-------------------

Super Cancels (or SCs) are a feature only available in Power and EX Mode.
An SC basically consists of doing a certain special move, then doing the
motion for that characters Desperation Move during it, which can then
result in a bigger combo (and thereby more damage).  Each character has
one special move which can be Super Cancelled.  In the moves listings,
these are labelled (pretty obviously) with [SUPER CANCEL] by the move
diagram.  Whenever a character uses an SC, the background will switch to
streaks of red for a split second, then continue.


-------------------
2.10 - Chain Combos
-------------------

Chain Combos are normal-move combos which are done by a rapid combination
of selected button taps and joystick presses.  There are several variations
at one's disposal, but there are two combos that every character can do.

  1) back + A, A, A, B, forward + B / forward + C / down-forward + C
  2) A, B, C (always knocks down)

The chain may begin at any point and each move (except for those last three
listed) can be interrupted with a special move, Combo Special, DM or SDM.
There is a great deal of variety to be found in the chains, so don't let
yourself be limited by the single one shown here!


---------------------------------
2.11 - Overheads and Unblockables
---------------------------------

In order to avoid the so-called "style" of playing in which a player
does nothing but sit in a crouch block and never attack or be
aggressive (often referred to as "turtling"), Last Blade 2 includes
two means of forcing players to always be on alert and encouraging
aggressive play, in the form of Overheads and Unblockables, slow
attacks which the opponent must avoid in some form or another.

 Overheads:
   - are accessible in Speed and EX Mode only.
   - must be blocked high.
   - always knock down.
   - can be interrupted into like any special move.
   - allow the user to followup with another attack upon their
     successful use.
   - do little damage on their own.

 Unblockables:
   - are accessible in Power Mode only.
   - cannot be blocked in any way, shape or form (of course).
   - always knock down.
   - do approximately 40-50% of one lifebar when successfully
     connected.
   - cannot be followed up by any other moves.


------------------
2.12 - Airblocking
------------------

Last Blade has a basic airblocking system.  Any character can airblock
certain types of moves on a backwards or upwards jump.  The listing is
as follows:

 CAN be airblocked:
   Projectiles
   Uppercuts
   Ground-based special moves
   Air slashes/kicks

 CANNOT be airblocked:
   Any unblockable attacks (natch)
   Any ground-based normal move

After airblocking, a character will be bounced back a fair distance, and
cannot counterattack afterwards until landing.


---------------------
2.13 - Air recoveries
---------------------

When you are hit in midair and are about to fall to the ground, you may
press the D button to recover in midair and land on your feet, ready to
attack or defend.  In order to do this, you must press D while your
character is still ASCENDING.  Once he/she begins to actually fall, you
cannot Air Recover.  This is an extremely useful ability, but there is
one caveat: if you Air Recover, you are once again vulnerable to attack
until you hit the ground and can block.  If you miss the opportunity to
Air Recover, you may get the chance to do a Ground Recover (see below).


------------------------
2.14 - Ground recoveries
------------------------

When your character hits the ground after being hit out of the air,
he/she will "bounce" slightly back into the air before settling to
rest.  During this bounce time, you may press D to Ground Recover,
allowing you to quickly get back on your feet.  While in the process of
recovering, you are again vulnerable to attack.


----------------------------------
2.15 - Interrupting Normal Attacks
----------------------------------

Every character has the ability to "interrupt" or "cancel" certain
normal moves.  This consists of doing a normal move, and during that
move's animation, perform the motion for a special move, DM or SDM.  The
animation will be "interrupted" and the special move will follow, which
will typically combo for more hits and damage.  Each character will have
a chart of all the normal attacks available to him/her, and which ones
can be interrupted in which mode.  Make sure you know this, as the
ability to combo effectively can mean the difference between victory and
defeat!  An example follows:

      | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ |
      |   A   |   B   |   C   |  A  |  B  |  C  |  A  |  B  |  C  |  C  |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+
POWER |  yes  |  yes  |  yes  | no  | yes | no  | yes | no  | no  | yes |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+
SPEED |  yes  |  yes  |  yes  | yes | yes | yes | yes | no  | no  | yes |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+

In the above diagram, the given character, when in Power Mode, can
interrupt everything except for a low (crouching) A, low C, and a forward
+ B and forward + C.  In Speed, everything but the forward + B and
forward + C are interruptible.  Any other character-specific normal moves
will be listed after the chart.  Also note that EX Mode inherits the same
interruptible moves as Speed Mode.  The chart uses the following legend:

--------+----------------------------------------------------------------
"Stand" | Standing, joystick typically neutral.
"Low"   | Crouching, not including the low sweep kicks.
b +     | While holding O- (back) on the joystick.
f +     | While holding -O (forward) on the joystick.
df +    | While holding diagonally down and forward at the same time.
--------+----------------------------------------------------------------


--------------------
2.16 - Guard Cancels
--------------------

When you have at least 50% of your Super Meter full, you may do a Guard
Cancel, which means that you may break out of block stun to do move
which will knock your opponent off guard, allowing you to followup with
your best combo.  A very handy tool for getting back on the offensive
against an overly aggressive foe.  Take note that performing the Guard
Cancel will drain your ENTIRE Super Meter, regardless of how full it
was before.  In order to perform a Guard Cancel (or GC), do the
following motion quickly while blocking an attack:

   O-  /  |  + D
      O   O

In other words, roll the joystick from Back to Down and press D.  The
timing is fairly stringent, so it'll take some practice to master.


---------------------
2.17 - Pounce Attacks
---------------------

When a character is knocked to the ground, it is possible to get in a
hit while he/she is lying down.  The standard means of doing this is with
a simple press of the C button when close to the downed opponent.
Otherwise, it is done with a combined motion as follows:

   \   + B/C  or  O  + B/C
    O             |

Certain characters can only use B, others can only use C.  Occasionally
special moves can serve as pounce attacks as well.  These will add to
the combo meter.  Juzoh can actually dash across his opponent's body and
hit once as a pounce attack as well.


-------------
2.18 - Throws
-------------

Throws are no longer performed by pressing -O + B or O- + B when close.
Now, you must press C and D together to throw, and you must be very
close.  If you miss the throw, your character will go into a "miss"
animation and be vulnerable to attack in the meantime.  Throws do not,
as a general rule, do very much damage.  Typically, they do the same
as a B slash.


-------------------------------
2.19 - Damage Ratios and Levels
-------------------------------

Damage in LB2 is a complex calculation, determined by the mode of the
character striking, the power of the move, the number of hits in a
combo, the character being struck, and so forth.

There are four basic rules that are followed:
1. A hit on its own does 100% of its basic damage.  With each successive
   hit in a combo, the percentage done is lessened.  For instance, in a
   long combo, the first hits will do 100% of their basic damage level,
   while those that follow will steadily drop off, ie. 95%, 92%, 87%,
   80%.  This continues, if the combo is long enough, until a given hit
   will do only 1% of its basic damage.
2. Power mode characters do significantly more damage per hit than
   Speed or EX mode characters; EX mode characters generally do
   slightly more damage per hit than Speed mode characters.
3. EX mode characters take much more damage from hits than Power or
   Speed mode characters.
4. Characters fall into 3 tiers of damage resistance.  Strong, Moderate
   and Weak.  The Strong characters take less damage than the rest,
   Weak characters take more damage, and Moderate falls squarely in the
   middle.  Here's the list of who is what:

   Strong:    Shigen, Juzoh
   Moderate:  Kaede, Moriya, Setsuna, Amano, Washizuka, Kagami, Kouryuu
   Weak:      Yuki, Akari, Hibiki, Kojiro, Okina, Mukuro, Lee, Zantetsu,
              Normal Kaede

   Normally (in single hits), a Strong character takes approximately 92%
   of the damage a Moderate character would take.  A Weak character would
   take about 108% of the damage.  Due to the function of rule #1, the
   later hits of long combos tend to equal out, regardless of who is being
   hit.


-------------------------
3.0 - Character Specifics
-------------------------

In this section, we will detail the abilities of each character, along
with (eventually) various other facets of the character's design,
including backstory, quotes, poses, etc.

------------------
3.1 - Common Moves
------------------

-------------------+-----------------------------------------------
       A           | Weak Slash
-------------------+-----------------------------------------------
  O- + A           | Weak Punch (usually, slash for some chars)
-------------------+-----------------------------------------------
       B           | Strong Slash
-------------------+-----------------------------------------------
  -O + B           | Power Slash
-------------------+-----------------------------------------------
       C           | Weak Kick
-------------------+-----------------------------------------------
  -O + C           | Power Kick
-------------------+-----------------------------------------------
  \  + C           | Low Sweep Kick (always knocks down)
   O               |
-------------------+-----------------------------------------------
  BC (Speed or EX  | Overhead slash, slow and must be blocked
      Mode)        | HIGH.  Juggles on a successful hit.
-------------------+-----------------------------------------------
  BC (Power Mode)  | Slow, unblockable attack.  Does around 40-50%
                   | of a lifebar when it connects.
-------------------+-----------------------------------------------
  D or O- + D      | Repel (standing/jumping normal attacks)
-------------------+-----------------------------------------------
  -O + D           | Repel (standing/jumping special attacks)
-------------------+-----------------------------------------------
  | or  / + D      | Repel (low normal attacks)
  O    O           |
-------------------+-----------------------------------------------
  \  + D           | Repel (low special attacks)
   O               |
-------------------+-----------------------------------------------
  CD               | When close, throws the opponent
-------------------+-----------------------------------------------
  -O -O            | Dash or hop forward (depends on character)
-------------------+-----------------------------------------------
  -O -O   O        | Long jump (press diagonally up-forward while
         /         | dashing.)
-------------------+-----------------------------------------------
  O- O-            | Hop back
-------------------+-----------------------------------------------
  |  | + A or B    | Activate "Combo Special" (Speed and EX Mode
  O  O             | Only)
-------------------+-----------------------------------------------


---------------
3.2 - Amano Hyo
---------------

STORY:
After 1000 years, during which the cherry trees blossomed in all their
glory, the sky has suddenly taken on a gloomy appearance, and remains that
way day after day.  It was in these circumstances that the beloved sword,
"Otokomae" was first drawn.  Surprisingly, the sword had lost its edge.
So, he went to visit his old friend, Takane Genzou, in hopes of getting
the blade reforged.

But when he arrived, Genzou had already passed away. Genzou's favorite
daughter, Hibiki, had already left.  Uneasy about this, Amano set out to
find her.

Age:          28
Symbol Item:  Cherry blossoms and gold
Style:        Self-taught Drunken Style
Voice:        Akio Otsuka


GAMEPLAY INFORMATION:
Amano's not too much different from before, except he has one new move and
slightly less lag all over the place than before.  His jumping B is still
useless as a combo starter, but his Super Cancel is still as deadly as
ever, and he has plenty of priority and very high damage.  Probably the
weakest character in the game, overall.  Not that that says much, though.
His counter move alone makes up for a lot of his deficiencies.

Normal Move Interruptibility Chart:
      | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ |
      |   A   |   B   |   C   |  A  |  B  |  C  |  A  |  B  |  C  |  C  |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+
POWER |  yes  |  yes  |  yes  | yes | yes | no  | no  | no  | yes | yes |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+
SPEED |  yes  |  yes  |  yes  | yes | yes | yes | no  | no  | no  | yes |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+

  back + B: interruptible

Moves:
---------------------------------+------------------------------------------
                                 | Keima's Rage (Keima no Taka)
                                 |
-O  |  \   + C                   | Amano slides forward slightly, bringing
    O   O                        | his arm up in a ground-based uppercut,
                                 | with energy flowing along his arm.
                                 | Very high priority against jumpers, but
                                 | the slide forward requires proper
                                 | spacing if the move is to be of use.
                                 | Will also reflect projectiles.
                                 |
---------------------------------+------------------------------------------
                                 | Windmill (Fusha)
                                 |
|   /  O-  + A                   | Amano swings his sake jug around, very
O  O                             | much like Haohmaru in SS2.  Slow, but
                                 | it stuns for a moment if connected.
                                 |
---------------------------------+------------------------------------------
                                 | Piercing Sparrow (Suzume Sashi)
                                 |
-O   /  -O  + A/B                | Amano dashes forward, ramming his stick
    O                            | into the opponent's gut and sliding
                                 | around to his/her back, apologizing in
[SUPER CANCEL]                   | Japanese.
                                 |
---------------------------------+------------------------------------------
                                 | Domino Toppler (Shougi Doushi)
                                 | 
\   \   + C                      | Amano reaches forward.  If he connects,
 O   O                           | he draws the opponent forward and
                                 | headbutts three times.
                                 |
---------------------------------+------------------------------------------
                                 | Badger Bash (Ibisha Anaguma)
                                 |
Press A button repeatedly        | Amano swings his staff about wildly,
                                 | hitting several times.  Not a very handy
                                 | move, as the last hit will not knock
                                 | down, and there is lag, regardless.
(followed by)                    |
                                 | (Anaguma no Fundoshi Nugi)
                                 |
|  \   -O  + B                   | Amano spins his stick and pokes forward,
O   O                            | which may or may not combo.  Usually
                                 | will if done quickly enough during the
                                 | last hit.  This DOES knock down.
                                 | 
---------------------------------+------------------------------------------
                                 | (Choujouhatsu)
                                 | 
|  \   -O  + START               | Amano chuckles and rubs something
O   O                            | against his mouth (looks like soap).
                                 | Very lengthy, but if completed, it fills
                                 | his Super Meter by 50%.
                                 |
---------------------------------+------------------------------------------
                                 | Destiny (Hisshi)
                                 |
-O  \   |   /  O-  + B           | Amano rears back, swinging his staff in
     O  O  O                     | a tight circle.  When the button is
                                 | released, he lunges forward for a heavy
(can be held)                    | attack.  If held long enough, he will
                                 | attack automatically, and the strike
                                 | will break through the opponent's guard.
                                 | If it connects, it can be followed up
                                 | with his Desperation Move (Power only).
                                 | Can be cancelled by pressing D.
                                 |
---------------------------------+------------------------------------------
                                 | Loudmouth (Takabisha)
                                 |
-O  \   |   /  O-  + C           | Amano leans forward, taunting the
     O  O  O                     | opponent.  If he/she strikes, he slides
                                 | around to the opponent's back, smacking
                                 | him/her with his staff.  Does no damage
                                 | unless the opponent attacks.
                                 |
---------------------------------+------------------------------------------
                                 | Checkmate of the Queen (Banjo Kono
                                 |   Itte "Tokin")
[DESPERATION MOVE]               |
-O  \   |   /  O- (x2) + AB      | Amano rears back, and when the buttons
     O  O  O                     | are released, tosses a ball down at a
                                 | 30-degree angle, which explodes on
(can be held)                    | contact with the ground.  Very useful in
                                 | the right circumstances.
                                 |
---------------------------------+------------------------------------------
                                 | Checkmate of the Rook (Banjo Kono
                                 |   Itte [A "Hisha"/B "Kaku"])
[SUPER DESPERATION MOVE]         |
-O  \   |   /  O- (x2) + A/B     | As above, Amano rears back, but instead
     O  O  O                     | of hurling the ball downward, it either
                                 | shoots upward (A version) or straight
[POWER and EX Mode only]         | out (B version).  If it hits, the
                                 | opponent is bounced around the screen a
                                 | bit, then dropped to the ground.
                                 |
---------------------------------+------------------------------------------

Combo Special Chart:

A --> B --> C +-> A --> B --> C +-> A --> B --> |  \  -O + C
              |                 |               O   O
              |                 |
              |                 +-> C --> |  \  -O + B
              |                           O   O
              |
              +-> | + C +-> | + C --> -O + BC
                  O     |   O
                        |
                        +-> BC --> |  \  -O + B
                                   O   O


REASONS TO PLAY AMANO HYO:
 - Wine.
 - Women.
 - Corporal punishment.


--------------------
3.3 - Genbu no Okina
--------------------

STORY:
The seal on Hell's Gate was imperfect.  Since ancient times, the legend of
the "Sealing Maiden" had been passed down through the generations.  Without
her, Hell's Gate could not be closed as it should.  To make certain of
this, Okina told Kaede and Yuki to seek her out.

Many events transpired at once.  Yuki suddenly disappeared. The legendary
"Messenger from Afar" had come once more.  Moriya was rumored to have
returned.  And a familiar evil spirit made its presence felt.  Time was
short, and all these occurences spurred Okina to action.

And so, the old warrior rises from his usual resting place to do battle
once more.

Age:         128
Symbol Item: Fishing rod and fish basket
Style:       Magokoro Ryuu Ichi no Tachi
Voice:       Nakai Shigefumi

GAMEPLAY INFORMATION:
Okina's been improved quite a bit.  His teleports are now very confusing,
and his air defense has been remarkably improved.  He still has the ability
to zone an opponent across the entire screen.  The only area in which he
does not excel is in mid-range combat.  He doesn't have many far-reaching
normal moves, and those that he does have are very laggy.  So if you're
playing as him, work on this area.  If you're fighting him, try to stay in
that range.

Normal Move Interruptibility Chart:
      | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ |
      |   A   |   B   |   C   |  A  |  B  |  C  |  A  |  B  |  C  |  C  |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+
POWER |  yes  |  yes  |  yes  | yes | yes | no  | yes | no  | yes | yes |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+
SPEED |  yes  |  yes  |  yes  | yes | yes | yes | yes | no  | no  | yes |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+

Moves:
---------------------------------+------------------------------------------
                                 | Turtle Thrust (Ki Paku)
                                 |
|  \   -O  + A/B/C               | Okina holds out his basket and a large
O   O                            | Galapagos Tortoise hops out and moves
                                 | fairly quickly across the screen.  With
                                 | A, the turtle will travel only along
                                 | the ground.  With B, the turtle flies
                                 | forward in a shallow arc first.  With C,
                                 | a shoftshell turtle comes out and crawls
                                 | back to Okina.  If Okina touches this,
                                 | he is healed a little bit.  If the C
                                 | turtle touches the opponent, it is
                                 | knocked away and the OPPONENT is healed
                                 | instead of Okina.
                                 |
                                 | There is a random chance that the
                                 | turtle that's released will be flashing
                                 | as it crawls.  In this case, it will go
                                 | MUCH faster.  Also, Okina may release a
                                 | blue turtle.  When it lands, it will
                                 | transform into the form of Genbu, as in
                                 | his SDM.  This does heavy damage if
                                 | connected.
                                 |
---------------------------------+------------------------------------------
                                 | Turtle Tremor (Kame Mai Chi)
                                 |
-O  \   |   /  O-  + A/B         | Okina spins himself around, whacking his
     O  O  O                     | opponent's legs repeatedly.  If the last
                                 | hit of the B version connects, the
[SUPER CANCEL]                   | opponent falls forward and gives time
                                 | for his DM to be done.
                                 |
---------------------------------+------------------------------------------
                                 | Tortoise Tromp (Kame Mai Ten)
                                 |
-O  \   |   /  O-  + C           | Okina jumps forward, tumbling through
     O  O  O                     | the air.  Works as reasonably decent air
                                 | defense.
                                 |
---------------------------------+------------------------------------------
                                 | Fisherman's Feint (Chouka Tairyou)
                                 |
-O  |  \   + A/B/C               | Okina tosses out a turtle attached to
    O   O                        | a fishing line.  If it connects, it
                                 | knocks the opponent off his/her feet.
                                 | The button used determines the distance
                                 | of the throw.  The move is unblockable,
                                 | but has significant lag if whiffed.
                                 |
---------------------------------+------------------------------------------
                                 | Pacifist Pounce: Feint (Mukuyu Jin)
                                 |
O-  |   /  + A                   | Okina vanishes, reappearing at the far
    O  O                         | end of the screen.  No attack or damage.
                                 |
---------------------------------+------------------------------------------
                                 | Pacifist Pounce: Earth (Mukuyu Chi)
                                 |
O-  |   /  + B                   | Okina vanishes, reappearing at the
    O  O                         | bottom of the screen.  He leans forward
                                 | and a turtle pops its head out.  This
                                 | must be blocked LOW.
                                 |
---------------------------------+------------------------------------------
                                 | Pacifist Pounce: Heaven (Mukuyu Ten)
                                 |
O-  |   /  + C                   | Okina vanishes, reappearing at the top
    O  O                         | of the screen to drop on the opponent's
                                 | head for damage.  Must be blocked high.
                                 |
---------------------------------+------------------------------------------
                                 | Genbu Blast (Genbu no Hoko)
[DESPERATION MOVE]               |
-O  O-   /  |  \   -O  + AB      | Okina spins about with his basket again,
        O   O   O                | this time summoning up a small tornado
                                 | which carries the opponent high up the
                                 | screen.
                                 |
---------------------------------+------------------------------------------
                                 | Rage of Genbu (Genbu no Ikari)
[SUPER DESPERATION MOVE]         |
-O  O-   /  |  \   -O  + B       | Okina holds out his basket, and a HUGE
        O   O   O                | turtle (Dragon Turtle, actually) flies
                                 | out and lands on the opponent, trampling
[POWER and EX Mode only]         | for big damage.  The landing tracks the
                                 | opponent, so the move cannot be dodged,
                                 | only blocked.
                                 |
---------------------------------+------------------------------------------

Combo Special Chart:

A --> B --> C +-> A --> B --> C +-> A --> B --> |  \   -O + C
              |                 |               O   O
              |                 |
              |                 +-> C --> B --> |  \   -O + A
              |                                 O   O
              | 
              +-> | + C --> A +-> | + C --> -O + BC
                  O           |   O
                              |
                              +-> BC --> A --> |  \   -O + B
                                               O   O

REASONS TO PLAY GENBU NO OKINA:


------------------
3.4 - Ichijo Akari
------------------

STORY:
When Hikari fell ill, her loving sister Akari became very nervous and
worried. At that time, their father called for her.  She sat restlessly
before her grim faced father.

"Akari," he said, "listen carefully to what I have to say. Hell's Gate
has..."

"What!" interrupted Akari.  "Hell's Gate is causing trouble again? I'll
have to punish them again. It's revenge this time!"

Akari flew out of the room, her mind set on curing her big sister's
illness all on her own by sealing Hell's Gate, misguided though she was.

"Hey! You didn't finish listening to what I was saying!" exclaimed her
father, and was left glaring after her...

Age:         13
Symbol Item: Currency and ribbon
Style:       Ichijo Ryuu In'youjutsu 
Voice:       Omimura Mayuko

GAMEPLAY INFORMATION:
Akari is still as obnoxious and strong as ever.  She's received some new
moves and additions to existing ones, and with a little bit of effort, is
easily one of the most powerful characters in the game.  Her projectile
can no longer be blocked in midair (which is stupid), and she still has
very little lag on any of her moves.  Truly deadly in the right hands.

Normal Move Interruptibility Chart:
      | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ |
      |   A   |   B   |   C   |  A  |  B  |  C  |  A  |  B  |  C  |  C  |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+
POWER |  yes  |  yes  |  yes  | no  | yes | no  | yes | no  | yes | yes |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+
SPEED |  yes  |  yes  |  yes  | yes | yes | yes | yes | no  | no  | yes |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+

  back + B: interruptible

Moves:
---------------------------------+------------------------------------------
                                 | Messianic Blast (ShikiGami Tenku)
                                 |
|  \   -O  + A/B                 | Akari summons a blue energy creature to
O   O                            | fly at the enemy.  Standard fireball.
                                 | B version is stronger, but does not go
                                 | very far.  Neither version is blockable
                                 | in the air now (WHY?).
                                 |
---------------------------------+------------------------------------------
                                 | Astro-Revolve (Tenmon Hoshi no Meguri)
                                 |
|  O  + C                        | Akari hops into the air, blue energy
O  |                             | swirling around her.
                                 |
[SUPER CANCEL]                   |
(followed by)                    | (Tenmon Kakageshi Tenshin)
                                 |
|  O  + B                        | Akari spins her staff upward, shocking
O  |                             | the opponent.
                                 | 
(or)                             | (Tenmon Tenzuru Hokuto)
                                 | 
|  O  + C                        | Akari raises a hand, sparks of
O  |                             | electricity emitting from it.  If it
                                 | connects, the opponent flies off,
                                 | bathed in electricity.
                                 |
---------------------------------+------------------------------------------
                                 | Rice Patty Demon Dicer (Gaiki DorotaBou)
                                 |
-O  |  \   + A (in front)        | Akari vanishes into the ground, and
    O   O    B (behind)          | a giant head appears, spewing her at the
             C (above)           | opponent for damage.  The button used
                                 | determines where she will appear.
                                 |
(followed by)                    | (MeiRyu Mari Otoshi)
                                 | 
|  + C                           | With A or B version, Akari bounces back
O                                | down after landing, and can get another
                                 | hit on the ground if timed right.  With
                                 | C version, she starts spinning in the
                                 | air and dives through the opponent,
                                 | doing multiple hits.
                                 | 
(or)                             | (MeiRyu Mari Houri)
                                 |
O  + C                           | Akari hops up in the air, typically
|                                | away to safety.  No damage.
                                 |
(or)                             | (MeiRyu ?? Houri)
                                 |
O  + B                           | Akari hops up into the air and comes
|                                | back down with a heavy stomp.
                                 |
(or)                             | (MeiRyu MariKoroge)
                                 |
hold A/B                         | Akari rolls away from (A) or toward (B)
                                 | the opponent after landing.  Can not be
                                 | done with C version of the move.
                                 | 
---------------------------------+------------------------------------------
                                 | Koumyou Gojuugo
                                 | (Reifu Uou Saou)      [A version]
                                 | (Reifu Tenchi Muyou)  [B version]
                                 | (Reifu Anchuu Mosaku) [C version]
                                 |
O-  |   /  + A/B/C               | Akari leans forward and slaps a talisman
    O  O                         | on the opponent.  Depending on the
                                 | button used, the result varies, but the
[Uses up Super Meter]            | effect only lasts five seconds.
                                 |
                                 | A: Left/Right controls reversed
                                 | B: Up/Down controls reversed
                                 | C: Victim can't do special moves
                                 | 
---------------------------------+------------------------------------------
                                 | Pure Princess Parry (Gaiki KiyoHime)
                                 |
-O  \   |   /  O-  + A           | Akari stabs her staff into the ground,
     O  O  O                     | and if the opponent is close enough, a
                                 | huge bell drops onto him/her and is
                                 | crushed, doing fire damage.  The move is
                                 | unblockable, and is MUCH slower in Power
                                 | Mode than in Speed.
                                 |
---------------------------------+------------------------------------------
                                 | Changing Troll (Kawari HitoGata)
                                 |
-O  \   |   /  O-  + B           | Akari falls asleep, a bubble of snot
     O  O  O                     | (yes, snot.  It's an anime convention)
                                 | coming out of her nose.  If she is
                                 | struck during this time, she vanishes
                                 | and reappears from a portal above,
                                 | landing on the opponent.
                                 |
---------------------------------+------------------------------------------
                                 | Transforming Troll (Henka HitoGata)
                                 |
-O  \   |   /  O-  + C           | Akari tosses out a paper talisman, and
     O  O  O                     | appears as a mirror image of her
                                 | opponent, including the opponent's mode
[Uses up Super Meter]            | (Speed, Power or EX)!  She can access
                                 | any special moves, but no DMs or SDMs.
                                 | If she is hit, she will instantly change
                                 | back.  Otherwise, it lasts around ten
                                 | seconds.
                                 |
---------------------------------+------------------------------------------
                                 | Sextet Synthesis (ShikiGami Rikugou)
[DESPERATION MOVE]               |
|   /  O-   /  -O  + AB          | Akari places a talisman in front of her
O  O       O                     | opponent's legs.  This move must be
                                 | blocked LOW.  If it connects, a giant
                                 | centipede is summoned and hits the
                                 | opponent multiple times, then she hops
                                 | off and a large column of energy strikes
                                 | the opponent.
                                 |
---------------------------------+------------------------------------------
                                 | 100 Demon Sabbath (ShikiGami HyakkiYakou)
[SUPER DESPERATION MOVE]         |
-O  \   |   /  O-  -O  + B       | Akari spins her staff upwards.  If this
     O  O  O                     | connects, the screen goes dark and a
                                 | HUGE parade of Japanese spirits roar by,
[POWER and EX Mode only]         | trampling the opponent.  This time,
                                 | Akari herself also gets caught up in it,
                                 | but appears to take no damage.
                                 |
---------------------------------+------------------------------------------

Combo Special Chart:

A --> B --> C +-> A --> B --> C +-> A --> B --> |  \   -O + C
              |                 |               O   O
              |                 |
              |                 +-> C --> B --> |  \   -O + A
              |                                 O   O
              | 
              +-> | + C --> A +-> | + C --> -O + BC
                  O           |   O
                              |
                              +-> BC --> A --> |  \   -O + B
                                               O   O

-----------
3.5 - Kaede
-----------

STORY:
In the six months following the event which Kagami set into motion, Kaede
gradually gained more control over his Awakening.  When the time was right,
he travelled with Yuki to visit Okina, in order to get information on the
"Key to Hell's Gate."

Once there, they discovered that in order to properly seal the Gate, a
ceremony from the dimmest recesses of history was necessary. It was called
the "Sealing Rite," and its most important component was the "Sealing
Maiden."

At the same time, he learned of the "Messenger from Afar," one who would
kill the Maiden.  In order to protect her, and to see that the ceremony is
properly completed, Kaede once again departs.

Age:          17
Symbol Item:  Autumn colors
Style:        Kasshin Ittou Ryuu Unorthodox Fencing
Voice:        Suizu Kouji

GAMEPLAY INFORMATION:
Kaede is... well, he's Kaede.  The fireball/uppercut character of the game.
Granted, he's considerably deeper than Ken and Ryu of Street Fighter
infamy, but he's not particularly difficult to use effectively.  He has
only fallen slightly in the character rankings, but that's only because
others have been improved so much.  As he is always in Awakened form, he
has been balanced out pretty well, about to the point Normal Kaede was in
the first game.  He's strong, but not so strong that one can afford to be
reckless with him.

Normal Move Interruptibility Chart:
      | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ |
      |   A   |   B   |   C   |  A  |  B  |  C  |  A  |  B  |  C  |  C  |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+
POWER |  yes  |  yes  |  yes  | no  | yes | no  | yes | no  | yes | yes |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+
SPEED |  yes  |  yes  |  yes  | yes | yes | yes | yes | no  | no  | yes |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+

Moves:
---------------------------------+------------------------------------------
                                 | Morning Star Squall (Shinmei Hayate)
                                 | 
|  \   -O  + A/B                 | Kaede swings his sword along the ground,
O   O                            | resulting in a bolt of electricity which
                                 | travels along the ground.
                                 |
---------------------------------+------------------------------------------
                                 | Morning Star Wind Fang (Shinmei Kuga)
                                 |
-O  |  \   + A/B                 | Kaede leaps into the air, slashing
    O   O                        | upwards as he goes, followed by a bolt
                                 | of lightning.  Suitable for air defense
                                 | and combos.  B version may be repeated
                                 | for a higher leap and more hits.
                                 |
---------------------------------+------------------------------------------
                                 | Morning Star Fillet Flash
                                 |   (Shinmei RenjinZan)
                                 |
|   /  O-  + A/B                 | Kaede runs forward, slashing as he goes.
O  O                             | Always results in three hits, but the
                                 | second hit of the B version sends the
                                 | opponent into the air.
[SUPER CANCEL]                   |
---------------------------------+------------------------------------------
                                 | (Shinmei Oite)
                                 |
|  \   -O  + A/B (in air)        | Kaede swings his sword and fires out a
O   O                            | bolt of electricity which travels down
                                 | at a 45-degree angle.  B version causes
                                 | him to drop back slightly, while A makes
                                 | him continue on his normal leaping arc.
                                 |
---------------------------------+------------------------------------------
                                 | East Wind Wallop (Shinmei TabaKaze)
                                 |
|   /  O-  + C                   | Kaede rolls forward.  This can bring
O  O                             | him to the rear of the opponent, but it
                                 | grants no invincibility and is rather
                                 | slow as well.
                                 |
---------------------------------+------------------------------------------
                                 | Ittou RaiTei 
(in air)                         |
 O  + CD                         | Kaede snatches the opponent from midair,
 |                               | and slams him/her to the ground with a
                                 | bolt of lightning.
                                 |
---------------------------------+------------------------------------------
                                 | Morning Star Storm Blast
                                 |   (Shinmei ArashiUchi)
                                 |
(close) O-   /  |  \   -O  +  C  | Kaede does a series of slashes, followed
            O   O   O            | by an upwards electrical punch which
                                 | knocks the opponent into the air for a
                                 | juggling combo opportunity.
                                 |
---------------------------------+------------------------------------------
                                 | Morning Star Pounce (Kasshin FukuRyu)
[DESPERATION MOVE]               |
|   /  O-   /  -O  + AB          | Kaede strikes the ground in front of him
O  O       O                     | with the tip of his sword, summoning a
                                 | lightning bolt for big damage if it
   (can be held)                 | hits the opponent.
                                 |
---------------------------------+------------------------------------------
                                 | Lively "Bad Dragon Rising"
                                 |   (Kasshin KouRyu)
[SUPER DESPERATION MOVE]         |
|   /  O-   /  -O  + B           | Kaede strikes the ground in front of him
O  O       O                     | with the tip of his sword, and FIVE
                                 | bolts of lightning strike, juggling the
[POWER and EX Mode only]         | opponent into each other as they hit.
                                 |
---------------------------------+------------------------------------------
                                 | Morning Star Revival (Kasshin SeiRyu)
[DESPERATION MOVE]               |
|  \   -O  |  \   -O  + AB       | Kaede's sword extends and glows with
O   O      O   O                 | energy, and he holds it above his head
   (can be held)                 | until the AB button is released, and he
                                 | brings it down with a huge crash.  Has
                                 | virtually no effect on an airborne
                                 | opponent, but if the buttons are not
                                 | held, it comes out blindingly fast, and
                                 | works well as a punisher move.
                                 |
---------------------------------+------------------------------------------
                                 | Morning Star Lance (Kasshin SouRyu)
[SUPER DESPERATION MOVE]         |
|  \   -O  |  \   -O  + B        | Similar to the normal DM, but this one
O   O      O   O                 | begins as a very short body charge.  If
                                 | it hits, he begins a small automatic
[POWER and EX Mode only]         | combo, finally ending with a huge blast
                                 | of dragon-shaped electricity bursting
                                 | from the bottom of the screen.
                                 |
---------------------------------+------------------------------------------

Combo Special Chart:

A --> B --> C +-> A --> B --> C +-> A --> B --> |  \   -O + C
              |                 |               O   O
              |                 |
              |                 +-> C --> B --> |  \   -O + A
              |                                 O   O
              | 
              +-> | + C --> A +-> | + C --> -O + BC
                  O           |   O
                              |
                              +-> BC --> A --> |  \   -O + B
                                               O   O


-----------------------
3.6 - Kagami Shinnosuke
-----------------------

STORY:
After his defeat at the hands of Kaede, now awakened as Seiryuu,
Kagami's body was hurled through Hell's Gate.  However, fate would
not allow death to claim him.

There is a greater order for both the opening and closing of
Hell's Gate...  And so, in order to insure humanity's future, Suzaku
takes wing once more.

Age:          30
Symbol Item:  European clothes & treasured blade "Young Phoenix"
Style:        "Spirit Blade" and "Negative Energy"
Voice:        Awane Makoto

GAMEPLAY INFORMATION:
Kagami may be dethroned as the boss character, but he still possesses
a lot of potential.  He no longer has the blue flames which typefied
his moves as before, and he now has a crouching animation as well.  Still,
he is one of only three characters in the game who can charge their own
Super Meter, and he is still a capable fighter in the right hands.

Normal Move Interruptibility Chart:
      | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ |
      |   A   |   B   |   C   |  A  |  B  |  C  |  A  |  B  |  C  |  C  |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+
POWER |  yes  |  yes  |  yes  | no  | no  | no  | yes | no  | yes | yes |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+
SPEED |  yes  |  yes  |  yes  | yes | yes | yes | yes | no  | no  | yes |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+

Moves:
---------------------------------+------------------------------------------
                                 | Swallow Wings of Flight (Hien Yoku)
                                 |
|  \   -O  + A                   | Kagami swings his arm upward, launching
O   O                            | a small burst of flame across the
                                 | screen.
                                 |
---------------------------------+------------------------------------------
                                 | Flaming Talon of Retribution (Gouen Sou)
                                 |
|  \   -O  + B                   | Kagami swings his arm upward, leaving a
O   O                            | trail of orange flames in its wake.  If
                                 | connected, it can be followed up with...
                                 | 
(followed by)                    | Shiranui
                                 |
|  \   -O  + B                   | Kagami lunges forward with his sword,
O   O                            | setting the opponent aflame and knocking
                                 | him/her down.
                                 |
---------------------------------+------------------------------------------
                                 | Char-Broiled Blast (Sho Hoko)
                                 |
-O  |  \   + A/B                 | Kagami spins upward into the air, orange
    O   O                        | flames flying off of his sword.
                                 |
[SUPER CANCEL]                   |
---------------------------------+------------------------------------------
                                 | Blazing Bawler (En Hoko)
(close)                          | 
 -O  \   |   /  O-  + A/B        | Kagami lifts the opponent into the air,
      O  O  O                    | then stabs him/her, pulling away with a
                                 | burst of fire.
                                 |
---------------------------------+------------------------------------------
                                 | (Shizuka naru Kodou)
                                 | 
 -O  \   |   /  O-  + C          | Kagami crouches and places his hand on
      O  O  O                    | the ground.  Energy bursts up around him
                                 | and his Super Meter slowly charges.
                                 |
---------------------------------+------------------------------------------
                                 | Like a Furnace (Kouenshou)
                                 |
(in air) |  + C                  | Kagami dives downward from the air, arms
         O                       | spread.  Stuns just long enough to combo
                                 | into something else after hitting the
                                 | ground, typically "Sho Hoko."
                                 |
---------------------------------+------------------------------------------
                                 | Sparrow of the Red Lotus Thrust
                                 |   (Guren Suzaku)
[DESPERATION MOVE]               |
(in air)                         |
O-   /  |  \   -O  + AB          | Kagami dives downward from the air, and
    O   O   O                    | if he connects, he blasts off at a wide
                                 | angle, dragging the burning opponent
                                 | into the air.
                                 |
---------------------------------+------------------------------------------
                                 | Heavenly Phoenix (Houou Tenshou)
[DESPERATION MOVE]               |
-O  O-   /  |  \   -O  + AB      | Kagami throws an arm upward, sending a
        O   O   O                | large wave of flames along the ground.
                                 | Slow and not too terribly useful, but it
                                 | is unblockable.  Seems there to punish
                                 | spazzing more than anything else.
                                 |
---------------------------------+------------------------------------------
                                 | Phoenix Rising Hack
[SUPER DESPERATION MOVE]         |
(in air)                         |
O-   /  |  \   -O  + AB          | Kagami dives downward from the air, and
    O   O   O                    | if he connects, he blasts off at a wide
                                 | angle, this time enshrouded in the image
[POWER and EX Mode only]         | of a phoenix, then landing in a crouch.
                                 |
---------------------------------+------------------------------------------

Combo Special Chart:

A --> B --> C +-> A --> B --> C +-> A --> B --> |  \   -O + C
              |                 |               O   O
              |                 |
              |                 +-> C --> B --> |  \   -O + A
              |                                 O   O
              | 
              +-> | + C --> A +-> | + C --> -O + BC
                  O           |   O
                              |
                              +-> BC --> A --> |  \   -O + B
                                               O   O


------------------
3.7 - Kanzaki Juzo
------------------

STORY:
When Hikari, Akari's elder sister, fell ill, Juzoh came by day after day
to visit, his face filled with concern.  One day, when visiting her,
something about her appearance seemed rather strange...

"What's wrong, Hikari?  Did something happen?" he asked.

"Akari ran off to Hell's Gate again... babbling something about how my
illness was its fault...," she replied softly.

"What?!  Aww, no, not this again..."

"Juzoh..."

Upon seeing the sorrow in Hikari's eyes, Juzoh's heart pounded for a
moment.  This would be the best opportunity to show Hikari how much he
cared for her... what Akari would probably call his "best chance."

"Okay, Hikari!  Just leave this to me!" bellowed Juzoh, and thundered out
of her room.

Hikari sighed.  "Juzoh... this isn't what I meant..."

Age:          26
Symbol Item:  Kanabo and dumplings 
Style:        Self-taught
Voice:        Tyson Ooya

GAMEPLAY INFORMATION:
Of all the returning characters in the game, Juzoh has received the most
change.  Only two of his original moves have returned in a familiar form,
and he has received a host of new ones.  Whereas he was fairly weak in the
first game, he is now a force to be reckoned with.

Normal Move Interruptibility Chart:
      | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ |
      |   A   |   B   |   C   |  A  |  B  |  C  |  A  |  B  |  C  |  C  |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+
POWER |  yes  |  yes  |  yes  | yes | no  | no  | yes | no  | yes | yes |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+
SPEED |  yes  |  yes  |  yes  | yes | yes | yes | yes | no  | no  | yes |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+

Moves:
---------------------------------+------------------------------------------
                                 | Bopper (Happa)
                                 |
|  \   -O  + A/B                 | Juzoh lunges forward, slamming his club
O   O                            | into the ground with a small fiery
                                 | explosion.
                                 | 
---------------------------------+------------------------------------------
                                 | (Yasegaman)
                                 |
|  \   -O  + C                   | Juzoh turns red and charges forward,
O   O                            | running into the opponent.  Seems to do
                                 | no damage, but while running, he has
                                 | temporary Super Armor, and the run can
                                 | be interrupted out of.
                                 | 
---------------------------------+------------------------------------------
                                 | Rock Crusher (Iwakudaki)
                                 |
hold -O, O-  + C                 | Juzoh rears back, then lunges in with a
                                 | huge headbutt.  Unblockable in Power
                                 | Mode, but can be followed up in Speed
                                 | with the following:
                                 | 
(followed by)                    | (Tetsu Atama)
                                 |
|  \   -O  + C (x3)              | Juzoh does another headbutt with each
O   O                            | motion, the last of which is
                                 | unblockable.
                                 | 
---------------------------------+------------------------------------------
                                 | Violent Quake (Yurashi)
                                 |
-O  |  \   + A/B                 | Juzoh hops and strikes the ground with
    O   O                        | his club.  If the opponent is too close
                                 | and not blocking low, it will knock him/
                                 | her to the ground for damage.  Can also
                                 | be used as a pounce attack.  The B
                                 | version has about a half-screen range.
                                 | If used as a Super Cancel, only the A
                                 | version will combo.
[SUPER CANCEL]                   |
---------------------------------+------------------------------------------
                                 | (Mozuhana)
                                 | 
|   /  O-  + C                   | Juzoh sneezes, stomping his foot on the
O  O                             | ground.  Slow and blockable.  Not much
                                 | use outside of humiliation value.
(cen be held)                    | 
---------------------------------+------------------------------------------
                                 | Piledriver Burial (Tatakitsuke)
                                 |
-O  \   |   /  O-  + A           | Juzoh reaches into the air.  If he
     O  O  O                     | catches a jumping opponent, he slams
                                 | him/her to the ground.  If not followed
                                 | up on, he knocks the opponent away with
                                 | a swing of his club.  Otherwise, he does
                                 | the following:
                                 |
(followed by)                    | (Suritsubushi)
                                 | 
|  \   -O  + B                   | Juzoh slams the end of his club into the
O   O                            | opponent's back twice, then knocks
                                 | him/her away with a big swing.
                                 |
(or)                             | (Bokunaguri)
                                 |
|  \   -O  + A                   | Juzoh swats repeatedly at the opponent's
O   O                            | back, then either knocks him/her away,
                                 | or...
                                 | 
(followed by)                    | (Ranmoku!)
[DESPERATION MOVE]               | 
-O  \   |   /  O- x2 + AB        | ...does two big hops, driving the club
     O  O  O                     | into the opponent's back, then does one
                                 | large leap, landing with an explosion.
                                 |
(followed by)                    | (Chougeki Dou jai!)
[SUPER DESPERATION MOVE]         |
|  \   -O  |  \   -O  + B        | At the second hop of the previous move,
O   O      O   O                 | perform this motion and Juzoh will leap
                                 | again, this time coming down with a
                                 | HUGE explosion for more damage.
                                 |
---------------------------------+------------------------------------------
                                 | Hammer Whop (Bunnage)
                                 |
(close) -O  \   |   /  O-  + B   | Juzoh picks up the opponent and tosses
             O  O  O             | him/her off the top of the screen...
                                 |
(followed by)                    | (Kattobashi)
                                 |
|  \   -O  + B                   | then swings the club like a bat, hitting
O   O                            | the opponent back into the air.
                                 |
(followed or replaced by)        | (Futtobashi)
                                 |
|  \   -O  + C                   | Finally, another swing sends out a large
O   O                            | blast of energy to hit the opponent
                                 | before landing.
                                 |
                                 | Alternately, the Hammer Whop can be
                                 | followed with this Desperation Move:
                                 | Homerun (Houmuran)
[DESPERATION MOVE]               |
|  \   -O  + AB                  | Juzoh swings his club upward, hitting
O   O                            | the opponent with explosive force, then
                                 | he grins and poses.
                                 |
---------------------------------+------------------------------------------
                                 | "Just Dandy" Invincible (Daitan Muteki)
[DESPERATION MOVE]               |
|  \   -O  |  \   -O  + AB       | Juzoh leaps upward and slams his club
O   O      O   O                 | into the ground.  Has EXTREME priority
                                 | against jumpers and does heavy damage.
                                 | If connected, there is a huge explosion.
                                 |
---------------------------------+------------------------------------------
                                 | Ultraviolent Eruption
                                 |   (Chougekiretsubouzen Gyoutendaifunka)
[SUPER DESPERATION MOVE]         |
|  \   -O  |  \   -O  + B        | Juzoh headbutts, then slams the opponent
O   O      O   O                 | into the air, finally ending by slamming
                                 | his club into the ground with a huge
[POWER and EX Mode only]         | explosion as the opponent lands at the
                                 | point of impact.
                                 |
---------------------------------+------------------------------------------

Combo Special Chart:

A --> B --> C +-> A --> B --> C +-> A --> B --> |  \  -O + C
              |                 |               O   O
              |                 |
              |                 +-> C --> |  \  -O + B
              |                           O   O
              |
              +-> | + C +-> | + C --> -O + BC
                  O     |   O
                        |
                        +-> BC --> |  \  -O + B
                                   O   O


---------------
3.8 - Lee Rekka
---------------

STORY:
Concerned his achievements were still insufficient, Lee remained in Japan.
While finishing his training at a temple, he made his living on a nearby
farm.  There, he gradually began to feel his true strength manifest.

One evening, half a year after the incident, Lee saw an evil star
glowing brightly in the night sky.  In the midst of his training, he left
to the pursue the evil star.

Age:          20
Symbol Item:  Fire and a folding fan
Style:        Hikage Ken (Flying Shadow Fist)
Voice:        Hashimoto Jun

GAMEPLAY INFORMATION:
Aside from a few motion changes and one addition to an existing move, Lee
hasn't really changed much.  The most readily noticeable difference is that
he now runs instead of hops, giving him much greater mobility.  His Serpent
Rush is now much more useful, and he's a much more viable Power Mode
character than before.

Normal Move Interruptibility Chart:
      | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ |
      |   A   |   B   |   C   |  A  |  B  |  C  |  A  |  B  |  C  |  C  |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+
POWER |  yes  |  yes  |  yes  | no  | yes | yes | yes | no  | yes | yes |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+
SPEED |  yes  |  yes  |  yes  | yes | yes | yes | yes | no  | no  | yes |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+

Moves:
---------------------------------+------------------------------------------
                                 | Dragon Hammer (Ryu Tsui Sen)
                                 |
|   /  O-  + C (x3)              | Lee hops forward, his legs aflame.  If
O  O                             | the first motion connects, it may be
                                 | repeated twice more for extra damage,
                                 | gradually taking the opponent into the
                                 | air and slamming him/her back to the
                                 | ground with the final hit.
                                 | 
---------------------------------+------------------------------------------
                                 | (Ryu Shou Sen)
(in air)                         |
|   /  O-  + C (x2)              | Lee spins in midair, legs aflame as in
O  O                             | the Dragon Hammer.  If connected, it may
                                 | repeated once more.
                                 |
---------------------------------+------------------------------------------
                                 | Fan of Flames (En Sen Shou)
                                 |
| (hold) O  + B                  | Lee leaps into the air, swinging his fan
O        |                       | upwards and trailing fire.  Good for
                                 | both air defense and combos.
(followed by)                    |
                                 |
|  + B                           | Lee kicks downward from the air, sending
O                                | the opponent slamming into the ground.
                                 |
---------------------------------+------------------------------------------
                                 | Mist Mauler (Kasumi)
                                 |
A + B                            | Lee dodges into the background.  This
                                 | may be followed up with A, B or a low
                                 | C attack.
                                 |
(followed by)                    | (Hokage)
                                 | 
A                                | Lee spins around, whacking the opponent
                                 | with his closed fan.
                                 |
(or)                             | (Homura)
                                 |
B                                | Lee does an overhead flaming flip kick.
                                 | Must be blocked high and always knocks
                                 | down.
                                 |
(or)                             | (Senpuu)
                                 |
C                                | Lee does a low kick.  Can be followed
                                 | up with a second and third low C, the
                                 | second of which can be interrupted into
                                 | another special move.
                                 |
(or)                             | (Hakkei)
                                 |
D                                | Lee does a one-handed palm strike at
                                 | chest level.
                                 |
---------------------------------+------------------------------------------
                                 | Serpent Rush (Enryu Haibi)
                                 |
-O  \   |   /  O-  + A/B         | Lee slides forward and swings with his
     O  O  O                     | burning fan.  Not too terribly useful,
                                 | as it allows too much time for the
[SUPER CANCEL]                   | opponent to recover even if it hits.
                                 |
(B version followed by)          |
O-   /  |  \   -O  + B           | Lee slides forward again, this time
    O   O   O                    | projecting a blast of energy from his
                                 | hands.  This will now combo from the
                                 | first motion, unlike the first game.
                                 |
---------------------------------+------------------------------------------
                                 | Invisible Kick (Muei Kyaku)
(in air)                         |
|  \   -O  + C                   | Lee does a diving kick, and if he hits,
O   O                            | follows up with a series of quick kicks
                                 | to the opponent's face and body.
                                 |
---------------------------------+------------------------------------------
                                 | (Ibuki)
                                 |
hold START button                | Rather than a typical taunt, Lee will
                                 | get into the Iron Horse stance and focus
                                 | as long as the button is held, and
                                 | slowly build up life.  There is a LOT of
                                 | lag coming out of this, so it's not as
                                 | useful as it sounds.  Best used if an
                                 | opponent is dizzy.
                                 |
---------------------------------+------------------------------------------
                                 | Hidden Serpent Slam (Ougi Enryu Tenshin)
[DESPERATION MOVE]               |
|   /  O-   /  -O  + AB          | Lee tosses his fan into the air and
O  O       O                     | slides forward, a burst of fire erupting
                                 | from the ground behind him at the point
                                 | of impact.
                                 |
---------------------------------+------------------------------------------
                                 | Concealed Javelin of Judgement
                                 |   (Hiougi Soten Muei Kyaku)
[SUPER DESPERATION MOVE]         |
|   /  O-   /  -O  + B           | Lee dashes forward into the opponent.
O  O       O                     | If he connects, he begins a long auto-
                                 | combo move (similar in style to the
[POWER and EX Mode only]         | Ryuuko Ranbu in AOF/KOF).
                                 |
---------------------------------+------------------------------------------

Combo Special Chart:

A --> B --> C +-> A --> B --> C +-> A --> B --> |  \  -O + C
              |                 |               O   O
              |                 |
              |                 +-> C --> B --> A --> |  \  -O + C
              |                                       O   O
              | 
              +-> | + C --> A +-> | + C --> -O + BC
                  O           |   O
                              |
                              +-> -O + BC --> A --> B --> |  \  -O + B
                                                          O   O


---------------------
3.9 - Minakata Moriya
---------------------

STORY:
After the incident with Kagami, Moriya, cursing his inexperience, once
again left on a journey to train.  One day, half a year later, Moriya felt
an incredible desire to return home.  However, the "home" to which he was
drawn was not his own, but rather that of a great evil.  With dark clouds
rising, and unanswered questions brimming within him, Moriya once again
turns to Hell's Gate for the truth.  And ultimately, reconciliation with
his past.

Age:          22
Symbol Item:  Moonlight ornament
Style:        Kassatsu Ittou Ryuu
Voice:        Hashimoto Jun

GAMEPLAY INFORMATION:
Moriya may not have received any new moves, but he's certainly different.
His New Moon and Glancing Blade Haze are virtually identical, but the
Glancing Blade Moonlight has been radically altered, which in turn changes
his gameplay significantly, as most of his combos use it as their base.
As I am a diehard Moriya player from LB1, the changes took a fair amount of
getting used to, but I have to say I like it.

Normal Move Interruptibility Chart:
      | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ |
      |   A   |   B   |   C   |  A  |  B  |  C  |  A  |  B  |  C  |  C  |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+
POWER |  yes  |  yes  |  yes  | no  | yes | no  | yes | no  | yes | yes |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+
SPEED |  yes  |  yes  |  yes  | yes | yes | yes | yes | no  | no  | yes |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+

  EXTRA NORMALS: back + B, interruptible
                 down-forward + A, interruptible

Moves:
---------------------------------+------------------------------------------
                                 | Glancing Blade Haze
                                 |   (Ittou Oboro "Jodan"   [A version])
                                 |   (Ittou Oboro "Chuudan" [B version])
                                 |   (Ittou Oboro "Gedan"   [C version])
                                 |
|   /  O-  + A (high slash)      | Moriya turns away, hand on the hilt of
O  O         B (middle slash)    | his sword.  Depending on the button that
             C (low slash)       | is used, he will strike out high, middle
                                 | or low.  Can be used as a fakeout trick
  (D cancels the move)           | or air defense.  If the button is kept
                                 | pressed, the move is held until the
                                 | button is released.  D cancels the move,
                                 | but there is still slight lag.  If held
                                 | long enough, the blade will slash out
                                 | automatically, and will have more range.
                                 | By pressing A/B/C again immediately
                                 | after releasing, Moriya will prepare
                                 | another slash, but there is significant
                                 | lag before it can be released.
                                 |
---------------------------------+------------------------------------------
                                 | Glancing Blade New Moon
                                 |   (Ittou Shingetsu     [A version])
                                 |   (Ittou Shingetsu Ura [B version])
                                 |
-O  |  \   + A/B                 | Moriya steps forward, swinging upwards
    O   O                        | with his blade, creating the image of a
                                 | moon in the air.  Functions kind of like
                                 | an uppercut, but its priority as air
                                 | defense is fairly low.  In Speed or EX
                                 | Mode, the A version can be followed up
                                 | with the B version (only if it hits).
                                 | This followup is called "Ittou Sogetsu."
                                 |
---------------------------------+------------------------------------------
                                 | Glancing Blade Moonlight
                                 |   (Ittou TsukiKage)
                                 |
|  \   -O  + A(x3)/B(x4)         | Moriya slides forward, slashing once,
O   O                            | which can be followed up by more
                                 | applications of the motion (3 total for
                                 | A, 4 for B).  This provides the meat of
[SUPER CANCEL]                   | most of Moriya's combos.  Unlike the
                                 | previous game, you cannot switch from A
                                 | to B or back.  However, you CAN
                                 | interrupt most of the hits into his
                                 | uppercut in both modes, offering much
                                 | greater flexibility in his combos.
                                 |
---------------------------------+------------------------------------------
                                 | Sash Blade Moonwalk (Taitou Hogetsu)
                                 |
O-   /  |  + A (away from opp.)  | Moriya vanishes in a blur of motion,
    O   O    B (to front of opp.)| reappearing at a point specified by the
             C (behind opponent) | button used to do the move.  Good for
                                 | faking out an opponent, but there is a
                                 | noticeable amount of recovery lag.  If
                                 | you press A, B or C during the teleport,
                                 | Moriya will immediately go into his
                                 | Glancing Blade Haze stance and slash,
                                 | but there is a considerably greater lag
                                 | time before the move is released.
                                 |
---------------------------------+------------------------------------------
                                 | Life and Death Moonlight Flash
                                 |   (Kassatsu Izayoi Gekka)
                                 | 
[DESPERATION MOVE]               | Moriya holds his hand on the hilt of his
-O  O-   /  |  \   -O  + AB      | sword, like above, but when the buttons
        O   O   O                | are released, he attacks in a flurry of
                                 | high, middle and low slashes.  Good in
   (can be held)                 | combos, and does up to 16 hits when done
                                 | close to the opponent.
                                 |
---------------------------------+------------------------------------------
                                 | Life and Death Wild Seasons
                                 |   (Kassatsu MidareSetsu Gekka)
                                 |
[SUPER DESPERATION MOVE]         | Moriya dashes forward, sword extended.
-O  O-   /  |  \   -O  + B       | If he connects, the background goes
        O   O   O                | black as he begins a long series of
                                 | powerful slashes, doing severe damage to
[POWER and EX Mode only]         | the opponent.
                                 |
---------------------------------+------------------------------------------

Combo Special Chart:

A --> B --> C +-> A --> B --> C +-> A --> B --> |  \  -O + C
              |                 |               O   O
              |                 |
              |                 +-> C --> B --> A --> |  \  -O + C
              |                                       O   O
              | 
              +-> | + C --> A +-> | + C --> -O + BC
                  O           |   O
                              |
                              +-> -O + BC --> A --> B --> |  \  -O + B
                                                          O   O


-------------
3.10 - Mukuro
-------------

STORY:
His head swathed in bandages, this mysterious figure is an assassin.  His
dessicated body reeks of decay, much long a long-buried corpse.  Bit by
bit, the skills he held in life fade away, but he is beyond noticing or
caring about such losses.  And so, in death as in life, this man still
holds the "Kyoudachi Hagewashi," the "Misfortune Blade of the Bald Eagle."

Age:          Unknown
Style:        Unknown
Voice:        "Monster" Maezuka

GAMEPLAY INFORMATION:
Wow, death sure improves some people.  Where Shikyoh in the first game was
only an average character, Mukuro is easily twice as good.  His tactics
have changed very little, aside from the modifications made to his blade
throw, but he now does incredible amounts of damage, and he can no longer
be so easily disarmed.  Very powerful character, if not the strongest in
the game.

Normal Move Interruptibility Chart:
      | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ |
      |   A   |   B   |   C   |  A  |  B  |  C  |  A  |  B  |  C  |  C  |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+
POWER |  yes  |  yes  |  yes  | no  | no  | no  | yes | no  | yes | yes |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+
SPEED |  yes  |  yes  |  yes  | no  | yes | yes | yes | no  | no  | yes |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+

Moves:
---------------------------------+------------------------------------------
                                 | Bald Eagle Swoop (Hage Washi)
                                 |
|   /  O-  + A/B                 | Mukuro hurls his blade upwards at an
O  O                             | angle, then it comes back along the
                                 | ground.  B version travels further and
                                 | faster than A version.  If he is hit
                                 | while the blade is out, the blade will
                                 | fall to the ground and must be manually
                                 | retrieved.
                                 |
(followed by)                    | (Tsuibami)
                                 |
 O + B                           | In midflight, the blade will spin up
 |                               | into the air, then return to Mukuro's
                                 | hands.  Will do a second hit if timed
                                 | properly.
                                 |
---------------------------------+------------------------------------------
                                 | Rotation Evisceration (Kaiten Kimo Eguri)
                                 |
-O  |  \   + A/B                 | Mukuro sticks his blade straight out (A
    O   O                        | version) or upward at an angle (B
                                 | version) and spins it rapidly for many
                                 | hits.
(followed by)                    |
press A/B repeatedly             | Repeatedly pressing the same button you
                                 | used to start the move will cause the
                                 | blade to fly away from Mukuro's hand
                                 | a moment, for more range and hits.
                                 | 
---------------------------------+------------------------------------------
                                 | Weasel's Slash (ZanNiku Kamaitachi)
                                 |
O-   /  |  \   -O  + A/B         | Mukuro crawls quickly along the ground.
    O   O   O                    | If unblocked, he will climb onto the
                                 | opponent's chest, stab and flip off.
                                 |
---------------------------------+------------------------------------------
                                 | Land Licking Slider (Ji Name Suberi)
                                 |
-O  O-  -O  + C                  | Mukuro crawls quickly along the ground,
                                 | and will continue to do so until the
                                 | joystick is released.  Looks identical
                                 | to the Weasel's Slash, but has shadows
                                 | trailing and can crawl through the
                                 | opponent.
                                 |
---------------------------------+------------------------------------------
                                 | Scissor Slice (ZanNiku Obasami)
                                 |
(jump)  |   /  O-  + A/B         | Mukuro pauses in the air, then dives
        O  O                     | to the ground vertically (A version) or
                                 | at a 45-degree angle (B version), blades
                                 | first.
[SUPER CANCEL]                   |
---------------------------------+------------------------------------------
                                 | Merciless Mash (Mujihi Sashi)
                                 |
(close) -O  \   |   /  O-  + C   | Mukuro lays the opponent on the ground
             O  O  O             | and stabs him/her in the stomach, then
                                 | grinds his blade around several times.
                                 |
---------------------------------+------------------------------------------
                                 | Delirium Drubber (MeiKyoShisui Kyoki)
[DESPERATION MOVE]               |
|  \   -O  |  \   -O  + AB       | Mukuro lunges forward and spins his
O   O      O   O                 | blades madly.  If an opponent is caught
                                 | in this on the ground, it does MAJOR
                                 | damage.
                                 |
---------------------------------+------------------------------------------
                                 | Wild Hunger Wallop
                                 |   (MeiKyoShisui Kyoki [different Kanji])
[SUPER DESPERATION MOVE]         |
|  \   -O  |  \   -O  + B        | Mukuro dashes forward, slashing several
O   O      O   O                 | times if he hits as he dashes about the
                                 | screen, creating the pattern of a large
[POWER and EX Mode only]         | Kanji character, meaning "ruin."
                                 | 
                                 |
---------------------------------+------------------------------------------

Combo Special Chart:

A --> B --> C +-> A --> B --> C +-> A --> B --> |  \  -O + C
              |                 |               O   O
              |                 |
              |                 +-> C --> |  \  -O + B
              |                           O   O
              |
              +-> | + C +-> | + C --> -O + BC
                  O     |   O
                        |
                        +-> BC --> |  \  -O + B
                                   O   O


------------------
3.11 - Naoe Shigen
------------------

STORY:
Once driven mad with vengeance, Shigen was able to regain his sanity after
the weakening of Hell's Gate, and was once again reunited with his long-
lost foster daughter, Kotetsu.  In his shame over his absence, he spent
several months in the mountains with her.

Kotetsu had grown into a rather brash young girl, while Shigen spent each
day training, paying her relatively little attention.  However, their
peaceful time together would not last.

Since Hell's Gate had not been properly closed, Shigen sensed the evil
energies within it.  Therefore, he was forced to depart, leaving late at
night.  A shadow creeps secretly behind him...

Age:          36
Symbol Item:  Byakko's string of beads
Style:        Kaiwan (Destroying Arm) - Byakko's Claw
Voice:        Itou Enma

GAMEPLAY INFORMATION:
Shigen is moving up in the world.  Whereas in the first game, he was
fairly ineffectual, he's been given an amazing repertoire of special throws
and followups, and is capable of doing a lot of damage in a very short
amount of time.  In Power mode, he possibly the game's most powerful
character, but he's not the easiest to use.

Normal Move Interruptibility Chart:
      | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ |
      |   A   |   B   |   C   |  A  |  B  |  C  |  A  |  B  |  C  |  C  |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+
POWER |  yes  |  yes  |  yes  | yes | no  | no  | no  | no  | yes | yes |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+
SPEED |  yes  |  yes  |  yes  | yes | yes | yes | yes | no  | no  | yes |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+

EXTRA NORMAL: back + B, non-interruptible

Moves:
---------------------------------+------------------------------------------
                                 | White Tiger Talon (Byakko So)
                                 |
|   /  O-  + A/B                 | Shigen slashes downward with his stone
O  O                             | hand, hitting twice.  A version is
                                 | comboable, while the B version has very
                                 | short Super Armor.
[SUPER CANCEL]                   |
---------------------------------+------------------------------------------
                                 | White Tiger Pounce (Byakko Shu)
                                 |
|   /  O-  + C                   | Shigen hops forward and bashes with his
O  O                             | shoulder.
                                 |
(followed by)                    | Pounce Continued (Byakko Shuu Tsuika)
                                 | 
|   /  O-  + C                   | Shigen kicks upward, as in his forward
O  O                             | + C kick.  This followup may only be
                                 | done in Speed Mode.
                                 |
---------------------------------+------------------------------------------
                                 | Exploding Spirit Blast
                                 |   (Retsu Hoko [A version])
                                 | Shout Blast
                                 |   (Zetsu Hoko [B version])
                                 |
-O  |  \   + A/B                 | Shigen rears back, stabbing his hand
    O   O                        | outward (A version) or upward (B
                                 | version).  B version causes him to grab
                                 | the opponent in midair, then slam him/
                                 | her to the ground.  A version will knock
                                 | down the opponent.
                                 |
---------------------------------+------------------------------------------
                                 | Kingfisher Crunch (Hisui Sai)
(close}                          |
O-   /  |  \   -O  + A/B/C       | Shigen grabs the opponent, chokes him/
    O   O   O                    | her a moment, then does a two-hit slam
                                 | into the ground.  In the frames before
                                 | he reaches forward, it has a version of
                                 | autoguard on it.  Any attacks that hit
                                 | will do full damage, but will not stop
                                 | the move from coming out.  A version is
                                 | blockable, but is comboable at short
                                 | range.  B version has Super Armor, and
                                 | the C version has the longest range and
                                 | is the fastest.
                                 |
---------------------------------+------------------------------------------
                                 | Diamond Smasher (Kongo Sai)
(close)                          |
-O  \   |   /  O-  -O + C        | Shigen grabs the opponent and lifts him/
     O  O  O                     | her into the air, then slams into the
                                 | ground.  If not followed up, spikes grow
                                 | out of the ground, into the opponent,
                                 | and shatter.
                                 |
(first move followed by)         | (Kai)
                                 |
O-   /  |  \   -O  + A           | After the initial Diamond Smasher, 
    O   O   O                    | Shigen lifts the opponent into the air
                                 | then slams him/her back down to the
                                 | ground again.  If not followed up on, he
                                 | simply stomps on the opponent for minor
                                 | damage.
                                 |
(followed by)                    | (Kai [Different Kanji])
                                 |
|   /  O-  + A                   | After the second slam, spikes emerge
O  O                             | from the ground, and Shigen slams the
                                 | opponent down, shattering the spikes.
                                 | 
(or)                             | (Retsu)
                                 | 
|   /  O-  + B                   | After the second slam, Shigen lunges
O  O                             | forward with his stone hand, sending the
                                 | opponent flying.
                                 |
(or)                             | (Shinden Taichi)
[DESPERATION MOVE]               | 
-O  \   |   /  O- x2 + AB        | After the second slam, Shigen holds the
     O  O  O                     | opponent high in the air, then slams
                                 | him/her down into a mass of spikes.
                                 |
                                 |
(first move followed by)         | (Aku)
                                 | 
O-   /  |  \   -O  + B           | After the initial Diamond Smasher,
    O   O   O                    | Shigen lifts the opponent into the air,
                                 | and crushes him/her with his fist.  He
                                 | then slams him/her back down to the
                                 | ground again.  If not followed up on, he
                                 | simply stomps on the opponent for minor
                                 | damage.
                                 | 
(followed by)                    | (Shou)
                                 |
|   /  O-  + A                   | Shigen lifts the opponent again, then
O  O                             | lunges upwards with his stone hand, as
                                 | in his Shout Blast.
                                 | 
(or)                             | (Da)
                                 | 
|   /  O-  + C                   | Shigen lifts the opponent again, then
O  O                             | swipes with his stone hand, as in his
                                 | White Tiger Talon, sending the opponent
                                 | to the ground.
                                 |
(or)                             | (Dohatsu Taiten)
[SUPER DESPERATION MOVE]         |
-O  \   |   /  O- (x2) + C       | The image of the White Tiger appears
     O  O  O                     | around Shigen for a moment, then he
                                 | rears back and roars as his hand glows.
[Power and EX Mode only]         | Several blades of energy appear and
                                 | slash the opponent multiple times.
                                 |
---------------------------------+------------------------------------------
                                 | (Bouko Hyouga)
[DESPERATION MOVE]               |
|  \   -O  |  \   -O  + AB       | Shigen's body turns to stone and he does
O   O      O   O                 | a short shoulder dash.  If connected, it
                                 | may be followed up with...
                                 |
(followed by)                    | (Kyouten Douji)
                                 |
-O  \   |   /  O- (x2) + B       | Shigen grabs the opponent, smacks him/
     O  O  O                     | her to the ground, then stomps and
                                 | grinds him/her into the ground.
                                 |
(or)                             | (Yuuchuu Maisai)
                                 |
O-   /  |  \   -O  + C           | Shigen grabs the opponent, then lunges
    O   O   O                    | forward with a stone hand, as in his 
                                 | Exploding Spirit Blast.
                                 |
---------------------------------+------------------------------------------
                                 | (Inga Ouhou)
[DESPERATION MOVE]               |
O-   /  |  \   -O  O-  + AB      | Shigen crosses his fists for a split
    O   O   O                    | second.  If he is hit during this short
                                 | window of time, he grabs the opponent,
                                 | leaps forward, drives him/her into a
                                 | pile of stone spikes, then smashes them,
                                 | doing about 1.35 lifebars' worth of
                                 | damage (!!).
                                 |
---------------------------------+------------------------------------------
                                 | Destiny's Retribution (Inga Ohou)
[DESPERATION MOVE]               |
(close)                          |
-O  \   |   /  O- (x2) + AB      | Shigen grabs the opponent, chokes for a
     O  O  O                     | a moment, then jumps into the air,
                                 | slamming the opponent into the spikes
                                 | which form on the ground, then hitting
                                 | the opponent with a two-fisted strike.
                                 |
---------------------------------+------------------------------------------

Combo Special Chart:

A --> B --> C +-> A --> B --> C +-> A --> B --> |  \  -O + C
              |                 |               O   O
              |                 |
              |                 +-> C --> |  \  -O + B
              |                           O   O
              |
              +-> | + C +-> | + C --> -O + BC
                  O     |   O
                        |
                        +-> BC --> |  \  -O + B
                                   O   O


--------------------
3.12 - Sanada Kojiro
--------------------

STORY:
Sanada Kojiro is captain of the Shinsengumi Unit Zero.  Loyal to the end,
he and the Zero Squad sternly uphold the law.  However, about six months
ago, the Zero Squad's investigation into Hell's Gate abruptly became
Washizuka Keiichiro's solo mission.

It was at this time that the renegade, Shikyoh, escaped.  When many of
their number were lost in the battle with him, the Zero Squad began to
question their purpose; however, the investigation into Hell's Gate
drove them on.

And so, a great and lonely wolf journeys to Hell's Gate, in order to
restore the troops' faith, and defeat their nemesis, the renegade.

Age:          28
Style:        Tennen Rishin Ryuu
Voice:        Nakaya Satomi

GAMEPLAY INFORMATION:
Kojiro is (despite some confusion) a female.  Period.  See her ending for
all the proof you need.  Regardless, she is not as immediately powerful as
Washizuka, but she has several options at her disposal.  Like Washizuka,
her B projectile is only moderately useful, and only as an annoyance
attack, as it's too slow to combo.  Given her completely and utterly
worthless Super Cancel, she seems to truly excel in Speed Mode.  She has
one of the best attacks in the game, and a solid air defense as well, so
she is quite flexible.

Special Notes:
 - In Power Mode, BC can be held until Kojiro flashes.  When released,
   it can be Super Cancelled out of if connected.
 - In Speed and EX Mode, fwd+BC results in a stronger version of the
   move, which sends the opponent higher into the air, resulting in
   easier juggling attacks.

Normal Move Interruptibility Chart:
      | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ |
      |   A   |   B   |   C   |  A  |  B  |  C  |  A  |  B  |  C  |  C  |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+
POWER |  yes  |  yes  |  yes  | no  | yes | no  | yes | no  | yes | yes |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+
SPEED |  yes  |  yes  |  yes  | yes | yes | yes | yes | no  | no  | yes |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+

Moves:
---------------------------------+------------------------------------------
                                 | Flashing Flight (Shoubi Sen)
                                 |
|   /  O-  + A                   | Kojiro slides forward slightly, then
O  O                             | slashes upward, from foot level to head
                                 | level.  Only knocks down if she ends up
                                 | behind the opponent.
                                 | 
---------------------------------+------------------------------------------
                                 | Black Hole Blade (Mu Myou Ken)
                                 |
|   /  O-  + B                   | Kojiro steps forward three times,
O  O                             | stabbing straight ahead with each step.
                                 | Super Cancel timing is VERY tight, and
                                 | can only be done at the first slash.
[SUPER CANCEL]                   |
---------------------------------+------------------------------------------
                                 | (Shunjin)
                                 |
|   /  O-  + C                   | Kojiro dashes forward, through the
O  O                             | opponent, shadow images trailing behind.
                                 |
(followed by)                    | (Tenchi)
                                 |
C when close to opponent         | Kojiro grabs the opponent and flings
                                 | him/her across the screen.
                                 |
---------------------------------+------------------------------------------
                                 | Empty Death (Koku Satsu)
                                 |
-O  |  \   + A/B                 | Kojiro stabs upwards at a 45-degree
    O   O                        | angle, taking out airborne opponents.
                                 | Also useful in combos.
                                 |
---------------------------------+------------------------------------------
                                 | Blast-of-Plague Demise (Shikku Satsu)
                                 |
|  \   -O  + A/B                 | Kojiro slashes diagonally, sending an
O   O                            | arc of energy flying across the screen.
                                 | in the B version, two slashes are made.
                                 | The first slash stays in place, then the
                                 | second forms an "X" of energy, which
                                 | then flies off.
                                 |
---------------------------------+------------------------------------------
                                 | Black Hole Blade-Eagle (Mu Myou Ken Nie)
[DESPERATION MOVE]               |
|   /  O-   /  -O  + AB          | Kojiro charges forward, stabbing several
O  O       O                     | times, then, if the hits connect, stabs
                                 | upward diagonally, as in the Koku Satsu,
                                 | with a HUGE blast of energy.
                                 |
---------------------------------+------------------------------------------
                                 | Wolf Fang of Emptiness (RouGa Zero)
[SUPER DESPERATION MOVE]         |
|   /  O-   /  -O  + B           | Kojiro poses for a moment, then dashes
O  O       O                     | forward, stabbing through the opponent.
                                 | If it strikes, the background goes white
(can be held)                    | with a huge Kanji character written on
[POWER and EX Mode only]         | it.  If the button is held, Kojiro runs
                                 | a hand down the blade and glows red.
                                 | When released after this time, the move
                                 | is unblockable.
                                 |
---------------------------------+------------------------------------------

Combo Special Chart:

A --> B --> C +-> A --> B --> C +-> A --> B --> |  \  -O + C
              |                 |               O   O
              |                 |
              |                 +-> C --> B --> A --> |  \  -O + C
              |                                       O   O
              | 
              +-> | + C --> A +-> | + C --> -O + BC
                  O           |   O
                              |
                              +-> -O + BC --> A --> B --> |  \  -O + B
                                                          O   O

REASONS TO PLAY SANADA KOJIRO:
 - Four words: Mulan with a sword.


--------------
3.13 - Setsuna
--------------

STORY:
A creature who appeared through Hell's Gate after the incident with
Kagami was resolved.  A powerful spirit of the underworld, his physical
existence began by claiming the body of an infant, killed in the ravage
of battle.

Setsuna, who may be considered a symbol of the cursed fate of the
underworld, has the beauty and vitality of a young man, but his spirit
and soul are the blackest evil.  His hatred for life is all-encompassing,
from the cursed spirits of the underworld to the creatures of our own
reality.

And so he walks our earth, with vengeance against all life festering
within his soul.

Age:          20 (outward appearance)
Style:        Unknown
Voice:        Yamauchi Keisuke

GAMEPLAY INFORMATION:
Setsuna is a very strong character, but he takes some work.  As he lacks
any kind of distance attack, his strengths are in getting close to deal his
damage.  Anonymity - Three is an excellent surprise move for turtlers, as
it's fast and must be blocked high, but it shouldn't be overused.  He has
only moderately strong air defense.  Anonymity - Five should be used any
and every time the opponent gives him breathing room.  That single hit that
it stops can easily change the outcome of the match.

Normal Move Interruptibility Chart:
      | Stand | Stand | Stand | Low | Low | Low | b + | f + | f + | df+ |
      |   A   |   B   |   C   |  A  |  B  |  C  |  A  |  B  |  C  |  C  |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+
POWER |  yes  |  yes  |  yes  | no  | yes | no  | no  | no  | yes | yes |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+
SPEED |  yes  |  yes  |  yes  | no  | yes | yes | yes | no  | no  | yes |
------+-------+-------+-------+-----+-----+-----+-----+-----+-----+-----+

Moves:
---------------------------------+------------------------------------------
                                 | Anonymity - One (Mumei - Ichi)
                                 |
|  \   -O  + A/B                 | Setsuna slashes downward, leaving a
O   O                            | large arc of electricity.  B version is
                                 | slower to come out, but does notably
                                 | more damage.
                                 | 
---------------------------------+------------------------------------------
                                 | Anonymity - Two (Mumei - Ni)
                                 |
-O  |  \   + A/B                 | Setsuna crouches and lunges